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Dudu
2012-04-16, 10:14 PM
So, here are. Brand new campaign.


First, basic info:

Standard fantasy 3.5 D&D, as normal.

All 3.5 books allowed with restrictions (Tome of Magic is out). Widely know broken aspects (like polymorph and planar binding abuse) are out. Most broken 3.0 prestige classes also out.

32 point buy and only one flaw allowed. Only Unearthed Arcana flaws are allowed.


Some extra information writen at the FDP thread:
First, it's more a combat driven campaign than a story driven, pretty much like Jalavia campaign. Not that I do not enjoy storytelling, but the aim of the campaign is to hon my skills with combats. So, it's more like a chalenge, a test.

The story is simple, for now. It happens in a world I conceived long ago and it's standard fantasy most of the time. Again, similar to Pedro's campaign. In short, it's mostly for fun, it's not like I'm aiming for an epic or something.

It's not a chalenge for me, only, but also for you. You'll begin as level 7 students of arcane arts. That means 4 of your 3 char levels must be an arcane caster. Wizards, sorcerors, bards, beguilers, beguilers. If it cast an arcane spell, it counts as arcane. I'm currently working in a semi-gestalt mechanics, like Cinco Pontas campaign, since it looks very flavourful to me.

There's only one concern. Your disponibility. There's already 3 campaigns going on, and I think another one could go just fine. It's all about checking each one of the four daily, and try to update at least daily. Eventually, some of us will be in a project or weeks away from PoA, or studying, and we give a pause as usual. But I really think there are some days we could manage to update the campaigns very fast.

So, it's up to you 3. If everyone is interested, I'll begin posting the campaign thread, with details and background and stuff. You could use your time to work in your characters. Some notes if you intend to do that, though.


>Remember that at least half of your character levels must be arcane.

>4 classes maximun plus one favored class.

>Prestige class count. For example. And abjurant champion count as an arcane, every prestige class that ends up giving you more arcane levels count. A mistique theurge gives you both divine and arcane levels, again, this counts as arcane despite it's duability. A deepwarden doesn't give you arcane spells, so it counts as a non arcane level.

>Most books are on. Everything must be presented so I can check if it's balanced or not. Core, Complete, Races and Tome of Battle are on, as usual. Faerum and Eberron are trickier, but a lot of their content are okay, mostly the ones that doesn't involve background (like the craven feat, for example).

>Psionics are rare. The only real psionics in this game are mindflayers and similar creatures. A player must have an heritage of some sort before get psionic powers. Psionic powers are subject to spell resistance.


Background
For now, you're just students in the Minervean Arcane University. This College comprises 5 houses, each one focused in a different way to help society. The House of the Creators comprises conjurers that help by conjuring walls and help minor squads overcome the odds of a battle by summoning creatures. The House of the Keepers are the typical wizards; they organize libraries and help the cityfolk via a skilled use of transmutation spells. The House of the Destroyers are the evokers, necromancers and gishes that mish mashes enemy armies. The House of the Mesmers are speciallized in deception; they are enchanters, illusionists and transmuters that partakes in stealth and shady diplomatic missions.

And the fifth house, the Discoveres. Those are you. This House specializes in building dungeon dwellers. Divination, abjuration and transmutation are top schools in this house, even though the Discoveres don't despise any school in particular. In short, the House most prone to breed arcane adventures is this one. There are four basical aproaches for dungeon dwelling which the Discoveres teachs. The Seer, the Vanguard, the Lorekeeper and the Mediator. In a nutshell, the Seer is specialized in scouting and piercing illusions, the Vanguard in facing enemies toe to toe, the Lorekeeper in condensing knowledge about the dungeon, and the Mediator in aiding his team mates is sort of a leader.

Right now, you're in the in the Meteora Interhouse Tournament. There where a series of matches in the league, where the House of Keepers were eliminated. Your characters played in this league and reached 2nd place. The actual tournament is just semi finals and final. Your House, the Discoverers, are about to fight against the House of the Creators who reached 3rd place at the Stadium located outside the college, in Meteora (a city built around floating rocks next to the core of the mountain range). In this stadium, powerfull spells are cast and when a creature inside reaches 0HP, he's teleported outside the arena. There's still 2 days before the match begins and your characters start at the Discoverers training chamber, along with some of your teachers.

Other information found at the OOC thread (http://www.giantitp.com/forums/showthread.php?p=13876941#post13876941).

Dudu
2012-04-16, 11:01 PM
The Seer

The seer is specializing in scouting the dungeon. Not by actually going everywhere, like a rogue, but via divination spells. He's also very strong in dispelling and piercing illusions, being the doom of illusionists.
They have Spot, Sense Motive and Search as class skills

1 +2 saves vs illusion (disbelief)
2 Piercing Illusion ability 4/day (check the Church Inquisitor, CD 27)
3 Spell Focus (Divination) or Greater
4
5 +4 saves vs illusion (disbelief)
6 Piercing Illusion ability 6/day
7 bonus wiz feat
8 +2 on dispell checks (max +12 on dispell magic and +22 on greater)
9
10 +6 saves vs illusion (disbelief)
11
12 Piercing Illusion ability 8/day
13
14
15 +8 saves vs illusion (disbelief)
16 +4 on dispell checks
17
18 Piercing Illusion ability 10/day
19
20 immunity to illusion (disbelief)


The Vanguard

If the Seer is good at discovering what lies in the dungeon, the Vanguard is good at facing it. They not only develop a courage that rivals a barbarian, but also can mitigate slightly the damage they sustain in combat, thanks to intense studying trolls and werewolves.
They have intimidate, heal and survival as class skills.

1 +2 saves vs fear
2 DR 1/magic
3 +5 ft movement
4 DR 2/magic
5 +4 saves vs fear
6 DR 3/magic
7 bonus fighter feat
8 DR 4/magic
9
10 +6 saves vs fear; DR 5/magic
11 +10 ft movement
12 DR 6/magic
13
14 DR 7/magic
15 +8 saves vs fear
16 DR 8/magic
17
18 DR 9/magic
19
20 immunity to fear; DR 10/magic

The Lorekeeper

Seers and Vanguards are proficient at discoverying facing the new. The Lorekeeper is there to make their effort worth. By Drawning maps, and holding whole catalogs of monsters, those guys are the group "memory".
All knowledge skills are class skills.

1 +2 save vs compulsion
2 Dark knowledge 3/day; Dark knowledge tactics (check Heroes of Horror pg. 83)
3
4
5 +4 save vs compulsion; Dark knowledge 4/day
6 Dark knowledge puissance
7 Bonus wiz feat
8 Dark knowledge 5/day
9 Dark knowledge foe
10 +6 save vs compulsion
11 Dark knowledge 6/day
12 Dark knowledge Dread Secret
13
14 Dark knowledge 7/day
15 +8 save vs compulsion; Dark knowledge 8/day
16
17 Dark knowledge 8/day
18
19
20 immunity to compulsion; Dark knowledge 9/day


The Mediator

Sometimes the group reaches a vilage, or a shop. The mediator is the one between a bunch of battle hardened grunt mages and merchants afraid of dark. By studying mindflayers and telepathic creatures, they can develop telepathic comunications between team mates, and later, with anyone. When dwelling in dungeons, the Mediator makes the group working at it's full potential.
Bluff, sense motive and listen are class skills.

1 +2 save vs charm
2 50ft Telepathic communication with teammates
3 +4 aid another
4
5 +4 save vs charm
6 +1 language know
7 bonus feat
8 50 ft Telepathic communication with any intelligent creature
9
10 +6 save vs charm
11
12 100ft Telepathic communication with teammates; +6 aid another
13
14 +1 language know
15 +8 save vs charm
16 100 ft Telepathic communication with any intelligent creature
17
18
19
20 immunity to charm

Chimaera
2012-04-16, 11:13 PM
I'm thinking in making or a diviner or a abjurer (probably a master of counterspells). BUt will make a little research before, so it may change.

Beschoren
2012-04-17, 10:10 AM
since we are dungeon delvers provessionals, i might be going in the sneaky arcane stuff - lorekeeper rougue/wizard/spellwarp sniper/arcane trickser grey elf!.

does the suddenray strike counts as sneak attack dice to qualify for the arcane trikser?

Dudu
2012-04-17, 10:53 AM
It qualifies. The arcane trickster was wrote before the sudden ray feature, that's why it doesn't specify.

Chimaera
2012-04-17, 11:33 AM
I'm thinking in two options now:
focused abjurer and initiate of the sevenfold veil in the future
or
abjurant champion and argent savant wizard master of force spells

Dudu
2012-04-17, 12:12 PM
And what about the gestalt, Rich?

Chimaera
2012-04-17, 01:01 PM
I'm thinking in wizard 3/master specialist 4 seer
will be focused abjurer and master of counterspells.
will get some variants from unearthed arcana and will look for some more books also, ill see if i can get the domain as a cleric with some variant.

In fuure he'll be master specialist 7 and then initiate of the sevenfold veil 7
and then master specialist 10.
i gess that's it =D

Edit:
Eustacio is a young mage that always loved to disturb others. Even being young, he's sometimes worse than an old man, so he call himself Eustacio the Old. Since he always liked to meddle into other spellcasters work he aim to become the ultimate master of counterspells. He was raised by his uncle, an inquisitor of Cuthbert, who taught him about religion and the gods, as well some of the philosophies of the inquisitor.
But, as stubborn as it is, he decided to become a scholar of the arcane arts and not a cleric or inquisitor as his uncle wanted.
He's an abjurer 5/master specialist 2, human and neutral good.
He love to call people "young man" or "kid", even people lder than himself, and is always saying stuff like "Back in my days...", etc.
He banned evocation, necromancy and enchantment, since they're the main enemies of his "spirit of protection".

Edt2: also, since he's always annoying people, he is really pathetic at Charisma (6).

Chimaera
2012-04-17, 03:02 PM
And, here is Eustacio and his loyal friend Archbald (his rat familiar):
http://www.myth-weavers.com/sheetview.php?sheetid=391650

Note: I'll buy equipment and choose spells later (probably tonight)

Dudu
2012-04-17, 05:13 PM
Eustacio the Old... This is just priceless! :smallbiggrin:


There are 2 another campaign exclusive aspects I most clarify.


First, the healing aspect. Without a full divine caster, you're stuck with bards or mystic theurges for cure spells. However, in this campaign there are med kits. Bags with medicinal herbs, oinments, bandages and other mundane means of healing.

There are 4 categories of med kits.

Small - 1d6 + heal check (max 10) - 25gp
Medium - 2d6 + heal check (max 15) - 150gp
Large - 3d6 + heal check (max 20) - 375gp
Masterwork - 4d6 + heal check (max 25) - 1000gp

For example, someone with 5 ranks in healing using a medium med kit could heal for:
[roll0] + [roll1] (max 15)
21 hp healed. Quite a chunk for 150 gp.

This healing takes a lot of concentration and 1d4 minutes to finish. Can't take 10 or 20. Aid another aplies.
Since it requires concentration and time, it cannot be used in combat. Bear in mind, this is very important. So you still might consider classic forms of cure, like cure potions and healing belts.



The second aspect are about the spelltouched creatures.
Those creatures count as arcane casters and are able to launch spell-like abilities. Those spell like abilities comes from Sorc/Wiz spells, up to lvl 3.

It's less a bless and more an sickness. Those spells carry no component and dismiss any caster level. So they can use them when silenced, grappled or even nauseated. However, they can't quite control those spells.

A lvl 1 spell cause 1d4 of raw arcane damage to who cast it. A lvl 2 goes for 4d4 and lvl 3 causes 9d4. In the end, such creatures can end up doing less damage to you than to thenselves. Casting lvl 3 spells is very rare, though.

Those spells cast by the spelltouched carry a DC equal to 10+spell level+creature HD/2. They are subject to Spell Resistance, as well counterspell or whatever would affect a normal spell. Those spells can be stolen by spellthieves as usual. The spelltouched are treated as arcane casters for ranger who have arcanists as favored enemies or magebane enchantments, for example. They carry much less spells than normal casters, though.

Of course. Along with the spelltouched will be enemies who are actually real casters.

Chimaera
2012-04-17, 05:20 PM
One last question: standart gold?

Dudu
2012-04-17, 05:23 PM
Standard equipment, yeah.

19000gp worth.

Andrezitos
2012-04-17, 09:14 PM
i'll play with a gish:
Andros Magnojeba
http://www.myth-weavers.com/sheetview.php?sheetid=391716

i dont maked a background for him until now, i'll think in something later.

Dudu
2012-04-17, 09:47 PM
Rich's char is finished.
While Pedro and Andre finish their character, I'll write the first part of the campaign.

===========================

You are the selected party to participate in the Meteora Interhouse Tournament, representing the fearsome house of the Discoverers. The name may not sound as terrifying as "Destroyers" or as omnipotent as "Creators", but no one of them are as specialized to the unknow dangers that lurks inside the Arcane Mountains, which lies just below your feet.

After tomorrow, you're about to face your biggest rivals in the Tournament, the "Creators". Both you and the "Creators" are tied as the houses with most titles in the tournament, so many spectators consider this match an anticipated final.

Right now, you're in the training chamber. A similar magic present in the arena are present here. Whenever you reach 0 HP, you're harmlessly teleported away, and the pain you feel from injuries are greatly diminished.

Except... today. Today you still will be teleported away without dying, but no one will diminish your pay. Your teacher want you to feel the heat of combat as most convincible as possible.

Kain Kopperscale, the headmaster of the house is an elder kobold. As his name sugests, his scales as copper collored. Along with him there's a female gnome conjurer, Tania Toblerone and an old looking transmuter dwarf Gobadin, also veteran teachers of your house.

Kain Kopperscale:
http://www.rpg.wiki.br/images/0/0c/Kobold2.jpg

The floor is plane, without any features. This chamber is a big hemisphere. The light is weaker than daylight, but enough to get used and see normally.
The kobold is not just a master, but also a friend of you and was heavilly supporting your progress so far in the tournament. He stands in your front and start talking:


"Buenas, my kids (you're also a kid, Eustacio). Today we're gonna try something spicier. Just some waves of enemies, and I believe three waves are okay" - he signals to both Tania and Gobadin.


The three teacher suddenly lift in the air, supported by floating plataforms conjured from nowhere, aparently. He then continues.

"Today we won't diminish the pain. You can't afford dwelving inside dungeons without feeling the fear it consists. It doesn't matter if you won't feel this pain at the tournament, you're not being trained to be atletes anyway. Remember: Don't panic! Never panic. A prepared Discoverer has always a trick in his sleeve."

"Position yourselves, the training is about to start."

Chimaera
2012-04-17, 10:14 PM
One thing about Eustacio: he always cast Antecipate Teleport upon him(24h duration). Also, he have the Energy Abjuration feat, which allow him to gain energy resistance to the first energy attack he suffer.


ENERGY ABJURATION
Casting an abjuration spell grants you protection from
energy damage.
Prerequisite: Spell Focus (abjuration) or abjurer level
1st.
Benefit: When you cast an abjuration spell, you can choose
to gain a special energy resistance equal to (1 + the spell's
level) x 5. This energy resistance lasts for the duration of the
abjuration spell you cast or until you are struck by any type
of energy damage (acid, cold, fire, electricity, or sonic). The
resistance applies to the first energy damage to which you
are exposed, and thereafter you lose the energy resistance
until you cast another abjuration spell.
Special: An abjurer can select this feat as a wizard bonus
feat.

Since he have always Antecipate Teleport active, he have Energy Resistance 20 for the first attack each day.

Dudu
2012-04-19, 04:41 PM
So, everybody else is ready?
All you have to do is finish the char and I'll draw the map with the first wave of enemies.

Andrezitos
2012-04-19, 08:24 PM
Andros Magnojeba is one of the most dedicated students of the academy and therefore less sociable too. Used to spend all his time between libraries and training camps, saw the Vanguard as an opportunity to achieve the respect and admiration of the others. However, his individualistic nature prevents him from getting along with other students and his arrogance makes him undesirable among teachers.

Andros Magnojeba, the Grey Knight (now as the librarian too), is ready for combat.

Dudu
2012-04-20, 08:13 PM
Tania, the gnome conjurer, says:

"Okay boys, let's begin with an easy encounter, to warm up."

Before I post the monsters, first I need Pedro's sheet.


Now, for the fluff.
Each of the Avatars:

Andre, the Grey Vanguard:
http://s13.postimage.org/dx73kw61v/Vanguard.png

Rich, the Swift Seer:
http://s13.postimage.org/pb2tnkvc3/Eustacio.png

And finally; Pedro, the Shady Lorekeeper
http://s13.postimage.org/c1ownh6lf/Spellwarp_sniper.png

Supercool, uh?

And here's the map format:
http://s16.postimage.org/ru0z0y2pf/Mapa1_domo.png
Instead of a grid, there's a checkerboard pattern.

edit: That's a flame coming out of the elf's finger.

Beschoren
2012-04-21, 09:59 AM
i forgot to subscribe....

http://www.myth-weavers.com/sheetview.php?sheetid=391825

(sicne andré took the lore path, i will take the vanguard)

Tanstafaal is an extremely arrogant grey elf

His arrogance is even more annoying as he ahs a lack of nerve and sometimes of skill. he keep such a high nose sometimes he trips on the ground...

He specializes in precise ray spells - in fact he says "specilizes" because that is almost the only thing he can do. Scares to death forem the horrible traps of the dungeons (but of course pretending he is not afraid) he took some learing into the shady path of the arcane trickster. he's still far from it, but too the first steps already

i still need to allocate skills points!

edit: dudu could you remove that small glitch of red pixels and add elven ears? http://units.wesnoth.org/1.10/pics/add-ons$Imperial_Era_Fixed$images$units$human-arendians$shaman.png the hooded figure kind of looks like a prostitute

Dudu
2012-04-21, 10:06 AM
Andre took Vanguard. You can keep being the lorekeeper you intended to be.

Dudu
2012-04-21, 03:12 PM
Pedro.

I didn't understand. The "remove that small glitch of red pixels and add elven ears?" is for the hooded figure or for the one you provided? Because the one you provided already have the pointy ears. And weren't you a gray elf, like gray colored skin?


But it's one shady cool looking prostitute uh? Now that you said it, it can't be unseen. It looks -sorta- like a prostitute. Thank you, Pedro, you ruined those pixels. I'll keep this avatar for later (I can't be the only one who found it pretty cool) and change yours for this new one. Just didn't get the elf ears stuff (already there) and the colour of the skin.

Dudu
2012-04-21, 03:19 PM
ANd before we start, one last check up:

Andre:A human Wizard (conjurer)/Duskblade/Abjurant Champion//Vanguard

Rich: A human Wizard (abjurer)/Master Specialist//Seer

and Pedro: A grey elf Wizard (conjurer)/Rogue/Spellward Sniper//Lorekeeper(?)

is that right?

Andrezitos
2012-04-21, 05:41 PM
okey donkey!

Chimaera
2012-04-21, 10:42 PM
Everything right

Beschoren
2012-04-22, 11:32 AM
ANd before we start, one last check up:

Andre:A human Wizard (conjurer)/Duskblade/Abjurant Champion//Vanguard

Rich: A human Wizard (abjurer)/Master Specialist//Seer

and Pedro: A grey elf Wizard (conjurer)/Rogue/Spellward Sniper//Lorekeeper(?)

is that right?

comes out I'll not have the rnought knowledge skills points to make the loremaster workable. I changed my 1º level to rougue so I can have huge amounts of skill points (48!) at 1º level. now I have all the lockpick/disarm/acrobatics all rougues should have, but at the expense of those precious wizzarddly skills.

I'll take the mediator path then, so we avoid having 2 vanguards on the same team. silent comunication will be helpfull!

ready to go!

In the start of each day I cast restribuitive kelgore's fire bolt. If i get struck in melle, the creature that attacked me is hit by kelgore's fire bolt (only once)

edit: work the avatar as you see fit. but please, don't make him look like a prostitute.

Dudu
2012-04-22, 07:33 PM
All right.

So, standard procedures.

In every counter, along with the initiative check (roll your initiatives btw) you should roll a knowledge arcana, since you're trained to pinpoint spelltouched creatures. The knowledge DC is 10+creature's HD, supereasy in this case. This knowledge is always at the beginning of the combat, free action, and the same check you would use for something else you also use for this one.

Or, to make matters fast, you can leave those standard checks to me. It's not like I will cheat or anything. Your choice.

Passing the check and you know who's affected by spelltouch sickness. Pass by 10 more than the DC and you know the highest level of spell the subject has. Pass by 25 more and you know which spells are.

============================

The dwarf transmuter says: "All right buddies, a simple terrain of plain dirt for now, no tricks, no advantages".

The ground is plane and it's just dirt without any notable features. The ceiling simulates a sunny day.


The gnome conjurer says: "A typical arcane mountains squad of goblins, be ready".

http://s17.postimage.org/94cnv6ebx/Mapa2_domo.png

Monster's init:
[roll0]

Chimaera
2012-04-22, 08:48 PM
Just to be sure: you're going to make the Init and Knowledge check, right?

(if not, here goes mine:
Init: [roll0]
Knowledge: [roll1] )


I prefer you making the checks.

Dudu
2012-04-22, 09:10 PM
By your inits, you're all after the goblins.

Everyone knows which ones are spelltouched and Eustacio knows that it's up to one level 1 spell for each. Since there's a mediator in the group, everyone knows what Eustacio knows via telephaty (I'm starting to think you'll find this ability bloody useful in the long run).

They wield longspears and knives. The one in the middle is a shaman. The shaman casts a spell (spellcraft 15) and you can see a lot of images ([roll0]images) of himself (like you need a spellcraft check for that...).

The spelltouched rogue fires a spell (spell craft 11) at the Vanguard, dealing damage to himself in the process.
ranged touch [roll1] [roll2]strenght penalty if hits.
the goblin takes [roll3] as result

The others seem to get ready for a charge.


http://s16.postimage.org/eu1mnkv6b/Mapa3_domo.png

I believe the ray hit, Andre. Lucky goblin.

edit: The ones in red circles are the spelltouched discussed earlier (see post #10).
Rich: Yes, I decided to roll those checks. I'll do that every combat, to make matters faster.

Now your turn!

Dudu
2012-04-23, 02:21 PM
I noticed that the maps doesn't appear sometimes.

If that's the case, try clicking the with the right button on the icon where the map was supposed to be and select "open image in another tab" (abrir imagem em uma nova guia). If this still doesn't work just contact me. I'll try to use the same method Pedro is using, since his method is working for sure.

Andrezitos
2012-04-23, 05:14 PM
Andros get hit: How dare you?! You're no match for me, flee while you can!

By the shape of the enemies, I believe they are humanoids. As a result, I will use my knowledge to try to earn extra points on attack and damage. (Knowledge Devotion) [roll0] -> +2 insight bonus agaist humanoid, this is a extraordinary effect (does not acumulate with supernatural ability).

Move to I7I9 and cast Shield (+5 AC, 12min) on hinself.


Status:
HP 75/75
- 3 str
+5 AC
+2 insight bonus agaist humanoids

Wiz spells:
0) Acid Splash 3/3, Caltrops 4/4
1) Benign Transposition 1/1, Corrosive Grasp 1/1, Grease 1/1, Wall of Smoke 1/1, Protection from Evil 1/1, Shield 1/2

Dusk spells:0:6, 1:7, 2:3
0) Acid Splash , Disrupt Undead, Ray of Frost, Touch of Fatigue.
1) Chill Touch, Expeditious Retreat, Swift, Ray of Enfeeblement, Shocking Grasp, Stand, True Strike.
2) Dimension Hop.

Dudu
2012-04-23, 09:31 PM
Edit: Second Atempt to upload images, now with Picasa.

https://lh6.googleusercontent.com/-bRui5Zmqwsw/T5YP6UPCB1I/AAAAAAAAAEY/GTANyAQoFI4/s800/Mapa3_domo.png

worked?

Beschoren
2012-04-23, 09:49 PM
"A-hem", Tanstafaal clears his troath, while taking a bit of ground mica from his spell component pouch and making a small gesture with his hand "Pelicanus" (verbal component)

POOF!

a rain of light covers most of those goblins formation, right away delating the actual image of the shaman and making some of them blind. The elf's cirlet seems to ressoante for a second.

then he speaks to his allies tought the telepaty "Leave the blind ones for me, thank you.". He's anoying even in the telepaty.


standard: casts glitterdust (http://www.d20srd.org/srd/spells/glitterdust.htm) at K/J-4/5 intersection. hits all goblins but 6I and 6M. will save DC 16.

swift: activates cirlet of mages, expending 2 out of 3 charges to keep a 2º level spell just cast as if unspent.
swift

Chimaera
2012-04-24, 11:19 AM
Eustacio cast Greater Mage Armor upon himself and stay in partial defense.

Edit: Greater Mage Armor (duration 8h)
Got energy resistance 25 for the next energy attack

Prepared Spells:

0: Resistance (3), Message (2), Detect Magic (1).
1: Shield (1), Nightshield (1), Protection from Evil (1), Nerveskitter (1), Ebon Eyes (1), Instant Search (1), Feather Fall (1)
2: Protection from Arrows (1), Dispelling Touch (2), Arcane Turmoil (2), Resist Energy (1)
3: Dispel Magic (2), Antecipate Teleport (0), Dragonskin (1), Spellcaster's Bane (1)
4: Stoneskin (1), Dispelling Screen (2), Greater Mage Armor (0)

Dudu
2012-04-26, 12:16 AM
Kain, the Kobold: "Whoa, it's good to see such a good use of the most glamourous spell know. Heh heh..."

Gobadin, the Dwarf: "What did you expect? He's a elf! Huahua. Kidding Tanstafaal, you owned those goblins."

Tania, the Gnome: "You're ruining their focus with your pointless commentaries..."

Kain, the Kobold: "Geez! Cheer up, woman, our kids are nailing the goblins!"

=================

The blind goblins enter in despair and start clustering. They go for total defense, even the Shaman. The total defense just compensate the loss of AC thanks to blindness, though.

The two other goblins just attacks the Vanguard, without the Shaman to put some reason into their heads.

The leftmost one 5 foot towards his enemy and deliver an attack
[roll0] [roll1]

The rightmost one charges at the same foe
[roll2] [roll3]

https://lh6.googleusercontent.com/-Cr_4uVE_Cvc/T5jYptIr0rI/AAAAAAAAAEo/CX-_NpSGu6g/s800/Mapa4_domo.png

Andrezitos
2012-04-26, 10:10 AM
Andros use his halberd (arcane steel crystal) to make a eletric touch attack (shocking grasp) agaist the I7 goblim. Burn! Lower creature.

[roll0] +3 if the target it's using a metal armor or caring a lot of. [roll1]+[roll2]


Status:
HP 75/75
- 3 str
+5 AC
+2 insight bonus agaist humanoids

Wiz spells:
0) Acid Splash 3/3, Caltrops 4/4
1) Benign Transposition 1/1, Corrosive Grasp 1/1, Grease 1/1, Wall of Smoke 1/1, Protection from Evil 1/1, Shield 1/2

Dusk spells:0:6/6, 1:6/7, 2:3/3
0) Acid Splash , Disrupt Undead, Ray of Frost, Touch of Fatigue.
1) Chill Touch, Expeditious Retreat, Swift, Ray of Enfeeblement, Shocking Grasp, Stand, True Strike.
2) Dimension Hop.

Chimaera
2012-04-26, 10:12 AM
Eustacio just keep on building defenses:

Dragonskin (red dragon)
Ac nat +3 and fire resistance 10 duration 70mins
DRAGONSKIN
Transmutation
Level: Sorcerer/wizard 3
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You say nothing, but make the motions in
the prescribed pattern and hold the dragon’s
scale aloft. Your flesh erupts with hard,
colorful scales.
Your skin toughens and becomes
scaly like that of a chromatic dragon,
of a color that you select. You gain
an enhancement bonus to natural
armor equal to +1 per two levels (to a
maximum of +5 at 10th level), as well
as energy resistance 10 against the
type of energy appropriate to the color
you select: acid (black or green), cold
(white), electricity (blue), or fire (red).
Your energy resistance increases to 20
at 10th level.
Material Component: A dragon’s
scale.
Special: Sorcerers cast this spell at +1
caster level.

Also, move action to M9 and get ready to mess any spell the shaman try to cast with his Magic Disruption feat (concentration DC 19)
MAGIC DISRUPTION [RESERVE]
You can use your powers of abjuration to interfere with other
casters' spells.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an abjuration spell of 3rd
level or higher available to cast, you can attempt to interrupt
another character's spellcasting with a tiny burst of magic.
As an immediate action, you can force any character within
30 feet currently casting a spell to make a Concentration
check (DC 15 + the level of the highest-level abjuration spell
you have available to cast); if the check fails, the spell's save
DC and caster level are reduced by 2 (to a minimum caster
level of 1st).
As a secondary benefit, you gain a +1 competence

Prepared Spells:
0: Resistance (3), Message (2), Detect Magic (1).
1: Shield (1), Nightshield (1), Protection from Evil (1), Nerveskitter (1), Ebon Eyes (1), Instant Search (1), Feather Fall (1)
2: Protection from Arrows (1), Dispelling Touch (2), Arcane Turmoil (2), Resist Energy (1)
3: Dispel Magic (2), Antecipate Teleport (0), Dragonskin (0), Spellcaster's Bane (1)
4: Stoneskin (1), Dispelling Screen (2), Greater Mage Armor (0)

Beschoren
2012-04-26, 10:41 PM
Tanstafaal draws his longbow as he moves closer to the pack of goblins. He tumbles across the speargoblin (can't call that a spearman) and shoots his bow at the blinded creatures. no reason to spend much more magic by now.


tumble DC 15 to avoid AoO on the move [roll0]
move to H7
Bow attack vs J4 [roll1] damage [roll2] SA [roll3]

If Tanstafaal is attacked at any moment, he uses an abrupt jaunt as an immediate action to teleport 10 feet away (keeping at least 30 feet away from the blind goblin pack)

Dudu
2012-04-27, 06:23 PM
Andros' halberd could slay the goblin more than one time. His flesh got instantly carbonized with sparks coming out of it. Then his matter simply vanishes.

Another goblin is down, dying with a carefully shot arrow from Tanstafaal. The goblins, blind and hearing their fellows dying start entering despair. (the tumble wasn't necessary)

Those are not real goblins, though. If goblins could just be summoned that way and get slayed by students in controllable domes then goblins would be extinct already. Those are simulacruns based on real goblins and how they really behave.

The other speargoblin got panicked and simply drop his spear and start running and screaming. (there's such thing as "overkill effect" in my campaign. When an enemy gets slayed in a spetacular way, his fellow may get really scared).

AoO from Vanguard:
[roll0] [roll1]

You hit him hard (for his standards). But he still manages to run, very injuried. He's out of your reach by now. (simulacruns who get too far way will just disappear as being defeated. But the teachers prefer that you slay everyone.)

The Shaman goes for a listen check to discover who got shot (DC 10).
[roll2]
And heals said goblin.
[roll3]
The goblin is conscious, but barely, so he stays on the floor. (Since it was a harmless spell, I think Eustacio's messing doesn't count, except for lowering the caster level. I'll roll it later).

Everyone else is just as scared as before and stay in total defense, following shaman's orders.

https://lh6.googleusercontent.com/-Eyb5RyoDibU/T5svpL-KV1I/AAAAAAAAAE4/JtAFzHoiOvw/s800/Mapa5_domo.png

===============

Kain: "Boy, those goblins are not even close to a chalenge. They're completely clueless about what they should do! It's just impossible to respect a creature like that."

Gobadin: "You're a kobold. Just saying..."

Kain: "I'm also your superior. How about that? A kobold is your boss!"

Both Kain and Gobadin laugh loundly like a couple of drunkards while Tania looks more concerned about what the next round of enemies.

Beschoren
2012-04-27, 08:32 PM
Tanstafaal calmly loads and fires another arrow, at an uninjuried goblin

[roll0], damage [roll1], SA [roll2]

He then gives a confused look at Kain, as if failing to understand the continuity of the test under such conditions. sure it is no longer a test of skill in battle

If this is a test for mercy, however, the goblins are unlucky. Tanstafaal will continue to hurt the goblins at the most cost-effective manner.

Dudu
2012-04-28, 01:21 AM
Kain clearly sees that the battle is over. Even though Tanstafaal didn't telephatically said so to the Kobold, Kain understands the elf concerns. Everyone is saving their spells and just dealing with mundane means of damage. Proceed now is a waste of time.

While looking at Tania, he signals and the gnome make the goblins disappear with complex gestures.

Kain them says: "Well, that's enough for weak humanoids in open spaces. In this combat, you faced no terrain features. Also, goblins aren't particularly strong in any field. No immunities also. However, let's put you in a more menacing situation.

Now we'll mimic a quite common sight inside the Arcane Mountains. You see, inside those mountains there are a lot of rifts, like the stone itself is filled with scars. And then we have the bridges. Bridges built by dwarves that are just as sturdy and stubborn as their creators. Made by solid stone, they don't shake and you can trust your foot above those structures.

So, don't fear the bridge. Fear the duergars that might ambush you when crossing such structure. They are sneaky, cruel and the ones in Arcane Mountains are quite decent in the arcane arts. Let's face it, inside the Arcane Mountains, even the rats can do some cantrips. Plus, they're likely to employ curious devices, like the stinky bomb and the slime jar*, so you better familiarize with it.

So, for this combat, let's put a bit more terrain features. It's an ambush, so maybe you won't see every combatant at the first round."


Maps, enemies and other thing in the next post.

*wacky stuff. I want to see how this works.

Beschoren
2012-04-29, 09:03 PM
Tanstafaal creals his troath again and checks his equipment. He uses the telepathy to talk to his allies.

"I had prepared dimensional stride today. It allows us to move up to our speed via teleportation. Might be helpfull to counter the ambush. Does someone else has some other countermeasure? Thank you."

Chimaera
2012-04-30, 08:15 AM
Eustacio answer via telepathy back to Transtafaal: "This old man here have some nasty spells, almost all to counter spells, but I have also Feather Fall and Antecipate Teleport, which can be of good use if they try to ambush us via teleport or something. Other than that i have counterspells and defensive spells".

Eustacio look at kain and ask: "Hey young one, next time i hope it is less boring, these goblins were a kind of joke, right? I can be old, but wont be goblins who will make me draw my last breath".

Eustacio have Anticipate Teleport, Greater Mage Armor and Dragonskin under effect and a resist 25/next element. Also, he'll use Nerveskitter in the next combat, so +5 to initiative to the old man.


0: Resistance (3), Message (2), Detect Magic (1).
1: Shield (1), Nightshield (1), Protection from Evil (1), Nerveskitter (1), Ebon Eyes (1), Instant Search (1), Feather Fall (1)
2: Protection from Arrows (1), Dispelling Touch (2), Arcane Turmoil (2), Resist Energy (1)
3: Dispel Magic (2), Antecipate Teleport (0), Dragonskin (0), Spellcaster's Bane (1)
4: Stoneskin (1), Dispelling Screen (2), Greater Mage Armor (0)

Dudu
2012-05-02, 10:12 PM
"Hey young one, next time i hope it is less boring, these goblins were a kind of joke, right? I can be old, but wont be goblins who will make me draw my last breath"
"Pffff. Osteoporosis struck me while your dad was a virgin, Eustacio, skip the crap."

Gobadin focused at the terrain and the average normal plains suddenly engulfed in a n abyss. A bridge was placed right below their feet. Tania summoned the enemies, but in strategic places, can you find them?


Your listen checks, for now:
Eustacio: [roll0]
Tanstafaal: [roll1]
Androgenous: [roll2]

Dudu
2012-05-02, 10:20 PM
Well, technically, I should roll separately each check. But I don't want to spoil the number of hidden enemies. Eustacio hit a natural 20 and Tansta scored high, so they saw an entire group.
So here's the other check, for 2 groups of enemies in total.

Eustacio: [roll0]
Tanstafaal: [roll1]
Androgenous: [roll2]

You just saw every damn duergar there. Poor dwarves, got their surprise round ruined.

Chimaera
2012-05-02, 11:03 PM
How much duergars in each group?

Dudu
2012-05-03, 06:15 PM
Second Wave of enemies

You spot every possible corner in the environment. There's four duergar ahead and three behind. They were poorly hidden in stalagmites just outside the short bridge.

Here's the map:

https://lh4.googleusercontent.com/-XwZHwvdIceA/T6MNLjLC7FI/AAAAAAAAAFI/QcTyPlk2ATQ/s1024/Mapa1_bridge.png
The tokens of duergars wielding axes are actually duergas with crossbows. They have trowing axes in their belt.
The cloaked one with a shortsword also have a handcrossbow in his hand.


Inits:
Magno: [roll0]
Tansta: [roll1]
Eustacio: [roll2]
Duergars minion: [roll3]
Duergar cloaked: [roll4]

Knowledge Arcana:
Magno: [roll5]
Tansta: [roll6]
Eustacio: [roll7]

Knowledge Local: (This will test your knowledge about the Duergar Tactics and tricks, "local" is about specific aspects of Arcane Mountains)
Magno: [roll8]

Remeber, since everyone is aware and willing to trade information about the targets via telephaty, I'm assuming Tanstafaal is helping the group. So if only one of you get a high score, everyone will know.

Beschoren
2012-05-03, 07:46 PM
Tanstafaal spots the crudly hidden druegars and uses the speed of thought to share information with his allies. Let us destroy the western flank first. the others are too far for Sneak attacks

Then he moves closer to the hideous creatures and cast a spell, shooting a ray of fire from his fingertips "Ianito!"

Moves to F8
casts Kelgore's fire bolt at C3 (ray, ranged touch, PBS range): [roll0], fire damage [roll1], SA [roll2]
(googles of foefinding ignores cover bonus)

Dudu
2012-05-03, 08:06 PM
In twist turn of events, the grey elf sneak attack his own ambushers.

"Did you see that, Kain. They not only avoided the ambush but surprised the ambushers!" says Gobadin, somewhat amazed.

"Well, we all know that those kids are not something to be triffled with. We are their teachers, afterall." Kain says with a pinch of vanity.

"I assure there's nothing strikly wrond with their ambush. The duergars usually hide well. This time they were discovered." Tania comments about the duergars' lack of luck.
--------------------------
EUSTACIO!

Before you roll an attack, be aware that you noticed something odd about the duergar at F²8. There's something not real about him. You may or may not want to use one of your daily amount of pierce illusions.
---------------------------
Andros

Your studies of duergars showed some results. You know that they're usually ambushers. Those duergars in particular, the Arcane Mountains inhabitants, like to use illusions and traps in chokepoints, like bridges and narrow corridors. They also employ a curious device know as "Slime Jar" Where a living ooze creature is trapped in a jar and threw at their enemies. The slimes are usally weak and are more an distraction than a menace. At least the weaker bands. The most prepared duergars can use oozes as powerful as black puddings.
---------------------------
Tanstafaal

You hit the astonished duergar just before he could put his part of the ambush in action. He's still standing, even though barely.

*edit: The piercing illusion ability, at least in this campaign, is a "semi free" action. "Free" in the sense that it doesn't spend any of your actions, from standard to swift. "Semi" in the sense you can't spend more than one attempt per round.

Chimaera
2012-05-03, 08:41 PM
With his swift action, Eustacio use his Pierce Illusion ability aggainst the F²8 duergar and then cast Protection from Arrows as standart action.

(he's under effect of Dragonskin, Greater Mage Armor, Antecipate Teleport and now Protection from Arrows)

"There are something unreal about this. I can feel it, get ready for some illusion or something"

Pierce illusion:
1d20+9 plus the disbelief bonus (that i cant remember at all)

Chimaera
2012-05-03, 08:43 PM
will save:
[roll0]

with the bonus already (+4)


Edit: 'ill ad the spoiler:

0: Resistance (3), Message (2), Detect Magic (1).
1: Shield (1), Nightshield (1), Protection from Evil (1), Nerveskitter (0), Ebon Eyes (1), Instant Search (1), Feather Fall (1)
2: Protection from Arrows (0), Dispelling Touch (2), Arcane Turmoil (2), Resist Energy (1)
3: Dispel Magic (2), Antecipate Teleport (0), Dragonskin (0), Spellcaster's Bane (1)
4: Stoneskin (1), Dispelling Screen (2), Greater Mage Armor (0)

Dudu
2012-05-03, 09:23 PM
Eustacio focus at the suspecting creature. However, nothing happened.

It's the wizard turn, he gets out of his hidding place, sense the time to hide is clearly over and heads to D²11. Them he does exactly what the goblin did last match, since you identified his spell as a "mirror image".

Now it's Eustacio turn (you can't use your pierce illusion now)

Dudu
2012-05-03, 09:29 PM
Updated map:

https://lh4.googleusercontent.com/-CZAfX7Mdunw/T6NAMiHiNfI/AAAAAAAAAFk/B4KwbwsBzxk/s1024/Mapa2_bridge.png

Chimaera
2012-05-03, 11:35 PM
"Dammit, I guess i'm so old i cant bypass an ilussion anymore", and saying this Eustacio casts a Shield and get ready to make Magical Disruption to anyone casting spells with DC. "Don't worry friends, I'll dispel that lesser trick after I get my defenses up, don't you want the old man here hurt, right?"



0: Resistance (3), Message (2), Detect Magic (1).
1: Shield (0), Nightshield (1), Protection from Evil (1), Nerveskitter (0), Ebon Eyes (1), Instant Search (1), Feather Fall (1)
2: Protection from Arrows (0), Dispelling Touch (2), Arcane Turmoil (2), Resist Energy (1)
3: Dispel Magic (2), Antecipate Teleport (0), Dragonskin (0), Spellcaster's Bane (1)
4: Stoneskin (1), Dispelling Screen (2), Greater Mage Armor (0)

Dudu
2012-05-08, 03:56 PM
The Duergars start moving.
The deeply injuried still wants to fight and fires a bolt at his assailant. The other duergar decide to also target Tanstafaal.

[roll0] [roll1]
[roll2] [roll3]

The third one of the west group doesn't shoot a crossbow. He trows a jar right next to the elf instead. Inside that jar comes a orange slime. The ooze doesn't attack anyone, however.

Andros Knowledge Checks:
Local: [roll4]
Dungeoneering: [roll5]

Andros tried to remember something about the Duergar tactics about jars and slimes. All he could remember was about what Kain just said (the slime jar, post #40).
He does know a lot about the creature, however. This orange slime is a very simple ooze, roughly 3 feet in diameter and the orange color that names the creature. It's also the weakest of any oozes ever encoutered. It's hardly a challenge and it's more an annoyance than anything. Like most slimes, slash and pierce damage do nothing other than splitting the creature. This creature can't split too many times, though. They have no sense of allies or enemies and just attack whatever living creature is closer to them. They are very slow, and their attacks, although weak, carry some sort of acid with them. Also, like many oozes, this one has blindsight. It's vulnerable to fire.


The Duergars at the east group move. One of then move fast, without attacking while the others shoot their crossbows. They're a bit far, however, and their attack isn't as precise as their comrades on the other side.

[roll6] [roll7]
[roll8] [roll9]

https://lh4.googleusercontent.com/-_ykKZNpCZB8/T6mKLOtu5bI/AAAAAAAAAF4/yQjxZLBuG-A/s1024/Mapa3_bridge.png

Andrezitos
2012-05-08, 07:45 PM
(ooc: just tho remember, andros get +5 in the knpwledge rolls because he have colector of storyes skill trick.
another thing, can i make some changes in my char? like changing the proibated schools of magic. in fact, i want to become a universal caster again. aaaand change the int atribute (19->18), remove the crystal of the helberd (dosent stack with knoledge devotion) and replace it with sustenance ring.)

Magnojeba move to E7. he also stay ready to attack any duergar that enter his treat range. in that case: [roll0][roll1] plus Corrosive Grasp via channeling [roll2].


Status:
HP 75/75
+5 AC (55/120rds)
+2 insight bonus agaist duergars
+3 insight bonus agaist oozes

Wiz spells: (CL 6)
0) Touch of Fatigue 4/4 |
1) Benign Transposition 1/1 | Shield 0/1 | Nerveskitter 1/1 |

Dusk spells: (CL 5) 0:6/6 | 1:5/6 | 2:3/3 |
0) Acid Splash | Disrupt Undead | Ray of Frost | Touch of Fatigue.
1) Chill Touch | Expeditious Retreat (Swift) | Ray of Enfeeblement | Shocking Grasp | Magic Weapon | True Strike.
2) Dimension Hop.

Beschoren
2012-05-08, 07:48 PM
Tanstafaal uses his Abrupt junt ability on a moment's notice when he sees the arrow flying straight at him.

Then he uses a twick on a ray spell to hit the other 2 druegear - "Qui-Ianito!"


Teleport to D7 as an immediate action, avoiding the 1º attack he recives. 1 out of 4 daily uses

standard: split ray kelgore's fire bolt
ranged touch VS B10: [roll0], damage [roll1] (fire, ignores cover)
ranged touch VS B12: [roll2], damage [roll3] (fire, ignores cover)

then move action to G5

Chimaera
2012-05-08, 10:19 PM
Eustacio (now an evoker) throws a fireball aggainst the duergars from the east group (if he can't get them all, he'll throw where it get more of them in the east)

Fireball DC 21
Damage: [roll0]
NOTE: Eustacio's has +1caster level on fire spells

Spells under effect:
Shield, Greater Mage Armor

Prepared Spells:
0: Light (3), Detect Magic (2), Message (1);
1: Magic Missiles (2), Burning Hands (1), Mage Armor (1), Shield (0), Nerveskiter (1), Ebon Eyes (1), True Strike (1)
2: Wraithstrike (2), Eletric Vengeance (2), Scorching Ray (2), Darkness (0);
3: Fireball (0), Sound Lance (1), Lightning (1), Greater Mage Armor (0);
4: Thunderlance (1), Wall of Fire (1), Vortex of Teeth (1), Fire Shield (0);

Chimaera
2012-05-08, 10:27 PM
He also will use Pierce Illusion aggainst the same duergar:
Will save [roll0]

Still got 4 daily uses of Piercing Illusion

Andrezitos
2012-05-15, 08:19 AM
Heyyy! Leave some duergars for me or i'll lay waste on the jelly just for fun.

Dudu
2012-08-05, 02:20 AM
Skip skip skip


The training ends. You finished your tasks and your mentors are impressed.
That's +1000XP to everyone.

Kain: "Woah! Don't let this performance get over your head, buddies! When fighting against casters, everything is possible, nothing is expected."

The Kobold says with a mix of worry and pride.



Just to remember, you are arcane students of the Minervean Arcane University. Plus, you belong to the brave Discoverers house, the home of the dungeoneers.

You're also in the middle of the Meteora Interhouse Tournament. You are one of the most promising undergraduates of your House. Tonight is almost over. Tomorrow you will be free to do as you please (ok, not so much, there are rules!). For more information, check the earlier posts.


That means you can either sleep to oblivion, or wander in the library. Ask guidance from some teachers. Train. Chit chat with your friends. Bully your enemies. Run away from the colege (bad idea). Use scrying in the girls changing room. Well, as your imagination permits (and the teachers, they can kick your sorry asses if you abuse your freedom).

By the way, there are 3 teachers that are willing to help you. Tania, the conjurer gnome. Gobadin, the transmuter dwarf. And Kain, the kobold headmaster of the house.

What you intend to do?

Andrezitos
2012-08-05, 01:44 PM
(Now my char its the epitet of the Vanguard way of life: fearless and deadly as the Death hinself.)

Shortly after the tests, Andros fell very ill. Despite all the magic and care of the members of the academy, his health got poor, until he finaly died. In the morning next of his burial rites, he digged his way out of the grave, reborned as a new creature, nor dead nor alive, a undead. His skin turned thin and pale, his eyes now glows with a sinister reddish light. Despite his physical changes, Andros personality don't changed. The academy members acknowledged what happened as some sort of magical disease, something probably rooted deep inside Andros lineage. More than never, Andros prefers the solitude of his room than curious looks of the living rooms. Looking for guidance, Magnojeba wants to talk about his state with the wise Kain.

Chimaera
2012-08-05, 02:04 PM
(I'll work on my character this night and will post when I finish)
Is level adjustment allowed? If so maybe I'll make some character I was waiting to do)

Chimaera
2012-08-05, 10:58 PM
Eustacio's is back, this time as a evoker, not an abjurer anymore.
He's a lorekeeper and pratically a walking encyclopedia.
He love magic missiles and is ready to prove his post-doc thesis on Magic Missiles.
Still seventeen years old and very annoying with his old style.

Eustacio the Old (http://www.myth-weavers.com/sheetview.php?sheetid=431322).

(Almost done, only spells and equipment to buy)

Beschoren
2012-08-05, 11:07 PM
Tanstafaal attends to Andro's funeral, more for respect and lack of intrest on other things then for true friendship or whatever. He takes a look on the records of Meteora Interhouse Tournament and the histories of newly graduated dungeoneers hoping to get an edge on whatever is ahead of him. He also takes some time to get a good list of conjuration spells to learn from Tania.

When andros rises back from the dead and Tastafaal meets him in the corridor he only asks telepaticly "Are you a zombie?"

After the response he only telepats back "Fascinating", but keeps form himself his more personal thoughs - I hope that smell vanishes with a bath or else I'll need to create some new spell just for that particular issue.

Dudu
2012-08-05, 11:11 PM
Ok.

Rich, you're the only one left. You still have to decide what you'll do with your free day. Andros will visit Kain, Tanstafaal will visit Tania and hear histories of veteran dungeoneers.

Dudu
2012-08-05, 11:58 PM
Andros:

This is your first day of you new life (or after-life, doesn't really matter).
Upon entering Kain's room, you find the kobold sitting, staring at the door. Without letting you spit a single word, he says:

"Yes, my friend, you're rotten dead."

You're familiar with this old habit. He's a powerful diviner, and nothing surprises him. He trained all his life to have the least ammount of surprises as possible. That's what a diviner does, afterall.
He then stand up and starts walking in the room.

"Well, as you probably already know, this is both a bless and a curse. You can sustain more hits now, but can you heal yourself? Difficult. And don't you think that, because you learned a few tricks with the Destruction domain you have this problem totally covered."

He looks at you from head to feet. Then says:

"I have just what you need."

Then he goes to his drawer and grabs an exotic ring.

"This ring. This invaluable ring was crafted by one of the most powerful necromancers I have ever faced. He belonged to the Hel clan and were a expert in corpsecrafting. Corpsecrafters are necromancers who create augmented undeads. Here, take this ring, put in your finger and you'll be considered the creation of a corpsecrafter. That ought to prolong your life. I trust you'll be very responsible with this ring, the implications of wearing this are not yet completely clear to me."



Ok, enough o dialogue. What Kain is giving to you is a ring, the Hel ring, that means, you'll have to reserve a ring slot if you want the effect to work. Whenever you're equiping this ring, you receive the benefits of an undead created by a necromancer who possesses the Corpsecrafter feat. In other words, you receive +4 enhancement bonus to strenght and +2HP per HD you have (+12 HP for lvl 6). This might have some roleplay repercussions.

Chimaera
2012-08-06, 10:32 AM
Eustacio will go to his room and scribe scrolls to get a better repertoire for tomorrow. The sheet is essentially done.

Chimaera
2012-08-06, 03:55 PM
Eustacio is done!
Prepared Spells:
0: Light (2), Ray of Ice (2), Detect Magic (2);
1: Nerveskitter (1), Lesser Deflect (2), Transdimensional Magic Missiles (5);
2: Empowered Magic Missiles (3), Repeat Magic Missiles (3);
3: Greater Mage Armor (1), Dragonskin (1), Fireball (3).

Dudu
2012-08-06, 10:07 PM
Tanstafaal:

Reading about the Meteora Interhouse Tournament:

Upon arriving at the library, you grab the “History of the Meteora Interhouse Tournament” subtitled as “Few Champions, Many Loosers”. The book isn’t very thick and tells about the most interesting clashes in the tournament, many of them include the Discoverers and their “everything is possible, nothing is expected” philosophy that usually grants them creative tactics. There were 213 tournaments, all of them biennial. Meteora Interhouse is better knew as one of the Tournaments the qualifies for the Junior Arcane Championship (JAC), one the biggest competition between arcane casters in the material plane.

The Creators are the current house with most victories, followed closely by your house, the Discoverers, with only one title separating each other. Destroyers and Mesmers lag behind and the Keepers are way back there holding only one title. Even though the Creators hold the most victories, the Discoverers brought more victories in the JAC.

Then suddenly the book start talking about the cultural impact of the Tournament, which you promptly skip. You decide to read briefly the most interesting aspects of each house. You read everything but, for now, I’ll post simply the most interesting facts about the Creators, since you’re battling them tomorrow, and, apart massaging your ego after reading so many feats of the Discoverers, reading about rivals is your main reason to read the book.

The Creators are as versatile as their favorite school, Conjuration. When battling, they seem to show great variety of spells. It’s usual that the battlefield is completely changed after the Creators clashed on it. The original flat surface or the arena is suddenly filled with towers, walls, monsters and even the weather inside the arena may change. Mesmers fighting against Creators are sure to wait some Glitterdust spells. Evokers tend to get entangled by webs and intoxicated by conjured clouds, maybe swarmed by creatures summoned by Creators, which turn the blasting more difficult to employ. Keepers usually have a hard time fighting against monsters or dodging their conjured rays since they’re not too much proficient in battle. The Discoverers are their most feared enemy and those two houses promote fights considered by many as the most interesting ones. Against Discoveres is when they employ their whole arsenal of spells. No clash between those two are similar to another as they hone their strategies as the years passes.

You, Tanstafaal, now knows a lot about this tournament and will receive circunstancial bonus whenever you use a knowledge skill inside the Tournamente (remember that!)

Since I wrote so much about the Meteora Tournament, I’ll not write about dungeoneers, but you read about them as well and may receive some circunstacial bonus whenever wandering inside the Arcane Mountains (I’ll write something when you start the dungeon part).


Anyway, your visit to Tania:
As soon as you enter her room she shifts her attention to you.

“Oh, Tansta. Good. I was collecting those samples of gases.”

You don’t even try to probe her mind, since entering teacher minds is difficult and risky. She’s holding many flasks, each with a different gas. You state the you’re interested in some new spells. However, you take a whole day to study a spell, so she can really offer only one. There are two thing you, Pedro, must do. First, put the character sheet. Second, choose any conjuration spell that can be casted in your level and ask her, she probably will lend a scroll to you.

She does have some advices, though. Against another casters, is always interesting to hamper their actions. Glitterdust and Stinking Cloud are good examples. In fact, the gas inside the flask is identical to the one in the spell. Hampering their movement is fruitless. Conjuring a monster right next to them might be good, let they taste their own poison. Finally, if you have access to lvl 4 spells, Evard’s Black Tentacle may ruin their day.

Chimaera
2012-08-07, 05:47 PM
Eustacio's scrolls:
Scroll of Ebon Eyes (3)
Scroll of Shield (3)
Scroll of Mage Armor (2)
Scroll of Mount (2)
Scroll of Darkness (1)
Scroll of Gust of Wind (1)
Scroll of Resist Energy (1)
Scroll of Protection from Arrows (1)
Scroll of See Invisibility (1)

If there's time left I'll visit Gobadin and talk about the weather, the competition and any transmutation spell he find may be useful in the tourney.

Beschoren
2012-08-08, 08:05 PM
Tanstafaal thanks master Tania for the advice and the gift, despite secretly hating being called by "Tansta" as she often does. He hurries to scribe it on his spellbook before the competition.


Spellcraft DC 18 [roll0] to put the Sikening cloud spell on my spellbook (I supose the academy can hand me the 300 gp in writing equipment to scribe the scroll)

Also, I made a little change on his build: instead of forbidding transmutation spells, I'm now forbidding Necromancy spells.

Kevinho
2012-08-10, 01:05 PM
Lokopor Tiamerica is a wizard/druid/mystic theurge and is now ready! I just have to think about his background, and read what happened so far in the game. Soon I'll post my spell lists.

Beschoren
2012-08-14, 08:15 PM
Tanstafaal meets andros in the corridors. He politelty communicates trought telepaty, as usual
So, how was your day? Is this new form of yours stable?

Dudu
2012-08-16, 11:31 PM
As soon as you find Gobadin wandering between the corridors of the college, he greets you:

“Oh... Oi Lad! Hope you’re ready for that showdown tomorrow!”

You state your business, or talk whatever chit chat you’re willing to talk with Gobadin. Soon you start talking about the competition, obviously. For that, he gives his advice.

“Well, Eustacio. They know you, all of you. Don’t ever hope to enter that battle without meeting your opponents shielded from your sure-hit magic missiles. Be ready to dispel them. Maybe one or two will let the shield out, since buffing is limited, but know your enemy, and know your enemy’s buffs.”

He then starts talking both about transmutation and the battle.

“And remember, Never, never, neverskitter!” - he laughs with that sentence – “I know you have this spell ready. Well, save a single slot for that tomorrow and be happy. Again, at least one of them will employ this spell as well, but if not to assure advantage, at least use it to negate their advantage. Oh, whatever, I feel you’re getting way too experienced for my advices…”

“But, if you want something really new, consider Enlarge Person. Transmutation excels in transforming weaklings into fierce warriors, and fierce warriors into juggernauts. Andros has limited mobility, and limited reach as consequence, even with a reach weapon, it’s hard to hit elusive mages. An enlarged Andros has both more power and more reach.”

“I’m a bit surprised with the sudden interest in Transmutation, though. You could transform your friend, Andros, into a killing machine like no one else. Haste might be expensive, since few of you could benefit from extra attacks, or extra mobility. Heroics (Spell Compendium) can give fighter feats to the target. Ray of Clumsiness is key to casters that rely on rays or use it to dodge against attacks. Earthbind can ground flying casters. Many, many possibilities buddy. It’s your call.”

Like happened with Tanstafaal, Eustacio can choose a single scroll from Transmutation. And maybe a duplicate, since you won’t be able to learn a new spell before the competition (you’re tired after writing all those scrolls). You can learn after the battle, though.

Chimaera
2012-08-17, 12:38 PM
"If possible, I would like to take a scorll of Fly and Dragonskin, and about the shield mages... well, my old friend, I'm much more older than you think I am and thought about that as well. One can't just rely on a measure that can be easily countered, but I do can use it in my favor even without using it: they'll be expecting me to have such spell since I'm the famous Magic Missile Trooper Mage, so I'll have spells who will damage them that can't be blocked. Anyway, the enemy now much about us I guess, do you have any knoledge of who we'll fight against? Their signatures spells, etc? It would be pretty good to know it in advance. Also, do you know how much buffs we can cast upon us before the battle?"

Eustacio will change his memorized spells for the competition:
Prepared Spells:
0: Ray of Frost (7);
1: Nerveskiter (1), Ebon Eyes (1), Lesser Deflect (2), Transdimensional Magic Missile (3);
2: Seeking Ray (3), Scorching Ray (3);
3: Fireball (2), Sound Lance (2), Greater Mage Armor (1);

Kevinho
2012-08-19, 04:54 PM
Lokopor Tiamerica is an wizard specialized in the study of magical beasts. He and his Cheetah want to meet every magical beast in the world

Dudu
2012-08-21, 02:14 AM
The day of the semi-finals arrived.

All of you are in a room, connected with the arena by a narrow corridor. You can hear all the noises and the fuss and everything outside. Right now, you’re among the coolest guys in the entire college, rivaled in coolness only by your… rivals, obviously.

In the room, one of your favorite teachers, the transmuter Gobadin is giving instructions. Something your characters already know (but you, players, don’t) is that in this arena, almost anything is allowed. Arcane casters despise the rigorous limitations of other sports, and try to reward the resourcefulness of their participants. Any animal magically bonded with a competitor is allowed, so it’s perfectly ok to bring Familiars and animal companions. You can cast a single long duration buffing (1 minute/level or more) and a single short duration just before the battle starts (1 round/level, but you can cast 2 long duration instead, if you want). This one of the only limitations in this battle. Plus, you can’t teleport outside the arena, which is pretty obvious (even though Blink spell is allowed). At last, you can’t use an invisibility spell before the battle (but you can use during it).

Your rivals are familiar to you. Everyone in the Creators house loves the conjuration school, even if just a little. There’s a sorceress, specialized in evocations. A druid/wizard, a friend and adversary of Lokopor, who specialized at summoning critters. A warblade/wizard Half-orc, the grunt of the party. The leader is able to telepathically communicate with his teammates just like Tanstafaal, he employs debuffs, summon monsters and, along the sorcerer, likes to fly a lot. He works as the leader of the team.

Gobadin lend to Eustacio a fly scroll and a scroll of Earthbind. “Sorry pal, couldn’t find that Dragonskin scroll. But Earthbind isn’t so bad, not in this battle, trust me.”

After that, the dwarf gives some hints on this battle, to everyone.
“All right, folks. This battle will be difficult. I suggest you hit their leader first, without him, their party crubles. He likes to use some invisibility to defend himself, so take care of that. If you can’t hit him, you can try hitting the most fragile one, the sorceress. The evocations that the Creators enjoy using are more focused damage blasting and summoning stuff, like persistent blade, for example. She uses shield a lot, Eustacio, so don’t even try using your mms against her. The Half-orc is powerful, but he’s less about being a caster and more about being a grunt. In the last battle I noticed he resists fire, so don’t be so eager to burn him. Just don’t forget that he still is a caster, and we all saw him using glitterdust to gain an advantage in battle, he’s pretty clever overall, stay far from him if you can. The druid/wiz is pretty fragile, rather employing critters to defend him. If you can target him before he swarms with monsters, good, because that’s what he’ll try to do. My hint is to leave the half-orc for last, and try to stay away from him as much as you can. If you can avoid the sorceress blasts or the druid’s critters, target their leader. Defeat the druid and you defeated a small army, defeat the sorceress and you won’t worry so much with scorching rays anymore. I’ll leave this choice for you. Now go out there and show why you are the favorites!”

=====================

I’ll let you swith your spellbooks like you knew about all those details when you woke up in the morning (since your characters actually really knew about their adversaries).

In a nut shell, here’s the overall profile of each of you enemies, as far as you can remember:

http://units.wesnoth.org/1.6/pics/00064_adept.png
Conjurer: Party Leader, strongest member. Not so tough in terms of HP. Can conjure lvl 4 spells. Telepathically communicate with teammates. Can use shield, fly, get invisible, and mage armor. Likes to summon powerful monsters. Likes to use battlefield control spells, like stinking cloud. May be either tricky or very easy to put down.

http://units.wesnoth.org/1.6/pics/01544_elite-infantry.png
Half-Orc: Grunt, but much more clever than looks. Almost as dangerous as the leader, but much more tougher. Can conjure lvl 3 spells. Enjoys using spells that helps him in combat, like grease, armor spells (including his favorite, Dragonskin). Wields a heavy mace with both hands. Is very proficient in melee, using some maneuvers like charging minotaur and disarming strike.

http://units.wesnoth.org/1.6/pics/00080_mage.png
Druid/wiz: Basically a weaker version of Lokopor. Likes to summon critters and use a quarterstaff. Neither too powerful or tough, he’s not a priority. Can only conjure lvl 2 spells. Has a medium viper as animal companion.

http://units.wesnoth.org/1.6/pics/00493_sorceress.png
Sorceress: Predicable. Loves flying and launch scorching rays. Can conjure lvl 3 spells. She probably will be shielded against Eustacio’s feared magic missiles. Is quite devastating, but very frail.

All of them teleport a lot via Benign Transposition.

Kevinho
2012-08-21, 10:24 PM
Eustacio will keep the spells he memorized and will cast on himself Shield (from scroll) and Greater Mage Armor before the battle. When the battle begins he'll cast Nerveskitter.

Prepared Spells:
0: Ray of Frost (7);
1: Nerveskiter (0), Ebon Eyes (1), Lesser Deflect (2), Transdimensional Magic Missile (3);
2: Seeking Ray (3), Scorching Ray (3);
3: Fireball (2), Sound Lance (2), Greater Mage Armor (0);

Edit: it was to be Chiamera's actions (was logged on Kevin's account :smallmad:

Dudu
2012-08-21, 11:28 PM
And here's the Arena.

https://lh4.googleusercontent.com/-EnQwGGY8t1U/UDRfxODTqMI/AAAAAAAAALE/HODlbhrFRfs/s800/Tournment_1.png

Kevinho
2012-08-22, 02:31 PM
The two buff spells I'll cast will be Mage Armor [on me and on She-Ha] and Barkskin [on me and on She-Ha].

Inic: [roll0]


Lokopor's Spells:
Wizard:
0º: Acid Splash [5]
1º: Benign Transposition [1], Mage Armor [0], Stand [1], Shield [1], Ray of Enfeeblement [1]
2º: Inivisibility [1], Baleful Transposition [1], Cloud of Bewilderment [1], Shadow Spray [1]

Druid:
0º: Dawn [2], Cure Minor Wounds [3]
1º: Crabwalk [1], Cure Light Wouds [1], Snake's Swiftness [2]
2º: Barkskin [0], Kelpstrand [1], Animalistic Power [1]

Chimaera
2012-08-22, 04:55 PM
Initiative: [roll0] (with Nerveskitter)

Dudu
2012-08-22, 06:02 PM
Inits:

Tansta: [roll0]


Conj: [roll1] (Neverskitter)

Half-orc: [roll2]

Sorc: [roll3]

Druid/Wiz: [roll4]

Order:

1 Half-orc
2 Andros
3 Lokopor
4 Conjurer
5 Sorceress
6 Eustacio
7 Tanstafaal
8 Druid/Wiz

Dudu
2012-08-22, 06:24 PM
To detect the buff your adversaries just cast before entering the battle, each of you did a spellcraft check


Spellcraft checks:

Eusta: [roll0]

Tansta: [roll1]

Andros: [roll2]

Loko: [roll3]


And so did they

Conj: [roll4]

Half-orc: [roll5]

Sorc: [roll6]

Dru/Wiz: [roll7]

Since Eustacio know, and your mediator (Tanstafaal) is awake, you immediatelly trade information and all of you know what spells they just cast.

They are:

Conj:Fly

Half-Orc: Dragonskin (red scales)

Sorc: Fly

Dru/Wiz: Shilelagh

========================

The Half Orc moves forward and cast what Eustacio already know very well. It's a Shield Spell. (I assume Eustacio automactically suceeded, since it's he specialized in magic missiles and was expecting the half orc to cast this).

https://lh3.googleusercontent.com/-YYQr3A7UzPo/UDVqG8GuUBI/AAAAAAAAALY/RgO3wqxpV1s/s1024/Tournment_2.png

Chimaera
2012-08-22, 08:44 PM
Lokopor walks to V10 and casts Kelpstrand on V3.

Ranged touch attack: [roll0] , if hits, Grapple Check: [roll1]

If the sorceress is grappled, then She-Ha will chrage against the Orc and will try a bite attack:

[roll2] Damage: [roll3] Trip: [roll4]

If the sorceress is NOT grappled, then She-Ha will attack the sorceress instead.

Spell List:

Wizard:
0º: Acid Splash [5]
1º: Benign Transposition [1], Mage Armor [0], Stand [1], Shield [1], Ray of Enfeeblement [1]
2º: Inivisibility [1], Baleful Transposition [1], Cloud of Bewilderment [1], Shadow Spray [1]

Druid:
0º: Dawn [2], Cure Minor Wounds [3]
1º: Crabwalk [1], Cure Light Wouds [1], Snake's Swiftness [2]
2º: Barkskin [0], Kelpstrand [0], Animalistic Power [1]


Edit: GitP was logged as Chimaera, but I posted it as Kevinho.

Andrezitos
2012-08-22, 08:56 PM
andros will delay his action to act at same time that eustacio and transtafal.

Dudu
2012-08-22, 09:53 PM
The Kelpstrand suceeded in grappling the sorceress. She tries to free herself from the kelp, but fails miserably.
She-ha charges at the Half-orc, dealing mild damage. The warblade, however, doesn’t fall with the trip attempt.

Andros hold his position for a bit longer, so he can act in conjuction with his teammates. This however, comes with a cost. The Conjurer casts a spell that your group identifies as the infamous Evard’s Black Tentacles. Those tentacles try to grapple both Andros* and Tanstafaal.

*Since you delayed your action, you’re not actually flatfooted against this attack.

Tentacles damage:

[roll0] (bludgeoning)

1 Half-orc
2 Lokopor
3 Conjurer
4 Sorceress
5 Andros
6 Eustacio
7 Tanstafaal
8 Druid/Wiz


https://lh6.googleusercontent.com/-vat6QD6zACs/UDWhAJm4zcI/AAAAAAAAAL4/wG2_9tez4sk/s720/Tournment_3.png
The conjurer is flying.
The blurred gray circle is where his shadow is projected. So he is L8, but 20ft (4 squares) above the ground. So, the distance between his avatar and the black shadow is the distance between him and the ground. There's a blurred column linking both. I will use this pattern for this campaign everytime someone is flying, levitating or similar.

Chimaera
2012-08-22, 10:46 PM
Eustacio will cast a Sound Lance spell on the leader and hope he die in one shot:
Fort DC 20 for half
dmg: [roll0]

Edit: after, will move to T23

Andrezitos
2012-08-23, 06:47 AM
As a swift action, Andros use his magic boots to translocate himself out of the spell area (N18). Afthe this, he moves closer to the half - orc (P14) and unleash a mithy attack with his halberd - charged with some nasty spell (DC 16 to identify [chill touch (http://www.d20srd.org/srd/spells/chillTouch.htm)]) (fort save or take 1 str damage) .

[roll0][roll1]+[roll2](negative energy)

if hit, the Half-Orc is Entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled) (Bracers of the entangling blast [MIC]) for [roll3] rounds (no save).

edit: probably my strike missed the target (the half-orc). I think if trasta can humper the orc's defense or increase my attack chance, he should do it. or just pulverize the leader with a ray...

Beschoren
2012-08-23, 03:31 PM
Tanstafall is not quicky enought, despite his best efforts, and pays the price being assaulted by those terrible terrible black black tentacles.

Tankfully, this spell is not failsafe. Tanstafal uses his abrupt jaunt to teleport 10 feet just outside the spell's area (E-18), and then hurries to assassiante the leader Let's keep focusing on him before he turns invisible!

He moves to G13 and sneds forth an energy ray at the conjurer's leader from his palm - "Pi-Ianito!". The ray spits in two, making it twice as effective


I had a neveskitter prepared! A +5 on my innitiative put's be acting before the sorceress. (total check +12, modifier +10 wins tie)
one of my buffs is Retribuitive Kelgore's fire bolt
the other, cast just before combat, is true strike

swift action using abrupt jaunt to teleport 10 feet to E-18
move action to G13
standard action to cast split (ray-shaped) Kelgore's fire bolt (NOT considering point blank shot bonus):
1º ray: [roll0], fire damage [roll1]
2º ray: [roll2], fire damage [roll3]

36/44 hp

Dudu
2012-08-23, 09:52 PM
Eustacio casts a Sound Lance that hits the Conjurer right in his face, making a big noise that almost deafens the spectators in the arena. However, the conjurer is still up there, with his health in a dire situation.

Andros manages to teleport just outside the dreaded tentacles. Charging at the Half-orc, he seems to possess a nasty spell charged in his Halbert. However, he misses his adversary, the blade just harmlessly slips through his hardened scaly skin.

Tanstafaal also teleports outside the tentacles, a move that makes the Creator's leader looking like a fool wasting a level 4 spell. To add insult to the injury, he also casts one of his signatures ray spells. Two hitting their leader at the same. After he got hit so badly by a soundlance, two rays are more than enough to obliterate the leaders. He vaporizes and is out of the battle.


The last one of the Creators, the druid/wiz. He steps back and summons a...

Dire rat?

Summoning such a weakling quite disappoints the crowd. Could it be that the creators are completely clueless after loosing their leader?

Not exactly. The Half-orc step behind and cast a benign transposition to switch the Sorceress and the rat. Now the Rat is grappled by a kelp while the Sorceress is free, but for how long?

You can hear the narrator describing these events with great enthusiasm. It's becoming clearer and clearer that you are, indeed, the favorites. Their move saved the sorceress, for now, and their leader is down. Could they have a trick on their sleeve, or are they unprepared for this battle?

https://lh5.googleusercontent.com/-28vbYENUvPE/UDbtYB8-AaI/AAAAAAAAAMU/2grH3au7--0/s720/Tournment_4.png

Kevinho
2012-08-23, 11:19 PM
Lokopor runs to N11 and She-Ha will walk to N5 and bite attack the sorceress.

Attack: [roll0] Damage: [roll1] Trip: [roll2]


Spell List:
Wizard:
0º: Acid Splash [5]
1º: Benign Transposition [1], Mage Armor [0], Stand [1], Shield [1], Ray of Enfeeblement [1]
2º: Inivisibility [1], Baleful Transposition [1], Cloud of Bewilderment [1], Shadow Spray [1]

Druid:
0º: Dawn [2], Cure Minor Wounds [3]
1º: Crabwalk [1], Cure Light Wouds [1], Snake's Swiftness [2]
2º: Barkskin [0], Kelpstrand [0], Animalistic Power [1]

Dudu
2012-08-23, 11:52 PM
Round:2

1 Half-orc
2 Lokopor
3 Sorceress
4 Andros
5 Eustacio
6 Tanstafaal
7 Druid/Wiz


The Sorceress flies upright. In the process, she draw an AoO from She-Ha.

[roll0] [roll1]


She's above 20ft the ground and moves to K6.

When up there, she casts an empowered scorching ray at Lokopor.

ranged touch
[roll2] [roll3]
[roll4] [roll5]

She-ha misses the Sorceress. But the sorceress also miss her two powered rays against Lokopor! Their biggest opportunity just spoiled.

Luck is on Discoverers side!

https://lh4.googleusercontent.com/-o38KWnEx1vA/UDcKpF-Ey9I/AAAAAAAAAMo/FfA-T4JXF2c/s576/Tournment_5.png

Chimaera
2012-08-24, 06:29 AM
"you think that was Evocation? THIS is evocation, b!tch!", and after that Eustacio point to the flying sorceress and cast a Sound Lance at her. After, move to O17.

Fort DC 20 for half.
[roll0]

Prepared Spells:
0: Ray of Frost (7);
1: Nerveskiter (0), Ebon Eyes (1), Lesser Deflect (2), Transdimensional Magic Missile (3);
2: Seeking Ray (3), Scorching Ray (3);
3: Fireball (2), Sound Lance (0), Greater Mage Armor (0);

Beschoren
2012-08-24, 09:27 AM
Tanstafaal prepares himself to counter his enemies

He moves to K9 and prepares to cast a spell at the first enemy who tries to cast a spell

if the half-roc is the first to cast a spell:

Melf's unicorn arrows
ranged touch vs any caster casting: [roll0], damage [roll1], bull rush DC 21

Melf’s Unicorn Arrow
Conjuration
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Targets: One creature or up
to fi ve creatures, no two of which are
more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The shimmering, transparent form of a
unicorn fl ies forward, its corporeal horn
lowered in a charge at its enemy.
A translucent unicorn shape appears in
midair and speeds toward the target of
this spell. If you succeed on a ranged
touch attack, the horn slams into the
target and deals 1d8+8 points of damage.
In addition, the target is subject to a bull
rush, and must make a Strength check
(with appropriate modifi ers for a bull
rush) against a DC of 21. If the check is
failed, the subject is pushed back 5 feet,
plus 5 feet for every 5 points by which
it failed the check.
You can conjure an additional unicorn
arrow for every three caster levels
beyond 5th, up to fi ve at 17th level. You
can have them strike a single creature
or several creatures, but each horn can
strike only one creature. You must
designate targets before you make your
attack rolls. A creature struck by more
than one horn is only required to make
one Strength check to avoid the bull
rush, but the DC of the check increases
by 2 for each horn beyond the fi rst that
strikes it.
Focus: An ivory replica of a unicorn
(25 gp).


if the druid or the sorc casts a spell

ray kelgore's fire bolt
ranged touch: [roll2], damage [roll3]

Andrezitos
2012-08-24, 06:01 PM
(hmmm i think its me now)
Andros will try hard this time. He summons all the powers imbodied in his fallen corpse and unleash a mithy, thundering, strike in the half - orc.

- By the power of holy jeba, you will falllllllll!

AS swift i cast true strike (quick cast of the day). 5ft (or move) to Q13 and as standart action, I channelize a shocking grasp + PA 6.
[roll0][roll1]+[roll2]

edit: yeaa, i was expecting a little more...
edit2: i put 1d0 ustead of 1d10. I will roll the correct dice in the fdp tread. (1d10)[6]

Dudu
2012-08-24, 07:13 PM
Poor sorceress couldn't stand a chance. She disappears from the sky as soon as the sound lance hits her.

Andros move and deliver a powerful charged attack. This time, however, the Half-orc wasn't so lucky, and the blade of his Halberd pierce his scales. He is nearly colapsing after the attack.

The druid decide to summon one of his most powerful critters, which is a crocodile. Unaware of Tansta's intentions, he get's hit with a ray of Kelgore's bolt. The damage isn't massive, but injuries the adversary enough to make him look weaker.

The croc is just behind Tanstafaal and decides to bite him.

[roll0] [roll1]

If hits, tansta will be subject of Grapple. I will post the rolls of both:

Croc:[roll2]
Elf: [roll3]


The Half-orc, barely standing, decides to step back and conjure Glitterdust. The battle is pretty much lost, but he wants to see how far they can carry it.

The dust demands a will save DC 16 to see if you are blinded or not. The spell hit's both Andros and Lokopor:

Andros: [roll4]
Lokopor: [roll5]

https://lh5.googleusercontent.com/-ohvTap1F5q0/UDgaXAEESTI/AAAAAAAAAM8/5eqZoYIarEU/s800/Tournment_6.png

The glitterdust covers both Andros and Lokopor, but neither is blinded. The croc hits Tanstafaal (I believe), but is unable to grab him.

edit: Ignore the croc, he wasn't able to conjure it.

Round:3

1 Half-orc
2 Lokopor
3 Andros
4 Eustacio
5 Tanstafaal
6 Druid/Wiz

Andrezitos
2012-08-24, 08:09 PM
Andros take a swift step ahead and finish off the ill fated half-orc (or so he will try):
[roll0][roll1]
[roll2][roll3]

Dudu
2012-08-24, 08:34 PM
The orc is out.

The only enemies remaining are a frightened Wiz/Druid and a grappled rat.



The situation is blatantly obvious. The poor Druid/Wiz wields, and the referee declares the Discoveres the victorious.

After such a sounding triumph, everyone in the central stadium start shouting your House's name. You'll fight in finals.

For this eve, you may rest.

The odd thing is that Gobadin is more preocupied than happy. Plus, your usual coach is not him, but Kain Kopperscale, who didn't watch this match. What could possibly happened to him?

Tomorrow will be the match of the Mesmers vs the Destroyers, would be a nice idea to watch them. After tomorrow you'll have the decisive match between you and whoever wins tomorrow.
You decide what to do this eve, and what to do tomorrow.

Chimaera
2012-08-24, 08:53 PM
"You failed to even tire this old man here, ha!", says Eustacio after throwing a Fireball at the druid:

[roll7d6[/roll] (I've got +1 caster level on fire spells)
DC 19 for half damage.

Edit: 19 damage (rolled on Bastião)

Andrezitos
2012-08-24, 09:11 PM
For Andros this was just a test, nothing more. He thinks about his performace and decides that he must learn more about its traits. My blows seens a little weaker than before. However, the urges that normally filled my head are just gone. No more lust, despair, nervosism, no nothing. He will stay in the library tring to learn more about his condition. I had never notice how fast i can be.

Chimaera
2012-08-24, 09:21 PM
"I'll better drinka cup of tea, wanna join me Kain? I would like any counsels you have. What happened to Gobadin? I miss him.".

Eustacio will talk with Kain and ask for any guidance and knowledge about the Destroyers and the Mesmers, and look for any favourite in the abttle for tomorrow. Depending on the answers he get he'll go to his room and prepare more scrolls or go to the library and study new spells.

Dudu
2012-08-24, 09:27 PM
:smallbiggrin:

The one missing is Kain, not Gobadin.

When you ask about Kain to someone familiar, this person points the infirmary. Rumors says that the college summoned a cleric to heal him.
You're a bit clueless about what could possibly happen.

Everyone wants to see Kain in the infirmary?

Chimaera
2012-08-25, 11:53 AM
Eustacio wants. But he also wants to make some scrolls, but only after seeing Kain.

Kevinho
2012-08-25, 12:35 PM
Lokopor will go see Kain too.

"I think I'll prepare some damaging spells after seeing Kain, I felt a little useless in this battle

Dudu
2012-08-25, 06:04 PM
Everyone heads to the infirmary to see what, afterall, happened to Kain. More intriguing yet is when you arrive there to find some of the most important professors in the whole college all gathered, including the college headmaster, an elder woman with silver hair and red glasses, Eleanor Argentean. All of them are in a disturbing silence, pretty much like they are in a dire situation and everyone is trying to figure a way out of it.

Laying in the bed is Kain Kopperscale himself, very happy to see you. And Tania, the gnome conjurer. Mrs. Eleanor is on the other side. The other people are irrelevant for you.
“Oh! Well, you see, looks like I took a heavy hit in my head eh? How you doing? Heard you’re in the finals at last!”

The college headmaster decides to skip the awkwardness and directs at you.
“Do you see your master here, laying impotently in his bed? Do you wonder why he’s in such state? Well, allow me to tell you: It’s because he messed with what he shouldn’t.”

Deciding she should be more specific and that what she says is important to everyone in this room, she continues, now talking to everybody.
“The forbidden scriptures! Many people though it was a myth, obviously. Not us, and mainly, not him. (pointing to Kain). A grimoire of incommensurable power, deeply hidden in the most obscure corners of the Arcane Mountains. For centuries, no, millennia, wizards, sorcerers and anyone with lust of power and knowledge desired it. Only one creature could scry its place, someone with enough knowledge in divination. But we (she stares, again, at Kain) decided that this person shouldn’t anymore, never, ever, seek this grimoire anymore. However, this person betrayed this deal, and is now laying in a bed, luckily alive.”

Kain can feel boulders of blame falling over him. Speechless, or just barely, he decides to talk more about his intentions with his favorite students.
“Those scriptures were an old project between me and Eleanor. Yes, we decided it was too risky, as the years passed and we acquired more experience and less arrogance. But boy! Can you IMAGINE?! (everyone in the room sighs) I suspect that this scriptures, that we call ‘forbidden’, are actually the Gran Grimoire itself! Or, what would be more sensible, just a tome of the whole work. But don’t let be fooled by the fact that this is ‘just a tome’. The Gran Grimoire contains the recipe of the creation of this world, written by gods themselves. There are a lot of myth and controversy around it, but even if we consider the less spectacular of the alternatives, these scriptures contain powerful spells, that’s the very least. It’s like the good old rogues like to say, the better protected, the better the reward.”

This sudden excitement seems to annoy Eleanor even further.
“Ok. Let me clarify to you, Discover students, why this situation isn’t good. Few, or perhaps no one else apart from Kain, could detect where this god forsaken book is. But they can detect Kain thoughs. Sure, the kobold here has a powerful mind, but if he spent all these years looking for the forbidden scriptures, he probably lowered his defenses. An obsessed mind is a weak mind. Perhaps someone just as obsessed by this book as Kain infiltrated this institution. Perhaps he or she or they already know what Kain knows. Perhaps they know that Kain know and plan to get this information by force. Perhaps they didn’t do it physically, and that possibility scare me even more, because if that’s the case, we’re dealing with a powerful rival. Many perhaps, yes, but who knows what they can do to grasp, or to simply use, that information that Kain has buried deep inside his mind?”

“The vacation starts as soon as the Tournament ends. So we have two days to rest and be very, very careful. Let’s double the vigilance here and cast more powerful versions of our wards. As soon as the vacation hits, Kain will lead a team to explore inside the arcane mountains and retrieve the forbidden scriptures. And you, students, don’t spread the word of what happened here. Oh, and congratulations on your victory today.”

After that, she leaves the room, as well as some other teachers. Kain seems lost in his thoughs, until he says, almost whispering.
“Hehe! We sure kicked those Creators asses today…”

Well, that's what happened to Kain. Talking with Tania, you know that he was seriously damaged as soon as he discovered the location of the forbidden scriptures. The damage leeched his soul and his memory (he lost many character levels) and now he's just a shadow of what he was. They believe this status isn't permanent and that his memories are somewhat held within the scriptures. Even though he feels sick, his situation is stable now and he'll be okay, apart from the huge lost of power, that is.

You decide what to do with the rest of the day and tomorrow. Tomorrow the Destroyers fight against the Mesmers.

Chimaera
2012-08-26, 10:38 AM
"You're imprudent for someone as old as I, but I understand you adn would probbly do the same, young man. Anyway Kain, who do you think would win the battle tomorrow? And how about you Tania? Any favourites? If possible I would like for you to tell me what kind of tricks hould we be ready for if the mesmers or the destroyers win".

After getting any information about that, Eustacio will go back to his room and scribe scroll like there's no tomorrow.

(OOC: experience? =D )

Edit: I'll use today to scribe some general scrolls and will create more the other day after knowing the winner. These are the ones I'll scribe today:

Anticipate Teleport (1)
Daylight (1)
Greater Mage Armor (1)
Regroup (1)
Dragonskin (1)
Shield (2)
Ebon Eyes (1)
Endure Elements (1)
Mage Armor (1)

Dudu
2012-08-26, 10:57 AM
Tania says:

"Well, the Destroyers score first place in the league, even better than you, so they're pretty much the favorites. They blast, you can't really ignore the power of a well aimed fireball. They like to do damage and they will try hard to acomplish that. But don't think they're all about blasting. They also value necromancy, and there's a powerful young necromancer on their team, that can drain your spells and your essence with Enervation. Destroyers are my favorite, for obvious reasons."


Kain, who's relieved to change the subject, says:

"Forget what the gnome says, the Mesmers will win this one. Their main weakness in this competition is that they can't use invisibility before the match begins, but believe me, they know how to solve this by employing basically everything else in their arsenal.
Yes, they got the 4th place in the league, even worse than the Creators. However, I know their game. Remember, they work with cunning and deception. What's the best way to fool the adversary? Pretend that you're weaker than you actually are. I acompannied those Mesmer students, they were far superior in their daily perfomances than inside the tournament.
They are faking their tournament performance. The Destroyers will not be ready against them. But you will, once you fight against them in the finals. Trust me, I'm a Diviner, and I don't use my skills simply to looks for world shattering artifacts."


Edit: Surprising as it seems, according to the Exp table, this was supposed to be a challenging match. Well, between lvl 6 and lvl 7 lies 6000 worth of XP. You already gained 1000 XP from beggining, and now each of you won 2500 XP for a 3500 total. Discount any XP you paid for templates, craft or scribing and that's your XP.

Kevinho
2012-08-26, 02:29 PM
"Wow, too much information! I guess I'll need some time to really get what's going on, 'till there I'll keep my focus on the tournamen. I realized that my spells weren't as good choice as I wanted it to be. If you all excuse me, I'll take some time to think better about my spells, and I'll buy a crossbow too." After saying that, Lokopor and She-Ha will leave the place and do as he said.

Chimaera
2012-08-26, 04:29 PM
"Don't worry too much for blasting spells Lokopor, that's why this old man here is in your team, HA! But needing some advices for spells I can help you after I finish writing some scrolls..."

Questin: If I have a 24h spell on me before the next battle begin, will I have to dismiss it or it will count on my boosts for the next battle? Just looking for a way to get more spells on me before the next battle. :smallwink:

Dudu
2012-08-26, 09:46 PM
It's always a long buff and a short buff (or another long buff).

If your spell is active as you start the battle, it will be counted as a long buff.

Beschoren
2012-08-27, 12:33 PM
Tanstafaal is obviously worried about Kain's health but even more worried about leaking of information. A good Vanguard can capture surface thoghts easely, and even a powerfull diviner suck as Kain is vulnerable - specially aftyer this huge leakage of power. Thankfully, the other masters can come up with guards and wards, somehing Tanstafaal is not so familiar with. He listen to the master's advices and try chosing the apropriate spells for the next battle (wich will depend of the winner)

He will also try to scribe some scrolls on the next day, but will watch the match closely as well.

So far I got notting but innitial equipment. do we gain any other itens, to scribe scrolls and stuff? also, can you scribe more then one scroll per day?

scribing invisibility scroll (using all my 75gp and 6 xp)

Chimaera
2012-08-27, 06:28 PM
You can scribe 1000 gp worth in scrolls per day (base price).
Example: 40 level 1 scrolls :smallsmile:

Dudu
2012-08-28, 09:31 PM
As the next day comes, you witness the battle between Destroyers and Mesmers.

To the surprise of almost everyone in the arena, the big favorites got obliterated by the Mesmer in a very similar way you defeated the Creators. The match was also just as short as yours.
Kain knew since the beggining, the Mesmer did a little psychological game against the Destroyers.
The Destroyers are a bit impulsive and can fall to arrogance with little effort. They hold the biggest number of sorcerors and warmages in the whole college. Their passion for destruction may put them behind the more cold minded wizards.

The match began with the Mesmer enchantress putting the opponent sorceress in a mad laugh. The beguiler, also a mesmer, landed a ray of stupidity on the enemy necromancer. Their factotum turned invisible and scored some slashes on the enemy warmage. The Destroyers leader was put down by a spell that you identified as Phantasmal Strangler.

In the end, the Destroyers barely managed to move.
You decide what to do with the rest of your day before the finals. I'll post the basic info you have about your adversaries, the Mesmers, soon.

Dudu
2012-08-28, 09:53 PM
As the next day comes, you witness the battle between Destroyers and Mesmers.

To the surprise of almost everyone in the arena, the big favorites got obliterated by the Mesmer in a very similar way you defeated the Creators. The match was also just as short as yours.
Kain knew since the beggining, the Mesmer did a little psychological game against the Destroyers.
The Destroyers are a bit impulsive and can fall to arrogance with little effort. They hold the biggest number of sorcerors and warmages in the whole college. Their passion for destruction may put them behind the more cold minded wizards.

The match began with the Mesmer enchantress putting the opponent sorceress in a mad laugh. The beguiler, also a mesmer, landed a ray of stupidity on the enemy necromancer. Their factotum turned invisible and scored some slashes on the enemy warmage. The Destroyers leader was put down by a spell that you identified as Phantasmal Strangler.

In the end, the Destroyers barely managed to move.
You decide what to do with the rest of your day before the finals. I'll post the basic info you have about your adversaries, the Mesmers, soon.

Beschoren
2012-08-29, 08:40 AM
As he has no more materials to scribe scrolls, Tanstafaal looks for a chick to fornicate. Elvish chicks, of course.

Chimaera
2012-08-29, 08:44 AM
Eustacio will look for his teachers to help. Need any good protection from Enchantment and Illusion spells. after, he'll go to his place and scribe more scrolls depending on info he get. He'll also help Lokopor with any evocation he wants (lending his spellbook if necessary etc).

Dudu
2012-09-03, 11:23 PM
Tanstafaal:

Yes, some information from Kain's head leaked, but only barely.

Theoretically, telephaty really works when the two creatures are actually sharing information. It's like shaping your thoughs into a message. It's the difference between just thinking about drink and think about a complete sentence "I wish I could drink some cold beer right now".

The information you got from the severily weakened Kain is just a bunch of separate concepts related to the Tournament and... food. Perhaps he's trying hard to conceal his thoughs about the scriptures whereabouts, you don't know exactly.

edit: plus, you're a Mediator, not a Vanguard.


Eustacio:

When looking for information about any protection, Gobadin can give you a help. He's pretty good at abjurations.

"The mesmers fooled the destroyers by making them believe their mind was strong enough to resist mind effecting spells naturally. Well, we won't repeat their mistake. A solid protection is the Spell 'Disobedience'. Unfortunately, I don't have any, but you might buy it's scroll for 375gp as usual for 3rd level spells. Very useful if you know you will be subject to mind effecting spells. My hint is to use it as your long buff instead of mage armor. Sometimes I think you're just too eager to cast mage armor.
Just beware. They also are ready to face you, and they probably respect your intelligence more than they respect Destroyer's. They are expecting this spell and will try to take it away from you. Also, they know Andros is a undead, naturally strong against half their spells. Andros may think he's heavily protected for this battle, which is almost true, but you can't always be sure when dealing against mesmers. Plus, loosing control sucks, be sure to protect your minds against these guys."

There's a shop inside the College with many wands, rods and scrolls that you don't normally find in the libraries. You might want to check in, and perhaps even learn the spell to add to your repertoire. Here's the spell description:

Disobedience
Abjuration
Level: Bard 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates
(harmless); see text
Spell Resistance: Yes
A ghostly great helm that only you can see
appears around your companion’s head,
warding her mind against control.
You shield your subject against
mind-controlling spells and abilities.
Disobedience blocks any attempt
to exercise mental control over the
subject creature, including charm
and compulsion effects that grant
ongoing control over the subject,
such as dominate person or a vampire’s
dominate ability. The protection
does not prevent such effects from
targeting a subject affected by disobedience,
but it suppresses the effect for
the duration of this spell. If disobedience
ends before the effect granting
mental control does, the would-be
controller becomes able to mentally
command the targeted creature.
In addition to protecting the subject,
disobedience sends false
information to the creature
that is attempting to
gain control of the subject.
The would-be controller must
succeed on a Will save or believe that
its spell or ability has taken effect
and that the target is now under its
control. The spell’s subject becomes
aware of commands issued by that
creature and can choose to act
however she pleases, disregarding
the would-be controller’s orders or
going along with them in a pretense
of obedience.
Material Component: A scrap of
tin.

Chimaera
2012-09-04, 06:28 AM
Eustacio will buy the scroll of Disobedience (spending exactly all his money) and will talk with his friends:
"i think a Globe of Spell Invulnerabilityspell would be good for us, even though I won't have the money for that, but one of you can try it"

(Eustacio is ready for battle. He'll help Mikosa with his evocation's spells and will rest for the day)

Beschoren
2012-09-04, 02:57 PM
Tanstafall finds himself in a mix of worriness and calm.

He's worried because he dose not have all those many options to deal with the mesmers. Tanstafall only knows a fairly little number fo spells and most of them make nearly the same thing. He also does not have money to purchase usufull itens for the next battle.

On the other hand he's really not worried with the rays of stupidity. IF he is hit, tanstafal could still cast strong spells that deal a lot of damage. Also, he already made all the preparations he could.

The next battle, like the previous ones, will be fast and brutal. it will all be decided in only a few drastic moments.

Andrezitos
2012-09-04, 03:45 PM
Andros faces the same problem as Trasta. As a undead, he believes anything but a cleric can do nothing to him. However, he knows too that a single unknow spell that turn he or his fellows agasit each other will certaly ruin his day. For the next battle, he plans to be as fast and deadly as ever.

Dudu
2012-09-04, 06:16 PM
Well, here is the profile of each member of the Mesmers. They're less predictable than the other schools, so beware.


http://units.wesnoth.org/1.6/pics/01535_bloodborn.png
Todd:
The newest of the team, he's the only one that won't graduate this year. He's a gnome, funny fellow, and a proficient Beguiler. He likes to use a diverse set of Illusion and Enchantment spells, both are pretty hard to resist. Like many other whisper gnomes, the illusion just flows in his veins, and he dedicates few to no studying into it. Unlike other whisper gnomes, his personality resembles more the other, cheerful gnomes.
It's hard to expect any spell at all from this guy, since he has a good range to select in the fly. Your mentor sugest you to study the Beguilers and know what they like to use. He favors illusion over enchantment, since he's dealing with another casters. Probably can't launch spells as strong as lvl 4 spells.

http://units.wesnoth.org/1.6/pics/00514_sorcerer.png
Katrina
A gray elf enchantress. Elfs are a bit arrogant, with gray elves being even more arrogant. Katrina is considered arrogant even among gray elves, being, perhaps, the most arrogant girl in the entire college. Even them, she have a legion of fans doing whatever she asks.
Her enchantments are well know as one of the hardest to resist. She's clever and resourceful. Almost all her spells include mind effect, which hampers her versality, however, she tries hard to make them affect the most possible creatures in the most diverse ways possible. Possibly dangerous, as she can take you out of the combat rather easily. Last battle she casted a typical Tasha's Hideous Laugh and the most dangerous Destroyer could do nothing but lay on the floor, laughing compulsively. That's just how much she believe's her enchantments will have some effect. You remeber seeing her use a Greater Mirror Image spell, as well as sugestion and Tashas Laugher in battle.

http://units.wesnoth.org/1.6/pics/00084_silver-mage.png
Nedd:
Perhaps the most experienced member of the team. He didn't enter in the college as naive juvenile like most students. Before being a student, he was a professional gambler and a con artist. Looking at his potential to create illusions and shape probability, the Minervan College decided to give him the option to become a Mesmer serving the society, instead of a prisoner, which he gladly accepted.
In battle, he uses what he was good in his entire life: Illusions and divinations.
Be careful, though, since he's pretty good at both. The potential to take someone out of combat is lesser in him than in Katrina, but he can debuff your entire team easily, as has used some Alter Fortune spells in the tournament. These spells can be very annoying. As well as Arcane Turmoil, which can deny you of one of your spells. He's overall very clever, and very annoying, so be careful with this guy.

http://units.wesnoth.org/1.6/pics/02491_mage+female.png
Penelop:
A very cheerful and witty halfling, Penelop don't like to cast spells. She rather steal YOUR spells and them use against you. She has some tiny daggers at her disposal that do puny damage. However, keep an eye on her, or she will land those dagger where it hurts. Even worse, she might end up stealing one of your strongest spells. She can ruin your day, that's what I'm saying.


Anyway, you may find harder to pick a priority here. As usual, once you pick someone, be sure to put him/her down as fast as possible. Each one of the four are dangerous in their own way, it's up to you to decide which one should be out first. They're not so good on melee, so you might forgo some spells that increase your AC in favor of other kind of defenses. If you really pump your AC, Penelop will have a hard time stealing spells from you, though, since she needs to hit you to steal. If you make yourself very resistant to mind-effect spells, than Katrina may not be a priority at all.

Choose your spells carefully, the battle will start soon.:belkar:

Chimaera
2012-09-05, 10:19 AM
Eustacio's Spell List:
0: Ray of Frost (7);
1: Nerveskitter (1), Shield (1), Mage Armor (1), Lesser Deflect (1), Transdimensional Missiles (1);
2: See Invisibility (1), Darkness (1), Scorching Ray (2), Seeking Ray (2);
3: Soundlance (2), Fireball (2), Alter Fortune (1);

Eustacio's buffs will be:
Disobedience (Long Buff - 5h duration - Scroll)
??? (Short Buff - Don't know yet, will edit soon)

As soon as the battle begins he'll cast a Nerveskitter (Init: +7)

Kevinho
2012-09-05, 12:56 PM
Lokopor will buy a scroll of Disobedience too, and will cast as his long buff spell.

Spell List:
Wizard's
0º:
Acid Splash [5]
1º:
Benign Transposition [1]
Stand [1]
Summon Monster I [2]
Summon Undead I [1]
2º:
Invisibility [1]
Baleful Transposition [1]
Summon Monster II [1]
Summon Undead II [1]

Druid's
0º:
Dawn [2]
Cure Minor Wounds [3]
1º:
Snake's Swiftness [1]
Cure Light Wounds [2]
Faerie Fire [1]
2º:
Snake's Swiftness, Mass [1]
Kelpstrand [1]
Earthbind [1]

Beschoren
2012-09-05, 08:42 PM
Tanstafaal diversificates his spells a bit but is not able to do much else. He's ready for combat (using nerveskitter! total initiative modifier +10), hoping katrina survives so she could be sadomized later.

Dudu
2012-09-05, 10:10 PM
The final match... is here!

You can hear the crowd, louder than ever. It's either the most thrilling time of your lives... or just a taste of what you'll face.

Your long time rivals are the Creators. But the fiercest rivals are the Mesmers. Destroyers are expected to blast and Creators are expected to conjure. The Keepers are expected to loose. But from Mesmers?
Sure, you expect enchantments and illusions. But there are a miriad of illusions, and a miriad of ways they can rape your mind in battlefield. The duels against Mesmers may not produce the flashiest spetacles, but it may be one of the most disturbing for you, the combatants.

This time, the trio: Kain, Gobadin and Tania are all in the room with you.
Gobadin is the first:
"Well lads, it's been my honor. You're truly worth the sweet dwarven beer you will taste when you visit me in my favorite pub, when you'll be already powerful mages. Just notice that if this battle don't result in a victory, it will at least result in a teaching. It's a win win situation for the wise men. Of course, winning is much better, so you go there and kick their illusionist asses, then we comemorate!"

Tania, always very cold minded and reasonable, seems much more happy and proud now.
"We decided to don't give you any more advices for this battle. You're about to turn into full fledged mages now, and old people nurturing you don't seem fit anymore. The Mesmers surprised everyone yesterday. That was the only day they impressed me. You impressed me much more during the whole time you were training. The other two guys here know that I'm not a big fan of tournaments, but trust me, you're entering the big league of arcanists now and, even the biggest tournament can't match the excitement you'll find inside the deepest bowls of the Arcane Mountains. Very few are worth venturing there, and you might be one of those few.


Even though Kain looks sick, he stands before you and is the last to say something:
"I knew it. We all knew it. It may be a big surprise that the Mesmers managed to get into finals to almost anyone, but not for us. They excell at doing what we expect the least. Too bad for them we excell at expect everything. Believe me, they fear us more them we fear them.
They want us to fall for their illusion, we deny them this pleasure. They want us to do what they command, we deny their orders. And when they see their petty tricks didn't do the job, we finish them. Such is the way of the Discoverers. Repeat after me: 'everything is possible, nothing is expected'!"

After some insipirational speech from your masters, you enter the arena. All the eyes are on you and your rivals. Choose your two buffs and spells.

https://lh4.googleusercontent.com/-fjkyp6etieg/UEgO9zoIdjI/AAAAAAAAANQ/-sJgK5ab4v8/s800/Tournment2_1.png

Chimaera
2012-09-06, 06:45 AM
See Invisibility and Disobediance for Eustacio.

Beschoren
2012-09-06, 02:59 PM
Tanstafaal will cast displacement and true strike. using nerveskitter too

Andrezitos
2012-09-06, 08:11 PM
Andros cast true strike. Lets rock!

Dudu
2012-09-06, 10:01 PM
Inits for everyone:

Andros: [roll0]
Tansta: [roll1]
Eusta: [roll2]
Lokopor:[roll3]
Todd: [roll4]
Nedd: [roll5]
Katrina: [roll6]
Penelop: [roll7]


Your Spellcraft:
Andros:[roll8]
Tansta:[roll9]
Eusta: [roll10]
Loko: [roll11]

edit: Init Order:
1. Tanstafall 26
2. Katrina 25
3. Todd 22
4. Andros 20
5. Penelop 19
6. Lokopor 17
7. Nedd 14
8. Eustacio 12

Your party know that they are under the current buffs:
Nedd: Mirror Image/Fly
Todd: Displacement/See Invisibility
Penelop: Shield/?
Katrina: Displacement/?

Beschoren
2012-09-07, 10:45 PM
Tanstafaal has a sudden epifany Elven sorceress are not known by their fortitude! and this bicomes more clar to see when Katrina uses displacement to protect herself. Sure, with truestrike he could deal moderate damage, but would that take her out?

No. it was better to use a stinking cloud and then bite her with those touch attacks without worries. Thankfully, Tanstafaal is ultra-quick to react to the start of the battle, and thus use his magic first.

Casting Stinking Cloud at the N-O, 6-7 intersection. Hits Katrina and Nedd. Fort DC 18 negates.

if struke by any ray, orb of missile, Tanstafaal teleports 10 feet forward as an immediate action using abrupt jaunt (4x/day)

Dudu
2012-09-07, 11:18 PM
Tanstafaal open the battle with a cleverly placed stinking cloud.
To everyone's surprise, the cloud didn't have any effect on the two Mesmer, even in the elf enchantress.

The attempt to hamper her really pisses Katrina off. She loose focus on the battle and directs her effort to make you look ridiculous. Plus, she has a passional hatred for Tansta, and wants to humiliate him in front of everyone.

Flying upward, to escape the nauseating fog, she coughs and casts one of her spells.

Spellcrafts:
Eustacio: [roll0]

Tanstafaal: [roll1]

Andros: [roll2]

Loko: [roll3]

It's Will save DC 22!


Tanstafaal save: [roll4]
(not today, Katrina)

BOTHERSOME BABBLE
Enchantment (Compulsion)
[Mind-Affecting]
Level: Bard 2, hexblade 2, sorcerer/
wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates
Spell Resistance: Yes
A sudden confused look appears on your
target's face as the words coining from his
mouth become nonsense.The subject can't make himself understood
through verbal communication.
No matter how hard he tries, he can't
speak a language, but only utters nonsense
sounds. His ability to write is
unimpeded. To cast a spell with a verbal
component, the subject must succeed on
a Concentration check; the DC equals
this spell's save DC + level of the spell
to be cast.
If you cast bothersome babble on a
creature currently affected by a previous
casting of the spell, the second
spell has a different effect. As long as
both spells' durations last, the subject's
speech is physically painful to it. In any
round in which the creature speaks, it
takes ld8 points of damage. Treat this as
continuous damage for the purpose of
making Concentration checks to cast
spells. When the first duration ends,
this secondary effect is replaced by the
normal effect of the spell.

=========================

Todd seems a bit more focused on winning the battle than humiliating the other team. That's bad for you. Inspired by Tanstafaal, he decides to cast a spell centered at the T;S/17;18 intersection. The spell will affect Eustacio, Lokopor and She-Ha.

Fort save DC 20

Spellcraft:
Eustacio: [roll5]

Tanstafaal: [roll6]

Andros: [roll7]

Loko: [roll8]

Saves:
Eustacio: [roll9]

Loko: [roll10]

She-Ha: [roll11]

VERTIGO FIELD
Illusion (Pattern)
Level: Beguiler 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes
You create a field of swirling patterns of
color, light, and motion. Creatures in the
area stagger as the barrage of sensations
overloads their senses and leaves them
overcome with vertigo.
This spell creates a field of illusory
magic that hampers the movement
and senses of any creature that enters
it. The area within the fi eld counts as
diffi cult terrain. Attacks made through
or from inside the fi eld have a 20% miss
chance. A creature that begins its turn
inside the fi eld must make a Fortitude
save or become nauseated for 1 round.
Once a creature fails this save, it does
not need to make another save against
this effect.
When you cast this spell, you can
choose for this nauseating effect not
to apply to a number of allies you designate
less than or equal to your caster
level. Those allies still treat the vertigo
field as diffi cult terrain and have the
20% miss chance on attacks.


=========================
Every single spell until now was wasted!:smallbiggrin:
I told you it would be hard to resist their spells. Good thing you're lucky.
Bad thing I'm also lucky.

1. Tanstafall 26
2. Katrina 25
3. Todd 22
4. Andros 20
5. Penelop 19
6. Lokopor 17
7. Nedd 14
8. Eustacio 12

https://lh3.googleusercontent.com/-ImFGjjIF7cM/UErMW7ktZvI/AAAAAAAAANk/3PZSqUQaAn8/s640/Tournment2_2.png

Andrezitos
2012-09-08, 05:56 AM
(knoewledge devotion bonus (KDB) check: [roll0])

Andros looks up to Katrina and points his halberd to her. You're quite a terget up in there, don't you think?

Andros casts fly, swift then moves straigth ahead and hit katrina (PA 6), plus shocking grasp and bracers of entangling blast (http://aaronwiki.us/index.php?title=Bracers_of_Entangling_the_Blast) (if hit, entangled for [roll1]):
[roll2][roll3][roll4] +2 (KDB)


Status:
Hp 84/84
bracers (http://aaronwiki.us/index.php?title=Bracers_of_Entangling_the_Blast) 2/3

Spells:
lv0 6/2
lv1 7/5
lv2 4/4

Dudu
2012-09-08, 05:57 PM
Andros make a spetacular flying charge at the Enchantress. His blade pays little to no respect to her petty illusions and instead strike firmly at her body. He issues a command to entangle the Mesmer elf, however, the braces don't answer and end up doing a even more lethal shocking blast at Katrina.
She's out and the whole stadium shouts Andros' name.

Penelop can't do a thing, so she just moves for now.

https://lh4.googleusercontent.com/-Iwqj4FSYIFI/UEvMNToXszI/AAAAAAAAAN4/U0UAlp2wydM/s640/Tournment2_3.png

1. Tanstafall 26
2. Todd 22
3. Andros 20
4. Penelop 19
5. Lokopor 17
6. Nedd 14
7. Eustacio 12

Kevinho
2012-09-09, 08:19 PM
Lokopor will cast Invisibility [that affects She-ha too] and walk ot V14 [out of Vertigo area].

She-ha will charge against S10.

Bite attack: [roll0] Damage: [roll1] Trip: [roll2]



Spell's List:

Wizard's
0º:
Acid Splash [5]
1º:
Benign Transposition [1]
Stand [1]
Summon Monster I [2]
Summon Undead I [1]
2º:
Invisibility [0]
Baleful Transposition [1]
Summon Monster II [1]
Summon Undead II [1]

Druid's
0º:
Dawn [2]
Cure Minor Wounds [3]
1º:
Snake's Swiftness [1]
Cure Light Wounds [2]
Faerie Fire [1]
2º:
Snake's Swiftness, Mass [1]
Kelpstrand [1]
Earthbind [1]

Dudu
2012-09-09, 09:29 PM
As soon as She-ha reaches Penelop, you can sense that she readied an action vs aproach. However, she couldn't see who was aproaching, so she's tripped and damaged (6).

Nedd decides that fighting with only a handful of illusions isn't smart. So he casts what you identify as Greater Invisibility. You don't hear any footsteps.


Spellcraft Checks:
Eustacio: [roll0]
Tanstafaal: [roll1]
Andros: [roll2]
Loko: [roll3]

Eustacio and Tansta, it's your turn.

Chimaera
2012-09-10, 06:40 AM
"These young guys who think can fool the elders..." says Eustacio disapointed with Nedd, "You can have a similar name to that famous ilusionist, but it's not so good as him". (Eustacio is under effect of See Invisibility spell).

After the ilusionist became invisible, Eustacio pointed at him and cast a Fireball next to him in hopes to hit both him and the girl at L6 and then moves away from the vertigo field to S23.

Fireball
DC: 19 Damage: [roll0]

(Eustacio have Alter Fortune and Lesser Deflect that he can use as immediate action, probably aggainst a spell that could remove him from the game and for an attack from Nedd. He'll be saving these spells for Nedd's sneak attcks and ilusions that can remove him from game)

Spell List:
0: Ray of Frost (7);
1: Nerveskitter (0), Shield (1), Mage Armor (1), Lesser Deflect (1), Transdimensional Missiles (3);
2: See Invisibility (0), Darkness (1), Scorching Ray (2), Seeking Ray (2);
3: Soundlance (2), Fireball (1), Alter Fortune (1);

Beschoren
2012-09-10, 09:14 PM
Tanstafaal decides to attack the only enemy that is not properly protected; he moves to L13 and casts split ray kelgore's firebolt at penelop, to deal large damage. He activates his cirlet as he casts the spell, and the magic energy is taken from the iten instead of tanstafaal personal pwoer reserve

Using his elepaty, he inquires Eustacio about Nedd's current location.


1º ranged touch [roll0], damage [roll1]
2º ranged touch [roll2], damage [roll3]

swift: activates cirlet of mages, using 2 charges. this allows me to cast a 2º level spell without actually spending it's slot.

Dudu
2012-09-10, 10:37 PM
Eustacio enjoys his "See Invisibility" spell and launch a fireball at the elusive Nedd. The fireball does decend damage, and Nedd failed to avoid the full blast.

Tanstafaal delivers two extremely dangerous rays at the halfling. The rays come very close to her, but both miss by inch. She's very evasive.

Spot Checks:
Eustacio: [roll0]
Tanstafaal: [roll1]
Andros: [roll2]
Loko: [roll3]

Todd decides that, despite his bad luck, Tanstafaal is too dangerous and should be dealt with as soon as possible.
So he casts Hold Person.

Spellcraft Checks:
Eustacio: [roll4]
Tanstafaal: [roll5]
Andros: [roll6]
Loko: [roll7]

Tanstafaal must make a will save DC 19
[roll8]

Than he moves behind the stinking cloud.

https://lh3.googleusercontent.com/-msjzRYFWDIM/UE62_LGAY-I/AAAAAAAAAOM/SO-tbiy7h2A/s720/Tournment2_4.png

Turn:II
1. Tanstafall 26
2. Todd 22
3. Andros 20
4. Penelop 19
5. Lokopor 17
6. Nedd 14
7. Eustacio 12

Eustacio is the only one who know the exact location of Nedd. The other ones rely on imprecise information of his whereabouts, since Nedd is flying and Eustacio is doing his best to give information. Eustacio actually see all his images from Mirror Image spell (the images have no effect on anyone else).

(if there's any modifier that I didn't include, notice me that I'll fix. Check your semi-gestalt and race features to see if there's any bonus to skill or saves, for example.)

edit: Forgot to mention that Nedd actually is damaged (19), Eustacio can see that.

Andrezitos
2012-09-11, 08:10 AM
After safely landing Andros takes another Fly,swift to charge agaist Todd like a missile (K5), passing by the stinking clound without any problems.

- Dodge this!

[roll0][roll1]

[roll2] displacment check 1-50 hit

Dudu
2012-09-11, 08:25 AM
Andros make another flying charge, this time not so spectacular. But it lands nonetheless.

Penelop decides she might better be prone than standing for most of the combat and crawls away from She-ha, drawing an AoO.

She-ha AoO:
[roll0] [roll1]

She then, with a flick of the wrist, toss a tiny, malicious knife at Lokopor's neck (you're flat footed for this attack, Lokopor).
[roll2] 18 (rolled here (http://www.giantitp.com/forums/showpost.php?p=13879193&postcount=4))

Steal: [roll3]

You lost your use of Earthbind.

https://lh4.googleusercontent.com/-dF-S2LDhMUc/UE8-DgSWu0I/AAAAAAAAAOg/_BsKrntUmCg/s720/Tournment2_5.png


Turn:II
1. Tanstafall 26
2. Todd 22
3. Andros 20
4. Penelop 19
5. Lokopor 17
6. Nedd 14
7. Eustacio 12

Kevinho
2012-09-11, 03:23 PM
"Biatch! Apparentrly Penelop and see invisibility too!" Screams Lokopor.

[I don't know if it makes any difference, but I'm invisible]

Lokopor will cast Summon Undead II to summon 2 Human warrior skeleton at S9 and U9.
The skeletons seems a little stronger and with a chilly air around them [cold subtype]

They'll attack the Penelop [flanking] and then the one at U9 will walk to T8 and flank with She-ha, that will walk to T10 and full attack.

[I don't know if she is tripped, so I'll not add +4 on attack]

Skel1: [roll0] Damage1: [roll1] + [roll2] [cold damage]
attack2: [roll3] Damage1: [roll4] + [roll5] [cold damage]
Skel2: [roll6] Damage1: [roll7] + [roll8] [cold damage] attack2: [roll9] Damage1: [roll10] + [roll11] [cold damage]
She-Ha: Bite: [roll12] Damage: [roll13] + Trip: [roll14]
Claw1: [roll15] Damage: [roll16] + Trip: [roll17]
Claw2: [roll18] Damage: [roll19] + Trip: [roll20]

Lokopor's HP: 37/43

Spell List:
Wizard's
0º:
Acid Splash [5]
1º:
Benign Transposition [1]
Stand [1]
Summon Monster I [2]
Summon Undead I [1]
2º:
Invisibility [0]
Baleful Transposition [1]
Summon Monster II [1]
Summon Undead II [0]

Druid's
0º:
Dawn [2]
Cure Minor Wounds [3]
1º:
Snake's Swiftness [1]
Cure Light Wounds [2]
Faerie Fire [1]
2º:
Snake's Swiftness, Mass [1]
Kelpstrand [1]
Earthbind [0]

Dudu
2012-09-11, 05:37 PM
"Help me, Todd, Nedd! I'm surrounded"

Penelop shouts as she is stabbed by two skeletons (only 2 attacks hit).

"Sorry Penny, but I'll leave that for Todd. For now, I'll have a little chat with that old man."

Nedd says with his malicious humour

"So, you have two of my least favorite buffs on yourself. Clever, Eustacio, but this will end, now."

He casts Arcane Turmoil* at Eustacio

Dispel Check DC 18
[roll0]

Dispels See Invisibility, choose randomly at FDP.


Will save to resist loosing a spell DC 18
[roll1]

*ARCANE TURMOIL
Abjuration
level: Hexblade 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None or Will partial;
see text
Spell Resistance: Yes
You affect the subject of the spell as if by
the targeted variant of dispel magic.
Additionally, if the subject is a spellcaster
who fails a Will save, she loses
one randomly determined prepared
spell or spell slot from her highest level
of available spells remaining. This spell
or spell slot is lost as if it had been cast
or used for the day.
Material Component: A broken
eggshell.

Eustacio sees Nedd talking with him, than he doesn't see anymore.
However, you can still pinpoint the aproximate location of him for this last round (unless you cast see invisibility again, that is).

https://lh6.googleusercontent.com/-WeXBnFxjxig/UE_BK1gDsFI/AAAAAAAAAO0/Bo7OiJLSSAY/s640/Tournment2_6.png

Turn:II
1. Tanstafall 26
2. Todd 22
3. Andros 20
4. Penelop 19
5. Lokopor 17
6. Nedd 14
7. Eustacio 12

Chimaera
2012-09-11, 07:34 PM
Just as the spell was being dispeled Eustacio chants a quick spell and the time itself warp (Alter Fortune against the diispel check).

With or without See Invisibility, Eustacio shouts to Nedd and says: "It will take you at least ten years of studying before you can think in thwarting this old man here" and then Fireball in the square he was last seen:

DC 19 Damage: [roll0]

Spells:
0: Ray of Frost (7);
1: Shield (1), Mage Armor (1), Lesser Deflect (1), Transdimensional Missiles (3);
2: Darkness (1), Scorching Ray (2), Seeking Ray (2);
3: Soundlance (2);

Dudu
2012-09-11, 08:15 PM
Eustacio tries to change the fate, but fails...

"Trying to win in my own game, old man?"

...but he launches a fireball at Nedd's face anyway.

"Aaaah! Damn it! Why you love so much those fireballs?"

================

Tanstafaal is still struggling against the paralysis, so he'll use a full round to try to free himself. DC 19

[roll0]

================


Todd is still facing a "undead problem". Andros blade is swinging in a very menacing way, near his fragile neck.

He 5 step away and says:

"Nedd, you have a very narrow widom to save Penelop, you know exactly what to do."

He then casts dispel at the Lokopor (he also can see invisibility, by the way). DC 15

[roll1] Disobedience
[roll2] Invisibility
[roll3] Any other spell effect (if there's no one, ignore this roll)


map soon


Turn:III
1. Tanstafall 26
2. Todd 22
3. Andros 20
4. Penelop 19
5. Lokopor 17
6. Nedd 14
7. Eustacio 12

Beschoren
2012-09-11, 08:32 PM
Well, this is unfortunate

(elves have a +2 vs enchatment but this does not save me at any point. Dudu should keep posting for me on this situation for this week)

Andrezitos
2012-09-11, 08:33 PM
Andros look down to his prey: - You should worry about yourself first, little one. Then he launchs an arc of steel and lightining to the gnome.

Quick casts True Strike, channels Shocking Grasp via Power Attack 6:

[roll0][roll1]+[roll2]

Dudu
2012-09-11, 09:26 PM
And Todd is down with another terryfying strike from Andros.

Needless to say, the crowd goes crazy.

Penelop is surrounded by minions. Nedd is injuried.
You have the advantage, but the battle isn't won. Not yet.


Penelop stand up, drawning AoO from everyone.

[roll0] [roll1] [roll2]
[roll3] [roll4] [roll5]
[roll6] [roll7]

She stand up without further harm and then goes for total defense.

https://lh3.googleusercontent.com/-sPLGwK4CQuc/UE_0zGnv2uI/AAAAAAAAAPI/VdKogsprP9A/s720/Tournment2_7.png

Turn:III
1. Tanstafall 26
2. Todd 22
3. Andros 20
4. Penelop 19
5. Lokopor 17
6. Nedd 14
7. Eustacio 12

Kevinho
2012-09-11, 09:57 PM
While she's standing up, she still counts as tripped, so I still get +4 bonus on attack roll, and I think 21 might hit.

She-ha will start the full attack, then the skel at T8 will attack and 5-ft step to S9 and then the last skell will attack, so all of them will be flanking.

She-ha:
Bite: [roll0] Damage: [roll1] Trip: [roll2]
Claw1: [roll3] Damage: [roll4] Trip: [roll5]
Claw2: [roll6] Damage: [roll7] Trip: [roll8]

[If any of these hits trip the woman, add 4 bonus on attack]
Skel1:
Claw1: [roll9] Damage: [roll10] + [roll11]
Claw2: [roll12] Damage: [roll13] + [roll14]

Skel2:
Claw1: [roll15] Damage: [roll16] + [roll17]
Claw2: [roll18] Damage: [roll19] + [roll20]

After that, if the woman is still alive Lokopor will cast Mass Snake's Swiftness.

She-ha:
Bite: [roll21] Damage: [roll22] Trip: [roll23]
Skel1:
Claw: [roll24] Damage: [roll25] + [roll26]
Skel2:
Claw: [roll27] Damage: [roll28] + [roll29]

Else, Lokopor will be at full def and yells:

"What am I supposed to do!?"


Spell List:

Wizard's
0º:
Acid Splash [5]
1º:
Benign Transposition [1]
Stand [1]
Summon Monster I [2]
Summon Undead I [1]
2º:
Invisibility [0]
Baleful Transposition [1]
Summon Monster II [1]
Summon Undead II [1]

Druid's
0º:
Dawn [2]
Cure Minor Wounds [3]
1º:
Snake's Swiftness [1]
Cure Light Wounds [2]
Faerie Fire [1]
2º:
Snake's Swiftness, Mass [0]
Kelpstrand [1]
Earthbind [0]

Dudu
2012-09-11, 10:41 PM
Nope.

But I feel I have to clarify here, not sure if you can do anything with this information. She's a spellthief with +5 dex modifier. Leather armor gives +2 armor bonus. Ring of Protection gives another +1 from deflection. +1 from being a Halfling. So far it's 19 AC normal, 16 touch and 14 flatfooted. Shield gives a +4 bonus of shield.
When prone her normal AC drops to 19 in this case. Not enough to hit.
Think of her as a mix between a caster and rogue, more prone to rogue than caster.

With total defense she manages to evade all the attacks for this round.


"Hey hey hey! Nicely done, Penny. Now, I saved this scroll just for this battle."

With the scroll he summons a Celestial Lion at R13. Then he either moves or stay in place, you can't really say.

================

The Celestial Lion charges and pounce at Lokopor (U14).

claw [roll0] [roll1]
claw [roll2] [roll3]
bite* [roll4] [roll5]
rake [roll6] [roll7]
rake [roll8] [roll9]

*If it hits, a grapple check:
Celestial Lion: [roll10]
Lokopor: [roll11]


Just remember, dying in the tournament isn't dying for real.

Turn:III
1. Tanstafall 26
2. Todd 22
3. Andros 20
4. Penelop 19
5. Lokopor 17
6. Nedd 14
7. Eustacio 12

Kevinho
2012-09-11, 10:57 PM
Nope.

But I feel I have to clarify here, not sure if you can do anything with this information. She's a spellthief with +5 dex modifier. Leather armor gives +2 armor bonus. Ring of Protection gives another +1 from deflection. +1 from being a Halfling. So far it's 19 AC normal, 16 touch and 14 flatfooted. Shield gives a +4 bonus of shield.
When prone her normal AC drops to 19 in this case. Not enough to hit.
Think of her as a mix between a caster and rogue, more prone to rogue than caster.


If she was not considered tripped while getting up, any of She-ha's attack could try to trip again, while she was getting up, and in some cases this would mean that she would never get up again.

Dudu
2012-09-11, 11:04 PM
If she was not considered tripped while getting up, any of She-ha's attack could try to trip again, while she was getting up, and in some cases this would mean that she would never get up again.
Prone gives a penalty of -4 to AC. Her AC with Shield is 23. It dropped to 19 when prone, and I considered that when she was standing up. She-Ha attack was 17, not enough.


edit: Wait. This isn't being discussed in the FDP?
We have the OOC thread for this.

Chimaera
2012-09-12, 06:32 AM
Eustacio shout to Lokopor: "Flood the battlefield with more monsters! If possible bats or giant bats to hunt down the invisible man!" and after that he'll move to L23 and use a scroll of See Invisibility.

(I'll put the link of the OOC here so people can find it: Forbidden Scriptures OOC (http://www.giantitp.com/forums/showthread.php?t=255425))

Dudu
2012-09-12, 03:52 PM
Tanstafaal will try to free himself once more (with the +2 to resist enchantment this time).

[roll0]

edit: He's finally free!
But he uses a fullround to get free, so it's your turn, André.

Turn:IIII
1. Tanstafall 26
2. Andros 20
3. Penelop 19
4. Lokopor 17
5. Nedd 14
6. Eustacio 12

Dudu
2012-09-12, 08:27 PM
Andros closes in near Penelop and cast True Strike.
The two remaining Mesmers shiver with this action, remembering how their comrades were defeated.

Penelop feel the heat of the blade nearing her neck.
"I'm not dying before putting one Discoverer down."

Tumble checks (by PHB rule, don't know if there was an Errata):
[roll0] DC 15
[roll1] DC 17
[roll2] DC 19
[roll3] DC 21

She then uses attacks Lokopor.

She Ha jumps at the opportunity to deliver another AoO, but she misses (http://www.giantitp.com/forums/showpost.php?p=13888594&postcount=5).

With a swift, she casts what you identify as "Distract Assailant (http://www.imarvintpa.com/dndlive/spells.php?ID=5671)"

After that, she tosses one of her deadly, tiny knifes at Lokopor. She won't attempt to steal any spell.

[roll4] [roll5]

Ok Kevinho, by my counts, Lokopor is out. He already took 55 damage.
18 in #140
18 in #149
19 in #154

But "dying" in this fight don't occur on penalty in XP or not gaining XP since you're not really dying, just out of the battle.

When the knife touchs you you're instantly teleported safely, with full HP. The whole arena just works like a suspended reality, in real life you're excatly like you were just before entering the battle.

Now it's the skeletons and She-ha's.
Kevinho control them.

https://lh4.googleusercontent.com/-eQWt8t_HQe8/UFE_pY7JUkI/AAAAAAAAAPc/vM8DCS2vDuA/s720/Tournment2_8.png

Turn:IIII
1. Tanstafall 26
2. Andros 20
3. Penelop 19
4. Lokopor's Creatures 16
5. Nedd 14
6. Eustacio 12

Kevinho
2012-09-15, 04:07 PM
The skel at T8 will walk to V12 [without provoking AoO] and attack once [flanking]. She-ha will enjoy the flank position and full attack her and then 5-ft step to T11 and the last skel will walk to V11 to enjoy flank position and attack once.

Skel1:
Claw: [roll0] Damage: [roll1] + [roll2]

She-ha:
Bite: [roll]1d20+11 Damage: [roll3] Trip: [roll4]
Claw1: [roll]1d20+6 Damage: [roll5] Trip: [roll6]
Claw2: [roll]1d20+6 Damage: [roll7] Trip: [roll8]

Skel2:
Claw: [roll9] Damage: [roll10] + [roll11]

Edit: I'll re-roll She-ha's attacks on Bastião

Dudu
2012-09-15, 10:13 PM
Penelop is still standing (http://www.giantitp.com/forums/showpost.php?p=13904778&postcount=6), despite the claw that hit her.

It's Nedd's turn and the mesmer can sense that, with both Eustacio able to see him and Tanstafaal not paralysed anymore, his chances of staying invisible drop dramaticaly.

Between those two, he chooses to deal with Tanstafaal (http://www.giantitp.com/forums/showpost.php?p=13904803&postcount=7).

No need to roll this spellcraft at all, you know that the jerk is casting Phantasmal Killer at you, Tansta. Like Penelop, he's pretty much certain that will loose, but only after he put a Discoverer down.

I'll roll the saves as usual. DC 23!

Will: [roll0]
Fort: [roll1]


edit: But you won't let him have this joy.

Turn:IIII
1. Tanstafall 26
2. Andros 20
3. Penelop 19
4. Lokopor's Creatures 16
5. Nedd 14
6. Eustacio 12

Chimaera
2012-09-16, 02:22 PM
Eustacio look at Nedd even though he's invisible and say: "Your show is over, lad" and Pierce his Invisibility (can't remeber if eh have any other illusion over him) and then cast a powerful Sound Lance at him.

Fort DC 19 for half damage.
Damage: [roll0]

Lasting Spells:
0: Ray of Frost (7);
1: Shield (1), Mage Armor (1), Lesser Deflect (1), Transdimensional Missiles (3);
2: Darkness (1), Scorching Ray (2), Seeking Ray (2);
3: Soundlance (1);

Dudu
2012-09-16, 04:31 PM
With a final act, Eustacio dispels his illusions with the same effort he would need to take a mask out of his face.

Nedd lies there, vulnerable and astonished, when a soundlance pierces him and take him out of battle.

Penelop is the only one, but considering she can't sneak attack Andros (and can't damage him without it, since he have DR) she surrender.


In other words: Discoverers won the tournament.


You can see that the alternate reality field is dismissed and you're now in the real world again. Lokopor is teleported there so he can be honored along you for the brilliant victory. Penelop is still there in the arena, staring at the ground, she probably realizes now that you deserved this victory. With the alternate reality field out, you're full HP and spells just like Lokopor, including Penelop. The 5 students are in the midle of the arena right now.

The crowd rejoices with your victory and many fireworks are fired from many wands. In the sky there's a big cloud from all the fireworks fired.
Suddenly, this cloud is turning darker and darker.

Knowledge (Arcana)
Eustacio: [roll0]
Tanstafaal: [roll1]
Andros: [roll2]
Loko: [roll3]

Knowledge (Local)
Eustacio: [roll4]
Andros: [roll5]

Eustacio fears that this cloud might be something way, way worse than fireworks. You are not considered flat-footed for whatever comes out of it.
He says it might be one of conjuration clouds used by the Brimstone Marauders, a group full of renegades, orcs, half-orcs and gnolls that pillage entire places.

Many comet-like blobs of black smoke start mauling the arena and the spectators. You soon realize that Eustacio was right. Out of those clouds, the marauders surge like they were teleported, killing many innocents in the way.
There wasn't time for a ceremony of your victory, it's like they were waiting for the tournament end so they could assault the arena.

Eustacio's realizes (http://www.giantitp.com/forums/showpost.php?p=13907928&postcount=9)one curious thing. These Brimstone Marauders aren't bold enough to assault a place like the Arena, filled with one of the most powerful wizards and sorcerors in the world. Something is fishy, there are traitors inside the college that are aiding those people, Eustacio is almost sure of that.

Six of the comet-like smokes drop at the arena, right before you five (the 4 discoverers + Penelop). You can ready an action against then as soon as the marauders show off, since you were expecting them.

https://lh4.googleusercontent.com/-5vPFONjTaek/UFZJIi9XyMI/AAAAAAAAAPw/XcbjDKdM1Ek/s720/Assault1_1.png


Inits:
Andros
Eustacio
Lokopor
Tanstafaal
Penelop
???
???
???
???
???
???


Plus, everyone got 3100xp from winning the combat against the Mesmers and winning the tournament.

Kevinho
2012-09-16, 06:03 PM
Lokopor will cast Invisibility upon himself and She-ha, and then will walk to W13.

She-ha will ready her action to bite and trip whatever appears close to her [melee range]

Andrezitos
2012-09-16, 06:21 PM
Andros prepares his most powerful attack. He casts true strike before fight if he is able to do it, if not, he prepares to impale any charger. init [roll0]

Beschoren
2012-09-16, 11:13 PM
Tanstafaal prepares himself to intercept any incoming foes, taking them by surprise for extra deadlyness


prepare action to shoot split ray kelgore's fire bolt in any 2 different foes in sneak attack range:
ranged touch [roll0], damage [roll1], SA [roll2] (confirm critical (1d20+11)[21], damage (5d6)[15])
ranged touch [roll3], damage [roll4], SA [roll5]

EDIT: forgot +1 damage from point blank shot

OOC: I'm not sure the SA damage applies for my 2º target. Precision damage might work only once (like on manyshot) or for each attack separetely (like on scorching ray). I'll leave it to the DM.

innitiative (with nerveskitter): [roll6]

Chimaera
2012-09-17, 06:34 AM
Eustacio's init: [roll0]

Eustacio prepare to cast a Fireball at R7 southeast point.
Ref DC 19 Damage: [roll1]

Dudu
2012-09-19, 11:02 PM
https://lh5.googleusercontent.com/-jRArNphbeWU/UFqTvluAuxI/AAAAAAAAAQE/2U8x-WF8p7w/s720/Assault1_2.png

As soon as the marauders get out of the cloud, you welcome them with the best blasting, charging and sneaking they ever saw.

Tanstafaal gruesomely slays a gnoll that appeared near him.

Eustacio exploded a fireball catching 2 gnolls and 2 wild elves. Everyone took decent fire damage, but survived...
... well... not for long. One gnoll that survived was further impaled by Andros halberd and died.

So, Inits are:

1. Tanstafaal 27
2. Andros 21
3. Marauders 15
4. Penelop 10
5. Loko 9
6. Eustacio 7

Beschoren
2012-09-20, 10:17 PM
Tanstafaal hopes to keep things quick, brutal, and gruesome, destroying the enemy before they can act

"Qui-Ianito!"

*ZAP!*


moves to P8

split ray kelgore's fire bolt to Elf at T4 and Gnoll at T9
ranged touch vs T4 elf [roll0], damage [roll1]+1, SA [roll2]
ranged touch vs T9 gnoll [roll3], damage [roll4]+1, SA [roll5]

if attacked, Tanstafaal will cast greter mirror image as an immediate action generating [roll6] images (images have AC 15)

Dudu
2012-09-20, 10:22 PM
The wild elf is down.

The gnoll is badly injuried.

Andrezitos
2012-09-21, 07:57 AM
Andros moves to (M6) attack the soon to be dead elf at K5, with his zapping halberd:
[roll0][roll1]+[roll2]

edit: crapppppp!


+3 agaist humanoids
Spells avaible:
lv0 2
lv1 7
lv2 4

Dudu
2012-09-24, 08:55 PM
Andros is about to give a might blow at the fiend... but slips.

Penelop attempts to sneak attack the weakened gnoll, flicking her wrist for a surprise knife attack.

[roll0] [roll1]


Just outside the Arena, Nedd, the mesmer you just defeated in the championship, comes to aid, acompanied by no less than Gobadin himself.

Nedd casts one of his Phantasmal Killer at the elf.
Will save DC 23
[roll2]

"Lad, don't waste precious spells like phantasmal killer on those good for nothing gnolls." Says wise Gobadin. And with his sledge hammer he hits the ground, and a spike grows from the earth impaling the poor elf.
I'm not even rolling any dice for this. The elf is dead.

The marauders fall like leaves with each powerful strike. However, you look at the sky and see more and more mini dark comets about to strike the earth and bring more marauders. It seems an endless battle.

"Follow me! All of you! Let's enter the corridor and transform this arena into burning brimstone. That's what they like, eh? Brimstone? Let's give then a taste of real brimstone."

The dwarf signals at the entrance. There are two doors on each opposing side of the arena for mundane means of getting in and out of it and corridors leading to rooms (inclusive the room you stayed just before entering the arena) and a door to outside. Outside the arena you can found the college, which seems to be the main target of the attacks (most comets are falling there). They're both on the same floating rock, and it's 5 minutes to get there if you rush.

https://lh4.googleusercontent.com/-uj7R8WvJ3wk/UGESvN3G-KI/AAAAAAAAAQY/FpBfQzZnTTM/s640/Assault1_3.png

The "?" dots are not occupied, but "about to be occupied", so you can move pass it without any penalties.

Kevinho
2012-09-25, 02:06 AM
Lokopor will cast Summon Undead II and summon 2 cold subtype skeletons at U18 U16, and She-ha will walk to V17 and prepares her action to attack whatever appears with her bite attack.

The skeletons will also prepare action.

Chimaera
2012-09-25, 06:46 AM
Eustacio will move to R23 and cast Mage Armor on himself.
"Let's get out the arena young fellows, the College is in peril and I have a bad feeling about Kain"



Spells
0: Ray of Frost (7);
1: Nerveskitter (1), Shield (1), Lesser Deflect (1), Transdimensional Missiles (3);
2: See Invisibility (1), Darkness (1), Scorching Ray (2), Seeking Ray (2);
3: Soundlance (2), Fireball (1), Alter Fortune (1);

Beschoren
2012-09-25, 07:53 PM
Yes, kain is of importance! he's too precious and too vulnerable right now!

Tasntafaal takes a doble move toward the doors, hoping to exit the area and head for the college

Dudu
2012-09-29, 01:24 PM
Penelop join the other 3 discoverers that ran towards the gate. Nedd casts Dimension Step and brings Lokopor and She-ha close to them.

Gobadin then transmutes the most of the arena ground into brimstone and cast a quickened stone wall surrounding you. Now all the marauders that fall into the arena will calcinate into the heat and won't be able to reach you even if they survive, thanks to the wall of stone.

Upon exiting the arena you enter a corridor. This corridor is a ramp, going down. There are two rooms on each side of the corridor. To the left (using the north as reference), lies the room you were before entering the arena (and when Lokopor was waiting when he was defeated in battle). To the right is simply the room where the arena's employees store many things (like broomstick).

At the end of the corrider is the hall. From the hall you know there are 4 doors. One of them is the door you're staring right now. To opposite one leads to the outside. The other two ones lead to corridors that make a circle under the arena (and can access the rooms where the Mesmers waited to fight).

"Both of you are correct (refering to Eustacio and Tansta). I'm sure this is related to Kain and we need to head to his room ASAP. But I fear the whole college is at peril, not just the kobold."

"Agreed. By the way, good to see you guys, I still need to find Todd and Katrina, though."
Says a worried Nedd.

https://lh5.googleusercontent.com/-hSJABJtPpFI/UGc_Rqx3ZYI/AAAAAAAAAQs/0u_rMgtrJ1U/s720/Assault2_1.png

Tanstafaal and Lokopor could hear the noises in the hall room. They're talking very loud. Something about killing every mage they can find and then gather around the Discoverers building at the college. It quite confirms your hypothesis about Kain, it's pretty obvious that the marauders are after him.

"I should say that even though Kain is frail for this moment, he isn't stupid. He probably built a way to defend himself in case of loosing his power. The whole college is probably surrounded by constructs of many kinds that I helped build and were activated in a dire situation, so we are far from naked against this assault."


BTW, everyone gained 500xp. You probably leveled up, but you won't be able to prepare any spells, so this might just be a bad time to level up anyway.:smallbiggrin:
Look at the OOC (http://www.giantitp.com/forums/showthread.php?p=13876857#post13876857) to find new rules about crafting and scribing.

Chimaera
2012-09-29, 10:31 PM
"We better hurry and find the other mesmers for regroup then depart to the College", said an worried Eustacio.

Remaining Spells:
0: Ray of Frost (7);
1: Nerveskitter (1), Shield (1), Lesser Deflect (1), Transdimensional Missiles (3);
2: See Invisibility (1), Darkness (1), Scorching Ray (2), Seeking Ray (2);
3: Soundlance (2), Fireball (1), Alter Fortune (1);

Eustacio now got two new abilities from the Force Missile Mage:
Swift Shield: once per day can cast a Shield spell as an immediate action;
Energy Missile: at will he can cast magic missiles with cold, fire, eletricity or acid descriptor (they're still force effects, but willl cause damage as the descriptor.

New Spells: Thunderlance, Fire Shield.

Beschoren
2012-09-30, 10:33 PM
Tanstafaal says in telepathy to all at once Agreed, Eustacio. And we must not split the party at anytime. A group of 8 wizzards can handle almost everyting, a group of 4 is very vulnerable

(From level up: 1d6 sneak attack with ray spells. learns orb of force and wall of deadly chains. +8 hp, +1 bab)

Dudu
2012-10-14, 03:52 PM
Tabletop resume:
The four of you left the arena with the aid of Gobadin as well as Penelop and Nedd, the Mesmer competitor. Under the arena you were walking in wide corridors the conected the rooms underground. You managed to save both Todd and Katrina, the two restant Mesmers as well as two innocent workers. And then you exit the coliseum.

Finally outside, you grasped the real situation. The cloud was huge, and was hovering above not only the coliseum, but mostly the college and also the homes and shops surrounding these two buildings. It’s night now, and it’s still a bit hard to see both the huge cloud as well as the much smaller clouds carrying marauders. Fire and flashy spells are the biggest source of light in this chaos. The immense walls of the university were covered with statues of warrior and amazons wielding greatbows, these statues were alive and attacking the marauders, so you can say that the college is far from helpless. The city guards were helpless, rather helping the citizens hide in their homes they face the marauders in melee. You could see that the marauders were crowding at the gates of the university and the small black clouds (the ones that carry a marauder each) were still falling from the huge cloud hovering in the sky.

Gobadin guided all of you (including the Mesmers) through a secret entrance at the left side of the university that leads to its underground and is hidden by a grove. Inside, you, Gobadin and Mesmers parted ways. You decided to head to the building where you live, that is, the building of the House Discoverers. It's the same building that all the students learn about divination spells and also has the highest tower in the whole college, the Stargazer Tower, where you can see the stars through a sizeable telescope.

You started climbing the spiral stairs the linked the underground with the upper levels of your building (where Kain probably was). You faced some of the few marauders that managed to already infiltrate the building. They were about to execute one of the Keeper professor as well as three students, but you saved then by killing some of the marauders. The rest tried to escape but some of the golens (the college is filled with them) killed those marauders as well. The professor asked you to help him free a powerful devil that was held way back in the underground, a Horned Devil that he binded days ago to do some experiments. You helped him and unleashed the Devil who slayed countless marauders.

The Keeper professor also helped you arrive at an interesting pool inside the Keepers building. Gobadin told you about a pool that could refresh all of your spells, developed by a powerful Keeper and that was still in stage of testing. All of you drank from such pool and refreshed all of your spells.

After that you headed way back to the point where you saved the professor. Luckily, you didn't find marauders blocking your way. Until you came to a corridor and faced a shadow swallowing the whole hallway. Tanstafal sensed that sentient beings where inside the darkness, but obtained no responce from them. Eustacio casted a daylight spell and revealed that the shadow was actually five drow paladins of slaughter. You four completely flipped the game by blinding them and making the floor slippery, finally slaying all of the five evil paladins.

The initial assault of marauders killed many magicians as well as innocent people. But most students are now either hiding in rooms and protected by their masters or aiding their masters fighting valiantly against the marauders. It seems you’re turning this battle into your favor, finally. The golens are also a big help. And yeah, let’s not forget the fearsome Horned Devil that is in the middle of the fray, slaying the barbarians by the dozens. However, when you glance at the windows, you can see that the black clouds are still falling from the sky.

Now all of you are still walking in the corridor. The five drow corpses lying on the floor. A disturbing voice talks directly into your minds (not just Tanstafaal).
"CongratulatIONS, Younglings, you did a fINe job gETTing rid of those marauders so far.
BUT The clock iS TICking... he he he."

The voice is distorted and annoying, but it isn't annoying to the point of damaging your combat capabilities, so you're still mentally fine. You're powerless to pinpoint the source of the voice. Tanstafaal can actually say that the voice isn't near, but just that.

Anyway, I'm assuming you won't spend time trying to discover the origin of the voice, so you just kept going forward, until you encountered an elf, wielding a sizeable longbow. He puts his finger in front of his mouth signaling “silence”. Andros identifies the elf as one of the mountain rangers that hunt the dangerous creatures lying at the surface Arcane Mountains. Even though such creatures aren’t as deadly as the ones underground the mountains, they’re still deadly nonetheless and those rangers possess great skill. They are friends of the Minervean Arcane College and many Discoverers helped them in some of the biggest monster hunting, so you can safely say that the elf is an ally. When you walked in the corridors of this building you found some dead marauders, some fewer destroyed golens and even fewer dead students (that you didn’t bother to identify so it couldn’t disturb you and slow your mission) you also found some arrows, now you know that those arrows were shot by the ranger(s).

The elf is currently facing you, and behind him there’s a big door that leads to an atrium. A place in this building filled with chairs, tables, bookshelves where students of the Discoverers House can take so indoors leisure time. However, as far as you can listen, (and peek from the opening in the door) it’s filled with a significant amount of brimstone marauders. They’re interrogating (and probably about to execute) one of the Destroyers professors, close friend of Kain, a gnome who attend by the name of Gauco Guacamold. There’s a fellow discoverer student, it’s Gwen, one of the nerdiest girls of the House.

Now. You can either storm the room and attempt to save both Gauco and Gwen, facing the big number of marauders (20+) or you can simply let them execute both of the two and face them in smaller groups. Your decision: Storm now or wait?

Chimaera
2012-10-14, 05:22 PM
Eustacio look at Tanstafal and the rest of his party and telepathycally say to them: "We better save them! Their numbers are nothing compared to our powers and wont help them surviving my Fireballs! Lokopor can exchange one of the hostages with his Benign Transposition and I've got a stone with a Darkness spell which can be handy to whoever go in the middle of the large group...", look at Andros for a moment, "... if that someone can see in darkness and is immune to Tanstafal's Stinking Cloud and is a good melee would help too. The problem is taht we can only save one of the hostages qucikly that way, but maybe we can manage to trade She-Ra by the other hostage. What you think?".

If they accept Eustacio's tactics, he'll cast his Nerveskitter for better initiative.

Spells over Eustacio:
Greater Mage Armor, Shield, See Invisibility, Dragonskin (red), Darkness (in a stone).

Spells Prepared:
0: Ray of Frost (4), Light (2);
1: Nerveskitter (1), Shield (2), Lesser Deflect (2), Magic Missiles (3);
2: Eletric Vengeance (1), Repeat Magic Missiles (3), Seeking Ray (1), Scorching Ray (2);
3: Fireball (1), Chain Missile (1);
4: Fire Shield (2), Thunderlance (2);

Beschoren
2012-10-14, 11:00 PM
Tanstafaal is quite to announce his intentions We must save them! If we don't act NOW both are dead for sure! Hunter do you have any spell for this situation? (using nerveskitter on next innitiative check)

Tanstafaal still has a stinking cloud left. He agrees with Eustacio's tactis. Andros would be a perfect deliverer of doom.

Once he's closer to the hostages, he could teleport them with dimensional step. Unfortunatelty, he will need to be 35 feet of them and both must be within 30 of each other...

If there still are way too many marauders on a single side of the room, he could try isolating them with a wall of deadly chains. After, that the kamehameha starts.

Chimaera
2012-10-15, 06:34 AM
Can we get a map of the situation to better plain our tactics?

Dudu
2012-10-15, 05:51 PM
Assuming that it was Tanstafaal who peeked the room, he could see a lot of enemies. You guess that there are at least 20, possibly much more.

The rangers is startled by the telephaty, not everyone (actually, only a few in this world) are familiar with this form of communication.

"Wut! Ok, I think you're the elf talking to my head." Tanstafaal nods affirmatively. "There are dozens of marauders there. If we can storm and bring the two mages with us, we can bring the fight to the corridor, where their number advantage drops. Copy that?"


There's a powerful duergar talking with Gauco and Gwen. He looks large for a dwarf, even more with his powerful dwarf build. He wields a great sword (he's the one with a little crown signaling leadership). Gauco and Gwen are under that wretched bluish rope that blocks magic. The elf ranger tells you that Gauco was tortured, he looks very weakened. The effects are clear to you, that excell in arcane knowledge. He was targeted by multiple enervations. Gwen seems just fine with only a minor scratches.

There are broken tables, chairs and shelves scattered through the floor (they are the brown retangles in the map and are difficult terrain). There's also two set of stairs leading to the upper part (where the duergar and the two mages are), something like 20ft above where you currently are. There are also very large windows where you can barely see some chaos unfolding in the night. There's this door where you are peeking now, plus two more doors nearby (you can't see everything, but you remember because you know this room).

https://lh4.googleusercontent.com/-PpY6yoflBcw/UHyPnNGH7jI/AAAAAAAAARA/5l06tf2PFjA/s576/College%25202.png

Beschoren
2012-10-15, 09:03 PM
Ok now, here's what we could do:


according to DM, we have a swift and an standard action on the surprise round.

To make benign transpostion work, the subjects must be willing. Tanstafaal telepathy does not reach them to communicate. Someone will have to shout "Allow rescue!" as he moves in so the captives might better know what's about to happen and count as willing creatures for teleportation spells.

Ranger fellow
siwft: kick the door
standard: self buff

Tanstafaal:
standard: stinking cloud
siwft: uses 3 charges from the cirlet of mages to retain stinking cloud spell instead of spending the slot.

Eustacio:
fireball!

Lokopor:
benign transposition between the very damaged professor and androzio

androzio, teleported to Q8
standard: exposes stone with darkness spell
takes five foot step closer to the other captive, saying "let go"
swift: quick cast dimension hop, teleporting the mage 20 feet south and at the edge of the darkness zone. if the captives try to blind-shoot his previous position for a kill, they will fail.

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

round 1: enemies will try to execute the prisioners and/or gang up on us.
Between the darkness and the stinking cloud, Andros should be safe.

do we know how to remove the magical rope in situ?

Beschoren
2012-10-18, 09:36 PM
with the plan set, The ranger kicks the door and fire. Tanstafaal immeditly casts an stinking cloud at P-Q; 7-8

Chimaera
2012-10-19, 07:01 AM
Lokopor will shout "We're your friends Gauco and Gwen!" and cast Benign Transposition with Gauco and Andros.
She-Ra will be standing in the door blocking the way and ready to attack and trip whoever get near.

Lokopor and She-ra Initiative: [roll0]

Lokopor Spells:
WIZARD
0: Acid Splash [5];
1: Benign Transposition [0], Stand [1], Summon Monster I[2], Summon Undead I [2];
2º: Invisibility [1], Baleful Transposition [1], Summon Undead II [1], Summon Monster II [1];
3º: Summon Undead III [2], Icelance [1].

DRUID
0: Dawn (2), Cure Minor Wounds (3);
1: Snake's Swiftness (2), Cure Light Wounds (1), Faerie Fire (1);
2: Mass Snake's Swiftness (2), Kelpstrand (1), Earthbind (1);
3: Girallon's Blessing (1), Lion's Charge (1).

Eustacio will take a look at the room and will Fireball, but I want to see the rest of the room to see if I'll Fireball in the lower place or the higher one, so he's waiting for map and Andros.



Eustacio Initiative: [roll1] (Nerveskitter)

Eustacio Spells:
0: Ray of Frost (4), Light (2);
1: Nerveskitter (0), Shield (2), Lesser Deflect (2), Magic Missiles (3);
2: Eletric Vengeance (1), Repeat Magic Missiles (3), Seeking Ray (1), Scorching Ray (2);
3: Fireball (1), Chain Missile (1);
4: Fire Shield (2), Thunderlance (2);

Andrezitos
2012-10-19, 03:04 PM
(Ok, time to resume my actions in this campaing. If i got right my role will be to draw the enemy fire at same time sending back the demaged professor. Let's do it.)

initiave
[roll0]
Knoeledge devotion checks (Andros has +10 in knoewledge skills)
[roll1]

Spell list:

0º 6/6
1º 5/7
Chill Touch
Color Spray
Expeditious Retreat, Swift
Obscuring Mist
Ray of Enfeeblement
Resist Energy
Shocking Grasp
True Strike
2º 6/6
Dimension Hop
Fly, Swift
Touch of Idiocy

Dudu
2012-10-22, 04:38 PM
I drawned the map considering that everything worked according to Tanstafaal's plan. The only missing part is the Eustacio's fireball.

https://lh6.googleusercontent.com/-KcLqjnMuz1o/UIW5wPScoiI/AAAAAAAAARk/4lxSQUk1YfI/s512/College%25202.png

2 things to notice. I highlighted Andros and Gwen in the darkness and put then 5 ft away from the enemies, so they can't notice you so easily.

+1 thing to notice. You're screwed.:smallbiggrin:

Initiative checks:
Duergars (including the big dwarf leader):
[roll0]

Drow Paladin's
[roll1]

Wild Elf archers
[roll2]

Swashbucklers
[roll3]

Goliaths
[roll4]

Tiefling Conjurers
[roll5]

Banther Winterwhisper (Ally elf ranger)
[roll6]

Gwen (Ally human Discoverer)
[roll7] (neverskitter)

Gauco (Ally gnome Destroyer)
[roll8] (neverskitter)

Dudu
2012-10-22, 05:09 PM
Initiative order:
1 Gwen
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Marauders Drow Paladins of Slaughter

Some notes:
The ranger didn't shoot as Tanstafaal intended. He instead casted Sniper Shot. This spell, by defaut, grant that he can sneak attack more than 30ft away targets. I changed it so it affects all precision damage type, including sudden strikes and skirmish. So, next round, he can skirm shoot anyone in his range.

I rolled 17 for Tanstaffal. I'm considering you cast neverskitter, so you might be the first one to act (can't access myth weavers for now). Gwen will delay her turn anyway since she can't do a thing with that blue rope around her.

She-ha didn't do a thing in this surprise round. So I consider she ripped Gauco's rope when he came near the cheetah. (the rope is still drawned there in the map, but I'll change it soon)

Plus, if anyone want to control Gwen or Banther for this battle just tell me. I'll assume control of them otherwise, as well as Gauco. Banther could be controled by Pedro (since they already introduced each other) and Andre could control Gwen since they are close. Rich is already controlling Kevinho's char.

You enter the room with a big boom. The drow paladin was ready to slaught Gauco when he suddenly disappeared thanks to . Before they could grasp the situation, Andros rescued Gwen from death as well.

"BUT WHAT THE... WHAT THE HELL IS HAPPENING HERE!??"
Yells the bulky duergar with his Greatsword. Suddenly, a intoxicating cloud appear just below their noses.

"Let me clarify to you. What is happening is the rescued previewed by Kain himself. He told me all about how his students would storm a room and would save me from my executioners. He was also very specific to what would happen to the executioners, if you want me to tell you. Not that it would change a thing, your fates are sealed."
Said the weakened and yet calm Gauco, the destroyer, while the chaos begins to unfold around him. You don't know if he is bluffing or being honest, not that this would make any difference anyway.

The big duergar seems to ignore the little gnome and stare directly at Andros and Gwen. The drow paladins stare the two discoverers as well.
"DO YOU THINK YOU COULD HIDE USING A LITTLE TRICK OF DARKNESS AND STONE? I'M A DUERGAR AND THESE TWO ARE DROWS. WE CAN SEE YOU PERFECTLY WELL AND WILL KILL YOU BOTH RIGHT WERE YOU STAND, ARROGANT MAGES!"

It seems he just yells everytime. His wasted, guttural voice almost deafening all of you.

Chimaera
2012-10-22, 05:57 PM
Eustacio took a quick look at the chamber and threw his readied Fireball at the foot of the guy with a big hammer at I13, hitting several foes.

Reflexes DC 20 for half
Damage: [roll0]

Beschoren
2012-10-22, 06:40 PM
Tanstafaal moves to P25 and casts a wall fo deadly chains from F22 to L16, dealing [roll0] damage to G22, H19 and M17. this should block the staircase.


Wall of Chains
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Effect: A wall whose area is up to
one 5-ft. square/level (S) (see text)
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The caster causes a flat, vertical wall of
woven, spiked chains to spring into
being. This wall can be used to seal off
a passage or close a breach, for the
wall inserts itself into any surrounding
nonliving material if its area is sufficient
to do so. The wall cannot be
conjured so that it occupies the same
space as a creature or another object.
It must always be a flat plane, though
the caster can shape its edges to fit the
available space.
A wall of chains is 1 inch thick per
four caster levels. The caster can
double the wall’s area by halving its
thickness. Each 5-foot square of the
wall has 20 hit points per inch of
thickness and hardness 10.
A section of wall brought to 0 hit
points is breached. If a creature tries
to break through the wall, the DC for
the Strength check is 20 +2 per inch
of thickness. Creatures who use a
Strength check to breach the wall
take 1d6 points of damage from the
spikes and barbs covering the
chains.
Material Component: A single link
from an iron chain.

Wall of Deadly Chains
Conjuration (Creation)
Level: Sor/Wiz 4
Saving Throw: Reflex half
As wall of chains, except as noted
above, and the wall sports loose
lengths of spiked chain that strike
anyone within 5 feet of the wall.
Those within that area take 3d6 points
of damage each round.

Dudu
2012-10-26, 11:34 AM
Eustacio's fireball hit a good chunk of baddies, but no one was killed. Tanstafaal blocked the staircase dealing some damage to the nearby marauders in the meantime.
I'm assuming She-ha readied an action to rip the ropes of Gauco as soon as he arrive, and that's now. The rope can be ripped by mundane means, it forbids a caster to cast spells when in contact with his/her skin, but apart from that it's normal.

The thankful Gauco says:
"Leave Gwen and Andros to me, I can take them out of the fray with a dimension step."

The duergars move, but do nothing else. The big duergar, Hogar Garoth (the one wielding a greatsword) jumps and you, Andros, can feel that he's just by your side*.

https://lh4.googleusercontent.com/-Ts8e99Klj0E/UIqoB8_2FxI/AAAAAAAAAR4/CaiBichuMgs/s512/College%25203.png

*I'm considering you have to use a separate move action to jump (not jumping as part of a move, like in a straigh line, but like in this case, jumping from a higher ground to below). So Hogar won't be able to do his standard (which doesn't mean he coudn't do his swift, you just couldn't tell if he did or didn't).

Initiative order:
1Tanstafaal
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Gwen (delayed)
13 Marauders Drow Paladins of Slaughter

Chimaera
2012-10-26, 03:13 PM
She-ra will move to N27 and ready to rip the rope of the other hostage or to attack and trip any charging enemy.

Lokopor will move to Q28 and cast summon undead III to invoke cold troll skeleton at OP20,21 and it will attack the dwarf at N21 (considere only the first if he can't full attack).
claw [roll0] dmg: [roll1] + cold [roll2]
claw [roll3] dmg: [roll4] + cold [roll5]
bite [roll6] dmg: [roll7] + cold [roll8]

Eustacio will cast a powerful thunderlance and move to O27.


Lokopor's Spells:
WIZARD
0: Acid Splash [5];
1: Stand [1], Summon Monster I[2], Summon Undead I [2];
2º: Invisibility [1], Baleful Transposition [1], Summon Undead II [1], Summon Monster II [1];
3º: Summon Undead III [1], Icelance [1].

DRUID
0: Dawn (2), Cure Minor Wounds (3);
1: Snake's Swiftness (2), Cure Light Wounds (1), Faerie Fire (1);
2: Mass Snake's Swiftness (2), Kelpstrand (1), Earthbind (1);
3: Girallon's Blessing (1), Lion's Charge (1).

Eustacio's Spell:
0: Ray of Frost (4), Light (2);
1: Shield (2), Lesser Deflect (2), Magic Missiles (3);
2: Eletric Vengeance (1), Repeat Magic Missiles (3), Seeking Ray (1), Scorching Ray (2);
3: Chain Missile (1);
4: Fire Shield (2), Thunderlance (1);

Dudu
2012-10-27, 10:39 PM
Chaos is unfolding in the room.

With Andros and Gwen alone in a pudle of darkness, they are in dire danger. Gauco apologises but there's few he can do about it since he is so weakened.

Banther, the ranger, poses himself at risk and shoots an arrow that pierces the Goliath's leg, causing great pain and angering the juggernaut. The skeleton troll terrorizes in the middle of the fray slamming the nearest dwarf he can find. It's not enough to kill him, but the marauders got a bit scary.

However, the Goliaths can't do a thing since reaching their attackers is so difficult. Same thing for the marauders swashbucklers who just prepare thenselves in case of someone get's near.
Which is not the case of the archers. They focus their arrows at the easiest target, the ranger himself. As the projectiles rain down some of them reach Banther. You can see that the ranger has some serious injuries and some arrows stuck in his body, but he is alive.

"WHAT YOU'RE DOING YOU PUSS1ES?! CHARGE AT THEM! THROW YOURSELVES!"
Yells their angry leader.

The conjurers summon their reliable hellhounds. One of them charge at the ranger causing even more damage. But the ranger doesn't fall yet, instead, he say to you:

"Argh! I can't sustain another barrage of arrows. Let's take the two wizards out of the middle and shift the battle to the corridors!"

Before Gauco calls himself useless for not being able to use his best teleport spells, he at least cast another stinking cloud. Such cloud is enough to nauseat the elves and the tiefling conjurer, but the hellhound and the swashbuckler take it without further drama.

"A disgusting corridor so our undead friend can bring Gwen closer to us. I feel sorry for Gwen, though."

The current situation:
https://lh6.googleusercontent.com/-__WCoCiaz9c/UIymgb2QC2I/AAAAAAAAASY/lVeoJb28WOI/s512/College%25204.png

Initiative order:
1 Gwen
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Marauders Drow Paladins of Slaughter

Andrezitos
2012-10-28, 04:46 PM
Andros teleports both him and the girl 15ft south, using dimension hop (I'm believing she is willing to do that).

EDIT: before doing that he took 5ft away from the closest enemy nerby.
0º 6/6
1º 5/7
Chill Touch
Color Spray
Expeditious Retreat, Swift
Obscuring Mist
Ray of Enfeeblement
Resist Energy
Shocking Grasp
True Strike
2º 5/6
Dimension Hop
Fly, Swift
Touch of Idiocy

Dudu
2012-10-30, 09:29 PM
Gwen couldn’t do a thing since she’s still tied in the blue rope.

Just when the drows get ready to cast darkness (Eustacio can tell just by their gestures) Hogar, the duergar shouts.

“FORGET ABOUT THE DARKNESS, YOU’LL JUST BLOCK THE ARCHER’S SIGHT. STORM THE DOORS AND TRY TO REACH THE OPPOSITE SIDE OF THE CORRIDOR.”

The totally unsubtle way that the duergar gives orders make it clear (and it’s impossible to make it clearer) what are his intentions. The drows intend to catch you from behind.

You know that there are two doors near the one you are right now. Each door leads to a different corridor and eventually to your corridor, since the pathways are connected. It will take then something like 2 or 3 turns to appear on the opposite side of the corridor, flanking you.
The ones in the east just storm the door and keep running. The ones in the west move as close to the chains as possible and teleport to the other side. But since the teleport is too short they receive [roll0] damage each, and then keep running.

https://lh6.googleusercontent.com/-Q23HfpwhMWo/UJCNcO_BV_I/AAAAAAAAATI/4ALjhfjDDjo/s576/College%25205.png

Initiative order:
1 Tanstafaal
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Gwen
13 Marauders Drow Paladins of Slaughter

Beschoren
2012-10-30, 09:40 PM
Tanstafall is attentive to the arrows, and dogdes most of them. When he realizes one of the cursed things is about to hit him, he immediatly teleports 5 feet further ahead, avoiding any damage.

Tanstafaal casts Displacement and move to O-25. He communicates to Androzio Move to close range and I'll teleport you 20 feet closer, while putting way too much hopes on the troll skeleton.

Dudu
2012-11-01, 03:23 PM
The Duergars begin moving, only a few of them are able to attack an enemy.
One of them tries to hit Banther, but ultimately misses.
The other two end up attacking the Troll Skeleton, to further enrage their already overly enraged leader, Hogar.

"STOP ATTACKING THIS TROLL YOU FOOLS! FOCUS YOUR ATTACKS ON THE MAGES!"

But the marauders near the troll skeleton are too scared and can't shift their attention from the towering creature, much more menacing look them the wizards.

Hogar, however, step into the stinky smoke, without any regard to it's effects, like he was among the most pleasent perfume and deliver a powerful attack at Andros.

https://lh4.googleusercontent.com/-NDSIH_ZDM-I/UJLZ8n8_b4I/AAAAAAAAATc/sxEpuLOs23Y/s576/College%25206.png

Turn 2
Initiative order:
1 Tanstafaal
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Gwen
13 Marauders Drow Paladins of Slaughter

Chimaera
2012-11-02, 10:51 AM
The troll will full attack the damaged enemies (beggining with the onewith -14 and then to the -13):

claw [roll0] dmg: [roll1] + cold [roll2]
claw [roll3] dmg: [roll4] + cold [roll5]
bite [roll6] dmg: [roll7] + cold [roll8]

Lokopor will summon another skeleton troll at T,U,23,24 and he'll full attack the archer, then the duergar.
claw [roll9] dmg: [roll10] + cold [roll11]
claw [roll12] dmg: [roll13] + cold [roll14]
bite [roll15] dmg: [roll16] + cold [roll17]

She-ra will take a 5ft towards the hell hound and full attack it:
bite [roll18] dmg: [roll19] trip: [roll20]
claw [roll21] dmg: [roll22] trip: [roll23]
claw [roll24] dmg: [roll25] trip: [roll26]

Eustacio will move to where she-ra was previously and cast a Repeat Magic Missiles at the AA 10 and AA11 archers:
[roll27] AA10
[roll28] AA11

Next round they'll take more magic missiles (REPEAT! REPEAT! I LOVE REPETITIONS!)
[roll29] AA10
[roll30] AA11

Andrezitos
2012-11-02, 12:55 PM
Andros teleports both him and the girl 15ft south, using dimension hop.

EDIT: before doing that he took 5ft away from the closest enemy nerby.

0º 6/6
1º 5/7
Chill Touch
Color Spray
Expeditious Retreat, Swift
Obscuring Mist
Ray of Enfeeblement
Resist Energy
Shocking Grasp
True Strike
2º 4/6
Dimension Hop
Fly, Swift
Touch of Idiocy

Dudu
2012-11-05, 10:01 PM
The entire room is almost tearing apart with the heat of battle, the shower of arrows and the very chaos that, don't you forget, is happening outside the building. There's an intense light bathing the room coming from the bright flames burning the college.

Lokopor doesn't waste time and conjure another fearsome Troll Skeleton. The Troll promptly slays one archer, causing further panic in the marauders. The previous troll transform a swashbuckler into a pudle of blood.

Eustacio tries a new trick and cast a repeating magic missiles... that does some mild damage to two archers.

Banther tries his best to get out of the sticky situation, arrows dangling in his skin he acrobatically tumble backwards and shoot another arrow, this time at a dwarf. The dwarf is very injured now.

The elven archers unleash another shower of arrows. Some goes to the trolls, but others land in Tanstafaal. Except that they don't really hit Tanstafaal, rather hitting the false one. Only one actually hits Tanstafaal doing some weak damage.

The non nauseated tiefling conjurer summon a swarm of spiders at Tanstafaal. The spiders fall and then climb the gray elf, bitting him and poisoning. They don't seem to care about his illusions.

Gauco decides to go full fart bomb and conjures yet another cloud of stinky, stinky stuff. This time the marauders at the east staircase start vomiting non-stop.
"I pity the guys who will clean this mess. I just hope they have strong guts."

The might Goliath isn't able to reach the Troll, but the swashbucklers do. Swarming both trolls these humans start slashing the best they can... which isn't too much anyway.

The Drows now disappear, they are running out of the room and will flank you in a matter of time. Perhaps some mages or golens will stop them in the meantime. Perhaps they will bring reinforcements (like they need!). You can't tell.

Gwen survives the nauseating vapors and is ok, but still held by the wretched rope. Andros is more concerned in taking her out of danger. You left few options to most marauders in this room, forcing them to face:
1) A dreadful wall with living spiked chains coming out of it.
2) Two undead troll unleash some troll baddasseness.
3) Layers and layers of intoxicating methane
However, notice that most marauders in this room are still alive.

https://lh6.googleusercontent.com/-3lgCHjgYpfA/UJiBwl4X37I/AAAAAAAAATw/1N9UIFWkRKc/s576/College%25207.png

Turn 3
Initiative order:
1 Tanstafaal
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Gwen
13 Marauders Drow Paladins of Slaughter

Beschoren
2012-11-06, 08:44 PM
Tanstafaal teleports 5 feet left to avoid the arrow that he could't dodge, despite having many other foes to deal with. He HATES getting hurt.

Swarms annoy without any thing he can do, though. Tankfully the greater strenght they sap is the one Tasntafaal does not use: physical one.

At any rate, all pieces are in set for the sucessfull rescue of the wizzard. he casts Dimension step (http://dndtools.eu/spells/players-handbook-ii--80/dimension-step--2923/), allowing both Andros and the damsel in distress to teleport 30 feet straight south

Tanstafaal uses his telepathy on his allies GUACO, Dimension step to take both of them out of there! BANTER, cut the ropes binding Gwen when she arrives!

He still holds his ground to soak up more arrowfire before Gwen is truly safe.

Dudu
2012-11-06, 10:01 PM
As soon as you try to communicate with your teammate, you hear the voice of Gwen saying.

"Just cut me, I have a couple spells unspent to cast. Like Wall of Good that will do just fine for now."


"Hmmm. And Tanstafaal, it's GAUCO, not Guaco. Yeah, I'll teleport the two, but tell Andros or the cheetah to free Gwen. There's one more thing, I don't think withdrawning is an option. The duergar is serious about killing every mage that tries to rescue Kain. He is here to murder anyone who tries."

The dwarves start attacking the Skeleton Troll, barely hurting the juggernauts. This seems to piss Hogar, a lot.

"ONE LAST TIME! ANYONE WHO GETS CAUGHT ATTACKING THESE TROLLS WILL BE MURDERED BY ME! ATTACK THE MAGES! THE MAGES, DANMIT!"

He just heads toward you. With just a glance, he order some of marauders to head to the southeast door and others to the southwest one. No need to be too smart to understand that he intend to flank you.

https://lh3.googleusercontent.com/-fdBRAHHfKAw/UJnNC4cSqPI/AAAAAAAAAUE/KLsGXTJcydQ/s576/College%25208.png

Turn 3
Initiative order:
1 Tanstafaal
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Gwen
13 Marauders Drow Paladins of Slaughter

Andrezitos
2012-11-07, 06:07 AM
As free action (i think) Andros cut the ropes than take 5ft east. Afther that he unleashes a Ray of Enfeeblement in the boss.
[roll0] ranged attack
[roll1] str penalty

spells
0º 4/6
1º 5/7
Chill Touch
Color Spray
Expeditious Retreat, Swift
Obscuring Mist
Ray of Enfeeblement
Resist Energy
Shocking Grasp
True Strike
2º 4/6
Dimension Hop
Fly, Swift
Touch of Idiocy

Chimaera
2012-11-07, 06:09 AM
The repeat misisles strikes again dealing:
[roll0] AA10
[roll1] AA11

Eustacio move to N23 and attack the archer at K23 with his mighty Thunder Lance.

attack: [roll2] dmg: [roll3]

She-ra move to Gwen (P24 - offering one Aoo for the hound) and chew the ropes.

Lokopor's Trolls attack viciously in a gelid frenzy:
The first one attack the damaged swashbuckler tioll it dies, then the duergar at N20
Claw [roll4] dmg: [roll5] + cold [roll6]
Claw [roll7] dmg: [roll8] + cold [roll9]
Bite [roll10] dmg: [roll11] + cold [roll12]

The second troll's attacks aim to kill the duergar at T25 and after the duergar at T22:
Claw [roll13] dmg: [roll14] + cold [roll15]
Claw [roll16] dmg: [roll17] + cold [roll18]
Bite [roll19] dmg: [roll20] + cold [roll21]

After all these attacks, Lokopor cast mass Snake's Swiftness, allowing greater carnage (centered at P,Q,23,24 - She-ra, eustacio's, both trolls, andros, tanstafal and Lokopor get a new attack):

Eustacio
Thunderlance vs. archer K23 or vs. duergar N20 (if the archer is dead):
[roll22] dmg: [roll23]

She-ra
Bite vs. Hell Hound
[roll24] dmg: [roll25] trip: [roll26]

Lokopor
Light Crossbow vs. Hell Hound or vs. any damaged duergar near the second troll.
[roll27] dmg: [roll28]

First Troll
Claw vs. previous enemy (damaged swashbuckler or duergarat N20) or at N19 swashbuckler if the restis dead.
[roll29] dmg: [roll30] + cold [roll31]

Second Troll
Claw vs. duergar at T22 or T25 or (if both dead) claw vs. swashbuckler at S23
[roll32] dmg: [roll33] + cold [roll34]

Andrezitos
2012-11-07, 06:28 AM
Andros unleashes a powerful shocking attaack at the goliath in the nort.
[roll0][roll1]+[roll2]

spells:
0º 2/6
1º 5/7
Chill Touch
Color Spray
Expeditious Retreat, Swift
Obscuring Mist
Ray of Enfeeblement
Resist Energy
Shocking Grasp
True Strike
2º 4/6
Dimension Hop
Fly, Swift
Touch of Idiocy

Beschoren
2012-11-07, 05:52 PM
Good thing I brought a bow along

*Twoing!*

VS m-20 attack [roll0], damage [roll1] (str penal)

Dudu
2012-11-11, 09:19 PM
Banther takes some courage and gets nearer the door, shooting one of the swashbucklers.

The wild elves do yet another volley of arrows, hitting some of them.

The tiefling conjurer is still focusing on the swarm and just move west, keeping his concentration in the spiders.

Gauco senses that all those archers are starting to pose a serious threat and conjures a large sleet storm inside the room. (so, there are a bubble of darkness, three pudles of stink gases, one living wall of chain and now sleet storm in the same room). The snow falls heavy and makes the floor slippery, hampering both vision and mobility, rendering the archers and the conjurer useless, for now.

The two Skeleton Trolls presence is still inflicting fear in the marauders. Despite what Hogar, the duergar just said, one of the swashbuckler attempt one more shy attack at the big menacing creature in front of him. The attack is so shy that it doesn't come even close.
This further infuriates the duergar who outright chop the poor bastard's head off.

"ARE YOU DEAF?! THAT'S WHAT HAPPENS TO WHO DEFY MY ORDERS!"

The remaining swashbuckler get the clear message and head toward the group of wizards (ie. you). They draw some attacks of oportunity, but such attacks aren't enough to put any of them down.

Gwen casts haste affecting Andros, Skeleton Troll 1, She-ha (yeah! A hasted cheetah!), Eustacio, Tanstafaal and herself.

For more combat details, check the OOC post (http://www.giantitp.com/forums/showpost.php?p=14207594&postcount=42).

https://lh5.googleusercontent.com/-a8ixcwK6y8A/UKBdV-SVvgI/AAAAAAAAAVo/OTH2ChVZLbM/s576/College%25209.png


Turn 3
Initiative order:
1 Tanstafaal
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Gwen
13 Marauders Drow Paladins of Slaughter

Andrezitos
2012-11-11, 09:49 PM
Andros take 5ft southwest and dimensio hop the youg laady mage further south.

status:
hp 53/96

0º 4/6
1º 5/7
Chill Touch
Color Spray
Expeditious Retreat, Swift
Obscuring Mist
Ray of Enfeeblement
Resist Energy
Shocking Grasp
True Strike
2º 3/6
Dimension Hop
Fly, Swift
Touch of Idiocy

Beschoren
2012-11-19, 08:21 PM
Tanstafaal wonders why the hell the drow marauders paladins of slaghter are taking so long to show up, but then he decides no to wait for them and tofocus his precision attacks on the leader

He takes on a very offensive stance and brings his open hands to the right of his weiste line. One hand is on top of another but leaving some space, as if he was holding an imaginary sphere..

A bright bluish orb forms on the spot he left his hands open, with beams of light scaping from between his fingers

"aaaaAAAAA!!!"

Tanstafaal further fuels the sphere with energy, creating a small gust of wind (that mostly affect his hair and cloaths by tossing them upwards). Then, he finishes charing the spell with it's verbal component

"KAMEHAMEHA!!!!"

*WOOOOOSH*

The entire planet is destroyed The blue orb becomes a powerfull beam that finds its way right to the leader's chest, dealing unscapable damage

(orb of force) ranged touch [roll0], damage [roll1], ignores cover

Dudu
2012-11-21, 09:55 AM
Tanstafaal lands a sphere of massive energy at Hogar's torso. He doesn't seem to bother so much.

"You like to fancy your spells, don't you, bastard? You're a dead elf."
This is the first time he doesn't yell. It looks like he is angry, like before, but in a cold murderer way of being angry.

The duergars start heading and closing the mages, but aren't able to reach and attack. They instead draw attacks from Skeleton Trolls, but survive the blows.

You don't see a single drow. They're probably running through the corridors now... in best case scenario.


https://lh4.googleusercontent.com/-56O2vir8_pQ/UKzqQyfQELI/AAAAAAAAAV8/F4rmpbMB1QY/s576/College%252010.png

Turn 4
Initiative order:
1 Tanstafaal
2 Marauder Duergars and the leader
3 Eustacio
4 Loko and She-ha
5 Banther the Ranger
6 Marauders Wild Elves
7 Marauders Tiefling Conjurers
8 Gauco, the crazy destroyer
9 Marauders Goliaths
10 Marauders Human Swashbucklers
11 Andros
12 Gwen
13 Marauders Drow Paladins of Slaughter

Chimaera
2012-11-22, 07:33 AM
Eustacio's great magic defenses are defending him well (AC 26) and his Thunderlance is making him looking quite cool for a skinny mage.

He looks around, take a 5ft to N24 and begin a hasted thunderlance massacre. Eustacio's priority of attacks: wounded swashbuckler > wounded archer > M22 Duergar

[roll0] dmg: [roll1]
[roll2] dmg: [roll3]

If anyone hit him he'll cast a Eletric Vengeance in response:
[roll4] eletric damage

The trolls attack mercilessly:
Hasted Troll 1:
step to south and attack.
Priority: Wounded Goliath > Q22 Swashbuckler > N22 Swash Buckler
claw [roll5] dmg: [roll6] cold: [roll7]
claw [roll8] dmg: [roll9] cold: [roll10]
claw [roll11] dmg: [roll12] cold: [roll13]
bite [roll14] dmg: [roll15] cold: [roll16]

Troll 2:
5ft to west and then attack:
Priority: Q24 wounded swashbuckler > R25 wounded duergar > R21 wounded duergar
claw [roll17] dmg: [roll18] cold: [roll19]
claw [roll20] dmg: [roll21] cold: [roll22]
bite [roll23] dmg: [roll24] cold: [roll25]

Hasted She-ra will step in Q24 (guessing the swashbuckler died from the trolls attacks) and will deliver bites and claws at the duergar boss:
[roll26] dmg: [roll27] trip [roll28] vs. [roll29]
[roll30] dmg: [roll31] trip [roll32] vs. [roll33]
[roll34] dmg: [roll35] trip [roll36] vs. [roll37]
[roll38] dmg: [roll39] trip [roll40] vs. [roll41]

(since I don't know his bonus to resist trip you just add them there)
(if he get tripped in one attack, add +4 on she-ra's attack rolls)

After watching the attacks, Lokopor will move to O28 and cast his last Mass Snake's Swftness (centered at the intersection P,Q,24,25) allowing everybody an extra attack (everybody will keep their priorities):

Eustacio: [roll42] dmg: [roll43]
She-ra: [roll44] dmg: [roll45] trip [roll46] vs. [roll47]
Hasted Troll 1: [roll48] dmg: [roll49] cold: [roll50]
Troll 2: [roll51] dmg: [roll52] cold: [roll53]
Lokopor crossbow vs. Q26 duergar: [roll54] dmg: [roll55]

-------------------------------------------------------------
Eustacio's Spells:
0: Ray of Frost (4), Light (2);
1: Shield (2), Lesser Deflect (2), Magic Missiles (3);
2: Eletric Vengeance (1), Repeat Magic Missiles (2), Seeking Ray (1), Scorching Ray (2);
3: Chain Missile (1);
4: Fire Shield (2), Thunderlance (1);

Spells Over Eustacio:
Greater Mage Armor, Shield, See Invisibility, Dragonskin (red), Darkness (in a stone), Haste.

Lokopor's Spells:
WIZARD
0: Acid Splash [5];
1: Stand [1], Summon Monster I[2], Summon Undead I [2];
2º: Invisibility [1], Baleful Transposition [1], Summon Undead II [1], Summon Monster II [1];
3º: Summon Undead III [1], Icelance [1].

DRUID
0: Dawn (2), Cure Minor Wounds (3);
1: Snake's Swiftness (2), Cure Light Wounds (1), Faerie Fire (1);
2: Kelpstrand (1), Earthbind (1);
3: Girallon's Blessing (1), Lion's Charge (1).

Beschoren
2012-11-22, 11:28 AM
mass snake swiftness vs K-23

*twoing*

[roll0], damage [roll1]

Andrezitos
2012-11-24, 01:06 PM
regular turn:
5ft to O24 than dimension hop to translocate the sorcerer to behind me.

sneack swiftness turn:
improved trip in the Q24 swashbukcler
[roll0] touch attack
[roll1] trip attempt
if sucesses [roll2][roll3] free attack

hp 53/96

0º 4/6
1º 5/7
Chill Touch
Color Spray
Expeditious Retreat, Swift
Obscuring Mist
Ray of Enfeeblement
Resist Energy
Shocking Grasp
True Strike
2º 2/6
Dimension Hop
Fly, Swift
Touch of Idiocy

Dudu
2012-11-28, 10:12 PM
OOC: I'm transferring all the group before the enemies, since you got better average initiatives (including Gwen, who delayed her action). So, this is round 5 and it's your turn, than the enemies, than round 6 begins and so on.

The Trolls, again, made short work of the poor marauders, dispatching a few of them. One of the marauders was a Goliath, which couldn't bear the skeleton Troll claws and is now lying on the floor, lifeless.
The Swashbuckler who dared aproach Eustacio got pierced by his fearsome thunderlance. You notice that the floor is getting wet with marauder blood by now.
Andros teleported Gwen further to safety.

Lokopor casted a mass snake swiftness. By divine intervention this spell worked (while it shouldn't, bear that in mind).
Eustacio made a few more attacks, but none of them hit.
Tanstafaal shot an arrow at the elf archer, but the damage was feeble and the archer is still alive.
Andros hit the swashbuckler's foot and the poor sod is now prone. But the vanguard couldn't manage to hit him further.
She-ha unleashed her feline fury at the bossy duergar, doing some damage. Hogar, however, managed to stay standing thanks to his superb sturdiness.

All in all, you murdered a couple marauders. Some of them are close to you but the majority are incapacitated, being either nauseated, inside a god damn sleet storm, or just plain dead.

One of the Goliath run toward you to unleash some good old Goliath fury. It's when Gwen cast one of her Tasha's hideous laugher and the big guy couldn't resist but lay on the floor laughing compulsively (so many marauders lying on the floor right now...).

Gauco 5ft and throw a scroll to Eustacio.
"Hey old man! Take it. I'm so weak I can't cast my favorite spells, but I think you can!"
Eustacio could caught the scroll in the mid air with the hand that's not wielding the thunderlance.


https://lh4.googleusercontent.com/-ltaAZLDaPZE/ULbXvSQoIaI/AAAAAAAAAWQ/hWGrjHtnp4s/s1024/College%252011.png

It's your turn, and it's round 5 now.
I'll post the scroll description later.

Dudu
2012-11-28, 10:55 PM
Eustacio:

You catch the scroll with your hand. You let it unroll itself and, with a quick glance, you can sense what is in it. And can't help but smile.

The spell written in this scroll is one of Gauco's signatures.
You know this mage very well, he's a close friend to Kain. He's know for his multiple fireball kind of spells, designed by himself. His fireball are famous because all of them has larger radius (30ft, instead of 20) and wide range of effects.

There's the standard one (also 30ft radius). But the one in your hands is one of the tweaked versions, and a big favorite of Gauco.
It's the infamous Terrorball. It's a fireball infused with negative energy. It carries knowledge gathered when Gauco was visiting a place deep inside the Arcane Mountains, where the souls of the fallen wander rentlessly.

The ball explodes in a rather big are. The fire, instead of the bright reddish yellow explosion a typical fireball makes, this one makes darkish blue flames. There's few pressure, just like the original fireball, so the enemies aren't pushed. It heats just as much as the original, so it can be used to melt metals and ice. Instead of a low roar, the explosion produces a sound similar to a dozen of people screaming desperately. Some of the flames produced in the explosion resemble faces, with their mouths wide opened typical to panicked people.

To summarize, this spells works like this.

1d8 of damage per caster level (max 12). Since it was made by Gauco to be used by students, it does 8d8 damage. Half of it is fire and the other half is negative energy. In a 30ft radius. Reflex for half.
The biggest feature, however, isn't the damage alone, but the effect it carries.
If the creature hit by this spell takes 10 or more damage, it must pass a will save or get shaken. If it's 40 or more, it get's frightened. It's more than 90, it's instantly panicked. It also works against creatures already affected by a fear effect, with each category of fear stacking.
For example, it the marauders are already shaken and you hit for 22 damage, they are now frightned. If you could hit for more than 40 than would get panicked. That's it if they failed the will save, of course.

Chimaera
2012-11-29, 06:58 AM
The last round for the hasted skeleton troll:
Move to P,Q,20,21 and attack the wounded swashbucklers:
(Priority: R22 then O22, then prone swashbuckler)
claw dmg [roll1] + cold [roll2]
claw [roll3] dmg [roll4] + cold [roll5]
claw [roll]1c20+11 dmg + cold [roll7]
bite [roll8] dmg [roll9] + cold [roll10]

The other troll:
Takes a step northto flank with Eustacio (thanks to 20ft reach) and full attack the boss:
claw [roll11] dmg [roll12] + cold [roll13]
claw [roll]1c20+12 dmg [roll14] + cold [roll15]
bite [roll16] dmg [roll17] + cold [roll18]

Lokopor then cast Girallon's Blessing on himself (affecting She-ra).

The now hasted and four armed she-ra moves to Q23 and keep attacking the boss (flanking with the troll)
bite [roll19] dmg: [roll20] trip: [roll21]
bite [roll22] dmg: [roll23] trip: [roll24]
claw [roll25] dmg: [roll26] trip: [roll27]
claw [roll28] dmg: [roll29] trip: [roll30]
claw [roll31] dmg: [roll32] trip: [roll33]
claw [roll34] dmg: [roll35] trip: [roll36]

Eustacio's keep the scroll for later use, since he thinks the battle is dominated, take a step south and cast a repeat magic missile on the boss:
(no one hit Eustacio's AC, so I'll keep the Eletric Vengeance for the next one)

Spell Penetration: [roll37]
Damage: [roll38] (fire damage)
Repeat: [roll39] (fire damage)

Eustacio's Spells:
0: Ray of Frost (4), Light (2);
1: Shield (2), Lesser Deflect (2), Magic Missiles (3);
2: Eletric Vengeance (1), Repeat Magic Missiles (1), Seeking Ray (1), Scorching Ray (2);
3: Chain Missile (1);
4: Fire Shield (2), Thunderlance (1);

Spells Over Eustacio:
Greater Mage Armor, Shield, See Invisibility, Dragonskin (red), Darkness (in a stone), Haste.

Lokopor's Spells:
WIZARD
0: Acid Splash [5];
1: Stand [1], Summon Monster I[2], Summon Undead I [2];
2º: Invisibility [1], Baleful Transposition [1], Summon Undead II [1], Summon Monster II [1];
3º: Summon Undead III [1], Icelance [1].

DRUID
0: Dawn (2), Cure Minor Wounds (3);
1: Snake's Swiftness (2), Cure Light Wounds (1), Faerie Fire (1);
2: Kelpstrand (1), Earthbind (1);
3: Lion's Charge (1).

Beschoren
2012-11-29, 09:30 PM
Tanstafaal tells to the others I'll keep focusing the leader! and then conjures another spell

"Qui-Ianito!"
split ranged touch kelgores bolt at druegar leadaer (considers PBS range)

[roll0], fire damage [roll1]
[roll2], fire damage [roll3]

Andrezitos
2012-12-02, 04:22 PM
(time for some true gruesome fighting)

Andros gives a coup de grace in the helpless goliath;

POwer attak of 7 plus shocking grasp
[roll0]+[roll1]

edit: i couldn't use shocking grasp with coupe de grace. and my bonus is +68, not +66.

hp 53/96

0º 4/6
1º 5/7
Chill Touch
Color Spray
Expeditious Retreat, Swift
Obscuring Mist
Ray of Enfeeblement
Resist Energy
Shocking Grasp
True Strike
2º 2/6
Dimension Hop
Fly, Swift
Touch of Idiocy

Dudu
2012-12-20, 10:06 PM
Eustacio's repeated magic missiles finally finish off the archers. His repeated magic missiles targeting the boss are now just as unforgiving.
Lokopor's trolls keep the vicious barrage of claws and bites, dispatching more marauders in the process. Grotesque arms grow out of Lokopor's torse, and such is also truth for She-ha, who unleash her new toys at Hogar.

Tanstafaal sees the poor duergar getting bashed by his friends and decides to give his own collaboration, hitting two powerful rays at the dwarf. With that, you can see the dwarf dropping to his knees and spitting blood, he is nearly dead.

Only Andros, who is probrably more concerned in doing a bloddy display than winning the battle, target a foe that isn't the boss himself. And the foe just happen to be immobilized. The strike is powerful and gruesome just as Andros intended, ending the Goliath's life immediately. A display that Gauco remarked as "gruesome, but useless", since the poor Goliath was already out of combat anyway.

You can see that Hogar is smiling. While you bash him to his death, he still find strengh to smile and say:
"Do you think you won anything here, you fools... With the time you wasted fighting me and my useless companions you couldn't reach Kain himself. And by now, our trio of assassins already murdered him."

The other marauders finally realize that they were in a suicide mission to buffer you so no one could reach Kain in time. As a last order, Hogar command the marauders to head upwards, where Kain is. Most of them ignore completely Hogar's order and start running to the other two doors.
After all the damage you did and Hogar's speech, he pushes his great sword firmly into the floor. The sword pierces the ground, and you can see the floor shattering below you, like a powerful earthquake.
Balance DC 15 or you fall prone.
The tremor makes the windows (at the eastmost part of the room) shatter and cover everything with glasses. You can feel the heat of the fire outside entering the room. (Everything right from U column are covered in glass, that works just like caltrops)

Some objects fall from the ceiling, Ref DC 12 or 17, if prone, to halve the damage. (There's 15% chance that an object will fall over your head.)

Andros [roll0] damage [roll1]
Lokopor [roll2] damage [roll3]
Tansta [roll4] damage [roll5]
Eustacio [roll6] damage [roll7]
Gauco [roll8] damage [roll9]
Gwen [roll10] damage [roll11]
Ranger [roll12] damage [roll13]

Apart from that relatively minor effects, you can sense that the whole tower is actually shattering and some patches of the floor may separate from each other. (similar to dried mud, for comparison)

This feat aparently took the like of the already nearly dead Hogar, and he just fall lifeless on the ground.

"It's an oddly selfless act for a mercenary. So much that it's hard to tell what is truth and what is not in his words."remarks Gauco.

Gwen argues that you have no reason to simply believe in Hogar's word about Kain being dead and decide to head upstairs.

Beschoren
2012-12-20, 10:40 PM
Tanstafaal tries to hold himself as the earth shakes
balance DC 15 [roll0]
ref DC 12/17 [roll1]

"We must go to kain immediatly. More students and teachers might have slowed down such assassins!"

tanstafaal uses his scroll of invisibility to get an upper edge at the next combat

Chimaera
2012-12-21, 05:48 AM
Balance 15: [roll0]
Reflex 12/17: [roll1]

"Whoa! Let's hurry and reach Kain before this tower collapse!"

Dudu
2013-01-30, 05:31 PM
The recent events:


It was a gloomy evening in Meteora City when the marauders decided to storm the city’s biggest feature, the big, respectable university of Minerva Arcane College. By the middle of the assault, the four young Discoverers: Tanstafaal, Eustacio, Lokopor and Andros were inside the room of the Astronomy Tower were students could have some leisure time.

The difference is that such rooms was filled with angry marauders, the Brimstone Marauders, guided by a fearsome duergar by the name Hogarth. The room received light from outside, both the fires raging and destroying the building as well as the moon, who seemed oblivious about all the chaos wrecking below.

The discoverers were in a hurry, though. Their beloved master, the eccentric Kain Kopperscale was in dire danger. They had no time to chit chat with the angry duergar, neither they have time to care about his angriness and, with the aid of Gauco, a fellow student and a ranger they finished the duergar’s poor life right there, as well as some other Brimstone Marauders who dared step in the wrong neighborhood.

Hogarth didn’t die without a price though. With a strike of his sword a quake shook the entire tower, almost putting it down. Almost. Since he failed in doing so, the Discoverers advanced to aid the kobold Kain. Just to be halted by a fearsome trio of assassins knew as Zik, Zak and Zuk. Despite the silly name, they excelled at attacking with chains with a very peculiar technique that, according to Andros, they learned from the Chain demons themselves. That, coupled with their finesse with illusion spells almost put the Discoverers down, mostly Eustacio. But the same Eustacio spoiled their illusions nearly effortlessly, allowing the entire group to sweep the threat away.

Victory again, the path to Kain shortened. But before they could head there, all of the windows and doors of the room they were currently in closed abruptly, which made the candelabrum fall. Before it could reach the floor, however, it stopped and the whole place seemed to enter in a temporal stasis of some manner. Behind them, a exotic figure appeared slowly clapping his hands. It was a drow, a powerful one. He magically lighted the candelabrum who was floating timeless above the floor and offered the Discoverers to join him, the very perpetrator of the assault. All he got was a flat “no”, but he didn’t seemed surprised or upset, rather confident that they would change their minds soon or later. Plus, according to the drow, they could as well abandom their hopes of rescuing Kain, for the kobold was already killed by him.

Such statement proved to a be big fat lie. Despite of what the drow said, the Discoverers kept advancing until they found Kain, further weakened, but alive nonetheless. Kain said he had a plan. To go to the deepest part of the tower, where an abjurer named Dumak was responsible for the College protections against outside threat. They all agreed to help Kain.

Descending in an arcane powered elevator, the discoverers revealed to Kain what they heard from the mysterious drow. Turns out the mysterious drow was, in fact, a terrifying creature by the codename of “Gatherer”. He got his name because he could trap his victim souls in tags that he could attach to his weird hat. He was a member of a ominous group knew as The Cure.
According to Kain, they called themselves “Cure” because they would heal the world of the weak, the egoist, the putrid and the mediocre. A very weird way to use the word “cure”, if you think about it. Even weirder is their symbol, a frog. But the weirdest thing of all is that the drow spared the discoverer lives. The kobold is skeptical about his intentions. It seems the drow needs the discoverers much more than the discoverers need the drow.

While they were chatting, a group of gargulas stormed them. Could be dangerous, if Eustacio didn’t cast the spell he got from Gauco as a gift and dispatched a few of them. The rest of the group dealt with the remaining gargulas and arrived in the basement.

And what they found in the basement was a traitor. Dumak, the abjurer, apparently accepted working for the Cure and lowered the College defenses. He proved to be a challenging for, employing a varied set of wards and high level spells to halt the Discoverers plans. He was elusive and cunning, but not more than the discoverers, who disabled him and foiled his treacherous mission. With that, the barriers rose up again and no further marauder could enter or leave the college.

One last thing remained. They would enter a hidden cave below the college where some of the most powerful wizards stored forbidden components of epic spells and give it directly to Eleanor, who was casting a spells that would transform the marauders in harmless dust. The cave was guarded not by powerful creatures, but by a trio of odd liches who seemed not attached to the cruelty typical of liches. As a side effect, they seemed little more menacing the skeletons, unable to cast spells more complex than simple cantrips. Bonnie, Clyde and the gnome Montblank (this one was just a skull, he called himself a “demilich”) seemed more worried about chatting than saving hundreds of lives, an act that they believed the mortal took way to serious. But Eustacio caught their interest saying that they could cast a super duper spell, and Bonnie decided to help them.

With that settled, the marauders fate was sealed. No marauder enters, no marauder leaves, now they must face their judgement. The bloodlust barbarians are now dust. Kain smiles, saying “hehe, I knew it would be awesome!” and look to Eleanor, perhaps seeking approval. Such approval wasn’t given to the poor Kobold. Where they stand was the highest point of the entire college. Despite finishing with the marauders, they still could see the damage, the huge damage they received. You, Discoverers, are heroes, but Kain must pay somehow for this tragedy.

Dudu
2013-02-01, 07:54 PM
Four days passed since the incident in Minerva Arcane University occurred. Three days since you were considered wizards of MAU, one of the most respected titles in the know land. Now you serve the republic of Minerva. Since you’re discoverers, you usually help the republic by diving in the deepest corners of it’s forgotten dungeons, most of them inside the Arcane Mountains itself. And since you rank among the heroes of the Marauders incident, most people at the college will treat you like that. After the chaos, the wizards at the MAU are more busy than usual. Some are helping to rebuild the college, others to rebuild the region of the city outside the university that got destroyed. And there’s still other group that are supposed to find the whereabouts of the marauders.

Not Kain. Kain was expelled permanently from the MAU. Your time receiving the certificate of wizards was actually just as cheerful as a funeral. Your master got kicked and some of your colleagues even died. Nevertheless, you got work to do. Much work. In fact, something to investigate. It seems most people are unaware of the presence of the Gatherer, the mysterious drow member of The Cure order. Eleanor, the college headmaster called you. And after the disaster, being the most powerful of the new wizards, be certain that you won’t enjoy any vacation too soon. When you arrive at her room, you can see the serious face of Eleanor when there’s big trouble.

“I have a mission for you. It’s an extremely important one. Many wizards are commissioned to alleviate the effects of the recent events. Our best personnel. For you, I have something different. One of my contacts is waiting at the village of Palesmoke. You’ll go there by foot so you won’t draw too much attention. This contact will lead you to one of the entrances of Arcane Mountains. There’s a few portals inside there and you need to reactivate them so one of our teams can delve further in more dangerous parts of the mountains.

And by ‘more dangerous’ I don’t mean that where you’re going isn’t dangerous. It’s actually very dangerous, so be careful. Don’t worry too much about directions after you arrive at Palesmoke, my contact is very competent and will help you reach your destiny.”

You decide when you leave to Palesmoke, you can stay 3 more days, if you have some item to craft. If you’re ready, you go. You already know the way to Palesmoke.

Andrezitos
2013-02-01, 10:18 PM
Andros are read to go. Now he choose to carry some wands with him in case some invisibly enemy strike at botton of the night... aannnnnd, now he is spellpowerhouse! Thanks Ring of Wizardry (I).

(ooc: I have a question about Vampiric Touch. This is supoused to be the bread and butter of duskblade arsenal, but there is a problem: how much damage could be turned in temporary HPs? There is two ways to settle that: 1) both physical and magical damage stack or 2)only the magical damage is used. IMO, the 1 option should be the used (more HPs means more tankness). So, what you think?)

Chimaera
2013-02-03, 02:37 PM
Eustacio will take all the time he can to craft a few wands and also scribe some scrolls.

(OOC: will there be a limit for wands and/or scrolls?)

Beschoren
2013-02-04, 06:35 PM
Tanstafaal used those 4 days to learn and copy as many spells as he could. he could surely use one more to finish copiyng one las spell.

other than that, he thanks for all the recognition but is worried about Kain "Why are you being so hard on him? it was not really his fault. what will be of him?"

He will also look for kain before he leaves, to thank him and talk personaly "How are you feeling master? what will you do now? is there anything I could do to help you?"

(OOC: temporary hp from vampiric touch comes only form the spell damage, not total damage)

Dudu
2013-02-04, 07:10 PM
"Don't worry about Kain so much. Although he IS responsible for this disaster, he still made a lot for this college and I didn't forget it. Unlike Dumak, who was a worthless traitor, Kain is simply living his life out of the college."

Well, it's still pretty sad, but you have a mission now. You have to head to this Palesmoke village.

After you guys got your new equips wrote new spells and crafted new wands, you pack your stuff and go through the tortuous roads that cut some of the highest mountains in the whole island. You go by foot, accompanied by a mule (an arcane mule! just kidding, it's just a normal mule), but the village is relatively near, so you won't take more than two days walking.
The journey is very tiring, but Eleanor supplied you well to resist the cold winds and the air poor in oxygen. Were not by those high quality equipments, you would be exhausted.

When night falls you decide to camp and rest. Restful, you proceed to the village. You weren't assaulted by any creature, you can consider yourself lucky, even though there aren't so many monsters around. The fauna in this region is somewhat scarce.
But before you could be thankful of your luck, a group of armored humans approach.

"Halt!", says the one who seems to be the leader. They are four in total, only one don't wear heavy armor.

"We are from the order of White Rose, servants of Ultima Mater, the one and only true goddess that rule this world."

White Rose Order... Andros know about them (roled Andros and Eustacio knowledge here). Those guys are very, very religious. They are templars of Ultima Mater, a very popular goddess that literary means "Ultimate Mother", considered by her numerous believers as the biggest entity in the universe, goddess of compassion, love, virtue and protector of the good creatures.
Their zeal is dangerous, and sometimes use violence to reach their goals despite all the compassion stuff their goddess supposedly teaches. They are dangerous, and hold a grudge against the Minerva Arcane University.

They usually go in groups, like task forcers, that works in a similar way to discoverers. They also have some kind of seer that is called "hound" and he is experct in detecting negative auras, secret passages and a lot of stuff. The "leader" is similar to mediator, but unlike the discoverer counterpart, he fits more the "boss" archetype. The rest is less specific, someone specialized in combat or in disarming traps, it varies. They go to places to hunt necromancers, vampires, to relieve sacred artifacts and a lot of other stuff.

It's at least very weird that they are in this place, talking to you. The White Rose leader keep talking.

"Our hound found a strong source of negative energy and it emanates from your group. Usually, we would attack you, but since he also discovered that none of you are really undead, perhaps you're some victim of a curse, or hold a cursed artifact. In either way, we demand that you deliver such source of negative energy to us immediately. We can cure it, or destroy if necessary."

Andrezitos
2013-02-04, 08:25 PM
Andros step forward and speacks in his most serious tone:

- I'm the one you are loocking for. But before you try anything stupid let me give you a warning and an explanation. My name is Andros Magnojeba, Senior Member of The Minerva Academy, lead Vanguard of the Mighty house Discovery, responsible by the Grey Library (supposing that such thing exist) monstra, daemones et daemonia section and heritor of the noble Magnojeba Family, the Arcane Sword of the Jalavia realm. I bear the glory and the punishment of my blood. [dramatic pause]The taint that you felt it's no more than retribution the gods gave to my ancestor Andrezitos Ultrajeba who tried to conquer the heaven itself. For this sin, the gods imbued my lineage with arcane power bind it with an ever lasting deadness. To survive the weight of this dubios life, my ancestors created relics that only true Magnojebas or Ultrajebas could carry. My ring it's one of those.

This is a part of the background of my character.

Dudu
2013-02-05, 01:25 PM
The Leader is eager to pull his sword and finish Andros where he stand, when the Hound lift his hand signaling the leader to stop.
Apparently, the leader isn't so big boss in this task force.

The hound lifts his lamp to better see the Vanguard. It's not dark, but it seems this particular lamp's main function isn't to bring light to darkness in the literal sense. He stares right in Andros eyes.

"No, let's not kill this specimen. He is an odd mix of bravery and decay, hard to understand, hard to find.
A descendant of a warrior who challenged Ultima Mater herself, you say? Well, this make you our enemy. However, such situation don't necessarily means bloodshed. The god mother admires the boldness of her enemies and, as her humble cleric, I propose that you follow us."

"Blasphemy!" Says the outraged leader. "You speak in the name of our goddess, just follow your codex, cleric."

"As a member of this task force I summon a poll. Should we take this brave soldier with us to the city Valvace?"

The other two agree with the hound, very interested in Andros past and necro-like properties.
Obviously, they completely disconsider what the discoverers thenselves want.
Could it be that you are no challenge to them, or they are too ignorant to notice the danger in fighting you?

Nevertheless, Andros never read about the White Rose warrior mercy. Based on his knowledge of the group, this event is unlikely. Plus, Lokopor telephatically comunicate with the group that he senses a falsehood in the Hound's words.

Dudu
2013-02-05, 02:38 PM
Background:

The Ultima Mater:

The beliefs in this campaign world are very varied. However, there is a very widespread faith in Ultima Mater, the Holy Mother. This religion is analogous to Cristianism of our world in therms of popularity and church organization. There's a Hierarchy with the Goddess herself on top followed by the 9 saints. Each of the 9 saints has his own domain and function like a god for a cleric. That means a priest of Ultima Mater could choose the domain of Travel and Trickery by also following the saint Julianos. It's believed that each one of then ascended to the higher existence as eternal beings carrying the will of the Holy Mother. They are also responsible for writting the Sacred Codex (their bible), the holy book and ultimate source of truth about the faith in the Ultima Mater.
The saints are.

Athenor - The Librarian
- Believed to be the first of the saints, he is responsible to start writting the Codex as well as creating the group, the Order of the Revealing Light that would be responsible for discerning what would be added to the codex in the future. He is also creator of the lamp some of the followers carry to stare in the eyes of people and that is assumed to discern such people character.
His domains are Knowledge, Inquisition, Oracle, Planning

Magdalen - The Healer
- This saint is believed to be so powerful that some consider she was the avatar of the Ultima Mater herself in the mortal realm (a female version of Jesus). Some claim she was the one that created the Cure spells for the good clerics, even though some scholars say healing spells existed since old shamans. Nevertheless, she was a very powerful healer, and there's a lot of miracles attributed to her.
Her domains are Healing, Good, Magic and Family

Titharo - The Diplomat
- The traveler saints. Some believe the popularity of Holy Mother's faith is thanks to this man. His superb diplomatic skills avoided many wars, including one that could ruin the Valvatian empire. As a plus, he converted many leaders to his faith.
His domains are Travel, Trickery, Pact and Herald.

Otaeth - The Farmer
- The most humble saint. A hardworker, some belive the wheat he produced was blessed by the Holy Mother to reward his discipline, his life void of corruption and vices. The bread made with his wheat was alleged to cure diseases and to never rot. Yet, when an evil prince - who many believed was filled with tyranical intentions - demanded to eat this bread, he was cursed with a terrible disease.
His domains are Creation, Community, Healing and Pestilence

Laneth - The Courtesan
- There are a lot of controvery in this saint. She was a courtesan with a heavy political relevance. To some, she simply symbolizes that the Holy Mother loves everyone, even the prostitutes. To others, she was actually very devout and used subterfuge to control a lot of powerful people to the sake of the poor and helpless. To those, she symbolizes that the effort of help those in need comes before their own dignity. And that there are very subtle ways of being good.
Her domains are Pleasure, Trickery, Charm and Domination

Ponthus - The Merchant
- The investor. Very skilled, Ponthus was the riches merchant in the whole Valvatian empire, which speaks volumes since the empire was in it's peak. He was the one who sponsored the construction of the biggests cathedrals devoted to Ultima Mater. Some say he simply bought his way to sainthood, to the point that he isn't really a saint. Others say his skill and wealth brought a lot of prosperity and glory to the land.
His domains are Wealth, Joy, Glory, Trade and Luck

Julianus - The Governor
- Contemporaty to Ponthus. Those two represent the peak of the Valvatian empire as well as the peak of the Holy Mother's faith, since it was the only period where two saints lived at the same time. Along Ponthus, he transformed the Valvatian empire in the most affluent empire in the world, being responsible for it's golden age. He represents the skill of leadership and management.
His domains are Glory, Nobility, Domination and Fate.

Kormaud - The General
- The Crusader. Responsible for leading the army against one of the biggest threat ever happened to the land of mortals. An invasion of a demonic horde under the command of the legendary necromancer Nuvdarak. He won, by sacrificing himself and closing the gate definitely. Nuvdarak would be killed years later by a group of adventurers. Kormaud is the role model for many of the order of Knights that serve the Holy Mother.
His domains are War, Glory, Endurance and Good

Guinevere - The Teacher
- The newest saint. She was the one who brought the faith of Holy Mother again to popularity. Her speach inspired many people, from simple fishers to kings. In times when the faith was lacking, many people desiring knowledge, power and safety where looking for the arcane arts, considered as tempting misdirections by the followers of Ultima Mater. She created the school of infants. Still rare in this world, some places have schools for kids, to learn about respect, religion and his duties as citizen. Those schools base their system in Guinevere's teachings.
Her domains are Knowledge, Good and Community.

Those 9 saints are reported as the carriers of Ultima Mater will. They shaped how the faith goes and each is responsible for writting a part of the Codex. Athenor and Guinevere are responsible for almost half of what is written.

There are other faiths in Arcane Mountains that rivalize this one. Many arcane institutions and university worship the god of Knowledge, the nameless one. Some evil doers worship Mades, the god of Corruption. Not to count Bahamut, the dragon god of Glory. Some believe those gods are in the same level as Ultima Mater, although much less popular. Some believe they are inferior, since Bahamut's "Glory" domain or the nameless god of "Knowledge" have their domains covered by Ultima Mater.

You guys remember the time Kain told you about this faith in particular. According to Kain, the religion of Ultima Mater changed a lot since he was a youngling (he is very old). Back then, there were few order of knights. Most clerics of the Holy Mother were devoted to help people in need around the world. No one spoke about "glory of the Ultima Mater" those times. Now they seem obsessed by inquisition, glory, and destroying the evil forces.
They also loathe the arcanists. They see arcanists as weak minded that hold a powerful but uncontrolable force and are ultimately tools for ancient evils that lurk in the abyssal plains.

I'm telling you about all this because I feel like writting, but also because this faith will have an important role in this campaign.

Beschoren
2013-02-05, 03:56 PM
Tanstafaal uses the telepatic hotlink to warn all his allies. While fighting a single group of clerics might not be so deadly, having the Ultima Mater on their heels might not be very productive to their quest.

We cannot trust them and shouldn't thrust them. let's avoid needless confrontation if possible, at least until we have a better knowledge of what is going on arround here.

Andrezitos
2013-02-05, 07:14 PM
Andros stares the group with curiosity. How, such a group could think all his sense could be encompassed in a single book? A challenging mistery no dount.

- You are odd creatures, worshipers.

Andros are very inclined to give to this group of folls what they realy want but he will not be the one that throw the first rock. To him, this kind of naive behavior is the source of the ingorance and cruelty that harrass our realm.

- I told you my history only to shows the importance of the one who I'm, but, do not foolish yourselves: this is probably a mith. The one called Andrezitos Ultrajeba probably never existed or, at least, not in this epic description. I read all my family manuscripts and found no evidence about any great deeds involving such character. [Dramatic pause] But, there is something that I believe. Something that connect all men of Magnojeba lineage. The deadness. My research made me believe that there is no such thing of curse, but rather a dreadful disease. Something that corrupts ours body but never ours mind. It's not contagion, if not by the ours mothers womb, it's seens.

Andros tried to shows how a reasonable mind should have done when confront with his history, that's why he was exiled from his family in the first place. Therefore, he plans to deter the cleric group showing that he is not a evil thing or anithyng like - frankly speacking, Andros believs that he is some kind of negative plane planetouched (it's a theory he never shared with anyone before) - but only man with a misterious disease in pursuit of the cure.

Dudu
2013-02-05, 07:30 PM
The leader, annoyed, says to Andros, demonstrating his own lack of brightness:
"You confuse me, creep. Is that one of your evil tricks of mind?"

The Hound sights.
"Young warrior, we can't simply leave such unique specimen like you. Despite your contraditory statements, your confusing story and odd ascent, you cannot hide the abundance of negative energy flowing in you from me, kid. You either come peacefully, or forcefully, choice is yours."

Every cleric reaches it's weapon, without really drawning them.

Beschoren
2013-02-05, 08:33 PM
Tanstafaal replies to the group of clerics, in the name of the group

"No"

while telling his friends in telepaty

Get ready to rock (OOC: Tansta will use nerveskitter)


prepared spells

4º - orb of force (ranged touch 8d6 force, no SR)
4º - orb of force (ranged touch 8d6 force, no SR)
4º - explosive runes field, DC 19 (8 rounds, 20 ft radius, 4d6 damage if moves or stands on it, R for half)
4º - forcewave (swift, bull rush +10 on 10 feet.)
4º - wall of deadly chains, DC 19 (2 inches of 20 hp hardness 10, burst DC 20+thick, 40 ft long, 3d6 on 5 feet, 8 minutes)

3º - displacement (8 rounds, conceal 50%)
3º - split ray of ice DC 17 (2 rays 4d6, ref or stuck on ground with no dex and -2 atack. brust DC 18, 15 hp)
3º - leagion of sentinels (8 rounds, 10 ft radius. flanking AOOs at +8 (1d8+2), 16 HP, AC25 )
3º - stinking cloud DC 18 (8 rounds 20 ft radius, fort or naseated)
3º - melf's unicorn arrow (3 rays 1d8+8, bull rush DC 21+2/ray)
(immediate, ready, charged: split ray, retribuitive)
3º - melf's unicorn arrow (2 rays 1d8+8, bull rush DC 21+2/ray)

2º - invisibility (8 minutes)
2º- fell enervate ray of clumsyness (penallity of 1d6+4 dex, 4 str)
2º - eletrictric loop DC 17 (4d6 damage, 2 targets, ref for half. if fail, fort or stun 1 round)
2º - bigby striking fist (ray 4d6 nonlethal, bull rush +8)
2º - split kelgore's firebolt (2 rays 5d6 fire)
2º - split kelgore's firebolt (2 rays 5d6 fire)
2º - glitterdust DC 17( 8 rounds, 10 ft radius, outlines, will or blind)

1º - color spray DC 16 (will or sleep/blind/stun, cone 15 feet)
1º - nerveskitter (+5 init, immediate)
1º - nerveskitter (+5 init, immediate)
1º - kelgore's fire bolt (ray 5d6)
1º - kelgore's fire bolt (ray 5d6)
1º - lesser orb of acid (ray 4d8)
1º - lesser orb of acid (ray 4d8)

0º - read magic
0º - detect magic
0º - ray of frost
0º - electric jolt

Chimaera
2013-02-06, 06:29 AM
Eustacio's get ready to combat (Nerveskitter).

Prepared Spells:
0: Light (2), Ray of Frost (1), Detect Magic (3);
1: Magic Missiles (3), Shield (2), Nerveskiter (1), Ebon Eyes (1);
2: Empowered Magic Missiles (3), Scorching Ray (1), Eletric Vengeance (1), Darkness (1), Gust of Wind (1);
3: Admixtured Magic Missiles (3), Dragonskin (1), Greater Mage Armor (1), Fireball (1);
4: Thunderlance (2), Vortex of Teeth (1), Fire Shield (1), Slashing Dispel (1);

Andrezitos
2013-02-06, 08:43 AM
Afther a breif cheap talk about the outcomes of the outcomes of the incoming battle Andros reach for his halberd and roll his initiative:

[roll0].

Spells

0. (6/6)
0. Touch of Fatigue

1. (16/16)
1. Color Spray
1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
1. Chill Touch: 1d6 damage and possibly 1 Str damage.
1. Expeditious Retreat, Swift
1. Obscuring Mist
1. Ray of Enfeeblement: Str penalty 1d6 +4.
1. Shocking Grasp
1. True Strike
1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

2. (7/7)
2. Dimension Hop: Teleport subject 20
2. Fly, Swift
2. Invisibility, Swift
2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
2. Shatter
2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

3. (3/3)
3. Vampiric Touch: 4d6 damage; You gain damage as hp.
3. Contagion

Dudu
2013-02-07, 08:28 AM
Inits:

Andros 8
Eustacio [roll0]
Tanstafaal [roll1]
Lokopor [roll2]


Leader Karl [roll3]
Squire Paolo [roll4]
Squire Bruno [roll5]
Hound Casemir [roll6]
mean ~6,75

You first, then the White Rose clerics.
I'll draw the map.

https://lh5.googleusercontent.com/-k0fxLtLxToA/UROzftanDiI/AAAAAAAAAYc/xrwxiQqbsu4/s640/Cliff.png

Andrezitos
2013-02-07, 09:27 AM
First of all KD check: [roll0] (+2)
Dudu, resolve my attack afther Richard action.
----------------------------------------------------------
Andros take 5ft backward and uses his halberd as a conduit of a tricky spell [Touch of Idiocy (http://www.d20srd.org/srd/spells/touchOfIdiocy.htm)] agaist the cleric:

Attack roll (PA 2):
[roll1][roll2] (add +2 in the attack/damage)

Spell damage: [roll3]


0. (6/6)
0. Touch of Fatigue

1. (16/14)
1. Color Spray
1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
1. Chill Touch: 1d6 damage and possibly 1 Str damage.
1. Expeditious Retreat, Swift
1. Obscuring Mist
1. Ray of Enfeeblement: Str penalty 1d6 +4.
1. Shocking Grasp
1. True Strike
1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

2. (7/7)
2. Dimension Hop: Teleport subject 20
2. Fly, Swift
2. Invisibility, Swift
2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
2. Shatter
2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

3. (3/3)
3. Vampiric Touch: 4d6 damage; You gain damage as hp.
3. Contagion

Chimaera
2013-02-07, 09:33 AM
"Bah! If you think you'll use 'force' to get what you want, I'll give you lots of force spells! But first...""

Eustacio then cast a Fireball to get all of the enemies (easily aimed to avoid hitting Andros) but not a normal Firebal: he activates his brandnew Bracers of Entangling Blast to trap them all, giving us some advantage.

Fireball
DC 19 (for half damage, unless they have evasion they will get entangled)
fire dmg: [roll0]

Bracers of the Entangling Blast:
Bracers of the entangling blast allow you to reduce the damage dealt by your magic to ensnare those affected by it. When you activate these bracers, the next spell you cast or spell-like ability you use deals only half its normal damage; however, any creature damaged by the spell becomes entangled for 1d3 rounds, taking an additional 1 point of damage per level of the spell each round on your turn. This damage is of the same type as
normally dealt by the spell (or your choice if the spell deals more than one type of damage). These bracers have no effect on a spell or spell-like ability that doesn’t deal damage.
This ability function three times per day.

Entangle:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

"Take them to the ground Lokopor with some trick!", he shouts after.

Beschoren
2013-02-09, 09:56 AM
(please solve my action before Eustacio's entangling blast)

Tanstafaal takes a quick step (G12) to adjust the angle and takes a moment longer to charge his new favorite spell. Then he shoots 3 powerfull green rays at the enemy warriors on J8, H9 and I10, forcefully impacting them


Tanstafaal's fullround charge: split ray on ray Melf's Unicorn Arrow
(can't use swift action because used immediate last round)
ranged touch VS H9: [roll0], damage [roll1] + SA [roll2], bull rush DC 21
ranged touch VS J8: [roll3], damage [roll4], bull rush DC 21
ranged touch VS I10: [roll5], damage [roll6], bull rush DC 21



prepared spells

4º - orb of force (ranged touch 8d6 force, no SR)
4º - orb of force (ranged touch 8d6 force, no SR)
4º - explosive runes field, DC 19 (8 rounds, 20 ft radius, 4d6 damage if moves or stands on it, R for half)
4º - forcewave (swift, bull rush +10 on 10 feet.)
4º - wall of deadly chains, DC 19 (2 inches of 20 hp hardness 10, burst DC 20+thick, 40 ft long, 3d6 on 5 feet, 8 minutes)

3º - displacement (8 rounds, conceal 50%)
3º - split ray of ice DC 17 (2 rays 4d6, ref or stuck on ground with no dex and -2 atack. brust DC 18, 15 hp)
3º - leagion of sentinels (8 rounds, 10 ft radius. flanking AOOs at +8 (1d8+2), 16 HP, AC25 )
3º - stinking cloud DC 18 (8 rounds 20 ft radius, fort or naseated)
3º - melf's unicorn arrow (3 rays 1d8+8, bull rush DC 21+2/ray)
(immediate, ready, charged: split ray, retribuitive)
3º - melf's unicorn arrow (2 rays 1d8+8, bull rush DC 21+2/ray)

2º - invisibility (8 minutes)
2º- fell enervate ray of clumsyness (penallity of 1d6+4 dex, 4 str)
2º - eletrictric loop DC 17 (4d6 damage, 2 targets, ref for half. if fail, fort or stun 1 round)
2º - bigby striking fist (ray 4d6 nonlethal, bull rush +8)
2º - split kelgore's firebolt (2 rays 5d6 fire)
2º - split kelgore's firebolt (2 rays 5d6 fire)
2º - glitterdust DC 17( 8 rounds, 10 ft radius, outlines, will or blind)

1º - color spray DC 16 (will or sleep/blind/stun, cone 15 feet)
1º - nerveskitter (+5 init, immediate)
1º - nerveskitter (+5 init, immediate)
1º - kelgore's fire bolt (ray 5d6)
1º - kelgore's fire bolt (ray 5d6)
1º - lesser orb of acid (ray 4d8)
1º - lesser orb of acid (ray 4d8)

0º - read magic
0º - detect magic
0º - ray of frost
0º - electric jolt

Dudu
2013-02-12, 09:04 AM
The Hound barely finishes adressing to Andros, threatening to bring him forcefully if he doesn't cooperate.
He receives his "no" in the form of a halbert attack in his chest.
The attack kind off sucks the cleric soul, transforming him from a decent caster to an imbecile.

Paolo "Holy crap! What was that? The fiend stupidified our Hound!"

Leader Karl "It was a touch of idiocy. And it looks he landed it well. Our cleric won't be so useful now."

"Hey, Hound! RUN! Run to the city! Cast restoration, get it? RES-TO-RA-TION!"

Being a divine caster, he don't need his inteligence to cast his spells (his casting stat is down, but his intelligence stat is super low). Still, he is too stupid to follow the group tactics and can only understand simple orders.

Hound Casemir "Duuuuhhh... retratation?? Uh, not doing it. Ouch, me hurts!! Where's mommy?"

Leader Karl "Damn, Casemir, just f#cking run out of here as soon as you can, big scary ghost will get you!"

The Hound, now just slightly smarter than a bright dog, proceeds to run away.

Hound Casemir "NOOOOOOOOO, WHERE? GHOSTS be SCARY!!! I'm out of he - OUCH! - me hurts again!"

Anyway, before he could even run, Tanstafaal spell hit them hard almost pushing them to the dephs below.

Bruno "Wut!? Almost died here!"

Leader Karl "Pull yourselves brothers! We will fight without our Hound, but his spell is still in effect!"

The White Rose mercenaries pull their sword and are ready to charge. Except that Eustacio's fireball hit them and the fire of the spell holds their feet, which ruins their charge.
Nevertheless, you can see their sword has an exotic light on them.

The leader casts what you identify as "Divine Power" spell and then moves, clumsly.

The two clerics, Paolo and Bruno, double move towards you with great effort, but are unable to attack.

The Hound is moving, but is unable to run.

Lokopor is too scared to fight.

That's it for this round, they were barely able to do a thing. Andros has one AoO that he can use.

https://lh3.googleusercontent.com/-N8sFTV8MTxw/URpMx_9lPQI/AAAAAAAAAYw/0JEhBaP2mNU/s576/Cliff2.png
your turn

Beschoren
2013-02-12, 09:24 AM
Tanstafaal sees the hound trying to flee and then blocks the exit with a wall of deadly chains from G9 to J6, hitting the foes at H9 and I8 as he speaks the magic verbal components "Correeeente de Andromedaa!"

wall of deadly chains Ref DC 19 for half, [roll0]

"There's no turning back now. You're bullies, no better than robbers and more akin to cultists than your small head can think of"

if hit on melee, Tanstafaal will unleash his retribuitive split ray melf's unicorn arrow spell as an immediate action on the attacker

[roll1], damage [roll2], bull rush DC 21+2/ray
[roll3], damage [roll4], bull rush DC 21+2/ray
[roll5], damage [roll6], bull rush DC 21+2/ray

:smallbiggrin:

Andrezitos
2013-02-12, 11:18 AM
First the AoO:
Trip attempt [roll0] free attack [roll1] (PA 2)

spells & status
0. (6/6)
0. Touch of Fatigue

1. (16/14)
1. Color Spray
1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
1. Chill Touch: 1d6 damage and possibly 1 Str damage.
1. Expeditious Retreat, Swift
1. Obscuring Mist
1. Ray of Enfeeblement: Str penalty 1d6 +4.
1. Shocking Grasp
1. True Strike
1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

2. (7/7)
2. Dimension Hop: Teleport subject 20
2. Fly, Swift
2. Invisibility, Swift
2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
2. Shatter
2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

3. (3/3)
3. Vampiric Touch: 4d6 damage; You gain damage as hp.
3. Contagion

Andrezitos
2013-02-12, 11:49 AM
Andors moves to J11 and trry to trip the other two wariors:
Leader: touch attack [roll0] trip atempt [roll1]
free attack [roll2][roll3]

touch attack [roll4] trip atempt [roll5]
free attack [roll6][roll7]

Ather that, with just a single word followed by a "wuon" sound, Andros completely disapear. [spellcraft dc 17]

0. (6/6)
0. Touch of Fatigue

1. (16/12)
1. Color Spray
1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
1. Chill Touch: 1d6 damage and possibly 1 Str damage.
1. Expeditious Retreat, Swift
1. Obscuring Mist
1. Ray of Enfeeblement: Str penalty 1d6 +4.
1. Shocking Grasp
1. True Strike
1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

2. (7/7)
2. Dimension Hop: Teleport subject 20
2. Fly, Swift
2. Invisibility, Swift
2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
2. Shatter
2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

3. (3/3)
3. Vampiric Touch: 4d6 damage; You gain damage as hp.
3. Contagion

Chimaera
2013-02-13, 06:20 AM
Eustacio takes a move to I15 and look at the guard near him and say: "You should be honored to be the first one to receive my new spell" and then cast his new metamagic enhanced magic missiles: Lightning Acidic Magic Missiles!

lightning damage: [roll0]
acidic damage: [roll1]

If he survive it he'll then swift cast Shield. If he die he won't spend it.

Prepared Spells:
0: Light (2), Ray of Frost (1), Detect Magic (3);
1: Magic Missiles (3), Shield (2), Nerveskiter (1), Ebon Eyes (1);
2: Empowered Magic Missiles (3), Scorching Ray (1), Eletric Vengeance (1), Darkness (1), Gust of Wind (1);
3: Admixtured Magic Missiles (2), Dragonskin (1), Greater Mage Armor (1);
4: Thunderlance (2), Vortex of Teeth (1), Fire Shield (1), Slashing Dispel (1);

Kevinho
2013-02-13, 09:30 AM
"Be a man and fight, Lokopor!" says She-Ha, that now has learnt to speak the Common language.

"Sorry about that, I was just taking some air." answer Lokopor a little embarrassed.

"SInce everybody liked, I gues it is an encore! Shout with me, TROLL! TROLL! TROLL!"
After saying that Lokopor casts Summon Undead III to summon an Undead Skeleton Troll at GH78, with a sickening cloud of 5ft radius centered on HI89 intersection, affecting H9 and I8 [no save allowed, remains for 1 round].

And the Troll Skeleton will attack I8 'till it kills him and then attack the other dude.

Troll attacks:

Claw1: [roll0] Damage: [roll1] + Cold: [roll2]
Claw2: [roll3] Damage: [roll4] + Cold: [roll5]
Bite: [roll6] Damage: [roll7] + Cold: [roll8]

She-ha decides to charge G12

Bite attack: [roll9] Damage: [roll10] Trip: [roll11]

Spells:

Druid's:
0º: Dawn [2], Cure Minor Wounds [3]
1º: Cure Light Wounds [1], Snake's Swiftness [1]
2º: Kelpstrand [1], Snake's Swiftness, Mass [1], Barkskin [1]
3º: Lion's Charge [1], Girallon's Blessing [1]
Wizard's:
0º: Detect Magic [3], Acid Splash [2]
1º: Stand [1], Benign Transposition [1], Summon Undead I [2]
2º: Baleful Transposition [1], Baldeweave [1], Invisibility [1], Summon Undead II [1]
3º: Summon Undead III [1], Mage Armor, Greater [1],

Beschoren
2013-02-20, 09:20 PM
"It dosen't matter how long you take to react!" Tanstafaal taounts to the enemy "We know the 6 seconds you have to act will eventually end!"

(dudu, como tá indo o nordeste? mande noticias!)

Dudu
2013-03-02, 01:40 PM
Tanstafaal deadly chains hit both the leader and the Hound, denying him escape.

Andros attempt tripping his foes. He manages to trip one of the clerics. Some of his attempts at the leader fails, but his last one finally send him to the floor. He is unable to hit him, though.

Eusacio casts magic missiles at his attacker. The magic missiles does a thunderous roar at the same time they eat the poor cleric's flesh. The cleric dies screaming in pain.

"No!!! Paolo!" Screams the desperate leader, lying on the floor.

While both him and the Hound are being harassed by chains, Lokopor recover his senses and conjures his fearsome undead troll. Nevertheless, the Troll is able to bash the Hound and kill him.
Meanwhile She-ha charges at Bruno, the other mercenary, mercilessly slashing his arm with her claws.

OOC: Next time pay attention to others actions. I think you couldn't even hit Hound from where the Troll stood.

As their best caster falls victim to the troll's might, Bruno desperates and asks for guidance to his leader. "What we do now? There's no hope left for us."

The leader says, rather laconically. "Make them pay for it, those fiends deal with undeads. Bunch of filth necromancers. Unleash your spell at the meanest of them, now!"


The leader stand up (draws AoO) and casts Cure Critical Wounds on himself. Curing [roll0]

Bruno also stands up and attack Andros with his sword. His sword glooms in a similar way the Leader one does. When he strikes Andros, you can see the spell exiting the blade.
Atk [roll1] dmg [roll2] will DC to resist the spell: 17

You know that the spell channeled in his sword is actually a Bestow Curse spell.
However, you sense there's no hope in the mercenary's eyes, and the spells is wasted after a clumsly swing of his sword.

https://lh4.googleusercontent.com/-JHxaLaFIOd4/UTJIaBThySI/AAAAAAAAAaI/c6iHKpVPVKc/s512/Cliff3.png

Your turn.

Kevinho
2013-03-02, 02:13 PM
The troll skeleton will full attack the H9.

Bite: [roll0] Damage: [roll1] + [roll2]
Claw: [roll3] Damage: [roll4] + [roll5]
Claw: [roll6] Damage: [roll7] + [roll8]

She-Ha will keep attacking H11:

"You ain't got a chance!"

Bite: [roll9] Damage: [roll10] Trip: [roll11]
Claw: [roll12] Damage: [roll13] Trip: [roll14]
Claw: [roll15] Damage: [roll16] Trip: [roll17]

Lokopor sees no need to summon another monster, so he'll scratch his balls and wait to see what happens.

Spells:
Druid's:
0º: Dawn [2], Cure Minor Wounds [3]
1º: Cure Light Wounds [1], Snake's Swiftness [1]
2º: Kelpstrand [1], Snake's Swiftness, Mass [1], Barkskin [1]
3º: Lion's Charge [1], Girallon's Blessing [1]
Wizard's:
0º: Detect Magic [3], Acid Splash [2]
1º: Stand [1], Benign Transposition [1], Summon Undead I [2]
2º: Baleful Transposition [1], Baldeweave [1], Invisibility [1], Summon Undead II [1]
3º: Summon Undead III [1], Mage Armor, Greater [1],

"Seriously, I don't understand why you resolved to attack us. It's just... pointless."

Beschoren
2013-03-02, 02:43 PM
Tanstafaal replies telepativly to Lokopor They are single-minded like that. they see Andros as a guilty and jujgded him to death, at the very moment they laid their eyes on them

Tanstafaal charges up a spell, lashing out a double fire ray at the leader. But he's looking right in the eyes of the mercenary "If you trow down your wepon and surrender, I'll stop attacking"

5 foot step south

fullround action: charge spell Ray Kelgore's fire bolt to gain Split metamagic. includes -4 for shooting a prone opponent. no cover penality.

ranged touch vs leader [roll0], damage [roll1]
ranged touch vs leader [roll2], damage [roll3]

Andrezitos
2013-03-02, 03:08 PM
AoO: [roll0][roll1] agaist the leadder.

Andros breacks his invisibility with a slash of his halberd directcly to the feet of the remaining foes:

[roll2] touch attacks (leader)
[roll3] touch attacks

[roll4] str check (leadder)
[roll5] str check

[roll6][roll7] Free attack (leadder)
[roll8][roll9] Free attack

Afther that he dissapear again #wuon (then take 5ft north).

0. (6/6)
0. Touch of Fatigue

1. (16/10)
1. Color Spray
1. Inflict Light Wounds: Touch attack, 1d8+5 damage.
1. Chill Touch: 1d6 damage and possibly 1 Str damage.
1. Expeditious Retreat, Swift
1. Obscuring Mist
1. Ray of Enfeeblement: Str penalty 1d6 +4.
1. Shocking Grasp
1. True Strike
1. Resist Energy: Ignores 20 points of damage/attack from specified energy type.

2. (7/7)
2. Dimension Hop: Teleport subject 20
2. Fly, Swift
2. Invisibility, Swift
2. Touch of Idiocy: 1d6 points of Int, Wis, and Cha damage.
2. Shatter
2. Scorching Ray: 2 ranged touch attack(s) deal 4d6 fire damage.

3. (3/3)
3. Vampiric Touch: 4d6 damage; You gain damage as hp.
3. Contagion

Dudu
2013-03-02, 03:27 PM
Their leader is bleeding profusely. With his remaining breath, he shouts.
"Let the Ultima Mater be witness of our devo..."

Before the leader could finish his shout, Tanstafaal transforms him into a pool of blood.

Andros and She-ha finishes the remaning one with vicious strikes.

After that, you hear a disturbing, yet familiar, voice.

"Now you kill mEn of faith? DelighFUL...
HahiahiaHIAHIAHIAaiihai"

Last time you heard this voice, you were in Arcane College. The voice is very annoying, like scracthing your head from inside out. It speaks to each one of you.
All of you are clueless about it's origin.

The clerics lie dead before you, and the path to the Palesmoke Village is clear. The only being aware of this battle other than you is the mysterious voice. And you better hope it stays out of everyone's knowledge, otherwise you'll be open enemies to the entire White Rose as well as a lot of people the follow the Holy Mother as their goddess. That is, if the disturbing voice don't tell anyone...

Chimaera
2013-03-02, 05:20 PM
"Let's throw them over the precipice and keep going before we get in trouble, boys", says Eustacio waiting or someone to drag the enemies towards their burial hole.

Beschoren
2013-03-02, 06:18 PM
Tanstafaal hears the voice but not the speaker. Telepathy, of course. Scrying? maybe. (int check to detect scrying, DC 10 [roll0])

Let's take of usefull itens first, but we cannot take anything obviously asosciated to the Ultima Mother, with simbols and whatnot.

Tanstafaal let's go off the wall of chains and helps to drop the corpses cliffside. after that, he is ready to keep walking (no damage taken)