conversations: human
conversations:  At the south end of the area, a sextet of figures stand.  Each stand between 9 and 12 feet tall:  a pair of black, flame-wreathed Balor demons, a pair of blue-grey Gelugon devils and a pair of bird-like Vrock demons.
  
  Initiative:
  Amber  (1d20+9)[ 27 ] 
  Balor 1  (1d20+7)[ 8 ] 
  Balor 2  (1d20+7)[ 22 ] 
  Gelugon 1  (1d20+3)[ 23 ] 
  Gelugon 2  (1d20+3)[ 6 ] 
  Vrock 1  (1d20+1)[ 19 ] 
  Vrock 2  (1d20+1)[ 10 ] 
conversations: Toliudar:
conversations: human
conversations:  Huh.  Didn't like rolls in an OP.  I didn't know that.
  
  Initiative again
  
  Amber  (1d20+9)[ 19 ] 
  Balor 1  (1d20+7)[ 14 ] 
  Balor 2  (1d20+7)[ 18 ] 
  Gelugon 1  (1d20+3)[ 16 ] 
  Gelugon 2  (1d20+3)[ 20 ] 
  Vrock 1  (1d20+1)[ 7 ] 
  Vrock 2  (1d20+1)[ 8 ] 
conversations: Toliudar:
conversations: human
conversations:  Ok so do we have prep rounds?
  
  Initiative  (1d20+6)[ 19 ] 
  
  Edit: I have just found that I don't have any spells prepared so I will go without them, my build isn't based on spellcasting so it doesn't matter
conversations: Dusk Eclipse:
conversations: human
conversations:  I'll suggest the 200' cube o force, and 2 prep rounds.  Sound okay?
conversations: Toliudar:
conversations: human
conversations:  Good for me, but can I count the prep round as studyng for death attack?
  
  EDIT: Sorry something came up and I have to leave the computer, maybe ater we can continue (start?) the duel
conversations: Dusk Eclipse:
conversations: human
conversations:  I'd say so - if you can see the thing you're studying.  Check the description of what you'd normally be seeing from 200' away.
  
  All day spells:
   
   Spoiler 
  Mind Blank, Reduce Person, Invisibility (from ring), Moment of Prescience, Planar Tolerance.
   
  
  
  If you have true seeing that reaches 200' and you can beat a hide check of  (1d20+43)[ 47 ] 
   
   Spoiler 
  A tiny humanoid hangs from the elbow of the centre Vrock.
   
  
  
  Prep Rounds
   
   Spoiler 
  Round 1:
  Amber: Circle of Protection from Evil
  Balor 1: Unholy Aura on all seven creatures
  Balor 2: Unholy Aura on all seven creatures
  Gelugon 1: Gelugon casts Fly on Amber
  Gelugon 2: Gelugon casts Fly on itself
  Vrock1: Mirror Image   (1d20+43)[ 47 ]  images
  Vrock 2: Mirror Image [roll1] images
  
  Round 2:
  Amber: Quickened Summon 2 Colossal Fiendish monstrous spiders.  Casts Haste on all creatures.
  Balor 1: Unholy Aura on all nine creatures
  Balor 2: Unholy Aura on all nine creatures
  Gelugon 1: Gelugon casts Fly on itself
  Gelugon 2: Redundant Fly on Amber
  Vrock1: Heroism on Glabrezu 1
  Vrock 2: Heroism on Glabrezu 2
   
  
  
  At the end of the preparatory process, your view of the six fiends is abruptly blocked by two massive spiders, side by side on the ground, 120' away from him/her/it.
conversations: Toliudar:
conversations: human
conversations:  First prep round activate Shadowblend to gain total concealment (The book doesn't say what kind of action it is so I will go with standard)
  Then as a move action Hide  (1d20+26)[ 27 ] 
  And as a free action activate Shadow blur
  Second prep round activate Dark's one luck into reflex save.
  
   the way can you please explain me a little better how does combat work? I am prettey new to Pbp
conversations: Dusk Eclipse:
conversations: human
conversations:  No problem.  There's basically two ways to handle it.  We can either leave everything out of spoilers, and just trust each other not to metagame our responses to each other's actions (gauging what our characters would and wouldn't know).  Or you can put actions that aren't obvious in spoilers, and establish the conditions in which I get to look (ie:  if I have true seeing active, I can look in the spoiler.
  
  I'm fine to have everything in the open, but it's your call.  Just let me know.
  
  You should also start by establishing what I did or didn't see off the top (unless your character has an ongoing invisibility effect, I probably saw  something , and put whatever ongoing all-day effects you have active in a spoiler.
  
  This will be tough.  It's going to be hard for my folks to consistently beat your hide check!  Much fun.  I'll post a first round of actions (I think Amber goes first) soon.
conversations: Toliudar:
conversations: human
conversations:  You se a dark humanoid figure standing, the shadows arround him seems to blend in an almost concoius effort to hide him
  
  ok thanks
conversations: Dusk Eclipse:
conversations: human
conversations:  Round 1 
  
  The first gelugon flies straight forward,  skimming the ground as he reaches a point 20' south of the point where he last saw Demian.  He tries to find some trace of the mysterious man.  (Spot  (1d20+25)[ 32 ]  to identify what square he's in).
  
  The two spiders bolt forward 140' and attack Demian.  If tremorsense helps (if Demian is still on the ground), they won't have a miss chance.  Otherwise, they're just attacking the square where he was, and hoping for the best:
  Spider 1 - Attack  (1d20+29)[ 48 ]  Crit confirm  (1d20+29)[ 34 ]  Damage (using Smite Good: if Demian is, he takes an additional 20 points from a successful hit)  (4d6+18)[ 34 ] , Poison DC 30 or take  (2d8)[ 10 ]  strength damage.  If Demian is in the square but not subject to tremorsense, then it misses on 1-5  (1d10)[ 8 ] 
  Spider 2 - Attack  (1d20+29)[ 35 ]  Crit confirm  (1d20+29)[ 42 ]  Damage (using Smite Good: if Demian is, he takes an additional 20 points from a successful hit)  (4d6+18)[ 26 ] , Poison DC 30 or take  (2d8)[ 9 ]  strength damage.  If Demian is in the square but not subject to tremorsense, then it misses on 1-5  (1d10)[ 9 ] 
  
  The spiders' attacks will be also at -4 if tremorsense doesn't pick him up.
  
  Amber's hide check will drop to  (1d20+23)[ 41 ] , so if your spot can beat it, you'll see some motion, even if she's still invisible to you.  Keep range penalties in mind, though.
  
  Amber rises 40' up and 10' west, pulling out a rod of silent spells.  He takes a swift action to cast a quickened Summon Monster VII to bring in a pair of Bone Devils, located at ground level, 50' north of her current position, 20' apart.  They each cast fly and move 30' up and 30' north.
  
  She then takes a standard action to cast Greater Blinking on herself.
  
  The other five fiends will act after you.  Your turn!
conversations: Toliudar:
conversations: human
conversations:  Ummm whats the crit range for spiders,
  
  I am still on the ground so both spiders attack hit, here are the rolls for the save against posion (I have a plus 1 from my assassins levels)
  
  Spider 1  (1d20+10)[ 26 ] 
  Spider 2  (1d20+10)[ 14 ] 
  
  If I take all the damage I fall to the ground unable to move,
  
   if not I use a standard action to Flee the scene  to shadow punce the spider number one, I use on use of my blurstrike sword so for the first attack the spider is treated as flat footed
  
  Attack #1  (1d20+18)[ 21 ]  Crit confirmation  (1d20+18)[ 22 ]  damage [roll]5d6+5+1d6[/roll]
  Attack #2  (1d20+13)[ 14 ] Crit Confirmation  (1d20+13)[ 23 ]  damage
  [roll]1d6+5+1d6[/roll]
  Attack #3 (1d20+8)[ 24 ]  Crit Confirmatio  (1d20+13)[ 30 ]  damage
  [roll] 1d6+5+1d6[/roll]
  The separated d6 is the vampiric damage
  
  After the attack I use one of my QSPAFTS to teleport  50 ft to the left of the spiders
  Waiting for the resolution of the round
conversations: Dusk Eclipse:
conversations: human
conversations:  The spiders crit only on a 20.  But it does look like the strength damage is rendering you helpless.  I'd be fine with the idea of him still being able to use invocations, especially if you've got some way to counter the poison.  Otherwise, I think we're done.  Lucky shots from the spiders.
conversations: Toliudar:
conversations: human
conversations:  By RAW I can't even do invocations, in difference to normal SLA abilities Warlock invocations have somatic components, so I am done for I guess
conversations: Dusk Eclipse: