Quest "Ordo Draconis: Blue" [EL 6] [Archive] - Wizards Community

Post/Author/DateTimePost
Vathelokai

07-24-07, 11:35 PM
This is a quest for Bulgar Stronghammer and Erithmu Darkmane to hunt a blue dragon. Best of luck to 'em.

[SUCCESS]

Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1741)

[Link to full thread]

Week 1
The dragon hunters are summoned to the desert. They are shown to the cave of a blue dragon which is holding hostages until Bulgar arives. They travel through the cavern until they find an underground stream. A horrid monster of Tentacles and mouths jumps from the water and grapples Bulgar. A friendly Bison stops by and clears the way.

Bulgar:
- Items used: 5 charges clw wand
- Spells Cast: cure minor wounds
Erithmu
- Items used:
- Spells Cast: light, shield of faith, magic weapon, summon monster 3


Half fiend Otyugh
Size/Type: Large Outsider [native]
Hit Dice: 6d8+15 (42 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 20 (avg)
Armor Class: 21 (-1 size, +9 natural, +2 dex, +1 deflection), touch 12, flat-footed 19
Base Attack/Grapple: +4/+10
Attack: Tentacle +6 melee (1d6+2), claw +5 (1d6+1), bite +0 (1d8+3)
Full Attack: 2 tentacles +6 melee (1d6+2), 2 claws +0 (1d6+1), and bite +0 melee (1d8+3)
Space/Reach: 10 ft./10 ft. (15 ft. with tentacle)
Special Attacks: Constrict 1d6, disease, improved grab
Special Qualities: Darkvision 60 ft., scent, immune to poison, resist acid/cold/elec/fire 10, DR 5/magic, SR 16
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 15, Dex 14, Con 15, Int 9, Wis 12, Cha 8
Skills: Hide +8*, Listen +13, Spot +13, move silent +7, swim +12, search +4, escape artist +7
Feats: Alertness, Toughness, Weapon Focus (tentacle)
Challenge Rating: 6
Treasure: Standard (5600gp)
Alignment: neutral evil

Spell like abilities: darkness (3/day), desecrate (1/day), unholy blight [DC 12] (1/day). CL = HD. Saves are Cha based.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.

Disease (Ex): Filth fever: bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.

Equipment: ring of protection +1, ring of swimming +5, 2 crawling tattoos of id insinuation DC 13, potion of resist energy 10 (sonic), 4 potions CLW





Week 2
Deeper into the caverns they find a bizarre abandoned temple. 2 half blue dragon guards use the place for defense while Bulgar and Erithmu attack. Grantis destroys the half dragons with a spiritual weapon and a celestial dog.

Bulgar:
- Items used:
- Spells Cast: Prot evil, Divine Favor, spiritual weapon
- Per Day Abilities Used: Str domain power
Erithmu
- Items used: pearl of power 2 and 1 and 1, 2 arrows, 4 charges CLW wand,
- Spells Cast: Aid, summon monster 2, summon monster 2, magic vestment



2 Half Blue Dragon Warriors

Size/Type: Medium Dragon [earth]
Hit Dice: 2d8+2 (14 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, 4 natural, 4 armor), touch 11, flat-footed 18
Base Attack/Grapple: +2/+7
Attack: claw +7 1d4+2, bite(secondary) 1d6+5, +7 glaive 1d10+5
Full Attack: claw/claw/bite or weapon/bite
Space/Reach: 5 ft./5 ft.
Special Attacks: breathweapon
Special Qualities: low-light vision, darkvision 60 ft., immunity to electricity, paralaysis, and sleep
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 21, Dex 12, Con 13, Int 12, Wis 10, Cha 11
Skills: Listen +0, Spot +5, Hide +5, Move Silent +5
Feats: power attack, improved bull rush
Environment: Any
Organization: Any
Challenge Rating: 4 each
Treasure: Standard
Alignment: Lawful Evil

Breathweapon (Su): line of electricity, 60 ft, 6d8 dmg, reflex DC 11 for half. Save is con based.

MW chain shirt 250gp ACP-1
MW glaive 308gp
composite (+4 str) longbow 500gp
100 arrows 5gp
ring of prot +1 2000
potion pass without trace 50 (prebuffed)
potion endure elements 50 (prebuffed)
potion cure light 50
potion cure light 50


Week 3
At the deepest part of the cave, they find the lair of the blue dragon. They hold ground, choosing to fight it in the tunnels instead of the lair.

Bulgar:
- Items used: 2 tanglefoot bags, 4 arrows (1 miss, 3 hit)
- Spells Cast: resist energy, bless, bulls str, prot. evil, aid (for cmw), enlarge person
- Per Day Abilities Used: Protection domain power
Erithmu
- Items used: 6 arrows (4 miss [2 recovered], 4 hit), pearl of power 3, 1 charge clw wand
- Spells Cast: resist energy, divine favor, doom, hold person (for cmw), summon monster 3, magic weapon, summon monster 3, shield of faith (for clw), sanctuary (for clw)



young blue dragon

Size/Type: Medium Dragon [earth]
Hit Dice: 12d12+36 (114 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 20 ft., fly 150 (poor)
Armor Class: 21 (+0 Dex, +11 natural, +1 dodge, +2 barkskin), touch 10, flat-footed 21
Base Attack/Grapple: +12/+15
Attack: bite 1d8+3, claw 1d6+1, wing 1d4+1
Full Attack: bite/claw/claw/wing/wing
Space/Reach: 5 ft./5 ft.
Special Attacks: breathweapon
Special Qualities: blindsense 60 ft., Keen senses, darkvision 120 ft., immune to sleep, paralysis, and electricity
Saves: Fort +12, Ref +9, Will +10
Abilities: Str 17, Dex 10, Con 17, Int 12, Wis 13, Cha 12
Skills: Listen +13, Spot +13, Hide +12, Move Silent +6, Search +8, Escape Artist +12, Dance +6
Feats: Ability Focus (breathweapon), Dodge, Flyby Attack, Sidestep Charge, Cloakdance
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Treasure: 5600 gp
Alignment: lawful evil

Breathweapon (Su): 60 ft. line of electricity 6d8 DC 20

Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 17; equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

Feat: Sidestep Charge (Ex): You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

Feat: Cloak Dance (Ex): You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.


Equipment:
Amulet of health +2 4000gp
Cloak of Resistance +1 1000gp
potion barkskin +2 300gp
potion magic fang (cl3) 150
thunderstone 30 gp
everburning torch 110gp
everburning torch 110gp



Rewards
Bulgar:
2531 XP 1800xp x3fights -6.25%allies /2party
2812 GP 1 : 1.111 xp to gp ratio

Erithmu
2700 XP 1800gp x3fights /2party
3000 GP 1 : 1.111 xp to gp ratio
Vathelokai

07-24-07, 11:37 PM
Link to Sheet




Bulgar Stronghammer
male dwarf, humanoid (dwarf)
Medium size, Height 4' 7"; Weight 178 lbs
Neutral Good
Fighter 2, Cleric of Grantis 4, ECL 6
XP: 15962 / XP for Next Level: 21000

STR 15 [+2] (6 pts) [14, +1 @4th]
DEX 18 [+4] (10 pts) [16, +2 enh]
CON 16 [+3] (6 pts) [14, +2 racial]
INT 14 [+2] (6 pts)
WIS 14 [+2] (6 pts)
CHA 8 [-1] (2 pts) [10, -2 racial]

Hit Points: 51.5 [2d10+4d8 HD +18 Con]
AC 19 [22] [+3 dex (+4 restricted to +3), +6 armor, [+3 shield]], Touch 13, Flat 16 [19] [+4 dodge vs Giants]
Initiative: +4
BAB/Grap: +5/+7 [+5bab, +2str]
Speed 20

Saves:
Fort +11 [+3 Fighter, +4 Cleric, +3 Con, +1 sacred] [+2 vs Poison]
Refl +6 [+1 Cleric, +4 Dex, +1 sacred]
Will +7 [+4 Cleric, +2 Wis, +1 sacred]
[+2 save vs spell and spell-like effects]

Attacks:
[Ma] Guisarme +8 melee, 2d4+3 dmg, x3 crit [reach weapon] [trip weapon (+6)] [+5 BAB, +2 Str, +1 enh]
[Ma] Dwarven Waraxe +8 melee, 1d10+2 dmg, x3 crit [+5 BAB, +2 Str, +1 enh]
Armor Spikes +7 melee, 1d6+2 dmg, x2 crit [+5 BAB, +2 Str]
[Ma] Mighty (+2 Str) Composite Long Bow +10 ranged, 1d8+2 dmg, x3 crit, 165ft range increment [+5 BAB, +4 Dex, +1 enh]
Bola +5 ranged, 1d4+2 subdual dmg, x2 crit, 20ft range increment [trip weapon (+6)] [+5 BAB, +4 dex, -4 nonproficiency]


[Ma] Guisarme +8 melee, 2d6+4 dmg, x3 crit [reach weapon] [trip weapon (+11)] [+5 BAB, -1 size, +3 Str, +1 enh]
[Ma] Dwarven Waraxe +8 melee, 2d8+3 dmg, x3 crit [+5 BAB, -1 size, +3 Str, +1 enh]
Armor Spikes +7 melee, 1d8+3 dmg, x2 crit [+5 BAB, -1 size, +3 Str]
[Ma] Mighty (+2 Str) Composite Long Bow +8 ranged, 2d6+2 dmg, x3 crit, 165ft range increment [+5 BAB, -1 size, +3 Dex, +1 enh]
Bola +3 ranged, 1d4+3 subdual dmg, x2 crit, 20ft range increment [trip weapon (+11)] [+5 BAB, -1 size, +3 dex, -4 nonproficiency]


[+1 to hit orcs and goblinoids]
[+1 hit/+1 dmg with ranged attacks w/in 30ft]

Feats:
Combat Expertise [1st]
Improved Trip [Fighter 1]
Point Blank Shot [3rd]
Far Shot [Fighter 2]
Combat Reflexes [6th]


[b]Racial Abilities: Dwarf
20 feet move, not reduced by load or armor
Darkvision 60ft
Stonecunning (+2 on search checks to notice unusual stonework, traps or new construction)
Weapon familiarity (Dwarven Waraxes, Ugroshes are Martial weapons)
Stability (+4 on checks to avoid being tripped/bull rushed)
+2 save vs poison
+2 save vs spell and spell-like effects
+1 racial bonus to hit orcs and goblinoids
+4 Dodge AC bonus against giants
+2 on appraise, craft checks when dealing with stone, metal

Class Abilities: Fighter
Bonus feat at 1st and even levels
All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower)

Class Abilities: Cleric
Weapon and Armor Proficiencies: All Simple weapons, all armor types and all shields (except tower)
Domain: Protection (1/day: Protective Ward - +4 resistance bonus to next save, duration 1 hour)
Domain: Strength (1/day: Feat of Strength - +4 enhancement bonus to strength for 1 round)
Turn Undead (2/day)
Spontaneous Casting of Cure Wounds spells


Skills (20 fighter, 16 cleric): [ACP does not include the -1 for Bulgar's shield]
+1 Balance [+4 dex, -3 ACP]
-1 Climb [+2 str, -3 ACP]
+7 Concentration [4 cleric, +3 con] [4 ranks]
+8 [+10] Craft (weaponsmith) [4 fighter, +2 int, +2 tool] [4 ranks] [+2 racial (stone/metal only)]
+8 [+10] Craft (armorer) [4 fighter, +2 int, +2 tool] [4 ranks] [+2 racial (stone/metal only)]
+6 Handle Animal [5 fighter, -1 cha, +2 tool] [5 ranks]
+1 Hide [+4 dex, -3 ACP]
-7 Jump [+2 str, -3 ACP, -6 speed]
+7 Knowledge - arcana [5 cleric, +2 int] [5 ranks]
+6 Knowledge - religion [4 cleric, +2 int] [4 ranks]
+2 Listen [+2 wis]
+1 Move Silently [+4 dex, -3 ACP]
+8 Ride [2 fighter, +4 dex, +2 synergy (handle animal)] [2 ranks]
+7 Spellcraft [3 cleric, +2 int, +2 synergy (Knowledge-Arcana)] [3 ranks]
+2 Spot [+2 wis]
+2 Survival [+2 wis]
+1 Swim [5 fighter, +2 str, -6 ACP] [5 ranks]

Speaks Common, Dwarf, Giant, Terran
Speak Language [2 +2 int] [4 total languages]

Spells memorized: [4/4+1/3+1] [Spell levels: 13; Cast: 5]
0: [DC 12] Detect Magic, Read Magic, Guidance, Resistance
1: [DC 13] Enlarge Person (domain), Bless, Protection from Evil (x2), Divine Favor
2: [DC 14] Bull's Strength (domain), Aid, Spiritual Weapon, Resist Energy

Equipment:
Items marked with an asterisk (*) are all or partially carried by Leopold in the pack saddle
Traveler's Outfit
[Ma] Guisarme [12lbs] [154gp, 5spC]
[Ma] Dwarven Waraxe [8lbs] [165gpC]
Breastplate +1 [30lbs] [175gpC +1000gp enchantment]
-- Armor Spikes [10lbs] [25gpC]
Heavy Steel Shield +1 [15lbs] [85gpC +1000gp enchantment]
[Ma] Mighty (+2 Str) Composite Long Bow [3lbs] [600gp]
*8 Bolas [16lbs] [20gpC]
[Ma] Whistle [50gp]
Spell Component Pouch [2lbs] [5gp]
2 Wooden Holy Symbols [2gp]
Cloak of Sacred Resistance +1 [1lbs] [2000gp, 10°
Gloves of Dexterity +2 [4000gp]

[99lbs] [9281gp, 5sp]

Expendable Items: [0gp/1250gp Expendable Cap]
*43 arrows [9lbs] [3gp]
*35 cold iron arrows [6lbs] [4gp]
*40 silver arrows [6lbs] [84gp]
2 Tanglefoot bags [8lbs] [100gp]
Wand of Cure Light Wounds (CL1, 37 charges) [0.1lbs] [750gp]

[37.1lbs] [941gp]

Allies and Equipment:
Leopold (riding dog) [150gp]
--Pack Saddle [15lbs] [5gp]
----1 quiver of each type of arrow, 2 tanglefoot bags

[155gp]

Franklin (Mule) [8gp] (non-combatant - not to be brought into arena)
Pack Saddle [15lbs] [5gp]
Bit and Bridle [1lb] [2gp]

3 Weeks of Trail Rations [21lbs] [10gp, 5sp]
50ft Silk Rope [5lbs] [10gp]
3 Sacks [1.5lbs] [3sp]
Flint and Steel [1gp]
3 weeks of feed [210lbs] [1gp, 5cp]
5 Torches [5lbs] [5cp]
Tent [20lbs] [10gp]
10 Pitons [5lbs] [1gp]
Grappling Hook [4lbs] [1gp]
Cold weather gear for Bulgar, Leopold and Franklin [15lbs]


[49gp, 9sp]

Equipment at home:
[Ma] Weaponsmith tools [55gp]
[Ma] Armorer tools [55gp]
4812gp, 1sp

[110gp]

[756gp, 5sp] Past Expenditures (see below)

[10964gp, 4sp]

Miscellaneous Statistics:
Encumbrance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 126 lbs (113lbs with Leopold's distribution)




Franklin, Mule - Large Animal
HD 3d8+9; hp 22; init +1; speed 20ft (30ft base); AC 13 (-1 sz, +1 dex, +3 nat), touch 10, flat-footed 12; 2 Hooves +4 melee (1d4+3 dmg, x2); Saves +6/+4/+1; S 16 D 13 C 17 I 2 W 11 Ch 6; Skills: Hide -3, Listen +6, Move Silently +1, Spot +6; Feats: Alertness, Endurance; Specials: Low-light vision, Scent;

Encumbrance for Franklin: 0-230 (light), 231-460 (medium), 461-690 (heavy)
Weight carried: 302.5lbs
Tricks: Heavy Labor (come, work)




A relative of the famous gladiator, Daeren Stronghammer, Bulgar has now come of age to prove himself. With a long family history of dragon-slayers when the time called for them, the Stronghammer clan has never stepped down from a challenge. That being said, many of the Stronghammer clan have been doomed to very short lifespans as a result of their quests.

Bulgar is a devout follower of Grantis - the dwarven god of Justice and Retribution. Although just an initiate, he is a bright student of the clerical arts and is an accomplished healer. As all members of the Stronghammer clan, he's received martial training in order to prepare him for the trials ahead.

Bulgar is one of 6 siblings who are making their way out of the dwarven lands of their birth - ready to prove themselves or ready to move on with their lives. Bulgar has taken it as his personal responsibility to take care of the dragon that felled his cousin Daeren and to restore Daeren's remains to their family tomb.

About Grantis, Dwarven god of Justice and Retribution

Grantis is a Lawful Neutral god among the dwarves for the most part, although in recent ages, some humans have come to follow his guidelines quite closely. The clerics of Grantis preside over judgements no matter how small or big within the dwarven community, including handing out decisions and executions.

Followers of Grantis are allowed to express themselves in their dress, with their holy symbol emblazoned very prominently. Grantis's holy symbol is that of a hammer on both sides of a scale.

Followers of Grantis are rarely seen outside of the Dwarven communities. The rare few who become travelers, mostly do so for a temporary pilgrimage or to communicate with other temples to Grantis throughout the world. The vast majority however, tend to stay in their homeland.

Grantis's favored weapon is a warhammer. Clerics of Grantis may choose from the following domains: Protection, Strength, Law, Earth


Buffs and Prefight actions:
Bring Leopold.
Do not equip shield by default.


Bulgar and Leopold are two bricks out of the same barrel - they pride on being able to drive someone to the ground and forcing them to submit to their punishment. As such, Bulgar usually starts battle with a bola in one hand and carrying his Guisarme. Once in range (even maximum range), Bulgar will try to throw the bolas to trip his opponent while Leopold moves up to keep the opponent on the ground. Bulgar is too slow to close to melee on his own usually - so he lets Leopold keep the opponent cornered.

Against a faster opponent - particularly horsemen, Bulgar throws the bolas to trip the horse. Once he runs out of them however or if the opponent stays out of range, he will break down and use his bow instead.

Bulgar carries the waraxe and shield of his own make - but rarely uses them - as he prefers the guisarme in most circumstances.




Q1: Ordo Draconis: White with Jade, Gonbow [Vathelokai Questlord] new link [Success]: [+1181xp/+1181gp]
-- Used 2 scrolls of Resist Energy (CL2), Tanglefoot bag; [Ma] Guisarme destroyed; 5gp spent, 4 charges of Wand of Cure Light Wounds
X1: Craft a new [Ma] Guisarme and Armor Spikes for armor
1: The Red Mage, rowsdower44 [UserNamer]: win [+675xp/+675gp]
-- Crafted 4 Bolas
2: Blizzard, NiQil [MitzaVolchenko]: loss [+300xp/+300gp]
3: The Red Mage, rowsdower44 [Erithmu]: win [+675xp/+675gp]
-- Used 4 arrows
Q2: Ordo Draconis: Green with Erithmu Darkmane, Erithmu [Vathelokai Questlord] new link [Success]: [+1575xp/+1575gp]
-- Used 2 scrolls of Resist Energy (CL2), Tanglefoot bag, 14 arrows
4: Elrick Flamebrother, templer10 [Sjiggie]: loss [+350xp/+350gp]
-- Used 4 arrows
5: Lord Lorian, templer10 [Maraxus]: loss [+400xp/+400gp]
-- Used 7 arrows, Cast Bless and Prot. from Evil, Used Resistance ability
6: Lightwolf Phoenixstar, Yitzi [Malither76]: win [+1050xp/+1050gp]
-- Used 7 arrows, 5 cold iron arrows, 9 charges from Wand of Cure Light Wounds; Cast Enlarge Person and Cure light wounds
7: Erithmu Darkmane, Erithmu and Le Petit Guepe, Horatius with Rauul Darkstar, Rauul [templer10]: loss [+350xp/+350gp]
-- Used 11 arrows; Cast Bless, Resistance and Read Magic
8: Gray Ooze, Unknown Monster [templer10]: win [+1200xp/+1200gp]
-- Used 6 arrows
9: Erithmu Darkmane, Erithmu, Le Petit Guepe, Horatius and Mithos Durrol, Zevox (all vs all) [templer10] 4th [+514xp/+544gp]
Q3: Ordo Draconis: Red with Erithmu Darkmane, Erithmu [Vathelokai Questlord] new link [Success]: [+2063xp/+2187gp]
-- Used Scroll of Resist Energy (CL2), 2 Tanglefoot Bags, 4 arrows
10: Shazzelin the Grey, Usurpator and Lightwolf Phoenixstar, Yitzi (all vs all) [Zevox] 3rd [+479xp/+510gp]
11: Elrick Flamebrother, templer10 with Yorick, Macbrea (interleague) [McJarvis] loss [+575xp/+612gp]
12: [COLOR=Blue]Truls Rohk, NiQil [Yitzi] win [+1375xp/+1466gp]



3200xp to start
7943xp from fights +675+300+675+350+400+1050+350+1200+514+4 79+575+1375 (fights)
4819xp from quests +1181+1575+2063 (quests)



57 Arrows [2gp]
5 Cold Iron Arrows [0gp]
4 Tanglefoot bags [200gp]
6 Scrolls of Resist Energy (CL2) [300gp] [Ranger-Scribed]
Wand of Cure Light Wounds (CL1, 13 charges) [0gp]
[Ma] Guisarme [154gp, 5spC]
Chain Shirt Barding [100gpC]
Sold 2 Large Bolas [10gpC] [Net 0gp]





Leopold, Riding Dog - Medium Animal
HD 2d8+4; hp 13; init +2; speed 40ft;
AC 16 (+2 dex, +4 nat), touch 12, flat-footed 18;
BAB +1 Grapple +3; Bite +3 melee (1d6+3); Saves +5/+5/+1; S 15 D 15 C 15 I 2 W 12 Ch 6;
Skills: Balance +2, Climb +2, Hide +2, Jump +8, Listen +5, Move Silently +2, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB;
Specials: Trip (on a successful bite, free trip attempt (+2), Low-light vision, scent

Tricks: Combat Riding (attack, come, defend, down, guard, and heel)
Equipment: Pack Saddle, 20 arrows, 20 silver arrows, 20 cold iron arrows, 2 bolas
Encumbrance: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Weight carried: 28 lbs
Vathelokai

07-24-07, 11:38 PM
Link to sheet

Erithmu Darkmane
Male High Elf
Neutral Good
Age:140 Ht: 5' 0" Wt 100lbs
Cloistered Cleric 6 [ECL6] 15364/21000

Week 1:
Automatic: Political Career +20%

STR...14 [+2]...(06 pts)
DEX...16 [+3]...(06 pts) +2 Racial
CON...14 [+2]...(10 pts) -2 Racial
INT...12 [+1]...(04 pts)
WIS...19 [+4]...(10 pts) +1 4th +2 item
CHA...08 [-1]...(00 pts)

Hit Points: 35 [6 + 5*3.5 + 12 con]
AC 17 [+4 Armor, +3dex], Touch 13, Flat 14
-- +3 Shield of Faith (deflection)
-- +1 Magic Vestments (Armor)
Initiative: +3 [3dex]
BAB/Grap: +3/+5 [3bab, 2str]
Speed 30

Saves:
Fort +08 [5clr +2con +1item]
Refl +06 [2clr +3dex +1item]
Will +10 [5clr +4wis +1item]

Attacks:
+7 Darkwood Comp Longbow (+2 str) 1d8+2 20/x3
+5 Ma Longsword 1d8+2 19-20/x2

Feats:
D1 - WF (Longbow)
C1 - Extend Spell
C3 - CWI
C6 - Spell Focus (Conjuration)

Spells per day: [5|4+D,4+D,3+D] (CL 6; SL: 27; Cast: 9) Use: 9
All Good Spells cast at +1 CL
PoP|0: [DC 14] - Detect Magic, Read Magic, Light x3
2/2|1: [DC 15] - Magic Weapon (D), Shield of Faith, Divine Favor, Sanctuary, Doom
1/1|2: [DC 16] - Aid (D), SM II, Hold Person, Resist Energy
1/1|3: [DC 17] - Magic Vestment (D), SM III x2, Dispel Magic

Skills: (63 Cleric):
+09 Lore......................... [6HD +1 Int +2 Syn (K(History))]
+11 Concentration................ [9, +2con][9clr]
+10 Diplomacy.................... [9, -1cha +2syn (K(N&R))][9clr]
+12 Spellcraft................... [9, +1int +2syn (K(arc))][9clr]
+10 Knowledge (Nobility/Royalty). [9, +1int][9clr]
+06 Knowledge (History).......... [5, +1int][5clr]
+08 Knowledge (Planes)........... [7, +1int][7clr]
+10 Knowledge (Arcana)........... [9, +1int][9clr]
+06 Listen....................... [0, +4wis +2 racial]
+06 Spot......................... [0, +4wis +2 racial]
+03 Move Silently................ [0, +3dex]
+03 Hide......................... [0, +3dex]
+03 Balance...................... [0, +3dex]
+04 Jump......................... [0, +2str]
+02 Climb........................ [0, +2str]
Speak Language (6)
Speaks Common, Elven, Celestial, Auran, Terran, Infernal, Abyssal, Draconic, IgnanElf:
Weapon Proficiency: Longbow, Shortbow, Longsword, Rapier
+2 vs Enchantment spells
+2 Spot, Listen, Search

Cloistered Cleric
Domains: Knowledge - All Knowledge skills are class
War: WF (Longbow)
Good: All Good Spells +1 CL
Lore +7
Simple Weapons
Light Armor
Turn Undead 2/day
Prefight Actions:
None

Equipment:
Darkwood Composite Longbow (+2str) 630
68 Arrows 3gp
Ma Longsword 315gp
Neck: Periapt of Wisdom +2 2000*
Armor: Mithril Chain Shirt 1100
2x Pearl of Power [1] 1000*
Pearl of Power [2] 2000*
Pearl of Power [3] 4500*
Wand of CLW [38/50] 750
2x Wooden Holy Symbol 2gp
2x Spell Component Pouch 10gp 4lbs

Expendable Items:
None

Equipment at home:
Gold: 2210gp


Fights results:
1800xp/1800gp Success Ordo Draconis: Green
0464xp/0464gp Loss .. Le Petit Guepe
0522xp/0522gp Loss .. W/ Matthis vs Zax & Graashnak
Character Change
0540xp/0540gp Loss .. vs Mithos
1566xp/1566gp Win ... w/ Le Petit Guepe vs Rauul & Bulgar
0715xp/0758gp Loss .. vs Zax
1207xp/1287gp 3rd ... vs Le Petit Guepe, Bulgar, & Mithos
2250xp/2385gp Success Ordo Draconis: Red

OD:Green - 15 Arrows, 5 charges of CLW wand
LPG: ??? arrows
Team: 1 arrow
Mithos: 5 arrows (1gp)
Purchases: 20 arrows, 2x W. Holy Symbols, 2x Component Pouch 13gp
Craft x: Periapt of Wisdom +2, Cloak of Resistance +1 (2500gp)
Team: 2 arrows
Zax: None
FFA: None
OD:Red - 4 Arrows, 7 charges of CLW wand
Craft 1 2: Pearl of Power [3] (4500gp)
Purchases 20 arrows (1gp)
Vathelokai

07-24-07, 11:59 PM
Bulgar sits uneasily at the tavern waiting for Erithmu to arrive. He is absentmindedly turning over a letter in his hand. They had been receiving more and more letters recently. He told himself that the publicity was part of the job. It didn't make it any better.

This letter was different. It had a seal on the front in the shape of a dragon claw. The wax was multi-hued like an oil slick. There was no magic to the letter. The writing inside was the human language. The script was very shaky, as though whoever was writing it was quite frightened. It said simply, "The blue called Corona has taken my familiy. She will take more families until Bulgar Stronghammer arrives." Below was a hand-drawn map of the northeastern-most section of the Habari desert with names of towns and roads marked.
Erithmu

07-25-07, 01:36 AM
Erithmu walks in oblivious to the tense look on Bulgar's face. "Sorry I'm a bit late, things are rather busy at the Marble Castle, one would never know that making peace is a very strenuous task. I gather we have our next dragon to slay?"

Setting his pack down on the table and moved to give Leopold a scratch on the ears.
TelinArtho

07-25-07, 10:10 AM
Indeed. Take a look at this.

Bulgar is obviously concerned about the letter, but he keeps his spirits up as best he can.

I don't doubt this is a direct line to Cillansha - the blue who took the life of my uncle. I tell you - the way they have been prepared for us - I can't help but think we are getting ourselves deeper and deeper into a well-laid trap. May Grantis show us a distinct and clear path to bring safety to these people.

And with that - Bulgar lifts his mug and finishes off the last of the mead within.

I still need to make one last edit to my character - mostly for the update to "bring Leopold" - since he is currently marked as "do not" and I do want to bring him. I might also adjust my spell selection slightly.
Vathelokai

07-25-07, 11:43 PM
Three weeks later Bulgar and Erithmu arrive road weary and determined in the desert village of Sfax. Humans on light horses great them and escort them to a walled home. A dangerous looking man with dark eyes and loose clothes welcomes them in and everyone sits around the entry room on floor cushions. Two young children bring tea while the man begins speaking. "You are the dwarf, Stronghammer? You have answered my letter. You should know that no other families have been taken by this blue dragon. When she came to me, she gave me no choice and took my wife and daughters. The dragon came back two days later and told me many things. It says that you would come, and that my family would not be harmed if I direct you to the lair of the dragon. It said that their is a feud between your families, and that if I cooperate, that my family would have no further business with either of you. That is my wish.

I invite you to the finest of my things this night. Unhappy as I am, I cannot send a man to face death with a stiff back and an empty stomach." Bulgar stares hard into the mans eyes. Though there is great anger in him, the dwarf senses the truth. This is no doppleganger or dragon slave.
TelinArtho

07-26-07, 01:50 PM
Thank you for your hospitality even during this terrible time.

I am truly sorry that your family was brought into this engagement. The dragons I hunt should know by now that I don't need incentive to hunt them - I will come willingly after them so long as they threaten the men and women and children under Grantis' reign.

When I return, it will be with your family in tow. Of that - I guarantee.

Now - let's talk about this beast's lair.
Vathelokai

07-27-07, 01:36 AM
"What would you like to know? There is a vast plain of sand south and west of here. The farther you go south, the more rocky it becomes, until pillars and mesas begin to rise from the sand. That is where the cavern is. Merchants avoid the area because the blue is sometimes seen in the sky.

I have not been inside, though the dragon showed me the location. There is a round stone, perhaps twenty feet high and twice as round. There is a crevice in the rock. From a distance it looks like nothing, but if you get close, you see it as the entrance to a cave. I was told if anyone but you were to approach it, my family would not be returned to me. Give the word and I will escort you there."
TelinArtho

07-27-07, 10:58 AM
With rest, I shall be ready on the 'morrow. Erithmu - if there is anything else you wish to know - ask now - for I feel we need to finish this deed in all speed, and I don't want to be held up for more discussion then...
Erithmu

07-27-07, 01:19 PM
"I have no questions, this is your area of expertise. I do have a concern about what happens when you show up with a friend..."
TelinArtho

07-27-07, 01:58 PM
Bah - they should know better by now anyway. I can always dress you up like a dog if you like though... Bulgar smiles, but is inwardly thoughtful about Erithmu's concern.
Vathelokai

07-28-07, 12:17 AM
"I will trust that you know what you're doing then. Let us eat, then, and draw the attention of your Grantis to the occasion." The man claps and more children bring in trays of food. The feast goes on past dark and he gives the largest room in the house to Bulgar and Erithmu.

The next morning they set out for a bland and unpleasant journey across the sands. The terrain is as it was described, becoming rockier as they veer south. The small caravan stops. The man points. "That is the one." Having nothing left to say, everyone nods and Bulgar and Erithmu dismount.

As they get close they spot the crevice. The entryway is very narrow and zig-zags into the rock and downward. Sand from outside blows in and pours down the rough rocks. Once they descend 40 ft or so the passage begins to level out. Erithmu mentions that he can no longer see in the darkness and Bulgar pulls a torch from his pack.

The cavern is rough and the floor is covered in a layer of packed down sand. Bulgar guesses that centuries ago these pockets were worn out by running water, but more recently something unsettled the ground and cracked it further. There is a moldy smell in the air like a stale puddle.

Soon enough their suspicions are confirmed and they hear splashing, the echo of a stream, water lapping on rocks. Erithmu hangs back with the torch for a second while Bulgar inches forward. He returns after a minute and describes a large open cavern with a wide stream running through it. The water is pouring in slowly through a crack in one wall and flows around a corner out of sight. On the edge of the water, there are poles lashed together into a raft.

http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/water-room1.jpg
Erithmu

07-28-07, 12:40 AM
I actually packed 3 light spells for just such an occasion. Cast it on my bow.

"Charming place. You want to row or should I?"
Vathelokai

07-28-07, 01:02 AM
Bulgar, Erithmu and Leopold proceed cautiously into the room. The ceiling is about 20 ft high, but covered in stalagtites. There are many stones jutting out of the mossy stream. The thinest section of water is only 10 ft across. The water is murky; there is no way to discern the depth and the prospect of touching it is not very appealing.

They inspect the raft and find it sturdy. The ropes look fairly new but the wood looks very old. There is a 10 ft pole next to it, probably for pushing and guiding the raft.

http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/water-room2.jpg
TelinArtho

07-28-07, 01:56 AM
Use the pole to see if a depth can be determined. Regardless of the answer - proceed along to the east -Bulgar's not quite ready to submit to an underground craft...

Bulgar looks a little more than wary of the craft and of the water and takes the pole to probe the water and see how deep it is. Then - after a moment, he points down to the east.

Perhaps walking will suit us a little better for a bit...
Erithmu

07-28-07, 02:24 AM
"Agreed ... I follow your lead."
Vathelokai

07-28-07, 08:31 AM
Bulgar probes with the pole. Parts of the bottom are rocky, but most of it seems to be sand. The pole pushes through it, but Bulgar guesses the weight of a person might have more difficulty manouvering. Parts of the stream are only a few feet deep but other parts go as far as seven ft. Thinking of the room as a whole, the dwarf sees that the floor may have been covered in stalagmites, similar to the ceiling. The flow of sand and water have filled the room up so that it has an apparently level floor, but below them there is no level of evenness.

They turn east and walk to the bend in the stream. The water turns north and south into more shallow and stagnant pools set in alcoves of the cave. As they look around, Leopold begins a low growl. Bulgar instinctively grabs his weapon. No one sees anything. Erithmu squints and whispers, "I heard something in the water... over there."

Initiative
Erithmu
Monster
Leopold
Bulgar


http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/water-room3.jpg
Erithmu

07-28-07, 10:24 AM
Erithmu suspects some trouble and casts a spell on Bulgar giving him some of the grace of the elves. Erithmu then moves into the cavern branch.

Cast SoF+3 on Bulgar move into the northern section.
Vathelokai

07-28-07, 11:18 AM
They hear more splashing down the way, but still see nothing. Erithmu slides past Bulgar and, as the angle of his light changes, they both spot something the size of a hand crawling under the water. It is about 10 ft east across the smaller stream.
TelinArtho

07-28-07, 11:30 AM
Leopold - guard Erithmu.

Bulgar grabs his Guisarme in hand and steps back while Leopold moves next to Erithmu faithfully.

Order Leopold to guard Erithmu and then ready to attack anything coming into range with my guisarme.
Vathelokai

07-28-07, 12:53 PM
Bulgar waits while the tiny thing crawls out of the water. It looks like a tiny animated statuette. It crawls on four legs, it's body is mostly round with a completely circular and spike mouth like a lampry on one end. The top of it is covered in waving tentacles, half of them having a membrane connecting them. The thing is entirely black.

Bulgar begins stabbing repeatedly at the thing, but it dodges from the thin blade of his polearm. Once it gets too close he resorts to stomping it, but does nothing more then press it into the ground.

It jumps up onto his boot and bites into his leg. It doesn't hurt, but there is a tingling sensation and sudden brief headache. The tiny creature then immediately fades to vapor.

As they both watch, confused, they spot another one crawl onto the bank. It scurries across the ground to the north alcove headed for Erithmu. But then there is a roar of water. A massive creature, identical in every way to the tiny statuettes, jumps up out of the water. It flaps the membranes between it's tentacles and seems to hover in the air.

"Demon-Otyugh!" Comprehension evades Bulgar, but Erithmu realizes that it's immune to all but magic weapons, and rarely lets go of a meal once hit has grabed one.


Erithmu's cloistered cleric lore identifies the monster as a half fiend otyugh.
For clarity sake; the 'things' are crawling tattoos.

Round 1
Erithmu casts shield of faith and moves
Monster does something
Thing is spotted
Bulgar orders Leopold and readies
Leopold moves and guards Erithmu

Round 2
Erithmu delays
Thing1 moves
Bulgar attacks, misses. Attacks as it moves out of threatened space, misses. Attacks as it enters his space, hits but does 0 dmg.
Thing1 bites bulgar (touch attack). Bulgar succeds on will save. Thing1 disappates.
thing2 is spotted; it moves along the ground toward Erithmu
Monster flies up out of the water
Erithmu...?

Round 3
Bulgar...?
Thing 1
Thing 2
Monster
Erithmu


http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/water-room4.jpg
Erithmu

07-28-07, 05:36 PM
"Bring your weapon over here! Only magic weapons can really hurt it."

Readied action to cast Magic weapon on Bulgars Guisarme when in range.
Vathelokai

07-29-07, 12:40 PM
I'll assume Telin will go to get the magic weapon; so I'll move this one more round. I'll have bulgar ready, but he can retroactivly switch that out later...

Bulgar moves away from the flying demon. He holds the haft of his polearm out to Erithmu over Leopolds head and Erithmu gives it a blessing. Then the dwarf readies to stab the monster.

The little statuette scurries along the ground toward Erithmu. Bulgar takes a swing at it. He cracks it, but it doesn't break. I had you take two swings, saving the other 2 AoOs from combat reflexes.

The demon floats a bit closer and lands at the intersection, partial in and out of the water. It opens it's mouth and exhales a putrid vapor into the alcove (unholy blight). Everyones skin burns from it, but Bulgar takes the worst, nearly doubling over and vomiting from it.

Bulgar rolled a 2 on the save. A 3 would have passed it.
Leopold takes 2 dmg.
Erithmu takes 5 dmg.
Bulgar takes 11 and is sickened (-2 on all rolls) for 4 rounds.


EDIT: forgot the crawling tatto; will have leopold try to bite it.... just a sec....


The statuette skitters around. Leopold jumps to protect Erithmu, but cannot hit the thing. It runs between the dogs legs, and then underfoot of Erithmu (double moved).
Erithmu

07-29-07, 10:24 PM
Erithmu saw the little thing at his feet and let it run its course and then began to cast a longer spell hopefully giving them some back up.

Bulgar will ready an attack
Erithmu will delay till right after the C. Tattoo and then begin casting SMIII if still able.
TelinArtho

07-30-07, 10:26 AM
Miserable luck on that saving throw...

Given that it landed at the intersection - does that mean it is close enough to just attack? If so - Bulgar will attack and use his Strength domain ability this round.

Hmm - is it trippable? If yes - Bulgar will try to trip it with his guisarme and his strength domain (+8 to trip vs +6? on the otyugh). If it might get the +4 stability bonus for multiple limbs - don't bother.

An old friend of yours 'Rith? Seems a little ugly for my tastes though.
Vathelokai

07-30-07, 11:00 PM
Bulgar calls to Grantis and brings the polearm down hard, cutting through the rubbery skin and down to the ground. Erithmu watches the moving statuette bite him on the foot. He feels the sudden stab to his mind, but again, nothing happens.

The Otyugh roars and begins flailing. Bulgar dodges teeth, claws and tentacles, but one of the tentacles gets through. It wraps all the way around the dwarfs chest, squeezing the wind out of him and draging him toward the mouth. There is searing pain as the suckers rip at his flesh.

rolls (http://www.hwx.it/wizards.com/dice.php?sid=1741)

Notes: It is tripable, but while it's on the ground it has the stability bonus for multiple limbs.

Round 2
Erithmu readies to cast magic weapon

Round 3
Bulgar moves to Erithmu.
Erithmu casts magic weapon.
Thing2 double moves.
Bulgar and leopold take AoOs.
Thing2 ends in Erithmu's space.
Otyugh uses unholy blight, flies, lands.

Round 4
Erithmu delays.
Bulgar attacks, doing 13 dmg.
Thing2 attacks, hits, dissipates.
Erithmu succeeds on will save.
Erithmu begins casting summon spell.
Leopold guards.
Otyugh full attacks (tentacle x2/ claw x2/ bite). Hits with one tentacle (with smite good) for 9 dmg. Succeeds on improved grab and constricts for 8 dmg.

Round 5
Bulgar...?
Eritmu summons...?
Erithmu...?
Leopold guards.
Otyugh constricts...?

Status
Bulgar [hp 23/51] shield of faith+3, magic weapon+1
Erithmu [hp 30/35]
Otyugh [hp 29/42]
Erithmu

07-30-07, 11:26 PM
Summon a C. Bison and go for Gore + smite +8 vs No Dex for 1d8+9+5.

Rith will move while drawing longsword to get close, use aid other to help Bulgar or Cbisons attacks
TelinArtho

07-30-07, 11:51 PM
Try to break grapple and order Leopold to attack while I'm in the grapple. Once I am able to break the grapple (if I am able to...), 5ft step away and attack using expertise to the fullest while it still attacks me (-5 to hit/+5 dodge to AC). If it focuses on someone else - attack normally.

Leopold attack! Bulgar twists in the grasp of the tentacles - doing his best to ward off the stench of the creature and finding a weak spot to break free.
Vathelokai

07-30-07, 11:58 PM
Leopold isn't double trained on attack. Do you want to push him to attack the aberration/outsider?
TelinArtho

07-31-07, 12:04 AM
There was a clarification in the RotG articles that said the defend trick would cover all classifications.

If that's not okay though - its fine. He can't do much anyway - I'm just hoping for another possible crit in the mix...
Vathelokai

07-31-07, 12:39 AM
Fine by me. Just confused attack with defend.

Bulgar struggles to escape the tentacle and Leopold rushes to his aid. The dog dodges around the tentacles easily, but cannot get his teeth to contact the Otyugh. Meanwhile, a bison appears behind the monster. It rams with it's horns but bounces off the rubbery hide. Erithmu takes advantage of the confusion to run in and grab Bulgar. He tries to pull the dwarf loose but to no avail.

Erithmu's help keeps Bulgar's situation from getting worse, but no matter how hard they try, the Otyugh's grip wont slip. It tries repeatedly to bite into Bulgar with no success.

The Bison repeatedly rams the monster, but it completely ignores the horns. Leopold bites at the Otyughs legs, distracting it, but little else. The Otyugh becomes so focused on getting Bulgar to it's mouth, that it momentarily drops it's defenses. The Bison jumps on the unprotected back of the monster, driving it to the ground and ripping it open with it's horns. The tentacle slowly slackens and drops to the ground.




Questlog updates with monster info.

This is some of the worst luck on grapple rolls I've seen in a while...

Round 5
Bulgar strugles to escape, but cannot.
Eritmu summons a celestial bison.
The Bison appears behind the Otyugh and tries to gore, but cannot hit.
Erithmu delays
Leopold jumps in.
Otyugh takes AoO, but cannot hit.
Leopold bites, but cannot hit.
Erithmu moves in while the Otyugh is distracted. He helps Bulgar escape.
Otyugh constricts for 5 more dmg.

Round 6
Bulgar tries to escape, but cannot get loose.
Bison gores for 10 dmg.
Leopold bites, but misses.
Erithmu aids Bulgar.
Otyugh tries to constrict, but fails to dmg Bulgar.

Round 7
Bulgar still cannot escape. Sickness ends.
Bison misses.
Leopold misses.
Erithmu aids other.
Otyugh cannot dmg.

Round 8
Bulgar cannot escape.
Bison crits for 29 dmg (you lucky dogs....).
Otyugh dies instantly.



Status
Bulgar [hp 18/51] shield of faith+3, magic weapon+1
Erithmu [hp 30/35]
Otyugh [hp -10 exactly/42]
TelinArtho

07-31-07, 12:31 PM
I don't think I would care to meet one of those ever again. What did you say it was? A Demon-otyugh? Bulgar shakes off the repulsive remnants of slime and gore on him and checks over his wounds. Spitting into the water he produces a wand from his belt and heals the wounds away. Then, patting Leopold on the head for a job well done, he takes care of the scrape on his back as well

Use CLW wand to heal up to full. Use 2 spontaneous Cure Minor wounds on Leopold (drop Detect Magic and Read Magic).

Also - you must have missed my comment in post 6 that I wanted to adjust Bulgar a little. The two things I changed were the bringing of Leopold (which is listed in the copy you took as "Do not bring") and I switched out Hold Person for Aid.
Erithmu

07-31-07, 12:50 PM
"Pretty much. I could go into details but they have nothing to do with dragons and in this case I think it would be ... disgusting to describe the details.

"Either way it appears this dragon has some friends and is expecting us. Give me a moment."

Telin: you healing the party up to full or should I use my wand too?

Recall: SoF and MW. cast Magic Vestment on my own armor
TelinArtho

07-31-07, 12:52 PM
Up to you - I can do both if you like - I have plenty of charges.
Erithmu

07-31-07, 12:56 PM
Either or ... I have my wand for the sole purpose of using it on these quests between combats. I dunno if you had planned on using during the arena or not ...
TelinArtho

07-31-07, 01:00 PM
Same for me - I usually specifically mention in my tactics in the arena to not use it :) I'll heal here - you heal us on the next one - how about that?
Vathelokai

08-01-07, 12:50 AM
1 charge for Erithmu, 1 for Leopold, and 4 for Bulgar heals up to full.

Bulgar's sheet fixed. Saw it at the time and forgot to change it.
http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/water-room-full.jpg

Bulgar and Erithmu and Leopold regroup and head around the water to the other end of the chamber. Once they get out to where the water begins pooling in the large room, they see three people standing near an exiting corridor. They are a human woman and two girls. They all exchange greetings, and when Bulgar identifies himself, they begin to cry.

Erithmu and Bulgar retrieve the raft and everyone takes turns getting the women across and to the tunnel back to the surface. The mother stops before leaving. "I know of no other hostages down here, only us. The dragon has bodyguards; two men with blue scaled skin. They are armed and armored."
TelinArtho

08-01-07, 09:01 AM
Thank you for the information. You should return home with your husband - he should not be far away from here. We will take care of this dragon once and for all.

As I said above - Bulgar will use Cure Minor wounds to heal Leopold rather than a charge of the wand.

Turning back into the cavern, Bulgar looked at Erithmu and smiled. Are you ready my friend? Could be a bumpy ride...
Erithmu

08-01-07, 11:13 AM
"Sounds more like it will be shocking ... From the sounds of it his two bodyguards are half dragons. Which would mean that they have the lightning breath. We might try to strike quick. Half dragons are known for their strength as well, you might have trouble with tripping them much like the Demon-otyugh back there. The celestial forces has a half-dragon monk within its ranks. He is quite strong."
TelinArtho

08-01-07, 01:41 PM
Well noted, I'll have to see what I can do then. Perhaps spells will be the way to victory against them.

Protection from Evil on Bulgar, Spiritual weapon on sight. Possibly bless to help as well.
Vathelokai

08-02-07, 12:18 AM
The group moves deeper into the cavern. There is a steep decline for 15 feet, then a sharp turn, and the cave transforms in to a well constructed hall. It is 10 ft tall and wide and cleaned of the muck and sand from above. The hallway extends off into the darkness.

They walk for a couple minutes before seeing light further down the tunnel. As they get closer, Erithmu raises his hand to stop. He heard something, a scratching sound on stone maybe. There is a T intersection 60 ft. ahead and torch light comes from out of sight around the corners. Erithmu cannot tell which direction the sound came from.

So did you want the pro. evil on Bulgar cast earlier or at this point. If earlier, I feel compelled to make a 'time roll' for 1d6 minutes to reach this point.

Actions?
TelinArtho

08-02-07, 12:56 AM
I'd rather go with it now rather than before.
Erithmu

08-02-07, 01:05 AM
Seeing the torch light he takes a few steps back knowing what type of weapon blue dragons normally use and drawing his bow he casts a defensive spell.

I'll cast Aid and have my bow out.
Vathelokai

08-02-07, 01:07 AM
Bulgar and Erithmu cast their spells. They hear nothing more from down the hallway.

Aid gives 11hp.

How long to wait?
Erithmu

08-02-07, 01:12 AM
Send Leopold near the edge and see if he 'scent's something?
Vathelokai

08-02-07, 01:37 AM
It takes a couple seconds to get the idea across to Leopold, but then he dutifully walks down the corridor. At half way to the intersection he stops, and circles, sniffing the air. Then he points with one paw, facing generally to the left.

http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/blood-room1.jpg
TelinArtho

08-02-07, 10:02 AM
Bulgar whispers to Erithmu.

I'm not too confident they don't know we're already here. Let's get moving - I'll stay in front, but be ready.

Drawing his guisarme Bulgar moves up next to Leopold, orders him to heel and then moves cautiously to the end of the hall.

If anything comes into view, immediately cast Spiritual weapon unless I am threatened. If I am threatened, it will depend on the situaiton.
Erithmu

08-02-07, 10:34 AM
Or I can pop my SMII ... I figure they are baiting us for their BW.
TelinArtho

08-02-07, 10:56 AM
Okay - how about you advance 25ft and start casting. I'll advance up to Leopold and order him to heel, and draw my Guisarme.

That way - if they come around the corner to attack me - you can summon in between me and the target.

No way we get to avoid the breath weapon - so I'll just have to take it like a good ole' dwarf!
Vathelokai

08-03-07, 12:20 AM
They inch toward the doorway and begin casting, but still the assailant waits. Erithmu opens a small gate in front of Bulgar. A wolf leaps out and takes a step forward to the corner. A lightning strike explodes from around the corner, momentarily blinding everyone. When they blink it off, the wolf is gone.

The breathweapon did enough dmg that it would have killed anything on the summon monster 2 list, so I just used the wolf. If you would like to pick a creature and have me roll, let me know.

Your guys' init.
TelinArtho

08-03-07, 01:10 AM
Actually - with the resistance of the Celestial template - and a successful save the Celestial Riding Dog or the Celestial Beetle would have survived. Up to 'Rith though.

Which direction did the blast come from? The side we heard - or the other side? If it was the side we heard, Bulgar will approach along that wall and stop so that the reach of his guisarme threatens into the intersection and ready to attack someone coming into reach (for damage - no trip). Leopold should heel directly behind me.
Erithmu

08-03-07, 03:19 AM
I was going for the riding dog anyways ... see if it makes it's save and then I'm guessing the other BW will kill it.
Vathelokai

08-03-07, 08:44 AM
Cele. riding dog survives with 1 hp left.

Lightning came from the direction you heard the sound. There is no second lightning.
TelinArtho

08-03-07, 11:49 AM
Okay - then follow behind the celetial dog and have it move into the intersection.
Erithmu

08-03-07, 02:00 PM
Yea ... have the C. Dog charge the half dragon and then Rith will move up and shoot from cover.
Vathelokai

08-05-07, 11:15 PM
Bulgar and the celestial hound round the corner to see the blue-skinned man waiting with a polearm. The hound dodges the whirling blade and bites at the half-dragons heals, but gets a mouth full of chainmail. Bulgar swings over the dog, but his blade is deflected by the thick skin of the man. Erithmu comes in from behind, firing through the crowd, but the arrow passes over it's head.

Blessing his luck so far, the half-dragon withdraws. Bulgar takes one last swing as he steps away, but again the armor deflects the blade. The man takes a few steps down the hall, then turns at a right angle, diving straight for the wall. To everyones shock, he flies straight through it, as though it weren't there. They easily recognize the illusory wall for what it is, but still cannot see through it.


C.Dog charges.
Halfdragon takes AoO with glaive; misses.
C.Dog bites; misses.
Bulgar moves in and uses polearm; misses.
Erithmu moves forward and shoots; misses.

Next round:
Halfdragon withdraws.
Bulgar gets AoO due to good placement; misses.
Halfdragon disappears through wall.


Working on map....
Erithmu

08-05-07, 11:24 PM
Erithmu sees the wall and wonders where the other guard is. He points to the wall and the Dog obeys, plunging through the wall after the first guard. Erithmu waits and follows after Bulgar, nocking another arrow.
Vathelokai

08-05-07, 11:33 PM
http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/blood-roomB2.jpg
Note: missed the AoO for the hound in the previous post; it also misses.

The hound dutifully obeys. There is the sound of one, singular yelp, then Erithmu feels the connection to the summoned creature fade.
TelinArtho

08-06-07, 09:39 AM
Cast Divine Favor from memory and 5ft step to the east.

Not sure how we want to approach this 'Rith - either way it looks like it is going to hurt... I'm hoping the divine favor will help enough on my attacks to at least make headway against one of them.

If you have ideas though - I'm all for considering them...
Erithmu

08-07-07, 05:45 PM
Recall and recast SMII for the C.Dog. Might draw something. if nothing else send it in there and then follow it after the sounds of polearms attacking.
Vathelokai

08-08-07, 10:34 PM
Bulgar stands guard while Erithmu repeats a series of complex incantations. After twenty heartbeats another portal from beyond opens and the celestial hound returns. Ready for vengance it leaps through the illusory stone wall. There is a twanging sound, and arrows reflecting off stone. Bulgar and Erithmu rush in after. They are immediately overpowered with the thick, iron smell of blood. The room is square and all but the border around the room is a pool of darkred fluid. The pool has a ledge only tall enough to keep the ichor from overflowing. On the far side of the pool are two blue skinned men. They look like twins in their identical chain shirts, black leather, glaives and bows. Behind them on the wall, and in each corner of the room, arches have been carved into the wall. There are no doors, only stone walls under the arches, but looking back over their shoulders Erithmu and Bulgar can see that the door they came in looks exactly the same from the inside.
http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/blood-room-full.jpg


Bulgar casts divine favor
Erithmu uses pearl of power and moves.

Halfdragons do stuff.
Bulgar waits.
Erithmu casts summon monster.

Half dragons do stuff.
Bulgar waits.
C.Dog returns and enters the room and double moves.
Bulgar enters...
Erithmu enters...
[note: neither of you have made a full move yet; so you actually have your whole turns.]

[rules note: you shouldn't be able to summon the same creature with summon monster after it has been killed. Rp-wise it's the same one, but 'technically' it's a different dog... wonder if that's ever been enforced in CoCo?]
TelinArtho

08-08-07, 11:47 PM
Continue heading west during the rest of my initial move action and then cast Spiritual Weapon and target the one nearest the dog.

I'm thinking we should split up here to stay out of the most single lines (to avoid the remaining breath weapon). So - stay behind your dog, but head south.

Next round - move and attack with the guisarme if possible.
Erithmu

08-09-07, 12:35 AM
Bow shot at the one on the far wall.

I have never seen the rule that you can only summon one particular creature. How would you do the summons that summon multiple creatures from one spell then?
Vathelokai

08-09-07, 08:37 AM
I was refering to this...
A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.
As far as the rules go, you can summon multiples of the same type of creature just fine, unless you are using the DMG variant summoning rules (where summons are treated as individuals; pokemon-style)
Vathelokai

08-10-07, 12:17 AM
A glowing gold warhammer appears in the air. At Bulgar's direction, it spins end over end at the closest half-dragon. The blue man ducks.

Erithmu runs the other way, bringing out his bow and firing on the other man. The arrow ricochets as it flies past him. One dragon-man drops his bow and grabs his glaive, bringing it down on the celestial hound, but the dog dodges. The other man moves to aim, and with a deep breath exhales a lightning bolt through his brother, the dog and Erithmu. The man seems unaffected, and the dog ducks, but Erithmu is hit full force and slammed back against the wall.

The hound presses in, under the polearm, but it's teeth cannot gain purchase against the chainmail. Bulgar rushes along the pool, attacking the man from the other side, but with un-natural skill, he dodges the dog, the dwarf and the glowing hammer all at once. Even more shocking, It moves the polearm to one hand, bringing it's claw down on the dog and dragging it toward a vicious bite. The celestial hound disappears in a flash of gold light.

Erithmu pulls himself up and blinks away the flashing lights behind his eyes. He watches as the other dragon-man, the one that just spit lightning runs in past Bulgar's polearm. The half dragon holds it's glaive horizontally like a quarterstaff and runs at Bulgar, trying to push him into the pool of blood. Bulgar digs his heels into the ground and pushes back, throwing the blue man back against the wall.
http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/blood-room-full2.jpg

Bulgar moves and cast spiritual weapon.
Spirit weapon attacks, misses.
Erithmu moves the other way, fires bow, misses.

HalfDragonA drops bow, 5 ft steps, draws glaive, attacks C.Dog, misses.
HalfDragonB sheaths bow, 5 ft steps, breath weapon through C.Dog and Erithmu.
C.Dog saves; takes 9 dmg after energy resistance (now at 4 hp).
Erithmu fails; takes 29 dmg. (now at 17hp; aid helped a lot)
C.Dog 5 ft steps and bites, misses.
Bulgar moves, attacks, misses.
Spirit weapon attacks, misses.
Erithmu...

HalfDragonA holds polearm in one hand; claws and bites C.Dog. Hits with both; minimum dmg kills.
HalfDragonB moves up to Bulgar.
Bulgar takes AoO, misses.
HalfDragonB uses improved bull rush on Bulgar; Bulgar holds his ground.
Spirit weapon attacks, misses.
Bulgar...
Erithmu...
TelinArtho

08-10-07, 11:44 AM
I need to start rolling above a 5 here - okay Vath. Above a 5...

Bulgar looks back at the pool and wonders what the dragon-man is up to. Stepping to the side, he drops his guisarme, draws his waraxe and swings it two-handed at the dragon-man. By Grantis - fall now!

5ft step north-west, drop guisarme, draw waraxe, wielded two handed and attack, using strength domain power for +4 str for 1 round. +10 to hit, 1d10+6 dmg
Erithmu

08-10-07, 12:37 PM
More arrows, try to avoid shooting into melee.
Vathelokai

08-10-07, 10:34 PM
I need to start rolling above a 5 here - okay Vath. Above a 5...You did; on the resist bull rush roll... :D

Rolling stuff up now.
Vathelokai

08-10-07, 11:52 PM
Erithmu takes aim and fires an arrow over Bulgar's shoulder, hitting the blue man hard. Bulgar spins with his axe, but the heavy blow misses entirely. Another arrow passes him, piercing the chainmail and the dragon man's chest. Bulgar doesn't have time to watch him hit the ground, as the other half dragon rushes him with his glaive pointed forward. Bulgar deflects it with his axe. The glowing warhammer follows the blue man, pounding his head while he focuses on the dwarf. The mistake is fatal. The hammer blow brings the man to the ground.


Erithmu... fires arrow; hits for 10 dmg.

HalfDragonA holds polearm in one hand; claws and bites C.Dog. Hits with both; minimum dmg kills.
HalfDragonB moves up to Bulgar.
Bulgar takes AoO, misses.
HalfDragonB uses improved bull rush on Bulgar; Bulgar holds his ground.
Spirit weapon attacks, misses.
Bulgar... attacks with str domain; misses.
Erithmu... shoots bow; hits for 7. Drops HalfDragonB

HalfDragonA steps and power attacks with glaive; misses.
Spirit weapon crits for 16 dmg, knocking HalfDragonA down.
TelinArtho

08-13-07, 10:32 AM
Praise Grantis - He has shown us the way.

Let's keep moving - I don't want to give this beast any more time.

Are we hurt? If so - heal up. Moving on - if I can avoid the time roll for it, I'd like to activate the Protection domain power on myself or Erithmu (hmm - Rith - you sheet lists +1 from an "item" - but I don't see anything that would give a bonus... if you do have a cloak of resistance, I'll use my protection domain on myself. If not - I'll use it on Rith. +4 resistance bonus for 1 hour
Erithmu

08-13-07, 11:27 AM
I have one, it is in my accounting, just not in my gear. You take it, I'm expecting you to need it more than I.
Vathelokai

08-13-07, 12:12 PM
The duo leaves the strange room and find another hall on the other side. They find a small network of halls and rooms. It appears this was some sort of base at some point, but it has been deserted. It takes a bit of time to find a path that isn't a dead end, but eventually they find a hall leading downward.

The tunnel is 10 ft square when it finally levels out it is rocky and the floor is covered in more hard packed sand. Rounding a corner they see light far away. They stop and ready themselves before getting closer.

There is a cavern it seems, lit by unseen torches, at the end of the tunnel. They stop about 200 ft from the enterance. They see the blue dragon clearly, sitting on a rock directly forward. They watch each other for a moment, then the dragon calls out, "Parlay? Before we duel to the death?"
TelinArtho

08-13-07, 12:17 PM
Bulgar, never one to consider talking with a dragon, mused over the thought for a moment, then spoke up.

I suppose that is acceptable. First off - I want confirmation that you hold no more prisoners. Then yes, let us talk for a bit.

Parlay - sure. Just keep the distance at a reasonable amount and I'm not putting away my guisarme... Bulgar will be located 5ft in front of and to the side of Erithmu; Leopold will be on Bulgar's left.
Erithmu

08-13-07, 12:25 PM
Erithmu lowered his bow at Bulgar's comments allowing the Dwarf to handle the situation.
Vathelokai

08-13-07, 12:30 PM
"Of course not. I only gathered enough to bring you here quickly. I had no intention to harm them. The demon was only under orders to keep them from leaving until you arrived.

I'm glad you have come. You see, your we considered you an irritant at best, but after you defeated the Red Kofarix in Promethia, you captured our attention. There is a price on your head; not money, but an honor price."

The dragon seems like a strange one. It is calmly fanning itself with it's wings. The torches seem to be below it, giving it a dramatic light. It has a strange article of clothing attached to it's wings. Midnight blue cloth drapes the frame of it's wings and fringe hangs like a soft waterfall across the front of it. The spot it is standing on dips down like a stone nest. The dragon reaches down into it and pulls a potion, removing the cork with a thumb before drinking it.

"Tell me Stronghammer, is it a death wish that drives you? Family honor? Religious zealotry?"
TelinArtho

08-13-07, 12:46 PM
You ask for parlay and then drink of magic to protect you. Cunning sir, cunning. But answers you shall not receive any longer.

Bulgar calls upon Grantis's protection and moves to the side, so to not be in line with Erithmu.

Not going to sit idle while it buffs up... cast Resist Energy for electricity and move 5ft to the side and forward 10ft.

How wide is the area? I know we've got about 200ft between us - but height and such would be nice to know...
Erithmu

08-13-07, 01:01 PM
Erithmu follows with Bulgar protecting himself with a shield of Electricity resistance. Following Bulgar's lead he moves forward away from the dwarf working to maneuver around the creature. "Actually I think it might be a good story to tell Stronghammer. There is such a thing as honor among enemies, although this Blue has shown little of it. It is our honor that sometimes defines us."
Vathelokai

08-13-07, 01:14 PM
"Come now, Bulgar. Tell me you didn't protect yourself before getting here. I have no illusions that one of us will die in the coming minutes. But if you want to get on with it, so be it."

The dragon tosses the potion aside and picks up another one. It waits before drinking it.

The cavern between them is a straight shot, 10 ft tall and 10 ft wide. There are occasional bits of rock and debris, mostly near the enterance to the dragons cavern. Some are large enough that they would have to slow down to get around them. It appears that the the dragon's cavern expands up and down, left and right at the end of the tunnel. The dragon is standing on a rock or some other elevated surface, but it's to difficult to see from this distance.
TelinArtho

08-13-07, 01:31 PM
10ft wide and 10ft tall? Ouch. Can I tell whether there would be places a large size person would have to squeeze to get through?

Bulgar will cast Bull's strength from memory and advance some more. Since the cavern is only 10ft wide - Bulgar and 'Rith will not be in the same line (not that it will matter...)

@Rith - stay as far back as is reasonable

Grantis provides me with the protection I need - not potions. If he sees fit to protect me in order to deal judgment on a dragon harming innocents, then so be it.
Erithmu

08-13-07, 01:43 PM
I will, but I need to be semi close for my summons, I think I have run my buffs so just give the word and we will start dealing with this thing.
TelinArtho

08-13-07, 01:53 PM
I think I am going to hold off on Enlarge person to help my reflex save and to allow summons in to attack. Other than that - it really is just Prot. from evil and Aid - and I could go on without them for now.
Vathelokai

08-13-07, 02:28 PM
No squeezing required anywhere, just rough terrain.

Also, and error. The hall is 15 ft wide and 10 ft tall. Doesn't effect anything; you are both staying out of line of an attack. Should have double checked the map earlier.

"So it is zealotry. If that's the case, why then does your the elf travel with you? You bear none of the decorations of Grantis."

The dragon waits patiently while the warriors move closer. "You are so quiet except for your prayers. Shame really. Let me tell you some things to lighten the mood. Have you heard of my mother, The great blue, Cillansha. I understand your cousin died by her claw. And that obnoxious brass :censored: from Gladius."

They get close enough to see into the room. The dragon seems to be waiting for them to come through the doorway, swishing the fluid in the vial idly.

You are wherever you wish down the hallway. Note: I'm giving the whole map instead of hiding parts of it this time.

http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/blue-room1.jpg
TelinArtho

08-13-07, 02:47 PM
You mistake my commitment to protecting the innocent with faith. While I am a follower of Grantis, and through my hands does he work his power, I am here because you have caused ill to mankind. And because of that - I am using the power that Grantis gives me to strike you down.

Lovely situation we've got here... Dwarven stonecunning? Or am I too far to be able to tell...? (Just looking for an idea of how much effort it might be to take down one of those pillars...).

How do you want to approach this 'Rith? Enlarge Person is looking a little better now - but I think I'd rather stay away from the sand...

Maybe just plug him with arrows until he comes to us?
Vathelokai

08-13-07, 02:55 PM
Stonecunning says the room and hall are sturdy. The rubble was placed there instead of falling from the ceiling.

The pillars are rough worked stone stalagmites; tops have been chipped down flat. They are 4 ft diameter. 15 hp/inch, 8 hardness {standard rough stone}. I'd say if you can get through about a foot of it (150 hp; out of the 4 feet of thickness), it should destabilize it.



"Protectors of the innocent. Quaint. They are not so innocent, actually. How many generations of our kind have the Stonehammers masacred? How many armies of humans have stolen our mountains."
TelinArtho

08-13-07, 03:08 PM
Bah! Don't act so high and mighty. The Stonehammer clan did not start in on the dragons until the dragons nearly wiped us out 600 years ago. If you want to banter on about massacres - explain to me why seven of my great-grand uncles were dropped from 1000ft in the sky to their doom on the rocky floor at the foot of the mountain they lived in.

Don't talk to me about massacre. The death you shall receive today is an honorable one. The death my initial ancestors earned was one dealt by cowards.

The last word lingers on Bulgar's tongue as he remembers the stories told of that dreadful day.

Almost wish I had my earth-cleric with me... that would be fun to topple the pillars. As it is though - sounds like a no-go for me...
Erithmu

08-13-07, 03:13 PM
Erithmu spoke for himself, "Wisdom comes with age young dragon. Were you a human you would still be considered a young man who knew nothing of the way that the world works. Yet in my experience dragons seem to be bullies or diplomats. I am a loremaster in the elven tradition, and from the stories that I have heard of your 'mother' then I am older than she is yet my wisdom may not match hers ... yet.

I will admit you are a curiosity, you are among the few chromatics that seek to parley before battle. Often the metallic breeds will seek diplomacy at all costs and killing only as a last resort when escape is not an option, or evil demands justice. yet for all your discussion there is an understanding that there will be death here. Curious indeed."

Agreed on the Enlarge. I like the bow idea, I might throw up one more buff then. We might be better off trying to fight in the hall. I like keeping him talking, it makes life ... interesting.

I'll try to throw up D.Favor when Bulgar gives a signal that he is going to attack.
Vathelokai

08-13-07, 04:07 PM
"Yes, the reds are malicious. But let me ask; do you know how it started? Who threw the first punch as the humans say? I thought not. And neither do I. Perhaps Grantis and Tiamat still trade blows and we are their mirror images on this earth.

Elf, I'll let you know, You misunderstand how different the races of dragons are. The lightning dragons are neither fools nor beasts. I wanted to talk to you because if I am to go to my death today, I want to know why. Why is this dwarf so intent on slaying my brothers? Does he have a noble drive, or is he a monster on two legs?

I think I understand you now, Bulgar. When you fight me you also fight your fear, your hate, your loss. You are so amazingly mortal. Funny; whoever survives today will go home a hero." The dragon tips up the potion vial and sighs as the bitter taste of it. "I am ready when you are." The dragon twitches, and everyone moves to react. The dragon is faster, and spirals up toward the ceiling and closer to the door.
http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/blue-room2.jpg

Rolls wise, since everyone was readied to move on each others moves, init was rolled, and the dragon won; so it drank the potions as a standard and flew as it's move. You can still see it.

Next, Bulgar, then Erithmu.

How far down the hall are you guys?
Erithmu

08-13-07, 04:17 PM
Over 60 ft :rolleyes:

I'll Cast D. Favor and move to 80ft from the entrance, left/west side of the wall on your map

@Telin: I think you have to hold the enlarge till after he is in the hallway.
Vathelokai

08-13-07, 04:20 PM
Let me know if I missed something; You mentioned aid and prot evil on bulgar, but said to go on without them for now.

Blue [102/102 hp] [potion 1] [potion 2]
Bulgar [51/51 hp] [protection domain (+4)] [resist energy 10] [bull str]
Leopold [13/13 hp]
Erithmu [35/35 hp] [resist energy 10] [about to cast divine favor]
Vathelokai

08-13-07, 04:42 PM
http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/Hall1.jpg

With leopold somewhere further back in the hall, away from the fight?
TelinArtho

08-13-07, 05:01 PM
Yeah - no sense in getting Leopold killed here...

Bulgar will delay for the divine favor and then cast bless and move forward 10ft.
Vathelokai

08-13-07, 05:23 PM
The dragon flies downward and lands just outside the tunnel. It has a rock in it's hand and throws it. It hits the ceiling between the two with a deafening explosion.


Bulgar delays.
Erithmu casts divine favor
Bulgar casts bless and moves.

Dragon flies, lands throws a thunderstone between them. Both make their saves. Dragon is 80 ft away.
Bulgar...
Erithmu...


Blue [102/102 hp] [potion 1] [potion 2]
Bulgar [51/51 hp] [resist energy 10] [bull str] [bless]
Leopold [13/13 hp]
Erithmu [35/35 hp] [resist energy 10] [divine favor] [bless]

The way I understand it, the protection domain automaticly goes on the next saving throw, no matter what it is for; at least that's what the RAW looks like. Seems kind of cheap to loose it on a thunderstone, but I did sketch out the tactics before the quest even started.
TelinArtho

08-13-07, 05:59 PM
No worries mate - its more of a protection so that I can get Resist Energy up in time.

80ft from me or 80ft from 'Rith or 80ft from our starting locations?

Bah - it doesn't really matter! Advance 20ft, drawing a tanglefoot bag along the way and toss it (worse case, I'm 80ft from it after moving and facing a -8 penalty! I can work with that!).
Erithmu

08-13-07, 06:19 PM
Bow shot: should be at +10 for 1d8+4.

If he moves in and uses his BW, move 30 ft and start Full round action of SMIII. Else I'll give different options.
Vathelokai

08-15-07, 01:46 AM
Bulgar heaves the bag of glue and somehow the dragon ducks under it. Arrows fly from Erithmu's bow and bounce off of the dragons hide.

It brings it's head down, inhales, and a blinding thunderclap hits Bulgar square in the chest. He is nearly knocked off his feet.


Bulgar throws:misses
Note: in the roller there are deleted rolls for the dragons save. I forgot that the tanglebag has a 10 ft range increment (unlike thunderstones 20 ft).
Erithmu fires bow. Misses.

Blue uses breathweapon on Bulgar.
Bulgar fails save; takes 20 (30-10) dmg.
Bulgar...
Erithmu...

Blue [102/102 hp] [potion 1] [potion 2] [BW available next round]
Bulgar [51/51 hp] [resist energy 10] [bull str] [bless]
Leopold [13/13 hp]
Erithmu [35/35 hp] [resist energy 10] [divine favor] [bless]


@Rith: shouldn't divine favor only give you a +1, for a total of +9 to hit? Am I missing something [3bab, 3dex, 1MW, 1morale, 1 luck]?


http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/Hall2.jpg
TelinArtho

08-15-07, 09:40 AM
I can't see the roller at the moment, but I'm hoping you took into account that Bulgar has Far Shot - so the Tanglefoot bag has a range increment of 20ft rather than 10ft for him.

If the bag still misses - Bulgar will advance, drawing another and throw it again. If it does in fact hit - Bulgar will advance and cast Protection from Evil.
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage.
Vathelokai

08-15-07, 11:58 AM
I can't see the roller at the moment, but I'm hoping you took into account that Bulgar has Far Shot - so the Tanglefoot bag has a range increment of 20ft rather than 10ft for him.

If the bag still misses - Bulgar will advance, drawing another and throw it again. If it does in fact hit - Bulgar will advance and cast Protection from Evil.

Yup... misssed the far shot. So it is at -4, and did barely hit.

Divine Favor: for some reason I thought Erithmu was lv 5. Sheesh.

Rules question: Since a breath weapon can start at any corner of the square, can the dragon fire the lightning from a corner that causes itself to be in the line of effect? Then, is tangle goo hurt by element dmg? RAW seems to say it has invulnerability to everything but slashing weapons.

Dragon still fires the breath weapon; though it is entangled and stuck to the floor for 5 rounds.
Erithmu

08-15-07, 12:04 PM
With the dragon pinned to the ground Erithmu moves up and Strikes at the Dragon's morale.

move up 30ft and Cast Doom.
Vathelokai

08-17-07, 12:23 PM
So what is bulgar doing here? Regular 'move in and super trip' strategy?

If I can get a couple rounds to work with on the weekend (when do you need to heal?) that would be great.
Erithmu

08-17-07, 12:30 PM
My move after Doom is to start summoning. I'll take any modifications that need to be done while Telin is away for the weekend.
TelinArtho

08-17-07, 01:02 PM
Actually - I should be around a bit more this weekend (not during the day still - but more), as my family took a trip to Georgia for the week (left last night - be back sometime Thursday/Friday). Since I couldn't go due to work - I have pure computer access and no one else to interact with... and I'm broke so I can't very well go out and have fun...)

Bulgar will be moving in for attacking after the PfE. If he drops below 20hp, he'll drop spells to cast CMW and CLW as needed - hopefully the summons will be able to keep up the pressure while he heals. He'll obviously take healing from 'Rith if he has time - but I think a constant flow of summons will do a better job.

Bulgar will attack for damage in the first few rounds. If the dragon breaks free from the goo - then he'll start tripping attempts. If the dragon draws any sort of wand or other item, disarm it on the AoO.

If you guys are moving along and I'm not online though - 'Rith is welcome to make actions for me.
Vathelokai

08-18-07, 12:27 AM
Bulgar strides forward, feeling the warm glow of Grantis' pride well up inside of him. Erithmu shouts a dark curse at the dragon, but the strangely calm chromatic seems uneffected.

The dragon waits a moment, then unleashes another blast of lightning on Bulgar. This time Bulgar is knocked to the ground. He is nearly knocked out, but the warm glow keeps him concious and pulls him to his feet.


http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/Hall3.jpg


Bulgar moves forward and casts protection from evil.
Erithmu moves forward and casts doom.
Blue makes saves.

Blue uses breathweapon again.
Bulgar fails save; takes 23 dmg.
Bulgar curses the dice gods and casts CMW; dropping aid. He regains 10 hp
Bulgar... {move action}
Erithmu... {full round}



Blue [102/102 hp] [potion 1] [potion 2]
Bulgar [18/51 hp] [resist energy 10] [bull str] [bless] [prot. evil]
Erithmu [35/35 hp] [resist energy 10] [divine favor] [bless]

Considering that the dice gods seem to like this dragon, it seemed prudent to ask which way to proceed.


[B]Dragon
d20: 3 rolls, 13 average {saves}
d8: 12 rolls, 5.3 average {dmg rolls}
d4: 2 rolls, 1.5 average {recharge rolls}
TelinArtho

08-18-07, 02:35 AM
When did the ruling change that dragons could breathe on consecutive rounds? I swear it has always been that a "1 round" recharge indicates one round of inactivity from the breath weapon.

Regardless, move closer with the remainder of the action I have (unless 'Rith wants me to hang back for a second to receive more healing). On the next round, spontaneously cast again for a CLW - dropping the other Prot. from Evil and move to threaten this dead dragon...
Vathelokai

08-18-07, 08:10 AM
It was hashed out mostly between MWB and I. I believe the context was the Indivara fight in the iron man tournament. The search funtion isn't working, so I can't pull the quotes for you.

I'm sure Rith would like to heal, but not sure on the details.

Notes: Bulgar used the 2nd prot. evil in fight 2 to ward of the electric breath weapons.

Blue [102/102 hp] [potion 1] [potion 2] [entagled and stuck 4 more rounds]
Bulgar [18/51 hp] [resist energy 10] [bull str] [bless] [prot. evil]
Erithmu [35/35 hp] [resist energy 10] [divine favor] [bless]


[B]Bulgar's Spells
0: [DC 12] Detect Magic, Read Magic, Guidance, Resistance
1: [DC 13] Enlarge Person (domain), Bless, Protection from Evil (x2), Divine Favor
2: [DC 14] Bull's Strength (domain), Aid, Spiritual Weapon, Resist Energy


Erithmu's Spells
0: [DC 14] - Detect Magic, Read Magic, Light x3 x2
1: [DC 15] - Magic Weapon (D), Shield of Faith, Divine Favor, Sanctuary, Doom
2: [DC 16] - Aid (D), SM II, Hold Person, Resist Energy
3: [DC 17] - Magic Vestment (D), SM III x2 x1, Dispel Magic
Erithmu

08-18-07, 10:47 AM
Move up and convert Hold person for healing on Bulgar.
Vathelokai

08-18-07, 11:11 AM
Erithmu moves closer to Bulgar and summons power to heal wounds (heal 20 hp). Bulgar heals himself as well and moves closer to the dragon.

The dragon, a bit winded, flails against the goo holding it down...

Rules question: can you full attack entangle goo? I don't see anything against it, but I'd like to make sure.
Erithmu

08-18-07, 11:17 AM
I would agree w/ you but it wouldn't be able to make a move afterwards, assuming that it took 2 attacks to get off.
Vathelokai

08-18-07, 12:14 PM
The dragon, a bit winded, flails against the goo holding it down, throwing hardened glue everywhere and freeing itself and taking a step toward the ledge.


Blue [102/102 hp] [potion 1] [potion 2] [entangled 3 more rounds]
Bulgar [38/51 hp] [resist energy 10] [bull str] [bless] [prot. evil]
Erithmu [35/35 hp] [resist energy 10] [divine favor] [bless]


[B]Bulgar's Spells
0: [DC 12] Detect Magic, Read Magic, Guidance, Resistance
1: [DC 13] Enlarge Person (domain), Bless, Protection from Evil (x2), Divine Favor
2: [DC 14] Bull's Strength (domain), Aid, Spiritual Weapon, Resist Energy


Erithmu's Spells
0: [DC 14] - Detect Magic, Read Magic, Light x3 x2
1: [DC 15] - Magic Weapon (D), Shield of Faith, Divine Favor, Sanctuary, Doom
2: [DC 16] - Aid (D), SM II, Hold Person, Resist Energy
3: [DC 17] - Magic Vestment (D), SM III x2 x1, Dispel Magic


http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/Hall4.jpg
TelinArtho

08-18-07, 12:53 PM
Bulgar strides forward and tries to bring the dragon's feet off the floor.

Now or never - move forward and attack to trip and follow up for damage. +8 trip check vs its strength +4 stability for quadruped.
Vathelokai

08-18-07, 01:14 PM
Bulgar moves in. Rolls a 1 on the touch to trip :weep:
Erithmu... ?
Erithmu

08-18-07, 03:26 PM
5ft step to the north wall and go w/ a bow shot.

Btw I think you have some of my status wrong.
- Magic Vestment was up right before the twins fight
- I think I also recalled some lvl 1 spells
- I did it all here

@Telin: Try to draw it out again, or I can summon earth elementals to go after it if it gets underground. Then again it can't fly, and you might draw AoO if it goes for the dirt and tries to do something.
Vathelokai

08-18-07, 03:59 PM
5ft step to the north wall and go w/ a bow shot.

Btw I think you have some of my status wrong.
- Magic Vestment was up right before the twins fight
- I think I also recalled some lvl 1 spells
- I did it all here

@Telin: Try to draw it out again, or I can summon earth elementals to go after it if it gets underground. Then again it can't fly, and you might draw AoO if it goes for the dirt and tries to do something.

Gotcha. However, it can fly...

Once free, the creature can move (including flying) at half speed.

It might have problems with the low manouverability, but it can do 'hops' from pillar to pillar, or something like that.
Vathelokai

08-18-07, 04:13 PM
Bulgar misses on trip attempt.
Erithmu shoots: hits for 10 dmg.

Dragon uses breathweapon on Bulgar.
Bulgar saves; takes 3 dmg (17 -10 /2, round down)
Dragon takes 5 ft step off the edge, falls 20 ft. Jump check to land soft fails. Takes 8 dmg from fall.
Line of sight broken.
Bulgar...
Erithmu...


Blue [86/102 hp] [potion 1] [potion 2] [entangled 2 more rounds]
Bulgar [35/51 hp] [resist energy 10] [bull str] [bless] [prot. evil]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless]


[B]Bulgar's Spells
0: [DC 12] Detect Magic, Read Magic, Guidance, Resistance
1: [DC 13] Enlarge Person (domain), Bless, Protection from Evil (x2), Divine Favor
2: [DC 14] Bull's Strength (domain), Aid, Spiritual Weapon, Resist Energy


Erithmu's Spells
0: [DC 14] - Detect Magic, Read Magic, Light x3 x2
1: [DC 15] - Magic Weapon (D), Shield of Faith, Divine Favor, Sanctuary, Doom
2: [DC 16] - Aid (D), SM II, Hold Person, Resist Energy
3: [DC 17] - Magic Vestment (D), SM III x2 x1, Dispel Magic
TelinArtho

08-18-07, 07:49 PM
5ft step and cast Enlarge Person. I can't afford to miss on another trip...

Definitely time for some summons to draw it out I think.
Vathelokai

08-18-07, 10:50 PM
Bulgar grows in size and takes a step to the edge of the platform. Looking down he sees the dragon in the sand. Erithmu begins a summoning chant behind him and it echoes through the cavern.

The Dragon gets up, and begins to spin like a dervish. It's tasseled cloak whips all around it, obscuring it from view. Then it disappears all together, fading into the shadows and torchlight.


Bulgar steps and casts enlarge.
Erithmu begins summoning (something?).

Dragon uses cloakdance feat to gain total concealment. Bulgar and Erithmu fail listen checks after that.
TelinArtho

08-18-07, 11:49 PM
Not much I can do here at the moment but ready to attack on spotting. Cloakdance only obscures it until its next action so I should have a moment to attack even if it continues with it on the following round.

If it appears - trip and followup.

Not sure what would be best to summon here. 1d3 Bombadier beetles? Celestial Hippogriff? Celestial Dire Badger? Something with scent would probably be better - but the AoE of the beetles might be fun...

Of course - the dragon will make mince meat of them...

Nice trick dragon. I'll have to remember that one when I'm killing your mother
Erithmu

08-19-07, 07:08 PM
Go w/ the Bolas for a bit Telin... maybe hand Rith a T.foot bag (I'm going to pack some of those for the next outing.

Rith summons a C. Bison (it has scent) then recall SM3 w/ Pearl
TelinArtho

08-19-07, 07:30 PM
Unless it has moved away from the base of the ledge - I can reach it with my guisarme now that I am enlarged. If it flies away though - I will go with the bolas though.
Vathelokai

08-19-07, 11:21 PM
Dragon uses cloak dance and moves.
Bulgar holds bolas in one hand and guisarme in the other; readies to trip.
Erithmu uses pearl of power to recall summon 3.
Celestial Bison appears. It doesn't smell anything. It moves to the middle of the room and picks up a scent. It sniffs for a second, then turns to face the left pillar.

Dragon appears.
Erithmu spots and points (aid other), but Bulgar cannot see it behind the pillar.
Dragon uses cloak dance again and moves. Listen impossible.
Bulgar delays
Bison sniffs and looks up at the top of the left pillar. Moves over to the edge of the rubble below it.
Bulgar...?
Erithmu...?

Bison is basically telling you which square it's in, if that makes a difference. Dragon has breath weapon next round, and is no longer entangled.

Blue [86/102 hp] [potion 1] [potion 2]
Bulgar [35/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless]


[B]Bulgar's Spells
0: [DC 12] Detect Magic, Read Magic, Guidance, Resistance
1: [DC 13] Enlarge Person (domain), Bless, Protection from Evil (x2), Divine Favor
2: [DC 14] Bull's Strength (domain), Aid, Spiritual Weapon, Resist Energy


Erithmu's Spells
0: [DC 14] - Detect Magic, Read Magic, Light x3 x2
1: [DC 15] - Magic Weapon (D), Shield of Faith, Sanctuary, Divine Favor, Doom
2: [DC 16] - Aid (D), SM II, Hold Person, Resist Energy
3: [DC 17] - Magic Vestment (D), SM III x2, Dispel Magic
Erithmu

08-20-07, 12:26 AM
Ready to dispel on sight.
TelinArtho

08-20-07, 12:30 AM
Well - I think 'Rith needs to be firing arrows now to harry it. Other than that - anything that Bulgar does I will regret...

Drop the bola in hand and draw and throw a tanglefoot bag at the not-visible-to-Bulgar-dragon.

For the record - I still think Bulgar should've been able to attack it before it put up cloak dance again, but I guess it doesn't matter.

I'm up for suggestions Rith - we might be in deep trouble here...

EDIT - Rith - you spotted it already - you should be able to dispel it.
Vathelokai

08-20-07, 01:39 AM
For the record - I still think Bulgar should've been able to attack it before it put up cloak dance again, but I guess it doesn't matter.
It does too matter. I don't mind making that attack; I just kind of assumed that you wouldn't have. It has cover and total concealment. Erithmu can tell you what square to attack, so I'll edit that in....
and it's a miss.

Round 38 - Dragon - "concealment miss chance 1=miss" - 1d2 - 2/2 - result=2

Round 38 - Bulgar - "bolas (w/ enlarge, bless) vs AC 13 (entangle, cover, dodge)" - 1d20+4 - 5/20 - result=9


Bulgar and Erithmu both get ready to strike when the dragon becomes visible.
As the dragon fades into view, Bulgar smacks it with a tanglefoot bag. The dragon is covered in goo, but not stuck to the pillar.
Erithmu... (I'll wait to see what you think)

The dragon breaths lightning at Bulgar. Bulgar saves and takes 6 dmg.
The bison, feeling out of place, puts it's front hooves on the pillar and tries to reach the dragon, but cannot get high enough.
Erithmu

08-20-07, 03:49 AM
Gimme a bow shot if it is covered in goo. Save the summon and dispel for the time being.
Vathelokai

08-20-07, 08:38 AM
Erithmu hits (barely) for 8 dmg.

Still you'se guys'es init.
TelinArtho

08-20-07, 09:59 AM
Stow guisarme, draw bow and start firing after that.

Note that Bulgar still threatens to 10ft with his armor spikes.

If it comes to melee, I'll have to see the situation before I make a decision.
Erithmu

08-20-07, 11:33 AM
I'll stay on the entry platform, try to move beyond it's BW range from the pillars, keep shooting. If it moves to the ground I'll probably have different actions.

Also .. I should have +4 damage to my bow +2 str + 2 divine favor. I think you owe me 4 damage.
Vathelokai

08-21-07, 01:20 AM
Erithmu hits for 10, and is given another 2 for the previous hit.

The dragon breaths lightning at Bulgar. Bulgar saves and takes 6 dmg.
The bison, feeling out of place, puts it's front hooves on the pillar and tries to reach the dragon, but cannot get high enough.
Bulgar stows polearm and draws bow.
Erithmu fires; hits for 8.


The dragon cloak dances and moves. Listen impossible.
Bulgar readies.
Erithmu readies.
Dragon appears on the platform next to Bulgar.
Bulgar trips with armor spikes; hits but dragon holds it's ground.
Erithmu fires; hits for 7.
Dragon steps and full attacks. Hits with bite, 1 claw, and 1 wing for total of 14 dmg.
Bulgar notes, now that it's in his face, that the only equipment it has it a cloak and an amulet.

Bulgar...
Erithmu...


Status
Blue [59/102 hp] [potion 1] [potion 2]
Bulgar [15/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless]

[B]Bulgar's Spells
0: [DC 12] Detect Magic, Read Magic, Guidance, Resistance
1: [DC 13] Enlarge Person (domain), Bless, Protection from Evil (x2), Divine Favor
2: [DC 14] Bull's Strength (domain), Aid, Spiritual Weapon, Resist Energy

Erithmu's Spells
0: [DC 14] - Detect Magic, Read Magic, Light x3 x2
1: [DC 15] - Magic Weapon (D), Shield of Faith, Sanctuary, Divine Favor, Doom
2: [DC 16] - Aid (D), SM II, Hold Person, Resist Energy
3: [DC 17] - Magic Vestment (D), SM III x2, Dispel Magic
Erithmu

08-21-07, 02:22 AM
Drop Dispel for Cure on Bulgar. Also I recalled my SM3 a few posts back. Try to move so that we aren't set for both getting hit by BW.
Vathelokai

08-21-07, 09:36 AM
Heals 21 hp. Bulgar is back up to 36.


Status
Blue [59/102 hp] [potion 1] [potion 2]
Bulgar [36/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless]

[B]Bulgar's Spells
0: [DC 12] Detect Magic, Read Magic, Guidance, Resistance
1: [DC 13] Enlarge Person (domain), Bless, Protection from Evil (x2), Divine Favor
2: [DC 14] Bull's Strength (domain), Aid, Spiritual Weapon, Resist Energy

Erithmu's Spells
0: [DC 14] - Detect Magic, Read Magic, Light x3 x2
1: [DC 15] - Magic Weapon (D), Shield of Faith, Sanctuary, Divine Favor, Doom
2: [DC 16] - Aid (D), SM II, Hold Person, Resist Energy
3: [DC 17] - Magic Vestment (D), SM III x2 x1, Dispel Magic
TelinArtho

08-21-07, 09:41 AM
Last mistake you made dragon. Bulgar whispers half to himself.

He whips out his waraxe and brings it down to trip the dragon.

Draw waraxe in one hand (keep bow in the other for now) and trip and attack. Use Combat Expertise for -3 to attack/+3 to AC.

Just a note - but the opposed trip should be +13 for Bulgar (+5 Str, +4 size, +4 feat).

Don't forget to get that bison up the stairs to help (it looks like it will squeeze to get up - but all the help we can get would be good...)

Good luck to us!
Vathelokai

08-21-07, 10:17 PM
Dragon steps and full attacks. Hits with bite, 1 claw, and 1 wing for total of 14 dmg.
Bulgar notes, now that it's in his face, that the only equipment it has it a cloak and an amulet.
Bison double moves onto the stairs.
Tanglefoot bag durration ends; dragon no longer entangled.

Bulgar attempts to trip, but the dragon holds it's ground.
Erithmu heals Bulgar and moves out of the line of fire.
Dragon attempts to move away.
Bulgar takes AoO, and successfully trips the Dragon.
Bulgar makes follow up attack for 17 dmg.
Dragon uses breath weapon.
Bulgar saves; takes 7 dmg.
Bison moves up the stairs and attacks; misses.

Bulgar attacks the downed dragon; hits for 10 dmg.
Erithmu begins to summon.
Dragon uses cloakdance.
Bulgar takes AoO; hits for 10 dmg.
Dragon disappears. Listen impossible.
Bison takes AoO (scent and within 5 ft), but misses.
Bison sniffs around; then jumps down into the sand. (has 1 more round after this)

Bulgar...?
Bison2 appears...
Erithmu casts magic weapon on bow.
Dragon...?
Bison1 does something and disappears...


http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/blue-room3.jpg


Status
Blue [22/102 hp] [potion 1] [potion 2]
Bulgar [29/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless]

[B]Bulgar's Spells
0: [DC 12] Detect Magic, Read Magic, Guidance, Resistance
1: [DC 13] Enlarge Person (domain), Bless, Protection from Evil (x2), Divine Favor
2: [DC 14] Bull's Strength (domain), Aid, Spiritual Weapon, Resist Energy

Erithmu's Spells
0: [DC 14] - Detect Magic, Read Magic, Light x3 x2
1: [DC 15] - Magic Weapon (D), Shield of Faith, Sanctuary, Divine Favor, Doom
2: [DC 16] - Aid (D), SM II, Hold Person, Resist Energy
3: [DC 17] - Magic Vestment (D), SM III x2, Dispel Magic
Erithmu

08-22-07, 12:09 AM
Summon another C.Bison, then if the dragon isn't visible cast magic weapon on bow, Drop my other two first levels for CLWs and then shift to readying.

Interrupt w/ bow shots if I have sight.
Vathelokai

08-22-07, 12:17 AM
Edited into above post
TelinArtho

08-22-07, 12:34 AM
Ready to attack on sight. If the dragon is out of range when he comes in sight, on my next action, stow the waraxe and fire an arrow.

Obviously trip on sight if possible, continue with combat expertise for 3.
Erithmu

08-22-07, 11:30 AM
Next time Bulgar gets in melee w/ the dragon ... he sunders the cloak.

N/M: feat doesn't work like the name of the feat says it does.
TelinArtho

08-22-07, 11:56 AM
Already ruled that option out...
Vathelokai

08-22-07, 11:57 AM
I believe that the dragon has cover from you, thus no AoOs, right?
Erithmu

08-22-07, 12:18 PM
Cover negates AoOs
TelinArtho

08-22-07, 12:31 PM
Right - but that's why Bulgar is readying to attack on sight.
Erithmu

08-23-07, 05:31 PM
Kiwl da Drawgon! Kiwl da Drawgon!

(Think Elmer Fudd)
Vathelokai

08-24-07, 12:10 AM
Bulgar attacks the downed dragon; hits for 10 dmg.
Erithmu begins to summon.
Dragon uses cloakdance.
Bulgar takes AoO; hits for 10 dmg.
Dragon disappears. Listen impossible.
Bison takes AoO (scent and within 5 ft), but misses.
Bison sniffs around; then jumps down into the sand. (has 1 more round after this)

Status
Blue [22/102 hp] [potion 1] [potion 2] [BW in a while]
Bulgar [29/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless]


Bulgar readies to attack on sight
Bison2 appears next to Bulgar (not enough range or LoS to put it in the sand). It jumps down, attacks the air and misses the dragon.
Erithmu casts magic weapon on bow and moves back to Bulgar.
Dragon appears briefly. Bulgar cannot see him (spot impossible). Dragon withdraws into the sand.
Bison1 pouts and disappears.

Bulgar readies to attack on sight
Bison2 sniffs, moves to the center of the room.
Erithmu casts clw on Bulgar for 6hp.
Dragon pops out of the ground at the bottom of the right side stairs (spot impossible) and breaths lightning on Bulgar. Bulgar saves and takes 9 dmg.

Status
Blue [22/102 hp] [potion 1] [potion 2] [BW in a while]
Bulgar [26/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless] [magic weapon]


Bulgar stows waraxe and fires arrow; misses. 5 ft steps back.
Bison2 charges; misses. Dragon uses sidestep charge feat to dodge and take AoO for 7 dmg.
Erithmu can't get a shot around the enlarged Bulgar, so uses the last clw on for 11 hp.
Dragon full attacks the bison; misses with one wing, but crits with a claw and a wing.... and then the roller crashed :P . Avg dmg from the dragon will kill the bison, though minimum dmg won't kill it. After that the dragon will 5 ft step back into the sand.

Status
Blue [22/102 hp] [potion 1] [potion 2] [BW needs to be rolled] [hiding like a pansy]
Bulgar [37/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless] [magic weapon]
TelinArtho

08-24-07, 10:18 AM
Fire an arrow and 5ft step to the side so that 'Rith can get a shot in.
Vathelokai

08-25-07, 01:01 AM
Bulgar stows waraxe and fires arrow; misses. 5 ft steps back.
Bison2 charges; misses. Dragon uses sidestep charge feat to dodge and take AoO for 7 dmg.
Erithmu can't get a shot around the enlarged Bulgar, so uses the last clw on for 11 hp.
Dragon full attacks the bison; misses with one wing, but crits with a claw and a wing. The Bison is torn to shreds in an instant. The dragon disappears back into the sand.

Status
Blue [22/102 hp] [potion 1] [potion 2] [BW in 3 rounds] [hiding like a pansy]
Bulgar [37/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless] [magic weapon]

Bulgar takes a step back and readies the bow.
Erithmu steps in and readies the bow.
Dragon burrows for 2 rounds.

Dragon pops out of the ground.
Bulgar and Erithmu spot it. Erithmu's arrow bounces off. Bulgar's arrow hits for 5 dmg.
Dragon uses breath weapon. Bulgar saves, but still takes 9 dmg.

Status
Blue [17/102 hp] [potion 1] [potion 2] [BW in 3 rounds] [hiding like a pansy]
Bulgar [28/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless] [magic weapon]

Everyone fires arrows. Erithmu hits for 9. Bulgar hits for 11.
Dragon retreats. Bulgar wonders what is keeping it alive, since it should be out of hp. He remembers the potions and the amulet.... hrmmm.

Bulgar and Erithmu ready.
Dragon sulks about again. This time it pops up and isn't spotted. It breaths on Bulgar; Bulgar fails the save, but only takes 10 dmg.
Everyone fires; Erithmu misses, Bulgar hits for 5 dmg.
Dragon goes back underground.

Status
Blue [-8?/102 hp] [potion 1] [potion 2] [BW in 3 rounds] [hiding like a pansy]
Bulgar [18/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless] [magic weapon]

Ready.... Steady.... Go!
No one spots the dragon as it pops up. It hits Bulgar again. Bulgar fails his save and takes 20 dmg. Bulgar falls.
Erithmu fires an arrow (readied and all), but misses.

Dragon uses cloakdance and disappears.
Erithmu makes a heal check (free action; assess HP). Bulgar is convulsing, but still breathing. It's not pretty, but he'll make it. {GM note; you got high enough on the heal that I rolled out the stabilize rolls. Bulgar will eventualy stabilize and Dr. Darkmane knows this.}

Status
Blue [-8?/102 hp] [potion 1] [potion 2] [BW in 3 rounds] [hiding like a pansy]
Bulgar [-2/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless] [magic weapon]
Erithmu

08-25-07, 01:46 AM
Draw/Use CLW wand Heal him for a few rounds. (~30ish)
Vathelokai

08-25-07, 12:13 PM
Dragon uses cloakdance and disappears.
Erithmu makes a heal check (free action; assess HP). Bulgar is convulsing, but still breathing. It's not pretty, but he'll make it. {GM note; you got high enough on the heal that I rolled out the stabilize rolls. Bulgar will eventualy stabilize and Dr. Darkmane knows this.}

Status
Blue [-8?/102 hp] [potion 1] [potion 2] [BW in 3 rounds] [hiding like a pansy]
Bulgar [-2/51 hp] [resist energy 10] [bull str] [bless] [prot. evil] [enlarge]
Erithmu [35/35 hp] [magic vestment] [resist energy 10] [divine favor] [bless] [magic weapon]

Erithmu steps up and heals Bulgar 6 hp. Bulgar wakes up.
The dragon appears in the air in front of the landing. It charges at the defenseless Erithmu.
Bulgar spots it and raises his axe in the air as it passes. The dragon hits the axe instead of Erithmu and falls to the ground (trip).

Bulgar delays.
Erithmu steps and heals Bulgar another 8.
Bulgar stands.
Dragon takes AoO, biting Bulgar hard. Bulgar is lowered back to 1 hp.
Bulgar drops his bow, and brings the axe down 2 handed.
The dragon's head is severed.

Dragon stats added to first post.

Noticed I made a ton of errors in this fight. None look too fight effecting (mainly looking if the expendables were right). But in the last round, the trip follow up attack is missing. I rolled that and Bulgar hit, so that saves 'Rith 1 charge on the wand.
Erithmu

08-25-07, 03:10 PM
Erithmu looks at the downed dragon then two Bulgar. Taking a deep breath he turns to the dwarf "You ok?"

Thanks Vath, had me a bit worried there for a while.
Vathelokai

08-25-07, 03:30 PM
That was the idea ;) ... or did you mean worried I wouldn't finish it?

Sorry for all that delay. Real life snuck up on me.

So any feedback? I wanted to try something a bit different, so I went with an all BW focused dragon. Gave it ability focus and an amulet of health, then tried to come up with things to make those work best. Very tough choice between flyby and wingover. Turned out it really needs both to work a small map like this (fly down the hall, BW, wingover, fly back out of sight). Picked cloakdance and sidestep charge mostly to keep it out of, or good defensively in, melee. Could have min/maxed the expendables more, but I thought a cl6 potion of shield of faith would be a bit munchkin.
TelinArtho

08-25-07, 09:10 PM
Not too big of a deal but note that it didn't qualify for Dodge (Dex 13 Prereq) and Sidestep Charge (Dex 13 and Dodge feat).

On the expendables - as long as we are the equivalent level - I have no problem with them (just for future note). Next level we get better Resist Energy (Resist 20 - yum), so CL7 potions for the opponent is not out of the question in my opinion.

It will probably be a little longer than usual before I'm ready for my next one - the campaign is much more important to me at the moment.

Nice run Vath - and thanks for saving my butt 'Rith!
Erithmu

08-27-07, 12:41 AM
Resist 20 will be nice ... my 4th level spells will be nice as well as Bulgar having 3rd. I believe the Juv. Black is next so one of us needs to pack a daylight spell.

@Telin: 1v1 on this thing and I'm not sure you could have done it. Vath is starting to flex his dragon making skills. BTW if you have Stronghammer caster, I have a front line tank for him to adventure with. Either that or the next build will have to be a MT build. Or ... Or ... Or ... (darn having too many builds in the wings)

Also: I'll probably run Rith through the arena and get him a few levels, and might even set him up so that he can do two dragon runs in a row. (like this time) But yea ... focus is on the campaigns right now. Maybe I'll just keep Rith around to block Denth attacks.
TelinArtho

08-27-07, 09:38 AM
I'm not sure what the next dragon hunter will be. I'm fairly convinced that success in the long run is having a good amount of versatility - hence why I usually combine melee capability and spells to augment things.

The problem with straight casters is they are fragile, especially if unable to get 2-3 rounds of buffing in before engaging. Since I don't particularly enjoy buffing in combat, this is a particular weakness of Daeren's I've been trying to get away from.

And certainly - this fight would've been very different 1 v 1. Bulgar could use a boost on spot and listen to be sure - especially with the Juvenile black on the way. The fight was very close with Bulgar failing a couple of important saves too...
Vathelokai

08-27-07, 09:15 PM
So a juvi black is next? Thought you said something about avoiding blacks.
TelinArtho

08-28-07, 10:33 AM
Currently it is. We were contemplating taking a black out because of the closeness of all the acid-breathing dragons:

CR3 Very Young White Dragon - Small
CR4 Very Young Green Dragon - Medium
CR5 Very Young Red Dragon - Large
CR6 Young Blue Dragon - Medium
CR7 Juvenile Black Dragon - Medium
CR8 Juvenile Green Dragon - Large
CR9 Young Adult Black - Large
CR10 Juvenile Red Dragon - Large
CR11 Young Adult Blue - Large (Lady Cillansha)

As you can see - the next three are slated to be acid-breathers. I'd like to get some variety in there, but I don't know that we decided on anything else in particular.
Vathelokai

08-28-07, 09:41 PM
Well, if your going straight from the book...

EL7 - juvi black (medium), young red
EL8 - juvi blue, juvi green, y.adult white
EL9 - y.adult black
EL10 - juvi red, adult white
EL11 - Cillansha

for most diversity of breath weapons, I'd change the EL8 to white.

I have an outline for the juvi black already. Not sure what to do for the other 2 encounters though. Any ideas? Was considering a pair of weaker dragons. Or maybe some dragon with class levels.
Erithmu

08-29-07, 01:50 AM
judging from the terrain ... Sahuagin, hags, snakes

One dragon is normally enough work for the two of us ... not sure about taking on pairs. Soo many hp.
TelinArtho

08-29-07, 09:51 AM
I'll echo that - one dragon is plenty - thank you.

I'm actually reluctant to take out the green at EL8.

I don't know - I need some more thought on it. Its probably just fine the way it is. As I've said before elsewhere - the different dragons are so vastly changed as you go up even one age category that they always present new chalenges that weren't there in the previous one.

For the other encounters with the black - there are plenty of natural denizens in the swamp to work with. And of course, blacks aren't exactly the most "honorable" of folks - so I wouldn't be surprised to find a nasty surprise either...