Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


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M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

I have been assured that I am alive, so I am proceeding with my turn...

As the spores rise around him, Fash clamps his jaw shut, holding his breath. His free hand (the other is holding his runestaff) dips into the side pocket on his backpack and pulls out an Auran Mask, which he promptly slaps over his mouth, hoping it will protect him against the airborne spores...

Move action - draw auran mask from Handy haversack
standard action - put on auran mask (+5 vs inhaled toxins)
5' step (yellow arrow for path...)

Second save if needed:

I checked and Reonnyn needed to make 2 saves after his encounter with the spores. So if it's needed, here is my 2nd save...
Fort: 1d20 + 3 + 0 + 2 + 3 + 5 ⇒ (8) + 3 + 0 + 2 + 3 + 5 = 21
+3 Beg +0 Rua+2 Con +3 Resist +5 auran Mask


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.

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

Morrow moves out and sees Reonnyn squared off against... nothing? But the halfling gestures toward where he'd heard the hounds snuffling and sniffing to find him and the duskblade stabs into the empty shadows and doesn't feel his blade impact anything.

Concealment (01-50) Miss Chance: 1d100 ⇒ 33 = Miss!

Glorb snatches up the wand carried by Verdan and is now juggling two wands and a curative potion as a short distance away Reonnyn focuses on defense against the unseen hounds. Sobok moves up next to the steps and steps up next to Reonnyn then breathes fire at the area in front of the halfling, where the warlock has indicated the unseen foes are. Briefly, the trio sees the flames wash across the body of a large, shadowy mastiff (15 fire damage), but the then the fire dies out and the creature is unseen once again.

Yellow Shadow Mastiff's Reflex Save: 1d20 + 5 ⇒ (7) + 5 = 12 = Fail!

The two shadow mastiffs on the steps attack those on the landing, focusing on Morrow to bring the wounded duskblade down as one begins to circle around him to the right! Though the unseen beasts tear into his flesh with their sharp teeth (17 damage total), the tough duskblade keeps his feet and avoids being knocked down by either of his foes!

Red Mastiff's Bite Attack: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 vs Morrow's FF AC = Hit!
Bite Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Red Mastiff's Opposed Trip Attack: 1d20 + 3 ⇒ (9) + 3 = 12 vs Morrow's STR Check: 1d20 + 3 ⇒ (19) + 3 = 22 = Failure!

Red Mastiff's Bite Attack: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 vs Reonnyn's FF AC = Hit!
Bite Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Red Mastiff's Opposed Trip Attack: 1d20 + 3 ⇒ (13) + 3 = 16 vs Morrow's STR Check: 1d20 + 3 ⇒ (16) + 3 = 19 = Failure!

Fash grabs a mask and avoids inhaling any spores - but then he hears the snuffling of the hound, who has apparently tracked him into the mushroom forest - perhaps aided by the puff of spores as well as its sensitive nose. He senses the thing right next to him now, but the gnome takes heart in knowing that he is just as invisible to the creature as it is to him.

Morrow...

Everyone can post your actions! Fash, if you want to wait until after the bad guys go, you are welcome to do so - though as you are free to move without risk of an AoO you can post now, if you'd rather. By way of explanation, the shadow mastiff has found you through its Scent ability, but it gets no attack as it needed to use a Move action to do so, and then need to move 25' just to reach you - the same as the other two have been doing to Reonnyn. You are BOTH enjoying total concealment from each other, though it has the advantage of being able to track you as you move, even while you're invisible. Though again, all it can do is follow along in your wake, without taking any attacks once it reaches you. And Reonnyn, I think you're visible now, correct? Otherwise the others wouldn't have known where you were standing - but let me know if you use the ring to turn invisible once more on your action. If you attack the hounds, don't forget to roll a d100 concealment dice, with 01-50 meaning you miss!

Combat Map

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

Round 9 - Initiative Order & HP Tracker / Combat Notes:

3 Black Mastiffs - Yellow -15 HP

Fash 48/62 [Darkvision & Lowlight Vision; Invisible to Darkvision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; See Invisbility for 100 minutes; Glibness (+30 to Bluff checks) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes; Expeditious Retreat (+30' move speed) for 10 minutes; Improved Mirror Image (5 images, +1/round [maximum = 8]) for 14 rounds; Greater Invisibility for 2 rounds]

Morrow 27/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 45 minutes; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) for 1 rounds]

Glorb 43/43 [Carrying a Wand of CLW, a Wand of MM and Potion of CMW; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) for 1 rounds]

Evil Cleric 24 damage taken [Current location unknown]

Demon Blue - Unwounded [Current location unknown]

Reonnyn 74/74 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]

Sobok 49 [69 while 'Raging']/118 [138 while 'Raging'] [Draconic Aura (+2 fast healing to himself and all allies within 30' [if under 50% HP total]); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes; Raging (+4 STR/CON, +2 Will Saves, -2 AC, for 7 rounds; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) for 1 rounds]


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

@Gm West, I wonder how many fort saves I will feed that poor puppy as he follows me...

Fash sprints away from the hound, dropping to a slower pace as he approaches the corner of the pyramid and pausing to peek around the corner and listen before he makes a break for the stairs...

Double move, following the yellow dashed line. At the corner of the pyramid, he hides and peeks around the corner, looking for trouble...
First move -60' (full speed, penalty to stealth)
Second move - 30' (half speed, no penalty to stealth)
I am using conventional stealth, as that cleric is out there with her invisibility purge...

Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 - 2 ⇒ (10) + 2 + 8 + 4 + 4 + 10 - 2 = 36
8 Ranks +2 Dex + 4 Racial +4 Small +10 Cloak/Boots of Elvenkind -2 ACP

Spot: 1d20 + 13 + 2 + 5 ⇒ (18) + 13 + 2 + 5 = 38
13 Ranks + 2 Racial + 5 Eyes of the Eagle

Listen: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
13 Ranks + 2 Racial

Some Fort Saves in case of need:

Fort A: 1d20 + 3 + 0 + 2 + 3 + 5 ⇒ (2) + 3 + 0 + 2 + 3 + 5 = 15
+3 Beg +0 Rua+2 Con +3 Resist +5 auran Mask

Fort B: 1d20 + 3 + 0 + 2 + 3 + 5 ⇒ (7) + 3 + 0 + 2 + 3 + 5 = 20

Fort C: 1d20 + 3 + 0 + 2 + 3 + 5 ⇒ (15) + 3 + 0 + 2 + 3 + 5 = 28


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Just as an aside Reonnyn did not attack so technically he is still Invisible...but not for long...

Reonnyn decides to take the fight to the mastiffs here as he stabs out where he thinks the creature is standing, hoping his luck continues...

Attack Yellow Mastiff.
Rapier: 1d20 + 14 ⇒ (4) + 14 = 18;damage: 1d4 + 3 ⇒ (2) + 3 = 5
Concealment: 1d100 ⇒ 65 hit
Rapier: 1d20 + 9 ⇒ (14) + 9 = 23; damage: 1d4 + 3 ⇒ (2) + 3 = 5
Concealment: 1d100 ⇒ 37 miss


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow feels the bite and spots the shape of the creatures as the flames wash over them. He directs his attacks at the one that bit him. Full Attack

Concealment?: 1d100 ⇒ 39
Attack: 1d20 + 10 + 3 + 2 + 2 ⇒ (17) + 10 + 3 + 2 + 2 = 34
damage if that hits?: 1d8 + 3 + 2 + 2 + 1d6 ⇒ (7) + 3 + 2 + 2 + (1) = 15

Concealment?: 1d100 ⇒ 86
Attack: 1d20 + 5 + 3 + 2 + 2 ⇒ (12) + 5 + 3 + 2 + 2 = 24
damage if that hits?: 1d8 + 3 + 2 + 2 + 1d6 ⇒ (8) + 3 + 2 + 2 + (2) = 17

West. Did you ever add the 16 points that I got from healing from the sword? My HP seem a bit low.


Bardic Performance - Inspire Courage 0/9 used Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +3 / Ref: +12 / Will: +5 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +11 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

Glorb is about to follow the others here but then caution rears its ugly head here.

What if one of those demons pops in here and cuts off the others?

Deciding to be extra cautious here he mutters a quick phrase and vanishes from sight! (Cast Invisibility). Once done casting he then stows the unneeded potion back into his haversack. (Move action).


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Earthday, 13th day of Planting (i.e. April), 597 C.Y.
Weather outside is cloudy with light rain.
Current time is about 12:30 p.m.

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

Fash reaches the corner of the pyramid and sees a few of his allies standing atop the staircase to the northeast, not far from the stairwell leading up and out of this deathtrap. He isn't sure where that last demon is, though he suspects the cleric might still be stuck in the black tentacles - for she has been quiet this whole time as well. The gnome also knows that spell is only going to last for only a handful more seconds - though on the bright side, he thinks he might have lost the huge hound that had been following him.

Those on the staircase suddenly find there is only silence as the slavering mastiffs cease their attacks quite suddenly - as though they are no longer there. They can't be entirely certain though, as they hadn't been able to really see the damn things in the first place. But where did they go? Nobody has a light source up there anyway, and though Morrow and Reonnyn can see in the dark, Sobok is utterly blind in the current situation.

Everyone can post your actions for Round 10! Fash, I had to go back to figure out the timing of your Black Tentacles, which you cast in Round 2 and so I think expires in Round 11 on your action. Morrow, I honestly can't remember about those 16 HP, but I'll add them. Just realized Sobok is standing in the darkness, so he's effectively blind, currently. Glorb has light in the stairwell, as the fallen Verdan's shield is still lit up like a beacon. I'll grant that the ambient light at least let Sobok find his way to his friends, but at the moment he's effectively blind unless someone out there gets a light source going. Though if he's going back to the stairwell he can move at half speed and get there just fine. Also, don't forget that currently Reonnyn, Glorb and Fash are all invisible - which means that you all can't see them either!

Combat Map

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

Round 10 - Initiative Order & HP Tracker / Combat Notes:

Fash 48/62 [Darkvision & Lowlight Vision; Invisible to Darkvision; Rary's Telepathic Bond (allows shared thoughts) for 100 minutes; See Invisbility for 100 minutes; Glibness (+30 to Bluff checks) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes; Expeditious Retreat (+30' move speed) for 10 minutes; Improved Mirror Image (6 images, +1/round [maximum = 8]) for 13 rounds; Greater Invisibility for 1 round]

Morrow 43/75 [Darkvision (Norebo's Hand); Keen Edge (crit threat is 17-20 with Norebo) for 45 minutes; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes]

Glorb 43/43 [Carrying a Wand of CLW, a Wand of MM and Potion of CMW; Rary's Telepathic Bond (allows shared thoughts) for 45 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes; Invisible for 10 minutes]

Evil Cleric 24 damage taken [Current location unknown]

Demon Blue - Unwounded [Current location unknown]

Reonnyn 74/74 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes; Invisible (indefinite duration)]

Sobok 49 [69 while 'Raging']/118 [138 while 'Raging'] [Draconic Aura (+2 fast healing to himself and all allies within 30' [if under 50% HP total]); Message (allows whispered communication up to 400' distance with line of sight) for 45 minutes; Raging (+4 STR/CON, +2 Will Saves, -2 AC, for 7 rounds; Inspire Courage (+2 morale bonus to attack/damage rolls and saves vs charm/fear) for 1 rounds]


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Fash, seeing no enemies, and knowing his spells are about to expire, demonstrates that the knows he better part of valor. He runs for the exit. As his allies come into view at the top of the staircase (he only has 60' of darkvision, so he can't see them from the corner of the pyramid where he started) he whispers (using Message) "What are you doing? Run you idiots, run right now! I'm coming!

Fash takes a double move, for 120' (thanks to expeditious retreat), the line shown is 95, not counting reduced movement for going up the stairs... so he ends a ways up the spiral stair. He can see assorted invisible people to avoid them (see Invisibility) as he runs. He will try to maintain stealth, but right now, he's counting on speed.

Stealth: 1d20 + 2 + 8 + 4 + 4 + 10 - 2 - 5 ⇒ (20) + 2 + 8 + 4 + 4 + 10 - 2 - 5 = 41
8 Ranks +2 Dex + 4 Racial +4 Small +10 Cloak/Boots of Elvenkind -2 ACP -5 full speed movement


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn watches the whisper gnome fly by him even as he wonders where the shadow mastiffs vanished too. Not wishing to press his luck here he quickly scoots back up the staircase to rejoin his friend Glorb.

Move back up the staircase next to Glorb; at this point he will wait for the others to join him next to Verdan's corpse. He does still have a Standard action so he is Readying an Eldritch Blast at the moment. PS: Reonnyn is currently visible as he did attack last round.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

What were we using for light? Verdan had an everburning torch and a torch sconce on his shield. ??

Morrow swings again where he thought the invisible thing was. Feeling nothing and hearing nothing he backs up. When he hears Fash's magical whisper he moves to Verdan's body. "Maybe they were summoned monsters? But let's take advantage of this and get out of here. Somebody get his mace and anything else that's dropped. Take the demon's bows to so they can't be used against us again."


Bardic Performance - Inspire Courage 0/9 used Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +3 / Ref: +12 / Will: +5 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +11 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

"Are we not going to take Verdan's body with us?" Glorb's voice echoes out from the stairwell. "I can grab the mace and anything else small but Sobok and you need to carry the body. Fash and I can scout ahead. Reonnyn, guard our retreat."

Full round action: Store Verdan's mace in his Haversack.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Power[+3 damage with melee weapons within 30 ft.]

Sobok stops raging and will start moving slowly back towards the stairs.

I continue to heal anyone within 30 ft who has less then half their hit points for 2 points per turn.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow sheaths his sword and pulls Verdan's body across his shoulders, trudging away.

He's got a 16 strength. Should be able to carry Verdan in a fireman's carry. I don't have a 16 strength but I was able to carry a 250 lb man in a moderate speed trot for 100 yards....


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The party is able to retreat from the area with no further provocation - which begs the question... Why? Though there was only one demon remaining and the cleric herself, they could possibly have overcome the party in their current condition. Something to ponder, anyway...

With Verdan's body and his possessions spread among the survivors, their future plans must be made. Return to Greyhawk? See if Verdan can be raised, if they can come up with the funds required? Perhaps find another healer that might join their cause if not?

Trudging up the narrow stairwell is difficult for Morrow as he carries the cleric's body - stripped of his heavy armor and equipment - but the duskblade makes the long journey without complaint. Or at least, nothing out loud.

What are the plans? There's no pursuit, so you can return to your forward base of operations here in the stronghold near the forge or you can return to Greyhawk to either have Verdan raised or we can see about recruiting another player. The last recruitment didn't go so well, but you all are about 3/4 or more through this adventure, so I'd rather not end it if you're all good with continuing with a newly-raised Verdan (assuming you can scrounge up the funds needed) or even find another NPC healer in Greyhawk to accompany you back to the ruins. Feel free to discuss in-character and OOC (or both), whatever is easiest!


Bardic Performance - Inspire Courage 0/9 used Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +3 / Ref: +12 / Will: +5 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +11 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

Glorb tucks the healing wand into his belt here once the party is safely out of the lower level. Once the group is back at the stronghold in the forge level he speaks up quietly, "I don't know about you but I think we got away too easily. I can only think of one reason why: That priestess must be guarding something VERY important! Something too important to risk leaving unguarded!" Looking at the corpse of their healer he adds somberly, "We should return his body to the Pelor temple. Perhaps he can be raised...should he wish to return..."

Glorb will claim the healing wand for his own, but will return the mace to the pile. I suggest we rest here for the evening then return to Greyhawk to recruit a replacement healer. If we cannot find one (and I have my doubts) we can have Glorb be the party healer here...though nowhere near as proficient as Verdan was!


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

My worry was in facing the last archer demon and whatever the cleric could summon, and the cleric's powers. Without a healer and without any significant buffs cast I felt we'd almost certainly lose more characters. And Morrow didn't want to leave Verdan's body laying there, possibly to be raised by a demon?

Didn't we have some heavy valuables stowed somewhere for when we decided to leave? Or did we already take that? And can we identify the demon's bows? They might be valuable.

"I agree. That cleric is either guarding something valuable or important. If we had proper magical buffs we could take out the last demon and whatever else is there. But those demons hurt too much to be allowed a first strike advantage! Slow it down, speed us up, somehow make its arrows less effective.... I just don't have any of that kind of magic!"

"But yes, we need to get Verdan's body back to his temple. Pity of it is that he had the power to raise dead. Just can't raise himself!"


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Power[+3 damage with melee weapons within 30 ft.]

"That could be, but it it could also be they can only travel so far from where they were originally gated in. Perhaps the demons were forced to stay and just guard the area and the priest did not wish to try and pursue us alone. One demon did move up the stairs, but not that far." Sobok says just to toss out the idea that other magical issues might be at play.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

"I agree we need to go back to Greyhawk; this place is simply too dangerous to be in without strong divine aid. Either Verdan can rejoin us or we will need to recruit further aid...The other thing that I think is of note, is that the guard was reinforced after our first encounter with it. I worry about what might be there next time..."

Yeah, this trip has been a bit of a bust... If we get the fighter types effective missile weapons, perhaps we could take the Succubus before trying the cleric again?


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Power[+3 damage with melee weapons within 30 ft.]

I think we have at least 3 of their bows. That alone will make a big difference.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Starday, 15th day of Planting (i.e. April), 597 C.Y.
Weather is clear, coll and windy.
Current time is about 9:00 a.m.

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

The party retreats to a safe place to rest for the night, using scrounged materials to make a gurney for Verdan's body. In the morning, Sobok and Morrow carry the cleric between them, and over the next several hours they make their way out of the ruins and back to the city. It turns out that their sense of time got a bit screwed up during their journey underground, and they emerge under a star-filled sky, with only the half-full moon of Celene shining her cobalt blue light upon the ground - though the sky to the east glows very faintly with the promise of dawn in an hour or so. It takes a solid four hours to make the trip, almost twice more than what it would have had they not been carrying the heavy Verdan in his gurney. This works out just fine, as the sun is well up as they approach the city gates. The guards stationed there watch curiously as the party approaches, allowing them entry into the city and advising that the temple dedicated to Pelor can be found in the Garden Quarter.

Another half hour of travel finds the party approaching a rather drab, grey-walled edifice that is at odds with the sprawling, richly appointed manors that dot the area. After being allowed entry into the Temple of Pelor, the adventurers find themselves in a very well appointed foyer, though not in any ostentatious way. There are a number of priests and partitioners going about their daily duties, some of them casting curious looks at the party as they pass. After a request for assistance from one of the more senior looking priests, and a long wait in a room designed for such, they are met with an elderly priestess - probably sixty years of age or so.

Flanked by a pair of armed acolytes, her eyes fall upon the deceased Verdan and her lips press together as though in sadness. Then she turns to the adventurers and speaks. "Greetings, and accept my condolences for your fallen ally - and a follower of Pelor, I see. I am Matriarch Sarana. How can our temple assist you this day? Do you seek blessings for the departed soul of your companion? Or are you instead looking to return him to the land of the living?"

Went ahead and fast-forwarded us a bit, if that's okay with you all. Sounded like this was pretty much where you all were looking to go. You managed to secure three of those longbows, they ARE magical, but they're also really damn big (like L size weapons) and VERY heavy composite (+6 STR) so only ridiculously strong archers could even draw the string back - so the market for them will be restricted. Probably about 25% market price or so (i.e. about 750gp each)

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

PC Health / Adventure Notes:

Fash 48/62 [Darkvision & Lowlight Vision

Morrow 27/75 [Darkvision (Norebo's Hand)]

Glorb 43/43

Reonnyn 74/74 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]

Sobok 49/118


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Power[+3 damage with melee weapons within 30 ft.]

So I am not sure on the answer to this, which is why I have not replied yet. But since no one else has commented, maybe we all need to stop for a second and decide our plan.

I am happy to chip in to resurrect our fallen companion or we can try and hire a new cleric to travel with us. What do people want to do?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 16th day of Planting (i.e. April), 597 C.Y.
Weather is partly cloudy and cool.
Current time is about 5:00 p.m.

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

Matriarch Saran bestows final rites upon the fallen Verdan, then instructs the acolytes to bear the body into the temple for proper burial. Returning to the Green Dragon Inn, where Ricard Damaris greets the adventurers warmly. When he hears of Verdan's fate, he calls out to the patrons for a moment of silence in respect for the fallen cleric, then hoists a toast which is met with a resounding roar from the other taverngoers. The rest of the evening passes peacefully, with stories told of Verdan's faith to Pelor and of his heroic deeds until, one by one, the adventurers seek the solace of their beds to rest until morning.

Though Glorb is gone by the time the others rise for a late breakfast or an early lunch, the gnome makes an appearance later that evening - with two others in his company. Morrow recognizes the blonde elf, who Glorb is chatting up as the trio enter the inn. The other is a stranger though, a well-built human clad in heavy armor and the hilt of an impressively large sword peeking over one broad shoulder. The gnome gestures for both of his companions to take a seat at the table where Fash, Morrow, Reonnyn and Glorb are seated, then he introduces the two to the others in his melodious voice. "Morrow, you remember Cora? We ran across each other in a magic shop - imagine my surprise! Anyway, we got to talking about that drow/succubus creature we fought and she thought she might be able to help us! And this is Vegeir Carlsen, a cleric of Boccob! I stopped by the temple to pay my respects again to Riggby and met Gear there. Well, we got to talking and when I mentioned that we'd lost Verdan in that terrible fight, he insisted on joining us in our adventure! Especially when I mentioned how the dreaded Iuz is involved." The gnome's voice drops to a hushed whisper when he mentions the name of the demon cambion, then he signals one of the waitress to bring more food and drink to the table.

OK folks, as promised let's get this going! Feel free to RP with each other as much as you'd like and discuss your plans on returning to the ruins that lay beneath Castle Greyhawk. Once we have plans in place, I'll whisk you there and we can start in on the action. As mentioned in the Discussion Tab, everyone can take 11th level - including you, Vegeir! I was going to save it for later, but realized I had Cora start at 11, so let's just have everyone at the same level. Hopefully third time's the charm with the battle against the Iuzite cleric and her demon minioins given your numbers and the extra level you'll have in your favor. Welcome Cora and Vegeir!!

Current Map

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

PC Health / Adventure Notes:

Fash 62/62 [Darkvision & Lowlight Vision]

Morrow 75/75 [Darkvision (Norebo's Hand)]

Glorb 43/43

Reonnyn 74/74 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]

Sobok 118/118 [Draconic Aura (Senses: +2 to Listen/Spot checks and Initiative rolls for all allies within 30')]

Vegeir 100/100

Cora 35/35


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn's eyes widen at the appearance of the striking elf and he quickly downs the last of his mead. "Well fortune indeed is smiling on us now! Your offer to join our valiant quest is most appreciated," he smiles and offers a wink at the end. "You have the airs of the arcane about you, which is most welcome indeed! And a cleric to mend our wounds is always appreciated...though you look like you can handle yourself well in the heat of battle." He sizes up the priest closely, "I am Reonnyn...you may have heard of my exploits. If not, then you shall indeed! So tell me of yourselves."

Leveled up to 11:
Warlock lvl 7: HP +6, total 82; +1 BAB; added skills; DR now 2/cold iron; eldritch blast now 4d6.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow thinks back. Years back. "Cora? It's been too many years, but maybe you can help us? We had to retreat. That succubus is trapped, but she's powerful. And a couple of us are pretty limited to what we can do at range. She flew up and we couldn't reach her to attack. If we'd had some way to bring her down we'd have sent her back to the abyss where she belongs!"


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Power[+3 damage with melee weapons within 30 ft.]

"This bow will help. It might be a good idea for everyone to have a way of reaching out to our foes. The archer demons may also opt for tactics that make it hard to deal with them." Sobok says.


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

Cora is a shorter elf, with long blonde hair, up in a high ponytail. She is wearing a thin black robe with a red belt, with a number of rods and wands hanging from the belt. She has a pack over one shoulder and is wearing dark blue cloves and a red cape. She stares over the top of her spectacles, critically studying anything of interest.

Cora follows her old friend into the tavern and lets him introduce her to his current fellowship. She immediately recognizes her old traveling companion Morrow. "Hello my friend, it has been some time since we traveled together, Morrow." She listens to his description of their struggles. "A succubus, you say" Cora takes some time to think before he responds. "There are a number of options to deal with a flying foe. First I can wall off the space to limit their ability to get out of reach of our weapons. I can summon flying monsters to attack a flying enemy. Lastly I can give flight to one of you with a flying spell or changing your shape into a specific avian creature to engage your foe. There are many ways to deal with any opponent."

When another of Morrow's companions mentions archer demons, Cora thinks about more potential solutions. "Archer demons. Very interesting opponent. I am certain grappling them with summoned minions will limit their use of those bows. Archers and spellcasters are excellent foes to engage with grappling minions, as they tend to be less formidable in melee combat." With a knowing look at Gear "Yet there are always exceptions, and even then there are solutions to be found."

"It is a pleasure to meet you too, Reonnyn. You keen skills of observation are correct. I am a wizardess, and one who specializes in calling otherworldly minions to aid whatever task I desire." With a simple gesture of her hand, the elf opens a small portal in the air and a 4 foot tall creature, vaguely man shaped and made of rock and stone, steps forth. The elf then speaks to her minion in a strange harsh, rumbling language before the creature goes and retrieves a chair for the wizardess. Sitting down, Cora waves her and and the small figure fades away without sound. "Why should I bother with menial tasks when I can have magic solve that for me." she says with a rare smile.

OOC:
Let's see what I know about the monsters the team has described so far

K Planes(Succubus information): 1d20 + 20 ⇒ (10) + 20 = 30
K Planes(Archer demon information): 1d20 + 20 ⇒ (20) + 20 = 40


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Well built hardly describes the human introduced to the group. He was nearly as tall as a gnoll and built like an orc who did nothing but lift rocks over his head all day (6'9", 450 lbs., built like a pro powerlifter). It wouldn't be surprising if he has some ogre ancestry somewhere in his bloodline, he's so big. He has a bushy red beard and a mane of red hair pushed back away from his face, with blue-grey eyes and a small blue gemstone stuck to the middle of his forehead like a third eye.

His plate armor is polished to a silvery sheen and covered with a blue tabard with Boccob's golden pentagram and eye symbol prominently embroidered on the chest. He has a golden cloak thrown back over his shoulders, as well, to leave room to draw the angel-winged greatsword on his back.

He nods at Cora's comment. "I'm not much for using spells against opponents, myself, but I have been blessed with a sudden downdraft once or twice that's slammed a flyer into the ground when I needed it." He shrugs, his massive shoulders moving like boulders shifting before an avalanche.

Gear smiles back at Reonnyn. "I don't think I have, sorry to say, but I love to hear about people's adventures. Call me Gear, everyone does." The huge man grabs a chair in one hand and carefully sits down, the wooden chair creaking as he settles the weight of 3 normal people onto it.

He looks at Sobok's bow. "I lost my bow a month back. Broke it in a fight and haven't had a chance to replace it yet." Gear shakes his head sadly. "I'm more of an in-your-face guy; do you think I should get a new one?"

The big man looks around the others at the table, eyes maybe lingering a moment longer on Fash's wide-brimmed hat and cloak than on anyone else. "Pleased to meet you all. Glad to help out any way I can."


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 16th day of Planting (i.e. April), 597 C.Y.
Weather is partly cloudy and cool.
Current time is about 6:00 p.m.

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

As the adventurers either reacquaint themselves with friends not seen in a long time or get to know each other as strangers would in a tavern, Cora thinks on what she knows of the succubus and the archer demons - based on the descriptions she's been given. Though succubi are fairly straight-forward as demons that rely more on deception than combat, the drow heritage mixed in the blood could make the creature more formidable that the demon would normally be. Succubi are immune to electricity and poison, as well as very resistant to acid, cold, fire and mundane weapons - though good aligned or cold iron blades can deal them harm (DR 10/cold iron or good.) They are also resistant to spells (SR 18) and they possess telepathy out to a hundred feet. They can use their magic to charm those they encounter, and draw them in for a kiss that will drain their life (Will save vs DC 21 or take a negative level) and the victim can find themselves helpless to break the kiss, even if the succubus forces her victim to do so. Normally the demon can summon vrock demons, travel ethereally and even teleport - but it sounds as though the creature is trapped by a powerful spell (Binding [Hedged Prison]) and may be unable to do so. Cora is also uncertain of how the demon's mixed drow heritage might have affected its demonic traits - perhaps some were strengthened and others nullified? It can be difficult to be tell for sure, but in any case it sounds as though the drow/succubus commands warlock-type magic that is beyond that of typical succubi, so it certainly possesses abilities that make the demon a formidable opponent.

She has definitely heard of the four-armed demons that wield the huge bows - like the one now carried by Morrow. These are called arrow demons, and possess resistances and immunities like the succubus - and they too possess telepathy out to a hundred feet or so. But unlike succubi, these creatures are fearsome warriors with the bow, able to fire arrows faster even than the eye can follow - which the party quickly verifies. The idea of grappling the creatures up close is complicated by the fact they are able to cast dimension door at will, which Fash can also attest to.

When the wizardess conjures the elemental, pandemonium erupts in the bar! Not anything violent, however - but rather drunken patrons leaping upon the creature trying to 'ride it' or pull it to the ground with various feats of strength. Fortunately, it is able to perform its menial task before being banished back to its native plane, much to the dismay of the drunken patrons who shower Cora with catcalls and raspberries - through the presence of the large men in her presence cause them to back off quickly.

Current Map

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

PC Health / Adventure Notes:

Fash 62/62 [Darkvision & Lowlight Vision]

Morrow 75/75 [Darkvision (Norebo's Hand)]

Glorb 43/43

Reonnyn 74/74 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]

Sobok 118/118 [Draconic Aura (Senses: +2 to Listen/Spot checks and Initiative rolls for all allies within 30')]

Vegeir 100/100

Cora 35/35


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow grins at his friends, old and new. "If you can bring her down, we can finish her off quick. As for the arrow demons, haste would be great, and some way to obscure their vision perhaps? Keep in mind that they can fire their bows at point blank range, and they hurt a lot! If at all possible we need to focus on destroying them quickly. Gang up on them one at a time! Tactics will work where simple brute force won't do it."

"Finally, there's the cleric. We'll need to save the last of our strength for that one, if we can."

Update to Morrow's HP: 84 now. And he will cast Keen Edge before we get to the battle. Duration: 110 minutes.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Fash slips into the Green Dragon Inn, having gone shopping to replace his expended Auran Mask... (- 60 gp from remaining cash)

Spotting the strangers with the party, he hides (using his new cloak of shadows ability) and listens without revealing himself. Taking in Gear, he thinks to himself "Good god, what did they feed that man to make him that big..." He's quite happy to hear Cora's exposition on on the capabilities of the demons that they are facing - as they say, knowing is half the battle. It's always good to have a wizard along, they being champions of knowing strange and unnatural (but relevant) things...


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Gear looks over at the men who try to cause trouble but doesn't bother standing up. His size is usually sufficient to ward off anyone who isn't out to cause serious mayhem. "There's a cleric?" (I think Gear and Cora got there after the party was talking about the cleric.) "Did they summon the demons? Could killing them banish them back to the Abyss?"

I don't actually know the answer to that in 3.5. Question for the Arcana types, I guess.


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Lvl 10 HP: 1d8 ⇒ 5


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

Cora listens to the conversation. "I agree with Gear, the cleric should be the priority in that engagement given that the cleric could be the anchor binding the arrow demons to the Prime Material Plane. If that turns out to be an incorrect assumption, then we will have removed a support from the arrow demons and should precipitate a shorter confrontation with the remaining arrow demons."


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Power[+3 damage with melee weapons within 30 ft.]

"I have yet to see the cleric. The demons tend to come out more. But if I can reach the cleric, I will try and dispatch him quickly." Sobok says.

I am pretty sure that all Sobok has seen is the demons.


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Gear looks over at Morrow. "Have you seen the cleric? Are they in a room somewhere behind the demons?"


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

"Her." Reonnyn interrupts, "Definitely a woman. And yes taking her out would be wise. Reaching her may prove to be a challenge...she has not shown much...bravery so far." He takes a long drink from his ale mug, and wipes his lips. "Hopefully Cora your talents are enough to draw her out into the open. She likes to stay in her inner sanctum Gear, not very welcoming."


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer
Vegeir wrote:
"Gear looks over at Morrow. "Have you seen the cleric? Are they in a room somewhere behind the demons?""

Yep


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Fash, having decided the newcomers are at least safe for conversation, pipes up... which may be a surprise, as no one has actually spotted him as he came to the table.

Morrow, Tue wrote:

Morrow grins at his friends, old and new. "If you can bring her down, we can finish her off quick. As for the arrow demons, haste would be great, and some way to obscure their vision perhaps? Keep in mind that they can fire their bows at point blank range, and they hurt a lot! If at all possible we need to focus on destroying them quickly. Gang up on them one at a time! Tactics will work where simple brute force won't do it."

"Finally, there's the cleric. We'll need to save the last of our strength for that one, if we can."
...

"We don't have to do this all at once Morrow. We can settle the succub+%$+ and then rest, before we try the cleric and her demon guardians again. It sounds like the lady wizard here has plans to make her fight the battle on our terms, rather than hers. I figure if I disguise us, we can grab the element of surprise as well. If she sees a bunch of adventurers that she hasn't got previous experience with, I expect her to try the kidnapped elven princess con. That means she will come close if we pretend to be taken in. Then we can take her... The cleric will be tougher. She's in a good defensive position, and it's set up that you pretty much have to go through her minions to get to her. We tried to sneak in for the decapitation strike last time, and nearly got dead for our troubles. "

He turns directly to Cora and asks "You seem very well versed in the lore of such creatures. The last time we fought the cleric, where Verdan fell, there was another kind of creature involved. I suspect they were called by the cleric, big black hounds, that could fade into darkness. What does your lore tell you about them?"


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

"Oh, so the succubus is by herself? And the cleric has the arrow demons? Okay, that changes things. We should be able to settle a succubus pretty easily." Gear nods, looking directly at the gnome with a thoughtful look on his face.

"Is there just one way in and out of both these rooms?


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

Cora thinks over the information Fash provided about the hounds ...
K Planes: 1d20 + 20 ⇒ (10) + 20 = 30
K Arcana: 1d20 + 17 ⇒ (5) + 17 = 22
K Religion: 1d20 + 16 ⇒ (20) + 16 = 36


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Cora thinks they were summoned shadow mastiffs, especially because it sounds like they disappeared after awhile. Probably summoned to track down anyone hiding or using invisibility. The creatures are nearly impossible to see in any sort of light save for daylight. Not even darkvision helps to spot them.

The elven wizardess also suspects that the demons were not summoned - at least not with the sort of spells that one would utilize to summon a demon or any other monster for a short period. These sound as though they are bound to the area on a more permanent basis - probably via a planar ally spell, where the evil cleric (or someone else) reached a bargain of some kind with the demons.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Would the 'killed' arrow demons be brought back or replaced?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The Magic 8 Ball says "Cannot predict now."


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

I am willing to best my last mug of ale here that those arrow demons were indeed replaced," Reonnyn grimaces, "So when we head down there we need to switch tactics. Summoning a distraction sounds perfect. They will not expect that."


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

Cora lets the other process the knowledge she has given them "You have found yourselves caught between some formidable opponents. In battling the succubus I believe Wall of Stone would be superior to my Wall of Force, by virtue of being able to shape the wall into different configurations. Unfortunately, I have not yet learned that particular magical formulae, though I am strong enough to use Wall of Stone. I am confident, the cleric and arrow demons can be dealt with using my current compliment of magical spells. The use of Fly and Polymorph, as I explained earlier, will give one of you a tactical advantage to counter the dimension door ability of the arrow demons and my fiendish crocodiles will be able to detain one if not two of those demons before they can dimensionally hop to a new location. Then, should that tactic not work, I can also call some brabazu, to do battle with the arrow demons. My devils have to ability to teleport at will, a greater ability than the dimension door of the demons. As for the shadow mastifs, I believe Gear has magic more capable of dealing with them, clerics can call upon the raw power of the sun in form of a spell, if my memory serves me correctly."

OOC: Do I know if the demon's dimension door ability can be used while grappled?


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Gear nods. "I can light up a room, sure. I can fly, as well, at least once or twice in a day. I can also lock down a demon's ability to teleport, but it doesn't seem that helpful to do it to one when there are four of them."

"Either way, if the succubus is alone she shouldn't be too hard to take down. The real trouble sounds like the cleric and the arrow demons." The big man looks around the group. "What was the cleric doing while the arrow demons were shooting you? Casting or fighting?"

OK, Gear will switch his lvl 3 Resist Energy (Mass) for Daylight instead. For lvl 5, Dimensional Anchor seems kind of pointless with so many enemies so I'll do Righteous Wrath of the Faithful instead. Still have an open lvl 4 slot.


M Suloise Ftr 1/Cleric 10 (HP 119/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Oh, he can also do Protection from Evil (Communal), which would prevent the Shadow Mastiffs from touching anyone until a PC attacked them. I'll switch out one of his Aid spells for PfE (Communal).

The new cleric purses his lips. "Oh, you said those shadow hounds are summoned? If you think they're evil I can lay a blessing on all of us that would repel them and keep them from touching any of us until we decided to attack them." Gear looks at Cora. "Do you think the beasts are fundamentally, elementally evil creatures?"


Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12 | Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration) | Search +11, Spot +1, Listen +2

Cora stops to consider Gear's question ...

OOC: Do I know if Shadow Mastifs are evil or neutral? I'm guessing K Planes as they are summoned
K Planes: 1d20 + 20 ⇒ (9) + 20 = 29


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Power[+3 damage with melee weapons within 30 ft.]

"I am not sure there will be more arrow demons. We will see. After our first attack the cleric did not bring in more long term assistance. But we did not kill any of the demons in our first meeting." Sobok says.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Cora Tosscobble wrote:

Cora stops to consider Gear's question ...

OOC: Do I know if Shadow Mastifs are evil or neutral?

Evil Outsiders

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