Mission: "The Ins and Outs of Gawane" [ECL 10] [Archive] - Wizards Community

Post/Author/DateTimePost
Erithmu

04-18-07, 03:12 PM
This is a Mission for Sir Valkin of the CEF to improve relations with Gawane.

Mission Succeeds
Attitude of Gawane to CEF improves by ???

Valkin begins on the second week of his cycle.

See Invisibility from Hand of Glory
1 Turn attempt (converted via Divine Might)
1 Smite Evil
Summoned Overseer (18 hours remaining)

First Week: (Week 2) 2 Celestial Nymphs Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1368)
Time Between Fight: 3 hrs
Prebuffs/Ongoing Effects: Overseer 18-3hrs
Items Used: Scroll of Resist Energy
Spells or Powerpoints Used: Pro Evil
x/day Abilities Used: 1 Turn attempt

Second Week: (Week 3) Fiendish Human Ftr2/Clr 6 Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1390)
Time Between Fight: ? hrs
Prebuffs/Ongoing Effects: Overseer 10
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:

Third Week (Week 1) 3 Lillends Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1417)
Time Between Fight: N/A hrs
Prebuffs/Ongoing Effects: Overseer 18 hrs
Items Used:
Spells or Powerpoints Used: 45 hp of Lay on Hands used
x/day Abilities Used:

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: 46332 / 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)
Divine Grace (add Charisma bonus to all saving throws)
Lay on Hands (heal up to 45hp/day, divide as needed)
Aura of Courage (Immune to fear; Allies within 10ft gain +4 morale bonus to save vs fear)
Divine Health (Immune to all diseases (supernatural and magical too))
Turn Undead (8/day, as a 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 str, -5 ACP]
-1 Climb [+4 str, -5 ACP]
+10 Craft (armorsmithing) [4 fighter, 4 paladin, +2 tools] [8 ranks]
+10 Craft (weaponsmithing) [8 paladin, +2 tools] [8 ranks]
+10 Handle Animal [4 fighter, 1 paladin, +5 cha] [5 ranks]
-4 Hide [+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] [Spell levels: 2; Cast: 1] [CL4]
1: [DC 12] Bless Weapon, Protection from Evil
2: [DC 13]

Equipment:
Traveler's Outfit [5lbs]
Adamantine Full Plate +1 of Charging [50lbs] [8250gpC +1000gp for enchantment +1000gp, 10°]
Darkwood Heavy Shield +1 [5lbs] [128gp, 5spC +1000gp for enchantment]
[Ma] Lance [10lbs] [310gp]
Cold Iron Lance [10lbs] [10gpC]
+1 Shocking Long Sword [4lbs] [315gp +8000gp for enchantment]
[Ma] Silver Long Sword [4lbs] [202gp, 5spC]
[Ma] Cold Iron Long Sword [4lbs] [165gpC]
[Ma] Mighty (+3 Str) Composite Long Bow [3lbs] [700gp]
Cloak of Charisma +3 [2lbs] [1000gp, 5°; improved to +3 for 8000gp, 5°]
Gauntlets of Ogre Power +1 [0lbs] [1000gp, 5°] Weight included in armor
Hand of Glory [2lbs] [8000gp]
Silver Holy Symbol of Pelor [1lbs] [25gp]
Brooch of Shielding (101) [0lbs] [1500gp]

[100lbs] [40306gp, 0sp]

Expendable Items: [Total 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]

11753gp, 1sp, 5cp

[110gp]

[168gp, 9sp, 5cp] Past Expenditures (see below)

[46411gp, 8sp, 5cp]

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



HD 8d8+24; hp 60; init +2; speed 90ft; AC 25 (-1 sz, +2 dex, +10 nat, +4 armor), touch 11, flat-footed 23
BAB +6; Grapple +15;
2 Hooves +10 melee (1d6+5) and Bite +8 melee (1d4+2); Saves +9/+7/+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 18 hours.
Bring Foreman (light warhorse) with his equipment.


If Overseer has not been prebuffed - first action of the fight is to summon him. If he has already been used and is no longer available - Sir Valkin will ride on Foreman.

In general, Sir Valkin desires to fight in melee and will work towards that end at most cost. If his opponent is flying however, he will settle to attacking with his bow and using his mount in order to aid him in staying alive.

Sir Valkin prefers to charge into melee with his lance and ride by if possible. Barring that possibility - he just wants to fight - so let him.

He will use his lay on hands ability as needed on Overseer/Foreman first - on himself if he is injured as well.




1: Pestillence, Prince FyreDragon [Vathelokai]: win [+675xp/+675gp]
-- Used 7 bolts (3sp, 5cp)
2: Jodan Desho, Vathelokai and Kronos, NiQil with Victor, Laughing Dragon [Mind Rogue]: win [+675xp/+675gp]
-- Used 1 bolt (5cp); Crafted Banded Mail (125gp), Bought Horseshoes of Speed (3000gp) [3125gp]
3: Ch'ch'ili, Begferdeth [Luni]: loss [+225xp/+225gp]
4: Shakari, Luni [Altaris13]: win [+843xp/+843gp]
-- Used 1 bolt (5cp); Crafted 60 bolts for campaign, purchased incidentals for campaign.
Campaign "The Drums of War" -- Started September 7th. -- Campaign cancelled October 24th
5: Hennan, Snommelp [Usurpator]: win [+675xp/+675gp] [Level 4]
6: Perius, Ravashack [Maraxus]: win [+1050xp/+1050gp]
-- Used Potion of Shield of Faith +2
7: Maven, Tellish_of_Ket [Luni]: win [+1312xp/+1312gp]
8: Vivi Ornatier Senior, Dr. Funk [Tellish_of_Ket]: win [+1050xp/+1050gp]
9: Silas, NiQil [MysticMonk2005]: win [+1050xp/+1050gp] [Level 5]
10: Sam Jones, Snommelp [Maraxus]: win [+1375xp/1467gp]
11: Bathleby, Pittbull, Perius, Ravashak and Tatyana, Gonbow (all vs all) [Luni]: 2nd [+1375xp/+1467gp]
12: Caspian, NiQil [Altaris13]: win [+1375xp/+1467gp]
13: Thelgar Giantbane [Kaigan]: win [+1375xp/+1467gp] [Level 6]
-- Used 2 crossbow bolts, crafted barding for Overseer, started on Full plate for Valkin
14: Raskos, SauroGrenom [Usurpator]: loss [+600xp/+666gp]
-- Used 18 crossbow bolts
15: Griff Mythral, Iced [Book5]: loss [+600xp/+666gp]
16: Boraxx, Pittbull [DTFarstar]: loss [+712xp/790gp]
17: Boraxx, Pittbull [Huan]: loss [+750xp/+832gp]
MQ: (Week 1) Shadows of the Early Morning new link [Waywreth] [+1688xp/+1875gp]
-- Used a potion of Protection from Evil, cast Bless Weapon, 1 smite evil, 20hp out of 20hp of Lay on Hands and Summon Mount (10 hours minus 4 rounds left).
18: (Week 2) Manzarf the Lonesome, Abyssal Stalker [Pittbull]: win [+1687xp/+1875gp] [Level 7]
-- Used 13 charges of Wand of Cure Light Wounds and 26 arrows (2 hits, 48 misses, 24 recovered)
19: (Week 3) Zero (the annoying lizard), MindwandererB [Zevox]: loss [+665xp/+822gp]
-- Used 4hp of lay on hands.
Q1: Between Crusaders [Huan] new link [+6300xp/+7800gp] [Level 8]
-- Used only lay on hands ability. Recovered the Silver Sun Edicts.
X1: Full activity - Craft a suit of Adamantine Full Plate (1/3)
X2: Full activity - Craft a suit of Adamantine Full Plate (2/3)
X3: Full activity - Craft a suit of Adamantine Full Plate (3/3)
MQ2: (Week 1) Aspects of Honor [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]



3200xp to start
+24704xp from fights +675+675+225+843+675+1050+1312+1050+1050 +1375+1375+1375+1375+600+600+712+750+168 7+665+800+932+2300+2603 (fights)
+6288xp from miniquests +1688+2300+2300 (miniquests)
+6300xp from quests +6300 (quests)



29 bolts [2gp, 9sp]
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]
Erithmu

04-18-07, 03:22 PM
Grooming down the last of Overseer's hairs Valkin mounted his companion and rode out of The Marble Castle towards a district he knew all too well, Gawane ...

His first visit was to move the Freedom Fighters, but their time had been only temporary. They had disappeared and now reemerged as a band of thieves.

His second visit still left a ringing in his ears from the Giant abomination that had laid waste to a small community.

Lance in hand he took the time to pray to Pelor and enjoy the ride for the time being, his arrival in Gawane would only cause life to become complicated.

----*****----

Two women keep bewitching the men, they take them away and do who knows what to them. one woman was saying, They are like seductresses and the men just keep going looking for them. My husband knows better than that, but it doesn't stop him from thinking and talking about it.

Some of em come back and aren't the same. They just feel like we aren't good enough. But then again it isn't every day that we get a handsome knight into town here. The woman eyed Valkin up and down once, But we would just like our town to get back to normal.

... Complex ... they never taught paladins about women scorned in training.
TelinArtho

04-18-07, 03:29 PM
Just as a matter of pointing it out - Sir Valkin would not have his lance in hand - not only as a matter of safety (who wants a skewered urchin who accidentally steps in his way...), but also to keep his hand free for spellcasting. He has quickdraw anyway...

Also, Foreman will be coming along - following on Sir Valkin's right flank unless ordered elsewhere.

Well, I will be honored to investigate this matter further ladies. If there is foul magic afoot - I will certainly discover its roots and pull them out of your lives.

Have either of you any description of these women or at least a place to start my search? Anything, no matter how seemingly unimportant, could be of immense help to me.

Sir Valkin, eager to resolve the failure of his last mission, was not about to back down from a challenge here. He had heard tell of devils that could ensnare the mind - but he knew as well that mortal magic could perform the same kind of misdeeds.
Erithmu

04-18-07, 03:42 PM
The lance was mostly as a grand departure from the Castle. I am assuming that at this moment you are dismounted talking w/ citizens.

I am in the process of finalizing gear at the moment.

Funny ironies in Valkin's comments to ensue.

Well the men never talk about where they go, but I hear that it has something to do with the river, right around where it flows into Jindl Park, or what is left of the northern portion after they built the Arena.

A couple of us went down there to take a look, but we didn't see anything. As far as we know they are just rumors that the men are making up.

But there are too many of them to be false. I dunno what you will find there, we just have too much to do here since all the trouble with those dumb freedom fighters. made all the men lazy, and they didn't do much to protect us either.

We need some real men to protect us.
TelinArtho

04-18-07, 04:01 PM
FYI - Jindl Park was renamed to Gladius Park some time ago when the departure of Jindl from the CoCo was "finalized"

Well I shall investigate in to the matter personally. Do not fear - your men will return soon. And if I can - I will make sure they do better to protect you in the future!

Vaulting upon Overseer's saddle, Sir Valkin bade them good fortune in the name of Pelor and set about his task. Once out of earshot of most people, he whispered to his companion horses.

Best keep our wits about us. No telling what kind of magic we shall face here.

I didn't even think about my possible opponents beyond a succubus or erinyes... your comments may have given away what lies ahead... too bad I'm in bad shape if it is what I think it is...
Erithmu

04-18-07, 04:12 PM
These are my uninformed peasants and have no reflection of my own knowledge of Gladius ... :P

Valkin rode into the forest. Shield in one hand and weapons in Overseer's saddle. Foreman trotted behind slowly. Something was odd about the area ... Where most of the forests that Valkin had seen were unkempt and covered in debris, this was well taken care of.

Valkin's head snapped to the left as a low sounding horn rang in the forest some distance off. He saw glimpses of movement, but could not identify the sound of the horn. Foreman snorted behind him.
TelinArtho

04-18-07, 04:20 PM
Sir Valkin was a little concerned about the horn - but approached its sound warily.

Approach the sound for now.
TelinArtho

04-20-07, 03:15 PM
Having some second thoughts about my actions. Would you mind if I didn't equip my shield for this encounter (if not - I'll take it off and stow it while I approach). My reasoning is a little on the meta-game side - but I want to be able to cast my scroll of Resist Energy if I need it... (heh... if).
Erithmu

04-21-07, 07:07 PM
Valkin shrugged his shield onto his back and nudged Overseer forward towards the sound. The forest seemed to darken somewhat as mist began to form on the ground. Suddenly he came upon a fog wall that seemed to be drifting from north to south. He could see neither the beginning nor the end of the fog but the Horn suddenly stopped with a low burp, and all was silent again. Looking out he now saw that the fog had an end, and it appeared to come from behind a tree.

You are not wanted here knight. Valkin looks toward the voice and sees a rather attractive woman confirming the rumors of something, What do you want?

http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,L,4,42;c= Name,M,16,41;e=Name,L,13,40,11,30
Valkin on Overseer
Speaker
Fog Drift

Assume that the water is simple grass/ground cover, rather than water.
TelinArtho

04-23-07, 11:43 AM
The women of Gawane have raised issue with your practices here in this place. They wish for their men to be returned to them in whole and not the half-husks you have left them after whatever unfitting deed you perform unto them or force them to do.

Surrender now so that you might face justice as all who are so deviant should.

Stay put where I am - Foreman should be on my left as well.

I am not assuming I can take the horn of Fog as an offensive action, but at the sign of one - quickdraw lance and charge if I can, if I can't - it will depend on the circumstances...
Erithmu

04-23-07, 05:44 PM
It is Monday so we need to get this started ... And I'm a little tired of dealing with Pegasus' and Hippogriffs in mid air flight ...

The Woman scoffs You will do our will just like the rest sweety. With that she blows a kiss through the air and Valkin hears spellcasting from behind the tree where the fog traveled away from.

Round 1:
???? - Long Spellcasting (SpCft: 12 fail)
-- The sound came from behind the tree on the very North end of the map. The person casting is out of sight
Valkin - Charge w/ what weapon?
Woman - ???
Foreman
TelinArtho

04-23-07, 08:56 PM
Well I wasn't going to metagame knowledge here - so let's start with the [Ma] Lance for a charge. No smite, but yes on the divine might.

End in melee range with the lance in hand so that she cannot step away to cast anything (safely anyway).
Erithmu

04-23-07, 09:09 PM
Valkin Rides in full stride on Overseer at the sound of spellcasting. Hitting the talkative woman, she doubles over and falls limp under his spear. Turning to his left he sees the other spellcaster holding a horn. This one is also very charming, and she finishes casting, and then turns her gaze on Valkin, but to no effect.

Round 1:
???? - Long Spellcasting (SpCft: 12 fail)
Valkin - Charge (Atk 34 dmg 47 ... Splat)
Woman - is Dead
Foreman - ???

Round 2:
2nd Woman: Steps back and Stunning Glance (Fort 31)
Valkin - ??? 5ft step to reach her
TelinArtho

04-23-07, 10:44 PM
Your deviltry will have no purchase on my soul - for Pelor guides my eyes, my heart and my sword. Bow down and bring yourself to justice - face the crimes you have wrought upon the community - and pay due.

5ft step and draw my cold iron sword and full attack with Overseer. Keep the lance in hand - so I still threaten at 10ft though.

Foreman will only act on the defend trick at the moment. Otherwise, he is still under the heel command.
Erithmu

04-23-07, 11:14 PM
Valkin Strikes back with his sword, and while it deals some wounds, Valkin doesn't think that the wounds are fully effective. The woman focuses for a moment and then disappears with a quick word. Valkin listens for a moment but doesn't hear anything and then sheaths his sword. Hearing more spellcasting to the Northwest of him he worries some.

http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,L,14,42;b =Name,H,7,58;c=Name,L,12,41
Valkin on Overseer
General Area of the spellcasting
Foreman
Round 2:
2nd Woman: Steps back and Stunning Glance (Fort 31)
Valkin - Draw CI Longsword, and full attack (20,28 2 hits dmg 8,11

Round 3:
Woman Uses SLA (Conc: 20)
Valkin - Listen + Stow Sword

Round 4:
Woman Long Spellcasting (Spcft: 13)
Valkin - ???

Woman xx-19 (DR*2)
TelinArtho

04-24-07, 10:38 AM
Sir Valkin did not enjoy being outmaneuvered by the magic of this temptress. With a silent gesture - he beckoned to Foreman to follow him to see a better position on his foe.

Tough to say where to move exactly. Is the dark green hampered terrain still? My aim is to move and close the distance - preferably setting up for a charge. Closing the distance and gaining LOS is higher priority though. With 80 speed on Overseer - I should be able to manage some of that goal.

If a summons appears - Sir Valkin will cast Protection from Evil and share it with Overseer. If I am struck by lightning (or some other elemental attack) - drop my lance, draw my scroll of Resist Energy and cast it (and share it with Overseer).

After that - close in (charging if possible) with my other lance, and redraw my cold iron sword if I can get melee. Stop if/when you need more input from me.
Erithmu

04-24-07, 11:45 AM
Valkin rode around and spotted the woman, rounding a few trees he found a good charge lane to set up his run. As he was about to pound Overseer's flanks, a wolf appeared and charged Valkin and his mount.

Valkin backpedaled a moment putting up wards for the wolf and against the thunder the woman was calling. Rounding the now warded wolf, he drew he remaining lance and charged sending the other woman to the place he sent the first.

The Wolf returned to the forest under no control, and Valkin gathered Foreman and returned to town.

Round 4:
Woman Long Spellcasting (Spcft: 13)
Valkin - Ride to set up charge

Round 5:
Woman - Finishes summoning a D.Wolf, And Calls down lightning (dmg 11 Rflx: V: 13 O: 25 -> Valkin takes 11)
D. Wolf charges Valkin (atk 20 miss)
Valkin has Overseer step back and casts Protection from evil sharing it with his mount. He handles Foreman to Flee knowing that his friend would not be able to take the wolf down.

Round 6:
Woman conjures another bolt at Valkin (12 dmg Rflx: 12,10 Both take full)
D. Wolf tries to attack Valkin but is repeled
Valkin drops his lance, draws a scroll and protects himself and Overseer. Overseer moves to the side of the wolf

Round 7:
Woman fires another bolt (no ranks in Spcft) (11 dmg Both make saves)
Valkin Charges the woman with ... the only lance he has left ... (Atk: 20 dmg 40 - DR ... Splat)2x Celestial Nymphs
Notes:

Gear: 7200gp
cloak Cha 4000
Tattoo IA: 100
#1 (Fog Horn)
Horn of Fog 2000
PoP 1
Spells:
0 Detect magic, Read, Resist, light, purify, flare, guid
1Pro flame x2, Long strider, CLW, Pass w/out trace
2 Tree shape, Hold animal, Heat metal, Bears endurance
3 Call Lit, Pro Energy, SNAIII
4 Spike stones

#2 (Talking one)
Elixir of fire breath 1100
Potion Invis 300
Potion Pro Arrows 300
Potion Fly 750
Scrolls: Cats grace, Owl's Wisdom (300)
Spells:
0 Detect magic, Read, Resist, light, purify, flare, guid
1 Pro Flame x2, Entangle, CLW, Pass w/out trace
2 Tree Shape, Warp Wood, Flame blade, Barkskin
3 Call lit, Poison, Neut Poison
4 Flame Strike
TelinArtho

04-24-07, 12:06 PM
You should have listened - death is no way to pay for your crimes.

Sir Valkin investigates the area for any straggling captives of the temptresses after recovering his dropped equipment and calling Foreman back to his side.
Erithmu

04-24-07, 08:08 PM
Valkin found no men who were trapped currently by the women, but found that they pair had collected quite a bit of treasure along the way. Packing Foreman with the rewards, he began the ride back to town. After a short while it became close to dusk when he saw a larger problem.

Some distance off rode a man mounted on a skeletal steed. His full plate could be heard from this distance, a black cape flowed from the neck cuff of his armor. A large Scythe was held in one hand, and the other held the reigns, for the moment. Valkin of Pelor, I have a message for you. The Darkone has seen your deeds. He has an offer for you of power and prestige. Will you hear me?

You won't find this encounter on the lists, so don't bother. I didn't like the other rolls, and I think this is a little more appropriate.
TelinArtho

04-24-07, 09:25 PM
Hear you? An agent of an evil one for sure - and you ask for me to hear you? I have little interest for power, and the same for prestige. Speak what you will - but leave here soon after - for your presence can not be for good from what I can tell.

Sir Valkin keeps his distance from the unknown figure, keeping himself at the ready for any misdeed he might try to throw his way.
Erithmu

04-25-07, 07:30 PM
The man smiled in his saddle and went into what was obviously a well prepared message. The Darkone finds those who become powerful, even if they do not believe it, an interesting quandary. He has a great love and need of individuals to do his work. And here you stand as an errant page doing the bidding of people who are mere pawns in the grand scheme of this town. Jealous women and men who simply are not strong enough to resist natures lure. The man simply scoffed audibly. And you appease them, you become less than them. My master offers you power and freedom from this self imposed cell of servitude. The light can only shine so brightly when faced with the approaching darkness. I know you can see it. From the north and the south the Darkness already has two strong holds and its servants cut off trade routes. Soon this city will fall. You can't stop it, you are powerless to do so. Join us.
TelinArtho

04-26-07, 01:35 PM
Your thinly veiled argument has flaws. If I am to gain so much power under this new master by enacting his plans - I am but a pawn for an evil force. Much better to serve a cause I personally believe in - one that serves a greater good and further's Pelor's influence while taking down the negative and evil influences that stand so resolute against him and his causes.

Sir Valkin utters an short prayer to Pelor and straps his shield to his forearm.

[Cast Bless weapon on my +1 Shocking Longsword]

Now leave this place, agent of evil. I have no use for your banter and your very presence sickens the land near you.

[Quickdraw my lance and skewer him - ride by attack so I am not too close to him. If he survives and I am within a 5ft step for melee range on my next action, drop the lance, draw my magical longsword and attack him with it. Overseer should attack the mount.]
Erithmu

04-26-07, 02:30 PM
No prebuffing for missions ... you still want bless weapon?

Init
Valkin 18
Knight 4
Distance 100ft
TelinArtho

04-26-07, 02:39 PM
[Nah - just skewer him instead. Does this mean I don't have my shield equipped? Quickdraw my [Ma] Lance and charge. Use Smite Evil and Divine Might. Regardless of whether my shield is equipped, Power attack for -5 to hit, +5 damage (+10 if I don't have the shield equipped).

+15 to hit + 2 for charge + 5 for smite -5 for Power attack = +17

Damage: 3d8+12+27 (smite)+15 (divine might) + 15 (or +30 - power attack) +2d6 (charging feature of my armor) = 3d8+2d6+69 (or +84).

Hopefully that's enough to take him down...
Erithmu

04-26-07, 02:58 PM
Valkin doesn't waste any time getting to the matter at hand. Giving Overseer a kick to the flanks, he lurches forward drawing his lance. The knight seems to react, but moves too slowly. As quickly as it started, it was over. The knight would not be serving his master anymore.

atk: 35 Dmg: 82-5DR
OUCH!

Notes:
Fiendish +2/Ftr2/Clr6

S 15 +1
D 13
C 12
I 08
W 14
C 11 +1

Feats
W: WF(Flail)
Human: Imp Sunder
1 Mounted
3 Ride by
6 Spirited
F1 PA
F2 Cleave

Now you see why I asked if you wanted to still cast the spell?

Scythe +9
Flail +9

Spells (War/Strength)
0
1 Magic Weapon, Divine Favor, Pro Good, SoF, Ob mist
2 Bulls Str, Silence, Desecrate, Aid, SMII
3 Magic Vestment, Animate Dead, Dispel

DR 5/magic
SR 13

5800
1500 Full Plate
xx Scythe
xx Flail
3000 Horseshoes of speed
150gp AD material
Other stuff (holy symbol, spell comp)

Holy Symbol: Palm w/ man stepping through a portal
TelinArtho

04-26-07, 03:19 PM
[Frankly - I think Sir Valkin would've survived... but yes - if I am given the opportunity to spirit charge or to forego the spirit charge to buff - I will do the former every time and twice on Sundays...

Do I need to take out the horse too? It shouldn't be a big deal either way - but if I do - just attack it with my sword and alongside Overseer.]

Evil shall never triumph if it stands against the powers of the good, especially on the promise of more power by stepping on those who do not have power. The meek should be protected - not exploited.

Perhaps that is a lesson better learned in death for you. May Pelor's light shine on your soul to find hope.

[Just as a note for week 3, I will prebuff Overseer (and just hope I don't get hit with 3 6-hour time rolls...). As usual, Foreman will come along as well.]
Erithmu

04-26-07, 09:14 PM
Valkin watched the skeletal steed just remain motionless without someone to command it, it had no purpose. Valkin returned it to death and then rode back into town.

Reporting back to the women they were thankful and requested that he share a meal and talk about the comings and goings. Even the slightly forlorn men were somewhat happy to have things mostly back to normal.

As nice as the Freedom Fighters were they started to get annoying in their methods. It would be nice to just have some peace around town again. Gladius seems to draw the strangest groups of individuals.

The husband chimed in to the conversation, I would agree with ya, but there aren't many who seem to be wanting to do the little things. By the way it is getting late, we have a spare bed and your horse can spend the night in the stables, we would be most welcomed for the company.
TelinArtho

04-27-07, 12:50 PM
I am glad I was able to help. If even one person in this world of ours is under the influence of sinister forces - there should be another person willing and able to step up to help out.

I will humbly accept your offer for hospitality - for it has indeed been a long day and I shall need to be here early in the morning. However, let me tend to my friends first - for they are very weary from the day's events.
Erithmu

05-03-07, 07:19 PM
Valkin has some of the best sleep that he has had in a long time under the care of the families in Gawane. Rising early in the morning he takes time for his prayers and donning his armor. Some of the children watch him with curious eyes as his stout frame becomes fuller with the armor. Valkin can almost smile.

It is shortly after he finishes donning his armor that he goes downstairs to tend to foreman that a voice calls out to him. Valkin of the CEF stand presently to face your trial.

Assuming that your standard spells are memorized?
TelinArtho

05-03-07, 09:15 PM
Yup - standard spells.

Sir Valkin looks up to sound of the voice carefully. Clearly confused, he mounts on Overseer and tends to Foreman to follow behind him. His shield on his arm, proudly displaying Pelor's grace, he exits the stables and asks who has charged him with a crime.
Erithmu

05-08-07, 12:41 AM
Valkin rode out in full attire to meet his accuser and found that there were three of them. Snake-like creatures with wings, and a human torso. Valkin stated his name to the accusers and noticed that most of the town was looking out closed windows.

The middle one spoke. Valkin of Pelor and the CEF, you are charged with attacking the keepers of the forest. Were we able to have been there we would have tried to stop you, but since you seem to have attacked unwarranted we have not choice but to judge you accordingly. How do you plead?
TelinArtho

05-08-07, 01:49 AM
What deeds I have done are in no way evil nor against the law. What I have done was fail to bring a pair of temptresses to justice when they did not choose a fair and equitable trial for their misdeeds. I need not plead anything when my deeds have been just and have saved many families in this burough.

Who are you, that you decide I am the one who has run astray? What influence do you hold onto and why is it that it should oppress itself on me?

Although Sir Valkin was short - his heart was pure and unrelenting. Fear was no friend to him - nor was guilt.
Erithmu

05-08-07, 10:21 AM
The keepers of the forest are mischievous, yet they keep the forest in this place and do not attack without being provoked. Now the forest will wither away, because of you.

One of the judges on the side casts a spell and Valkin feels his limbs lock up. He tries to fight the enchantment, but the other two judges charge and hit him in his helpless state. The casting judge flies up and begins to sing, as Valkin again tries to break out of his frozen state, but all his flailing are to no avail. Overseer and Foreman step in and attack the speaking judge, and deliver some strong wounds, but Valkin can only watch as he is judged with a strong tail whip before everything goes black.

Round 1:
Judge 2 - Casts Spell (Hold Person) (Will: 12 Held)
Valkin - Break free: 11
-- Overseer
-- Foreman
Judge 1 - Charge Valkin: 27 dmg 7-3 = 4
Judge 3 - Charge Valkin: 29 dmg 13-3 = 10

Round 2:
Judge 2 - Inspire Courage +1, fly up 35
Valkin - Break Free: 1!
-- Overseer: Defend trick Full attack Judge 1 (hoof crit, hoof hit, bite hit Dmg: 26)
-- Foreman: Defend Trick Full attack judge 1 (bite hit 3 dmg)
Judge 1 - CDG (AoO Overseer hits, Foreman misses 6 dmg) (CDG w/ Tail:21-3 dmg = 18 DC 28 Fort: 24)

I'm sorry man, dice have come back to haunt you ... 3 saves and they went 3,2,1

Valkin Dead/79 (Hold Person)
Overseer 60/60
Foreman 22/22
Judge 1 xx-35
Judge 2 xx
Judge 3 xx
TelinArtho

05-08-07, 10:35 AM
Well that sucks. After I am held, is there no opportunity for Overseer to withdraw - he is intelligent after all and wouldn't likely sit there just to let someone cleave off Sir Valkin's head.
Erithmu

05-08-07, 10:39 AM
Well that sucks. After I am held, is there no opportunity for Overseer to withdraw - he is intelligent after all and wouldn't likely sit there just to let someone cleave off Sir Valkin's head.That is a legitimate point, lemme look up how that would work, if there is a ride check, etc etc ... then take a shower since it seems like I need to wake up a little more. I think you could still communicate due to the empathic link, so yea ... probably ...
TelinArtho

05-08-07, 03:55 PM
Let me know if you need more input on this or if you want to hold it over, this way I can plan appropriately on the guild actions. In any case, thanks for taking a second look.

thanks
Erithmu

05-08-07, 04:10 PM
Working on it ... shower turned into errands turned into lunch and running my fight.
Erithmu

05-08-07, 04:31 PM
Overseer sensing his master in danger rides away from the pair of judges making quick movements that easily out runs the winged creatures. Foreman dodges the full flurry of one of the creatures, but the other lands two quick sword hits that knock the horse out. As the flying judge moves towards Valkin, the knight of Pelor breaks free of the enchantment and turns around to see Foreman clump to the ground.

Round 2:
Judge 2 - Inspire Courage +1, fly up 35
Valkin - Break Free: 1!
-- Overseer: Defend trick Full attack Judge 1 (hoof crit, hoof hit, bite hit Dmg: 26)
-- Foreman: Defend Trick Full attack judge 1 (bite hit 3 dmg)
Judge 1 - CDG (AoO Overseer hits, Foreman misses 6 dmg) (CDG w/ Tail:21-3 dmg = 18 DC 28 Fort: 24)
-- Overseer sensing that his master is in danger moves away from the judges...

Ok .. What I think I'm going to do here is the following. I don't think Ride is an appropriate usage here due to the fact that you are helpless and unable to move. I am going to use the 50/50 break you have with your riding saddle and treat you as 'unconscious' and make a stay in saddle check as Overseer moves away.

... And Valkin stays in the saddle. Overseer moves 180 (AoO from Judge 1 & 2 on Valkin (Atks: 27,29 total dmg 5+2 Insprire)
-- Foreman: Defend Trick Full attack judge 1 (bite hit 3 dmg)
Judge 1 rises 5 ft and full attacks Foreman (All miss)
Judge 3 rises 5ft and full attacks Foreman (21,25,10 dmg 24)

Round 3:
Judge 2 continues to inspire and moves 70 towards Valkin
Valkin tries to break hold (21) and breaks free.
-- Overseer - ??? Ok I'll take some tactics options now.

Valkin 58/79 (Hold Person)
Overseer 60/60
Foreman -2/22
Judge 1 xx-3 (IC) 180ft + 5ft up
Judge 2 xx (IC) 150ft + 35ft up
Judge 3 xx (IC) 180ft + 5ft up
TelinArtho

05-08-07, 04:38 PM
Thanks my friend - you saved my neck back there. Now let us avenge Foreman and perhaps save him before it is too late.

Tactics will depend on their armament. Do they have ranged weaponry that I can see? If they give me the option for a spirited charge - punish them for it. If not, meaning they are all out of reach of my lance, close to 30ft or so, drawing a tanglefoot bag along the way and toss it at one of them - hoping to draw it to the ground by pinning its wings.

If that doesn't work or if they are out of range of the tanglefoot, take off my shield and engage them in archery while staying distant from them with my superior speed.

Healing will come up at half hitpoints - depending on the situation.
Erithmu

05-08-07, 05:03 PM
Valkin comes around with the judges watching to see his next action. With a slap of Overseer's flanks the knight rides through the lead judge ducking under the tail and scoring a strong hit. Not amused with the situation the lead judge attacks Valkin's mind and again the knight goes stiff. This time the second judge is quick to pull the knight from his saddle. As Valkin breaks the enchantment, he finds Overseer attacking the judge. A slash across the back and a sudden squeezing feeling takes Valkin's breath away from him as he finds himself wrapped in snake coils.

Round 3:
Judge 2 - continues to inspire and moves 70 towards Valkin
Valkin tries to break hold (21) and breaks free.
-- Overseer - Wheels around to face the judges
Judge 1 - Moves towards Valkin an seems to be waiting for something.
Judge 3 - Echos the lead Judge's actions

Round 4:
Judge 2 continues to inspire
Valkin pulls his lance out of the straps and charges Judge 1 away from Judge 3 ...
... Readied action: Tail Slap (Atk 22)...
... Valkin Rideby spirited charge (Atk 26 dmg 28)
Judge 1: Hold Person (Will: 14)
Judge 3: Charge + Trip Valkin (No AoO due to held. Touch: 22 Trip: 15 vs 11; Valkin falls and goes prone.)

Round 5:
Judge 2 continues to inspire
Valkin Break (19) breaks, but he still finds himself prone
-- Overseer Full attacks Judge 3 (From above 26 dmg)
Judge 1: Hold person again (19)
Judge 3: Full attack Prone Valkin (29,12,19 sword dmg: 10, Tail: 0 Imp Grab: 31 vs 29 Constrict 5) +2 dmg for IC

Round 6
Judge 2 continues to inspire
Valkin - ???

Valkin 41/79 (Grappled)
Overseer 60/60
Foreman -2/22
Judge 1 xx-31 (IC) 60ft + 5ft up
Judge 2 xx (IC) 20ft + 35ft up
Judge 3 xx-26 (IC) Base + 5ft up (Grappled)
TelinArtho

05-08-07, 05:08 PM
The 3rd judge should draw an AoO when he moves into my square for moving through the threatened area of Overseer (I think - tough to see the movement).

Sir Valkin struggles in the grasp of the snake-like judge and tries to gain the upper hand.

Let's try to break the grapple this round (2 attempts due to my BAB). If it doesn't work - I might have to reassess for next round. Note that the judge likely can't fly unless he can carry Sir Valkin as a light load...
Erithmu

05-08-07, 07:22 PM
No AoO, This is Improved Grab, which means Valkin moves. And yes, the Judge will not be moving.

Valkin tries to escape the coils of the judge to the best of his ability but fails to do so. Overseer hits with a hoof which leaves a large gash on the torso of the Judge. The lead judge charges and delivers a blade hit to Valkin, the judge in the air continues to sing and inspire her companions.

Round 6
Judge 2 continues to inspire
Valkin - Escape 1 (23 vs 31) Escape 2 (11 vs 17)
-- Overseer Full attacks Judge 3 (1 hoof 11 dmg)
Judge 1: Charge Valkin (22+1IC dmg: 6)
Judge 3: Constrict (30 vs 28 Dmg: 11-3 = 8)

Round 7
Judge 2 continues to inspire
Valkin - ???

Valkin 27/79 (Grappled)
Overseer 60/60
Foreman -2/22
Judge 1 xx-31 (IC) Base + 5ft up
Judge 2 xx (IC) 20ft + 35ft up
Judge 3 xx-37 (IC) (Grappled)
TelinArtho

05-08-07, 10:28 PM
Feeling worn down by the sheer strength of his attackers, Sir Valkin trusts in the strength of Overseer to take down the assault quickly. Trusting in him - Sir Valkin touches his shoulder and immediately feels better - revitalized.

Delay for Overseer to attack and then lay on hands for full. If Overseer is successful in taking down the attacker, also quick mount. If I am able to do that - hopefully that'll be enough to turn the tide of the battle. Use Long sword if I can, lance if I can't or resort to arrows if they withdraw from reach.
Erithmu

05-09-07, 02:24 PM
Ok lets finish this up. Color commentary coming soon.



Round 7
Judge 2 continues to inspire
-- Overseer Full attacks Judge 3 (first hoof: 17 dmg 10, 2nd hoof vs J1 21 dmg: 7)
Valkin - Lay on Hands: 45hp draw Longsword, quickmount Overseer
Judge 1: Full Valkin (All miss (auto pass ride for cover)

Round 8
Judge 2 casts Hold person (Will: 14) and moves to base
Valkin (Will: 17 breaks)
Overseer Full attacks (27,17,21 dmgs 8,7,5)

Round 9
J2 full attack Valkin (All miss)
Valkin Full (21,18 dmg 15,15
-- Overseer Full: (3 hits kills)

Valkin 72/79
Overseer 60/60
Foreman -2/22
Judge 1 xx-46 (IC) Base + 5ft up
Judge 2 xx-42 (IC) 20ft + 35ft up
Judge 3 xx-37 (IC) (Grappled)