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| Salrantol06-27-07, 06:06 PM | This is a mission for Sir Valkin to befriend Gorthyum for the Celestial Expeditionary Forces. If you are not Salrantol or TelinArtho, do not post here. Status: Week one: Crunched and munched by a bebilith. [Fail] Week two: Patience... Week three: Patience... Items Used: none x/day abilities used: daylight from hand of glory, see invisibility from hand of glory, 1 smite evil, 5 turn undead Spells Cast: bless weapon [1 SL] Week 1 Time Between Fight: 2 hrs Prebuffs/Ongoing Effects: Overseer 18 hrs Items Used: Spells or Powerpoints Used: x/day Abilities Used: 45 hp of Lay on Hands used Week 2 Time Between Fight: 3 hrs Prebuffs/Ongoing Effects: Overseer 15 hrs Items Used: Spells or Powerpoints Used: 1SL (Protection from Evil) x/day Abilities Used: 1 Smite Evil Sir Valkin Member of The Celestial Forces (CEF) male human, Humanoid (human) Medium size, Height 5', Weight 120lbs Lawful Good Fighter 1/Paladin 9, ECL 10 XP: 48941 / XP for Next Level: 55000 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: 79.5 [10d10 HD +20 Con] AC 23 [+1 dex, +9 armor, +3 shield], Touch 11, Flat 22; DR 3/-- Initiative: +1 BAB/Grap: +10/+14 [+10bab, +4str] Speed 20ft Saves: Fort +15 [+2 Fighter, +6 Paladin, +5 Cha, +2 Con] Refl +9 [+3 Paladin, +5 Cha, +1 Dex] Will +9 [+3 Paladin, +5 Cha, +1 Wis] Attacks: [Ma] Lance +15/+10 melee, 1d8+4 dmg, x3 crit (+10 BAB, +4 Str, +1 enh) [reach weapon] [triple dmg on mounted charge (x5 on critted charge)] +1 Shocking Long Sword +15/+10 melee, 1d8+5 dmg +1d6 shock, 19-20/x2 crit (+10 BAB, +4 Str, +1 enh) [Ma] Mighty (+3 Str) Composite Long Bow +12/+7 ranged, 1d8+3 dmg, 20/x3 crit, 110ft range increment (+10 BAB, +1 Dex, +1 enh) [+1 hit when on higher ground (mounted vs a medium or smaller-sized character)] [Smite Evil - +5 hit/+9 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] [b]Racial Abilities: Human +1 skill point/lvl 1st level bonus feat Class Abilities: Fighter Bonus feat at 1st and even levels All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower) Class Abilities: Paladin Aura of Good (radiates good aura equal to his Paladin class levels) Detect Evil, at will, to 60 foot radius, as spell Smite Evil (2/day, +5 to hit (Cha), +9 damage vs Evil creature for 1 attack) [Used 1 in wk2] Divine Grace (add Charisma bonus to all saving throws) Lay on Hands (heal up to 45hp/day, divide as needed) [Used 45 in wk1] 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 6th level cleric) Spells (CL 4) Special Mount (full round action, CL3, 18 hours, dismiss as a free action) Remove Disease (2/week as the spell) Skills (36: 12 points Fighter, 27 points Paladin) -4 Balance [+1 dex, -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 [+1 dex, -5 ACP] -7 Jump [+4 str, -5 ACP, -6 speed] +3 Knowledge (Religion) [3 paladin] [3 ranks] +1 Listen [+1 wis] -4 Move Silently [+1 dex, -5 ACP] +16 Ride [4 fighter, 9 paladin, +1 dex, +2 syn (handle animal)] [13 ranks] +1 Spellcraft [2 paladinCC] [1 rank] +1 Spot [+1 wis] Speaks Common Speak Language [1] [1 total language] Spells memorized: [2/0] [CL4] 1: [DC 12] Bless Weapon, [s]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] [40606gp, 0sp] Expendable Items: [Total 100gp/3200gp] 40 arrows [6lbs] [2gp] 20 silver arrows [3lbs] [41gp] 20 cold iron arrows [3lbs] [2gp] 3 Tanglefoot Bags [12lbs] [150gp] Oil of Magic Weapon [0.1lbs] [50gp] Scroll of Resist Energy (CL2, Ranger-scribed) [50gp] Wand of Cure Light Wounds (34 charges) [0.1lbs] [750gp] [24.4lbs] [1045gp] 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] 17672gp, 1sp, 5cp [110gp] [168gp, 9sp, 5cp] Past Expenditures (see below) [46111gp, 8sp, 5cp] Miscellaneous Statistics: Encumbrance: 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/+4 S 20 D 14 C 17 I 6 W 13 Ch 6 Skills: Balance +2, Climb +5, Hide -2, Jump +29 [+4 if from a running start], Listen +7, Move Silently +2, 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: Balance +1, Climb +3, Hide -3, Jump +15 (+7 if moving 40ft) [+4 if from a running start], 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 Overseer (special mount) with his equipment. Duration just under 15 hours. 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 [Usurpator] CEF Raid of EHTC Headquarters new link [+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 new link [+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 Q2: Moving Along (Guild Mission) [Erithmu] new link [+5850xp/9712gp] -- Used 7 arrows and a potion of Shield of Faith Q3: Cleaning Up (Guild Mission) [Erithmu] new link Frozen [Failure] Q4: The Ins and Outs of Gawane (Guild Mission) [Erithmu] new link Frozen [Success!] 24: (Week 2) Baelin "Called the Shadow", Malither76 [Erithmu] win [COLOR=Green][+2906xp/+5619gp] 3200xp to start +27610xp 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+2906 (fights) +6288xp from miniquests +1688+2300+2300 (miniquests) +6300xp from quests +6300 (quests) 29 bolts [2gp, 9sp] 40 arrows [2gp] 2 Potions of Shield of Faith +2 [100gp] 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] |
| Salrantol06-27-07, 06:07 PM | Sir Valkin walked through the streets of Gorthyum on his way to the district headquarters when he entered the Square of the Ancient Hallow. To his dismay, some rotund loudmouth was standing on a hastiliy-built platform and speaking to the people--speaking out against the presence of the Celestial Expeditionary Forces. "..and what do they do for us? All they do is prepare for some 'epic fight against evil'! They don't care about us, they're using us and our district as a tool against the other guilds! And they're placing us in danger to do it! There have been three raids against their facilities in other districts! How long until someone like Jonathon Raven comes in here to raid here?! How will we defend against that? Can we count on them? No!" and so on, but one later comment as Valkin was about to leave caught his ear, "...and beyond that, they haven't even gotten rid of the demon infestation in the old warehouse!" |
| TelinArtho06-27-07, 09:01 PM | The route to protection is awareness. We at the CEF can only keep our eyes open to as much as we can see. We are a small organization - but with the aid of the general populace - you give us the eyes and the knowledge to be able to protect you. If there is a problem - standing in the streets shouting about it will net you nothing save a sore throat. For instance, if there is in fact a demon infestation in a warehouse - telling someone like myself about it would certainly earn you a cleaned warehouse. Sir Valkin is careful to not interrupt the tirade, but his voice is strong and secure. Atop Overseer he looks at the gathered crowd and the heckler with softness and compassion. So tell me sir, where might I find this issue of yours? Let me prove my words with actions of sincerity. |
| Salrantol06-27-07, 10:00 PM | "Not that I expect anything to come of it, but the demons are at the corner of Westington Street and Wharfless Avenue. And they've got my wife! Bring her back to me, and I'll finally believe that you people are sincere." He chuckles. "If you don't, I have proof that you're all just out for yourselves." |
| TelinArtho06-28-07, 09:47 AM | I will retrieve her immediately if I am able. That said - if I fail - I don't understand how that is proof that the CEF did not try. I say again - if there is trouble - standing by and complaining about it will net you nothing. Asking for help - now that is a divine route indeed. Sir Valkin does not wait for a response and turns down the street to head towards the warehouse. He keeps his eyes and ears open to the city, looking for any sign of mischief. Starting off mounted on Overseer until I get to the building - then it will depend on the size of the entryway and the nature of it before I decide whether to continue with him. Shield equipped but no weapon in hand. |
| Salrantol06-28-07, 02:53 PM | Valkin finds that the warehouse is just as he had been told it would be, and the doorway presents no obstacle to mounted entry, or at least it would present none were it open. |
| TelinArtho06-28-07, 02:57 PM | Sir Valkin knocks at the door before attempting to open it. Ok then - let's see what trouble is inside. If no answer - just attempt to open the door. If there's an answer... well - let's hear it... |
| Salrantol06-28-07, 05:51 PM | The only response Valkin hears is silence, so he attempts to open the door. It does not open. An inspection shows that it is locked, but somewhat decayed. It should be easier than normal to smash the door down should he choose to do that. |
| TelinArtho06-29-07, 10:13 AM | Not one to break down a door without confirmed proof of misdeeds within, Sir Valkin inspects the building for another entrance or perhaps a window to look in through. If nothing else presents itself and the place appears to be unmaintained, I guess there's nothing else for Sir Valkin to do but knock the door down. I am hoping he can gain a "motive" to do so though... |
| Salrantol06-29-07, 11:02 AM | OK, Search taking 20.When Valkin rounds the back of the building, he discovers that there is a second, although well-hidden, door to the warehouse. It appears to push open after a small catch is released, which he learns as he prods the door and discovers the catch. The door swings wide into a large room, shrouded in darkness.From the doorway, there is bright illumination to 60 ft. away and shadowy illumination throughout the room. I'll be using the Temple map, but it's just a square room with no features. The ceiling is 40 ft. high. http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,30,1,Va lkin;n=Effect,30,1,24 |
| TelinArtho06-29-07, 11:07 AM | Can Overseer push through? Also - no features - does that mean no upper level and no statues (and no lava...?)? Where is the source of light? Sir Valkin carefully enters the room, a prayer to Pelor on his mind to keep him safe. |
| Salrantol06-29-07, 12:35 PM | Can Overseer push through? Also - no features - does that mean no upper level and no statues (and no lava...?)? Where is the source of light?Oops, should have had you large on the map. Yes, Overseer can squeeze through. Correct--no statues, no lava, no upper level, just a big square room. There is a door in the opposite corner of the room, as the only feature. The bright light comes through the door (and will be shown by the green effect), the shadowy illumination from that and from very very very dusty dirty windows about 20 ft up the walls on the exterior (E, S, N) walls.Valkin, on his steed, moves into the room, and can't see much of anything, but a thick sense of evil pervades the room. http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,L,29,2,Va lkin;n=Effect,30,1,12 |
| TelinArtho06-29-07, 01:19 PM | Keep your wits about you my friend - who knows what might be hiding in the darkness... Sir Valkin moves further into the room and says Imminente and his Amulet about his neck bursts into light. Move 40ft into the room (diagonally) and activate the Hand of Glory for Daylight. |
| Salrantol06-29-07, 03:52 PM | Sir Valkin's magic hand brings the light of day further into the room, but it illumines no hazards as yet. A palpable darkness of soul, though, penetrates through to Sir Valkin's heart--it pains him to feel such heart-wrenching evil in any being. |
| TelinArtho06-29-07, 04:05 PM | Sir Valkin, surprised at seeing nothing, uses the remaining power of his amulet and Pelor blesses his sight once again. Okay - See invisibility power from hand of glory. Just as a note - if this encounter is defeated, that will end Sir Valkin's 3FC. He has 17k to spend and I am planning on adding the Speed attribute to his Full Plate (as in the Mithril Full Plate of Speed). Assuming he is victorious, I would like to roleplay this as a blessing from Pelor for his service in some way. |
| Salrantol06-29-07, 06:18 PM | Just as a note - if this encounter is defeated, that will end Sir Valkin's 3FC. He has 17k to spend and I am planning on adding the Speed attribute to his Full Plate (as in the Mithril Full Plate of Speed). Assuming he is victorious, I would like to roleplay this as a blessing from Pelor for his service in some way.If this encounter is defeated, that will make a great deal of sense--side note: daylight has a radius of 60ft of bright light. The dim light beyond that is the current illumination of the room.Valkin's eyes glow blue, but they don't see anything more. At first. Suddenly, emerging from the shadows clinging to the ceiling comes an enormous, spider-looking creature with mandibles the size of Valkin's arms and a body the size of Overseer, with legs two lances' lengths long. It makes a menacing hiss at Valkin.http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,L,24,8;b= Name,H,1,29,7,23,13,17,19,11;n=Doorway,3 0,1,12;o=Hand,24,7,12 |
| TelinArtho06-30-07, 10:52 AM | Whatever vile beast you are - you shall not harm me! Overseer - stride! Sir Valkin dodges around the reach of the spider-like creature and whispers a prayer to Pelor. Assuming I am not in its threatened area (which may not be valid), Sir Valkin moves due north 90ft (single move). Valkin casts Bless Weapon and touches his longsword and then quickdraws his lance. If the creature moves after us next round, then either 5ft step and attack with the lance in a full attack (if it is at 15ft from me), charge (if it is futher than 15ft from me - ride-by-attack to end in a basing position), or 5ft step, drop lance, quickdraw sword and full attack with the sword and Overseer (if it is 10ft from me). If the creature is out of reach on the ceiling, continue to avoid it until it comes down or until it does something other than moving. |
| Salrantol06-30-07, 05:33 PM | Valkin's prayer reaches Pelor's ears and his longsword receives Pelor's blessing. His steed rides away and the creature follows on the ceiling.http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,L,24,8,24 ,26,Valkin;b=Name,H,19,11,16,18,FoeValki n [79/79] bless weapon [45] Foe [?/?] Valkin continues to try to ride around the creature, which then drops to the ground to pursue.http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,L,24,26,6 ,26,Valkin;b=Name,H,16,18,10,23,FoeValki n [79/79] bless weapon [45] Foe [?/?; 4 nonlethal] Valkin moves his steed slightly toward the creature and thrusts his lance twice at the foe, but the creature's thick, chitinous hide deflects the point away. The creature's legs lean its body forward to bite Valkin and it injects an infernal poison into the wound. Pelor's protection staves off the poison's deadly effects. As the body of the beast swings back upward, two legs swing around to attack as well, but Valkin deftly dodges behind Overseer.http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,L,6,26,7, 25,Valkin;b=Name,H,10,23,FoeValkin [63/79] bless weapon [45], 2nd poison save [17] Foe [?/?; 4 nonlethal] |
| TelinArtho07-01-07, 08:43 AM | 5ft step forward, drop lance, quickdraw long sword and full attack with Overseer. Use a smite evil on the first attack, a turn attempt for divine might as well. On those hits - did I ride for cover (and would it have mattered)? Beware its bite Overseer. Even now I can feel it coursing through me. |
| Salrantol07-01-07, 09:24 AM | Channelling Pelor's hatred of undead to turn himself into a mighty weapon of righteousness, Valkin surges forward towards the creature, letting his lance clatter to the floor as his sword leaps from its sheath in a vicious flurry of attacks, which cut deep into the creature's thorax. Overseer, too, attacks, and one hoof even manages to dent the carapace on one of the creature's legs. The creature roars in pain and delivers powerful blows with its mandibles and claws again, tearing deeply into Valkin and even seriously damaging his armor. Again, his vigilance to Pelor keeps him safe from the poison, but he can feel it coursing through his system. Valkin [23/79] bless weapon [45], 2nd poison save [17, 18] Valkin's armor [36/50] Foe [?-40/?; 4 nonlethal] |
| TelinArtho07-01-07, 12:48 PM | I don't think you took into account the DR in that most recent series of attacks. That should save me another 9hp. Since Sir Valkin's armor is magical, it should have another +2 to hardness and 10hp. That means it should be at 36/50. Unfortunately - there's not much I can do here except fight back. I have no healing left, and moving away would only provoke an AoO. Full attack again, divine might again, but this time, let's fight defensively (-4 to hit, +2 to AC). I'll just have to hope the AC bonus with ride for cover is enough to keep me alive for at least one more round. That and I'll need to hit hard this round - so feel free to roll some crits for me... |
| Salrantol07-01-07, 01:45 PM | Oops, you're right--and I was so proud of myself for remembering the DR the first time.... Since you said "there's not much I can do here except fight back," I just kept having you fight defensively and full attack. It was your best choice, as it stopped at least 2 attacks from connecting, but you just couldn't seem to hit--the dice didn't like you. You only missed once from fighting defensively, but you missed several times from rolling poorly. *shrug*Valkin bucks up his courage and returns to the fray, again fueling his strikes with the power of Pelor. Only one of his strikes is powerful enough to pierce the beast's chitinous exterior, though. Overseer's teeth cannot deal lasting damage to the creature either. Valkin's defensive position allows him to turn the beasts foul mandibles away, preventing another poisonous strike, but a claw sneaks through his defenses. Valkin [23/79] bless weapon [45], 2nd poison save [17, 18] Valkin's armor [36/50] Foe [?-58/?; 4 nonlethal] Valkin stands up again to the creature with the might of Pelor, and makes more fierce swings against the fiend, which glance off the fiend's chitin without a scratch. Overseer's hooves and mouth both sink in, but they can't leave enough of a cut to hurt the beast. Valkin dodges the creature's head and parries a claw, but it leaves him out of position as the other claw tears a nice scrape into him. both claws. Valkin [23/79] bless weapon [45], 2nd poison save [17, 18] Valkin's armor [36/50] Foe [?-58/?; 4 nonlethal] Valkin, dauntless in the face of mortal peril, lets loose another pair of mighty swings with his blade. Unfortunately, he holds back too much to defend himself to pierce the tough exoskeleton. He nimbly turns both claws away, and tries to duck behind Overseer to avoid the mandibles, but the creature leans all the way over Overseer to bite into Valkin. Valkin's devotion to Pelor once again fends off the poison's wrath. Valkin [10/79] bless weapon [45], 2nd poison save [17, 18, 21] Valkin's armor [36/50] Foe [?-58/?; 4 nonlethal] |
| Salrantol07-01-07, 02:09 PM | Oops, discovered I was rolling +19/+19/+14 instead of +19/+14/+14, so two claws that hit were dodged by riding for cover + fighting defensively. Here goes hoping for better luck.Valkin, determined to remain alive in the face of overwhelming odds, unleashes Pelor's fury once again with two terrible sword strikes, one of which manages to dig deeply into the fiend. The monster is similarly determined and strikes back with renewed ferocity. Valkin ducks behind Overseer to avoid a claw, but, again, the vicious maw of the bebilith follows him behind the steed and sinks in impossibly deep, severing several important arteries and killing Valkin instantly. Valkin [-21/79] bless weapon [45], 2nd poison save [17, 18, 21] Valkin's armor [36/50] Foe [?-71/?; 4 nonlethal]Wow, that sucks--it crits twice on you with its good attack. Not much you can do if the dice aren't on your side. |
| TelinArtho07-01-07, 09:59 PM | Once I realized what it was and took a look at the stats - I knew I was in bad shape with the rolls I got and the rolls it got... Thanks for running it - I guess I'll just buy the improvement to my armor and go from there... |