| Stam Truthfinder |
Stam will retire for the night to his room with Grergof, lighting some candles to be able to study his spells better.
Eventually going to sleep Stam gets up and prepares his new spells. "Once we enact this plan it won't have much room for error." Stam says while downstairs with everyone eating breakfast.
| Foxy Quickpaw |
After a hearty breakfast you set out to inspect the park again in daylight. You enter through the park’s south entrance. The park is officially open from dawn to dusk, though there is no gate to stop nocturnal visitors. Watchmen from the city’s constabulary pass this area about twice an hour, day and night, but generally do not venture into the park itself.
The path leads straight to a fork of ways, between which the Standing Stones are. Those are placed on a clearing between the trees.(B3).
Choosing the left path leads to a life-sized alabaster statue mounted on a block of granite (B2) that depicts the austere countenance of Sesasgia Caliphvaso, the countess who refounded the city of Caliphas after the defeat of the Whispering Tyrant.
Further into the park is the Reflecting Pool (B4). Tall columns line both sides of this small body of water, commissioned by Ilmhost Vheist, a scholar and early leader of Ustalav, in the aftermath of the Shining Crusade as a reminder to the inhabitants of Caliphas of the dangers the nation has faced over its proud history. The tall columns along the pool’s south side are carved in the likeness of Ustalavic soldiers facing a menagerie of threatening creatures carved on the pillars on the far side, including Kellid barbarians, Belkzen orcs, werewolves, and the undead knights of the Whispering Tyrant. This latter group includes both a headless dullahan as well as an armored blood knight. A sturdy stone footbridge crosses the pool, joining a path that ventures deeper into the park.
Choosing the right path at the first fork into the park leads to another massive statue (B5). It dominates this clearing, depicting Soividia Ustav, the founder of Ustalav, astride a rampant destrier with an upraised blade.
Further in that direction is a natural looking pond which is in contrast to the geometric design on the Reflecting Pool.
| Stam Truthfinder |
Auto pass the Knowledge check
"This is Merrick's sacred grove, we should tread lightly as she may know what is happening here wihtout being close by." Stam says as he move to where he is going to prepare his spells.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
"There are also faded blood stains on some of the stones, so who knows what is going on here really."
Spells Stam will prepare for his waiting time.
Protection from Evil
Undead Anatomy II
Mage Armor
Greater False Life
Greater False Life: 2d10 + 11 ⇒ (3, 7) + 11 = 21
Emergency Force Sphere
| Lini, owner of Everything Magic |
An omnious figure in trenchcoat, dark glasses and a hat comes along, trying to be sneaky and look inconspicious - with little success. Turns out, that behind this disguise is your favorite gnome.
Lini suddenly stops, looking confused. Then she takes a seat besides Spugnoir. Checking that no one is around and looking the other direction she starts talking. "I didn't expect you here already. I hope I don't disturb your plans."
"But you were after vampires, right? They won't show up for another twelve hours or so." She adds looking at the morning sun.
| Brother Grergof Varsk |
Is this whole park Merrick's sacred grove? If so It seems like she would know more then she let on...
I don't trust her.
But if we must do this... Let me know where you want me to hide.
| Brother Grergof Varsk |
I'm always ready to split some vampire heads.
Grergof hoists his mace.
| Foxy Quickpaw |
After all is set, the group idles through the day until dusk.
Then Everyone takes their place in the park in preparation for the trap. A long time nothing happens. The citicens walking through the park leave one after another. Stam hides in the bushes, as if he were waiting for a bloody mary to come past.
Everything is silent, until after midnight a drunken man comes stumbling through the park. With tattered rags and smelling of cheap booze, he sings some sailor's drinking song. Even though he doesn't look like a sailor at all.
| Brother Grergof Varsk |
Grergof continues to hide waiting for a sign to bash some heads.
| Stam Truthfinder |
Stam finishes casting his defensive spells on himself, once that is complete he will Stand and walk around the park, pulling out a note pad and Pencil to jot down some notes.
"Easier to get around and do what I need to while people are asleep." Stam says to himself
If attacked Stam will Dim door 50' away
=Stam Stuff]HP 71/71 Temp HP 21/21
Special Attacks arcane reservoir (14/14)
Arcanist Spells Prepared (CL 11th; concentration +17)
5th (4/4)— hungry pit APG (DC 21), undead anatomy II UM
4th (4/5)— dimension door , emergency force sphere , greater false life UM
3rd (5/5)— daylight, halt undead (DC 19), haste, invisibility sphere
2nd (5/6)— arcane disruption (DC 18), darkvision, glitterdust (DC 18), summon monster II , web (DC
18)
1st (5/6)— detect undead, ear-piercing scream UM (DC 17), mage armor , magic missile , protection from
evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending,
prestidigitation, read magic
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds, Fort negates).
Scroll of Bull's Strength (5th)
Scroll Comprehend language x3
Scroll of Dark Vision x3
Scroll of Enlarge Person (3rd)
Scroll of False Life (4th)
Scroll of Knock
Scroll of Shield (2nd)
Scroll of Summon Monster 1
Wand of Grease 5/14
Wand of Spider climb 40/15
Pearl of power 1/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 1/2
Spell Latice vanish 1/1
| Spugnoir2 |
AC 17/12/15 (21/14/17 with mutagen) (25/18/21 with mutagen and shield extract)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism (+2 attack,saves,skills),CMW potion in sipping jacket ,Shield +4 shield ac 11 minutes
Bombs:18/18
Spugnoir gets his extracts drunk
| Foxy Quickpaw |
While you still watch if something happens, the drunkl has fallen silent. Looking around he seems to be gone.
The drunk disappears into the bushes and sneaks up on the 'bait'. Accompanied by faint fog. Everyone who notices that may act in the surprise round.
A few short moments later Stam finds himself surrounded by the drunk and four vampires who materialize out of the faint mist.
Init Darius: 1d20 + 2 ⇒ (17) + 2 = 19
Init Stam: 1d20 + 6 ⇒ (12) + 6 = 18
Init Spugnoir: 1d20 + 6 ⇒ (10) + 6 = 16
Enemy: 1d20 + 11 ⇒ (13) + 11 = 24
Enemy: 1d20 + 8 ⇒ (18) + 8 = 26
Enemy: 1d20 + 8 ⇒ (6) + 8 = 14
Enemy: 1d20 + 8 ⇒ (2) + 8 = 10
Enemy: 1d20 + 8 ⇒ (10) + 8 = 18
The drunk has a scroll in his hands and casts a spell from it. One of the vampires lashes out at Stam, the vampire lady.
Sword: 1d20 + 16 ⇒ (9) + 16 = 251d8 + 9 ⇒ (3) + 9 = 12
If you make the perception check, state your surprise round action.
| Stam Truthfinder |
I cannot make it at all my Perception bonus is +8
Stam surprised by the sudden appearance of 4 vampires and the drunk smiles at the woman bashes him. "Well at least you took the bait, a tasty spell caster to add to your mix? Maybe just to drain?"
Spell craft: 1d20 + 20 ⇒ (10) + 20 = 30
| Brother Grergof Varsk |
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Grergof opens his eyes wide in surprise as Stam gets surrounded.
| Foxy Quickpaw |
The vampires are baffled by their mistake, but the 'drunk' takes his scarf off and swings it at Stam.
Bladed Scarf: 1d20 + 19 ⇒ (18) + 19 = 371d6 + 8 ⇒ (4) + 8 = 12
DC21 Fort save or energy drain 2levels
One of the other vampires swings his sword again.
Sword: 1d20 + 16 ⇒ (10) + 16 = 261d8 + 9 ⇒ (7) + 9 = 16
Drunk, Vampire
Darius, Stam, Spugnoir <--
Vampire, Vampire, Vampire
Grergof
| Darius Redgrave __ |
Darius decides this is worth to spend some expensive spell components. Grabbing some diamond dust and holding out his holy symbol he throws a spell at the position where Stam stands.
A ball of light appears the rotates and splits into bright little angels that move in ever larger circles, flying through everyone in the way. All of that only takes two seconds, then the figures of light are gone again.
12d4 ⇒ (3, 2, 1, 2, 4, 3, 3, 4, 4, 3, 3, 2) = 34
undeath to death DC21
| Spugnoir2 |
AC 17/12/15 (21/14/17 with mutagen) (25/18/21 with mutagen and shield extract)
Saves F12/R12/W8 10 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen ,Heroism (+2 attack,saves,skills),CMW potion in sipping jacket ,Shield +4 shield ac 11 minutes
Bombs:16/18
Spugnoir unleashes mass holy bombs on the vampires, excluding Stam
Holy bomb,PBS,PS,Precise, Holy,Heroism,touch: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 336d6 + 6 ⇒ (6, 4, 2, 2, 2, 6) + 6 = 28
Holy bomb,PBS,PS,Precise, Holy,Heroism,touch: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 246d6 + 6 ⇒ (4, 5, 1, 1, 3, 1) + 6 = 21
| Stam Truthfinder |
Stam takes the bladed scarf to the face, a large gush of blood leave him just as a sword plunges into him as well.
Tipping his head Stam snaps his fingers and is gone in the blink of an eye.
Casting Defensively vs DC 23: 1d20 + 17 ⇒ (11) + 17 = 28
"They hit fairly hard please be careful." Stam says to Grergof as he watches the large man wade into battle.
Special Attacks arcane reservoir (14/14)
Arcanist Spells Prepared (CL 11th; concentration +17)
5th (4/4)— hungry pit APG (DC 21), undead anatomy II UM
4th (4/5)— dimension door , emergency force sphere , greater false life UM
3rd (5/5)— daylight, halt undead (DC 19), haste, invisibility sphere
2nd (5/6)— arcane disruption (DC 18), darkvision, glitterdust (DC 18), summon monster II , web (DC
18)
1st (5/6)— detect undead, ear-piercing scream UM (DC 17), mage armor , magic missile , protection from
evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending,
prestidigitation, read magic
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds, Fort negates).
Scroll of Bull's Strength (5th)
Scroll Comprehend language x3
Scroll of Dark Vision x3
Scroll of Enlarge Person (3rd)
Scroll of False Life (4th)
Scroll of Knock
Scroll of Shield (2nd)
Scroll of Summon Monster 1
Wand of Grease 5/14
Wand of Spider climb 40/15
Pearl of power 1/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 1/2
Spell Latice vanish 1/1
| Brother Grergof Varsk |
We are waiting on vampires right?
| Foxy Quickpaw |
As Stam disappears from their midst, the Vampires charge Spugnoir who starts attacking them. One vampire is hit hard by the barrage.
Spugnoir
Slam: 1d20 + 14 ⇒ (10) + 14 = 241d4 + 8 ⇒ (3) + 8 = 11 DC18 Fort Save or 2 lvls drain
Slam: 1d20 + 14 ⇒ (3) + 14 = 17
Drunk, Vampire
Darius, Stam, Spugnoir
Vampire, Vampire(49)
Grergof <--
| Brother Grergof Varsk |
Grergof moves up to the Vampires and bashes the wounded vampire that just attacked Spugnoir with Raven's Head. (He is focusing on the damaged one)
Ravens Head - Power Attack + Furious Focus + Bane - Defensive Fighting: 1d20 + 20 - 4 + 4 + 2 - 4 ⇒ (15) + 20 - 4 + 4 + 2 - 4 = 33
Damage + Power Attack + Bane: 1d8 + 8 + 8 + 2 + 2d6 ⇒ (3) + 8 + 8 + 2 + (1, 2) = 24
Then he raises his shield to and gets ready to defend his companions.
I assume I needed to move before I could attack, so I didn't do a full attack.... AC 31 for this round.