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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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.]

Will Save: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15

I did not realize they were in the swarm. It looks like you made the miss chances. If I need to do more, let me know.


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 lashes out with Paragon (at Red, if it's still up, then the guy to his right if Red is down).

2H Power Attack 1, Haste: 1d20 + 20 - 5 + 1 ⇒ (5) + 20 - 5 + 1 = 21
Dmg: 2d6 + 9 + 10 ⇒ (5, 1) + 9 + 10 = 25
Extra dmg if Evil: 2d6 ⇒ (6, 5) = 11

2H Power Attack 2, Haste: 1d20 + 15 - 5 + 1 ⇒ (18) + 15 - 5 + 1 = 29
Dmg: 2d6 + 9 + 10 ⇒ (4, 3) + 9 + 10 = 26
Extra dmg if Evil: 2d6 ⇒ (3, 6) = 9

2H Power Attack 3, Haste: 1d20 + 10 - 5 + 1 ⇒ (1) + 10 - 5 + 1 = 7
Dmg: 2d6 + 9 + 10 ⇒ (4, 5) + 9 + 10 = 28
Extra dmg if Evil: 2d6 ⇒ (6, 5) = 11

Extra 2H Power Attack from Haste: 1d20 + 20 - 5 + 1 ⇒ (8) + 20 - 5 + 1 = 24
Dmg: 2d6 + 9 + 10 ⇒ (5, 3) + 9 + 10 = 27
Extra dmg if Evil: 2d6 ⇒ (6, 5) = 11


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

Reonnyn pretends to be a spellcaster (and comes across as a wizard of great power!), unleashing an eldritch blast at the slightly burned warrior (16 damage) and wounding him further. Gear slashes his sword at the guardsman he's facing, getting in one solid hit (18 damage) that causes holy fire to erupt from the wound (9 damage) and wounds him very badly. Morrow lays into the same guardsman with a flurry of blows, finishing him off with his first (11 damage), then turning to another and dealing a fair bit of damage to that one as well (43 damage), missing with only one blow that glances off his armor.

The archers, now wielding blades quite deftly, try to surround the adventurers, and several of them exclaim loudly as they too manage to see through the illusion. One heads north, aiming his bow at the revealed 'wizard' and the last heads toward the stairs, disappearing from view as he apparently heads off to warn the cleric in the ruined temple below - not knowing a magical obstacle bars his path...

Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9 vs DC 21 = Failure!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22 vs DC 21 = Success!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7 vs DC 21 = Failure!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26 vs DC 21 = Success!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12 vs DC 21 = Failure!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21 vs DC 21 = Success!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26 vs DC 21 = Success!

Three team up on Morrow, while two take on Gear and the last fires an arrow at Reonnyn after moving a bit closer to the halfling. The duskblade is struck once (10 damage), the cleric also takes a minor wound (11 damage) and the warlock 'wizard' is grazed (6 damage).

Rapier Attack (Flanking): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 vs Morrow's AC = Miss!

Rapier Attack: 1d20 + 10 ⇒ (14) + 10 = 24 vs Morrow's AC = Hit!
Rapier Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Rapier Attack: 1d20 + 10 ⇒ (3) + 10 = 13 vs Morrow's AC = Miss!

Rapier Attack (Flanking): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 vs Gear's AC = Hit!
Rapier Damage (Flanking): 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 101d6 ⇒ 1

Rapier Attack (Flanking): 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 vs Gear's AC = Miss!

Longbow Attack: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 vs Reonnyn's AC = Hit!
Longbow Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Fash and Sobok are up! Gear, I sent you a PM, your attacks might have a different result (for the better) based on your feedback, but for now I'm going with what I've posted. I can retcon a bit if needed.

Combat Map

Dungeon Map

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Beginning of Round 3 Initiative Order & Combat Notes:

7 Archers Yellow (-43 HP, disbelieves illusion); Blue (Unwounded, disbelieves illusion); Others are Unwounded and all still believe the illusion is real - will get a new save each round so long as they continue interacting with the illusion (i.e. in physical contact)

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds; Invisible to Darkvision (using magical ring)]

Sobok 103/132 (123/152) [Believes illusion; Draconic Aura (Energy Shield: When struck by a melee attack, the attacker takes 6 fire damage - the shaman and all allies within 30' are protected); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Raging (+4 to STR & CON, +2 to Will saves, -2 to AC) for 9 rounds; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds]

2 Warriors Red (-33 HP; Has Concealment [20%] due to illusion); Blue (-22 HP, disbelieves illusion)

Reonnyn 76/82 [DR 2 / 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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds; Invisible (using magical ring)]

Vegeir 76/119 [Has Concealment [20%] due to illusion; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds]

Morrow 68/84 [Has Concealment [20%] due to illusion and cover [+4 AC] from the archer; Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 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

Given no one tried to stick me, I am assuming my bluff check from the discussion check worked, and I was able to re-hide again... If not, I eat an AoO from pink, and getting around the corner and into the staircase should let me hide again anyways...

Fash realizes his illusion isn't doing much any more, but he leaves it in place, as he slips off in pursuit of the smart one who ran for the stairs...

60' double move, using stealth (hide in plain sight)

stealth : 1d20 + 9 + 2 + 4 + 4 + 5 + 5 - 5 ⇒ (8) + 9 + 2 + 4 + 4 + 5 + 5 - 5 = 32 I have Hide in Plain Sight from cloak of shadows
9 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind +5 boots of elvenkind -5 full speed move


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

Being surrounded makes morrow happy to be hasted. Moving faster he's harder to hit.... And he attacks faster!

Attack #1: 1d20 + 17 ⇒ (5) + 17 = 22
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (2) = 8

Attack Haste: 1d20 + 17 ⇒ (2) + 17 = 19
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (3) = 9

Attack #2: 1d20 + 12 ⇒ (17) + 12 = 29
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (2) = 15

Attack #3: 1d20 + 7 ⇒ (18) + 7 = 25
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (6) = 14

Confirm Crit Attack #2?: 1d20 + 12 ⇒ (6) + 12 = 18
damage if that hits: 1d8 + 5 + 1d10 ⇒ (5) + 5 + (10) = 20

Confirm Crit Attack #3?: 1d20 + 7 ⇒ (8) + 7 = 15
damage if that hits: 1d8 + 5 + 1d10 ⇒ (8) + 5 + (9) = 22

Cleave attack?: 1d20 ⇒ 17 Don't know where this might happen or the BAB bonus? 7/12/17?
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (4) = 13

Confirm Crit on Cleave?: 1d20 ⇒ 11 Same BAB bonus?
damage if that hits: 1d8 + 5 + 1d10 ⇒ (6) + 5 + (8) = 19

Cleave attack if I drop a second?: 1d20 ⇒ 14 Don't know where this might happen or the BAB bonus? 7/12/17?
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13

Crit Range 17-20 due to Keen Edge


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.]

Will Save+Rage+Bonus: 1d20 + 6 + 2 + 4 ⇒ (14) + 6 + 2 + 4 = 26 I see through the Illusion!

Sobok strikes at the more injured foe first as he can now see through the strange illusions.

Power attack, rage and attack Red first. If he drops in the first attack, then attack blue.

Falchion Attack+Haste+Rage-PA: 1d20 + 16 + 1 + 2 - 4 ⇒ (14) + 16 + 1 + 2 - 4 = 29

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (1, 4) + 10 + 3 + 8 = 26

Haste Attack Falchion Attack+Haste+Rage-PA: 1d20 + 16 + 1 + 2 - 4 ⇒ (5) + 16 + 1 + 2 - 4 = 20

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (1, 2) + 10 + 3 + 8 = 24

Secondary Falchion Attack+Haste+Rage-PA: 1d20 + 10 + 1 + 2 - 4 ⇒ (11) + 10 + 1 + 2 - 4 = 20

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (2, 1) + 10 + 3 + 8 = 24


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

Ignore that second cleave roll .I don't have the feat for that....


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

Thanks for the answer to my PM Gear! I've retconned a bit so that you killed your foe outright, as did Morrow - so Yellow is down as a result.

Fash points and looks horrified enough that the archer turns his head away from the gnome for a brief instant - just long enough for the clever beguiler to slip away through the 'bat swarm' and disappear from view. He heads down the steps, in pursuit of the other warrior - who he can hear some short distance ahead of him, running down the spiral staircase swiftly. Meanwhile, Sobok is finally able to shrug off the illusion that had so confounded him and he lays into the injured guardsman with his falchion and drops him with the second blow (50 damage total), then he spins and slashes at the remaining warrior, inflicting a heavy wound (24 damage)!

That guardsman, however, is still seeing things a bit blurry thanks to the illusion that remains in place, but he continues to fight on, swinging wildly at the dragon shaman, getting in a decent lick with his first blow (15 damage) - though he winces as fire burns his hands (6 damage) - and missing with his follow up.

Purple Archer's Sense Motive check: 1d20 + 2 + 10 ⇒ (2) + 2 + 10 = 14 vs DC 15 = Failure!

Will Save vs Illusion: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17 vs DC 21 = Failure!

Two-Handed Sword Attack: 1d20 + 12 ⇒ (18) + 12 = 30 vs Sobok's AC = Possible Hit!
Concealment Miss Chance (01-20): 1d100 ⇒ 63 = Hit Confirmed!
Two-Handed Sword Damage: 2d6 + 8 ⇒ (6, 1) + 8 = 15

Two-Handed Sword Attack: 1d20 + 7 ⇒ (12) + 7 = 19 vs Sobok's AC = Miss!

Everyone go ahead and post your actions! We're probably pretty safe in having everyone post, as Sobok is in solo combat and Fash is heading down the steps. Fash, your normal speed is equal to that of the archer, but you're hasted, so you'll catch up to him next round - probably about fifty or sixty feet away from the obstruction you set up down there.

Combat Map

Dungeon Map

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

Middle of Round 3 Initiative Order & Combat Notes:

6 Archers Blue (Unwounded, disbelieves illusion); Others are Unwounded and all still believe the illusion is real - will get a new save each round so long as they continue interacting with the illusion (i.e. in physical contact)

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 7 rounds; Invisible to Darkvision (using magical ring)]

Sobok 88/132 (108/152) [Draconic Aura (Energy Shield: When struck by a melee attack, the attacker takes 6 fire damage - the shaman and all allies within 30' are protected); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Raging (+4 to STR & CON, +2 to Will saves, -2 to AC) for 8 rounds; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 7 rounds]

Warrior Red (-63 HP)

Reonnyn 76/82 [DR 2 / 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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds; Invisible (using magical ring)]

Vegeir 76/119 [Has Concealment [20%] due to illusion; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds]

Morrow 68/84 [Has Concealment [20%] due to illusion and cover [+4 AC] from the archer; Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 8 rounds]


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 continues to taunt the archer who wounded him here, "You will have to do better than that if you wish to defeat me!!"

Eldritch Blast vs. Blue Archer: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23; damage: 4d6 + 2 ⇒ (5, 4, 5, 5) + 2 = 21


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)

Paragon PA 1: 1d20 + 20 - 5 ⇒ (2) + 20 - 5 = 17
Dmg 1: 2d6 + 9 + 2d6 + 10 ⇒ (5, 3) + 9 + (3, 1) + 10 = 31

Paragon PA 2: 1d20 + 20 - 5 ⇒ (2) + 20 - 5 = 17 WOW
Dmg 2: 2d6 + 9 + 2d6 + 10 ⇒ (4, 2) + 9 + (5, 6) + 10 = 36

Gear swings his huge blade wildly about.


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

Ok, so Fash will catch up to the archer the round after this one...

Fash runs down the stairs after the fleeing archer... As he does so, he sheathes his rapier and calls ahead "Hey, you seem smart enough that you'll want to live through this. I'm the wizard who set this little encounter up. I blocked the passage down before kicking off the fight. I can kill you with magic, and you'll never even see me... But I want information more than I want another corpse. So let's make a deal: you surrender and tell me everything you know, and I let you live..."

Bluff: 1d20 + 8 ⇒ (9) + 8 = 17
8 ranks


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

That post from January 9 is still pending right? Or do I need to do another?


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 continues to attack the foe next to him!

Keep up the same PA and go to town!

Falchion Attack+Rage+Haste-PA: 1d20 + 16 + 2 + 1 - 4 ⇒ (16) + 16 + 2 + 1 - 4 = 31

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (4, 4) + 10 + 3 + 8 = 29

Miss Chance: 1d100 ⇒ 20

Haste Falchion Attack+Rage+Haste-PA: 1d20 + 16 + 2 + 1 - 4 ⇒ (5) + 16 + 2 + 1 - 4 = 20

Haste Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (2, 2) + 10 + 3 + 8 = 25

Miss Chance: 1d100 ⇒ 91

Secondary Falchion Attack+Rage+Haste-PA: 1d20 + 11 + 2 + 1 - 4 ⇒ (12) + 11 + 2 + 1 - 4 = 22

Secondary Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (1, 1) + 10 + 3 + 8 = 23

Miss Chance: 1d100 ⇒ 62


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

Reonnyn sends a blast at the archer (21 damage), causing him to stagger a bit as the eldritch magic slams into his body. Gear swings his blade wildly, but the nimble guardsman is able to avoid the forceful blows. But Morrow uses the intimidating presence of the battle cleric to good advantage, his own blade slashing into his foe once (8 damage), twice (35 damage) then three times (36 damage), dropping him where he stands! Spinning to catch a second guardsman by surprise, he inflicts a deep wound (Cleave Attack Crit for 32 damage) in the archer's side.

Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11 vs DC 21 = Failure!
Will Save vs Illusion: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9 vs DC 21 = Failure!

The guardsmen fighting in the bat swarm still seem to be having trouble with the illusion, though the one outside the swarm (Green) focuses his attention on the halfling warlock. The confused foes attacking Morrow miss as they flail their free arms to clear away the illusory bats, and Gear's armor protects him from the one that sees through the illusion. Reonnyn however is struck by two arrows that hiss through the air unerringly - though his warlock resistance protects him somewhat from their mundane weapons (10 damage after DR)

Rapier Attack (with Flanking): 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 vs Morrow's AC = Possible Hit!
Concealment Miss Chance (01-20): 1d100 ⇒ 3 = Miss!

Rapier Attack: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 vs Morrow's AC = Possible Hit!
Concealment Miss Chance (01-20): 1d100 ⇒ 11 = Miss!

Rapier Attack (with Flanking): 1d20 + 10 ⇒ (7) + 10 = 17 vs Gear's AC = Miss!

Longbow Attack (with Rapid Shot): 1d20 + 11 + 1 - 2 ⇒ (18) + 11 + 1 - 2 = 28 vs Reonnyn's AC = Hit!
Longbow Damage: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8

Longbow Attack (with Rapid Shot): 1d20 + 11 + 1 - 2 ⇒ (12) + 11 + 1 - 2 = 22 vs Reonnyn's AC = Hit!
Longbow Damage: 1d8 + 2 - 2 ⇒ (2) + 2 - 2 = 2

Rushing down the steps, Fash calls out to the guardsman he is quickly catching up with even as Sobok continues to attack the wounded guardsman. His very first blow takes down his foe (29 damage, no concealment roll needed anymore!) and then he moves toward the other threatening Reonnyn! [OOC - One attack killed your foe, so counting that as a standard attack and you can then move 15' to engage the archer to attack next round.]

Everyone go ahead and post your actions, we'll start with Reonnyn in Round 4! There will be a bit of a gap in there when the archers attack before Fash and Sobok, but I think I can work it out just fine. Fash, you'll catch up this round - a bit short of the magical obstruction. The archer hasn't reached it yet, but will in the following round. Are you going to attack right away? Or wait until he hits the barrier to see if he takes you up on your offer to surrender? If he makes his save (after pausing to interact with your shadow evocation as a standard action), he will probably continue heading down the steps, you figure. But if the shadow evocation stops him cold, he might be willing to negotiate, you figure.

Combat Map

Dungeon Map

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

Middle of Round 4 Initiative Order & Combat Notes:

5 Archers Blue (Unwounded, disbelieves illusion); Yellow (-32 HP, believes illusion); Green (-21 HP, believes illusion); Purple (Unwounded, believes illusion) - will get a new save each round so long as they continue interacting with the illusion (i.e. in physical contact)

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 6 rounds; Invisible to Darkvision (using magical ring)]

Sobok 88/132 (108/152) [Draconic Aura (Energy Shield: When struck by a melee attack, the attacker takes 6 fire damage - the shaman and all allies within 30' are protected); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Raging (+4 to STR & CON, +2 to Will saves, -2 to AC) for 7 rounds; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 7 rounds]

Reonnyn 66/82 [DR 2 / 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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 7 rounds]

Vegeir 76/119 [Has Concealment [20%] due to illusion; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 7 rounds]

Morrow 68/84 [Has Concealment [20%] due to illusion; Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Hasted (+1 to attack rolls, Reflex saves, AC and extra attack with full attack action) for 7 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 continues to chase the archer, and as the resilient sphere comes into sight, he continues negotiating "See, passage blocked...my word is good." As he pursues, he draws forth Kelviernan's Gift (his runestaff).

Yeah, I am willing to let the archer get to the barrier, and spend a standard action. I figure at that point, if he starts to go through, I can drop something on him...


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, seeing there was little point keeping up the charade, draws his blade whilst sending another eldritch bolt into the pesky archer.

"I am going to help Fash!" He whispers to the others as he takes advantage of his hasted speed to maneuver around the battle to the staircase.

Attack the Green archer: Eldritch Blast RT: 1d20 + 14 + 1 - 4 ⇒ (17) + 14 + 1 - 4 = 28; damage: 4d6 + 2 ⇒ (5, 3, 5, 3) + 2 = 18
Draw rapier and move to map position (60' hasted)


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

Looks like I'm still surrounded? Bad luck for them....

Attack #1: 1d20 + 17 ⇒ (11) + 17 = 28
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (6) = 16

Attack Haste: 1d20 + 17 ⇒ (1) + 17 = 18
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (5) = 17

Attack #2: 1d20 + 17 ⇒ (20) + 17 = 37
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (6) + 5 + (3) = 14

Attack #3: 1d20 + 17 ⇒ (10) + 17 = 27
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (2) = 10

Confirm Crit Attack #2?: 1d20 + 17 ⇒ (18) + 17 = 35
damage if that hits?: 1d8 + 5 + 1d10 ⇒ (7) + 5 + (3) = 15

Cleave attack: 1d20 ⇒ 6 Don't know if/where this might happen or the BAB bonus? 7/12/17?
damage if that hits?: 1d8 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11

Crit Range 17-20 due to Keen Edge


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 yells at the man in front of him and slashes away at him.

Power attack and attack the green guy next to me.

Falchion Attack+Haste+Rage-PA: 1d20 + 16 + 1 + 2 - 4 ⇒ (19) + 16 + 1 + 2 - 4 = 34

Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (2, 2) + 10 + 3 + 8 = 25

Hasted Falchion Attack+Haste+Rage-PA: 1d20 + 16 + 1 + 2 - 4 ⇒ (13) + 16 + 1 + 2 - 4 = 28

Hasted Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (1, 2) + 10 + 3 + 8 = 24

Secondary Falchion Attack+Haste+Rage-PA: 1d20 + 11 + 1 + 2 - 4 ⇒ (17) + 11 + 1 + 2 - 4 = 27

Secondary Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (3, 4) + 10 + 3 + 8 = 28

Critical Confirmation check Falchion Attack+Haste+Rage-PA: 1d20 + 16 + 1 + 2 - 4 ⇒ (2) + 16 + 1 + 2 - 4 = 17

Critical Confirmation check Falchion Damage+Rage+PA: 2d4 + 10 + 3 + 8 ⇒ (4, 4) + 10 + 3 + 8 = 29


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)

Paragon PA 1: 1d20 + 20 - 5 ⇒ (14) + 20 - 5 = 29
Dmg 1: 2d6 + 9 + 2d6 + 10 ⇒ (5, 2) + 9 + (4, 6) + 10 = 36

Paragon PA 2: 1d20 + 15 - 5 ⇒ (5) + 15 - 5 = 15
Dmg 2: 2d6 + 9 + 2d6 + 10 ⇒ (5, 4) + 9 + (1, 4) + 10 = 33

Paragon PA Haste: 1d20 + 20 - 5 ⇒ (20) + 20 - 5 = 35
Dmg 1: 2d6 + 9 + 2d6 + 10 ⇒ (2, 6) + 9 + (3, 1) + 10 = 31

Crit confirm?: 1d20 + 20 - 5 ⇒ (8) + 20 - 5 = 23

Regaining control of his big blade, Gear focuses and attacks more effectively.

Same target (blue); if it goes down then 5' step to whichever target Morrow hasn't taken down yet.


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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

Reonnyn heads toward the staircase, intent on helping Fash as he sends another blast at the archer (18 damage) and draws his rapier. Gear's heavy sword slashes into one of the archers (36 damage), wounding him terribly - and though the man dodges away from the follow-up blow, he steps right into the cleric's final attack (Crit! 64 damage) and is struck dead in the next instant. Like a dervish with his own slim blade, Morrow finishes the wounded guard with his first strike (16 damage), spinning to strike the remaining archer nearby (Cleave [23 to hit] = 11 damage), and though his next swing is a wild one, he drops his last foe with a pair of well-placed blows (39 damage) in the next instant.

The last archer in the room - perhaps not knowing he is the last survivor since he can only see Sobok in front of him - continues to attack the dragon shaman desperately as he draws his rapier and stabs into his side (13 damage), though he winces with the effort as the flames sheathing Sobok burn his arm (4 fire damage) and then his life is swiftly ended as Sobok's blade nearly cuts him in half (25 damage)

Fash calls out the fleeing guard, and a few moments later is rewarded with a loud oath uttered by the man as he runs into the obstruction - an illusion borne of shadows that never-the-less seems real enough to the soldier. He hesitates only an instant, before dropping his rapier and turning around to face the gnome that has chased him into this seeming dead-end. "Your word, then? You'll let me go? I know a few things that you might be interested in, if you're headed down to see that demon-loving b^$@%!"

Rapier Attack: 1d20 + 10 ⇒ (20) + 10 = 30 vs Sobok's AC = Hit, Possible Crit!
Crit Confirm: 1d20 + 10 ⇒ (13) + 10 = 23 = Crit Confirmed!
Rapier Damage: 2d6 + 4 + 4 ⇒ (4, 1) + 4 + 4 = 13
Fire Damage: 1d6 ⇒ 4

Will Save vs Illusion: 1d20 + 2 ⇒ (13) + 2 = 15 vs DC 21 = Failure!

Morale Check: 1d20 ⇒ 2

And we're out of combat! Let me know how you wish to proceed. If you loot the bodies you'll find a few goodies, 6 CMW potions, 2 CSW potions, 16pp, 182gp, 301sp and 68cp. This is in addition to their gear, which are ALL of Masterwork quality (chain shirts, +2 STR composite longbows, rapiers, breastplate armor and two-handed swords.) They've also got mundane shortswords, heavy crossbows/bolts and daggers. They also have a bunch of gear you'd find on those making their way through deep caverns such as rope, pitons, grappling hooks, etc. If you need anything like that, just add it to your character sheets.

Combat Map

Dungeon Map

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

Party Health & Adventure Notes:

Archer Prisoner Unwounded

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Invisible to Darkvision (when using magical ring)]

Sobok 95/152 [Draconic Aura (Energy Shield: When struck by a melee attack, the attacker takes 6 fire damage - the shaman and all allies within 30' are protected); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes

Reonnyn 76/82 [DR 2 / 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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes

Vegeir 86/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 22 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to [i]Paragon) for 8 hours; Magic Vestment (+2 AC) for 8 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes[/i]

Morrow 68/84 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 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 stays hidden and replies "We have a deal, everything you know and we'll let you go. Although I'd advise running far and fast, because you won't be so lucky if we end up having another such discussion... Now sheathe your weapons, and walk back up the stairs with your hands on your head."

Assuming he's co-operating:

Fash stays hidden and walks back up the stairs, following his prisoner. Once at the top he announce "This one surrendered; he's got things to tell us in return for being let go..." he turns back to the prisoner and continues "so start talking. Everything you've got about what's downstairs."

And if someone has ranks in sense motive, a check would probably be a good idea...


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 reaches the staircase and seeing the guard negotiating with Fash decides to allow the whisper gnome to take the lead here, twisting his ring to vanish from sight so as to eavesdrop on the conversation.

Activate Ring of Invisibility here. Sense Motive check: 1d20 + 1 ⇒ (13) + 1 = 14


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 comes out of his rage and moves over to check on the others.


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 leaves Fash to interrogate their prisoner and goes around collecting the more valuable looking items, stuffing them into his magical backpack. "Does anybody need some rope or some of this other gear?"

He'll take one of the bows and a quiver since he doesn't have a ranged attack right now, along with cave exploring gear. He'll also stuff all the MW gear in his backpack to sell later.

I don't know exactly what the enemy counts were, but GP value would be 1270 per archer (MW chain shirt, rapier and +2 Str comp.bow) and 700 per swordsman (MW breastplate and greatsword).

He will also use his wand of Lesser Vigor to heal himself back up to full after a couple of minutes.


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.]

Is Gear going to heal anyone else?

"I don't have any need of rope at this time, but I can help carry what we find." Sobok says.


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)

Yeah, Gear can heal anybody who needs healing, just let me know how many wand charges it takes.


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 is down 16 points according to West's list. He has his own wand of Lesser Vigor but can't use it himself. So he'll give it to Gear to use.... He also has room in a Haversack for some of the equipment that is worth taking. I think we should leave the heavy/bulky stuff here though, regardless of value. Maybe hide it and pick it up later if we can? Not the regular stuff, but maybe the longbows, armor, and two-handed swords. All MW, right?


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 is down 57, Reonnyn is down 6, Vegeir is down 33, Morrow is down 16. We may want to consider taking a "share" of the gold as a group share to buy wands, scrolls or other items the group as a whole needs.I am not sure if we are currently doing that.


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)

5 charges (gets Sobok to within 2 of full hp), 1, 3, and 2. We can do a share for group goods if you want but I just bought the wand because it was useful and I had the gold for it. I'm the FNG, I'll do whatever you guys want to do.

My understanding is that all the gear is MW, so that's what I based those values per body on in my post.


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.

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

After healing up and grabbing whatever loot they can easily carry, the party gathers around Fash - with the exception of Reonnyn, who watches invisibly from across the room. They learn from their prisoner that this fellow and his allies were the advance scouts of a very large army moving through the tunnels of the Underdark. This army, soldiers of the dread cambion Iuz, has come by secret paths known to the wizard Vayne - a trusted advisor to the half-demon son of Grazz't - ruler of Azzagrat, one of the 666 layers of the Abyss - and the notorious Witch Queen Iggwilv. Though there are rumors Vayne has failed Iuz in the recent past, it is also whispered that this gambit is his last chance to prove himself - by allowing the demon cambion to finally have his long-desired revenge against those that once belonged to the Circle of Eight gathered to pay honor to the deceased Riggby. That, and of course extending his rule beyond the lands of Iuz north of the Nyr Dyv and destroying the city of Greyhawk - known to all as the Gem of the Flanaess.

The captured soldier also knows that the ruined Temple of Nerull and its environs suffered heavy damage many years ago when another monstrous force sought to claim the temple from the cultists that called the place home. The red-headed cleric of Iuz named Shyrath (though called many other names) has apparently fallen into Vayne's disfavor, and was given this task of 'guard duty' to make certain that the link to the Underdark remains intact. And though she has made no attempt to hide the fact she despises this duty, nor her intense dislike of the powerful wizard that assigned her this task that is a waste of her talents, the stairwell that leads from the temple to the Underdark is crucial to the army that marches upon Greyhawk.

The prisoner knows nothing more of what is happening here in the ruins beneath Castle Greyhawk...

There's not much more knowledge to be gleaned, though if you have questions or need clarification on what he's told you, just let me know. I've put the coins and potions in the Treasure List (in the Campaign tab) for the moment. Keep in mind you have limited space in a handy haversack, so it'd be impossible to take all of the MW items. If you claim one (or any of the potions), be sure to let me know in this Adventure thread so I can take it off the Treasure List. You can keep track of the charges you use on your Lesser Vigor wand if you would, Gear. If you plan to take any of the MW items to sell later, let me know what/how many you take - but make sure it'll fit in the haversack OR how you realistically plan to carry it without bursting the seams of your backpack and getting Heavy encumbrance. Trust me though, there'll be plenty of stuff to pick up later without grabbing all the equipment to sell. Though believe me, I totally get it. In games like Fallout I tend to pick up anything not nailed down to sell later... :)

Combat Map

Dungeon Map

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

Party Health & Adventure Notes:

Archer Prisoner Unwounded

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Invisible to Darkvision (when using magical ring)]

Sobok 150/152 [Draconic Aura (Energy Shield: When struck by a melee attack, the attacker takes 6 fire damage - the shaman and all allies within 30' are protected); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes

Reonnyn 82/82 [DR 2 / 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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes

Vegeir 119/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 22 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to [i]Paragon) for 8 hours; Magic Vestment (+2 AC) for 8 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes[/i]

Morrow 84/84 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes


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 listens, slowly shaking his head at the details....

"Iuz, Grazz't, and Iggwilv. And an army? We can't fight all that. We need to warn the city!"


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 nods slowly as the prisoner details much of what he had suspected before.

It now begins to fall into place...I sure wish Glorbe were here now...

His voice echoes out of thin air before he belatedly realizes he is still invisible. Twisting his ring again he stares at the prisoner for a moment before adding, "I do agree the city does need to be warned...yet I also know if the link from the Underdark and Castle Greyhawk were severed, then the invasion would be stopped cold. Plus that b**ch Shyrath has no idea we are here! We should strike whilst we have the element of surprise!"


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

Indeed, the soldier seemed to intimate that the bulk of the army isn't far away. After a few pointed remarks to get a better idea of exactly how far, it would seem that the party has somewhere between a week at best, and perhaps two days at the very worst...


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 ferrets at the prisoner "You came up through this passage, and came through the ruined temple. What all did you see there, beside that red-headed b%*+&. We already know she summons demons as guards, but describe all what you saw when you came through..."

Did he see anything other than arrow demons, Shyrath herself, and shadow hounds? How many of each?

After giving the prisoner a chance to reply, he has another question: "Does she check up on your lot somehow, come up to see you? Did you send down reports or messages to her? Is there another shift or two of guards down there?"

I'm not sure I believe these guys are up here as a folorn hope; all of them were up and ready to fight. That suggest either they're only here to hold guard for a short duration 8 -12 hours max, or there are replacements somewhere...

He also adds to the planning discussion: "Tactically, I agree with Reonnyn, we have an opportunity here to strike with surprise and wreck the Old One's plans. But we need a method of collapsing that stairwell. I don't really have much for it; rearranging the landscape is really not my area of expertise."

@Gear, given the chance to pray, do you have anything that could block/collapse the stairwell permanently?


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 lack any means of bringing down a massive tunnel. Well, anyway short of just hitting the wals and roof until it collapses on me. And I am not willing to resort to that." Sobok says.


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)

"What are they made of? If I have time to pray on it I could break them if they're made of stone and summon a wall of stone to make the floor there solid."

i.e. as a cleric Gear could cast Stone Shape and Wall of Stone but he doesn't have them prepared so it would take a day to get them


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

"I think we will have to descend. We don't know that this is the only egress from the lower levels. I just wish we had some way to warn the city in case we encounter a large enough force to kill us all."


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 can send a warning, but it will reduce the magicks I can bring to bear when we fight down below..."

I can use sending, but it's a 5th level slot, and I only have 4...


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 at Morrow. "That's a good point, there might be other ways out of there. I don't think we have any other choice but to go down, now that you mention that."


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.]

"Down it is. Hopefully, we can find a way to close the pathway." Sobok nods in agreement.


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)

"Glorbe knows what to do should we fail to return here," Reonnyn replies confidently, or I sincerely hope he does... "We need to take it to the Old One here. Even if we fall in battle weakening their army here can only help our cause!"


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

Inside his cloak of shadows, Reonnyn's insanity draws a flat stare from Fash; "Falling in battle, mo doubt gloriously, is for people who don't have options..."

Ok, we're agreed I think, we go down. Hopefully we have a day post-fight to spare, so Gear can get something to block the tunnel. If I have a 5th slot left then, I'll send a warning.
I'd like to hear whatever answers I got when badgering the prisoner above, but then I guess I'm on point again...


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

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for about an hour.

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

Fash doesn't learn much more from the man, who only complains that the cleric forced he and his fellow soldiers to 'hold the upper level at all costs' or face her wrath at the claws of her demonic minions. His group was sent up to bolster the others already sent up here several hours ago, and though they try to catch catnaps every now and again, they don't want to be caught napping in a surprise inspection. Most of them have been awake for nearly twenty four hours after their march through the Underdark and the guard duty they've been given. The latest batch of soldiers trickled up about four hours ago, he figures. There may be others down there, either getting orders or performing some other duty for Shyrath - he simply doesn't know.

The gnome gets the impression that the cleric is sending up as many soldiers as she can as a temporary stopgap against the possibility that a band of adventurers (themselves, or others perhaps) might find their way down these stairs. He figures that once enough troops in the vanguard have arrived, there will be a more efficient rotation put into place. Fortunately, it seems that they haven't achieved that sort of saturation. Not yet, in any case...

If you're able to take a look at the damaged section of the stairwell leading down from the ruined temple of Nerull, I'll allow rolls to see whether you might be able to identify how you might bring it down - assuming it's possible to do so at all. Obviously having a dwarf would have been ideal, or Knowledge (Architecture) or something similar. In the meantime, how are you heading down? Marching order? Any magical buffs?

Combat Map

Dungeon Map

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

Party Health & Adventure Notes:

Archer Prisoner Unwounded

Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes; Spider Climb [20' speed, cannot run] for 90 minutes; See Invisibility for 90 minutes; Invisible to Darkvision (when using magical ring)]

Sobok 150/152 [Draconic Aura (Energy Shield: When struck by a melee attack, the attacker takes 6 fire damage - the shaman and all allies within 30' are protected); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes

Reonnyn 82/82 [DR 2 / 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); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes

Vegeir 119/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 22 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to [i]Paragon) for 8 hours; Magic Vestment (+2 AC) for 8 hours; Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes[/i]

Morrow 84/84 [Darkvision (Norebo's Hand); Message (allows whispered communication up to 400' distance with line of sight) for 90 minutes


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 should have Keen Edge active on Norebo's Hand.

Morrow and the others get ready to head down the stairwell. The sneaky ones.... No, the very quiet ones that training detecting traps lead, followed by himself and the others that don't need any light but aren't as quiet.... next.

I have 1 rank in Know-Architecture & engineering. Maybe I'll get really lucky? 1d20 + 3 ⇒ (9) + 3 = 12 Nope!


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

No need for a roll quite yet, Morrow


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)

Unbeknownst to the others and even himself, Gear silently echoes Fash's thoughts on not intending to give his life in exchange for a short delay in the enemy's plans. He frowns at the soldier's news, though. "How can they support such a large force down there in the tunnels? Food, water, supplies- where's their support train? Where are they getting their weapons and equipment from? This is a crazy plan."

Gear isn't really a "thinker" or "planner", per se, but he's good at hitting things hard. ;)


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

The soldier grins. "The train is spread out for miles down there, which is the only reason you lot don't have several thousand enemy at the gate already. It'll probably take another few weeks to get everyone to the surface - at the least. But we've been told there are places for us to spread out in these ruins before the entire army makes its way to the surface."

LOL, hey I'm no quartermaster in real life, I'm just going with what the adventure book tells me! :D


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 pauses here and pulls his companions aside. Using the message spell here he asks, "Would it be a good idea to enspell the prisoner here to attempt to warn the city of the army. It is not very reliable means but it may be worth the risk."

Reonnyn is thinking of casting Charm Personon him and encourage him to head back to Greyhawk to warn the city. Any thoughts on this plan?


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 hesitate to use mind-warping magics on someone who surrendered. Also, who could a random man get to talk to, not to mention would he be believed, carrying such a message. That said, he's a mercenary, now unemployed. Presumably, we could just pay him to carry a letter for us, to your employer. Do you have some sort of a pass-code or seal that would identify a letter as coming from us (and thus as reliable)? "


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 don't trust him honestly to perform the task without betraying us here, which is why I suggested charming him," Reonnyn replies, "I did not think of arranging a code with Glorbe so we can send a message through. Perhaps having him talk with Richard at the Green Dragon Inn would be helpful?"

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