WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

The Gray Knights Archives


Return To Index


The Lost People
Ice Peak Village


Ice Peak 
Thursday July 2nd, 2009 8:17:04 AM

Ulf-warja'Ingr deos not spend much time by the statue, perhaps 20 seconds. He is then back as the party and his own people as well, remove layers of furs and take advantage of the warmth from the flames. "Yes that was his name, He and I were wunjos though he always kept me at arms length. We tracked prey, fought the tuskers and hunted for some years together before he began is dream quest. He was a great hero of Ice Peak and the elders built the statue shortly after he left. You then met him upon his dream quest, tell me about."

The winds arrive perhaps 20 minutes later with hurricane like force. The sound of snow and ice pelting off the shelter like arrows on stone can easily be heard. From the looks on the faces of the men from Ice Peak you can tell the winds are a bit more than they expected. Ulf-warja'Ingr smiles and indicates Tratain with a head tilt as he speaks to one of the others with a chuckle. His words elicit a short lauh in responce. Ulf-warja'Ingr then says, "I told him that perhaps Celsiun is upset that we help you, a joke"

The winds last for about an hour and the party is off once more. "Ice Peak is within the hour." and the relentless pace is set again. At first one might debate if stopping had helped on only made returning to the grueling cold an trek through the deep snow that much worse. After what feels to some to have been far longer than an hour the snow walled village of Ice Peak is reached. The wall stretches a few meters on each side and the low long house style buildings are obviously communal. This place holds perhaps 250 souls.

The Knights are lead to a longhouse and Ulf-warja'Ingr invites them inside. "You are welcome in my home friends of Lumi-Jouva." Inside looks to be 3 complete families of about 12 each. Aunts, Cousins, uncles sons and daughters. Ulf-warja'Ingr is swarmed by children and several women cries of, Father, husband brother and uncle ring out from the greeters.

stopping here to give the party the chance to put thier best foot forward :)

Plyf (AC:23; HP: 133(122)/137)  d20+14=23 ;
Thursday July 2nd, 2009 4:35:46 PM

Plyf feels a washing sensation of warmth roll over her. She shifts her eyes to Echlhin and gives a weak but thankful smile as some of the color returns to her cold frame.

She now feels as though she could sing if she had to, with her teeth not gnashing against each other whenever she open her mouth. She practices in the cold with her mouth covered against the wind. Warming up her throat, she sings as the trudge through the snow and is grateful to be at the village finally. She gives a warm greetings to the people that has saved them. Her small form accentuated by the large people of the winter wonderland.

Diplomacy: 23



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet 
Thursday July 2nd, 2009 9:36:49 PM

"I thank you for your kind invitation and for your guidance through these lands. It is an honor to be welcome in your home." Echlhin says to Ulf-warja'Ingr. To his kin he simply introduces himself with "Greetings kin of Ulf-warja'Ingr, my name is Echlhin, a wanderer of the lands and one of Gargul's followers." He feels awkward introducing the rest of the group, given his recent entry and decides to leave his introduction to that. "I will leave it to the others to introduce themselves properly," he adds.


Dwight hp 160(146)160, ac 31  d20+5=23 ;
Thursday July 2nd, 2009 11:07:25 PM

Dwight smiles, not wanting to be thought of as a child, unsure if other halflings have every travelled so far into the cold. "thank you very much, your timing was quite a life-saver for us given that we are so unaccustomed to the cold. My name is Dwight Twiggebundler, a true-blood halfling despite the current situation in which I am wearing thick shoes." He chuckles mostly to himself as others may not get the joke; that halflings rarely wear footwear. (Diplomacy: 23)

He thinks to add more, but decides to leave it at that, unsure of what details they actually know despite our previous questions.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet 
Thursday July 2nd, 2009 11:37:56 PM

"I am Vedik, a Fixer. I also thank ye for your kindness. I knew Lumi-Jouva only a short time, but it was plain to see he lived well, and with honor." The old dwarf touches the symbol around his neck.

"I have skill in mending broken things. If you have need, it would be an honor to repay the debt of hospitality we have incurred."

MonthorHit Points:(213 of 213) AC 42 
Friday July 3rd, 2009 6:18:47 AM

Monthor leans on his axe and very calmly introduces himself.

"Monthor, said 'Mage Killer', of the Axe Head Clan. Friend to children, furry animals and dumb clerics. Me keep the ladies here from getting killed. "



The Village of Ice Peak 
Friday July 3rd, 2009 9:50:40 AM

Plyf and Dwight catche the queues of Ulf-warja'Ingr's family. There is a subtle pattern of order and deference on how each of the Hunters family and extended family members greet him. Tradition here runs deep, very deep the pair surmise.

Dwight and Plyf greet his familiy in return and specifically is approached by an older woman that both had already identifyied mentally as Ulf-warja'Ingr' Mother. The first person to greet the hunter upon his return, followed in order by Uncle, Brothers, Wife and then the rest. The woman smiles at Plyf and Dwight genuinely enough "I am Sigþrúðr'Ingr, well met Plyf of the Gray Knights." She steals a second glance at Dwight, but says nothing.

Through Dwight and Plyf, the rest of the party introduces themselves to Sigþrúðr'Ingr and she in turn introduces them to the lodge and family. At this point the wife, Ásleif a strong looking woman with flowing golden hair and fair skin, thanks "Oma, I will see them comfortable." She escorts you to the fire and food is quickly found and brought out to snack on. Cooked meat thick with fat and an assortment of strange white and light blue berries about the size of Large Strawberries. When everyone is comfortable She answers Vedick's offer.

"It is our honor to assist you master dwarf. There is no debt to repay. If there were, the honor would be lost. Tell me where are you from and my husband said you knew our Lumi. As you can imagine there are few visitors here, though with the great Migration, perhaps there will be more Austlanders." Her smile fades, "Though debate is heated about the merits of such. I fear that if the Migration does not prove beneficial to our people and anscestors, Austlanders will become more untrusted and possibly worse by the whole Village."



Plyf (AC:37; HP: 130(119)/134) 
Friday July 3rd, 2009 6:41:17 PM

Finally!!!!! Oh yes, warmth, oh that feels sooooo gooood. Plyf almost skips to the fire. She removes her gloves and begins looking for the black of death she has only heard of. Very afraid of losing parts of fingers, her career working with traps would likely be over. Finding her own survival skills likely prevented permanent damage.

She covers her hands once again and speaks to the Alpha woman, "I am grateful for your honor. It has much strength as do your words and warriors. What you say about Austlanders, as you call us is also true. There are some that carry little to no honor and it is they that will give the rest of us a poor reputation."

The food, she finds very satisfying. Normally not a big meat eater, she gets an impression she will need something more sustaining then what berries alone will provide.

Tratain Current Spells 
Sunday July 5th, 2009 8:39:32 PM

Tratain thanks Ásleif for her hospitality and does his best to answer her questions. He says "We live in a place called Plataue City. It is far to the North on another continent. We met Lumi on his quest. It was our Honor to travel with him for a time. He was a good companion and friend."

He continues "Where we are from there in no Great Migration. Can you tell us a little about it? Have others come here due to the migration?"

Dwight hp 160(146)160, ac 31 
Sunday July 5th, 2009 11:29:39 PM

Dwight sits back, warming, and pleasantly full. He smiles as others observe him, but tries not to interupt the story or honro of Lumi having not known him and knowing honor is a very dangerous think to joke about.



Vedik AC 24 (13 touch) HP 191/191 Character Sheet 
Monday July 6th, 2009 8:05:54 PM

"It is always difficult, when two groups meet. I will pray the austlanders are not a burden to your people, and hopefully set an example for them by our actions."

"I grew up many years ago in a small village similar in size to yours, many miles from here. I met Lumi in the halls of death, truly. We fought together in a dark city, against much evil. He brought honor to your people with his actions and skill."



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet 
Monday July 6th, 2009 8:23:40 PM

Echlhin listens to the words of the others, knowing little of this old travel companion. He wonders in regards to the benefits could be brought by those of other lands, "Of what are your people lacking that others might be able to provide?"

Plyf (AC:37; HP: 130(119)/134) 
Monday July 6th, 2009 11:07:26 PM

Plyf begins to feel the warmth return to her limbs and is glad to be out of the wind. When given the opportunity, she softly explains to the other party members, left in the dark about the hierarchy of the tribe, how to avoid offending the peoples. If they are interested in listening that is.

Dwight hp 160(146)160, ac 31 
Monday July 6th, 2009 11:42:54 PM

Dwight listens to Plyf, eager to prevent himself from getting in trouble; but halflings will be halflings. :)


MonthorHit Points:(213 of 213) AC 42 
Tuesday July 7th, 2009 7:56:11 AM

Monthor quickly thanks Ulf-warja'Ingr's family for the food and gets to eating.
In between bites, Monthor plays up to the children, slowly enticing them over to him with shadow puppets and songs. As ugly as Monthor is, he has always had a fondness for children and kids seem able to quickly disregard his looks and see the kindness inside his soul.



The Village of Ice Peak 
Tuesday July 7th, 2009 11:28:44 PM

Ásleif smiles as Vedick and Tratain speak of Lumi, it is very obvious the liontaur was held in the highest esteem by her and the others that filter over to listen. "The Great Migration is a legend now born true. When the Southern lands face the greatest of perils it was always said the Powers would push the lands to new locations. Bringing about a new era of exploration, treaties with others and a rebirth of friendships and honor. Now here you stand, not just in testament of the new exploration that lays before us, but proving that our honor has been carried through Lumi-Jouva to the farthest lands of the north." She appears about to go on when Ulf-warja'Ingr's return silences her.

"Continue my wife," he says gently adding, "I must go and speak to Bjorn'Ursa." He then looks to the Knights gathered about the fire. "He will wish to speak with you as soon as possible. I will return shortly to take you." Ulf-warja'Ingr then turns and quickly strides from the longhouse.

Ásleif smiles again, "With honor my husband." She says quietly to his departure, though it is unlikely he heard. Turning back to the Knights, whom have now gained nearly the house house's attention, "Lacking? I would say nothing, though I'm sure I would be mistaken. We have food, drink, shelter and the love of family. Our Hunters keep us safe, our elders guide us well and Celsiun watches over us as his chosen people. But I do not know what else there might be."

Monthor happily finds the younger children here are like those all over the Wold. Full of life and easy to laugh. It is also apparent that he and Dwight are not the first dwarves the village has had close contact with.

Plyf is a different matter on that. Halflings seem a completely alien race in the vein, though all seem easily willing to accept her.

"There have been no others since the land came to rest. My husband and the other hunt masters would know far more on that than I though. I do know the elders have bade them to stay close for now, but there are stirrings about ranging further afield in the near future."

About an hour later Ulf-warja'Ingr returns, "It is time." He waits for the group to grab thier gear and escorts them back into the frigid cold. It is a mercifully short 5 minute walk to another longhouse. It is similar in size and design save for a black monolith rises 12' out of the ice and snow about 15' from the entrance. Two large barbarians flank the doorway and stiffen to attention as Ulf-warja'Ingr passes between them, beckoning the group to follow. Inside again there is a great fire and everyones outer furs and pelts are stripped and hung in an entryway like area. Within this house, no children play and nor are there many beds and areas for multiple families to share the low open space about the central fire. Gathered in the room are 6 individuals, 4 men and 2 women. The most striking, is a man of just over 7' and nearly as broad in the shoulders. A crystal circlet adorns his brow and thick furs cover his powerful frame. Ulf-warja'Ingr speaks, his tone one of official greeting, "The Gray Knights of the Northlands m'lord. Named friend and companion to Lumi-Jouva 'Isa Asgir." He then steps to the side and folds his arms across his chest.

Of the 6 only the man wearing the circlet is under the age of 50 and it is he who steps forward several strides. "I am Bjorn'Ursa 'As 'Isa Asgir, and I have been told of your coming. You are the Gray Ones of the Open Eye, Asgir of the North. One month ago this day, I saw a great storm come from the north. For 6 days, Celsiun walked the land and then a furious whirlwind, swirling around a great eye. It set down near our village and then six figures on huge gray horses came out of the storm and into our village."

When he stops another steps forward, one of the women. She is bent and frail looking as if the slightest wind could wisk her away, but her voice commands power and all of you can feel the air about thicken as her voice sounds "You are knights without a charge and heroes without a home."

One of the other old men steps forth, "Over you there are two masters: one is unclear to me, except for a single, ever-watchful eye; the second is a massive dragon, flying high above you and glowing bright green."

Bjorn'Ursa then turns to look at the other woman, holding his hand for the rest to be silent. "What say you old woman of the Gray Ones?"

The other old woman then speaks, her eyes capturing Vedick, " I see Asgir touched, unmade and reborn with the blood of creation flowing through and about you."

Her eyes turn to Monthor, "Fractured homeless, warrior born whose fate is written. I see fallen friends about a darkness."

Looking then to Dwight she smiles, "Ah favored of the fey, his marks is upon you."

To Plyf "She waits and watches and her pride has grown with her fondness dear child."

To Tratain, "The marks of a northland Asgir are about you as well."

To Echlhin, she squints and just states, "He is Grim."

The others start to all talk at once, but Bjorn'Ursa silneces them with an upheld hand. "All six were visioned." He looks to the party now as a whole, "I would now here your story direct and will then answer what may be answered about your coming. Tell me of your quest and of the one who sent you."

Plyf (AC:37; HP: 130(119)/134)  d20+14=15 ;
Tuesday July 7th, 2009 11:56:45 PM

Plyf is willing to speak for the group, she ever does so love to talk, but she waits to see which of the group speaks first and is willing to add to their Diplomacy skill by aiding them in their words.

However, her skills as an instructor falls short.

Aid another in Diplomacy: 15 (Natural 1)

Tratain Current Spells 
Wednesday July 8th, 2009 3:57:49 PM

Tratain Greets the Village Elders and says "My comrades and I are here in search of a group of Evil being called the Son's of Dread. The one who sent us here to oppose them is Gargul, Caretaker of Souls, one of our Northern Gods. Gargul protects the souls of those who pass from this world until it is their time to be reborn once again into the Wold. The Son's of Dread number many of the undead among them, those who have no respect for the cycle of rebirth. Gargul's symbol is the Great eye. The Son's of Dread have come here to corrupt or kill an old power that is beginning to awake. They seek to corrupt all those who worship the Old power into following and Evil God, one who brings sickness and disease where he walks."

He continues "My friends and I have come to stop the Son's of Dread, They will enslave any they can and kill those that they can not. We believe everyone should have a choice in which God if any they will follow."

Vedik AC 24 (13 touch) HP 191/191 Character Sheet 
Wednesday July 8th, 2009 7:52:33 PM

Vedik nods somberly. "You see with great wisdom Elder One." He ponders the fact that they do not seem to recognize the name Gargul, yet identified Echlhin as Grim. One of the many mysteries to be unraveled. Perhaps they know the deity by another name here. He also ponders the reference to the dragon glowing green, but remains quiet on the subject for now.





Dwight hp 160(146)160, ac 31 
Wednesday July 8th, 2009 10:35:48 PM

OOC: Dwight is a halfling, NOT a dwarf

Dwight smiles when it is states favored among the fey, knowing he is more aligned with the fey now with his tongue. He thinks to what Tratain has stated, and doesn't have anything to add at the moment.

Plyf (AC:37; HP: 130(119)/134)  d20+7=19 ; d20+10=29 ;
Thursday July 9th, 2009 1:41:16 PM

ooc:Plyf is a half elf also. :)

The rogue, bard stays quiet, sure there is a story or song to leap out at her at any moment.

As she watches the events of the moment, she sorts through an assortment of temo's she can use with the words in her head.

Listen: 19
Spot: 29

MonthorHit Points:(213 of 213) AC 42 
Thursday July 9th, 2009 8:16:50 PM

ooc> Monthor is a dwarf....:-)

Monthor continues to eat, drink, listen and amuse the kids.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet 
Thursday July 9th, 2009 9:04:42 PM

Echlhin adds simply, "I have only recently joined the Knights. Visions guided me to them and I believe I was sent to aid them in their task for Gargul. If you wish more knowledge of my past, I will give it."

The Elders of Ice Peak  d20+15=34 ; d20+15=27 ;
Thursday July 9th, 2009 10:41:30 PM

Bjorn'Ursa listens to Tratain intently, his eyes taking in his body language as well as hie ears the words he speaks. Plyf sees a flicker of recognition cross his face at the Sons of Dread and at the naming of Gargul, though the Ice Peak Leader does well to keep the information to himself. For a long moment he seems to consider and then turns to the elders of the village that stand about him. "I will hear your council." he says to them. One of the men speaks, stepping forward, "Our council is as before, though we add caution now that a Grim is revealed." Bjorn'Ursa nods, "So be it."

The leader of Ice Peak turns back and takes the Knights all within his gaze. A gaze of confidence yet Plyf sees something else behind his eyes. A touch of fear perhaps at what is about to come. "You will speak with Mjolka'Frodr." A ripple of shifting uncomfortably occurs within the elders at the sound of the name. Another of the council then steps forward, "You will follow..." But Bjorn'Ursa cuts him off with an upheld arm. "No!" His voice nearly thunders in the empty rafters.

"I will take them myself. Alone." His gaze sweeps back across the elders behind him and if any thought of objecting on any level, Bjorn'Ursa's eyes silence them completely. He then strides past the Knights grabbing an oversized bastard sword as he exits. "Come with me Knights of the North."

Once outside, he leads you to a smaller longhouse that is directly opposite of where the meeting just took place. "This is the home of Mjolka'Frodr." About the entrance on the wood is dried blood from a battle long ago. Great claw marks are grooved deeply into the wood and a snowflake is carved into the peak. Bjorn'Ursa opens the door, weapon at the ready and enters the very dimly lit single long room. "Mjolka'Frodr! Bjorn'Ursa 'As 'Isa Asgir seeks your council upon the vision of Gray!" He calls out loudly.



MonthorHit Points:(213 of 213) AC 42 
Friday July 10th, 2009 10:01:13 AM

Monthor takes position at the head of the party and motions to Tratain to take the spot behind him.
Monthor tenses at the obvious anxiety displayed by Bjorn'Ursa and readies Shirley against possible attacks from 'Frodr's home.

{ ooc> Readied action. (Combat expertise -5 to attack +5 to AC) Swings at the closest ennemi should the party be attacked.)

Plyf (AC:37; HP: 130(119)/134)  d20+13=33 ;
Friday July 10th, 2009 11:29:52 AM

Plyf decides, if there is to be battle, perhaps she can head it off before then, She begins to sing a soft song from Plateau City, where she calls home. Her maid used to sing the song when she was a little girl, it eased her when she slept.

"Never go outside romancing after dark,
The moons are high oh yes so high, way above the earth.
Werewolves and vampires make us stay inside.
So we relax with wine and food, here beside the hearth.

With love of friends and family, no one can ever miss,
the ghoulish little creepies, while in the dark have bliss
They look so hard for someone to endure,
the painful little episodes, they dream about from birth

So that is why we stay inside at night."

She contemplates why that song made her feel secure as a child. perhaps it was the idea of being safe inside ones home, tucked into clean sheets with a small fire in her room.

She brings herself back to the present and prepares to Fascinate anyone that may want to provoke a fight.

Perform: 33

Tratain Current Spells 
Saturday July 11th, 2009 7:10:49 AM

Tratain travels to the new house with the groups guide. When he see's that everyone is preparing for a fight he says "Everyone be calm, granted I do not know this person we are going to see but acting like we are looking for a fight with them will not endear them to help us. We need this persons help, let us be friendly until it is proven that we need to treat this person with Distrust, not before."

Dwight hp 160(146)160, ac 31 
Saturday July 11th, 2009 10:10:09 PM

Dwight looks around, already feeling the cold as he shifts from one house to the other. He sees Monthor preparing for battle and thinks this is a bit forward, but this again, the front is the best place for Monthor should a fight begins.

Nodding at Tratain peaceful suggestion, Dwight waits to meet this new person.



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet 
Monday July 13th, 2009 12:40:07 AM

Agreeing with Tratain, Echlhin waits to see what comes before taking an action that may seem offensive.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet 
Monday July 13th, 2009 8:08:43 AM

The old dwarf ponders if the mans weapons being drawn indicates some sort of cultural ritual, or if he intends to use them. He is ready to respond if the threat is real, but does not truly feel threatened yet.

OOC:
Buffs: Shapechange (6 hours, cast in morning), Greater Magic Vestment on buckler (20 hours, cast in morning)

The Witch of Ice Peak 
Monday July 13th, 2009 11:40:31 AM

Bjorn takes a few more steps into the dim room, Monthor close behind. The battle hardened dwarf has his axe in hand, but is certainly not anxious. Monthor's Darkvision can sweep the room without issue as can all other forms of enhanced vision. The room appears empty to all accounts, save for an empty bedroll and personal household affects. A fluttering cooking fire the single source of illumination. Bjorn calls out again. "I have come as you requested and have brought Gray you forewarned us would come. I have seen them and I have brought them. They have kept honor on the plains as well as within my house. Now I, Bjorn'Ursa 'As 'Isa Asgir, ask you to meet with them and see for yourself."

Silence follows for a few heartbeats, Bjorn whispers to Monthor as the closest Knight to him, "When she shows herself the actions and words of your companions will be judged quickly and harshly. Mark your next moments well." A few more heartbeats past when some of the smoke coalesses about the fire and a being steps forth. Dancing to the side is a snow white cat which quickly finds a perch near the personal items. The woman can only be one person, Mjolka'Frodr. She is ancient, gnarled fingers, a shriveled ear, crooked nose, missing eye and hunched over. Truly the epitome of an old witch. Her voice cracks with age that is hard to imagine but there is an underlying power within it as well that her frail body conceals.

"I have heard you, Bjorn'Ursa 'As 'Isa Asgir of Ice Peak in the land of As Asgir Celsiun. I stand here now to hear the Gray Knights. Monthor, Echlhin, Dwight, Tratain and Plyf." She smiles in an unnerving way and adds "The North lands are so far away that I cannot hear of such as them. Shortly after the Great Migration began, I started to hear whispers on the snow of the North men. I heard cries from the land beyond, of loss and retraint. Now the Gray Ones are here and I am curious as to why. What do they hope to gain and what do they ask from an old woman of Ice Peak?"

Tratain Current Spells 
Monday July 13th, 2009 8:43:29 PM

Tratain takes a step forward and bows to the old woman. He says "Greetings, My Name is Tratain and these are my friends and traveling companions the Grey Knights." and motions for the rest of the group to introduce themselves.

He continues "We have been sent here on a task by one of the Gods of the North, Gargul the Caretaker of Souls. We were brought here by a magic device he had one of his followers craft for us. Truth be told we didn't know where we would end up. The only clue we had was a symbol of a snowflake on the device given to us." He then asks Vedik to show the old woman the coin if she wishes to see it.

He finishes "Our task is both simple and complex. We were told that there is a new power growing here, or perhaps and old one being reborn. Our Enemy the Sons of Dread have come here we believe to corrupt that power and those who would follow it to follow and Evil God. We have come here to oppose them."

Dwight hp 160(146)160, ac 31 
Monday July 13th, 2009 10:34:56 PM

Dwight stares uncontrollably at the witch, wondering if his future holds the same disfigurements as he licks the inside of his mouth with his newly split tongue.

"I am Dwight Twiggebundler, halfing from a far land little area called Cresssent Valley. I took up the tasssk of keeping evil at bay yearsss ago and have tracked it here, and while I ssstill have warmth in my body, I shall ssseek to continue my goal. I only hope I can ssstop them before they corrupt thisss land of yoursss."

Unsure of how to end his contribution, he bows his head slightly and considers that living disfigured might be okay in the end as it would mean he succeeded in his goal.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet 
Tuesday July 14th, 2009 12:32:49 AM

Given how the others have reacted prior, Echlhin waits until the others have finished before introducing himself.

"I am Echlhin, the newest member of the Gray Knights. I am a follower of the lands, who has found his place in service to Gargul as a Grim. My visions brought me to the Gray Knights and with them, to these lands."

Plyf (AC:37; HP: 130(119)/134)  d20+14=15 ;
Tuesday July 14th, 2009 12:52:40 AM

Plyf nervously bows down to one knee as she would a queen, for surely this woman has words which the village heeds. With her head bowed she replies. "I am called Plyf. Just recently starting my adventuring career after retiring from my original profession, home and business securities. I have recently found the Gray Knights, or they me and I have decided to remain, through thick of cold or scorching heat."

Her words seem frail and weak in the presence of this person and remains on one knee.

Diplomacy: 15 (Natural 1. Save yourselves!!)

Vedik AC 24 (13 touch) HP 191/191 Character Sheet 
Tuesday July 14th, 2009 8:07:43 AM

Vedik show's the High Woldian Glyph at Tratain's asking.

When his time to speak comes: "Elder One. I am Vedik Taluth, Fixer and faithful of the god Alemi. My companions have spoken on why we have come. I will answer what we ask. We seek your wisdom in pursuit of our task, if the task is one you agree with."

He folds his hands and waits.

OOC:
Buffs: Shapeshifting (6 hours cast in morning) Magic Vestment on bucker (cast in morning, 20 hours)

The Witch of Ice Peak 
Tuesday July 14th, 2009 4:43:16 PM

Anyone else with a Diplomacy Check? Roll it if you got it.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet  d20+1=6 ;
Tuesday July 14th, 2009 5:27:08 PM

((ooc diplomacy check roll = 6, enjoy))

Dwight hp 160(146)160, ac 31  d20+5=20 ;
Tuesday July 14th, 2009 5:38:12 PM

Diplomacy: 20

(OOC: knew I forgot something :)


Tratain Current Spells  d20+3=20 ;
Tuesday July 14th, 2009 6:38:56 PM

Diplomacy Roll = 20

MonthorHit Points:(213 of 213) AC 42  d20-1=11 ;
Tuesday July 14th, 2009 8:29:22 PM

Diplomacy 11

" Monthor be Me.. "

Monthor points to his axe...

" And this be Shirley... she's new to the group."

" We be here to help people. Good people... your people... all people.. and furry animals... and dumb clerics like Tratain.... "

The Witch of Ice Peak 
Wednesday July 15th, 2009 7:15:21 PM

The old witch listens and then Mjolka'Frodr speaks again. "I have seen a great ever Watching Eye and have heard it weeping. There another, that bound and sought to control the very lands itself. But the land is not without it's own defences. We are not without our own resources Dwight, witch of the north. The Crones and Children, the Monks and Celsiun and all the rest set into motion and the Lord of Domination, the northern god Ga'al was defeated and laid low at the center. The Bell was struck and the Great Migration began. Now you have come at the Eye's request. You have come to the Vein for the Eye's need for it's desire and want. For a promise and binding oath upon you." She pauses a twinkle in her eye and then contiues, "But unlike many I have watched, of the many I have seen and heard of your kind, you are different. Not in power, not in prestiege, but in your souls. I see you know what it means to be respected and you have earned such, but unlike so many you too still understand what it means to show your respect. So I will help you."

She turns and takes a seat by the fire, "Come and warm yourself by my fire." As you sit she reaches in and extracts a small log covered at one end in glowing embers. The smoke begins to drift into distinct patterns as she speaks, "A land far from here and deep with life and great trees is where you need go." the smoke floats to form shapes of great towering sacoyiahs. Taking on colors and expanding to fill the lodge. Soon you find a quasi real world surrounding you and the witch. A great lush forest in all directions filled with the sounds of birds. You can almost feel the warmth of the wind and smell the earth.
"It is here you will find the people you were sent to save. Cut from their god for many generations and now they are losing themselves and hope. It is these people you are meant to save and bring the word of Gargul." The illusion about is very complete and Teleportation should be easy enough.

The smoke clears and the dim suroundings of the room return. The old witch then stands inviting you to do so as well. "The people you go to are a very proud people. Care and respect must be shown or you will be destroyed. I would suggest a gift. It would honor us and it would be a symbol to them. A symbol from the Ice Vein, if you would so honor me in this way."

"In the great barrens to the south is a cave complex and within them a Crystal can be found. The size of a human fist and as clear as the purest Ice. You must make a 6 day sojourn, a test of mettle and survival in the Vein. Within the caves, Look to the Iss'Wurm's head and you shall find it."

"Will you honor the Ice Peak and myself in this way Gray Knights of the North?"


Tratain Current Spells 
Thursday July 16th, 2009 10:28:06 AM

When prompted Tratain will go sit near the fire near the Old Witch and watch as she shows the group where it must go next.

He says "We would be Honored to go and retrieve the Crystal to take to those we will go to meet. Is there anything you can tell us about the Cave when we get there? Are there any Dangers we should be prepared for? Also while we are here in the Ice Peak is there anything we can do help? My friends and I are quite skilled, I have many healing Magics at my disposal. Are there any here that we can help before we go to the Cave?"

Plyf (AC:37; HP: 130(119)/134) 
Thursday July 16th, 2009 11:05:25 AM

Plyf looks through the smoke and sees warmth. Blissful, wonderful warmth. Her face turns sour when she is told of some test they must endure. She gets extremly nervous wondering if she will be able to survive several days in the cold. She bites her lower lip and waits for the others to respoind.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet 
Thursday July 16th, 2009 10:05:38 PM

Echlhin simply nods in agreement with Tratain's offer of aid and will lend his assistance to the town while they are here.


Dwight hp 160(146)160, ac 31  d20+5=6 ;
Thursday July 16th, 2009 10:43:01 PM

Dwight nods in agreement. "I too, ssshall aid thossse of the Sssouth as bessst I can. While not use to the deep freeze here, we are committed to thisss to the end."

Diplomacy: 6 (I guess the stress of the test shows in Dwights words -- Nat. 1)

Vedik AC 24 (13 touch) HP 191/191 Character Sheet 
Thursday July 16th, 2009 11:30:32 PM

Vedik nods as Tratain agrees.

"If there is anything here that you might wish fixed, it would honor me to fix it for you Elder one." the old dwarf says.

He ponders the test, and the cold. Healing damage is one thing, this they can do easily. But such supernatural cold brings special dangers. Preparing for this will be very important, he thinks to himself.

OOC:
Buffs: Shapechange (6 hours), Magic Vestment (20 hours)



The Witch of Ice Peak 
Friday July 17th, 2009 1:12:00 AM

"The cave? It lies within Mt Bal to the south. It is forbidden to speak of specific dangers you might encounter. I can tell you to spend this night in meditation and that you will indeed be tested by more than the elements." The witch then sits back down and stares into the fire. Bjorn steps closer now, "We should leave now my friends, you may stay in my lodge in preparation." Bjorn continues, answering the questions of the group on the matter of assisting the village, "You honor us with your offer, but I must decline your offer. I do not doubt your skills could be of use and your powers of magic great, but you are still Austlanders here and not all of my people would would be welcoming of your direct assistance. We are a proud people you must understand." The walk is short, but again all are reminded of the harsh cold of the land in which you now find yourselves. Bjorn leaves you at the door, apparently you will be alone during the night. "I will send for you in the morning at the appropriate hour. Rest well." With that he leaves you in the low long house, a good fire still burning at the center providing warmth throughout.

Leaving Ice Peak 
Friday July 17th, 2009 9:30:02 PM

In the morning much of the village is gathered at the front gates as the Knights come out. Thier faces stoic and set as if carved from stone. As the Knights approach, Bjorn'Ursa, steps from the front of the gathered people and holds up his arms. His head tilts back and he cries out towards the heavens above.

Bjorn'Ursa voice rings out across the crowd. "The Longr Nott, the Long Night, is ended. Gather to me my people and stand proud with each other. Stand tall, arm in arm, as one and bestow upon them your blessing!"

The crowd roars "Ás-Celsiun Skjöld Varr the Knights, Celsiun shield the Knights!"

Bjorn'Ursa calls out "And remember those who have not returned!"

The crowd roars "Ás-Celsiun, Muna Ull'Heimdall! Ás-Celsiun, Muna Björn-Mundr! Ás-Celsiun, Muna Úlf-álfr! Ás-Celsiun, Muna Vé -Björn! Ás-Celsiun, Muna Da'-fúss! Ás-Celsiun, Muna Herj-unn! Celsiun Rememeber the fallen!"

Bjorn'Ursa again calls out to the village, the power his mere voice commands undeniable. "In ancient times, we were a desolate and troubled people. No more!, We are people of strength, of celebration and perseverance. As was set by the Pjód-björg Varr-uðr Varr-Grar-Storr-Amma!"

The crowd calls "Hail Pjód-björg Varr-uðr Varr-Grar-Storr-Amma, People's Salvation, our beloved, our gray great grandmother!"

Bjorn'Ursa then continues, "This day these Austlanders will begin the Raun-Aldr Eda Iss! The Test of Age and Ice! They will journey South towards Bal to enter the caves and retrieve the I'ss Crystal! For 6 days these Austlanders will be in the domain of Celsiun!"

The Crowd breaks in "Ás-Iss, Ás-Snjar!"

Bjorn cries out "For 6 days they will walk with the great wolves!"

The Crowd breaks in "Ás-Iss, Ás-Úlf!"

"For 6 days they will walk with the Bevroren Doden!"

The Crowd, "Ás-Iss, Ás-Medik!"

Bjorn'Ursa lowers his arms and returns his eyes to the Knights. He then looks just to the left where the withered and ancient form of Mjolka'Frodr stands. The leader of Ice peak nods deeply to the group, pivots left and walks strongly away from the gate. Behind him the crowd begins to walk away. The old woman simply stands and is watching the group as they leave.

Tratain Current Spells 
Sunday July 19th, 2009 8:54:47 PM

Tratain Thanks THe Old Witch and and Bjorn'Ursa for all thier help before the group departs. He tells them that if the group comes back this way again they will be sure to visit, and if they ever have need of the Grey Knights Help they only need to send word.

Tratain then casts Endure Elements on himself (And Possibly One other if they need it) and heads out of the gate with his Friends towards the cave they are looking for.

Dwight hp 160(146)160, ac 31 
Monday July 20th, 2009 8:46:11 AM

Dwight casts Endure Elements in the morning.

----

Dwight watches the crowd depart slowly, he then makes eye contact with the old woman and makes a solemn half-bow/nod of acknowledgement and respect. Inside, his thoughts are a bit fearful, both of the cold and the unspoken yet implied danger.

As the group departs, Dwight hops onto the broom thinking that his feet will be a bit warmer if they aren't in the snow.



MonthorHit Points:(213 of 213) AC 42 
Monday July 20th, 2009 12:57:46 PM

Monthor takes point in front of the group and readies for the march,
His new shield floats next to him as he goes and accept the morning buffs from his friends.

" Okee dokee girleys, lets get this show on the road!"



Plyf (AC:37; HP: 130(119)/134) 
Monday July 20th, 2009 4:47:50 PM

Plyf is worried that she won't be able to keep up with the tough Gray Knights, yet she does not show her weakness in front of the barnarian tribe that helped them. It is only when the group is alone that she almost pleads to one in the group, "Could I have one of those protection spells also? I don't think I can make it without one.

Once the group is all together she will tell them, "I'm not sure how well it will work, but since we have a fixer in the group, I am willing to attempt something some would call unusual. I bought a folding boat with my last treasure split. If we were to activate it so that it would ride upon the snow, then perhaps have summoned creatures push or pull the boat, we might be able to move faster then if we were to walk. What do the rest of you think?"

MonthorHit Points:(213 of 213) AC 42 
Monday July 20th, 2009 7:09:53 PM

Monthor taps his chin at Plyf's comment's suggestion.....

" Sounds like an idea. As long as someone can summon creatures that can survive in this cold. "



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 (177) of 191 Character Sheet 
Monday July 20th, 2009 7:59:13 PM

"Sadly I do not think a summoned creature would last long enough before returning to perform the tasks you are thinking of."

With that said, Echlhin casts his additional Endure Elements on Plyf, if Tratain has not done so already.

Leaving Ice Peak 
Monday July 20th, 2009 9:12:47 PM

The group sets out into the cold and soon Ice Peak and the warmth of the lodges are far behind. The cold and wind are relentless and bite through the warm furs as well as the protectional spells, though it would be far worse without them. Plyf suggests maybe her folding boat could be used as a sled and Dwight mounts his boom to move above the snow. Could creatures be summoned and somehow harnessed to pull the boat across the snow? Would the creatures summoned be able to survive long themselves and more importantly would any spell the group could cast last long enough? Even the most powerful of Summon monster spells would only last a little more than 1 minute. snow swirls and dances about as the group considers the option.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet 
Tuesday July 21st, 2009 8:50:02 AM

Before they set out, Vedik memorizes his spells, changing things slightly for the task ahead. As they head out, he casts his normal spells.

Keeping generally quiet to preserve his strength, he does respond to Plyf's plan. "Shapechange, will pull. What form?"

He wracks is brain to think of a form that is large and cold resistant, that he's familiar with.

OOC:
Buffs: Shapechange (extended- 6 hours), Magic Vestment on Bucker (20 hours)


Plyf (AC:37; HP: 130(119)/134)  d20+4=16 ;
Tuesday July 21st, 2009 11:40:14 AM

"Don't ask me!" she exclaims when asked about what large beasts could handle the cold. She dealves into her limited bardic knowledge, just to be sure.

She decides, the wind is crisp and powerful enough, it might just be capable of propelling the ship over the ice and snow. She experiments by pulling out her Folding Boat to see if it works. She will try the large boat first, since it would likely have better protection from the elements, but if that is to big, she will try the smaller version.

Bardic Knowledge on large creatures of the cold.: 16

Use Folding Boat

Tratain Current Spells 
Tuesday July 21st, 2009 2:37:13 PM

Tratain will either walk along with the group or ride in the folding boat if a way can be found to pull it along. If the Boat is used Tratain will take out all the extra cold weather gear he bought in Plateau City and distribute it in an attempt to keep everyone from freezing.

Leaving Ice Peak  3d4=9 ; d6=5 ; 6d6=20 ; 6d4=15 ;
Tuesday July 21st, 2009 9:20:05 PM

Vedik can think of a couple creatures immune to the cold. Winter Wolves and Frost Giants. The Winter Wolf is a mountain dwelling wolf of above average intellect by the noble races standards which can deliver a cone of cold as a breath weapon. Large in size, but not so big as to be able to pull the Folding Boat. A Frost giant might work, but Vedik's knowledge of them is not sufficient enough. [DM used Vedik's Know nature with take 10]

Plyf creates the large form of the boat. A ship 24 feet long, 8 feet wide, and 6 feet deep unravels itself and sinks deep into the snow. Regardless of what shape Vedick might assume, he was not pulling that. Even the smaller craft would likely require a couple of large creatures or a good pack of medium ones.

There is little choice but to continue pushing forward. The snow pulls at those walking through it, forcing muscles to work extra hard as your feet must pull up out of the snow first before taking a stride forward to begin the process again. Progress is slow and wearing. From the west a constant wind of perhaps 10 mph blows adding to the frigid misery of pldding through snow that gives from 12" to a full 3'. On several occassions, Monthor all but disappears upon stepping onto a soft spot. The dwarven warrior can not help but notice a thin layer of actual ice forming on his armor.

It has been almost 5 hours since the group stepped through the gates of Ice Peak.
Everyone takes 9 points of non lethal damage and 5 points of lethal damage.
Plfy takes an additional 20 points of lethal and 15 points of non lethal.
Everyone but Tratain needs to make a Fort Save DC 40
Everyone but Tratain is currently fatigued. If you failed the above save you are exhausted and if wearing metal armor you are affected by a Chill Metal Spell

MonthorHit Points:(213 of 213) AC 42 
Wednesday July 22nd, 2009 8:20:45 AM

ooc>

Monthor is wearing boots of the winterland. With the ability to travel across the snow.. would this affect the need to role those saves?

Boots of the Winterlands
This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell

DM's bad I forgot about that recent purchase. You are still affected by the cold, taking all damage as described, but monthor is not fatigied and definately never fell into he deep snow



Tratain Current Spells 
Wednesday July 22nd, 2009 2:50:46 PM

Tratain says "We've Traveled for quite a bit, lets look for someplace to camp and warm ourselves. Echlhin do you think you could construct us a shelter like we saw the people from Ice Vein use or perhapse they have one already built around here as it seems you can't travel very far in this place all at once."

Tratain has the group look around for a shelter hopeing that the Ice Veiners have one set up for travelers, or failing to find one he has the group make a shelter. In a Pinch Plyf's Folding boat should do. The group will just have to Huddle together for warmth.

MonthorHit Points:(213 of 213) AC 42  d20+25=45 ; d20+1=9 ;
Wednesday July 22nd, 2009 10:06:12 PM

213Hp - 9 NL and 5 leathal ( 199)
Saving throw Fort 45 (oops, didn't have to do that one. Wasted natural 20!!!)

----------

IF Echlhin can't help with a shelter, Monthor will use one of his Quaal's feather token (tree) to creat a oak tree. He will then chop the tree down to use wood ( branches, leaves, trunk) to provide shelter and a fire for the party (survival 9)

------
Either way Monthor will stand guard while the others rest.

-------
ooc> If anyone fails saving throws....

Monthor offers to use the lesser restoration Brahm's tatoo on his arm to help anyone exhausted to be mearly fatigued.



Vedik AC 24 (13 touch) HP 85/89 (9 nonlethal) (Thoqqua form)Character Sheet  d20+21=40 ;
Wednesday July 22nd, 2009 10:11:23 PM

Vedik shivers as the cold starts to overcome him, but he shakes off the worst effects. He nods at Tratains suggestion of stopping, and using the boat as a shelter. When the shelters done, he takes the form of a Thoqqua, using the heat he radiates to warm the shelter without burning the boat. He stays in this form through the night, recasting Shapechange once more before sleeping.

OOC:
Effects: Fatigued

Buffs: Shapechange (6 hours, cast in afternoon), Magic Vestment (20 hours, cast in morning)

Dwight hp 155(137)160, ac 31  d20+15=34 ; d20+18=32 ;
Wednesday July 22nd, 2009 10:55:12 PM

Fort save: (who's kidding, Dwight is warm-blooded) : 34 (fails)
-------------
Dwight is more than happy to stop for a bit, and almost sits on the fire just to feel the warmth. "Itttss ggogooddd meee rrriddding, elsssss meee sinkinkinik into deeep," he chatters away.

After some warmth returns to his body he thanks Monthor for the fire. "I got a few more of them tolkensss myssself."

"Anyone have ideasss, how we can beat cold. Elssse we are not going to make it far."

Spot: 32 (see anything in the expanse around us?)

=========
Status: exhausted

Endure Elements

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+22=24 ; d20+17=18 ; d8+5=12 ; d8+5=9 ;
Wednesday July 22nd, 2009 11:20:10 PM

Fatigued from the cold (fort save 24), Echlhin has a hard time creating a well standing shelter (survival 18).

He then uses his cure light wounds wand on himself and the party to remove the sting of the cold (2 charges on himself, please let me know how many charges are used guys, 1d8+5) and 2 cure minor wounds. If the healing does not remove the fatigue from the travel, he casts Lesser Restoration on himself, and will prepare additional spells in the morning for combating these conditions.

Noting how Plyf seems to be hit the hardest by the effects of the weather, Echlhin asks "Do you think that the effects we are feeling are a bit more than natural? Given I haven't traveled long with you folks, I have to ask... Who among us always obeys the laws and who among us tends to rebel against the law? I myself tend to follow the will of Gargul over the laws of the lands, while I do try and respect them and stay within them as best I can."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 
Wednesday July 22nd, 2009 11:21:09 PM

(whoops forgot to add)

Echlhin maintains an Endure Elements spell upon himself and on Plyf.

Plyf (AC:37; HP: 130(119)/134)  d20+14=29 ;
Wednesday July 22nd, 2009 11:56:32 PM

"When we are ready to stop, we can all crawl below the deck of my ship. It might not be able to propel us through this, but it is air tight enough to keep water out, the wind should be blocked also. Every ship has a galley, perhaps there is a stove we can use also?"

Plyf fails her saving throw also and begins to succumb to the cold, taking damage. It seems, even with her snow shoes, the weight of her body is a drag upon her system. When it is time to stop, she barely has enough strength to eat and crawl into her sleeping gear.

Echlhin aks a pointed question about laws and through clenched teeth she responds, "I have spent my entire career, keeping homes and properties safe from thieves and scoundrels. I have always followed and protected the law, even when I didn't agree with it!" These are her last words for the day as the sounds of the wind outside turn to just a memory as she dreams of warmer climates.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  4d12=10 ;
Thursday July 23rd, 2009 11:03:36 PM

The following morning if the winds are strong Echlhin casts Control Winds, creating a pocket of no wind for the Knights to give them a brief respite from the added sting of the cold. (180 min. duration). He then casts Commune with Nature, attempting to learn the presence of any powerful unnatural creatures in the area, people in the area and the general state of the region. After determining the state of the surroundings, if he believe it to be safe he will cast Animal Shapes on the party, as long as they approve, turning them all into Polar Bears (18 hour duration). He will end the spell if needs be, reverting everyone to their normal form if a problem presents itself (such as combat)

As they get closer to the where they will rest for the evening, he will cast Control Weather (3 mile radius, 20 hour duration) and calm the weather to be milder (thinking close to thaw, without being at a point of worrying about melting things and causing other problems). ((For the life of me, I can't remember if Control Weather follows the caster or if it is simply centered and stays there for it's duration. If it follows the caster I will cast it at the beginning of the day, instead of just at the end...sorry))

Sojourn Day 1 
Thursday July 23rd, 2009 11:03:46 PM

The group stops and with the Folding boat in its largest form, takes shelter. The terrain offers know where else to go. A small fire can be safely built in the magical ship and Vedik's shifted form offers additional and more immediate warmth as well. A few minor spells takes care of the onsetting frostbite but not the exhaustion and fatigue felt by most. [need lesser Restorations, Echlhin has cast one on himself]

The group huddles close and within a couple hours all feel far better. It is still many hours before nightfall. DM assumes you continue to nighfall knowing you can repeat this method to recoup

The rest of the day is much like the first half, unbearably cold, tiring and in all minds wholly unpleasant. It seems all too soon, the group stops and reconstructs the Boat shelter and fire as done earlier. The sun vanishes to the west and the night sets in. The moon and stars are veiled and the blackness is complete, save you own sources of light.

skill checks
watch
precautions
please note them all

Plyf (AC:37; HP: 130(119)/134)  d20+7=15 ; d20+10=17 ;
Friday July 24th, 2009 9:34:44 PM

Plyf is pleased that her boat was actually useful. She will have to remember to stock it with more wood when they find some place with trees.

Listen: 15
Spot: 17

MonthorHit Points:(213 of 213) AC 42  d20=5 ; d20+5=23 ; d20+1=9 ;
Saturday July 25th, 2009 3:07:11 PM

Monthor uses his survival skills to try to make things a bit more comfortable for the others.

He also suggests that the party find an area of the boat that is both defensible and offers the maximum protection from the weather.

Monthor takes first watch (listen 5, spot 23) to give the others a chance to rest.

Listen - 5
spot - 23
survival- 9

Monthor suggests that the members of the party stay close together and huddle for warmth around the fire.

( Monthor needed 2 shots from the cure light wound wand to get back to full health).



Plyf (AC:37; HP: 130(119)/134)  d20+1=5 ;
Saturday July 25th, 2009 5:37:48 PM

Plyf takes whatever watch the group feels she would be best at. "I have a belt of Dwarvenkind, if that helps."

Survival: 5

Vedik AC 24 (13 touch) HP 191/191 Character Sheet  d20+2=19 ; d20+2=21 ;
Sunday July 26th, 2009 7:24:22 PM

Vedik watches with Monthor during the first watch. He spends a bit of time as a Fire Mephit, using the fire to trigger that forms regeneration to heal the wounds from his exposure. As his shift begins, the shapechange spell ends and he returns to his dwarven form. He listens outside the overturned boat from time to time, checking for signs of enemy

OOC:
1st Watch: Listen: 19 Spot: 21
Active spells: Magic Vestment (20 hours, cast in morning.)



Tratain Current Spells  d20+13=18 ; d20+14=24 ;
Sunday July 26th, 2009 8:02:00 PM

Tratain nods when Vedik and Monthor take the First watch. He says "Echlhln can you and Plyf Take the second watch. Dwight and I will Take the Third"

During his watch Tratain keeps an eye out for anything that might threaten the group.

Listen 18
Spot 24

Sojourn Day 2  d20+20=27 ; d20+20=31 ;
Sunday July 26th, 2009 8:12:27 PM

The night brings no dangers beyond the cold, which is in of itself enough for most. Echlhin casts several spells starting with Control Winds. The pocket area holds and gives a respite to the battered and cold weary Knights. He then opens his mind to the natural surroundings. Echlhin detects no powerful unnatural creatures within the area, no people other than the Knights and that the natural World is as it is supposed to be. Yet he also feels a powerful precense. One that surely could mask itself if it wished. The Grim feels the being intimately a poweful sence of curiosity about himself and the Knights. Whatever it is, it is watching the group very closely. Echlhin then casts Control Weather or rather attempts to. Just as he begins a powerful blast of wind tears through his Area of Control Winds and sends Echlhin 30' through the air to land in a deep bank of snow, unharmed. The fire sputters and wavers, but does not go out.

At long last, the sun rises over the eastern horizon and floods the snow covered plains in light of deep orange giving away rapidly to bright yellow and then normal daylight.

The group again sets off to the distant mountains of the south and specifically towards Mt Bal. Echlhin uses Animal Shapes to transform any who wish into polar bears to ease the journey of the second day. The cold still pulls at everyone, but those in the form of the bear feel as if it is not as strong and the bear form also offers a faster mode of travel for most allowing the group to track further than the previous days travel. Even still, the cold ultimately causes the group to stop for warmth and magical aid to fight off the affects of this brutal land. The mountains loom closer and the second night sets in. It too, is uneventful and the Knights are undisturbed in the vast open country of the snow plains.

Dawn breaks and the knights begin the third day, halfway towards their goal.

Dwight hp 155(137)160, ac 31 
Monday July 27th, 2009 8:48:37 AM

Dwight keeps to himself, keeping what little warmth he has inside himself and with his own Endure elements. Seeing others attempt more climtae like forms, Dwight changes as well (from Echlhin) so as not to slow the group down.

He stares forward at the slowly approaching mountains. Once the group makes camp and is protected from the winds once again, Dwight inquires, "Does anyone has any guesses what we will find in this cave? Surely something must dwell there."

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Monday July 27th, 2009 4:57:06 PM

Vedik wakes early and begins his morning routine. Still new to this memorizing spells concept, he pours over his spell book, altering some of his prepared spells.

He then goes about his morning routine, anointing the Grey Knights shields and armor with Woldsbood, and casting his defensive spells.

"Ive got an idea for tonight. I think we'll sleep a bit better.", he says as they head out.

OOC:
Draw 10 drops of Woldsblood using Vedik's headband ability: Can not fail.
Magic Vestment via Woldsblood on Grey Knights armor and shields (standard targets)

Buffs:
Magic Vestment, Ex: (40 hours, cast in morning)
Shapechange (6 hours, cast in morning)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=33 ; d20+27=29 ; d20+17=28 ; d8+5=11 ; d8+5=8 ;
Monday July 27th, 2009 6:07:00 PM

Brushing all the snow off himself and shivering briefly, Echlhin says "Well I guess something does not want me to change the weather we have to endure. At least we know something powerful is watching our actions."

With that he will resume the daily Animal Shapes and Control Winds as a respite from some of the weather and take whichever watch he is needed for.

Spot: 33, Listen: 29, Survival: 28
(previously healed Monthor w/ CLW wand for 11 and 8 included in rolls if they were needed)

Plyf (AC:37; HP: 130(119)/134)  d20+4=8 ; d20+13=22 ;
Monday July 27th, 2009 8:11:18 PM

Plyf travels with the group. Feeling much the better traveling in polar bear form, with magical protections to boot. She delves deep into her limited bard knowledge to think of some past poem or song once heard while away on a job.

She can not come up with an answer about the cave, so she just sings a song, in whatever manner a polar bear would sing, to keep the group in a steady pace. She would not try to Inspire Competence, unless she sees one of them using a skill of their own.

Bardic Knowledge: 8
Inspire Competence on skills performance: Non dwarves halflings or gnomes: 22, Halflings Gnomes: 24, Dwarves: 26

Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.


MonthorHit Points:(213 of 213) AC 42  d20=3 ; d20+5=18 ; d20+1=12 ;
Monday July 27th, 2009 8:36:50 PM

Monthor continues to stand watch as needed.
( listen 3, spot 18, survival 12).
Occasionaly, the others can hear him talk to Shirley ... for some reason the others don't hear her talk back....



Sojourn Day 2 Tracking 
Monday July 27th, 2009 8:52:24 PM

Just after the high sun passes overhead, Echlhin catches the glimpse of movement behind the group, or was it jus a shifting snowfall. The land here posseses almost no contrasts and the effect is nearly maddening. The Grim of Gargul had not survived so long in the life of danger though by not listeing to instinct. Keeping a weary eye for the sign again soon pays off. No longer merely out of the corner of his eye, this time he spots and identifies two seperate groups of 3-4 creatures each about 200' behind them and closing. The creatures are big, twice the size of the polar bear forms they now wear and half again as fast. One group is at the 4 oclock position and the other at the 8. At least 60' separates the groups, but it is not possible to tell how far apart the individual creatures are.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday July 27th, 2009 10:00:38 PM

Choosing the side of caution, Echlhin ends the Animal Shapes spell knowing that many are not suited for combat in this form. He warns the group of the coming creatures and, preparing for possible combat, casts an Extended Barkskin on Monthor.

Vedik AC 43 (17 touch) HP 191/191 Character Sheet Spells 
Tuesday July 28th, 2009 9:02:58 AM

Coming out of the polar bear form, Vedik wastes no time. Thinking back to the encounter in Gargul's lair, his form quickly shifts again as angelic wings sprout from his back and he grows slightly in stature. You are pretty sure he is the least attractive Astral Deva you've ever seen.

He then calls upon arcane power to haste the party, in preparation for the battle.

OOC:
Free action: Shapechange into Astral Deva
Cast Haste: 18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal

Buffs:
Magic Vestment (40 hours, cast in morning)
Shapechange (6 hours, cast in morning)
Haste (1/18 rounds)


Plyf (AC:37; HP: 130(119)/134) 
Tuesday July 28th, 2009 11:02:39 AM

Plyf too changes back to herself, enough to tell the others. "They might be tracking by scent." She looks toward the south and the progress they have made so far. "We could Teleport away from this area and we might be able to lose their scent." She starts rubbing her bow string as she waits for them to get into bow range, "or we can skin their hides and wear them for warmth. Yeah, that's actually more appealing, I wouldn't mind cutting open a large recently killed beast and crawling inside of it for a nice nap."

She readies her wand of Greater Invisibility and Cure Critical Wounds.

Perhaps it is something about the terrain that makes a person want to become a barbarian?

MonthorHit Points:(213 of 213) AC 44 
Tuesday July 28th, 2009 2:52:43 PM

ooc> I'll be away from tomorrow t'il Sunday. Can anyone sub?

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Haste 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
AC 45 (with the haste)

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

Monthor tightens up his grip on Shirley, moves his animated shield into position and readies himself for battles.

" Me and Shirley don't like to run.... "

readied action - attack the first creature that attacks the party.



Tratain Current Spells 
Tuesday July 28th, 2009 3:38:56 PM

Once Tratain is out of Polar Bear form he casts Shield of Faith on himself.

He then says "Echlhin do you know what these creatures are that follow us? If they are just native animals can you calm them or communicate with them in any way? I'd rather not kill them if given the choice. Hopefully they will leave us alone or we can scare them off without killing them."

Dwight hp 155(137)160, ac 31  d20+7=9 ; d20+6=22 ; d20+18=23 ; d20+16=17 ;
Tuesday July 28th, 2009 4:17:40 PM

"I can start shooting anytime we are ready, with a reasonable hit chance once inside 140'," Dwight says with confidence, "but I'd hate to start blood on the frozen turf if it can be avoided."

Unless given the order/suggestion to fire, Dwight waits until they reach about 60-70' and has a better idea of what is coming.

If only I hadn't lent my spyglass to cousin Kendry so long ago....

Dwight mounts his broom and begins to drift at 15' testing the wind for rideability and arrow flight (knowledge nature; 9, sense motive: 22)

A bit higher, Dwight looks to see if he can see or hear more than he could on the ground. (spot: 23, listen: 17 --nat 1)

--------------------
Endure Elements

Riding Broom

Haste: 18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal

ring of blink

boots of teleportation

robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)

Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=45 ; d20+11=12 ;
Tuesday July 28th, 2009 6:55:44 PM

If able to, Echlhin tries to discern what the creatures look like (spot 45) and what they may be. He relays the creatures descriptions to the party, in the highly probable case that he does not recognize what they are (knowledge nature 12, go 1! :)).

Round 1  d20+20=37 ; d20+20=26 ;
Tuesday July 28th, 2009 8:22:34 PM

The group breaks from Polar Bear form, as Echlhin dismisses the spell, springing into defensive and ready positions in case a threat turns to combat. Echlhin notes the creatures slow and fan out as the party makes obvious moves that they have been spotted. This move also makes all of them impossible to account for. he can follow the group to the left or right, but won't be able to watch both and could lose them in the snowscaped backdrop.

To the rest of the group, the land is as empty as it has always been. Tratain asks about the creatures folloing. Could they be simple natural predators and if so that means the Knights are not teh standard menu fare. Perhaps the creatures cold simply be scared off or talked down as it were. Echlhin is unsure, ut thier sheer size rules out about every ground animal he kows besides a mastadon and those are pretty easy to spot.

Vedick shifts to an Astral Deva and casts haste on the group.

Monthor activates his animated shield and stands ready with Shirley.

Dwight draws his bow and rises up a bit higher on his broom. Elevation does not help and he still cannot see or hear any sign of the closing creatures. Dwight can tell the wind will not cause him any concern from his flying to his marksmanship.

Plyf draws a pair of wands, Greater Invisibility and Cure Serius wounds. She waits looking into the blinding white of the crystal lands of the Ice Vein.

If Echlhin Follows the left group Highlight to display spoiler: {The group of 3 or 4 creatures is breaking further to the party's left. It is uncanny how well these things blend in whatever they are. Still about 200' distant overall but now straight out to the left of the party.}

If Echlhin follows the group on the right Highlight to display spoiler: { Clearly 4 creatures and quadraped. Given the distinct lack of form, Echlhin can deduce they must be covered in uneven and shagggy fur. The four have only closed about 50 and have spread out in a line about 15'-20' between each of them. Now crouched about 150' feet away and slightly to teh party's right.}

We are combat rounds, no map yet as only 1 of you can see them
Map will be on Goolge and all will have control of it, honor system
move your own guy. DM reserves right to adjust if corner to corner movement not calculated correctly and other such things might happen
DM is human and mistakes happen...we'll try to correct best we can but will not sacrifice flow...DM does not like to try and back up several rounds. Might just make a call and we can all discuss and come up with in the future it will work like this. DM's like to illicit iopinions on the Rules board for these type of things.
Oh and Good luck :)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d3=2 ;
Wednesday July 29th, 2009 8:07:45 AM

Echlhin calls out that the two groups are fanning out and, following the group to the right, in that group there are clearly 4 quadruped creatures that must be covered in uneven and shagggy fur. The four have only closed about 50 and have spread out in a line about 15'-20' between each of them. They are now crouched about 150' feet away and slightly to the party's right.

He casts a spell and summons 2 Greater Earth Elementals on the edge of the party, between us and the group he continued to watch. They are currently given the request to defend the party

(I'll throw up the Earth Elemental stats when I get home from work tonight)

Plyf (AC:37; HP: 130(119)/134) 
Wednesday July 29th, 2009 11:22:29 AM

Plyf hearing they are manuvering for battle taps herself with the Greater Invisibility wand.

"Who else wants one?", she asks as she prepares to tap someone else, or put it away in preference to her bow.

Monthor Hit Points:(213 of 213) AC 45  d20+30=48 ; d20+30=35 ; d10+30=39 ; d6=6 ; d6=2 ; 2d6=7 ; 2d10=9 ; 2d10=8 ;
Wednesday July 29th, 2009 12:05:14 PM

Monthor grips Shirely and stands ready to attack the first thing that attacks the party.

"Stand back ladies, I've got the first one" he calls out to the group.

OOC:
Continue to hold ready action to attack first foe that attacks the party.
Attack (Power attack for 5): Hit AC 48 (Crit Confirm AC 35)
Damage (non crit): 39 physical + 6 Electricity + 2 Frost + (7 Holy if evil)
Damage (crit): 108 physical + 14 Electricity + 2 Frost + (7 Holy if evil)

Buffs:
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMV
Haste

Troy subbing for Yves

Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character Sheet Spells 
Wednesday July 29th, 2009 12:16:50 PM

Vedik, still unsure what the party is facing, is alarmed that they got so close. He pulls out the party wand of Good Hope, but does not activate it yet. He takes to the air, hovering 15 feet above the party.

OOC:

Buffs:
Magic Vestment (40 hours, cast in morning)
Shapechange (6 hours, cast in morning)
Haste (2/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge


Tratain Current Spells HP 211/211 AC 45  d20+14=24 ; 15d6=60 ;
Wednesday July 29th, 2009 6:02:42 PM

Tratain attempts to spot any of the creatures that Echlhin has warned the group about (Spot 24)

He says "Be ready to fight just incase they are hostile, which is looking more and more likely right now."

He then Readies and Action to cast Flame Strike on the biggest group of enemies he can target without hitting any of his friends if the creatures prove to be hostile.

Ready Action cast Flame Strike : 60 Damage (Half Fire Half Divine) Reflex DC 25 For Half

---------------------------------------------------
Magic Vestment - Shield, Reflecting
Magic Vestment - Armor, Heavy Fortification
Greater Magic Weapon - Adamantine Warhammer, Holy
Delay Poison
Shield of Faith - 20 Minutes
Haste - Round 2/18

DM Correction 
Wednesday July 29th, 2009 7:26:27 PM

second post will follow. DM Goofed and has now corrected it. The group Echlhin is watching is still150' NOT 15' away from the group. As no one did anything cept get a bit more prepared I am planning on continuing. Will post in a few hours. Again the group behind and slightly to the party right is 150' away.

Dwight hp 155(137)160, ac 31  d20+18=24 ; d20+16=17 ;
Wednesday July 29th, 2009 8:04:05 PM

Dwight looks nervously around in the direction Echlhin indicates at the unseen quadripeds coming towards them. Darn snow, can't even see there cloud of snow dust .

Spot; 24
listen: 17 (yet another natural 1 -- hopefully getting these out before combat actually begins!)

--------------------
Endure Elements

Riding Broom -- 15' up

Haste: 18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal

ring of blink

boots of teleportation

robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)

Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)



Round 2  d20+20=39 ; d20+20=35 ;
Wednesday July 29th, 2009 10:06:23 PM

A pair of earth elementals appears from Echlhin's spell.
Tratain prepares a Flame strike spell, though he still cannot see any of the enenmies, but when he does...
Plyf turns invisible and the rest of the group stands prepared.

Echlhin reports of the group to the right of the party, The four close to about 80' still unseen by all save the Grim. Echlhin reports the positions with the same spacing as they moved closer. Where the other group is now is anyones guess.

Dwight hp 155(137)160, ac 31  d20+18=35 ; d20+16=34 ;
Thursday July 30th, 2009 8:02:19 AM

"Echlhin, I still can't see anything out there. Are you sure you saw something? Anyway you can tell their nature (OOC: alignment), are they magical beasts, invisible, undead perhaps?"

Dwight becomes increasing distraught as a pack of 'something' has closed in 120' and only Echlhin can see them.

"Anyone have a Faerie Fire or Glitterdust prepared?"

spot: 35
listen: 34

Monthor Hit Points:(213 of 213) AC 45 
Thursday July 30th, 2009 8:03:25 AM

The dwarf looks around. "Ye sure you're not gone snow blind lad? I see nothing."

Still he trusts that the druid's senses are better than his, and continues to hold for the first attack.

OOC:
Continue to hold ready action to attack first foe that attacks the party (Attack/Damage rolled in previous post, reposted here)
Attack (Power attack for 5): Hit AC 48 (Crit Confirm AC 35)
Damage (non crit): 39 physical + 6 Electricity + 2 Frost + (7 Holy if evil)
Damage (crit): 108 physical + 14 Electricity + 2 Frost + (7 Holy if evil)

Buffs:
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMV
Haste

Troy subbing for Yves

Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character Sheet Spells 
Thursday July 30th, 2009 8:11:41 AM

Vedik activates the wand of Good Hope, bolstering the entire party, including their new earthy friends.

"I see nothing either. Are the closing? Or hanging back? If they are hanging back we face an intelligent foe for sure."

OOC:
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Buffs:
Magic Vestment (40 hours, cast in morning)
Shapechange (6 hours, cast in morning)
Haste (3/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Good Hope (1/600 rounds) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge



Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+13=29 ; d20+7=19 ; d20+10=12 ;
Thursday July 30th, 2009 12:12:36 PM

Plyf, hearing no else wanting to be invisible, puts her wand in her belt anbd pulls out a Thunderstone. At the group of creatures that we know to be 80 feet away, She hurls her stone in that direction, waiting to hear a solid explosion when it hits the cold earth. "Nope, not powerful enough for that yet, but I'm not afraid of attacking that which wants to hide from me."

Hurling Thunderstone four range increments at -6 to hit, hits AC 5 with 29

Keeping her wand of CCW in her belt, she pulls her bow again and nocks an arrow, waiting for some response from her attack.

Listen: 19
Spot: 12

DM Sanity note:
Thunderstone
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.


Magic vestment X2: ?
Greater Magic weapon on Bow: ?
Haste 3/18 rounds
Good Hope 1/600 rounds

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=41 ; d20+27=44 ;
Thursday July 30th, 2009 6:12:49 PM

Understanding that his companions are having a hard time seeing the creatures, Echlhin casts Faerie Fire on one of them (2 if I can catch them close enough, but I doesn't sound that way) hoping that the unnatural violet outline against the white of the snow will make it easier for the party to see. "The others are spread out about fifteen to twenty feet from each other (insert how many on each side please). Once you folks can keep track of them, I'll see if I can find out where the others went as I think they are going to try and come from both sides."

Once the rest of the party can at least see that one, he looks around for the other group. If no one else sees the group he is tracking, he won't risk losing sight of at least some of them. (Spot 41). If he continues to watch the original group he at least tries to locate the other group using his hearing (Listen 44).

((Sorry about the missing elemental stats, I'm still working on them, I had a power issue and now is the first time I've been able to access my pc))

Elementals - Currently on round 2 of summon, still standing near party requested to protect us.

Round 3  d20+17=28 ; d20+13=30 ; d20+13=16 ; 12d6=49 ; 12d6=44 ; 12d6=33 ; 12d6=42 ; d20+25=42 ; d20+22=29 ;
Thursday July 30th, 2009 9:45:13 PM

Dwight keeps looking in the direction Echlhin has indicated and then something moves. He spies them all and they are coming in quickly. Echlhin sees them more clearly now as well. 4 of the largest wolves either Gray Knight has ever seen. Echlhin Casts Fairie Fire and outlines one of the beasts, clearly marking the great White wolf.

Monthor and the Elementals stand ready to attack.

Plyf Hurls a Thunderstone and it strikes the snow exploding nicely

Vedick activates the Wand of Good Hope for everyone in the party.

Tratain casts his Flame strike...Catching a pair of the wolves. (W1 and W3)
Snow and ice hiss in protest as it instantly superheats into steam and flies into the air. Water particles freeze and fly on the wind to the east returing to the ground already frozen again before they strike as small hail pellets.

The Wolves come in a rush, breaking slightly and stopping short of the Greater elementals. With a ferral growl each opens its mouth and blasts forth with a great blast of ice and snow.
EE1 and Monthor please 2 Reflex saves DC 22 Dmg 49 & 44
EE2 please 2 Reflex saves DC 22 Dmg 33 & 42
EE1 another reflex DC 22 Dmg 33

Listen DC 42 Highlight to display spoiler: { Moving quickly but quietly from the other direction are at least 2 more, maybe more}
Spot DC 29 requiring a Move Action in Combat Highlight to display spoiler: { coming in from the opposite direction is 4 more of the huge Wolves, They are 50' from Vedick and Dwight}

W1 Fairie Fire Lightly wounded
W2 lightly wounded
W3 Unhurt
W4 Unhurt

map http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en
You should be able to edit and move yourselves

Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+25=38 ; d20+25=44 ; d20+20=28 ; d20+15=22 ; d8+1=4 ; d8+1=5 ; d8+1=9 ; d8+1=3 ; d6=6 ; d6=1 ; d6=4 ; d6=2 ; 2d6=11 ; 2d6=6 ; 2d6=10 ; 2d6=5 ;
Friday July 31st, 2009 12:24:52 PM

Plyf will gladly use the security of the summoned elementals at each side to fire at W3. It being exactly thirty feet away allows her to utilize her point blank shot. Since she hasn't moved, she uses her rapid shot ability as well. She begins with a normal arrow, but if for some reason it is not useful against these unknown beasts, she will move to the Adamantine arrows.

Arrow one hits AC: 38 doing 4 damage. It takes 6 more from shock damage.
Arrow two hits AC: 44 doing 5 damage. It takes 1 more from shock damage.
Arrow three hits AC 28 doing 9 damage. It takes 4 more from shock damage.
Arrow four hits AC 22 doing 3 damage. It takes 2 more from shock damage.

If these creatures are evil, the additional damage from her holy bow would be an additional 11, 6, 10 and 5.

Total from first arrow if evil 21. From second arrow if evil 12. From third arrow 23. From fourth arrow 10.

Magic vestment X2: ?
Greater Magic weapon on Bow: ?
Haste 3/18 rounds
Good Hope 1/600 rounds
Greater invisibility 2/ (I can't remember if wands are at 8th level or 10th)

Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Friday July 31st, 2009 12:49:22 PM

ooc: Oops, I forgot a few things. Greater magic weapin moves the enchantment of the bow from +1 to +5 and I only added the enchantment of +1 to the damage, not the point blank damage or GMW damage, so each arrow does an additional 5 damage.

Thank you.

Monthor Hit Points:(144 of 213) AC 45  d20+16=26 ; d20+16=19 ; d20+30=33 ; d10+26=33 ; d6=6 ; d6=4 ; 2d6=7 ;
Friday July 31st, 2009 4:20:53 PM

Monthor grows as the cold hits him. "Is that all ye got little doggie?" he shouts as he moves over and attacks the nearest wolf, bringing Shirely down into the wolf.

OOC:
Reflex save DC 22: Passed: 25 damage
Reflex save DC 22: Failed: 44 damage
Move to L14, provoking AOO
Power Attack for 2: Hit AC 33 for 33 physical + 6 Electricty + 4 Frost + 7 Holy if Evil

Buffs:
Haste, Good Hope, GMW, Magic Vestment


Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character Sheet Spells 
Friday July 31st, 2009 4:30:23 PM

Vedik ponders his actions for a moment as he hovers in the air. He chooses to hold back on the mass spells until the rest of the enemies are visible, and instead decides Monthor needs to do more damage. He casts Enlarge Person on him.

OOC:
Hover
Cast Enlarge Person on Monthor

Buffs:
Magic Vestment (40 hours, cast in morning)
Haste (4/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Good Hope (2/600 rounds) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Shapechange (6 hours, cast in morning)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge



Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+25=41 ; d8+6=7 ; d6=4 ; 2d6=4 ;
Saturday August 1st, 2009 12:44:28 AM

ooc: Sorry, I forgot my shot for haste also. :(

Hits AC 41 doing 7 damage it takes 4 more from shock damage and 4 holy damage for a total of 15 more.



Dwight hp 155(137)160, ac 31  d20+33=40 ; d6=4 ; d6=5 ; d6=1 ; d20+27=44 ; d6=4 ; d6=3 ; d6=1 ; d20+22=24 ; d6=2 ; d6=6 ; d6=4 ; d20+33=48 ; d6=6 ; d6=5 ; d6=5 ; d20+33=42 ; d6=3 ; d6=6 ; d6=1 ;
Saturday August 1st, 2009 6:38:44 PM

Gripping the string for a moment as his eyes to the monstrous sized wolves, Dwight takes careful aim and unleashes a barrage or arrows (at W1).

Att #1: Hit AC 40 Dmg: 14 + 6(holy) = 20

Att #2: Hit AC 44 Dmg: 14 + 4(holy) = 18

Att #3: Hit AC 24 Dmg: 12 + 10(holy) = 22 (likely a miss)

Att #4: Hit AC 48 Dmg: 16 + 10(holy) = 26

Att #5: Hit AC 42 Dmg: 13 + 7(holy) = 20

Total damage: 106 (84 if Att #3 misses)

In the event W3 fails, Dwight will switch to W1.

OOC: Depending on how BIG their height is, Dwight also moves 5' upward as he does not want to be physically attacked

================
Dm Sanity

Endure Elements

Riding Broom -- 15' up

Haste: 4/18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal

Good Hope: 2/600 Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

ring of blink

boots of teleportation

robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)

Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)


Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Sunday August 2nd, 2009 11:19:42 AM

ooc: LOL, I forgot Good Hope also. :)

+2 more damage on each arrow that hits, up to 10 more.

I will get the hang of high level characters sooner or later.

Tratain Current Spells HP 270/2249 AC 44  2d6=10 ; 20d6=66 ;
Sunday August 2nd, 2009 9:23:17 PM

Tratain decides to stay where he is at the Moment and Prepares for a tough battle.

First he casts a quick spell (Quicken Divine Power, Which Triggers Contingency Extended Righteous Might) And Then he casts Firestorm on the 4 Wolves that he can see. (Firestorm: 66 Fire Damage, Reflex DC 28 For Half)

---------------------------------------------------
Magic Vestment - Shield, Reflecting
Magic Vestment - Armor, Heavy Fortification
Greater Magic Weapon - Adamantine Warhammer, Holy
Delay Poison
Shield of Faith - 20 Minutes
Haste - Round 3/18
Good Hope - 10 Minutes
Divine Power - Round 1 of 21
Righteous Might - Round 1 of 42 DR 15/Evil Large Size

Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 115 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 166 of 241 hp  d20+27=39 ; d20+27=28 ; 15d6=43 ; d20+8=15 ; d20+8=21 ; d20+8=18 ; d20+27=28 ; d20+27=32 ; 2d10+14=30 ; d20+8=12 ; d20+8=16 ; d20+27=43 ; d20+27=32 ; d20+14=26 ; d20+14=23 ; 2d10+14=18 ; 2d10+14=28 ; 2d10+14=20 ;
Monday August 3rd, 2009 12:41:10 AM

(whoops forgot Good Hope in my rolls, hence the +2 in the descriptions)

The exchange of combat makes it a little more difficult for Echlhin to focus his hearing (listen 39 +2 = 41). Concerned as to where the other group is, he takes a moment to try and locate the other group but is distracted by the ongoing combat (yay spot roll of 1 = 28 +2 = 30; whoops forgot 1 on skill = auto fail, please disregard 15d6 roll as it was for a quickened flamestrike). Given the wolves manner of attack he casts Protection from Energy, Cold upon himself.

Elemental 1 fails to avoid any of the blasts of cold and takes 126 damage. Obeying the request to protect, it takes a 5' step and attacks the glowing wolf (W1) twice. It swings wildly on the throws itself off balance for its second attack (Ac 32 for 30 damage).

Elemental 2 fails to avoid any of the blasts of cold and takes 75 damage. Obeying the request to protect, it takes a 5' step and attacks a wolf (w3 first, w4 if w3 is no longer standing). (Ac 43 for 18 and Ac 32 for 28.)

(please ignore the last d20+14 rolls and the last 2d10, they should have been 2d10 for damage and in my tired state I thought I hadn't rolled enough damage rolls... I'll come up with a better way of tracking these rolls for myself at some point)

---------------------------------------------
Summon Elementals - Round 3 of 18
Protection from Energy, Cold - 120 damage or 180 minutes

Round 4 - Reinforcements  d20+13=17 ; d20+13=33 ; d20+13=28 ; d20+25=31 ; d20+25=33 ; 3d6+12=18 ; 2d6=10 ; 12d6=40 ; 12d6=38 ; 12d6=41 ; 12d6=39 ;
Monday August 3rd, 2009 7:16:54 AM

Plyf's arrows all strike true in the flank of the white wolf, each one brining W3 closer to death. She does notice they seem entire uneffected by the holy aspect of her bow, but that is to be expected of animals.

Monthor moves in close to W2, willing to take a hit if the wolf can get beyond the dwarf's powerful defenses. It cannot and meets Shirley. He too notices a lack of Holy flare against his target and the wolf doesn't even seem to notice the ice.

Vedik focuses on making Monthor more powerful and surveying the battlefield.

Dwight joins Plyf in unleashing a fury or affows, all finding their mark. The white wolf howls in fury as it collapses to the ground, still twitching but definitely dead. Dwight switches targets, putting a single arrow into W3.

Tratain doubles up on buffs, but still has time to casually bring heat to the fight. Fire rains down from above, burning the wolves and causes a brief eruption of steam on the battlefield.

Echlin's order for the Elementals to protect doesn't stop them from changing targets on the fly. EE1 moves more than 5 feet, but cannot seem to connect with W2. EE2 has slightly more luck with it's single hit.

---

W1, having to choose between Monthor and an Earth Elemental,

W2's teeth attempt to find Monthor's skin, but they only find cold air to gnaw on. The beast seems to be barely hanging onto life.

W4 seems to debating chasing after the bowslinging Knights, but decides to, successfully, taste the Earth Elemental in front of it. [AC 33 - 28 Damage]

If any of the the Knights thought that was an easy fight, they quickly find how incorrect they are. From behind them, four more wolves join the fray and circle around the group. Half of the group finds themselves covered in snow and ice, as if they needed a reminder of how hostile this environment was...

Those on the ground are blasted by three wolves breath at once. The Knights in the air find that the wolves have incredible aim and manage to include them in the blast. Dwight, although 20 feet up and clearly away from their teeth, feels the cold. Vedik, with his very unattractive Deva form, is completely immune. EE1 is within range when two of the wolves attack and is hit in the crossfire.

Tratain, Plyf, and Echlhin
* 40 Cold Damage - Reflex Save DC 22 for Half
* 38 Cold Damage - Reflex Save DC 22 for Half
* 41 Cold Damage - Reflex Save Dc 22 for Half

Dwight
* 40 Cold Damage - Reflex Save DC 22 for Half
* 41 Cold Damage - Reflex Save Dc 22 for Half

Earth Elemental 1
* 40 Cold Damage - Reflex Save DC 22 for Half
* 38 Cold Damage - Reflex Save DC 22 for Half

Monthor
* 39 Cold Damage - Reflex Save Dc 22 for Half

W1 - Moderately Wounded
W2 - Seriously Wounded
W3 - DEAD
W4 - Lightly Wounded
W5 - Unhurt
W6 - Unhurt
W7 - Unhurt
W8 - Unhurt

Map http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

MonthorHit Points:(135 of 213) AC 44  d20+19=38 ; d20+33=35 ; 2d8+30=37 ; d6=4 ; d20+33=38 ; 2d8+30=36 ; d6=5 ; d20+28=41 ; d20+33=50 ; d20+33=40 ; 2d8+30=37 ; 2d8+30=38 ; 2d8+30=38 ; d6=6 ; 2d10=10 ; d20+23=40 ; d20+23=30 ; 2d8+30=40 ; 2d8+30=43 ; 2d8+30=37 ; d6=4 ; 2d10=13 ; d20+18=27 ; 2d10+30=38 ; 2d8+30=40 ; d6=3 ; d20+33=48 ; d20+33=34 ; 2d10+30=41 ; 2d10+30=44 ; 2d10+30=36 ; d6=2 ; 2d10=17 ;
Monday August 3rd, 2009 8:03:21 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Haste 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
AC 45 (with the haste)
Good Hope Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls
Enlarge The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size/Large has a space of 10 feet and a natural reach of 10 feet

-----------------------------------
Monthor starts swinging Shirley and hopes to thin the herd.

---------------------------------------
Attacks W2 and cleaves to W1
Two handed attack.
Power attack -5,+10
to hit +1 haste, +1 enlarge,+2 good hope

Reflex save - 38

Tot. Att. 33
+ (33)
+ (28)
+ (23)
+ (18)


Dam. 2d8, +10 power attack, +11 strength when used two handed),+2ws,+2 Greater Weapon Specialization,(+5)weapon bonus, =30 physical

1d6 shock damage, 2d10 electric on critical hits

Attack 1
Ac 35
Physical damage 37
shock 4

Attack 2
Ac 38
Physical damage 36
shock 5

(Cleave additional attack)
Ac 48 (crit 34)
Physical damage 41 (121)
shock 2 (19)

Attack 3
Ac 50 (crit 40)
Physical damage 37 (113)
shock 6 (16)

Attack 4
Ac 40 (crit 30)
Physical damage 40 (120)
shock 4 (17)

Attack 5
Ac 27
Physical damage 40
shock 3

Just for fun... total damage potential 501 physical and 61 shock for 562 damage....
(hee, hee, hee)



Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character Sheet Spells 
Monday August 3rd, 2009 8:28:11 AM

Vedik looks around the battle field, not liking the odds. He decides to cut them down somewhat by casting a wall of force, separating the battle field and hopefully delaying the new enemies from coming into the battle.

OOC:
Hover
Cast Defensively (can not fail): Wall of Force, 20' tall (I made the spreadsheet have transparent borders so I could use solid borders as wall)

Buffs:
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment (40 hours, cast in morning)
Haste (5/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Good Hope (3/600 rounds) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Shapechange (6 hours, cast in morning)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+25=35 ; d20+25=27 ; d20+25=35 ; d20+28=41 ; d20+28=35 ; d20+28=45 ; d20+28=29 ; d20+28=45 ; d20+7=25 ;(missroll); d8+7=15 ; d6=1 ; d8+7=9 ; d6=3 ; d8+7=8 ; d6=3 ; d8+7=14 ; d8=1 ;
Monday August 3rd, 2009 6:43:32 PM

DM, were we at full hit points before this encounter or had we taken natural/subdual damage?

Plyf knows that a lot is happening all at once. Although still effected by the cold, she puts it aside for now, as milliseconds all of a sudden become minutes in her mind, yet she is unaware that her instincts are natural and honed through years of work and dangers in the city. She has had many guilds put contracts on her life, for securing those that were their prey and she has killed before to save her own life. Now is no different, only there are no walls to scale and no shadows to hide in. Thank Ffloy for magic!

She wants to rebuke those that might be able to speak with these animals, but she knows what the gnaw of hunger is like and it would really do little good. Her father taught her, nature, in all respects is to be respected and feared.

She nimbly avoids the breath of the beasts as she knew where it would be coming from, then watches as a shimmering force plants it's self in the snow between her and the wolves, the cold breath of the wolves can be seen to break across it's surface, causing the crystals in the air to spin in a vortex..

Seeing the mighty Monthor in action makes her glad, she is not standing beside him, getting splashed by the gore created by his new girlfriend.

She draws and aims at W5 and using point blank range, unleashes five arrows at the beast and stands her ground, for now.

Combat
3 Ref. DC 25 Rolled 35, 27 (eek, close), 35

Attack W5
Hit AC 41 doing 16 damage [15+1(shock)]
Hit AC 35 doing 12 damage [9+3(shock)]
Hit AC 45 doing 11 damage [8+3(shock)]
Hit AC 29 Miss [fumble]
Hit AC 45 doing 15 damage [14+1(shock)]

Total damage to W5=54 (Yves, you are a hard act to follow.)

Buffs:
Magic Vestment (40 hours, cast in morning)
Haste (5/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Good Hope 3/600 rounds
Shapechange (6 hours, cast in morning)
GMW (?)

Tratain Current Spells HP 191/249 AC 44  d20+15=18 ; d20+15=34 ; d20+15=27 ; d20+42=56 ; 2d6+23=33 ;
Monday August 3rd, 2009 8:26:47 PM

Tratain is able to Dodge part of the Blasting Cold sent at him by the Wolves (Reflex 21, 35, 28)

Seeing that his friends seem to be OK for the moment Tratain Moves Towards W5 and swings at it with his Warhammer after Quickly casting another Spell on himself (Quicken Divine Favor)

Hit AC 56 For 33 Damage

---------------------------------------------------
Magic Vestment - Shield, Reflecting
Magic Vestment - Armor, Heavy Fortification
Greater Magic Weapon - Adamantine Warhammer, Holy
Delay Poison
Shield of Faith - 20 Minutes
Haste - Round 3/18
Good Hope - 10 Minutes
Divine Power - Round 1 of 21
Righteous Might - Round 1 of 42 DR 15/Evil Large Size
Divine Favor - Round 1 of 10



Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 56 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 148 of 241 hp  d20+8=15 ; d20+8=27 ; d20+19=23 ; d20+19=29 ; d20+19=38 ; d20+19=23 ; 2d10+14=31 ; 2d10+14=31 ; d20+15=26 ; d20+15=32 ; d20+15=35 ; 15d6=52 ; 15d6=47 ;
Monday August 3rd, 2009 9:04:00 PM

The blast from the first wolf knocks the clumsy elemental into a position to avoid a portion of the second blast (reflex save 15 and 27, takes 40 and 19 damage). Assuming W1 is killed by Monthor's Cleave (figured it's a decent assumption, if not attacks vs w1), Earth Elemental 1 takes a 5' step (diagonal) and attacks W5. (Hit ac 31, no damage rolled - assumed missed. Attack #2 hit Ac 37, 31 damage)

Earth Elemental 2 is in melee combat with W4, it's earthen body absorbing some of the wolf's bite (dr 10/-, takes 18 damage). It swings backs at the wolf.
(Hit ac 46, 31 damage. Attack #2 hit Ac 31 - assumed missed)

(for some reason I used the base attack +19, instead of +27 on my attack rolls for the elementals, I'll get the hang of this on-line rolling someday :))

Echlhin, inspired by all of the cold he has suffered so far, is able to dodge all three blasts with his Protection from Cold absorbing the partial blasts (20+19+11=50 cold damage). He then casts a quickened flamestrike (52 damage, 1/2 fire, 1/2 divine, dc 22 reflex), followed by a normal flamestrike (47 damage, 1/2 fire, 1/2 divine, dc 22 reflex) on W5. He then moves so they are slightly less clustered together.

---------------------------------------------
Summon Elementals - Round 4 of 18
Protection from Energy, Cold - 50 of 120 damage used or 180 minutes

Dwight hp 133(115)160, ac 31  d20+26=39 ; d20+26=27 ; d20+33=47 ; d6=4 ; d20+27=38 ; d6=3 ; d20+22=26 ; d6=4 ; d20+33=53 ; d20+33=35 ; d6=2 ; d20+33=51 ; d6=4 ;
Monday August 3rd, 2009 10:04:05 PM

Dwight has never been found of wolves since he was a little lad. Having one fall, Dwight hopes that the others will leave in search of easier prey, but instead he get a blast of a cold wave from the other direction. (Reflex: 39 - Evasion none, 27--natural 1, what the heck!!! Dmg: 22)

(Unsure of what is standing on this side of the wall of force, but if W1, W2 or W5 remain standing then Dwight will fire at them.)

Att #1: 47 Dmg: 12 + (holy -- not rolling it as non-effective at this point)

Att #2: 38 Dmg: 11 + (holy)

Att #3: 26 Dmg: 12 + (holy)

Att #4: 53 (nat 20! crit? 35 YES!!) Dmg; 30 + (holy) At the very least it's blinded in one eye.

Att #5: 51 Dmg: 12 + (holy)

Total: 77 normal damage + a ton of holy

(In the event that all the wolves on this side have been slain, Dwight takes a readied action to wait for a wolf to come around the side of the wall of force and then fires the above arrows)

================
Dm Sanity

Endure Elements

Riding Broom -- 15' up

Haste: 5/18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal

Good Hope: 3/600 Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

ring of blink

boots of teleportation

robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)

Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)

Sheeps in Wolf Clothing? [Round 5]  2d10+14=23 ; 2d10+14=19 ; d20+13=31 ; d20+13=14 ;
Tuesday August 4th, 2009 2:37:12 AM

Monthor and Shirley, proving to be the deadliest couple in the Wold, blast through W1 and W2 with enough force to make the wolves explode. The dwarf (and his steely girlfriend) are instantly covered in the gross warmth of wolf innards.

Vedik protects the rest of the Knights and hides them behind a Wall of Force. [OOC: Do you have an ability that allows you to bend the Wall to a different shape? My understanding is that unless a Wall spell is shape-able (like Wall of Stone), it cannot be bent to make corners]

Plyf, fueled by Monthor's great success, finds herself able to deal a fair amount of damage to W5.

Tratain gets in a hit of his own against Plyf's pincushion.

Echlin's Elementals manage to hit the wolves with ALL of their attacks and then the druid manages to do his own serious damage.

Finally, Dwight's arrows go after W5 and successfully take down the beast. The halfling is happy to see that one of his shots did manage to strike through the wolf's eye, leaving quite an uncomfortable looking corpse.

---

The Wall of Force allows the Knights a clear view to watch the rest of the wolves... And, as would seem the only sane thing to do, they start retreating. Echlhin's elemental gets an Attack of Opportunity at the retreating W4, but the wolves then start rushing off into the snow.

The Knights can only clearly see where the wolves are for about 30 feet, before the weather and their white coats hide them again. Spot Check DC 41: Highlight to display spoiler: {The wolves get about 40 feet away from the Wall of Force, before they start arcing around. It seems they're either preparing to run away in a different direction or they're heading back towards the group.}

Amidst a field of blood and gore, the Knights find that even the thrill of combat is barely enough to warm their blood. Ice Vein is just as cold as it was a minute ago, except this time the group finds that blood and sweat freezes to their skin as easily as water.

[Still in rounds]

W1 - DEAD
W2 - DEAD
W3 - DEAD
W4 - Moderately Wounded
W5 - DEAD
W6 - Unhurt
W7 - Unhurt
W8 - Unhurt

Map http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Dwight hp 146(128)160, ac 31  d20+18=29 ; d20+7=14 ; d8=1 ; d8=7 ;
Tuesday August 4th, 2009 1:06:13 PM

Dwight takes one last look at the wolves fleeing. (spot: 29 - Did one giant wolf seem to be more GIANT, indicating a dominant male? Knowledge: nature: 7)

Feeling at least a momentary respite, Dwight pulls his wand of cure moderate wounds out. He taps himself, (cures 13 hp)

"Anyone else?" He inquires as he hovers down.

(OOC: If anyone wants one, go ahead an roll 2d8+5, and let me know so I can deduct charge.)

Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+10=24 ;
Tuesday August 4th, 2009 1:22:31 PM

Plyf feels bad for the poor puppies, but for those that lost their life, she pulls a knife and starts to skin the creatures. "I can activate my boat and we can store their pelts in there."

Spot: 24

Dwight hp 146(128)160, ac 31 
Tuesday August 4th, 2009 2:47:46 PM

OOC: Sorry still in rounds. Dwight casts moderate wounds on himself and inquires for others, but cannot heal this round.


Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Tuesday August 4th, 2009 5:50:53 PM

OOC : Plyf didn't take any breath damage, but I didn't get an answer from the DM's on Natural/subdual damage that may have been dealt. Were we at full hit points before the battle?

DM Jeff: Sorry. Saw the question and made a note to find an answer. We may have to wait until tomorrow when Dan gets back for the full answer to that one. Sorry! I'll try to find an answer for tonight's post.

Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 56 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 148 of 241 hp  d20+31=32 ;
Tuesday August 4th, 2009 6:00:17 PM

(gooooo 1, spot = 32) Echlhin distracted by the cold, loses track of the wolves as they head into the distance. The summoned earth elementals move to protective positions.

---------------------------------------------
Summon Elementals - Round 5 of 18
Protection from Energy, Cold - 50 of 120 damage used or 180 minutes


MonthorHit Points:(135 of 213) AC 44 
Tuesday August 4th, 2009 7:46:20 PM

" Medic!!"



Tratain Current Spells HP 218/249 AC 44  2d8+21=27 ;
Wednesday August 5th, 2009 7:25:46 AM

Tratain watches the Wolves go wondering if they are going to come back or not. Tratain decides to heal the party a little and Casts Mass Cure Moderate Wounds. (Everyone Heals 27)

---------------------------------------------------
Magic Vestment - Shield, Reflecting
Magic Vestment - Armor, Heavy Fortification
Greater Magic Weapon - Adamantine Warhammer, Holy
Delay Poison
Shield of Faith - 20 Minutes
Haste - Round 3/18
Good Hope - 10 Minutes
Divine Power - Round 3 of 21
Righteous Might - Round 3 of 42 DR 15/Evil Large Size
Divine Favor - Round 2 of 10

All's Quiet? [Round 6] 
Wednesday August 5th, 2009 11:50:53 AM

The Knights, unsure of whether their animal enemies have left them, cautiously start to heal up. But they seem hesitant to start trekking through the icy wasteland, in case the wolves decide to try again. Both Tratain and Dwight offer their curing services, while Echlin keeps his elementals on the ready.

What do the Knights do?

Listen DC 25 Highlight to display spoiler: { Having heard this sound before, you now know that are not gone. In fact, they're getting closer again.}
Spot DC 18 Highlight to display spoiler: { The wolves, either gluttons for punishment or mildly insane, are clearly not done with the Knights. They have started circling north and are aimed at the group again. At 50 feet away, the wolves will be upon the group again in one round.}

Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+7=19 ; d20+10=29 ; d20+25=34 ; d20+25=38 ; d8+7=8 ; d6=6 ; d8+7=12 ; d6=1 ;
Wednesday August 5th, 2009 5:32:49 PM

Plyf takes her hand off her sheathed knife and quickly grabs her bow again a she tells the group, "They are coming back for a second attempt. Coming from the north." Aiming at whichever one she saw, she fires two quick shots, using the Haste spell still on her.

Listen: 19
Spot: 29

Firing on wolf before they close.
Hit AC 34 doing 14 damage [8+6[shock])
Hit AC 38 doing 13 damage [12+1[shock])

Magic Vestment - Shield, buckler
Magic Vestment - Armor, Celestial
Greater Magic Weapon - Long Bow Holy, Ghost Touch, Shock Burst
Haste - Round 3/18



Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 56 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 148 of 241 hp  d20+29=43 ; d20+29=34 ; 18d6=62 ;
Wednesday August 5th, 2009 6:14:59 PM

Hearing and seeing the wolves return (Listen 43, spot 34), Echlhin takes the time to cast a Fire Storm on the remaining wolves. (62 fire damage, dc 25 reflex save for half).

Seeing the flames and arrows shot in the northern direction, the elementals move positions north of the group. (E1 single move, E2 double move)

Echlhin AC 35 (Touch 29/35 vs. Incorp.) HP 191 of 191 Character Sheet; Elemental 1 (AC 20, dr 10/-) - 56 of 241 hp, Elemental 2 (AC 20, dr 10/-) - 148 of 241 hp 
Wednesday August 5th, 2009 6:16:01 PM

---------------------------------------------
Summon Elementals - Round 6 of 18
Protection from Energy, Cold - 50 of 120 damage used or 180 minutes


Dwight hp 160(155)160, ac 31  d20+18=31 ; d20+16=19 ; d20+33=50 ; d6=1 ; d20+27=28 ; d20+22=38 ; d6=3 ; d20+33=47 ; d6=3 ; d20+33=38 ; d6=3 ; d20+18=20 ;
Wednesday August 5th, 2009 7:56:34 PM

Seeing that Tratain took care of Monthor and others, Dwight keeps his eyes on the horizon at 20'. (Spot: 31, listen: 19). Seeing them at 50' out, and being fired upon by the others, Dwight takes aim.

Att #1: 50 Dmg: 11 + (holy -- not rolling it as non-effective at this point)

Att #2: 28 - (nat 1) Dmg: MISS

Att #3: 38 Dmg: 13 + (holy)

Att #4: 47 Dmg; 13 + (holy)

Att #5: 38 Dmg: 13 + (holy)

Total: 50 normal damage + a ton of holy

(If no wolves remain, then Dwight takes another look around the horizon: spot: 20 )

================
Dm Sanity

Endure Elements

Riding Broom -- 20' up

Haste: (Round +1)/18 rounds 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal

Good Hope: (Round -1 )/600 Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

ring of blink

boots of teleportation

robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)

Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)

MonthorHit Points:(162 of 213) AC 44 
Wednesday August 5th, 2009 9:36:26 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Haste 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
AC 45 (with the haste)
Good Hope Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls
Enlarge The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size/Large has a space of 10 feet and a natural reach of 10 feet

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

Monthor moves to the head of the party and using Shirley, draws a lign in the snow.....

" BRING IT ON!!!! "

ooc> Readied action
Attack the first wolf that gets within range.



Vedik AC 43 (17 touch) HP 191/191 (Astral Deva, Flying 15') Character Sheet Spells  d20+2=19 ;
Wednesday August 5th, 2009 11:23:25 PM

Vedik catches sight of the wolves out of the corner of his eye. He calls down a storm of glittering particles, hoping to blind one or more.

OOC:
Cast Glitterdust (10' radius spread) Not sure how close they are, if I can catch 2 I will: Minus 40 penalty to Hide checks, no save. Will Save DC or Blinded for 18 rounds.

Buffs:
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment (40 hours, cast in morning)
Haste (7/18 rounds) 1 extra attack when you make a full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, All movement increased by 30' to a maximum of double normal
Good Hope (5/600 rounds) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Shapechange (6 hours, cast in morning)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge


Tratain Current Spells HP 218/249 AC 44  d20+14=20 ; d20+42=47 ; 2d6+23=31 ;
Thursday August 6th, 2009 6:11:49 AM

Tratain is able to spot the Wolves as they start to circle back. He readies and action to Charge the closest wolf as soon as it gets in range.

Ready Action Charge first wolf that gets into range.: Hit AC 47 for 31 Damage

---------------------------------------------------
Magic Vestment - Shield, Reflecting
Magic Vestment - Armor, Heavy Fortification
Greater Magic Weapon - Adamantine Warhammer, Holy
Delay Poison
Shield of Faith - 20 Minutes
Haste - Round 7/18
Good Hope - 10 Minutes
Divine Power - Round 4 of 21
Righteous Might - Round 4 of 42 DR 15/Evil Large Size
Divine Favor - Round 3 of 10

Round 7  d20+20=29 ; d20+20=38 ; d20+20=24 ; d20+20=35 ;
Friday August 7th, 2009 7:39:15 AM

Plyf hits a wolf with a pair of arrows.

Dwight follows suit with another set of four

Echlhin begins casting [Firestorm is a full round casting time]

The elementals move to the other side to intercept as does Monthor. All eager to get back into action

It appears the wolves have had enough though and they peel to the right instead of closing, quickly putting an additional 250' between themselves and the Gray Knights

Adrenaline subsides and the harsh cold is accutely felt again. Within a couple hours the first signs of frostbite will be setting in. Blackening now bright red noses and ears. Mt Bal still looms in the distance nearly 3 more days away.

End of Combat...
No one has taken subdual damage to this point

Dwight hp 160/160, ac 31 
Friday August 7th, 2009 7:49:53 AM

Dwight examines the corpses of the giant wolves. He scoops some of their blood into a small vial and a patch of fur which he stuffs into a pouch. "Isss the meat and fur worth keeping in the boat?," he asks knowing that he could not skin the animal well enough to make it worth it.

Dwight looks at the far off mountain, wondering how the group could hasten their journey as his nose turns cold.


Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Friday August 7th, 2009 11:23:59 AM

Plyf bends her arrow back, thinking of placing one in the rump of one leaving, but she slowly lets her string go back to neutral and puts the arrow away.

She pulls out her boat and prepares the gally to be warmed again, using a minor cantrip. "I don'y know if the meat is edible or not, but I do know, meat burns and that means we have enough for a warm fire for awhile. Bad news is, ithe smell of burning meat will draw every predator in this god forsaken terrain, or god blessed terrain, I guess it depends on who you worship.

MonthorHit Points:(162 of 213) AC 44 
Friday August 7th, 2009 2:58:23 PM

"MEDIC!!!"

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

"There has GOT to be a quicker way to get where we're going. Don't you magical types have "ways" to get us to that mount? By me father's beard, me could teleport meself and another there NOW using me helm!!! "



Plyf (AC:37; HP: 130(119)/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Friday August 7th, 2009 3:24:48 PM

"If we had some way to view the area we want to land in that would be easy, but without knowing the terrain of our arrival, it would be dangers. As dangerous as the cold, that is left to be discussed."

MonthorHit Points:(162 of 213) AC 44 
Friday August 7th, 2009 4:03:15 PM

" How about we fly up some then teleport straight ahead towards the mountain, get some bearings and then come back? Me's no magic user but that should work should it? Plus, we can see the moutain... shouldn't that help? "


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d8+5=8 ; d8+5=9 ; d8+5=9 ; d8+5=12 ; d8+5=12 ; d8+5=11 ; d8+5=8 ; d8+5=11 ; d8+5=10 ;
Friday August 7th, 2009 5:43:10 PM

Echlhin thanks this elementals for their aid before they return. He then pulls out his cure light wounds wand and uses it on Monthor (8+9+9+12+12 = 50 hp), then on Plyf (11 hp) and Tratain (8+11+10=29 hp).

Thinking about the teleporation idea, he wonders if the same force that stopped him from controlling the weather would interfere with the teleportation.

Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Friday August 7th, 2009 7:25:53 PM

OOC: Plyf is at full so need to mark off charges for her, thank you anyway though.

Keep Walking Heroes...  d6=1 ; d4=1 ;
Sunday August 9th, 2009 4:06:22 PM

Miles of frozen tundra and drifting snow covered chasms flow out before the Knights and thier destination of Mt Bal. The topic of speeding things along comes up. Flight, teleport, dimensional shifting, slipping through the land of Shadow itself, the Knights have a great deal of options in the faster than walking arsenal. Echlhin though wonders if the very Power that prevented his spell to control the weather would step in and put the Cabosh on magical transit as well. Discussions are had on teleporting blind as well, Monthor points out the destination can be seen albeit not in precise detail, but still.

Talk all occurs as the party moves ever slowly forward. The wind still bites and tears at flesh and is felt through to the bone. The exhaling of the extra talking is creating frost and ice at a faster rate than previously and each extra breath stings the lungs that much more often. Now the ever present threat of predators looms on the mind as well. Large ones, which likely would have taken the group by complete surprise were it not for Echlhin's keen eyes. The land all about is still dead white and unchaged, yet ever so by the prevailing wind from the west. It has been a couple hours since the attack. Vedik's Shapechange spell came to an end nearly an hour ago.

Everyone but Echlhin and Tratain suffer Fatigue and 1 HP of lethal and non Lethal Damage

Dwight hp 159(159)/160, ac 31  d20+18=28 ; d20+16=18 ;
Sunday August 9th, 2009 9:30:10 PM

Just to keep his mind active in the cold, Dwight considers more options, "Perhaps a fly spell on the ship, or if two folks are up for some skiing, I could pull on my broom, " he says jokingly.

Aside from this chit-chat, Dwight is keeps an eye out for other predators which brings to mind Mothor's smell. "Any chance we can clean up the wolf blood off everyone? Don't want the scent spreading downwind, nor do we want to upset an local that might consider the wolves holy animals."

Checking for additional predators: 28
Listen: 18

MonthorHit Points:(212 of 213) AC 44 
Monday August 10th, 2009 3:28:31 PM

Having had enough of the cold, Monthor starts to growl....

" Enough of this foolishness... Me's teleporting... "

{ Pointing to the mount}

".... there!!! "

And with that, Monthor uses his helm of teleportation ( or at least tries to ) to try to teleport himself as close to the Mount Bal.

{ ooc> If it works, he'll teleport back to the party }



Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Monday August 10th, 2009 4:28:15 PM

Plyf shakes her head, in an attempt to stop the dwarf, but then, nothing is left except his tracks. She calls out to the others, incase they hadn't noticed, "Ummm, I expected to be the one to run from the cold, but Monthor just bailed on us. The gods have mercy on his body and spirit.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday August 10th, 2009 5:34:37 PM

Echlhin waits to see if Monthor can successfully teleport to the mountain.

Vedik AC 43 (17 touch) HP 190/191 (1 NL) Character Sheet Spells 
Monday August 10th, 2009 8:14:10 PM

Vedik mutters as Monthor teleports away.

"The test was to survive the journey, not teleport past it. If we wanted to teleport, I can do so. But we may loose face with the people we are here to impress."



Dwight hp 159(159)/160, ac 31  d20+18=36 ; d20+16=17 ;
Monday August 10th, 2009 8:55:21 PM

Dwight looks where the Dwarf stood moments ago and wonders if he'll reappear, here or any where. Magic is dangerous, perhaps it wasn't a great idea to give such magical and dangerous power to the hot headed dwarven warrior , Dwight ponders as he now looks into the distance for Dwarven figure.

spot: 36
listen: 17 (nat 1: Dwight hears only the groups future 'words' with Monthor)

Beyond the Veil 
Monday August 10th, 2009 10:17:42 PM

Monthor, done with trudging through the snow and frigid temperatures, activates his helm of teleportation. In a flash the dwarf is gone. Several wonder about the wisdom of doing so. Echlhin wonders if the Power he encountered would thwart Monthor, vedik wonders if teleportation will offend those who sent them upon this journey as his understanding was that the point was to endure the journey and survive as those in of this land must.

Before many thoughts or words can be expressed, Monthor reappears a crumpled form upon the ground. Ice coats his clothing and frost covers his face and beard. His breath can still be seen coming out in a billowing cloud and so he is obviously alive. The tell tale signs of the most extreme frostbite can be seen on his nose and cheeks. The strudy dwarf is all ready getting to his feet, even as the Knights take in the spectacle. It seems remarkable to Plyf and Echlhin, trained in survival, that Monthor is moving at all. He looks like walking death. His voice breaks through, hollow sounding and not at al like the Monthor any know, 'You are warned and Monthor collapses again to an unmoving heap in the snow.

The Knights spring into action to aid thier comrade, but even as they do Monthors eyes pop open, he is alive though terribly afflicted with Hypthermia and frostbite.

OoC Monthor has 1 HP and is exhausted.

MonthorHit Points:(01 of 213) AC 44 
Monday August 10th, 2009 10:22:55 PM

Crumpled up in the snow, Monthor raises himself to his knees with Shirley's help.

" Well... that wasn't fun.... "



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday August 10th, 2009 11:35:15 PM

Seeing his extremely weakened condition, Echlhin casts Heal on Monthor (heal 150 hp and remove adverse conditions including exhausted).

Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Tuesday August 11th, 2009 10:48:10 AM

Plyf gets her boat out, "Looks like someone needs a nap? She laughs in a joking manner, pleased their main tank is still alive.

She gets the stove running and warmed up as soon as possible.

Dwight hp 159(159)/160, ac 31 
Tuesday August 11th, 2009 10:55:50 AM

Content that Monthor is alive, Dwight again looks out towards the horizon and the mountain that they hope to reach. "Anyone have any idea how much further? It'sss hard to tell will the landssscape being the sssame from here to there. It definitely seems we are to trek the 'normal' way from here to there," Dwight states obviously.

Though cold, Dwight keeps talking, "Perhapsss, it would be bessst if we kept walking. Jussst in cassse the warning comesss with more than jussst a cold blassst on Monthor."

Tratain Current Spells HP 218/249 AC 44 
Tuesday August 11th, 2009 12:19:52 PM

Tratain goes to check on Monthor as well.

He says "We will walk the rest of the way there, like we walked to here. Recovering the Gem is a test for us. If we wish to bear a gift on behalf of the people of the Ice Vein we must prove that we are worthy to do so. It is a test of our Determination, Resourcefullness, and our Bravery. We have all of that in abundance. We will soon be at the Mountain, do not worry."

OOC: Sorry for missing some posts, got very busy but I'm back in the swing of things now.

Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Wednesday August 12th, 2009 4:08:49 AM

If stopping isn't necessary, Plyf won't use her boat, but she asks a question, "Is there a time limit on this? we can rest more if we need to can't we?"

Journey in the Ice Vein  6d6=23 ; 6d4=12 ;
Wednesday August 12th, 2009 7:24:40 AM

Echlhin heals Monthor and the group is off. Tratain theorizes that the group is being tested and the journey is just as important as the destination. The land and people here are steeped deeply in tradition and from the send off the Knights received, it seems to Tratain that a 6 day journey into the barren and frozen lands to survive is very much a part of tht tradition. As he thinks and voices this, his mind falls back to the send off and the Witch. The chant and refrain from the village touches his subconscious mind. It was an almost magical experience, could there have been clues?

The group keep moving, the cold keeps trying to overcome them. Hours grind by slowly, Monthor, Dwight, Plyf suffer 32 lethal and 12 Non lethal. Exhaustion has set in as well, save monthor thanks to the Heal spell he is only fatigued

A few hours exist until darkness moves in.
Survival DC 25 Highlight to display spoiler: { To the west the higher clouds have shifted and now are moving towards you and quickly. What was it the Hunter called them? The Ve Komar. It reminds you much of that formation adn if so a terrible storm is heading right at you very quickly}

Vedik AC 24 (13 touch) HP 188/191 Character Sheet Spells  d8+5=13 ; d8+5=11 ; d8+5=6 ; d8+5=7 ; d8+5=7 ; d8+5=6 ; d8+5=10 ; d8+5=12 ; d8+5=13 ; d8+5=11 ; d8+5=7 ; d8+5=9 ; d8+5=12 ; d8+5=11 ; d8+5=11 ;
Wednesday August 12th, 2009 8:10:49 AM

Vedik tends to the group as things start to get worse from the cold, though he can do nothing for the weariness. Using his wand, he takes care of the group, healing them as much as possible without using the healers spells.

He starts to ponder some things, but keeps them to himself for the time being.

"When we camp, I have a plan for some shelter."

OOC:
UMD Wand of Cure Light Wounds (cannot fail) (15 charges used)
Self: 13, 11, 6 HP cured
Monthor: 7, 7, 6, 10, 12, 13: 55 HP cured
Dwight: 11, 7, 9 : 27 HP cured
Plyff: 12, 11, 11: 34 HP cured

Buffs/Effects:
Exhausted
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)

Plyf (AC:37; HP: 134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+1=6 ;
Wednesday August 12th, 2009 11:02:26 AM

Survival: 6 fail

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Wednesday August 12th, 2009 5:40:31 PM

Plyf continues on until her body fails or the others decide to stop. She makes a mental note to curse Gargul in silence, at least for now. No need to get into a fight with a dwarf that, with his breath alone, could remove her spirit from her body.

Dwight hp 159(159)/160, ac 31  d20+3=14 ; d20+18=34 ; d20+16=34 ;
Wednesday August 12th, 2009 7:37:44 PM

survival: 14 (not a chance, well a 5% chance, but still)

Exhausted and still quite cold, Dwight wonders the true point of such a test. "Shirley others, lessssss powerful have gone through thisss tessst and sssurvived. What are we missssssing? Thisss bitter cold is one thing only localsss can manage, but ssstill the dissstance isss great. Jussst can't ssseem to ssshake the feeling we are failing thisss tessst." While he tries to think, exhausted and falling into self-pity glances over at Monthor.

"Thanksss for the healsss Vedik, now who wantsss to take lead?"

spot: 34
listen: 34

MonthorHit Points:(206 of 213) AC 44 
Wednesday August 12th, 2009 8:46:18 PM

"We need speed... we could fly part of the way... that would be faster... maybe a haste on everyone? "

Journey in the Ice Vein 
Wednesday August 12th, 2009 10:12:09 PM

going to wait on Echlhin as he has a good chance to make the survival roll

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+17=19 ;
Wednesday August 12th, 2009 11:32:39 PM

(survival 19, go 2) Feeling exhausted, Echlhin can't shake the feeling he should have noticed something. He shrugs it off, too tired to figure it out now.

With that he casts his evening lesser restoration upon himself twice (exhausted->fatigued->fine) hoping that will help him shake off the dreariness. Once that is done, he tries to recall the lessons first learned while traveling party (such as the slightly different patches of snow) and hopes that was what the nagging feeling was in regards to.

Ve Komar 
Thursday August 13th, 2009 8:14:25 AM

With the cold really starting to get to most of the party, Vedick pulls out a curing wand and starts to counteract the damage the elements are inflicting.
Dwight wonders aloud as to what the group might be missing, there had to be something.
Monthor suggests the group needs to increase thier travel speed. Perhaps flying would help?
Plyf keeps her happy thoughts to herself, this was no way to travel and certainly not country she will ever want to see again
Echlhin casts a couple spells to remove his fatigue, the back of his mind itches. Thre was something going on, that other voice was pratically screaming at him.

The group continues and the cause of Echlhin's inner voice soon becomes dangerously apparent. Dwight spot it moments before it strikes. He manages to call the word Storm and to land. The wind blasts into the party with the force of a hurricane. Driving snow causes the wold to vanish into an ether of white and the howling wind strips away all sound save itself.

Visibility is Zero Listen checks suffer -20 meaning to hear someone shouting within 10' requires Listen DC 15 All Knights need to make Fortitude save DC 20 or be knocked down

Dwight hp 159(159)/160, ac 31  d20+15=31 ; d20+18=27 ; d20+16=24 ;
Thursday August 13th, 2009 9:02:41 AM

Fort: 31,

Dwight lands on the ground and can manage little else to prevent from being blown away. In an act of desperation he activates his Blink ring hoping to lessen some of the direction and constant impact.

He looks to others, but doesn't see them immediately and can only hope each can find a way to wait out the storm, including himself.

spot: 27
listen: 24 (hear others shouting?)

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+7=19 ; d20+10=30 ; d20+14=32 ; d20+4=5 ;
Thursday August 13th, 2009 3:23:22 PM

Plyf hopes the group knows what to look for, so she immedietly pulls her boat and says the command word for the ship. She can hear some but might not be able to see them, despite her acute skills.

She attempts to board the vessel. Hopefully, she does not need to climb to get on board or she is in trouble.

"Over Here is the ship!!!" Through the unyielding wind.

Listen:19
Spot: 30 (Natural 20)
Fortitutde save: 32
Climb: 5 (Natural 1)

MonthorHit Points:(206 of 213) AC 44  d20=1 ; d20+21=41 ;
Thursday August 13th, 2009 7:40:49 PM

Monthor, the deff but sturdy dwarf, can't hear a blessed thing in the storm ( check 1) but stands firm against the winds ( check 41 with a natural 20 to boot).

Monthor, having been leading the way, makes a 1/2 turn and tries to move back towards the party, feeling his way either to one of the others or, hopefully to some kind of protection being errected by the magical types in the party.

" This... is NOT... fun... "



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+22=29 ; d20+27=39 ; d20+17=34 ;
Thursday August 13th, 2009 11:46:43 PM

Echlhin maintains his footing as the winds drive into the party (fort save 29) and uses his hearing to locate the shouting of the others in the party (listen 39 - 20 for situation = 19). Echlhin goes through his survival training trying to determine what can be done to aid the party in this situation and apply what they learned while traveling briefly with the locals. Worried that the winds may actually pick up Plyf's boat, he casts Control Winds (dm this is the 3rd day correct? making sure this still isn't the 2nd day and that the spell is available) creating a "eye" of calm air around the party after using his bead of karma to help extend the duration (duration 220 minutes). During this time he will work with the party to try and build an impromptu shelter for themselves for the remainder of the storm.

Tratain Current Spells HP 218/249 AC 44  d20+27=45 ;
Friday August 14th, 2009 10:19:50 AM

Tratain is able to stay standing against the winds of the Storm. He Attempts to find his companions in the Storm.

Vedik AC 24 (13 touch) HP 188/191 Character Sheet Spells  d20+21=31 ;
Friday August 14th, 2009 10:26:45 AM

Vedik manages to keep his footing against the bracing winds. Seeing what Echlin is doing, he thinks of spells he can cast to help.

"I can make our shelter for the night, if we're in the mind to stay here. I think we should, this storm could last quite a while."

OOC:
Fortitude DC 20: passed

Buffs/Effects:
Exhausted
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)

Ve Komar 
Friday August 14th, 2009 10:02:47 PM

Snow drives into everyones eyes, stinging and blinding in it s attack. Though most thought it not possible, the cold penetrates even deeper into your bodies, pressed by the violent storm. The Kights keep thier feet and thier wits about them and soon shelter appears in the form of a boat. The shouts of Plyf and Vedick are heard and luckily the party was not to spread out, all are able to maintain thier bearings enough to locate the maigaly created ship. Echlhin then casts a powerful spell and creates a much calmer eye within the storm about the Knights. The wind, he notes, still does blow within his magic. Now though it is back to the light breeze that it had been over the last three days of the journey. The danger has been quickly and efficiently dealt with. The storm all about the group ranges for nearly 4 hours. Blowing completely pas the Knights at nearly the same time as the spell cast by Echlhin wanes and ceases functioning. Thick snow is still falling from the sky, but without the driving gale the Knights are in no danger. A massive drift rings the folding boat, defining the extent of the spell. Measruing nearly 20' in height, were it not for the spell or if the storm had not passed the results would have been far different.

Night settles in with clear skies and the Twin moons of the Wold shine brightly across the snow scape. Crystals reflect the moonlight and the Wold looks completely at peace beneath the new blanket of sparkling powder. Echoing across the frozen snow covered plains, a chorus of howls roll across the campsite. Sound in the clear night air carries quite far and no one believes the source of the calls is within several miles. The night passes and soon the sun brings the fourth day to the journey to Mt Bal.

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Saturday August 15th, 2009 5:11:32 AM

"I would like to rest a day myself." Plyf offers her idea. "Perhaps we did miss something, but if that is the case, we are still doing well enough to survive so far. I don't remember them mentioning a time period for us to keep. We also have the new pelts from the wolves we fought, that will help keep us warm."

Dwight hp 159(159)/160, ac 31 
Saturday August 15th, 2009 2:22:23 PM

"I'm not sssure an exact time frame wasss given, but likely implied. Sssince we are all able, I'd sssuggessst we keep moving before another one of thossse ssstormsss approachesss and parksss itssself over usss. That'sss two ssstormsss in the sssame week, ssso we ssshould definitely not be sssurprisssed if another appearsss. We were lucky thisss time, but we might want to tie-off asss we get clossse to the mountain. Sssomething loossse around the hand that can be dropped in combat without losssing time."



MonthorHit Points:(206 of 213) AC 44 
Monday August 17th, 2009 12:00:07 PM

" Me aggrees with Dwight. Let's move along. The rope idea is good too.

Tratain Current Spells HP 218/249 AC 44 
Monday August 17th, 2009 6:32:16 PM

Tratain says "I have some rope that we can use to tie ourselves together if we want, I'd suggest something we can loop over an arm or it'll be too tough to get it off if we have to fight something. We'll be there in a few more days so lets try and keep warm."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday August 17th, 2009 8:21:40 PM

Echlhin thinks the idea has merit but is unsure of how to do so if members of the party are changed into polar bears.

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Monday August 17th, 2009 8:33:21 PM

Not even a day to rest? If these guys cause me to age fifty years, I will be sure to write a ballad about them on par with the most notable comedies!, she thinks to herself, more angry that she is not as tough as the others. Her weakness shows in the wild, as seen in the past with her first adventure with them under water. She thinks about what she has been through and decides, the gods must be tsting her. Are they the Gods of Testing that are testing her or the noble Woldian gods of justice, healing and good? She doesn't like it, but her path as a bard and artist has lead her on a journey of suffering, pain and misery."

Then it dawns on her! Either that or she as gone completely insane! She blurts out, "The land wants to humble us. We must surrender to it."

With that she rushes outside into the snow and begins to remove her protective wear. She peels them off as fast as possible while shouting at the top of her lungs, "I surrender!!! Do you hear me?!!!"

Day 4 
Monday August 17th, 2009 8:50:38 PM

The group talks of possibly using a rope to loosely stay connected, in case of another sudder and violent storm as seems to be the prevailing conditions here. The idea is easy enough to implement, but it would likely prevent the group from using the forms of the Polar bear that was successful the day before until the wolf attack. An epiphany strikes Plyf and to the shock and partial horror of the others, she leaps from the shelter of the folding boat and begins to remove the life saving furs and cold weather gear. Her cries of surrender ring out across the frozen lands, dying in the distance.

Dwight hp 159(159)/160, ac 31 
Monday August 17th, 2009 10:42:57 PM

"Oh, Polar form doesss caussse a ssslight problem. Guessssss we weigh more asss bearsss ssso that lessssssensss our chance to get blown away."

Dwight would rather make distance hoping a few days will pass before the next storm.

"Let'sss make hassste to get to where we need to be. Echlhin, can you detect approaching weather with your ssspecial talentsss better than we can with jussst our eyesss?."



Vedik AC 24 (13 touch) HP 188/191 Character Sheet Spells 
Tuesday August 18th, 2009 5:52:05 PM

Vedik frowns as Plyf looses her facilities. He calls out to her "Get back here ya damn fool, ye'll be dead in minutes without ya gear." He chases after her, trying to over take her and calm her down before she dies of exposure.



Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Tuesday August 18th, 2009 6:54:52 PM

Plyf stays out of reach if possible, yet staying within sight of the group. Even using her boots of teleport if necessary. Yes, she leaves on her magic items, she is not completely nuts. Just convinced.

'NO, no, no! You don't understand! Look what it did to Monthor. Listen to me! The test is not to survive againt the hostile terrain, but to accept the intelligent land as a powerful entity. It is not our enemy, we can't treat it like one!"

She continues to get of what she can, until she is down to the basic set of clothes she came here with and spreads her arms wide, until the land takes her.

Dwight hp 159(159)/160, ac 31 
Tuesday August 18th, 2009 8:36:35 PM

Dwight, distracted from his intended conversation just stares at the semi-naked Plyf is chased by Vedik. "Unbelieveable" Dwight mumbles, unsure of any result other than freezing to death. As a precaution, Dwight pulls his wand of healing out and waits for her to pass out from the cold.


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 
Tuesday August 18th, 2009 8:54:16 PM

"There is a difference between acceptance and respect of the land and surrendering one's life to it." Echlhin says towards Plyf, though he doubts he can convince her otherwise.

Day 4 A Different Tact 
Tuesday August 18th, 2009 10:16:06 PM

Plyf tries to elude Vedik [and barring you grappling her she will] She does note that her boots do not activate when she thinks of using them to put some distance between herself and Vedik as he pursues her. Continuing to call out her surrender to the, the half elf is not almost completely unprotected against the bitter cold. The rest of the Knights, don't see what she is getting at, thinking the poor bard has snapped. Dwight has a cure wand at the ready.

Plyf and Vedik in pursuit are about 50' from the boat moving essentially in a circle, with the bard trying to convince the group of what she believes to be true. The Land of Ice Vein is aware and that awareness is watching them closely. The powerful wolves, the great storm, the warning to the group on Monthors attempt to bypass the land to Mt Bal. Could she be correct? Or has she slipped over the edge of reason?

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Wednesday August 19th, 2009 5:56:40 PM

Plyf prances out of the way.

She is smiling now, as if she has just been let in on the largest secret in the Wold. She begins to gather the things she has tossed about the ground to throw them in the boat.

"The sooner you surrender, the faster you will feel better." She tries to explain, but she waits patiently for the group to get ready to move out, so she can collapse her boat, or she passes out from exhaustion and cold, which ever comes first, but she believes it will not be the latter that will happen now.

Vedik AC 24 (13 touch) HP 188/191 Character Sheet Spells 
Wednesday August 19th, 2009 10:04:52 PM

Vedik tries to reason with Plyf. "The people that live here, who worship this land, do not do as you have. They have priests and shamans who know the will of the land, and they do not do as you do. You are going to harm yourself."

Dwight hp 159(159)/160, ac 31  d20+18=30 ;
Wednesday August 19th, 2009 10:26:36 PM

As Plyf begins to collect her things, Dwight floats upward, to get a better look at the horizon and scans the area around their land-locked sea-worthy shelter. He completes a full 360-degrees and then floats down (relaying his findings if any) and watches the satire of the bard continue.

spot: 30

Day 4 A Different Tact  10d6=30 ;
Thursday August 20th, 2009 7:57:52 AM

Plyf feels confident, despite the biting cold. Her extremities went numb almost instantly, but then again they haven't been warm for several days now it seems. Vedik treis to reason with her, point out the illogic and contrast her actions to the natives.

Dwight pulls out his broom to get a better look from above. Nothing out of place in any direction, just miles upon miles of snow

Plyf has been out and about for 10 minutes, the bard feels the cold, but it is a strange euphoric feeling. Almost like a warm blanket is being wrapped about her. There is no pain and the edges of the objects in her vision have taken on a slight blur.

Echlhin, Vedik and the others, note Plyf's stance slightly sways with the wind and her eyes have become glassy. Her ears nose and cheeks are starting to darken from the bright red color they were but a minute or two ago.

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+14=32 ;
Thursday August 20th, 2009 8:27:43 PM

Plyf travels on, euphoric in her state of bliss. When she started out, she was quite sane, but now due to the cold, she seems out of her mind altogether.

She continues to talk to the land, an attempt to have mercy on her friends and their naive minds.

Diplomacy with the Southern Continent: 32



Dwight hp 159(159)/160, ac 31  d100=55 ;
Thursday August 20th, 2009 9:07:12 PM

Dwight continues to watch in dismay. Is her color change the same as Monthors was? Frostbitten and Hyperthermic? Surely she would fall by now if that were so, Perhaps she has a point regarding this land. Even so, there is no way I'm prancing around naked, that just isn't proper, even among friends or very drunk.

Dwight considers the possibility that Plyf might be onto something and decides to attempt a small experiment of his own. "I'm gonna sssee if sssomething has gotten to her mind by feeling around a bit."

Dwight, hovering a foot or so off the ground, casts "Detect Thoughts" to sense the general though of the area first, then Plyf. (no failure due to split tongue)

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Thursday August 20th, 2009 10:08:45 PM

OOC: I'm not sure it matters, but that modifier is with the Belt of Dwarvenkind on. If the modifiers were only to humanoid and monster types for the belt and it does not decrease her original modifier, her roll would have been +16=34.

Day 4 A Different Tact  5d6=16 ; 5d4=13 ; 5d6=20 ; 5d4=9 ;
Friday August 21st, 2009 7:31:55 AM

Plyf continues to seek to make peace with the land, the others watch skepticaly. This continues for about 12 more minutes, then Plyf has an answer. The halfelf bard topples backwards in a gust of wind to lie unmoving in the snow. The Knights are quick to her side and closer inspection reveals she is dying and quickly from exposure.

Plyf Highlight to display spoiler: {The Wold grows fuzzy to vision and light to the touch as all external sounds fade to white noise. You feel yourself being lifted gently into the air upon the breeze while small fairie like creature take wing from the snow about you. The horizon deepens to blue and turns upon its axis to stand vertical ahead of you. The snow winged fairies streak by waving and beckoning you to follow as they race off towards the vetical horizon.}

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+13=30 ;
Friday August 21st, 2009 10:56:05 AM

DM Highlight to display spoiler: {Plyf gets up, spiritually or physically and begins to skip along behind them, following, singing a song and enjoying the scenery.

Perform: 30
}

Tratain Current Spells HP 218/249 AC 44  d20+19=29 ;
Friday August 21st, 2009 3:46:28 PM

When Plyf falls over Tratain runs over to her to check on her and see what he can do. (Heal Check = 29)

He Tratain will use the Resist Elements Wand on Plyf hoping to keep her from hurting herself any further from the Cold. If she tries to get up or resist Tratain asks Monthor to help keep her still so they can help her.

He then says "Vedik, find Plyfs Magic boat and lets activate it. We may need to spend a few days keeping Her warm to help her recover."

Tratain will then use his healing skills and Magic in attempt to help Plyf. (Heal Check is Plus 19, Tratain also has many healing spells, and given a day can memorize a few Regeneration spells to help Plyf heal if needed.)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+8=26 ;
Friday August 21st, 2009 5:57:11 PM

Echlhin does what he can to aid Tratain in healing Plyf (heal check 26 to aid Tratain, Tratain gains +2 to his heal check), using whatever spells that Tratain feels would aid in the situation (note Animal Shapes has not been used yet on Day 4, I had left it marked off as we have been using it each day)

Vedik AC 24 (13 touch) HP 188/191 Character Sheet Spells  d20+40=42 ; d20+40=44 ; d20+40=49 ; d20+40=48 ; d20+40=56 ; d20+21=33 ; d20+34=51 ;
Friday August 21st, 2009 8:47:47 PM

Vedik finds and activates the boat, helping warm the shelter as best as possible. He then tries to make a slightly better shelter for the night, seeing as the boat may not be enough.

He mutters something about foolishness under his breath, then begins.

Standing on the snow pack, he casts Fabricate, shaping the snow into a small but well sealed hut.

OOC:
Concentration checks for casting in the storm (takes several rounds): 42, 44, 49,48,56.
Craft check: 33
Knowledge Arch/Engineering to help craft the igloo: 51

Mt Bal 
Monday August 24th, 2009 7:37:27 AM

The group springs to Plyf's side. Tratain can tell she is dying from exposure. She needs to get warm and if he did not have magic at his disposal, there would be a good chance Plyf would not make it at this point. Of Course, Tratain does have magic and a few spells later the crisis is passed.
PlyfHighlight to display spoiler: { You move to follow, floating weightless about, but you cannot. The motes and fairies fly on ahead, the world goes white and begins fading to black. You feel yourself slowly floating or drifting downward until your feet touch a hard surface. You pause for a moment and then feel yourself being pulled down through and into what you now see as ice. Pain then wracks your body and you are pulled free. A few seconds later your eyes flutter open and you are sitting in the Folding boat with the rest of the Gray Knights looking at you with more than a little concern}

The group eventually gets moving again and over the next couple of days the ground moves slowly past, the mountain looms ahead and the hours grind by with painful slowness. Finally the journey is at an end. Mt Bal rises up from the snow and ice. A razor spire of black granite as if some giant had dropped it on the tundra or the talon of some great beast was clawing its way up from the deep.

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+7=24 ; d20+10=14 ; d20+16=35 ;
Monday August 24th, 2009 10:20:49 AM

"Arrrggghhh!!! That feakin hurts!!!!!!"

Her mood drops low after she thanks the others for saving her life. She tells them about her hallcinations while on the other side of death and the beauty of it, then goes quiet, embarressed at her futile attempt to negotiate with snow and ice.

Once Plyf sees some sign of an entrance, even with the cold, she will check for traps around the entryway.

Listen: 24
Spot: 14
Search: 35 (Natural 19)

MonthorHit Points:(206 of 213) AC 44 
Monday August 24th, 2009 8:14:50 PM

Monthor pauses at the site of Mt Bal...

" Finally!!!!... Could this trip have BEEEN any more boring!!! Only one fight and nothing but white snow to stare at. No wonder Plyf went a little wacky.... "

" Now what?"

Mt Bal


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday August 24th, 2009 9:18:22 PM

Echlhin listens to Plyf's tale of her demise and ponders it, comparing it to what he knows.

Dwight hp 159(159)/160, ac 31  d20+18=31 ;
Monday August 24th, 2009 10:10:23 PM

"Now we find pretty rock, and enjoy the lack of wind" Dwight says lowering himself to the ground.

He peers inside looking for any recent activity, (spot: 31) "I'm sure something dwells around here, as even those wolves likely need cover from those storms."

He then looks to see that everyone is ready.

Mt Bal 
Monday August 24th, 2009 11:00:37 PM

The group begins the search for a cave or other such crevice into the depths of Mt Bal. It does take some time and doing, but within a few hours a large fissure is discovered like a gaping wound in the rock after the group has ascended a few hundred feet. Peering into the blackness, the descent looks ice covered and quite steep, perhaps a 50 degree down angle. It is 4 hours past midday on the 7th day since leaving the village of Ice Peak.

DM note...all party members are at full strength but need to make 2 Fortitude saves at DC 34 and 35. Failure results in being fatigued and the loss of 4 HP. Two failed saves results in exhaustion and 8HP

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+21=34 ; d20+21=38 ;
Tuesday August 25th, 2009 8:02:49 AM

Vedik activates his wings to help keep him from slipping down the steep incline. The feeling of success at having reached their goal warms his spirit and body, and he shakes off the worst of the colds effects. He lets his eyes adjust to the darkness after so many days of bright white snow.

"Steep here, a rope may be a good idea to keep from slipping."

He peers into the darkness.

OOC:
Fortitude Save, DC 34: Passed (34) DC 35: Passed (38)

Buffs:
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)

Tratain Current Spells HP 218/249 AC 44  d20+27=38 ; d20+27=36 ;
Tuesday August 25th, 2009 8:37:53 AM

Tratain says "I agree with Vedik, I think we'll need some way to keep from just sliding all the way to the bottom. A rope should do for those of us who can not fly." (Fort saves 38, 36)

Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+10=22 ; d20+4=15 ;
Tuesday August 25th, 2009 11:00:32 AM

Plyf, assuming she has the best rope skill, starts gathering up everyones segments and ties them together. She loves rope. It is one of the most versatile tools, capable of hauling heavy loads or removing someone life from the planet.

She works quickly, but throughly, eager to see what lies within the mountain. She then, carefull begins to decend.

Rope use: 22
Climb: 15



Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+14=17 ; d20+14=33 ;
Tuesday August 25th, 2009 11:02:33 AM

She is exhausted, but does the best she can.

MonthorHit Points:(205 of 213) AC 44  d20+21=28 ; d20+21=29 ;
Tuesday August 25th, 2009 8:11:10 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA

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

Monthor, feeling EXHAUSTED leans on Shirley and surveys his surroundings...

" Me and Shirley can fly.... but we sur are tired... "



Mt Bal 
Tuesday August 25th, 2009 9:54:17 PM

With a rope and some caution, the group descends into the darkness. The entryway follows a steep path for almost 80' beore levelling out. The group finds the slick passage they are in widen to almost 30' and the celing slips away to rise nearly 60' above your head. The ground is still slick with ice and a trace of snow as the party makes thier way further into Mt Bal. No signs of passage can be seen and ahead, those with enhanced eyesight can see that the passage soon opens into an enormous chamber.

A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted

An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+22=36 ; d20+22=29 ;
Tuesday August 25th, 2009 10:36:51 PM

(Fort save 36 - pass, fort save 29 - fail) Feeling fatigue set in Echlhin casts a Lesser Restoration upon himself. Seeing Plyf and Monthor's condition he casts a Lesser Restoration on each of them (exhausted-> fatigued). He saves his last remaining one to see if Dwight will need it, and will cast it upon him if he also becomes exhausted.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+17=31 ; d20+34=51 ;
Wednesday August 26th, 2009 8:51:23 AM

Vedik moves comfortably through the air, more accustomed to cavernous places than most. He eyes the cavern with his keen dwarven eyes, searching for clues and flying around as needed. He looks for details that may help them: Is it natural or shaped, does it appear stable, things of this nature.

OOC:
31 Search on the cavern
51 Knowledge Arch/Eng

Buffs:
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)



Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Wednesday August 26th, 2009 11:33:36 AM

Plyf thanks Echlhin. She does feel better.

"Come on guys, lets just rest up here and take turns at watch. It doesn't make sence to come all this way just to get eat cause I can't raise my bow."

Plyf looks weary as she carefully sits down on the ice, her bow still in hand.

Dwight hp 159(159)/160, ac 31  d20+15=24 ; d20+15=26 ; d20+18=24 ; d20+15=24 ;
Wednesday August 26th, 2009 3:55:35 PM

Finally reaching their destination, Dwight's "exhaustion" sets in. Looking around, it seems most of the party could use a nice vacation, but alas a task is at hand and with a bit of magic (OOC: From Echlin: Lesser Restoration per his post), Dwight recovers.

-----
Is she sane again, taking a break sure sounds good right now, ponder Dwight. Eventually, he concedes to himself, "I agree, thisss tessst isss likely more than jussst the trek to get here. Sssomething likely livesss around here, whether we need to fight it or convince it to depart with the ssstone, we bessst be on our bessst toesss and behavior. Perhapsss sssome ressst in a sssheltered corner wouldn't be bad."

Dwight looks near the walls to see if an appropriate alcove can be found; though he doesn't wander far from the party (spot: 24, listen: 24 -- OOC: must be saving the good rolls for combat)

====

DM Stuff:

Flying on Broom at 15'
Fatigued (-2 Str or -2 Dex)
Endure Cold
Ioun Stone


MonthorHit Points:(205 of 213) AC 44 
Wednesday August 26th, 2009 9:09:35 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animate shield
--------------------------

Monthor activates his Brahm's Tatoo and feels refreshed (lesser restoration).

" Me'll take watch if the rest of ye needs a rest but there's an enormous chamber not to far up ahead that should be scouted out first. "

And, unless Tratain tells him not to, Monthor does...


Tratain Current Spells HP 218/249 AC 44 
Thursday August 27th, 2009 8:12:12 AM

Tratain pulls out the Party's Restoration wand and uses it on anyone who is Fatigued or Exausted still to help them feel a little better. (Restoration will cure Fatigued or exausted)

He says "We are here and inside the mountain now, lets take a look around quick. We don't know whats in here so I'd like someone stealthy to go first in front of the rest of the group so we can get some warning if something big and nasty is up there so we can prepare and not run into it unknowingly."

Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+19=25 ; d20+7=11 ; d20+15=24 ; d20+16=18 ; d20+10=25 ;
Thursday August 27th, 2009 12:39:33 PM

Plyf pops back to her feet, once her feelings of exhaustion have ceased.

Without words, she begins to get sneaky. It wasn't something she did very often. Usually, just used to see how aware her employers guards are.

Hide: 25
Listen: 11
Move Silent: 24
Search: 18
Spot: 25

What a homely set of rolls

Dwight hp 159(159)/160, ac 31  d20+27=43 ; d20+16=36 ; d20+29=37 ; d20+12=21 ; d20+18=33 ;
Thursday August 27th, 2009 8:48:58 PM

"Thanksss Tratain, we definitely don't want to get caught off guard or overssstay our welcome."

Seeing Plyf move forward, and still unsure of her sanity, despite the magic cures, Dwight moves to follow with her and inspect the area. Dwight continues to float, several feet to Plyf's side.

Hide: 43
Listen: 36 (natural 20 -- woot!)
MS: 37 + flying?
Search: 21
Spot: 33

After making a big loop, and seeing the upcoming cavern, Dwight reports back whatever he saw.

====

DM Stuff:

Flying on Broom at 15'
Endure Cold
Ioun Stone


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=33 ; d20+27=37 ;
Thursday August 27th, 2009 10:33:27 PM

Echlhin patiently waits to see what Plyf and Dwight can find. While they are off searching, he keeps watch of the party's surroundings (Listen 33, Spot 37)

Party Crashers 
Friday August 28th, 2009 12:40:50 AM

Plyf begins to move into the cavern with Dwight hovering nearby and just off her left shoulder. The cavern is enormous and black to all save the dwarven eyes. The ceiling is relatively low at 35 feet or so. Magic has cured all feeling of fatigue and exhaustion any were feeling, but still perhaps an alcove to hold up in is in order. The last 6 days have been grueling. Monthor can see and also feel, that the cavern is natural and it is the latter that gives him a second thought. Yes indeed it did seem the land itself, the deep of the mountain was reaching out to him. Home it seems to say with the press of the weight of ice and stone that holds above the groups heads. Hundreds of tons held back by the concave shaping of the walls. A wonder of the natural world below the open skies.

Plyf and Dwight have moved perhaps 30 and to the right wall when the Rumble is felt by most and heard by Dwight. Something large is moving up ahead and even as the party thinks to rect a wave of sound rolls across you. A deep bass, almost felt more than heard thumps into your chests and siezes about your very hearts. Your minds slacken as ice near a fire and your limbs grow heavy.

All party members make 2 Will saves DC 21 or be stunned

map on the next post

Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+15=31 ; d20+15=27 ;
Friday August 28th, 2009 10:28:20 AM

'Well, they know we are here.", is Plyf's response after she recovers from the sound wave.

Out of instinct, she begins to sing a song to perhaps countereffect any type of niose based attack that may happen.

"Seven days of biting cold, not to mention wolves.
The ice fairies are very bold, they tried to take me home.
We have not come to dishonor you, we only seek to help.
Our enemy the Dread we seek and this is but the course."

Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+14=31 ;
Friday August 28th, 2009 10:38:45 AM

ooc: FYI, Plyf can see like a dwarf with her belt.

No reason not to try a Diplomacy with the song.

Diplomacy: 31 /33 for 1/2lings&gnomes/ 35 for dwarves

Dwight hp 159(159)/160, ac 31  d20+13=27 ; d20+13=28 ;
Friday August 28th, 2009 8:45:37 PM

Dwight lifts his broom up in a slight swear to ride out the vibrations and shakes off whatever corruption was attached (will save: 27 MADE, 28 MADE)

Not liking this, Dwight "blinks" out and begins moving back towards the party quickly pulling out his bow.

(OOC: Not sure if all that can be done in a round? Priority, Blink, Bow, Move)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet  d20+28=30 ; d20+28=37 ;
Friday August 28th, 2009 10:05:31 PM

Able to resist the blasts of sound (Will 30, 37) Echlhin readies himself for the next challenge of this journey.

(Note wearing Goggles of Night, granting Darkvision 60')

MonthorHit Points:(205 of 213) AC 44  d20+14=22 ; d20+14=15 ; d20+14=34 ;
Friday August 28th, 2009 10:06:46 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animate shield

-------------------------
ooc> Does spell residence work here? DM no SR but thanks for the reminder

Saves: 22, 15 ( fail, burn a hero point, 34)

__________________________

" What the heck is that!!! "



Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+19=34 ; d20+19=29 ; d20+31=43 ;
Monday August 31st, 2009 4:44:56 AM

Vedik's mind shakes off the numbing attack, and he tries to determine the cause, hoping to answer Monthor's question.

OOC:
Will Saves: 34, 29 (passed)
Spellcraft on effect: 43

Buffs:
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)

Tratain Current Spells HP 211/211 AC 44  d20+26=29 ; d20+26=40 ;
Monday August 31st, 2009 10:40:13 AM

Tratain is able to keep from being stunned by the unknown attacks.

He casts Shield of Faith upon himself and says "Looks like something knows we are here." He readies his Warhammer and sheild for battle.

Iss Worms Round 2  d20+45=49 ; 4d8+19=37 ; d8=2 ;
Monday August 31st, 2009 8:14:26 PM

The group is able to fend off the opwer of the sub soncs that roll into them. They then prepare for battle.

Plyf begins singing an enchanment of her own to stave off another sonic attack, hopefully.
Dwight floats back to teh main group activating his Blinking ring. (If you have quick draw you may also pull your bow)
Tratain casts Shield of Faith and tells the others to be on guard.

The wait is not a long one, Emerging from the darkness come 2 great fur covered worms. As large as a good sized dragon, one comes straight for Plyf, while the other moves on the main group.
The massive creature strikes the bard and its great mandibles clamp down about her waist. [Hit AC 49 Dmg 37 plus 2 Cold...you are not grappled description is color commentary only]

The other seems to pull up short and poises for a strike.

Knowledge Arcana DC 20 Highlight to display spoiler: {They appear to be Frost Worms from descriptions you have read, though larger than any you have ever read about}

http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en
you should be able to make your own movements

Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+16=26 ;
Monday August 31st, 2009 8:49:47 PM

Oh Hades no! Plyf didn't come all this way to be eaten by something that a Roc would snack on. She activates her Ring of Blinking and begins to Tumble backward, out of range of the the worm so that she can use her favored weapon more effectively.

Map is disfunctional, I would fix it if I knew how. :(

Tumble:26 (Possible penalties)

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Monday August 31st, 2009 8:50:42 PM

New HP's in header.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Tuesday September 1st, 2009 12:57:03 AM

After seeing the map, she can't get behind the line of scrimage.



Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+16=21 ;
Tuesday September 1st, 2009 9:32:41 AM

Vedik takes one look at the massive worms, and figures out what they are. "Guess they make frost things bigger down here he thinks.

He calls out to the party "Huge frost worms, expect a cold breath. They can take a beatin, so lets give em one."

Vedik casts Haste, speeding the party.

OOC:
Knowledge Arcana: 21 (passed)
Cast Haste on party: One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.

Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Haste (1/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.


MonthorHit Points:(205 of 213) AC 45  d20+30=37 ; d10+30=39 ; d6=5 ; d6=6 ;
Tuesday September 1st, 2009 11:08:36 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Haste

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

Monthor, with haste, advances (to i10). Using Shirley, Monthor gleefully attacks the first worm.

------

Two handed power attack (-5/+10)
Attack - 37 AC
Damage 39 physical, 6 frost, 5 shock



Tratain Current Spells HP 211/211 AC 45 
Tuesday September 1st, 2009 2:55:24 PM

Not Likeing the sound of exploding Giant Iceworms, Tratain decides to make the group a little cover by casting wall of force infront of the group. He then Moves forward a little to be able to support Monthor.

-------------------
Greater Magic Weapon
Magic Vestmentx2
Shield of Faith
Delay Poison
Haste

Dwight hp 159(159)/160, ac 31  d6=5 ; d20+32=52 ; d6=1 ; d6=5 ; d6=1 ;
Tuesday September 1st, 2009 8:20:44 PM

Dwight, hearing Tratain provide the group some protection knows that eventually they have strike at these giant ice worms and that Monthor shouldn't handle it all alone.

Dwight floats to be just above Plyf. (Assuming ceiling is high enough since giant worms are present)

He then fires a single arrow.

Hit:?
Dmg: ?

(OOC: Using a different computer, and the Die Rolls are not showing, though I think they were rolled

================
Flying on Broom 15'
Hasted
Ioun Stone
Blinking


Dwight hp 159(159)/160, ac 31  d20+32=41 ;
Tuesday September 1st, 2009 8:26:21 PM


Hit was 52 (natural 20) (critical? 41 )

Dmg: 6 + 6(holy)

If critical, then it's x3. Not sure if that means times 3 or 3 sets of rolls. Sorry about the confusion, on a different computer and can't look much up.

IF critical is times 3 then total is 18 + 18 (holy)

IF critical is 3 sets of rolls then the total is: (Dang it!) in the die rolls section. :(


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet 
Tuesday September 1st, 2009 9:13:05 PM

(Due to corners and wall of force I don't think I can get a line of sight to anywhere to attempt to summon anything, please correct me if I'm wrong) Yes line of effect is blocked by the Wall and would stop any summoning

Unable to summon anything except behind the wall, Echlhin moves up to a better position for next round.

Iss Worms Round 3 
Tuesday September 1st, 2009 9:55:57 PM

[i]From earlier private post partially written...
Iss Worms Round 3
(original die rolls) d20+45=61 ; 4d8+19=35 ; d8=8 ;
(modified die rolls) d20+45=61 ; 4d8+19=35 ; d8=8 ; d20+33=39 d20+39=53 4d8(4+8+3+7)+31=53 d8=7
Tuesday September 1st, 2009 7:46:46 PM[i/]

Plyf tumbles back a safer distance.
Vedick accesses the danger and alerts everyone while casting haste.
Monthor moves in, the worm strikes as he closes. [Hit AC 61 Dmg 35 plus 8 Cold] Shirley slashes through the tough hide, spraying worm gore into he cave.
Tratain puts up a Wall of Force to prtoect the party from nasty exploding Worms
Dwight moves up, drawing his bow and letting a shot fly. The arrow stirkes and sinks deeply into the worm.
Echlhin moves to a better position

The Worm in front of Monthor bellows a high shreiking sound and strikes at the dwarf. [Hit AC 39] The stout fighter side steps the over anxious attack

The Other worm charges forward at Tratain, the manibles ripping into flesh and bone. [Hit AC 53 Dmg 53 plus 7 Cold]

A third worm then arrives on the scene, trying to squeeze by the Iss Worm on Tratain to get at the party.

http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Worm 1 moderately wounded AC 21
Worm 2 unharmed
Worm 3 unharmed

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+40=44 ;
Wednesday September 2nd, 2009 8:23:01 AM

Vedik flies up over the wall of force, and casts defensively, bringing a shower of sparkling glitter down on one, and possibly two worms.

OOC:
Cast Glitterdust Defensively (44 concentration check) on 2 (and 3 if his head is within 20'): DC 23 Will save or be blinded for 18 rounds

Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Haste (2/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.



MonthorHit Points:(163 of 213) AC 45  d20+30=34 ; d10+30=37 ; d6=3 ; d6=5 ; d20+30=50 ; d20+30=31 ; d10+30=33 ; d10+30=37 ; d10+30=32 ; d6=3 ; d6=2 ; 2d6=8 ; d20+25=41 ; d10+30=35 ; d6=2 ; d6=6 ; d20+19=30 ; d10+30=40 ; d6=5 ; d6=1 ; d20+15=30 ; d10+30=40 ; d6=3 ; d6=5 ;
Wednesday September 2nd, 2009 8:44:27 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Haste

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

Monthor continues his attack on the worm

------------
Two handed power attack (-5/+10)
1- Attack - 34 AC
Damage physical 37, frost 3 , shock 5

2- AC 50 (31 crit)
Damage physical 33 (102) frost 3 electical 2 ( plus 8 more)

3- AC 41
Damage physical 35 frost 2 electical 6

4- Ac 30
Damage physical 40 frost 5 electical 1

5- AC 30
Damage physical 40 frost 3 electical 5


Dwight hp 159(159)/160, ac 31  d20+29=34 ; d6=6 ; d6=2 ; d6=1 ; d6=6 ; d20+24=35 ; d6=6 ; d6=3 ; d6=5 ; d6=6 ; d20+19=21 ; d6=5 ; d6=5 ; d6=6 ; d6=4 ; d20+29=30 ; d6=1 ; d6=5 ; d6=6 ; d6=1 ; d20+29=44 ; d6=2 ; d6=4 ; d6=2 ; d6=6 ;
Wednesday September 2nd, 2009 4:20:02 PM

If giant worm #1 remains standing after Monthor's attack, Dwight attempts to make it look like a pin cushion. Either way, he floats just a tad bit more to get a better angle on #2 (for next round)

(OOC: Since Dwight is blinking, and within 30', does his sneak attack apply to all his attacks?)

Att #1: 34
DMG: 15 (6 + 3(holy) + 6 (Sneak Attack)

Att #2: 35
Dmg: 20 (6 + 8(holy) + 6 (SA))

Att #3: 21
Dmg: 20 ( 5 + 11 (H) + 4 (SA))

Att #4: 30 (natural 1 :( -- Auto miss?
Dmg: 13 (1+ 11(h) + 1 (SA)

Att #5: 44
Dmg: 14 (2 + 6 H + 6 SA)

=======================

DM Sanity Info

Flying on broom 15'
Ioun Stone
Hasted

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+25=26 ; d20+25=42 ; d20+25=45 ; d20+25=33 ; d20+25=43 ; d20+25=36 ; d8+6=11 ; d8+6=7 ; d8+6=11 ; d8+6=10 ; d8+6=9 ; d8+6=9 ; d6=5 ; d6=3 ; 2d10=11 ; d6=5 ; d6=1 ; d6=2 ;
Wednesday September 2nd, 2009 5:55:11 PM

Knowing Monthor only a short time, she has already learned that he can likely kill anything that walks or crawls before him, so, she takes a five foot step to her right and fires her arrows into #2

The first one was way wide and embarressing, but the others may make their mark, with a critical threat as well!

(Holy Damage?)

#1hit AC 26 (fumble)
#2 hit AC 42 doing 11 damage plus 5 more from Shock (16 damage)
#3 hit AC 45 (critical) threatened with 33 doing 7 and 11 and 10 more if critical plus 16 more if critical from Shock Burst. (44 damage)
#4 hit AC 43 doing 9 damage plus 1 more from Shock (10 damage)
#5 hit AC 36 doing 9 damage plus 2 more from shock (11 damage)

Total damage 81

Magic Vestment x2 (40 hours, cast in morning)
GMW
Haste (2/18 rounds):



Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Wednesday September 2nd, 2009 5:56:38 PM

ooc: Quick question, do I get Sneak attack while Blinking without flanking?

Tratain Current Spells HP 151/211 AC 45  15d6=45 ;
Wednesday September 2nd, 2009 7:42:43 PM

Tratain watches Monthor Take big Chunks out of the Worm he has attacked. He takes a 5 foot step forward.

If Monthor's Worm has died and exploded Like Vedik has said they would, he casts Heal on Monthor (Heal 150). If it has not exploded he casts Flamestrike on worms 1 and 2 (45 Damage, Half Fire Half Divine. Reflex DC 25 for Half)

OOC: Sorry for the if post but can't be helped with stuff happening on our turn as well heh.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Earth Elemental 241 of 241 hp  d3=1 ; d20+25=42 ; d20+25=44 ; 2d10+12=23 ; 2d10+12=25 ;
Wednesday September 2nd, 2009 8:36:07 PM

Echlhin takes a 5' step (if can't do this with casting a full round spell, ignore movement) and casts a spell summoning 1 (whee 1) Earth Elemental and it attack the worm (#2) next to Tratain.

(Full attack Slam 1 hits AC 42 for 23 damage, Slam 2 hits AC 44 for 25 damage)

Iss Worms Round 4  d100=40 ; d100=85 ; d100=43 ; d100=2 ; d100=29 ; d100=87 ; d100=6 ; d100=77 ; d100=26 ; d100=27 ; d20+14=23 ; d20+14=22 ; d20+28=32 ; d20+28=42 ; d20+39=46 ; 4d8+19=40 ; d20+39=57 ; 4d8+19=30 ;
Wednesday September 2nd, 2009 10:39:26 PM

Vedik casts Glitterdust. The worm directly in front of him does not seem to take notice, though the other suddenly reels back and starts thrashing its head about.

Monthor tears into the worm in front of him. The creature roars, is sorely wounded, but still has some fight left in it

Dwight adds a barrage of arrows, striking 4 out of 5 times, his Blink ring activating at precisely the wrong time once. The worm is still alive.

Plfy takes aim on the worm on Tratain. 5 arrows fly. the first is wide, the second is sent into the etheral plane and the last three strike true.

Tratain drops a flamestrike on the very wounded worm and the other on Vedik. Fire erupts about the massive Iss Worms, and much to the disbelieving group, bot are still alive.

Echlin adjusts 5' and begins casting. Full round spell means you are still casting until your next action I adjusted the appearance of the elementeal based on the Wall of Force blocking line of effect to al locations forward of it and please list spell cast thanks. if you didi not move yourself the 5' just state that next time and re-adjust the elemental to appear where you originally wanted it

The Iss worm reels back and strikes again towards Monthor. Hitting the dwarf hard [Hit AC 46 Dmg 40 Reflex DC 40 or move 10' straight back and fall prone]

The other Iss Worm moves slightly back from the advancing Tratain and strikes. [Hit AC 57 Dmg 30 Reflex DC 30 or move 10' straight back and fall prone]

The third Iss Worm apparently blind begins to clack its mandibles together. The result is a deep resonant pulse of sound. The source of the earlier effects becomes clear. All PC except Echlhin Will save DC 21 or be stunned

http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Worm 1 critically wounded AC 21
Worm 2 lightly wounded
Worm 3 unharmed (Perhaps Blind)

Blinking PC's get sneak attack.....No Holy Damage applies....No Frost damage applies

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  7d6=24 ; 7d6=30 ; 7d6=29 ; 7d6=26 ;
Wednesday September 2nd, 2009 11:27:37 PM

Sneak attack damage with Crippling Strike if applicable.

24
30
29
26

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+19=20 ; d20+19=37 ; d6=5 ; d20+12=18 ; d20+40=52 ;
Thursday September 3rd, 2009 8:13:09 AM

Vedik looks over the battlefield, and casts an empowered ray of enfeeblement at the worm that didn't react to his spell. He then slides down behind the cover of the wall in preparation for the explosion he suspects is coming.

OOC:
Will Save DC 21: Failed: Hero Point Reroll: 37, passed.
Cast Ray of Enfeeblement (empowered) at #2 Defensively (52) passed: Hit Touch AC 18 for an 11 temporary STR penalty, no save.

Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Haste (2/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+25=38 ; d20+25=29 ; d20+25=40 ; d20+20=36 ; d20+15=22 ; d8+5=10 ; d8+5=9 ; d8+5=13 ; d8+5=9 ; d8+5=12 ; d6=4 ; d6=3 ; d6=2 ; d6=3 ; d6=4 ; 7d6=22 ; 7d6=16 ; 7d6=25 ; 7d6=18 ; 7d6=20 ;
Thursday September 3rd, 2009 11:26:34 AM

Plyf holds her actions until she can see which ones will live tyhrough the next round, then whichever one is closest, she flings some more arrows at it. Then takes a five foot step back behind the wall until next round.

Held Attack #1 on closest hit AC 38 doing 10 damage plus 4 damage plus 22 damage. (26 damage)
Held Attack #2 on closest hit AC 29 doing 9 damage plus 3 damage plus 16 damage. (27 damage)
Held Attack #3 on closest hit AC 40 doing 13 damage plus 2 damage plus 25 damage. (40 damage)
Held Attack #4 on closest hit AC 36 doing 9 damage plus 3 damage plus 18 damage. (29 damage)
Held Attack #5 on closest hit AC 22 doing 12 damage plus 4 damage plus 20 damage. (36 damage)

Ghost Touch/Shock Burst/Holy

Magic Vestment x2 (40 hours, cast in morning)
GMW
Haste (3/18 rounds):



MonthorHit Points:(117 of 213) AC 45  d20+17=21 ; d20+12=22 ; d20+25=28 ; d10+40=50 ; d6=6 ;
Thursday September 3rd, 2009 1:00:16 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Haste

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

Reflex 21
Will 22

--------------------
Monthor gets thrown back from the force of the worm's blow. Shaking off the cobwebs, he narrowly escapes beings tunned by the shreik.
Trusting the others to finish off the first worm, Monthor picks himself up the ground and attacks the second worm

--------------------
Two handed power attack (-10/+20)
Moves to (L9)

Att #1: 28
DMG: 50 physical and 6 electrical.



Dwight hp 159(159)/160, ac 31  d20+13=16 ;
Thursday September 3rd, 2009 4:13:09 PM

Dwight pulls his bow back for an additional volley hoping to finish at least one of them. Instead the nearby vibrations hold him like ice. (Will: 16 -- Fail)

Currently Stunned (floating like a popsicle)

====================================
DM Sanity Info

Flying on broom 15'
Ioun Stone
Hasted
Stunned

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+15=30 ;
Thursday September 3rd, 2009 5:21:16 PM

OOC : I apologize for missing the will save.

Save: 30

Tratain Current Spells HP 121/211 AC 45  d20+15=17 ;
Thursday September 3rd, 2009 7:53:32 PM

When the Worm Hits Tratain it sends him flying back 10 feet.

Tratain then stands up, takes a 5 foot step forward and then casts Quickened Heal on Monthor to keep the Dwarf Up and fighting. (Monthor Heal 150)

Iss Worms Round 5  d20+43=56 ; 4d8+19=30 ; d8=8 ; d20+38=53 ; 4d8+10=34 ; d8=7 ; 12d6+10=58 ; 8d6=25 ; d20+34=41 ; d20+28=44 d20+28=30
Thursday September 3rd, 2009 10:01:19 PM

Vedik casts a spell and strikes Worm 2 with a black ray.

Monthor gets up and te worm that sent him flying strikes again. Again the great mandibles of the Worm tear into him. [Hit AC 56 Dmg 30 plus 8 Cold] As he closes with the Worm just struck by Vedik's spell that worm strikes as well. [Hit AC 53 Dmg 34 plus 7 Cold] No attack as move action to stand and move action to the Worm

Dwight succumbs to the subsonic waves and floats motionless

Tratain stands and casts a heal spell to Monthor, many of the wounds knit back together.

Plyf, having delayed, then lights up the critically wounded Worm killing it and causing it to explode.

Dwight takes the full force being unable to defend himself [48 Cold plus 25 physical]
Vedick, Plyf, Tratain and Monthor Reflex save DC 22 48 Cold plus 25 physical or 24 Cold Plus 12 Physical

The now Enfeebled Worm rear back and strikes towards Monthor Again. This time the worm's mandibles miss.

The other Worm begins to back off, still emitting the stunning subsonic waves. [Dwight remains stunned]

http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Worm 1 Dead
Worm 2 seriously wounded
Worm 3 lightly (Perhaps Blind)

Blinking PC's get sneak attack.....No Holy Damage applies....No Frost damage applies


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Earth Elemental 241 of 241 hp 
Thursday September 3rd, 2009 10:21:32 PM

Being summoned the earth elemental attacks the nearest worm (#2, using original rolls)

(Full attack Slam 1 hits AC 42 for 23 damage, Slam 2 hits AC 44 for 25 damage)

(If Echlhin needs to move, depends on Tratain being knocked backwards or not, he does so)
Seeing Tratain injured, Echlhin casts a Heal spell on him knowing that Tratain is most likely going to heal Monthor instead of himself.

MonthorHit Points:(98 of 213) AC 45  d20+17=29 ; d20+30=34 ; d20+30=42 ; d10+30=39 ; d10+30=32 ; d6=2 ; d6=6 ; d20+25=35 ; d10+30=39 ; d6=2 ; d20+19=32 ; d10+30=40 ; d6=4 ; d20+15=31 ; d10+30=40 ; d6=4 ;
Friday September 4th, 2009 1:06:04 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Haste

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

Like a lumberjack, Monthor continues to hack away on the worm.
" TRATAIN!!! HEAL ME UP BEFORE IT BLOWS !"

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

Two handed power attack (-5/+10)
1- Attack - 34 AC
Damage physical 39, shock 2

2- AC 42
Damage physical 32 electical 6

3- AC 35
Damage physical 39 electical 2

4- Ac 32
Damage physical 40 electical 4

5- AC 31
Damage physical 40 electical 4


Dwight hp 87/160, ac 31 
Friday September 4th, 2009 9:15:10 PM

Dwight watches as the first falls but still cannot physically respond in any way.

I hope I'm far enough from the next one to avoid the blast, but I fear I am not. I wonder if while stunned I am still blinking? I pray these are the big worms and not the kids.



Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+13=32 ; d20+23=35 ; d20+25=37 ; d20+25=38 ; d20+25=42 ; d20+20=27 ; d20+15=19 ; d8+5=10 ; d8+5=7 ; d8+5=12 ; d8+5=11 ; d8+5=13 ; d6=5 ; d6=6 ; d6=2 ; d6=6 ; d6=4 ; 7d6=23 ; 7d6=30 ; 7d6=24 ; 7d6=23 ; 7d6=30 ;
Saturday September 5th, 2009 9:24:39 AM

"These wooly worms will not abate.
The vicious fight with which I hate
It never seems to fail
I have to kill something with a head.......and a tail."

Plyf continues her song, an attempt to help the others against the sonic attack, as she continues to hold her shot until the end. As much as she wants to plug the one leaving, from behind, she also knows that it is not the danger at the moment, so she waits to be sure #2 is dead.

She took the five foot step back behind the invisible wall just in time to avoid the exploding worm and gasps with an audilbe "Ewwwwww, that's nasty!!".

With a look of pure disgust on her face, she takes another five foot step out again and continues her volley of arrows on the one closest to death.

Perform for Countersong: 32 (34 halflings and gnomes/ 36 dwarves)

Ref DC 22 saved with 35

Held attack #1 Hits AC 37 doing 10 damage plus 5 from shock plus 23 from Sneak attack (38 damage)
Held attack #2 hits AC 38 doing 7 damage plus 6 from shock plus 30 from Sneak Attack (43 damage)
Held attack #3 hits AC 42 doing 12 damage plus 2 from shock plus 24 from Sneak Attack (38 damage)
Held attack #4 hits AC 27 doing 11 damage plus 6 from shock plus 23 from Sneak Attack (40 damage)
held attack #5 hits AC 19 (possible fail?) doing 13 damage plus 4 from shock plus 30 from Sneak Attack. (47 damage)

Magic Vestment x2 (40 hours, cast in morning)
GMW
Haste (4/18 rounds):


Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Saturday September 5th, 2009 11:45:45 AM

DM and player sanity note:

Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.


Dwight hp 87/160, ac 31  d20+13=14 ;
Saturday September 5th, 2009 8:33:59 PM

Yikes, another is about to fall and I still can't move. Dang it!

(OOC: In Case Plyf's Countersong works: Save: 14 -- natural 1 UGH!!!)


Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Sunday September 6th, 2009 11:41:25 AM

OOC: I think you are supposed to use my perform roll instead of your own if you choose.

I'm sorry I forgot to roll on the first round. :(

Tratain Current Spells HP 211/211 AC 45  d20+15=27 ; d20+28=35 ;
Sunday September 6th, 2009 4:08:47 PM

When The Giant Worm explodes Tratain is able to dodge part of the blast. (reflex 27)

Tratain thanks Echlhin for the healing, and then Defensively Casts Heal on Monthor (Monthor Heals 150).

Iss Worms Round 6 
Monday September 7th, 2009 9:39:15 AM

Will post this evening...Hope everyone had a safe weekend and are enjoying the module thus far...

Vedik AC 24 (13 touch) HP 155/191 Flying 20' Character Sheet Spells  d20+11=20 ;
Monday September 7th, 2009 10:13:13 AM

Vedik ponders his next action. Knowing the wall of force will provide no protection from the explosion, he decides to draw his wand and fly up and over the barrier.

OOC:
Reflex Save DC 21, using Plyf's Countersong roll instead: Passed 36 damage
Move action: Draw Wand of Good Hope
Move action: Fly up 20'

Buffs:
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Haste (4/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.

Iss Worms Round 6  d8=4 ; d8=3 ; d100=72 ; 12d6(1+4+2+1+5+6+3+1+1+4+2+3)=33 8d6(6+4+3+4+4+5+5+3)=34 d20+23=39
Monday September 7th, 2009 10:19:22 AM

The Earth elemental moves in and strikes the great Iss Worm. As each of its fists pull back, a portion of the elemental itself has turned to brittle ice. [7 Cold Dmg]

Echlihn casts a Heal on Tratain

Monthor calls out to Tratain for healing and continues to hack away at the Gargantuan iss Worm.

Dwight remains floating, stunned by the subsonic waves coming from the retreating worm, despite Plyfs attempts to counter them. [72% for your Blinking from the explosion, so you were hit.]

Plyf sends another 5 shafts at the Worm Monthor is slashing away at.

Tratain does just that, and heals Monthor.

Vedik draws a wand and flies up over the wall ready to use it.

Plyf lets loose with another barrage and upon the 4th arrow striking, the Iss worm explodes.

All characters, But Dwight Reflex DC 22 Dmg 33 plus 34 Cold Save Half Dmg 16 plus 17 Cold

The last worm continues its subsonic rumbling and pulls further back disappearing beyond anyone's sight. [Dwight is the only one who needs to make a save. all others are immune having made the save against this worm already. Dwight uses Plyf's perform check]

http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Worm 1 Dead
Worm 2 Dead
Worm 3 lightly (Perhaps Blind)

Blinking PC's get sneak attack.....No Holy Damage applies....No Frost damage applies

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+13=32 ; d20+24=40 ; d8+5=10 ; d6=4 ; 7d6=33 ; d20+7=18 ; d20+24=28 ; d20+24=29 ; d20+19=37 ; d20+14=18 ; d20+5=21 (missroll) d8+5=6 ; d8+5=13 ; d8+5=13 ; d8+5=12 ; d6=6 ; d6=2 ; d6=6 ; d6=5 ; 7d6=23 ; 7d6=20 ; 7d6=29 ; 7d6=22 ;
Tuesday September 8th, 2009 11:38:00 AM

"Unless I must reiterate
This fights not done, lets not be late
So while the worms away..
Lets seek it out and kill it from afarrrar

Perhaps it brings back more things from the deep deep dark!"

Plyf knows, even though the creature can not be seen, if it is still in range, it can be hit.

She fires five more arrows in the direction she saw it leave. With the first shot she listens for if the arrow hits cavern wall or thunks ever so succulently into the soft flesh of the sonic beasts.

Perform for Countersong: 32

Attack one Hits AC 40 doing 10 damage plus 4 damage plus 33 damage. (47 damage)

Oh she knows that was a sweet shot, but if she doesn't hear a difinitive miss, she continues Listen 18

Attack #2 hits AC 28 doing 6 damage plus 6 plus 23 (35 damage)
Attack #3 hits AC 29 doing 13 damage plus 2 plus 20 (35 damage)
Attack #4 hits AC 37 doing 13 damage plus 6 plus 29 (48 damage)
Attack #5 hits AC 18 doing 12 damage plus 5 plus 22 (39 damage)



Dwight hp 101/160, ac 31  d8=8 ; d8=1 ;
Tuesday September 8th, 2009 4:13:22 PM

Dwight recovers from being frozen thanks to the jolly tune from Plyf, though Dwight feels the wear of this combat. He pulls his wand of moderate wounds out, and taps himself once.

Heal: 14

He then moves to just behind the wall of force to prepare for whatever else decides to show up.


Vedik AC 24 (13 touch) HP 166/191 Flying 20' Character Sheet Spells  d6+5=11 ; d20=8 ;
Tuesday September 8th, 2009 5:24:54 PM

Vedik see's nothing he can do that will contribute to ending the fight much quicker, so he takes out his wand and begins to cure himself.

OOC:
Use Cure Light Wounds Wand (5th CL) (Cannot fail UMD check, but rolled base 20 anyway): Healed 11 HP.

Buffs:
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Haste (5/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+23=25 ;
Tuesday September 8th, 2009 6:11:40 PM

OOC
I'm sorry, I knew I forgot a roll.

Ref save DC 25 saves (eeek)


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 134 of 191 Earth Elemental 184 of 241 hp  d20+13=15 ; d20+6=11 ; d6+5=10 ;
Tuesday September 8th, 2009 6:38:32 PM

Being slow to react, Echlhin takes the full force of the explosion (67 damage). The lumbering elemental is simply too slow to dodge the blast and caught in the explosion as well (33-10 damage reduction=23 physical + 34 cold = 57 damage).

Seeing that the worm has retreated, Echlhin steps back behind the wall and uses his Cure Light Wounds Wand on himself to reduce some of the sting. (heal 10 hp).

The elemental moves to a position closer to the party.

MonthorHit Points:(180 of 213) AC 45  d20+17=32 ; d20+31=48 ; d20+31=36 ; d10+31=32 ; d10+31=41 ; d10+31=37 ; d6=2 ; 2d10=16 ;
Tuesday September 8th, 2009 8:53:47 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Haste

-------------
Reflex 32

-----------------
Monthor quickly ponders as to what to do next.... and then decides to charge......

" AT THEE!!!! EAT MY SHIRLEY!!!! "

---------------
Charge bonus +2 strength, -2 AC (43)
Moves to O23

Two handed power attack -5+10

AC 48 (crit 36)
Damage 32 (110) shock 2 (+16)
total damage 34 or 128 for critical hit.



Iss Worms Round 7  d20+18=38 ; 12d6+18=64 ;
Tuesday September 8th, 2009 9:40:41 PM

Plyf sends 5 arrows into the darkness, the resulting roar from the blackness confirms her aim.

Echlihn pulls a CLW wnad out and puts it to use. The elemental takes up a position in front of the wall

Monthor moves after the Worm and shortly spots the massive creature, but is unable to move far enough to close for a strike.

Vedik and Dwight also take out curing wands.

The Worm lets a blast of superchilled air loose in the direction of the charging Dwarf. refelx Monthor DC 25 Dmg 46 or 23 Half.
It then continues to retreat

http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Worm 1 Dead
Worm 2 Dead
Worm 3 lightly (Perhaps Blind)

Blinking PC's get sneak attack.....No Holy Damage applies....No Frost damage applies

Correction Monthor is hasted and thus got right to the Worm and drilled it. It is still alvie and breathes as noted above, but it is considerably more wounded.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+13=14 ;
Wednesday September 9th, 2009 2:37:50 PM

Plyf pulls out her wand of Cure Moderate wounds and makes a full movement, using Haste, to bring up the rear behind Monthor, in case more come out.

"Monthor brave, so strong, so sure.
Shirley's gory, yet his heart pure.
Down through the cavern we descend.
Our journey soon must come to end."

Plyfs movement can exceed that of Worm three, so she completes her move after Monthor finishes his.

Her performance was incredibly pitiful and she hopes, the Counter Song isn't needed this round.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 
Wednesday September 9th, 2009 2:41:44 PM

OOC:

It's Cure Critical Wounds, not Moderate.

Dwight hp 101/160, ac 31  d20+18=27 ; d20+16=24 ;
Wednesday September 9th, 2009 3:53:57 PM

Dwight looks to the others with the pleating look of let's not get separated , and then leans into the broom jumping to full speed. He follows after Monthor and Plyf, bow in hand, watching for any other unannounced cave dwellers.

spot: 27
listen: 24

MonthorHit Points:(157 of 213) AC 45  d20+17=31 ; d20+31=49 ; d20+31=39 ; d10+30=38 ; d10+30=31 ; d10+30=32 ; d6=4 ; 2d10=11 ;
Wednesday September 9th, 2009 8:47:41 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Haste

-------------
Reflex 31

-----------------
Monthor continues to charge......

" Flee ye cowardly rabbit.. me means worm...."

And again, Monthor swings Shirley with devastating accuracy!!
---------------
Charge bonus +2 strength, -2 AC (43)
Moves to O23

Two handed power attack -5+10

AC 49 (crit 39)
Damage 38 (101) shock 4 (+11)
total damage 126.



Vedik AC 24 (13 touch) HP 179/191 Flying 20' Character Sheet Spells  d20=8 ; d8+5=13 ;
Thursday September 10th, 2009 8:59:44 AM

Vedik flies down towards the group, but tries to stay out of the blast he knows will come soon once Monthor, Plyf and Dwight unload into it. He calls out "Stay back from the explosion if you can."

OOC:
Fly down to K16
Use Wand: UMD Passed, Cured 13 HP to self.

Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Haste (6/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.

Iss Worms Round 8  d100=35 ; d20+43=52 ; 4d8+19=40 ; d8=4 ;
Thursday September 10th, 2009 8:28:09 PM

Plyf comes in behind Monthor with a curing Wand.

Monthor slashes deeply again into the Iss Worm.

Vedik calls for caution against the explosion of the Worms upon death.

Dwight cautions about the group getting split up and catches up to Monthor and Plyf

the Worm reels back and strikes towards where it believes Monthor is at. [Hit AC 52 Miss Chance 35 Hit Dmg 40 plus 4 Cold]

http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Worm 1 Dead
Worm 2 Dead
Worm 3 seriously (Perhaps Blind)

Blinking PC's get sneak attack.....No Holy Damage applies....No Frost damage applies

Dwight hp 101/160, ac 31  d20+23=40 ; 4d6+18=35 ; 4d6=15 ;
Thursday September 10th, 2009 10:46:15 PM

Hoping Dwight is far enough back, (35-40' by my count and 15' up), he loads his bow with four arrows at once. He waits for Monthor to finish the worm.

(If Monthor can not catch the worm, or it doesn't die, then Dwight fires)

hit ac: 40
Dmg: 35 (arrow) + 15 (sneak attack) = 50



Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d20+20=38 ; 3d8+7=15 ;
Friday September 11th, 2009 10:20:01 AM

Plyf stops her blinking for now and reaches out to touch Monthor with her wand of Cure Critical wounds.

She easily activates the wand, but it's power is barely enough to slighlty close a wound.

Use Magic Device: 38 healing Monthor of 15 damage.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope  d8=4 ;
Friday September 11th, 2009 10:25:39 AM

ooc: Forgot a d8, healing Monthor 19 damage.

MonthorHit Points:(113 of 213) AC 46  d20+30=50 ; d20+30=48 ; d10+30=34 ; d10+30=34 ; d10+30=33 ; d6=4 ; 2d10=13 ; d20+30=46 ; d10+30=39 ; d6=2 ; d20+25=42 ; d20+25=27 ; d10+30=32 ; d10+30=36 ; d10+30=33 ; d6=4 ; 2d10=9 ; d20+19=34 ; d10+30=32 ; d6=3 ; d20+15=33 ; d20+15=24 ; d10+30=40 ; d10+30=36 ; d10+30=38 ; d6=2 ; 2d10=10 ;
Friday September 11th, 2009 1:53:07 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Haste

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

Monthor's feeling the damage being inflicted on him by the wom but continues to hack away on the worm.
" TRATAIN!!! HEAL ME UP BEFORE IT BLOWS !"

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

Two handed power attack (-5/+10)
1- Attack - 50 AC (crit 48)
Damage physical 101, shock 17

2- AC 46
Damage physical 39 electical 2

3- AC 42 (crit role 27)
Damage 32 (crit 101) physical electical 4 (+9)

4- Ac 34
Damage physical 32 electical 3

5- AC 33 (crit 24)
Damage physical 40 (114) electical 2 (+10)



MonthorHit Points:(117 of 213) AC 46 
Friday September 11th, 2009 1:53:44 PM

ooc> Current hit points 117

Tratain Current Spells HP 211/211 AC 45  d8=5 ; d8=7 ; d8=6 ;
Sunday September 13th, 2009 9:00:02 PM

Tratain Moves forward at Monthors Call and then casts Cure Serious Wounds Mass on The Dwarf and Plyf.

Monthor and Plyf heal 39.

OOC: Sorry about the bad posting, I've had to work overnight's for the last 2 weeks and its thrown me off. Only one more week to go heh.

Vedik AC 24 (13 touch) HP 189/191 Flying 20' Character Sheet Spells  d8+5=10 ;
Monday September 14th, 2009 8:07:29 AM

Vedik pulls back a bit, and considers his options. "Bah I need a wand of magic missile I think." He uses his wand on himself again.

OOC:
Fly back, UMD wand of CLW: 10 HP healed

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 144 of 191 Earth Elemental 184 of 241 hp  d8+5=10 ;
Monday September 14th, 2009 12:00:21 PM

Echlhin and the elemental move up some, trying to remain out of any coming blast while remaining with the rest of the party. He again uses his cure light wounds wand and heals himself (+10 hp)

(Ooc: Sorry folks, keep getting distracted by school work, I'm getting used to my new schedule now and will be posting more frequently. Again sorry about the missed few post)

Iss Worms Round 9  12d6=51 ; 8d6=24 ;
Monday September 14th, 2009 8:12:51 PM

Dwight prepares to frie, but holds on Monthor [Outside of 30' no sneak attack]

Plyf stops blinking and moves up to Monthor. [can't activate wand yet]

Monthor lays into the beast. [best I can figure on Shirley only crits on a 19-20. Dounble threat range due to feat. I see no other crit increaser] The worm roars and then explodes.

Everyone reflex DC 22 Dmg 51 plus 24 Cold Half 25 plus 12

http://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Worm 1 Dead
Worm 2 Dead
Worm 3 Dead

Blinking PC's get sneak attack.....No Holy Damage applies....No Frost damage applies

Dwight hp 101/160, ac 31  d20+26=42 ; d20+18=35 ; d20+16=26 ;
Monday September 14th, 2009 8:44:23 PM

Dwight moves upward just as the worm explodes avoiding most of its damage.

(Evasion let's Dwight ignore damage after save)

With the obvious worms gone, and arrows readied, Dwight takes a more detailed look around.

spot: 35
listen: 26

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 103 of 191 Earth Elemental 119 of 241 hp  d20+12=18 ; d20+6=12 ; 4d8+18=34 ;
Monday September 14th, 2009 11:05:58 PM

Having guessed wrong at the radius of the explosion it seems, Echlhin and the elemental each are unable to avoid the blast. (Damage reduction on elemental reduces some of the physical damage).

Echlhin then casts a Cure Critical Wounds on himself (healing 34 hp).

Vedik AC 24 (13 touch) HP 161/191 Flying 20' Character Sheet Spells  d20+12=32 ; d8+5=9 ;
Tuesday September 15th, 2009 8:12:15 AM

Vedik rolls with the blast wave, managing to avoid the full force. Once the blast has cleared, he begins to tend to the parties wounds, starting with himself. "Are we clear?" he calls out to those with better eyes than his.

Assuming the danger has passed and there's some time, Vedik begins to heal the party.

OOC:
Reflex Save DC 22: Passed (32): Take 37 damage
Use Wand of Cure Light Wounds: Healed 9

Vedik can heal 1d8+5 per wand use. Once the DM says we're out of combat rounds, feel free to roll the healing and mention in your post how many charges you needed. Wand is nearly full, so running out won't be an issue I don't think.

Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Haste (8/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.

Tratain Current Spells HP 149/211 AC 45  d20+15=16 ; d8+5=13 ;
Tuesday September 15th, 2009 6:35:50 PM

Tratain takes the full Brunt of the Blast of the Exploding Worm as he isn't quick enough to dodge it at all.

Tratain checks over the rest of the Party before Pulling out his wand of Cure Light wounds to begin healing everyone if there is time.

Tratain heals 13.



MonthorHit Points:(42 of 213) AC 46  d20+17=21 ; d8+5=7 ; d8+5=6 ; d8+5=11 ; d8+5=7 ; d8+5=11 ; d8+5=12 ; d8+5=6 ; d8+5=12 ; d8+5=11 ; d8+5=6 ; d8+5=8 ; d8+5=11 ; d8+5=12 ; d8+5=9 ;
Tuesday September 15th, 2009 8:04:23 PM

Monthor falls on his ample back side after absorbing the full force of the blast.

" Well... that was fun.... MEDIC!!! "

(ooc> full heal with the wand)



Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change  d20+23=39 ; d20+7=16 ; d20+10=18 ;
Tuesday September 15th, 2009 9:38:48 PM

Plyf tumbles behind Monthor, letting him take the full force of the blast, while leaving her, yet again, unharmed by the explosion.

She promptly helps him up.

She holds her wand of Cure Critical wounds up, looking at it in a disapproving manner. "I could have sworn, that should have worked?"

With her dwarven Darkvision, she looks down the cavern, then mentions to the party, "shhh.."

Reflex save DC 39 saves
Listen 16
Spot 18

Dwight hp 101/160, ac 31 
Tuesday September 15th, 2009 10:05:46 PM

Dwight relays what he sees and hears to the group near where Monthor now stands.

If combat is over, Dwight floats down and collects 3 samples of the worm. He then secures this in a pouch within his backpack.

(OOC: For future use, what exactly are these worms?)

The Iss Worm Cave 
Tuesday September 15th, 2009 10:22:05 PM

combat over....

The Three massive Iss Worms are no more than shards of ice scattered about the cavern. Each detonation sent pieces over 100' in every direction. As Dwight moves among the frozen rubble he notices a few things, as does Dwight in his scrutiny of the cavern. Bits of gold and gems lie in all reaches of the cave and one object the size of Monthors head stands out quite well. A blue-white 8 sided crystal with each side in the shape of an intricate snowflake. It takes some time but the group is able to gather together the well earned treasure that likely used to reside in the belly of the great Iss Worms. A total of 25,500 worth of gems is collected, plus the 8 sided crystal. The crystal is almost certainly the tokken from the Ice Vein that the old Witch of Ice Peak mentioned. The rest of the cavern is devoid of anything else of interest. A secondary route to the surface, easily large enough for the worms to use is also found that leads deeper into the moutain range that Mt Bal is a part of.

Please track and mark off spells or charges used for healing.
Those were Frost Worms advanced to 31HD for the curious minded



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 103 of 191 Earth Elemental 119 of 241 hp  d8+5=7 ; d8+5=7 ; d8+5=9 ; d8+5=9 ; d8+5=13 ; d8+5=11 ; d8+5=9 ; d8+5=12 ; d8+5=10 ;
Tuesday September 15th, 2009 11:34:33 PM

Cleaning himself up after the explosion and thanking the elemental when it departs, Echlhin uses 9 charges of the CLW wand he is carrying and a Cure Minor Wounds ('cause you always end up still down 1 hp :)) on himself.

"I've used up a good bit of this one, if folks want to focus on using most of the charges up in one wand at a time" With that, Echlhin offers to use his wand on any that wish it (just let me know how many charges you need, this wand has 23 charges used at the moment)


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday September 15th, 2009 11:35:37 PM

((forgot to update post heading in last))

Vedik AC 24 (13 touch) HP 191/191 Flying 20' Character Sheet Spells  d8+5=12 ; d8+5=13 ; d8+5=12 ; d8+5=9 ; d8+5=10 ; d8+5=11 ; d8+5=11 ; d8+5=9 ; d8+5=7 ;
Wednesday September 16th, 2009 8:11:58 AM

Vedik heals Monthor, using several charges, then proceeds to heal himself. Looking over the party, he moves on to Dwight.

Afterwords, he begins to meditate, focusing on his art as a fixer and giving thanks to Alemi, he draws forth woldsblood to recharge the parties wands, starting with Echlin's and moving on to his own.

"Well now we got a choice", he says after finishing his work. "Do we go deeper, or consider our task done and return. Tis hard to say. We're tryin to impress them, and they may be impressed by us bravely going on, or they might think us unable to follow instructions."

OOC:
CLW wand: Monthor's healed to full, Vedik healed to full. Dwight heals 57
24 charges used on Vediks wand. (3 on self, 15 on Monthor, 6 on Dwight)

7 draws at 6 drops a draw (can not fail) yields 42 drops.
Recharge Echlin's wand 23 charges. Recharge Vediks wand 19 charges.

Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change 
Wednesday September 16th, 2009 11:33:25 AM

Plyf will gladly take the healing from the others that offers, then she herself offers something, "Here Dwight, let's trade wands. The command word is Alemi's Kiss. Not that I really need to use it myself."

If Dwight agrees, she will let him carry her Cure Critical Wounds wand for his minor one.

"We have done as we have been told, but I do not remember her saying that is all we need to do. If you divine types want to check with your boss for an answer, I don't mind waiting."

Dwight hp 101/160, ac 31 
Wednesday September 16th, 2009 9:50:00 PM

"Thanksss Vedik," Dwight replies after being healed. "A decent haul from giant wormsss," he smiles.

"Plyf, you sssure you want to trade? Mine isss just a cure moderate wand. It'sss got 44 chargesss left. It'sss activation phrassse is Dancing Pixiesss."

"I sssuggesst we find a sssafe place to ressst before we leave for the leg of the journey, at leassst thisss will help usss avoid the cold wind."

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change 
Wednesday September 16th, 2009 10:17:31 PM

"I'm not giving it to you, I just think it's best in your hands for now." She says with a wink.

The din of battle slowly fades from her senses and the cold begins to again creep into her thoughts of the moment.

The Iss Worm Cave 
Wednesday September 16th, 2009 10:26:45 PM

The group begins the healing process and then begins discussing thier next move. teleport to the great forest as shown by the ice Peak Witch, return home, or return to Ice peak itself.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change  d20+16=27 ; d20+10=12 ;
Thursday September 17th, 2009 12:44:08 PM

Plyf asks the group, "Should I break out the boat so we can rest, or we heading back?"

Plyf lets the others gather the treasure as she spends as much time as possible, looking for anything that may be secret, concealed or just plain buried by years of nature doing it's thing.

Plyf casts Detect Magic and searches the cavern, before going to more conventional methods.

Search: 27
Spot: 12

60'Darkvision via Belt of Dwarvenkind
Dwarven Stonecunning via Belt of Dwarvenkind

MonthorHit Points:(213 of 213) AC 46 
Thursday September 17th, 2009 6:44:40 PM

Let's head back.

Dwight hp 101/160, ac 31 
Thursday September 17th, 2009 9:05:49 PM

Dwight agrees with Monthor. "Provided the Vedik and Tratain have enough ssspell power ssshould we run into sssomething elssse on our return trip, I'm ready to be warmed. Though I'm not entirely sssure that we can ssshorten our return trip and honessstly are not prone to try to teleport there."



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday September 17th, 2009 10:28:39 PM

"I am thinking that we may need to travel back to Ice Peak as I recall them mentioning something about traveling for 6 days. I know my mind is a bit hazy, but I think we've only traveled for 4. If the traveling is part of the test that is..." with that he trails off and returns to thinking about the groups decision. Part of him longs to simply be teleported to the warmer climates of the vision, but part of him worries about not completing all of the tasks that may be involved in this journey of theirs.

Vedik AC 24 (13 touch) HP 191/191 Flying 20' Character Sheet Spells  d8+5=8 ; d8+5=6 ; d8+5=7 ; d8+5=9 ; d8+5=13 ; d8+5=7 ; d8+5=7 ; d8+5=12 ; d8+5=12 ; d8+5=10 ; d8+5=7 ; d8+5=11 ;
Friday September 18th, 2009 9:23:35 AM

Vedik continues to heal the party with his wand. Starting with Plyf, and moving to Dwight. When that's done he ponders things.

"I recall six days as well, and we have traveled four. Let us travel deeper into the mountain for two days, fulfilling our task, and then travel to the green place of the vision."

OOC:
Heal Plyf to full with 6 charges, Heal Dwight to full with 6 charges. Wand down to 29 charges.

Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)


Dwight hp 160/160, ac 31  d20+18=31 ; d20+16=22 ;
Friday September 18th, 2009 4:05:18 PM

"Two more daysss in the mountain it isss then; at leassst it can't get any colder." Dwight chuckles as he begins to warm his hands.

"Perhapsss we ssshould track thessse wormsss to their nessst. Sssurely after all thisss time in the cold, sssome interesssting and old thingsss are there."

spot tracks/nest? 31
listen: 22

MonthorHit Points:(213 of 213) AC 46 
Saturday September 19th, 2009 8:32:34 AM

"Works for me. "



Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change 
Saturday September 19th, 2009 4:20:04 PM

"I think we are in it's nest."

Then she begins to sing a song.

"A nest of cold from ages old, the mountain used to test the brave.
From the Cradle of the Wold the fairies lurk, to bring those to ecstacy.
Why would one come to test their mete, to face their very frosty breath.
Let not the hazards hearld death today, companions filled with generosity.

So we wait
Yes we wait
So we wait wait wait
Just wait two more days!
We wait to see what this land will spawn, to complicate our rest and sleep...."

Tratain Current Spells HP 149/211 AC 45 
Monday September 21st, 2009 6:09:37 AM

Tratain says "I think we should head back to the Ice Peak Village. It should have taken us 3 days to get here and three to get back but he had a one day delay. We have the Crystal. This mountain is sacred to the people of the Ice Vein and I don't want to wander around it after we already have what we have come looking for without a really good reason.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday September 21st, 2009 11:28:57 AM

Echlhin agrees with Tratain's thought on the matter

A Warm Welcome [DM Jeff] 
Monday September 21st, 2009 3:11:10 PM

The Gray Knights, settled in their decision to return to the Ice Peak, begin the dangerous trek back through the snow and cold. Some of them consider tracking down the worm's nest, but it appears that finishing their "journey" is the priority.

Again, the Knights take up polar bear shapes. And again, they are forced to stop every few hours to warm up. They were successful, or so it seemed at the Mountain, but that doesn't stop Ice Vein from doing the best it can to kill them. Fortunately, there are no dangerous beasts that present themselves to the group. On the fourth day of their return journey, after enduring the same physical and mental stresses of the first, the Gray Knights see the village in the distances. An hour later, they are back.

Bjorn'Ursa 'As 'Isa Asgir, the village leader, is among the villagers who greet the Knights. "You have survived the worst of Ice Vein. You have proven yourself worthy of a great deal. Come, warm yourselves and eat. I am sure you need both. And then, we will answer your questions." He points them towards the longhouse again and leads the way. A feast has been prepared for them and, as appealing as it looks, the Knights probably apprecaite the roaring fire quite a bit more.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change  d20+13=16 ;
Tuesday September 22nd, 2009 1:02:49 AM

Plyf dreads the trek back, but they are a team and soon this nightmare will be over, she hopes.

When the village comes into view, she begins to sing an inspiring song to her comrades, to bolster their spirits, so as not to enter the village feeling as weary as we may look.

"Strolling through the snow in the winters biting cold
A week long trek did we partake, the crystal we brought back to it's home.

Knights of Gray on plains of white all evil is our prey.
We'll fight and sing, then win the day, we're hero's on this plane to stay.

Over land where no man can stand, by themselves alone.
Yet in a group, we'll too come through, through heat or driving snow.

Knights of Gray on plains of white all evil is our prey.
We'll fight and sing, then win the day, we're hero's on this plane to stay.

Now we partake of a feast of fate, our souls not bound for Gargul's hall just yet.
How we prevail only Wardd can tell, we serve all those that can't carry their own weight.

Knights of Gray on plains of white all evil is our prey.
We'll fight and sing, then win the day, we're hero's on this plane to stay.

Then she finsihes the song with.

"Let's hope our egos get not.
in
our wayyyyyyyyyyyyyyyaayyyyyyyyyy"

Perform: 16 (Could be worse, but just barely)

Dwight hp 160/160, ac 31 
Tuesday September 22nd, 2009 6:34:28 AM

Dwight huddles next to the fire and slowly begins to feel his limbs again. At first its painful, having lost all sensation days ago, but it's a greatful return.

To avoid any potential issues, Dwight remains quiet during most of the festival.

Tratain Current Spells 
Tuesday September 22nd, 2009 6:27:34 PM

Tratain goes and warms himself by the fire and eats what is offered. He asks his hosts "Can you tell us anything more about this place we have to travel too? And what of the Crystal we found. Also what can you tell us about the people here and what is happening due to the Great Migration?"

Return to Ice Peak 
Wednesday September 23rd, 2009 12:45:32 AM

The party warms themselves and eats thier fill by the great fires. Bjorn'Ursa 'As 'Isa Asgir shakes his head at Tratain's question, "I'm afraid we cannot. The Witch did not show us what she brought to your minds eye. As to the crystal, it is a sacred symbol to our people, an artifact of legend made real. Wherever it is that you travel to, thier would be no dobht that you are friends of the people of the Ice Vein. The Great Migration thus far has shown to be a reat boon to us. The threat of the ancient enemy of our people have been removed from our western borders. Our Hunters have returned to say the Twin Tusk is no more a threat. Where thier camps once dotted the lands to the west, now a great range of mountains loom, granting us the first peace we have had in many generations. Burfell still watches over us to the north, and further to ethe west the evil that is Vjokja Vjoll still stands, but she lies many weeks travel away."

The festivities of celebrating the Gray Knights return lasts well into the evening and the first rays of dawn are even seen before Bjorn'Ursa 'As 'Isa Asgir and some of the more hearty Hunters retire from drinking and song.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change 
Wednesday September 23rd, 2009 6:04:43 PM

OOC: The posting report is pretty ugly. What's going on gang?

Plyf sits by the fire and instead of performing, she listens. She listens to the stories and she listens to the songs and she attempts to put together what may be fiction and what may be real, as the stories of this tribes past is likely handed down, by word of mouth, for generations. If she is asked to perform, she will do so with a smile, but a new culture is a dangerous culture, when the smallest slight could create a decades long feud.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday September 23rd, 2009 6:13:10 PM

Echlhin listens to the revelry and stories during the celebration, taking note of the description of the current situation of the town's surroundings. He then wonders about the connection between these people and those the Knights seek.

Vedik AC 24 (13 touch) HP 191/191 Flying 20' Character Sheet Spells 
Wednesday September 23rd, 2009 6:50:42 PM

Vedik listens to the stories, glad to be back in the warmth. He enjoys the nights entertainment, and especially the strong drink. He retires for the night and sleeps well for the first time in several nights.

In the morning, he prepares his spells, casts his normal preparatory spells, and readies the group for travel. Once the group is ready, he casts greater teleport, taking the whole party to the green place of the vision.



Tratain Current Spells 
Wednesday September 23rd, 2009 8:48:40 PM

In the Morning Tratain thanks the groups hosts in the Ice Peak Village.

He says "We greatly appreciate all of the help you have given us in this journey. This is a great evil that we will now be able to confront and defeat thanks to your help. I know you consider us outlanders, but if we can ever be of any assistance to the Village just send us word and we will come help."

In the Land of the Lost


Dwight hp 160/160, ac 31 
Wednesday September 23rd, 2009 10:28:34 PM

Dwight wakes early, having retired early and wonders what major task will present itself today. He remains mostly quiet feeling a bit self conscious about his speech and the unknown culture. He recalls what his oldest cousin always would say in similar awkward situations, If you speak ill to others, intentional or not; be prepared to taste your foot! Son, that leaves you with two choices, either stay quiet or make sure your foot is clean.

He looks to Tratain to determine when it's time to depart.

The Land of the Lost 
Wednesday September 23rd, 2009 10:43:09 PM

Bjorn'Ursa 'As 'Isa Asgir greets the group in the morning, the effects of the night of revelry still a bit apparent on his features, though he does well to mask it. "It is my people who thank you. It is good that they see that not all those who cross our lands or come to our village, do so with ill intent. You may still be austlanders, but that is in name only. Perhaps one day you will wish to return and seek the guardianship of the land. If that day ever comes, know that the people of Ice Peak and that I, Bjorn'Ursa 'As 'Isa Asgir as leader of Ice Peak will stand with you before Burfell and Asgir Celsiun." This last declaration causes quite a stir among the people awake enough to make sense of the words. Obviously not something merely said aloud to anyone.
"Asgir Celsiun be with you at your side, Austlanders." He adds the last with a smile as Vedik's teleport snaps you away.

The change is nearly as dramatic as it can be. The harsh elements of the Ice Vein, biting cold, perpetual wind blowing ice and snow, are replaced with massive trees and the sounds of life ring from everywhere. Trees of elm, Oak and sycoya strecth above above, some perhaps 200'. Thick lush vegetation covers the ground, small ferns, bushes and thick soft mosses. small animals, birds and insects sing all about you and dash through tree limbs and the underbrush. The air is sweet with flowers and pollen and feels much more like the temperate climates of home.

Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change 
Thursday September 24th, 2009 8:06:07 AM

The shock of heat hits her body hard, like a sledge hammer. She has to catch her breath before she realizes, there are no fairies around attempting to obscond with her soul again.

She flits about from tree to nearby tree, hugging them, kissing them. She takes the leaves and rubs them on her face, then she realizes, she is sweating. Why would she be sweating so hard? Oh, wait, she is still wearing her winter gear. She begins taking it off, slowly now, aware she is not going to die from exposure again anytime soon. She neatly folds it all up and stows it away in her backpack.

"I swear I feel like singing, yet, not a word can spring to mind to describe the beauty of a land I never thought to see again. Do we know where we are? Still the Southern continent?"

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Thursday September 24th, 2009 5:32:46 PM

"Nah lass, we dont know where the spell took us, but here we are." He turns to Elchlin. "Anything ya can tell from the plants and stuff about where this might be?"

He thinks for a moment, scratching his beard. "I can fly up above the trees get a look around."



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=29 ; d20+27=45 ; d20+11=18 ;
Thursday September 24th, 2009 5:52:41 PM

Echlhin first takes a look, and listen, around the group (spot 29, listen 45) to make sure the area is relatively safe. If he finds the area safe enough, he will change out of his winter gear, into his normal attire. While changing he contemplates where they may be based on their surroundings (knowledge nature 18).

Dwight hp 160/160, ac 31  d20+7=9 ; d20+2=18 ; d20+3=14 ; d20+18=20 ;
Thursday September 24th, 2009 8:09:21 PM

Dwight takes a look around, and then remounts his broom. He flies around just a bit taking in the fresh warm air, until it becomes quite hot. At this point, he returns to the ground and also removes his winter attire. Squishing the fresh soft greens between his toes, a large smile appears across his face.

"Now, jussst to make sssure all the ice hasss melted properly, why exactly are we here?"

He will then add whatever he can regarding the woods, plants, climate and area.
Knowledge: nature: 9
Knowledge geography: 18
profession arborist: 14

IF Vedik decides to fly up, Dwight offers to go with him.
spot: 20

Tratain Current Spells 
Thursday September 24th, 2009 8:44:17 PM

When the group appears Tratain looks around. When it appears safe he also changes out of his winter gear. When Vedik offers to fly up and take a look around Tratain asks him to do so and asks Dwight to go with him.

He says "Lets go try and find these people we are here to help."

OOC [DM Jeff] 
Friday September 25th, 2009 4:47:27 AM

[Post will be late. Will get to it tomorrow night. Sorry all. I meant for the switch from Dan to Jeff to be smooth like butter, but we'll have to settle for sandpaper this evening]

The Quiet Jungle [DM Jeff] 
Friday September 25th, 2009 10:06:48 PM

The Knights find themselves pleasantly surprised by their new climate, even if they have absolutely no clue where they are. They change out of their winter gear and into their usual attire, while trying to learn about this new environment.

Dwight is not able to pin-point the group's location, but he does make some discoveries. For starters, the flora is incredibly diverse. Some things look vaguely familiar, but others look completely alien. Definitely not of the Northern Continent, but they even seem strange for what he knows about the South. The same can be said of the insects and small fauna around.

Vedik and Dwight take to the sky and find over-grown trees stretch as far as their eyes can see. Far to the north of the group there is a significant area that is free of wildlife. From what the two can tell, there is simply a large patch of ground there but something about it seem strange.

And then, at once, Dwight and Echlhin realize there is something coming towards them. Echlhin can hear, in the distance, what might be footsteps. Moving fast and towards the group. Dwight sees a great russle of trees and leaves. Coming from at least three different directions is... something. And they're all big enough to shake the massive tress.

---

Whatever is coming isn't far away. Only Dwight can see that something is coming and estimates they're less than 40 feet from the group.

---

Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll try fix it ASAP. Otherwise, we'll do what we can to make up for the mistake in the next round.

Dwight hp 160/160, ac 31  d20+18=21 ;
Saturday September 26th, 2009 9:07:19 AM

Dwight immediately shouts, "It'sss here, it'sss huge and jussst 40' over there!" as he points in the direction of the 'something. Friend or Foe I don't know, but they're coming fast'

Dwight moves to take out and load his bow, but he holds off on firing for the moment.

spot: 21
I do hope they not be giants, they stink


Tratain Current Spells HP 211/211 AC 44 
Sunday September 27th, 2009 5:50:55 PM

Tratain looks to where Dwight has pointed and takes a few steps forward readying his war hammer. He casts Shield of Faith on himself and tells the others to be ready.

---------------------------------------------
Greater Magic Weapon - Warhammer
Magic Vestment - Armor and Shield
Delay Poison
Status
Shield of Faith


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d3=2 ;
Sunday September 27th, 2009 5:59:58 PM

Feeling a bit jumpy, Echlhin chooses to be prepared, just in case, and casts Summon Nature's Ally VIII (spontaneously cast) to summon 2 Greater Earth Elementals in protective positions (try to place them separately in the path of whatever is oncoming and the party).

-----------------------------------------------
Active Spells:
Daily- Barkskin, Delay Poison, Longstrider
Other - Endure Elements

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+13=29 ; d20+14=25 ;
Sunday September 27th, 2009 11:26:32 PM

Plyf isn't sure if the creature wants to meet them or eat them. There first encounter in the cold was a much needed one. They perhaps saved their lives in fact. It wouldn't have been good to have an aggressive nature toward those peoples, why would this be any different.

Plyf stands, confident in the path of the creature. She will attempt Total Defense in this case while she sings a song of greetings, in the hopes, she does not pay with her life for her decision.

"Greetings from all of us, we do bid upon our host.
We come from oh so very far, in the hopes of helping you.
Please accept our apologies if we do indeed tresspass
We will leave as soon as possible, if given half the chance."

Total Defense +4 AC
Perform: 29
Diplomacy: 25

Magic Vestment
Magic vestment
Greater Magic Weapon

Jungle Boogie [Round 1] [DM Jeff]  d20+17=23 ; d20+20=26 ; d4=3 ; d20+17=19 ; d20+20=26 ; d3=3 ;
Monday September 28th, 2009 2:15:15 AM

The Gray Knights prepare for combat, suspecting that those who are incoming have little interest in helping the Knights. Except for Plyf, who recalls that they needed such help in Ice Vein.

All at once, the trees around the Knights are shaken almost from their roots when two... somethings come rushing through the vegetation. The creatures are roughly shaped like humanoids, although much bulkier than even your average dwarf. They have tree-trunk arms attached to fists as big as heads. Clearly they are some sort of construct and it appears they are designed for one thing: smashing.

And by the time the Knights are able to discover this, they are very quickly under assault.

---

Construct 1 casts a spell at Tratain:

Ranged Touch Attack on Tratain: Hits AC 23
Caster Level Check to Overcome SR: d20+20=26
If it succeeds, Tratain gains 3 negative levels.
Spellcraft Check vs DC 19: Highlight to display spoiler: {Enervation}.

Construct 1 then casts a quickened spell: Spellcraft Check vs DC 16: Highlight to display spoiler: {True Strike}.

Construct 2i casts a spell at Vedik:

Ranged Touch Attack on Vedik: Hits AC 19
Caster Level Check to Overcome SR: d20+20=26
If it succeeds, Vedik gains 3 negative levels.
Spellcraft Check vs DC 19: Highlight to display spoiler: {Enervation}.

Construct 2 then casts a quickened spell. Spellcraft Check vs DC 16: Highlight to display spoiler: {True Strike}.

Those who are able to See Invisible notice: Highlight to display spoiler: {two more of the constructs.

Construct 3 casts a Wall of Force separating the group in half.

Construct 4 does the same, separating Plyf/Echlhin from Monthor.
}

---

Spot Checks from Vedik and Dwight. DC 30: Highlight to display spoiler: {At least 80 feet away, there is more of the same tree shaking. The Knights certainly have more coming their way.}

Sense Motive Check from everyone. DC 30. Highlight to display spoiler: {Each of the constructs looked up at Dwight first, before picking another target and starting their attack.}

---

Notes:

- Combat Map

- There are Walls of Force on the battlefield. I have marked them for convenience, but most of the group does not know they are there.

- Same goes with the Invisible Constructs.

- Vedik and Dwight are both 150 feet in the air [the minimum height they'd have to be to see over at least some of the trees].

- Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll try fix it ASAP. Otherwise, we'll do what we can to make up for the mistake in the next round.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Monday September 28th, 2009 11:13:22 AM

ooc: Waiting for a DM response before posting. :)

MonthorHit Points:(213 of 213) AC 46  d4=2 ;
Monday September 28th, 2009 11:43:11 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Bracers of protection- This device appears to be silver bracers with beetle shapes embossed on them. The bracers' possessor gains spell resistance 20. The bracers can also absorb energy-draining attacks, death effects, and negative energy effects.

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

Monthor starts to move forward towards the first construct ( roled a d4, 1-2 for c1, 3-4 for c2) but then hits somekind of invisible barrier. Cursing at himself not having his winged boots on, Monthor uses his helm of teleportation to teleport behind C1 (between 1 and the tree).



Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+7=19 ; d20+10=27 ;
Monday September 28th, 2009 4:52:18 PM

Plyf sees Traiten on the ground by himself when she moves to join him. She knows her skills will be tested because constructs are not vulnerable to her Sneak Attack.

Bonk, a wall, right in front of her.

She begins to carefully survey the area and see if they are not being attacked from the rear, which is what she would do.

Listen: 19
Spot: 27

Listen

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+13=23 ;
Monday September 28th, 2009 5:00:58 PM

She continues to sing, hoping to inspire her friends as a standard action if possible

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

If Perform is necessary DC 23 (natural 20)/25 gnomes and halflings/27 dwarves (Belt of Dwarvenkind)



Tratain Current Spells HP 211/211 AC 44  d20+10=30 ; d20+7=9 ; d20+25=40 ;
Monday September 28th, 2009 6:13:16 PM

The Black Ray strikes Tratain and saps some of his Strength, he is able to identify it as an Enervate spell, but he is unable to identify the second spell being cast.

Tratain looks around and is able to see the Walls of force and the two other constructs.

He shouts "Theres two more of these things trying to separate us using walls of Force, they are invisible. One is next to where Monthor was, the other is a few feet to your right Echlhlin."

Tratain then casts Quickened Divine Power which activates his Righteous Might contingency. He then defensevely casts Spell Immunity on Himself (Ray of Enfeeblement, Ray of Exhaustion, Touch of Idiocy, Enervate, and Vampric Touch Unbeatable SR Defensive Casting check Passed)

---------------------------------------------
Greater Magic Weapon - Warhammer
Magic Vestment - Armor and Shield
Delay Poison
Status
Shield of Faith - 21 Minutes
Divine Power - Round 1 of 18
Extended Righteous Might - Round 1 of 42
Spell Immunity - 180 Minutes :Ray of Enfeeblement, Ray of Exhaustion, Touch of Idiocy, Enervate, and Vampric Touch - Unbeatable SR
See Invisible, Tongues, Comprehend Language - Permanent
Ring of Counterspellsx2 - Greater Dispel Magic
Armor of Heavy Fortification
Reflecting Shield
-3 Levels Temp

Jungle Boogie [Round 1] [DM Jeff] [OOC] 
Monday September 28th, 2009 7:05:13 PM

For Vedik: I misspoke. The constructs did not cast any spell. They used an ability
that is similar to Eneveration, but not the same. Hence the modified range.

For Ech: place the Elementals wherever you see fit. I will move the Constructs back if they are where you would have placed them. Sorry about that.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  2d6=6 ;
Monday September 28th, 2009 10:07:24 PM

Vedik reels as the bolt strikes him, his most powerful spells slipping away. Acting before he looses more spells, he calls up a bank of acidic fog around the east most foe.

OOC:
Three Negative levels (3 9th level spells lost)

Cast Acid Fog (No save, no SR) on square east of #2. 20' radius billowing mass of fog reduces movement to 5' per round max, blocks line of sight, deals 2d6 acid damage per round.
Acid damage for #2: 6

Cast Quickened Dimension Door to the square south of Tratain on the ground.

Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 241 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 241 of 241 hp  d20+20=28 ; d20+25=31 ; d20+25=36 ; 2d10+12=29 ; 2d10+12=23 ;
Monday September 28th, 2009 10:28:56 PM

OOC - For some reason I cannot edit the map.

Given the noises coming from all around Echlhin summoned the elemental to his left and right to protect the party's flanks(5' left of plyf and10' right of Echlhin) Given the presence of the invisible creature the summoning gets pushed back towards Echlhin (should be immediately next to Echlhin instead).

Hearing Tratain's words, Echlhin takes a 5' step back and casts Faerie fire on the location just past the elemental that is now next to him, choosing purple as the color of the outlining glow. (this should catch the construct and outline some of the wall a little, I guess)

OOC: Spell resistance roll needed? (Rolled 28 if needed)

The elemental will try and attack the nearby construct if outlined:
First attack hits AC 31, 29 damage
Second attack hits AC 36, 23 damage

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 241 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 241 of 241 hp 
Monday September 28th, 2009 10:31:36 PM

(whoops forgot to include a note after the 5' step and casting)
Echlhin prepares himself to touch Plyf and Darkwalk both of them if things turn poorly.

Jungle Boogie [Round 2] [DM Jeff]  d20+37=49 ; d20+20=31 ; 10d6=37 ; d20+37=47 ; d4=4 ; d20+37=39 ; 10d6=43 ; d20+20=35 ; ; d20+37=49 ; d4=2 ; d100=29 ; d20+17=22 ; d20+20=22 ; d100=15 ; d20+20=36 ; d20+20=22 ; d20+17=33 ; d100=52 ; d20+17=33 ; d20+20=21 ; 10d6=38 d20+12=22 d20+7=14 d20+20=30 ; d20+20=35 ; 10d6=35 ; 10d6=34 ; d20+12=26 ; d20+7=9 ; d20+20=29 ; 10d6=35
Tuesday September 29th, 2009 3:42:48 AM

[OOC: Since Monthor moved, I adjusted the Walls to accomodate the Elementals. Hope that works for everyone]

Monthor teleports himself back towards the group.

Plyf sings, giving his allies a bonus to their saving throws.

Tratain tells everyone else where the hidden ones are and then becomes a fully buffed monster.

Vedik goes the opposite direction as Tratain, instead using the opportunity to drown Construct #2 in acid. And then he Dimension Doors to Tratain.

Echlhin tries a Faerie Fire to find the Invisible creature he knows is there, but only manages to illuminate the Walls of Force

Dwight is too stunned to do anything.

---

C1 takes the Attack of Opportunity that Monthor's teleport allowed. It seems strange to see the Construct reach over and literally just poke Monthor, but the touch has an effect . The dwarf feels his Spell Resistance overcome and blood from the dwarf C1's hand and into the construct. And then Monthor see the construct's face turn blood red. Creepy!

Melee Touch Attack on Monthor: Hit vs AC 49
Caster Level Check to Overcome SR: 31
If it succeeds, Monthor is drained of 37 HP

C1 then casts a quickened spell. Immediately after, it tries to touch Monthor again multiple times. Again Monthor's SR fails to protect him as more blood flows out of the dwarf and into the construct, both enhancing it and making for a very weird effect.

Spellcraft Check DC 16: Highlight to display spoiler: {True Strike}.
Melee Touch Attack 1 on Monthor: Hit vs AC 39
Caster Level Check to Overcome SR: 22
If it succeeds, Monthor is drained of 43 HP

Melee Touch Attack 2 on Monthor: Hit vs AC 26
Caster Level Check to Overcome SR: 29
If it succeeds, Monthor is drained of 35 HP

Melee Touch Attack 3 on Monthor: Miss

C2 is hidden in the fog and the Knights are unable to see what it is doing. [OOC: Map is incorrect for
C2]

Those who are able to See Invisible notice: Highlight to display spoiler: {

C3 takes a 5-foot step and backs away from the elemental. C4 lumbers through the brush, moving to better view Monthor.
}

C3 becomes visible as it stretches out to the EE2 and gives the elemental three quick taps, which absorbs some dirt. The dirt travels through the construct and into the face, making it appear both completely artificial and slightly natural at the same time.

Melee Touch Attack 1 on EE2: Hit vs AC 33
Caster Level Check to Overcome SR: 21
If it succeeds, EE2 is drained of 38 HP

Melee Touch Attack 2 on EE2: Hit vs AC 22
Caster Level Check to Overcome SR: 30
If it succeeds, EE2 is drained of 35 HP

Melee Touch Attack 3 on EE2: Hit vs AC 14
Caster Level Check to Overcome SR: 35
If it succeeds, EE2 is drained of 34 HP

C3 also casts a quickened spell and becomes Invisible again.

C4 becomes visible at the same moment as it brings about another black ray. One that the Knights are all too familiar with by now. It aims for Monthor and manages to sneak in between the dwarf's defenses. He crackles, it shooting all over his body. What should have been a successful hit turns into failure, thanks to Monthor's Bracers of Protection.

Ranged Touch Attack on Monthor: Hit vs AC 33
Caster Level Check to Overcome SR: 35
If it succeeds, Monthor gains 2 negative levels, but his Bracers of Protection absorb the attack.

---

Spot Check from Dwight. DC 25: Highlight to display spoiler: {At least 20 feet away, there is more of the same tree shaking. The Knights certainly have more coming their way.}

---

- Combat Map [New map because I don't have access to my hard drive. Urg]

- Green is trees/underbrush. Movement speed is halved in these areas. Within 5 feet offers partial concealment (20%). Creatures farther away have total concealment.

- Teal is Acid Fog. Within 5 feet offers partial concealment (20%). Creatures farther away have total concealment.

- There are Walls of Force on the battlefield. I have marked them for convenience, but if you don't know where they are, you don't know where they are. Same goes with the Invisible Constructs.

- Dwight is 150 feet in the air [the minimum height they'd have to be to see over at least some of the trees].

- A creature takes the following penalties for each negative level it has gained: [-1 on all skill checks and ability checks.], [-1 on attack rolls and saving throws.], [-5 hit points.], [-1 effective level (whenever the creature's level is used in a die roll or calculation, reduce it by one for each negative level).], [If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.]

- Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll try fix it ASAP. Otherwise, we'll do what we can to make up for the mistake in the next round.

Tratain Current Spells HP 252/234 AC 43 DR 15/Evil  d20+37=46 ; d20+32=34 ; d20+27=32 ; d20+22=36 ; 2d6+21=30 ; d6=5 ; d6=4 ; 2d6+21=28 ; d6=4 ; d6=3 ; 2d6+21=28 ; d6=2 ; d6=2 ; 2d6+21=29 ; d6=6 ; d6=6 ;
Tuesday September 29th, 2009 4:03:09 PM

Tratain casts a Quickened Divine Favor Upon Himself and takes a step Towards C1 and C2 can no longer be seen in the Acid Fog. (Tratain is Large size with Righteous Might so One 5 foot step should get him to within 10 feet and attack range for Large Size Creatures.)

Tratain swings at C1 with his Warhammer checking out how tough it is.

Tratain's Warhammer is Adamantite, Good Aligned and Magic for DR purposes
Hit AC 46 for 30 Physical 9 Holy
Hit AC 34 for 28 Physical 7 Holy
Hit AC 32 for 28 Physical 4 Holy
Hit AC 36 for 29 Physical 12 Holy

---------------------------------------------
Greater Magic Weapon - Warhammer
Magic Vestment - Armor and Shield
Delay Poison
Status
Shield of Faith - 21 Minutes
Divine Power - Round 1 of 18
Extended Righteous Might - Round 1 of 42
Spell Immunity - 180 Minutes :Ray of Enfeeblement, Ray of Exhaustion, Touch of Idiocy, Enervate, and Vampric Touch - Unbeatable SR
Divine Favor - Round 1 of 10
See Invisible, Tongues, Comprehend Language - Permanent
Ring of Counterspellsx2 - Greater Dispel Magic
Armor of Heavy Fortification
Reflecting Shield
-3 Levels Temp

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Tuesday September 29th, 2009 5:15:50 PM

Vedik shifts over to the west to be sure to get Monthor within range and casts Quickened Haste. He then follows it up with an attack on the visible enemy, making the ground under them slick and hopefully catching the invisible enemy if it has not moved from where it disappeared.

OOC:
Quickend Haste Targeting whole party (Fails against Elchin and Plyf due to wall of force blocking line of effect).
Cast Grease the squares C1 and C4 occupy, and the 2 south of that (10' square) (My reading was that it was in that square when it turned invisible?): Reflex save DC 22 or fall prone. In addition, must make a DC 10 balance check to move, failure incurs new reflex save or fall prone. Also creatures without 5 ranks in balance are considered flat footed while balancing, loosing dex and being unable to make AOO's.

Buffs/Debuffs
3 Negative Levels
Haste (1/18 rounds)
Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 241 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 164 of 241 hp  d20+25=31 ; 2d10+12=25 ; d20+25=43 ; 2d10+12=23 ;
Tuesday September 29th, 2009 9:37:47 PM

Echlhin casts deathward on himself, protecting him from any negative levels. The one elemental hesitates, and readies an action to attack the construct if it appears again. The other one plunges into the ground, and appears behind the construct Monthor is fighting.

OOC:
Cast Deathward

EE1: Double Move Earthglide to appear south of C1. One attack: Hit AC 31 for 25 Damage.
EE2: Ready action to attack if C3 appears in range.: Awesome Blow hit AC 39 for 23 damage. If this hits, reflex save DC 23 or be thrown north against the wall of force, hopefully interrupting what ever it is doing.

MonthorHit Points:(125 of 213) AC 46  d20+31=48 ; d10+31=39 ; d6=5 ; d6=3 ; 2d6=3 ; d20+31=44 ; d10+31=36 ; d6=5 ; d6=4 ; 2d6=6 ; d20+26=46 ; d20+26=44 ; d10+31=40 ; d10+31=37 ; d10+31=32 ; d6=3 ; d6=6 ; 2d6=12 ; 2d10=9 ; d20+21=32 ; d10+31=37 ; d6=6 ; d6=5 ; 2d6=9 ; d20+16=22 ; d10+31=41 ; d6=5 ; d6=3 ; 2d6=6 ;
Tuesday September 29th, 2009 9:43:28 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Bracers of protection- This device appears to be silver bracers with beetle shapes embossed on them. The bracers' possessor gains spell resistance 20. The bracers can also absorb energy-draining attacks, death effects, and negative energy effects.

Haste
Inspire Courage (Su)

----------------------------------------------
Monthor feels drained of health by the construct but is glad that he is wearing his bracers...
Monthor hefts Shirley above his head and gets to work.

-------------------------------------------
Attack two handed
Power attack -5, +10

C1
-------------------
Attack 1
Hits 48
Damage 39 physical, 5 shock, 3 fost 3 holy

Attack 2
Hits 44
Damage 36 phys, 5 shock, 4 frost, 6 holy

Attack 3
Hits 46 ( critical 44)
Damage 40 (critical 109), shock 3, frost 6, holy 12, shock burst 9

Attack 4
Hits 32
Damage 37 phys, shock 6, frost 5, holy 9

Attack 5
Hits 22
Damage 41 phys, shock 5, frost 3, holy 6



Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Tuesday September 29th, 2009 10:31:02 PM

Plyf continues to sing her song while she moves backward, to maneuver around the elementals and backs into the second wall. "Something is blocking me from the front and rear, yet, there is nothing else that I can hear. Why are these things even here? Still, we have nothing yet to fear!"

She pulls her bow and prepares for next round, wondering where she is going to be most useful in this battle.

Magic Vestment
Magic vestment
Greater Magic Weapon


Dwight hp 160/160, ac 31  d20+18=22 ; d20+31=42 ;
Tuesday September 29th, 2009 11:02:36 PM

Dwight stares in amazement, still snow-blinded across the moving trees. He snaps out of it, a bit distraught at the party's situation.

Spot: 22
Sense Motive:

Dwight floats over a bit to hover above C1 or C4 (OOC: How tall are these constructs?)

"Ssstand down," he calls out above the battle, "we come to thiss haven in peace and the desssire to help" as Plyf's reminder continues to float through his mind.

If they don't immediately stop, which Dwight doesn't fully expect them to do so, Dwight pulls a small token from his pouch and drops it downward at C1 or C4. (The token is a Quaals Feather Tokens(Tree)) After falling for 10' or so, a giant elm tree appears and quickly gains speed until it hits the constructs and the ground.

Hit: 42 - 4 (uncommon weapon) = 38
Dmg: Left for DM to determine. (If it works, it will be a ton, as a 1 ton tree gains speed for 100')

OOC: Who has the gift?

=========
DM Sanity

Haste
Inspire Courage

Neck: Amulet of Health +6 (gives +6 con. bonus)

Gloves of dex + 6 (gives +6 dex. bonus)

ring of blink

ring of protection +5 (+5 bonus)

bracers of armor + 8 (+8 AC bonus)

cloak of resistance +5 (+5 bonus)

belt of giant str +6 (gives +6 str. bonus)

boots of teleportation

robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)

Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)


Jungle Boogie [Round 3] [DM Jeff]  d20+13=23 ; d3=3 ; d20+13=26 ; d20+6=16 ; d20+17=26 ; d20+20=37 ; 10d6=31 ; d20+12=13 ; d20+7=26 ; d20+20=25 ; d20+20=38 ; 10d6=29 ; 10d6=39 ; d20+17=20 ; d20+12=17 ; d20+7=27 ; d20+7=27 ; d20+20=26 ; d20+20=36 ; 10d6=39 ; 10d6=38 ; 10d6=33 ; d20+20=37 ; 10d6=34 ; d20+17=34 ; d20+12=26 ; d20+7=14 ; d20+20=36 ; d20+20=37 ; d20+20=39 ; 10d6=34 ; 10d6=38 ; 10d6=35 ; d100=6 ;
Wednesday September 30th, 2009 3:29:42 AM

Tratain buffs himself up again and then starts attacking C1. All four of his swings succeed, smashing at the construct and doing considerable damage. He does notice that his warhammer is not as effective as they usually are.

Vedik adds a Haste to the group and tries to Grease up C1 and C4. Neither of them falls down, much to Vedik's displeasure.

Echlhin, recognizing that negative levels are flying, does his best to protect himself from the same effect. EE1 earthglides to Monthor's construct, clearing away some of Vedik's Grease spell. It manages a hit. [OOC: Not wanting to deal with Earthgliding + Grease, I decided that. Of course, the Constructs are still in Grease].

EE2 doesn't see a foe to attack.

Monthor and his girlfriend lay the usual smackdown. Four incredible hits.

Plyf does some more singing and gets her bow ready.

Dwight wakes up and then declares the need for peace. Again, the constructs look up at him (showing off their rather impressive 7 foot height), but then return to their targets. He decides not to drop his token. [OOC: It's my interpretation that the feather tokens don't transform until they hit something. Under this reading, it would be kind of useless to do. Also, the tokens are feathers. Hardly something that can be "thrown" or even aimed with an real effectiveness]

Dwight also remembers that it was him to picked up the loot from the Wurms... And he is the one holding the gift. Coincidence?

---

If C1 has been affected by the massive damage deal out by the Knights, it doesn't show it. The severely beaten construct, although greased up, doesn't move an inch and goes to hit Monthor again.

Melee Touch Attack 1 on Monthor: Hit vs AC 26
Caster Level Check to Overcome SR: 37
If it succeeds, Monthor is drained of 31 HP

Melee Touch Attack 2 on Monthor: Miss

Melee Touch Attack 3 on Monthor: Hit vs AC 26
Caster Level Check to Overcome SR: 25
If it succeeds, Monthor is drained of 29 HP

C2 is completely unseen, but the constructs effects do show up. A black streak shoots from the fog cloud and, while clearly aimed for Monthor, shoots well beyond the dwarf.

C3 reappears from invisibility to start beating on EE2 again. Each hit shows the elemental who is boss. And each hit makes the construct that much stronger. And finally, when the beating ends, C3 quickens another invisiblity and disappears.

Melee Touch Attack 1 on EE1: Hit vs AC 20
Caster Level Check to Overcome SR: 26
If it succeeds, EE1 is drained of 39 HP

Melee Touch Attack 2 on EE1: Hit vs AC 17
Caster Level Check to Overcome SR: 36
If it succeeds, EE1 is drained of 38 HP

Melee Touch Attack 1 on EE1: Hit vs AC 27. Critical Threat. Critical Hit vs AC 27.
Caster Level Check to Overcome SR: 37
If it succeeds, EE1 is drained of 33 HP
It critical succeeds, EE1 is drained of 34 more HP

C4 ignores the elemental behind it, focusing on what seems to be the real threat: Monthor. It seems like the constructs might have what it takes to stop the might dwarf...

Melee Touch Attack 1 on Monthor: Hit vs AC 34
Caster Level Check to Overcome SR: 36
If it succeeds, Monthor is drained of 34 HP

Melee Touch Attack 2 on Monthor: Hit vs AC 26
Caster Level Check to Overcome SR: 37
If it succeeds, Monthor is drained of 38 HP

Melee Touch Attack 3 on Monthor: Hit vs AC 14
Caster Level Check to Overcome SR: 39
If it succeeds, Monthor is drained of 35 HP

---

- Combat Map

- Green is trees/underbrush. Movement speed is halved in these areas. Within 5 feet offers partial concealment (20%). Creatures farther away have total concealment.

- Teal is Acid Fog. Within 5 feet offers partial concealment (20%). Creatures farther away have total concealment.

- There are Walls of Force on the battlefield. I have marked them for convenience, but if you don't know where they are, you don't know where they are. Same goes with the Invisible Constructs.

- Dwight is 150 feet in the air [the minimum height they'd have to be to see over at least some of the trees].

- A creature takes the following penalties for each negative level it has gained: [-1 on all skill checks and ability checks.], [-1 on attack rolls and saving throws.], [-5 hit points.], [-1 effective level (whenever the creature's level is used in a die roll or calculation, reduce it by one for each negative level).], [If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.]

- Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll try fix it ASAP. Otherwise, we'll do what we can to make up for the mistake in the next round.

Dwight hp 160/160, ac 31  d20+6=22 ;
Wednesday September 30th, 2009 6:33:57 AM

Sense Motive: 22

Feeling a bit suspicious that his peace call would yield even a glance, Dwight feels there is more going on here than a bunch of random constructs attacking.

He pulls out the gift which sparkles from the rays of the sun. "Ssstop this he callsss, we come bearing a hard sssought gift from Ice Vein"

He drops 60', hoping to allow the constructs, or their controller to see the gift. "Ceassse so that we may ssshare thisss with you," he pleas.

MonthorHit Points:(-10 of 213) AC 46 
Wednesday September 30th, 2009 8:01:59 AM

Monthor crumples up as the life is drained from his body.....

{ NOT AGAIN! }

And the dwarven warrior falls...

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Wednesday September 30th, 2009 8:48:05 AM

OOG: By my count Monthor has an 18 touch AC (10 + 5 deflection + 1 dex + 1 insight + 1 dodge (haste) ) Thats enough to avoid the last hit, and leave you at negative 7. Its not great, but you're not dead :)



MonthorHit Points:(-10 of 213) AC 46 
Wednesday September 30th, 2009 10:54:03 AM

ooc> Sweet. With the Die Hard feat then Monthor's still functioning. I'll have to either teleport out to get healed or get healed now before Monthor gets hit again.

Tratain Current Spells HP 252/234 AC 43 DR 15/Evil  d20+25=26 ; d20+16=22 ; d20+18=37 ;
Wednesday September 30th, 2009 3:49:56 PM

Tratain seeing that Monthor is Looking a little Woozy cast Heal on the Dwarf (defensive Casting Check passed, can not fail)

When Dwight Flies down with the Gem calling for a halt to Hostilities Tratain calls out "Hold for a moment Knights, Lets see if Dwight can talk with them. If they continue to attack us though fight back"

Monthor Heals 150 (Tratain has the Heirophant Divine Reach ability so he can cast touch spells at 30 foot range. Touch attack to Hit Monthor with the Spell 22; SR Check 37)

---------------------------------------------
Greater Magic Weapon - Warhammer
Magic Vestment - Armor and Shield
Delay Poison
Status
Shield of Faith - 21 Minutes
Divine Power - Round 3 of 18
Extended Righteous Might - Round 3 of 42
Spell Immunity - 180 Minutes :Ray of Enfeeblement, Ray of Exhaustion, Touch of Idiocy, Enervate, and Vampric Touch - Unbeatable SR
Divine Favor - Round 2 of 10
See Invisible, Tongues, Comprehend Language - Permanent
Ring of Counterspellsx2 - Greater Dispel Magic
Armor of Heavy Fortification
Reflecting Shield
-3 Levels Temp

MonthorHit Points:(-7 of 213) AC 46 
Wednesday September 30th, 2009 7:23:04 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Greater barkskin
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
GMW
GMA
Animated shield
Bracers of protection- This device appears to be silver bracers with beetle shapes embossed on them. The bracers' possessor gains spell resistance 20. The bracers can also absorb energy-draining attacks, death effects, and negative energy effects.

Haste
Inspire Courage (Su)

----------------------------------------------
Monthor feels on the brink of death but the renewed strenght from Tratain's spell drives him on.

Monthor is about let Shirley do what she does best but heeds the words of their battle chief.

{ Readied action full attack on C1 should the construct appear to be continuing it's attack}
-------------------------------------------
Attack two handed
Combat expertise -5, +5 to AC (touch AC 23)
Hit Points after Tratain's spell 143



Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Wednesday September 30th, 2009 9:20:04 PM

Vedik halts his attack, following the direction of Dwight and Tratain. He remains ready to protect Monthor however, should they attack.

OOC:
Ready Action: If Monthor is attacked by either of the constructs in front of him, cast Wall of Force, blocking them from striking Monthor.



Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Wednesday September 30th, 2009 9:24:02 PM

Plyf, seeing C3 at least once when it attacked, uses her Boots of Teleportation, to teleport to the east of the grease spell and about 50' in a tree, on a branch, or as high as possible, for my weight to hold her.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 97 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 241 of 241 hp  d20+20=32 ; 2d10+17=29 ; d20+20=31 ; 2d10+17=28 ;
Wednesday September 30th, 2009 9:58:31 PM

Listening to Tratain, Echlhin readies an action to cast True Seeing on himself if any of the constructs continue to attack.

EE1 Readies an action to attack a construct if it becomes visible and attacks. (given invisible, didn't choose which, if can choose go with one that Monthor has been hitting) - Power attack for 5, Hit AC 32, 29 Damage

EE2 Readies an action to attack if the construct (c3) becomes visible and attacks. - Power attack for 5, Hit AC 31, 28 damage

(Note not sure of EE2's current state as no damage was listed in post for EE2, only for EE1. Also need to find out about previous readied action of EE2 for last round. EE2 may not be around depending)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 97 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 164 of 241 hp 
Wednesday September 30th, 2009 10:00:05 PM

(will need to modify EE2 hp in future post depending upon answers)

Illumination, But No Answers [DM Jeff] 
Thursday October 1st, 2009 2:19:22 AM

[OOC: Sorry, I just missed the Readied Action. Dur. Bad Jeff.]

Dwight, suspecting that there is a direct connection between Ice Vein and these creatures, pulls out the gift.

Tratain heals Monthor, saving the brave dwarf from certain death. Monthor does not die and is happy about it. Vedik joins in that pleasure. Plyf teleports around. Echlhin and his Elementals get ready for more combat.

---

Dwight pulls out the blue-white snowflake crystal and the effect on the Constructs is immediate. They stop all of their attacking and defending, seeming completely innert for a moment.

As sunlight hits the crystal, it is channeled directly into the center where it bounces back out in six different directions. As it leaves, it is changed into the same pale blue of the crystal. The light travels through trees, the Knights, and Walls of Force. And each one ends at a construct. They, an assortment of different colours and hues, are all changed to match the crystal.

Apparently rejuvenated and renewed, the constructs turn away from the Knights. The four that had been engaged in combat each turn back to the direction they came from and, slowly, start walking into the jungle. The other two, which the Knights only notice now that they are shining blue, turn around and start walking north.

If this is a victory, it may be the weirdest one the Knights have ever had...

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Thursday October 1st, 2009 5:24:42 PM

Plyf, seeing the battle abruptly end, almost as soon as it began whistles out a little tune, before jumping out of the tree, with mutiple backflips, before casting a single worded spell, intended to save her from damage by hitting the ground. "Maybe, we should follow the two heading north?"

Cast: Feather Fall

0-(8) 0
1-(6) 1

Tratain Current Spells HP 252/234 AC 43 DR 15/Evil 
Thursday October 1st, 2009 6:41:26 PM

Tratain says "That was kind of Odd. Did you see anything from above the Tree line Dwight and Vedik? without some way to find where we're going Plyfs suggestion to follow the two heading north might be the best idea."

Tratain takes out the Groups Restoration wand and uses it on himself and Vedik.

He continues "Is anyone else still hurt from the battle?"

Dwight hp 160/160, ac 31  d20+18=32 ;
Thursday October 1st, 2009 7:51:04 PM

"Nothing elssse assside from what wasss already here," Dwight responds. "There were othersss in the woodsss basssed on ssseveral treesss moving. Combat wasssn't going to be good if three more of thossse thingsss ssshowed up. Though I can ssshoot a bunch of arrows, they would have had little to no effect."

"I'll take a quick look from above, but north isss jussst asss good asss any other direction."

Dwight then flies back to the top of the trees and looks around.
spot: 32

(OOC: Anything he sees he relays to group.)

(OOC: Very odd constructs, too bad I didn't remember I had the stone.)

"Anyone know enough about those thingsss to know if they have a massster or are jussst given general directionsss?"

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday October 1st, 2009 8:00:41 PM

Echlhin agrees that following the two that went North may be a good idea.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Thursday October 1st, 2009 9:11:41 PM

Vedik encourages the group to follow the constructs as well, moving through the air as best as possible and studying them as the move away.

A Brief Stroll [DM Jeff] 
Friday October 2nd, 2009 3:39:23 AM

The Gray Knights are quite sure that was not at all normal and, having few other options, decide to follow the constructs.

Dwight's first move is to do another scout from above. The first thing that he notices is that there are no out of the ordinary movements. The jungle is acting quite like a jungle. If Dwight didn't know exactly where everyone was, he would have a hard time finding them.

A good look tells Dwight that the Knights are in a valley. Mountains on both sides that go high into the sky block any view beyond them. If Dwight didn't know better, he'd almost say this place was so well secluded it was a deliberate choice. The other thing he notes is that the guardians are on a direct path for the treeless patch far ahead. No chance of them overshooting it at all. If the Knights keep walking with the constructs, something they'll have little problem with at the current pace, they reach the bare area within about ten minutes.

The Constructs don't seem to mind the Knights at all, allowing them to get as close as they desire. They walk eerily without error. Not once do they trip on rocks or get snagged by a bushes, something the Knights have to constantly keep an eye out for. As weird as it sounds, one might even say that the constructs walk perfectly.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Friday October 2nd, 2009 10:59:21 AM

Ply follows close tothe constructs. She looks them over fairly well and notice they are like nothing she has ever seen before.

"I have had clients with constructs in their homes as security. They are tough to get around, certainly, but these are masterwork constructs for sure, making most of the others appear like toys in power and maneuverability."

She keeps up with them, until they reach the area mentioned above.

Dwight hp 160/160, ac 31 
Sunday October 4th, 2009 4:03:58 PM

Dwight nods in agreement to Plyf following about 10' over her shoulder and watching for the lowest of the branches. "I'm going to guessssss the massster of thessse conssstructsss, isss keen on protecting their turf."

He then floats over to Monthor. "Sssorry I didn't think to pull out the cryssstal a bit sssooner. I've never ssseen an item react ssso with creaturesss or conssstructsss before."

As the group appears to be getting closer, Dwight again takes to the sky trying to get a bird's eye view of the clearing prior to entering it.

[OOC] [DM Jeff] 
Monday October 5th, 2009 4:23:03 AM

[Holding off a post until more posts. Also holding off replying to the questions for now]

Tratain Current Spells HP 252/234 AC 43 DR 15/Evil 
Monday October 5th, 2009 6:12:19 AM

Tratain follows along with the constructs. He says "Not a problem Dwight, I also have never seen a construct react to anything but who is controlling it. I wonder why these people have them out attacking everything though. We didn't provoke them that I can remember."

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Monday October 5th, 2009 8:03:42 AM

Vedik continues to study the constructs as he flies along. He ponders their actions, and their abilities.

"They walk like druids." he states matter of factly. "Very curious."

He flies along and continues to watch them as they approach the clearing.

OOC:
3 negative levels.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday October 5th, 2009 8:39:19 AM

Echlhin asks the group "Do we wish to continue to follow them blindly? I am wondering, given that we know their general direction, if we would like to take a rest at some point to help those that have been injured from the last fight and perhaps see if there is some way to find out about where they, and we, are going."

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Monday October 5th, 2009 9:32:43 AM

"Personally, I would like to stay near them, just in case they were meant to be a guide instead of a guardian. There might be traps only these constructs can get around safely. I trust my skills, but even I am imperfect, unlike these constructs."

MonthorHit Points:(143 of 213) AC 46 
Monday October 5th, 2009 6:30:57 PM

Monthor scoots up to Tratain....

" A little healing please. "

" Let's stay close to the constructs... "



Dwight hp 160/160, ac 31 
Monday October 5th, 2009 8:57:46 PM

As the group continues to examine the construct Dwight attention flickers to the trees. He has long sought an Isthagara tree, and knows they dwell in hard to reach places and are rarely ever found in the same place twice. His thoughts trail off as he envisions the direct link between Wold and pure magic that the Ishagara tree is rumored to have.


A Secluded Vacation [DM Jeff] 
Tuesday October 6th, 2009 2:59:09 AM

[OOC: My opinion on Spot/Listen checks is that you should really only be making them if they're called for. Or if you suspect there might be something hiding. Or if you are trying to hear/find things. Either way, I'm going to treat unnecessary spot checks just as I would failed spot checks and not mention them.]

The Knights keep up with the constructs, trying to decide what exactly these odd things are and why they're around. A subject that the beings themselves offer no assistance in. They are as silent as they were during their attack. The trek itself is difficult for most of the group, only made easier by the slow pace of the constructs. Echlhin (and anyone else with Woodland Stride) makes it look easy and could rush through the trees with ease.

After eight or nine minutes, Dwight flies up to check on their incoming location and is surprised to see that there is no open area in front of the group anymore. Just more trees. As he is about to report this, he sees the flora ripple and shake. For a moment, he sees trees and bushes move into the air. Some of them get larger and others smaller. A bright flash of light, which illuminates enough for the Knights below to see, and then it disappear revealing a treeless area that is at least two or three full square miles.

And, perhaps more shocking, Dwight sees hundreds of houses and huts. And thousands of people, some of them scattered far away, but most of them are crowding around an area that is directly in the path of the Gray Knights.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+13=25 ;
Tuesday October 6th, 2009 3:08:39 PM

Plyf.......

She loves meeting new people and new experiences. The people of the cold and that visit, although an uncomfortable one, was a huge learning experience for her, as she expects this encounter will also. What kind of people are they? Human, dwarven?

She summons a mandolin, with a fast spell and it appears in her hand. She begins to play it, a lively tune, as if a carnival had just arrived. She would be happy to speak with the village, but also, restraint is called for before one knows the customs of others.

ooc: My mistake, instead of singing, which is her perform skill, she is doing an untrained perform on stringed instruments, which would be at +8 for dwarves, +6 for halflings/gnomes and +4 for everyonbe else. Rolled 12.

Dwight hp 160/160, ac 31 
Tuesday October 6th, 2009 4:03:17 PM

Dwight floats back down so he is normal height with the rest of the group. He smiles at the townsfolk as the Knights enter the town. He leaves the talking to someone else, unless the rock requires him to lead.

Tratain Current Spells HP 252/234 AC 43 DR 15/Evil 
Tuesday October 6th, 2009 5:45:24 PM

Tratain walks along with the Others. When they approach the village he says "Dwight, Keep that Crystal Handy, just incase someone else tries attacking first and asking questions never. It seemed to get us by the constructs so it may help us here as well."

Tratain will stop the group from getting to close to the town until someone who looks like they are in charge speaks with the knights.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Tuesday October 6th, 2009 7:21:26 PM

Vedik follows the constructs, studying them as they walk, entirely fascinated. When they enter the clearing, raises one eyebrow.

He whispers to the group "If there's a people that have been isolated, I bet its these folk." He lets the more diplomatic members speak.

Effects:
3 negative levels
Buffs
Wings of Flying: Active
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)

MonthorHit Points:(143 of 213) AC 46 
Tuesday October 6th, 2009 9:40:45 PM

Monthor the injured follows Tratain...

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=42 ; d3=3 ; d20+27=36 ;
Tuesday October 6th, 2009 10:33:22 PM

Echlhin follows Tratain's cautioning. While approaching he tries to notice what he can of the area (Spot 42 and Listen 36).

The Lost Tribe [DM Jeff] 
Wednesday October 7th, 2009 3:02:30 AM

The Constructs walk straight towards the clearing ahead. The humans take almost no note of them, except to clear a path. With some mild hesitation, the Gray Knights decide to follow. They reach the boundary between the trees and the flat ground where both Plyf and Echlhin discover something that is mildly startling. The wild jungle stops abruptly. It is a very unnatural phenomnenon. Especially some of the trees, which seem to have grown perfectly normal except the half that would cross over the villages boundaries is missing. And wildlife isn't the only thing being stopped. It is clear the people are, at the very least, talking amongst themselves. But, of the thousands there, the Knights hear nothing until they pass the boundary.

There is a moment of legitimate silence from the crowd and Plyf takes the opportunity to announce the Knights in with it. Her mandolin playing is adequate enough, but it is instantly drowned out by the roar of the crowd. Cheers. Whoops. Yelling. Phrases being shouted that the Knights have no way of sorting out from the rest of the noise. One thing is clear, these humans are happy to see the Gray Knights. For a moment, it seems the crowd is going to rush the group. Friendly or not, that could be a dangerous situation. But before it happens, a loud drum is hit. And then again. And again. It continues until the only noise is the beating of the drum. The crowd parts and a weathered old man comes forth and approaches the Knights.

He begins to speak and the voice, although indecipherable to those without Tongues, is clearly one of power. The words sound very, very odd. Then, even stranger than the words themselves, even those without magical assitance begin to understand the man. Spellcraft Check DC 23: Highlight to display spoiler: {This is, most definitely, not a Comprehend Languages OR a Tongues spell.}

"Greetings, noble builders. I am Maldar, the eldest of the Teucrians. We have waited for your coming. The Sacred has been kept Holy. The Rites have been honored. Your coming, foretold. How may we serve?" He, with a great deal of effort, kneels down to bow on one knee. Behind him, the entire crowd mimics his actions.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+3=20 ; d20+14=28 ;
Wednesday October 7th, 2009 9:46:59 AM

Teucrians?

Plyf is flumoxed. She has heard of these people, some of the first inhabitants of the Wold, but they disappeared, came up missing, or just left. So, either the group has traveled through space to some other planet or the group has traveled through time.

Plyf runs over to help up the old man, "We are neither gods nor royalty. The only creatures that need bow before us are those of evil asking for mercy."

After the man is standing, she asks him, "How have you heard about our coming and how can we help you?"

Spellcraft: 20 (failed)
Diplomacy: 28

ooc: Do you have a descriptor for these peoples? Dark, light, short tall? Is there a wide variation?

Tratain Current Spells HP 252/234 AC 43 DR 15/Evil  d20+10=20 ;
Wednesday October 7th, 2009 6:34:30 PM

Tratain walks over to the Old man as well and offers him a helping hand up. He says "As my friend says, we are no one special enough for you all to bow too. Can you tell us about this place? We have heard of the Teucri where we come from but only stories. Can you tell us also why you think it was us who's coming was foretold. We come seeking knowledge, but also we were forewarned that a great evil would come an attempt to corrupt something sacred here. We have come to stop it."

Dwight hp 160/160, ac 31 
Wednesday October 7th, 2009 7:30:17 PM

Dwight remains back a bit, not wanting to spook them with his speech or his forked tongue. He looks from face to face, judging their age and occupation and other culture clues.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+31=35 ; d20+16=27 ; d20+31=49 ;
Wednesday October 7th, 2009 8:41:20 PM

While his companions talk, Vedik considers the barrier around the encampment, and the magic that must be a work. He avoids being too obvious about it however, and simply observes the barrier until further inspection seems socially acceptable.

He ponders if it might be some sort of planar boundary they have crossed. Such things are possible, and would explain a good deal about how this group has remained lost.

OOC:
Spellcraft on the Language effect: Can not fail
Spellcraft on the barrier: 35
Knowledge Arcana on the Barrier: 27
Knowledge The Planes on the Barrier: 49

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+21=22 ; d20+27=46 ; d20+27=44 ;
Wednesday October 7th, 2009 8:52:21 PM

(Go 1) Echlhin fails to grasp how the old man's words become understandable but figures he will ask someone else about it later, given he does not feel it appropriate at this point in time.

Agreeing with Tratain and Plyf, he simply stands with the group silently listening to what is spoken and tries to notice any reactions in the surrounding crowd (Listen 46, spot 44)

A History Lesson [DM Jeff]  d20=18 ;
Thursday October 8th, 2009 3:01:51 AM

Plyf and the rest of the group, taking a closer look, discover that this tribe is strikingly familiar. Not to the Knights, but to themselves. Almost all have have straight dark hair, either black or brown. No more than a handful have a reddish tint. All are dark skinned. Each of them is well-built, muscular, and athletic. And each of them has either a sword or a spear strapped to their person. These Teucrians, as hidden as they are, appear to be warriors. There are enough differences that the Knights don't think them clones, but just barely. This Lost Tribe must not get out much...

Echlhin looks over the crowd and notices that, for a people so fit and strong, almost everyone looks thin. A lack of meat covering their bones. Come to think of it, Maldar looks the worst of all. And yet, not one of them appears weak or even unhappy. The word that immediately pops into his mind is "hopeful".

Vedik instantly knows what these barriers are not. No Walls of Force. No form of Hallow or Unhallow. Even a powerful Antipathy or Control Plants couldn't have this effect. The trees that are only half there seem healthy and thriving. The thought that first comes to his mind is that half of the tree is growing right in front of him and the other half growing... somewhere else. But that is a power well beyond anything Vedik has ever heard of, and he has heard of much. Maybe he could learn more if he actually interacted with the boundary... Or maybe that would be a dangerous idea.

The Knights claim they are a simple group, not at all deserving of the honors bestoyed. From his position on the ground, he nods his head and turns to the crowd. "They remind us the importance of modesty. We are all insignificant compared to His might. The strongest, the wisest, and the most able all will meet him in the end."

Maldar returns his gaze towards the Knights, accepting Tratain's help getting up. His voice still projecting, he answers. "When the Builders left to join Him, they left their Temple to provide for us. But we are not perfect as they were and when we broke the Rites, He left. The Builders began to provide for us, but we failed them too. And now, He is gone and they have taken away their protection... It was prophecized that, once we returned to grace, those who can repair our souls and bodies would return. And here you are."

"If you wish to rest, we can arrange it. A feast would be... more difficult. Or we can take you to the Great Voice..."

Sense Motive Check DC 15: Highlight to display spoiler: {Maldar is laying it on pretty thick. Clearly trying to feed you information. He also seems unusually comfortable, compared to his people, who are all clearly shocked at the presense of the Knights.}

Anyone under the effect of Tongues/Comprehend Languages: Highlight to display spoiler: {The words in bold, you are hearing as "Death", not "His" or "Him"}

Knowledge History DC 25: Highlight to display spoiler: {The 'Teucri' were an ancient race that were on the Wold at some point, long ago. They were said to be very powerful. But they were also thought to be long, long gone.}

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+7=24 ; d20+4=10 ;
Thursday October 8th, 2009 10:03:52 AM

Plyf has no idea on the history of the place, but something is not right.

She remains quiet for now, waiting to see if some of the others pick up on the strange reactions.

"Does Him or He have a name you can tell us?" She asks.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Thursday October 8th, 2009 10:04:40 AM

Sense motive: 24

MonthorHit Points:(143 of 213) AC 46 
Thursday October 8th, 2009 8:30:24 PM

Monthor stands near Tratain and watches out for possible attacks. These people seem friendly but.....



Dwight hp 160/160, ac 31  d20+6=11 ;
Thursday October 8th, 2009 8:43:50 PM

Sense Motive: 11

Dwight remains in the rear watching the interaction between Tratain and the elder as well as the few others that feel learned enough to interact with these people.

As the conversation continues, Dwight attention begins to wonder to his favorite subject: food. Not so much as wanting theirs, as wanting to eat in good company. He considers summoning Ebryrons feast, though limited, always presents good food.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+8=14 ;
Friday October 9th, 2009 6:58:20 AM

"...all will meet him in the end" Echlhin thinks about the man's words. To the elder he asks "Sir do you recognize this symbol?" and gestures to the symbol on his vestments. "And for your offer, some may seek rest, but I do not speak for us all. Of food and feast, we would not wish to impose upon you and yours as it seems you may not have enough for yourselves. I, myself, would be interested in hearing the Great Voice."

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+2=22 ; d20+16=24 ;
Friday October 9th, 2009 8:25:32 AM

Vedik furrows his brow, trying to remember some detail that might help them out of history. But he is unable to recall anything useful, his mind still working on the barrier puzzle. He does however notice something odd about Maldar's speech, but remains quiet on that subject.

"Builders you say? I serve Alemi as Fixer, one who also creates things and repairs them. I wish to hear the Great Voice as well please. "

OOC:
3 Negative Levels

22 Sense Motive, 24 Knowledge History


Tratain Current Spells HP 252/234 AC 43 DR 15/Evil  d20+10=13 ;
Friday October 9th, 2009 8:36:46 AM

Tratain also notices something odd about the mans speach but decides to speak with his comrades about it after.

He says "I agree with my friends, can you show us around this place? and Show us to the Great voice as well?"

A History Lesson [DM Jeff] 
Monday October 12th, 2009 3:03:41 AM

[OOC: Jeff went home for Canadian thanksgiving before posting. And then forgot all about it. Sorry folks!]

Plyf's question only raises an odd look from Maldar. It crosses her mind that Maldar isn't saying "He" or "Him", that's just what she's understanding it as. The word he keeps saying is something along the lines of Dekadre. Echlin, thiking along Plyf's lines, points to his holy symbols. Vedik mentions Alemi. Both of them gain little reaction from Maldar. He shrugs. "I know nothing of such things."

The group decides to visit the Great Voice and the crowd, rather quickly, parts and makes a path for the group. Maldar begins to lead the way to a large box-building.

"I do not know what there is to show you. This is Home. It is where the Teucrians have spent many lives. But now our fountains no longer flow. Our homes," he points to many small box-shaped buildings, "are cold at night." The Knights notice that the various so-called buildings they walk by were probably not made by hand. They are all strangely clean and smooth, as if they'd never been tarnished. The Knights also notice that each building is marked with The Gift that seemed to have some effect on the constructs. "The fruit that once nourished us is now rotten, even on the trees. The wildlife that we once hunted is mostly gone and that which remains is sickly. And even the Guardians do not act as they once did..."

The Knights have reached the biggest building in the village. It is just as unnatural in construct as all the others. Two of the villagers rush up to the doors, slide them aside. Instead of running back into the crowd, one of them rushes up to Monthor and asks, "Did you come from the Skycastle? Are you here to save us?" He is quickly shoo-ed away by Maldar and disappears back into the crowd.

"This is the Temple where the Great Voice speaks. We have not heard Him since we failed, buts surely He will talk to you."

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Monday October 12th, 2009 1:14:01 PM

Plyf must admit to herself, she wasn't one to go deep into the history of the Wold, unlike scholars and wizards, so she follows along with the others, wondering if someone else recognizes the name.

"Anyone know the names of those that preceeded Alemi, Pantheon and the others?"

Tratain Current Spells HP 252/234 AC 43 DR 15/Evil 
Monday October 12th, 2009 6:59:17 PM

Tratain says "Can you tell us of the Guardians? How did they used to act? When we first arrived several of them attacked us. They seemed to stop after we showed them the Gift we have brought on behalf of the people of the Ice Vein."

He continues "I also have another question that may seem odd. When you speak to us, when you refer to your benefactor Your magic translates it to me as Him, but my own magic translates it as Death. Do you speak of Gargul the Caretaker of Souls? Or another being perhaps?"

Dwight hp 160/160, ac 31  d20+7=19 ; d20+6=25 ; d20+18=24 ;
Monday October 12th, 2009 10:46:16 PM

In response to Plyf, "Do you mean the Godsss Ebryron and Maab? If my hissstory ssserve me right, they were around sssince the beginning, ssso to ssspeak."

As the group enters the Temple, Dwight takes a closer look at the construct of the building. Not a builder himself, he attempts to determine it's age, as one would with a hard wood tree that has fallen. (knowledge nature: 19)

Lastly, as the elder begins to speak, Dwight takes notice of the villagers. Have they dispersed? Do they remain close enough to hear the voice, should it speak? Does our presence and expectation to speak with the voice provide comfort or fear? (Sense Motive: 25, spot: 24)

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+34=40 ;
Tuesday October 13th, 2009 7:40:27 AM

Vedik looks over the construction of the well and buildings, fascinated by them. He tries to determine anything useful he can make out about them with his knowledge of construction techniques.

He files the outburst about the 'Skycastle' away for future knowledge, excited by the potential.

OOC:
Knowledge Arch/Eng: 40

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+18=38 ;
Tuesday October 13th, 2009 1:26:14 PM

Plyf does a brief walk around the outside of the building, utilizing the Stonecunning aspect of her Belt of Dwarvenkind, she doesn't need to spend the time normally necessary to search every inch of the building. Anything that is unsafe, concealed or in some way odd, her magical item should allow her to more easily see it.

Search 38 (Natural 20)

MonthorHit Points:(213 of 213) AC 46 
Tuesday October 13th, 2009 10:27:12 PM

Monthor remains with Tratain and watches the party's back.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=46 ; d20+27=42 ;
Tuesday October 13th, 2009 11:10:37 PM

Not known for his knowledge of architecture or history, Echlhin walks with the rest, listening to what further words the elder may speak or what may be heard from the Great Voice. Upon entering the building, if that is what the group does, he looks (spot 46) around and listens (listen 42), taking in what he can.

((sorry about the late post, had a lot of extra work to be done for one of my classes))

At the Doorway [DM Jeff] 
Wednesday October 14th, 2009 2:48:28 AM

The Knights start listing off Gods, some new some old. All of them cause only a look of confusion in Maldar. "Alem-ee? Ebryoon? Garghoul? These names mean nothing to me. I speak of the only God: Dekadre. All must follow him. The wisest cannot outwit him; the strong can not overcome him; and the quick cannot outrun him. Only by accepting his power over us will we survive." Clearly, this tribe has no knowledge of the Woldian Gods. Not even Gargul's name holds sway over them. Most of the group recalls the Powers of the Southern Continent, but to have never even heard such important names...

Knowledge Religion Check:
DC 20: Highlight to display spoiler: {It sounds as if Maldar is speaking of ruled over Life and Death prior to Gargul. Dekadre doesn't seem to be the right name, but how many things get lost in translation over the years?}
DC 25: Highlight to display spoiler: {Gargul, although a very different being than the God of Yore he replaced, shared many similarities. The way Echlhin, and the Eyes, worship likely has a lot in common with these people.}

Plyf walks around the building and, although her eyes are good, she can see no failings in it. She has never seen such a well constructed building in her life, even if she can't piece together how it was made.

The Knights stand at the doorway, with Echlhin peering in. The room is unnaturally dark. No noise comes from within. If there is a Voice in there, the Knights probably have to go in to hear it... Of course, it could always be a trap.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+10=21 ;
Wednesday October 14th, 2009 9:46:53 AM

Plyf will ask the others, "There is no reason for us to enter until I investigate first.", she tells her friends, but in actuality, she attempts to tell her friends something else. "This guy is hiding something and I don't trust him!"

She waits for the others to agree with her, not wanting to step on the toes of the one that the others follow.

Bluff 21/23 halflings and gnomes/25 dwarves

Delivering a Secret Message
You can use Bluff to get a message across to another character without others understanding it. The DC is 15 for simple messages, or 20 for complex messages, especially those that rely on getting across new information. Failure by 4 or less means you can't get the message across. Failure by 5 or more means that some false information has been implied or inferred. Anyone listening to the exchange can make a Sense Motive check opposed by the Bluff check you made to transmit in order to intercept your message (see Sense Motive).


Tratain Current Spells  d20+16=27 ; d20+16=24 ;
Wednesday October 14th, 2009 6:51:25 PM

Tratain says "I'll go in with you Plyf, I think Dwight should come as well as he has the gift we brought here from the Ice Vein."

He continues to talk with Maldar as they enter the temple, he says "Can you tell me a little more about Dekadre. The name sounds familiar to me a little bit (Knowledge Religion 27) What can you tell me of his ways and how do you worship him?"

Tratain walks with Maldar into the temple, ready just in case it is a trap, but not overly concerned that it is at the moment. Perhaps the Man as the leader of the village wants to speak about things he would rather not have the whole village overhear for some reason.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=38 ;
Wednesday October 14th, 2009 7:00:52 PM

"I too would like to hear more of Dekadre" Echlhin says to Maldar while accompanying Tratain into the temple.


(spot 38)
-----------------
(goggles of night - darkvision)

Dwight hp 160/160, ac 31  d20+7=26 ;
Wednesday October 14th, 2009 9:38:30 PM

Knowledge (nature) 26, Not quite religion, but the older religions and nature often had some overlap, so I rolled.

Dwight looks to Plyf understanding her intention, having had the same thought. If it is a trap, most of us can escape quickly, barring some magical barrier. He nods in her direction. "Enjoy the warmth," he adds.

Waiting outside for a moment, and out of the elder eye-sight, Dwight murmurs two quick spells (Detect Magic, Detect Thoughts). He then enters the temple and puts his magical feelers outward.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+14=26 ;
Thursday October 15th, 2009 2:00:39 AM

Plyf shrugs her shoulders with a smile and in a friendly manner, wraps her arm around the Teucrian Elder, escorting him into the building with them, as if the group is honoring him. Meanwhile, she attempts to gain more information, "Please tells us more of your past and why you feel your people have fallen from grace?"

Diplomacy: 26

Dealing with MOM


The 'Great' Voice [DM Jeff]  d20+7=24 ;
Thursday October 15th, 2009 2:24:08 AM

Plyf decides to enter the big-unknown-temple-building, dragging Maldar with her. Tratain, Monthor, and Echlhin follow suit. Maldar offers: "If the Great Voice does not have answers for you, I will do my best."

The three Knights and Maldar find themselves walking into complete darkness, which quickly passes away once they pass the doorway. No lights turn on, it just seems that one moment the room seemed dark and empty, the next it seemed lit and full.

The wide (75-foot by 75-foot) room is . There are make-shift benches that form a semi-circle around the center of the room, where there sits a large tile with an image of Dwight's Gift on it. Around the tile, and even on top of it, are tiny altars made of what appears to be bones. Small skulls too. Nothing humanoid, for certain. Ten feet behind the tile is a large staircase that leads downwards. The same darkness that hide the inside of the Temple hides the ower level.

Dwight takes the opportunity Plyf made cast his spells and then quickly steps inside following the group.

Anyone with Detect Magic: Highlight to display spoiler: {The room is filled with magical energies. Divination. Conjuration. Enchantment. Every school of magic is represented, all overwhelming. There's no direction to pin-point. It is everywhere. From an inch away from your nose to the far walls and floors. Only two places don't radiate magic at all. The Gift Tile and the Staircase...}

Maldar steps away from Plyf with surprising quickness for an old man. He looks over the group and, settling back on Plyf, "So who are you rea-." Suddenly, he is on his knees. Before the Knights get a chance to respond, a figure appears on the center-tile. It looks familiar to the group, although they're certain they've never seen someone that looked like it. "A repair squad has been se-." It looks curiously at the Knights and then rolls its eyes.

"Adventurers. Just what I need."

Spot Check vs DC 30: Highlight to display spoiler: {It almost looks like it could be related to any member of the tribe. Almost, if it wasn't for a few alterations: eyes identical to Plyf's, a messiness in hair that reminds of Echlhin, Tratain's ears, Dwight's nose, but Monthor's nostrils... Very unsettling.}

Anyone with Detect Thoughts: Highlight to display spoiler: {This, whatever it is, definitely is conscious.}

(Also of Note: the Knights aren't hearing that familiar translation going on in their head anymore. The Great Voice, it seems, speaks common.)

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+10=23 ; d20+14=23 ;
Thursday October 15th, 2009 11:14:53 AM

Plyf was just about to tell the old man, "Your best friend or your worst enemy, but she never had the chance. Her spot check once again, inadequete.

When the figure appears and has reasonable intelligence for sarcasm, she bows to their host and responds, "I apologize, having to correct you, but adventurers are little more than tomb robbers and thrill seekers. We are hero's and champions for the weak and poor. How can we help these people?"

ooc: I might need an "Aid Another" on that Diplomacy please. :)

Spot: 23
Diplomacy: 23

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+7=26 ;
Thursday October 15th, 2009 11:55:50 AM

If the DM will allow it, Plyf would attempt an Sense Motive on the Elder. If not possible this round, may I keep the roll for next round please? :)

Sense Motive: 26

Dwight hp 160/160, ac 31  d20+18=36 ;
Thursday October 15th, 2009 7:01:18 PM

Dwight looks at this new figure, amid the various magic's in the air. (Is he new, or does the magic flare in a particular direction, or does his appearance change little in terms of magic radiation?)

spot: 36

Very eerie, Plyf, Tratain, Monthor, Echlrin. What no Vedik? Eerie indeed. This is either the result of the magic feeding off of us, or a reminder from a past good that we were all created together.

Dwight continues both his Detect Magic and Thoughts trying to gain some answers.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=35 ;
Thursday October 15th, 2009 7:04:18 PM

Echlhin is a bit unsettled when he notices this newcomer has some of the features of each member of the group, all except Vedik, that can be seen at the moment. If it were not for his eyes he would have thought it looked like everyone else in the village.

Tratain Current Spells 
Thursday October 15th, 2009 7:50:06 PM

Tratain says "Greetings Sir, My name is Tratain. These are my fellows in the Grey Knights. Who might you be? As my friend says we try to help people where we can. In fact we were sent here by Gargul to help the people here. We have Brought with us a Gift from the People of the Ice Vein to show our friendship."

Tratain asks Dwight to show the new person the Stone from the Ice Vein and waits to see what the newcomer says in return.

MonthorHit Points:(213 of 213) AC 46 
Thursday October 15th, 2009 8:38:36 PM

Monthor stands behind Tratain and waits....

Dwight hp 160/160, ac 31 
Friday October 16th, 2009 7:34:38 AM

Dwight pulls out the Stone at Tratain request and presents it to the speaker.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+20=26 ; d20+20=33 ;
Friday October 16th, 2009 9:22:19 AM

Vedik watches as Tratain and Plyf speak, slightly leery of the entity. He watches closely, ready to act.

OOC:
Ready action: If the entity takes a hostile move, cast Maze on it. SR check 26 (hero point reroll if needed: 33)

Meeting M.O.M. [DM Jeff] 
Friday October 16th, 2009 10:19:37 AM

Dwight, attempting to understand the magic around the room, finds no changes at all when the figure appears. No hints of specific spells or even vague schools to help discover how or who it is. Answers, it seems, won't be coming from his eyes. And as far as Plyf is concerned, Maldar appears to legitimately be in awe at the moment.

Both Plyf and Tratain take an opportunity to speak to the figure, appealing perhaps to its sense of empathy. After they've finished, the figure starts to laugh. There is nothing joyful or pleasant in the figure's mirth. In fact, it is downright scary. Not so much the laughter itself, but the way it sounds. As if the figure has never actually heard what laughter sounds like and is just trying too hard. Finally, after what is far too long to be considered comfortable, it stops and addresses the group.

"I am the Magical Operations Manager for this facility. Do not take this as a sign of companionship or respect between us. I tell you my designation out of a compulsion I am unable to overcome. Your names are of no importance to me." At the sight of the Gift, though, there is a definite change in demeanor. Pleasant doesn't quite fit, but maybe some happiness. "So that explains why the Watchers came back without carrying the blood-stained pieces of your bodies. I had assumed it was another malfunction. Or maybe his idiots," he points to Maldar, who seems to either not understand the insult or be okay with it, "Regardless, maybe you adventurers will be of some use then. Or, at least, as useful as 'noble' races can be. If you really want to be some help, then you can have the fitting task of fixing this facility. Since it really is you had to go spending the remaining magical energies on activating me."

The Magical Operations Manager stops speaking for a moment and, clearly visible to everyone, has a few sharp twitches of the head. It doesn't seem to notice them.

"Perhaps you've heard of the Teucri. I wouldn't be surprised if you haven't. The idiots left me here far too long ago. Well, this used to be one of their facilities. Self-sustainable for centuries, it was designed to operate without needing any contact with the rest of the Wold. Something one of Maldar's ancient relatives took advantage of long ago. Their little band of stupidity lives here, in my home using up the magic that should go to powering my vast intellect. And on what? Their pathetic needs for sustenance. If you hadn't shown up with that Star Crystal, I probably would have never been awakened again. Of course, this means that the tribe is going to die of starvation. Well, maybe thirst first. I haven't decided whether they'll figure out that rain is drinkable... Oh well. At least I get to live."

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+16=20 ; d20+14=22 ;
Friday October 16th, 2009 11:04:24 AM

"My goodness, you are quite the unsocialble one. Insults and degradations from something that is as imperfect as yourself. You were obviously created to keep and maintain these peoples in their habitat, but somewhere along the line, you feel you have become a superior being, yet, even you speak of a waning in your life."

Plyf is normally the diplomatic one, but she doesn't like this thing and if she thought for a moment, she could deactivate it, she would. Hey, wait a minute, maybe she can deactivate it. Give it a reboot or restart, perhaps a fresh start.

She starts looking around the inside of the room, while the others deal with "it", looking for some way control panel or mechanism, even a crystal in some slot somewhere.

Search (Stone cunning): 20

Disable Device: 22 (If necessary)



Dwight hp 160/160, ac 31  d20+5=24 ;
Friday October 16th, 2009 9:34:20 PM

Dwight would have preferred to remain quiet, but calls to Plyf to prevent her from doing anything drastic. "Pleassse don't russs into a decisssion we all might regret. Thisss being and the Teucri have been here in isssolation for a very long time. They each have sssome jussstification for acting asss they do; though we may not immediately underssstand it."

He pauses, hoping Plyf has stopped her attempt to disable anything that looks like a control mechanism.

"Besssidesss, asss the Heroesss you have proclaimed usss to be, wouldn't it be better to ressspond to the help requested? Sssurely the desssire to live isss a reasssonable requessst."

Diplomacy: 24 (Hoping to sway both Plyf and the 'consciousness' to be more civil)

Active Spells
Detect Magic
Detect Thoughts



Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Saturday October 17th, 2009 1:18:57 AM

Plyf continues to look, but does not Disable anything right away. After all, she is a team player, if given some guidance.

OOC [DM Jeff] 
Monday October 19th, 2009 2:37:00 AM

[Waiting on more posts]

Tratain Current Spells 
Monday October 19th, 2009 5:16:01 AM

Tratain speaks to the Entity and says "Please tell us what Materials we will need and what we must do to restore this facility back to how it was when it was built. How do we make sure Maldar and his people continue to get food and water and stay protected should they wish it? Also tell me about Dekadre and about the Star Crystal we brought. What does it do?"

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+20=35 ;
Monday October 19th, 2009 11:13:58 AM

Vedik is unhappy with the tone of this entity, and maintains his readiness against hostile action. He waits to see if Plyf or Tratain provoke any sort of response.

OOC:
Ready action: If the entity takes a hostile move, cast Maze on it. SR check 35

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday October 19th, 2009 12:17:03 PM

Trying to tune himself to his surrounds, Echlhin attempts to gain knowledge of any disembodies spirits or souls that may be in the area. (Sense Spirit)

MonthorHit Points:(213 of 213) AC 46 
Monday October 19th, 2009 10:01:46 PM

Stands next to Tratain and waits...

Dwight hp 160/160, ac 31 
Monday October 19th, 2009 10:21:02 PM

Having at least momentarily delayed an rash actions from Plyf, Dwight again looks to the consciousness, hold the gift.

[b] Active Spells: [b]
Detect Thoughts
Detect Magic


Dwight hp 160/160, ac 31 
Tuesday October 20th, 2009 10:30:08 PM

This thing is old. How long must it have been pondering it's own existence? Can a construct learn? I've never really thought about it, but I suppose, given enough time anything is possible. To have developed over hundreds of years, to think and learn and then be asked to make food and water. These little tasks are completed without thought, except that one's life force is draining away, being wasted, yet powerless to stop it. I suppose some resentment is expected. I hope however that some greater sense of purpose and..... humanity remains


Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Wednesday October 21st, 2009 7:01:02 PM

Plyf is still looking. She takes out some skin cream, to keep something "rash" at bay.

Dwight hp 160/160, ac 31 
Wednesday October 21st, 2009 8:27:20 PM

Perhaps, once the spirit is recharged, it could teach these folks how to create their own food and water using the various resources around. Surely this construct must take care of the people at any cost to itself.


Star Crystals Explained [DM Jeff] 
Thursday October 22nd, 2009 1:23:33 AM

[OOC: Sorry folks. I'm bed-ridden right now. Being sick has been no fun.]

MOM watches, seeming ambivalent as Plyf does her search. Either it doesn't know what she's doing or it knows and does not care.

Echlhin's Sense Spirit lights up around MOM. The figure is a disembodied soul. Although exactly what kind, he does not know. Further, Echlhin is aware of multiple... somethings further away, outside of the building. Their power certainly does not compare to MOM's.

Dwight's Detect Thoughts informs him that this being is among the smartest he has ever encountered and immediately finds himself stunned.

"The only materials you need is that Star Crystal you hold... There was a time when it was considered to be a nuisance. It would grow in caves with an alarming speed. Many Teucri habitats were underground and the crystals would appear, seemingly, out of nowhere. Eventually, some developed a technique of enhancing and refining the crystals that allowed their energies to be used as a magical power source." With a wave of it's hands, a waist-high cylinder appears in front of MOM. On top of it, in a glass base, sits a Star Crystal. This one does not look as beautiful as the glistening one Dwight holds. Instead, it is nearly dark. The insides look twisted and chaotic.

"One day the Star Crystal that powers this base began to fade. The Guardians... stopped listening to me. Shelter for the area, the illusions that hide it, the food maintainers, the water flows. Everything started to fail. Knowing there was nothing I could do, I shut my higher functions off in order to divert as much energy to food creation. When you showed up, it reset me. Now the Star Crystal is completely spent. Fortunately, now that you've brought one, all we need is for you to take it downstairs and replace it..."

Dwight hp 160/160, ac 31 
Thursday October 22nd, 2009 5:15:48 PM

Dwight remains in silence, overwhelmed by the intellect. BAMMMMMM!!!!!

After a moment Dwight is able to think again. Replace an item downstairs. Could it really be that easy?

"Will replacing the cryssstal provide you enough power to sssupply food & water, and provide protection?"

"For How long?"

Surely something can be done to prevent the end of both this being and maintain the culture developed here.


Tratain Current Spells 
Thursday October 22nd, 2009 5:31:11 PM

Tratain says "What can we expect downstairs? Is anything going to try and kill us when we go down there? And what happens when we replace the crystal? Will Maldar and his people be taken care of again? Also what will you do if we replace the crystal"

He continues "And can you please tell us what you know of Dekadre?"

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday October 22nd, 2009 6:06:15 PM

Speaking to the spirit (Question Spirit - spirit cannot lie to grim, but not compelled to answer) Echlhin asks "What binds you here spirit? Why are you still here? Is there something controlling you?".

Echlhin is hesitant to do anything that would help keep the spirit trapped in this place, and as such will not go downstairs to replace this crystal without knowing what will happen from doing so.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Thursday October 22nd, 2009 10:37:20 PM

Plyf is surprised she could not find this way downstairs, during her search.

Unhelpful Gaps [DM Jeff] 
Friday October 23rd, 2009 2:09:40 AM

Plyf, and the rest of the Knights, already noticed the stairs on their first glance of the room. Ten feet behind MOM is a large downward staircase, enveloped in darkness.

"Dekadre?" MOM visibly flickers as the name is said. The entire construct/image/whatever-it-is fades away for a moment and, then, returns. "I would ask that you don't make that specific query again. As it appears I have a shut-down compulsion regarding it." Those looking would swear MOM looks embarrassed. Whatever this spirit-construct is, it certainly feels emotions.

Echlhin's questions cause that embarrassment to disappear and a smile to appear on MOM's face. "You may be surprised to know that your questions force no obligation on me. That, I believe, has something to do with the query I am unable to speak about... But I am here entirely of my own volition. There was a time when this was a position of great honor, instead of a glorified Caretaker."

"Deep, deep below us is the Well that powers this base. Once the Star Crystal is replaced, it will give me sufficient power to reactivate the Caretaker functions of this base. Normally, I would be able to show you exactly what is down there. Unfortunately, at the same time as the Guardians... failed... my information down there became corrupted. Likely, there has been a rather large magical breach in order for that to occur. I do not know what you will find down there. Now, his," MOM points to Maldar, "people might be able to tell you something more."

Maldar, who has been kneeling and trying to be ignored, jumps up. At least, as fast as he can. "When the Great Voice stopped... We sent some of our strongest down into the darkness. They... have not returned."

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Friday October 23rd, 2009 6:34:09 AM

Plyf sighs. She looks over the edge and down into the darkness. She attempts to penetrate the darkness with the Darkvision her magical belt provides.

If it is not magical, and with the others permission, she casts a Dancing Lights spell and sends them down, just a ways, to see how deep it goes.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Friday October 23rd, 2009 8:35:38 AM

Vedik sighs as well. He asks "Should we return power to this place, what will you do with the tribe that lives here? Will they be free to go if they wish? And what of you? What purpose will you still server if this place is empty?"



MonthorHit Points:(213 of 213) AC 46 
Friday October 23rd, 2009 11:22:26 AM


Monthor pats Shirley gently....

"Sounds like a good time to be had.... "


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Sunday October 25th, 2009 9:37:26 PM

To the spirit within MOM Echlhin asks "What will do after the caretaker functions are restored? What are your plans for these people? Why would you wish to not pass on?"

Tratain Current Spells 
Monday October 26th, 2009 6:05:37 AM

Tratain waits for the being to answer the questions that his friends have asked it.

Who Cares for the Caretakers? [DM Jeff] 
Tuesday October 27th, 2009 2:51:45 AM

Plyf discovers that the darkness is magical, something that Dwight's Detect Magic can only kind of verify. It suffers from the same problem that everything else in this room seems to: either it shows up as all-kinds of magic or none at all. Sometimes, maddenlying, both.

"The tribe has always been free to do what they wish. They remain here because they are safe here. The same reason anyone stays anywhere." MOM stops to consider the rest of Vedik's and Echlin's question for a moment. It pauses, looking thoughtful. "I am tied to this place. Not by force, but by choice. Like Maldar's tribe, I have become accustomed to it. With the Teucri so-long gone, what place would a Teucri Maintainer have in a Wold without Teucri?" The question, clearly rhetorical, seems to bother MOM.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Tuesday October 27th, 2009 11:26:08 AM

Plyf waits for the others to determine how they want to proceed. She has a few ideas, but she doesn't have the power or ability to enact those thoughts. She also doesn't know the true potential of everyone in the group, except maybe Monthor and his girlfriend, which reminds her, to stay behind him when he can't see the target in front of him.

She sings a little song to ease her own tensions, almost thougtless of others present. Yet she prepares to inspire her friends for when they are ready to do, whatever it is they do.

"Into every darkness, a little light must shine
For those of us that can not see that doesn't make us blind
We must go forth to do good deeds to rescue those for whom we care
and in the midst of danger, let all foes do beware"

Dwight hp 160/160, ac 31  d20=12 ;
Tuesday October 27th, 2009 11:22:57 PM

Dwight looks at the construct/spirit, wanting to understand more, but also feeling his depression is beyond his young understanding.

"Perhapsss, we can at leassst look below. In doing ssso, we might find more information than thisss construct can or isss willing to ssshare."

Dwight then turns to the elder Teucri, "How long ago did your men go down the ssstepsss? What information did you know about the roomsss below?" (Gather Information: 12)

Active Spells:

Detect Thoughts
Detect Magic

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+13=16 ;
Wednesday October 28th, 2009 3:35:31 AM

Following Dwights lead, she provides Aid Another to Dwights query.

Aid Another on Gather Information: 16

Tratain Current Spells 
Wednesday October 28th, 2009 5:37:25 AM

Tratain says "Can you tell me what a Maintainer is? What is your mission here. Perhaps when we repower you you can help Maldar and his people become self sufficient? It seems they have much that they need to learn, you could teach them what you know. Then when that is finished you can move on into Gargul's realm so your soul can be born anew."

He continues "Also could you show us what the layout looks like down below? How far we have to go to place the crystal? And before you shut down what was down there? More constructs?"

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Wednesday October 28th, 2009 8:44:02 AM

"Perhaps then your task would be done, and you would be free to move on?" says the old dwarf scratching his chin.

"Could you tell us how you became what you are? How did you enact this choice you made?"

Even MOMs Have A Past [DM Jeff] 
Wednesday October 28th, 2009 12:29:08 PM

"The Teucri were masters of Woldian manipulation. I believe you view it today as magic and some of you are accordingly skilled." MOM seems legitimately impressed, for the first time. "The Teucri spent generations expanding their knowledge. Eventually, they discovered that each being had both a physical body and a mental spirit. Some saw this as the key to infinite life. Others as an opportunity to expand their powers. Although the details of my own life are missing--a choice I deliberately made; who would want to remember those they loved and watch as they slipped feebling into death--the story of Maintainers is almost always the same. Our bodies were incredibly injured and so we volunteered. We would give up our useless physical selves to become vastly more powerful. Those powers would, in part, be used to maintain Teucri bases during long term projects, but we would be free to otherwise act as we desired. And, when we wished to pass on, we could remove our consciousness from the Star Crystal. I am not an abomination or fool seeking madly to avoid death. This was simply the way I wished to experience life..." The Knights all note that MOM did not answer the question of whether it would move on, even if the group were successful. It would not be an easy thing to do: giving up life as this creature knows it. Spirit or not, MOM is more than a construct; with the ability to think, reason, act emotionally (even if those emotions appeared to generally be disdain).

While MOM's stoMaldar speaks to Dwight in hushed tones. "It was moons ago, when-." He stops, trying to process the information he has learned from overhearing. "When the Star Crystal failed. You have to understand, we thought that we had failed. They went down and the stairs disappeared after them. We assumed it was Him testing them, but... when the stairs returned and they did not..." Both Dwight and Plyf notice a significant change in Maldar's reactions. He is not the suspicious old man anymore. Now he just seems to be scared and confused.

MOM picks up the story. "There are a number of safeguards protecting the Star Crystal. Under normal circumstances, it would be a simple matter to tell you what they are, but having been shut down so long, I do not know. And, in my attempts to look down there and discover, I have come across nothingness. The Star Crystal defenses operate independently. They are designed to learn from each situation and adapt accordingly. So it could be that the defenses are blocking me out, viewing me as an intruder. Or they could simply be shut down like everything else on this base. Or there could be a large contingent of Guardians, waiting for someone to be foolish enough to attempt to alter the Star Crystal."

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+4=23 ;
Wednesday October 28th, 2009 5:43:01 PM

"Let us bring the crystal near the stairwell and see if it has an effect on the magical darkness?" Plyf suggests to the others, not really knowing the dynamics of this place. She digs deep into her slight bardic knowledge on any information she may have obtained in song or poem on what they are facing.

Bardic Knowledge: 23

MonthorHit Points:(213 of 213) AC 46 
Thursday October 29th, 2009 7:56:22 AM

Monthor continues to sit back near Tratain and listens.
This stuff is getting awfully long for the AD/HD prone dwarf... he needs to bash something... soon!



Dwight hp 160/160, ac 31  d20+5=6 ;
Thursday October 29th, 2009 5:03:06 PM

Looking at the frightened old man, Dwight tries to reassure him. "Do not worry. We will try to help in whatever way we can. Thingsss may change, but you and your people will sssurvive."
(Diplomacy for old man: 6 -- natural one. I guess my "S"s freak him out instead. )

Dwight likes Plyf's suggestion. He begins moving over to the stairs, holding the crystal in his arms.

"If we go down thessse ssstepsss, and return with more questionsss, will you ssstill be here? I know you sssaid you cannot accessssss sssome of the information, but perhapsss you can remember sssomething if we add sssome detailsss."

Dwight looks at the stairs, the crystal and the various magical images about (or lack there of).

Active spells

Detect Magic
Detect Thoughts

Tratain Current Spells 
Thursday October 29th, 2009 8:06:32 PM

Tratain says "Once we replace the crystal will you be able to see what is going on down there and turn off any defenses that may be activated? Also about how far is it from the steps to where we have to replace the crystal. Would we also be able to wait until tomorrow to go down there? Those guardians that attacked us drained us somewhat."

A Glimpse Into Darkness [DM Jeff] 
Thursday October 29th, 2009 10:22:02 PM

Dwight tries to calm Maldar, but fails altogether. The word "change" causes him to crumple to the ground in his pathetic sort of bow.

Plyf and Dwight have the idea of moving the Star Crystal towards the darkness. Either it is a huge co-incidence or their plan worked. They discover that the stairs down, which had previously stopped abruptly in magical darkness, go down quite a bit farther. Hundreds of feet at least. About twenty feet down is what appears to be bones... Black, charred bones.

"If the crystal is replaced, I should be able to override anything... As for time, take as much of it as you need. Considering this tribe had months of slow starvation ahead of them and I had eternity to go mad, one night should be okay. I can have rooms arranged for you." MOM waves a hand at the far walls and a series of rooms are shaped into being. Dwight, maddeningly, sees nothing magical or extraordinary from it.

Sense Motive DC 20: Highlight to display spoiler: {If you had to guess, you'd say this rapid shift from antagonistic overlord to helpful servant has more to do with MOM being lonely than anything else.}

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+7=26 ;
Friday October 30th, 2009 12:18:55 AM

Plyf feels terribly sad for this entire situation. Seeing the bones is the last straw and she walks away from everyone, outside near the entrance to shed her tears.

Seeing the emaciated people were enough for her to have these emotions, yet, her experience with realith allowed her to keep them in check, but seeing the remains of the strongest and bravest that these people have, destryed by the very device meant to protect them is to much and a torrent appears from her eyes. She attempts to remain quiet in her misery, but knowing it is not possible, she hums a soft melody to hide the great desire to help these people and perhaps their benefactor.

Sense Motive: 26

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Friday October 30th, 2009 11:10:55 AM

Vedik raises an eyebrow at the transformation that occurs in front of him, and tries to process all that has been said.

"A night of rest before we venture on seems wise. Those constructs took a good set of my most powerful spells, both from casting and from enervations."

"Thank you for your hospitality."



MonthorHit Points:(213 of 213) AC 46 
Friday October 30th, 2009 2:27:21 PM

Monthor gives a quick salute to MOM in acknowledgement.



Dwight hp 160/160, ac 31 
Friday October 30th, 2009 8:16:10 PM

"Must a passssssword or permissssssion be granted before anyone can dessscend the ssstairsss sssafely?"

Dwight makes a mental reminder to collect the ashes of the fallen the next morning so that they may be honored for their bravery, and praised for their sacrifice in warning others of the danger.

Dwight will then exit the building (to avoid casting within the various magics already present). He then casts Augury

"If I walk to the ashes of the dead at the bottom of the stairs, will any harm or attack occur against me?"

He then considers the answer.

------
Before retiring for the night, Dwight would like to offer food to the locals. While he cannot provide enough for the village, he offers what he can (after mentioning this to the group).

Summon Ebryron's Gifts of Creation (Create food and water)

------

active spells:

detect magic
detect thoughts



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+8=15 ;
Saturday October 31st, 2009 7:40:04 AM

As it appears that the groups decision is to help MOM for the moment, Echlhin will rest and prepare.

Gathering Strength [DM Jeff] 
Sunday November 1st, 2009 8:05:06 PM

MOM raises an eyebrow at Monthor's salute and mimics the gesture. "I will go into low-magic mode for the evening and use that energy on providing the Tribe with food." With that, MOM disappears and the Knights are left alone with Maldar.

The group decides to take an evening to recouperate and prepare. Dwight, thinking ahead, attempts an Augury. Unfortunately, Nothing is the only answer he receives. He also summons food for a few of the villagers. They do not fight over it; instead the youngest of the tribe are taken to Dwight and each asks his permission to eat.

Unless the Knights have any plans for the evening, night comes rather quickly with most of the Tribe hesitating to bother the group. Maldar informs them that he has requested the group be left alone to prepare for the day to come.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+18=29 ; d20+6=12 ;
Sunday November 1st, 2009 9:20:18 PM

Plyf does not need the rest that others need. Only using a a minor spell to jump from a tree, she takes the time to entertain the populace with her skills. If there is some way that she can get across to the people, the Knights are there to serve them with song, poetics and music she will as well as explain how other cultures live in harsh environments and come out alive.

She does her best work possible, removing the Belt of Dwarven Kind, before she interacts with them and stowing it away for later use in the morning. She must admit, her emotions and sadness helps her to produce some of the best works she has ever done.

After some hours though, even she feels the fatigue of the day and after saying goodnight to those still present, goes into her appointed room for some much needed, but restless sleep.

Performance singing: 29
Performance music: 12

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Monday November 2nd, 2009 8:02:20 AM

Vedik spends the night preparing for the morning. He draws his last two draws of woldsblood to refresh some of the wands. He then tries to get some rest in preparation for the mornings descent.

OOC:
Two draws of woldsblood: 6 drops each can not fail: 12 drops
Recharge 12 charges to wand of cure light wounds.

Dwight hp 160/160, ac 31 
Monday November 2nd, 2009 4:34:26 PM

Dwight tries to engage and say "your welcome" to each child as they approach as take what little food he has provided.

He then retires for the evening, feeling intentions are right and tomorrow will be dangerous.

-------------
The following morning, Dwight again offers food to those willing to take it, cast Ebryrons Feast. (Create food and water)


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday November 2nd, 2009 9:45:30 PM

Echlhin spends the evening contemplating MOM and what Gargul's wishes may be. A strange hope as it may be, Echlhin falls asleep actually hoping for a vision of his lord's wishes in his dreams.

In the morning, Echlhin might prepare different spells.

Strange Feelings [DM Jeff] 
Tuesday November 3rd, 2009 3:22:16 AM

Plyf's singing proves to be quite popular. Although some of the cleverness of her lyrics is lost in translation, it is clear that the Tribe enjoys her presence. She is kept up longer than she intended, but needs less rest than the others.

Night passes uneventfully for the group. When day breaks, the Tribe is already out and about. Daily chores are being done which also seems to include practicing with swords, spears, and wrestling. Plyf is surprised to hear some of her songs being sung or hummed. It appears she had quite the effect.

For Tratain, Echlhin, Dwight, and Vedik: As peaceful and calm as the day itself might be, something is quite wrong here. At first, you cannot place it. The Wold is acting as it should. It isn't until you attempt to prepare spells that it becomes evident. What is normally a calm and relaxed task of connecting to a power outside of yourself, is a fierce struggle. You do successfully manage to prepare your spells, but just barely. If your will was even slightly weaker, it might not have been possible at all. Wisdom Check Dc 20: Highlight to display spoiler: {The familiar presence of the divine is missing. The Gods and Powers are not here, in this place. Domi, Gargul, Alemi, Eberyon. Whichever God grants your magic is, most definitely, not watching you now...}

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Tuesday November 3rd, 2009 8:54:49 AM

Plyf yawns and stretches at the start of the new day. Although not much sleep was had, she wipes away the sleep from her eyes, mingled with tears of joy at what she had provided for these people. A bit of inspiration.

She waits and watches as her comrades prepare for the day and make plans for their next task at hand.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+8=15 ;
Tuesday November 3rd, 2009 6:13:57 PM

(Wisdom check 15) Struggling to memorize his prayers, Echlhin is acutely aware of the difficulties in his normal commune with Gargul. After his prayers are complete he looks to the others to see if they are having similar difficulties and perhaps have some insight into the problem.

Dwight hp 160/160, ac 31  d20=3 ; d20+20=29 ;
Tuesday November 3rd, 2009 9:39:37 PM

Dwight barely makes the necessary mental connection to praise Ebryron for another glorious morning. While dragging, he tries to again offer what he can to the villagers (Cast Ebryron's feast. Concentration: 29)

Unless other topics come up, Dwight is ready to delve down the stairs.

Tratain Current Spells  d20+10=30 ;
Wednesday November 4th, 2009 5:57:09 AM

Tratain manages to prepare his spells for the morning but with some difficulty. He goes to the Others and says "I believe the Gods are absent from this place (Wisdom Check 30). We must be careful and see how our magic reacts here."

When everyone is ready Tratain says "Let us prepare and head down the steps. Vedik can you use the stoneskin wand on everyone? After that let us head down and see what we can find. I think Monthor needs to hit something before he goes Crazy."

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+2=20 ;
Wednesday November 4th, 2009 8:20:39 AM

"I feel it too Tratain." says Vedik with a grimace. "Such power, to be able to do that." The old dwarf shakes his head.

He prepares his spells, altering his selection somewhat expecting more constructs.

"I am ready." he says without much fanfare. He takes a moment to use the wand on the entire party, as well as performing his normal morning armor anointing.

OOC:
Draw Woldsblood, GMVestment on normal targets.
Use Stoneskin wand on everyone: CL 15, 6 charges used. Lasts 150 Minutes.

MonthorHit Points:(213 of 213) AC 46 
Wednesday November 4th, 2009 10:18:41 AM

Monthor looks at Tratain and grins... not a nice grin... but still... a grin...

" Something... or someone.... me don't care at this point... as long as Shirley is happy... "

ooc> Let's get this moving already!!!

In the Basement [DM Jeff] 
Wednesday November 4th, 2009 5:55:59 PM

Vedik and Tratain both make the discovery that the Gods are absent and are appropriately shocked. Even the Southern Continent, where the Powers hold more sway than the divine, is still under the influence of the Gods. Either the Knights are in a very secluded part of the Wold where the Gods hold no sway or there is something very powerful that is keeping the divine out. Both possibilities come with very difficult consequences.

After preparing, the Knights make their way to the staircase again. MOM does not appear this time. The darkness blocking the path fades away and the group heads downward. Looking back, the Knights see that the darkness that blocked the way down now blocks the way up.

The stairs are big enough that a marching order of two-by-two could be established. Dwight recalls his desire to pick up the charred bones and is free to do so. The tunnel is dark, atlhough not the same magical darkness that previously blocked the stairs. Presuming the Knights light their way, the journey downstairs takes about five minutes. In that time, the group travels hundreds of feet and finally the stairs stop.

Up ahead is a circular chamber. From here, it appears to be rather dusty and un-used room, although the Knights have no way of seeing around corners and anything could be hidden in there.

[Combat Rounds]

Map - For now, I've got you all as numbers on the map. Once you establish a marching order, I'll change it.

Dwight hp 160/160, ac 31  d20+18=28 ; d20+12=14 ;
Wednesday November 4th, 2009 9:36:08 PM

OOC: Did the Feast get summoned before our departure? This would be Dwight indication if something wasn't quite right. If he was unable to summon the food, he would have tried calling his Spirit Eagle: Whisk, to watch the skies as they ventured downward.

As the group reaches the base of the steps, Dwight carefully collects the charred remains. He spiritually places them in a sack to be properly dealt with later by the villagers.

With bow in hand, broom on back and crystal within easy reach in his bag, Dwight takes his place in the marching order (#4 or #5). He keeps an eye both forward and backwards. As he walks he casually slides his hand along the wall checking for problematic signs (aka traps)

spot: 28
check for traps/search: 14

[Sorry. Yes, Feast was still summoned.]

MonthorHit Points:(213 of 213) AC 46 
Wednesday November 4th, 2009 10:01:00 PM

Monthor and Shirley are at the head of the party (1).
Monthor waves to the party to halt.
He looks to the partie's war leader,Tratain, and whispers....
{ Me has me golem bane scarab... does ye want me to use to to scry the area? }

If he does, Monthor takes the item out, moves forward 30' and scans the area
[Scarab of Golem Bane- Detect any Golems with 60' (standard action).]
ooc> Probably to much for a combat round, but worth a try.

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+16=34 ; d20+7=15 ; d20+10=17 ;
Wednesday November 4th, 2009 10:48:41 PM

Plyf puts back on her Belt of Dwarven Kind and proceeds first down the steps, if she is allowed.

She walks carefully with the knowledge her magical item allows her to more easily see traps and disturbances witht he solid stone complex.

She carefully steps around the remains of the corpses, "Perhaps we can testify to Gargul on their behalf when this is done?"

Having gotten to the bottom, she pulls her bow and waits for the others to take their positions, once again, letting Monthor in front of her.

Search: 34
Listen: 15
Spot: 17

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=33 ; d20+27=32 ;
Wednesday November 4th, 2009 11:12:24 PM

(any position besides 1 or 2 :))

(Listen 33, spot 32) Echlhin studies their surroundings to see if he can detect what may be ahead of them.

------------------------------
Daily spells:
Barkskin
Long Strider
Delay Poision

Other:
Darkvision - Goggles of Night

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Thursday November 5th, 2009 9:02:52 AM

Vedik ponders for a second, then gathers everyone close, casting a spell that he wishes they had when then traveled underwater. He extends the spell with his metamagic rod, to ensure it lasts long enough.

He then thinks to the party :"I figure what ever is down here may overhear us if we speak. This is safer."

OOC:
Cast Rary's Telepathic Bond (extended): We may communicate telepathically over any distance as long as we are on the same plane.

Buffs:
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Rary's Telepathic Bond: 6 hours: Cast at entry to basement.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Thursday November 5th, 2009 2:25:36 PM

Vedik will take a place in the middle of the party, 3 or 4.

Tratain Current Spells HP 211/211 AC 44 
Thursday November 5th, 2009 6:25:26 PM

Once the group sees the Circular Chamber Tratain Casts Shield of Faith on Himself. He Then thinks at the others "Who Has our Invisibility wand? And Did we get the Stone skin before we came down? Plyf Can you try and sneak up there and scout real quick, Use the Invisibility wand for a little extra precaution but down count on it hiding you. If you get attacked I'll know thanks to my status spell and We'll Come running. If its safe think back at us and we'll head up. Everyone else be Ready, Monthor I know you've been wanting to clobber something for a while now. If anything threatens Plyf Have at it."

Tratain Takes up position in the front Next to Monthor.

------------------------------------------------------------
Status on Party
Greater Magic Weapon - Adamantite Warhammer
Magic Vestment - Sheild, Reflecting
Magic Vestment - Armor, Heavy Fortification
Delay Poison - Tratain, Plyf, Dwight
Shield of Faith

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+19=25 ; d20+15=17 ; d20+16=33 ;
Thursday November 5th, 2009 7:09:49 PM

Plyf wrings her hands in anticipation. This is her chance to show her new friends what she can do. With a large smile she nods her head and takes the Invisibility spell offered to her. She thinks back to the others, "I will do a perimeter check first, then work my way toward the center."

Hide: 25 plus Invisible
Move Silent: 17
Search: 33

Never fails... :(

Sneakin' Around [DM Jeff] 
Friday November 6th, 2009 2:44:25 AM

Monthor tries to detect any golems around. He doesn't sense any. Although whether the constructs qualify as golems is a valid question. Vedik and Tratain do some buffing, thinking that being unseen and unheard may be best.

As Plyf starts walking forward she notices a small gem jammed into the floor of the doorway ahead of her. A careful look around sees three other identical gems along the walls and ceiling. Her rogue instincts kick in and she immediately distrusts them. A trap, of some sort, although what exactly it would do is enough to make her curious. Regardless, she thinks she might be able to disable it if she tried...

[Combat Rounds]

Map


Dwight hp 160/160, ac 31 
Friday November 6th, 2009 7:34:43 AM

OOC: How big of a charred area was near the warrior's bodies?

DM Jeff: Not that much bigger than an average humanoid. No blast crater ;)

Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+14=20 ; d20+23=41 ; d20+14=25 ;
Friday November 6th, 2009 10:20:26 AM

She tells her friends that there is indeed a trap ahead.

"I can attempt to disarm them, but if I am to fail, we could all get hit by the results. Perhaps, you want to back up a bit in case my clumsiness returns." she warns.

When the others have moved back a ways, she studies the area a bit more, then with careful expertise she has spent many years honing, she moves in to remove the trap.

If the first Disable Device is not a Critical failure that sets it off, she will attempt again to disable the trap.

Disable device: 20
Reflex save: 41 (if necessary)
Disable Device: 25

UGH!!!

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=43 ; d20+27=29 ;
Friday November 6th, 2009 6:15:21 PM

Given Plyf's mental warning, Echlhin backs up a bit to potentially avoid the trap.

He continues to watch and listen down the hallway (Spot 43, Listen 29)

MonthorHit Points:(213 of 213) AC 46 
Friday November 6th, 2009 10:58:04 PM

Monthor motions to the rest of the party to back up to the edge of the corridor and follows suite

Divide And Conquer [DM Jeff] 
Saturday November 7th, 2009 11:17:43 AM

[Since Plyf posted, I'll go ahead and get this on the move.]

The Knights all back up, in case the worst happens and Plyf fails to deactivate whatever the trap is. And then the rogue gets to work. She gets low to the ground and attempts to stop these gems from working somehow.

Unfortunately, either due to the weirdness of the trap or just shakey nerves, Plyf's work has the opposite intent. A giant flash of white light hits her and she leaps up, attempting to avoid it, but she finds there's nothing she can avoid. Instantly, Plyf is hit by a Greater Dispel [Can I get a full list of the magic on Plyf at the moment?].

Them, between Plyf and the rest of the Knights, a wall appears almost instantly. Plyf is now alone and mostly dispelled. And if all of this wasn't bad enough, Plyf has the misfortunate of seeing four Greater Elementals pop into existence: Fire, Air and Water are roughly in the centre of the room (with Air 30' up) and an Earth Elemental right in front of her.

---

Meanwhile, the rest of the Knights are only able to see Plyf leap into the air in an attempt to escape her mistake and then the wall that separates the group. The rogue is alone...

[Combat Rounds]

Map

Tratain Current Spells HP 211/211 AC 44 
Sunday November 8th, 2009 8:55:20 PM

Tratain says "Can someone get us onto that Other side of the wall? We need to know whats going on in there. But If a wall appeared it can't be good."

MonthorHit Points:(213 of 213) AC 46 
Sunday November 8th, 2009 9:25:04 PM

Monthor sees the mess that Plyf is now in attempts to teleport to his friend.
" Duck and weeve Plyffy!!! "

ooc> Delayed action, end of round, teleport to Plyff.
Next action, teleport back to this side of the wall with Plyff.

Dwight hp 160/160, ac 31 
Sunday November 8th, 2009 10:05:21 PM

Dwight stands as the calm hallway turns into choas in seconds. Without remembering, his thoughts go out, "I should have told Plyf to back up, and let me just set the traps off from a safe distance."

Seeing Monthor disappear, "Oh my," as he hopes Monthor does not have a repeat of his last teleport attempt.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Sunday November 8th, 2009 10:18:32 PM

Seeing Monthor disappear, Echlhin takes this round to cast Detect Magic to determine if the stone is magical in nature and would not be affected by a spell of Transmute Rock to Mud.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  5d6=21 ;
Monday November 9th, 2009 7:28:35 AM

Vedik casts disintegrate on the wall, hopefully removing a ten foot section.

He think's to the group "Go get em."

OOC:
Disintegrate: Wall must make a DC 26 fort save or be disintegrated. Successful save still deals 21 damage to it.

Buffs:
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Rary's Telepathic Bond: 6 hours: Cast at entry to basement.

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d100=47 ;
Monday November 9th, 2009 10:11:36 AM

If Plyf sees Monthor arrive, she quickly smiles at him and touches him. Then, using her own Boots of Teleportation, she takes him back with her to the other side of the wall.

Plyf has the two Magical Vestments and a Greater Magic Weapon spell on her as well as the Telepathic Bond that was used on the group earlier. The last spell was the invisibility from the wand used on her.

If Monthor does not appear as he had posted however, she would know something has gone terribly awry for the others to not be able to follow, one way or another and will activate her ring of Blinking immedietly, then pull from her Haversack her own wand of Improved Invisibility. Hoping she survives their initial attacks upon her.

New AC 27 if both Magical Vestments are dispelled.

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+16=18 ;
Monday November 9th, 2009 10:32:48 AM

OOC: Oops, I missed the disintergration on the wall.

If Plyf is aware of the wall being destroyed, she would instead yell out, "Show them the crystal." as she tumbles away from the front of the melee toward the back of the party.

Tumble: 18

No map coordinates for me to give an ending location, in this situation.

Dwight hp 160/160, ac 31 
Monday November 9th, 2009 5:13:24 PM

OOC: Dwight has the crystal

They Can Rebuild It -- They Have the Magic [DM Jeff]  d20+20=24 ; d20+20=36 ; d20+20=33 ; d20+20=27 ; d20+20=24 ; d20+24=43 ; d20+12=16 ;
Monday November 9th, 2009 7:42:28 PM

Last Round
Plyf is hit by a Greater Dispel Magic and loses both Magic Vestment spells and her Invisibility, but keeps her Telepathic Bond and her Greater Magic Weapon.

This Round

The Knights act fast.

Tratain asks for a solution to the wall problem.

Monthor, successfully, teleports to Plyf. The Earth Elemental attempts to strike at Monthor as he provokes an Attack of Opportunity, but the blow just bounces off Shirley's boyfriend. Monthor uses the opening to step back out of the Elemental's range. [I only allowed the one teleport, because I don't think what you wanted to do fit under a "Readied Action". If you want Monthor to stay at I17 instead of move, that's acceptable to me.]

Dwight hopes for Monthor's safety and holds the Star Crystal out.

Echlhin uses his Detect Magic to check out the stone and detects no magic from it what-so-ever; then again, Dwight had spent a rather long time trying to figure out what was magical and what was not.

Vedik manages to succesfully Disintegrate the wall.

And Plyf, no longer trapped, shouts "Show them the crystal!" before she tumbles away from the Elemental.

---

Whether the Star Crystal has any effect is difficult to determine, because seconds after Monthor and Plyf move away from the entrance, the same wall that Vedik just Disintegrated reappears, looking no worse for wear. The Knights are all (presuming Monthor moved) safely on the other side, away from the Elementals. But that also means they Knights have no clue what the Elementals are doing...

[Combat Rounds]

Map

[Sorry. There are now coordinates on this version. And the Elementals on the map are at their last known position, NOT necessarily where they actually are.]

Dwight hp 160/160, ac 31  d20+32=38 ; d6=1 ; d6=2 ; d6=5 ; d6=4 ;
Monday November 9th, 2009 8:28:59 PM

Dwight expects combat to continue. He switches from holding the crystal to his bow. "How long you think they will ssstick around? If sssummoned, only a few minutesss right?" The crystal now sits in Dwight's sash, possibly visible.

Readied bow expecting Earth Elemental to appear through wall.

To Hit: 38
Dmg: 9 +7 (holy) + 4 (sneak) = 20


Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Tuesday November 10th, 2009 1:43:55 AM

Plyf asks humbly, "Let me please hold the crystal and I will use what skills I have at over coming this obstacle."

She waits patiently, not demanding, for the artifact of this great design.

Tratain Current Spells HP 211/211 AC 44 
Tuesday November 10th, 2009 7:50:38 AM

Tratain says "Plyf, Can you take a look at that Trap again and maybe try and disarm it again? I'd rather our way out of here not be blocked if we can help it. If you Can't we'll have to teleport to the other side of the wall and fight the elementals. But if the wall can reappear over and over Then the elementals may also appear over and over. So if the trap can be disabled all the better."

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+14=20 ;
Tuesday November 10th, 2009 9:01:32 AM

"I am willing to do so," she says with a curtsie, "but first, I would rather just touch the wall with the crystal and see if it is a key to the trap and perhaps a solution to this dilemma."

If touching the wall with the crystal does not work, she will attempt again to disarm the device.

Disable device: 20 (if needed)

Highlight to display spoiler: {Plyf points to the dice roller and asks Monthor to kill it.}

Dwight hp 160/160, ac 31 
Tuesday November 10th, 2009 4:22:50 PM

OOC: Am I missing something, I thought the gems were on the other side of the wall?

DM Jeff: That is correct. My apologies. I should have marked it better on the map. The gems that activated the trap are on the far side of hte wall.

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Tuesday November 10th, 2009 6:16:38 PM

OOC: Then if Plyf is allowed to hold the crystal, she will just touch the wall with it.

MonthorHit Points:(213 of 213) AC 46 
Tuesday November 10th, 2009 10:02:39 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)

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

Monthor sighs again and readies himself to face the elementals....
" Why not just teleport over to the other side? "

ooc> Readied action. Attack the first elemental that attacks the group.

Waiting... [DM Jeff] 
Wednesday November 11th, 2009 4:31:05 AM

The Knights wait for the Earth elemental to come through, while playing around with the Star Crystal. Plyf attempts to solve the wall problem with the artifact, but to no avail. It has no effect on the wall itself and if it is having an effect on the elementals, she can't see it from here.

The attack that everyone is waiting for doesn't arrive. At least not this round.

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Wednesday November 11th, 2009 9:01:32 AM

"From the looks of things, the elementals are larger then the passage. Let us just wait it out awhile. If the wall disappears after awhile, then we can see what the elementals are doing."

Plyf can see that Monthor is impatient, so she attempts to calm his spirit with some song. She doesn't want to facinate him, or attempt to.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+34=49 ;
Wednesday November 11th, 2009 11:34:29 AM

"The people here have waited a long time. A few extra minutes won't make a difference. I agree, lets wait and see what happens. Better than using a spell to cross it, there's no pressing need." the dwarf thinks to the party.

He takes a moment to look at the stone work, seeing if he can tell anything from it.

OOC:
Knowledge Arch/Eng: 49.

Buffs:
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Rary's Telepathic Bond: 6 hours: Cast at entry to basement.



Dwight hp 160/160, ac 31 
Wednesday November 11th, 2009 5:56:33 PM

"I agree, a few more minutesss to them is likely unmeasssureable. If the creaturesss are summoned, typically that would max out in three or four minutesss. Add another for sssafety."

"Courssse, I think the wall will ssstay, ssso sssomeone will have to look sssomehow. I don't relisssh the idea of remaining in the hallway, confined ssso to ssspeak."

MonthorHit Points:(213 of 213) AC 46 
Wednesday November 11th, 2009 10:39:26 PM

Calmed by Plyf's lullaby, Monthor also waits.

More Waiting [DM Jeff] 
Thursday November 12th, 2009 3:35:04 AM

The Knights choose to wait further. After all, what harm could a few minutes be compared to the length of time these people have already suffered.

Plyf sings a song, which have a calming effect on Monthor. Dwight considers that the wall is a permanent fixture. Vedik attempts to determine something from the stones themselves. The walls appear to be a single, continuous stone. In itself, this doesn't seem particularly strange. Sure, it would be a difficult task to do all that digging to ensure it, but certainly not impossible. The weird thing is that the newly formed wall seems to be just as much a part of the foundation as anything else. Clearly, there is magic at play here, but it is magic with a much finer hand than any spells our there that Vedik knows.

Four minutes passes without comment (the group is free to do whatever they desire). A fifth is added for safety.

And the Knights are free to act.

---

Map

Dwight hp 160/160, ac 31 
Thursday November 12th, 2009 7:26:16 AM

"Plyf, do you know what ssset off the trap? We might not be able to disssarm it, but, if you know what ssset if off, perhapsss we can bypassssss it."

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Thursday November 12th, 2009 12:45:11 PM

"Besides my clumsiness, I have no idea. I also do not know the extreme of the power that is involved here. I would offer to go back inside with my boots and investigate, but I can tell, that the enchantments I received to boost my defenses are now gone."

She thinks for a moment. Perhaps she can come up with a different tactic.

"I suppose, what we could try, is Monthor and myself go together. I use my boots to get us there, since I am at least somewhat familiar with the other side and in the same round, Monthor bring us back. If I keep the crystal with me, then perhaps, if elementals are still there, we can see if they make a move toward us or remain calm?"

ooc: I will be gone on Friday until Monday. If someone wouldn't mind making her post and actions tomorrow, it would be appreciated. have a great weekend. :)

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Thursday November 12th, 2009 12:55:45 PM

Another idea hit's her...

"Or, we could have one person teleport in another and that person just set the crystal on the device and we get the hades out of there? Can one of you do a Divination or talk your god or something to find out what we could do?"

Plyf is really unaware of what priests, wizards and the like are capable of, especially with the difficulty they experienced this morning.

Tratain Current Spells HP 211/211 AC 44 
Thursday November 12th, 2009 7:48:49 PM

Tratain says "Ok, Looks like the wall isn't going anywhere. We're going to have to teleport to the other Side. We'll need to be ready for the elementals when we get there."

He says to Plyf "I do not have any spells memorized today that can do that. Also the power of the Gods seems very Distant here, odds are it would not help. We'll just have to do this the hard way and go through the elementals."

MonthorHit Points:(213 of 213) AC 46 
Thursday November 12th, 2009 8:18:11 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Winged boots
Necklace if adaptation

" If we do end up going, should we have a protection from evil cast on everyone to present the elemetals {ooc> as summoned creatures?} from touching us? "

Me'll take the fire one first. Shirley's frost ability will help there and me resistance to fire will protect me.
Who else can take an elemental on? Tratain for sur... anyone else?



Dwight hp 160/160, ac 31 
Thursday November 12th, 2009 8:29:03 PM

"Ummmm. I'd rather not ssselect one by myssself. I'll provide sssome heavy fire power on whichever isss weakessst or furthessst. That way, if they want me, everyone elssse can get a ssswing at them before they make it."

"Plyf, you hold onto the ssstone, it may help or it might make you a target, " Dwight finishes mumbling and feeling a little guilty.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday November 12th, 2009 9:01:12 PM

"Would you like me to try and see what is happening on the other side of the wall so that you are not teleporting in blindly? If I don't see anything readily apparent, I can also see if I can get around the area of the trap, perhaps through the wall or the floor. " Echlhin offers to the group, at first telepathically, then quietly to Plyf realizing the magic for the mental bond has been removed.

Plans [DM Jeff] 
Friday November 13th, 2009 2:57:32 AM

The Knights make plans at what to do. Teleporting. Blinking. Divination. Lots of things are suggested, but something will have to be decided...

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+14=32 ; d20+23=43 ; d20+15=33 ;
Friday November 13th, 2009 10:33:43 AM

Plyf holds onto the crystal, waiting for the plan to be enacted.

Preemptive saving throws:
Fort: 32
Reflex: 43 (Natural 20)
Will: 33

ooc: I can guess that these won't be necessary, because they were all so good. :)

Plans [DM Jeff] 
Sunday November 15th, 2009 10:25:50 PM

[I'm not entirely sure what the plan is... Anyone want to say definitively?]

Tratain Current Spells HP 211/211 AC 44 
Monday November 16th, 2009 5:24:57 AM

Tratain says "I want to teleport over to the other side of the wall all together. I don't want to take the chance that something blocks our magic and traps someone alone. We'll all go together and take out the elementals if they are still there."

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Monday November 16th, 2009 7:57:31 AM

Vedik gathers the party at Tratains command and greater teleports them to the center of the room, figuring the elementals have returned to their starting position or have unsummoned by now.

Buffs:
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Rary's Telepathic Bond: 6 hours: Cast at entry to basement.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday November 16th, 2009 8:42:51 AM

Echlhin readies himself to be teleported with the others into the room.

Active Spells:
Darkvision via Goggles
Longstrider
Barkskin
Delay Poison
Stoneskin (from Vedik by wand) 150 minutes minus current time spent (guessing like 6 min)

Dwight hp 160/160, ac 31 
Monday November 16th, 2009 3:25:02 PM

Dwight remains readied as teleported hoping not to land in the middle of the fire elemental. May at least one god still be with me is heard through the mind link.

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments 
Monday November 16th, 2009 6:14:07 PM

ooc: Sticking with my first post. :)

MonthorHit Points:(213 of 213) AC 46 
Monday November 16th, 2009 8:49:27 PM

Monthor listens to Tratain and says....
" Make it so Number One.... "
Monthor prepares himself for a battle and grins...

Anticlimax [DM Jeff] 
Tuesday November 17th, 2009 3:16:25 AM

Vedik teleports the Knights through the wall, with Plyf holding the crystal high above her head. The rest of the group is ready for whatever insanity happens on the other side...

And that seems to be nothing. The teleport goes off without a hitch (which may be surprising enough in itself, but still normal). And the room is empty. There are no elementals. Or anything else for that matter. At least, nothing that could be described as a Well or could hold the Star Crystal.

The Knights are all alone in the circular room. And other than teleport back the way they came, it appears that there is nothing to do here...

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+16=31 ;
Tuesday November 17th, 2009 8:35:43 AM

Holding onto the crystal, Plyf using her Stone Cunning makes another Search circuit around the room, looking for some evidence of what they should be doing.

"There has to be more to this then what we are actually seeing. Anyone able to see past illusions?"

Search: 31

Plyf (AC:37 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments  d20+15=28 ;
Tuesday November 17th, 2009 10:04:40 AM

Plyf, herself will attempt to disbelieve that they are in an empty chamber.

Will save: 28

Tratain Current Spells HP 211/211 AC 44 
Tuesday November 17th, 2009 8:56:04 PM

Tratain says "Look around the room for hidden doors or possibly newly worked stone. Plyf do you remember if there was a way out when you entered here the first time besides the way you came in?"

MonthorHit Points:(213 of 213) AC 46 
Tuesday November 17th, 2009 9:49:53 PM

Monthor stands guard and watches out for possible attacks.



Plyf (AC:27 total defense; HP:134/134) Greater Magic Weapon, 
Tuesday November 17th, 2009 10:13:31 PM

Plyf answers, "I must admit, I didn't really have time to search the place the way I would have liked, because of the trap I set off." She shrugs her shoulders apologetically.

Our Intrepid Heroes Find A Secret Passage [DM Jeff] 
Wednesday November 18th, 2009 12:38:03 AM

Illusions in the chamber, there are none. But Plyf does an extensive search of the room and confirms that it is, indeed, empty. Her search does reveal one thing: the eastern-most edge of the room has a very thin wall. If she had to guess, she'd say it was identical to the southern one.

Now, how to best deal with the wall. And what is beyond it.

Dwight hp 160/160, ac 31  d20+8=16 ;
Wednesday November 18th, 2009 7:44:44 AM

"Thatsss more like it, " Dwight concludes at the discovery. "Dessstroying the wall mossst likely will ssset off the trap again, and while sssatisssfying Monthor'sss need, not truly our desssire at the moment."

"Plyf, any chance you could 'ressset' the trap? Assssssuming we are passst the trigger, it might lower the wall permanently for usss? I can offer some very minor assssssissstance."

OOC:

Should Plyf attempt this (With group approval) - use magic device: 16 (aid another)

OOC [DM Jeff] 
Thursday November 19th, 2009 3:07:24 AM

If Plyf had to guess, she'd say that the trap did not "reset". The gems all look faded and hollow; each one a different color (blue, red, green, white). Either the trap was one-time use or whether it requires a manual reset (or maybe even magic from the Star Crystal), the Knights cannot be sure.

Plyf (AC:27 total defense; HP:134/134) Greater Magic Weapon,  d20+11=13 ; d20+14=33 ;
Thursday November 19th, 2009 10:20:29 AM

Plyf explains what she finds. She then goes over to the secret door to determine if she can open it or disable it to let the others pass. If she can and with the groups consent, she opens it or attempts to any way.

"I think once we power up this complex, those burned out gems may recharge, but that is only a guess."

Open Locks: 13
Disable device: 33

ooc: Oops, after checking, I see the DM rolls the Disable Device checks.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday November 19th, 2009 8:52:51 PM

Echlhin wonders about the relationship between the gems and the different elementals that appeared.

OOC [DM Jeff] 
Friday November 20th, 2009 2:00:05 AM

[I'll do a post tomorrow. Swamped tonight. But I can see that y'all just want to move on, so that's what I'll focus on doing]

Plyf (AC:27 ; HP:134/134) Greater Magic Weapon, 
Friday November 20th, 2009 11:02:27 AM

Plyf studies the beautiful craftmanship of the secret door. Of what texture and quality it has. The density of it's thickness in comparrison to the solid stone that is the decoy surrounding it. Only through practice does one become better at what they do, so she will take as much time as the group allows her, to plot in her mind not only a way to bypass it, but also a means to recreating it.

Then, she can install such devices in the homes and businesses of her clients. If she can make a profit from protecting others, why shouldn't she?

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+17=33 ;
Friday November 20th, 2009 11:03:57 AM

Vedik strokes his chin.

He thinks to the group "Well, I could disintregrate it again, though it may be best to save spells and do it the old fashioned way. Perhaps there is some method by which the wall opens?"

He walks over to the wall and looks for catches, switches or anything that might open it.

OOC:
Search (with stone work bonus): 33

The Star Well [DM Jeff] 
Monday November 23rd, 2009 12:22:01 AM

Plyf spends a few seconds playing with the wall. She starts to think that it is there for good, when Vedik's fingers feel a small raised button that seemed invisible to her eyes. She twists and turns it, presses and pulls it, and evnetually, manages to make the small button even with the wall. Her instincts tell her that it should do something... Instead of a violent explosion or another set of elementals, she finds the wall simply disappears.

Behind the wall is a huge staircase [pink on map] that leads even deeper down. The way back would hardly help the Knights now, so they go down.

The stairs switch back and forth on their direction, but continue downward a few hundred feet. Eventually they stop and reveal a huge open in front of the Knights. Empty, except for the gaping chasm clearly visible on the far side of the room. And beyond that, in at the end of a short hallway, is a pedastal on which the Knights can easily see the old Star Crystal, almost completely dark. They have reached the Star Well... Almost. Now just to figure out what was waiting for the Knights down here...

---

Map
- Pink is Stairs.
- Orange is the Star Well
- Black is walls
- Gray is a pit.

Combat Rounds



Plyf (AC:27 ; HP:134/134) Greater Magic Weapon, 
Monday November 23rd, 2009 9:54:49 AM

Plyf looks to the others before decending down.

"Should we test my dexterity again, or just send Monthor down with a lust for battle?" I really think I am due some of Wardd's grace, but I would understand the hesitation after what you have witnessed with my last performance."

Dwight hp 160/160, ac 31  d20+16=33 ;
Monday November 23rd, 2009 8:08:29 PM

Dwight looks to the far side and pulls out an arrow with a small clip on the end. To the clip he attaches a thin line of rope, clearly long enough to reach across the chasm.

"Perhapsss, I ssshould ssshot a few acrossssss, jussst to sssee what isss truly there."

Dwight then listens to the others for suggestions or objections.

spot: 33 (looking for a good anchor spot near pedastal or something that would block it.)

MonthorHit Points:(213 of 213) AC 46 
Monday November 23rd, 2009 8:32:39 PM

Monthor tries out his scarab of golem bane to see if any golems are down there (range 60's).

" How about we try a two prong approche. Me, Tratain and Plyf go down, the rest of ye are reserves. Between the cleric and me, we can 'port out if there's anything down there we can't handle."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday November 24th, 2009 12:10:56 AM

"I agree with being cautious" Echlhin thinks to the party, followed by "Let me know of what assistance I can be."

Tratain Current Spells HP 211/211 AC 44 
Tuesday November 24th, 2009 6:10:26 AM

Tratain says "Monthor Plyf and I will lead on the way down, the rest of you follow close. Plyf can hopefully spot anything off about where we are going. I don't want to be too seperated just in case something happens. There seem to be alot of defenses here and I wouldn't put it past the designers of this place to put in something that can block teleportation so lets not get seperated."

OOC: Sorry work got crazy for a couple weeks, but I'm back in the swing of things now.

Plyf (AC:27 ; HP:134/134) Greater Magic Weapon,  d20+14=29 ; d20+7=21 ; d20+16=27 ; d20+10=19 ; d20+20=28 ;
Tuesday November 24th, 2009 9:47:07 AM

Plyf reminds the others, "I can't hear you when you think to each other any more. Also, the Magical vestments are gone, so I will likely not last long in a melee if it happens." She moves down with the others, using all her sense and skills to stay alive.

Skill checks as necessary:
Disable Device: 29
Listen: 21
Seach: 27
Spot: 19
Use Magic Device: 28

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Tuesday November 24th, 2009 7:49:45 PM

"I can handle the magic vestments Plyf. thinks Vedik to the group.

He takes out some Woldsblood from his container, and anoints Plyf's chain mail.

OOC:
Full Round Action: Lesser Invigor: GMV on Plyf's celestial armor. (ill get the shield next round)

Buffs:
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Rary's Telepathic Bond: 6 hours: Cast at entry to basement.

No Surprises Here... [Round 1] [DM Jeff]  d4=1 ; 10d6=24 ; d20+20=37 ; d4=4 ;
Wednesday November 25th, 2009 2:12:40 AM

Plyf, Tratain, and Monthor lead the Knights down the huge staircase. Vedik stops and casts a quick buff on the rogue. Then it is back to dungeoneering. Monthor senses no golems with his amulet, although there is the question of how reliable that particular item is with the Teucri creatures... Plyf finds no traps or the like, but with her luck lately that might be a good thing.

Just as she reports the "all-clear", the air crackles and the entire room changes color. Gold and black runes appear on every surface; runes from a language that the Knights certainly don't know. From the wall opposite the Knights, at AH8, a electricity arcs from the wall all the way across the room, aimed straight for Tratain [24 Damage to Tratain - Reflex Dc 25 for Half - SR Check: 37]. Lightning also shoots down from the walls along AD, completely missing the Knights.

As the lightning appears, two Guardian Contructs teleport into the room as well. These ones do not appear to be the same as the ones the Knights previously faced; they look more massive and deadly. And one is the color of bright shining gold, the other as black as the night.

The Gold Guardian [GG] immediately starts casting some sort of spell, although it clearly is not identical to any spell the Knights know. [Spellcraft Check - DC 29: Highlight to display spoiler: {It appears that the spell is a variation on Dimensional Anchor, but a very powerful one. It certainly wasn't targeted at any of the Knights... Perhaps this version is an area spell?}

The Black Guardian [BG] also casts a spell, this one much more mundane: [Spellcraft Check - DC 20: Highlight to display spoiler: {Wall of Force}. While the Knights don't know this yet, they're going to quickly discover that Dwight, Vedik, and Echlhin have just been separated from Tratain, Plyf, and Monthor by a Wall of Force that covers the entire opening.

And finally, if things weren't bad enough, Dwight spots two of the elementals coming behind the group: on the stairs is the Fire Elemental and above it is the Air Elemental...

---

[The stairway is longer than I accounted for with my map, so the green and pink parts line up. Hope it makes sense]

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit.
- Red is Wall of Force.

Combat Rounds

MonthorHit Points:(213 of 213) AC 46  d20+34=38 ;
Wednesday November 25th, 2009 10:10:56 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
+5 barkskin buff
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

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

Moves 5' to U0.
Prepared action - Attack GG if it comes in range. (38 to hit)

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

"Call it Tratain!"



Tratain Current Spells HP 199/211 AC 44  d20+10=19 ; d20+10=21 ; d20+15=33 ;
Friday November 27th, 2009 8:56:58 AM

Tratain is able to dodge part of the lightning attack (Reflex 33) and calls to Monthor and Plyf "I don't know what that Black Construct just cast but the Gold one Just cast a wall of Force. Monthor Gold One First."

Tratain then uses his Protector Powers to Summon his own wall of Force. Starting at the U,V: 6,7 Intersection and going straight across to cut off the Black Construct from the Group.

He then follows with a Quickened Spell Resistance on Himself to help protect from any more harmful Magic.

--------------------------------------------
Greater Magic Weapon - Adamantine Warhammer
Magic Vestment - Armor of Heavy Fortification
Magic Vestment - Reflecting Shield
Status on Party
Delay Poison - Tratain, Dwight, Plyf
Shield of Faith
Spell Resistance - 33
Ring of Counterspellsx2 - Greater Dispel Magic


Dwight hp 160/160, ac 33(touch 25)  d20+29=38 ; d6=3 ; d6=5 ; d6=2 ; d20+24=26 ; d6=1 ; d6=3 ; d6=6 ; d6=2 ; d20+19=34 ; d6=5 ; d6=1 ; d6=5 ; d6=6 ; d20+29=40 ; d6=4 ; d6=3 ; d6=4 ; d6=1 ;
Friday November 27th, 2009 10:31:19 PM

Dwight is only slightly surprised when the first two constructs appear in front of the group. As is normal, he takes a step back, only to be further surpised by others directly behind him now!!!!

Feeling Tratains thoughts, Dwight realizes despite their precautions, they still fell into the trap. At least the stone is on the side of the chalice, though all the flyers are near me.

Having had his bow out, Dwight lets a few arrows fly at the fire construct/elemental/golem thingy.

Att #1: 38 (normal arrow)
Dmg: 11 + 7 (holy) = 18

Att #2: 26 (cold arrow)
Dmg: 9 + 9(holy) + 2(ice) = 20

Att #3: 34 (cold arrow)
Dmg: 13 + 6(holy) + 6(ice) = 25

Att #4: 40 (cold arrow)
Dmg: 12 + 7(holy) + 1(ice) = 20

total if all hit: 83
total if all hit (without holy damage): 54

Crap, I've made it angry and didn't activate my blinking!. , worries Dwight.

------------------
DM stuff:

Can hear thoughts of group members (minus Plyf)
Delay Poison from Tratain
Ioun Stones active


MonthorHit Points:(213 of 213) AC 46 
Saturday November 28th, 2009 7:19:29 AM

Correction. AC is 44

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+21=28 ; d20+21=23 ; d20+25=32 ;
Sunday November 29th, 2009 11:03:29 PM

Echlhin is unsure what the first construct cast (spell craft 28) but recognizes the casting of a Wall of Force (spell craft 23).

Echlin takes a step, and grabbing Vedik's and Dwight's hand (if either are willing) and attempts to use his Dark Walk (Incorporeality) ability.

(Concentration check 32, Dwight and Vedik if choose to come along, DC 20 vs Will or take 1d6 temp Con damage)

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+20=29 ;
Monday November 30th, 2009 8:14:18 AM

Vedik knows the spells cast by the constructs all too well. He thinks to the party "Some sort of area of effect dimensional anchor spell. It seems similar to Dimensional Lock, but different somehow. It may block your Dark Walk ability."

He waits to see if they go incorporeal, and if not takes action.

OOC:
Ready Action: if Dark Walk fails: Disintegrate on the wall of force and move through.

Buffs:
Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Rary's Telepathic Bond: 6 hours: Cast at entry to basement.

Plyf (AC:27 ; HP:134/134) Greater Magic Weapon, 
Monday November 30th, 2009 10:06:16 AM

Well... Plyf thinks as the assault from the constructs begins.

She knows with even the best running start, the gap is to wide for her to jump across the chasm. Not only that, but she is holding the crystal and it takes two hands to wield her bow, so she is vexed in this regard as well.

So reaching into her pack, she pulls out a scroll, then using her boots, she Teleports over to behind the burned out crystal, in the hopes the machines can see that they want to help.

Pull scroll out of haversack. Highlight to display spoiler: {Mage's Disjunction} and teleport to AK/8 if possible.

Plyf (AC:32 ; HP:134/134) Magic Vestment, Greater Magic Weapon, 
Monday November 30th, 2009 10:06:54 AM

New AC in header

ooc: Plyf doesn't have the Telepathic Bond anymore so wouldn't know about what Vedik talks about. I figured if she pulls a scroll and uses her boots, that is an entire action. If she can move after learning she can't use her boots, she will make movement with the crystal, toward the chasm.

No Surprises Here... [Round 2] [DM Jeff]  d4=1 ; 10d6=33 ; 10d6+20=61 ; d20+20=36 ; d20+22=39 ; 2d8+5=14 ; 2d8=10 ; d20+23=29 ; d20+40=56 ; 2d6+13=17 ; 3d6=10 ; 3d6+20=26 ; 3d6+20=29 ; 3d6+20=29 ; 3d6+20=37 ; d20+20=35 ; d20+20=30 ; d20+20=26 ; d3=2 ; d20+20=40 ; d20+20=27 ; d20+20=31 ; d20+20=32 ;
Tuesday December 1st, 2009 5:42:05 AM

Monthor moves away and awaits Tratain's calling.

Tratain brings a Wall of Force up to block off the Black Construct. He also buffs himself.

Dwight starts unloading on the Fire Elemental. All of his attacks hit, but none are particularly effective.

Echlhin attempts to Darkwalk through the Wall of Force, only to find himself unable to do so. Fortunately for him, Vedik throws a Disintegrate at the Wall and it is destroyed.

Plyf, thinking that placing the Star Crystal may solve all the Knights' problems, attempts to teleport across the room. When her boots fail to work, she starts moving towards the platform (and the accompanying gap). [Gave you a partial move action towards the chasm]

---

The runes flare up again and again, lightning blasts along the entirity of 8 and AD. Again, Tratain is the only one the lightning seems to be after. [33 Damage to Tratain - Reflex DC 25 Half - SR Check: 36]

Both the Fire Elemental and the Air Elemental make their way down the hallway. Both end up in striking distance of Dwight and they take advantage of it. The Fire Elemental slams a giant fire-fist at the halfling. [Hit AC 39 - 14 Bludgeoning Damage to Dwight, 10 Fire Damage to Dwight]. The Air Elemental, perhaps because of being above Dwight, fails altogether to hit.

Matching Plyf's movements, the Gold Construct moves to cut the rogue off. When she sees one of its giant fists headed towards her, she braces for impact. The construct's entire body becomes a enveloped in lightning, which is all channelled into the fist. [Hit AC 56 - 17 Bludgeoning Damage to Plyf, 10 Electric Damage to Plyf - Also, Plyf make a Fortitude Save DC 33 or be Blinded]

The Black Construct, completely blocked off by Tratain's wall, moves east to the chasm. Then it steps right out onto the chasm, completely unconcerned with the incoming message gravity is about to send it. Such a message never comes. Instead, the Construct actually steps down on nothingness, under the Wall of Force, and then steps back up on nothingness again. [Spellcraft Check DC 24: Highlight to display spoiler: {Air Walk} From there, with Vedik in line-of-sight, it casts a spell. [Spellcraft Check DC 21: Highlight to display spoiler: {Air Walk}. Vedik: Highlight to display spoiler: {You lose Contigency and Telepathic Bond. Both Magic Vestments remain. Any remaining buffs not listed face Dispel Checks as follows: 27, 31, 32}

---

The stairway is longer than I accounted for with my map, so the green and pink parts line up. Hope it makes sense.

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit.
- Red is Wall of Force.

Combat Rounds

Plyf (AC:32 ; HP:134/134) Magic Vestment, Greater Magic Weapon,  d20+14=15 ; d20+16=25 ;
Tuesday December 1st, 2009 10:18:42 AM

Plyf thinks to herself, What a waste of magic when the construct easily pounds through her armor, causing her to lose blood as her skin rips open from the pressure wound. A scream soon follows and blackness.

She has her path already laid out in front of her though, so she attempts to tumble past the enemy after seeing the one construct step out onto nothingness, she intends to attempt the same.

Using all of her skill, she tumbles past the one that hit her and through the same squares as the one attempting to hinder her path, to arrive at AI/8. If she has any move action left after tumbling 55 feet, she will attempt, in her blind state, to place the crystal on the alter with the other one.

Fort Save: 15 (Natural 1)
Tumble check: 25

ooc: Let me know if I needed any other rolls please DM.

Plyf (AC:32 ; HP:107/134) Magic Vestment, Greater Magic Weapon, 
Tuesday December 1st, 2009 10:21:43 AM

New header

Plyf (AC:32 ; HP:107/134) Magic Vestment, Greater Magic Weapon,  d20+12=24 ;
Tuesday December 1st, 2009 11:46:17 AM

ooc: Totally messed up on the tumble check. I forgot to read "Blinded" first before making the post.

So, moving at 1/4 speed and using a hero point in an attempt to tumble through the golumn in front of her, she would have failed her check still and will wind up at AB/8

Tumble using Hero Point: 24 still fails.

Dwight hp 136/160, ac 33(touch 25)  d20+29=46 ; d6=3 ; d6=3 ; d6=4 ; d6=6 ; d20+24=37 ; d6=2 ; d6=4 ; d6=2 ; d6=4 ; d20+19=20 ; d20+29=40 ; d6=2 ; d6=4 ; d6=4 ; d6=2 ;
Tuesday December 1st, 2009 10:29:38 PM

Dwight burns slightly as the fire elemental/construct reaches for him. (24 dmg)

Somewhat pinned in, and hoping Monthor intends to destroy one of these things soon, Dwight reloads and shoots a bit more at the fire Elemental.

Att #1 (cold arrow): 46
Dmg: 11 + 7(holy) + 6(cold) = 24

Att #2 (cold arrow): 37
Dmg: 10 + 6(holy) + 4(cold) = 20

Att #3 (cold arrow): 20 (natural 1)
MISS

Att #4 (cold arrow): 40
Dmg: 10 + 8(holy) + 2(cold) = 20

Total: 64 (total without holy: 43)

"What's the plan!," Dwight shouts as he turns and sees Plyf stumbling around.

I can zoom on my broom and grab Plyf in a sec?

----------------------------------------------
DM stuff:

Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+21=32 ; d20+21=32 ;
Wednesday December 2nd, 2009 12:22:39 AM

Recognizing the Air Walk spells, he calls out in warning to Plyf hoping she doesn't think there is invisible footing at the gap, but thinks it may already be too late. He then actives a Bead of Karma and moves (To the square behind Monthor if he doesn't move, or to where he currently is next to Vedik if he does)

---------------------
Longstrider
Barkskin
Delay Poison
Bead of Karma (10 min)
Ring of Counter Spells - Greater Dispell Magic (figured I may want to put this in an easily visible spot)

No Surprises Here... [Round 2] [DM Jeff] 
Wednesday December 2nd, 2009 1:56:11 AM

[OOC: Gunna hold off a post until we get Vedik, Monthor, and Tratain.]

Tratain Current Spells HP 199/211 AC 44  d20+15=28 ; d20+34=45 ; d20+29=45 ; d20+24=41 ; d20+19=33 ; 2d6+15=20 ; 2d6+15=25 ; 2d6+15=23 ; 2d6+15=19 ;
Wednesday December 2nd, 2009 8:26:56 AM

Tratain is able to dodge part of the lightning blast again. Seeing as his plan to block off one of the elementals didn't work out he decides they need to be stopped.

He says to his friends "Monthor Lets Take out the Gold one first. Vedik, Can you block the Elementals off behind us?"

Tratain then Casts His Quickened Divine Power, Which Activates his Extended Righteous Might. He then Takes a 5 Foot step towards the Gold Elemental and swings at it.

(I left out the Holy Damage assuming it wouldn't work on a construct)

--------------------------------------------
Greater Magic Weapon - Adamantine Warhammer
Magic Vestment - Armor of Heavy Fortification
Magic Vestment - Reflecting Shield
Status on Party
Delay Poison - Tratain, Dwight, Plyf
Shield of Faith
Spell Resistance - 33
Ring of Counterspellsx2 - Greater Dispel Magic
Divine Power - Round 1 of 21
Righteous Might - Round 1 of 50
Hit AC 45 For 20 Damage
Hit AC 45 for 25 Damage
Hit AC 41 for 23 Damage
Hit AC 33 for 19 Damage



Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells  d20+18=27 ;
Wednesday December 2nd, 2009 9:16:50 AM

Now that the wall is down, Vedik moves to buff the party and remove the annoying anchor. He quickly casts haste, and follows it up with a greater dispel magic targeting the dimensional lock.

OOC:
Cast Quickened Haste
Cast Dispel Magic targeting the AOE Dimensional Anchor spell only (Dispel Check 27, bah)

Buffs;
Magic Vestment x2 (40 hours, cast in morning)
Haste (1/18 rounds)



MonthorHit Points:(213 of 213) AC 46 
Wednesday December 2nd, 2009 3:24:14 PM

Sorry for the delay folks. I won't be posting until later this evening. Work crisis.

MonthorHit Points:(213 of 213) AC 46  d20+34=42 ; d10+30=40 ; d6=1 ; d6=3 ; d20+29=38 ; d20+29=49 ; d10+30=35 ; d6=2 ; d6=3 ; d20+24=29 ; d10+30=36 ; d6=6 ; d6=5 ; d20+19=25 ; d10+30=37 ; d6=5 ; d6=6 ; d20+14=24 ; d10+30=35 ; d6=5 ; d6=3 ;
Wednesday December 2nd, 2009 5:01:08 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
+5 barkskin buff
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

---------------
"Let's have at it then..."
Monthor moves forward 5' and attacks.

-----------
Two handed power attack (-5,+10)

----------------
Attack 1 to hit 37 (42-5) damage 40, 1 shock, 3 cold
Attack 2 to hit 38 damage 35, 2 shock, 3 cold
Attack 3 (disregard the 49 darn it!) to hit 29 damage 36, 6 shock, 5 cold
Attack 4 to hit 25, damage 37, 5 shock, 6 cold
Attack 5 to hit 24, damage 35, 5 shock, 3 cold



No Surprises Here... [Round 3] [DM Jeff]  d20+40=43 ; 2d6+13=16 ; 3d6=16 ; 3d6+22=26 ; d20+22=36 ; d20+22=34 ; d20+23=27 ; d20+23=32 ; 2d8+5=16 ; 2d8+5=12 ; 2d8=4 ; 2d8=6 ; d4=3 ; 10d6=39 ; d20+20=27 ; d20+20=32 ; d20+20=31 ; d20+41=51 ; d20+41=57 ; 2d6+13=19 ; 2d6+13=22 ; 3d6=13 ; 3d6=10 ; d20+41=60 ; d20+41=61 ; d20+41=46 ; 2d8+13=26 ; 2d8+13=20 ; 2d8+13=22 ; 3d6=11 ;
Thursday December 3rd, 2009 3:47:20 AM

Plyf does her best to navigate blindly, but sits herself directly in front of the Black Guardian. This one takes a swing and hits the already injured rogue. [16 Bludgeoning Damage to Plyf, 16 Electric Damage to Plyf] Perhaps more dangerous than the Guardian is the fact that Plyf is running, blindly, towards the platform. And she seems completely ignorant of the giant pit in front of it!

Dwight flings some more arrows at the Fire Elemental, which hit for the most part, but are again, not terribly effective.

Echlhin activates his Bead of Karma and moves forward.

Tratain throws up a Quickened spell and start mauling the Gold Guardian. His first three attacks are all resounding hits, while the last fails to connect. He knows his Holy weapon isn't helping, but even then his blows seem weak.

Vedik gives the group a Haste and attempts to overcome the Dimensional Anchor. And, to his credit, he almost makes it...

Monthor and Shirley start ringing in the new year on the Gold Guardian. Unfortunately for the dynamic duo, only the first two hit. As seems to be usual by now, none of the attacks are as strong as they should be...

---

By now the Knights know the drill. When the room lights up, more lightning goes through the room. This time, Tratain is spared as the bolts start at AH8 and travel through the Black Guardian and to Vedik. [39 Damage to Vedik - Reflex Save versus DC 25 for Half - SR Check: 27] Fortunately for the Knights, the Black Golem gets hit twice; Unfortunately for the Knights, it completely ignores the damage...

Both the Fire Elemental and the Air Elemental seem content to pummel Dwight. And again, only the Fire Elemental seems capable of doing anything worthwhile. Two more hits against the halfling. [28 Bludgeoning Damage to Dwight, 10 Fire Damage to Dwight]

On her own, Plyf is in some serious trouble. The Black Guardian has absolutely no trouble smashing its giant fists into the rogue. This time, the rogue doesn't see the lightning-covered hands coming, but they still do... [41 Bludgeoning Damage to Plyf, 23 Electric Damage to Plyf]

Whether the Gold Guardian is suicidal or oblivious, Monthor can't tell. All the dwarf knows is that it wants to stick around and play... and play it does. Similar electric-fists to the ones that are beating Plyf up activate and are raised against the dwarf. The first hits and the second hits very well, critically striking the Shirley's girlfriend. [68 Bludgeoning Damage to Monthor, 11 Electric Damage to Monthor - Also, Monthor make a Fortitude Save DC 33 or be Blinded].

Perhaps worst of all, Monthor (and the rest of the Knights who care to look) can see the Gold Guardian simply reform small parts of it that were already hit. Just great, another creature with Fast Healing...

---

The stairway is longer than I accounted for with my map, so the green and pink parts line up. Hope it makes sense.

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit.
- Red is Wall of Force.

Combat Rounds

MonthorHit Points:(145 of 213) AC 46  d20+23=25 ; d20+34=50 ; d20+20=33 ; d6=3 ; d6=4 ; d20+34=41 ; d10+20=26 ; d6=4 ; d6=3 ; d3=2 ; d20+29=33 ; d10+20=26 ; d10+20=23 ; d6=6 ; d6=5 ; d20+24=37 ; d10+20=29 ; d6=4 ; d6=1 ; d20+19=21 ;
Thursday December 3rd, 2009 8:14:22 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
+5 barkskin buff
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

---------------
" At thee!!!"

-----------
Two handed attack.
The armor sucked up 10 points of that electrical damage.
Fort role- 25 (ARGH!!!!) Monthor is blinded.

----------------
Attack 1 to hit 50 damage 23 shock 3, cold 4
Attack 2 to hit 41 damage 26 ,shock 4 , cold 3
Attack 3 to hit 33 damage 26 shock 6, cold 5
Attack 4 to hit 37,damage 29 shock 4, cold 4
Attack 5 to hit 21 (miss)

Please reduce blindness penalties.

Vedik AC 41 (16 touch) HP 171/191 Character Sheet Spells  d20+11=28 ; d4+1=4 ; 2d6=3 ;
Thursday December 3rd, 2009 8:31:52 AM

Vedik manages to avoid most of the bolt, but still takes quite a bit of damage from the shock as it passes near him.

"That is it!" he shouts out, and calls upon his most powerful spell, bending time itself. He then proceeds to isolate their enemies and protect his team mates.

OOC:
Cast Timestop (4 rounds)
1: Cast Shapechange: Astral Deva Form (extended with Rod of Metamagic)
2: Cast Acid fog, targeting square AA-20 (20' radius, 20' high solid fog 5' movement + concealment + 2d6 acid) 3 acid damage this round for elementals
3: Cast Wall of Force running down AE/AF in the hall way (pretty sure unless the ceiling is very tall that seals it)
4: Cast Wall of Force running between Plyf and the BG. Wall runs down AB/AC to row 14 (5' gap at end) and is 40' high.

Buffs;
Magic Vestment x2 (40 hours, cast in morning)
Haste (1/18 rounds)
Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge


Plyf (AC:32 ; HP:11/134) Magic Vestment, Greater Magic Weapon,  d20+7=27 ; d20+16=17 ;
Thursday December 3rd, 2009 5:07:14 PM

Plyf is certainly puzzled by the group's current situation. She attempts to consider why a sentient complex would want to prevent the powering up of a peoples life support system. What ever is here, sentient or not, it has a reason. Attempt Sense Motive on what might be controlling the monsters DC 27 (natural 20 of course).

Tumbling into the leg of her unseen opponent, it smashes her hard wit her failed acrobatic attempt, then it's next blows break ribs and then her pretty nose. Her eyes swell shut from the damage and she can be seen to be on the brink of death, when she out of experience alone, tumbles back toward the party members, or where she believes them to be. Tumble skill, rolled a natural one. Good thing we don't use automatic fails and success any more. :)

She cries out with busted, bloody lips during her escape, "Echlhin, do you sense any spirits or souls or whatever it is you do?"

She hopes someone will take the crystal from her, but if all she can do with competence is hold it, while the others work, she will as long as she can.

ooc: Plyf would normally wind up at V7, but since she is blind and almost down, I could understand her being off her mark a bit.

Sense Motive: 27
Tumble to escape to V7 area: 17

Edited to change HP's

Tratain Current Spells HP 241/249 AC 44  d20+35=43 ; d20+35=41 ; d20+30=32 ; d20+25=32 ; d20+20=36 ; 2d6+15=25 ; 2d6+15=25 ; 2d6+15=21 ; 2d6+15=23 ; 2d6+15=20 ;
Thursday December 3rd, 2009 7:08:45 PM

Tratain casts a quickened Heal upon Plyf seeing the Rogue is hurt, and then goes back to attacking the Construct.

Plyf Heals 150, It also cures Blindness
----------
Tratain Warhammer is Magic, Good Aligned, and Adamantite for Overcomming Damage Resistance
Hit AC 43 for 25 Damage
Hit AC 41 for 25 Damage
Hit AC 32 for 21 Damage
Hit AC 32 for 23 Damage
Hit AC 36 for 20 Damage

--------
Greater Magic Weapon - Adamantine Warhammer
Magic Vestment - Armor of Heavy Fortification
Magic Vestment - Reflecting Shield
Status on Party
Delay Poison - Tratain, Dwight, Plyf
Shield of Faith
Spell Resistance - 33
Ring of Counterspellsx2 - Greater Dispel Magic
Divine Power - Round 2 of 21
Righteous Might - Round 2 of 50



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+20=21 ;
Thursday December 3rd, 2009 7:51:01 PM

Echlhin casts a Greater Dispel Magic targeting the Dimensional Lock type effect (sigh go 1)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday December 3rd, 2009 7:54:46 PM

Echlhin then moves close to Plyf (not sure where that is) so that he can take the crystal from her if she wishes.

---------------------
Longstrider
Barkskin
Delay Poison
Bead of Karma (10 min)
Ring of Counter Spells - Greater Dispell Magic (figured I may want to put this in an easily visible spot)

Dwight hp 98/160, ac 33(touch 25)  d20+7=17 ; d20+29=32 ; d6=6 ; d6=1 ; d6=6 ; d6=1 ; d20+24=42 ; d6=3 ; d6=5 ; d20+19=34 ; d6=3 ; d6=5 ; d20+29=41 ; d6=4 ; d6=1 ; d20+29=43 ; d6=2 ; d6=6 ;
Friday December 4th, 2009 7:40:46 AM

Dwight is further scorched, and begins to worry as those behind him don't seem to be making much progress. I couldn't make it to Plyf and get away without exposing everyone's back

Spellcraft: 17 (To see if Dwight knows that Vedik cast timestop. If yes, Dwight will assume the two constructs in the back have been stopped based on Tratain's directions and will fire all arrows at GG)

Att: #1 (Cold): 32
dmg: 14 + holy(ignored) + 1(cold) = 15
(If wall of force was unknown, Dwight sees the arrow drop, and then turns the remaining arrows to GG)

Att #2 (cold): 42
dmg: 11 + 5(cold) = 16

Att #3 (cold): 34
dmg: 11 + 5(cold) = 16

att #4: (cold): 41
dmg: 12 + 1(cold) = 13

att #5: (cold): 43
dmg: 10 + 6(cold) = 16

total: 76 (or 61 if the first one is a dud.)

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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active

No Surprises Here... [Round 4] [DM Jeff]  d100=59 ; d100=10 ; d20+17=26 ; 8d6=33 ; d20+22=37 d20+20=23
Friday December 4th, 2009 11:47:30 AM

A blind and angry Monthor attempts to continue his assault on the Guardian in front of him. Unfortunately for the Knight, only his second attack hits. And, being blind, it is a miracle that one succeeded. [Does Monthor actually have any reach? I ask, because the Guardian does and is that far away...]

Vedik brings out the Big Guns. His Timestop allows him to control the battlefield AND turn into an Astral Deva.

Plyf blind and dying, attempts to figure out why the Guardians have lost their minds. She isn't able to come up with any definitive answers; there are just too many unknowns. But she feels confident in saying that there is more at work here than a Teucri base defending itself...

As for her Tumble away from the Guardian, she finds herself in some bigger trouble [Blinded characters "takes a --4 penalty on Search checks and on most Strength- and Dexterity-based skill checks". Thus, Plyf actually rolled a 13. Fortunately...]

The rogue still has some luck in her though, and she tumbles North. She doesn't know it, but Vedik's wall actually protects her from the Black Guardian. And she half-runs, half-stumbles towards Tratain where she manages to get a Heal.

Tratain saves Plyf with a Heal. [I realize now that Tratain isn't close enough to the Gold Guardian to hit it. Last round you got in some attacks for free then. I assume you'll change that Quickened Heal to a regular one and not waste the better Spell. I also assumed that Tratain would move closer to the Guardian in order to attack it next round, but I'll leave that up to you. As you'll see in a second, either you're with everyone else or you're with Echlhin. Up to you.]

Echlhin has his own attempt to get rid of the Dimensional Lock, but also fails. He then moves closer to Plyf.

Dwight fails to recognize Tratain's Time Stop, but the halfing actually touches the wall and stops himself from wasting arrows. Unfortunately, he has no line of sight to the Gold Guardian and is forced to move to U8 in order to aim his bow. He only has time to send off the first arrow and that one misses.

---

More lightning, but Vedik's walling prevents it from getting to the Knights. Also, the Black Guardian still doesn't seem to mind it...

The elementals move into the Fog and disappear beyond sight...

The Gold Guardian stops attacking Monthor and instead, defensively casts a spell. Spellcraft DC 20 Highlight to display spoiler: {Wall of Force}. Now, Vedik and Dwight are separated from the rest of the group away from the big scary Construct. A big scary Construct that, again, fast heals itself some of the damage just done.

If being split up wasn't bad enough, the Black Construct also starts casting a spell. DC 23 Highlight to display spoiler: {Earthquake}.

Suddenly, eventhing starts shaking in the hallway where the Knights are holed up. At first, it is simply a mild tremor which is kicking up dust. And then, suddenly, without any warning at all, the perfectly formed roof above starts to crack and crumble. Before anyone has an opportunity to react, the roof collapses... [33 Damage to EVERYONE - Reflex save DC 15 for Half - Anyone who fails their Reflex save is Pinned beneath the Rubble - Strength Check DC 15 to escape - Anyone attempting to cast a spell this round must make a Concentration Check DC 20 + Spell Level or lose that spell]

Movement through the debris will be tricky, forcing the Knights to either go around it or move half-speed through those squares. Of course, that's not the only problem the Gray Knights face right now...

---

The stairway is longer than I accounted for with my map, so the green and pink parts line up. Hope it makes sense.

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris
- Yellow is where the Earthquake "ended"

Combat Rounds

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Friday December 4th, 2009 9:11:27 PM

OOC: Question for DM, public as others may wish to know the answer... how high is the ceiling?

No Surprises Here... [Round 4] [DM Jeff] 
Sunday December 6th, 2009 2:20:14 AM

Jeff is exhausted tonight and I apologize for not responding sooner, but I'll have answers to all your questions tomorrow morning. Short answers: Tratain really did get his attacks in. Wall of Force still goes up. I've gotta check the Wall of Force spell itself for what's going on with the walls. (I'll likely have to rework the wall from last round) I'd consider the debris a trap and not an attack [really, the earthquake was the result; the falling stuff came from that], thus Plyf gets Evasion. I believe the ceiling is 40 feet up, but I'd have to double check that. And... That's all I've got.

If everyone is holding off posting until I clarify everything, I understand. Stupid DM mistakes and problems.

MonthorHit Points:(145 of 213) AC 46 
Sunday December 6th, 2009 9:33:25 AM

Another question.... why did Monthor's second attack hit and not the first? (2nd, 41, 1st 50)

DM Jeff: Monthor is blind and so his opponents suffer from Total Concealment (50% Miss chance)

No Surprises Here... [Round 4 - Extra Info] [DM Jeff] 
Sunday December 6th, 2009 5:18:26 PM

Okay, on the fly rulings to keep the game moving.

Wall of Force
I'm declaring "thin" Walls of Force to be acceptable; the key wording in the spell being "up to". This is how I've always played with the spell. If Vedik wants the walls to be different, his can be and I'll change them (Of course, his Wall of Force at AB/AC couldn't push the Black Guardian backwards). This is something that can be taken up in the Rule Center if we want an official ruling, but for now we're going with this.

Also: Tratain's size makes the old Wall of Force impossible. Instead, Dwight and Vedik are now blocked in the corridor away from Plyf, Echlhin, Tratain and Monthor.

Tratain's Hits
Tratain's warhammer smashing into the Gold Guardian twice and both the Protector and the Construct reverberate from the hit. The rest of his attacks are misses and neither of his hits seemed to blast with the force Tratain expected...

The Room and Corridor
40 feet high ceilings. A pit at the end of the room. Debris all along the corridor and some of the room.

Earthquake + Evasion
Evasion still works, imo.

---

Updated Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris
- Yellow is where the Earthquake "ended"

Combat Rounds

Dwight hp 98/160, ac 33(touch 25)  d20+26=43 ; d20+20=26 ; d6=4 ; d6=3 ; d20+27=45 ; d6=6 ; d6=1 ; d20+22=34 ; d6=2 ; d6=5 ;
Sunday December 6th, 2009 7:52:06 PM

OOC: I'm a bit confused where Dwight actually stands since he is on map twice. I estimated 49' from the Gray D to the BG construct.

Reflex Save: 43 (With Evasion no damage)

Dwight is unsure what his abilites can do against these, so he attempts to slow one of them down.

Targeting BG, Dwight attempts to Staple it to the wall.

Att #1 cold arrow: 37 (should be + 31)
Pinned: 12 + 3(cold) = 15

Att #2 cold arrow: 45
Pinned: 14 + 1(cold) = 15

Att #3 cold arrow: 34
Pinned: 10 + 5(cold) = 15

OOC: If all 3 hit, the creature is pinned to the wall unless it takes a standard action versus DC 45ish to break free. Course, it really depends on how much damage would have been done (and then healed) versus prevented.

Staple (x5): Sharpshooters may attempt a ranged grapple attack by pinning the target's garments to a nearby structure with an arrow or bolt. Against targets up to 30 feet away, a staple shot suffers a --4 penalty to the attack roll and the target must be in a square adjacent to a structure no less than one size category smaller than it. A successful staple shot does not cause the target to suffer any penalties, but it cannot move away unless it uses a standard action to pull free (Strength or Escape Artist check vs. a DC equal to the damage the bolt or arrow would have inflicted). If the target is stapled by more than one arrow or bolt, the DC to pull free is the total of all the damage that would have been inflicted by all projectiles -- or each projectile must be broken. Each time the Staple Trick is taken beyond the first, a +1 bonus on staple attack rolls and an extra 5 feet of range is gained.

Dwight can staple up to 50' away. If needed, he can use his 'hastedness' to move closer.


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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+12=30 ; d20+21=34 ; d20+21=29 ;
Sunday December 6th, 2009 11:01:33 PM

(Reflex save 30, Spellcraft checks 34 and 29)

Echlhin successfully avoids the falling pieces of ceiling. He recognizes that the Gold Construct cast another Wall of Force and the Black Construct cast an Earthquake. He informs the party of which is performing what.

He then goes into his pack and pulls out what appears to be a vial of berries.

---------------------
Longstrider
Barkskin
Delay Poison
Bead of Karma (10 min)
Ring of Counter Spells - Greater Dispell Magic (figured I may want to put this in an easily visible spot)


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 175 of 191 
Monday December 7th, 2009 2:17:28 AM

((forgot to update hp))

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+23=24 ; d20=4 ;
Monday December 7th, 2009 9:59:57 AM

Plyf watches as the roof collapses in front of her eyes. She is pinned in with nowhere to go, when a big chunk of debris traps he underneath the rubble.

She is heard to curse out from underneath the debris, "Frickenbrackerbrinkinfick!"

Reflex save:15 24 fails (Natural 1)
Strength check: 4 fails

Vedik AC 41 (16 touch) HP 154/191 Character Sheet Spells  d20+14=25 ; d20+40=58 ;
Monday December 7th, 2009 5:28:59 PM

Vedik climbs out of the rubble and snorts at the wall of force. "This is getting tedious" he says to no one in particular.

He casts his last remaining disintegrate, clearing the wall of force. "The gold one needs to fall" he calls out as the party is once again together.

OOC:
Reflex Save DC 15: passed (25)
Take 17 damage from rubble.

Concentration check to cast: DC 26 passed (58)
Cast disintigrate on the wall.

1/2 move through rubble to X-10

Buffs;
Magic Vestment x2 (40 hours, cast in morning)
Haste (1/18 rounds)
Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

MonthorHit Points:(129 of 213) AC 46  d20+16=18 ;
Monday December 7th, 2009 9:11:53 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
+5 barkskin buff
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases

--------------------------
ooc> Delayed action- until the rest of the party do their turns.

The earthquake rattles the mighty dwarven warrior but Monthor manages to keep his footing.
Digging in his haversack, Monthor pulls out a potion of remove blindness and drinks it.

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



No Surprises Here... [Round 5] [DM Jeff]  d4=2 ; d20+20=27 ; d20+20=21 ; d20+20=36 ; d20+20=27 ; d20+20=31 ; d20+20=30 ; d20+20=38 ; d20+20=31 ; d20+20=38 ; d20+20=31 ; d20+20=40 ; d20+41=54 ; 2d6+13=20 ; 3d6=11 ; d20+41=55 ; 2d6+13=20 ; 3d6=14 ; 10d6=39 ; d20+20=34 ;
Tuesday December 8th, 2009 2:48:57 AM

Dwight does the usual and starts flinging arrows at the Gold Guardian. He wishes he could staple it, but there are no garments for him to do so with. Only the first two manage to strike... [I'mma let you get away with it this time, but I'm fairly certain that Tratain is blocking your line-of-sight to the Guardian.]

Echlhin pulls out some delicious berries...

Plyf can't seem to catch a break and she becomes trapped under some ceiling... Next round, she can make an Escape Artist Check DC 15 to escape. Or a Strength Check DC 15 from Plyf or anyone else.

Vedik is fed up with the Guardian's tactics and burns another Disintegrate, before he moves to the front-line. He also calls for the Gold one to be taken out.

Monthor drinks a potion and is, happily, no longer blind.

Tratain seems too shaken by the Earthquake to do anything. [From last round: 33 Damage to Tratain - Reflex save DC 15 for Half]

---

Harmless lightning blasts the Walls of Force and Black Guardian again.

The Black Guardian points menacingly at Vedik and casts a Quickened spell. Spellcraft Check DC 21: Highlight to display spoiler: {Greater Dispel Magic}. Vedik: Highlight to display spoiler: {Again, Vedik's Magic Vestments remain untouched by the Dispel, but he loses his Haste. Any other buffs face Dispel Checks of 31 and 30. - I'm assuming CL of 20, if it's higher please let me know.}

Repeating the exact same move, but this time slower, the Black Guardian again points at Vedik. Spellcraft Check DC 21: Highlight to display spoiler: {Greater Dispel Magic}. Vedik: Highlight to display spoiler: {The Fixer's luck runs out this time. Both of his Magic Vestments are dispelled and so is his Shapechange. Any other buffs face Dispel Checks of 31 and 40.}.

Then the Black Guardian starts moving towards the Northern Wall of Force, slowly climbing up the air as if there were invisible steps. Next round, the Guardian should easily be able to step over the Wall of Force and return to the Knight's line-of-sight.

With Vedik severely debuffed, the Gold Guardian does a 5-foot step and winds up two punches against the Fixer. In the next moment, quite a few things happen to him... The first fist most definitely hits [20 Bludgeoning Damage to Vedik] and the electricity travels through the Guardian into Vedik [11 Electric Damage to Vedik - Vedik make a Fortitude Save DC 33 or be Blinded]. The second hit is equally damaging, but this time there isn't electricity. This time, the fist makes a high-pitched squeal that threatens to blow out the Fixer's ears. [20 Bludgeoning Damage to Vedik - 14 Sonic Damage to Vedik - Vedik make a Fortitude Save DC 33 or be Deafened].

---

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris

Combat Rounds

Vedik AC 15 (13 touch) HP 87/191 Character Sheet Spells  d20+23=25 ; d20+23=27 ; d20+23=40 ; d100=77 ;
Tuesday December 8th, 2009 9:16:50 AM

"Get in there and take it out!" the Dwarf yells to his companions, probably a bit too loud. "We are going to loose this fight if we don't take one of the guardians out now!"

He steps back away from the giant and casts Grease, hopefully tripping the thing, making it an easier target for Monthor and Tratain.

OOC:
67 damage to Vedik.
Save vs blindness: 25 (Failed)
Save vs deafness: 27 (Failed)
Hero point reroll on blindness: 40 (passed)

5' step to W-11
Cast defensively (can not fail)
20% failure (high is good) : 77 passed
Cast Grease on the 10x10 square GG is in: Reflex Save DC 22 (no SR check): Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

Buffs/Effects
Vedik is Deafened: No listen checks + 20% failure on verbal component spells


Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+7=27 ; d20+24=29 ;
Tuesday December 8th, 2009 9:33:59 AM

Ply, instead of attempting top move the rock, slowly shimmies her way out from underneath the stone and is soon standing on top of it. She pulls her bow now and nocks an adamantine arrow, made specifically to pierce the hardest substances.

Her first shot goes wide however.

Escape Artist to get out from under debris: 27
Attack GG hitting AC: 29 (miss)

DM Sanity note:Adamantine
This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/- if it's light armor, 2/- if it's medium armor, and 3/- if it's heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.


Tratain Current Spells HP 239/249 AC 44  d20+15=24 ; d20+41=59 ; d20+41=49 ; d20+36=52 ; d20+31=34 ; d20+26=35 ; 2d6+21=27 ; 2d6+21=27 ; 2d6+21=31 ; 2d6+21=29 ; 2d6+21=31 ;
Tuesday December 8th, 2009 8:48:37 PM

Tratain is a little dazed by the earthquake but manages to shake off the effects mostly (Reflex Save 24, DR takes care of most of the rest)

Tratain casts a quickened Divine Favor and then takes a step forward to attack the gold Guardian Again.

Hit AC 59 For 27 Damage
Hit AC 49 for 27 Damage
Hit AC 52 for 31 Damage
Hit AC 34 for 29 Damage
Hit AC 35 for 31 Damage

--------
Greater Magic Weapon - Adamantine Warhammer
Magic Vestment - Armor of Heavy Fortification
Magic Vestment - Reflecting Shield
Status on Party
Delay Poison - Tratain, Dwight, Plyf
Shield of Faith
Spell Resistance - 33
Ring of Counterspellsx2 - Greater Dispel Magic
Divine Power - Round 4 of 21
Righteous Might - Round 4 of 50
Divine Favor - Round 1 of 10

Dwight hp 98/160, ac 33(touch 25)  d20+32=46 ; d6=1 ; d6=4 ; d20+27=41 ; d6=2 ; d6=4 ; d20+22=23 ; d6=3 ; d6=3 ; d20+32=52 ; d20+32=34 ; d6=1 ; d6=2 ; d6=5 ; d6=4 ; d6=3 ; d6=5 ;
Tuesday December 8th, 2009 9:39:24 PM

Dwight, unclear if he is actually doing any damage to these creatures tries to think of other options as he jumps onto his broom to gain a better vantage point (OOC: This should take care of line of sight)

Rising straight up in order to see the gold creature we are all targeting now, Dwight lets loose a few more arrows.

Att: 1 (cold arrow): 46
Dmg: 9 + 4(cold) = 13

Att 2 (cold arrow): 41
Dmg: 10 + 4(cold) = 14

Att 3 (cold arrow): 23 (nat 1--likely a miss)
Dmg: 11 + 3(Cold) = 14

Att 4 (cold arrow): 52 (nat 20) -- possible crit: 34
Dmg: 9 + 2(Cold) = 11 (if critical: 18 + 10(cold)=28)

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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active
Flying on Broom


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 175 of 191 
Tuesday December 8th, 2009 9:58:01 PM

Echlhin casts a spell on the berries in the vial. (Fireseeds - I'm assuming I can take them out of the vial, cast the spell, and put them back in the vial as a full round action)

---------------------
Longstrider
Barkskin
Delay Poison
Bead of Karma (10 min)
Ring of Counter Spells - Greater Dispel Magic

No Surprises Here... [Round 5] [DM Jeff]  d20+24=40 ; d4=1 ; d20+41=47 ; d20+41=57 ; 2d6+13=22 ; 2d6+13=21 ; 3d6=7 ; 3d6=8 ; d20+20=25 ; d20+20=29 ;
Wednesday December 9th, 2009 1:05:40 AM

[v]Vedik[/b] throws a Grease spell in the hopes that it'll trip up the Guardian. Unfortunately, the Knight has no such luck and the construct remains standing...

Plyf makes her way out of the debris and fires wildly, missing.

Tratain, the force to be reckoned with, uses his warhammer is slam the Guardian thrice.

Dwight takes to the air with his broom [activating a magic item is a standard action] and then gets himself up into the air 30 feet [move action].

Echlhin prepares his Fire Seed bomb...

---

More harmless lightning behind the Walls of Force.

The Black Guardian continues his upward assent to move himself over the Wall of Force. He Air Walks himself around the taller Wall and now has full line-of-sight with the Knights again.

A quickened spell escapes the Black Guardian Spellcraft DC 21 Highlight to display spoiler: {Greater Dispel Magic} and aims straight for Tratain. Fortunately for the Knight, one of his Rings of Counterspells activates and immediately negates the debuff.

With a new target at the front, the Gold Guardian switches to attacking Tratain. One fist lights up with electricity, the other starts to emit a strange humming noise. Both connect with the Knight's armor, but neither the lightning nor the sonic energy get beyond his Spell Resistance [43 Bludgeoning Damage to Tratain].

---

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris
- Red is Grease

Combat Rounds

Vedik AC 32 (16 touch) HP 87/191 Character Sheet Spells  d100=46 ; d100=81 ; d20+20=29 ; d20+14=19 ;
Wednesday December 9th, 2009 10:42:55 AM

Vedik takes a moment to raise his defenses, once again assuming angelic form, then unleashes a quickened dimensional anchor as a test spell to see if these constructs are simply resistant, or completely immune to magic.

OOC:
Cast Shapechange (extended by rod) to Astral Deva Form (Deafened check passed: 46)
Cast Quickened Dimensional Anchor (Deafened check passed 81) Spell Resistance 29, Ranged Touch hit AC 19.

Buffs/Effects
Vedik is Deafened: No listen checks + 20% failure on verbal component spells

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+26=30 ; d20+26=35 ; d20+20=36 ; d20+15=16 ; d8+5=8 ; d8+5=7 ;
Wednesday December 9th, 2009 5:13:03 PM

Plyf can see the gold guardian taking some damage so she holds her shot to see if others can take it out this round. If they do, she turns her attention of the black guardian. If they do not, her arrows flash toward the gold guardian, hopefully, finishing it off.

Attack GG unless down. Hit AC 29 misses, hit AC 34 doing 8 damage, hit AC 36 doing 7 damage, hit AC 16 (misses)

ooc: First two shots were at +1 more then they should have been. I corrected that in the text.

DM Sanity note:
DM Sanity note:Adamantine
This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/- if it's light armor, 2/- if it's medium armor, and 3/- if it's heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.


Tratain Current Spells HP 239/249(?) AC 44  d20+41=51 ; d20+41=59 ; d20+36=45 ; d20+31=36 ; d20+26=46 ; d20+26=39 ; 2d6+21=32 ; 2d6+21=28 ; 2d6+21=30 ; d3=3 ; 2d6+21=29 ; 2d6+21=31 ;
Wednesday December 9th, 2009 6:00:23 PM

Tratain continues to attack the Gold Guardian hopeing it will fall soon.

Hit AC 51 For 32 Damage
Hit AC 59 for 28 Damage
Hit AC 45 for 30 Damage
Hit AC 36 for 29 Damage
Hit AC 46 for 31 Damage (I'm assuming its Immune to Crit, if not confirm is AC 30 for an extra 4d6+42 Damage)

Was the Damage Tratain took last round One hit or Multiple hits? Tratain has DR from Righteous Might so I need the hits seperatly to figure out correct damage.

--------
Greater Magic Weapon - Adamantine Warhammer
Magic Vestment - Armor of Heavy Fortification
Magic Vestment - Reflecting Shield
Status on Party
Delay Poison - Tratain, Dwight, Plyf
Shield of Faith
Spell Resistance - 33
Ring of Counterspellsx2 - Greater Dispel Magic (1 Used)
Divine Power - Round 5 of 21
Righteous Might - Round 5 of 50
Divine Favor - Round 2 of 10

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 175 of 191  d20+12=16 ; d8+22=28 ; d8+22=26 ; d8+22=30 ; d8+22=28 ; d8+22=27 ; d8+22=24 ; d8+22=23 ; d8+22=28 ;
Wednesday December 9th, 2009 7:11:44 PM

Echlhin throws his freshly made Fireseed bomb next to the Golden construct.
(ac to hit a square 5 +2 for range increment over 10', so AC 7.. 5' radius burst should hit only the construct)

Speaking the command word, the 8 berries explode. (Reflex save DC 25 (24+1 for spell focus conj., save for 1/2, No spell resistance, fire damage. I'll separate each berry damage wise)

Berry 1 - 28 fire damage
Berry 2 - 26 fire damage
Berry 3 - 30 fire damage
Berry 4 - 28 fire damage
Berry 5 - 27 fire damage
Berry 6 - 24 fire damage
Berry 7 - 23 fire damage
Berry 8 - 28 fire damage
--------------------------
Total fire damage: 214

---------------------
Longstrider
Barkskin
Delay Poison
Bead of Karma (10 min)
Ring of Counter Spells - Greater Dispel Magic


MonthorHit Points:(129 of 213) AC 46  d20+29=39 ; d10+30=32 ; d6=3 ; d6=6 ;
Wednesday December 9th, 2009 8:12:58 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
+5 barkskin buff
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases

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

Monthor tries to move pas the debris (w10) and engages the gold construct.

----------------------------
Attack two handed,
Power attack -5,+10

---------------------
Attack 1- hits 39 for for 32 physical, 3 shock, 6 cold damage.



Dwight hp 98/160, ac 33(touch 25)  d20+23=24 ; d6=5 ; d6=3 ; d6=5 ; d6=2 ; d6=1 ; d6=5 ; d6=5 ; d6=6 ; d20+32=38 ; d6=1 ; d6=4 ;
Wednesday December 9th, 2009 10:15:58 PM

Finally have a line of sight, and his weapon ready, Dwight hopes to inflict some damage to this creature.

Taking careful aim at anything that appears eye-like, Dwight fires a full load of arrows.

Att 1: a full group of 4 cold arrows: 24 (yet another natural 1)
Dmg: by arrow: (holy ignored)
#1: 13 + 3cold = 16
#2: 13 + 2 cold = 15
#3: 9 + 5 cold = 14
#4: 13 + 6 cold = 19
total; 64

Att #2 (hasted): 38
Dmg: 9 + 4cold = 13

"Curssssssesssss" Dwight thinks to himself as he continues to be ineffective.

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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active
Flying on Broom 30' high

No Surprises Here... [Round 6] [DM Jeff]  d20+24=30 ; d20+24=39 ; d20+24=36 ; d20+24=42 ; d20+24=30 ; d20+24=36 ; d20+24=31 ; d20+24=31 ; d20+24=26 ; d20+20=33 ; d20+20=36 ; d20+20=29 ; d20+20=27 ; d20+20=29 ; d20+20=38 ; d20+20=29 ; d20+20=24 ; d20+20=34 ; d20+20=40 ; d20+40=56 ; 2d6+13=22 ; 3d6=7 ; d20+20=33 ; d20+41=47 ; d20+41=45 ; d20+21=35 ; 2d6+13=18 ; 3d6=6 ;
Thursday December 10th, 2009 5:33:21 AM

Vedik brings back his Astral Deva form and then attempts to Anchor the Guardian. He Knight fails to overcome the creature's resistance...

Plyf fires off a series of arrows and, unfortunately, none of them hit.

Tratain, last round, took two hits of 22 and 21. This round, he continues attacking and four out of five of his strikes are successfully, although no criticals.

Echlhin's berry-bomb explodes and envelopes the Guardian in fire. The Knight takes half a second to celebrate before watching the construct twist and turn, avoiding most of the blast, and then simply shrugging off the rest of it...

Monthor, as usual, hits and does do some damage [Monthor's action requires moving within AoO reach of the Construct, because Monthor doesn't have sufficient reach to hit the Guardian any other way]. While Monthor succeeds, he opens himself up to an attack from the Guardian and risks being blinded yet again. [22 Bludgeoning Damage to Monthor, 7 Electric Damage to Monthor - Monthor make a Fortitude Save DC 33 or be Blinded]

Dwight fires some arrows off at the Guardian, only the last one hits and the construct doesn't seem to mind it. [Only one attack roll for the first four arrows? Why was that? Jeff is confused!]

---

By now, the lightning is completely commonplace and the Knights ignore it hitting the Walls of Force.

Seeing it's partner take so many hits, the Black Guardian focuses on the biggest target: Tratain. Another spell hits the Knight: Spellcraft DC 21 Highlight to display spoiler: {Greater Dispel Magic}. Again, his Counterspell Ring saves him the trouble it might cause. Unfortunately, that means his Counterspells are all used up when the Guardian casts a normal version of the same spell: Spellcraft DC 21 Highlight to display spoiler: {Greater Dispel Magic}. Tratain: Highlight to display spoiler: {Tratain loses Greater Magic Weapon, Magic Vestment [Fortification], Shield of Faith, Righteous Might, and Divine Favor. For all spells, I assumed a Caster Level of 19 except for Magic Vestment where I assumed CL 20. If this is incorrect, see the bottom of my post for a list of the Dispel Checks so you can recheck. Lemmie know what square you want Tratain to end up in.}

Then, the Black Guardian moves to floating 20 feet in the air next to the Gold Guardian.

The Gold Guardian again has no troubles with the Grease.

The Gold Guardian, decides that Monthor is the better target this time. The dwarf is immediately hit by another fist of lightning. [18 Bludgeoning Damage to Monthor, 6 Electric Damage to Monthor - Monthor make a Fortitude Save DC 33 or be Blinded]

The Knights are used to the Gold Guardian healing some of the minor scratches that have been done, but for what seems to be the first time the construct looks damaged. It is still standing, so that's a problem, but at least some of the Knights are having success...

---

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris
- Red is Grease

Combat Rounds

---

[ Dispel Check: 33 ] Greater Magic Weapon - Adamantine Warhammer
[ Dispel Check: 36 ] Magic Vestment - Armor of Heavy Fortification
[ Dispel Check: 29 ] Magic Vestment - Reflecting Shield
[ Dispel Check: 27 ] Status on Party
[ Dispel Check: 29 ] Delay Poison - Tratain, Dwight, Plyf
[ Dispel Check: 38 ] Shield of Faith
[ Dispel Check: 29 ] Spell Resistance - 33
[ Dispel Check: 24 ] Divine Power - Round 5 of 21
[ Dispel Check: 34 ] Righteous Might - Round 5 of 50
[ Dispel Check: 40 ] Divine Favor - Round 2 of 10

Vedik AC 32 (16 touch) HP 87/191 Character Sheet Spells  d20+18=38 ; d100=81 ;
Thursday December 10th, 2009 9:21:50 AM

Vedik once again tries to dispel the dimensional lock that was cast on this place, hoping to keep the fight from turning south.

OOC:
Cast Greater Dispel Magic (Deafness check passed 81): Dispel check 38 (dispels it if its less than caster level 27)

Buffs/Effects
Vedik is Deafened: No listen checks + 20% failure on verbal component spells

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+25=36 ; d20+25=39 ; d20+20=33 ; d20+15=22 ; d8+5=10 ;
Thursday December 10th, 2009 11:08:59 AM

Plyf continues to unleash arrows at the gpld guardian, but us slowly getting peaved at their insane amounts of defence.

Closest hits AC 39 doing 10 damage.

ooc: I haven't been adding the shock damage because I thought they would be immune, but if you still want me to, let me know.

DM Sanity Note: Adamantine arrows avoid first 20 DR.

Tratain Current Spells HP 226/249(?) AC 44  d20+10=22 ; d20+41=48 ; d20+41=49 ; d20+36=55 ; d20+31=51 ; d20+26=46 ; 2d6+21=24 ; 2d6+21=23 ; 2d6+21=27 ; 2d6+21=30 ; 2d6+21=27 ;
Thursday December 10th, 2009 8:41:19 PM

Tratain's Ring is able to Block the First Dispel Magic cast at him by the construct, and Tratain is able to recognize the spell being cast again (Spellcraft 22) and activates his Reflecting shield and turns the spell back upon the Black Guardian. (Tratains Shield once per day works like the spell turning spell.)

Tratain continues attacking the Gold Guardian in hopes that it will fall. It seems almost indestructible and the Black Guardian casts alot of Dispel's around so one needs to fall very soon.

Hit AC 48 for 24 Damage
Hit AC 49 for 23 Damage
Hit AC 55 for 27 Damage
Hit AC 51 for 30 Damage
Hit AC 46 for 27 Damage

OOC: Sigh, that was 3 crit rolls right there :(

--------
Greater Magic Weapon - Adamantine Warhammer
Magic Vestment - Armor of Heavy Fortification
Magic Vestment - Reflecting Shield
Status on Party
Delay Poison - Tratain, Dwight, Plyf
Shield of Faith
Spell Resistance - 33
Ring of Counterspellsx2 - Greater Dispel Magic (1 Used)
Divine Power - Round 6 of 21
Righteous Might - Round 6 of 50
Divine Favor - Round 3 of 10



MonthorHit Points:(89 of 213) AC 46  d20+34=36 ; d10+30=35 ; d6=1 ; d6=2 ; d20+34=43 ; d10+20=21 ; d6=2 ; d6=6 ; d20+29=42 ; d10+20=22 ; d6=3 ; d6=4 ; d20+24=27 ; d20+19=39 ; d20+19=36 ; d10+20=22 ; d10+20=30 ; d10+20=29 ; d6=5 ; d6=4 ;
Thursday December 10th, 2009 8:50:48 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
+5 barkskin buff
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases

------------------------------------
ooc> I'm making the assumption that Monthor's armor is absorbing the electical damage and thus ( I like using the word "thus") I don't need to role for blindness.
Question: Does Monthor's spell resistence come into play here too?

------------------------------
Monthor continues his onslaught

" AT THEE"

-------------------------
Two handed attack
----------------------------

Attack 1 to hit 36 damage 25 shock 1, cold 2
Attack 2 to hit 43 damage 21,shock 2 , cold 6
Attack 3 to hit 42 damage 22 shock 3, cold 4
Attack 4 to hit 27 (miss),damage shock , cold
Attack 5 to hit 39 (natural 20 crit 36) damage 22 (81) shock 5, frost 4



Dwight hp 98/160, ac 33(touch 25)  d20+23=33 ; d6=1 ; d6=1 ; d6=4 ; d6=2 ; d6=3 ; d6=1 ; d6=1 ; d6=5 ;
Thursday December 10th, 2009 9:29:47 PM

OOC: Also assuming Monthor is NOT blind.

Dwight reloads a handful of his arrows, and attempt to down the primary target if it has not already fallen. (If so, he simple switches to the other.)

Att #1 (manyshot cold arrows): 33
Arrow #1: 9 + 1 cold = 10
Arrow #2: 12 + 2 cold = 14
Arrow #3: 11 + 1 cold = 12
Arrow #4: 9 + 5cold = 14
Total: 50 (ignoring holy damage)

As the arrows fly, Dwight then activates his Blinking ring.

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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active
Flying on Broom 30' high
Blinking?

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 175 of 191  d3=3 ;
Thursday December 10th, 2009 11:54:58 PM

Echlhin hopes that the spell barring dimensional travel has been removed and spontaneously casts Summon Nature's Ally VII, to summon 3 Huge Earth Elementals around the Gold Construct.

No Surprises Here... [Round 7] [DM Jeff]  d100=16 ; d100=94 ; d100=67 ; d20+40=55 ; 2d6+13=18 ; 3d6=14 ; d20+24=32 ; d20+41=47 ; d20+41=46 ; 2d6+13=21 ; 2d6+13=22 ; 3d6=17 ; 3d6=13 ; d20+41=60 ; d20+41=54 ; 2d6+13=17 ; 2d6+13=19 ; 3d6=9 ; 3d6=10 ;
Friday December 11th, 2009 3:33:40 AM

[Monthor is, indeed, blind. His SR has not been sufficient to protect him from the impressive CL. While his Armor is eating up the Electricity damage the blindness is another effect altogether.]

Vedik finally manages to get rid of the Dimensional Lock in the room.

Plyf's single arrow hits the Construct.

Each of Tratain's warhammer smashes are succesful. And the Knight also throws the Greater Dispel right back at the Black Construct, whose Air Walk fails and he slowly floats to the ground.

Monthor is blinded, but the dwarf still swings the best he can. Two swings clearly miss, one more misses because of his blindness, and the other two hit.

Dwight, try as he might, misses altogether.

Echlhin summons 3 Huge Earth Elementals [I'm not sure where you want them placed in such a small space. I put two of them on?]. The closest of which provokes an attack from the Gold Guardian [Hit AC 55 - 18 Bludgeoning Damage - 14 Electric Damage - Fort Save DC 33 or Blinded]

---

The Gold Guardian is on its last legs, but is not dead yet. Monthor, being right in front of it, faces the fists [21 Bludgeoning Damage to Monthor, 17 Electric Damage to Monthor] and [22 Bludgeoning Damage to Monthor, 13 Electric Damage to Monthor]. Since the dwarf is already blind, he doesn't have to worry about such things.

And then, thanks to Vedik's removal of the Dimensional Lock, the Gold Guardian casts a Quickened spell and reappears 30 feet north and 20 feet in the air. Spellcraft DC 19 Highlight to display spoiler: {Dimension Door}.

With nothing blocking it from hitting Monthor, the Black Guardian joins in against the dwarf. 17 Bludgeoning Damage to Monthor, 9 Sonic Damage to Monthor - Monthor make a Fortitude Save DC 33 or be Deafened] and [19 Bludgeoning Damage to Monthor, 10 Electric Damage to Monthor]

---

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris
- Red is Grease

Combat Rounds

Dwight hp 98/160, ac 33(touch 25) 
Friday December 11th, 2009 9:44:04 AM

Being frustrated his arrows have no effect yet again, he bullets himself to Monthor's aid.

Hasted on broom he is there in a mere fraction of a second. He then casts Remove Blindness on Monthor.

This puts Dwight at X11 I think.

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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active
Flying on Broom 30' high
Blinking?

Dwight hp 98/160, ac 33(touch 25) 
Friday December 11th, 2009 9:46:31 AM

OOC: Umm, didn't check hit points. If Monthor has fallen, and uses his wand to cure serious wounds instead. (Monthor, please roll if your down.)

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday December 11th, 2009 12:45:32 PM

ooc: Plyf handed her Cure Critical Wounds wand to Dwight in exchange for his Cure Serious Wounds wand, the last I remember. Maybe she handed it to someone else instead?

I will post this afternoon or tonight.

MonthorHit Points:(89 of 213) AC 46 
Friday December 11th, 2009 2:03:19 PM

ooc> Monthor's down to 1 hp after the last combat round.

Will delay post until the majority have posted.

{ HELP!!!! }

Dwight hp 98/160, ac 33(touch 25) 
Friday December 11th, 2009 4:04:51 PM

OOC: Since Monthor didn't actually fall, Dwight will stick with his orginal post. MEDIC IN NEED!!!!

No Surprises Here... [Round 7] [DM Jeff] 
Friday December 11th, 2009 5:06:36 PM

[OOC: Could you recheck the math on Monthor's HP? I believe you're mistaking Sonic damage [which Monthor has no protection from] for Electric damage [Which Monthor has a Resistance of 10], but I could always be wrong.]

Dwight hp 98/160, ac 33(touch 25) 
Friday December 11th, 2009 9:48:13 PM

OOC: Plyf is correct, i didnt have sheet in front of me.


Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+25=38 ; d20+25=36 ; d20+20=30 ; d20+15=30 ; d8+5=10 ;
Friday December 11th, 2009 11:45:12 PM

Holding action:

Plyf watches all the spells flying around and the damage done to Monthor, she knows, something has to change now! When she can see the guardian falling back to the earth, the rogue turned bard is glad at the reprieve.

If someone mentions, the lock upon her Boots of Teleport is perhaps gone, she activates them and teleports over behind the burnt out crystal and removes it from the pedistal, if possible.

If someone doesn't mention the lock though, she will unleash even more arrows in an attempt to save their dwarven comrade, if he isn't dead that is.

Holding actions until others post.

Either
Teleport to AK/8
or
Hit AC 38 with Adamantine arrow for 10 damage

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 175 of 191 
Saturday December 12th, 2009 1:22:57 AM

Couple of quick questions and comments....

I thought the elementals wouldn't come in until the start of my next round, so I'm not sure how the gold construct would get an attack of opportunity. If they did come into play, they should have gotten an attack, per wording of the spell, unless I am remembering it wrong. Also I should be able to target on the other side of the wall by summoning one up in the air and it will have to take some falling damage, or at least that makes sense to me. Thoughts?

May I ask what soaked up the fire damage that wasn't avoided?

No Surprises Here... [Round 7] [DM Jeff] 
Saturday December 12th, 2009 3:24:49 AM

[Oy. I was definitely mistaken in my dealings last round. I'm going to have to do a quick rewrite of
it. hold off on posting please]

No Surprises Here... [Round 7 [Take 2]] [DM Jeff] 
Saturday December 12th, 2009 4:09:47 AM

THIS IS A REWRITE OF ROUND 7. DWIGHT AND PLYF MAY RETAKE THEIR ACTIONS. CAPS LOCK MEANS I AM TALKING LOUDLY FOR EFFECT, BUT MOSTLY JUST SEEMS RUDE. Sorry about the mistakes, everyone.

[Monthor is, indeed, blind. His SR has not been sufficient to protect him from the impressive CL. While his Armor is eating up the Electricity damage the blindness is another effect altogether.]

Vedik finally manages to get rid of the Dimensional Lock in the room.

Plyf's single arrow hits the Construct.

Each of Tratain's warhammer smashes are succesful. And the Knight also throws the Greater Dispel right back at the Black Construct, whose Air Walk fails and he slowly floats to the ground.

Monthor is blinded, but the dwarf still swings the best he can. Two swings clearly miss, one more misses because of his blindness, and the other two hit.

Dwight, try as he might, misses altogether.

Echlhin summons 3 Huge Earth Elementals [I'm still not entirely sure where you're placing them, co-ordinates?].

---

The Gold Guardian has taken just too many blows. Echlhin's berries, Monthor and Tratain's swings, Dwight and Plyf's bows. It is all too much for the Teucri Construct and, without any sort of warning, the shimmering light on it fades to nothing and it simply stands in front of the Knights, inert.

The Black Guardian, either not noticing or not caring that it's partner is down, strikes at Tratain. 17 Bludgeoning Damage to Tratain, 9 Sonic Damage to Tratain - Tratain make a Fortitude Save DC 33 or be Deafened] and [19 Bludgeoning Damage to Tratain, 10 Electric Damage to Tratain - Tratain make a Fortitude Save DC 33 or be Blinded].

---

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris
- Red is Grease

Combat Rounds

Dwight hp 98/160, ac 33(touch 25)  d100=21 ;
Saturday December 12th, 2009 7:54:27 AM

OOC: I love that spell, "Redo" :-) Use to play a choas mage, it wrecks havoc on DM's when used at high levels

Seeing one construct fail brings only minor relief as Dwight realizes the other doesn't care. Hoping to be more helpful this round, Dwight hastely flies to Monthor and casts Remove Blindness.

Verbal component: passed

Cast Remove Blindness on Monthor.

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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active
Flying on Broom 30' high
Blinking



Vedik AC 32 (16 touch) HP 87/191 Character Sheet Spells  d20+18=35 ; d100=76 ; d20+29=42 ; d20+29=30 ;
Sunday December 13th, 2009 11:56:08 PM

Vedik tries a different tactic, pitting mind against brute strength. He casts Telekinesis, and attempts to grapple the remaining guardian.

OOC:
Cast Telekinesis (Deafness check 76, passed). SR check: 35.
Melee touch attack to start grapple: 42.
Grapple check vs Defenders DC: 30 (natural 1): fails.

Vedik is Deafened: No listen checks + 20% failure on verbal component spells

Telekinesis (1/18 rounds -concentration)
Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge


Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday December 14th, 2009 8:08:38 AM

Plyf, unaware of the anchor being dismissed and knowing the guardian that remains has cover from the wall, she waits for instructions on what she should do next.

MonthorHit Points:(89 of 213) AC 46  d20+34=44 ; d10+20=28 ; d6=6 ; d6=1 ; d20+34=46 ; d10+20=21 ; d6=5 ; d6=5 ; d20+29=31 ; d20+24=28 ; d20+19=34 ;
Monday December 14th, 2009 11:54:24 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
+5 barkskin buff
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases

------------------------------------
ooc> I'm making the assumption that Monthor's armor is absorbing the electical damage and thus ( I like using the word "thus") I don't need to role for blindness.
Question: Does Monthor's spell resistence come into play here too?

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

Monthor takes a chance and steps in front of Tratain to attack the black construct (5' step to Y9)
Monthor continues his onslaught

" Who's playing with the lights????"

-------------------------
Two handed attack
----------------------------

Attack 1 to hit 44 damage 28 shock 6, cold 1
Attack 2 to hit 46 damage 21,shock 5 , cold 5
Attack 3 to hit 31 miss
Attack 4 to hit 28 miss
Attack 5 to hit 34 miss


MonthorHit Points:(89 of 213) AC 46 
Monday December 14th, 2009 11:54:48 AM

Disregard the ooc.

Posting for Echlhin  d20+25=29 ; d20+25=28 ; d10+12=20 ; d10+12=18 ;
Monday December 14th, 2009 5:01:29 PM

Given the confined spaces, even though Echlhin was lucky enough with his spell to summon 3 elementals, only 1 is able to swing at the black construct.

The elemental able to, attacks the black construct.
Echlhin directs the remaining ones to wait underground.

OOC:
Attack 1: Hit AC 29 for 20 damage
Attack 2: Hit AC 28 for 18 damage



Tratain Current Spells HP 249/249 AC 44  d20+29=49 ; d20+29=47 ;
Monday December 14th, 2009 8:37:06 PM

The Construct is able to hurt the protector some but he is able to fight off the Blindness and Deafness. Tratain then defensively casts Mass Heal on the Party makeing sure that everyone is all healed up incase there are anymore surprises in store for the group.

(Everyone Heals 210 Points, Cures Blindness and Deafness among other things if you are still suffering from it.)

Tratain also uses his protector Powers to Intercept the first attack at Monthor from the Black Guardian should it attack the dwarf.

He calls out "Try and get the Crystal over to where its supposed to be, Who knows how long the other guardian will stay down if at all."

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+25=27 ; d20+25=44 ; d20+20=32 ; d20+15=33 ; d8+5=11 ;
Monday December 14th, 2009 9:22:53 PM

(ooc: Oops, I need to pay closer attention to the map.)

Plyf unleashes more arrows into the Teucri guardian, yet again only one finds it's mark.

Hit AC 44 doing 11 damage.

No Surprises Here... [Round 8] [DM Jeff]  d20+20=34 ; d20+20=26 ; d20+20=21 ; d20+20=22 ; d20+20=39 ; d20+20=31 ; d20+25=27 ;
Tuesday December 15th, 2009 3:10:56 AM

Dwight removes Monthor's Blindness.

Vedik attempts to, Telekinetically, deal with the construct. Unfortunately, he is unable to overcome the creature's spell resistance.

Monthor's first two attacks beat up on the Black Guardian.

Echlin's elementals are unsuccessful.

Tratain Heals everyone, removing Blindness and being an all around awesome guy.

Plyf uses her bow to attack the Black Guardian. The only arrow that strikes is ignored by the construct.

---

With one Guardian down and the Dimensional Lock gone, the Knights appear to be free to teleport. Whether or not all the Knights are aware of this...

The Black Guardian casually casts a Quickened spell at Monthor. Spellcraft Check DC 21: Highlight to display spoiler: {Greater Dispel Magic} Monthor: Highlight to display spoiler: {Barkskin is dispelled, but Greater Magic Weapon remains}.

And then, as if recognizing that it is the sole protector left, the Black Guardian defensively casts another spell and disappears. Spellcraft DC 24: Highlight to display spoiler: {Dimension Door}. It reappears right in front of the dying Star Crystal.

---

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris
- Red is Grease

Combat Rounds

Vedik AC 32 (16 touch) HP 191/191 (flying) Character Sheet Spells  d20+20=31 ;
Tuesday December 15th, 2009 8:42:21 AM

Vedik flies up and over the northern wall of force, and tries to maze the remaining guardian, sighing when the creature stays right where it is.

OOC:
Fly to AC-6, high enough to be level with the wall of force.
Cast Maze: SR check 31 (failed)

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

MonthorHit Points:(213 of 213) AC 41 
Tuesday December 15th, 2009 2:41:46 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases

------------------------------------
{ Delayed action- until the end of the turn, after the construct's turn.}
Monthor snickers, clicks his boots together. The wings sprout from his boots. Monthor then follows Vedik over the wall towards the construct.
------------------------------------------------------

ooc> I'm not sur where I'm going to end up, but Monthor is moving in a straight line, over the wall, towards the construct.



Dwight hp 98/160, ac 33(touch 25) 
Tuesday December 15th, 2009 4:02:39 PM

Two quick questions?

OOC: Is the crystal the size of a canteloupe or honeydew melon? Smaller or larger?

Is the old crystal on the pedestal just resting on top or it is fastened down?



Dwight hp 160/160, ac 33(touch 25)  d20+32=40 ;
Tuesday December 15th, 2009 6:05:09 PM

Dwight hears Tratain call to urgency, and feels the healing waves course through his body. He calls out, "Plyf, follow me!" then mumbles his command word.

(Activate his boots of teleport to AK9, directly behind pedestal to be within arms reach of the old crystal.--standard action)

He then, if possible, attempts to kick or push the old crystal away by ramming himself/broomstick into it. (OOC: I'm not really considering this an attack, but a move action/charging type thing. I imagine the pedastal to be a small column about waist high, which the crystal is sitting on it, as carved heads are often found in museums. Dwight is hoping to bump the crystal off using his own momentum.)

Between teleporting and blinking, I'm not sure if Dwight could be considered 'hidden', but after the noise/screams of pain he makes, I doubt it would matter.

OOC: Ignore the roll, I had intend to shoot the crystal off, but don't believe I could teleport and attack this round. Thus the body blow.
-------------------

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active
Flying on Broom Pedastal height
Blinking

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+16=35 ; d20+14=32 ; d20+18=30 ;
Tuesday December 15th, 2009 6:49:04 PM

Plyf easily reaches out and touches the dwarf, half knowing what was going to happen. Once the have relocated themselves, Plyf immedietly knows with her Stonecunning if anything is out of sorts with the surrounding stone. If she can see something out of sorts, she will think perhaps that will power down the complex or allow the crystal to be replaced.

If only there were some way to know, if they should even be doing this? Perhaps, with the new crystal in place, the knights may allow a great evil to be born? If only they could communicate with whatever intelligence there is here, attempting to stop them.

If, there is no device to disable, Plyf will sing a song to assist Dwight in whatever goal it is he wants to achieve. "Waiting wine and song with a feast spread wide, let's get this done, in comes the tide. When this be over, revelry all around, meats and drinks, revelry will abound."

Search with Stonecunning: 35
Disable Device if necessary: 32
Inspire Competance if Necessary Roll should be +16 for halflings and gnomes: 28

No Surprises Here... [Round 9] [DM Jeff]  5d6=21 ; d4=1 ;
Wednesday December 16th, 2009 3:09:30 AM

I should note that the Wall of Force at AB/AC goes to the ceiling. I am not sure which of the Knights cast it, but they certainly had the caster level to do so. As such. I've those of you attempting to move to the gem have been moved slightly to account for this.

Vedik attempts to Maze the Guardian, but fails.

Monthor flies after the Construct.

Dwight attempts to teleport to the dias. He brings Plyf with him. The Boots activate properly, but for some reason the Knights do not teleport. Spellcraft Dc 26: Highlight to display spoiler: {There must be something blocking the teleport in that specific area. Either another Dimensional Lock (which seems unlikely) or perhaps an Antimagic Field}

Echlhin and Tratain stay where they are and consider the finer things in life.

---

The Black Guardian, who perhaps had forgotten that it's Air Walk had been dispelled, falls into the darkness. For a moment, the Knights think that may be it. But then it appears, only slightly worse for wear, at AC/AD-8/9, just in time to be blasted by the same lighting that travels from the bottom of AD upwards.

[Thanks Joe for reminding me that Air Walk was gone and that the Guardian was attempting to stand on nothingness]

---

I'm only human. Mistakes are going to be made. When they happen, lemmie know. I'll do my best to correct them or, if correction is almost impossible, I'll find a way to make it up.

Map
- Orange is the Star Well
- Black is walls
- Gray is a pit
- Black lines are Wall of Force
- Brownish is debris
- Red is Grease

Combat Rounds

Vedik AC 32 (16 touch) HP 191/191 (flying) Character Sheet Spells  d20+20=29 ;
Wednesday December 16th, 2009 2:55:05 PM

Vedik attempts to cast dimensional anchor on the remaining guarding to keep it on this side of the abyss, but fails to break through its spell resistance.

OOC:
Cast Dimensional Anchor: SR check 29: failed.

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Dwight hp 160/160, ac 33(touch 25) 
Wednesday December 16th, 2009 10:08:23 PM

figures Dwight thinks to himself as his attempt to teleport to the crystal fails.

Already being 30' up, Dwight follows Vedik and Monthor's lead over the northern Wall of Force. He then lowers himself to 10' above the ground to Z4.

Dwight then casts Detect Magic to determine the type/range of magic extending from the pedastal.

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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active
Flying on Broom Pedastal height
Blinking
Detect Thoughts


No Surprises Here... [Round 9] [DM Jeff] 
Thursday December 17th, 2009 1:47:38 AM

DM post will be late. Cabin is supposed to have internet access, but there is no wi-fi in sight. And my
iPhone doesn't really work for posting properly.

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon, 
Thursday December 17th, 2009 6:39:33 PM

Plyf, with her bow, will run over to AB 15, to shoot around the edge next round.

Tratain Current Spells HP 249/249 AC 44 
Thursday December 17th, 2009 8:36:02 PM

Tratain moves south and tries to squeeze through the wall of force and the real wall. He also attempts to look down and see how deep the pit is, and what exactly it looks like where the crystal needs to go.

He says "We need some way to get over there to the place where we put the crystal that isn't dependent on magic so that construct can't dispel it."


No Surprises Here... [Round 10] [DM Jeff] 
Friday December 18th, 2009 3:23:30 AM

Vedik makes another try for stopping the Construct, but spells are proving hardly helpful.

Dwight attempts to Detect Magic to check out the surrounding area. The same problems he has been facing pop up and he can't tell what kind of magic is around. All schools. None. It is neigh impossible to determine anything. But the pedastal... It might be completely empty magic. He can't be sure.

Plyf prepares for the next round.

Tratain moves south in an attempt to squeeze through the opening left by Vedik, but he seems to be too big...

---

The Black Guardian, instead of making a move towards the Knights, simply casts an Air Walk on himself and gets ready for the next round...

---

No map update. If you said you were somewhere, you are there.

Dwight hp 160/160, ac 33(touch 25)  d20+12=15 ;
Friday December 18th, 2009 8:20:04 AM

Hoping to make progress this round towards the crystal, Dwight floats back up and angles himself towars the crystal. He then loads his bow with a special filamented arrow. (I think AA6 is as close as I can get to still see the pedestal --- need line of sight)

Taking careful aim, Dwight attempts to grapple the pedestal.

DC for Light Grapple: 10 + 2 per 10' = 20
Use Rope Check: 15+1(hasted)=16 (oh, that so sucks!)

"I'll try again next round," he calls out already reaching for his next filamented arrow.

Vedik AC 32 (16 touch) HP 191/191 (flying) Character Sheet Spells 
Friday December 18th, 2009 12:48:50 PM

Vedik casts Enlarge Person on Monthor.

OOC:
Cast Enlarge Person on Monthor:
The target gains a +2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size. Weapons do damage as one size larger. 10' space/reach

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge


MonthorHit Points:(213 of 213) AC 41 
Friday December 18th, 2009 3:10:22 PM

Delayed action until the end of the golem's next turn.
A bigger, uglier Monthor attempts to teleport ( using his helm) next to the golem.
(AC/AD 10/11)



No Surprises Here... [Round 10] [DM Jeff] 
Monday December 21st, 2009 12:50:34 AM

[Does anyone know if Tratain, Plyf, and Echlhin are not capable of posting? I don't want to throw a DM post up with only half the players reporting]

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+25=31 ; d20+25=33 ; d20+20=24 ; d20+15=17 ;
Monday December 21st, 2009 10:25:37 AM

ooc: Sorry, kust a busy weekend.

Plyf is tired of wasting arrows on this guy. Not that she can't afford them, but she has some self respect that seems to be diminishing with each missed shot, Yet, her adamantine arrows seem to have some effect, so she continues on until she runs out.

All miss

No Surprises Here... [Round 11] [DM Jeff]  20d4=43 ; d4=3 ; 20d6=72 ; d20+20=32 ; d20+20=35 ;
Tuesday December 22nd, 2009 5:05:53 AM

Dwight moves closer to the Crystal, but sees he'll need to move even further in order to take aim. He does so, taking the long way to avoid an attack of opportunity, and winds up above the abyss, but out of the Guardian's reach. [Wall of Force blocked your previous shot. So I had Dwight take a double move.]

Vedik enlarges Monthor.

Monthor teleports over to the Guardian AFTER it's action.

Plyf misses.

---

The same lightning that has blasted down AD hits the Guardian again. It continues not to care. Dwight finds himself thankful that it runs along 10 this round and not 8...

The Black Guardian, having no close targets, casts a spell at hits Plyf with a bolt of lightning. That lightning also arcs to Tratain... Spellcraft DC 21: Highlight to display spoiler: {Chain Lightning} [Plyf takes 71 Electric Damage - Reflex Save DC 20 for half - SR Check = 32, Tratain takes 35 Electric Damage - Reflex Save DC 20 for half, SR Check = 35].

Vedik AC 32 (16 touch) HP 191/191 (flying) Character Sheet Spells  d20+20=34 ; d20+29=43 ; d20+29=38 ;
Tuesday December 22nd, 2009 8:25:13 AM

Vedik tries a second time to grapple the guardian with magic, casting Telekinesis and and attempting to wrestle with the creature.

OOC:
Cast Telekinesis: SR check: 34.
Melee touch attack to start grapple: 43
Grapple check vs Defenders DC: 38

Telekinesis (1/18 rounds -concentration)
Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Vedik AC 32 (16 touch) HP 191/191 (flying) Character Sheet Spells 
Tuesday December 22nd, 2009 5:23:13 PM

TROY posting for JOE B (ECHLHIN)

Echlhin hurries around the wall of force, to get into a better position.

OOC:
Double Move to AD-15



MonthorHit Points:(213 of 213) AC 41 
Tuesday December 22nd, 2009 8:56:52 PM

ooc> Can I suggest that we go on holiday break until at least the 27th?

Dwight hp 160/160, ac 33(touch 25)  d20+13=19 ;
Tuesday December 22nd, 2009 9:39:54 PM

Dwight hovers over the abyss, he floats just a little, pushing his luck but set on the task of getting to the pedestal. Sitting 35' up from the others, floating over the abyss, he aims for the back wall with his grappling arrow (AL8).

DC for Light Grapple: 10 + 2 per 10' = 16
Use Rope Check: 19

"Plyf, get ready!," Dwight yells looking over toward the ledge and motioning toward the 'tight'-ening rope.

OOC: Being closer, any chance Detect Magic can determine when and where anti-magic field stops?

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

DM stuff:

Hasted
Can hear thoughts of group members (minus Plyf, Vedik)
Delay Poison from Tratain
Ioun Stones active
Flying on Broom 35' above ground floor
Blinking
Detect Magic



MonthorHit Points:(213 of 213) AC 40  d20+34=50 ; d12+31=33 ; d6=2 ; d6=5 ; d12+34=37 ; d20+34=40 ; d12+31=37 ; d6=3 ; d6=1 ; d20+29=45 ; d12+31=39 ; d6=2 ; d6=5 ; d20+24=44 ; d20+24=31 ; d12+31=40 ; d12+31=39 ; d12+31=32 ; d6=6 ; d6=6 ; d20+19=21 ;
Tuesday December 22nd, 2009 10:01:00 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Enlarge+2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size. Weapons do damage as one size larger. 10' space/reach

-------------------------------------------------
" SURPRISE!!!!! "
Monthor swings.

----------------------------------
Two handed attack

Attack 1 to hit 50 damage 33 shock 2, cold 5
Attack 2 to hit 40 damage 31,shock 3 , cold 1
Attack 3 to hit 45 damage 39 shock 2, cold 5
Attack 4 to hit 44 (crit 31) damage 40 (111) shock 6, cold 6
Attack 5 to hit 21 miss

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



No Surprises Here... [Round 11] [DM Jeff] 
Wednesday December 23rd, 2009 5:20:17 AM

[I'm gunna go ahead and start our break now. Believe it or not, I forgot how close to Christmas we were and was wondering why everyone would be disappearing. If everyone ends up posting, I'll do a DM post to match it but there's no pressure at all.

Have a good time with your families everyone!]

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday December 28th, 2009 5:30:33 PM

Happy Holidays everyone!!!

Note to DM only post above. I will likely post for Plyf tonight or tomorrow after DM response. :)

MonthorHit Points:(213 of 213) AC 40 
Tuesday December 29th, 2009 10:09:45 AM

ooc> Take 10 off each previous damage role please.

No Surprises Here... [Round 11] [DM Jeff] 
Tuesday December 29th, 2009 7:21:37 PM

[My apologies, Buzz. I wasn't logged in and didn't see your response. Check the Private post now. It should answer your questions.]

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+1=6 ;
Wednesday December 30th, 2009 5:48:55 PM

Plyf looks at Dwight, confused with what he is talking about and steps back behind the wall that shields them all. "We gotta think of something else."

Intelligence roll DC 15: 6 failed

Tratain Current Spells HP 249/249 AC 44 
Sunday January 3rd, 2010 8:56:33 PM

Tratain squeezes through the opening between the wall of force and the wall and takes a look at how deep the pit is and if there are any other dangers down there.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 175 of 191 
Sunday January 3rd, 2010 11:14:34 PM

Echlhin also commands one of earth elementals to earth glide under the wall of force and determine how deep the pit is.

No Surprises Here... [Round 12] [DM Jeff]  d4=3 ; 10d6=37 ; 10d6=34 ; d20+20=21 ; d20+20=25 ; d20+20=28 ; d20+20=26 ; d20+41=58 ; d20+41=43 ; 2d6+13=22 ; 2d6+13=19 ; 3d6=13 ; 3d6=7 ;
Monday January 4th, 2010 2:25:25 AM

[Hope everyone had a good break. I'm not quite ready to be back in the real world yet, but it appears to be forcing the issue. Alas.

No worries for the lack of posting on anyone's part during the break. It was holidays and we all deserved some time off.]

Vedik tries some more telekinesis, but he can't get beyond the Guardian's resistance.

Echlhin moves and commands the Guardians down the pit.

Dwight has set up what appears to be a laundry line going from himself to the wall above the pedastal... He determines that the Antimagic stops just before the platform begins.

Monthor hits with his first four attacks, although none are critically successful...

Plyf moves behind the wall, not quite understanding what Dwight wants of her.

---

The Knights, through various means, discover that the pit is 50 feet deep. Otherwise, it appears to be completely boring and unworthy of attention.

What is worthy of everyone's attention are the blasts of lightning that run along AD and 10 [Monthor [SR Check 21], Echlhin [SR Check 25], and Tratain [SR Check 28] each take 37 Electric Damage - Reflex Save DC 25 for half] and [[b]Monthor [SR Check 26] take 34 Electric Damage - Reflex Save DC 25 for half]. The Black Guardian is not bothered by the lightning in the slightest.

Now Monthor is open to attack by the Guardian and is hit twice by the fists of thunder [Monthor takes 22 Bludgeoning Damage and 13 Sonic Damage AND Monthor takes 19 Bludgeoning Damage and 7 Sonic Damage].

The Black Guardian, having used all of it's Quickend Dispels for the day, has no other actions this round...

Dwight hp 160/160, ac 33(touch 25) 
Monday January 4th, 2010 3:48:02 PM

Dwight glares at Plyf as she runs in the wrong direction. Hay, you darn chicken only begins Dwight's thoughts that Plyf is lucky she cannot hear from his thoughts. Others are not so lucky, What type of thief runs from this type of task, just as me grandpa always said, "Best not trust a woman in battle, else you be exposed when you least expect it."

"Plyf, jump on rope, " Dwight yells, hoping to make his point. "Slide to the far side, as magic cannot be used there." Waving his arms in the direction of the rope.

Dwight then positions himself as close to Plyf as he can while still near the ledge.

MonthorHit Points:(115 of 213) AC 40  d20+16=32 ; d20+16=18 ; d20+34=53 ; d20+34=51 ; d12+21=29 ; d12+21=28 ; d12+21=24 ; d6=6 ; d6=3 ; d20+34=41 ; d20+34=43 ; d12+21=25 ; d6=6 ; d6=5 ; d20+29=43 ; d12+21=25 ; d6=4 ; d6=5 ; d20+24=37 ; d12+21=33 ; d6=6 ; d6=1 ; d20+19=22 ;
Monday January 4th, 2010 8:37:00 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Enlarge+2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size. Weapons do damage as one size larger. 10' space/reach

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

Reflex save 32 and 18

-----------
Monthor gets battered by the guardian. The electrical protection conveyed by his armor helps to buffer the damage. A drop of blood spills down the side of the dwarve's grinning mouth.
Never the less, the mighty morphin power warrior continues the onslaught.

------------------
Two handed attack

Attack 1 to hit 53 (critical 51) damage 29 (81) shock 6 , cold 3
Attack 2 to hit 41 damage 25,shock 6, cold 5
Attack 3 to hit 43 damage 25 shock 4, cold 5
Attack 4 to hit 37 damage 33 shock 6, cold 1
Attack 5 to hit 22 miss



Vedik AC 32 (16 touch) HP 191/191 (flying) Character Sheet Spells 
Tuesday January 5th, 2010 8:06:20 AM

Vedik flies over behind Monthor, casting a spell and touching him, making him resistant to electricity.

OOC
Fly to Monthor (he's enlarged, so I think I can avoid AOO from construct, but if not:)
Cast defensively (can not fail)
Cast Resist Energy: Electricity (30 points an attack) for 180 minutes.

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Plyf (AC:32 ; HP:118/134) 1 Magic Vestment, Greater Magic Weapon,  d20+16=30 ; d20+12=16 ;
Tuesday January 5th, 2010 10:16:59 AM

ooc: Ouch. That was kind of harsh for a failed intellience check. :)

Plyf getting the idea Dwight poses, grabs her bow and hooks it over the line. Then, flipping upside down, she hooks her legs over bow to her delicate hands won't have to support her weight.

In the heat of the moment however, something goes wrong.

Tumble: 30
Balance: 16

ooc: Sorry guys. The dice roller has been so poor lately, I'm afraid to use a hero point, just to watch it go down the drain.

Dwight hp 160/160, ac 33(touch 25) 
Tuesday January 5th, 2010 11:03:19 AM

OOC: Being in a player's mind is dangerous, you hear the good and the bad. Besides Dwight has spent 3 rounds setting this up, his intentions are clear (to himself) and thus must be to others (err NOT!). I find no fault in the roleplay, though the dice I have additional thoughts for....arghhh!


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 138 of 191  d20+12=21 ;
Tuesday January 5th, 2010 8:40:49 PM

Unable to move quick enough, Echlhin takes the full blast of the electrical damage. He then commands the elementals into the pit to try and form a makeshift place for someone to stand near the construct. (never got an answer on if this is feasible, and I'm not sure they could reach the construct from in the pit itself).

He then moves to a less electrically filled location (not sure where folks are at this point).

Tratain Current Spells HP 249/249 AC 44 
Tuesday January 5th, 2010 10:25:01 PM

The Lighting hits the Protector but fails to beat his spell resistance this instance.

Tratain being unable to reach the guardian across the pit casts Heal on Monthor to keep the the Dwarf up and fighting. (Monthor Heals 150).



No Surprises Here... [Round 13] [DM Jeff]  d20+7=19 ; 3d6=4 ; 10d6=30 ; 10d6=43 ; d4=4 ; d100+20=63 ; d3=3 ; d100+20=67 ; d20+20=39 ; d20+20=33 ; d20+20=22 ;
Wednesday January 6th, 2010 6:00:20 AM

Dwight gets frustrated with Plyf, but instructs the rogue on his plan of action.
[/b]Vedik[/b] works on protecting the Big M.

Plyf moves over to Dwight's contraption and starts to shimmy down the rope. Unfortunately for her, she fails to get any sort of stable grip on it and the rogue slides haphazardly. She swings wildly on the rope and manages to get herself within inches of the platform before she starts to fall. Halfway down, she feels all of her magic cut out as she enters the antimagic field. And then she feels the platform [Plyf takes 4 Falling Damage]. [Plyf now within an antimagic field. She is also within a silence spell that seems to take up the whole platform]

Echlhin attempts to get on his elemental. The creature has absolutely no problem grabbing Echlhin since the Grim is so willing...

Tratain throws a heal on Monthor.

Monthor, who might actually be a little bit insane, continues his assault on the guardian. Each blow fails to meet Shirley's expectations for damage, weakened by the creature's protections. Still, Monthor's tenacity pays off. The very last blow strikes the Black Guardian in such a way that entirely shatters parts of the construct, ending any further attacks from it...

---

While the battle seems over, the lightning has not yet stopped. Half of the Knights face down another bolt of electricity [Monthor [SR 39], Tratain [SR 33], Vedik [SR 22] each take 30 Electric Damage - Reflex Save DC 25 for half]. The remaining bolt travels along 7, avoiding everyone...

Dwight hp 160/160, ac 33(touch 25) 
Wednesday January 6th, 2010 9:13:42 AM

Dwight cheers for Plyf having made the slide despite the rough landing.

Dwight then flies over to the inactive construct. "Plyf hasss made it over with the ssstone. I'll tie thisss end to the conssstruct and othersss may climb acrossssss. Teleporting and flying won't work due to magic barrier. Not sssure how long or clossse the elementalsss can get to it."

Dwight then proceeds to tie his end of the rope to head of the construct.

OOC: Dwight remains flying at the height of the construct's head.

Vedik AC 32 (16 touch) HP 191/191 (flying) Character Sheet Spells 
Thursday January 7th, 2010 8:28:43 AM

Vedik shakes off the lightning, his angelic form's magic resistance protecting him from the bolt.

Landing, he gestures and dismisses his wall of force near the pit.

"There may still be elementals in the hall, unless they stayed in the acid fog."

OOC
Land
Dismiss wall of force near pit.

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+16=23 ; d20+9=21 ; d20+14=15 ;
Thursday January 7th, 2010 10:02:26 AM

Plyf unceremoniously plops down on the other side.

Knowing that the lightening bouncing around the room is the last of the immesiate dangers, she claps for Monthor and begins to search the area. (Again, with Stonecunning from the belt)

If she finds some ancient schematic or words which might help her to figure out how to properly replace the crystal, she attempts to read them.

Search: 23
Decipher Script: 21
Disable Device: 16 (Natural 1) When Wardd finally blesses this girl, people will think I am changing the dice numbers. :(

MonthorHit Points:(213 of 213) AC 40 
Thursday January 7th, 2010 12:13:34 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Magic Weapon spell
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Enlarge+2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size. Weapons do damage as one size larger. 10' space/reach
Resist Energy: Electricity (30 points an attack) for 180 minutes

----------------------------
Big Bad Monthor Brown, the baddest dwarf in the whole darn dungeon stands firm and the electricity covers him like a blanket. The effects however is more scenic then anything else as the energy resistence enables him to avoid all damage.

Tratain Current Spells HP 219/249 AC 44  d20+15=22 ;
Thursday January 7th, 2010 9:49:16 PM

Tratain isn't able to dodge the lightning this time and then attempts to move out of its path while those over on the platform work on changing out the crystal.

Raiders of the Lost Tribe? [DM Jeff] 
Friday January 8th, 2010 3:22:59 AM

The Knights barely take time to celebrate, still wary of further attack. Vedik's wall comes down and then seconds pass. No sounds of anything nearby. Everyone gets out of the way of the lightning, knowing that it will strike again every six seconds.

Dwight has successfully set up a tight-rope from the construct--which is surprisingly stable--to the wall across from Plyf. Whether the arrow will hold anyone elses' weight is another question altogether...

---

On the platform, in complete silence, Plyf works. She finds that the old Star Crystal is simply placed into a groove designed for it. A tiny speck of light flickers inside of the crystal, like a spark on the very edge of disappearing. All Plyf needs to do is pull it out and replace it.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday January 8th, 2010 11:20:35 AM

Plyf reaches down as if to remove the object from the stand. She looks to the others for a thumbs up and if she receives it, she pulls it off.

Now, the question is, how will they get the other crystal over to her?

Dwight hp 160/160, ac 33(touch 25) 
Friday January 8th, 2010 2:44:56 PM

OOC: Plyf has the crystal I thought after trying to touch the wall with it. Did she pass it back to Dwight?

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday January 8th, 2010 3:12:56 PM

ooc: She handed it off to Eichlin.

Dwight hp 160/160, ac 33(touch 25)  d20+12=15 ;
Friday January 8th, 2010 4:23:52 PM

OOC: Okay, missed that part in the heat of the battle.

Seeing the first crystal removed, and nothing 'new' happening, Dwight takes a look at Elchin and surmises he might weight a bit much for his rope. He pulls out his heavy line, which holds up to 300 pounds, and shoots it lower into the wall (roughly 4-5 lower than the light grappling line).

Again floating over the pit, but staying just out of the end-magic area, Dwight fires (use rope: 15)
(Should anchor into wall provided Dwight is no more than 30' away).

"All yoursss, Elchin, ssslide yourssself acrossssss the ropesss. Ussse the light one asss a guide, and the lower to walk on. Then you and Plyf can put the new one on."

"The ressst of usss will keep watch at whatever reactivatesss. Magic won't work over there it appearsss."

OOC: Course this might all be pointless if the appearing elementals just make a land bridge.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 138 of 191 
Friday January 8th, 2010 7:40:26 PM

Not being one known for physical prowess, Echlhin thinks otherwise. He asks the elemental to lift him high enough to hand off the crystal to one of the nimble folk to traverse the ropes (this shouldn't breach the anti-magic field). He then hands off the crystal to someone.

MonthorHit Points:(213 of 213) AC 40 
Friday January 8th, 2010 8:10:47 PM

Monthor waits...

The Self-Cleaning Dungeon [DM Jeff]  d20+20=23 ; d20+20=29 ; d20+20=28 ; d20+20=27 ; d20+20=31 ; d20+20=23 ;
Monday January 11th, 2010 4:37:48 AM

Echlhin, using perhaps the oddest form of transporation the Knights have ever tried, is carried over the gaping chasm by one of the earth elementals. The other even acts as a back-up, ready to catch the Grim.

Plyf stands next to the pedestal, wrapped in silence. It takes a few seconds for them to communicate what they want, but Echlhin ends up holding the old Crystal and Plyf with the new one. And, not really having anything else to do, Plyf replaces it.

---

The entire room goes completely dark for a moment. Plyf and Echlhin feel their magic turn back on and can make out the subtle, but reassuring, noises around them again. Those with Dark Vision see nothing to be alarmed about. The room is, as it was a few moments ago.

The walls start to glow softly, first at random, then patterns start to form on them. They may be words, but they move far too fast to be read. All that can be caught are glimpses; dozens of different languages, some the Knights know and others the Knights do not. Eventually, the walls are simply glowing sufficiently to be considered proper lightning again.

The signs of battle around the room start to disappear. Marks on the floor and wall fade away. Damage to the guardians, as difficult to detect as it is, starts to be healed. The chasm between the various group members starts to be filled in with a floor. Before it is completely filled, the elementals escape.

All of the Knights are hit by a Heal spell from the walls themselves. [SR Checks: Vedik 23, Echlhin 29, Monthor 28, Plyf 27, Dwight 31, Tratain 23]

It seems the plan worked...

---

No longer in combat rounds.

Vedik AC 32 (16 touch) HP 191/191 Character Sheet Spells 
Monday January 11th, 2010 11:01:42 AM

"Huh" the old dwarf states flatly.

He scratches his nose and looks around.

"Well, that was a heal spell, and I saw nothing dangerous in it."

He calls out loudly "Hello?"

OOC
Vedik's spell resistance resists the heal spell. Go me!

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday January 11th, 2010 1:34:06 PM

It seems...

Plyf remains unconvinced for some time, until they leave the area and go back upstairs, that they are out of danger.

"Alrighty then. I suppose this was one of my first real tests outside of my day job. Boy do I suck! I guess I better learn to work better under pressure."

MonthorHit Points:(213 of 213) AC 40 
Monday January 11th, 2010 8:23:52 PM

"Now what?"

Dwight hp 160/160, ac 33(touch 25) 
Monday January 11th, 2010 8:50:17 PM

"Wwwwwooww," exaggerates Dwight. "Did everything jussst click back into place like it was sssuppossse to? I mussst sssay, I float here in disssbelief -- then again if the nice folksss above have turned into hideousss monssstersss, which I hope to be falssse I can't sssay I would be sssurprisssed."

"Ssshall we return to the sssurface?"

Dwight not having any spell resistance takes the full brunt of the Heal spell. :-/

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday January 11th, 2010 11:45:59 PM

Echlhin agrees with Monthor's simple statement. He thanks the elementals for their assistance before their departure and thinks it may be time to return to figuring out what to do, if anything, with the "thing" upstairs.

Now What? [DM Jeff] 
Tuesday January 12th, 2010 4:01:08 AM

The elementals fade away, the Knights are healed, and the room is quiet. Monthor and Echlhin ask the important question of "Now What?". With the general silence of an empty dungeon all around them, the Knights are fairly certain that they are safe. No troves of treasure await the Knights here, it seems. Perhaps MOM may have some guidance for the Knights.

MonthorHit Points:(213 of 213) AC 40 
Tuesday January 12th, 2010 7:58:02 AM

"... let's go see MOM... "
ooc> Where's our leader?


Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+16=22 ;
Tuesday January 12th, 2010 1:52:26 PM

Plyf is in deep thought as she begins to compose the song that will be born from this adventure as she rejoins the group and travels upstairs with the others. She takes the lead, still searching for anything that may endanger them.

Search: 22

Vedik AC 41 (16 touch) HP 191/191 Character Sheet Spells 
Tuesday January 12th, 2010 10:04:25 PM

Vedik takes a moment to refresh his magic vestments, using drops from his container.

He then looks down the hall. "I guess we go back up."

OOC:
Magic Vestment x2 (20 Hours, CL 20, cast after battle)

Shapechange (Extended 6 hours cast at start of star fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Tratain Current Spells HP 219/249 AC 44 
Tuesday January 12th, 2010 10:34:02 PM

Tratain says "I agree, everything seems to be ok here now. Lets head back up and see how things are on the surface."

A Whole New MOM [DM Jeff] 
Wednesday January 13th, 2010 3:58:45 AM

The Knights make the relatively short journey back upstairs. Plyf finds nothing, which would normally be of no note, except that she literally finds nothing. Even a few minutes prior she was certain she had seen dust or debris or anything to show that the place was in disrepair. But now everything was perfectly clean and intact. Powerful magics indeed.

When the Knights make the climb up the stairs back into the "temple" building, they find that their surroundings are very different. The room once held little but wooden benches and small alters. Now, it has been transformed into a splendid meeting hall. Chairs and tables, beautifully made, are spread all around. A raised platform, clearly made for speaking and presenting from. The walls are adorned with paintings of various events that the Knights know little about: an unarmored man readying himself for a coming army; various women and men, looking proud; even someone who looks quite similar to the Elder Maldar that the Knights met previously. And finally, largest of all the paintings and behind the platform where all could see, are the Gray Knights holding up a Star Crystal. And around the group are streams of water and full, flourish trees.

"What do you think?" The voice is heard before the Knights manage to see MOM, but then the odd figure appears next to the group. "Dramatic license was taken, but I think it will serve as a reminder to the Tribe of the good you've done here. And the good you've done for me. Thank you. I apologize for my behaviour before. It appears that my originally programming had tied my emotional state to that of the Star Crystal as a warning measure, in case other signs of the degrading magic went unnoticing, my... irritable side was to alert people to a problem with the Crystal. I have negated that particular effect and it shouldn't happen again."

"Now, who is hungry?"

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Wednesday January 13th, 2010 4:52:52 PM

Plyf likes the groups rendering, but much greatly appreciates MOM's new demeanor. "You caught my good side. How sweet of you!"

Plyf runs out to the door way and looks outside to see what types of changes may have occurred in the protected magical dome. Looking back she replies, "Some of your local fare please. I do so enjoy exotic things."

She places her index finger on that delicate little jaw she has and goes into thought for a moment. "I do believe, this is a harp moment."

With that she casts a spell and a small, generic harp appears in her hand. She rests herself nearby and begins to play softly.

Cast Summon Instrument.

MonthorHit Points:(213 of 213) AC 40 
Wednesday January 13th, 2010 8:10:11 PM

" Now yar talking me language! Let's EAT!!!"



Dwight hp 160/160, ac 33(touch 25) 
Wednesday January 13th, 2010 10:02:43 PM

Dwight smiles at his floating depiction, content that that treasure, generations from now will be worth more than anything they could have found.

"Food would be greatly appreciated asss a halfling can alwaysss take jussst one more bite. But before we eat, could we invite your dependentsss into the fessstivitiesss? It ssseemsss they have ssstruggled much more of your low-fueled attitude than we did. And they certainly could ussse the food."


Tratain Current Spells HP 219/249 AC 44 
Wednesday January 13th, 2010 10:32:56 PM

Tratain says "I agree with Dwight, now that everything seems to be up and running well again are the people taken care of? If they are we can sit down and relax and plan what to do next. The Son's of Dread are supposed to be around here somewhere."

Celebrate Good Times [DM Jeff] 
Thursday January 14th, 2010 3:52:09 AM

Tratain and Dwight both think of the Tribe before themselves, which brings a smile to MOM. "Things will take a while to recover before the Tribe is able to properly support themselves. Some trees will need to be replanted. Animals will need time to replenish themselves. The Star Crystal will move things along considerably, but if I rush it too much then the flora and fauna will not be sustainable. For now, they will be magically provided for."

MOM leads the Knights outside where changes are already visible. Trees that looked sickly are have green on them. Animals can be heard. And there are tables as far as the the Knights can see, filled with food. The entire Tribe is gathered, feasting and enjoying themselves. Thousands of people, having what can only be described as a party. Maldar, the elder with whom the Knights met before, seeings the group and waves them to seats.

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Thursday January 14th, 2010 9:15:40 AM

"But you will end this protection, and let them out into the world when they are ready for it?" ask Vedik before sitting down to enjoy himself.

He relaxes, returning to Dwarf form for the meal.

OOC:
Magic Vestment x2 (20 Hours, CL 20, cast after battle)
Shapechange (Extended 6 hours cast at start of star fight)
Dwarf form
//Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Thursday January 14th, 2010 10:12:50 AM

Plyf is also concerned about the future of these people. It might be a very long time before that crystal runs out, and then what? will they once again slowly starve? MOM needs to teach these people to be self sufficient so that it can conserve it's power for emergencies.

Yet, it is not her culture and who is she to tell people how to live?

"Ooh, that looks good." She reaches over to the bowl of something that looks like fruit.

MonthorHit Points:(213 of 213) AC 40 
Thursday January 14th, 2010 3:10:26 PM

Monthor, in his usual fashion, sits and enjoys a well deserved meal. The somewhat scolding words from his teamates doesn't seem to affect Monthor's appetite to much. To a warrior, a meal is a just reward for risking his life. He does wonder however, when someone is going to offer something a bit more... substantial... to compensate the knights.

Dwight hp 160/160, ac 33(touch 25) 
Thursday January 14th, 2010 8:15:50 PM

During the meal, Dwight remembers that he had collected some of the remains of the fallen warriors. With some reluctance, Dwight looks in his bag hoping not to find the remains still there.

Should the remains still be there, Dwight approaches MOM to see if they can be revived. If not, he speaks with the leader and offers to toast in their honor for pointing in the right direction and forewarning us of dangers surpassed in part due to their honor and bravery.

Once the fallen warrior's remains have been handled properly Dwight finally feels like he can enjoy the party. Filling a plate almost as big as himself, Dwight samples everything he can find.

A Brief Reprieve [DM Jeff] 
Saturday January 16th, 2010 1:52:23 AM

Dwight does indeed find the remains still in his bag. A hushed tone starts at the near tables and eventually reaches them all. Maldar looks to Dwight with a sadness in his eyes. "We were desperate... And perhaps foolish." A few younger members come from their seats and take the bones with a bow. "Thank you... We will see that they are honored properly."

As the Knights sit down to eat, they look to MOM for promises of taking care of the Tribe in a more longer term fashion. After all, isn't the Star Crystal only really a temporary solution. "You are quite right. They need to be able to survive without my assistance. Then again, my assistance would still be here if the Star Crystal had not been sabotaged..." MOM leans close to the Knights and talks in a very hushed tone. "I am not entirely sure who these Sons of Dread are, but there is something quite unusual going on here. I do not wish to alarm the Tribe. I will meet with you in private two nights from now. Until then, enjoy yourselves as best you can. I do not think you will have much time to relax."

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Monday January 18th, 2010 8:32:57 AM

Vedik, relaxed now that that their mission to the Tribe is complete and the Lost Tribe, in time, will no longer be lost, enjoys the food and drink provided.

He spends the two days demonstrating basic crafting techniques to the tribe in preparation for their transition. He also takes some time to recharge the groups wands.

OOC:
Plyf: recharge your Cure Critical Wounds wand 1 charge
Dwight: Recharge your Cure moderate Wounds 6 charges.
Self: Recharge Cure Light wounds to full.



Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday January 18th, 2010 10:05:49 AM

Plyf enjoys the food and sits about to entertain as many people as possible. Taking up a position so she can be seen. In the back of her head though, she thinks on the subject of sabotage and the Sons of Dread. Why do people have to be such evil jerks? She can't grasp the idea of wanting to cause other people harm for absolutely no reason except their own maliciousness and morbid machinations.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday January 18th, 2010 10:06:20 AM

ooc: Thanks for the recharge. I will make a note of it.

Dwight hp 160/160, ac 33(touch 25)  d20+21=38 ; d20+3=11 ;
Monday January 18th, 2010 6:09:07 PM

Dwight finally sits back and enjoys the food and entertainment. The following day he begins crafting some new arrow shafts and offers some teaching (if wanted) regarding creation of arrows and general tree maintence.

craft arrows: 38 (to teach)
arborist: 11 (to teach)

Tratain Current Spells 
Monday January 18th, 2010 9:49:39 PM

Tratain takes the two days to rest and restore all his magics. During his free time he travels among the Tribe speaking about the Gods of the wold and seeing if the Tride knows about them. He also helps out around the village where he is able.

Some Teardrops Are Worthwhile [DM Jeff] 
Tuesday January 19th, 2010 3:56:53 AM

The Knights enjoy themselves over the next couple of days. They mix themselves amongst their own business and helping the Tribe. They find many eager bodies willing to listen to the group pass on their knowledge. Tratain's attempts to discover more about their Gods leads him down a very strange path. The more he talks, the more he is certain that they worship a long dead God. The Knights are able to piece together a timeline and connect the loss of the Tribe's God to the Rise of Gargul. It seems that somehow, this large group of people were simply lost in the cracks. The strange part is the ease with which many Tribe members accept that their God is no longer around. Instead, they to watch Echlhin and Vedik with close eyes. Apparently, Gargul is a close fit for their beliefs. And, more importantly, it appears they are a close fit for Gargul. After the first Knight, some of the Tribe speak of dreams of an ever-watchful eye...

While the days are busy with teaching and learning, the Knights are extravagent affairs. Dancing, feasting, general merryment until the wee hours of the morning. At some point on the third night, the festivities stop and the Knights are brought onto a platform where Maldar stands.

"Long ago, when we Fell from Grace," Maldar begins, and a few of the more brazen voices shout at this idea thanks in part to the revelations of the Knights, "the clouds opened up and He wept for us. His people were no longer worthy of his glory. Those great rains lasted too long; it was not a washing away of pride, but a reminder of our finitude. When the sun finally shone again, we were a new people; a people alone. But to remind us of our Fall, He left us with these." Six tribe-members pull out what appear to be small books and open them. Instead of words and paper, the books hold saphires the size of a human fist. Each is in the shape of a teardrop and each glistens bright. "Whenever we have felt pride in ourselves or believed ourselves too great, we have looked upon His tears to remind ourselves that we are not. But now, we are again a people reborn! Once forgotten for so long, we are now found. Once dying, now rejuvenated. Once alone, now together. You, noble Knights, deserve a prize much greater than we could ever possibly give you, but we hope that these tokens will serve you well..."

Each of the Knights earns 5517 experience. In addition, does anyone want to nominate anyone else for Hero Points?

[OOC: I should note here that we're not going to have very much of a turn-around in between modules. This is partially because Dan and I split a single module into two and also because... SECRET! Ooooh! Secrets!]

MonthorHit Points:(213 of 213) AC 40 
Tuesday January 19th, 2010 11:15:37 AM

Nice module Jeff.
Some questions:
1. What's the value of the "gifts".
2. I'm assuming we have time to do a catacombs run before the next start up?


Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Tuesday January 19th, 2010 7:33:27 PM

ooc: Put one of my pets to sleep today. I willpost tomorrow.

Dwight hp 160/160, ac 33(touch 25) 
Tuesday January 19th, 2010 9:46:28 PM

Dwight thanks the locals for such a tremendously generous gift given that their culture has so little in terms of materialistic items.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday January 19th, 2010 10:36:22 PM

Echlhin thanks them for their generous gift. He will try and speak with those willing about their dreams. To those who are inquisitive he will also offer to answer any of their questions about his faith in Gargul.

Some Teardrops Are Worthwhile [DM Jeff]  d20+15=32 ;
Wednesday January 20th, 2010 6:08:39 AM

[The Teardrops will need an appraise check to determine their worth. In the interest of speed, I rolled for Vedik (as I believe he has the highest appraise check). Each of the Teardrops is worth 25,000 gold.

As for a Catacombs run, there won't be time "in game" to go to the Catacombs. But I'll allow any transactions made to magically appear on your characters. And since it is 3 am right now, Jeff is going to go to bed instead of do a proper post. Take this time to update character sheets and hit the Catacombs]

Vedik AC 24 (13 touch) HP 191/191 Character Sheet Spells 
Wednesday January 20th, 2010 9:22:58 AM

Vedik bows to the tribe leaders, and thanks them for the precious gift. He tries to keep the dwarf in him from eyeing the magnificent gems too greedily.

"Ye are kind, and welcome." he says with a broad grin. "There is much change that will come to ya in the next few months. Though it seems you are ta belong to Gargul, as is good, remember ta thank Alemi as you learn ta rebuild on the outside."

He then waits for the groups meeting with MoM, curious what unusual things are afoot at the Lost Tribe's bubble.



Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+19=36 ; d20+19=29 ; d20+19=37 ; d20+20=23 ; d20+6=26 ;
Wednesday January 20th, 2010 1:17:00 PM

Plyf thinks of some way to wear one of hers, but the setting for it would be just to large. All the other women would think her a slut. Naw, she will buy a few items when the opportunity presents itself.

She removes her belt while with the people, not really needing it's magical functions. She attempts to do some information gathering while she is here. She would like to know many things about the Teucri and perhaps return with that knowledge to share with others.

Gather Information on Teucri or anything else about their history and the planet they are on or is it a planet? We might well be some place in the Shadow Realm?

Three rolls as needed using whatever mundane items she carries as money.
36
29
37

Diplomacy: 23
Knowledge Planes: 26 (Natural 20)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday January 20th, 2010 6:50:29 PM

Unsure as to what vegetation grows here, Echlhin hunts about to see if he can find any suitable components for his Fireseeds spell, also grabbing some insects for food for Vigo.

Tratain Current Spells 
Wednesday January 20th, 2010 9:44:47 PM

Tratain waits until the Meeting with MoM starts. Once it does he says "How was the Crystal sabotaged? Perhaps the Sons of Dread are here nearby and wished to take advantage of these people with the failing of their guardian."

Dwight hp 160/160, ac 33(touch 25) 
Wednesday January 20th, 2010 9:52:38 PM

DWight offers what assistance he can, preps his arrows and then is ready to speak with MOM.

Secret Agents? [DM Jeff]  d20+11=27 ; d20+17=32 ;
Friday January 22nd, 2010 4:56:24 AM

[Yay! The Wold isn't down! Lots of writing in this post. Sorry!]

On the morning of the second day since MOM left, the Knights awaken to a familiar sound: music being played. The difference between this day and the last is that the Knights are certain they had not heard (or see, for that matter) anyone in the Tribe with a trumpet. When the Knights make their way out to the noise, they see what the commotion is: a pale-white woman is floating near the Temple. Large, feathered wings flap softly and keep her afloat. She is the very embodiment of beauty. And it is from her trumpet that the song is playing: a slow, haunting melody travels around the Tribe. Her trumpet is clearly adorned with Gargul's eye. She continues playing for the better part of the morning and the entire Tribe seems mesmerized by her song. When she finally stops playing, she nods in the direction of the Gray Knights and then she teleports away.

---

The Knights are busy for the day, either instructing or teaching or helping out around the site. It quickly becomes apparent that the Tribe is not as helpless as MOM had first led the Knights to believe, although they clearly would have had great difficulties surviving without the Construct. Now, with proper food and resources, the Tribe seems to be moving towards a usual routine. Physical training. Community gatherings. But they also take the Knights words to heart, some of the braver Tribesfolk taking weapons into the forest and seeking animals instead of simply waiting for MOM to capture them. It is going to be slow-going, but the Knights have reason to be optimistic.

Echlhin ventures around to find acorns or berries to use for his Fire Seed spell and the Druid is successful. Although the trees and plants are different, he discovers some that are remarkable similar. One bush in particular catches his eyes: it is a holly bush, although there are very few berries on it. Eight in total. The druid examines the bush closely and determines that they are a much more potent product than normal holly [Effect: Echlhin's next cast of Fire Seeds - Holly Berry Bombs increases the DC of the Reflex Save by 2].

Teucri information is scarce from the Tribe, so Plyf attempts to find MOM and get answers from it. But her search is a resounding failure. The Construct has been missing since the request to the Knights that they be ready to meet.

---

Late at night with a bright full moon in the sky, when most of the Tribe have wandered off to bed, the Knights are left alone. It seems that MOM is not showing up today at all. Then, as you are making your way to their quarters in the Temple, the now familiar sight of MOM appears. The weirdness of seeing your own features mixed in amongst the other Knights' is still unusual, but the look of distress on MOM's face removes such thoughts.

"I apologize for departing so quickly. The new Star Crystal required a great deal of set-up and that required temporarily removing this form..." MOM takes a moment to gather its thoughts. "Star Crystals are quite powerful. Their magic is not supposed to decay. I have been examining the information that was left on the old Crystal in an attempt to discover why it failed and I found this."

Beside MOM an illusion pops up. It is the Crystal Room where-in the Knights fought with the Guardians. But this time, there are no Guardians and the Star Crystal is glowing bright. The room looks rather peaceful until a figure teleports next to the Star Crystal. It is difficult to determine details because of the dark cloak covering the figure, but the Knights are able to watch as it casts some sort of spell on the Star Crystal. The light of the Crystal begins to fade and then the figure teleports away.

"You see, this was not at all an accident..."

DM clarification on Plyf's where are we inquiries 
Friday January 22nd, 2010 7:12:54 PM

DM Clarity....The tribe is several hundred in total size. The Knights are the first visitors in any memory. Some oral stories, tell of others visiting, but as the people do not keep anykind of written history or time marker, when these stories orginated is unknown. The eldest remembers them from his grandfather marking at least 150 years ago. None of the people have ever been more than a week's walk. Not much of a need to. Here is simply here there is not geographic reference to anywhere else. From stars and the track of the Moons and sun, the Knights are certain they are somwhere in the Wold. Likely on or near the lands known as the southern continent. the last being conjuecture derived from the assistance supplied by the people of the Ice Vein, a known Southern continent land.

Dwight hp 160/160, ac 33(touch 25) 
Sunday January 24th, 2010 7:37:47 PM

Dwight listens to MOM, trying to keep all the information they have learned, guessed, or otherwise gathered. When MOM announces that the star crystal being destroyed wasn't an accident, Dwight isn't really surprised someone would want to do such a thing, but that they could.

"MOM, how they know and get to the exact correct spot.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Sunday January 24th, 2010 8:50:50 PM

Echlhin asks MOM...

"How long ago did this occur and how quickly did everything degrade?"

Tratain Current Spells 
Sunday January 24th, 2010 9:04:05 PM

Tratain says "It worries me that something could break through all of the defenses in the temple without being detected. That shows they must have gathered information about the crystal long before they showed up. Also they had to have some sort of knowledge of Teucri magic as they knew enough about the crystal to create a spell to make it stop working."

It's a Bird. It's a Plane. Or... not. [DM Jeff] 
Monday January 25th, 2010 5:06:10 AM

The Knights obviously have questions... Who could this person be? When? How could they slip by the defenses so easily? Why? MOM nods at all the inquiries. "The who, how and why are baffling. They do not have easy or obvious answers. There are no probable scenarios and the improbable ones range from a Teucri with some desire to eliminate the base to a series of unlikely accidents resulting in this exact situation. Without more information, I have nothing helpful to add. As for the when... a couple of months ago, providing the magic hasn't been tampered with as well. But that seems to fit with the timeline of failures on the base, including my own rapid decline. Which I failed to notice, because I was working so hard to sustain the Tribe that has gotten far too large for a single Star Crystal to manage..."

There is a brief silence. The Tribe is settled down and the Knights seem certain that everyone has gone to bed. Another habit that the Tribe will need to get out of if they want to sustain themselves. At least a few people should be on the night watch. MOM, clearly uncomfortable with not knowing these answers, ooks away from the Knights and into the bright moonlit sky. An expression of shock crosses the illusion-construct's face and the Knights look up to the sky to see what it is.

In the middle of the sky, where there should be an unobstructed view of the stars, is a wall. At first, all that can be see is the bricks of this wall and it seems rather surreal. Then, other pieces of sky begin to flicker and over the course of a minute an entire floating island reveals itself. From way down here, all the Knights can see are a few walls and the bottom of the island. They can hardly tell what it is from here, but they are certain that there is at least one structure on it.

"Well then. Now is that an answer or is it simply another question?" MOM asks with a touch of wonder.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday January 25th, 2010 10:27:11 AM

Plyf looks up at the sky, then to the group. She says nothing, knowing what it is they have to do. She just waits for others to make the call so they can go investigate.

MonthorHit Points:(213 of 213) AC 44 
Monday January 25th, 2010 8:21:31 PM

" The floating island.... "
Monthor rubs his hands together....
" We have to go there... "



Dwight hp 160/160, ac 33(touch 25) 
Monday January 25th, 2010 9:03:43 PM

Dwight looks with awe at the size of the floating island, wondering what magic could be powerful enough to keep that afloat followed by why here, why now. "The timing of that thing'sss appearance doesssn't ssseem accidental. Sssurely, sssomeone knowsss the ssstar cryssstal hasss been repaired," Dwight states matter of factly.

Vedik AC 41 (16 touch) HP 191/191 Character Sheet Spells 
Monday January 25th, 2010 9:53:30 PM

Vedik nods at Dwight. "I think you're right."

He casts Shapechange, and takes the form of his favored winged celestial.

OOC:
Magic Vestment x2 (20 Hours, CL 20, cast after battle)
Shapechange (Extended 6 hours cast at appearance of flying castle.)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Just Desserts [DM Jeff] 
Tuesday January 26th, 2010 3:11:28 AM

Vedik gets all sky-ready and the rest of the Knights look on in awe. Dwight puts forth the idea that maybe the Knights drew some attention with the Star Crystal. MOM starts to speak, but is abruptly cut off by another alarming visual. This time it isn't as interesting a castle in the sky. Instead, an old man pops into existence right next to MOM. It's Vran! Although this time, the ex-Dread member isn't look so good. His skin is pulled tight over his bones to the point where it is difficult to tell if there is any flesh left on him. He is covered in large wounds: his chest, legs, face, arms. Everything is covered in blood and still bleeding.

Vran attempts to wipe his eyes clean, only managed to smear them even further. Whether or not he can see, he gives up. He falls to the ground in a heap, but the Knights can clearly hear him speak. "He knows you're here. The Dread knows you are here!"

[Echlhin - Spot Check DC 30: Highlight to display spoiler: {Your Spirit Sense is not active, but you most definitely notice something is amiss with Vran. This, though, is most certainly not a matter of a disembodied soul. In fact, if you had to guess, you'd say that Vran had no soul at all. An empty husk...}

[Vedik - Spot Check DC 10: Highlight to display spoiler: {The smell of dirt. A slightly different tinge than normal blood. The consistency. While Vran is, most certainly, bleeding, the ex-Dread also appears to be oozing another liquid. A much more dangerous one: Woldsblood.}

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+6=10 ; d20+6=17 ;
Tuesday January 26th, 2010 9:58:35 AM

Plyf looks the man over. Clearly, he is not well. She moves to help him, but the gaunt look on his face gives her pause. He looks almost undead. She attempts to use some of her knowledge to determine what might be going on with the man.

Knowledge Dungeoneering: 10
Knowledge Planes: 17

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=41 ;
Tuesday January 26th, 2010 12:16:34 PM

Echlhin notices that (spot check 41) it as though Vran has no spirit at all. A bit alarmed he informs the group and is cautious about getting too close to Vran, or what may have been Vran.

Vedik AC 41 (16 touch) HP 191/191 Character Sheet Spells  d20+2=15 ;
Tuesday January 26th, 2010 6:45:37 PM

Vedik looks sharp. "Get back" he shouts to the party. "He's bleeding Woldsblood."

He moves to Vran's body and begins to collect the Woldsblood in his hands, returning it to the Realm of Shadow.

OOC:
Spot Check DC 10: Passed
Move Action: Move to Vran
Standard Action: Used as Move Action: return Woldsblood in his hand to realm of shadow.
As a Fixer wearing his holy symbol, Vedik is immune to the effects of exposed Woldsblood.

Magic Vestment x2 (20 Hours, CL 20, cast after battle)
Shapechange (Extended 6 hours cast at appearance of flying castle.)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge



MonthorHit Points:(213 of 213) AC 44 
Tuesday January 26th, 2010 7:42:22 PM

Monthor hefts Shirley up, activates his animated shield and stands ready for an attack.


Dwight hp 160/160, ac 33(touch 25) 
Tuesday January 26th, 2010 8:05:06 PM

Surprised by both his comrades statements, no soul and bleeding woldsblood, what rituals has he performed on himself.

Hoping to gain more information before he dies (errr, if he was living that is), Dwight casts Detect Thoughts and begins studying Vran.

His next thought is to use his wand, but 'healing' something not living could make it worse. "Can we help him at all?" he inquires toward Tratain.

Spare Change? [DM Jeff] 
Wednesday January 27th, 2010 3:45:53 AM

The Knights are, quite sanely, alarmed at Vran. MOM simply observes, seeing that can be done to aid the situation for the moment.

Plyf puts her mind to what could be going on with the man, but it certainly doesn't seem to be related to anything she's heard about.

Vedik, perhaps a combination of Brave and insane, rushes to Vran's side. The Fixer's first thought is to the Woldsblood coming from the man and he starts funneling it back to the Realm of Shadow. The effort isn't quite wasted, but Vedik continues to see more Woldsblood flow.

The Detect Thoughts spell from Dwight alerts the halfling to the presence of thoughts from the man.

---

With Vedik being the closest Knight (and the only one able to withstand the toxic Woldsblood flowing from his body), Vran reaches for and pulls Vedik close. "They're coming! Now! I heard it myself. I had to fight my way out to warn you. I'm done for. They have my Coin." The Knights will recall that Vran once warned them the dangers of joining the higher-ups in the Sons of Dread: they tie your life-force to a coin, giving strength but binding you to them. Apparently Vran is saying that his condition is, at least partially, the result of losing that coin...

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Wednesday January 27th, 2010 9:25:54 AM

Quite squeemish when told it's Woldsblood seeping from his wounds, Plyf withdrawls with an unconcious scowl of disgust on her face. She attempts to feel bad for the dread member that has attempted to turn good, but he dug his hole to deep to safely climb out of it.

"A coin?" She asks after a moment. "Can we get your coin back? Is it up there?"

Dwight hp 160/160, ac 33(touch 25) 
Wednesday January 27th, 2010 1:22:09 PM

"MOM, it ssseemsss evil isss approaching the area, can you hide or protect thessse people. They will have no concern with attempting to ssspare their livesss. Perhapsss they could all hide in the temple, provided you can prevent them from teleporting in again."

Continuing to detect thoughts on Vran, Dwight waits to see other's reaction.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Wednesday January 27th, 2010 6:46:10 PM

Plyf also pulls her bow and prepares.


Vedik AC 41 (16 touch) HP 191/191 Character Sheet Spells 
Wednesday January 27th, 2010 10:46:18 PM

Vedik looks Vran in the eye. "If you wish it, I can turn you to stone, and put you out of suffering for a short while in hopes that we can retrieve your coin. Or I can end your life here and now. Do you wish either of these things?"

If Vran says he wishes it, Vedik thanks him for his sacrifice and casts either Polymorph any Object (Flesh to Stone) or Disintegrate on Vran.

OOC:
Possibly cast spell.

Magic Vestment x2 (20 Hours, CL 20, cast after battle)
Shapechange (Extended 6 hours cast at appearance of flying castle.)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

Tratain Current Spells 
Wednesday January 27th, 2010 11:08:56 PM

Tratain decides to keep an eye out for any threats while Vedik helps Vran.

Saved by Stone [DM Jeff] 
Thursday January 28th, 2010 1:51:42 PM

Vran looks up at Vedik with surprise. "I hadn't thought of that." The man laughes weakly, his body shaking violently as he does. "Do it. Protect me. But don't touch the coin with your hands!" While his words most certainly sound self-serving, the ex-Dread looks incredibly sad as he says this. One wonders just how long he served the Dread and how long he had been playing both sides. Vedik turns the old man to stone creating what may be the oddest statue in the Wold.

Dwight helps MOM understand the significant of the incoming problem and the construct disappears (likely to reappear somewhere else) and immediately everyone can hear the Tribe preparing to hide. For a moment, the Knights are completely alone to process what has just happened...

Dwight hp 160/160, ac 33(touch 25) 
Thursday January 28th, 2010 7:17:46 PM

OOC: Any last thoughts before Vran is turned to stone?

"Perhapsss we can ssslide the new ssstatue under a busssh and go introduce ourssselvesss?" Dwight states as he looks up reminded of the floating island upon him. He pulls his broom out, ready to get on it.

"MOM can likely protect the villagersss and our presssence elsssewhere would likely help asss well," Dwight comments wondering how much of their presence has caused the disruption to their lives.

As Vran mind dissipates (as stone), Dwight opens his mind upward to detect anything/thoughts.

DM Jeff Update: For the second time in a couple days, Dwight finds himself stunned by the intelligence of his Detect Thoughts subject. Vran may not have the same intelligence that MOM does, but he certainly is intelligent. At least as bright as Vedik, if not more-so.

Vedik AC 41 (16 touch) HP 191/191 Character Sheet Spells 
Friday January 29th, 2010 8:55:31 AM

Vedik turns his eyes and thoughts skyward. "You're right Dwight, they are here for us, and we should go introduce ourselves. We are a target here, and put the tribe and Vran in danger."

He smirks. "And I bet Monthor wants to go say hi."

"Who can bring us up there? I can teleport, but I suspect its locked against such approaches. Windwalk maybe?"

OOC
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Shapechange (Extended 6 hours cast at appearance of flying castle.)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge

MonthorHit Points:(213 of 213) AC 44 
Friday January 29th, 2010 7:19:15 PM

" Me does, but let's get ready first. Those guys were pretty tought the first time around. Let's get buffed up before paying them a visit. And we should use some tactics... Maybe one or two of use should be invisible and pay them a surprise from behind? Some hastes and enlarge would be usefull. As would as many protection spells as possible."



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Saturday January 30th, 2010 9:22:28 AM

Echlhin offers what spells he has to the group. Given his first encounter with them, he agrees with the statement of preparation.

(If you would like any of them cast, please let me know so I can mark them off)

Dwight hp 160/160, ac 33(touch 25) 
Saturday January 30th, 2010 4:28:42 PM

As Dwight picks himself off the ground, he realizes he needs to stop casting "Detect Thoughts" as often as he does. However, despite landing on his rump, he did learn that Vran was still technically a living person, rather than a souless, undead creature.

Saved by Stone [DM Jeff] 
Monday February 1st, 2010 3:41:21 AM

[will post in the morning]

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+10=21 ; d20+7=24 ; d20+4=21 ;
Monday February 1st, 2010 10:04:51 AM

With bow in hand, Plyf attempts to spot any place on the bottom of the flying building for an opening or something they could teleport to. She delves deep into the recesses of her mind to find something about floating or flying places, with the Float coming to mind also, on what the sky island is.

Spot: 21
Listen: 24
Bardic Knowledge: 21

Return To Index      Next Module (A Dreadful Situation at 30,000 Feet)
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage