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| Usurpator09-14-06, 05:38 PM | Sir Valkin attempts to raid the EHTC headquarters. If you are not TelinArtho or myself please do not post here. Target Goal: This MQ is part of the Guild Wars, and is classified as an 'Assault Operation: Raid'. Result: Success! Log Sir Valkin slew a Hydra, was cursed by an evil cleric, but managed to defeat her and her gnoll bodyguards nonetheless. Used Summoned Overseer (14 hours) Bless Weapon from memory (expired) Activated Hand of Glory for See Invisibility (expired) Foreman died Rewards 2400 XP 3400 gold Sir Valkin Sir Valkin Member of The Celestial Forces (CEF) male human, Humanoid (human) Medium size, Height 5', Weight 120lbs Lawful Good Fighter 1/Paladin 7, ECL 8 XP: 29247 / XP for Next Level: 36000 STR 18 [+4] (10 pts) [16, +1 @8th, +1 enh] DEX 12 [+1] (4 pts) CON 14 [+2] (6 pts) INT 10 [--] (2 pts) WIS 12 [+1] (4 pts) CHA 18 [+4] (10 pts) [16, +1 @4th, +1 enh] Hit Points: 64.5 [8d10 HD +16 Con] AC 23 [+1 dex, +9 armor, +3 shield], Touch 11, Flat 22; DR 3/-- Initiative: +1 BAB/Grap: +8/+12 [+8bab, +4str] Speed 20ft Saves: Fort +13 [+2 Fighter, +5 Paladin, +4 Cha, +2 Con] Refl +7 [+2 Paladin, +4 Cha, +1 Dex] Will +7 [+2 Paladin, +4 Cha, +1 Wis] Attacks: [Ma] Lance +13/+8 melee, 1d8+4 dmg, x3 crit (+8 BAB, +4 Str, +1 enh) [reach weapon] [triple dmg on mounted charge (x5 on critted charge)] [Ma] Long Sword +13/+8 melee, 1d8+4 dmg, 19-20/x2 crit (+8 BAB, +4 Str, +1 enh) [Ma] Mighty (+3 Str) Composite Long Bow +10/+5 ranged, 1d8+3 dmg, 20/x3 crit, 110ft range increment (+8 BAB, +1 Dex, +1 enh) [+1 hit when on higher ground (mounted vs a medium or smaller-sized character)] [+4 hit/+7 dmg from Smite Evil for one attack] Feats: Mounted Combat [human] Quickdraw [1st] Ride-by-Attack [Ftr1] Spirited Charge [3rd] Power Attack [6th] [b]Racial Abilities: Human +1 skill point/lvl 1st level bonus feat Class Abilities: Fighter Bonus feat at 1st and even levels All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower) Class Abilities: Paladin Aura of Good (radiates good aura equal to his Paladin class levels) Detect Evil, at will, to 60 foot radius, as spell Smite Evil (2/day, +4 to hit (Cha), +7 damage vs Evil creature for 1 attack) Divine Grace (add Charisma bonus to all saving throws) Lay on Hands (heal up to 28hp/day, divide as needed) Aura of Courage (Immune to fear; Allies within 10ft gain +4 morale bonus to save vs fear) Divine Health (Immune to all diseases (supernatural and magical too)) Turn Undead (7/day, as a 4th level cleric) Spells (CL 3) Special Mount (full round action, CL2, 14 hours, dismiss as a free action) Remove Disease (1/week as the spell) Skills (27: 12 points Fighter, 21 points Paladin) +10 Craft (armorsmithing) [4 fighter, 4 paladin, +2 tools] [8 ranks] +10 Craft (weaponsmithing) [8 paladin, +2 tools] [8 ranks] +9 Handle Animal [4 fighter, 1 paladin, +4 cha] [5 ranks] -4 Hide [0 ranks, +1 dex, -5 ACP] +1 Knowledge (Religion) [1 paladin] [1 rank] +1 Listen [0 ranks, +1 wis] -4 Move Silently [0 ranks, +1 dex, -5 ACP] +14 Ride [4 fighter, 7 paladin, +1 dex, +2 syn (handle animal)] [11 ranks] +1 Spot [0 ranks, +1 wis] Speaks Common Speak Language [1] [1 total language] Spells memorized: [2] [Spell levels: 2; Cast: 1] [CL3] 1: [DC 12] Bless Weapon (x2) Equipment: Traveler's Outfit [5lbs] Adamantine Full Plate +1 [50lbs] [8250gpC +1000gp for enchantment] Darkwood Heavy Shield +1 [5lbs] [128gp, 5spC +1000gp for enchantment] [Ma] Lance [10lbs] [310gp] Cold Iron Lance [10lbs] [10gpC] [Ma] Long Sword [4lbs] [315gp] [Ma] Silver Long Sword [4lbs] [202gp, 5spC] [Ma] Cold Iron Long Sword [4lbs] [165gpC] [Ma] Mighty (+3 Str) Composite Long Bow [3lbs] [700gp] Cloak of Charisma +1 [2lbs] [1000gp, 5°] Gauntlets of Ogre Power +1 [0lbs] [1000gp, 5°] Weight included in armor Hand of Glory [2lbs] [8000gp]] Silver Holy Symbol of Pelor [1lbs] [25gp] [100lbs] [21806gp, 0sp] Expendable Items: [Total 150gp/1800gp] 54 arrows [9lbs] [3gp] 20 silver arrows [3lbs] [41gp] 20 cold iron arrows [3lbs] [2gp] 3 Tanglefoot Bags [12lbs] [150gp] Oil of Magic Weapon [0.1lbs] [50gp] Potion of Shield of Faith +2 [0.1lbs] [50gp] Wand of Cure Light Wounds (37 charges) [0.1lbs] [750gp] [27.4lbs] [1046gp] Allies and Equipment: "Overseer" - Special Mount: Heavy Warhorse Riding Saddle [25lbs] [10gp] Bit and Bridle [1lb] [2gp] Horseshoes of Speed [12lbs] [3000gp] (+30 ft speed for mount) Studded Leather Barding +1 [40lbs] [125gpC +1000gp for enchantment] [78lbs] [4137gp] "Foreman" - Light Warhorse [150gp] Riding Saddle [25lbs] [10gp] Bit and Bridle [1lb] [2gp] [Ma] Studded Leather Barding [40lbs] [125gpC] [66lbs] [287gp] "Flagon" - Mule [8gp] (non-combatant - not to be brought into arena) Pack Saddle [15lbs] [5gp] Bit and Bridle [1lb] [2gp] 2 Saddlebags [16lbs] [8gp] In Flagon's Saddlebags 3 Weeks of Trail Rations [21lbs] [10gp, 5sp] 50ft Silk Rope [5lbs] [10gp] 3 Sacks [1.5lbs] [3sp] Flint and Steel [1gp] 3 weeks of feed [210lbs] [1gp, 5cp] 5 Torches [5lbs] [5cp] Tent [20lbs] [10gp] 10 Pitons [5lbs] [1gp] Grappling Hook [4lbs] [1gp] [303.5lbs] [57gp, 9sp] Equipment at home: [Ma] Weapon smithing tools [55gp] [Ma] Armor smithing tools [55gp] The Silver Sun Edicts [Roleplaying item, no value or use] 3887gp, 1sp, 5cp [110gp] [117gp, 9sp, 5cp] Past Expenditures (see below) [27861gp, 8sp, 5cp] Miscellaneous Statistics: Encumberance: 0-86 (light), 87-173 (medium), 174-260 (heavy) Weight carried: 125.4 lbs HD 6d8+18; hp 45; init +1; speed 80ft; AC 22 (-1 sz, +1 dex, +8 nat, +4 armor), touch 10, flat-footed 21 BAB +4; Grapple +12; 2 Hooves +7 melee (1d6+4) and Bite +5 melee (1d4+2); Saves +9/+6/+3 S 19 D 13 C 17 I 6 W 13 Ch 6 Skills: Hide -3, Listen +6, Move Silently +1, Spot +5; Feats: Endurance, Run, Multiattack Specials: Low-light vision, scent, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws Encumbrance for Overseer: 0-348 (light), 349-699 (medium), 700-1050 (heavy) Weight carried: 323.4lbs [120lbs + 125.4lbs + 78lbs (barding, saddle, bit)] Foreman, Light Warhorse HD 3d8+9; hp 22; init +1; speed 60ft (40ft if total encumbrance >= 230lbs); AC 17 (-1 sz, +1 dex, +4 nat, +3 armor), touch 10, flat-footed 16; 2 Hooves +4 melee (1d4+3 dmg, x2), Bite -1 melee (1d3+1, x2); Saves: +6/+4/+2; S 16 (+3) D 13 (+1) C 17 (+3) I 2 (-4) W 13 (+1) Ch 6 (-2); Skills: Hide -3, Listen +4, Move Silently +1, Spot +4; Feats: Endurance, Run; Specials: Low-light vision, Scent; Encumbrance for Foreman: 0-230 (light), 231-460 (medium), 461-690 (heavy) Weight carried: 66lbs or 311.4lbs [120lbs + 125.4lbs + 66lbs (barding, saddle, bit)] Tricks: Combat Riding (attack, come, defend, down, guard, and heel) Flagon, Mule HD 3d8+9; hp 22; init +1; speed 20ft (30ft base); AC 13 (-1 sz, +1 dex, +3 nat), touch 10, flat-footed 12; 2 Hooves +4 melee (1d4+3 dmg, x2); Saves +6/+4/+1; S 16 D 13 C 17 I 2 W 11 Ch 6; Skills: Hide -3, Listen +6, Move Silently +1, Spot +6; Feats: Alertness, Endurance; Specials: Low-light vision, Scent; Encumbrance for Flagon: 0-230 (light), 231-460 (medium), 461-690 (heavy) Weight carried: 288.5lbs [23lbs (saddle, bit, saddlebags) + 55.5lbs (Equipment, excluding feed) + 210lbs (Feed) Tricks: Heavy Labor (come, work) Sir Valkin has such a slight build that he is often mistaken for a child when unarmored. However, when mounted upon his trusty steed, "Foreman," and armored in his full plate - he is often a sight to behold. He inspires goodness in all around him and desires to do deeds in the name of Pelor. Sir Valkin is an accomplished horseman and for this reason has come to the arena - to prove that horseman will rule over those who stand normally. Sir Valkin is also in search of the precious ancient texts of Pelor. Although he has not found them yet, it is a search that he was asked to do by none other than his father, himself. With desires of meeting his father's quest, he only seeks to find it and earn his admiration. Some details: Father's name is Redgaven, a high priest of Pelor in Primethia. Searching for Silver Sun Edicts (ancient Pelorian text - They are described as being bound by silver plates and the pages are of the purest gold and platinum laced together) Buffs and Prefight actions: Bring Foreman (light warhorse) with his equipment. If Overseer has not been prebuffed - first action of the fight is to summon him. If he has already been used and is no longer available - Sir Valkin will ride on Foreman. In general, Sir Valkin desires to fight in melee and will work towards that end at most cost. If his opponent is flying however, he will settle to attacking with his bow and using his mount in order to aid him in staying alive. Sir Valkin prefers to charge into melee with his lance and ride by if possible. Barring that possibility - he just wants to fight - so let him. He will use his lay on hands ability as needed on Overseer/Foreman first - on himself if he is injured as well. 1: Pestillence, Prince FyreDragon [Vathelokai]: win [+675xp/+675gp] -- Used 7 bolts (3sp, 5cp) 2: Jodan Desho, Vathelokai and Kronos, NiQil with Victor, Laughing Dragon [Mind Rogue]: win [+675xp/+675gp] -- Used 1 bolt (5cp); Crafted Banded Mail (125gp), Bought Horseshoes of Speed (3000gp) [3125gp] 3: Ch'ch'ili, Begferdeth [Luni]: loss [+225xp/+225gp] 4: Shakari, Luni [Altaris13]: win [+843xp/+843gp] -- Used 1 bolt (5cp); Crafted 60 bolts for campaign, purchased incidentals for campaign. Campaign "The Drums of War" -- Started September 7th. -- Campaign cancelled October 24th 5: Hennan, Snommelp [Usurpator]: win [+675xp/+675gp] [Level 4] 6: Perius, Ravashack [Maraxus]: win [+1050xp/+1050gp] -- Used Potion of Shield of Faith +2 7: Maven, Tellish_of_Ket [Luni]: win [+1312xp/+1312gp] 8: Vivi Ornatier Senior, Dr. Funk [Tellish_of_Ket]: win [+1050xp/+1050gp] 9: Silas, NiQil [MysticMonk2005]: win [+1050xp/+1050gp] [Level 5] 10: Sam Jones, Snommelp [Maraxus]: win [+1375xp/1467gp] 11: Bathleby, Pittbull, Perius, Ravashak and Tatyana, Gonbow (all vs all) [Luni]: 2nd [+1375xp/+1467gp] 12: Caspian, NiQil [Altaris13]: win [+1375xp/+1467gp] 13: Thelgar Giantbane [Kaigan]: win [+1375xp/+1467gp] [Level 6] -- Used 2 crossbow bolts, crafted barding for Overseer, started on Full plate for Valkin 14: Raskos, SauroGrenom [Usurpator]: loss [+600xp/+666gp] -- Used 18 crossbow bolts 15: Griff Mythral, Iced [Book5]: loss [+600xp/+666gp] 16: Boraxx, Pittbull [DTFarstar]: loss [+712xp/790gp] 17: Boraxx, Pittbull [Huan]: loss [+750xp/+832gp] MQ: (Week 1) Shadows of the Early Morning new link [Waywreth] [+1688xp/+1875gp] -- Used a potion of Protection from Evil, cast Bless Weapon, 1 smite evil, 20hp out of 20hp of Lay on Hands and Summon Mount (10 hours minus 4 rounds left). 18: (Week 2) Manzarf the Lonesome, Abyssal Stalker [Pittbull]: win [+1687xp/+1875gp] [Level 7] -- Used 13 charges of Wand of Cure Light Wounds and 26 arrows (2 hits, 48 misses, 24 recovered) 19: (Week 3) Zero (the annoying lizard), MindwandererB [Zevox]: loss [+665xp/+822gp] -- Used 4hp of lay on hands. Q1: Between Crusaders [Huan] new link [+6300xp/+7800gp] [Level 8] -- Used only lay on hands ability. Recovered the Silver Sun Edicts. X1: Full activity - Craft a suit of Adamantine Full Plate (1/3) X2: Full activity - Craft a suit of Adamantine Full Plate (2/3) X2: Full activity - Craft a suit of Adamantine Full Plate (3/3) 3200xp to start +18069xp from fights +675+675+225+843+675+1050+1312+1050+1050 +1375+1375+1375+1375+600+600+712+750+168 7+665 (fights) +1688xp from miniquests +1688 (miniquests) +6300xp from quests +6300 (quests) 29 bolts [2gp, 9sp] 26 arrows [1gp] Potion of Shield of Faith +2 [50gp] Potion of Protection from Evil [50gp] Sold Full Plate [750gpC] [Net 0gp] Sold Heavy Wooden Shield [3gp, 5spC] [Net 0gp] Sold Banded Mail [125gpC] [Net 0gp] Sold [Ma] Banded Mail [200gpC] [Net 0gp] Sold Light Crossbow [17gp, 5spC] [Net 0gp] Sold 51 Bolts [5gp, 1sp] [Net 2gp, 5sp, 5cp] Sold 10 Cold Iron Bolts [2gp] [Net 1gp] Sold 10 Silvered Bolts [21gp] [Net 10gp, 5sp] Sold Lance [5gpC] [Net 0gp] Sold Long Sword [7gp, 5spC] [Net 0gp] Sold Silver Long Sword [52gp, 5spC] [Net 0gp] Sold Cold Iron Long Sword [15gpC] [Net 0gp] Sold [Ma] Full Plate [825gpC] [Net 0gp] |
| Usurpator09-14-06, 05:56 PM | Sir Valkin guided Foreman closer to his destination: the cluster of warehouses set near the rear entrance of the fortified home of the East Habari Trading Company, now visible towering beyond the last row of houses. The raid had been carefully planned and orchestrated by the beings higher beings of his organization, and it called for a simultanous strike from multiple directions. Preliminary intelligence indicated that major EHTC operatives were not present to defend their base of operations at this time, but undoubtedly some lesser defenses would still remain and he approached the area with some trepidation. The street leading up to the gate to the compound was empty but a small breeze and a lonely rat darting across it. Foreman briefly snorted at the rat and stepped confidently towards the gate. You are riding down a street leading up to a small gate in a six foot high stone wall topped with rusted iron spikes. The gate itself is slightly arched and ten foot high, the double iron-bound doors are open and a single human male dressed in leather armor stands in front of the gate, looking in your direction. The man holds a large scroll in his hands and doesn't carry any visible weapons. Several warehouses can be glimpsed beyond the gate, but no movement or creatures. |
| TelinArtho09-15-06, 12:00 PM | Approximate distance? If 80ft or less (assuming a clear path), Sir Valkin will stop Foreman there. If further than that - or if a clear path is not available, Sir Valkin will continue forward. Hail there sir. In the name of the Celestial Forces, I need you to step aside. My business here is of an urgent nature. Sir Valkin will delay for a hostile action. If none is taken against him, and the man steps aside, he will continue on. If the man does take a hostile action - quickdraw my lance and skewer him :) |
| Usurpator09-17-06, 04:09 PM | You can stop at 80 ft., there is a clear path too. "Hello there master. Fancy piece of metal you're wearing, must have cost quite a fortune to make. Just a moment while I check my list, my apologies, but no-one can enter here without permission. Just doing me job ya'know?" The man pours over scroll he holds in his hand. "I don't see anyone by the name of Valkin, sorry." "Wait a minute! 'Celestial Forces', there is it! You can continue, I will provide you with an escort myself." Sir Valkin nodded and then rode forward, crossing the gate and into the compound. Apart from the many warehouses, and other apparel lying scattered across the courtyard, all seemed quiet. Like the silence before the storm. "Just gotta close the doors here, master. Procedure, ya know. Dunno wanna lose me job." The man's intentions seem honest to you. You can wait for him to close the doors and escort you, ride out and scout by yourself, or any other option. I'll provide a map of the place tomorrow. Still feeling a bit ill btw, but taking off from work tomorrow, so probably have plenty of time then. |
| TelinArtho09-18-06, 01:18 PM | Just lets me right in... okay - let's detect evil - since Sir Valkin is among those who feel the EHTC is performing evil acts. Concentrate as needed to full effect. Thank you. I can find my way on my own. Sir Valkin trots on in on Foreman. If an evil presence is revealed, Sir Valkin will head in that direction. If the evil presence is this person locking the gate, Sir Valkin will continue away from him to award him the best chance to charge him if intentions are made. Sir Valkin is not going to be making the first move most likely. |
| Usurpator09-18-06, 02:53 PM | The doorman doesn't detect as evil. Wait a minute sir, wait a minute! You can't ride around here without proper escort. The man is busy trying to shut the gates while you ride on. You can wait for the man to finish (it will take him several rounds), or explore yourself. Tell me in what direction you want to go if so. http://www.greyhawk.nl/images/coc/quest_sir_valkin.jpg Light brown are warehouses, darker brown the entrances of the warehouses, most of them shut. Further down is a canal (the blue thing). The gray line is the wall, and the gate you just passed the opening in the wall. Those small things that look like barrels are stacks of crates and barrels, about 3-4 ft. high and 5 ft. wide. Each square is 5 ft. |
| TelinArtho09-18-06, 03:07 PM | Sorry - my time is pressing, I must keep on about my way. Don't worry though - I will give you time to catch up. Keep trotting along at about half a man's pace and detect evil into each individual warehouse as I go. Try to stay at least 5-10ft away from doorways as possible. If a warehouse is open - look inside as I pass it. Head towards the canal through the middle of the compound. |
| Usurpator09-18-06, 03:56 PM | As soon as you pass the doors of the second building on your right, you feel the presence of evil somewhere in the cone right ahead of you. You see nothing, though. |
| TelinArtho09-18-06, 03:59 PM | Okay - stop concentrating, activate Hand of Glory for See Invisibility - once it is visible - set up to be able to charge it if possible. If it is behind the crates and such, stay at the 60ft distance I'm at. |
| Usurpator09-18-06, 04:13 PM | With a brief prayer to Pelor Sir Valkin activates his Hand of Glory. Its emanation washes over the surrounding area, but no enemies are revealed. If any are here, they must be hiding out of sight. But then you hear it: barely audible (your new adamantine helmet seems to dampen you hearing very well) a subdued growl echoes thrice, and several muffled voices talking briefly, all coming from within the farthest warehouse to your right. As you strain to hear more, the sounds fade, but you do hear something else: just behind the barrels you something that somewhat resembles a snore. The guard back at the entrance is almost ready shutting it. The doors to the warehouse where the sound came from are closed but don't seem locked. Your move again. |
| TelinArtho09-18-06, 04:53 PM | Quick on the draw it seems. No matter... Call Overseer to help me (Full Round Action), then quick mount him if possible. |
| Usurpator09-18-06, 05:27 PM | Quick on the draw? I don't know. I always like to offer players options. Killing the guard was one, but it would have alerted everyone. Bypassing him and riding on immediately was another, but it would mean your opponents cannot coordinate their ambush as well as they had hoped too, etc, etc.... Sir Valkin begins his call to the Celestial Realms, his armor jingling as he stretched his hand to the heavens. 'Pelor, have your light guide Overseer down safely' Sir Valkin concludes and his special mount materializes next Foreman. Meanwhile, a barking curse can be heard from behind the barrels and a slightly swaying cross-eyed hyena-headed humanoid rises holding a bow in one hand. A loud yipping can be heard from atop the flat roof of the warehouse to the right, and another similar looking humanoid rises with an arrow cocked to its composite bow. A lilting voice from inside can be heard briefly, and then one of the doors swings open slightly, chains can be heard rattling and a single bare human foot emerges from the darkness inside. It's initiative time. Sir Valkin rolls 11 (http://invisiblecastle.com/find.py?id=624213) You can make required rolls on Invisible Castle (http://invisiblecastle.com/find.py?u=Aspects+of+Honor&limit=on) under Aspects of Honor. I'm rolling there myself if I need to do public rolls, but for now, I'm keeping most rolls private in Dracazar's CoCo roller so as not to tip you off too much to what's going on other than what Sir Valkin can observe. The gnoll on the rooftop launches an arrow at the Pelorian Paladin but it flies wide. The other gnoll is slowly getting awake and manages to find and pick up his arrows and nocks one to his bow. Then two people, a man and a woman, shackled, manacled and looking as if they have been recently treated to a severe beating, shuffle out of the warehouse through the slightly opened door and into the courtyard. You're up! http://www.greyhawk.nl/images/coc/qsv2.jpg |
| TelinArtho09-18-06, 06:09 PM | I'm happy with letting you make the rolls so go ahead with that. I tend to not look at the rollers unless I'm uncertain if a special modifier was added - so go ahead with leaving them at Drac's place if you want. Either way - doesn't matter. The man and woman appear to be non-allies of my opponents right? (They don't seem threatening?) Sir Valkin, pleased to be joined by his ally, vaults over to Overseer's saddle, and pulls out his father's sword while he negotiates around the barrels to the creature beyond. If my quick mount roll succeeds, Sir Valkin uses a free action to move to Overseer, and a move action to base the gnoll on the other side of the barrels (~60ft of movement out of 80 possible). At the end of this - both he and Overseer will attack the gnoll. Quickdraw the sword while moving. If the quick mount fails - just move to base, draw my sword while doing so. Mounted combat if needed, use Overseer for cover if needed. I'll give orders for Foreman when I can. What's this? Are you alright? Do you need assistance? Say no more. Pelor's might will bring death swiftly upon these infidels! Hyah! |
| Usurpator09-19-06, 11:23 AM | With blinding speed Sir Valkin arrives to face the gnoll. It looks at the paladin with fear-stricken eyes as the sword comes down. But Sir Valkin overbalances and the blow goes wide. Because you need to maneuver around the barrels and cannot cut corners, the gnoll is actually 70 ft. away, still within a single move though. And a natural 1 (http://invisiblecastle.com/find.py?id=625754) on your first attack... at least we have that out of the way. The man and woman are non-responsive and look sullen. Behind them the doors burst open and a bright female voice rings out from inside the warehouse. "Cease your hostilities immediately, Celestial Forces warrior, or we will kill these innocents and their deaths will be upon your head. Let us negotiate." Her statement is accentuated by a quintuple roar as several darkish brown reptilian heads on long necks push out of the doorway and squint in the revealing daylight. All are attached the a monstrous body on which rides a lithe female clad in greenish full plate armor with a fearsome three-pronged helmet and holding a spike chain in one hand. You detect a slight waver in her voice. Is it fear, or is she not being entirely truthful? Round 2 The gnoll near you backs away from you, his eyes still wide. The gnoll on the roof holds his fire, apparently waiting for a signal from his commander below. The two prisoners remain where they are, sullen and dejected. http://www.greyhawk.nl/images/coc/qsv3.jpg |
| TelinArtho09-19-06, 11:35 AM | Let them go free or face the pain of death for your treacheries. Let them go now or your own death will be swift to follow! Since the hyena-faced person before him has stepped away, Sir Valkin moves Overseer back from the hindrance of the barrels and puts away his sword. Declaring a prayer to Pelor, he hefts his lance up from its holder and levels it at the beast and temptress. It glows with the divine right. Direct Overseer to move 20ft to the left and 15ft down (on the map) - should be directly next to the building and in the clear view of the hydra. Put away my sword while moving. Cast Bless Weapon onto my [Ma] Lance and quickdraw it |
| Usurpator09-19-06, 12:41 PM | The woman sighs. Big words from a small man. But if that is the way you want it, you spineless do-gooder, then prepare to be humiliated. She waves her hand at the two prisoners, who shamble away to the south, getting out of melee range. The hydra drags itself forward, it's heads brushing the edges of the warehouse entrance, so big is the thing. While the thing plods on, the woman starts a chant of her own, her brow furrowed in concentration. As she finishes her spell you briefly feel your limbs stiffen, but your faith in Pelor proves the stronger, and the foul stink of the unclean enchanment is washed off you. The hydra closes in on Foreman, obviously looking for a quick snack before the main course. Round 3 The gnoll that ran away carefully returns to his post, while the other gnoll climbs down a ladder that was set into the warehouse wall and picks up a long pointy stick. Well, good thing you made your save (http://invisiblecastle.com/find.py?id=625878) vs. hold person, or things would have looked ugly. Orgayp, Gnoll Warrior: full/? hp. Grell, Gnoll Warrior: full/? hp. Sir Valkin: full/64 hp., bless (1/10) Pellara, EHTC Overseer: full/? hp. Hydra: full/? hp. http://www.greyhawk.nl/images/coc/qsv4.jpg |
| TelinArtho09-19-06, 01:28 PM | Bless weapon lasts 3 minutes since Sir Valkin is CL3 Prepare to meet your maker then! Charging towards the massive creature, Sir Valkin levels his lance at its breast and pierces it deeply. The creature roars in pain from the debilitating blow. Assuming I hit anyway. Spirited charge for +15 melee, 3d8+12 damage (if I crit, then 5d8+20). After hitting with the lance, finish the charge by basing the hydra. Since the hydra is the target of the "ride by attack" - it can't take AoO against me or Overseer (though the rider can). After the charge, please use mounted combat if an attack is made against Overseer; please use Overseer for cover if attacks are made against me. Assuming the hydra survives, follow up with a full attack on the following round (as will Overseer). Foreman's defend trick should kick in as well (assuming the hydra or the priest attacks me anyway) - so he should 5ft step in and full attack as well. |
| Usurpator09-19-06, 02:59 PM | A fivehold roar of anger comes at Sir Valkin as the pained beast attacks his assailant with pained fury. Sir Valkin just manages to dodge the first set of fangs by using Overseer for cover, but the second clamps down painfully on his side hurting him badly. Fortunately, the third and fourth miss, but the fifth catches his arm, chewing through the armor. The lance wounds on the Hydra start to close quickly. The woman lashes out with her spiked chain but it comes nowhere near the Paladin. 32 damage, no crit though. Three natural 20's for the hydra (on on the confirm roll) for a total of 17 damage (DR already deducted). Foreman, seeing his master being hurt moves in to engage the Hydra. It rears up, two hooves hitting the hydra easily, followed by a vicious bite. 5 ft. step and full attack, three hits for 19 damage! Round 4 The gnoll behind the barrels picks up a pointy stick of his own and jabs at Overseer from behind the barrels but misses. The other Gnoll tries the same with Foreman and it has better luck, drawing a bloody furrow across its flank. Sir Valkin drops his lance and quickdraws his sword and launches a series of jabs at the beast. Overseer flails his hooves at the beast and the hydra sways and then collapses. The woman is thrown from the beast, but lands on her two feet. She curses the Paladin, then regains her composure, and steps forward in order to touch him and her hand catches him in an unprotected spot at his throat. His vision darkens and his mind spins as evil washes over him, he is unable to move even his little pinky. Like the taste of that? The hydra begins to rise, its wounds are trying to heal, but it has been simply hurt too much and expires. Sir Valkin has failed his save (http://invisiblecastle.com/find.py?id=626183) versus bestow curse. He know has a 50% chance to act normally and 50% to do nothing each round. Sometimes you might not know when in advance, so try to give me actions as if you can act normally. Overseer was lucky with the damage, it brought the Hydra exactly to -10, otherwise it would would have risen this round again. This is assuming the mount is neutral, because a good mount (due to magic circle against good would not have hit) Foreman moves over the dying Hydra and tries to attack Pellara, who just hurt his master, but in doing so makes itself vulnerable to a gnoll longspear and pierces the Foreman's neck. The gravely wounded mount lashes out with a single hoof and strikes her hard. Orgayp, Gnoll Warrior: full/? hp. Grell, Gnoll Warrior: full/? hp. Sir Valkin: 47/64 hp., bless (2/30), cursed (permanent) Overseer: 45/45 hp. Foreman: 4/22 hp. Pellara, EHTC Overseer: -7/? hp. Hydra: -65/? hp. Round 5 The gnoll behind the barrels stabs at Overseer while Sir Valkin can no longer use his mounted combat skill to protect him and manages to score a lucky hit. The other gnoll, one Orgayp, closes in on Foreman and tries to deliver a lethal blow but he missed the gravely wounded steed. Orgayp, Gnoll Warrior: full/? hp. Grell, Gnoll Warrior: full/? hp. Sir Valkin: 47/64 hp., bless (2/30), cursed (permanent) Overseer: 32/45 hp. Foreman: 4/22 hp. Pellara, EHTC Overseer: -7/? hp. Hydra: -65/? hp. http://www.greyhawk.nl/images/coc/qsv5.jpg |
| TelinArtho09-19-06, 03:35 PM | Full attack when I can until either I or Overseer are wounded to half hit points. Focus on the Priest first, then the gnolls. If we are wounded to half-hit points - use my lay on hands to heal giving priority to Overseer. Foreman should probably attack Orgayp at this point, but the priest is a fine target as well. Overseer will always attack the same target as Sir Valkin. Curse me if you will - it will not bring your life to any fruitful result. Bow down now and surrender - or your fate is intertwined with the cursed beast on the ground before you. |
| Usurpator09-19-06, 04:52 PM | Sir Valkin sit paralyzed by the hideous curse on Overseer, but his horse takes the initiative and attacks the foul priestess and scores two hit, one with a hoof, another with its bite. She looks angry at the still defiant horse. Meanwhile Sir Valkin feels the darkness lift, but he sees Pellara stepping out of his and Overseer's reach. "Flee! Flee you cursed fool. Run away and take that stupid horse with you." This time Sir Valkin manages to resist the foul spell however and has no intention to flee. "Kill the horses you idiots, kill the horses." You saved versus the command, and the curse didn't take hold this round. I am rerolling it each round at the start of Pellara's turn. Foreman turns upon his attacker but only one hoof strikes the hyena-man, and softly at that. Orgayp, Gnoll Warrior: -4/? hp. Grell, Gnoll Warrior: full/? hp. Sir Valkin: 47/64 hp., bless (2/30), cursed (permanent) Overseer: 45/45 hp. Foreman: 4/22 hp. Pellara, EHTC Overseer: -17/? hp. Hydra: -65/? hp. Round 6 The gnoll behind the barrels tries to stab Overseer, but a quick reaction by Sir Valkin prevent the horse from being stung again. The other gnoll steps away from Foreman and seems determined to bring the horse down. He strikes and scores a wicked hit. Foreman whinnies briefly and then collapses onto the blood-stained sand. I think you will share your mount's fate first! Determined to bring this contest to a close quickly Sir Valkin brings Overseer forward and hacks down on Pellara. He almost deals her a deadly blow, but her armor turns it aside at the last moment, preventing a critical hit. Overseer aids his master and strikes a strong hoof blow to Pellara's forehead, who is now swaying. Blackness appears in Sir Valkin's vision again, robbing him of Pelor's guiding light. Pellara doesn't take advantage of this, she is to heavily wounded and retreats into the warehouse, gripping her spiked chain tightly. Orgayp, Gnoll Warrior: -4/? hp. Grell, Gnoll Warrior: full/? hp. Sir Valkin: 47/64 hp., bless (5/30), cursed (permanent) Overseer: 45/45 hp. Foreman: -7/22 hp., dying Pellara, EHTC Overseer: -34/? hp. Hydra: -65/? hp. Round 7 The gnolls both try to stab Overseer, while Orgayp interposes himself between Overseer and his fleeing commander. Neither of the manages to pierce the armor. Overseer realizes his master, although not moving at the time, wants to see the woman killed first and uses his superior speed to move around Orgayp who uses the opportunity to stab once more. Once again the tough hide and armor prevent the gnoll from landing a solid blow. Overseer has to pass beneath the whirling chain of Pellara too, but he manages this as well. He rears up and one of his hooves strikes Pellara against her chin, bringing her down. Unfortunately Sir Valkin is not aware of this, as he still fights the cloying darkness in his mind. Yeah, another roll of 51+ on the percentile dice Orgayp, Gnoll Warrior: -4/? hp. Grell, Gnoll Warrior: full/? hp. Sir Valkin: 47/64 hp., bless (5/30), cursed (permanent) Overseer: 45/45 hp. Foreman: -8/22 hp., dying Pellara, EHTC Overseer: -34/? hp. Hydra: -65/? hp. Round 8 Grell climbs over the barrels and moves into the warehouse following Orgayp who is able to attack Overseer but misses the horse. Overseer bears down on the hapless gnoll, scoring two hits. Orgayp, a trained gnoll warrior, hold his ground. Sir Valkin attempts to regain his bearings but fails. Orgayp, Gnoll Warrior: -16/? hp. Grell, Gnoll Warrior: full/? hp. Sir Valkin: 47/64 hp., bless (5/30), cursed (permanent) Overseer: 45/45 hp. Foreman: -9/22 hp., dying Pellara, EHTC Overseer: -34/? hp. Hydra: -65/? hp. Round 9 Orgayp retreats while Grell holds his ground just outside the warehouse, waiting for the horse to come to them and forming a dangerous wall of spears with his companion. Overseer trusts in his armor and exits the warehouse, closing on Orgayp. The pointy spears bounce harmlessly of the armor, however. Overseer attacks but he misses too. Sir Valkin finally recovers, just in time to see Foreman expire. Orgayp, Gnoll Warrior: -16/? hp. Grell, Gnoll Warrior: full/? hp. Sir Valkin: 47/64 hp., bless (5/30), cursed (permanent) Overseer: 45/45 hp. Foreman: -10/22 hp., dead Pellara, EHTC Overseer: -34/? hp. Hydra: -65/? hp. Round 10 Mercy, have mercy! We surrender! Both gnolls drop their weapons once they see the rage in the Paladin's eyes and plead with him in broken common. |
| TelinArtho09-19-06, 05:01 PM | Mercy you shall have. I had no thirst for bloodshed this day - but the terrors this woman and her pet and you two have brought upon the area need to be redeemed. Bring forth a cart and get my steed upon it. Clearly winded, Sir Valkin still sits mightily upon Overseer's back while he issues orders to the surrendered gnolls. Looking quite upset at the demise of Foreman, he pats Overseer gently on the shoulder. Once again you have shown me a clear way my friend. Let us get Foreman some decent aid. Collecting his things, he remembers the presence of the two submissive persons who were led away and tends to them carefully. He brings everyone back to the headquarters of the Celestial Forces to be debriefed. Bestow Curse is one nasty spell. I had it work in a RL game once on the one melee character and it really sent them in a spiral. Nicely done regardless. Make sure to mark down in the rewards that I have just under 14 hours left on my special mount |