Mission: Taking Down the Temple (Part II) [EL11] [Archive] - Wizards Community

Post/Author/DateTimePost
TelinArtho

09-13-06, 10:34 AM
This is a quest for Sdentch and Auburn. If you are not TheMagister, Vathelokai or myself, please do not post here and instead keep your comments in the tavern thread or via PM. The duo are seeking out the temple that Sdentch and Kraegin restored in Denth's Faithful and that they partially took out in Taking Down the Temple. The EL of the quest is 11 and it is a guild mission to strengthen the relationship between TAO and WAR.

Sdentch and Auburn fail in week 2

Questlog: Taking Down the Temple (Part II)

Week 1: Sdentch and Auburn take down an Osyluth and 4 Barbazu Guards
Week 2: Sdentch and Auburn fall to a Master Hellspider (Nessian Warhound) and 2 Hellspiders (Hellcats)
Week 3:

Resources Used:

[Frozen quest - so no resources are actually used]
TelinArtho

09-13-06, 10:38 AM
Sdentch

Proud Strider and Grandmistress of Flowers of the Warfare Alliance

Orcish Beauty Queen (http://www.editmesh.net/artists/ccheek/media/images/051005.jpg) Thanks go out to Ribking!

"Sdentch ready! Sdentch and 'lil sister go teach mean ol' hungry Densth a big lesson!"

Gender: Female
Race: Half-Orc, Humanoid(Orc)
Size: Medium, Height: 6'3", Weight: 196 lbs.
Alignment: Neutral
Class(es): Barbarian 2/Fighter 8 (ECL 10)
Experience: 45,546 Next: 55,000

STR...20 [+5]...(16 pts +2 racial) [+4 raged][-2 fatigued]
DEX...17 [+3]...(10 pts + level 8 increase) [-2 fatigued]
CON...16 [+3]...(8 pts + level 4 increase) [+4 raged]
INT....6 [-2]...(0 pts-2 racial)
WIS...10 [+0]...(2 pts)
CHA....6 [-2]...(0 pts-2 racial)

Hit Points: 92 [12 (1st barbarian) + 5.5 x 8(fighter) + 6.5 (barbarian) + 30 con] [+20 hp raged]
AC: 24 [10, +3 dex, +6 armor, +3 shield, +1 deflection, +1 natural], Touch 14, Flat 24 [+6 (spiked +1 breastplate), +3 (spiked +1 heavy steel shield of bashing), +1 Ring of Protection, +1 Amulet of Natural Armor] [-2 AC rage, -1 AC fatigued (dex penalty)]
Initiative: +3 [+3 dex]
BAB/Grap: +10/+15 [+10 bab, +5 str] [+2 grapple (raged), -1 grapple (fatigued)]
Speed: 35 ft. [fatigued = can't run or charge]

Saves:
Fort +13 [+3 barbarian, +6 fighter, +3 con, +1 cloak of resistance] [+2 raged]
Ref +6 [+2 fighter, +3 dex, +1 cloak of resistance] [-1 fatigued][-1 enlarged]
Will +3 [+2 fighter, +1 cloak of resistance] [+2 morale raged]

Standard Attacks:

[Ma] Trident +16 melee or +14 ranged, 1d8+5 Crit[x2], [10' range] [x2 damage when set to receive a charge]
+1 Shortsword +16 melee, 1d6+3 Crit[19-20/x2]
Large Club +13 melee or +11 ranged, 1d8+7 Crit[x2] [10' range] [+1 to hit/damage and 3d6 weapon damage (shillelagh)]
Spiked Armor +15 melee, 1d6+5 Crit[x2]
[Ma] Spiked +1 Heavy Steel Shield of Bashing +16 melee, 2d6+6 Crit[x2] [2d6+8 two-handed]
[Ma] Longspear +16 melee, 1d8+7 Crit[x3], [x2 damage when set to receive a charge]
Net +9 ranged touch, --, [10 ft. range][target entangled on hit; see PHB pg. 119]
[Ma] Mighty +4 Composite Longbow +14 ranged, 1d8+4 Crit[x3] [110' range]
[Ma] Bolas +14 ranged touch, 1d4+5 subdual Crit[x2] [10’ range]

Full Attack:

Full Attacks:
[Ma] Spiked +1 Heavy Steel Shield of Bashing +14/+9 melee, 2d6+6 [x2] primary and +1 Shortsword +14 melee, 1d6+3 [19-20/x2] off-hand
[Ma] Mighty +4 Composite Longbow +14/+9 ranged, 1d8+4 Crit[x3] [110' range]
[Ma] Spiked +1 Heavy Steel Shield of Bashing +14/+9 melee, 2d6+8 [x2] two-handed and Armor Spikes +13 melee, 1d6+2 [x2] off-hand


Raged and Enlarged:
[Ma] Spiked +1 Heavy Steel Shield of Bashing +18/+13 melee, 3d6+9, 20/x2 [or 3d6+13, 20/x2 two-handed] [To Hit: +10 bab, +5 str, +2 raged, +1 enlarged, +1 enh, -1 size] [To damage: +5 str, +2 raged, +1 enlarged, +1 enh]
+1 Shortsword +18 melee, 1d8+5, 19-20/x2
[To Hit: +10 bab, +5 str, +2 raged, +1 enlarged, +1 enh, -1 size] [To damage: {(+5 str +2 raged +1 enlarged)*0.5 off-hand} +1 enh]
[Ma] Longspear +18/+13 melee, 2d6+12, 20/x3
[To Hit: +10 bab, +5 str, +2 raged, +1 enlarged, +1 enh, -1 size] [To damage: (+5 str +2 raged +1 enlarged)*1.5 two-handed]
[Ma] Trident +18/+13 melee or +11 ranged, 2d6+8, 20/x2, [10' range]
[Melee to hit: +10 bab, +5 str, +2 raged, +1 enlarged, +1 enh, -1 size] [Ranged to hit: +10 bab, +3 dex, +1 enh, -1 enlarged, -1 size] [To damage: +5 str, +2 raged, +1 enlarged]
Spiked Armor +17 melee, 1d8+8, 20/x2
[To hit: +10 bab, +5 str, +2 raged, +1 enlarged, -1 size] [To damage: +5 str, +2 raged, +1 enlarged]
Large Club +15 melee or +9 ranged, 2d6+12, 20/x2 [10' range] [+1 to hit/damage and 4d6 weapon damage (shillelagh)]
[To hit (club): +10 bab, +5 str, +2 raged, +1 enlarged, -1 size, -2 weapon size] [To damage: (+5 str +2 raged +1 enlarged)*1.5]
[Ma] Mighty +4 Composite Longbow +12/+7 ranged, 2d6+4, 20/x3 [110' range]
[To Hit: +10 bab, +3 dex, +1 enh, -1 enlarged, -1 size] [To damage: +4 str]
Net +7 ranged touch, --, [10’ range]
[To Hit: +10 bab, +3 dex, -1 enlarged, -1 size, -4 non-proficiency]
[Ma] Bolas +12 ranged touch, 1d4+7 subdual 20/x2 [10’ range] [initiates ranged trip attack 1d20+7]

Two-Weapon Fighting/Raged/Enlarged
[Ma] Spiked +1 Heavy Steel Shield of Bashing +16/+11 melee, and +1 shortsword
+16 melee
[Ma] Spiked +1 Heavy Steel Shield of Bashing +16/+11 melee, and Spiked Armor +15 melee
[Ma] Longspear +16/+11 melee, and Spiked Armor +15 melee

Feats:
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Two-Weapon Fighting (1st Fighter)
Improved Shield Bash (2nd Fighter)
Quickdraw (3rd Level)
Power Attack (4th Fighter)
Improved Overrun (6th Level)
Combat Reflexes (6th Fighter)
Stand Still (9th Level) Sit. Stay.
Exotic Weapon Proficiency (8th Fighter)

[B]Class Abilities: Barbarian
fast movement +10 ft.
illiteracy
rage [8 rounds]
Uncanny Dodge

Race Abilities: Half-Orc
Darkvision 60 ft.
Orc Blood
Favored Class: Barbarian

Skills [[4(barbarian)-2(int)x4]=8 Points (level 1), +[2(fighter)-2(int)=0(set to 1)]x[fighter level 8] + [4(barbarian)-2(int)]= 18 total skill points (sigh)]:
+5 Handle Animal (http://boards1.wizards.com/showpost.php?p=7627571&postcount=30) [7 rnks, -2 cha] [4 barb + 3 ftr]
+0 Hide [0 rnks, +3dex, -3 ACP] [0 barb]
+6 Listen [6 rnks, +0 wis] [6barb]
+0 Move Silently [0 rnks, +3 dex, -3 ACP]
+10 Ride [5 rnks, +3 dex, +2 synergy (handle animal)] [5 ftr]
+0 Spot [0 rnks, +0 wis]

Languages Spoken: common, orc
Automatic Languages

Equipment:
Traveler's Clothes
Spiked +1 Breastplate of Quickness [+6 AC, +3 Max Dex, -3 ACP +5 ft. unnamed increase to speed][40 Lbs]
[Ma] Spiked +1 Heavy Steel Shield of Bashing [+3 AC][20 Lbs]
Cloak of Resistance +1 [01 Lbs]
Ring of Protection +1
Amulet of Natural Armor +1
Auburn's Ring of Counterspells [dispel magic] - In Sdentch's Nose for fluff reasons
Hand of Glory [2 lbs]Takes up space as necklace. Can wear an additional ring. Can cast Daylight and See Invisibility at CL 5 1/day each.
Ring of Protection +1 (on Hand of Glory...because I CAN)
Bag of Tricks (tan) [3 lbs]d% Animal
01–30 Brown bear
31–60 Lion
61–80 Heavy warhorse
81–90 Tiger
91–100 Rhinoceros

Total Protective Equipment Weight: 66 lbs.


[U]Weapons
[Ma] Trident [04 Lbs]
+1 Shortsword [02 Lbs]
[Ma] Longspear [09 Lbs]
[Ma] Mighty +4 Composite Longbow [03 Lbs]
Large Club [06 Lbs]
Spiked Gauntlet [01 Lbs]
Spiked Gauntlet [01 Lbs]
34 25 arrows [06 Lbs]
Net [06 Lbs]
Bolas x 4 [2 lbs ea. x 4 = 8 lbs]

Total Weapons Weight: 46 lbs.

Expendable Items: [Total Value/Allowed Value: 3,150.08gp/4050gp]
Material Components:
250 gp of diamond dust

Elixirs, Oils, Potions & Tattoos
Oil of Shillelagh (CL 1) [0.1 lb][50gp]
Oil of Magic Weapon [0.1 lb][50gp]
Oil of Bless Weapon [0.1 lb][100gp]
Potion of Enlarge Person (CL5) x 3 [0.3 lb][250gp ea.]
Potion of Protection from Evil (CL1) [0.1 lb][50gp ea.]
Potion of Protection from Good (CL1) [0.1 lb][50gp ea.]
Potion of Resist Energy (Fire) 10 (CL3) [0.1 lb][300gp]
Potion of Resist Energy (Acid) 10 (CL3) [0.1 lb][300gp]
Potion of Fly (CL 5) [0.1 lb][750gp]
Potion of Cure Light Wounds x 10 (CL 1) [1 lb][50gp ea.]
Tattoo of Skate (ML1) [0 lbs][100gp ea.]
Tattoo of Biofeedback (ML1) [0 lbs][100gp ea.]
Silversheen [0.1 lbs][250gp]
Bag of Flour x 8 [1 lb ea.][1cp ea.]

Expendables Weight: 10.2 lbs

Miscellaneous Statistics:
Encumbrance: 0-133 (light), 134-266 (medium), 267-400 (heavy)
Weight Carried: 122.2 lbs.

Equipment at home (to be considered on MULE in the event of a quest):
Portable Ram [20 lbs]
Sledge [10 lbs]
Rope, Silk x 100 ft. [10 lbs]
Grappling Hook (attached to rope) [4 lbs]
Crowbar [5 lbs]
Flint and Steel [--]
Lantern, Hooded [2 lbs]
Flask of Oil (6 hrs ea.) x 4 [4 lbs]
10' Pole [8 lbs]
Torch x 4 [4 lbs]
Sunrod x 2 [2 lbs]
Canvas, 4 sq. yds (12 sq. ft.) [4 lbs]
Backpack [2 lbs]
Alchemist's Fire x 1 [1 lb]
Potion of Cure Light Wounds x 11 (CL 1) [2 lb][50gp ea.]

Total "At Home" Equipment Weight: 76 lbs

At Home Allies:
MULE
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.
Combat
A mule’s powerful kick can be dangerous.
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Equipment:
Pack Saddle [15 lbs]
Feed x 5 days [50 lbs]

Equipment Total: 65 lbs

Prefight and Prebuffs:
Hire Grauerholz
Spellcasting Services cast dispel magic into Ring of Counterspells [-150gp]


Total Income: 56,013gp [3,000gp (starting cash)] + [51503gp (awards)] + [1,510gp (sales)]
Total Gold Spent: 55,643.29gp [2,959gp (starting equipment)] + [51,484.29gp (expenditures)] + [1,200gp (mercenaries)]
Gold Remaining: 369.71 119.71 gp

Character Background:
Oh, my dear Pelor...over there by the weapons shop; don't look, don't look! Is THAT the hairiest back you've ever seen? Looks like someone stuffed a wet dire bear into a barrel of lard and let it dry; it's just going everywhere... And the smell! An otyugh could fall in love...I'll bet this one has to beat the ladies off with a...OH MERCIFUL GODS, IT'S A WOMAN!!

Default Tactics
Tap tattoo of skate. Seek out, knock down. Use Heavy shield in two-hands, TWF with armor spikes and chop 'em down. Use expendables as necessary. Rage when in melee, or when in sight of spellcasters. Use Bag of Tricks liberally (KITTIES!) Use Hand of Glory for See Invisibility if facing a spellcaster. Use Daylight vs. Light Sensitive bad guys. Use Stand Still to keep ‘em close when they try to run away, or to stop ‘em if they try to charge or close to melee. Sdentch should always get the first full attack action in melee. Throw bolas at anything in range (especially if its flying) and base to take advantage of AoOs.



Results: Fights, Quests & Campaigns

Current Record (Win/Loss): 10 / 11

1: Sdentch vs. Daeren Stronghammer,LOSS, +300xp/+300gp
2: Sdentch vs. Nexa, LOSS, +300xp/+300gp
3. Sdentch vs. Sam, WIN!, +900xp/+900gp
4. Sdentch vs. Shakari, LOSS, +375 xp/ +375 gp
5. Sdentch vs. Quentus, WIN!, +900 xp/+900 gp
6. Sdentch vs. Anya, LOSS, +300 xp/+300 gp
7. Sdentch vs. Yoriko Obato, WIN!, +1200 xp/+1200 gp

Denth's Faithful, SUCCESS!!, +6400xp/+4623gp.

8. Sdentch vs. Djinni, WIN!, +1500xp/+1600gp
9. Sdentch vs. Aquin (Challenge), WIN!, +1800xp/+2000gp
10. Sdentch vs. Azriel, WIN!, +1800gp/+2000gp
11.Sdentch vs. Goran the Beast, LOSS, +600xp/+633gp
12.Sdentch hunt Grik hunt Kraegin, LOSS, +1200xp/+1332gp
13.Sdentch vs. Lissa, LOSS, +637xp/+707gp
14.Sdentch vs. Dameon Leonne, WIN!, +1,800xp/+2000gp
15.Sdentch vs. Kraegin and Dameon Leonne, WIN!, +3,500xp/+4,332gp

Getting Bugged: Miniquest, SUCCESS!, Joined Warfare Alliance!, +1,500xp/+1,600gp

16.Sdentch vs. Vandelar the Red, LOSS, +666xp/+944gp - 400gp to pay Hauber Bulwark
17.Sdentch vs. Samuel Highground the Ghost, LOSS, +800xp/+1133gp, contributed 113 gp to WAR.
18.Sdentch vs. Galagith, WIN!, +2400xp/3400gp, contributed 340 gp to WAR.

Just Below the Surface:Full Quest, SUCCESS!, Gained Hand of Glory – value: 8000 gp, +5867xp/+8601gp-8000gp for Hand, contributed 860gp to WAR.

Revenge on the Dragon, Failure!

19.Sdentch => Lissa => Va'ria, LOSS, +1800xp/+3000gp, contributed 270 gp to WAR.
20.Sdentch vs. Balbanes Ascended, Miracle WIN!, +2700xp/+4500gp – 400gp to pay Hauber Bulwark, contributed 405gp to WAR
21.Sdentch vs. 5 Cloakers, Loss, +964xp/+1656gp - 400gp to pay Hauber Bulwark, contributed 113 gp to WAR.

Taking Down the Temple: Full Quest, SUCCESS!, +2137xp/+3547gp

Frozen Quests:
1. Guild Operation: Assault Structure (Harbor), Fail, Week 1 Fight


+3,200 [B]Starting Experience
+42,346 Experience Won
-0 Experience Spent
+45,546 Total Experience



Spiked Breastplate [-250 gp]
Longsword [-15 gp]
Trident [-15 gp]
Spiked +1 Light Shield [-1169 gp]
Oil of Shillelagh (CL 1) [-50 gp]
Large Club [-0 gp]
Mighty (+5) Composite Shortbow [-450 gp]
Spiked Gauntlet [-5 gp]
Spiked Gauntlet [-5 gp]
+1 Cloak of Resistance [-1000 gp]
Total: -2959 gp

[Sales: 1,510gp, [Gold Spent:51,464.29gp]
Fight1:
-USED
oil of shillelagh (CL 1)
1 arrow
-BOUGHT
oil of shillelagh (CL 1) [-50gp]
Fight 2:
-USED
oil of shillelagh (CL 1)
-BOUGHT
oil of shillelagh (CL 1) [-50gp]
longspear [-5gp]
Fight 3:
-USED
oil of shillelagh (CL 1)
-BOUGHT
oil of shillelagh (CL 1) [-50gp]
Fight 4:
-USED
oil of shillelagh (CL 1)
-BOUGHT
oil of shillelagh (CL1) [-50 gp]
potion of protection from arrows 10/magic (CL 3) [-300 gp]
Fight 5:
-USED
1 arrow
-SOLD
spiked breastplate [250 gp/2 = +125 gp]
trident [15gp / 2 = +7gp, 5s]
longsword [15gp / 2 = +7gp, 5s]
-BOUGHT
Spiked +1 Breastplate [-1400 gp]
[Ma] Trident [-315 gp]
[Ma] Longsword [-315 gp]
[Ma] Spikes for +1 Light Steel Shield [-350gp]
Potion of:
Protection from Evil (CL1) [-50gp]
Protection from Good (CL1) [-50gp]
Resist Energy (Fire) 10 (CL3) [-300gp]
Fly (CL 5) [-750 gp]
Shield of Faith +2 (CL 1) [-50 gp]
Protection from Good (CL 1) [-50 gp]
Protection from Evil (CL 1) [-50 gp]
Cure Light Wounds x 5 (CL 1) [-250 gp]
Fight 6: nothing
Fight 7: nothing
Quest 1:
-USED
oil of shillelagh
1 arrow
potion of Cure Light Wounds x 2
BOUGHT Oil of Shillelagh (CL 1) [-50gp]
Fight 8:
-USED
oil of Shillelagh
potion of Protection from Good
potion of Fly
-BOUGHT
potion of Protection from Good (CL1) [-50gp]
potion of Fly (CL 5) [-750 gp]
oil of Shillelagh (CL 1) [-50gp]
[i]Quickness special ability for +1 Breastplate [-3000gp]
tattoo of Skate x 2 [-200gp]
oil of Daylight [-750gp]
[Ma] Longspear [-305gp]
[Ma] Mighty +4 Composite Longbow [-800gp]
tattoo of Biofeedback [-100gp]
-SOLD
longspear [+2gp, 5s]
Mighty (+5) Composite Shortbow [+225gp]
Fight 9:
-USED
potion of protection from evil
tattoo of skate
tattoo of biofeedback
-BOUGHT
tattoo of biofeedback [-100gp]
Bashing Enchantment for [Ma] Spiked +1 Light Steel Shield [+3000gp]
Net[-20gp]
-SOLD
oil of daylight [+375gp]
Fight 10:
-USED
potion of fly
oil of shillelagh
potion of protection from arrows 10/magic
-BOUGHT
potion of protection from arrows 10/magic (CL 3) [-300 gp]
potion of fly (CL 5) [-750 gp]
oil of shillelagh (CL 1) [-50gp]
tattoo of skate [-100gp]
dust of tracelessness [-250gp]
Fight 11:
-USED
tattoo of skate
Fight 12:
-USED
potion of protection from evil
tattoo of biofeedback
potion of shield of faith +2
oil of shillelagh
-BOUGHT
oil of shillelagh (CL 1) [-50gp]
tattoo of biofeedback [-100gp]
potion of protection from evil (CL 1) [-50 gp]
potion of shield of faith +2 (CL 1) [-50 gp]
potion of enlarge person (CL3) [-250 gp]
potion of resist energy (Acid) 10 [-300 gp]
Fight 13:
-USED
potion of enlarge person (CL3)
tattoo of skate
-BOUGHT
tattoo of skate [-100gp]
potion of enlarge person (CL3) [-250gp]
Fight 14:
-USED
potion of protection from good
potion of resist energy (acid)
-BOUGHT
potion of resist energy (acid) [-300 gp]
Fight 15:
-USED
potion of fly
potion of protection from evil
4 arrows
-BOUGHT
potion of fly [-750gp]
potion of protection from evil [-50gp]
arrows (20) [-1gp]
bag of tricks (tan) [6,300gp]
potion of clw x 12 [-600gp]
portable ram [-10gp]
sledge [-1gp]
rope, silk x 100ft. [-20gp]
grappling hook [-1gp]
crowbar [-2gp]
flint and steel [-1gp]
lantern, hooded [-7gp]
oil x 4 pints [-.4gp]
10' Pole [-.2gp]
torch x 4 [-.04gp]
sunrod x 2 [-4gp]
canvas x 4 sq. yds [-.4gp]
backpack [-2gp]
alchemist's Fire x 1 [-20gp]
Mule [-8gp]
pack saddle [-5gp]
feed x 5 days [-.25gp]
Miniquest 1:
-USED
oil of shillelagh
-BOUGHT
oil of shillelagh [-50gp]
Fight 16:
-USED
potion of fly
potion of resist energy (fire)
-BOUGHT
potion of fly [-750gp]
potion of resist energy (fire) (CL3) [-300gp]
potion of enlarge person (CL3) x 2 [-500gp]
bag of flour x 8 [-.08gp]
Fight 17:
-USED
potion of protection from evil
potion of enlarge person (CL3)
oil of shillelagh
tattoo of skate
-BOUGHT
potion of protection from evil [-50gp]
potion of enlarge person (CL3) [-250gp]
oil of shillelagh [-50gp]
tattoo of skate [-100gp]
Fight 18:
-USED
potion of enlarge person (CL3)
potion of shield of faith +2
potion of resist energy (acid)
potion of clw
-BOUGHT
potion of shield of faith +2 [-50 gp]
oil of magic weapon x 2 [-100 gp]
oil of shillelagh [-50gp]
oil of bless weapon [-100gp]
potion of resist energy (acid) (CL3) [-300gp]
Quest 2:
-USED
tattoo of skate
oil of bless weapon
potion of clw x 10
tattoo of force screen
potion of enlarge person (CL3)
oil of shillelagh
potion of resist energy (acid)
potion of protection from evil
-BOUGHT/GAINED Hand of Glory [-8000gp]
tattoo of skate [-100gp]
oil of bless weapon [-100gp]
potion of resist energy (acid) (CL3) [-300gp]
oil of shillelagh [-50gp]
potion of protection from evil [-50gp]
potion of clw x 25 (CL 1) [-1250gp]
Changed [Ma] Spiked +1 Light Steel Shield of Bashing to [Ma] Spiked +1 Heavy Steel Shield of Bashing (http://boards1.wizards.com/showpost.php?p=8795899&postcount=216) and paid the difference in cost [-11gp]
+1 Shortsword [-2310gp]
-SOLD
[Ma] Longsword [+157.5gp]
Quest 3:
-USED
oil of shillelagh
potion of enlarge person (CL3)
Fight 19:
-USED
tattoo of skate
-BOUGHT
tattoo of skate [-100gp]
potion of enlarge person (CL3) [-250gp]
ring of protection +1 [-2000gp]
Fight 20:
-USED
potion of fly
potion of enlarge person (CL3)
-REFUNDED
Potion of Protection from Arrows [+300gp]
Dust of Tracelessness [+250gp]
Potion of Shield of Faith (+2) [+50gp]
-BOUGHT
potion of enlarge person (CL3) [-250gp]
potion of fly [-750gp]
Ring of Counterspells [-4000gp]
Dispel Magic from Spellcasting Services [-150gp (May 14)]
Fight 21:
-USED
potion of enlarge person (CL3)
-BOUGHT
potion of enlarge person (CL3) x 3 [-750gp]
Dispel Magic from Spellcasting Services [-150gp (June 14)]
Silversheen [-250gp]
Quest 4:
-USED
Oil of bless weapon
potion of clw x 9
Silversheen
potion of resist energy (fire)
potion of enlarge person (CL3)
oil of magic weapon
-BOUGHT
oil of bless weapon [-100gp]
potion of resist energy (fire) (CL3) [-300gp]
potion of enlarge person (CL3) x 3 [-750gp]
Silversheen [-250gp]
Bolas x 4 [-15gp]
Amulet of Natural Armor +1 [-2000gp]
TelinArtho

09-13-06, 10:39 AM
Auburn
http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/gnome-mage.jpg
Gender and Race: Female Forest Gnome
Size and Type: Small Humanoid (spellcaster)
Height and Weight: 3'0" 35 lbs.
Age: Young (no modifier)
Alignment: Neutral Good
ECL: 9 (9 Wizard)
Experience: 38,619/45,000 (XP from crafting returned to total)

Guild: Founding member of The Arcane Order

Attributes
STR 08 (-1) [2 pts] [8 Base, -2 Race]
DEX 14 (+2) [6 pts] [8 Base]
CON 16 (+3) [6 pts] [8 Base, +2 Race]
INT 22 (+6) [10 pts] [8 Base, +2 Advancement, +4 Enhancement]
WIS 14 (+2) [ 6pts] [8 Base]
CHA 14 (+2) [6 pts] [8 Base]

Miscellaneous Statistics
Hit Points: 51 [9 HD] [4 (Wizard) + (2.5 (Wizard) x 8) + (9 HD x 3 Con)]
Armor Class (Normal): 19 [10 Base, +2 Dex, +4 Armor, +2 Shield, +1 Size]
Armor Class (Touch): 13 [10 Base, +2 Dex, +1 Size]
Armor Class (Flat-Footed): 17 [10 Base, +4 Armor, +2 Shield, +1 Size]
Initiative: +2 [+2 Dex]
Base Attack Bonus: +4 [+4 (Wizard)]
Grapple: -1 [+4 BAB, -2 Str, -4 Size]
Speed (Land): 20 ft [20 Base]
Weight Carried: ~15 lbs, light encumbrance [0-19.5 (Light), 19.51-39.75 (Medium), 39.76-60 (Heavy)]

Saves
Fortitude: +6 +3 (wizard), +3 con
Reflex: +5 +3 (wizard),+2 dex
Will: +8 +2 vs. illusions (Racial) +6 (wizard), +2 wis

Melee Attacks
Touch +4, 0d0, (20/x2) [-1 Str, +4 BAB, +1 Size]
Club +4, 1d4-1, (20/x2), bludgeon [-1 Str, +4 BAB, -1 Size]
Fist +0, 1d2-1, (20/x2), bludgeon [-1 Str, +4 BAB, -1 Size, -4 nonproficient]

Ranged Attacks
Ranged Touch +7, 0d0, (20/x2) [+2 Dex, +4 BAB, +1 Size]
[MA] Light Crossbow +8, 1d6, (19-20/x?), Range 80 ft, Piercing [+2 Dex, +4 BAB, +1 Size, +1 Enhancement]

Special Attacks & Abilities
Spell like ability: Ghost Sound [Illusion (figment), 1 round, 25 ft range, Will DC 12]
Spell like ability: Dancing Lights [Evocation (light), 10 rounds, 110 ft range, up to 4 lights in 10 ft radius of each other]
Spell like ability: Prestidigitation
Spell like ability: Pass without Trace [Transmutation, 1 hour/HD, Self Only, impossible to track]

Arcane Spells Readied
Cantrip [DC 16] ghost sound1, detect magic, open/close, arcane mark
Level 1 [DC 17] protection from good, protection from evil, magic missile, magic missile, ventriliquism, grease
Level 2 [DC 18] blindness/deafness, scorching ray, ghoul touch, mirror image, glitterdust1, extended mage armor
Level 3 [DC 19] dispel magic, fly, summon monster 32, dispel magic
Level 4 [DC 20] stoneskin, stoneskin, black tentacles
Level 5 [DC 21] Dismissal, extended greater invisibility
1 +1 to DC of conjurations and illusions
2 Augmented summoned creatures
strikethrough spells are prebuffs

Spell Levels Available Per Fight: 18 (4 Cantrips) [ Total Spell Levels / 3, rounded up]
Total Spell Levels: 52 [(6 x 1), (6 x 2), (4 x 3), (3 x 4), (2 x 5)]
Arcane Spell Failure: 0% [0% Shield]
Caster Level: 9

Feats
Scribe Scroll Wizard 1 Craft scrolls for (12.5 gp x CL x SL)
Spell Focus: Conjuration Lvl 1 +1 to the save DC of conjuration/summons
Augment Summons Lvl 3 +4 to Str and Con of all summoned creatures
Craft Wonderous Item Wizard 5 Craft items from the wonderous list at 1/2 market price
Extend Spell Lvl 6 Double durration of spell, +1 to the spells level
Skill Focus: Knowledge Planes Lvl 9 +3 to this skill

Skills
Total Skill Points: 56 [56 (Wizard)]
Languages: Common, Gnome, Sylvan, Draconic, Giant, Elf, and Forest Animal (as speak w/ animals spell)
[3 + animals (Racial), 3 Int]
Armor Check Penalty: 0 [0 Shield]

Spot: +2 +2 Familiar Alertness [+2 Wis]
Listen: +4 +2 Familiar Alertness [+2 Wis, +2 Race]
Hide: +10 +4 in Forests [+2 Dex, +4 Racial, +4 Size]
Move Silently: +3 [+2 Dex, 1cc Ranks (2 Wizard)]

Appraise: +8 [+5 Int, +3 Familiar]
Autohypnosis: +5 [+2 Wis, 1cc Ranks (2 Wizard), +2 Synergy (Concentration), etc]
Concentration: +15 [+3 Con, +12 Ranks]
Craft (Alchemy): +8 [+5 Int, +1 Ranks (1 Wizard), +2 Racial]
Spellcraft: +19 [+5 Int, 12 Ranks (12 Wizard), +2 Synergy (Know: Arcana)]
Tumble: +3 [+2 Dex, 1cc Ranks (2 Wizard)]
Knowledge (Arcana): +17 [+5 Int, 12 Ranks (12 Wizard)]
Knowledge (Dungeoneering): +6 [+5 Int, 1 Rank (1 Wizard)]
Knowledge (History): +7 [+5 Int, 2 Ranks (2 Wizard)]
Knowledge (Local): +6 [+5 Int, 1 Rank (1 Wizard)]
Knowledge (Nature): +6 [+5 Int, 1 Rank (1 Wizard)]
Knowledge (Psionics): +6 [+5 Int, 1 Rank (1 Wizard)]
Knowledge (Religion): +6 [+5 Int, 1 Rank (1 Wizard)]
Knowledge (The Planes): +20 [+5 Int, 12 Rank (12 Wizard), +3 Feat (Skill Focus)]

Conditional Modifiers
Alertness from Familiar when within 5 ft.
Racial hide bonus increases from +4 to +8 in any wooded area.
Monk Outfit can be used to give a +2 to Use Rope.

Prefight Actions
Load xbow with silver bolts
Cast extended mage armor {18 hours}
Activate racial ability, pass without trace {9 hours}

Equipment Worn and Carried
Monk Outfit [0 lbs] [0 gp]
Small Mithral Buckler +1 [1.25 lbs][2015 gp]
Club [1.5 lbs][0 gp]
[MA] Small Light Crossbow [2 lbs][335 gp]
15 small Lt. Bolts [0.05 lb each = .75 lbs] [0.1 gp each = 1.5 gp]
20 small silver Bolts [0.05 lb each = 1 lbs] [2.05 gp each = 41 gp]
Spell Component Pouch [2 lbs][5 gp]
Spare Spell Component Pouch [2 lbs][5 gp]
Boccob's Blessed BookC [1 lbs][6250 gp]
Headband of Intellect +4C [0 lbs][8000 gp]
Ring of Counterspells [0 lbs][4000 gp]
Ring of Counterspells [0 lbs][4000 gp]
Diamond Dust [0 lbs][300 gp]

Expendable Items Max total (ECL2 x 50): 4050 gp
1 Potion of Cure Moderate Wounds [CL 3] [0.1 lb each = .1 lbs][300 gp each = 300 gp]
1 Potion of Hide from Undead [CL 1] [0.1 lb each = .1 lbs][50 gp each = 50 gp]
1 Potion of Hide from Animals [CL 1] [0.1 lb each = .1 lbs][50 gp each = 50 gp]
1 Elixer of Sneaking [CL 3] [0.1 lb each = .1 lbs][250 gp each = 250 gp]
1 Borgo's Ale [CL 10] [0.1 lb each = .1 lbs][0 gp each = 0 gp][present from Ashur]

Scroll of Spell ImmunityC: Lesser Globe of Invulnerability [CL 7] [0.0 lb each = 0 lbs][400 gp]
Scroll of MissilesC: Magic missile x6 [CL 9] [0.0 lb each = 0 lbs][675 gp]
Scroll of InvisibilityC: Invisibility x3 [CL 3], Greater Invisibility [CL 7] [0.0 lb each = 0 lbs][575 gp]
Scroll of ProtectionC: Prot. Good [CL 2], Prot. Evil [CL 2], See invis x2 [CL 3], Shield [CL 2], Resist Energy [CL 3] [0.0 lb each = 0 lbs][300 gp]

Equipment at Home
Ivory Plaque [1 lbs][50 gp][Spell Focus]

Allies
Maximum CR per ally: CR 7 (ECL-4, min. 1)
Maximum ECL per ally: ECL 5 (ECL-2)
Maximum CA of allies per fight: CA 7 (ECL-2)

Name: Raven!
Gender and Race: Female Black Bird
Size and Type: Tiny Augmented Magical Beast (familiar)
Height and Weight: 2' 2 lbs.
Age: Young (no modifier)
Alignment: Neutral Good
ECL: None

Attributes
STR 1 (-5) [1 Base]
DEX 15 (+2) [15 Base]
CON 10 (+0) [10 Base]
INT 9 (-1) [2 Base, +7 Familiar]
WIS 14 (+2) [14 Base]
CHA 6 (-2) [6 Base]

Miscellaneous Statistics
Hit Points: 25 [9 HD] [(1/2 of masters hp)]
Armor Class (Normal): 19 [10 Base, +2 Dex, +2 Size, +5 Natural]
Armor Class (Touch): 14 [10 Base, +2 Dex, +2 Size]
Armor Class (Flat-Footed): 17 [10 Base, +2 Size, +5 Natural]
Initiative: +2 [+2 Dex]
Base Attack Bonus: +4 [(as master)]
Grapple: -9 [+4 BAB, -5 Str, -8 Size]
Speed (Land): 10 ft [10 Base]
Speed (Flight): 40 ft, average maneuverability [40 Base]
Weight Carried: 0 lbs, light encumbrance [0-1.5 (Light), 1.6-3 (Medium), 3.1-5 (Heavy)]

Saves
Fortitude: +3 [+0 Con, +3 Wizard]
Reflex: +5 (Improved Evasion) [+2 Dex, +3 Wizard]
Will: +8 [+2 Wis, +6 Wizard]

Melee Attacks
Claws +8, 1d2-5, (20/x2), Piercing [+2 Dex, +4 BAB, +2 Size]
Touch +8, 0d0, (20/x2) [+2 Dex, +4 BAB, +2 Size]

Ranged Attacks
None

[u]Special Attacks and Abilities
Gets hp equal to 1/2 of masters.
Gets HD, saves, BAB, and skill ranks of master.
Gains intellegence, natural armor, and special abilities based on masters caster level.
Can speak common.
Gives the master a +3 bonus to appraise checks.
Transfers Alertness feat to master when within 5 ft.
Improved Evasion.
Can share the effects of spells with master.
Can be the target of personal spells cast by master.
Empathic link with master at a range of up to 1 mile.
Can hold the charge of a touch spell cast by the master. Familiar must be touching the master to recieve the charge.
Can speak with the master in a language only they can understand.
Can speak with all birds, as per the speak with animals spell.

Feats
Alertness Lvl 1 +2 to spot and listen
Weapon Finess Racial Uses Dex instead of Str with light weapons and natural attacks

Skills
Languages: Common, Wizard, Bird [3 familiar]

Spot: +5 [3 base, +2 Wis]
Listen: +3 [1 base, +2 Wis]
Hide: +10 [+2 Dex, +8 Size]
Move Silently: +3 [+2 Dex, 1cc Ranks (2 Wizard)]

Appraise: -1 [-1 Int]
Autohypnosis: +5 [+2 Wis, 1cc Ranks (2 Wizard), +2 Synergy (Concentration), etc]
Concentration: +12 [+0 Con, +12 Ranks]
Craft (Alchemy): +0 [-1 Int, +1 Ranks (1 Wizard)]
Spellcraft: +13 [-1 Int, 12 Ranks (12 Wizard), +2 Synergy (Know: Arcana)]
Tumble: +3 [+2 Dex, 1cc Ranks (2 Wizard)]
Knowledge (Arcana): +11 [-1 Int, 12 Ranks (12 Wizard)]
Knowledge (Dungeoneering): +0 [-1 Int, 1 Rank (1 Wizard)]
Knowledge (History): +1 [-1 Int, 2 Ranks (2 Wizard)]
Knowledge (Local): +0 [-1 Int, 1 Rank (1 Wizard)]
Knowledge (Nature): +0 [-1 Int, 1 Rank (1 Wizard)]
Knowledge (Psionics): +0 [-1 Int, 1 Rank (1 Wizard)]
Knowledge (Religion): +0 [-1 Int, 1 Rank (1 Wizard)]
Knowledge (The Planes): +11 [-1 Int, 12 Rank (12 Wizard)]
Equipment Worn and Carried
None


Miscellaneous Information

Ready for (Month) (Day) [Fight (?)] - (Free Activity) or
Ready for (Month) (Day) [Fight (?)] - Miniquest: EL ?, QL (Questlord) or
Ready for (Month) (Day) - (Full Activity) or
Ready for (Month) (Day) - Quest: EL ?, QL (Questlord) or
Ready for (Month) (Day) - Campaign: (Campaign Name) or
Ready for (Month) (Day) - (Type) Operation - (Subtype) - (Goal or Target)
Tactics will be sent.
Auburn is a career wizard. She studied from a young age, and went to the Emerald Star Academy as soon as she could. After graduation, she was called to Gladius by a member of The Arcane Order. Auburn holds a reverence for Boccob, despite not being particularly religious. She has recently developed a dislike for the followers of Denth. Auburn's most powerfull skill is summoning and conjuration, but her passion lies in studying temporal effects and the Nimbus.
Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
Lv. 1 - magic missile, shocking grasp, shield, mage armor, summon monster 1, sleep, prot. evil, prot. good, chill touch, expid. retreat, obscuring mist, silent image, ray of enfeeblement, grease, color spray, truestrike, ventriliquism, enlarge person, reduce person
Lv. 2 - summon swarm, acid arrow, invisibility, see invisibility, scorching ray, minor image, blindness/deafness, summon monster 2, glitterdust, prot. arrows, mirror image, rope trick, ghoul touch, spectral hand, false life, blur, touch of ideocy, hideous laughter, resist energy, bull's strength, cat's grace, bear's endurance, fox's cunning, owl's wisdom, eagle's splendor
Lv. 3 - major image, summon monster 3, fly, fireball, dispel magic, blacklight, secret page, flame arrow, vampiric touch, ray of exhaustion, invisibility sphere, displacement, rage, stinking cloud, phantom steed, nondetection, deep slumber, greater magic weapon
Lv. 4 - summon monster 4, dimention door, polymorph, mnemonic enhancer, enervation, greater invisibility, hallucinatory terrain, ice storm, black tentacles, stoneskin, lesser globe of invulnerability, dimentional anchor
Lv. 5 - Dismissal, lesser planar binding

Total Pages Available: 1000
Total Pages Used: 200
[(19 Cantrips), (19 x 1), (25 x 2), (18 x 3), (12 x 4), (2 x 5)]

Previously Owned

dispel magic (copied from spellbook - 150 gp) scribed (300 gp) [450gp]
fly (copied from spellbook - 150 gp) scribed (300 gp) [450gp]
fireball (copied from spellbook - 150 gp) scribed (300 gp) [450gp]
invisibility (copied from spellbook - 100 gp) scribed (200 gp) [300gp]
see invisibility (copied from spellbook - 100 gp) scribed (200 gp) [300gp]
chill touch (25 gp) scribed (100 gp) [125gp]
protection form evil (25 gp) scribed (100 gp) [125gp]
expeditious retreat (25 gp) scribed (100 gp) [125gp]
obscuring mist (25 gp) scribed (100 gp) [125gp]
silent image (25 gp) scribed (100 gp) [125gp]
ray of enfeeblement (25 gp) scribed (100 gp) [125gp]
protection from good (25 gp) scribed (100 gp) [125gp]
truestrike (25 gp) scribed (100 gp) [125gp]
scorching ray (100 gp) scribed (200 gp) [300gp]
minor image (100 gp) scribed (200 gp) [300gp]
glitterdust (100 gp) scribed (200 gp) [300gp]
protection from arrows (100 gp) scribed (200 gp) [300gp]


Note: All spells from First Spellbook copied into the Blessed Book.

Mount (copied from scroll) [25gp]
Ventriliquism (copied from scroll) [25gp]
Enlarge Person (copied from scroll) [25gp]
Reduce Person (copied from scroll) [25gp]

Bull's Strength (copied from NPC spellbook) [100gp]
Cat's Grace (copied from NPC spellbook) [100gp]
Bear's Endurance (copied from NPC spellbook) [100gp]
Fox's Cunning (copied from NPC spellbook) [100gp]
Owl's Wisdom (copied from NPC spellbook) [100gp]
Eagle's Splendor (copied from NPC spellbook) [100gp]
Rope Trick (copied from NPC spellbook) [100gp]
Ghoul Touch (copied from NPC spellbook) [100gp]
Spectral Hand (copied from NPC spellbook) [100gp]
False Life (copied from NPC spellbook) [100gp]
Blur (copied from NPC spellbook) [100gp]
Touch of Ideocy (copied from NPC spellbook) [100gp]
Hideous Laughter (copied from NPC spellbook) [100gp]
Reisist Energy (copied from NPC spellbook) [100gp]

Flame Arrow (copied from NPC spellbook) [150gp]
Blink (copied from NPC spellbook) [150gp]
Vampiric Touch (copied from NPC spellbook) [150gp]
Ray of Exhaustion (copied from NPC spellbook) [150gp]
Invisibility Sphere (copied from NPC spellbook) [150gp]
Displacement (copied from NPC spellbook) [150gp]
Rage (copied from NPC spellbook) [150gp]
Stinking Cloud (copied from NPC spellbook) [150gp]
Phantom Steed (copied from NPC spellbook) [150gp]
Nondetection (copied from NPC spellbook) [150gp]
Deep Slumber (copied from NPC spellbook) [150gp]
Magic Weapon, Greater (copied from NPC spellbook) [150gp]

Polymorph (copied from NPC spellbook) [200gp]
Enervation (copied from NPC spellbook) [200gp]
Greater Invisibility (copied from NPC spellbook) [200gp]
Hallucinatory Terrain (copied from NPC spellbook) [200gp]
Ice Storm (copied from NPC spellbook) [200gp]
Black Tentacles (copied from NPC spellbook) [200gp]
Lesser Globe of Invulnerablity (copied from NPC spellbook) [200gp]


11 scrollc: mage armor (CL 1)(SL 1) [12.5gp each] [137.5 gp]
9 scrollc: invisibility (CL 3)(SL 2) [75gp each] [675gp]
1 scroll: invisibility (CL 3)(SL 2) [150gp each] [150gp]
3 scrollc: see invisibility (CL 3)(SL 2) [75gp each] [225gp]
1 scroll: see invisibility (CL 3)(SL 2) [150gp each] [150gp]
15 scrollc: magic missile (CL 1)(SL 1) [12.5gp each] [187.5gp]
10 scrollc: magic missile (CL 3)(SL 1) [25gp each] [250gp]
5 scrollc: magic missile (CL 7)(SL 1) [87.5gp each] [437.5gp]
scrollc: shield (CL 1)(SL 1) [12.5gp]
5 scrollc: shield (CL 2)(SL 1) [25gp each] [125gp]
2 scrollc: prot. from evil (CL 1)(SL 1)[12.5gp each] [25gp]
scrollc: prot. from evil (CL 2)(SL 1)[25gp each] [25gp]
scrollc: prot. from good (CL 1)(SL 1)[12.5gp each] [12.5gp]
scrollc: chill touch (CL 3)(SL 1) [37.5gp]
3 scrollc: chill touch (CL 4)(SL 1) [50 gp each] [150 gp]
9 scrollc: expidit. retreat (CL 2)(SL 1) [25gp each][225gp]
scroll: expidit. retreat (CL 3)(SL 1) [75gp each][75gp]
8 scrollc: scorching ray (CL 3)(SL 2) [75gp each][600gp]
scrollc: protection from arrows (CL 4)(SL 2) [100gp each] [100gp]
scrollc: ray of enfeeblement (CL 2)(SL 1) [25gp]
scrollc: obscuring mist (CL 2)(SL 1) [25gp]
scrollc: summon swarm (CL 3)(SL 2) [75gp]
scroll: spectral hand (CL 3)(SL 2) [150gp]
Scroll C: spectral hand (cl3) [75gp]
scroll: resist energy (CL 7)(SL 2) [350gp]
scrollc: dispel magic (CL 5)(SL 3) [187.5gp each] [187.5 gp]
3 scrollc: blacklight (CL 5)(SL 3) [187.5gp each] [562.5 gp]
Scroll C: mirror image (cl3) [75gp]
scroll: blur (CL 3)(SL 2) [150gp]
scrollc: truestrike (CL 1)(SL 1) [12.5gp]


Scroll of AmbushC: Invisibility [CL 3], Spectral Hand x3 [CL 3] [300 gp]
scrollc: three copies of magic missile (CL 3) [37.5gp each] [1125]
scrollc: summon monster 1 (CL 4) and grease (CL 4) [100gp]
scrollc: protection from evil (CL 2) and protection from good (CL 2) [50gp]
scrollc: protection from arrows (CL 4) and chill touch (CL 4) [150gp]
scrollc: scorching ray (CL 3) [75gp]
scrollc: four copies of truestrike (CL 1) [50gp]
3 see invis (cl3) [75gp each][225gp]
see invis (cl3) and chill touch (cl4) [125gp]
magic missle (cl1) [12.5gp]
2 Magic missle (cl1) and Magic missile (cl1) [25gp each][50gp]
invis (cl3) [75gp]
2 scorching ray (cl3) and ray of enfeeble (cl2) [175gp each][350gp]
5 ray of enfeeble (cl2) [25gp each][125gp]
summon monster 1 (CL 4) and grease (CL 1) [62.5gp]
2 shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3) [250gp each][500gp]
invisibility (CL 3) and summon swarm (CL 3) [150gp]
shield (CL 2), expid retreat (cl2), and see invisibility (CL 3) [125gp]
mage armor (CL 1), shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and expiditious retreat (CL 2) [212.5gp]
invisibility (CL 3), summon swarm (CL 3), and obscuring mist (CL 2) [175gp]
shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3) [250gp]
mage armor (CL 1), shield (CL 2), chill touch (CL 4), expiditious retreat (CL 2), and see invisibility (CL 3) [187.5gp]
invisibility (CL 3), summon swarm (CL 3), and dispel magic (CL 5) [337.5gp]
prot good (cl1) [12.5gp]
shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3)
summon swarm (CL 3) and obscuring mist (CL 2) [350gp]
prot evil (cl1) [12.5gp]
protection from arrows (CL 4), chill touch (CL 4) expid retreat (cl2), and see invisibility (CL 3) [250gp]
Magic missle (cl3) [37.5gp][/color]
magic missiles x6 (cl1) [75gp]
mage armor (cl1) [12.5gp]
obscuring mist (cl2) [25gp]
shield (cl2) [25gp]
resist energy (cl 3) [75gp][/color]
mage armor (cl1) [12.5gp]
shield (cl2) [25gp]
prot. good (cl2) [25gp]
spectral hand (cl 3) [75gp]

1st spell book [76/100 pages filled] [3800gp]
found spellbook (from quest - "Unruly Grounds") [507.5gp]
4 potions: CLW [100gp]
1 potion: CMW [150gp]


Summon Familiar [100gp]

potion: CMW (CL3) [300gp]
elixer: sneaking [250 gp]

5 bolts [.25 gp]


Fight Cycle Information

Time Before Fight: ? hrs
Prebuffs/Ongoing Effects: Extended Mage Armor
Items Used: xxxxx, xxxxx
Spells Cast: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells Cast: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Fight Results

Win vs. Tak the Hungry [Oldmangray] [+900 xp] [+900 gp]
Completed in "Dual Duel" MQ to join TAO [King Uther] [+300 xp] [+300 gp]
Win vs. 3 Bugbears [EL 5 Monster Fight] [+1800 xp][+1800 gp]
Audit - [Sloisel] - No Violations
Loss vs. Gang Lion [Sloisel] [+400 xp][+400 gp]
Win vs. Torgirr Hammerstriker [TheMagister] [+1200 xp] [+1200 gp]
Win vs. Devolved Sleestack [Enterik] [+1200 xp] [+1200 gp]
Win vs. The First Horseman [Nightbanegod] [+1350 xp] [+1350 gp]
Loss vs. Azriel, Angel of Death [One_Winged_Angel] [+533 xp] [+533 gp]
Win vs. Rebreg [SauroGrenom] [+1600 xp] [+1600 gp]
Loss vs. Ashur (Team challenge with Tan) [Luni] [+475 xp] [+379 gp]
Win vs. Boraxx [Pitbull] [+1625 xp] [+1625 gp]
Loss vs. Mummy [Monster Fight] [+ 500 xp] [+ 533 gp]
2nd Place vs. Barthleby [Pitbull] and Lortavos [Gonbow] [Free for All] [+1066 gp] [+ 1000 xp]
Loss vs. Shakari [Luni] [+638 xp] [+708 gp]
Completed "Unruly Grounds" [Huan] [+ 7200 xp] [+ 6985 gp] [+ 1015 gp (items)]
Crafting - Boccob's Blessed Book - Week 1 & Week 2
Crafting - Headband of intelect +2 and Copying Spells - Week 1
3rd Place vs. Validi [Iced], Ashur [Luni], and Aranor [Sindorin] [Free for All] [1400xp] [1732gp]
Crafting - Scribing Scrolls and Spells - Week 1
3rd Place vs. Kraknol [SauroGrenom] and Zassle [Maraxus] [Free for All] [700xp] [833gp]
Completed "Point Offense" [Huan] [1400xp] [2000gp]
Win vs. Shaz Greatheart [Dracazar] [2231xp] [2762gp]
Loss vs. Kraknol [SauroGrenom] [933xp] [1322gp]
Win vs. Kraknol [SauroGrenom] [3000xp] [4250gp]
Completed "Killing the Shadow" [King Uther] [Frozen Quest] [no reward - Frozen]
Win vs. Anixx the Warbringer [Iced] [2400xp] [3400gp]
The 'No paying xp for creating magic items' rule came into effect here.
Completed "Taking Down the Temple" [TelinArtho] Quested with Sdentch [TheMagister] [2600xp] [3666gp]
Crafting - Scribing Scrolls and Spells - Week 1 and Week 2
3 Fight Cycle rules began here
TelinArtho

09-13-06, 10:41 AM
Go ahead and run with it until the deadline has passed. If you need to make last minute edits on your sheets - go ahead and do so and let me know so I can update the sheets posted here.

Remember - this is going to be a very difficult quest - so be well prepared... and good luck.

In her room on campus, Auburn makes the final preparations for her adventure. Pausing for a moment, she looks over a paper a diviner had provided for her.

Auburn, you must make haste in your direction. It appears that since your last involvement with the Denthian temple, extraplanar activity coming out of that area has increased ten-fold. If it weren't for the fact that your mission is a secret to a very select few, I might suspect they were preparing for you.

Take care, and watch out for yourself.

-------------------------------------------------------

Elsewhere in Gladius, Sdentch was busy making similar preparations for the quest ahead. She was not troubled with thoughts of the enemy being prepared. Tightening a harness on mule, she slipped a coin under the strap for good luck. She had received the coin from an old man - and that was the reason she was heading off on this mission in the first place.
TheMagister

09-13-06, 12:02 PM
"EYAAW-HEE!!"

The general hubbub of the city streets are cracked with an ear-splitting bray of...triumph?

"Mule! MULE! Come back...drat. Kitty, come and help Sdentch catch Mule before..."

{CRASH!}

Pots and pans and red-hot coals fly pell-mell across the cobblestones as a brown and white (and extremely ill-tempered) mule outfitted with well-stuffed saddlebags collides heavily with a shiny new four-wheeled vendor's wagon.

The small fuzzball that Sdentch tugs out of a pouch on her belt grows quickly into a full-grown tiger which listens to its mistress attentively, actively ignoring the screams of the shocked populace as they draw away in fear.

"Oh, too late. Go get 'im for me, 'kay Kitty?"

"{affirmative growl}"

The great cat lopes off in the direction of the path of destruction, moving at tremendous speed. As it rounds the corner (occasioning more screams), Sdentch approaches the prone man who is still shaking stars out of his eyes.

"HEY! Meat-pie guy! Sdentch just sees -meat-pie guy EVERYWHERE! Why is pie-guy hanging out over here by magics-place, though? Sdentch never sees him around WAR anymore. How come pie-guy never come see Sdentch in jail? Blecch. Pies there were YUCKY. Gave Sdentch gas. Then they let Sdentch go."

A loud bray followed by an even louder roar sound from (what sounds like) the next block over. The ruckus almost drowns out the screams, and the laughter. Laughter?

"Sdentch missed pie-guy so much! Let Sdentch buy some more pies from you, 'kay?"

She reaches into her money pouch and pulls out a handful of gold and silver coins. Grabbing his small hand in her huge callused ones, she folds what has to be 15 gold pieces into his hands. Such a sum would not only buy his pies, but replace his cart three times over. The shine in his eyes at the sight of the money changes the look of hopelessness at the wreckage of his livelihood into one of resignation; this being the third cart of his Sdentch has demolished unintentionally.

"{GRRLL!}"

Around the corner, the hindquarters of a tiger can be seen, muscles bunched as it tows some unwilling object along with it. Second by second, more of the scene unfolds until the tiger can be seen with the reins of Mule in its mouth, hauling a splay-legged and stubborn beast of burden down the street.

"Hey, good job kitty! Mule, why Mule bein' so bad? Don't Sdentch treat Mule good?"

As the duo draws closer to Sdentch, she grabs the taut reins and hauls the mule up close, face to face and shakes its head affectionately by the bridle. The cat takes a seat patiently, its nose twitching at the smell of spiced meat emanating from the busted cart.

"Now, be good, and Sdentch will buy some apples for the trail. 'Kay?"

The mule's demeanor changes instantly, and the tension flows out of its muscles visibly. Those with a discerning eye can see the mischief lurking still, just beneath the surface of all that obedience.

"{Grrl. Rowr?}"

"Huh? Oh, sure! Go for it, kitty! Save bites for Sdentch, though."

The vendor scrabbles back as the tiger pounces on the wagon and begins burrowing into the hot part, growling and purring in contentment as he stuffs himself. The vendor gets up to run, but is charmed for just a moment at the sight of a large pink bow clipped onto the tiger's tail. The cat stops eating long enough to stare directly at the vendor.

"Th-that thing just rolled it's eyes at me!"

"What? Kitty? Yeah, Kitty's pretty smart. Likes those meat-pies, though. Them are some goodph meet-pieth...{gobble}"

Sdentch and the cat make themselves right at home on the street, gorging on fresh, hot, and spicy meat pies. Mule waits patiently, though he eyes several passers-by while his lips twitch in anticipation of a good nip. The lure of the apples proves too much, though, and he stands still like a good boy.

"Think 'lil sister'd wanna pie, too, Kitty? I do too. Let's get goin'. Climb on up!"

The great cat begins to shrink, stopping at the size of a small housecat. It then claws its way up Sdentch's breeches and noses its way back into the little tan bag. Faint growls and neighs and grunts welcome it back, some of them protesting the lack of meat pie accompanyment.

Sdentch cheerfully gathers up the reins of Mule and starts off, only to be stopped by a Gladiosian guard.

"Miss, is that your mess there, blocking the street?"

"Oh, no. That there belongs to the Meat-pie guy. Ask anybody."

...and she rolls merrily on to pick up her 'lil sister. Mean 'ol Denth had better watch out!
TheMagister

09-15-06, 07:27 AM
Are you waiting on us, or something?
Vathelokai

09-15-06, 08:16 AM
Yeah, he's waiting on me. Writing intro now...
TelinArtho

09-15-06, 01:38 PM
In the interests of moving this along, I'll assume that Vath will be including some heartfelt introduction for Auburn and that the unlikely duo will start on their trek out of Gladius.

At the outskirts of the city, Sdentch is almost too glad to not be confronted by Kraegin. His knowledge of their past mission did not excite her, and she wanted to make sure that her little sister was safe.

The road towards the temple had changed little in their absence. However, as they returned to the courtyard nearest to it - they were a little surprised.

The throngs of people that were once crowding about were gone. The sounds of local business quenched. The sounds of nature even, disappeared.

Auburn could not help but wonder to herself where all the people went. Sdentch was not so quiet.

Where'd dey go? she asked in wonderment.

Still quite a distance from the temple itself, they examined the area cautiously until they made some sort of discovery. Blood.

Even far from the temple the duo felt the ominous evil presence around them. Sdentch's skin began to crawl as if a cool wind had sparked up in the fall air.

I hope that is sufficiently eerie for you. You are not yet in sight of the temple, but you are within - say 1000ft of it. The former crowds are all gone and there are vast expanses that are open to you, or, of course, you can keep to the trees until you get closer - up to you.

Before proceeding, feel free to discuss your plans or play it up some more.

Oh and... Toto - we're not in Kansas anymore...
Vathelokai

09-15-06, 06:42 PM
Havn't seen a Kansas joke in a while...:P

Getting close enough, Auburn gets out a scroll and reads, trying to be quite, hoping the sparse trees muffle the sound a little. She spends a minute looking after casting the counter invisibility spell. She remembered last time.

That being done, she activates her racial magic without a though, impulsively rustling leaves at her feet. She stops for a second, realizing she has to break the mood or be harmed by it subconciously. She directs the magic at Sdentch, cleaning all dirt and grime from the orc, leaving her hair (even on her back) waving and shiney.

She whispers, "I say we move through the trees. Get ready for anything." Auburn begins examining her surroundings, looking for signs of magical or extraplanar taint.

Cast see invis from scroll. Keep holding scroll.

Spend 5 rounds or so looking around for invisible stuff (familiar, sharing spell, will help look) while taking half move actions for quietness. Make know planes and know arcana (or other appropriate) to determine what the heck has tainted the area.
TelinArtho

09-15-06, 06:56 PM
Didn't even notice you are from Kansas - how funny!

Anyway - you don't see anything invisible yet - though how close is "getting close enough"?

The ground leaves little to identify things with since it is cobbled stone and the blood is several days dry. That being said, surely weapons have pierced the ground and left scrapes - but they are lost amid the scrapings from countless carts, clawed beasts and such.

How far into the woods do you want to be travelling? (Just off the road, 40ft in, 100ft in (out of sight completely))

I am considering your prebuffs to start now (not that it makes much difference with your prebuffs).
TheMagister

09-15-06, 08:20 PM
Sdentch will follow Auburn's lead.

{Stage Whisper}"Scary here, 'sis. Scary like when Densth talk in Sdentch's head... What we do?"
Vathelokai

09-15-06, 11:37 PM
Getting close enough ment being approx 1000 ft away as you said we were. See invis has half an hour durration, so I figured it would be good.

Go 100 ft in the woods for total cover until we are at the closest point from the deep wood to the temple. Then move toward the temple slowly, preferably from the back of the buildiing. Move slow, keep eyes out for guards.

"An army, Sis. That is all this could be. They're using the temple to move monsters here, then moving them somewhere else. See the tracks?"
TheMagister

09-16-06, 06:57 AM
"Izzere spiders in that army? Sde...Sdentch don't like spiders! 'Member that inbisivle spider last time?" {shudders}
TelinArtho

09-18-06, 01:09 PM
Skirting around the building, the duo find an entrance at the back of it in addition to the main entrance. It is a heavy oaken door - but it appears to be used with some regularity.

Sdentch is all too aware of the fact that she doesn't see anyone or anything patrolling the temple's outsides. If they were preparing for war - wouldn't they have some guards to protect and notify the others?

Okay guys - pick a door. Front entrance or the backside - it is up to you.
Vathelokai

09-18-06, 02:30 PM
Forgot to mention earlier; drink elixer of sneaking.

Search the back door, then cast detect magic to check it for traps. If it's unlocked, back away as far as possible and cast open/close cantrip. If it's traped then do the same.

If it's locked, check the front door with det. magic and the roof enterence that was there last time. If all trapped then break down the back door.

Up to Sdentch on specifics of breaking the door down or flying through the roof. Probably just have auburn aid other on the str check. We want to break the door down invisibly like last time?
TelinArtho

09-18-06, 02:38 PM
Heh!

Auburn incants a quick cantrip to look for magical signatures on the door. Much to her dismay and horror - she finds the entire structure emits an aura. Concentrating on the power of her spell, she learns that the entire structure bears a moderate aura of power. Although she doesn't detect any auras upon the door specifically, she does know that stronger auras can conceal lesser ones. She is able to assess that the spell in place is of the evocation school of magic.
TheMagister

09-18-06, 05:58 PM
Yipe! Good catch, Vath!

"May...Maybe Densth eats all the peoples? Densth buggies and spiders and creepy-crawlers all eats and disappears...izzat what happen?"
Vathelokai

09-19-06, 03:36 AM
"Oh bother". Auburn was unusually quiet while examining the building. "The entire building is enchanted. Some sort of... I can't quite tell. Well, I guess we can see if we can draw anyone out. Stand back." Auburn and Sdentch step back from the walls almost 100 ft. The gnome stretches and takes a couple deep breaths before casting a spell.

Cast dispel magic targeted on the building. Hope I get lucky on the CL check.

Fail or Success, cast open/close to pop open the door from 45 ft. away.

Hurray for spell search; I'd guess it's an unhallow, but cannot be sure of what it's laced with.
TelinArtho

09-19-06, 10:21 AM
Auburn tries to break the spell enchanting the building, but fails. Shrugging, she looks at Sdentch, waves a few fingers at the door and it opens quietly.

The room appears to be well lit, but smoky - and some of this comes pouring out as the door opens. The smoke obscures most of what would be seen within - though a table's legs can be seen near the floor about midway into the room.
TheMagister

09-19-06, 01:17 PM
"Tima-go inside, 'sis?"

At Auburn's resigned nod, Sdentch's visage firms.

"'Kay. Help make Sdentch mean, 'sis. Sdentch and little sister teach mean 'ol Densth a lesson, yes sir. Densth leave here and don't come back s'long as Sdentch is here.

The diatribe continues as Sdentch loosely loops Mule's bridle 'round a low-hanging branch. The grass there looks particularly juicy.

Next comes a coarse-haired little fuzzball that quickly grows into a large brown bear. (http://www.hwx.it/wizards.com/dice.php?sid=552#21124)

The bear's large head swings left and right as it blinks its eyes, taking in its new surroundings. Sdentch tells it to "Be still, 'kay?", and it cooperatively takes a seat.

She then proceeds to rummage around in her beltpouch, producing numerous small vials and popping them into her mouth where the glass crunches noisily. Magical effects begin to take effect, some visible, some not.

Buff plan:
R1: bag of tricks
R2: draw/give diamond dust to Auburn ("Here's that sparkly stuff, 'sis...")
R3: draw/apply silversheen to shield (1 hour duration)
R4: draw/drink enlarge person (50 round duration)
R5: order bear to "seek" into the temple (bear can/should defend itself if attacked)

...and we should be ready to go. Of course, anything Vath wants to do (coughstoneskincough, hackgreaterinvishack, achprotectionfromevilchoo) is allowed and accepted.
Vathelokai

09-19-06, 04:58 PM
Delay to after Sdentch.
Cast prot evil from scroll on Sdentch.
Take Sdentch's diamond dust and cast Stoneskin on her from memory.

Gonna have to wait to see what happens to the bear before useing the other spells. Follow Sdentch into the place. Me and Familiar will spend actions listening until something happens.
TelinArtho

09-19-06, 05:04 PM
As the bear reaches the doorway it seems to smell something and sways its head a little bit to get a bearing on it. Proceeding more cautiously, it enters the room, where it roars a challenge to unseen opponents to both Sdentch and Auburn.

The bear squeezes its large form into the man-sized doorway and as it does, blades slice down from different directions - debilitating the bear. As Sdentch watches in horror - the bear immediately dissipates and is little more than dust in the wind after but a moment.

I'll make the rolls public after we proceed...
TheMagister

09-19-06, 07:05 PM
Awdarnit. Man-sized. Most decidedly NOT enlarged Sdentch sized.

"Something waitin' for Sdentch in there, 'sis. Something hits wicked hard..."

Hey, Vath, how about one of those regular invisibility spells on Sdentch? This'll get her in without soaking AoOs (unless they see invis).
Vathelokai

09-20-06, 05:53 AM
Suddenly casting my high lv. spells seems a lot more rational...

"It's like that is it?" says the gnome before making the massive orcess invisible with a wave of her hand.

Delay to 1 init before Sdentch and cast extended greater invis on her.

In the interest of time
- glitter dust for crowd of invisible monsters so Sdentch can see them (avoid hitting Sdentch - Ready for her to move out of the way)
- mirror image if directly attacked.
- ghoul touch if I get cornered by more than one of them
- prot. from good scroll if there are good summons about.
- grease if Sdentch needs escape from a grapple (or on self if grapple seems immenent)
- scroll of shield vs magic missile casters
- scroll of resist energy vs. energy (cast on Sdentch prefered)
- general attacks: magic missiles from memory, shoot silver bolts
- if a retreat is needed cast invis from scroll (unless invis proven pointless already)
TheMagister

09-20-06, 06:26 AM
After receiving the invisibility, go ahead and silently (heh...) squeeze through the door, looking for opponents.

Attack with the shield two-handedly. If Sdentch is hitting regularly, power attack for 2. If still connecting, PA 3. If missing for a round, drop back to 2, then 0. Use Stand Still to keep enemies from approaching to melee if possible.

If grappled, rage and grapple to escape and scream for Auburn help.

If something comes up that isn't covered here, pause for station identification and extra tactics.

Here goes nuthin'! At least we got the natural 1 out of the way!
TelinArtho

09-20-06, 12:49 PM
Sdentch makes her way towards the door. Once there - she can see several "guards" standing post by the door - each with glaives in hand and at the ready. Under the guise of invisibility, she starts to push through as quietly as she can.

From behind her, she hears a bit of a gasp from Auburn - only slightly before all four of the guards train their eyes on Sdentch's enlarged bulk pushing through the door.

Invisibility Purge! Sdentch - get out of there!

But Auburn's cries are just a little too late. The four glaives come crashing down on Sdentch striking her several times.

Sdentch's AC is 24 (normally) +2 (prot. from evil) -2 (enlarge) -4 (squeezing) = 20
On the AoOs - Sdentch takes 5 total damage from 2 hits and has 2 bleeding wounds. On the readied attacks, Sdentch takes another 3 damage and has another bleeding wound.

Stoneskin has soaked up 34 damage.

Sdentch is now inside the room and has 2 barbazu to each side of her at 10ft



10. | - - - - - - - - - |
9. | . . . . . . . . . |
8. | b r . . . . . . . |
7. | . . . . . . . . . d
6. | S S . . . . . . . |
5a d S S . . . . . . . |
4. | . . . . . . . . . |
3. | z u . . . . . . . |
2. | . . . . . . . O O |
1. | . . . . . . . O O |
0. | - - - - - - - - - |
0 1 2 3 4 5 6 7 8 9


In the smoke, Sdentch perceives a fifth presence which to her mind only equates to a large scorpion. As that thought processes however, Sdentch feels cold at her back. Looking over her shoulder, she sees that most of the back wall is now blocked off with a sheet of ice. Just as it starts to block off the entrance - and cut her off from sight of Auburn, she instinctively pushes her shoulder into it - and the wall breaks apart. Nice job on the reflex save

Sdentch takes her shield and smashes the face of the first guard to her left and leaves it badly bruised and almost knocked it over from the force.

Auburn's turn to go.

Current Status:

Sdentch (S) 84/92, Bleeding (3 wounds), Stoneskin (34/90 absorbed, ends 900), Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 16), Invisibility (ends 28 - currently suppressed)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550)

Barbazu(b) 1 xx-18/xx
Barbazu(r) 2 xx/xx
Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx

Osyluth (O) xx/xx

Sometimes - buffing can be as much a hindrance as a help... (if I've missed something - let me know)
TheMagister

09-20-06, 02:54 PM
I like the barbazu naming scheme...clever! Sdentch would like to take care of the barbazu first, those bleeding wounds add up quick. And Sdentch remembers these guys from last time. She'll power attack for 5 (should need an 8 or better to hit).

New Attack/Damage: +11/+6 melee; 3d6+10 (1.5*6 str + 1 enh) +10 (powerattack 5).

"Ow...OW! How come bad guys sees Sdentch this time!? Sdentch a-member these ones, they dies quick. What's that two-legged dead-buggy over there, 'sis? Does it hurt?"
Vathelokai

09-21-06, 06:58 AM
"Dead Bugs got poison stinger - watch out." Auburn casts a protective illusion and steps into the doorway while drawing a scroll.

Grrrr. Cast mirror image from memory and draw scroll of invis (yeah I know; but I have a plan). Stand in the doorway to keep cover from AOOs and also be in the space next to Sdentch so we are not split up by wall of ice. If I identify the bone devil, warn Sdentch about illusions and poison (and anything else I know about it - Auburn has fought these before, so I might get a circumstance modifier to the know: planes roll).
TelinArtho

09-21-06, 12:30 PM
Yeah - your knowledge is sufficient to know enough about the osyluth. I figured it was a give with your +20 knowledge skill...

Auburn weaves her magic and suddenly multiplies in form and appears in 7 different and new locations. Stepping into the doorway, she draws a scroll from her case. Now that she is able to see the scorpion-thing that Sdentch yelled about - she confirms it is a vile osyluth - a cunning and ferocious opponent.

The four guards attack in unison at Sdentch, trying to take her down. Amazingly, only one is able to connect with the giant orcess and deals but a slight scratch. However, that scratch burns the skin and she finds herself bleeding some more.

[6 damage from bleeding cuts, 1 more from that hit. Sdentch now has 4 bleeding wounds]

The scorpion-like Osyluth in the back of the room appears to concentrate for a moment, reaching towards the ground. After a moment, it curses in infernal and barks some orders at the barbazu to take the giant down!

Sdentch, worried about her wounds but unable to do anything to stop them at the moment, smashes her shield into the wounded guard, but twice he dodges to the side.

Okay Vath - you are up. Map hasn't changed except that Auburn is in the doorway.

Current Status:

Sdentch (S) 77/92, Bleeding (4 wounds), Stoneskin (44/90 absorbed, ends 900), Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 16), Invisibility (ends 28 - currently suppressed)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (ends 92)

Barbazu(b) 1 xx-18/xx
Barbazu(r) 2 xx/xx
Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx

Osyluth (O) xx/xx
TheMagister

09-21-06, 02:48 PM
Hey, they DO actually have to beat the DR 10 to deal a bleeding wound, right? So if they hit for 6, it's absorbed totally by the stoneskin and no bleeding wound is inflicted. Could you check on that for me?
TelinArtho

09-21-06, 03:00 PM
Umm- that's the way I have been doing it. The hit for 4 damage reduced your stoneskin some- but did not cause a wound.

Would you like for me to check if it should have caused a wound? It would mean losing 10hp/round instead of 8...

:)

EDIT - and yes - it says that an injured character takes 2 damage per round - not necessarily just a character who is hit. I would be more concerned though - about using all ten of those cure potions and not having your wounds heal...
TheMagister

09-21-06, 04:55 PM
Okay, I was just making sure. Truthfully, I though they bled 1 hp/round, not two. That's pretty serious!
Vathelokai

09-22-06, 07:01 PM
Sorry I'm late; should be on most of the weekend.

Gritting her teeth at having to expend so much magical energy to no effect, she begins reading from her scroll.

I made a minor mistake - want to read the lesser globe of invulnerability scroll. That would counter the invis purge at the cost of making Sdenth regular sized. So Sdentch could step out of the aura, become large and visible and smash things, then auburn will take a step closer making her invisible and small again.

As soon as they start attacking my mirror images, cast greater invis from scroll.

In the mean time; shoot the beardeds with silver bolts from my xbow.
TheMagister

09-22-06, 07:05 PM
Brilliant!
TelinArtho

09-22-06, 10:59 PM
Auburn reads the scroll in hand and surrounds herself in a protective aura. Stepping closer to Sdentch, Sdentch suddenly disappears from sight. She draws another scroll and holds it carefully. Now its the scroll of Invisibility.

Left with but one visible target, the four barbazu target the diminutive gnome in the doorway. Three of them manage to scrape her skin - causing great harm to her in the process.

The osyluth in the back of the room disappears in a moment and appears behind Auburn - blocking her own escape. It stands over her - a wicked predator versus a prey too small to defend itself.

Sdentch steps away from Auburn and reappears to the guards - newly enlarged again. She smashes her shield against the injured one once again - but again, it is able to deflect her blows with relative ease. Wow - that's some bad luck...

Ok - Auburn again. The osyluth is standing behind her, and there's 5ft between her and Sdentch. However, doing so will expose her fully to the barbazu.

Good luck.
Vathelokai

09-23-06, 01:15 AM
Pressing her luck even further, the gnome dances back and forth while reading from the scroll

read greater invis (cast on defensive) - works inside of the globe.
Then just for safteys sake, tumble next to Sdentch, like so...

10. . | - - - - - - - - - |
9. . | . . . . . . . . . |
8. . | b r . . . . . . . |
7. . | . . . . . . . . . d
6. . | . S . . . . . . . |
5. O d . A . . . . . . . |
4. O | . . . . . . . . . |
3. . | z u . . . . . . . |
2. . | . . . . . . . . . |
1. . | . . . . . . . . . |
0. . | - - - - - - - - - |
1 0 1 2 3 4 5 6 7 8 9 0 1
I'm guessing that would put Sdentch next to the devil she was pounding on.
TelinArtho

09-23-06, 09:04 AM
Auburn casts a spell from the scroll and winks out from sight. Moving next to Sdentch - she also disappears once again - shrinking in size.

The four barbazu concentrate for a moment, prostrating to the ground. After a second a 5th barbazu appears - taking up position to block off Sdentch and Auburn even more.


10. . | - - - - - - - - - |
9. . | . . . . . . . . . |
8. . | b r . . . . . . . |
7. . | . . . B . . . . . d
6. . | . S . . . . . . . |
5. . d . A . O O . . . . |
4. . | . . . O O . . . . |
3. . | z u . . . . . . . |
2. . | . . . . . . . . . |
1. . | . . . . . . . . . |
0. . | - - - - - - - - - |
1 0 1 2 3 4 5 6 7 8 9 0 1


The osyluth once again disappears from sight - and blinks back in to further block off the combatants.

Okay - so Sdentch then Auburn.

In Auburn's current position - if Sdentch only takes a 5ft step - she would start to enlarge - but then be caught in the radius of the globe again. If she wants to "squeeze" - she can grow fully - but suffers the penalties accordingly.
Vathelokai

09-23-06, 11:45 AM
Wouldn't Sdentch's Improved Overrun come into play here?
TheMagister

09-23-06, 12:07 PM
Easy-breezy. Sdentch delays to act after Auburn. Auburn 5' steps to a square of her choice that allows Sdentch to still beat up on barbazu (b). Sdentch rolls higher than an 8 (frustrated voice) RIGHT TELIN?!
Vathelokai

09-23-06, 03:23 PM
Auburn takes a step south, getting perilously close to the devils. She pulls out her xbow and fires a silver bolt into the already wounded bearded one.
TheMagister

09-23-06, 05:03 PM
Sdentch 5' steps north and swings at the wounded barbazu. He is not so lucky this time.

{THWANG}

1d20+11=28 1d20+6=26! 4d6+20=32 4d6+20=29 (http://www.hwx.it/wizards.com/dice.php?sid=552#21730)

And the wounded devil flops to the ground, neck broken at an impossible angle.

Then...
Confirm:1d20+6=26! 4d6+20=37 (http://www.hwx.it/wizards.com/dice.php?sid=552#21731)

{THWANG}

And the devil next to him finds himself the proud owner of a new spike that has suddenly grown out of his back. The barbazu's spine catches on the barbed thorn of the sheild, and his lifeless corpse flops comically on Sdentch's shield as she swings it back to ready position.

THERE, DAMN IT! How's THAT!?
Vathelokai

09-23-06, 06:25 PM
Yes, I do happen to like that.

Time for dogpile action.
TheMagister

09-25-06, 06:56 AM
(Man, I hit that Devil so hard, I knocked the QUESTLORD out! Heh...)
TelinArtho

09-25-06, 02:37 PM
Sorry - this weekend didn't give me much time to work with. If you want to speed this up - we can - but it looks a little precarious at this point...

Auburn fires a crossbow bolt at the wounded guard, but the shot goes wide and misses.

Sdentch cheers her on by smashing the wounded one into the ground and eviscerating the one next to it with her spiked shield. Protruding out of its back, the guard goes limp and falls to the floor in a gurgle.

The three remaining Barbazu coordinate their attacks on Sdentch but despite her large size - they cannot get past her defenses.

The massive scorpion-like Osyluth steps next to Sdentch. Sdentch becomes a little worried about the creature beside her, but shrugs it off and tells herself that it is just a bug. And like any other bug - it can be squished... Still - her hands feel a little shaky. Shaken for 1 round

Auburn is more impressed with the Osyluth and drops her crossbow in hand - looking for a way out of the room.

The Osyluth attacks Sdentch aggressively, and although it bites and claws her, the attacks deal no harm to her.

Sdentch lays into the next Barbazu, smashing it with her shield and hurting it severely. Auburn turns and flees out the doorway

Had to edit the status below - as the barbazu didn't roll for mirror images when they attacked Auburn. The result is that 5 of the images were destroyed and she didn't take any damage.

Current Status:

Sdentch (S) 69/92, Bleeding (4 wounds), Stoneskin (57/90 absorbed, ends 900), Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 16), Greater Invisibility (end 16 - currently suppressed), Shaken (ends 5)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (2 images left, ends 92), Panicked (ends 11)

Barbazu(b) 1 xx-52/xx - dying
Barbazu(r) 2 xx-66/xx - dead
Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx
Barbazu(B) 5 xx-34/xx

Osyluth (O) xx/xx



10. . | - - - - - - - - - |
9. . | . . . . . . . . . |
8. . | b r . . . . . . . |
7. . | S S . B . . . . . d
6. . | S S O O . . . . . |
5a . d . . O O . . . . . |
4. . | z . u . . . . . . |
3. . | . . . . . . . . . |
2. . | . . . . . . . . . |
1. . | . . . . . . . . . |
0. . | - - - - - - - - - |
1 0 1 2 3 4 5 6 7 8 9 0 1

(Auburn is 20ft to the west of the map currently)


The barbazu continue their assault on Sdentch and connect twice more for minimal scratches. The bleeding wounds are really starting to slow Sdentch down.

The Osyluth assaults Sdentch some more, and after it bites and claws, Sdentch knows horror - she feels the stony-protection dissipate. The last claw rends her flesh some more and she knows she is in trouble.

Okay - Sdentch is up. Auburn is going to be running away for 6 more rounds.

Current Status:

Sdentch (S) 51/92, Bleeding (6 wounds), Stoneskin (ended), Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 16), Greater Invisibility (end 16 - currently suppressed), Shaken (ends 5)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (2 images left, ends 92), Panicked (ends 11)

Barbazu(b) 1 xx-52/xx - dying
Barbazu(r) 2 xx-66/xx - dead
Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx
Barbazu(B) 5 xx-34/xx

Osyluth (O) xx/xx
Vathelokai

09-25-06, 02:55 PM
Well, that's a pain.
TheMagister

09-25-06, 03:04 PM
Did Auburn's Protection from Evil spell overcome the (B) bearded devil's SR? If so, it can't attack Sdentch.

"'Sis? 'Sis! Where little sister go without Sdentch!? OW! Stoppit mean bug! Wait, 'sis!"

Sdentch scales her offense back a bit, bobbing and weaving against the attacks of her enemies.

Drop the power attack and fight defensively (+2 dodge/-4 attack), new AC 26. 5' step to the south. Full attack the wounded barbazu with any extra attack directed at another barbazu.

Next turn, take total defense and exit the temple. Don't roll higher than a 15 for the monsters' attacks. Pretty please?

I'm at work. You can roll this round's attacks. (what round *is it, anyhow?)
TelinArtho

09-25-06, 03:09 PM
Ah good point on the SR. Rolled it - and it gets through.

Small point on your AC - it actually is only 23 currently - since I realized that your ring of protection doesn't stack with protection from evil. Defensively then, your AC is only 25.

I'll roll up the next round or two in a moment.
TelinArtho

09-25-06, 06:20 PM
Sdentch smashes down a third barbazu guard, looking over her shoulder for Auburn. However, she can't hear her smaller sister anymore.

The barbazu's assault is no less weak however - and one of the two remaining cut a deep gash into her midsection with its terrible glaive.

The Osyluth also works on bringing the orcess down, but only manages to scrape her slightly.


Current Status:

Sdentch (S) 26/92, Bleeding (7 wounds), Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 16), Greater Invisibility (end 16 - currently suppressed)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (2 images left, ends 92), Panicked (ends 11)

Barbazu(b) 1 xx-52/xx - dying
Barbazu(r) 2 xx-66/xx - dead
Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx
Barbazu(B) 5 xx-52/xx - dying

Osyluth (O) xx/xx


Sdentch, still hearing no word from Auburn, decides to get herself out of here! She puts up her defensive posture and maneuvers out the doorway, and deflects the attacks of the enemies as she backs out the doorway.

The first barbazu comes out of the doorway and finds that Sdentch is no longer visible. It moves out of the way of the doorway and attacks a trail of blood that is pooling along her path, but Sdentch easily evades the attack.

The other barbazu moves to the doorway and attacks as well, but similarly can't find Sdentch.

Sdentch watches for the osyluth - for she sees it disappear from sight while inside the building - but is surprised when it doesn't reappear.


10. . . . | - - - - - - - - - |
9. . . . | . . . . . . . . . |
8. . . . | . . . . . . . . . |
7. . . . | . . . . . . . . . d
6. S S . | . . . . . . . . . |
5. S S . u . . . . . . . . . |
4. . . . | . . . . . . . . . |
3. . . z | . . . . . . . . . |
2. . . . | . . . . . . . . . |
1. . . . | . . . . . . . . . |
0. . . . | - - - - - - - - - |
3 2 1 0 1 2 3 4 5 6 7 8 9 0 1

Auburn is 90ft off of the map.


Okay - Sdentch is up again. I might suggest some sort of healing - since she'll be dying before her next action otherwise... Auburn still has 4 more rounds of running.

Current Status:

Sdentch (S) 12/92, Bleeding (7 wounds), Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 16), Greater Invisibility (end 16 - currently suppressed)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (2 images left, ends 92), Panicked (ends 11)

Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx

Osyluth (O) xx/xx
TheMagister

09-26-06, 12:04 AM
The Protection from Evil Spell was cast by Auburn, wasn't it? Didn't it have a higher caster level that 1?

We'll have Sdentch draw and drink a potion of CLW, and then rage if the Caster Level check doesn't beat a 16. After that, we'll have two more chances...

I want you to roll the CL checks. Purely metagame-ly speaking, Sdentch's luck is due to turn on your roller, and due to bomb on mine. =) I ain't ashamed to take any advantage I can get right now.

Your dice kicked my butt, now they'll save it...
Vathelokai

09-26-06, 05:14 AM
The prot. evil was CL 2 - I used the scroll; wanted to save the memorized one for something... tougher. SR still passes the spell.

Here goes nothing.
TelinArtho

09-26-06, 01:10 PM
Sdentch takes a five foot step to hopefully keep eluding her attackers and then drinks down a potion to heal herself with. With prayers to the old wandering man, it goes down her throat - but it doesn't seem to do anything to help at first.

Looking over herself though, she soon sees that the bleeding has stopped.

Her attackers continue to assault the air - though now because she is not there at all. Sdentch still does not see the osyluth - a fact that makes her VERY uncomfortable.

Lucky roll there... in fact - had the roller not come backup when I just checked it - I would've used the roll I made over at IC (I didn't use it because I prefer to keep things in one place) - which would've been a failure... 3hp healed - no further hp loss for now...

Sdentch's action again. We're in round 9 now - and Auburn has 2 more rounds of running to do...
TheMagister

09-26-06, 01:29 PM
With no stoneskin and no backup, this is an untenable situation.

Move away, draw potion.
Drink potion, move away.
Move away, draw potion.
Drink potion, move away.

Rinse, repeat until Auburn is found. Then eat CLW until healed fully. If necessary (probable), return to Mule and eat MORE potions.

If buffs fade, they can be replaced. Death is not acceptable.

If Vath has a better idea, I'm listening.

TM
TelinArtho

09-26-06, 01:43 PM
Sdentch carefully places her steps as she tries to put some distance between herself and the residents of the Denthian temple. Every twig seems to erupt as a volcano of noise, every leaf a hurricane. Still, the remaining two barbazu guards stand post at the doorway of the temple and eventually - recede inside.

After relocating herself about 150ft from the temple - and after drinking down a few more potions, she soon hears Auburn coming up to her.

Auburn can see Sdentch - Sdentch cannot see Auburn.

Auburn can also see the osyluth perched immediately above Sdentch's location. Waiting for her. Auburn is not sure if the osyluth has heard her - she is 50ft away from Sdentch.

Current Status (ending round 12):

Sdentch (S) 23/92, Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 26), Greater Invisibility (end 16)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (2 images left, ends 92), Minor Globe of Invulnerability (ends 17), Greater Invisibility (ends 18)

Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx

Osyluth (O) xx/xx, Invisibility (ends xx), Fly (ends xx)
Vathelokai

09-26-06, 03:55 PM
Hoping to get the drop on the bone devil now that it's lured out, Auburn begins casting a spell, then moves away to hider her location.

Hit the devil with glitterdust from above. Conjuration, so no SR.
After that, Try to distract it while Sdentch gets some more HP. Once Sdentch and I are a bit closer, I can cast the other stoneskin (ouch - but unless Sdentch can bypass that DR 10/good, there isn't much choice.) Magic missiles from scroll, If I need to get it's attention. Cast invis from scroll if it comes after me and my G.invis is expired. Cast anything Sdentch requests.
TelinArtho

09-26-06, 04:11 PM
Just realized I made a bit of an error about the globe of invulnerability... its immobile. Anyway - shouldn't matter now anyway.

Auburn casts a spell and suddenly brilliant dust fills the air above Sdentch. Sdentch - seeing the prettiness above - is bewildered by it... until she sees the outlined form of the osyluth hanging directly above her.

Sdentch moves away from the creature again, and draws another potion.

The outlined form of the osyluth curses in infernal as loud as it can. Auburn understands the words and knows that shortly - the remaining two guards will be coming. It flies upwards and floats about 40ft above the ground.

Auburn closes with Sdentch and whispers the stoneskin spell to her - touching her on the thigh. Sdentch thanks her and downs the potion in hand.


Current Status:

Sdentch (S) 29/92, Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 26), Greater Invisibility (end 16), Stoneskin (0/90, ends 913)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (2 images left, ends 92), Greater Invisibility (ends 18)

Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx

Osyluth (O) xx/xx, Invisibility (ends xx), Fly (ends xx), Glitterdust-Blinded (ends 22)
TheMagister

09-26-06, 04:25 PM
"Sdentch can go get it, 'sis. Want Sdentch to go and smash it?"

Sdentch can go chase it down with her potion of fly, and oil of bless weapon will bypass the DR/good. Up to Auburn to decide it we should blow this many expendables, though. I'll just BET there's a stupid Bebilith in our future.
Vathelokai

09-27-06, 09:40 AM
Auburn decides to give one shot at diplomacy before taking things any further. Taking advantage of the devils telepathy she quickly rattles off some ideas. Let me take a wild guess and say that that cleric didn't pay you enough for this job. I'm right, arn't I? You don't seem like the Denth following type to me. Bet he also didn't mention that the spell he used to call you here makes you suseptable to death. Not like that barbazu that your buddy called here; he just got a free ride home and nasty headache. You don't get that lucky.

Now the way I see it, I can give you three options. We can clash Hanzo's until you turn to vapor. Not fun for either of us. Or, I can pay you whatever the priest offered. You disappear, we tell everyone that I dismissed you back home, and you show up next week at my school for your payment.

Or there's option three. I increase your pay, and you join us. You see, there's another little thing the cleric didn't mention. The city I come from raises the dead. In fact, it's not really devine magic at all. We can ever raise the dead from other planes, people like you who could never experience something like that. And if you were to say, do me a favor, I know of a nice place that would be perfect for you. Did you happen to hear that Mephistopoles has set his eye on my city? Sent his very own to set up shop. You know, I'm sure he'd have a place for someone who isn't too friendly to the Denth followers.

Hey, it's telepathy; I can claim a comic book moment of dialogue in a round :D . Anyway, Charisma check to see if he goes for it? Auburn knows the planar binding spell, so would have some idea of bargaining with a devil. If I can get a solemn promise, I'd want to have some means of backing it up; not sure how, but it's a lawfull creature, and Auburn would be willing to pay or quest to pay the debt back.

If it's a no go, then I'm not sure how to proceed. Bless/fly would be good for a second, but it can free action teleport out of melee. I'm willing to give it a shot. Maybe bless the longbow?
TelinArtho

09-27-06, 12:37 PM
Bargain? What for? The two of you haven't even gotten in the front gate and all you've managed to do is take down some insignificant pee-ons. I'll tell you what you can do.

You can kneel down and pray to Denth that the oncoming assault doesn't rend your head from your body!

Unfortunately for you, the osyluth IS a servant of Denth...

So what's the plan here guys - TM - its up to you.
TheMagister

09-27-06, 01:54 PM
Sdentch's eyes flick back and forth between the gnome and the devil as she chews another healing potion, wondering why everyone is so quiet.

"Sdentch should smash him...", she thinks.

Drawing a precious potion from her belt, she pops that one in her mouth as well and begins to rise toward the airborne bone-devil with determination in her eyes.

Pop a fly potion and then rise to attack him. If he's blind, gain some altitude on him to set up a dive attack. I'd do the bless weapon thing, but Sdentch has never before fought one of these, and wouldn't know of that weakness. She'll have to fight for a round or two before she makes that realization. You can roll for me, Telin. I'm at work. Use total defense to get into base contact and then use Stand Still to keep him in melee.
TelinArtho

09-27-06, 03:02 PM
As Sdentch sets up to dive at the osyluth in the air - she notes that the osyluth is floating back towards the temple - albeit at a fairly slow rate. Set up for her attack, she puts her shield before her just as her invisibility wears off [which is okay since the devil is blinded anyway...].

Hoping to take it down quickly, but all-too aware of the osyluth's resistances, Auburn conjures forth 5 arrows of magic that burst towards the osyluth. Unfortunately they fade just before hitting the devil.

Sdentch lets out a low roar as she charges and smashes full bore into the osyluth. The creature lashes out at Sdentch in retaliation connecting viciously with its bite and stinger. The stinger penetrates deeply, leaving a gash filled with poison, but Sdentch's good immune system is able to repel the worst of it.

Sdentch takes a closer look at the creature before continuing her onslaught - smashing it twice more with her shield. Auburn brings out more magical arrows, but is still unable to break through the devil's protections.

Just then, the two Barbazu appear next to the invisible form of Auburn. The osyluth continues to assualt Sdentch, but only claws her slightly.

[Round 17 is ending]

Current Status

Sdentch (S) 15/92, Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 26), Greater Invisibility (ended), Stoneskin (23/90, ends 913)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (2 images left, ends 92), Greater Invisibility (ends 18)

Barbazu(z) 3 xx/xx
Barbazu(u) 4 xx/xx

Osyluth (O) xx-51/xx, Invisibility (ended), Fly (ends xx), Glitterdust-Blinded (ends 22)

(I didn't have Sdentch fight defensively since the Osyluth was blinded anyway. No hit that it made would have been negated if I had - so I'll just keep it this way. If you'd rather I do that for future rounds - just let me know.

For Vath - the two barbazu are standing directly next to you on opposite sides. The Osyluth was able to pinpoint you and through telepathy was able to give the barbazu accurate information on where to teleport to. You are still invisible though - just that will end very soon. I am also marking the 2 MM spells I just had you used from memory - but if you'd rather I can make them from the scroll.
TheMagister

09-27-06, 03:09 PM
Take a chance. Withdraw and dive charge again. A good hit should kill it. Don't forget the higher ground and charging mods. It's amazing how fast that silly thing chews through 90 points of stoneskin. It only hit twice and dealt 23+12=35 points of damage? Also, did you roll the 50% miss chance for its attacks (I'm reachin' here...)
TelinArtho

09-27-06, 03:11 PM
It hit 3 times through concealment. One bite was missed because of concealment (which is good because it was a threat...). The sting was the big one though - since that was a confirmed crit - 6d4+4 damage...

Just need to know what Auburn wants to do about her flanking Barbazu (who by the way are at a 5ft range - not the range for their glaives - though those are still in one hand)
Vathelokai

09-27-06, 04:59 PM
5 min before I have to leave for work.


move away and hit them both with black tentacles. Their concentration should be low enough that they cannot teleport out. Then Shout to Sdentch to bless her weapon.


After that Move away and shoot them up with my xbow (silver bolts). If one escapes from the tentacles, then start hitting it with MM from scroll. Cast invis from scroll when my great invis runs out (move out of charge range before MM). Tumble away if there is an emergency.
TelinArtho

09-28-06, 03:48 PM
Auburn's invisibility fades just as the two guards appear next to her. She tumbles away from them as best she can, but they still are able to attack at her. One targets one of her remaining images and dissipates it, but the other sees through it all and takes a bit of flesh as she moves away.

Stopping a bit away from them, she casts a spell as quick as she can. Just as they start to follow after her - several black tentacles reach up and immediately grab their limbs and constrict them.

She yells to Sdentch to bless her shield. Sdentch can barely hear it over the din of the screaming barbazu.

Not sure if you wanted to go through with it or just proceed with the diving charge TM. Let me know.

I'm truly sorry if this has been going too slow for you guys. My schedule has been all kinds of screwed up since my accident and I'm still not fully adjusted to it - now a month later. I will PM Cat and make sure to deduct any credits from my pool when we run over (which, unless you guys die - is a virtual certainty...).

I'm very happy with how the role-playing has been going though - keep up the good work.
TheMagister

09-28-06, 04:03 PM
If the Osyluth is waiting for Sdentch to attack (since he's blind, this might be the case), go ahead and 5' step up and bless the shield. If he's moving back toward the temple, just DIVE DIVE DIVE!
TelinArtho

09-28-06, 04:57 PM
Actually I should have thought about that further... I don't know why I didn't continue on...

Sdentch, trying to make the most of her opponent's blindness, moves away to set up another dive on it, drawing a small vial once she gets there. Turning about, she finds that the tricky scorpion has retreated to the ground. Once there - it covers itself with a wall of ice to encase itself.

The two barbazu struggle in their entangling tentacles, and amazingly - one of them escapes and moves out of their reach. Grasping his glaive, he looks at Auburn hungrily.

Auburn smiles at the blood-thirsty villain, draws a scroll from her pouch and reads it. Within a moment - she disappears once again from sight. Safe from view, she steps away from the villain, hoping to avoid further harm.

Meanwhile, the other barbazu is manhandled by the tentacles some more, though it is able to resist the worst of the squeezing.

Although you weren't specific about it Vath - I'm treating this as greater invisibility given your tactics for after casting it.

Okay - back to Sdentch - we're in round 19 now.

Current Status

Sdentch (S) 15/92, Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 26), Stoneskin (23/90, ends 913), Fly (ends 66)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (1 image left, ends 92), Greater Invisibility (ends 26)

Barbazu(z) 3 xx-1/xx (entangled)
Barbazu(u) 4 xx-5/xx

Osyluth (O) xx-51/xx, Fly (ends xx), Glitterdust-Blinded (ends 22), Wall of Ice (hemisphere)
TheMagister

09-28-06, 05:01 PM
Can he cast a spell like that without line of sight to where he wants it?
TelinArtho

09-28-06, 05:10 PM
Hmmm - I was thinking he'd have no problem since he's essentially surrounding himself with it and he can feel into the areas around him. Since he doesn't have to target it beyond just that it is around him, I supposed that Line of Effect was enough. Clearly a judgement call on my part - but if you'd like to discuss it in the tavern I'd be fine with that.
TheMagister

09-28-06, 05:16 PM
You're the boss, Boss. I'm just along for the ride. If you feel it's fair, then it is.

Dive bomb the free Barbazu. Don't do the base contact thing, since that'll provoke an AoO.
TelinArtho

09-28-06, 05:42 PM
Sdentch, disappointed that her intended target has taken such a cowardly route, turns her attention to the pair of barbazu drooling over the invisible form of Auburn. Securing her shield, she barrels into the one who has freed itself from the tentacles and skewers it on her shield. It falls in a lifeless hump beneath her.

You alright 'sis? she asks with a smile.

The duo can't see what the osyluth is doing underneath the ice sphere, but the barbazu entangled starts to froth at the mouth with rage. Try as it might, it can't seem to escape.

Middle of round 20. Auburn then Sdentch - the wall of ice is about 50ft away from Sdentch and Auburn and the barbazu is 20ft away (stuck in the tentacles)
TheMagister

09-28-06, 05:50 PM
Either that osyluth is long gone (teleport) or it's just biding time, waiting for the blindness to wear off. Either way, this is a great time to drink CLW potions and get into diving position.

Vath, it would be good for Auburn to get to a place where she can see the inside of the entry room, in case the devil teleports back in THERE to take away the dive.
Vathelokai

09-29-06, 05:46 AM
It was a scroll of regular invis. I used the memorized greater one on Sdentch, and the one from scroll earlier on Auburn. I intended to just blow through my regular invis scroll; since none of them will work in the temple anyway with that invis purge. Sorry I wasn't more specific.

Hrmm... Ice wall with 36 hp to break (no hardness), or a dc 27 str check to smash it. Sdentch could probably take it down in one round of full attacking. Healing isn't a bad idea either though...

"Alive and well, Sis. Only a couple scratches," says the invisible gnome. "Focus on the ice, I'll cover the building." Auburn breaks into a full run for the door.

Draw scroll of MM, and run at full speed for the door. Once there, Familiar and I will make active listen checks from 5 ft outside the doorway. If Sdentch needs help, she can call me.
TheMagister

09-29-06, 12:19 PM
Dive bomb the other barbazu, and then start healing. Go to mule, if necessary, for more potions.

Don't leave Auburn alone, though. She can be carried or something.
TelinArtho

09-29-06, 12:36 PM
The Barbazu stood no chance. All it could do was watch the immense ogress-like orc careen towards him with her shield before her. As the grappling tentacles held its limbs still it swore to Denth that revenge would be had!

And then it was lifeless in the grasp of the tentacles. Shortly afterwards, the tentacles receded back into the ground.

Sdentch quickly downed a few potions - keeping an active eye on the hemisphere of ice. Downing one and then a second, she grabbed four more before heading towards Auburn.

Meanwhile, Auburn stood outside of the temple back door - looking within for signs of the osyluth. Not finding it - she waited for Sdentch to rejoin her for a moment. Again though, the bumbling orcess could not see nor could she hear the osyluth - right behind her!

Just as she is about to utter a warning to her partner - the osyluth dives towards Sdentch, stinger held out before it. The osyluth jabs it into Sdentch's back - eliciting a howl akin to the fires of hell itself.

The osyluth says something which thankfully for Sdentch she doesn't understand. Auburn heard it and paled slightly because of it. [something akin to how Sdentch's body would be sacrificed to Denth involving many scorpions and spiders...]

Sdentch could only look back in reflection to the dire hit - clutching her back with her free hand as she fought back the poison injected into her body. Her shield felt heavy and her armor constricting.

What's goin' on? she stammered - weakly trying to gain back her composure.


The osyluth is now visible and just above and behind Sdentch. Sdentch is 60ft away from Auburn. Sdentch has drunk 2 potions of CLW so far and healed seven for it. However, the stinger just took 23-10 hp away, 5 str damage - status coming
Current Status

Sdentch (S) 9/92, Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 26), Stoneskin (33/90, ends 913), Fly (ends 66), Poison (-5 str, recheck at 33)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (1 image left, ends 92), Invisibility (ends 47)

Osyluth (O) xx-51/xx, Fly (ends xx), Wall of Ice (hemisphere)
Vathelokai

09-29-06, 12:58 PM
I'm a bit confused: Auburn didn't see the Osy with her see invis? Did it teleport and dive or something?
TelinArtho

09-29-06, 01:40 PM
Well - since we're dealing with wooded area around here - you didn't see it in time to warn Sdentch. You essentially saw it come into view mid-dive. Since it knows that you can see it - it is doing its best to stay hidden from most things it can sense. It actually figured it would've been interrupted in its attack - which is why it opted to charge instead of setting up for Sdentch to come to it.
TheMagister

09-29-06, 04:33 PM
Man, you're KILLIN us with those rolls. I marvelled at the damage of that dive.

"That's IT!! Mean old stupid spider-lovin' bone-headed bug-kisser!"

Sdentch's eyes bulge as the blood rushes to her muscles, swelling them to almost all of their former glory.

Raaaaaage! Full attack with two-handed shield. 5' step up to base. Use Stand Still to keep him where he is if he tries to run away.
TelinArtho

09-29-06, 05:07 PM
Sdentch's eyes betray the hatred of the soul before her. She smashes the shield again and again against the tough carapace of the scorpion like creature - denting it in places and drawing ichor-like blood out in others.

Okay - Auburn you are up.

Sdentch (S) 9+20/92+20, Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 26), Stoneskin (33/90, ends 913), Fly (ends 66), Poison (-5 str, recheck at 33), Rage (ends 32)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (1 image left, ends 92), Invisibility (ends 47)

Osyluth (O) xx-61/xx, Fly (ends xx), Wall of Ice (hemisphere)
Vathelokai

09-29-06, 06:05 PM
Go go gadget caster lv. check...

Auburn moves to a position that she could be dive attacked by Sdentch and fires off a barrage of missiles from her scroll.
TelinArtho

09-29-06, 06:28 PM
Not your day apparently...

Auburn issues more golden arrows towards the osyluth - but again they fail to touch it. She growls in frustration.

The osyluth disappointed that the wild boar-orc in front of it didn't fall, keeps up the aggression, hoping to fell the foul-smelling orc before it falls. Although it claws her skin twice and stings her once more - Sdentch's magical protections hold up. Sdentch smashes her shield a few more times and more ichor draws out of the creature - and now she looks it square in the face.

Auburn sends more golden arrows towards the osyluth, but once again, they cannot break through the magical defenses of the osyluth. The osyluth's attacks are never-ending - scraping against the diamond-like protection again and again - but luckily no further harm seems to be coming to Sdentch. Sdentch is just as fierce about her own attacks - and punches another large hole in the side of the devil.

Okay - we're on Auburn. Does she have more MM to burn or does she want to try something else?

Current Status
Sdentch (S) 9+20/92+20, Silversheen (on shield, ends 600), Enlarge Person (ends 45), Protection from Evil (ends 26), Stoneskin (68/90, ends 913), Fly (ends 66), Poison (-5 str, recheck at 33), Rage (ends 32)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 250), Elixir of Sneaking (ends 550), Mirror Image (1 image left, ends 92), Invisibility (ends 47)

Osyluth (O) xx-79/xx, Fly (ends xx), Wall of Ice (hemisphere)
TelinArtho

09-29-06, 06:49 PM
Okay - Auburn has 4 more CL9 MM on the scroll - so I'm just going to continue to get this one done. If I get it done - go ahead and figure out what you want to do before encounter 2 (unless you want to give up...)

Auburn conjures more magical arrows, praying to Boccob for the power to break through, and finally - they do! The osyluth clutches its side where they struck - with a look of horror. Cursing in infernal - it vows that this fight is not yet over and disappears.

Down to exactly 1hp - nice job guys. And in the round that Protection from evil would have faded too!

Okay -- healing - preparation for the next battle. I'll be back in a few hours if I can
Vathelokai

09-29-06, 07:38 PM
Auburn spys the battle fury on Sdentch's face. "Drink your heal potions and lets go in through the roof. Auburn casts fly from memory and then makes Sdentch and Herself invisible using the last two invisibility spells from her scroll.

Assuming of course the roof enterence is still open.

Hopefully, we can get a charge line on them, and drop from nowhere on whatever is in there.

Auburn will send her familiar to fly over the place (from decent height) and spot for things. Will cast prot evil/good depending on what is there.

I figure, we went this far, we should try for the whole deal. If we loose, I get all my expendables back anyway;)

Any thoughts, TM?
TheMagister

09-29-06, 08:24 PM
I'm just curious...are you counting the bless weapon that Sdentch used?

Was supposed to have happened in this (http://boards1.wizards.com/showpost.php?p=10214440&postcount=66) post. Remember? 5' step up and bless the shield?
Vathelokai

09-29-06, 09:25 PM
If not, I'd say just keep it. We'll probably need it next fight anyway.
Vathelokai

09-29-06, 11:47 PM
One last caveat: the teleport is a spell like ability, so it has to roll concentration to use it to escape ('cast' on the defensive to avoid AoO), being that it cannot 5 ft. step out of Sdentch's reach.
TheMagister

09-30-06, 10:10 AM
Raise da roof! Drink whatever healing potions Sdentch has left and then those on the mule. Get the rest of the CLW potions and store them on Sdentch. Drink another enlarge person potion to refresh that buff.

Also get out the 10' pole; I'm not sending us in that way without checking for glyph traps first (10' reach + 10' pole = 20' of trap-springing goodness). Stay on the outside of the temple above the roof opening until we espy monsters (this is after checking for traps), then anoint the shield with bless weapon and dive in to cream 'em. Maybe we'll appear in mid-dive like the Osyluth did and get a free surprise round (we could sure use it!).

That's all I've got.
Vathelokai

10-01-06, 03:13 AM
Summing up the above...

Osy's concentration to cast on defensive +18 vs. DC 22 (15 + 7th lv teleport)

Auburn's familiar to fly over the building and scout the roof enterance.

Sdentch drinks all CLW potions while going to mule and grabbing the rest of ther stash of CLW. Sdentch also grabs 10 ft. pole from the mule.

Auburn casts remaining 2 invis from scroll on the party. Then cast fly from memory on herself.

Sdentch drinks potion of enlarge to refresh that. Applies bless weapon oil if it was not used in the last fight.

Approach the roof enterance. Sdentch armed w/ 10 ft pole and shield. Auburn holding both of her remaining scrolls (MM and Protection).

Sdentch will check around with 10 ft pole. She will do this from slightly above the roof to keep as much cover as possible (since such a long pole may exceed the invis field). Auburn will be 30 ft. above the enterence.

If familiar returns with good intellegence on the occupants of the room, Auburn will buff Sdentch with appropriate spells (resist energy scroll, prot. good scroll, prot evil from memory, invis to animals/undead potion, grease from memory).

After first round there will probably be a Sdentch dive attack followed by spell support by Auburn. Auburn will put away which ever scroll is not needed, then either fire MM or one of her remaining spells.
TelinArtho

10-01-06, 08:56 AM
Okay - the osyluth made his concentration check.

Up to now, Sdentch has used 5 potions of CLW and has 5 more with her plus 11 more from the mule. She drinks as many as needed to get back to full hp. (I'll roll those shortly).

Auburn sends her familiar up above the building while they continue preparing. As Auburn is finishing preparations with Sdentch, the familiar returns that the room appears as it did before - and that it did not see or hear anything within.

2 CLW potions left.

Current Status
Sdentch (S) 87/92, Silversheen (on shield, ends 525), Invisibility (ends 31), Enlarge Person (ends 52), Stoneskin (68/90, ends 838), Fly (ends 10), Poison (-5 str)
Auburn (a) 51/51, Mage Armor (long enough), See Invisibility (ends 175), Elixir of Sneaking (ends 475), Mirror Image (1 image left, ends 17), Invisibility (ends 32)

Knowing that her fly spell will expire soon, Sdentch quickly sets up with her pole to investigate the entrance. As expected - the pole appears once it leaves the immediate radius of her own invisibility spell. As far as she can tell, there are no further magical effects going on. With careful respect to her own space and the space of the building - she realizes that the Invisibility Purge is in effect here as well.

http://i11.photobucket.com/albums/a180/TelinArtho/q-temple2-1.jpg

Okay - the red area is new construction since you last came here and is the room you guys entered. The green blocks are doors. The black area is the hole in the ceiling that you are looking through.
Vathelokai

10-02-06, 05:45 AM
I'm fine with flying in thorugh the roof and heading north. What you think, TM?
TheMagister

10-02-06, 11:04 AM
Let's get this over with. :(
TelinArtho

10-02-06, 11:12 AM
Proceeding in through the ceiling Sdentch listens only briefly at the door before opening it as quietly as she can. Poking her head through the doorway, she doesn't see any immediate threat - and with the hall lit up like a grand ceremony with magical sconces all along the wall - she is somewhat thankful of it.

Moving in, she sees three sets of double doors leading out of the room - one across from her, about 35ft away and one set on each end of the grand hall. The double doors leading out to the west (on her right) are open but from her angle she cannot see anything within.

Auburn steps into the room behind her and pauses while her familiar scouts a little bit. The familiar makes a quick round around the room and returns to Auburn's shoulder safely.

So north - east or west? Pick your poison time
TheMagister

10-02-06, 01:56 PM
If the familiar can be stealthy, have it check (just peek into) the room with the open door.
TelinArtho

10-02-06, 02:51 PM
Auburn sends the familiar near the open doors and it returns without much consequence.

A sudden roar erupts from the left hand doors however, and the doors burst from their hinges. Sdentch doesn't see anything come through, but Auburn sees a pair of spider-like creatures - invisible - emerge. Auburn's quick memory tells her that these are the same type of spider-creatures that the duo fought the last time they were here.

[In other words - yet again these are hellcats that are described at invisible spiders and called HellSpiders. :) Enjoy]

Initiative: HellSpider 1, Master Hellspider, Sdentch, HellSpider 2, Auburn

Auburn - seeing the first hellspider move into the far corner - tells Sdentch where it is. However, turning to look back into the room they came - she is horrified to see something even more vile - and this one does not hide its heritage! With flames wreathed about it, the master hellspider enters the grandhall where they once fought the elemental and the cleric. The scent of sulfer permeates the air and Auburn knows that they are in a tight spot.

[Okay - you made your knowledge check - so you recognize the "Master HellSpider" as well - it is a Nessian Warhound. Enjoy!]

http://i11.photobucket.com/albums/a180/TelinArtho/q-temple2-1-1.jpg

Pink = Sdentch
Yellow = Auburn
Red = Nessian
Green = Spider 1
Blue = Spider 2
TheMagister

10-02-06, 08:08 PM
The map is confusing. Could you provide a key? And which walls are real and which doors are real?
Vathelokai

10-03-06, 06:37 AM
Yeah, keys are nice. But I think I figured it out...
Pink = Sdentch
Yellow = Auburn
Red = Nessian
Green = Spider 1
Blue = Spider 2


"Invispiders! Right there, another one in the doorway" Auburn quickly points out locations to Sdentch before turning on the flaming :censored: behind her. "BEGONE! With one word of power, Auburn opens up a portal beneath the hound...

Awww. they won't let me use uncouth terms for female dogs.

Cast dismissal; DC = 21 +9 CL -12 HD = 18
45-55 odds of gating it out of here, and the sucker dosn't have SR.

Then move up to the ceiling and away from the door.
TelinArtho

10-03-06, 10:49 AM
Vath has the key right - sorry about that. Do you have any other questions about the locations?
TheMagister

10-03-06, 12:26 PM
Yeah, is that an actual door behind us?
TelinArtho

10-03-06, 01:17 PM
Yes - you just came through the doorway. All of the white boxes like that are doors. The one behind you is open and the ones to the left and right are open as well. Despite the size on the map, the doors are made to medium sized persons unless it is a double door.
TheMagister

10-03-06, 04:16 PM
Well...you're up, right Telin?
Vathelokai

10-03-06, 04:25 PM
Initiative: HellSpider 1, Master Hellspider, Sdentch, HellSpider 2, Auburn
I believe it is Sdentch's init. Spider 1 moved, then Nessian moved.
TheMagister

10-03-06, 09:49 PM
OH! I'm sorry! Didn't mean to be the speedbump! :blush: Well, since Sdentch can't see 'em, we'll do it this way.
!!! Wait a gosh darned minute. THEY'RE invisible?! How does that work?! {Goes to read invisibility purge} It says that it negates all forms of invisibility, and NO Spell Resistance entry. They shouldn't be invisible! However, since you're the boss, if you rule that they ARE invisible...


"Can't see 'em 'sis! Sdentch's dead-hand don't work no more today!"

She fumbles around at her belt and comes up with a 1d100=14 (http://www.hwx.it/wizards.com/dice.php?sid=552#23717) Brown Bear fuzzball, which she tosses 20' straight ahead and tells it to "Find the bad spiders and GET 'EM!", 1d20+5=6 (http://www.hwx.it/wizards.com/dice.php?sid=552#23718) but the bear just recoils from the horrible sulfurous smell in the corner of the room.

Then, she moves 35' due west toward the 10' wide doors, her shield at the ready.

If you edit in that they're visible...


"Those Invisi-spiders are SCARY 'sis! Sdentch wish she never seen'd 'em! Stay up 'dere and help!"

Sdentch pulls out a brown bear fuzzball and throws it 20' straight ahead and tells it to "Attack the mean spider!" , but the bear just stares in horror at the lower planar apparition before it.
Sdentch then moves 35' due west, readying her shield as she goes.
Vathelokai

10-04-06, 04:13 AM
*EDIT* If they are invisible, then so are we, since the invis from scroll hasn't run out yet. Unless I'm misssing something, of course.

The anticipation on that Nessian's will save is killing me.

Anyway, If the Nessian is still around, cast resisist fire from scroll onto Sdentch.

After that Fire away with MM scrolls (Nessian is first target, followed by a damaged Spider). Toss my CMW potion to Sdentch if she wants it. If Sdentch ends up in some funky grapple situation, I can cast grease to get her out of it.

If that all runs out, then fire away with regular bolts (same target order as above). Bad odds, but at least I'll feel like I'm doing something.

If Sdentch gets the chance, she can throw me the bag of tricks, and I can rain animals (ready to throw them) and block charge/pounces.
TelinArtho

10-04-06, 12:13 PM
Sorry guys - but they are invisible. I'll explain why after the fact, but with some searching through the SRD you might be able to find out why... (and the Nessian is not invisible I would like to point out)

Anyway, on to the battle...

Sdentch's bear sniffs about and locates the nearest hellspider.

Auburn turns towards the beast in the other room and utters a vile incantation. Pointing at it, she yells for it to return to the hell from which it came. She is none too pleased when the portal to send it back opens, but it merely roars in defiance!

Hey - that was supposed to work! Sdentch - some help back here... and then moves up above the doorway. The ceiling here is 20ft high.

Well, yet another 50/50 that didn't go in your favor... good luck guys.

As Sdentch takes up position closer to the door, she feels a presence coming towards her and braces herself just in time, [Blindfighting is nice isn't it...] but still takes a claw to the face. Luckily, her protective spell takes away any of the pain.

The other hellspider attacks the bear ferociously, clawing and biting.

The massive hellspider moves through the doorway and blocks the escape route.


Current Status
Sdentch (pink) 87/92, Silversheen (on shield, ends 525), Invisibility (ends 31), Enlarge Person (ends 52), Stoneskin (76/90), Fly (ends 10), Poison (-5 str)
Auburn (yellow) 51/51, Mage Armor (long enough), See Invisibility (ends 175), Elixir of Sneaking (ends 475), Mirror Image (1 image left, ends 17), Invisibility (ended)
Brown Bear (brown) 14/51

Hellspider 1 (green) xx/xx
Hellspider 2 (blue) xx/xx
Master Hellspider (red) xx/xx

http://i11.photobucket.com/albums/a180/TelinArtho/q-temple2-3.jpg
TheMagister

10-04-06, 02:21 PM
Sdentch's last move (35' due west) should put her in a position that neither hellspider could charge her. The one with the 10' double doors would have to move through a corner and the other would have to move through a bear. You ARE gettin' bloodthirsty, aren't you? =)

Sdentch can feel the spider's presence, even if she can't see it. Yeah, I've never regretted taking blindfight...

Her eyes widen at the sight of the fiery spider coming through the door.

"Help, Bear! Help, 'sis!" It is clear that her previous anger is ebbing, leaving only fear and frustration in its wake.

The bear smells the foul thing even if it can't see it, natural anger rises as the burnt scent offends his sensitive nose and the blood streams down its flank. With a roar, he rears to his full eleven-foot height and lashes out with his massive paws and powerful teeth, and is rewarded with a gout of unholy blood! 1d100=65 1d20+11+2=25 1d8+8=16-5=11 (http://www.hwx.it/wizards.com/dice.php?sid=552#23737) Paw 1 hits! 1d100=80 1d100=67 (http://www.hwx.it/wizards.com/dice.php?sid=552#23748) 1d20+11=13 1d8+8=9 1d20+6=18 2d6+4=12 (http://www.hwx.it/wizards.com/dice.php?sid=552#23749) But the other two miss the agile spider.

Sdentch, somewhat heartened by the success of her pet, crows in anticipation as her sluggish blood begins to pump hotly in her veins once more. This is the battle. This is what she was made for. Nothing else matters right now, right here. Her concentration narrows to a point...
High hits. 1d100=94 1d100=14 1d100=72 (http://www.hwx.it/wizards.com/dice.php?sid=552#23736)

1d20+11+2=26 3d6+5=19 1d20+10+2=32! 1d8+1=6 (http://www.hwx.it/wizards.com/dice.php?sid=552#23738)
Confirm? 1d20+11+2=18 No. (http://www.hwx.it/wizards.com/dice.php?sid=552#23739)
Total Damage: 19+6-5=20.

Blindfight 2nd roll: High hits: 1d100=63 (http://www.hwx.it/wizards.com/dice.php?sid=552#23740)

1d20+11+2=23 3d6+5=11 (http://www.hwx.it/wizards.com/dice.php?sid=552#23741)
Hit! Additional Damage: 11

...and her shield slams into the invisible spider heavily, crushing chitin and drawing blood, but misses on its return stroke. The armor spike on her knee rises into the thing's unprotected abdomen, seeking the heart, but the evil of the creature turns away the lethal strike. Sdentch, now with a better understanding of the spider's position, takes a measured poke at it with her shield, and is rewarded with a mewling howl and more dark ichor.

Her primitive senses can feel the hellspider's pain resonating with the battle-rage of the holy killer in her soul. "This one's hurt, 'sis! Put 'im down!"

20+11=31 damage to blue. 16-5=11 damage to green. Yay, team Sdentch!
TelinArtho

10-04-06, 02:33 PM
Okay - didn't even realize that I screwed the positions. As such - the 1st hellspider doesn't charge you, but instead full attacks the bear. Editing the above - please edit your actions accordingly.
Vathelokai

10-04-06, 04:34 PM
Err... I said earlier to move up to the ceiling and away from the door; specificly to evade the Nessian's 10 ft size and 10 ft. reach and obnoxious breathweapon. I can float by the ceiling above the other creatures and not be in a threatened spot.

Move to a more defensible position. Shoot the wounded hellcat with MM.

Looking back and forth, Auburn decides Sdentch is right and blasts the Invispider with a round of arcane fire. "Watch out for this things fire breath!"

After that return to the above tactics if possible
TelinArtho

10-04-06, 05:00 PM
Oops - missed that part. In that case, treat yourself as directly above Sdentch if you like (or anywhere else in the room within range of a 60ft fly move with good maneuverability).

Still waiting on TMs alterations on his post before I can continue.
TheMagister

10-04-06, 05:05 PM
Since the green hellspider isn't as hurt as we though it'd be, how about doing something to slow that Nessian Warhound down, Vath? Do you know Grease or Web? One more round before it gets here could save Sdentch a lot of damage...
TheMagister

10-04-06, 05:06 PM
Oops - missed that part. In that case, treat yourself as directly above Sdentch if you like (or anywhere else in the room within range of a 60ft fly move with good maneuverability).

Still waiting on TMs alterations on his post before I can continue.

Done.
TelinArtho

10-04-06, 05:20 PM
The hellspider next to Sdentch retaliates against her and plunges two claw-like feet into her, scratching her a little.

Current Status
Sdentch (pink) 80+20/92+20, Silversheen (on shield, ends 525), Invisibility (ends 31), Enlarge Person (ends 52), Stoneskin (ended), Fly (ends 10), Poison (-5 str), Rage (ends 2+rage rounds (8?))
Auburn (yellow) 51/51, Mage Armor (long enough), See Invisibility (ends 175), Elixir of Sneaking (ends 475), Mirror Image (1 image left, ends 17), Invisibility (ended)
Brown Bear (brown) 14/51

Hellspider 1 (green) xx-11/xx
Hellspider 2 (blue) xx-31/xx
Master Hellspider (red) xx/xx

@TM - are you remembering to account for the poison still affecting you?
Vathelokai

10-04-06, 05:24 PM
Good plan - cast grease directly into it's space.

Auburn deciedes against the magic missile and refocus's on the flaming spider. She summons a puddle of grease below and in front of the beast, hoping it falls in the doorway
TelinArtho

10-04-06, 06:09 PM
The grease fills the area under the master hellspider, causing it to roar furiously, however it is able to maintain its balance.

The hellspider facing the bear claws and bites at the mighty animal and amazingly only injures it a little more. Barely standing the bear roars in defiance.

The master hellspider crouches back, about to launch itself at Sdentch, but the slippery grease trips it up and it ends up on the ground, struggling to stand back up.

Wow - a roll actually went your way and the bear didn't die... take advantage guys
Vathelokai

10-04-06, 07:01 PM
If Sdentch wounds the spider to less than 15 hp left, then try to cast MM on it. Otherwise, MM at the Nessian. When the Nessian gets free, then cast resist fire on Sdentch.

If Sdentch could free action drop the bag of tricks where I can grab it, that would be great.
TheMagister

10-04-06, 11:45 PM
Sdentch only has one rage a day. The "sluggish blood turning hot" thing was just flavor. =)

And, "yes", I included the poison. Sdentch only has 15 strength now (modified to 17 b/c of enlarge person).

Br'er Bear again rears onto his hind legs and swats at the elusive spider but misses with his claws. His teeth, however, find small purchase.
1d100=89 1d100=25 1d100=99 (http://www.hwx.it/wizards.com/dice.php?sid=552#23796)
50% miss chance, high hits.
1d20+11=20 1d8+8=11 1d20+6=24 2d6+4=10 (http://www.hwx.it/wizards.com/dice.php?sid=552#23798)
Darn! Missed the claw by 1.
10-5=5 damage.

Sdentch connects as well, but the spider turns the blows aside with invisible legs.
1d100=35 1d100=44 (http://www.hwx.it/wizards.com/dice.php?sid=552#23795)
25% miss chance, high hits.
1d20+11=12 1d20+11=16 (http://www.hwx.it/wizards.com/dice.php?sid=552#23797) Death by natural 1.
TelinArtho

10-05-06, 12:19 PM
The hellspider in front of Sdentch is quick on its feet and stabs and jabs at her. Unable to defend against its onslaught, Sdentch's shoulder and thigh start to bleed.

Auburn sees an opportunity to hit the master hellspider and sends bolts of energy down at it. It growls in anger but appears little deterred by it.

Current Status (end round 3)
Sdentch (pink) 60/92, Silversheen (on shield, ends 525), Enlarge Person (ends 52), Fly (ends 10), Poison (-5 str)
Auburn (yellow) 51/51, Mage Armor (long enough), See Invisibility (ends 175), Elixir of Sneaking (ends 475), Mirror Image (1 image left, ends 17), Grease (ends 92)
Brown Bear (brown) 3/51

Hellspider 1 (green) xx-16/xx
Hellspider 2 (blue) xx-31/xx
Master Hellspider (red) xx-16/xx (prone)

The hellspider in front of the bear, slashes it to the floor and then moves up next to Sdentch - pasting her into the corner.

The master hellspider growls loudly as it tries to stand, but simply can't get the purchase underfoot to stay up.

LUCKY roll #2... Take advantage guys...
Vathelokai

10-05-06, 12:33 PM
"You're surrounded Sdentch, watch your back!

Barring requests for help from TM, continue pounding on the Nessian.
TheMagister

10-05-06, 01:46 PM
Um, you can't flank someone that's in a corner...

Sdentch is beleagured but calm as the ominous prescence of the other hellspider draws near after decimating her bear. She maintains her concentration and targets the first spider with a precise strike, drawing blood; but her killing stroke misses, foiled by the spider's quickness.

25% miss chance, high hits.
1d100=34 1d100=32 (http://www.hwx.it/wizards.com/dice.php?sid=552#23843) Hit! Hit!

Shield/shield, power attack for 2 (included in the to-hit, but not the damage. Sorry, I won't do that again).
Calculation, for your sanity:
To hit: 10 BAB, +3 str, +1 enh, -1 size = +13 to hit -2 pwr atk
To dmg: +4 str, +1 enh = +5 + 4 pwr atk
1d20+11=22 3d6+5=13 1d20+6=19 3d6+5=10 (http://www.hwx.it/wizards.com/dice.php?sid=552#23844) Hit! Miss...
17 damage total to blue spider.

Brow creased in concentration, she sets her back squarely against the wall, ready for the onslaught...
TheMagister

10-05-06, 01:49 PM
@Vath- you could put another grease spell in the Nessian's path. He's large, so you could hedge your bets by offsetting it a little. As long as some of his space is in the AoE, he is affected by it. Also, as long as he's balancing, he's without his Dex to AC. That might be important if you wanna take the opportunity to hit him with something nasty that requires a touch-to-hit roll...
TelinArtho

10-05-06, 03:18 PM
@TM - shouldn't that second attack of yours be at +6 not +11?

Will post an update soon.
Vathelokai

10-05-06, 04:36 PM
Unfortunately, I'm out of grease, and none of my remaining attacks are touch (that work on outsiders anyway). Keep up the MM's, get out that resist fire scroll.
TheMagister

10-05-06, 06:26 PM
@TM - shouldn't that second attack of yours be at +6 not +11?

Will post an update soon.

Oh, damn. You're right. I've got bear-on-the-brain. Will edit...

Edit complete.

Vath, magic missile the blue spider! He's only got 12 hp left, if he's generic.
Vathelokai

10-06-06, 03:35 AM
Didn't realize it was so wounded. Yes, shoot the blue spider with MM and draw the scroll.
TelinArtho

10-06-06, 12:08 PM
The other hellspider tears into Sdentch, leaving more scratches and blood down her forearms. Sdentch howls from the pain of the attack and hopes that Auburn will be able to take care of one of them.

Auburn reads off another spell from the scroll and more arrows streak toward their target. Sdentch hears the hellspider drop to the floor and is confident it is taken care of.

Current Status (end round 4)
Sdentch (pink) 33/92, Silversheen (on shield, ends 525), Enlarge Person (ends 52), Fly (ends 10), Poison (-5 str)
Auburn (yellow) 51/51, Mage Armor (long enough), See Invisibility (ends 175), Elixir of Sneaking (ends 475), Mirror Image (1 image left, ends 17), Grease (ends 92)

Hellspider 1 (green) xx-16/xx
Hellspider 2 (blue) xx-64/xx - down
Master Hellspider (red) xx-16/xx (prone)

The other hellspider's attacks are relentless. The hellspider's mandibles tear through her and she is near collapsing from the pain.

The master hellspider finally is able to stand and moves next to Sdentch - not giving her any relief or repose.

[Sdentch is down to 11hp after the hellspider's attacks, Auburn is threatened because of the Master Hellhound's reach]
Vathelokai

10-06-06, 12:51 PM
Just realized something; why did Sdentch's stoneskin end between posts 103 and 110? It has a 90 minute durration, and I don't think it took that long to fly into the builiding? Is there some other effect going on? Did I miss something?
TelinArtho

10-06-06, 01:18 PM
Because it ate up 90hp worth of damage...
Vathelokai

10-06-06, 02:01 PM
Errr... At the end of the Osy fight, Sdentch has 68 points of stone left. She takes one hit and in the end of round summary for post 103, there is 76 points of stone left. Sdentch then takes 2 hits in post 110 and the round summary says (ended). There are no hits between them. If I'm misreading or there is a misprint, that's fine, but it seems off.

Basicly I need to know if saving Sdentch is a possibility before choosing my action.

*edit* reviewing the math...
TelinArtho

10-06-06, 03:01 PM
The confusion stems from my notation: 68/90 is not 68 points left, but rather 68 points absorbed. Sdentch only had 22 points left to absorb at that point.
Vathelokai

10-06-06, 05:11 PM
Sorry for the confusion.

Well then, Here's my plan for ending this thing. Sdentch full attacks the invispider, drops her bag of animals on the ground and prays. Auburn tumbles away from the Nessian to a space past the grease spot and casts resist fire on herself from scroll. Auburn will use her 2 remaining MM on the invispider. Meanwhile she will do everything she can to evade the Nessian and it's breath, including rising out of the building. As soon as she is damaged more than 15 hp she will drink her CMW potion.

Auburn will try to lure the monsters from the doorway, and then make a mad dash to grab the bag of tricks. Hopefully the grease spot will slow them down for a second. Once she has it, she will throw an animal at the invispider. If Sdentch is still alive, then she will feed her a potion of CLW from her pocket. If there is still more time, then Auburn will grab a load of CLW potions. From there on out, Auburn will continue to throw animals at her enemies (Spider takes priority until it's dead). She will get out her xbow and fill the nessian full of arrows from as much range as possible.

Tumble/concentration to avoid AOOs until Auburn has the bag, then use withdraws.

I think that should about cover it.
TelinArtho

10-06-06, 05:21 PM
The only issue I can address here is that it would be more than a free action for Sdentch to "drop" the bag of tricks - it is tied to her belt - not in hand. If it was in hand, Sdentch couldn't attack 2-handed with her shield and would have had to drop it in other circumstances. So for what you want - Sdentch would only attack once and then take a move action to remove the bag from her belt (which provokes) and drop it.
TheMagister

10-06-06, 06:13 PM
Nah. It was pretty much inevitable from the start. The dice totally went against us most of the time (I say "most" - I remember the little spat of bad balance checks/reflex saves for the Nessian), with one shining exception (the critical hit). We'll just play it out. Perhaps something will come up.

Sdentch, beleaguered and terribly wounded, swings hard at the remaining invisible assailant; fighting proud to the end.

She connects! It is a terrific blow, but her follow-up swing, powerful enough to have finished the creature for sure, is slowed by the miasma coursing through her blood. The poison of the bone-demon burns in her muscles...

Power attack for 4:
1d20+9=22 3d6+13=25 1d20+4=16 3d6+13=23 (http://www.hwx.it/wizards.com/dice.php?sid=552#24205) One hit! One miss...

Concealment (25%), high hits:
1d100=33 (http://www.hwx.it/wizards.com/dice.php?sid=552#24206) Hit!

25 damage to green spider.

"Sis!? Help...help me! Ow! Inbizi-pider almost dead! Kill spider, please! Sdentch...Sdentch can't see it!"

So what happens when Sdentch collapses? Is the quest over for Auburn as well?
TelinArtho

10-06-06, 06:27 PM
Actually - hold on - I think I screwed up back there... one moment please. Sorry - I didn't...
TheMagister

10-06-06, 06:28 PM
Boy, that would be nice...

The ONLY thing that could have saved Sdentch is if the monster that got killed was the one that full attacked last. That was what I hoped you had messed up. Alas!
Vathelokai

10-06-06, 06:31 PM
I guess that depends on if Sdentch stabalizes. I'm willing to try the last encounter single handed. If there's a humanoid present, then I've got a shot.
TelinArtho

10-06-06, 06:39 PM
Auburn expertly tumbles through the air, just out of the reach of the nasty jaws of the Master Hellspider. Reaching her destination, she reads from the scroll in hand and protects herself from the beast's flames.

Current Status (end round 5)
Sdentch (pink) -3/92, Silversheen (on shield, ends 525), Enlarge Person (ends 52), Fly (ends 10), Poison (-5 str)
Auburn (yellow) 51/51, Mage Armor (long enough), See Invisibility (ends 175), Elixir of Sneaking (ends 475), Mirror Image (1 image left, ends 17), Grease (ends 92)

Hellspider 1 (green) xx-41/xx
Hellspider 2 (blue) xx-64/xx - down
Master Hellspider (red) xx-16/xx (prone)

The hellspider assaults Sdentch, and connects with a claw to bring her to the ground.

The master hellspider wheels about and moves up to Auburn - breathing fire upon her. She manages (barely) to dodge the worst of it and the rest is soaked up with the spell she just cast.

Unfortunately, in order to get through the doorway though - Auburn would be traveling too close to its reach.

Okay - Auburn's up. She is currently in a threatened square. She could withdraw - but not through that doorway unless she wanted to provoke AoO. She could try tumbling again and get through the doorway safely.

I'll roll up Sdentch's stabilization in a minute - done - but I'm keeping them secret for now...
TheMagister

10-06-06, 06:42 PM
Just out of curiosity...how high are the ceilings in this place?! I ask because if all our problems could be solved by gaining 20' in altitude so that the invisi-spiders could only get 1 attack a round...well, that would have been the thing to do.
Vathelokai

10-06-06, 08:46 PM
Ceilings are 20 ft if I remember right. Auburn has been up there the whole time, but Sdentch's fly ran out at the start of the fight.

Try tumbling again. The dice owe me, and I have a feeling that I'm getting hit next round no matter what. Continue with above tactics.
TheMagister

10-06-06, 09:20 PM
Aw, if they're only that high, then there's no way that Sdentch can get outta reach. I didn't think that I'd miss so basic a strategy, anyway. I'm just grasping at straws. :weep:
TelinArtho

10-09-06, 04:51 PM
Auburn manages to avoid the snapping jaws of the master hellspider once more as she dodges through the doorway.

Tumble at half-speed - 60ft total movement is enough to get out the roof hole - is that where you wanted to go?

Sorry about disappearing again guys - got myself a nasty cold over the weekend and work has been killer lately...
Vathelokai

10-10-06, 07:10 AM
Plan - move as far back as I can while still being able to see both opponents. Cast my two remaining MM at the invispider. I'm hoping the try to cross the grease area. If they both cross the grease and there is somewhat of a path, then try to reenter the room with Sdentch (willing to take an AoO to get there, but tumble is prefered).
TelinArtho

10-10-06, 11:50 AM
As soon as you are out of the room you can't see the hellspider (since sight to it is blocked by a wall) - but if you mean still in a straight line from the doorway - that should be fine.
Vathelokai

10-10-06, 04:51 PM
Shoot Nessian with xbow. Taunt them. Refer to this post from above Sorry for the confusion.

Well then, Here's my plan for ending this thing. Sdentch full attacks the invispider, drops her bag of animals on the ground and prays. Auburn tumbles away from the Nessian to a space past the grease spot and casts resist fire on herself from scroll. Auburn will use her 2 remaining MM on the invispider. Meanwhile she will do everything she can to evade the Nessian and it's breath, including rising out of the building. As soon as she is damaged more than 15 hp she will drink her CMW potion.

Auburn will try to lure the monsters from the doorway, and then make a mad dash to grab the bag of tricks. Hopefully the grease spot will slow them down for a second. Once she has it, she will throw an animal at the invispider. If Sdentch is still alive, then she will feed her a potion of CLW from her pocket. If there is still more time, then Auburn will grab a load of CLW potions. From there on out, Auburn will continue to throw animals at her enemies (Spider takes priority until it's dead). She will get out her xbow and fill the nessian full of arrows from as much range as possible.

Tumble/concentration to avoid AOOs until Auburn has the bag, then use withdraws.

I think that should about cover it.
TelinArtho

10-10-06, 05:07 PM
Auburn makes her way out of the room and tauntingly stays near the floor in order to draw the vicious master hellspider out. It seems to be waiting by the doorway, keeping an eye on her while it lets the grease on the floor dissipate. Despite firing at it futily with her crossbow, it seems the master hellspider is intent on waiting the grease out.

Auburn has no sight to the other hellspider.

Beast is intelligent enough to know that it can't win in a flying fight with you and is confident that you won't leave an ally behind to just bleed to death... Sorry - I can't make it too easy for you...
TheMagister

10-11-06, 12:48 AM
Auburn can't see the other spider because she doesn't have LOS to its last position by Sdentch? Or because it like...left? This might be important if Auburn could force the Master Spider to stop her from getting Sdentch to positive HP again...
TelinArtho

10-11-06, 02:19 AM
She can't see because she doesn't have LOS to Sdentch's position (for that matter - she can't see Sdentch either). She hasn't seen it leave the door that is on the far side of the room (refer to the map if you need to review door positions).
Vathelokai

10-11-06, 07:07 AM
Time to get myself killed.

Fine. We'll do this your way. Auburn begins casting while she stares down the warhound.

Cast summon monster 3 for a huge fiend centipede; set it in the monster's room. Then tumble into the room and get to Sdentch.
TelinArtho

10-11-06, 12:17 PM
Auburn calls upon aid from some of the similar planes as Denth, ushers forth a huge centipede to do her bidding right next to the master hellspider.

The centipede wastes no time in attacking the slightly smaller spider, but the spider is wily and cunning and steps aside. Auburn tries to get past the master hellspider while it is busy with the centipede and manages to do so fairly easily.

At least tumbling has been working well for you...

Now inside the room, Auburn gets as close as she can to Sdentch. She sees that the other hellspider has already taken up position to attack the centipede.

The nasty evil pair of spiders lunge at the centipede. The master hellspider rips a terrible blow into the centipede's body - nearly tearing it completely in half! The other hellspider doesn't even give it a chance to move afterwards however, clawing and biting it until it dissipates into dust on the ground.

The crit from the master hellspider certainly didn't do you any favors here. You are directly above Sdentch with a potion of Cure Moderate Wounds in hand (I'm going to assume you wanted to have this out before casting your summons). 5ft step down, full action to feed her the potion? Or would you like to do something else since your pet is dead?
Vathelokai

10-12-06, 05:32 AM
Wait... I'm not dead? Why am I not dead? :P
Auburn drops down to revive her sis. assuming she's not missing her head or something... CDG She stands between Sdentch and the monsters. Unflinching and resolved in the knowledge that the Order will get her out of here if she cannot.

Next round cast blindness on the Nessian. I was so wanting to save that spell....:mad:
TelinArtho

10-12-06, 11:54 AM
Wait for it...

Auburn slips the cold liquid between Sdentch's overgrown lips, and she shakes off the the death she was so close to. Auburn slaps Sdentch in the face to quicken the process and looks up to see the master hellspider and its minion bearing down on them.

The potion brings Sdentch from -6 up to +4.

The master hellspider steps next to the duo and bites at Auburn, ignoring the image beside her and tears a nasty chunk of flesh from her legs. 20 damage

The other hellspider moves over and attacks her as well, but it only manages to take down the image.

Sdentch, sitting on the floor and in a compromising position, thinks quickly of her friends in the bag and brings one out - throwing the ball of fur to the other side of the smaller hellspider. The warhorse that grows out of the ball immediate stamps its hooves and attacks the invisible beast, but cannot find it.

Auburn rises slowly up and away from the smaller hellspider, casting a spell defensively. Pointing at the Master Hellspider, it merely shakes off the effects and attacks her again - now making her bleed profusely.

The smaller hellspider isn't threatened by the horse behind it and takes the opportunity to kill the barely living prey on the ground. With two clawed feet, it plunges the life out of Sdentch for good, cackling in the delight of the kill.

The horse however is still protecting the duo, but still cannot find the invisible creature that killed Sdentch.

Okay - Auburn's up. She's taken 39 damage out of 51 total hp; Sdentch is well below -10 and the Master Hellspider made its save versus Blindness. Auburn is still in reach of the smaller hellspider, but with a 5ft step or a withdraw could avoid it. Unfortunately, neither of these options protect her from the master hellspider.
TheMagister

10-12-06, 01:10 PM
Man, we can't BUY a break...
Vathelokai

10-13-06, 02:42 AM
Well, it's reached the point where it is mathmaticly impossible to defeat the opponent.

Auburn casts one last spell, making Sdentch's corpse with a magic rune. Then she does another flying roll, weaving between the monsters, into the next room and out the ceiling.

Surrender/retreat. Send familiar home and have TAO teleport us back to Gladius.
TheMagister

10-13-06, 07:09 AM
Welp, that says it all, don't it?

On the one hand, I don't feel like we could've done anything else; on the other I just feel like retiring Sdentch.

And on another level entirely, I feel like retiring TELIN! ;)
Vathelokai

10-13-06, 07:24 AM
Yeah. The 'seriously outnumbered by CR 6 monsters' stuff is a lot tougher than the one or two high level ones (and longer fights too). I'm not sure about retiring Sdentch though; she's fun to quest with. I'm guessing that if we wern't fighting outsiders it would make things quite a bit easier. How 'bout dragons next time :D :gah:

I've been putting some thought into rebuilding Auburn, maybe getting the rapid summoning from the unearthed material, but that would be a chunk of credit's I don't have (unless I start from ecl 3 - not sure if it's worth that).
TheMagister

10-13-06, 07:34 AM
The wounding + poison is what killed us. Sdentch is an incredible damage sponge, but bleeding 10-12 hp a round would kill ANYONE here, especially with all the low rolls Sdentch started out with. Decent rolling in that initial battle would've paid dividends all the way to the end of the Quest. Also, losing 5 strength when power attack is your only way to produce damage is HUGE.

Personally, I wanna know how those Hellcats maintained invisibility inside the area of the temple. (Ex) ability or not, the text on Invisibility Purge leaves room for no exceptions (I realize that it didn't make much of a difference; maybe the bear hit one more time or something...I'm mostly curious about Telin's thought process). Also weird is the Osyluth's defensive Ice Wall maneuver when it couldn't see to target the spell. That little trick cost Sdentch a rage usage AND got her poisoned.

All in all, we learn one thing here: Don't jack with demons unless you've got divine support. :banghead:
Vathelokai

10-13-06, 07:36 AM
The really painfull part of this for me...

Since I'm scribelording now, I have access to the account. At the begining of all this, Telin sent in his PM describing the quest. Every time I log into scribelords, there it is, staring at me, all bolded and unopened. Weeks now. Hey Telin; Can I open that damn PM now, or do you want to reuse the material?

Maybe build a super UA character; mystic thurge rapid summoner/planar turner!
TelinArtho

10-13-06, 11:27 AM
Sorry it didn't go better for you guys, it was certainly a tough quest.

As to the invisibility purge, your opponents merely learned their lesson - the last time you came in and destroyed things, you overcame them with judicious, yet effective, use of invisibility. They didn't appreciate this, so the lead priest spent some hard-earned cash and ponied up for an Unhallow spell with the Invisibility Purge as the secondary effect with the condition of "Non-followers of Denth" to be effected by it.

It was a little contrived, but your final encounter was "weaker" because of it - he had to spend 4000gp of his alloted amount to pay for the material component, plus I treated it as a prebuff - so he used a 5th level and a 3rd level spell out of his complement. With no doubt, had you guys gotten to him, I think you would've won. A level 11 caster is powerful, but 2 against 1 is a powerful ratio.

@Vath - thanks for leaving it unopened, I hope you didn't mind keeping it closed for so long... go ahead and take a look at your final encounter if you like. He would've had a few rounds to buff - since he was watching you guys - but I still think had you gotten to him that you would've taken him down.

Apologies again for taking so long with this one. I wanted to make sure we took our time to get it in and took some time for the roleplay - which I felt was excellent for the parts that you used.

@TM - Barbazu are always formidable opponents - which is why I like the fact that Kraegin can now summon them with a spell. The defensive ice wall is certainly a judgement call - but I see the wall as much an offensive spell as a defensive one for the osyluth. Of course, had you had your Hand of Glory for that encounter (and by extension the second one), you would've had significantly less trouble. And its just bad luck on the poison - you didn't have a huge chance of failure on it - and it still had to get through those stoneskins...

Anyway - I appreciate that you guys took the time with this one. It was a hard quest to run, because I wanted to give you guys some aid, but I do see how much things were set against you here. Hopefully in the coming weeks I'll have more time and maybe we can do something again soon.
TheMagister

10-13-06, 12:43 PM
Oh, hey; I didn't wanna come across like I disapproved of the usage of the Ice Wall in such a manner. I only questioned his aiming of the spell when he couldn't see to target it. Technically, he didn't have line-of-sight to the target area.

Still, that is totally your call, and I'm not gonna publicly call you out on it or anything. Darn the luck of starting this quest on the second fight of the 3FC!!!

TM
Scribelords

10-14-06, 01:54 AM
This is the second part to the Denthian temple quest the duo started a month ago. This quest will start Sept 13 unless one or the other questor is interrupted.

Taking down the Temple (Part II) - EL11

1. Bone Devil (CR9) and 4 Barbazu
2. Nessian Warhound (CR9), 2 Hellcats (CR7)
3. Thaumaturgist (Clr7/Thau4)

Human Cleric 7/Thaumaturgist 4
S 13 D 11 C 14 I 12 W 15+1@4th+1@8th+3 enh=20 Ch 8
HP 63.5 (7d8+4d4+22)
AC 23 (+10 armor, +3 shield) 10 touch, 23 flat-footed
BAB +7/Grapple +8

Flail +10/+5 1d8+2+1d6 (fire) x2 crit [+2 disarm, trip weapon]

Saves +8/+3/+14
Skills: Craft (armorsmithing) (7 cleric, +2 tool, +1 int) +10, Concentration (10 cleric, 4 thau, +2 con) +16, Spellcraft (10 cleric, 4 thau, +1 int) +15, Knowledge (religion) (6 cleric, +1 int) +7, Knowledge (the planes) (7 cleric, +1 int) +8
Languages: Common, Infernal (int), Celestial (thau), Abyssal (thau), Auran (thau), Ignan (thau), Aquan (thau), Terran (thau), Giant (thau), Draconic (thau)
Feats: Weapon Focus (Light Flail) [domain], Martial Weapon Prof (Light Flail) [domain], Spell Focus (Conjuration) [1st]. Spell Penetration [human], Spell Focus (Necromancy) [3rd], Craft Wondrous Item [6th], Craft Arms and Armor [9th], Augmented Summoning [Thau 2]
Special Abilities: Rebuke Undead (2/day), Spontaneous Inflict spells, Augmented Summoning bonus feat, Extended summons (all summoning spells are extended for free), Contingent Summons (may use a special contingency type spell)
Spells/day: 6/7+1/5+1/5+1/4+1/3+1/1+1
Domains: War and Evil
Spells Memorized: [CL11, *+1 for evil spells] [~+1 DC for Necromancy spells]
[0th, DC15] Detect Magic (x2), Read Magic (x2), Cure Minor Wounds (x2)
[1st, DC16] Protection from Good* (domain), Sanctuary (x2), Doom~ (x2), Cure Light Wounds, Bless, Shield of Faith
[2nd, DC17] Spiritual Weapon (domain), Owl's Wisdom, Shatter, Cure Moderate Wounds (x2), Sound Burst
[3rd, DC18] Magic Vestment (domain), SMIII (x2), Invisibility Purge, Bestow Curse~, Dispel Magic
[4th, DC19] Unholy Blight* (domain), SMIV (x2), Freedom of Movement
[5th, DC20] Flame Strike (domain), Righteous Might, SMV, Unhallow
[6th, DC21] Blade Barrier (domain), SMVI

[Prebuffs: Contingent Summoning (SMIII*, if any bodily harm comes to the priest, summon a huge centipede behind the threat)
Unhallow with Invisibility Purge]

Equipment:
4000 Unhallow on Site (1000gp + 3000 for additional effect) - Invisibility purge for all non-followers of Denth also Prot. from Good throughout.
4500 Periapt of Wisdom +3 (4500gp, crafted)
825 [Ma] Full Plate (825gp, crafted)
90 [Ma] Heavy Shield (90gp, crafted)
308 [Ma] Flail (308gp)
4500 +1 on shield, animated
4000 +1 on flail, flaming
2000 +2 on armor

Note that the thaumaturgist has put Unhallow over the site and the extra power for it (Invisibility Purge). Although done apart from the particular day of the quest, the thaumaturgist is using the unhallow as a "prebuff" - since it is a pretty potent effect.


Perhaps you can finish your cycle and lay dormant for a bit. Auburn will be taking max time off before her next adventure (silly guild rule). Unless I stumble over 50 credits. I know where they are, I just don't have time to get to them.... ;)
Vathelokai

10-14-06, 02:44 AM
I just had a random idea. Why not rebuild Aub and Sden at ecl3-4. Run around and do mostly quests. Fix some build issues. Interested? Could come up with a storyline about being resurected outside the nimbus and loosing our levels. Maybe do a petitioner in the outer planes quest to start with.
TheMagister

10-14-06, 07:08 AM
Hmm. I've been thinking about rebuilding Sdentch. She (in particular) doesn't need Improved Overrun; Stand Still does that job much more efficiently. I could use the extra feat slot to do other neat things.

Also, I've discovered that half-orcs are somewhat lacking in the balance department. +2 str and darkvision are a high price to pay for super-low skill points.

OTOH, the idea of playing a full-blooded orc doesn't appeal to me (despite the extra +2 to strength on top of her current +2).

Still, Sdentch is a big part of WAR's ECL roster. I'll talk to Stormwind and see if they can spare her. I dunno when I'd want to do this; I have three low-level characters I'm switching between now: Tessero (I have high hopes for him), Rubicanti (I'm taking him into Pyrokineticist...that'll be fun), and Mssr. Hood.

Adding another Sdentch to the deal would really slow things down.

...

But I do love her so...

TM
Vathelokai

10-16-06, 04:59 AM
I have the same problem with new low ecl characters. Zodiac, Tweak, Psibeast... and they are all builds that pan out at high levels so I need to run them more. Auburn has the same asset potential to TAO that you do to WAR; I should look at that before retiring her.

I'll take it easy for a bit... then maybe. I'd need some credits saved up to get unearthed material anyway.