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Question Mini.. It seems we are to be at a disadvantage at first due too the others are by themselves and only have to find 1 orb before entering where we have to find 5.. With the layout of the Academy would it be benificial if everyone was flying? Or can we move x3 running?

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We shall then start with the Hall of Transmutation magic, and then proceed from there. I wonder if the spheres are indeed keyed to schools He draws his bow and lets it dangle in his slender hands.

MiniGM |

yes you are ata a disadvantage in that sense, but of course there are more of you which in theory makes them all go faster. Flight certainly helps, but you can run in between them if you want as well. IE you are not going to fail because you were not flying right now. Also I need to know which FIVE you guys are going to attempt. At a table we could just do it as we go, but the ones you don''t go to matter. So if you guys could just tell me the other 3? I have Trasmutation and Divination so far.

MiniGM |

Knur shoulders his ax...the fighter types note that it is a very very fine ax...in fact as they look at him they are glad that they do not have to fight him. He looks tough...very very tough.
He marches off to the Hall of Whispers, as the heroes are plotting their attack strategy. After a moment there is a thump from the room, some kind of brownish green gas is coming from the hall, and extends about 10 feet out from the door. A a few moments later the door bangs open and Knur...with nothing in his hands is trying to run out, he gets one step out the door before he crumbles to dust.
The Hall of Whispers is out of play! The voice calls.

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Imo Ilusion shouldnt be to bad with a spell i have and Abjuration should be ok as well.. I would pick either conjuration or enchantment last.. Prob Conjuration..

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Spellcraft on that? Spellcraft: 1d20 + 25 ⇒ (7) + 25 = 32
The voise came from out of the hall of whispers? What school was it tied too?

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Necromancy

MiniGM |

SOLD to Avoreal for Transmutation, then Divination then Ilusion then Abjuration then Conjuratio-We will start with Transmutation for now, if someone wants to swap out one of the last two we can.
The heroes make their way to the Hall of Shaping, inside it is well lit, and easy to find a classroom with the key light bobbing in it. Everywhere there are statues, piled up, for want of a better word, two in the hallway, one directly in front of the stairs up, 3 in the room with the light, 2 in the room across from it.
MAP UP, liht is in the center of the room

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Casting Detect Magic Avoreal will peek around the corner into the room, scanning for any obvious threats.. If none are noticed she will cast Extended True Seeing and have another look..
Just let me know if the true seeing is neccessary.. She'll study any magical auras the full 3 rounds to determine spheres/strength etc..
Take 10 Perc. = 29
Spellcraft: 1d20 + 25 ⇒ (8) + 25 = 33
Let me know if any knowledge rolls are needed

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Know Planes: 1d20 + 22 ⇒ (20) + 22 = 42
Perc.: 1d20 + 19 ⇒ (6) + 19 = 25

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After a moment of scanning around she moves back around the corner and casts Extended True Seeing and then pokes her head around again..

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Avoreal will move her head back around the corner and motion for her group to move out of ear shot of the room.. Whispering she conveys the details she has aquired.. Read the Spoilers "They do a lot of fire damage so im gonna put up a resist buff for us.. They also fly so keep that in mind.. We should have the drop on them so charge and get in close.." She casts Extended Communal Resist Fire 30, using her rod and then waves her crew on..
Thats 52 mins each of fire resist 30
On her surprise round she'll hold her action until the thing becomes active then she'll cast Ear Piercing Scream (DC 21 Fort) at it.. Save for 1/2 and negate the daze
Sonic Damage: 5d6 ⇒ (4, 3, 5, 6, 2) = 20 x1.5 = 30 damage

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Wait... what are "they"?? Lithuan whispers as he hefts his doubly nocked his bow.

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Read the spoilers.. 3 statues in the room are actually monsters.. I would suggest reading an action for when they turn from stone..

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I figured a "they don't know we know kinda thing and the SURPRISE B*%!%ES!", but thats cool.. At least we didn't opened on by 3 flesh to stones with no warning.. Well then my first round will be to do the ear piercing scream

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I really gotta remember to fix my init number, I'm actually +5 not that it makes any difference in this case. Also need to know how high ceilings are in this room.

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Wowzers! I would let the meat go first.. She can get line of sight to the back left one without heading in, so thats the one she'll target.. It is dazed till my next turn btw, so no actions for it this round..
Blasting the back left enemy she opens the gates.. "Sick em boys!"
Remember to make note of yalls 52 mins of Resist Fire 30 please.. We wanna make this quick btw.. True Seeing is ticking.. Illusion should deff. be next in line with that said..

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Lithuan takes a small step so that he can see through the door opens fire at the creature on the east wall (right)
Deadly Aim + Arcane strike.
Attack 1, Cold Iron, Manyshot (2 arrows): 1d20 + 21 ⇒ (4) + 21 = 25 to-hit
Damage: 2d8 + 36 ⇒ (8, 1) + 36 = 45 physical+2d6 ⇒ (2, 6) = 8 acid+4d6 ⇒ (4, 6, 2, 3) = 15 holy
Attack 2, Cold Iron: 1d20 + 21 ⇒ (4) + 21 = 25 to-hit
Damage: 1d8 + 18 ⇒ (5) + 18 = 23 physical+1d6 ⇒ 3 acid+2d6 ⇒ (4, 3) = 7 holy
Attack 3, Cold Iron: 1d20 + 16 ⇒ (11) + 16 = 27 to-hit
Damage: 1d8 + 18 ⇒ (8) + 18 = 26 physical+1d6 ⇒ 6 acid+2d6 ⇒ (6, 3) = 9 holy
Attack 4, Cold Iron: 1d20 + 11 ⇒ (9) + 11 = 20 to-hit
Damage: 1d8 + 18 ⇒ (1) + 18 = 19 physical+1d6 ⇒ 3 acid+2d6 ⇒ (3, 2) = 5 holy
So if they have Acid 5, 1 arrow does 1 pt. of acid. If resist 10, acid does nothing. Holy only goes off if evil

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Vars will head into the room and engage the close one on the west wall. I'm assuming I can make it there from my starting position (seems to track on the map).
Attack dazing strike 1d20 + 25 ⇒ (8) + 25 = 33 if that hits damage is 1d8 + 18 ⇒ (2) + 18 = 20 and the target has to make a DC 24 fort save or be dazed for a round.

MiniGM |

Lithuan hits with all but the last arrow which simply shatters on the stone, depite the holy damage all of it does not seem to go through-do you have clustered shots?
Vars slams the creature, also noting that some of the damage does not seem effective
1d20 ⇒ 17, it is not dazed, but it is angry

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"Say, guys, are these thangs anything like Go-lems? I got this here joolree on account o' such a occasion a coupla years ago..."
just on principle, Duhwoo will switch out his Brooch of Shielding for his Golembane Scarab. That takes care of his first round.
2nd round, Duhwoo will move adjacent to the door, pulling his falchion in route, and ready an action to smack one of it tries to leave the room through the door -- or otherwise approaches (like to attack, for instance)...

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I'm confused as to why im inside when i could target the guy i did from outside and out of line of sight from either on them besides the one dazed.. I specifically said i was staying outside and letting the meat go first.. Realizing what the creatures could do she wouldn't have put herself in los of them unless absolutely necessary..

MiniGM |

I didnt move you to there I only palced people on the map.
in any event it does not matter the one that targeted you moved, it knows you cast the spell that does sonic damage and it is targeting you, that is why it moved, though i did forget to make its concentration check so Vars gets not AOO, unless you are around the corner, in which case you cannot cast your spell it can target you
1d20 ⇒ 14 its Concentration

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Yeah i didn't move her, but its all good because the thing moved..
Fort: 1d20 + 10 ⇒ (3) + 10 = 13
Oops.. Did it make it conc check? Maybe Vars will make it loose they spell.. 15+14, so it would have to be a caster level 15.. Or 11th with combat casting..
"Prays to the Gods!"

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I do but i dont wanna waste it on another failure.. As im sure it would be another horrible roll.. Maybe our other caster memorized a break enchantment.. Lets see.. But not using the reroll..
1d20 ⇒ 17
I guess thats because i said that

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No clustered for me

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Only downside to pure arcane casters.. Poor saves.. Hopefully this doesn't set us back to much.. Although it doesn't help when you roll a 3.. Stupid roller.. Ok.. Ok.. Shirt Rerolling.. I don't wanna hold us up right at the start..
"Prays"
Fort: 1d20 + 10 ⇒ (17) + 10 = 27
As she slowly turns to stone she manages to fling open her robes revealing a tee shirt of pure power.. It surges to life and fights off the spell that would have otherwise turned her to stone.. You all get a decent look at her undergarments.. Very revealing attire..