World Event - TLT [ECL10] [Archive] - Wizards Community

Post/Author/DateTimePost
Erithmu

12-18-06, 11:40 AM
This is a thread for The Living Tree's involvement in the world event. If you are not Erithmu or MindWandererB, please do not post here. All concerns about intercepts will be handled in the normal method (in the FotW thread).

Aerryl enters on her second week:

Spells: Stoneskin, Pro Energy (Acid), Produce flame, SMV
Ongoing: Stoneskin [33pts] 89min, Pro Energy (Acid) [68pts] 89min
Items: PoP[1], 250gp for stoneskinTime Roll: 3 hours (Buffs expire)
(Dec 20) Week 2: Monster (Rolls-Now Public) (http://www.hwx.it/wizards.com/dice.php?sid=942)
Used: 1 use of Wild Shape, Dispel Magic, arrows 17 Used (37 shot, 2 hits, 35/2=17). Predator died.

Reward Log:
(Dec 20): Aerryl was defeated: 3 Phrenic Lamias (CR 8 ea => CR 11 Encounter)
900xp (capped)/1500gp

RP Posting only please
Full Thread Link
Erithmu

12-18-06, 11:41 AM
Aerryl Nalladar
"Be glad of the bewitchery of Gladius, for soon your blood will spill upon its soil."

Gender and Race: Female Sylvan Elf
Size and Type: Medium Humanoid (Elf)
Height and Weight: 4'7", 82 lbs.
Age: 120
Alignment: True Neutral
ECL: Druid 9
Experience: 44,403/45,000

Guild: Member of the Living Tree (TLT)

http://i37.photobucket.com/albums/e61/MindWandererB/Aerryl.gif

Attributes
STR...16 [+3]...(6 pts) [14, +2 racial]
DEX...22 [+6]...(10 pts) [16, +2 racial, +4 item]
CON...10 [+0]...(4 pts) [12, -2 racial]
INT...12 [+1]...(6 pts) [14, -2 racial]
WIS...22 [+6]...(10 pts)[16, +1 lvl4, +1 lvl8, +4 item]
CHA...08 [-1]...(0 pts)

Miscellaneous Statistics
Hit Points: 44 [9 HD] [8 + (4.5 x 8) + (9 HD x 0 Con)]
Armor Class: 21, Touch 16, Flat 14 [10 Base, 6 Dex, 3 Armor, 2 Shield]
Initiative: +6 [6 Dex]
Base Attack Bonus: +6; Grapple: +9 [6 Druid BAB, 3 Str]
Speed (Land): 30 ft [30 base]
Weight Carried: 54.55 lbs, Light encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]


Saves
Fortitude: +8 [0 Con, 6 Druid, 2 Resistance]
Reflex: +11 [6 Dex, 3 Druid, 2 Resistance]
Will: +14 [6 Wis, 6 Druid, 2 Resistance]
(immune to sleep, immune to poison, +2 racial vs. enchantment, +4 vs. spell-like abilities of fey)


Melee Attacks
Club +9/+4, 1d6+3, (20/x2), Bludgeoning
[3 Str, 6 BAB] (Shillelagh: +10/+5, 2d6+4)
Dagger +9/+4, 1d4+3, (19-20/x2), Piercing
[3 Str, 6 BAB] (Silver: 1d4+2)
Scimitar +9/+4, 1d6+3, (18-20/x2), Slashing
[3 Str, 6 BAB]


Ranged Attacks
+1 Darkwood composite longbow [+3] +13/+8, 1d8+4, (20/x3), Range 110 ft, piercing
[6 Dex, 6 BAB, 1 Enhancement] (Rapid Shot: +11/+11/+6; Silver: 1d8+3)
Composite longbow [+3] +12/+7, 1d8+3, (20/x3), Range 110 ft, Piercing
[6 Dex, 6 BAB] (Rapid Shot: +10/+10/+5; Silver: 1d8+2)
Club +12, 1d6+3, (20/x2), Range 10 ft, Bludgeoning
[6 Dex, 6 BAB] (Shillelagh: +13, 2d6+4)
Dagger +12, 1d4+3, (19-20/x2), Range 10 ft, Piercing
[6 Dex, 6 BAB] (Silver: 1d4+2)
Produce flame touch attack +12/+7, 1d6+5, (20/x2), Range 120 ft (no increment), fire
[6 Dex, 6 BAB] (Rapid Shot: +10/+10/+5)

Special Attacks & Abilities
Wild Shape 3/day (Small-Large, 9 hours, see errata or the TLT page (here) for current rules)


Divine Spells Prepared
Orisons [DC 14] Detect Magic, Light, Mending, Mending, Mending, Resistance
Level 1 [DC 15] Entangle, Faerie Fire, Faerie Fire, Produce Flame, Produce Flame
Level 2 [DC 16] Barkskin, Barkskin, Barkskin, Resist Energy, Warp Wood, Warp Wood
Level 3 [DC 17] Call Lightning, Greater Magic Fang, Protection from Energy, Protection from Energy
Level 4 [DC 18] Dispel Magic, Dispel Magic, Freedom of Movement
Level 5 [DC 19] Call Lightning Storm, Stoneskin
(Spontaneous Casting: Summon Nature's Ally)

Spell Levels Available Per Fight: 17 (6 Orisons)
[51 Total Spell Levels / 3, rounded up: (5 x 1), (6 x 2), (4 x 3), (3 x 4), (2 x 5)]
Caster Level: 9th
Spell levels available for Fight 2: 17 + (17-14) = 20


Feats
Mounted Combat [1st lvl] once per round, substitute Ride check for mount's AC
Point-Blank Shot [3rd lvl] +1 to hit and damage within 30 feet
Rapid Shot [6th lvl] extra ranged attack if -2 penalty taken to all attacks
Craft Wondrous Item [9th lvl]


Skills
Total Skill Points: 60 [60 Druid]
Languages: Common, Elven, Druidic, and Sylvan
[2 Racial, 1 Int, 1 Druid bonus]
Armor Check Penalty: -0

Balance: +6 [6 Dex, 0 Ranks]
Climb: +3 [3 Str, 0 Ranks]
Concentration: +12 [0 Con, 12 Ranks (12 Druid)]
Handle Animal: +13 (Animal Companion: +17)
[-1 Cha, 12 Ranks (12 Druid), +2 Tool]
Hide: +6 [6 Dex, 0 Ranks]
Jump: +3 [3 Str, 0 Ranks]
Knowledge (Nature): +3 [1 Int, 0 Ranks, 2 Class]
Listen: +20 [6 Wis, 12 Ranks (12 Druid), 2 Racial]
Move Silently: +6 [6 Dex, 0 Ranks]
Ride: +20 [6 Dex, 12 Ranks (12 Druid), 2 Synergy (Handle Animal)] (+2 stay in saddle)
Search: +3 (Hidden doors: automatic check)
[1 Int, 0 Ranks, 2 Racial]
Spellcraft: 13 [1 Int, 12 Ranks (12 Druid)]
Spot: +8 [6 Wis, 0 Ranks, 2 Racial]
Survival: +8 [6 Wis, 0 Ranks, 2 Class]
Wild Empathy: +10 (Animal Companion: +14; Magical Beasts: +6)
[-1 Cha, 9 Levels (9 Druid), 2 Synergy (Handle Animal)]


Prefight Actions
- Bring allies: Predator and bat swarm


Equipment Worn and Carried
Traveller's Outfit [0 lbs][0 gp]
Holly and Mistletoe x3 [0 lbs][0 gp]
Spell component pouch [2 lbs][5 gp]
+1 leather armor [15 lbs][1165 gp]
+1 Arrow Deflecting darkwood buckler [2.5 lbs][9215 gp]
+1 Darkwood composite longbow [+3] [1.5 lbs][2730 gp]
Composite longbow [+3] [3 lbs][400 gp]
Scimitar [4 lbs][15 gp]
Club [3 lbs][0 gp]
Alchemical silver dagger [1 lb][22 gp]
Cold iron dagger [1 lb][4 gp]
60 arrows [0.15 lb each = 9.00 lbs] [0.05 gp each = 3.00 gp]
20 alchemical silver arrows [0.15 lb each = 3 lbs] [2.05 gp each = 41 gp]
40 cold iron arrows [0.15 lb each = 6 lbs] [0.1 gp each = 4 gp]
Alchemist's Fire x2 [2 lbs][40 gp]
Torch [1 lbs][.01 gp]
Animal signal whistle [0 lbs][50 gp]
Gloves of Dexterity +4 [0 lbs][4000+6000C gp]
Periapt of Wisdom +4 [0 lbs][4000+6000C gp]
Cloak of Resistance +2 [1 lbs][1000+1500C gp]
Pearl of Power1 [0 lbs][1000 gp]
38 charges Wand of Cure Light Wounds [CL 1] [0 lbs][750 gp]

Expendable Items
1 Scroll of Entangle [1] [0 lbs][25 gp]
1 Scroll of Hide from Animals [2] [0 lbs][50 gp]
2 Scrolls of Magic Fang [2] [0 lbs][100 gp]
2 Scrolls of Shillelagh [2] [0 lbs][100 gp]
1 Scroll of Barkskin [3] [0 lbs][150 gp]
1 Scroll of Bear's Endurance, Bull's Strength [3] [0 lbs][300 gp]
1 Scroll of Delay Poison, Delay Poison [3] [0 lbs][300 gp]
1 Scroll of Lesser Restoration [3] [0 lbs][150 gp]
1 Scroll of Resist Energy, Resist Energy [3] [0 lbs][300 gp]
1 Scroll of Spider Climb [3] [0 lbs][150 gp]
2 Scrolls of Dispel Magic [5] [0 lbs][750 gp]
1 Oil of Magic Weapon [1] [0.1 lbs][50 gp]
1 Oil of Bless Weapon [2] [0.1 lbs][100 gp]
4 Potions of Protection from Evil [1] [0.3 lbs][200 gp]
2 Potions of Protection from Good [1] [0.1 lbs][100 gp]
1 Potion of Invisibility [3] [0.1 lbs][300 gp]
Max total (ECL2 x 50): 4050 gp.

Equipment at Home:
None.


Allies
Maximum CR per ally: 5
Maximum CA of allies: 7

Gender and Race: Female Dire Bat
Size and Type: Large Animal

Attributes
STR 19 (+4) [17 Default, +2 Druid]
DEX 24 (+7) [22 Default, +2 Druid]
CON 17 (+3) [17 Default]
INT 02 (-4) [02 Default]
WIS 14 (+2) [14 Default]
CHA 06 (-4) [06 Default]


Miscellaneous Statistics
Hit Points: 60 [8 HD x 4.5 + 8 HD x 3 Con)]
Armor Class: 26, Touch 16, Flat 19 [10 Base, -1 Size, 7 Dex, 1 Armor, +5 base Natural, +4 enhanced Natural]
Initiative: +7 [7 Dex]
Base Attack Bonus: +6 [6 Animal]
Grapple: +14/+9 [6 BAB, 4 Str, 4 Size]
Speed (Land): 20 ft [20 Base]
Speed (Flight): 40 ft, Good maneuverability [40 Base]
Weight Carried: 60.00 lbs, light encumbrance; (Mounted: 198.95 lbs, light encumbrance)
[0-232 (Light), 233-466 (Medium), 467-700 (Heavy)]
[60 lbs gear, 82 lb. rider, 56.95 lbs. rider's gear]


Saves
Fortitude: +9 [3 Con, 6 Animal]
Reflex: +13 [7 Dex, 6 Animal] (Evasion)
Will: +8 [2 Wis, 6 Animal] (+4 vs. enchantment)


Melee Attacks
Bite +9, 1d8+6, (20/x2), (Slashing, Bludgeoning, & Piercing)
[4 Str, 6 BAB, -1 Size]

Ranged Attacks
None.


Feats
AlertnessLvl 1 +2 Listen and Spot checks
StealthyLvl 3 +2 Hide and Move Silently checks
Improved Natural Attack (bite) Deflect ArrowsLvl 6 Automatically deflect one ranged attack per round if aware


Skills
Balance: +7 [7 Dex, 0 Ranks]
Climb: +4 [4 Str, 0 Ranks]
Hide: +5
[7 Dex, 0 Ranks, -4 Size, +2 Feat]
Jump: -2 [4 Str, 0 Ranks, -6 Speed]
Listen: +16 (+10 if blindsense negated)
[2 Wis, 6 Ranks (4 default, 4 advancement), +4 Racial, +2 Feat]
Move Silently: +12
[7 Dex, 3 Ranks (3 default), +2 Feat]
Spot: +8 (+4 if blindsense negated)
[2 Wis, 0 Ranks, +4 Racial, +2 Feat]
Total Skill Points: 11 [11 Animal]
Armor Check Penalty: -0


Equipment Worn and Carried
Barding, Large PaddedMa [20 lbs][170 gp]
Saddle, Exotic Military [40 lbs][60 gp]

Special Qualities: Blindsense 40 feet; link, share spells, evasion, devotion
Tricks: Combat Riding package (AttackB, Come, Defend, Down, Guard, Heel), Seek, Attack AllB, PinB

Gender and Race: Male Light Warhorse
Size and Type: Large Animal

Attributes
STR 16 (+3) [16 Default]
DEX 13 (+1) [13 Default]
CON 17 (+3) [17 Default]
INT 02 (-4) [02 Default]
WIS 13 (+1) [13 Default]
CHA 06 (-4) [06 Default]


Miscellaneous Statistics
Hit Points: 22 [3 HD x 4.5 + 3 HD x 3 Con)]
Armor Class: 17, Touch 10, Flat 16 [10 Base, -1 Size, 1 Dex, 3 Armor, +4 natural]
Initiative: +1 [1 Dex]
Base Attack Bonus: +2 [2 Animal]
Grapple: +9 [2 BAB, 3 Str, 4 Size]
Speed (Land): 60 ft [60 Base]
Weight Carried: 70.00 lbs, light encumbrance; (Mounted: 208.95 lbs, light encumbrance)
[0-230 (Light), 231-460 (Medium), 461-690 (Heavy)]
[70 lbs gear, 82 lb. rider, 56.95 lbs. rider's gear]


Saves
Fortitude: +6 [3 Con, 3 Animal]
Reflex: +4 [1 Dex, 3 Animal]
Will: +2 [1 Wis, 1 Animal]


Melee Attacks
2 Hooves +4, 1d4+3 (20/x2) (Bludgeoning)
[3 Str, 2 BAB, -1 Size]
1 Bite -1, 1d3+1 (20/x2) (Slashing, Bludgeoning, and Piercing)
[3 Str, 2 BAB, -1 Size, -5 secondary]


Ranged Attacks
None.


Feats
EnduranceLvl 1 +4 to checks involving endurance
RunLvl 3 Run at 5x speed, doesn't lose Dex bonus when running


Skills
Balance: +1 [1 Dex, 0 Ranks]
Climb: +2 [3 Str, 0 Ranks, -1 ACP]
Hide: -4 [1 Dex, 0 Ranks, -4 Size, -1 ACP]
Jump: +14 [3 Str, 0 Ranks, -1 ACP, +12 Speed]
Listen: +4 [1 Wis, 3 Ranks]
Move Silently: +0 [1 Dex, 0 Ranks, -1 ACP]
Spot: +4 [1 Wis, 3 Ranks]
Total Skill Points: 6 [6 Animal]
Armor Check Penalty: -1


Equipment Worn and Carried
Barding, Large Studded Leather [40 lbs][100 gp]
Saddle, Military [30 lbs][20 gp]
+ purchase price of light warhorse [150 gp]

Special Qualities: Low-light vision, Scent
Tricks: Combat Riding package (Attack, Come, Defend, Down, Guard, Heel)

Size and Type: Swarm of Diminutive Animals (Space: 4 5x5x5 cubes)

Attributes
STR 03 (-4) [03 Default]
DEX 15 (+6) [15 Default]
CON 10 (+3) [10 Default]
INT 02 (-4) [02 Default]
WIS 14 (+2) [14 Default]
CHA 04 (-4) [04 Default]


Miscellaneous Statistics
Hit Points: 13 [3 HD x 4.5 + 3 HD x 0 Con)]
Armor Class: 16, Touch 16, Flat 14 [10 Base, 4 Size, 2 Dex]
Initiative: +2 [2 Dex]
Base Attack Bonus: +2 [2 Animal]
Grapple: N/A
Speed (Land): 5 ft [5 Base]
Speed (Flight): 40 ft, Good maneuverability [40 Base]
Weight Carried: none, light encumbrance [0-2.5 (Light), 2.75-5 (Medium), 5.25-7.5 (Heavy)]


Saves
Fortitude: +3 [0 Con, 3 Animal]
Reflex: +7 [2 Dex, 3 Animal, 2 Feat]
Will: +3 [2 Wis, 1 Animal]


Melee Attacks
Swarm, 1d6+Wounding (No crit)

Ranged Attacks
None.

Special Attacks
- Distraction (Any creature that starts its turn in the swarm must make a Fort save (DC 11) or be nauseated 1 round)
- Wounding (creatures damaged by the swarm lose 1 HP per round thereafter, non-cumulative, lasts until healed or DC 10 Heal check)

Feats
AlertnessLvl 1 +2 Listen and Spot checks
Lightning ReflexesLvl 3 +2 Reflex saves


Skills
Balance: +6 [6 Dex, 0 Ranks]
Climb: -4 [-4 Str, 0 Ranks]
Hide: -2
[2 Dex, 0 Ranks, -4 Size]
Jump: -16 [-4 Str, 0 Ranks, -12 Speed]
Listen: +11 (+7 if blindsense negated)
[2 Wis, 3 Ranks (4 default), +4 Racial, +2 Feat]
Move Silently: +2
[2 Dex, 0 Ranks]
Spot: +11 (+7 if blindsense negated)
[2 Wis, 3 Ranks, +4 Racial, +2 Feat]
Total Skill Points: 6 [6 Animal]
Armor Check Penalty: -0


Equipment Worn and Carried
None.

Special Qualities: Blindsense 20 feet, low-light vision, immune to weapon damage, 150% damage from area effects, other misc. swarm traits
Tricks: Tricks: Attack, Heel, Defend, Seek, Attack All, Ambush


Character Information
Low-light vision
Proficiencies: medium armor and shields; longsword, rapier, longbow, shortbow; club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, & spear.
Automatically search for secret doors when within 5 feet.
Woodland Stride: move through nonmagical undergrowth
Trackless Step: cannot be tracked

·Begin mounted in the center of the square, carrying buckler. Bat swarm begins in the front of the square.
·Buff with Barkskin (shared) and Produce Flame. Direct bat swarm to heel as I search out opponents, then attack. Preference is to casters and opponents with speed less than 40.
·First, attack with rapid shot produce flame. If that runs out or is ineffective, fire arrows with Rapid Shot, maintaining 105' range during my shot, maximum range when not shooting, double-moving if necessary. If opponent is a caster, stay well out of spell range if possible.
·If ranged combat fails for any reason, cast shillelagh from scroll and melee. Remember the +1 to hit from higher ground.
·If opponent is invisible, rely on Predator's Blindsense. Ready faerie fire from scroll to use when opponent is located (e.g. if Predator attacks them).
·If opponent is a competent archer, use entangle. If they are caught in it but are still great at archery, use obscuring mist to shut them down, then send in Predator and shoot blindly, moving if opponent starts shooting at my square. If entangle fails, melee with shillelagh and pray.
·If opponent is an energy-based spellcaster, cast protection from energy from memory (shared). If they have two good types of energy damage, cast two spells, or if necessary, resist energy from a scroll. If they have three or more (like psionics), unless one of their energy types is low-damage.
·If opponent is a grapple build, cast freedom of movement (shared). If grappled anyway, either grapple back or attack with a dagger, whichever has better chances of success.
·If bow is sundered, restore it with mending. In Fights 1 or 2, favor the nonmagical bow if opponent has Improved Sunder.
·Use warp wood on all wooden items if opponent has a poor Will save, especially if they have a wooden bow or crossbow and no deepcrystal one.
·If at any time I am injured by 9 or more HP, use wand of Cure Light Wounds.
·In all cases, remember to use Ride to use my mount as cover (Ride DC 15 [auto-success], +4 AC), and use Mounted Combat to negate any hits on her. Also remember the arrow deflecting buckler (Reflex DC 20).

"Yes, my friend, I can smell the blood, too. It stains every stone of this place, yet it never ceases to flow. Together, you and I, we will seek out the cause of this abberration, this fracture in the circle of life. Together, we will restore balance to the land of Gladius. But to do that, we must first become familiar with this magic of eternal life."

The elven woman before you seems oblivious to your presence, spending most of her attention on the giant, war-clad bat beside her. She is dirty, ill-kempt, and slightly smelly, with twigs in her hair.

Aerryl was born in the wood elf village of Nes'rad, deep in the High Forest. Although she was rarely allowed to go into the forest, she had a strong affinity for animals and respect for nature (stronger than her liking for other elves), and was eventually apprenticed to a druid circle.


Fights results:
1: Win [+900 XP] [+900 gp] vs. Krayko, the Bringer of Frozen Justice (^Rayne^) [TelinArtho]
2: Win [+900 XP] [+900 gp] vs. Torel Nicous (Erithmu) [DTFarstar]
3: 3rd [+600 XP] [+600 gp] vs. Grasshopper (Greezer), Sybil ap Kalten (MitzaVolchenko), and Amaryllis Underhill (Snommelp) [Dracazar]
4: 4th [+300 XP] [+300 gp] vs. Challack (DTFarstar), Trixie the Enchantress (Ariel23), and Mistique (Popcorn) [TelinArtho]
5: Win [+900 XP] [+900 gp] vs. Mindrel Avhost (Zevox) [lonewolf]
6: MQ [+800 XP] [+900 gp] "A Haven for Many" to join TLT [TelinArtho]
7: Win [+1350 XP] [+1350 gp] vs. Anakala (TelinArtho) [DSugui]
8: Win [+1350 XP] [+1350 gp] vs. Vivi Ornitier (Dr. Funk) [Mal-2]
9: Loss [+458 XP] [+489 gp] vs. Mektos (Macbrea) [Malither76]
10: Win [+1375 XP] [+1466 gp] vs. Neidr Bresent (bgt) [Malither76]
11: Win [+1375 XP] [+1466 gp] vs. Loquan Dar'ath (waywreth) [King Uther]
12: Win [+1500 XP] [+1600 gp] vs. Evaine Dreamseeker (Ariel23) [funnymanmike]
13: 1st [+3000 XP] [+3332 gp] vs. Archdevil Asran (Zevox) and The White Hand (TheMagister) [King Uther]
14: Win [+1800 XP] [+2000 gp] vs. Santos Fi'Corma (Gonbow) [Kaigan]
15: Win [+1800 XP] [+2000 gp] vs. Sola Nicous (Erithmu) [Argaud]
16: Win [+2100 XP] [+2600 gp] vs. Perius (Ravashack) [Erithmu]
17: MQ [+1400 XP] [+2000 gp] "Come Under my Hat" to gain Bat Swarm [MitzaVolchenko]
18: Win [+2100 XP] [+2600 gp] vs. 8-headed Hydra [Erithmu]
19: Loss [+630 XP] [+779 gp] vs. Sliver Firebug (MitzaVolchenko) [Zevox]
20: Loss [+750 XP] [+1062 gp] vs. Efreeti [Erithmu]
21: Win [+2250 XP] [+3187 gp] vs. Mind Flayer [Erithmu]
22: Win [+2400 XP] [+3400 gp] vs. Archdevil Asran (Zevox)
23: Loss [+866 XP] [+1227 gp] vs. Archdevil Asran (Zevox) [Iced]
24: Win [+2245 XP] [+3727 gp] vs. Ettin and 3 Brown Bears
25: Loss [+835 XP] [+1392 gp] vs. Gaston Dar'ath (waywreth) [TelinArtho]
26: Loss [+900 XP] [+1494 gp] vs. Va'ria Theladrais (Sindorin) [SauroGrenom]
27: Loss [+900 XP] [+1494 gp] vs. Samuel Highground (lonewolf) [DSugui]
28: Win [+2507 XP] [+4161 gp] vs. Anixx The Warbringer (Iced) [Lonewolf]
29: Loss [+750 XP] [+1245 gp] with The Chameleon (lonewolf) vs. Young Adult Black Dragon and Ogre Mage

[b]Accounting
Starting: 3200 XP
Earned: 41203 XP
Spent: 0 XP
Total: 44403 XP
Starting: 3000 gp
Earned: 49921 gp
Current equipment: -37943..01 gp
Current ally expenses: -500 gp
Current expendables: -3125 gp
Past expendables: -4478 gp
Sales: -41.5 gp
Remaining: 6932.49 gp
Leather Armor [5 gp lost]
Shield, light wooden [1.5 gp lost]
[s]Saddle, Military [10 gp lost]
Barding, Large Studded Leather [50 gp lost]
Light Warhorse [75 gp lost] Changed
Barding, Large Leather [20 gp lost]
Saddle, Exotic Riding [15 gp lost]

60 Arrows {1:2 3:9 4:3 5:4 6:4 7:1 8:3 9:4 11:5 14:6 15:12 29:7} [0.05 gp each = 3 gp]
12 charges Wand of Cure Light Wounds [1] {2:2 3:3 5:4 9:2 15:1} [0 gp]
1 Scroll of Cat's Grace [3] {25:1} [150 gp]
1 Scroll of Delay Poison [3] {10:1} [150 gp]
3 Scroll of Faerie Fire [1] {19:3} [0 lbs][75 gp]
1 Scroll of Hide from Animals [1] {6:1} [25 gp]
1 Scroll of Longstrider [1] {25:1} [25 gp]
1 Scroll of Magic Fang [1] {13:1} [25 gp]
2 Scrolls of Magic Fang [2] [0 lbs][100 gp]
1 Scroll of Obscuring Mist [1] [0 lbs][25 gp]
3 Scrolls of Resist Energy [3] {2:1 25:2} [450 gp]
2 Scroll of Shillelagh [1] {7:1 13:1} [50 gp]
1 Scroll of Summon Swarm [3] {3:1} [150 gp]
1 Scroll of Summon Nature's Ally II [3] {25:1} [150 gp]
3 Potions of Invisibility [3] {16:1 25:1 28:1} [900 gp]
2 Potions of Protection from Good [1] {2:1 7:1} [100 gp]
2 Potions of Protection from Evil {3:1 7:1} [1] [100 gp]
1 Potion of Protection from Law {27:1} [1] [50 gp]
1 Potion of Protection from Chaos {27:1} [1] [50 gp]
2 Oil of Magic Weapon [1] {5:1 14:1} [100 gp]
101 charges Brooch of Shielding {9:1} [1500 gp]
1 dose Diamond Dust for Stoneskin {29:1} [250 gp]


Time Before Fight: 5 hrs
Prebuffs/Ongoing Effects: Stone skin [33 pts] 89 minutes, Protection from acid [68 pts] 89 minutes (both shared w/ Predator)
Items Used: 7 arrows, 250gp for stoneskin
Spells or Powerpoints Used: 14 Spell levels (stoneskin, protection from energy, summon monster 5, produce flame)
x/day Abilities Used: pearl of power 1
Free Activity: Guarding
Erithmu

12-19-06, 03:43 PM
Loddick stood in the presence of the great tree in Yurynwood. He had his doubts but stood waiting. The great tree sensed his frustration. You do not think she can do it alone? The tree communicated to TLT's hunter.

I have my concerns, but that is not the point now. The point is to make sure she gets the help she needs. Is everything ready for our plan?

The tree swayed, which was the closest thing a tree could do for a nodding of the head. While the bait came out sooner that the plan called for, we have no choice but to expose ourselves. Nature's balance must be kept in balance, her bond with nature is strong, while your powers lie in the mind and in 'force.' We have spoken long enough, you know your role.

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

Aerryl was strapping down Predator for the third time, her mind was obviously occupied with her travel. Prey snorted at being loaded up with supplies for travel, but was more or less content with just going out for a walk. In the trees the multitude of bats covered the branches. A silent grove for a single traveler and her friends.

Loddick walked into the grove, many of the bats chirped, but most of them were used to Loddick's appearance. Relax Aerryl, face each challenge as it comes and don't look past what is present. The future the tree has taken care of, the past is behind you. Now is the time to deal with the present. Loddick took her hands off Predator's strap. Listen with your mind, I can sense her restlessness. And her's comes from yours. Everything is prepared, go now.
Erithmu

12-20-06, 03:21 PM
Encounter 1: The Temple of Luna March

Aerryl flew north with the directions given by the Great Tree. The recent riots in the Luna March had drawn attention, but also questions of how a group had orgainized themselves. While travel 'over' the area was easy enough, she was able to find some landmarks and village structures, but the most notable was a covered temple. Making a few passes she found that the area was rather large and covered a large section of ground, and was circular in nature.

The entire building had the sense of trying to hide something, so Aerryl began to explore. Landing near one of the entrances, she began to hear movement. From her peripheral she saw something that had a lower body of a quadraped, but the upper body of a humaniod, three of them coming to sneak in and surround her. They didn't seem happy.

Assume that you are in the southern box of the standard arena, with minor cosmetic changes. Each of the other three boxes have one of these creatures (large sized). (no applicable knowledge) You do have one surprize round, and then Init begins.
MindWandererB

12-20-06, 03:44 PM
Are they visibly armed at all?
Erithmu

12-20-06, 03:47 PM
Daggers, possibly magical jewelery.
MindWandererB

12-20-06, 03:58 PM
Aerryl quickly spurs Predator forward and into the air and draws her bow. Her trained bat swarm follows behind obediently.
Erithmu

12-20-06, 05:13 PM
Aerryl gets airborne but two of the creatures are alerted to Aerryls spotting them, they quickly move in while the other reacts a little slower.

Monsters listed by start box
Surprize round:
Aerryl flies upwards

Round 1:
20 - East - moves and does a standard action
15 - North - moves and does a standard action
08 - Aerryl - ??? @ location below
06 - West - pending

Aerryl 44/44 20/20SL (31,9,+20)
-- Swarm 13/13 (29,9,+20)
East xx/xx (Buff 1) (48,28)
North xx/xx (Buff 1) (31,47)
West xx/xx (4,32)
MindWandererB

12-20-06, 05:22 PM
"Standard action?" Nothing visible at all?

Aerryl orders the bat swarm to attack the creature in the east while she shoots at the one to the west. Predator moves northwest and up.

That's a normal bow attack if there's no further info about the type of action. If it looks like something magic, like a spell-like ability, then she'll ready an action to shoot upon seeing the third one concentrating on something.
Erithmu

12-20-06, 05:44 PM
At risk of giving lots of information away, it should be stated that Aerryl knows very very little about psionics, that and I rolled Concentration to hide display (after the fact, but they were rolled).

Aerryl orders her swarm to seek out the eastern creature. Dipping westward she spies the western creature and releases an arrow that flies true and draws blood on the upper torso of the creature. She then guides Predator upwards reaching the upper limit of the temple without putting her head against the canopy. The western creature moves out to meet his attacker and does a similar action as his counterparts. The eastern creature moves rapidly moving pass where Aerryls swarm moved

Round 1 cont.:
08 - Aerryl - Moves NW and fires at a flatfooted West (Atk 24 dmg 11)
08 - Swarm - Moves toward the eastern creature
06 - West - Moves out and does something.

Round 2:
East - Double moves across toward where Aerryl is
North - Moves southwest where his allies seem to be going, does something.
Aerryl - ???

Aerryl 44/44 20/20SL (26,18,+40)
-- Swarm 13/13 (40,19,+20)
West xx-11/xx (Buff 1)(14,27)
East xx/xx (Buff 1) (29,20)
North xx/xx (Buff 1) (Buff 2) (23,39)http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,L,26,18;b= Name,L,40,19;c=Name,L,29,20;d=Name,L,23, 39;e=Name,L,14,27
Aerryl on Predator
Swarm
East
North
West
MindWandererB

12-20-06, 06:25 PM
Aerryl guides her steed toward the southwest, hoping to be able to focus on only one opponent at a time, and launches a full barrage of arrows at the closest foe.

You gave nothing away, OOC. I know what they are, although I'll play Aerryl that she doesn't. Doesn't really matter for my strategy, though--I just have to worry about passing my saving throws. Let me know the first time one of them manifests with a detectable effect. Although I'm not sure I agree with your call--using a psi-like ability provokes AoOs, so it has to be noticable somehow.

Anyway, try to interpose the pillars to the west between me and the other two lamias, and full-attack the green one with Rapid Shot.
Erithmu

12-21-06, 06:54 PM
Aerryl turned hard west and fired off three arrows, but only one found it's target. Aerryl's swarm reached one of the creatures, and swarmed around it but it failed to slow the beast down. The three creatures closed in and Aerryl felt her mind being manipulated but resisted.

Round 2 cont.:
08 - Aerryl - Move and Rapidshot (Atks 27,15,14 dmg 7)
08 - Swarm - Affects the Eastern creature (Fort:19 Dmg 1)
06 - West - Moves South and around the pillars and 'suggests that Aerryl land: (Will: 34)

Round 3:
East - Moves under where Aerryl is and suggests again (Will 27)
North - Double moves
Aerryl - ???

Aerryl 44/44 20/20SL (18,19,+40)
-- Swarm 13/13 (29,20)
West xx-11/xx (Buff 1)(16,19)
East xx-7/xx (Buff 1) (Bleeding) (19,19)
North xx/xx (Buff 1) (Buff 2) (18,21)http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,L,18,19;b= Name,L,29,20;c=Name,L,19,19;d=Name,L,18, 21;e=Name,L,16,19
Aerryl on Predator
Swarm
East
North
West
MindWandererB

12-21-06, 10:21 PM
Wow... they're faster than I thought. How did it resist the damage from the swarm?

Aerryl, fearful of the mental intrusions that three of these things could toss at her, she directs Predator to double-move due East while she launches another full attack at West.
Erithmu

12-22-06, 11:30 AM
Avoidance by DR/typo

Aerryl Turned Predator around, and flew east loosing three poorly aimed arrows. The swarm closed in and began to gnaw at two of the creatures now, but they only had eyes for Aerryl as they followed after. The western most one lashed out at Predator, and Aerryl could feel her friend's pain through the link, but the quiet whispers from the creatures to land continued.

Round 3 cont.:
08 - Aerryl - Double Move East and Rapidshot (Atks 17,10,1!)
08 - Swarm - Affects the Eastern and Northern creature (Forts:27,20! Dmg 4)
06 - West - Moves East after Aerryl and in anger lashes out at Predator (Psi Crush Will 26 Dmg 11)

Round 4:
East - Moves under where Aerryl is and suggests again (Will 24)
North - Moves under where Aerryl is and suggests again (Will 20)
Aerryl - ???

Aerryl 44/44 20/20SL (18,19,+40)
-- Swarm 13/13 (19,22)
-- Predator 49/60
West xx-11/xx (Buff 1)(16,19)
East xx-13/xx (Buff 1) (Bleeding) (19,19)
North xx-4/xx (Buff 1) (Buff 2) (Bleeding) (18,21)http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,L,34,19;b= Name,L,19,20;c=Name,L,32,20;d=Name,L,30, 21;e=Name,L,28,20
Aerryl on Predator
Swarm
East
North
West
MindWandererB

12-22-06, 01:55 PM
Let's keep this same pattern up unless something changes. No need to say "I move and shoot" fifty times.
Erithmu

12-22-06, 02:43 PM
Round and round the central pillar they went. Aerryl navigating her bat, three Limias in pursuit, and the bat swarm trailing. Arrows and mental attacks flew everywhere, which wasn't spectacular at all.

Round 4 cont.:
08 - Aerryl - Double Move East and Rapidshot (Atks 9,14,1!)
08 - Swarm - Affects the Western and Northern creature (Forts:23,25 Dmg 5)
06 - West - Moves East after Aerryl and Manifests a power

Round 5:
East - Moves toward Aerryl is and suggests again (Will 24)
North - Moves toward Aerryl is and manifests a power
Aerryl - Double moves and rapid shots at the western (Atk: 21,12,6)
Swarm - Affects the Western (Forts:23 Dmg 5)
West - Moves East after Aerryl and Manifests a power

Round 6:
East - Moves after Aerryl and tries to crush Predator (Will 24 2ndary 8dmg)
North - Moves after Aerryl and tries to crush Predator (Will 23 2ndary 9dmg)
Aerryl - Double moves and rapid shots at the western (Atk: 20!,1!,1! Confirm 21 Dmg 12)
Swarm - Affects the Western (Forts:30 Dmg: 3)
West - Double moves to get under Aerryl

Round 7:
East - Double moves
North - Double moves
Aerryl - Double moves and rapid shots at the western (Atk: 17,25,18)
Swarm - Double moves
West - Moves after Aerryl Suggests Aerryl (Will 30)

Round 8:
East - Move and Brain lock Predator (Will 25)
North - Move and Suggest Aerryl (Will 25)
Aerryl - Double moves and rapid shots at the western (Atk: no 20!)
Swarm - Double moves Affects West (2 dmg)
West - Moves after Aerryl Suggests Aerryl (Will 30)

Taking a quick break, but will be switching to short hand here soon, Have to figure out where each on is on ability uses, Every 4th round the Lamias have to use a double move to catch up to short range, so im ignoring the map and posistioning

Aerryl 44/44 20/20SL
-- Swarm 13/13
-- Predator 32/60
West xx-37/xx (Buff 1) (Buff 2)(Bleeding)
East xx-22/xx (Buff 1) (Buff 2)(Bleeding)
North xx-13/xx (Buff 1) (Buff 2) (Bleeding)
Erithmu

12-23-06, 07:21 PM
Aerryl and predator continue to fend of mental attack after mental attack as Aerryl's bow seems to be doing very little to the very fast creatures. The swarm is having better success with the trail of blood that the creatures leave behind from non-closing wounds.

The battle of attrition comes to an end as Predator suddenly buckles and falls from the sky, Aerryl rolls as she lands, but still takes some abuse.

Short hand: Aerryl needs 20s to hit, and has to roll 1s to fail saves against any mental attacks. Predator has a little more give room. Lamia's have to double move every 4th round from 7 (11,15, etc) Will go till something gets interesting

Round 9:
East - MT Pred (W:31)
North - Suggest Aerryl (Will 33)
Aerryl - Double moves and rapid shots at the western (Atk: no 20!)
Swarm - Double moves Affects West (1 dmg)
West - Suggest Aerryl (Will 29)

Round 10:
East - MT Pred (W:27)
North - brainlock Pred (Will 28)
Aerryl - Double moves and rapid shots at the western (Atk: no 20!)
Swarm - Double moves Affects West (1 dmg)
West - Suggest Aerryl (Will 28)

Round 11:
East - 2x move
North - 2x move
Aerryl - Double moves and rapid shots at the western (Atk: no 20!)
Swarm - 2x move
West - 2x move

Round 12:
East - MT Pred (W:29)
North - MT Pred (Will 27)
Aerryl - Double moves and rapid shots at the western (Atk: no 20!)
Swarm - Double moves Affects West (4 dmg)
West - Brain Lock Pred (Will 30)

Round 13:
East - MT Pred (W:20!)
North - MT Pred (Will 15 Dmg:52)
--- Aerryl Fall dmg (16)
Aerryl - ???
Swarm -
West -

Aerryl 28/44 20/20SL
-- Swarm 13/13
-- Predator -20/60
West xx-47/xx (Buff 1) (Buff 2)(Bleeding)
East xx-26/xx (Buff 1) (Buff 2)(Bleeding)
North xx-17/xx (Buff 1) (Buff 2) (Bleeding)http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,34,24;b= Name,L,22,33;c=Name,L,26,24;d=Name,L,23, 24;e=Name,L,24,22
Aerryl
Swarm
East
North
West
MindWandererB

12-26-06, 12:49 PM
Well, that stinks.

Aerryl, enraged at the death of her companion and friend, is ready to take this fight to the front. She moves back and casts an area Dispel Magic to try to take down some of their protective powers, then lets out a furious cry as she transmutes herself into a rhinoceros.
Erithmu

12-26-06, 05:09 PM
Rolling to her feet Aerryl throws counter magic at the group of Lamias before backing up. The swarm manages to affect one of them but they all close.

Transforming herself into a Rhino, the three creatures wonder what magic this is. They strike in their normal fashion all three jumping in quickly with paw strikes, and Aerryl feels her druidic wisdom get sapped away. Turning her horn, she rushes one of the creatures and impales it on her horn. The other realize the danger now, and another barrage of mind attacks strike. One of them breaks through and the Rhino screams as it falls over.

Round 13:
East - MT Pred (W:20!)
North - MT Pred (Will 15 Dmg:52)
--- Aerryl Fall dmg (16)
Aerryl - area Dispel (15,17,22 Hits one buff on west) move 30 ft.
Swarm - catches up w/ west and North (3 dmg Fort 1! = nauseated, not a 1)
West - nauseated moves

Round 14
East - move and Psionic Blast (Will: not a 1)
North - Double moves
Aerryl - Wild shape into Rhino
Swarm - catches up w/ west and East (2 dmg Fort both pass)
West - Spring attacks Aerryl with his touch (Atk: 21 dmg 4 wis)

Round 15
East - Spring Attack (atk: 20 Dmg 1 wis)
North - Spring attack (atk: 16 Dmg 3 wis)
Aerryl - Charges East (Atk 30 vs AC 27 Dmg: 36)
Swarm - catches up w/ west (2 dmg Fort: pass)
West - Moves and tries a MT on Aerryl (Will:14 vs DC 18 dmg 55)

Aerryl DEAD-27/44 20/20SL (-8 Wis)(Wildshape: Rhino)
-- Swarm 13/13
-- Predator -20/60
West xx-54/xx (Buff 1) (Buff 2)(Bleeding)
East DEAD-65/xx (Buff 1) (Buff 2)(Bleeding)
North xx-23/xx (Buff 1) (Buff 2) (Bleeding)

That was rough man...I was kinda surprised you didn't take a summoning angle. A Barrage of hippogriffs might not have beat them down, but would have used a good chunk of their PLA's
MindWandererB

12-26-06, 05:25 PM
Yeah... that probably would have been a good idea. Although a bit OOC--I was playing Aerryl as if she didn't know the lamia's capacities. Oh, well.
Erithmu

12-26-06, 05:31 PM
Fair enough, I could see you using the summons even still due to the utter barrage of mental attacks, if nothing else the swarm would have been able to affect more of them in it's attacks. A nice baseline entangle to use for slowing them down.

CoCo wise: You should have flexed, you probably should have metagamed knowing how dangerous these things were on the ground and stuck to the air, even if you were chain summoning hippos for new mounts. This is not the place to play as if you don't know something. This is the place where people calculate how to win (max) using the least resources (min) so that if they run into trouble, they have a little more flex.
MindWandererB

12-26-06, 05:34 PM
Yeah, you're right. I can sacrifice tactics for better RP when I don't have guild stuff riding on me. (Which is ironic, since the guilds are supposed to promote, rather than suppress, RP.) Well, the mistake has been made; I'll do it that way next time.