
Verdan priest of Pelor |

After casting a cure light wounds on Morrow and Morgrym, Verdan keeps a look out before returning to the bottle.
Cure Light wounds, Morgrym: 1d8 + 10 ⇒ (7) + 10 = 17 +8= 17 HP Cured
Cure Light wounds, Morrow: 1d8 + 10 ⇒ (4) + 10 = 14 +7 = 21 HP Cured

Reonnyn |

"Let's get out of here guys." Reonnyn mutters as he turns to follow Verdan back to the room.

Nebuzaradan |

"Into the bottle we go. Where we come out, nobody knows." Nebuzaradan says while waiting for the holder of the ring to activate it.

GM West |

Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is around 2:00 p.m.
-------------------------------------------------
Stepping past the spectacular mess in the hallway, the party returns to the room where they entered the Wizard’s Guild and, after Verdan supplies a bit of healing to the wounded, they link hands as Morrow invokes the magic of the ring. In the next instant, the party finds themselves in the familiar confines of the fortress. Taking their ease and refreshing themselves with food and drink provided by the unseen servants, the adventurers discuss what they’ve acquired and how they’ll approach the flirtatious Lidda once they are able to depart this magical safe house. At least the very fine furnishings of the place offer a much needed respite for the next 10 hours or so.
With a great deal of time available to them now, Neb and Morrow are able to identify the items they found in Zagyg’s famed study – besides the obsidian key and the statuette, of course. These include a couple of beneficial magical tomes and a scroll inscribed with a very powerful and incredibly useful spell!
Tome of Clear Thought (+1)
Manual of Bodily Health (+2)
Scroll of Wish
Let me know your plans (if any) for the next ten hours – Lidda had told you to depart from the bottle at midnight, where you will find yourselves in the Thieves’ Guild. The deal was they would take the bronze monkey statuette for their client, you would keep the obsidian key as well as a ‘gift’ of some kind (Lidda was vague on the details), as well as the goodwill of the Guild.
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Notes
Nebuzaradan 50/50 [Greater Mage Armor (+6 armor bonus to AC) for 5 hours; Overland Flight (as Fly, with 40' speed and average maneuverability) for 5 hours]
Morrow 75/75 [Keen Edge (sword has crit range of 17-20) for 1.5 hours]
Morgrym 72/85
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Verdan 47/54 [Iron Silence (no AC penalty to Hide/Move Silently checks) for 5 hours]

Nebuzaradan |

After notifying everyone of what treasures they have found, Nebeuzaradan asks, "How shall we determine who may use what? These are expendable magics, so once used they are gone."

Reonnyn |

"I don't think those manuals are suited to my fighting style," Reonnyn shakes his head, "One of the warriors should avail themselves of it...now that scroll on the other hand..." His eyes gleam with excitement.

Nebuzaradan |

"Well, I could very much use that Tome of Clear Thought but if someone else can find a good use for it I won't argue."

Verdan priest of Pelor |

Smiling to the group "Since I skipped lunch, can I wish for a ham and cheese sandwich?" Verdan says laughing at his own joke.
"I have no need of the items. Please put them to good use."

Morrow, Tue |

"The Tome of Clear Thought is clearly best used by those that gain the most from Intelligence. Since Nebuzaradan answered most of the question to get us through that, I'd say best for him. As to the other? Anyone can use the greater enhancement to fortification of their body. I wouldn't turn it down, but I don't feel that I deserve it considering how poorly I fared in the battle."
"As for the scroll, perhaps it should be saved? We may face an emergency where such powerful magic could be the difference between success and failure, life and death. ??"

GM West |

It appears that it will take many hours to scour the pages of those tomes (48 hours over a minimum of six days) to gain the magical effect of the enchanted text.
Any other plans for the next ten hours of downtime? Those who want to read can get a 10 hour head start.

Reonnyn |

"Of course I intend to save it!" Reonnyn responds a little heatedly, "Such a treasure should not be squandered on petty desires, but should be used for the good of all!"
No plans here for Reonnyn (except to activate his new invocation here). As for the tomes I say Neb and Morrow should both begin perusing them respectively.
.
GM West: Any word from our prospective player, or are we going to stick with 4 players now?

GM West |

No further word. We will stick to 4 players for the time being. I'll occasionally put up something in Recruitment, but once you all get into the tower I'll probably stop until you're in good position to write in a new character. I like the balance and quick posting rate with this group, so even if we don't get a fifth we'll be fine. :)

Morrow, Tue |

Morrow will gladly use the Manual of Bodily Health since that seems to be what the party wants. Maybe next time he won't fail his Fort save!?! Takes 6 days minimum though....

GM West |

Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is probably around 9:00 p.m.
-------------------------------------------------
The adventurers talk a bit about the magical tomes, deciding on who would benefit the most from the benefits that will be derived from them – with a bit of time and study, of course. After that, the party settles in to wait, passing time until midnight comes. Though some three hours before that occurs, their rest and relaxation comes to a very abrupt end…
One moment they are each taking their leisure in whatever fashion they desire, and in the next moment the entire party finds themselves standing along a low, circular stone platform covered in runes, which surrounds a stone pedestal. The room itself has the feel of a basement with an earthen floor and smells of dank and blood and the air around is charged with something not easily identified. A set of rickety, wooden stairs rise up along one of the walls and ends in a landing and a wooden door that stands closed. Near at hand, a stepped, stone platform rises up about ten feet above the floor, upon which sits an altar that bears a grinning skull. A horribly torn and mutilated body lies sprawled atop the altar, surrounded by cloaked and hooded figures clad in white robes stained heavily with blood. Another such figure stands upon the platform itself, and next to him on the pedestal is the amber bottle that served as your extradimensional hidey hole until a few moments ago. Three of the robed figures (two men, one woman) wear armor beneath their robes and carry heavy maces. Two of the figures (the ones at the top of the steps) carry greatswords, in addition to being armored. Beneath the sarcophagus, standing on the floor a few feet away from your party is a hideous zombie-like creature but with a distended tongue that resembles a tentacle hanging from its open jaws.
One of the four standing upon the larger, stepped platform nods once as though your appearance has been expected. “Ah… our guests have arrived. Answer our questions truthfully and, perhaps, you will be allowed to leave this room alive. At the very least you will be given the luxury of a quick death. Resist, and you will certainly die, but you will also endure lingering pain as you have never known. This I promise, in the name of The Old One.”
You can give me Knowledge (Religion) checks and Spellcraft checks if you’d like to learn a bit more about your situation. Reonnyn, which save do you want Dark One’s Own Luck to affect? Note that your buff-type spells have expired after 7 hours or thereabouts. The cultists and their undead ‘pet’ are waiting for an answer, so if anyone takes an offensive action (one standard action only) that will be considered a ‘surprise’ round action of sorts (but only for that PC) and then initiative rolls will determine who acts next and in what order. Or you can speak with your unsettling hosts, in which case no initiative rolls are needed. For now…
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
PC Health & Notes
Nebuzaradan 50/50
Morrow 75/75
Morgrym 72/85
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Verdan 47/54

Morrow, Tue |

Knowledge-Religion: 1d20 + 4 ⇒ (6) + 4 = 10
Spellcraft: 1d20 + 15 ⇒ (5) + 15 = 20
Morrow closes and tucks his new book away, standing but not doing anything threatening. "A promise, in the name of The Old One? Hmm...."

Nebuzaradan |

Just to be sure, my 9 hour spells are done? Greater mage amor and overland flight to be exact.
K Religion: 1d20 + 12 ⇒ (20) + 12 = 32
Spellcraft: 1d20 + 19 ⇒ (17) + 19 = 36

Reonnyn |

Reonnyn grimaces in disgust. Apparently the Thieve's Guild needs to beef up their security...as for this cultist I suspect his promises are empty ones. Better stall for time here.
"You certainly need lessons in etiquette...before you condemn us to a painful death you certainly need to introduce yourself, at the very least." He responds in a deceptively calm voice, glancing at his companions.
Going to wait on Verdan here, and also the Knowledge check results before acting here. Also Reonnyn would use the Luck invocation for his Fortitude saves here.

Nebuzaradan |

Could a 10' radius spell hit them all? Hit the two at the top of the stairs OR the clerics on the altar? Can either group or the entire group be hit without hitting us? Can the zombie thing be hit by the spell if the entire group or the cleric group were struck?

GM West |

The cultist stares down at Rennoyn. "I need no such thing. But your names I will have. As well as the reasons for your recent activities beneath Castle Greyhawk."
As you think of casting a spell, you realize that the effect you're feeling is an Anti-Magic Field. It is likely the reason you were dumped unceremoniously out of the bottle. Knowing how the spell works, you believe that the cultist standing on the platform with you has the spell centered on him (10' radius). The zombie-thing is actually a mohrg, which is a very tough type of undead that resembles a zombie but moves much faster and and can use its prehensile tongue to paralyze those it touches.
Apologies for the earlier error on the map, you are all actually standing on the platform itself. Your correct positions on the map are now shown. The platform is only raised about two feet or so off the floor. Neb, a spell that affects a 10' radius cast 5' above the ground in the square just south of the zombie-thing that resembles Gene Simmons could affect all the bad guys - though the sarcophagus would give cover to the two standing directly behind it (if cover is applicable.)

GM West |

Oh! And you know 'The Old One' refers to the dreaded Iuz (though most could probably figure that out anyway), and you recognize the stylized skull on the sarcophagus is a symbol for the cambion as well. Such a decoration is often indicative of a champion of the cult dedicated to Iuz being interred within. It seems likely to you that the mohrg may be the undead remains of that champion.

Nebuzaradan |

I'm a goof, didn't see the map link.
"My name is Nebuzaradan. You my friend, I believe, are a follower of mighty Iuz," Nebuzaradan begins with a nod to the cultist, "Our Iuz follower here has an anti-magic field centered on himself which would fail in the case of his demise. We probably popped out of the bottle when he cast it. His ill looking friend down on the floor is a mohrg complete with paralyzing tongue. I assume he is a fallen champion of yours?" Nebuzaradan asks. "Personally, I have not been to Castle Greyhawk yet. I was hired on to acquire an item for the thieves guild." he finishes stepping down off the pedestal and moving to the wall.

Morrow, Tue |

Morrow grins when he hears Neb's comment. "Anti-Magic field? Kind of nullifies your friend's tongue doesn't it? But just in case...."
He charges at the person trying to push him off of the pedestal and away from the group so they can use their magic.
No magical bonuses, but he won't get them either....
Bull Rush attempt: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 BAB & STR only, right? But he gets an AoO if he's ready? Possibly not if he just cast the spell.

GM West |

The cultist's eyes narrow as Neb moves to step off the platform. "Do not move, or your lives are forfeit..." But he gets no further as Morrow tries to bull rush the cultist off the platform...
Let the combat begin! Morrow gets the 'surprise' action with a Bull Rush (in 3.5, it's a straight up opposed STR check, so a d20 + STR only) to try and knock the cultist off the platform! No AoO is taken, as the cultist is considered flatfooted.
Cultist's Opposed STR check: 1d20 + 3 ⇒ (18) + 3 = 21 vs Morrow's 16 = Failure!
But the duskblade finds that it's a little like running into a brick wall, and he fails to so much as budge the big man.
"Very well, we will question you when you are all DEAD!" The cultist leader screams, and then all hell breaks loose...
Neb's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Morrow’s Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Morgrym’s Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Reonnyn’s Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Verdan’s Initiative: 1d20 ⇒ 14
Cultists' Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Mohrg's Initiative: 1d20 + 9 ⇒ (7) + 9 = 16
The mohrg acts with incredible swiftness as it closes in on Morrow, its tongue twitching out to strike the duskblade!
Tongue Attack: 1d20 + 12 ⇒ (13) + 12 = 25 vs Morrow's AC = Hit! Fort Save vs DC 17 or Paralyzed!
Morrow, go ahead and give me a Fort save please! It appears that whatever anti-magic field that Neb spoke of does not apply to the undead creature's hideous tongue! Those of you acting before the cultists (in bold below) can post your actions as well. The initiative order is below, along with the map link. Moving off the platform on which you're standing doesn't affect movement or anything, and no Jump check is needed to hop down.
Mohrg
Verdan
Neb
Morgrym (NPC)
Cultists
Morrow
Reonnyn

Nebuzaradan |

Nebuzaradan moves to the back wall to get out of the anti-magic field. Drawing some fine dust from his belt he tosses it in the air, some of it glittering as it falls, and then an explosion of golden dust erupts from a point above the altar. (the intent is to hit the four on the other pedestal standing around the altar. DC 18 Will save or be blinded and glittery for 10 rounds.)

Morrow, Tue |

Fort Save: 1d20 + 7 ⇒ (15) + 7 = 22

Verdan priest of Pelor |

"Vile undead creature, Buy Pelor's light, I send you back to what ever hell you came from."
Hit dice Turned: 2d6 + 10 ⇒ (3, 2) + 10 = 15
Turn Check: 1d20 + 3 ⇒ (5) + 3 = 8
15 hit dice worth of undead, at a 9 hit die creature, with greater turning to distroy and not just turn.
And if you are with in 10' of me you get a +2 morale to will saves; Aura of Warding

Verdan priest of Pelor |

Edit, from re-reading about anti-magic area's. Turning in one is sort of a gray area. But I think it might fail in the anti-magic
field (It's a supernatural ability but it is not magical). So to be on the safe side he will try to get out of the field.
Before he uses his power to turn the undead. Verdan walks out, toward the stairs.

GM West |

Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is probably around 9:00 p.m.
-------------------------------------------------
Verdan follows Neb’s advice about the anti-magic field, concerned it would interfere with his drawing upon positive energy that he hopes to use to destroy the undead abomination. Moving toward the base of the stairs, the priest turns and calls upon Pelor – but the light fades as it touches the mohrg, who grins hideously at the cleric as the attempt to turn him fails. Neb does much the same as the dwarven wizard turns to send a spell at the priests on the raised dais – and though all of them are covered in sparkly dust, only one of them cries out as he is blinded by the stuff. Morgrym flies into a rage with a roar and leaps off the platform, easily clearing 15 feet as he lands on the steps in front of the nearest priest and swings his spiked chain at the same moment, and again the mighty warrior slays his foe with a single blow as the cleric is torn apart by the terrible weapon!
The priests on the dais seem to focus their efforts on Morgrym, one of them casting a spell at the enraged warrior, freezing Morgrym in place. The speaker priest casts a spell at the blinded warrior/priest, and suddenly it appears the man can see again. “Kill him now!” The head priest snarls as he points at Morgrym, and that one dutifully moves past the sarcophagus to strike at the paralyzed Morgrym with his greatsword, opening a nasty wound (26 damage) in his side! The priest on the pedestal seems to concentrate for a moment, and though there is no obvious effect to be seen or heard, there is an unsettling ‘feeling’ in the basement, like a heavy weight pressing down upon the adventurers. The priest's gaze flickers toward Neb, and he speaks aloud, turning toward the undead abomination as he points at the wizard. "Sir Bluto! Take the dwarf down first, then the cleric!"
Red Priest’s Will Save: 1d20 + 8 ⇒ (5) + 8 = 13 = Failure! [Blinded]
Green Priest’s Will Save: 1d20 + 10 ⇒ (8) + 10 = 18 = Success!
Blue Priest’s Will Save: 1d20 + 10 ⇒ (20) + 10 = 30 = Success!
Yellow Priest’s Will Save: 1d20 + 8 ⇒ (15) + 8 = 23 = Success!
Jump (Standing) Check: 1d20 + 23 ⇒ (20) + 23 = 43 = Success up to 20’
Morgrym’s Spiked Chain Attack with Charge, Leap Attack, Power Attack (-4/+8)[/dice: 1d20 + 20 + 2 - 4 ⇒ (7) + 20 + 2 - 4 = 25 = Hit!
Spiked Chain Damage: 4d4 + 14 + 14 + 16 + 16 ⇒ (2, 4, 2, 3) + 14 + 14 + 16 + 16 = 71
Morgrym’s Will Save: 1d20 + 8 ⇒ (6) + 8 = 14 = Failure vs Green Priest’s spell
Blue Priest’s Dispel Magic: 1d20 + 6 ⇒ (16) + 6 = 22 vs DC21 (Neb’s Glitterdust) = Success!
Blue Priest’s Dispel Magic: 1d20 + 6 ⇒ (4) + 6 = 10 vs DC?? (??)
Blue Priest’s Dispel Magic: 1d20 + 6 ⇒ (19) + 6 = 25 vs DC?? (??)
Blue Priest’s Dispel Magic: 1d20 + 6 ⇒ (2) + 6 = 8 vs DC?? (??)
Red Priest’s Greatsword Attack vs paralyzed target with Elevation Advantage, Power Attack (-6/+12): 1d20 + 13 + 4 + 1 - 6 ⇒ (5) + 13 + 4 + 1 - 6 = 17 = Hit!
Greatsword Damage: 2d6 + 7 + 12 ⇒ (1, 6) + 7 + 12 = 26
Morrow and Reonnyn can post their actions! The rest of you can do so as well, but keep in mind the mohrg will be going first. If you’d like to give me a Spellcraft check for the ‘unsettling’ feeling and for the spell cast by the priest (two separate rolls please), you can do so.
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
Combat Initiative & Notes – Round 1
Mohrg
Verdan 47/54
Nebuzaradan 50/50
Morgrym 66/105 [Rage (+4 STR/CON, +2 Will saves, -2 AC) for 6 more rounds, Paralyzed (DEX 0, melee attacks against are at +4, Helpless)]
Priests Red - Unwounded; Green - Wounded; Blue - Unwounded; Purple - Unwounded
Morrow 75/75
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]

Nebuzaradan |

Nebuzaradan makes a quick study of the cleric. At the same time he quickly fashions a small piece of clay in his hands and touches it to the wall behind him. The wall stretches around him forming a cavity surrounded by stone bars complete with roof. (stoneshape)
Spellcraft unsettling: 1d20 + 19 ⇒ (8) + 19 = 27
Spellcraft other spell: 1d20 + 19 ⇒ (10) + 19 = 29

Reonnyn |

Glancing back to see Neb taking care of himself Reonnyn focuses on saving the warrior Morgrym's life here. Moving off the platform he makes his way towards the warrior along the edge of the wall before unleashing a blast of dark energy against the red cultist! "Hey! We are not finished talking yet!"
Move to map position. Tumble check: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18; AC is 25 for potential AoOs.
Attack the red cultist.
Eldritch Blast Attack (ranged touch): 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
CL Check: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Eldritch Blast Damage: 3d6 + 2 ⇒ (5, 4, 1) + 2 = 12

GM West |


Morrow, Tue |

Not sure which priest is doing what? The "speaker priest" can't be the one in the anti-magic shell, right? Or where is the anti-magic shell? The circle with me and the purple one?
With the lack of success trying to push the priest off of the pedestal, Morrow takes his sword and slashes at him.
To hit: 1d20 + 13 ⇒ (17) + 13 = 301d20 + 8 ⇒ (8) + 8 = 16
damage if either hit: 1d8 + 3 ⇒ (4) + 3 = 71d8 + 3 ⇒ (8) + 3 = 11
Spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23

GM West |

Sorry for confusion, the 'Speaker Priest' is Blue. The anti-magic spell that Neb reported is centered on the circular pedestal upon which you (and the Purple priest) are currently standing - though if it extends a bit further you aren't sure. You did see Neb and Verdan successfully work magic from their current positions, however. You also saw the Purple priest seem to concentrate for a moment, and now you've got this sort of unsettled feeling permeating the atmosphere inside the chamber. Morrow, you can't tell what it is (Spellcraft check wasn't high enough.)

Nebuzaradan |

Unhallow says it has a companion spell that goes with it. I assume it is bane, perhaps bless for his followers. Was I able to determine what the companion spell for unhallow was?

GM West |


GM West |

Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is probably around 9:00 p.m.
-------------------------------------------------
Morrow slashes at the cleric with his blade, just grazing his forearm (7 damage)! Reonnyn slips away and attacks the priest on the platform with eldritch blast
Red Priest’s AoO with Greatsword Elevation Advantage, Power Attack (-6/+12): 1d20 + 13 + 1 - 6 ⇒ (8) + 13 + 1 - 6 = 16 vs Reonnyn’s AC= Miss!
The mohrg races toward Neb, it’s tongue lashing out at the dwarven mage!
Mohrg’s Tongue Attack: 1d20 + 12 ⇒ (18) + 12 = 30 vs Neb’s AC = Hit! Fort Save vs DC 17 or Paralyzed!
Verdan and Neb can post their actions! Neb, I need a Fort save from you or you’re paralyzed! Reonnyn, from what I can see, you are casting Eldritch Blast within melee range of Red Priest (that wall is only 5’ high, so you’re in an adjacent square), which draws the AoO – even if your movement didn’t. Neb, your casting of Stoneshape didn’t happen until after the mohrg moved into melee range and attacked (in Round 1 you cast Glitterdust, so your last casting would take place at the end of Round 2), so if you avoid paralyzation I’m guessing you might do something else, since that mohrg is up in your grill.
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
Combat Initiative & Notes – Round 2
Mohrg
Verdan 47/54
Nebuzaradan 50/50
Morgrym 66/105 [Rage (+4 STR/CON, +2 Will saves, -2 AC) for 6 more rounds, Paralyzed (DEX 0, melee attacks against are at +4, Helpless)]
Priests Red - Unwounded; Green - Wounded; Blue - Unwounded; Purple – Wounded (7 damage)
Morrow 75/75
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]

Verdan priest of Pelor |

Seeing that the creature is more powerful that his ability to turn. He steps up and swings his mace at the undead.
First attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Holy Damage: 2d6 ⇒ (4, 1) = 5 vs. evil
Second attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Holy Damage: 2d6 ⇒ (5, 1) = 6 vs. evil
Pelor has forsaken me!!!
I just noticed, should my Hit points max should be 61?

Morrow, Tue |

Does the Mohgr provoke AoOs from running away from me and bypassing Verdan? Or.... Where was Verdan before he stepped up?
AoO against Mohgr if appropriate?: 1d20 + 13 ⇒ (16) + 13 = 29
damage?: 1d8 + 3 ⇒ (7) + 3 = 10 Anti-Magic still covering me and purple cleric, right?

GM West |

Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is probably around 9:00 p.m.
-------------------------------------------------
Morrow gets in a solid blow as the mohrg rushes past him, but Neb is paralyzed by the undead horror, and Verdan’s attacks with his heavy mace fail to harm the creature! Morgrym is also still paralyzed by the priest’s spell, and the cultists turn to face the remaining threats in the chamber. The leader (Blue) points at Morrow and speaks the words of magic, the duskblade feeling his muscles seize up… (Morrow, please give me a Will save) as the other (Purple) steps away from Morrow and casts another spell, bringing a glowing greatsword into being, which takes a swing at the duskblade even as one of the warrior priests (Green) close in on him and the other (Red) engages Reonnyn. Their blows strike solidly, as both Morrow is wounded (24 damage) as is Reonnyn (18 damage.)
Morgrym’s Will Save: 1d20 + 8 ⇒ (1) + 8 = 9 = Failure!
Spiritual Weapon: 1d20 + 7 ⇒ (18) + 7 = 25 vs Morrow’s AC = Hit!
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Green Priest’s Greatsword Attack w/ Power Attack (-2/+4): 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 vs Morrow’s AC = Hit!
Damage: 2d8 + 7 + 4 ⇒ (6, 4) + 7 + 4 = 21
Red Priest’s Greatsword Attack w/ Elevation Advantage & Power Attack (-2/+4): 1d20 + 12 + 1 - 2 ⇒ (18) + 12 + 1 - 2 = 29 vs Reonnyn’s AC = Hit!
Damage: 2d8 + 7 + 4 ⇒ (6, 1) + 7 + 4 = 18
Yikes, this is getting nasty… Morrow and Reonnyn, please post your actions! Morrow, I need a Will save from you as well! Morrow, you are correct in that you got an AoO. Only Neb was able to detect that area of anti-magic and he isn’t able to talk anymore, but you think that it’s now possible to do magic again, based on what you’ve seen going on in the chamber. I realized that I didn’t specify that Reonnyn’s Eldritch Blast hit last round, it did and the target (Red cultists) is wounded. I also realized I made a mistake on that same cultist’s attack on the paralyzed Morrow, so I gave him back 2 HP. Every little bit helps… maybe? I should have everyone’s injuries (including Verdan’s updated HP total) correct below. Let me know if I’m missing something though!
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
----------------------------------------------
Combat Initiative & Notes – Round 2
Mohrg Wounded (10 damage)
Verdan 56/61
Nebuzaradan 50/50 [Paralyzed (DEX 0, melee attacks against are at +4, Helpless)]
Morgrym 66/105 [Rage (+4 STR/CON, +2 Will saves, -2 AC) for 6 more rounds, Paralyzed (DEX 0, melee attacks against are at +4, Helpless)]
Priests Red – Wounded (12 damage); Green - Unwounded; Blue - Unwounded; Purple – Wounded (7 damage)
Morrow 51/75
Reonnyn 46/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]

Reonnyn |

Yikes, looking grim here...time to pull an ace or three out here...
Reonny glances about him a grim look in his eyes. We have made some powerful enemies here, I don't want to die here in ignorance! Stepping back here he reaches into a secured pouch and takes out a transparent gem and throws it on the ground. 5' Step. Break Elemental Gem as standard action. As the gem shatters the pieces coalesce and form into a cloud-like creature has dark hollows reminiscent of eyes and a mouth. Large Air Elemental. Pointing wordlessly at the mohrg, he yells "Get that...whatever it is!"

Morrow, Tue |

Will Save: 1d20 + 7 ⇒ (6) + 7 = 13 Ouch! I didn't see a DC but I'm fairly certain that is too low!
Feeling his muscles seizing Morrow calls on his innate power to call fire and sends a blast between the two cultists ahead of him. Red & Blue
I remember the text of the feat saying that it could be used even while silenced and totally bound. SU ability, bottom of page 36 of COmplete Mage. ?? 5' radius fire blast should burn both of them a little....
fire damage: 3d6 ⇒ (6, 2, 6) = 14 Reflex Save DC15 for half

Nebuzaradan |

'Next time, if there is a next time, I memorize fireball or some other horribly painful spell.' Nebuzaradan thinks as the situation deteriorates before his frozen eyes.

GM West |

Sunday, 2nd day of Planting, 594 C.Y.
Weather outside the Wizard’s Guild is unknown.
Current time is probably around 9:00 p.m.
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Despite his paralysis, Morrow mentally summons his arcane power to spark an explosion between the cultists on the altar, singing them both. Reonnyn desperately grabs for the elemental gem, smashing it against the floor as he summons the creature to fight for them! The air elemental reacts immediately, closing in on the mohrg with its whirling, gyrating form that resembles nothing less than a 25’ tall tornado loose in the room! The undead creature is swept up by the elemental and buffeted around in the air, slowly rising up to where the whirling winds meet the ceiling! The mohrg futilely tries to fight back as it's whipped around the roughly 30' diameter windstorm, but its paralyzing tongue has no effect on the elemental and in its highly agitated state it also fails to land a solid blow of its own against the party’s formidable new ally!
In the meantime, Morgrym seems to burst free of the spell that was holding him, the fighter’s wild eyes rolling around in uncontrolled fury as he grips his weapon and focuses on the nearest enemy!
Blue Cultist’s Reflex Save: 1d20 + 4 ⇒ (13) + 4 = 17 vs DC 14 = Success! (4 damage)
Red Cultist’s Reflex Save: 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 14 = Failure! (8 damage)
Mohrg’s Reflex Save: 1d20 + 10 ⇒ (2) + 10 = 12 vs DC 16 = Failure!
Damage: 2d6 ⇒ (4, 1) = 5
Mohrg’s 2nd Reflex Save: 1d20 + 10 ⇒ (3) + 10 = 13 vs DC 16 = Failure!
Mohrg’s Slam Attack (Airborne): 1d20 + 12 - 2 - 1 ⇒ (5) + 12 - 2 - 1 = 14 vs Large Air Elemental’s AC = Miss!
Morgrym’s Will Save: 1d20 + 8 ⇒ (14) + 8 = 22 = Success!
Morrow, that’s very interesting about that Reserve Feat… I can’t find anything in the rules that prohibit you from using it, as you can still take mental actions while paralyzed and you don’t need to speak or use somatic gestures for that Supernatural ability, from what I can see. So yeah, burn away – although I think its only 2d6, as your highest level ‘fire’ spell is Scorching Ray. That said, I’m going to allow that you were more or less facing southeast (the altar with Blue and Red cultists) when you got paralyzed, so if there’s action ‘behind’ you, then you can’t do anything about it - like the mohrg for instance!
Reonnyn, that was an inspired move on your part! Feel free to tell me what you want the Air Elemental to do with regard to the cultists, since it can ‘pick up’ them as well, if you’d like it to do so! It's definitely got enough volume to hold five medium creatures given its height and breadth (5' base, 20' tall, and up to 30' wide up near the top!) Note that it can only hold this form for 3 more rounds though, at which point it will drop them. And yes, I'll rule they take falling damage for sure!
Verdan, you can post your action before the cultists get their turn! Sorry Neb, you’re a helpless bystander at this point unless you have some kind of ability like Morrow does? The other bit of good news is that Morgrym made his Will Save and busted free of his Hold Person. Morrow, you can do the same for your next action if you’d like. It’s a full-round action, so it’ll be the only thing you can do anyway – doesn’t matter that the bad guys go before you. Don’t fret yet folks, you might just come out of this battle in one piece after all!
Ruins of Castle Greyhawk (Overview)
Map History of the Ruins of Castle Greyhawk
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Combat Initiative & Notes – Round 3
Mohrg Wounded (15 damage)
Verdan 56/61
Nebuzaradan 50/50 [Paralyzed (DEX 0, melee attacks against are at +4, Helpless)]
Morgrym 66/105 [Rage (+4 STR/CON, +2 Will saves, -2 AC) for 5 more rounds)]
Priests Red – Wounded (16 damage); Green - Unwounded; Blue – Wounded (8 damage); Purple – Wounded (7 damage)
Morrow 51/75
Reonnyn 46/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Large Air Elemental Unwounded [In whirlwind form (5’ base, 20’ tall) for 3 more rounds.]

Morrow, Tue |

Sorry and correct. There are no 3rd level Fire Duskblade spells. Gotta wait 'til I get 4th levels spells and remember to take Fireshield for that! Understand about not turning while paralyzed! Really hate failing important saving throws! Where are the hero points for re-rolls when you really want them!?!

Reonnyn |

Heck yeah! That is one of those items you hang onto for truly desperate measures like this one...Reonnyn would very much like to have the elemental incapacitate the rest of the cultists (after Morgrym has his fun that is) until the rest of us can break the paralysis here.

GM West |

I'd forgotten about that gem myself! Feel free to post ICly and shout the orders (since you can speak outside your own turn), but obviously the cultists get their actions before the elemental gets to move again. But that way, just in case you're paralyzed, the elemental has its orders. :)

Reonnyn |

Seeing the elemental handle the undead creature without much issue, he then gestures wildly to the cultists grouped on the altar. Pointing at the Green and Blue cultists first. "Get them too!"