| Post/Author/DateTime | Post |
|---|---|
| TelinArtho07-03-07, 10:35 AM | There and Back Again [EL11] This is a quest for Auburn and Sdentch the Angelic. If you are not Vathelokai, TheMagister or myself, please do not post here until the quest's completion. Feel free to post comments or observations or questions in an appropriate place (Tavern, Fights of the Week, etc) or send it via PM. This quest is to cover the return of Sdentch from the Twin Paradises. Questlog: There and Back Again (EL11) Week 1: Auburn places the coin within the temple's fountain just as an Osyluth and 2 Hellcats burst onto the scene. Sdentch arrives in one round with one round of buffing in place. Osyluth - Bracers of Armor +2, Amulet of Health +2, Gloves of Ogre Power +2, Cloak of Resistance +2 Hellcats - nothing Resources Used Week 1: Sdentch the Angelic: Oil of Bless Weapon (CL1), 1 out of 3 daily uses of See Invisibility from Ring of Celestial Sight; Protection from Evil SLA Auburn: Items used: 5 charges from Wand of Web (CL3), Scroll of See Invisibility (CL3), 1 out of 3 daily uses of Fly from Winged Boots; Spells used: Mirror Image, Dimensional Anchor, Week 2: Auburn and Sdentch are blocked by a Denthian cleric and a Half-fiend Behir. After Auburn dismisses the behir, they make short work of the cleric. Resources Used Week 2: Sdentch the Angelic: Potion of Resist Energy (Fire), Daylight SLA, Protection from Evil SLA, CSW SLA, Tattoo of ExpansionA (ML3), Auburn: 2nd out of 3 daily uses of Fly from Winged Boots, Elixir of Sneaking, 3 charges from Wand of Sonic Lightning Bolt (CL5), Dispel magic out of Ring of Counterspells, 1 casting of Magic Missile (CL9) off of short scroll, Cast SMV, Polymorph, Dismissal, Magic Missile, Dispel Magic, Mirror Image Half-Fiend BEHIR Huge Outsider (Native) Hit Dice: 9d10+45 (94 hp) Initiative: +3 Speed: 40 ft. (8 squares), climb 15 ft., Fly 40ft (average) Armor Class: 29 (-2 size, +1 deflection, +5 armor, +3 Dex, +12 natural), touch 12, flat-footed 26 Base Attack/Grapple: +9/+27 Attack: Bite +17 melee (2d6+10) Full Attack: Bite +17 melee (2d6+10), 2 Claws +12 (1d8+5) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, constrict 2d8+10, improved grab, rake 1d4+5, swallow whole, Smite Good, Spell-like abilities Special Qualities: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent, Immunity to poison, Resistance Acid 10, Cold 10, Fire 10, DR 5/magic, SR 19 Saves: Fort +11, Ref +7, Will +5 Abilities: Str 30, Dex 17, Con 23, Int 11, Wis 14, Cha 14 Skills: Climb +16, Hide +5, Listen +4, Spot +4, Survival +2 Feats: Alertness, Cleave, Power Attack, Track Environment: Warm hills Organization: Solitary or pair Challenge Rating: 10 Treasure: Standard Alignment: Often neutral Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan) Level Adjustment: — The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting. Behirs speak Common. COMBAT A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon. Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 20 half. The save DC is Constitution-based. Constrict (Ex): A behir deals 2d8+10 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well. Improved Grab (Ex): To use this ability, a behir must hit a creature of any size with its bite 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 it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round. Rake (Ex): Six claws, attack bonus +17 melee, damage 1d4+5. Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d8+10 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Smite Good (+9 dmg for 1 attack) Spell Like Abilities: Darkness 3/day, Desecrate, Unholy Blight, Poison 3/day, Contagion (CL9, DC12+SL) Equipment: Mithril Chain Shirt +1 (7750gp), Ring of Protection +1 (2000gp), Level 8 Cleric of Denth (War and Strength Domains) S 14 (+2 (untyped, death knell), +2 (size, enlarge person)) D 10 (-2 (size, enlarge person)) C 14 +1 @8th I 12 W 16 +1 @4th Ch 8 HP 52 (8d8+16) +1d8 (death knell) AC 21 (+9 armor, +2 shield, -1 size, -1 dex, +2 deflection) [Ma] Flail +10/+5 melee, 1d8+2 dmg, 20/x2 crit Light Crossbow +6 ranged, 1d8 dmg, 19-20/x2 crit Saves +8/+2/+9 (+2 on all) Skills: Max ranks - Concentration, Knowledge (religion), Knowledge (the planes), Spellcraft Feats: Spell Focus (conjuration) (human) Augmented Summoning (1st) Spell Penetration (3rd) Spell Focus (Necromancy) (6th) War domain - add WP: Flail, WF: Flail Strength domain - 1/day +8 enh Strength for 1 round ECL8 - Full Plate +1 (2650gp), Buckler +1 (1165gp), [Ma] Flail (308gp), Light Crossbow (35gp), 20 bolts (2gp), Wand of Summon Monster II (CL3, 50 charges), Scroll of SMIV (CL7) (700gp) Memorized spells: (domains random) 6 5+1 4+1 4+1 2+1 0th: Cure Minor Wounds (x2), Resistance (x2), Guidance (x2) 1st: [s]Enlarge Person (domain), Divine Favor, Doom, Sanctuary (x2), Protection from Good 2nd: Spiritual Weapon (domain), SMII, Hold Person, Resist Energy, Death Knell 3rd: Magic Vestment (domain) SMIII (x2), Dispel Magic, Invisibility Purge 4th: Divine Power (domain) SMIV (x2) Week 3: Sdentch and Auburn find a high priest and his "friend" in the back chambers of the temple and teach them that death is better than Denth. Auburn falls in the fight but is revived in a new form. Resources Used: Sdentch: Tattoo of Expansion (ML3, aug), Spell like abilities (Aid, Daylight, Neutralize Poison), See Invisibility from ring, Whirling Frenzy, Auburn: Spells (Greater Invisibility, Bear's Endurance, Stoneskin, Telekinesis) The High Priest and his bodyguard opposes their exit - Level 10 Cleric, Half-Fiend Ettin Level 10 Cleric of Denth (Evil and War domains) S 14 D 10 C 14 +1 @8th I 12 W 18 +1 @4th, +2 enh Ch 8 HP 65 (10d8+20) AC 22 (+9 armor, +3 shield) Skills: Max ranks - Concentration, Knowledge (religion), Knowledge (the planes), Spellcraft Feats: Spell Focus (conjuration) (human) Augmented Summoning (1st) Spell Penetration (3rd) Spell Focus (Necromancy) (6th) Extend Spell (9th) War domain - add WP: Flail, WF: Flail ECL10 - Periapt of Wisdom +2 (4000gp), Full Plate +1 (2650gp), Buckler (15gp) (+2 for magic vestment prebuff), [Ma] Flail (8gp), Light Crossbow (35gp), 20 bolts (2gp), Wand of Summon Monster II (CL3, 50 charges) (4500gp), 2 Scrolls of SMIV (CL7) (1400gp), Rod of Lesser Extend Spell (3000gp) Memorized spells: (domains random)6 5+1 5+1 4+1 4+1 2+1 0th: Cure Minor Wounds (x2), Resistance (x2), Guidance (x2) 1st: Protection from Good (domain) Doom (x2), Sanctuary (x2), Entropic Shield 2nd: Spiritual Weapon (domain) SMII (x2), Hold Person, Resist Energy, Sound Burst 3rd: Magic Vestment (domain) SMIII (x2), Dispel Magic, Invisibility Purge 4th: Unholy Blight (domain) SMIV (x2), Poison, Freedom of Movement 5th: Flame Strike (domain) SMV (x2) Half-fiend ETTIN (native) Large Giant Hit Dice: 10d8+30 (75 hp) Initiative: +4 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft., Fly 40ft (avg) Armor Class: 22 (–1 size, +1 Dex, +8 natural, +4 hide), touch 10, flat-footed 21 Base Attack/Grapple: +7/+19 Attack: +1 Morningstar +15 melee (2d6+9) or javelin +7 ranged (1d8+8) or Claw +14 melee (1d6+8 dmg) Full Attack: 2 +1 morningstars +15/+10 melee (2d6+9) and Bite +9 melee (1d8+4) or 2 javelins +7 ranged (1d8+8) Space/Reach: 10 ft./10 ft. Special Attacks: Smite Good (+10 dmg on one attack), SLAs Special Qualities: Low-light vision, superior two-weapon fighting, Darkvision 60ft, Immune to Poison, Resist Acid 10, Cold 10, Electricity 10, Fire 10; DR5/magic, SR20 Saves: Fort +10, Ref +4, Will +5 Abilities: Str 27, Dex 12, Con 17, Int 10, Wis 10, Cha 13 Skills: Listen +10, Search +1, Spot +10 Feats: Alertness, Improved Initiative, Iron Will, Power Attack Environment: Cold hills Organization: Solitary, gang (2–4), troupe (1–2 plus 1–2 brown bears), band (3–5 plus 1–2 brown bears), or colony (3–5 plus 1–2 brown bears and 7–12 orcs or 9–16 goblins) Challenge Rating: 8 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +9 Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years. Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5. COMBAT Though ettins aren’t very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead. Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons. Skills: An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks. SLAs: Darkness (3/day), Desecrate, Unholy Blight, Poison (3/day), Contagion [CL10th, DC11+SL] Equipment: 2 Morningstars +1 (4600gp), Hide +1 (1150gp), Ring of Protection +1 (2000gp), Potion of CSW (750gp) Rewards Sdenth and Auburn (both ECL10) earn 3000xp per encounter for 3 encounters and have a 1.9333:1 gp:xp ratio: 9000xp 17399gp |
| TelinArtho07-03-07, 10:37 AM | Ready for final quest (before rebuild) Auburn http://i14.photobucket.com/albums/a327/Vathelokai/CoCo%20Maps/gnome-mage.jpg Gender and Race: Female Forest Gnome Size and Type: Small Humanoid (spellcaster) Height and Weight: 3'0" 35 lbs. Age: Young (no modifier) Alignment: Neutral Good ECL: 10 (10 Wizard) Experience: 46,044/56,000 Guild: Founding member of The Arcane Order Attributes STR 08 (-1) [2 pts] [10 Base, -2 Race] DEX 14 (+2) [6 pts] [14 Base] CON 16 (+3) [6 pts] [14 Base, +2 Race] INT 22 (+6) [10 pts] [16 Base, +2 Advancement, +4 Enhancement] WIS 14 (+2) [6 pts] [14 Base] CHA 14 (+2) [6 pts] [14 Base] Miscellaneous Statistics Hit Points: 56 [10 HD] [4 (Wizard) + (2.5 (Wizard) x 9) + (10 HD x 3 Con)] Armor Class (Normal): 19 [10 Base, +2 Dex, +6 Armor, +1 Size] Armor Class (Touch): 13 [10 Base, +2 Dex, +1 Size] Armor Class (Flat-Footed): 17 [10 Base, +6 Armor, +1 Size] Initiative: +2 [+2 Dex] Base Attack Bonus: +5 [+5 (Wizard)] Grapple: +0 [+5 BAB, -1 Str, -4 Size] Speed (Land): 20 ft [20 Base] Weight Carried: 11.6 lbs, light encumbrance (or 35.6 {medium} while holding colossal arrow) [0-19.5 (Light), 19.51-39.75 (Medium), 39.76-60 (Heavy)] Saves Fortitude: +6 +3 (wizard), +3 con Reflex: +5 +3 (wizard),+2 dex Will: +9 +2 vs. illusions (Racial) +7 (wizard), +2 wis Melee Attacks Touch +5, 0d0, (20/x2) [-1 Str, +5 BAB, +1 Size] Club +5, 1d4-1, (20/x2), bludgeon [-1 Str, +5 BAB, -1 Size] Ranged Attacks Ranged Touch +8, 0d0, (20/x2) [+2 Dex, +5 BAB, +1 Size] Telekenisis Colossal Arrows +11, 3d6, (20/x2) [+6 Int, +5 BAB] Special Attacks & Abilities Spell like ability: Ghost Sound [Illusion (figment), 1 round, 25 ft range, Will DC 12] Spell like ability: Dancing Lights [Evocation (light), 10 rounds, 110 ft range, up to 4 lights in 10 ft radius of each other] Spell like ability: Prestidigitation Spell like ability: Pass without Trace [Transmutation, 1 hour/HD, Self Only, impossible to track] Arcane Spells Readied Cantrip [DC 16] ghost sound1, detect magic, resistance, resistance Level 1 [DC 17] grease1, grease1, obscuring mist, magic missile, magic missile, ray of enfeeblement Level 2 [DC 18] rope trick, summon swarm, mirror image, mirror image, bear's endurance, extended mage armor Level 3 [DC 19] dispel magic, dispel magic, summon monster 32, stinking cloud Level 4 [DC 20] dimention anchor, black tentacles, stoneskin, greater invisibility Level 5 [DC 21] summon monster 52, Dismissal, Telekenisis 1 +1 to DC of conjurations and illusions 2 Augmented summoned creatures strikethrough spells are prebuffs Spell Levels Available Per Fight: 21 (4 Cantrips) [Total Spell Levels / 3, rounded up] Total Spell Levels: 61 [(6 x 1), (6 x 2), (4 x 3), (4 x 4), (3 x 5)] Arcane Spell Failure: 0% [0% Shield] Caster Level: 10 Feats Scribe Scroll Wizard 1 Craft scrolls for (12.5 gp x CL x SL) Spell Focus: Conjuration Lvl 1 +1 to the save DC of conjuration/summons Augment Summons Lvl 3 +4 to Str and Con of all summoned creatures Craft Wonderous Item Wizard 5 Craft items from the wonderous list at 1/2 market price Extend Spell Lvl 6 Double durration of spell, +1 to the spells level Skill Focus: Knowledge Planes Lvl 9 +3 to this skill Persistant Spell Wizard 10 Spell durration becomes 24 hours, +6 to level of spell Skills Total Skill Points: 62 [62 (Wizard)] Languages: Common, Gnome, Sylvan, Draconic, Giant, Elf, and Forest Animal (as speak w/ animals spell) [3 + animals (Racial), 3 Int] Armor Check Penalty: 0 [0 Shield] Spot: +2 +2 Familiar Alertness [+2 Wis] Listen: +4 +2 Familiar Alertness [+2 Wis, +2 Race] Hide: +10 +4 in Forests [+2 Dex, +4 Racial, +4 Size] Move Silently: +3 [+2 Dex, 1cc Ranks (2 Wizard)] Balance: +2 [+2 Dex, 0 Ranks] Jump: -1 [-1 Str, 0 Ranks] Climb: -1 [-1 Str, 0 Ranks] Swim: -1 [-1 Str, 0 Ranks] Appraise: +9 [+6 Int, +3 Familiar] Autohypnosis: +5 [+2 Wis, 1cc Ranks (2 Wizard), +2 Synergy (Concentration), etc] Concentration: +16 [+3 Con, +13 Ranks] Craft (Alchemy): +9 [+6 Int, +1 Ranks (1 Wizard), +2 Racial] Spellcraft: +21 [+6 Int, 13 Ranks (12 Wizard), +2 Synergy (Know: Arcana)] Tumble: +3 [+2 Dex, 1cc Ranks (2 Wizard)] Knowledge (Arcana): +19 [+5 Int, 13 Ranks (12 Wizard)] Knowledge (Dungeoneering): +7 [+6 Int, 1 Rank (1 Wizard)] Knowledge (History): +10 [+6 Int, 4 Ranks (4 Wizard)] Knowledge (Local): +7 [+6 Int, 1 Rank (1 Wizard)] Knowledge (Nature): +7 [+6 Int, 1 Rank (1 Wizard)] Knowledge (Psionics): +7 [+6 Int, 1 Rank (1 Wizard)] Knowledge (Religion): +7 [+6 Int, 1 Rank (1 Wizard)] Knowledge (The Planes): +22 [+6 Int, 13 Rank (12 Wizard), +3 Feat (Skill Focus)] Conditional Modifiers Alertness from Familiar when within 5 ft. Racial hide bonus increases from +4 to +8 in any wooded area. Prefight Actions Familar on shoulder Cast extended mage armor (20 hours remaining) NPC spellcasting (already paid) - dispel into ring of counterspells [150 gp] - invisibility purge into ring of counterspells [150 gp] - nondetection on self (10 hours) [cl 10] [300 gp] - delay poison (10 hours) [100gp] - endure elements (24 hours) [10 gp] - protection from arrows (10 hours or 100 dmg) [200gp] - magic vestament (+2 AC) [300gp] Equipment Worn and Carried Monk Outfit [0 lbs] [0 gp] Club [1.5 lbs][0 gp] 10 collossal arrows [24 lbs] [8 gp] Spell Component Pouch [2 lbs][5 gp] Spare Spell Component Pouch [2 lbs][5 gp] Headband of Intellect +4C [0 lbs][8000 gp] Ring of Counterspells [0 lbs][4000 gp] Ring of Counterspells [0 lbs][4000 gp] Wand of Web [50/50 charges] [0 lbs][4500 gp] Wand of Lightning Bolt, sonic substitution [CL5] [50/50 charges] [0 lbs][11250 gp] Winged Bootsc [3 uses per day] [0 lbs][8000 gp] Metamagic rod of lesser silence [5 lbs][3000 gp] 2 Elixer of Sneaking [CL 3] [0.1 lb each = .2 lbs][500 gp each = 250 gp] 1 Elixer of Hiding [CL 3] [0.1 lb each = .1 lbs][250 gp each = 250 gp] 1 Salve of Slipperinessc [CL 3] [0.1 lb each = .1 lbs][1000 gp] 1 Borgo's Ale [CL 10] [0.1 lb each = .1 lbs][0 gp each = 0 gp][present from Ashur] Diamond Dust [1 lbs][567 gp] Silk rope, 10 ft [1 lbs][2 gp] Expendable Items Max total (ECL2 x 50): 3925/4050 gp 10 tindertwigs [0 lbs][1 gp each = 10 gp] 1 Potion of Hide from Undead [CL 1] [0.1 lb each = .1 lbs][50 gp each = 50 gp] 1 Potion of Hide from Animals [CL 1] [0.1 lb each = .1 lbs][50 gp each = 50 gp] 10 Potions of Cure light wounds [CL 1] [0.1 lb each = 1 lbs][50 gp each = 500 gp] Scroll of MissilesC: Magic missile x6 x4 [CL 9] [0.0 lb each = 0 lbs][450/675 gp] Scroll of MissilesC: Magic missile x6 [CL 9] [0.0 lb each = 0 lbs][675 gp] Scroll of InvisibilityC: Invisibility x2 x3 [CL 3], Greater Invisibility [CL 7] [0.0 lb each = 0 lbs][500/575 gp] Scroll of ProtectionC: Prot. Good [CL 2], Prot. Evil [CL 2], See invis x2 [CL 3], Shield [CL 2], Resist Energy [CL 3] [0.0 lb each = 0 lbs][300 gp] Scroll of PolymorphC: Polymorph(Remorhaz), Polymorph(Wyvern) [CL 9] [0.0 lb each = 0 lbs][450/900 gp] Scroll of protection: shield (cl4), shield (cl4), ventriliquism (cl1), ventriliquism (cl1), minor globe of invulnerability [0.0 lb each = 0 lbs][950 gp] Scroll of lights: daylight (cl3), resiliant sphere (cl5) [0.0 lb each = 0 lbs][1075 gp] Allies Maximum CR per ally: CR 7 (ECL-4, min. 1) Maximum ECL per ally: ECL 5 (ECL-2) Maximum CA of allies per fight: CA 7 (ECL-2) Name: Raven! Gender and Race: Female Black Bird Size and Type: Tiny Augmented Magical Beast (familiar) Height and Weight: 2' 2 lbs. Age: Young (no modifier) Alignment: Neutral Good ECL: None Attributes STR 1 (-5) [1 Base] DEX 15 (+2) [15 Base] CON 10 (+0) [10 Base] INT 10 (+0) [2 Base, +8 Familiar] WIS 14 (+2) [14 Base] CHA 6 (-2) [6 Base] Miscellaneous Statistics Hit Points: 25 [9 HD] [(1/2 of masters hp)] Armor Class (Normal): 19 [10 Base, +2 Dex, +2 Size, +5 Natural] Armor Class (Touch): 14 [10 Base, +2 Dex, +2 Size] Armor Class (Flat-Footed): 17 [10 Base, +2 Size, +5 Natural] Initiative: +2 [+2 Dex] Base Attack Bonus: +4 [(as master)] Grapple: -9 [+4 BAB, -5 Str, -8 Size] Speed (Land): 10 ft [10 Base] Speed (Flight): 40 ft, average maneuverability [40 Base] Weight Carried: 0 lbs, light encumbrance [0-1.5 (Light), 1.6-3 (Medium), 3.1-5 (Heavy)] Saves Fortitude: +3 [+0 Con, +3 Wizard] Reflex: +5 (Improved Evasion) [+2 Dex, +3 Wizard] Will: +8 [+2 Wis, +6 Wizard] Melee Attacks Claws +8, 1d2-5, (20/x2), Piercing [+2 Dex, +4 BAB, +2 Size] Touch +8, 0d0, (20/x2) [+2 Dex, +4 BAB, +2 Size] Ranged Attacks None [u]Special Attacks and Abilities Gets hp equal to 1/2 of masters. Gets HD, saves, BAB, and skill ranks of master. Gains intellegence, natural armor, and special abilities based on masters caster level. Can speak common. Gives the master a +3 bonus to appraise checks. Transfers Alertness feat to master when within 5 ft. Improved Evasion. Can share the effects of spells with master. Can be the target of personal spells cast by master. Empathic link with master at a range of up to 1 mile. Can hold the charge of a touch spell cast by the master. Familiar must be touching the master to recieve the charge. Can speak with the master in a language only they can understand. Can speak with all birds, as per the speak with animals spell. Feats Alertness Lvl 1 +2 to spot and listen Weapon Finess Racial Uses Dex instead of Str with light weapons and natural attacks Skills Languages: Common, Wizard, Bird [3 familiar] Spot: +5 [3 base, +2 Wis] Listen: +3 [1 base, +2 Wis] Hide: +10 [+2 Dex, +8 Size] Move Silently: +3 [+2 Dex, 1cc Ranks (2 Wizard)] Appraise: +0 [+0 Int] Autohypnosis: +5 [+2 Wis, 1cc Ranks (2 Wizard), +2 Synergy (Concentration), etc] Concentration: +12 [+0 Con, +12 Ranks] Craft (Alchemy): +1 [+0 Int, +1 Ranks (1 Wizard)] Spellcraft: +14 [+0 Int, 12 Ranks (12 Wizard), +2 Synergy (Know: Arcana)] Tumble: +3 [+2 Dex, 1cc Ranks (2 Wizard)] Knowledge (Arcana): +12 [+0 Int, 12 Ranks (12 Wizard)] Knowledge (Dungeoneering): +1 [+0 Int, 1 Rank (1 Wizard)] Knowledge (History): +2 [+0 Int, 2 Ranks (2 Wizard)] Knowledge (Local): +1 [+0 Int, 1 Rank (1 Wizard)] Knowledge (Nature): +1 [+0 Int, 1 Rank (1 Wizard)] Knowledge (Psionics): +1 [+0 Int, 1 Rank (1 Wizard)] Knowledge (Religion): +1 [+0 Int, 1 Rank (1 Wizard)] Knowledge (The Planes): +12 [+0 Int, 12 Rank (12 Wizard)] Equipment Worn and Carried None * * Pitlords may cut here * * Miscellaneous Information Ready for (Month) (Day) [Fight (?)] - (Free Activity) or Ready for (Month) (Day) [Fight (?)] - Miniquest: EL ?, QL (Questlord) or Ready for (Month) (Day) - (Full Activity) or Ready for (Month) (Day) - Quest: EL ?, QL (Questlord) or Ready for (Month) (Day) - Campaign: (Campaign Name) or Ready for (Month) (Day) - (Type) Operation - (Subtype) - (Goal or Target) Tactics will be sent. Auburn is a career wizard. She studied from a young age, and went to the Emerald Star Academy as soon as she could. After graduation, she was called to Gladius by a member of The Arcane Order. Auburn holds a reverence for Boccob, despite not being particularly religious. She has recently developed a dislike for the followers of Denth. Auburn's most powerfull skill is summoning and conjuration, but her passion lies in studying temporal effects and the Nimbus. Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue Lv. 1 - magic missile, shocking grasp, shield, mage armor, summon monster 1, sleep, prot. evil, prot. good, chill touch, expid. retreat, obscuring mist, silent image, ray of enfeeblement, grease, color spray, truestrike, ventriliquism, enlarge person, reduce person Lv. 2 - summon swarm, acid arrow, invisibility, see invisibility, scorching ray, minor image, blindness/deafness, summon monster 2, glitterdust, prot. arrows, mirror image, rope trick, ghoul touch, spectral hand, false life, blur, touch of ideocy, hideous laughter, resist energy, bull's strength, cat's grace, bear's endurance, fox's cunning, owl's wisdom, eagle's splendor Lv. 3 - major image, summon monster 3, fly, fireball, dispel magic, blacklight, secret page, flame arrow, vampiric touch, ray of exhaustion, invisibility sphere, displacement, rage, stinking cloud, phantom steed, nondetection, deep slumber, greater magic weapon Lv. 4 - summon monster 4, dimention door, polymorph, mnemonic enhancer, enervation, greater invisibility, hallucinatory terrain, ice storm, black tentacles, stoneskin, lesser globe of invulnerability, dimentional anchor Lv. 5 - dismissal, lesser planar binding, summon monster 5, persistant image, telekinesis Total Pages Available: 1000 Total Pages Used: 200 [(19 Cantrips), (19 x 1), (25 x 2), (18 x 3), (12 x 4), (2 x 5)] Previously Owned dispel magic (copied from spellbook - 150 gp) scribed (300 gp) [450gp] fly (copied from spellbook - 150 gp) scribed (300 gp) [450gp] fireball (copied from spellbook - 150 gp) scribed (300 gp) [450gp] invisibility (copied from spellbook - 100 gp) scribed (200 gp) [300gp] see invisibility (copied from spellbook - 100 gp) scribed (200 gp) [300gp] chill touch (25 gp) scribed (100 gp) [125gp] protection form evil (25 gp) scribed (100 gp) [125gp] expeditious retreat (25 gp) scribed (100 gp) [125gp] obscuring mist (25 gp) scribed (100 gp) [125gp] silent image (25 gp) scribed (100 gp) [125gp] ray of enfeeblement (25 gp) scribed (100 gp) [125gp] protection from good (25 gp) scribed (100 gp) [125gp] truestrike (25 gp) scribed (100 gp) [125gp] scorching ray (100 gp) scribed (200 gp) [300gp] minor image (100 gp) scribed (200 gp) [300gp] glitterdust (100 gp) scribed (200 gp) [300gp] protection from arrows (100 gp) scribed (200 gp) [300gp] Note: All spells from First Spellbook copied into the Blessed Book. Mount (copied from scroll) [25gp] Ventriliquism (copied from scroll) [25gp] Enlarge Person (copied from scroll) [25gp] Reduce Person (copied from scroll) [25gp] Bull's Strength (copied from NPC spellbook) [100gp] Cat's Grace (copied from NPC spellbook) [100gp] Bear's Endurance (copied from NPC spellbook) [100gp] Fox's Cunning (copied from NPC spellbook) [100gp] Owl's Wisdom (copied from NPC spellbook) [100gp] Eagle's Splendor (copied from NPC spellbook) [100gp] Rope Trick (copied from NPC spellbook) [100gp] Ghoul Touch (copied from NPC spellbook) [100gp] Spectral Hand (copied from NPC spellbook) [100gp] False Life (copied from NPC spellbook) [100gp] Blur (copied from NPC spellbook) [100gp] Touch of Ideocy (copied from NPC spellbook) [100gp] Hideous Laughter (copied from NPC spellbook) [100gp] Reisist Energy (copied from NPC spellbook) [100gp] Flame Arrow (copied from NPC spellbook) [150gp] Blink (copied from NPC spellbook) [150gp] Vampiric Touch (copied from NPC spellbook) [150gp] Ray of Exhaustion (copied from NPC spellbook) [150gp] Invisibility Sphere (copied from NPC spellbook) [150gp] Displacement (copied from NPC spellbook) [150gp] Rage (copied from NPC spellbook) [150gp] Stinking Cloud (copied from NPC spellbook) [150gp] Phantom Steed (copied from NPC spellbook) [150gp] Nondetection (copied from NPC spellbook) [150gp] Deep Slumber (copied from NPC spellbook) [150gp] Magic Weapon, Greater (copied from NPC spellbook) [150gp] Polymorph (copied from NPC spellbook) [200gp] Enervation (copied from NPC spellbook) [200gp] Greater Invisibility (copied from NPC spellbook) [200gp] Hallucinatory Terrain (copied from NPC spellbook) [200gp] Ice Storm (copied from NPC spellbook) [200gp] Black Tentacles (copied from NPC spellbook) [200gp] Lesser Globe of Invulnerablity (copied from NPC spellbook) [200gp] Summon monster 5 (copied from NPC spellbook) [250gp] 11 scrollc: mage armor (CL 1)(SL 1) [12.5gp each] [137.5 gp] 9 scrollc: invisibility (CL 3)(SL 2) [75gp each] [675gp] 1 scroll: invisibility (CL 3)(SL 2) [150gp each] [150gp] 3 scrollc: see invisibility (CL 3)(SL 2) [75gp each] [225gp] 1 scroll: see invisibility (CL 3)(SL 2) [150gp each] [150gp] 15 scrollc: magic missile (CL 1)(SL 1) [12.5gp each] [187.5gp] 10 scrollc: magic missile (CL 3)(SL 1) [25gp each] [250gp] 5 scrollc: magic missile (CL 7)(SL 1) [87.5gp each] [437.5gp] scrollc: shield (CL 1)(SL 1) [12.5gp] 5 scrollc: shield (CL 2)(SL 1) [25gp each] [125gp] 2 scrollc: prot. from evil (CL 1)(SL 1)[12.5gp each] [25gp] scrollc: prot. from evil (CL 2)(SL 1)[25gp each] [25gp] scrollc: prot. from good (CL 1)(SL 1)[12.5gp each] [12.5gp] scrollc: chill touch (CL 3)(SL 1) [37.5gp] 3 scrollc: chill touch (CL 4)(SL 1) [50 gp each] [150 gp] 9 scrollc: expidit. retreat (CL 2)(SL 1) [25gp each][225gp] scroll: expidit. retreat (CL 3)(SL 1) [75gp each][75gp] 8 scrollc: scorching ray (CL 3)(SL 2) [75gp each][600gp] scrollc: protection from arrows (CL 4)(SL 2) [100gp each] [100gp] scrollc: ray of enfeeblement (CL 2)(SL 1) [25gp] scrollc: obscuring mist (CL 2)(SL 1) [25gp] scrollc: summon swarm (CL 3)(SL 2) [75gp] scroll: spectral hand (CL 3)(SL 2) [150gp] Scroll C: spectral hand (cl3) [75gp] scroll: resist energy (CL 7)(SL 2) [350gp] scrollc: dispel magic (CL 5)(SL 3) [187.5gp each] [187.5 gp] 3 scrollc: blacklight (CL 5)(SL 3) [187.5gp each] [562.5 gp] Scroll C: mirror image (cl3) [75gp] scroll: blur (CL 3)(SL 2) [150gp] scrollc: truestrike (CL 1)(SL 1) [12.5gp] Scroll of AmbushC: Invisibility [CL 3], Spectral Hand x3 [CL 3] [300 gp] scrollc: three copies of magic missile (CL 3) [37.5gp each] [1125] scrollc: summon monster 1 (CL 4) and grease (CL 4) [100gp] scrollc: protection from evil (CL 2) and protection from good (CL 2) [50gp] scrollc: protection from arrows (CL 4) and chill touch (CL 4) [150gp] scrollc: scorching ray (CL 3) [75gp] scrollc: four copies of truestrike (CL 1) [50gp] 3 see invis (cl3) [75gp each][225gp] see invis (cl3) and chill touch (cl4) [125gp] magic missle (cl1) [12.5gp] 2 Magic missle (cl1) and Magic missile (cl1) [25gp each][50gp] invis (cl3) [75gp] 2 scorching ray (cl3) and ray of enfeeble (cl2) [175gp each][350gp] 5 ray of enfeeble (cl2) [25gp each][125gp] summon monster 1 (CL 4) and grease (CL 1) [62.5gp] 2 shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3) [250gp each][500gp] invisibility (CL 3) and summon swarm (CL 3) [150gp] shield (CL 2), expid retreat (cl2), and see invisibility (CL 3) [125gp] mage armor (CL 1), shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and expiditious retreat (CL 2) [212.5gp] invisibility (CL 3), summon swarm (CL 3), and obscuring mist (CL 2) [175gp] shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3) [250gp] mage armor (CL 1), shield (CL 2), chill touch (CL 4), expiditious retreat (CL 2), and see invisibility (CL 3) [187.5gp] invisibility (CL 3), summon swarm (CL 3), and dispel magic (CL 5) [337.5gp] prot good (cl1) [12.5gp] shield (CL 2), protection from arrows (CL 4), chill touch (CL 4), and see invisibility (CL 3) [562.5 gp] summon swarm (CL 3) and obscuring mist (CL 2) [350gp] prot evil (cl1) [12.5gp] protection from arrows (CL 4), chill touch (CL 4) expid retreat (cl2), and see invisibility (CL 3) [250gp] Magic missle (cl3) [37.5gp] magic missiles x6 (cl1) [75gp] mage armor (cl1) [12.5gp] obscuring mist (cl2) [25gp] shield (cl2) [25gp] resist energy (cl 3) [75gp] mage armor (cl1) [12.5gp] shield (cl2) [25gp] prot. good (cl2) [25gp] spectral hand (cl 3) [75gp] Lesser Globe of Invulnerability [CL 7] [400 gp] 1st spell book [76/100 pages filled] [3800gp] found spellbook (from quest - "Unruly Grounds") [507.5gp] 4 potions: CLW [100gp] 2 potion: CMW [300gp] Small Mithral Buckler +1 [2015 gp] [1007.5gp] [MA] Small Light Crossbow [335 gp] [167.5gp] 15 small Lt. Bolts [1.5 gp] [.75gp] 20 small silver Bolts [41 gp] [20.5gp] Ivory Plaque [50 gp] [25gp] Boccob's Blessed Book [6250 gp] [215 pages filled; +10750 gp] [17,000gp] Summon Familiar [100gp] potion: CMW (CL3) [300gp] elixer: sneaking [250 gp] 5 bolts [.25 gp] Fight Cycle Information Time Before Fights: Prebuffs/Ongoing Effects: Mage Armor (? hours remaining, 2 SLs) Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity: Guarding Time Between Fight: Prebuffs/Ongoing Effects: Mage Armor (? hours remaining, 2 SLs) Items Used: Spells or Powerpoints Used: x/day Abilities Used: Free Activity: guard Fight Results Win vs. Tak the Hungry [Oldmangray] [+900 xp] [+900 gp] Completed in "Dual Duel" MQ to join TAO [King Uther] [+300 xp] [+300 gp] [Link to full thread] Win vs. 3 Bugbears [EL 5 Monster Fight] [+1800 xp][+1800 gp] Audit - [Sloisel] - No Violations Loss vs. Gang Lion [Sloisel] [+400 xp][+400 gp] Win vs. Torgirr Hammerstriker [TheMagister] [+1200 xp] [+1200 gp] Win vs. Devolved Sleestack [Enterik] [+1200 xp] [+1200 gp] Win vs. The First Horseman [Nightbanegod] [+1350 xp] [+1350 gp] Loss vs. Azriel, Angel of Death [One_Winged_Angel] [+533 xp] [+533 gp] Win vs. Rebreg [SauroGrenom] [+1600 xp] [+1600 gp] Loss vs. Ashur (Team challenge with Tan) [Luni] [+475 xp] [+379 gp] Win vs. Boraxx [Pitbull] [+1625 xp] [+1625 gp] Loss vs. Mummy [Monster Fight] [+ 500 xp] [+ 533 gp] 2nd Place vs. Barthleby [Pitbull] and Lortavos [Gonbow] [Free for All] [+1066 gp] [+ 1000 xp] Loss vs. Shakari [Luni] [+638 xp] [+708 gp] Completed "Unruly Grounds" [Huan] [+ 7200 xp] [+ 6985 gp] [+ 1015 gp (items)] [link to full thread] Crafting - Boccob's Blessed Book - Week 1 & Week 2 Crafting - Headband of intelect +2 and Copying Spells - Week 1 3rd Place vs. Validi , Ashur [Luni], and Aranor [Sindorin] [Free for All] [1400xp] [1732gp] Crafting - Scribing Scrolls and Spells - Week 1 3rd Place vs. Kraknol [SauroGrenom] and Zassle [Maraxus] [Free for All] [700xp] [833gp] Completed "Point Offense" [Huan] [1400xp] [2000gp] [Link to full thread] Win vs. Shaz Greatheart [Dracazar] [2231xp] [2762gp] Loss vs. Kraknol [SauroGrenom] [933xp] [1322gp] Win vs. Kraknol [SauroGrenom] [3000xp] [4250gp] Completed "Killing the Shadow" [King Uther] [Frozen Quest] [no reward - Frozen] [Link to full thread] Win vs. Anixx the Warbringer [Iced] [2400xp] [3400gp] The 'No paying xp for creating magic items' rule came into effect here. Completed "Taking Down the Temple" [TelinArtho] Quested with Sdentch [TheMagister] [2600xp] [3666gp] Link to full thread Crafting - Scribing Scrolls and Spells - Week 1 and Week 2 3 Fight Cycle rules began here Failed "Taking Down the Temple, Part 2" [TelinArtho] Quested with Sdentch [TheMagister] [0xp] [0gp] [Link to thread] Loss vs. Perius [Ravashack] [900xp] [1500gp] Loss vs. Half Celestial Remorhaz [TelinArtho] [900xp] [1500gp] Win vs. Dronnar Darkjof [DSugui] [2700xp] [4482gp] Win vs. Featylec Elendi [Zevox] [2700xp] [4500gp] Loss vs. Zassle [Maraxus] [1125xp] [1875gp] Win vs. Noko [Maraxus] [Frozen] Crafting - Week 1, Week 2, and Week 3 - Winged boots and salve of slipperiness Loss vs. Vandalar the Red [SoulLord] [Iron Man Tournament] [Frozen] Surrender in quest "Investigating the Church of Denth" [Sjiggie] [0gp] [0xp] [link to full thread] Sdentch the Angelic Gender and Race: Female Half-Orc Half-Celestial Size and Type: Medium Outsider (Augmented Humanoid, Native) Height and Weight: 6'3", 196 lbs. Age: Young Alignment: Neutral Good ECL: 10 (LA +4, Whirling Frenzy Barbarian 2, Half-Orc Paragon 3, Fighter 1) Experience: 47000 Next: 55,000 Blackmarket Approvals Time Between Fights: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells or Powerpoints Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx Time Between Fights: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells or Powerpoints Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx Time Between Fights: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells or Powerpoints Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx Attributes STR 28 (+9) [16 pts] [18 Base, +2 Racial, +4 Template, +2 Enhancement, +2 Paragon] DEX 18 (+4) [10 pts] [16 Base, +2 Template] CON 22 (+6) [08 pts] [15 Base, +4 Template, +2 Enhancement, +1 Advancement] INT 08 (-1) [00 pts] [08 Base, -2 Racial, +2 Template] WIS 14 (+2) [02 pts] [10 Base, +4 Template] CHA 10 (+0) [00 pts] [08 Base, -2 Racial, +4 Template] Miscellaneous Statistics Hit Points: 73 [6 HD] [12 (Barb 1) + (6.5 (Barb) x 1) + (4.5 (Paragon) x 3) + (5.5 (Ftr) x 1) + (6 HD x 6 Con)] (Conditional Modifier) Armor Class (Normal): 26 [10 Base, 4 Dex, 6 Armor, 3 Shield, 1 Natural, 2 Deflection](+2 Dodge Whirling Frenzy) Armor Class (Touch): 16 [10 Base, 4 Dex, 2 Deflection] (+2 Dodge Whirling Frenzy) Armor Class (Flat-Footed): 26 [10 Base, 4 Dex, 6 Armor, 3 Shield, 1 Natural, 2 Deflection](+2 Dodge Whirling Frenzy) Initiative: +4 [4 Dex] Base Attack Bonus: +6 [2 (Brb2), 3 (Para 3), 1 (Ftr1)] Grapple: +15 [6 BAB, 9 Str] Speed (Land): 40 ft [40 Base] Speed (Flight): 80 ft, Good maneuverability [2*Base Land Speed] Weight Carried: 76.1 lbs, light encumbrance [0-400 (Light), 401-800 (Medium), 801-1200 (Heavy)] Damage Reduction: 5/magic [Template] Spell/Power Resistance: 16 [Template] Saves Fortitude: 15 [6 Con, 3 (Brb2), 3 (Para3), 2 (Ftr1), 1 Resistance] (+4 Racial vs. Poison) Reflex: 06 [4 Dex, 1 (Para3), 1 Resistance] (Energy Resistance 10: Acid, Cold, Electricity)(+2 Whirling Frenzy) Will: 10 [2 Wis, 1 (Para3), 2 feat, 1 Resistance, +4 insight] Melee Attacks "The Ward of the Children" +16/+11, 2d6+14, (20/x2), (piercing/bludgeoning) [9 Str, 6 BAB, 1 Enhancement] [Ma] Longspear +16/+11, 1d8+13, (20/x3), (piercing) [9 Str, 6 BAB, 1 Enhancement] [(-2 attack penalty, +4 Str bonus, gain extra attack) Whirling Frenzy] Ranged Attacks [Ma] Mighty (+9) Composite Longbow +11/+6, 1d8+9, (20/x3), Range 110 ft, (piercing) [4 Dex, 6 BAB, 1 Enhancement] Bolas +6 ranged touch, 1d4+9, (20/x2), Range 10 ft, (non-lethal/bludgeoning) [4 Dex, 6 BAB, -4 Non-Proficiency] [(-2 attack penalty, +4 Str bonus, gain extra attack) Whirling Frenzy] Special Attacks & Abilities-Fast Movement (+10 ft.) -illiteracy -Whirling Frenzy (9 rnds) 2/day -Uncanny Dodge-Bonus Feat-Monstrous Mein (Ex) -Additional Rage (Ex) -Ability Boost (Ex)[i]Spell-like: -Daylight (Su) at will -Smite Evil (Su) 1/day -Protection from Evil 3/day -Bless 1/day -Aid 1/day -Detect Evil 1/day -Cure Serious Wounds 1/day -Neutralize Poison 1/day Passive: -Darkvision 60 ft. -Immunity to Disease -Resistance to Acid, Cold, and Electricity 10 -Damage Reduction 5/magic -Natural Weapons treated as magic vs. DR -SR equal to 10 + HD - +4 Racial bonus on Saves vs. Poison - +1 Natural Armor -Physical Wings and Fly Speed -Outsider Type Feats Power Attack Lvl 1 Stand Still Lvl 3 Iron Will Lvl 6 Improved Shield BashFtr 1 Skills Total Skill Points: 25 [15 (Brb2), 9 (Para3), 1 (Ftr1)] Languages: common, orc [2 Racial] Armor Check Penalty: -2 [1 Armor, 1 Shield] Balance: 03 [4 Dex, 0 Ranks, -2 ACP] Climb: 07 [9 Str, 0 Ranks, -2 ACP] (+4 Str Whirling Frenzy) Concentration: 06 [6 Con, 0 Ranks] Craft (armorsmithing): 10 [-1 Int, 9 Ranks (5 Brb), (3 Para), (1 Ftr), 2 Tool] Handle Animal: 07 [0 Cha, 3 Ranks (3 Brb), 2 (2 Para), 2 Tool] Hide: 03 [4 Dex, 0 Ranks, -2 ACP] Jump: 07 [9 Str, 0 Ranks, -2 ACP] Listen: 07 [2 Wis, 5 Ranks (5 Brb)] Move Silently: 03 [4 Dex, 0 Ranks, -2 ACP] Ride: 09 [4 Dex, 3 Ranks (3 Para), 2 Synergy (Handle Animal)] Spot: 04 [2 Wis, 2 Ranks (5 Brb)] Swim: 05 [9 Str, -4 ACP] Prefight Actions Equip Ring of Protection +2 and Ring of Counterspells (dispel magic). Equipment Worn and Carried Tabard of the Celestial Traveler [0 lbs] [0 gp] [Ma] Spiked +1 Mithral Breastplate [25 lbs][3450 gp]cc base armor "The Ward of the Children" -- +1 Heavy Steel Shield of Bashing with [Ma] Cold Iron Spikes [20 lbs][4330 gp]cc base armor [Ma] Longspear [9 lbs] [305 gp] [Ma] Mighty (+9) Composite Longbow [3 lbs] [1300 gp] (80) Arrows [0.15 lb each = 12 lbs] [0.05 gp each = 4 gp] Auburn's Ring of Counterspells (dispel magic) [Located in Sdentch's nose for fluff reasons] [-- lbs][4000 gp] Ring of Protection +2 [-- lbs] [8000 gp] Ring of Celestial Sight [-- lbs] [6480 gp] Gauntlets of Ogre Power [1 lbs] [4000 gp] Cloak of Resistance +1 [1 lbs][1000 gp] Amulet of Health +2 [1 lbs] [4000 gp] Crystal Mask of Mindarmor [.5 lbs] [10667 gp] Silversheen [-- lbs][250 gp] Expendable Items (3) Oil of Bless Weapon [CL 1] [0.1 lb each = 0.3 lbs][100 gp each = 300 gp] (3) Potion of Resist Energy (fire) [CL 3] [0.1 lb each = 0.3 lbs][300 gp each = 900 gp] (3) Tattoo of ExpansionA [ML 3] [0.0 lb each = 0 lbs][600 gp each = 1800 gp] Max total (ECL10 x 50): 3000/5000 gp Equipment at Home [Ma] Armorsmithing Tools [10 lbs][55 gp] Results Starting: 47000 XP Earned: 0 XP Spent: 0 XP Remaining: 47000 XP Starting: 51000 gp Earned: 0 gp Spent: 50841 gp Remaining: 159 gp (Qty) Arrows [0.05 gp each = ?? gp] (Qty) Oil of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Potion of (Name) [CL ?] [?? gp each = ?? gp] (Qty) Tattoo of (Name) [ML ?] [?? gp each = ?? gp] Optional Information Sdentch the mortal (http://boards1.wizards.com/showpost.php?p=6966406) perished while fighting valiantly against the high priest of the Denthian Hordes, a Thaumaturge by the name of Kraegin. Now that the Church of Denth is growing in power, Sdentch has returned to the prime as a representative of Farlanghan. Her mandate in this new life is ultimately to crush the growing power of the Denthian church here in Gladius. Her secondary edict is to protect and liberate any children being indoctrinated and or threatened by the Church of Denth and its teachings. I've attempted to keep Sdentch's ability scores and theme as true to original form as possible while still tricking the hell outta her damage and upping her AC and speed and overall survivability. She will be almost solely a quest character, but will join the Warfare Alliance if she is welcomed back by her longtime "family". |
| TheMagister07-03-07, 10:55 AM | The day is clearing in Paradise after a wild and joyful rain passed between the verdant wilderness landscape of Shurrock and the cultivated order of Dothion, leaving the branches and grasses of both layers sodden and heavy. In a clearing, under the widespread branches of an great elm, a tall and well-built figure emerges into the directionless but healthy yellow-white light that is peeking through the dissipating clouds. She gazes into the space between the layers, gauging the aethyr. Her wide nostrils flare as she inales the rain-washed air deep into her lungs. The peace of the forest is brutally shattered when the celestial orcess shrieks out a high pitched roar and charges pell-mell into the close-paced trees, her arms waving like an orangutans over her head. The sound of snapping limbs and thrashing brush accompanies the hoots and yells, and from the stand of trees emerges not a two-legged wild-woman, but a well-built and be-ribboned bear, followed by a large lion with a flower bedecked mane. They look to be fleeing from the sounds still coming from the trees, and the bear splits for the other side of the clearing while the lion leaps halfway up the sixty-foot trunk of the elm and disappears into its foliage. The bear isn't but twenty yards into the clearing when the wild-woman crashes out of the forest in hot pursuit, still bellowing at the top of her voluminous voice. "Sdentch sees Bear! Bear can't hide from Sdentch and tickle-monsters!!" The half-orc woman waves her arms over her head while she bells out the pursuit and waves her "tickle-monsters" overhead. She sprints across the clearing, heading directly at the snorting bear. The ursine behemoth, easily eight times the large woman's weight, turns and rears on its hind legs and snarls threateningly. Six inch claws and sharp fangs flash. The tickle-monsters come on, undeterred by the show. A rustle is all that betrays the presence of the great cat concealed in the elm -- that is until the huge form drops out of the tree with a roar and pounces on the woman and buries her under six hundred pounds of paws and teeth. The bundle of green skin and golden fur rolls across the soft, lush grass, and growls war with shrieks of delight until the chuffing bear arrives and buries all sound under its bulk. A shining-aura'd old man at the edge of the clearing watches the play with a sad smile, even breaking once into laughter when the cat yowls and pops straight up nearly ten feet, splay-legs waving in the air as the orc woman's tickle-monsters finally gain purchase on its sensitive ribs. The look on the lion's face is unnaturally human-like, and bespeaks suppressed indignation mixed with unbridled good humor. Gravity re-asserts itself and the woman is buried once again. Eventually the animals flee the relentless woman and escape into the surrounding brush, leaving Sdentch (for that is her name though she may not remember it) howling victoriously on the field of battle. "Sdentch." The old man's voice carries easily to the woman, and her wild cry is cut off as with a knife, her arms still upraised. She stares wide-eyed at his form, and her arms slowly lower to her sides as divinely inspired recognition floods into her eyes. "Old-walkin'-man! Hey! Sdentch don't see Old-walkin'-man for long time!" She approaches warily, taking her time as she studies the sad-serious lines of his weather-roughened face. "Auburn needs you, Sdentch. She is in peril, and her heart breaks without her sister. I also need you. You once asked me why your help seemed to make things worse -- and I never answered you. I brought you here to rest for a time, and Denth has made good use of it. Denth's grasp on the City of Gladius tightens painfully, and the cries of the children of Sothlarch reach my ears. The northern roads are closed, and my temples become dens of demons and summoned monsters. Auburn has continued her campaign against his hordes in your absence, but she is greatly hindered without you at her side." Through the statement, Sdentch listens with avid curiosity but little understanding. The old man sighs, and places a large hand on her forehead. "I am sorry, dear," he says apologetically. ""REMEMBER." Sdentch's back arches, her arms rigid at her sides, and she quivers like a bowstring under his gentle hand as the force of the memories slam into her consciousness. The infusion lasts for only a few seconds, but the hardy warrior is reduced to helpless tears in those instants, and she collapses like a babe to her knees, her horned hands over her eyes. "Nnnn...d-d-don't wann..." Sdentch sobs through her hands, her back shaking with the intensity of her remembered mortal sorrows. Farlanghan kneels next to her and gathers her against his chest like a father would a beloved daughter, her pain softening his hard face. "Oh, I am sorry, child. I can make you forget again, if that is what you truly desire. I felt that it would be best if you had the choosing of the matter -- do you wish to leave Auburn alone against Denth? She will go against them and fall; I have seen it. The hordes are too many and too strong. The children also weep, torn from their kith and kin and forcibly indoctrinated into the Denthian ways. You have earned your rest, Sdentch, and I will not take it from you. Auburn's fate and that of the children of High Traversam and perhaps Gladius rest on your decision." The child-like warrioress' weeping had calmed somewhat while the old man rocked and held her while he spun his tale. She pulled away and looked at him closely. "But Sdentch dead, Old-Walkin'-Man. What can Sdentch do for lil' sister when Sdentch dead?" "I can send you back, dear. I will not send you empty handed, and I will strengthen you with my blessing and force. But I can pierce the boundary between life and death, if the subject is willing." "So Old-Walkin'-Man can make magics and send Sdentch to lil' sis to help lil' sis with Denseth?" "If that is your choice." Sdentch's voice takes on a possessive tone. "Sdentch love lil' sis, Old-Walkin'-Man." "I know, child. That is why I ask." The woman's expansive sloped brow furrows in thought, and she looks up sharply. "Sdentch come back here when Sdentch done?" "Even if Denth steals you away from me, I will pursue you across the planes to bring you back here to your rest." Sdentch's face takes on a hopeful mein. "Sdentch take Kitty and Brown Bear?" Farlanghan smiles. "No, dear. They must stay. Only you can go." Sdentch sighs mournfully and looks around, as if for the last time. The wind makes the greenery dance, a musical natural percussion. Brown Bear growls playfully in the distance, waiting to be found. "Sdentch will go, Old-Walkin'-Man. Lil' sis need Sdentch, and kids, too. Sdentch go stomp Denseth for lil' sis and for kids. For you, too," she adds as an afterthought. "I thought you might. Stand with me, child. This will only take a moment. She draws near to the fountain!" The two stand, and Farlanghan reaches around Sdentch and places his hands on her temples. "Sdentch, you are become the true manifestation of freedom for me across the planes and to Gladius. With these powers I gift to you, you must defend the roadways from encroachers and drive the evil of Denth from Gladius. I entrust the Greater Gladius Sphere to your oversight. Do you accept my commission and enter my service?" Sdentch looks confused. "But Sdentch already said Sdentch go -" "Nevermind. Receive my blessing and strength, my child." The remaining clouds in the "sky" are blasted away in a circular torrent as a bolt of pure white streaks down and illuminates the pair. Sdentch's arms are struck wide by the force of the divine impact, and her heels rise slowly from the loamy earth, separating her from the touch of her chosen god. She hunches over convulsively, and her arms jerk, her hands reaching convulsively for her back. Her homespun tunic bulges and tears, and with a ripping sound a pair of dusky wings sprout full-grown from her shoulders. Farlanghan continues his focus, and multiple shafts of light streak in from different directions to pierce the slowly rotating form held by his will. The first shaft impales her, and her already impressive muscles expand and tone. Another, thinner lance strikes her in the head, and her red eyes clear and sparkle with increased intelligence and understanding, even while her coarse black hair shines to sandy brown and her brutish features soften, lengthening her nose and shrinking her lower canines. Finally, a larger and longer shaft streaks in and blasts her in the chest. She writhes around this one like a bug on a pin, and the very air sparkles around her as the infusion of holy power goes on and on. Shining armor winks into existence, molding itself perfectly to her larger form. A heavy shield with the symbol of The Traveler appears on her right arm, and a shining spear appears on her back. A circlet of silver and gold graces her fine, clear brow, and silver gauntlets cover her fists, sparkling with holy rings and symbols. The light begins to fade, and Sdentch sinks back to the ground gently on her new feathered wings. The Half-Orc Angel gazes at her master eagerly. "I am ready, Old Man. Where is my sister?" "Soon child. She draws very near now..." |
| TheMagister07-03-07, 01:15 PM | [oops double post] |
| Vathelokai07-03-07, 03:54 PM | Auburn closes the door behind her in a small stone room with a low ceiling. She pulls out a scroll and bars the door shut with an enchantment, then drops the blank scroll to the floor. There is the sound of talking and footsteps in the hall. Someone knocks and yells for her. Auburn ignores it and begins to pace in a circle around the engraving of silver on the floor. It begins to light up. There is more begging. Someone has sent a familiar to get a scroll to unenchant the door. Auburn knows they won't be fast enough. She finishes her circle and steps into the center of the glowing glyphs. She watch the door as the light flickers. Slowly the scene fades and the walls are replaced by spring trees. She steps over next to a bush and looks around. She is northwest of Gladius in the forest between High Traversam and the elven lands. She pulls out a wand and spend some time scanning the area for signs of life, but finds nothing. Satisfied, but not convinced, she cautiously makes her way toward the nearby road. She waits in the bushes then walks through the woods parallel to the path, northward toward the temple of the Walking Man. She spots a milestone. It's marked with an arrow and the symbol of the temple. Auburn pauses and pulls a coin out of her pocket. It is embossed with an image of Farlanghan walking; the Walking Man. When she was handed the coin last night it gave her a vision. She was overcome. She had watched Farlanghan walk to the temple of the Traveler's Fountain and reach into the water to meet her Sis. It was more of an adoptive relationship, Sis being a half-orc and Auburn being a gnome. Her sis, Sdentch had been killed in a dual 6 months earlier against a priest of the Summoner, Denth. She knew she had to visit the fountain. She began ransacking the campus looking for tools, weapons. She had attacked temples over-run by Denth before. The priests knew she was sneaky and crafty, fond of illusions. They might be surprised if she walked in blasting; at least she was hoping so. While she was making her way to the teleportation room, she considered the idea that it was some sort of trick; maybe the Denthians had sent the coin with some kind of illusion. She examined the facets of the idea. She decided that she had no time to examine the coin, and either way, she would come to the temple, if for nothing but vengeance at some dark priest who would play with her emotions. Auburn tops a hill and can see the temple through the trees. She's a good distance away, so the begins to unload part of pack. She begins putting potions into her belt pouches, scrolls into hidden pockets in her cloak. She secures wands into holsters and pouches of spell components to each hip. Finally she heaves a wicker basket with straps like a duffel-bag onto her shoulders. The dozen spears inside rattle around. With a deep breath Auburn releases energy, creating a weak field of force around her to keep the items mostly in place and secure. Then she begins to circle through the woods, scouting the temple. So what's the place look like? |
| TheMagister07-03-07, 04:05 PM | The quest is supposed to center around Auburn and Sdentch fighting their way out of the temple together. There should be some way Telin contrives (or Vath can use his imagination to think something up -- the invisibility purge got us last time only because the bastards expected us and we were predictable) to get Auburn all the way to the fountain pool in the center of the temple unmolested. After that, we enter the unknown territory where Telin HAS to take over. So basically, if you (Vath) can think of some way to get into the temple and to the fountain, go ahead. Telin is expecting that because that was in the quest info that I PM'd to him. |
| TelinArtho07-03-07, 04:11 PM | Correct. I was expecting Vath to post about Auburn's storming into the area and tossing the coin in - pushing past anyone or anything that got in the way (just picture that and laugh please). Anyway - if you want - I can contrive the way, but the setup is a room with a fountain at its center (probably not dissimilar to the temple map we use, just without the lava and the fountain would be the statue in the middle). That's probably easiest for this encounter anyway. For some inspiration - here's a not-too useful picture: http://i11.photobucket.com/albums/a180/TelinArtho/denthtemple.jpg |
| Vathelokai07-03-07, 04:34 PM | Just didn't know if you had a map or wanted the enemy to be present. I could have them contingincy teleport in once Sdentch arrives or have her blast her way in, or have her intimidate the 'guards' and just walk in like she owns the place. I have a doctor appt. in an hour, but I'll have the rest of the story stuff up either in the next hour or around 7 CST. |
| TheMagister07-03-07, 04:44 PM | My vision was Auburn waiting around until suppertime when the "dark lightning session" is temporarily suspended, and then walking to the fountain under cover of invisibility. All alone, she flips in the coin. A blast of divine power strips her of her invisibility and brings Sdentch. A few minutes later (during which the "sisters" have a tearful reunion) the bad guys show up, and Auburn and Sdentch have had a few moments to prepare for the inevitable. Capiche? ;) |
| TelinArtho07-03-07, 04:47 PM | Auburn found the temple in bustling activity. Knowing the fountain to be deep within its center she patrolled around the building, looking for a method in. Soon, she found an entrance that looked inviting. Cautiously, she approached it and made her way within. The corridors were narrow and musty, but soon she found her way to an iron door. Hefting it open took all of her strength, but the sight beyond was what she was hoping for - the fountain. No one seemed to be within the room, but she could see there was a ledge that ran around the top of the room - even above her - that didn't afford her much visibility. What's worse is that the room was wide open. Rushing to the fountain, she dropped the coin within - as she was instructed to do in her vision - and she waited. BANG! BANG! BANG! A pressure plate beneath her foot settled and the door she had entered from slammed closed. An alarm sounded throughout the structure above her and soon at a pair of doors to the left and to the right - she hears someone fumbling with the locks. Looking back at the fountain, she can see something is happening. The pounding at the door gets louder. Nothing like a trap to get things started. Anyway - Sdentch can appear next to Auburn just as the foes burst in. I will give you both 2 rounds of buffing time - but separately (Auburn can't cast spells on Sdentch during this time). The doors are located on the west and east sides of the room at the top ledge (1,16) and (30,16). Both of these doors are big enough for large creatures to enter through. The door from which Auburn entered is sealed shut at (22,7) and is medium-sized. Auburn stands at (16,12). EDIT - sorry TM - just started working on it to get things going. I can edit to include a change if you like. |
| Vathelokai07-03-07, 04:57 PM | Sounds good to me Auburn watches the water in the pool sparkle like glitter, but turns her attention away from it quickly. "No time" She clicks her heels together and begins to float slowly into the air. Watching both doors she draws a pair of wands, pointing one either direction. She smiles slightly, showing teeth. activate boots of fly and move up to the ceiling while drawing wand of sonic lightning. Next round draw wand of web and ready to web whichever door opens first (target just inside the door). Flying at spd 40 due to medium encumberance. |
| TheMagister07-03-07, 05:20 PM | Works for me! "She has tossed in the coin! The bond of love is established!" A whirling plane of violet-white light begins to swirl about 5 feet in front of the waiting pair, causing the tops of the summer dandelions to dance and release their floating seeds. It begins slowly, roiling chaotically, but in moments it is spinning at full rotation and the surface calms. Revealed on the other side is a dim room containing a defaced and polluted fountain, and a determined lady-gnome. Farlanghan takes Sdentch's free hand in one of his own and tears her gaze away from the scene. "You are ready. Be true, and trust in yourself and your friends. When you go through, you will be deep inside Denthian territory and I will not be able to directly speak to you. It will be all I can do to continue to pour my strength into you from outside. Be steadfast, my dear. I love you. Now go!" Sdentch releases his hand and concentrates for a few seconds, and then looks at Farlanghan as if for the last time. "If she is my sis, then you are my daddy. I love you too, Daddy. Watch me!" Her face transforms into a gloriously joyful expectation of battle. "I'm comin', Little Sister! HERE I COME!!" Sdench leaps into the air, assisted by a great flap of her greyish wings, and dives gracefully headfirst into the portal. There is a moment of silence in Bytopia, and then the passage closes with a brilliant explosion of harmless light that pushes the grass down flat for many yards in every direction. The air is filled with dandelion fluff. -------------------------------------------------------------------------------------------------------- At the temple, Auburn listens to the pounding nervously. There is a force building, unseen but not unfelt. While glancing around the room, Auburn sees the despoiled water of the fountain inching away from a central point in the fountain's pool. There. Glittering a few feet down is the platinum coin! Even in this dimness it reflects the purple light and forces the dirty, foul water away. Wait...purple light? Auburn looks up and sees a wild violet-white portal opening directly above the coin near the ceiling. In moments it is stable, and Auburn sees pastoral fields as if from a very high perch. Curious in spite of her desperate situation, she clicks her heels together and rises closer while drawing her new wand. She draws near just in time to hear a semi-familiar voice shout from the other side of the planar window. "I COME!!" And there, accelerating toward the portal from the other side, is her partner and friend, the body to her brain. It is Sdentch, but she is...changed somehow. Wings? Then, in a magnificent concussion of light and sound, a shimmering ring of light explodes from the portal as Sdentch charges her way through! Before she can react and reopen her eyes, Auburn finds herself cradled in a well-known and fondly remembered crush of an embrace, and enfolded in soft, cloud-grey wings that tickle her cheek as they beat to keep her long-lost friend airborne above the suddenly pristine fountain. "Home...I come home to you Auburn. Sden..I AM here to protect you. Oh, I missed you! Us is...uh...Let's stomp these mean ol' Densians outta my Dad's temple! It'll be lotsa fun!" |
| TheMagister07-03-07, 05:21 PM | Sdentch'll start with Protection from Evil SLA (CL6 - 6 min) and follow with bless (CL6 - 6 min) during the hug. She'll draw an oil of bless weapon during this time. I'll edit my above post slightly to account for Auburn's flight. Done. |
| TelinArtho07-03-07, 05:55 PM | CRASH! The doors on both sides of the room crash open as the two embrace. Despite Sdentch's overwhelming form, Auburn manages to point her wand directly toward one of the doorways, and it is immediately covered in sticky webs. The webs on that end however doesn't help the other side - which bathes the room in light. The ceiling slowly permeates into lightness all around. As their eyes grow accustomed - they see nothing! Okay - Web went off and is blocking the entrance at (1,16). Neither of you saw anything there except light. The other entrance is burst open, but you also can't see anything there. The ceiling is lit up as bright as day. I treated the Bless SLA and Web as a surprise round (since you were both prepared) as opposed to a ready action (which you can't do outside of combat). Okay - initiative Sdentch (24) -- Ring of Counterspells (Dispel Magic), Protection from Evil (ends 59), Bless (ends 60), Oil of Bless weapon in hand. Monster 2 (18) Monster 1 (17) Auburn (13) -- Ext. Mage Armor (ends 20 hours (minus upcoming time roll), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ends 10 hours minus upcoming time roll), Delay Poison (ends 10 hours minus upcoming time roll), Endure Elements (ends 24 hours), Prot. from Arrows (100, ends 10 hours minus time roll), Magic Vestment (ends 10 hours minus time roll), Fly (ends 49), Web (centered at (1,16), ends 30), Wand of Sonic Lightning (CL5), Wand of Web (CL3) Monster 3 (12) http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,16,12,a ub;b=Name,M,15,12,sde;c=Name,F,30,30;d=N ame,F,30,1;e=Name,F,1,30;f=Name,F,1,1;n= web,1,16,4 Ignore the dots in the corners. I just wanted the whole map displayed (also - without it you can't see the web's area). |
| TheMagister07-03-07, 06:05 PM | "Sdentch can't see 'em! DAD! Help me!" There is no answer, but an intuition causes her to slip her left hand into her belt pouch to emerge with a ring. She slips it on, and looks about again, red eyes turned purple by an infusion of holy light. Move action to retrieve the Ring of Celestial Sight, and then use it for See Invisibility. |
| TelinArtho07-03-07, 06:10 PM | According to your prebuffs - you only have the ring of protection and ring of counterspells equipped. You'll need to take one off to get the other one working (I would say you can have all three on with the "last two" as the currently active - to get the third one active, you need to take it off and put it back on. Still - I don't think that should take more than a move action. Sdentch's eyes light up and she can see two forms just beyond the doorway - a hellspider and an osyluth. Both of these things she remembers faintly from her former life... and she remembers them quickly as they start to move. Got to go - will be back in a while. Remember - "hellspider" = "hellcat" I'm also not worrying about knowledge checks in this encounter... that might not be true for the next two though... |
| TheMagister07-03-07, 06:19 PM | Auburn's ring of counterspells is in a nose piercing. Now, I know this is only fluff. I should've specified which other ring I wanted to "take off". If it's okay with you, I'll settle for deactivating the dispel magic ring. We can consider it "put away". "Binvis-bubble spider! An' a big boney guy! Careful, sis'!" |
| TelinArtho07-03-07, 07:29 PM | The spiders, invisible to Auburn, move into the room quickly. Auburn is able to see the movement through her web easily, but cannot see the creature at all. http://www.hwx.it/coco/coco.php;v=1;map=temple;a=aub,M,16,12,fl ying - 15ft;b=sde,M,15,12,flying - 15ft;c=hell,L,19,12;d=hell,L,1,16;e=Name ,F,1,1;f=Name,F,30,30;n=web,1,15,4 Again - ignore the corner blips. The Osyluth is off screen at (33,16) Auburn's up. |
| Vathelokai07-03-07, 08:12 PM | Fighting the urge to stop fighting and hug Sdentch, Auburn turns toward the bone devil. "Hey! Didn't I kick your :censored: last year?" Then she shouts a word of power and a swarm or illusions surrounds her. Sheath wand of web and cast mirror image from memory. Waiting on range to change a bit before blasting away at things. |
| TheMagister07-04-07, 06:58 AM | Well, I'd be a fool to waste the opportunity presented: http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Aub,S,30,44,Aub urn;b=Sden,M,29,44,Sdentch;c=Hels,L,33,4 2,Hellspider;los=29,44,33,42,2 It looks like a diving charge is possible. Drop the oil of bless weapon {free} (let's say it's in a metal container since it's an oil), take shield in a two-handed grip, and make a diving charge while power attacking for 3. +16(base)+2(charge)+1(higher ground)+1(bless)-3(PA) = +17 to hit; 4d6+28+6(PA)-5(DR). Sdentch New AC for round: 26-2(charge)=24. "I hate crawly Denseth spiders! Graaaargh!!" Sdentch howls, and descends in a rush upon the hellspider approaching her Auburn. |
| TelinArtho07-04-07, 12:33 PM | Just remember Vath - Auburn can't actually see any of the opponents right now... Auburn multiplies in form and soon there are 7 of her floating above. Sdentch sees the osyluth try to open a portion of the wall next to it - but it simply does not work. The osyluth moves into the room to avoid being trapped like the other hellspider. (23,20,2) - flying at the ceiling About Sdentch's action - check this first: A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line. You do not have 30ft to move, and if you descended 10ft - that would not be in line with the charge. In addition - Auburn is in the way (though I can certainly edit in a 5ft step for her if you still want to just charge). |
| TheMagister07-04-07, 12:55 PM | {pout} Okay. I'll settle for moving adjacent (directly above is fine), dropping the oil of bless weapon, activating whirling frenzy, and bashing twice with the shield two handed while power attacking for 3. The way whirling frenzy reads (link in Sdentch's sheet at the top), Sdentch gets an extra attack per round period. Note that it doesn't have the language that haste has that limits the extra attack to happening only during a full attack. New AC: 26+2(dodge), touch 18 Whirling Attack: +15/+15 (16 normal, +2 rage, +1 bless, +1 higher ground, -2 whirling, -3 PA) New Damage: 2d6+17 (-5 DR) (11 Str, +5 twohand, +1 enh, -5 DR) Frenzy lasts: 9 rounds Does Hovering kick up dust in here? |
| Vathelokai07-04-07, 02:19 PM | Auburn slowly floats away from the raging Sdentch while drawing a scroll and reading from it. Slowly, the monsters in the room come into focus. Drop wand, 5 ft step, draw and read scroll of see invis. |
| TelinArtho07-04-07, 02:34 PM | I don't think I'm going to give that to you TM - though I don't have time to deal with it right now anyway. Just because the language doesn't mention the requirement for a full attack to gain the extra attack - it doesn't mean you can get two attacks where you are normally limited to one. Feel free to petition for a clarification in your favor - I won't be back for a few hours (at the earliest). |
| TheMagister07-04-07, 03:09 PM | Don't sweat it. Hogarth sorted me out. Go ahead and whirling frenzy, but don't make an extra attack. That'll remove that -2 penalty to hit, though. Oh, and don't forget about Sdentch's DR 5/magic. WHEE! |
| TelinArtho07-05-07, 10:18 AM | Round 2 Sdentch flies over the nearest hellspider and bashes it with her shield in a fit of rage. The shield smashes into the invisible form and cracks some of its carapace, but the creature seems little deterred by the orcess's strength. It lashes back at her with mandibles and claws. The claws tear across her skin and leave wounds that burn. [2 claw hits for 7 and 6 after DR] The other hellspider struggles in the webs some more but can't advance further. Auburn moves a little and drops her wand down. Drawing a scroll, she reads it and is finally able to see her opponents. At that moment, the osyluth tries to form a wall of ice around Sdentch and the wounded hellspider, but Sdentch reflexively sticks an arm up in the heat of the battle and stops it from fully forming. The Osyluth curses in infernal and moves next to Auburn, ichor dripping from its stinging tail. Auburn notes that this osyluth sports some items - bracelets and a cloak that seem out of place on the skeletal scorpion-like creature. The presence of such a large foe, so close to her, triggers a fear impulse in her mind. Luckily, she is able to ward it off before it overcomes her. To be precise, the osyluth has a cloak, an amulet, a pair of bracers and a pair of bracelets (treat as gloves). Sdentch 60/73, Ring of Counterspells (Dispel Magic), Protection from Evil (ends 59), Bless (ends 60), Raging (ends 11) Auburn 56/56, Ext. Mage Armor (ends 20 hours (minus upcoming time roll), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ends 10 hours minus upcoming time roll), Delay Poison (ends 10 hours minus upcoming time roll), Endure Elements (ends 24 hours), Prot. from Arrows (100, ends 10 hours minus time roll), Magic Vestment (ends 10 hours minus time roll), Fly (ends 49), Web (centered at (1,16), ends 30), Mirror Image (6 images, ends 101), See invisible (ends 32) Hellspider (Monster 1) xx/xx Hellspider (Monster 2) xx-23/xx Osyluth (Monster 3) xx/xx, Fly Sdentch is up. Starting round 3 http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,16,12,1 5,11;b=Name,M,15,12,19,11;c=Name,L,19,12 ;d=Name,L,1,16;e=Name,L,23,20,15,13;n=we b,1,15,4 |
| TheMagister07-05-07, 10:46 AM | Have Sdentch 5' step to the southeast (goal: soft cover from osyluth) and maintain whirling frenzy full attack (3 attacks, +15/+15/+10; 2d6+17+6-5). Notes: 1) Sdentch's total Reflex save is +8 while frenzied. 2) Sdentch has a +2 bonus on spells cast by evil creatures (PfE), which makes her total Reflex save +10 vs. evil creatures. 3) Sdentch has a +4 bonus to saves vs. poison, which is cumulative with PfE. @Vath - I'd like Auburn at least within 10' of Sdentch. I'm planning on going large and moving to the longspear for AoO fun after this hellspider gets beat down. And they can stop rolling above a 15 anytime, Telin...(darn your dice luck!) |
| Vathelokai07-05-07, 12:00 PM | Auburn spins backwards to the side of Sdentch, then points a finger, firing a green ray at the bone devil. tumble to avoid aoo, cast dimentional anchor on the Osy. |
| TelinArtho07-05-07, 12:20 PM | Sdentch smashes her shield twice against the hellspider and knocks it to the ground dead. Spitting on the cursed form of the spider, she watches the osyluth drooling over Auburn with concern. The other hellspider manages to force its way through the webs a little more and is almost freed of them. Auburn tries to spin away, but draws the stinging tail of the osyluth down at her. The osyluth just strikes an image though and it dissipates harmlessly. Auburn casts the incantation to bind the Osyluth to the plane, but the spell fails to hit it - it falters before getting close to the Osyluth. The osyluth moves after Auburn and tries to sting her again, but only manages to find another false image. Round 3 done - and summary: Sdentch 60+20/73+20, Ring of Counterspells (Dispel Magic), Protection from Evil (ends 59), Bless (ends 60), Raging (ends 11) Auburn 56/56, Ext. Mage Armor (ends 20 hours (minus upcoming time roll), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ends 10 hours minus upcoming time roll), Delay Poison (ends 10 hours minus upcoming time roll), Endure Elements (ends 24 hours), Prot. from Arrows (100, ends 10 hours minus time roll), Magic Vestment (ends 10 hours minus time roll), Fly (ends 49), Web (centered at (1,16), ends 30), Mirror Image (4 images, ends 101), See invisible (ends 32) Hellspider (Monster 1) xx/xx Hellspider (Monster 2) xx-71/xx Osyluth (Monster 3) xx/xx, Fly http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,16,12,1 5,11,19,9;b=Name,M,15,12,19,11,20,10;c=N ame,L,19,12;d=Name,L,1,16,3,16;e=Name,L, 23,20,15,13,17,8;n=web,1,15,4 |
| TheMagister07-05-07, 12:34 PM | 5' step to back to northwest, pick up oil of bless weapon, apply to shield. Realized that I can't tap a tattoo while raging. Kinda wanna keep the AC anyhow. Accept AoO to get close to Osy, and bash bash bash. Edit After establishing melee, use 5' steps around Ozy to try to block a charge lane from the webbed spider. |
| TelinArtho07-05-07, 12:40 PM | Except that you are still flying at 10ft - so a 5ft step won't get you low enough to pick up the oil. |
| TheMagister07-05-07, 12:48 PM | You won't allow a 5' step diagonally down and to the northwest? {shrug} You're the boss. 5' step to get out of threatened area and draw a fresh one, then apply it. |
| TelinArtho07-05-07, 12:52 PM | oops... you are right. Ok - you can get the one you dropped if you like - sorry about that. Sometimes thinking is more of a tough thing than it ought to be... Sdentch retrieves the dropped oil and smothers her shield with it. She turns and grins at the osyluth. The trapped hellspider is still having trouble with the webs. [Sdentch is at (19,11,1), Osyluth is 10ft off the ground (at the ceiling), Auburn is still 15ft off the ground (at the ceiling) Okay - Auburn's up. |
| Vathelokai07-05-07, 01:59 PM | Trying to sneak in actions at work :) Magic missile from memory the wounded hellspider (If I missed something and this is a silly action, let me know; no time to read right now.) |
| TheMagister07-05-07, 02:15 PM | It's a silly action. The wounded one is dead. Do something to make the Osyluth flatfooted (like grease if he has less than 5 ranks in balance). Strike that. Osy is flying! Hmm. Wand of Web, and web him between the ceiling and the floor? That'd be damned funny! |
| Vathelokai07-05-07, 02:46 PM | Sounds good. Step, draw wand, get the osy with a web; try to position web in the general direction of the other hellspider to slow it down. |
| TheMagister07-05-07, 02:51 PM | 5' step to back to northwest, pick up oil of bless weapon, apply to shield. Realized that I can't tap a tattoo while raging. Kinda wanna keep the AC anyhow. Accept AoO to get close to Osy, and bash bash bash. Edit After establishing melee, use 5' steps around Ozy to try to block a charge lane from the webbed spider. Don't have Sdentch walk into the web, please. Just making sure. ;) |
| TelinArtho07-06-07, 11:31 AM | Auburn moves away slightly, draws her wand once again and shoots off webs behind the osyluth. The osyluth doesn't appear to be caught up however, and attacks her with everything it has. While 3 images disappear from hits, a nasty claw strikes her blindly, tearing a slight gash on her thigh. The osyluth grins with the anticipation of a tasty meal. [4 damage] Sdenth wastes no more time and moves towards the osyluth. She tries to dodge out of the way of the osyluth's deadly stinger, but cannot evade its pinpoint accuracy. The poison injects into her, but it is barely noticeable in her rage. [color=silver][14-5 damage, poison save made (forgot about rage and prot. from evil but didn't matter anyway)] She slams her shield into the osyluth, and breaks open a section of the chitinous skin. Just as she reaches the osyluth, she feels a twinge of fear, but it passes quickly. [hit for 23 damage] The hellspider, nearly forgotten, continues to struggle in the webs. [Auburn's up] http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,20,9;b= Name,M,20,10,19,11,19,9;c=Name,F,30,30,p laceholder;d=Name,L,3,16;e=Name,L,17,8;n =web,1,15,4;o=web,15,9,4 Auburn was where Sdentch now is (she took a 5ft step from (19,9) Sdentch 51+20/73+20, Ring of Counterspells (Dispel Magic), Protection from Evil (ends 59), Bless (ends 60), Raging (ends 11), poison check (round 14) Auburn 52/56, Ext. Mage Armor (ends 20 hours (minus upcoming time roll), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ends 10 hours minus upcoming time roll), Delay Poison (ends 10 hours minus upcoming time roll), Endure Elements (ends 24 hours), Prot. from Arrows (100, ends 10 hours minus time roll), Magic Vestment (ends 10 hours minus time roll), Fly (ends 49), Web (centered at (1,16), ends 30), Mirror Image (1 image, ends 101), See invisible (ends 32) Hellspider (Monster 1) xx/xx Hellspider (Monster 2) xx-71/xx Osyluth (Monster 3) xx-23/xx, Fly, entangled |
| Vathelokai07-06-07, 12:27 PM | at work... tumble to put sdentch between auburn and osy. web the area outside the hellspider door to keep it busy. |
| TelinArtho07-06-07, 12:51 PM | You can 5ft step away and back and be out of reach (no risk of an AoO that way) Auburn adjusts backward behind Sdentch and points the wand back towards the other hellspider - further catching it in webs. [5ft step to 21,10] The osyluth seems to concentrate for a minute, but nothing appears to happen. It curses in frustration. Okay - Sdentch is up. |
| TheMagister07-06-07, 01:17 PM | Whirl, baby, whirl. No power attack. 5' adjust up for addl +1 to hit. |
| TelinArtho07-06-07, 01:28 PM | [The osyluth is already at the ceiling - so you can't gain a higher ground advantage on it] Sdentch slams her shield into the touch carapace of the Osyluth again and again - but seems to make little progress [1 hit for 23 damage] The hellspider is still unable to make any progress. [Auburn's up] |
| Vathelokai07-06-07, 02:54 PM | One more web on the Osy. Hit him with ray of enfeeble next round (unless strangeness happens - I'll leave it to TM to define strangeness as it's happening). EDIT: also, can I use one of those spare move actions I missed earlier to sheath my scroll? Would like to have a hand free in the next round or two. |
| TheMagister07-08-07, 03:45 PM | keep whirling. I hope you haven't been waiting on me! I've been waiting on you! |
| Vathelokai07-08-07, 04:57 PM | Telin's Always busy on the weekends. We have a couple rounds of actions readied, so we should be fine on catching up. |
| TelinArtho07-09-07, 09:47 AM | Auburn throws another group of webs around the Osyluth only to watch it disappear. Suddenly she feels a drip of ichor on her shoulder - and whipping around - her fears are confirmed - it teleported behind her! Yes, I always mostly disappear on the weekends. I'm not worried about finishing this up though. You guys seem to be doing fine. I didn't give coordinates, but the 2nd web on the hellspider is centered at (7,15). This one is centered at (18,4). The mapper only allows 2 area displays, so just remember to keep those in (I've removed the 1st area affect, since the hellspider was almost through it anyway). http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,20,9,21 ,10;b=Name,M,19,9;c=Name,F,30,30;d=Name, L,3,16;e=Name,L,17,8,22,12;n=web,7,15,4; o=web,15,9,4 Sdentch 51+20/73+20, Ring of Counterspells (Dispel Magic), Protection from Evil (ends 59), Bless (ends 60), Raging (ends 11), poison check (round 14) Auburn 52/56, Ext. Mage Armor (ends 20 hours (minus upcoming time roll), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ends 10 hours minus upcoming time roll), Delay Poison (ends 10 hours minus upcoming time roll), Endure Elements (ends 24 hours), Prot. from Arrows (100, ends 10 hours minus time roll), Magic Vestment (ends 10 hours minus time roll), Fly (ends 49), Web (centered at (1,16), ends 30), Mirror Image (1 image, ends 101), See invisible (ends 32), Web (centered at (15,9), ends 34), Web (centered at (7,15), ends 35), Web (centered at (18,4), ends 36) Hellspider (Monster 1) xx/xx Hellspider (Monster 2) xx-71/xx Osyluth (Monster 3) xx-46/xx, Fly |
| TheMagister07-09-07, 11:18 AM | Have Sdentch soak an AoO by moving 15' to the northeast and crack the Osy one with her shield, power attacking for 3. Auburn can 5' step west to be behind Sdentch with the web at her back (teleport again, ya weenie!) and then Auburn can do something nasty without worrying over AoOs. I confess, I can't think of what she could really contribute vs. that SR...maybe a scroll of CL9 Magic Missile? I'd like to save that RoEnfeeblement option for a heavy armored cleric or humanoid/giant bodyguard down the stretch. Heck, she could renew those mirror images and that wouldn't be a 1/2 bad decision. |
| TelinArtho07-09-07, 11:36 AM | Sdentch, confused for a second as her target disappears from view, smiles at the cunning Osyluth. She flies up to it, taking another stinger to the abdomen, and bashes her shield into it. The poison of the stinger again fades quickly with her natural resistances, but the sting itself was potent and leaves her heavily injured. In her fury though, the strike with her shield is powerful and knocks the Osyluth back a step. The hellspider continues to struggle in the webs, but is still not making any headway. Auburn lays down another set of webs over the osyluth, but it still doesn't seem horribly entangled by it. She moves behind Sdentch. Feeble gnome. Summon webs all you like - its not going to prevent Denth from taking you down! [in infernal] The osyluth attacks Sdentch fiercely, catching her once with a claw and tearing some more of her skin. End of Round 7 Sdentch 25/73, Ring of Counterspells (Dispel Magic), Protection from Evil (ends 59), Bless (ends 60), Raging (ends 11), poison check (round 14), poison check (round 17) Auburn 52/56, Ext. Mage Armor (ends 20 hours (minus upcoming time roll), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ends 10 hours minus upcoming time roll), Delay Poison (ends 10 hours minus upcoming time roll), Endure Elements (ends 24 hours), Prot. from Arrows (100, ends 10 hours minus time roll), Magic Vestment (ends 10 hours minus time roll), Fly (ends 49), Web (centered at (1,16), ends 30), Mirror Image (1 image, ends 101), See invisible (ends 32), Web (centered at (15,9), ends 34), Web (centered at (7,15), ends 35), Web (centered at (18,4), ends 36), Web (centered at (26,12), ends 37) Hellspider (Monster 1) xx/xx Hellspider (Monster 2) xx-71/xx Osyluth (Monster 3) xx-77/xx, Fly [Edit - just realized that whirling frenzy doesn't give a +4 to Con... I don't think it changes anything so far - though it does mean Sdentch has 20 less HP than I thought she did...] |
| TheMagister07-09-07, 11:42 AM | MAN your dice are killer! That silly Osy needs what, a 15 or better to connect with its best attack, and THREE TWENTIES and two confirmed crits?! STOP it already! {sigh} Some things you just have to accept when Telin runs your quests. Have us run across some CSW potions in an acolytes room after this. :) Sdentch whirls, no power attack. Also, I don't think that the whirling frenzy barbarian rage gains Con. If you can prove otherwise, I'll be VERY pleased. Hey, vath? How about a Bear's Endurance for Sdentch? :) Edit: did you remember to apply Sdentch's DR? Could mean 10 less damage. |
| TelinArtho07-09-07, 11:53 AM | Sdentch slams her shield into the osyluth with impunity and it becomes limp in the webs holding it still. The hellspider, finally, starts to move in the webs. http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,20,9,21 ,10,20,10;b=Name,M,19,9,21,11;c=Name,F,3 0,30;d=Name,L,3,16,4,18;e=Name,L,17,8,22 ,12;n=web,1,16,4;o=web,7,15,4 [Yes, I remembered the DR for Sdentch, otherwise you'd be down to 15hp... And you do have healing - CSW 1/day :)] |
| TheMagister07-09-07, 12:07 PM | If Sdentch can get that Bear's from Auburn, this should be easy enough. Fly over to the north of the remaining hellspider while drawing the longspear. Next turn stow the shield. Position Sdentch so that her extended reach reaches 5' into the webs. {check this out} There are no 5' steps while entangled, right? So every time the beast tries to move, that provokes AoO, right? And Sdentch has Stand Still, right? So if it provokes AoO for movement, Stand Still it. Use Sdentch's turn to whirl it to death, no power attack. Shouldn't take too long, even if frenzy ends in the meanwhile. |
| TelinArtho07-09-07, 12:19 PM | Looks good to me. Web really was a killer here... wonder how it will help you in the next battle... MWAHAHAHAHAHA... Go ahead and do up an epic slaughter of the hellspider and roleplay the 3 minutes whilst you wait for the webs to disappear... As for healing - I notice Auburn has 10 CLW potions and of course, Sdentch has the CSW SLA - so you guys get nothing yet. In case you were curious, here's the equipment your opponents had: Osyluth - Bracers of Armor +2, Amulet of Health +2, Gloves of Ogre Power +2, Cloak of Resistance +2 (each typed into bracelets and such) Hellcats - nothing Do you want to use Neutralize Poison before the 2nd saves come up? If not - I'll roll those up shortly. |
| TheMagister07-09-07, 12:39 PM | Go ahead and roll 'em. Just remember the PfE and +4 racial bonus, and stay off the damned 1s. Heck, swap the cloaks of resistance to help. :) Sdentch and Auburn relax a little when the Bone Devil disappears in a flash of smoke, banished back to its hellish home for one hundred years. The frustrated chittering of the hellspider caught in the magical webs is dim in the background as the two stare at each other for a moment. Sdentch breathing like a bellows. "Sde...no. I'm happy the old man brought me back. I missed...well, no. I forgot all about life up there. I didn't even remember ME! But I am glad the old man made me remember. Even the dying." As she talks Sdentch walks around the webs to where the mad staccato chittering sounds the loudest. She slings her shield on its strap over her shoulder and draws the longspear from its baldric on the other. Peering into the webs, she makes out movement and stabs viciously into the tangle. An insectile squall followed by increased activity greets the assault. |
| TelinArtho07-09-07, 03:04 PM | For the record, Sdentch makes both her saves on the secondary effects of the poison. Let me know what you want to do about healing (if any) by Wednesday. |
| TheMagister07-09-07, 04:10 PM | I'd like to save the CSW for an emergency battle contingency, if possible, Vath. |
| Vathelokai07-09-07, 11:49 PM | save 2 of the clw potions for emergencies, but the rest are fair game. Also, web is dismissable, so we can leave whenever. While Sdentch tends to the last hellspider, Auburn floats down and scoops water into her hands. She steps over to the corpse of the osyluth and webs melt away from her. She sprinkles water over the body and watches the outsider evaporate. When Sdentch comes back around the webs, Auburn finally gets her first good look at the transformed orcess. "What did the Old Walking Man do to you Sdentch? You've become an angel." Auburn's eyes well up and they both run together for an uninterrupted hug. "Did you know you've been gone half a year? Denth has taken over all the lands north of Gladius. At least there hasn't been a guild war in the city yet. Hey, I've got something for you." Auburn rummages around in her pack and pulls out a tiny barrel with a tap on one end. It's wrapped in leather. The dwarven rune's burned into the side are unmistakable. "Borgo's finest. Ashur gave it to me after I stood up to him in a fist fight. He's gone fighting demons, but I'm sure he'd want us to share it." EDIT: the last hellspider is officially dead, correct? |
| TelinArtho07-10-07, 10:47 AM | This should be the current status before the next fight (well - depending on the time roll anyway). 8 CLW potions heal Sdentch 43 hp to bring her almost to maximum. And yes Vath - the last hellspider is killed unceremoniously whilst it struggled in the webs. Sdentch 68/73, Ring of Counterspells (Dispel Magic) - not equipped Auburn 52/56, Ext. Mage Armor (ends 15 hours (minus upcoming time roll), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ends 5 hours minus upcoming time roll), Delay Poison (ends 5 hours minus upcoming time roll), Endure Elements (ends 19 hours), Prot. from Arrows (100, ends 5 hours minus time roll), Magic Vestment (ends 5 hours minus time roll) |
| TheMagister07-10-07, 11:32 AM | "Old Walkin' Man said that my little sister needed my help, and that he needed my help, too. So he made some lights and made me fly and stuff. I don't feel any different, but...but...oh, Sdentch glad to be back!" Sdentch's eyes light up at the sight of the Borgo's. "Ooh...is it?" Sdentch folds her wings neatly and naturally behind her shoulders and takes the cask almost reverently. With a quick twist of her wrist she operates the tap and glugs down perhaps four gigantic swallows. She waits for a moment, then looks at the barrel as if betrayed. "This is Borgo's? But it's not the same..." Auburn remembers how Sdentch's body ignored the bone devil's potent poison and has an inkling of why the powerful liquor doesn't have quite the same effect on the half-orcess' new form. Sdentch hands the mostly empty cask back to Auburn regretfully, and looks around the fountain room. The area looks a little brighter already, as if some little darkness had been expunged. "The old man wanted you and me to make the bad guys leave here. Which way do we go?" |
| TelinArtho07-10-07, 02:37 PM | At Sdentch's last question, Auburn remembered the sealed door she had come through. Pointing to it - the two examined it for a short while and determined that it was not meant to be reopened - build of sturdy metal and being several inches thick at the least. Still, Sdentch gave a few testing pushes at the thing before moving on. The duo had a pair of exits from the room and either one seemed as inviting as the other - that is to say - neither one looked particularly promising. Sdentch, jovial as always, and more so because of the presence of her sister picked one direction and headed onward. The corridor was narrow enough for most giants - but for Sdentch and Auburn it was plenty large enough to walk side by side. Holding off on chatting too much, they soon found the corridor ascended via some stairs and ended in a doorway made of crafted, ornate ironwood. Sdentch noticed the symbol of the Walking man in a corner of the door and immediately started to smile. Auburn notes a distinct scent of fresh air coming from the other side - and the slight beams of light coming from the sides of the door frame seem to indicate the outdoors. |
| TelinArtho07-10-07, 04:18 PM | Vath... why do you have Invisibility Purge in your ring of Counterspells? It is a personal spell - so the only one able to cast it on Auburn would be Auburn... |
| TheMagister07-10-07, 05:28 PM | Looking affectionately at the symbol of Farlanghan on the door, Sdentch gingerly reaches up and gives the sign a gentle caress. "Open up, Old Man," she whispers. "Don't you want sunshine in your house?" After a moment, Sdentch turns back to Auburn. "I don't want to leave yet. I want to chase the bad guys away. Okay?" |
| Vathelokai07-11-07, 12:23 AM | Vath... why do you have Invisibility Purge in your ring of Counterspells? It is a personal spell - so the only one able to cast it on Auburn would be Auburn... I was under the impression that invis purge was an emanation and that the ring would 'turn on' when it was hit by that emanation. But now that you mention it, I see that it's a personal sphere :confused: that is neither an emanation or a spread. I've also discovered a new type of action: the 'counterspell action' (which surprisingly, requires no action to take). A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. So does the ring of counterspells only counter targeted spells? Can it counter a fireball? If you enter a zone of pre-existing silence will the ring 'turn on'? Either way, leave it as is. If it doesn't work like that, then my bad. "Of course. I think we should search the building before searching the courtyard. Maybe we can find a high window to leave from instead of the door." Auburn mutters a quick incantation and begins to scan the building as she walks. cast det. magic and concentrate/spellcraft anything of interest. Grumble...Grumble.. time roll... Grumble.... |
| TelinArtho07-11-07, 10:08 AM | Add any details you want to add Vath - this temple is as much yours and TM's to do with as it is mine. And no need to work the "time roll" into the roll play - it just wouldn't make sense with an "escape" anyway... let's keep that sense of urgency around... |
| Vathelokai07-11-07, 10:38 AM | I was actually grumbling about the prebuffs; otherwise I'd be chuging potions and such. I do want to search the inside before going out. I'll get back to you when I'm off work. |
| TelinArtho07-11-07, 11:21 AM | Auburn's investigation reveals the temple appears to not be an original structure of Denth at all. With several icons that she recognizes of Farlanghan, and several others that she recognizes not in the least, but that are clearly not Denthian symbols - the evidence is all she needs. Returning to the closed door with Sdentch, they now hear a chanting on the other side and the movement of others - though how many others is not clear. The chanting seems to be a ritual of some sort rather than a spell being cast, a prayer to Denth to show the intruders death in the most painful of ways. It takes Sdentch a moment to realize the "intruders" is in reference to her and her sister... The ritual changes suddenly though and a piercing scream penetrates the door easily to make it to Sdentch's and Auburn's ears. Auburn recognizes the casting of a Death Knell spell as the scream ends abruptly. |
| Vathelokai07-12-07, 01:29 AM | "They sacrificed someone, Sdentch. They... oh, Farlanghan and Boccob." Both ladies faces turn from shock to rage... @TM: Rush out now or spend time buffing? I'm cool either way. @Telin: did we ever find a window to break out? If possible I'd like to go out a side door and attack from a different direction. |
| TelinArtho07-12-07, 09:47 AM | You were coming from the basement and this is the only exit from this corridor. The other corridor leading from the basement is of a similar nature and ends in a door. |
| TheMagister07-12-07, 08:25 PM | @TM: Rush out now or spend time buffing? I'm cool either way. Oh, spend time buffing for sure. Sdentch'll don Auburn's Ring of Counterspells (dispel magic) and put away her ring of protection +2. Then she'll buff with Proection from Energy(fire), Daylight on her shield, and PfE. If there's duration left on the Bless Weapon, great. If not, replace that one as well. Then she'll be ready to go! "We gotta stop 'em, sis!" |
| Vathelokai07-13-07, 02:16 AM | well, if we have that much time; activate boots of fly, drink elixer of sneak, use rod of silence to cast mirror image, and use rod of silence to cast summon monster 5 (giant crocodile). As Sdentch is leading the way out, cast scroll of polymorph wyvern on the crocodile (using delays and ready actions to deal with tight corridors and such). I think we should do more than stop them..." Auburn's face takes on a steely look, almost a snarl. She throws back a potion and moves her hands before her in a silent, arcane prayer. |
| TelinArtho07-13-07, 10:34 AM | Round 1 Sdentch switches rings and pulls out a potion of Protection from Energy (Fire) Monster 2 casts Death Knell (scream is heard) Monster 1 does something Auburn activates boots of fly and draws an elixir of Sneaking. Round 2 Sdentch drinks the potion and draws an oil of Bless Weapon. Monster 2 casts Enlarge Person Monster 1 does something (lots of movement heard - people vacating the area). Auburn drinks the elixir of sneaking and draws her rod of Silent Spell Round 3 Sdentch activates daylight SLA on her shield. Monster 2 casts Protection from Good and does something. Monster 1 does something Auburn casts Mirror Image and silences it with the rod (1d4+3=6 images) Round 4 Sdentch activates Protection from Evil SLA. Monster 2 does something. Monster 1 does something Auburn uses rod of silent spell while casting SMV. Round 5 Door Opens! (low level acolyte runs away - provokes AoO from Sdentch if she wants it) Ready actions of monster 2 and 1 activate: Monster 2 starts casting SMIV. Monster 1 activates Unholy Blight SLA just inside doorway. [Will 19 (Auburn), 14+1 (Sdentch) vs DC12+4, Sdentch fails. Dmg 4d8=17/2=8; 9d6=34. Sdentch is sickened for 4 rounds] [Sdentch's action] Sdentch and Auburn prepare as quickly as they can, Sdentch activating her new-found powers and Auburn casting spells as quickly as they will flow from her mouth. However, on the other side of the door - the caster also seems to be preparing as well - Auburn recognizing several of the spells as they are called out for Denth to be heard. Just as Auburn starts to open up a gate to summon a helpful creature however, the door flings open - revealing a young acolyte on the other side. He quickly scampers away, revealing an older cleric the size of an ogre on the other side. Not far from him is a creature from the pits of the abyss itself - an Abyssal Lightning-pede! As the door opens, the priest starts to work on a summons of his own. The Lightning-pede covers the area inside the corridor with a blackness of foul magic. Auburn is able to resist the worst of it, but Sdentch cannot bear it and feels nauseous. Despite the foulness, Auburn is able to keep up the incantation of her spell. Treat the "abyssal lightning-pede" as a half-fiend Behir. It does have wings. The area you are looking onto is a wide open courtyard about 100ft across. The Lightning-pede is at the mid point and the cleric is slightly behind it and to the side. 24 . . | - - - - - - - - - - - - - - - - - - - - - - 23 . . | . . . . . . . . . . . . . . . . . . . . . | 22 . . | . . . . . . . . . . . . . . . . . . . . . | 21 . . | . . . . . . . . . . . . . . . . . . . . . | 20 . . | . . . . . . . . . . . . . . . . . . . . . | 19 . . | . . . . . . . . . . . . . . . . . . . . . | 18 . . | . . . . . . . . . . . . . . . . . . . . . | 17 . . | . . . . . . . . . . . . C C . . . . . . . | 16 . . | . . . . . . . . . . . . C C . . . . . . . | 15 . . | . . . . . . . . . . . . . . . . . . . . . | 14 . . < . . . . . . . . . B B B . . . . . . . . . < 13 A S < . . . . . . . . . B B B . . . . . . . . . < 12 - - - . . . . . . . . . B B B . . . . . . . . . | 11 . . | . . . . . . . . . . . . . . . . . . . . . | 10 . . | . . . . . . . . . . . . . . . . . . . . . | 9 . . | . . . . . . . . . . . . . . . . . . . . . | 8 . . | . . . . . . . . . . . . . . . . . . . . . | 7 . . | . . . . . . . . . . . . . . . . . . . . . | 6 . . | . . . . . . . . . . . . . . . . . . . . . | 5 . . | . . . . . . . . . . . . . . . . . . . . . | 4 . . | . . . . . . . . . . . . . . . . . . . . . | 3 . . | . . . . . . . . . . . . . . . . . . . . . | 2 . . | . . . . . . . . . . . . . . . . . . . . . | 1 . . | . . . . . . . . . . . . . . . . . . . . . | 0 . . | - - - - - - - - - v v - - - - - - - - - - - 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Sdentch 34/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64), holding oil of Bless weapon, sickened (ends 9) Auburn 45/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ended), Delay Poison (ended), Endure Elements (ends 13 hours), Prot. from Arrows (ended), Magic Vestment (ended), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (6 images, ends 103), casting SMV. Abyssal Lightning-pede xxx/xxx, (used Unholy Blight), wears Light Chain Barding, coil around one claw Cleric xx/xx, Death Knell (ends 101), Enlarge Person (ends 93), Protection from Good (ends 93), holds wand, casting SMIV New initiative order: Cleric, Lightning-pede, Sdentch, Auburn |
| TheMagister07-13-07, 06:52 PM | Just being curious: was the DC 16? If so, Sdentch's PfE gives her a +2 on saves vs. evil creatures' spells, not a +1... Regardless, Sdentch taps a tattoo of expansionA3 and draws her longspear and stays where she is. Now she threatens out to 20 ft., and damage increases accordingly. keeps her shield handy. Due to a clarification in the Tavern, Sdentch can't make any good use of AoOs vs. the Behir, so we'll stick with the Expansion so we don't get swallowed. Vath, I think we should retreat a bit down the hall; that thing'll be at a distinct disadvantage in here. Maybe retreat 30' or so? Also, not being surrounded by summons in that open room is a damned fine idea! "Ugh! That thing smells worse than I do! ...DID. Let's move back, sis'!" |
| TelinArtho07-13-07, 09:16 PM | DC16 yes - but you already have a +1 resistance bonus listed - so the net increase with PfE is only +1. |
| TheMagister07-13-07, 09:35 PM | Drat. So I do. {sigh} Can't fight your dice. All I can do is roll with 'em. Until I hear differently from Vath, I want us to move backward down the hall about 20' (just enough room for the thing to squeeze in and not allow the cleric in behind him). Sdentch uses AoOs on the electripede (I like that name better, don't you?) as Stand Still attempts for damage, and next round moves back the aforementioned amount and use the CSW [cl6] on herself (I'm glad I saved it!) followed by Aid. Then we get busy with the longspear shield, keeping the Behir at bay with AoOs and no power attack. That's the strategy and plan for Sdentch. Vath, when we DO finally see that cleric, a readied sonic lightning bolt to disrupt casting sounds like a FINE idea. Grease could be useful both on Sdentch (if she gets grappled) and against the electripede (big things don't balance well, and falling prone ain't the same as being tripped). Sound good? |
| Vathelokai07-13-07, 11:20 PM | Rough day... just now getting internet time. Note: I was wrong on the rod of silence: it's a minor one so it cannot silence summon 5 (still worked on mirror image). Grease is good. Web is also good (won't stop it, but will slow it enough to provoke AoOs). An obscuring mist outside the doorway to keep the cleric from doing ranged things... greater invis to help Sdentch in melee (asuming it works)... could try to dismissal the abyssal electripede... it isn't resistant to sonic as far as we know so the wand could help... could try a globe of invulnurability or resiliant sphere to slow it more in the hall, but that seems a bit much.... also have some dispel action for that priest. So it looks like: Sdentch moves back 20 and CSWs. Giant croc summons arrives and delays Auburn casts poly(wyvern) from scroll and moves back 40 ft. Wyvern croc squeezes out (possibly not if telin allows it to fly) and bases the priest (alternately, it can move and attack, but will take a behir AoO in doing so - I think it might be worth it). Cleric cries and offers surrender. Abyssal Electripede wets itself. Sdentch valiantly refuses surrender and wetness, choosing to take AoOs and readied attacks. Auburn uses one of the half dozen options listed above, depending on how things go. I'd like to hear some feedback before committing to it. Size/Type: Large Dragon Hit Dice: 7d8+28 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +5/+19 Attack: Sting +10 melee (1d6+6 plus poison) or talon +10 melee (2d6+6) or bite +10 melee (2d8+6) Full Attack: Sting +10 melee (1d6+6 plus poison) and bite +8 melee (2d8+6) and 2 wings +8 melee (1d8+3) and 2 talons +8 melee (2d6+6) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, poison Special Qualities: DR 5/magic, resist cold and fire 5, SR 12 Saves: Fort +7, Ref +6, Will +3 Abilities: Str 23, Dex 12, Con 19, Int 3, Wis 12, Cha 2 Skills: Hide +5, Move Silent +1, Listen +5, Spot +5, Disguise +6 Feats: Alertness, Endurance, Skill Focus (Hide), MultiattackB Alignment: CE Summoned: lasts 10 rounds, disappears at 0 hp, augmented (+4 str, +4con) Polymorphed: lasts 9 rounds (type change, one size smaller, -14 hp, lower stats, bonus feat, more attacks, fly speed, more armor) Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based. Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. 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 stings. Skills: Wyverns have a +3 racial bonus on Spot checks. |
| Vathelokai07-14-07, 12:53 AM | Auburn continues her chant, standing windblown in the doorway as Sdentch falls back. A huge beast appears in front of her, snapping draconian jaws. She continues the chant and the beast shrinks, becoming more compact and sprouting wings. The tip of it's tail transforms to a dripping stinger. With a final shout, the lumbering dragon takes to the air, circling around and diving for the dark summoner. "Boccob sends his regards, you pitiful excuse for a summoner." Her voice echoes as she flies back between Sdentch's wings and down the hall. Ok, I've had time to think, and I'll go with this... Sdentch moves back 20 and CSWs. Giant croc summons arrives and delays Auburn casts poly(wyvern) from scroll and moves back 40 ft. Wyvern croc double moves out flying around to avoid the electripede and ending so as to completely base the cleric. Cleric keeps chanting and provokes AoO (concentrates to avoid it) Cleric cries and offers surrender. Abyssal Electripede wets itself. Sdentch valiantly refuses surrender and wetness, choosing to take AoOs and readied attacks instead. Auburn casts dismissal on the electripede if it comes for us. She casts magic missiles from scroll on the cleric otherwise. Wyvern full attacks cleric. |
| TheMagister07-14-07, 03:57 AM | Only one change: lets only move back 10' and keep the door in reach. No longspear since it'll 1) do less damage than the shield, 2) lower Sdentch's armor class un-necessarily, and 3) not keep anything but medium-sized creatures off of her. |
| TelinArtho07-16-07, 10:57 AM | Hmmm - Vath there's something I'm not so sure about. The augmented summoning bonus in essence summons a stronger creature. That said - polymorphing it, in my opnion, would replace the physical stats - rather than allow the bonus to carry over. I'll allow it for now - but I'm not terribly convinced that it is correct. Anyway - I'm working on it - be back in a moment... |
| TelinArtho07-16-07, 11:24 AM | Sdentch and Auburn move back down the hall a little as the crocodile takes shape. As she passes it - Auburn touches the crocodile with an incantation and it immediately transforms into a wyvern. Sdentch calls on the powers of the Old walking man and feels a little better as some wounds close up. She's still sick - but she at least doesn't hurt as much. The crocodile-turned-wyvern listens to the commands of the small gnome and bursts with speed towards the cleric. The electripede snaps out with its powerful jaws but the wyvern is too far away. Missed that you wanted to avoid the AoO, so the attack here will be the first one against the wyvern. The cleric finishes his incantation and a wasp forms directly overhead. With stinger bared - it charges the wyvern, diving the point deep into the wyvern's flesh. The wyvern howls in pain. The cleric steps away and starts to summon once again, giving the electripede room enough to step in and sink its powerful jaws into the wyvern. With a pair of claws to finish off the wyvern - the cleric laughs at the gnome's comment. If that's the best you can do - you might as well send Denth my best on your way to his slave quarters! The cleric starts to work on another breach to another land - weaving together a prayer to Denth in the summoning ritual. 24 . . | - - - - - - - - - - - - - - - - - - - - - - 23 . . | . . . . . . . . . . . . . . . . . . . . . | 22 . . | . . . . . . . . . . . . . . . . . . . . . | 21 A . | . . . . . . . . . . . . . . . . . . . . . | 20 . . | . . . . . . . . . . . . . . . . . . . . . | 19 . . | . . . . . . . . . . . . . . . . . . . . . | 18 . . | . . . . . . . . . . . w w . . . . . . . . | 17 . . | . . . . . . . . . . . w w . . . . . . . . | 16 . . | . . . . . . . . . . . . . C C . . . . . . | 15 . S | . . . . . . . . . . B B B C C . . . . . . | 14 . . < . . . . . . . . . . B B B . . . . . . . . < 13 . . < . . . . . . . . . . B B B . . . . . . . . < 12 - - - . . . . . . . . . . . . . . . . . . . . . | 11 . . | . . . . . . . . . . . . . . . . . . . . . | 10 . . | . . . . . . . . . . . . . . . . . . . . . | 9 . . | . . . . . . . . . . . . . . . . . . . . . | 8 . . | . . . . . . . . . . . . . . . . . . . . . | 7 . . | . . . . . . . . . . . . . . . . . . . . . | 6 . . | . . . . . . . . . . . . . . . . . . . . . | 5 . . | . . . . . . . . . . . . . . . . . . . . . | 4 . . | . . . . . . . . . . . . . . . . . . . . . | 3 . . | . . . . . . . . . . . . . . . . . . . . . | 2 . . | . . . . . . . . . . . . . . . . . . . . . | 1 . . | . . . . . . . . . . . . . . . . . . . . . | 0 . . | - - - - - - - - - v v - - - - - - - - - - - 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Giant wasp is flying at 10ft from the ground and charged Sdentch 47/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64), holding oil of Bless weapon, sickened (ends 9) Auburn 45/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Dispel Magic and Invisibility Purge), Nondetection (ended), Delay Poison (ended), Endure Elements (ends 13 hours), Prot. from Arrows (ended), Magic Vestment (ended), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (6 images, ends 103) -- Wyvern-croc 59-71/59 - dead Abyssal Lightning-pede xxx/xxx, (used Unholy Blight), wears Light Chain Barding, coil around one claw Cleric xx/xx, Death Knell (ends 101), Enlarge Person (ends 83), Protection from Good (ends 83), holds wand, casting SMIV --Wasp xx/xx, charged, used smite, (ends 14) Sdentch, Auburn to end round 6, then Wasp, Cleric, Electripede |
| Vathelokai07-17-07, 02:03 AM | Busy; sorry for lack of RP. Sdentch taps tattoo of enlargea. Enlarge away from the door. Auburn flys back to the doorway (ending against the wall away from the door {0,14} I think). Draws wand while flying and hits electripede and cleric with sonic lightning bolt. I'll try to log on during the day to speed things up a bit. |
| TelinArtho07-17-07, 11:50 AM | Auburn moves down the corridor, brandishing a stick of aluminum and points it towards the cleric and electripede. Tonerre A thunderclap resonates towards the opponents and strikes them with the force of a bull. Sdentch, preparing for an upfront assault, taps a tattoo left to her by the Old Walking man and immediately explodes to double her normal size - filling most of the corridor around her. The wasp moves in and stings at Sdentch from behind the cover of the upper portion of the doorway. As it approaches, the doorway to another plane opens up, but Sdentch is not in view of what came out. Auburn should have been - but nothing appeared in her sight either. Not even a second later - the wall slams into Sdentch, but her armor protects her well enough from the blow. Two earthen scorpions appear behind her to block her path back down the corridor as well - the third stays partially within the wall. The cleric follows up with a dispel on Auburn but finds the spell immediately fizzles because of Auburn's counterspelling ring. He curses in frustration, and sends the electripede in. The electripede moves over closer to the door and out of line from the cleric in order to avoid getting caught in the same area affect. 24 . . | - - - - - - - - - - - - - - - - - - - - - - 23 . . | . . . . . . . . . . . . . . . . . . . . . | 22 . . | . . . . . . . . . . . . . . . . . . . . . | 21 . . | . . . . . . . . . . . . . . . . . . . . . | 20 . . | . . . . . . . . . . . . . . . . . . . . . | 19 . . | . . . . . . . . . . . . . . . . . . . . . | 18 . . | . . . . . . . . . . . . . . . . . . . . . | 17 e e | . . . . . . . . . . . . . . . . . . . . . | 16 S S e . . . . . . . . . . . . . C C . . . . . . | 15 S S | w w . . . . . . . . . . . C C . . . . . . | 14 A . < w w . . . . . . . . . . . . . . . . . . . < 13 . . < . . . . . . . . . . . . . . . . . . . . . < 12 - - - . . . B B B . . . . . . . . . . . . . . . | 11 . . | . . . B B B . . . . . . . . . . . . . . . | 10 . . | . . . B B B . . . . . . . . . . . . . . . | 9 . . | . . . . . . . . . . . . . . . . . . . . . | 8 . . | . . . . . . . . . . . . . . . . . . . . . | 7 . . | . . . . . . . . . . . . . . . . . . . . . | 6 . . | . . . . . . . . . . . . . . . . . . . . . | 5 . . | . . . . . . . . . . . . . . . . . . . . . | 4 . . | . . . . . . . . . . . . . . . . . . . . . | 3 . . | . . . . . . . . . . . . . . . . . . . . . | 2 . . | . . . . . . . . . . . . . . . . . . . . . | 1 . . | . . . . . . . . . . . . . . . . . . . . . | 0 . . | - - - - - - - - - v v - - - - - - - - - - - 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Giant wasp is flying at 10ft from the ground. The elemental in the wall has cover, the others do not. Sdentch 47/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64), holding oil of Bless weapon, sickened (ends 9) Auburn 45/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 13 hours), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (6 images, ends 103) Abyssal Electripede xxx-7/xxx, (used Unholy Blight), wears Light Chain Barding, coil around one claw Cleric xx-7/xx, Death Knell (ends 101), Enlarge Person (ends 83), Protection from Good (ends 83), holds wand --Wasp xx/xx, used smite, (ends 14) --Earth Elemental xx/xx, charged (ends 15) --Earth Elemental xx/xx (ends 15) --Earth Elemental xx/xx (ends 15) Sdentch, Auburn to end round 7, then Wasp, elementals, Cleric, Electripede |
| Vathelokai07-17-07, 01:58 PM | Auburn casts dismissal on the electripede. If it is gone, stay where she is. If it stays, tumble/fly past the elementals. If electripede disappears, Sdentch will attack the elementals. If the electripede stays, Sdentch will rage and whirling frenzy the elementals. |
| TelinArtho07-17-07, 03:34 PM | Auburn weaves together a protective spell that opens the fabric of space behind the electripede. While it momentarily threatens to collapse on itself, the gate strengthens and the electripede is suddenly whisked out of the plane. Auburn smiles with satisfaction; the cleric on the other hand is none-too-pleased. Sdentch slams her shield into the first elemental and throws it back into the ground beneath her feet. The other one dodges somewhat nimbly aside. The wasp moves into the doorway and strikes at Sdentch, but she barely is able to deflect the blow in time. The elementals also strike at her, slamming her against the back wall and causing a great raucous. As if sending the electripede back will save you. The cleric starts to work the threads of another summon spell. 24 . . | - - - - - - - - - - - - - - - - - - - - - - 23 . . | . . . . . . . . . . . . . . . . . . . . . | 22 . . | . . . . . . . . . . . . . . . . . . . . . | 21 . . | . . . . . . . . . . . . . . . . . . . . . | 20 . . | . . . . . . . . . . . . . . . . . . . . . | 19 . . | . . . . . . . . . . . . . . . . . . . . . | 18 . . | . . . . . . . . . . . . . . . . . . . . . | 17 e . | . . . . . . . . . . . . . . . . . . . . . | 16 S S e . . . . . . . . . . . . . C C . . . . . . | 15 S S | . . . . . . . . . . . . . C C . . . . . . | 14 A . w w . . . . . . . . . . . . . . . . . . . . < 13 . . w w . . . . . . . . . . . . . . . . . . . . < 12 - - - . . . B B B . . . . . . . . . . . . . . . | 11 . . | . . . B B B . . . . . . . . . . . . . . . | 10 . . | . . . B B B . . . . . . . . . . . . . . . | 9 . . | . . . . . . . . . . . . . . . . . . . . . | 8 . . | . . . . . . . . . . . . . . . . . . . . . | 7 . . | . . . . . . . . . . . . . . . . . . . . . | 6 . . | . . . . . . . . . . . . . . . . . . . . . | 5 . . | . . . . . . . . . . . . . . . . . . . . . | 4 . . | . . . . . . . . . . . . . . . . . . . . . | 3 . . | . . . . . . . . . . . . . . . . . . . . . | 2 . . | . . . . . . . . . . . . . . . . . . . . . | 1 . . | . . . . . . . . . . . . . . . . . . . . . | 0 . . | - - - - - - - - - v v - - - - - - - - - - - 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Giant wasp is flying at 0ft from the ground. The elemental in the wall has cover, the other does not. [Forgot about the flanking bonus on one of the elementals and also the sickened penalties on Sdentch's attacks in the roller] Sdentch 24/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64), holding oil of Bless weapon, sickened (ends 9) Auburn 45/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 13 hours), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (6 images, ends 103) [s]Abyssal Electripede xxx-7/xxx, (used Unholy Blight), wears Light Chain Barding, coil around one claw Dismissed! Cleric xx-7/xx, Death Knell (ends 101), Enlarge Person (ends 83), Protection from Good (ends 83), holds wand --Wasp xx/xx, used smite, (ends 14) --Earth Elemental xx/xx, charged (ends 15) --Earth Elemental xx-24/xx (ends 15) Destroyed! --Earth Elemental xx/xx (ends 15) Sdentch, Auburn to end round 8, then Wasp, elementals, Cleric, Electripede |
| Vathelokai07-17-07, 11:58 PM | Auburn responds to the cleric with nothing but prideful laughter. Then she hears the metal and stone behind her. Sdentch, dizzy and weakened pushes off the wall and presses the elemental away, but she looks hurt badly. "Sis!. Auburn reaches over and taps the angel on the shoulder, causing Sdentch to disappear from view. "I've cleared the way. To the sky!" Auburn feels a brush of feathers as Sdentch moves past and into the courtyard. Auburn follows, her 6 illusions waving in front of the wasp to distract it. Sdentch delays. Auburn casts improved invis on Sdentch and then moves out and up (take the AoO, hope for the best). Sdentch double moves out, squeezing past the wasp and taking to the sky. |
| TelinArtho07-18-07, 12:39 AM | The wasp fits in the entirety of the doorway - if Sdentch wants to move out - she'll have to force her way or take out the wasp. |
| Vathelokai07-18-07, 12:46 AM | Ah, was reading the map wrong. Cast greater invis anyway. Sdentch will continue the beat down on the elementals. |
| TelinArtho07-18-07, 10:26 AM | Crap - just realized I forgot about the Protection from evil on Sdentch... that changes things a bit... Okay - rolling back to round 7 because things do change. Wasp attacks Sdentch, but can't hit because of the protection (didn't hit anyway). The charging elemental can't attack either. Sdentch attacks two elementals - felling one of them - but allowing the other to attack her. Round 8 - Wasp moves to attack Auburn (provoking an AoO from Sdentch if she wants to - but that leaves her open to attacks from the wasp). The wasp does target Auburn and hits for 12 damage; she fails her save versus poison and loses 3 dex. The elemental that was attacked, attacks back and hits for 12. The other elemental can't attack her, so it melds into the ground, moves to Auburn and attacks her, wasting a confirmed crit on an image. It is located with cover in the ground and attack Auburn. This brings us back to the round where Auburn casts Gr. Invisibility (does she want to cast defensively or take a new action?) 24 . . | - - - - - - - - - - - - - - - - - - - - - - 23 . . | . . . . . . . . . . . . . . . . . . . . . | 22 . . | . . . . . . . . . . . . . . . . . . . . . | 21 . . | . . . . . . . . . . . . . . . . . . . . . | 20 . . | . . . . . . . . . . . . . . . . . . . . . | 19 . . | . . . . . . . . . . . . . . . . . . . . . | 18 . . | . . . . . . . . . . . . . . . . . . . . . | 17 . . | . . . . . . . . . . . . . C C . . . . . . | 16 S S | . . . . . . . . . . . . . C C . . . . . . | 15 S S e . . . . . . . . . . . . . . . . . . . . . | 14 A w w . . . . . . . . . . . . . . . . . . . . . < 13 e w w . . . . . . . . . . . . . . . . . . . . . < 12 - - - . . . . . . . . . . . . . . . . . . . . . | 11 . . | . . . . . . . . . . . . . . . . . . . . . | 10 . . | . . . . . . . . . . . . . . . . . . . . . | 9 . . | . . . . . . . . . . . . . . . . . . . . . | 8 . . | . . . . . . . . . . . . . . . . . . . . . | 7 . . | . . . . . . . . . . . . . . . . . . . . . | 6 . . | . . . . . . . . . . . . . . . . . . . . . | 5 . . | . . . . . . . . . . . . . . . . . . . . . | 4 . . | . . . . . . . . . . . . . . . . . . . . . | 3 . . | . . . . . . . . . . . . . . . . . . . . . | 2 . . | . . . . . . . . . . . . . . . . . . . . . | 1 . . | . . . . . . . . . . . . . . . . . . . . . | 0 . . | - - - - - - - - - v v - - - - - - - - - - - 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Giant wasp is flying at 0ft from the ground. The elementals in the wall has cover, the other does not. Sdentch 35/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64), sickened (ends 9) Auburn 33/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 13 hours), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (5 images, ends 103), poisoned (-3 dex, check again at 18) Abyssal Electripede xxx-7/xxx, (used Unholy Blight), wears Light Chain Barding, coil around one claw Dismissed! Cleric xx-7/xx, Death Knell (ends 101), Enlarge Person (ends 83), Protection from Good (ends 83), holds wand --Wasp xx/xx, used smite, (ends 14) --Earth Elemental xx/xx (ends 15) --Earth Elemental xx/xx (ends 15) Destroyed! --Earth Elemental xx/xx (ends 17) Auburn, Sdentch to end round 8, then Wasp, elementals, Cleric |
| Vathelokai07-18-07, 11:38 AM | instead of invis, fire a thunderbolt from the wand through the wasp and into the cleric. 5 ft step in needed (stay up by ceiling). Sdentch will focus on the elemental that's wounded, then the wasp. |
| TelinArtho07-18-07, 11:51 AM | Does Sdentch take the AoO on the wasp as it moves to Auburn? This will leave her open to attacks from the wasp - but up to you. |
| Vathelokai07-18-07, 12:11 PM | Yeah. Use standstill |
| TelinArtho07-18-07, 12:26 PM | WOW. Sdentch makes the standstill for 22 - making the Reflex DC32. The wasp (with a reflex of +2), makes the save with a natural 20 on the roll... The above stands - so I'll move on with Auburn's sonic lightning and so on. |
| TelinArtho07-18-07, 12:39 PM | Sdentch slams her shield into the elemental attacking Auburn and forces it into the ground. She whirls around to attack the other, but hits bare stone instead of the elemental. Auburn activates her wand to hit both the wasp and the cleric behind it, and hurts them both. The cleric loses his concentration from the hit and the fabric of the summoning spell fades instantly. The wasp attacks Auburn again, but can't even connect with an image. The remaining elemental slams at Sdentch, preferring to stay in the relative safety of the wall - somehow managing to connect with her and slams her into the back wall. Sdentch shakes off the concussion and prepares for more. The cleric moves and casts Spiritual weapon, targetting Sdentch with the effect. The ghostly flail attacks the orcess, but it merely clanks off her armor. Sdentch feels the sickness fade away finally. 24 . . | - - - - - - - - - - - - - - - - - - - - - - 23 . . | . . . . . . . . . . . . . . . . . . . . . | 22 . . | . . . . . . . . . . . . . . . . . . . . . | 21 . . | . . . . . . . . . . . . . . . . . . . . . | 20 . . | . . . . . . . . . . . . . . . . . . . . . | 19 . . | . . . . . . . . . . . . . . . . . . . . . | 18 . . | . . . . . . . . . . . . . . . . . . . . . | 17 . . | . . . . . . . . . . . . . . . . . . . . . | 16 S S | . . . . . . . . . . . . . . . . . . . . . | 15 S S e . . . . . . . . . . . . . . . . . . . . . | 14 A w w . . . . . . . . . . C C . . . . . . . . . < 13 . w w . . . . . . . . . . C C . . . . . . . . . < 12 - - - . . . . . . . . . . . . . . . . . . . . . | 11 . . | . . . . . . . . . . . . . . . . . . . . . | 10 . . | . . . . . . . . . . . . . . . . . . . . . | 9 . . | . . . . . . . . . . . . . . . . . . . . . | 8 . . | . . . . . . . . . . . . . . . . . . . . . | 7 . . | . . . . . . . . . . . . . . . . . . . . . | 6 . . | . . . . . . . . . . . . . . . . . . . . . | 5 . . | . . . . . . . . . . . . . . . . . . . . . | 4 . . | . . . . . . . . . . . . . . . . . . . . . | 3 . . | . . . . . . . . . . . . . . . . . . . . . | 2 . . | . . . . . . . . . . . . . . . . . . . . . | 1 . . | . . . . . . . . . . . . . . . . . . . . . | 0 . . | - - - - - - - - - v v - - - - - - - - - - - 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Giant wasp is flying at 0ft from the ground. The elementals in the wall has cover. Sdentch 23/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64), sickened (ended) Auburn 33/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 13 hours), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (5 images, ends 103), poisoned (-3 dex, check again at 18) Abyssal Electripede xxx-7/xxx, (used Unholy Blight), wears Light Chain Barding, coil around one claw Dismissed! Cleric xx-25/xx, Death Knell (ends 101), Enlarge Person (ends 83), Protection from Good (ends 83), Spiritual Weapon (ends 18), holds wand --Wasp xx-9/xx, used smite, (ends 14) --Earth Elemental xx/xx (ends 15) --Earth Elemental xx/xx (ends 15) Destroyed! Sdentch, Auburn to end round 9, then Wasp, elemental, Cleric |
| Vathelokai07-18-07, 12:49 PM | Sdentch hits the wasp (attack on defensive), then Auburn readies to fire more thunder on spell casting |
| TelinArtho07-18-07, 01:09 PM | Sdentch slams her shield twice into the wasp and it crumbles to dust before her eyes. Auburn holds her wand at the ready. The elemental attacks Sdentch from the wall but misses her due to her defensive posture. The spiritual flail attacks Sdentch and strikes her solidly in the abdomen. The cleric moves a closer, drawing a flail and dropping the wand in hand. He starts to cast another spell, but Auburn is ready for it and another shockwave comes forth. The cleric takes the bolt wholly, but manages to get the spell off despite it - a resist energy spell. 24 . . | - - - - - - - - - - - - - - - - - - - - - - 23 . . | . . . . . . . . . . . . . . . . . . . . . | 22 . . | . . . . . . . . . . . . . . . . . . . . . | 21 . . | . . . . . . . . . . . . . . . . . . . . . | 20 . . | . . . . . . . . . . . . . . . . . . . . . | 19 . . | . . . . . . . . . . . . . . . . . . . . . | 18 . . | . . . . . . . . . . . . . . . . . . . . . | 17 . . | . . . . . . . . . . . . . . . . . . . . . | 16 S S | . . . . . . . . . . . . . . . . . . . . . | 15 S S e . . . . . . . . . . . . . . . . . . . . . | 14 A . > . . . . . . C C . . . . . . . . . . . . . < 13 . . > . . . . . . C C . . . . . . . . . . . . . < 12 - - - . . . . . . . . . . . . . . . . . . . . . | 11 . . | . . . . . . . . . . . . . . . . . . . . . | 10 . . | . . . . . . . . . . . . . . . . . . . . . | 9 . . | . . . . . . . . . . . . . . . . . . . . . | 8 . . | . . . . . . . . . . . . . . . . . . . . . | 7 . . | . . . . . . . . . . . . . . . . . . . . . | 6 . . | . . . . . . . . . . . . . . . . . . . . . | 5 . . | . . . . . . . . . . . . . . . . . . . . . | 4 . . | . . . . . . . . . . . . . . . . . . . . . | 3 . . | . . . . . . . . . . . . . . . . . . . . . | 2 . . | . . . . . . . . . . . . . . . . . . . . . | 1 . . | . . . . . . . . . . . . . . . . . . . . . | 0 . . | - - - - - - - - - v v - - - - - - - - - - - 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Giant wasp is flying at 0ft from the ground. The elementals in the wall has cover. Sdentch 23/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64), sickened (ended) Auburn 33/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 13 hours), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (5 images, ends 103), poisoned (-3 dex, check again at 18) Cleric xx-39/xx, Death Knell (ends 101), Enlarge Person (ends 83), Protection from Good (ends 83), Spiritual Weapon (ends 18), Resist Energy (Sonic, ends 910), holds flail --Wasp xx-64/xx, used smite, (ends 14) Dead! --Earth Elemental xx/xx (ends 15) Sdentch to end round 10, then elemental, SW, Auburn, Cleric |
| Vathelokai07-18-07, 01:42 PM | Aub and Sdentch both fly out and up. Auburn casts magic missile from memory. Sdentch withdraws |
| TelinArtho07-18-07, 03:35 PM | Sdentch moves out of the hall and into the air, suffering a swipe from the elemental as she moved, but it just bumped off of her armor. The elemental moves next to Auburn and attacks her, but misses her completely. The spiritual weapon keeps pace with Sdentch and attacks her but it cannot penetrate her defenses. Auburn moves out of the hall, suffering another swipe from the elemental, and it takes out one of her images. Once in the air and safe, Auburn casts a magic missile to target the cleric. The cleric - running out of options - tries to paralyze Auburn with another spell, but Auburn shakes it off without much effort. Sdentch 23/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64), sickened (ended) Auburn 33/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 13 hours), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (4 images, ends 103), poisoned (-3 dex, check again at 18) Cleric xx-55/xx, Death Knell (ends 101), Enlarge Person (ends 83), Protection from Good (ends 83), Spiritual Weapon (ends 18), Resist Energy (Sonic, ends 910), holds flail --Wasp xx-64/xx, used smite, (ends 14) Dead! --Earth Elemental xx/xx (ends 15) Sdentch to end round 11, then elemental, SW, Auburn, Cleric |
| Vathelokai07-18-07, 03:56 PM | Auburn dispels the cleric. If he shrinks, Sdentch will diving charge. If he doesn't shrink, Sdentch will fly to direcly above him (and out of reach). and switch to longspear to keep him pinned down. |
| TelinArtho07-18-07, 04:08 PM | Sdentch waits for Auburn to dispel the cleric - but while she does, the spiritual weapon hits her once more across the jaw. Auburn casts Dispel magic and is disappointed to know that only one of the protections on the cleric fades (and he doesn't shrink). Sdentch moves above the cleric, switching her shield for her longspear. The cleric starts casting another spell defensively [SMIII] The spiritual weapon attacks Sdentch some more but misses. Sdentch 19/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Resist Energy (Fire 10, ends 302), Daylight (ends 603), Protection from Evil (ends 64) Auburn 33/56, Ext. Mage Armor (ends 9 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 13 hours), Fly (ends 51), Elixir of Sneaking (ends 102), Mirror Image (4 images, ends 103), poisoned (-3 dex, check again at 18) Cleric xx-55/xx, Death Knell (ends 101), Enlarge Person (ends 83), Protection from Good (ends 83), Spiritual Weapon (ends 18), Resist Energy (dispelled), holds flail --Earth Elemental xx/xx (ends 15) |
| Vathelokai07-18-07, 04:35 PM | Auburn will empty her short scroll of MM into him (just shoot now, then ready against casting.) Sdentch will circle overhead and stab him with the spear (attack on defense to avoid SW and summons). |
| TelinArtho07-18-07, 04:40 PM | Auburn drops her wand to draw a scroll and casts from it. The cleric might have been able to finish his casting - if it weren't for the fact that he collapses to the ground, dying. Nothing you do here will matter you know. Denth is coming. Coming to clean this planet up once and for all... He was down to 2hp... I'll go update the log in a bit - you guys can either head through the east side door or the south side door - or leave the temple completely - up to you... Half-Fiend BEHIR Huge Outsider (Native) Hit Dice: 9d10+45 (94 hp) Initiative: +3 Speed: 40 ft. (8 squares), climb 15 ft., Fly 40ft (average) Armor Class: 29 (-2 size, +1 deflection, +5 armor, +3 Dex, +12 natural), touch 12, flat-footed 26 Base Attack/Grapple: +9/+27 Attack: Bite +17 melee (2d6+10) Full Attack: Bite +17 melee (2d6+10), 2 Claws +12 (1d8+5) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, constrict 2d8+10, improved grab, rake 1d4+5, swallow whole, Smite Good, Spell-like abilities Special Qualities: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent, Immunity to poison, Resistance Acid 10, Cold 10, Fire 10, DR 5/magic, SR 19 Saves: Fort +11, Ref +7, Will +5 Abilities: Str 30, Dex 17, Con 23, Int 11, Wis 14, Cha 14 Skills: Climb +16, Hide +5, Listen +4, Spot +4, Survival +2 Feats: Alertness, Cleave, Power Attack, Track Environment: Warm hills Organization: Solitary or pair Challenge Rating: 10 Treasure: Standard Alignment: Often neutral Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan) Level Adjustment: — The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting. Behirs speak Common. COMBAT A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon. Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 20 half. The save DC is Constitution-based. Constrict (Ex): A behir deals 2d8+10 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well. Improved Grab (Ex): To use this ability, a behir must hit a creature of any size with its bite 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 it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round. Rake (Ex): Six claws, attack bonus +17 melee, damage 1d4+5. Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d8+10 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Smite Good (+9 dmg for 1 attack) Spell Like Abilities: Darkness 3/day, Desecrate, Unholy Blight, Poison 3/day, Contagion (CL9, DC12+SL) Equipment: Mithril Chain Shirt +1 (7750gp), Ring of Protection +1 (2000gp), Level 8 Cleric of Denth (War and Strength Domains) S 14 (+2 (untyped, death knell), +2 (size, enlarge person)) D 10 (-2 (size, enlarge person)) C 14 +1 @8th I 12 W 16 +1 @4th Ch 8 HP 52 (8d8+16) +1d8 (death knell) AC 21 (+9 armor, +2 shield, -1 size, -1 dex, +2 deflection) [Ma] Flail +10/+5 melee, 1d8+2 dmg, 20/x2 crit Light Crossbow +6 ranged, 1d8 dmg, 19-20/x2 crit Saves +8/+2/+9 (+2 on all) Skills: Max ranks - Concentration, Knowledge (religion), Knowledge (the planes), Spellcraft Feats: Spell Focus (conjuration) (human) Augmented Summoning (1st) Spell Penetration (3rd) Spell Focus (Necromancy) (6th) War domain - add WP: Flail, WF: Flail Strength domain - 1/day +8 enh Strength for 1 round ECL8 - Full Plate +1 (2650gp), Buckler +1 (1165gp), [Ma] Flail (308gp), Light Crossbow (35gp), 20 bolts (2gp), Wand of Summon Monster II (CL3, 50 charges), Scroll of SMIV (CL7) (700gp) Memorized spells: (domains random) 6 5+1 4+1 4+1 2+1 0th: Cure Minor Wounds (x2), Resistance (x2), Guidance (x2) 1st: Enlarge Person (domain), Divine Favor, Doom, Sanctuary (x2), Protection from Good 2nd: Spiritual Weapon (domain), SMII, Hold Person, Resist Energy, Death Knell 3rd: Magic Vestment (domain) SMIII (x2), Dispel Magic, Invisibility Purge 4th: Divine Power (domain) SMIV (x2) |
| TelinArtho07-19-07, 12:10 PM | @Vath - do you want to do something about that poison before the secondary effect comes in? (don't forget Sdentch has Neutralize poison). Also - any healing for the third encounter? |
| Vathelokai07-19-07, 12:58 PM | Yeah; just crazy busy right now. I'll get it all up tonight. |
| Vathelokai07-20-07, 12:17 AM | Auburn lands softly next to the cleric. She reaches down and closes his eyes. "Perhaps your lord will have mercy on you for your foolish bravery." Sdentch circles once more and lands beside them. She sniffs at the air. "I still feel them, Sis." "Me too. Since we are outside already, I think we should take a quick look around, in case there's a large ambush. But I'm pretty sure they are in there..." The gnome points to the eastern edge of the building. "Curtains on the windows; probably a rectory... er, the living quarters. "Okay, lets look around then." "Say, you think you could fly and carry me at the same time. These boots are only good for short sprints." The sisters work out the details, and with powerful wing strokes, Sdentch flies upward in a spiral, leaving a dust cloud in the courtyard. Auburn waits to take the second save before Sdentch uses neutralize poison. Sdentch drinks the last 2 clw potions. She will keep using daylight at will on her shield the whole time. That's it for prefight actions. For the 'between fights' time, fly one lap around the compound and look for monsters and/or other enterences to the east area. Once we locate the enemy, probably 2 rounds of buff (stoneskin/greater invis and bless weapon/enlarge ; all on Sdentch except greater invis). However, circumstances may change that a bit. |
| TelinArtho07-20-07, 10:34 AM | Auburn and Sdentch fly about the compound, trying to get a better vantage point on the room they are looking at, but as expected, they aren't able to see much - just curtained windows and such. Returning to the door, Auburn finds it has been altered from its original construction and bears the symbol of Denth across a badly desecrated symbol of the Wanderer. Preparing themselves once more before moving onward, Sdentch opens the door cautiously and steps within. You failed the second save and lose 1 more point in dex. Strange - but the Neutralize Poison spell removes any "temporary effects," but specifically not "temporary ability damage." In light of that - I think it would be more reasonable to use the neutralize poison ability before the secondary effect, unless you really want to have 1 point less in dex for the upcoming battle... 2 CLWs on Sdentch: 13 hp healed. Given that you guys are so wounded, I am going to allow the prebuff rounds here. Sdentch 36/73, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Daylight (ends 597), Stoneskin (100/100, ends 998), Expansion (ends 299), Bless Weapon (ends 10) Auburn 33/56, Ext. Mage Armor (ends 5 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 9 hours), poisoned (-3 dex), Greater Invisibility (ends 10) Opening the door to the private section of the church, Auburn is impressed by the craftsmanship within - even if it is art for the sake of Denth. Her gaze is interrupted however, as a booming voice echoes from within the area nearby. You have been warned - get out now or face my wrath. The source of the voice is not in view - but there are a number of places within the room that are not visible to the duo. Quickly annointing her shield, Sdentch indicates her readiness to Auburn - Auburn responds by disappearing from view. Cavern map - the pool in the middle is an actual pool used for minor divinations and such. Each starting area is a bedchamber. The source of the voice is clearly from starting area 3. Initiative: Auburn, Monster 2, Sdentch, Monster 1 http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,2,16;b= Name,S,3,17;c=Name,F,30,1;d=Name,F,30,30 Ignore the placeholders - the voice came from area 3. |
| TheMagister07-20-07, 05:54 PM | Hey guys, I'm back! Is there any reason that Sdentch couldn't prebuff with Aid and PfE before we open the door? They're fairly long duration spells (6 min ea.)! In addition, the expansion is a 30 min duration (payed some CASH for those tats); can I keep it? Also, shouldn't Auburn recharge her ring with dispel magic (if she can)? The rest I'm cool with. "You had better beware! The Old Man wants his house back, and I will not let you take any more babies for Denth!" Sdentch swells with anger, breast heaving under her plate armor. |
| Vathelokai07-20-07, 06:09 PM | I thought you already used aid; that's why I didn't mention it (gonna need all teh hp you can get). As for prebuffs; we're using the time rolls between fights,technicly, so they are gone. Wanted to save the dispel incase we were jumped by a buffer or some wizard. @Telin: just remembered something about the poison. Auburn had delay poison prebuffed. Not sure how that would interact with neutralize (don't have books handy). |
| TheMagister07-20-07, 08:30 PM | Delay Poison renders all poison ineffective until the end of the Delay Poison duration. Neutralize Poison actually gets rid of the poison. Sdentch already used Aid? I'll have to check to see if she already did.... |
| TelinArtho07-20-07, 09:38 PM | I already gave you two free prebuff rounds... and you ask for more? Talk about Oliver Twist... Sorry about the tat's - they get expired with the time roll. @Vath - you are right, she did have delay poison. Unfortunately, that would mean she'd get hit with those failed saves right before this fight... I assume you'd rather use neutralize poison before it comes to bear... Sdentch hasn't used the Aid SLA that I see in the summary. I'd have to go through the fights to make sure I didn't miss it though. If you'd rather switch that out for Bless weapon, I would certainly agree with that. |
| TheMagister07-20-07, 09:45 PM | I'd rather have the Aid than the Bless Weapon, and thanks! Man, looking through those rolls for fight 2: will your dice EVER stop, Telin? No relief in sight! Sdentch with two natural 1s, and the bad guys with like five 19s and 20s! At least Sdentch still has a frenzy left: that's good. "Where are you? Come out and get your punishment!" |
| Vathelokai07-20-07, 11:26 PM | I wouldn't look too hard for the use of Aid; my memory isn't the best. Auburn will cast bears endurance (use rod of silence) on Sdentch and move out; allow Sdentch to move past her. Auburn rolls her eyes at the disembodied voice and lets Sdentch do the talking. Her hand brushes the orc-angel's hand as the gnome passes and a spark of energy passes between them. Then Auburn walks slowly through the archway. |
| TheMagister07-22-07, 11:19 AM | Sdentch feels the bolstering arcane power toughen her frame and puffs out her chest. She then raises her ring to her eyes and causes them to glow with divine energy that pierces concealing enchantments. She follows Auburn's lead, moving cautiously and determinedly into the chamber and placing her charge under the protective umbrella of her glowing table-like shield. See Invisibility from ring, move forward to be behind and adjacent to Auburn. Sdentch 36+6+aid/73+6, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Neutralize Poison(1/day: used fight 2); Daylight (ends 597), Stoneskin (100/100, ends 998), Expansion (ends 299), Aid(1d8+6)(ends 59), Bear's Endurance (ends 101), See Invisibility (ends 101) Auburn 33/56, Ext. Mage Armor (ends 5 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 9 hours), poison(neutralized), Greater Invisibility (ends 10) |
| TelinArtho07-23-07, 10:25 AM | Haven't you heard - the Old Man of which you speak is dead lady. Dead. He holds no power here - and never will! Sdentch catches a glimpse of the creature approaching them - a two headed beast of a giant in thick hide from rhino and elephants. From another area, Auburn and Sdentch both here the beginnings of a summoning spell. [SMV] http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,2,16,5, 18;b=Name,M,3,17,7,17;c=Name,M,22,26;d=N ame,L,25,6,15,11 Sdentch 36+12+11(temp)/73+12, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Daylight (ends 597), Stoneskin (100/100, ends 998), Expansion (ends 299), Aid (ends 60), See Invisibility (ends 301), Bear's Endurance (ends 101) Auburn 33/56, Ext. Mage Armor (ends 5 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 9 hours), Neutralize Poison (ends long), Greater Invisibility (ends 10) Monster 1 xx/xx, casting SMV Monster 2 xx/xx |
| TheMagister07-23-07, 11:06 AM | Does Auburn have any knowledges that could help us out on the IDs of this thing? @Vath - grease, dude. The big guys HATE grease. And if you haven't guessed yet, I LOVE it. A ready action to grease him when he gets within casting range would be great. It would also free Sdentch up for going to kill that summoner (who is probably the key to this battle). Grease followed by EBT followed by Web might just do the trick for the big guy. Don't web the summoner, because it'll make it too hard to get to him (same reason not to EBT him). I'll bet that his concentration skill is high enough to cast even while grappled, and he probably has FoM, too. Any other thoughts? |
| TelinArtho07-23-07, 11:14 AM | Auburn hasn't seen it yet, but it won't be hard to guess - two-headed giant with wings... |
| TheMagister07-23-07, 01:51 PM | Ah. Wings. That changes things. Grease would be great for getting rid of his weapon, though, and Web for keeping him off of us until we deal with the summoner. And there's always Ray of Enfeeblment. I really feel that the summoner needs to be dealt with first. |
| Vathelokai07-24-07, 10:38 AM | Move toward a place where I could see the caster. If I see him, use telekenisis to fire 10 col. arrows at him. If I can't, then use rod of silence to throw a swarm of bats into his room. Don't concentrate on the bats (let them go for a few rounds and disappear). |
| TelinArtho07-24-07, 12:01 PM | Well your best chance of seeing the caster is heading to the south east... I assume you don't want to get too close to the big beastie that way though... Auburn moves into the room, drawing her rod of silence along the way. As she does, she is able to recognize the distorted form of a half-fiend ettin - a creature of such vile descent that she doesn't even want to guess what would produce it. With a pair of morningstars in hand, it is a fearsome creature, but luckily - it can't see her. The half-fiend ettin moves in closer to Sdentch, inadvertently blocking off the route between the sisters and licks his lips as he looks over the tasty morsel in front of him. The pair of heads howl in anticipation of a delicious feast. Come here pretty - let us see what you have to give ol' Rumshank and Gilborg. Sdentch's action. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,5,18;b= Name,M,7,17,14,19;c=Name,M,22,26;d=Name, L,15,11,9,18 |
| TheMagister07-24-07, 03:11 PM | Yer on yer own for a minute, Vath; I can't pass up an opportunity like this. Sdentch frenzies and full attacks Mr. H.F. Ettin, then 5' steps to the south for cover. Go for Bang, Sdentch-baby! No 1s! Knock him down this turn! +16/+16/+11, 3d6+18 (x2). AC: 24+2(frenzy)+4(cover)-2(expansion) (no deflection right now) "Yeech! Denth makes ugly babies! Oh, Old Man -- this one has to die!" Sdentch roars in affront and swings her enchanted shield like an axe, edge on. She doesn't know which head to aim for, so she picks an arc that includes both in its trajectory and leans into the blow. By the look in her glowing eyes, there's pleasurable business being done. For the moment, her wounds don't seem to matter. |
| TelinArtho07-24-07, 03:17 PM | You'd need to 5ft step towards the ettin to hit him TM... I assume you still want to do that though - be back in a moment. |
| TheMagister07-24-07, 03:32 PM | Whoops. Forgot about Aid's bonus to hit. |
| TelinArtho07-24-07, 04:49 PM | A whirling orcess with wings slams her shield with maximum efficiency into the two-headed giant. Before it is able to blink - the giant tumbles to the ground - dead. Sdentch smiles at the power the Old Walking man gave her. No more complaints about my dice hating you TM... 3 hits with a confirmed crit for 111 damage... The out-of-sight priest finishes his summons and a dire wolf appears at the entrace of the area to the priest. He doesn't pause however and starts to cast again. [SMV again] The dire wolf stays at the entrance. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,5,18,6, 18;b=Name,M,14,19;c=Name,M,22,26;d=Name, L,21,22 |
| Vathelokai07-24-07, 04:53 PM | The swarm of bats appears behind the wolf ready to swarm on the cleric. Auburn keeps moving closer, looking for a targer for her telekenisis. If i don't see the cleric, hit the wolf with the sonic wand. |
| TelinArtho07-24-07, 04:58 PM | You haven't started casting Summon Swarm yet - you double moved last round - because otherwise the swarm would only see you guys. You can certainly start summoning it from where you are - but the closest you can get to the cleric is (22,23) - which means it will target the dire wolf since it is closer. Of course, if you move too much closer, you'll be in scent range for the dire wolf. Confirm your action for me. |
| TheMagister07-24-07, 05:01 PM | I'll confirm a w00t! |
| Vathelokai07-24-07, 05:08 PM | ah, missed the double move part. single move, stay out of scent range If I'm 100% sure of his location, hit him with TK arrows. If I get a good shot, or am 90% sure of location via listen use the rod for silence and cast stinking cloud on his spot. If I can't locate him, then hit the wolf with the wand and hope I hit the cleric on accident. |
| TelinArtho07-24-07, 05:13 PM | Moving to get a better view on the area within, but still staying out of scent range - means traveling through the pool (and at half speed) - meaning anything can pinpoint you (though still has a 50% miss chance). |
| Vathelokai07-24-07, 05:30 PM | I'm getting off work now... I'll actually look everything over when I get home and say something more relevant :embarrass Probably 5:30ish CST. |
| TheMagister07-24-07, 06:37 PM | http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Sden,L,5,18,6, 18,Sdentch;b=Aub,S,14,19,Auburn;c=Cler,M ,22,26,Summoner;d=Wolf,L,21,22;n=Scent,2 2,21,6;style=s Doesn't Auburn have those boots of flying? How about a single move over the water, and then unleash appropriate nastiness as necessary? |
| TelinArtho07-24-07, 07:14 PM | she hasn't spent a standard action to activate them yet, but yes - she does have one more use left on them. Also - I believe the 30ft radius is not from the center of the direwolf but from any corner of the direwolf. |
| TheMagister07-24-07, 07:20 PM | Well, that's your call. Seems kinda silly that a large-sized wizard would get an extra 5' of radius out of an antimagic field, though. Re: the winged boots - I thought they were a free action to activate and didn't check to back myself up. Oh well. |
| TheMagister07-24-07, 07:57 PM | After Auburn's action: Since it seems that Sdentch just bought herself a free round or so, single move her out toward the center of the pool (flying when available) and do PfE from SLA for the save and AC boost. Draw a bolas during the move (just in case it'll be useful on something other than a four-footed creature). AoOs vs. large creatures will be taken for damage. AoOs vs. medium or smaller creatures will be taken for stand still. For my own edification: Initiative: Auburn, Monster 2, Sdentch, Summons & Monster 1 |
| Vathelokai07-24-07, 09:54 PM | Alrighty; Auburn will activate boots of fly and move up to the ceiling and above the water. Since that looks over the top of the statue, it should give me a spot check. Next round fly over and unleash nastyness. |
| TheMagister07-24-07, 10:01 PM | Just in case: lets not get both of us in close proximity. I'm leery of AoEs now. Could Auburn just accept the scent danger and move up to the statue and throw a stinking cloud in there? The dire wolf is probably set to "guard" and not "attack", and besides, it will have Sdentch to look at. "The devil you know is better than the devil you don't." Up to you. ;) |
| Vathelokai07-24-07, 11:06 PM | Okay, activate boots and fly up (height 15 I think) just south of the statue, like so. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,5,18,6, 18;b=Name,S,14,19,19,18;c=Name,M,22,26;d =Name,L,21,22 |
| TelinArtho07-25-07, 10:57 AM | Auburn kicks her heels and strides into the air. Just as she rounds the statue, the wolf growls menacincly, but stays put. With Sdentch approaching the wolf seems to chomp at the bit (so to speak...), but it still stays put. Bit of an issue TM - while raging you cannot activate SLAs because they require concentration. Would you like to double move or do something else with your standard action. |
| TheMagister07-25-07, 06:41 PM | Sorry bout that. Throw bolas at the wolf (subdual damage is our friend). |
| TelinArtho07-26-07, 10:11 AM | Auburn kicks her heels and strides into the air. Just as she rounds the statue, the wolf growls menacincly, but stays put. With Sdentch approaching the wolf seems to chomp at the bit (so to speak...), but it still stays put. Sdentch hurls a bola at the creature and knocks it in the head soundly. The wolf leaps towards Sdentch, and snaps its vicious jaws at her, but cannot get a handle on her skin. The cleric finishes his spell and a trio of howlers step out of the walls into the room. They immediately converge on Sdentch, attacking her mercilessly. The stoneskin from Auburn helps deaden much of the bites' ferocity - but Sdentch knows that even she can't take much of this. The cleric again begins casting another spell. [SMIV] Sdentch 32+12/73+12, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Daylight (ends 597), Stoneskin (80/100, ends 998), Expansion (ends 299), Aid (ends 60), See Invisibility (ends 301), Bear's Endurance (ends 101), whirling (ends 11) Auburn 33/56, Ext. Mage Armor (ends 5 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 9 hours), poisoned (-3 dex), Greater Invisibility (ends 10) Monster 1 xx/xx, casting SMV Monster 2 xx-119/xx - dead -- Dire Wolf xx [9 subdual]/xx, ends 12 -- Howler 1 xx/xx, ends 13 -- Howler 2 xx/xx, ends 13 -- Howler 3 xx/xx, ends 13 http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,6,18,13 ,18;b=Name,M,19,18;c=Name,M,22,26;d=Name ,L,21,22,13,20;e=Name,L,22,18,15,18;f=Na me,L,20,18,21,16,15,20,15,16 Obviously - I've run out of pins. So the first two pins for Char F are the starting locations of each of Howler 2 and 3 and the second two pins are where they moved to. |
| TheMagister07-26-07, 07:08 PM | I could look at it this way: Sdentch has already done her job admirably. :) Hey, Telin? I didn't see any trip checks for that bolas. Hey, she's got a "maybe" kind of chance to trip it. Sdentch Trip: +14 vs. Dire Wolf +17 Vath: do you think Auburn'll be able to deal with that cleric singlehandedly? He's been casting non-stop since we got here, and that leads me to believe that he's already buffed to the gills (otherwise he'd be worried about protection over offense). I'd be very cautious of invisibility purge, personally. Sdentch can probably hold out for quite some time just by fighting defensively. All of these summons have fairly low ACs, so Sdentch'll decimate them pretty quickly. I think the dire wolf goes down first with full power attack, and then turn on the howlers. I figure one'll go down per round. Okay, Telin. Sdentch does full power attack, first on the dire wolf, then howlers 1, 2, and 3. Once dire wolf goes down, 5' step to the southwest to force some of the howlers to slog through the scrying pool and not be able to full attack. AoOs are taken for damage, if that comes up. Total should be: +16+2(frenzy)-2(whirling)+1(aid)-6(PA) = +11. +11/+11/+6, 3d6+18+12 Possible add'l modifiers: higher ground +1 to hit. Good luck, Sdentch and Auburn!{Grunt} "Go -- (ugh) -- get him, sis! (Hmph!) I can deal -- (HA!) with these!" {to the summons} "Back to Denth you mutts! {crunch} The Old Man commands it!" {thud!} |
| Vathelokai07-27-07, 01:25 AM | Auburn floats further from the fight, up to the ceiling, and closer to the praying cleric. She shouts and a rain of spears begins to fall. Pretty sure I have him covered; This round, TK for 10 colossol arrows: +11 to hit each, 3d6 dmg each. Next round, (probably) stinking cloud like so... http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=A,S,19,18,21,2 1,Auburn;b=C,M,22,26,Cleric;c=x,F,30,30, placeholder;n=cloud,25,27,4 |
| TelinArtho07-27-07, 10:55 AM | [Sdentch can't take a 5ft step to the south west due to being in the water - but a 5ft step west is fine.] Auburn tosses spears to the ground and focuses her thoughts on forcing them to move - violently thrusting into the body of the cleric. Four of them hit solidly, forcing him to lose concentration on his spell. Sdentch acts in kind against the array of wolves before her - smashing her shield twice into the first one - felling it, and a third time into the next. She steps back to give herself some maneuvering room, but they press on up to her - biting viciously and trying to poke her with their quills. Amazingly, her armor and dexterity hold up and she is unharmed by the attacks. Furious at the invisible attacker for the arrows - the cleric responds by invoking the fury of Denth - and a pillar of flames erupts around Auburn. Sdentch watches in horror as her body is consumed in the flames. When they extinguish, the invisible form of Auburn is unmoving - perpetually suspended in the air. [Failed reflex save for 35 damage with 33 hp left. Rough luck there. Sdentch is unharmed from the attacks this round though and the cleric did sustain 46 points of damage from the 4 hits against him.] |
| TheMagister07-27-07, 03:59 PM | Sdentch has good maneuverability, and I asked earlier that she be flying asap (hence the request for the +1 higher ground bonus to attacks). So, couldn't she be hovering? If so, a 5' step to the southwest is a good idea. Can I get a map update so I can decide what to do with Sdentch next? |
| TelinArtho07-27-07, 04:18 PM | Heh - yeah I forgot about the flying part. Doesn't change anything except the howler couldn't full attack. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,13,18,1 2,17;b=Name,M,19,18,21,21;c=Name,M,22,26 ;d=Name,L,15,20,14,19;e=Name,L,15,18,14, 17;f=Name,L,15,16,14,15 |
| TheMagister07-27-07, 05:41 PM | Here's the plan. Sdentch withdraws from the summons and around the statue and to the cleric, moving exactly 120' whilst flying. It looks like this, and includes -5' every time Sdentch has to turn 90o. http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Sden,L,12,17,9 ,22,21,22,21,25,Sdentch;b=Aubu,S,21,21,A uburn;c=Mons,M,22,26,Caster;d=Howl,L,14, 19,Howler;e=Howl,L,14,17,Howler;f=Howl,L ,14,15,Howler Any problems with that? |
| TheMagister07-29-07, 12:59 AM | bump |
| TelinArtho07-30-07, 10:03 AM | Nope - no problems. Just like every weekend - I am not around long enough to make many posts. Sdentch withdraws from the trio of howlers and moves up to the cleric, imposing her great size over the cleric's much smaller form. The howlers move in, the first getting in a bite at Sdentch, and tears a piece of flesh away from her. The next one moves into the room and gives Sdentch the opportunity to swing at it with her shield, which she does, and slams it into the wall. The last howler stands at the entrance to the smaller room. The cleric steps away from Sdentch and casts a spell defensively. Sdentch 17+12/73+12, Ring of Protection +2 (not equipped), Ring of Counterspells (Dispel Magic), Daylight (ends 597), Stoneskin (80/100, ends 998), Expansion (ends 299), Aid (ends 60), See Invisibility (ends 301), Bear's Endurance (ends 101), whirling (ends 11) Auburn -3/56, Ext. Mage Armor (ends 5 hours), Ring Of Counterspells (Invisibility Purge), Endure Elements (ends 9 hours), poisoned (-3 dex), Greater Invisibility (ends 10) Monster 1 xx-46/xx -- Howler 1 xx-40/xx, ends 13 -- Howler 2 xx-28/xx, ends 13 -- Howler 3 xx/xx, ends 13 http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,L,21,25;b =Name,M,21,21;c=Name,M,22,26;d=Name,L,14 ,19,21,23;e=Name,L,14,17,23,25;f=Name,L, 14,15,23,23 |
| TheMagister07-30-07, 10:43 AM | Stoneskin. 15-10=5 dmg. Actions. 5' step after the cleric, and whirl with no power attack. Statue should give cover from somethin'. +1 from higher ground and +1 from aid, and the normal rage mods. Try to finish 'em quickly so we can revive Autumn. "I'm comin' sis! C'mere you!" |
| TelinArtho07-30-07, 10:54 AM | In her biting fury, Sdentch slams down the cleric is one blow - following through with her strike, she strikes down the two wounded howlers as well. The remaining howler steps forward to try to take her down, but is intimidated by her massive form and misses completely. Sdentch shows no mercy to it and sends it back to the abyss like the others and soon all is quiet. Reaching Auburn, she picks her up carefully. I guess this works out nicely for the "transformation" of Auburn as well. I'll let you guys finish it up. Sorry that it took the extra week - but nicely done. |
| TheMagister07-30-07, 11:25 AM | "Oh sis, no. Lookit your face! Oh, nonono..." Sdentch settles to the ground and shrinks back down to a more believable size before gently picking up the smoking form of her little gnomish charge and cradling her gingerly. Her small form reeks of the brimstone from the hellish fires that blistered her tender skin, and Sdentch wraps her dirty gray angelic wings around the gnome's form protectively, oscillating them unconsciously to dissipate the foul wisps of smoke that still rise. Sdentch fumbles through Auburn's beltpouch in search of more curative potions, but her eyes are partially blinded by tears -- and neither death nor resurrection has taught her how to read. And to Vath for the decision -- does Auburn survive this particular battle? Should I have Sdentch carry her to the recently reclaimed Traveler's Fountain and dip her scorched body into the holy font along with a plea to Farlanghan? Will a cure potion suffice (screw the melodrama!)? :) Your call, laddie-me-buck. |
| Vathelokai07-30-07, 02:15 PM | I think the fountain and a brief disappearance will do nicely. |
| TheMagister07-30-07, 02:41 PM | Frustrated with all the unknown stuff in the beltpouch, Sdentch does the only thing she can think of -- she cries. She hold's Auburn's form close while she rocks back and forth, keening (so to speak) with her face to the ceiling. A curious smell and a quiet sizzle catch her attention after a few moments, and Sdentch sniffs and looks down at Auburn's face. Amidst all the horrid burns is one pure, unblemished streak that flashes in reflection of the sun's light from a high window like a thin, miniature bolt of lightning. While she watches, a teardrop falls from Sdentch's chin and alights on the inert wizard's nose, and the skin there is renewed inexplicably; soft and fair as a baby's. Sdentch stops breathing for a moment, staring in wonder, until Auburn's chest starts to hitch as she struggles to breathe through heat-scorched lungs. "Oh -- OH! Hold on sis! Sdentch got you!" The orcess stands, the featherlight weight of the gnome no impediment at all, and flaps her dusky wings powerfully as she charges for the broken window through which they first entered this room. The pair shoot into the afternoon sky like an arrow from a bow and Sdentch stalls at the apogee of her climb and takes a look around to get her bearings. She spots the entrance to the temple and dives for the double doors, falling like a stone and braking only at the last second to glide in and through the rooms that lead to the fountain at the heart of the structure. The water tinkles and dances merrily into the reservoir at the bottom, and the image of the platinum coin wavers, a counterpoint to the fading lifeforce of the gnome. Just before Sdentch lands in front of the font Auburn takes one last hoarse breath -- and stops breathing completely on a long exhale. "NononoNONONONO!! Old Man, PLEASE! I need her! Wake up, Auburn! Flargahnann!" Sdentch hurrying slowly, slips the torn and scorched form of Auburn into the fountain as gently as possible and holds her under. The transformation is immediate. The wrinkled and crisp skin so grotesquely visible above the waterline smooths and clears beautifully under the caress of the water's laving motion. Forearm-deep in the pool's flow, Sdentch watches the change in amazement, but there is no sign of air escaping from the little woman's nose or mouth -- no movement at all. Not even a flicker of an eyelid. "Come on, come on, come on! BREATHE! I believe in you, Old Man! Believe in me! WE NEED HER!" {from behind Sdentch} "And you've got her. Look!" Under the water, Auburn stared up at Sdentch with open eyes, and gave the wrist of the stunned orcess a strong squeeze... Since she doesn't have to breathe, I thought this'd be cool. |
| TheMagister07-30-07, 05:45 PM | rewards? |
| TelinArtho07-30-07, 08:14 PM | Hey - you should be happy you lived! That's reward enough... I mean - ya ya - I'll post them in the morning. |
| TheMagister07-31-07, 08:10 AM | I've gotta get Sdentch outta here and back to WAR, so I'm going to take some license here and speak for Vath. Sorry, man, but I need the time in the WAR guildhall to re-introduce her. Sdentch draws Auburn quickly up out of the pool and hugs her fiercely, eliciting a muffled grunt and giggle as the gnome squirms to avoid puncture wounds on the orcess' armor. "You're o.k.! Oh thankyouthankyouthankyou!" Farlanghan can only raise his hands defensively an instant before he also is buried by an arm hug, and Auburn has the unique perspective of being held breast-to-breast with the physical manifestation of the divine essence of the god of the roads. The old man chuckles and easily extricates himself, untwining Sdentch's arm as if it were that of a little girl. I am happy for you, child. I watched closely as you and your sister cleansed my house. At first I was blinded by Denth's power, but each victory afforded me a more complete view of your progress. As his high priest fell, I caught a glimpse of Denth's immediate plans for the future, and they are grim indeed. He is moving south out of Chanandar Forest, the Luna March, and the High Traversham in force. The wings of his summoned creatures darken the skies as they scout the vanguard of his forces." "Mobilizing?!" Auburn's eyes widen in surprise. "We must get back to Gladius and warn the Magister and all the guilds immediately!" Sdentch slowly sets Auburn down, though she leaves a hand on her shoulder to retain a physical connection. It doesn't appear that she is yet ready to let Auburn out of arms-length. Her eyes look puzzled as she tries to remember something. "Guilds? What are...GWAR! Shadow-man! Alla my friends! Yes! Please, Old Man, can you take us back fast?" Sdentch leans down toward Auburn and whispers. {Are we far away, sis?} {Twenty miles, maybe a little more} {Bad guys out there?} {I don't know, Sdentch} Sdentch straightens up. "Maybe I could fly us?" She gives her new wings an experimental flap. "I am a little tired after bashin' those bad guys, though." "No need, child. I can provide." With a whril of color and a feeling of being pulled sideways, Sdentch and Auburn find themselves standing outside The Arcane Order's guildhall in the middle of the street. {CRASH} The duo turn around to see an overturned high-walled wagon and an astonished driver with a familiar (to Sdentch) face. The sign on the wagon's skyward side proclaims "Akhbar's Meat Pies" as "The Best in Gladius!" "Meat-pie-guy!" Sdentch exclaims, and flaps over unthinkingly and hauls the man up by an arm. He stares at the massive orcess as if at a ghost. "You look well, Pie-guy! That's a nice wagon -- well, it was. Why'd you tip over? You should be more careful! Here -" Sdentch rights the huge wagon with one arm while dusting the man off with the other. Foodstuffs and bags of material spill out on the cobbles as the transport settles roughly on its wheels, bending them hopelessly. "There. Hey, I'm back! You remember me, don't you! Me and my little sister over there are gonna make the roads safe for you again. And your kids too! OH! And Denth is coming!! Tell everybody. We gotta go. See ya!" Sdentch turns away after slapping the man's back (sending him back down to the ground unceremoniously) and regards an amused Auburn. "I gotta go, sis. Gwar and my friends need me. They gotta know!" "I know, Sdentch." "I'm glad I'm back." "Me too." "I lo-" "-ve you, too." The pair embraces firmly, and then Sdentch takes two steps back and raises her wings majestically, shading Auburn from the late-afternoon sun momentarily. "We'll get 'im, sis. You watch!" With a gigantic flap of her dingy, road-dust covered wings that kicks up smells of leafy forests, untracked mountain streams, and clear mornings (and spicy meat pies), Sdentch catapults into the air and heads southwest. With a final wave and a vertical figure eight, she is gone over the last building. Auburn turns around and looks at the spire behind her, a building she never thought to see again in this life. Maybe she hadn't, come to think of it. She was pretty sure she died back there. Come to think of it, she hadn't breathed once except to exhale when she spoke. Maybe this wasn't the same life at all. She must study this new effect quickly to find out if it would be of use against Denth. Determinedly, she mounted the steps up to the front doors. The Magister must be informed! |