| GM West |
You get the feeling that you're missing something here. You know that it's called the Initiate's Walk, and that apparently very young (and presumably inexperienced, though learned) wizards are brought here to pass some sort of test. It doesn't appear that speaking aloud activates anything, nor does wandering around the room standing in front of the various pillars. There must certainly be some way to start the test though...
| Reonnyn |
"Maybe these Initiates are casting a spell here to detect the path...worth a shot here." Reonnyn mutters as he scans the area again for magical auras.
Cast Detect Magic while scanning the ground/fog. Welcome to Old School Puzzles 101 lol!
| Nebuzaradan |
"Yes, well, if you have a better idea I am all ears." Nebuzaradan says and then casts prestidigitation on the Red pillar to see what happens while Reonnyn studies the fog.
| Morrow, Tue |
Getting frustrated Morrow moves up to the Red Pillar. "They seem to be ignoring us. Maybe the pillars have to be touched to activate?"
He lays a hand on the pillar below the face, watching for any change in expression.
| GM West |
At Morrow's touch, the glow of the red pillar intensifies and the animated face speaks in a deep voice with a tone reminiscent of a professor as it recites a question. "What draconic creator deity emerged from the First Void in the Age before Ages and shed blood in the Shadow Void to inspire all creation?"
With the question asked, the cherubic face raises an eyebrow, as though waiting for an answer...
Nicely done! Anyone that wishes to answer the question needs to make a Knowledge (Arcana, Religion or History) check. Note that the History is a higher DC, but I'm not giving you the number you need. Those who make the roll must tell me if you wish to give the answer your character comes up with aloud. The first one to post they are giving an answer aloud is the one I'll go with. No take backs!
| GM West |
Neb nearly scoffs as he speaks the answer aloud - for any fledgling wizard should know full well that in the realm known as the First Void, Io, the Ninefold Dragon existed alone. There was nothing else, and until Io willed it there could be nothing else. Io voluntarily shed some of his blood in the Shadow Void, which created the potential for other things to come into being. Only then could there be other gods and other creations.
The face nods once, then disappears as it seems to meld back into the pillar, and its glow slowly fades. At the same moment, the fog that covers the floor changes its hue from multi-colored, to a bright red that seems a match to the glow that the pillar was radiating. The effect gives the chamber and the adventurers an unappealing, hellish appearance - but otherwise everything remains silent. The animated faces on the other six glowing pillars still remain...
Map of Chamber of Seven Secrets
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Notes
Reonnyn 59/59 [+1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Morrow 68/68
Morgrym 68/68
Verdan 54/54 [Iron Silence (no AC penalty to Hide/Move Silently checks) for 9 hours]
Nebuzaradan 46/46 [Greater Mage Armor (+6 armor bonus to AC) for 9 hours; Overland Flight (as Fly, with 40' speed and average maneuverability) for 9 hours]
| Morrow, Tue |
Know-Arcana: 1d20 + 7 ⇒ (5) + 7 = 12
Hearing the question doesn't mean understanding. Morrow is VERY happy that Nebuzaradan answers the question quickly. He wonders what sort of punishment the pillar might have hit him with if he has blurted out some nonsense in an attempt to bypass the question.
"Uh.... Next?"
| Reonnyn |
"On it..." Reonnyn replies as he touches the orange pillar.
| GM West |
Reonnyn touches the orange pillar, which glows stronger as the animated face upon its surface speaks its question. "Potent magical workings, such as the wish spell or the appearance of a god's avatar, sometimes leave behind a specific magical phenomenon that is detectable only by arcane means. What form do such symbols take?"
Again, Neb knows the answer to be 'shadow helices' - an elementary fact known to many of those that have studied wizarding lore. After the dwarf speaks the correct answer, the face again disappears and the pillar's orange glow seems to transfer to the fog covering the floor of the chamber.
Realized that with that modifier, Neb didn't even need to roll for Knowledge (Arcana), so I'll move us along here. Which pillar are you touching next?
| Reonnyn |
"Think we should keep moving here," Reonnyn says as he moves to the yellow pillar and touches it.
| GM West |
The yellow pillar flares at the halfling's touch and the face speaks its question of the party. "What five planar races are signatories of the Draeden Compact governing the transmission of pre-Great Wheel arcane secrets?"
A hushed silence falls, as those learned in planar knowledge rack their brains for the answer.
Getting tougher now! Need a Knowledge (The Planes) check!
| GM West |
Neb allows a small, rare smile to crease his features as he recalls the answers. The rilmani, the keepers, the mapmakers, the devetes and the githzerai. Speaking the names allowed, the dwarven wizard is gratified to see the glow seep out of the pillar as the face disappears, and now the ground fog glows with the same color.
Four glowing pillars and their faces now await - those of green, blue, indigo and violet...
| Morrow, Tue |
After the second quick answer from the dwarf, Morrow just falls in with the group and hopes that no question stumps the mage. He could consider this a lesson.... Or not!
| Reonnyn |
"Almost there Neb," Reonnyn nods encouragingly as he moves to the green pillar and touches it.
| Verdan priest of Pelor |
"That sounds about right Neb"
Knowledge (The Planes): 1d20 + 5 ⇒ (5) + 5 = 10
Realizing that he, himself, does not have a clue what the answer is.
And goes over to the green pillar and touches it.
| GM West |
Verdan and Reonnyn both touch the column glowing green, and as the pillar suddenly brightens the now-familiar voice speaks aloud. "Three spells were used to create the fog at your feet. Name them." Having already used Detect Magic to identify the auras, the spellcasters know that narrowing down the exact spells will be a bit harder to do...
Spellcraft check, please!
| Morrow, Tue |
Spellcraft: 1d20 + 15 ⇒ (7) + 15 = 22
Morrow looks at the cloud swirling around and activates his Arcane Attunement without hardly thinking. He studies the cloud, trying to analyze three spells at once.... "Hmm....
Count this as an aid another perhaps? I'm sure Neb's skill is higher!
| Nebuzaradan |
"Gentlemen, we are looking at fog cloud and permanency and then something from the school of enchantment but I'm not sure what. Any thoughts?" Nebuzaradan says to the others around him.
| GM West |
Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is estimated to be a few hours after sunrise.
-------------------------------------------------
Neb speaks to the others, and a few things happen instantly. First, the faces on the pillars meld back into the stone as the light fades from the columns and the fog coloring the floor in the same moment. Second, a crushing despair seeps into the bones of those standing in the room, (Will saves from everyone, please) as everything goes dark, save for the light sources held by the adventurers. Third and of most concern is that the dark stone statue in the corner suddenly shifts its stance, its eyeless gaze seeming to seek the face of the dwarven wizard…
Neb's Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Morrow’s Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Morgrym’s Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Reonnyn’s Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Verdan’s Initiative: 1d20 ⇒ 6
Statue’s Initiative: 1d20 ⇒ 12
Everyone needs to roll a Will save, and lets have actions from Morgrym and Morrow. Reonnyn, Verdan and Neb won’t act until after the statue. I'll take a Knowledge (Arcana) check if you want to know something about this statue.
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Notes
Morgrym 68/68
Morrow 68/68
Statue - Unwounded
Reonnyn 59/59 [+1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Verdan 54/54 [Iron Silence (no AC penalty to Hide/Move Silently checks) for 9 hours]
Nebuzaradan 46/46 [Greater Mage Armor (+6 armor bonus to AC) for 9 hours; Overland Flight (as Fly, with 40' speed and average maneuverability) for 9 hours]
| Morrow, Tue |
Will Save: 1d20 + 7 ⇒ (9) + 7 = 16
Know-Arcana: 1d20 + 7 ⇒ (3) + 7 = 10
If that Will save lets me, Morrow moves in front of Nebuzaran. His hand moves to his sword but he does not draw it.
"Maybe an identify spell might have helped?"
| Nebuzaradan |
'Ahh, it was crushing despair', Neb thinks to himself as the room becomes more ominous and the spell triggers. 'I should have seen that.'
Will: 1d20 + 10 ⇒ (9) + 10 = 19
K: Arcana: 1d20 + 21 ⇒ (8) + 21 = 29
| Reonnyn |
Will save vs fear: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12
| Verdan priest of Pelor |
Will save: 1d20 + 15 ⇒ (13) + 15 = 28
If any of you are 10' of me you get a +2 to Will saves.
Aura of Warding (Su): Starting at 3rd level, a radiant servant and all allies within 10’ of him gain a +2 morale bonus on all Will saving throws.
| GM West |
Morrow and Reonnyn both feel the fell magic contained in the ground fog take hold, draining them of their will to some extent as a strong feeling of hopelessness washes over them (-2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.)
Verdan and Neb are able to fight off the lethargy, and the dwarven wizard knows what this thing is - and presumably the other two as well that still (thankfully) stand inert. It is a shield guardian - constructs used by wizards for personal protection, at least most of the time. These are apparently here to deal out punishment to those that fail to answer questions correctly. A rather harsh penalty, but not terribly surprising considering the stories he's heard about the Wizard's Guild of Greyhawk.
Shield Guardians are particularly fearsome when in the presence of their master - which doesn't appear to be the case in this situation. But they are still deadly foes regardless. Their bodies repair themselves immediately after taking damage he knows, and besides being typically difficult to bring down because of their armor, they usually have a spell stored away that they can use to their benefit.
Neb knows the Shield Guardian has Fast Healing 5, Construct Traits and Spell Storing - though exactly what spell he cannot know. Morrow, are you 'readying' an attack with your action? I'll wait for Morgrym to post his action and roll his Will save as well before taking care of the Shield Guardian's action. I think everyone but Morrow gets the +2 to their Will save, based on their current locations on the map.
| Morgrym Black |
will save: 1d20 ⇒ 8
know arcana: 1d20 + 2 ⇒ (18) + 2 = 20
jump 10 feet: 1d20 + 20 ⇒ (20) + 20 = 40
Morgrym pulls his chain from around him like removing a belt and rages performing a leaping attack on the creature!
if I get know arcana I get a plus to hit and damage
attack: 1d20 + 17 ⇒ (14) + 17 = 31
damage: 4d4 + 74 ⇒ (3, 3, 4, 4) + 74 = 88
| GM West |
Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is estimated to be a few hours after sunrise.
-------------------------------------------------
As the guardian animates, Morrow moves to stand protectively in front of Neb and Morgrym moves to engage the creature from range, whipping his spiked chain at the animated statue with a tremendous blow! (Damage = 42 -10 [32]), and the weapon does seem to tear into it a bit. The guardian’s impassive gaze turns from Neb and fixes upon the warrior as it swings a massive club once then twice, connecting solidly each time (35 damage) and the blows reverberate in his head like the world’s loudest bell, causing his ears to bleed. Worse, the damage done by Morgrym's spiked chain appears to be repairing itself...
Guardian’s Club Attack: 1d20 + 19 ⇒ (18) + 19 = 37 vs Morgrym’s AC = Hit!
Club Damage: 1d10 + 9 + 1d8 ⇒ (4) + 9 + (2) = 15 (13 bludgeoning + 2 sonic)
Guardian’s Club Attack: 1d20 + 19 ⇒ (6) + 19 = 25 vs Morgrym’s AC = Hit!
Club Damage: 1d10 + 9 + 1d8 ⇒ (5) + 9 + (6) = 20 (14 bludgeoning + 6 sonic)
Everyone can take their actions! You can see the Guardian has a 10' reach. Morgrym, please check out the Discussion tab regarding your attack (no charge was possible.) However, since you rolled that '20' on the Jump roll you didn't need to make as part of your intended charge action, I'll allow that to replace your attack roll as a hit and possible crit, with your attack roll of 31 confirming the crit. So your damage was 4d4 (14) +28. Also, everyone please indicate your movements on the map, as you can easily move your icons around as you wish. Otherwise I'll have to figure out your intentions as best I can. For instance Morgrym, I'm presuming you moved 15' around that yellow pillar (which was blocking your charge lane) and you're using the reach of the weapon to attack from 10' away. Since your weapon has that capability, I gave you the benefit of the doubt there so you didn't take an AoO, but I'd much rather have my players make those kinds of decisions. Thanks!
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
Round 1
Morgrym 49/84 [Raging (-2 AC, +4 to STR/CON [+16 HP], +2 to Will saves) until Round 8; +2 insight bonus to attack/damage rolls vs Guardian for remainder of combat]
Morrow 68/68
Guardian – Wounded [27 damage]
Reonnyn 59/59 [+1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Verdan 54/54 [Iron Silence (no AC penalty to Hide/Move Silently checks) for 9 hours]
Nebuzaradan 46/46 [Greater Mage Armor (+6 armor bonus to AC) for 9 hours; Overland Flight (as Fly, with 40' speed and average maneuverability) for 9 hours]
| Verdan priest of Pelor |
Holding his holy symbol, Verdan says
"May the blessings of Pelor be upon us."
And he cast Bless on the party.
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
| Morrow, Tue |
Seeing Morgrym taking a beating from the metal creature, Morrow moves in to try and help. He channels his magic both to protect himself and to try and hurt the creature.
Swift action burning a level 3 spell slot to Arcane Boost, increasing his AC to 22. I know I take an AoO, but I can hope.... Then using Arcane Channeling to cast and channel Shocking Grasp through my sword. Might not work, but....
Attack: 1d20 + 9 + 3 + 1 + 1 ⇒ (13) + 9 + 3 + 1 + 1 = 27 BAB,STR,Magic,Bless
damage if that hits?: 1d8 + 1d6 + 1 + 3 + 5d6 ⇒ (4) + (5) + 1 + 3 + (5, 4, 6, 5, 4) = 37 Sword,Flaming,Magic,STR,Shocking Grasp
| Reonnyn |
Reonnyn utters a blasphemous curse here as combat breaks out, even as he hustles behind the green pillar. Those other statues had better not animate here! He waves his blade at the guardian and sends an ugly black miasma of energy at it!
Move to map position.
Eldritch Bolt, Ranged Touch vs Guardian, Bless, melee, fear: 1d20 + 12 + 1 - 4 - 2 ⇒ (1) + 12 + 1 - 4 - 2 = 8;
Magical damage: 3d6 + 2 ⇒ (5, 1, 1) + 2 = 9
| Nebuzaradan |
Nebuzaradan decides to go with a straight out attack initially. He takes a step away from the thing to give the martial members of the team room to work and conjures a small orb or cold which he hurls at the thing.
Lesser orb of cold: 1d20 + 6 ⇒ (9) + 6 = 155d8 ⇒ (7, 6, 5, 5, 1) = 24 touch attack
| GM West |
Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is estimated to be a few hours after sunrise.
-------------------------------------------------
Neither Reonnyn’s eldritch blast nor Neb’s spell appears to affect the Guardian, though Verdan’s magic grants his allies the blessings of Pelor – which must certainly count for something! Morgrym gets in a couple of good blows with his spiked chain (40 damage) and though the thing wobbles, still it stands. Morrow moves in to help Morgrym, and the statue with its reach manages to land a tremendous blow against the duskblade with the club it wields (33 damage). Still, Morrow gets in a decent blow (13 damage) – though he sees with dismay that his spell imbuing the blade doesn’t have any effect!
The Guardian continues to lay into the raging Morgrym, landing a pair of nasty blows (Damage = 40) that nearly drops the fighter. Only his anger keeps him on his feet, even though his injuries look grievous!
Morgrym’s Spiked Chain Attack: 1d20 + 17 ⇒ (13) + 17 = 30 = Hit!
Spiked Chain Damage: 2d4 + 14 ⇒ (2, 4) + 14 = 20
Morgrym’s Spiked Chain Attack: 1d20 + 12 ⇒ (20) + 12 = 32 = Hit! Possible Crit!
Crit Confirmation: 1d20 + 12 ⇒ (9) + 12 = 21 = No Crit…
Spiked Chain Damage: 2d4 + 14 ⇒ (2, 4) + 14 = 20
Guardian’s AoO : 1d20 + 19 ⇒ (20) + 19 = 39 vs Morrow’s AC = Hit, Possible Crit!
Crit Confirmation: 1d20 + 17 ⇒ (13) + 17 = 30 = Crit Confirmed!
Club Damage: 2d10 + 18 + 2d8 ⇒ (5, 2) + 18 + (3, 5) = 33 (25 bludgeoning + 8 sonic)
Guardian’s Club Attack: 1d20 + 19 ⇒ (15) + 19 = 34 vs Morgrym’s AC = Hit!
Club Damage: 1d10 + 9 + 1d8 ⇒ (5) + 9 + (5) = 19 (14 bludgeoning + 5 sonic)
Guardian’s Club Attack: 1d20 + 19 ⇒ (1) + 19 = 20 vs Morgrym’s AC = Hit!
Club Damage: 1d10 + 9 + 1d8 ⇒ (5) + 9 + (7) = 21 (14 bludgeoning + 7 sonic)
Everyone can take their actions! If you want to figure out what’s going on with the spellcasting, I’ll need a Spellcraft check.
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
Round 2
Morgrym 9/84 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes; Raging (-2 AC, +4 to STR/CON [+16 HP], +2 to Will saves) until Round 8; +2 insight bonus to attack/damage rolls vs Guardian for remainder of combat]
Morrow 35/68 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes)]
Guardian – Wounded [90 damage]
Reonnyn 59/59 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Verdan 54/54 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes; Iron Silence (no AC penalty to Hide/Move Silently checks) for 9 hours]
Nebuzaradan 46/46 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes; Greater Mage Armor (+6 armor bonus to AC) for 9 hours; Overland Flight (as Fly, with 40' speed and average maneuverability) for 9 hours]
| Nebuzaradan |
Seeing direct spells have little effect, Nebuzaradan begins to summon a dire wolf to help the beleaguered warriors in the fray. (summon monster IV: Fiendish Dire Wolf)
Spellcraft: 1d20 + 18 ⇒ (13) + 18 = 31
| GM West |
Neb identifies the protective spell - dimly seen as a shimmering field of some kind - surrounding the Guardian as a Globe of Invulnerability - albeit of the minor kind. The dwarven wizard figures it must have been a 'stored' spell that the creator of the Guardian gifted the construct with - probably triggered to activate when it animated.
Jeez, just realized after re-reading the spell description that Morgrym is NOT affected by Verdan's Bless spell - as he was inside the sphere's effect at the time of casting. Morrow, on the other hand, was affected by the spell outside of the sphere and it is still in effect - even though he's now inside the sphere. Jeez, talk about a confusing spell...
| Morrow, Tue |
Morrow considers everything that he knows about this beast, hoping something clicks and gives an answer that might save their lives....
Knowedge-Arcana?: 1d20 + 7 ⇒ (1) + 7 = 8 But laughably resembles some strange creature known as Sergeant Schultz.... "I know nothing!"
He puts everything he can into swinging of his sword.... Arcane Boost to give extra damage. Full attack.
1st attack: 1d20 + 9 + 3 + 1 + 1 ⇒ (11) + 9 + 3 + 1 + 1 = 25 BAB,STR,Magic,Bless
damage if that hits: 1d8 + 1d6 + 1 + 3 + 6 ⇒ (5) + (5) + 1 + 3 + 6 = 20 Sword,Flaming,Magic,STR,Arcane Boost
2nd attack: 1d20 + 4 + 3 + 1 + 1 ⇒ (19) + 4 + 3 + 1 + 1 = 28 BAB,STR,Magic,Bless
damage if that hits: 1d8 + 1d6 + 1 + 3 + 6 ⇒ (8) + (2) + 1 + 3 + 6 = 20 Sword,Flaming,Magic,STR,Arcane Boost
| Verdan priest of Pelor |
Verdan moves up to Morgrym and place's a hand on his shoulder. "My the blessing of Pelor heal your wounds." And he grips his holy symbol letting in a 60' burst, the positive energies flow form his holy spirt to all others within range. He then cast Cure Critical Wounds upon Morgrym.
Quicken Turning: May turn undead as a free action.
Sacred Boost: You can spend a turn attempt as standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time.
And cast Cure Critical Wounds on Morgrym. which is 50 hp cured (4d8+10+8)
I think that works that way. If not he will just cast Cure Crit, on Morgrym.
| Reonnyn |
Reonnyn thinks aloud "Yeah mages won't stand a chance against it!" as he moves in to draw attention away from the warriors. Tumbling in he stabs at the guardian!
move to square north of it. tumble: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Attack with rapier. rapier, bless, luck: 1d20 + 13 + 1 + 1 ⇒ (4) + 13 + 1 + 1 = 19
damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
| GM West |
Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is estimated to be a few hours after sunrise.
-------------------------------------------------
Reonnyn performs some nice acrobatics to get within reach of the Guardian without catching its attention, but the halfling isn’t able to get in a good blow. Verdan strides forward and touches Morgrym, channeling the healing magic of Pelor to bring him back from death’s door. Neb begins to summon a creature to help them, but Morrow channels his own arcane energy into his sword and puts an end to the thing as his blade bites deep into its leg, then removes its head by hacking through what passes as the construct’s neck!
All is quiet as the chamber comes to life once more. All seven pillars begin glowing in their former colors again, and the ground fog takes on its familiar, multi-colored hue. Neb’s spell, once begun, must necessarily be concluded and the dwarven wizard brings an immense wolf to guard the party from further threats. The animal growls deep in its throat but makes no attack, as there is no living enemy present.
Verdan’s Cure Critical Wounds: 4d8 + 18 ⇒ (3, 6, 4, 4) + 18 = 35
Verdan, after taking a look at some of the older blogs on this very subject, I believe that the Quicken Turning applies ONLY to turning undead (as does seem to be stated in the description), and not when using feats or abilities that specifically require a standard action to ‘channel positive energy’. That said, if you want to choose another feat instead of Quicken Turning because of this ruling, I have no problem at all with that. Just let me know. I’m going to more or less keep track of rounds so as to know how long the summoned dire wolf sticks around (as well as the Bless, though that’s going to last a lot longer than the summoning spell.) Morrow, looks like you used a 3rd level spell slot with Arcane Boost, correct? That second attack was a potential crit by the way, though you didn’t need it as the regular damage took it down. Nicely done!
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
Round 3
Morgrym 44/84 [Raging (-2 AC, +4 to STR/CON [+16 HP], +2 to Will saves) until Round 8]
Morrow 35/68 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes)]
Reonnyn 59/59 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Verdan 54/54 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes; Iron Silence (no AC penalty to Hide/Move Silently checks) for 9 hours]
Nebuzaradan 46/46 [Blessed (+1 to attack rolls/saves vs fear) for 9 minutes; Summoned Dire Wolf until Round 12; Greater Mage Armor (+6 armor bonus to AC) for 9 hours; Overland Flight (as Fly, with 40' speed and average maneuverability) for 9 hours]