Mission {WAR} "Ramparts" [EL 9] [Archive] - Wizards Community

Post/Author/DateTimePost
Vathelokai

07-21-07, 03:04 PM
This is a guild mission for Monsieur Hood (TheMagister) to do research for WAR.

[FAIL]

Week 1
Hood is sent to find ways to get help on the guilds projects. He visits a gnome alchemist who has helped WAR in the past. He finds the gnomes hole being looted...

Items used: stone of force screen and defensive precognition, potion of protection from evil, 8 arrows (12 fired: 5 hit, 4 recovered, 3 broken), 6 +1seeker arrows
PP used: 10




Half-orc Cleric 7 (war/darkness)
Size/Type: Medium Humanoid (Orc)
Hit Dice: 7d8+7 (38 hp)
Initiative: +1
Speed: 20 (medium armor)
Armor Class: 17 (+5 armor, +2 dex), touch 12, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: double axe +8 1d8+2/1d8+1 [20/x3], handaxe +7 1d6+1 [20/x3], heavy crossbow +7 1d10 [19-20/x2] 120 ft.
Full Attack: double axe +6/+6 1d8+2/1d8+1 [20/x3]
Full Attack (divine power): double axe +11/+11/+6 1d8+5/1d8+2/1d8+5 [20/x3]
Full Attack (spiritual weapon): double axe +7 1d8+2
Space/Reach: 5 ft./5 ft.
Special Attacks: rebuke undead, spells
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +4, Will +7
Abilities: Str 14, Dex 15, Con 13, Int 6, Wis 15, Cha 8
Skills: Listen +3, Spot +3, Hide -3, Move Silently -3, Concentration +11
Feats: weapon proficiency (orc double axe), weapon focus (orc double axe), blindfight, improved unarmed strike, deflect arrows, 2weapon fighting
Alignment: Chaotic Evil
Equipment: 7200 gp
Total weight 130(self) + 71(equipment)

scroll 250gp : resist energy, obscuring mist, remove fear, detect undead, comprehend language
scroll 100gp : endure elements x4
wand clw 750
ring featherfall 2200gp
double axe 60gp 15lbs
handaxe 6gp 3lbs
heavy xbow 50gp 8lbs
bolts (60) 6gp 6 lb
breastplate 200gp 30 lbs
tabglefoot bag 50gp 4lbs
tabglefoot bag 50gp 4lbs
thunderstone 30 gp 1 lb
holy symbol 1gp
pegasus 3000gp
=exotic military saddle 60gp 40 lbs
=saddlebags 4gp 8lbs
=bit and bridle 2gp 1lbs
=chain shirt barding 400gp 50 lbs
11 gold coins

Spells: 6/5+1/4+1/2+1/1+1
0 [DC12] - create water, det. magic, guidance x2, resistance x2
1 [DC13] - magic weapon, sanctuary, doom, command, cause fear, bless
2 [DC14] - spiritual weapon, spiritual weapon, remove paralysis, darkness, bear's endurance
3 [DC15] - blacklight, blind/deaf, bestow curse
4 [DC16] - armor of darkness, divine power



Orc fighter 4 (melee)
Size/Type: Medium Humanoid (Orc)
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (5 armor, 2 dex), touch 12, flat-footed 15
Base Attack/Grapple: +4/+10
Attack: falchion +12 2d4+11 [18-20/x2], kukri +10 1d4+3 [18-20/x2], bow +7 1d8+4 [20/x3], throw +6
Full Attack: any one attack
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 22, Dex 14, Con 16, Int 6, Wis 9, Cha 6
Skills: Listen -1, Spot -1, Hide -1, Move Silently -1, ride +6
Feats: quickdraw, power attack, improved sunder, weapon focus(falchion), weapon specialization(falchion)
Alignment: Chaotic Evil
Equipment: 3300 gp 47lbs

Free: falchion, javelin, studded leather
MA breastplate 350gp 30lbs ACP-3
MA comp{+4}. longbow 800gp 3lbs [1d8 20/x3: 110ft]
arrows (20) 1gp 3lbs
MA falchion 300gp 8lbs [2d4 18-20/x2]
kukri 8gp 2lbs [1d4 18-20/x2]
Cloak of resistance +1 1000gp
alchemist fire 20gp 1lb [1d6 and 1d6; splash; 10ft]
potion shield of faith 50gp
potion magic weapon 50gp
potion endure elements 50gp
potion clw 50gp
10 silver coins

elite light horse 150gp
=military saddle 20gp 30lbs
=saddlebags 4gp 8lbs
=bit and bridel 2gp 1lbs
=wagon 35gp 400lbs
=chain shirt barding 400gp 50 lbs



Orc fighter 4 (ranged - str)
Size/Type: Medium Humanoid (Orc)
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (5 armor, 2 dex), touch 12, flat-footed 15
Base Attack/Grapple: +4/+10
Attack: falchion +11 2d4+9 [18-20/x2], kukri +10 1d4+3 [18-20/x2], bow +8 1d8+6 [20/x3], throw +6
Full Attack: any one attack or rapid shot +5/+5
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 15, Con 15, Int 6, Wis 9, Cha 6
Skills: Listen -1, Spot -1, Hide -1, Move Silently -1, ride +6
Feats: point blank, rapid shot, far shot, weapon focus(longbow), weapon specialization(longbow)
Alignment: Chaotic Evil
Equipment: 3300 gp 47lbs

Free: falchion, javelin, studded leather
MA breastplate 350gp 30lbs ACP-3
MA comp{+4}. longbow 800gp 3lbs [1d8 20/x3: 165ft]
arrows (20) 1gp 3lbs
MA falchion 300gp 8lbs [2d4 18-20/x2]
kukri 8gp 2lbs [1d4 18-20/x2]
Cloak of resistance +1 1000gp
alchemist fire 20gp 1lb [1d6 and 1d6; splash; 20ft]
potion shield of faith 50gp
potion magic weapon 50gp
potion endure elements 50gp
potion clw 50gp
10 silver coins

elite light horse 150gp
=military saddle 20gp 30lbs
=saddlebags 4gp 8lbs
=bit and bridel 2gp 1lbs
=wagon 35gp 400lbs
=chain shirt barding 400gp 50 lbs



Orc fighter 4 (ranged - dex)
Size/Type: Medium Humanoid (Orc)
Hit Dice: 4d10+12 (34 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (5 armor, 3 dex), touch 13, flat-footed 15
Base Attack/Grapple: +4/+9
Attack: falchion +10 2d4+7 [18-20/x2], kukri +9 1d4+2 [18-20/x2], bow +9 1d8+6 [20/x3], throw +7
Full Attack: any one attack or rapid shot +7/+7
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 20, Dex 16, Con 16, Int 6, Wis 9, Cha 6
Skills: Listen -1, Spot -1, Hide +0, Move Silently +0, ride +7
Feats: point blank, rapid shot, far shot, weapon focus(longbow), weapon specialization(longbow)
Alignment: Chaotic Evil
Equipment: 3300 gp 47lbs

Free: falchion, javelin, studded leather
MA breastplate 350gp 30lbs ACP-3
MA comp{+4}. longbow 800gp 3lbs [1d8 20/x3: 165ft]
arrows (20) 1gp 3lbs
MA falchion 300gp 8lbs [2d4 18-20/x2]
kukri 8gp 2lbs [1d4 18-20/x2]
Cloak of resistance +1 1000gp
alchemist fire 20gp 1lb [1d6 and 1d6; splash; 20ft]
potion shield of faith 50gp
potion magic weapon 50gp
potion endure elements 50gp
potion clw 50gp
10 silver coins

elite light horse 150gp
=military saddle 20gp 30lbs
=saddlebags 4gp 8lbs
=bit and bridel 2gp 1lbs
=wagon 35gp 400lbs
=chain shirt barding 400gp 50 lbs



Elite light horse
training: combat riding package
HP 3d8+15 (28 hp)
str 19, dex 15, con 20, int 2, wis 13, chr 6
spd 60
AC 15 (+4 armor, +2 dex, -1 large)
bab +2
hoof -2 1d4+2
special: low light vision, scent
saves: fort+7, ref+6, will+2
feats: endurance, run
Equipment: chain shirt barding, bit and bridel, saddlebags, military saddle, wagon
Encumberance: light 89+rider+wagon (light 0-348, medium 349-698, heavy 698-1047; drag 5235)



Pegasus
Size/Type: Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 60 ft. (12 squares), fly 120 ft. (average)
Armor Class: 19 (-1 size, +2 Dex, +3 natural, +5 armor), touch 11, flat-footed 17
Base Attack/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision, scent, spell-like abilities
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
Feats: Flyby Attack, Iron Will
Alignment: chaotic neutral
Equipment: exotic military saddle, saddlebags, bit and bridle, chain shirt barding
Encumberance: light 99+rider

Spell-Like Abilities: At will: detect good and detect evil within a 60-foot radius. Caster level 5th.

Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.



Week 2
After driving off the orcs and nearly dying, Hood is nursed by the gnome. The gnome finds out about the ruins the orcs were going to, and asks Hood to visit the place first.

Items used: powerstone of freedom of movement, powerstone of force screen and def. precog., 10 arrows (9 hit, 1 broke, 1recovered)
PP used: 6 (and 1 from cog. crystal)


half gold dragon Chuul

Size/Type: Large Dragon (Aquatic)
Hit Dice: 11d10+55 (115 hp) -59
Initiative: +8
Speed: 30 ft. (6 squares), swim 20 ft., fly 60 (avg)
Armor Class: 29 (-1 size, +4 Dex, +14 natural, +1 deflection, +1 armor), touch 14 (17), flat-footed 24
Base Attack/Grapple: +8/+21
Attack: Claw +16 melee (2d6+9), bite +7 (1d8+13)
Full Attack: claw/claw/bite
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d6+9, improved grab, paralytic tentacles
Special Qualities: Amphibious, darkvision 60 ft., low-light vision, immunity to poison, paralysis, sleep, and fire
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 28, Dex 18, Con 20, Int 12, Wis 14, Cha 7
Skills: Hide +14, Listen +11, Spot +11, Move Silent +11, Swim +17, Escape Artist +8, knowledges (1 rank each) +2
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Environment: Temperate marshes
Challenge Rating: 9
Treasure: 12,000
Alignment: neutral

Breath Weapon (Su): 1/day, 30 ft cone of fire, 6d8 dmg, Refl for half DC 20 (con based).

Constrict (Ex): On a successful grapple check, this chuul deals 3d6+9 points of damage.

Improved Grab (Ex): To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.

Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 20 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature's mandibles.

Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land.

Skills: A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Equipment
ring of featherfall 2200
ring of prot +1 2000
bracers armor +1 1000
cloak of resistance +1 1000
'gloves' dex +2 4000gp
phylactary of faithfulness 1000gp
potion shield of faith +3 300gp
leftovers 500gp


Week 3
After defeating the strange guardian of the ruins, Hood digs his way into the basement of the destroyed structure. He encounters the living ooze of a destroyed magical lab, and is devoured by it.

Items used: powerstones of def. precog, forcescreen, 15 arrows (15 lost/broken, 5 recovered)
PP used: all but 1


Half Celestial Gibbering Mouther
Size/Type: Medium Outsider [native]
Hit Dice: 4d8+32 (50 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 20 ft., fly 20 (good), climb 20
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +3/+5
Attack: Bite +6 melee (1) or spittle +5 ranged touch (1d4 acid plus blindness)
Full Attack: 6 bites +6 melee (1) and spittle +5 ranged touch (1d4 acid plus blindness)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gibbering, spittle, improved grab, blood drain, swallow whole, ground manipulation
Special Qualities: Amorphous, damage reduction 5/bludgeoning and 5/magic, darkvision 60 ft., immune to disease, resist acid/cold/elec 10, SR 14
Saves: Fort +9 (+13 vs poison), Ref +5, Will +6
Abilities: Str 14, Dex 15, Con 26, Int 6, Wis 17, Cha 17
Skills: Listen +10, Spot +14, Swim +17 , concentration +11, escape artist +5, use magic device +6
Feats: Lightning Reflexes, Weapon Finesse
Challenge Rating: 6 each (total 9)
Treasure: 5600gp each
Alignment: chaotic good
Advancement: 5-12 HD (Large)

Spell like abilities (Sp): protection from evil 3/day, bless, aid, detect evil [CL = 4]

Daylight (Su): at will, CL 4

Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 15 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.

Spittle (Ex): As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 20 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Swallow Whole (Ex): The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn’t actually "swallow" the opponent; it engulfs it within its amorphous form (but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (same AC).
The gibbering mouther's body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.

Blood Drain (Ex): A swallowed opponent automatically takes 1d4 points of Constitution damage each round.

Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked.

Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Equipment
Slippers of spider climb 4800gp
potion of shield of faith +2 50gp
wand of... 750gp (1 for each)
-obscuring mist
-produce flame
-expiditious retreat


Rewards
XP: none
GP: none
Guild: none
Vathelokai

07-21-07, 03:07 PM
http://i53.photobucket.com/albums/g48/larissajeanne02/mssrhood.jpg

Link to sheet

Monsieur Hood

Hood: "I rob from the rich and give to the needy!"
Merry Men: "He takes a wee percentage..."
Hood: "But I'm not greedy! I rescue pretty damsels; MAN I'm good!"
Merry Men: "Ha-ha-HA! Monsieur Hood!"

Time Between Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:

Time Between Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:
Time Between Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:

Male Human (Medium Humanoid)
Height/Weight: 6' 2", 178 lbs.
Chaotic Good
Fighter 2/Psychic Warrior 7, ECL 9
Experience: 42,666 Next: 45,000

Proud Strider of the Warfare Alliance

STR...14 [+2]...(6 pts)
DEX...20 [+5]...(13 pts + 2 enh. + 4th lv.)
CON...14 [+2]...(5 pts + 8th lv.)
INT...10 [+0]...(2 pts)
WIS...18 [+4]...(10 pts + 2 enh.)
CHA...08 [-1]...(0 pts)

Hit Points: 65 [10+(5.5*1)+(4.5*7)+18 con]
AC 21 [+5 dex, +5 armor, +1 shield], Touch 15, Flat 16 [+5 (+1 mithral shirt), +1 [Ma] buckler] [+3 shield (Force Screen), +1 insight (Defensive Precognition)]
Initiative: +5 [+5 dex]
BAB/Grap: +7/+9 [+7 bab, +2 str]
Speed 30’

Saves:
Fort +11 [3 ftr +5 psy +2 con +1 resistance]
Refl +08 [0 ftr +2 psy +5 dex +1 resistance]
Will +09 [0 ftr +2 psy +4 wis +2 feat +1 resistance] [+2 Empty Mind]
[+1 insight to all saves: Defensive Precognition]

Attacks:
+1 Mighty (+2) Psychokinetic Deepcrystal Composite Longbow +14/+9 ranged, 1d8+3+1d4 (x3), [110ft.]
[+7 bab, +5 Dex, +1 enh, +1 focus]
[Ma] Mighty (+2) Composite Longbow +14/+9 ranged, 1d8+2 (x3), [110ft.]
[+7 bab, +5 Dex, +1 enh, +1 focus]
[Ma] Spiked Gauntlet +10/+5 melee, 1d4+2, (20/x2)
[+7 bab, +2 str, +1 enh]

Feats
Wpn Focus (longbow) [human]
Iron Will [1st lvl]
Point Blank Shot[ftr 1]
Rapid Shot [ftr 2]
Psionic Shot [3rd lvl]
Psicrystal Affinity [psy 1]
Psionic Meditation [psy 2]
Fell Shot [6th lvl]
Psicrystal Containment [psy 5]
Manyshot [9th lvl]

Racial and Class Abilities:
All the Human Fighter Stuff. You know.
Psychic Warrior:
- 15 pp [psy 7] + 14 pp [18 wis]
- three 1st, three 2nd, and one 3rd level power(s)
- bonus feats


Skills [12 pts Fighter 1 + 3 pts Fighter 2 + 21 pts Psywar 7 = 36]:
+06 Autohypnosis [2 rnks, +4 wis] [2 psy]
+05 Balance [+5 dex]
+02 Climb [+2 Str]
+17 Concentration [12 rnks, +2 con +3 crystal] [2ftr(cc) +11 psy]
+07 Jump [5 rnks, +2 str] [5ftr]
+05 Hide [+5 dex]
+07 Listen [1cc rnks, +4 wis, +2 crystal] [2ftr(cc)]
+05 Move Silently [+5 dex]
+13 Ride [8 rnks, +5 Dex] [2 ftr, 6 psy]
+07 Spot [1cc rnks, +4 wis, +2 crystal] [2ftr(cc)]
+08 Tumble [1cc rnks, +5 dex +2 jump] [2ftr(cc)]
+01 Psicraft [1cc rnks + 0 int] [2ftr(cc)]
Skill Changes Approved Here (http://boards1.wizards.com/showpost.php?p=9552325&postcount=291)
Speaks: Common

Power Points: 29 per 3 fight cycle [29/3 = 10 pp per fight]
[Left: 29][Available Fight 1: 10]

Powers Known:
-1st: Empty Mind, Offensive Prescience, Vigor
-2nd: Hustle, Animal Affinity, Strength of my Enemy
-3rd: Greater Concealing Amorpha


Buffs and Prefight actions:
- Become Psionically Focused (Take 20)
- Psionically Focus Bob (Take 20)
- Address Powerstones
- Activate Bob’s Self-Propulsion Ability
- Bring Hope and Bob
- Spellcasting Services: dispel magic (150 gp)

Expendable Items: [ML] [Total: 4050/4050 gp]
Stone of Arms:
-Call Weaponry [ML1] x 2 [50 gp]
Stone of Mercy:
-Empathic TransferA [ML4] x 2 [400 gp]
Stone of Stalwartness:
-Force Screen [ML2] x 3 [150 gp]
-Defensive Precognition [ML2] x 3 [150 gp]
Stone of the Hunter
-Synesthete [ML2] x 2 [100 gp]
Stone of Seeing
-Steadfast Perception [ML7] x 1 [700 gp]
Stone of Elemental Protection
-Energy Adaptation, Specified [ML3] x 3 [450gp]
Stone of Freedom
-Freedom of Movement, Psionic [ML7] x 1 [700 gp]
Potions/Oils:
-Delay Poison [CL3] [300gp]
-Protection from Evil [CL1] x 2 [100gp]

Equipment:
Forest Archer’s Greenery (Hose and all)
Gloves of Dexterity +2 [0 lbs.][4000gp]
Periapt of Wisdom +2 [0 lbs.][4000gp]
Ring of Counterspells [0 lbs.][4000 gp]
Cognizance Crystal (3 pp) [0 lbs.][4000gp]
+1 Mithral Shirt [10 lbs][2250gp]
[Ma] Buckler [5 lbs][165gp]
Cloak of Resistance +1 [1 lb][1000gp]
Brooch of Shielding [101] [1500gp]
[Ma] Mighty (Str +2) Composite Longbow [3 lbs][600gp]
[Ma] Mighty (Str +2) Composite Longbow [3 lbs][600gp]
+1 Mighty (Str +2) Psychokinetic Deepcrystal Composite Longbow [3 lbs][9300gp]
[Had the illegal "lucky" psionic enchantment for fights 13-15...had no effect]
Quiver with 38 arrows [5.7 lbs][1.9 gp]
Quiver with 40 arrows [06 lbs][2 gp]
Quiver [0 lbs][1 gp]
-- with 10 +1 seeking arrows [1.5 lbs][1670 gp][link]
-- with 10 adamantine-tipped arrows [1.5 lbs][610 gp][link]
-- with 20 silver arrows [6 lbs][41 gp]
-- with 18 cold iron arrows [2.7 lbs][1.8 gp]
[Ma] Spiked Gauntlet [1 lbs][305 gp]

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 46.15 lb (light)

Allies:

Bob
Diminuative Construct [7 HD]
HP: 32 [1/2 master’s]
Initiative: +3
Speed: 30 ft., climb 20ft.
AC: 19 (+4 size, +2 Dex, +3 natural)
Bab/Grap: +7/-11
Attack: +14 touch [+7 bab, +3 Dex, +4 Size]
Full Attack: --
Space/Reach: 1 ft./0 ft.
Special Qualities: Construct Traits, hardness 8, improved evasion, single-minded, self-propulsion, share powers, sighted (40'), telepathic link, deliver touch powers, telepathic speech
Saves: Fort +10, Ref +7, Will +6 [As master]
Abilities: Str 1, Dex 16, Con --, Int 10, Wis 10, Cha 10
Skills (Same as Master Except): Climb +15, Hide +15, Listen +6, Move Silently +7, Search +4, Spot +6
Feats: Alertness (passed to master as well), Weapon Finesse
Alignment: Chaotic Good

Large Elite Magical Beast [4 HD] [CR3] Blackmarket
Female Pegasus
HP: 4d10+20 (42 hp)
Initiative: +4
Speed: 60 ft., fly 120 ft. (average)
AC: 20 (-1 size, +4 Dex, , +4 barding, +3 natural), Touch 13, flat-footed 16
Bab/Grap: +4/+13
Attack: Hoof +8 melee (1d6+5)
[+4 BAB, +5 Str, -1 Size]
Full Attack: 2 hooves +8 melee (1d6+5) and bite +3 melee (1d3+2)
Space/Reach: 10 ft./5 ft.
Special Qualities: Darkvision 60', low-light vision, scent, detect good and detect evil within a 60 ft. radius at will [CL 5th]
Saves: Fort +9, Ref +8, Will +5
Abilities: Str 20, Dex 18, Con 21, Int 10, Wis 15, Cha 10
Skills (18 points) : Diplomacy +02, Hide +00, Listen +9, Move Silently +04, Sense Motive +10, Spot +9
[Pegasi have a +4 racial bonus to Listen and Spot checks]
Feats: Flyby Attack, Iron Will
Alignment: Chaotic Good
Tricks: Combat Riding Package (attack, come, defend, down, guard, heel)
Languages: Understands Common
Equipment Worn and Carried:
[Ma] Chain Shirt Barding [50 lbs][1000 gp]
Exotic Military Saddle [40 lbs][60gp]
Hood [178 lbs]
Hood's Gear [49 lbs]
Quiver with 25 arrows [03.75 lbs][1.25 gp]
Quiver with 40 arrows [06 lbs][2 gp]
Quiver with 40 arrows [06 lbs][2 gp]
Quiver with 40 arrows [06 lbs][2 gp]
Quiver with 40 cold iron arrows [06 lbs][4 gp]
Quiver with 40 silver arrows [06 lbs][82 gp]
Total Load: 353 lbs. (Light)
Carrying Capacity: Light 0-399 lbs, Medium 400-798 lbs, 799-1200 lbs.
Cost: 3000gp (adult)+2000 (elite array)+1000 (Professional Training)= 6000gp

----------------------{Pitlords Snip Here}--------------------------

Character Background:
{singsong} "Oh merry men! Ha-ha!"

Default Tactics
Always sent.

Arena/Quest Results:
01: WIN vs. Solan the Righteous (Iced): [Zevox], [+1125 XP] [+1125 gp]
02: WIN vs. Kultak the Nemesis (Setzertrancer): [Huan], [+900 XP] [+900 gp]
03: LOSS vs. Indrithia Celes (Zevox): [Papapeperoni], [+300 XP] [+300 gp]
04: WIN vs. Darrgon the Summoner (TelinArtho): [Huan], [+900 XP] [+900 gp]
05: WIN vs. Khabil Barukh: [DSugui], [+1200 XP] [+1200 gp]
06: SUCCESS in Guarding the Stronghold - Miniquest: [Stormwind], [+1200 XP] [+1200 gp]
07: WIN vs. Indrithia Celes (Zevox): [Zelck], [+1200 XP] [+1200 gp]
08: WIN vs. Mort Noir (McJarvis) and Monsch (UserNamer) [Interleague]: [Stormwind], [+1500 XP] [+1590 gp]
09: LOSS vs. Krug Butcher (DSugui): [Papapeperoni], [+500 XP] [+533 gp]
10: WIN vs. Istima (Zevox): [Macbrea], [+1625 XP] [+1733 gp]
11: WIN vs. The Undertaker (Abyssal Stalker) vs. Ihdald Seaslash (Milov): [Hogarth], [+2500 XP] [+2666 gp]
12: WIN with Ceilia Durrol (Zevox) and Valek Usher (DSugui) vs. Leif Gpeneye (Sunwolf) [Guild Interception]: [TelinArtho], [+1800 XP] [+2000 gp]
13: WIN vs. Danidus (Vecnoran) and Corbin (renlim) [Guild Interception]: [DSugui], [+1650 XP] [+1832 gp]
14: WIN vs. Relanex Thines (Macbrea): [Krytos], [+1800 XP] [+2000 gp]
15: LOSS with Featylec Elendi (Zevox) vs. Uhmentarymster the Old (Caterane): [Erithmu], [+700 XP] [+866 GP]
16-18: SUCCESS in Gallant Deeds in Gawane [MISSION - Befriend Gawane]: [SauroGrenom], [+6300 XP] [+7800 GP]
19: WIN vs. 2 megaraptors: [MindwandererB], [2000 XP] [2833 GP]
20: LOSS vs. The Harvester (Caterane): [Erithmu], [+800 XP] [+1133 GP]
21: WIN vs. 3 harpies: [Abyssal Stalker], [+2400 XP] [+3400 GP]
22: LOSS vs. Istima Telarc (Zevox) vs. Ihdald Seaslash (Milov): [Maraxus], [+766 XP] [+942 GP]
23: WIN vs. Mr. Gummy Bear (PMG Operative): [McJarvis], [+2000 XP] [+2833 GP]
24: WIN vs. Monsters: [TelinArtho], [2700 XP] [4500 GP]
25: FAILURE vs. Monsters: [TelinArtho], [Operation: No Rewards]
26: SUCCESS vs. Lvl 9 Freedom Fighters Psion: [Erithmu], [2700 XP] [4500 GP]
27: LOSS vs. Chameleon (lonewolf): [Zevox], [900 XP] [1500 GP]

[Fight Cycle Reset for Iron Man Tournament]
IMT1: WIN vs. Telveren Trueblade (Sunwolf): SauroGrenom, [Counts as Frozen - No Rewards]
IMT2: WIN vs. Retikos (SauroGrenom): Erithmu, [Counts as Frozen - No Rewards]
IMT3: LOSS vs. Besthirah Lafali (MindwandererB): TelinArtho, [Counts as Frozen - No Rewards]


[b][u]Experience
Starting: 3200 XP
Earned: 39466 XP
Spent: 0 XP
Remaining: 42666 XP

Gold
Starting: 3000 gp
Earned: 49486 gp
Sold: 1258.5 gp
Refunded: 1500 gp
Spent: 52569.85 gp
Remaining: 2674.65 gp

Previously Owned
Powerstone(s):
-Prescience, Offensive [ml1] x 1 [12.5 gp]
-Metaphysical Weapon [ml1] [12.5 gp]
-Psionic Grease [ml2] x 1 [25 gp]
-Dissolving Weapon [ml3] x 1 [75 gp]

Potions/Oils:
-Oil of Bless Weapon x 1 [50gp]
-CMW x 3 [450gp]

Longsword [4 lbs][7.5 gp]
Dagger [1 lbs][1 gp]
+1 Chain Shirt [25 lbs][625 gp]
Spellcasting Services (dispel magic)
[150 gp each = 150 gp]
132 arrows
[0.05 gp each = 6.6 gp]
2 cold iron Arrows
[.1 gp each = 0.2 gp]
10 +1 Seeking Arrows
[167 gp each = 1670 gp]
17 silver arrows
[2.05 gp each = 34.85 gp]
1 Powerstone of Animal Affinity [ML 3]
[150 gp each = 150 gp]
2 Powerstone of Defensive Precognition [ML 1]
[25 gp each = 50 gp]
11 Powerstone of Defensive Precognition [ML 2]
[50 gp each = 550 gp]
10 Powerstone of Dissolving Weapon [ML 3]
[150 gp each = 1500 gp]
1 Powerstone of Empathic Transfer [ML 4A]
[200 gp each = 200 gp]
15 Powerstone of Force Screen [ML 2]
[50 gp each = 750 gp]
1 Powerstone of Freedom of Movement, Psionic[ML 7]
[700 gp each = 700 gp]
1 Powerstone of Inertial Armor [ML1]
[25 gp each = 25 gp]
2 Powerstone of Offensive Precognition [ML 1]
[25 gp each = 50 gp]
3 Powerstone of Offensive Precognition [ML 2]
[50 gp each = 150 gp]
1 Powerstone of Offensive Prescience [ML 1]
[25 gp each = 25 gp]
1 Potion of Protection from Evil [ML 1]
[50 gp each = 50 gp]
2 Powerstone of Psionic Grease [ML 2]
[50 gp each = 100 gp]
4 Powerstone of Skate [ML 1]
[25 gp each = 100 gp]
5 Powerstone of Skate [ML 2]
[50 gp each = 250 gp]
1 Powerstone of Steadfast Perception [ML7]
[700 gp each = 700 gp]
1 Powerstone of Synesthete [ML 1]
[25 gp each = 25 gp]
1 Powerstone of Synesthete [ML 2]
[50 gp each = 50 gp]
12 Powerstone of Vigor [ML 2]
[50 gp each = 600 gp]
1 Powerstone of Vigor [ML 3]
150 gp each = 150 gp]
Guildmaster (WAR)

07-22-07, 07:47 AM
Moved out of the Alliance guildhall by the incessant noise of the Grand Hall construction crew, Monsieur Hood spent much of his time at The Freedom Fighter, carousing and telling adventure stories. After a tenday, even that got boring.

Hood was currying Hope in the Stronghold stables when a pageboy summoned him to the Guildmaster quarters. Hood finished his work quickly and hurried inside, dodging the work crews and red-faced, shouting foremen.

"Oui, Guildmaster? Jhou called for moi?"

"Indeed. I am focusing all of the Alliance's efforts into the construction of this Grand Hall, and the contractors have just informed me that we are over budget. Despite my best efforts, there just isn't enough money to go around! I need you to go and secure funds or favors that I can use to keep our Laboratories running.

I haven't the slightest idea where you can start -- I've been so harried that the news of the city quite escapes me at the moment. I had hoped that with your background in "creative enterprise" you would be able to cook something up. Please, don't steal in the Alliance's name! Perhaps there is something in Merisia or Kailo between The Loyalists and the Coalition! I'm certain one or the other would leap at the chance to employ a person of your experience."

"Eet ees a seempell sing zat jhou ask, Gwar. Ah weel zee what ah can do. Perhaps zere eez a reech countess in ze future waiting for me to make her acquaintance! Ha ha!"

Hood strode confidently out to the stables and saddled Hope while explaining the situation to her. In a few minutes, they were cruising over the rooftops, a couple of good-natured rogues looking for opportunity.
Vathelokai

07-24-07, 11:20 PM
Sorry for the delay; at least fight one is a quick one...

The Hood spends hours speaking to contacts friendly to the Alliance, but all of them give the same story; "We'll look around. Come back later." Feeling slightly put off, but none-the-less merry, he decides to head out of town to visit some of the laboratory suppliers.

Not too far to the northeast, only a few hours by air, he spots the gnome hill he is looking for. As he flies closer he spots 4 bests of burden, 3 carts between them, and 4 riders milling around. Customers? As they get closer, he realizes that it is not the case. Hope twitches her nose and mutters. Hood nods and grunts, recognizing them as orcs, too. The orcs seems to discuss something as they watch Hood and Hope, then then move closer to their mounts.

On the grassy field map. Your in the upper left, they're in the upper right.
4 orc-looking types in breastplates, 3 horses in chain barding, 1 pegasus with chain barding. Gear is covered by cloaks.
TheMagister

07-24-07, 11:29 PM
Pegasi are chaotic good and will not associate with evil creatures -- just fyi.

"Zey have captured a pegasus, Hope! Bring us to shouting diztance!"

Hope complies, flying above the monstrous train at about a 60' elevation. Hood unlimbers his bow and his tongue, shouting a greeting to the group.

"Hai! Ze Hood of ze Warvare Alliance beeds jhou welcome to ze ceetee of Gladius! You zere, pegasus! Are you een ze bad position of beeing captured?"

Hood draws his bow and readies an action to shoot a psionic shot at any sign of spellcasting. Hope uses a standard action to SLA detect evil and concentrates on it as she swoops in overhead.
Vathelokai

07-25-07, 12:15 AM
In the SRD, pegasi have an alignment of "Usually chaotic good" and the descriptive text says they "sometimes serve the cause of good". This one happens to be chaotic neutral; lets say it's grandma was a nightmare.

By the time Hope is above the orcs, they have all climbed onto their mounts, which are now unhooked from the carts. The smallest orc climbs on the back of the pegasus. Hope senses evil from the lot of them, but the small one on the pegasus seems supernaturally menacing.

The pegasus on the ground shakes it's head, disagreeing with the idea that it has been captured. As it does so, Hood sees that it's eyes are bright red. Hope finds this mighty disconcerting. The small orc shouts, "Leave us be, warrior. We are on a pilgrimage." From his vantage, Hood can clearly make out items in their cart that are not of orcish make. He also makes out a stomped down muddy track from the carts to the doorway of the gnome burrow.
TheMagister

07-25-07, 12:34 AM
Hood doesn't like the look of things, but there's nothing to say it isn't legitimate trade with the gnomes -- things in Gladius are rather more...cosmopolitan than other places.

"Very well zen! Au voir!"

Hood'll take special note of the direction of the group's travel, and circle the gnome burrow. When the group is a significant distance away, Hope will land and we'll seek information from the gnomes about this interesting little band of orcs.
Vathelokai

07-25-07, 12:50 AM
Two of the orcs stay outside while the small one and one of the others make one last trip inside. They come out carrying something large and complex looking; alchemy equipment maybe?

Hood moves out of sight then, giving them time to get moving. He sees the red eyed pegasus circling in the sky northward, apparently keeping an eye for him. Hood and Hope ride across the ground between trees and take the long way to the gnome burrow.

Bending down to get in, Hood finds the place looking disturbed, but not ransacked. He cannot find anyone inside at first, until his curiosity gets him opening closets, where he finds an older gnome man. The man is holding a knife, waving it threateningly. "Who-zat! Back for more, eh.... you ain't no orc!"

Hood explains himself quickly and the gnome grins. "Bastards cleared me out, wanted all the booms, sparks, sizziles I got, like they goin's to do some demolitions. Paid me up with gold. They was hoping I wouldn't look too hard at such a heavy sack, but before they got loaded I figured out they give me bunk money. Went to talking on it and they argued me back into a corner and pined me down. Hey! Wer'za alembics at?! And my travel crucible!"
TheMagister

07-25-07, 01:01 AM
"Zees 'bunk monee' -- zees eez not good? Zey stole ze goods from jhou?"

Upon deciphering the truth, Hood nods in resignation and takes a deep breath.

He fortifies himself with some necessary protections while promising the gnome help in the name of the Warfare Alliance.

"Eet would be a boon eef jhou could do zome research for us een return, eh?" Hood slouches out of the tight quarters and mounts Hope with a flourish, taking to the sky and readying his bow.

Let's do the normal stuff: Offensive Prescience (70 rnds), force screen and defensive precog (20 rnds). If it'll take longer than a minute to catch up to them (unlikely since they're wagon-bound and Hood's superquick airborne), hold off on the short-term buffs.

General Plan: shoot down their air support (rider first: use ready actions to shoot him with fell shot + psionic shot when he attacks if he shows ranged attack, or just rapid shoot him if he shows melee intentions [holding a lance, for instance]). Offer surrender to ground forces, and if they don't, bombard them with extreme range touch attacks until they give up.

Caveat: use ready actions to disrupt spellcasting if that skill is shown.
Vathelokai

07-25-07, 08:17 AM
Notes: Their pegasus was staying airborne as a scout. The terrain is hilly with scattered trees, but is essentially the plains map, so they do see you comming. It will take about 10 rounds to get to 'tactical range' (ie, on the battle map).

As Hood and Hope approach, the red eyed pegasus and it's rider slow their forward movement and begin to do lazy figure-8s in the sky. The rider pulls back his cloak and pulls forth a huge axe, with one bladed head at each end of the haft. The orc twirls it with ease, and as he does, shadows creap from behind him, engulfing him in some wicked suit. The orcs on the ground have cut their wagons loose from the horses, leaving some of them spilled. They begin to spread out while drawing bows.
TheMagister

07-25-07, 06:38 PM
Altitude. Let's even out at about 500'. Previous tactics vs. the flying rider apply (he's showing melee, so rapid shot + fell shot is the order of the day). Hope will single move and then ready an action to move perpendicular to the approaching pegasus' flight path when the aproaching pegasus gets to within 120'. That should prevent the "running to base" tactic.

Should be a +12 touch/+12 touch/+7 normal routine for 1d8+5+1d4 damage. In case of arrow deflection, make the second two arrows touch attacks (+12 normal/+12 touch/+7 touch). Regain both foci in the same round when needed.
Vathelokai

07-25-07, 11:54 PM
Apologies, but I'll be delaying this yet another day.... so... tired.... ;) Should be able to do the whole fight tomorrow night though.
TheMagister

07-25-07, 11:55 PM
Take your time.
Vathelokai

07-27-07, 02:12 AM
Hood tests the waters a bit, firing a volley at the obvious leader. He is midly suprised to watch the orc swat one of the arrows out of the air, one of them deflect off his breastplate, and one land solidly in his leg.

The entire tribe of orcs charges forward. Hope takes evasive action, putting some distance between them.


Due to limitations on the size of the online mapper, it shows you starting at 400 ft. I rolled everything at that range before realizing you asked for 500. I can change it, but it would mean all your arrows miss from the range penalty.
http://www.hwx.it/coco/coco.php;v=1;map=plains;a=HH,L,7,90,hood-hope;b=A,L,89,90,axe-pegasus;c=B,L,91,86,orcB;d=C,L,91,83,orc C;e=D,L,89,80,orcD;los=7,90,89,90,1

Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1729)

Setup
Hood manifests off. prescience, force screen, and def. precog.
Doubleaxe surrounds himself in armor of darkness, bless, and magic weapon.
Orc 1-3 cut loose from wagons, mount up, and draw bows (recieve bless).

Round 1
Hood fires a fell shot volley from extreme range. First arrow is swatted out of the air, second hits, third bounces off armor. Doubleaxe takes 12 dmg.
Hope readies evasive manouvers.
Doubleaxe holds on while his dark pegasus full runs.
Hope takes evasive action in a perpendicular fashion (remembering to go parallel to the ground).
Orcs 1-3 full run their horses toward the fight.

http://www.hwx.it/coco/coco.php;v=1;map=plains;a=HH,L,7,90,3,68 ,hood-hope;b=A,L,89,90,9,90,axe-pegasus;c=B,L,91,86,35,76,orcB;d=C,L,91, 83,39,69,orcC;e=D,L,89,80,44,62,orcD;los =7,90,89,90,1
TheMagister

07-27-07, 02:24 AM
Hope moves along in that southerly direction and then continues to ready an action to move perpendicularly when pegaxe comes within 20'. Don't forget the turning rules for creatures with avg movement. Hood double refocuses, and next round readies an action to manyshot the rider when he comes within 30'. One focus for fell shot (applies to both arrows) and one focus for psionic shot (also applies to both arrows). The rider can only swat one out of the air at a time, so if at least one hits, the psionic shot gets through. Point blank shot applies. And so we'll dance.
Vathelokai

07-29-07, 12:17 AM
Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1729)

Round 2
Hood double meditates and regains both psifocus'.
Hope glides south and readies to evade
Doubleaxe turns and follows, then casts a spell, surrounding himself in complete darkness (blacklight)
OrcB full runs again to nearly below Hood.
OrcC and OrcD slow down and rapid fire at Hope. None of the arrows hit, but they get remarkably close.
Hood is surprised that a bunch of orcs have the far shot feat.

Round 3
Hood can't very well target Doubleaxe, so he turns attention to the ones on the ground. He fires 3 arrows into orcB, dropping him with 40 dmg.
Hope flys a bit further and readies to evade
Doubleaxe and his globe of darkness follow Hope slowly. Hood hears cursing as Doubleaxe fails to concentrate on a spell.
OrcB bleeds
OrcC and OrcD fire another volley, but cannot hit.

Round 4
Hood double meditates, but only gets one focus back.
Hope moves and readies
Doubleaxe follows slowly. Hood hears chanting, but sees nothing.
OrcC and OrcD fire a volley. One arrow hits hope for 10 dmg (rolled a 20, didn't confirm due to mounted combat).
http://www.hwx.it/coco/coco.php;v=1;map=plains;a=HH,L,3,68,3,44 ,8,25,19,12,Hood-Hope;b=A,L,9,90,8,69,9,52,13,41,Axe-Pegasus;c=B,L,35,77,4,32,orcB;d=C,L,39,6 9,32,60,21,41,22,25,orcC;e=D,L,44,62,38, 53,30,33,36,20,orcD

Round 5
Hood uses his one focus on the last shot in his series, but none of the arrows hit (or would have with fellshot).
Hope moves and readies
Doubleaxe keeps moving and continues chanting.
OrcC and OrcD fire another volley of misses.

Round 6
Hood double focuses, and barely gets both of them.
Hope moves and readies.
Doubleaxe keeps chanting and following.
OrcC and OrcD follow, fire and miss.

Round 7
Hood fires rapid fell shots. One arrow hits D for 12.
Hope moves and readies.
The blacklight disapates, but there is a thiner globe of darkness around them. At least Hood can see him now. There is a glowing double bladed axe hovering above the orc.
Doubleaxe full runs toward Hope.
Hope evades.
Doubleaxe points at the end of the rush and the glowing axe flies out like a boomerang. It completely misses.
OrcC and OrcD follow, fire and miss.
TheMagister

07-29-07, 12:40 AM
So who soaked the damage, Hood or Hope? Are the guys on the ground able to keep up with the 120' aerial movement on their inferior mounts? Also, switch to the Fell+Psi Manyshot on the flying rider, readied for when he approaches to within 30'. Use seeking arrows. Hope continues with her move + readymove movement pattern. When he starts running away to heal (crosses fingers), change to fell + psi single shots to finish him off.

Don't forget Hood's Ride checks to increase his AC.

Hood doesn't have Mounted Combat (maybe level 11).

That's it!
Vathelokai

07-29-07, 12:49 AM
Hope took the 10 dmg.

The guys on the ground are firing at the middle of double moves (they're moving 120 ft in a double move; elite light horses so they're strong enough to carry orcs). Since Hope had to make some 90 degree turns, they've been able to stay within range (but take -8 or -10 due to range).

No mounted combat? Oops. That means the crit was confirmed (got exactly a 20 with the bless going). Total dmg for that shot was 30, leaving Hope with 12hp.

Will continue in the morning. Can't wait for the next fight.... it's a doozy.
TheMagister

07-29-07, 12:52 AM
Hope continues with her move, readymove thing. Hood manifests a 3pp Vigor and draws a powerstone of Empathic Transfer and uses it to heal Hope. THEN continue offense.
Vathelokai

07-29-07, 12:21 PM
As long as the movement stays the way it is, none of the ranges will change significantly, so I'll skip using the mapper.

Round 7
Hood fires rapid fell shots. One arrow hits D for 12.
Hope moves and readies.
The blacklight disapates, but there is a thiner globe of darkness around them. At least Hood can see him now. There is a glowing double bladed axe hovering above the orc.
Doubleaxe full runs toward Hope.
Hope evades.
Doubleaxe points at the end of the rush and the glowing axe flies out like a boomerang. It completely misses.
OrcC and OrcD follow, fire and miss.

Round 8
Hood manifests vigor and draws a stone.
Hope readies
Doubleaxe moves closer
Hope evades
The spirit weapon boomerangs again, hitting Hope cleanly for 7 dmg (5 remaining).
OrcC and OrcD fire volleys. OrcC gets incredibly lucky and hits Hope for 9 dmg.
Hope goes unconcious and plummets 500 ft.
Hood miraculously survives via the vigor, taking 75 dmg; leaving him with 5hp.

Round
Hood
Hope
Doubleaxe
OrcC and OrcD




What a series of 19s and 20s from the orcs.... WTF!?
TheMagister

07-29-07, 02:07 PM
Well, that'll tear it.

We have to go defensive. Manifest a 6pp vigor (leaving 0 for the remainder of this fight) and drop the empathic transfer stone. Draw a stone of stalwartness and manifest force screen and def. precog. Draw and drink a potion of protection from evil.

Get bizzay. Tear the bad guys up with dazzling displays of fell + psi + manyshot and evasion tactics. Take out easy targets first (evidently the archers are more dangerous than the mounted character because the dice LIKE them).

Exception: target the flyer if he tries to get into melee.

"OOF!"
Vathelokai

07-30-07, 11:47 PM
Note: you still have force screen and def. precog from earlier (as well as off. precience).

Round 9
Hood manifests vigor with all his might (5+30 total hp)
Doubleaxe flies down to the ground at dive speed. His spiritual weapon disappears, but his globe of darkness (and what-ever-else remains).
OrcC and OrcD ride closer and fire arrows and all miss.

Round 10
Hood draws draws and drinks potion of prot evil.
Doubleaxe wingovers and flies to 30 ft. from Hood. Lands.
OrcC puts his bow away and draws a falchion while double moving to a good charge location.
OrcD rapid fires arrows from one range increment but misses.

Round 11
Hood uses total defense and tries to regain focus, but the focus will not come.
Doubleaxe casts a spell that doubles his size (divine power) and moves in to base Hood.
OrcC charges on the horse, but completely misses the Hood.
OrcD rapid fires. One arrow hits miraculously for 8 dmg. Is this a potential new recruit to WAR?

Round 12
Hood decides there's no time to focus, and shoots seeker arrows the old fashioned way. He steps back from the melee and fires 3 arrows into Doubleaxe for 37 dmg.
Doubleaxe drops dead.
OrcC moves forward and attacks. Hood dodges a crit by the skin of his teeth and takes 15 dmg (5+7 total hp).
OrcD rapid fires and misses.

Round 13
Hood steps back and rapid fires at orcC. 2 out of 3 arrows hit for 26 dmg.
OrcC, having been hit earlier, dies instantly from the dmg.
OrcD makes a morale check (remember those?). Realizes that Hood is the better archer, and flees the sceen at a full run.


Comments: a bit past my bed time. Sorry for not writing a narrative.

I'm pretty shocked you pulled that one. That 500 ft drop is definitely going in the newspaper.
Vathelokai

08-01-07, 12:06 AM
I noticed that I forgot Doubleaxe's deflect arrows on the last couple rounds. I reviewed the rolls, and luckily, he would have been dropped to -2 hp instead of killed outright. So no change in the fight.

As this is a 'cycle' mission, you regain all hp, though Hope remains out of the fight.

Realizing he's finally safe, Hood collapses onto the ground. For a while he does nothing but breath. As the adrenaline from the fight wanes, so does his alertness, and soon his conciousness.

"Bloody 'ell! They gone done broke it." Hood opens his eyes on a tiny fire-lit room. The sounds of the grumpy old gnome bring back the memories. He must be in the gnome hill. Hood drags himself from the collection of furs and finds the chamber pot. Then he walks hunched over, out to the main room. Things are stacked and piled everywhere. The gnome is inspecting potions, vials, and alchemy equipment that Hood remembers seeing on the orc carts.

When the gnome finally notices him, he smiles. "Gods, boy... how the 'ell you survive that drop? I spotted that one and came to collect the corpse, ya know, return you to the guild. 'Bout wet me-self when your body was the only one breathing.

But then, Can't imagine you much for reminiscing on that one. I got something to take your mind off it. Found in up an orc pocket...." The gnome pulls a few pieces of parchment from under a pile on the table.

"Ver iz Hope?"

"Whazzat?"

"Ze winged horse."

"Ah yah. She's outside with the horses. She ain't moving no time soon. Figured the Orcs didn't need no horse no more so I pulled the carts back un'em. Doused your Hope with some floaty oil to get her on a cart. Sheez 'urt bad, but I sent for one-uh-dem Nimbus priests. Here's hoping, ya know.

So look at this. Looks like them orcs weren't lying on their little quest." Hood, feeling no mood to talk, so he takes the parchment. The orcish script is unintelligible, but the map is easily deciphered. It points to a ruin northeast; on the eastern most reaches of Denth controled land. "Been working on translating the stuff all morning. Wierd priest-y talk, but I'm of a thought there's some kind of artifact up in there."
Vathelokai

08-02-07, 12:54 AM
After a quiet hour, the gnome suddenly becomes restless as he looks over the weird scralwings. He jumps up and references some books. "Holly and brimstone, I don' believe it. You know what this is? Do ya?" Hood had no idea at all. He wasn't even sure what was being pointed at on the map. "It ain't no orcish; these is dragon scripts. These notes is kinda a mix-up of languages. I had to look-it up to be sure.

It says here that the X on the map is some kinda treasure. An old elf articifer by the name of DeQuette had a shop there centuries ago. Place done got destroyed last I heard, way back. But if this things right...

Tell ya what, Hoodie; I want a peek at the goods in that old ruin. You get me to the goods, I'll get done all the research you can't finish. Hell, if there's some fine good stuff of use, I'll move into your base for a stretch and finish the work myself."

Hood and the gnome discuss it for a minute and agree to the deal. Hood heads out and takes one of the orcs horses. It's a hardy breed, thicker and wider than what he's used to. With this new, lighter load, the horse runs quick and they reach the hills within hours.

As they come over a hill they spot the ruins. It is a huge circular wall with ramparts at the top. It appears to have nothing but rubble inside. Some sections of wall have been knocked down and the gates no longer have portcullises.

Hood rides in cautiously, focusing his mind on defense. He manouvers around rubble, collapsed buildings and pillars and statues. He is suddenly and completely shocked when he rounds a corner and spots a giant gold statue. It looks kind of like a 10 ft tall golden lobster with a long, thin, pointed tail and a mouth full of razor teeth surrounded by dangling tentacles. It has metalic bat wings raised up slightly to give shade to the entire thing.

Before Hood can speculate on the origin of such a thing, the wings beat down. The thing hops a couple feet, and turns it's 4 glossy black eyes on Hood.

I'll let you keep the orc-horse for the fight. Prebuffs before entering the area allowed.

This one is in the arena map. You're in the west box, it's in the north box.

For expediency sake, go ahead and submit tactics. I'll try to run the fight in one shot; I'll pause if tactics break down (so they don't need to be super through).
TheMagister

08-02-07, 06:49 AM
Sounds like a Chuul, but the metallic skin gives me pause. Would use of adamantine arrows be a waste?
Vathelokai

08-02-07, 08:27 AM
Good guess; chuul it is. Adamantine would be a waste; the metal skin is from half-dragon template. Figure I'll save you the trouble of looking it up on the EL9 encounters list.
TheMagister

08-02-07, 09:11 AM
I've got some paperwork to do, it'll take me about 20 minutes. I'll have a reply and tactics up in probably an hour, if you wanna stick around.

Oh. You're at work too, right? You'll be around. :whatsthis
TheMagister

08-02-07, 11:21 AM
We're gonna have to play it safe. Draw the stone of freedom and manifest Freedom of Movement. Urge the horse to move somewhere smart -- a place it can't fly-run or fly-charge to (via obstructions).

Do a running buff cycle, manifesting offensive prescience from memory and then drawing the stone of stalwartness and using both defensive powers.

After that, rapidshot touch attacks will carry the day, we hope, while the horse double moves every round. If the monster manages to get within 30', switch to manyshot+psionic shot touch attacks until it falls behind again. If it gets into melee, manifest greater concealing amorpha from memory on the defensive, and stick with the manyshot barrage.

If it's evident that the creature's gonna catch up, quick dismount from the horse and send it away (slap on the rump). I'd like to keep the transportation for next fight.

"Sac le bleu! Jhou are all kinds of ze ugly, no?"
Vathelokai

08-03-07, 01:03 AM
Chuul wins init...

Round 1
Chuul flies up 20 ft and toward Hood. "Drinks" potion of shield of faith.
Hood manifests freedom of movement from stone and leads the horse away.

Round 2
Chuul double moves, rising another 10 ft.
Hood keeps moving and manifests offensive prescience from memory.

Round 3
Chuul double moves closer.
Hood pauses the horse behind cover; draws stone and manifests force screen.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=H,L,7,32,6,20,1 2,12,Hood;b=C,L,31,56,27,49,21,41,21,29, Chuul

Round 4
Chuul double moves.
Hood hears it comming around the building. He moves the other way and manifests defensive precognition.

Round 5
Chuul hears where they went and does a wide circle to follow.
Hood can't see it, so he readies arrows.

Round 6
Chuul double moves.
Hood spots it and fires. 2 arrows hit for 20 dmg.
Chuul finishes moving.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=H,L,12,12,5,36, Hood;b=C,L,21,29,21,17,18,10,10,13,Chuul ;los=5,36,10,13,1

Round 7
Hood rides off and focuses.
Chuul full runs to nearly meet Hood.

Round 8
Hood gets a move on and refocuses some more.
Chuul follows, right on his tail.

Round 9
Hood rapid fires. 1 arrow hits for 14 dmg. And he runs like heck.
Hood hears the Chuul move, but cannot see it.

http://www.hwx.it/coco/coco.php;v=1;map=arena;a=H,L,5,36,15,53, 27,40,35,26,Hood;b=C,L,10,13,10,55,25,44 ,Chuul

freedom of movement and off. presc. shouln't expire.
Force screen expires round 23
Def. precog expires round 24

Chuul potion expires 31

Notes: I was forgetting to add the horse movement modifiers to the arrow rolls in the roller. Didn't change any of the results though.
TheMagister

08-03-07, 05:16 PM
looks good so far
Vathelokai

08-04-07, 02:25 PM
A hide check and a reflex save did this one...
Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1729)


Round 10
Hood regains psifocus and readies to move.
Chuul moves around the center. It spots Hood, but Hood doesn't see it. Chuul turns to fly toward him and readies to chase.

Round 11
Hood regains the rest of his psifocus and readies to move.
Chuul moves. Hood Spots.
Hood moves away.
Chuul double moves, almost above Hood.

Round 12
Hood manyshots, doing 25 dmg, and keeps moving.
Chuul follows closely, loosing altitue to catch up, and flames them with a breathweapon.
Neither Hood nor the Horse can escape, and both take 35 dmg.
It is too much for the Horse, and it falls unconcious.

Hood 35 dmg
Horse 35 dmg (bleeding)
Chuul 59 dmg


freedom of movement and off. presc. shouldn't expire.
Force screen expires round 23
Def. precog expires round 24

Chuul potion expires 31
TheMagister

08-04-07, 11:42 PM
Greater Concealing Amorpha on the defensive, then Hustle from cog. crystal to move away, and move again. Move in a manner that forces him to turn and/or double move. Refocus and blast him with manyshot. Find a spot that makes being a large average flyer a bad thing (b/c of obstacles -- like the center stack, or one of the NE/SE/SW/NW stacks. Force him to go to ground. Use Hustle to stay a step ahead, and hopefully his attacks all miss via GCA. Gun him down with manyshot.
Vathelokai

08-05-07, 02:29 AM
Round 13
Hood manifests greater concealing amorpha, moves, and hustles (via cog. crystal).
Chuul double moves, circling around the center area.

Round 14
Hood regains focus, moves and hustles.
Chuul lands and double moves.

Round 15
Hood regains the rest of his focus and moves, hustles.
Chuul spots Hood between the pillars, so double moves and squeezes to threaten him.

http://www.hwx.it/coco/coco.php;v=1;map=arena;a=h,M,31,41,29,31 ,36,27,32,36,Hood;b=C,L,34,42,25,33,32,2 6,33,34,Chuul

Round 16
Hood moves out of threat range.
Chuul takes AoO, but misses due to amorpha.
Hood manyshots, causing 30 dmg, then hustles away.
Chuul, unsure of Hood's new location, moves clear of the rubble, and flies up 30 ft.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=h,M,32,36,26,40 ,25,35,Hood;b=C,L,33,34,31,37,31,43,Chuu l

Round 17
Hood hears it, but doesn't see it. He tries to regains focus, but fails. Then he readies to evade.
Chuul spots Hood. Chuul moves to break LoS and circle higher.

Round 18
Hood regains focus, successfully, and readies to evade.
Chuul does a U-turn and levels out at 60 ft, headed for Hood.

Round 19
Hood regains the rest of his focus and readies to evade.
Amorpha expires.
Chuul double moves...
Hood (miraculously) spots it before it lands on him and moves.
Chuul does a diving turn and manages to land threatening Hood.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=h,M,25,35,30,34 ,Hood;b=C,L,31,43,27,47,26,52,28,33,Chuu l;los=25,35,31,43,1

Round 20
Hood tumbles away from the Chuul and manyshots, but misses. Then he hustles away.
Chuul walks out and goes airborne again.

Round 21-22
Hood regains focus while Chuul manouvers.

Round 23
Hood does a manyshot, and rolls a 1. His force screen ends, and ....

Notes: Rough.... dice are not liking you today. 1 pp left, and you might be able to kill it in one hit. On the bright side, the horse stabalized.




Hood 35 dmg (used 9pp this fight; out of 10)
Horse 35 dmg (bleeding)
Chuul 89 dmg


freedom of movement and off. presc. shouldn't expire.
G. concealing amorpha ends 19
Force screen expires round 23
Def. precog expires round 24

Chuul potion expires 31
TheMagister

08-05-07, 01:49 PM
So the 16 touch didn't hit it? Wow. Welp, tumble away and regain a focus, and then manyshot it. Oh, are you remembering PBS in those calculations? It'll help with to hit and damage both.

You know, I wasn't gonna say anything, but I really didn't envision using up all those pp Hustling. I just really wanted to do it once, and keep up the pressure. I won't make you backtrack unless you really want to, though.
Vathelokai

08-05-07, 10:01 PM
The 16 missed by one point. Chuuls have a high dex in the first place (as far as large monsters go), and with half dragon, equipment and the potion it drank, it has a 17 touch ac currently... but since you mention PBS; that would do it.

As for hustling, I'll redo that bit. I re-read your strategy post and misunderstood what you ment about relying on amorpha to protect you.

Working on it now...
Vathelokai

08-05-07, 10:09 PM
Round 13
Hood manifests greater concealing amorpha, moves, and hustles (via cog. crystal).
Chuul double moves, circling around the center area.

Round 14
Hood regains focus, moves.
Chuul lands and double moves to threaten.

Round 15
Hood moves.
Chuul misses AoO due to amorpha.
Hood regains the rest of his focus.
Chuul spots Hood between the pillars, so double moves and squeezes to threaten him.

Round 16
Hood moves out of threat range.
Chuul takes AoO, but misses due to amorpha.
Hood manyshots, causing 30 dmg.
Chuul, unsure of Hood's new location, moves clear of the rubble, and flies up 30 ft.

Round 17
Hood hears it, but doesn't see it. He tries to regains focus, but fails. Then he readies to evade.
Chuul spots Hood. Chuul moves to break LoS and circle higher.

Round 18
Hood regains focus, successfully, and readies to evade.
Chuul does a U-turn and levels out at 60 ft, headed for Hood.

Round 19
Hood regains the rest of his focus and readies to evade.
Amorpha expires.
Chuul double moves...
Hood (miraculously) spots it before it lands on him and moves.
Chuul does a diving turn and manages to land threatening Hood.

Round 20
Hood tumbles away from the Chuul and manyshots. It hits for 36 dmg.
Chuul dies.



On the bright side, the horse stabilized.




Hood 35 dmg (used 6pp {and the cog crystal} this fight; out of 10)
Horse 35 dmg (stable)
Chuul 125 dmg (dead)


freedom of movement and off. presc. shouldn't expire.
G. concealing amorpha ends 19
Force screen expires round 23
Def. precog expires round 24

Chuul potion expires 31
Vathelokai

08-05-07, 10:19 PM
Hood stares at the huge golden horror, laying lifeless on the the remains of collapsed buildings. Deciding it wouldn't be going anywhere, he begins to search. He realizes the ruin he has been circling for cover was most likely a keep. Pieces of gargoyles and frieze can be found.

It takes a few hours before he can find and uncover anything of interest, but eventually he identifies foundation stones. Prying stones away, he finds a crumbled stair. Settling himself to an afternoon of labor, he pries stones loose and digs a path. After an hour, he considers taking a break, and in that moment the stone he pulls loose destabilizes the rubble. Hood saves himself with a leap as a huge section colapses into some kind of basement below. When the dust settles, he spots a clear path down.

Take the horse?

In the interest of getting this done accurately and on time, I'll drop the setup for the next fight. Monster info is in the first post. Map is the sewer; everyone gets one of the starting boxes. I should be able to run a whole fight monday night.
TheMagister

08-06-07, 12:52 AM
Well, this should actually be pretty easy, I think.

Leave the horse.

Buff with defensive powers from stones (FS, DP) and Animal Affinity(wis) and (dex). Set out looking for the bad guys (what's with the wands? I don't think they could use 'em...no spellcasting classes -- or do they have a cohort you're not telling me about?).

I don't think we'll need Fell Shot for this one: rapid shot should do just fine, coupled with psionic shot on the first two arrows.

Use pp on Empty Mind for the gibbering saves.

Use spare PP on Hustle to regain foci.

Stay out of melee range, using corners to good effect.

The stone of energy adaptation (fire) can be used if produce flame is encountered.

Jump/tumble as needed.

That should be it. Very winnable.
Vathelokai

08-06-07, 01:00 AM
Gave them the UMD skill; had too many skill points and didn't know what to do with them, so I decided to make them 'interesting'. I'd give 'em rods of wonder if I could.

As for movement; do you want to do a defensive shoot and retreat? what if you back into a starting box and two of them come in from opposite directions? Avoid AoOs or chance them to get in good position?
TheMagister

08-06-07, 02:02 PM
Hood tumbles.
Vathelokai

08-07-07, 01:09 AM
Gibbers win initiative...

Prebuffs
Gibbers have daylighted themselves.

Round 1-4
Hood buffs with force screen, defensive precognition, animal affinity wisdom, and animal affinity dexterity.
Gibbers all fly and climb out to the center room. Once there they all try to activate their wands. A creates a fog. C is very fast. B is disappointed.
Hood hears all the gibbering, giggling, and yelling.
The Gibbers hear nothing.

Hood [65/65 hp] [8/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50/50 hp] [daylight] [obscuring mist ends 14]
GibberB [50/50 hp] [daylight]
GibberC [50/50 hp] [daylight] [expid retreat ends 14]
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=H,M,2,31,Hood;b =A,M,31,31,23,31,21,24,18,18,GibberA;c=B ,M,31,2,31,10,24,12,18,15,GibberB;d=C,M, 2,2,10,2,12,9,15,15,GibberC;o=Effect,16, 17,4

Round 5
Hood double moves and spots the wall of fog.
GibberA 5 ft steps and drinks a potion of shield of faith.
GibberB 5 ft steps and tries the wand again, creating a halo of fire.
GibberC hears something. 5 ft steps and uses bless on the group.

Hood [65/65 hp] [8/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50/50 hp] [daylight] [obscuring mist ends 14] [SoF ends 15] [Bless ends 45]
GibberB [50/50 hp] [daylight] [produce flame ends 15] [Bless ends 45]
GibberC [50/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45]


Round 6
Hood hears giggling in the mist {auto}. He readies to rapid shot.
GibberA uses aid and moves to the edge of the mist.
GibberB uses aid and moves to the edge of the mist.
GibberC uses aid and moves to the edge of the mist.

Hood [65/65 hp] [8/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [produce flame ends 15] [Bless ends 45] [Aid ends 46]
GibberC [50+8/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]

Round 7
Hood sees a massive glow coming from the fog; he can make out 2 glowing orbs near the ceiling (B and C). He rapid shots at C. 2 arrows hit for 22 dmg
GibberA delays
GibberB throws fire. Hits for 7 dmg. Then moves
GibberA uses wand, fails. Then moves.
GibberC drops and moves along the ground to base Hood. It sprays him with spittle. Hood takes 4 dmg, but is not blinded.
All Gibbers begin gibbering.
Hood manifests empty mind, and barely evades confusion. But he is now immune to gibbering for the day.

Hood [54/65 hp] [7/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]
GibberC [36/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=H,M,2,31,10,31, Hood;b=A,M,18,18,17,17,13,20,10,22,Gibbe rA;c=B,M,18,15,17,16,13,19,10,21,GibberB ;d=C,M,15,15,16,16,12,19,11,31,GibberC;o =Effect,16,17,4

Round 8
Hood
GibberB
GibberA
GibberC

Hood [54/65 hp] [7/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]
GibberC [36/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]
TheMagister

08-07-07, 12:51 PM
Just keep it up! Synesthete counters blindness - don't worry about it till then, though. Hustle in emergencies to get out of melee (to avoid possible engulfing). Hood should be able to barely outrun these freaks down here. Jump over water. Single-shot Psi shots should carry the day. Move and shoot.
Vathelokai

08-08-07, 03:14 AM
Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1729) - starting on round 50

Round 8
Hood tumbles back, fails
GibberC takes AoO, misses.
{note: tumble should have succeeded; forgot animal affinity; doesn't change anything though.}
Hood moves and hustles to regain both psi-focus'. Gets both.
GibberB tries to use wand and fails, then moves.
GibberA double moves.
GibberC moves and bites and spittles. Bite misses, spittle hits for 4 dmg. Hood is not blinded.

Hood [50/65 hp] [6/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14] [SoF ends 15] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]
GibberC [36/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]

Round 9
Hood tumbles back, fails
GibberC takes AoO, misses.
Hood fires a psi-shot, but misses. (rolled a 2)
GibberB tries to use wand and gains a fire halo again.
GibberA moves and tries the wand, successfully fills the hall with fog.
GibberC moves and bites and spittles. Both miss.

Hood [50/65 hp] [6/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14, 19] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
GibberC [36/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]

Round 10
Hood double moves.
GibberC takes AoO, misses.
Hood double moves and hustles to get away from the glowing fog behind him.
GibberB moves and readies to spit.
GibberA double moves.
GibberC doublemoves and spittles. Misses.

Hood [50/65 hp] [5/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14, 19] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
GibberC [36/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=H,M,10,31,7,31, 4,31,12,25,Hood;b=A,M,10,22,2,22,2,26,4, 22,GibberA;c=B,M,10,21,6,21,3,23,6,22,Gi bberB;d=C,M,11,31,8,31,5,31,12,26,Gibber C;n=Effect,2,24,4;o=Effect,16,17,4

Round 11
Hood tumbles back, succeeds.
{note: before this, forgot to add bless to the to hit rolls; didn't change anything.}
GibberB takes readied action, spits, misses.
Hood fires a psi-shot; hits for 17 dmg.
GibberA full run flies to corner Hood.
GibberC moves in, bites, spits. Misses both.

Hood [50/65 hp] [5/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14, 19] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
GibberC [19/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]

Round 12
GibberB doublemoves to surround Hood.
Hood Hood contemplates tumbling away from three enemies through a shallow bog. He consults the SRD quickly and sees the odds are not in his favor, thus it is obviously the bold thing to do. He succeeds! Then hustles away into the fog. The gibbers hear where he went, sort of.
GibberA double moves on the ceiling after him.
GibberC double moves after him. Spots him from the edge of the fog. Hood sees the glow, but not where the gibber is.

Hood [50/65 hp] [4/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14, 19] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
GibberC [19/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]

Round 13
GibberB gets on the ceiling and double moves into the fog.
Hood steps behind a corner and regains both psi-focus'.
GibberA double moves on the ceiling to the spot above Hood. It spits, hits for 3 dmg. Hood still sees.
GibberC double moves on the ground to base Hood. It bites and spits. Bite misses. Spit crits for 5 and blinds Hood.

Hood [42/65 hp] [4/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [blind]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 14, 19] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
GibberC [19/50 hp] [daylight] [expid retreat ends 14] [Bless ends 45] [Aid ends 46]
Note: placement is note accurate completely due to inability to overlap characters.
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=H,M,12,25,12,22 ,21,13,21,12,Hood;b=A,M,4,22,12,21,17,18 ,22,13,GibberA;c=B,M,6,22,11,22,15,17,Gi bberB;d=C,M,12,26,12,23,17,14,20,13,Gibb erC;n=Effect,2,24,4;o=Effect,16,17,4

Round 14
GibberB double moves. Spits and hits due to blindness for 4 dmg.
Hood taps tattoo of synesthete.
GibberA and C take AoOs, miss.
Hood moves away.
First obscuring mist disipates.
GibberA double moves. Spits for 3 dmg.
Expid retreat ends.
GibberC uses wand of expid retreat and moves to base. Spits and misses.

Hood [35/65 hp] [4/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 19] [SoF ends 15] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
GibberC [19/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Expid Retreat ends 24]

Round 15
GibberB double moves.
Hood tumbles back and fires; hits for 14 dmg.
Shield of faith ends.
GibberA double moves. Spits, misses.
GibberC moves, bites, spits. All misses.

Hood [35/65 hp] [4/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 19] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
GibberC [5/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Expid Retreat ends 24]

Round 16
GibberB moves to the floor and readies.
Hood tumbles back and fires; hits for 14. Kills C.
GibberA double moves, grabs wand of expid retreat.
GibberC bleeds, dies.

Hood [35/65 hp] [4/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 19] [Bless ends 45] [Aid ends 46]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
GibberC [-10/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Expid Retreat ends 24]

Round 17
GibberB readies.
Hood regains both psi-focus', barely.
GibberA uses wand of retreat. Moves to base Hood.


Hood [35/65 hp] [4/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [50+7/50 hp] [daylight] [obscuring mist ends 19] [Bless ends 45] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=H,M,21,12,21,6, 22,2,28,2,Hood;b=A,M,22,13,22,7,22,3,27, 2,GibberA;c=B,M,15,17,21,13,29,12,31,10, GibberB;d=C,M,20,13,21,7,21,2,GibberC

Round 18
GibberB readies.
Hood tumbles back.
GibberB spits, hits for 4 dmg.
Hood fires at A, hits for 10 dmg.
GibberA moves, bites, spits. Bite misses, spits for 2 dmg.

[color=gray]Hood [29/65 hp] [4/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [47/50 hp] [daylight] [obscuring mist ends 19] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46] [Produce Flame ends 19]

[B]Round 19
GibberB throws it's fire before it disappears. Hits hood for 7 dmg.
{note: produce flame expires after Hoods action, ready action changed init order.}
Hood moves and hustles away.
GibberA takes AoO; misses.
Hood shoots; hits for 16 dmg.
GibberA double moves, spits, misses.
Other obscuring mist disappears.

[color=gray]Hood [22/65 hp] [3/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [31/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]

[B]Round 20
GibberB double moves.
Hood moves and shoots; misses.
GibberA moves, bites, spits. Bite miss, spit for 4 dmg.f
{OK, seriously, the dice love these guys...}

[b]Gibbers
d20: 61 rolls, 11.8 average
d8: 3 rolls, 4 average
d5: 3 rolls, 4 average
[color=red]d6: 2 rolls, 6 average
d4: 10 rolls, 3.3 average
d10: 1 rolls, 10 average


[color=gray]Hood [18/65 hp] [3/14 pp][FS ends 21] [DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [31/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]

[B]Round 21
GibberB moves and readies.
Hood moves...
GibberB spits; misses.
Force screen ends.
Hood hustles and regains both psi-focus'.
GibberA moves, bites, spits; all miss.

[color=gray]Hood [18/65 hp] [2/14 pp][DP ends 22] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [31/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=H,M,28,2,31,3,2 1,3,21,8,Hood;b=A,M,27,2,30,3,22,2,21,7, GibberA;c=B,M,31,10,25,12,21,12,GibberB; d=,M,21,2

[B]Round 22
GibberB moves, bites, spits; bite misses, spit for 2 dmg.
Def. precogniton ends.
Hood hustles to escape melee.
Gibbers take AoOs and miss.
Hood rapid fires; one arrow hits for 12 dmg.
GibberA moves, bites, spits; bite misses, spit for 1 dmg.

[color=gray]Hood [15/65 hp] [1/14 pp][AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [19/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]

[B]Round 23
{note: just a chase scene from here, so I'll skip the maps}
GibberB double moves, spits; misses.
Hood Tumbles and regains focus.
GibberA moves, bites, spits; bite misses, spit for 1 dmg.

[color=gray]Hood [15/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [19/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]

[B]Round 24
GibberB double moves, spits; misses.
Hood Tumbles shoots for 18 dmg.
GibberA moves, bites, spits; bites for 1 dmg, spittle misses. It grabs Hood with improved grapple!

[color=gray]Hood [14/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [1/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]

[B]Round 25
GibberB moves, bites, spits; all miss.
Hood escapes the grapple and runs!
GibberA moves, bites, spits; all miss.

[color=gray]Hood [14/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [1/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]


[B]Round 26
GibberB double moves, spits
Hood escapes the grapple and tumbles!
GibberB gets an AoO anyway, but misses.
GibberA moves, bites, spits; all miss.

[color=gray]Hood [14/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [1/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]

[B]Round 27
GibberB double moves, spits; misses.
Hood tumbles and regains focus.
GibberA moves, bites, spits; all miss.

[color=gray]Hood [14/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [1/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]

[B]Round 28
GibberB double moves, spits; hits for 4 dmg.
Hood tumbles.
GibberA gets AoO, misses.
Hood fires, hits for 16 dmg.
GibberA dies.

[color=gray]Hood [14/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberA [-15/50 hp] [daylight] [Aid ends 46] [expid retreat ends 27]
GibberB [50+9/50 hp] [daylight] [Bless ends 45] [Aid ends 46]

[B]Round 29
GibberB double moves, spits; misses.
Hood tumbles and moves.

[color=gray]Hood [14/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberB [50+9/50 hp] [daylight] [Aid ends 46]

[B]Round 30
GibberB double moves, spits; hits for 1 dmg.
Hood steps and regains both focus'.

[color=gray]Hood [13/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberB [50+9/50 hp] [daylight] [Aid ends 46]

[B]Round 31
GibberB moves, bites, spits. Bite misses, spit for 2 dmg.
Hood tumbles and manyshots; rolls a 1.

[color=gray]Hood [11/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberB [50+9/50 hp] [daylight] [Aid ends 46]

[B]Round 32
GibberB moves, bites, spits. all miss.
Hood tumbles and regains focus.

[color=gray]Hood [11/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberB [50+9/50 hp] [daylight] [Aid ends 46]

[B]Round 33
GibberB moves, bites, spits. bite miss, spit for 4 dmg.
Hood tumbles and regains focus.

[color=gray]Hood [7/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberB [50+9/50 hp] [daylight] [Aid ends 46]

[B]Round 34
GibberB moves, bites, spits. bite miss, spit for 4 dmg.
Hood tumbles fires, hits for 12 dmg.

[color=gray]Hood [3/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberB [47/50 hp] [daylight] [Aid ends 46]

[B]Round 35
GibberB moves, bites, spits. bite for 1 dmg, spit for 3 dmg.
Hood is improved grabbed.
Hood is knocked unconcious.

[color=gray]Hood [-1/65 hp] [1/14 pp] [AA(wis) ends 73] [AA(dex) ends 74] [synesthete]
GibberB [47/50 hp] [daylight] [Bless ends 45] [Aid ends 46]




There's a lot to filter through here. If you contest the run, then please, please, please, PM pitlords and guildlords telling them what's up. I'll send them a PM tonight telling them what's going on. I won't be online again until wednesday around 10 pm.
Vathelokai

08-08-07, 09:59 PM
Had a chance to look this over yet? Don't want to post to the questlog without your consent.
TheMagister

08-09-07, 12:56 AM
Yeah, I saw it. I never figured they could wear me down like that, or I'd've saved pp for vigor. It was a fairly lost match. I'm shocked that they got into base contact so often, but that's what you're there for: to run the bad guys.

I'm just so bummed about Rubi's loss yesterday that I'm "blah" on the CoCo right now. Once I got that magic missile wand, I thought it'd be all over. Pfft. "When dogs climb trees." :rolleyes:

Go ahead and post the failure. I'm not gonna fine-toothed comb it. You're more than welcome to.