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Tratain AC 32 HP 141/141 (Magic Vestment;Shield of Faith; Endurence)  d20+22=31 d8+9=11
Wednesday March 28th, 2007 10:30:43 AM

Tratain Moves to J 17, quickly casts Divine Favor (Quickened) on himself and then swings at the portcullis attempting to bash a hole in it.

Adamantite Warhammer Hits AC 31 for 11 Damage

ADM Joe 
Wednesday March 28th, 2007 10:43:13 AM

Posting Report for week ending Friday March 23rd

M T W R F
DM X X X X X
Tratain O X X X O
Jova X X X X X
Monthor X X X X X
Izen X X X X X
Arien O O X X X
Horvis X X X X X
Draax X X X X X
Juliander X X X X X

Izen (AC 25, HP 108/82)  d20+15=19 d20+17=26 d4=2 d6=5 7d6(5+2+4+1+3+2+4)=21
Wednesday March 28th, 2007 10:45:37 AM

Ooc: the map is a little hard to read from this device, so please be generous interpreting my intent!

Izen reacted swiftly to the springing of the trap. Grabbing the corner of his cloak, he swung it up and around his body--and vanished in a puff of smoke!

(Activate Cape of the Mountebank)

In the same instant, Izen reappeared in another puff behind the dark-clad stranger on the balcony (Dimension Door to D7), his rapier in hand. Capitalizing on the element of surprise, the halfling feinted with his rapier toward the spellcaster's prone form.

(Improved Feint, feints as move action, DC 19 v. BAB + Sense Motive or lose DEX bonus.)

AoO contingencies: IF the stranger attempts to stand from prone, he will provoke an AoO from Izen. Rolling it here: hits AC 28. IF Horvis is flanking, hits AC 30. IF feint succeeds, hits those AC's without DEX bonus. (And is there a bonus for attacking prone? I forget, but because the AoO occurs before the target stands, any such bonus would apply.)

IF AoO hits, base damage 4 + 5 cold +2 morale bonus = 11. IF Horvis flanking OR feint succeeds, sneak attack damage 21, total damage 32.

AoO values edited by Kup to reflect morale bonuses. HPs edited to reflect Mass Bear's Endurance cast by Tratain last round.

Draax (AC31, HP 143)  d20+6=10
Wednesday March 28th, 2007 3:29:26 PM

Seeing the others trapped, Draax moves near Tratain and starts assisting him (str check 10) with the portcullis. He knows that everyone in the room has the means to escape, but seeing that they are choosing to fight instead of escape Draax will try to get in.

(OOC: Sorry for the missed post)

Monthor ( AC 31, HP 129/142 Mass Bear's Endurance)  d20+9=26 d20+9=13 d20+6=7 d20=9 d20=13 d20+1=3
Wednesday March 28th, 2007 7:42:32 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1) to 3
Mass Bear's Endurance

ooc> Not knowing the height of the balconies is a major hinderence here.
----------------------------

Monthor tries to say " WELL, ORC DROPPINGS!!!! " but no sound comes out of his mouth. So much for using either his cape or his boots.

Monthor manages to avoid the full effect of the first fire ball (Ref check 26) but not the second (Ref check 13, 29 total damage.)

Monthor feels the tug on his brain... the spell begins to take effect but Monthor uses some of heroism earned while travelling with the knights and shakes it off ( burns a Hero Point and takes 10 for Ref. check of 16)

Monthor can't tell what Horvis is saying ( spot 9) but hopefully is intelligent enough to figure out what his partner wants him to do. Monthor runs up to Horvis.

ooc> This is where I have to start guessing a bit.

If Horvis can't reach the balcony, Monthor indicates to him that he wants him to help him get up to the balcony by either boosting him up or thowing him up if he's strong enough. Otherwise, Monthor's attempt to climb is pretty poor (3, unassisted).



Monthor ooc> 
Wednesday March 28th, 2007 7:43:48 PM

The D20 of 13 is the intelligent check to see if Monthor can figure out what Horvis wants him to do. Sorry.

Juliander (AC 24; HP73)  d20+13=29
Wednesday March 28th, 2007 8:25:14 PM

Without another thought, Juliander drops his bard-song and begins casting to dispel the silence in the room. (OOC: Cast targeted greater dispel, focused only on the silence effect. DC 29 effectively dispels up to 18th caster level)

Arien AC 21 HP 60 (Mage Armor) 
Thursday March 29th, 2007 3:37:09 AM

Saving his spells for now, Arien advances towards the portcullis. Standing behind Tratain, Arien keeps an eye out behind them to see if anyone is coming from that direction.

Jova {76 HP 23 AC}  d20+10=24
Thursday March 29th, 2007 6:28:19 AM

Jova watches as the fighters try and smash down the door. His first impression is to polymorph into some big strong giant. That way he could lift the gate. Arien is calming waiting, saving himself. Jova takes heart.

Looking to the walls, and the floor, he begins searching for any type of a lever that may open the gate from this side. Logic says it should be possible.

Search 24
Spells"
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--7-DC17--*Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast


The Knights fight back - DM Marcin  Reaction to Izen's feint d20+7=15
Thursday March 29th, 2007 9:27:59 AM

[Regarding the height of the balconies: they all are 10 ft from the floor. See the third paragraph of my yesterday's post. The "railings" are made of solid stone, so somebody laying behind them is not visible from the main room.]

Horvis runs towards the balcony occupied by the man in black. Realizing it's beyond reach of a human of normal height he drops his scimitar and polymorphs into a giant. Much better. Should the man appear in the balcony again he will be within reach of Horvis's fists. Horvis notices that he is no longer within the area of the Silence spell.

Izen disappears with a <poof> and materializes directly behind the stranger from the swamp. The man is crouching on the floor and has his back turned on Izen!

Tratain activates his magic and, closing the distance to the gate barring the way, smashes it with his warhammer. Dark iron gives way to adamantite without much resistance. Two more such blows and the way will be open.

Draax is nearby to assist and break off a loose bar of iron.

Monthor runs up to Horvis. He too realizes he has exited the area of the Silence spell. The dwarf is unable to make his way to the balconies himself, though.

[I might be not up to date on Hero Points rules. Do they allow you to Take10 on saves now?]

[One of the options here would be for Horvis to pick up Monthor and put him at one of the balconies - which would be a full round action for Horvis.]

Juliander aims at the center of the Silence spell. With a loud <pop> the effect is dispelled.

Arien follows behind Tratain. A quick look over his shoulder confirms that there is nobody closing on the party from behind.

Jova starts searching the walls for a hidden swich. He can't find one where he currently stands. It might take some time to search the whole corridor by himself [a single round of searching allows one to cover an area of 5ft x 5ft. If you want to continue searching please specify which square you want to look at in the next round].

[Kup would it help if I was sending you maps in jpg format by e-mail?]

[...]

Defenders respond - DM Marcin  Dark stranger casting on defensive: d20+11=26 Touch attack vs Izen d20+7=22 Fireball damage 6d6(4+5+6+2+2+1)=20 6d6(4+1+6+5+5+4)=25 8d6(6+5+5+3+3+6+5+1)=34
Thursday March 29th, 2007 9:35:55 AM

The man in black stands up and suffers a nasty wound from Izen's rapier. The feint has paid off [AoO from Izen, but not from Horvis - the railing acts as a low wall and provides cover from Horvis.] Turning around with a foul curse the dark adept eyes Izen up and down, searching his mind for sufficiently sinister magic to pay back the pain. Then he begins his incantation. Suddenly his hand darts out and touches Izen's shoulder. A wave of numbness passes over Izen's body [Izen needs to make a Will save DC17. If he fails he suffers Bestow Curse: -6 to Con].

The other mages standing on balconies continue to pepper Horvis and Monthor with their spells. Two fireballs erupt once again amidst the pair [Horvis and Monthor take 20 fire damage, Ref DC16 for half, and then 25 fire damage, Ref DC17 for half]. Monthor feels he is being subjected to the same magic once more [Will save DC15 or suffer from Hideous Laughter for 4 rounds]. One of the enemy mages no longer has an opponent in sight and does not cast.

There is a sound of running feet and one more opponent appears on one of the balconies [P16]. This one wears a chainmail and looks like one of the guards. Reaching to his chest he detaches a small bead from a necklace he is wearing. He throws this tiny sphere at Horvis and Monthor. Upon reaching its destination it explodes into an infernally hot wall of flames, worse even than the fireballs [Horvis and Monthor take 34 fire damage, Ref DC14 for half].

After carrying out their attacks the foes crouch down and once again disappear from view.

[I had trouble posting on time today. I will delay my tomorrow's post until everybody had a chance to respond.]

[Map. Time elapsed 5.3 minutes.]

Horvis (AC 17; HP 73/126) - Greater Magic Fang, Longstrider, Mass Bear's Endurance  2d4(4+4)=8 d20+3=12 d20+3=20 d20+3=19 d20=13
Thursday March 29th, 2007 10:52:06 AM

The hill giant recoils from the fireballs that are being tossed his way. And from the acid that is still burning his hide.

Acid Arrow damage = 8
First Reflex save = 12, 20 damage
Second Reflex save = 20, 12 damage
Third Reflex save = 19, 17 damage


Horvis stoops and picks up Monthor but, instead of placing him on a balcony, he tosses the dwarf at the caster on the balcony directly across the room. As he launches his companion, Horvis shouts tohim, "Get 'em, Monthor!"

His aim is true and Monthor lands prone behind the caster.

Stats
Wildshape = 2 of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions
Move - pick up Monthor
Standard - throw Monthor at square Q7, -8 from range increments, hit AC 13

Position
F7-G8

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

OOC - did any of the casters take damage from the fireballs, or were they aimed in such a way to only affect Monthor and myself? And Monthor gets tossed even if he's laughing, since it gets him out of the fireballs.

Fireballs were centered around J-K 8-9, so no damage to casters. M.

Izen (AC 30, HP 69/82)  d20+7=9 d20+14=25 d4=2 d6=3 7d6(6+1+2+2+4+1+6)=22 d20+9=12 d20+16=20 d4=3 d6=6 7d6(6+4+1+5+5+6+5)=32
Thursday March 29th, 2007 11:16:26 AM

Ooc: as to map clarity--the X's were very faint--true when viewed from a big screen, too. Making markings like that darker would be helpful. Things were fairly clear this round. Thanks!

(WILL save 9--HP's adjusted for lowered CON.) Izen's body shuddered under the lifeforce-sapping powers of the spellcaster's curse.

Teeth gritted and eyes narrowed, he raised his rapier in a sarcastic salute.

"Snicker-snack," he growled. The rapier darted and dipped, seeking vital spots.

Full attack--
--Adding +2 for flanking position with Horvis (sneak attack damge will apply)
--Adding +2 morale bonus from Inspire Courage (not in die rolls-forgot!)
--Subtracting -5 for Combat Expertise:

Attack #1 hits AC 27. Damage base 4 +3 cold +22 sneak attack +2 courage = 31 HP

Attack #2 hits AC 12. Won't roll damage!

AoO, if stranger tries to cast again and fails on cast defensively or otherwise necessary--hits AC 20 (with courage), damage base 5 +6 cold +32 sneak attack +2 courage = 45 HP.

DM Marcin 
Thursday March 29th, 2007 11:20:50 AM

[One bit of info I forgot to add that might be important: the iron gate has 14 damage points remaining and hardness 10. Adamantite bypasses the hardness, of course. M.]

Monthor ( AC 31, HP 126 of 155  d20+11=28 d20+11=20 d20+6=12 d20+11=21
Thursday March 29th, 2007 12:01:26 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance

===========================

[censored by CDM Jerry. This was innapropriate.]

Monthor gets his neck hair sinzed off but the fire balls.

( Ref check 28 and 20 for 18 damage)

The fighter starts to snicker... and the laughter becomes louder and louder until eventually Monthor is bent over in uncontrollable laughter.

A wave of flame washes over him ( Save 21 for 17 damage).

-------------------

Total damage taken = 35
Current HP 91



CDM Jerry 
Thursday March 29th, 2007 12:04:55 PM

Thanks for the report Joe. Remember when you're late to send me a copy via email please. Note that I made one "edit" of inappropriate material above.

Monthor to Jerry. 
Thursday March 29th, 2007 12:17:08 PM

Me bad.
Make that
" YOU ORC LOVERS!!!! "


Arien AC 21 HP 60 (Mage Armor, Fly) 
Thursday March 29th, 2007 12:39:50 PM

Watching as Tratain bashes the gate Arien casts Fly upon himself and giving the others a nod gets ready to join the fray.

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield, Extended Mage Armor*
3rd Level: Displacement, Dispel Magic, Fly, Haste*, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII


Jova {76 HP 23 AC}  d100=4
Thursday March 29th, 2007 1:09:16 PM

Jova decides it would be best if his companions were stronger, the gate may come down quicker. Moving his arms he casts Mass Bulls Strength. His chain shirt catches under his regular shirt, and the motion is disrupted. He curses his luck, deciding he needs to cast again. He moves around making sure the chainmail has no more kinks.

ASF 10% 4 fails
Spells"
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--7-DC17--*Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, *Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast


Draax ( AC 31, HP 143/171 Mass Bear's Endurance)  d20+10=28 d20+10=17
Thursday March 29th, 2007 11:16:30 PM

As soon as the way is clear, Draax run towards the balcony at F16 and jumps up to catch the ledge before pulling himself up and then duck down as he gets his bearings. (jump check 28; climb check 17)

Tratain AC 32 HP 141/141 (Magic Vestment;Shield of Faith; Endurence)  d20+22=30 d8+9=10 d20+17=22 d20+9=19 d8+9=13
Friday March 30th, 2007 12:26:17 AM

Tratain swings at the Game again twice more, hopefully opening a hole in it that the party can squeeze through.

(Hit for 10 damage and 13 damage, adamantite weapons)

Juliander (AC 24; HP73) 
Friday March 30th, 2007 12:40:49 AM

Juliander steps up behind Arien, "If you two are ready to get into this... the dimension door is ready." Assuming a positive response, Juliander casts dimension door, placing the three of them into the far right hand corner of the room from where they are standing.

Here comes the cavalry - DM Marcin 
Friday March 30th, 2007 8:08:36 AM

Horvis picks up Monthor and sends him via a beautiful ballistic curve to one of the eastern balconies. His aim is true and he can hear a godalmighty <clang> as the dwarf's plate impacts with the flagstones.

Izen calmly delivers a fatal blow. The dark cleric dies at the point of his rapier, uttering a foul curse with his last breath.

Monthor can see expression of total surprise on the face of his hidden foe as he passes over him. Unfortunately, he succumbs to the hideous magic used on him and is unable to even stand up [Monthor will lose three more rounds until the spell wears off, Yves please keep track of it].

Arien gives himself the ability to fly.

Jova, having the same kind of luck as Monthor, loses a spell.

Tratain swings his hammer two more times and manages to break the gate out of its housing. The remaining metal bars crash to the floor - the way into and out of the room is now open!

Draax is the first one to take advantage of it. In the best swashbuckling tradition he takes a running jump and pulls himself up, swinging over the railing and landing safely on his feet on the balcony.

Juliander uses magic to take Arien and Tratain closer to where Monthor has landed [if Arien or Tratain prefer to stay where they were they simply need to say they resist the spell. In this case they begin the next round on the square they occupied prior to Dimension Door. Please make this decision before reading on].

[What was the duration on these invisibility spells? 3 minutes? Everyone is now visible I take it?]

[...]

Festival of fireballs - DM Marcin  Fireball damage: 6d6(1+3+6+3+5+5)=23 6d6(3+2+4+6+6+4)=25 6d6(1+2+4+5+1+4)=17 Targeting Blindness for #2 d2=2
Friday March 30th, 2007 8:35:10 AM

With so many more targets present the fireslingers get to their work with renewed enthusiasm. #1, a lean, mean looking man, stands up and launches a fireball at the trio of people newly arrived through Dimension Door. #3 ignores Monthor and follows his colleague's example with the same spell. Their efforts are joined by the chainmail wearing guard, #5, who rips off another bead from his chest and hurls it down at the party [Juliander, as well as Tratain and Arien, if they choose to be transported by Juliander's spell, all take 23 fire damage, Ref DC16 for half, then 25 fire damage, Ref DC17 for half, and then 17 fire damage, Ref DC13 for half].

The remaining two mages support their comrades with lesser, but not less irritating spells. Both launch similar attacks, #2 at Julinader, #4 at Horvis [Juliander and Horvis need to make a Fort save DC15. If they fail they are affected by Blindness].

Now that their attack is complete, the enemies crouch down again and vanish from sight.

[Map. The layout of this part of the complex is by now pretty obvious, so I'll stop blacking it out. Note that those prone on the balconies can't be seen from the floor of the central room. The floor in rows 2 and 3 slopes upwards in the direction L-Q and I-D, but not enough to affect movement.

Time elapsed 5.4 minutes.]

[Corrections] - DM Marcin 
Friday March 30th, 2007 8:53:31 AM

[I messed up big time last round. Once Monthor run up to Horvis he was no longer in range of #4's Hideous Laughter, couldn't have been affected by it, and could have acted last round.

Monthor can take a full round of actions to make up for last round. If he manages to kill off #3 (AC15, 31hp) then this round's 25 points fireball does not happen.

Then he can take this round's actions like everyone else.

Sorry, complex battle, a lot of things to keep track of. Will try harder. M.]

Izen (AC 30, HP 69/82) Invisible  d20+15=32 d20+18=36 d20+18=20 d4=2 d4=3 d6=1 d6=1 7d6(2+1+3+2+4+5+2)=19
Friday March 30th, 2007 3:57:07 PM

As his rapier thrust home, Izen leaned in close to the stranger's dimming eyes. "Say hello to Vinnimare for us," the halfling whispered through gritted teeth.

Looking up, Izen nodded at Horvis and tilted his head in the direction of the next balcony, to indicate that Horvis should move there from his current location so as to flank the spellcaster there (Bluff check to send hidden message, 32!). The gesture was subtle enough to be indecipherable to all but the most observant foe, even if one were watching.

Twisting his Ring of Invisibility and murmuring its command word once more, Izen vanished from view.

DM Highlight to display spoiler: { Izen moved to D10, positioning himself behind the next assailant much as he had the behind the dark-clad stranger.

AoO, if new opponent attempts to stand, cast a spell, etc.:
-- +2 for morale bonus
-- Opponent deprived of DEX bonus because Izen invisible
-- -4 to AC because prone (treated as +4 to attack below)
-- IF Horvis moves to flanking position, add +2 to attack below
-- -5 to attack for Combat Expertise

-Attack hits AC 36-a critical threat on this 'keen' rapier!
-Critical hit confirmation roll hits AC 20--but with no DEX bonus, that's a possibility!
-Damage: base 4 +1 cold +19 sneak attack +2 morale bonus = 26 normal. If critical, add 5 base +1 cold = 32 HP.
}

Juliander (AC 24; HP 42/73)  d20+13=23 d20+13=30 d20+13=16
Friday March 30th, 2007 5:38:33 PM

Dodging fireballs as best he can, Juliander follows by casting greater invisbility on himself, and then dashes away from the corner of the room to [14O]. He draws out a wand of magic missile as he moves, looking around for targets to present themselves. (OOC: Made three reflex saves DCs 23, 30, and 16 respectively)

Monthor ( AC 31, HP 91 of 155  d20+18=36 d10+29=34 d6=4 d20+22=35 d10+29=36 d6=2
Friday March 30th, 2007 8:06:51 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance

================================
Last Time.

" SURPRISE!!!!! "

Monthor tees off two handed against the magic user.

===============================

Power attacks -10

Hits AC 36 for 34 physical and 4 fire for 38 damage.

=====================

With one mighty swing from his war axe Monthor slices the head off the magic user. With a satisfied grin, he activates his cape of the Mountbank and Dimension Doors across the room (to Q16).

================================

This Time

" SURPRISE!!! "

=================================

Defender prone adds +4 to attack roles.
Power attack -10

============================

Monthor swings two handed with his war axe at the proned ennemie.

============================

Hits AC 35 for 36 physical and 2 fire damage for 38 damage.



Draax ( AC 31, HP 143/171 Mass Bear's Endurance)  d20+24=40 d8+12=19 2d6(6+5)=11
Friday March 30th, 2007 9:30:06 PM

Draax bring the SoD guard's armor to his mind and using his hat of disguise, he changes his facial appearance to be completely human and his armor to look exactly like the SoD guard's. In a non-threatening manner, he moves to D13 and brings his Holy Adamantine Longsword down on the prone mage. (Hit AC 40 for 19 dmg and 11 holy dmg (if mage is evil) for total of 30 dmg)

Horvis (AC 17; HP 73/126) - Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+18=34 d4+7=9 d6=6 d20+18=33 d4+7=10 d6=2
Friday March 30th, 2007 11:09:38 PM

The hill giant understands what Izen intended, so Horvis moves underneath the next balcony. Horvis knows that the mage will try to either stand up and cast another spell, or try to get away. So he readies an attack against the mage when he does that.

Stats
Wildshape = 2 of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions
Move - 10 ft to F9-G10
Standard - Ready Attack, hit AC 34, 9 bludgeoning, 6 fire

Attack of Opportunity - hit AC 33, 10 bludgeoning, 2 fire

Position
F9-G10

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast



DM Marcin 
Saturday March 31st, 2007 7:54:38 AM

[What about those saves vs Blindness? Horvis? Juliander?]

Jova {76 HP 23 AC  d100=7
Saturday March 31st, 2007 9:59:56 AM

Jova goes to spin a spell from the nether, when his arm again snags on loose chain. Blasted amor. One day soo he was going to give it up.

ASF 10% 7 doesnt work. [2 failures 2 turns,grr]

Bummer sorry guys looks like I am dead weight.
Spells
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--7-DC17--*Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, *Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Horvis - 2nd Illegal  d20+14=25
Saturday March 31st, 2007 9:04:20 PM

For the forgotten Fort save vs. Blindness

Fort = 25, success

Arien AC 21 HP 29/60 (Mage Armor, Fly)  d20+14=29 d20+14=30 d20+14=22
Sunday April 1st, 2007 10:43:19 PM

Arien manages to avoid a good portion of the damage from the trifecta of fireballs. Deciding they needed to cut down on the number of enemies that could hit them at one time Arien takes to the air. Flying up the unoccupied balcony Arien casts Solid Fog behind the two in an attempt to disable them while the other guards were taken care of.

((OOC: Ended in space R10 and the Solid Fog is centered in the Q-R, 14-15 point.))

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield, Extended Mage Armor*
3rd Level: Displacement, Dispel Magic, Fly*, Haste, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

Tratain AC 32 HP 130/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor)  3d8(4+7+5)+16=32
Sunday April 1st, 2007 11:02:58 PM

Tratain still disoriented from the Dimensional Hop to the other side of the room only manages to partially dodge two of the three fireballs.

Tratain takes in the battlefield and moves to K7 and casts Mass Cure Serious Wounds , Targeting Arien. (Spell Hits Arien, Tratain, Juliander, and Monthor. They heal 32 Points.)

We were only warming up! - DM Marcin 
Monday April 2nd, 2007 8:19:12 AM

Izen withdraws the point of his blade from the liver of his opponent and vanishes from sight.

So does Juliander, courtesy of his own spell [Chris, Juliander still owes me a Fort save DC15 vs Blindness from the last round!].

Monthor stands up and decapitates the cowardly spell-slinging foe! Next he uses the magic of his cloak to position himself towering over his next victim for a repeat performance. [Ok, there were a bit too many actions here for two rounds. Attacking is a standard action. Using the cloak is a standard action. You can't fit two standard actions in one round. Besides, using the cloak ends your turn as per description of the Dimension Door.]

Draax nonchalantly changes his appearance to match that of a complex guard and approaches the nearest enemy [same problem as above - activating the hat is a standard action. You can't do that and attack in one round].

Horvis, working hand in hand with Izen, moves up to the neighboring balcony and prepares for the foe to show up.

Jova is burning off bad karma as he loses another spell.

Arien flies up to the corridor behind the balconies and obscures the sight for his enemies with a Solid Fog.

Tratain takes in the battlefield, moves up to the second gate, and provides much needed healing [unfortunately, by the time Tratain acts, his friends are no longer grouped together. It looks like he has an option to heal either himself and Horvis, or Monthor, Arien, and Juliander. Joe please make your choice before reading on].

[...]

The resistance is crushed - DM Marcin  Fireball damage: 6d6(4+4+3+6+1+6)=24 Saves vs fireball: #4 and #5 d20+2=16 d20+1=19
Monday April 2nd, 2007 8:36:01 AM

Unaware of the Knights waiting for his move, the mage #1 stands up and dies at hands of Izen and Horvis [note that extra cold damage from a frost weapon does not multiply on critical hits].

The spellcaster #2 looks back, surprised and confused. "Get back to your post and fight!" - he shouts at Draax, standing up. Draax's longsword ends his life. He dies with a stupid expression of surprise on his face [I'm treating the attack rolled for Draax this round as his AoO].

The guard #5 looks back, sees Monthor towering above him, and doesn't bother to stand up. Instead, a gleam of desperation in his eyes, he rips another bead from his necklace and tosses it, this time directly under Monthor's feet. A river of flames fills out the balcony, good part of the corridor behind it, and overflows into the main room, stopping inches before Juliander's face [Monthor, as well as both remaining enemies, take 24 fire damage, Ref save DC14 for half. Note that he now operates within Solid Fog and all attacks have a miss chance].

The mage #4 is out of sight. The Knights can only suspect what kind of nefarious plan he is cooking up.

[Map. Time elapsed: 5.5 minutes.]

Izen (AC 25, HP 69/82), Cursed, Bear's END 
Monday April 2nd, 2007 10:11:31 AM

Lacking a target or a clear means to obtain one, Izen reverted to stereotype and searched the body of the mage at his feet. (Search, skill mastery, 30.)

Ooc: a reminder that I will be out of computer contact until Wednesday evening, meaning that I will miss the Tuesday posting cycle. Glad to have Matt C sub in. Before leaving this area, Izen will pick up the Iron Bands of Binding now at (I believe) J7.

Monthor ( AC 31, HP 79 of 155)  d20+9=25 d20+20=26 d20+15=34 d20+15=27 d20+32=35 d20+32=46 d20+32=43 d6=1 d20+11=30 d20+11=26 d20+32=41 d20+32=33 d20+32=46 d6=5
Monday April 2nd, 2007 8:04:33 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance

-----------------------------

" YOU SON OF A.... "
{ WHOOOOOSH!!!!)
The fire ball explodes giving Monthor one heck of a hot foot.

( Ref save 25 for 12 points of damage).

Monthor reciprocates with several two handed power axe thrusts to the fire bomber's chest.

================

Power attack -8 to attach role +16 damage

1st attack
A natural one!!!!!

2nd attack
Crit check ( AC 34 then AC 27 for the threat role ).
Damage 124 physical and 1 fire for 125 damage.

3rd attack
Doubtfull that I need this but...
Crit check ( AC 30 then AC 26)

Damage 120 points physical and 5 fire for 125 damage.

Total damage 224 points!!!!!

ooc> What a freaking waste of roles!


Monthor occ 
Monday April 2nd, 2007 8:06:58 PM

Make that 250 points of damage.
Not that it really matters.

Juliander (AC 24; HP 42/73)  d20+6=15 d20+23=35 5d4(2+4+2+4+3)+5=20
Monday April 2nd, 2007 8:17:35 PM

(OOC: Sorry... I missed that. Juliander makes the DC 15 Fort save... barely)

Stepping out from underneath the fog (J14), Juliander waits until an attacker dares show their face, and then through sheer force of will, activates the wand in his hand, fire a volley of magic missiles in their direction.

(OOC: Made Use Magic Device check DC 35, wand does 20 hps damage)



Horvis (AC 22; HP 73/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+18=26 d4+7=8 d6=2
Monday April 2nd, 2007 11:05:43 PM

The hill giant moves away from the balcony, towards the opposite side of the room. Horvis moves close to the balcony occupied by the now-hidden opponent who hasn't fallen to Monthor's axe.

Once there, he casts a protective magic on himself. And he's ready to attack should the mage attempt to escape by him.

Stats
Wildshape = 2 of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions
Move - 50 ft to F9-G10
Standard - Cast Barkskin

Attack of Opportunity - hit AC 26, 8 bludgeoning, 2 fire

Position
M12-N13

Active Effects
Barkskin - +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Tratain AC 32 HP 98/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor)  d20+22=41 d20+22=32 d8+9=11 d8+9=13 d8+9=13 d20+17=36 d20+17=28 d20+12=15 d8+9=16 d8+9=15 d8+9=11 d8+9=15
Monday April 2nd, 2007 11:48:14 PM

Tratain chooses to Hit Arien Monthor and Juliander with the spell.

Tratain winds up with his Warhammer and swings at the gate baring the party's path. If he manages to make a way through Tratain moves up as far as he can.

(Can the Gate be Crit?)First attack hits for 11 Damage (37 if Critable) Second attack hits for 15 (42 if Critable) Third attack hits for 15


Jova {76 HP 23 AC] 
Monday April 2nd, 2007 11:48:14 PM

Jova walks 15 feet straight ahead. At this point he can see the whole battlefield. The attempts at casting spells with his broken armor has him unsettled, to say the least.

Draax ( AC 25, HP 143/171 Mass Bear's Endurance) 
Monday April 2nd, 2007 11:50:36 PM

Seeing the mage sink at his feet, Draax deactivates the magic of his hat and returns to his normal appearance. Not knowing the current situation, he switches to his bow and looks out from the balcony; not seeing any immediate threats, he stands ready in case an enemy comes into his view.

The area is secured - DM Marcin  Miss chance on Monthor's attacks: d100=40 d100=61
Tuesday April 3rd, 2007 3:36:23 AM

Izen quickly goes through the pockets of the fallen mage. He finds a pouch with 56 gold coins, a gold ring with some strange black stone, a very fine silver necklace, and a tube with four scrolls.

Despite the fog obscuring the sight Monthor smears the unfortunate guard on the floor. So much for that chainmail he was wearing...

Juliander waits for the last of the enemies to show up, but he doesn't dare, so there is no opportunity to spend a charge on his wand.

Horvis moves in closer to the fog-filled area and protects himself with more magic.

Tratain breaks through the second gate with ease [no crits on objects, though]. He advances a bit deeper into the complex and feels a waft of fresh air smelling of lavender and flowers brush against his face.

Jova enters the room.

Draax readies his bow.

A clinking sound as if of a glass bottle rolling on the floor comes from the bank of fog, followed by running footsteps going down the corridor - the last of the enemies must be running away, but he can't be seen!

[Stopping the invisible fleeing mage:

1. In order to locate him, you should either be able to see invisible, or make a Spot or Listen check DC20. If you meet either of these conditions you can pinpoint the exact square he's in.

2. If you know which square he's in, you can take two rounds of actions against him. Assume he's 30 ft away from you during both rounds. Note that if you located him through Spot or Listen, you still have a 50% miss chance.

3. After two rounds, if still alive, the mage manages to get away.]

[Gentlemen, the area is secure. The party has broken through the first line of defences. The way into the heart of the complex is now open. You can now take more time than one round if you wish. There is only one obvious way to continue deeper into the complex - north through the second gate.]

[Time elapsed: 5.6 minutes.]

Monthor (HP 111 of 155) 
Tuesday April 3rd, 2007 7:53:02 AM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance (Tratain)

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

:: The dwarven killing machine raises his hands triumphantly. ::

" AXE HEADDDDDD!!!! "

:: Monthor searches what's left of the guard and the general area and picks up anything that looks valuable or magical, including (especially) the necklace. ::



Jova {76 HP 23 AC]  d20=17 d20=15
Tuesday April 3rd, 2007 12:06:35 PM

Jova looks around himself and the balcony. He spots nothing, he ses nothing. Well except his friiends in various states of battle.

Deciding quickly, he runs across the open area to where Tratain had been knocking down the iron gate.

"Tratain, come back. I have a wand of Cure moderate wounds, but I am afraid it may not work for me. Let me give it to you, and you can heal those who need it. Sav your spells for battle. Sound ok?"

Jova produces the wand, and hands it over.

"Be sure to search the bodies, may find some interesting things." He says this outloud to those who have killed the enemy.

Izen 
Tuesday April 3rd, 2007 2:16:22 PM

Izen goes around and searches the bodies that are left.

At the mention of healing, he looks up. "I could probably use a bit of that. That mage hit me with something. No idea what he did, but I definitely feel weak."

Juliander 
Tuesday April 3rd, 2007 9:15:16 PM

Looking about, "We should move quickly, unless the escaping enemy alert the entire complex to our presence before we get to them first."

ADM Joe 
Tuesday April 3rd, 2007 11:06:12 PM

Posting Report for week ending Friday March 30th

M T W R F
DM X X X X X
Tratain X O X X X
Jova X X X X X
Monthor X X X X X
Izen X X X X X
Arien X O X X X
Horvis X X X X X
Draax X O X X X
Juliander X X X X X

Tratain AC 32 HP 98/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor)  d20+11=12 d20+11=31 d20+11=12 d20+11=12 d100=1 d20+24=27 d8+9=16
Tuesday April 3rd, 2007 11:09:44 PM

Tratain is able to Locate the Fleeing enemy only Once and charges at him in an attempt to strike him. (Hit AC 27 for 16 Damage, Miss chance Roll = 1)

Afterwards he returns and takes the wand from Jova and begins healing everyone with it.

(OOC: Please Post how many HPs you are down so that I can expend the correct ammount of charges please)

Horvis (AC 22; HP 73/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+6=24 d20+20=24 d100=33 d20+16=35 d20+16=33 d20+7=26 d4+7=9
Tuesday April 3rd, 2007 11:45:38 PM

Horvis detects the swirling passage of the enemy mage and charges towards the fleeing opponent. His first inclination is to smash, but a flicker of sense remains behind the thick bone of his forehead.

Instead of flattening the mage, Horvis reaches out to grab him. His hand grips the invisible mage and holds on tight.

Spot = 24
Touch Attack = 24
Miss % = 33
Grapple check = +16 (9 BAB + 7 STR + 4 Large - 4 non proficient)
Grapple result = 35


After grabbing the invisible opponent, Horvis simply decides to hold on tight. He's already seen that these opponents cast some nasty magics. But unless the mage has some specially prepared spells, there's not much that he can do.

Grapple check = 33 (invisible miss chance doesn't apply)
Opponent pinned


"Hey guys! Here's the mage, I'm sitting on him and holding my thumb on his windpipe. Anyone want to ask him something?"

Stats
Wildshape = 2 of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions - 1st round
Free - Spot
Move - to within grappling range
Standard - Grapple

Actions - 2nd round
Pin attempt successful
Hold second attack - attack if the mage tries to cast an offensive spell, doing lethal damage

2nd Attack - grapple check 26, 9 damage

Active Effects
Barkskin - +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Draax 
Wednesday April 4th, 2007 12:13:22 AM

Draax goes to help secure the mage while Horvis has the guy at his mercy. He stuffs a rag in the mages mouth and ties the hands behind the back. After he believes the mage is secure, he will search him and then remove the rag so anyone that wants to can ask questions.


Arien 
Wednesday April 4th, 2007 3:45:46 AM

As Draax goes to remove the gag from the captive Arien warns him, "There are spells that can he could possibly use to escape that only need be spoken be prepared in case he has one memorized."

A prisoner is taken - DM Marcin 
Wednesday April 4th, 2007 5:44:57 AM

Horvis manages to catch the fleeing mage and, with the help from Draax, bind him and drag him back into the room for questioning. The invisibility spell he was under soon wears off. He turns out to be a young half-elf dressed in luxurious, black silk tunic, with a black woolen cloak thrown over his shoulders. After testing the bonds once or twice he no longer struggles, content to eye the party with hatred. Whether he has magic means of escaping or not is at the moment unknown.

[Sense Motive DC20 Highlight to display spoiler: {There is something unnatural about his behavior, as if he was in some kind of trance.}]

Searching the bodies and the prisoner yields some interesting finds:
- a total of 243 gold in small change,
- masterwork longsword,
- a necklace of fireballs type IV, three strongest beads expended,
- seven glass vials with potions,
- a total of 6 scrolls,
- two masterfully forged iron rings,
- a silver necklace,
- three wands, two made of soft, black wood, the third one of silvery metal,
- two masterwork daggers,
- a golden headband,
- a mummified human hand,
- four spell component pouches.

[Rolling % chance to miss and such - please pick whichever you prefer as success - high or low numbers - and be consistent. Just mention with every such roll if the attack was successful or not. When I roll I assume low numbers mean the event occured. So, if it's a 50% miss chance, rolls of 1-50 mean a miss. If it's a 20% hit chance, rolls of 1-20 mean a hit.]

[Time elapsed: 8.6 minutes.]

Jova {102/76 HP 19 AC][Mage Armor 13 hours, Ms End,] Z 38/hp 28 AC  d20=10
Wednesday April 4th, 2007 6:22:50 AM

Jova begins removing his hat, clok and shirt. Watching the prisoner as he does so, he tries to sense his motive. Nothing. Jova then removes the chainshirt, and places it in his bag. Redressing, he feels free from entrapment. His demaner itself improves.

Calling Z to his side he casts mage armor on himself, the bird also feels the magic armor.

Going over to the magic items, he casts Detect Magic, hoping to get some idea of what the items mean.

"I cast detect magic on these items, but know little of the properties. Mayb Arien and Tratain may know more. I would be interested in one of the wands if it is arcane in nature."

Cast Detect magic
Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--5/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Izen [HP 30/43] 
Wednesday April 4th, 2007 2:20:29 PM

"Tratain," Izen says, "I could use a bit of healing, but more importantly, if you could remove whatever that scum put on me to weaken me so much, I'd appreciate it."

[ooc: Marcin, I believe I calculated the HP change correctly for Izen, but I don't have access to any books right now to verify. I'll verify once I get home late tonight and edit if necessary]

Monthor (HP 111 of 155)  d20+4=12 d20+8=13 d20+5=7
Wednesday April 4th, 2007 7:46:29 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance (Tratain)

========================================

Sense Motive (12)
Jump check (13)
Intimidate (7)

Monthor jumps down from the balcony and joins the others.
He tries to look as intimidating as possible to the bound mage.

" What are we gonna do with this one? Ye want me to take care of him? "



Horvis (AC 22; HP 86/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+6=13 d20+6=17
Wednesday April 4th, 2007 9:15:53 PM

The hill giant cannot sense what the mage is thinking.
Sense Motive (untrained) = 13

Wanting to relieve some of his wounds, Horvis shifts back into his normal form. Then he moves close to the prisoner, leaning over him. Perhaps he might be induced to talk.
Intimidate = 17 (including +4 from Large size)

Stats
Wildshape = 2 of 9/day

Active Effects
Barkskin - +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Juliander (AC 24; HP 42/73) 
Wednesday April 4th, 2007 9:52:44 PM

Juliander smiles at the bound mage amicably, and then moves to a position behind him, out of sight. "Perhaps he'll choose to be helpful?" Juliander casts charm monster on the wizard. (OOC: DC is 20)

Draax  d20=18
Wednesday April 4th, 2007 11:14:23 PM

Before the spell is cast on the mage, Draax removes the mage's cloak and shoes/boots. If he can strip the mage bare without untying him, he will. Draax is somewhat suspicious about the captive's behavior, but since he has never met the man before, he has no idea if it is unusual (sense motive 18).

As Juliander cast his spell, Draax stands behind the mage in a casual manner with his sword unsheathed, ready to stick into the mage if he believes the man is going to try anything.


Arien 
Thursday April 5th, 2007 1:23:51 AM

As the others prepare to question the captive Mage, Arien keeps an eye out on the way they came, the metal gate would at least slow someone down from the other side.

The prisoner talks - DM Marcin  Check vs Intimidate: d20+5=14 Save vs Charm Monster: d20+10=18
Thursday April 5th, 2007 4:37:48 AM

The prisoner is stripped of his clothing and closely guarded.

The combined efforts by the party manage to drain away the half-elf's confidence. The widening of his eyes betrays first seeds of fear rapidly taking root.

Situation changes somewhat when Juliander's Charm Monster takes hold. The mage relaxes just a bit.

"Why did you come here?" - he asks Juliander, his voice trembling with emotions. "Everybody thought you were foes, and look what happened. Why did you barge in like that? The Masters thought you were intruders."

"Never mind the other apprentices, they will be reanimated, but the trap room will take ages to repair, and we are expecting a possible attack by an adventuring party in a few weeks!"

"Come now, we must go and tell the Masters that you are friends. Let no more resources be needlesly wasted by this misunderstanding."

Detect Magic yields the following information:
- necklace of fireballs: moderate aura,
- potions: all faint aura,
- scrolls: all faint aura,
- rings: both faint aura,
- silver necklace: moderate aura,
- wands: all faint aura,
- headband: moderate aura,
- mummified human hand: faint aura.

Arien watches the passages leading into the room. There is no activity there right now.

[If you have Int of at least 12 you can make an Int check DC20: Highlight to display spoiler: {A tiny, almost totally transparent eye just appeared among the crystal lamps on the ceiling. It turns slowly here and there, until it finally focuses on the party.}]

[Time elapsed: 10 minutes.]

Izen (AC 25, HP 69)--Cursed, Bear's End  d20+4=16
Thursday April 5th, 2007 10:11:08 AM

Izen stood by. The halfling appeared unusually fatigued to his comrades.

INT check 16--failed!
(Does Spot, skill mastery, 27 do any good?
Or Listen, skill mastery, 30?)

I'm afraid not in this case. M.

He shuffled over to Tratain. "Look, I'll turn invisible and keep watch ... But ...." The halfling breathed heavily. "Do you have anything to lift a curse? That rat stranger put a curse on me that--" he wheezed-- "Is making it harder to do much of anything without feeling tired."

After any care the cleric or the others could deliver, Izen vanished and moved to cover the hallway that led farther into the complex, stopping to pick up his Bands of Binding along the way and inspecting them for damage.

Arien  d20+7=24
Thursday April 5th, 2007 1:58:35 PM

As Arien keeps a watch out the feeling of being watched washes over him and he stiffens slightly. Then without moving his head the mage scans the room quickly, catching something in the ceiling. Focusing on one of the lamps Arien says quietly, "We're being scryed upon, I suggest we leave this room quickly, maybe have our friend there raise the other gate so we can continue on and let him fill us in on the way."

The other gate has been destroyed by Tratain. M.

Monthor (HP 111 of 129/155) AC 31 
Thursday April 5th, 2007 2:41:04 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance (Tratain)

ooc> Is the mass bear's still in effect?
====================

:: Monthor taps on Tratain's shoulder and requests some healing.

" Let's move out then folks. I'll take the rear. "



Juliander (AC 24; HP 42/73) 
Thursday April 5th, 2007 4:26:45 PM

Juliander smiles congenially, "Indeed... we should go and speak with the masters, so they know better." Turning to Tratain, "What say you oh fearless leader? Shall we untie our friend here and go speak with the masters." Juliander is careful that the wizard not see him wink mischieviously.

Draax  d20+1=16
Thursday April 5th, 2007 5:27:23 PM

Draax pats down the mage's clothes and boots to make sure he did not missed anything and since they are not magical, he returns them to the mage. He continues to keep his sword unsheathed as he stays need the mage, but does not make any hostile moves or threats towards the friendly prisoner.

Having no idea if the scrying can hear what the group is saying, Draax has his back to the direction that Arien was looking when he told the group of the possible scrying. "Since it is obvious that they know we are here, maybe our friend here can tell where the next trap would be set as we go see the master. That way we can avoid making the mistake of killing more of our new friends."


Horvis (AC 22; HP 99/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+12=32
Thursday April 5th, 2007 10:39:25 PM

The centaur pulls some stones from his pouch and sets them to circling about his head. After doing that, he casts a spell on his staff and moves to pick up his fallen shortsword.

"Ready to go. Maybe I should be less ... conspicuous."

Horvis shifts into the shape of a human, trying to look like the dark clad stranger that is now bleeding somewhere close by. He manages an incredibly good similarity, nearly identical in fact.

"Lead on."

Stats
Wildshape = 3 of 9/day

Rolls
Disguise = 32 (natural 20, counting +10 from wildshaping)

Active Effects
Barkskin - +5 natural armor bonus, 120 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 50 minutes
Longstrider - +10 movement, 12 hours, 50 minutes
Mass Bear's Endurance - +4 CON
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Tratain AC 32 HP 98/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor)  2d8(3+5)+3=11 2d8(5+6)+3=14 2d8(5+8)+3=16 2d8(5+5)+3=13 2d8(1+5)+3=9 2d8(3+1)+3=7 d8=6 d8=1 d8=3 2d8(6+6)+3=15 2d8(6+5)+3=14
Thursday April 5th, 2007 11:50:30 PM

Tratain Takes the Wand and begins healing everyone. He says to Izen, "I'm afraid I have no way to lift a curse until tomorrow."

(Horvis Heals 25; Juliander Heals 29; Monthor Heals 25; Tratain Heals 29)Expended 8 Charges.

If I missed you roll 2d8+3 and post it.



Jova {102/76 HP 19 AC][Mage Armor 13 hours, Ms End,, Darkvision 13 hours] Z 38/hp 28 AC  d20+2=6 d20=7
Friday April 6th, 2007 3:18:53 AM

Jova helps to gather the items and place them in the bags of olding each of them carry. He hears Airen say they are being watched, neither he nor Z can see the source. Calling Z to his shoulder once again he casts Darkvision. The lights could go out any moment.

"Very Well, i am ready."

Jova {102/76 HP 19 AC][Mage Armor 13 hours, Ms End,, Darkvision 13 hours] Z 38/hp 28 AC 
Friday April 6th, 2007 3:22:07 AM

oops, forgot spell list

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Moving on - DM Marcin 
Friday April 6th, 2007 3:23:06 AM

Tratain provides healing to all those who are still wounded.

Izen turns invisible and picks up his bonds of binding. He is relieved to notice that they haven't been damaged.

Horvis takes on the appearance of the dark cleric.

Arien warns the party that the group is being watched.

Jova activates Darkvision.

The charmed wizard trots along, visibly pleased in his belief that the group is going to talk to the Masters.

"Next trap? There's just the living quarters, altar, library, Master's chambers, treasury, and labolatories down there. Nobody has ever broken through the guard room before. I think everybody else is in the main hall, waiting to see how our battle has turned out. The Masters have ordered us to activate a lot of emergency scrolls. They won't be pleased, these were meant to be used only in case the complex was in danger."

[Does the party wish to advance into the complex until confronted with resistance once again? If so, then I will need some kind of marching order and a list of precautions taken.]

[Time elapsed: 11 minutes.]

Jova {102/76 HP 19 AC][Mage Armor 13 hours, Ms End,, Darkvision 13 hours] Z 38/hp 28 AC 
Friday April 6th, 2007 11:22:14 AM

Jova waits for the others to prepare. Then he remebers something. Pulling forth his magical rod, he calls Monthor over to him

"Lets cast that expedious retreat on you again. This time it should last close to 30 minutes."

"As before i think i should be in the rearguard."

If Monthor agrees Jova casts the spell. Monthor this will add 30 ft to your movement for 26 minutes.

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--6/8-DC16--Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast


Izen (AC 25, HP 69) Invisible, Cursed, Bear's END 
Friday April 6th, 2007 11:52:55 AM

Izen scouted ahead of the group as they advanced deeper into the complex, hoping that his invisibility and skills at moving silently would work to better effect this time. Izen drew a potion from his bag and kept it at the ready (Potion of Heroism).

--Activate Winged Boots (first time this day), duration 5 minutes, 2/3 daily charges remaining
--Move silently (move rate with flying 30' at 1/2 speed), skill mastery, 33
--Spot, skill mastery, 27
--Listen, skill mastery, 30
--Trapfinding, Search skill mastery, 30
--Invisible, 50% miss chance
--Note that Izen's maximum HPs will remain at 69 for the remaining duration of Tratain's Mass Bear's Endurance spell, after which they would drop to 43! If the Bear's Endurance expires and isn't renewed, Izen will drink his Potion of Heroism, which will grant some temporary HPs, in addition to other benefits.

Please also note that I will again be unable to access computers from Sunday night until Tuesday evening. Matt C, please feel free to sub in for Izen again during that time--thanks!

Monthor 
Friday April 6th, 2007 11:53:30 AM



"Treasury?..... we should do the treasury. And the Masters' quarters. That first, then the treasury. We're doing the treasury right? And is there a kitchen? "

Monthor slaps Jova on the back and gleefuly accepts his spell offer.

Juliander (AC 24; HP 42/73) 
Friday April 6th, 2007 7:15:52 PM

"I think that it would be more polite to speak with the Masters before we tour the rest of their beautiful home. Wouldn't you say so Monthor?" Juliander looks somewhat disapprovingly with regards to the treasure remark.

Monthor 
Friday April 6th, 2007 8:02:52 PM

Bu why of course Julie. Let's pay the "Masters" a "visit".

Horvis (AC 22; HP 124/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance 
Friday April 6th, 2007 9:24:32 PM

Horvis strides along with his companions, listening to Monthor and Juluiander joke about the coming encounter. So far, it has been interesting but Horvis hasn't gained any new forms.

"Are we still being watched? Maybe someone should deal with that, because I can't."

Once the party moves out of the room, and the scrying has been dealt with, Horvis will cast some spells. Before Tratain's spell expires, he will cast Mass Bear's Endurance and Mass Cat's Grace.

Then, looking down at the dwarf, Horvis will offer and cast Barkskin for whoever wants it.

"So, mage. How many Masters are there again? And how many apprentices stayed behind?"

Stats
Wildshape = 3 of 9/day

Active Effects
Barkskin (self) - +5 natural armor bonus, 119 minutes
Barkskin (whoever) - +5 natural armor, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 49 minutes
Longstrider - +10 movement, 12 hours, 49 minutes
Mass Bear's Endurance - +4 CON, 13 minutes
Mass Cat's Grace - +4 DEX, 13 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 59 minutes

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk
* = cast



Draax ( AC 31, HP 171 Mass Bear's Endurance) 
Friday April 6th, 2007 10:55:54 PM

Draax moves the friendly mage close to the front of the marching order, just behind whoever is coming up behind Izen. He keeps the mage close to the front of the group to point out anything out of the ordinary. Draax walks close behind and to the left of the mage with his sword unsheathed, but he continues to show no hostility towards the prisoner.

Draax lets the mage answer Horvis' question before speaking to the prisoner. "The master still might not know that we all are friends, so you should let us know if you see anything that could mean that we are walking into trouble. It was unfortunately that those others had to die. We would not want that to happen again, would we?"

Arien AC 21 HP 88/88 (Mage Armor, Fly, Mass Bear's Endurance) 
Sunday April 8th, 2007 2:45:41 PM

Arien walks along with the others, keeping an eye out and ready to return to the air at a moments notice.

Fly 45/140

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield, Extended Mage Armor*
3rd Level: Displacement, Dispel Magic, Fly*, Haste, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

Tratain AC 32 HP 127/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor) 
Sunday April 8th, 2007 10:30:17 PM

Tratain says "Before we move on I have some questions for our new friend. Are there anymore illusions or traps ahead? We wouldn't want to get caught in them by accident. Also how many Masters and apprentaces are left? and what scrolls and other defenses were activated?"

After Having his questions answered and the group sets out Tratain will cast True Seeing on himself and follow along with the others.

Approaching - DM Marcin 
Monday April 9th, 2007 4:52:15 AM

Various spells are activated. The captive mage is happy to answer questions.

"Kitchen? But of course. But you must have walked past it. It's in the servant's wing." - he points to the corridor the party came from.

"Just two Masters left in the complex right now. The rest is away on business. Five apprentices left, me included. And, of course, I imagine both shield guardians must have been activated by now. As far as the defences go, we apprentices make do with the kind of scrolls we are able to use, like Mage Armor, Shield, Protection from Arrows and such. The Masters? If I am any judge they are by now guarded by every defensible magic known to mankind. Invisibilities, illusions, they know all the tricks in the book."

"There are no more traps down there, nobody expects intruders to strike so deep into the complex. The Masters are sure to re-evaluate that belief after your little display at the trap room, though. There are just two Alarms along the way, but I know the command phrase to them and we will pass without ruckus."

True to his word the mage deactivates the Alarm spells as the party progresses down the hall.

The interiors of this part of the complex are completely different from what the Knights have seen so far. The party passes by studies, living rooms, dining halls, magic workshops and labolatories. The decoration in every single chamber is luxurious, bordering even on decadent. The walls have been laid out with white marble. Soft magic lights illuminate every room. Exotic birds sing in golden cages. Soft sofas are lined against the walls. The floors are covered with lush carpets. Carefully pruned trees decorate corners of the rooms growing out of large copper bowls. Gold, silver, and precious gems glitter everywhere one looks. There is a draft in the corridor. The air is fresh, clean, and smells slightly of incense. Everything is quiet and there is not a single person in sight, though meals abandoned on the plates, books strewn on the floor and spilled wine betray that the Sons of Dread have been taken by surprise.

The mage points to the front of the corridor. "The main hall is there, just down those stairs. I imagine everybody is waiting there."

[Time elapsed: 13 minutes.]

Monthor 
Monday April 9th, 2007 8:21:05 AM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance (Tratain)

========================================

"Shield Guardians? What be those? If they were to mistaken us for ennemies and try to hurt us, how would we best defend ourselves?"

" Who's got the master work longsword? Pass it up to me PLEASE. Who's got the necklace of fireball? "

" Little wizard dude... say the place was being attacked... not that it is of course, what would the defences in the main hall look like? Where would everyone be positioned?

" Somebody give our little wizard buddy somthing to draw with.... could ye draw us a sketch of the hall? "

What does the hall look like? Are there other doors leading out of the hall and if there is, where are they and where do they lead to?



Juliander 
Monday April 9th, 2007 8:07:57 PM

Juliander looks aghast at Monthor, "Actually friend." Juliander addresses the wizard, "If you'd simply be so kind as to point out the master of the house... you know... the main person in charge... so that we might address them with the appropriate respect, that should suffice. Don't you think my good dwarf?"

Horvis (AC 22; HP 124/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance 
Monday April 9th, 2007 9:43:28 PM

The shifter wearing the form of the dark stranger waits in the corridor with his companions. From what their new friend says, the masters and four other apprentices wait down below. And, when Horvis and his companions took on the first batch of apprentices, they got pretty badly scorched.

Horvis looks back and forth, hoping that the charmed apprentice cand draw the room for them.

"How do you want to do this? Send in some summoned creatures to soak up the first onslaught of spells? Or try to overwhelm the mages?"

OOC - Please see e-mail for tactics discussion.

Stats
Wildshape = 3 of 9/day

Active Effects
Barkskin (self) - +5 natural armor bonus, 117 minutes
Barkskin (whoever) - +5 natural armor, 128 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 47 minutes
Longstrider - +10 movement, 12 hours, 47 minutes
Mass Bear's Endurance - +4 CON, 11 minutes
Mass Cat's Grace - +4 DEX, 11 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 57 minutes

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk
* = cast


Tratain AC 32 HP 127/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor; True Seeing) 
Monday April 9th, 2007 10:56:01 PM

Tratain stops at the top of the stairs and calls for everyone to wait. He also ask the mage "Who was the adventureing group that you were expecting, and why did you think that they were going to come here?"

Tratain continues "If they are right down the hall, I have several spells to cast on myself, Then Monthor and I can lead the charge in. I can see through thier illusions and I will cast a spell that makes invisibility useless. Everyone else can follow us in, but be careful, Monthor and I should be able to take thier first attacks, but we need to end this quickly. No one is to enter thier last room until everyone is ready."



Jova {102/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC 
Monday April 9th, 2007 11:22:19 PM

Being ot of that armor sure has helped him casting his spells. He would need to fid the elf that sold him that junk. As Tratain explains things, Jova cast shield on himself and Z. He goes through his mind, the spells he has left for battle.

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--5/8-DC16--*Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Draax ( AC 31, HP 171, Mass Bear's Endurance) 
Tuesday April 10th, 2007 12:22:52 AM

Draax goes through the loot and hands Monthor the longsword he requested. As the others begin to make plans, Draax guides the prisoner a little away from the others so he cannot hear any talk of attacking the masters. He wonders just how strong the charm spell is and much longer will it last.

If no one has any paper, Draax gives the prisoner some chalk and lets him draw anything he remembers on the floor or walls.

Not knowing if they will have to slay their new friend in the coming battle, Draax asks the guy one last question while he has the chance. "Do you have any idea what the Lord and Sons of Dreads are planning? Maybe if we knew what the lord has planned for all of us, we can convince the masters that we really are friends."

Draax does not expect the mage to know the plans, but it would be a waste not to ask while he is so willing to cooperate.



More questions - DM Marcin  Monthor's Charisma check: d20-1=9
Tuesday April 10th, 2007 2:42:58 AM

"Shield guardians? They are a brand of golems designed to protect spellcasters. They are fairly commonplace. I'm surprised you haven't heard about them before."

"The best way to react to an attack would be to give up and immediately explain the misunderstanding. We don't want any more casualties, do we? The Masters are powerful and not to be trifled with."

"Where would everyone be positioned? I don't know, as I mentioned before it's not as if we made plans for this. The Masters are, most likely, improvising. Why do you ask about that?"

"Sketch the room? Tell you how it looks like? Come on, it's only fifty steps from here, let's go and you can take a look for yourselves. Sheesh, with all these questions one could think you are fixing to loot the place. The Masters do not appreciate us divulging such details to uninitiated anyway. You better talk to them directly, I might get in trouble if I run my mouth too much." [Monthor failed his Charisma check]

"That adventuring group? Well, I probably shouldn't talk about that, but I suppose there is no harm in it... There is talk among us initiates that some time ago one of the Circles received a report that one of our enemies sent a group of powerful adventurers to snoop around the domain of our Lord. They were last reported travelling overland so it will be a few weeks before they get here - right now they are most likely stuck somewhere in Scab - but all our southern outposts have received a letter of warning. I haven't read it, of course, and I don't really know any more details; the Masters must know more. You can ask them if you are interested in helping us out with this problem."

Draax leads the man away while the plan of attack is being prepared.

[Joe, does Tratain have the material component needed to cast True Seeing? I don't see it on his character sheet?]

[Who carries the Necklace of Fireballs?]

[Time elapsed: 16 minutes.]

Arien AC 21 HP 88/88 (Mage Armor, Shield, Fly, Mass Bear's Endurance) 
Tuesday April 10th, 2007 3:51:26 AM

Arien pauses a moment and casts a protective spell on himself and says, "We should move quickly, take a few moments to prepare ourselves and then move. Monthor I have a protective spell for you that will make it harder for you to be hit, would you like me to cast it now?"

Fly 95/140
Shield 0/280

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield*, Extended Mage Armor*
3rd Level: Displacement, Dispel Magic, Fly*, Haste, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

Monthor 
Tuesday April 10th, 2007 7:34:33 AM

Make it so Arien.
Monthor walks up to Arien and whispers in his ear, making sur that the charmed mage can't hear him.

{ Got any of those Dimension Door spells left?
I'll stay close to you. Once we spot where the magic users are in the room, Dimension Door me behind them. Me'll take care of the rest. }

Jova {102/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC  d20+21=34
Tuesday April 10th, 2007 6:03:23 PM

With a look of worry and concern, Jova walks over to the new found friend.

"Sir, strange happenings, no? I ask you if you could describe what the Masters will look like. You know, special colored robes, bodyguards, or anything that will tell us their rank. Far be it for me, and my friends to disrespect the Masters out of ignorance."

To the rest of the group he hopes they pick up the significance of the question, Masters appearance.

"Also when we meet them are we to bow our heads, or kneel?"

Bluff check 34
Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--5/8-DC16--*Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Juliander (AC 24; HP 42/73) 
Tuesday April 10th, 2007 6:31:29 PM

Unsure of where he might fit into the upcoming conflict, Juliander hangs back with his new friend, and chats idly with him, making small talk about the weather and general magical concepts, while the others are preparing.

Izen (AC 29, HP 69) Mass Bear's END, Barkskin, Invisible 
Tuesday April 10th, 2007 9:24:23 PM

Izen continued to move stealthily, silently, and invisibly near the front of the group.

(Accepted Horvis's Mass Bear's END and Barkskin!--Barkskin +5 stacks with Izen's Amulet of Natural Armor for a net +4.)

Horvis (AC 22; HP 124/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+7=20
Tuesday April 10th, 2007 9:56:59 PM

Horvis hangs back with the others, trying to decide how to approach the room.

"I favour summoning some assistants, if need be. Perhaps one or two air elementals to disrupt their casting, then a bunch of other creatures to keep them busy."

"What do you know about shield guardians, Arien? I don't enough to help us."
Knowledge Arcana = 20, vs. DC 25

Stats
Wildshape = 3 of 9/day

Active Effects
Barkskin (self) - +5 natural armor bonus, 117 minutes
Barkskin (whoever) - +5 natural armor, 128 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 47 minutes
Longstrider - +10 movement, 12 hours, 47 minutes
Mass Bear's Endurance - +4 CON, 11 minutes
Mass Cat's Grace - +4 DEX, 11 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 57 minutes

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk
* = cast


Draax ( AC 31, HP 171, Mass Bear's Endurance) 
Tuesday April 10th, 2007 10:16:33 PM

As Juliander takes care of the charmed mage, Draax moves back towards the front of the party. He pulls the necklace of fireballs out of the stack of loot and holds it out to be claimed by one of the party. "Who is going to use this?" He hands the necklace to anyone that claims it.

As he waits for the decision to move on, Draax half listens to Javo's conversation with the mage.


Tratain  2d8(4+6)+3=13 2d8(4+1)+3=8 d8=5 2d8(4+3)+3=10 2d8(8+1)+3=12 d8=6
Tuesday April 10th, 2007 10:50:40 PM

Tratain says "Lets summon some Animals Horvis, and Cast your growth spell on them. The elementals will be to large to fit in this complex. I'm going to cast a spell on myself that will negate all invisibility in a rather large range around myself and go in with the Animals. I think the invisibility will help them more than us in this instance. We need to take out the masters as soon as we can. I have three or four spells to cast before we go in. Give me a moment to cast them on myself and to heal up everyone."

(Tratain Heals Jova for 25; and Juliander for 27)

Jova-OOC 
Tuesday April 10th, 2007 11:36:33 PM

I have never worked with 'temporary' hit points. If Tratain casts thisspell, do i then gain the hp?? It will be hard to calculate if the spell ends, and my hp drop below 0.

Temporary hit points are granted by spells like Aid and False Life. Bear's Endurance grants you more honest and true hit points, just as if you were wearing an amulet that gives +4 Con. What carries over when the spell is over is the damage. That is, if you now have 102 hit points and are damaged for 40, then at the spell's end you will have 76 hit points and be damaged for 40. If your wounds are too severe when the spell ends you will die. M.

The final countdown - DM Marcin 
Wednesday April 11th, 2007 3:17:43 AM

"Well, Master Ogin wears a nice blue silk tunic when at ease. He's a copper-skinned human. Master Leie dresses for battle in black plate, on account of him being of priestly persuasion and an adept of Necromantic Arts. We initiates usually bow when addressing them. I haven't really seen them talking with outsiders yet, we don't get many visitors here. Kneeling might be a good idea. Tell you what, why don't you let me go in first and explain the situation to everybody?"

[To simplify things maybe you should just list the spells you want to have active and allies summoned when you push on? Once you have discussed tactics and everybody posts that he is ready to progress I'll move the game to the main hall.]

[Please check the passage of time and see if your active spells have not expired.]

[Draax carries the Necklace of Fireballs.]

[Time elapsed: 17 minutes.]

Juliander (AC 24; HP 42/73) 
Wednesday April 11th, 2007 6:25:59 PM

Juliander smiles, "I tend to do what seems appropriate at the time. However I think I might entertain the masters with a song. My skills are nearly legendary." Juliander glances sideways at his friends.

Monthor 
Wednesday April 11th, 2007 6:38:17 PM

" Let's role. "

Horvis (AC 22; HP 139/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance, Speak with Animals  d4+1=5 d4+1=4 8d8(4+2+4+4+7+2+5+8)+40=76 8d8(3+3+3+7+7+3+2+7)+40=75 8d8(5+1+1+3+8+2+2+6)+40=68 8d8(1+4+4+3+3+8+5+1)+40=69 8d8(3+3+2+4+3+6+2+7)+40=70 6d8(6+2+5+4+4+6)+30=57 6d8(8+5+7+2+4+2)+30=58 6d8(4+4+3+4+4+1)+30=50 6d8(2+7+2+5+4+4)+30=54
Wednesday April 11th, 2007 9:28:51 PM

Horvis shifts back into his normal shape and removes his quarterstaff, leaning it against the wall. As he does so, the thorns retract. Then he shifts into the form a troll, very similar to one killed by the fort.

After picking up his quarterstaff again, Horvis casts a spell on himself. Then he begins summoning creatures, first several dire lions and then almost as many tigers. Then he casts Animal Growth on the creatures.

Horvis instructs the newly enlarged creatures to attack the blue clad mage and the humanoid in black armor.

"Ready to go!"

Stats
Wildshape = 4 of 9/day

Troll (Large Giant)
40 foot move
10 foot reach
Scent, Darkvision 90 ft
2 claw attacks, 1 bite, Rend special attack

5 Enlarged Dire Lions (Huge Animal)
HD: 8d8+40 (76, 75, 68, 69, 70 hps)
Spd: 40 feet
AC: 15, touch 10, flat 14
BAB: +6
Atttack: Claw +16 melee (1d8+11)
Full attack: 2 claws +16 melee (1d8+11) and bite +10 melee (2d6+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 1d8+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +15, Refl +11, Will +11

4 Enlarged Tigers (Huge Animal)
HD: 6d8+30 (57, 58, 50, 54 hps)
Spd: 40 feet
AC: 14, touch 9, flat 13
BAB: +4
Atttack: Claw +13 melee (2d6+10)
Full attack: 2 claws +13 melee (2d6+10) and bite +10 melee (3d6+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 2d6+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +14, Refl +10, Will +7

Active Effects
Animal Growth - 13 minutes
Barkskin (self) - +5 natural armor bonus, 116 minutes
Barkskin (whoever) - +5 natural armor, 127 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 46 minutes
Longstrider - +10 movement, 12 hours, 46 minutes
Mass Bear's Endurance - +4 CON, 10 minutes
Mass Cat's Grace - +4 DEX, 10 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 56 minutes
Speak with Animals - 13 minutes
Summon Monster VII - 5 dire lions, 11 rounds
Summon Monster VI - 4 tigers, 12 rounds

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals*(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth*(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path*, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk*
* = cast


Izen (AC 29, HP 69) Invis, Bear's End, Barkskin 
Wednesday April 11th, 2007 10:48:30 PM

Izen pulled his Bag of Tricks from his Haversack. "Ready," came his disembodied voice. He shifted to a new position in case they were still being watched. Just before entering the main chamber, Izen would reactivate his Boots of Flying (2 of 3 uses today).

Tratain AC 33 HP 139/141 SR 32 (Magic Vestment;Shield of Faith; Endurence; Divine Favor; Invisibility Purge)  2d8(2+6)+3=11
Thursday April 12th, 2007 12:19:28 AM

Tratain taps himself once more with the healing wand. He then activates his Bead of Karma, and then Casts Shield of Faith, Invisibility Purge, and the Spell Resistance on himself and head off with the others.

Jova {102/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC 
Thursday April 12th, 2007 1:14:08 AM

Jova watches as mighty druid calls forth the cats. His own summons would be far iferior so he does not cast that spell. Jova does lean his staff against the wall as well. Casting a spell of polumorph upon himself, he and Z change shapes.

Z takes on the appearance of a large brown wolf. As he breathes, the cold can be felt. He is a Winter Wolf. Jova on the other hand has now adopted the orm a young woman, or that is what it appears to be. With his cloak over his eyes, the smallest figure now speaks like a young girl.

"Do not look at me, or into my eys friends. The powers granted by the fey can be devstating."

The two had now switched roles. The wolf was the protector of the girl, or so it seemed. Picking up her staff she says, "We are ready as well.

[Will post morphed changes next time]

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--5/8-DC16--*Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--5/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, **Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast


Draax ( AC 32, HP 171, Mass Bear's Endurance; Mass Cat's Grace) 
Thursday April 12th, 2007 1:35:50 AM

Draax watches the summoning and the transformations. He waits for preparations to be completed and the summoned creatures to move in before heading in with the others.

Arien AC 25 HP 88/88 (Mage Armor, Shield, Fly, Mass Bear's Endurance, Veil) 
Thursday April 12th, 2007 2:57:00 AM

Arien casts displacement on Monthor then, seeing the animals being summoned Arien decides to take advantage of the situation and casts Veil. Standing as near as he can to the cats and the party Arien tells the others his plan and then casts the spell and switches the appearance of the cats to those of the party and the party to those of the cats being summoned. The trick wouldn't last for too long but it might help throw their opponents off. Finally Arien casts Haste, he leaves the two arcane casters out of the spell but targets the rest of the party and as many of the tigers and then lions as possible.

Spellcasting done Arien nods to the others and asks, "Ready?"

Active Spell Effects
Fly 108/140
Shield 13/280
Veil 14 hours
Displacement 2/14
Haste 0/14

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield*, Extended Mage Armor*
3rd Level: Displacement*, Dispel Magic, Fly*, Haste*, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil*
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

The main hall - DM Marcin 
Thursday April 12th, 2007 3:00:01 AM

Horvis summons multiple animals in order to assist in the attack. The corridor suddenly gets very crowded and smelly [John, you summoned it, you take care of it. Please give me exact locations of every beast in the next post, along with their space occupied and reach].

Izen prepares his bag of tricks.

Tratain activates several powerful spells.

Jova polymorphs his companion into a Winter Wolf and himself into a Nymph [at least that's my guess? You didn't say what it was!].

[Dave, I start feeling bad for picking on you so much about Polymorph, but if it is really a nymph then the only quality Jova would inherit from this form would be Wild Empathy. Polymorph doesn't grant supernatural or spell-like abilities of the new form.]

Arien does a quick switch of the appearances between animals and the party, and then launches Haste magic.

The Knights descend down the stairs leaving a very surpised charmed mage behind.

***

The corridor opens up into a large, roughly circular hall. Its ceiling is high, about 15 feet from the marble tiles of the floor. Four more corridors lead away from the room into other parts of the complex. There is a stone fountain right in the middle of the room, crystal clear water bubbling merrily from jugs held by funny little statues of pixies and nixies. Exotic plants in metal vases line up the walls. The room is basking in soft, white light - there are crystal candeliers hanging from the ceiling, each decorated with multiple magic lights. The air is fresh like on the top of a mountain and gentle breeze blows right into the faces of the Knights. The wind comes from a tiny shard of blue sky that can be seen high above the fountain - a small link to the elemental plane of air, no doubt, a marvel of magical engineering, and a source of fresh air in the complex.

The floor is strewn with used up scrolls, empty potion bottles, and an occasional burned-out wand.

Two massive, humanoid statues made out of dark metal stand still in the corners of the room [1 and 2]. Both would resemble giants in plate armor were it not for their tiny heads, narrow arms, and huge fists. The outlines of both shift and change, blurred and hard to see.

A humanoid form floats silently in the air [3]. It resembles a skeleton clad in black cloak, but it wears a golden circlet on its head and holds a black baton in its bony fingers. Red flames dance in its empty eye sockets. Six exact duplicates of the being surround it, and each and every one of them is blurred just like the golems.

Floating gently next to the other golem is a man wearing a dark full plate [4]. His face is hidden by the helmet he is wearing, but his gauntleted hand also holds a rod of some kind. He too benefits from some kind of eye-deceiving magic [the note on map should have read 20%, not 15%].

A small group of four people are quickly moving about on the far side of the room. They consist of an older, gray-haired, black clad elf [5], a stocky red-haired dwarf [6], and two humans dressed in chainmails [7 and 8]. The elder is holding a dark dagger, the dwarf a wand, the humans have longswords strapped to their belts. The humans are restraining a young girl [grey 1]. It looks very much as if the older man was getting ready to perform some kind of vile sacrifice.

There are four more people in the hall [A, B, C, and D]. All are clinging to the ceiling like spiders, all are dressed in dark tunics and cloaks, and all are surrounded by multiple copies of themselves. Just like the two flying shilouettes, they too seem to blur in the light cast by the crystals.

[Each and every member of the party and summoned beast can begin their turn in J20 or K20. It is also possible to stay off map if you prefer, but then you can't target spells beyond columns I to L. 3,4, and A through D are reachable with a melee attack only if you have a reach of at least 10 ft, a height of at least 10 ft, or if you can fly or jump up at least 8 feet. Please list in your post your AC, current HPs, and all active spell effects.]

[Map. Time elapsed: 18 minutes.]

Juliander (AC 24; HP 68/99) Mass Bear's Endurance, Inspire Greatness [Monthor & Draax] 
Thursday April 12th, 2007 9:26:39 AM

Remaining outside the room, Juliander begins a song of greatness, extolling the virtues of first Monthor and Draax, ensuring they are fully cognizant of their own internal greatness in the battle to come.

(OOC: Inspire greatness, targeting Monthor and Draax. They each get 2 bonus HD [d10] plus Con modifier worth of temporary hit points. I'll let you each roll them yourself. They also get a +2 competence bonus on attack rolls and a +1 competence bonus on Fortitude saving throws.)

Tratain AC 34 HP 139/141 SR 32 (Magic Vestment;Shield of Faith; Endurence; Divine Favor; Invisibility Purge; Spell Resistance; Haste)  15d6(6+4+5+5+1+3+5+5+4+4+1+5+1+3+2)=54 d20+17=20
Thursday April 12th, 2007 10:02:16 AM

Tratain Moves to Square H13 and then casts Blade Barrier going up column Q.

He says "There are more here than we were told about, its possible that some of them are not real. Area attack the ones on our left if possible."

(Reflex DC 23 For the Blade Barrier or Take 54 Points of Damage.)


Monthor HP 176, AC 32 ( see below)  d10=10 d10=8
Thursday April 12th, 2007 9:47:23 PM

- Inspire Greatness (Julie) 2 bonus HD [d10
roled 18)] plus Con modifier (total 26)
worth of temporary hit points, +2
competence bonus on attack rolls and a +1
competence bonus on Fortitude saving throws.
- Displacement (Arien) - 50% miss chance
- Haste (Jova)
Adds one attack to full attack round
+1 attack roles
+1 AC
+1 Reflex roles
Movements +30 feet (base move 50, flying
60)
- Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
- Dodge bonus (+1 against one foe)
- Mass Bear's Endurance, adds 26 HP (Tratain)
- Veiled ( Arien)
- Fly ( Monthor's winged boots, 5 minutes)

Total AC 32, 33 against one foe, 50% chance
that attack against Monthor will miss.
Attack roles with bonuses 31/31/26/22

Position J20

-------------------------------------------

Monthor says the command word and activates his winged boots ( 5 minutes of flight time ) He then takes flight and rises straight up to the ceiling.


Izen (AC 29, HP 69/69-Cursed) Flying, Invis, Bear's End, Barkskin  d100=77
Thursday April 12th, 2007 10:04:45 PM

Izen remained invisible and outside the room, waiting for the others to cast their area effect spells before entering. (Airborne +8' at J20.)

He tossed a small fuzzy ball into the room (Activate Bag of Tricks, Tan, ball at I15).

The ball hit the ground and became a heavy warhorse, which whinnied and pawed the ground.

Izen, meanwhile, remained invisible and fetched out his Bands of Binding.

Edit by Kup because Monthor's simultaneous post put him in the same position as Izen! Izen will be at K20 instead, +10 feet up.

Jova {102/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC  d20+11=22 d100=76 26d6(5+2+1+1+3+3+3+6+5+5+6+4+6+3+5+6+3+6+2+6+5+1+1+4+6+2)=100 5d6(2+4+5+1+4)=16 d20+17=23
Thursday April 12th, 2007 10:34:06 PM

Jova follows the animals into the main hall. Much larger than he expected. Looking aroun excitedly, seems all the foes are in some way flying. He finds his target, one of the masters, so he thinks.[Jova I18]

Z follows by his side and moves over to his left. He takes a Defensivestance. [Z H18]

Bringing his staff to bear, he ims it at the skelton, red-eyed horror across the oom. Intoning the word written on the staff he activates its magic. A 6 inch rodlike shaped object, flourescent green, emerges from the staff and shoots across the room.

#3-D5- Hit AC 22 Range touch [Disenigrate]
20% miss 76
Damage 100 Fort Save 21/ If make save 16 point damage
Beat Spell Resistance 23

Nymph
Blinding Beauty- All humanoids within 30 feet if they look into eyes make Fort DC 18 or perma blind.

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--5/8-DC16--*Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--5/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, **Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Horvis (AC 23; HP 139/126) - Barkskin, Greater Magic Fang, Haste, Longstrider, Mass Bear's Endurance, Speak with Animals 
Thursday April 12th, 2007 10:35:52 PM

Having been cautioned by Tratain, the troll restrains his cats from the hunt. And he's been told about the flyers, so Horvis begins summoning some flying creatures.

Two of the dire lions move into the room after Monthor and everyone else has done so.

Horvis Actions
Standard - Begin casting of Summon Monster IV
Position - off map

Dire Lion 1 (76 hps) Actions
Move - to squares H16 : J18 (15 foot space)

Dire Lion 2 (75 hps) Actions
Move - to squares K16 : M18 (15 foot space)

Stats
Wildshape = 4 of 9/day

Troll (Large Giant)
40 foot move (70 ft with Haste)
10 foot reach
Scent, Darkvision 90 ft
2 claw attacks, 1 bite, Rend special attack

5 Enlarged Dire Lions (Huge Animal)
HD: 8d8+40 (76, 75, 68, 69, 70 hps)
Spd: 40 feet (70 with Haste)
AC: 15, touch 10, flat 14
BAB: +6
Atttack: Claw +16 melee (1d8+11)
Full attack: 2 claws +16 melee (1d8+11) and bite +10 melee (2d6+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 1d8+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +15, Refl +11, Will +11

4 Enlarged Tigers (Huge Animal)
HD: 6d8+30 (57, 58, 50, 54 hps)
Spd: 40 feet
AC: 14, touch 9, flat 13
BAB: +4
Atttack: Claw +13 melee (2d6+10)
Full attack: 2 claws +13 melee (2d6+10) and bite +10 melee (3d6+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 2d6+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +14, Refl +10, Will +7

Active Effects
Animal Growth - 13 minutes
Barkskin (self) - +5 natural armor bonus, 116 minutes
Barkskin (whoever) - +5 natural armor, 127 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 46 minutes
Longstrider - +10 movement, 12 hours, 46 minutes
Mass Bear's Endurance - +4 CON, 10 minutes
Mass Cat's Grace - +4 DEX, 10 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 56 minutes
Speak with Animals - 13 minutes
Summon Monster VII - 5 dire lions, 10 rounds
Summon Monster VI - 4 tigers, 11 rounds

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals*(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants*, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth*(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path*, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk*
* = cast

OOC - Marcin, the room is going to get awfully crowded after 9 huge creatures, Horvis and however many dire bats appear next round show up.

And whose fault is that? :) M.

Draax ( AC 27, HP 194, Mass Bear's Endurance; Mass Cat's Grace; Haste; Inspire greatness)  d10=5 d10=10 d20+23=39 d20+23=35 d8+2=3 d8+2=3 d6=5 d6=1
Thursday April 12th, 2007 11:22:03 PM

Draax delays (until the end of the round), waiting for the magic users to cast their spells and the summoned creatures to move into the room. He moves to L18 and fires off a couple of arrows at #5. (hit AC39 for 3dmg and 6 fire dmg; hit AC35 for 3 dmg and 1 fire dmg).

He waits to see the results of the group's initial charge before seeing where he is needed.

Arien AC 25 HP 88/88 (Mage Armor, Shield, Fly, Mass Bear's Endurance, Veil)  15d6(6+6+4+4+6+3+1+2+3+1+6+6+1+3+3)=55
Friday April 13th, 2007 1:23:18 AM

Arien flies into the room and seeing the situation at the other end of the room Arien finds a good position (M8) and casts Chain Lightning at the red headed dward(6).

(Chain Lightning, 55 damage, ref DC 24 half, enemies 2, 4, 5, 7, and 8 take 27 damage ref dc 24 for half)

Position: M8 , 10 feet in the air.

Active Spell Effects
Fly 119/150
Shield 24/300
Veil 15 hours
Displacement 3/15
Haste 1/15
Mage Armor ?/30 hours

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield*, Extended Mage Armor*
3rd Level: Displacement*, Dispel Magic, Fly*, Haste*, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2*, Disintegrate x2, Veil*
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

((OOC: Realized I wasn't including the Ioun Stone in my spell durations so that has been fixed.))

The attack commences - DM Marcin  Tratain's check to overcome #4 spell resistance: d20+18=38 #4 save vs Blade Barrier: d20+6=15 Mirror Image check vs Jova's Disintegrate: d8=1 SR check of #4 vs Arien's Chain Lightning: d20+15=25 #4 Ref save vs Chain Lightning: d20+6=19 #2 Ref save vs Chain Lightning: d20+7=9
Friday April 13th, 2007 8:21:04 AM

Juliander rises his voice in an epic battle song.

Tratain moves into the room and cuts off several opponents with a barrier of blades. Two potted plants are instantly cut into shreds. The armored, flying foe is caught right in the middle of it. Tratain feels that his magic is being resisted, but is able to plow through enemy protections. The foe suffers full effects of the spell, but his wounds do not seem as grave as one would expect. The golem next to him shakes violently, though, even though it was not in the area affected by the blades. [Joe, I recall a woldian ruling that CL increases do not stack, that would mean Tratain has CL18. I'll check with people who know.]

Monthor takes to the air, hovering just at the entrance to the room.

Izen positions himself under the ceiling right next to Monthor. His bag of tricks produces a heavy warhorse. As Izen readies his bonds of binding he notices that he is no longer invisible! Tratain's spell has stripped everyone in the room from any kind of invisibility!

Jova enters the room. Z, in lupine form, remains by his side, efortlessly crushing one of the plants. Jova rises his staff and launches a disintegrating ray at the skeletal figure. Despite there being six duplicates of the thing, the ray strikes the true foe! Jova feels same sensation as Tratain, and, just like Tratain, is able to overcome his target's spell resistance - barely! In the very moment the ray touches the foe there is a flash of white light from the rod he is holding, and the energy of the spell cast by Jova is sucked into it leaving the mage unharmed. [Anybody watching this can make Will save DC18: Highlight to display spoiler: {This opponent is using illusions to obscure his true appearance.}]

Horvis begins summoning more allies while sending two of his big cats into the hall. One of them has difficulty bypassing warhorse and Z and does not end up exactly where Horvis wanted it to.

Draax moves into the room. Horvis's dire lion is obstructing his line of sight, but still he manages to put two arrows right in the middle of #5's chest.

Arien flies deep into the room and directs his attack at the same group of foes. Arien feels spell resistance to the secondary bolt hitting #4, but manages to overcome it. The golem #2 is affected twice, by his own secondary bolt and by part of the energy that was deflected to him from #4.

[...]

Enemy counters - DM Marcin  Fireballs damage: 6d6(4+6+5+6+5+2)=28 6d6(5+6+1+2+3+3)=20 6d6(6+6+3+5+6+1)=27 6d6(2+6+3+4+6+5)=26 Cone of Cold damage: 10d6(6+5+4+1+1+2+5+4+3+3)=34
Friday April 13th, 2007 9:03:03 AM

The group of five people on the far side of the room [5,6,7,8, and grey 1] wavers and fades out. The illusion has served its purpose and its caster has abandoned it.

The four mages clinging to the ceiling launch a frantic volley of fire spells at the group of people who have just barged into the room. Arien's Veil seems to have worked as they visibly take effort to encompass both dire lions in the area of the spells. Unfortunately the Knights are clumped together and the enemies manage to include quite a few of them in the area of blast, too.

[The following people/creatures are hit by four fireballs each: Tratain, Jova, Draax, Z, both dire lions, warhorse (Monthor and Izen are, for their own good, too high to be reached by the flames, but they can feel the heat on their faces). Fireball damage is 28, 20, 27, 26, and Ref saves for half are respectively DC20, DC19, DC20, DC19.]

[For every fireball save Draax fails the necklace of fireballs he's carrying needs to make one save, too. It's save bonus is +7. If it fails even once all remaining beads will detonate. Should that happen people affected will be Draax, Jova, Z, Monthor, Izen, warhorse, and right dire lion. If that happens Stan will need to roll the damage - the remaining beads are 4d6+4d6+2d6+2d6+2d6+2d6. Ref save for half on each one is DC13.]

The skeletal foe narrows his eyes, floats quickly right into the middle of the room, and rises his rod, unleashing a torrent of ice-cold air like a winter blizzard. The cone of cold flash-freezes the water in the fountain as well as all those who have remained on the southern side of the hall.

[Those affected by the Cone of Cold: Tratain, Jova, Draax, Monthor, Izen, Z, both dire lions, warhorse. Damage is 34, Ref save DC23 for half.]

The guardian accompanying him moves right next to his master and, obeying some unheard command, rises its right hand. A dark rune has been inscribed on its palm. The rune glows purple for a second, and then a writhing mass of Black Tentacles erupts amidst the party, trying to catch several of the Knights!

[Darker area on the map is affected by tentacles. Tratain, Jova, Draax, Z, both dire lions, the warhorse, and anyone else who would want to enter that area later on needs to make a grapple check vs DC28. Failure means you are grappled by the tentacles. If you succeed you can move through the tentacles at half speed. It is possible to fly between the ceiling and tentacles unattacked by them.]

The armored enemy withdraws to use Tratain's Blade Barrier as a protection, and watches the party carefully, especially Arien, as if waiting for something. His hand is formed in an arcane gesture [he readied an action]. The golem standing by his side remains motionless.

[Map. Time elapsed: 18.1 minutes.]

Jova {2/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC  d20+9=19 d20+9=20 d20+9=22 d20+9=29 d20+8=10 d20+8=16 d20+8=23 d20+8=27 d20+9=29 d20+9=13 d20+9=24 d20+9=14 d20+9=15 d20+9=22 d20+9=16
Friday April 13th, 2007 2:00:08 PM

Jova Reflex Saves 19, 20, 22, 29
Fierball Damage 28, 10, 13, 13 Total 64

Z Reflex saves 10, 16, 23, 27
Z damage 28, 20, 13, 13 Total 74 Dead

Jova Reflex Save For Necklace fireballs.
29, 13, 24, 14, 15, 22 All save 1/2 totaldamage

Save vs Cone cold 16, Damage 34

[[If one of the fireballs from the necklace explodes I die.]]

Jova watches as his bolt of green energy is absorbed by the images. Shock seems to over come him as he sees the attacker move in. What had he gotten himself into?

Then the hellfire begins. Fire everywhere burning, bursting, flames everywhere no where to go. He then hears the shriek of Z. Looking ove he sees the wolf melt, the bird form return, and then be incinerated by the flames. His own injuries so massive he begins to lose consiousness. He slumps to the floor.

Despair floods him. Z his best friend, companion of so many years. The bird had learned to speak. They had lived off others, travelled, and now it would come to an end. The exhausting heat burns his throat as he breaths

One last look sat the world....



The Dire Bats (AC 20) - Holding Until After Tratain Posts  d4+1=3 4d8(7+7+5+8)+12=39 4d8(2+5+6+1)+12=26 4d8(5+2+8+1)+12=28 d20+5=9 d6=2 d20+7=27 d20+7=21 d8+4=9 d8+4=5 d100=65 d6=6 d20+7=21 d100=92 d4=3 d8+4=7
Friday April 13th, 2007 10:53:02 PM

Horvis completes his summoning spell after Tratain has cast his Holy Word and three dire bats appear in the room just below ceiling level. Each immediately makes a flying charge at an opponent.

Dire Bat 1 - 39 hps
Appears in J6 : K7 and immediately attacks #3

Attack - AC 9, misses
Hits image 2 (maybe)

Dire Bat 2 - 26 hps
Appears in J9 : K10 and immediately attacks #3

Attack - hits AC 27 (threat), confirmed AC 21 (includes +2 flanking bonus)
Miss = 65 (>20%)
Image #6

Damage - 9 hps, 14 if critical

Dire Bat 3 (28 hps)
Appears in I11 : J12 and charges to attack A

Position - D11 : E12
Attack: AC 21 (includes +2 from charging)
Miss = 92 (>20%)
Image 3
Damage = 7

3 Dire Bats (Large Animal)
HD: 4d8+12 (39, 26, 28 hps)
Spd: 20 feet, Fly 40 ft (good)
AC: 20, touch 15, flat 14
BAB: +3
Atttack: Bite +5 melee (1d8+4)
Full attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft / 5 ft
Special Attacks: --
Special Qualities: Blindsense 40 ft.
Saves: Fort +7, Refl +10, Will +6

NOTE - Based on reach, dire bats are 10 ft wide, not tall. So the other summoned critters will have no problem remaining on the floor beneath them.

The Dire Lions (AC 16) - Haste - Holding Until After Tratain Posts and everyone else has moved  d20+12=20 d20+12=16 d20+12=26 d20+12=32 d20+12=18 d20+12=15 d20+12=32 d20+12=24 d20+12=29
Friday April 13th, 2007 11:09:11 PM

Two of the dire lions are subject to the spells being cast in the room. The others are anxious to enter and help with the fight but they hold back until after the Holy Word spell has been cast.

Dire Lion 1 (dead)
This dire lion is hit by four fireballs, a cone of cold and then might be caught by some tentacles. It takes full damage from only the second fireball but is then extinguished by the cone of cold.

Dire Lion 2 (dead)
This dire lion is subject to the same spells and is also extinguished by the Cone of Cold.

Dire Lion 3 (68 hps)
This dire lion was outside the room, waiting to enter. It pushes slowly through the area affected by the Black Tentacles and into the room. Then it skirts the frozen pool and moves behind the skeletal figure.

Action - Double Move at 70 ft
Position = K5 : M7

Dire Lion 4 (69 hps)
This dire lion was outside the room, waiting to enter. It pushes slowly through the area affected by the Black Tentacles and into the room.

It heads to the left, to threaten one of the flying mages.

Action - Double Move at 70 ft
Position = D14 : F16

Dire Lion 5 (70 hps)
This dire lion was outside the room, waiting to enter. It pushes slowly through the area affected by the Black Tentacles and into the room.

It moves to the far end of the room, to threaten the black clad master. It moves close enough to the golem to allow it an attack, if it chose.

Action - Double Move at 70 ft
Position = N3 : P5

3 Enlarged Dire Lions (Huge Animal)
HD: 8d8+40 (x, x, 68, 69, 70 hps)
Spd: 40 feet (70 with Haste)
AC: 15, touch 10, flat 14 (16, 11, 14 from Haste)
BAB: +6
Atttack: Claw +16 melee (1d8+11) (atk +17 from Haste)
Full attack: 2 claws +16 melee (1d8+11) and bite +10 melee (2d6+5) (+17 and +11 from Haste)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 1d8+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +15, Refl +11, Will +11

Grapple DC = 10 + 11 STR + 8 Huge + 6 BAB = +35

The Dire Tigers (AC 15) - Haste - Holding Until After Tratain Posts and everyone else has moved 
Friday April 13th, 2007 11:14:52 PM

The four dire tigers are also eager to enter the fray. They also move slowly through the area covered by the Black Tentacles to enter the room.

Tiger 1 (57 hps)
This big cat moves through the area of the tentacles and to the northwest, ending underneath A.

Action - Double move @ 70 ft
Position - B9 : D11

Tiger 2 (58 hps)
This cat moves to the northeast, to threaten C and D.

Action - Double move @ 70 ft
Position - N9 : P11

Tiger 3 (50 hps)
This cat follows #2, to threaten the same casters.

Action - Double move @ 70 ft
Position - N12 : P14

Tiger 4 (54 hps)
The final cat moves through the tentacle area and directly towards the skeletal figure. It finishes nearly below the figure, allowing the golem to attack if it chose.

Action - Double move @ 70 ft
Balance = 11
Position - G9 : I11

4 Enlarged Tigers (Huge Animal)
HD: 6d8+30 (57, 58, 50, 54 hps)
Spd: 40 feet (70 with Haste)
AC: 14, touch 9, flat 13 (15, 10, 13 with Haste)
BAB: +4
Atttack: Claw +13 melee (2d6+10) (atk +14 with Haste)
Full attack: 2 claws +13 melee (2d6+10) and bite +10 melee (3d6+5) (atks +14, +11 with Haste)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 2d6+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +14, Refl +10, Will +7

Grapple Defence = 10 + 10 STR + 8 Huge + 4 BAB = +32
Grapple Attack = +22

Note - All big cats will automatically use Improved Grab if they hit with an AoO

Draax ( AC 27, HP 109/194, Mass Bear's Endurance; Mass Cat's Grace; Haste; Inspire greatness)  d20+15=26 d20+15=25 d20+15=33 d20+15=16 d20+7=11 4d6(6+5+4+2)=17 4d6(1+1+5+5)=12 2d6(5+5)=10 2d6(3+2)=5 2d6(4+5)=9 2d6(3+3)=6 d20+15=32 d20+15=28 d20+15=17 d20+15=28 d20+15=31 d20+15=22 d20+15=19 d20+24=29 d20+15=31
Saturday April 14th, 2007 12:58:16 AM

Draax is not surprised to see the illusion disappear, but as he pulls his attention from the damsel in distress, he sees a lot of fire coming his way. After being burned, having to avoid tentacles just adds to his frustration.

Draax moves through the tentacles to O17.

Save 26, 25, 33, 16 failed, use hero point to reroll 31; save from cold 19 failed; grapple check 29 passed;

Damage to Draax is 14, 10, 14, 13 = 51 total from fireballs; 34 dmg Draax takes a cone for total of 85 dmg.

(OOC: I want to use a hero point to reroll my last save for the fireball DC 31 which would be a pass and the necklace did not go off. I am not sure if I can use the point since I already rolled the save for the necklace which failed and the necklace damage.)

(If unable to use the hero point then the save for necklace 11 failed, damages from necklace 17(9 for half), 12(6), 10(5), 5(3), 9(5), 6(3)Damage and Draax takes a total of 129 dmg.)



[DM Marcin] 
Saturday April 14th, 2007 6:30:09 AM

[OK on Stan's re-roll. Actually, this situation is exactly what hero points are for.]

Monthor 176 HP /AC 32  d20+10=14 d20+26=36 d10+29=36 d6=1
Saturday April 14th, 2007 7:49:42 AM

- Inspire Greatness (Julie) 2 bonus HD [d10
roled 18)] plus Con modifier (total 26)
worth of temporary hit points, +2
competence bonus on attack rolls and a +1
competence bonus on Fortitude saving throws.
- Displacement (Arien) - 50% miss chance
- Haste (Jova)
Adds one attack to full attack round
+1 attack roles
+1 AC
+1 Reflex roles
Movements +30 feet (base move 50, flying
60)
- Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
- Dodge bonus (+1 against one foe)
- Mass Bear's Endurance, adds 26 HP (Tratain)
- Veiled ( Arien)
- Fly ( Monthor's winged boots, 5 minutes)

Total AC 32, 33 against one foe, 50% chance
that attack against Monthor will miss.
Attack roles with bonuses 31/31/26/22

Position K8

========================

Monthor feels the full effect of the cold (34 damage Save 14). Seeing his friend Z dying throws Monthor in a fit of furry. Monthor delays himself until the party's magic users have made their attacks. The Dwarven killing machine then takes adventage of the Hast spell to place himself between one of the master mages (K8) and Arien. Using his waraxe two handed he strikes....

ooc> Now, this gets a bit tricky. Monthor wants to attack the magic user's amulet. According to the Player's (p. 135) this is possible. If it's not, then Monthor will just make a regular attack. The way Monthor is now positioned, the mage is between the golem and Monthor and Monthor is between the mage and Arien.

=========

Power attack -5 to hit, +10 damage.
Hits AC 36 for 36 physical and 1 fire damage (37 total)

Jova {2/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 11/38/hp 32 AC--Addendum  d20+3=5 d20+3=16 d20+3=11 7d6(1+4+5+1+5+1+1)=18
Sunday April 15th, 2007 7:43:11 AM

Jova wakens to see Z is still still alive, but caught by the same tentacles that have hi, Strugggle as he might he cannot free himself from the beast that holds him. Drawing his dagger he strikes out at the tentacle. e activates the spell inside the dagger trying to gain some strength.

Z Grapple 5
Jova grapple 11
Hit AC 16 [Quickdraw-Attack]
Damage 18, Activate Vampiric Touch, gain 18 hp

Horvis (AC 37; HP 139/126) - Barkskin, Greater Magic Fang, Haste, Longstrider, Mass Bear's Endurance, Speak with Animals  d20+30=49 d20+4=15 d20+19=38 d6=3 d100=23 3d6(3+3+6)+13=25
Sunday April 15th, 2007 4:08:46 PM

The troll takes a running start to enter the room, leaping over the Black Tentacles and landing on the frozen surface of the pool. Horvis manages to keep his balance as he slides into a position where he can strike at the skeletal figure.
Jump = 49 (counting 5 ranks, +2 synergy, +7 STR, and +16 from a speed of 70 ft)
Balance = 15


Holding his enchanted quarterstaff in both hands, the troll swings and connects with (hopefully) the skeletal figure. Or, it disperses one of the images.

Horvis Actions
Move - 65 feet (including Jump)
Standard - Attack, hitting AC 38, image 3, miss 23 (>20%), 25 damage (magic, bludgeon & pierce)

Position
J19 : K11

Stats
Wildshape = 4 of 9/day

Troll (Large Giant)
40 foot move (70 ft with Haste)
10 foot reach
Scent, Darkvision 90 ft
2 claw attacks, 1 bite, Rend special attack

Active Effects
Animal Growth - 13 minutes
Barkskin (self) - +5 natural armor bonus, 116 minutes
Barkskin (whoever) - +5 natural armor, 127 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 46 minutes
Longstrider - +10 movement, 12 hours, 46 minutes
Mass Bear's Endurance - +4 CON, 10 minutes
Mass Cat's Grace - +4 DEX, 10 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 56 minutes
Speak with Animals - 13 minutes
Summon Monster VII - 5 dire lions, 9 rounds
Summon Monster VI - 4 tigers, 10 rounds
Summon Monster IV - 3 dire bats, 13 rounds

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals*(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants*, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth*(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path*, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk*
* = cast

Izen (AC 29, HP 69/69-Cursed) Flying, Bear's End, Barkskin  4d8(8+4+5+4)+12=33 d20+5=16 d20+5=14 d20+5=23 d20+5=20 d20+15=16 d20+15=34 d20+7=23 d20+16=18 d100=49
Sunday April 15th, 2007 6:53:12 PM

(HP for Warhorse = 33. REF saves for warhorse on fireballs: 16, 14, 23, 20. Academic exercise, really--flame-broiled warhorse!)

The warhorse that Izen had summoned from his Bag of Tricks vanished in a firestorm of enchanted fireballs. Whether the creature suffered at all in such extreme and immediate conditions was, at best, a question for Gargul and philosophers; it was quickly despatched.

(Izen's REF check against Cone of Cold: nat 1, 16! Aw, nuts; burning a Hero Point to reroll--34! Much better!)

A moment later, the evil mage's conic mass of ice shards and freezing cold enveloped the entrance to the room. At the last instant, Izen recalled his training and twisted and spun in space, dodging the spell's ill effects with almost supernatural agility. (Improved Evasion feat, Izen takes no damage!)

(Will save on wizard subject to Izen's attack: 23, success!) "Jova!" the halfling called. "That one's using illusions to disguise his true appearance--he's got to be hurt from your spell! Jova! Jova?" Then Izen looked down at the charred, entangled, embattled sorceror, and gritted his teeth.

His comrades were locked in a mortal battle. He felt useless. In frustration, he drifted forward (5' step to K19, still at ceiling height to avoid Tentacles) and threw his Bands of Binding at the armored mage across the room.

--Ranged touch attack on #4 --mage gets +4 for cover from Blade Barrier.
--Hits TOUCH AC 18 (nuts!). Blur check 49, >20%, success.
--IF successful, Iron Bands of Binding immobilize opponent; STR check of 30 break or Escape Artist 30 escapes.

DM: I'm also confused about the current status of the "mirror images" and the Blur effects. Are they still there? I thought someone made them vanish at the same time as Izen was made visible--no?

Izen stowed his Bag of Tricks (move action) and drew his rapier (Quick Draw feat, free action). There would be knife work to do here, soon enough.

Tratain AC 34 HP 139/141 SR 32 (Magic Vestment;Shield of Faith; Endurence; Invisibility Purge; Spell Resistance; Haste)  d20+21=27
Sunday April 15th, 2007 11:49:57 PM

Tratain is able to fend off the Giant Tentacles attempting to grapple him. (Tratain's Opposed Grapple Check is 35)

The Protector attempts to move into the fountain to square J11 or J12. If those spots are unreachable he moves to Square K13 and Casts Hold Word defensively if need be. (OOC: I sent an e-mail asking about this on saturday but got no response Marcin, Tratain is looking for a spot that can catch the most people as he can in the Holy Word.)

Arien AC 25 HP 88/88 (Mage Armor, Shield, Fly, Mass Bear's Endurance, Veil)  15d6(4+3+2+3+5+3+3+6+4+1+5+6+3+2+3)=53 d20+17=36
Monday April 16th, 2007 12:18:09 AM

Seeing the enemies on the right behind the Blade Barrier Arien decides to try to get rid of them before they can become more of a nuisance. Retreating back 10 feet Arien targets the closest of the enemies on the other side of the Blade Barrier and casts a Chain Lightning at him (C)

(Chain Lightning, 53 damage, ref DC 24 half, enemies 2, 4 and D take 26 damage ref dc 24 for half, Spell Resistance check for 2 is a 36)

Active Spell Effects
Fly 120/150
Shield 25/300
Veil 15 hours
Displacement 4/15
Haste 2/15
Mage Armor ?/30 hours

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield*, Extended Mage Armor*
3rd Level: Displacement*, Dispel Magic, Fly*, Haste*, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2**, Disintegrate x2, Veil*
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

Tipping the scales - DM Marcin  Holy Word vs #3 SR 1d20+20=39 #4 Ref save vs Chain Lightning: d20+6=25 #2 save vs Chain Lightning: d20+7=19
Monday April 16th, 2007 5:54:05 AM

Jova tries to regain some health by draining it from the tentacles. Unfortunately their magic nature makes them immune to any kind of damage [as per spell description].

Izen advances a bit and throws his metal sphere at the armored enemy. Despite the distance, illusions, and Blade Barrier the item hits its intended target, but having been already used once today it does not activate for a second time. [Regarding Blur: Tratain's Invisibility Purge affects only invisibilities of all kinds, not other illusionary magic.]

Tratain leaves the tentacled field, steps into the fountain, and casts invokes Holy Word. [Joe, I have answered you on Sunday. Please check if your spam blocker does not intercept my mail. BTW, word came from PTB: bonuses to CL stack. You are effectively CL20.]

The effects are spectacular. All four fire casters drop dead from the ceiling like ripe apples. The golem next to the fountain crumbles to rubble. The mage it was protecting resists Tratain's power for briefest of moments before sharing in the fate of his underlings. His dead body continues to float in the air.

Arien follows that display with another lightning discharge [since C is already dead I assume full damage is now aimed at #4]. The man manages to partially avoid the effects of the spell. The golem guarding him, hovever, is electrocutted and falls to the ground like a huge statue shattering the marble tiles.

Horvis, Monthor, and the animals charge into the room, but the army of one known as Tratain has already destroyed all the enemies they intended to go after.

[...]

And so it ends - DM Marcin  Tentacles grappling Jova: d20+18=31 d6+4=6
Monday April 16th, 2007 6:23:16 AM

The tentacles twist around Jova's neck, strangling the life out of him [Jova takes 6 damage].

The armored man, now all alone, throws a foul curse.

"Thank whatever pathetic gods you serve that you caught us while most of us were away. Savour your victory while you have a chance. We'll meet again real soon."

Having said that he disappears in a puff of smoke [Spellcraft DC24: Highlight to display spoiler: {He used a Dimension Door cast by a magic item}].

And so it ends, mere ten seconds after it started.

Jova is still grappled by the tentacles, but with other party members now free to assist him he can be saved. The room is full of summoned animals, smoke, smell of burnt wood and leather, and dead bodies. Used up scrolls burn on the floor. Animals growl and snarl. Bats circle, looking for a place to land. Electric arcs still dance on the fallen golem. Adrenaline still courses through the veins. But the pulse starts to slow down to a normal pace.

The room has been creatively redecorated by all the magic used in it. Those sensitive to arcane powers can still feel the tingling of all those auras overlapping, merging, and interacting.

Gust of fresh wind from the vortex helps to clear the head.

It seems the Masters have been defeated and the Knights have conquered the complex.

[Jova can be pulled out of the tentacles alive assuming somebody heals him first so that he does not perish next round.]

[There are no immediate threats to the party left in the complex right now. What now, Knights?]

Jova {-4/76 HP 23 AC][Mage Armor , Ms End,, Darkvision, Shield] Z 11/38/hp 32 AC 
Monday April 16th, 2007 1:56:56 PM

Last ditcth try to live fails. Jova sees Z out of the corner of his eye, he wishes the bird well. As the tentacle wraps around his throat he says the word to end the polymorph spell. Z was now a birdx, he was back to normal.

All blackness. New sensation.

Monthor 142 HP /AC 32 
Monday April 16th, 2007 3:26:55 PM

Monthor makes haste (literally) to help Jova and does what he can to free him from the tentacle.

Once this is all said and done. Monthor sheds a tear for the bird, scolds Tratain for not leaving any foes for him to bash [ooc> Dang it Joe! Next time leave at least ONE for Monthor will ya!] and then starts looting the magic users for... well, loot.

" Didn't someone mention a treasury somewhere around here? And the master mages' rooms? And a kitchen? Let's visit all of them!"

" And what happened to the little mage we had charmed? He's not going to start lobbing fireballs at us is he? "

" We should scare off the help and burn down anything we can't carry back with us. No sense leaving anything for the ennemies. "

" What was it we were suppose to do for the dragon again? "

==================

- Inspire Greatness (Julie) 2 bonus HD [d10
roled 18)] plus Con modifier (total 26)
worth of temporary hit points, +2
competence bonus on attack rolls and a +1
competence bonus on Fortitude saving throws.
- Displacement (Arien) - 50% miss chance
- Haste (Jova)
Adds one attack to full attack round
+1 attack roles
+1 AC
+1 Reflex roles
Movements +30 feet (base move 50, flying
60)
- Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
- Dodge bonus (+1 against one foe)
- Mass Bear's Endurance, adds 26 HP (Tratain)
- Veiled ( Arien)
- Fly ( Monthor's winged boots, 5 minutes)

Total AC 32, 33 against one foe, 50% chance
that attack against Monthor will miss.
Attack roles with bonuses 31/31/26/22

Izen (Cursed) 
Monday April 16th, 2007 5:52:19 PM

"Find out what the Sons were up to," the halfling answered Monthor drily. "Scout and reconnoiter. Report back." He gestured to indicate the charred and blackened room, and similarly charred and blackened corpses.

"Oops."

Izen literally hovered near Monthor and Jova long enough to ensure that someone freed and healed the sorceror back to consciousness. (If not, Izen would retrieve from his haversack and hand to Monthor as many of his potions of Cure Light Wounds as were necessary to stabilize and revive Jova.)

Once that was attended to, and the Blade Barrier was dismissed, Izen would retrieve his Bands of Binding, silently shaking his head at himself, and replace them in his sack, before searching the bodies of the deceaased mages, including the one in midair. (Search, skill mastery, 30.)

"We should use another of those spells to speak with the dead on one of these," he suggested. "Then fan out, search the place, and question anyone who's still around."

Juliander  2d8(5+4)+3=12 2d8(2+3)+3=8 2d8(7+1)+3=11
Monday April 16th, 2007 8:02:50 PM

Ceasing his song of greatness, Juliander moves quickly into the room, a wand in his grasp. "Save your potions. The use of this wand is likely more economical at this point." Continuing over to Jova, Juliander taps him three times. He then steps back to survey Jova, and see what it will take to bring him further into the light of health. (OOC: Used 3 charges off a wand of cure moderate wounds for a total of 31 hit points healing.)

Horvis (AC 37; HP 139/126) - Barkskin, Greater Magic Fang, Haste, Longstrider, Mass Bear's Endurance, Speak with Animals 
Monday April 16th, 2007 9:12:27 PM

The troll looks about from where he is standing at the carnage wrought by Tratain's spell. Shrugging, Horvis commands the animals to move out of the way but he isn't dismissing them just yet. In fact, he commands the three bats to explore the hallways that are not blocked by the Blade Barrier.

Seeing that Izen is searching bodies, Horvis moves about gathering up bodies and pulling down the flying corpse. He speaks to the rogue as he does so, "Thought it would be tougher, really. Wonder if we're still waiting for the other horseshoe to drop?"



Tratain  2d20(8+3)+20=31
Monday April 16th, 2007 9:34:53 PM

Tratain casts a Mass Cure Moderate wounds Centered on Jova to keep the Mage from dieing. (Jova and those within 30 feet of him heal 31 points.)

Tratain will dismiss his blade barrier spell and tend to the others as needed. He will also help check the rooms that are unexplored and gathering items from the defeated enemies. Tratain will cast detect Magic to help sort out what is magic in nature and what is mundane.

Tratain says "If we want to question the Master we can Try tomorrow, we'll need some good questions for him though. Don't forget we have one live one upstairs, we should bring him back to Lord Arrack and let him question him."

Jova {58/76 HP 23 AC][Mage Armor , Ms End,, Darkvision, Shield] Z 38/38/hp 32 AC 
Monday April 16th, 2007 10:38:36 PM

Jova's head is spinning. Feeling rushed back into his limbs. The power of magic flows. He feels a small pecking on his head. Opening his eyes he sees Z on top of him looking down.

"Tratain said something and all the bad guys fell. He and Juliander healed you. You are among the living once again." Z was concise if nothing else when he wanted to be.

Leaning up on his elbows, looking at the carnage, he smiles. "Well lads, did I draw their attention good enough? Hahaha." He collapsed back on his back.

Draax 
Tuesday April 17th, 2007 1:38:20 AM

Draax is surprised that it ended so quickly. He is happy to see that the healing is helping the recovery of Jova and his pet. Draax listens to what everyone has to say before going back to the other end of the hallway leading into this room to make sure that the way is clear for when the group decides to leave.

Searching the complex - DM Marcin 
Tuesday April 17th, 2007 6:52:45 AM

Both Jova and Z are pulled out of the tentacles. The rubbery appendages exist for about a minute more and then vanish without a trace.

The complex is quiet. Everything is still.

The party sets to explore the subterranean dwelling. As we mentioned before, it divides into servant's wing and halls of the Sons.

The charmed mage has made himself scarce - the spell must have been broken when the party started summoning allies and went off to fight his Masters. The guards left tied up in the entrance hall are gone, too, either freed by him or having managed to slip out of their bonds by themselves.

A quick peek through the gate to the outside reveals that the life in the small hamlet is going on as normal.

The servant's quarters do not hold much of interest to the party. The items and furniture in there are strictly utilitarian in nature, there are no valuables, and the only magic present are the lights and the fire elementals bound in the kitchen and the forge. The party does manage to acquire two prisoners, though - a very scared old halfling cook who has been hiding in a cupboard in the kichen, and a muscular human smith who has been working in his forge all that time and seems a bit simple and slow when it comes to understanding what's going on.

The quarters of the Sons, on the other hand, are dripping with all kinds of valuables, magical trinkets, books, and assorted luxury items. As the Knights explore the site they stroll through multiple workrooms, a small library, a dark temple with an altar-like contraption that has a very evil look to it, living quarters, a dining hall, storage rooms, and, finally, a small dungeon that right now has just one occupant. A slender elf, deep in slumber, is laying locked in one of the rooms. A small alchemical workshop has been assembled in his cell.

Speaking of alchemy, the main alchemical lab of the complex is of particular interest. It seems extremely well equipped and smelling of rare herbs. Some kind of process has been definitely going on here on a large scale [Craft:Alchemy DC20: Highlight to display spoiler: {An ingested poison of some kind has been manufactured here on a large scale.}].

There is a treasury - a small room protected by iron doors that quickly fall under the dwarven battle-axe and adamantite warhammer. Inside the party stumbles on a small fortune in gold, gems, and bars of electrum. There are three books in here that look like accounting ledgers detailing the daily expenditures and operations of the complex. The entries are written using a lot of abbreviations and strange symbols, and it looks like it would take a better half of a month to work out what they are saying.

The party finds many magic items; there is a half-empty crate of supplies that the mages must have used to prepare for the battle, with about a third of its contents (potions, wands, scrolls) still intact. In about every living room the party visits the Knights manage to find several potions and scrolls. Among all the books in the complex the Knights managed to spot four spellbooks. Every now and then Detect Magic points to a cloak, a wand, or other item of interest that is quickly picked up and stowed for future use. The bodies of the dead mages are stripped of quite a few magic items, too.

The most important find, however, is discovered in the most luxurious of studies. An ebony desk holds four thick books bound in black leather that look like journals or logs of some kind. One can guess that each is filled with dated entries, but, unfortunately, they are written in some kind of strange symbolic code. All four books radiate magic. There is also a small pile of letters written in the same strange alphabet. The owner of the study must have been in the process of deciphering the most recent letter, for its translation into Common is found on the desk right under it!

"To Ogin:

Source in P.C. informs enemy group making way to your location. Traveling overland, expected arrival two to three weeks. Take any and all necessary measures to neutralize threat. Have dispatched The Circle in case of failure. The Circle will relocate to P.C. and deal with targets upon return. Be warned: in case of failure, The Circle will be dispatched to your location after neutralizing targets."


There is more in the original letter, but the translation has not been finished.

The exploration of the complex has taken the party two and a half of an hour.

[...]

The loot - DM Marcin 
Tuesday April 17th, 2007 7:19:49 AM

Magic items from all over the complex:
- a rod, strong Abjuration,
- four spellbooks, out of which three seem to contain spells up to 3rd level and one spells up to 5th level,
- four rings: two faint Conjuration, one moderate Evocation, one faint Abjuration,
- two brooches, both faint Abjuration,
- one hat, faint Illusion,
- one googles, faint Divination,
- two headbands, both moderate Transmutation,
- one pearl, strong Transmutation,
- one necklace easily identifed by its appearance as a complete Necklace of Fireballs type IV,
- one periapt, faint Conjuration,
- one amulet, faint Transmutation,
- three cloaks, faint Abjuration,
- one cloak, moderate Conjuration.

Potions:
- 2 faint Enchantment,
- 6 strong Transmutation,
- 11 faint Conjuration.

Scrolls:
- two faint Abjuration,
- five moderate Abjuration,
- three faint Transmutation,
- one moderate Divination.

Wands:
- one faint Conjuration,
- two faint Abjuration,
- two faint Illusion.

- From the treasury: three chests neatly filled with sacks of coins, one chest of bars of electrum, one small chest with precious gems [Appraise DC15 Highlight to display spoiler: {Seems to be worth over 40,000 gp.}].

- From all over the complex: seven sacks full of various valuables and trinkets, including statues, silk tapestries, silver cutlery, golden jevelry with precious stones, miscancellous luxuries, exotic spices, books, perfumes, crystal lamps, ornamental goblets, and such [Appraise DC20 Highlight to display spoiler: {Seems to be worth more than 40,000 gold}].

Izen 
Tuesday April 17th, 2007 9:18:00 AM

As they explored the complex and found the translated letter, Izen nodded at Horvis and pointed at the mention of "the Circle."

"The other horseshoe," he commented.

Izen suggested letting the servants go, once they swore an oath to serve no evil master again. He brought forth his manacles and chains (Lock, superior (DC 40 Open Lock), Manacles, masterwork (DC 35 Escape/28 STR)).

"I suggest we take the elf prisoner and the corpses of the mages with us back to Lord Petrarch's plateau for questioning. I don't like the look of all those chemicals, but I imagine the elf might be able to help explain it. And take the ledgers, books, and letters--especially that one about the 'source.'" He frowned. "There's a rat in our dragon's affairs."

"And now, when we're done gathering everything, might I suggest that we use that device Lord Petrarch gave us to return to him? I don't think waiting around for 'the Circle' to arrive was in our mission parameters."

Izen offered to store some of the loot in his haversack. He had mundane, but ever-handy regular sacks for transporting goods, too.

ADM Joe 
Tuesday April 17th, 2007 12:04:58 PM

Posting Report for week ending Friday April 13th

M T W R F
DM X X X X X
Tratain X X X X X
Jova X X X X X
Monthor X X X X X
Izen O X X X X
Arien O X X X X
Horvis X X X X X
Draax X X X X X
Juliander X X X X O

Monthor 
Tuesday April 17th, 2007 7:38:05 PM

A slender elf, deep in slumber, is laying locked in one of the rooms. A small alchemical workshop has been assembled in his cell.

=================
:: Monthor the mighty flexes his even mightier muscles and frees the elf. ::

" Don't be affraid skinny one. The Grey Knights are here to free ye. "

=========================================

Speaking of alchemy, the main alchemical lab of the complex is of particular interest. It seems extremely well equipped and smelling of rare herbs. Some kind of process has been definitely going on here on a large scale

==================

Monthor starts to destroy the equipment.
" Let's take some of these herbs and torch the rest. We leave nothing behind for the evil ones to use. "

=====================

Izen suggested letting the servants go, once they swore an oath to serve no evil master again

================

" Me say we take them with us. They may have information. Let the dragon deal with them as he sees fit. "

=================

:: Monthor assists the others in hawling and storing the loot. ::
==========================

:: Monthor takes some torches and starts settin whatever he can on fire. The mighty warrior is determined not to leave anything behind that may be of use to those that do evil. Once done he joins the others and agrees that it is time to go report back to the dragon. ::

Juliander  2d8(1+3)+3=7 2d8(6+6)+3=15
Tuesday April 17th, 2007 8:20:33 PM

Juliander taps Jova twice more with the wand before putting it away. "That should do nicely for clearing any possible scars as well."

Looking about at the treasure they've discovered, concern creases Juliander's brow, "I wonder what they planned to do with all this. Despite the vast amount of resources available to them, it seemed almost too easy."

Horvis 
Tuesday April 17th, 2007 9:19:50 PM

The troll dismisses the summoned creatures with a wave.

When Monthor moves to free the slumbering mage, Horvis holds out a clawed.

"Wait, friend. Let some of us examine the elf for magics. And maybe evil, too. Then we can wake him and ask about the alchemy."

Horvis will cast a Detect Magic to examine the elf in order to determine if magic is involved with the heavy slumber.

As for that alchemy stuff, Horvis waits to see if any of them can tell anything.

"I don't know much about alchemy, so it's beyond me. Still, this doesn't seem like the type of people to be brewing Antitoxin or the like. Let's take one of those empty potion vials and collect a sample. Can anyone cast Mage Hand? I don't really want to touch it bare handed."

Horvis offers his Haversack and his strong back for the carrying, too.

Tratain 
Tuesday April 17th, 2007 11:36:54 PM

Tratain will store what is needed in his Haversack. He says "Lets take the elf back outside. We need to bring him to Lord Arrack. We should also send the people living up top home or bring them with us to Plataue City. We can't just leave them here. It looks to me as though the Sons of Dread were experimenting on them. Perhapse we can examine them more closely when we are away from here. How many people exactly would the transportation device given to us transport at a time?"

Jova {76/76 HP 23 AC]  d20+10=12 d20+10=14
Wednesday April 18th, 2007 2:55:34 AM

"Thank you Juliander for healing me. That was as close to death as I have ever been. Thanks goes out to everyone, thank you."

As the searching and looting goes, Jova does his best to help out. Maybe it was the after effects of the near death, but he just cant get in to it wholeheartedly.

Upon finding the elf in his cell, Jova agrees with Horvis. Best to try and be safe. Upon the declaration of "The Grey Knights" from Monthor, Jova winks at Tratain.

Upon finding the magic books. We really should not try to read them, there are probably spells on them so others dont read. I am sure, Parnath will enjoy the challenge."

"Have we searched everywhere? Izen have you done all you are able. The reason I ask. I find it odd there is no visible track of entrance to this place. I am sure they use some sort of teleportation device. By the sounds of that letter, more will be here soon. If there is such a thing, and we destroy it, that would anger our foe. Most of the items we take can be replaced."

Search 12, retry 14.

OOC I need a higher dice roller please!!!!

Arien 
Wednesday April 18th, 2007 3:23:25 AM

While the others gather and store the loot Arien walks a circutous route about the area to see if his elven senses detect any secret doors.

Finishing Touches - DM Marcin 
Wednesday April 18th, 2007 6:47:26 AM

The elf is not under effect of any magic, but his body is visibly suffering from some kind of toxine. He does not check as evil. Woken up, he initially has trouble understanding what is going on. Once he realizes his situation sparks of life light up in his eyes.

"Thank all the gods for your appearance! I am called Nightingale. I used to be a druid in southern Culverwood. Two months ago I have been attacked and kidnapped, and somehow ended up here. I don't even know where <here> is. My captors have been forcing me to brew various potions for themselves, mostly of the kind that only druids are capable of making. They have kept me poisoned, I think, in order to keep me from escaping. If you could take me somewhere from where I can make my way back to Culverwood I would be greatly in your debt!"

The cook and the smith are afraid of the party, but the prospect of leaving the site fills them with even greater dread.

"Masters" - they plead - "we are just lowly servants, not amouting to anything. There are undead all around here. If we go into the forest we will not survive till next sunrise."

The people living in the huts outside are apathetic and not very eager to talk. Learning their stories takes a lot of patience. Eventually the Knights figure out that each of them has been kidnapped in different parts of the Wold. Most of them have been poor farmers or other people with little signifficance who wouldn't be missed much by anyone but their families. They all believe they have been kidnapped by slavers, who in turn have been defeated by <wizards> living in the underground school. They have been told that they are now in the Cursed Swamp of Zarthmoor. The Sons told them they are working on returning each of them to his home. Indeed, every now and then one of them would be taken away. The dried up traces of blood on the altar suggest what happened to these unfortunate souls. All peasants seem to be suffering from some kind of poisoning, not unlike the one afflicting the elf.

A sample of the liquid from the alchemical lab is taken. The lab is then trashed. Monthor walks around destroying what he can put his torch to. Arien accompanies him, but does not find any secret passageways. No kind of teleportation device is discovered.

The plan discussed is to use the item given to the party by Arrak to get back to the domain of the dragon.

[Is there anything else the party would like to do here?]

[Whom would you like to take back with you?]

Monthor 
Wednesday April 18th, 2007 7:46:11 AM

ooc> If possible, I say we take 'em all back.

:: Monthor addresses the party, including Nightingale the druid. ::

" We can't leave them here to fend for themselves. The cursed Sons will be returning soon and likely they will take their frustration out on the skinny ones outside. Me say we either find a way to transport them all or we do it the long way and hike them out of here. We get them out of here and then we help them get back to their homes. "



Juliander 
Wednesday April 18th, 2007 2:51:27 PM

Juliander speaks up as well, "I'm gonna have to agree with Monthor on this one too. We should take them all back with us. It won't due to leave them in this hostile land to fend for themselves."

Draax 
Wednesday April 18th, 2007 7:07:05 PM

"If we are going to take them all back, we cannot just take them all back to our benefactor without his permission. If we are going to take them, we need to take them to someplace safe without exposing our benefactor in the process. Maybe once we get them safe the druid can find a way to help them get their lives back."

Izen 
Wednesday April 18th, 2007 7:25:34 PM

The halfling shrugged. "Fine. Dead, alive, bound and gagged, makes no difference to me, as long as they don't jeopardize the mission," he commented.

Assuming all the loot had been collected, he shouldered his pack and announced, "I'm ready to go."

Jova 
Wednesday April 18th, 2007 7:48:59 PM

Jova scratches his head while thinking this one out. If they were to free these people the only way was to take them with the Knights. No way would they make it out safely by themselves.

"I'm thinking if we walk them out of here, chances are we run into the 'circle'. It would be difficult to protect them in combat. To backtrack the way we came, there is no assurance those who helped before would be willing to do so again. Many of these people are sick.

"I really have no good answer."

Horvis 
Wednesday April 18th, 2007 9:16:23 PM

The centaur looks at his companions.

"Let's get outside and collect our companions. Take the people with us, this isn't a fit place for them to live even if it weren't for the undead."

Horvis hoists his pack and sets it upon his back, then turns back.

"Do you want to destroy this place? I can soften the soil around the tunnels and summon some earth elementals to change things around. Should I do that?"

Unless anyone objects, Horvis will set to destroying the complex.

Monthor 
Wednesday April 18th, 2007 10:03:54 PM

:: Monthor grins at Horvis' suggestion. ::

" And here me was just setting the place on fire.... Make it so Mr. Horvis. Let's teach these evil monkeys not to mess with MONTHOR'S ANGELS!!!!! Sorry, me mean... THE GREY KNIGHTS!!!!! "



Tratain 
Thursday April 19th, 2007 12:19:28 AM

Tratain says "I think its a good idea to destroy the complex Horvis, that way if they decide to try and use it again they'll have to put a lot of work into it."

He continues "Nightingale we would appreciate it if you returned with us and spoke with our benefactor regarding anything you might know about the dread, and once we get you looked at we can speed you on your way back to the Culverwood. We plan to take everyone here with us away from this place."

Tratain continues "Arien pass around the teleportation device that Arrak gave us, and have all of the villagers say the command word to link them to it, also I think Arrak said something about us probably landing in the River so tell them to be prepared to get wet and help anyone who needs it."

When the Party reaches Arrak's Tratain will ask him if he can accomadate the people for a day or two so that he can examine them. And asks Lord Arrak if he can summon any Clerics of Alemi to come take a look at the people aswell to see if they can determine anything about how the people were poisoned and what it is doing to them. When the people have been examined Tratain will cast enough Hero's Feasts using his bead of Karma to feed all of them and hopefully cure what is wrong with them.

OOC: How much would it cost Tratain to give each of the people enough money to pay for travel expenses back to thier homes?

Getting ready to leave - DM Marcin 
Thursday April 19th, 2007 2:34:53 AM

None of the twenty freed prisoners is right now in condition to travel by himself. In fact, seven can't even walk and need to be carried. Even so, the prospect of getting out of this cursed marsh has given them new energy, something Tratain is sure they will be paying for with exhaustion at the end of the day. Even now it seems they haven't fully understood the extent to which they have been lied to by the Sons.

Horvis sets about destroying the complex [John, exactly what resources you have left to spend on this task? What spells can you use, what is their area of effect, how many elementals can you summon and for how long?].

The loot has been collected. All the people have been gathered together on the courtyard and each of them has touched the rod given to party by Arrak.

Just say the word.

Monthor 
Thursday April 19th, 2007 8:13:57 AM

" The Word is given. Let's go show the dragon lord his prize. "



Izen 
Thursday April 19th, 2007 10:29:03 AM

"Agreed," responded the halfling called Izen. He activated his Winged Boots for the last time this day just prior to using the teleportation rod; he hated getting wet.

Jova 
Thursday April 19th, 2007 2:15:26 PM

Jova has Z touch the rod just in case. Then the bird perches on his shoulder. Jova manuevers near the sick people to help them swim if need be, when they reach the destination.

Arien 
Thursday April 19th, 2007 3:40:54 PM

Before hand Arien spends a good portion of time studying the area so that he could teleport back if need be. Then Arien moves near to the former prisoners, ready to help out, and passes the device to the nearest person, explaining how it worked.

Tratain 
Thursday April 19th, 2007 9:07:04 PM

Tratain Positions himself to help those that need it when the group teleports. He waits for Arien to activate the Rod and will then help everyone towords Lord Arrak's Place.

Juliander 
Thursday April 19th, 2007 9:37:24 PM

Juliander stands by, touching the rod in turn, and ready to return with the rest of the group. He keeps a sharp eye on the 'former prisoners,' for their safety, as well as for possible 'moles' in the group.

Horvis  4d3(3+3+1+2)=9
Thursday April 19th, 2007 9:42:19 PM

The centaur follows everyone out of the underground complex, examining the structure of the tunnel as he does so. He casts both Soften Earth and Stone spells that he has memorized, mainly targetting the tunnel since collapsing that will block access to much of the complex.

Then he spends his remaining spells summoning earth elementals, instructing them to move through the softened earth and displace the dressed stones that support the tunnel.

OOC - Two casts of Soften Earth and Stone affects a total of 26 x 10 foot squares. It can only soften the surround earth of a manufactured structure, but the elementals can complete the work.

Total earth elementals summoned - 3 large, 3 medium, 13 small.


After all of this is completed, Horvis will help move the sick and injured to where they will teleport from, and then after they arrive.

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals*(2)
2 - DC 18 - Barkskin**(2), Heat Metal*, Soften Earth and Stone**(2), Spider Climb*, Tree Shape*
3 - DC 19 - Greater Magic Fang**(2), Spike Growth**(2), Water Breathing*
4 - DC 20 - Command Plants*, Control Water*, Giant Vermin*, Myrridan's Blackthorn*, Rusting Grasp*
5 - DC 21 - Animal Growth**(2), Baleful Polymorph**(2)
6 - DC 22 - Find the Path*, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk*
* = cast

Tratain 
Thursday April 19th, 2007 11:22:56 PM

Tratain can also cast a Huge Earth elemental to help with the demolition of the structure.

Jova 
Friday April 20th, 2007 12:07:33 AM

Jova can watch the spectacal from s short distance.

Draax 
Friday April 20th, 2007 1:31:25 AM

Draax moves away from the destruction and helps organize the people.

Off we go - DM Marcin 
Friday April 20th, 2007 2:57:51 AM

While the Knights can't collapse the whole complex, they make sure restoring it to an usable state will be a real pain.

Arien studies the surroundings in case the party needs to teleport here in the future.

The dragon rod is passed along and everybody touches it. Then Arien activates the device.

There is an immediate pulling sensation, as if everyone has been grabbed by some unseen force and hurled into the air. The surroundings fade out and the party finds itself in a light grey space criss-crossed by white cloudy tubes far in the distance. There is an impression of incredible speed as the whole group of thirty-some people speed through the air like a handful of pebbles thrown by a child. There are shouts of terrifed peasants. The rod in Ariens hand catches fire and starts to melt. Maybe it wasn't designed to carry that many beings.

The whole flight lasts maybe a minute. A pool of mixing colors appears on the horizon and the next second whole group plows into it like a stone into a lake! There is a second of darkness-

[continued Monday by Matty]

Jova OOC 
Friday April 20th, 2007 1:27:58 PM

Darkness????? Wait til monday???!!!!

Evil M EVil, evil, evil. If ever I.......

Have agood weekend friends.


Horvis 
Friday April 20th, 2007 10:03:06 PM

The centaur doesn't know what to make of the flight. Give him Aquila and wings and open sky any day, but this ...



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