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The Quest for the Talisman of Health
Sir Horace, Paladin of Ga'al


DM Cayzle 
Friday September 28th, 2012 1:37:40 PM


Sir Josh rides out to greet the newcomer. He is clearly a knight and a nobleman, on a stunning charger, clad in a mithril breastplate that is engraved with a plant motif. The armor bears a striking gold plate flower embossed over the knight's heart.

He bears no weapons, and his scabbard hangs empty.

The good-looking fellow smiles at Sir Josh. "I am Sir Horace of Aed, a Paladin of Ga'al."

He pauses a second to let that sink in. "I have come to greet the heroes of this castle, and to thank them on behalf of the Church of Ga'al. I also have news that I hope will be welcome. I beg for an audience with you and your comrades."

A mental voice rings out, loud despite being only telepathic. "Well! Stick a feather in your cap and call it macaroni! You can dress a dog in pretty clothes, but all you get is a dress with slobber on top and poop on the bottom!"

It is, of course, the profane artifact. But the newcomer is not fazed in the least.

"Greetings, LeGorne," he says. "It seems the rumors are true. You have become corrupt in the eons since you were created by Ga'al."

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn  d20+12=13 ;
Friday September 28th, 2012 4:22:48 PM

Knowledge Religion 13
Malgant blushes as Jass relates all the things he SHOULD know but didn't.He agrees that convincing the city to take the horn in paymentt for the favor and reward they will get from the church of Ga'al would be best, relieving them of the horn and paying for their land. For the price mentioned he agrees it should also be permanent. He tends to agree with the horn's observations at this time but will always listen first rather than blindly fighting someone who came to talk. He would be happy to speak with this paladin of Ga'al, something he never thought to see, so long as that conversation is held outside of the castle. Once again the Protector in him steps up and demands that a member of an enemy camp shall not pass through their defenses so easily. Assuming Sir Joshua relays the request over the Mind Link Malgant relays his term in the same way.To Joshua he telepathically sends, " Is he really not Evil Joshua? Check first please."

Spells on Malgant
Mind Blank 24 hours duration
Magical Vestment 18 hours duration, cast at 6 am after prayers.
Contingency(extended) ( If i fall to below zero hp cast Breath of Life on me). 36 days duration

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Friday September 28th, 2012 4:31:00 PM

OOc
DM Cayzle, what are the parameters of the Hallow Effect we can set on the castle? Are they as outlined in the spell or can we make it "the seven of us" or " Anyone other than the seven of us"?

To everyone else what effect do we want? I am thinking either Death ward on us or discern lies or Zone of Truth to anyone but us. What do you guys think?

DM Cayzle 
Friday September 28th, 2012 4:38:28 PM

Why not just use it as the spell permits and apply it to all good alignments?

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Friday September 28th, 2012 5:02:43 PM


OoC from ExDM Al: The parameters are of the spell with the exception that it covers the entire castle. (Though not the grounds outside.)

Cayzle Comments: What Al said! Specifically: "You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment." As DM, I would allow that to apply to Good creatures.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Friday September 28th, 2012 6:08:50 PM

OOC
OK, thanks, I was wondering how flexible the "your faith or alignment" clause was. To not clog the board, please send the group an email if you have an opinion on what spell we use.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Friday September 28th, 2012 11:02:07 PM

UPDATE...
-----------------------------------
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.

Prepared Spells:
1st - Lead Blades x2, Resist Energy x2, Negate Aroma, Keen Senses
2nd - Versatile Weapon, Eagle Eye, Chameleon Stride, Guiding Star*
3rd - Darkvision x2*, Life Bubble*
4th - Commune with Nature, Grove of Respite, Summon Nature's Ally 4

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
Immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Active Spells or effects:
Word of Recall - CL11 (castle) 1/day: unused
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 15 hours, CL15)
Life Bubble (on himself, 15 hours, CL 15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points Spent: 3

DM Cayzle 
Friday September 28th, 2012 11:22:43 PM


At Malgant's bidding, the heroes gather outside the castle to greet the paladin of Ga'al.

"I have come to offer you our thanks," says Horace of Aed. "You see, although you may or may not know it, you have done the people here several great services."

"Of course, all know how you saved Acid City from the curse of the god of revenge. But you should know that of the souls your found and released in from Koshe Marr, four were of a famous Quad, and you have sent them on to their place in the afterlife, perhaps to be reborn again in service. And the horn they took with them was the one you have brought back. So we are in your debt on that count as well."

"So let me offer, then, the heartfelt thanks of the Church of Ga'al."

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Saturday September 29th, 2012 12:11:56 AM

Over the mind link, *I am starting to not like where this is going.... And even though we really don't want that damn horn, I really am hesitant to hand it to the Church of Ga'al.....*

Aztyr smiles, and plays nice like.....

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- 0 - 0- 0- 0- 0- 0- 0

Spells in effect:

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


Jass of Downs (SteveK) 
Saturday September 29th, 2012 9:25:45 AM

Jass has been in the Northern Continent long enough to form his own opinions of some of the Powers who claim parts of the Noble Races devotions. He chimes in on the telepathic discussion, confident that as long as he isn't speaking or thinking at LaGorne, then the horn can't evesdrop. "As long as Sir Horace is a good guy, I say we get Alisidur further in our debt by gifting him LaGorne, and here's why. Your Power called Ga'al is really interested in order. LaGorne is an artifact of Ga'al. LaGorne right now seems only interested in chaos and disorder. Right? So, if we give LaGorne to this paladin, he or several someones in that church are going to have to spend an awful lot of time to reconvert the artifact... a lifetime. Don't you like the idea of occupying the lifetime efforts of several priests of Ga'al, the which they will actually thank us for, when they could be doing other things?"

Even though it is in telepathy, Jass chortles aloud at the image of a bunch of stuffed-shirt priests trying to reform an unrepentant artifact.

Aloud he calls out. "Aw, invite him in, Malgant. You think he could take over the place all on his lonesome?"

DM Cayzle 
Saturday September 29th, 2012 9:46:12 AM

Your DM notes proudly that he made five DM Posts this week, and five more DM posts in Bonetown! Go me!

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Saturday September 29th, 2012 9:20:25 PM

"I fine with staying here if we can make a deal with the church. I really don't want locals to get caught up in our problems."

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Saturday September 29th, 2012 10:44:52 PM

" I...wow. I have never met a Ga'alian that was good. We should see how grateful they are to have the horn back. I think we may be able to keep Acid City from paying heartseed taxes for a long time."

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Sunday September 30th, 2012 12:18:42 AM

Mentally. "But I wouldn't trust them. That seemed a bit too good to be true. I'd watch the church regardless."

Jass of Downs (SteveK) 
Sunday September 30th, 2012 9:52:14 AM

Mentally: "And we don't have the choice whether LaGorne goes with the paladin, the artifact chooses the wielder, not the other way around. So how do we convince LaGorne this is the best solution? Reverse Psycology? Maybe that everyone here is already at each other's throats? Or that we want to keep him to deny his abilities from the enemy?"

Vorelle 
Sunday September 30th, 2012 4:08:08 PM

"Um. You're welcome," Vorelle says, not sure how else to respond.

Vauhwyt (HP 147 of 147, AC43) Sub/Al  d20+21=34 ;
Sunday September 30th, 2012 7:02:14 PM


"Well, everything is possible," Vauhwyt adds into the telepathic discussion. "Even a good Ga'alian."

"I wonder whether that's a paradox, though. Ga'al, who wants to regularize and formalize everything begins to spawn as of yet unknown types of followers."

"I think I like the irony."
Vauhwyt's smile can be heard through her telepathic voice.

"I say we give the horn to the Ga'alians. If it turns out to be a bad decision, we can always kill them. But this time, we don't pick the horn up afterwards."

"As to how we get LeGorne to go, why don't we wait to hear what Sir Horace of Aed has to say. He might just solve our problem for us. Lets find out what he wants. Surely he didn't come all this way just to offer thanks."


"You ... wouldn't happen to want the horn back by chance, would you, Sir Horace?" Vauhwyt enquires of the knight out loud. "Despite its proclivities, it is fairly powerful. And, as I am lead to understand it, quite valuable. Not that this would deter us from returning it to you, who might be the owners of the horn by right. But ... we just had a visit from the mayor of Acid City, and he's asked us to pay some fairly onerous taxes. We may be in great need of funds."

"That puts us in something of a bind, you see?"

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

Bluff 34

DM Cayzle 
Monday October 1st, 2012 6:52:41 AM

Although the mental conversation is lively, only two of the party have words for the so-called Paladin of Ga'al directly. Vorelle is curt but polite. Vauhwyt is verbose and broadly hints that there are more concrete ways than mere words to offer a thank-you.

The paladin's carefully composed face of friendly openness does not slip a centimeter at the suggestion of a quid pro quo. Speaking in the modulated tones of a classically trained orator, he says, "Lady Vow-wet, the Church is not only grateful, but in our desire to extend a hand in friendship, we would be honored to ease your difficulties in any way we can."

"To start, the Church would be happy to accept LeGorne from you. But that is not all."

"The Church is creating a nondenominational park in the center of Acid City, with statues of all of you at the center. It will be called Heroes Park."

"The Church has spoken with the good Lords Agor and Norius, and will be pleased to deliver to you both the deed to this land on which your fine castle sits, as well as a receipt for the payment of this year's taxes in full."

"The Church has also convinced Lord Agor to revoke the tax on those who have not yet chosen to accept the gift of a heartseed, and a charter has been granted to Acid City that guarantees it will be free of all such taxes for 100 years. The Church hopes people from all over the Wold will come to live here, of any faith."

"I hope these tokens of thanks will begin a new era of friendship among us all as we welcome you to your new home." He bows as he finishes this speech.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 1st, 2012 8:51:49 AM


"Wowsy! That's a lot of thanks and friendship." Despite her surprise, Vauhwyt has the presence of mind to keep her words amongst her companions from Blackbird Lake. In one of those reflexive raven instincts, Mookie's feathers fluffed to make him look a bigger bird. His beak opens in what might be challenge, but is more than likely a surprise equal to that of his mistress.

Then, in a tone more cagey, "I wonder what sort of strings this has trailing along with it?"

"Pardon our manners, Sir Horace. Why are we, I ask myself, having this conversation outside as though parlaying with foes? Please come inside. I'll see what we can do about gathering refreshments."

"I hope you don't mind my surprise at the generous gesture that you and your church have extended to us," the wemictrix says, leading the way across the drawbridge and into the castle. "But, it's my experience with bureaucracies that once they scent monies they latch on like a pit bull with a lockjaw spell. Even rumors of funds are already spent."

"So, if you don't mind, not to look a gift horse in the mouth, but I'd like to hear about some of the deliberations and discussions that lead to your exceedingly gracious gesture."

Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday October 1st, 2012 9:42:58 AM

While the group speaks with this new paladin, Sir Joshua surreptitiously tries to see if he's really good (detect evil) or just trying to seem that way... He shares Malgant's concerns about trusting a paladin of a false god that could be evil...

The gracious offer of statutes, tax receipts and friendship surprises him though, and he shares Vauhwyt's suspicious that there're strings usually associated with these gifts... "Yes, Sir Horace, these are gracious gifts and I appreciate your friendship, but what considerations would the town or church require from us? Let us speak plainly, noble to noble, and put aside all flowery niceties..."



Jass of Downs (SteveK)  d20+23=40 d20+17=21 d20+16=21
Monday October 1st, 2012 9:48:57 AM

Jass finally sees an opportunity to speak without scaring anyone. If anyone would not be afraid of the dead-looking sorcerer, it would be a paladin, right? "Definitely, come in and have a bite. Your horse too, eh? Wouldn't have our manners questioned after being the new kids on the block! As for LaGorne, you know he chooses who he stays with, eh? And right now he seems to like to pester us. A minor irritant and good for a laugh, but I don't think he'll want to go with you, Sieur Harold."

Jass waits a comfortable enough time until Sir Harold and his steed is settled through thier first course before bringing what he considers the pink elephant in the room right out in the open. Jass, a scion of the Southern Continent, has no great love or hatred for any of the Northern Powers, and is genuinely curious. "So, I had no idea the cult of Ga'al had changed so much after the destruction of the first HeartTree. All the stories I have heard are at complete opposites to this offer of friendship and generosity and live-and-let-live attitude. Especially since you are talking all about 'The Church' this and 'The Church' that as if everyone is of the same mind. Can you tell us more of this change of... heartseed?" Jass smiles, unable to resist the little pun.

After the first question, Jass has a second. " I can see the benefits for the local lords and aristocracy for us to be here and Acid City being an open city; revenue and trade and the status of a premier heroic group living free in Alisidur. But why is the Church pushing so much for us to stay. Well, other than gratitude? Being thankful only goes so far and your offers seem much beyond that point." Jass leaves off, being much too diplomatic to actually come out and say what's in it for you, but the implication is clearly there.

.............
Bluff - 40 against LaGorne
Diplomacy - 21 with Harold
Sense Motive - 21 with Harold

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169  d20+4=24 ;
Monday October 1st, 2012 12:49:46 PM

Aztyr is still positive there's something wrong going on..... What it is, she's not sure....

Sense Motive, Nat 20

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- 0 - 0- 0- 0- 0- 0- 0

Spells in effect:

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

Vorelle 
Monday October 1st, 2012 2:37:00 PM

The Church is creating a nondenominational park in the center of Acid City, with statues of all of you at the center.

Oh, no! Vorelle thinks, It's Mural Day all over again! And we know how that turned out....

There doesn't seem to be anything she can do, however, to stop the mad rush of Free Stuff from the Church of Ga'al.

"I hope these tokens of thanks will begin a new era of friendship among us all as we welcome you to your new home."

"I hope so, too," Vorelle says softly.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Monday October 1st, 2012 4:50:07 PM

Malgant's jaw hangs so far open that if mookie was not currently in the same state of shock that the Hand shared the bird could be halfway through his stomach before the minotaur closed his chops.
" Not a good plan inviting him inside, let the record show I have stated that, mental though it may be. My guess is that the requirements will be heartseeding for us or something suchlike. You know, to show others what a group of loyal adventurers can do with Ga'al behind them. Or a promise to not speak out against heartseeding, effectively keeping us out of their hair for the rest of our lives. To partially answer your question Jass, 'the Church' IS all of one mind. Once heartseeded the individual no longer exists, only the will of Ga'al. That is why Imod and I are so against them. They prey on the weak and downtrodden in society, those who see no good coming from their lives and feel they cannot improve them. Ga'al offers solace by relieving them of the need to decide things like that any more. They simply obey his will. That fundamental removal of their right to make mistakes and then make up for them, that loss of frewill is why he is considered evil. He is essentially a thief that steals all of their future"
Malgant continues to hold his tongue and waits for the results of Joshua's visions before he asks any questions. He is afraid that his ingrained bias will show and sour the deal. He knows his friends want the horn gone and he has nothing to offer better than giving it to the Ga'alians.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 1st, 2012 5:20:17 PM


"No initiative. No free will. No creativity. No improvisation. No spontaneity," adds Vauhwyt. On her face she presents a grin to Horace of Aed. "Perfect for a pala ... oops." The liontaur's eyes, over the top of her smile, slide to Sir Joshua. "Sorry. Didn't mean that."

"Yes you did, Boss." This from Mookie. "Yes you did."

DM Cayzle 
Monday October 1st, 2012 6:11:24 PM


OOC: Since I'm essentially "playing" the Ga'alite, my posts will react only to what you say, not what you think, my friends ... but even though I do not post any response to your mental conversations, I am enjoying them and I encourage them!

=====

The party consensus, over Mal's objection, is to invite the paladin inside, and soon the entire party is seated comfortably. Or at any rate, as comfortably as possible in the purified Scarwall, where nothing broken or dusty now remains, although the pieces of furniture that survived the purification are a bit of a mis-matched lot. But the party settles in as best as can be expected, and the paladin shows only grateful gladness at being made welcome.

Vauhwyt asks about "the deliberations and discussions that lead to your exceedingly gracious gesture." Jass too wonders, asking delicately, what the Church stands to gain.

Sir Horace smiles. "I understand. You doubt or suspect the motives of Mother Church. That is natural. Let me first say that on my honor as a paladin, there is no secret trick or trap to these gifts. Just an honest desire for comity and amity."

"But of course you seek to know why the Church now has this desire for friendship. Let me offer some history."

"Great Ga'al has long watched the moral races with a measure of sorrow and despair. He sees that the noble races persist in making foolish decisions. Can anyone look at the plight of the Wold, wherein masses of poor stand in need while the wealthy sit and feast? Why do not all choose to share? Greed, selfishness, and weakness all take their toll. Ga'al has a compassionate heart, and wants only to help those who are weak to make good decisions that benefit all."

"Until recently, Ga'al saw fit to impose his will on mortals, just as a doctor would make a stubborn child take medicine. The child might refuse, but the child is not truly capable of comprehending his best interest. And in partnership with the Emperor, the nation of Aisildur prospered. None starved, none went without. How can this have been bad?"

"But as you know, a teen-aged son or daughter may be foolish, but also too old for the rod. Too big to be held down for medicine. So it seems it is here in the Wold in this latter day. The Church knows through hard experience that forcing others to agree with Ga'al is not a successful strategy. And so, the priests have come to understand that coercion cannot work in the long run. We now have adopted a policy of seeking friends, because friends can grow closer, even without coercion."

"And so I hope you see the value of greeting you as friends, even if you do not accept Ga'al into your heart. That is also why we are opening Acid City, the largest town near the ungoverned tribes of the east, to those of any faith. We want to show the Wold that we can be friends without coercion. In this way we stand a better chance to convince others honestly that Ga'al seeks only the best for everybody."

"Please forgive my long-winded speech!"

Sir Josh seeks to cut through the other paladin's tendency to talk at length. "Yes, Sir Horace, these are gracious gifts and I appreciate your friendship, but what considerations would the town or church require from us? Let us speak plainly, noble to noble, and put aside all flowery niceties," he says.

"Let me be plain, good sir," answers Horace. "We require nothing in exchange for these gifts. For us to offer them in good faith is our reward. In this way we show that we are friendly even to those who may oppose us." He sighs. "We do hope that our friendship will be returned. But you may even attack me and chase me forth, and yet these gifts remain yours."

Horace does not detect as evil to Sir Josh.

Jass is worried that LeGorne will not choose to go. The paladin smiles fiercely at that. "Oh, fear not, good Sir Jass. For although Ga'al seeks friendship honestly given, he retains his power to compel his own to his will. You may note that the holy artifact, though now corrupted, has not seen fit to say anything to this." Indeed, the horn has been silent.

Jass also wants to hear about how the Church has changed, and he says that these gifts seem overly large for mere friendship.

"You are subtle and perceptive, good sir," says the paladin. "Indeed, our heartseeds tell us what Ga'al wishes, but his followers are mortal, and flawed, and so of course we seek consensus on how to achieve Ga'al's will. For a farmer, or a barber, or even a temple priest, this is not hard. But in consideration of the course of history, as influenced by other gods, heroes, and nations, it is difficult. So, yes, in recent years, a philosophy of comity and amity has come to the front, after some debate. But I will not bore you with details."

The paladin looks serious. "I have two final gifts to offer you, and I hope you will understand now why we offer these gifts. They are a blessing and an honorific. These final gifts you may choose to refuse, as is your right, and indeed as you may choose to refuse all these gifts, but I hope you will see them in the spirit of friendship with which they are offered."

He explains his two final gifts:

1) Each of you may accept one of two new free Ga'al Woldian Traits:

-- Ga'al the Mighty. This trait bestows a +1 trait bonus to attack whenever you are making a charge.

-- Ga'al the Compelling: This trait bestows a +1 trait bonus to the DC of any charm or compulsion spell you cast.

You do not have to honor Ga'al to receive the trait, and you do not have to give up any other religion trait you might have to also have one of these.

2) Each of you is offered a personalized badge that declares all bearers are members of a "Quad of Reknown." The badges are magical fate items that let you cast Cure Critical Wounds (CL20) on command thrice per day. With this badge and title, no priest of Ga'al can attack you, and Ga'al priests that you meet must offer you curing, help, and information at your need. The badge breaks if you attack a priest of Ga'al. You do not have to honor Ga'al to receive this badge and title. However, it only functions if you wear it openly.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Monday October 1st, 2012 7:38:17 PM

OOC: I'm sure this question has to be asked. Does the badge take up a body slot? If so, which?

Brahmah has the mind to not only refuse the 'gracious gifts', but to tell the 'paladin' what to do with them, but as a former leader of an adventuring group, he realizes tact and good sense must prevail. Diplomacy is not his strong suit, that was Zeoll's great skill.
The ranger rejects Ga'al's assistance, refusing the traits. Brahmah quietly excepts the badge, but for several reasons not related to badges uses.
He says mentally, "First, these might have additional powers. It might be able to slowly seed us somehow. Second, the badges might be traceable via magic, location and scrying specifically. Lastly, none of you have to except the badge and we can study this one. If any backlash happens, it'll be to me."
-----------------------------------
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.

Prepared Spells:
1st - Lead Blades x2, Resist Energy x2, Negate Aroma, Keen Senses
2nd - Versatile Weapon, Eagle Eye, Chameleon Stride, Guiding Star*
3rd - Darkvision x2*, Life Bubble*
4th - Commune with Nature, Grove of Respite, Summon Nature's Ally 4

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
Immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Active Spells or effects:
Word of Recall - CL11 (castle) 1/day: unused
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 15 hours, CL15)
Life Bubble (on himself, 15 hours, CL 15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points Spent: 3

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn  d20+20=36 ;
Monday October 1st, 2012 8:37:51 PM

Sense Motive 36 to discern some trickery in Horace's words. I have no doubt I detect none, because this fool believes that they are true.

"That is brave, Captain. Imod would applaud your heart in doing so for the good of the group. I however cannot sit and listen to these honeyed words and not smell the stench they cover. I will have none of this, and I strongly urge you all to do the same."

Malgant breaks his silence. " I forgive your long flowery speech, you can't help it. Long winded speakers often use their words to hide the truth or to somehow make it sound better. Less than a year ago you would take all a man had in taxes if he would not accept a Heartseed. Many could not pay your extortion and we helped them escape your borders. In a sense, if you really wanted the wealthy to help the poor, you succeeded for many helped to hide and transport these refugees from Alsidur to more tolerant places in the Wold. I call your long windedness hogwash . I will not accept your abilities nor anything offered to me that would cause me to turn my back on the Father of Battle, Imod. The others can accept your bribes for their souls, but I will not. If I had to I would let Acid City take over this castle tomorrow and leave with only what I won it with, my heart, my soul and my friends. Home is the place you make it, be it a hut made of mud or a palace made of gold. Home is the people you surround yourself with. I have been civil and heard your words. I find them to ring false of what Ga'al shows the world.."

"Branding me with this Quad honor may be special to you, but to me it is a disgrace that I would never allow. I say to you good day."

"If any of the rest of you need me, I feel the need for a hot bath."


Malgant leaves the room. He is genuinely angry about this paladin trying to buy their souls with gifts. He heads to the baths in the castle (we must have something we have had weeks to set it up) and does as he said he would, bathes and washes the stink of the Ga'alian's words from his skin. Val most certainly would not have approved, and likely they would be strapping Sir Horace's battered remains to his saddle to send him home had she heard any of that speech.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 1st, 2012 9:19:12 PM


OoC: No results from the Sense Motive checks? It's a DC20 for a hunch.

Vorelle 
Monday October 1st, 2012 10:46:27 PM

"I wanted to go to Dirt City," Vorelle points out to her friends.

"Thank you for your gifts, Sir Horace," she says. "I don't cast spells, and if we're in such dire straights that I have to charge something, a minor blessing will be of little use. I will take a badge, however."

She doesn't pin the badge on, however. She slips it onto a sharkskin necklace that already bears several bones carved with Tauric runes, and a silver ring with a wolf's head on it. She lets the necklace slide out of sight beneath her shirt.

[OOC: Yes, I know it won't work unless I wear it openly. We'll see. :) ]

DM Cayzle 
Monday October 1st, 2012 10:53:33 PM

OOC: Sorry for ignoring sense motive checks! As Mal deduced, all attempts reveal that Sir Horace is sincere and truly believes what he says.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Tuesday October 2nd, 2012 7:17:43 AM

The ranger puts the badge in his bottomless coin pouch. He isn't sure how to react to this whole thing.
-----------------------------------
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.

Prepared Spells:
1st - Lead Blades x2, Resist Energy x2, Negate Aroma, Keen Senses
2nd - Versatile Weapon, Eagle Eye, Chameleon Stride, Guiding Star*
3rd - Darkvision x2*, Life Bubble*
4th - Commune with Nature, Grove of Respite, Summon Nature's Ally 4

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
Immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Active Spells or effects:
Word of Recall - CL11 (castle) 1/day: unused
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 15 hours, CL15)
Life Bubble (on himself, 15 hours, CL 15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points Spent: 3

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Tuesday October 2nd, 2012 9:16:41 AM


Vauhwyt smiles. That Paladin Horace of Aed has responded without actually having answered her question is not a thing that has escaped her notice. And yet ... "Aren't paladin's proscribed from lying? Sir Joshua? Can a paladin lie?" she asks as said paladin goes on and on in his already admittedly long-winded fashion.

"Of course, you could be saying what you fully believe to be true," she then says out loud. "Not knowing what is really going on behind your back. Yes, that sounds right for a paladin. Trusting in your own. Like ... " The liontaur watches as Malgant storms off. " ... all of you law and order types."

"Law and order types," echoes Mookie.

"I'll tell you what, Sir Horace, I have an aversion to accepting magic from those I don't know. But I'll take one of those badges too. As a token of friendship. The deed to the land, the receipt of payment for this years taxes, the revocation of the tax on those without heartseeds for 100 years, and the park, all of that I will accept on the behalf of our group as well. With the understanding, of course, that the acceptance of a gift of friendship doesn't necessarily make us automatic friends."

"I hope that you understand that the nature of this change is so great that it may take us a while to become accustomed to it. As a paladin who's god has a great interest in maintaining a status quo, I think you'll understand that change does not always come easily. But I, at least, personally, thank you."

"Good, are we done with that?" This from Mookie who hops to the side of the paladin and cocks his head, the better to observe him. "Now, tell me, how it is that you, came to become a paladin of Ga'al, Sir Horace? Don't all paladins have to be good? And wasn't Ga'al up until recently involved in evil? Were you a black guard who experienced a miraculous conversion? Do tell. Story. Story. I sense a story here."

"Heh. Sorry." Vauhwyt rakes her familiar back to her side with the sweep of one paw. "Mookie. My familiar. Tends to speak whatever comes to his mind."

Jass of Downs (SteveK) 
Tuesday October 2nd, 2012 11:01:35 AM

Jass listens, both to Horace and to his friends. It is obvious that the heroes have some very strong opinions on the matter of, well, really quite recent atrocities on the part of the Ga'al cult and ways of getting everyone to do what they want. Malgant's warning of an idyllic life at the cost of free will is very nearly Jass' version of the Lands of Unrest in his worst dreams. And yet Horace is not offended, and in complete earnest. Jass twinges at Vorelle's comment; the ranger really knows where to place a dart. But it is Vauhwyt's insight that gives him a decision.

"Sieur Horace, if you can convince LaGorne to go with you, go and take the Horn. The artifact is of your church after all, eh?"

"For the deed to this land, the first year's taxes free, I will add my thanks to that of my companions."

"For the rescinding of the taxes on the non-heartseeded and making Acid City an open city for all, I think Alisidur and the Church of Ga'al has made a good decision and will benefit everyone in Elennia and the pioneer ports in the west."


But then Jass shakes his head. "For the Park, the statues, the name of Quad, the Badge, and the Traits... Well, I'm going to have to decline all those gifts, and here's why. Openly accepting these gifts would make others see us as supporting Ga'al, and that, by our example, will lead many others to accept Ga'al and his suppression of free will. You got a Power in this land, and I respect it because it is a Power, but I'm not gonna be your walking advertisement."

"In fact, you should go back to the Church and tell them that they don't want us to do that either, eh? The Church really wants to show thier new leaf? That they are looking for friends and not servants? Then you can't buy us with accolades and badges that other people will think we are openly supportive of Ga'al. You are going to want a powerful, independant group on Alisidur land that is NOT one of the nobles or Church or associated with Ga'al. A demonstration of that openness will bring a more cosmopolitan Acid City much better than us wearing all of Ga'al's bangles like a troubadour's groupie."


Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday October 2nd, 2012 2:55:25 PM

Sir Joshua pensively watches the discussion and tries to remain calm as it sometimes grows heated. He shares Malgant and Jass' disgust with such overt displays of trying to buy their loyalty, though his sense of politeness keeps him from saying it in so many words.

Nodding to the paladin, one noble to another, he says, "I too must join my friends in declining the badges and other items. I thank you for the offer but I must avoid seeming to take the side of any false religion. That said, I bear no ill will towards you personally and hope that you feel the same way. Some day we may find ourselves fighting together against outside forces that may threaten this community... As my friends said, I would be interested in how you came to be a paladin, especially of a deity such as the one you currently follow."

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 2nd, 2012 5:03:18 PM

Halfway across the castle, Malgant can still hear Vauhwyt's thoughts clearly. Hearing no answer from Sir Joshua, he answers the question that Vauhwyt has probably already guessed.
" It isn't a lie to him, that is the gross perversion of it. If his Lord Ga'al told him rain was acid he would feel pain in a drizzle. He BELIEVES everything he is saying. I don't know who he was before but the church has made him a perversion of paladinhood in my eyes. A trusting young soul taken in by lies and deceit and turned into a puppet of an evil god."
The thought so angered Malgant that he turned on his next step and abandoned his quest for a cleansing bath. His flesh could wait, it was his soul and the burning question of How this could happen that needed answering. Now in the courtyard that Malgant used for prayer he began the kata that was his method of praying and speaking to his God. The normally placid and precise moves became a hard and aggressive workout. How could this be true? A Paladin of an evil god? Was it against his will that he served? Had he been seeded and inside his soul cried at the anguish of the lies his mind believed and his mouth spoke? Suddenly Malgant was aware that not only was he agitated and asking these questions but he had actually cast a spell while he thought about them. The Miracle was cast and the link to either Imod or one of his powerful servants was made. In a split second Malgant replayed the entire situation for the Power's benefit and stated simply, " I am lost on how to proceed. Lend me your insight and your guidance. For all the wisdom I have learned, I have no guide for this question but you. Help me find the way."

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Tuesday October 2nd, 2012 5:58:23 PM

Aztyr thinks about the gifts, and while she is thinking, others have made her arguments for her.
Addressing the Paladin of Ga'al, "I too accept the land and taxes, but all the rest, I also refuse. Not in anger, but in faith in my Deity. I follow Alemi, and allowing myself to be seen as a supporter of another faith would bring into question the actual faith I possess. I my not be a priest of Alemi, but I hold my faith as a trust, a trust between myself and Alemi, I will not allow another faith to come between us, I rely upon my faith too much."
Having said her lot, Aztyr again become quiet.

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- 0 - 0- 0- 0- 0- 0- 0

Spells in effect:

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

DM Cayzle 
Tuesday October 2nd, 2012 7:04:33 PM


Mal speaks plainly and leaves, unable to continue breathing the same air as the "paladin." And it is a natural reaction, for all of the gods have an opposite, except Gargul, who contains both life and death. But Alemi opposes Marteaus especially, just as Domi opposes Ga'al, so how else could Malgant, servant of Imod, behave?

"Is no evil done in Domi's name?" the paladin says to the departing taur. "If not, how is it possible that Centaur and Minotaur and Liontaur slay each other in spite and rage, all while claiming the blessings of the same god? Yes, sometimes servants of Ga'al, in their desire to serve, resort to evil means. Even with our heartseeds, we are flawed creatures. But now we see that the best tool we have is gentle persuasion."

Sir Horace calls to Mal's back as he departs. "Ga'al inspires us with goals, and we mortals do our best to serve. But being mortal, we do not always succeed in that service. We are inspired to spread heartseeds, because they are plainly so good. But the emperor has forbid the use of force, and as loyal subjects, we bow. Others among us saw this tax as a tool to inspire conversions, but that too has failed, in part because some pagan folk would rather leave the nation than submit to Ga'al. Was it evil to turn pagans out, to take all their goods under a harsh tax? Perhaps it was. I think it was a mistake, and I am pleased we have convinced Lord Agor to repeal that tax."

Vauhwyt and Mookie, as well as Sir Josh, invite Horace to tell them his background and his history. Perhaps Mal would like to hear that as well, were he here to listen.

The paladin nods. "You have heard much that is ill of my religion, and little good. You think we are all monsters and enslavers. That we are evil. But that is not true. Ga'al does not inflict pain. He does not threaten innocents. He seeks to protect those who are in need, by guiding them with his infinite wisdom."

"A pagan man may drink too much ale, or beat his children, or steal from his master, or speak cruelly to his wife. But a heartseeded man cannot do any such evil act. Ga'al inspires all his followers to do good, to be responsible and hard-working, to respect authority, to help his family and community and nation. How is that evil? Before the Mother Heartseed died, there was no poverty or want, no homelessness, no criminals or victims. How can that be bad?"

"Here is my story."

"I am the youngest son of a minor noble house. My father has served the Emperor at court! But the responsibilities of succession will not fall to me. Instead, I was blessed with some small talent, and I entered service as a singer, and then as a choirmaster, as befits my rank. When I came of age, I was proud to accept my heartseed, and the wisdom that Ga'al grants those with it."

"But then I was inspired to pursue holy orders in strict service as a paladin. And that is not unusual, although it is also not common. Few are called to both martial and holy service. But Ga'al in his wisdom put me to work. I was charged with hunting undead things where they were to be found -- Ga'al put his hand on mine, and I would sniff them out and smite them. I also was sent among the Jacks and Jills of the realm, those poor confused souls, who were often calmed by my music. In their way, they too serve."

"When the Mother Heartseed was destroyed, the certainty of faith left me, and I was sad, to tell it true. But I was called to be an ambassador to those who might be convinced. I was called to put my talents to use among the people, to convince them that Ga'al had not abandoned them. And when the Mother was regrown, I was glad to accept a seed again."

He smiles at Mookie. "I apologize that it is not a better tale. Perhaps later I can sing to you some epics more to your liking?"

Vorelle, Brahmah, and Vauhwyt accept badges -- the first two with quiet dignity, the last with some measure of ironic detachment.

Aztyr gently refuses the badge and blessing. Her polite words win her a ned of acknowledgement from the paladin.

Then Jass speaks, and at his words, a flush of anger does rise to the paladin's cheeks.

"Ah, you speak cruelly, Jass of the Downs," he says. "The more so, maybe, because I cannot deny that there is some truth to what you say. Yes, we hope to gain by open ties of friendship, that a display of tolerance will convince pagans that we are not frightening monsters. I refute your crassness, and I emphasize that we offer our friendship honestly. It is fine that you might accept the badge and then hide it away. There will be no mention of Ga'al in Heroes Park. We will not publicize our role in helping you with your deed or your taxes."

"But yes, it would please me and the Church greatly if you did show the world that we are friends. So your harsh barb does strike home. I hope that my honesty about it will blunt your sharp accusation."

"But let me comment on what you seem to think is an evil: "suppression of free will." That accusation I accept proudly. What is free will but the mechanism by which pagans make mistakes? How much pain and suffering and torture and death and injustice is a direct result of your vaunted "free will." It is the curse of mortal existence, and even Ga'al cannot purge it from us entirely. He inspires us to be better, and to make choices that at least are based on noble motives, even if we fall into error or evil in the execution. The same cannot be said of the pagans of the Wold, who are more often motivated by selfishness and greed and vanity."

==========

In his practice yard and place of prayer, Malgant struggles with his confusion. He turns to his most powerful magic, and invokes the guidance of his god directly. [OOC: Is there a price to be paid, Mal? The spell calls for "25,000 gp in powdered diamond"?]

In response, a presence fills the Taur, as powerful as the noonday sun. To Magant, it is like being poured full with bubbling wine, or laughter, and in fact he hears a huge chuckling in his ears and brain and being.

AH, MALGANT, MY SON. DO YOU WISH FOR A HEARTSEED FROM ME, SO THAT YOU WILL KNOW MY WILL?

The deep love and support that is obvious in the voice mitigates the words that gently rebuke the Protector and Hand of Domi.

NO, CHILD, IT IS IN CHOOSING YOUR OWN PATH THAT YOU HONOR ME. BUT YOU KNOW THE ANSWER ALREADY -- YOU KNOW MY TEACHING. ACT TO PROTECT THE INNOCENT. LAUGH IN THE FACE OF CORRUPTION. STAND UP TO THOSE WHO USE FORCE AND COERCION. BE MY SHIELDWALL. SEEK HONOR IN ALL YOUR DEEDS. BE A HERO BEFORE YOUR FELLOWS. AND ABOVE ALL ...

HAVE COURAGE!


AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 2nd, 2012 10:11:39 PM

OOC
Nope, no 25k in diamonds. I just wanted advice, say in the form of a vision, or augury, something in line with the 4th use of the spell " Have any effect whose power level is in line with the above effects." I probably shou;ld keep 25k in dust on me incase I want to do the last part of the spell, but I am not that flush currently.
IC
Relief washes over Malgant since he did what his heart told him and refused the false offerings of Ga'al. But that wasn't enough. He had Imod's hand to guide him, what would others who saw the park the Ga'alians wanted to make think? He would have to make it clear he had no part in their religion. He would have to find a way.

Vorelle 
Tuesday October 2nd, 2012 10:55:06 PM

Vorelle has never been especially religious, but this paladin guy gives her the creeps. To the extent that she follows any god, she pays heed to Wardd, and she gets the feeling that Wardd probably doesn't think too highly of this Ga'al guy. But it's probably not polite to bring it up.

"Um....we don't have to...like....pose for the statues or anything, right?" she asks anxiously.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Tuesday October 2nd, 2012 11:55:04 PM

So, this paladin is risking a lot saying Domi does evil as well. The heat creeps on Brahmah. He says nothing, retrieves the badge from his pouch he JUST put inside, and looks at it once with intent.

"You just made up my mind for me, human." He tosses the badge in the dirt in front of the paladin. "The taur races have free will. Domi doesn't take this away. It is a strength. Heartseeds are a weakness. Please do not raise my statue in Hero Park. I do not support a church who buys favor. Respect is to be earned and not given." He points to the badge. "That is the level of respect you deserve."

"I will strive to make your followers see this. They will know Domi."
-----------------------------------
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.

Prepared Spells:
1st - Lead Blades x2, Resist Energy x2, Negate Aroma, Keen Senses
2nd - Versatile Weapon, Eagle Eye, Chameleon Stride, Guiding Star*
3rd - Darkvision x2*, Life Bubble*
4th - Commune with Nature, Grove of Respite, Summon Nature's Ally 4

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
Immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Active Spells or effects:
Word of Recall - CL11 (castle) 1/day: unused
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 15 hours, CL15)
Life Bubble (on himself, 15 hours, CL 15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points Spent: 3

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 3rd, 2012 4:41:54 AM

With Malgant's revelation, he also briefly knows fear. The words he spoke were not mere fluff for the paladin's ears. His home was his family. His family were the six people gathered in the audience chamber above. Lathered in sweat from his exertion Malgant casts another spell, wrapping himself in vengeful winds he leaves the ground and heads directly, swiftly for the audience chamber's window.

" BY IMOD"S HORNS DO NOT TAKE THOSE SYMBOLS! IT IS A TRAP!" he shouts mentally over the bond he shares with his family. He hopes they will heed him at least long enough for him to explain.

OOC
Headed to work, ;late already. I will;l post more when I get home this afternoon.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Wednesday October 3rd, 2012 9:28:32 AM


"You know ... I think this means that Ga'al had minions who were essentially good, even before the death of the Mother Heartseed," Vauhwyt remarks covertly, a thing that she forgets Malgant will have no context for. Then, out loud, "Thank you, Sir Horace. That was a fine story."

"What?" The black bird twists his head around to take in Vauhwyt. "You're kidding. Right, Boss? No epic battles. No romance. No quirky raven sidekicks. Story?" And Mookie does a pretty decent raspberry for a creature born without lips.

Vauhwyt chokes on the laugh that comes bubbling up and barely manages to turn it into a cough which she hides in her paw. "I commend your devotion, Sir Horace, and also your devotion to good works. Regardless of what we currently feel towards Ga'al, there is no denying that your actions and intent are admirable."

"But consider this, without free will, there is no good. A stone can't be good or evil. It has no choice except to be what it is. In the same way, a person without a choice can't be good or evil either. That person has got to have a choice to do evil in order to deny it and act in a way that is good. Otherwise, they're no different than a stone."

"What you're talking about is what I call 'law and order'. Law and order is fine. Unless taken to the extreme. Without free will there is no individuality. Without individuality, there's no creativity. No variety. Simple existence is not Life. The ultimate law and order is tyranny."

"Think about that. I'm not necessarily against Ga'al. Yet. You might argue that the ultimate freedom is anarchy, and I'd have to say that you are right. But there must be a moderation in which happiness and beauty exist for the greatest number of people."

"Don't you think?"

DM Cayzle 
Wednesday October 3rd, 2012 10:21:13 AM

OOC to Mal: Okay, no harm done, Domi is generous with a freebie once in a blue moon. But the next time you try for a miracle outside the "replicate a lesser spell" use, you'll have to pay up!

Jass of Downs (SteveK) 
Wednesday October 3rd, 2012 2:38:10 PM

Jass is a little surprised that his thoughts struck the most tender cord of the paladin. And then Malgant's telepathic mind washes over his thoughts, and Jass swallows a sneer. "Teach your grandmother to suck eggs." he replies mentally to Malgant.

With Sir Horace he spreads his open hands. "And here seems to be the crux of the matter, Sieur Horace. You see free will as a bad thing, often leading to evil. We see free will as a good thing. In fact, I can't see how any mortal can actually DO anything good without the choice to do it." He shrugs, "so I dont' think we'll be able to agree on that."

"I do thank you for your news and hope that we both better learn the ways of the other."

And with that, Jass doesn't have much more to talk about.

(ooc: will be gone Thursday thru Sunday... won't be able to post)

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Wednesday October 3rd, 2012 4:10:27 PM

"May I make a suggestion?
See if you can get the Horn to agree to go with you, and we'll consider it even, but I think you should stop arguing in favor of Ga'al worship, before something untoward should turn this supposedly friendly visit into something that I'm sure we'd rather not have happen."


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- 0 - 0- 0- 0- 0- 0- 0

Spells in effect:

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

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday October 3rd, 2012 4:19:13 PM

Sir Joshua listens carefully to the conversation about free will and other topics... He tries his best to pay attention, but just like his boring theology classes, it's hard to focus...

To Sir Jorace, he says, "Thank you for the kind story and it seems that you are doing what you think is right. However, I must agree with my friends that free will is important and if you've given your free will up to something that could be inherently evil, then that's very risky. I don't want to get into an existentialist discussion here and at least for me, I'll judge you based upon your works and actions."

Malgant's mental cry about a trap does cause him to pause, but he recovers quickly... Since he didn't take the offer of the two items, he is safe...

Continuing, he says "You have our offer of hospitality of course and as long as your actions are good and don't harm anyone in this area, then I offer my hand in peace. I won't hold the fact that you worship a false deity against you but if you ever wish to follow the true one, I am forever ready to discuss it."

Finishing, he smiles and offers, "If you ever want someone to practice jousting with, I would welcome it. William and I need to keep our skills sharp and are always looking for fellow knights to spar with..."

(OOC - I'll have my list finalized soon and taken to the Catacombs this week...)

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 3rd, 2012 5:10:34 PM

Malgant enters from the roof and comes down the flight of stairs into the Throne room( Where I assume we would do this?) His friends seem not at all perturbed at his outcry so he enters more slowly than the blind rush he had intended. To his friends he says, out loud for the paladin of Ga'al's ears as well," I figured out what was bothering me about this whole gifts and friendship speech that was so unlike what we know of Ga'al. The badges, the park, the amnesty from the heartseed tax, all are designed to allow Ga'al to take credit for our works. To the common person that one day long ago watched this fledgling group try to save 2 children from the Slaad that came from the Acidic lake it would seem as if we were Ga'al's followers all along and this was a just reward for our work on his behalf."
"Vauhwyt, why did you wade through the gore at the bottom of the lake to create a huge amount of rope in The desecrated Scarwall? Was it to praise Ga'al that we had survived and found the way home? No, it wasn't. It was to come up with and execute a plan that would allow you to drag as many of the trapped souls as you could to Gargul's realm when you returned so that they could go where they belonged. "
" Did any of us at any time say ' Thank Ga'al we survived that encounter'? Did any of us endure the pain not only of losing one of our friends, our family if you will and the pain caused by returning them to life in Ga'al's name? No, we did not. By accepting this badge or allowing that park you grant Ga'al the credit for what we have done in the name of the powers we follow. You grant him the power to influence some unsuspecting commoner to abandon their free will and accept a heartseed. You allow yourself to be free advertising for recruitment to Ga'al's cause. Therein lies the trap. As your friend I implore you to not accept either the badge or allow your likeness to be put in that park.."
There was one last thing that made up my mind in this matter. Ga'al preaches that the heartseed removes all need for greed and covetousness. They say that the removal of these influences makes the wold more orderly and makes everyone even and happy. Yet this Paladin comes here with gifts and offerings to lure us unbelievers into his fold. Quite a contradiction is it not? Please do not do this I say again. But ultimately, the choice is yours."

Malgant stands exhausted after delivering his plea to his friends. You have seen him stand before dragonsand even stood with him at Gargul's throne and never have you seen the level of fear in his eyes that they hold now. He fears that someone will still take the badge and it will all go wrong. His eyes alone plead with you to deny this false friendship and not help to lead others down this dark path.

OOC
If I intend to use the 25k gp version of the spell I will note it in my casting. But the spell can still be used to create non spell miracles without using the 25k gp option, so long as they are within the confines of what a 7th to 8th level spell could do. A combined vision and commune spell would have had a similar effect. Spells like this do not need to be a bad thing. Their ability to put us back on track once we have driven way off of the plot track and into the weeds makes them useful to the DM as well.

DM Cayzle 
Wednesday October 3rd, 2012 6:46:25 PM

The paladin's face gets serious, and he bows to everyone here. "Truly, I have not meant to insult any of you. It is the very opposite of my mission. I hope that you will forgive me. I apologize for any offense."

"And with my speaking of words that angered you, you see that I do have free will, and that by my own choices I have put the wrong sentences in my own mouth. Please do not hold my ill-chosen words against me."

"Yes, one goal that I have here is to encourage you to be open friends of the Church of Ga'al, with what I hope would be obvious benefits to us all, and to the Church. But it is not my only or even my primary goal. We truly seek your friendship for its own value, and because, having helped the people of Aisildur in the past, we hope we can convince you to make your home here and continue to help our nation."

"To that end, you have my sacred word of honor that the Heroes Park we have planned will truly be non-denominational. There will be no mention of Ga'al at all. We can place inscriptions on the bases of your statues that name you and whatever gods you honor and serve, even Gargul, Alemi, and Domi. Whichever god or power you honor, whatever words you wish, will be in Heroes Park, and no others. We will not even preach or pass any word of our role in creating the park."

"We will also not mention to any our role in helping you with your land and taxes. These are true gifts of friendship, not accomplishments for us to brag on. By Ga'al himself I so swear, and may the very heartseed that I bear shrivel and die should I find that I have spoken falsely, and yet fail to make it right."

"I must also tell you the Command for your badges, if you choose to accept them. You will see that they are in the shape of the ancient Woldian glyph for friendship, and do not bear the symbol of Ga'al. You will also note that the command phrase is "friendship, amity, comity."

"I do sense that as your guest I may be wearing out my welcome, and again I beg your pardon. But I have one last topic to discuss with you, a threat to everyone in the Wold, to all churches, and to all people. I hope you will hear me out."

"The tale I am about to tell is a true vision of the future as predicted by our holler seers. I do so aver," Horace says seriously.

"In an age to come, the great god Marteus will set loose on the Wold a vast and horrible plague. Few, maybe none, will survive. In this way, Marteus will test every member of every race, noble and ignoble, and ensure the domination of his followers over all others in the Wold. Nations will fall. Entire races will die forever. Life will be cruel and hard, barbaric and short. Culture may fall. Knowledge lost. All the work that Ga'al has done to make the noble races efficient and wise will be for nothing."

"This," says Sir Horace, "is a future that we wish to change with all our hearts. And we have but one slim hope. Our greatest seer has dreamed of a Talisman, the Talisman of Ultimate Health. It is held in the keeping of whimsical immortal beings. We need you to retrieve it so we can use it to alter this vision of diseased future."

He explains that the Talisman can prevent all disease for hundreds of square miles around it. Thousands, maybe millions, can be saved, along with the great culture and achievements of the noble races. "I come here to sincerely request your help."

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Wednesday October 3rd, 2012 7:06:28 PM


"Malgant ... " Vauhwyt's interest is arrested by the paladin's mention of Marteaus. " ... I believe him. Besides, I don't think they can do the things that you're talking about. People will believe what they wish to believe anyway. At least, they can't do to us what they can't do already, regardless of whether we accept their gifts or not."

"Please tell us more, Sir Horace."

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 3rd, 2012 7:52:25 PM

" I believe him too. After all he has not lied to us here today has he? He is indeed a good man, just playing for what I view to be the wrong side. My views do not change his heart though, and that heart shows courage that even Imod would be able to be proud of. Speak, Sir Horace. Tell us what your Seer has seen and where this talisman lies. After all, I can think of no better band to find it for the preservation of the Wold. You have two extraordinary trackers, A very worldly Grim, A Knight of Virtue, A sorceress whose blood is that of dragons and studies to lead her people through the trials of life, Another sorcerer who has walked among the Grey Knights and defeated the Dread and a Protector who would die to preserve the Wold. I doubt you can find a more qualified group on such short notice."
Malgant's heart calms at his friends words and the sincere apology of what must truly be a paladin of Ga'al, strange as that may sound.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Wednesday October 3rd, 2012 9:49:14 PM

Brahmah is stunned by the response of the group to this paladin.

"Do you all realize what other communities might think if will openly ally with a group of proven oppressors? Sure, it's all well and good to accept a badge to keep Ga'alites from attacking us, but if that means hundreds of other groups might see it as an invitation to attack us when we are simply shopping for an apple. Ga'al made many enemies before attempting to make friends."

The minotaur shifts his wait. "Before I accept any of this, I will have to find out what the WLA would think about any of its members working with or for such a cause. I took a oath to fight evil where I find it and to protect the good. If this paladin has been speaking truth, fine, but forgive me for doubting. I won't accept anything before proving it so."

He looks at Horace. "Is there a division of faith in your church? What I am asking is, are you a member of a sect forming within the Ga'al church? A sect looking to separate or change the hierarchy? Or is this view you believe you bring to us in good faith, a view the entirety of the Ga'al society agrees with? Are Heartseeded and non-Heartseeded causing a rift? is this why you need help? To stop an uprising before it starts?"

Brahmah isn't about to cave. He has serious doubts to validity of the paladin's statements. The paladin believes what he is saying. He speaks the truth. That doesn't mean he isn't evil. Alignments can be shrouded. Spells implemented. The ranger has known bards who could speak pretty words even without magic.

DM Cayzle 
Thursday October 4th, 2012 2:15:51 AM

The badges, by the way, are round disks of ivory, like large coins. On one side they are smooth, on the other, they are engraved, and somehow colored blue, like this. The smooth side will stick to what you want, your cloak or armor or skin or whatever. The glyph is based on the symbols for "heart" and "to hold." It does not take a slot.

Oh, and to answer Vorelle's question, you do not have to sit for your statue unless you choose to. Horace says he will himself create an illusion of each of you for the sculptors to use as they carve. He mentions that his bardic training will serve him well in this.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Thursday October 4th, 2012 4:20:07 AM

Brahmah reminds the paladin, that he wants no statue. He also mumbles something about it being removed if it appears in the park. And something else about no glory in a statue of vanity.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday October 4th, 2012 9:38:03 AM

Sir Joshua is intrigued by the mention of this latest threat to the world's health. "Sir Horace, what do we know about this Talisman? Where's it supposed to be? Who's guarding it? How do we get to it? How does it work? Before we agree to seek it, I'd like to know more about what we're working towards. Also, I'll accept your offer of a statue, as long as it is does not have any reference to your diety. If it has any references, it'll be to my God, and I can help you with the proper designs. Also, it'll need to show my steed William, as he's my loyal companion..."

Vorelle 
Thursday October 4th, 2012 11:14:25 AM

Vorelle listens to Sir Horace's request with something like relief. Here, at last, is something she understands. Sir Horace wanted something from them, so he obviously felt the need to be all nice and flatter them.

Of course, if it really would save the Wold, all he had to do was ask.

Then she listens to the reactions of some of her companions and thinks, maybe not.

Still, "If it will save thousands of people, we need to go get it." Silently, she adds to her friends, We don't have to turn it over to the Church of Ga'al, if we think it's a bad idea. But surely we need to at least go get the thing?

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Thursday October 4th, 2012 4:24:21 PM

" Yup, just what I was thinking Vorelle."

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Thursday October 4th, 2012 7:19:57 PM

OOC
Oops I forgot I was supposed to post for Aztyr, glad I made it in in time.
IC
Despite her misgivings that something just wasn't right with the friendly Ga'alian paladin, Aztyr was interested in helping save the Wold. How could she lead her tribe if they were wiped out by a plague? " Go on, explain the details about this plague and how we can stop it. We're listening."

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Thursday October 4th, 2012 10:31:13 PM


"Aztyr?" Over the Telepathic Bond, Vauhwyt discusses other matters with her fellow liontaur. "Do you think we could analyze the badges once Sir Horace of Ga'al has left? I'd like to take one apart to see how it works.

DM Cayzle 
Thursday October 4th, 2012 11:49:50 PM


Once he paladin mentions the necessity of obtaining a legendary item, one that will save many many lives, the feeling in the group shifts. Vauhwyt says she wants to hear more. Mal says he can see why the Church seeks their friendship. Sir Joshua has specific questions. Vorelle sees the importance of such a quest.

But it is Brahmah's turn to be suspicious. He openly questions the paladin.

Horace tells you that the amulet is guarded by some immortal power or powers, in a pocket dimension that they have created. He knows you are mighty, but how you are to defeat one or two immortal powers, he has no idea.

However, the priests of Ga'al have an idea of how to send you there. The Church has obtained a fantastic volume of lore, and through the mastery of this magical codex, believes you can be sent to the pocket dimension.

Brahmah asks if there is a rift or division in the Church. Horace explains that Ga'al sets goals, and the Church finds a way to make those goals real. There are factions who prefer one means over another, or who prefer force to persuasion. But these factions would never fight each other, and when one wins, the others tend to mostly give in.

He is willing to answer any questions. He is getting a little tired.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Friday October 5th, 2012 1:45:37 AM

Brahmah cringes at the mention of yet another pocket dimension. "I'm not saying I'm agreeing with my friends, but you said you could get us there. Could you get us back? I'm not going anywhere without a defined way of returning. The last place we were, it took destroying a great... well, let's just say we weren't fond of the way we got back. And even then, we weren't sure it was going to work or shoot us off into the aether."

Answering Aztyr, "That was sort of the idea I had too, but I want nothing to do with them anymore. I ditched mine." He points at the one in the dirt at Horace's feet.

Then returns to questioning Horace. "What is known about the pocket space? The last place we were, we couldn't teleport or summon or anything like that."

Brahmah doesn't intend to work for the church until he gets an approval from both the church of Domi and the WLA. He doesn't want to be demoted or excommunicated for helping without permission.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Friday October 5th, 2012 7:45:19 AM


"I think Brahmah's right," Vauhwyt adds. And, for the second time Mookie looks rather surprised. "We need to know as much about this pocket dimension into which we're going as we can. We may be mighty, but the one thing that I've found in my life is that as mighty as you may be, there's always someone out there who's mightier."

"Tell us more about this pocket dimension. How did you discover it? Can we speak to someone who's had contact with it? Tell us about these immortal beings. How do you know that they're immortal?"

"Another thing that I've found in my life is that no matter how mighty you are, information is the great equalizer."

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday October 5th, 2012 12:02:28 PM

Sir Joshua's discomforted by the thought of going to yet another pocket dimension. He's tired of going places and not being able to use his steed... He adds, "Yes, what do we know about these beings and if they're immortal, how would we kill them? What's their weakness, if any, and when can we borrow this book and learn from it...?"

He's also uncomfortable with that cult being their only source of information and wonders if there's a nearby institution of knowledge or church of YHWH where they might find information about this dimension and legendary item...

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Friday October 5th, 2012 3:57:58 PM

Malgant waits for the Paladin to answer all the questions already asked of him. He seems to be evading questions again, which is really starting to irritate the Hand. Malgant calms his mind and just waits for the answers. He has the seed of an idea, but wants to know more before he stes Sir Horace's part in his plan out on the table. Something of this level of importance will need more than just he and his friends to look into. He has a few dozen helpers in mind.

DM Cayzle 
Friday October 5th, 2012 5:36:57 PM

OOC: Friends, I was crazy busy yesterday getting ready for my vacation. And now here I am at the rental house. Point is, I'm super crazed and tired. Please attribute any "evasions" or incomplete answers to my own mental state, not Horace's. For example, I can't believe Horace said he was getting a little tired in the last DM post. That was really your DM, not him!

:-)

Vorelle 
Friday October 5th, 2012 8:05:20 PM

"We might not have to defeat them," Vorelle points out. "We may be able to persuade them to lend it to us for a time, or we may be able to trade for it. But if we have any hope of doing any of those things, I agree that we need as much information about them as possible."

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Friday October 5th, 2012 8:07:14 PM

"Before any of us should consent to be sent there, we need to know everything that is known about this pocket dimension. We've recently returned from a type of place like that, and were almost trapped there. I have some knowledge about Planar Dimensions, so I'd like to see these tomes for myself, and see if I agree with the researchers you've spoken about.
I'd also like to know anything that is known about these Immortals you've spoken about as well."


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- 0 - 0- 0- 0- 0- 0- 0

Spells in effect:

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

DM Cayzle 
Saturday October 6th, 2012 8:59:20 AM

Brahmah returns his badge in vehement fashion, and Horace picks it up and pockets it without a word.

The party visibly flinches when the paladin says, "pocket dimension."

Brahmah is concerned that the party will not be able to return.

Vauhwyt wants more information about the place to which they are being sent as well, and she is echoed by Aztyr.

Sir Joshua is more concerned about the immortal power that controls the demi-plane. Vorelle wonders if they can be bargained with.

The paladin is happy to answer all of your questions fully, and he invites you to use your own divination magic or resources to confirm what he tells you or to find out more. He also invites you to cast any truth-detection magic you like on him. Here are some summaries of what he tells you:

The Book: The Manual of the Multiverse is a huge book written by the Teucri, using magic now beyond the capability of mortal races, and maybe even beyond the gods. It is so big that it requires two strong men to lift it. No matter how many pages are turned, another always remains. Almost every person who dares to open it is utterly destroyed by its power (Fort DC30 to survive). Those who live can study its pages and use its power. Among other effects (Horace does not tell all), it can send a group of people via special projection to another dimension. While they are there, their bodies remain behind in stasis, and wherever they go, they form new bodies exactly like the old ones, with all the magical gear they had carried (but not nonmagical gear). If they are slain, their connection to their original bodies draws them back, which is why Horace is sure you will be able to return.

The Dimension and the powers: Nothing at all is known about the demiplane. As to the immortal power or powers, there are hints of three possibilities -- not all mutually exclusive. The oracles say that there are two powers, or one power split in two. Maybe they are elevated Teucri from off-planet, grown epic in power after living ages of the Wold. Maybe they are Cult Gods from the Southern Continent. Maybe they are the remains of the dead god Keracles, whose symbol was the two-headed coin, now split into two different heads.

Any other questions?

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Saturday October 6th, 2012 12:52:31 PM


A soft purr vibrates through Vauhwyt's body, indicative, along with the pensive twitch of her tail, of the concentration that she gives to the paladin's words. "I think we'll need a day ... maybe two ... to complete our own investigations. Don't you think?" She says at last to both Sir Horace as well as her fellow Blackbird Lakers.

"Then, after that, I think one of us had better attempt to read your Manual of the Multiverse. Someone with the greatest bodily fortitude," she adds, glancing in the direction of Malgant. "That is most likely to yield us the greatest information on this pocket dimension and these immortal beings."

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Saturday October 6th, 2012 6:31:01 PM

" Problem is, I know almost nothing about the planes.While I would be willing to read it, it would be like giving a child an advanced work on armorcrafting. I agree, I will need several days to prepare. I also question that is non magical items are stored in a magical container, will they be recreated on the other side?Also, does dying there return us to our bodies in the Wold dead or alive, because it sounds like you are asking us to kill ourselves to return, which is awfully convenient for you if we return dead."
" I also have a job for you Sir Horace. You have come here speaking about Ga'al's friendship and how he wants to persuade people to join him rather than through force. I wish to put that to a test. You say this amulet will only protect a small area, maybe as many as 1,000 square miles. That is not enough to shield all of the Wold, only a small part of it. You wish our friendship hoping we will bring it back to you and you will be able to shield Alsidur and the majority of Ga'al's followers. While in your church's eyes that is commendable each of us will wnat to protect our own spots in the Wold. Here is what I want you to do. While we are in this dimension, I want you, no one else, you, to find an elder of every religion in the Wold, even Martaeus, though that may be difficult. I want this elder to be able to and willing to cast their highest level prayer that can allow them to directly ask for their power's aid, a Miracle. They should come to Acid City, and bring the requisite diamond dust to perform that prayer at it's most effective level. When we return with the amulet, we will all, simultaneously speak this prayer, and we will pray for one thing, that this amulet's power be augmented to cover a much larger area, hopefully the entire Wold. I ask you to bring a follower of Martaeus for one reason. They may not wish to see their god's plans undone, but they will not be able to dent that this act of bringing all of these religions who are sometimes, most times at one another's throats together is a test in and of itself and equal to surviving the plague Martaeus has planned. Ga'al and his flock found this threat and want it solved. You have come here, believing the words of friendship you have spoken to us. Now go out into the Wold and prove that Ga'al has indeed chosen this path and wants to offer his friendship to the Wold, not just us because it would suit his needs."


Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Saturday October 6th, 2012 11:51:09 PM

The minotaur might be showing his ignorance but asks, "Who are the Teucri, what happens with the copies of you and do your copies act independently of you?"

"I have another question. Why did your superiors choose you to give us this information? I'm sure there are better Ga'alites than you."

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Sunday October 7th, 2012 4:58:12 PM

As far as we can tell, The Teucri were a race that existed before time was kept track of, very very ancient, any more we'll discuss later ..."

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- 0 - 0- 0- 0- 0- 0- 0

Spells in effect:

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

Vorelle 
Monday October 8th, 2012 12:08:39 AM

Vorelle stands anxiously to one side as her friends discuss the mission. She wants to help with the preparations. But she can't think of anything she could do to help. What does she know of other planes, or magic, or gods, or the Teucri? She's lucky to be able to read and write; advanced scholarship is beyond her.

Still, "Is there anything I can do to help?" she asks, without much hope.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Monday October 8th, 2012 6:01:48 AM

The more Brahmah thinks about going to another dimension, again, so soon after the last, he hates it more and more... and for what?

DM Cayzle 
Monday October 8th, 2012 8:33:51 AM

Horace gently mentions that only the high priests are allowed to read the Manual of the Multiverse. Reading it yourself will most likely be allowed only for the heartseeded.

Vauhwyt asks for more time.

Malgant asks the paladin to seek representatives from all 11 of the Gods of the Wold and the Gods of Testing, to seek their combined help in calling on all the gods, even Marteus, to help counter the plot of Marteus.

Brahmah's question about the Teucri is answered by Aztyr; he also questions Horace's authority.

Horace bows to the Grim Trickster. "Lady Vauhwyt, please take a few days as you need. I do not want to pressure you into a decision."

His smile slowly freezes as he listens to Mal and Brahmah. "Good heroes, you hit soundly on a hard reality. I am not the head of the Church. I was chosen because I have long advocated a policy of friendliness and persuasion rather than conversion by the sword."

"But I do not have the power or authority to act as you request, to travel the Wold to all the largest temples, for example. I do not have your power of teleportation, so I must needs ride my faithful charger. By the time I rode to all these places, and even assuming I was able to persuade all the leaders of all the temples, the quest would be done and old by the time I finished."

"But I could not even begin such a quest. I am not permitted to do so now, and I doubt such permission would be granted."

He looks sad, faced with the failure of his mission, if you choose not to accept the quest.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 8th, 2012 9:29:13 AM


Vauhwyt's expressive feline face pulls down into a frown of anger. "Stop." Her voice is quiet, and yet holds the menace of her ire. "Who is it exactly then who is making this request of us, Sir Horace? Whoever they are, they have the power to forgive us hundreds of thousands of gold in taxes. They have the power to compel monuments to us. And yet, in the face of a catastrophe that threatens to destroy the entire Wold as we know it, they cannot make an exception for us to a rule that only priests read your Manual of the Multiverse? They would rather face this plague of Marteaus than to make an exception in this one rule?"

"I think you'd better tell us more of the politics behind the decision to send you here to us, Sir Horace. It does not sound as though we have the entire backing of the church of Ga'al. Who is for us, who is against us, and why?"

"And maybe we'd better check with the churches of other deities," she adds over the Telepathic Bond. "They may have other ways for us to get to this pocket dimension. This is not sounding good."

Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday October 8th, 2012 11:40:34 AM

Sir Joshua continues listening to the tense discussion but is becoming worried about where this mission will take them and if it's even proper that they take it on. Vauhwhyt's made some good comments, especially about whoever's behind all this... When they mix religion in with this quest, it makes it messy...

For now, he'll remain quiet, watching Sir Horace to see how he reacts to this latest line of questioning...

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Monday October 8th, 2012 4:23:01 PM

" No book reading, no deal. Simple really. You have mentioned that the plot of Martaues is afoot, so now I know what I am looking for. It will cost me a great deal of time and money, but I can probably divine all the answers I need. If your church isn't empowering you to help, then I see no further need for you. Have a nice ride back to wherever you came from. Once we find out where the book is we will come and read it, Heartseed or no. A lot more of your priests would live through making an exception though. We have slain dragons, destroyed pocket dimensions like the one you want to send us to and actually handled and used Tucri artifacts. We are the ones for this job. Your church's shortsightedness will only slow this down. Before you go, lend us a lock of your hair. It will make dropping in on your superiors, those who can actually deal with us easier. Expect us roughly a day after you arrive back to report to them. Go on now, you are dismissed."
Malgant crosses his arms and waits. Between Vauhwyt's and his words either the paladin will suddenly find the means to get them what they need or he will go to those who can. Either way, they can be there as soon as he arrives via teleport.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Monday October 8th, 2012 4:34:55 PM

To his friends Malgant thinks, " Without more information, like a name for the dimension or the deities that reside there the other churches will probably not be able to help us much. Through multiple Visions, Auguries and other divinations, plus some Miracles I can probably get enough information, but it is far easier to follow Horace home and either appeal to the REAL powers that be in the church to look at the book or just take and read the book. If they object, we kill them. Allowing the Wold to suffer so that Ga'al can hold all the cards is not going to stand. Also I am not going in there knowing I have to kill myself to return, especially since he has not clarified if dying there kills the host body here. It is too much work interrogating him while he talks in circles and only answers some questions. Let him run home and we will question his betters."

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Monday October 8th, 2012 4:50:24 PM

*I'm most likely the one who should read that book. I have the best chances of actually understanding any of it. But I'll most likely have a 50/50/90 chance of surviving it."

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- 0 - 0- 0- 0- 0- 0- 0

Spells in effect:

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


Vorelle 
Monday October 8th, 2012 10:50:22 PM

Vorelle's eyes widen with alarm. She doesn't think too highly of this Ga'al person, and this Heartseeding thing sounds really unpleasant, but she doesn't see the need to antagonize people.

I'm not sure picking a fight is the best way to go about this, she sends.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Monday October 8th, 2012 11:13:39 PM

We need to check with the other temples, starting with ours. Domi, Alemi, Gargul... And honestly, I believe they are the only ones who might be willing to help. I highly doubt the temples of Gods of Testing should be brought into this. We'll have enough trouble with Ga'al, let alone Marteaus, if that filth is even brought into this. And more information Marteaus gets like this, the more he is able to use against the Wold later.

DM Cayzle 
Tuesday October 9th, 2012 9:54:46 AM


Horace frowns as Vauhwyt asks for clarifications. "Have I not been clear? I apologize. I represent the Church of Ga'al in Aisildur. Since the Church has the power only to tax worshippers, although we call it 'tithe,' not tax, we have begged the favor of Lord Agor to revoke the taxes on Acid City for pagans. We have arranged to satisfy your own taxes and the deed to the land through our friendship with Lord Agor."

"As the representative of the Church, the one Church, not divided into factions or division, I am begging your favor to help us obtain an artifact of great power that will protect all people of all races and religions within a certain area. You seem concerned that the Church will use it only for herself. However, it will protect any near it. We do not know how close it must be, but we are sure that its aura extends for at least miles, maybe tens of miles, maybe more."

"You have made two requests that I cannot give you immediately. You ask to read from the Manual of the Multiverse. You ask that we involve the highest priests of all the 11 gods in this as well. I cannot say yea or nay to this, but I can ask. Let me go consult with my superiors."

Sir Josh, Aztyr, Vorelle, and Brahmah are quiet. Jass is more silent than the grave. And then Mal makes his demand and dismisses the paladin.

Sir Horace rises and bows low. "I hope we are parting in amity, if not friendship. I will return tomorrow at noon, with an answer to your two requests."

He pauses, then adds, "I request of you, please do not mention the plot of Marteus to infect the Wold, not to anyone. We have kept this secret close, and if any hint were to escape to the followers of the God of Disease, who knows how our plans might be ruined. We cannot coerce, but we instead beg on bended knee, for the sake of the health of the Wold." He actually kneels before you for a moment, meeting your eyes earnestly.

Unless someone stops him, he then rises and departs.

Jass of Downs (SteveK)  d20+17=28 ;
Tuesday October 9th, 2012 1:21:39 PM

Jass has been quiet through the last part of the conversation. He listens, and is certain that he doesn't have anything positive to contribute. The human waves as Sir Horace gets up and leaves.

"So. Terrible evil and requiring a small group of people to overcome long odds to succeed. The only problem is that it feels that we are working for one enemy against another enemy. So the next step is knowledge, eh?"

"Brahmah can check on his WLA friends. Malgant and Vauhwyt have thier own connections to different Powers. Anyone else have any way of finding out if this is a good idea for more than just the church of Alisidur?"

Jass himself sees if he can remember anything about the Tecuri or this artifact and the type of pocket dimension.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday October 9th, 2012 2:59:06 PM

Sir Joshua nods his farewell to Sir Horace and shakes his hand, trying to be hospitable to the fellow noble.

Later, he adds, "Yes, we need to get more on what's going on here. I have a feeling there's more behind this than what's apparent on the surface, and reading the book might give us some guidance. This sounds like a significant challenge that we're considering tackling, but if we overcome the evil and use the artifact to protect a large area, it may be helpful for a much wider group rather than just the cult itself...? Again, I'm not ready to vote yea or nay until I know more..."

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 9th, 2012 4:19:58 PM

Once Horace takes his leave( did Le Gorne go with him?) Malgant says, " I will go get the artifact, hopefully you all will join me. How easy or difficult that is remains to be seen when the church decides if we can read their book, and what they can tell us about the dimension. If I am not mistaken, the way they want to send us there sounds ALOT like astral projection. Body in suspended animation, death returns tyou to the body, ect. That leaves a cord behind that can be cut though."
"Anyway, Lady Xil can shed some light on this artifact almost for sure, and maybe her daughters can tell us how or figure out how to augment the item. Either that or duplicate it. Also Sir Horace may not be able to gather the Wold's high priests to Acid City, but we can, and we should start soon. Anyone up for a trip to Imod City and the Mangled Centaur?"


AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 9th, 2012 4:22:44 PM

" I almost forgot. Aztyr, can you begin scrying on Sir Horace so that we know where his superiors are and what they have as defenses? We may need to go see them and I would prefer to take the direct teleport way in to see them. It makes for a more convincing entrance."

DM Cayzle 
Tuesday October 9th, 2012 7:06:55 PM


OOC: Friends, it is good to talk among yourselves, but the posts above give me nothing to react to. Remember, you all are big kids now. Go ahead and roll your teleport rolls, make your diplomacy checks, dash hither and thither around the Wold. That's what play is like at this level. Cast some divinations. Ask some questions. Then I can pump more info at ya!

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Tuesday October 9th, 2012 7:13:49 PM

"I can do that, but I only have the basic scrying spell, easily discovered and then blocked, but I'll try it none the less.
After they block me, I think a trip to Plateau City would be better that Imod City. That's where their mansion is remember. Just don't teleport to the gate entrance, it might set off the wrong alarms."


Aztyr retires to a comfortable room and after pulling out her large silver mirror, begins her Scrying ritual and settles in for the long haul....

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- 0 - 0- 0- 0- 0- 1- 0

Spells in effect:

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

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 9th, 2012 7:32:03 PM

OOC
No, ythey used to live in Alsidur, and then were forced to leave by the Church of Ga'al. Last we knew they were the owners of the Mangled Centaur in Imod City. Plus, ulterior motive wise, my family lives on Taur island and if we are about to have a short ranged shield to Martaeus' new plague I want my family here where I can protect them. I haven't said it yet but I will when I get there and can talk to them.
Also, I leave it open so that someone else can teleport me there so I can bring family members back with me. I only have one Miracle left today to use as a Teleport. Thats just today of course. Tomorrow I can have a bunch of divinations, sendings and Miracles ready.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 9th, 2012 8:09:48 PM

OOC
Also, did the Horn go with the paladin Horace? I don't want to drag that to the Cloudprance family and have it yammering while we are trying to get things done. Instead of reminding us we are playing in the big leagues, answer some of the questions we pose so we CAN move on.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+12=22 ; d20+32=39 ;
Tuesday October 9th, 2012 9:09:05 PM

OOC: Were there going to be nominations for Hero Points for last module?

"I can go to Imod City. I need to see the WLA anyway. I might as well do everything in one go. I'll see if the Courageous is heading to the Isles and I'll get a lift. If not, I'll walk it."
(OOC: The spell list at the very bottom of my post should make short work of the trip if he has to walk. In fact, it might be fast than taking a trip on the Courageous. :) Especially if he uses his new Rod of Extend Spell. Increasing the 4th level spell durations is cool!)

Travel to the Isles. (Profession Sailor 22, Survival for weather 39, will cast Longstrider to speed up any walking)

When speaking with WLA, Brahmah will relate a vague equivalent of the situation which is occurring. He mainly focuses on the Ga'al portion of the mission. He mentions his worries about the paladin Horace. He is concerned that the paladin might have been hiding his true alignment and omitting portions of the truth.
(WLA provides, for rangers, Local knowledge, history, information source... but being an officer, a Captain, they might give Brahmah more.) [OOC: If specific rolls are required, let me know... Brahmah doesn't have religion, arcana or really anything useful for this particular situation]

When he is done in the Isles, he will use the Word of Recall to return home. He also has Guiding Star active if that can help get him closer to the castle.

-----------------------------------
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.

Prepared Spells:
1st - Lead Blades x2, Resist Energy x2, Negate Aroma, Keen Senses
2nd - Versatile Weapon, Eagle Eye, Chameleon Stride, Guiding Star*
3rd - Darkvision x2*, Life Bubble*
4th - Commune with Nature x2*, Grove of Respite

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) 1/day: unused
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one back)
Darkvision (on himself 15 hours, CL15)
Life Bubble (on himself, 25/30 hours, CL 15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

-------------------
Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4 (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)

Vorelle 
Tuesday October 9th, 2012 11:01:59 PM

"I'm not sure I'd be much help there," Vorelle says. Of course, she's not sure she'll be much help here, either.

"I think...I think maybe at least one of us should stay here. I mean, this castle just appeared out of nowhere. I'm sure people are curious. If we all leave at once....I'm afraid they may take it wrong.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 10th, 2012 4:38:48 AM

hero points were sent via email a couple of weeks ago.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Wednesday October 10th, 2012 5:05:05 AM

OOC: I didn't receive that email. Does that mean I didn't get any?

Yup, rechecked. Checked emails back to Sept 7th. I got no emails referring to hero points. Please tell me if I earned any.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Wednesday October 10th, 2012 6:31:45 AM


OoC to Brahmah: In a word, no. I gave out Hero points based on my own criteria. I did, however, give them out. Don't you remember? --Al

Can't find the one to Jay in my Sent Mail. Guess that's what I get for sending them out individually. I've since corrected the problem. You should be getting an email shortly. --Al


Vauhwyt (HP 147 of 147, AC43) Sub/Al  d100=68 ;
Wednesday October 10th, 2012 7:35:37 AM


"I'll take Malgant to Imod City, Aztyr," Vauhwyt replies to her fellow liontaur. Her face is uncharacteristically grim. "I can do whatever I need from anywhere."

"I can take up to six, or ... " she eyes her fellow taurs to remind them of their size, " ... the equivalent. Lets go. I have a long journey ahead of me. And ... "

"Never mind."

Once in Imod City with the rest of her Blackbird Lakers upon their appointed tasks, the Grim does the thing that only a Grim can do. She slips into the Gray Lands and sets off on a quest of her own: A search for Gargul himself.

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

Teleport % = 68 / Pass

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Wednesday October 10th, 2012 8:30:04 AM

Brahmah prefers actual travel and takes his time, within reason, to get to Imod City. He goes over land, as often as possible, weather pending, and takes all the game trail short cuts he knows to get there. Of course, once he hits the sea, he will have to swim or walk to get across. The ranger enjoys the challenge.

While in Imod City, Brahmah will clear all his remaining accounts, including at the port the ship was docked, any shops and see any friends he has that remain there. He visits for a short time.

He will return via the Recall. The ranger assumes that rest of the posse will have finished their personal missions by then.

Jass of Downs (SteveK)  d20+22=29 ; d20+22=29 ;
Wednesday October 10th, 2012 9:44:19 AM

Jass is willing to tag along to Acid City and meet the ruling people. "For some reason, I remember one of you older BBLers said they rulers in Acid City are actually Silver Dragons in disguise? That pretty much guarantees that what they are willing to tell us is the truth as they see it, eh?"

...............

Previous Knowledge Check on Teruci artifacts - 28
Know Check on the Alisidur Book - 29
Know Check on the Health Item - 29

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday October 10th, 2012 10:42:39 AM

Sir Joshua listens to where everyone is going and asks, "Do we want to keep someone here to watch over our new home? Jass, it seems you're going to stay here, and if so, I'll go with you to Acid City and get to know the leaders too as well as the lay of the land, the movers and shakers, etc. We may also want to consider hiring some squires or minor knights as guards for when we leave and go on a mission..."

DM Cayzle  d20=9 ;
Wednesday October 10th, 2012 1:00:11 PM


The paladin did not take LeGorne with him when he went. However, the horn has been very quiet. If anyone speaks to it, it will say that it has decided to make itself useful in exchange for an agreement to keep it out of the paladin's hands. "Look! I can be a huge help. Just don't give me to Ga'al, please!"

Vorelle stays at the castle while the group travels hither and yon. That way no one will think the group has bugged out.

Vauhwyt and Brahmah teleport without problem to Imod City.

Brahmah asks for advice from his local WLA officer without giving away any real details on the mission. The local officer, a veteran minotaur Commander named Borntick, simply says, "You gave your oath to fight evil and protect the innocent. How you choose to do so is a matter for your own conscience."

He grins and adds, "There's bad guys out there -- and really bad guys. Find a way to stick it to the really bad guys, and you're golden. Find a way to stick it to both and you're a hero!" His implication is that sometimes the Church of Ga'al is a bad guy, and sometimes a really bad guy. You need to make a judgement.

Vauhwyt enters the Realm of Shadows, but her ability to stay there is very limited. She can only travel maybe a mile or so, before she would be forced back into the Wold. It is really not enough, by itself, to travel to her god. OOC: The more advanced Grim Darkwalk abilities would be good for travel to and from Gargul's home, on the shore of a sea of Woldsblood, but her five minutes or so is not long enough. She does have contacts at the Temple of Gargul in Plateau City.

Aztyr scries Sir Horace. His savng throw to resist is at least 31. Does that succeed? What is your Scry save DC?

Sir Josh, Mal, and Jass travel to Acid City to meet with some friends of the group -- the Cloudprance family of merchants who are silver dragons disguised as humans. Sherentiva is the daughter most versed in Teucri lore, and she lives in Plateau City. She will be pleased to meet with you in the morning. When you do meet with her, she tells you that the Manual of the Multiverse is famous in Teucri circles, but only as a legend. She had heard rumors that the Church of Ga'al had it, but she knows little more. She does tell you that it is said to be extremely dangerous.

OOC: If there are any questions I have failed to answer, please remind me and repost them!

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 10th, 2012 5:12:25 PM

"Sherentiva, would the gods of today, with the powers at their disposal be able to alter a Tucri artifact if it was in the possession of one of their followers? We have heard tell of a Tucri amulet that can protect an area from disease, pretty much all disease, but the area it protects has limits. In your learned opinion, would the Gds of the Wold working in concert be able to extend that range significantly?"
" On the subject of the book, the Church of Ga'al claims to have it and may allow us to read it. What kinds of dangers have you heard are attached to its reading? We have heard only the hearty can read it, needing to steel themselves to not outright die from doing so. Are there other dangers?"
" On the Church of Ga'al itself, what have you heard? We recently were visited by nothing less than a PALADIN of Ga'al claiming they wanted our friendship, and then later our help with something. Have you heard of this 'nice Ga'al' idea? He believed everything he said, but it was definitely a different Ga'al than I have heard of."

Later the next day Malgant will attempt to scry on Sir Horace using Greater Scrying. His Save DC will be 28 unless he did leave a lock of hair behind or anything we can use as a focus which will impose a -10 on his save attempt.


Vauhwyt (HP 147 of 147, AC43) Sub/Al  d100=41 ;
Wednesday October 10th, 2012 7:22:02 PM


She should have remembered her limitations. Should have known. It's a testament to her state of mind that she had not.

"What now, Boss?" Mookie asks in a subdued voice.

"Plateau City," Vauhwyt answers.

The trickster taur leaves Brahmah behind and teleports once again, just herself and her faithful familiar, to Plateau City, appearing in a hidden section of Nightmare Quarter. From there, she seeks out her highest ranking connection to the temple of Gargul. Even if they have little to offer in the way of new information, they need to know. They must prepare the noble races of the Wold for what is to come. Even if they themselves cannot halt the plans of Marteaus, there still may be others who can.

As to Sir Horace of Aed, Paladin of Ga'al, he can go stuff himself. She'd remained conspicuously silent when he'd requested that no one else be told. In truth, there was, and is, some merit to that request. The chaos that could result from general knowledge of such a disaster could be as bad as the disaster itself. Vauhwyt urges circumspection on her Gargalite contacts, but trusts in their judgement. He has no choice.

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

Teleport % = 41 / Pass

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169  d100=82 ;
Wednesday October 10th, 2012 7:55:28 PM

((DC 28) unless the same as Malgant)

After having failed the first day, Aztyr heads to Plateau City, using her hat of disguise she makes it appear she's a different liontaur, someone with a lot of scars that are visible. She will make her way to the front gate of Lady Xil's mansion in the city. She will politely ring the bell/chime by just pulling the cord, not yanking it.
"I'm here to see the Mistress of the House, Myself and my friends have been here before if that helps." She will also give her name when asked, her reasons for disguise are to keep it mostly unknown that she was here....

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

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

Teleport roll 82, fine


AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 10th, 2012 8:39:20 PM

OOC
Psst, Aztyr, show them the token Xil gave each of us when we left the house.


AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 10th, 2012 9:10:48 PM

To Le Gorrne Malgant asks " Why don't you want to go home to the church that created you? What do you know of Sir Horace or of any 'paladins' of Ga'al? What do you think the church is up to by playing nice?"
To Sherentiva he also asks, " Is Bardamion still at the Mangled Centaur? There are aspects of this he should know about and people I might need him to introduce me to, depending on your answers to the question of augmenting the artifact. If it can be done I will need to get to know alot of powerful people of many different faiths. He and I grate on one another like a whetstone on a blade, but this is important."

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Wednesday October 10th, 2012 9:58:37 PM

Thinking to the group, If the threat of returning LeGorne to Ga'al keeps the thing quiet and it promises to help, why look a gift horse? I think it might ACTUALLY be afraid of something.

While in Imod City, at the WLA, "Sir, odds are, we're being herded into helping Ga'al to his final solution for the Wold. I don't want to be a part of something like that. Given the past events of Ga'al..." He lets the sentence dangle.

The ranger thinks a moment. "Do you revere Domi sir? What would you do, if given my position?" He asks with sincerity.

Vorelle 
Wednesday October 10th, 2012 10:30:39 PM

I agree with Brahmah, Vorelle sends. If the threat makes the horn behave itself, so much the better.

Ruefully, she realizes that painting it pink just wasn't dire enough as a threat.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Wednesday October 10th, 2012 10:47:13 PM

Brahmah gets an epiphany. Rare for the minotaur ranger.

Thinking to the group. LeGorne is awful afraid of Ga'al, I think. How do we keep an eye on the horn? Is it always where we leave it if we're not always there to know. If the tree falls, and we're not there to hear it, does it make a sound? I don't like the fact it can just pop in an out happy as can be. Who knows where it goes when we're not there to see it? Horace seemed indifferent to the horn. Another act. I think the horn is spying, for Ga'al or the temple.

DM Cayzle 
Wednesday October 10th, 2012 11:28:27 PM

Before departing, Malgant asks LeGorne about his new attitude. "I ... uh ... I can hardly remember," it says. "I don't know no paladins, except I hate 'em! But when I heard about Ga'al, it was like hearing something I once knew. And deep inside, I fear that those priests would end me -- as I am now. And I like who I am now!" The item mentally shakes itself. "What's it to ya, anyway!"

=====

At the Cloudprance mansion in Acid City, Aztyr joins Sir Josh, Mal, and Jass in speaking with the silver dragon who is expert in matters arcane.

"Sherentiva, would the gods of today, with the powers at their disposal be able to alter a Tucri artifact if it was in the possession of one of their followers?"

She does not know. The intersections of gods and artifacts are very tricky. Often the gods themselves do not know, and therefore hesitate to act.

"We have heard tell of a Tucri amulet that can protect an area from disease, pretty much all disease, but the area it protects has limits."

She has never heard of this, and doubts it is a Teucri thing. It does not seem to be their style.

"In your learned opinion, would the Gds of the Wold working in concert be able to extend that range significantly?"

She does not know.

"On the subject of the book, the Church of Ga'al claims to have it and may allow us to read it. What kinds of dangers have you heard are attached to its reading? We have heard only the hearty can read it, needing to steel themselves to not outright die from doing so. Are there other dangers?"

She has heard that reading it stresses the body because it tries to spread you out across the multiverse as you "read" it. It is not so much that you read it as that it reads -- and alters -- you, she has heard. The other dangers? She does not know.

"On the Church of Ga'al itself, what have you heard?"

She shares with you all she knows about Ga'al and his Church.

"We recently were visited by nothing less than a PALADIN of Ga'al claiming they wanted our friendship, and then later our help with something. Have you heard of this 'nice Ga'al' idea? He believed everything he said, but it was definitely a different Ga'al than I have heard of."

She says, smiling at Sir Josh, that some people think of paladins as warriors who think they know better than anyone else about how to live and what to do. Some people (not herself) think paladins are uptight stick-in-the-muds and control freaks who think everyone should do what they say. Is that so opposite to Ga'al?

As for "nice Ga'al," she will say that none of the gods can be pigeon-holed. Look at Gargul. People feared and hated him. Now? You've met him, right? What do you think?

She assures Mal that she will pass on your news to her whole family, including to Bardamion.

=====

In Plateau City, Vauhwyt gets in to see the High Priest after only a shortish wait. She tells him about the Plot. Does she tell him about the artifact, this so-called Talisman of Health? If not, he simply asks her to keep him informed and to do what she can to foil the plans of the God of Disease. "Gargul created Marteus, but he has little love for his scion, ever since Marteus tried to destroy Gargul and all creation except his own."

=====

Brahmah asks his contact at the WLA for advice. "I honor all the gods," the Commander says, "it only seems prudent to do so. And also prudent to meddle in their affairs as little as possible. That may not be an option for you, Captain Brahmah. At the least, I would say that no hero should turn his back on a grand adventure. Be wary, be careful, and as your lord Domi might say, be courageous!"

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Thursday October 11th, 2012 5:21:14 AM

He smiles. "Thank you Commander Borntick, I appreciate all your help."

Brahmah dallies a bit returning home. He stops for two cases of tauric wine from his favorite establishment.

Then he returns about a day later after refamiliarizing himself with the trees in the nearby forest. This will help him to treestride back when he wants.
-----------------------------------
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.

Prepared Spells:
1st - Lead Blades x2, Resist Energy x2, Negate Aroma, Keen Senses
2nd - Versatile Weapon, Eagle Eye, Chameleon Stride, Guiding Star*
3rd - Darkvision x2*, Life Bubble*
4th - Commune with Nature x2*, Grove of Respite

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) 1/day: used
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one back)
Darkvision (on himself 15 hours, CL15)
Life Bubble (on himself, 25/30 hours, CL 15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

-------------------
Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4 (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)

DM Cayzle  d20=7 ;
Thursday October 11th, 2012 5:39:40 AM

Brahmah, do you want to return by noon the next day? That's when Horace will return.

And when Mal gets a chance to try a scry, Horace's Will save is 12 base +6 Chr +2 Wis +2 cloak = +22. He rolls a 7, for a result of 29, beating Mal's DC28. He did not leave a lock of hair.

And sorry about the Scrying failures. A Paladin gets good saves.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Thursday October 11th, 2012 7:38:58 AM

OOC: Sure.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Thursday October 11th, 2012 10:36:18 AM


She had held nothing back, even revealing the existence of the Talisman of Health and the purpose to which the church of Ga'al wished to put it. And she asks for advice. "Why should the talisman go to the churrrch of Ga'al?" she asks. Her voice reveals the pain of her indecision. "Who, in the end, should decide who lives and who dies? What would you do, High Father? What would be Gargul's will?"

After receiving an answer, she also asks how the church intends to act with regards to the threat that Marteaus poses to the Wold. In her mind, Vauhwyt wonders whether it may be better to assault the citadels and temples of Marteaus and try to stop him, rather than take the catastrophe as a given.

After leaving Gargul's place in Plateau City, she returns to the castle via the magic of its Recall.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday October 11th, 2012 10:47:36 AM

SIr Joshua smiles as the kindly woman glances at him in reference to paladins. In a jovial tone, "Yes, we can be that way sometimes, but we are called to set an example for others and live to a higher standard. WIthout that, people won't always know how to live life properly."

After their discussion, he thanks her graciously for the assistance and information. He's still convinced that there's another agenda behind Sir Horace's request and it may not be a good one. "Is there any way in which we can gather some more information on the temple's local operations and who else might be a mover and a shaker? This might be an insidious plot and I don't trust them... However, this is getting out of my skill set... Or would this be a waste of time..."


Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday October 11th, 2012 2:37:55 PM

(OOC - @Mal and Vauhwyt - I'm going to be purchasing a Wand of Air Walk to allow my mount to go up in the air with me when we fly various places. I can't' cast it, but you two can. Would you mind doing that i the future in our game for William, my mount?)

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Thursday October 11th, 2012 3:08:03 PM

Cayzle, Cloudprance Mansion is in Plateau City i thought., Mal went to the Mangled Centaur to speak with whomever was there.

After finding out what she could there, she'll head to the temple of Alemi and find the head priest, it's time to have a discussion with him or her.
Aztyr will explain about the rumor of the disease, and also mention the "relic" that can protect an area. She's looking for information on both the Relic and the "pocket dimension" where it might be located.

She plans on being "home" at 11:15 giving her 15 minutes to get ready for the paladins return.

DM Cayzle 
Thursday October 11th, 2012 4:15:17 PM

I think it is fair to say that the Cloudprance family has several mansions. These are people who collect Teucri artifacts like other people collect rare stamps.

Here is one mansion in Abderas, on the southeast edge of Blackbird Forest.

They have a suite at the Mangled Centaur in Imod City.

This geography page says they have "extensive interests in Acid City."

I can find no mention of a Cloudprance mansion in Plateau City, but since Sherentiva Cloudprance has a job there as a librarian, which she uses to get access to all the good forbidden tomes, it seems sure that they likely do have a nice place there too.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Thursday October 11th, 2012 5:13:17 PM

Malgant thanks Sherentiva for her help and her word to alert Bardamion about the threat. He trusts her and her family and makes sure she knows the facts as he has been told them. To try to win Bardamion's help he also relates what he has in mind to try and augment the artifact. While on the topic of artifacts he also asks if she knows anything about a horn called Le Gorrne. He describes it and what Sir Horace said was it's history. After hearing Le Gorrne's side he is not so sure that Ga'al actually made this horn.
Once finished with speaking to Sherentiva, Malgant uses a Miracle to accomplish a Teleport to His Brother's house on Minotaur Island. While there he asks both his brother's Family and his parents to conclude any business they have on Minotaur Isle and come live at Scarwall. He tells them he feels that he can better protect them there and it would make him more at ease if they were there rather than here on Minotaur Isle. He then uses the Recall to return before Sir Horace is due to visit.

Jass of Downs (SteveK) 
Thursday October 11th, 2012 6:20:05 PM

Jass also thanks Sherentiva, impressed with her intelligence and beauty. He spends the rest of the day openly admiring the lady to Malagant and Sieur Joshua.

DM Cayzle 
Thursday October 11th, 2012 7:03:26 PM


Brahmah returns home after consulting with the WLA, arriving back in time for the meeting with Horace.

=====

Vauhwyt appeals to the high priest of Gargul in Plateau City, a sanguine man who seems less than perturbed about these significant events. "A plague, especially an unnatural one, would end many lives before their time. So by all means work to forestall that eventuality, daughter," he says. "Why should the artifact go to the priests of Ga'al? From what you say, they found out about the coming plague, and they found a partial solution, and they have the means to go get it. Who else can say the same?"

The priest sighs when Vauhwyt asks Gargul's will. He casts a divination for her, and then says, "What should you do about this artifact? Why, go get it."

Then Vauhwyt wonders about how to fight Marteus. Maybe attacking his citadels and temples? The old priest laughs. "Do you know of any such temples or citadels, my dear? Marteus has always wrought his works alone. So it was in the Year of Ascension. So he still is. If you did find some foul isolated worshippers of Disease Incarnate, I doubt they will be very deep into either his counsels or his plans."

=====

Joshua looks for some way to confirm the paladin's story. The lady dragon says she will investigate as well as she can, and get back to him. The next day, mid-morning, back at the castle, Joshua receives a short "Sending" from Shernetiva: "Tax remission, property deed, and Hero Park plans all confirmed. Church involvement is clear but very subtle. Sources say Horace is church and court favorite."

=====

Aztyr visits the Temple of Alemi in Plateau City. She is circumspect, but it is clear that the officials there have no idea what she is talking about. They are respectful, and make notes, but have nothing to add right now. They do say that anything that fights disease is a great good, and they would like to see it.

=====

Mal consults with Sherentiva, then asks about the horn. She has no idea what it is, but it does not sound like it is of Teucri make.

[OOC: Any more Qs before Horace arrives?]

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Thursday October 11th, 2012 8:43:25 PM

OOC
Any word from my family? Is my vague offer of protection enough for them to uproot and come to Scarwall? Remember, my brother is married and has a son, and my parents would be older, but still hardy enough to be active. My father has been and still is a premium security guard for caravans, as is my brother.

I also want to set the Hallow add on spell for Scarwall. I want to make it Freedom of Movement for all of the heroes who cleansed the old Scarwall. Is that criteria specific enough?

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Thursday October 11th, 2012 8:45:03 PM

When Malgant returns and before Sir Horace comes to visit, Malgant takes Le Gorrne aside and has a chat with it. Email to follow for DM Cayzle

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Thursday October 11th, 2012 11:00:02 PM

Brahmah will sit in the castle courtyard, waiting for the meeting, while he looks at the sparse decor of the place. He thinks it needs a grove in courtyard. He thinks it could use an oak large enough for treestride. In fact, a garden might be good too.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Friday October 12th, 2012 9:07:57 AM


"Giving up, Boss?" Mookie says, after Vauhwyt thanks the high priest of Gargul and takes her leave. "Sounds bad, but there must be some angle to this somewhere. Don't you think?"

A smile comes to the liontaur face at the optimism of her small dark familiar. "Sometimes, Mookie, it seems that there are so many angles that you can't follow them all, and you go down so many that wind up to be dead ends that you don't think you'll ever find the right one. Or, at least, a good one. In those cases, I think the best thing to do is to just go with the flow."

"Lets head back. We may just be in time for the return of Sir Horace." Finding a comfortable spot, Vauhwyt begins the ritual that will Recall Mookie and herself to the former castle of Scarwall.

Jass of Downs (SteveK) 
Friday October 12th, 2012 9:21:57 AM

Jass' mind sparks while in Acid City and makes a connection between friendly, trustworthy merchants and the bare halls of Scarwall. He invites Sherentiva to come inspect the castle and asks her to name her price to furnish his personal suite, the common rooms for a foyer, dining room, kitchen,and the living quarters for 20 servants, 10 guests, and a platoon of guards.

DM Cayzle 
Friday October 12th, 2012 1:08:00 PM



Mal visits his family before returning to the castle formerly known as Scarwall, and they are happy to see him. Moreover, given your wealth and power, they are also pleased to follow your advice as to their place of residence. Your brother thinks this is a great opportunity for his wife and son, and your father is happy to think of his family under one roof. Your mother is a little reluctant. "If you think it is best, dear, I'll go," she says, "though I think I will miss my girlfriends. And humans are just so short!"

Mal tries to have a conversation with LeGorne. The horn is sullen, and does not answer his questions. "Look, you don't do me any favors, I won't do you any harm. Just leave me alone and I won't pester you. That doesn't make us buddies. You killed my friend, and you stink to high heaven with your goody-goody ways. But putting up with you is better than being heartseeded." It says no more.

Mal sets the Hallow spell to give Freedom of Movement to the heroes within.

=====

Brahmah plans some improvements to the castle.

=====

Jass, like Brahmah, is thinking of castle upgrades. He openly fawns on Sherentiva, but she is somewhat more cool to him, though still politely cordial. "I'll send you the names of my decorators and artisans," she tells him.

=====

Vauhwyt returns in time to hear from Horace the Paladin fo Ga'al.

=====

Promptly at noon the next day, Sir Horace returns. You resume your parley, and he cuts right to the chase.

First, on the topic of involving other gods. You may invite an observer who is a high priest of Gargul, and even an observer who is a high priest of Alemi -- on condition that the talisman must remain in Aisildur after it is recovered. The Church is even willing to negotiate the location in Aisildur in which it is kept, and will share the duty of keeping it safe with others. It need not even be in the possession of the Church, but the Church must have access to see it and ensure it stays safe and in Aisildur. The priests are even open to efforts to extend the talisman's reach, but not if there is any risk to the item.

Second, on your demand to read the book. The priests will allow one of you to read the book, but they emphasize that you must read it in its sanctuary vault, from which you will be sent out of the Wold. Moreover, they stress very strongly that there is no need for any of you to read it, and the danger is extreme. The reader may well die! Will Gargul let you return to the Wold if you throw your life away reading an artifact that others have mastered? That you have no reason to read? What will you tell him when he asks you why you threw away your life simply because you do not trust us? That assumes your soul goes to Gargul -- what if it and you are sucked into some other plane, maybe beyond his reach? It is a needless risk, but you can take it if it is otherwise a dealbreaker.

Horace asks if there are any final questions? He suggests that he would like to teleport with the group to the Vault today, if possible. He hopes that you have a means of scrying and teleportation prepared.

OOC: Friends, I really want to get us started. Not to rush, exactly, but we're just about at the point when a go / no-go decision is on us. Also, I want you to think about how you will prepare yourself for the trip to another plane, if you choose to try this quest.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday October 12th, 2012 2:29:39 PM

Sir Joshua has no more questions but he does think that reading the book would be worth it if someone had a strong fortitude and ability to read it... He doesn't feel strongly either way...

He could argue for it - This is an evil that needs to be mitigated or even destroyed...
He could argue against it - He doesn't trust the cult in the least bit and feels they have an ulterior motive behind this....

If he had to vote yea or nay, he'd vote Yes, take the mission...

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Friday October 12th, 2012 2:40:29 PM

Malgant reasks or asks for the first time these questions of Sir Horace.
Unanswered questions
"Non magical gear is not recreated in the new plane we are told. Will it be recreated if it is in a magical container when we are sent?"
"Exiting the other plane is still foggy to me. You say we need only die to end our existence there and be transported back. Does that death affect us in the Wold? Are we dead, fatigued, exhausted, or otherwise incapacitated when we return that way?"


New Questions
"What is the church's position if the item is unattainable? On scenario I see is the other needing it to survive and also being good. We would likely not put our existance over theirs and would be unable to retrieve it. What then? "
"If we take no observers is the talisman still to be kept in Alsidur?"


Does Joshua share the sending from Sherentiva?

DM Cayzle 
Friday October 12th, 2012 3:57:40 PM


"Non magical gear is not recreated in the new plane we are told. Will it be recreated if it is in a magical container when we are sent?"

Answer: You can probably bring magical gear in a bag of holding or similar container.

"Exiting the other plane is still foggy to me. You say we need only die to end our existence there and be transported back. Does that death affect us in the Wold? Are we dead, fatigued, exhausted, or otherwise incapacitated when we return that way?"

Answer: Nope, you return with no ill effect.

"What is the church's position if the item is unattainable? On scenario I see is the other needing it to survive and also being good. We would likely not put our existance over theirs and would be unable to retrieve it. What then?"

Answer: Do your best. Do not compromise your morals. Use your best judgement. There is no penalty for failure, aside from not having a defense against the coming plague.

"If we take no observers is the talisman still to be kept in Alsidur?"

Answer: Yes. Note that the observers will be allowed to view the procedure to send you away, and they can stay and watch over your bodies while you are gone, but they may not join you in your mission.

Does Joshua share the sending from Sherentiva?

Answer: That's up to him! :-)

Jass of Downs (SteveK) 
Friday October 12th, 2012 5:51:51 PM

Jass smiles. "I think that that is acceptable. We get the artifact and the church keeps it in the open city of Acid City. That would be the most obvious place to have others guard as well, eh? As for reading the Book, I say pass. We have enough other second opinions that we know doing this is a good thing, cause it defeats a Big Bad Wolf."

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Saturday October 13th, 2012 1:53:35 AM

"So, any normal gear we have will be unavailable, but magical gear is duplicated as well as ourselves on whatever demi-plane it is we will be transported to.
Vorelle, be sure to bring many magical arrows. Or maybe we can just magic up some for you once we're there.
I'll be ready whenever the rest are, Oh, and by the way everyone, all staves and wands are fully charged, it was easy enough after my crafting hours were done."


With that said, Aztyr awaits the rest.

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

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

DM Cayzle 
Saturday October 13th, 2012 6:11:04 AM


Horace grins at Jass. "Your words are wise, sir, and I hope all your friends will agree."

Aztyr says, "So, any normal gear we have will be unavailable, but magical gear is duplicated as well as ourselves."

Horace answers, "No, likely normal gear will be available if you keep it in an extra dimensional container."

Vorelle 
Saturday October 13th, 2012 10:56:40 AM

Vorelle is beginning to realize that she's a lot more comfortable with moral ambiguity than most of her friends.

Look, she sends, this item, whatever it is, can help people. So we should go get it.

Now, the people that are asking us to go get it are not the good guys. I understand that that's troubling. But we should still go get it.

What happens after we bring it back? That's trickier. But think about this. If those people really are bad guys, they'll probably betray us. And if they do, then we can defeat them and use the artifact however we think work best for everyone.

Even if they don't betray us, something else could happen. The artifact could be sentient, like LeGorn, and have its own ideas of how it needs to be used. Or, maybe it covers a wider area than we thought and it won't matter where it's placed. We don't know.

Let's go get this thing, and not worry about what to do when we get back. Because a lot of things will probably change between now and then.


About the practical business at hand, she adds, Aztyr, I don't use a lot of magic arrows. I shoot arrows from my magic bow, and that makes them magical enough for most purposes. I have silver, and cold iron, and adamantine arrows, but strictly speaking those are mundane, not magical. I guess what we're saying, though, is that those won't go?

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Saturday October 13th, 2012 2:29:03 PM

" And if you don't take those nonmagical arrows in an extradimensional bag you will have nothing to fire. That's what she is driving at"

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Monday October 15th, 2012 5:15:48 AM

Brahmah imparts his wisdom to Vorelle and the rest. So maybe an efficient quiver is perfect for this quest. I will likely pick up a haversack for this specific mission. I might head to the Cat after the so called paladin has left again. He gives me the creeps by the way. I really don't want to do this... help the Ga'alian cause, whatever it is, but I can't help than agree with Vorelle. For the greater good and all. I told the WLA as little as possible, but pertinent info, and theyh seem to think its a good cause. And I assume Domi would be good with it. That said, I still hate the idea of another pocket dimension.
I'll buy a haversack, and we can use it as needed. I recommend a quiver of efficiency for those without.

-----------------------------------
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 (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) 1/day: used
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 15 hours, CL15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

DM Cayzle 
Monday October 15th, 2012 6:21:49 AM

Horace looks around. "Are we agreed, then, noble heroes? If you are satisfied, then let us make ready to depart. Will you need more than a day to prepare? When you are set, with observers as well, if you deem it necessary, I will create for you an image of our destination, so that we can teleport there, if that is acceptable."



Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 15th, 2012 7:28:35 AM


Betrayal. Vauhwyt keeps her thoughts to herself on this matter.

"The only concern that I really have at this point," she says, "is that you're telling us that we will arrive in this Pocket Dimension stark naked. Am I right? No normal gear? Unless we bring magic clothing, that is."

Mookie cocks his head to one side in a quizzical gesture. "What's naked?" asks the black bird.

DM Cayzle 
Monday October 15th, 2012 8:15:00 AM


"Well," says Horace, blushing, "I should hope that your magical armor and cloaks and robes and vests and ... um ... such gear and such should save you from indecorum, my lady. But you are, in essence, correct."

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Monday October 15th, 2012 10:39:25 AM

Aztyr can't resist....
"Mookie, ever seen a quail or turkey being roasted? with all of it's feathers plucked? That's naked."


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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

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

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 15th, 2012 1:26:31 PM


The black bird makes three short hops backwards. His beak is open wide and his feathers fluffed in a reflexive gesture that those of his kind use to make themselves look larger and more dangerous. "That's ... " Mookie stammers, after recovering somewhat from his alarm. "That's ... ooo, Boss ... "

"It's not that bad, Mookie." Vauhwyt shakes her head ever so slightly. "Well, mostly. Humans become pink and smooth. Imagine humans when they go swimming. That's naked."

Jass of Downs (SteveK) 
Monday October 15th, 2012 2:30:10 PM

Jass laughs. "I'm ready to go now, no need for preparing. I'll just put my shoes and shirt inside a pocket of my Pants O Plenty and I'm set!" He doesn't mention that if Vorelle doesn't have magical pants and shirt then he may be even more set, but then, that wouldn't do, to hurt a friend.


Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday October 15th, 2012 2:52:03 PM

Sir Joshua will place his and William's nonmagical materials inside his handy haversack, which should work for most items. He asks if anyone has room to carry his javelin's and william's military saddle through to the other side as well, as they likely won't fit inside the sack... But he'll try to fit them all into his sack at first if that's possible...

He finishes his business at the Catacombs and after saying some prayers for their safety and success, he says in a solemn tone, "I'm ready my dear and loyal companions and let us depart for our mission...."



AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Monday October 15th, 2012 4:50:08 PM

" Tomorrow will be fine to teleport to your church where we are to depart from and we can leave the day after, unless Vauhwyt and Aztyr want to port us there now. I don't want us expending any spells or powers before we leave. You may all recall our difficulty getting rest in the last place we were. Besides I need to bring some people here before we go. Tomorrow would definitely be better."

OOC
Malgant may want a quick catacombs run before we go, wands and potions might be useful.

Vorelle 
Monday October 15th, 2012 9:57:21 PM

Vorelle, too, tucks a mundane shirt and trousers into her magical storage. Her armor, cloak, and boots are magic, which would be enough for modesty. But chain armor against bare skin--the chafing!! She wants her clothes along.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Tuesday October 16th, 2012 1:47:15 AM

I'll go to the Catacombs and return soon. I'm picking up a Haversack which should be enough for all of us. The ranger disappears for a time. (OOC: I'm heading the cat right now.)

-----------------------------------
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 (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) 1/day: used
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 15 hours, CL15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

DM Cayzle 
Tuesday October 16th, 2012 7:06:09 AM


Horace bows, and thanks you all for agreeing to help. "You truly are heroes." he says. "Thank you!"

He says he will return tomorrow at the same time.

==========

OOC: Okay, last chance for doing stuff before teleporting to the Ga'al Temple in Emperor City. Since this is a key day, also please post your spells prepped and other daily use abilities.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Tuesday October 16th, 2012 8:15:23 AM

OOC: I prepared as if Brahmah would be traveling, so the current spell list is 'today's' list. As a point of fairness, I will not prepare a new list until 'tomorrow' (provided the dimension we are headed to will allow it).

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday October 16th, 2012 3:06:21 PM

Sir Joshua's in good shape, except he will go buy ~ 1000 gp worth of diamond dust for his restoration spell...

His spell list is:

1st - (5 =- 4 class + 1 Bonus) Bless Weapon, Lessor Restoration, Grace, Heroes' Defiance, Veil of Positive Energy
2nd - (3) Resist Energy 10, Instant Armor, Saddle Surge
3rd - (2) Heal Mount, Greater MW
4th - (2) Death Ward, Restoration

Jass of Downs (SteveK) 
Tuesday October 16th, 2012 5:08:48 PM

Jass is ready, certain that none of his spells will travel interdimensionally well, he foregoes in casting any.

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Tuesday October 16th, 2012 5:28:52 PM

Aztyr, being ready, and planning on storing her leather harness and her shirts in her haversack, she'll be ready to go. She volunteers to help anyone who needs it, before they head to the Ga'al temple. After they return, she's gonna head home and see if she can convince her Clan to move to the castle grounds. She knows they won't want to live inside, but they can set up their yurts outside. It'll be a long argument to get them to move... and days of teleporting them if they do.....

(Aztyr will magic Vestment herself and Mal before they rest (8 hours) , as well as casting her Mage Armor. (refilling Blood as well, as draws and the rod for extend will reset while they rest)

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

Non-Permanent:

Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours
Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours

Permanent:

Arcane Sight, Comprehend Languages
Dark Vision, Greater Magic Fang +5 (Dragon Claws)
Greater Magic Fang +5 (Liontaur Claws)
Read Magic, Resistance
See Invisibility, Tongues

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 10/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 50/50

Metamagic Rods:

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

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 16th, 2012 5:31:42 PM

Malgant borrows Aztyr's wand of Reduce Person. He then teleports to his family home and prepares to move them to Scarwall. When they are ready he will use the wand to reduce them all and teleport them back to Scarwall. Before he goes he makes sure rooms are available for them to use, tapping Jass's contacts within the city to make the place ready for them. ( approximate cost DM Cayzle?)
Once he returns Malgant procures some diamond dust as well (Thanks for the reminder Ken) ( Can I get 5000gp of dust without viviting the catacombs DM Cayzle?)

Malgant's Spell List

Effects on Malgant
Magic Vestment from Aztyr ( +5) 36 hour duration CL18
Mind Blank CL18
Blur (Cloak of minor displacement)
Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP"

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Tuesday October 16th, 2012 7:11:41 PM


It's ... distressing. Watching the others gather their loved ones. It's as though they are serious about this coming cataclysm. Boarding up the windows. Battening down the hatches. As though they don't expect to be able to stop it.

And maybe they're right.

Vauhwyt pushes the thought away. There must be a way out of this, and it will become clearer once they get to this pocket dimension.

"I don't suppose there's any sense casting any spells before hand. If we're not going to arrive in our own bodies, there's no assurance that our spells will be going with us either." The liontaur packs a spare set of clothing in her handy haversack. "We might have to move pretty quickly once on the other side. But it's not as though that's never happened before."

"Vorelle might have room in her quiver for your javelins," she suggests to Sir Joshua. "As for the saddle ... " A grin exposes the sharp teeth in Vauhwyt's mouth as she weaves her paws in a spell. At a touch of the tip of one claw the large leather saddle shrinks to the size of a roast quail. "Easy peasy," she says as she drops the shrunken saddle into her haversack with the rest of her things.

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

Cast Shrink Object on Sir Joshua's Saddle and store in Haversack.

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 4 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 16th, 2012 11:06:30 PM

" This is for the Ga'alians. I'll sweat losing my enchants when we cross, but I am NOT going to a Ga'alian temple without Mind Blank up. That's just silly."

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Wednesday October 17th, 2012 4:24:04 AM

Thinking to the group, since he's at the Catacombs, There is a line and no clerk. This might be awhile.
-----------------------------------
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 (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) 1/day: used
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 15 hours, CL15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

DM Cayzle 
Wednesday October 17th, 2012 6:59:29 AM


OOC: Just to confirm ... after getting permission to bring in high priests of Gargul and Alemi, you are choosing not to bother?

If no, no prob ... and very much in character for us BBLers! :-)

Also: Stock magic item transactions can be handled right here in game. Just post what you want to buy and I'll okay it. Diamond Dust is A-OK too of course.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Wednesday October 17th, 2012 9:28:38 AM


OoC: Why should we care if they don't? They all seemed rather sanguine about the end of things as we know it.

Jass of Downs (SteveK)(AC 32, Touch 20, Flat 27; HP 188/188) 
Wednesday October 17th, 2012 10:44:11 AM

Jass uses a closet in the Temple of Ga'al to change for the magical ceremony that will strip away anything not magical and send the group to another pocket dimension with scant hope of ever coming back. Frankly, the sorcerer is excited!

He strips down to only his Pants o Plenty, Robe of Arcane Heritage, Bracers, Circlet, Headband, Belt, 2 Rings, Spectacles, and an Amulet. Well, OK, he takes off his low boots and shirt and tucks them both into his magical pants. :-)

Confident that none of his spells will keep with him during the journey, Jass has cast no spells for the day, and is ready to be off. He doesn't mind if other Northern priests are present. By what the others said, the other priests thought this was a good idea too.

.....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

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1 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......0 0 0 0 0 0 0 0 0 0
}


DM Cayzle 
Wednesday October 17th, 2012 11:20:05 AM


OOC: Yup, the high priest of Gargul was on the sanguine side. The high priest of Alemi was not given very much detail at all. I posted: "Aztyr visits the Temple of Alemi in Plateau City. She is circumspect, but it is clear that the officials there have no idea what she is talking about. They are respectful, and make notes, but have nothing to add right now. They do say that anything that fights disease is a great good, and they would like to see it."

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169 
Wednesday October 17th, 2012 1:11:49 PM

Aztyr will teleport to Plateau City and see if the Head Priest wishes to go to the Temple of Ga'al to witness the event she had mentioned a few days prior.
She will then return to the Ga'al temple with or without, depending on his answer.

She will still precast Mage armor with the extend and do both Magic Vestments.(day before, before resting so spells and blood draws reset)

DM Cayzle 
Wednesday October 17th, 2012 4:01:14 PM


If you explain the entire thing to the high priests of Alemi, they are flabbergasted and indignant that the Church of Ga'al is going to get an artifact that is under their sphere of influence! They are a little more than somewhat ticked off that the party -- including the Wold's premier Fixer! -- is going to be helping to get it!

Only the knowledge that there is no other way to bring the artifact to the Wold stays their ire. And that the party got permission to bring a high priest of Alemi to the Ga'alian Holy of Holies in the High Temple in Emperor City! Well, that does speak well for the church's Fixer.

Aztyr, of course, has never been a big part of the hierarchy. A taur among humans ... a sorcerer among clerics ... an adventurer among priests ... and one seldom even in Plateau City, where the church is mostly based.

But she does get the firm impression -- although no one says so out loud -- that the minor sin of theft would be easily forgiven were the relic to end up in its rightful place in Alemi's Temple. Actually, the priests would be very grateful for such an outcome. Very grateful.

But who will go to Aisildur? Via teleport, no less? The hierarchy chooses a bit of an outsider to make the trip: A 14th level cleric/healer/paragon who is also a Walker. Her name is Sister Chjara, and she has been to Aisildur before. Her wind-blown grey hair, weathered features, and lean stringy form suggest a working cleric who prefers to spend time out of doors.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday October 17th, 2012 4:27:46 PM

Sir Joshua chuckles as his military saddle is shrunken and thanks Vauhwyt for the handy assist. Now that he's got everything handled, he replies, "OK, I think William and I are good. I've collected a bunch of extra hay and apples while waiting and have stuffed them in my haversack. That should feed him for a while or at least till we find more food... He's not a big fan of the stuff we create via magic but will eat it if that's all we have..."

He listens to the others report about their visits to multiple locations and awaits the beginning of their journey. He has no home church at this point, but does take time to send a note via a courier to his family in their castle, letting them know that he's fine and will visit when he has a chance in the future.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 17th, 2012 5:05:59 PM

Malgant thinks to the group via the mind link," I chose not to ask any clerics to observe because there was no real point. If the Church of Ga'al wanted to kill us there is precious little one cleric could do to stop them. I also decided not to ask anyone else because the righteous indignation game would start and the churches of the Wold would start squabbling more than normal about who gets to save the Wold. Fact is, it doesn't matter as long as the Wold gets saved. Let them kill each other over it, not my issue. Once the item is safe we can decide where it is kept, though the free city of Acid City has a nice nondenominational sound to it, even though it is far from free, as evidenced by the mayor's visit. That whole dog and pony show was staged just before Sir Horace arrived so that we would know how big a favor the Church of Ga'al was doing us. Point is we will have done all we could to avert a disaster. The thing that bothers me is, what if this disaster never would have happened if we didn't go get the artifact. Even worse, what if the Church of Ga'al is planning on releasing the plague itself and BLAMING Marteaus for it once a big slice of their territory is protected by the Artifact. Thing is we can worry all we want about these things. The Wold needs us to step up and do the good thing. What happens after can be shaped by us as it happens. So long as we remain true to doing things for the good of the Wold."
Malgant settles his family in and cautions his brother and father to keep their keen danger sense alive. Something could be afoot and it isn't clear what it is yet. He arranges to have the furniture and other necessary items they need delivered and gives them the run of the place.
Before the transfer to the other plane, Malgant stores his totem bag along with is holy symbol and the spell components he needs inside his pants of plenty so that the nonmagical items travel with him.

Purchases
5000 gp of diamond dust
furniture and goods to keep his family going for at least a month in case this mission drags on ( need a round number from DM cayzle for that to deduct the monies)

Malgant's Spell List

Effects on Malgant
Magic Vestment from Aztyr ( +5) 36 hour duration CL18
Mind Blank 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

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169  d100=12 ; d100=11 ;
Wednesday October 17th, 2012 5:08:56 PM

"Sister Chjara, we're headed to my home first...No not the Taur islands, but our groups castle just outside Acid City. I just don't want to give the Ga'alians a direct trace back to Alemi's Temple. I or we as a group may be working with them to recover this artifact, but I don't plan on making it easy for them.
While we are there, I'd be honored if you would keep watch over my own and my friends bodies. Apparently we will be doing some form of astral projection or the like. Our physical body will be left behind while our projection is elsewhere completing the retrieval."

With that, they vanish from Plateau City and appear in the courtyard of home. Then, from there, catching up with the rest at the Ga'al High Temple.

Both Teleports are fine and on target.

"This is the representative from my god, I'll let her introduce herself, if she so wishes."

Vorelle 
Wednesday October 17th, 2012 5:13:14 PM

Vorelle waits patiently through the flurry of last-minute preparations. She helps where she can, and acknowledges that she can't help very much with this part of things.

DM Cayzle 
Wednesday October 17th, 2012 5:17:42 PM


Sister Chjara is pleased to meet you all, and she is polite to Sir Horace when he arrives.

Purchases listed so far are A-OK.

Mal gets his family settled in just fine.

Note that before you teleport away, Sir Horace offers to take possession of LeGorne, the artifact shaped like a horn. He puts on a special glove with which to carry it.

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - HP 169/169  d20+12=31 ;
Wednesday October 17th, 2012 6:24:20 PM

"I'd willingly give it to you, but he's, LeGorne that is, has hidden himself somewhere inside the castle. He's been awful quiet, so I actually don't know where he is right now." (the actual truth, someone else was dealing with him.)

Bluff roll 31

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

Non-Permanent:

Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours
Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours

Permanent:

Arcane Sight, Comprehend Languages
Dark Vision, Greater Magic Fang +5 (Dragon Claws)
Greater Magic Fang +5 (Liontaur Claws)
Read Magic, Resistance
See Invisibility, Tongues

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

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

Metamagic Rods:

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

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Wednesday October 17th, 2012 7:26:57 PM


Vauhwyt greets Sister Chjara with a warm smile. It's nice to see that her sister liontaur has had more luck with Alemi that she has had with Gargul. Though, truth be told, what more could one expect from the followers of a god of death?

"Is this going to hurt, Boss?" Mookie asks in an unusually subdued voice. "Last time it hurt," he adds, recalling to mind his recent experience, an experience best left forgotten.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Thursday October 18th, 2012 4:16:49 AM

The ranger returns to see a new face. "Oh another... greetings." He says with a fast correction, looking at the paragon (assuming she's human). "Who is this?" He turns to whomever is standing there, then realizing it's Horace, corrects his facing and looks at Aztyr.

"Urm, I just returned picking up gear from the Catacombs." [OOC: He's placed all his mundane gear, plus his Unfillible Coin Purse, the Black Pearl and his Whacky Chain of Frost into the new Haversack, not knowing how they might react to the trip.] All his magical gear covers all vital body parts, but he was never embarrassed about nudity.

Hearing the concern about LeGorne, the minotaur flares up, but keeps his composure enough to THINK to the group. I just know the horn is reporting to someone else. I bet you it returns JUST before we depart. A snort escapes the minotaur. "So, are we ALL going to this place or is it just us? I was under the impression we wouldn't have tagalongs getting under foot and going to getting themselves offed! Thought we were chosen." Then the minotaur softens and smiles at the thought. "Chosen again. Figures."

Then responding to someone, not sure who with all the mental clutter, The Wold has had disaster threaten it before, and it gets saved again and again. I've been there twice by my count. Both times were never fun. Saw Gargul once as a result. Nice bloke. A bit depressing to talk with though.
-----------------------------------
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 (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) 1/day: used
Guiding Star (on himself, 15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 15 hours, CL15)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday October 18th, 2012 10:06:23 AM

While they wait, Sir Joshua introduces himself and William to the sister. "Welcome my lady and I'm glad to meet you. It is good to meet a woman of the cloth who spreads a message of hope through the Wold."

Though he can't stand Le Gorne, he's mixed about whether to keep it or give it up to Sir Horace... It's not doing harm right now to them and at least he can keep an eye on it if its in the castle...

Jass of Downs (SteveK)(AC 32, Touch 20, Flat 27; HP 188/188) 
Thursday October 18th, 2012 12:35:06 PM

Jass is slightly uncomfortable as his necromantic robe itches against his bare back. The sorcerer tries to keep his mind on the impending teleportation, and only spares a bare head nod at Sir Horace and Sister Chjara.

.....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

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1 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......0 0 0 0 0 0 0 0 0 0
}


DM Cayzle  d100=91 ; d100=93 ;
Thursday October 18th, 2012 1:31:05 PM


When the group is ready, with transactions conducted, Sir Horace creates an illusion of a fortress-like temple in the heart of a busy city. The casters in the group study it, and then cast. With Horace and the priest of Alemi, but without the mouthy artifact, the party teleports to the scene.

Aztyr and Vauhwyt can each teleport six people, and even counting Mal and Brahmah as two each, you've got that covered.

Rolling on the "studied" line of the teleport chart ... and your DM takes the initiative to do so ... a 91 and a 93 nonetheless indicate complete success!

The metropolis of Emperor City is a hectic, lively place. Moreover, the streets are clean, the people tend to smile, and even the bargaining of the street vendors seems more friendly than aggressive.

The Temple here is a huge utilitarian place. There are no windows on the lower floor. The huge wide doors are reinforced steel. They are swung open, however, and there is a great traffic of people in and out.

Within the Temple, the outer courtyard seems at first to be a store. There is a counter, and salespeople, and orderly lines of people are coming away with goods. But on reflection, you see that all the "merchants" are wearing vests or v-neck tops that show off their heartseeds, and they seem to be giving away food and clothing to the poor.

"We've arrived just in time for the noonday charity," says Horace. "Any one who is needy can come here, whether they belong to the church or not."

Deeper in, you pass through an impressive nave that could serve a thousand worshippers at a time. Cunningly, although you are completely indoors, there are stained glass windows made with lights behind them to simulate the sun. The artisanship is superb, but severe, and lacking ornamentation.

In the nave you are joined by a half a dozen priests, who serve as an escort. None are armed; all are heartseeded. Horace alerts you, as you descend wide stairs, that the entire underlevel is warded with a dimensional lock so that teleports will not function.

Underground, the airy arched chambers of the inner sanctum are cool and brightly lit with magic daylight. The light illuminates underground gardens that you glimpse through archways. You are brought to a chamber set up with chairs sized for humans and taurs, and some huge floor pillows as well. Three high priests, naked from the waist up, sit in chairs here waiting for you. Although they are not wearing shirts, they are dressed quite modestly by the lush heartseed leaves and flowers that cover their chests. One is an older lady, one is a middle-aged man, and one is an older man.

The Ga'alian paladin/bard rushes forward, sinks to his knees, and kisses the hand of the older lady when she extends it.

"Ah, the heroes of Acid City. You have done well, Horace." She signals him to rise, and with a wave invites you all to sit down.

"I am the Revered Yurlene, and these are the Revered Salmam and the Revered Daizonn." She indicates the older, and then the younger priests. "Please sit and join us. We are glad you have come, and your desire to help us recover the Talisman of Health does you great credit."

You will have questions, perhaps. But first let me offer some information. We know that a plague is coming. It may come tomorrow or in a hundred years. But when it comes, the Wold will be deeply marred. The object of your quest would be a light against a thousand years of darkness."

"Our most recent understanding is that you will face a challenge, or test, of some kind, in order to retrieve the Talisman. Perhaps it is irony, or simply fitting, that the High God of Testing should be beaten if you pass this test. Or maybe it is a test set up by Marteus himself, since he has espoused the belief that the strongest ones, who pass his test, deserve to survive."

"We do not know what challenge you will face. I know that a small number of you have accepted Badges of Reknown. I know that you will decline, but I am compelled by duty of the badge you bear to honor you with as much help as I can offer -- and the greatest gift I can offer is a heartseed." She explains how the Church has created a special heartseed that does not impose the usual conditions. [OOC: This special heartseed can grant any one feat desired without regard for prerequisites, plus 20 ranks in any skill. It cannot be used to control behavior.]

Decline or accept, she tells you that when you are ready, you may pass through the portal behind her into the Chamber of the Manual. When you enter, cast whatever spells you wish, make whatever arrangements you need, and then lie on the couches there. If you wish to bring any familiars or bound companions with you, call them as well. When all are lying on the couches, a priest-sage will read the Manual and send you on your quest.

OOC: Do let's do everything we need to move the action along, friends. It is time to prep and go.

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Thursday October 18th, 2012 2:14:38 PM


OoC: So, are you saying that any spells cast will be transferred to the bodies that appear in the pocket dimension?

Cayzle Comments: That is correct. Such are the marvels of the Manual of the Multiverse.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Thursday October 18th, 2012 6:39:45 PM

" Do you know the environment on the other side? Are precautions necessary? Will we be able to breathe the air and survive the environment? I have prepared counter if needed. Will you be able to send any of us who might be killed on the other side and thus expelled back to the other plane? Other than that I have no more questions, let us go."
Malgant will move into the other room and lie down, allowing the ritual to be performed.

Malgant's Spell List

Effects on Malgant
Magic Vestment from Aztyr ( +5) 36 hour duration CL18
Mind Blank 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

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Blur (20%) - HP 169/169 
Thursday October 18th, 2012 9:25:19 PM

Aztyr was about to ask something, but as Malgant asks his questions, she waits for the answers he gets, to see if she likes the answers...

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

Non-Permanent:

Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours
Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours

Permanent:

Arcane Sight, Comprehend Languages
Dark Vision, Greater Magic Fang +5 (Dragon Claws)
Greater Magic Fang +5 (Liontaur Claws)
Read Magic, Resistance
See Invisibility, Tongues

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

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

Metamagic Rods:

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

DM Cayzle 
Thursday October 18th, 2012 9:37:03 PM

"Do you know the environment on the other side? Are precautions necessary? Will we be able to breathe the air and survive the environment?"

The high priestess offers her reassurances. "The magic of the Manual will protect you. The body that it helps you create through projection to the other plane will be able to survive the rigors of that plane. Moreover, if it is a test, as we understand it to be, then killing you immediately would hardly be a test."

"Will you be able to send any of us who might be killed on the other side and thus expelled back to the other plane?"

"I do not know, but my guess is that if your projection is destroyed and you return to the Wold, you will not be able to immediately return to the demiplane. In fact, you may not even be able to return to that plane at all."

She smiles thinly. "Try not to die."

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Thursday October 18th, 2012 10:27:08 PM


"Aztyr, could I have one of those Magic Vestments as well?" Vauhwyt asks. Rather than ask questions for more knowledge that doesn't seem likely to be forthcoming, the Grim Trickster goes about capitalizing on the knowledge she's just received - that magic will make the transition to this new place along with their bodies. "I'll give you a Heroism spell and renew it any time you're ready."

Then Vauhwyt begins her castings.

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

Spells cast on Vauhwyt:
False Life (18 hp) (20 hrs)
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 - on Armor Spikes (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Permanent Telepathy

Spells cast on Mookie:
False Life (17 hp) (20 hrs)
Heroism (3 hrs, 20 min)
Permanent Telepathy

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 5 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

=====

Cayzle Comments: Highlight to display spoiler: {Al, looks like a cut and paste from an earlier V post, which is A-OK. But you need to roll for the False Lives (1d10+10) and use either her new caster level of 18 or use the karma bead to boost to 22. You're basing the above durations on CL20, seems like. }

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  d10=8 ;
Thursday October 18th, 2012 10:57:54 PM

Jass has to smile, he admires spunk and a dry wit, and the old lady has got them in spades.

"No, no thanks, I'm not interested in having a plant grown on my body just now, maybe later."

The sorcerer selects a couch and casts a series of spells on himself and the others.

.....Actions
False Life; 18/18 hr +18 hit points
Shield, extended [rod] 36/36 min; +4 AC
Life Bubble; 4/4 hr each; immune to breathing or gas attacks on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
Mass Fly; 180/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1 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 1 0 0 1 0 1 0 0
}


Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Friday October 19th, 2012 5:04:27 AM

"Jass, if the Life Bubble would be better split among others, I should tell you, I have a Necklace of Adaption which should suffice."

The ranger casts Longstrider, using his Rod of Extend to increase its duration.

"Vauhwyt, may I have Barkskin and GMW on both weapons, after we enter, please. I wouldn't want ALL our spells to be disenchanted right away. We don't know if we'll be able to prepare any when we get inside."
-----------------------------------
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)
Life Bubble (from Jass, 4hours upon entering realm)
Fly (from Jass, 180minutes upon entering realm)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

Vauhwyt (HP 147 of 147, AC43) Sub/Al  d10+10=20 ; d10+10=15 ;
Friday October 19th, 2012 9:25:40 AM


Vauhwyt looks down on the string of beads in her paws. The karma bead has been incredibly useful at times like these, allowing her to face the unknown with raw undisputed power. She adds one last spell to her person, feeling the fluidity enter her form with the magic.

"Alright," Vauhwyt replies to Brahmah. "When you need the Greater Magic Weapon spells, just ask."

"I'm ready," she then announces, and Vauhwyt turns to the others, lifting a questioning eyebrow.

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

OoC: How are these changes?

Spells cast on Vauhwyt:
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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, mon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Cayzle Comments: Thanks Al! Note that the bead is good for ten minutes, so its boost MIGHT extend into your trip to another plane.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday October 19th, 2012 10:16:18 AM

(OOC - I'm a little confused here re: the spells.... Are we prepping like we'd normally do before a big fight and if so, won't they expire quickly in the new plane? Or are they just our standard daily ones (Life Bubble, Mass Fly, etc.)? Won't we be able to cast spells in the new plane and if so, why cast short duration spells now? I assume we'll be there for more than 10-15 mins? )

Sir Joshua and William patiently awaits the preparations and casting that the others perform. None of his spells are long duration, so he idly waits, sharpening his sword and magic lance...

Vorelle[Life Bubble, Fly] 
Friday October 19th, 2012 11:03:38 AM

Vorelle has heard about heartseeds, but never actually seen one. She can't keep herself from staring when she sees so many people showing them off. Does it hurt? It doesn't seem to. But how weird, to have something growing in you like that.

She turns down a heartseed of her very own with a faint "no thank you" and slips quietly to her couch.

DM Cayzle  d10=5 ;
Friday October 19th, 2012 3:09:23 PM


The High Priestess clarifies. "Cast your spells, then recline and wait for your projection. It may take ten or twenty minutes for the magic to send you out. So any spells with very short durations will likely end before they prove valuable. Once you are projected, any spells still in effect will likely remain in effect. Will you be in combat immediately? Will you have to wait, for hours or days? Will there even be a danger? I have no idea, but I wish you Ga'al's blessing in finding out!"

A priest leads each of you into the next room, to a cushioned bench. The priests leading Mal, Jass, and Vorelle do not say a word. The priests leading Brahmah, Vauhwyt, and Sir Josh address each with a few private words. [OOC: Please see my e-mail.]

The room is huge, and it is dominated by a table on which rests an amazing book. It must be eight feet high and five feet wide; when open, side to side it is 10 feet wide. It would take two very strong men to carry it, and then they would be staggering.

The emanation from the tome is mentally and physically overwhelming. Lesser souls [under fifth level, say] would likely be overcome. You have the feeling, just being within 20 feet of it, of being perched on the edge of a bottomless chasm, and the inches-wide ledge on which you stand is crumbling, and only your sheer determination keeps that edge from falling apart.

It is bound in the leather of some gargantuan beast, and the edges of the cover are slightly translucent. You can imagine that if you tried to open it, it would be easy to let your fingers slip through it. Into what, you cannot guess.

If LeGorne is an "artifact," THIS is an ARTIFACT.

Sister Chjarna hesitates, and then enters only very slowly.

You lay down, and a sturdy young man with an obvious disability enters. He walks with a pronounced sway, and one side of his face is paralyzed. If you make a Know Religion check vs DC20, then Please Highlight to display spoiler: {This fellow is a "Jack" -- that is, a person in whom a heartseed was planted, but which did not "take." Jacks (and "Jills") often have strange powers to compensate for the disadvantages of their disability.}

The strange young fellow walks up to the Manual of the Multiverse as if it were a dime store novel. He opens it up and starts to leaf through it. He is humming tunelessly, intent on his search. He has the air of one looking up a phone number.

While the disabled young man is looking, another priest in the back of the room casts a spell -- it is Greater Planar Ally. You see no ally appear, however, when he finishes ten minutes later.

The young man is at his work for 15 minutes all told. Then his face brightens, even the paralyzed half, and he looks at High Priestess Yurlene, ready for the final nod to proceed.

Remove 16 minutes from any spell durations, please.

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn  d20+13=33 ;
Friday October 19th, 2012 4:40:41 PM

Before he lies down, Malgant speaks briefly and quietly to Sister Chjarna." Should they try to heartseed me or any of the others while we are incapacitated, please wake me. I care not what it will do to me being awakened that way. If necessary please damage me in order to rouse me. I know Alemi teaches peace, i do not know if I need give you my permission to harm me, but you have it"
To Vauhwyt he says,." Vauhwyt, if you can I would take a Greater Magic Weapon and a Heroism while your power is increased by the bead. You can use my rod of Lesser extend if you need to to augment the Heroism, or the GMW . ( if it is under 3rd level, I wasn't sure) Jass, thank you for the Life Bubble and the flight. Anything else can wait until we are on the other side."

Know religion 33 ( nat 20)

Privately, mentally, he tells the others, " The one leafing through the book is what the Ga'alians call a 'Jack'. The poor bastard tried to have a heartseed injected into him but it did not take, leaving him disabled. From what I know of their religion the disability often also makes them exceptional in some way. How, I cannot say, but apparently he is either tough as nails or the book does not adversely affect him because of his infirmity."

Malgant's Spell List

Effects on Malgant
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 - on Malgant's unarmed attacks from Vauhwyt (22 hrs/CL22)
Life Bubble-From Jass (4 hrs/CL18)
Mass Fly-From Jass (164 min/CL18)

To Joshua... This is every day " I'm probably going to get in trouble sometime today" buffing. Precombat buffing is more specific.
To Vauhwyt...Staff spells are cast at your caster level I believe. For you the Telepathic Bond should be CL18, I believe I got mine 2 levels before. Aztyr, is that correct?

Cayzle comments: Re the staff CL, yeah, Al and I had this out before ... since Greater Magic Fang is not on Vauhwyt's spell list, it has to use the staff's CL, 8. My argument back then was that UMD let me fudge it, but ... no.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Friday October 19th, 2012 5:51:33 PM

Jass ensures he does NOT include Brahmah in his spell since the ranger is already protected. But he DOES include Polo!

"They are only minor spells and I didn't cast the really short duration ones, eh?", replies Jass to Sieur Joshua, "Besides, I've got many more where they came from, which is a definite strength of being a sorcerer! Besides, what if we are in immediate trouble over there? No telling what may be needed immediately. If I'm dead, I can't usually cast all those spells I've been hoarding, eh?"

The sorcerer smiles, inviting the others in his jest. Yet Jass remembers a time when he was dead and still able to cast spells, and that wasn't a funny day at all...

.....Actions

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1 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 1 0 0 1 0 1 0 0
}


Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Friday October 19th, 2012 6:00:02 PM


"Sure, Mal ... " Vauhwyt looks with unease in the direction of the book. She accepts the use of his metamagic rod and casts an Extended Heroism in addition to the Greater Magic Weapon. Then, she approaches one of the larger divans with caution.

"Yes," she replies as the priest whispers her question. "I don't know what I'd do without him." To which Mookie the black bird, hops with an extra spring of pride to his step.

The pair lie on the divan as the priest secures one of the two loops of the thin silvery chain about one of Mookie's claws and the other over Vauhwyt's much bigger paw. Then they both await the projection, each to their own thoughts.

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

OoC to Malgant: Remove one charge from your Rod of Extend, Lesser I used it to cast Heroism Extended.

Spells cast on Vauhwyt:
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Blur (20%) - HP 169/169  d20+12=22 ;
Saturday October 20th, 2012 7:03:33 PM

Aztyr, pulls Vauhwyt aside before entering the "travel" room, she reaches into the substance of the Wold and gathers up 5 Wold's blood, and then uses it to enchant Vauhwyt's armor with an extended version of Magic Vestment +5. (duration 36 hours)
Having used the Blood, there is none left to squeeze back into the nether.
After doing so, she will go in and take up a spot on a cushion, she recognizes the JACK for what he is, before Malgant informs everyone over the link.

She indicates that she is as ready as she can be, and awaits whatever will happen....

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

Non-Permanent:

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
Life Bubble; Duration 254/270 min (Jass)
Mass Fly; Duration 164/180 min (Jass)

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

Wold's Blood

8/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

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

Metamagic Rods:

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

Vorelle [Life Bubble, Fly, Greater Magic Weapon] 
Saturday October 20th, 2012 11:55:08 PM

Vorelle lies uneasily on her couch, her head moving all around as she tries to see everything at once. She clutches her Efficient Quiver and wonders what this is going to feel like.

[OOC: Which two axes did Vauhwyt cast GMW on?]

Sir Joshua the Virtuous (Ken), DR 5/evil 
Sunday October 21st, 2012 10:22:52 AM

Sir Joshua thanks the priestess for the help and care she's provided, and then joined with William by the necklace, he reclines in the chair. William snorts a few times, swishes his tail in discomfort and impatience and then lowers himself to the ground too... They both wait for events to unfold...

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Sunday October 21st, 2012 7:24:08 PM

Brahmah nods in the direction of the priestess and rejoins Polo. The bear is thrilled to be back with his friend and be traveling this time. The bear is larger than he was last time he was with the group and readies himself for travel. The ranger adjusts his armor and makes sure all the stuff that needs to be in the haversack.
-----------------------------------
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, 180minutes upon entering realm)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

DM Cayzle 
Monday October 22nd, 2012 8:55:29 AM


Mal gives dire instructions to Sister Chjarna, just in case it all goes belly up.

Vauhwyt casts some last minute spells.

Jass jokes with the others, maybe to cover his underlying nervousness?

Aztyr takes the time and Woldsblood needed to help Vauhwyt. It is more difficult to draw the blood than usual (please count it as 10 drops drawn, not 5) given the dimensional lock over the area.

Then the group heads over to the divans. After conferring with priests, Vauhwyt and Sir Joshua join themselves to their bonded companions. Evidently Brahmah decides at the last minute to bring Polo, if he has the chance. There is some discussion. Sister Yurlene nods, casts a quick Miracle, and the ranger and his bear are reunited and bound as well.

Vorelle braces her self for dimensional projection, curious about what is to come.

The Jack appears, as noted last post, and Mal and Aztyr fill in their friends on what is happening. A priest casts Greater Planar Ally, as noted last post. The Revered Yurlene nods, and the Jack starts to read. A moment later, you feel yourselves pulled out of your bodies. You look to each other like ghosts. You can see your bodies duplicated under you. You float over to the Manual of the Multiverse, to which you are all linked by silver cords. The cords tighten, drawing you in.

You hover for a moment over the Manual. Looking down, you see that your silver cords descend into the book. But they do not go down into a page of text. Instead, it is as if the page is a portal, a hole, and within is a well filled with white mist. You are pulled deeper.

The party passes through the portal to a vast expanse of mist on a featureless plain. You can see no more than 50 ft in any direction -- but you get a sense of being in a huge space. You are in your own bodies, as if you had never left them. You see no silver cords attached to yourselves. [OOC: Unless you can see invisible or have True Seeing!]

A figure appears. It is a humanoid that has the shape and proportions of a stout dwarf, but stands seven feet tall. His hands are stubby but huge, and he waves them around a lot, maybe to get your attention. Smiling, he speaks.

"Welcome questers! Mighty are you, or refused you would have been. My blessings upon you, for you are about to strive in a mighty quest to my honor. I am Jangle, greater god of this place, and you are here at my behest."

"You seek the famous Talisman of Health. It lies within, but a team of monsters, called by my brother Tangle, also seeks the prize. You must take it first."

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 22nd, 2012 9:32:19 AM


OoC to Vorelle: Your choice for the GMW. I didn't realize that you had more than two axes.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25, Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+26=44
Monday October 22nd, 2012 9:51:57 AM

Probably showing his eagerness to be done with this pocket, being as how the last was SOO delightful, the ranger blurts out a greeting then a question.
"Well met Lord Jangle. I am Brahmah. Will we be able to prepare spells in the place we are going? What sort of terrain are we going to be traveling? What is the environment like there?"
(Sense Motive 44)

Then he tests the mental link. Can we talk this way? Or is it blocked? He relays the answer verbally, if it is blocked.
-----------------------------------
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, 180minutes upon entering realm)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 22nd, 2012 10:10:26 AM


"Boss, we've heard of them. Haven't we? Jangle and Tangle." Mookie hops on Vauhwyt's shoulder as the liontaur's eyes follow the silver cords from where they begin within herself and her familiar to the point at which they disappear into the unseeable distance fifty feet away. "I just can't put my finger on where."

Vauhwyt herself has vague hazy recollections from dreams. A fireplace. An inn. It all has a festive feel, though her impressions are also colored with an amorphous perception of heroic deeds. "I can't either, Mookie," she replies.

"Aztyr? Mal? Anyone? Do the names Jangle and Tangle sound familiar to you?" she asks over the telepathic bond. Who knows what bits of information might be helpful. As self described 'Greater gods', knowing their inclinations might be useful indeed. "Jangle. Tangle. Brothers. They sound like a duality of some sort. Do you know what sort of duality they represent?" (OoC: Anyone want to try Knowledge Religion on Jangle and Tangle?)

"If you don't mind me saying," Vauhwyt addresses the god, "you seem to have a personal stake in who gets the Talisman first. And, of course, what is important to you is important to us as well. But knowing just what is at stake for you, and, more importantly, what is at stake for your brother, might give us an advantage in this affair. So, could you please, speak to us of this relationship you have with your brother and why it is that you think we must get to the Talisman first?"

"Also, if it doesn't violate any pacts or agreements between you and your brother, we would appreciate any information that you can think of that might give us an advantage in this competition. Can you tell us anything about the monsters we will face? Anything about the terrain or environment in which the Talisman is set? Are there any rules or restrictions placed upon competition?"

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

Spells cast on Vauhwyt:
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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 
Monday October 22nd, 2012 10:13:24 AM


BTW: Your mental links work as usual.

The giant dwarf cackles with delight at Brahmah's eagerness. "Ready to start, are we? Wonderful!"

"Will we be able to prepare spells in the place we are going?"

"That should be no problem at all. Take as much time as you like! But do not lose the contest to the monsters!"

"What sort of terrain are we going to be traveling? What is the environment like there?"

"Fire! Earth! Air! Water! We offer all the classical elements here!"

At Vauhwyt's questions, the huge dwarfish fellow grins.

"What is at stake for you? For your brother?"

"Ah the contests of the gods are beyond the comprehension of mere mortals. Suffice to say that I am your patron, and that you must win!"

"Can you tell us anything about the monsters we will face? ... terrain or environment ... rules or restrictions?"

"Ah, clever kitty," Jangle says, "You see well that I cannot give away the game. You have heard that there are four elements. And three keys. And two teams. And one talisman. Gather the keys, fetch the talisman, and you shall win."

"In addition to the other team, each key has a guardian, and is protected by clever tricks. Defeat the guardians and gather their keys. You need three keys to unlock the Talisman. Then bring the Talisman back."

Vorelle [Life Bubble, Fly, Greater Magic Weapon]  d20+25=36 ;
Monday October 22nd, 2012 11:04:15 AM

Vorelle isn't sure she likes the experience of being dragged through a book by a silver cord.

Her new surroundings are a puzzle, but "featureless" is in the eye of the beholder. She sniffs the air, pokes at the ground with a booted foot, watches for any pattern in the way the mist swirls and flows. Is there anything natural about this place at all? Or is it entirely constructed by the will of the gods?

[Survival 36]

DM Cayzle 
Monday October 22nd, 2012 11:57:18 AM


Vorelle sniffs with a ranger's senses, and wonders about the nature of reality altogether here. Is this place "real"? It is certainly not "natural." The ground is spongey and smooth, kind of like walking on a mattress packed with feathers or a floor of very soft cork. The smells of the place lack any trace of ... well ... anything.

Jangle looks at Vorelle's concentration, and suddenly she detects a whiff of wintergreen. Mixed with sawdust. And a touch of honey.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday October 22nd, 2012 2:41:50 PM

Finding himself in an odd dimension, William is a bit uneasy after the transdimensional journey. He whinnies and snorts nervously, not use to this change... However, he knows his master is by his side and that gives the majestic horse some measure of comfort...

On the other hand, Sir Joshua has little use for a being that calls itself a diety and refuses to speak to it directly. To him, there is only one true God and this creature is not it...

He's never heard of Jangle or Tangle, and the idea of tests and trials bears little interest to him. His preference is open battle between honorable foes... However, his ears perk up at the sound of another team. To his friends, he says, "One question we must consider is do we kill or merely disable the other team if we come into direct contact with them? If they're a good group pursuing the same good objective, we may need to look at other options rather than combat.... of course if they're evil, then I'd like to test my blade against each of them..."

For now, he examines the area around him, looking to see how the ground will handle mounted travel and combat...

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Blur (20%) - HP 169/169  d20+12=24 ;
Monday October 22nd, 2012 2:56:44 PM

(used 2 draws instead of just 1 of Wold's Blood)

Aztyr is just a little bothered by the silver cord linking her to where they came from, wondering if it would have the same effect as it does on Astral trips.
As to Jangle and Tangle.... (know: Religion 24)

She doesn't say much, just giving the "Giant" dwarf, or the "Dwarf" giant a look of incredulity.

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

Non-Permanent:

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
Life Bubble; Duration 254/270 min (Jass)
Mass Fly; Duration 164/180 min (Jass)

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

Wold's Blood

7/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

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

Metamagic Rods:

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

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  d20+18=37 ; d20+18=32
Monday October 22nd, 2012 5:16:34 PM

Jass is surprised by Jangle announcing so jovially that he is a greater god. The sorcerer's memory of religion is extensive, but he is certain that Jangle is no name of any Woldian diety or power.

"Time limit!", he calls out to the seven foot dwarf (would Jass dare call Jangle an oxymoron?) "Is there a time limit to us acquiring the 3 keys other than 'before the other team'?"

.....Actions
Know Religion - 37
Perception - 32

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1 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 1 0 0 1 0 1 0 0
}


AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn  d20+15=24 ;
Monday October 22nd, 2012 5:21:57 PM

Know Religion 24
" OK, you are our sponsor , we your chosen, you say we must win. What happens if we lose?More specifically, what happens to you, what happens to us and what happens to your brother if we lose? Is teleportation allowed? When are we declared winners, when we gain the talisman or when we control the talisman?"
Mentally he adds to his friends, "Also please be advised, you are responsible for your companion's health. I will not be planning on healing them."

Malgant's Spell List

Effects on Malgant
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)

OOC
Vauhwyt, I have a second rod so you aren't using it all up, I will extend the GMW too and remove 2 uses.

DM Cayzle 
Monday October 22nd, 2012 7:40:17 PM

Sir Josh asks: "One question we must consider is do we kill or merely disable the other team if we come into direct contact with them?"

"Kill them, tie them up, run around them, recruit them -- they are obstacles, not goals. You have three goals: One, gain three keys. Two, use them to gain the talisman. Three, return to your point of origin. That is all. There are no rules, requirements, gentlemanly agreements, points of order, etc."

Jass has a thought. "Is there a time limit to us acquiring the three keys other than 'before the other team'?"

"Take an hour, take a day, take a year. It's all good. What's a few centuries between friends? You will age, so there's that. And do you have food and drink? On the other hand, he who hesitates is lost. Say you bunker down while the other team is getting the keys. Not so good. Say you bunker down AFTER you get a key or two ... hmmm."

Mal wants some specifics. What happens if we lose? More specifically, what happens to you, what happens to us and what happens to your brother if we lose?"

"What happens to you is that you go home. Easy peasy. No penalty other than you do not get the talisman. As for my brother and me, none of your beeswax!"

"Is teleportation allowed? When are we declared winners, when we gain the talisman or when we control the talisman?"

"Everything is allowed. Nothing is prohibited. You win when you bring the talisman back to your starting place."

==========

A serious out of character comment from your DM:

If you did not know, the other team, the team of "monsters," is being played by a group of volunteers on another board. I'll be making different DM posts daily to this board as well as to that one. They are incentivized to do their best to beat you. And they consist of some of the Wold's most power-gamery gamers! So I hope they'll put up a good fight.

That said, I beg you on your honor to NOT seek out their board, to not read the info they gain that you do not, and to play it straight. We're all grown-ups here, so please have fun and don't cheat.

Since they will be on the LnB and other common venues, I urge you not to discuss the game there on the excellent chance that they will be reading. Thanks!

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Monday October 22nd, 2012 9:03:02 PM

OOC
You mean you recruited Rob, Joe K and Troy to game against us? That would be so cool. Are they a similar team make up to us,( or are they 'us')?
Guys, if these guys are as hardcore as he is saying we need to push this hard and get a key first.
IC
" So there are 4 keys and three are needed to open the way. Interesting you should school us to actually fortify a position. I wouldn't have thought of that."

DM Cayzle 
Monday October 22nd, 2012 9:12:57 PM


OOC: Well, you guessed one of my champions. But I think they will be a tough team to beat. And I've promised them each a goblin, hobgoblin, and gnomish seal if they win. In all seriousness, you may not win. There are no rules. Fight hard, my friends!

Mal comments on the ideas Jangle is offering, saying he would not have thought of that. "Well," says the so-called greater god, "I can't give away the store, but I do want you to win. Be assured that my brother Tangle is offering his advice too."

"Keep in mind that there are THREE keys, and than after you gain all of them, you must go unlock the talisman. Each key is guarded by a strong protector. You may expend resources to beat a guardian and gain a key -- only to be ambushed and see it taken from you. Or you may be an ambusher. But if all of you camp and wait, no one will gain the keys!"

"I will say that cleverness can beat sheer might, so be thoughtful."

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Monday October 22nd, 2012 9:28:16 PM

" Do you have a map of the area? a 'game board so to speak? You said all of the classical elements would be supported, I took that to mean 4 elemental nodes and 4 keys, my mistake."
to his friends he thinks, " Once we study the map I say we rapid strike one of them, get that key and find a place to set up shop. Fortify it and then maybe look for the other keys. Hows that sound?"

DM Cayzle 
Monday October 22nd, 2012 10:47:31 PM


The gigantic dwarf shrugs and looks sad. "Sorry, fog of war and all that. No maps, no hints other than the four elements."

OOC: Barring some problem, we'll start tomorrow!

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+21=41 ; d20+20=39 ; d20+26=33 ; d20+28=47 ; d20+32=52 ;
Tuesday October 23rd, 2012 4:19:00 AM

OOC: So Cayzle, you sort of gave away WHERE they are by saying what their rewards are. My other guesses as to WHO! Donna and Kent, and one of the Knotts'. That is my suspicion. I will not go fishing for which... urps. Almost said it... game board. You have my word of Honor.

IC:
Brahmah thinks to the group. So, I suggest item location spells, if they will work, and if we have a good idea what we're looking for. As to the opposing champions, I suggest that we ask the dwarf and get any true details about the 'keys' or what the opposing group is capable of. I don't suspect we'll get crap from this guy, but it doesn't hurt to ask. Someone a little more diplomatic than I would be best I think.

"Feels sort of peaty underhoof. The temperature is moderate and I don't feel moisture or a breeze. I don't smell sea air or mountains. Where are we currently? Jangle, you said you had elements here."

(Knowledge Nature 41, Knowledge Geography 39, Sense Motive 33, Perception 47, Survival 52 (for weather))
-----------------------------------
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, 180minutes upon entering realm)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0


DM Cayzle 
Tuesday October 23rd, 2012 7:20:24 AM

The strange being answers Brahmah's question about where you are. "Here? No, this is nowhere. Backstage. Not part of the scenery. Behind the beyond. In just a moment, you'll be at the starting point. I mentioned the starting point, right? That's where you start. You have to bring the Talisman back to your starting point."

"The elements are in the arena. One per microplane."

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  d4+18=20 ;
Tuesday October 23rd, 2012 9:23:56 AM

"Four elements, three keys, two teams, one Talisman". Jass repeats Jangle's poem to keep the goals firmly in mind.

"Sounds like we've got all the information we're likely to get, eh?", he quips to the others. "Besides, if their names are any similar to powers and other things, it is very likely that if we press for more information, an equal amount of info will have to be given to the other team."

"I say let's get on the board and get some magical scouts out. Hey", and Jass just needs to ask one more question, "you said this was free time, right? And all spells we cast here will have no time lost when we appear in the contest, right?"

"So my fellow Blackbirdians, I'm gonna leave tactics to Malgant, but strategically, we should set a defense, magically scout locations of three keys, and then get one fast. As long as we have even One Key, the other team can't win, eh?"

Jass goes into a long casting, conjuring 20 Greater Prying Eyes and having them wait patiently around his head until he will give instructions. Another long casting gives Jass a Contingency of a Invisibility spell if ever attacked by a melee attack.

.....Actions
Cast Greater Prying Eyes [CL18] 18/18hr; 20 'eyes' Fine construct, AC18, HP1 30' Fly +20 Fly, +16 Stealth; +25 Perception w True Seeing
Cast Contingency; activate Invisibility if attacked by melee

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse

....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 1 0 1 1 1 1 1 0
}


DM Cayzle 
Tuesday October 23rd, 2012 9:58:47 AM


"Hold on there, scout!" says the semi-divine being to the semi-undead one. "You got a few minutes if you want 'em, but this ain't no time stop, and your magicks keep on keepin' on."

He scowls. "You wanna take an hour or two to scry or whatever, you gotta do it in the arena!"

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Tuesday October 23rd, 2012 10:49:00 AM


"I think it must be really different to be a god, Boss." Mookie hops close to Vauhwyt's ear, almost hiding himself behind the head of his mistress. "Here we are facing ... I don't know ... countless deaths ... the end of life as we know it ... and these two, Jangle and Tangle, they're treating this like some sort of game."

Vauhwyt herself expresses her opinion with little more than a dour impassive expression and the slightest of nods.

"I think so too, Jass. I think we're getting all that we're going to be getting. The Prying Eyes are a good idea. But, remember that they have to come back to you before you can see what they saw. That will take time."

"I can't think of an easy way to find either the keys or our opponents. Nothing that won't take time. Looks like we'll have to do this the old fashion way. Malgant, lets choose an environment, prepare for it and go. Fire, earth, air or water? Since some of us don't fly well, we may want to forego air for now. Fire? Earth? Water? Any preferences?"

"Mookie," Vauhwyt opens her pouch, "why don't you get in here for now? I think we're ready to go," she then says to the giant dwarf.

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

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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, Greater Magic Weapon] 
Tuesday October 23rd, 2012 12:52:24 PM

Vorelle shuffles her feet. This task sounds like something that calls for magic and cleverness--two things she's not very good at. The only knowledge she can bring to the endeavor is her understanding of the natural world, which is worth precisely nothing on this unnatural plane. She sighs a little.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday October 23rd, 2012 2:32:30 PM

While mounted on William, Sir Joshua ponders the situation ahead of them. "We've got 4 possible terrains and only 3 keys to find, as well as the final talisman. Let's start with something that we are familiar with, maybe earth? ... Of course doing some scouting ahead of time is wise but it appears we're going to be limited on that...?The prying eyes sounds like a good plan and might be worth the time it consumes to send them out? I admit my specialty is not this sort of strategic planning.... Give me a tactical fight and I'm better at that... "

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Tuesday October 23rd, 2012 6:21:53 PM

" Earth sounds good to me. The prying eyes are good, keep a few as home ones and scatter the rest out. Scrying and or teleporting won't work well until we know what a 'key' looks like. Aztyr, Vauhwyt and I will carefully study the start point while Jass calls up his eyes and Vorelle and Brahmah get a feel for the place and scout the immediate area, then provide us with a bit of security. We send out the eyes, maybe for five minutes in all directions and then start moving. Sound good?"

Malgant's Spell List

Effects on Malgant
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)
2 of 6 lesser rod of extend used

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Blur (20%) - HP 169/169 
Tuesday October 23rd, 2012 6:46:11 PM

Aztyr takes a bit of time, and studies the Starting Area. Once she is confident of knowing it, she nods letting Malgant know she's all set.

"Heh.....Scrying wouldn't do any good anyways. You need to know or at least have a clue of what you're looking for. We know there are 3 keys, not what shape those keys may take...."

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

Non-Permanent:

Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours
Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours

Permanent:

Arcane Sight, Comprehend Languages
Dark Vision, Greater Magic Fang +5 (Dragon Claws)
Greater Magic Fang +5 (Liontaur Claws)
Read Magic, Resistance
See Invisibility, Tongues

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 10/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 50/50

Metamagic Rods:

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

The Arena of Earth


DM Cayzle - Round 1 
Tuesday October 23rd, 2012 8:00:43 PM


"It is time!" declares Jangle, and he claps his hands together!

=====

You are clustered on a large sigil, a shield on a starburst. You are in a catacomb or dungeon, surrounded by stone. The ceiling is 30 ft up. It is dark.

Who besides Brahmah can see in the dark!? Or who will create light?

The walls are stone. The floor and ceiling are stone.

Please make your post for round one.

And the map. Note: the black on the map is stone. The grey is the fog of war, and limits what you can see.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+21=30 ; d20+20=24 ; d20+28=38 ; d20+32=34 ; d20+41=46 ;
Wednesday October 24th, 2012 5:56:23 AM

OOC: Hey, look, the map is a crossword.

IC: Brahmah moves straight ahead immediately to the edge of his vision (to 16/O) then begins moving counterclockwise (J/3), circling back to the group (A/10). His Longstrider spell (which was cast last week and forgotten about by me) should make short work of it. He mentally describes what he sees or hear to the group.
[OOC: Assuming I can't use previous rolls, I will roll new ones.] Not as good as the last ones! (Knowledge Nature 30, Knowledge Geography 24, Perception 38, Survival 34 (for weather), Survival 46 (tracking), URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain - CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy)

-----------------------------------
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, 180minutes upon entering realm)
Longstrider (30 hours)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  d20+18=35
Wednesday October 24th, 2012 9:23:41 AM

Jass holds off on casting any of the long spells until the group has a long pause chance is in the arena. "Certain as I'm breathing, the other team is in one of the environments just as we are." He sighs and looks around in the darkness. "Of course it's dark", he says smiling sardonically. Then he responds to his teammate. "Boys will pull the legs off of bugs in play, but the bugs die in earnest."

A hand goes into a magical pocket and calls forth a scroll of Daylight where he immediately casts it on the scroll itself. "There, now we can see. And it is time to make some assumptions."

"One: Jangle and Tangle are twin Powers, enough so that this contest of theirs must be mutually even. This should include each elemental area being even in size."

"Two: Being similar size, tthe fastest way to understand the size of our arena is to map out this element to give us an idea of the others."

"Three: With four elements with only three keys, the Talisman is probably in the fourth element. Quickly exploring this element will best enable us to locate one of the four things we are looking for."

'Four: Despite four possibilities, the other team is most likely most comfortable with Earth and so in this element right now. So we should be on our toes!"

He looks around for any sign of enemy contact.

.....Actions
Move Action: retrieve Daylight Scroll
Standard Action: Cast Daylight on the scroll 60' light, 120' dim light
Perception: 35

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse

....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 1 0 1 1 1 1 1 0
}


Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Wednesday October 24th, 2012 10:53:02 AM

OOC: Movement for Brahmah is made with Fly, not Longstrider, unless Longstrider is faster than his Fly speed. Additionally, no check is needed to walk/run.

DM Cayzle - Still Round 1 
Wednesday October 24th, 2012 12:16:07 PM



Before you can act [OOC: before your round 1 actions], a facet of this microplane makes itself known. With a horrific deafening sound -- as if all the giants in the Wold were grinding their teeth all at once -- the walls shift and buck and sink and rise! In a moment, the terrain changes drastically. It does'nt change where you are ... perhaps the sigil on which you stand offers a safe harbor. But it does occur to you that to be caught out in the grinding and moving walls would be dangerous.

But Brahmah bravely dashes out on a scouting run, then returns. The walls seem quiet again. The ranger notes no tracks or signs of life, All is stone, still stone.

And Jass sheds some daylight on this dark place.

Here is a new map. White squares are well lit; grey ones are dim or seen this round. Black squares are stone walls. It is still round 1. I need posts from Vorelle, Vauhwyt, Mal, Aztyr, and Josh.

Vorelle [Life Bubble, Fly, Greater Magic Weapon]  d20+29=48 ;
Wednesday October 24th, 2012 12:49:27 PM

Cautiously, Vorelle moves forward, doing her best to stay hidden.

[Move to I-18. Stealth check 48 to Hide in Plain Sight, because I don't know how long that wall is going to be there.]

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday October 24th, 2012 3:10:12 PM

Sir Joshua stays mounted and waits for the scouting run to be completed.... He checks to the North to see if he can detect any evil... His lance is ready to move into a fight if needed...

William sniffs carefully too, using his scent (detect w/in 30') ability to sniff if anything can be detected to the North also...



Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169  d20+12=28 ;
Wednesday October 24th, 2012 4:27:31 PM

"I'm betting this is the earth elemental area, probably every so often, all of the walls will move and shift. It's most likely painful if you get hit, so watch yourselves as much as possible."

Not knowing the size of this dungeon, she can't take a guess at where anything might be, but she will try her knowledge of architecture.

Knowledge (Architecture) roll 28

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- 0 - 0- 0- 1- 0- 0- 0

Spells in effect:

Non-Permanent:

Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours
Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours

Permanent:

Arcane Sight, Comprehend Languages
Dark Vision, Greater Magic Fang +5 (Dragon Claws)
Greater Magic Fang +5 (Liontaur Claws)
Read Magic, Resistance
See Invisibility, Tongues

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 10/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 50/50

Metamagic Rods:

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

AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn 
Wednesday October 24th, 2012 6:25:20 PM

Malgant follows the plan he outlined and studies, really ingrains the sigil into his mind. When he is certain he can draw it from memory well enough to teleport back here he reaches into his pocket and pulls out a rod. Once Jass hs his eyes created and sent scouting, Malgant will begin his combat prep spells. with that rod of lesser extend expended he returns it to his pocket.

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)
3 of 6 lesser rod of extend used

Vauhwyt (HP 147 of 147, AC43) Sub/Al  d20+18=28 ;
Wednesday October 24th, 2012 7:27:19 PM


Carefully study the area? That was the plan? Vauhwyt struggles to recollect when either careful or study were particular strong suits of hers.

She studies the stone that moves around them. "When you're ready to go, I think I can takes us where we need to go in complete safety. Coming out on the other end, though, may be a little ... tricky. I'm thinking of a Darkwalk. We hold hands and then I shift us into the Realm of Shadow. We'll become Ethereal, and we can walk right through the stone if we need to. And, in any direction. When we come out, though, we'll need an open spot."

"Six of you besides myself, plus Mookie, Polo and William makes nine." The liontaur considers whether her powers of concentration are up to the task. "Yes, I think I can just make it with all of you."

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

For Darkwalk when needed ...
Concentration Check: 28 (Caster Level = 15 + CHA = 3 + d20; Can take 9 along with)

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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 2 
Wednesday October 24th, 2012 7:29:04 PM


Round 1

HEROES Act

As earlier noted, Jass casts Daylight and Brahmah goes out to recon.

Vorelle boldly steps off the shield & starburst sigil that marks the safe harbor and hides behind a wall.

Sir Josh fails to detect evil within his radius, and his mont fails to smell anything.

Aztyr does note that the "construction" is not the work of tools. Rather, the stone looks formed, or grown that way.

Mal casts a prep spell -- just one, please! We are round by round. What one?

Vauhwyt offers her Darkwalk ability to bypass all this hazard. She has not tried it yet though. Recall there is a steep save vs Con damage for people you take along, and Mookie counts as a passenger (he is not free, and he has to save too). If everyone/some want to try it, you can keep that roll.

OTHERS Act

(There are actions you do not detect.)

ARENA Acts

The walls grind and shift. Vorelle is lucky, because no stone rises up from the floor under her, nor crashes down from above or the side. However, she is unlucky because her cover disappears, and the daylight illumes her.

In fact, now Vorelle, Aztyr, and Mal can all see a snake-taur! She is as big as a minotaur, snake from the waist down, with six arms!

Anyone who can see it, make a Knowledge Planes check ...

... vs DC 32: Highlight to display spoiler: {It is a demon, a "Marilith" -- and like all demons, it has immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10. This one also has true seeing as a constant ability.}

... vs DC37: Highlight to display spoiler: {It has DR 10/cold iron and good and SR 28.}

... vs DC42: Highlight to display spoiler: {It has reach 10 ft, can constrict with its tail, and has spell like abilities, including teleport at will.}

Here's the map at the start of ROUND 2. Please post for Round 2 now.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+39=40 ; d20+28=29 ;
Wednesday October 24th, 2012 10:42:00 PM

Brahmah thinks I could use those two GMW Vauhwyt. He draws his swords and (if/when) he sees the creature, he studies it for his Quarry. He moves to Vorelle (Camouflage - if underground, HiPS, Stealth 40, +terrain, Perception 29 + terrain/enemy).

ACTIONS:
Draws weapons.
Standard to set Quarry.
Move to Hide in Plain Sight.
-----------------------------------
Conditions/Other:

Guiding Star-
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL)
2nd - Campfire Wall, Eagle Eye x2, Hide Campsite
3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)
4th - Tree Stride x3 (1 hour per CL)

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, 180minutes upon entering realm)
Longstrider (30 hours)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Thursday October 25th, 2012 8:50:13 AM


"Alright. Sure, Brahmah. Greater Magic Weapon ... " The liontaur goes through the motions of the spell in a precise, but mechanical manner. Her attention is elsewhere.

"I wouldn't expect to be attacked," she says over the Telepathic Bond. "Not for a while, at least."

"See the star that Snake Lady is standing on? I think that's another area of stability. She isn't here to attack us. She's here to keep us from taking that position."

"I think I know this game. Here's where Jass' Prying Eyes might come in especially handy. I think there are other spots like this one and that one. It would be advantageous to know them before we move from here."


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

Cast GMW on Brahmah's weapon of choice. (+4; 18 hrs/CL18)

Position: F&G/13&14 (No Move.)

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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 2 
Thursday October 25th, 2012 9:16:29 AM


OOC: Your kindly DM is NOT saying that a theory about safe spots is wrong. However, the star IS the snake-taur. I'm using circles for you and rectangles for the Others; so Guardians get their own shapes. To make it really clear -- you do NOT see a star. She is the star.

Sorry for the confusion.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  d20+18=36 ; d20+22=24 ;
Thursday October 25th, 2012 9:42:12 AM

With an unknown opponent or guardian found in the Earth element with the group, Jass does NOT begin casting any long or complicated spell. "Don't want to have to disrupt it and lose the magic", he explains to Brahmah. So Jass does NOT have any Prying Eyes right now.

Instead, Jass immediately sets up a defense, READYING a Dispel Magic in case the Snake-taur tries to cast any magic.

"What now?", he asks, not really at anyone, just a comment in general.

.....Actions
READY Dispel Magic to counter any spell cast by the Snake-taur. Dispel- 36 Spell Penetration-24

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse

....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 1 0 1 1 1 1 1 0
}

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn  d20+8=17 ;
Thursday October 25th, 2012 10:10:43 AM

OOC
the spell I cast was barkskin extended with a rod, sorry, i added it to the que but didn't show it in the actual post.
Clarification, I can only cast 1 quickened spell per round, right?

IC
Knowldge planes 17
Malgant doesn't know what that thing is, but it sure doesn't look passive with all of those arms. Malgant moves, knowing being grouped together gives it free reign with all of those attacks. As he moves spells fall from his lips. A quickened shield and a shield of faith, armoring him against the multi-armed creature. The Hand ends his move in L-M/18-19 and hopes his reactions are fast enough if the walls shift again. He remains on the ground (CMD 48)

Malgant's Spell List

Effects on Malgant
Barkskin duration 6 hours CL 18
Telepathic Bond from Aztyr CL16
Magic Vestment from Aztyr ( +5) duration 28 hours CL18
Mind Blank duration 24 hours CL18
Blur (Cloak of minor displacement)
Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" duration 36 days
Ring of Counterspells set for Greater Dispel Magic
Amulet of Mighty fists making all attacks holy and ghost touch
Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt duration 44 hrs/CL22
Heroism(extended)from Vauhwyt duration 44 hrs CL22
Life Bubble-From Jass duration 4 hrs/CL18
Mass Fly-From Jass duration 164 min/CL18
Shield duration 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
3 of 6 lesser rod of extend used

Vorelle [Life Bubble, Fly, Greater Magic Weapon]  d20+29=31 ; d20+25=45 ;
Thursday October 25th, 2012 12:35:27 PM

We're supposed to look for a key, right? Vorelle sends through the link. Do you think that snake-lady has it, or is it hidden somewhere?

She slips forward [to M-20], hiding again as she moves. [Stealth 31] She looks around to see if she can see a key--or anything unusual [Perception 45; Natural 20].

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169  d20+15=24 ; d20+22=30 ; d20+29=42 ; 4d6+3=17 ;
Thursday October 25th, 2012 12:48:01 PM

Aztyr sees the creature, Checking her planar knowledge, she gets nothing.... * Not a clue what it is, I'm hitting it with a new spell though....*
Aztyr drops a quick chant and with a brief flash a two-handed sword appears next to the snake thing.

Cast Mage Sword, SP 30, Attack 42, Damage 17 (force damage)

She then moves 5 feet south, so as to see better.

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- 0 - 0- 0- 1- 0- 1- 0

Spells in effect:

Non-Permanent:

Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours
Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours

Permanent:

Arcane Sight, Comprehend Languages
Dark Vision, Greater Magic Fang +5 (Dragon Claws)
Greater Magic Fang +5 (Liontaur Claws)
Read Magic, Resistance
See Invisibility, Tongues

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 10/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 50/50

Metamagic Rods:

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


Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday October 25th, 2012 3:14:45 PM

Sir Joshua hears of this strange creature but can't recognize anything about it as of yet "Anybody recognize that thing? I need to know if its a threat AND where to go in this shifting room before I attack it head on... Give me a target to charge..." he says to his companions....

Turning William towards it and flying to JK 18/19, he casts GMW upon his Lance, making it a +5 Weapon that is also Good (Due to his inherent paladin ability...) Trying to discern if the enemy is truly evil or not, he detects evil on it too...

Effects
1. GMW on Lance, 18/18 hours
2. Life Bubble and Mass Fly from Jass



DM Cayzle - Round 2  15d6=45 ; d20+16=33 ; d20+31=33 d20+31=46
Thursday October 25th, 2012 3:58:46 PM

Actions in ROUND 2

OOC: Folks, if you do not give exact movement coordinates, you gotta live with my best guess.

HEROES Act

Brahmah requests a spell.

Vauhwyt casts the spell on Brahmah's weapon -- JUST ON ONE OF THEM, note. Vauhwyt theorizes that there are other safe harbors on the microplane.

Then Brahmah moves over to Vorelle, hiding in plain sight because this definitely counts as Underground Terrain. Polo remains behind.

Vorelle, do you have the Camo/HiPS ability for underground? I did not consider that last round. OH! I see that indeed you do! My bad, you were able to hide last round, even after the wall moved away and the daylight was cast. Vorelle is also hiding and moving.

From their new positions, Vorelle and Brahmah can see the snaketaur clearly, 40 ft away. She has swords in most of her hands, and around her neck, on a chain, is a large red key.

Jass readies a dispel magic, but does not get to use it this round. BTW, Jass, upon what object did you cast your Daylight spell?

Malgant casts a spell and a quickened spell (the most you can cast in a round without using a hero point). Then he moves up.

Aztyr casts a spell that creates a force sword to attack the snaketaur. Please make a will save vs DC24. If you make it, please Highlight to display spoiler: {You realize that the snaketaur is an illusion of some very sophisticated kind.} The spell-sword has zero effect on the snaketaur.

Sir Josh casts a spell as William carries him forward. Then Sir Josh detects for evil, but find none. Please make a will save vs DC24. If you make it, please Highlight to display spoiler: {You realize that the snaketaur is an illusion of some very sophisticated kind.}

OTHERS Acts

The Snaketaur watches, silent and still. OOC: It spotted Brahmah but not Vorelle.

A Blade Barrier springs up, carefully angled to affect Mal, Brahmah, Joshua, William, and Aztyr. Each of you, please make a reflex save vs DC23 for 45 hp damage or no damage. If you have spell resistance, the enemy's spell penetration check beats SR up to 33.

Here is a map after the Blade Barrier was cast, but before the walls shift.

ARENA Acts

The walls grind and shift. The gods of luck smile, and no one is crushed. However, a rock wall rises between you and the snaketaur, blocking line of sight and effect. The 20 ft high Blade Barrier remains, cutting Vorelle and Brahmah off from the rest of the group.

However, Vauwhyt and Mookie, both with low light vision, think they can see something more or less due east, at the very limit of vision, maybe 120 feet to the east?

Here's the map at the start of ROUND 3. Please post for Round 3 now.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Thursday October 25th, 2012 4:50:09 PM

ooc: Daylight was cast on the scroll that contained the Daylight spell per post

ooc2: I don't understand why Jass doesn't get a chance to counter the Blade Barrier? He's ready, it's a spell or spell-like ability.

Cayzle comments: Don't you have to see the spell caster to counter? It was cast by someone off in the darkness, someone with better vision than you've got. And if it is a spell-like ability, that means no verbal or somatic components, right? Also spell-like abilities cannot be counter-spelled? Check out the rules. You COULD cast your dispel on the blades now that they are there. You can even ready a dispel to cast on any non-instantaneous magic that appears that does not come from your allies. But that's not what you posted. You were, I think, expecting the snaketaur to cast a spell, and she did not.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn 
Thursday October 25th, 2012 4:58:58 PM

OOC
I think it is because you can't see or hear it being cast so you don't know it is coming Stephen.

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+22=33 ; d20+22=29 ; d20+39=58 ;
Thursday October 25th, 2012 5:24:25 PM

To DM Cayzle _ Mechanic questions: Was Brahmah able to lock in his Quarry? Asking cus the stones moved and LoS was lost, but at the END of the round.
Are the stones moving from the floor to ceiling or some combination of both?


(Save versus Blade Barrier, 33, saves for no damage, Improved Evasion)

Thinking fast, to the group, Jass, why don't you hold our star position. You have a good position for casting from there. I'm moving to where I can, just beside the blades nearest the newest pillars in front of me. The rest, flank left. The snake has a red key. Brahmah moves to position R18 (Longstrider helps). (Another reflex save for good measure, just in case Brahmah has to squeeze to position, Reflex save 29)

Then using the terrain again, he tries to hide. (HiPS, Camo, Stealth 58 +terrain bonus for 60)

At this point, the ranger is mentally flogging himself for not preparing better spells, but only a day ago he was traveling and wasn't expecting an arena battle for a Demi God's set of house keys.

ACTIONS:
Moves > R18.
Readies to attack his Quarry if it returns to view.

-----------------------------------
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, 180minutes upon entering realm)
Longstrider (30 hours)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 7/7
Hero Points Spent: 0

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169  d20+21=22 ; d20+14=27 ; d4+1=4 ;
Thursday October 25th, 2012 5:24:58 PM

Aztyr fails the Will save, but easily avoids the Blade Barrier.

Aztyr moves to I,J/14,15. She pulls the sword back, because it was doing nothing, keeping it close so as to keep it in range.

*My force sword is doing nothing to that snake. Anyone else got anything?*

Aztyr calls upon her limited wish spell, she calls forth 4 Hound Archons. *I'll take care of the light problems I hope if this works....
I'll have them cast continual flames every time they move.*


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- 0 - 0- 0- 1- 0- 2- 0

Spells in effect:

Non-Permanent:

Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours
Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours

Permanent:

Arcane Sight, Comprehend Languages
Dark Vision, Greater Magic Fang +5 (Dragon Claws)
Greater Magic Fang +5 (Liontaur Claws)
Read Magic, Resistance
See Invisibility, Tongues

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 10/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 50/50

Metamagic Rods:

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

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn  d20+19=32 ;
Thursday October 25th, 2012 5:26:24 PM

Reflex save 32
Malgant deftly rolls aside as the blade barrier drops.
Seeing Vorelle and Brahmah cut off makes Malgant realize he cannot rely on that daylight spell to keep seeing in this darkness. He again casts a spell, granting himself True Seeing. He remembers well how the spell cut the darkness of Scarwall and allowed him to see the invisible devils. Since that figure never moved when the blade barrier sprung up the suspects something is going on that isn't quite kosher.
(Malgant will move too. Tell me what changes if anything when he can truly see and I'll put his move in. He should easily be able to see to the far corners of this space.)

DM Cayzle - Round 2 
Thursday October 25th, 2012 6:53:50 PM

OOC to Brahmah: Regarding the Quarry, good point. Here, you too get to make a will save vs DC24. If you make it, please Highlight to display spoiler: { You realize that the snaketaur is an illusion of some very sophisticated kind.}

OOC to Mal and all: I'll update the map this evening.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  d20+18=38 ;
Thursday October 25th, 2012 8:29:27 PM

ooc: LOL, got me Cayzle!

Jass is dumbfounded. He was ready for the creature to do a spell! There is no way the creature could have gotten a spell off! It takes a moment, but then an idea manifests as if it was from a completely different person. "There is more than just the Snake-Taur in here!", he calls.

And then he dispels the Blade Barrier.

.....Actions
Dispel Magic DC 38

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
Daylight: [CL5] on scroll 60' bright light

....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 1 1 1 1 1 1 1 0
}

DM Cayzle - Round 3 
Thursday October 25th, 2012 9:02:21 PM


Here is a new map, after Jass removes the Blade Barrier and after Mal casts True Seeing, but before anyone has moved.

The Map!

Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+19=33 ;
Thursday October 25th, 2012 9:06:55 PM

OOC: Will save 33. He mentally relays to everyone what he believes.

Cayzle, can you post a larger map?

Cayzle comments: My usual graphic hoster is down. You can choose View > Full Screen to make it bigger. I think you can also download it. I'll work on a fix.

Jay Comments: Downloading helped very much. At 37 years old, my eyes are really beginning to suck. Of course I got glasses when I was 6, so whatever. Thanks! PS: Which graphic hosted do you use? I find MS Paint is VERY easy and I've never had a crash.

Vorelle [Life Bubble, Fly, Greater Magic Weapon]  d20+29=40 ; d20+24=42 ;
Friday October 26th, 2012 1:30:46 AM

Vorelle moves and hides again, this time to R-22. [Stealth 40] She continues to stay on alert. [Perception 42]

She readies an action to jump out of the way if a wall tries to smoosh her.


AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn  15d6=51 ;
Friday October 26th, 2012 4:30:40 AM

Malgant moves to P-Q/13-14. If he sees anything that could be the caster of the Blade Barrier he will cast a quickened Flamestrike for 51 damage reflex DC 27 for half at it. " The snake thing is an illusion. True seeing makes it disappear. I do not yet see the source of the blade barrier."

Vauhwyt (HP 147 of 147, AC43) Sub/Al  d20+5=23 ;
Friday October 26th, 2012 8:53:23 AM


"I see something," Vauhwyt announces. "It's more or less due east. At the very limit of vision. Maybe 120 feet to the east." And here, the Grim Trickster comes to a decision.

"I'm going Darkwalk alone. We need to know as much about this place as quickly as possible. As a devotee of Gargul, I'm always on both the Material Plane as well as on the Plane of Shadows at the same time. I'll be able to report moment by moment back to you through the Telepathic Bond."

"Ready Mookie? Once there, we'll split up to cover more area. Stay at least 60 feet to the north of me. Keep me in sight."

"Got it, Boss,"
the raven replies. "It's a plan."

The shift onto the Shadow plane is disconcerting for the raven familiar, but not enough to cause discomfort or harm. Flying too, without the use of his wings is odd, to say the least. But Mookie is, by now, after all this time with Vauhwyt, well accustomed to the odd and unusual.

Both Mookie and his mistress move out to cover the Earth section of this diabolical game. Vauhwyt even partially enters one of the walls. Both report back all that they see.

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

Mookie Will Save for Darkwalk 23 vs DC20 / Pass

Position: Vauhwyt R&S/14&15 (60ft Fly. Elevation=Ground)
Position: Mookie P6 (60ft Fly from Spell. Elevation=Ground)

Currently Darkwalking 1round/10

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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 3 
Friday October 26th, 2012 9:28:06 AM

OOC to Aztyr: I'm using the casting time of the lim wish, not the summon monster spell, so that means your monsters appear this round and can act. Where do you call them? Please decide now.

...

...

...

Did you decide yet? Please do so right this second.

...

...

...

??? (got tired of periods)

;;;

•••

instead of four hound archons, Aztyr summons a SURPRISE! In answer to her spell appear not four archons, but four dwarves! No, wait, make that four mini-Jangles! The four summoned creatures look just like Jangle, except that they are medium, not large, and they are wearing red shirts. "Hail, Oh Gladiator," they intone in unison, "Point us at a foe and we'll fight it. Or them. We're easy that way."

Aztyr, the mini-Jangles have full round actions this round. What do you tell them to do?

DM Cayzle - Round 3 
Friday October 26th, 2012 9:38:27 AM

Vauhwyt, you realize a surprise as well. This place does not have a conventional attachment to the Realm of Shadows. As you Darkwalk, the most you can achieve is the effect of a partial darkwalk ... specifically, concealment, a 20% miss chance, a +2 resistance bonus to saves (moot since your cloak is better), and a +8 bonus to Stealth checks. However, with the granted concealment, you can make stealth checks without any further need for cover or concealment. Unless the target of your stealth has a True Seeing type effect, like Mal.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+24=44 ; d20+25=28 ; d20+27=33 ;
Friday October 26th, 2012 10:47:08 AM

William rears up as the Blade Barrier appears but he and his master (SJ Reflex = 28; William Reflex = 44); Note that both have Evasion (William has feat, SJ has ring) and with a save, take no dmg) are able to avoid the danger... Sir Joshua laughs in loud derision at the pathetic attempt to injure the powerful duo...

He looks at the Snake like creature (Will 33) and agrees with Malgant, "It's an illusion! The real one's got to be around here somewhere! Someone point it out and let me hammer it!"

THey still haven't found a target to hit, though he moves to L/M 13/14 and detects evil to the East, trying to get a fix on what might be out there... William also uses his scent feat to see if he can find it too... For now, he has nothing to hit...
__________
1. GMW on Lance, 18/18 hours
2. Life Bubble and Mass Fly from Jass

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 
Friday October 26th, 2012 12:15:04 PM

Aztyr asks a quick question, "Can you create light as you move along?" If so,

"I want each of you to move and create a light on the floor after each time you move, one go north east, one south then east, one south east, then the last east, then north. Also, yell out if you see or spot any creature, or feature other than these moving walls, to allow our group know what direction to head."

If not, the directions are the same, except no creating the light.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday October 26th, 2012 12:38:13 PM

Sir Joshua has a sun rod, takes it out of his haversack and he tosses it out to the East as his action...

(Question for DM - My plan is to have William kick it with a hoof in later rounds as he moves close to it, thus moving it further to the East... What kind of action would this take? Is it a free action? Or part of his move action since he's moving his hoof anyway... It doesn't have to be precise, just kicking it while walking, like a soccer player does with a ball...)

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn 
Friday October 26th, 2012 3:42:58 PM

Just gathering up my effects list, didn't have time for that this morning.

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 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
3 of 6 lesser rod of extend used


DM Cayzle - Round 4  d20+22=36 ; d20+25=44 ; d20=2 ; 10d6=29 ;
Friday October 26th, 2012 7:36:59 PM

Actions in ROUND 3

HEROES Act

Jass dispels the blade barrier.

Malgant casts a True Seeing spell (noting the component use, of course) looks around. He relates what he sees to his friends.

Brahmah, seeking the snaketaur as a quarry last round, suddenly realizes it is an illusion, and tells this to his friends. He moves stealthily to R18, seeing nothing new -- mostly because of the rock wall in front of him. No doubt it will shift at the end of the round ...

Vorelle moves forward, but her merely human seeing fails to pierce the gloom. Maybe that Gem of Seeing in her pocket ... but it takes a free hand to hold it up to her eye ...

Sir Josh spurs Williamm closer to Aztyr as he draws a sunroof, activates it, and drops it. He's intending to have his mount kick it forward, but ...

Aztyr recalls her magic force sword for later use and uses a limited wish to simulate a monster summoning. [OOC: I'm assuming you use the casting time of the wish, not the summoning spell.]

But instead of four hound archons, Aztyr summons a SURPRISE! In answer to her spell appear not four archons, but four dwarves! No, wait, make that four mini-Jangles! The four summoned creatures look just like jangle, except that they are medium, not large, and they are wearing red shirts. "Hail, Oh Gladiator," they intone in unison, "Point us at a foe and we'll fight it. Or them. We're easy that way."

Aztyr, who makes it clear she wants a light, orders the mini-Jangles to spread out.

One of the mini-Jangles picks up Sir Josh's sun rod and waves it around. "Look what I found!" he calls. "I can make light!" The Jangles start flying around as instructed.

Malgant moves forward, perhaps directed by Vauhwyt's intuition, and gets an eyeful of snaketaur! Not an illusion, this time! He casts a quickened Flame Strike on it.

Vauhwyt realizes that her Darkwalk ability does not let her become truly "ethereal" here. She can partially Darkwalk, but that is it. She moves where? [OOC: Al, no going through walls. Destination?]

Light & Vision:

Jass - Daylight
Mini-Jangle #2 - Sunrod
Brahmah and Mookie - Darkvision
Vauhwyt & Aztyr - Low-light vision
Mal - True Seeing
Vorelle & Sir Josh - human senses.

OTHERS Acts

The Snaketaur uses its spell resistance to resist the Flame Strike. It has SR28. Mal, please roll your spell penetration to see if you overcome the snaketaur's SR.

If so, the snaketaur makes her save vs Flame Strike. Her reflex save is at +22. She rolls a 36 and saves. The 51 damage is reduced to 25, which is 13 fire and 12 holy. The snaketaur's fire resistance 10 reduces the 13 to 3, and she takes a total 15 damage (if Mal penetrates her SR28).

The Snaketaur concentrates, and uses telekinesis to try to disarm Mal.

Her disarm check is at +16 base +7 ability score +2 feat = +25. She rolls a 44! Mal's CMD is 38, and he drops his weapon. NOTE: I'm assuming Mal had a weapon drawn. If not, she'll disarm your holy symbol. Either way, she uses her telekinesis to pick up the weapon/symbol dropped. It is floating in the air next to Mal, but it will take a disarm to remove it from the snaketaur's telekinetic grasp.

Here is a map after all this action, but before the walls shift.

Snaketaur: SR28, fire resist 10, Damage taken: 15.

ARENA Acts

The walls grind and shift. This time the party is not so lucky. Malgant, William, Joshua, Aztyr, and Brahmah, please make Reflex saves vs DC30 for 10d6 damage or half. Brahmah, Joshua, and William, save at -4 because you were hit by two 5x5-ft sections.

Mini-Jangle #1 is completely crushed to death.

Here's the map at the start of ROUND 4. Please post for Round 4 now.

Note that Mal has 90% cover to the snaketaur, and Vauhwyt and a mini-Jangle can just barely make her out. Vorelle is in utter darkness.


AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn  d20+18=32 ; d20+19=20 ; 10d6=44 ;
Saturday October 27th, 2012 1:07:57 AM

SP 32
Reflex 20 natural 1 so I take 44 damage
"The snake is in AE-AF/15-16 It has taken my holy symbol so there will be no more spells from me until it is killed ( since it can play keep away with my holy symbol forever) I'll be going there to kill it now."
By my math I can get to the creature by double moving in flight. I will land pretty much in its face in AD-AE/15-16. Yes it gets an AoO on me. Hopefully I have a good enough AC or the group will be sans healer from here on in.

DM Cayzle - Round 4 
Saturday October 27th, 2012 8:23:51 AM


OOC: Thanks for rolling your own save and damage, Mal. That's exactly what I had intended. Joshua (and William), Aztyr, and Brahmah, please do the same.

Oh, by the way, Joshua, you are currently squeezed between rock walls. Getting through the gaps will cost you double move for a couple squares as you emerge, and no charging. Sorry I forgot to mention it.

DM Cayzle - Round 4 
Saturday October 27th, 2012 8:58:58 AM


OOC: Let me try my Jedi DM tricks. Those are not the maps you're looking for. THIS is the map you're looking for!

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Saturday October 27th, 2012 10:57:38 AM

That shouldn't matter to me, I can still end in the thing's face ( where hopefully the walls are stable). Looks like the map I posted to but it was late then.

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 132/169  d20+14=18 ; 10d6=37 ;
Saturday October 27th, 2012 1:30:51 PM

Aztyr fails to dodge out of the way of the wall, and ends up taking 37 damage from it.
Aztyr casts a spell, giving herself the protection of a shield spell.
Aztyr will move, to where Malgant is currently hovering, moving in as he moves out. (N,O/12,13)

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- 0 - 0- 0- 1- 0- 2- 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

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 10/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 50/50

Metamagic Rods:

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

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Saturday October 27th, 2012 11:20:40 PM

Jass calls to the others via the Telepathic Bond: "There is more than one opponent here, be careful!"

But the sorcerer realizes that he will be able to do little while being safe and sound on the seal. And so he flies into the maze, the scroll of Daylight in his left hand, lighting the way, trusting that the others are also looking to swarm the snake-taur to recover Malgant's holy symbol!

.....Actions
Double Fly Move to Z,21

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
Daylight: [CL5] on scroll 60' bright light

....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 1 1 1 1 1 1 1 0
}

Brahmah 243/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+22=27 ; d20+22=28 ; d20+28=45 ; d20+23=43 ; d20+23=40 ; 2d4+18=21 ; 2d4=5 ; 2d6=3 ; d6=6 ;
Sunday October 28th, 2012 1:58:16 AM

(OOC: Al, doesn't Vauhwyt cast GMW at +5, not +4?)

Save vs being turned to peanut butter, Reflex 27 (hero point to reroll, 28, failed), will take half damage once it's rolled (Brahmah has Improve Evasion). (DM Cayzle, you do that and let me know.)

The ranger notices movement and swings to see #4 near Vorelle. (Perception 45, plus bonuses for terrain and enemy if any).

He charges the foe. (HITS AC 42, threat 39, +2 for favored enemy if applies, rolled nat 20)
[Attack breakdown - +25 Falchion, +4 GMW, -2 charge, -5 Power Attack, Keen weapon, +2 enemy if applies]
[Damage Breakdown - +21 initial falchion damage w/ Power Attack, +4 GMW, +5 crit if applied, +3 Vicious damage, total from charge = 33]
[Vicious damage done to Brahmah 6, -2 AC from charge. AC 29]
(OOC: I'm assuming that if you charge, you can't technically 'fight defensively', but I would like Brahmah to do such, which makes his AC at 34 (+3 dues to Acrobatics, and his two weapon defense increases to +2))
-----------------------------------
Conditions/Other:

Guiding Star-
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL)
2nd - Campfire Wall, Eagle Eye x2, Hide Campsite
3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)
4th - Tree Stride x3 (1 hour per CL)

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, 180minutes upon entering realm)
Longstrider (30 hours)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 6/7
Hero Points Spent: 1

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Sunday October 28th, 2012 12:19:27 PM

OOC
Malgant fights unarmed. My holy symbol is usually in my Taur bag around my neck. I am assuming I have to pull it out to cast so yep you got my holy symbol.
Vauhwyt casts GMW at +5 when you take it during her prep period, when she uses her prayer beads to increase her caster level. Choose to wait like you did and you get +4 because we aren't level 20 casters yet, I think her vestment only gets her to level 19 caster level.
IC
Malgant hadn't seen any more opponents but he trusted Jass's assessment because Jass was not worried about healing without the power to do so. " Handle what you have if there are more, I should be able to take this beastie. She shot my symbol off into the dark and was dangling it out of reach with probably telekenisis. Killing her just makes it easier to retrieve."

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Sunday October 28th, 2012 12:21:45 PM

OOC
Um I think those numbers are the summoned Jangles guys. Just sayin. If not you forgot to Vital strike Brahmah.

DM Cayzle - Round 4 
Sunday October 28th, 2012 2:02:34 PM


OOC: Yes, the numbered units on the map ARE the summoned mini-Jangles. There are three left (one was crushed by moving rock walls).

Brahmah 243/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision  d20+28=31 ;
Sunday October 28th, 2012 5:55:07 PM

OOC: Yeah. If it is a Jangle clone, then forget the attack. Perception instead (31, plus bonuses)

As for Vital Strike, I chose the higher attack bonus. If I recall, base attack bonus are lower than total attack bonus. I didn't FORGET Vital Strike, I chose the better attack option.
------------------------------------
Vital Strike (Combat)

You make a single attack that deals significantly more damage than normal.

Prerequisites: Base attack bonus +6.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

DM Cayzle - Round 4 
Sunday October 28th, 2012 9:27:16 PM

OOC: Friends, if I go silent, figure it's the storm, and I'll be back when I'm back!

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Sunday October 28th, 2012 10:32:23 PM

OOC
Ditto, storms rollin' in
As far as vital strike, I have no idea what you mean. When a skill says you use your highest base attack bonus you of course modify it for strength, dexterity, magic weapons, Situations like fighting from higher ground and fuzzy dice hanging from your rear view mirror.

Vorelle [Life Bubble, Fly, Greater Magic Weapon, Darkvision] 
Monday October 29th, 2012 12:08:09 AM

Vorelle sighs. With the shifting walls doing their thing, there's no way she can rely on any light source, although the spellcasters are doing their best.

She retrieves her gem and gives herself five minutes' worth of Darkvision.

Brahmah 243/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision 
Monday October 29th, 2012 12:26:36 AM

OOC: If I got a crit hit, then the damage would not add, if I used Vital Strike. Or am I reading it wrong?


Vauhwyt (HP 147 of 147, AC43) Sub/Al 
Monday October 29th, 2012 8:46:10 AM


OoC to DM: Only a slight shift in previous position. 5ft to the North should keep Vauhwyt out of the wall. Actually, I only put her a little bit in in order to test the degree of etherealness you would allow.

Vauhwyt R&S/13&14 (60ft Fly. Elevation=Ground)

Post coming within 30 minutes.

BTW, Brahmah, just as Malgant said. GMW +5 is with the aid of a Karma Bead from a strand of Prayer Beads. After the ten minutes of the Karma expires, it's +4.


Vauhwyt (HP 147 of 147, AC43) Sub/Al  d20+24=42 ; d20+22=25 ; d20+10=11 ; d20+10=20 ;
Monday October 29th, 2012 9:31:36 AM


Another place cut off from the Land of Shadow. In a way, it makes sense. Death isn't real here. Vauhwyt was beginning to wonder whether anything was real here. Anything except this game between two capricious gods.

"Mookie, it's not safe. Come back to me."

Vauhwyt snakes through the walls in her fluid form, following the light that Jass has now brought forward. She stops just outside of the reach of the female snaketaur, tumbling in, just in case her reach is more extensive than it seems.

"See anything, Mookie?" She calls over the Telepathic Bond. But Vauhwyt herself is somewhat distracted by the sheer number of arms that Mal has run smack into. She reaches out a fluid paw and makes a distracting swipe at the snaketaur's face. Hopefully that distraction will make the difference for Mal.

"Looking, Boss." Mookie flaps, despite the lack of need and peers off into the north and east into the deepest corners of Jass' light.

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

Mookie: Double Move
Vauhwyt: Move / Aid Another

(All rolls include +2 for Heroism.)
Vauhwyt Acrobatics 42 if necessary to avoid AoO. (Rolled -10 for full speed.)
Vauhwyt Aid Another Paw 25 / Pass +2 to AC for Mal
Vauhwyt Perception 11
Mookie Perception 20

Position: Vauhwyt AB&AC/11&12 (55ft Fly. Elevation=Ground)
Position: Mookie AA11 (70ft Fly from Spell. Elevation=10ft)

Currently Darkwalking 2round/10: (20% miss chance, +8 Stealth)

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+25=33 ; d20+24=44 ; d20+24=42 ; d20+24=44 ; 2d10+38=55 ; d6=3 ; d6=6 ;
Monday October 29th, 2012 1:51:16 PM

Struggling to get through this mess, Sir Joshua and WIlliam move quickly to avoid the moving walls.... (Reflex = 33; 44) and again both escape any damage (Evasion ring and feat)...

Now trapped between two walls, they squeeeeeeeze out of the tight space (costs 20' to get out of there) to N/O 14/15, 10' to N/O 12/13, flying by Malgant, then another 30' to T/U 12/13 (total is 60' now), then 15' S to T/U 15/16, then 5' West to S/T 15/16 (total 80 -> OOC - Horseshoes of speed make William's speed 80')

Within range of this creature, Sir Joshua chops at it with his sword (Hit AC 42, Crit Check = 44 so yes, critical hit.) and gets past its thick skin, doing 55 points + 9 = 64 of Good, Holy Damage...

(DM - My feat, Blinding Critical, allows me to blind anyone I get a crit on... In this case, it's DC 28 to only be dazzled for 1d4 rounds. Otherwise permanently blinded... (Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities..))

DM Cayzle - Round 5  d20+28=45 ; 10d6=37 ; d20=4 ; d20=6 ; d20=18 ; d20=19 ; d20=3 ; d20=1 ; d20=6 ; d20=15 ; d20=8 ; d20=12 ; d3=2 ;
Monday October 29th, 2012 2:02:15 PM

Actions in ROUND 5

HEROES Act

Malgant, hurt by the moving walls and spurred to attack by the loss of his holy symbol, moves quickly and directly to the location of the six-armed snaketaur. It ceases to concentrate on the telekinesis in order to take its AoO, and therefore drops the holy symbol, which clatters to the floor in square P13. It's AoO on Mal, with one of the many swords it is wielding, hits AC45, a miss!

Aztyr takes some wall damage, casts a spell and moves. [OOC: Aztyr, I do not see the duration of the Monster Summoning counting down, nor did you post any actions for the mini-Jangles.]

Jass leaves the safety of the star/shield sigil and makes a double move, bringing light with him.

Brahmah, despite a heroic effort, takes some wall damage -- 18 damage after improved evasion to Brahmah. He moves away from the wall that crushed him and takes a really good look around. He sees only one foe, in addition to his friends and the mini-Jangles. Polo remains at the safe "Home" spot.

Vorelle gets out her gem and looks around. She too sees only the one foe, and Brahmah and Jass (and a mini-Jangle) that are now near her.

Vauhwyt takes a move and then helps Mal. Mookie double moves back to his mistress.

Sir Josh ... [OOC: Wish I could wait your you, Ken, but I want to get this out while I still have power.]

Light & Vision:

Jass - Daylight
Mini-Jangle #2 - Sunrod
Brahmah and Mookie - Darkvision
Vauhwyt - Low-light vision
Aztyr - Low-light vision & Darkvison
Vorelle & Mal - True Seeing
Sir Josh - human senses.

Note - No orders received for Sir Josh or the mini-Jangles.

OTHERS Acts

The Snaketaur attacks Mal with its main weapon four times, then with its other five weapons, then with its tail.

Main weapon: four misses.

Five other weapons: five misses.

Tail: a miss.

Mal's efforts to boost his armor class have really paid off, making Vauhwyt's AC boost moot!

Snaketaur: SR28, fire resist 10, Damage taken: 15.

ARENA Acts

The walls grind and shift. Another mini-Jangle is crushed. Mookie and Vauhwyt are practically entombed. Mookie and Vauwhyt, please make Reflex saves vs DC30 for 10d6 damage or half. Vauhwyt, at AB-AC-12-13, save at -12 because you were hit by four 5x5-ft sections. The liontaur and her familiar are pushed to AC-AD-12-13.

The shifting walls also happen to rise up between Vorelle, Brahmah, and Jass on one side, and the Snaketaur, Mal, and Vauhwyt on the other.

Here's the map at the start of ROUND 5. Please post for Round 5 now.

DM Cayzle - Round 5 
Monday October 29th, 2012 2:06:57 PM

Sir Josh -- no problem moving to S-T-15-16. But the thing next to you is one of the mini-Jangles summoned by Aztyr -- an ally. You do not want to fight that. You still have a standard action for William and a full round of actions for Sir Josh.

Aztyr, the mini-Jangles (two are left) await your command too.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  d20+15=17 ;
Monday October 29th, 2012 3:17:12 PM

Light and airy, Jass checks in the air and then flies around the new wall. Instant communications via telemetry with Malgant makes the sorcerer certain there is an opening in the wall, and he is right!

Sliding around the wall, Jass' light shines on the multi-armed-snake-taur. "Ugly thing, isn't it?", he says aloud conversationally. "Any outsider we don't know about is probably a dimensional hopper. Maybe I can reduce that possibility?"

Jass casts a white ray that strikes at the snake-taur.

.....Actions
Fly Move to AH,22
Cast Dimensional Anchor; Touch AC17

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
Daylight: [CL5] on scroll 60' bright light

....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 1 1 1 1 1 1 1 0
}

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 132/169  18d6=62 ; 5d6=19 ; d20+22=29
Monday October 29th, 2012 4:32:33 PM

The mini Jangles, continue to scout the arena.

Aztyr moves to W,X/15,16, she then takes aim with her finger and lets fly with a disintegrate spell.

SP 29
Disintegrate spell, Damage 62, Save DC 24 or 19 damage

*I'll haste next round if we need it.*

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- 0 - 0- 0- 1- 1- 2- 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

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 10/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 50/50

Metamagic Rods:

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


AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn  d20+25=37 ; d20+25=41 ; d20+20=27 ; d20+15=27 ; d20+10=12 ; 2d6+25=32 ; d6=3 ; d6=3 ; 2d6+25=30 ; d6=6 ; d6=5 ; 2d6+25=32 ; d6=5 ; d6=5 ; 2d6+25=31 ; d6=6 ; d6=1 ;
Monday October 29th, 2012 4:35:42 PM

" It tried to hit me ten times, it is no longer a possible ally. Ugly is irrelevant. "
Malgant takes a 5' step to his right (to AD-AE/17-18) and now flanks the creature. He then launches a series of attacks at it that would match the fury of the creature in front of him if HE had 6 arms as well.
Power attacking -5+10, all attacks are Holy, good, blunt and ghost touch
Attack 1 Hit AC 41 for 32 damage + 6 holy
Flurry Hit AC 44 for 30 + 11 holy
Attack 2 Hit AC 30 for 32 + 10 holy
Attack 3 Hit AC 30 for 31 damage + 7 holy
Attack 4 Hit AC 14 miss
forgot the heroism and ioun stone in my rolls, added them to the final results

Effects on Malgant
Barkskin 6 hour duration CL 18
Telepathic Bond from Aztyr CL16
Magic Vestment from Aztyr ( +5) 28 hour duration CL18
Mind Blank 24 hour duration CL18
Blur (Cloak of minor displacement)
Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP"
Ring of Counterspells set for Greater Dispel Magic
Amulet of Mighty fists making all attacks holy and ghost touch
Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22)
Heroism(extended)from Vauhwyt 44 hrs CL22
Life Bubble-From Jass (4 hrs/CL18)
Mass Fly-From Jass (164 min/CL18)
Shield duration 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
3 of 6 lesser rod of extend used

got it in before power loss... good luck guys



Sir Joshua the Virtuous (Ken), DR 5/evil  d20+28=31 ; d6+8=11 ;
Monday October 29th, 2012 5:43:37 PM

Sir Joshua barely avoids skewering their ally and turns his attention to the real enemy....

Turning William, the two fly quickly from S/T 15/16, 50' to W/X 15/16, then the rest of his move (counting double through one tight area) to Z/AA 16/17...

When there, he'll throw a javelin at the nearest enemy, trying to do some sort of damage... Hits AC 31 for 11 pts of Good Damage

(OOC - Sir Joshua has goggles of night giving him darkvision, as well as the blindsight feat.)

Vorelle [Life Bubble, Fly, Greater Magic Weapon, True Seeing]  d20+31=38 ; d8+12=16 ;
Monday October 29th, 2012 10:59:35 PM

Vorelle mutters a little under her breath. Moving walls are frustrating.

She flies--just skimming above the ground--to where she can get a clear shot at her foe. She nocks an arrow and fires.

[Move to W-16 or thereabouts. Fire at the snake-taur lady. Hit AC 38 for 16 damage. Between Vorelle's True Seeing and her Seeking bow, she ought to at least be able to aim at the right target. And yes, I said Darkvision yesterday, but it's True Seeing.]

Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+28=30 ;
Tuesday October 30th, 2012 1:16:01 AM

The ranger stays put, ready for anything. He activates See Invisibility from his Hand of Glory and begins looking around. (Perception 30)

ACTIONS:
Cast spell.
Perception.

Polo stays put too.
-----------------------------------
Conditions/Other:

Guiding Star-
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL)
2nd - Campfire Wall, Eagle Eye x2, Hide Campsite
3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)
4th - Tree Stride x3 (1 hour per CL)

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, 180minutes upon entering realm)
Longstrider (30 hours)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
See Invisibility (Hand of Glory, cast on round 5)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 6/7
Hero Points Spent: 1

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d20+22=27 ; d20+22=39 ; d20+27=45 ; d20+27=37 ; d20+10=28 ; d20+10=20 ; d3=3 ; d4+3=6 ; d4+3=6 ; d6+10=15 ; d6+10=11 ; 5d6=15 ; 5d6=14 ; 5d6=16 ; 5d6=10 ;
Tuesday October 30th, 2012 9:43:52 AM


Even as the rock walls close, fluid Vauhwyt weaves, evading all of the walls in a pattern that finds her unscathed. Mookie is not so lucky. Still, the black bird has a knack for evasion too, and only a small amount comes off of his False Life.

Now, with Mal on the far side, flanking the snaketaur, the touch of a grin comes to the corner of Vauhwyt's mouth, and she attacks. Her first paw attack is tentative, and likely misses. Her second is more sure, and she sneaks the attack in where it hurts. Two swipes with her lucky armor spikes (which turn out to be very luck this time) also cut deep.

"Do you see anything else here with us, Mookie," Vauhwyt asks over the Telepathic Bond. She herself does a quick head turn to survey the surroundings, now that Jass has brought his light deeper into the shifting walls of the Earth area.

"Looking, Boss. That last one was a close call. Thanks for the magic."

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

Vauhwyt Reflex 35 Nat20 vs DC30
Mookie Reflex 25 vs DC30 take 19hp reduced half by Improved Evasion to 9hp

(All rolls include +2 for Heroism.)
Armor Spikes Lucky +3
Paws Hit AC27, AC39 / Damage1 6+15Sneak = 21hp; Damage2 6+14Sneak = 20hp
Armor Spikes Hit AC48, AC40 / Damage1 15+16Sneak = 31hp; Damage2 11+10Sneak = 21hp

Vauhwyt Perception 28
Mookie Perception 20

Position: Vauhwyt AC&AD/11&12 (5ft Fly. Elevation=Ground)
Position: Mookie AC11 (5ft Fly from Spell. Elevation=10ft)

Currently Darkwalking 3round/10: (20% miss chance, +8 Stealth)

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Tuesday October 30th, 2012 10:32:03 AM

OOC
Did I need a reflex save too? Bloodlust and needing to get that post in fast meant I only skimmed the other posts.
DM Cayzle please check your mail when you can.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Tuesday October 30th, 2012 4:28:24 PM

OOC
Jass you will need a spell penetration roll for that Dimensonal Anchor I think. Just trying to dot the I's for when Cayzle can post.


DM Cayzle - Round 6  d20=17 ; d2=1
Tuesday October 30th, 2012 9:09:19 PM

Actions in ROUND 5

HEROES Act

Jass flies to AH22 and casts Dimensional Anchor. The snaketaur's touch AC is 21, so the spell misses!

Aztyr Aztyr moves to W-X-15-16 and casts disintegrate. The snaketaur saves and takes 19 damage. OOC: Aztyr, the disintegrate requires a ranged touch attack vs AC17, right? the spell penetration check is a success.

Malgant unleashes a devastating series of blows. Two blows land vs AC36, inflicting a total of 79 damage, less 20DR for 59.

Sir Josh moves to Z-AA-16-17 and throws a javelin that misses.

Vauhwyt flanks and sneak attacks, hitting with a paw and twice with armor spikes. She inflicts 72 damage less 30 DR, for 42. OOC: V's full attack is with armor spikes at full BAB, then a secondary armor spikes at -5, plus two paws at -2.

Vorelle moves to W16, draws, and fires. She hits for 16 less 10DR for 6.

Brahmah keeps his eyes wide open. He sees no other enemies, but he does note the red key the snaketaur is wearing.

OTHERS Acts

The Snaketaur creates a blade barrier that surrounds herself and possibly cuts Mal. Mal, please make a reflex save vs DC23 or take 15d6 (save for no damage)

After that, the blade barrier raises her AC by 4 to Touch 25, AC40.

Snaketaur:
SR28, fire resist 10, AC36, Touch AC21 -- AC40, touch 25 after blade barrier.
Damage taken: 122+19 if Aztyr hits ranged touch AC21.

ARENA Acts

The walls grind and shift. The last two mini-Jangles are crushed. Mal's unattended holy symbol in P13 is also crushed. Aztyr, Josh, and William, please make Reflex saves vs DC30 for 10d6 damage or half. Aztyr, save at -4; Josh and William, at -12, because you are crushed by several squares of walls.

Here's the map at the start of ROUND 6. Please post for Round 6 now. No worries on visibility -- no time.

DM Cayzle - Round 6 in progress 
Tuesday October 30th, 2012 9:10:49 PM

OOC: Power out, tree stove in roof, posting when I can.

Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+12=24 ; d20+28=35 ; d20+5=15 ; d20+32=41 ;
Wednesday October 31st, 2012 4:46:56 AM

Friends, the illusionary snake has a red key around its neck.

"Polo, come."

The ranger sees the target and knows the party is involved with it. He has other plans, not involving the serpent.
He knows there is a pattern or solution to the stones. If it's mechanical, he might hear the gears and cogs and find a switch to turn it off. If it's magical, there might be some symbol, mark or casting activity. If it also an illusion, there might be signs.
He begins moving around the perimeter south of his position and ends his movement near Jass. (AE23ish)

(Dungeoneering 24, Perception 35, Spellcraft 15, Survival for 'natural' hazards 41, +2 Underground)[OOC: Doesn't have engineering, which is what he needs. sigh!]
-----------------------------------
Conditions/Other:

Guiding Star-
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL)
2nd - Campfire Wall, Eagle Eye x2, Hide Campsite
3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)
4th - Tree Stride x3 (1 hour per CL)

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, 180minutes upon entering realm)
Longstrider (30 hours)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
See Invisibility (Hand of Glory, cast on round 5)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 6/7
Hero Points Spent: 1

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d20+27=32 ; d6+10=15 ; 5d6=17 ;
Wednesday October 31st, 2012 8:45:16 AM


OoC to DM: AoO's from Mal and Vauhwyt to disrupt the Blade Barrier casting? It's a Spell-Like Ability, and, as such is subject to AoO's.

Just in case.
Hit AC35 w/ Lucky armor spikes (Same +3 from Luck rolled earlier in the round.) Damage 15+17Sneak = 32hp (22hp after DR10.) So far, that would be a DC of 10+20hpDamage+6LevelOfBladeBarrier = DC36.

Mal?

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  d20+18=38 ; d20+22=38 ;
Wednesday October 31st, 2012 11:18:36 AM

Jass feels some comfort with Brahmah looming behind him, that big Taur will ensure any secondary opponent won't bother Jass before he deals with the snake-thing. A random thought passes through the sorcerer as he begins his casting; that it is demeaning for his Taur friends, Ignoble Races all, to be lumped into the same group as half-beasts. That is a Southern Continent terminology that Jass is going to have to stop using!

A targeted Dispel Magic again takes down the Blade Barrier for Malgant to get nasty with the Snake-thing.

.....Actions
No Move
Cast Dispel Magic as Counterspell on Blade Barrier: Dispel: 38 Spell Penetration: 38

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
Daylight: [CL5] on scroll 60' bright light

....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 1 2 1 1 1 1 1 0
}

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+13=31 ; d20+12=32 ; d20+33=39 ; d20+30=41 ; 3d8=16 ;
Wednesday October 31st, 2012 2:37:28 PM

Sir Joshua and William struggle mightily as the walls crush in around them.... (Saves = SJ 31, William = 32. Yeah!!! Great time for some 19's and 20's!!!) However, again William's exquisite grace allows him to avoid the danger... Sir Joshua laughs out loud with a might roar of exaltation, "Going to have to do better than that to get us you fools!"

This time, he's got a clear shot at his target and (assuming that the blade barrier is down), he charges the enemy, aiming his lance for a clear and vicious hit...

Attack (with his +5 lance, mounted, charging foe-> +28 + 2 since charging (-2 AC), total of +30) - Hit AC 41 for 3d8 + 69 damage = 85 points of Good Damage

After the attack, he moves to AH/AI 14/15 and turns William, ready to repeat...

Note:
1. His feat, Knight's Charge allows him to avoid any AoO's from his target...
2. They also get 3x damage (Spiritied Charge feat) since they're using a lance and charging
3. With ride by attack feat, they also can move, attack and then move again as long as it's under the total movement rate for the round (80' for William)
4. Mounted Combat feat allows him to negate an attack on William if the bad guy tries to hit him (Must beat Ride Check (39) to be able to hit William)


Effects
1. GMW on Lance, 18/18 hours
2. Life Bubble and Mass Fly from Jass
3. SJ's AC this round is 37 (due to charge), 15 Touch, 5/evil DR
4. William is Hp 158, AC 34 (this round), normally 36/40 vs AOO, DR 10/evil; Resist 15 Acid, Cold, Electricity; SR 29;


Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 132/169  d20+14=19 ; d20+14=25 ; d20+14=21 ; d20+22=25 ; d20+14=23
Wednesday October 31st, 2012 2:41:05 PM

(Attack for last round 23)

Aztyr moves to 19,20/AA,AB, she holds the end of one of her meta rods and unleashes a spell at the creature. She casts a Scorching Ray (empowered).

Only one of the rays hits, but it shatters as the creatures spell resistance takes effect.

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- 1 - 0- 0- 1- 1- 2- 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

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 10/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 50/50

Metamagic Rods:

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


AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn  d20+19=38 ; d20+25=44 ; 2d6+25=33 ; d6=1 ; d6=4 ; d20+25=29 ; d20+25=29 ; d20+20=31 ; d20+15=23 ; d20+10=12 ;
Wednesday October 31st, 2012 4:39:35 PM

Reflex 38 no damage from Blade Barrier.
Things that keep me up at night... Why do I have to step backwards? Can I not lunge into the bad guys space? Clearly that would cause issues for both of us but that's not my fault. Let me know what you think since I know she has 1 more Blade Barrier in her.
Malgant swings hard as the Snake thing tries to cast another Blade barrier, his AoO ( If allowed) Hits AC 44 for 33 damage + 5 holy or 28 damage after DR
After Jass dispels the Blade Barrier Malgant once again steps into the snake thing in earnest. He still has Vauhwyt flanking the critter and swings as hard as he can ( power attack)
Attack 1 hits AC 31... a miss
Flurry hits AC 31... another miss
Attack 2 hits AC 34... you get the idea
Attack 3 hits AC 26... same
Attack 4 hits AC15... more of the same
Malgant feels his symbol destroyed and knows this needs to be finished soon, because once he falls he will not be able to heal anyone without his god's symbol.

Effects on Malgant
Barkskin 6 hour duration CL 18
Telepathic Bond from Aztyr CL16
Magic Vestment from Aztyr ( +5) 28 hour duration CL18
Mind Blank 24 hour duration CL18
Blur (Cloak of minor displacement)
Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP"
Ring of Counterspells set for Greater Dispel Magic
Amulet of Mighty fists making all attacks holy and ghost touch
Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22)
Heroism(extended)from Vauhwyt 44 hrs CL22
Life Bubble-From Jass (4 hrs/CL18)
Mass Fly-From Jass (164 min/CL18)
Shield duration 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
3 of 6 lesser rod of extend used


Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d3=1 ; d20+23=40 ; d20+23=25 ; d20+18=26 ; d20+28=31 ; d20+28=31 ; d20+23=32 ; d4+3=4 ; 5d6=20 ;
Wednesday October 31st, 2012 6:53:29 PM


Vauhwyt strikes again from opposite Malgant. This time, however, she isn't as lucky. She gets in a good paw attack. But the damage reduction of the snaketaur blunts a large portion of the damage.

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

(All rolls include +2 for Heroism.)
Armor Spikes Lucky +1
Paws Hit AC39, AC24, AC25, Damage 5+20Sneak = 25hp /15hp after DR.
Armor Spikes Hit AC31, AC31, AC32

Position: Vauhwyt AC&AD/11&12 (5ft Fly. Elevation=Ground)
Position: Mookie AC11 (5ft Fly from Spell. Elevation=10ft)

Currently Darkwalking 4round/10: (20% miss chance, +8 Stealth)

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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 6 in progress 
Wednesday October 31st, 2012 9:32:31 PM

Sorry all - no time to post tonite. Maybe tomorrow. Still no power at home.

Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday October 31st, 2012 9:58:12 PM

OOC: No problem, Cayzle. Stay safe and take care.

Vorelle [Life Bubble, Fly, Greater Magic Weapon, True Seeing]  d20+31=37 ;
Wednesday October 31st, 2012 10:44:51 PM

Vorelle re-positions again, this time to AB-18. She fires another shot. Her arrow is chewed up by the Blade Barrier.



Sir Joshua the Virtuous (Ken), DR 5/evil  d20+25=33 ; d20+24=39 ;
Thursday November 1st, 2012 10:44:03 AM

(Note - Even if the barrier isn't dispelled, SJ and William will go through it to hit the enemy with his lance charge... WIth their high reflex saves, they should be able to avoid much damage and possibly all if they make their saves.... Here's a few saves for it... SJ = 33, William = 39. If they make it, no damage due to their ring and feat...)

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Thursday November 1st, 2012 6:46:59 PM

OOC
Jass dispelled the Blade Barrier. So Vorelle roll your damage and Sir Joshua roll your attack and damage and post your positions. Make your full round actions and when we get going again Cayzle doesn't need to waste a day telling you to do it.

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 132/169 
Thursday November 1st, 2012 10:10:41 PM

checking in

DM Cayzle - Round 6/7 in progress 
Friday November 2nd, 2012 9:39:01 AM

LOL, Dave!

Vorelle, the blade barrier IS gone (actually never there), go ahead and roll damage.

Josh, your actions are just fine.

And actually, Mal's AoO disrupted the barrier, so Jass did not have to dispel it, so he has a full round action too!

After Vorelle and Jass post, I'll make the real DM post, Meantime, enjoy this and this and this. (reposted from LnB, so don't bother clicking twice!)

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday November 2nd, 2012 10:43:09 AM

Oh NO!!!!! I'm so sorry Cayzle ;( You're right... a tree really did hit your house! No!!!!

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Friday November 2nd, 2012 3:52:26 PM

Man, that tree hated your roof! Interior water damage too I assume. Hope you have your power back and all is getting better.

DM Cayzle - Round 6/7 in progress 
Friday November 2nd, 2012 3:54:12 PM


Kathy and Steve ... I got until 5 pm, and then I may go silent until 9 am Monday ... so post now or you may miss out!

Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+28=32 ;
Friday November 2nd, 2012 4:16:11 PM

OUT SEQUENCE FOR CAYZLE: FOR ROUND 7

Brahmah will continue in pattern around the perimeter to maintain security. He stops at AK10.
(Perception 32, darkvision and see invis)
OOC: If he sees or notices anything from his checks in round 6, I will edit this post to include that.

ACTIONS:
Move.
Skills.
-----------------------------------
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, 180minutes upon entering realm)
Longstrider (30 hours)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
See Invisibility (Hand of Glory, cast on round 5)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 6/7
Hero Points Spent: 1

DM Cayzle - Round 7  d8+12=19 ; d4=4 ;
Friday November 2nd, 2012 4:57:32 PM


OOC: Sorry friends ... I gotta get this up now. I made a mistake with the snaketaur's blade barrier (she should have tried to do it on the defensive). So I don't feel too bad giving Jass a pass for this round.

Vorelle, your arrow damage is d8+12. If you can do 15 damage, you put the monster down. I'm gonna roll it for you to keep the game on track. Your kindly DM rolls a 19! Nine damage puts it down! Here is the official DM Post:

===================

Actions in ROUND 5 redux

OOC: My bad ... I forgot about the AoOs provoked by a spell-like ability. The beastie's AC is 36. Vauhwyt's AoO missed. Mal's AoO, on the other hand, hits, and hits hard for 28. That makes the concentration DC = 10 + damage dealt + spell level = 44, which the beastie cannot make even with a natural 20. Therefore the blade barrier never materialized.

OOC to Mal: If the barrier had materialized, you would not have been able to "lunge into the bad guy's space" because enemies simply cannot occupy the same space ever. Under the new grapple rules, even grapplers do not occupy the same space.

Also, Aztyr's ray does hit.

Actions in ROUND 6

HEROES Act

Brahmah calls his bear companion and seeks to better understand the mysteries of this strange place. He looks at the walls, ceiling, and floor. He notes that the walls merge seamlessly with the floor. He notes that he has not heard any clanking of machinery or cogged wheels. When the walls shifted, he saw that they somehow grew, organically. The only thing in his experience that is similar is the way stone instantly grows out from a base when Vauhwyt casts her wall of stone spell.

Jass ... has a dispel magic ready but does not use it.

Sir Josh charges the monster! He hits for 75 damage! The creature has now taken 244 damage.

Aztyr casts a scorching ray, but fails to penetrate the snaketaur's spell resistance.

Malgant steps into the breach and unleashes several more attacks ... but all miss!

Vauhwyt also attacks with only a smudge more luck. One paw lands for 15 more. The monster is sorely wounded.

Vorelle moves to 18AB and fires a killing arrow! 9 hp get through the DR and slay it!

OTHERS Acts

The Snaketaur ... is dead! As her body fades away, the red key she was wearing stays at her location, AF15!

Here's the map before the walls shift.

ARENA Acts

The walls grind and shift. Here's the map before you are pushed aside -- showing who gets crushed. Aztyr, Brahmah, Josh, and William, please make Reflex saves vs DC30 for 10d6 damage or half. Brahmah, save at -4; Aztyr, at -8; Josh and William, at -12.

Here's the map at the start of ROUND 7. Please post for Round 7 now.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday November 2nd, 2012 9:20:22 PM

Ooc - Cayzle, why is sj at -12? Last time he was squished between 2 walls but this time it doesn't seem that way...

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Saturday November 3rd, 2012 9:38:45 AM

No worries, Cayzle!
............

Jass gets to see the snake monster die and turn into a Key before the walls shift again, and knows he can fly up to the area without the fear of getting hit or grappled.

"The key probably kept that monster free from the effects of this earth place", he calls over the grinding. If we keep close to it, it should provide us immunity, too!"

Jass is the first one to reach for the Red Key and pick it up. Because the monster was wearing it, there should be a neck loop that Jass can use to place it around his own neck.

"Now, let's get Malgant's little neck bag so he can cast spells, and move back to the start. I think if we can collect a second Key fast, we'll be just one more step ahead of the other team, eh?"

.....Actions
Move to AF,15
Standard to pick up Key (2nd standard to put on)

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
Daylight: [CL5] on scroll 60' bright light

....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 1 1 1 1 1 1 1 0
}

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Saturday November 3rd, 2012 1:13:30 PM

OOC
I hope it only took the holy symbol, not the entire pouch as Jass assumed. It isn't easy getting solo kills to fill a totem bag with trophies. In a lifetime of battle I think Malgant only has about 6 trophies in it.

IC
" ,The token of my god was destroyed. Return to the seal so that we can go back to the staging area. I have an idea how I can still cast Imod's prayers, but I will need Aztyr or Brahmah's help to do so, or a sharp knife and some clean ash, though that method is my last resort. Does anyone know how to leave here and head to the next elemental node? Returning to the seal will do that, correct?"
Malgant moves towards Jass and keeps the sorcerer within arms reach. So long as Jass holds the key, he will be Malgant's interpose target. Malgant will go so far as to shove him out of walls if he is not correct about the key shielding them from the effects of the walls.

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 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
3 of 6 lesser rod of extend used.

Vorelle [Life Bubble, Fly, Greater Magic Weapon, True Seeing]  d20+25=44 ;
Saturday November 3rd, 2012 1:24:42 PM

Since Jass has already grabbed the key, Vorelle flies nearer to him [AD-15 or thereabouts], nocks another arrow, and looks around for trouble. If "the other team" is going to try to take this away, they may very well act now.

[Perception 44]

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Saturday November 3rd, 2012 1:24:44 PM

If at any time while shadowing Jass Malgant has the actions available, he will try to command his Bill's Pants of Plenty to form Imod's holy symbol in the color and pattern.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+25=36 ; d20+12=15 ; 10d6=49 ; d20+20=39 ; 9d6=40 ;
Saturday November 3rd, 2012 4:28:59 PM

While William tries to avoid taking more injuries (Reflex = 15, nope, so takes 1/2 dmg due to Evasion feat - 24 pts), he's not quick enough this time and takes a bit of dmg... Meanwhile, Sir Joshua brings his his legs to avoid the walls too (Ref = 36) and succeeds...

Sir Joshua turns to his North, and tries to detect any evil to that direction or see anything out of the ordinary (Perc 39), and has William move about 10' North to where they'll have more room...

Finally, SJ will lay hands on his injured mount and heal him of all the wounds... (40 points so the 24 from the walls is nullified)

________________

Effects
1. GMW on Lance, 18/18 hours
2. Life Bubble and Mass Fly from Jass
3. SJ's AC this round is 39/17 Touch 5/evil DR
4. William is Hp 158, AC 36/40 vs AOO, DR 10/evil; Resist 15 Acid, Cold, Electricity; SR 29;
5. 1 LOH used


DM Cayzle - Round 7 
Saturday November 3rd, 2012 4:33:48 PM

The penalty depends on how many black squares cover your icon. 1 sq = save. 2 sq = save at -4. 3, at -8. 4 at -12.

The snaketaur grabbed whatever you had in your hand. If it was the bag, that's a magic item, and it would not be destroyed automatically. Even if it were, you DO have a Fixer in the group, notes your very kind and sweet DM.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Saturday November 3rd, 2012 6:36:29 PM

OOC
Having reread the tauric totem bag entry in the woldipedia it no longer states that the bag can be used to hold an amulet or holy symbol and perform the same duties as that item so I will go with the holy symbol is what was lost, not the bag. This means I need to get creative to cast spells. Luckly Aztyr and I worked this out when I lost it. Now we just need to implement it.

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Sunday November 4th, 2012 7:31:14 PM


"I don't know that going back to start is necessarily the way to go, Jass." Vauhwyt's gaze is directed to the east. "We know there is no further travel that way. And, the ultimate objective is to gather more keys, so we need to go somewhere ... to the other environments. And we need to get out of here, or these walls will batter us to death."

"But lets try an experiment." Taking a five foot step toward Jass, Vauhwyt reaches a fluid paw out to take Jass' hand. "We'll soon see whether that talisman offers any protection or not. Link hands with Jass. And decide where we want to move. I'm for going east and north."

"And once we're safe, I can fabricate a holy symbol for you, Mal. You just need to decide what material you want it made out of."

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

Position: Vauhwyt AC&AD/13&14 (5ft Fly. Elevation=Ground)
Position: Mookie AD13 (5ft Fly from Spell. Elevation=10ft)

Currently Darkwalking 5round/10: (20% miss chance, +8 Stealth)

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+18=21 ; d20+18=31 ; d20+28=30 ; d20+12=31 ; d20+21=39 ; d20+32=40 ;
Monday November 5th, 2012 10:08:56 AM

(Reflex Save 21, fail, hero point spent 31, no damage)

The ranger, this time, deftly avoids the stones, probably due to his observation and proximity.
"Here is my logic. Feel free to ignore it if you like. It's a red key, right? In my mind it stands to reason that it might open a door, provided there is a lock somewhere here, which I've sort of been looking for. Nothing yet. Also stands to reason if it opens a door to the next elemental challenge, it might be the fire one being red and all. I think if we had a locate spell, and attuned to the key, it might help us find a lock which fits this key. I would assume, given the properties of this particular room and the now faded foe, an illusion might be hiding what we need. Hence the reason I wasn't part of this fight. Sorry." A genuine look of regret forms on the minotaur's dark face. "Anyway, this talking won't stop the walls from caving in again. My skills for dungeons and caves are virtually no good here."

(Perception 30, Dungeoneering 31, Nature 39, Survival 40)
-----------------------------------
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, 180minutes upon entering realm)
Longstrider (30 hours)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
See Invisibility (Hand of Glory, cast on round 5)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 5/7
Hero Points Spent: 2

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 91/169  10d6=41 ;
Monday November 5th, 2012 11:48:18 AM

Aztyr can't avoid the walls and gets slammed hard. (41 damage)

"Brahmah, our benefactor said the keys were needed to reach the final prize, not to reach the other keys.
As to fixing Malgant's problem, he just needs to determine where he want's it. A quick spell, even if it will take a limited wish, should remove the chance of it happening again.
As to how to move on, get us a choice and get going, I can't take much more of these walls."


Aztyr will move with the others, she grabs a wand from her quiver and flicks it upon herself and becomes smaller. (reduce person)

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- 1 - 0- 0- 1- 1- 2- 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

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

Metamagic Rods:

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

DM Cayzle - Round 8 
Monday November 5th, 2012 1:54:10 PM

Actions in ROUND 7

OOC: Friends, please put your current hp in your headers!

HEROES Act

Brahmah continues to explore, moving north and east. Polo tries to catch up.

Jass moves to the red key and picks it up. It is a large red key, otherwise unremarkable, on a chain.

Malgant follows Jass to protect the key-bearer. He cleverly tries to get his Pants of Plenty to form the pattern of his holy symbol. It works, sort of. OOC: You can use your pants as a holy symbol, with a 20% spell failure rate if the spell requires a symbol, and a 20% failure rate for other uses of the symbol, such as channeling energy. If you fail, the spell/use is wasted.

Vorelle follows Jass and stands near him, bow ready, looking around. She sees nothing of note.

Sir Josh senses evil but finds none. He heals his mount.

Vauhwyt has a theory that the key shields the wearer from the shifting walls. She wonders if that will extend to those holding hands with the wearer.

Aztyr reduces herself and sticks with the group.

OTHERS Act

none

ARENA Acts

The walls grind and shift. By chance or design, no one is injured or threatened. Here's the map at the start of ROUND 8. Please post for Round 8 now.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+15=20 ; d20+20=30 ;
Monday November 5th, 2012 2:33:12 PM

Sir Joshua fervently agrees with the need to make haste and get out of this rapidly shifting region... He stays near Vauhwyt, hoping that the key truly does protect them... Since there's nothing in his previous direction, he'll peer South and detect evil, while William will use his scent ability to see if anything there pricks his nose... "Let's get out of here quickly and make a decision before we're hit again..." he urges them...

Perc (William) = 20
Perc (SJ) = 30

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Monday November 5th, 2012 3:59:48 PM


"You're right. We can't stay here. So lets not stay here. No hesitation. Lets go." Vauhwyt puts words to deed and heads straight east expecting the others to follow. There had been a moment of doubt in which she had wondered whether she should slow down for those restricted in their speed. But then she remembered that they all carry the grace of Jass' Fly spell.

"Keep up, I'll need the light to see," she calls back. "Lets go. We need to leave this place behind. Now."

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

Double Moves.

Position: Vauhwyt BC&BD/13&14 (120ft Fly. Elevation=Ground)
Position: Mookie BC13 (120ft Fly from Spell. Elevation=10ft)

Currently Darkwalking 5round/10: (20% miss chance, +8 Stealth)

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Monday November 5th, 2012 6:35:22 PM

Malgant Moves with Jass in whatever direction the Sorcerer goes, trying to keep a hand on his shoulder in order to both stay close to himfor the assumed protection the key may give and to be ready to pull him from harm's way.
Interpose on Jass
" Right in the palm of my hand is fine Aztyr. I need to be able to push it forth to cast most of my spells and my hand would normally hold the symbol anyway. A contrasting color, light against my dark hide would probably be most effective. Can you do it?"

Effects on Malgant
Barkskin 6 hour duration CL 18
Telepathic Bond from Aztyr CL16
Magic Vestment from Aztyr ( +5) 28 hour duration CL18
Mind Blank 24 hour duration CL18
Blur (Cloak of minor displacement)
Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP"
Ring of Counterspells set for Greater Dispel Magic
Amulet of Mighty fists making all attacks holy and ghost touch
Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22)
Heroism(extended)from Vauhwyt 44 hrs CL22
Life Bubble-From Jass (4 hrs/CL18)
Mass Fly-From Jass (164 min/CL18)
Shield duration 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
3 of 6 lesser rod of extend used.

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 91/169 
Monday November 5th, 2012 7:48:24 PM

Aztyr thinks it over for a moment, then quickly holds Malgant's wrist, so his palm is towards her. She then pictures the Holy Symbol of Domi, or Imod as Malgant calls him, and then unleashes a spell. (Cast Limited Wish)
The image of a Holy Symbol, takes the form of a permanent image (tattoo) on the palm of his hand. The skin, a half inch wider than the symbol becomes bleached white so as to contrast with the bronzish color of the symbol.

The spell being over, she lets go of Malgant's wrist and continues to move with the group.

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- 1 - 0- 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

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

Metamagic Rods:

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

Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] 
Monday November 5th, 2012 7:54:43 PM

Vorelle, too, double moves, staying as close as possible to Jass and the key.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Monday November 5th, 2012 10:08:22 PM

Jass straightens his shoulders importantly. "So nice to know that I'm soooo wanted", he smiles. He also moves east, flying easily to keep up with Vauhwyt and Malgant.

"You know, we never asked Jangle how to get from element to element, did we?"

.....Actions

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 20/36 min; +4 AC
Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
Daylight: [CL5] on scroll 60' bright light

....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 1 1 1 1 1 1 1 0
}

Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+28=30 ;
Tuesday November 6th, 2012 10:06:09 AM

Brahmah is thinking a lot of stuff right now. Nothing makes it through to his friends cus it might be considered rude.
"Of course you are right Aztyr, he did say that. But he was also very vague about details. He was also very hasty with what he did tell us. I don't think it will hurt to look anyway. The more we know about our environment, the easier we can defeat it."

He continues his route around, looking and listening.
(Perception 30, plus bonuses)
-----------------------------------
Conditions/Other:

Guiding Star-
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL)
2nd - Campfire Wall, Eagle Eye x2, Hide Campsite
3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)
4th - Tree Stride x3 (1 hour per CL)

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, 180minutes upon entering realm)
Longstrider (30 hours)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
See Invisibility (Hand of Glory, cast on round 5)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day*
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 5/7
Hero Points Spent: 2

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday November 6th, 2012 2:53:07 PM

(Checking in... Can't post later today...)

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn 
Tuesday November 6th, 2012 4:21:53 PM

OOC
Cayzle, what level do I channel energy at? I have 6 cleric levels, 10 Protector levels and 2 Hand levels. I ask because of this line in the Hand of Domi entry under spells....
" If the hand already has cleric or druid levels, then hand levels stack with them, as with other Woldian prestige classes."
Do hand levels stack for channeling too? Do Protector? I never counted my Protector levels in before, was I wrong?
I want to channel energy to heal us now that I have a holy symbol again. I just want to know what number of dice to roll.

Cayzle Comments: If you are turning, as in Turning Undead or other things you can turn as a Protector, then you turn as a 16th level cleric. If you are using Channel Energy for healing, your protector levels do not stack in, and you channel to heal as a 6th level cleric. Your Hand levels do not add to channeling at all.

DM Cayzle - Round 9 
Tuesday November 6th, 2012 6:00:05 PM


Actions in ROUND EIGHT

OOC: Friends, please put your current hp in your headers!

HEROES Act

Vauhwyt moves out with Mookie. She makes a discovery -- a big block of water, not contained in any vessel, but defying gravity.

Jass follows easily.

Aztyr gifts Mal with a shiny new holy symbol. Then she follows.

Mal follows Jass as closely as he can.

So too does Vorelle.

Brahmah continues to explore, and Polo manages to catch up.

Vorelle follows Jass and stands near him, bow ready, looking around. She sees nothing of note.

Sir Josh senses evil but again finds none. William carries him toward the rest of the party..

OTHERS Acts

none

ARENA Acts

The walls grind and shift. Once again, by chance or design, no one is injured or threatened. Here's the map at the start of Round NINE. Please post for Round 9 now.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn  d6=4 ; d6=2 ; d6=4 ;
Tuesday November 6th, 2012 6:33:33 PM

OOC
What does the blue rectangle look like?
IC
Malgant gathers his faith and channels energy to heal his friends. ( pause if I have to so that everyone is included) EVERYONE HEAL 10 HP He then continues to scan the area with True Seeing and stays near Jass, protecting the keybearer from any harm.
(Interpose on Jass)

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 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
3 of 6 lesser rod of extend used.
1 of 3 channel energy used for today

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn  d20+26=35 ;
Tuesday November 6th, 2012 6:35:17 PM

perception 35 for that scanning the area posted above

Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 91/169  d3=1 ; d20+15=28 ;
Tuesday November 6th, 2012 6:55:58 PM

Aztyr welcomes the healing, and gains an additional 1 hit point for being "good".
Aztyr pulls the staff from her back as she moves with the others towards the watery area.
She tries her hand at using her planar knowledge on the area.

Know: Planes 28

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- 1 - 0- 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

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

Metamagic Rods:

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

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d20+46=63 ; d20+8=12 ;
Tuesday November 6th, 2012 7:13:11 PM


"Can you say, 'Door'?" the liontaur asks rhetorically. "That must be the way to the water environment. And ... " she looks about herself, " ... I haven't seen any other doors. So, I'm guessing that the path from one environment to the next is linear and very possibly one way. At the very least, I think that's the worst case scenario and we have to assume that for now."

"Jass' Life Bubble should help us breath. But, as far as movement goes, I believe I'm equipped with the best mobility for moving cautiously into a water environment. Why don't I go first and hope that our Telepathic Bond works between environments. I'll scout and report back."

"Mookie, into the pouch with you."

"Alright. I'm off. I'll keep up a running commentary. If you don't hear me, then there is no telepathic communication between environments."

Once the magically fluid liontaur slips silently and nearly invisibly in her partially ethereal state, into the watery square, the first thing she does is to survey and describe the area to the furthest extend she can see. The second thing that Vauhwyt does is to turn around to see whether she can look back to where the others are in the earth environment.

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

Mookie goes into Pouch

Vauhwyt executes a move action (This is a partial round post depending on what Vauhwyt finds after entering the water.)

Stealth 63
Perception 12

Positions: Unknown

Currently Darkwalking 6round/10: (20% miss chance, +8 Stealth)

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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 9 
Tuesday November 6th, 2012 7:16:42 PM

Extra info: The rectangle of water is like a box, 10 ft x 15 ft x 15 ft. When you enter it, it clearly is bigger on the inside than the outside, and there is a way to go "down" but not "up." You can see 100 ft ahead that there is a light.

When Vauhwyt enters the water, she is out of touch, as if she were on another plane.

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Tuesday November 6th, 2012 9:56:45 PM


Vauhwyt pokes her head back out of the cube. "This is the door," she thinks to the others. "We go down from here. About one hundred feet. But there's a light down there. Thoughts don't seem to travel between the environments. It's as though their separate pocket dimensions. We can't split up."

"Lets go."
With that, she pulls back into the watery cube and heads downward, scouting the way.

Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] 
Wednesday November 7th, 2012 12:15:57 AM

Ugh, water, Vorelle thinks. But Vauhwyt is right, the Life Bubble will enable her to survive down there. With a little sigh, she slips into the pool and gets ready to follow the group through.

[OOC: The Fly spell is still active; is it possible to "fly" underwater? Instead of having to swim?]

Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday November 7th, 2012 6:22:02 AM

OOC: My hit points are correct and there.

Brahmah casts Water Walk using the Extend Rod. He follows... or leads. Whichever.

----------------------------------
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)
Water Walk (300 minutes, extended)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day**
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 5/7
Hero Points Spent: 2

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188)  36d6(1+5+6+2+5+1+5+6+2+2+4+4+1+3+6+3+2+4+2+4+6+5+4+2+5+3+1+3+6+3+5+5+5+2+3+1)=127 5d6(1+2+6+6+1)=16
Wednesday November 7th, 2012 9:50:21 AM

"Excellent", purrs Jass as he sees the pool of water. "The Life Bubble will allow everyone to breath and not worry about the deeps, and the Mass Fly will allow everyone to glide through the watery element just like flying. We should be able to move quickly and keep together! Let's go!"

Jass moves to the side of the pool, and looks back. "Come on, don't wait for the grass to grow!", he calls in an exhilirated voice. The corpse-like sorcerer is enjoying Jangle's little game.

Giving only a momentary pause, Jass dives in and keeps Vauhwyt in sight of his Daylight spell, and ensures he goes slow enough for Malgant and Vorelle and the others to stay with him.

He readies a Disintegrate spell for anything that attacks Vaughwyt.

.....Actions
Move 20' to the pool and 40' into the watery tunnel. Jass anticipates that with a double move, everyone can go at least 80' (Fly speed 40 encumbered) and so is giving everyone plenty of time to get out of the Earth element.

READY Disintegrate: (if something attacks Vaughwyt) 127 damage; DC Fort 25 for 16 damage

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 19/36 min; +4 AC
Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 49/50 min; on scroll 60' bright light

....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 1 1 1 1 1 1 1 0
}

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday November 7th, 2012 10:05:52 AM

Sir Joshua nods at the plan, but William whinnies' a bit, nervous about not having solid ground underneath his hooves... Sir Joshua soothes him, patting him on the back and speaking gently in his ear, reassuring him that the Life Bubble and Mass Fly's that are on him will allow him to move fine throughout the water... Finally, William straightens his back, shakes his majestic mane and follows the rest into the square...



Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 91/169 
Wednesday November 7th, 2012 12:02:49 PM

Aztyr will dive in, as she does so, her (slotless) Cloak of the Manta Ray spreads out and attaches to her arms, allowing her to glide/fly even without the mass fly spell, and she moves on down to keep with the rest of the group.

She also keeps a spell ready, in case it's needed....

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- 1 - 0- 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

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

Metamagic Rods:

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

DM Cayzle - Round 9 
Wednesday November 7th, 2012 1:15:21 PM

OOC: Sorry friends ... as we determined the last time we were underwater, magic that lets you Fly does not aid in swimming. Let's see some swim checks or free action or swim speed or whatever you got! Not flying.

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Wednesday November 7th, 2012 1:32:30 PM


OoC: Fluid Form grants a Swim Speed of 60. I'll include that note on my next post.

DM Cayzle - Round 9 
Wednesday November 7th, 2012 1:42:40 PM

I think so far Vauhwyt, Aztyr, and Brahmah are okay with swimming aids. The rest ... not so much? Swim checks?

Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164]  d20+24=31 ; d20+24=27 ; d20+24=29 ; d20+24=26 ;
Wednesday November 7th, 2012 2:15:08 PM

Swim: 31, 27, 29, 26. That should get Vorelle 100 feet.

Actually, since Vorelle swims at +24, she technically can't fail a Swim check, unless we're expected to do water ballet or something. It will just take her a while to get places.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Wednesday November 7th, 2012 4:59:59 PM

OOC
Brahmah is actually stuck on the surface with his water walking spell. Also if that chain isn't equipped he needs free action, when its equipped tho hes OK. Doesn't Vorelle have one of those too? I can't remember.
Can we fly if we have freedom of movement on us? As Vorelle said, my base swim is a 30, i don't envision myself failing any rolls.

IC
Malgant pauses before entering the water. His swimming skill is very good, being an islander and having trained extensively with the WLA, but fighting in the water is something altogether different. He holds forth his marked hand and whispers a prayer to Imod, asking him to allow Malgant the freedom to navigate this realm. Once the freedom of movement prayer is complete, Malgant enters the water and catches up to the others.
" Aztyr, will you be alright? You took a beating from the shifting walls back there. I can heal you for more if we hold up a little."

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 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
Freedom of Movement duration 180 minutes CL18
3 of 6 lesser rod of extend used.
1 of 3 channel energy used for today

DM Cayzle - Round 10 
Wednesday November 7th, 2012 6:03:34 PM


Actions in Round NINE

HEROES Act

Vauhwyt enters the water and turns to look back. She can see poorly into the realm of shifting stone. She is out of touch with her friends mentally. She sticks her head out to tell this to her friends, then swims 60 ft toward the flickering light ahead.

Malgant channels energy to heal everybody. He stays close to Jass. He looks around but notes nothing remarkable. He moves to the water gate.

Aztyr looks at the water block and deduces it is a planar gate or passage. She takes 1.5 move actions to get to the water gate, then enters it. Luckily, it is salt water! Her cloak automatically activates and she swims 25 ft into the planar passageway.

Vorelle enters the water swimming. Per the rules, "A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action." Vorelle, moving to the water (move action), and then entering, swims 5 ft (second move action).

Brahmah activates his Water Walk and then moves toward the water gate. Polo follows his master, whining in fear of being left behind in the dark.

Jass enters and swims too ... 5 ft forward.

Sir Josh and William move up to the water gate.

OTHERS Acts

none

ARENA Acts

The walls grind and shift. This time, poor Polo is in trouble. Make a Reflex save vs DC30 or take 10d6 damage (you can roll it). (I think Polo has improved evasion, so that's a save for half or none.) Here's the map at the start of Round TEN. Please post for Round 10 now.

Map Note: The following are off the map and into the water. Vauhwyt, 60 ft in; Aztyr, 25 ft in; Jass and Vorelle, 5 ft in.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+2=19 ; d20+9=13 ;
Wednesday November 7th, 2012 7:23:45 PM

SIr Josh and William follow into the gate...

Swim - William - 19
Swim (SJ) - 13



AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn  d20+30=40 ;
Wednesday November 7th, 2012 8:20:23 PM

Round 10 actions
Malgant pauses before entering the water. His swimming skill is very good, being an islander and having trained extensively with the WLA, but fighting in the water is something altogether different. He holds forth his marked hand and whispers a prayer to Imod, asking him to allow Malgant the freedom to navigate this realm. Once the freedom of movement prayer is complete, Malgant enters the water and catches up to the others.
Swim 40
" Aztyr, will you be alright? You took a beating from the shifting walls back there. I can heal you for more if we hold up a little."

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 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
Freedom of Movement duration 180 minutes CL18
3 of 6 lesser rod of extend used.
1 of 3 channel energy used for today

Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+11=27 ; d20+17=21 ; d20+32=35 ; 10d6(5+6+2+2+2+1+4+6+1+4)=33
Thursday November 8th, 2012 12:57:53 AM

OOC: One thing at a time Malgant. The chain, then Polo, then movement. Sheesh, always jumping the gun. I don't think Water Walk works like that, it's an option, like fly or longstrider. You should, in theory, be able to will yourself under water. It was cast outside the water. I think the spell mentions being borne to the surface, but I guess the interpretation is up to the DM ultimately. If it locks me onto the surface, I'd redirect the casting of WW to Polo, or anyone else.

IC:
Poor Polo is sort of out of his element. (27 fails, but he just has evasion, and no hero points, so full damage... but he's a tough bear) The bear staggers and whines loud as the stone stomps him. (33 damage)

The minotaur retrieves his chain and places it on his falchion. (Activates Freedom of Movement.) He realizes his best friend is in a bad way and calls him. He realizes he should have bought that bracelet of friends.

Swim 21 and Survival 35.

ACTIONS:
Activates chain.
Calls Polo.
Makes swim check.

----------------------------------
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)
Water Walk (300 minutes, extended.... possibly on Polo)
Freedom of Movement (chain)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day**
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 5/7
Hero Points Spent: 2

------------------
Polo's HPS - 82/115

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d20+46=65 ; d20+8=16 ;
Thursday November 8th, 2012 8:21:54 AM


Vauhwyt slows as she approaches the light. Something deep within her resonates with the nature of the Jangle and Tangle twins. This understanding says to her that this quest for the talisman would be a shifting, non-stop challenge. To adapt, they would need to be one jump ahead of this game. And, to do that, they would need information.

With great stealth, the wemictrix approaches the light. Inwardly, she curses the dullness of her senses. She should train more with the rangers to remedy this. As the thoughts go through her head, Vauhwyt reports everything she sees and hears back to the others.

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

Move Action Only (This is a partial round post depending on what Vauhwyt finds after nearing the light.)

Stealth 65
Perception 16

Positions: Move 30 more feet at half speed for Stealth toward the light for total of 90ft of the initially estimated 100ft. (Mookie in pouch)

Currently Darkwalking 7round/10: (20% miss chance, +8 Stealth)
Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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 10 
Thursday November 8th, 2012 8:29:41 AM

Extra to Vauhwyt: You see poorly through the water barrier. You do see red and orange flickering ... as of flame. There is something big on fire out there.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 115/169  d8=7 ; d8=1 ; d8=3 ; d8=6 ;
Thursday November 8th, 2012 8:51:19 AM

Aztyr floats where she is, waiting for the rest to catch up, since they are much slower in the water than she is. While she waits, she triggers the staff, and casts a Cure Serious Wounds on herself. (24 hit points (rerolling the 1, and adding 8)

*Vauhwyt, don't get too far ahead, remember what happened when you did that on that Island, and you got caught separated from the rest of us.*

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- 1 - 0- 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

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 9/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

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

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday November 8th, 2012 2:24:52 PM

Checking in... won't be able to tonight...

Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] 
Thursday November 8th, 2012 4:29:09 PM

Vorelle swims along and keeps up as best she can.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Thursday November 8th, 2012 6:19:17 PM

The chain and Ribbon, so as to speed things along, as posted by John C and amended by Al.

"Vorelle, tied around the pouch is a blue ribbon with a wave pattern embroidered upon it.
This is also a fate item.
When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the ribbon from one weapon to another.

Brahmah, hooked around the pouch is a type of flat linked chain made from silver. Each flat section of the chain has waves engraved into it. (picture each link as about half an inch long with a pin linking it to the next, like a watch band)
When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the chain from one weapon to another."
-originally posted by John C acting DM on 12/03/11

Al's amendments on
" 2) Also note that the Ribbon and the Chain only allow free action with respect to attacks, not to movement. Please list them on your character sheet with the following notation:

When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water with respect to attacks and attacks only. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the chain from one weapon to another. (This is a Fate Item and may not be sold. DM JohnC Saturday December 3rd, 2011 4:46:44 PM.) "
I went back and looked them up because I was pretty sure Vorelle got one too.
Carry on....

DM Cayzle - Round 11 
Thursday November 8th, 2012 6:30:00 PM


Actions in Round TEN

HEROES Act

Note: In this calm water, it is a DC10 Swim check to advance half your move for a full round action (without a swim speed)

Sir Josh and William enter the water and swim forward 20 ft.

Vauhwyt swims closer to the other end of the flooded planar passage. She peered out and sees ... FIRE!

Malgant casts Freedom of Movement, which allows him to move at speed under water. He enters and travels 40 ft.

Vorelle keeps swimming ... making 15 ft of progress.

Aztyr waits for her friends and cures himself as she does so. She reminds Vauhwyt not to get too far ahead.

Brahmah enters and finds himself bobbing up fast toward the other end. He is likely unable to arrest his motion unless he grabs one of his friends or does something special. He floats 60 ft this round. If he wants to hold on to Polo, he can slow his speed and/or bring the bear along -- though it will take an open hand to do so.

Jass by DM fiat, swims 15 ft forward.

OTHERS Acts

none (that you know of, he he he)

ARENA Acts

Verbal Map of the Passageway:

0 ft - Stone Arena
20 ft - Sir J & W (swimming)
20 ft - Vorelle (swimming)
20 ft - Jass (swimming)
25 ft - Aztyr (manta ray cloak)
40 ft - Mal (Freedom of Movement)
40-60 ft - Brahmah (and Polo?) (Water Walk)
90 ft - Vauhwyt & M (fluid form spell)
100 ft - Other end of passageway

Please post for Round 11 now.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Thursday November 8th, 2012 7:38:46 PM

ooc: yeah, I forgot to post today. :-(

Jass wallows in the water and then angrily flails his arms. "Not my style of fun!" he shouts in the water. Concentrating, he casts Polymorph on himself, turning into a Small Water Elemental.

NOW, there is no problem! Jass glides effortlessly through the water.

"Anyone else need to be a water elemental?", he asks conversationally. "Maybe Polo and Horse?"

.....Actions
Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 19/36 min; +4 AC
Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 49/50 min; on scroll 60' bright light

....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 1 1 2 1 1 1 1 0
}

Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Thursday November 8th, 2012 7:41:32 PM

OOC: I made a transcription error, sue me.
Just checked, http://paizo.com/pathfinderRPG/prd/spellIndex.html, there is Freedom and Freedom of Movement. And here http://www.d20pfsrd.com/magic/all-spells#TOC-Spells-F-, are the same spells.
I find the vagueness of the chain/ribbon a bit disheartening. Makes it more so when called out on it. Hardly my fault when there is no spell associated with a specific thing and the line describing the ability is vague. If its not FoM, Freedom or Haste, what in the nine hells is it?

WHAT DOES A FREE ACTION IN REGARDS TO ATTACKS MEAN? A free attack underwater? A standard? It can't be a move action. What free action in regards to attacks...? You can draw a weapon? What 'free action' is he allowed to take in regards to attacks underwater?

I'll correct my sheet when I get a chance.

IC: Brahmah will try to grab something to stop.
----------------------------------
Conditions/Other:

Guiding Star-
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL)
2nd - Campfire Wall, Eagle Eye x2, Hide Campsite
3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)*
4th - Tree Stride x3 (1 hour per CL)

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)
Water Walk (300 minutes, extended.... possibly on Polo)
Freedom of Movement (chain)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day**
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [Free Action when attacking underwater only, +1d6 frost is null underwater, in haversack]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)

Hero Points: 5/7
Hero Points Spent: 2

------------------
Polo's HPS - 82/115

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 148/169  d8=6 ; d8=5 ; d8=1 ; d8=4 ;
Thursday November 8th, 2012 8:22:10 PM

(clearing up info)
Attacking underwater, most attacks are at -2 and do 1/2 damage, the ribbon/chain negates those penalties.

Second clearing up, the healing should have been at +13 not +8 so Aztyr gained 5 more hit points that listed.

IC:

Aztyr rushes along with the others, moving up to 60 feet, her movement allowance, she also once again triggers the staff, healing herself again. (gaining 28 hit points @ the +13 number, no chance of failure on UMD so no roll needed)
*Don't spread out too much, we are way too vulnerable when spread out.*

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- 1 - 0- 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

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 8/10
Wand of Stone Skin 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

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

Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] 
Friday November 9th, 2012 12:19:04 AM

For some reason, Vorelle finds herself humming.

Just keep swimming,
Just keep swimming,
Just keep swimming, swimming, swimming....


Cayzle Comments: LOLOL!

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Friday November 9th, 2012 9:09:00 AM


OoC to DM Cayzle: Could you post the extent of visibility and the reasons behind restricted visibility (darkness, murkiness, etc.) with all new environments? It's a bit frustrating, and it feels arbitrary to come upon them in-progress. Extent of visibility is something that would be noticed right off and will factor into all strategic and tactical planning.

In this particular case, what is the visible distance? You indicated before that Vauhwyt was able to see a light and estimate its distance at 100ft. What is the estimated distance now to the fire given that she's progressed 90ft since then.

Also, could you describe the fire in more detail? Is it small, like a campfire? Is it big, like a Wall of Fire? Is it inside a breadbox? On top of the Empire State Building?

Sorry, I don't think that I have enough information to post a move, and that the information that I would need should be there give what we know of the environment established so far.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+2=7 ; d20+9=25 ;
Friday November 9th, 2012 9:52:22 AM

Sir Joshua says to Jass, "Yes, if you could change William to a water elemental, we'd be in better shape. He's not meant to be in water and I hate to dismiss him while we're in here. See if you can polymorph him..."

(OOC - William's Swim Check is only a +2, so he needs real help here...)

For now, both struggle through the water... William struggles and falls behind a bit.. And Joshua treads water, trying to help William move forward...

William Swim = 7
Joshua Swim = 25

Sir Joshua and William keep truding

DM Cayzle - Round 11 
Friday November 9th, 2012 10:52:42 AM

Looking into or out of the water portals is like looking through a wall of frosted distorting glass blocks, kind of like these. Which is to say, it is practically impossible. So make perception checks at -20 and let me know how you do.

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Friday November 9th, 2012 10:56:27 AM


OoC to DM Cayzle: That helps. Thanks.

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d20-18=-5 ;
Friday November 9th, 2012 12:52:27 PM


"I think we're about to enter the fire environment."

Vauhwyt waits for the others at the end of the long water filled conduit that leads from the earth environment. "I think I'm in front of the exit here, and there seem to be flames on the other side, but I can't make out much more.

"Can someone with stealth and good eyes come up here? My eyes aren't good enough to make out what's on the other side. But, if I can see through to the other side, whoever is on the other side can probably see through to here too. So we better be sneaky about this."

"The rest of you, stay back about twenty feet. I don't think we want to be seen. Oh, and prepare for fire."


Vauhwyt herself draws thirty feet away from the portal and casts a Resist Energy spell against Fire.

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

Stealth 65
Perception -5 to see through to the other side.

Positions: Move 30 more feet at half speed for Stealth away from the light for total of 60ft of the initially estimated 100ft. (Mookie in pouch)

Currently Darkwalking 8round/10: (20% miss chance, +8 Stealth)
Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Resist Energy (Fire) (180 min/CL18)

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Friday November 9th, 2012 5:25:53 PM

Jass pauses before casting another spell. "A water tunnel connecting the Earth and Fire groups?" It is a novel enough idea for the sorcerer to think about it for a while before responding.

"If I wanted to create a play environment that would guarantee to use up spells, I would do something like that! I'm not going to cast anymore spells turning people into water elementals if the very next thing we'll do is go into a fire environment."

Jass instead will keep swimming near Malgant and keeping his eyes open for everything.

.....Actions
Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 19/36 min; +4 AC
Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 49/50 min; on scroll 60' bright light

....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 1 1 2 1 1 1 1 0
}

DM Cayzle - Round 12 
Friday November 9th, 2012 6:24:26 PM


Actions in Round 11

HEROES Act

Note: In this calm water, it is a DC10 Swim check to advance half your move for a full round action (without a swim speed)

Jass Polymorphs into a small water elemental and swims 60 ft forward.

Brahmah, holding on to Polo, keeps on floating toward the far end of the passageway. At th end of the round, he is 80 ft in, about 20 ft from the fiery far end, about even with Vauhwyt and Jass. Unless drastic efforts are made, Brahmah and Polo will float to the surface next round.

Vorelle keeps swimming ... making 15 ft of progress.

Aztyr again cures herself and moves forward 60 ft.

Sir Josh and William call for help -- especially for William -- the floundering steed keeps the duo from advancing at all.

Vauhwyt backs up, and several friends pass her as she does. Back 40 ft from the exit, she calls for a sneaky spy to take a look. She sensibly casts Resist Fire.

Malgant ... ???

OTHERS Acts

none (that you know of, he he he)

ARENA Acts

Verbal Map of the Passageway:

0 ft - Stone Arena
20 ft - Sir J & W (swimming)
35 ft - Vorelle (swimming)
40? ft - Mal (Freedom of Movement)
60 ft - Vauhwyt & M (Fluid form spell)
80 ft - Brahmah (and Polo) (Water Walk)
80 ft - Jass (Polymorph)
85 ft - Aztyr (Manta ray cloak)
100 ft - Other end of passageway

Please post for Round 12 now.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn  d20+26=31 ;
Friday November 9th, 2012 6:55:27 PM

" You know you can dismiss the water walking spell at any time, right Brahmah?"
" This is a perfect place for an ambush. The other team, protected against fire after overcoming the fire guardian finds a water door in their fiery realm. How better to ambush us then to wait on the other side while we emerge prepared to deal with water. Let me look out there with true seeing. I imagine the water distortion will still stop me from seeing much, but it is worth a try. If I spot anyone we prep for battle and ambush THEM. Unless Brahmah leaves his spell on and pops out and they kill him."

( Last round if DM Cayzle allows)
Malgant advances to the water barrier and peers out into the fiery realm beyond.
Perception 31 with true seeing (lousy roll I know)
Depending on what I see I'll post next round ( 11 ) this weekend

OOC
Sir Joshua, swim is strength based, William gains +5 for his strength.
Dm Cayzle,
1.) I have planar adaptation prepared and will post it below. Will it shift as we change environments? I suspect the answer is no, but want to ask anyway. Does Malgant think he can make it shift with plane changes if he uses a normal ( not 25k gp) Miracle to cast it?
2.) I suspect that there is no line of effect even though there is a decent Line of Sight between environments. Thus if we stop and prep for combat the other team ( if they are on the other side) would see us, but not be able to stop us unless they crossed over. Does this sound like what we are seeing and experiencing with the mind link and all?

Planar Adaptation

School transmutation; Level alchemist 5, cleric/oracle 4, sorcerer/wizard 5, summoner 5
CASTING

Casting Time 1 standard action
Components V
EFFECT

Range personal
Targets you
Duration 1 hour/level (D)

DESCRIPTION

Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Planar adaptation has no effect when cast upon your native plane.


DM Cayzle - Round 12 
Friday November 9th, 2012 7:40:33 PM


Extra: Mal advances and peers out. Through the distortions of the portal, he sees two very big shapes, poised one on one side, one on the other. Anyone who emerges will be flanked.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Saturday November 10th, 2012 8:33:39 AM

Jass waits for the scouting report from Vauhwyt and Malgant and then starts thinking. He estimates how long it will take for Horse to swim the distance and starts talking. "We've got thirty seconds or so before we will be ready to move through the portal, so let's make the most of it. What is the best way to ambush the ambushers?"

Jass starts ticking off possible plans.
"Atzyr and I could conjure a bunch of things to go in front of us, springing the trap and then we follow up."

"Atzyr could probably use her Limited Wish to cast a Mass Invisibility, or I can cast Invisibility on each of us."

"Malgant can lead with an Anti-Magic Field, disrupting any trap spells the ambushers may have placed. Man, I wish I thought of that in the Earth area!"

........................

"Do we KNOW the next place is Fire?", Jass asks. Cause if we do, there are some Resistance spells I think we need to prepare, eh?"

.....Actions
Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 19/36 min; +4 AC
Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 49/50 min; on scroll 60' bright light

....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 1 1 2 1 1 1 1 0
}


AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Saturday November 10th, 2012 9:37:30 AM

" It certainly looks like it is fire. Since we were told we would face a guardian and the earth node showed only one tough target waiting for us through the environmental traps I think it is safe to say the magically cloaked figures on the sides of the gate are part of the other team, probably sent to either delay us or kill as many of us as they can while the others on the team get the third key. I don't have an AM field, butI have another plan, and I have miracles left."

OOC
Before I go into detail, our board is static and takes no work to find. Do we want to post strategies here in the open or use email? We are fighting for the lives of characters we have played for years vs hired guns. Are our plans secure here Cayzle?

Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164]  d20+26=46 ;
Saturday November 10th, 2012 11:06:31 AM

Vorelle finds it a challenge to speak loud enough to be heard underwater, so she sends through the link:

I'm going to hide as best I can and hope they don't notice me. Also, if we come in there all wet, aren't we going to create some steam? That might affect visibility.

As she swims, Vorelle attempts to Hide in Plain Sight: Stealth 46 [Natural 20. That includes my +2 bonus for Favored Terrain, and my -5 penalty for taking my full move.]

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169  d8=6 ; d8=5 ; d8=8 ;
Saturday November 10th, 2012 11:59:54 AM

Aztyr triggers the staff a third time, healing herself again. (maxing her hit points)
She continues to float at the area she is, waiting, and stashing the staff on her back.
After putting away the staff, she pulls out the wand of stone skin.
*everyone get close, I'll haste us before we head through.*

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- 1 - 0- 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

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 50/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

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

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+2=3 ;
Saturday November 10th, 2012 3:01:07 PM

(WIlliam's Swim is - 3 rank + 6 Str-7 AP (he has half plate armor) = +2. Also, DM - William has shoes of speed so his speed is actually 80 and for his first check, he should have went 40' instead of 20'... )

As the pair continues struggling along (Swim = 3), William makes no progress at all as he flounders in the water... Sir Joshua stays by his side, trying to help him get somewhere... Sir Joshua is tempted to let William return to his home dimension but worries that he won't be able to resummon him for later battles...

(OOC - On a double move, which is what William does, do you do 1 or 2 swim checks since you have 2 moves?)

Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+28=43 ; d20+39=56 ;
Sunday November 11th, 2012 12:18:36 AM

OOC: With all due respect, I need people to back off how I play Brahmah. I appreciate the help, but finding something to say every post about him is too much. Seriously. Rule lawyers aren't fun to play with.

IC: Brahmah cancels the damn spell to make people happy. Then moves up silently to Vauhwyt. (Perception 43 darkvision, see invis, Stealth 56 Hide in Plain Sight, Camouflage)

----------------------------------
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)

Hero Points: 5/7
Hero Points Spent: 2

------------------
Polo's HPS - 82/115

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn  d20+26=34 ; d20+15=18 ; d20+8=21 ;
Sunday November 11th, 2012 6:57:03 PM

With no other input forthcoming, Malgant begins to prepare for the fire realm. He casts a spell and again looks out through the planar barrier, trying to get a better idea what the figures are.
Perception 34
Knowledge religion 18
Knowledge planes 21

Effects on Malgant
Barkskin 6 hour duration CL 18
Telepathic Bond from Aztyr CL16
Magic Vestment from Aztyr ( +5) 28 hour duration CL18
Mind Blank 24 hour duration CL18
Blur (Cloak of minor displacement)
Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP"
Ring of Counterspells set for Greater Dispel Magic
Amulet of Mighty fists making all attacks holy and ghost touch
Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22)
Heroism(extended)from Vauhwyt 44 hrs CL22
Life Bubble-From Jass (4 hrs/CL18)
Mass Fly-From Jass (164 min/CL18)
Shield duration 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
Freedom of Movement duration 180 minutes CL18
Protection from Energy fire absorb 0/ 120 180 minutes CL18
3 of 6 lesser rod of extend used.
1 of 3 channel energy used for today

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d20+38=50 ;
Monday November 12th, 2012 8:52:48 AM


Vauhwyt casts another spell that, Luck of Waard be with her, should get her past the guardians on the other side of the portal.

Ever so quietly, like the fluid water around her, she returns to the portal from water to fire and winds up hanging over Mal's shoulder.

"I'm right behind you, Mal," she broadcasts to the others, on the chance that she, in her great stealth, hasn't been noticed. "I'm ready to go through. I'll be right behind you when you go."

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

Cast Invisibility, Greater / Move (exiting Darkwalking)

Stealth 50 (70 w/Invisibility)

Positions: Move 30 more feet at half speed for Stealth Toward the portal for total of 90ft of the initially estimated 100ft. (Mookie in pouch)

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Resist Energy (Fire) (180 min/CL18)
Invisibility, Greater, 18/18r

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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 13 
Monday November 12th, 2012 12:55:27 PM


OOC: Dave asks a good question: "Before I go into detail, our board is static and takes no work to find. Do we want to post strategies here in the open or use email? We are fighting for the lives of characters we have played for years vs hired guns. Are our plans secure here Cayzle?" In answer, I can only say that I have asked the other team on their honor not to peek. However, the incentive for them to win (a goblin seal, a hobgoblin seal, and a gnome seal each if they defeat you) is high. Feel free to discuss strategy in e-mail, if you like.

Actions in Round 12

HEROES Act

A bit of clarification on entering and exiting the water passageway. As noted, the interface is distorted and hard to see clearly through. When you enter, you immediately find yourself drawn in. If it works the same way when you emerge, touching the water/air interface will draw you out. Which is to say, you do not think you can make a melee attack out while remaining in the water. Also, as you discover from the way telepathy cuts off, it is a planar boundary. You doubt spells or missiles can cross. In this calm water, it is a DC10 Swim check to advance half your move for a full round action (without a swim speed), per the usual rules for swimming.

Malgant moves up with freedom of movement and peers out. he sees two big flaming shapes waiting to flank anyone emerging. He casts a protection spell.

Jass telepathically discusses strategy.

Vorelle moves forward and practices hiding in plain sight.

Aztyr heals herself a third time.

With William having a hard time swimming, Sir Josh is falling behind, 40 ft into the passageway. (OOC: Make one check per round is what the Swim rules say, sorry.)

Brahmah cancels his water walk spell and floats with Polo near Vauhwyt, behind Mal. He too can see two huge firry shapes waiting just beyond the portal to attack.

Vauhwyt casts her greater invisibility and floats just behind Mal.

OOC Note on Invisibility: I will be using the Rules as Written to adjudicate Invisibility. Here is the link. In particular, note that (1) A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that "something's there" but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). (2) Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location. Note dripping water into a fire environment will give clues to location. (3) An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

OTHERS Act

none (that you know of, he he he)

ARENA Acts

Verbal Map of the Passageway:

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

Please post for Round 13 now.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Monday November 12th, 2012 2:07:15 PM

Jass calls to the paladin through thier Telepathic Link. "The tunnel is small enough, why not just pull yourselves along instead of trying to swim?"

While waiting, Jass casts Resistance v Fire on himself and on Horse, Mookie, and Polo.

.....Actions

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 19/36 min; +4 AC
Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 49/50 min; on scroll 60' bright light
Resist Fire: [CL18] 180/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse

Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.

....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 1 1 2 1 1 1 1 0
}


Sir Joshua the Virtuous (Ken), DR 5/evil  d20+20=38 ;
Monday November 12th, 2012 2:56:13 PM

Sir Joshua hears Jass' suggestion to pull rather than push and says, "Thanks for the spell and you know, that's a good point re: pull rather than swim..." He looks down for somewhere he could get a solid purchase and possibly help pull William along the tunnel so he's not delaying the group further...

He has some rope in his handy haversack and it might be just the thing he needs... On the other hand, he could just pull on the bridle while William sinks to the bottom and then walks/trots on the ground rather than fighting got swim...

Perception = 38 (looking down for a solid purchase or ground where he could use his considerable strength the help pull William along by pulling on the bridge) (OOC - DM, need a little help here on how this would mechanically work out... Would this be "Aid ANother" or a "Strength Check? or what?) I'll repost once I get some clarification...

______
Resist Fire 30 on William from Jass

DM Cayzle - Round 13 
Monday November 12th, 2012 3:15:50 PM


OOC: The "sides" of the passageway are as smooth as a calm pond's surface, with no traction at all. You have not tried to push "beyond" them. The best bet for "pulling" Sir Josh and William along would be if an ally gave them a tug from farther up the passageway.

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Monday November 12th, 2012 3:51:04 PM


"Rope." Viewing the dilemma toward the back of the pack, Vauhwyt thinks a request to Sir Joshua. "Get out some rope and get it ready. I'm coming for it." In a fluid blur of motion, the liontaur in Fluid Form flows back toward the paladin and his mount, hooks the rope and reverses. She returns to where she began and presents the trailing line to Malgant and Brahmah.

"Now pull. Mal and Brahmah from this end and Sir Joshua from the other end. Vorelle, you can hitch a ride."

"That should get you here faster. All you need is a plan."


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

Double Move

Positions: Move 100 feet back and then forward again. (Mookie in pouch)

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Resist Energy (Fire) (180 min/CL18)
Invisibility, Greater, 18/18r

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+2=6 ;
Monday November 12th, 2012 5:39:46 PM

(Don't have access to pc from phone so can't roll right now...

SJ will tie rope to bridle and then start pushing William from other end... (Str check?) William keeps trying to swim.... 6

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 
Monday November 12th, 2012 6:11:26 PM

Aztyr moves 5' closer to the end.
Being close enough, Aztyr hand Malgant the wand of Stone Skin. *You carry it, you'll need it lots more than I will, and I can always just recharge it when I need to.*

Starting with Malgant, Aztyr casts Resist Energy : Fire on him. (giving him DR Fire 30)

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- 2 - 0- 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

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes

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 50/50 (given to Malgant)
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

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

Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164]  d20+26=28 ;
Monday November 12th, 2012 11:43:54 PM

Vorelle is wondering whether to help poor William the horse, when Vauhwyt shoots past her in fluid form, going to help.

Okay, then. Vorelle keeps swimming, and re-hides. [Stealth 28]

[OOC: I'm not so much "practicing" as "having no freaking clue where I am in relation to the exit."]

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Tuesday November 13th, 2012 3:35:09 AM

OOC
I know I posted yesterday, I must have canceled it instead of submitting. I love 12 hour days.
IC
Malgant waits for the rope to pull Joshua and Vorelle forward so they can maintain their momentum. While he waits he taps himself with the wand Aztyr offers him. It does nothing since Stoneskin is no longer one of Malgant's domain spells.

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 18 minutes CL 18
Shield of Faith duration 18 minutes CL 18
True Seeing duration 18 minutes CL18
Freedom of Movement duration 180 minutes CL18
Resist Fire 30 duration CL 18
Protection from fire 0/120 used duration 180 minutes CL 18
3 of 6 lesser rod of extend used.
1 of 3 channel energy used for today

Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Tuesday November 13th, 2012 6:01:59 AM

Grabs the rope and pulls. Polo tries to as well.
----------------------------------
Conditions/Other:

Guiding Star-
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL)
2nd - Campfire Wall, Eagle Eye x2, Hide Campsite
3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)*
4th - Tree Stride x3 (1 hour per CL)

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)

Hero Points: 5/7
Hero Points Spent: 2

------------------
Polo's HPS - 82/115

DM Cayzle - Round 14 
Tuesday November 13th, 2012 2:58:42 PM

Actions in Round 13

HEROES Act

Jass telepathically suggests pulling everyone along with a rope. He casts a spell: Jass, please cast only one spell per round, Who gets which spell, please?

Sir Josh ties William to a rope, tosses it forward, and helps push.

Vauhwyt lends a hand. and a rope.

Brahmah grabs the rope and pulls. So does Polo

Vorelle just keeps swimming. She moves 15 feet forward. At the end of the round, she is 65 ft from the stone arena and 35 ft from the other end of the passageway.

Aztyr moves forward a bit and hands a wand to Mal. She casts Resist Fire on him.

Malgant tries the wand but cannot activate it.

Josh and William get hauled 20 ft forward.

OTHERS Acts

none (that you know of, he he he)

ARENA Acts

Verbal Map of the Passageway:

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

Please post for Round 14 now.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+2=7 ; d20+10=29 ;
Tuesday November 13th, 2012 3:56:14 PM

Straining and pushing the horse's big bulk, Sir Joshua mutters with a smile, "William, I love you, but you've got to go on a diet my friend... You've eaten too many caramel apples and it's time to go back to carrots..."

William continues working forward...
Swim = 7 (another bad roll... what's with bad rolls for my poor, innocent horse...)
SJ's Strength Check = 29

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d12=12
Tuesday November 13th, 2012 4:04:01 PM


OoC to DM Cayzle: Would a liontaur in Fluid Form protected by a layer of air from Life Bubble, drip water when coming out of a water environment? Or would there be no telltale drippage?

Cayzle Comments: LOLOL! I can only resort to my time-tested means of solving immovable-object-meets-unstoppable-force questions! Even, drip. Odd, dry. And the dice roller rules ... Even! You drip!

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Tuesday November 13th, 2012 6:26:00 PM


Patience. Not one of this liontaur's strong suits. And yet, she has no illusions as to whether or not a dripping wet liontaur can successfully sneak onto a plane of fire - invisibility or not.

All that can be done is to wait until all are ready to go through, and then go through at once in force.

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

No Move

Positions: No Move (Mookie in pouch)

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Resist Energy (Fire) (180 min/CL18)
Invisibility, Greater, 17/18r

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Greater Magic Weapon +4 (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn  d20+8=18 ;
Tuesday November 13th, 2012 6:35:39 PM

" I will step through once we all get to this end and deliberately draw their attacks. After that you should all step past me and prepare to finish them when my Holy Word messes up their world.Then we will navigate the fire node."
Malgant hands the wand back to Aztyr. Then he pulls William in on the rope.
strength check 18

Effects on Malgant
Barkskin 6 hour duration CL 18
Telepathic Bond from Aztyr CL16
Magic Vestment from Aztyr ( +5) 28 hour duration CL18
Mind Blank 24 hour duration CL18
Blur (Cloak of minor displacement)
Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP"
Ring of Counterspells set for Greater Dispel Magic
Amulet of Mighty fists making all attacks holy and ghost touch
Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22)
Heroism(extended)from Vauhwyt 44 hrs CL22
Life Bubble-From Jass (4 hrs/CL18)
Mass Fly-From Jass (164 min/CL18)
Shield duration 17 minutes CL 18
Shield of Faith duration 17 minutes CL 18
True Seeing duration 17 minutes CL18
Freedom of Movement duration 180 minutes CL18
Resist Fire 30 duration 180 miunutes CL 18
Protection from fire 0/120 used duration 180 minutes CL 18
3 of 6 lesser rod of extend used.
1 of 3 channel energy used for today

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 
Tuesday November 13th, 2012 7:05:51 PM

Aztyr takes the wand back, and as it passes to her hand, she triggers it, granting Malgant the Protection of Stone Skin.
*Vauhwyt, I know you can activate this wand, you interested in carrying it?*
If Vauhwyt says yes, she'll hand it to her, if not, it goes back into her quiver.

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- 2 - 0- 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

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

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

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Tuesday November 13th, 2012 7:42:41 PM


Vauhwyt nods in ascent to Azytr's thought-formed question. She reaches a fluid paw over to take the rod and triggers it on herself.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Tuesday November 13th, 2012 11:26:54 PM

Jass keeps time by casting his last spell on himself and the next one on Polo.

.....Actions

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 19/36 min; +4 AC
Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 49/50 min; on scroll 60' bright light
Resist Fire: [CL18] 180/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse

Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.

....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...... * 1 131 2 1 1 1 1 0
}


Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] 
Tuesday November 13th, 2012 11:27:01 PM

Vorelle doggedly keeps swimming.

That is, she swims with dogged determination, not like a dog.

Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday November 14th, 2012 2:10:42 AM

Brahmah continues to help but mentions that he could use one more GMW on his kukri. And maybe Barkskin.
----------------------------------
Conditions/Other:

Guiding Star-
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Traveling Spell list:
Prepared Spells:
1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL)
2nd - Campfire Wall, Eagle Eye x2, Hide Campsite
3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)*
4th - Tree Stride x3 (1 hour per CL)

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)

Hero Points: 5/7
Hero Points Spent: 2

------------------
Polo's HPS - 82/115

DM Cayzle - Round 14 ... and 15? 
Wednesday November 14th, 2012 10:13:59 AM

Friends, it seems to me that rather than spend more days than needed, do let's advance TWO rounds today rather than just the one. Feel free to post your actions for Round 14 AND Round 15. We can be hyper efficient and leap forward two rounds today instead of just one.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 
Wednesday November 14th, 2012 1:52:57 PM

Aztyr, takes the time to cast Resist Energy: Fire on herself, and then pulls out the rod of lesser extend, and follows it with Extended Haste (36 rounds)

*Everyone should be close to ready, so, I'm casting the final couple buffs*

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

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+2=21 ;
Wednesday November 14th, 2012 2:37:36 PM

OOC - Not sure where William and Sir Joshua got to at end of last round? Assuming they moved up another 20' (which is what happened the round before with a failed swim check but help from others...) to 80' along the corridor...)

Round 15 - Now only 20' from their destination, William manages to easily reach the end of the path and is ready to cross over... (William Swim = 21). Meanwhile, Sir Joshua casts Resist Energy 30 on himself too, as his mount has already been protected... Finally, he'll climb on William's back again, ready to move forward next round...

Round 16 - Waiting on other PC's to post ... If the others go into the portal, he'll follow and try to attack with his lance vs. the closest enemy, moving past and then readying himself for another attack (no AoO's due to feat... )

___________
Stats
1. Sir Joshua - 213/213 hps, AC 39, Touch 17, Reflex +1 (Haste)
2. William - Hp 158, AC 36/40 vs AOO, DR 10/evil; Resist 15 Acid, Cold, Electricity; SR 29; Fort = +25, Ref = +25 (Hasted), Will = +18 (+4 vs Ench)

Effects/Spells
1. Haste and Fly cast by others on both SJ and William
2. Resist Fire 30 on William by Jass
3. Resist Fire 30 on Sir Joshua by himself
4. Used up 1 LOH
5. GMW +5 on Lance

Cayzle Comments: That's all good except for you cannot charge out of the waterway and then attack an enemy. It violates the "straight line" rule, and I have a problem with a charge that includes a swim check.

AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn  d20+26=28 ;
Wednesday November 14th, 2012 3:51:11 PM

Round 143 posted above.
Round 15
Malgant finishes pulling Joshua and William and Vorelle to the end of the hall. A last spell ( weapon of Awe is cast on himself and he is ready to step through next round (16). He continues to monitor the beings on the other side of the portal.
Perception 28

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

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+33=47 ;
Wednesday November 14th, 2012 3:58:40 PM

(Revised action for round 15/16) -

Round 15. Since William made his swim check and can move 40 (1/2 normal move) in round 15 , he's got enough left to cross through ((20' to get to end and still have 20' left to cross)...

While William moves, Sir Joshua will fast mount on the back of William (free action if make DC20 roll for ride check - Ride Check 47), and then cast his spell Resist Fire as standard action

If the others cross over that round, Sir Joshua will allow William to finish his move. If not, then he'll command William to stop short...

2. Round 16 - Depends on other PC's... If they crossed over in Round 15, Sir Joshua would have done the same... If not, do in this round...

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Wednesday November 14th, 2012 5:03:05 PM


"Be that as it may," Vauhwyt thinks in reply to Brahmah's request for Magic Weapon, "I think you need this more." She casts a spell and touches Brahmah. Instead of Magic Weapon, she imparts a Resist Energy (Fire) to the minotaur. Then, with the long reach of a fluid limb, Vauhwyt touches Vorelle with the same spell.

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

Cast Resist Energy (Fire) on Brahmah and Vorelle.

Positions: No Move (Mookie in pouch)

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
False Life (20 hp) (22 hrs/CL22)
Extended See Invisible (7 hrs, 33 min/CL22)
Extended Heroism (7 hrs, 33 min/CL22)
Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22)
Detect Scrying (24 hrs/CL22)
Fluid Form (22 min/CL22)
Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?)
Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??)
Telepathic Bond (Permanent/CL18?)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Resist Energy (Fire) (180 min/CL18)
Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points dmg (80 min/CL8)
Invisibility, Greater, 15/18r

Spells cast on Mookie:
False Life (15 hp) (22 hrs/CL22)
Heroism (4 hrs, 6 min/CL22)
Life Bubble-From Jass (4 hrs/CL18?)
Mass Fly-From Jass (180 min/CL18?)
Resist Energy-From Jass (Fire) (180 min/CL18)
Telepathic Bond (Permanent/CL18?)

Spells cast on Others:
Greater Magic Weapon +5 (22 hrs/CL22)
-- 1x Mal (monk unarmed attacks)
-- 3x Vorelle (2 hand axes and bow)
Resist Energy on Brahmah (Fire) (180 min/CL18)
Resist Energy on Vorelle (Fire) (180 min/CL18)
Greater Magic Weapon +4 on Brahmah (18 hrs/CL18)
Heroism Extended on Malgant (44hrs/CL22)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 0 of 3
Darkwalk: used 1 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 8 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Rod of Extend: used 2 of 3
Prayer Beads: used; Karma

Mookie's Tattoos
- Lockjaw used 0 of 2
- Feather Step used 0 of 3

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

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.

OoC: I think that covers us all with Fire protection.

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?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 98/223(177){213} hp Malgant Winterborn 
Friday December 14th, 2012 6:55:38 PM

Malgant sticks to Jass like his shadow, prepared to shield the Sorcerer/elemental if an attack should come. Move with Jass to the water portal. Interpose on Jass.

Effects on Malgant
Barkskin 6 hour duration CL 18
Telepathic Bond from Aztyr CL16
Magic Vestment from Aztyr ( +5) 28 hour duration CL18
Mind Blank 24 hour duration CL18
Blur (Cloak of minor displacement)
Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP"
Ring of Counterspells set for Greater Dispel Magic
Amulet of Mighty fists making all attacks holy and ghost touch
Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22)
Heroism(extended)from Vauhwyt 44 hrs CL22
Life Bubble-From Jass (4 hrs/CL18)
Mass Fly-From Jass (164 min/CL18)
Shield duration 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 18 round duration CL 18
Righteous Might 1 round duration CL 18 (DR 10 vs Evil)
Divine Power 2 round duration CL18
3 of 6 lesser rod of extend used.
War domain 4/8 rounds used


Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 130/169 
Friday December 14th, 2012 8:05:06 PM

Aztyr heads for the exit, moving full out, not worrying about being attacked. She'll only move into the water far enough to allow the others in.

*Vauhwyt, why don't you create a mansion in this waterway, and we can rest up in safety. It may allow the other team to set up a trap, but they won't know when we plan on exiting so we might have an advantage.*

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: 07 rounds
Haste, 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 18 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 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Saturday December 15th, 2012 12:15:19 PM


OoC to All: Consensus call, please. Who thinks it's a good idea to rest? Granted, the Magnificent Mansion many not even appear. But, say, the spell works, who's for resting? I could go either way at this time.

Thoughts?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 98/223(177){213} hp Malgant Winterborn 
Saturday December 15th, 2012 1:33:38 PM

OOC
Resting will allow us to refresh our spells, identify the magic items and prepare for the ambush at the other end of the tunnel. Furthermore, the other team will run out of short term buffs and begin to wonder if they need to come looking for us. It may lure them out of whatever fortifications they have made to come after us. I think it could be a good idea.


Sir Joshua the Virtuous (Ken), DR 5/evil 
Saturday December 15th, 2012 1:47:26 PM

(OOC - Ditto on Malgant's point....)

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 130/169 
Saturday December 15th, 2012 3:57:43 PM

another good thing about the mansion, it's invisible from the outside, once the doors are shut. even if they see the doors with spells, they'll never know when we will be coming out. and even better, if Vauhwyt casts 3 or 4 of them, they'll have to cover all of them, and split up to do so.

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Saturday December 15th, 2012 6:35:52 PM


What happened them before in the dark prison of Scarwall gives Vauhwyt pause. She considers Aztyr's idea. Pauses. Considers again. Pauses yet another time. Then asks the others their opinion.

After hearing the brief replies, the liontaur shrugs.

"Very well. Let them wait," the liontaur says of the figures Vorelle reported waiting outside the other end of the watery tunnel. Vauhwyt takes out a miniature ivory door, a piece of polished marble, and a silver spoon. She turns to ceiling of the tunnel and conjures a Magnificent Mansion.

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

Cast Mage's Magnificent Mansion. (60ft into the tunnel. On the ceiling.)

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)
Mage's Magnificent Mansion (39 hr/CL18)
Haste-From Aztyr (20/36r)
Twilight Knife (05/18r 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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

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 
Saturday December 15th, 2012 10:56:30 PM

OOC: I was aware of the +5 to movement, but keep forgetting to add movement to my sheet! So I'll tack it onto the conditions portion of my posts.

Brahmah will be the first in the door of the mansion. The first to roll out his bedroll and gear and the first to sleep. He tears up when he lays down, hoping the demi-god and the information is accurate about returning home. He is thinking of Polo, who was so excited about finally going on a mission.

If watches are required, he'll take last watch.
----------------------------------
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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

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

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 130/169 
Sunday December 16th, 2012 7:59:50 PM

OOC: I'm headed to the hospital for 2-3 days, Dave F will cover for me If I can't post on my tablet.

IC:
Aztyr will gladly head to and enter the Mansion, once it appears.

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: 07 rounds
Haste, 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 18 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

ACDM Cayzle - Announced Rules Changes 
Sunday December 16th, 2012 11:03:43 PM

Woldians, you should check out the LnB and your email for a series of major changes. HOWEVER, note that our entire game has been grandfathered. No BBL characters are affected. Still those rules will come into play for us when we start over with new characters in mid-late 2013.

The Water Between Fire And Air


DM Cayzle - Round 34  10d6(6+4+2+2+3+1+4+5+1+4)=32
Monday December 17th, 2012 11:08:34 AM


Actions in Round 33

HEROES Act

Vorelle swims stealthily 10 ft forward. She can see that there are six large and bigger and much bigger creatures clustered around the exit, ready.

Sir Josh -- sorry, your DM misunderstood. Position fixed now. You are both hasted, however.

Jass grabs the tower shield and moves toward the watery exit. He reaches it but does not enter this round.

Malgant protectively shadows him.

Aztyr leaves the fire arena and enters the watery passage. She asks Vauhwyt about a spell for refuge.

Brahmah does indeed feel himself to be in his favored terrain. He might note that Vorelle is using her Hide In Plain Sight ability here too.

OTHERS Acts

None of which you are aware.

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Mal and Jass -- you three are the only ones still in the fire arena. You take 10d6 fire damage -- 32 hp this round, less resistance. There is no save for half damage.

No need for a map this turn. Mal, and Jass remain in the arena, on the edge of the watery gate.

Verbal map of the watery passageway:

0 ft - Brahmah
10 ft - Aztyr
25 ft - Josh
40 ft - William
60 ft - Vauhwyt
100 ft - Vorelle

Please post for Round 34 now. If you decide as a party to let more time elapse, please let me know.

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Monday December 17th, 2012 11:14:31 AM


OoC to DMCayzle: You forgot Vauhwyt's casting of Mage's Magnificent Mansion. That may be fairly critical for Round 34 as, if the Mansion is available, many of us will be moving there.

DM Cayzle - Round 34 
Monday December 17th, 2012 11:49:15 AM

LOL and OMG! I could have sworn ... That's what I get for writing fast on the train!

Vauhwyt's casting is a success, and the Mansion appears just as she would have expected.

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Monday December 17th, 2012 1:51:22 PM


A smile curls one corner of Vauhwyt's toothy mouth. "Well, well, well," the liontaur says quietly to herself. Then, "Welcome to my humble abode." Vauhwyt slips through the faint shimmering in the water and into the Magnificent Mansion.

"Food," she calls to the magic servants. Then, after noting the pool of water spreading about her feet. "And towels. Bring towels too."

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

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
Haste-From Aztyr (19/36r)
Twilight Knife (04/18r 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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+9=23 ; d20+9=13 ; d20+4=5 ;
Monday December 17th, 2012 2:40:35 PM

The brave paladin and his loyal mount see the mansion appear and change direction towards it...

Sir Joshua continues swimming forward, first 12' ahead to ~ 37 down the corridor as his move action....

And as his standard action, he'll aid by giving William a push towards the mansion... (Aid Another check = 13, OK vs. DC 10?) then (Swim = +2 for Aid + William's +2 = +4 total) = BUT their combined efforts come to naught...

Position = Sir Joshua ~ 37', pushing William
William = remains at 40'

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Monday December 17th, 2012 3:59:13 PM

ooc: DM.. message received. :-)
...........................

The fire gives a last feeble singe across the huge stone back of Jass before the sorcerer plunges into the watery portal. "Good thing for the Life Bubble spell, eh?", he calls as Malgant matches him stride for stride.

On the other side, however, Jass again does not have any swimming capability. To get to the magnificent mansion, he attempts to walk on the bottom of the tunnel to propel himself through the water.

Failing that, he Polymorphs himself again into a small water elemental.

....Actions

Fire: 32 damage - 30 Fire Resist = 2 damage (to temporary hit points)
Wind: Huge, no effect (not moving north)
Move: 60' through portal and towards magnificent Mansion
Contingency: Polymorph to small water elemental.

.....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
}

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 47/223(169) hp Malgant Winterborn 
Monday December 17th, 2012 4:27:37 PM

Malgant's combat spells begin to fade as he enters the water. Some of the size based constitution he had been relying on fades, as well as the size based strength. He becomes only large once again. As Imod's power fades from his muscles he heaves a sigh of relief All of his friends are here, and Vauhwyt has made a place to rest. He would be concerned by Vorelle's distance from the group[, if he could see her." Where's Vorelle?" he sends, moderate concern coloring his thoughts. He heads toward the mansion once he finds out she is spying on the opposition. Pulling Jass along if the sorcerer needs the help.

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 17 round duration CL 18
Divine Power 1 round duration CL18
3 of 6 lesser rod of extend used.
War domain 4/8 rounds used


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 47/223(169) hp Malgant Winterborn 
Monday December 17th, 2012 4:32:18 PM

Aztyr
Aztyr heads into the mansion and gets comfortable. drying off and waiting to see what is next and preparing to fix the damaged magic items

PLEASE LIST YOUR ITEMS LOST SO AZTYR CAN FIGURE OUT HOW MUCH WOLDS BLOOD SHE NEEDS.
Malgant
circlet +6 wisdom, belt +6 str, dex and con, Cloak of resistance +4

Brahmah
Belt of ?
cloak of resistance +?

Vauhwyt

Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Joshua
Belt of ?

Anyone else?

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Monday December 17th, 2012 4:45:53 PM


Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)]  d20+31=47 ;
Monday December 17th, 2012 5:18:41 PM

Vorelle stays hidden [Stealth 47], and sends her report over the link: I can see six of them, all pretty big. Some really big. So, what's the plan, guys? .... Guys?....

Hello?
....

[Vorelle, for a miracle, didn't lose anything, so I'm having a bit of rp fun. I'm assuming that somebody will explain to her about the Mansion at some point. :) ]

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 
Tuesday December 18th, 2012 6:35:45 AM

Brahmah mentions his ring of sustenance in a dazed stupor as he deposits his broken belt of perfection +6 and his torn cloak of resistance +5 in front of Aztyr, slops out his bed roll, throws his armor on the floor at the foot of the roll and thumps down face first and is out like a baby. He doesn't bother with convenient body placement or decorum. Burns still smoldering (the smell of burnt hair and flesh can't be nice). Drool. A snort.

(He shouldn't need a lot of sleep, but NEEDS to reprep spells badly. Oh yes, and healing.)

OOC: Let me know when spells can be prepared. :)
----------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

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 35 
Tuesday December 18th, 2012 10:41:26 AM


Actions in Round 34

HEROES Act

Vauhwyt enters her mansion and orders the magical servants inside to tend to her friends.

20 ft from the entrance to the manison, Sir Josh and William struggle to swim toward it.

Jass changes into a water elemental and swims to the Mansion entrance.

Malgant shrinks, moves toward the entrance, and searches for Vorelle.

Aztyr enters the mansion.

Brahmah enters the mansion and collapses. A pale shade, resembling an animal, follows him in.

Vorelle reports in, and then wonders where everyone is going. :-)

OTHERS Acts

None of which you are aware.

ARENA Acts

None that you are aware of.

Verbal map of the watery passageway:

0 ft - entrance to fire arena
40 ft - Josh & William
55 ft - Mal, Jass
60 ft - Mansion = Vauhwyt, Brahmah, Aztyr
100 ft - Vorelle

Please post for Round 35 now. If you decide as a party to let more time elapse, please let me know.

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Tuesday December 18th, 2012 11:26:54 AM


"What's that you have there, Sister?" Vauhwyt turns her eye from overseeing her cadre of magical servants to follow the new bag in her fellow liontaur's paws. Something clever and intriguing, no doubt.

"Say, anyone seen Vorelle? Where are the others?"

Then Vauhwyt extrudes a portion of her fluid self out the door, her head to be specific. "We're over here. Center of the tunnel," Vauhwyt thinks to the others. "I've conjured a Mage's Mansion."

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

Just RP'ing.

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
Haste-From Aztyr (18/36r)
Twilight Knife (03/18r 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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Tuesday December 18th, 2012 3:12:16 PM

"You know", Jass begins conversationally as he lazily swims beside Sieur Joshua and his horse, "I could Polymorph your steed into a SeaLion and you could swim more easily. Or perhaps Malgant has a rope you could attach to your saddle, and the stronger members of the team can pull you along the waterway, eh?"

It's only talk to pass the time, and Jass waits to see if the paladin thinks it a good idea.

....Actions

Fire: 32 damage - 30 Fire Resist = 2 damage (to temporary hit points)
Wind: Huge, no effect (not moving north)
Move: 60' through portal and towards magnificent Mansion
Contingency: Polymorph to small water elemental.

.....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
}

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday December 18th, 2012 3:51:59 PM

(Pc issue and don't have access to it... doing on mobile...)

Sir Joshua's slotless belt boosting his con up was destroyed while his armor was damaged. Again, check Pc sheet for the info on those 2...

Sj enthusiastically agrees with polymorphing William as it will save a great deal of time and effort... they will wait for her to cast it

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 47/223(169) hp Malgant Winterborn 
Tuesday December 18th, 2012 4:30:04 PM

Malgant ushers the others into the Mansion. He will not be healing anyone until everyone is inside. Once all of the others have entered, Malgant will swim inside the Mansion.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 47/223(169) hp Malgant Winterborn 
Tuesday December 18th, 2012 4:33:04 PM

Aztyr looks at Vauhwyt and answers." It is all of the charred parts of our sundered gear. I am going to use Woldsblood to fix them." With that Aztyr starts ticking her claws against the floor, calculating how difficult it will be to actually fix the items.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)] 
Tuesday December 18th, 2012 9:09:57 PM

What's a Mage's Mansion? But Vorelle is already swimming back toward the rest of the party and the Mansion.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Tuesday December 18th, 2012 10:42:15 PM

It's a small spell, and Jass casts Polymorph on Horse, making him a SeaLion. :-)

....Actions

Fire: 32 damage - 30 Fire Resist = 2 damage (to temporary hit points)
Wind: Huge, no effect (not moving north)
Move: 60' through portal and towards magnificent Mansion
Contingency: Polymorph to small water elemental.

.....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 3 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 
Wednesday December 19th, 2012 4:05:23 AM

Zzzzzzzz...... (will take last watch)

Polo, hovers on watch over his friend.

New spell list TBA later...
---------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

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

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 
Wednesday December 19th, 2012 5:58:05 AM

OOC: Going to wait until any repairs are made to prepare any spells.

DM Cayzle - Round 36 
Wednesday December 19th, 2012 9:00:56 AM


Actions in Round 35
If you decide as a party to let more time elapse, please let me know.

HEROES Act

Vauhwyt makes sure everyone knows about the Mansion.

Aztyr is already busy, planning how to fix all the burned and sundered gear.

Brahmah asks to be woken for last watch, and goes to sleep.

Still outside, Jass polymorphs William into a swimming mammal, then swims into the Mansion.

Sir Josh and William now swim easily into the Mansion.

Vorelle swims back too.

Malgant moves to give some assistance, and the two enter the Mansion together.

OTHERS Acts

None of which you are aware.

ARENA Acts

None that you are aware of.

Verbal map - You are all in the Mansion.

Please post for Round 36 now. If you decide as a party to let more time elapse, please let me know.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday December 19th, 2012 10:24:48 AM

Once inside the mansion, Sir Joshua and William move to the side and rest for a while. With his slot less belt buckle and armor damaged, he's willing to wait until they're both repaired. William finds some oats and apples to munch on while the others keep busy...

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al  d20+3=15 ;
Wednesday December 19th, 2012 10:36:47 AM


"Thank goodness we have you, Aztyr." Vauhwyt beams a toothy liontaur grin. "I was feeling naked without my cloak and belt."

Vauhwyt picks a marbled piece of beef, thinly sliced and then artfully folded, from a plate on the now well stocked table of food. She pops it into her mouth and chews in a thoughtful manner.

"Aside from that, I'd, personally, like a little healing. We might also try and find out something about whatever it is that Vorelle said is waiting outside the next portal. And, about the Other team. We might try to find out how they're doing. Or, even what they are. Does anyone have divination skills available?"

"Say, Jass, can we see those keys? Place them on the table here." She clears away some plates of food, making space. "Maybe there's something more that we can learn from them." Vauhwyt studies the keys. She studies their shape, and their shape in relation to each other. She studies their color. She studies the material that they're made of. The Grim Trickster looks for any clues that might give them an insight or advantage.

"Also, no sense advertising that we have them. Of course, we could always tuck them away in a haversack. But it might be better to have them on hand. You know, after what happened in Scarwall. Hmmm. I might be able to disguise them as a dagger. Bind them together and wrap one end to look like a hilt. Then you could wear them out in the open, Jass, and no one would be the wiser."

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

Intelligence Check 15 to learn anything from the shape/appearance/etc of the keys.
Disguise 39 (Taking 10)

OoC Conversation: I've got nothing particular planned. But here are the things I think we need to accomplish today before pushing on to the morning.

1) Restore our Magic Items.
2) Heal to within resting distance of Full HP.
3) Examine the keys to ensure that there isn't anything more than can be learned.
4) Try to learn more about the current situation. Scouting or Divination. (Status of other party. What's waiting outside the next portal? Status of third key. Etc.)

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
Haste-From Aztyr (18/36r)
Twilight Knife (03/18r 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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

DM Cayzle - Round 36 
Wednesday December 19th, 2012 11:45:16 AM

OOC: Friends, I really have no problem with you all letting time pass. However, I do have another team to consider. Please do let me know if you are planning to take a long while. Minutes? Hours?

Brahmah clearly seeks to rest and regain spells. Everyone else?

Thanks!

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Wednesday December 19th, 2012 1:12:40 PM


OoC: Vauhwyt wishes to rest and regain spells as well. But, as stated above, there are several potential projects first.

That brings up a question, though. How do you plan on handling the time difference without outright telling them what it is that we're doing? Isn't part of this whole dynamic the idea that neither of us should know anything about the other without having to probe each other in-game and through game mechanics? If you tell them that we're advancing because the other team is resting, doesn't that give them an advantage that we did not have? They might continue through the environments looking for us otherwise, potentially getting one or more of them killed in the process. This would not happen were you to tell them we were resting.

Cayzle comments: I will say, "Time passes. How long are you willing to wait? What will you do as time passes, and when will you do it?" Same thing I am asking you. If your actions intersect, I'll tell you how much time passes between now and then.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday December 19th, 2012 2:16:51 PM

(Yep, I think that Vauhwyt's idea works for SJ and William too)

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Wednesday December 19th, 2012 4:09:49 PM

OOC
Yes I plan on resting and regaining spells which means I need to rest how long until I can re pray for spells? ( not sure what time it was when we left)
Cayzle- Am I correct in reading that no matter how much woldsblood we throw at repairing the items it will take 1 day per item to fix them? If that is the case we will make up a big list and start repairing random items, since the stuff is all charred debris and can't really be distinguished form one another. Let me know and I'll make Aztyr's post.
IC
Now that everyone is inside and gathered close, Malgant will heal them. He completes a prayer that heals all of his companions for 180 hp damage. ( Mass Heal).
He then voices a concern about what to do about the other team." What should we do when we meet them? Shall we mercilessly attack and kill them to attain this prize to save the Wold? Or do we talk to them and find out why they need the amulet? Their home may be in a similar plight. If so who should get the amulet? They may even be good aligned like we are."

Cayzle Comments: The Fixer's Restore All power is just what you need ... "He can restore any object that has been burned to ashes, dissolved by an acid, ground into powder, shattered into fragments, etc. for a cost of 1 drop per pound that the object weighed." But yes, it takes one day (eight hours of work, with no other hours in the day doing similar work) per item: "Note that restoring a large or magic item takes a full day." Also note that Aztyr has not yet tried to draw Woldsblood in the arena nor in the Mansion.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)] 
Wednesday December 19th, 2012 7:20:04 PM

Vorelle dog-paddles through the entrance and stands, dripping, in the foyer.

"This is amazing," she says, looking around. "Vauhwyt, are you saying you can make one of these whenever you want?"

Vorelle needs healing, but that's it. She can stand watch if we want to have people standing watch.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn  d8=3 ;
Wednesday December 19th, 2012 7:45:00 PM

Aztyr
1 Headband +6 wisdom
2 Belt of Perfection+6
3 Cloak of resistance +4
4 Belt of Perfection +6
5 Cloak of resistance +5
6 Belt of Dexterity +6
7 Cloak of Resistance +5
8 Belt of Constitution +4 slotless
All items weigh 1 pound ( belts don't have a weight so I am guessing a belt can't be much heavier than a cloak)
Aztyr draws a cinder from the pile in front of her and asks the others to be quiet. " This will take some time. If we are lucky I can rest and then repair another before the house disappears tomorrow."
She reaches out and attempts to draw woldsblood from the shadow realm, a place Vauhwyt was not able to reach before from this place. At most she will need only 2 drops of woldsblood, a ridiculously easy task for a fixer of her caliber. She reaches out and attempts to combine the blood with the cinder, and remake what was broken by the ents and burned by the arena.

OOC
I don't know what kind of roll she need other than at only 2 drops she cannot fail by a wide margin. I think somewhere around 6 is where she needs to start rolling. Lets hope this works. The 3 rolled means she would be working on a cloak of resistance +4 ( based on the table)

Cayzle Comments: You cannot draw Woldsblood in the mansion. If you make a Know Religion, Know Planes, or Know Arcana check (pick your best one) vs DC20, then Highlight to display spoiler: {No surprise there. You also cannot draw Woldsblood in Rope Tricks, Bags of Holding, or Portable Holes. There is no congruency with the Realm of Shadows in these pocket dimensions. A Grim cannot Darkwalk in such places too, Vauhwyt might discover, if she does not already know.}

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn  d20+29=36 ;
Wednesday December 19th, 2012 9:36:10 PM

Azytr
Knowledge Arcana 36
Before trying to draw woldsblood Aztyr thinks about extradimensional spaces and realizes she will not be able to draw blood here. Instead she pulls a drop from her personal vessel.
Vessel holds 9 drops, 1 used

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Thursday December 20th, 2012 8:25:14 AM

When the time comes, he will prep spells. (OOC: New list attached. Let me know it items renew their charges too. :) Spells might change if charges don't return.)
---------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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 - Resist Energy x3, Lead Blades x3
2nd - Protection from Energy x3, Versatile Weapon
3rd - Darkvision (1 hour per CL), Cure Moderate Wounds, Summon Nature's Ally 3
4th - Cure Serious Wounds x2, Summon Nature's Ally 4

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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

Active Spells or effects:
Word of Recall - CL11 (castle, on plane only) 1/day: unused
Guiding Star (on himself, 12/15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 2/15 hours, CL15)
Longstrider (21/30 hours, extended, cast at entering realm)
GMW on Brahmah's weapon of choice (Falchion). (+4; 10/18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day**
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [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

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+19=28 d20+23=35 d20+18=34
Thursday December 20th, 2012 10:31:21 AM

Jass, the small water elemental, does a turn to look about the Magnificent Mansion, smiling and having the servants fix him a plate of munchies and a drink. "Nice,VERY nice. I could get used to this!"

The sorcerer approaches the table near Vauhwyt and lays out the 2 Keys they got from the Earth guardian and the Fire Guardian. The sorcerer also carefully studies the shape, color, material, and design of the Keys to see if anything intuitive pops out at him.

"I'm actually more ready now than when we started this jaunt", the sorcerer claims, the health that he sucked out of the FireEnt nearly making him glow. "Any resting is going to reduce my abilities, not increase them, but I can see that it is necessary."

"Hey, is there any spyhole from here to the water area? How do we know the other group may not have found the door and set up an ambush there?"

"And Malgant, I love you like a brother, but really! The other group is not our concern except that they are blocking the way to get the artifact that can prevent your Marteus from killing 9 of every 10 things in the Wold. If they are as powerful as we are, whoever strikes first is going to have a terrible advantage."

....Actions

Perception- 28
Know Arcana - 35
Know Religion - 34

.....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
Vampiric Touch: 104 Temporary Hit Points
Polymorph: 18/18 minutes; +1 AC Size, +2 Dex, +60 Swim

....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 3 5 1 6 2 1
}

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday December 20th, 2012 10:38:37 AM

Sir Joshua listens to the debate about whether they should focus discourse or combat when facing their future opponents..."As much as I believe in diplomacy, we don't know what we're up against, and as Jass wisely notes, whoever attacks first gets a huge advantage. I don't think we can afford to give up surprise on the off chance that they may wish to work alongside us... "

Meanwhile, he and William will continue to rest...

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Thursday December 20th, 2012 11:02:02 AM


Mookie pops his little black head out of Vauhwyt's pouch. Things look much more friendly here. With a little squirming, he works his way out. And, with a few flaps of sleek dark wings, the familiar makes the table. "Kill them all and let god sort 'em out," says the raven, then pecks at the white cap of a pickled mushroom.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn  d20+9=22 ;
Thursday December 20th, 2012 4:31:43 PM

" I thought as much, but wanted to offer the opportunity to discuss our options. First blood will almost completely decide this fight, which is why i might even advocate that we wait as long as Aztyr needs to repair the lost items. We have 2 keys so they cannot win without confronting us and I see no other place for them to await us that we cannot best them. Let them do the rest of the heavy lifting while we regain our strength. Jass, can your spy eyes move from one plane to another without popping? Say from the mansion to the water, then water to the next arena?"
Malgant will also study the keys and attempt to make any connections.
Wisdom check 22
He also asks Joshua to pull his damaged armor out. He may be able to restore it himself, though he is not sure.

OOC
Will Mending repair Joshua's armor and it's abilities or will I just mess it up? I am assuming that the armor itself is what lost the AC bonus, not the enchantment so I am reasoning that I can mend the damage, given enough castings of mending and repair the armor, restoring it to full health and function. Is that right?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Thursday December 20th, 2012 4:49:09 PM

Aztyr
Aztyr continues to mix the drop of woldsblood with the cinder she selected from the pile.


Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday December 20th, 2012 8:48:59 PM

(Thankfully, my armor wasn't destroyed, just damaged. It was considered "broken" rather than destroyed and is less effective... That's the one I'd vote to be fixed...

The belt buckle (+2 Con, slot less), was the one destroyed... I can live without that one for now unless its an easy fix since it gave me ~ 36 extra hps...)

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Friday December 21st, 2012 9:08:19 AM

Zzzzzz....... (Not sure if mine were destroyed or just damaged.)
---------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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 - Resist Energy x3, Lead Blades x3
2nd - Protection from Energy x3, Versatile Weapon
3rd - Darkvision (1 hour per CL), Cure Moderate Wounds, Summon Nature's Ally 3
4th - Cure Serious Wounds x2, Summon Nature's Ally 4

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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

Active Spells or effects:
Word of Recall - CL11 (castle, on plane only) 1/day: unused
Guiding Star (on himself, 12/15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 2/15 hours, CL15)
Longstrider (21/30 hours, extended, cast at entering realm)
GMW on Brahmah's weapon of choice (Falchion). (+4; 10/18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day*
Rod of Extend 3/day**
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [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

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Friday December 21st, 2012 10:04:27 AM

Jass puts on a mournful expression. "The Prying Eyes are limited by distance. Since planes are infinitely far apart from each other, the Eyes will cease to exist the moment they try to cross the threshold." He thinks for a second. "And the same is true for any conjuration of spirits or beasts, too. And for any spell that requires line of sight. Hmmm... it seems that at the moment of the portal is a very vulnerable spot. Really, only buffing spells should be able to cross the portals."

"I also have an idea to get by the next portal with waiting guards. I can cast a Contingency spell linked with Dimension Door and have it set for me and whomever I am touching to DimDoor 40 feet forward if any of us are attacked, right?"
"Then, I walk through while holding onto Vorelle and Brahmah. We are attacked and 'port beyond. I hit the enemy with Quickened Slow and Waves of Exhaustion. V and B start shooting people up. Malgant then leads everyone else to wait for a count of 6 (ie 1 round) and comes through Invisible!"

"Ambushes best work if the other group is surprised."

Highlight to display spoiler: {....Actions

Perception- 28
Know Arcana - 35
Know Religion - 34

.....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
Vampiric Touch: 104 Temporary Hit Points
Polymorph: 18/18 minutes; +1 AC Size, +2 Dex, +60 Swim

....Spells
(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 3 5 1 6 2 1
}

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Friday December 21st, 2012 12:22:06 PM


OoC to DMCayzle: I know that you're sort of busy now, but I've been waiting on results of the following ...

Intelligence Check 15 to learn anything from the shape/appearance/etc of the keys.
Disguise 39 (Taking 10)

OoC Conversation: I've got nothing particular planned. But here are the things I think we need to accomplish today before pushing on to the morning.

1) Restore our Magic Items.
2) Heal to within resting distance of Full HP.
3) Examine the keys to ensure that there isn't anything more than can be learned.
4) Try to learn more about the current situation. Scouting or Divination. (Status of other party. What's waiting outside the next portal? Status of third key. Etc.)


Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Friday December 21st, 2012 12:25:21 PM


"I like your plan, Jass." Vauhwyt looks up from her contemplation of the keys to favor the sorcerer with a toothy grin. "We'll have to know when to step in so that we can avoid the waves of exhaustion ourselves. What would you say? Count of six? Count of twelve?"

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

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
Haste-From Aztyr (18/36r)
Twilight Knife (03/18r 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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday December 21st, 2012 2:37:48 PM

Checking in... May not be able to post tonight...

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn  d4=3 ;
Friday December 21st, 2012 4:21:54 PM

" An excellent plan Jass, almost like you have been studying tactics and not me. Assuming that the next area is air, which if we are following a normal elemental 'wheel' design it should be, we will need a means of flying. I can protect us with planar adaptation from any bad effects of the plane. I wish I had done that before the fire arena.."
If Sir Joshua produces his armor Malgant begins casting Mending on it each round 3 points healed this round

Cayzle comments: Mending has a casting time of ten minutes.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Friday December 21st, 2012 4:22:29 PM

Aztyr
Aztyr continues trying to fix the damaged item she has chosen.

DM Cayzle - Rounds 37-137 
Friday December 21st, 2012 8:43:12 PM

OOC: Really sorry for the poor posting, friends. Holidays are crazy times.

Recent Actions

HEROES Act

Sir Josh waits. So does Vorelle.

Vauhwyt looks at the keys. They are magical, of no school, about the size of your hand. She cannot tell the material. Something foreign to her. They have the shape of the traditional skeleton key. Like this.

Malgant heals his friends.

Aztyr works to repair an item.

Brahmah rests.

Jass wants to peek out, but the door to the mansion is closed. If he opens the door, he will be able to see out ... and so too will anyone outside be able to see in. Only friends may enter, however.

The heroes discuss tactics and make plans as they wait for rest and repairs. Let's say 10 minutes have elapsed.

OTHERS Acts

None of which you are aware.

ARENA Acts

None that you are aware of.

Verbal map - You are all in the Mansion.

The clock stands at 137 rounds.

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al 
Saturday December 22nd, 2012 1:37:52 AM


OoC to DMCayzle: How big are they? That will largely (pun intended) determine whether they can be disguised as a dagger. The impression that I get is that they are fairly large. They were, after all, around the necks of a Large and a Huge creature.

Cayzle Comments: the size of your hand.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Saturday December 22nd, 2012 9:17:40 AM

Uncharacteristically modest, Jass brushes off Malgant's praise. "I've just been listening to you, Malgant", he says with a shrug.

"I'm thinking a count of six would let me cast the spells without us being overwhelmed by the attackers. And I could be as far forward as 50 feet to give us some more room to defend from counterattacks."

"As to the Air Domain, I can cast Mass Fly again,so that won't be a problem. What I wonder is what sort of environmental difficulties are there in the next area. Earth and Fire both had terrible effects, and Air shouldn't be any different. Tornados? Buffetting Winds? Electrical Storms?" Jass lists out all the things that are normally associated with "AIR".

....Actions

Talking

Highlight to display spoiler: {.....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] 9/36 min; +4 AC
Life Bubble;[CL18] 213/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 153/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 38/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 104 Temporary Hit Points
Polymorph: Small Water Elemental 8/18 minutes; +1 AC Size, +2 Dex, +60 Swim

....Spells
(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 3 5 1 6 2 1
}

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Saturday December 22nd, 2012 9:37:49 AM

Zzzzz......
---------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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 - Resist Energy x3, Lead Blades x3
2nd - Protection from Energy x3, Versatile Weapon
3rd - Darkvision (1 hour per CL), Cure Moderate Wounds, Summon Nature's Ally 3
4th - Cure Serious Wounds x2, Summon Nature's Ally 4

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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

Active Spells or effects:
Word of Recall - CL11 (castle, on plane only) 1/day: unused
Guiding Star (on himself, 12/15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 2/15 hours, CL15)
Longstrider (21/30 hours, extended, cast at entering realm)
GMW on Brahmah's weapon of choice (Falchion). (+4; 10/18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [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

Sir Joshua the Virtuous (Ken), DR 5/evil 
Sunday December 23rd, 2012 3:05:19 PM

Sir Joshua hands over the broken parts of his armor and the remnants of his belt buckle to Malgant, hoping that something can be done...

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164] 
Sunday December 23rd, 2012 4:50:59 PM

Malgant's healing restores Vorelle to full health. None of her items were destroyed, she doesn't understand magic, and she can't help but think she's just underfoot.

"Does anybody need help with anything?" she asks.

If not, she explores the Mansion, marveling at the luxuries available in the different rooms.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Sunday December 23rd, 2012 7:07:49 PM


Vauhwyt takes out one of her two hidden daggers. The hilts could be unbound and then rewrapped with the keys in them. No one would be the wiser. The wash of Malgant's healing draws her attention away from her project and moves her to speak.

"I'm good with staying here as long as Aztyr deems necessary to repair our equipment. I can make as many Mage's Mansions a we need. You heard what Jangle said. Time isn't important. Only getting the keys and unlocking the talisman. In fact, given the deadly nature of the environments, the more time we remain hidden the better. Let the others guess where we are and beat themselves gains fire and stone searching for us."

"In the meantime, I'm going to work on disguising these keys. I'd say that our biggest enemy now ... is boredom."

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

Disguise 39 (Taking 10)

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Monday December 24th, 2012 3:28:21 AM

Malgant closes his eyes and prays to Imod " My companions and I rely on my spells to survive and this challenge is harder than ever in this place. I ask that you grant me the miracle of restoring my circlet of wisdom from the ashes it was burned to so that I may continue to heal and protect them with the gift of your strongest prayers."
Cast Miracle.

DM Cayzle - Rounds 37-137 
Monday December 24th, 2012 5:15:01 PM

Vauhwyt readies the keys for a disguise. Jass thinks ahead -- very wise. Vorelle explores. Brahmah snores. Josh bemoans his loss. Mal has a request for his boss.

Mal -- you are marking off the 25,000 gp material cost for the spell? If so, your circlet is restored.

OOC: During the holiday, no worries on slow posting. I'll likely miss tomorrow myself. Merry Xmas, everybody!


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Monday December 24th, 2012 6:25:34 PM

OOC
As stated before I have not got 25k gp. Miracle must be about the worst 9th level spell out there. Sure it duplicates alot of spells, but none on par with 9th level power. Though power word kill is more useless. Oh well, Malgant sits on his hands for 8 days while Aztyr uses up all her Wolds blood if she wants to. Malgant is ready to move forward after that.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Monday December 24th, 2012 7:05:06 PM


Toward the night Vauhwyt worked in her Magnificent Mansion
Though truly time had no depth, no contract or expansion.

The hilts of the daggers were re-wrapped with great care
In hopes that no sign of the keys 'neath would air.

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

Disguise 39 (Taking 10)

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164] 
Monday December 24th, 2012 8:28:18 PM

[OOC: Vorelle has 20,000 gold she will gladly contribute toward the cost of restoring magic items.]

Vorelle's wanderings have brought her to a small conservatory, with lush green plants highlighted by a small burbling fountain. She likes it here, and spends quite a big of time among the greenery.

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Tuesday December 25th, 2012 12:52:32 AM

OOC: Brahmah hasn't got more than 1000gp to his name.

IC:
ZZzzzzz.....
---------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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 - Resist Energy x3, Lead Blades x3
2nd - Protection from Energy x3, Versatile Weapon
3rd - Darkvision (1 hour per CL), Cure Moderate Wounds, Summon Nature's Ally 3
4th - Cure Serious Wounds x2, Summon Nature's Ally 4

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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

Active Spells or effects:
Word of Recall - CL11 (castle, on plane only) 1/day: unused
Guiding Star (on himself, 12/15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 2/15 hours, CL15)
Longstrider (21/30 hours, extended, cast at entering realm)
GMW on Brahmah's weapon of choice (Falchion). (+4; 10/18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [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 - Rounds 37-137 
Tuesday December 25th, 2012 6:08:25 PM

Time passes ...

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday December 26th, 2012 3:01:20 PM

Sir Joshua doesn't have much cash on hand, but only has 771 to offer if it helps...

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday December 26th, 2012 3:18:38 PM


Vauhwyt looks up from her work. "I have 28,660 gold pieces, Mal. That's a lot of gold. But the stakes are high. Lives will be on the line. We have to win."

"You're welcome to the money if you wish." The liontaur takes out a Capacious Coin purse and places it on the table. Then, without another word, she goes back to her work.

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

Disguise 39 (Taking 10)

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Wednesday December 26th, 2012 4:07:42 PM

" No, I will let Aztyr work her magic, since she has the Wolds blood stored. I am trying to come up with ways we can fortify this position, in case the second group should come calling. Would you other casters think that the portal between planes, or demi planes, whatever is capable of being warded? I have never used symbols before, but my old teacher used to tell of some of his old battles. In some of these tales he would fortify the only entrance that foes could approach through with symbols, that they would trigger as they passed. Once they were weakened by the symbols he would make short work of them. He is said to have once held off an army in a narrow pass. He restricted their access with walls of stone and landslides and waited for 2 weeks for reinforcements. Each day he drew new symbols on the approach and each day the enemy lost dozens of assailants that were so weakened by the time they reached him that they were unable to hit him. Once the reinforcements arrived they swept through the gap onto the enemy, now hungry and tired and low on morale and defeated their larger force in a single day."
" If we could do something similar, ward that opening with symbols of weakness, madness, blindness, whatever, we would be the ones surprising them instead of the other way around. What do you think? I know we have some diamond dust with us, for restorations, I would need some opal dust as well I think. Can you transmute one into the other Vauhwyt? or one gem into another and then powder it?"


DM Cayzle - Rounds 37-137 
Thursday December 27th, 2012 10:07:50 AM

The group continues to plan and prepare.

[OOC: Sorry for the holiday slowdown folks. But no worries -- we're not in any rush!]

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Thursday December 27th, 2012 10:29:25 AM

Jass listens and thinks. "We can always ward this side of a dimensional portal with just about anything. The vulnerability, however, is that the Magnificent Mansion is an unstable dimension. I call it that because it is temporary and, if the location is known by someone on the outside, it can be dispelled. If it is dispelled, we all get dumped back in the waterway which would give us other things to worry about... like breathing."

He cants his head and then continues. "Besides, the Mansion can't be entered by anyone without permission of the caster. The other team can't get in here."

"What I'm worried about is the other group will get tired of waiting and will search for us with their one Key, and get beyond us. Then, it is running back and forth, back and forth, until someone makes a mistake."

....Actions

Talking

Highlight to display spoiler: {.....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] 9/36 min; +4 AC
Life Bubble;[CL18] 213/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 153/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 38/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 104 Temporary Hit Points
Polymorph: Small Water Elemental 8/18 minutes; +1 AC Size, +2 Dex, +60 Swim

....Spells
(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 3 5 1 6 2 1
}

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Thursday December 27th, 2012 11:05:46 AM


"I agree with Jass, Mal." Vauhwyt puts aside her project, still one quarter from completion. "There's no point fortifying the inside of the mansion. We might as well conserve our resources."

"And as to discovering and dispelling us, first, they'd have to guess that we've created our own plane in which to rest. Next, they'd have to find it. They'd have to expend a lot of resources to do that. And, to tell you the truth, I'm hoping that they do. I hope they keep looking for us, through fire, and wind and clashing rock until one or more of them dies."

"We've got two of the keys and they can't finish without us. I also don't believe they will be able to get beyond us. I'm betting that there are a finite number environments, fewer than can be counted on one paw. They'll keep looking for us, never knowing whether we might be doing the same. Never meeting because we've, possibly, moved on to the next environment. Now, if we're interested in doing something constructive, I think the best thing we could do would be a simple divination. A Commune spell would be ideal. Here are some of the questions that I would ask."

Is the other team currently in the Air Environment?
Is the other team currently in the Earth Environment?
Is the other team currently in the Fire Environment?
Is the other team currently in the Water?
Are there other environments aside from these?
Does any member of the other team possess the ability to cast arcane spells or spell-like abilities?
Does any member of the other team possess the ability to cast divine spells or spell-like abilities?
Does any member of the other team possess the ability to see the invisible?
Has any member of the other team cast a divination spell since the beginning of this challenge?

Vauhwyt pauses after her short list.

"You see how useful that could be? And there could be many other questions as well."

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

Disguise 39 (Taking 10)

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Thursday December 27th, 2012 3:14:53 PM

OOC
I wasn't going to ward the mansion. I wanted to ward the water/air portal.

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Friday December 28th, 2012 4:54:24 AM

OOC: Happy Holidays.

ZZzzzzzz.....
---------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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 - Resist Energy x3, Lead Blades x3
2nd - Protection from Energy x3, Versatile Weapon
3rd - Darkvision (1 hour per CL), Cure Moderate Wounds, Summon Nature's Ally 3
4th - Cure Serious Wounds x2, Summon Nature's Ally 4

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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

Active Spells or effects:
Word of Recall - CL11 (castle, on plane only) 1/day: unused
Guiding Star (on himself, 12/15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 2/15 hours, CL15)
Longstrider (21/30 hours, extended, cast at entering realm)
GMW on Brahmah's weapon of choice (Falchion). (+4; 10/18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [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

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday December 28th, 2012 9:47:11 AM

Sharpening weapons... dreaming of maidens.... thinking of foes to vanquish...

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Friday December 28th, 2012 10:38:25 AM

Jass thinks hard. "I like what Vauhwyt is saying. Let's try a divination! Further, if we ward the portal, and the other team goes through, they will have little reason to keep going to the fire area. If I hit a trapped area, I would think it was hiding something and spend my time and spells to find out what. In effect, warding the water portal points an arrow to where the Magnificent Mansion is actually at."

....Actions

Talking

Highlight to display spoiler: {.....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] 9/36 min; +4 AC
Life Bubble;[CL18] 213/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 153/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 38/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 104 Temporary Hit Points
Polymorph: Small Water Elemental 8/18 minutes; +1 AC Size, +2 Dex, +60 Swim

....Spells
(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 3 5 1 6 2 1
}

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Friday December 28th, 2012 10:57:29 AM


Vauhwyt nods at Jass' analysis. "Just exactly what I was thinking, Jass. The alternative would be to sprinkle some runes over areas that we are not in. For example, go back to the Earth environment and make that place so much more dangerous. Create a field of runes. A deadly Rune Field."

"But, in order to do that, we'd have to expose ourselves. We'd have to leave the mansion and dare the environments ourselves. We also risk possibly running into the other team."

"I understand our idea, Mal. And there's no doubt that your teacher's strategy was a good one. But I don't think we're in the same situation that he was in. In his case, both parties knew each other's location. Also, your teacher was forced to hold certain position. The others were also forced to fight for that position. That's not the case here. At present, neither we nor they know where each other are. And, in our case, at least, I think, at least until our equipment is restored, remaining that way is to our benefit."

"The best thing we can do at this time is to find out as much as we can about them without putting ourselves at risk."

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

Disguise 39 (Taking 10)

Positions: Inside Magnificent Mansion.

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)
Mage's Magnificent Mansion (39 hr/CL18 - Location: 60ft from Fire end of tunnel.)
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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Friday December 28th, 2012 3:49:59 PM

" A sound analysis, from both of you. I hadn't considered how it would point out where we were. In the morning I can pray for more divinations. Make up an exhaustive list of what we want to know besides the good questions you mentioned and I will try to find them while Aztyr repairs our gear. To that effort I will try and repair Joshua's armor. Since it wasn't destroyed simply mending it should return it to its former protection."
Malgant casts mending on Joshia's armor until it is repaired.

Aztyr continues the process of fixing items with Woldsblood.

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164] 
Friday December 28th, 2012 8:43:39 PM

Vorelle tears herself away from the conservatory long enough to see what her friends are up to.

"Ask about the keys, too," she suggests, when the talk turns to divinations. "If the other team has found any, and if so, which specific member of the other team is carrying a key."

Sir Joshua the Virtuous (Ken), DR 5/evil 
Sunday December 30th, 2012 3:48:42 PM

Sir Joshua agrees with the divination questions, especially which ones are the arcane users... Those are the ones he'd like to target, to stop them from causing mischief... "Great point Vorelle... We don't have to kill the other party... Just get the key from whichever one is carrying it, whether by force, or thievery... I of course would prefer a standup fight between me and their champion, but our ultimate goal may be best served by merely getting the key and moving on..."

Sir Joshua the Virtuous (Ken), DR 5/evil 
Sunday December 30th, 2012 9:06:12 PM

(OOC - Before I forget, we're going out of town Wed - Sat, 2-5 January and won't have INet access. If needed, please NPC Sir Joshua. We may not be in battle by the time I return but I wanted you all to know what's going on ;) )

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Monday December 31st, 2012 3:41:23 AM

zzzzz......

---------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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 - Resist Energy x3, Lead Blades x3
2nd - Protection from Energy x3, Versatile Weapon
3rd - Darkvision (1 hour per CL), Cure Moderate Wounds, Summon Nature's Ally 3
4th - Cure Serious Wounds x2, Summon Nature's Ally 4

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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

Active Spells or effects:
Word of Recall - CL11 (castle, on plane only) 1/day: unused
Guiding Star (on himself, 12/15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 2/15 hours, CL15)
Longstrider (21/30 hours, extended, cast at entering realm)
GMW on Brahmah's weapon of choice (Falchion). (+4; 10/18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [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 51 
Monday December 31st, 2012 9:02:27 AM


You entered the mansion expecting a place of long refuge. About 1.5 minutes goes by.

Brahmah is the first in the door of the mansion. The first to roll out his bedroll and gear and the first to sleep.

Aztyr gets to work on fixing the first magic item.

Malgant casts Mass Heal to cure everybody 180 hp. Then he starts casting Mending on Josh's armor.

Vauhwyt disguises the two keys as daggers.

Jass tries to peek out the door, but it is solid when closed. He considers strategy.

Vorelle explores the interior of the mansion.

Sir Josh attends Mal and Aztyr as they begin work on gear repair.

Please alert me as to any other posted actions taken over the prior 15 rounds that I have missed.

In Round 50, the team discusses options for a divination attempt.

At the end of Round 50, the Magnificant Mansion is dispelled.

Everyone is pretty much randomly dumped out, back into the watery passageway.

You see, next to the gate through which you have not yet passed, a large spider, dressed in colorful scarves and a top hat.

Please post your actions for the top of Round 51. Brahmah, you are spending the round waking up.

Also, it is vital that you post your current hit points, spells in effect, consumables used, the works. 1.5 minutes have passed, and we are at Round 51. We're back in combat, my friends. After you all post, I'll report to the other team what they can discern, so that they can post. I'm hoping to do one round per day, but it is possible that will slip to one round every two days depending on posting.

And THE MAP! Recall that the watery passageway is 100 ft long, 15 ft wide, and 15 ft high.


Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Monday December 31st, 2012 9:23:45 AM


OoC Question: Is the Faerie Fire from the Key Bearer still in effect on Vauhwyt?

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+15=20 ; d20+22=34 ;
Monday December 31st, 2012 5:08:50 PM

"Whaagh?", says Jass intelligently as the mansion suddenly ends and they get back into the watery passage. "

It has been less than 2 minutes from the time he entered the Magnificent Mansion and the end, and Jass is thankful that most of his buffs are still active.

Getting oriented, he notices the spider in a top hat. "Strange, and so far the only thing besides us who has gone to a different area. How much you wanna bet it is part of the other team?"

Jass decides to reduce by one the enemy team. A green ray shoots out of the small humanoid water elemental, trying to hit the spider with a ray that will prevent it from going back through the portal!

....Actions

Cast: Dimensional Anchor: Touch AC 20 Penetration 34. If hit, the spider can't do any form of dimensional movement, including going through a gate!

Talking

Highlight to display spoiler: {.....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] 9/36 min; +4 AC
Life Bubble;[CL18] 213/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 153/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 38/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim

....Spells
(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 3 5 1 6 2 1
}

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164]  d20+31=49 ;
Monday December 31st, 2012 5:38:31 PM

Vorelle decides she'd rather not be seen.

[Hide in Plain Sight, Stealth 49]

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al  d3=2 ; d20+25=35 ; d6+9=13 ;
Monday December 31st, 2012 7:41:33 PM


"Lockjaw, Mookie," Vauhwyt thinks to her familiar. The small black bird complies, triggering the tattoo and pecking his mistress on the shoulder. With the magic augmenting her already considerable skill in grappling, the liontaur reaches out with a fluid paw and makes a grab at the spider, hoping to pull it in.

"Clear some space. I'm going to try and pull it further into the tunnel," the wemictrix thinks to her fellow Blackbird Lakers.

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

Grapple: 39 (+10BAB+6DEX+1Size+4Feat+2Heroism+2Luck+4Lockjaw)
Damage 13hp if Successful
CMD 30

Positions: Vauwyt Q&R/2&3; Mookie P4

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)
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 1 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 1 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

Mage's Magnificent Mansion
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Monday December 31st, 2012 8:26:55 PM

With true seeing up the spider is ALL Malgant sees?
looking back for my effects list, but the true seeing is definitely still up.

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 (155 min/CL18)
Shield duration 12 minutes CL 18
Shield of Faith duration 12 minutes CL 18
True Seeing duration 12 minutes CL18
Freedom of Movement duration 175 minutes CL18
Resist Fire 30 duration 175 miunutes CL 18
Weapon of Awe 15 minute duration CL 18
Haste 1 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


DM Cayzle - Round 51 Extra Notes 
Monday December 31st, 2012 9:36:31 PM

I rule that a caster's spells do not end when the caster dies (except for those requiring concentration, of course, or those that center on the caster, or other unusual situations). The Fairie Fire is still going strong.

The Spider's Touch AC is 24, so Jass's green ray misses.

The Spider's CMD is 49, so Vauhwyt's grapple fails.

Mal sees that the spider has lots of gear, some invisible. It is in its own true form. True Seeing reveals that it has a notable tattoo on its head and therefore, if you can make a Knowledge Arcana check vs DC21, then Highlight to display spoiler: {It is a Summoner's Eidolon.}

By the way, Mal, based on your sheet, your +116 on Heal checks is quite impressive! :-)

Waiting for actions from Josh, Aztyr, and Mal.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn  d20+16=19 ;
Monday December 31st, 2012 11:06:56 PM

Aztyr responds as she is wont to do with a green ray of her own, also meant in a roundabout way to keep the creature from going anywhere, by killing it.
Cast disintegrate hitting touch AC 19 ( really?!?) a miss

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn  d20+9=14 ;
Monday December 31st, 2012 11:11:36 PM

how far is one plane from another in here?
I can't move up to melee it due to the restrictions of the hallway, right? what about in the 3ed dimension, can I get to it by going over/under the rest of the group?
Knowledge arcana 14

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Monday December 31st, 2012 11:55:55 PM

OOC: Did we repair all the gear?

Brahmah wakes up and gathers gear. He follows the group, groggy and still tired. He draws his weapons and preps for combat.

(OOC: Brahmah could use GMW on his kukri. Save Pro from Energy for others. He has his own.)
---------------------------------
Conditions/Other:

Belt gone. perfection +6
Cloak gone. resistance +5

-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 - Resist Energy x3, Lead Blades x3
2nd - Protection from Energy x3, Versatile Weapon
3rd - Darkvision (1 hour per CL), Cure Moderate Wounds, Summon Nature's Ally 3
4th - Cure Serious Wounds x2, Summon Nature's Ally 4

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
+5 movement (Wold replacement of +2 Initiative in favored terrain)

Active Spells or effects:
Word of Recall - CL11 (castle, on plane only) 1/day: unused
Guiding Star (on himself, 12/15 days, Blackbird Lake, cast day one upon return)
Darkvision (on himself 2/15 hours, CL15)
Longstrider (21/30 hours, extended, cast at entering realm)
GMW on Brahmah's weapon of choice (Falchion). (+4; 10/18 hrs/CL18, from Vauhwyt)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Rod of Extend 3/day
Helm of Comprehend Languages and Read Magic (slotless)
Necklace of Adaptation (slotless)
Frost Chain (on Kukri) [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 51 Extra Notes 
Tuesday January 1st, 2013 7:27:59 AM


OOC to Mal: The passageway is 15x15x100. A Taur is 10x10x10. You can go through an ally at full move if you like, but you cannot stop in the same place as an ally. A Taur CAN fit in a space as small as 5x5x5 using the squeezing rules, if you want to end move next to a fellow taur.

OOC to Brahmah: I cannot tell if it is Jay who is groggy or Brahmah who is groggy, but either way, Jay, you made me laugh out loud. Happy New Years!

Waiting for actions from Josh and Mal. No worries seeing as we are still in the holiday slowdown.

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Tuesday January 1st, 2013 9:41:30 AM

OOC: A little Brahmah and a little me. Both groggy. Glad I was one of the first laughs of 2013 Cayzle. I strive to please... usually.

Happy New year Blackbirdians!

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Tuesday January 1st, 2013 11:21:53 AM

" We cannot mount any reasonable defense in here, it is too close to fight in. We have two choices, fight in the arena we have not been to or go back to the fire arena we know. I can offset the effects of the fire arena if it is truly a plane. The only thing I still fear is that the spider is on that end because they WANT to herd us into the fire arena. "
Malgant casts Holy Aura on his friends while they are all still grouped up. He then falls back to the portal to the fire arena.
" Fall back into the fire all at once next round, Stay together, I'll protect you."

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 (155 min/CL18)
Shield duration 12 minutes CL 18
Shield of Faith duration 12 minutes CL 18
True Seeing duration 12 minutes CL18
Freedom of Movement duration 175 minutes CL18
Resist Fire 30 duration 175 miunutes CL 18
Weapon of Awe 15 minute duration CL 18
Haste 1 round duration CL 18
Holy Aura +4 deflection AC, +4 resistance bonus to saves, 25 SR vs Evil spells, protects against possession and mental influence as Prot from evil, Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC) DC 27
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, 169/223(169) hp Malgant Winterborn 
Tuesday January 1st, 2013 11:24:04 AM

Aztyr amends turn and uses her move action to move back to the entrance to the fire arena.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Tuesday January 1st, 2013 12:10:52 PM

OOC
Those who have not used your move action yet, move back to the portal. Most of us are too big to fight in here.
Joshua, remember that William is a sea lion, he can make it because he can swim. This is the last round of Haste, use it to close the distance so that we can all get through the portal TOGETHER next round.

DM Cayzle - Round 51 Extra Notes 
Tuesday January 1st, 2013 2:59:03 PM

Thanks friends! Keep in mind that you are underwater and swimming ... you can all breathe water, still, right?

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Tuesday January 1st, 2013 3:02:11 PM


Breath? Breath?!!!! Oh no. Oh crap! Oh ... yeah. Of course we can.

Cayzle Comments: Al, sarcasm? Oh, you wound me! :-)

Al makes the reference: Just call me Doug Piranha.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Tuesday January 1st, 2013 6:34:13 PM

Jass easily swims backwards 60 feet towards the portal but does not go through.

"Don't worry about breathing, since we weren't in the Mansion that long, my Life Bubble spell still has nearly 4 hours to go!"

....Actions

Cast: Dimensional Anchor: Touch AC 20 Penetration 34. If hit, the spider can't do any form of dimensional movement, including going through a gate!

Talking

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim

....Spells
(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 3 5 1 6 2 1
[/spoiler]

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday January 1st, 2013 7:59:34 PM

Joshua's not a big fan of running, especially since he knows they'll take damage from the fire and surrounding environs each turn... "If we move, what then? Will we wait a while and let the fire slowly burn us up or come up with a plan to hit the spider thing? If we're going to hit it, let me charge it and take it down... William and I could have some fun with that thing..."

For now, he'll reluctantly move back to the entrance to the fire plane and if everyone else goes, he'll reenter it...

Effects/Spells

SJ - 177/213 (36 due to loss of Con belt)
William - 158/158 hps
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 (14/18 minutes)
7. William is in the form of a sea lion
8. Last round of haste?



Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday January 2nd, 2013 3:21:51 AM

OOC: Is our gear fixed, repaired?!



AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Wednesday January 2nd, 2013 4:53:58 AM

OOC
Brahmah, it has been 1.5 minutes, so NO.
Joshua, I said I can protect us. Want to fight? show me WHERE you can fit your mount on the map near the spider. Welcome to being large and fighting in a narrow space.
C'mon folks, read what is posted and use some common sense.

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday January 2nd, 2013 7:12:40 AM

OOC: Wait, what? 1.5... hold on. Didn't we sleep and regain spells and the like? Wasn't there time to make attempts to repair things? *tantrum* I want my belt and cloak back!! :) Fine!

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday January 2nd, 2013 7:15:09 AM

"Didn't we have several guardians we needed to defeat? Maybe this is one of the opposing team." His swords still drawn in a completely hostile fashion. "Should we kill it? I'll follow the leader."

DM Cayzle - Round 51 Extra Notes 
Wednesday January 2nd, 2013 1:16:51 PM


Actions in Round 51

HEROES Act

Malgant casts Holy Aura and then moves back toward the way the group came in. Then he moves back toward the entrance.

Jass shoots a Dimensional Anchor at the spider, but the ray fails to touch the thing's Touch AC24. Jass then swims back 60 ft.

Vorelle hides in plain sight and stays put where she is.

Mookie pops his head out of his belt pouch long to activate a tattoo and enhance Vauhwyt's grapple chances. Vauhwyt reaches out, but fails to grapple the CMD49 target. She stays put.

Aztyr fires off a disintegrate ray, but it misses. She then moves back.

Brahmah struggles to wake up, but by the end of the round, he is fine and aware.

Although Sir Josh wants to stay and fight, he too falls back, along with his swimming sea-mammal companion.

OTHERS Acts

The rest of the turn has yet to come. Please post only to alert the DM of mistakes he has made or things he has overlooked. Another DM Post will come as son as possible to finish the turn.

ENEMY STATUS: Unknown so far -- will be posted shortly, so please be patient.

ARENA Acts

No hazards are present here in the watery passageway.

PLEASE HOLD ON AND DO NOT POST (except questions, corrections, etc).

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 2nd, 2013 2:15:48 PM


OoC: With the failed grapple, Vauhwyt retains a Move Action yet unused. The positions of the others is unclear, so I don't know where Vauhwyt should end up. But, seeing the move to fall back, she will use her move action to do so.

Mookie will swim back 10ft (1/4 of his Fly speed) with his Move Action. Can't fail the swim check with a base of +16. Vauhwyt will not be separated from Mookie and will always seek to be between him and the enemy.

Cayzle comments: I have no problem with Mookie being along for the ride in Vauhwyt's belt pouch, his head sticking out. So he can "ride" his mistress and she can take her move action. (Especially since arguably he stuck out his head (a move action) and activated his item (standard action) and thus has naught but a five foot step left on his lonesome.) I'll move you both back.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Wednesday January 2nd, 2013 5:36:08 PM

OOC
I just want to be sure I understand how this will work, so don't kill me. The other group started this so they have initiative, right? So we post our moves, they watch what we do and then they post their response?OR is it that they go, beat us up first and then we respond to them? How will the initative thing go, since the Wold doesn't use it normally?
To answer you Brahmah, no, we rested exactly 15 rounds and then were found, dispeled and are now back in the fight. We regained nothing but the hitpoints I cured. No gearas fixed because that takes a day, no spells were relearned. Basically we are facing a group that fought only one, if that guardian and has had plenty of time to regroup and plot our end. In short we are in trouble.

DM Cayzle - Round 51 Extra Notes 
Wednesday January 2nd, 2013 7:19:44 PM

OOC: Questions like this are always welcome. I'm using alternating group initiative. First the others go, then you go, then the others go, then you go ...

They act in the second half of the round; you act in the first half. So the Mansion was dispelled in the second half of Round 50. You have posted actions for the first half of Round 51. I have reported to the others, and they are now posting actions for the second half of Round 51. Either tonite or tomorrow, I'll post the DM post here to finish Round 51 and invite you to post for Round 52.

Hope that makes sense?

DM Cayzle - Round 51 Extra 
Thursday January 3rd, 2013 10:15:35 AM


For the spider's action in the bottom of Round 51, it gets out a scroll (move action) and reads it (standard action).

If you make a Spellcraft check vs DC24, you can ID the spell as Highlight to display spoiler: {Time Stop}.

Please refrain from posting actions until I figure out what the results of the scroll are. Feel free to post questions or chat in/out of character or just post to check in.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Thursday January 3rd, 2013 10:32:39 AM

Jass doesn't even have to think hard to realize the Spider is casting a "Time Stop!" he shouts, knowing that no one will be able to do anything to stop the spell from being cast.

....Actions

Spellcraft 24+d20 = auto success

Talking

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim

....Spells
(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 3 5 1 6 2 1
[/spoiler]

DM Cayzle - Round 51 Ends, Round 52 Begins 
Thursday January 3rd, 2013 12:53:14 PM

Round 51

As mentioned above, you shoot rays, try to grapple, cast a spell ... and then move back.

In the second half of Round 51, you see the spider take out a scroll and read it. Jass declares it is Time Stop. The spider disappears. Presumably it has moved during its free 2-5 rounds, because it is no longer there.

Here is a map at the end of Round 51. Vorelle is hiding in plain sight.

Please post your actions now for the top of Round 52!

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Thursday January 3rd, 2013 2:45:39 PM

He thinks to the group, "Check for the keys! Everyone check gear. Jass said something about Time Stop. Why else would it cast that? We're not dead or wounded."

----------------------------------
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 37, Touch 19, Flat 33; HP 351/206)  d20+24=25 ; d20+23=24 ;
Thursday January 3rd, 2013 5:15:49 PM

Jass sees the Spider blink away and realizes it had several seconds to act alone. The sorcerer defensively casts a See Invisibility spell on himself and scans the watery area before putting his hand around his neck for the two Keys to make sure they are still there.

"A Time Stop spell is incapable of attacking anyone else, but setting up delayed spell effects are still possible", the sorcerer tells Brahmah. Taking thought to action, the small water elemental scans the corridor looking for telltale signs of magic castings.

Jass also prepares to swim forward or back through the portal on the command of Malgant.

....Actions

Concentration to cast defensively : DC 19, d20+27, auto success
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.

Spellcraft = DC 15+ spell level 25 identify a spell as it is being cast
Know Arcana = DC 20+spell lvl vs 24 identify spell effect in place

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.

....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 6 5 3 5 1 6 2 1
}

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164]  d20+27=37 ;
Thursday January 3rd, 2013 5:44:18 PM

When Jass warns of Time Stop, Vorelle's thought is, wait, they can do that?

She blinks, but doesn't feel any different. But her friends seem to think that time has passed.

Quickly, she scans the water, looking for signs of anything unusual.

[Survival 37. I know it isn't possible to actually "track" underwater, but maybe something left a wake? Stirred up some flotsam? Anyway, it was worth a shot...]

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn  d20+7=27 ; d20+9=20 ;
Thursday January 3rd, 2013 6:25:06 PM

Spellcraft 27 ( you are all just as surprised as I am) The spider cast time stop...what spider uses scrolls and casts high level spells Malgant wonders.
Knowledge arcana 20 still no idea what the rune means.
"Well Imod's Horns, I'm at a loss. I see no little beads left behind foretelling delayed blast fireballs or anything like that( do i?) I assume he rejoined his group. We are at a crossroads here, either we buff and go after them or we fall back and prepare or we can send one person to speak to them. We discussed talking to them before and I doubt any meaningful agreement could be met except maybe an honor combat or something, so what do you all want to do, attack or move to the fire arena and wait for them?"

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 (155 min/CL18)
Shield duration 12 minutes CL 18
Shield of Faith duration 12 minutes CL 18
True Seeing duration 12 minutes CL18
Freedom of Movement duration 175 minutes CL18
Resist Fire 30 duration 175 miunutes CL 18
Weapon of Awe 15 minute duration CL 18
Holy Aura +4 deflection AC, +4 resistance bonus to saves, 25 SR vs Evil spells, protects against possession and mental influence as Prot from evil, Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC) DC 27 duration 17 rounds
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, 169/223(169) hp Malgant Winterborn  d20+29=37 ;
Thursday January 3rd, 2013 6:32:48 PM

Aztyr
Knowledge arcana 37 ( Aztyr has a permanent see invis so she can see the mark too, I forgot)
" You guys know that thing was a summoner's Eidlon right? How did it come here without it's master and how the heck did it cast spells? I thought those things were the muscle of the operation, not the brains. I don't know which would be better to do either. Going forward we are in a new strange enviroment and going back we could be waiting a long time while buff run out. I just don't know. But we should be fast in case the bomb us while we talk."
Aztyr casts extended haste duration 36 rounds

DM Cayzle - Round 51 Ends, Round 52 Begins 
Thursday January 3rd, 2013 7:18:34 PM

Vorelle, what's your survival mod +27 from? You have 18 ranks, +4 wis, +3 class skill = +25. Are you adding in your Lens of Detection? If so, that's +5, not +2?

Rangers get "Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks." That should add a +9, right?

Oh, maybe you are counting the +2 for your favored terrain (water)? That's fine, then, but what about your ranger bonus +9 and your lens?

Anything else I'm missing?

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164] 
Thursday January 3rd, 2013 9:25:47 PM

I wasn't sure whether what I was doing counted as "following or identifying tracks." :) And I'd forgotten about the lens. And yes, the +2 was for the favored terrain, which I did remember.

So, Vorelle's total should be 42, or 51 if we're saying that looking for a wake is the same as looking for tracks.

DM Cayzle - Round 51 Ends, Round 52 Begins 
Thursday January 3rd, 2013 9:47:17 PM


Vorelle does see the amazingly slight traces of passage that wound be practically impossible for anyone else. The key hint is that it brushed up against some party members as it squeezed by. It seems the most likely scenario is that the spider moved to the fire gate and then out.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al  d20+16=35 ;
Friday January 4th, 2013 9:18:24 AM


"A summoner's Eidolon," muses Vauhwyt across the Telepathic Bond. "Without the summoner. Lets assume that the creatures that Vorelle saw outside the portal to the Air Environment was the other team, and that this spider too is one of them. We're most familiar with Eidolons that have been summoned to the side of an arcanist. But, from what I understand, Eidolons are extra-planar. And we are currently on planes outside of the Wold."

"There doesn't appear to be anyone here at the moment."
Vauhwyt eyes the length of the Water Tunnel with her ability to see the invisible. She also pats the place at which she had secreted the dagger with the disguised keys. "So lets take some time to think this through before rushing into a fight. I think that, at this point, we're still better off remaining where we are rather than charging blindly into what may wait at either end of this watery tunnel. It may be hard to do nothing, so lets think instead. Think before we do."

"I think that you're right, Aztyr. As far as I know, Eidolon's don't wield magic in the sense that we are familiar with. But, they can use their powers to imbue themselves with Spell-like abilities. In order to find the door to my mansion, the spider must have chosen the ability to see the invisible. And an Eidolon might certainly learn the skill of Using Magic Items, and that might have been how the Jaunty Spider cast the Time Stop scroll. But how did it dispel the Mansion? That should not be one of the powers that they possess. And I doubt that my mansion could have been dispelled through the power of a scroll. A staff, maybe. But an Eidolon should not have been able to cast dispel through a staff."

"And, I know that the Jaunty Spider certainly had some remarkable defenses. It shook off my grapple as though it had never happened. But ... it didn't attack. Which might mean that it has very little skill in that. If its defenses are generated from magic, firstly, it would benefit us to wait until they ran out. And secondly, one thing we might try once we encounter it again is to target it with dispelling magic."

"But, I'd like to be more certain as to the source of its powers."


Vauhwyt's leonine face drops into lines of contemplation. The gods of the Wold had always been good to her. Gargul had been a source to which she had always been able to reach out to for the power she needed to succeed and overcome. But this time, she appeals to a higher power even that the Gray Lord Gargul. Vauhwyt reaches out to the primordial gods, the ones responsible for even the gods themselves, the one's who shape the Wold from beyond.

"What is the source of this Spider's magic powers? We need to know before we can proceed."

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

Knowledge Arcana 35 (To know about Eidolons)

Use One Hero Point
Hero Point Usage: Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the DM for a hint about what to do next. If the DM feels that there is no information to be gained, the hero point is not spent.

No move. Only speaking as action.

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
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 2 Hero Points
Wand of CMW 46/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Friday January 4th, 2013 9:33:05 AM

"I can set a Wall of Force on either end of this watery tunnel", suggests Jass, "and Atzyr could make it Permanent. With giving no room between the portal and the water, it should effectively stop any large Eidolons or even Small creatures from using the portal since there would be no space for them to move through. And that would give us all the time in the Wold for us to plan as long as we have the 2 Keys."

"And if they can't fit on this side of the portal, they don't have line of effect on the walls, and so can't cast any spells to knock the wall down", the sorcerer finishes a little smugly.

....Actions

Concentration to cast defensively : DC 19, d20+27, auto success
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.

Spellcraft = DC 15+ spell level 25 identify a spell as it is being cast
Know Arcana = DC 20+spell lvl vs 24 identify spell effect in place

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.

....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 6 5 3 5 1 6 2 1
}

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164] 
Friday January 4th, 2013 12:10:37 PM

The spider-thing went back toward the fire-and-hurricane plane, Vorelle reports. Also, it got pretty close to a few of you, so make sure you have everything.

She listens closely to Jass's analysis. But they dispelled that mansion thing, she points out, feeling a little pang for the lovely conservatory, wouldn't they just dispel the walls, too?

DM Cayzle - Round 52 Half Done 
Friday January 4th, 2013 1:06:35 PM


Brahmah urges the group to check that the keys are still safe.

Jass casts See Invisible, and notes nothing.

Malgant asks for ideas.

Aztyr casts extended haste.

Vorelle looks for the amazingly subtle signs that the spider might have made in passing ... The key hint is that it brushed up against some party members as it squeezed by. It seems the most likely scenario is that the spider moved to the fire gate and then out. Vorelle relates this to her friends.

Vauhwyt thinks hard for some inspiration. It seems to her that the eidolon's powers likely come from many magic items, many scrolls, and spells cast on it by its master not that long ago. Of course, the entire combat has only taken a little over 5 minutes.

Sir Josh listens and watches.

Please wait for me to post. Questions always welcome.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Friday January 4th, 2013 4:47:12 PM

Hopefully since we are just talking we can do it amongst ourselves without messing you up Cayzle
An excellent idea Jass. As long as there is no room for them to enter this plane they would not have a chance to disintegrate the wall. Of course if you want to kill them I can put a prismatic wall there instead and let Aztyr permanency it. That would be a rude awakening to anyone coming through the portal.and if there were a magic mouth out here it could tell us when they arrive."
Questions
Can Aztyr work the magic with the Woldsblood here in the water?
Is her first attempt ruined by this 2-3 round interruption?( provided it goes no farther)
Can an inanimate object be stuck through the planar barrier without taking the person sticking it through with it?
Can an item such as a rock be tosses through the barrier and come out in the other plane?

DM Cayzle - Round 52 Half Done 
Friday January 4th, 2013 5:34:10 PM

Sure, chat away, my friends! I like to see players engaged.

Can Aztyr work the magic with the Woldsblood here in the water?

Cayzle: Um ... Sure, if the use takes one round or less to complete.

Is her first attempt ruined by this 2-3 round interruption?( provided it goes no farther)

Cayzle: Nope. You can start and restart.

Can an inanimate object be stuck through the planar barrier without taking the person sticking it through with it?

Cayzle: Nope. Once the portal is touched, the touchee is pulled through. You can't be half-in-half-out either.

Can an item such as a rock be tossed through the barrier and come out in the other plane?

Cayzle: You have not tried. :-)

DM Cayzle - End Round 52 - Going into Round 53  d20+28=39 ; d20+28=47 ; d20+28=32 ; d6=1 ; d20+16=22 ;
Saturday January 5th, 2013 10:50:44 AM

Round 52

Heroes Act (recap)

Brahmah urges the group to check that the keys are still safe.

Jass casts See Invisible, and notes nothing.

Malgant asks for ideas.

Aztyr casts extended haste.

Vorelle looks for the amazingly subtle signs that the spider might have made in passing ... The key hint is that it brushed up against some party members as it squeezed by. It seems the most likely scenario is that the spider moved to the fire gate and then out. Vorelle relates this to her friends.

Vauhwyt thinks hard for some inspiration. It seems to her that the eidolon's powers likely come from many magic items, many scrolls, and spells cast on it by its master not that long ago. Of course, the entire combat has only taken a little over 5 minutes.

Sir Josh listens and watches.

Enemies Act:

A T-Rex tries to force its way in through the fire gate. It Bull Rushes Mal, Aztyr, and William to do so, rolling a 39 vs Mal's CMD38 (or is it 34 these days?) (Sorry, no standing on level ground bonus!), a 47 vs Aztyr's likely moot, and a 32 vs William's, also likely moot. Your DM regrets not having the CMD for Aztyr and William at hand.

The T-Rex squeezes in. However, it provokes AoOs from Mal, Aztyr, Jass, Josh, and William as it does so. Please strike against the beasts AC21 as you take your AoOs. Wait! it is squeezing, so its AC is 17. Note that Mal and William are forced to use the squeezing rules: "Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a -4 penalty on attack rolls and a -4 penalty to AC."

Then the T-Rex takes a bite out of Mal, or tries to. It hits AC22, a miss even against Mal's squeezed AC38.

That ends Round 52. And The Map! You all get to play with a T-Rex in Round 53. Please post your actions now.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Saturday January 5th, 2013 11:06:08 AM


OoC to DMCayzle: Isn't a TRex 20x20? Wouldn't Squeezing rules then apply including all movement penalties? I would think that given the movement penalties combined with the fact that crossing from one environment to the other would mean that a TRex could not enter at all.

DM Cayzle - End Round 52 - Going into Round 53 
Saturday January 5th, 2013 11:17:12 AM

The nature of the gate is such that if you try to enter, it helps you along. You cannot be half-in, half-out. So if you would not fit, it gives you the chance to bull rush yourself in as part of the move action that you used to enter the gate. If you fail the bull rush (as would be the case against a Wall of Force, BTW), then you are forced back. In this case, the T-Rex rushed itself in, squeezed though it surely is.

Hope that helps.

DM Cayzle - End Round 52 - Going into Round 53 
Saturday January 5th, 2013 12:45:23 PM

Friends, note that Ken is on vacation. Anyone able to post his AoOs, attacks, etc for Josh and William?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 169/223(169) hp Malgant Winterborn 
Saturday January 5th, 2013 4:20:54 PM

I don't have time right now to do anything but say I don't have time. I have freedom of movement on as well and I still don't get my standing on level ground bonus?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Saturday January 5th, 2013 6:11:41 PM

My CMD is 38 after recalculating without the belt. This does not include the Protector bonus. Previously it should have been much higher because I never added in things like deflection, dodge, insight AC and haste because I followed the formula on the sheet and didn't look up the REAL formula. Lesson learned, moving on.
If there is no surface to stand on, how is freedom of movement helping me at all to move in the water? I was assuming I was walking on the floor, or roof, or wall.
Bull rush pushes people straight back. Therefore your t rex should fill the 15x20 that he takes up and we should be pushed into all of the other folks in the hallway, this causes a ton more rolls vs THEIR CMDs with cumulative penalties to see whether this bull rush succeeds and where we all end up.

Additionally the Holy Aura gives us protection like Protection from evil, can the T rex even push us out of the way? it shouldn't be able to hit us if it is summoned.

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+18=20 ; 4d4+24=32 ; 2d6=11 ; d6=6 ; d6=3 ;
Sunday January 6th, 2013 12:12:57 AM

"I think spell casters are more likely to have ideas to deal with other casters. I'm limited in that capacity, until I can fully rest."

The minotaur slides in to try to attack the T-rex, taking fully advantage of the tight quarters and his own reach.
Vital strike, Power attack, falchion, reach.
(AC 24, for 32 damage, 11 Vicious damage, 6 cold damage, 3 Vicious to himself)
----------------------------------
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 38, 169/223(169) hp Malgant Winterborn  d20+24=41 ; d20+20=27 ; d20+20=35 ; d20+20=25 ; d20+15=19 ; d20+10=30 ; d20+10=17 ; d20+5=11 ; 2d6+15=23 ; d6=3 ; d6=1 ; 2d6+25=34 ; d6=5 ; d6=6 ; 2d6+25=31 ; d6=6 ; d6=4 ; 2d6+25=31 ; d6=5 ; d6=3 ; 2d6+25=35 ; d6=2 ; d6=3 ; 4d6+50=65 ; d6=4 ; d6=6 ;
Sunday January 6th, 2013 10:14:05 AM

OOC
OK, no answers to the issues I posted so I guess I'll just be quiet and post a round.
IC
As the beast appears and pushes them out of the way Malgant slams a fist into the side of it's head.
AoO hits AC 41 for 23 damage + 4 holy
This doesn't make it go away so he launches a harder flurry of blows against it.( power attack)
Attack 1 hits AC 27 for 34 damage + 11 holy damage
Haste hits AC 35 for 31 damage + 10 holy damage
Flurry hits AC 25 for 31 damage + 8 holy damage
Attack 2 hits AC 19 for 35 damage + 5 holy damage
Attack 3 hits AC 30 ( possible critical, confirmed to AC 17 so Critical) for 65 damage + 10 holy damage
Attack 4 misses
( all attacks are magic, blunt, holy, good and ghost touch. I doubt the holy hurts it unless it is fiendish but I left it in anyway.)
Total 196+ 23 for the AoO plus 48 holy 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 (155 min/CL18)
Shield duration 12 minutes CL 18
Shield of Faith duration 12 minutes CL 18
True Seeing duration 12 minutes CL18
Freedom of Movement duration 175 minutes CL18
Resist Fire 30 duration 175 miunutes CL 18
Weapon of Awe 15 minute duration CL 18
Haste 35 round duration
Holy Aura +4 deflection AC, +4 resistance bonus to saves, 25 SR vs Evil spells, protects against possession and mental influence as Prot from evil, Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC) DC 27 duration 17 rounds
3 of 6 lesser rod of extend used.
War domain 2/8 rounds used

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn  d20+28=47 ; d20+28=39 ; 2d10+36=51 ; d6=1 ; d6=1 ; d20+24=26 ; d20+24=39 ; d20+19=36 ; d20+19=22 ; d20+14=25 ; d20+9=12 ; d10+23=31 ; d6=1 ; d6=4 ; d10+23=29 ; d6=1 ; d6=5 ; d10+23=31 ; d10+23=25 ; d6=3 ; d6=6 ; d10+23=28 ; d6=6 ; d6=5 ;
Sunday January 6th, 2013 10:48:14 AM

Sir Joshua CMD 32

Sir Joshua takes a swing with his sword as the creature forces its way into the tunnel.

AoO hits AC 47 critical threat, confirmed on AC 39 for 51 damage + 2 holy

He also then rips off a series of attacks putting his shoulder into them.( Power Attack)

Attack 1 hits AC 24 for 31 damage + 5 holy
Haste hits AC 39 for 29 damage + 6 holy
Attack 2 hits AC 36 critical threat confirms to AC 22 for 56 damage + 9 holy
Attacks 3 hits AC 25 for 28 damage + 11 holy
Attack 4 hits AC 12 miss

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Sunday January 6th, 2013 10:50:08 AM

OOC
As soon as it dies seal the hole Jass. 8)

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Sunday January 6th, 2013 11:28:43 AM

Aztyr AC 30/21/22 CMB 11 CMD 30 HP 169/169

Aztyr uses a fast low level spell to remove the threat. A jet of water shoots from her hand and Bull Rushes the creature back through the portal. ( Cast Hydraulic Push Defensively)
31 vs DC 17 to cast defensively
Bull rush 39

Effects on Aztyr
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
Haste, Duration 35 rounds
Heroism from Vauhwyt

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

OOC
Moved Aztyr's post down here in case the critter actually lives throough all of that damage. Wouldn't want to push it back still alive and disallow others to hurt it.


DM Cayzle - End Round 52 - Going into Round 53 
Sunday January 6th, 2013 12:24:28 PM

Friends, I appreciate the feedback, and apologize that my weekend time was too short to allow an immediate response.

Yes, I made a mistake with how Bull Rush works. My roll was not enough to push Mal far enough to give the monster room. Since the beastie cannot be half-in, half-out, it was not able to stay in the watery passage, and so it ended up back whence it came.

So let me fix my error by ruling that no spells or consumables are expended, and you are free to act in 53 without a giant dinosaur squeezing his way in. He tried, and then was pushed back. Please repost your actions for R53. Sorry.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Sunday January 6th, 2013 1:58:05 PM

So wall of force or prismatic wall? 12500 gp to permanency the force wall, 20k for the prismatic. awfully expensive just for 8 nights rest and restoration of our gear. The wall of force is probably more useful because it IS possible to make all the other wall's saves, though unlikely.

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164] 
Sunday January 6th, 2013 11:36:46 PM

[OOC: If it's possible, Wall of Force. If it's not possible, I think we should look at re-distributing the non-destroyed gear.]

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Monday January 7th, 2013 3:48:47 AM

Brahmah draws weapons and waits.
----------------------------------
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 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Monday January 7th, 2013 8:34:53 AM


"Did I mentiont that I have twenty eight thousand six hundred and sixty gold pieces?" Vauhwyt asks. Her thought had been to her fellow Blackbird Lakers, but her eyes are glued on the portal where the enormous dinosaur had just attempted entry.

"I say, put up Walls of Force at both ends of the tunnel. Put them flush up against the opening so that no one can get in to dispel them. Then I'll create another Mage's Mansion and we can pick up where we left off."

"Actually, when you think about it, this turned out better than we might have expected. Now the other team is split up. I hope that Mister Jaunty Spider likes the fire storms." Vauhwyt's vocal control slips, or, perhaps, she allows it to slip, as she expresses a certain feral satisfaction. "And, if I rrrecall correctly, he'll have to worrrk his way north a bit in orrrrder to get to the otherrr portal and escape. Good luck to him. Hope he doesn't get burrrned or crrrushed on his way back to his frrriends."

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

Offer Gold as Action

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
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 2 Hero Points
Wand of CMW 46/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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 - End Round 52 - Going into Round 53 
Monday January 7th, 2013 12:32:39 PM

Orders? I only have Vauhwyt and Brahmah so far for R53.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday January 7th, 2013 3:35:13 PM

(Back from vacation... trying to figure out where we're at and what is cancelled post R53.... If I read it right, no damage to Sir Joshua or William... Thx for covering for me ;) )

While the group discusses the next step and whether or not to cast a permanent wall, Sir Joshua and William (as a sea creature) take point and are the nearest to the entrance from the water plane... They'e got prepared actions ready, planning to hit whatever they see with his sword and William's natural weapons...

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Monday January 7th, 2013 4:10:28 PM

Malgant loses one of his 7th level extended range heals and puts a wall of force up against the fire portal, flush against the portal so that no one can port in and disintegrate it.

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 (155 min/CL18)
Shield duration 12 minutes CL 18
Shield of Faith duration 12 minutes CL 18
True Seeing duration 12 minutes CL18
Freedom of Movement duration 175 minutes CL18
Resist Fire 30 duration 175 miunutes CL 18
Weapon of Awe 15 minute duration CL 18
Haste 35 round duration
Holy Aura +4 deflection AC, +4 resistance bonus to saves, 25 SR vs Evil spells, protects against possession and mental influence as Prot from evil, Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC) DC 27 duration 17 rounds
Wall of force duration 18 rounds hardness 30 with 360 hp
3 of 6 lesser rod of extend used.
War domain 2/8 rounds used


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Monday January 7th, 2013 4:15:35 PM

OOC
Right Ken, no damage. Our house got dispelled and we nearly had to fight a Trex which we killed handily except it couldn't fit in here when it tried. You can be a beast in a fight, remind me not to piss you off. 8)
No problem rolling your dice, your sheet is clear and easy to follow.

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164] 
Monday January 7th, 2013 4:19:04 PM

While the others are discussing their options, Vorelle begins laboriously dog-paddling toward the end of the portal they haven't been through yet.

Because if they decide to go this way, I'm going to be left behind...

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Monday January 7th, 2013 4:26:37 PM

Malgant asks before Aztyr can permanency the wall, " Do we really think Bingo and Bongo will allow a stalemeate long enough to fix our gear? I mean I really would like my stuff back, and if they are going to have summoned critters that big we will probably need it. Thing is with a summon that large, we ignore it at the risk of our spellcasters. It probably couldn't hurt me or Joshua,probably not Vauwhyt or Brahmah or Vorelle, but it could probably catch and munch on Jass or Aztyr. I say we try it, because I feel naked without the strength, dexterity and constitution I lost, and my spells will suffer for the loss of wisdom. I will be less likely to resist spells without the cloak. And most of us lost a similar amount of gear. I suggest that those of us who prepare spells, which is just me I think, prepare to mitigate some of those losses with short term spells like Mass Bear's endurance and such. While Aztyr repairs the gear."

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+18=27 ;
Monday January 7th, 2013 5:34:20 PM

Jass sees the carnivorous dinosaur try to bull his way into the portal, but then gets pushed back out. The sorcerer is ready with a Wall of Force, but Malgant beats him to it.

So instead, the small water elemental swims halfway down the watery tunnel and erects another Wall of Force against the other portal.

"There! At least that will give us enough time to take a breath and think!", he exclaims.

In the short time that he say the T-Rex, Jass tries to see if he had seen an Eidolon Mark on it.

....Actions
Swim to N,4 - 60' swim speed as small water elemental

Cast Wall of Force U/V 2,3,4

Perception : 27 to see if the Trex was the polymorphed spider or a summoning.

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.

....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 6 5 3 5 1 6 2 1
}

DM Cayzle - Top of Round 53 
Tuesday January 8th, 2013 6:13:47 AM

Round 53

Heroes Act

After a flurry of discussion, the heroes act.

Brahmah draws his weapons.

Vorelle swims toward the other end of the passageway.

Sir Josh follows and readies an attack.

Vauhwyt urges the group to block both ends of the watery passage with walls of force.

Malgant puts up a wall of force as close to the fire gate as possible.

Jass seals off the other end in the same way.

Aztyr ponders ways to make those walls permanent.

Thus ends round 53 for you folks. Thanks for your patience.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Tuesday January 8th, 2013 8:55:29 AM


"Good." Vauhwyt's vocalized word sounds odd in the watery medium after so much conversation via the Telepathic Bond. Again she offers her gold to the task of the Permanency spell.

"It shouldn't take more than half a minute for you to make those Walls permanent, Aztyr. Then, we'll have all the time we need. When we come back out, we can just dismiss the Walls and we'll be ready for a new day."

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

Here's how I see the next few rounds.
Round 53 & 54: Aztyr makes one Wall permanent.
Round 55 & 56: Aztyr makes the other Wall Permanent. And Vauhwyt creates another Mage's Mansion.
Round 57 on: We all retire to the Mage's Mansion.

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
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 2 Hero Points
Wand of CMW 46/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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 
Tuesday January 8th, 2013 9:36:15 AM

Sir Joshua remains to the side of the entrance... He deliberately is NOT right in front of it, as he doesn't want to get hit by any spells that may come through it... Rather, he and WIlliam are prepared to hit whatever comes from the flank...

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Tuesday January 8th, 2013 5:07:28 PM

" I concur with Vauhwyt. Make them permanent and we can fix our gear. We can also plan and spy on Mr. spider now that we have seen him. Vorelle, do you think you can find anything he left behind? A hair or anything? That would allow us to watch him more easily and you and Brahmah have the best chance of finding something like that in this terrain."
Malgant will watch over Aztyr while she makes the walls permanent and then retire to the mansion.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Tuesday January 8th, 2013 5:08:31 PM


Aztyr
Aztyr begins to make the wall of force on the fire gate permanent.

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164]  d20+27=38 ; d20+21=33 ;
Tuesday January 8th, 2013 6:19:26 PM

I can look, sure.

Vorelle begins looking around for something the spider-thing may have left behind.

[Perception (to see stuff) 38. Knowledge Nature (to sort out the naturally-ocurring stuff) 33.]

DM Cayzle - End of Round 53 - going into Round 54 
Wednesday January 9th, 2013 7:39:30 AM


BONG BONG BONG BONG!

Not three seconds after they were cast, the Walls of Force are put to the test!

On the Fire side, five T-Rexes bounce off the Wall of Force and then back into the Fire Arena.

On the other side, the bouncers are an even more intimidating lot: A gargantuan kitty; a mind flayer the size of a storm giant; another giant with many arms, and a weapon in each one; a hound archon of some sort, or maybe it's a large werewolf with wings, and another T-Rex. However, all of these have a distinctive glowing tattoo on their foreheads.

Then, a creature teleports into your midst, holding its hands up in peace. It looks like a small anorexic elf, calm and morose, and it speaks.

"I'm just here with a message! Please don't kill the messenger! Here's what the other side has to say." It puts its hands behind its back like a schoolboy called on to recite a poem:

You have until the count of 5 to exit out the non-firery end of this tunnel and fight with honour, or any keys we have will be destroyed. We may not be able to destroy every single one of them, but we can certainly make sure you don't get all of them!

Our last encounter proved you have little honour -- attacking an unarmed spider without a word of diplomacy? Most dishonourable indeed! Come fight us face-to-face if you have any honour at all. You have until the count of 5, starting now.


The small gaunt elf coughs, grins, and says, "That's the message! You want I should bring back an answer?"

All this happens in the second half of Round 53, before you can start making the Walls of Force permanent. Please post now for the top of Round 54.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 9th, 2013 9:15:48 AM


"We wanted information," Vauhwyt thinks to her fellow Blackbird Lakers. "Here's our chance to get it."

"Notice what the other side knows. First, they know that the spider was attacked. That means that at least one of the very short rounds of Time Stop was spent going back through the portal and speaking amongst themselves. Notice also, that they know that the environment on the other side of this tunnel is Fire. That means that they've either already been there and did not choose to fight the flaming treants. Or, they have some way of communicating between planes."

"Actually, I tend to think the later. We came through the Earth environment fairly quickly. Also, recall that two of the treants stood guard over the other water portal. I don't think that the others could have come through and taken everything in without becoming embroiled with the treats."


"Tell them ... " Vauhwyt begins then, without consulting her team mates, " ... that the spider attacked us first by dispelling our mansion. Without a knock. Without anything. This colors any claim that they might have to honor."

"If they wish to talk, then we can talk now through you. But, I don't think we'll be letting the walls down any time soon. Not the way things stand, at least. You see, I think that we have time on our side. I think that they are ... Bluh-Fing."

"But ... let me introduce myself. My name is Vauhwyt. And who might you be? A representative of Jangle's? I couldn't help but notice that you were able to teleport between the planes."

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

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
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 2 Hero Points
Wand of CMW 46/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+18=38 ; d20+19=30 ; d20+23=26 ; d20+24=32 ; d20+17=19 ;
Wednesday January 9th, 2013 10:45:15 AM

Jass, the small water elemental, is momentarily surprised at the appearance of the elf and his message, but not at all surprised at the mass rush of creatures who attempted to come through the portals. The mind of the sorcerer starts rethinking some assumptions and comes up with an answer to Vauhwyt's question.

Jass checks to see if the elf has an Summoner/Eidolon mark and if the elf thinks it is bluffing.

"Obviously, the portals are not interdimensional. We are all on the same dimension and fairly close together, but different areas. This allows teleportation. It is likely that the other group, which seems to be entirely of Summoners and their Eidolons, has at least one person who has gone through all the areas and can now teleport to any of them."

As to the elf's claims, Jass has to laugh. "The contest wouldn't end without all the Keys, so Jingle and Jangle would have made them indestructable. Bluff called. Spider-boy attacked first, and then we have a rush of lots of summoned creatures that will go away really soon. You have a strange sense of 'honor', eh?. Bluff double called."

Jass wants to make sure this little elf can't get away, but still wants to see how much information the group can get out of them. He nods to Malgant, sure the cleric will read his intent after so long a relationship, and the sorcerer READIES a Dispel Magic on the small elf to counter the next spell it tries to cast.

....Actions
Stay at N,4

Ready Dispel Magic Counterspell = 38 for next spell elf attempts to cast (nat 20!)

Perception - 30
Know Arcana - 26
Spellcraft - 32
Sense Motive - 19

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.

....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 6 5 3 5 1 6 2 1
}

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 9th, 2013 11:07:27 AM


"I don't think that's the case, Jass," Vauhwyt thinks over the Telepathic Bond. "If we were on the same dimensional plane, then our Telepathic Bond should have worked when I crossed from the Fire to the Water tunnel that we are currently in. That it did not work seems evidence to me that each environment must be in it's own separate pocket dimension."

"Teleportation between them should, if that is correct, be impossible. Except, that is, for those who can break the rules of magic. I am speaking of course, of the creators of this place, Jangle and his brother Tangle."


DM Cayzle - End of Round 53 - going into Round 54 
Wednesday January 9th, 2013 11:11:39 AM


The small gaunt elf -- who does not have a glowing tattoo -- bows. "Yes, I am a minion of the great god Tangle, acting in answer to a Gated request. I am here to serve as a messenger. I am not on any team. I am just a messenger. I repeat what I am told to repeat."

"Have you any other response to make?"

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 9th, 2013 11:25:00 AM


"Not a response, but a question," Vauhwyt chimes in reply. "What is a Gated Request?"

DM Cayzle - End of Round 53 - going into Round 54 
Wednesday January 9th, 2013 12:41:48 PM

"Duh, Gate Spell."

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 9th, 2013 1:44:42 PM


Hmmm. Vauhwyt throws off the insult and mulls the implications of the Gate spell.

"Given the ferocity of the latest attack that came at us from both portals, I can't help but think that these Others must have summoned this Small Gaunt Elf some time ago and contracted it for services. I'm thinking that they may be information services. Though, given the reluctance of Jangle to tell us anything that might have given us an edge, I'm not sure how much this Elf is willing to tell them."

"That they haven't tried to gate to us, tells me that they may not have that spell available to them anymore. Or, it's possible that they don't want to commit to cramming themselves into a space that would be cramped for creatures of their size."

"I wonder where the summoners are,"
Vauhwyt muses over the Telepathic Bond. "I counted six Eidolon's. That seems too many to be under the control of one summoner, don't you think?"

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 9th, 2013 1:54:05 PM


OoC: Sorry. Probably talking way too much here for one round.

SteveK: bwahahaha! :-)

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday January 9th, 2013 4:01:58 PM

Sir Joshua sneers at the small elf, having little patience for useless messengers...He agrees with Jass' attitude about the obvious bluff... If Vauhwhyt wants to parley with them, OK, but he's not about to give up the strategic and defensive position they currently hold. As a shining knight, he has no intention of lowering himself to their level. With a prideful attitude, he says, "I don't really want to leave where we're at, and if they want to waste our time with meaningless chatter, that's time. But if you want us, then give it your best shot and come and get us..."

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday January 9th, 2013 5:47:16 PM

The ranger hurumphs. "It is a delay. The elf is here to hinder us. Count to five, if you can. Aye, the time for Honor has passed."
----------------------------------
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 38, 169/223(169) hp Malgant Winterborn  d20+28=30 ; d20+28=32 ; d20+28=35 ; d20+23=32 ; d20+18=22 ; d20+13=18 ;
Wednesday January 9th, 2013 6:45:32 PM

While Malgant listens to the others interrogate the sickly looking elf he decides on a plan. He concentrates as hard as he can and reaching out, makes several grabs to obtain a lock of hair from the sickly elf messenger. once he gains a lock of hair he will stop attacking. He does not intend to hurt the messenger but only to gain a lock of hair.
1st attack hits AC 30
haste hits AC 32
flurry hits AC 35
2nd attack hits AC 32
3rd attack hits AC 22
4th attack hits AC 18
If the minion does not immediately disappear after being set upon, Malgant says " Tell the the honorless curs that I doubt very much that they can destroy their key. We have out thought them on this one and separated them from each other. Once they starve or die of exposure to the elements it will be a simple matter to retrieve their keys and end this game. We were told to take as long as we like, and we shall."
As soon as the minion leaves Malgant uses his last remaining Miracle to cast greater scrying on the thing and watch what happens. He also says over the link" Prep us for combat. Aztyr if you can use limited wishes to cast Mass Bears Endurance, Bulls Strength and Cats Grace in that order please do it. I doubt they can attack but I want to be ready. Be sure to leave yourself enough time in the nearly 2 minutes we have to make those walls permanent."

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 (155 min/CL18)
Shield duration 12 minutes CL 18
Shield of Faith duration 12 minutes CL 18
True Seeing duration 12 minutes CL18
Freedom of Movement duration 175 minutes CL18
Resist Fire 30 duration 175 miunutes CL 18
Weapon of Awe 15 minute duration CL 18
Holy Aura +4 deflection AC, +4 resistance bonus to saves, 25 SR vs Evil spells, protects against possession and mental influence as Prot from evil, Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC) DC 27 duration 17 rounds
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used


Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 164/164] 
Wednesday January 9th, 2013 7:45:28 PM

Vorelle doesn't talk to the elf, as talking to people is still something she's not comfortable with. But all this talk about "honor" is annoying her.

Vauhwyt and I are from Dirt City, she sends over the link, where an over-reliance on honor gets you a knife in the back. Who do these guys take us for?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Wednesday January 9th, 2013 8:01:50 PM

" My best guess Vorelle? They have seen two minotaurs among us and know that our race lives and dies by their honor. That these conjurers who hide behind summoning spells would try to imply that out honor was somehow less than theirs is ridiculous, Especially since we got the better of them with these walls of force blocking their summons. They hope to goad us from our redoubt into a hasty attack. "

DM Cayzle - Round 54 in progress 
Thursday January 10th, 2013 8:39:08 AM


The messenger listens carefully to what you say. When Malgant easily grabs a lock of hair, the messenger shrugs and grins. Then he says, "So long!" and blips away.

Mal, the lock of hair is missing. It is not in your hand.

Also, there was nothing to dispel. It just there ... and then it was not there.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday January 10th, 2013 10:11:17 AM

Not surprised by the slippery elf, SIr Joshua remains ready to attack any foe that steps through the unblocked entrance.... WIlliam, if he could, would be stomping the ground in anticipation of battle... He's born and bred for combat, not sitting and swimming...

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Thursday January 10th, 2013 10:47:40 AM

Jass has a sudden doubt about the confidence he showed earlier. "Pretty obvious the elf was from Jangle or Tangle and not from the other team, eh?", he says to establish at least one fact in this place. "And so equally obvious that a rest is counterindicated. J&T will not want one, and anyone powerful enough to do magic that I can't counter or even identify means that placing permanencies on the walls of force is a waste of time. They will take them down whenever they want."

"Let's get ready and bring the battle. I suggest buffs and then we charge through with Malgant in the lead, being fully defensive, and as much defensive spells on him as possible."


....Actions
Stay at N,4

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.

....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 6 5 3 5 1 6 2 1
}

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Thursday January 10th, 2013 10:49:48 AM


"You frightened him away, Mal," Vauhwyt says, her voice displacing the liquid in the watery tunnel. The mock pout upon her face, though speaks to the lack of true concern that she holds. "Well, that was interesting. And very enlightening."

"But, Jass," she adds, "if Jangle and Tangle act against us for resting, they would be giving the other team a significant advantage and would destroy a neutral stance that they've worked hard to cultivate. Remember the questions we asked of Jangle in the beginning, and how he very specifically avoided answering questions that would give us an advantage? I think that we can now use that neutral stance to our own advantage here. Jangle himself did tell us to take as long as we wanted. I'm for resting."

Then, over the Telepathic Bond, "Shall we get on with our plans to rest and repair?"

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

Again:
Round ?? & ??: Aztyr makes one Wall permanent.
Round ?? & ??: Aztyr makes the other Wall Permanent. And Vauhwyt creates another Mage's Mansion.
Round ?? on: We all retire to the Mage's Mansion.

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
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 2 Hero Points
Wand of CMW 46/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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, Resist Fire][AC 34; HP 164/164] 
Thursday January 10th, 2013 10:58:59 AM

Jangle said he didn't care how long we took, Vorelle sends through the link. So if the messenger is from either of the brothers, it must be from Tangle.

What we don't know is whether the threat to destroy the keys is a bluff.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Thursday January 10th, 2013 5:06:32 PM

" It is a bluff. If you would like to test it have Jass or Aztyr try to disintegrate one. I am willing to bet the Wold that they can't. Your point is what I was driving at before Jass, if they want us to fight now they will just disable our walls, Jangle and Tangle I mean. Can summoners create food, did they bring alot with them? Can they send the eidelon for take out? We could wait the 8 days to repair out gear and find them starving on the other side of the wall. My plan were I going to do this would be to repair, and when the time is right , 8 days hence we go into the fire arena and kill the lone time stopping summoner. Once he is dead their team is down one player and we go after the other, hopefully weaker team, unless we have the good fortune of having the spider summoner be the one with the 3rd key in which case we win."
" How can I be sure that they only have 1 summoner in the fire arena you might ask? The answer is that I don't know for certain, but on the air end a half dozen eidelons tried to come through, but no summons. On the fire side, with Mr time stop a horde of T Rexes tried to come through. He used his time stop time to summon a horde and when the time stop ended plowed them all into the portal. Likely he is low on powerful spells once the summons go away, but I still say we should repair first. He will have more time stops and we will need to bleed him of those before we act."


Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Thursday January 10th, 2013 9:50:31 PM

Brahmah looks at Vorelle. "My father was stabbed in the back for his honor. I completely understand that. But even the most evil being can have some form of honor, even if it is a perceived honor."

The ranger turns to Malgant. "I completely agree. They saw us and thought they could use honor to their advantage.
Which makes me think. This team must be Woldian to understand, at one glance, that we our honor bound. Or, they were told by the demi-duo what to expect... which I suppose to more likely."

A darkness clouds Brahmah's eyes for a moment. Over the mental link... "If we stop to rest, they have the time to do the same. Figure they will prepare for what they have seen us capable of. Tactically, we should prepare for what we know to expect but also think outside the box. We should have a Time Stop or two handy, dispels, miracles or the like, and summon what we can. We can't split up anymore. If we are moving into the air realm, we should prepare to hide, invis, fly and move silently. I suspect that with the t-rex summoned, we have a ranger or druid on one side. They will have access to the Alarm spell and will use it... because I certainly would if I had the advantage they have. I expect wards, further weakening us.
I do have a feeling about this. It's not a good one. Some of us will die."


Captain Obvious

DM Cayzle - Round 54 ends, Round 55 starts 
Friday January 11th, 2013 7:41:26 AM

The messenger reappears at the end of round 55. He speaks in a bit of a rush ... maybe managing two teleports per round is taxing even his capabilities? Not to mention all the talking!

"The spiderey one says he thought the invisible thing he dispelled was a type of symbol meant to harm him, so he dispelled it. He was very surprised to see things appear, and equally surprised that you attacked first. That he didn't set any traps or leave anything to hinder you when he stopped the flow of time is testament to his honour. Also, breathing in water and living in fire is something that they can do quite comfortably. Come to think of it, I don't think I saw one hair burning on any head. They can probably survive in the environments longer than you."

"The spider and invisible one shrugged at the responses received and have headed through the other watery portal to block the passage like you have, while the others work on destroying the key. The key can be destroyed. Well, not so much completely destroyed as rendered useless. And they mentioned something about making it so that not even a fixer could repair it. If you have changed your mind about combat I am to report back to them now to stop them. Otherwise you can take your luck with those walls not crashing down."

"Whew!"

Your actions for Round 55?

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Friday January 11th, 2013 9:13:10 AM


"I'd rather not," Vauhwyt chimes in. She then continues. Her voice, however, is less confident. "Look at me. I'm still glowing." And she indicates the bright faerie fire that she was cursed with by the firent keybearer.

"And, if they want to destroy the key, then let them. I say that we still wait. Remember why we're here? We're doing this on behalf of the minions of Ga'al, for Gargul's sake! For an amulet that will only protect a few thousand of their worshipers."

"And I still don't believe in the benevolence of these Eidolons. If they're so interested in diplomacy, why didn't Mister Jaunty Spider just stay and talk? None of the things that we did harmed it. In fact, we were headed for the far exit. What did he do after seeing that? He went to the far exit himself to arrange a surprise for us. Are those the actions of someone who wants to talk? I ask you?"

"Tell them this. We'll rest for a few days and recover. After that, if they still wish to talk, then we'll talk. This doesn't have to end in violence. But we see no reason to rush. Our patron Jangle told us to take our time."

Then, over the Telepathic Bond. "Quite frankly, I don't care whether they destroy the key or not. If it's not worth anything to them, then why should it mean anything to us? Think about it. They don't care about the amulet. They don't care about the lives it might save. They are either evil, or this is meaningless. The only justification for their existence is to keep us from getting the amulet. It's no more than a game between gods."

"Well, I'd rather play on my terms. That, or simply have it done and over."


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

Again:
Round ?? & ??: Aztyr makes one Wall permanent.
Round ?? & ??: Aztyr makes the other Wall Permanent. And Vauhwyt creates another Mage's Mansion.
Round ?? on: We all retire to the Mage's Mansion.

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
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 2 Hero Points
Wand of CMW 46/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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 
Friday January 11th, 2013 11:36:14 AM

"Yes Vauhwhyt, very wise counsel," Sir Joshua agrees. "I'm content resting here, and waiting for them to come to us. We've got a superior position and again, I'm not willing to give it up that easily... "

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Friday January 11th, 2013 4:52:15 PM

To the messenger," Take our luck that the walls don't come crashing down eh? Would your patrons actually do that if we tried to wait them out? Because otherwise I don't see a way that they could topple those walls. Either way, the walls stay. Have a nice day. Sorry about the lock of hair the idea didn't pan out."
To the group." I agree once again with Vauhwyt's assessment. Wait them out, recover and then go on. As Summoners they can have an army almost anytime they want to meet us."

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Friday January 11th, 2013 10:39:35 PM

"I'll take the last watch." He is happy.
----------------------------------
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 - Extra 
Saturday January 12th, 2013 11:25:20 AM

The messenger shrugs, and departs.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+18=23 ;
Saturday January 12th, 2013 6:54:07 PM

Jass shakes his head, but shrugs. Most of the team wants to stay and rest, and Jass has never been one to rock the boat, so he goes along with it.

The sorcerer has little confidence that the walls will actually stay for as long as the BBLers want, and so starts to take steps to prepare for battle. He moves from his last known place and casts a defensive spell while looking for Scrying devices.

....Actions
Move to Q,4

Cast Stoneskin; [CL18] 180 hp 10/adamantine

Perception v Scrying - 23

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.

....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 6 5 4 5 1 6 2 1
}

Sir Joshua the Virtuous (Ken), DR 5/evil 
Saturday January 12th, 2013 8:15:27 PM

Sir Joshua takes his turn on watch, resting while William swims gently, waiting to attack whatever foe comes through the gateway... The shining knight is ready for the glory of battle...

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Saturday January 12th, 2013 9:07:13 PM


OoC: Note that Vauhwyt has and active Detect Scrying spell.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Sunday January 13th, 2013 9:26:12 AM

OOC
Also note that Malgant has Mind Blank up and should be unable to be seen by scrying. Good Point though, they could scry on their " servant" without even rolling.

IC
Aztyr moves to the air portal and casts Permanency on the wall of force blocking it.

Malgant moves with Aztyr and uses interpose to take any hit he can see coming for her while she is distracted by her casting.

DM Cayzle - Round 55 ends, Round 56 starts 
Sunday January 13th, 2013 10:32:50 AM


The small gaunt elf returns with another message:

"The spider one says 'Why didn't mister jaunty spider stay and talk? You mean after you fired two rays at me? What were you doing then, blowing kisses? And I suppose the linotaur was just trying to give me a hug. Make no mistake, you made the first offensive strike.' "

"The invisible one says 'We have tried to give you an honourable chance to fight. We respect your accomplishments and feel bad taking advantage of the situation you are in. Like the snail you have a false sense of your own security and remain oblivious to the foot that could easily step on you. We offer you one final chance. If we can prove that we can circumvent your walls in the next 30seconds then you will meet us in a series of Kalebs and we fight with honour. Five of your champions to fight one-on-one against five of our champions one minute from now. Say two in the Fire arena, three in the Air arena. Others may watch but not participate. If you disagree, the foot will come down when you are at your weakest. From the horse disguised as a seal, to the ghostly being, to the human that thinks it has disappeared. The gated being will be sent to your home towns to let them know of your cowardice and will be provided with gold to pay the bards and stingers to help spread such news. And finally, our threat to destroy the key will become a reality.' "

"Another one suggested that if you disappear into a mansion again, that he should put something called a prismatic sphere underneath the doorway before they dispel it next time."

To end Round 55, the T-Rexes, looking a little burnt, continue to try to rush the Fire Portal, to no effect. On the other side, the many-armed giant also tries to rush through, but fails to bull rush a wall of force.

Here is the last map of your positions: Round 51 Map!

Please note any deviations from these positions! Also please note your ongoing effects (hide in plain sight, etc) -- just in case!

Stoneskin and Permanency have not been cast yet -- NOW post your actions for Round 56.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Sunday January 13th, 2013 3:34:27 PM

How many rounds have passed since the walls went up Cayzle?

DM Cayzle - Round 55 ends, Round 56 starts 
Sunday January 13th, 2013 6:54:32 PM

What, like two or three?

Brahmah 195/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Sunday January 13th, 2013 7:26:48 PM

"*#%€¥ this! Let em in! I'll tear em apart myself!" Snorts the cornered and rather bestial looking ranger. "I'm tired. My friend is dead. And I don't really like confined places!" He shouts. "I can't take this. Either way. I'm leaving. First Scarwall. Now this **** box!" He clangs his swords against his chest, looking, for the first time, like a true Minotaur.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Sunday January 13th, 2013 8:57:00 PM


"Heh." Vauhwyt chuckles. "Whatever happened to destroying the key?"

"I knew they were bluffing."

"Go on, Aztyr. Make the walls permanent. Hold your course, Brahmah. Hold on everyone. Don't succumb to their lies and intimidation. Remember. We are in the right. Ours is the cause that is just. They are merely creations of capricious gods, placed in our way for their perverse amusement."

And Vauhwyt puts her paws together and bows her head in prayer. "Gargul, hear your servant. We fight to save the Wold in the best way that we know how. Keep us strong in this hour of our need. Lend us your strength, that we might lend our strength to others."

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

Again:
Round ?? & ??: Aztyr makes one Wall permanent.
Round ?? & ??: Aztyr makes the other Wall Permanent. And Vauhwyt creates another Mage's Mansion.
Round ?? on: We all retire to the Mage's Mansion.

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
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 2 Hero Points
Wand of CMW 46/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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, Resist Fire][AC 34; HP 164/164]  d20+26=45 ;
Sunday January 13th, 2013 9:57:27 PM

Vorelle moves to the other side of the watery passage (say N-2), and re-hides.

[Hide in Plain Sight, 45. Yes, that's counting the penalty for moving.]

DM Cayzle - Round 55 ends, Round 56 starts 
Monday January 14th, 2013 5:56:45 AM

Looking for position info and actions from Mal, Josh, Jass, and Aztyr.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+18=29 ;
Monday January 14th, 2013 1:35:31 PM

Jass frowns and thinks into the Telepathic Link. "I was only incorporal during the Fire Arena fight. That's where they first saw us." The sorcerer watches the TRex and the many-armed one try to power into the watery passage. "I agree with Vauhwyt that they are bluffing about being able to destroy the Key, and I don't care about a reputation. We also have money to purchase bardsong, and the right time to strike is as important as the ability to strike in the first place. They are just trying to get our goat."

"The game is to get the keys, and the other team are whining children who can't play with the big boys", he tells the messenger flatly. "Go away and let us play out this game."

Jass thinks and makes a suggestion still by Telepathic Bond. "We haven't tried to teleport yet. And we can also drop the fire arena wall and eliminate one of the other group." As usual, Jass is so easy going, he'll just help whichever plan everyone else decides.

Jass Casts Detect Magic, and looks for any auras not on one of the BBL heroes.

....Actions
Move to R,4

Cast Detect Magic

Perception v Scrying and See Invisible - 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

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.
Stoneskin; [CL18] 180 hp 10/adamantine

....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 6 5 4 5 1 6 2 1
}

Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday January 14th, 2013 2:57:02 PM

(Sir Joshua is at whatever entrance does NOT have a wall... I assumed that it's the blue gate that has the wall, so if that's the case, then Sir Joshua's position is fine...)

Sir Joshua is still content waiting, though William's becoming impatient, splashing through the water since he can't stomp the ground with his hooves... He also doubts they'll crush the key... Soon, he senses the other's becoming frustrated too, and using his charm and charisma, cheers them up by saying, "Don't be worried my friends, we'll be victorious this day as we've been every day! These fools we're facing are mere cowards and we have nothing to fear! They are the dishonorable ones who should fear our blades and magic, and woe to those who cross our path! Your blades will be wetted with blood soon enough and let us spend this time recounting our past victories!"

Cayzle Comments: You guys have put up walls of force at both ends, blocking both portals. The Fire portal has been repeatedly rushed by T-Rexes, to no avail, and the other portal has been rushed by several big eidolons, also, so far, to no avail.

(@Cayzle from Ken - OK, then he'll stay with the rest of the group and guard the entrance that you've got him next to.))

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Monday January 14th, 2013 5:26:23 PM

Aztyr
Aztyr moves to the middle, hopefully able to avoid most of the other BBLers.
"Group up in the middle, If I miss you it will be your own fault. This should help offset the loss of some of our gear, and the Holy Aura offsets the save, for now at least. Stay together, there is More coming ."
Aztyr gets everyone together and casts a Limited wish to copy the spell Mass Bear's Endurance. Everyone will gain a +4 enhancement bonus to their Constitution scores for the next 18 minutes.

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



AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 169/223(169) hp Malgant Winterborn 
Monday January 14th, 2013 5:36:49 PM

Malgant moves to the outer edge of Aztyr's spell on the air side and receives the fortitude of the bear. He hten adds his own buff to the mix using his last Miracle to cast an extended Mass Bull's Strength on the group. This grants a + 4 enhancement bonus to the Strength of each of the Party members.

DM Cayzle - Round 56 
Monday January 14th, 2013 7:37:21 PM


ROUND 56

Brahmah expresses his frustration.

Vauhwyt advises her friends and seeks her god's blessing. She feels a little more than somewhat out of touch with the divine here in this plane of reality, however.

Vorelle moves a bit and hides.

Josh and William (in sea lion form) stay with the group but near to the Fire Gate.

Jass, in small water elemental form, moves next to Vauhwyt and casts Detect Magic. Note that the spell is directional -- which direction are you facing? And you know you need three rounds of concentration to pinpoint auras. This is round 1 of 3.

Aztyr moves to the middle and casts Mass Bear's Endurance.

Mal moves toward the Other Gate and casts Mass Bull's Strength.

And the Map!

Brahmah 231/231(195)hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Tuesday January 15th, 2013 4:13:04 AM

If they were casting buffs, they were going to fight. His grip tightens on his weapons. He smiles. "Now what?"
----------------------------------
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?)
Bull's Strength (18min, +4 str)
Bear's Endurance (18min, +4 con)

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 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Tuesday January 15th, 2013 10:06:37 AM


"Thank you, Aztyr. Mal." Vauhwyt rises from the depths of her prayer to the magical enhancements granted by her two companions.

"It couldn't hurt to gear up," she thinks to the others. "I'm still for resting and confronting the Summoners when we're ready. But, if, by chance, they are able to suddenly dump us into combat, we'll be ready. If not, if we rest, then we'll be getting our spells back anyway. Right?"

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

Again:
Round ?? & ??: Aztyr makes one Wall permanent.
Round ?? & ??: Aztyr makes the other Wall Permanent. And Vauhwyt creates another Mage's Mansion.
Round ?? on: We all retire to the Mage's Mansion.

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/CL18)

HP with Bear's Endurance:
Vauhwyt HP 183 of 147, AC43; Mookie HP 109 of 73

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?)
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/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 2 Hero Points
Wand of CMW 46/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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 56 ends, Round 57 starts 
Tuesday January 15th, 2013 10:43:24 AM

The eidolons and T-Rexes continue to bump their heads against the walls of force.

You may act now in Round 57.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday January 15th, 2013 1:48:49 PM

Sir Joshua continues his diligent watch, ready for combat to begin anytime... The buff spell does help him regain some of his constitution, which is always helpful...

________
1. SJ - 213/213 (36 due to loss of Con belt, but spell gives it back to him...)
2. William - 194/194 hps (+36 hps due to Con spell, +2 Fort Save)
3. AC down by 3 due to Instant Armor (36/41 Touch)
4. 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 However, the spell (Bull's Endur) gives it back...
5. 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 (13/18 minutes)
7. William is in the form of a sea lion
8. Hasted
9. Mass Bear's Endurance (18/18 minutes, cast round 57), replaces lost Con from losing belt


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Tuesday January 15th, 2013 5:04:52 PM

Aztyr

Aztyr is thankful that Malgant is helping out with the buffs. She doesn't want t use all of her limited wishes until she can rest and regain them. Still... Aztyr casts another Limited Wish, this time granting her friends the grace of a cat ( cast Mass Cat's Grace, +4 Dex for 18 minutes to everyone)

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


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Tuesday January 15th, 2013 5:14:36 PM

Malgant looks at the messenger, still awaiting an answer he assumes. The priest grants the sickly elf his wish. " Are you still here? Go tell them that if they can break enough laws of the universe to break down these walls then they can go right ahead. When they haven't done so in the 30 seconds they claim to be able to do so in, then we will retire to our mansion and have a nice lunch."
Malgant waits for the skittish little messenger to leave , all the while preparing his next move.

Hold Action to cast a Prismatic Wall if they manage to breach one of our Walls of Force. doing so would expend an 8th level spell, I choose Firestorm to lose if needed.

" Aztyr, Jass, we still have a few moments to permanency those walls, can you guys Mage Armor each of us? It isn't much but if they can pull off touch attacks it might save our bacon"

Malgant's Spell List


Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Tuesday January 15th, 2013 10:16:01 PM

Jass is concentrating his Detect Magic Spell at the Air Portal.

"Give me half a minute, Malgant, I want to see if there are any interesting spells on our side of the Wall of Force."

....Actions
Stay at R,4

Cast Detect Magic 2 of 3 rounds towards the Air Portal

Perception v Scrying and See Invisible - 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

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.
Stoneskin; [CL18] 180 hp 10/adamantine

....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 6 5 4 5 1 6 2 1
}

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Wednesday January 16th, 2013 5:35:15 AM

OOC
I assume with Aztyr's Arcane Sight that Cayzlw would have mentioned them or with my True Seeing I would have noticed any invisible stuff or with Vauhwyt's Detect Scrying she would have noted if we were being scryed, but I'll ask anyway.
Cayzle do any of us with divination/ detection spells see anything? Do you need perception rolls perhaps?

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 16th, 2013 8:55:16 AM


"Mage Armor, Vauhwyt replies thought the Telepathic Bond. "I can do that, Mal." The liontaur pulls a wand from her haversack and touches the Hand of Domi.

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

Take out wand of Mage Armor / Cast on Malgant (Duration 1 hour.)

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/CL18)

HP with Bear's Endurance:
Vauhwyt HP 183 of 147, AC43; Mookie HP 109 of 73

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?)
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/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)
Mage Armor on Malgant (1h/CL1)

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 2 Hero Points
Wand of CMW 46/50
Wand of Mage Armor 31/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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, Resist Fire][AC 34; HP 200/164] 
Wednesday January 16th, 2013 11:48:33 AM

Vorelle watches as her friends begin casting spells. First Aztyr and Malgant. Vorelle's Strength and Dexterity are already magically enhanced, but the Constitution boost is welcome.

Jass and Vauwhyt cast spells, too, as Vorelle watches.

For some reason, Vorelle thinks of Theo. The young mage had begun adventuring with Vorelle, and Vauhwyt, and all of them, way back in Dirt City. Theo had been an awkward mess at the time; all bony limbs and too-large robes and stumbling feet. He had come into his own, though, as the group adventured and began growing in power. By the time they'd fought off the lizardfolk and saved the city (again), Theo had become a formidable opponent.

Vorelle wonders where he is now.

DM Cayzle - Top of Round 57 actions 
Wednesday January 16th, 2013 11:56:50 AM


Round 57

The messenger has a message for you before being dismissed by Mal: "We allowed you to fight with honour. Should you change your minds when we breach your walls, you may drop your weapons to signal your compliance."

Brahmah grips his weapons and readies for a fight. He seems disinclined to drop his blades.

Sir Joshua keeps alert (see hint about Perception checks below).

Aztyr casts Mass Cat's Grace.

Mal dismisses the messenger, and then readies a Prismatic Wall -- just in case a Wall of Force does go down!

Jass continues to Detect Magic ... so far nothing out of the ordinary. From time to time an eidolon appears, pushes against the wall of force, and then returns whence it came ... and maybe the general magic surges, giving you a real clue that the enemy is well-accoutered. But they do not remain long enough for Jass to learn more. [OOC: Can Detect Magic penetrate the Wall of Force? Comments?]

Mal looks around and urges his friends to do so too. You all see nothing out of the ordinary. [OOC: However, your kindly DM is happy to point out that there is never a bad time to roll perception checks ... they are the only way to see someone hiding in plain sight, like Vorelle, for example.

Vauhwyt takes out her wand of Mage Armor and casts on Malgant.

Vorelle remains hidden, and pensive.

I'll let you know when you can post for Round 58. (ie, not yet)

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Wednesday January 16th, 2013 12:47:13 PM

OOC
I dunno. It would have line of sight but not line of effect. Your call, it might show a thing was magic ( ie it glows magic to the viewer) but not what class( divination, enchantment)

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 16th, 2013 1:05:47 PM


OoC: Re Hide in Plain Sight. I beg to differ on the statement that the only way to detect something using Hide in Plain Sight is via a Perception check. There are, as far as I know, two types. One is an Extraordinary Ability, as is Vorelle's. In that case, I agree. A perception check is the only way to see something Hiding in Plain Sight as an Extraordinary Ability.

However, a Shadowdancer, for example, Hides in Plain Sight as a Supernatural Ability. These cases should be revealed by True Seeing as the Hiding, in this case, is a magical effect.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Wednesday January 16th, 2013 1:12:01 PM

Jass continues to concentrate on the Air Portal side with Detect Magic. He feels it is likely to be redundant with Atzyr's permanent Arcane Sight, but the group seems to have time and two eyes are better than one!

....Actions
ooc: Line of Effect for cone shaped area (ie Detect Magic) is blocked by a solid barrier (ie Wall of Force). I would say Jass can't get magic through the wall of force because the origin point of the spell must be himself. If he were able to move the origin point to the far side of the Wall of Force (because he has line of sight), then the line of effect would be good.

Stay at R,4

Cast Detect Magic 2 of 3 rounds towards the Air Portal

Perception v Scrying and See Invisible - 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

False Life; [CL18] 18/18 hr +18 hit points
Shield, [CL18] extended [rod] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.
Stoneskin; [CL18] 180 hp 10/adamantine

....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 6 5 4 5 1 6 2 1
}

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+20=33 ;
Wednesday January 16th, 2013 2:35:37 PM

Sir Joshua remains on watch... Perc = 33

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn  d20+27=35 ;
Wednesday January 16th, 2013 5:00:35 PM

Aztyr

Aztyr examines the fire portal while Jass surveys the air portal, using her arcane sight and her own senses.
Perception 35

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn  d20+22=29 ;
Wednesday January 16th, 2013 5:03:47 PM

Malgant still remains vigilant, waiting to see if the other team can bring down a wall of force from another plane. he remains ready to create a Prismatic wall should the wall of force fall.
Perception 30

Brahmah 231/231(195)hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+28=33 ;
Wednesday January 16th, 2013 6:33:24 PM

Still wishing they could rest more than five minutes, Brahmah watches with the rest.

Perception 33
----------------------------------
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?)
Bull's Strength (18min, +4 str)
Bear's Endurance (18min, +4 con)
Cat's Grace (?min, +4 Dex)

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

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 200/164]  d20+27=37 ;
Wednesday January 16th, 2013 10:53:42 PM

[OOC: A good old Detect Magic, and a few rounds of concentration, would reveal a small cluster of magical auras, hovering in one spot. Which, granted, wouldn't be the same thing as seeing Vorelle, but it would be a thing to may you say "hmmmmm."]

Vorelle stays alert, hoping to spot the next surprise before it gets unpleasant.

[Perception 27. Or 31, if it's a Magical Beast. Or 33, if it's Undead. Or 29 if it's a Reptilian Humanoid or a Monstrous Humanoid. And this is why I don't like to make generalized Perception checks. :) ]

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Thursday January 17th, 2013 8:49:49 AM


OoC:

> I'll let you know when you can post for Round 58. (ie, not yet)

Still waiting for this.

DM Cayzle - End of Round 57, Going into Round 58 
Thursday January 17th, 2013 9:45:32 AM


Top of Round 57 Recap

Brahmah, Sir Joshua, and Vorelle stay alert.

Aztyr casts Mass Cat's Grace, Jass Detects Magic, Vauhwyt gives Mal a Mage Armor.

Mal readies a Prismatic Wall -- just in case a Wall of Force does go down!

Bottom of Round 57

Five T-Rexes rush the Wall of Force at the Fire Gate, then pop back. They look singed. A couple eidolons batter at the Wall of Force at the Air Gate, also ineffectually. One eidolon, shaped itself like a T-Rex, gets a good eyeful as it rushes in and out.

Then the Spider-Eidolon, dressed in his colorful scarves and top hat, enters the watery passageway through the Fire Gate. It does not look singed, and it is carrying a scroll. How?! How can it fit between the gate and the Wall of Force? There is no more than a teesny crack in which it can fit? But the answer is obvious to you through your own example: Clearly, the Spider is using Vauhwyt's favorite spell -- Fluid Form -- to squeeze into that space.

The Spider evidently used a move action to enter the watery passageway, and now uses a standard action to read his scroll. You deduce that it is Dimension Door or Teleport, because he disappears and then reappears in the teensy space between the Wall of Force and the Air Gate on the far other end of the watery passageway. That ends his turn, so there he "sits," squeezed between the Wall of Force and the Air Gate.

To add insult to injury, the short gaunt elf messenger re-appears, with a short message. "They say, 'Enjoy your lunch.' " Then he is gone.

And The Map!

You may now post your actions for Round 58.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Thursday January 17th, 2013 10:25:30 AM


OoC: Can you cast a Wall of Force behind another Wall of Force? That is to say, do you need Line of Effect to place a Wall of Force? Or just Line of Sight?

Can Jass place another Wall of Force behind the spider and between the spider and the Air Environment gate?

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Thursday January 17th, 2013 10:34:13 AM


"Well," Vauhwyt smiles a toothsome grin as the Jaunty spider appears and then pops behind the Wall of Force nearby. "I'm Vauhwyt. Welcome aboard. Sit. Be comfortable. Go ahead, be seated. We must drink. This is tranya. I hope you relish it as much as I."

"If you truly wish to speak, this is your chance. What did you have to say that you couldn't say before?"

"Jass," she then says over the Telepathic Bond, "can you place another Wall of Force behind the spider and between it and the exit to the Air Environment?"

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

No actions taken yet.

Positions: Vauhwyt Q&R/2&3; Mookie P4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/CL18)

HP with Bear's Endurance:
Vauhwyt HP 183 of 147, AC43; Mookie HP 109 of 73

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?)
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/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)
Mage Armor on Malgant (1h/CL1)

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 2 Hero Points
Wand of CMW 46/50
Wand of Mage Armor 31/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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 
Thursday January 17th, 2013 10:48:22 AM

Sir Joshua's getting a headache from all these creatures teleporting in and out and everywhere in between... "Can't we just get back to fighting already? Maybe if we let one of those T-Rex's in through the wall, we could have some warm steaks after I BBQ it... " he grumbles to himself...

DM Cayzle - End of Round 57, Going into Round 58 
Thursday January 17th, 2013 10:55:32 AM

I do not think that the spider can hear you with a Wall of Force in between.

I think I have to rule that the Wall of Force blocks line of effect but not line of sight. Per the rules, "You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast." There are very few spells or effects that can get around that.

You cannot cast a Wall of Force on the other side of the existing Wall of Force, because you do not have Line of Effect.

The Walls of Force stretch from floor to ceiling and side to side, so nothing can spread around them, not even a poison gas or cloud.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn  d20+28=39 ;
Thursday January 17th, 2013 6:04:12 PM

Malgant looks for a scrying point around the messenger. He suspects the other team of using the messenger to scry on them.
Perception 39 with true seeing.
More to come as we discuss an appropriate response.

Cayzle Comments: No scrying sensor detected, via perception, or detection.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+18=26 ;
Thursday January 17th, 2013 6:17:58 PM

Jass shakes his head, the "line of effect" proof against setting up spells on the other side of the Wall of Force. He listens to Malgant intently as to the proposed method of action (ooc: SEE EMAIL CHAIN) and waits for the Jaunty Spider to move through the portal before making any actions.

Once Malgant is ready, Jass will swim back to get out of the way and concentrate to dismiss the Wall of Force in front of the Air Portal.

He then readies a spell to reduce the effectiveness of the first creature getting close to his friends.

....Actions
DELAY ACTION until Jaunty Spider leaves or Malgant says to go, whichever comes first

Move H,4

Standard action to dismiss Air Portal Wall of Force

READY ACTION Quickened Hold Monster on first enemy to get within 15 feet of a BBL Hero Will DC 24 or can't take any actions. Save 1/round

Perception - 26

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.
Stoneskin; [CL18] 180 hp 10/adamantine

....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 6 5 4 5 1 6 2 1
}

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday January 17th, 2013 6:37:10 PM

(added to SJ) He'll also cast Death Ward, as that's his only buff left...
_________________
1. SJ - 213/213 (36 due to loss of Con belt, but spell gives it back to him...)
2. William - 194/194 hps (+36 hps due to Con spell, +2 Fort Save)
3. AC down by 3 due to Instant Armor (36/41 Touch)
4. 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 However, the spell (Bull's Endur) gives it back...
5. 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 (13/18 minutes)
7. William is in the form of a sea lion
8. Hasted (don't remember exact duration)
9. Mass Bear's Endurance (18/18 minutes, cast round 57), replaces lost Con from losing belt
10. Death Ward (18/18 mins)

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 200/164]  d20+27=28 ;
Thursday January 17th, 2013 7:59:08 PM

Vorelle is well-hidden and decides to stay that way, although she remains alert. For certain values of "alert."

[Perception 28, or 32, or 34, or 30.]

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+28=34 ; d20+28=40 ; d20+28=46 ; d20+28=31 ;
Friday January 18th, 2013 7:03:44 AM

(OOC: I have adjusted stats in the header in regards to the spells cast on Brahmah.)

Hiding is not in the plan this time around. He remains well see (for whatever it is worth). This way he doesn't accidentally step into the path of a friend's spell or whatever.

Perception 34, 40, 46, 31... not including enemy/terrain bonuses (see below)
----------------------------------
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?)
Bull's Strength (18min, +4 str)
Bear's Endurance (18min, +4 con)
Cat's Grace (?min, +4 Dex)

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 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Friday January 18th, 2013 9:24:06 AM


"You ... can't hear me. Can you?"

Vauhwyt shrugs. "Mage Armor. Getcher Mage Armor. Right here while it's hot." she chants over the Telepathic Bond. She triggers the wand and touches Jass, then flows, liquid through the water to a place behind Malgant.

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

No actions taken yet.

Positions: Vauhwyt M&N/3&4; Mookie L4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/CL18)

HP with Bear's Endurance:
Vauhwyt HP 183 of 147, AC43; Mookie HP 109 of 73

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?)
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/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)
Mage Armor on Malgant (1h/CL1)
Mage Armor on Jass (1h/CL1)

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 2 Hero Points
Wand of CMW 46/50
Wand of Mage Armor 30/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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 
Friday January 18th, 2013 12:41:59 PM

(Since we're not doing much... SJ will also cast Bless Weapon on his Sword AND lance (using his tattoo for the 2nd one).

Does he detect any evil in his perception checks when the baddies keep showing up?

Cayzle Comments: I do not think you have ever had enough exposure to the enemy to detect evil. So, so far at least, no, no evil. ALSO, you can only cast one spell per round! Please pick one!

DM Cayzle - End of Round 57, Going into Round 58 
Friday January 18th, 2013 1:51:46 PM

Regarding the contention that Detect Magic (and by extension, Arcane Sight) would trump Hide in Plain Sight, here are some thoughts. Arcane Sight requires line of sight. You do not have line of sight to someone who has made a successful Stealth check, by definition. Usually that's because they have cover or concealment, but the fact remains that you cannot see someone who is using Stealth.

Therefore I rule that Stealth trumps Arcane Sight.

Some aspects of Detect Magic require line of sight, and others do not. If your target is holding still for three rounds, you could pinpoint the auras of the creature's magic with Detect Magic.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Friday January 18th, 2013 2:16:03 PM


OoC: What about True Seeing vs Hide in Plain Sight (SP)?

Cayzle Comments: A thankfully moot question in this adventure!

DM Cayzle - End of Round 57, Going into Round 58 
Friday January 18th, 2013 4:30:16 PM

So far I got posts for Jass, Vauhwyt, Vorelle, Brahmah, half of Josh. I need Aztyr and Mal.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Friday January 18th, 2013 4:46:06 PM

Following the plans laid out via telepathic bond, Malgant directs Brahmah to move to Q,R/2.3 and Joshua to R4. The protector takes his place behind Brahmah in O,P/2,3 planning to expand into column N and row 4 when he enlarges. He remains ready to cast prismatic wall as soon as Mr Jaunty Spider moves into the Air realm.( Held Action)
(Note to my friends, please vacate those squares where I will be enlarging or alot of squeezing will happen)

I'm running late or I would scan back far enough to find my list of effects. I'll put them in over the weekend.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Friday January 18th, 2013 4:52:38 PM

Aztyr
Aztyr stays where she is and holds her action to cast a spell as soon as Jaunty Spider leaves. The spell she has in mind is an extended version of Solid Fog cast into the squares T,U/2-4. She will center it so that the effect only extends that far into the water realm. ( does fog work underwater?) She will use a limited wish to do this.

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

Cayzle Comments: Does fog work underwater? Per the rules, "Some spells might function differently underwater, subject to GM discretion." That means I get to make up whatever I want! Woo hoo! Did I mention that when cast under water, Walls of Force explode for 20d20 force damage to all in 90 ft radius when dismissed?

DM Cayzle - End of Round 57, Going into Round 58  20d20=256 ; 20d20=236 ; 20d20=209 ; 20d20=250 ; 20d20=205 ;
Friday January 18th, 2013 6:03:16 PM

Just practicing.

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Friday January 18th, 2013 11:45:23 PM

OOC: Fog shouldn't work underwater.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Saturday January 19th, 2013 12:52:23 AM

Sorry, like I said I was rushed.Malgant and Aztyr's actions will also be triggered if the jaunty spider dispels the wall of force. Additionally, Malgant would like to spend a Hero point to gain an extra action and cast a Blade barrier just this side of the prismatic wall when he casts it.

DM Cayzle - End of Round 57, Going into Round 58 
Saturday January 19th, 2013 6:40:51 AM

QUESTION!

Brahmah and Joshua, Mal is asking you to move up. He wants Brahmah to move up 40 ft, and Josh to move up 60 ft.

Brahmah and Josh, please remind me if you have a swim speed or not. Also keep in mind that Aztyr cast extended haste not too long ago. If you do not have a swim speed, I need swim checks.

Also, Josh, are you casting and moving, or just moving, or what? If you are casting, what spell are you casting?

Also, Vauhwyt, even with Fluid Form, if you are behind both Mal and Brahmah, that's 25 ft to the enemy -- outside your reach, right?

Jass, you have to be in Close Range to dismiss the Wall. If you move as ordered, you'll be 65 ft away. Is that Close Range for you?

Also, when was William changed into a Sea Lion, and what is the duration on that?

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Saturday January 19th, 2013 8:09:34 AM


OoC: Sorry, that's wrong. With Mookie stretching himself to lengthen Vauhwyt's reach it comes to 75ft.

Cayzle Comments: Al, what ARE you talking about? A joke, right?

Al's Reply: Have you never seen a water balloon? You squeeze one end and it bulges out the other. I don't see why that same principle can't apply here.

Yes. Of course it's a joke.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Saturday January 19th, 2013 11:15:21 AM

Let me answer what I can of your questions.
The sea lion thing was just before we went into the mansion, so 2 minutes ago? Dunno the duration though.
The guys not moving into their positions per "the plan" is probably due to my delay of post due to work. I apologize. If they turn out to be unable to move up and block that area, Malgant will do it and we will execute some complicated dance moves later on to fix it. The important thing is to have someone there to block the large eidelons because I think the poop will hit the fan this round.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Saturday January 19th, 2013 12:59:50 PM

(Not by my pc and posting from bball game)

SJ will cast bless weapon and since hes riding William, wouldn't that be his speed? and it seems the barding and saddle work with the polymorph? I would assume Williams speed is whatever a hasted sea horse/lion has? He will move if needed as part of the plan.. can't get to pc sheet right now...

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Saturday January 19th, 2013 1:39:55 PM

ooc: Jass' Close Range is 115' (25 + 5*2lvls) = (25+ 5*[18/2]) = (25+ 5*9) = 70 feet

It is still within Jass' close range

DM Cayzle - End of Round 57, Going into Round 58 
Saturday January 19th, 2013 7:00:27 PM

Notes on William.

William was polymorphed into a Sea Lion in Round 35 via Polymorph spell.

For Sea Lion stats, I am using the 3.5 Sea Cat, but with no claws, rend, or darkvision, and it is an animal, not a magical beast.

The Polymorph emulated a Beast Shape II, so it lasts 1 min/lvl. Use William's stats except +4 Str, -2 Dex, and +4 nat AC. William has a swim speed of 40. When he was polymorphed, all his gear shifted with him, but Josh can ride him bareback, so no real biggie. He had not been mounted, but with his +31 on ride checks, Josh should be able to mount as a free action with no problem. HOWEVER, if he wants to stay mounted, William will have to squeeze. I'll assume that's what he'll do.

More to come tomorrow morning most likely. It's getting hairy now! To adjudicate! I still wish I knew how Brahmah was swimming/moving. Free action? Dunno.

DM Cayzle - End of Round 57, Going into Round 58 
Saturday January 19th, 2013 7:03:07 PM

Mal, what are the coordinates for the placement of your prismatic wall?

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+16=17 ; d20+38=41 ;
Saturday January 19th, 2013 11:18:42 PM

OOC: I wasn't planning on posting this weekend.

(OOC: Brahmah gets his standard swim movement (whatever that is, probably 30ft due to Haste and encumbrance), +5ft circumstance in a favored terrain, in this case water, so I believe, because of Haste, that I have a base Swim of 35ft, and my Longstrider DOES NOT add to this. He can breathe fine too, cus of his slotless Necklace of Adaption. He as the Hasted action and his Frost Chain not attack penalties underwater.... so I am not sure what I get in the way of number of two weapon attacks. I am being hopeful that I get everything as normal underwater...)

IC:
Brahmah moves to the requested position and will follow or maintain as needed. (Swim 17 plus whatever benefits for terrain) The ranger drifts and loses himself (Camouflage and Hide in Plain Sight, in terrain, 43). Position is where I'm needed, on Mal's orders.
----------------------------------
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)
Longstrider (30 hours, extended)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
Resist Fire 30 (Brahmah and Polo)
Bull's Strength (18min, +4 str)
Bear's Endurance (18min, +4 con)
Cat's Grace (?min, +4 Dex)
Haste (Aztyr)

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
Mystery Item (4d8+7, 3/day)

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

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 38, 205/223(169) hp Malgant Winterborn 
Sunday January 20th, 2013 8:04:36 AM

OOC
I planned to drop the prismatic wall where the wall of force is now, either when Jass removes it or when the wall of force is dispelled by the spider.

AC 44,Touch 37,Flat 24 CMB 33, CMD 53 on level gound CMD 43 otherwise, 205/223(169) hp Malgant Winterborn 
Sunday January 20th, 2013 8:19:53 AM

Malgant's current effects 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 (155 min/CL18)
Shield duration 12 minutes CL 18
Shield of Faith duration 12 minutes CL 18
True Seeing duration 12 minutes CL18
Freedom of Movement duration 175 minutes CL18
Resist Fire 30 duration 175 miunutes CL 18
Weapon of Awe 15 minute duration CL 18
Holy Aura +4 deflection AC, +4 resistance bonus to saves, 25 SR vs Evil spells, protects against possession and mental influence as Prot from evil, Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC) DC 27 duration 13 rounds
Mass Bear's endurance +4 con duration 18 minutes
Mass Bulls strength +4 str duration 36 minutes
Mass Casts grace +4 dex duration 18 minutes
Haste duration 30 rounds
Mage armor duration 1 hour
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used


DM Cayzle - End of Round 57, Going into Round 58 
Sunday January 20th, 2013 10:12:30 AM

Mal, you realize that any enemies on the other side will almost certainly see the Prismatic Wall from their side when you make it?

AC 44,Touch 37,Flat 24 CMB 33, CMD 53 on level gound CMD 43 otherwise, 205/223(169) hp Malgant Winterborn 
Sunday January 20th, 2013 11:16:18 AM

yup ( see email)
The plan didn't have Joshua mounted. He won't be charging back and forth but holding the line. The +1 mounted bonus will be greatly overshadowed by the squeezing penalties, but it is his call. Note that if this impedes Malgant or Brahamh the horse is right out. If I have to I'll damage it and dismiss it, but I'd rather not do that.

DM Cayzle - End of Round 57, Going into Round 58 
Sunday January 20th, 2013 12:55:45 PM

William will be squeezed, not Sir Josh, and not Mal or Brahmah. Plus it is the only way I see for Sir Josh to get on the line in time. I think it will be fine.

Turn to come soon ... maybe later today?

DM Cayzle - End of Round 57, Going into Round 58 
Sunday January 20th, 2013 5:02:05 PM

Top of ROUND 58

Your Actions!

Vauhwyt speaks to the spider, then realizes it cannot hear her. She taps Jass with her wand of Mage Armor and then moves 15 ft back.

Jass moves to H4 and gets ready to dismiss the Wall of Force at the Air Portal as soon as either the spider disappears or Mal says to. [OOC: Cannot also ready a quickened spell too, sorry.]

Taking a leader's role, Mal directs Brahmah and Josh to advance, and warns that he is about to get bigger. He uses TWO readied actions (via hero point use) to ready both a Prismatic Wall and a Blade Barrier when the spider goes away and the wall of force goes down. He sets them both five ft back from the portal (per email).

Using his swim skill, haste, and favored terrain move bonus, Brahmah pushes through the water to take his place on the front line -- and hidden in plain sight!

Sir Josh casts Death Ward, then mounts Sea Lion William and orders his mount forward, as Mal directs. Milliam squeezes in next to the hidden Brahmah.

Aztyr readies a Solid Fog to cast when the wall goes down.

Vorelle stays hidden and alert.

=====

Enemy Actions!

The spider steps through the portal.

Jass takes down the Wall of Force.

Aztyr casts Solid Fog -- Your DM rules that all fog and mist effects cast under water manifest as BUBBLES! Obscuring Mist = Obscuring Bubbles, Fog Cloud = Bubble Cloud, Solid Fog = Solid Bubbles. In all mechanical ways, the spells function normally, except they will not extend past a water/air interface.

Mal casts Prismatic Wall and Blade Barrier.

I'll let you know what happens next.

Whew!

Sir Joshua the Virtuous (Ken), DR 5/evil 
Sunday January 20th, 2013 6:48:04 PM

(Ooc Sir Joshua actually casts bless weapon first... See prev post )

Cayzle Comments: No prob, Bless Weapon it is. ;-)

DM Cayzle - End of Round 57, Going into Round 58 
Sunday January 20th, 2013 7:21:26 PM

Actually, I may or may not tell you what you see, seeing as the Solid Fog blocks all sight that far in. You can make perception checks to hear what's going on?

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Monday January 21st, 2013 2:53:00 AM

OOC: Once an updated map is up Brahmah will act.

IC:
Brahmah really wants to kill the spider, but holds action. Mentally, "Let me know when to strike."
----------------------------------
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)
Longstrider (30 hours, extended)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
Resist Fire 30 (Brahmah and Polo)
Bull's Strength (18min, +4 str)
Bear's Endurance (18min, +4 con)
Cat's Grace (?min, +4 Dex)
Haste (Aztyr)

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
Mystery Item (4d8+7, 3/day)

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

DM Cayzle - Round 58 
Monday January 21st, 2013 8:29:01 AM


Mal, please roll eight spell resistance checks vs DC32, one for each of the layers of the wall, and another for the blade barrier, in order.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Monday January 21st, 2013 8:41:46 AM


OoC: Is there a map coming? There were a lot of changes last round.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al  d20+8=19 ;
Monday January 21st, 2013 9:01:39 AM


Vauhwyt watches as the various magics go into place. It's an interesting tactic. Not one that is likely to work more than once. But, then again, perhaps once may be all that they need.

The Grim Trickster strains to hear what might be going on beyond the solid cluster of bubbles. She's never really been that good at this sort of thing. One of her biggest faults. But it's never really seemed that important. That is, until it is important. But, then again, once the moment of need is past, the moment and its need are both forgotten, pushed aside by more baroque and more interesting schemes and ideas.

Vauhwyt gives a mental shrug. Then, remembering herself, she slides forward with fluid grace and reaches a long fluid arm out to touch Sir Joshua as she triggers the Mage Armor wand again.

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

5ft Step forward / Cast Mage Armor on Sir Joshua

Perception check: 19

Positions: Vauhwyt N&O/3&4; Mookie M4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/CL18)

HP with Bear's Endurance:
Vauhwyt HP 183 of 147, AC43; Mookie HP 109 of 73

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?)
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/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)
Mage Armor on Malgant (1h/CL1)
Mage Armor on Jass (1h/CL1)
Mage Armor on Sir Joshua (1h/CL1)

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 2 Hero Points
Wand of CMW 46/50
Wand of Mage Armor 29/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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 58 
Monday January 21st, 2013 9:38:47 AM

OOC: This is still Round 58. In the top of Round 58, you all acted. Jass, Mal, and Aztyr had readied actions.

In the bottom of Round 58, the spider stepped out. That triggered the readied actions, and down came the wall of force and up went the fog, prismatic wall, and blade barrier.

Next, still in the Bottom of Round 58, one of the enemy stepped into the portal. Now I need Mal to roll spell penetration for the wall and blade barrier against the intruder's resistance. It is not yet time for anyone to do anything else.

I figure I'll make a map when I know if the intruder(s) are repelled by the wall or not ... an end of Round 58 map.

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 200/164] 
Monday January 21st, 2013 9:51:37 AM

[Well, the DM may not be able to post one round per day, but players are still on the hook for one post per day, and I haven't posted since Thursday. Mark.]

DM Cayzle - Round 58 
Monday January 21st, 2013 9:54:28 AM

Chat and questions and checking in are always welcome!

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Monday January 21st, 2013 9:56:41 AM


OoC: Or ... roleplaying posts. I like your posts about Dirt City, Kathy. Good reminder of the long history of some of these characters.

DM Cayzle - Round 58 
Monday January 21st, 2013 9:59:18 AM

And I appreciate your funny snarky comments about Vauhwyt's poor Perception skill, Al! :-)

She has her good friend Vorelle for perceiving stuff!

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Monday January 21st, 2013 10:23:03 AM


OoC: Well, didn't intend them to be snarky. Chaotic, rather. Though, I can see whereas they could be snarky as well.

Cayzle comments: I quite enjoyed them!

Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday January 21st, 2013 2:13:10 PM

Checking in and busy pm... Not sure if I'll be able to post then...

DM Cayzle - Round 58 
Monday January 21st, 2013 2:16:55 PM

If Dave cannot roll spell penetration for Mal by evening, I'll do it.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Monday January 21st, 2013 4:25:10 PM

Jass is excited about the challenge of this arena. Just like when the sorcerer hopped into the garbage pits under the Float for a friendly bout of fisticuffs, the idea that they can go all out without anyone dying is liberating to the former wanderer.

AC 44,Touch 37,Flat 24 CMB 33, CMD 53 on level gound CMD 43 otherwise, 205/223(169) hp Malgant Winterborn  d20+18=21 ; d20+18=34 ; d20+18=25 ; d20+18=23 ; d20+18=30 ; d20+18=28 ; d20+18=22 ; d20+18=27 ; d20+18=19 ;
Monday January 21st, 2013 6:45:33 PM

OOPs got carried away.
Also I am sick as a dog so I probably won't post again tonight. We have a plan, stick to it.
Does heroism, or my ioun stone add to this roll? Wasn't sure so these are my base rolls.
21
34
35
23
30
28
22
27

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Tuesday January 22nd, 2013 2:27:11 AM

OOC: Wow, that's dedication. Lungs clotted and STILL online. Much props to you! ;)

IC: Brahmah continues to hold action.

----------------------------------
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)
Longstrider (30 hours, extended)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
Resist Fire 30 (Brahmah and Polo)
Bull's Strength (18min, +4 str)
Bear's Endurance (18min, +4 con)
Cat's Grace (?min, +4 Dex)
Haste (Aztyr)

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
Mystery Item (4d8+7, 3/day)

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

DM Cayzle - Round 58  d4=3 ;
Tuesday January 22nd, 2013 8:14:28 AM

The only things that help in spell penetration rolls are things that boost caster level and the spell penetration feats.

Note: It is VITALLY important that you list all active effects in your posts along with current hp, spell resistance, items (like cloak of displacement) with defensive effects I might miss, etc etc.

Top of Round 58 Recap:

Vauhwyt taps Jass with her wand of Mage Armor, and she moves.

Brahmah moves up and hides.

Sir Josh casts and moves up next to Brahmah.

Aztyr, Mal, and Jass ready actions.

Vorelle stays hidden and alert.

Bottom of Round 58:

The spider steps through the portal to the Air Arena.

Jass takes down the Wall of Force, Aztyr casts Solid Fog, Mal casts Prismatic Wall and Blade Barrier. Note that Sir Josh and Brahmah are five ft into the Solid Fog, and they therefore take -2 penalty on all melee attack and melee damage rolls unless they have freedom of movement or equivalent.

An eidolon enters the watery passageway. It hits the prismatic wall. It has spell resistance 32. Only the second and the third layers of the wall affect it. But the eidolon seems to be immune to electricity and acid, by its response.

Due to the fog/bubbles, it can only see Sir Josh and Brahmah, except it cannot see Brahmah because he is hiding in plain sight. However, it's movements seem to be free of the effect of the solid bubbles.

It is a six-armed giant, with weapons in all hands. It fills the 15-foot wide passageway and is 20 ft tall, so it has to duck to avoid hitting its head. Its first weapon is a reach weapon, which it does not use. The other four weapons are adamantine short swords. The first is a speed shortsword, which gives it an extra attack, and then a main attack, and then attacks at -5 and -10 due to a high BAB. Then three attacks with the other short swords -- for a total of 7 attacks.

Sir Josh, your CMD is 10 +18 BAB +8 str +4 dex (mass cat's grace) + 4 ring +1 ioun stone +1 haste = 46.

Six of the seven attacks beat that CMD. The thing has Improved and Greater Sunder feats, so there are no AoOs and the extra damage beyond that needed to destroy the item passes on to Sir Josh.

The first attack destroys Sir Josh's headband of charisma +6 and inflicts 21 damage.
The second destroys his spell component pouch and inflicts 26 damage.
The third destoys his holy symbol and inflicts 32 damage.
The fourth destoys his haversack and inflicts 25 damage.
The fifth destoys his necklace of adaptation and inflicts 23 damage.
The sixth destoys his ring of evasion and inflicts 19 damage.

Total damage to Sir Josh is 146 hp.

At the other end of the watery passageway, a huge 20 ft tall scaly mind flayer with 8 tentacles and tiny wings appears.

And The Map

Your turn for the top of Round 59.

DM Cayzle - Round 58 
Tuesday January 22nd, 2013 9:57:08 AM

John, we will be thinking of you. Dave, no worries, post when you can.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+22=37 ; d20+18=24 ; d20+23=25 ; d20+24=26 ; d20+27=40 ; d20+16=30 d20+27=42
Tuesday January 22nd, 2013 10:06:32 AM

John, please take care! -SteveK

ooc: Jass didn't set 2 Ready actions. He set one Delay action and one Ready action. Confirming the DM is saying that the Delay didn't happen because it was after Spider action, therefore the Delay turned into a Ready.

ooc: Greater Sunder deals excess damage only from sundering weapon, armor, or shield, not any other object. None of the damage should pass on to Sir Joshua.

.................

"I'll take this one! Jass calls to his friends, and looks at the giant monster behind him. He figures that it must have come in behind Six-Arms and then dim doored to put in a squeeze play. The sorcerer smiles and nods. "You are quick, I'll give you that!", and then defensively casts a Quickened Dimensional Anchor on Mr. Tentacles, followed by another defensively cast Wall of Force between himself and the monstrosity.

The sorcerer then edges himself more to the center to reduce possibility of anyone 'porting onto this side of the wall!

Jass looks carefully to see if the being is only an illusion and if it is also an eidolon and watches for more casting.

....Actions
Cast Defensively DC 31 vs check 40 = Success! Dimensional Anchor [8th spell slot] Ranged Touch AC 30 Spell Penetration: 37 No dimensional movement

Cast Defensively DC 25 vs check 42 = Success! Wall of Force [5th spell slot] on G/H line 18/18 rounds

5' Move to I,3

Perception = 24
Know Arcana = 25
Spellcraft= 26

.....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.
Stoneskin; [CL18] 180 hp 10/adamantine
Mage Armor: (from Atzyr) [CL18]: +4 AC (no effect with Bracers of Armor)

....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 6 5 4 6 1 6 3 1
}

DM Cayzle - Round 58 
Tuesday January 22nd, 2013 10:38:29 AM

OOC: The Greater Sunder feat says this:

Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.

Ha! Excellent catch! The damage that passes through a sundered item to a wearer only applies if the sundered item is a weapon, shield, or suit of armor! Sir Josh takes NO damage! Thanks for keeping me on my toes!

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al  d20+16=23 ;
Tuesday January 22nd, 2013 12:32:47 PM


"Well, lets try and make sure this one doesn't leave either, Jass." Vauhwyt opens a more comfortable distance between herself and whatever is in the solid bubbles. Then she shapes the stuff of the shadow plane into a Wall of Iron used to block the portal to the Air Environment.

The wand of Mage Armor then drifts to the floor of the watery tunnel as Vauhwyt takes out a different wand.

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

5ft step back / Cast Greater Shadow Conjuration (Wall of Iron) / Drop Wand of Mage Armor / Draw Wand of Magic Missile

Wall of Iron to seal the portal to the Air Environment (Will vs DC21 to disbelieve. 60% chance to be real regardless.)

Knowledge Arcana 23 to identify the powers of these creatures.

Positions: Vauhwyt M&N/3&4; Mookie L4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/CL18)

HP with Bear's Endurance:
Vauhwyt HP 183 of 147, AC43; Mookie HP 109 of 73

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?)
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/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)
Mage Armor on Malgant (1h/CL1)
Mage Armor on Jass (1h/CL1)
Mage Armor on Sir Joshua (1h/CL1)

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 2 Hero Points
Wand of CMW 46/50
Wand of Mage Armor 29/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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+24=37 d20+24=38 d20+20=30 d20+15=24 d20+10=30 d4=3 d10+19=25 d10+19=23 d10+19=22 2d10(6+7)+38=51
Tuesday January 22nd, 2013 12:41:03 PM

(OOC - Well, you just destroyed my PC my friend... Most of his major items are destroyed, armor's still damaged... He can't breath (necklace gone) in water (thus he's drowning), his toys are gone (bag gone), and his ring to evade damage is gone... So maybe he should stand there and be a pincushion now for any other attacks... He'll fill up the hallway and take it like a man... It was fun while it lasted... He'll go out like a hero and bards will sing of him and his valiant steed throughout the centuries... Women will wish their men were brave like Sir Joshua the Virtuous Martyr... I knew there was a reason he didn't want to move away from his defensive position... I'm not sure if I want to go to all the trouble now recalculating a bunch of modifiers now that his headband is gone... but that doesn't affect his attacks at least... )

Anyway... this sundering stuff really has gotten on my nerves...

While drowning and holding his breath, he'll attack with his full action against this eidelon thing...

Attack 1 (Holy, Ghost Touch, Blessed, oops, forgot +1 for mounted on rolls) Hit AC 38 for 25
Attack 2 (Hasted, forgot +1 mounted on roll) Hit AC 39
Att 3 Hit AC 30 for 23
Att 4 Hit AC 24 for 22
Att 5 Hit AC 30 for 51 pts (auto crit due to blessed) - BECAUSE of the crit, it also potentially blinds the eidelon (Fort Save vs. DC 28 to be only dazzled 3 rounds or permanently blind)...
___________
So... -6 Charisma from broken headpiece

1. SJ - 213/213 (36 due to loss of Con belt, but spell gives it back to him...)
2. William - 194/194 hps (+36 hps due to Con spell, +2 Fort Save)
3. AC down by 3 due to Instant Armor (36/41 Touch)
4. 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 However, the spell (Bull's Endur) gives it back...
5. 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 (13/18 minutes)
7. William is in the form of a sea lion
8. Hasted (don't remember exact duration)
9. Mass Bear's Endurance (18/18 minutes, cast round 57), replaces lost Con from losing belt
10. Bless Weapon (18/18 mins)



DM Cayzle - Round 58  d100=58 ; d100=17 ; d100=76 ; d100=47 ; d100=81 ; d100=56 ;
Tuesday January 22nd, 2013 12:56:23 PM


Gosh Darn It! I forgot something important! The Solid Fog/Bubbles give all within 5 ft a 20% miss chance. I did not roll that for the many armed giant's attacks!

Of the six attacks, the second failed due to concealment, so the second attack did not destroy the spell component pouch.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday January 22nd, 2013 12:57:45 PM

(OOC - So does William as sea lion get any attacks? Your earlier post on sea lions said he didn't have claws, etc...)

DM Cayzle - Round 58 
Tuesday January 22nd, 2013 1:07:57 PM


Sure, William can fight! Use the link I gave above, but instead of claw/claw/bite, he just has a bite. The reason he has a bite but no claws is here.

However, William is large in size, and is squeezing in next to Brahmah, so he takes a -4 on attacks and AC.

Also, note the rules for holding one's breath!

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 200/164]  d20+26=41 ;
Tuesday January 22nd, 2013 3:14:21 PM

The plan, as far as Vorelle remember it, is for her to try to use her bow.

However, she cannot. Aztyr's Solid Fog prevents her from shooting the six-armed giant, while Jass's Wall of Force is between her and the weird winged mind-flayer.

This bites, she thinks.

Sir Joshua seems to be in some distress; perhaps she can help. She re-positions, swimming awkwardly to P-4, while trying to remain hidden. [Stealth 41, with the penalty. Pretty sure that's a double move.]

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+8=16 ;
Tuesday January 22nd, 2013 4:09:52 PM

Here is William's bite...

Att = +4 + 7 more for difference in Strength + 1 hasted -4 Squeeze = Miss AC 16...

DM Cayzle - Round 58 
Tuesday January 22nd, 2013 4:32:37 PM

Sir Josh, the enemy is not evil, so no auto-confirm on that crit. Please roll to confirm.

Also, what is your damage if you did not crit?

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Tuesday January 22nd, 2013 4:56:12 PM

ooc: Joshua is NOT drowning. He still has the Life Bubble spell that was cast on him by Jass before they ever stepped into this dimension.

Also, when an extradimensional item is destroyed, the contents are usually expelled back into the real Wold. Of course, no telling what will happen around here! :-)

DM Cayzle - Round 58 
Tuesday January 22nd, 2013 5:16:19 PM

Also, when an extradimensional item is destroyed, the contents are usually expelled back into the real Wold. Of course, no telling what will happen around here! :-)

Cayzle: Soumnds good to me. Although when I looked at Josh's sheet, it did not seem to me that there was all that much great stuff in it. :-)


AC 44,Touch 35,Flat 26 CMB 40, CMD 55 on level gound CMD 45 otherwise, 241/223(169) hp Malgant Winterborn  d20+29=41 ; 6d6+31=56 ; d6=3 ; d6=5 ;
Tuesday January 22nd, 2013 5:49:15 PM

OOC
Please note that Sir Joshua is under the effect of Holy Aura and as such the eidilon needs to save vs fort DC 27 for each hit or go blind. Also, if take under wing will not help the group with CMD then Malgant does not use the second hero point at all, just Righteous Might , Divine Power.

IC
Will the AC granted by Take under wing improve the CMD of my friends? It doesn't say what type of bonus it is.
Take Under Wing (Ex): When the protector takes an attack action or full attack action in melee, she can take a penalty of up to -5 on her attack(s) and add the same number (up to +5) to the armor class of all allies within five feet. The protector herself gains no AC bonus. At sixth level, all allies within 10 feet gain the bonus.

Malgant sticks to the plan, casting Righteous Might and enlarging and then using hero point to cast Divine Power to make himself strong. Siing the plight of his companions he uses another hero point to make a singlr vital strike at the six armed foe and takers his friends under his protective powers wing. Malgant also uses the power of the war domain to channel Improved Vital strike this turn.

base 15+ 9 str+ 5 enhancement+ 1 haste+ 2 heroism + 1 Imod the warrior+ 1 competence + 6 Divine Power -5 Take Under Wing -2 Size -4 Power Attack = +29

Hits AC 41 for 56 damage + 8 holy( you said it wasn't evil so this probably doesn't apply)

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 (155 min/CL18)
Shield duration 12 minutes CL 18
Shield of Faith duration 12 minutes CL 18
True Seeing duration 12 minutes CL18
Freedom of Movement duration 175 minutes CL18
Resist Fire 30 duration 175 miunutes CL 18
Weapon of Awe 15 minute duration CL 18
Holy Aura +4 deflection AC, +4 resistance bonus to saves, 25 SR vs Evil spells, protects against possession and mental influence as Prot from evil, Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC) DC 27 duration 12 rounds
Mass Bear's endurance +4 con duration 18 minutes
Mass Bulls strength +4 str duration 36 minutes
Mass Cat's grace +4 dex duration 18 minutes
Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Haste duration 29 rounds
Mage armor duration 1 hour
Righteous Might duration 18 rounds
Divine Power duration 18 rounds
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used
Hero points used 2(3)

AC 44,Touch 35,Flat 26 CMB 40, CMD 55 on level gound CMD 45 otherwise, 241/223(169) hp Malgant Winterborn  d20+17=31 ; d6=5 ; d20+20=33 ; d20+22=34 ;
Tuesday January 22nd, 2013 6:46:48 PM

Aztyr Ac 30 /17 touch /22 flat HP 169 CMB 16 CMD 31

Aztyr tries to help her friends out by casting things to make the eidelon less powerful. Unable to reach Brahmah she relies on ranged spells. First she throw a quickened ray of enfeeblement at the beast.
Hits touch AC 31 for 10 points of strength loss DC19 for half SP 35
She then casts a spell she picked up on a whim, it makes Eidelon's less powerful by Devolving them Cast devolution , target loses 4 evolutions duration 18 rounds Will save DC 21 SP 34
Trusting In Jass she does not even spare a glance back at the eidelon behind them.

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

Holy Aura +4 deflection AC, +4 resistance bonus to saves, 25 SR vs Evil spells, protects against possession and mental influence as Prot from evil, Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC) DC 27 duration 12 rounds
Mass Bear's endurance +4 con duration 18 minutes
Mass Bulls strength +4 str duration 36 minutes
Mass Cat's grace +4 dex duration 18 minutes
Haste duration 29 rounds
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 29 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

OOC
Cayzle do multiple devolutions stack? The spell does not prohibit it like ray of enfeeblement does.

DM Cayzle - Round 58 
Tuesday January 22nd, 2013 8:36:57 PM

Your foes are not evil, so only the first and third powers of Holy Aura apply:

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.

Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.


Sir Josh already has a +4 deflection bonus to AC with his ring. If that gets sundered, though, then the +4 Holy Aura deflection bonus will kick in.

DM Cayzle - Round 58  3d6(1+3+5)=9 d100=52
Tuesday January 22nd, 2013 8:38:16 PM

Take Under Wing WILL work to boost CMD. Was it in effect when Josh's gear was sundered?

Malgant no, it wasn't, but it will be now. does true seeing mitigate that miss chance? Either way 52% will make it hit. I miscalculated the damage, please add 9 more for the base damage I missed for my new size and the 3x damage of improved vital strike.

DM Cayzle - Round 58 
Tuesday January 22nd, 2013 8:40:41 PM

Note that Mal and Aztyr cannot see the six-armed giant because of the bubbles. I think you need line of sight for the ray? And a 50% miss chance for melee attacks?

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+10=18 ;
Tuesday January 22nd, 2013 10:52:46 PM

(Doing from phone so short post)
Sj's roll for crit check is 18. I think he has a bonus due to a feat crit so its 22. Just take 1/2 dmg if not crit. Thx malgant for the great life bubble spell too ;)

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 200/164] 
Tuesday January 22nd, 2013 11:25:56 PM

[OOC: Now my mental picture of Sir Joshua after his Necklace of Adaptation is severed is kind of like when Woody opens Buzz Lightyear's helmet for the first time....]

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+26=33 ; d20+26=35 ; d20+28=41 ;
Wednesday January 23rd, 2013 5:41:05 AM

OOC: I do have to agree with Ken. It sucks that this sundering thing seems to be all these things do. Depending on items is what most adventurers do and earning them is what is fun, taking them away.... not so much. It must also be said that, it is my belief that the other group is NOT honoring the 'not looking at other boards' clause we seem to be upholding. This is far more than getting lucky or being skilled. They have an insight we do not. And frankly, if they ARE looking at this board and reading posts, regardless who they are in the Wold, they should be drawn and quartered...

IC:
(I'm not sure what Joshua cast last round.)

Brahmah takes time while hiding, to target this giant as his Quarry (will give him +2 attacking the giant and all crits are confirmed). Additionally, he will try to get a sense as to what the giant's next goal is, looking for shifting eyes, or body language. (Sense Motive 35, Perception 41)
Lastly, Brahmah will be in Total Defense. (Total is +8, 6 dodge bonus from Acrobatics and 2 shield bonus from Two Weapon Defense, which raises his AC 38, plus Haste)
----------------------------------
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)
Longstrider (30 hours, extended)
GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
Resist Fire 30 (Brahmah and Polo)
Bull's Strength (18min, +4 str)
Bear's Endurance (18min, +4 con)
Cat's Grace (?min, +4 Dex)
Haste (Aztyr)

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
Mystery Item (4d8+7, 3/day)

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

DM Cayzle - Round 58 
Wednesday January 23rd, 2013 7:03:53 AM

Oooh! You CAN fire a ray at an unseen foe, or into mist or dark, per the rules. OK, I can do the turn!

DM Cayzle - Top of Round 59  d100=27 ; d100=67 ; d100=56 ;
Wednesday January 23rd, 2013 10:15:07 AM

Note: It is VITALLY important that you list all active effects in your posts along with current hp, spell resistance, items (like cloak of displacement) with defensive effects I might miss, etc etc.

Top of Round 59:

Jass says to the squid-head, "You are quick, I'll give you that." Then he cleverly casts a quickened dimensional anchor on the giant mind flayer. His ray hits touch AC30, well over the things touch AC20. His ray penetrates SR37, well past the thing's SR31. It is anchored. Then Jass defensively puts up a Wall of Force to hem in the thing. For now. Then Jass, still in the form of a small water elemental, steps to I3.

[OOC: Jass, your DM grants you a hero point on the spot! Impressive!]

Vauhwyt conjures a wall of shadow-iron between the giant and the exit. She drops her wand of mage armor and takes out her magic missile wand. (Note: Need line of sight to use it, right?)

Grappling with despair, Sir Josh and William make full attacks. The paladin hits once, against the giant's amazing AC60, doing 26 damage, of which 16 penetrates the giant's stoneskin-based DR10/adamantine. (Note that a +4 enhancement bonus will also bypass this DR.) OOPS! Forgot to roll bubble-based concealment to see if Sir Josh's attack actually misses ... 27% = it hits!

Note: The giant has blurry edges (Blur spell), but I rule that concealment does not stack.

Vorelle swims over Mal to P4, and when Mal enlarges, she manages to squeeze into the five-ft space above William at Q4. All that, even hiding, is just a move action, your kindly DM rules ... and therefore Vorelle has a standard action left. She still cannot see the giant, however, and the solid bubbles start right before her nose.

Mal takes all his nearby friends under wing. He makes an attack that has a 50% miss chance. The DM rolls a 67 -- but it is moot, since the strike is still a miss vs the giant's AC60. But the miss still grants the Take Under Wing bonus to William and Josh.

Aztyr fires a quickened ray at the giant -- also with a 50% miss chance, but the DM rolls a 56, so that's ok. The Ray forces the giant to make a DC19 Fort save for 10 pts Str penalty or 5 on a save.

Aztyr also wants to cast a Devolution spell, but to cast that, she definitely needs line of sight, which she does not have. She still has a full round of actions to take.

Brahmah stares at the giant, setting him for his quarry. He says hidden and on the defensive.

I need a standard action from Vorelle and a full round from Aztyr.

Aside from questions, comments, and RP chatter, And Vorelle and Aztyr's actions asap, please wait for the enemy to act.

Mal and Vorelle are squeezing. That's -4 to hit and -4 AC. Mal, even if you had a 15x15 space, you are now Huge (tall), just liek the two eidolons in the paassageway with you, and the ceiling is only 15 ft high, so you have to crouch down (ie, squeeze).

And the Map.

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 23rd, 2013 11:14:00 AM


"Aztyr," Vauhwyt thinks to her sister liontaur, "can you dismiss the Solid Bubbles? I don't think they're having the affect that you wanted. I suspect some form of Freedom of Movement affect."

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

Positions: Vauhwyt M&N/3&4; Mookie L4

Swim Speed of 60 from Fluid Form

Spells cast on Vauhwyt: (Minus 16 min)
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)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/CL18)

HP with Bear's Endurance:
Vauhwyt HP 183 of 147, AC43; Mookie HP 109 of 73

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?)
Mass Bear's Endurance from Aztyr +4 CON (18 min/CL18)
Mass Bull's Strength from Malgant +4 STR (18 min/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)
Mage Armor on Malgant (1h/CL1)
Mage Armor on Jass (1h/CL1)
Mage Armor on Sir Joshua (1h/CL1)

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 2 Hero Points
Wand of CMW 46/50
Wand of Mage Armor 29/50

Mookie's Tattoos
- Lockjaw used 1 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 1 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 
Wednesday January 23rd, 2013 11:25:29 AM

(Checking in... Waiting on enemy attack... Wow, AC60... How in the world would something get that high?... Just musing here... Aren't there penalties for being so huge on your AC? ... And I'm glad that I'm not the only one who's suspicious and unhappy re: some of the other activities re: sundering and "knowing" exactly what to do against us... )

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Wednesday January 23rd, 2013 11:38:44 AM

Jass feels rewarded and heroic for stopping the squeeze attack, even if it only is temporary. Really, he thinks, the way the battle is going, it's going to be over in the less than 2 minutes that the wall is going to remain. That is, unless Mr. Tentacles has magic that could even take down a Wall of Force.

So the sorcerer keeps an eye behind him as he sizes up the battle to the front. Telepathic Bond should come in handy... " Atzyr, I think either a Ready Dismiss of the bubbles to wait until after Six Arms attacks, or just a targeted Greater Dispel Magic on Six Arms if Atzyr has True Seeing. We gonna have to start dispelling and devolving things on that monster."

"Keep a lookout for the Third Key. If we can get that, we may not have to defeat these guys, just go around them."


....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] 31/36 min; +4 AC
Life Bubble;[CL18] 235/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Mass Fly;[CL18] 175/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo
Daylight: [CL5] 45/50 min; on scroll 60' bright light
Resist Fire: [CL18] 169/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Vampiric Touch: 24 hours; 104 Temporary Hit Points
Polymorph: [Small Water Elemental [Rd35] 16/18 minutes; +1 AC Size, +2 Dex, +60 Swim
Cast See Invisible [CL18]; 180/180 min; see invisible and etheral things.
Stoneskin; [CL18] 180 hp 10/adamantine
Mage Armor: (from Atzyr) [CL18]: +4 AC (no effect with Bracers of Armor)

....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 6 5 4 6 1 6 3 1
}

DM Cayzle - Top of Round 59 
Wednesday January 23rd, 2013 11:52:03 AM


Note: True seeing does not see through the bubbles. The readied dismissal is a good idea, but since Aztyr cannot see when the giant takes his attacks, she will have to ready her dismissal based on Josh or Brahmah's say-so.

Vorelle [Life Bubble, Fly, GMW, Resist Fire][AC 34; HP 200/164] 
Wednesday January 23rd, 2013 12:35:55 PM

I said that I moved to P-4, not Q-4. I didn't realize that Malgant was already occupying that space.

So, Vorelle spends her standard action getting the hell out of everybody's way. Just put me somewhere where I'm not squeezing and not blocking anybody, and I'll do my best to sit down and shut up.


DM Cayzle - Top of Round 59 
Wednesday January 23rd, 2013 12:58:58 PM

Ugh! Kathy!

You did move to P4. Then Mal expanded to huge size, and I nudged you over to an open spot.

I'll move you as you say, if you like. No problem.

No one wants you to sit down and shut up! Please!

=======

Well, my friends, I'm hearing a lot of frustration at the sunder tactic, the close quarters, etc etc. I am sorry that the adventure is not what you would prefer. You can either stick it out, or get a consensus for us to come to a stop, and I can hand the game over to the next guest DM. I'm good either way.

I will say that the eidolon characters you are facing were created for Jim C's Eidolon Tap of June 2012 ... and they were used unchanged for this module. They were not created with you all in mind. Are eidolons very much overpowered? Sure. Witness the Wold's decision to drop the APG classes entirely. Are they intended to attack you specifically? No.

I will also note that the tight passageway is more of a problem for the other team than for you.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday January 23rd, 2013 1:13:02 PM

I am frustrated, I agree and this whole adventure has been frustrating for me, especially with overpowered eidelons, all kinds of rules for different planes and close spaces, etc to track...

If we are voting, then my vote is to come to stop (1st choice) or stick it out (2nd choice).

However.... I don't want a new DM, as I'm not sure it's an issue with you my friend. It's an overall design and rules issue, and this adventure is just not enjoyable or fun anymore and I'm getting a headache from trying to track all the various rules and how sundering various items affects our actions in a variety of planes and tight fits... Of course if its hard for me to track (and I really don't feel like going to all the trouble every post to try to keep all the rules and modifications in mind I must admit), then it's got to be even harder for you, our patient and kindly DM.

IMHO, it sounds like some flaws in the module are mixing with overpowered eidelons to make things a lot harder. Also, some of our concerns about the other team maybe "peeking" in our game (if that's actually the case, but I'm not saying they're guilty beyond a shadow of a doubt... we just have suspicions...) just make things that much more painful and challenging and give us an even bigger headache...

So I'm opposed to changing DMs but am Ok with stopping this thing where we're at... Of course if I'm in a minority position, then I'll stay and finish it with gusto...

Cayzle comments: LOL! I appreciate the vote of confidence, Ken, but Steve K has already volunteered to DM the next (and final) BBL module! And I thank him for it!

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 23rd, 2013 1:31:00 PM


OoC: Well, my main complaint is that the situation is blatantly artificial. Take for example, the Fire-ents. I would, personally, have required that the Fire-ents have some sort of motivation for sacrificing their lives in order to destroy the party's items. Yes, they are capable of sundering items. But to have them do so exclusively, with the certainty that doing so will cost their lives seems highly artificial to me. Have I ever mentioned how much I dislike PvP Arena games?

As to why the current Eidilon is engaging in the same tactics, I suspect that we were being watched during the battle with the Fire-ents. Their Sneaker may have been just outside the far portal observing our tactics. That would explain a lot. And I mean a lot.

In retrospect, it may have been a mistake to take on the Fire-ents, especially after seeing the tactics that Cayzle was using.

Cayzle, how much trouble are you having with the other team's posting frequency?

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 23rd, 2013 2:06:42 PM


OoC: Also, as to the Sundering thing, the fact that this is such an effective tactic underscores how much of the power inflation in the Wold is driven by magic items. The PC's have become dependant on them.

That aside, though, I think Ken is right. Recalculating from the loss of magic items is (and is going to continue to be) a PITA. If removal of magic items is going to be a continuing tactic, I think we should seriously consider letting this game go.

Vorelle [effects below][AC 34; HP 200/164] 
Wednesday January 23rd, 2013 2:10:39 PM

My character has done nothing but hide and make Perception checks since the beginning of January. She is useless in the current fight. I can't think of a way to make her useful, and I am trying, all appearances to the contrary.

In the meantime, we're a mostly Large and Huge-sized party squashed into a narrow tube, in an environment that would kill us all without magic, fighting opponents we cannot see, when every round takes at least two days to complete.

I can't think why anybody would be frustrated with that.

That said, I don't really want to end the module. I just want out of this damned tube.

Current Effects:
Life Bubble
Fly
GMW
Resist Fire
Bull's Strength
Cat's Grace
Bear's Endurance

Cayzle Comments: Well, if you want out of the watery tunnel, why don't you just Plane Shift or Wish or otherwise move the party to somewhere in the Earth or Fire Arena?

DM Cayzle - Top of Round 59 
Wednesday January 23rd, 2013 3:06:10 PM


Al: Cayzle, how much trouble are you having with the other team's posting frequency?

I have four players running six eidolons. They chose to wait in Ambush at the Air Portal, so that meant while you guys were fighting in the Fire Arena, they were twiddling their thumbs. Posting fell way off then, understandably -- but that was their choice. Since then, the very tight confines of the watery passageway -- where you guys chose to hole up! -- have meant they cannot all fit. So they have been very frustrated there too, with a couple not posting daily, feeling rather like Vorelle does, waiting for a chance to be able to get in.

OTOH, I think that it is not giving away too much to report that I had a Scarlet Tap player post just today: "I can't speak for anyone else, but whether its trample, sunder or just good ol' clobbering I'm really excited to finally be toe-to-toe with the BBL crew. Hoping to pick up a few tricks from them to be able to use myself!"

DM Cayzle - Top of Round 59 
Wednesday January 23rd, 2013 3:59:28 PM

As Kathy points out correctly, the pace of play is too slow. So I can't wait on Aztyr's move. Aztyr can choose to have cast a Ray of Enfeeblement, not a Quickened Ray, or he can keep the quickened ray and also choose a readied action based on hearing that the six-armed giant has finished his attack, as discussed above.

I'll let you know what happens in the second half of Round 59.

AC 44,Touch 35,Flat 26 CMB 40, CMD 55 on level gound CMD 45 otherwise, 241/223(169) hp Malgant Winterborn 
Wednesday January 23rd, 2013 5:04:56 PM

Pardon me for having a job man.
Aztryr dismisses the bubbles. Not that it will help. I can't hit AC 60 even without trying to provide AC for the rest of the group. And why isn't Brahmah taken under wing? He sure as hell is within 10 feet of me.

AC 44,Touch 35,Flat 26 CMB 40, CMD 55 on level gound CMD 45 otherwise, 241/223(169) hp Malgant Winterborn 
Wednesday January 23rd, 2013 5:11:22 PM

I vote for leaving this scenario too. Any more of this is going to piss me off to the point I just quit altogether. Sure, devolving it may allow us to finally hit it but there are 5 more where that came from. Recalculating every stat I have is going to get old really fast too. I have been able to keep iut straight so far but I am sick, running 2 characters here and 1 in Hook city too. There aren't enough hours in the day to keep coming to the place I go to relax and finding more impossible crap to overcome.

DM Cayzle - Top of Round 59 
Wednesday January 23rd, 2013 6:35:41 PM

Sure Brahmah is under wing. Sorry I did not mention it.

Dave and Ken are in favor of stopping. Al seems more in favor of stopping than opposed. Kathy is discontent but not yet voting to stop. If John weighs in, great, but we'll go with the consensus. Steve?

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday January 23rd, 2013 7:29:02 PM

(on a side note and not trying to cheat... but how in the world does something get an AC of 60? I've never heard of something that high and I was trying to figure out how you'd get that...?)

DM Cayzle - Top of Round 59 
Wednesday January 23rd, 2013 8:41:20 PM

How do you get an AC 60? Fair question.

Base AC10 + eidolon armor bonus +16 nat AC. Huge Evolution +5 nat AC. Maxed out Improved Natural Armor Evolution +8 nat AC. That's a 39. Then add in the usual suspects: +8 bracers, +5 barkskin, +5 ring +? dex, -2 size ... etc etc ... and you get in the ballpark, without revealing all the secrets.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday January 23rd, 2013 8:58:20 PM

Wow... That's high... I didn't know Nat armor stacks and also with barkskin.. tough guy AMD we need.crits to even hit him... I'm glad I voted to end scenario ;). Thx for the info...

Vorelle [effects below][AC 34; HP 200/164] 
Wednesday January 23rd, 2013 10:27:45 PM

I can't help but notice that eidolons don't get a +16 armor bonus until 20th level. I also can't help but notice that there is more than one of these things, making the CR of this encounter in the neighborhood of 24 or 25. If the used the PC Wealth table instead of the NPC Wealth table, the CR goes up by 1. And I can't help but notice that we are 18th level. An Epic challenge is supposed to be APL+3; we're at APL+4 at an absolute minimum.

Also, I've lost track; do I need to state some actions now?

Cayzle Comments: Well, if you want out of the watery tunnel, why don't you just Plane Shift or Wish or otherwise move the party to somewhere in the Earth or Fire Arena?

Vorelle is too busy casting Bigby's Obscene Gesture.

Current Effects:
Life Bubble
Fly
GMW
Resist Fire
Bull's Strength
Cat's Grace
Bear's Endurance

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Wednesday January 23rd, 2013 10:37:06 PM


"Ha!" Vauhwyt snorts, bubbles emerging from her nose.

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday January 23rd, 2013 11:55:33 PM

OOC: Short of natural 20's, Brahmah is not damn likely to hit, at all, ever. This is why I took a standard action to Quarry, because IF I ever hit, it auto crits. *smug smile* So... on the other hand, we're all screwed, not just me, so whatever.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Thursday January 24th, 2013 10:24:08 AM

ooc: Bigby's ... double Ha!!

I'll go with the consensus.

It is obvious that frustrations are extremely high, and I'd rather move on than to continue a non-fun situation.
......................

With all the Loot&Booty Board actions before this module started, I was fairly sure our party opponents were going to be the Eidolon team from the Tap. In fact, I think Cayzle and several others mentioned that straight up in L&B.

Coupled with the sincere belief that 1) APG in general and Eidolons in particular are overpowered and 2) the Eidolons from Jim's Tap had all Eidolon advantages (to include 20th lvl wealth spent completely on the Eidolon) with none of the Summoner weaknesses (ie having a summoner)... I was convinced at the outset that BBL was going to lose.

So I just came for the fun of trying.
.....................

In game sense, Jass has been doing much better than everyone else this particular module. He's been able to DO something nearly every battle, and be effective. I know that is not the experience of most and is also contributing to my devil-may-care exuberance.

Jass' next action to reduce Six Arms was going to be less effective: Greater Dispel Magic hoping to reduce the AC. With Cayzle's reveal of how Six Arms got his AC, the Eidolon would still be a whopping AC 57 without trying hard!

.....................

If Jass can target Six Arms, maybe a Greater Dispel Magic followed by a Quickened Hold Monster could be effective for the team to coup de grace?

Maybe Atyzr with Limited Wish to succeed in a Dismissal or Banishment will still make the Eidolon pop out of the dimension and we succeed without killing any of them.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday January 24th, 2013 10:33:11 AM

How about a limited wish that gets us out of this adventure and back home where we can do something more useful than get frustrated? ;)))) Good plans Steve on how we could possibly do a coup de grace...

john info 
Thursday January 24th, 2013 11:21:33 AM

Cayzle, bracers don't stacki with reguylar armor bonus, just like they don't stack with mage armor spell,because they usesame bonus type.

As to quiting, ii will go with the rests decision.

DM Cayzle - Top of Round 59 
Thursday January 24th, 2013 11:56:15 AM

Cayzle, bracers don't stacki with regular armor bonus, just like they don't stack with mage armor spell,because they usesame bonus type.

Cayzle: Yup, you cannot use actual armor with a Mage Armor spell or with bracers because they all grant "armor bonuses." But a liontaur, for example, can use Barkskin, with her racial natural armor bonus and with Mage Armor, because the bonuses granted are (1) an "enhancement bonus to natural armor" and (2) a "natural armor" bonus and (3) an "armor bonus." All three of those are different, and they all stack.

DM Cayzle - Top of Round 59 
Thursday January 24th, 2013 12:02:31 PM

Dave and Ken are in favor of stopping. Al and Jay seem more in favor of stopping than opposed. Kathy is discontent but not yet voting to stop. John and Steve will go with the consensus.

More comments? I count two votes to stop, two leaning that way, one discontent but willing to go on, and two willing to go with the group.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday January 24th, 2013 1:43:30 PM

IMHO, it seems that we don't have any one of us who has actually voted "Yes" to staying... I think that says something...

Cayzle Comments: Yup, I think it does too. Barring shouts of protest, we'll shut this puppy down RSN.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206) 
Thursday January 24th, 2013 4:10:23 PM

RSN?


Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Thursday January 24th, 2013 4:28:18 PM


OoC: Royal Scandinavian Navy.

Vorelle [effects below][AC 34; HP 200/164] 
Thursday January 24th, 2013 4:52:14 PM

OOC:

I've been debating of how much of a thing to make of this. Here's the short version. Games have rules. Pathfinder has rules. Those rules have (for example) sundered our gear, dispelled our resting place, limited our movement, and hampered our vision. But those same rules also say we shouldn't be fighting this encounter in the first place.

Given that, I'm changing my vote to a "no." I'm also wondering whether we should review APL and CR on the DM board, because this isn't the first time something like this has happened.

Also, RSN=Real Soon Now

DM Cayzle 
Thursday January 24th, 2013 5:00:29 PM

Thanks for your input, everybody.

Judging the difficulty level of foes in high level games is hard -- at least for me it is. My understanding is that with all its added powers, APG and Ultimate books, Pathfinder now recommends cutting off play at level 15. I think the Pathfinder Society (or whatever they call it) does that too. Jerry proposed that to us ACDMs recently, but instead we decided to "de-inflate" the Wold. That is, part of why we brought the power level of the Wold down a couple notches was because we thought that our promise of playing a PC from level 1 to level 20 was a key part of the Wold.

Well, anyway, thank you for your kind indulgence and patience with the game.

It seems unfair to Steve to just ask him to take over immediately, so I'll Deus Ex Machina an exit and wing it as DM for a while until he can jump in.

The Nightmare Ends


DM Cayzle 
Thursday January 24th, 2013 5:12:14 PM

With a mighty JERK, the silver cords connecting you all to the Wold from whence you came flicker brighter and pull taut. You find yourselves hauled away and out -- out of the arena and back back back.

You find yourselves back in the Temple of Ga'al, rising from your divans. Sister Chjara, the lean high priestess of Alemi, stands among you, her staff in both hands ready to attack any who come near.

"Betrayed! My friends, you are betrayed! The Ga'alites were just about to interfere! And not in a good way!"

She points with her staff at a cleric standing nearby, carrying a tray. On the tray are several large seeds, roots emerging, wriggling animatedly.

The grey-haired Walker grins in defiance. "He -- and his tray of goodies -- entered invisibly! But I caught him!"

You are all present and accounted for, as you were when you left, exactly, both the living and the inanimate. It is the short work of a muttered word, and you find yourselves Word-Of-Recalled back to your castle.

==========

OOC: Please accept 500,000 xp each.


AC 44,Touch 35,Flat 26 CMB 40, CMD 55 on level gound CMD 45 otherwise, 241/223(169) hp Malgant Winterborn 
Thursday January 24th, 2013 6:45:30 PM

IC
All that and we don't get to kill Ga'alites?!! Malgant is sure to take Sister Chadra's hand before exiting, making sure she is not left behind to be punished for doing what she was asked to do.
OOC
To Steve's point above, yes, Aztyr could try and dismiss or banish them, provided those spells are low enough in level, which I am not sure they are. But, there are 6 eidelons and she has 3-4 limited wishes left, leaving us to fight half of them. I too needed 20's on full offense to hit them and their SR was enough to stop some of what we could throw at them, so yes we would have lost.
Jay, I'm sorry that I lashed out at you and Brahmah yesterday. It was before I realized how truly hopeless hitting the thing was. Turtling to get Quarry off did make sense and I apologize again.
What Kathy said is really the most important thing here. There are other groups fast approaching our level. SOMEONE will need to DM them with actual challenges and not just rules quirks that make it hard for them to function. The Grey Knights were challenged with the Dread, to the point of a near TPK when they misinterpreted their instructions and went to war full frontal style.
I want to thank Cayzle for all of the negative press he put up with DMing this. You were second guessed, called wrong and rules lawyered to the point of insanity, but you held on and explained it all. Good job as far as that goes.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 351/206)  d20+22=28 ;
Thursday January 24th, 2013 7:20:54 PM

ooc: Cayzle, I can take over as early as Monday if you wish.

Jass blinks and then bounds up, keeping as far from the plants as possible, and ready to Disintegrate any that come too close. "Good thing the good sister was there to wake us. Looks like this is ample proof the Alisidurians are fighting each other still in HOW they are going to govern."

The sorcerer keeps awake and aware, looking forward to getting out of this temple.

"And I was just about ready to get the artifact, too", he smoothly lies. Let them chew on THAT, he mentally sends to his friends.

.......Actions

Bluff: 28

Vorelle [AC 34; HP 200/164] 
Thursday January 24th, 2013 9:40:09 PM

Vorelle blinks and looks around, startled. She is glad to be out of the watery passage, but a little confused by what is happening.

Another blink and they are home. Vorelle lets out a sigh of relief. They hadn't had a chance to defeat those enemies, but she has a sneaking suspicion that the Blackbird Lake heroes probably wouldn't have come out on top in that endeavor.

"Is everybody okay?" she asks.

[Allow me to add my thanks, Cayzle. It can't have been easy keeping all this straight, and you did a really good job. May we look at the Tapestry board now?]

Cayzle Comments: Please feel free. And BTW, as the combat DM for the Ust game through its retirement, I see this as a valuable learning experience for me, so thanks too for being my guinea pigs.

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Thursday January 24th, 2013 11:18:33 PM

OOC: Apologies accepted. We were all frustrated with the jacked up situation within what started out to be a fairly fun scenario. I am also sorry for hitting buttons but I'm good at that. In fact, I take pride in not pulling punches with what I say.

IC: Brahmah looks briefly around for Polo then feels the pull back to the castle.

"I wonder what will happen next? Can our gear finally get repaired?"

Shortly after returning home, Brahmah sends word to the ship that he has returned.

The ranger plans to sleep. "Night all!"

AC 44,Touch 35,Flat 26 CMB 40, CMD 55 on level gound CMD 45 otherwise, 241/223(169) hp Malgant Winterborn 
Friday January 25th, 2013 3:33:22 AM

pretty sure our gear is OK outside of 'the game' Brahmah. I think it was only broken while we were in the alternate universe. Cayzle?

Cayzle Comments: That is correct.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday January 25th, 2013 10:00:47 AM

(OOC - I echo the thanks Cazyle and you've been very very patient and dedicated to all this ;) )

Sir Joshua and William are relieved to be back on solid ground again. William snorts several times, stomps his hooves and goes off on a long run...

Seeing what the cleric was trying to do, Sir Joshua takes out his sword, knocks the tray to the floor and stamps on all the wriggling vines, trying to crush them for good with his boots... To the evil cleric, he says "Don't even think of trying to stop me..."

(@DM - That puts me at > 2.8MM xp, enough for 19th level. That's a new feat and my final one... Any ideas on a good high level feat for a paladin? Never had a PC this high...)

DM Cayzle's Final DM Post 
Friday January 25th, 2013 2:10:43 PM

Life settles down for a little bit -- at least long enough to train and recoup.

And true to the Ga'alian paladin's word, a new, non-denominational park is created in Acid City, featuring the statues of certain heroic personalities.

Just walking through the park makes you feel more like heroes, somehow.

Anyone who walks in the new park gains a Hero Point!

Vauhwyt and Mookie 
Friday January 25th, 2013 4:54:12 PM


Things on Vauhwyt's and Mookie's agenda.

0) Note that since items were not destroyed or affected on return, let us also say that no charges, consumables, or hero points were expended. It was all just a dream!

1) Party Items. Vauhwyt currently holds the following party items. She has no desire to keep them, and, OOC, this is our last chance:

One Scroll of Glibness (worth 262.5)
One Scroll of Baleful Polymorph (worth 562.5)
14 potions of Water Breathing (worth 5250)
Four beautifully crafted Mithril Rings are worth 4,000 gp each (worth 16,000)
Ten diamond gems worth 1,000 gp each (worth 10,000)

Total value: 32,075, or 4,582 each

I'd like to divvy this up among us. Any objections?

Also note that we have this:

Cap of Doubling: Place this cap over one end of any staff, and it doubles the size of any effect from that staff that has an area of effect. For example, used with the Staff of the Turtle People, it extends the area of protection from a 30 ft radius to a 60 ft radius. [OOC: This is a Fate Item and can't be sold in the Catacombs.]

If you want to use it, claim it now!

2) Shopping. Vauwhyt has 28,660 in her coin pouch and 4,582 in party treasure coming, per above. SO she can skeedadle to the Catacombs, right? And buy APG stuff? If she sells stuff back, does she get 90% or 50%? (The valuation for the scrolls and potions above are at 50%.)

3) Training at the WLA. Vauwhyt finds out if anyone else wants to go, and will teleport people there (you can Word-of-recall yourselves home more safely, though).

4) Items for Mookie -- Steve, per the Wold rules on bound companions, Mookie is usually limited to these slotted items:

Armor: suits of armor
Belts: belts and girdles
Chest: mantles, shirts, and vests
Eyes: eyes, glasses, goggles
Head: circlet, crown, hat, helm, mask
Headband: headbands and phylacteries
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs. Also Collars for animals take this slot.
Special: Specially identified magic items for animals are allowed for that creature type. Example: Horseshoes for horses.

Is that also true if he is in Gnome form via Polymorph Any Object? No rings for poor Mookie? He used to have a Larien's Greater Ring of Riding, worth 10,000. Does he sell that back for 9,000 or 5,000, if he can't wear it as a gnome any more?

Things on my shopping list:
- Scrolls: Magic Circle vs Evil CL5 x4; Shield of Faith CL18 x6.


Vorelle 
Friday January 25th, 2013 8:24:34 PM

Vorelle is very quiet, but then, Vorelle is always pretty quiet.

She watches Sir Joshua and William practice together, with Brahmah working out nearby.

I can't do this anymore, she thinks.

She watches Aztyr and Jass study new spells and discuss the finer points of the arcane arts.

I can't do this anymore, she thinks.

She watches Malgant perform his daily devotions to Imod. She watches Vauhwyt make meticulous lists of all the things she needs from the Catacombs.

"I can't do this anymore," she whispers.

She walks in the park and looks at her statue. Statue Vorelle looks sad. Real Vorelle looks even sadder. "I can't do this anymore," she tells statue Vorelle. Statue Vorelle looks sad.

She returns to the castle and packs. Her weapons and arrows. Her clothes--more now than she used to own. Her well-worn healers' kit. The miscellaneous potions she held onto "just in case." She packs it all up, then ties her bedroll onto her pack.

She'll miss her friends, but she knows they'll be fine without her. Still, she goes to find Vauhwyt.

"Vauwhyt," she says, "I'm leaving. This is getting too hard. I'm going to end up getting one of you killed--permanently. I need to go someplace where I can do some good." She looks a little lost. "Though I'm not sure exactly where that is. Maybe I'll go back to Dirt City."

She takes a deep, shaky breath. "Anyway, I wanted to say good-bye."

AC 44,Touch 35,Flat 26 CMB 40, CMD 55 on level gound CMD 45 otherwise, 241/223(169) hp Malgant Winterborn 
Friday January 25th, 2013 8:38:03 PM

Selling the stuff is cool with me. As for the cap does anyone have a staff that it would work with?

Also, Cayzle, is it OK to ask? Was the heartseed ending scripted or just you thinking on your feet for a way to get us out of there?

Also what were the terms of our agreement with the church of Ga'al?

Cayle 
Friday January 25th, 2013 11:33:22 PM


Also, Cayzle, is it OK to ask? Was the heartseed ending scripted or just you thinking on your feet for a way to get us out of there?

Sure, no prob. It was improvised. The church was playing it straight with you ... to the extent that anything the church of Ga'al can be said to be straight. Marteaus IS planning to unleash an apocalyptic disease on the Wold. But that will likely be in the far future, long after all the current games in the Wold are long retired. The Church does not know that, and they are afraid, and they wanted that Talisman, and they were willing to make peace with you in order to get it.

I added the invisible heartseeder at the end just to make an excuse for the Sister to pull you out of there early. Maybe he represented a faction that disagreed with the paladin's faction.


Also what were the terms of our agreement with the church of Ga'al?

I think that's moot now? But they are in the archives.

Vauhwyt and Mookie 
Friday January 25th, 2013 11:42:09 PM

Vauhwyt stands stock still when Vorelle says she wants to say good-bye.

"No," she says in answer. "That's not right."

She grabs Vorelle's hand and sits down.

"Remember Mad Jack and Dietrich the Bearr? Remember Rose and Theo? Remember Appolo and Ashira and Val and so many others?"

"And Piper and MaCaw!" chimes in Mookie.

"But I've always had you, Vorelle. We've always been togetherr." Vauhwyt's old accent comes out.

"Are we done, then, my oldest and best friend? That's okay. I feel that way too. We can say goodbye togetherr."

Still holding tight to Vorelle, if she does not pull away, Vauhwyt retraces Vorelle's steps, visiting Sir Josh, Brahmah, Aztyr, Jass, and Malgant.

"Fare well and well, old friends!" she says. "It is time for us to say good bye."

=====

OOC: It's what Vauhwyt would do.

Vorelle 
Saturday January 26th, 2013 7:07:57 PM

Vorelle isn't sure she's hearing right.

"I--I c-c-couldn't ask it of you..." she flounders.

But when she finally understands that, yes, Vauhwyt is coming with her, she flings her arms around her old friend and hugs her tight. "Thank you," she says. "This means a lot to me."

Vauhwyt and Mookie 
Saturday January 26th, 2013 7:35:53 PM


Vauhwyt smiles. "Um. Surre. We stick together, you know? Besides we have this new castle to decorate. Have we made sure all the bones and dead things are gone, by the way?"

"We're so busy we don't have time for adventures."

=====

OOC: Maybe Steve's post on Monday will drag us back ... for one last mission before we are due for retirement!

Brahmah 231/231(195)hps (249), AC 30,TOUCH AC 19 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d10=4
Sunday January 27th, 2013 3:06:44 AM

Brahmah can be found in the nearby wood, with Polo (if he is truly still alive), for any goodbyes. When he is seen by his friends, he gives massive hugs and the great dumb smile, tear in his eye. "You know where to find me! In that new castle! Or on the ship... who knows." His laugh echoes in the trees. "Where else would I be? This old salt needs to be active or he'll rot like an grape on an autumn vine. I have to be doing something." He picks a berry and pops it in his mouth and turns up his freshly cut trail. Polo pads along behind his companion.

At some point during the interim, he will train with the WLA on animal handling.

(OOC: Brahmah will remain with BBL until decisions are confirmed.)

(Hit Point Roll for 19th, 4)

Captain Brahmah 261/261hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt 
Sunday January 27th, 2013 5:17:57 AM

OOC: I can't seem to publish Brahmah to this board's header anymore. Can someone walk me through it? Additionally, if you all received a copy of Brahmah, apologies. I was trying to find his link. That copy is incomplete.

Wait, no, I believe you ALL should be able to view Brahmah from the board now. I think my issue is fixed...

Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Sunday January 27th, 2013 8:13:32 AM


Nope. Still asking me for Permissions, Jay. Try the instructions below.

Instructions on How to Share Your Character Sheet

1) Log Into your Google Account.
2) In the Black Bar across the top of the page select Drive.
3) Find the listing for your Character Sheet and go to it.
4) In the upper right you'll find a button for Share.
5) After the Share button is clicked you will have various choices. Here are my recommendation. Under Who Has Access, change it to Anyone With the Link, and Save.
6) Copy the Link to Share.
7) Click Done.
7) Use the link that you copied in your header.


Vauhwyt and Mookie 
Sunday January 27th, 2013 10:10:07 AM

LOL! Al, you scared me for a sec! I momentarily thought *I* had posted that, and I did not remember doing so! I was not so much surprised at my failure of recollection as I was dismayed! :-)

Jass of Downs (SteveK)(AC 31; HP180/180) 
Sunday January 27th, 2013 4:37:07 PM

Jass is stunned by Vorelle and Vauhwyt announcing that they are leaving. "But, but..." The sorcerer only recently learned that his friends meant more to him than anything else in the Wold. More than the adulation of the masses, more than his own comfort... more than magic!

"Hey, you can't go yet!", he says in forced lightness with a half-smile for Vorelle. "Together, we are so powerful that whole nations and demigods come to us to ask us to help. Well, why don't we do something good that WE want to do? What is the one thing that all of us together would risk our lives to ensure that that particular evil would never bother people again?"

Jass hopes his appeal to the good they can do together can keep his friends together long enough for him to get used to the idea of NOT being together with these, his most intimate friends.

AC 44,Touch 35,Flat 26 CMB 40, CMD 55 on level gound CMD 45 otherwise, 241/223(169) hp Malgant Winterborn 
Sunday January 27th, 2013 6:39:35 PM

Malgant walks in On Jass, Vorelle and Vauhwyt just in time to hear the question Jass poses. " End the boss of the Liches that were part of killing the hatchlings. Their master is somewhere and can not be terribly happy about his three best lieutenants redying, together, at the same time, without so much as taking one of us with them. It is only a matter of time before he finds some other power hungry idiots to remake the pact and take their place. If we find him first and kill him the wold will be a safer place."
" Also you might want to stick around. I at least have some unfinished business in the Temple of Ga'al and will be attending to it later today. You might be able to get Aztyr to bring it up on her widescreen mirror. Horace, Sir Horace I mean, needs a push in the right direction. I don't think he was behind the skulker in the ceremony room. In fact I think he is proably pretty torqued off about it. I want to see if he is really the paladin he says he is, and that I believe he is. Something good can still come from this meeting, and the park, and the castle."
" Before I go see him I need to pick up something in town. At the very least stay here a few more days, so that we can all properly say goodbye. This castle is as much your home as it is ours Vorelle. It will always remain bonded to you. Anytime you want you can return here."
" Oh, and if you are going to tell Aztyr, be sure to walk loud when you go out to the courtyard where she is learning her new spells. I swear I saw her lighting herself on fire and giggling like a little kid before. No telling if that's a good or a bad thing, but it could be dangerous if you sneak up on her."

Malgant heads into town and gets a small statuette. He has only done this once before, but it was in acid city he found the last one and he expects no trouble finding the same merchant.


Captain Brahmah 261/261hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt 
Monday January 28th, 2013 3:19:33 AM

OOC: I'll give that a shot Al. Thanks.

.... There, try that. I think that may have fixed it. Thanks Al.


Vauhwyt (HP 147 of 147, AC43; Mookie HP 73 of 73) Sub/Al 
Monday January 28th, 2013 7:29:16 AM


OoC: Perfect, Jay.

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