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View Full Version : Tales of Jalavia: The Orc Messiah (IC)



Beschoren
2014-06-03, 01:14 PM
After what was aparently a long, difficult, confunsing and unecessary battle, the Jalavians stand victoreous over the orc force that had entered deep within their lands. Bloodthyrsty, brutal and ravaging orcs? No, sadly, not this time.

These were Bloodthyrsty, brutal, ravaging and spellcasting orcs. Distincted by their grand and spiky hair, these Sayan orcs are invading jalavia with powers never seen before. The lowliest grunt was able to shoot firebolts, the leaders were able to summon rains of fire and sulfur. and ALL orcs were stronger, toughter, and faster.

This sudden transformation was brought by one single orc. The Orc Messiah - his simple touch would bestow all these power to his fellow orcs. According to orc profecy (blasphemy!) the Orc Messiah would burn the world with hordes and hordes of unified orcs. and of course, Jalavia would be the first to fall.

It would be the mission of great heroes to prevent this: a whole world consumed by raids and rapes (orcs allways take a lot of prisioners for sexual harassment!). Their objetive seem clear: Stop the Orc Mesiah before he turns all orcs in the world into sayans. and murder all sayan orcs, before they murder you. Their objective seem distant: they had no idea where, or who, the Orc Messiah could be...

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You finish the battle next to Three Roads, with scores of orcs slaughetred at your feet. You are drained, tired, wounded and spent, but victorious. The human casualties were quite low, but you know that such outcome was only possible because the jalavian army had the backup of coutness heroes, like Link, Nehebed, Vermelho the Red, Kid, Cain, and some guy with 3 heads, 4 claws 2 tails, a gore attack and a breath wepon.

Many of the orcs would still be alive. Making scores of prisioners and torturing them would not be difficult.

Andrezitos
2014-06-03, 06:18 PM
My new char is the infamous sellsword called Androponolios, the withoutsurname (actually, no one really knows his true name and anything about his past since every time he tells his history, a different and rather unbelievable tale comes out). He came to Jalavia to watch the Jalavian's Games and ended staying due the fallowing war and due the notoriously houses of pleasures of the jewel of the empire. A charming, calm and well-behaved lad, Androponolios are a skilled fighter-magician Casablanca who will fight, kill and entertain your "children" for the right price. - Nothing personal, just business.

Dudu
2014-06-03, 11:53 PM
Nico is surrounded by a few of Jalavian forces, two devils and many corpses, mostly orcs. Smoke, dust, blood and piss cover his surroundings.
He puts his hands under his robe to grab a small bottle of wine from his pocket, opening it and taking a sip.

"You two did a good job. You're dismissed"

The two barbed devils, summoned briefly by Nico, nods and vanishes from sight as suddenly as they appeared.

With his boot he turns one of the fallen orcs. Now the orc corpse is with his back to the floor, so Nico can better examine his ugly face.
They look even scarier than standard orcs, but less scarier than living warped orcs, which is nice.
Those are the ugliest faces I've seem in my whole life since I've met that half-orc half-fey in my bed
The malconvoker looses himself in thoughs while he takes yet another sip from his wine.

The rest of his party is nowhere to be found. Scattered through the battlefield, possibly helping other fronts. His spells per day, drained. Just when Nico is taking his third sip from wine, the orc he turned with his foot starts coughing blood.

"SWEET MOTHER OF BAHAMUT! DIE DIE DIE!"

He screams, bashing his rod in the orc's chest until he dies, drawing a lot of eyes to this comic situation.
He simply guards his wine bottle in his pocket again and proceed to the barracks. It looks like they scored a sound victory this day. But he and his fellow adventurers weren't recruited simply for war. The epicenter of all this is waiting somewhere else, possibly in another plane, breeding yet more insane orcs. For too long Jalavia slayed orcs like they were cattle, now they are collecting it's price in rather bitter way.
The Arcane Mountains has unknow aberration inside it's hollow mountains, Jalavia has warped orcs. I wonder if there's a place in the world where I don't have to worry about hordes of baddies trying to murder everyone.

Anyway. He'll go to the barracks. Maybe meet his old colleagues. Maybe make some new...

Andrezitos
2014-06-04, 11:10 AM
So here was Androponolios facing the largest orc he had ever seen in the fields of the most recent combat between Jalavia's forces and the orc menace. The orc branded his great axe in defiance, his morale tuned up by the corpses of enemy soldiers, victims of his brutish axe swings. Androponolios, already weary to the bone of all the fight, prepares for his possibly last foe. The orc moves first, driven by who knows magical powers, and in a blink of eye has Androponolios in his reach. The blows comes right away and, if wasn't by the combined defense of his elven chain shirt and his trustworthy shield spell, he would be torn in two.
Even though not fatal, the assault was enough to push away Androponolios, leaving his guard down for enough time to the orc to kick him and making him fall. Now in the ground, Androponolios rolled to the left to avoid a killing blow. If that had connected, nothing less than a miracle would had saved his life. Androponolios stands up quick enough to repay the favor and attacked the orc with his magic imbued massive hammer. To the ones who can righteously use it, this great-hammer, an exemplar of Goliath craftsmanship, may be cumbersome to wield, but its effectiveness in battle more than compensate for that.
Despite been massive, the orc speed was unbelievable, certainly a deed of magic. So fast that Androponolios attack would had certainly miss if wasn't by his trump card. At very moment the orc was preparing to dodge the hammer, a dark and malicious panther lunged towards him. The orc, even tough realizing the illusion nature of the animal, lost his focus and was fully hit by the Androponolios' hammer in the jawbone. Bone, teeth and flesh splintered in to the air. The orc lost his balance and knelt before Androponolios, his mind dazed by the pain. Androponolios, without hesitation nor emotion, struck hard in top of the orc skull. It is the end.

After the battle, Androponolios took off the values items the monstrous orc had and limped back to the barracks of the Jalavia Army. His job its done, time to clay for his reward.

Beschoren
2014-06-06, 08:44 AM
After you take your second wind and lick your most griveous wounds, it is time to prepare for the next step. You head back to the army's campsite, where you get in line to recive some mass cure spells that get you up on your good shape - at least good enought to discuss strategy. You are pretty relived to know that no great orc army has been spoted yet... or is that exaclty the reason to worry about?

It is rather impressive on how the band of heroes managed to work together. Instead of arguing to see who piss higher, they actually focus on spliting the huge task of stoping the sayans into smaller problesm, from with challanges that specific groups could tackle on according their expertise. Thankfully, there are enought important tasks to be done so that heroes won't squable about it.

The arcanists form the Minerva Academy get themselves a lot of work to do. they are mainly focused on gathering inteligence and using divinations, and the arcanists unsuited for that work as extra firepower on other teams. Altought there are not many representatives from the Order of The White Rose, they are quite eager and willing to chase down any remaining sayans that are still inside Jalavia, with the full power of The Rose - It would be a bad time and place to be a orc raider when they arrive! Most of the Dwarven Wardens hurry back to the border to prevent other orc groups from entering Jalavia, while ninja squads prepare to act as scouts and lookouts. The Jalavian army presents support for all teams, but it is focused on raising their reserve forces and protect the most important supply lines.

At any rate, you find yourselves with new companions - including a lot of casters. You are charged with a dangerous task: To deliver some magic amplification runes on key points within the orclands. These Runes must be activated and planted with expertise, and will greatly help spellcasting efforts by other casts targeting the region - they basicly work as a long range version of Mordekain's Wonderfull Amplification Ressoance Antenna, with a mix of Newton's Forceful Gravitronic Contrapulata and Pirilampu's Barely Comprehensible Links of Low-Density Ectoplasm. This is done to track down large orc armies, the Messiah Himself, and then luch spells to interfere with their efforts.

there are five groups with this task. Each group must take 3 magic amplification runes to key spots - with relegious, historical, or geographic importance. Your companions are (yourselves), experts on magic and able to activate and plant the runes.

Chimaera
2014-06-06, 04:19 PM
Eva look around: death all around. So much death it saddens her soul.
She then kneels in the battlefield ground and pray for all the souls that died this day: the heroes and the jalavian soldiers only (after all, orcs had no soul).

She get up and clean her knees, moving to the barracks only to see that she and her brother wasnt in the same party.

"Worry not, sister. This way we can see who is the best war weaver and you wont have to revive me or see me dying out there", Omar Ginal jokes with her. In fact it was true and she leaves him and go seek her party.

"It's that two over there and one more. The last one is somewhere in the battlefeild, crapping or banging a Hero Mary for all that I care", says a captain to her, "And talking about Hero Mary...", his phrase was interrupted by a face slam in the face followed by a cure minor wounds.

She then goes to the corner where he found two Casanovas: one specialized in summoning fiends and the other with a huge hammer. Not exactly what she had in mind for heroes, but those will have to serve.

"Hi, I'm Eva Ginal, priest and war weaver of Pelor. Nice to meet you", she takes a slightly bow, "I'll be the one who'll make sure you dont die out there or that will revivify you if you do. Please allow me to weave your souls with mine, so I can better protect you", she says raising her hand as silver lines appear from their chests and she begin to weave them all together in a tiny baby shoe, made of souls, "Now every spell I cast will affect everybody".

She then pray to Pelor for protection.

Greater Resistance (+3 resistance bonus to saves for 24h)

Divine Agility, Resist Energy, Conviction, Shield of Faith

"These are a few spells I prayed for today, but after I see what you can do in real combat I'll make a more customized selection"

Andrezitos
2014-06-06, 04:59 PM
Androponolios past remains incognito for almost everyone and he wish to keep it this. However, sometimes the destiny throws anthropomorphizied shurikens of bad memories at us like a ninja mother****.
Just as Androponolios was going to get his well deserved payment, he recognized the distinctive shape of an old friend, someone directly connected to the downfall of his previous life, right on other side of the table delivering gold pursues to half-dead, half-mad sellswords. That beautiful lady, tall and prideful in her Jalavian's army garment and despite her age, forty and something, still able to impress beholders, is know as Valeska Popouzuda, an senior officer of the army. Histories of her prowess in battle, baile funk and in the tribune came as a flood from soldiers mouths. For him, that woman had a different name and was responsible for many things, some good and some, terrible, bad. Something changed on her beyond the aging, that's plain to see.

Not wanting to bring back god knows consequences at that time, Androponolios choose to remain in the dream team soldiers for a little while and perhaps get as far as he can get from the control center. He would be just another gifted arcane warrior among others, equally powerful, pawn. That would give him enough time to prepare for his inevitable encounter with her, at least that's what he hopes for.

Normally, my char would approach others adventures politely asking about the weather and, if the char is a girl, he would add some compliment about her hair and outfit and make soft core **** jokes about how her breastplate boobs concavity size do not make her justice. He uses chain shirt under cloths, cape and a oversized warhammer called Litlle-Stick. He makes **** jokes about this too. Aaaand he has a Weasel called Lollipop as familiar. All the ladies love his Lollipop.

Dudu
2014-06-06, 08:38 PM
"Hi, I'm Eva Ginal, priest and war weaver of Pelor. Nice to meet you", she takes a slightly bow

Nico was checking his grimmoire when the delicate girl cumplimented him.

"Well well. Nice to meet you miss. I'm Nico. You know, like in Nico Coldane, champion of the 64th Minerva Wizard Tournaments. You probably heard about me." He brags. He and his team won that cup 2 years before another famed team, composed by Lokopor, Andros, Tanstafaal and Eustacio won in a fateful day. Then he notices all the bragging is making him look like a huge jerk and tries to change the subject.

"Eva. Oh yeah, Eva. Now I remember. You're the sister of one of our colleagues, Omar. He was in my party when the battle started. When we studied in the Minerva Arcane University, I always though of him as a coward weirdo. But in the battlefield, after seeing him turn us from a small band of adventurers into a little squad of pure death, he truly earned my respect."


"I'll be the one who'll make sure you dont die out there or that will revivify you if you do. Please allow me to weave your souls with mine, so I can better protect you", she says raising her hand as silver lines appear from their chests and she begin to weave them all together in a tiny baby shoe, made of souls, "Now every spell I cast will affect everybody"

When the pleasent lady start weaving her web, Nico is startled.

"What! You know, it took me by surprise when I discovered Omar mastered such exotic arcane art. But even then, I was aware some creatures managed to do that. But to do it with spell granted by gods? That's edgy! He told me he had an sister, but I never imagined you could do that. Tell me, someone taugh you or you developed it by yourself?"

Nicollo is finally in the weave. He's getting familiar with the feeling. To think a cleric could tap that kind of power gives the malconvoker a chill in the spine. Clerics, albeit powerful, were gods lapdogs. They were only as powerful as their gods allowed them to be. It was up to the arcane users to find their own way to cast magic. At least that's what Nico believed until now. Clerics do have some smarts, it seems.

Across the room, another party member. A tall man with friendly face, Androponolios, carrying his signature hammer.

Andrezitos
2014-06-07, 09:13 AM
"Hi, I'm Eva Ginal, priest and war weaver of Pelor. Nice to meet you", she takes a slightly bow, "I'll be the one who'll make sure you don't die out there or that will revivify you if you do. Please allow me to weave your souls with mine, so I can better protect you", she says raising her hand as silver lines appear from their chests and she begin to weave them all together in a tiny baby shoe, made of souls, "Now every spell I cast will affect everybody".

What wonderful angel god send us, don't you think Nico. Nice to meet you too, m'lady. (He acts as an old friend, even though he merely knows the fiend summoner). I'm most certain that you expertise will most valuable in our next appointment. I, for instance, don't bring that much for the team as you, I'm forced to say. He idly looks away to fake some kind of embarrassment. Androponolios is just a simple duelist. But do not worry, in the battle field no single enemy will come closer to you without my little friend here (he lifts his warhammer so she can read the name inscribed in the top of it and to show his weasel, Lollipop) being able to obliterate it.

Kevinho
2014-06-07, 01:06 PM
A little before Eva starts to weave, Bhuda get closer to the group and decided to introduce himself.

"Hello, adventures. I'm Bhuda Khe Ri, and I'll be at the same party as you guys.
I think you must know a little about me, I'm here to defeat Messiah Orc. He needs to be stopped. The rest of the orcs are here by consequence, they don't deserve do suffer."

Everyone can sense a calming aura emanating from Bhuda [as calm emotion spell].

"I ask one thing for you guys. Don't attack helpless creatures. It's the only thing I as for you guys."

Beschoren
2014-06-08, 04:10 PM
While the parties are still gathering and getting to know each other, some mages from the Arcane Univesity move between the parties, handing something in a leather pouch. One of these mages recognizes Nico and, hands him one of the pouches . "Nico Coldane, I will leave on your hands the Magic Amplification Runes you are to plant in the orclands. Pay close attention as I tell how do they work: First, you must Polylubitate the multitaricor at zeta-gor...."

Magic Amplification Runes

Altought powefull, they are not popular. This is mostly because they are not 100% reliable, some of the magic flows may allow some mana leak, and they are difficult to use. This is basicly an experimental neoarcane tool, typical of the thinkering from inside the Arcane Univesity.

The runes themselves are inscribed in the faces of a piramyd-like block of stone, a bit larger than a human fist (think a very large d4). The stone block is a bit warm, likely because it has just been crafted, and the runes are just barely visible, because they were not activated. You recive 3 of these blocks.

The 3 Magic Amplification Runes (stone blocks) are connected to each other, and cannot be replaced. They are charged by sacrificing 1d4+2 spell levels and overcoming a spellcraft check DC 25, as a fullround action. Once charged, the runes must be planted immediatly by expending 1d3 spell levels and overcoming a spellcraft DC 20, as a fullround action. All runes have an arcane and a divine component, so each of these steps must be performed once for the arcane component and once for the divine component. Once the first rune is planted, you have 72h to plant the other 2, or the reaction fails. After planted, the magic goes into the Weave and the stone block itself is no longer important - it could be kicked out of place or even destroyed without hindering their workings.

The runes only work when all sets are charged and planted - before that, they are useless. They will allow casters linked to those runes to cast some spells trought them, over great distances and at extended range - during one or two weeks, at most. It will be used to detect the orc forces and then hinder their progress - a force of marching orcs would find a lot of entangling grasses at random, sending spells could be intercepted, and interplanar traffic could be sabotated.

A lot about the interction between these runes and the (magical) environment is unknown. Charging, planting and finally using the runes could have some unknown effects.

dantiesilva
2014-06-08, 11:58 PM
As Seras Victoria Wintergates and her team moved threw the swath of dead soldiers and orcs they made sure to stab each orc in the head for good measure. The main army was well behind her and her group now as they came to the borders of the great empire where the sayans had tried to invade from. Okay ladies, know that from here on out we are no longer on the battlefield we won, but in uncharted territory that the enemy is more then likely watching our every move. You got that? Seras says to those with her, receiving a nod of acknowledgement from the three under her command. She had been given command after the battle ended from her higher ups in the Helsing organization to double back and follow the horde, and with luck capture one for interrogation. A simple task given the size of the force that had marched threw, however it was hard to determine where those who retreated went to. Xander I want you to send out the eye's when they find our target we will all converge.

For the next half hour Seras waited as herself, the incubus Alexander, and Talon guarded Xander while he worked his magic. Spellbane is to the northwest, it seems he has been given the same task as us. Xander speaks up as the first of the twenty eyes that had left his body returned with the information of the area. Soon after one by one they all returned until they had a promising lead. Not wanting to risk it, and be beaten by Tarith again Ser's ordered her troops to move out.

Within the next two hours she could see the shadow of their prey, signaling for Xander to cut off escape from above she pressed foward as Alexander and Talon went to the left and right to catch the orc in a bull maneuver, her two friends being the horns while she took up the rear. It was not long before battle insured as Alex and Talon were already in battle with the Sayan, and while the creature did not look like much it seemed to be giving the two a problem as both scythe and longsword kept being deflected. With the orc distracted though she had an opening, and like a cat she lept from the trees, tumbling past his guard as the first cut thus far had been given to him as she felt his magic leek into her. Not wanting to lose the advantage she called forth an illusion of another enemy flanking him so that all escape paths were cut off as the three of us fought furiously to keep him at bay. Thankfully Xander saw all of this, and with his powers locked the sayan in a cage, dimensionally locking him.

With their objective complete they returned to the barreks where they noted a group sitting down, walking past them with her troops she brought their captive to the interrogation room. Letting Alex and Talon tie him down to a chair Sera stepped forward, sure that his bounds were tied as her daggers were placed on the table behind her. Seems we got ourselves into a big mess now didn't we you piece of ****. Sera's says as she stabs her dagger into his leg, stealing more of his arcane power. Ohh the burning hand spell, I wounder what it would do to your face if you do not tell me what I want to hear. Now be a good boy, where is your army camped? Sera's asks, her hand, only inches away from the orcs face. Not even waiting five seconds Seras strikes out, her hand going to his chest and covering it with the burning hands spell. I'm sorry did I stutter. I said where is the army? Quite woman and learn your place beneath the all mighty power of the sayans. We shall make your world....Just then Sera's blades go stabbing down, each on one of his thumbs, cutting it clean off of his hand. I wounder how many body parts you can lose before you die, shall we keep this game going or do you want to talk now? Seras says with an evil grin on her face as she feels the new spell being absorbed threw her daggers. Well this will be interesting, charm person. Sure you don't want to talk? After all I wont use this on you now, I am just starting to have my fun and Alex behind you can keep you alive until you are just a head on a torso.



Gather information [roll0]

Beschoren
2014-06-10, 04:25 PM
As Victoria cuts off the orcs fingers he makes a clearly painfull expression on his face "humpf". The creatures quickly takes some deep breaths, but than stares back at her straight in the eyes. "Você não me assusta, mulherzinha. Nenhum orc teme a morte!"*. Cutting off hand parts has a much lesser effect on than on the normal orcs she had definguerized over the years - These sayans are made of different stuff. It seems that even if you keep this game - inflict terrible pain, make him scream in rage, say bad things about his mother - you won't be able to extract much information.

Still looking straight in her eyes, he screams "SUA TERRA QUEIMARÁ!"**. You can feel his rage burning as the arcane energies still inside of him try to make an explosive way out (towards your face), but are unable to do so because of the bounds.


*"you don't scare me, little woman. No orc fears death!"
** "YOUR LAND WILL BURN!"
:smallbiggrin:


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

back on the camp, Budha Khe Ri is still making his introductions when someone interrupts him, with a bit of a sad face "I'm sorry Master Budha, but actually you are needed elsewere. This group is going to the southwest section of the orclands, but I'm afraid you are requested to go to the Forbidden Maws of Gruesome Death...". The man adresses the rest of the group "as soon as the 5º member finds you, Captain Commando will give tell you the locations you must plant the runes".

Both separe from the party, as Budah shakes his head, displeased.

Andrezitos
2014-06-10, 06:04 PM
back on the camp, Budha Khe Ri is still making his introductions when someone interrupts him, with a bit of a sad face "I'm sorry Master Budha, but actually you are needed elsewere. This group is going to the southwest section of the orclands, but I'm afraid you are requested to go to the Forbidden Maws of Gruesome Death...". The man adresses the rest of the group "as soon as the 5º member finds you, Captain Commando will give tell you the locations you must plant the runes".

Both separe from the party, as Budah shakes his head, displeased.

Your princess is in another castle, loser. Androponolios whispers to himself.

Dudu
2014-06-10, 06:09 PM
"Farewell, mister Bhuda"

He waves to the monk. After he leaves, Nico comments:

"You know. In orcish, his name roughly translates to 'Laughting Butt', amusing indeed. I wonder if the god who sent him has a sense of humor."

Chimaera
2014-06-10, 06:16 PM
"I guess who'll be joining us then... Also, i'll have to waste 10 more minutes redoing the weaving once the next member come", Eva says looking as Budha left.

Beschoren
2014-06-14, 09:16 AM
You realize that the Jalavian special ops are not as organized you were lead to belive. when you were about to close your party you get new directives and Eva Ginal must leave, and her brother Omar Ginal comes to join you.

Some dagger wilding magician join as well. She says her name is Seras Victoria Wintergates. Then, some mysterious warforged creature joins you as well, only nodding. Finally, some dirty dwarf druid come to you with some papers "Oh, so you're the guys going to the southwest section of the border! I am Zed and I found our mission details!"

He comes unconfortably closer to you weaving some pieces of papper and a leather bag. Your mission and your Supplies.

This letter was wirtten in a hurry, with several inkspots and a few errors mistakes corrected


One group must go to the soutwestern section of the border, about 50 km deep in orc territory. They must plant the Magic Amplification runes in these key location:

Pico chei de pedra(Peak With a Lot of Stones): spiritually important location for the orcs. the runes must be planted in front of some orcish alter - the bigger and most important, the better. might be guarded from intrusion.

Vala da Mãe-do-Diacho (Mother-of-Devil ditch): Wild cave where the orcish hero Qual-Khek, The Almost Conqueror of Jalavia, was born. historically important place for the orcs. might have orc bypassers making honor to Qual-Khek memory.

inside the main tent of any orc village with at least 100 orcs: These villages are the main form of organization from the orcs. Culturally important for the orcs. warning: location could contain some 50 orc warriors! The runes can be planted after killing all of them (maybe).

These 2 locations are in close proximity, but just walking between them should not be fast enought to allow planting of all runes - one does not simply walk into the orclands. Orc villages are unmapped

https://lh5.googleusercontent.com/-oo3eZCyQCs4/U5xX2M1V0SI/AAAAAAAAKPQ/dh2_oXC3944/w828-h505-no/Captura+de+tela+inteira+14062014+161006.jpg

https://lh4.googleusercontent.com/-h_P78AYfnTc/U5xY8Psle4I/AAAAAAAAKPY/Cw3-_8FvLFM/w1044-h480-no/Captura+de+tela+inteira+14062014+161446.jpg


rolls for knowledge (geography, history, local, religion, the planes) could give you more information (no take 10, no retry), and extra supplies!


The bag does not seem to have a lot of itens... or does it?

1 scroll of teleport
6 potions of cure moderate wounds
1 wand of lesser healing

For each kwnoledge check you roll up to 20, you get more potions
For each kwnoledge check you roll up to 25, you get more potions and scrolls
For each kwnoledge check you roll up to 30, you get more potions, scrolls and wands
For each kwnoledge check you roll up to 35+, you get more potions, scrolls, wands and wonderous itens


You are still winded from the battle. From the looks of that freshly writen teleport spell (you can see the ink is still wet), you are to leave as soon as you recover yourselves.

dantiesilva
2014-06-14, 09:31 AM
As Sera's meets the group she would be working with she extends her hand slowly. Sera's Victoria Wintergates of the Helsing organization. she says with a calm collected approach as she extends her hand towards those in the group, expecting whoever the leader was to step up. The first thing one can notice about Victoria is that she wields not a single weapon, even though she walked into the interrogation room with two daggers. Nor dose she wear any armor of any kind from what you can see. For all these shortcomings though the pure power that seems to radiate off of her is amazing, as her body seems to shimmer like a flame, her skin seeming to reflect a diamond like surface, while her movements are as fluid as the sea. Her blonde hair always being carried on a breeze. Can Intel tell us anything about the third location sir? she asks woundering what they were going to meet when they arrived inside.


Arcane [roll0]
The planes [roll1]
Nature [roll2]

Andrezitos
2014-06-14, 05:08 PM
Androponolios look at the letters suspicioly. Such crude erros may have been mad by orchish hands, before some dwarvish fingers poorly corrected they. - Are you sure such words came from where you claim, master dwarf?

Beschoren
2014-06-14, 05:55 PM
Zed looks back and Androponolios, with a wide smile of someone who is sure of what he is saying "Yes my fellow don't worry about that. is jsut that they had to change the plan many times onver a few moments, so people were figuring out what to do as they wrote the missions - all of that in a hurry"

You realize that the letter does not contain grammar or ortography errors. But it seems more like a scrap paper filled in a hurry than a royal edict.

You discuss a little about those different places you will have to visit

Aloutght it is clear that you know a lot about the arcane (20/22/28/33) this knowledge won't help a lot at this stage of the plan. (i did not ask for arcane knowledge checks :smallbiggrin:). this places are off the major and minor energy flows of the arcane, but perhaps this could change with the whole sayan thing.

Discussing between yourselvs you are lead to belive that the Peak With a Lot of Stones might have connections with elemental planes or a specially powerfull spirit. While the nature and strenght and such connections is unknown to you, it should not be related to planar portals or whatever, since the Plamma ressoance is so stable.

The orclands themselves should be quite dry, hilly and harsh. It also have large underground connections, but most of the creatures there are orcs or were enslaved by orcs. No wonder Jalavia never tried to expand it's kingdom into those lands - they are worthless.

The orcs venere great heroes in a similar fashion they worship spirits. Since this Orc Messiah is generation a revolution for the orcs, it is sure that the Mother-of-Devil Ditch will attract pilgrims. If not by that, it would be possible that this "historical" site would only hold a empty shirne and notting else.

The several orc villages are difficult to map - no one wants to go into the orclands just for that. You will have to find it yourselves. The druid Zed will prepare the lay of the land spell, however, that will assist you in finding settlements. this spell cannot detect too small villages such as the ones you are looking for, so if you relly on this magic you might have to face a village much larger than you really have to...


Taking a better look and the bag, you find some more itens that will be usefull

6 potions of false life, cl 5
2 scrolls of wall of fire

3 potions of barkskin, cl 7
2 scroll of restoration
1 wand of vigor

6 potions of cure serious wounds
5 potions of neutralize poison
3 scrolls of sending
4 scrolls of resist energy
1 wand of jump, cl 6
1 wand of goodberry

6 potions of cure light wounds
2 scrolls of mass cure light wounds
1 wand of cure moderate wounds


Zed keeps talking to you "Well, I (http://www.myth-weavers.com/sheetview.php?sheetid=781947) am going to acompany you as the divine caster. I will make sure everyone stays in their feet and will harrass the orcs every now and then"

You know you don't have much time. The best you can do is rest what you can from the battle and trow yourself in the orclands tomorrow early on

Chimaera
2014-06-14, 08:25 PM
Omar look at the items they got and ask the group, "Want to go teleporting there or want to walk there? I find walking a efficient way to look for the tribes and cities, since they arent mapped. Also, since we have a time limit once the runes are planted, I guess we look for the city first and then go for the immovable places. I can cast Teleport if you dont want to walk so it's your call, just let me know", Omar say steping ahead.

All this lack of organization was amusing him and he wait for the rest to decide so he can cast teleport or not, praying shortly to Kord to bring strenght to them all.


Greater Resistance (+3 saves to everybody, 24h), Extended Greater Mage Armor (+6 Armor AC to everybody, 18h - Extended via Lesser Rod), Extended Hoard Gullet (on self only, allow him to eat his spellbook for safety measure, 20h - Extended via Lesser Rod)


Spiderskin, Draconic Might, Owl's Wisdom, Cat's Grace


5: Draconic Might (1), Teleport (1);
4: Greater Resistance (1), Greater Invisibility (1), Stoneskin (1), Dimension Door (1);
3: Spiderskin (1), Haste (1), Greater Mage Armor (1), Fly (1), Dispel Magic (1);
2: Cat's Grace (1), Share talents (1), Owl's Wisdom (1), Resist Energy (2), Blur (1);
1: Shield (1), Hoard Gullet (1), Nerveskitter (2), Benign transposition (1), Protection from Evil (1);
0: Message (2), Detect Magic (2), Read magic (1);

Dudu
2014-06-14, 08:51 PM
HP: 78/78
Speed: 50ft (flight, average maneuverability)
Init:
AC: 19 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 5 Will: 12
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth, Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, 18 temp HP


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

"Hehe... you ate your spellbook... that was pretty hardcore." says the mildly drunk malconvoker, while taking occasional sips from this pocket wine bottle.
"Didn't know that spell. I did, however, try to smoke my spellbook once. You know, early days in the college, we do some crazy stuff. Almost got kicked from the MAU for real."

It seems his wine finally finished. Disappointed, he says.
"Alright champs, this is it. We'll have to put this overcomplicated stuff on those certainly orc infested places. It'll be fine. BALERION!"
He whistles, and the nightmare appears, annoyed by being bound yet again by Nico. The conjurer mounts on his outsider stalion, looks to Omar and says
"Sup, Omar. I'll teleport to the place and you teleport out. Deal?"

Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

dantiesilva
2014-06-14, 09:20 PM
HP: 60/60
Speed: Base 40ft. Swim 40ft.
Init:11
AC: 19 Touch: 13 Flat: 16
Save: Fort: 6 Ref: 8 Will: 10
Ranged touch attack +9 (+10 within 30ft)
Damage: varries

Spells in effect: Heart of fire, Heart of Earth, Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Heavy fortification, Resistance to fire 20

Looking at the map Seras turns to the others, I think it would be best to walk, it would allow us to map out the locations of the cities, and allow our forces to have superior intelligence when we push our advance against the enemy. Even waiting a few days and simply exploring the terrain may give us a key advantage. Seras notes as Omar's spells join her own and she smiles nodding her head in his direction, ready to leave when everyone else was.

Dudu
2014-06-14, 09:26 PM
"Hmmm. You make a valid point, Seras. But remember, once we plant the first Magic Amplification Rune, teleportation will be the way to go."

dantiesilva
2014-06-14, 09:39 PM
By the time we get that far in the plan we should have an idea of the terrain of both areas, and thus have little problem's finishing our mission. Sera's then points out all the extra equipment. Any ideas on what we should do with all of this? Who should hold what? She asks, wondering if the party would split it up encase they got separated, or keep it with one individual.

Andrezitos
2014-06-14, 09:50 PM
- Its only me who thinks that idly walk through infested lands its a hell of invitation for all the green skin menace to jump on us? Without wait for replies, he adds: - Agree with the cosanostra wizard here, lets teleport our way and skip all the orc ambush stuff.

Dudu
2014-06-14, 09:56 PM
"Ok well, first, it's Casanova wizard, mister, not Cosanostra, gee..."

"Second,we still have teleport. One in, one out. If sh1t happens, and it sort of bound to, we teleport.

Third, one of the sweetest things about having a Nightmare, besides looking utterly baddass, is that it can go ethereal at will. Not idly walking, ethereal walking. Or rather, idly walking but ethereal walking if sh1t happens and teleport walking if such sh1t gets really serious."

Andrezitos
2014-06-14, 10:10 PM
- Oh, sorry for my mistake. I will certaily remember your mob affiliation when the hour comes to tell to those adorable orcs what is the name of the only adventurer who succsefuly escaped from a thousand to one ratio gank, while his less fortuned comrads were slauthered or taken captive.

Chimaera
2014-06-15, 08:40 AM
"l once did abandon my friends. Ok, twice. But", Omar scratching his beard, "Ok, more than two times ok, but that wont happen here anymore. I can also cast teleport and bring wveryone around, no need to joinning hands. So we definetly wont be missing anyone".

He then offer Nico his hand and offer Seras the other hamd, "Let's be quick and get there soon, no need to be affraid of teleportation", he wink to Seras, "We promise to be gentle if it is your first time".

Dudu
2014-06-15, 09:59 AM
He then offer Nico his hand and offer Seras the other hamd, "Let's be quick and get there soon, no need to be affraid of teleportation", he wink to Seras, "We promise to be gentle if it is your first time".
Even Eva, Nico's familiar coral snake, laughed at this.

"Ok them. If that's the party interest. No scouting, just storming the whole place. Plus, yeah, Omar is better at teleporting under urgent circunstances than I am."

"So, everyone agrees? Will teleport in 1... 2..."


(Ok, I'll leave some time now. Will be in Porto Alegre in a couple hours)

dantiesilva
2014-06-15, 01:48 PM
Oh don't worry its not my first time getting my hands dirty, if you want I can give you the same treatment as the orc. Seras says with an amused grin as she takes the other two hands. Xander your in charge until I return, and keep Alex in place. she adds in as she waits for them to teleport.

Kevinho
2014-06-16, 11:34 AM
At the very last moment, one Elan interrupts and says:

"I'm sorry megaman, but you're in the wrong party."

After that, this Elan guy decides to introduce himself. "Hello, guys, I'm Veigar Von Baron, and I'll be in your party."

Veigar is a short guy wearing black and blue clothes, a mask and a headband that seems to be magic. He doesn't seem to wear any armor or weapon, except for his warterstaff he uses to walk.

"Let's go wherever you decided to go."

Veigar Von Baron (http://www.myth-weavers.com/sheetview.php?sheetid=925992)

Beschoren
2014-06-16, 02:29 PM
The last replacement in the party is made seconds before the teleportation effect takes off. Zed the dirty dwarf druid takes a wide grin whilr Omar lets out a short laught. shortly thereafeter, the group vanishes in a flsha o dim light, just like the other 6 gourps of seasoned adventurers with the same mission - activate and plant the magic amplification runes to spy and sabotage the orc advance.

(end of porlogue)

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

You arrive at you destination, and can still hear a pice of Omar's laught that was left behind over 50 km away. The peak itself is quite high: maybe some 900m from above the ground. but since you're in the highlands, you can be easely at 3000m form the sea. Still, you're in the tallest spot you can see.

https://lh3.googleusercontent.com/-NojqlkIglGE/U589a9aIgKI/AAAAAAAAKQM/xKxUFLk2-po/w883-h518-no/Captura+de+tela+inteira+16062014+205407.jpg

There is a awfull lot of wind, and you find the peak itself quite crowded by your presence: everyone is mostly on the edge of a pointy rock, with a steep descent pointing downward. The bright blue sky lords over the desolated and rocky land, with nothing but a few clouds to witness your arrival.

Altought you have a majestic view of a wild place, you do not find what you need: some kind of orcish relegious altar, to plant the runes right in front of it. You do find the need to climb down to anoter location of the peak, so you might find a altar of some sorts. some several feet below you the ground in more flatned, and the descent less forbiding. from there you could more easely walk arround the peak. (Climb down DC 20, no take 20)

Zed do casts his lay of the land spell, by rubing his face on the earth and saying some magical chant

His voice is muffled as he has a lot of dirt on his mouth, still stuck to the rocks you're struggling to keep for your feet. As he speaks, he points directions.

"There are some thin rivers and deep lakes, with a sparse and thin woodland dominated by the rocks and the hills. I can sense 8 hamlets, most of them to the north... each of them should have between 200 and 300 orcs, counting non-combatants. IF there still is something that can be called as non-combatant during a orc invasion...

This peak we are now is quite hallow, and should have an extensive cave network... I also sense some old vulcanic rocks... looks like this place was once a vulcano..."

he takes his face out of the earth, chewing a peeble

"But don't worry, I doubt it will blow up ever again."

You could make spot checks to notice some villages, but from this distance something small (and hidden) should be quite difficult to notice (spot DC 40, no take 20, no retry). At night perhaps you might spot some fireplaces (lower DC)

https://lh6.googleusercontent.com/-0IVs490J-oc/U59Ddf9dTtI/AAAAAAAAKQc/uZ30_DENn3E/w519-h503-no/Captura+de+tela+inteira+16062014+211958.jpg

Andrezitos
2014-06-16, 02:51 PM
- Hmmm. Scratching his mighty beard, Androponolios ponders. - It seems that our trip led us literally to the top of toppest point in the whole region. What's the odds?
Although the breathtaking visual of the Peack top, the bleak orclands resembles in nothing the fertile plains of the Jalavia empire.

After a gust of wind hit flat on his chest and almost make him fly away into the oblivion, Andoponolios breaks the silence: - Ok, people. My bag of tricks its useless in this kind of situation, so, if anyone here have some kind of flying carpet or similar thing in its pocket, please step forward. Or not - one misplaced step and a short and rather painful dead awaits the unlucky.

Dudu
2014-06-16, 04:29 PM
HP: 78/78
Speed: 50ft (flight, average maneuverability)
Init:
AC: 19 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 5 Will: 12
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth, Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, 18 temp HP


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke


Nico is still mounting the nightmare when they all arrive at the peak.

"Whoa. Gee, well, this is better than expected, we have a good idea of the area. Hell, I'm good even when I miss, hah!"

When Androponolios asks for a magic carpet he says, flying out of his hellish mount.

"Here, you can mount the Balerion, my nightmare. He can fly, faster than me. Just make sure you're not falling. And once down there, you go by foot again, I count on Balerion to avoid staying near the baddies."

Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Chimaera
2014-06-16, 04:35 PM
Omar look down and gulps, he then look around and down again, and gulp yet again.

"Ok guys, let's teleport somewhere safe down there", he says as he cast Dimension Door to take everybody to a safer place, "Once I reorganize my spells, I'll be taking people back to the top and we can try some spoting and find smaller villages, for now let's camp and look for the altar. Being a hollow mountaind full of caves, maybe this altar is somewhere inside the Peak. What you think?".

He then explain his Spotting the Small Villages Plan:
It'll take a few spell slots for Primus to amke you all the best spotters around, but it can be easily be done and will let everybody beat that huge DC easily (I guess):

Linked Perception on everybody (will need the druid to cast it though): We are 8 (Omar, his rat, Veigar, Seras, Nico, the nightmare, Andropolio and the druid) for a +14 unnamed bonus to Spot/Listen bonus;
Eyes of the Avoral (I can cast on everybody): everybody getting +8 racial bonus on Spot (wont stack with being elf, etc, but I'm human so no big deal - for me);
Share Talents (considering someone have at least one rank in Spot): grant everybody +2 bonus on Spot;
Owl's Wisdom: enhancing Wisdom will eventually enhance Spot by 2;
Master's Touch: immediate to have everybody get +4 insight bonus to a skill check;

So if everything works that will be a total of +30 to Spot checks.
Being 8 in the party we'll surely be able to score a 40 easy, and just to make sure, Omar will cast Insight of Good Fortune to allow everybody to reroll.


EDIT: also, for our druid friend: he can cast to himself only Embrace the Wild (+2 Spot), HAwkeye (+5 Competence to spot) and Wild Instincts (+10 Insight bonus - dont stack with Master's Touch).

Kevinho
2014-06-16, 04:57 PM
"I haven't said that before 'cause I thought it was worthless, but, I afraid of height, so please just go down and find that place."

Beschoren
2014-06-16, 05:35 PM
You teleport to the safe ground with the dimension door.

You're still on a slope, however - inertia and mommentum can make you go down faster than you wanted, but you don't have to worry about balancing or climbing to move with agility. This "safe slope" you are now varies between 15 and 30 feet wide before a fall of 40-80 feet. This fall is not as straight as in the peak, so you might be able to get a hold of yourself mid-way, and should be able to climb down with moderate safety. at the end of this fall, the ground once again is more flat with a path 40-50 feet wide. This pattern repeat itself a few times...It seems that outside the steep peak of the peak, the place resembles a very irrregular pyramid.

As the wind still blows with strenght, you find wiser to keep farther from the border. from what you seen from the top, the level you are now should encircle some 600 feet arround the peak of the peak. the next "level of the pyramyd" could be easely 4 or 5 times longer than that. Walk arround the path your are now would not be difficult, but there are indeed a lot of stones. it would be eaye to hide someone or something behind one of them.

you do not see any cave entrances by now, and Zed's spell could not pinpoint any entrances. You find no tracks, forgotten objects, drawings or buildings. To find something incriminating, you would have to walk arround the path, travel further down, or use more magic.

(Note: Zed, the dirty dwarf druid that follows you, has his sheet on my sig as "Jah")

dantiesilva
2014-06-16, 06:56 PM
If you give me a few moments I will be able to reveal everything this layer of the pyramid has to offer, I just ask that one person comes with me for safety. If they are stealthy it would be even better. Sera's says as she begins searching the ledge they were on, all the way around for anything of interest.


Search check [roll0]
If anything is found disable device [roll1] Oh no it was an orb of annihilation we all died
Spot [roll2]
Hide [roll3]
Move silently [roll4]

Chimaera
2014-06-16, 07:15 PM
How taht much spot?

Andrezitos
2014-06-16, 07:50 PM
And what about the stonecunning bonus from our acondroplasic divine caster?

Dudu
2014-06-16, 07:56 PM
HP: 78/78
Speed: 50ft (flight, average maneuverability)
Init:
AC: 19 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 5 Will: 12
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth, Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, 18 temp HP


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

Nico starts to summon Earth elementals (via summon elemental feat) to scout behind suspicious rocks for ambush, or entrances.

Plus, I'll summon 2 fiendish hawks to scout the environment by flying. They'll go up to 600ft away from me, trying to spot anything and come back to me to tell (they have a +12 on spot).

Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Beschoren
2014-06-18, 06:28 AM
The earth elementals spread and scout the path, merging with the stone, in and out. The birds fly high in the sky, while victoria goes a bit ahead.

It seems this path has no entraces to the caves, no traps, and no guardians. Most importantly, it has no shirnes.

The elementals skpeak to Nico, who fortunately undestand Terran "Stein pedra peble rocha rocha. rock stonerock cascalho, tierraland pedrapedrapedra. Rockstone! pedraterrarocha pedredulho stone stone.*"


"No danger here, mortal master. Inside the peak, at this height, is a celling to a large cave. You have to dive trought the stone to get inside, mortal master."


Sharing this information with the allies, Zed the druid gives another grin "I have a spell to sculp stone. I can dig our way to the top of the cealing of this cave."

Kevinho
2014-06-20, 03:06 PM
"I think we should enter this dungeon. The altar rather be inside, protected by some kind of power than outside where anyone can go."

dantiesilva
2014-06-20, 06:35 PM
It would actually make more logical sense to be outside a mountain then it would inside, after all one can enter a mountain with ease threw the base and make there way up. However only those with magic could reach the peak of a mountain with ease. However these are orcs after all, even if they did have magic I doubt there brain power has improved much. Shall we get going? After all the longer we stay exposed like we are, the better chance of being spotted. Seras says as she waits for the others to make their moves and begin digging, bringing up the rear of the group. By the way dose anyone have magic to make me invisible, it will allow my spells to hit harder if they do.

Beschoren
2014-06-22, 01:21 PM
The druid uses his spell tp sculpt the stone and creates a long, small tunnel. He casts tje same spell again so you could descent with no danger of geeting stuck, but large creatures would not fit.

Whoever takes the front of the group realizes the place is as dark as it could be. With some light, you reach the end of your newly made tunnel. You are basicly on the top of the roof of a large cave, and cannot see the bottom of it with only torchlight. There are several stalactites on the roof top of the roof, and the rocks are a bit wet

Chimaera
2014-06-22, 05:33 PM
"I can make you invisible when time come", Omar answer Seras, "Now let's going, we have a dungeon to explore".

He then wait for someone to take the lead and move looking at the darkness.
"Sadly I didnt prepare to go hunting in the dark, so I cant grant anyone darkvision... Unless you guys want to take a rest for 8h or so, so we can also go trying to spot any smaller villages..."

dantiesilva
2014-06-22, 06:44 PM
With no source of light they would be hard pressed in combat, and it would be another disadvantage on them when attacking a fortress. However leaving risked the chance of being seen as well. If there is a way for us to hide the hole we made to get in I suggest we leave until we are better prepared. However if we can not hide the hole we risk being caught the second time we come back as well as facing higher levels of security. I just want to point this out as neither option sounds great.

Chimaera
2014-06-22, 07:06 PM
"Let's just fight in the dark, no big deal here. Can someone create lights? Ikinda of banned evocation, so I cant", Omar says staying always at the center of the part, his rat hidden in his robes, coming out to look around from time to time.

Andrezitos
2014-06-22, 07:59 PM
I think we should enter blindly anyway. What's the worse taht could happen? Let's use our adventure pack torchs and be done with that. We have no time to loose!

Dudu
2014-06-22, 08:34 PM
"Heh, I also banned evocation. I mean, who needs it, am I right? - sight - Anyway, let's try this, maybe."

He uses his reserve feat to summon a fire elemental, in the hopes he will light the environment a bit.

Chimaera
2014-06-22, 08:49 PM
"That's a good example why people dont like Evokers... But I met one once, Eustacio, maybe you heard of him Nico. That guy was an evoker who really scared a lot of guys, even though he choose magic missile as his main spell. He was a monster".

Beschoren
2014-06-23, 06:47 AM
You know you don't have time to waste, so you press on against the darkness.

Nico provides some light with his fire elemental, and Zed the dwarf druid has notting buy the lousy light spell. He casts it on Andronopolios, Omar and Nico, while he carries himself a torch instead of a club. (100 minutes duration)

Andronopolios leads the team on the tunnel. With the light spell he is unable to see the bottom of the cave, only the roof right next to him. Zed casts Light once again on a small twig he found on his beard, and let it drop on the cave. The twig falls silently as it iluminates the bottom of the cave, some 150-200 feet below. the bottom is filled with staliguimites, but you still cannot see the walls of this cave.

At this moment, you're in line, inside the tunne you made, with simple light sources. You are at the top of a large cave and next toa 200 feet fall filled with spiky stones at the bottom. You still cannot see how wide the cave really is, but are sure it is over 40 feet wide. What do you do?

Andrezitos
2014-06-23, 08:39 AM
Dudu could cast earth elementalz to scout ahead or to serve as anchors in case somenone slip and snowball the others. Anyway, its well know that, in similar cases, professional climbers tie ropes around their waists and among thenselves to increase their chances.

Chimaera
2014-06-23, 11:27 AM
"Keep going, if any of us fall i can grant evryone with the ability to fly, but to be carefull, ok?", Omar says still walking in the line.

Kevinho
2014-06-23, 11:52 AM
"We could tie ourselves as Androponolios suggested. It seems to be a reasonable idea." says Veigar.

Veigar is psionic focused.

HP: 60/60
PP: 114/130
AC: 20 [T: 12 FF: 19]
Fort: +8
Refl: +7
Will: +16
Init: +1
Psionic Focused.

Powers/Spells over him:
Greater Resistance: +3 saves
Extended Greater Mage Armor: +6 Armor AC
Detect Remote Viewing: [Aware of any scrying over me, besides that, anyone scrying me makes a caster level check against mine, if I win, I get a visual image of the creature and accurate sense of the remote viewer's direction and distance from me]
Inertial Armor: +8 armor for 10h.

Beschoren
2014-06-24, 06:49 AM
The ethereal nightmare scouts the darkness of the cave. after a few moments he reports back to nico.

There is no one in the cave, but there is a large stone platform to your right, some 50 feet above the cave floor. with his flight you all manage to reach the platform safely.

The platform advances some 30 feet into the great cave, and at the point it meets the cave wall it also reveals a new, large tunnel heading out of this big cave and deeper into the peak's innards. right in the edge of the platform there is a wooden pedestal with a smal granite token, carved with some orcish words. closer inspection gives a hint that this small pedestal cloud be some religious altar, but dosen't seem that important (knowledge: local or religion applies, no take 20).

The large tunnel that ehads out of the cave is big enought for you to stand on it - about 10-15 feet tall and 5-20 feet wide. it is a windy corridor, with an inclination downwards...

You can try planting the runes here and now and be done with it, or further explore the dungeon to find a more suitable altar - afterall, the msot importat the altar the better the magic amplification runes work.

If you decide to walk down the corrider, give a precise formation. it is important to know who stays how many feet ahead, and what are the light sources, and what will be the pace of walk (half speed or full speed).

Kevinho
2014-06-24, 08:23 AM
Veigar has no useful knowledge for that situation, but he can read orcish. And he will.
"Here says.... Pretty much nothing useful [I'm guessing]."

If we decide to keep looking for a better altar, Veigar will try to remain in the midle of the group or in the rear.

Beschoren
2014-06-24, 10:01 AM
The words say "rock", "life" and "orc". They are reteated many times, carved both on the granite token and the wooden pedestal. The granite token carvings seems pretty old, but the wooden ones not as much.

Whitout good knowledge of orc culture, it is difficult to guess what is this altar used for, or it's actual relevance.

Chimaera
2014-06-24, 10:19 AM
Omar look at the altar and thinks for a moment...

Religion [roll0]

"Maybe we should find a more suitable altar..."

As for formation, Omar will be on the left side of Veigar, considering Veigar being in the middle. Seras or the druid can be on the right side or behind and Androponolius at the front line.

dantiesilva
2014-06-24, 10:51 AM
As Seras and the others enter the cave she immediately searches the entire cave they are in for anything that could prove dangerous later, while doing so she also keeps her eyes pealed for any sounds coming in their direction.


Search check [roll0]
Listen [roll1]

Once done searching the entire room for anything besides the simple pedestal she searches it as well for any form of traps that may be on it.

[roll2] if it is trapped disable device [roll3]

Seras seeing nothing left in the cave looks to Omar. Can you make me invisible so that I can stand 15ft infront of the group so the enemies think they saw us before we saw them? she asks getting ready to take point.

Chimaera
2014-06-24, 11:10 AM
"No I cant", Omar says looking at her, "I prepared the greater version of it, which will allow me to make evrybody invisible for a minute tops, no point casting it now".

He then look back at the altar, "With this whole lack of organization from the army I had to prepare my spells blindly, tomorrow I'll make sure to have a couple invisibilities for you, but for now we'll have to look at your pretty face".

Kevinho
2014-06-24, 11:33 AM
Can Seras search for traps and I try to disram them?

If I can,

[roll0]

Beschoren
2014-06-24, 12:04 PM
Serah's dosen't find any trap in the room or in the pedestal.

Thinking about it, Omar suspects that this altar could be a burial ground. Several primitive and spirit-based cults force some priests to live and die in reclusion, and this could be the case for the orcs. It is possible that elderly priests that die (or are about to die) of old age are trown in the bottom of this cave, just like the elderly Peloposesian island shamans would get in a slowly sinking boat and sail to the open sea.

Since you don't feel the smell of rotting corpses, it is likely that no one was trown here for some time. Realizing that this alter is more related to the the orc priests than to the spirits themsleves, it becomes obvious that you will have to dig deeper in the dungeon to find what you need.

And that is what you do. With Androponolius and Zed on the front, Veigar, Omar and Nico in the Middle and Seras covering the back, the descent further into the darkness.

Not long after that, you can hear a faint voice coming across the irregular walls of the tunnel "PedraPedraPedraPedraPedraPedra.....*". you do not see anything else but the continuation of the corridor you are in.

https://lh6.googleusercontent.com/-sYDcrfw2kn0/U6mzz-09x-I/AAAAAAAAKQw/wYKQBJaGaZw/w731-h527-no/Captura+de+tela+inteira+24062014+192158.jpg
*"StoneStoneStoneStoneStoneStone..."

Andrezitos
2014-06-24, 12:15 PM
Androponolios will head first, leading the tean. His nightmarish panther will scount ahead (not exactly scounting, more like a walking by), 30 ft away from the group. It would be great if someone or something could hold his torch while he walks (i have mage hand as cantrip but this spell is such waste of papper that I can't use while moving). I think we should be caution so our moving speed will be 20 to 30ft/rd. In case of a incoming battle, Androponolios will cast Nerveskitter asap and Shield spell just after.

Chimaera
2014-06-24, 12:17 PM
Seeing the possibility of an incominf enemy, Omar get ready to cast Haste on everybody.


Greater Resistance (+3 saves to everybody, 24h), Extended Greater Mage Armor (+6 Armor AC to everybody, 18h - Extended via Lesser Rod), Extended Hoard Gullet (on self only, allow him to eat his spellbook for safety measure, 20h - Extended via Lesser Rod)


Spiderskin, Draconic Might, Owl's Wisdom, Cat's Grace


5: Teleport (1);
4: Greater Invisibility (1), Stoneskin (1), Dimension Door (1);
3: Haste (1), Fly (1), Dispel Magic (1);
2: Share talents (1), Resist Energy (2), Blur (1);
1: Shield (1), Nerveskitter (2), Benign transposition (1), Protection from Evil (1);
0: Message (2), Detect Magic (2), Read magic (1);
[/QUOTE]

Kevinho
2014-06-24, 12:19 PM
When Veigar hears that creepy voice, he will, if capable of, manifest True Seeing, Psionic. [The same as True seeing.

My init bonus is +1. You can roll it or consider what's in the spoil.

[roll0]

dantiesilva
2014-06-24, 03:47 PM
As Seras hears the sounds of something up ahead of the group she immediately hides in the shadows thrown off by the torchlight as she tries to see where the enemy is while the others get ready for battle.


Hide [roll0]
Spot [roll1]
Initative [roll2] The plus 5 from neverskitter is included

Also Seras will set up a trap back at that other alter [roll3] This way we kill a few at the same time :smallbiggrin:

With all things ready Sera's form takes on a rat like appearance as her grace seems to grow tenfold. Stil think I am easy on the eyes.

Dudu
2014-06-24, 04:47 PM
HP: 78/78
Speed: 50ft (flight, average maneuverability)
Init:
AC: 19 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 5 Will: 12
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth, Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, 18 temp HP


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

Nico, hearing a quite familiar noise (Pedrapedrapedra), sends his earth elemental for scouting, and if possible, glide the irregular walls to report what's on the other side.

As a sidenote, I decided to name his earth elemental as... Pedro. (For Dantie, "Pedro" looks like the male version of "Pedra", which means "Rock" in portuguese, it's also the name of our DM)

"C'mon Pedro, you know what to do. See what's on the other side of that wall and report back."

Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Chimaera
2014-06-24, 05:44 PM
"A bag is all that it takes, dear", Omar replies to Seras Victoria.

Beschoren
2014-06-25, 12:47 PM
You launch a few spells, kwnoing that you would find foes one way or another (Andropolios casts shield and Omar casts haste as well, Zed casts barkskin on self). Pedro the elemmental scouts some of the terrain and reportst to Nico "Orcs". but that sadly seems to be enought to grasp the attention of the orcs. theyr prayers sudenly halt and you hear them saying in good voice "Caralho, eu ouvi alguma merda!" and "Ei, aquela porra ali é luz?"

yet, you manage to work quickly on your foot and your wit. all PCs act before the orcs!your turn!-----------

Zed rushes forward, to acttually see what and going on and report you (line of sight extended)

https://lh3.googleusercontent.com/-OjFpt8EHbQU/U6sPR3qqOTI/AAAAAAAAKRU/TIt06SBr2GM/w956-h524-no/Captura+de+tela+inteira+25062014+200430.jpg

Chimaera
2014-06-25, 02:08 PM
Omar cast haste.

I mad ethe bull**** to edit the post instead of quoting the several spoilers from it.
My bad.

dantiesilva
2014-06-25, 06:50 PM
HP 70/70
AC 26, Miss chance 20% for 90 rounds, touch AC 17, Flat 20 AC
Speed 60ft.
Fort 7 Ref 12, Will 10
Bite attack +3 (1d4+9)
RTA +13 or 14 if within 30ft. (varies)

Spells in effect
Haste 9 Rounds
Blurr 90 rounds
Bite of the wererat 9 rounds

As Seras feels the familiar transmutation take hold over her body, like the sneak she was she keeps close to the walls as she makes her way towards the enemy, always out of sight as she moves in the shadows.

Seras will move to H4 which has an outcropping infront of it for her to hide behind. [roll0]
Move silently [roll1]

Andrezitos
2014-06-25, 07:47 PM
Androponolios will move forward (60ft, haste), greathammer in hands, and prepare to crush to submission the first one to get into his range (atk: +15, dmg: 3d6+7).

Dudu
2014-06-25, 09:04 PM
HP: 78/78
Speed: 50ft (flight, average maneuverability)
Init:
AC: 19 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 5 Will: 12
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth, Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, 18 temp HP


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

"Ok, note to self, tell Pedro to be less dramatic in his reports."

He moves to H4 and summons two of his foulest creatures, the duo of howlers, Bugio and Bungee.

Size/Type: Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 6d8+36 (63 hp)
Initiative: +7
Speed: 60 ft. (12 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d8+9)
Full Attack: Bite +12 melee (2d8+9) and 1d4 quills +7 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Quills, howl
Special Qualities: Darkvision 60 ft.
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 17, Con 19, Int 6, Wis 14, Cha 8
Skills: Climb +16, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative

"Defend the guy with the hammer at all costs. Bugio stay on his left, Bungee stay on his side."

The two summoned howlers go side by side with Androponolios and ready and go total defense, raising their AC to 21.

Nico will try to stay hidden for this time behind the stone.
[roll0]

Bugio
HP: 63/63
AC: 17/12/14
Atk +12 (2d8+16) or +13 (1d12+16)
1d4 Quill +7 (1d6+6)
Effects:

Bungee
HP: 63/63
AC: 17/12/14
Atk +12 (2d8+16) or +13 (1d12+16)
1d4 Quill +7 (1d6+6)


Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Kevinho
2014-06-26, 10:55 AM
Veigar Stats:

HP: 60/60
PP: 96/130
AC: 26 [T: 12 FF: 25]
Fort: +8
Refl: +7
Will: +16
Init: +1

Powers/Spells over him:
Blur: 20% miss chance.
True Seeing, Psionic.
Haste.
Force Screen: +6 Shield AC Bonus.
Greater Resistance: +3 saves
Extended Greater Mage Armor: +6 Armor AC
Detect Remote Viewing: [Aware of any scrying over me, besides that, anyone scrying me makes a caster level check against mine, if I win, I get a visual image of the creature and accurate sense of the remote viewer's direction and distance from me]
Inertial Armor: +8 armor for 10h.

Veigar will manifest Force Screen [It's just like shield, but psionic and better], spending 9pp and granting him +6 Shield AC bonus for 10 minutes. And then he moves to H2.

Beschoren
2014-06-27, 02:35 PM
You take up a good defensive position with the casters packed at the back and your front warrior with a good backup. all your spells are in effect before you they say "FILHAS-DA-PUTA!!!"

there is about a dozen orcs that were in front of a pretty big stone altar, with the familiar wepons for them: falcions and bows. Besides this, some animated pile of rocks are present, right in front of two older orcs that were closer to the altar. The grunts they get their swords as they scream "OOOOOOORC!!!!", aparently having some supernatural effect.

The achers advance and shoot the frontliners with their bows.

1= andropolios, 2=bugio (left), 3= bungee (right)
conceal for anddropolios: [roll0],[roll1],[roll2],[roll3]

vs [roll4], attack [roll5], damage [roll6]
vs [roll7], attack [roll8], damage [roll9]
vs [roll10], attack [roll11], damage [roll12]
vs [roll13], attack [roll14], damage [roll15]


the two visibly older orcs cast spells... great creatures rise from the mountain ground, surely some kind of earth elemental -large ones. each of them calls 2 such creatures, but one of these two have an extra pair of rocky limbs.

2 The summuned stone creatures strike immediatly, while the other 2 were called to far from you and must move before attacking with power


claw vs bugio [roll16], damage [roll17]
claw vs bugio [roll18], damage [roll19]
claw vs bugio [roll20], damage [roll21]
claw vs bugio [roll22], damage [roll23]
if hit by 2 claws, rend [roll24]

slam vs andropolios, conceal 1-20 [roll25] attack [roll26], damage [roll27]
slam vs andropolios, conceal 1-20 [roll28] attack [roll29], damage [roll30]

slam vs bungee [roll31], damage [roll32]
slam vs bungee [roll33], damage [roll34]


------------ your turn!------------
https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2027062014%20213220. bmp.jpg

Dudu
2014-06-27, 03:34 PM
HP: 78/78
Speed: 50ft (flight, average maneuverability)
Init:
AC: 19 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 5 Will: 12
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth, Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, 18 temp HP


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

Nico sees as his summons graciously dodge the arrows... only to be pummeled by the elementals.

"Gee, Bugio. What you tried to do? Win the most useless summon championship?"

He moves further close to Androponolios, to G4 and summon two huge fiendish crocodiles behind the elementals. One (Dwayne) is summoned in the 3x3 square centered in H10 and the other in L8.

"All right, Dwayne, Dundee, help the Hammer Guy hold the line! Dwayne, attack the leftmost elemental with two arms. Dundee, attack the four armed guy next to you (JK;56 square).

Bungee, keep attacking the elemental who just hit you."

Actions:
Nico, SMA V for fiendish huge crocodiles.

Bungee attacks the elemental who just attacked him.
Bite atk [roll0] dmg [roll1]
Quills [roll2] atk [roll3] dmg [roll4] (-1 on atks, saves and checks for each quill that hits)
atk [roll5] dmg [roll6] (only the 1d4 allowed)
atk [roll7] dmg [roll8] (only the 1d4 allowed)
atk [roll9] dmg [roll10] (only the 1d4 allowed)

Dwayne will attack the flanked elemental
atk [roll11] dmg [roll12] grab [roll13]

Dundee will attack the rightmost four armed elemental.
atk [roll14] dmg [roll15] grab [roll16]


Size/Type: Huge Animal
Hit Dice: 7d8+56 (87 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+23
Attack: Bite +13 melee (2d8+16) or tail slap +13 melee (1d12+16)
Full Attack: Bite +13 melee (2d8+16) or tail slap +13 melee (1d12+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 31, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Hide +1, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Fiendish: Resist cold and fire 5; DR 5/magic; SR 12; Darkvision

*Augment Summoning and Malconvoker Class Features sweetness may apply


Size/Type: Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 6d8+36 (63 hp)
Initiative: +7
Speed: 60 ft. (12 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d8+9)
Full Attack: Bite +12 melee (2d8+9) and 1d4 quills +7 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Quills, howl
Special Qualities: Darkvision 60 ft.
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 17, Con 19, Int 6, Wis 14, Cha 8
Skills: Climb +16, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative



Bugio
HP: 63/63
AC: 17/12/14
Atk +12 (2d8+9)
1d4 Quill +7 (1d6+6)
Effects:SLAYED

Bungee
HP: 27/63
AC: 17/12/14
Atk +12 (2d8+9)
1d4 Quill +7 (1d6+6)

Dwayne Croc
HP: 87/87
AC: 16/9/15
Atk +13 (2d8+16) or +13 (1d12+16)
Improved Grab +23
Effects:

Dundee Croc
HP: 87/87
AC: 16/9/15
Atk +13 (2d8+16) or +13 (1d12+16)
Improved Grab +23
Effects:


Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Kevinho
2014-06-27, 03:55 PM
Since I'm not able to see the map I'll need some help about my position in the map.
Veigar will walk to get close distance [10sq tops] and starts saying in orcish:

"What's black and blue and is about to show you the definition of pain?"

As he does that, his eyes once more starts to bright silver and a bizarre sound can be listened.
Veigar manifests Cranial Deluge into one of the summoners.

Fortitude DC 25/negates
The shaman orc starts to feel his brain burning. If he can't save he takes , and if he is reduced to 0 or fewer HP, his head explodes.

It's a full round action, if I can't do a 5-ft step and manifest it, I'll cast an Energy Ball in the middle of them the way I can hit more orcs and less allies.

DC 25
Refl/save

"FIREBAL" damage: [roll1]
It's fire.
Edit: The same area as fireball
Edit2: I'll manage to recover my psionic focus if I don't need to use my move action. DC: 20 [roll]1d20+15 in which case you'll have to roll 'cause I can't edit and add a roll.

Chimaera
2014-06-27, 08:58 PM
Omar look at the the battlefield beginning to get full of enemies and decide to help everybody get through it alive and kicking.
With a quick gesture, he release the several enchantment on his allies, making them turn more agile, strong, resistants, charming and wise.

Draconic Might: +4 str, +4 con, +4 cha plus natural AC +4 and sleep/paralysis immunity;
Cat's Grace: +4 dex;
Owl's Wisdom: +4 wis;
All of them have duration of 9 minutes.

Thoughning Transmutation: everybody (the party, not summons) get DR 5/Magic or enhance any existing DR by 5 (1 round);
Magic of the Land (again, the party only): everybody heals :
10 damage if I pass DC 20 [roll0]
4 damage if I pass DC 17 (auto-sucess)
4 damage if I pass DC 17 (auto-sucess)

He then look at the orc shamans and decide he wont let them cast anything else, as he ready to counter any potential harmful spells they were to cast.

Counterspell the shamans with Dispel Magic

Blur (9min, 20% miss chance), Greater Resistance (+3 saves to everybody, 24h), Extended Greater Mage Armor (+6 Armor AC to everybody, 18h - Extended via Lesser Rod), Extended Hoard Gullet (on self only, allow him to eat his spellbook for safety measure, 20h - Extended via Lesser Rod), Haste (8 rounds), Cat's Grace (+4 dex, 9min), Owl's Wisdom (+4 wis, 9min), Draconic Might (+4 str, +4 con, +4 cha, +4 natural AC, immune to sleep/paralysis, 9min)

Spiderskin

5: Teleport;
4: Greater Invisibility, Stoneskin, Dimension Door;
3: Fly, Dispel Magic;
2: Share talents, Resist Energy (2), Blur;
1: Shield, Nerveskitter, Benign Transposition, Protection from Evil;
0: Message (2), Detect Magic (2), Read Magic;

Andrezitos
2014-06-27, 09:37 PM
Arrows and elementalz blows bounce off from Androponolios due his mighty arcane defenses. - Hah, yours attacks means nothing against me, orcs! Let me show a little trick. Power attack di tuto!

Androponolios casts Wraithstrike as Swift Action and Arcane Strike as free. His panther will enter into the square of his target granting it -2 in AC and saves. PA 10

Atk 1:[roll0] (touch attack)
Dmg 1: [roll1]+[roll2]

Atk 2: [roll3] (touch attack)
Dmg 2: [roll4]+[roll5]

Androponolios targets the largest elemental. If it is out of range, change to closer one.

Beschoren
2014-06-28, 02:43 AM
Zed advances forward to have a better line of sight. then, he casts Healing spirit to recover his allies little by little during the battle.

for this round, Bungee recovers [roll0] hp

dantiesilva
2014-06-29, 10:51 AM
As Seras watches from her hiding spot, her allies bombard their enemies with sword, spell, and summons, she takes the chaose as her moment to strike as she swiftly casts a spell that will with luck make the remaining enemies fall so that those in the front could move foward. She only hoped the spell did not also kill the crocs that had been summoned.

Swift action to use rod to maximize my fireball spell Fireball centered over the other one so it hits and hopefuly clears out the remaining enemies that are near our front liners 60 damage REF DC 20 for half

Beschoren
2014-06-29, 01:16 PM
You send forth a barrage of spells, quickly followed by crocolic summons and hammering. the fireballs deal devasting damage to the earth elementals, destroying 2 of them, 3 orcs, and greatly hurting a shaman. Another elemental succumbs to the combined attacks of the crocodile and andropolios.

the greatly hurt shaman makes vigorous, sudden moves (https://www.youtube.com/watch?v=eQ5kVTC03a8) and splits your party by creating a huge wall of earth, closing the tunnel you came from. Afterwards, he vanishes from sight.

The other shaman calls further reinforcements - this time, 2 large fire elementals, one of them with 4 arms as well. He also vanishes from sight after casting his spell.

The archers shoot straight at Nico - Their arrows seem to magicly avoid the cover he has from several foes and allies, and pay little respect to the blurry protection he has. One of the archers rushes into the shadows, getting out of sight before firing. The grunts do what grunts do - helding their wepons high, they rush towards your party. The elementals show service and make several attacks

archer vs nico (piercing non-magical, this attack ignore cover and 20% concealment) [roll0], damage [roll1]
archer vs nico (piercing non-magical, this attack ignore cover and 20% concealment) (nico is flat-footed as he does not see the orc) [roll2], damage [roll3]
archer vs nico (piercing non-magical, this attack ignore cover and 20% concealment) (nico is flat-footed as he does not see the orc) [roll4], damage [roll5]

grunt vs left croc [roll6], damage [roll7] + [roll8]
grunt vs right croc (GENERATES AOO, grapple [roll9])[roll10], damage [roll11] + [roll12]
grunt vs right croc [roll13], damage [roll14] + [roll15]
grunt vs right croc [roll16], damage [roll17] + [roll18]

fire elemental slam vs right croc [roll19], damage [roll20] + [roll21] fire
fire elemental slam vs right croc [roll22], damage [roll23] + [roll24] fire

fire elemental claw vs right croc [roll25], damage [roll26] + [roll27] fire
fire elemental claw vs right croc [roll28], damage [roll29] + [roll30] fire
fire elemental claw vs right croc [roll31], damage [roll32] + [roll33] fire
fire elemental claw vs right croc [roll34], damage [roll35] + [roll36] fire
(if hit by 2 claws, rend [roll37])

earth elemental slam vs right croc [roll38], damage [roll39]

earth elemental slam vs andropolios , blurr [roll40], attack [roll41], damage [roll42]
earth elemental slam vs andropolios , blurr [roll43], attack [roll44], damage [roll45]

earth elemental claw vs andropolios , blurr [roll46][roll47], damage [roll48]
earth elemental claw vs andropolios , blurr [roll49][roll50], damage [roll51]
earth elemental claw vs andropolios , blurr [roll52][roll53], damage [roll54]
earth elemental claw vs andropolios , blurr [roll55][roll56], damage [roll57]
(if hit by 2 claws, rend [roll58])


The orcs are furious, screaming "EU VOU COMER A SUA BUNDA!!" (dantesilva use google translate from portuguese, I can't put dirty words here)

your turn!---------------- (map (https://dl.dropboxusercontent.com/u/11675600/OrcsMustDie2%2029062014%20202125.bmp.jpg) if you can't see)

https://dl.dropboxusercontent.com/u/11675600/OrcsMustDie2%2029062014%20202125.bmp.jpg

Chimaera
2014-06-29, 01:37 PM
Omar look at the wall blocking their way and smile, "It'll will take more than a wall to block my path" and with that he dimension door inside the room, along with the others who were in his side of the wall.

Omar to F5, Veigar to F4 and Seras to E5.
Each of them heals 8 hp if pass DC 19 [roll0]

Beschoren
2014-06-29, 01:43 PM
Omar teleports everyone safely.

With true seeing, Veigar notices theres is an invisible shaman at V7

(new map)

https://dl.dropboxusercontent.com/u/11675600/OrcsMustDie2%2029062014%20204129.bmp.jpg

dantiesilva
2014-06-29, 01:53 PM
As Seras appears on the other side of the stone wall she at first is happy she would not be left out of the battle, however when she sees the huge elemental before her she begins to get worried. Firing off a ray from her wand once more she calls upon her inate abilities to empower it even further so that with luck it would destroy the creature.



Rainbow Beam RTA [roll0] Color [roll1] if it is 8 [roll2] Green ray, damage type is poison...And I am pretty sure they are immune to poison.....
Damage 54, If the first roll was an 8 an additional 54 damage of the other energy type
The creature is also dazzeled if hit. Only SR is allowed.

Dudu
2014-06-29, 07:25 PM
HP: 68/60
Speed: 50ft (flight, average maneuverability)
Init:
AC: 23 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 5 Will: 12
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth (activated), Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, Draconic Might, 8 temp HP


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

Omar Spells protect Nico efficiently. The last arrow hits though, but isn't unable to pierce the extra health granted by Heart of Earth.

One grunt hits Dwayne, and the rest of the enemies try to vanquish Dundee.
Dundee's AoO:
AoO [roll0] Imp Grab [roll1] dmg [roll2]

I'm assuming their attacks aren't magical, like a +1 falchion. If they are, add +5 to each one. I don't think the slams are magical. The crocs resistance to fire will apply though.

Dundee is sturdy, but the 4 armed fire elemental finish him properly.

The left croc, aka, Dwayne, is probably pissed, but both him and Bungee are alive, for now...

"You're fiendish huge crocodiles and howlers, for Wee Jas sake! Don't let filth orcs slay you! Bungee, finish the elemental! Dwayne, crush the orc grunt!"

Dwayne tries to attack and grab the poor orc grunt at J12.
[roll3] Imp Grab [roll4] dmg [roll5]

Bungee full attacks vs the damaged elemental
[roll6] dmg [roll7]
+ [roll8] quills
1 [roll9] dmg [roll10]
2 [roll11] dmg [roll12]
3 [roll13] dmg [roll14]
4 [roll15] dmg [roll16]

Nico also summons his loyal earth elemental, Pedro, at D9, to flank with Androponolios.
Instead of attacking, he gives aid another (+2 to atk) to the hammer guy.
[roll17] vs AC 10.


Size/Type: Small Elemental (Earth, Extraplanar)
Hit Dice: 2d8+6 (15 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, –1 Dex, +7 natural),, touch 10, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Slam +7 melee (1d6+6)
Full Attack: Slam +7 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Special Qualities: Darkvision 60 ft., earth glide, elemental traits
Saves: Fort +4, Ref –1, Will +0
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack

Size/Type: Huge Animal
Hit Dice: 7d8+56 (87 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+23
Attack: Bite +13 melee (2d8+16) or tail slap +13 melee (1d12+16)
Full Attack: Bite +13 melee (2d8+16) or tail slap +13 melee (1d12+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 31, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Hide +1, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Fiendish: Resist cold and fire 5; DR 5/magic; SR 12; Darkvision

*Augment Summoning and Malconvoker Class Features sweetness may apply


Size/Type: Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 6d8+36 (63 hp)
Initiative: +7
Speed: 60 ft. (12 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d8+9)
Full Attack: Bite +12 melee (2d8+9) and 1d4 quills +7 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Quills, howl
Special Qualities: Darkvision 60 ft.
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 17, Con 19, Int 6, Wis 14, Cha 8
Skills: Climb +16, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative





Bungee
HP: 27/63
AC: 17/12/14
Atk +12 (2d8+9)
1d4 Quill +7 (1d6+6)

Dwayne Croc
HP: 62/87
AC: 16/9/15
Atk +13 (2d8+16) or +13 (1d12+16)
Improved Grab +23
Effects:

Dundee Croc
HP: -10/87
AC: 16/9/15
Atk +13 (2d8+16) or +13 (1d12+16)
Improved Grab +23
Effects:SLAYED

Pedro
HP: 15/15
AC: 17/10/17
Atk +7 (1d6+6)



Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Andrezitos
2014-06-29, 07:36 PM
Androponolios repeats prervious actions but this time targeting the bigger and meaner elemental. His panther moves to the square of the big elemental (-2 ac and saves).

Atk1: [roll0] +4 (+2 flank, +2 aid)(haste attack; ps. I kinda of forget this atk in the previous round)
Dmg1: [roll1]+[roll2]

Atk1: [roll3] +4 (+2 flank, +2 aid)
Dmg1: [roll4]+[roll5]

Atk1: [roll6] +4 (+2 flank, +2 aid)
Dmg1: [roll7]+[roll8]

Kevinho
2014-06-30, 12:02 PM
"There's a freaking orc shaman invisible next to the further torch... I'll take care of him."
As Veigar says that he'll manifest Energy Missile at V7 and T9. But before, he'll psionic focus or focus after manifesting [in case he was already focused] DC 20 [roll0]

Fire Energy Missile
DC: 25, Refl/half. Damage: [roll1]

"Do you wanna play hide and seek? Not happening bro." says Veigar in Orcish, as his energy missile is manifested.

Edit: OoC Nigeria!!!!

Edit2: Stats:
HP: 80/80
PP: 76/130
AC: 32 [T: 14 FF: 29]
Fort: +10
Refl: +10
Will: +18
Init: +1

Powers/Spells over him:
Blur: 20% miss chance.
True Seeing, Psionic.
Haste.
Force Screen: +6 Shield AC Bonus.
Greater Resistance: +3 saves
Extended Greater Mage Armor: +6 Armor AC
Detect Remote Viewing: [Aware of any scrying over me, besides that, anyone scrying me makes a caster level check against mine, if I win, I get a visual image of the creature and accurate sense of the remote viewer's direction and distance from me]
Inertial Armor: +8 armor for 10h.
Draconic Might: +4 str, +4 con, +4 cha plus natural AC +4 and sleep/paralysis immunity;
Cat's Grace: +4 dex;
Owl's Wisdom: +4 wis;

Beschoren
2014-07-01, 05:42 AM
After the crocodile falls, Zed casts Arc of Lighitng in that row on enemies, hitting severa, oponents. You see he's drawing in additional spellpower - but you're not sure from where. his healing sririt is still there, recovering some more vital energy to the howler.

electrict [roll0] ref DC 23
heals howler by [roll1]

Beschoren
2014-07-01, 04:32 PM
Omar teleports everyone to the other side of the stone wall
Seras shoots a powerfull ray of green light, she hits the elmemental but it dosen't seem to have taken any effect on it!
Nico bosses his summons arround. the big croc kills one of the orcs and the howler just manage to destroy the damaged elemental.
Andropolio's blows strike like a siege wepon on castel walls. It takes all his precious attention, but in the last blow the creature is shattered into a bazilion pieces.
Zed casts an electrict spell and add 3 more orcs to the corpse pile.

The orc shamans seem annoyed enought - "AGORA EU VOU TE MOSTRAR COM QUANTOS PAUS SE FAZ UMA CANOA!!! GOOOOLPE DO FOGOOO!!". With that, a colum of fire forms right were you are crowded, dealing both fire and holy damage. You can also see more piles of rocks coming into life, ready to pumell you into notthingness. that pile of rocks takes a step closer to the party and fight you directly, partly meded in the stone..

you see 2 rays of ice sent by the archers to trap the big crocodile. the various elementals attack furiously.


ranged touch VS croc, [roll0], cold damage 7, ref DC 13 or encased in ice
ranged touch VS croc, [roll1], cold damage 3, ref DC 13 or encased in ice
A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a -2 penalty on attack rolls. A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.

flame strike: Hits Andropolios, Nico, Omar, Seras, Veigar, Zed, and the howler
damage [roll2], half fire half divine, SR [roll3] Ref vs 21 for half damage .

earth slam vs croc: [roll4], damage [roll5]
earth slam vs croc: [roll6], damage [roll7]
earth slam vs croc: [roll8], damage [roll9]

fire elemental slam vs andropolios: [roll10],blurr 60, damage [roll11] + fire [roll12]
fire elemental claw vs howler: [roll13], damage [roll14] + fire [roll15]
fire elemental claw vs howler: [roll16], damage [roll17] + fire [roll18]
fire elemental claw vs howler: [roll19], damage [roll20] + fire [roll21]
fire elemental claw vs howler: [roll22], damage [roll23] + fire [roll24]
if hit by 2 claws, rend damage [roll25]

earth elemental makes full attack on [roll26], 1=Nico, 2=Zed, 3= Andropolios
earth elemental claw vs Zed: [roll27], blurr [roll28], damage [roll29]
earth elemental claw vs Zed: [roll30], blurr [roll31], damage [roll32]
earth elemental claw vs Zed: [roll33], blurr [roll34], damage [roll35]
earth elemental claw vs Zed: [roll36], blurr [roll37], damage [roll38]
if hit by 2 claws, rend , damage [roll39]


------------------- your turn!-------------

https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2001072014%20234835. bmp.jpg

Andrezitos
2014-07-01, 04:51 PM
Right before the column of divine flame hit the ground, Androponolios uses his magic ring to divert the spell to the area where the shaman were last seen (V7, I believe), or somewhere near.

Ring of Spell-Battle. I have to identify the spell before changing its target (in this case, the squares where I was).
Spellcraft: [roll0]

In case I fail to identify it, ref save:
[roll1]

Beschoren
2014-07-01, 04:53 PM
despite andropolios quick reaction, he failed to use his magic to divert the flame strike.

the spell hits you with full power.

Andrezitos
2014-07-01, 05:01 PM
Androponolios takes 5ft step closer (E4) to four-limbed elemental and quick cast (Belt of Battle) True Strike before unleash another barrage of blows (my panther is on it):

Atk1: [roll0]
Dmg1: [roll1]

Atk1: [roll2]-20
Dmg1: [roll3]

Atk1: [roll4]-20
Dmg1: [roll5]

Chimaera
2014-07-01, 05:04 PM
Omar manage to somehow evade the flamestrike, but his robes caught some fire, making him a little nervous before slapping the fire away from his clothes.

He then take a look at everyone to see how bad the situation is... better if we just vanished...

"Your wish is granted Seras", he tell her, "Andronopolius! Finish the earth elemental!", he says slapping his hands together and making everyone vanish from sight.

Greater Invisibility (9 rounds)
Everybody heals 8 hp thanks to auto-sucess on Know. Nature

dantiesilva
2014-07-01, 06:10 PM
If only Seras had continued her training as a spellthief one a little longer she would have been able to brush off the entire attack made against her, much like Tarith was able to, however she knew that the arts were more her talent, and as she recovered slightly from the burn she was about to show them all why as a kunai knife appeared in her hand, and though only for a second, her aim would not miss as the ice dagger went flying at the fire elemental.

Ice knife (with a +2 bonus on the attack roll for every two caster levels [so +10?]) [roll0] Damage [roll1] cold damage as well as 2 dex damage. Because they are fire elementals they take an additional 50% damage from cold attacks, and I will use my rod of empowering for an additional 50% to damage of what is rolled. 22.5 cold damage total

If attack misses (highly unlikely) it lands in the square marked [roll2] and burst in a 10ft radius that deals [roll3] damage + empowered to all creatures in its burst. 9 total cold damage

Fortitude DC 19 for dex damage
Reflex for half damage (ONLY IF ATTACK MISSES)

As Seras becomes invisible she quickly smiles as she unleashes one of her most powerful defensive spells to make sure no longer would their enemies be having all the fun as their hands froze.

1d6+10 cold damage only take half damage from fire attacks, if ref saved allowed and you pass none. Effects all allies and summons that nico summoned

Kevinho
2014-07-01, 06:57 PM
Refl Save DC 21: [roll0] *

*If Veigar doesn't save but had 15 or more, he'll use his racial feature to add +6 racial bonus to save for 1pp to save.
Veigar will manifest the same power at the same target at the same DC [His DC is so high because he spends his psionic focus to make it higher due to a feat he has. If, by any chances he can't focus psionicly, reduce 2 from the DC.

Energy Missile:
Refl DC: 25, Fire Damage: [roll1]
After that, he'll try to make a 5 ft. step to D4 and psionically focus, DC 20 [roll2]
Veigar Status:
HP: 66/80
PP: 66/130
AC: 32 [T: 14 FF: 29]
Fort: +10
Refl: +10
Will: +18
Init: +1

Powers/Spells over him:
Blur: 20% miss chance.
True Seeing, Psionic.
Haste.
Force Screen: +6 Shield AC Bonus.
Greater Resistance: +3 saves
Extended Greater Mage Armor: +6 Armor AC
Detect Remote Viewing: [Aware of any scrying over me, besides that, anyone scrying me makes a caster level check against mine, if I win, I get a visual image of the creature and accurate sense of the remote viewer's direction and distance from me]
Inertial Armor: +8 armor for 10h.
Draconic Might: +4 str, +4 con, +4 cha plus natural AC +4 and sleep/paralysis immunity;
Cat's Grace: +4 dex;
Owl's Wisdom: +4 wis;

Kevinho
2014-07-01, 07:00 PM
Fire Damage: [roll0]

Dudu
2014-07-01, 08:35 PM
HP: 36/60
Speed: 50ft (flight, average maneuverability)
Init:
AC: 23 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 7 Will: 14
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth (activated), Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, Draconic Might, Greater Resistance, Draconic Might, Cat's Grace


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

The flamestrike damages Nico heavily. The remaining howler is slayed, but Dwayne the croc manages to survive yet another round, as well as evade the cold snare.

He whispers to Zed, so that his summons don't listen. "Don't waste healing on my summons, they are disposable anyway."

He moves to C5 and shouts:
"Enough of this! Time to bring the fight to their doorsteps. Kong, Koko, I summon ye!"

Two large fiendish apes appear. Kong, a male and Koko a female. Kong appears at L4 and Koko at L6.

"Kong and Koko, attack the nearest orc in robes on sight! (their invisibility faded away with the attack? Because it seems I can look at them now)
I assume they'll both see the orc up on P2, I don't think Nico can really see him, but he supposes he is in the area. If the apes cannot attack him, they'll attack the other one, but their movement can't reach, so they'll double move (if they can charge, they'll charge)

Kong [roll0] dmg [roll1]
Koko [roll2] dmg [roll3]


"Dwayne! Bite the damage earth elemental in front of you!"

Dwayne [roll4] dmg [roll5] imp grab [roll6]


"Pedro! Charge at that pathetic orc archer right there!" (The one at I13)

Pedro [roll7] dmg [roll8]

"Balerion! Time to appear! With me! Use your smoke to hamper those elementals."

The Nightmare appears right next to Nico, at the B,C/6,7 square. With a free action, Balerion snorts a smoke in front of him, I believe it hits both elementals.

During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a –2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.


Size/Type: Small Elemental (Earth, Extraplanar)
Hit Dice: 2d8+6 (15 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, –1 Dex, +7 natural),, touch 10, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Slam +7 melee (1d6+6)
Full Attack: Slam +7 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Special Qualities: Darkvision 60 ft., earth glide, elemental traits
Saves: Fort +4, Ref –1, Will +0
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack

Size/Type: Huge Animal
Hit Dice: 7d8+56 (87 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+23
Attack: Bite +13 melee (2d8+16) or tail slap +13 melee (1d12+16)
Full Attack: Bite +13 melee (2d8+16) or tail slap +13 melee (1d12+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 31, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Hide +1, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Fiendish: Resist cold and fire 5; DR 5/magic; SR 12; Darkvision

*Augment Summoning and Malconvoker Class Features sweetness may apply

Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 4d8+27 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Claws +9 melee (1d6+9)
Full Attack: 2 claws +9 melee (1d6+9) and bite +4 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 9, Damage Reduction 5/magic
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7
Skills: Climb +16, Listen +6, Spot +6
Feats: Alertness, Toughness





Dwayne Croc
HP: 15/87
AC: 16/9/15
Atk +13 (2d8+16) or +13 (1d12+16)
Improved Grab +23
Effects:

Pedro
HP: 15/15
AC: 17/10/17
Atk +7 (1d6+6)

Kong Ape
HP: 45/45
AC: 14/11/12
Atk +9/+9/+4 (1d6+9) (1d6+6)

Koko Ape
HP: 45/45
AC: 14/11/12
Atk +9/+9/+4 (1d6+9) (1d6+6)




Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Beschoren
2014-07-02, 01:03 PM
Zed notices Nico has taken quite a blast in the face and quickly erases his burns

cure serious wounds + ring of mystic healing: [roll0]+[roll1]
satisfied with his results, he directs the healing spirit to Veigar, healing him [roll2]

Beschoren
2014-07-02, 02:11 PM
After failing to revert the flame strike, Andropolios succed at reverting the enemie's summon: with 3 hard strikes, he bashes the creature enought to crack it in two. He can almost hear his phantasmagoric phanter laughting, knowing that her presence distracted the elemental just enought.
Omar turns the entire party invisible, giving an edge.
Sera's protects the entire party against flames, giving also extra counter-attack power
Veigar trows another energy ball that hits the old orc with power. He now has visible burns, but is still standing.
Nico bosses his summons arround. Pedro hits the target, dwaine holds the elemental on his maw, but Kong and Kiko missed the bleeding shaman despite the charge attack.
Zed heals Nico back to health.

The shaman at T6 is very hurt but still up to a fight "VOCÊ NÃO SABE BRINCAR DE ESCONDE-ESCONDE!! FOOOOOGO DA FADAAA!!!". A shimerring light apears just where he landed his flame strike, outlining your shape. Nico, Omar, Zed and Veigar are revealed, but Andropolios and Sera are still protected by the spell.

The shaman at P1 makes another vigorous motion, and a great wall of earth sprints from the side of the cave, separating him from the fearsome apes. The wall is 10 foot high and block your line of sight - it is tall enought to meld with the floor as well, so it gives them complete cover."É, VOCÊS BRINCAM DE ESCONDE-ESCONDE MUITO MUITO MAL!!"

The elementals keep pushing at you, mostly ignoring the presence (but not the effects) of your several defenses. the archers take a clear shot agasint Kong and hurry back behind the stone wall.

The grappled elemental attacks the croc with his slams (-4 penal)
[roll0], damage [roll1]
[roll2], damage [roll3]

the other earth elemental squiskes Pedro and then attacks the croc
vs pedro [roll4], damage [roll5]
vs croc [roll6], damage [roll7]

The four-arm fire elemental hapyly attacks Zed, that is not invisible. Since he miss his only attack, he was not damaged by the fire shield
vs Zed [roll8], blurr [roll9], damage [roll10]+ fire [roll11] (if hits, takes [roll12] + 50%)
vs andropolios [roll13], blurr [roll14], damage [roll15]+ fire [roll16] (if hits, takes [roll17] + 50%)
vs andropolios [roll18], blurr [roll19], damage [roll20]+ fire [roll21] (if hits, takes [roll22] + 50%)
vs andropolios [roll23], blurr [roll24], damage [roll25]+ fire [roll26] (if hits, takes [roll27] + 50%)
if 2 claws hits, rend [roll28]

The other fire elemental attacks Zed as well (rolled on desk)
Attack 22, miss due to blurr
attack 19, miss due to blurr

archers vs Kong: [roll29], damage [roll30]
archers vs Kong: [roll31], damage [roll32]


As they run to the wall, the archers scream really loudly "GRAAAAAAAAAAHHHHH!!". You know this is a orcsich call for help.

---------- your turn!------------
https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2002072014%20212056. bmp.jpg

dantiesilva
2014-07-02, 07:45 PM
As Seras sees the wall go up and her friends covered in dust, afraid to have the same happen to her she moves to F12 before casting snipers shot and Resonating Bolt that flies from her hand and crashes into the wall behind the orc hurting both the orc and the wall.

Empowered Resonating bolt(ray) Attack [roll0] Damage [roll1] Sonic damage + Sudden raystrike [roll2] giving up my SA damage to steal a spell of the highest level it can cast. For orc in O12 Total 51 damage

Chimaera
2014-07-03, 01:45 AM
"Zed! Stone Shape that wall and let the others fight the shaman!", he says whispering magical words and exchanging Zed and Diddy Kong places, "Nico, do the same with Andronopolius! Veigar, once the brach is open, blow that shaman mind! Go!", Omar bark his orders hoping they follow his tactics: this battle was proving to be a good way for them to work together.

Benign Transposition: switching Zed with Dixie Kong
Zed and Dixie heals 2 hp each

Beschoren
2014-07-03, 02:13 AM
Zed is teleported, and immediatly casts the spell. he creates a large gap on the middle of the wall, destroying half of it (O3 to O7 is gone).

There is a shaman on T5 - the same veigar blasted twice already - and another at V0 (no line of sight to veigar). If andropolios is to be teleported on Kong's place, he will be able to charge attack the shaman at V0. there are no additional summons on the other side of the wall.

Dudu
2014-07-03, 02:18 AM
HP: 60/60
Speed: 50ft (flight, average maneuverability)
Init:
AC: 23 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 7 Will: 14
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth (activated), Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor
Other Effects: Light Fortification, Draconic Might, Greater Resistance, Draconic Might, Cat's Grace


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

"Thanks Zed, that was some expert healing right there. Now, Balerion, we gonna cross that wall, and you know it."
With a move action Nico jumps on the nightmare's back and casts See Invisibility on himself. Balerion uses his standard to enter the ethereal plane again and moves to P;Q/6;7 square. We are still on the ethereal plane though.

Depending on what we saw, I'll order the apes (although they'll probably just follow my previous order and try to kill the orc shamans.)


Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 4d8+27 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Claws +9 melee (1d6+9)
Full Attack: 2 claws +9 melee (1d6+9) and bite +4 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 9, Damage Reduction 5/magic
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7
Skills: Climb +16, Listen +6, Spot +6
Feats: Alertness, Toughness





Kong Ape
HP: 45/45
AC: 14/11/12
Atk +9/+9/+4 (1d6+9) (1d6+6)

Koko Ape
HP: 45/45
AC: 14/11/12
Atk +9/+9/+4 (1d6+9) (1d6+6)




Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Dudu
2014-07-03, 02:22 AM
Zed is teleported, and immediatly casts the spell. he creates a large gap on the middle of the wall, destroying half of it (O3 to O7 is gone).

There is a shaman on T5 - the same veigar blasted twice already - and another at V0 (no line of sight to veigar). If andropolios is to be teleported on Kong's place, he will be able to charge attack the shaman at V0. there are no additional summons on the other side of the wall.

In that case, I'll order my summons to aproach and possibly flank the T5 shaman and attack him. (or rather, I won't order, but they'll do that anyway, following the order from the last round).

Kong
claw [roll0] dmg [roll1]

Koko
claw [roll2] (maybe +11 if flanking) dmg [roll3]

Andrezitos
2014-07-03, 12:04 PM
Without a clear shot to the orc shamans, Androponolios focus the fire elemental. My panther is on him (PA 3, Arcane Stike lv1).

Atk1: [roll0]
Dmg1: [roll1]+[roll2]

Atk1: [roll3]
Dmg1: [roll4]+[roll5]

Atk1: [roll6]
Dmg1: [roll7]+[roll8]

Kevinho
2014-07-03, 01:17 PM
Just after Veigar's last turn, Veigar thinks: "Uh, I'm getting tired of spending all my power in just one battle."

After listening to Omar's orders, Veigar says:

"Did anyone say, mind blowing?"

Veigar's Turn:

He'll walk to M3 [if he can pass through enemies square, since he'll be back invisible after levaing faery fire's AoE] and manifest Energy Ball [fire] [Only if it doesn't hit any ally and hit the damaged shaman], else he'll manifest Energy Missile [fire] on both targets if possible.

Either way, refl DC 25, Damage: [roll0]

BUT, if he can't move through enemies square, he'll manifest Energy Missile in both Fire Elementals, and, if he kills the G,H,4,5, he'll move to M3.

Fortitude Save DC 25 for half damage, Damage: [roll1]

Veigar Status:
HP: 75/80
PP: 56/130
AC: 32 [T: 14 FF: 29]
Fort: +10
Refl: +10
Will: +18
Init: +1

Powers/Spells over him:
Blur: 20% miss chance.
True Seeing, Psionic.
Haste.
Force Screen: +6 Shield AC Bonus.
Greater Resistance: +3 saves
Extended Greater Mage Armor: +6 Armor AC
Detect Remote Viewing: [Aware of any scrying over me, besides that, anyone scrying me makes a caster level check against mine, if I win, I get a visual image of the creature and accurate sense of the remote viewer's direction and distance from me]
Inertial Armor: +8 armor for 10h.
Draconic Might: +4 str, +4 con, +4 cha plus natural AC +4 and sleep/paralysis immunity;
Cat's Grace: +4 dex;
Owl's Wisdom: +4 wis;

Beschoren
2014-07-07, 01:29 PM
Seras move a bit farther from the group, still invisible. She shoots a magic ray on the orc, whose innards are flung several feet away from his body. She also steals the energy of a ray of ice spell.
Omar teleports zed in place of the female monkey.
Zed the druid shatters half of the stone wall.
Andropolios makes a series of attacks against the elemental and hits 2 of them, taking [roll0] and [roll1] fire damage on the process (ref save DC 17 or cathch on fire)
Nico vanishes to the ethereal, atop his nightmare. One of his monkeys misses the shaman while the other only had time to flank him. The crocodile chews the elemental a little, dealing 21 damage (rolled on desk)
Veigar then shoots cold energy, quickly quenching the fire elementals. Even the earth elemental that was on the crocodile's maw was hit and turns into a shattered popsicle.

The last orc archer moves away from you, dodging Koko's claws, and screams to one of the shamans "PAI DA TERRA PAKU, FOGE QUE EU BRIGO!!". after that he casts a spell and exchange places with the shaman, putting himself between the two great apes. Despite his barbaric nature, you cannot deny that this orc has guts and honor.

The upward shaman calls on more outsiderish power, and summons MORE elementals. The earth creatures bash the apes with apathy. The remaning elemental keeps fighitng the crocodile. The shaman provokes you "VOCÊS ESTÃO CERCADOS PELA TERRA! NÃO PODEM VENCE-LA!!"

slam vs Koko (dixie kong) [roll2], damage [roll3]
slam vs Koko (dixie kong) [roll4], damage [roll5]
(Koko survives due to dr/magic)
slam vs croc [roll6], damage [roll7], fire shield [roll8]
slam vs croc [roll9], damage [roll10], fire shield [roll11]

claw vs Kong (donkey kong) [roll12], damage [roll13]
claw vs Kong (donkey kong) [roll14], damage [roll15]
claw vs Kong (donkey kong) [roll16], damage [roll17]
claw vs Kong (donkey kong) [roll18], damage [roll19]
if hit 2 claws, rend damage [roll20]
(these attacks are enought to kill kong, so i removed him already)


The other shaman, Pai da terra Paku, safely teleported due to the sacrifice of the nameless orc archer, sighs when he realizes this battle cannot be won. Yet not ALL has to be lost. He makes a great and sudden move with his arms, and a wall or earth springs from the ground, blocking the path between you and him. the wall is merged with the cealing, and is sided by a large pit - you could climb or fly arround it. the darkness prevents you from seeing the end of the wall.

The wall of earth blocks your vision - True, Ethereal, or mundane. You do not see what happens next in the other side of the wall.
-------------- your turn!-----------
https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2007072014%20203637. bmp.jpg

Kevinho
2014-07-07, 02:06 PM
"Son of an orc! He escaped!" Says Veigar with a very notable sarcastic tone in his voice. "I guess we won't be able to... HAHAHAHAHAAHAH... find... HUEHAUEHAEUHAEUAEHU... him anymore KYAKYAKYAKYAKYAKYAKYAKYA!!". Veigar can't control himself and starts to laugh out loud, like the fact of the shaman escaping was something very, very funny.

OoC: Will be posting when I get home, can't see the map or dndwiki while at work.

Dudu
2014-07-07, 02:46 PM
I'll move beyond the wall to see what's there and then I'll decide which action I'll take.
Nico can't interact properly with his colleagues thanks to etherealness.

Chimaera
2014-07-07, 03:11 PM
Omar moves forward and look at the summoned elementals.
"Begone with you", he says ordering them away.

Move to reach M6.
Standart action to cast area Dispel Magic to dispel both summons and the orc archer.

Dispel Magic vs. Elemental Q8: [roll0]
Dispel Magic vs. Elemental S4: [roll1]
Dispel Magic vs. Orc Archer: [roll2]

Edit: I forgot I have the Arcane Mastery feat.
Can we ignore the results and use my Take 10 instead?

Beschoren
2014-07-07, 03:48 PM
Nico travels trought the wall, in the ethereal plane. He can see that the shaman in in the darkness, under the effect of an invisibility spell. and behind a wall of stone. The cursed orc IS good at hide-and-seek.

https://lh5.googleusercontent.com/-p34ioRBm_wU/U7sGpApRFEI/AAAAAAAAKS0/vwCXFIo_Pso/w555-h402-no/Captura+de+tela+inteira+07072014+223712.jpg

Back on the material plane, Omar effectively dispels the summoning, by forcing the magic that keep it on their plane to end prematurely (yes, you could take 10 due to the feat.)

Dudu
2014-07-07, 04:05 PM
HP: 60/60
Speed: 50ft (flight, average maneuverability)
Init:
AC: 23 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 7 Will: 14
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth (activated), Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor, See Invisibility
Other Effects: Light Fortification, Draconic Might, Greater Resistance, Draconic Might, Cat's Grace


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

He is good, indeed... in hiding, and I'm good in seeking.

"Balerion, NOW!"

The nightmare dismiss the etherealness and Nico can finally interact with the material plane.
With a quick motion of hands, he casts glitterdust at the shaman. DC will save 20 or be blinded.


Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 4d8+27 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Claws +9 melee (1d6+9)
Full Attack: 2 claws +9 melee (1d6+9) and bite +4 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 9, Damage Reduction 5/magic
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7
Skills: Climb +16, Listen +6, Spot +6
Feats: Alertness, Toughness





Koko Ape
HP: something/45
AC: 14/11/12
Atk +9/+9/+4 (1d6+9) (1d6+6)




Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloudx2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Beschoren
2014-07-07, 04:24 PM
"MAS QUE PORR...-AAAAAHHH!!!"
[roll0]

The old orc seems to take a hold of himself, and despite the surprise he still is the lord of all his senses. Yet, He's shining like a firefly.

Sera's notices the sparkling in the darkness from a glitterdust spell just behind the wall of earth, but the orc himself is still out of her sight if she stays put.

*previsous orc translations:
"earth father Paku, flee that I fight!"
"You are surrounded by earth! You cannot defeat it!"
"What the fuc...-AAAHHH!"

Andrezitos
2014-07-07, 05:19 PM
Androponolios casts a magic mount and jumps in the back of his new horse. The animal will double move, if needed, towards the remaining orc shamam (60ft speed). (Always wanted to use mount spell in a battle :smallbiggrin:)

dantiesilva
2014-07-07, 06:57 PM
Still invisible Seras moves to Q12 while still invisible so she could get into a better position to help the others. Seeing one more orc she readies her new spell to see what its powers were.

Ray of ice at orc in S7(I think thats it)

RTA 23 Damage cold damage 35 turning my 1d6 SA damage into steal spell to steal a random strongest spell it can cast

Also if it fails a REF save DC 19 or be frozen to the ground with its feet encased in ice. A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a -2 penalty on attack rolls. A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.

Beschoren
2014-07-09, 01:08 PM
Seras freezes the orc in place, dealing enought damage to defeat the lone shaman.
Zed hurries back to the newly formed wall of earth and shatters part of it, just like he did before.

The last orc archer is eaten by the giant crocodile. The remaining orc shaman heals himself and tries to run, screaming "AAAAARRRGGGHHH!!!" as he does so. it dosen't take long you you to chase him down and slaughter him. the battle was quite harsh and drained you a lot, but you made it in one piece.

You do notice more orcish sounds coming from the darkness of the cave. The chamber you are now is certainly connected to other chambers in the peak, filled with orcs for sure.

You look back on the stone structure the orcs were in front of previsouly. it seems a much better altar to their spirits than the other one. considering that there are still more orcs in the way, Zed hurries to the front of the altar and starts charging the 1º rune...


runes are charged by sacrificing 1d4+2 spell levels and overcoming a spellcraft check DC 25, as a fullround action. Once charged, the runes must be planted immediatly by expending 1d3 spell levels and overcoming a spellcraft DC 20, as a fullround action. All runes have an arcane and a divine component, so each of these steps must be performed once for the arcane component and once for the divine component. Once the first rune is planted, you have 72h to plant the other 2, or the reaction fails. After planted, the magic goes into the Weave and the stone block itself is no longer important

zed has to sacrifice [roll0] spell levels
his spellcraft to charge the rune is [roll1]

Dudu
2014-07-09, 01:31 PM
Nico charges the rune burning an arcane spell (Stinking Cloud)

Now he places the rune on the altar.
spell levels [roll0]
spellcraft [roll1]

edit: He burns suggestion now to place the rune.

Beschoren
2014-07-09, 02:10 PM
Nico and zed work quickly on the rune, as the screams of the orcs in the distance come closer and closer.

While thinking a little about the magic on the runes and this place, Nico realizes 2 things: one that the shamans you were fighitng were somehow convincing the elementals into fighitng more feroucisouly... just like he does with devilish creatures. He never knew such thing was possible, and this kind of magic should be extremely rare (or extinct). Another is that this place does have a lot of "earth power", but it seems like dormant or somehow away..

Meanwhile, Zed works on placing the last rune [roll0] spell levels
spellcraft [roll1]

Dudu
2014-07-09, 02:18 PM
Nico will consider investigating this place later. If the orcs managed to infuse power into elementals, he can also do it. But later, now with the first rune placed, the clock is ticking.

"Ok Omar, don't forget we are relying on your teleport to get us the f*ck out of here."

He also uses a standard to summon Pedro, the elemental.

"Pedro, can you tell me if you feel something different in this place?" * translated from Terran

Beschoren
2014-07-09, 02:31 PM
Zed facepalms "ahw, crap!" and you feel the magic he deposited floating away and distabilizing the entire rune. He focus on it for a while "What the hell is thing thing doing!? The polarized light plane should be shifting to the left, not to the right!!". You notice that he will take a moment to re-stablish the propper connections with the rune, but the orcs draw closer quickly.

"Maybe you could cover my back?! I won't take more than a minute!"

thankfully most of your spells are still active! but the battle shall go on! (5 turns have passed since everyone recived greater invisibility)


---------- you have 3 more turns to prepare! ---------------

https://lh3.googleusercontent.com/-oTu_USAZYWY/U72X8Oim7UI/AAAAAAAAKTE/pZSU53F4QM0/w659-h530-no/OrcsMustDie2+09072014+212817.jpg

Andrezitos
2014-07-09, 03:21 PM
Androponolios casts mirror image on himself ([roll0]) and then start looking around for something. He and his images walks around and stop besides the fallen orc shaman. Than, they look at you guys with a sick smile. Some magic words and gestures after that (disguise self) and now all the images resemble the look of the lesser orc shaman. Afther all this preparations the group walks back to the front lines and pretend being dominated. (the order could be the opposite, doesn't matter)

Chimaera
2014-07-09, 04:23 PM
Omar look at the dead orcs and the allies planting the runes.

"Maybe I should do it, Nico... But since you're already there...", he then look at Seras and order around, "Get ready to block any orc from coming here" as he cast Detect Magic and see if the shamans and dead orcs have any magic item upon them.

On a positive answer, he shout to Veigar and Andronopolius, "Grab those orcs and drag them here! They have precious magic stuff that will be put to better use!".

Once this rune planting was done they would better get ready to teleport away back to the peak or another place safe, and bringing the dead orcs would be useful for a series of reason (mainly looting, but maybe a Speak to Dead would also be helpful to gather some info).

Chimaera
2014-07-09, 04:37 PM
Init +9, HP 76/80, Speed 30ft
AC 30, Touch 16, Flat-footed 25, Fort +11, Ref +9, Will +14, Base Attack Bonus 4 DR 5/Magic
Abilities Str 14, Dex 18, Con 18, Int 18, Wis 16, Cha 12

Blur (20% miss chance)
Greater Mage Armor (+6 AC)
Greater Resistance (+3 saves)
Hoard Gullet (eat his spellbook!)
Cat's Grace (+4 dex)
Owl's Wisdom (+4 wis)
Draconic Might (+4 str, +4 con, +4 cha, +4 nat ac, immunities)
Greater Invisibility
Mass Fire Shield
Share Talents
Shield
Protection from Evil
Nerveskitter

PREPARED:
5: Teleport;
4: Greater Invisibility, Stoneskin;
3: Fly;
2: Resist Energy (2);
1: Protection from Evil;
0: Message (2), Detect Magic, Read Magic;

TAPESTRY:
Spiderskin



Once he read the earlier post and notice the DM's posting see that something failed in the charging of the runes, Omar sighs as he look forward and cast a few spells to help them for the possible battle to come.

1st Round: Share Talents (Duration: 90 min) (grant everyone +2 bonus on skill checks as long as someone of them have ranks on it. On a large group its possible we'll just receive +2 bonus on all skills :smallbiggrin:)

2nd round: Protection from Evil (Duration: 9 min) (+2 deflection bonus on AC, +2 resistance bonus on saves, immunity to possession and being touched by evil summons and some more stuff)

3rd round: Shield on himself (Duration: 9 min) (It affect only me)

Once battle start Omar will cast Nerveskitter granting +5 Init, DR 5/magic or raising by 5 an existing DR.
Everybody heals from his spells an ammount of: 8 hp (auto-sucess Magic of the Land)

Dudu
2014-07-09, 07:09 PM
HP: 60/60
Speed: 50ft (flight, average maneuverability)
Init:
AC: 23 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 7 Will: 14
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth (activated), Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor, See Invisibility
Other Effects: Light Fortification, Draconic Might, Greater Resistance, Draconic Might, Cat's Grace

Displacer MODE
HP: 70
Speed
AC: 29 Touch: 15 Flat: 20
Save: Fort: 8 Ref: 7 Will: 14
Melee Tentacle attack: +7
Damage: 1d6+4
Displacement; Protection vs Ranged


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

Nico also prepares himself for the orcs.

First round he casts Enlarge Person on Androponolios. He moves to G;H/7;8.

Second he summons two fiendish tigress, Sadoma and Gamorra. Sadoma at F;G/14;15 and Gamorra at L;M/6;7.

Third round he transforms himself into a Displacer Beast.
Balerion is out of the fight, ethereal mode.



Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Claw +11 melee (1d8+10)
Full Attack: 2 claws +11 melee (1d8+10) and bite +6 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+7
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +13
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).




Sadoma Tigress
HP: 69/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)

Gamorra Tigress
HP: 69/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)



Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloud x2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

Beschoren
2014-07-10, 02:01 PM
inits!

unknown amount of orcs: 15

Andropolios [roll0]
Veigar [roll1]
Omar [roll2]
Seras: very veyr high. above 15 for sure. I could not find your sheet, take it on the sig ;)
Nico [roll3]

Beschoren
2014-07-10, 02:12 PM
You have a good first start agisnt the orcs. All they could do for now was to get into your line of sight

It seems like a standard orc force: grunts, archers, and blokers. yet, their crazy black hair dennounce them as dangerous sayan orcs...

---------- your turn! ----------

https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2010072014%20210817. bmp.jpg

Dudu
2014-07-10, 02:51 PM
Ok, the idea was to summon the tigress behind the wall, on our side. It was my mistake, can you fix it later?

Anyway, each tigress ready an action to charge at any orc who appears beyond the stone wall.

Nico will 5ft southwest. Androponolios, can you back up a bit? You're way too ahead.


Nico will cast a Stinking Cloud (http://www.dandwiki.com/wiki/SRD:Stinking_Cloud) centered at the H;I/9;10 intersection. Fort DC 21.

Chimaera
2014-07-10, 03:08 PM
Looking at the incoming orcs, Omar put his hand in his material components pouch and sprinkle diamond dust over his face and make they all take a stony look on their still invisible faces.

Omar, Veigar, Andronopolius, Nico and Seras get DR 10/Adamantine that can take up 90 damage.
Also, they all heal 8 hp f I pass Know. Nature DC 19: [roll0] (auto-sucess)

Init +9, HP 80/80, Speed 30ft
AC 30, Touch 16, Flat-footed 25, Fort +11, Ref +9, Will +14, Base Attack Bonus 4 DR 10/Adamantine (90 hp)
Abilities Str 14, Dex 18, Con 18, Int 18, Wis 16, Cha 12


1250 gp in diamond dust. Anyone willing to pay back later 250 gp for Omar will be blessed with eternal gratitude

Andrezitos
2014-07-10, 04:33 PM
The oversized Androponolios moves a little back as suggested by Nico and prepares to smash the first Orc who enters his range. His panther will move 10ft in front of him.

Atk1: [roll0] (Fail)
Dmg1: [roll1]

Dudu
2014-07-10, 05:47 PM
HP: 60/60
Speed: 50ft (flight, average maneuverability)
Init:
AC: 23 Touch: 13 Flat: 16
Save: Fort: 7 Ref: 7 Will: 14
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Overland Flight, Heart of Earth (activated), Heart of Air, Heart of Water, Greater Resistance, Greater Mage Armor, See Invisibility
Other Effects: Light Fortification, Draconic Might, Greater Resistance, Draconic Might, Cat's Grace

Displacer MODE
HP: 70
Speed
AC: 29 Touch: 15 Flat: 20
Save: Fort: 8 Ref: 7 Will: 14
Melee Tentacle attack: +7
Damage: 1d6+4
Displacement; Protection vs Ranged


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

The tigress will ready not only a charge, but a pouncing one.

Gamorra
claw1 [roll0] dmg [roll1]
claw2 [roll2] dmg [roll3]
bite [roll4] dmg [roll5]
rake1 [roll6] dmg [roll7]
rake2 [roll8] dmg [roll9]

Sadoma
claw1 [roll10] dmg [roll11]
claw2 [roll12] dmg [roll13]
bite [roll14] dmg [roll15]
rake1 [roll16] dmg [roll17]
rake2 [roll18] dmg [roll19]

edit: If possible, I want that each tigress charge at a different target.

Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Claw +11 melee (1d8+10)
Full Attack: 2 claws +11 melee (1d8+10) and bite +6 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+5
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +13
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).




Sadoma Tigress
HP: 69/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+5)

Gamorra Tigress
HP: 69/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+5)



Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Fly/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloud x2

Lvl4 (2+3) DC 21/22:
SMA IVx2/Heart of Earth/Polymorph/Displacer Form

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Overland Flight

dantiesilva
2014-07-10, 08:13 PM
hp 56/70
AC 25
Fort 7, Ref 11, Will 10
RTA 1d20+12 (+13 if within 30ft)
Damage Varies
Initiative [roll0]

Spells in effect
Bite of the wererat 2 more rounds
Greater invisibility 1 more round
Greater resistance (hours)
Greater mage armor (hours)
Heart of air (hours)
Heart of water (hours)
Heart of earth (hours)
Heart of fire (hours)
Stoneskin

Knowing she had very little time to prepare Seras quickly gets to work, stabbing her dagger into the dead orc as she tries to suck out all the spells she could from him, while casting the stone wall she had already stolen from him and casts it behind Androponolios, making it so that to get anywhere the orcs would have to pass threw his path before going anywhere else, and even once past him they would have the fiendish tigers to deal with.

This will be the first of my 3 rounds of prep work, basically I am making a wall behind him to turn that area into a T shape so they are funneled unless they try using magic to break threw. If they do not, well they are funneled with Androponolios, and two tigers in there way to getting to anyone else with us able to provide support from a distance.

With the wall erected behind the man, Sera takes into stock her resources. Can anyone teleport out of a orb, if so I may have a way to protect whoever is working on the rune. Seras says waiting for an answer.

in the second round Seras will cast Otiluke’s Resilient Sphere if the answer to her question is yes, thus protecting the person and the rune from all damage. :smallcool:

And with the battlefield set, and the spells she could steal from the orc stolen Seras moves on to hide knowing her spell would soon end.

Seras will use her wall of stone to hide [roll1] Followed by casting shock and awe reducing the enemy initiative roll by 10.

As the fight finally breaks out Seras smiles as all goes as planned. However she holds off her attack until the orcs have moved. And once they have she casts a solid fog over them, making it so that none of them could retreat or get past the tigers and Androponolios, giving the rest of the team more time to prepare.

Casting solid fog so it just covers Androponolios, but hits as many orcs as possible.

Chimaera
2014-07-10, 08:29 PM
"I can teleport everyone out, so keep the sphere for that ocassion, in case the orcs break through", Omar says waiting for the battle to start, "But save it for only if's needed, cause I'm short on teleports".

Dudu
2014-07-10, 09:12 PM
"Hehe. Looks like we are all out for orc massacre here. Good good..."

"How is that rune going, Zed? Need a hand?"

Beschoren
2014-07-12, 11:19 AM
Zed talks back to you "It's ok! I can handle this! cursed thing made something unexpected before!"
Veigar waits for a better moment to blow the orcs up (loses turn)

The solid fog and the stinking cloud generate a barrier perhaps more effective than the wall of stone. several orcs are trapped inside and can barely move away. You cannot see anything that in happening inside, however.

One of the grunts move out of the fog, and dodges andropolio's invisible attack, but the Gamorra is quick to put him down before he does any damage. a bloker moves out of the cloud and shoors a blast of fire on the tiger. The archer close to him shoot a ray of ice againsnt it as well. Finally, a grunt comes over the only opening available and tries to slash the fiendish tiger.


ranged touch vs gamorra[roll0](you have cover), damage [roll1] fire, ref Dc 14 or cathc fire
ranged touch vs gamorra[roll2](you have cover), damage [roll3] cold, ref Dc 14 or encased in ice
non-magic slash vs gamorra (he is on shadow phanter square) attack [roll4], [roll5] + [roll6]


you can still hear the orcs that you cannot see. even so, more orcs come into your field of view...

----------- your turn!-----------
https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2012072014%20181740. bmp.jpg

Andrezitos
2014-07-12, 03:21 PM
- Your wall are killing my style Seras, screens Androponolios annoyed. How a man should swing his hammer with such little space, ah? Despite the little space available my char will attack once the most damaged orc and squeeze trough the tiger space in the north. Obs. My panther is on this unfortunate orc.

[roll0][roll1]

Chimaera
2014-07-12, 04:48 PM
Lacking line of view, Omar walk to behind Sadoma tiger, "Easy, boy", he says to the fiendish creature as he stand at A10, "Remain in line fo view! Everyone!", he shouts to the party so he can affect them all if needed.

He then ready his action to affect everyone with Resist Energy, in case some orc target the frontline with an energy attack.

Resist Energy to the first massive energy spell is flung at the frontliners.
Only the ones with line of sight will receive the bonus.
The ones who receive the spell will also heal 4 hp.
NOTE: the summons wont be affect by the spell since they arent on the tapestry


Init +9, HP 80/80, Speed 30ft DR 10/Adamantine
AC 30, Touch 16, Flat-footed 25, Fort +11, Ref +9, Will +14, Base Attack Bonus 4 DR 5/Magic
Abilities Str 14, Dex 18, Con 18, Int 18, Wis 16, Cha 12

Blur (20% miss chance)
Greater Mage Armor (+6 AC)
Greater Resistance (+3 saves)
Hoard Gullet (eat his spellbook!)
Cat's Grace (+4 dex)
Owl's Wisdom (+4 wis)
Draconic Might (+4 str, +4 con, +4 cha, +4 nat ac, immunities)
Share Talents
Shield
Protection from Evil
Nerveskitter

PREPARED:
5: Teleport;
4: Greater Invisibility;
3: Fly;
2: Resist Energy (2);
1: Protection from Evil;
0: Message (2), Detect Magic, Read Magic;

TAPESTRY:
Spiderskin

Dudu
2014-07-12, 05:24 PM
"This battle is won, we should focus on placing the rune, then looting. Zed is in charge of the rune, so me and Balerion will pick those shaman corpses for post death interrogation."

After picking up the corpses, Nico will drop them at his feet, for teleportation later and try to aid Zed in his task.

dantiesilva
2014-07-12, 08:26 PM
Maybe if you quit complaining you would realize they are all funneled at you and that big hammer now be quite and start swinging. Seras shouts back as she readies her wand of magic missile to kill anything that remains standing once her allies have attacked.

[roll0] SA turned into stealing spell with crazen dealing an extra 10 damage

Beschoren
2014-07-13, 06:36 AM
Zed is still focused on his task "This is divine magic, I Think you will be better off holding them back! I won't take long..!". Veigar keeps saving his powers for later.
Andropolios and the tiger make anoter victim, spilling more blood on that death hotspot created by magic and fueled by orcs. two fo them leave the stinking cloud, but are still vomiting for [roll0] rounds
You are about to relax for a second and focus on the shaman corpses at your feet when - *SBLAAAMM!!*, one furious orc breaks the wall of stone, opening a gap to it. "É APENAS PEDRA, QUEBREM ISSO, SEUS CABEÇA-DURA!!". Immediatly afterwards you see that the orcs shift their attention to the wall, that shakes at each blow...

One of the orcs is exposed to Sadoma, however. The tiger pounces and take him down.
When the wall breaks, Seras is able to chose a target (any orc arround L6 or N6, all have cover)
The orcs look at andropolios (that copied the face of the shaman), and seem genuinely confused. Still, they were busy with the wall for now.

one of the archers walk to the edge of the pit and shot Sadoma (north tiger) with a blast of green goo
ranged touch [roll1], damage [roll2] acid

--------- your turn!----------

*Omar is at A10
https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2013072014%20133342. bmp.jpg

Chimaera
2014-07-13, 10:07 AM
Omar look around and, since he has othing much else to do, he decide to keep moving so he can look busy.

Double move to G1 or H0 (so he can see everyone when he cast anything, so he dont need to wait everyone else to move)

Andrezitos
2014-07-13, 10:34 AM
I will stop complaining IF you stop putting me and my soft hide cornered with a bunch of angry maniac orcs! Screens back Androponolios. Realising the gap in the wall, Androponolios puts himself at the new doorstep and tries to look dumber then before, swinging clusmsly (but effectively). My Panther is on the square of the next target.

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

dantiesilva
2014-07-13, 10:55 AM
I'm starting to think that big hammer is compensating for a lack of balls. Seras shouts back as she lets lose one of her more powerful spells, as a vertigo field errupts at the new hole in the wall, making it so that once again their enemies were at a disadvantage.

saying it covers a 20ft. radius it will cover squares JK 4-11 IL 5-10 78 G-N overlapping in some areas with the solid fog and nauesting fog in other words.

Any attack made inside the field has a 20% miss chance, and all enemies must make a fort save DC 19 each turn or be nauseated

Beschoren
2014-07-14, 01:39 PM
The orcs keep coming form teh corridor but your spells effectively deny them.

The orc that destroyed the wall proves to be a little more troublesome, but between the multiple spells on his oponent he is much less of a menace. Most of the orcs are hesitant to attack andropolios as he holds the face of the shaman, trying to use non-lethal strikes. a few of them shout and hurl firebolts, saying it is a trick.

Eventually the orcs break down more of the stone wall, but the second wall proves a good barrier as well. a few orcs come from other directions but they lack enought numbers to be a true menace. When you are about to get worried about the Rune Zed finishes the work.

The rune is planted on the weave, vanishing from sight and the whole cave shakes. Omar quickly and efficiently teleports you out of there (and where to?)

Andrezitos
2014-07-14, 04:10 PM
- I think we should go back to our headquarters and replenish our energies. If these orcs had any connections, a quite plausible hypotheses, whit nearby tribes, than they will be much more prepared to repel our next incursions. And, lets hope they don't get it what we were doing or else no altar or magical place will be standing tomorrow to be used.

- And seras, I have the uttermost indifference about what you think about balls, mine specially. But, if your concerns gets to bigger to handle alone, I would diligently show you the size of my junky. Just let me know.

Chimaera
2014-07-14, 05:56 PM
And with a magic word they all disappear, leaving the orcs alone in their stony temple.
The world twist for a few moments and then they reappear at almost the top of the mountain. Again? :smallconfused:

"Zed, open up a cave for us to rest. We'll be sleeping in enemy territory tonight... So be carefull", he then smile open wide and wait for anyone to complain before adding, "We've got to keep the most resources we can for tomorrow, so sleeping here will allow us to save some high level spells. And we still need to find an orc village to slaughter tomorrow and on the peak is a very good place to watch the lands around".

He then waits for Zed and Pedro, the earth elemental to find a proper solid rock and sculpt it for a temporary shelter, away from vision and danger.

"Seras, I want to show you something", he says as they find someplace to rest, "The invisibility spell. I want you to copy it down in your grimoire and get used to it. As much as I would hate to see you two disapear", he says not looking at her face, "I think you both have to stay safe come tomorrow".
He then vomit his spellbook and help her scribe the spell before getting ready to sleep.

Dudu
2014-07-14, 06:22 PM
Nico, noticing the place of teleportation differs highly from what he planned, can't help but complain.

"Really? We could teleport anywhere, including the confortable acampment. Plus, how in the hell are we gonna interrogate those two corpses? - he points to the two dead shamans - They will start to stink soon."

"You should ask before make a decision that affects the whole team. Damn Omar, you're still the newbie from College..."

Nico decides is time to stop whinning about his colleague decision. All in all it WILL help in the visibility department. He puts the two shaman corpses along with a message in Balerion's back.

"Don't let them fall, Balerion, head to our headquarters and bring those two corpses to the clerics. Show they this message I'm giving to you."

The letter says this.

"Those are two corpses of powerful orc shamans that might possess invaluable information about the tribes, the rituals, the holy places and the sayan powers.
I leave them to you with one personal request. Ask one of them what's the secret behind the extra powerful earth elementals summoning. Try ask all the questions leaving as few cryptical or smartass answers as possible from the corpses, I trust you are experts on this.
Don't get so scared about the nightmare, he's trusty. but evil

P.S.: If you have wine to spare, put it on that pocket in the nightmare's saddle. I'm sending the bottle"

dantiesilva
2014-07-14, 06:37 PM
As Seras listens to everyones suggestions she nods her head in understanding. Well time to get some sleep them, and no I am not taking the first watch. Seras says after copying the new spell into her book and stealing all the spells from the shamans bodies that she could.

Chimaera
2014-07-14, 06:46 PM
Omar laughs as Nico call him newbie, "Newbie or a visionary?".

As for the watches...
"I'll take the first watch, you can go sleep".

Dudu
2014-07-14, 07:13 PM
"A newbie, trying to play visionary."

Nico tries to lay down on rock, only to find it very unconfortable. Or maybe it's the fact of being surrounded by overgrown orcs that doesn't allow him to sleep.

Beschoren
2014-07-15, 12:05 PM
As you teleport back to the peak, Zed adds to the complains, a little worried "Dude, don't take it for granted like that! I can't use that trick forever you know! I can still make two castings of it, but just barely!" He immediatly slaps the rocks in the crowded peak of the peak, creating a vertical cave you jump into. The cave is quite small, but at least it should be difficult to notice. All the while you discuss and get inside the cave, you can still hear some rumbling inside the peak's interior.

You set Balerion with his cargo, and Zed casts Animal Mensagger to report team's the progress to the army. Both should arrive in jalavia today, and balerion should also return to the peak still today. You try to prepare yourself to rest, but it's just barely noon and ca't really get to sleep. You keep talking for a while, knowing you need a 24h interval between your spell preparations. form time to time, the moutain still rumbles on it's inside, but you hear noting form the orcs.

For a moment, Zed is quite concentrated on the rock at his side when a sudden realization pop into his face and out of his mouth

"Dudes... I guess I know why the plating of the rune was so tricky, polarizing the light in the wrong direction... This stones of not of this plane! it's a freaking extraplanar mountain!"
You keep discussing planology for a while, and arrive at the same conclusion. This would explain the slight planar interferance of this place, and also the spiritual importance it holds. ruling out you hypothesis one of a time you arrive at a quite troublesome conclusion.
"...so it means that the moutain is actually an earth elemental. great. thankfully... it could only be hibernating, in coma, or dead. Absolutely not alive and kicking..


Balerion returns shortly after nightfall, when you indeed prepare to sleep for real in your tiny, stony tomb bedroom.

The room gets a bit overcroweded when the nightmare pops from the ethereal plane. But he brings a reply for the message (and some cheap wine)
"The shamans were not very helpfull. They say many orcs are on the move within the orclands, either to meet the Messiah or jalavian borders. About the elementals, he rumbled something about some god helping directly. We could't get anything else. We will try harder tomorrow, with additional spells and more powerfull casters"



([roll0]what will be the night watch order? will you try to conceal the entrance of the cave? how, as Zed is out of stoneshapes?)

Dudu
2014-07-15, 12:31 PM
Nico discuss with Zed and reflects about what he said.
Clever druid. It may also explain how the shamans exercise such powerful hold on earth elementals.

When Balerion arrives, the sight of wine brings a smile to Nico's face, making him almost forget just how much pissed he was with Omar "visionary" ideas. It was a cheap wine, but that was generous enough.

After drinking he picked the letter from Balerion's back.

"Guys. Check this. The information about the orcs movement is as vague as we could expect. Consider how much prepared those orcs look, it seems reasonable to think they are trained to hide their thoughs even dead.
But they do quote about a god..."

Both Zed and Nico noticed there was something amiss in this mountain. An "extraplanar mountain", the druid said. More than that, a living mountain. Could it be a god mountain, god hailing from the elemental planes? No possibility sounded off the hook enough at this point.

Planes Knowledge [roll0]

"If it's really the gigantic elemental we are thinking it is, then there's the chance this mountain is under control of the orcs, yes. But there's also the chance the whole mountain is neutral and the orcs are merely trying to add it to their army. This is a much better possibility, since if they can control, so can we. It would be need a much deeper research on this mountain to take any decision, though. Right now, our priorities are the runes. But damn right this is worth an investigation later."

Yes, this, and the secret of elemental summoning...

Chimaera
2014-07-15, 01:21 PM
"Hmm... In the light of the fact this mountain could be helping the orcs maybe it's time for a non-visionary teleport, do you have any NIco?", Omar say before laughing a little of his own joke, "If this mountain was on theur side it would managed to cave in and kill us before we planted the rune. I agree: this place may be an extraplanar mountain or a gate to the elemental plane of earth, that would explain the shaman greater ability to summon elementals. I can take the first watch, but since no one is tired it seems pointless... I guess I'll take the free time to scribe a few scrolls... Or to replace some spells...".

Omar will take his time to replace some prepared spells:
Greater Invisibility > Dimension Door
Resist Energy > Spider Climb
Protection from Evil > Feather Fall

IN the case Nico have Teleport prepared then Omar will make his Huge-Spot plan instead:
Resist Energy > Linked Perception (+16 bonus on spot/listen - Omar, Nico, Andronopolius, Veigar, Seras, Zed, the two familiars and nightmare)
Resist Energy > Owl's Wisdom (+2 spot)
Protection from Evil > Eyes of the Avoral (+8 racial bonus)

Andrezitos
2014-07-15, 01:21 PM
Amazed by the scholary talks, Androponolios tries to think in something clever to say but self-toughs spellcasters like him make no good knowledge jars. At least, his time spent swinging at and bashing his brothers made him tougher enough to hold guard longer than an average arcanist. - I will take the first wacth and my little friend here (his familiar, a weasel) will take next. Better still, he will acompany you all on your turns. If you are able to understand weasel-language he has some very good weasel **** jokes about rabbits and luso-weasels.

Dudu
2014-07-15, 04:25 PM
"If this mountain was on theur side it would managed to cave in and kill us before we planted the rune. I agree: this place may be an extraplanar mountain or a gate to the elemental plane of earth, that would explain the shaman greater ability to summon elementals. I can take the first watch, but since no one is tired it seems pointless... I guess I'll take the free time to scribe a few scrolls... Or to replace some spells...".

"Not exactly. If a worm start crawling inside your bowels, you don't automatically smash it with your organs. Plus, it seems it isn't awakened... yet. There IS the possibility the whole mountain is sided or is about to be sided with the orcs, which is terrifying. What with all the holy altars and the shamans clearly aware of it's earth elemental ties?

I don't have a teleport spell with me now, but damn right I wished that I had. Anyway, here, take my spellbook for now, copy some spells. And don't try anything visionary with it. Let me see yours, I'm not in the mood of sleeping right now, I think we can trade some spells meanwhile."

Beschoren
2014-07-15, 04:45 PM
"No, no, no" Says Zed, dissmissing some of his collegues hypothesys "This is not a portal to the elemental plane of earth. And I greatly doubt the orcs would have enought power to make a "god" of earth fight for them"

He takes some of the wine and agrees to take the 3º shift on the night. "Obviously they feel the power of this place, but maybe they don't know the mountain - or at least this upper part we've been exploring - is actually a massive elemental. It is difficult to say, we would have to spend a lot of time here to figure out the details... time we do not have."

He pets the weasel for a moment and continues "I guess that for now we are safe" (he hopes those wizzards had another teleport, however) "If the elemental is as big as we think it is, it would radiate magic, and would react to us or the orcs somehow - if it could. I really think it is asleep, in coma, or dead." (another rumble comes from the caves below) "...Let's just hope the rune will not annoy it..."

---------
Andropolios: right in the start or your night sentry turn, you can hear some orcish voices, and the soud of boots hiting firmly the stone
"Mas que diabos, eu disse que eles não iam estar aqui! daria pra ver lá de baixo!"
"Feche essa matraca e continue procurando!"

It is already night, and they seem to be aproaching the peak of the peak. your teamantes just barely went to sleep.

Andrezitos
2014-07-15, 05:36 PM
Hmmm, it seems that's just you and me, little friend. After rear the orcs, Androponolios realize that the best course of action would to avoid battle and detection whatsoever. With just his bare muscle to deal with the aggressors, some thinking-out-the-box would be interesting.

He presses his hands together and magically projects a dire tiger roar (Ghost Sound (http://www.d20srd.org/srd/spells/ghostSound.htm)), as fierce and frightening as he can make. He hopes that the prospect of fighting a mighty beast would discourage the orcs to keep looking further towards our cozy cave. The only problem is that the roar will probably scare the **** out of his own companions but still, a better scenario than orcs grunts finding us in our sleeping bags.

dantiesilva
2014-07-16, 10:24 PM
Seras stays asleep as the battle goes on outside until awoken.

Beschoren
2014-07-17, 05:57 AM
A large roar startles you inside the cave, a sound obviouly coming from the outside.

Andropolios hear some huried steps moving away after the peak, despite the strong winds that make a lot of noise. in a few moments, it seems the orcs are gone. While eager to fight jalavians ot the death, orcs are less prone to die to wild beasts for nothing.

------------------------------
(this event happens before you set yourself to actually sleep)

Omar changes his prepared spells and gives a large boom to the visual acuity of the party. you stand in the peak of the peak, mid-afternon, staring at the many hills, moutains and valleys of the region.

make your spot checks with the +28 bonus.

zed: [roll0]

Chimaera
2014-07-17, 10:00 AM
"You SEE, Nico? I told you I'm a VISIONary! MUahahahaha!", Omar says laughing at his puns once he grant they all the ability to watch with extraordinary accuity.

Beschoren
2014-07-17, 01:36 PM
You survey the moutains arround you, taking your time in the crowded peak of the peak. You can see stuff even from 50km apart.

Firstly, you notice the larger villages Zed told you about when he cast Lay of the Land. You notice that all of them somehow face the peak. It is a good guess that other villages will do so as well, considering the peaks spiritual importance to the orcs. as you get used to the ultra-vision, you start noticing the smaller villages, with less than 200 orcs (the minimal community Lay of the Land reveals). There are several dozens of them.

Some villages are in the peak of some hills or moutains, others hangs dangerously near a cliff, while some lay hidden in valleys - only spoted by the outstanding spot you spoted to spot with outstanding spot. huh?

farther ot the west some of the villages seem located in a slightly more open terrain: hillsides and highland plains. most of the villages you spot is close to some small river or waterfall. vegetation is scarce to the point you wonder how do they get enought wood to build their tents and wepons. You decide to ignore the villages that seem to small, as the runes might malfunciton if you land them at a village way too small. Even so, you manage to be able to choose your next battleground, and even find a path to it if you decide not to teleport.

Zed: "I will prepare create water and scrying for tomorrow, so we can get to spy on our target"

Andrezitos
2014-07-17, 04:57 PM
- Hmmm, I think the more crowded the place, the better for rune planting, however, proportionally worse the orc resistance. Well, other than that, places with more orc soldiers than civilians are more likely to be a appropriate targets for a group of professional killers like us. I won't kill orc babies inside orc strollers.

dantiesilva
2014-07-17, 07:21 PM
As discussions are brought up on where to go Seras coughs before speaking up. I just want everyone to know that unlike ealier I can not make a stone wall on command, I stole it from the orc. I can steal almost any spell they have really. So if you want before the sun rises once I have my spells ready I could infiltrate the place we are going to attack and start lessening our enemies while they sleep. Nico if you could come with me on this, this way the others will be able to have a signal to come when things go bad, and your summons will be invaluable if we are caught. I suggest using a few voors though. I hear that they can tear threw an entire battlefield in a matter of seconds. Seras points out as she makes a note to remember the greater invisibility spell she had learned.

Chimaera
2014-07-17, 11:21 PM
"No no no", Omar interrupts Seras, "Seriously? You think you and Nico can do it all by yourselves? Are crazy or just stupid?", the wizard seems to be finding something pretty funny on Seras' speech, "Even courage have a limit and the limit is stupidity".

"You have nice abilities in stealth and combat, but your spells will end soon and that's it. Dead. We have to be prepared and be together, I can only take you all from here if I'm close and have you under my watch, so hear me well: No. Splitting. Ever! Understood?".

He then look at his spellbook and begin memorizing his spells with an angry and serious face, before stopping,s miling and bursting into laughter.


5: Teleport, Draconic Might;
4: Greater Resistance, Stoneskin, Greater Invisibility, Battlefield Perception;
3: Spiderskin, Haste, Displacement, Greater Mage Armor, Fly;
2: Cat's Grace, Owl's Wisdom, Resist Energy, Invisibility, Protection from Arrows, Snake's Swiftness;
1: Nerveskitter, Shield (2), Protection from Evil, Stand, Eyes of the Avoral;
0: Message, Detect Magic (2), Read Magic (2);


He then gather the mages and show his battle plan, "These are the spells I'm thinking in readying for today, do you have any sugestions?".

Dudu
2014-07-18, 01:31 AM
"I do have a suggestion. Let's fight in the dangerously cliff village.

This dangerously cliff village won't be nearly as dangerous if we are flying. Some orcs there I expect to know how to deal with the cliff, including flying, but I doubt most of them will manage.

Plus, if Zed can prepare Control Winds on said 'dangerous cliff', think about the possibilities..."

Andrezitos
2014-07-18, 05:17 AM
- I am with our dipsomaniac friend here, Nico,this time. Let the wind blow fiercily and no orc will be stupity enough to fight us while suddden gales of air may send then out of the mountain, one-way trip to death. To the clever ones, let the odds and our own cleverness do the job.

Beschoren
2014-07-18, 06:49 AM
"Good" says zed "I will prepare additional air spells, and well as bull-rushing spells to drag them off-cliff"

"ahn, and you, wizards, could prepare a feather fall..."

(OOC: I'm off to another trip. no posts in the weekend)

Chimaera
2014-07-18, 08:58 AM
"Ok, will add a few Feather Falls then", Omar says erasing a coule spells from his list and adding these life-saviors transmutations.


5: Teleport, Draconic Might;
4: Greater Resistance, Stoneskin, Greater Invisibility, Battlefield Perception;
3: Spiderskin, Haste, Displacement, Greater Mage Armor, Fly;
2: Cat's Grace, Owl's Wisdom, Resist Energy, Invisibility, Protection from Arrows, Snake's Swiftness;
1: Nerveskitter, Shield (2), Protection from Evil, Feather Fall (2);
0: Message, Detect Magic (2), Read Magic (2);

Dudu
2014-07-18, 09:34 AM
"I'd say Xorn Movement would be also a powerful addition."

Chimaera
2014-07-18, 09:38 AM
"So no Teleport then?", Omar asks Nico.

Dudu
2014-07-20, 01:11 AM
"So no Teleport then?", Omar asks Nico.

"Why, yes. My teleport, this time. One in, one out."

Chimaera
2014-07-20, 02:43 PM
"Can you affect us all with one casting?", Omar ask Nico before defining which high level spell he would take for the day.

Dudu
2014-07-20, 04:13 PM
"Can you affect us all with one casting?", Omar ask Nico before defining which high level spell he would take for the day.

"Actually, no. I can only teleport 3 guys plus me, so one would be missing. You could prepare Xorn Movement in place of Draconic Might, though. Or 2 teleports."

Chimaera
2014-07-20, 04:18 PM
"I'll keep Teleport then... No Xorn's Movement though. Not today", Omar say as his spell list is finally decided.

Beschoren
2014-07-21, 08:16 AM
You set your spells and target. You rest (despite the big "tiger" roar) and prepare to leave as soon as there is some sunlight.

"I've prepared a scrying for today as well", says Zed "But I'm gonna need a natural pool of water. Just create some magical one here on the rocks won't do. since most of those villages are close to a river I might find one without much trouble after we teleport. Or we rush-in directly and I save the scrying for later, your call."

(where do you plan to teleport to? to the middle of the village? overcliff in the air? in a edge of ground? Tonight I'll set up a map for the village you chose to attack, based on what you could see)

dantiesilva
2014-07-21, 10:50 AM
As seras hears talks of the battle begin she chimes in. After yesterdays battle, all my spells are geared towards attacking our enemies. As such I have no way to fly, so being on the ground would be best if possible.

Chimaera
2014-07-21, 11:58 AM
"When time comes, I'll make your fly like an angel, Seras", Omar says and then look at Nico, "I have a single one Teleport and I want to keep it to escape if we have to so maybe it would be better if tou teleport us or maybe if we walk there".

He then look at Zed, "Which spells you're planning on using today? Do you per chance can have one Wall of Stone spell or similar?"

Omar votes to go there walking so to keep the Teleports for when needed

Dudu
2014-07-21, 12:11 PM
"I think Balerion can carry one person, I can go flying via draconic flight. Andro can cast the Mount spell. So far, those are 3 that can arrive relatively fast. Maybe Zed could cast Phanton Stag, that would leave only 2 of us."

Chimaera
2014-07-21, 01:03 PM
"We have all day, no need to rush. Also, I've got no ways to fast travel without skipping the travel", Omar says looking at the horizon.

Beschoren
2014-07-23, 03:13 PM
You finally settle the last detaisl and rest. you awake, and continue your journey. You cast your morning spells, with Zed assisting with Wind at Back and Extended mass camuflage (2 castings).

With a bit of luck and wit, you mange to avoid any orcs on your way. You could still spot several groups of orcs and villages on the moutains, valleys, and hills of this dreaded landscape. They were all far away enought not to be a treath, and you don't really think you had been spoted.

You arrive at the moutain where your target village is located. You carefully climb the slopes and walk over the rocks, until you start getting really close. In a few minutes now you should arrive at the village, but you will exposed in a "spotable" position.

what are your final preparations? at the current pace (full speed) you should arrive in 5 minutes...

(all of you have a +10 bonus on hide)

Andrezitos
2014-07-23, 03:20 PM
Androponolios will cast a pletora of buffs (Mage Armor, Shield and Greater Mighty Wallop). His weasel will climb his torso and hide inside fo the hood of his cloak.

Dudu
2014-07-24, 07:18 AM
HP: 78/60
Speed: 110ft (flight, average maneuverability)
AC: 13 Touch: 13 Flat: 10
Save: Fort: 7 Ref: 2 Will: 9
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Flight of the Dragon, Heart of Earth, Heart of Air, Heart of Water, See Invisibility
Other Effects: Light Fortification, 18 temp HP


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

Nico, before assaulting, decides to cast See Invisibility on himself.

"Hey, Andro, do you want Enlarge Person?"

How I think Nico looks with both Flight of the Dragon spell and mounting on a nightmare
http://media.tumblr.com/tumblr_m56b3qLFtD1r9nkxl.jpg

Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Dimension Step/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloud x2

Lvl4 (2+3) DC 21/22:
SMA IV x2/Heart of Earth/Polymorph/Bloodstar

Lvl5 (1+3) DC 22/23:
SMA Vx2/Teleport/Flight of the Dragon

OOC: Turns out Flight of the Dragon is just silly, just like half things in that ****-for-brain book Dracomicon. It's just an Overland Flight spell, except more than twice as fast. It quite betrays the purpose of mounting a nightmare, since I'm faster than the horse.

Andrezitos
2014-07-24, 08:23 AM
"Hey, Andro, do you want Enlarge Person?"

- Hmm, why not. A little increased reach will be certaily a good thing.

Beschoren
2014-07-24, 02:02 PM
You advance towards the orcs in a hustle, kwing there is no time to lose. When you get pretty close, Andronopolios in his supersized mode drops a rock while walking arround, and the noise echoes over the landscape. You give him a ugly stare and carry on. a few moments afterwards you notice some orcs in the hills before the village, looking your way. you keep pushing quickly, but are eventually spoted, after a bad move from Nico - "HUMANS! STINKY, CURSED, STUPID HUMANS!!!! TO ARMS!!!"

-------all of you but zed act before the orcs!--------

https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2024072014%20204137. bmp.jpg

Chimaera
2014-07-24, 03:23 PM
Omar sighs as he see the orcs spotting them.
"Well, sooner or later we knew it would happen", he then smiles cast several spells on sequence.


Free: 5ft step forward;
Standart: Extended Haste (18rounds);
Move: release spells from the tapestry (Draconic Might, Owl's Wisdom, Cat's Grace and Invisibility);

Draconic Might: +4 str, +4 con, +4 cha, +4 Natural AC, immunity to sleep and paralysis;
Owl's Wisdom: +4 Wis
Cat's Grace: +4 Dex
Invisibility: duh;
Haste: extra move speed, extra attack, +1 dodge AC and +1 reflexes;


Omar have no more spells in the tapestry.

Init +9, HP 80/80, Speed 60ft, DR 5/Magic, Protection from Arrows: 90/90
AC 25 (+6 Armor, +4 Dex, +4 Natural, +1 Dodge), Touch 15, Flat-footed 20, Fort +11, Ref +10, Will +14
Abilities Str 14, Dex 18, Con 18, Int 18, Wis 16, Cha 12
ConditionGreater Mage Armor (+6 AC), Greater Resistance (+3 saves), Haste (double move, +1 reflexes, +1 AC, extra attack),
Hoard Gullet (eat his spellbook!), Cat's Grace (+4 dex), Owl's Wisdom (+4 wis), Draconic Might (+4 str, +4 con, +4 cha, +4 nat ac, immunities), Invisibility; Nerveskitter;

5: Teleport;
4: Stoneskin, Greater Invisibility, Battlefield Perception;
3: Spiderskin, Displacement, Fly;
2: Resist Energy, Protection from Arrows, Snake's Swiftness;
1: Shield (2), Protection from Evil, Feather Fall (2);
0: Message, Detect Magic (2), Read Magic (2);

(NOTE: remember you guys gets the DR 5/Magic or raise it by 5 everytime I cast a Transmutation spell. I'll stop from warning you that cause from now on I think you already have knowledge of it :smalltongue:)

dantiesilva
2014-07-24, 07:05 PM
All heart spells
Bite of the wererat
All spells cast by Omar

As Seras moves foward her body transmutes itself, combining with the ealier spell to make her look more draconic, to give her the dexterity of a rat as well as its bite attack.

Do you consider an AoE countering Invisibilty?

Andrezitos
2014-07-24, 09:20 PM
Andorponolios will move further in direction of the orc grunts. He will stand still even if orcs pass adjacent of him.

Edit: He will move and hide behind the that boulder some 40ft distant.

Dudu
2014-07-25, 05:06 AM
HP: 78/60
Speed: 140ft (flight, average maneuverability)
AC: 13 Touch: 13 Flat: 10
Save: Fort: 7 Ref: 2 Will: 9
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Flight of the Dragon, Heart of Earth, Heart of Air, Heart of Water, See Invisibility, Draconic Might, Owl's Wisdom, Cat's Grace, Invisibility, Haste
Other Effects: Light Fortification, 18 temp HP, DR 20/magic (I think)


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

Both the wings as well as the Haste and Heart of Air spells make Nico fly at absurd speed.

"Guys, you keep pressing in that direction, I'll summon a horde of fiends from behind their lines. Mostly, those archers there."

He points to the archers far behind. Then, he double moves to N19 (yeah, that far, it's behind a rock).


Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Dimension Step/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloud x2

Lvl4 (2+3) DC 21/22:
SMA IV x2/Heart of Earth/Polymorph/Bloodstar

Lvl5 (1+3) DC 22/23:
SMA V x3/Flight of the Dragon

Beschoren
2014-08-01, 12:52 PM
With cover from several spells form omar, you spread out before the orcs.
As Sera's moves looking at the orcs, she springs a trap by the side of that large boulder in Z9. After steping onto a small cord, two bolts hidden in a hole inside the rock come straight at her direction. Not long afterthat, when she moves over the other boulder in T-12, two more bolts are shot straight at her position. Each arrow is followed by a small bellring, like some primitive proximity alarm.
Andropolios is not much luckyer. when he moves behind the boulder in T-12, a series of spears jump form the ground to meet him. The spears also have tiny bells attached to them, giving off a warning signal.

vs Seras - ranged, piercing, non-magical. attack [roll0], damage [roll1]
vs Seras - ranged, piercing, non-magical. attack [roll2], damage [roll3]
vs Seras - ranged, piercing, non-magical. attack [roll4], damage [roll5]
vs Seras - ranged, piercing, non-magical. attack [roll6], damage [roll7]
since they don't need sight, they ignore full convealment from invisibility

andropilios is attacked by [roll8] spears
vs Andropolios - melle, piercing, non-magical. attack [roll9], damage [roll10]
vs Andropolios - melle, piercing, non-magical. attack [roll11], damage [roll12]
vs Andropolios - melle, piercing, non-magical. attack [roll13], damage [roll14]
vs Andropolios - melle, piercing, non-magical. attack [roll15], damage [roll16]

Nico makes a safe flight over the rocks.

The orcs are on a edge -they rise their wepons and scream as one of them spots you. They are confused however, as you immediatly vanish. Perhaps even more confused as their traps springs on nothing. Even so they move arround and start casting buffs "WHAT DA HELL? WHATEVER! ORCS! TO YOUR POSTS!"

some 250 feet away from you you see a large group of orcs coming out of the village

----------your turn!---------------

https://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2001082014%20200740. bmp.jpghttps://dl.dropboxusercontent.com/u/11675600/Captura%20de%20tela%20inteira%2001082014%20200843. bmp.jpg

Chimaera
2014-08-01, 01:37 PM
Omar cast Shield on him and move to N13.

Andrezitos
2014-08-01, 04:18 PM
Despite been hit by several spears, Androponolios got only minor wounds. He will stay behind the big rock, but this time he will attack first orc who moves besides him. (Atk: 1d20+16; Dmg: 4d6+10)

dantiesilva
2014-08-01, 09:31 PM
Still invisble Seras knowing that the spot she was standing in was safe casts a simple spell so that when the orcs moved forward they would be trapped in one of her spells.

All allies on the field are immune to the nauseated for 1 round, Fortitude DC 18

Once the spell is cast Seras moves to 21j so that when she came visible she would not only have the high ground, but be right in the face of her enemy that she would blast.

Dudu
2014-08-05, 04:05 PM
HP: 78/60
Speed: 140ft (flight, average maneuverability)
AC: 13 Touch: 13 Flat: 10
Save: Fort: 7 Ref: 2 Will: 9
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Flight of the Dragon, Heart of Earth, Heart of Air, Heart of Water, See Invisibility, Draconic Might, Owl's Wisdom, Cat's Grace, Invisibility, Haste
Other Effects: Light Fortification, 18 temp HP, DR 20/magic (I think)


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

"They really believe they are safe up there, shooting arrows at us. How hopelessly wrong they are..."

Nico flies further south, to L27 (behing that rock) and summons his two fiendish tigress, Sadoma and Gamorra. Sadoma at J;K/34;35 square and Gamorra at L;M/32;33.

Both will full attack.

Of the three archers at the top of the hill, Sadoma will attack the leftmost one while Gamorra will do so against the rightmost.

Sadoma:
claw [roll0] dmg [roll1]
claw [roll2] dmg [roll3]
bite [roll4] dmg [roll5]

Gamorra:
claw [roll6] dmg [roll7]
claw [roll8] dmg [roll9]
bite [roll10] dmg [roll11]


Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Claw +11 melee (1d8+10)
Full Attack: 2 claws +11 melee (1d8+10) and bite +6 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+7
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +13
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).


Sadoma Tigress
HP: 69/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)

Gamorra Tigress
HP: 69/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)



Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Dimension Step/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloud x2

Lvl4 (2+3) DC 21/22:
SMA IV x2/Heart of Earth/Polymorph/Bloodstar

Lvl5 (1+3) DC 22/23:
SMA V x3x2/Flight of the Dragon

Beschoren
2014-08-06, 03:47 PM
You move arround the battlefield, casting spells but keeping your invisibility.
As soon as the tigers are summuned, they are shot by several orc archers that were waiting for the enemy to reveal itself


cover considered as attack penality
non-magical ranged piercing vs Sadoma [roll0], damage [roll1] (generates Aoo)
non-magical ranged piercing vs Sadoma [roll2], damage [roll3] (generates Aoo)
non-magical ranged piercing vs Sadoma [roll4], damage [roll5]
non-magical ranged piercing vs Gamorra [roll6], damage [roll7]
non-magical ranged piercing vs Gamorra [roll8], damage [roll9]
non-magical ranged piercing vs Gamorra [roll10], damage [roll11]
non-magical ranged piercing vs Sadoma [roll12], damage [roll13]
non-magical ranged piercing vs Sadoma [roll14], damage [roll15]
non-magical ranged piercing vs Sadoma [roll16], damage [roll17]
non-magical ranged piercing vs Sadoma [roll18], damage [roll19]

crit (dudu add atack mods): [roll20], dmage [roll21]
crit (dudu add atack mods): [roll22], dmage [roll23]
crit (dudu add atack mods): [roll24], dmage [roll25]


about 20 orcs come from the direction of the village, wiht one of them voicing out:
"What is going on? feral beasts attack us?"
"NO! filthy jalavians are here, I SAW them!"
"humpf. take those tigers out and hold position, spread out. If this is a prank you will pay with your ass, Gorgok!"

Sadoma dtakes the life of one of the orcs, but they are quicky to shoot the creature down. The orcs right in melle with the tigers shoot flawlessly, leaving no opening the tigers could chew (no AoO)

non-magical ranged piercing vs Sadoma [roll26], damage [roll27]
non-magical ranged piercing vs Sadoma [roll28], damage [roll29]
non-magical ranged piercing vs Gamorra [roll30], damage [roll31]
non-magical ranged piercing vs Gamorra [roll32], damage [roll33]
non-magical ranged piercing vs Gamorra [roll34], damage [roll35]
non-magical ranged piercing vs Sadoma [roll36], damage [roll37]
non-magical ranged piercing vs Sadoma [roll38], damage [roll39]
non-magical ranged piercing vs Sadoma [roll40], damage [roll41]
non-magical ranged piercing vs Sadoma [roll42], damage [roll43]
non-magical ranged piercing vs Sadoma [roll44], damage [roll45]
non-magical ranged piercing vs Sadoma [roll46], damage [roll47]
non-magical ranged piercing vs Sadoma [roll48], damage [roll49]
non-magical ranged piercing vs Sadoma [roll50], damage [roll51]
non-magical ranged piercing vs Sadoma [roll52], damage [roll53]
non-magical ranged piercing vs Sadoma [roll54], damage [roll55]

crit (dudu add atack mods): [roll56], dmage [roll57]
crit (dudu add atack mods): [roll58], dmage [roll59]
crit (dudu add atack mods): [roll60], dmage [roll61]



you can see a lot of aggitation further back on the village. more warriros seem to be taking wepons and heading to the entrance

your turn!--------------
https://dl.dropboxusercontent.com/u/11675600/rect10799.png

Chimaera
2014-08-06, 08:45 PM
Omar moves hastily through the battlefield and get ready to cast a defensive ward on them all.
"Closer! I'll need you to step closer to me now to affect you all!", Omar shouts to his allies as he moves to B12 as get ready to cast Protection from Arrows on them when they all get within spell range.

He'll cast Protection from Arrows on all of those who are within 45ft from him at the end of their turn.

Those who fail getting that close (9 squares) wont get the spell.
Those who get it heals 4 hp due Magic of the Land feat.

Andrezitos
2014-08-07, 07:01 AM
Androponolios will move to the square besides Omar (B10,11) and stay quite for now.

dantiesilva
2014-08-07, 11:45 AM
I will amuse that weird looking rock thing in square M17 is me as I see nothing else that could be.

Seras seeing the new enemies and knowing that if she didn't get the advantage of the high ground soon her allies may surely die, she risks not having the magical protection as she moves to J12 and lets her spell loss, hoping to kill her enemy before those below could even know what was going on.



RTA on orc in K 11 [roll0] Damage [roll1] + [roll2] Total of 45damage sudden ray, using my SA to steal one of his highest level spells
Swift action to use the rod of empowering to multiply the damage by 1.5 If attack hits I get +4 on attacks against him for 10 rounds

Dudu
2014-08-09, 06:39 AM
HP: 78/60
Speed: 140ft (flight, average maneuverability)
AC: 13 Touch: 13 Flat: 10
Save: Fort: 7 Ref: 2 Will: 9
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Flight of the Dragon, Heart of Earth, Heart of Air, Heart of Water, See Invisibility, Draconic Might, Owl's Wisdom, Cat's Grace, Invisibility, Haste
Other Effects: Light Fortification, 18 temp HP, DR 20/magic (I think)


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

The arrows rain towards the two tigress, but they either miss or, most likely, hit, but doing pathetic damage

Nico will cast Sleet Storm at the X;Y/31;32 intersection.http://www.d20srd.org/srd/spells/sleetStorm.htm

He then moves to Z5 (why in the nine f#cks would you move to B12?)

The fiendish tigress will attack whoever is closer. After the arrow shower they are very pissed indeed.

Sadoma:
claw [roll0] dmg [roll1]
claw [roll2] dmg [roll3]
bite [roll4] dmg [roll5]

Gamorra:
claw [roll6] dmg [roll7]
claw [roll8] dmg [roll9]
bite [roll10] dmg [roll11]


Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Claw +11 melee (1d8+10)
Full Attack: 2 claws +11 melee (1d8+10) and bite +6 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+7
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +13
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).


Sadoma Tigress
HP: 43/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)

Gamorra Tigress
HP: 61/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)



Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Dimension Step/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloud x2

Lvl4 (2+3) DC 21/22:
SMA IV x2/Heart of Earth/Polymorph/Bloodstar

Lvl5 (1+3) DC 22/23:
SMA V x3x2/Flight of the Dragon

Beschoren
2014-08-11, 04:55 PM
The druid joins you to gain the buff from Omar, and casts himself an entagle spell to further pin downthe second wave of orcs from moving closer to you

Beschoren
2014-08-11, 05:50 PM
Omar casts a spell to protect you from arrows, called protection from arrows.
andropolios adjust his position on the battlefield
Sera's shoots an energy ray and altought it does not rip off the head of the orc if transpasses the creature's heart, killing it instnatly
Nico casts a spell to supress the orc advances, transforming the skyes
Zed casts a spell to supress the orc advances, transforming the few weeds arround

"THERE THEY ARE!" the orcs say, shooting you arrows, firebolts, force, and all else they can. There are too many orcs doing to many things for you to track their individual movements. The fact is that they hold their ground and shoot you with magic.

non magical arrow vs Zed [roll0], damage [roll1]
magic missile vs nico: [roll2]
magic missile vs nico: [roll3]
magic missile vs Seras: [roll4]
magic missile vs Seras: [roll5]
firebolt vs Seras: ref DC 13 or [roll6] damage
firebolt vs Seras: ref DC 13 or [roll7] damage
firebolt vs Zed: ref DC 13 or [roll8] damage
firebolt vs Zed: ref DC 13 or [roll9] damage

firebolt vs gamorra: ref DC 13 or [roll10] damage
non-magical arrow vs Sadoma [roll11], damage [roll12] (in melle, NO AOO)
non-magical arrow vs gamora [roll13], damage [roll14] (in melle, NO AOO)
non-magical arrow vs gamora [roll15], damage [roll16]
non-magical arrow vs gamora [roll17], damage [roll18]
non-magical arrow vs gamora [roll19], damage [roll20]
non-magical arrow vs sadoma [roll21], damage [roll22]
non-magical arrow vs sadoma [roll23], damage [roll24]
non-magical arrow vs sadoma [roll25], damage [roll26]
non-magical arrow vs sadoma [roll27], damage [roll28]
non-magical arrow vs sadoma [roll29], damage [roll30]
non-magical arrow vs sadoma [roll31], damage [roll32]
non-magical arrow vs sadoma [roll33], damage [roll34]


-----------your turn!---------
https://dl.dropboxusercontent.com/u/11675600/rect10878.png

large scale

https://dl.dropboxusercontent.com/u/11675600/rect10879.png

Chimaera
2014-08-11, 06:26 PM
Omar look around and shout at Nico, "Hey Nico! More summons would be fun!" he says as he create a shimmering aura protecting their allies from those evil orcs.

As the spell.
Also, everybody (not summons) heal 2 hp

PREPARED:
5: Teleport;
4: Stoneskin, Greater Invisibility, Battlefield Perception;
3: Spiderskin, Displacement, Fly;
2: Resist Energy, Snake's Swiftness;
1: Shield, Feather Fall (2);
0: Message, Detect Magic (2), Read Magic (2);

dantiesilva
2014-08-11, 07:04 PM
As the two fireballs come flying in at them Seras dose her best to dodge, dip, dive, duck, and dance her way around them.



[roll0]
[roll1]

Dam orcs that hurt. Seras says as she becomes invisible once more and moves to X16 and hides behind the rock, even though invisible.

Casting greater invisibility followed by hide [roll2] for extra sneaky. Also I need to know what spell I stole. Its there highest level one up to level 5 and moves down.

Dudu
2014-08-12, 01:07 AM
HP: 65/60
Speed: 140ft (flight, average maneuverability)
AC: 13 Touch: 13 Flat: 10
Save: Fort: 7 Ref: 2 Will: 9
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Flight of the Dragon, Heart of Earth, Heart of Air, Heart of Water, See Invisibility, Draconic Might, Owl's Wisdom, Cat's Grace, Invisibility, Haste
Other Effects: Light Fortification, 18 temp HP, DR 20/magic (I think)


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

Answering to Omar

"Yep, I agree. You know what would also be fun? Greater invisibility, so Seras wouldn't waste casting one on herself."

Arrows and fire pierce the tigress flesh, but not that easily. The fiendish tigress are still alive and murdering. So, they'll attack whover orc is nearby.

Sadoma:
claw [roll0] dmg [roll1]
claw [roll2] dmg [roll3]
bite [roll4] dmg [roll5]

Gamorra:
claw [roll6] dmg [roll7]
claw [roll8] dmg [roll9]
bite [roll10] dmg [roll11]

Nico goes ahead and summons two dire wolves. One at P;Q/10;11 square and the other at R;S/10;11 square. Both of them charge, aiming at the orcs just in their front.

Beobon
bite [roll12] dmg [roll13] trip [roll14]

Keokon
bite [roll15] dmg [roll16] trip [roll17]

Nico uses his move to hide
Hide check [roll18]


Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Claw +11 melee (1d8+10)
Full Attack: 2 claws +11 melee (1d8+10) and bite +6 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+7
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +13
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).


Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+17
Attack: Bite +13 melee (1d8+14)
Full Attack: Bite +13 melee (1d8+14)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)


Sadoma Tigress
HP: 31/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)

Gamorra Tigress
HP: 27/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)

Beobon
HP: 69/69
AC: 14/11/12
Atk +13 (1d8+14)

Keokon
HP: 69/69
AC: 14/11/12
Atk +13 (1d8+14)



Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Dimension Step/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloud x2

Lvl4 (2+3) DC 21/22:
SMA IV x2/Heart of Earth/Polymorph/Bloodstar

Lvl5 (1+3) DC 22/23:
SMA V x3x2/Flight of the Dragon

Andrezitos
2014-08-12, 12:44 PM
Androponolios moves do D17/18 (between a rock and orc place). He will conserve his invisibility a little longer.

Beschoren
2014-08-14, 04:36 PM
Zed notices how Sera's is hurt, but can't really reach her in time. He casts healing spirit to recover her [roll0] hp. The mobile healing ball stays in place after the casting, but will last for 1 minute.
Sera's go protect herself invisible, behind one of the big rocks. Before she is able to wonder how the orcs could leave the terrained so prepared for an ataquer to protect itself, a fulisade of darts come right out of the spot she just chose as safe haven

vs Seras non magical ranged piercing attack: [roll1], damage [roll2], poison Fort DC 10 or [roll3] dex damage

Nico creates more summons and order them to charge forward. Just before they are upon the enemy, they also activate a fulisade of darts trap. and another. And when they are right about to chew the orcs, the floor proves to be false to their feet. Beobon manages to bite it's foe before retreating for solid ground, but Keokon falls down to the pit, 40 feet deep in the ground and in a crawded spot. The tigers prove effective and make 2 more victims

vs Beobon non magical ranged piercing attack: [roll4], damage [roll5], poison Fort DC 10 or [roll6] dex damage
vs Keobon non magical ranged piercing attack: [roll7], damage [roll8], poison Fort DC 10 or [roll9] dex damage
vs Beobon non magical ranged piercing attack: [roll10], damage [roll11], poison Fort DC 10 or [roll12] dex damage
vs Keobon non magical ranged piercing attack: [roll13], damage [roll14], poison Fort DC 10 or [roll15] dex damage

Andropolio repositions, just following the steps of the trap-activating wolves. The traps do not reactivate, and he can see the pit in the ground and can simply avoid it.

The melle orcs on the hillside at your left jump from the platform to charge Omar, some of them even going trought the siwrling colors of the vertigo field. The axeman are surely using some magic to hurry, because they are moving way to fast for an orc, sayain or not.

jump DC 15 to avoid [roll16] nonletal damage from jumping down: [roll17]
jump DC 15 to avoid [roll18] nonletal damage from jumping down: [roll19]
jump DC 15 to avoid [roll20] nonletal damage from jumping down: [roll21]
jump DC 15 to avoid [roll22] nonletal damage from jumping down: [roll23]
jump DC 15 to avoid [roll24] nonletal damage from jumping down: [roll25]
Orc fort DC 18 vs vertigo field: [roll26]
Orc fort DC 18 vs vertigo field: [roll27]
non-magic ranged piercing vs omar: [roll28], damage [roll29]
non-magic melle slashing vs omar: [roll30], damage [roll31]
non-magic melle slashing vs omar: [roll32], damage [roll33]
non-magic melle slashing vs omar: [roll34], damage [roll35]



The orcs keep shooting the tigers, as aproching orcs further behind fight the sleet-storm-entangle as they can. They do so very poorly, with 10 orcs trapped. The sleet storm is in such angle that it prevents excessive fire on the tigers

non-magic melle slashing vs Sadoma: [roll36], damage [roll37]
non-magic melle slashing vs Sadoma: [roll38], damage [roll39]
non-magic melle slashing vs Sadoma: [roll40], damage [roll41]+[roll42]
non-magic ranged piercing vs Gamorra: [roll43], damage [roll44]
non-magic ranged piercing vs Gamorra: [roll45], damage [roll46]
non-magic ranged piercing vs Gamorra: [roll47], damage [roll48]
magic missile vs Beokon [roll49], sr [roll50]
magic missile vs Beokon [roll51], sr [roll52] (GENERATES AOO FROM ANDROPOLIOS)
magic missile vs Beokon [roll53], sr [roll54] (GENERATES AOO FROM ANDROPOLIOS)
Firebolt vs Beokin, ref DC 13 or [roll55] fire (half on sucess)
Firebolt vs Beokin, ref DC 13 or [roll56] fire (half on sucess)


YOUR TURN!------------
https://dl.dropboxusercontent.com/u/11675600/rect96229.png

overview

https://dl.dropboxusercontent.com/u/11675600/rect9629.png

Andrezitos
2014-08-14, 08:03 PM
"Oww, crap!" That's all that the Mighty Androponolios says before charging at the orcs threatning Omar.
[roll0][roll1]

Androponolios will keep the invisibility for a little longer...

dantiesilva
2014-08-15, 01:32 PM
Seras can not help but smile as luck favors her once more and she moves to her next hiding spot. From this new area she claps her hands together unleashing a loud sonic boom that pierces the eardrums of almost all the orcs.

Seras will move to Y19 followed by using a swift action to cast sniper shot, and a standard action to use a maximized Resonating bolt that hits all enemies in a 60ft line and well there are 5.

They each take 62 damage and lose a spell, reflex for half damage, SR applies

Keep in mind the spell they all lose is there highest level one. So a bunch of fireballs and walls of stone would be nice lol.

Beschoren
2014-08-15, 04:36 PM
As sera's passes just before the line of orcs, she feels the ground quickly giving place to a long, damp pit. Another trap! It seems these orcs are serious about defending their homes!

Sera's: Reflex save DC 20, or fall and take [roll0] damage. sucess avoids all damage (and you get to the position you wanted). trapsense bonus, if any, apply.

Dudu
2014-08-16, 01:38 PM
HP: 65/60
Speed: 140ft (flight, average maneuverability)
AC: 13 Touch: 13 Flat: 10
Save: Fort: 7 Ref: 2 Will: 9
Melee Rod attack: +3
Damage: 1d6-1

Spells in effect: Flight of the Dragon, Heart of Earth, Heart of Air, Heart of Water, See Invisibility, Draconic Might, Owl's Wisdom, Cat's Grace, Invisibility, Haste
Other Effects: Light Fortification, 18 temp HP, DR 20/magic (I think)


Balerion (Nightmare!)
HP: 45/45
Speed: 90ft (flight, good maneuverability)
Init:
AC: 24 Touch: 11 Flat: 22
Save: Fort: 8 Ref: 7 Will: 6
Melee Hooves and Bite attack: +9/+9/+4
Damage: Hoves 1d8+4 + 1d4 Bite 1d8+2
Space/Reach: 10ft/5ft

Specials: Astral Projection, Darkvision 60ft, Etherealness, Smoke

The tigress endure yet one more round of arrow volley. Poor Kleokon is deep down in the pitfall, along with Seras.
Nico casts dimension step to bring Keokon and Seras behind the enemy, as well as Beobon.

So Seras go to Y19. Considering the northwest spot of the 2x2 square, Beobon goes to P20 and Keokon to R20

All the attacks again (just wait about Gamora and Sadoma situation, I can't see them, but they'll attack whoever is there)

Beobon
Bite [roll0] dmg [roll1] trip [roll2]

Keokon
Bite [roll3] dmg [roll4] trip [roll5]


Fiendish TigerSize/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Claw +11 melee (1d8+10)
Full Attack: 2 claws +11 melee (1d8+10) and bite +6 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+7
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +13
Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).


Fiendish Dire Wolf
Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+17
Attack: Bite +13 melee (1d8+14)
Full Attack: Bite +13 melee (1d8+14)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)


Sadoma Tigress
HP: 3/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)

Gamorra Tigress
HP: 26/69
AC: 14/11/12
Atk +11/+11/+6 (1d8+10) (2d6+7)

Beobon
HP: 31/69
AC: 14/11/12
Atk +13 (1d8+14)

Keokon
HP: 57/69
AC: 14/11/12
Atk +13 (1d8+14)



Lvl1 (5+3) DC 18/19:
SMA I/Grease/Charm Person/Enlarge Person/Benign Transposition x2/ Alter Self x2

Lvl2 (5+3) DC 19/20:
Glitterdust x2/Heart of Air/See Invisibility/Ray of Stupidityx1/Arcane Turmoil x2/Baleful Transposition

Lvl3 (4+3) DC 20/21:
SMA III/Dimension Step/Sleet Storm/Suggestion x2/Heart of Water/Stinking Cloud x2

Lvl4 (2+3) DC 21/22:
SMA IV x2/Heart of Earth/Polymorph/Bloodstar

Lvl5 (1+3) DC 22/23:
SMA V x3x2/Flight of the Dragon

Chimaera
2014-08-18, 04:32 PM
Omar look at the situationand wonder what spell to cast now on the party.
Seeing that the invisibility was broken by some of them, omar decides to veil them in a powerful invisibility.

Duration: 9 rounds

5: Teleport;
4: Stoneskin, Battlefield Perception;
3: Spiderskin, Displacement, Fly;
2: Resist Energy, Snake's Swiftness;
1: Shield, Feather Fall (2);
0: Message, Detect Magic (2), Read Magic (2);

Andrezitos
2014-09-07, 09:15 AM
Androponolios will roaming and slashinc now that lmar castted tbe jttermost invisibklitt spell.