Mission CEF: Moving Along [ECL 10] [Archive] - Wizards Community

Post/Author/DateTimePost
Erithmu

01-18-07, 12:07 AM
This is a mission for Sir Valkin and Solan the Righteous. If you are not myself, Iced, or Telin please do not post here.

This is a mission to establish the new Gawane Freedom Fighters within Upper Merx.

Summary:
Valkin Gains 5850xp/9712gp
Used: 7 arrows, Potion of Shield of Faith
Solan Gains 7200xp/10369gp
Used: no expendables

Options will be given:
- One monster roll from the ECL 10 table.
- Two monster rolls from the ECL 8 Table.

Week 1: 4 Average Xorns (4*CR6) (Time Roll: N/A-no prebuffs) Rolls: here (http://www.hwx.it/wizards.com/dice.php?sid=1024)
Valkin is at the start of his cycle and does not need a record of his 3FC.
WK1: Valkin Gains 900xp*4/2 = 1800xp/2988gp - Used 1: Turn Undead

Solan is on his second week:
WK2: Solan gains 1200xp*4/2 = 2400xp/3456gp - Used: Nothing

Week 2: 3 Half-Celestial Cloakers (3*CR7) (Time Roll: 4hrs) Rolls: here (http://www.hwx.it/wizards.com/dice.php?sid=1043)
WK2: Valkin Gains 1350xp*3/2 = 2025xp/3362gp - Used 1: 2x Turn Undead, Hand of Glory (Daylight), Cast: Pro. Evil, 7 Arrows (9 fired 5 hits 2 recovered)

WK3: Solan gains 1600xp*3/2 = 2400xp/3456gp - Used: Cast Pro. Evil, Smite Evil x1

Solan purchases 300 arrows, and enchants his lance +1 (2000gp + 15gp)

Week 3: 3 Half blue dragon Giant Wasps (3*CR5) and 3 Yuan-Ti Halfbloods(3*CR5) (Time Roll: 1 hour) Rolls: here (http://www.hwx.it/wizards.com/dice.php?sid=1051)
WK3: Valkin Gains (6*CR5) 675*6/2= 2025xp/3362gp
Used: 4*DM, 2 smites (LoH 33/40 used), potion of shield of faith

WK1: Solan Gains (6*CR5) 800*6/2 = 2400xp/3456gp
Used: 1 Smite (LoH 18/18 used)

Full Thread
Erithmu

01-18-07, 12:13 AM
Sir Valkin
Member of The Celestial Forces (CEF)
male human, Humanoid (human)
Medium size, Height 5', Weight 120lbs
Lawful Good
Fighter 1/Paladin 8, ECL 9
XP: 40482 / XP for Next Level: 45000

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 20 [+5] (10 pts) [16, +1 @4th, +3 enh]

Hit Points: 72 [9d10 HD +18 Con]
AC 23 [+1 dex, +9 armor, +3 shield], Touch 11, Flat 22; DR 3/--
Initiative: +1
BAB/Grap: +9/+13 [+9bab, +4str]
Speed 20ft

Saves:
Fort +15 [+2 Fighter, +6 Paladin, +5 Cha, +2 Con]
Refl +8 [+2 Paladin, +5 Cha, +1 Dex]
Will +8 [+2 Paladin, +5 Cha, +1 Wis]

Attacks:
[Ma] Lance +14/+9 melee, 1d8+4 dmg, x3 crit (+9 BAB, +4 Str, +1 enh) [reach weapon] [triple dmg on mounted charge (x5 on critted charge)]
+1 Shocking Long Sword +14/+9 melee, 1d8+5 dmg +1d6 shock, 19-20/x2 crit (+9 BAB, +4 Str, +1 enh)
[Ma] Mighty (+3 Str) Composite Long Bow +11/+6 ranged, 1d8+3 dmg, 20/x3 crit, 110ft range increment (+9 BAB, +1 Dex, +1 enh)

[+1 hit when on higher ground (mounted vs a medium or smaller-sized character)]
[+5 hit/+8 dmg from Smite Evil for one attack]
[Divine Might - use 1 turn attempt to gain +5 damage to all attacks for 1 round]
[+2d6 damage from a charge attack (even when mounted)]

Feats:
Mounted Combat [human]
Quickdraw [1st]
Ride-by-Attack [Ftr1]
Spirited Charge [3rd]
Power Attack [6th]
Divine Might [9th]


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, +5 to hit (Cha), +8 damage vs Evil creature for 1 attack)
Divine Grace (add Charisma bonus to all saving throws)
Lay on Hands (heal up to 40hp/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 (8/day, as a 5th level cleric)
Spells (CL 4)
Special Mount (full round action, CL2, 16 hours, dismiss as a free action)
Remove Disease (1/week as the spell)


Skills (36: 12 points Fighter, 24 points Paladin)
-4 Balance [+1 str, -5 ACP]
-1 Climb [+4 str, -5 ACP]
+10 Craft (armorsmithing) [4 fighter, 4 paladin, +2 tools] [8 ranks]
+10 Craft (weaponsmithing) [8 paladin, +2 tools] [8 ranks]
+10 Handle Animal [4 fighter, 1 paladin, +5 cha] [5 ranks]
-4 Hide [0 ranks, +1 dex, -5 ACP]
-7 Jump [+4 str, -5 ACP, -6 speed]
+3 Knowledge (Religion) [3 paladin] [1 rank]
+1 Listen [0 ranks, +1 wis]
-4 Move Silently [0 ranks, +1 dex, -5 ACP]
+15 Ride [4 fighter, 8 paladin, +1 dex, +2 syn (handle animal)] [12 ranks]
+1 Spot [0 ranks, +1 wis]

Speaks Common
Speak Language [1] [1 total language]

Spells memorized: [2/0] [Spell levels: 2; Cast: 1] [CL4]
1: [DC 12] Bless Weapon, Protection from Evil
2: [DC 13]

Equipment:
Traveler's Outfit [5lbs]
Adamantine Full Plate +1 of Charging [50lbs] [8250gpC +1000gp for enchantment +1000gp, 10°]
Darkwood Heavy Shield +1 [5lbs] [128gp, 5spC +1000gp for enchantment]
[Ma] Lance [10lbs] [310gp]
Cold Iron Lance [10lbs] [10gpC]
+1 Shocking Long Sword [4lbs] [315gp +8000gp for enchantment]
[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 +3 [2lbs] [1000gp, 5°; improved to +3 for 8000gp, 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]
Brooch of Shielding (101) [0lbs] [1500gp]

[100lbs] [40306gp, 0sp]

Expendable Items: [Total 150gp/3200gp]
47 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]
Scroll of Resist Energy (CL2, Ranger-scribed) [50gp]
Wand of Cure Light Wounds (34 charges) [0.1lbs] [750gp]

[27.4lbs] [1096gp]

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]

2041gp, 1sp, 5cp

[110gp]

[117gp, 9sp, 5cp] Past Expenditures (see below)

[46411gp, 8sp, 5cp]

Miscellaneous Statistics:
Encumberance: 0-86 (light), 87-173 (medium), 174-260 (heavy)
Weight carried: 125.4 lbs



HD 8d8+24; hp 60; init +2; speed 90ft; AC 25 (-1 sz, +2 dex, +10 nat, +4 armor), touch 11, flat-footed 23
BAB +6; Grapple +15;
2 Hooves +10 melee (1d6+5) and Bite +8 melee (1d4+2); Saves +9/+7/+3
S 20 D 14 C 17 I 6 W 13 Ch 6
Skills: Hide -3, Listen +7, Move Silently +1, Spot +6; Feats: Endurance, Run, Multiattack
Specials: Low-light vision, scent, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws, Improved Speed

Encumbrance for Overseer: 0-399 (light), 400-798 (medium), 799-1200 (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)
X3: Full activity - Craft a suit of Adamantine Full Plate (3/3)
MQ2: (Week 1) Aspects of Honor CEF Raid of EHTC Headquarters [+2300xp/+3243gp]
-- Summoned Overseer (14 hours), Bless Weapon from memory, Activated Hand of Glory for See Invisible, Foreman died
20: (Week 2) Uilo, Dracazar [lonewolf]: loss [+800xp/+1333gp]
-- Used 28/28 Lay on Hands healing, and 9 charges of a wand of Cure Light Wounds
21: (Week 3) Dronnar Darkjof, DSugui [Macbrea]: loss [+932xp/+1322gp]
-- Cast Bless Weapon from memory, used 2 smites
22: (Week 1) Sunstroke, MindWandererB [Vathelokai]: win [+2300xp/+3243gp]
-- Used 7 arrows (14 misses, 7 recovered), and 3 charges from his wand of Cure Light Wounds
MQ3: (Week 2) The Best Defense [DSugui] CEF Operation: Freedom Fighters [+2300xp/+3243gp]
23: (Week 3) Pestilence and Death, NiQil [DSugui]: win [+2603xp/+4320gp]
-- Cast Prot. from Evil, Bless Weapon; Used 2 smites; used 4 turn undead for divine might



3200xp to start
+24704xp from fights +675+675+225+843+675+1050+1312+1050+1050 +1375+1375+1375+1375+600+600+712+750+168 7+665+800+932+2300+2603 (fights)
+6288xp from miniquests +1688+2300+2300 (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]

http://images.epilogue.net/users/socar/knight.jpg

Solan the Righteous
"I serve the powers that seek to cleanse your black soul."
Gender: Male
Race: Human
Type: Humanoid
Size: Medium, 6'2", 155wt
Alignment: Lawful Good
Class(es): Fighter 2/Paladin 6 (EL8)
Experience: 30,745/36,000xp

STR 15 (+2) (6 Points)[14 Base, +1 @ 8th]
DEX 12 (+1) (4 Points)[12 Base]
CON 18 (+4) (8 Points)[15 Base, +1 @ 4th, +2 Enhancement]
INT 14 (+2) (6 Points)[14 Base]
WIS 14 (+2) (6 Points)[14 Base]
CHA 16 (+3) (6 Points)[14 Base, +2 Enhancement]

Hit Points: 80.5 [(10)+(7*5.5)+(8*4 Con)= 80.5; 8HD]
AC: 23 [+1 Dex, +10 Armor, +2 Shield], Touch 11, Flat 22
Initiative: +1 [+1 Dex]
BAB/Grap: +8/+10 [+8 BAB, +2 Str]
Speed: Land 20’ [Base 30' (20' Heavy Armor)]
DR: 3/-- (Adamantine Fullplate)

[U]Saves
Fort +15 [+3 Fighter, +5 Paladin, +4 Con, +3 Divine Grace]
Ref +06 [+0 Fighter, +2 Paladin, +1 Dex, +3 Divine Grace]
Will +07 [+0 Fighter, +2 Paladin, +2 Wis, +3 Divine Grace]

Attacks
[Ma] Darkwood Lance +11 melee, 1d8+2, Crit 20/x3 [x3 Damage When Executing a Mounted Charge][10' Reach]
[+2 Str, +8 BAB, +1 Masterwork]
+1 Adamantine Glaive +11 melee, 1d10+4, Crit 20/x3 [10' Reach]
[+2 Str, +8 BAB, +1 Enhancement]
[Ma] Halberd +11 melee, 1d10+3, Crit 20/x3 [x2 Damage vs Charge][10' Reach]
[+2 Str, +8 BAB, +1 Masterwork]
[Ma] Longsword +11 melee, 1d8+2, Crit 19-20/x3
[+2 Str, +8 BAB, +1 Masterwork]
[Ma] Armor Spikes +11 melee, 1d6+2, Crit 20/x2
[+2 Str, +8 BAB, +1 Masterwork]
[Ma] Mighty [+2] Composite Longbow +10 ranged, 1d8+2, Crit x3, Range 110'
[+1 Dex, +8 BAB, +1 Masterwork]

Divine Spells Readied
Level 1 [DC 13] Divine Favor, Protection From Evil

Spell Levels Available Per Fight: 1
[2 Total Spell Levels / 3, rounded up]
Total Spell Levels: 2
[(2 x 1]
Caster Level: 3

Feats
Mounted Combat (Human Bonus) (Negate Hits to Mount)
Ride By Attack (1st Level) (Move-Attack-Move)
Spirited Charge (1st Class) (Double Damage When Charging)
Power Attack (2nd Class) (Convert BAB to Extra Damage)
Improved Sunder (3rd Level) (Destroy Objects)
Quick Draw (6th Level) (Draw weapons as a free action)

Class/Race Abilities:
Weapon Proficiencies: Proficient With All Martial Weapons
Armor and Shield Proficiencies: Proficient With All Armor and Shields
Bonus Feats: 2 Bonus Feats From Fighter List, 1 Free Feat From Race
Aura of Good: Aura Strength Equal to Paladin Level
Detect Evil: At Will
Smite Evil: Add Cha to Attack and 1 Damage/Level of Paladin to Damage 2/day
Divine Grace Add Cha bonus to all saves
Lay on Hands Heal Damage equal to Cha bonus times paladin level (18)
Aura of Courage Immune to fear, allies within 10' get +4 Bonus vs fear
Divine Health Immune to diseases of all types
Turn Undead Turn Undead as a Cleric three levels lower
Divine Spellcasting Cast Paladin Spells
Special Mount: Summon an extraplanar ally for 2 hours/level (12)
Remove Disease: Remove Disease 1/week
Skill Points 4 Free Skill Points at First and One Every Level After
Favored Class Any

Skills (25 Fighter)(30 Paladin):
+10 Craft (Weaponsmith) [5 Fighter +1 Paladin +2 Int +2 Item][6 Ranks]
+10 Craft (Armorsmith) [5 Fighter +1 Paladin +2 Int +2 Item][6 Ranks]
+08 Craft (Sculpture) [2 Fighter +2 Paladin +2 Int +2 Item][4 Ranks]
+15 Handle Animal [0 Fighter +10 Paladin +3 Cha +2 Tool][10 Ranks]
+00 Hide [4 Fighter +6 Paladin +1 Dex -6 ACP][5 Ranks]
-05 Move Silently [0 Fighter +0 Paladin +1 Dex -6 ACP][0 Ranks]
+04 Knowledge: History [4 Fighter +0 Paladin +2 Int][2 Ranks]
+04 Knowledge: Religion [0 Fighter +2 Paladin +2 Int][2 Ranks]
+03 Knowledge: Psionics [0 Fighter +2 Paladin +2 Int][1 Rank]
+12 Ride [5 Fighter +5 Paladin +1 Dex][11 Ranks][+2 Stay in Saddle]
+02 Listen [0 Fighter +0 Paladin +2 Wis][0 Ranks]
+02 Spot [0 Fighter +0 Paladin +2 Wis][0 Ranks]

Languages Spoken: Common, Celestial, Infernal

Prebuffs/Prefight Actions:
- Polish Armor and Sharpen Weapons
- Feed Horses
- Bring Mystic

Equipment:
Armor/Shields
Heavy Gray Tabard (Worn) Free
+2 Adamantine Fullplatec [+8 AC, +1 Max Dex, -5 ACP, DR 3/-][50 Lbs][12,250gp]
[Ma] Large Steel Shieldc [+2 AC, -- Max Dex, -1 ACP][15 Lbs][85gp]
[Ma] Tower Shieldc [+4 AC, +2 Max Dex, -9 ACP][45 Lbs][90gp]
[Ma] Bucklerc [+1 AC, 0 ACP][5 Lbs][82.5gp]

Weapons
[Ma] Darkwood Heavy Lancec [05 Lbs][205gp]
+1 Adamantine Glaivec [10 Lbs][3,504gp]
[Ma] Longswordc [4 Lbs][157.5gp]
[Ma] Halberd c [12 Lbs][155gp]
[Ma] Armor Spikesc [10 Lbs][175gp]
[Ma] Mighty (+2) Composite Longbow [03 Lbs][600gp]
119x Arrows [18 Lbs][06gp]

Other/Magic:[Ma]
Wand of Cure Light Wounds (1st) [50 Charges] [750gp]
Amulet of Health +2 [-- Lbs][4,000gp]
Cloak of Charisma +2 [-- Lbs][4,000gp]
Duskima the Light Warhorse [150gp]
Mystic the Heavy Warhorse [Campaign]
[Ma] Chain Shirt Bardingc [Duskima] [50 Lbs][275gp]
[Ma] Chain Shirt Bardingc [Mystic] [50 Lbs][275gp]
[Ma] Chain Shirt Bardingc [Agminus] [50 Lbs][275gp]
Horseshoes of Speed [Agminus] [12 Lbs][3,000gp]
Millitary Saddle [Duskima] [30 Lbs][20gp]
Millitary Saddle [Mystic] [30 Lbs][20gp]
Millitary Saddle [Agminus] [30 Lbs][20gp]
T-Shirt "I Tackled a Juvenile Black Dragon at EL3!" (Worn) Free

Allies and Equipment
Mount:Light Warhorse
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 18 (–1 size, +1 Dex, +4 natural, +4 Armor, touch 10, flat-footed 17
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.
Mount:Heavy Warhorse
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 18 (–1 size, +1 Dex, +4 natural, +4 Armor, touch 10, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Advancement: —
Level Adjustment: —

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.Mount:Extraplanar Heavy Warhorse
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 80 ft. (16 squares) [Horseshoes of Speed]
Armor Class: 22 (–1 size, +1 Dex, +8 natural, +4 Armor, touch 10, flat-footed 21
Base Attack/Grapple: +4/+16
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Empathetic Link, Improved Evasion, Share Spells, Share Saving Throws
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Skills: Listen +5, Spot +6
Feats: Endurance, Run, Improved Grapple
Environment: Celestial Planes
Organization: Solitary
Challenge Rating: —
Advancement: —
Level Adjustment: —

Agminus is a celestial being trained and bred for strength and aggression. He can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for Agminus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.
Equipment @ Home
[Ma] Weaponsmith's Tool [05 Lbs][55gp]
[Ma] Armorsmith's Tool [05 Lbs][55gp]
[Ma] Sculpture Tool [05 Lbs][55gp]
[Ma] Handle Animal Tool [05 Lbs][55gp]
Total Gold Earned: 26,335gp
Total Gold Spent: 25,610gp
Gold Remaining: 570gp

Miscellaneous Statistics
Encumbrance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight Carried: 115 lb
Mount Weight Carried: 350 lb (medium)
At the tender age of thirteen Solan's small fishing community was raided by orcs and razed to the ground. His father and mother were killed, his sister and uncle unaccounted for but likely dead. It was here in the ashes of his broken home that Solan swore bloody vengeance against those that had wronged him. His good soul was clouded by the black cloud of grief and for a time it consumed him.

Solan took up his father's notched sword and tracked the raiders to their camp. He struck from the shadows and killed many before the camp was roused and he was forced to retreat to the forests surrounding his home. For weeks he avoided and ambushed the scouts of the raiding party until their leaders had suffered losses enough to move their entire group away from the "Shadowed Slayer".

The young warrior set out after them but fell prey to a hydra in the woods. He escaped from the beast but was left gravely wounded. Hanging tenuously onto the strands of his life he was saved by the grace of a cleric of Kelvemor and taken to their church to be healed. Solan grew up in the church surrounded by the faithful of the God of death. When he came of age he heard the call of the Death God and became a Paladin devoted to the black church.

The seasons passed and Solan gained the title "Righteous" as he travelled the land in the service of his faith. His travels eventually took him to Gladius and the arena. It is here that he would find his calling. Kelvemor had propelled him along the path fate had paved for his destiny, but that destiny remained a shadowed enigma to all.

Solan has short blonde hair and grey eyes. He is compact and strongly built with slightly tanned skin. His gaze carries a piercing quality native to those who have known hardship and strife. His serious approach to the work of his diety has turned him into a harsh realist. He makes no plans for his future save to serve the interests of his faith and uphold his code. His sole and driving ambition aside from those tenants is the completion of his bloody vendetta against the raiders that robbed him of his life and family. His sole hatred, a drive that could be his undoing...

The Liberation of Achos:

Solan tested his skill in the arena of Gladius. His opponents were quick and skilled, but they fell before his lance. It was in the midst of a battle with a dastardly archer that he almost met his diety in the flesh. A fall into a bubbling pit of superheated rock taught him to appreciate the powers of the nimbus. Restored by the encompassing magic, he journeyed away from the city for a time into the Kingdom of Achos. It was there that he received a commission to rescue the daughter of the king from the hands of a group of pirates. He met with four companions to begin his quest; Dudael the cleric, Ephraim the psionic warrior, Silis the wizard, and Featylec the scout. Together they represented the Kingdom of Achos.

With the help of his companions, Solan infiltrated the fort where the princess was being held, slaying a pair of foul Otyughs. The princess was unharmed, but guarded by a fierce dragon! It was with a battle chant to his God that Solan tackled the beast and so ended its life. With the princess in tow, Solan and his companions fled the fort and found that everything was not as it seemed. The paladin and his companions were caught up in a great coup and their involvement had disrupted the plans of the upsurpers. After finding transportation aboard the vessel of a loyal sailor, the party rescued the rightful prince of Achos before he was executed by the new government and brought him to safety.

Battles followed. The plan of the enemy was intricate, but their adaption was swift. They attempted to counter the prince's efforts, in the form of Solan and his allies, at every turn. Their attempts at sabotage were executed with great skill, but in the end the warriors of the loyalist government broke through the illusions of those in power and restored the prince to his throne in a final epic battle at the castle of Achos.
Fight 01 (http://boards1.wizards.com/showpost.php?p=8613932&postcount=331) - [B]Victory! vs Aldyrr (Zevox); DSugai - +675xp/+675gp
MQ 1 (http://boards1.wizards.com/showthread.php?t=640621) - Success! "In The Name of Justice"; Mitzavolchenko [CEF Entry] - +675xp/+675gp
Fight 02 (http://boards1.wizards.com/showpost.php?p=9407024&postcount=658) - Victory! + Mattes (Mattes) vs Gravegov (Jihad) & Benoit (Biko111) - +900xp/+900gp
Fight 03 (http://boards1.wizards.com/showpost.php?p=9478336&postcount=687) - Loss vs lava pit (Monsieur Hood [The Magister]) - +225xp/+225gp
C1: (http://boards1.wizards.com/showpost.php?p=9744944&postcount=139) - Success! "The Liberation of Achos"; King Uther - +25,070xp/+21,065gp
+3,200 Starting Experience
+1,800 Experience WonFights
+675 Experience WonQuests
+25,070 Experience WonCampaigns
------------------------
+30,745 Total Experience
Expended/Sold Items Total Gold Spent +1,397.5gp
1x Arrow [Net Loss --gp]MQ1
[Ma] Tower Shieldc [+4 AC, +2 Max Dex, -9 ACP][45 Lbs][90gp][Net Gain 90gp]
[Ma] Bucklerc [+1 AC, 0 ACP][5 Lbs][82.5gp][Net Gain 82.5gp]
Chain Shirt Bardingc [Duskima] [50 Lbs][200gp][Net Gain 200gp]
Chain Shirt Bardingc [Mystic] [50 Lbs][200gp][Net Gain 200gp]
[Ma] Fullplatec [+8 AC, +1 Max Dex, -5 ACP][50 Lbs][825gp][Net Gain 825gp]
[Ma] Glaivec [10 Lbs][154gp][Net Gain 154gp]
[Ma] Heavy Lancec [10 Lbs][155gp][Net Gain 155gp]...
Erithmu

01-18-07, 12:17 AM
The two paladins of the CEF rode out onto the battlefield with the withdrawal of the Achos Regiments. The remaining 20 men decided to keep their lives, they had been defeated.

Over the next series of days the two knights had done more grunt work than anything and the freedom fighters were ready to move.

See choices in the intro post. If I don't hear by tomorrow at noon my time, I'll roll 1d2, first one to speak gets the roll.
TelinArtho

01-18-07, 01:56 AM
I have no preference either way - I'll take the random shot.
Sir Valkin will be astride Overseer for the start of the mission if that is alright (I forgot to prebuff him - but its just a full round action). If its not alright, let me know and I'll edit Foreman in place of Overseer. Also, assuming that I can use it for role play only, Flagon will be helping to move things around with his ability to haul massive weight.

Astride his faithful mount, Sir Valkin surveyed the work going on - mostly the movement of rubble from one side of the field to the other. The many dead on this land troubles him, but it was not his doing that set it about, and had it been he is not quite sure who was in the right. Still the Celestial Forces had been a kind home to him, so he wasn't going to be too quick to judge.

Foreman cantered lightly beside him, and he reached over to pat him on the back. Looks like a relaxing day my dear friend.

Sir Valkin waves to a familiar silhouette on the horizon - a fellow CEF member, Solan. Sir Valkin and his faithful friends stride up quickly to close the distance.

How does life fare for you my friend?
Erithmu

01-18-07, 10:08 AM
Roll has been made: strangely enough I managed to roll something that was not CR 10, so I rerolled.
Overseer is fine, give Iced a chance to get in here.

The hustle and bustle of the caravan of Gawane members was plodding along as Solan rode up. Most were still not happy, but they were not willing to test the two paladins.
Iced

01-20-07, 02:35 PM
"There are many dead..." Agminus snorts at the sight of a fellow creature and Solan pats his head absentmindedly.

Together the two paladins survey the battlefield. "Our quest may be difficult, the power of those we wish to aid has taken a serious blow."

sorry, finals week...
Erithmu

01-20-07, 05:39 PM
The two paladins looked on as time progressed. Suddenly, what seemed as the closest representation to an explosion occurred some 200 ft up the line. Earth exploded everywhere and screams were heard. Most of the line scattered leaving an open area between the two paladins and the sight. It seemed that 4 burrowing things had come up from the ground and were attacking a weapons cart. The seemed to be eating at the metal

Init (since there are two of you, whoever posts first goes first. The monsters will all act after you do.)
Valkin - ??
Solan - ??
Monsters - ??
TelinArtho

01-20-07, 10:28 PM
Hiya! Decisions befall us my friend!

Without waiting further for his fellow guard - Sir Valkin strikes Overseer into a gallop, closing the distance with amazing speed.

Close 150ft and set up for a charge. If I need to maneuver to make the charge possible, that leaves me an additional 30ft to work with of movement. If I need to maneuver more than that - do so - as long as I am within 180ft and able to charge - I'm happy... Sir Valkin will then quickdraw his lance and kill one of them with a charge and divine might. The charge will also be a ride by attack so that I don't end up in melee after the fact.

Also - a size would be helpful.
Erithmu

01-20-07, 10:38 PM
Size = Medium

@Iced: I know you don't have finals on the weekend
Iced

01-22-07, 12:13 AM
Ride by with spiritied charge. Follow same general tactics as my ally.

Solan spurs his mount into a gallop and charges the creatures.
Erithmu

01-22-07, 06:20 PM
The two knights rushed in and both brought lances to bear. Valkin's came first striking hard and inflicting a massive wound to one of the creatures but not downing the creature. Solan lance could not find flesh as his lance bounced off the tough hide of the creatures. Both knights pulled away as the creatures looked at the threat that the two men now posed. They approached but could not get close enough to each of them.

Valkin atk: 35 dmg 46
Solan atk 17
Critters
1 xx-46 (15 from Valkin)
2 xx (20ft from Valkin #1 inbetween)
3 xx (15ft from Solan)
4 xx (20ft from Solan)

Consider them 'lined up' so that you can't charge the back one, due to line of effect.
TelinArtho

01-23-07, 09:29 AM
Well, if they are leaving themselves open to be charged - I guess that's what I'll continue doing. No need to expend resources on something that only needs to be skewered... For my part - continue Ride-by-attack/Spirit Charging.

As Sir Valkin draws past the first creature, his lance embeds a massive wound in the creature's side. Begone foul being!
Erithmu

01-23-07, 11:12 AM
They aren't at charge range. You have 10ft reach with your lance so they are just outside your reach, This negates your ride-by as well. If you would like me to set you up for another charge I can do that as well. From their last movement these things aren't the fastest in the world.
TelinArtho

01-23-07, 11:13 AM
Ah - I misunderstood then. I do wish to set up for another charge - make sure to err on the side of caution about how much room to give them.
Erithmu

01-23-07, 11:36 AM
The two knights circled their mounts and came around for another pass at the creatures. Valkin on his pass finished off the injured creature, and Solan scored a hit with his lance.

Valkin's remaining foe sunk into the ground and suddenly became non-visible. Solan's foes followed suit.

Round 2:
Valkin: set up for charge
Solan: set up for charge
Critters: give chase (base speed is 20)

Round 3:
Valkin: charge: 28 dmg 24
Solan: charge 27 dmg 18
1 xx-46 (15 from Valkin)
2 xx (underground)
3 xx-18 (underground)
4 xx (underground)
TelinArtho

01-23-07, 11:59 AM
What vile tactic is this? Slinking away into the ground like an infernal servant? Prepare yourself Solan - who knows when and where they will pop up.

Sir Valkin puts away his lance and draws his shining sky-blue sword. With a short prayer to Pelor, he concentrates on finding his foes.

Put away lance, quickdraw longsword of shocking. Then Detect Evil.
Erithmu

01-23-07, 12:19 PM
The two knights switch weapons for the moment as the ground rumbles and grumbles getting louder and approaching. With a sudden stop beneath their feet the trained horses back up a moment. Valkin begins to scan the ground but finds no taint of evil.

Then as silently as the creatures entered the ground, they rose out right next to the horses. Powerful jaws lashed out at Valkin who ducked behind Overseer. Overseer was not so lucky as Valkin tried to navigate his steed away but had no luck. The third attacked Agminus but was well off target.

Round 4:
Movement/drawing by all

Round 5:
Valkin: detect Evil
-- Overseer 48/60
Solan: delay
Critters
2 xx (atk Valkin 23 (ride for cover) miss )
3 xx-18 (atk Overseer 28 Mounted Combat 18 hit 12 dmg)
4 xx (atk Agminus 12 miss)
Solan (Atk #2 14 miss)

Round 6:
?????

The creatures are not evil. I basically have Valkin and Solan relatively close to each other so you can easily 5ft step and attack whoever you want.
TelinArtho

01-23-07, 01:27 PM
Solan - watch your side over there! Overseer - attack! Concentrate on one at a time - let's bring these things down!

Sir Valkin and Overseer, as a trained duo in melee fighting, tear into the hard rock-like skin of their opponents.

Concentrate attacks on one opponent at a time. Don't forget the higher ground bonus Sir Valkin and Solan get from attacking from higher ground. Go ahead and continue on this route and take them down unless they once again retreat below the surface.
Iced

01-23-07, 02:51 PM
"Keep them distracted my friend! I will ride back and skewer these creatures upon my lance!" Dropping his sword, Solan quickdraws his lance and Urges Agminus to withdraw. The horse snorts, unused to retreat, but complies.

If your presence keeps them at the surface then I'll be able to set up a good charge. They're probably animals or at least of animal int so they will likely continue attacking you and allow Solan to get in some choice blows.
Erithmu

01-23-07, 03:00 PM
And he posts when I'm in round 12 ..... They are as smart as some of the gladiators here, but you might now just get to do some maneuvering ... (the weird thing is that in 12 rounds w/ about 18 attacks per round from both sides ... the only 20 has been on a ride check by Solan, and no one has threatened a crit.)
Erithmu

01-23-07, 03:19 PM
Valkin and Solan begin to work Glaive and Longsword with the creatures, Their faithful steeds working as well. Solan takes most of the abuse but manages to hold off any wounds. As the creatures begin to fall Solan rounds Agminus and begins to ride past and make charges, but it is Overseer who finishes the last creature off.

After making sure the creatures are dead the line begins to move again. CEF medics quickly attend to the wounds and the march continues on.

Round 6: [color=red]Monsters have R:Elec 10 so shocking of Valkin's sword is ignored unless 2 hits are scored in a round
Valkin 72/72: Full attack #3 (atks 27,23 one hit dmg 13)
-- Overseer 48/60 (full attack #3: 18,18,16)
Critters
2 xx (Full attack Valkin 0 hits)
3 xx-49 (Full attack Overseer 0 hits) (3 dr hits)
4 xx (Full Attack Solan 1hit (higher than ride for cover): 8dmg DR accounted for)
Solan 72/80 Full Attack #3 (atks 31,23 1 hit 13 dmg)
-- Agminus 45/45 (Full #3: 24,22,19 1 hoof hit 5 dmg

Round 7:
Valkin 72/72: Full attack #3 (atks 25,15 one hit dmg 13)
-- Overseer 48/60 (full attack #3: 24,13,20 1 hit 10 dmg)
Critters
2 xx (Full attack Valkin 0 hits)
3 xx-72 (Dead) (4 dr hits)
4 xx (Full Attack Solan bite and claw hit (higher than ride for cover): 14+1 = 15dmg DR accounted for)
Solan 58/80 Full Attack #4 (atks 20,1!)
-- Agminus 45/45 (Full #3: 1!,1!,20)

Round 8:
Valkin 72/72: Full attack #4 (atks 33,25 two hits dmg 21 (4-10 elec = 0)
-- Overseer 48/60 (full attack #4: 16,19,11)
Critters
2 xx (Full attack Valkin 0 hits)
4 xx-30 (Full Attack Solan bite and claw hit (higher than ride for cover): 18 dmg DR accounted for) (2 DR hits)
Solan 40/80 Full Attack #4 (atks 21,9)
-- Agminus 45/45 (Full #4: 15,26,4 9dmg)

Round 9:
Valkin 72/72: Full attack #4 (atks 30,1! one hit dmg 6)
-- Overseer 48/60 (full attack #4: 16,12,18)
Critters
2 xx (Full attack Valkin 0 hits)
4 xx-46 (Full Attack Solan bite and claw hit (higher than ride for cover): 14 dmg DR accounted for) (4 DR hits)
Solan 26/80 Full Attack #4 (atks 28,10 1 hit 10 dmg)
-- Agminus 45/45 (Full #4: 12,11,21)

Round 10:
Valkin 72/72: Full attack #4 (atks 23,1!)
-- Overseer 48/60 (full attack #4: 24,13,16 6dmg)
Critters
2 xx (Full attack Valkin 0 hits)
4 xx-52 (Full Attack Solan 0 hits) (4 DR hits)
Solan 26/80 Full Attack #4 (atks 21,20)
-- Agminus 45/45 (Full #4: 23,18,6)

Round 11:
Valkin 57/72: Full attack #4 (atks 31,15 11dmg)
-- Overseer 48/60 (full attack #4: 23,12,11)
Critters
2 xx (Full attack Valkin 2 hits 15 total damage)
4 xx-71 (Full Attack Solan 1 hits 0 dmg) (6 DR hits)
Solan 26/80 Full Attack #4 (atks 23,24 8 dmg)
-- Agminus 45/45 (Full #4: 11,17,18)

Round 12:
Valkin 57/72: Full attack #4 (atks 23,23)
-- Overseer 48/60 (full attack #4: 16,16,10)
Critters
2 xx (Full attack Valkin 0 hits)
4 xx-88 (Full Attack Solan 1 hits 2 dmg) (8 DR hits) (0hp)
Solan 24/80 Full Attack #4 (atks 31,24 6,11 dmg)
-- Agminus 45/45 (Full #4: 23,11,14)

Round 13:
Valkin 55/72: Full attack #4 (atks 19,28 1 hit (min dmg kills))
-- Overseer 48/60 (full attack #4: 21,16,9)
Critters
2 xx (Full attack Valkin 1 hits 2 dmg)
4 xx-88 (Dead) (8 DR hits)
Solan 24/80 Moves away, stows Glaive draws lance
-- Agminus 45/45

Round 14:
Valkin 55/72: Full attack #2 (atks 27,1! 12 dmg)
-- Overseer 48/60 (full attack #2: 1!,22,15)
#2 xx-38 (Full attack Valkin 0 hits ) (2 DR hit)
Solan 24/80 Charge (atk 25 dmg 26)
-- Agminus 45/45

Round 15:
Valkin 55/72: Full attack #2 (atks 1!,17)
-- Overseer 48/60 (full attack #2: 21,28,20 9dmg)
#2 xx-47 (Full attack Valkin 0 hits ) (2 DR hit)
Solan 24/80 Charge (atk 16)
-- Agminus 45/45

Round 16:
Valkin 55/72: Full attack #2 (atks 29,13 6 dmg)
-- Overseer 48/60 (full attack #2: 25,25,20! Confirm 17 22dmg) (kills)
#2 xx-75 (Full attack Valkin 0 hits ) (3 DR hit)
Solan 24/80
-- Agminus 45/454 Average Xorns
Week 1 Complete
TelinArtho

01-23-07, 04:29 PM
Eh - I think the Fiendish Giant would've been more fun, but oh well...

Sir Valkin thanked the healers for their kindness and returned to his post overseeing the operation.

Hopefully - that is the last we'll see of trouble along the way.
Erithmu

01-23-07, 05:23 PM
Since the time roll really doesn't have any effect at the moment as both your special mounts were summoned after the fact.

As the caravan moved on into Upper Merx the caravan suddenly stopped. Many of the patriots began to look a head to see what had happened. Solan and Valkin moved forward to investigate. near the front of the caravan the patriots were fleeing or throwing up. A large building on the southern side of the road was casting shadows on the roadway. An ominous hum filled the air that was unnatural, but it seemed to have affected some of the patriots. There were a few corpses on the ground slight dismembered, but no sign of the attackers. Clothing was in disarray and a couple of bodies were still twitching. Looked like .. feathers .. strewn around as well.
TelinArtho

01-23-07, 05:32 PM
What manner of evil is this? Solan - take up point and prepare yourself while I get closer.

Whispering the words of Pelor, Sir Valkin's Hand of Glory bursts into bright sunlight, throwing back the shadows ahead.

Activate Hand of Glory for Daylight and close to within 50ft of the former location of the shadows or until the source of attack has been determined. Quickdraw lance if a target has been found. If none has been found, cast Protection from evil and share it with Overseer and continue to close until the source has been found. If it seems to be invisible, replace protection from evil with See Invisible ability from Hand of Glory
Erithmu

01-23-07, 05:59 PM
As Valkin lights up the street the moaning changes and begins to cause an uneasy feeling Effect 1 below. Overseer and Agminus begin to shake slightly with fear but they hold their ground. One of the cloaks wrapped around the body of one of the patriots seems to come alive and floats over the ground toward Valkin and Overseer.

Again the moaning changes and Overseer freezes under Valkin's saddle. Agminus manages to ignore the moaning as two of the same creatures detach off the building walls and begin to move toward the knights. The undersides of the cloaks seem to have feathers.

Surprise round:
Valkin Daylight
Solan draw lance
Creatures:
1 - Unseen action
2 - Unseen action
3 - Rises up off ground

Round 1:
Creatures: (size = large)
1 - Flies and continues to moan (+20 ft altitude 30ft ground distance)
2 - Flies and Moans (Overseer Fort 11 Fail) (+20 ft altitude 30ft ground distance)
3 - Moves and Moans (Agminus Fort 26 Pass) (20ft from Valkin, 35ft from Solan)
Valkin - 72/72 - ?? (Effect 1) (Daylight)
-- Overseer 60/60 (held) (Effect 1)
Solan 80/80 - ?? (Effect 1)
-- Agminus 45/45 (Effect 1)
Iced

01-24-07, 03:27 AM
Solan delays, not seeing an opponent. "Where are they Valkin?"
Erithmu

01-24-07, 09:05 AM
The creatures are visible to all and reacted to the daylight effect.
TelinArtho

01-24-07, 10:02 AM
Overseer! Move you stubborn brute!

Sir Valkin does his best to get his sturdy companion moving, but try as he might he just won't go. Praying to Pelor, he casts an aura to protect both himself and Overseer and then lifts his lance in challenge to the opponents.

Whatever manifestation you are prepare to be sent back to the underworld!

Cast Protection from Evil and quickdraw lance. If Overseer is able to move we are going to try to get them if they come within 10ft of me or if I can maneuver there. Charge if possible.
Iced

01-25-07, 01:05 AM
Seeing his enemy, Solan chants a cry to his God, granting himself protection from evil. "May the will of Kelvemor smte you to the nine hells! I shall banish you from this plane!"

Same general tactics as my ally. Pro Evil is up.
Erithmu

01-25-07, 01:18 AM
Valkin and Solan protect themselves and their mounts with magic. As they do one of the creatures maintains it's position. Another moves above Valkin and directs a sonic attack at Solan, which the knight and his horse resist. The third slides up to Valkin and wraps itself around the paladin, biting him on the inside.

Round 1:
Creatures: (size = large)
1 - Flies and continues to moan (+20 ft altitude 30ft ground distance)
2 - Flies and Moans (Overseer Fort 11 Fail) (+20 ft altitude 30ft ground distance)
3 - Moves and Moans (Agminus Fort 26 Pass) (20ft from Valkin, 35ft from Solan)
Valkin Casts Pro. Evil
-- Overseer (Fort Break 12)
Solan Casts Pro. Evil
-- Agminus

Round 2:
1 - Holds posistion and continues to moan
2 - Flies above Valkin and moans (Solan Fort 28, Agminus For 18)
3 - Bases Valkin (Engulf touch atk: 18 Opposed Grapple 26 vs 14: Grappled Bite 26 dmg 4)
Valkin- ??
-- Overseer -- Tries to break Hold (Fort 20: Freed)
Solan - ???
-- Agminus - ???

Valkin - 68/72 - ?? (Effect 1) (Pro. Evil) (Daylight) (Grappled)
-- Overseer 60/60 (held) (Effect 1) (Pro. Evil)
Solan 80/80 - ?? (Effect 1) (Pro. Evil)
-- Agminus 45/45 (Effect 1) (Pro. Evil)
TelinArtho

01-25-07, 10:08 AM
Muffled inside of the strange creature, Overseer hears Sir Valkin's order to attack. The valiant steed knocks the rider off his back unceremoniously and then proceeds to kick and bite at the creature holding Sir Valkin captive.

Sir Valkin tries his best to get the creature to release its hold on him, but finds its strength surprisingly powerful.

So Sir Valkin tries to break the grapple (2 attempts per round with his BAB), while Overseer forces him off his back and full attacks the grappling creature.
Iced

01-25-07, 10:15 AM
Solan wheels around and points his lance at the creature attacking Sir. Valkin. With a cry he charges, attempting to impale his foe.

smite evil and charge!
Erithmu

01-25-07, 11:57 AM
As Overseer shrugs off the enchantment, Valkin shrugs off his attacker. Drawing his longsword he swings, but is disoriented by the encounter with the creature. Solan does not miss however on his pass. For all the extra effort he puts into the lance, it seems that perhaps he judged the creature wrongly. Again the creatures moan and it begins to become unnerving. This continues as sword and lance work against sound and tooth. Overseer puts his weight into the fight as he is able to hurt the creature, but not always.

Then the moaning takes effect as Solan and Agminus both fall victim to it. They begin to throw up in the street and fall to the ground heaving out lunch and breakfast. The attacking creature encouraged by not having two foes to fight resumes his attack on Valkin wrapping him up.

Round 2:
1 - Holds posistion and continues to moan
2 - Flies above Valkin and moans (Solan Fort 28, Agminus For 18)
3 xx - Bases Valkin (Engulf touch atk: 18 Opposed Grapple 26 vs 14: Grappled Bite 26 dmg 4)
Valkin- Tries to escape the grapple (33 vs 28) QD longsword and attack (atk 19: miss)
-- Overseer -- Tries to break Hold (Fort 20: Freed)
Solan - Charges (atk 21 dmg: 25 Miss, Forgot Effect 1) Creatures are not Evil, but you still get the +to hit
-- Agminus - rides past 20 ft

Round 3:
1 - Holds posistion and continues to moan
2 - Flies above Solan and moans (Solan Fort 32, Agminus For 26)
3 xx-33 (DR2)- Tries to Engulf again (Engulf touch atk: 22 Opposed Grapple 28 vs 26: Grappled Bite 24 dmg 2)
Valkin- Tries to escape the grapple (33 vs 26) and attack (atk 12: miss)
-- Overseer -- Full Attack (14,24,19 1 hit 9-2=7 dmg)
Solan - Charges (atk 27 dmg: 28-2=26)
-- Agminus -

Round 4:
1 - Holds posistion and continues to moan
2 - Flies above Solan and moans (Solan Fort 28, Agminus For 17)
3 xx-64 (DR3)- Tries to Engulf again (Engulf touch atk: 26 Opposed Grapple 29 vs 33)
Valkin- Full attack (30,1! Dmg 10-2)
-- Overseer -- Full Attack (25 16,19 1 hit 6-2-DR=0dmg)
Solan - Charge (20! confirm 1! dmg 23)
-- Agminus -

Round 5:
1 - Holds posistion and continues to moan
2 - Flies above Solan and moans (Solan Fort 21, Agminus For 20)
3 xx-76 (DR5)- Adjusts away 5 ft and casts a spell and some of it's wounds close (+19 hp)
Valkin- Adjust + Full attack (31,1! Dmg 7-2)
-- Overseer -- Full Attack (27,13,18 1 hit 8-2=6dmg)
Solan - Charge (28 dmg 18)
-- Agminus -

Round 6:
1 - Holds posistion and continues to moan
2 - Flies above Solan and moans (Solan Fort 1!, Agminus For 16) Both Nauseated for 4 rounds, Fall prone (rnd 10)
3 xx-76 (DR5)- Tries to latch onto Valkin again (Touch 17 Grap 33 vs Impossible Bite 20 miss)

Pausing here for a bit. Giving options for change of tactics.
Notation: DR5 = # of times DR is applied to the HP total. As of right now the only thing that has bypassed DR is Valkin's sword.

Valkin - 66/72 - ?? (Effect 1) (Pro. Evil) (Daylight) (Grappled)
-- Overseer 60/60 (Effect 1) (Pro. Evil)
Solan 80/80 - ?? (Effect 1) (Pro. Evil) (nauseated 10) (Prone)
-- Agminus 45/45 (Effect 1) (Pro. Evil) (nauseated 10) (Prone)
TelinArtho

01-25-07, 12:37 PM
Wow these things are tough. Sir Valkin's tactics are not changing - break grapple whenever I can and attack with my long sword. Overseer will continue to attack the one I am focused on at the same time. If Sir Valkin is able after the first one falls, he will retreat on Overseer and set up to charge. If that is possible - he will spirit charge with the long sword on a ride by (again - if possible) and use divine might to up the damage by +5 (well +10 when the spirit charge kicks in).
Erithmu

01-25-07, 12:57 PM
Valkin breaks the hold of the creature and strikes again with his sword, the blow seems to take the fight out of the creature as it flaps away with great difficulty. The other airborne one comes down and tries to take it's place but can't get a hold on Valkin as he ducks down below overseer. The moaning reaches a cresendo as the unnerving feeling tries to take full effect. Valkin resists, but he feels Overseer stiffen with something that is stronger than fear, His steed doesn't react to his commands.

Round 6:
1 - Holds posistion and continues to moan
2 - Flies above Solan and moans (Solan Fort 1!, Agminus For 16) Both Nauseated for 4 rounds, Fall prone (rnd 10)
3 xx-82 (DR5)- Tries to latch onto Valkin again (Touch 17 Grap 33 vs Impossible Bite 20 miss)
Valkin- Break (29 vs 18) (Atk:20! confirm 13 dmg 6
-- Overseer -- Full Attack (11,15,14)
Solan - Nauseated
-- Agminus - Nauseated

Round 7:
1 - (6 rounds of moan): Wills: V: 21 O: 1! S: 21 A: 21
2 - Flies down and tries to Engulf Valkin (Touch 14: miss (w/ Ride cover)
3 - Withdraws airborne (single move/disabled - 0hp)
Valkin - ???

Impasse here #3 is 20 ft in the air, you can't spirited charge him due to Overseer being unable to move ... actions?

Valkin - 66/72 - ?? (Effect 1) (Pro. Evil) (Daylight)
-- Overseer 60/60 (Effect 1) (Pro. Evil) (Tranced by #1)
Solan 80/80 - ?? (Effect 1) (Pro. Evil) (nauseated 10) (Prone)
-- Agminus 45/45 (Effect 1) (Pro. Evil) (nauseated 10) (Prone)

Trance Effects: Listed as no attacking/defending, but this also correlates to no-movement.
TelinArtho

01-25-07, 01:39 PM
Bad time to ask - but have they been resisting the shocking damage from the sword? Not really a big deal I guess - but I noticed it wasn't being rolled.

Unfortunately, there's not much else I can do here without Overseer being out of the trance and Solan no longer nauseated... keep going for now.
Erithmu

01-25-07, 01:46 PM
Re: elec Yea they have

I gave you the option of maybe taking one out with a roll off overseer and two bow shots (#3 is at 0 hp). It is your call ...

Edit: I have your spare horses just off the field of battle, if you would like to call Foreman into the fight as a free action he will arrive 80 ft from you at the start of your next move, with a full round's worth of actions available.
TelinArtho

01-25-07, 01:52 PM
Take off shield (move), drop shield (free), drop sword (free), quick dismount (free if successful), quick draw bow (free), fire bow (standard) - I don't think I like my chances there. Especially when you add that I draw an AoO from the cloaker currently in reach for firing the bow or for moving out of a threatened area... which if he grapples me (pretty likely), I miss out on the opportunity...

Nope - for now I am going to continue attacking in melee. My hope is that Solan gets out of the nausea in time to help. Its just a darned good thing my AC is decent and my DR is effective against their relatively small damage value.
Erithmu

01-25-07, 03:07 PM
Valkin battles the monster from the back of the semi-stiff Overseer. He spends most of his time battling teeth in the wrapped darkness, but he breaks away just in time to see a renews Solan spear the side of the creature and round again for a pair of passes...

Round 7:
1 - (6 rounds of moan): Wills: V: 21 O: 1! S: 21 A: 21
2 xx-7 (DR0)- Flies down and tries to Engulf Valkin (Touch 14: miss (w/ Ride cover)
3 - xx-82 (DR5) Withdraws airborne (single move/disabled - 0hp)
Valkin - Full #2 (Atks 17,22 Dmg 9-2=7)

Round 8:
1 - Maintains Moan
2 xx-24 (DR0) - Engulf (atk 11)
3 - 9 hp - Casts a spell (Aid: 9temp hp)
Valkin Full attack (Atks 20,21 dmg 21-4=17 (9elec resisted))

Round 9:
1 - Maintains Moan
2 xx-30 (DR0) - Engulf (atk 18 Grap 31 vs 19 Bite:25 dmg 4)
3 - 9 hp - Moans (Valkin Fort 19)
Valkin Break (22vs 23, 22vs 23)

Round 10:
1 - Maintains Moan
2 xx-30 (DR0) - Bite: 20
3 - 9 hp - Moans (Valkin Fort 17)
Valkin Break (18 vs 27, 13vs16)
Solan and Agminus come out of nausea

Round 11:
1 - Maintains Moan
2 xx-30 (DR0) - Bite: 23 4 dmg
3 - 9 hp - Moans (Valkin Fort 15)
Valkin Break (18 vs 27, 13vs16)
Solan grabs lance, stands and tries to quick mount (Ride: 29)
- Agminus stands

Round 12
1 - Maintains Moan
2 xx-30 (DR0) - Bite: 20! confirm 23 4+3=7 dmg
3 - 9 hp - Moans (Valkin Fort 18)
Valkin Break (22 vs 22 (monster has higher mod, 28vs32)
Solan Charges (atk 16: miss)
- Agminus

Round 12
1 - Maintains moan
2 xx-44 (DR1) - Atk: 20! confirm 18 2 dmg
3 - 9 hp - Moans (Valkin Fort 19)
Valkin Break (14vs26, 28 vs 22)
Solan Charge (Atk 26 dmg 14)

Round 13
1 - Maintains Moan
2 xx-65 (DR2) - Atk: 16 Grap 35 vs Impossible Bite: 1!
3 - 9 hp - Elevates Begins unnerving Moan
Valkin Break (25vs22) Swing (atk 19)
Solan Charge (Atk 22 dmg 21)

Lunch break! Tactics change for either knight (hint: something for Solan)

Valkin - 49/72 - ?? (Effect 1) (Pro. Evil) (Daylight)
-- Overseer 60/60 (Effect 1) (Pro. Evil) (Tranced by #1)
Solan 80/80 - ?? (Effect 1) (Pro. Evil)
-- Agminus 45/45 (Effect 1) (Pro. Evil)
TelinArtho

01-25-07, 03:20 PM
Are you done with your lunch now my friend? Let's take these things down before they take over the city!

Get some arrows into the one above and let's get moving.

Sir Valkin's sword is going to be more effective in taking things down that with him in a ranged combat. However, Solan can help in melee if he wishes as well - no matter to me.

One small point - the act of casting Aid would bring the Cloaker to -1 - so he should have 8hp left...

Sir Valkin will use Lay on Hands to heal himself back to full if they get him below 40 hit points.
Erithmu

01-25-07, 04:19 PM
The Cloaker on Valkin attacks again but is unable to wrap the knight up. With a quick spin of his sword he drops the creature. Seeing the difficult that Valkin is giving them, the moaning cloaker moves and wraps up Solan as the other continues to moan it's unnerving tune.

Round 15
1 - Maintains Moan
2 xx-72 (DR2) - Atk: 25 Grap 16 vs 18
3 - 8 hp - Moans
Valkin Full (21,14 7 dmg) Kills #2
Solan Nothing to attack Stow shield, stow lance, draw bow

Round 16
1 - Ceases moaning moves after Solan (Move + engulf: 14 Grap 31 vs 18
3 - 8hp - Moans
Valkin: ??? Overseer is no longer tranced
Solan: ??? (Grappled)

Valkin - 49/72 - ?? (Effect 1) (Pro. Evil) (Daylight)
-- Overseer 60/60 (Effect 1) (Pro. Evil)
Solan 80/80 - ?? (Effect 1) (Pro. Evil)
-- Agminus 45/45 (Effect 1) (Pro. Evil)
TelinArtho

01-25-07, 04:43 PM
Okay - now I will safely move away while taking off and stowing my shield (2 move), stowing my sword (move), quickdrawing my bow and firing a shot off at the moaning cloaker (standard). If it is still up - continue firing at it.

If that is enough to down it - drop the bow, quickdraw my lance two-handed and charge in on the grappling duo, use divine might (+5 damage) and power attack for -3 (hit)/+6 (damage).

Final result on that charge would be +14+2 (charge)-3 (PA) = +13 to hit
Damage would be (1d8+4+5+6) = 3d8+45 minus damage reduction.

Then switch back to my sword.
Erithmu

01-25-07, 05:39 PM
Realizing that the flying creature was about to unleash another mental blast Valkin went for his bow and wished that he had better skill with it. Quickly he fired the bow but the creature still managed to get the blast off. He felt Overseer go stiff again and from the looks of it Solan and Agminus were affected as well. Pulling the string back once more he hit the creature and it began to fly off...

The moaning had stopped.

Turning his eyes toward Solan he drew his lance and charged, putting extra force behind the drive. With the final thrust he struck a powerful blow and sounds of pain erupted from Solan as he threw off the creature, and stabbed. Valkin could see that he had hit his fellow companion as well as the creature and that each had taken a significant portion of the blow.

Round 16
1 - Ceases moaning moves after Solan (Move + engulf: 14 Grap 31 vs 18
3 - 8hp - Moans (will saves at round 20)
Valkin: Stows shield
Solan: Break (13 vs 31, 16 vs 19)

Round 17
1 - Bites Solan (bite 25 dmg 4)
3 - 6hp - Moans (will saves at round 20)
Valkin: Stows sword draws bow fires (atk 25 dmg 9-2=7-5DR)
Solan: Break (17 vs 20, 10 vs 35)

Round 18
1 - Bites Solan (bite 17)
3 - 6hp - Moans (will saves at round 20)
Valkin: Full attack bow (atks 26,9 dmg 5-5=0)
Solan: Break (16 vs 29, 10 vs 27)

Round 19
1 - Bites Solan (bite 25 2 dmg)
3 - 2hp - Moans (will saves at round 20)
Valkin: Full attack bow (atks 27,21 dmg 9-5=4, 3-5=0)
Solan: Break (21 vs 26, 13 vs 24)

Round 20
1 - Bites Solan (bite 11)
3 - 2hp - Moans (Will saves: V:19 O:5 S:12 A:8)
Valkin: Full attack bow (atks 11, 12)
Solan: Tranced

Round 21
1 - Bites Solan (bite: auto passes 4dmg)
3 - 0hp - continues to moan
Valkin: Full attack bow (atks 24,9 dmg 7-5=2)
Solan: Tranced

Round 22
1 xx-31 (DR1) -Bites Solan (bite: auto passes 4dmg)
3 - 0hp - flies away from the field (defeated- no healing left)
Valkin: Drop bow QD Lance Charge + DM + PA 3 (atk 28 dmg 61 -> 31 to creature 30-3 to Solan)
Solan: Break (24 vs 19) step back and lance (atk 25-5(2nd attack) miss

Round 23
1 xx-31 (DR1) -Bites Solan (bite: auto passes 4dmg)
Valkin: Drop bow QD Lance Charge + DM + PA 3 (atk 28 dmg 61 -> 31 to creature 30-3 to Solan)
Solan: Break (24 vs 19) step back and lance (atk 25-5(2nd attack) miss

Adjustments?

Valkin - 49/72 - ?? (Effect 1) (Pro. Evil) (Daylight)
-- Overseer 60/60 (Effect 1) (Pro. Evil)
Solan 39/80 - ?? (Effect 1) (Pro. Evil)
-- Agminus 45/45 (Effect 1) (Pro. Evil)
Iced

01-26-07, 02:46 AM
Covered in blood originating from both himself and his enemy, Solan cries out his defiance as he stabs. "To the fugue!"

If i'm on my feet i'd rather be using the magic glaive.

What happened to Agminus?
Erithmu

01-26-07, 09:53 AM
Solan is still mounted on Agminus:

Valkin on Overseer (Shield stowed, Lance in hand, Bow on ground)
Solan on Agminus (Shield equiped, lance in hand)
Iced

01-26-07, 11:09 AM
Next time i break away use lay on hands for 18 hp and switch lance out for magic glaive.
Erithmu

01-26-07, 11:35 AM
Again the cloaker wraps around Solan, but the knight is quick to shrug the beast off into the lance of Valkin. The creature goes limp on the lance as Valkin allows the body to slide to the ground. The two knights collect their weapons and again the CEF clerics come and heal their wounds.

Round 24
1 xx-78 (DR2) - Engulf (20! Grap 29v19) Bites Solan (bite: 15)
Valkin: Ready after Solan breaks Grapple for charge
Solan: Break (27 vs 20) Step away
Valkin: Turn and Charge w/ DM no PA (atk 19+2 flank dmg 47) (Kils #1)

Valkin - 49/72 - ?? (Effect 1) (Pro. Evil) (Daylight)
-- Overseer 60/60 (Effect 1) (Pro. Evil)
Solan 57/80 - ?? (Effect 1) (Pro. Evil)
-- Agminus 45/45 (Effect 1) (Pro. Evil)

I hate fights that I know are over but I still have to run the number crunch on them.
@Iced: Technically speaking you are able to purchace items due to this being the end of your 3rd week (your first week is the unfinished hippogriff MQ. Don't edit your char sheet, but just list what you would like to purchase.Half-Celestial Cloakers (should be half-fiendish...)
End of Week 2
TelinArtho

01-26-07, 12:05 PM
In the summary - it appears you missed that each of us cast Protection from Evil. I also used the daylight ability on my Hand of Glory (lasts 50 minutes - so it won't hold-over for next week).

I just want to pause and say that this quest has been a great test of Sir Valkin so far. I didn't have a clue what the 2nd group of creatures were until around the 3rd or 4th post that I made and even then - I don't know anything about cloakers... so it was nice to see him do well.

Sorry about the spearing of Solon though...

Well, that was fairly unpleasant. Do you need to stop for some food before we continue my friend? You features are still quite pale and green...

Sir Valkin pats Overseer and thanks him for his great help today.
Erithmu

01-26-07, 02:10 PM
Summary Fixed.

Yea ... I'm surprised the spearing didn't happen sooner with Solan and his charges. You kept breaking Grapple right before he would charge. Better AC for the cloaker, but no chance of hitting Valkin.

Also I kinda did some illegal stuff in the earlier rounds with some of the moaning. I didn't read that there is only one moan that can be reused by a particular cloaker, and I had one of them spewing the nausea moan almost constantly. I forgot lots of stuff with the template on these guys and the moans I remember having to go back a few rounds and put in stuff from the unnerving moan.

BTW: the hint for Solan was switching from lance to Glaive as Iced wanted to do later ... Ride by/spirited Charge w/ Glaive would have been 2d10+8 vs 3d8+1(after DR)

The good news is this: I rolled up the last encounter, and I think you are going to be semi happy.
Iced

01-28-07, 04:35 AM
Solan looks a bit pale. "No... No Valkin, I think i will do just well without food now...'
Erithmu

01-30-07, 07:22 PM
With the posting of the CAP reactions we have reached ....

WEEK 3

After a few hours relief the train began to move again. Within a few hours, the caravan had reached it's destination. While the local citizens there were somewhat discouraged to see the refugees from Gawane, they did the best they could.

A few hours later temporary houses were set up and the sunlight was beginning to get low. Then came a bell from the north east corner of the town. Valkin and Solan were quick to mount and ride to the location. On reaching the guard post there is a buzzing sound in the air and post has been abandoned. There is also movement not only in the air but along the ground in the distance. Whatever was moving there were 2-4 in the air, and 2-4 on the ground. Neither of which was human.

You cant see anything yet, and the 2-4 is to make you sweat some. :) Iced: if you want to buy anything (now that your other fight is done. You need to do so before character ready deadline tomorrow. (hint arrows) you will also be ECL 8 for this fight.
Iced

01-31-07, 12:33 AM
300 arrows and upgrade lance to +1
TelinArtho

01-31-07, 10:20 AM
Close to ~60ft and detect evil if I still haven't seen anything. If I do see something - quickdraw lance and charge it if I can. If I can't - I'll need more info to work with based on the situation.
Erithmu

01-31-07, 10:46 AM
Valkin and Solan begin to scan the area for evil, but the figures were well out of range for their senses. Calming their horses they moved out slowly towards the sounds. Suddenly about 200 ft away three figures that looked like mutated giant flies came around the corner of a building in formation. About the same time three snake-humans came out from various hiding locations.

Lances and weapons came out and the battle was joined.

Round 1:
Init:
18 - Ground: all three perform an action similar to what looks like spellcasting, but it is hard to determine what the effect is.
10 - CEF: ??? (Distance to the grounded foes is 200ft)
04 - Air: ???

The ground creatures have gear, but I'm typing this from class, so I don't remember what I put on them.
TelinArtho

01-31-07, 11:21 AM
Assuming the air-bound foes are about 200ft away as well

Sir Valkin maneuvers Overseer closer. As he does so, he pulls a vial from his belt and drinks it down.

Whatever your intent here - hostility will only mean your deaths here. Lay down your weapons and submit peacefully.

Draw and drink a potion of Shield of Faith +2 while maneuvering 40ft closer. If the air-bound foes are closer than 200ft to start with, try to stay at least 100ft away from them if I can do so. The important thing is to be in charge range though... (180ft). On the following round, charge with my lance if I can; move to base and attack with my sword if I can't. If I can't do either, cast Bless Weapon on my long sword and maneuver some more (to set up to charge preferably).
Erithmu

01-31-07, 02:20 PM
As the two knights set up positions for charges the insects flew closer while the ground snakes all quaffed potions. The two knights thundered down the avenue and crashed into the front most snake. Valkin struck true, while Solan could not find a mark. The retaliation was immediate...

The three insects flew back around and breathed lightning, and a glimpse of a blue tint across their bodies made for an odd comparison. Valkin took two strokes with the greater perceived threat, and Solan took one of the strikes.

The snakes struck back as well, the first spit fire that Valkin tried to block with his shield but the flames hit him and then almost engulfed his shield as well. The hurt snake tried to distract the horses, but found that nothing would affected them. The airborne one dove down at Valkin but found only air in his teeth.

Round 1:
Init:
18 - Ground: all three perform an action similar to what looks like spellcasting, but it is hard to determine what the effect is.
10 - CEF:
- Valkin potion of SoF and move to 180ft
- Solan move to 160ft
04 - Air: move 80 ft closer (at +30 elevation) (100ft ground distance)

round 2:
Snakes: All quaff different looking potions, one takes to the air
- 1: Quaff liquid
- 2: xx-29 Quaff liquid
- 3: Quaff liquid, gain 30ft altitude
CEF:
- Valkin: Charge #2 (atk 28 dmg 29)
- Solan: Charge #2 (atk 18 miss)
Insects:
- 1 BW vs V+O (Saves 16,14 Valkin: 13dmg Over: 0dmg (Avoision)
- 2 BW vs V+O (Saves 15,10 Valkin: 16dmg Over 33 dmg)
- 3 BW vs S+A (Saves 14,10 Solan: 12 dmg Agmin 25 dmg)

Round 3:
Snakes:
- 1: Spits fire at Valkin (14 dmg Refx: 1! Item affected: Shield Item saving throw: 20! - 0 dmg)
- 2: xx-34 steps away and uses SLA: no effect
- 3: Dives at Valkin with bite (atk 23 miss)
CEF: (#2 is 5ft step, #1 is 15ft from Solan, 25 from Valkin (only Solan has a charge attempt) #3 is 5ft above Valkin)
- Valkin: ???
- Solan: ???
Insects: (30ft up 40ft away)
- 1 ???
- 2 ???
- 3 ???

Valkin 43/72 AC 23 (SoF 11)
-- Overseer 27/60
Solan 68/80 AC 23
-- Agminus 20/45
TelinArtho

01-31-07, 03:08 PM
With my lance up - the first thing to dive at me (unless it has reach) should suffer an AoO.

Vile creatures - for these acts, you will have to answer to a higher being!

Valkin dropped his lance before him, hefted his sword and draws it twice across the chest of the insect before him with the power and might of a knight of Pelor.

Drop lance, quickdraw sword, full attack wounded one with sword using divine might (+5 damage) and smite evil (+5 to hit, +8 damage if it is evil). Overseer should full attack as well. If I can't do the five foot step to do this (not sure from above), Sir Valkin will instead have Overseer withdraw while Sir Valkin uses lay on hands to heal Overseer to full. Don't drop the lance in this case. Charge back in afterwards if possible.

Next round withdraw if possible and use lay on hands to heal Overseer to full and Sir Valkin the rest.
Erithmu

02-01-07, 12:13 AM
Valkin and Solan went to work dispatching the two grounded snakes. The airborne insects made their presence known with one diving down onto Solan causing the knight to cry out. The remaining snake returned to the air with some fear of trying to stay alive.

Round 3:
Snakes:
- 1: Spits fire at Valkin (14 dmg Refx: 1! Item affected: Shield Item saving throw: 20! - 0 dmg)
- 2: xx-57 steps away and uses SLA: no effect
- 3: xx-5 Dives at Valkin with bite (Valkin lance AoO: 19 Dmg 5)(atk 23 miss)
CEF: (#2 is 5ft step, #1 is 15ft from Solan, 25 from Valkin (only Solan has a charge attempt) #3 is 5ft above Valkin)
- Valkin: Sword + smite + DM (atk 32 dmg 23 -> dead)
- Solan: Charge + smite #1 (atk 27 dmg 46 -> dead)
Insects: (30ft up 40ft away)
- 1 Dive at Solan (AoO:1!) (Dive: 31 dmg: 30(max) Solan Fort: not a 1!)
- 2 Lines up a dive
- 3 Lines up a dive

Round 4:
Snakes:
- 3: xx-5 (Withdraws upward) (Buff 1)
CEF:
- Valkin: ???
- Solan: ???
Insects:
- 1 (right above Solan)
- 2 (30ft up 40ft away)
- 3 (30ft up 40ft away)

Valkin 43/72 AC 23 (SoF 11) - used: DM +1 smite (lance on ground)
-- Overseer 27/60
Solan 38/80 AC 23 - Used: 1 smite
-- Agminus 20/45
Iced

02-01-07, 02:46 AM
Solan urges Agminus forward and the horse obliges, running as fast as it can.

Use the run action to gain distance. Use lay on hands to heal Solan. Draw bow.
TelinArtho

02-01-07, 10:22 AM
How far is the one that is close to Solon? Can I charge it? If I can - spirit charge at it with my long sword (Overseer should attack as well) with a divine might and smite and power attack for -4/+4 (well +8 with the double damage from the charge). If I can't charge - go ahead and use lay on hands to heal Overseer to full as planned.
Erithmu

02-01-07, 10:43 AM
You can just let Solan move away first then charge. Going to take a shower then post next round
Erithmu

02-01-07, 11:13 AM
Solan pulls away from the insect bleeding and allows Valkin to charge through cutting the insect in two with a single blow. The insects continue their assault but only find metal for their stingers. The airborne snake now sees the real power and begins to hiss in a soothing tongue. Valkin fights the urge but the sound is clear and laced with honey "You don't need your mount to defeat us"

He tries to clear his head but then he sees the truth ... He doesn't need Overseer to win this fight. Dismounting he considers his options.

Round 4:
Snakes:
- 3: xx-5 (Withdraws upward) (Buff 1)
CEF:
- Solan: Withdraws
- Valkin: Charge I#1 Smite + DM (20! confirm: yes dmg 68)
Insects:
- 1 (dead)
- 2 Dive at Valkin (atk 22)
- 3 Dive at Valkin (atk 16)

Round 5:
Snakes:
- 3: xx-5 (Suggestion: "Don't need your mount" Will: 15 vs 16) (Buff 1)
CEF:
- Solan: Lay on hands, loose shield
- Valkin: Dismounts (quick: Pass) Full round ???
-- Overseer: #2 (Full: 15,14,16)
Insects:
- 2 10 ft above Valkin
- 3 10 ft above Valkin

Also added 3 hp back to Solan for not reducing by DR on the dive attack. Valkin will not remount: He will get a second saving throw at 20% hp (18hp) to break the suggestion.

Valkin 43/72 AC 23 (SoF 11) - used: 2x DM + 2 smite (lance on ground) (dismounted)
-- Overseer 27/60
Solan 59/80 AC 23 - Used: 1 smite LoH(18)
-- Agminus 20/45
TelinArtho

02-01-07, 11:22 AM
I just realized I forgot to mention Valkin's charge ability on his plate mail. It doesn't matter now - but just figured I'd mention it if he gets a charge in again.

Solan watches as Valkin dismounts and is curious about his action.

Sir Valkin himself is dumbfounded by the action, but pats his trusty steed on the side. Take care of yourself my friend.

Still proceed with laying hands on Overseer to heal him. If I can remount him at any point - do so with priority. Otherwise, ready to attack if they get in range to hit.
Erithmu

02-01-07, 11:24 AM
Still proceed with laying hands on Overseer to heal him. If I can remount him at any point - do so with priority. Otherwise, ready to attack if they get in range to hit.
LoH is a standard action, as is readying. Preference?

I also forgot the charge from the armor, until this fight, but it was included on the first hit. I figured after you crit w/ smite and how few hp these guys have I don't need to go back and roll it.
Erithmu

02-01-07, 11:37 AM
Valkin heals Overseer up and finds himself surrounded by insects that penetrate his armor leaving two marks and his body revolts as it fights off the poison. The snake comes back down to the ground and lashes out with it's bite again, it has a scimitar in its hand right now.

Solan considers his options as Valkin is surrounded and the foes are on the ground. His lance is still in his hand.

Round 5:
Snakes:
- 3: xx-5 (Suggestion: "Don't need your mount" Will: 15 vs 16) (Buff 1)
CEF:
- Solan: Lay on hands, loose shield
- Valkin: Dismounts (quick: Pass) Heals Overseer
-- Overseer: #2 (Full: 15,14,16)
Insects:
- 2 move and attack Valkin (atk 27 Dmg 11 Fort: pass)
- 3 move and attack Valkin (atk 20! Confirm: no Dmg 10 Fort: pass)

Round 6:
Snakes:
- 3: xx-5 Moves down and attacks Valkin (atk 16) (Buff 1)
CEF:
- Solan: Still want to switch to bow, you have some charges lined up?
- Valkin: Full atk vs ????
-- Overseer: vs ??? (Full: )
Insects
- 2
- 3

Valkin 22/72 AC 23 (SoF 11) - used: 2x DM + 2 smite (lance on ground) (33/40 LoH used)(dismounted)
-- Overseer 60/60
Solan 59/80 AC 23 - Used: 1 smite LoH(18)
-- Agminus 20/45
TelinArtho

02-01-07, 01:05 PM
Overseer pounds on the insectlike form of the opponent same target as previous round and Sir Valkin attacks the wounded snake-like creature. The two act in unison despite Sir Valkin's change of heart about staying mounted.

[If I am wounded enough to force another save and succeed, remount and withdraw to heal. If not, continue fighting fearlessly]
Iced

02-01-07, 06:28 PM
Solan scorns his previous course. Seeing his ally in trouble, he puts two hands on his lance and charges the closest enemy. A feral cry escapes his lips as he bears down with his weapon. Agminus whinnys threateningly.

spirited charge with lance. Hold it two handed.
Erithmu

02-01-07, 06:49 PM
Solan speared one of the bugs which Overseer now finished and then added a bit to the other bug. With only a snake and bug left, Valkin wondered if his wounds would get the better of him as he landed two blows with his sword, and tasted some of the snake's sword.

Round 6:
Snakes:
- 3: xx-34 Moves down and attacks Valkin (atk 16) (Buff 1)
CEF:
- Solan: Charge vs Bug 2 (atk 24 dmg 29)
- Valkin: Full atk vs snake (atks 29,24 dmg 18,11)
-- Overseer: vs Bug 2 (Full: 20,28,26 dmg:9,6,5) (last hit gets #3
Insects
- 2: xx-41
- 3: xx-5 Attacks Valkin (atk 23 miss)

Round 6:
Snakes:
- 3: xx-34 Full vs Valkin (atks 20!,17,6 Confrim no Dmg 7-3=4) (Valkin secondary Will: 1!) (Buff 1)
CEF:
- Solan:
- Valkin:
-- Overseer: vs Bug 3
Insects
- 3: xx-5

I don't think the snake is dead, but I dont have my books. It is a Yuan-ti halfblood, which isn't in the SRD. Valkin will continue to fight on the ground for the rest of the fight. Solan doesn't have a charge at the moment, but is a 5 ft step from any target.

Valkin 18/72 AC 23 (SoF 11) - used: 2x DM + 2 smite (lance on ground) (33/40 LoH used)(dismounted)
-- Overseer 60/60
Solan 59/80 AC 23 - Used: 1 smite (18/18 LoH used)
-- Agminus 20/45
Erithmu

02-01-07, 11:54 PM
Snake is alive, waiting on actions
Iced

02-02-07, 03:29 AM
Solan steps forward and attacks the wounded snake, seeking to bring it down.
TelinArtho

02-02-07, 09:29 AM
Bah - healing...

Gritting his teeth under the pain, Sir Valkin slices his sword accross the snake-man before him before turning his attention to the last remaining creature.
Erithmu

02-02-07, 10:10 AM
Solan and Valkin try to take the snake down, but it is Overseer who gets the last blow. Their attention quickly turns to the snake and in 4 quick blows of sword and lance the creature hits the ground.

Round 7:
Snakes:
- 3: xx-43 Full vs Valkin (atks 20!,17,6 Confrim no Dmg 7-3=4) (Valkin secondary Will: 1!) (Buff 1)
CEF:
- Solan: atk snake (atk 17,16)
- Valkin: Full +DM (atk 19,17)
-- Overseer: vs snake (atks 1!, 23,10 dmg 9) -> dead snake
Insects
- 3: xx-5 (Atk Valkin: 17)

Round 8:
CEF:
- Solan: Full bug (atk 27,18 dmg 20)
- Valkin: Full +DM (atk 20,20! confirm:15 dmg31)
-- Overseer: N/A
Insects
- 3: xx-56 (Dead)

Valkin 18/72 AC 23 (SoF 11) - used: 2x DM + 2 smite (lance on ground) (33/40 LoH used)(dismounted)
-- Overseer 60/60
Solan 59/80 AC 23 - Used: 1 smite (18/18 LoH used)
-- Agminus 20/453 Half blue dragon Giant wasps
3 Yuan-Ti halfbloods
- standard listed gear
- +1 armor
- +1 cloak of resistance
- #1: elixir of fire breath
- #2: Potion of haste
- #3: potion of flyEnd Week 3
TelinArtho

02-02-07, 10:35 AM
Thanks for the run 'Rith. Just one thing missing on the summary - Sir Valkin used a potion of Shield of Faith in the last week.
Erithmu

02-02-07, 10:39 AM
Postlogue

With the Gawane refugees settled in Upper Merx, Valkin and Solan began to train them. Within two weeks the Gawane refugees had added to their number and had become self sufficient. The two knights stayed for a few extra days to smooth out the edges, but there was no real need. Finished with their work, they returned to the marble castle.


Fixed