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A Dreadful Situation at 30,000 Feet
Rival Gangs


Under the Dome [Round 1] [DM Jeff]  d12+17=20 d4=2 d4=1
Tuesday February 2nd, 2010 12:22:47 AM

[I just completed this entire post and it didn't post properly... I'm going to throw a brick through a wall. I'm going to rewrite most of it from memory, but I'm not going to reroll most things. Sorry, I just don't have the energy to spend another hour and a half on this post. I've also not rewritten the flavor dialogue. Sorry about that as well, but I'll start piecing it more together as the rounds go by.]

Dwight and Vedik's first thoughts go to heading up to the Skycastle. Monthor, on the other hand, goes to planning. Echlhin offers spell and Plyf tries to think about what the flying castle could be. Her first thought is of the Float, but she isn't sure whether they're the same. For starters, this actually looks like a small island that has been uprooted to fly whereas the Float looks deliberate and beautiful... but anything else would require a closer look.

MOM reappears in front of the Knights. "Should anything happen, I'll try to block any potential fighting off from the Tribe. It won't be another Dimensional Anchor, because I'm sure that frustrated you enough already, but I hope that I can figure something out that will help you."

---

With the Knights on the lookout, it is absolutely no surprise when they see a bunch of figures materialize in front of them. Five figures, to be precise. Five, very angry very mean and very powerful looking, figures. And the Knights don`t have to cast their minds back very far to realize that some of them are members of the very Death Squad that got the Knights started on this journey to the Southern Continent. The same Death Squad that the Knights so summarily beat in their last encounter...

---

Figure 1 [F1] is a rather large, rather menacing half-orc. Unfortunately for Echlhin, it seems to choose him as it's target. Racing the 50 feet gap between the groups in the blink of an eye, F1's greataxe plunges down upon the Grim. [20 Slashing damage to Echlhin.

Figure 2 [F2] is familiar to the group. His dark black robes, his weathered appearance, and his long black hair all speak to the evil, old wizard cliche. This wizard was the leader of the Death Squad and it appears he still wants the Knights dead. "The simpleton thought we did not know of his treachery to the Great Dread. We have used him as a pawn and how his service is at an end... And soon, so will the be the vaunted Gray Knights." Even as he speaks, his hands blast out a pale blue ray towards Vedik, [63 Cold Damage to Vedik - Overcame SR]

Figure 3 [F3] moves closer to the Knights. His chestplate is adorned with Marteaus' High Woldian Symbol and he calls upon the powers of his Testing God to cause some hurt on Monthor. A now very familiar black ray spreads from his fingers to the dwarf's chest [3 Negative Levels to Monthor - Except I believe you've an item to negate that, just make sure to mark it on your sheet.] [Spellcraft Check - DC 24: Highlight to display spoiler: {Energy Drain}.

Figure 4 [F4] is also known to the group, although the only thing to really recall is his appearance: a young, bald, sickly looking little man. He doesn't was a moment before a huge fireball [Spellcraft Check - DC 18: Highlight to display spoiler: {Fireball} [EVERYONE (except Vedik who made the save) takes 60 Fire Damage - Reflex Save DC 19 for half].

Figure 5 [F5] is actually just a wolf. A big, scary wolf, sure. But still just a wolf. Unfortunately, his glare at the Knights seems to transform itself into a spell and the entire group finds themselves covered in Silence [The silence spell is the yellow squares]

---

True to word, MOM acts as fast as possible to activate protections. Immediately after the attack begins, the battlefield is enveloped in a large pink dome. MOM, unable to speak to the Knights, makes a quick illusion showing the construct's intent: tiny representations of the Guardians that the Knights just faced appear on the ground. It appears back-up will be on the way...

Until then, the Knights are on their own.

---

Combat Rounds

Combat Map
- Yellow is Silence
- Pink is the edges of the dome

The usual disclaimer: I am only human. Mistakes will be made. Tell me about them and I'll fix them if possible. If I can't easily fix it, I'll work up a corresponding benefit for the next round to even it out. Any questions can be emailed, posted on the board, or posted in private.

Vedik AC 42 (17 touch) HP 191/191 (flying 10') Character Sheet Spells 
Tuesday February 2nd, 2010 8:47:39 AM

As the polar ray slams into Vedik, he winces in memory of the last time. However, he is not the same person he was then, nor is he in the same form. His celestial skin shields him from the cold completely.

He flies back until he finds the edge of the silence, and once able to speak, he casts Haste on the party, quickening them for the fight ahead.

OOC:
0 damage taken: Astral Deva's are immune to cold.
Fly to O-4
Cast Haste targeting the whole party.

Contingency: (CL 18)If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Haste (CL 18, 18 rounds)
Shapechange (CL 18, 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
Ring of Counterspells: Greater Dispel Magic.


Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+23=25 ; d20+11=19 ;
Tuesday February 2nd, 2010 10:13:37 AM

Plyf easily dodges all of the damage from the spell and she can see, her bow will be needed soon, but she pulls from a small pouch a Thunderstone and throws it 70 feet (-8 for range increments) to O 20, so that all of those in that cluster will need to make the Fort save.

Reflex save vs Fireball: 25

Attack space O 20 with Thunderstone: 19

MonthorHit Points:(203 {or 193?}) of 213) AC 44  d20+18=23 ;
Tuesday February 2nd, 2010 8:09:07 PM

Animated shield (GMV) +5
+5 barkskin buff
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7

-----------------------
Monthor tingles as the chest plated figure's spell fizzles. Monthor thanks the dwarven god for having had the forsight to purchase the bracers of protection.
Monthor's ring serves him equally well, absorbing a big portion of the firs damage
ooc> Reflex save 21
ooc> What comes first? The saving throw or the damage reduction? It's the difference between taking 10 damage or 20 damage from the fire.

Monthor grins before he.....

ooc> Question, does the helm of teleportation require a verbal activation word for it to work? The item description doesn't clear this up very well for me?
If it doesn't...

---------------------------------------------------
....acitvates his helms and materializes amongs the group of invaders. {P21}

- In a thick Cuban accent...
" SAY HELLO TO MY LITTLE FRIEND!!! "
----------------------------------------------------------
- If it doesn't
...moves { 20' along the M axis} towards the group of ennemies. If he can hear again before the end of his move {which he will at M12} He activates his helm of teleportation {standard action} and materializes amongs the group of invaders. {P21}

- In a thick Cuban accent...
" SAY HELLO TO MY LITTLE FRIEND!!! "
----------------------------------------------------------
ooc> Question the second...
Can I assume that the party will have first action the next combat round? Effectively giving us two actions in a row before the ennemies can have their next turn?
Is this round of actions the end of the first round or the start of the next round? We weren't surprised {losing our actions for the round}, so this should be the end of the first round? Since the party typically has first action {or "initiative"} during combat, consider me confused.



Tratain Current Spells AC 45 HP  d20=13 ;
Tuesday February 2nd, 2010 10:22:17 PM

When the Enemies appear And Launch the Fireball Tratain is able to dodge out of the way of part of the blast. (Reflex 28).

Tratain then moves to J13 to back up Monthor. He casts Quickened Shield of Faith upon Himself, then then begins casting Summon Monster 8 to bring Help into the battle for the knights.

Dwight hp 160/160, ac 33(touch 25)  d20+15=23 ;
Tuesday February 2nd, 2010 10:25:28 PM

Dwight ducks under the wave of fire (Reflex save: 23, evasion, no damage).

Knowing he cannot take the heat in this kitchen, he activates his ring of blink after moving so that he can speak the command word. (Move to J6)

Grabbing the handle of his broom, he prepares to lift off, bow in hand.

---------------------------
DM Sanity info

Hasted (+1 attack, +1 AC, +1 saving throw)
ring of blink
boots of teleportation
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 141 of 191  d20+21=27 ; d20+21=23 ; d20+12=25 ;
Wednesday February 3rd, 2010 12:09:30 AM

Echlhin feels the bite of the great axe, notes the spells cast, and surprisingly avoids some of the fireball.

Not wishing to give the half-orc an easy game of "whack-a-grim", he turns it into a game of chase. Echlhin backs away (to N7 as first part of the move) and moves to H14 (with hasted - please alter if it is obvious the half orc has reach to avoid additional aoo).

Noting the Energy Drain and the Fireball, he mentally flips a coin and decides to cast Death Ward on himself.



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191  15d6=53 ;
Wednesday February 3rd, 2010 12:22:27 AM

(whoops forgot something)

Echlin also casts a Quickened Flamestrike (hits F2 and F3, not sure if it's possible to also catch F4 without hitting Monthor at P21.. again it's late :)) (53 damage 1/2 fire, 1/2 divine, Reflex DC 22)

Under the Dome [Round 2] [DM Jeff]  d20+21=32 ; d20+17=20 ; d20+17=33 ; d20+7=24 ; d20+15=27 ; d20+6=19 ; d20+30=47 ; d12+27=32 ; d20+9=16 ; d20+8=16 ; d20+16=17 ; d20+16=18 ; d20+16=34 ; d20+30=40 ; d12+27=39 ; d20+14=25 ; d20+20=33 ;
Wednesday February 3rd, 2010 5:34:12 AM

Vedik is happy to be an Astral Deva as it allows him the pleasure of cold-immunity. He gives everyone the benefit of a Haste spell, adding some speed to the Knights. [I assume you were flying to O-3 to get out of the silence?]

Plyf tosses a Thunderstone, hoping to make the battle dramatically easier. It is difficult for her to determine, but she doesn't believe that it had any success.

Monthor, being the usual big, bad dwarf that he is, rushes forward until he can hear his own footsteps. Then the dwarf throws up a teleport and appears at P21. [Saving Throw then DR. Also, I'm reading into the Helm of Teleportation that it requires a command word like most other Wonderous Items]

Tratain heads out of the silence and buffs himself and prepares to bring some back-up.

For Dwight it is a matter of blinking to protect himself.

Not interested in getting the snot beaten out of him, Echlhin moves away. Unfortunately this provokes an attack from the burly half-orc and Echlhin feels the bite of the axe yet again [32 Slashing Damage to Echlhin]. The Grim is unable to hit all three of the Death Squad without hitting Monthor, so he settles for F2 and F4. Echlhin manages to overcome only one of the spell resistances, the other is completely unaffected [I rolled for you. And in this situation, it proved absolutely out of your favor. So I rerolled one because I'm so nice ;)].

---

Figure 1 swears silently as the Knights scatter. Not that it was entirely unexpected, but it still frustrates him. Echlhin getting away proves a minor difficulty, giving the Barbarian a chance to charge again. For the third time, Echlhin feels the bite of the greataxe [39 Slashing Damage to Echlhin].

Figure 2 watches Vedik's pretty Astral form for a moment and then casts a spell [Spellcraft - DC 21: Highlight to display spoiler: {Greater Dispel Magic}. The only effect that Vedik notices is that his Ring of Counterspells is now empty...

Figure 3 points at Monthor and a green ray springs towards the dwarf [Spellcraft - DC 19: Highlight to display spoiler: {Dimensional Anchor}]. Whatever the spell is, it surpasses his spell resistance, but its effect will have to be figured out later...

Figure 4 makes a 5-foot step and then casts a spell. [Spellcraft - DC 21: Highlight to display spoiler: {Wall of Force}.

The Wolf [F5] snarls intimidatingly at Monthor. It doesn't bother to attack the heavily armored Knight. But from this close, Monthor can spy a tiny viper perched on the wolf's back. It hisses a few times and shakes its tail in a manner that certainly isn't normal for an animal. And suddenly, Monthor finds himself being pushed away from the wolf. Every effort to stop his movements or dig his feet in don't even serve to slow him down; Monthor feels his armor, his sword, and everything else that is attached to him drag him away. [Spellcraft - DC 29: Highlight to display spoiler: {Monthor appears to be under the effect of a Repel spell of some sorts. Based on how he's being dragged, the assumption would be Repel Metal and Stone}. The Wolf moves to R-16.

---

Combat Rounds

Combat Map
- Yellow is Silence
- Pink is the edges of the dome
- Orange is Wall of Force [10 feet high] [But remember, your characters do not know that it exists]

The usual disclaimer: I am only human. Mistakes will be made. Tell me about them and I'll fix them if possible. If I can't easily fix it, I'll work up a corresponding benefit for the next round to even it out. Any questions can be emailed, posted on the board, or posted in private.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+10=20 ; d20+25=33 ; d8+5=10 ; 2d6=7 ; d6=2 ; 7d6=26 ;
Wednesday February 3rd, 2010 9:59:20 AM

Plyf looks around to assess the damage. She isn't very disappointed in the Thunderston. It is minor, but the only area of effect item she had.

The enemy attacking the Grim is the only one close to her right now, so Plyf activates her ring of Blinking but can't, so she moves to S6 and then activates her ring.

Spot DC 20 to see snake?

Please ignore the other rolls. I made them before I remembered the silence and she couldn't activate her ring with the first action. :(

Vedik AC 42 (17 touch) HP 191/191 (flying 10') Character Sheet Spells  d6=5 ; d20+15=18 ; d20+20=38 ;
Wednesday February 3rd, 2010 9:59:48 AM

Vedik is not happy about the repelling of Monthor, nor what the axe is doing to Echlhin. He decides to help with the latter problem.

A crackling black ray springs from his hand and and tries to strike the great axe wielder, hoping to take some of the oomph from his limbs.

Then his form shifts to that of a shambling mound of earth, and promptly plunges into the ground.

OOC:
Cast Empowered Ray of Enfeeblement on F1: Hit touch AC 18. 38 Spell Resistance check. If that hits, F1 takes a 12 Strength Penalty, no save. (5 * 1.5) + 5.

Free Action: Shapechange: Elder Xorn
Move action: Use Earth Glide to move straight down into the ground until fully submerged, then move 20' straight forward to N7-08 (Elder Xorn are large). Hopefully he is untargetable this round, which saves me from having to adjust AC/HP/Etc. If they have a way to target me with something, I'll calculate the values :)

Contingency: (CL 18)If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Haste (CL 18, 18 rounds)
Shapechange (CL 18, Extended 6 hours cast at appearance of flying castle.)
*Xorn Form: (most relevant abilities are Earthglide and 60' Tremorsense)


MonthorHit Points:(203 of 213) AC 44 
Wednesday February 3rd, 2010 7:54:13 PM

Animated shield (GMV) +5
+5 barkskin buff
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7

================

Frustrated, Monthor takes a run back towards the main ennemie group.

{ Assuming he hits the wall. }

Monthor curses loudly in dwarvish and attempts to teleport (P21)



Dwight hp 160/160, ac 33(touch 25)  d20+29=35 d6=5 d6=4 d6=6 d20+24=26 d6=5 d6=5 d6=5 d20+19=39 d20+19=28 d6=4 d6=5 d6=6 d6=4 d6=4 d20+29=39 d6=1 d6=2 d6=1 d20+29=41 d6=4 d6=1 d6=2
Wednesday February 3rd, 2010 10:56:06 PM

Dwight knows he must draw attention to himself at this point with the various bandits free to act individually. With a push of his boots he launches upward and stretches his bowstring at the same time.

He looks towards the man in black robes as he blinks out. Reappearing 25' up, Dwight launches a small storm of arrows in his direction.

OOC: his submit instead of roll...wow I'm tired.

Attack #1: 35
Dmg: 13 + 10holy = 23

Att #2: 26
Dmg: 13 + 10holy = 23

Att #3: 39 (nat 20: 28 possible crit?)
Dmg: 12(+8crit) + 11holy = 23(31 if crit)

Att #4: 39
dmg: 9 + 3holy = 12

Att #5: 41
dmg: 12 + 3holy = 15

If AC <=26, then total damage is: 86

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

DM Sanity info

Hasted (+1 attack, +1 AC, +1 saving throw)
Blinking

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



Tratain Current Spells AC 45 HP 181/211  d6+15=20 ; 15d6=59 ;
Wednesday February 3rd, 2010 11:18:47 PM

Tratain moves down to J21 and casts Flamestrike on F2 and F4.

59 Damage, Half fire/Half Divine. Reflex Save DC 25 for Half Damage.

Under the Dome [Round 3] [DM Jeff]  d20+9=17 ; d20+9=16 ; d20+19=21 ; d20+17=32 ; d20+17=26 ; d20+30=49 ; d12+27=38 ; 20d6=68 ; d20+20=22 ; d20+20=36 ; d20+20=30 ;
Thursday February 4th, 2010 1:29:27 AM

Plyf can see the viper and gets ready for the next round.

Vedik works on zapping F1 of some strength and manages to do so. Then he shambles on.

Monthor has absolutely no success in any of his actions this round. First he hits an invisible wall and then he can't teleport any where.

Dwight seeks to unload on F2, but first he has to get away from the big, angry barbarian. He teleports upward [flying, I presume?] and then fires off a single shot at the black-robed mage which hits.

Tratain tries to throw out a flamestrike. He successfully casts the spell, but to his complete surprise it fails. The Protector can find no explanation for it. [Sense Motive Check - DC 20: Highlight to display spoiler: {A smile touches F3's lips the moment the spell fails. Likely, he played a part. Although how is certainly a good question.}

Echlhin stands around [You can take two rounds worth of actions next round, thanks to good ol' Jeff's mistake causing you not to post until I clarified.]

---

Figure 5's tiny viper casts another spell, nobody is close enough to determine the jestures of the spell. They can determine the effect though. From Dwight to Plyf is completely covered in fire. The air, the ground, everything is alit [68 Fire Damage to Plyf and Dwight (I can't see how Vedik would be effected) - Reflex Save vs DC 28 for half].

Figure 3 flicks his wrist at the barbarian and casts a spell. Dwight feels it wash over him, but there is no effect. The barbarian, on the other hand, laughes like a madman and looks back to full strength... [Spellcraft Check - DC 21: Highlight to display spoiler: {Greater Dispel Magic}].

Figure 2 laughes as Monthor struggles, but turns his attention to Plyf. Another spell hits the battlefield, specifically targeting the rogue [Spellcraft Check - DC 22: Highlight to display spoiler: {Insanity}]. [Plyf - Will Save DC 31 or become Insane, as per the Insanity spell]

Figure 1 looks around in surprise at Echlhin not being where he thought he would be... But instead of having a problem with it, he charges at Tratain [provoking an AoO]. The greataxe swings down on the Knight, attempting to split him in two [38 Slashing Damage to Tratain].

Figure 4 repeats his actions from last round and casts a spell. [Spellcraft Check - DC 21: Highlight to display spoiler: {Wall of Force}].

---

Combat Rounds

Combat Map
- Yellow is Silence
- Pink is the edges of the dome
- Orange is Wall of Force [10 feet high] [But remember, your characters do not know that it exists]
- Green is a Wall of Force [30 feet high] [But remember, your characters do not know that it exists]

The usual disclaimer: I am only human. Mistakes will be made. Tell me about them and I'll fix them if possible. If I can't easily fix it, I'll work up a corresponding benefit for the next round to even it out. Any questions can be emailed, posted on the board, or posted in private.

MonthorHit Points:(203 of 213) AC 44 
Thursday February 4th, 2010 7:59:28 AM

Animated shield (GMV) +5
+5 barkskin buff
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7

Haste

----------------------
Monthor clicks his heels and tries to fly over to the top edge of the barrier. If he finds one, he'll stay ducked under the top edge and use the barrier as cover... for now.


Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+7=12 ; d100=37 ; d20+15=18 ;
Thursday February 4th, 2010 10:02:44 AM

Plyf draws her bow back and prepares to fire, then forgets why she wnated to fire her bow. In fact, she has no idea where she is or what she is doing.

"dingy pot holders scuttle with mice." is all that she is capable of saying this round.

ooc: Please ignore the first roll with the +7. I was using my other characters modifiers.

MonthorHit Points:(203 of 213) AC 44 
Thursday February 4th, 2010 11:10:26 AM

ooc>Wondering.. If Monthor hit the wall, shouldn't he be at H21?

Under the Dome [Round 3] [DM Jeff] 
Thursday February 4th, 2010 12:18:20 PM

[OOC: Map updated.]

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191 
Thursday February 4th, 2010 8:56:44 PM

(Last round) Echlhin pulls a bottle of air out of his pack and tries to take a 5' step forward. Hitting what he assumes must be a wall of force he Darkwalks (becomes incorporeal).

(This round) Echlin goes under the wall and let's Vigo out of the bottle of air at location O14.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191 
Thursday February 4th, 2010 9:11:48 PM

((on a side note for clarification as I've never used the skill, I'm assuming that once Vigo is no longer touching me he becomes corporeal... as the ability reads like to have others with me that have to be touching me... if Echlhin needs to become corporeal as well to have Vigo corporeal, he does))

Vedik AC 43 (16 touch) HP 276/276 Character Sheet Spells  d20+19=22 ; d20+19=27 ; 4d6+4=16 ; d20+24=34 ; 4d6+16=30 ;
Thursday February 4th, 2010 9:37:26 PM

Vedik moves under the earth, pinpointing the four paws with perfect accuracy. Leaping from the ground in front of the wolf, the Xorn form shifts into a far more fearsome shape. A shape remembered well by the Grey Knights, one with six arms and a long snakelike tail. Vedik has become a Marilith.

His tail lashes out at the viper with his tail.

OOC:
Move to R14-S15
Free Action: Shapechange: Marilith Form
Standard Action: Attack with Tail: Hero Point Reroll: Hit AC 28 (forgot haste in roll) for 16 damage.
If that hits:
Free Grapple Check: 34 Vrs Defenders grapple DC (Bab+Current Str + current size modifier and +4 if they have improved grapple)
If the grapple check passes
Snake takes 30 damage and must make a DC 27 Fort save (at current Con) or fall unconscious for as long as held, and 2d4 rounds after.

Buffs:
Contingency: (CL 18)If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Haste (CL 18, 18 rounds)
Shapechange (CL 18, Extended 6 hours cast at appearance of flying castle.)

Marilith form: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.

Dwight hp 160/160, ac 33(touch 25) 
Thursday February 4th, 2010 9:41:36 PM

Dwight takes aim at the mage again, having plenty of space around him. Shooting the first arrow, he watches it hit nothing in mid air and stop. Instantly he realizes that another force is blocking him, just as it blocks Monthor. Annoyed, he shoots his remaining three arrows towards F3, F1 and then towards F12 testing the unseeable boundaries hoping others pay attention to the randomly stopping arrows.

OOC: Bah, this kills me knowing out of character, but not in. :-)

He then flies, with the greatest of haste towards Monthor (down the H column) low knowing a force is low blocking Monthor. Shouting in broken, and very rusty Dwarven, "Grab On"

(I think Dwight can make to H15-16 or thereabouts, the closer to Monthor the better.)

Tratain Current Spells AC 45 HP 143/211  d3=3 ; d20+20=37 ; d20+29=32 ; d20+20=23 ; d20+29=36 ; d20+20=27 ; d20+29=36 ; d20+24=44 ; d20+24=40 ; d8+9=13 ; d8+9=12 ; d20+20=35 ; d20+20=21 ; 2d10+10=16 ; d20+14=25 ; d20+19=31 ; d20+29=45 ; 2d8+6=16 ; d10=1 ; d10=4 ; d20+34=42 ; 2d8+12=20 ; d20+50=52 ; d20+50=63 ; d20+34=43 ; 2d8+12=21 ; d20+50=61 ;
Thursday February 4th, 2010 10:00:52 PM

Tratain's Elementals that he summoned Appear to help the party in the battle. 3 Huge Earth Elementals appear and join the fight.

Elemental 1 Appears near the Wolf and Viper (S18-22 Down/TUV 18 across) and attempts to Grapple the Wolf. (Touch AC 37 to start Grapple, Grapple Check of 32 Auto Fails on a Nat 3. Second attack Touch AC 23 To start Grapple, Grapple Check 36 to Hold Wolf)

Elemental 2 Appears Near the Two Mages (Q22 to 24 Down/QRS 22 Across) This Elemental attempts to Grab F2. (Touch AC 27 to start Grapple, Grapple Check 36 To Hold F2. Grapple Check 44/40 To confirm Crit to deal Lethal Grapple Damage (13+12 Damage)

Elemental 3 Appears Near the Barbarian that is attacking Tratain. (K10-12 Down/KLM across) And this elemental attacks the Barbarian. (Hit AC 35 for 16 Damage, Second attack Misses)

Seeing Echlhin Drop Vigo (25 Spot if Needed) Tratain defensively casts Extended Giant Vermin on Him Vigo The Tiny Scorpion turns into Vigo the Colossal Scorpion.

Tratain points at F3 and F4 and commands Vigo to attack. (Vigo Takes up MNOP 13 Across, goes to Row 17 Down and has 30 foot Reach.)
Vigo Attempts to sting F4 (Hit AC 45 for 16 damage, Plus Fort save DC 33 for 1 con damage initial)
Vigo also Hits F4 with his Claw and Grabs him (Hit AC 42 for 20 Damage, Used Hero Point to Avoid Auto Fail on 2, Grapple Check is 75)
Vigo Attempts to Hit F3 with his other Claw and Hold the Cleric as well. (Hits AC 43 for 21 Damage, Grapple check 73.)
Vigo's opposed Grapple Check is 68

Tratain then Moves to J21

Under the Dome [Round 4] [DM Jeff]  d20+16=33 ; d20+24=29 ; d20+23=41 ; d20+14=21 ; d20+27=41 ; d8+13=19 ; d20+9=22 ; d6=6 ; d20+19=22 ; d20+35=42 ; d20+24=35 ; d20+24=29 ; d20+24=35 ; 2d8+12=25 ; 2d6+6=13 ; d6=2 ; d20+15=17 ; d20+21=35 ; d20+19=29 ; d20+19=36 ; d20+39=59 ; d20+36=46 ; d20+30=44 ; d20+25=38 ; d20+20=33 ; d20+15=29 ; d20+10=20 ; d12+27=32 ; d12+27=38 ; d12+27=30 ; d12+27=37 ; d12+27=38 ; 2d8(3+7)+12=22
Friday February 5th, 2010 7:16:34 PM

DM Note: Both Dwight and Plyf were under the effects of a spell last round. 68 Fire Damage to each, Reflex Save DC 28 for half.

Also of note, I messed up on the Wold's grapple rules. This post reflects those changes.

---

Monthor navigates his way over the wall, but decides to stay hidden behind it for the moment.

Plyf suffers the effects of insanity and is not so helpful this round.

Echlhin gets beyond the wall as well, pulling out Vigo [marked as I on the map]. He is forced to remove his Darkwalk ability in order to bring Vigo to corporality.

Vedik gets very specific with his attack. The Marilith form ignores the wolf and goes straight for the snake. The wolf tries, in vain, to bite the Marilith. Vedik can feel fairly pleased with the success of his attack, even if the snake failed to fall unconscious.

Dwight fires a single arrow, discovering in frustration the wall of force. Deciding that shooting any other arrows would be a waste of time, he instead flies towards Monthor. [A full attack action requires a full round, does it not?]

Elemental 1 tries to grapple the Wolf. It succeeds and now the Wolf is struggling to escape the elemental grasp.

Elemental 2 attempts the same move with figure 2. The wizard stands no chance of working his way out of the elemental's strong arms and he is held tight.

Elemental 3 doesn't bother with the whole grapple thing, seeing how it worked so well for the other two. Instead, it just does a regular old attack and connects.

Tratain, ignoring the failure of his Flame Strike, tries again with a spell. This time, he works on making Vigo into a much larger scorpion. Again the spell fails. This time, Figure 3 doesn't just smile. He bursts out laughing.

As he moves south, Tratain provokes an attack of opportunity from the barbarian, but fortunately the greataxe fails to connect.

[I'm pretty sure I haven't done anything wrong here, but I'm just going to leave an out of character list of actions here in case there are questions: Monthor made his way to the top of the wall and is chilling there. Plyf is busy being insane. Echlhin freed Vigo. Vedik started grappling the snake. Dwight found the Wall of Force and then flew over it. Tratain's elementals all attack. And Tratain attempted to cast a spell, but for some mysterious reason he failed.]

---

The tiny viper [F5] doesn't even bother trying to wriggle in Vedik's grasp. Instead, Vedik is one moment holding a tiny snake in his hands and the next, he's attempting to grapple with a Purple Worm. Instead of worrying about the Marilith, the Purple Worm starts on attacking Elemental 1. The summoned creature is unable to avoid the biting teeth [22 Damage to Elemental 1], and feels pain as the worm's stinger sinks into him. [13 Damage to Elemental 1 - Plus Fortitude Save DC 25 or lose 2 Str]

Figure 4 defensively throws a spell at the Earth Elementals near him. [Spellcraft Check - DC 21: Highlight to display spoiler: {Greater Dispel Magic}. Elemental 2 disappears back to wherever it came from. Elemental 1 remains.

Figure 3 doesn't do anything other than move; he just looks at Echlhin and gets ready to do something....

Figure 2, thankful to be ungrappled thanks to the Dispel, turns towards Tratain and summons a large hand to deal with the Protector [Spellcraft - DC 22: Highlight to display spoiler: {Grasping Hand}. It successfully grabs him and now it is up to Tratain to make an opposed Grapple check [Must roll 59 or better]

Anyone watching Figure 1 sees him heal all his wounds instantly before he proceeds to use his greataxe to deal with Elemental 3. All five of his strikes are successful, throwing dirty and earth everywhere as he pulverizes the summoned creature [175 Damage to E3].

---

Combat Rounds

Combat Map
- Yellow is Silence
- Pink is the edges of the dome
- Orange is Wall of Force [10 feet high] [But remember, your characters do not know that it exists]
- Green is a Wall of Force [30 feet high] [But remember, your characters do not know that it exists]
- Knights are Gray
- Baddies are Blue
- Vigo is I

The usual disclaimer: I am only human. Mistakes will be made. Tell me about them and I'll fix them if possible. If I can't easily fix it, I'll work up a corresponding benefit for the next round to even it out. Any questions can be emailed, posted on the board, or posted in private.

Dwight hp 92/160, ac 33(touch 25)  d20+27=28 ;
Friday February 5th, 2010 7:28:54 PM

OOC: Sorry, forgot to roll.

Reflex save: 28 (got to be kidding...need a 2 or higher and still fail) Dmg: 68 -- Ouch!

Vedik AC 43 (16 touch) HP 276/276 Character Sheet Spells  d20+15=24 ;
Sunday February 7th, 2010 6:59:01 PM

Vedik points to Tratain and a green ray leaps from his finger, hopefully destroying the large hand holding Tratain.

He telepathically broadcasts to the group Attack the mages

OOC:
Standard Action: Cast Disintegrate on Tratain, hitting touch AC 24, which should destroy it.

Buffs:
Contingency: (CL 18)If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Haste (CL 18, 18 rounds)
Shapechange (CL 18, Extended 6 hours cast at appearance of flying castle.)

Marilith form: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.

Dwight hp 92/160, ac 33(touch 25)  d20+29=40 ; d6=4 ; d6=3 ; d6=3 ; d6=3 ; d20+24=28 ; d6=5 ; d6=3 ; d6=6 ; d6=4 ; d6=1 ; d20+19=29 ; d6=1 ; d6=5 ; d6=3 ; d6=2 ; d6=2 ; d20+29=30 ; d6=3 ; d6=6 ; d6=5 ; d6=4 ; d6=3 ; d20+29=36 ; d6=3 ; d6=3 ; d6=4 ; d6=3 ; d6=2 ;
Sunday February 7th, 2010 9:22:03 PM

Seeing others recovering from their cut-off access, Dwight reloads his bow, with hope.

(His attacks go against F4, unless he falls, disappears, etc, then to F2)

Att #1: Arrow of greater slaying (humanoid) (DMG pg 189) -- 40
Dmg: Fort DC 23 or Die, else normal damage applies (i assume): 12 + 6(holy) +3 (backstab due to blinking)= 21 dmg

Att #2 Frost arrow -- 28
Dmg: 13 + 9 (holy) + 4(cold) +1 (bs) = 27

Att #3: Frost Arrow --29
Dmg: 9 + 8(holy) + 2(cold) + 2(bs) = 21

Att #4: frost arrow -- 30 (nat 1 again) (don't remember if Wold uses autofail or not)
dmg: 11 + 11(holy) + 4(cold) + 3(bs) = 29

att #5: frost arrow due to haste -- 36
dmg: 11 + 7(holy) + 3 (cold) + 2(bs) = 23

potential total if AC < 30 = 121

---------------
Dm Sanity stuff

Flying 30-35' up on broom
Hasted
Blinking
Worried

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191 
Sunday February 7th, 2010 10:02:34 PM

(Not sure of where provokes aoo, so I'll leave that to dm discretion to minimize number... trying to move toward U14 area) Echilhin moves if possible trying to avoid giving opponents free shots at him and then attempts to use his Dark Walk ability to become incorporeal again.

Tratain Current Spells AC 45 HP 143/211  d20+26=36 ; d8+5=12 ; d20+21=41 ; d20+24=28 ; d20+24=25 ; d8+9=15 ; d20+21=30 ; d20+24=26 ; d20+21=23 ; d20+24=26 ; d20+21=25 ;
Sunday February 7th, 2010 10:35:09 PM

Tratain now free from the Giant Hand Defensively casts Spiritual Weapon at F4. A Warhammer appears and attempts to strike the spell caster. (Hit AC 36 for 12 Force Damage. 41 to beat SR.)

Elemental 1 HP 127 Continues to grapple with the Wolf. (Grapple Check 28 for 15 Damage, Don't know the Wolfs Opposed Check, Second Check fails on a 1)

Elemental 3 HP 2?(Earth Elemental had DR 5/-;I'm not sure if you took that into account with your Damage from last turn.) If still Alive Attempts to Buy time for the Party by trying to Grab the Barbarian But Fails to do so. (Both Grapple Checks Auto-Fail)



MonthorHit Points:(203 of 213) AC 44  d20+35=40 ; d10+20=28 ; 2d6=10 ; d6=6 ; d6=1 ;
Monday February 8th, 2010 11:19:35 AM

Animated shield (GMV) +5
+5 barkskin buff
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7

Haste
-----------------------------------------------------------

Enraged, Monthor flies over the wall and attacks the closest ennemie.
" AT THEE! "

--------------------------------
Two handed attack.
Moves to N21 {lands}

Hits AC 40 for 28 physical, 10 holy, 6 shock and 1 frost damage ( total 45 damage)

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

Under the Dome [Round 5] [DM Jeff]  d20+7=25 ; d4+1=2 ; 20d6=64 ; 20d6=71 ; d20+6=23 ; d20+25=40 ; d20+21=32 ; d20+21=27 ; d20+21=37 ; d20+20=24 ; d20+20=32 ; d20+14=33 ; d20+30=44 ; d20+25=35 ; d20+20=35 ; d20+15=29 ; d20+10=24 ; d12+27=36 ; d12+27=35 ; d12+27=31 ; d12+27=30 ; d12+27=39 ; d20+27=28 ; d20+21=27 ; d20+25=42 ; d20+25=30 ; d20+20=24 ; d20+20=34 ; d20+20=39 ; d20+25=30 ; 6d6=23 ;
Monday February 8th, 2010 2:02:52 PM

[OOC: Regarding the elementals, I didn't take into account Damage Resistance. So it should still be alive.]

---

Vedik frees up his fellow Knight, using a well placed Disintegrate.

Dwight tries out his Slaying arrow and it very nearly works. Unfortunately, the mage seems to keep it together long enough to get blasted by the rest of Dwight's arrows. By the fourth arrow strike, the man looks to be nearly dead. And then, just as Dwight's final arrow is about to strike and likely kill the man...

Tratain closes his eyes for just a moment and then finds himself completely engulfed in fire. [64 Fire Damage to Tratain - Reflex Save DC 27 for Half] AND [71 Fire Damage to Tratain - Reflex Save DC 27 for Half]. [Spellcraft Check x2 - DC 22: Highlight to display spoiler: {Delayed Blast Fireball}

[Spellcraft Check - DC 29: Highlight to display spoiler: {Finally! A trick you've seen before. It seems the mage had a Contingency spell attached to a Time Stop...}

Dwight is sad to see that his last arrow misses completely, because his target is no longer where he was...

Instead of moving and THEN activating Dark Walk, Echlhin uses his Grim power first and then, very casually, moves to U14.

Tratain doesn't seem too bothered by the firey death all around him and throws a Spiritual Weapon at the almost dead mage. The blow is enough to finish him off, even as he attempts to run away. HUZZAH! The Knights have their first kill on the battlefield.

Also, Tratain attempts to figure out what the cleric was doing to flummox his spells. His knowledge of spells makes it feel like an antimagic field of some sort, but that clearly can't be the cast. Instead, it is his religious history that helps him out. Tratain now notices that, the moment before his spell was cast, his connection to Domi disappeared briefly. So briefly that it was easy not to notice, but apparently it was sufficient to cut off his spell. And the worst part is that the cleric didn't have to do anything to activate that power. It seems an innate, always-active ability...

Elemental 1 continues to grapple. But Elemental 2 doesn't prove that helpful.

Monthor moves into the battle and swings (and connects) at F2. The blow almost completely cripples the wizard, making him appear to be a broken and shattered mess... But getting to close to the Purple Worm means that Monthor suffers an attack of opportunity from it. Which is a hilarious miss.

Plyf still suffering a lousy spell, doesn't do anything.

---

In addition, Tratain's spell from the last round manages to work its way around whatever complicated bureaucracy was keeping it from working. Vigo explodes to a much larger size, beginning an assault on F3 [I moved all attacks to F3, since F2 was behind the Worm].

In his first real attack on the battlefield, Vigo all-but eliminates one of the major threats. While the cleric is still alive, he certainly is on the edge of death and held tight by the familiar.

---

Figure 1 ignores the relatively useless elemental and, instead, steps towards Vigo and begins to go to down on the "little" guy. [Attack 1 - AC 44/Dmg 36. Attack 2 - AC 35/Dmg 35. Attack 3 - AC 35/Dmg 31. Attack 4 - AC 29/Dmg 30. Attack 5 - AC 24/Dmg 39]

Figure 2 defensively casts a spell that seems to do no additional damage to the battlefield, but Monthor immediately begins to feel the effects that overcome his Spell Resistance [Monthor [and anyone desire to approach F2] - Will Save DC 30: or be unable to move closer to F2]. And then he takes a 5-foot step away.
Spellcraft Check - DC 21: Highlight to display spoiler: {Repulsion}

Figure 3, so concerned with his impending death, manages to cast a verbal only spell that immediately returns Vigo to his tiny status as well as the purple worm! Vigo's grapple is ended! [Spellcraft Check - DC 26: Highlight to display spoiler: {Antimagic Field}

Figure 5, feels his transformation and returns to normal size. He doesn't bother freaking out though, instead just making a 5-foot step forward. Even as his size begins to balloon to the Purple Worm again, he shifts his form. Now there are two Mariliths on the battlefield. One Vedik, the other an evil druid. This one defensively casts a spell that manages to include Tratain, Dwight, and Monthor but avoid Figure 3 because of the Antimagic field.

A giant ball of light silently explodes around the three Knights. [SR Checks: Monthor 24 - Dwight 34 - Tratain 34. Monthor, Dwight, and Tratain take 23 Damage and are Blinded - Reflex Save DC 29 not to be Blinded and for Half Damage] [Spellcraft Check - DC 23: Highlight to display spoiler: {Sunburst}

---

Combat Map
- Yellow is Silence
- Pink is the edges of the dome
- Orange is Wall of Force [10 feet high]
- Green is a Wall of Force [30 feet high]
- Knights are Gray
- Baddies are Blue
- Vigo is I
- Red is Antimagic Field

The usual disclaimer: I am only human. Mistakes will be made. Tell me about them and I'll fix them if possible. If I can't easily fix it, I'll work up a corresponding benefit for the next round to even it out. Any questions can be emailed, posted on the board, or posted in private.

Dwight hp 92/160, ac 33(touch 25)  d20+27=31 ; d20+7=25 ; d20+30=42 ; d6=3 ; d6=4 ; d6=2 ; d6=2 ; d6=2 ; d20+25=33 ; d6=4 ; d6=2 ; d6=3 ; d6=5 ; d6=4 ; d20+20=37 ; d6=1 ; d6=6 ; d6=3 ; d6=4 ; d6=4 ; d20+30=43 ; d6=3 ; d6=5 ; d6=4 ; d6=1 ; d6=1 ; d20+30=37 ; d6=6 ; d6=3 ; d6=1 ; d6=1 ; d6=2 ;
Monday February 8th, 2010 4:21:34 PM

Dwight is impressed with the amount of damage he managed to cause against the mage, only wishing he had managed to knock him down completely.

(OOC: Just for the record, I think Dwight did the most damage that round. First time ever!)

Turning for his new target, Dwight sees a flash of light, but manages to cover his eyes at just the last momemtn (Reflex save: 31 -- not blinded, spellcraft: 25 )

Floating just a bit close (move 5' to K16 to be within 30'), Dwight unleashes another full volley of arrows, this time targeting the leader (F2).

Att #1: Frost Arrow -- 42
Dmg: 11 + 6H + 2F + 2SA = 21

Att #2: Frost Arrow -- 33
Dmg: 12 + 5H + 5F + 4SA = 26

Att #3: Frost Arrow -- 37
Dmg: 9 + 9H + 4F + 4 SA = 26

Att #4: Frost Arrow -- 43
Dmg: 11 + 9H + 1F + 1SA = 22

Att #5: Frost Arrow -- 37
Dmg: 14 + 4H + 1F + 2SA = 21

Total if AC < 33 is 116 damage

(Should F2 fall, then he will focus on F3)

-------------
DM Sanity

Hasted (+1 attack, +1 saves +1 AC)
Blinking
Flying on Broom 30'



Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+16=29 ; d100=58 ;
Monday February 8th, 2010 7:02:41 PM

Reflex save minus dexterity while Insane saves with DC 29 for no damage or half, I'm not sure while in this condition?

With her next roll, she flees from the caster as fast as possible.

I will let the DM go from there. :(

DM Jeff: Bah. I feel lousy with this. But Plyf wasn't hit by the Sunburst (or whatever it's called. Honestly, brain-fried at the moment). I shouldn't have thrown an Insanity spell into the mix. It's too debilitating and ruins the fun for one person. I'm retroactively changing the spell. Next Round, Plyf is free to act as normal.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday February 8th, 2010 8:43:18 PM

OOC: All spells are fair game to me. Granted, i only had a 25% chance of making it, but it's a high level game! I would have used a Hero Point if I had a 50/50.

See you all next week. I believe Kent will be subbing for me. Yeah!

Tratain Current Spells AC 45 HP 167/211  d20+15=27 ; d20+15=20 ; d20+15=18 ; d20+15=33 ; d20+10=27 ; d20+10=19 ; d20+10=21 ; d20+10=11 ; d20+10=11 ; d20+10=15 ; d20+24=29 ; d20+24=29 ; d8+9=12 ; d8+9=16 ; d20+20=39 ; d20+20=35 ; 2d10+10=17 ; 2d10+10=17 ; d20+26=28 ; d8+5=6 ;
Monday February 8th, 2010 9:08:39 PM

Tratain emerges from the Two Fireballs and the Giant ball of Light Battered, Bruised, Blinded and annoyed but still hanging on. (Reflex Saves 27 Made; 20 Fail, 18 Fail.)

Tratain Defensively Casts Heal Upon himself just incase any of the enemies attempt to take advantage of his momentary weakened state. (Heals 150)

Elemental 1 HP 127 Continues to Grapple with the Wolf - Grapple Checks 29 for Both, for 12 and 16 Damage.

Elemental 3 HP 2 Swings at the Barbarian Twice (Hit AC 39 for 17 Damage; Hit AC 35 for 17 Damage)

Tratain also Switches his Spiritual Hammer to Target the Barbarian and it attacks as well. (Hit AC 28 for 6 Damage)

MonthorHit Points:(191 of 213) AC 44  d20+14=28 ; d20+17=36 ; d20+22=23 ; d20+22=25 ;
Monday February 8th, 2010 9:29:18 PM

Animated shield (GMV) +5
+5 barkskin buff
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7

Haste
-----------------------------------------------------------
Will- 28
Reflex - 36

Monthor feels repulsed by the mage, Frustrated at being unable to reach his prey, Monthor takes some pleaseure at being able to avoid most of the bright lights effects (reflex 36).

Monthor draws his new throwing axe and lets fly.... horribly missing (natural 1/ ignore the second role).

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

Vedik AC 43 (16 touch) HP 276/276 Character Sheet Spells  d20+20=32 ; 4d6+4=21 ; 4d20+24=82 ; d20+24=34 ; 4d6+16=23 ;
Monday February 8th, 2010 10:07:11 PM

Knowing that the attack will be less effective, but lacking a better option, Vedik moves around the elemental and attacks the druid again. He lashes out with his tail, hoping to catch the Druid and constrict him again.

OOC:
This is a great fight, one of the best we've had.
Move action: Move around elemental to S20-T21
Standard Action: Attack druid with Tail: Hit AC 32 for 21 damage.
If that hits:
Free Grapple Check: 34 Vrs Defenders grapple DC (Bab+Current Str + current size modifier and +4 if they have improved grapple)
If the grapple check passes
Druid takes 21 damage and must make a DC 27 Fort save or fall unconscious for as long as held, and 2d4 rounds after.

Buffs:
Contingency: (CL 18)If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Haste (CL 18, 18 rounds)
Shapechange (CL 18, Extended 6 hours cast at appearance of flying castle.)

Marilith form: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191  d20+21=34 ; d3=3 ; d20+21=32 ; d3=1 ; d20+21=31 ; d3=1 ; d20+21=36 ; d20+21=34 ; d20+21=26 ; d20+18=33 ; d20+18=37 ; 15d6=57 ;
Monday February 8th, 2010 11:19:48 PM

(Starting with spellcraft checks so I don't forget about any... whoops was looking down and misclicked the d3 clicking too fast, sorry. dc 22 - 34, dc 22 - 32, dc 29 - 31, dc 21 - 36, dc 26 - 34, dc 23 - 26; recognized all spells)

Echlhin casts a Flamestrike on F2 and F5
(note: spells have ghost touch ability from class)
(SR check for F2 35 (33+2 for spell penetration)
(SR check for F5 39 (37+2 for spell penetration)
(57 damage, 1/2 fire, 1/2 divine. Reflex save 22 for 1/2 damage)

(I'm not really sure what to do with Vigo given that the portions of him outside the field are still colossal, yet a portion of him is tiny... then again it's late :)... so...)

Echlhin motions to Vigo hoping his once little friend will back out of the anti magic field
(...and stop making Joe's brain hurt)

DM Jeff: The way I've always treated anti-magic is: if a portion of a creature is in the field, the entire creature is affected. I may take it to the Rules Board for a confirmation since the end result may be a very-dead familiar.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191 
Monday February 8th, 2010 11:24:36 PM

((Vigo has taken 132 damage of 300 total hp, ac is 26))

Under the Dome [Round 6] [DM Jeff]  d20+15=26 ; d20+15=27 ; d20+7=26 ; d20+18=20 ; d20+13=24 ; d20+31=46 ; d20+27=36 ; d20+32=45 ; d12+27=29 ; d20+22=24 ; d3=3 ; d20+16=17 ; d20=4 ; d20+40=50 ;
Tuesday February 9th, 2010 3:37:36 PM

Dwight's arrows finish off two of the remaining Death Squad members, proving to be the most effective combatant on the field right now.

Plyf spins around and rushes straight into the edge of the dome, where she stays.

Tratain decides he doesn't want to be dead and heals himself up. And his Spiritual Hammer hits the Barbarian and does absolutely nothing. Elemental 1 keeps the wolf in a tight grapple, who is helpless to escape. Elemental 2 hits the Barbarian twice, although both hits are considerably weaker than they should be.

Monthor and Shirley have had a heck of a time being effective this round. Between the two of them, there's probably enough rage to fuel a couple of Wold-wide wars. Sadly, that rage doesn't help Monthor throw his axe...

Vedik moves to make this a Marilith vs Marilith battle. The tail hits, but the druid wiggles out of Vedik's hold.

Echlhin brings the fire on the druid, who is able to shrug most of it off. He tries to get the shrunken Vigo out of the anti-magic field, but he realizes that the field disappeared with the spellcaster's death and now there is only his pet scorpion laying there on the ground. [I'm gunna get an official ruling for this because of the line "Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field". For now, we'll just say that Vigo is out of the picture for the rest of this combat.]

---

Things are looking pretty dire for the Death Squad, but the remaining two members don't seem terribly concerned.

Figure 1's wounds, every one of them, heal and he is completely unharmed again. He charges towards Tratain, who feels the greataxe dig deep into his skin. [29 Damage to Tratain - Elemental and Spiritual hammer get AoOs on F1]

Figure 5 provokes an attack of opportunity from Vedik as it moves to bother Echlhin instead. A tail swings around to grab the Grim, but misses altogether.

---

Combat Map
- Yellow is Silence
- Pink is the edges of the dome
- Orange is Wall of Force [10 feet high]
- Green is a Wall of Force [30 feet high]
- Knights are Gray
- Baddies are Blue
- Vigo is I

The usual disclaimer: I am only human. Mistakes will be made. Tell me about them and I'll fix them if possible. If I can't easily fix it, I'll work up a corresponding benefit for the next round to even it out. Any questions can be emailed, posted on the board, or posted in private.

Dwight hp 92/160, ac 33(touch 25)  d20+30=32 ; d6=1 ; d6=1 ; d6=1 ; d6=5 ; d6=2 ; d20+25=28 ; d6=3 ; d6=1 ; d6=4 ; d6=6 ; d6=5 ; d20+20=39 ; d20+20=40 ; d20+20=36 ; d6=5 ; d6=3 ; d6=2 ; d6=2 ; d6=5 ; d6=2 ; d6=2 ; d20+30=43 ; d6=4 ; d6=5 ; d6=2 ; d6=4 ; d6=4 ; d20+30=49 ; d20+30=46 ; d6=2 ; d6=2 ; d6=6 ; d6=6 ; d6=1 ; d6=5 ; d6=4 ;
Tuesday February 9th, 2010 4:56:08 PM

Dwight glances at the two remain squad members as he pulls his bow back again, not sure how effective his arrows will be against the remaining unharmed members.

Taking aim at the closer one, F1, Dwight fires hoping to gain a flanking advantage by shifting to J16.

Att #1 - frost arrow -- 32
dmg: 9 + 2H + 5F +2SA = 18

Att #2 - frost arrow -- 28
dmg: 11 + 5H + 6F + 5SA = 27

Att #3 - frost arrow -- 39 (possible crit -- 40 (nat 20)-- sweet)
dmg: 13 + 5H + 2F + 5SA + (crit dmg: +4 from arrow) = 25 (29)

Att #4 - frost arrow -- 43
dmg: 12 + 7H + 4F + 4SA = 27

Att #5 - frost arrow: 49 (possible crit -- 46)
dmg: 10 + 8H + 6F + 1SA + (crit dmg + 9 from arrow) = 25 (34)

total if AC < 28 = 122 (or 133 with crits.)
total if AC < 32 = 95 ( 106 with crits.)
total if AC < 39 = 77 (88 with crits.)

--------------------------------------
DM Sanity

Hasted
Blinking
Flying 30'

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Tuesday February 9th, 2010 5:08:09 PM

As if a light went on in a dark house, suddenly Plyf comes back to her senses and momentarily wonders what she is doing so far from things and up against the wall. Taking another moment to gather her wits she realises her bow with arrow knocked is still in ahnd and uses tije to move to a more advantageous position (double move) and ends up in AA6.

Post by Kent

MonthorHit Points:(191 of 213) AC 44  d20+30=40 ; d10+30=34 ; 2d6=7 ; d6=5 ; d6=5 ;
Tuesday February 9th, 2010 7:45:49 PM

Animated shield (GMV) +5
+5 barkskin buff
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7

Haste

----------------------------------
Monthor moves (K20) to help Tratain.
With a mighty swing, Shirley attempts to take the head of the orc lover (F1)

--------------------------------
Two handed attack
Power attack, -5/+10

Attack 1 - Hits AC 40 physical damage 34, 7 holy damage, shock 5, frost 5
total damage= 51



Vedik AC 42 (17 touch) HP 191/191 Character Sheet Spells  d20+20=27 ; 4d6+4=20 ; d20+21=41 ; d20+21=24 ; d6+10=14 ; d6+10=11 ;
Tuesday February 9th, 2010 10:35:23 PM

Vedik strikes with his tail as the Druid moves away.

He then returns to his more common form. He pursues the Druid, attacking once with his cudgel as he gets within range.

OOC:
AOO: Hit AC 27 for 20 damage
Free Action: Astral Deval Form (medium size)
Move action: Move to R15 (provoking AOO I think)

Standard Action: Attack with club: Hit AC 43 (Crit chance: Hit AC 26) for 14 (25 if crit)
(Rolls didnt include flanking bonus)

Contingency: (CL 18)If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Haste (CL 18, 18 rounds)
Shapechange (CL 18, 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
Ring of Counterspells:

Tratain Current Spells AC 47 HP 138/211  d20+20=24 ; 2d10+10=23 ; d20+24=42 ; d20+24=43 ; d8+9=10 ; d8+9=17 ; d20+20=29 ; 2d10+10=20 ; d20+26=32 ; d20+21=36 ; d20+16=35 ; d20+11=14 ; d8+5=8 ; d8+5=7 ; d8+5=11 ; d8+5=12 ; d20+22=40 ; d20+22=31 ; d20+17=29 ; d20+12=27 ; d20+7=15 ; d8+8=10 ; d6=3 ; d6=5 ; d8+8=16 ; d6=2 ; d6=4 ; d8+8=14 ; d6=4 ; d6=3 ; d8+8=11 ; d6=4 ; d6=1 ;
Tuesday February 9th, 2010 11:00:34 PM

As the Barbarian runs at Tratain the Elemental takes a swing at him (Hit AC 24 for 23 Damage)

Elemental 1 HP 127 Continues to Grapple with the Wolf : (grapple Checks 42 for 10 Damage, Grapple Check 43 for 17 Damage)

Elemental 3 HP 2 Follows the Barbarian and tries to hit Him again. (Hit AC 29 For 20 Damage)

Tratain's Spiritual Weapon Continues to attack the Barbarian (Hit AC 32 For 8 Damage; AC 36 for 7 Damage; AC 35 for 11 Damage; AC 14 for 12 Damage)

Seeing his Friends Moving in to help with the Barbarian Tratain takes his own shots at the Barbarian But Fights Defensively While doing so. (Hit AC 40 for 10 Physical 8 Holy; AC 31 for 16 Physical 6 Holy; AC 29 for 14 Physical 7 Holy; AC 27 for 11 Physical 5 Holy)


Under the Dome [Round 7] [DM Jeff]  d20+24=31 ; d20+35=45 ; d20+30=45 ; d12+27=34 ; d12+27=31 ; d20+25=28 ; d20+20=27 ; d20+20=32 ; d20+15=24 ; d12+27=38 ; d12+27=38 ; d12+27=38 ; d20+20=39 ; d20+20=37 ; d20+20=23 ; d20+20=31 ; d20+20=36 ; d20+20=31 ; d20+20=29 ; d20+20=21 ; d20+24=40 ; d20+24=27 ; d20+24=43 ; d20+24=25 ; d20+24=44 ; d20+24=33 ; d20+24=28 ; d20+22=27 ; d8+9=11 ; d8+9=11 ; d8+9=15 ; d8+9=15 ; d8+9=12 ; d8+9=10 ; d8+9=13 ; d8+9=10 ; 4d6+4=15 ; d20+29= ; 4d6+13=28 ;
Wednesday February 10th, 2010 7:59:55 PM

[Just so everyone knows, I'm almost always going to hold off posting in favour of allowing everyone an opportunity to post. Hence the late post, as I was waiting for E.

Also, you'll all be happy to know I was miscalculating F1's damage in prior rounds... He should have been hitting harder. Which I am remedying now :D]

Dwight keeps up his arrow assault. He is concerned with attaining significant damage and rightly so. Most of his arrows hit, but they are considerably weaker than usual. But he still leaves his mark.

Plyf gets back into the action.

Monthor does his own hit on Figure 1.

Vedik's marilith attack fails to hit the druid, but he returns to his Deva form and moves closer to be a threat and scores a regular hit as well. Fortunately for Vedik, figure 5 can't seem to make use of the attack of opportunity.

Only one of Tratain's attempts is a miss and his Spiritual Weapon isn't too shabby either, running the same track record.

---

The barbarian seems to have absolutely no problem with being surrounded by Knights. In fact, he seems excited about the prospect. "Vran stupid. He die stupid. Knights stupid too." Which would be funny, if the half-orc wasn't so good at dealing out damage. His first two attacks are aimed at Monthor and both hit [34 Damage to Monthor and 31 Damage to Monthor]. The next three turn the greataxe onto the elemental [38 Damage to Elemental 3 and 38 Damage to Elemental 3 and 38 Damage to Elemental 3].

The druid is absolutely terrified, shows just how powerful it is by casting a quickened spell at Vedik that most spellcasters would never be able to quicken [Spellcraft Check - DC 21: Highlight to display spoiler: {Greater Dispel Magic, which means this caster just used an epic level spell slot}. [Vedik loses: Contingency [d20+20=39], 1 Magic Vestment [d20+20=37 and d20+20=23], Haste [d20+20=31], and Shapechange [d20+20=36]].

Using it's normal action, Figure 5 now starts beating on a drastically less-armored Vedik [Hits AC 40 for 11; Hits AC 27 for 11; Hits AC 43 for 15; Hits AC 25 for 15; Hits AC 44 (Crit Threat: vs AC 33) for 12 (Crit: +10 More); Hits AC 33 for 13; Hits AC 28 for 10]. Finally, the tail comes in for a hit and a grapple attempt [Hits AC 27 for 15; Grapple Check 41: if successful, Vedik takes another 28 Damage and must succeed on a DC 27 Fortitude save or lose consciousness]

---

Combat Map
- Yellow is Silence
- Pink is the edges of the dome
- Orange is Wall of Force [10 feet high]
- Green is a Wall of Force [30 feet high]
- Knights are Gray
- Baddies are Blue
- Vigo is I

The usual disclaimer: I am only human. Mistakes will be made. Tell me about them and I'll fix them if possible. If I can't easily fix it, I'll work up a corresponding benefit for the next round to even it out. Any questions can be emailed, posted on the board, or posted in private.

MonthorHit Points:(126 of 213) AC 44  d20+29=43 ; d10+30=40 ; 2d6=7 ; d6=2 ; d6=1 ; d20+30=37 ; d10+30=38 ; 2d6=11 ; d6=5 ; d6=1 ; d20+25=45 ; d20+25=39 ; d10+30=38 ; d10+30=31 ; d10+30=31 ; 2d6=6 ; d6=1 ; 2d10=15 ; d6=4 ; d20+25=27 ; d20+20=39 ; d20+20=29 ; d20+30=41 ; d20+30=32 ; d20+30=49 ; 2d6=6 ; d6=3 ; 2d10=6 ; d6=4 ;
Wednesday February 10th, 2010 8:32:33 PM

Animated shield (GMV) +5
+5 barkskin buff
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7

Haste
-------------------------

Glad that the barby is now flanked by the Elemental and Tratain, Monthor {figuratively speakig} roles up his sleeves and gets to work.

-----------------------
Two handed
Power attack-5,+10

Attack 1 hits 44 (forgot to add the haste bonus), for 40 physical, 7 holy, 2 electric, 1 frost = 50
Attack 2 hits 37 for 38 physical, 11 holy, 5 electric, 1 frost = 55
Attack 3 hits 45 (crit 39) physical 38 (100), 6 holy, 1 electric, (15 shock burst), 4 frost = 49 (126)
Attack 4 hits 27 (I'll assume a miss)
Attack 5 hits 39 (crit 29) physical 41 (122), 6 holy, 3 shock, (6 shock burst), 4 cold = 54 (141)

-------------
With a look of satisfaction, Monthor smiles...



Vedik AC 19 (13 touch) HP 66/191 Character Sheet Spells  d20+21=31 ; d20+40=53 ;
Wednesday February 10th, 2010 10:34:16 PM

Vedik withers under the magical and physical assault, loosing most of his magical protections and health. He certainly wont underestimate this druid again.

He does however remain conscious in the druids coils. Managing to shout a single word of power, he disappears, reappearing behind the earth elemental near Dwight.

He shakes his head to gather his thoughts after the attack.

OOC:
Takes 125 damage (all attacks hit AC 19)
DC 27 fort save to remain conscious: Passed: 31
DC 24 concentration check to cast while grappled: 53 (can not fail)
Standard Action: Cast Dimension Door (Verbal component only): D.Door to J16

disjunction: DDoor 1000' feet straight up.
Magic Vestment x1 (CL 20, 40 hours, cast in morning)


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191 
Wednesday February 10th, 2010 11:19:51 PM

Echlhin withdraws to S21.

-------------------------------------------------
Active: Delay Poison, Barskin, Longstrider, Deathward, Darkwalk: Incorporeal

Dwight hp 92/160, ac 33(touch 25)  d20+30=34 ; d6=2 ; d6=2 ; d6=4 ; d6=4 ; d6=4 ; d20+25=38 ; d6=2 ; d6=2 ; d6=5 ; d6=6 ; d6=2 ; d20+20=31 ; d6=2 ; d6=4 ; d6=3 ; d6=1 ; d6=5 ; d20+30=34 ; d6=4 ; d6=1 ; d6=2 ; d6=3 ; d6=1 ; d20+30=50 ; d20+30=38 ; d6=6 ; d6=6 ; d6=3 ; d6=2 ; d6=3 ; d6=1 ; d6=4 ;
Thursday February 11th, 2010 6:35:22 AM

Dwight takes aim, and then notices Vedik and Echlin both move away from the giant Druid. Moving over the Elemental if needed, Dwight takes aim at F1 again, hoping to aid in his departure from this living world.

Att #1: Frost arrow -- 34
dmg: 10 + 6H + 4F + 4SA = 24

Att #2: frost arrow -- 38
dmg: 10 + 7H + 6F + 2SA = 25

att #3: frost arrow -- 31
dmg: 10 + 7H + 1F + 5SA = 23

att #4 frost arrow --34
dmg: 12 + 3H + 3F + 1SA = 19

att #5: frost arrow -- 50 (possible crit: 38)
dmg: 14 + 9H + 2F + 3SA + (crit: 5) = 28 (33)

total if AC < 31 is 119 (124)

If Dwight hasn't moved then he floats upward a little more suspecting the Dwight is going to launch an arial spell at the tight group near F1.

--------------
Hasted
Blinking
30-35' flying on broom

Tratain Current Spells AC 47 HP 138/211  d20+24=33 ; d20+24=28 ; d8+9=12 ; d8+9=17 ; d20+26=46 ; d20+26=37 ; d8+5=8 ; d8+5=6 ; d8+5=12 ; d20+22=40 ; d6=6 ; d6=1 ; d8+8=13 ;
Thursday February 11th, 2010 9:26:26 AM

Elemental 1 continues to try and grapple with the wolf. (Grapple Check 33 for 12 Damage, Grapple Check 28 for 17 Damage)

Elemental 3 Vanishes back to its own plane after being finished off by the Barbarian.

Tratain Directs his Spiritual Hammer at the Druid. (Hit AC 46, 37 to Confirm Crit for 8 Damage 26 If crit successful.)

If the Barbarian is still Standing Tratain Swings at Him still fighting Defensively (13 Physical Damage 7 Holy Damage) Tratain will also use his Protector Powers to Intercept the First attack from the Barbarian Aimed at Monthor.

If the Barbarian was killed Tratain Moves 40 feet towards the Druid.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  d20+22=38 ; d20+17=27 ; d20+9=27 ; d20+22=28 ; d8+5=13 ; d6=5 ; d6=4; d8+5=9 ; d8+5=9 ; d8+5=13 ; 2d6=4 ; 2d6=6 ; d6=3 ; d6=4 ; 7d6=34; 7d6=17 ; 7d6=28 ; 7d6=29 ; 7d6=29 ;
Thursday February 11th, 2010 6:13:35 PM

Finally seetled in a position where she has good visibility, Phlyf begins drawing and firing her bow tryijng to find a good rhythm. She quickly aims and fires four arrows at Figure F5.

If she is considered to be flanking the ACs hit are in parentheses.

AC 38(40) - for 13 points + 9 holy and + 34 sneak attack if applicable
AC 27 (29) - for 9 points + 4 holy and + 28 sneak attack iff applicable
AC 27 (29) - for 9 points + 6 holy and + 29 sneak attack if applicable
AC 28 (30) - for 13 points + 7 holy and + 29 sneak attack if applicable

Shaking her head as she watches he arrow spread out much more than she would like she begins to take aim again.

Two Teams Enter: One Team Left [DM Jeff] 
Friday February 12th, 2010 12:27:49 AM

At this point, Monthor is in the full swing of things. Shirley does her job well enough with the help of Dwight's first arrow. The rest of them make their way towards the druid, followed shortly by Plyf's.

Vedik, Tratain and Echlhin all make efforts to get towards the druid. But as far as they can tell, the only thing left on the battlefield is the wolf who is being throttled by the elemental.

---

The barbarian keeps the fury and anger painted on his face right up until axe and arrow prove too much for even his mighty body. It's hard for Monthor not to appreciate just how much of a beating the half-orc managed to take, even if he did finally succumb in the end. As the light fades from his eyes and he finally falls to the ground, those around him can see some sort of satisfaction at the death of a warrior. That violent smile starts to melt away into nothingness along with the rest of the barbarian.

A marilith that proved a dangerous foe, if not a successful one, falls to the ground in a heap. Arrows litter the body and the Knights watch the unnatural way the limbs tumble; a most definite sign of death. But if there were any doubts, they are quickly tossed aside by the final transformation of the druid from demonic outsider to frail human. What started off the battle as a small snake perched on the back of a wolf and grew to be a powerful enemy now lays motionless on the ground, a signifier of the futility of attempting to outsmart Gargul even to those that who sell their souls for a chance at power and eternity. This pathetic scene only lasts a moment before the druid joins his companions; he too makes the shift from a powerful utilizer of nature to an acidic-looking goo that seems to be anything but natural...

Various puddles of goo litter the battlefield where the Knights made their kills. The Knights don't have to cast their minds back very far to recall that the last time they killed a member of the Death Squad, a similar fate was dealt to their enemy. And there was something Vran had told them that time about goo and coins...

Pained growls are the only noise left on the battlefield. The wolf is both hurt and, from the sounds of things, angry, but it has also proven a minor threat to the Gray Knights.

The Knights are free to act.

---

[Technically, still in combat rounds, but I'm declaring the wolf a non-threat at this point.]

MonthorHit Points:(126 of 213) AC 44 
Friday February 12th, 2010 8:02:48 AM

Monthor looks around the area before cleaning the blood off of Shirley.

Snorting at the sight of the barby's piles of goo, Monthor pokes around to see if there's any gear worth salvaging.

" Me hates it when they do that.... "



Vedik AC 24 (13 touch) HP 66/191 Character Sheet Spells  d6+5=10 ; d6+5=9 ; d6+5=6 ; d6+5=11 ; d8+5=9 ; d8+5=8 ; d8+5=13 ; d8+5=11 ; d8+5=13 ; d8+5=10 ; d8+5=9 ; d8+5=13 ; d8+5=11 ; d8+5=11 ; d8+5=12 ;
Friday February 12th, 2010 8:24:30 AM

Vedik uses a drop of his stored Woldsblood and refreshes his magic vestment.

"Everyone ok?" he calls out. "I think I need a few minutes here."

OOC:
Standard Action: Lesser Invigor: Magic Vestment.
If more than 1 round of actions are ok, Vedik will also use his wand of CLW to heal himself and others.
(ignore the D6's, forgot its D8): 11 charges brings him to 186/191. He then offers the wand to anyone who needs it.

If there is still more time (15 minutes) Vedik prepares a spell in his unused spell slot: Contingency.

Magic Vestment x2 (CL 20, 40 hours, cast in morning)

MonthorHit Points:(126 of 213) AC 44 
Friday February 12th, 2010 9:28:52 AM

" Medic!"

ooc> Could use some healing.

Dwight hp 92/160, ac 33(touch 25)  d20+18=25 ; d20+18=34 ;
Friday February 12th, 2010 8:35:09 PM

Dwight looks to the wolf for the last threat. Is this a normal wolf as in the ex-druid's mount, or another polymorphed person? Not fully convinced, he allows others to heal-up while he continues to watch and looks again to the floating island above.

spot on wolf: 25
spot on island: 34

He then speaks in a normal voice, "Mom? Do you detect othersss that possse a threat to the villagersss?" Dwight suspects MOM has been watching the whole thing and observing in some form.

Dwight maintains his flying and watching until Plyf is ready to watch the wolf. Dwight then heals himself.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon,  3d8+7=14 ; d3=2 ; 3d8+7=24 ; 3d8+7=26 ;
Saturday February 13th, 2010 12:22:03 PM

Phlyf hears Monthor's call and hastily puts away her bow and goes over to him.

"Well, I am not a medic but will I do," she asks as she whips out her cure crit wand. Using three charges she adds 64 points of healing to him. "Hope that helped"

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191 
Sunday February 14th, 2010 9:05:33 PM

If given the opportunity Echlhin also offers healing with his wand, as well as healing himself with it.

Tratain Current Spells AC 47 HP 138/211 
Monday February 15th, 2010 8:19:53 AM

Tratain starts to pull out his healing wands aswell.

He says "I think we should use our wands that offer long term protections, I don't know if we'll get a chance to use them after this if the Dread is watching us from up there and planning to send more of his troops down to fight us."

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday February 15th, 2010 10:48:56 PM

OOC: Thank you very much Kent for doing an excellent job while I was away. I'm sure everyone here, including myself, appreciate it.

Plyf posts will come tomorrow morning.

All that Glimmers is not Goo [DM Jeff] 
Tuesday February 16th, 2010 2:10:37 AM

The Knights begin to heal themselves up, taking as much time as they need to do so. Dwight is still worried about the wolf, but doesn't need to be. The takes a few rounds to finish the job, but eventually the canine's neck is snapped and it falls limply to the ground.

A full minute passes with the purple dome around the Knights before it disappears. Completely surrounding the battlefield are a circle of armed Tribe members with the occasional Guardian standing in between them. They look ready to charge any enemies, but they also seem relieved when the Knights are the only ones standing.

---

Monthor (and anyone else) looks to the goo for anything to salvage. As before, their gear is completely transformed with them. The Knights would have had to keep them alive and then strip them down to gain anything. And then, Monthor's eyes spot a glimmer amidst the slop: coins.

A quick search of the various piles reveals one coin for each of the Death Squad. Only the druid has two and the side that is showing appears to Gargul's eye. This must be Vran's.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Tuesday February 16th, 2010 9:45:19 AM

Plyf breathes heavily, shaking the last of the cobwebs from her mind. "Uh, anyone know what spell that was that dumbfounded me? I have got to get a Counter Spell put permanently upon me for that one!" She is no mage and she wouldn't even know if that would be possible, but it sounds good right now!

She knows the others, except maybe the dwarf with his axe, are smarter and wiser then her, but that really doesn't stop her from suggesting things.

"I would like to go up there alone, unless there are others that think they are as good as I, at being sneaky. A scouting mission to know where key figures might be in place could help us avoid killing hundreds or more before we face those in charge. Even better, find the control room and secure it. Let them come to us in a small area! While I'm away, bring back Vran, give him his coin back and perhaps get other intelligence from him, if that is possible."

She lets her words sink in. She hopes if they don't go with that plan, they have a better one.

MonthorHit Points:(213 of 213) AC 44 
Tuesday February 16th, 2010 7:54:55 PM

"Maybe we should consider doing this tomorrow... better to be at full strenght to take THAT on, the going in half... way."



Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday February 16th, 2010 8:24:42 PM

Vedik ponders. "I don't think they are going to let us get a good nights sleep Monthor. As for spying on the Dread...I'm not certain how far you'd get. It is of near deity level, if what I recall is true. We'd need powerful magic to block your detection magically."

He then casts Greater Dispel Magic into his ring of counterspells, and then casts Contingency.

OOC:

Buffs:
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Ring of Counter Spells: G. Dispel Magic.


Dwight hp 92/160, ac 33(touch 25) 
Tuesday February 16th, 2010 9:35:57 PM

As the wolf dies, Dwight floats back to the ground. He is saddened and gladdened to see the villagers prepared to defend themselves, and over grateful they will not be exterminated by the Dread Squad.

"I have to agree, all of the people need our protection. Our bessst defenssse, isss to be on the offenssse ssso that the Dread have to watch and worry about Ssshirley, rather than thossse folksss," as he again scans the helpless villagers.

Dwight then heals himself. (OOC: I'll roll next time, have to look up what die to roll for my wand.)

"I sssuggessst we fly, rather than teleport, and I sssussspect they already know we are here ssso ssstealth will be minimal."

"Any one know how to dessstroy a coin? I'd hate for one to be picked up accidently."

Lastly, in a normal tone, he calls for Mom, "MOM, it seems clear for the moment." Then he looks for the construct to re-appear.

Otherwise Dwight looks to others to make a final decision.

Tratain Current Spells AC 47 HP 207/211  d8+8=9 ; d8+8=13 ; d8+5=7 ; d8+5=7 ; d8+5=9 ; d8+5=6 ; d8+5=8 ; d8+5=13 ; d8+5=13 ; d8+5=12 ;
Tuesday February 16th, 2010 10:41:08 PM

Tratain Heals Himself with one of his wands, and will heal anyone else aswell that is injured. (Used 7 Charges of Wand)

Tratain also uses the Protection from Energy wand on the group to protect them from Fire. (Absorbs 30 points per attack)

He says "Vedik, we'll want stoneskins for everyone as well, and I will use the death ward wand right before we leave. I don't think sending one person to scout the Dreads fortress is a good idea. We will all go together, once there Plyf you can scout a little ahead of us, but I don't want to send you anywhere without us close by to help incase it is needed."

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Wednesday February 17th, 2010 9:56:17 AM

Plyf doesn't know if she should be upset that they have so little faith in her skills, or happy they are concerned about her safety, so she waits, emotionless, for when everyone is ready.

Plans [DM Jeff] 
Wednesday February 17th, 2010 4:11:30 PM

More healing happens. The Knights discuss their next move. Vran lays, in his stone form, on the ground. And the Tribe seems somewhat anxious. One of the Guardians steps forward and it shimmers. Not an illusion, as the Knights recognize anyway. It seems that one minute, there is a Guardian there and the next it is the familiar sight of MOM.

"It seems we owe you thanks again..." MOM looks at the piles of goo with a curious eye. Then MOM points to each of the coins and, using some sort of telekinesis, pulls them out of the goo and they slowly float towards the construct. Six Dread coins sit in the air in front of MOM, spinning slowly as if the construct is trying to figure them out. "I presume you knew these people? Or at least, they knew you. But they also know of the Tribe. This is troubling."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191  d8+5=13 ; d8+5=8 ; d8+5=6 ; d8+5=12 ;
Wednesday February 17th, 2010 7:18:30 PM

Echlhin uses 4 charges from T's wand.

"Do we think that one of these is Vran's?", he says pointing to the coins spinning before MOM.

Dwight hp 92/160, ac 33(touch 25) 
Wednesday February 17th, 2010 10:31:59 PM

"I think we ssshould return Vran'sss coin, sssee if he can quickly give usss sssome information, or perhapsss join usss. Leadersss, quantity, protectionsss, main roomsss etc. would all by VERY helpful. What do ya'll think?"

(If we don't have the spell power to do so, Dwight will inquire to MOM to return stone to flesh and return coin with group support.)

Tratain Current Spells AC 47 HP 207/211 
Thursday February 18th, 2010 9:07:13 AM

Tratain says "I think the Coin with Gargul's Eye on it is Vrans. I think Dwight is correct, we should turn him back and return it to him. He may be able to provide us with valuable information. I have some stone salve we can use."

Tratain says to MoM "We fought these men once before. They ambushed us in the City and fled when the battle turned against them. I'm surprised they stayed here this time, they are also different from then. They have powers now they did not posses then. Maybe Vran can explain. Maybe he also knows how the Dread found out about this place."

If MoM can not return Vran to flesh Tratain will use his stone salve on Him to restore him.

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Thursday February 18th, 2010 10:16:06 AM

Plyf keeps her bow in hand and continues to wait for the others.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Thursday February 18th, 2010 6:50:00 PM

Finishing his casting, Vedik looks up.

"Vran may be able to explain, but we could also put him at risk if he is returned to his normal state. Who knows what power the Dread can exercise over his minions this close."

OOC
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Ring of Counterspell: G. Dispel Magic

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Thursday February 18th, 2010 10:28:25 PM

Plyf perks up. "From the look of that coin, I think we can now safely say, Vran is a minion of Gargul and not the Dread. I doubt they have power over him any more, but that is just an opinion. Some of you are closer to the dark god then I."

Plans [DM Jeff] 
Friday February 19th, 2010 4:52:12 AM

[Post will be late. Sorry]

MonthorHit Points:(213 of 213) AC 44 
Friday February 19th, 2010 12:17:07 PM

Monthor listens and observes...
No comments offered or likely needed at this point.

Thoughts [DM Jeff] 
Friday February 19th, 2010 1:24:03 PM

MOM shakes its head. "I'm sorry. While there are a number of things I can do, flesh and stone is not one of them." The construct eyes light up for a moment and then MOM gets really quite excited. "If you would give me a few minutes, I may be able to give you something to help out on this assault. I will be back." And then the construct disappears and the coins floating fall to the ground, all looking identical with the exception of the one with Gargul's eye on it.

[Once the group has a consensus on action, I'll move forward. But it's up to you all what you do.]

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday February 19th, 2010 1:27:04 PM

"Our heros once again prepare to go and make their fate.
It's times like these when evils bound, injustice used to sate.
We pick up those they wish to squash then we take our enemies down!
There will nay, come a day, when on this work we frown!

Gray Knights!

Gray Knights!

Now don't let the name fool you, No!
We are all very bright!

Gray Knights!

Gray Knights!

In dark or light we'll take the fight, into the Shadow Realm!"

Inspire Competence on any skills the group may need in the immediate future.

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.

Dwight hp 92/160, ac 33(touch 25) 
Sunday February 21st, 2010 7:55:36 PM

Dwight looks to Tratain to make the final call, though he is in favor of getting more answers before an assualt on the floating island.

MonthorHit Points:(213 of 213) AC 44 
Sunday February 21st, 2010 10:06:29 PM

ooc> Heading home for a family emergency. I'll likely be gone at least a week. Someone sub please.



Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday February 22nd, 2010 3:54:54 PM

OOC: I hope you and your family are alright Yves! Thoughts are with you.

Tratain Current Spells AC 47 HP 207/211 
Monday February 22nd, 2010 9:36:36 PM

Tratain picks up Vrans Coin and goes over to where Vedik turned the Man to stone. He pulls out his stone salve and uses it to turn the man back to flesh. Once Vran is restored Tratain asks him about the flying castle and what he knows about the Dread.

Dwight hp 92/160, ac 33(touch 25) 
Monday February 22nd, 2010 9:59:48 PM

Watching Tratain carefully pick up the coin, avoiding handling the coin himself, Dwight waits for some forthcoming answers and his wand should Vran return in pain.

Money Troubles... [DM Jeff] 
Tuesday February 23rd, 2010 3:01:02 AM

Applying the salve to Vran is an easy task for Tratain. The Knights all watch as the man is transformed before their eyes.

Tratain, perhaps not believing that the Coin is dangerous or perhaps simply not caring, picks it up. Immediately the Protector is almost overwhelmed with the evil held within it. An evil that barely seems to be held at bay. The Coin briefly seems to glow with darkness, if such a description even makes sense. The eye of Gargul on the back flares up in Tratain's hand, attempting to fight against the darkness within it [Tratain - Will Save versus DC 45].

The ex-Dread who is finishing his slow shift from stone to flesh cries out in pain as his body continues to deteriorate as before. It is an awful sight to watch, even for the brief second that it happens. Then, suddenly, he reaches out and grasps Tratain's hand with the Coin. Immediately his wounds stop flowing and he seems just a little bit more alive. Oddly enough, he does not take the Coin from Tratain instead keeping it touching both man's hands.

"That might be a problem." He says, looking at Tratain. "I guess we'll need to get you a coin of your own now..."

Tratain Current Spells AC 47 HP 207/211  d20+26=39 ;
Tuesday February 23rd, 2010 10:14:22 AM

Tratain says "I take it I shouldn't have touched that coin?" (Will save 39; Fails)

He continues "What just happened? Why would I need a coin, what does it do?"

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Tuesday February 23rd, 2010 4:11:31 PM

Plyf goes into shock when he reaches out to grab the coin. What incredable fortitude and daring! That's the way she will tell the story anyway, despite the reckless and fool hardy action, which was anything but thought through. She prays to Wardd to give him a second chance.

Group email sent.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191 
Tuesday February 23rd, 2010 7:55:12 PM

...waits to hear Vran's response about the coin and what just happened.

Dwight hp 92/160, ac 33(touch 25) 
Tuesday February 23rd, 2010 11:02:23 PM

Dwight also stands wondering how much more complex things have just gotten.

Groundwork


Too Much Talking [DM Jeff] 
Wednesday February 24th, 2010 3:42:05 AM

Vran looks at Tratin with sadness. "The Coins connect all of the Sons to someone in the Dread leadership. For most, it is tethered to whoever leads their particular cell. For some rare and powerful members, it is tied to one of the eight Dread Liches. In my case, this coin is connected directly to the Lord of the Dread..." He lets that sink it to the Knights and, more importantly, Tratain. "It allows any member to be located and, to some degree, controlled by whoever their Coin is bound to. If you'll recall, Gargul altered mine to protect me. A protection that I'm not entirely confident will be absolute now that they are aware of my duplicity."

"You saw what was happening to me without mine. Without one of your own, the same will happen to you. If the Coin leaves your body, you have mere minutes to live. Likely much less. There are certain benefits that come with it, although they vary depending on the individual." Vran stares at Tratain's hand held within his own and shakes his head. "You need this Coin. It has Gargul's protection, however weak that may be now. And the last thing that you need is to be bonded to the Lord of the Dread. Which means I have two options and neither are particularly good: the first is that I simply let go of the Coin and accept the fate that I deserve; the second is that I take one of the Death Squad's Coins. It would work well enough to prevent me from dying. But it will lack any protection from Gargul."

"That decision I leave entirely in your hands, but there is some information that you need to know before you do... I believe now that the Dread was not aware of your where-abouts. They had attempted to discover your location previously, but every time the Diviner ended up frozen solid. They made me believe you were at risk and then followed me when I came to warn you. I was foolish enough to fall into their trap. But it presents us with a rather interesting opportunity..."

"I don't know if you are aware of how the Sons of Dread work, but it is a decentralized organization. The cells operate independently which makes it very difficult to put a stop to them. It could takes years to go around and kill each group. But right now, we've got a chance to cut off the head of the Sons. For the first time since the Sons of Dread were formed, all eight of the Dread Liches are gathered in a single place." He points to the Skycastle. "Up there are the eight liches responsible for nearly all of the activities undertaken in the name of the Sons of Dread. And if they're all there together, it means that they need new orders and going to summon the Lord of the Dread himself."

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Wednesday February 24th, 2010 9:58:27 AM

"There is a third choice not mentioned. We turn Vran back to stone so he does not degrade while Traiten uses Vran's coin?"

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191  d20+27=36 ; d20+21=25 ;
Wednesday February 24th, 2010 7:14:27 PM

Unsure as to how to proceed, Echlhin first shifts his vision hoping to possibly perceive the bonds between the coin Tratain and Vran (threw in a spot check 36). He also uses his Sense Spirit ability to try and discern the connection.

If discernable or not he tries to determine if he is able to assist in the situation in some way (spell craft 25).

Feeling uncertain as to what else may be done under his own means, he begins to meditate, silently calling to Gargul for his assistance in the matter.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+18=33 ; d20+33=37 ; d20+33=41 ;
Wednesday February 24th, 2010 9:17:27 PM

Vedik frowns.

"I've no more spells to put you to stone." He thinks for a moment. "Does the link travel across planar boundries? Could it the link be broken somehow?"

OOC:
K: Arcana: 33
Spellcraft: 37
K: The Planes: 41

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

Tratain Current Spells AC 47 HP 207/211 
Wednesday February 24th, 2010 10:26:03 PM

Tratain says "Well, you just letting go of the coin is right out, I will not allow that. Just touching the coin forms a link? Is there any way to break it?"

He continues "What does dangers to myself an the group does this now present? You said the person on the other end of the bond with the coin gains power over who holds the coin? What can they do? If you can use the coins from one of the death squad members would I be able to as well?"

He finishes "Also, any information you have regarding that flying castle would be helpful. How many defenders would be there? The layout, can we teleport there or is travel blocked and any other dangers that await there would be helpful to know. Also the death squad members seemed different in this battle that the last, strange powers and such, do you know how they aquired them?"

Dwight hp 92/160, ac 33(touch 25) 
Wednesday February 24th, 2010 10:37:01 PM

Dwight worries about the new connection Tratain has, if only Echlin had touched it, a connection with Gargul wouldn't hurt him

"I wisssh I had a sssuggessstion. Vran, would the Dread know you had a different coin? If not, we might be able to sssay the Sssquad had a sole survivor after defeating the Knight and then 'report' to the lichesss as the Sssquad likely had plansss to do. "

"Also," as an aside, "do the coins require a physical touch, or would gloves, gauntlets provide protection? I ask, because while EXTREMELY dangerous, we could use their coins as a weapon against them. If they were say 'hit' with a coin, they would then be required to hold two coins. As the coin fell, they would begin suffering immediatelly. Am I thinking of this correctly?"

OOC: Dwight is thinking he might be able to use the coins as a weapon, while he wants to avoid physical contact, would encasing a coin, say inside a clay arrow head, be safe (according to Vran)? The clay would break upon impact, allowing the coin to touch the person --- effects would then be dependent upon how the coin works, but based on what Dwight knows, it could be instantly bad. Dwight will ask questions of Vran to see if this is possible. Lastly, Dwight has Nolzurs Marvelous Pigment which allows for the creation of generic/cheap items.

More Talking, with Answers [DM Jeff] 
Thursday February 25th, 2010 3:42:07 AM

Vran nods his head at the thoughts of the Knights, although in no particular order. [I've tried to answer everything, if I missed something, lemmie know. I will be happy to answer any and all questions you have. But I'll also be happy to shut up and let you get on with the module if that is what you'd prefer]

Echlhin's Questions

Echlhin's Sense Spirit attempts to discover more information about Tratain's condition and the results aren't good. The situation is similar to when Vran appeared to the Knights, his soul clearly missing. It seems that Tratain's and Vran's souls are both lacking something. It is difficult to tell exactly what that something is, but Echlhin can tell that whatever it is, it has been placed in the Coin.

As for Gargul... The God seems silent on the matter.

Vedik's Questions

"The Lord of the Dread himself is not on this plane. So it is likely that interplanar travel would not help. As for breaking the link, it is outside of my powers. And you'll recall that Gargul himself didn't remove it. Perhaps he didn't want to get involved in a fight with another God over me. You, on the other hand, are the Gray Knights." He pauses for a moment. "Another way to eliminate the link would be to kill the Lord of the Dread... The magic is tied directly to the controller."

Tratain's Questions

"The coins aren't bonded particularly to the individual. Either of us could use one of the extras and our lives would be spared. But using any coin other than this one, and perhaps even this one too, will result in two immediate problems. The first is that one of the Dread Liches will instantly know where the Coin is. And if you're planning on assaulting them, you lose the element of surprise. The bigger problem is that they would start sending commands to you through the Coin. Not just simple requests, but orders that you would have to struggle to disobey." He glances over at the coins laying on the ground where MOM left them with a curious look in his eye. "That being said, the Coins don't transmit back information on who is holding them. So if one of us were to pick up those other coins, the Lich on the other side would have no way of telling that it wasn't one of their henchmen."

He looks up to the Skycastle. "I don't know a lot about the castle. I would suggest not teleporting up, because you don't know who will be there where you appear... And at the moment, there are at least eight very powerful Liches there. Likely some of their henchmen or guards, although probably not too many since there is a very delicate balance of power between all the Liches and they don't trust each other very much."

Finally, on Tratain's concern about the Death Squad. "As I understand it, they were punished rather severely for their failure to eliminate you last time. They were then tasked with finishing the job and it was made clear that failure again would not be permitted. The Sons of Dread have access to some incredibly... evil magics. I believe that they, knowing some of your tactics, sought out individuals with abilities that would prove useful in a fight against you: they were talking about Athers and Ciphers. I only found out afterwards... If I had known before, I would have tried to stop them. The way that they drained the abilities out and those heroes. There were hardly even bodies left."

Dwight's Questions

A smile almost seems to appear on Vran's face as Dwight speaks. "You are a creative individual... I would not suggest picking up the coins in any way that was connected to you. Their powers are incredibly strong. As for their use as a weapon, I think it would only really be helpful if they weren't already connected to one of the Coins. And even then, I know that they have to be alive. So the Coins couldn't be used against liches or the Dread himself. But as for the rest of it, I don't know."

Tratain Current Spells AC 47 HP 207/211 
Thursday February 25th, 2010 10:10:55 PM

Tratain says "If you don't mind using one of the other Dread Coins for a little while Vran, I'll hold onto this one while we go confront the Dread. We'll need a way up there and we'll need to make sure everyone is healed and ready to go with all of the protections we can offer. Its time we took the fight to them now."

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Thursday February 25th, 2010 10:37:59 PM

Plyf looks worried, "What if Vran is controlled and forced to fight us? It would be a shame for us to have to kill him. I hate to say it, but perhaps he has done all he can and Gargul has seen to it by your actions."

Plyf isn't condemning anyone, just presenting the fact that gods control mortals on a whim and why else would an other wise reasonable and intelligent adventurer, experienced in the ways of evil, do something so out of character, if not forced by the gods themselves?

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+16=35 ;
Friday February 26th, 2010 8:17:45 AM

Vedik nods. "So be it. Let's bring the fight to them. Remember, when we face the Liches, hit them hard and fast. Spread out somewhat to avoid their area spells. But above all we must hit them hard quickly. If they get the initiative in the fight we are done. We need them responding to our actions, not us responding to theirs."

"Liches are more vunerable to bludgeoning weapons. Don't bother with frost, lightning, or mind attacks. The good news is generally undead can not take a huge amount of damage. Nothing near what that barbarian took."

"Monthor, ever been a Stone Giant?" He smirks slightly.

OOC:
K: Religion: To recall the details on Liches.

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

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191 
Friday February 26th, 2010 9:02:15 AM

Echlhin checks on Vigo (DM decision on this?) and preps a spell into his staff

DM Jeff: The way it happened, I say Vigo stays alive. But keep in mind, that won't always be the case. If it is on the battlefield, it will be a target. And as you may have discovered, Dan and I have some tricks up our sleeves. :P

Monthor Hit Points:(213 of 213) AC 44 
Friday February 26th, 2010 1:45:15 PM

Monthor nods. "Let's quit yapping and get on with this. Shirley's getting anxious."

Troy subbing for Yves

Dwight hp 92/160, ac 33(touch 25)  2d8+5=20 ; 2d8+5=14 ; 2d8+5=15 ; 2d8+5=16 ; 2d8+5=17 ;
Friday February 26th, 2010 5:54:23 PM

Dwight has a worried look on his face as he realizes more battle is looming close. He nods, at Tratain's decision, ready with his broom, his bow, and as much luck as he has remaining.

(fully healed from several posts ago, just didn't know what to roll.)

Plyf (AC:32 ; HP:114/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday February 26th, 2010 11:13:05 PM

Plyf shrugs her shoulders. She as ready as ever and willing to take down some undead. She thinks of her secret weapon and hopes she has a chance to use it.

More Talking, with Answers [DM Jeff] 
Monday March 1st, 2010 1:47:19 AM

[Won't be posting tonight. Feeling lousy. Will get a post up sometime tomorrow, but feel free to figure out what you're all up to with the Castle and such. Assume Vran's willingness and so-forth regarding the coin.]

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday March 1st, 2010 4:15:05 PM

It seems Plyf has nothing better to do so she will use her mental faculties to record what she can about the present and the recent past. If she lives through this, her fame will grow like a torch thrown in a barn at harvest time. If she doesn't? Well, maybe Gargul will bless her with a happy afterlife. Some tavern in The Realm of Shadows, where her drinks are bought and the food is plentiful. never needing to rest and composing songs for eternity...

Well, she has to work for all of that and no one should assume they have done enough to earn their dream afterlife.

She just smiles at the group and even at Vran. It may seem somewhat inappropriate, but she just can't resist. How can she feel bad for the ex-Dread member? At least he has done something to make amends.

Dwight hp 92/160, ac 33(touch 25) 
Monday March 1st, 2010 8:26:58 PM

Dwight speaks with Plyf about tactics. "We ssshould ssstay on opposssite sssides of, that way at leassst one of usss ssshould have a ssshot each round. Not sssure how effect my arrowsss will be againssst undead, but we will know sssoon enough."


To Earn Your Wings... [DM Jeff] 
Tuesday March 2nd, 2010 3:00:46 AM

The Knights, having dealt with Liches before, know all the standard details about the creatures. As for the Dread Liches or the Lord of the Dread, only the tiniest rumors support the idea of them existing. This missions is going to be blind in more ways than one.

---

Vran leans down and picks up one of the other Dread coins. As he releases the protected one, Echlhin watches the strange soul-transfer complete itself. Both Vran and Tratain seem empty shadows of themselves, held together only by the tiny bit of mental in their hands. The Knights brace for Vran to lose control and after a few tense seconds, after nothing has happened, everyone relaxes.

"As I suspected... All I can sense from this coin is confusion. And a repeated command to 'return', but there is no compulsion to do so." Vran says to the Knights. Tratain, unsure of how the Coin works, feels nothing similar. In fact, if anything, Tratain feels more empowered than he did before. The Protector has always had the touch of Domi within him, but now he also feels the cold embrace of Gargul. "The closer I get to the commander, the more influence that they will have."

"One last thing. You may be wondering what exactly I've been doing within the Sons of Dread. I've been taking orders from someone who I believe some of you know of? If there was time enough to get him a message, he might be able to rally more forces to help with this assault, but we've no clue when their Castle will disappear again... I've been working with the Dragon Consortium: Valdor Dragonstone, to be precise. He has been attempting to find a way to strike at the Lord of the Dread for a long time now. I informed him that you had drawn the eye of the Dread and he told me to pass on this message: Succeed here and you will be Dragons."

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Tuesday March 2nd, 2010 5:02:09 PM

Plyf nods in agreement at Dwights suggestion. "We can focus on any nonundead we run into and utilize our Sneak attacks, if the opportunity presents itself."

Dwight hp 160/160, ac 33(touch 25) 
Tuesday March 2nd, 2010 8:47:00 PM

"Sssure, assssssuming thessse leadersss allow any of our kind around them."

"Now, getting up to the cassstle. I could fly on my broom, perhapsss with one other."

"Tratain, any sssuggessstionsss before we attempt thisss epic battle?"

Tratain Current Spells AC 47 HP 207/211 
Tuesday March 2nd, 2010 9:34:04 PM

Tratain says "We'll need some way to get all of us up there to the castle. We also need to have all of our defenses prepared before we go up there. I have protected us from Fire, Vedik can you use the stoneskin wand on us. I will also use our death ward wand on us and don't we have an invisibility wand? It may not help us against the Lich's but it may keep whatever they have keeping watch from seeing us."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191 
Tuesday March 2nd, 2010 9:57:55 PM

Echlhin will cast his Fire Seeds spell when the time is right (duration 180 minutes), after all of the other preparations have been made.

(Not sure of travel times to get there, etc. For example if we take a method that appears it will take 2 hours to get there, he will wait. But for example if we are going to teleport, he will cast it before the teleport)

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Tuesday March 2nd, 2010 10:00:04 PM

Plyf waves her wand of Greater Invisibility between her index finger and her thumbe, with a smile, "Why yes. Yes we do."

MonthorHit Points:(213 of 213) AC 44 
Wednesday March 3rd, 2010 7:10:37 AM

We need to be warded against possession somehow as well. Me'd hate to have to knock one of ye out because a beasty took ye over.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Wednesday March 3rd, 2010 10:43:26 AM

"Let's fly up under it, it's probably an easier approach. Vran, any thoughts on what direction to approach from? How many entrances are there? Which are likely to be least guarded?"

He uses the stoneskin wand on everyone. He then looks around for a large slab of stone, metal, or even a large tree, up to 36 cubic feet. If he can find one he casts shrink item on it, turning it into cloth.

OOC:
Stoneskin: CL 15 (150 minutes)
Cast Shrink Item

Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic

Dwight hp 160/160, ac 33(touch 25) 
Wednesday March 3rd, 2010 10:00:32 PM

Dwight accepts all the preventative and protection type of spells knowing this is going to be a very tough battle.

"Bessst we call in any divine favorsss, we are likely to need them."

OOC: Any word on "Monthor"?

MonthorHit Points:(213 of 213) AC 44 
Wednesday March 3rd, 2010 10:28:47 PM

ooc>Monthor's back.

... First You Must Fly [DM Jeff] 
Thursday March 4th, 2010 4:06:55 AM

The journey up to the Skycastle shouldn't take more than half hour of flying. The Knights all prepare for heading up. Echlhin with Fire Seds. Vedik with Stoneskin. Plyf has her Invisibility wand. And Vedik also gets a big ol' tree and shrinks it.

"It's best not to think of it as a flying castle. Think of it as a flying chunk of land that happens to have a castle on a part of it. I would not be surprised to find a small forest or lake up there as well. The direction that we approach from is likely not going to make a big difference. If they know we're coming, anywhere will be dangerous. And if they don't, then there is the element of surprise on our side." Vran says while staring upward. The Knights notice that he has cast his own fly spell and is ready to go.

Just as the Knights are attempting to head up, MOM reappears. The Teucri guardian appears to be smiling and holds out the burnt out Star Crystal that the Knights so recently replaced. "Hopefully, this will come in handy... I was able to manipulate the remaining magic within the Crystal so that it will give you a one-use stasis field. It will create a rest area for you. Which is only useful because of the second effect: it will dramatically speed up your personal perceptions of time. Seconds will go by for everyone else, but you will experience ten hours. Should you need an opportunity to rest, this will serve you quite well. And I've included some goodies that should be helpful, but the magic is not the most stable. I doubt that it will survive for more than a day. And don't try to alter it with your own magic. There's no telling what the consequence would be in poking around with such unstable magic."

[Looking into the Crystal, the Knights can see that is has been transformed. Inside a shimmer tower that, even trapped within the Crystal, is awe inspired. Activating the Time Capsule requires a full minute. There is an indentation on the top of it where someone's hand will go to start the activation process. Each person who wishes to be affected by the magic must be touching either the crystal or the person who is activating it.]

---

When all their business on the ground is sorted out, the Knights and Vran begin to fly. Seconds pass into minutes and the Knights get a feel for just how isolated this valley is. For miles and miles is simple forest. How calm a life these people must have had before. But the attention is focused above as Vran's description of the Skycastle seems more and more accurate the higher the Knights get. It is as if someone tore a part of the Wold out and put it in the sky.

Vran directs the group to fly directly beneath the floating land. From here, the Knights are close enough to touch it... "What now?" The old man asks of the group.

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon,  d20+24=40 ; d20+24=40 ; d20+24=29 ; d20+24=39 ; d20+24=30 ;
Thursday March 4th, 2010 8:04:49 AM

Plyf removes her belt before she attempts to use her wand and begins with Tratain, then Echlhin, Dwight, Monthor, then herself.

"Shall we hold hands so we know where we are?"

Dwight hp 160/160, ac 33(touch 25) 
Thursday March 4th, 2010 9:39:20 PM

Before departing, Dwight tells MoM of the dangers of the coins and suggest that he makes sure that none of the villagers come into contact with the coins. We will return to find a way to destroy them once the island has been taken care of.

------

Dwight looks to Vran, "Honessstly, knowing the shortest path to where a lich isss likely resssting would be helpful. If we can find a lich alone, or at leassst not with the other lichesss, that might allow usss to ussse our element of sssurprissse to the fullessst. Any chance that coin of yoursss worksss both waysss; can you trace the path to the coinsss' lich?"

"Without that, I'd sssay, off to the grand hall?"

"Tratain, thoughtsss?," he says to all the empty space around him.

Tratain Current Spells AC 47 HP 207/211 
Thursday March 4th, 2010 10:46:59 PM

Tratain says "Now that we are here we need to be very careful. Plyf and Vedik can the two of you fly up and try and find us a safe place to land? remember when we attacked the gate though, that they had some kind of magic set up that told everyone in that camp exactly where we were and that we didn't belong. Keep an eye out for something like that and see if there is a way to disable it. Once we've found a safe place to land we can move inward towards the castle."

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+31=42 ; d20+31=35 ; d20+31=45 ;
Thursday March 4th, 2010 11:16:24 PM

Vedik nods. "Let's go" he says to Plyf, and moves slowly up over the edge, trying to find a place that will give him some cover. Once there he casts detect magic and scans the area looking for auras.

OOC:
Move up over edge, cast detect magic.
Detect magic spellcraft checks: 42, 35, 45

Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday March 5th, 2010 9:05:26 AM

Plyf leaves with Tratain after she too casts Detect Magic.

Cast Detect Magic­

0-8/ 1

1-6/ 0


MonthorHit Points:(213 of 213) AC 44 
Friday March 5th, 2010 2:07:28 PM

Works for me....

ooc> Who's got the Star Crystal?
I'm noting the following additional buffs:
GMA- shield
GMW- Shirley
protection from fire (30)
Stone skin
Death ward
fly {?}
Greater invisibility {?}
Am I missing anything?

Note: They could still have some other detection abilities of course.
How are we getting there? Monthor's winged boots may be able to get him there.
He does have two charges left on the helm of teleportation but I'd prefer not to use those up if we
can help it.





Dwight hp 160/160, ac 33(touch 25) 
Sunday March 7th, 2010 10:44:43 PM

Dwight awaits the return of those searching with Detect Magic.

OOC: I propose Vedik holds it. He provides the greatest ability in using it should TPK be occuring.

Earning Your Wings


The Skycastle [DM Jeff] 
Monday March 8th, 2010 3:52:33 AM

Vedik and Plyf, invisible and ready for action, fly under the Skycastle until they are able to reach the edge. Both of them are careful as they creep from hidden under to visible over, even with their spells to protect them. And both of them are overwhelmed at the amount of magic on this flying rock. At the moment, all they really get is the obvious stuff in front of them: all the stuff that is keep this thing in the air and in one piece. There is likely going to be more, but they'll have to explore to find it. Surprisingly enough, though, there is none of the usual problems the Knights have come to associate with detecting Teucri magic. In fact, the divining comes through clear as day.

---

Plyf and Vedik float up to the South Eastern corner and finds themselves looking at an impressive iron and stone building. Blackened marble with green veins and a grey granite slate make up most of what may be a Mausoleum. If this building was once a beautiful tomb, now it most certainly is not. Mud is caked onto the walls, seeming to suck the building into the ground. Thick, dead grass surrounds it. And all the beautiful ironwork is rusted. The doors are likely on the far side. The steeply slated roof runs in a jagged line, covered in green copper thick plates down the spine of this forgotten building...

Looking west of the Mausoleum, Plyf and Vedik aren't at all surprised to spot a large stone building. This is, after all, the Skycastle and it does need a castle. Briarwood and bramble vines grow up the sides of what was likely a beautiful marble and sandstone building. Flying buttress curves vaulting the ceiling and pulling the viewers eye ever upward. But the Knights can't ignore the deep red stains on the outer walls; a substance they suspect is blood. These suspicions are quickly confirmed by looking up to the pinnacle of the curving spire upon the roof: it is topped with a collection of bodies and parts, sewn into a great grotesque mass. It somehow resembles a huge humanoid skeleton staked over a defiled symbol of Gargul: the Ever Watchful Eye. Carrion birds of prey flap about in a black cloud, leaving no doubt that the bodies are replaced regularly...

Right in front of the Castle building is twisted host of zombies, ghouls, wights and animated parts of bodies like heads and arms tear and feed on each other. Plyf and Vedik watch, in horror, as they kill each other and themselves only to slowly be reanimated over the course of a minute or two.

In the North Western corner of the floating island is a large, rocky hill. What else might be there, the Knights can't tell from this angle...

Moving East from the hill, there is a large pool of water. Like everything else on this island, it could have been wonderful once. It is stagnant and dark; scum and weeds cover most of the surface. A thick, puce foam has gathered on the shore line adding to the disgust. And dead birds float decomposing by the shore where a light current pushes their now bloated and molted bodies. By this pool is a great, open air parthanon. Great stone columns rise out of the ground and dominate the landscape.

On the North Eastern corner are trees. Lots of them. Perhaps they were once filled with beautiful fruits, but now this orchard is hideous. Bark hangs limply from the dead plants. There is not a leaf in sight that doesn't look withered. But the amount of trees... Who knows what could be hiding in there.

This is the Skycastle. A collection of buildings loosely organized on what was once a beautiful Sylvan-like setting: well-manicured lawns have become weeds and dead grass, twisting about like blotches upon the land; gentle pools of water connected by babbling streams are now either dry or disguisting; pleasant footpaths of natural stone leading to buildings, benches, and gazebos have become blood-stained, shattered paths. Even the buildings of gray granite stone seem to have twisted themselves to unnatural angles; windows do not square in their frames; walls slope or slant in odd directions to the rooftops that are covered in thick acrid black, green and even deep blue smoke wafting from chimneys.

---

Everyone else waits...

---

In summary:

North East: Orchard
North Middle: Pool and Parthanon
North West: Rocky Hill
South Middle: Castle-like Building
South East: Mausoleum

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+36=40 ; d20+12=24 ; d20+16=29 ; d20+16=31 ;
Monday March 8th, 2010 8:01:27 AM

Vedik takes in the sight, saddened by the amount of disrepair of this once beautiful place. He takes in the architecture, the stone work, and the religious symbols, then begins to puzzle.

He taps Plyf on the shoulder and points back down under the rock, indicating that he thinks they should report back.

OOC:
Trying to gather more information on the history of this place. (I'm not sure if the Skycastle is a well known thing in the wold or not.) He's trying to place its origins, history, anything that may be of use.
Using Knowledge (Arch/Eng): 40
Using Knowledge (Geography): 24
Using Knowledge (History): 29
Using Knowledge (Religion) (on the ruined temple): 31

Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday March 8th, 2010 10:13:06 AM

Unseen to Vedik, she shrugs her shoulders and taps him back in acknowledgement. She seems it very odd indeed, there was no seen army waiting to march on MOMs' community, at least the undead seemed preoccupied with engorging themselves on each other to be preparing for battle.

MonthorHit Points:(213 of 213) AC 39 
Monday March 8th, 2010 9:25:10 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward
Stoneskin
protection from fire (30)

-------------
Monthor waits with Tratain and the rest of the group.



Dwight hp 160/160, ac 33(touch 25) 
Monday March 8th, 2010 10:15:05 PM

Dwight awaits for feedback of what was seen.



Right Underneath Their Noses [DM Jeff] 
Tuesday March 9th, 2010 3:25:11 AM

Vedik tries to piece together what this Skycastle could have been. While he has certainly heard of flying castles before, this is something different altogether. A project that would have taken many years and powerful magics. The only thing that is really like it would be the Float, but if this isn't Teucri...

He is certain that the ruled Temple was, at one point, meant to honor Gargul. Which means the Skycastle is much more recent than the Teucri base below. A strange coincidence that they would have rumors about such a similar thing. Or perhaps another mystery. Although whether the Knights have any chance at solving it...

Both Plyf and Vedik seem to believe that something is amiss here. After all, if this is the stronghold of the Dread, why is there only a shambling horde of suicidal dead protecting it. Off course, there are likely many other baddies and tricks to be had that the Knights cannot easily see from here. And the two Knights consider another point: why would the Skycastle need incredible defenses? It is an invisible fortress high up in the sky that houses the Lich Lord of the Dread and his minions. It isn't terribly likely that someone powerful enough to do something about it would stumble upon it. And if it has been kept a secret this well for this long...

---

It takes a little bit of searching to get everyone back together, but the Knights are reunited to make plans.

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Tuesday March 9th, 2010 10:30:00 AM

"Look guys. I don't know what you want to do, but maybe a powerful spell could effect the base of it, causing it all to collapse. It would stink if it fell on everyone here, but maybe send some earth elementals from the rocky part of the flying citadel?"

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191 
Tuesday March 9th, 2010 5:03:54 PM

Echlhin listens to the groups suggestions in regards of what to do next.

Dwight hp 160/160, ac 33(touch 25) 
Tuesday March 9th, 2010 9:16:02 PM

"Plyf, if only it were that sssimple. I think we need to end the Dread, or at leassst weaken their organization greatly. Did either of you sssee an opening in the cassstle or temple that we could fly into and avoid the outssside altogether. The main court will likely hold thossse we seek, though if we are lucky they dissstrussst each other as much asss they dissstrussst the ressst of the wold."

"Courssse, recalling sssome passst dissscussssssionsss, owning a flying cassstle would give the Grey Knightsss pressstige beyond my wildessst dreamsss." Dwight smiles wide though no one can see it.

"Vran, what can you tell usss of each of the Lichesss? Do they trussst each other, or do they work ssseparately mossst of the time on their own sssecret agendasss?"

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday March 9th, 2010 9:40:13 PM

"Plus, I'd rather not wreck such a fantastic construction" the old dwarf says quietly.

"I'm concerned about the regenerating effect the undead seem to be under. Regenerating skeletons are not a huge concern. If the liches regenerate, that's a different story."

"I suggest we sneak up on the north west, and examine the rocky hill, then move under the island to the orchard."



Bas'Anut and Tendrix [DM Jeff] 
Wednesday March 10th, 2010 3:17:49 AM

The Knights discuss their intentions for assault. When Vedik mentions the regenerating undead, Vran's voice takes on a tone of concern. "The Swarm is out? That is... alarming. I did not think the Dread had perfected that. There will be a great deal on this island that we cannot expect to have seen before.

"While I think making the entire structure collapse would be an effective method of destroying their base, I believe that a bunch of liches would likely teleport away before it was a problem. As for what I can tell you about them... I've only met two: Bas'Anut and Tendrix. Tendrix was, in life, a druid. Manipulated nature incredibly. In death, that didn't change. The orchard you described is likely his work. Bas'Anut was who I primarily dealt with, but I know very little about him. Arcane and divine magic, it seemed to me that there was very little he did not have control over. He also didn't particularly get along with any of the other Lich Lords. Although I'm not sure if any of them really do."

Dwight's question sparks a few more words from the old man. "Secret agendas is the most apt description. While they all work for the Dread, they keep their specific projects private. If the Dread doesn't command them to inform others, they won't..."

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Wednesday March 10th, 2010 10:20:48 AM

"I'm not cleaning that place!" She bluts out thinking about the nastyness that is the floating undead community above.

Plyf waits more for action from the others.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191 
Wednesday March 10th, 2010 2:07:52 PM

Echlhin wonders if each of the locations may have one of the liches, or if all of the liches might be in one particular location. From Vran's description about them being secretive, he thinks that they might be apart from each other, planing their own individual machinations. Echlhin worries that if they are seperate, attacking one will alert the others. He then asks Vran more about the Swarm.

Tratain Current Spells AC 47 HP 207/211 
Wednesday March 10th, 2010 5:32:46 PM

Tratain says "If we can catch them seperated things might go a little easier for us. Vedik has pointed out 5 points that stand out. We know there are 8 liches. So some of them must be in close proximity to each other. Vran, do you think there is any chance we could get some of the liches to fight with each other? I also worry that if we try and fight one all of the others will somehow be alerted and come at us together."

MonthorHit Points:(213 of 213) AC 39 
Wednesday March 10th, 2010 8:01:33 PM

What about letting the other undeads loose? They may cause enough of a problem for the liches to give us an advantage?

Dwight hp 160/160, ac 33(touch 25) 
Wednesday March 10th, 2010 9:55:02 PM

Dwight waits for Vran to expand a bit more on the swarm, and what it means.

"I think we are going to have to pick a sssection and deal with it. Perhapsss once one Lich hasss been taken care of, we can lay cluesss pinning it'sss dessstruction on another, perhapsss insssiting an internal Lich conflict that can only help usss. Their dissstrussst will likely prevent them from running to one another for help; essspecially if Vran can think of the name of any of the othersss."


Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Thursday March 11th, 2010 10:00:49 AM

Plyf looks over at Vran, "How long have the Dread been experimenting with this "swarm" and how is it animated? Clearly Those were not natural undead, if such a term can be coined. Do they have an area they were created in? That should be the first place we hit. If we can't take that swarm out, we need to make sure they don't make any more."

Pindar [DM Jeff] 
Thursday March 11th, 2010 12:03:40 PM

"The Swarm is not an all-powerful foe that cannot be beaten. And it's likely that the Dread have some control over it. I was just surprised that it had been perfected, that's all. The particular details of it are completely unknown to me." Vran says to the Knight. "It also may be something that we can avoid for now and come back to after dealing with the Liches."

Tratain, Dwight, and Echlhin all think about finding a way to turn the liches against each other. "It might be possible... Each of them supposedly spends so much time alone that they don't know anything about each other. I know nothing about Pindar, but apparently none of the other liches has ever seen his true form... All I can say is that I hope they are separated and alone. Even if that runs the risk of alerting the others. Fighting all of them at the same time would be suicide."

Dwight hp 160/160, ac 33(touch 25) 
Thursday March 11th, 2010 1:08:35 PM

Dwight pushes for the best description he can get for each Lich. He intends to say something about another Lich, while fighting one, but wants to try to prevent saying something that is known to be false. (i.e. saying to Tendrix; "now that we have found you, Tendrix will relish in your demise"

"Okay, I guessssss, the only thing left isss to decide which of the sssectionsss to attack firssst. Sssince we have ssso little information, I'm open to any, though the temple or cassstle would likely be my firssst pick."



Tratain Current Spells AC 47 HP 207/211 
Friday March 12th, 2010 9:31:32 AM

Tratain says "Lets do what Vedik has suggested and approach the Northwest, then move on towards the Orchard. Once we get close I'll use the Deathward wand on us, the rest of our magic should still be active I believe."

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday March 12th, 2010 10:13:20 AM

"The way IO saw them regenerating, even as they were eating themselves, I don't see it at all easy."

Plyf wonders how she can help the group? Without her Sneak Attack abilities, she will do minimal damage with her bow and her rapier is not at all powerful.

The way she found and removed traps just yesterday, leaves her wonder herself, if she deserves to be a Gray Knight, let alone a member of the few elite Dragons.

MonthorHit Points:(213 of 213) AC 39 
Friday March 12th, 2010 12:05:19 PM

Monthor listens to the group.
He nods at Tratain's suggestions.

" Works for me."



The Liches [DM post] 
Saturday March 13th, 2010 8:38:48 AM

"I have never been face to face with Bas'Anut let alone any of the others." Vran shakes his head, "I have told you all I have heard, or at least recall hearing on them. I do not even knnow what the others call themselves. The Dread is not a communal close group. It is fractured and split and it is so on purpose all under the control of the Dread Lord. What I do know is that what sits before us is a once in a life time opportunity."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191 
Saturday March 13th, 2010 9:45:12 AM

Each direction being mostly unknown, he agrees with Tratain's and Vedik's suggestions.

Dwight hp 160/160, ac 33(touch 25) 
Sunday March 14th, 2010 9:20:36 PM

Dwight waits for the invisible voices to say it's time to embark on this dangerous quest.

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday March 15th, 2010 10:21:26 AM

Only a few seconds feel like a week to the rogue, who continues to patiently wait for orders to move out, fly up or whatever.

Tratain Current Spells AC 47 HP 207/211 
Monday March 15th, 2010 9:51:15 PM

Tratain being able to see everyone who is invisible leads them to the Northwest to check it out. Before reaching the Hill though he uses the Deathward wand on everyone.

MonthorHit Points:(213 of 213) AC 39 
Tuesday March 16th, 2010 10:17:47 AM

Monthor follows along and keeps an eye out for trouble.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday March 16th, 2010 10:36:49 AM

Vedik uses the wand of Good Hope, bolstering the party.

"Keep your wits about you, and focus on the primary threats if we get into combat."

OOC:
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill)
Good Hope (cast before Hill)

Dwight hp 160/160, ac 33(touch 25) 
Tuesday March 16th, 2010 10:36:46 PM

Dwight thanks his comrades for the extra protection as he feels he definitely is going to need it in the coming hours.


Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Wednesday March 17th, 2010 10:50:08 AM

plyf begins to fly up with the others, taking a mental inventory of what she is carrying.

Pindar [DM Jeff] 
Wednesday March 17th, 2010 2:55:16 PM

[Jeff is going to be AWOL for a few days. I'm emailing Dan to see if he can post for the next couple]

The Northwest Hill 
Wednesday March 17th, 2010 6:49:02 PM

First a bit of house keeping. It takes just over 30 minutes to fly up to the island and the northwest area. 33 to be precise where magical effects are concerned.
A flying wand requires 7 charges per person
Invisibly, consumes 11 charges per person

The group flies up under the great cloud island and to the northwestern corner. Just before emerging from under the cloud, Vedick activates a wand of Good Hope (7 minutes) affecting the entire group and then casts Death Ward on himself.

Moving carefully the group begins to take in this side of the island, floating upwards along the side. The side of the hill is more in line with a cliff than a hill on the outward facing side. Granite and other hard rock can be seen and the entire section rises nearly 200' and is over 400' wide. Still invisble for about a minute more, the group finds themselves looking into a great cave some 50' wide and high about halfway up. The rock is slick with what appears to be oil shimmering in the reflective light from the clouds below. The wind rustles about you, a bare whisper as if even it is fearful to be near this ominous opeing in the black rock. No sound ventures forth from the hole and it extends well back beyond anyones vision.

The group is presently hovering 20' from the cave itself.

Tratain Current Spells AC 47 HP 207/211 
Thursday March 18th, 2010 9:08:00 PM

Tratain uses the Death Ward wand on those of the Group who need it and cast shield of Faith On himself at the spot where Vedik uses the good hope wand.

Tratain nudges the group forward to the cave mouth so that they can see further inside it. He will lead the group inside further hoping the group will scan for traps and threats as they go.

Dwight hp 160/160, ac 33(touch 25)  d20+18=20 ; d20+16=32 ;
Thursday March 18th, 2010 9:46:23 PM

Dwight floats with the group on his broom, listened for their presence and other creatures and traps likely to be present.

spot: 20
listen: 32

OOC: Dwight has all the party magic cast on him and some of his personal stuff (ioun stone for sure) Fighting a cold/allergies at the moment so can't look it up. Sorry.


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191  d20+27=28 ; d20+27=35 ;
Friday March 19th, 2010 2:32:45 AM

Echlhin follows Tratain and the others, keeping a wary eye and ear open (spot 28... go 1, listen 35)

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Friday March 19th, 2010 8:20:15 AM

Vedik follows along, keeping an eye out for enemies.

OOC:
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill)
Good Hope (cast before Hill)

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon,  d20+19=27 ; d20+7=11 ; d20+15=21 ; d20+16=29 ; d20+10=25 ; d20+14=33 ;
Friday March 19th, 2010 11:22:59 AM

As far as Plyf knows, she is still concentrating on her Detect magic spell.

Plyf will take the point and carefully start looking for traps or other signs of danger.

Hide: 27+Greater Invisible

Listen: 11

Move Silent: 21

Search: 29

Spot: 25

If a trap is found, she will attempt to disable it.: 33

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday March 19th, 2010 9:50:49 PM

Plyf would recast Detect Magic when she approched within 300 feet of the cave.

Cast Detect Magic­

0-8/ 2

1-6/ 0


The Cave 
Saturday March 20th, 2010 10:50:28 AM

Housekeeping. I'm going to need you guys to keep track of your magic, including durations. If it is not listed in your post it won't exist

Greater Invisibility only lasts 7 rounds per use of Plyf's wand
Vedick and Plyf scouted invisibly. Plyf is invisible now 2 rounds remain
Detect Magic is no longer active [Vedick and Plyf wen up alone scouted and returned. The entire group then went up total round trip 1 hour]
As far as I can tell only Tratain and Dwight have a magic item that allows flight. Missed that so we are just going with the group where they are.
Death Ward from a wand duration 65 rounds remaining on everyone [7 charges used]

The Approach tunnel is about 50' in diameter and moves into the ground at a steady 10 degree downslope. Carrion and offal line the walls, drip from the ceiling and cover the floor. Bits of half eaten corpses and decay can be seen everywhere. Plyf moves slowly and steadily down the tunnel invisble. The rest of the party hangs back so as not to pass her and become possible trap detectors themselves.

Shortly into the tunnel, both Echilan and Dwight hear what sounds like a whispering snake hiss and the dull soft clatter of dried wood from somewher up ahead in the darkness beyond vision.

Plyf is 50' into the tunnel. The rest of the party is 30' in.
Plyf has about a 20' lead and can see 60' with her Darkvision.
The tunnel extends beyond her sight



Tratain Current Spells AC 44 HP 207/211  d20+13=28 ; d4=3 ; d20+14=15 ;
Sunday March 21st, 2010 10:23:51 PM

Tratain follows Plyf down the hallway keeping an eye on the Rogue. He also keeps an eye out for anything that could be dangerous as they attempt to find thier first lich.

Listen - 28
Spot - 15

OOC: If the Resist energy has worn off Tratain would have refreshed it before giving out the Death Wards, I wasn't quite sure on the times until now though.
----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 21 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 65 Rounds
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 110 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic


MonthorHit Points:(213 of 213) AC 39 
Monday March 22nd, 2010 10:06:28 AM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward- 65 rounds
Resist Energy- 30 points Fire- 110 min
Good Hope- 10 minutes-
Wearing- Winged boots

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

Monthor also follows Plyf, ahead of Tratain.


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 190 of 191  d20+27=39 ; d20+27=29 ;
Monday March 22nd, 2010 2:08:11 PM

Echlhin relays what sounds he hears as quietly as possible (mentally if that spell was cast) to the rest of the group. He then continues to pay attention to their surroundings (listen 39, spot 29... well it wasn't a 1)

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon,  d100=35 ;
Monday March 22nd, 2010 7:01:19 PM

Plyf continues concentrating on her Detect Magic spell as she enters the area, moving as slowly as possible.

DM, need new rolls?
Fellow players, did I miss any spells on Plyf?

0-8/ 2

1-6/ 0

Arcane spell failure = 35 success/ Detect magic ---Concentrating
Greater magic weapon
Magic Vestment
Magic Vestment
Status
Death Ward

The Cave 
Monday March 22nd, 2010 8:46:22 PM

Plyf continues moving down the tunnel, her eyes scanning for traps and trying to pick up any magical auras before her. The rank of decay assults the sences, magnified by the closed quarters fas she moves further and the complete lack of any moving air it is practically a plyable force.

The rest of the group remains alert behind her and again there is the same sound of ratlling dry wood and a sereis of short snake like hisses.

It has been another 60' and plyf's darkvision begins to make out that the tunnel about 60' before her begins to open into a larger cavern.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday March 23rd, 2010 7:47:14 AM

Vedik follows along, keeping an eye out for enemies and peering into the darkness ahead.

OOC:
Vedik has wings of flying that he more or less keeps active all the time.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 65 rounds
Good Hope (cast before Hill) 10 minutes


MonthorHit Points:(213 of 213) AC 39 
Tuesday March 23rd, 2010 11:16:38 AM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward- 65 rounds
Resist Energy- 30 points Fire- 110 min
Good Hope- 10 minutes-
Wearing- Winged boots

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

Monthor continues to follows Plyf, ahead of Tratain.
{ OOC> What is our marching order? Plyff scouting, Monthor, Tratain, Vedik, Dwight, Echlin? }


Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon,  d20+7=19 ; d20+19=33 ; d20+6=13 ; d20+15=25 ; d20+16=33 ; d20+10=30 ;
Tuesday March 23rd, 2010 8:25:54 PM

Plyf listens closely for some signs of direction on that which rustles. If she can determine a direction, one side or the other, she will take the opposite side. She knows the danger here is as great as she has ever faced. Everything she knows and has learned swims before her mind in a complex pattern of breathing and muscle movements. Carefully, she hides as she moves, moving much slower then normal she digs for some knowledge of what creature might be in here (Dungeoneering) and as always, she is walways making sure any traps in the area might be detected.

0-8/ 2

1-6/ 0

Arcane spell failure = 35 success/ Detect magic ---Concentrating
Greater magic weapon
Magic Vestment
Magic Vestment
Status
Death Ward

Listen: 19
Hide: 33
Knowledge Dungeoneering: 13 (burned a bad roll, excellent)
Move Silent: 25
Search: 33
Spot: 30 (Natural 20)

The Cave 
Tuesday March 23rd, 2010 10:04:31 PM

going to hold off for others to post.

Plyf though is pretty sure that the sounds have come from ahead of her in the widening cave at the end of the tunnel

Dwight hp 160/160, ac 33(touch 25)  d20+18=20 ;
Tuesday March 23rd, 2010 10:37:17 PM

Dwight floats with only Tratain able to see where he is, just near the end of the group. Dwight maintains his position only by the sound of his fellow group members and the slightest ruffling they make as they float through the air. (listen for group members: 20)

Though others cannot see, his bow is clenched in his hand ready for something un-living to jump out at any moment.

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)

Ioun Stone Activated

Delay Poison - (from Tratain)
Death Ward - 65 Rounds
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 110 Minutes


The Cave  4d6=18 ; d20+39=56 ; d20+48=68 ; 3d8+17=32 ;
Wednesday March 24th, 2010 9:57:07 PM

The Party moves further down the passage and deeper into the pitch. Only those with sight of Darkvision can see anthying except the entrace behind them now nearly 120' away. Plyf spots it first, being ahead of the others. Rising from a pile of filth and decay is huge skeletal dragon. Bits of skin still hang from tattered wings, gore coats the great creatures fangs and the feeling of death washes over Plyf and soon the rest of the party as well.

The creature launches into the air with a clatter that sounds of dry brittle wood, its wings spread and even though there is no substance to them, they beat ferociously as the dragon takes flight at the tunnel. An unatural fear washes over the entire party. The fear of death itself and crushing of one's soul. Each of the Grey Knights feels keenly that if they fall to this abomination, thier soul will never see the realm of shadow.
All Knights not immune to fear please make a Will Save DC 30 or be Shaken for 18 rounds

The dragon soars over the party 10' above you. Its head snaps down as it passes over Echlhin and plucks him easily from the ground and carries him down and completely out of the tunnel
Echlhin Hit AC 56 Grapple 68 Dmg 32

In seconds Echlhin is carried down the tunnel and is gone.

Echlhin Highlight to display spoiler: { The Dragon exits the tunnel and banks hard to the right putting himself out of a direct line with the entrance. }

Dragon AC ?
Unwounded
Defensive Grapple 58

Tratain Current Spells AC 44 HP 207/211  d20+26=41 ;
Wednesday March 24th, 2010 10:44:34 PM

Tratain is able to fight off the effects of the Dragon's Fear. (Will Save 41)

He Races down the Tunnel as fast as he can (Run for x4 Movement) hoping to be able to catch up to the Dragon before it flies off to who knows where with the Druid.
----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 21 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 63 Rounds
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 110 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon,  d20+15=35 ; d20+5=9 ; d20+6=18 ; d20+24=43 ; d8+5=8 ; 2d6=6 ; d6=3 ;
Thursday March 25th, 2010 12:18:32 AM

Will Save DC 30 rolled 35 saves
Jump: 9
Dungeoneering for best type of arrow: 18

Attack AC 43 doing 8 piercing damage plus 6 Holy plus 3 shock (not, but just in case) Ghost Touch if for some reason necessary.

Greater magic weapon
Magic Vestment
Magic Vestment
Status
Death Ward


Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Thursday March 25th, 2010 12:20:15 AM

Highlight to display spoiler: {ooc: LOL, I forgot to cut and paste.}

Plyf can do nothing but fire one shot at it as it takes to the air. She thinks about dragon liches, if this is one of them. What types of weapons are most effective against this creature? If she has that type of weapon in stock, she uses it when she fires. The wave of fear quickly passes as she can clearly see it biting down on the Grim. Once, it gets overhead, she knows the group can't lose contact with one of their own, so in a feeble attempt, she jumps up in the air to grab onto the skeletal remains of the undead monster. Her strength and luck likely insufficient.

Sorry, I planned on jumping before the attack, hence the rolls.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+21=37 ;
Thursday March 25th, 2010 6:10:30 PM

Seeing the dragon snatch Elchlin, Vedik flies as fast as he can straight out the tunnel.

OOC:
Will save DC 30: passed

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 65 rounds
Good Hope (cast before Hill) 10 minutes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 158 of 191 
Thursday March 25th, 2010 6:49:52 PM

Grappled by the dragon, Echlhin tries to use his darkwalk ability to become ethereal.

MonthorHit Points:(213 of 213) AC 39  d20+16=35 ;
Thursday March 25th, 2010 8:22:08 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward- 65 rounds
Resist Energy- 30 points Fire- 110 min
Good Hope- 10 minutes-
Wearing- Winged boots

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

Monthor laughs at the thought of being affraid of the dragon (will save 35).

Delayed action : Monthor waits to see what Dwight does before running after the others.
If Dwight does something sneaky { Like casting Ddoor}, he'll follow Dwight's directions.
Otherwise, Monthor activates his protection from evil Brahm's tatoo before taking up the rear of the party as they run after the dragon.



Dwight hp 160/160, ac 33(touch 25)  d20+13=16 ; d20+32=52 ; d20+32=44 ; d6=1 ; d6=5 ; d6=4 ;
Thursday March 25th, 2010 10:39:24 PM

Will Save: 16 (not so lucky 3 :( )

Dwight was not expecting a giant undead dragon, and is shaken for having been so mentally unprepared.

Still having the arrow ready, he attempts to take a shot at it's massive body.

Hit: 52-2(shaken) = 50 (natural 20, possible crit if that is even possible being undead: 44-2 = 42?)
Dmg: 9 + 9(holy) = 18 (14 due to shaken I believe, if it's -2 per die)

Wishing he had more powerful magic to aid Echlin immediately, Dwight follows the sound of the others racing out of the tunnel at top speed, behind all the others.

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 65 Rounds
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 110 Minutes

The Cave 
Thursday March 25th, 2010 10:42:57 PM

Tratain turns and runs to the edge of the tunnel after the dragon creature and Echlhin. Arriving at the very edge he see the drgaon flying off to the right.
Plyf turns thinking of firing her bow, but the dragon is already gone. [The Dragon's full round attack and move took it completely out of the area] Nothing of her knowledge of Dungoneering provides any assistance in what might help against such a creature.
Vedick, too, wheels about and catches up with Vedick at the edge of the tunnel
Echlhin becomes etheral and simply slips from the creatures powerful maw
Monthor waits on Dwight, in case he has a sneaky move up his sleeve, but in the end takes up the rear guard for the grou as they pursue.

Those at the Edge of the tunnel see the dragon continue to fly off. Moving nearly 180' off, the dragon banks right once again and disappears around the natrual curve of the floating island.

Dwight hp 160/160, ac 33(touch 25) 
Friday March 26th, 2010 6:50:26 AM

OOC: Is Vran with the group? Any comments, reactions from him?

Tratain Current Spells AC 44 HP 207/211 
Friday March 26th, 2010 9:36:43 AM

Tratain says "Any Idea if that was a Lich shapechanged Vran or a real Dragon Vran?"

He continues "Either way, fighting a dragon out in the open skies isn't very smart. Lets Move back into the tunnel. That should make it come back either way hopefully. Lets just hope it doesn't run off and tell everything else on the Island we are here now and bring them all back at the same time."

----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 21 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 62 Rounds
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 110 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language

Dwight hp 160/160, ac 33(touch 25)  d20+18=33 ;
Friday March 26th, 2010 12:57:31 PM

OOC: I think we simul. posted Thursday night....Did Dwight's arrow get launched? Any effect?

Scared and saddened by Echlhin's current predicament, Dwight concedes Tratain is likely correct.

Dwight accounts for the remaining members by sounds and voice, and takes the rear watching.

(spot returning creature and/or Echlhin: 33-2(shaken)+2(good hope) = 33 )

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 65 Rounds
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 110 Minutes

DM Looks llke we did. You cannot 'Ready' an action outside of combat and therefore could not fire.

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Friday March 26th, 2010 8:05:09 PM

"From deep withen there came a drake,
who spread it's fear in Gray's great wake,
from hence it fled with all it's speed
cause it's demise we all foresee!!

Plyf sings her hymn while taking a move action toward the back of the cave with the others.

Inspire Courage.
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


The Cave Additional notes 
Saturday March 27th, 2010 9:28:45 AM

The Dragon launches from the darkness and Vran doubles over in exchruciating pain. The former Dread member sputters a few times as he tries to drag himself out of the way and to the side of the tunnel. "L..l...loo...looks like....I wi..will be of s.s.ssmall use aginst them." It is not dragon fear, but something else that seems to have overcome Vran.

The dragon surprised the group and performed a Standard action.

MonthorHit Points:(213 of 213) AC 39 
Sunday March 28th, 2010 7:20:45 AM

Monthor follows Tratain's orders and heads back into the cave. He grabs Vren and drags him with the party.

" Well, we can forget surprising anyone now. "

ooc> Do we have a fly wand? Can someone cast it on Monthor. I have a surprise lined up for the dragon should it show up again.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Monday March 29th, 2010 9:10:58 AM

Vedik moves back into the cave as Tratain ordered.

"When it comes back, we'll need to block it from leaving again if we can."

He eyes the tunnel, making estimates.

OOC:
How big is the tunnel width and height wise?

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 65 rounds
Good Hope (cast before Hill) 10 minutes

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Monday March 29th, 2010 10:45:25 AM

Plyf continues to sing and in the process, conveys her thoughts, "To also keep things from following it."

Greater magic weapon
Magic Vestment
Magic Vestment
Status
Death Ward

Inspire Courage.
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


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 158 of 191 
Monday March 29th, 2010 6:03:47 PM

Echlhin agrees with Tratain and moves back into the cave.

The Cave 
Monday March 29th, 2010 9:48:11 PM

Echlhin arrives back at the cave and regroups with the rest of the knights.
Monthor, having pulled Vran with him takes up position, "Thank you my friend." he says regaining his feet. "I am feeling better, the pain has mostly passed. Though I fear I may be more of a liability than help against the Dread lords. Perhaps some magicc from the coin for having it for so long."

The Knights wait for the dragon to return, several minutes pass.

please mark 20 rounds from all spells

Tratain Current Spells AC 44 HP 207/211 
Monday March 29th, 2010 10:11:01 PM

Tratain moves the group back into the cavern right away back to the spot where the group first saw the Dragon just in case it has a second way back into the cave.

OOC: We're not waiting 20 rounds at the mouth of the cave, we move right away back into the cavern to search it it and wait for the Dragon there.

----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 21 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 62 Rounds
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 110 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 150 minutes

Dwight hp 160/160, ac 33(touch 25)  d20+12=14 ; d20+18=21 ;
Monday March 29th, 2010 10:23:50 PM

Inside the cave, Dwight looks around as the group waits for the dragon to return. Don't liches have coffins to sleep in or something.

spot: 14 -2(shaken) = 12
search: 18 -2(shaken) = 16

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 65 Rounds
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 90 Minutes

OOC: 20 minutes means Good Hope and Death Ward both have elapsed.

OOC: Is Dwight still shaken after 20 minutes?

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 158 of 191 
Monday March 29th, 2010 11:34:45 PM

If the dragon does not return within the first minute of activating his darkwalk ability, Echlhin returns corporeal.

Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon,  d20+16=36 ;
Tuesday March 30th, 2010 5:52:31 PM

Plyf tells the group, " I think we are in trouble guys. I STRONGLY suggest we retreat to a different part of the flying island. If we maintain a hit and run tactics, we have a better chance of success."

With that, Plyf casts another Detect Magic spell and starts looking for dragon loot.

Cast detect Magic
Search for loot: 36 (Natural 20)

Greater magic weapon
Magic Vestment
Magic Vestment
Status

0-8/ 1

1-6/ 0



Plyf (AC:32 ; HP:134/134) 1 Magic Vestment, Greater Magic Weapon, 
Tuesday March 30th, 2010 5:53:23 PM

0-8/ 2

1-6/ 0

The Cave 
Tuesday March 30th, 2010 10:23:04 PM

The Knights move fairly quickly back down the tunnel and into the cave where the dragon emerged and attacked. Echlhin becomes corporeal. the the Knights begin to look and search about the large cavern. It is nearly 100' to the ceiling from the floor at the center and about 70' in radius. Hepaed in teh center is a great pile of decaying matter. Residual slime from decomposed plantts, the fetid remains of creatures, excrement and more bones than could easily be counted. The pile itself is over 35' radius and stacked some 15' deep.

Plyf casts Detect magic and begins questing with the spell in the hopes of narrowing things down quicker. It takes her just over 2 minutes to fully scan the area and sort through the auras. In the end, hrer detection locates a single ring at the surface of the pile though still coated in the unholy waste. There could cetainly be more, but to get to it, the group will have to dig through the sludge. The ring has a moderate aura Spell craft DC 19 Highlight to display spoiler: { Evocation }

Dwight mentions the thought of liches having coffins or some such and Plyf suggests that staying here could be quite dangerous.

It has been 3 minutes since the dragon left.

OoC it was stated the party would not stay at the entrance long so I have moved the party relatively immediately into the cave proper. 3 minutes = 30 rounds on all spells and affects have elapsed.

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, 
Wednesday March 31st, 2010 10:32:01 AM

Plyf could care less about the offal and dung that covers the ground in this cave. The fact she found a ring and it is magical makes her a very happy rogue. She flips it through the air toward Dwight and smiles, maintaining her concentration on the spell and she will continue to dig through the nastyness, knowing she now has friends that can cure whatever gawd awful disease she may contract from looting this den.

ooc: If you need another search or spot or anything, please let me know and I can get them in this afternoon.

Greater magic weapon
Magic Vestment
Magic Vestment
Status

0-8/ 2

1-6/ 0

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Wednesday March 31st, 2010 4:18:49 PM

"It's a good bet the Dread know we're here. We should decide where we will face them. "

OOC:

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 147 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 35 rounds
Good Hope (cast before Hill) 7 minutes

Tratain Current Spells AC 44 HP 207/211 
Thursday April 1st, 2010 9:08:21 AM

Tratain says to the group "Vran, Do you know if the Lichs all hide thier phylactories independently or do all of them keep them somewhere? We have to kill all the Liches and then destroy thier Phylactories. That Draco-Lichs is probably hidden in here somewhere. We can either keep searching and force him to come back here or Move on to the Orchard. What do you all think?"

----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 18 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 35 Rounds
Good Hope - 7 Minutes
Resist Energy, 30 Points Fire - 107 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

MonthorHit Points:(213 of 213) AC 39 
Thursday April 1st, 2010 12:03:56 PM

Monthor listens

Prepared action: activates winged boots if the dragon comes back in view.

Dwight hp 160/160, ac 33(touch 25) 
Thursday April 1st, 2010 3:29:28 PM

"We're here, might asss well asss finisssh thisss in the off chance the othersss don't know we are here."



Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, 
Thursday April 1st, 2010 3:56:15 PM

"Off chance?" Plyf almost snorts. "How about we seal ourselves in here and actually do a through search of the place. Anything coming in will likely be known at that time. A wall of stone or iron perhaps?"

The Cave 
Thursday April 1st, 2010 11:00:40 PM

Plf continues to search and suggests perhaps the group selas themselves in. A wall of Iron or stone perhaps. Searching the entire pile will take several hours.
Tratain asks Vran about the liche's phylacteries, but Vran has no answers on that subject, "I can only say I doubt that all of them are kept in the same place, if the Dread do something better above all else they plan and seperate thier power."

Monthor activates his boots and the group talks a bit further on whether to make a stand here, assuming the Dread will come, or whether they should move onto a different location.

Thus far, it would seem, the dragon and the rest do not plan on returning.

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, 
Friday April 2nd, 2010 2:04:39 AM

"Well, if they are not coming back, maybe they are inacting stage two of their plan to attack MOM. It would be convienent for them to not deal with us while they conquer the Teucri device and secure the crystal we just replaced."

Dwight hp 160/160, ac 33(touch 25) 
Monday April 5th, 2010 8:34:26 AM

"Oh," Dwight wonders if Plyf is correct. "We mussst hope that MOM can hold them off if that isss the cassse."

"Ssshould we ssspend time sssearching, or move on?" Dwight asks to the invisible Tratain.

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 35 Rounds
Good Hope - 7 Minutes
Resist Energy, 30 Points Fire - 87 Minutes



Tratain Current Spells AC 44 HP 207/211 
Monday April 5th, 2010 9:35:21 AM

Tratain says "Lets move on to the Grove and come back here later. Leave that Ring we found as well. We don't want to give them something to track our movements with."

Tratain leads the group out of the cave and towards the Grove healing Echlhin along the way with his wands.

----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 18 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 35 Rounds
Good Hope - 7 Minutes
Resist Energy, 30 Points Fire - 107 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Monday April 5th, 2010 12:41:21 PM

Vedik moves towards the exit with his companions. "Let us keep wary, they could be watching us even now."

He scans the area for the signs of a divination sensor.

OOC:

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 147 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 35 rounds
Good Hope (cast before Hill) 7 minutes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 158 of 191 
Monday April 5th, 2010 12:56:35 PM

Echlhin agrees with Tratain about moving on while their protections are still active and leaving the unknown ring, suggesting perhaps if it is desired to hide it someplace else in the cave for later retrieval.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d8+5=9 ; d8+5=8 ; d8+5=6 ; d8+5=11 ;
Monday April 5th, 2010 12:58:15 PM

(uses 4 charges off T's wand of cure light)

The Cave 
Monday April 5th, 2010 9:41:29 PM

The group ditches the ring where it can easily be found and makes their way to the cave entrance. Tratian uses 4 charges to heal Echlhin with his wand the Knights make thier way to the top of the cliffs and the hill above. A foul watered pool sits atop of the hill and pours to the west over a 50 cliff. Great black willow trees ring most of the pool, each nearly 8' around and stretching almost 70' high. Great branches hang ominously down to rest in the dark waters. The Knights farey those unable to fly to the top and from here have a good command of the rest of the island. To the south and a bit west, they can see the large palace with the bodies staked across the top and the carrion birds.

Directly south is a tanglewood of hard wood trees and conifers casting deep shadows to the grounds and hiding what may lie within thier borders of about 5 acres square.

Directly west just down the hill is a massive parthanon. Thick sicly green columns line the exterior of the rectangular stucture and the center is open to the skies above. However, non can see into it, even though the columns leave 8' gaps between them. A roiling black cloud of fog obscures all vision at the edge of the columns and where a ceiling would be as well.
Spellcraft DC 25 [spolier] Mage's Private Sanctum or similar effect[/spoiler]

Beyond the Parthanon lies what was once an orchard of large fruit trees of multiple varieties, now choked with Kudzu and ivy vines mixed in with walnut and almond trees. The lay of the land within the bramble is impossible to tell.

Far to the western and southern edge the great mausoleum can just be seen, perhaps a 1/4 mile distant.

The only sound that can be heard, comes from the dark waters of the pool the Grey Knights stand near as it pours over the edge of the rocks to the west through a wound in the earth mound that makes up the perimeter of the pool.

[It has been 20 rounds]

Dwight hp 160/160, ac 33(touch 25) 
Tuesday April 6th, 2010 10:00:41 PM

Dwight looks to Tratain to decide next target as spells and word of our arrival lingers on his thoughts.

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds

Tratain Current Spells AC 44 HP 207/211 
Tuesday April 6th, 2010 10:11:36 PM

Tratain says "Should we go look at that structure to the west or head into the woods? That Structure looks interesting."

MonthorHit Points:(213 of 213) AC 39 
Wednesday April 7th, 2010 7:43:58 AM

Monthor agrees with Tratain's suggestion.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Wednesday April 7th, 2010 8:10:01 AM

"That looks like a Private Sanctum spell. Tha bad news is anyone inside can see us approach clear as day. Tha good news is once inside we'll be protected tha same way, so if there's anyone inside we can make a ruckus and no one outside will know."

OOC:

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 145 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 15 rounds
Good Hope (cast before Hill) 5 minutes

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, 
Wednesday April 7th, 2010 10:19:33 AM

Plyf does not care where the group goes next. Her thoughts of a magical ring being tossed aside, still sits uneasily in her gut.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday April 8th, 2010 8:02:33 PM

Echlhin listens to Vedik's words regarding the spell. He thinks though that perhaps they should investigate there first given the containment.

(Unsure of the total time that has lapsed since casting Fireseeds, please advise if 180 minutes have passed)

Moving on the Parthanon 
Friday April 9th, 2010 6:22:27 PM

After taking in the surroundings from the vantage of the hilltop, the group decides that the great Parthanon with what is likely a Private Sanctum spell encasing it, is the best next step. The group moves around the large pool and Black Willow trees, heading for the steeper western face. The great trees creak slightly and the willow branches slowly sway towards the Knights, pushed by a current of air that none of the Grey knights can feel. Gnats and other insect life too small to detect individually seem to pour from the slick black and dying grasses. They register as clouds whafting from the ground to collect in the ears, eyes and wherever exposed skin can be found. Not dangerous, but most assuredly annoying. To the groups right something slides into the water from the shore, perhaps a frog or snake, breaking the natural tension of the dark waters.

Moving down the steep western face is difficult, but not overly so, one just needs to take his time in descending. The ground then flattens and slopes gently away from the hill for nearly 100 yards before coming to the first of a 10 step series that leads into the Parthanon. Ahead is a scattering of smaller trees of varying hardwoods. All are twistes about and choked with underbrush and vines. Sitting on a larger branch of one such tree about 70' from the party, is what appears to be a man in his mid forties. He clothes are mere rage, dirt covers him and most ominous is the length of rope he holds in his hands before him.

Apparently taking no notice of the group, the man rolls himself from his perch. The rope snaps tight and there is an audible crack. The air seems to will itself to be still to such an extent that the members of the Grey knights can hear the rythmic creaking of the swaying rope.

Dwight hp 160/160, ac 33(touch 25)  d20+18=25 ;
Friday April 9th, 2010 10:18:58 PM

Dwight watches as the man jumps ending his own life. He is overwhelmed by whatever the man must have been thinking to end his life in such a way willingly.

Loading an arrow into his bow, he whispers, "We cannot leave a man in such a state; I can split the rope with an arrow I think," confidently.

Dwight waits a moment to hear if anyone has a protest.

spot: does man appear dead? (human vs. undead?): 25

Tratain Current Spells AC 44 HP 207/211  d20+14=16 ;
Sunday April 11th, 2010 8:08:37 PM

Tratain says "Can anyone see what that rope is attached to? I think anyone on this floating island is probably evil so lets be careful. This may be the Druid that Vran told us about."

Spot - 16

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=36 ; d20+27=29 ;
Sunday April 11th, 2010 11:44:10 PM

Hearing Tratains words voice a concern in his head, he keeps his eyes and ears sharp (spot 36, listen 29)

MonthorHit Points:(213 of 213) AC 39 
Monday April 12th, 2010 11:24:50 AM

" Dwight, SHOOT!"



Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon,  d20+7=13 ;
Monday April 12th, 2010 2:55:36 PM

Plyf watches as the man is a very curious bird, perched up in the tree like that, but the small muscles between her vertebre contract sending a shiver through her body wathing him take his life like that. If only she was closer, she could have cast a Feather fall spell on him, or something.

Then, a real dreaded thought occurs to her, "What if it is a dark ritual, where one must take their life to become immortal? I suggest we take him down and burn his body before something terrible happens."

Dwight hp 160/160, ac 33(touch 25)  d20+31=49 ; d6=4 ; d6=5 ; d6=4 ; d6=4 ;
Monday April 12th, 2010 4:14:47 PM

Hearing a group member yell at him to shoot, Dwight releases the arrow in an attempt to slit the rope. A few feet away, an arrow appears moving at great speed. It quickly covers the 70' toward it's target, thin as it may be.

To hit: 49 -2 (if still shaken?) = 47
Dmg: 12 + 5(ice) + 8(holy) = 25 (without holy, it's 17 dmg)

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds

Moving on the Parthanon 
Monday April 12th, 2010 8:35:58 PM

From the distance and te grime covering him it is not possible to tell if he was dead before, or rather undead.

Dwight's arrow covers the distance in the blink of an eye and severs the rope clean. The man's body falls with a soft thud to the ground.

Plyf brings up a dark thought that perhaps they were just witness to some dark ceremony where a mortal chooses the path of the undead. Perhpas the group should destroy the body before it rises as some unholy apparition.

Caution is called for by many, and sharp eyes gaze about. The rope is firmly tied to the tree, probably done so after the man climbed up. The tree has large sweeping branches making such a climb childs play and in a different setting perhaps the tree would conjure precisely those images. Here and now however the dark limbs seem to reach and snake outward daring any creature too wander to close.

Nothing else moves, no creatures stir, the body lies where it fell under the spreading arms of the dark oak.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+16=28 ; d20+16=19 ; d20+12=15 ;
Tuesday April 13th, 2010 9:22:53 PM

Vedik thinks back on all he knows, trying to link what they see to some ritual or other magical procedure.

OOC:
Rolls forgot +2 from Good Hope, included below:
Knowledge: Arcana: 30
Knowledge: Religion: 21
Knowledge: Nature: 17

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 145 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 13 rounds
Good Hope (cast before Hill) 5 minutes

Dwight hp 160/160, ac 33(touch 25)  d20+18=23 ; d20+31=39 ; d6=3 ; d6=2 ; d6=6 ;
Tuesday April 13th, 2010 10:14:03 PM

"We ssshould move ssslowly to check it out. Dead, undead or awaiting usss, we need to know and finisssh him."

Dwight begins to advance slowly, bow loaded and aimed at the fallen man. He approaches from the side. (i.e. Dwight does not want to approach in the exact same way the arrow flew.)

spot: 23

The slightest movement of the man, and he unleashed his arrow.

Hit: 39
Dmg: 11 + 8(holy) = 19

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds

Tratain Current Spells AC 44 HP 207/211  d20+18=23 ;
Tuesday April 13th, 2010 10:41:01 PM

Tratain says "Lets go take a closer look. But Be ready just incase something happens. Who knows if that was one of the Lichs or not and what that rope was"

Knowledge Religion 23

----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 18 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 15 Rounds
Good Hope - 7 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=47 ; d20+27=28 ;
Wednesday April 14th, 2010 11:05:47 AM

Echlhin prefers the thought that was one of the liches to a random man ending his own life in front of the party. He again watches their surroundings hoping to notice a small detail that may give a clue to what may come. (Spot: 47, Listen: 28.. go 20 and 1)

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon,  d20+7=18 ; d20+10=15 ;
Wednesday April 14th, 2010 1:32:07 PM

Plyf nocks an arrow in her bow and watches their backs.

Listen: 18
Spot: 15

MonthorHit Points:(213 of 213) AC 39 
Wednesday April 14th, 2010 3:02:06 PM

Monthor is leary of the whole situation and also waits with Plyf. The wiley dwarf draws his throwing axe and waits.

{ Readied action. Throws the axe at the closest ennemi should they be attacked}



Theory of a Dead Man 
Wednesday April 14th, 2010 9:28:16 PM

No ritual seems to fit, though the groups collective knowledge is a bit lacking. Nothing moves, nothing stirs and very soon the group is upon the body under the tree. An unseen wind stirs from above and the lighter branches high overhead chatter against each other like brittle wooden teeth. The rope seems plain enough, a thick hemp and likely homecrafted not very long ago. The man is indeed dead, a broken neck the cause and it is also very apparent that until about 2 minutes ago he was very much alive.

Tratain Current Spells AC 44 HP 207/211 
Thursday April 15th, 2010 9:40:19 PM

Tratain says "Lets check and see where the rope went too. We need to be more careful next time. We don't know if this man was evil or not, odds are he was but we need to be sure next time. Lets continue on and see what we can find."

OOC: Lets try and pick up our posting guys, we're only getting in 2 or 3 per week, we should be getting 5. This is our dragon quest so lets pick it up :)
----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 18 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 15 Rounds
Good Hope - 7 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

Dwight hp 160/160, ac 33(touch 25) 
Thursday April 15th, 2010 10:25:43 PM

After making sure the man is dead, and intends to stay that way, Dwight says, "To the missst then."

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+33=48 ; d20+33=43 ; d20+33=42 ;
Thursday April 15th, 2010 10:39:31 PM

Vedik strokes his beard. "We must be missing something. Tha was too strange to be random. Give me a minute."

Vedik then casts Detect Magic, and concentrates on the body and the rope.

OOC:
Cast Detect Magic
Spellcraft checks: 48, 43, 42

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 143 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (cast before Hill) 3 minutes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday April 15th, 2010 11:02:00 PM

Echlhin agrees with Vedik that this is too strange to be a coincidence. After giving Vedik a moment, he wants to move on and see what else they can find.

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, 
Thursday April 15th, 2010 11:11:23 PM

Plyf waits for the others, fully aware that without them, her survival rate was slim and life expectancy short.

MonthorHit Points:(213 of 213) AC 39 
Friday April 16th, 2010 9:00:14 AM

Monthor disagrees with the other party members. This is an evil area and evil things happen her. He has seen zealots taken their own lives for no other reason then it was suggested to them by their so called saviors.
In this land, it will be best to trust no one and to not worry to much about asking questions before smashing heads in.

" Me's not comfortable with staying this long in the open. Let's get back in the shadows and move along. "



Theory of a Dead Man 
Friday April 16th, 2010 8:31:38 PM

Most are ready to dismiss the man and move on, but Vedick and Echilhin are not so sure. Vedick casts Detect magic and after a few rounds of concentrating is sure the man has no items and that the rope is not magical in anyway either. As unsettling as it is, it may very well be a coincidental occurence. Monthor is becoming unnerved about being in the open for so long and suggests the group to be moving and soon.

The sparse and dying black trees litter the 100' of landscape between the Grey Knights and the western steps into the swirling fog about the parthanon. Again as the group or some of the group focus back in on moving towards the great marbled pillars an unseen or felt wind seems to blow through the thin brittle branches high overhead. The high cry of a carrion bird splits the air suddenly from the south as a small flock of ravens explde from a briar bush, the reason for thier flight is unseen, unheard and unknown to the Grey Knights.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=42 ; d20+27=44 ;
Monday April 19th, 2010 10:36:19 PM

The sudden commotion of the ravens draws Echlhin's attention and he will move to investigate if no one suggests otherwise. (Spot 42, Listen 44)

Tratain Current Spells AC 44 HP 207/211 
Tuesday April 20th, 2010 6:08:38 AM

Tratain says "Can anyone see what that rope was attached too? Lets go check on it and what just startled those birds. Then we'll move towards the parthanon."

DM clarification I think is needed. The rope was tied around the mnas neck and to the tree. After the man hung himself Dwight shot an arrow severing the rope and the man fell to the ground. Part of the rope is still tied to the branch above and another part is still tied about his neck

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday April 20th, 2010 9:06:19 AM

"Nothing special that I can see." The old dwarf strokes his beard. He turns towards the briar bush, eyeing it suspiciously.

OOC:

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 145 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 13 rounds
Good Hope (cast before Hill) 5 minutes

Dwight hp 160/160, ac 33(touch 25) 
Tuesday April 20th, 2010 9:53:04 AM

"Jussst a branch," adds Dwight. Realizing his invisibility likely isn't providing any protection, he is ready to move on.

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, 
Tuesday April 20th, 2010 11:02:44 AM

Plyf just waits for the others. She takes a mental note to come back and bury the man, if they live through this anyway.

Briar Bushes 
Tuesday April 20th, 2010 10:16:15 PM

Tratain suggests the group looks into the startled birds, Echlhin is already moving that way as the others keep an eye out. The grim makes the are in short order and spies the most likely cause of the disturbance. A lean black wolf, fur oily and sickly in patches across its body is moving away from the aree and slinks under another thick bush some 50' from where the birds bolted. Echilhin's sharp eye can discern that the wolf is an undead creature. The grim also spots that within the briar bush where the birds were is a tangled and twisted body. Dead for some time and well picked over by the ravens that were recently dwelling in the bush itself. From here, Echilhin can see down the gentle rolling hill to the south to the front of the great mansion and the mass of undead that still shift before the door in a mad tearing orgy. limbs rip and tear from various creatures in the swarm of undead as they feast and fight with each other. The parthanon lies about 70' away from Echilhin's position.

Dwight hp 160/160, ac 33(touch 25)  d20+31=35 ; d20+31=37 ; d6=2 ; d6=6 ; d6=4 ;
Wednesday April 21st, 2010 10:25:12 PM

Again Dwight is left with the decision to fire or not. Feeling all this wandering isn't really solving anything, Dwight pulls his string and whispers to Plyf. "Let the arrowsss fly."

clearly we are already being watched Dwight thinks.

Fire arrow at wolf
Hit: 35 (sorry about the extra...button wasn't working)
Dmg: 10 + 10(holy) = 20

Again an arrow seems to appear out of thin arrow already at terminal velocity flying, quickly covering the distance to the undead wolf.

Others hear the string of a bow being re-loaded.

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds

OOC: Been 24 hours since DM post, so like Monthor...I'm eager to have combat and postings.

Tratain Current Spells AC 44 HP 207/211 
Wednesday April 21st, 2010 10:44:24 PM

Tratain waits to see if Dwight manages to hit the wolf or not. If it eludes the group Tratain steers them back towards the Parthenon to see what is there.

----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 18 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 15 Rounds
Good Hope - 7 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

Briar Bushes and the wolf 
Wednesday April 21st, 2010 11:15:55 PM

Dwight fires at the wolf and the arrowpuches a hole sirectly through the creature. Without a sound of protest the creature crumples where it stood just moments before. The group moves towards the Parthanon and ascends the stairs and into the roiling black mist that surrounds the place.

Going to stop here on the advancement in case any wish to do something before fully moving into the unknown area beyond

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday April 22nd, 2010 9:48:11 AM

Echlhin looks in worry towards the mass of chaotic undead and continues with the group towards the Parthanon.

MonthorHit Points:(213 of 213) AC 39 
Thursday April 22nd, 2010 3:19:05 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward- 15 rounds
Resist Energy- 30 points Fire- 87 min
Good Hope- 7 minutes-
Wearing- Winged boots

-------------------------------------------
Monthor takes point.

{ Readied action: Attacks with his war axe anything that attacks the group.}


Dwight hp 160/160, ac 33(touch 25)  d20+18=37 ; d20+16=20 ;
Thursday April 22nd, 2010 4:09:32 PM

Dwight floats near the rear of the group just high enough to see over Monthor head should he begin swinging, peering into the thick magical mist. (spot: 37, listen: 20).

"Ssshort of a ssstrong dissspel, I'm guessssssing we enter."

Bow in hands, fingers to string, he waits to for the call to advance or the sound of Monthor's axe swishing through the air.

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds



Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Friday April 23rd, 2010 8:03:40 AM

"I think you're right Dwight. I'm worried we're leaving an enemy to our backs though by not investigating the woods. The ex druid very likely knows we're here." Still, he continues to the structure with the group.

OOC:

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 145 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 10 rounds
Good Hope (cast before Hill) 5 minutes


Dwight hp 160/160, ac 33(touch 25) 
Friday April 23rd, 2010 12:29:59 PM

"Watched from the midssst and from the woodsss, we need to find them, the sssooner the better."

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility  d20+20=22 ; d20+20=36 ; d20+15=26 ;
Friday April 23rd, 2010 1:35:49 PM

With that, Plyf taps herself with her rod of Greater Invisibility again and it fails. She shakes it once before using her rougish skills once again going invisible, then places it in the hands of someone else, before she moves quietly into the mist.

Greater Invisible (7 rounds?)
Move Silent: 26



Tratain Current Spells AC 44 HP 207/211 
Sunday April 25th, 2010 8:18:11 PM

Tratain says "Lets go check this out first, I think we're as ready as we are going to be. Lets be about it."

Tratain then leads the group into the Parthenon. He goes through first and then moves off to one side to make room for the group and also depending on what he see's.

----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 18 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 15 Rounds
Good Hope - 7 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

The Parthanon 
Sunday April 25th, 2010 11:37:08 PM

The group moves up the steps carefully and steadily. Soon enough you penetrate and swirling fog and emerge into the Parthanon.
The once magnifiscent marbled and open aired parthanon now reeks of death and decay. The formerly beautiful tiled floor is slick with slime and mold making Charging and Running very difficult
A great long table dominates the center of the enormous building. Hanging overhead are 4 beaten bronze braziers that ablaze in a sickly yellow magical fire. Each is nearly 12 feet across and suspended from a thick set of iron chains that span the width of the structure providing anchor points at each side.
Strewn across the table are several horrific experiments involving noble race creatures as well as magical beasts and aberrations. Books of notes, scrolled mental mechinations of his dark and evil mind are nearby as well.
The Grey Knights have entered at about half way between the far north and south points,
The great table is some 40 feet away and standing just before it on the same side as the Knights are 6 large skeletons. A writhing mass can be seen within thier ribcages and deep violet glow comes from the eyesockets of thier great bull heads. Behind thenm and on the far side of the table is a lesser figure in stature. A crown can be seen upon a boney humanoid head and a robe warps about him, but most else is hidden by his cadre of guard and the stone table itself. He seems rather preoccupied with a dissection laid out before him.

Without looking up a powerful and confident voice emmenates from his direction, "I see Vran has succeeded in his mision. I knew he would make an excellent choice. It is time for the Grey Knights to engage in your final mission. You are to destroy the Dread."
Instantly Vran falls to the floor, again in terrible pain

MonthorHit Points:(213 of 213) AC 39 
Monday April 26th, 2010 8:49:07 AM

" Sweet!"



Dwight hp 160/160, ac 33(touch 25) 
Monday April 26th, 2010 10:05:52 PM

Dwight is momentarily overwhelmed with the setting, and the voice. He loads 4 holy arrows into his bow and makes it taunt, The first move by anyone, Dwight unleashes his arrow-terror at the man, leaving the glowing skeletons to others.

OOC: Not sure if we are in rounds, but I'm guessing we are close. If I can ready a full-round action, I do. If not, one arrow will suffice.

DM you can Ready an action

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday April 27th, 2010 8:57:37 AM

Uneased by the words and what is happening to Vran, Echlhin asks of the figure "... and you would be???"

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday April 27th, 2010 9:20:11 AM

Vedik winces as Vran falls to the ground. He regards the figure. "Is this something you want? And if so, why?"

He slips his hand into his component pouch, preparing to cast at the first sign of trouble.

OOC:
Ready Action: Cast Grease (DC 22) on the skeletons if they move or attack.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 145 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 9 rounds
Good Hope (cast before Hill) 5 minutes

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Tuesday April 27th, 2010 10:16:30 AM

Plyf is a bit creeped out by all of this, but she doesn't show it, or at least, she tries not to show it. Vrans thrashing uipon the ground makes her feel uneasy, but she doesn't move to help the man, frankly because she doesn't know what to do for him.

Skeletons, what a drag...

She nocks an arrow and waits.

The Parthanon; Bas'Anut 
Tuesday April 27th, 2010 10:02:03 PM

The creature behind the table and the skeletal minotaurs remains still and apparently still looking over the dissection before him. A deep commnading voice again rings out in the Parthanon, "I am Bas'Anut and Vran has suffered enough. As he is one of my favorites, I shall ease his discomfort." As soon as the voice dies away in the echoless wind, Vran's convulsions cease. Bas'Anut then continues "Yes Vedik, It is what I want and have for some time. The reasons are my own, but I know that answer will not suffice you. So I will tell you this, the Dread has become like a cancer of the body and the body has been diminished, its focus disturbed and twisted to the ruin of all. You have proven capable of supplying the cure I seek. So I sent Vran to find you."

The hulking skeletons simply stand thier ground the twist of worms and ooze convulsing about thier empty rib cages.

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility  d20+10=30 ;
Tuesday April 27th, 2010 10:22:34 PM

[/i]Well, the scumbag Vran is still in the works and led us to his boss. Figures...[/i]

Plyf maneuvers to check out what it is the Bas man is dissecting.

Spot DC 30

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Tuesday April 27th, 2010 10:23:38 PM

ooc:oops. Well, I won't edit the post so the 20 isn't questioned. :)

Dwight hp 160/160, ac 33(touch 25)  d20+6=18 ; d20+16=25 ;
Wednesday April 28th, 2010 9:44:39 PM

Dwight looks to each of his fellow group members, wondering how much merit they put to this Liches words. He then looks to Vran, hoping to gleam some truth of his lies and hidden motive. His ears are homed to sounds behind him, hoping this is not a delay tactic to surround the group.

sense motive on Vran (is this true?) = 18
listen for movement behind group: 25

Otherwise, Dwight floats invisibly, motionless 6' high with his arrows readied should a single member or enemy move to attack

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds

Tratain Current Spells AC 44 HP 207/211 
Thursday April 29th, 2010 5:09:46 AM

Tratain says "I don't understand. Don't you serve the Dread? And you want us to destroy him for you? And what will you do after. Attempt to take his place I suppose? Please explain what you have said."

----------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 18 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Death Ward - 15 Rounds
Good Hope - 7 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

MonthorHit Points:(213 of 213) AC 39 
Thursday April 29th, 2010 7:55:42 AM

Monthor stands guard and waits.

{ Readied action. Attack back anything that attacks them}

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+18=22 ; d20+18=20 ; d20+18=19 ;
Thursday April 29th, 2010 8:21:40 AM

Vedik thinks on the name Bas'Anut, trying to recall some clue that might help them in these negotiations, or combat if it comes to that. He lets Tratains question's stand without adding any more yet.

OOC:
Knowledge checks on the name Bas'Anut
Arcana: 22
History: 20
Religion: 19
Wow, a 4, 2, and 1....

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 145 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Death Ward (cast before Hill) 9 rounds
Good Hope (cast before Hill) 5 minutes


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday April 29th, 2010 2:15:22 PM

Echlhin waits to hear the answer to Tratain's questions.

The Parthanon; Bas'Anut 
Thursday April 29th, 2010 9:21:33 PM

Plyf can see the creature a bit more clearly as she slides to the groups right a bit. Split from chin to groin and flayed open like a butterflied steak is what used to be an illithid. She can see several thin sticks secured to locations in the cavity with bits of writing, probably labeling the various organs.

Bas'Anut rings no bells, brings no memories of any course of study to Vedick's mind. The name will likely remain as much of a mystery now that he knows than before he did.

Monthor and Dwight both stand on guard ready to let loose with metal death. It is likely theier counterparts in the 6 minotaur skeletons are as well.

Vran gets to his feet uneasily, sputtering a denial that he served or still serves the lich Bas Anut. Dwight cannot detect any disseption on the former Dread's part, but that does not mean there is none.

Bas'Anut seems perfectly willing to continue the conversation and begins with Tratains questions. "Is it really so hard to believe? Yes I wish for you to destroy the Dread. Yes I once served loyaley, but feel our way is lost and yes I would assume control of the Dread. I have no designs on you mortals or your realms and either should the Dread." He then address Vran "Surely Vran you did not think you broke the Dread's hold over you without assistance. It was not your will or cleverness that allowed you to move independantly among the Dread for so long and to find the Grey Knights without assistance? I gave that to you and you served admirably."

House keeping note. It has been 40 rounds or 4 minutes since the group left the cave.
Death ward spells are down
Good hope has 3 minute left
other spells are longer lasting



MonthorHit Points:(213 of 213) AC 39 
Friday April 30th, 2010 10:06:25 AM

Monthor stands guard and waits.

{ Readied action. Attack back anything that attacks them}


Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility  d20+14=29 ;
Friday April 30th, 2010 4:57:10 PM

"You're all scum." Plyf states matter of factly. Likely a compliment to these types.

"You presume to suggest you are a lesser evil to your demi god lord? You use people like fodder and cattle, extermintaed for your own whim. You have no interest in us as far as our interests are concerned, but you would level Plateau City and render Gargul your submissive if it serves your own goals and that just can not happen."

Plyf laughs a moment, "Are you willing to sign a contract with us, notorized by Pantheon himself for such an alliance and to insure what you say is possible?"

She does not really believe he will do so, but if buys the group some time to think about the situation, so be it.

Diplomacy: 29

Dwight hp 160/160, ac 33(touch 25)  d20+18=36 ; d20+16=29 ;
Sunday May 2nd, 2010 8:44:46 AM

Dwight maintains his watch.

spot: 36
listen: 29


Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Sunday May 2nd, 2010 9:27:20 PM

ooc: Um, guys, an "Aid Another on this Diplomacy might actually get some results if you guys can bring that Diplomacy up to 35. We only need three of you to aid her.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Sunday May 2nd, 2010 9:33:53 PM

Echlhin disagrees with Plyf, feeling that Vran is seeking to redeem himself and was an unknowing pawn in this matter. He does not voice the concern, but merely turns to Bas'Anut and asks "If the Dread has lost the way why have you or others not acted directly against him? What prevents you from confronting him directly? Why do you need us?"

Tratain Current Spells AC 44 HP 207/211 
Sunday May 2nd, 2010 10:56:00 PM

Tratain adds a question of his own saying "What will you do with the Organization? You have said you have no interest in we mortals but as my comrade has said we don't know that we can trust you at all."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 3 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

The Parthanon; Bas'Anut 
Monday May 3rd, 2010 7:00:53 AM

"Presumption? Yes, it would be. As it is presumption on your part to deem yourselves and this conversation of such importance that Pantheon hiself would notorize a contract. He and the other gods care as much about such a thing as I you and I care for each other Plyf." the creatures head suddenly snaps up, forgetting his study of the mind flayer body before him and his voice raises in power and reverberates through the halls, echoeing back as if the roiling mist the party had pased through was solid, "Need! I, Need? Make no mistake Echilhin, I do not NEED you. I have thus far found you useful, but do not..."

With the sound of bone grinding on stone, Bas'Anut stops talking for a momment before resumming in the same deep baritone sound as when the converstaion began. "I would set the Dread to thier original purpose once more. The study of magic. To your trust I cannot help you. You will have to battle any crisis of faith on your own."

Plyf and Dwight could both see from thier respective vantage points that bas'Anut had dug his bony hands into the table, possibly in the same way to calm himself as a person might take a deep breath.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Monday May 3rd, 2010 8:19:27 AM

"Assuming we agree to this, where do the rest of the dread lords stand, Bas'Anut?" He eyes the angry lich calmly. "Surely things are not so orderly as ta assume you will simply be allowed to take command. We understand the dread lords have their own politics and alliances."

He pauses before continuing.

"And then there is the Dread itself. What can ya tell us of it?"

OOC:

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 141 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic

Good Hope (cast before Hill) 3 minutes

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Monday May 3rd, 2010 10:39:17 AM

Plyf just falls back and lets everyone else do the negotiations. Oh, I believe if Pantheon could be reached, he would be happy to take on such a contract. I think I could talk him into it, if I took off the belt of dwarvenkind, I would have a chance. She convinces herself whether there is truth to the thoughts or not.

MonthorHit Points:(213 of 213) AC 39 
Monday May 3rd, 2010 1:35:47 PM

The burley dwarf taps the hilt on his war axe on the ground repeadedly.....
tap...
tap..
tap..tap..tap..tap.....

" So, yous ready to help us with the dread...fine, let's get down to it then. What are ye asking and what are ye offering? We'll take them out... but what are ye prepared to offer us to help you, helpus take them out? "

{ooc> Also know as... let's move this along folks...}

Dwight hp 160/160, ac 33(touch 25) 
Monday May 3rd, 2010 9:21:20 PM

Dwight nods at Monthor's words refusing to lower his guard as he has little faith in Bas'nut keeping his end of whatever bargain is struck. Clearly however, this dread lord needs something from us.

=================
DM Sanity Stuff

Flying Broom
Bow in Hand (readied)
Shaken (-2 on all rolls)

Ioun Stone Activated

Greater Invisibility
Delay Poison - (from Tratain)
Death Ward - 15 Rounds
Good Hope - 7 Minutes - 20 rounds
Resist Energy, 30 Points Fire - 87 Minutes - 20 rounds

The Parthanon; Bas'Anut 
Tuesday May 4th, 2010 9:03:23 PM

Bas'Anut for the first time stops what he is doing and looks up at the group directly. Vran did his job exceptionally well. These mortals are a surprise to be able to see beyond hate. They are also dangerous and deciteful things bound by the inherent limits of flesh and linear comprehension

"There is nothing to discuss further. If you wish my assistance then go and destroy the other lords and return with thier soul gems. Or bargain with them, it makes no difference to me. I will open the gate and then you can destroy the Dread and put an end to his threat to you and those you profess to still love. Otherwise go home, your use would be at an end and I will release Vran. Your questions are irrelavant to the task and only serve your own couriosity or treachery. Either one is of no benefit to myself or my research."

Tratain Current Spells AC 44 HP 207/211 
Tuesday May 4th, 2010 9:39:30 PM

Tratain thinks for a moment and says "What can you tell us about the Other Lords of the Dread, what are their weaknesses and where are they located here on the island. Once we destroy the other Lords of the Dread what do you plan on doing? We would like Vran released now as well and some form of guarantee you plan no harm to the Wold like the current organization does. Once the other Dread Lords are gone where will you go and do?"

Dwight hp 160/160, ac 33(touch 25) 
Tuesday May 4th, 2010 10:35:37 PM

Again Dwight shivers wondering if making any type of deal with a dread lich is any better than making a deal with a demon; even if short-lived. Whatever deal we make, we become bound to uphold our end, but I doubt they, he, it will.

What would be gained or lost, should we attack him instead? Thus far, he has given us nothing, though he clearly needs us else he would have eliminated the others himself already.



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday May 4th, 2010 11:49:40 PM

Echlhin waits to hear the response to Tratain's questions, hoping to gather some useful bit of information for the upcoming fights, no matter who they are with.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Thursday May 6th, 2010 8:16:21 AM

Vedik lets Tratain's questions stand, and waits for an answer.

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 141 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic

Good Hope (cast before Hill) 3 minutes

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Thursday May 6th, 2010 11:09:55 AM

Plyf continues to watch the spectacle.

The Parthanon; Bas'Anut 
Thursday May 6th, 2010 10:16:27 PM

The Dread Lich answers Tratain, in a way. "I have stated the conditions of Vran's release." Bas'Anut seems to conisder for a moment or two and adds, "No further words or guarantee from me will sway you beyond what you have already heard and so I feel no desire to repeat them merely in attempt to appease you as I have no need to do so."

Prod away mortals, it will avail you nothing. I am no lap dog that need please or come with hat in hand to you. I need not give additional information in attempt to convince you to move in my direction. You will go. I will have my victory. I do give you accolades for the attempt, quite clever in the phrasing. Innocent enough they seem, but they bind he who answers as a submissive dog, the servant to the master and I am no one's lesser. Soon the Dread will know of his folly.

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Friday May 7th, 2010 3:54:03 AM

Plyf simply think to herself, "If we can kill the Dread, we can kill this scum too as well as the others. If there is to be no contract, what are they waiting for?

She gently rubs her bow string, about a foot above her nocked arrow.

Incoming DM SteveK 
Friday May 7th, 2010 4:26:01 PM

Dan! I'm ready for the handoff, now that the COC have survived. :-)

I've got the module and been reading posts for the last month, so I can take on Monday if'n you want.

.....................

Tratain Current Spells AC 44 HP 207/211 
Saturday May 8th, 2010 8:00:32 AM

Tratain says "This conversation has become pointless. We'll be back when we have destroyed the other Dread Lords. Lets go Knights, we have other Liches to destroy."

Tratain leads the others out of the Parthenon back towards the Forest to try and find that Druid Lich they were told about.

Once outside of Hearing Distance of the Parthenon and after checking to make sure they aren't being Watched Tratain says to his friends "We'll save him for last. After we destroy the Dread, we'll take care of him unless we find a way to get to the Dread ourselves from fighting the others. He gives no assurances of what he will do and his whole reasoning seems to come down to "because I said so." He offers no concessions so Im not willing to let a lich run around free if I can help it."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 3 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Saturday May 8th, 2010 10:08:45 AM

Echlhin agrees with Tratain

Dwight hp 160/160, ac 33(touch 25)  d20+18=25 ; d20+16=23 ;
Saturday May 8th, 2010 10:17:04 PM

Dwight floats near the rear of the group allowing them to know where he is as he also agrees with Tratain. "Surely these gems must be destroyed and not handed over in any case. No point making him stronger, " Dwight concludes stating the obvious.

He then scans the area for the Druid Lich, wolf, dead man or other moving creatures.

spot: 25
listen: 23

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Sunday May 9th, 2010 4:17:57 PM

The old dwarf nods. "I agree it would be less than ideal. So which shall we hunt first?" He eyes the bleak terrain.

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 141 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic

Good Hope (cast before Hill) 3 minutes

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Monday May 10th, 2010 2:42:30 AM

'What ever is closest." Is Plyf's simple reply.

Incoming DM SteveK 
Monday May 10th, 2010 12:45:51 PM

ooc: Hey Grey Knights, it is the new DM team of SteveK and BZ! :-) You may remember me from such things as DanK's brother, various Tap games, and a short stint playing Lumi-Juova, the Ice Vien liontaur.

I like playing the DM as the facilitator of the Players having heroic and challenging adventures. It is my job to give the group physical, mental, and ethical challenges to provide an opportunity for teamwork, victory, and stretching the limits of the characters. Insta-death isn't fun, and neither is "kick-the-kobold".Being able to succeed overcoming great odds and having a chance at failure is what I think is fun in my book.

Since we are all (you and I) here to have fun, I look for out of character posts and emails to be in the spirit of friendly reminders or honest discussion. I know I make mistakes, and being human, each of you do too. As a high level heroic group, I will assume they are all experienced adventurers and will interpret postings in the best light possible. Of course, the less interpretation the DM has to do, the less explanations have to happen after the fact as well! :-)

...........................

Current module

NOTE1. Designed by DanK and approved by Jerry, this IS a module designed to challenge to the limit. That "should" be fun. So, don't take things too seriously if something goes bad. Stay in character, and support each other. There needs to be a sort of "agreement" during modules like this that the group WILL work together. That's what being a dragon group is all about. Teamwork, bravery, honor. We must continue to act like the heroes we are--which is why you were asked to join the Dragon Consorium Group. Don't make it artificial. Make it real. And have loads of fun doing it.

NOTE2. The party has a 24 hour Time Stop to use when they want to.

.......................

Tratain leads the others out of the Parthenon back towards the Forest to try and find that Druid Lich they were told about. Vran stays behind under Bas'Anut's sway.

He gets outside of what he thinks is hearing distance of the Parthenon and checks to make sure they aren't being Watched. (ooc: no rolls, so assuming take 10) The cleric can't see anything other than the dead trees smelling of decay.

Echlhin agrees.

Dwight points out the obvious drawback of the Lich's request, and looks around. He also can't see anything, only the trees moving and creaking as if a wind is blowing.

Vedik and Plyf look for direction to the next Lich Lord to slay. Tratain indicates he wants to go after the Druid Lich in the Forest.

With a destination in mind, it looks like the Gray Knights need to decide how to go there and winkle out a Lich!

(ooc: I will not post on Tuesday. Next post is Wednesday)

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Tuesday May 11th, 2010 11:16:53 AM

Plyf keeps her bow in hand and an arrow nocked, following the others. The normally joyful singer has definetly let the scenery effect her mood.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday May 11th, 2010 8:29:30 PM

Echlhin stays with the group, but offers his eyes and ears for searching the area.

Dwight hp 160/160, ac 33(touch 25)  d20+18=22 ; d20+16=21 ;
Tuesday May 11th, 2010 8:53:02 PM

Dwight floats just next to Monthor for a moment, and whispers just above his ear. "The next thing needsss to be hit and hit hard, no chance for another disssscussssssion of nothing."

Testing the tension on his bow, he readies an arrow for anything that moves. Dwight doesn't plan on waiting to see if the next 'thing' wants to make a deal.

spot: 22
listen: 21

Tratain Current Spells AC 44 HP 207/211  d20+14=17 ; d20+13=21 ;
Wednesday May 12th, 2010 8:29:35 AM

Tratain leads the group to the forest, looking for any kind of landmarks or indication of where the Lich would be staying. If any of the group finds something he leads them towards it.

Spot 17
Listen 21

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 3 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells  d20+33=43 ;
Wednesday May 12th, 2010 8:30:54 AM

Vedik move with the group, keeping ready. He takes a moment to refresh the parties Good Hope from his Wand. Then he looks for signs of anything of a magical bent that might provide clues on this Lich Druid, ritualistic markings on trees, etc.

OOC:
Cast Good Hope from Wand
Spellcraft 43

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 141 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (10 mins, Cast before entering Forrest)



Incoming DM SteveK 
Wednesday May 12th, 2010 11:42:35 AM

Renewed with Good Hope, the Gray Knights penetrate the dead forest on the flying island of the Dread. Trees drip with decaying moss which move in a wind not felt by the group. Vedik soon spots a small circle of trees that look significant, and upon getting closer, it is obvious that there magical symbols carved on stone and tree in this area. To the magical casters of the Gray Knights it looks like a ....

With a *BAMF* of exploding air, a huge lizard humanoid covered in horny and thorny plates appears inside the circle. It raises a voice of thunder and flame, calling to the wood. "Tendrix, I will have words with thee!"

It then notices the Grey Knights. "Intruders! And worthy sacrifices to my appetite!"

DC 15 Knowledge Planes Highlight to display spoiler: {Horned Devil}

The Grey Knights have the initiative. The opponent is 20 feet from the group.

....

Opponent AC 35

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility  d20+6=12 ; d20+14=15 ; d20+8=16 ; d20+10=28 ;
Wednesday May 12th, 2010 2:10:58 PM

Plyf thinks, Well, this isn't no lich, I think, so here goes nothing...

(Diplomacy 15)"Don't be a fool. Who would dare intrude upon this foul place?"

(Intimidate 16) "We are just waiting for our master and he will likely be upset when we have to destroy you because we had to defend ourselves."

(Bluff 28) "On the other hand, we could all just wait together and see what is said then, or, if you are in a hurry, we can take a message for you?"

Knowledge Planes: 12


MonthorHit Points:(213 of 213) AC 39 
Wednesday May 12th, 2010 7:56:20 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward-
Resist Energy- 30 points Fire-
Good Hope-
Wearing- Winged boots

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

"HERE WE GO."
Monthor activates his Brahm's Tatoo and casts protection from evil ( +2 deflection bonus to AC and a +2 resistance bonus on saves, blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature, the spell prevents bodily contact by summoned creatures)

Monthor moves back 10'.



Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Wednesday May 12th, 2010 8:07:26 PM

Vedik steps up to Monthor and casts Enlarge person on the Dwarf.

"Ya gonna rub your tattoo's or you gonna hit this thing Mon." he calls out to the dwarf, grinning.

OOC:
Cast Enlarge Person on Monthor.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 141 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (10 mins, Cast before entering Forrest)


Tratain Current Spells AC 44 HP 207/211  d20+21=24 ; d20+21=30 ; d20+17=20 ; d20+15=23 ;
Wednesday May 12th, 2010 8:18:26 PM

Upon hearing the Creatures declaration to make the Grey Knights its sacrifices Tratain decides to take action.

Tratain defensively Casts (Can not Fail Check) Harm (150 Damage, Will save DC 26 For Half SR Check 30; (Hit Touch AC 24, Hierophant Ability Allows Use of touch Spells at 30 Foot range.)

Tratain then Moves towards the Creature (20 Ft Towards it) keeping an eye out for the Druid Lich the thing was calling for. (Spot 19; Listen 23)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

MonthorHit Points:(213 of 213) AC 39 
Wednesday May 12th, 2010 8:54:27 PM

" Just warming up Vedik... and letting Tratain have some fun... "

Dwight hp 160/160, ac 33(touch 25)  d20+34=39 ; d6=1 ; d6=6 ; d6=6 ; d6=6 ;
Thursday May 13th, 2010 7:43:56 AM

Dwight pulls full tension on his bow and releases it at the demon. He then floats just a little higher to get a better vantage point (12' up now) reloading for a massive onslaught next round hoping his invisibility and Monthor keep the creature away.

Attack: 39
hit: 9 + 12(holy) + 6(SA) = 27

=================
DM Sanity Stuff

Flying Broom (12' )
Bow in Hand (readied)
Ioun Stone Activated
Greater Invisibility
Delay Poison - (from Tratain)
Good Hope - 10 Minutes


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+13=24 ; d20+29=39 ;
Thursday May 13th, 2010 8:40:21 AM

(Knowledge planes: 24)

Watching the Horned Devil materialize, Echlhin catches the name Tendrix. He informs the group as to what the creature is while moving to safer position (minimize being caught in a lightning bolt or fireball, back and away if possible). Given that the devil was expecting someone else , Echlhin looks around to see if this Tendrix or anything else is hiding in the area.

(Spot check 39)

Delay Poison
Bark Skin
Long Strider
Good Hope
Ring of Counterspell: G. Dispell
Fireseeds prepared on berries (unknown time remaining, this may be expired - need DM time check from arrival on island)



A Short Fight (DM SteveK)  d20+22=38 ; d20+24=30 ; d20+15=22 ;
Thursday May 13th, 2010 2:18:09 PM

Plyf tries to get the thing into a speaking mode. There isn't enough time to diplomatically convince the appearing monster, and it laughs at the half-elfs attempt at striking an intimidating speech and the equally useless bluff. (Sense Motive- 38) "You are but intruders", it begins to state with finality.

Monthor activates his Brahmah's Tatoo and casts protection from evil while backing up 10'.

Vedik steps to Monthor and casts Enlarge person on the Dwarf, egging the warrior on.

Tratain doesn't give any time for talking, and instead defensively casts Harm. The spell overcomes both the devil's spell resistance and Will, and does severe damage to the fiend! Moving forward, Tratain deliberately invites an attack from the Horned Devil's tail which is negligently brushed off by the cleric's incredible defenses.

Dwight pulls full tension on his bow and releases it at the devil, piercing its armor and finishing what Tratain started. Quick kill, no problems. He then floats just a little higher on his broom to get a better vantage point.

Echlhin informs the group that it... was... a Horned Devil. There is no need to move to a safer position as it is dead, so looks around to see if this Tendrix or anything else is hiding in the area.
...........................

The fight lasted less than 10 seconds, and the Grey Knights look around. There doesn't seem to be any movement among the dead trees, nor is there any other activity around the magical symbols that surround the courtyard where the Horned Devil appeared.

Looking around, Echlhin spots a dozen small shapes the size of a fist that encircles the group 40 feet out. DC 26 Spellcraft Highlight to display spoiler: { Prying Eyes }

For everyone else, there is the portal with the strange magical symbols, or to continue further into the grove of dead trees.

NOTES

10 minutes elapsed time since arrival at Sky Castle.

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Vran told the Grey Knights what he has known about two Liches: Bas'Anut and Tendrix. "Tendrix was, in life, a druid. Manipulated nature incredibly. In death, that didn't change. The orchard you described is likely his work. Bas'Anut was who I primarily dealt with, but I know very little about him. Arcane and divine magic, it seemed to me that there was very little he did not have control over. He also didn't particularly get along with any of the other Lich Lords. Although I'm not sure if any of them really do."


Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility  d20+19=32 ; d20+7=14 ; d20+15=21 ; d20+16=20 ; d20+10=27 ;
Thursday May 13th, 2010 4:46:49 PM

Plyf just shrugs her shoulders, "I guess warning horned demons is not something I am good at?"

She fades away into the brush and begins to use her skills to her best advantage, to search through the area and discover what might be lurking.

Hide: 32
Listen: 14
Move Silent : 21
Search: 20
Spot: 27

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+23=35 ; d20+12=16 ;
Thursday May 13th, 2010 5:48:17 PM

Echlhin notices the prying eyes and quickly informs the group of their presence. Pulling out his sling he attempts to break one but misses (hit ac 16, phb lists ac as 18 for them). He informs the group that these eyes need to be destroyed before they can report back to their caster.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday May 13th, 2010 8:15:49 PM

((realized I forgot to add good hope to the attack roll, should hit ac 18. Let me know if you need a damage roll, figured no given they usually only have 1 hp. Sorry about the mistake))

Tratain Current Spells AC 44 HP 207/211 
Thursday May 13th, 2010 8:22:38 PM

Once Echlhin points out the Trying eyes spells Tratain says "Dwight can you and Plyf take care of those? You have the bows."

He says to Vedik "Any idea what that portal is? We can either see if we can go through it or look for that Druid Lich. Since that Devil was yelling for him right here he couldn't be that far I don't think."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility 
Thursday May 13th, 2010 8:51:30 PM

From somewhere in the bushes, "Gotta see them first."

Any modifier to spot checks with the floating eye being known about now?

Dwight hp 160/160, ac 33(touch 25)  d20+18=24 ; d20+29=30 ; d20+24=35 ; d20+19=33 ; d20+29=43 ;
Thursday May 13th, 2010 9:43:49 PM

Dwight was already pulling his string back when Traitain gives him the okay.

Spot: 24+2 (good hope) = 26 to see prying eyes with guidance from group

(OOC: Dwight can fire up to 4 times per round "+29/+24/+19/+29. Not sure if we are in combat rounds, but if no other enemy is present, Dwight (and Plyf perhaps) will fire at them until gone.)

Arrows flying at eyes:

Attack 1: 30 (nat 1)
Attack 2: 35
Attack 3: 33
Attack 4: 43

(OOC: Damage is a minimum of 9)


MonthorHit Points:(213 of 213) AC 39  d20+22=42 ; d20+22=34 ; d4+8=11 ; d4+8=10 ;
Thursday May 13th, 2010 10:30:03 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward-
Resist Energy- 30 points Fire-
Good Hope-
Wearing- Winged boots
protection from evil ( +2 deflection bonus to AC and a +2 resistance bonus on saves, blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature, the spell prevents bodily contact by summoned creatures)

Monthor draws his throwing axe and lets loose towards one of the eyes.

Hits AC 42 ( crit role 34) for 11 (21) damage.



Prying Eyes See Things (DM SteveK) 
Friday May 14th, 2010 1:20:14 PM

Plyf spots the Prying Eyes.

Echlhin strikes and destroys one Prying Eye, and sees another Eye immediately fly away.

The others are still there, however, and Dwight is next on the plate. 4 arrows dispel four Eyes, and each time one eye is destroyed, another flies away back towards the Parthenon.

Monthor looks to loose an axe at a Prying Eye, but can't find a target. (no Spot check).

Plyf steps into the underbrush and begins a sneak, keeping very hidden and looking to see what is ahead. Highlight to display spoiler: { after going through 40 feet of underbruch and poking her head through a hedge of trees and bushes, she can see a decaying skeleton casting spells in a circular clearing but 50 feet away.}

Tratain asks Vedik to check out the symbols, and for everyone to look for the lich. Since the devil was shouting, it should be close by...

...NOTES

10.1 minutes elapsed time since arrival at Sky Castle.

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

There are 2 Prying Eyes left. Must make Spot Check 26 to see them. Sense Motive DC 15 Highlight to display spoiler: {It seems thier orders include a Ready action to have one eye return to the caster if an eye is destroyed.}



Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Greater Invisibility  d20+22=27 ; d20+22=23 ;
Friday May 14th, 2010 2:11:18 PM

The dangers of a powerful druid in it's own setting sets Plyfs bones to shiver. She has but seconds to act before who knows what is summoned by this thing. She shouts to her friends, "Over here!!! he is over here!!" Then she moves toward him about thirty feet. As she moves, she pulls out a scroll she had hoped she would never need or use, but if there were ever a time, it is now. let her friends grouss about it later if they like but it is best no one but her is around if this spell is cast.

Her nervous nature causes her to be clumsy, when she would other wise be graceful. Her life flashes before her eyes.

Use magic Device on Scroll of Mages Disjunction: 27 (I think fails on a 9th level spell) Reroll using Hero Point: 23



Tratain Current Spells AC 44 HP 207/211 
Sunday May 16th, 2010 9:57:05 PM

Hearing Plyf start yelling Tratain moves towards the Rogue wishing there was time to redo the groups Death Ward before going into battle.

Full Move towards the area Plyf is shouting from.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 147 minutes

Dwight hp 160/160, ac 33(touch 25)  d20+18=24 ; d20+31=44 ; d20+26=34 ; d20+18=28 ;
Monday May 17th, 2010 7:35:10 AM

Dwight scans the area for more floating eyes.

spot: 24 +2 (good hope) = 26

Seeing another pair, he attempts to fire an arrow at them.

Att: 44 (min. dmg: 9)
att: 34 (min dmg: 9)

He then looks in direction Plyf shouting and Tratain has run off. If round permits he will move in that general direction (likely only 5').

spot: 28 (can he see Druid Lich from where he floats?)

=================
DM Sanity Stuff

Flying Broom (12' )
Bow in Hand (readied)
Ioun Stone Activated
Greater Invisibility
Delay Poison - (from Tratain)
Good Hope - 10 Minutes


Orchard Battle, rd1 (DM SteveK)  d4+2=6 ; d20+11=12 ; d20+11=27 ; d20+11=27 ; d20+11=17 ; d20+11=17 ; d20+11=14 ; d20+11=16 ; d20+11=16 ; d20+11=23 ; d20+11=31 ; d20+11=22 ; d20+11=25 ; d20+11=19 ; 2d6+5=9 ; d20+30=36 ; d20+26=33 ; d20+21=29 ; d20+30=40 ; d8+18=21 ; d20+19=24 ; 2d8=15 ;
Monday May 17th, 2010 11:43:26 AM

Plyf shivers, but knows what she has to do. Shouting to her friends, she moves towards the lich while pulling out an inoffensive looking scroll. Yet she can't read the words from nervousness and her life flashes before her eyes. (ooc: UMD fail, scroll spell still there. Need TWO UMD checks to use this scroll. Check #1 = Emulate 19 Intelligence = UMD 34 to succeed. Check#2 = Use 9th level spell scroll = UMD 37 to succeed) Plyf sees at second glance that there are more than just the skeletal human here. It is accompanied by an equally skeletal wolf!(ooc: How long has Plyf had the Greater Invisibility? Duration 1 round/lvl)

Tratain hears Plyf's cry and hustles towards the rogue, his full plate, even if made of mithril, slowing his run.

Dwight scans the area for more floating eyes, and shoots one more. He doesn't get the chance to hit the second, as it flies away and behind some trees before the archer can get a bead. He then looks in direction of Plyf and sees Tratain has run off, and follows on his broom. From his position 20 feet over the ground, Dwight sees a thick 10 foot high hedge that surrounds a large open circular area. The center of the open area has a pool of water where a skeletal in tattered brown robes stands under the shade of two colossal trees.
(ooc: How long has Dwight had the Greater Invisibility? duration 1 rd/lvl)

Echlin, Vedik, and Monthor all follow Tratain. (DM move on map.)

......................

A rictus grin from the moving skeleton focus' on Plyf as the lich completes his diabolical spell, summoning an Elder Arrowhawk behind the Grey Knights! The summoned monster screams and fires a bolt of lightning at Echlin. (AC Touch 24 Damage 19 Electric) Echlhin takes 19 electricity damage)

The lich must have known exactly where the heroes were in his orchard of decaying fruit, for a trap is sprung! Even though Plyf walked the same area but a couple seconds ago, all about the Grey Knights, vegetation rises up and attacks! Two Shambling Mounds attack Echlin, missing with four ropy tendrils, and Monthor is attacked by another with the same result. Tratain, however, is attacked by three of the monsters, and one lands a lucky strike, almost grappling the cleric! (AC Nat 20, no crit, Tratain takes 11 damage

"Twig! Tinderbranch!" The echoing voice comes from within the skeleton, "Kill me this intruder!" And the lich points to Plyf. At once, the two colossal trees move forward, one going around the pool of algae-covered and stinking water, the other moving forward enough to have a large branch slap down at the hero, if only it could target her!

Another command comes from the lich. "Lupo, let us kill us another elf. It's blood will go well to water our grove!" And the skeletal wolf lopes forward. As it moves towards Plyf, the lich casts a spell making the Wolf grow bigger and bigger! To make matters worse, it looks like the Wolf and the Lich have little trouble in knowing exactly where the invisible Plyf is! The Skeletal Wolf lashes out with sharp teeth twice, catching Plyf once on the side, tearing flesh and cloth and putting her on the ground! (AC 33 hit, 29, miss Trip 40 success! Damage 21 + disease) [b]Plyf takes 21 damage, is prone, and must save Fort DC 25 or contract Malaria (-2ability checks/skills/saves attack and Damage)

"Whether you are sent by one of my loving brothers or oh so noble heroes of the realm matters little", the lich drips sarcasm at Plyf, "for you will soon be dead at the hands of Tendrix!"

...NOTES

10.2 minutes elapsed time since arrival at Sky Castle.
6.2 minutes elapsed time since left the Cave.

Tendrix -- AC = HP= Spells Spellcraft DC 28 Highlight to display spoiler: { Empowered Fire Seed, Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing}
Lupo - AC = HP= Spells Spellcraft DC 26 Highlight to display spoiler: { Greater Magic Fang, Animal Growth Shared: Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing }
Tinderbranch-- AC = HP=
Twigs-- AC = HP=
Arrowhawk Elder -- AC=22 HP=
Shambler #1-- AC =20 HP=
Shambler #2-- AC = 20 HP=
Shambler #3-- AC = 20 HP=
Shambler #4-- AC = 20 HP=
Shambler #5-- AC = 20 HP=
Shambler #6-- AC = 20 HP=

Orchard Battle

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum


Vedik AC 24 (13 touch) HP 186/191 (Joe For Troy who can't post tonight) 
Monday May 17th, 2010 9:28:25 PM

Vedik says to the group "Gather Around!"

Vedik then defensively casts Greater Teleport (Can not fail Check) and Puts Himself, Monthor, Tratain and Echlhin right Next to the Druid Lich.

(Vedik at N23, Monthor at O22, Tratain at P22, Echlhin at M22)

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 141 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (10 mins, Cast before entering Forrest)


Tratain Current Spells AC 44 HP 206/211  d20+27=46 ; d20+22=24 ; d20+17=35 ; d20+12=31 ; d8+10=13 ; d8+10=18 ; d8+10=11 ; 2d6=10 ; 2d6=6 ; 2d6=5 ;
Monday May 17th, 2010 9:39:16 PM

One of the shamblers manages to connect with the Protector but Tratain shrugs off most of the Damage thanks to his Stoneskin.

Once Vedik Lands the group next to the Lich Tratain shouts, "Monthor, Kill the Lich quickly!"

Tratain also attacks the Lich Trying to put it out of the action quickly.

Tratain's Warhammer is a Blunt Weapon, Adamantite, Magic, and Good Aligned for the purposes of Overcomming Damage Resistance
Hit AC 46 For 13 Physical Damage 10 Holy Damage
Hit AC 24 (Assume Miss)
Hit AC 35 for 18 Physical Damage 6 Holy Damage
Hit AC 31 for 11 Physical Damage 5 Holy Damage
63 Possible Damage

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 140 points - 137 minutes



MonthorHit Points:(213 of 213) AC 39 
Monday May 17th, 2010 10:08:29 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward-
Resist Energy- 30 points Fire-
Good Hope-
Wearing- Winged boots
protection from evil ( +2 deflection bonus to AC and a +2 resistance bonus on saves, blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature, the spell prevents bodily contact by summoned creatures)
Enlarged

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

Hearing Tratain's order, Monthor keeps quiet so as to not alert the lich to who he is...

Monthor delays action until the end of the round ( afte the bad guy's turn)
With a smile and a firm grip on his battle axe, he pops out of view, only to hopefully pop back next to the lich.

" SURPRISE!!!! "

- Delayed action, used the helm of teleportation to teleport to 22N


MonthorHit Points:(213 of 213) AC 40 
Monday May 17th, 2010 10:11:04 PM

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.

Effective AC vs evil is 40

Dwight hp 160/160, ac 33(touch 25)  d20+29=44 ; d6=1 ; d6=6 ; d6=5 ; d6=5 ; d6=6 ; d20+24=27 ; d6=3 ; d6=4 ; d6=6 ; d6=4 ; d6=4 ; d20+19=30 ; d6=5 ; d6=1 ; d6=6 ; d6=2 ; d6=2 ; d20+29=34 ; d6=1 ; d6=3 ; d6=3 ; d6=6 ; d6=3 ;
Monday May 17th, 2010 10:17:48 PM

Dwight hopes the Lich has his hands full as Dwight turns his attention to the giant bird that appeared near him.

Pulling his bow back, he unleashes his full arsenal.
(OOC: Not sure when invisibility was cast, near the cave exit I believe. If elapsed, disregard SA.)

Att #1: 44+2(GH) = 46
Damage: 9 + 11 (holy) + 5(ice) + 6 (SA) + 2(GH)= 33

Att #2: 27+2(GH) = 29
Damage: 11 + 10(holy) + 4(ice) + 4(SA) + 2(GH) = 31

Att #3: 30+2(GH) = 32
Damage: 13 + 7(holy) + 2(ice) + 2(SA) +2(GH)= 26

Att #4: 34+2=36
Damage: 9 + 6(holy) + 6(ice) + 3(SA) +2 (GH)= 26

Grand total if all hit with full potential: 116

Dwight then prepares for another round.

=================
DM Sanity Stuff

Flying Broom (20' )
Bow in Hand (readied)
Ioun Stone Activated
Greater Invisibility
Delay Poison - (from Tratain)
Good Hope - 10 Minutes


Joe OOC 
Monday May 17th, 2010 11:46:03 PM

Yves, Vedik Teleported us right next to the Lich on his turn. You need to attack. Right now you are holding your action to teleport to the spot you are already standing in :) Hopefully Steve will let you change your post lol.

MonthorHit Points:(213 of 213) AC 39  d20+29=40 ; d12+20=21 ; 2d6=10 ; d6=2 ; d6=1 ; d20+29=42 ; d12+20=30 ; 2d6=9 ; d6=3 ; d6=1 ; d20+24=39 ; d12+22=33 ; 2d6=6 ; d6=5 ; d6=1 ; d20+19=31 ; d12+22=34 ; 2d6=12 ; d6=6 ; d6=4 ; d20+14=29 ; d12+22=30 ; 2d6=7 ; d6=3 ; d6=2 ;
Tuesday May 18th, 2010 6:40:47 AM

OOOPs......

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Deathward-
Resist Energy- 30 points Fire-
Good Hope-
Wearing- Winged boots
protection from evil ( +2 deflection bonus to AC and a +2 resistance bonus on saves, blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature, the spell prevents bodily contact by summoned creature
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.

Effective AC vs evil is 40

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

Monthor realises that he is already near the head bad guy and swings his axe at it.

------------------------------------------------
Monthor swings two handed at the leech.
Power attack -5/+10
Att 1 Hits AC40 for 21 physical, 10 holy, 2 shock, 1 frost
Att 2 Hits AC 42 for 30 physical, 9 holy, 3 shock, 1 frost
Att 3 Hits AC 39 for 33 physical, 6 holy, 5 shock and 1 frost
Att 4 Hits AC 31 for 34 physical, 12 holy, 6 shock, and 4 frost
Att 5 Hits AC 29 for 30 physical, 7 holy, 3 shock and 2 frost

( Please add 2 strenght damage to the first 2 attacks - for the enlarged bonus).








Orchard Battle, rd2 (DM SteveK)  d8+10=11 ; d20+21=30 ; d20+11=17 ; d8+13=20 ; d8+13=18 ; d8+13=20 ; d8+13=14 ; d8+13=21 ; d8+13=15 ; d8+13=18 ; d8+13=14 ; d20+22=41 ; d20+17=21 ; d8+14=16 ; d20+14=27 ; d20+14=34 ; d10=9 ; d20+13=29 ; d20+13=18 ; d20+13=26 ; d20+13=33 ; d20+13=22 ; d20+13=24 ; 2d6+7=19 ; d20+13=33 ; d20+13=26 ; 2d6+7=12 ; d20+30=49 ; 4d8+17=29 ; d20+53=66 ;
Tuesday May 18th, 2010 12:31:46 PM

Vedik gathers the group, then defensively casts Greater Teleport. Yet the hero's sight is blocked by the thick hedge and he has never been given a description by Dwight or Plyf (the only ones who has seen the space). Vedik and the others reappear in the same place still surrounded by Shambling Mounds!
Ooc: Greater Teleport: "you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location."
OOC: Also, I play teleport moves the caster. Anyone he/she touches to the limit of the spell is also moved, but in the same spacial relation of the caster. (ie everyone holds hands and the caster casts teleport to a certain location. The caster arrives at that location, and everyone else is the same distance from the caster as when they were holding hands.)

Tratain is slightly non-plussed that Vedik's spell didn't work as advertised, but doesn't let the opportunity to make mayhem go by. His Warhammer smashes a Shambling Mound four times (DM roll on the AC 24 for 11 damage) instead of a skeleton, slaying one.

Dwight turns his attention to the giant bird that appeared near him, bending his bow and giving the Arrowhawk the opportunity to strike. The beak snaps on empty air and Dwight unleashes his full arsenal, slaying the Arrowhawk!
(OOC: It's been 4 minutes since the caves. Anything with a casting time of 40 rounds or less is expired. No Greater Invisibility for you right now.)

Monthor realises that Vedik's spell doesn't work, and the dwarf eviscerates two Shambling Mounds with Large two-handed swings. (ooc: Shamblers aren't evil, no holy damage. Takes 3 swings to kill first one, and two for the second.)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 (DM Posting due to Player out one week)
Echlhin steps back 5 feet, takes out his flask of Fire Seeds from his HHH and tosses it at the two Shamblers near him. One Shambler takes a swipe at the spellcaster, but misses. And then with a command word, all eight berries explode at once! Both Shamblers are still alive due to their wet nature, but really steaming.

Plyf sets up in total defensive stance to avoid attacks as best she can. She is able to overcome the disease threatening her body. (DM roll Fort save -- 27 = success)

......................

Plyf sees that Tendrix is focusing on her own little body. The Wolf and Lich concentrate on the isolated hero, as the other animals move to block the others. Spot DC 18 Highlight to display spoiler: { There are ripples on the surface of the algae-covered pool, as if there is something moving under water.}

The Wolf slashes with hungry teeth twice, striking once, and keeping her prone. Plyf takes 11 damage+ save Fort DC 25 or contract Malaria (-2ability checks/skills/saves attack and Damage)

Tendrix moves beside Lupo and, casting a short spell, touches Plyf gently on the arm. "Come, my little elf, and revel in the opportunity of decay", the druid lich croons almost lovingly. Immediately, a strong poison courses through her body and threatening to snuff out her life! (Poison touch attack AC 34 nat 20! Plyf loses 9 CON unless save Fort DC 28

The Shambling Mounds continue their assault, one on Echlhin, Monthor, and Tratain and two amazingly enough get through Monthor's and Tratain's defenses. (ACs 29, 18, 26, 33 nat 20! 22 no crit, 24, 33 nat 20! 26 no crit) Monthor takes 19 damage, Tratain takes 12 damage

The two colossal trees move forward, bracketing Plyf. Since they can't see the half-elf, they continue on to attack the other Gray Knights. One is in position to strike at Monthor, striking with a viney branch and wrapping the large dwarf... large dwarf? (shrugs)... and wrapping the large dwarf in a suffocating embrace! (AC 49, Dam 29, Grapple 63 Monthor takes 29 damage and is Grappled

...NOTES

10.4 minutes elapsed time since arrival at Sky Castle. (all spells with 10 minute duration or less from arrival are expired)
6.4 minutes elapsed time since left the Cave. (all spells with duration of 60 rounds or less from Cave are expired)

- only Dwight and Plyf can see inside the Hedge.

Tendrix -- AC = HP= Spells Spellcraft DC 28 Highlight to display spoiler: { Empowered Fire Seed, Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing}
Lupo - AC = HP= Spells Spellcraft DC 26 Highlight to display spoiler: { Greater Magic Fang, Animal Growth Shared: Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing }
Tinderbranch-- AC = HP=
Twigs-- AC = HP=
Arrowhawk Elder -- DEAD
Shambler #1-- AC =20 HP= 60 dam (fire resist)
Shambler #2-- DEAD
Shambler #3-- DEAD
Shambler #4-- AC = 20 HP=
Shambler #5-- DEAD
Shambler #6-- AC = 20 HP= 60 dam (fire resist)

Orchard Battle

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Dwight hp 160/160, ac 33(touch 25)  d20+29=33 ; d6=3 ; d6=4 ; d6=4 ; d6=2 ; d20+24=44 ; d20+24=43 ; d6=1 ; d6=2 ; d6=1 ; d6=1 ; d20+19=34 ; d6=1 ; d6=2 ; d6=1 ; d6=6 ; d20+29=31 ; d6=3 ; d6=2 ; d6=3 ; d6=3 ;
Tuesday May 18th, 2010 4:30:55 PM

Dwight reloads his bow calling to his comrades, "Hurry, Plyf is surrounded by trees, a wolf and the Lich and doesn't look so good. He is about 40' in this direction, " as he reloads his bow hoping to draw some attention away from Plyf. Flaming, ice cold arrows are shot into the circle directly at the Lich.

Att #1: 33+2(GH) = 35
Dmg: 11 + 8(holy) + 2(ice) + 2(GH) = 23

Att #2: 44+2(GH) = 46 (nat 20 -- not sure if I can crit. a Lich) -- 43 + 2(GH)=45 possible crit
Dmg: 9 + 3(holy) + 1(ice) + 2(GH) = 15 (if crit, it's x3)

Att #3: 34 + 2(GH) = 36
Dmg: 9 + 3(holy) + 6(ice) + 2(GH) = 20

Att #4: 31 + 2(GH) = 33
Dmg: 11 + 5(holy) + 3(ice) + 2(GH) = 21

Total damage if everything hits: 79 (if crit: 109)

=================
DM Sanity Stuff

Flying Broom (20' )
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Good Hope - 10 Minutes

Dwight hp 160/160, ac 33(touch 25) 
Tuesday May 18th, 2010 4:35:38 PM

OOC: Sorry thought I hit return, but instead hit submit.

Dwight then floats up another 5', putting him at 25' up.

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday May 18th, 2010 6:29:05 PM

So the hedge is blocking line of sight, but not line of effect?

DM SteveK
- The Hedge is 10 feet tall. The Tree is 20 feet tall and can look over. Dwight is also flying 20 feet up per his post, so can look over.
- For people 10 feet tall, the hedge does indeed block line of sight

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday May 18th, 2010 7:40:10 PM

Vedik regroups and one again casts a spell, this time targeting his allies. Suddenly the group begins to move faster.

OOC:
Cast: Haste targeting everyone but Plyf (too far)

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 141 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (10 mins, Cast before entering Forrest)

Vedik AC 24 (13 touch) HP 186/191 Character Sheet Spells 
Tuesday May 18th, 2010 7:40:24 PM

That was cast defensively (can not fail)

Tratain Current Spells AC 44 HP 205/211  d20+21=34 ; d20+28=29 ; d20+28=45 ; d20+23=26 ; d20+18=36 ; d20+13=14 ; d8+10=18 ; d8+10=14 ; d8+10=12 ;
Tuesday May 18th, 2010 9:10:41 PM

Tratain casts a Quickened Freedom of Movement on Monthor (Can not Fail defensive casting, Touch AC 34 to hit with Ranged Touch on Monthor).

Tratain then Swings at the Shambler still in front of him.

Tratain's Warhammer is a Blunt Weapon, Adamantite, Magic, and Good Aligned for the purposes of Overcomming Damage Resistance
Haste Attack - Nat 1 Miss
Hit AC 45 for 18 Physical Damage
Hit AC 26 for 14 Physical Damage
Hit AC 36 for 12 Physical Damage
Nat 1 Miss

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 130 points - 137 minutes


MonthorHit Points:(165 of 213) AC 39  d20+30=38 ; d12+22=29 ; d6=4 ; d6=6 ; d20+30=36 ; d12+22=25 ; d6=5 ; d6=4 ; d20+30=32 ; d12+22=29 ; d6=1 ; d6=6 ; d20+25=29 ; d12+22=32 ; d6=5 ; d6=5 ; d20+20=37 ; d12+22=25 ; d6=3 ; d6=5 ; d20+15=17 ;
Tuesday May 18th, 2010 9:41:25 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire-
Wearing- Winged boots
protection from evil ( +2 deflection bonus to AC and a +2 resistance bonus on saves, blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature, the spell prevents bodily contact by summoned creature

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.
Freedom of Movement This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

Haste -When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves

Effective AC vs evil is 41, 40 others

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

Monthor breaks from from the tree's grasp ( freedom of movement)
Monthor strikes out at the mounds. S1, then S6

Power attack -5, +10

Attack 1 AC 38, 29 physical, 4 electric, 6 frost
Attack 2 AC 36, 25 phys, 5 electric, 6 frost
Attack (Cleave) AC 32, 29 phys, 1 elec, 6 frost
Attack 3 AC 29, 32 phys, 5 elec, 5 frost
Attack 4 AC 37, 25 phys, 3 elec, 5 frost
Attack 5 Ac 17 miss.



Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Malaria (-2 on stuff  d20+10=29 ; d20+14=22 ; d20+12=31 ; d100=16 ;
Wednesday May 19th, 2010 2:46:10 AM

Plyf knows moments are left before it is to late. She wandered into a situation with little chance of success, if failure happened first. So she grits her teeth and smiles back at the lich, "I would say it has been a pleasure, but I hate to lie."

With a word, Plyf looks way up into the sky, around two thousand feet and teleports straight into the air above.

Spot: 29
Fort save for Malaria: 22
Fort save for nasty spell: 31

Teleport accuracy.

DM: I doubt the Greater Invisibility would have lasted as long as the walk to this area and I didn't redo it, so no problem. Goal of teleporting up that high is to ba able to guage a decent, descent using a feather fall spell next round and attempting again the scroll.

Orchard Battle, rd3 (DM SteveK)  d20+13=33 ; d20+13=20 ; d20+13=17 ; 2d6+7=18 ; d20+30=48 ; d20+30=49 ; 4d8+17=37 ; 4d8+17=25 ;
Thursday May 20th, 2010 9:35:25 AM

Ooc: I still don't have access to my battle map, but will continue on the current one since few people are moving.

................

Dwight tells the others of Plyf's plight, and attacks the Lich with arrows. All four strike the skeletal monster, but the piercing weapons seem to provide little actual damage, all the hurt coming from the magical effects of the arrows.

Vedik regroups and casts Haste on his allies to move them faster.

Tratain casts a Quickened Freedom of Movement on Monthor, then swings at the Shambler in front of him, wounding it severely.

Monthor breaks from from the tree's grasp with the help of Tratain's spell, and slays the Shamblers near Echlhin with only two blows!

Plyf overcomes the poison in her body, but succumbs to the wolf's malaria. Knowing her dire plight, speaks but a word and teleports straight into the air, a thousand fee above. (ooc: Featherfall is a Free Action spell, you can cast out of turn.)

id=dgp8ptwz_0dgt62pf6&hl=en"]Echlhin[/link] AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 (DM Posting due to Player out one week) withdraws a step or two to get behind Monthor and Traitan, saving his spells for liches. (withdraw to V,36)

......................

The large skeletal Wolf stays growling beside the Lich in a defensive posture.

Tendrix glares at the flying Dwight and casts a small spell which immediately conceals the lich and wolf in an Obscuring Mist that covers the lich and back to the pool.

Only one Shambling Mound is left, and it flails at Tratain, hitting once more! (AC 33 nat 20, 20 no crit, 17 miss Tratain takes 18 damage

The two colossal trees stand their ground (each takes 5 hexes space) and thier great height enables them to see over the clinging mists. They use thier mighty limbs to flail at Monthor, both striking but failing to hold the slippery large dwarf! (AC 48, 49, Dam 37, 25, Grapple auto fail Monthor takes 62 damage

...NOTES

10.5 minutes elapsed time since arrival at Sky Castle. (all spells with 10 minute duration or less from arrival are expired)
6.5 minutes elapsed time since left the Cave. (all spells with duration of 60 rounds or less from Cave are expired)

- only Dwight and Plyf can see inside the Hedge. Area is concealed by fog.

Tendrix -- AC =31 HP= 40 dam Spells Spellcraft DC 28 Highlight to display spoiler: { Empowered Fire Seed, Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing}
Lupo - AC = HP= Spells Spellcraft DC 26 Highlight to display spoiler: { Greater Magic Fang, Animal Growth Shared: Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing }
Tinderbranch-- AC = HP=
Twigs-- AC = HP=
Arrowhawk Elder -- DEAD
Shambler #1-- DEAD
Shambler #2-- DEAD
Shambler #3-- DEAD
Shambler #4-- AC = 20 HP= 44 dam
Shambler #5-- DEAD
Shambler #6-- DEAD

Orchard Battle

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Dwight hp 160/160, ac 33(touch 25) 
Thursday May 20th, 2010 10:29:02 PM

Dwight is glad that Plyf seems to have disappeared and hopes that she is okay, where ever she went. At the same time, he is a bit surprised that he actually hurt the Lich, if only just slightly.

Finding himself an open target now, without being able to do more harm, Dwight switches tactics.

Activating his ring (Blink), Dwight then quickly moves to just over the hedges. (U30)

spellcraft: ?? (result won't appear on my computer -- first one is what matters) -- not sure if I can determine spell, but likely

"It hasss made a cloud of missst jussst passst the hedgesss. Beware the treesss."


Dwight hp 160/160, ac 33(touch 25) 
Thursday May 20th, 2010 10:30:20 PM

(OOC: Forgot extras.)

OOC: Also, how tall are the trees in front of Tendrix?

=================
DM Sanity Stuff

Blinking
Flying Broom (30' )
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Good Hope - 10 Minutes

Tratain Current Spells AC 44 HP 197/211  d20+28=33 ; d20+28=47 ; d20+28=32 ; d20+23=30 ; d20+18=32 ; d20+13=28 ; d8+10=18 ; d8+10=14 ; d8+10=13 ; d8+10=14 ; d8+10=15 ; d8+10=12 ; d8+10=13 ;
Thursday May 20th, 2010 10:46:12 PM

Tratain continues to hit the last of the Shamblers to eliminate it as a threat before moving on to bigger game with the Dwarf.

If the Shambler Falls he takes a single 5 foot step towards whichever Tree Monthor decides to attack.

Hit AC 33 for 18 Physical Damage
Hit AC 47 (32 to confirm crit if able) for 14 Physical Damage (41 if Critable)
Hit AC 30 for 15 Physical Damage
Hit AC 32 for 12 Physical Damage
Hit AC 28 for 13 Physical Damage

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 120 points - 137 minutes

Vedik AC 25 (14 touch) HP 186/191 Flying 30' Character Sheet Spells 
Friday May 21st, 2010 8:53:53 AM

Vedik looks over towards the hedge. "Fire, or wind will disperse, not worth a dispell."

He takes to the air, flying back near Dwight.

OOC:
Fly to S-35, 30 feet in the air.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 130 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (9 mins, Cast before entering Forrest)
Haste (17 rounds, cast in combat with druid)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Friday May 21st, 2010 8:57:14 AM

Echlhin decides he doesn't want the lich to have all the friends. He takes a step back, under Vedik, and begins to summon.

OOC:
5' step to S-35 on the ground
Spon. Cast Summon Natures Ally V from Stoneskin.

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Malaria (-2 on stuff  d20+15=34 ; d20+10=23 ; d20+5=23 ; d8+5=6 ; 2d6=7 ; d6=2 ; d8+5=6 ; 2d6=8 ; d6=1 ; d8+5=7 ; 2d6=4 ; d6=3 ;
Friday May 21st, 2010 5:30:05 PM

Plyf figures her chance is ruined for the scroll, so as she falls, while she is still high in the air, she casts the spell and this will give her time to now grab her bow and look down from a birds eye view, to pick her targets.

Actions
Places scroll in belt while falling, free action while making movement.
Casts spell; Feather Fall immediate action.
Pulls bow while floating down 60' Free action

Six range increments with far shot feat allows 150 feet per increment and with bow, it's range is increased to 10 increments. -10 to hit

Aiming at Lupo that tripped her at - 10 to hit, hits AC 34, 23 and 23
First damage Arrow 6+Holy 7+Shock 2 = 15
Second damage Arrow 6+ Holy 8 + Shock 1 = 15
Third damage Arrow 7+ Holy 4 + Shock 3 = 14

MonthorHit Points:(103 of 213) AC 39  d20+30=33 ; d12+30=42 ; d6=3 ; d6=6 ; d20+30=38 ; d12+30=32 ; d6=6 ; d6=2 ; d20+25=27 ; d12+30=35 ; d6=3 ; d6=4 ; d20+20=37 ; d12+30=35 ; d6=2 ; d6=3 ; d20+15=32 ; d12+30=40 ; d6=6 ; d6=4 ;
Friday May 21st, 2010 6:12:51 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire-
Wearing- Winged boots
protection from evil ( +2 deflection bonus to AC and a +2 resistance bonus on saves, blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature, the spell prevents bodily contact by summoned creature

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.
Freedom of Movement This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

Haste -When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves

Effective AC vs evil is 41, 40 others

------------
Monthor takes a 5 foot step straight ahead and attacks the nearest tree ( the one on the left)
" TIME TA MAKE SOME KINDLING!!!!"

Two handed power attack
-5+10

Attack 1 AC 33, 42 physical, 3 electric, 6 frost
Attack 2 AC 38, 38 phys, 6 electric, 2 frost
Attack 3 AC 27, 35 phys, 3 elec, 4 frost
Attack 4 AC 37, 35 phys, 2 elec, 3 frost
Attack 5 Ac 32 40 physical, 6 elec, 4 frost



Orchard Battle, rd4 (DM SteveK)  d20+7=24 ; d20+7=17 ; d20+30=38 ; d100=37 ; d20+22=27 ; d20+30=39 ; d20+30=46 ; d100=28 ; d100=6 ; d20+30=48 ; d20+30=34 ; 4d8+17=24 ;
Friday May 21st, 2010 7:18:29 PM

Dwight activates his blink ring, then quickly moves to just over the hedge. He tries to guage what spells are on the lich and wolf, but comes away with only confusion. Dwight can tell the trees are 25 feet tall. One tries to paste Dwight with a branch, but the Ring of Blinking saves him. (AC 38, miss 37%)

Tratain slays the last Shambler with 2 swings and then slides forward to cover Monthor.

Vedik takes to the air, flying backwards and upwards.

Echlhin decides he doesn't want the lich to have all the friends. He takes a step back under Vedik, and begins to summon.

Plyf falls 300 feet. (ooc: I can't see any rules on falling other than under Aerial Combat. There, it states a flying creature that stalls will fall 300 feet per round. Therefore, I rule that you fall 300 feet per round until arrested by some means.)
(ooc: Scrolls require 20+caster level, Spells require ability score DC too. All in PHB)

Addendum: As Plyf falls, she takes her bow intending to pincusion the skeletal wolf who was giving her such problems. The wolf, however, is lost within the magical mist, so the half-elf targets a tree instead.

Monthor slides forward to push through the hedge. He sees one of the colossal trees and buries his axe five times into the wood. Though devestated, the tree still stands!

......................

The large skeletal Wolf is lost within the Obscuring Mist.

Tendrix is lost within the Obscuring Mist. That he is doing something is evident when a Tyrannasaurus Rex appears!

The Tyrannasaurus Rex roars and bites at Monthor, missing. And then it speeds up! Spellcraft Dc 18 Highlight to display spoiler: {Haste}

Twigs seems to speed up and target the flying Dwight. Two branches lash out, and both pass through the Blinking hero! (AC 39, 46, 28% miss, 6% miss!)

Tinderbranch also speeds up and goes after Monthor with a single-minded fury. Two branches bludgeon the dwarf, though only one strikes home. (AC 48, 34 miss Monthor takes 24 damage

...NOTES

10.6 minutes elapsed time since arrival at Sky Castle. (all spells with 10 minute duration or less from arrival are expired)

6.6 minutes elapsed time since left the Cave. (all spells with duration of 60 rounds or less from Cave are expired)

- Dwight, Monthor, Vedik, and Plyf can see inside the Hedge. Area is concealed by fog.

Tendrix -- AC =31 HP= 40 dam Spells Spellcraft DC 28 Highlight to display spoiler: { Empowered Fire Seed, Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing}
Lupo - AC = HP= Spells Spellcraft DC 26 Highlight to display spoiler: { Greater Magic Fang, Animal Growth Shared: Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing }
Tinderbranch-- AC 11 = HP= 239
Twigs-- AC= 11 HP= 44
T Rex - AC= 14 HP=

Orchard Battle

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Dwight hp 160/160, ac 33(touch 25)  d20+29=39 ; d6=1 ; d6=4 ; d6=2 ; d6=2 ; d6=4 ; d20+24=29 ; d6=1 ; d6=6 ; d6=1 ; d6=2 ; d6=6 ; d20+19=38 ; d20+19=32 ; d6=5 ; d6=1 ; d6=3 ; d6=2 ; d6=5 ; d20+29=41 ; d6=6 ; d6=1 ; d6=5 ; d6=2 ; d6=5 ; d20+29=44 ; d6=3 ; d6=6 ; d6=6 ; d6=3 ; d6=3 ;
Friday May 21st, 2010 8:40:22 PM

Dwight smirks as he blinks back into existence grateful his spell save him as his calculation for height did not.

Not being able to see the key enemies, Dwight hopes to rid the area of some that he can see.

Pulling his string back, he attacks Tinderbranch since Monthor has already damage it. (If it falls, he'll switch to the T-Rex.)

(OOC: should be auto hits, but I'll roll anyways since I don't know what perks it has.)

Att #1: 39+ 2 (GH)
Dmg: 9 + 6(holy) + 2(ice) + 4(SA) + 2(GH) = 23

Att #2: 29 + 2(GH) = 31
Dmg: 9 + 7(holy) + 2(ice) + 6(SA) + 2(GH) = 26

Att #3: 38+ 2(GH) = 40 (nat 19 -- possible critical: 32 + 2(GH) = 34)
Dmg: 13 + 4(holy) + 2 (ice) + 5(SA) + 2(GH) = 26 (crit is x3)

Att #4: 41 + 2(GH) = 43
Dmg: 14 + 6(holy) + 2(ice) + 5(SA) + 2(GH) = 29

Att #5: 44 + 2(GH) = 46
Dmg: 11 + 12(holy) + 3(ice) + 3(SA) + 2(GH) = 31

Total for all: 135 (plus the extra critical damage)

He then floats up another 10' hoping to be out of reach of the threatening branches.

=================
DM Sanity Stuff

Blinking
Flying Broom (30' )
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Good Hope - 10 Minutes

Orchard Battle, rd4.5 (Extra Post) (DM SteveK)  d20+31=51 d100=21 d100=90 d100=39 d100=18 d100=89 d100=35
Saturday May 22nd, 2010 9:47:32 AM

The trees and Tyrannosaur are not evil, and the holy magic of the arrows do not affect them, but the other affects do...

ooc: per PHB - Extra damage dice over and above a weapon's normal damage are never multiplied.

ooc: per Wold - crits are rolled separately, not multiplied.

ergo: Dwight's crits only x3 the base d6 for extra damage.

ooc: while blinking, Dwight has 20% chance of missing an attack. In this case, the crit is moot since that was the arrow that Blinked out.

..............

The first arrow bursts the tree, the proverbial straw that breaks the camel's back. Tinderbranch is down!

The following arrows all plunge into the Tyrannosaur, (save for one that blinks out just before Dwight shoots) doing nasty things to its disposition! (66 damage; it is still up!)

The act of firing arrows so close to Twigs, however, gives the other tree an opportunity. A heavy branch swings true, and AGAIN!, Dwight is untouched because of his blinking! (AC 51, 21% missed... the die roller must really, really like Dwight!)

Dwight hp 160/160, ac 33(touch 25)  d6=5 ; d6=3 ;
Saturday May 22nd, 2010 4:35:39 PM

Dwight is using the following bow:

Holy and Ghost Touch Masterwork Composite Shortbow + 1 (Dwight made)

Based on the Ghost Touch, I thought I could disregard the blinking when I attacked?
(DMG p 181-ish)

Perhaps I should have posted this as Monthor does with his weapon.

I rolled 2 more times, should you decide it does hit (and reappear perhaps inside the T-Rex)..hehe.

If I am wrong, please let me know so I can roll my % per attack.

DM SteveK: Anthony, you are interpreting like I would. Didn't read Ghost Touch carefully enough. " Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder."

Damage reinstated; Tyrannosaur has 99 damage.

Vedik AC 25 (14 touch) HP 186/191 Flying 30' Character Sheet Spells  d20+27=28 ;
Monday May 24th, 2010 8:32:29 AM

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191

Echlhin finishes his summoning, and a large Air Elemental appears beside him. He asks the creature to use it's whirlwind to disperse the fog. Nodding the creature turns itself into a forty foot tall whirlwind and moves past the dinosaur.

He then turns his attention to Monthor. Stepping up behind him, Echlhin reaches out and heals the warrior.

OOC:
*No AOO's for movement in whirlwind form.
Move to S33
Cast Defensively : 28 vs DC 22: Passed.
Cast Heal on Monthor: Healed 150 hit points.



Vedik AC 25 (14 touch) HP 186/191 Flying 30' Character Sheet Spells 
Monday May 24th, 2010 8:35:42 AM

Vedik draws a wand out of his pouch, and readies to move when the fog is cleared.

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 130 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (9 mins, Cast before entering Forrest)
Haste (16 rounds, cast in combat with druid)

Orchard Battle, rd4.5 (Extra Post #2) (DM SteveK) 
Monday May 24th, 2010 9:59:31 AM

All, my apologies up front for so many Out Of Character posts. While I realize it breaks the suspense of belief, I think we need to make sure that all of you and I are on the same page as to playing styles and certain rules that have been OK in the past. :-)

1) How does Echlhin speak with the Air Elemental? Air Elementals speak "Auran" and that is not a language Echlhin knows, neither does he show a Tongues spell active. Failing any communication, the Air Elemental will attack the closest seen enemy as best it is able. (Also, has there been a past expectation that Echlhin could speak with any intelligent summoned creature?)

2) Vedik mentions drawing a wand and getting 'ready'. As DM, I would interpret that as a "Readied Action", but can't make him move without knowing what the wand is or what the Readied trigger action is. This is a potential loss of an action round.

3) Please tell me if there has been past expectations on actions that I am interpreting differently. Knowing that you are expecting result X when I give result Y will help reduce frustration; yours and mine :-)

Tratain Current Spells AC 44 HP 197/211 
Monday May 24th, 2010 10:23:13 AM

Tratain casts Shield other on Monthor (Defensively, Can not fail check) and then takes a step right next to the Dwarf.

He says "Finish off that Giant Lizard there Monthor!"

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 120 points - 137 minutes
Shield Other - Monthor - 21 Hours

MonthorHit Points:(79 of 213) AC 39  d20+25=36 ; d12+40=44 ; d6=4 ; d6=3 ; d20+25=42 ; d12+40=42 ; d6=1 ; d6=5 ; d20+20=24 ; d12+40=50 ; d6=1 ; d6=3 ; d20+15=24 ; d20+40=59 ; d6=4 ; d6=2 ; d12+40=47 ; d20+10=19 ; d12+40=50 ; d6=2 ; d6=1 ;
Monday May 24th, 2010 3:10:37 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire-
Wearing- Winged boots
protection from evil ( +2 deflection bonus to AC and a +2 resistance bonus on saves, blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature, the spell prevents bodily contact by summoned creature

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.
Freedom of Movement This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

Haste -When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves
Shield Other-+1 deflection bonus to AC and a +1 resistance bonus on saves. The subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you.

Effective AC vs evil is 42, 41 others

------------
Monthor hears Tratain's orders. The burley dwarf turns and attacks the giant lizard.
" Some healing would be nice!"

----------------------------------------
Two handed power attack
-10/+20
Cleave if able.

Attack 1 AC 36, 44 physical, 4 electric, 3 frost
Attack 2 AC 42, 44 phys, 1 electric, 5 frost
Attack 3 AC 24 50 phys, 1 elec, 3 frost
Attack 4 AC 24, 47hys, 4 elec, 2frost
Attack 5 Ac 19 50 physical, 2 elec, 1 frost


Orchard Battle, rd5 (DM SteveK)  d20+22=39 ; d20+17=29 ; d8+14=20 ; d8+14=17 ; d8+22=29 ; d8+14=22 ; d4+1=4 ; d20+12=31 ; d20+12=30 ; d20+12=22 ; d20+12=31 ; 2d8=5 ; 2d8=9 ; 2d8=9 ; 2d8=8 ; 12d8=70 ;
Monday May 24th, 2010 3:27:48 PM

Plyf continues to descend from her feather fall, 600 feet up.

Dwight slays Tinderbranch and changes targets to the Trnannosaur before floating up slightly. (5' move only available)

Echlhin finishes his summoning and a Genie appears (DM change to reflect hero intent). Because Genies speak common, the Grim is able to speak with it, and indicate the Fog is a serious problem to the battle. He then Heals Monthor.

The Genie turns into a Whirlwind and easily blows the Obscuring Mist away in mere seconds!

Vedik draws a wand of DDoor out of his pouch, and gets ready to bring this battle to an end.

Tratain casts Shield Other on Monthor and then steps next to the Dwarf.

Monthor slays the T Rex with one blow, and, stepping forward, downs Twig in the same series of attacks!

......................

As the Obscuring Mist is blown away, the Gray Knights can see what has been hiding. Tendrix the Dread Lich is finishing up another Summoning spell, Lupo the Skeletal Wolf is guarding his companion, and the Draco-Lich is right behind Tendrix!!!

The large skeletal Wolf takes a step up and snaps at the Whirlwind Genie. It's magical jaws snap three times, severely wounding the Genie!

Tendrix finishes another summoning spell, and 4 Arrowhawks appear behind the Genie and near Vedik and Echlhin! Three of the Arrowhawks are closest to the Genie, and electric blasts end the Genie's brief stay in the Wold (Touch AC 31, 30, 22 Dam 5, 9, 9). The fourth turns towards the flying Vedik, and another blast of electricity sizzles forth. (Touch AC 31, Vedik takes 8 damage)

With the loss of his fog, Tendrix doesn't seem to want to try another summoning spell, but turns to other weapons. The skeletal grin turns and casts another spell that appears to have no immediate effect. Spellcraft DC 20 Highlight to display spoiler: {Anti-Life Shell} "My dear visitors", Tendrix says in his sweet echoing voice of the grave, "your death is a natural part of the Wold. I have known of your coming since Backkis flew and told me of intruders on the island. You have no hope of beating the two of us."

The Draco-Lich also immediately knows the Fog's defenses are gone. With a roar, it moves around the Skeletal Wolf and lays out a blast of Lightning across Monthor and Tratain! Monthor and Tratain Reflex DC 30 or take 70 electrical damage. Tratain takes ½ of whatever damage Monthor gets from Shield Other spell.

...NOTES

10.7 minutes elapsed time since arrival at Sky Castle. (all spells with 10 minute duration or less from arrival are expired)

6.7 minutes elapsed time since left the Cave. (all spells with duration of 60 rounds or less from Cave are expired)

- Everyone except Echlhin can see inside the Hedge.

Tendrix -- AC =31 HP= 40 dam Spells Spellcraft DC 28 Highlight to display spoiler: { Empowered Fire Seed, Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing}
Lupo - AC = HP= Spells Spellcraft DC 26 Highlight to display spoiler: { Greater Magic Fang, Animal Growth Shared: Pass Without Trace, Longstrider, Barkskin, Freedom of Movement, Stoneskin, True Seeing }
Tinderbranch--Down at -- 7 HP
Twigs--Down at -1 HP
T Rex -- DEAD
Arrowhawk 1 AC=21
Arrowhawk 2 AC=21
Arrowhawk 3 AC=21
Arrowhawk 4 AC=21

Orchard Battle

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Vedik AC 25 (14 touch) HP 178/191 Flying 10' Character Sheet Spells 
Monday May 24th, 2010 8:52:54 PM

Vedik winces slightly from the annoying arrowhawks. He questions if the druid lich is out of higher level summons for some reason, but doesn't bother to question his good luck.

Seeing the Druid's defense, he calls out "Anti Life Shell on the druid, can't get close"

Flying down towards Monthor, he stops a few inches above Tratain and reaches out to touch Monthor, activating his Wand.

OOC:
Take 8 damage
Spellcraft to identify: Can not fail.
Fly to T-31 (10' up)
Reach out and touch Monthor and D-Door to M-30, which should put Monthor in K29->L30

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 130 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (9 mins, Cast before entering Forrest)
Haste (15 rounds, cast in combat with druid)


Tratain Current Spells AC 44 HP 197/211  d20+17=18 ; 3d8+21=38 ; d20+21=32 ; d20+21=40 ; d20+21=30 ; d20+21=37 ;
Monday May 24th, 2010 8:57:46 PM

Tratain being surprised that something as big as the Dracolich could sneak into the battle without anyone seeing it is unable to dodge its lightning.

Tratain then moves forward to R29 and Casts Mass Cure Serious Wounds Defensively (Sub Harm) and Targets The Dracolich, Tendrix, Monthor and Himself. (38 Positive Energy Healing for Monthor and Tratain. 38 Damage to Tendrix and Dracolich. SR Check 32 for Tendrix, SR Check 40 for Dracolich (If they aren't high enough I'll use Hero Points))

Tratain then casts Quickened Heal on Tendrix (Hits Touch AC 30 SR Check 37; 150 Damage Will save DC 26 for 75)

Tratain HP: 197 - 70 + 38 = 165 - (Monthor Damage)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 120 points - 137 minutes
Shield Other - Monthor - 21 Hours


Tratain Current Spells AC 44 HP 197/211  d20+21=35 ;
Monday May 24th, 2010 9:00:44 PM

Tratain Addendum:

Tratain also Targets The Druids Wolf Pet and Vedik with the Mass Cure Spell. 35 SR Check for wolf. The Undead also get a DC 27 Will save for Half damage.

Dwight hp 160/160, ac 33(touch 25)  d20+29=49 ; d20+29=42 ; d6=4 ; d6=1 ; d6=6 ; d6=4 ; d6=3 ; d6=3 ; d6=3 ; d20+24=35 ; d6=6 ; d6=3 ; d6=6 ; d6=4 ; d6=2 ; d20+19=23 ; d20+29=40 ; d6=5 ; d6=2 ; d6=3 ; d6=6 ; d6=4 ; d20+29=44 ; d6=4 ; d6=2 ; d6=6 ; d6=2 ; d6=3 ;
Monday May 24th, 2010 10:27:24 PM

Dwight, seeing his opportunity as primary aerial assault coming to an end, he decides to risk one more round against the first lich (assuming he still stands -- else an arrowhawk takes the arrow).

Taking careful aim, Dwight fires

Att #1: 49 + 2(GH) = 51 (nat 20, possible crit if possible: 42+ 2(GH) =44)
Dmg: 12 + 7(holy) + 4(ice) + 3(SA) + 2(GH) = 28 (crit: 37)

Att #2: 35 + 2(GH) = 37
Dmg: 14 + 9(holy) + 4(ice) + 2(SA) + 2(GH) = 31

Att #3: 23 + 2(GH) = 25 -- miss :-(

Att #4: 40 + 2(GH) = 42
Dmg: 13 + 5(holy) + 6(ice) + 4(SA) + 2(GH) = 30

Att #5: 44 + 2(GH) = 46
Dmg: 12 + 8(holy) + 2(ice) + 3(SA) + 2(GH) = 27

Grand total: 116 (125 with crit) --- if holy is the only thing that hits its: 29

Dwight then looks to see if he is going to be pulled from the sky by the new arrivals.

======================
DM Sanity Stuff

Blinking
Hasted
Flying Broom (35' )
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Good Hope - 10 Minutes

MonthorHit Points:(79 of 213) AC 39 
Tuesday May 25th, 2010 6:57:52 AM

ooc> Will post in ~10 hours. Off to work.

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Malaria (-2 on stuff 
Tuesday May 25th, 2010 10:11:13 AM

Still waitying for a DM answer to a question.

Orchard Battle, rd6 (DM SteveK)  d20+20=30 ; d20+28=46 ; d20+20=22 ; d20+22=31 ; d20+22=31 ; d20+17=32 ; d20+36=55 ; d20+36=41 ; d20+35=55 ; d20+35=36 ; d20+38=53 ; d20+36=45 ; d20+36=40 ; d20+12=25 ; d20+12=26 ; d20+12=29 ; d20+12=25 ; 2d8=4 ; 2d8=13 ; 2d8=7 ; 2d8=13 ; 3d6+11=22 ; 3d6+11=17 ; 2d6+24=31 ; 3d8+17=34 ; d8+11=19 ; d8+11=13 ;
Tuesday May 25th, 2010 12:14:01 PM

Plyf continues to slowly fall downwards. She is now at 540 feet above the orchard grove.

Vedik calls out the lich's defense, and then fies down towards Monthor and activates his Wand, placing the two of them directly in front of the Draco-Lich.

Tratain is surprised of the appearance of the Dracolich, but then sees the water still dripping from the bones, and the cleric can make an intelligent guess of where the dragon was concealed. Tratain moves forward, casting a Mass Cure Serious Wounds Defensively healing Monthor, Vedick, and himself, slightly wounds the liches, and hurts the Wolf more. (both made Will Saves, Wolf did not). The cleric then casts a Quickened Heal on Tendrix who resists the second spell as well.

Dwight, seeing his opportunity, fires more arrows at the lich, four of them striking him and destroying Tendrix' semblance of life!

Ooc: I'll allow Monthor to take his shots this round and next round. The damage from Backkis still stands even if Monthor is able to kill him this round. (which I bet he won't)

......................

The Arrowhawks fire more electrical attacks; three on Vedik and one on Echlhin. (Touch AC 25, 26, 29 Vedik takes 24 electric damage; Touch AC 25 Echlhin takes 13 electric damage

The large skeletal Wolf takes a step up and snaps at Monthor, missing twice.

The Draco-Lich looks to take a hero down with him and takes his full fury out on Monthor. Two claws, two wing buffets, a great mouth of teeth and a smashing tail all land on the large dwarf. Mercifully, the tail doesn't hit a critical spot, but still Monthor and Tratain both take 68 damage!, (AC 55, 41, 55 crit 36 no, 53, 45, 40 Dam 22, 17, 31, 34, 19, 13)

...NOTES

10.8 minutes elapsed time since arrival at Sky Castle. (all spells with 10 minute duration or less from arrival are expired)

6.8 minutes elapsed time since left the Cave. (all spells with duration of 60 rounds or less from Cave are expired)

- Everyone except Echlhin can see inside the Hedge.

Tendrix -- DEAD

Lupo -- AC=40 HP=38 Spells Spellcraft DC 26 Highlight to display spoiler: {Greater Magic Fang, Animal Growth }

Backkis -- AC=38 HP=19 Spellcraft DC 22 Highlight to display spoiler: { Shield, Haste, Cats Grace, Bull Strength}

Tinderbranch--DEAD
Twigs--DEAD
T Rex -- DEAD
Arrowhawk 1 AC=21
Arrowhawk 2 AC=21
Arrowhawk 3 AC=21
Arrowhawk 4 AC=21

Orchard Battle

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum


Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Malaria (-2 on stuff  d20+16=30 ; d20+22=33 ; d20+22=41 ;
Tuesday May 25th, 2010 9:20:19 PM

Plyf falls to the fllor of the area, casting another Feather Fall before hitting bottom and makes a tumbling movement to L20, again grabbing her scroll from her pouch. Once at L20, she reads it, in an attempt to disenchant the Dracolich attacking them and perhaps hoping the other lich is also close enough.

Tumble past Wolf 30
Move to L20

Drops bow only if necessary to read scroll.

Read off scroll of Mages Disjuntion and guessing all characters are not in the area. Use Magic Device 33 and 41

Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Malaria (-2 on stuff 
Tuesday May 25th, 2010 9:20:56 PM

I meant to say "from her belt" she did not have it in her pouch.


Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Malaria (-2 on stuff 
Tuesday May 25th, 2010 9:23:35 PM

Never mind, failed on the scroll again. I thought it was 33, but it is 34. I forgot the Malaria anyway.

MonthorHit Points:(145 of 213) AC 39  d20+20=28 ; d20+25=29 ; d20+30=34 ; d12+30=37 ; d20+30=44 ; d12+30=33 ; d6=6 ; d6=6 ; 2d6=6 ; d20+25=36 ; d20+20=21 ; d20+15=34 ; d20+30=50 ; d20+30=44 ; d12+30=41 ; d12+30=35 ; d12+30=41 ; d6=5 ; d6=5 ; d6=2 ; 2d6=10 ; d20+30=34 ; d20+25=45 ; d20+25=43 ; d12+30=33 ; d12+30=32 ; d12+30=41 ; 2d6=6 ; d6=2 ; d6=1 ; d20+20=23 ; d20+15=19 ;
Tuesday May 25th, 2010 9:26:48 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire-
Wearing- Winged boots
protection from evil ( +2 deflection bonus to AC and a +2 resistance bonus on saves, blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature, the spell prevents bodily contact by summoned creature

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.
Freedom of Movement This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

Haste -When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves
Shield Other-+1 deflection bonus to AC and a +1 resistance bonus on saves. The subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you.

Effective AC vs evil is 42, 41 others

------------
Lightning damage
Reflex save 28, 70-10 (from armor)=60-30 (1/2 damage from Tratain)

Monthor's beard gets fried at the ends as the lich's electricity hits him dead on. He takes consolation however that between his armor's protection and Tratain's shield, he ends up taking a lot less damage then he could of.

After his port to the dead dragon, Monthor gets to the task at hand and strikes at the beast.

----------------------------------------
Two handed power attack
-5/+10
Cleave if able.

Last round
Attack 1 AC 34, miss
Attack 2 AC 44, 33 phys, 6 holy 6 electric, 6 frost
Attack 3 AC 36 miss
Attack 4 AC 21 miss
Attack 5 Ac 34 miss

This round
Attack 1 AC 50 (crit 44), 41(117) physical,10 holy, 5 electric, 5 frost
Attack 2 AC 34 miss
Attack 3 AC 45 (crit 43) 33 (106) phys, 6 holy, 2 elec, 2 frost
Attack 4 AC 23 miss
Attack 5 Ac 19 miss



MonthorHit Points:(175 of 213) AC 39 
Tuesday May 25th, 2010 9:37:07 PM

ooc> Forgot all about the stoneskin spell.
I deducted 10 from each damage role.
Total remaining 76. Split by 2, Monthor and Tratain is 38 each.
Stoneskin- 112 points remaining.



Tratain Current Spells AC 44 HP 97/211  d20+21=35 ; d20+21=37 ; 10d6=38 ; d20+14=23 ;
Wednesday May 26th, 2010 9:05:24 AM

Tratain stands where he is and casts Searing Light Defensively at the Dracolich.

Hits Ranged Touch 35, SR Check 37 for 38 Damage.

Tratain also keeps an eye out around the area just in case any of the other Lich's Decide to Join the Party.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Shield of Faith - 14 Minutes
Status - Party
Delay Poison - Tratain, Dwight, Plyf
Good Hope - 10 Minutes
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 120 points - 137 minutes
Shield Other - Monthor - 21 Hours

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells  d20+14=28 ; 2d4+2=7 ;
Wednesday May 26th, 2010 9:07:21 AM

Vedik ponders the situation and resorts to a tried and true method of undead destruction: Holy Water. He pulls the vial from his pack and flings it at the draco lich.

OOC:
Healed to full, then take 24 damage.
Move Action: Retrieve Vial from Handy Haversack.
Holy Water: Hit touch AC 26 (-2 range) for 7 damage (including +2 from good hope).

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 130 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (9 mins, Cast before entering Forrest)
Haste (14 rounds, cast in combat with druid)


Plyf (AC:32 ; HP:134/134) 2 Magic Vestment, Greater Magic Weapon, Malaria (-2 on stuff 
Wednesday May 26th, 2010 10:29:28 AM

ooc: I have asked for a Sub in the LnB yet I don't think there is a response. I will be gone until Monday night.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday May 26th, 2010 12:52:05 PM

Echlhin moves up to Tratain and readies an action to cast Heal on him if he takes more damage.

Dwight hp 160/160, ac 33(touch 25)  d20+28=37 ; d6=5 ; d6=1 ; d6=6 ; d6=5 ; d6=4 ; d20+23=31 ; d20+18=35 ; d20+18=25 ; d20+28=32 ;
Wednesday May 26th, 2010 4:06:12 PM

Seeing one Lich fall, and thinking he had some play in it's destruction, Dwight pulls his bow back to target the newer, bigger, deader Lich.

Att #1: 37 + 2(GH) = 39
Dmg: 13 + 7(holy) + 5(ice) + 4(SA) + 2(GH) = 31

Att #2: 31 + 2(GH) = 33
Miss

Att #3: 35 + 2(GH) = 37
Miss

Att #4: 35 + 2(GH) = 37
Miss

Att #5: 32 + 2(GH) = 34
Miss

"Drats," shouts Dwight missing more than he has in quite a long time.
(OOC: Had I been within 30' two more of them would have hit :( )

Dwight then moves along the hedge-line 5' closer. (T31)

======================
DM Sanity Stuff

Blinking
Hasted
Flying Broom (35' )
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Good Hope - 10 Minutes

Orchard Grove (DM SteveK) 
Thursday May 27th, 2010 12:29:41 PM

Plyf, dismisses her Feather Fall dropping further to the ground, and then casts another Feather Fall to avoid stumbling. She tumbles to avoid the Wolf or Draco-Lich getting a bead on her, and pulls out her devastating scroll. (ooc: Dismiss is a standard action, pull scroll part of move action. Plyf can read the scroll next round if there is still an enemy there.)

Monthor gets to the task at hand and strikes at the beast. Two massive cuts by the axe of the dwarf power through and the Draco-Lich Backkis is reduced to a pile of bones!

Tratain, seeing the Draco-Lich is dead, instead uses his Sunbeam at the Wolf.

Vedik uses a vial of Holy Water on the Wolf, ending that undead's unlife!

Echlhin moves up to Tratain and readies an action to cast Heal on him if he takes more damage.

Dwight pulls his bow back to target the Arrowhawks, slaying 2 of them quickly.

.......................

With only two Arrowhawks left in the grove, the battle becomes short and very one-sided. The Grey Knights stand about with the corpses of a dragon, man, wolf, two trees, 6 shambling mounds, and the poofed summons of 5 Arrowhawks and a Dinosaur.

Tratain looks around but sees no other arrivals to the battlefield.

...NOTES
WE WILL CONTINUE WITH COMBAT ROUNDS TO TRACK SPELL DURATIONS. PLEASE ADJUST YOUR POST NAME AND EFFECTS ACCORDINGLY.

10.9 minutes elapsed time since arrival at Sky Castle. (all spells with 10 minute duration or less from arrival are expired)

6.9 minutes elapsed time since left the Cave. (all spells with duration of 60 rounds or less from Cave are expired)

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum


Tratain Current Spells AC 44 HP 211/211  d8+5=9 ; d8+5=9 ; d8+5=13 ; d8+5=12 ; d8+5=12 ; d8+5=11 ; d8+5=10 ; d8+5=9 ; d8+5=7 ; d8+5=12 ; d8+5=10 ; d8+5=7 ; d8+5=8 ; d8+5=10 ; d8+5=10 ; d20+14=28 ;
Thursday May 27th, 2010 10:25:53 PM

Tratain looks around and says "Search thier bodies quickly. We need to find thier Soul Gems. I don't know if they'll have them on them or if they'll be hidden around here somewhere. Take a look while we heal up.

Tratain then uses His wand of Cure Light Wounds and asks the others to heal as well while the group searches the clearing. (11 Charges Used)

Tratain then uses 4 more charges on Monthor to Heal the Dwarf some (Monthor Heals 35)

Tratain keeps an eye out for anything Dangerous while the Group searches (Spot 30)

Dwight hp 160/160, ac 33(touch 25)  d20+18=19 ; d20+18=30 ;
Thursday May 27th, 2010 10:49:09 PM

Dwight surveys the area from his height advantage for any watchful eyes, or predators.

spot: 19 (natural 1) -- looking for enemies

Seeing nothing, he looks to the ground for a sparkle against the soul gems we hope to destroy.

spot: 30 + 2(GH) = 32 -- looking for loot

======================
DM Sanity Stuff

Blinking
Hasted
Flying Broom (35' )
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Good Hope - 10 Minutes

Orchard Grove (DM SteveK)  d20+14=18 ; d10=10 ;
Friday May 28th, 2010 8:15:58 AM

Tratain tells the others to search and heal up while he keeps watch. He also does a little healing on his own. With his Wand of Cure Light Wounds, a minute and a half passes for the quickly searching Gray Knights. (15 charges used, 15 rounds have passed.)

Dwight looks for enemies but seems to have some bone dust in his eye; probably the result of Monthor's axe meeting the Draco-Lich. He fares much better in looking for equipment.

Plyf only looks for a moment or two before the Heightened Empowered Poison courses through her viens once again. This time, weakened already by the Malaria she has contracted, the poison's secondary damage has a devestating effect. Plyf loses 15 CON. The half-elf suddenly sits down, weakened terribly. And, as the wounds from the Wolf catches up to her, she topples lifeless to the ground!

(ooc: no need to kill Plyf off, Buzz, it happened naturally. Natural roll of d10 empowered leaves Plyf with CON of 4, dropping her HP to 22. The Wolf in first 2 rounds wounded Plyf for 33 Damage, so Plyf is now at -11 HP: DEAD)

The others also look for equipment and the two Soul Gems they have been told about...

The rotting vegetation intrudes into the scene, pungent odors from the forest, the algae-covered pool. Vermin are nosing about the hedge, and slime-covered vines twitch as if they want to reach out, out to the living Grey Knights...

Around the bones of the Draco-Lich, the heroes discover an amulet and 2 rings.

Among the bones of Tendrix, the heroes search his clothes, a robe, cloak, belt, moccasins and find 2 rings, a periapt, a set of bracers, and his druidic staff.

In the algae-covered surface of the pool, the water is surprisingly clear. Resting on the bottom is a wooden sphere, obviously out of place from the rest of the natural-looking wood.

...NOTES

12.5 minutes elapsed time since arrival at Sky Castle.

8.5 minutes elapsed time since left the Cave.

1.5 minute elapsed time since end of Grove Battle.

[b]Blink, Haste, Good Hope, Shield of Faith spells have expired

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Friday May 28th, 2010 12:42:36 PM

Vedik looks over the remains, searching for these gemstones that the other Lich mentioned.

"Perhaps that sphere is the druids Philactary?"

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 130 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic
Good Hope (9 mins, Cast before entering Forrest)
Haste (14 rounds, cast in combat with druid)

Orchard Grove, Addendum (DM SteveK) 
Friday May 28th, 2010 10:54:32 PM

Luckily, Plyf has Delay Poison earlier cast by Tratain, and the poison doesn't affect her.... yet. (ooc: Plyf didn't show it on her posting, so I missed that it was on Tratain's. If the PC doesn't show a magical effect, I have to assume they don't have it.)



Tratain Current Spells AC 39 HP 211/211 
Saturday May 29th, 2010 3:22:00 PM

Tratain moves over to Plyf and takes out of the Neutralize Poison scrolls he keeps for emergencies and casts it on the Rogue. (It lasts 70 Minutes)

He then says "Plyf can you check out that pool and wood sphere? Can you see if its trapped? The only way I could tell is by grabbing the thing and I'd rather not do that until we know it is safe."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 120 points - 137 minutes
Shield Other - Monthor - 21 Hours



Wooden Sphere (DM SteveK)  d20+16=22 ; d20+14=16 ; d20+16=23 ; d20+6=20 ;
Monday May 31st, 2010 6:27:12 PM

ooc: DM rolling for Plyf since Buzz said he'd be away

Diving into the water, Plyf comes out with the Wooden Sphere. She looked it over and determined that there is no traps on the sphere. Getting out of the water, she looks it over and sees a crack, like a puzzle ball. Carefully removing one piece at a time and finally the ball comes undone to reveal a Green Gem Shard. From the descriptions the Grey Knights have recieved, it is obviously a Soul Gem.

Yet Plyf overlooked a small piece of information. As the last wooden sphere piece touches the ground, they begin to transform. Each of the dozen pieces change and grow into a black crystal tree. Plyf immediately understands where these trees come from. "They are crystal trees from Koshe-Marr!", the half-elf bard sings to her companions.

The crystal trees of Koshe-Marr
Made of shadowed crystal they are
Shatter they at slightest sound
Buries all within the ground
Unless harmonics kept at bay
Bardic song keeps safe the day

Beware if I stop singing here
The crystal trees will spread I fear
I shall stay and sing them still
while Gray Knights thwart lich's will


ooc: Plyf is now an NPC. She is going to stay here and sing the trees to a stand still. If the Grey Knights are successful in defeating the Dread, I'm sure she'll be OK and be able to retire someplace. If the Gray Knights lose, well, I bet she'll get captured by a lich and be kept alive for a long, long time....

................

The Knights have Tendrix' Soul Gem. Where is Backkis'?

Dwight hp 160/160, ac 33(touch 25)  d20+18=34 ;
Monday May 31st, 2010 9:05:03 PM

"One down, let's get moving. I doubt Backkisss would have brought hisss sssoul gem with him. We ssshould be able to find it back in the cave?"

"Anyone have any idea how long before Backkisss will return if his sssoul gem remainsss free?"

Dwight looks to Plyf, hoping the group can finish what they have set out before Plyf finishes her song. He looks around to see if they are still being watched.

spot: 34 + 2(GH) = 36

If he sees any eyes, he draws his bow and fires.

OOC: Not to be a scavenger, but does Plyf has any high 'party' need items? Perhaps the wand of greater invisibility? We need to take these prior to leaving Plyf if she will part with them.

======================
DM Sanity Stuff

Blinking
Hasted
Flying Broom (35' )
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Good Hope - 10 Minutes


Tratain Current Spells AC 39 HP 211/211  d20+16=22 ;
Monday May 31st, 2010 10:56:13 PM

Tratain says "Well we have one of the Gems, Vedik do you think we should smash the Gem here and Now or hold on to it for a little while? How much time do we have before the Lich Reforms itself? (Knowledge Religion 22)

He continues "Lets head back to the Draco-Lichs Place and search through his stuff until we find it. We don't want to chance having to fight them again."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday June 1st, 2010 12:23:28 AM

Echlhin agrees that they need to search for the draco-lich's gem, though is unsure if they will find it given they were unlucky in their previous search of the cave.

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast and beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast and beginning of day)
Long Strider (18 hour duration - generally cast and beginning of day)
Good Hope (cast by other, 10 min per Dwight's post)
Haste (not sure of remaining rounds, don't think there are any left)
Ring of Counterspells: Greater Dispell

A Green Shard (DM SteveK) 
Tuesday June 1st, 2010 10:37:39 AM

Plyf is keeping up a steady singing and rhythm that slews around the usual harmonics, but has the effect of keeping the Koshe-Marr crystal trees from expanding and shattering.

Plyf is able to hand off 2 wands: Improved Greater Invisibility (45) charges, Cure Critical Wounds (48 charges)

The dead trees and slime covered hedge idly wave in a breeze that isn't there. A mangy rat looks at the group from beneath a thorny bush. All is quiet and there is no sign of other foes in the immediate area.

Tratain is fairly certain that the Grey Knights will have time to acquire all the soul gems before having to destroy any. Thier time schedule on the flying castle is fairly tight, and the heroes will win or lose before any lichs reform. (It will take at least 24 hours for any lich to reform)

The Grey Knights have collected some usual suspects for possible valuables to include the shard of a green gem found within the Wooden Sphere. Other items include an amulet and 2 rings from Backkis and a robe, cloak, belt, moccasins, 2 rings, a periapt, a set of bracers, and a staff from Tendrix. Whether any are magic or have other uses? No one knows.

The Green Gem Shard looks smooth over one quarter, and the rest of it is a pattern of ridges and grooves; very strange. As the Gray Knights look at the facets, they can see there is a type of pattern: almost like that of a key...

...NOTES

12.6 minutes elapsed time since arrival at Sky Castle.

8.6 minutes elapsed time since left the Cave.

1.6 minute elapsed time since end of Grove Battle.

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Tuesday June 1st, 2010 11:23:42 AM

Vedik shrugs. "A normal lich would reform in about a day, but these are not normal lichs from all I have heard of how they are made. They may not even reform at all. Still, let's keep the gem for now."

He frowns and looks at Plyf maintaining the song. "We should hurry. I say we press on"

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 125 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday June 1st, 2010 12:02:42 PM

"We do what we must. Thank you Plyf, for your choice. I agree we should search the lair now, while it may still be unoccupied."

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day)
Long Strider (18 hour duration - generally cast and beginning of day)
Good Hope (cast by other, 10 min per Dwight's post)
Ring of Counterspells: Greater Dispell

MonthorHit Points:(175 of 213) AC 39 
Tuesday June 1st, 2010 7:53:22 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin - 125 minutes

----------------------------
Monthor, uncharacteristically silent, waits for instructions from Tratain.



Dwight hp 160/160, ac 33(touch 25) 
Tuesday June 1st, 2010 9:00:57 PM

Dwight looks to Plyf, then to Tratain, ready to set off.

Tratain Current Spells AC 39 HP 211/211 
Wednesday June 2nd, 2010 8:25:56 AM

Tratain says "Don't worry Plyf, we'll destroy the Dread and then come back and help you."

He examines the Gem and says to the others "This Gem looks Odd. Perhaps all of the gems fit together and make something bigger. I guess we can't destroy any pieces until we are sure. I think we should actually check out that portal if it is still there. We should have some time before it re-appears and we don't want to give the others too much time to prepare for us."

Portal in the Orchard (DM SteveK) 
Wednesday June 2nd, 2010 10:52:36 AM

Traitain picks up Tendrix' Soul Gem.

The Grey Knights praise the courage of Plyf to keep the demi-plane of horror at bay by her singing while the rest go and slay the other six lichs... and then the Dread Lich itself. As the heroes walk (or fly) away from the grove, leaving the equipment of the two liches, they remember what Vran told them before the assault...

"we've got a chance to cut off the head of the Sons. For the first time since the Sons of Dread were formed, all eight of the Dread Liches are gathered in a single place." He points to the Skycastle. "Up there are the eight liches responsible for nearly all of the activities undertaken in the name of the Sons of Dread. And if they're all there together, it means that they need new orders and going to summon the Lord of the Dread himself."

The Grey Knights are certain that if they leave the Lord of the Dread alive, it will only recruit more liches and nothing permenant will be accomplished. If, however, they summon the Lord of the Dread themselves, then they could slay the ultimate head of the organization! Undead and remnants of the Dread would undoubtedly still be around for a long time, but the head will have finally been cut off the viper!

Looking about the portal area for a minute, the spellcasters conclude there is no permanent magic here. Most probably, it is a known location that Tendrix allowed his minions to know about so they could meet him at need.

There is nothing further to be found at the portal space.

...NOTES

13.6 minutes elapsed time since arrival at Sky Castle.

9.6 minutes elapsed time since left the Cave.

2.6 minute elapsed time since end of Grove Battle.

Sky Castle Locations Summary:
- North East: Orchard (current location)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum


Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Wednesday June 2nd, 2010 12:51:16 PM

Vedik takes the equipment and stores it in his haversack.

OOC:
sorry, we do indeed pick up the lewts

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday June 2nd, 2010 11:24:30 PM

If Vedik is still injured, Echlhin pulls out his wand of cure light wounds and heals him as they travel to their next destination.

Dwight hp 160/160, ac 33(touch 25)  d20+18=36 ;
Thursday June 3rd, 2010 6:51:25 AM

"Once we sssearch the cave, assssssuming we find the gem, where too next," Dwight asssksss.

Otherwise he keeps his eye scanning the area.

spot: 36 + 2(GH) = 38


Portal in the Orchard (DM SteveK) 
Thursday June 3rd, 2010 9:02:52 AM

It takes another minute for the Gray Knights to return to the rocky hillside which was the Draco-Lich's lair. Sitting deep within the hill, the large diameter (ie 50') Approach Tunnel moves into the ground at a steady 10 degree downslope. Carrion and offal line the walls, drip from the ceiling and cover the floor. Bits of half eaten corpses and decay can be seen everywhere. At the end of the 150' Tunnel lies a 100' oval bowl shaped chamber, half full of a pile of decay and death.

It will take years of sifting the offal and diseased flesh of the pile by hand. How do the Gray Knights propose to find a single Soul Gem?

...NOTES

14.6 minutes elapsed time since arrival at Sky Castle.

10.6 minutes elapsed time since left the Cave.

3.6 minute elapsed time since end of Grove Battle.

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Dwight hp 160/160, ac 33(touch 25)  d20+7=19 ; d20+12=20 ;
Thursday June 3rd, 2010 4:01:38 PM

Dwight hopes to find it, he casts Detect Magic and asks Vedik to show him the other gem. He focuses on the types of magic present in the first gem and then searches the room for the same type of magic.

OOC: I think Detect Magic had been cast the first time we were in this room, so Dwight will begin with the treasure items dropped before.

Spellcraft: 19 + 2 = 21 (If Detect Undead would work better to detect gem, he'll cast that instead or even in conjunction with Detect Magic.)

Search with the aid of detect spell: 20 + 2 = 22

Dwight hopes to find, but doesn't intend to touch the gem with his hands.

Tratain Current Spells AC 39 HP 211/211  d20=9 ;
Thursday June 3rd, 2010 7:50:36 PM

While Dwight searches with his Detect Magic spell. Tratain also casts Detect Magic and searches around the outside of the cave looking for any hidden places where the Draco-Lich may have hidden valuable items. If that fails Tratain suggest going right for the Deepest part of the pile hoping that is where the Draco-Lich hid his soul gem.

(Search - 9)

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Friday June 4th, 2010 9:08:05 AM

Vedik looks over the pile of..well..nastiness.

"Anything you can summon that would help this Echlhlin?"

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 123 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Friday June 4th, 2010 10:12:33 AM

"Hrmm, let me think..." as Echlhin ponders if there are any creatures that would be helpful in this endeavor.

Rotting Cave (DM SteveK) 
Friday June 4th, 2010 10:50:32 AM

Residual slime from decomposed plants, the fetid remains of creatures, excrement and more bones than could easily be counted heap the pile over 35' radius and some 15' deep. The smell is putrid, the stench of death everywhere.

Tratain shows the other heroes Tendrix' Soul Gem. Assuming the other liches have similar gems, everyone has a good idea of what they are looking for.

Dwight thinks back 10 minutes to the last time they were in the Cave. Plyf did a cursory inspection and had found a magical ring which she gave to Dwight. No other magical auras had been found.

Of course, the rotting pile disrupts line of sight for the Detect Magic spells, and so it will be necessary to sift through the detrius. As before, the heroes estimate a couple of hours will be necessary to go through the entire pile by hand...

...NOTES

14.7 minutes elapsed time since arrival at Sky Castle.

10.7 minutes elapsed time since left the Cave.

3.7 minute elapsed time since end of Grove Battle.

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

MonthorHit Points:(213 of 213) AC 39 
Saturday June 5th, 2010 8:24:14 AM

" Couldn't we just incinerate the natural stuff and get shift through the ashes for the gems? "

Rotting Cave- reprise (DM SteveK) 
Monday June 7th, 2010 11:41:48 AM

ooc: with only one post, I'll wait for more people to post tomorrow before continuing on with the adventure.

............

Residual slime from decomposed plants, the fetid remains of creatures, excrement and more bones than could easily be counted heap the pile over 35' radius and some 15' deep. The smell is putrid, the stench of death everywhere.

Tratain shows the other heroes Tendrix' Soul Gem. Assuming the other liches have similar gems, everyone has a good idea of what they are looking for.

Dwight thinks back 10 minutes to the last time they were in the Cave. Plyf did a cursory inspection and had found a magical ring which she gave to Dwight. No other magical auras had been found.

Of course, the rotting pile disrupts line of sight for the Detect Magic spells, and so it will be necessary to sift through the detrius. As before, the heroes estimate a couple of hours will be necessary to go through the entire pile by hand...

...NOTES

14.7 minutes elapsed time since arrival at Sky Castle.

10.7 minutes elapsed time since left the Cave.

3.7 minute elapsed time since end of Grove Battle.

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Tratain Current Spells AC 39 HP 211/211 
Monday June 7th, 2010 10:22:37 PM

Tratain asks to see the Items they found on the Draco-Lich's Body and looks them over to make sure that none of those things might fit together with the Druids Soul Gem.

If none of those items seems to fit he says "Echlhin, any chance you can shift into something small like a Rat or a snake and go through the pile there quickly? Otherwise we're going to spend a while digging though it and it won't be pleasant."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday June 7th, 2010 11:01:19 PM

Echlhin changes his shape into something that he feels may have a better chance locating the gem. ((ooc: Sorry not at home and don't have my books handy, thinking dire rat should be useful))

Rotting Cave- Digging (DM SteveK) 
Tuesday June 8th, 2010 12:25:05 PM

Monthor suggests burning off the rotting parts.

Tratain thinks about what was taken from the large pile of bones that was the Draco-Lich. When Vedik produces an amulet and two rings, it is obvious none of those go with the Green Gem Shard.

And so it goes to Plan B. Echlhin shape changes into a dire rat, the best he can think of to dig into filth. For 10 minutes he burrows and sniffs and looks for glittery things. Echlhin isn't sure that he's covered the mound, and there is no animal he knows he can shape into that enables seeing through objects such as this filth. The druid/thamauturgist/grim is fairly certain checking like this will take at least an hour.

And another danger for staying in this cave begins to present itself. Across the currents of air, borne along with the stench of rotting death, viral diseases and bacterial infections begin to plauge our heroes. (ooc: all Fort DC 20 or contract a disease)

Echlhin, having burrowed amongst the worst of the carriers, has TWO saves Fort DC 20.

...NOTES

24.7 minutes elapsed time since arrival at Sky Castle.

20.7 minutes elapsed time since left the Cave.

13.7 minute elapsed time since end of Grove Battle.

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building
- South East: Mausoleum

Tratain Current Spells AC 39 HP 211/211  d20+27=42 ; d20+14=26 ; d20+13=17 ;
Tuesday June 8th, 2010 9:58:57 PM

Tratain says "Keep at it Echlhin please. Pull out whatever you find. Everyone else keep an eye out for the rest of these liches just in case they try and ambush us here. Vedik, we'll redo all our wand spells 20 minutes or so before they wear off so we don't get caught with them down."

Tratain examines anything that Echlhin finds in the pile and keeps an eye out for an attack of any kind.

Fort Save - 42
Spot - 26
Listen - 17

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 87 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 120 points - 137 minutes
Shield Other - Monthor - 21 Hours

Dwight hp 160/160, ac 33(touch 25)  d20+15=30 ; d20+18=27 ;
Tuesday June 8th, 2010 10:53:22 PM

Fort: 30

Dwight coughs as the stench soaks into his clothing and begins to scratch the back of his throat. He takes a piece of an old sack and uses it to cover his mouth and nose, hoping to avoid some of the stench.

"Bahhh, I had a ssscroll long ago that helped find objectsss that had been misssplaced, wisssh I ssstill had a copy." Dwight muffles through his face covering. "To bad we can't sssummon sssomething to sssearch for usss and bring it to usss once found."

Dwight looks as Echlin moves stuff about. spot: 27

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Bow in Hand
Ioun Stone Activated
Delay Poison - (from Tratain)


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+22=26 ; d3=2 ; d20+22=42 ;
Tuesday June 8th, 2010 11:26:00 PM

On Tratain's urging, Echlhin continues to rummage through the filth as best he can. (Fort saves 26 and 42, sorry about the d3, that was accidental)

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells  d20=4 ; d20=2 ;
Wednesday June 9th, 2010 8:48:57 AM

Vedik nods at Tratain. "A water elemental maybe Echlhin?"

Other than that, Vedik has no advice and so helps dig through the pile.

OOC:
Saves (+21): 25, 22, both passed.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (40 hours, cast in morning)
Stoneskin (CL 15, 124 minutes. Cast before attack)
Ring of Counterspell: G. Dispel Magic

Rotting Cave- Digging (DM SteveK)  d20=11
Wednesday June 9th, 2010 9:33:39 AM

(ooc: DM roll for Monthor vs Disease. Fort 32, success)

With Tratain and Monthor on guard against any invasion, Echlhin, Vedik, and Dwight search. With those three stalwarts pitching in, the messy, pungent, disease-ridden pile of filth and decay is sifted through in an hour. Maggots and leaches, mold and slime, rotting meat and things unseen are in and around the pile, and by the time the three searchers are finished, they have come across nearly every bad smell known to the history of the Wold. (ooc: Tratain and Monthor Fort DC 20 six times. Echlhiin, Vedik, and Dwight Fort DC 20 TWELVE times. Failure begins with sniffles and a cough. Nat "1" is auto fail.)

Nothing but filth is found.

At the end of an hour, two things are abundantly clear; Brackkis' Soul Gem is not here, and the Gray Knights have not yet been attacked. And these two facts form two questions...

#1: If the Draco-Lich didn't hide the Soul Gem in his cave and he is as paranoid as any chaotic evil thing the heroes have ever heard of, where would he keep the Soul Gem?

#2: If the Gray Knights haven't been attacked, but they were followed by Prying Eyes (which means that someone knows they are here), what are the unknown observers waiting for and what deviousness are they up to?

While the first question can be frustrating, it is the second one that is slowly playing on everyone's nerves; waiting for the other shoe to drop...

...NOTES

84.7 minutes elapsed time since arrival at Sky Castle.

80.7 minutes elapsed time since left the Cave.

73.7 minute elapsed time since end of Grove Battle.

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) current location
- South Middle: Castle-like Building
- South East: Mausoleum

MonthorHit Points:(213 of 213) AC 39  d20+21=30 ; d20+21=35 ; d20+21=27 ; d20+21=37 ; d20+21=22 ; d20+21=25 ; d20+21=22 ;
Wednesday June 9th, 2010 5:24:55 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin - 125 minutes

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

Disease roles - roled two 1's.

Monthor whipes his nose on his sleeve....
" Tratain.... me's not feeling very well.. got any chicken soup? "

" Can we go now? "

Continues to keep watch.
{ Prepared action : Defends against closes creature if attacked. }



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+22=27 ; d20+22=37 ; d20+22=28 ; d20+22=41 ; d20+22=39 ; d20+22=39 ; d20+22=32 ; d20+22=32 ; d20+22=30 ; d20+22=42 ; d20+22=34 ; d20+22=26 ;
Wednesday June 9th, 2010 9:35:29 PM

Almost gagging on the foul smells Echlhin asks, "Now what?"

(Made all 12 saves, no 1's rolled)

Dwight hp 160/160, ac 33(touch 25)  d20+15=25 ; d20+15=17 ; d20+15=26 ; d20+15=21 ; d20+15=27 ; d20+15=33 ; d20+15=20 ; d20+15=30 ; d20+15=22 ; d20+15=16 ; d20+15=34 ; d20+15=16 ; d20+15=18 ; d20+15=18 ; d20+15=27 ; d20+15=16 ; d20+15=19 ; d3=2 ; d20+15=29 ; d3=3 ; d20+15=35 ; d20+15=31 ;
Wednesday June 9th, 2010 10:07:18 PM

Dwight finishes going through the trash and regrets not helping and not just keeping watch. (failed 3 of 12)

OOC: Misread post and thought I needed more rolls. Used first 12.

Sniffling, Dwight looks out of ideas and ready for a the hot soup Monthor has mentioned and long nap. "It'sss not here, perhapsss it was taken while we were battling the Draco-Lich. Thossse eye would have reported on the impending attack. A great time for their owner to sssneak it and sssteal his gem." Dwight offers as a rationale.

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells  d20=7 ; d20=2 ; d20=15 ; d20=17 ; d20=18 ; d20=13 ; d20=15 ; d20=14 ; d20=11 ; d20=14 ; d20=6 ; d20=20 ;
Thursday June 10th, 2010 8:27:43 AM

Vedik sours as the soul gem is not found. "If I were a dragon lich, where would I hide my soul." he muses to no one in particular.

He looks alarmed at Dwights sniffles, but nods at his words. "Yer right, it would be a good time ta take advantage."

He casts a small spell, and cleans the filth off of the Grey Knights.

OOC
12 Fortitude saves: All passed.
Cast Prestdigitation, clean up the mess on clothes.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 64 minutes. Cast before attack)
Prestigitation (CL 18, 1 Hour, cast after cleaning)


Tratain Current Spells AC 39 HP 211/211  d20=7 ; d20=4 ; d20=9 ; d20=19 ; d20=3 ; d20=16 ;
Thursday June 10th, 2010 8:31:10 AM

Tratain looks at the others and says "I'm not sure what to do now besides go look for more lich's. Lets head for the Mausoleum next and see whats there. Its possible this wasn't the Draco-Lichs only Lair or someone came here before us. We didn't even find that ring we left here the first time."

Before the Group Heads out Tratain has Vedik redo the Stoneskin, while he redoes the Protection from Energy Fire and Cold on his friends. He also puts Deathward on everyone just incase the Lich's are waiting outside the cave to ambush them.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 120 Minutes
Resist Energy, 30 Points Cold - 120 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 120 points - 137 minutes
Shield Other - Monthor - 21 Hours
Deathward - 7 Minutes


Feeling Under the Weather (DM SteveK)  d6=2 ; d6=3 ; d6=1 ; d6=6 ; d6=5 ; d6=3 ; d3=3 ; d3=1 ; d4=1 ; d6=4 ; d8=2 ;
Thursday June 10th, 2010 9:44:16 AM

Monthor is feeling decidedly under the weather. He gives a great sneeze and then breaks out in a sweat with a high fever and begins to giggle with a gruesome wet bellows sound. Further, pox begins to form on his body. Heal Skill DC 15 to identify disease Monthor has contracted Highlight to display spoiler: { Cackle Fever and Filth Fever} Monthor loses 3 WIS, 3 DEX, and 1 CON

Dwight also isn't feeling very good. He shivers, and then he begins to see sparks in front of his eyes. His skin turns red and very warm to the touch, and his muscles spasm, causing uncontrollable twitching. Heal Skill DC 15 to identify disease Dwight has contracted Highlight to display spoiler: { the Blinding Sickness, Red Ache, and The Shakes} Dwight loses 5 STR, and 2 DEX

Not finding anything more, Tratain considers the Mausoleum to seek out more liches to destroy. He renews 5 Deathward spells from his wand, 10 Resist spells from his wand, and calls on Vedik to use 5 charges from his Stoneskin wand. (ooc: Please mark off of sheet; 15 rounds passed to cast all wand spells)

They move away from the filthy mound of decay, and consider where the Soul Gem may be. Tratain remembers that the ring found earlier was picked up by Plyf and now in Dwight's possession; it is no indicator if anyone has been here or not. Thinking about how powerful a spellcaster a lich is, it may not be possible to locate the Soul Gems without magical means.

And time is ticking away. The heroes know that the liches will only be here for 24 hours. Less than one day to end the threat of the Dread!

...NOTES

Monthor - Highlight to display spoiler: { Cackle Fever and Filth Fever}
Tratain
Dwight - Highlight to display spoiler: {Blinding Sickness, Red Ache, and The Shakes}
Vedik
Echlhin

1 hour 24.2 minutes elapsed time since arrival at Sky Castle.

1 hour 22.2 minutes elapsed time since left the Cave.

1 hour 15.2 minutes elapsed time since end of Grove Battle.

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) current location
- South Middle: Castle-like Building
- South East: Mausoleum


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+8=21 ; d20+8=23 ;
Thursday June 10th, 2010 2:34:10 PM

Echlhin examines Monthor and notes that he has caught Cackle Fever and Filth Fever (Heal check 21).
He then examines Dwight and notes that he has caught Blinding Sickness, Red Ache, and The Shakes (Heal check 23).

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday June 10th, 2010 2:36:17 PM

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 120 Minutes
Resist Energy, 30 Points Cold - 120 Minutes
Stoneskin 120 points - 137 minutes
Deathward - 7 Minutes

Dwight hp 160/160, ac 33(touch 25) 
Thursday June 10th, 2010 10:07:34 PM

Dwight is glad the group is leaving the cave as he feels awful, and struggles to fly on his broom with the various sparks in front of him. In the end, he walks behind someone, hoping to take a breath of fresh air.

"Ssseemsss I ssshouldn't have touched the green furry stick," he attempts to joke, but instead begins to shake being both hot to the touch and chilled at the same time.


Tratain Current Spells AC 39 HP 211/211 
Thursday June 10th, 2010 10:20:07 PM

After Echlhin checks out Dwight and Monthor, Tratain pulls out his Restoration wand and uses it on both of them to help them feel a little better.

He says "Lets head to the Mausoleum and see what is there. Everyone keep an eye out. Lets Deal with the Other Lichs and hopefully find their soul Gems so we can defeat the dread. I hope they all haven't decided to hide their gems all over the island, that would be problematic."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 120 Minutes
Resist Energy, 30 Points Cold - 120 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 7 Minutes

The Mausoleum (DM SteveK) 
Friday June 11th, 2010 10:19:45 AM

Tratain pulls out another wand and partially cures Monthor and Dwight. They can more or less function normally now (ability scores restored), but the fever, swelling, shakes, and occasional insane giggling are still present.

(ooc: being new, how do the GK move quickly from one place to another? All flying? Teleportation? Anyone actually walking at 20' per round?)

Still, the Gray Knights are back to fighting trim. They move out of the disease and decayed stench of the Cave on the rocky hill, and fly towards the great Mausoleum. As they fly, thier eyes sweep around the surface of the flying castle: the hillside of sharp rocks and barren of life, the decaying orchard whose trees and hanging, slimey moss still sluggishly moving in a ghostly wind, the mass of undead in front of the Castle proper that animates, eats itself, and animates again in a grotesque semblance of the birth-death cycle. In a few minutes, the Gray Knights arrive at the front of the Mausoleum.

The structure is made from rusted Iron, blackened Marble with green veining, and slate grey Granite. A pair of grotesque gargoyles stand at either side of the wide broken stone steps that lead down 15' to a pair of great Iron doors. Above the Iron Doors, a third twisted shape that may have once been human is splayed on the peak and watching the area below with dead lifeless eyes carved in stone. The entire structure, measuring 40' wide, 30' and 120' long, lists down and to the right, as if it has sunk several feet since it was first built. One of the iron doors is no longer entirely above the ground. Choked with mud, thick dead grass and rust in the hinges, this door is pernamently ajar from its frame. The other seems tightly sealed, but a 3' gap now lies between them allowing one to squeeze in or out.

The steeply slanted roof runs in a jagged line covered in green copper thick plates down the spine of this forgotten building of the dead.

...NOTES

Mausoleum

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 24.5 minutes elapsed time since arrival at Sky Castle.

3.5 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location



Tratain Current Spells AC 39 HP 211/211 
Sunday June 13th, 2010 11:52:28 PM

Tratain says "Watch out for those statues just in case they are golems. I'll go first Monthor you follow me. Vedik you may want to get your wand ready to Teleport everyone else in in case something bad happens."

When everyone is ready Tratain moves down the stairs and stops at the door watching the statues as he goes. If nothing Happens he attempts to look through the door and then go through if no danger is righto n the other side of the door that he can see.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes

Dwight hp 160/160, ac 33(touch 25) 
Monday June 14th, 2010 8:06:58 AM

Twitching a little, Dwight loads his bow. As Tratain heads down the steps, Dwight aims at the gargoyle assuming they will spring to life any second.

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes

(OOC: Forgot to add ills)

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Monday June 14th, 2010 8:51:39 AM

After refreshing everyones stoneskin, Vedik moves with the party, holding his dimension door wand at the ready.

"Stay close, and be wary. I don't like the quiet, at all."

OOC:
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 1 Hour, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving dracolich pile)
Deathward - 7 Minutes (cast leaving dracolich pile)

MonthorHit Points:(213 of 213) AC 39 
Monday June 14th, 2010 1:37:00 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin - 125 minutes
Protection from Energy Fire and Cold
Deathward

-------------------------------
Monthor switches out his necklace of adaptation for the scarab of golem bane and then tries to detect if there are actually some golems near by (60').

" If golems they be, leave them to me.... Hey! That rhymes!"

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



The Mausoleum (DM SteveK)  d20+16=21 ; d20+16=23 ; d20+16=30 ; 2d6=5 ; d8=6 ; 2d6=6 ; d8=7 ; 2d6=3 ; d8=4 ;
Monday June 14th, 2010 2:22:49 PM

Tratain warns the GK that the statues may be golems. He lays out a plan, and then waits for the others to get ready before moving towards the doors.

Dwight loads his bow and covers Tratain, anticipating the statues are going to come to life.

Vedik gets his wand, nervous about the quiet.

Monthor plays musical magic items, placing a golembane scarab about his neck and scanning the area. The dwarf knows the statues are not golems, and there are no golems within 60 feet.

...........................

As Tratain goes down to the base of the stairs, a hand reaches out of the left-side statue and attempts to swipe at the cleric. Dwight is Readied, take one shot . Emerging from the statue is a ghostly form of a old man without any clothes on at all. His face is contorted in a raging mask of hatred. The hand passes through Tratain's arm, leaving him shuddering at the coldness of the grave! Touch AC 21 hit, Dam 5 + Fort DC 25 or lose 6 CON

From the right-side statue, another ghostly image appears and reaches a hand for Tratain. This time, the hand belongs to an equally naked, old woman. She screeches as her hand plunges through Tratain's hastily raised shield to touch his arm!! Touch AC 23, Dam 6 + Fort DC 25 or lose 7 CON

And from the statue over the door, a shadowy liontaur emerges. It is ripped nearly in half, his upper human torso twisted and spun about itself like black taffy. The lower half is broken and crushed so horribly it barely retains a quadreped form. A paw bats at Tratain, passing through the cleric's head!!! Touch AC 30, Dam 3 + Fort DC 25 or lose 4 CON

(ooc: I see Tratain's Touch AC as 18 (10 base + 5 deflection +3 dex. Armor and enchantment bonus' don't work for Touch Attacks.)

...NOTES

Mausoleum

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 14 Damage (on Stoneskin) + possible 17 CON Drain
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 24.7 minutes elapsed time since arrival at Sky Castle.

3.7 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location



Dwight hp 160/160, ac 33(touch 25)  d20+29=39 ; d6=5 ; d6=1 ; d6=4 ; d6=1 ;
Monday June 14th, 2010 8:49:42 PM

Dwight fires his arrow at the undead man.

Hit: 39
Dmg: 13 + 5(holy) + 1(ice) = 19

He then reloads hoping Tratain will still be standing.

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes

(OOC: Forgot to add ills)

Tratain Current Spells AC 39 HP 211/211  d20=5 ; d20=14 ; d20=2 ; d20+26=29 ; d8+5=11 ; d20+25=40 ; d20+20=37 ; d20+15=33 ; d20+10=22 ; d8+8=13 ; d8+8=13 ; d8+8=11 ; d8+8=15 ; 2d6=7 ; 2d6=7 ; 2d6=8 ; 2d6=9 ; d100=32 ; d100=26 ; d100=71 ; d100=59 ;
Monday June 14th, 2010 9:44:44 PM

Tratain is a little surprised when the Ghosts come after him but isn't worried as they didn't really harm him. (Made All Fort Saves, and Death Ward Should Protect against Ability Drain as well)

Tratain casts a quickened Spiritual Weapon, and then attacks W1 as well

Spiritual Warhammer:
Hits AC 29 for 11 Force Damage

Tratain: Warhammer - Magic, Adamantite, Good Aligned. (High = Good for Miss Chance)
Hits AC 40 for 13 Physical Damage 7 Holy (32 Miss Chance)
Hits AC 37 for 13 Physical Damage 7 Holy (26 Miss Chance)
Hits AC 33 for 11 Physical Damage 8 Holy (71 Miss Chance)
Hits AC 22 for 15 Physical Damage 9 Holy (59 Miss Chance)

OOC: Dwight You get all your attacks for this round as well, the one attack was a readied action so you can take all of this rounds attacks.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 150 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 1 of 21



Dwight hp 160/160, ac 33(touch 25)  d20+29=40 ; d6=1 ; d6=5 ; d6=5 ; d6=2 ; d20+24=25 ; d6=1 ; d6=3 ; d6=3 ; d6=5 ; d20+19=21 ; d6=1 ; d6=1 ; d6=4 ; d6=1 ; d20+29=31 ; d6=3 ; d6=2 ; d6=3 ; d6=1 ;
Monday June 14th, 2010 10:26:46 PM

Reloaded, Dwight keeps aim on the man.

OOC: Dwight bow has Ghost Touch

Attack #1: 40
Dmg: 9 + 10(holy) + 2(ice) = 21

Attack #2: 25 (nat 1)
Dmg: 9 + 6(holy) + 5(ice) = 20

Attack #3: 21
Dmg: 9 + 5(holy) + 1(ice) = 15

Attack #4: 31
Dmg: 11 + 5(holy) + 1(ice) = 17

OOC: WOW 4-d20, and only 1 is above a 3. 16-d6, and only 4 above a 3. Hope I got that out of my system before major combat starts!

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d6=5 ; d6=6 ; d6=5 ; d6=2 ; d6=1 ; d6=3 ; d6=5 ; d6=5 ; d6=4 ; d6=4 ; d6=5 ; d6=6 ; d6=3 ; d6=6 ; d6=5 ; d6=5 ; d6=4 ; d6=4 ;
Monday June 14th, 2010 11:18:20 PM

Not wanting to deal with these ghosts for long Echlhin casts a Firestorm on the ghosts. (Note all Grim spells count as having ghost touch)

(5+6+5+2+1+3+5+5+4+4+5+6+3+6+5+5+4+4=78 fire damage, ghost touch, reflex 25 for 1/2 damage)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday June 14th, 2010 11:20:36 PM

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Stoneskin 150 points - 150 minutes
Deathward - 3.5 Minutes

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Tuesday June 15th, 2010 8:41:32 AM

Not much liking the thought of Monthor getting possessed, Vedik pulls out his wand of protection from evil, steps up and taps Monthor with it.

OOC:
5' step
Move action: Draw Wand of Protection from Evil
Standard action: Use Wand on Monthor (Cl 1, 1 min duration)

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 1 Hour, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving dracolich pile)
Deathward - 7 Minutes (cast leaving dracolich pile)


The Mausoleum (DM SteveK)  d20+14=21 ; d20+14=29 ; d20+14=23 ; d20+16=36 ; 2d6=10 ; d8=2 ; d20+16=34 ; 2d6=11 ; d8=8 ; d20+16=32 ; 2d6=12 ; d8=2 ;
Tuesday June 15th, 2010 9:24:08 AM

Dwight anticipates something happening and plugs the naked man undead with a ghostly arrow. He follows up with four more, but his nerves must be affecting his aim, for only two more hit. The Old Man shrieks in anger and fear.

Tratain has his Stoneskin and Deathward protecting him and so is in no danger whatsoever from these incorporal undead. A Quickened Spiritual Hammer comes out to twack the Old Man, and Tratains own Warhammer lands solidly 2 more times.

Echlhin doesn't want to be held up by some ghost-thingees, and perhaps he wants to make up for the fact that he didn't use his Grim abilities to check for disembodied spirits in the area. And so he Firestorms the three apparitions... and Tratain! Only the Old Woman twists away from the blast; the Old Man dissapating in a wail, and even the Mashed Liontaur looking sizzled. Tratain Reflex DC 25 or take 78 Damage; save = 39 damage (before stoneskin)

Vedik doesn't want Monthor to get possessed and so taps the dwarf with a Protection from Evil wand. He now stands next to the warrior with a wand in each hand: Protection and DDoor.

...........................

The Old Woman shrieks her hatred and again tries to push through Tratain's defenses. She easily bypasses his tough armor, and her fury even gets through the Stoneskin (a little). Touch AC 36 Crit 34 YES, Dam 21 + Death Ward protects v Ability Drain

Mashed Liontaur strikes Tratain as well, and his large paw lands some scratches through Tratain's Stoneskin as well! Touch AC 34 Dam 12 + Death Ward protects v Ability Drain

...NOTES

Mausoleum

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - Damage on Stoneskin and body pending Reflex Save
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

Old Man - DEAD
Old Woman - AC 25 Dam 39
Mashed Liontaur - AC 25 Dam 78

1 hour 24.8 minutes elapsed time since arrival at Sky Castle.

3.8 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location



MonthorHit Points:(213 of 213) AC 39 
Tuesday June 15th, 2010 11:15:08 AM

ooc> Request
Can we agree on a cut off time each day for posting please before the next turn is up?

SteveK: Yves and other GKers, I'm not going to be able to do that. My schedule is flexible, which also means I can get pulled by a crisis at any time of the day. I tend to post when there is downtime. 90% of the time, I will give at least 24 hours between my posts to enable the Players at least one day to make thier posts. Sometimes, I can't do that, and will either post a little early (when it doesn't matter much) or skip that day's post.

In this case, 3 Dread Wraiths that can't touch Tratain due to his Death Ward and Stoneskin I thought of as 'doesn't matter much'.

My fault this time.

In July/August, BZ whom I co-DM with, will take over as primary DM. I'll be on a 2 month Field Training Exercise with the Army and won't be able to post til I get back. He'll have his own posting schedule.

MonthorHit Points:(213 of 213) AC 39 
Tuesday June 15th, 2010 11:20:40 AM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin - 125 minutes
Protection from Energy Fire and Cold
Deathward
Protection from evil
(+2AC, saves)
----------------------------------
Monthor advances (to AF14, flanking) and strikes out at the "ghost" (W1)
" AT THEE!"

------------------
Two handed power attack -5/+10

Hits AC



MonthorHit Points:(213 of 213) AC 39  d20+30=37 ; d10+30=35 ; d6=5 ; d6=5 ; 2d6=6 ;
Tuesday June 15th, 2010 11:22:53 AM

oops...

Hits AC 37 for 35 physical, 6 shock damage, 5 frost, 6 holy damage.




Tratain Current Spells AC 39 HP 200/211  d20+15=31 ; d20+25=35 ; d20+20=39 ; d20+15=21 ; d20+10=14 ; d8+8=11 ; d8+8=14 ; d8+8=11 ; d8+8=11 ; 2d6=4 ; 2d6=7 ; 2d6=7 ; 2d6=11 ; d100=21 ; d100=47 ; d100=15 ; d100=52 ;
Tuesday June 15th, 2010 1:18:32 PM

Between the unexpected firestorm and the two remaining ghosts Tratain is thankful for all the magical protections he has that keep him mostly safe. (reflex save 31, so 39 Fire Damage, Fire Resistance absorbs 30 so 9 Damage.)

Tratain starts attacking the Liontaur but doesn't seem to have much luck this time.
(Looks like all but last attack miss due to miss chance, last attack hits AC14 which I assume misses.)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 2 of 21


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday June 15th, 2010 9:11:09 PM

Echlhin looks around to see if there may be other spirits around besides the two remaining (Sense Spirit, full round action)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday June 15th, 2010 10:32:17 PM

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Stoneskin 150 points - 150 minutes
Deathward - 3.5 Minutes

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Wednesday June 16th, 2010 8:21:32 AM

Vedik taps himself with the protection from evil wand, making a mental note to pick up a wand of magic missile in the near future.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 1 Hour, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving dracolich pile)
Deathward - 7 Minutes (cast leaving dracolich pile)
Protection from Evil (CL 1, 10 rounds)

The Mausoleum (DM SteveK)  d100=89 ; d20+16=21 ; 2d6=6 ; d8=7 ;
Wednesday June 16th, 2010 1:50:10 PM

Monthor rushes forward and strikes a good blow at the Mashed Liontaur, dispersing the apparition into nothingness with a shriek.

Tratain feels Echlhin's spell more than the undead are able to do, and the thought makes it difficult to concentrate. None of his attempts touch the Old Woman.

Echlhin uses his Grim ability to search out any other disembodied sprits in the area. Within 100 feet, he knows there are no ectoplasmic manifestations (none within immediate vicinity of mausoleum). But there are incorporal undead within his 500 foot range. Many, many lost souls wander about the Flying Castle of the Dread. Echlhin can see at least 100!

Vedik puts a Prot v Evil on himself, thinking how much better would a Magic Missle wand be about now!

...........................

The Old Woman shrieks her hatred and turns her hatred (and hands) against Monthor. "You have protected yourself, but what of your dwarf slave?" she cackles. Her touch easily passes Monthor's vaunted armor, but the undead screams her fury; the Stoneskin and Death Ward spells make her attacks futile! Touch AC 21 Dam 6 (Stoneskin) + Death Ward protects v Ability Drain

...NOTES

Mausoleum

Monthor - Cackle Fever and Filth Fever, no ability decrease Damage on Stoneskin
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

Old Man - DEAD
Old Woman - AC 25 Dam 39
Mashed Liontaur - AC 25 Dam 78

1 hour 24.8 minutes elapsed time since arrival at Sky Castle.

3.8 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Jerry [OOC] 
Wednesday June 16th, 2010 3:34:44 PM

Steve K., your new email is bouncing. Please fix it or give me the correct email address please. ;)

I still need address confirmations players, from Joe, Joe, and Anthony. Please check your emails and send me the confirmation that your address information is correct.

Of all the players in the wold, you 3 are the last 3. :)

Dwight hp 160/160, ac 33(touch 25)  d20+29=47 ; d6=5 ; d6=5 ; d6=1 ; d6=4 ; d20+24=34 ; d3=2 ; d20+24=39 ; d20+24=33 ; d20+24=25 ; d6=2 ; d6=4 ; d20=8 ; d6=2 ; d6=3 ; d20+19=22 ; d20+29=40 ; d6=2 ; d6=4 ; d6=2 ; d6=1 ;
Wednesday June 16th, 2010 3:40:25 PM

Dwight unleashes another set of arrows targeting the vocal undead woman (the to the four-ped)

Attack #1: 47
Dmg: 13 + 6(holy) + 4(ice) = 23

Attack #2: 34
Dmg: 10 + 6(holy) + 3(ice) = 19

OOC: Ignore some rolls here, screen kept shifting with lag.

Attack #3: 22
Miss

Attack #4: 40
Dmg: 10 + 6(holy) + 1(ice) = 17

Total: 59 (w/o ice = 51)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday June 16th, 2010 6:36:43 PM

Echlhin casts a Produce Flame, conjuring a flame to his hand.

Tratain Current Spells AC 39 HP 200/211  d20+26=40 ; d8+5=10 ; d20+25=39 ; d8+8=13 ; 2d6=12 ; d100=7 ;
Wednesday June 16th, 2010 10:34:38 PM

Tratain Directs his Spiritual Warhammer Against the Liontaur and then attacks it with his own Warhammer. If the Liontaur dies he switches to the woman.

Spiritual Weapon:
Hit AC 40 for 10 Force Damage
Tratain:
Hit AC 39 for 13 Physical Damage 12 Holy (Miss Due to Miss Chance)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 3 of 21


Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells  d20+11=23 ; d100=28 ;
Thursday June 17th, 2010 8:25:36 AM

Vedik reaches into his pack and pulls out his tried and true method of undead destruction. He whips a vial of holy water at the lion, or the woman if the lion has fallen. Sadly the holy water does not affect the spirit.

OOC:
Ranged attack with holy water: Hit AC 23. 50% miss chance: Low, failed.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 150 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 1 Hour, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving dracolich pile)
Deathward - 7 Minutes (cast leaving dracolich pile)
Protection from Evil (CL 1, 9 rounds)

MonthorHit Points:(213 of 213) AC 39  d20+30=41 ; d10+30=37 ; d6=3 ; d6=4 ; 2d6=8 ; d20+30=45 ; d10+30=35 ; d6=6 ; d6=5 ; 2d6=5 ; d20+25=35 ; d20+20=25 ; d20+30=44 ; d6=1 ; d6=4 ; 2d6=2 ; d10+30=39 ; d20+15=31 ; d10+30=37 ; d6=6 ; d6=1 ; 2d6=6 ;
Thursday June 17th, 2010 12:08:36 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

------------------------------------
Monthor advances 5', yawns, and attacks ( W3)

-----------------------------------------
Monthor swings two handed.
Power attack -5/+10
Att 1 Hits AC41 for 37 physical, 8 holy, 3 shock, 4 frost
Att 2 Hits AC 30 for 35 physical, 5 holy, 6 shock, 5 frost
Att 3 Hits AC 25 for 39 physical, 2 holy, 1 shock and 4 frost
Att 4 Hits AC 31 for 37 physical, 6 holy, 6 shock, and 1 frost



The Mausoleum (DM SteveK) 
Thursday June 17th, 2010 2:55:22 PM

The combined assault of the Gray Knights is enough to destroy the incorporal undead (whatever they were). Oddly, nothing else is coming out of the Mausoleum and nothing is rushing to the rescue from other places around the Flying Castle. It is as if no one knows what is going on in this little corner of the liches domain. Or that no one cares...

...NOTES

Mausoleum Did not change map, as it is essentially the same, only without any enemy around :-)

Monthor - Cackle Fever and Filth Fever, no ability decrease Damage on Stoneskin
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 24.9 minutes elapsed time since arrival at Sky Castle.

3.9 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Dwight hp 160/160, ac 33(touch 25)  d20+18=34 ;
Thursday June 17th, 2010 9:46:48 PM

"Ssso much for a chance at sssurprisssing the current occupant," Dwight states as he reloads his bow and scans the area.

Spot: 34

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Bow in Hand (readied)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes

Tratain Current Spells AC 39 HP 200/211  d20+14=32 ; d20+13=22 ;
Thursday June 17th, 2010 10:27:18 PM

Tratain looks at Dwight smiles and shrugs. He asks Vedik to redo the Good Hope on the party.

He then peers through the doorway, and enters if no danger is right on the other side of the door.

Spot 32
Listen 22

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 4 of 21

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Friday June 18th, 2010 2:28:57 AM

The recent attack jarring his mind loose, Echlhin asks if he can see the Spirit Gem that was found earlier. He then again focuses to see what spirits he can sense around him as well what feeling one of those gems may provide in order to better try and locate them in the future.

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Friday June 18th, 2010 7:56:59 AM

Vedik nods. He stores the wands he's holding, takes out and uses the Good Hope wand, and then stores it as well.

He watches Echlhin with curiosity. "Do ya think you can find the gems by looking for the spirit?"

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146.1 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 1 Hour, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 116.1 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 116.1 Minutes (cast leaving dracolich pile)
Deathward - 3.1 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 10 minutes (Cast after ghost battle)

The Mausoleum (DM SteveK) 
Friday June 18th, 2010 11:50:20 AM

Dwight loads and scans the area for enemy. He can see no tell tale signs of any opponents or watchers.

Tratain asks Vedik to recast Good Hope on everyone and peers through the doorway. It is completely dark, an enveloping blackness that the cleric can't see a foot beyond the door. The only thing he spots is the broken and cracked tiles near the entranceway.

Echlhin asks to see the Soul Gem. Perhaps, it is reasoned, the Grim would have a way to find the gems of the liches.

Vedik stores some wands and pulls out his Good Hope wand and casts, then puts it away again. (2 rounds)

Monthor stays behind Tratain and is ready to follow though the Door.

...NOTES

Mausoleum Did not change map, as it is essentially the same, only without any enemy around :-)

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.1 minutes elapsed time since arrival at Sky Castle.

4.1 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Friday June 18th, 2010 6:24:24 PM

Echlhin tries to sense if a spirit is contained within the Soul Gem and then senses within the mausoleum.

Dwight hp 160/160, ac 33(touch 25)  d20+18=25 ; d20+16=25 ;
Friday June 18th, 2010 9:53:56 PM

Dwight looks at the supposed rusted gates as Tratain goes through. He wishes he still had that anchor in his sack, just to pin the gate open, despite their appearance of not moving recently.

The blackness beyond also causes some concern. He looks into it, from beyond Monthor's shoulder.

Spot: 25
Listen: 25

OOC: Are gates solid or barred? Want to know if I can shoot through them, and if so, what penalty I might have.

DM SteveK: Not gates, Doors. The doors are solid iron and you can't see through.

Tratain Current Spells AC 39 HP 200/211 
Sunday June 20th, 2010 7:42:19 PM

Tratain moves up the steps a little and pulls out the soul gem for Echlin to examine. While doing so he says "Monthor, can you see anything inside those doors? I can't tell if its just Dark or theres some magic maeking it so we can't see."

If Monthor and Dwight can not see into the door either Tratain will cast True sight on himself and go take another look to see what he can see before deciding if he wants to enter or not.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 5 of 21

The Mausoleum (DM SteveK) 
Monday June 21st, 2010 9:56:06 AM

Echlhin takes a long look at the Soul Gem, and there is a peculiar 'taste' to the soul residing within Tendrix' Gem. A search towards the Mausoleum is blocked by stone, iron, and lead. Perhaps if the Grim were go go inside...

Dwight looks about and tries to look through the Doors. He notes broken tiles of some sort of mosaic, a ripped half of a book, and the merest hint of some bones lying beyond. The halfling is certain that his low-light vision is working appropriately and is not hampered by magical darkness.

Tratain stands outside the doors. The demi-human low-light vision is working, the darkness inside is only 'normal' darkness that comes from no light whatsoever inside.

...NOTES

Mausoleum Did not change map, as it is essentially the same, only without any enemy around :-)

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.2 minutes elapsed time since arrival at Sky Castle.

4.2 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Dwight hp 160/160, ac 33(touch 25) 
Monday June 21st, 2010 10:10:16 PM

Dwight looks to Monthor and Tratain to see which will enter first, wishing Plyf was still with us.

"Perhapsss a light sssource? Anything in there can sssurely sssee usss and heard the combat. Only fair we can sssee it as well. I've got a torch and a flaming ssshortsssword, want to throw one in?"

If anyone believes this is a good idea, Dwight pulls it from his bag and tosses it through the door to provide light.

OOC: Not sure DM thoughts on +1 flaming shortsword staying afire once tossed. (If it won't stay afire, then he'll use the torch.)

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday June 22nd, 2010 12:31:32 AM

Unable to sense anything from outside of the building, Echlhin approaches continuing his concentration. If he does not sense anything by the entrance, he will cautiously enter the building and continue his sensing.

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Stoneskin 150 points - 150 minutes
Deathward - 3.5 Minutes
Produce Flame - approx 18 min. remaining
Goggles of Night worn

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Tuesday June 22nd, 2010 8:24:23 AM

Vedik looks to his companions. "I guess it's time to go in there." He follows Monthor and Tratain if they decide to go in.

He checks behind them from time to time, making sure nothing is sneaking up on them while they are focused on the building.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146.8 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 55.8 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 115.8 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 115.18 Minutes (cast leaving dracolich pile)
Deathward - 2.8 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 9.9 minutes (Cast after ghost battle)

The Mausoleum - Delay (DM SteveK) 
Tuesday June 22nd, 2010 11:24:25 AM

No post today, pending action by Tratain and/or Monthor

Tratain Current Spells AC 39 HP 200/211  d20+16=33 ;
Tuesday June 22nd, 2010 6:54:58 PM

Once Dwight pulls out hit Torch Tratain will Look into the building to see what he can see. If there is nothing dangerous right inside he enters first. He takes a look around to see if there is anything in there that he can see.

Spot 33

OOC: Not sure what happened to my original post, Im sure I submitted it last night but it's gone.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 6 of 21
Good Hope - 10 Minutes

MonthorHit Points:(213 of 213) AC 39 
Tuesday June 22nd, 2010 10:13:24 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

----------------------------------
Monthor backs up Tratain and takes position next to him.

With a Clash of Symbols (DM SteveK)  d8=3 ;
Wednesday June 23rd, 2010 9:30:42 AM

ooc: not a big worry. I've posted where it didn't take before, too.

Dwight moves to the solid doors and tosses a lit torch into the interior. The flames flicker and dance, revealing the floor and walls up to 20 feet away in its shadowy light. Looking in the door opened only a crack, Dwight and the others can see the cracked and broken floor is littered with the remains of furniture, torn books, and smashed and scattered bones. Four columns stretch from floor to ceiling, each are encircled in dusty tapestries full of dry rot. The air is dry and stale, a dusty and forgotten smell that is very different from the diseased decay of the draco-lich's lair.

Echlhin takes his turn to peer in, sensitive to the particular vibrations of Tendrix's Soul Gem... and feels a spark! There is definitely another Soul Gem somewhere in the mausoleum!

Vedik prepares to follow Monthor.

Monthor prepares to follow Tratain.

Tratain sees no enemy waiting at the narrow entrance, and so squeezes between the doors and into the Mausoleum. As the cleric steps across the threshold, two Symbols flash on the inside wall above the doors! Tratain must make a Fort Save DC 22 and Will Save DC 23 vs the activated Symbols of Pain and Fear!

Fort DC 22 Fail Highlight to display spoiler: { intense pain wracks the heroes body; -4 att/skills/ability checks}

Will DC 23 Fail Highlight to display spoiler: { --2 penalty on attack/saves/skills/ability checks, and run in random direction directly away from fear source.}

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Mausoleum

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.3 minutes elapsed time since arrival at Sky Castle.

4.3 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Tratain Current Spells AC 39 HP 200/211  d20=4 ; d20=19 ; d20+16=36 ;
Wednesday June 23rd, 2010 12:37:02 PM

Tratain goes through the doors and manages to fight off the effects of the two symbols. He makes sure they are inactive before allowing the rest of the party to follow him in. He also looks around the place to see what he can see.

Spot 36, Natural 20

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 7 of 21
Good Hope - 10 Minutes

With a Clash of Symbols- Addendum (DM SteveK) 
Thursday June 24th, 2010 9:13:07 AM

The symbols are still active, blazing out thier call for pain and fear to any who cross into thier line of effect.

Tratain can see they would have affected all the Gray Knights, except they are on the inside wall above the doors. The thick stone protects those outside, but anyone crossing the threshold comes under thier potential influence.

Tratain Current Spells AC 39 HP 200/211 
Thursday June 24th, 2010 8:57:33 PM

Tratain tells the others "Those two symbols are still here, Vedik is there an easy way to get rid of them? The stone seems to be blocking the effect on you all outside. I have a stone shape spell memorized. I can shape the stone so it covers the two symbols if you think that will block the Symbols effects so you can enter."

If Vedik thinks it will work Tratain will cast stone shape and cover the two symbols so the others can enter.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 8 of 21
Good Hope - 10 Minutes

Dwight hp 160/160, ac 33(touch 25) 
Thursday June 24th, 2010 9:51:29 PM

Dwight looks at Tratain as he attempts to end the symbols aura, but doesn't call the group forth.

"Can they be dessstroyed or turned off for a bit? Perhapsss covered by a bag or holding, that ssshould ward it'sss aura harmlessssss here." Dwight thinks aloud.

OOC: Tried to post yesterday but site kept timing out.


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday June 24th, 2010 11:40:58 PM

Echlhin offers to make some of the group incorporeal and try and go through the wall as to try and avoid the symbols if another alternative cannot be found. With that he maintains his concentration on sensing nearby spirits.

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Stoneskin 150 points - 150 minutes
Deathward - 3.5 Minutes
Produce Flame - approx 18 min. remaining
Good Hope - approx 10 min remaining
Goggles of Night worn

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells 
Friday June 25th, 2010 9:35:56 AM

Vedik strokes his beard.

"Ya can dispel them, but ya need a dispel for each of em. And against the dreads power ya might need more than one each. Ya can destroy the surface they are on, but you'll suffer the effects of em. A rogue could try ta disable them like a trap, but that's pretty hard."

He frowns. "Ya could stone shape twice around each one, make a little pocket of stone with them in side. Think you'd need a stone shape for each of em. But if an enemy undoes it, we're back in the same place, maybe in combat."

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146.7 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 55.7 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 115.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 115.7 Minutes (cast leaving dracolich pile)
Deathward - 2.7 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)



With a Clash of Symbols- Solution (DM SteveK) 
Friday June 25th, 2010 12:02:37 PM

Tratain identifies a plan to nullify the Symbols using a single spell. Vedik confirms that it should work, and since Stone Shape is an instantaneous spell, it can't be undone by a Dispel Magic. There is always a chance that an active symbol can be revealed, he warns.

Still, Tratain seems to think it is worth it, for he casts the Stone Shape enclosing both Symbols in a stony heart. Now the Symbols only line of affect is within thier one inch prison!

With the Symbols effectively nullified, Tratain and the rest of the Gray Knights enter the tomb. A single flickering torch gives minimal light to the group. Dry and dusty wreckage is scattered across the floor, making any fast movement impossible on the ground.

Echlhin is certain there is a Soul Gem somewhere in the darkness ahead, and no other incorporal beings are about.

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Mausoleum

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.3 minutes elapsed time since arrival at Sky Castle.

4.3 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Dwight hp 160/160, ac 33(touch 25)  d20+29=43 ;
Friday June 25th, 2010 5:50:24 PM

Dwight floats lower, picking up the torch and then tosses it towards U13. He then pulls his bow out.

to hit: 43 (Left to DM if torch can be thrown that far.)

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes

MonthorHit Points:(213 of 213) AC 39 
Sunday June 27th, 2010 9:36:46 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

-------------------------------
Montor readies action against any possible attacks.



Tratain Current Spells AC 39 HP 200/211  d20+16=30 ;
Sunday June 27th, 2010 10:37:41 PM

Tratain moves forward with the light keeping an eye out for anything that may threaten his friends. If an enemy appears he sends his spiritual warhammer after it.

Spot - 30

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 9 of 21
Good Hope - 10 Minutes

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells  d20+22=37 ;
Monday June 28th, 2010 9:10:50 AM

Vedik moves forward, searching the area as the advance. He hovers off the ground on his wings, avoiding the difficult terrain.

OOC:
Search 37 (but no trapfinding ability)

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146.7 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 55.7 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 115.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 115.7 Minutes (cast leaving dracolich pile)
Deathward - 2.7 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

A Clash of Symbols- Deja Vu' (DM SteveK) 
Monday June 28th, 2010 11:07:49 AM

Dwight floats down, picks up the torch and tosses it to the middle of the mausoleum. During his move, he pulls out his bow. The room lights up further, the shadows almost 40 feet away revealing four shallow steps that lead to a raised area of the mausoleum. Columns march down the long chamber, all draped in dry tapestries.

Montor readies action against any possible attacks that he can see or notice. (ooc: Spot check?)

Tratain moves forward towards the light (Dwight already threw it further into the mausoleum). He is ready for a physical enemy, his sharp eyes seeing more broken mosaics, discarded, dry-rotted books, and bones laying in stains of dried blood. Yet as he passes the first columns, a spot on each column glows in a magical light: two more Symbols!

Vedik hovers off the ground on his wings, avoiding the difficult terrain, but not the Symbols!

All five Gray Knights save Will DC 22 or Highlight to display spoiler: {fall into a catatonic slumber for 3d6x10 minutes}

All five Gray Knights save Will DC 23 or Highlight to display spoiler: {become Charmed, and Charzaak is your best friend}

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Mausoleum

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.3 minutes elapsed time since arrival at Sky Castle.

4.3 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Dwight hp 160/160, ac 33(touch 25)  d20+13=23 ; d20+13=23 ; d20+13=27 ; d20+12=32 ; d20+7=26 ;
Monday June 28th, 2010 8:35:23 PM

Dwight feels the pulls of the cursed symbols but manages to stay off the evilness (Will Saves: 23, 23) (OOC: BARELY!)

(OOC: Disregard third saving throw---silly Mac computer)

"There are likely more of thessse, each pillar?" Dwight offers. "Too bad we can't throw up sssome wallsss all the way to the end," he then chuckles.

Dwight then looks to the next set of pillars to see if he can spot more glyphs: search (rogue): 32 + 2(GH) = 34 If so, he announces to the group prior to Tratain moving on.

Spellcraft: 26 + 2(GH): Do these glyphs appear to be one time set-offs?

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

Tratain Current Spells AC 39 HP 200/211  d20=5 ; d20=18 ; d20+16=36 ;
Tuesday June 29th, 2010 8:57:46 AM

Tratain manages to fight off the effects of the two new symbols as well.

He also takes a look at the pillars ahead to see if he can spot any new symbols on those as well. (Spot 36, Natural 20)

He says "Someone really doesn't like visitors. Those symbols could get annoying. Vedik, can I smash them off the pillars? They are already active. We could try going on the outside of the pillars but there are probably other traps there."

Once Tratain and Dwight have finished looking for other symbols on the pillars he continues down the hall.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 10 of 21
Good Hope - 10 Minutes

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells  d20+21=38 ; d20+21=28 ; d20+36=38 ;
Tuesday June 29th, 2010 1:42:20 PM

Vedik shrugs off both of the symbols, looking warily about. When no attack comes, he turns his eye towards the pillars, and Tratain's suggestion.

"It will work, but lemme look at the pillars. This building's not in great shape, so we not wanna be smashing the pillars too hard."

He then inspects the pillars.

OOC:
Knowledge Arch/Eng: 38, trying to see if the pillars are sturdy enough to take a few blows, and if the building would collapse if they are not.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146.7 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 55.7 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 115.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 115.7 Minutes (cast leaving dracolich pile)
Deathward - 2.7 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)


A Clash of Symbols- Deja Vu' (DM SteveK)  d20=20 ; d20=17 ; d20=2 ; d20=18 ;
Tuesday June 29th, 2010 6:43:54 PM

The Gray Knights all overcome the magics of the Symbols (DM Roll for Monthor [32, 29] and Echlhin [30, 46], and contemplate how to reduce the possibility of further column-trapped by symbols.

Magical Walls? Dwight says the solution half in jest, and looks to the next set of columns. There! Yes! There is another symbol not yet activated in the air before the second left colmn as well!

Breaking the Columns? Tratain and Vedik uneasily come to the conclusion that the columns support the building. At least part of the roof would certainly come down if the columns are destroyed. Vedik also sees the Symbols are not carved into the stone or tattered tapestries around the columns, but are cast on the very air. Even if the column were destroyed, the Symbols would still be there and awaiting thier trigger action.

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Mausoleum No movement, map is same

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.5 minutes elapsed time since arrival at Sky Castle.

4.5 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Tratain Current Spells AC 39 HP 200/211  d20+16=30 ; d20+12=17 ;
Wednesday June 30th, 2010 1:25:39 PM

Tratain looks around at the other pillars to see if there are more symbol spells cast on them. (Spot 30)

He also without moving any closer attempts to figure out which symbol is the one untriggered that Dwight pointed out without much luck. (Spellcraft 17)

He says "Vedik, can you tell which symbol that is up there? I want to know if its one we can just risk setting off or if we need to get rid of it. Its also strange, this spell normally has to be carved onto a solid surface, I wonder how this Lich got them to stay in the air."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 11 of 21
Good Hope - 10 Minutes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=44 ; d20+23=26 ;
Wednesday June 30th, 2010 4:15:42 PM

Echlhin tries to assist Tratain, performing the same actions himself. (Spot 46 - w/ Good Hope, Spellcraft 26)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday June 30th, 2010 4:17:36 PM


Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Stoneskin 150 points - 150 minutes
Deathward - 3.5 Minutes
Produce Flame - approx 18 min. remaining
Good Hope, approx 9.8 min remaining
Goggles of Night worn

MonthorHit Points:(213 of 213) AC 39 
Wednesday June 30th, 2010 5:46:56 PM

Monthor scracthes his head....
" What If we grew a big thick oak tree in front of the symbol? "
He then takes out a feather token.



Dwight hp 160/160, ac 33(touch 25)  d20+29=35 ; d20+12=30 ;
Wednesday June 30th, 2010 9:09:20 PM

Dwight isn't really in favor of destroying the pillars, or planting a tree as he has been buried alive before and wouldn't like to repeat the experience.

"Perhapsss if we got sssome light to the end of the room, we could teleport passst them?"

Dwight pulls out his lightest filament and a lamp, hoping to get some light down the hall without causing harm. He hands the lamp to someone to light.

(If not in rounds....)
Taking aim, Dwight shoots for the furthest pillar in view (M10) just a few inches above the ground.
Hit: 35 (oops should have been a Rope check: 30+2(GH) = 32 versus DC 10 + 14(70' away) = 24)

After the lamp is on, Dwight slides the lamp down the rope by floating upward and keeping the rope taught.

--Grapnel (x 1) --Sharpshooters can use an arrow or bolt as a grappling hook, requiring a special bowstring filament. The sharpshooter learns how to make three kinds of special bowstring that can be used as rope:

* Light (50 ft): AC18, 1 HP, Str break DC18, Cost 10 gp, can support up to 150 pounds
* Medium (50 ft): AC20, 2 HP, Str break DC20, Cost 15 gp, can support up to 225 pounds
* Heavy (50 ft): AC22, 3 HP, Str break DC22, Cost 20 gp, can support up to 300 pounds

To make a successful Grapnel Trick (as with a grappling hook, PHB126), make a Use Rope check, DC 10, +2 per 10 feet of distance. The DC is increased by +5 for a medium filament and +10 for a heavy filament. Each time the Grapnel Trick is taken beyond the first, a +2 bonus on Grapnel Trick Use Rope checks is gained.

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells  d20+33=43 ;
Thursday July 1st, 2010 8:35:17 AM

"Normally that is true Tratain, but we're dealing with the Dread. Who knows how many variations of spells it's made for its followers. I hope ta find some of these spells in their wizard spellbooks."

He looks at the symbols, trying to figure them out.

OOC:
Spellcraft 43

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146.5 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 55.5 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 115.5 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 115.5 Minutes (cast leaving dracolich pile)
Deathward - 2.5 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 9.6 minutes (Cast after ghost battle)



DMBZ 
Saturday July 3rd, 2010 12:21:35 AM

OOC- greetings all! Just a note here to introduce myself. My name is Brian, and I will be hosting your soon to be uncomfortable journey through this module. (Just kidding... maybe). Due to the holiday weekend, I intend to resume this game on Tuesday, though there is a slim chance I will be able to get a post in over the weekend.

For those who dont know me, my play style is a little differnet than Steve's, but hopefully not too much for you. As this is a high level game, and there is tons to keep track of, the odds are I will miss something sooner or later. Just drop a note in your next post about it, or shoot me an email. If it is small, I will correct it, if it is a bigger issue, I may have to make a ruling to move the game along. I intend to be fair at all times, and provide a good, challenging game. In the interest of helping me out, please continue to post spell lists, and active effects in your posts. My email is: bblopeATyahooDOTcom

Any questions, mail me.

A Clash of Symbols -DMBZ 
Monday July 5th, 2010 10:29:03 PM

OOC- please allow me some grace period as I slide into this game. :)

After numerous checks, the cautious heroes determine that the next symbol is not quite so deadly. It is a symbol of sleep. The only problem is, there is no way to wake someone who is hit by it for several minutes until it wears off. Valuable time in hostile territory. It is unknown whether there are any more symbols yet, and whether it would be safer to magic past the area. It is also unknown if anyone is watching. It is awfully quiet...

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Mausoleum No movement, map is same- will use the same one until a new one is needed.

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.6 minutes elapsed time since arrival at Sky Castle.

4.6 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location

Tratain Current Spells AC 39 HP 200/211 
Tuesday July 6th, 2010 8:48:39 PM

Tratain examines the pillar across from where they found the symbol of sleep to see if there is another symbol there as well. If there is another one found he asks the group to identify it before deciding to set the new ones off or not.

Dwight hp 160/160, ac 33(touch 25)  d20+18=36 ; d20+7=17 ;
Tuesday July 6th, 2010 9:10:17 PM

Dwight takes a look at the other symbol hoping to identify it.

search (rogue) = 36 + 2 = 38
spellcraft: 17 + 2 = 19

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

A Clash of Symbols -DMBZ 
Tuesday July 6th, 2010 10:46:23 PM

There is a symbol on the pillar opposite the sleep symbol. That one is a symbol of fear. Do the other pillars have symbols as well? Does the group want to try and disable them as you go along, or go around the danger?

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Mausoleum No movement, map is same- will use the same one until a new one is needed.

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.7 minutes elapsed time since arrival at Sky Castle.

4.7 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location

Vedik AC 25 (14 touch) HP 167/191 Flying 10' Character Sheet Spells  d20+33=52 ; d20+33=41 ; d20+33=46 ; d20+33=38 ;
Tuesday July 6th, 2010 10:52:57 PM

The old dwarf scratches his beard, looking at the runes. He identifies them as the come up.

"We may have to dispel these."

He frowns.

OOC:
Spellcraft 52, 41, 46,38

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146.4 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 55.4 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 115.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 115.4 Minutes (cast leaving dracolich pile)
Deathward - 2.4 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 9.4 minutes (Cast after ghost battle)

MonthorHit Points:(213 of 213) AC 39 
Wednesday July 7th, 2010 3:19:13 PM

Or teleport across?


Tratain Current Spells AC 39 HP 200/211 
Wednesday July 7th, 2010 5:26:09 PM

Tratain says "Stand back a little guys, I'm going to try and go around the pillar and see if that still sets off the Symbol."

Once the group is read Tratain will take a look around the Pillars and see if going around one still triggers the symbol on it.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 13 of 21
Good Hope - 10 Minutes

Dwight hp 160/160, ac 33(touch 25)  d20+18=20 ;
Wednesday July 7th, 2010 8:22:31 PM

Dwight agrees with Tratain, and hope he knows what he is doing. He moves back to the entrance, standing between ajar doors and checks to make sure they are not being followed.

Note: He checks with his bow pulled taunt.

Spot: 20

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

A Clash of Symbols -DMBZ 
Wednesday July 7th, 2010 10:53:33 PM

Vedik identifies the symbols. He also knows that Tratain's actions could set off the symbols. He can inform Tratain that passing within 60 feet of a symbol, is usually one of the triggering conditions for setting it off.

Tratain, if you decide to continue forward, I will need two saving throws, both will saves.

Listen check DC 30 to take a peek:Highlight to display spoiler: {You can hear a very quiet voice. It is not talking, but instead sounds distinctly similiar to spellcasting}

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Mausoleum No movement, map is same- will use the same one until a new one is needed.

Monthor - Cackle Fever and Filth Fever, no ability decrease
Tratain - 41 dam
Dwight - Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik
Echlhin

1 hour 25.8 minutes elapsed time since arrival at Sky Castle.

4.8 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=38 ;
Thursday July 8th, 2010 1:00:23 PM

Given pause by thinking about what to do about the symbols, Echlhin is broken of his pondering by the faint noise that sounds similar to spell casting. He immediately warns the group as to where he thinks it may be coming from. (Listen check 38)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday July 8th, 2010 1:00:57 PM


Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Stoneskin 150 points - 150 minutes
Deathward - 3.5 Minutes
Produce Flame - approx 18 min. remaining
Good Hope, approx 9.8 min remaining
Goggles of Night worn

Tratain Current Spells AC 39 HP 200/211  d20+28=35 ; d20+28=43 ; d20+15=34 ;
Thursday July 8th, 2010 9:20:34 PM

Tratain continues forward to see if he can get around the symbols without setting them off, but it seems as he isn't successful. (Will saves 35 and 43)

Tratain also hears the spellcasting and attempts to see who it is that is casting spells, and if he is able to see someone he sends his Spiritual Warhammer at them.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 14 of 21
Good Hope - 10 Minutes

Dwight hp 160/160, ac 33(touch 25)  d20+16=19 ; d20+18=22 ;
Thursday July 8th, 2010 10:12:09 PM

Listen: 19 + 2(GH) = 21

Dwight stands at the gap between the doors, looking for danger, not hearing what Echlin mentions.

Spot: 22 + 2(GH) = 24 (outside)

His bow in hand, he is ready to release given the first sign of any type of enemy.

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Friday July 9th, 2010 9:06:29 AM

Vedik waits, keeping an eye on Tratain. He lands, trying to remain as quiet as possible.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146.3 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 55.3 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 115.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 115.3 Minutes (cast leaving dracolich pile)
Deathward - 2.3 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 9.3 minutes (Cast after ghost battle)

A Clash of Symbols -DMBZ 
Sunday July 11th, 2010 12:15:37 AM

sorry! My kid's birthday party is tomorrow, and I have been super busy.

Please continue to post one round of actions(more prep spells, drink a potion etc.), and we will get this fight going on Monday.

MonthorHit Points:(213 of 213) AC 39 
Sunday July 11th, 2010 4:03:34 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)
==================================

Monthor readies a strike in case they are attacke.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=31 ; d20+27=42 ;
Monday July 12th, 2010 8:39:31 PM

Echlin tries to locate where the possible spellcasting is coming from. (Spot 31, Listen 42)

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Stoneskin 150 points - 150 minutes
Deathward - 3.5 Minutes
Produce Flame - approx 18 min. remaining
Good Hope, approx 9.8 min remaining
Goggles of Night worn

A Clash of Symbols -DMBZ 
Monday July 12th, 2010 10:41:04 PM

A figure presents himself at the top of the stairs. Stepping out from behind a pillar, the dread lich greets you. "I am Charzaak. Come, fight me." The lich appears to smile. The creature has the stance of a fighter, and yet ready with spell as well. He beckons to you with a swift motion of his hand.

Behind him, hundreds of candles light up a raised platform. Upon this raised platform is a great sarcophagus flaned by large black wrought iron candlabras holding the remains of nearly 20 thick inky candles each. The candles spew gutteral smoke, thick and greasy, and they give off a horrid stench. It is probably best not to think about what they were made from.

The heroes are not entirely caught unprepared. Tratain moves forward, setting off the symbols. He avoids the effects, but they are still active and will affect anyone else who moves forward more than a few feet. He also lets fly his spiritual hammer at the lich.

Dwight is ready with his bow, and as Charzaak finishes speaking can shoot at him.

Vedik attempts to remain stealthy.

Monthor has a strike readied.(is this ranged?)

Echlin relies on his senses to tell him that lich is where he appears to be.

...NOTES

I am unable to alter the map and will work on a new one. The lich is located at M12 on the old map. Please list current location(grid)in your post, and please list all active effects in your post.

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor- Cackle Fever and Filth Fever, no ability decrease
Tratain- 41 dam
Dwight- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy- ?/?

1 hour 26.0 minutes elapsed time since arrival at Sky Castle.

5.0 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Tuesday July 13th, 2010 9:30:28 AM

Vedik notes the melee stance of this Dread Lord with a raised eyebrow. He attempts to capitalize on that fact with a spell thats not of much use against most liches.

He casts Slow on the warrior lich, hoping to take the bite out of his attacks.

OOC:
Cast Slow on lich: DC 24

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 146 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 55 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 115 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 115 Minutes (cast leaving dracolich pile)
Deathward - 2 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 9 minutes (Cast after ghost battle)

Dwight hp 160/160, ac 33(touch 25)  d20+29=48 ; d20+29=44 ; d6=5 ; d6=1 ; d6=1 ; d6=3 ; d6=2 ; d6=5 ; d20+24=40 ; d6=3 ; d6=1 ; d6=1 ; d6=5 ; d20+19=23 ; d6=1 ; d6=6 ; d6=3 ; d6=4 ; d20+29=46 ; d6=2 ; d6=5 ; d6=5 ; d6=2 ;
Tuesday July 13th, 2010 6:44:27 PM

Dwight doesn't waste time on talking with this lich, and hopes the lich is full of over confidence as he unleashes his round of arrows.

Att: 48 + 2 = 50 (crit if possible: 44+2=46)
Dmg: 13 + 2(holy) + 3(ice) + 2(GH) = 20 (27 if critical)

att: 40 + 2(GH) = 42
dmg: 11 + 2(holy) + 5(ice) + 2(GH) = 20

att: 23 + 2(GH) = 25
dmg: 9 + 9(holy) + 4(ice) + 2(GH) = 24

att: 46 + 2(GH) = 48
dmg: 10 + 10(holy) + 2(ice) + 2(GH) = 24

Dwight then prepares to reload from AB13, floating off the floor by about 6'.

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

MonthorHit Points:(213 of 213) AC 39 
Tuesday July 13th, 2010 7:13:21 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

Tratain, let's pop over.
Monthor delays action until the end of the round. He then uses his helm of teleportation and teleports next to the ennemi (M13 Monthor and if Tratain agrees M14 Tratain).

" SAY HELLO TO MY LITTLE FRIEND!"

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



Tratain Current Spells AC 39 HP 221/211  d20+26=35 ; d20+21=41 ; d20+16=34 ; d20+11=20 ; d20+21=31 ; d8+5=12 ; d8+5=6 ; d8+5=7 ; d8+5=13 ; d8+5=8 ; d20+16=34 ; d20+11=18 ; d20+11=22 ; d20+11=20 ; d20+11=31 ;
Tuesday July 13th, 2010 8:18:06 PM

Tratain's Spiritual weapon strikes at the Lich, and Tratain casts Divine Power on himself to prepare for the battle.

Tratain then moves forward to R13 keeping an eye out for any more symbols and attempting to Identify them before setting them off. (Spellcraft: 18,22,20,31)

Spiritual Weapon: SR Check 31
Hit AC 35 for 12 Force Damage
Hit AC 41 for 6 Force Damage
Hit AC 34 for 7 Force Damage
Hit AC 20 for 13 Force Damage

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 3.5 Minutes
Spiritual Weapon - Round 15 of 21
Good Hope - 10 Minutes
Divine Power - Round 1 of 21


Tratain Current Spells AC 39 HP 221/211 
Tuesday July 13th, 2010 8:19:23 PM

OOC: Oops. I didn't see Monthors Post while I was typeing. Tratain will Cast Divine power and teleport with Monthor Instead of Moving.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday July 13th, 2010 10:07:32 PM

Echlhin begins casting Summon Nature's Ally VIII.

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Stoneskin 150 points - 150 minutes
Deathward - 3.5 Minutes
Produce Flame - approx 18 min. remaining
Good Hope, approx 9 min remaining
Goggles of Night worn


A Clash of Symbols -DMBZ  d20+20=38 ; 3d8+13=18 ; d20+16=34 ; 2d6=4 ; d8=7 ; d20+16=25 ; 2d6=10 ; d8=2 ; d20+29=35 ; d20+24=27 ; d20+19=24 ; d20+13=19 ;
Tuesday July 13th, 2010 11:24:17 PM

arrgh original post eaten. grrr.

Vedik tries a slow spell on the lich, but it proves ineffective this time.

Dwight unleashes a hail of arrows on the lich, but only the holy energies affect the undead creature.

Monthor unleashes a battlecry, then gets himself and Tratain into the action with a teleport.

Tratain casts divine power, and aims his spiritual weapon at the lich, which hits several times. Then he rides along with Monthor.

Echlhin begins casting a spell.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monthor and Tratain activate a trap upon arrival. A mass inflict serious woundsspell is triggered. Monthor and Tratain can try for DC25 will saves for half damage(18 or 9)(Monthor resists the spell with his SR) The lich seems to heal from the spell.

The lich motions and a pair of dread wraiths step out of the columns near the entrance. One takes a swipe at Dwight, the other attacks Echlhin. Dwight -hit touch AC 34. 4 dmg, plus 7 con drain, Echlhin -hit touch AC25, 10 dmg, plus 2 con drain Echlhin will need to make a concentration check to avoid losing the spell. DC is 20.

"AHA! You have stepped quite nicely into my trap!" The lich makes a full attack on Monthor with his adamantine heavy pick. Monthor- hit AC 35, 27, 24(all missed) The lich then casts a quickened spell, and crackling black energy seeps from it's fingertips...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...NOTES

I am unable to alter the map and will work on a new one. The lich is located at M12 on the old map. Please list current location(grid)in your post, and please list all active effects in your post.

DM questions: Dwight, which ioun stone is active?

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy(M12)- -40/? hp, SR=none?

1 hour 26.1 minutes elapsed time since arrival at Sky Castle.

5.1 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - current location


Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20+20=25 ;
Wednesday July 14th, 2010 6:18:52 PM

Vedik tries again to slow the warrior lich.

OOC:
Cast Slow on lich: 25 Spell Resistance check, DC 24
Blah

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 145.9 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 54.9 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 114.9 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 114.9 Minutes (cast leaving dracolich pile)
Deathward - 1.9 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 8.9 minutes (Cast after ghost battle)

Tratain Current Spells AC 39 HP 221/211  d20+26=35 ; d20+21=41 ; d20+16=24 ; d20+11=26 ; d8+5=7 ; d8+5=8 ; d8+5=13 ; d8+5=7 ; d20+32=37 ; d20+27=43 ; d20+22=39 ; d20+17=31 ; d8+13=21 ; d6=5 ; d6=4 ; d8+13=19 ; d6=6 ; d6=4 ; d8+13=14 ; d6=5 ; d6=1 ; d8+13=14 ; d6=3 ; d6=2 ;
Wednesday July 14th, 2010 8:06:46 PM

Tratain shrugs off the Inflict spell thanks to the Deathward, and takes his own attacks at the Lich in front of him. His Spiritual Warhammer does the same. After Attacking Tratain also takes a 5 foot step if able to offer Monthor an opportunity to flank the Lich.

Spiritual Warhammer: (Add 2 to Hit and Damage if Good Hope Effects these rolls)
Hit AC 35 for 7 Force Damage
Hit AC 41 for 8 Force Damage
Hit AC 24 for 13 Force Damage
Hit AC 26 For 7 Force Damage

Tratain - Adamantite Warhammer, Magic, Blunt and Good Aligned for overcomming DR
Hit AC 37 for 21 Physical Damage 9 Holy Damage
Hit AC 43 for 19 Physical Damage 10 Holy Damage
Hit AC 39 for 14 Physical Damage 6 Holy Damage
Hit AC 31 for 14 Physical Damage 5 Holy Damage

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.9 Minutes
Spiritual Weapon - Round 16 of 21
Good Hope - 10 Minutes
Divine Power - Round 2 of 21



MonthorHit Points:(213 of 213) AC 39  d20+30=42 ; d10+30=39 ; d6=6 ; d6=6 ; 2d6=10 ; d20+25=29 ; d10+30=34 ; d6=3 ; d6=6 ; 2d6=11 ; d20+20=23 ; d10+30=37 ; d6=4 ; d6=6 ; d6=5 ; 2d6=10 ; d20+15=19 ;
Wednesday July 14th, 2010 9:24:13 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Shield Other - from Tratain - 21 Hours- The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by Tratain.

Current AC vs evil (42)

------------------------------------------------------
Monthor snickers at the lich. With his bestest bud Tratain behind him, this shouldn't take long.

Two handed power attack ( -5/+10)

Attack 1 Hits AC 42 for 39 physical, 6 shock, 6 frost, 10 holy
Attack 2 Hits AC 29 for 34 physical, 3 shock, 6 frost, 11 holy
Attack 3 hits AC 23 for 37 physical, 4 shock, 6 frost, 10 holy
Attack 4 hits AC 19 miss

Dwight hp 160/160, ac 33(touch 25)  d20+15=28 ; d20+29=40 ; d6=1 ; d6=6 ; d6=5 ; d6=4 ; d20+24=42 ; d6=2 ; d6=6 ; d6=3 ; d20+19=33 ; d6=6 ; d6=6 ; d6=4 ; d20+29=44 ; d6=5 ; d6=5 ; d6=1 ;
Wednesday July 14th, 2010 10:16:25 PM

Dwight attempts to shrug off the effects (OOC: A save wasn't stated, but generally I figured there was a save for ability drains. Rolled Fort: 28 + 2(GH) = 30 -- based on text DC 25 for Dreat Wraith awaiting DM determination.)

Otherwise Dwight takes substantial damage from the suddenly appearing wraiths. (-7 Con brings him to 19 Con, this makes 3 bonus for 16 levels, 48 dmg + 4 dmg = 52 total)

OOC: Also Dread Wraiths are large and can fly if I recall.

Dwight will slide along eastern wall south 5' (or further 10' if large to avoid AOO, not sure of dread wraiths size without a map since they can change forms), and take a shot at the wraith hoping to pin the wraith.

Staple attack: 40 + 2 = 42
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
DC needed: 9 + 11(holy) + 4(ice) + 2(GH) = 26 (22 excluding ice)
Arrow is ghost touched, so it should pin an incorporeal.

If Dwight only moved 5', then he continues firing his bow. (if he moved more than 5', he only gets the one shot, I think?)

att #2: 42 + 2(GH) = 44 (at dread wraith)
dmg: 10 + 9(holy) + 2(GH) = 21

att #3: 33 + 2(GH) = 35 (at dread wraith)
dmg: 14 + 10(holy) + 2(GH) = 26

att #4: 44 + 2(GH) = 46 (at dread wraith)
dmg: 13 + 6(holy) + 2(GH) = 21

Summary: Stapled needing a DC22 Str in order to move, and took 68 dmg

(OOC: Sorry about the BIG if post)
======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)



A Clash of Symbols -DMBZ  d20+20=28 ; d20+16=22 ; d20+16=31 ; d20+16=20 ;
Wednesday July 14th, 2010 11:35:49 PM

OOC- sorry about the map, but I'm burning on 5hours of sleep a day right now. It's the best I can do to avoid missing posts.

The ceiling is 30feet high. Dwight can float up, but as has been observed the wraiths can fly. Also, they are large and have reach. Dwight- fort save, yes he gets one. I forgot about it. looks like you made it this time!

Echlhin- no, you dont need a check. I added that on without thinking about it. ghost touch- I think this is a bit overpowered but...reading the PrC, it would seem to indicate that yes, it does work this way. I'll allow it.

staple shot- the arrow is ghost touch, but the pillar is not.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vedik tries his luck again with the slow spell. But the lich shrugs it off once more.

Tratain and Monthor both pound on the lich mercilessly. It's plan to trap you seems to be faltering...

Dwight moves away from the wraith so he can fire his bow.(provokes AoO) With the first shot, he tries to pin the creature, but the pillar behind it isn't insubstantial enough for the bolt to pin the undead to it. The shot was a standard action. Now Dwight awaits the creature's response...AoO: hit AC 22, miss

Echlhin finishes casting the summon spell. the creature(s) can act this round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The lich almost has a look of shock upon it's rotting face. "No...you, how?" As the undead crumples to the ground, it mutters a few final words. "It matters not. The Dread will..."

The dread wraith attacking Echlhin tries to hit him again. hit AC 31, miss

The dread wraith attacking Dwight closes the gap, and strikes again. hit AC 20, miss
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy(M12)- -75,-98,-94/? hp, SR=none?

1 hour 26.2 minutes elapsed time since arrival at Sky Castle.

5.2 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d3=1 ; d20+22=40 ; d20+22=32 ; 2d10+19=30 ; 2d10+19=25 ; d20+12=20 ; d6+5=9 ;
Thursday July 15th, 2010 4:19:17 AM

Echlhin's summon manages to only call forth one Greater Earth Elemental. As it materializes between him and the dread wraith and tries to slam into it, putting its strength the attacks (Power Attack for 5 - Ac: 40, 30 Damage; AC 32, 25 Damage)

Thinking their current protections are enough from the wraiths, Echlhin hurls fire from his hand (Produce Flame, cast end of previous fight) (Range Touch AC 20, 9 Damage - believe that misses)

Earth Elemental has AC 20, Touch AC 7, and Currently 241 of 241 HP

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 114.9 Minutes
Resist Energy, 30 Points Cold - 114.9 Minutes
Stoneskin 150 points - 145.9 minutes
Deathward - 1.9 Minutes
Produce Flame - approx 16 min. remaining
Good Hope, approx 8.9 min remaining
Goggles of Night worn

Tratain Current Spells AC 39 HP 221/211  d20+16=31 ; d20+26=44 ; d20+21=32 ; d8+5=6 ;
Thursday July 15th, 2010 9:00:42 PM

Tratain sends his spiritual warhammer after the Wraith Attacking Dwight and he then looks around the building for signs of any more Lich's or that the building has any more levels. (Spot 31)

He says "Monthor, do you see anything else around here? Anymore Liches or does the building go underground?"

Spiritual Warhammer:
Hits AC 44 for 6 Force Damage

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.7 Minutes
Spiritual Weapon - Round 17 of 21
Good Hope - 10 Minutes
Divine Power - Round 3 of 21


A Clash of Symbols -DMBZ 
Thursday July 15th, 2010 10:04:03 PM

I will wait on the other posts until tomorrow. -DMBZ

MonthorHit Points:(213 of 213) AC 39  d20+5=9 ; d20+5=23 ; d20+5=20 ; d20+5=9 ; d20+5=11 ; d20+5=15 ;
Thursday July 15th, 2010 10:52:15 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Shield Other - from Tratain - 21 Hours- The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by Tratain.

Current AC vs evil (42)

--------------------------
Looking highly satisfied over taking out the lich, Monthor looks around as Tratain asks. He then draws his throwing axe.

Spot checks if needed
9,23,20,9,11,15

Dwight hp 160/160, ac 33(touch 25)  d20+29=33 ; d6=5 ; d6=6 ; d6=4 ;
Friday July 16th, 2010 8:10:41 AM

Dwight again backs up 10', putting him in the corner, to get the opportunity to shoot once.

Hit: 33+2(GH) = 35
dmg: 13 + 10(holy) + 2(GH) = 25

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Friday July 16th, 2010 11:02:52 AM

Vedik casts Message, pointing out each of the Grey Knights.

He then whispers this to them [i]"Well done"[/b]

OOC
Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 145.8 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 54.8 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 114.8 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 114.8 Minutes (cast leaving dracolich pile)
Deathward - 1.8 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 8.8 minutes (Cast after ghost battle)
Message: CL 1, 180.0 Minutes (Cast in Chazrack fight)

A Clash of Symbols -DMBZ  d20+16=23 ; d20+16=36 ; d20+16=34 ; 4d6=9 ;
Sunday July 18th, 2010 10:09:05 PM

Echlhin's summoned elemental benefits from ghost touch and strikes at the undead. It hits twice, but the hurled fire from Echlhin passes harmlessly through the undead.

Tratain changes the target for his spiritual hammer, and it flies off, striking at the wraith. He takes a look around, but the place doesn't seem to have any other levels. The symbols are still in place though, and would have to be bypassed for the others to come over to where the altar are is.

Monthor is satisfied at dropping the lich, then he switches weapons.

Dwight backs up and aims a careful shot at the wraith. The ghost touched arrow sticks into the undead in a satisfying way.

Vedik places a message spell upon the group. He congratulates them on taking down the lich, but the danger here is not yet gone...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
dread wraith1 floats closer to Dwight and attacks him again. The creature misses however, obviously thrown off by the numerous ghost arrows sticking out of it.

dread wraith2 floats up and away from the elemental(AoO). It moves to join the other, and continue the assault on Dwight. hit dwight AC 36(crit check) AC34(confirmed). dmg= 9, con drain= 14 DC 25 fort save to resist the drain.

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy(M12)- lich, down
dread wraith1(fighting Dwight) -31/?hp
dread wraith2(fighting Echlhin) -55/?hp

1 hour 26.3 minutes elapsed time since arrival at Sky Castle.

5.3 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Monday July 19th, 2010 5:55:26 PM

Vedik whispers to the party "I have little that can effectively deal with these. Focus on the one attacking Dwight. Dwight, fire away then don't resist this spell."

He then waits for the Dread Wraith to attack Dwight again.

OOC
Ready Action: When the Dread Wraith attacks Dwight , cast Resilliant Sphere on him, which being a force effect should block the creature's attack, ruining it.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 145.7 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 54.7 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 114.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 114.7 Minutes (cast leaving dracolich pile)
Deathward - 1.7 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 8.7 minutes (Cast after ghost battle)
Message: CL 1, 179.9 Minutes (Cast in Chazrack fight)

Tratain Current Spells AC 39 HP 221/211  d20+26=31 ; d20+21=40 ; d20+16=27 ; d20+11=31 ; d8+5=9 ; d8+5=7 ; d8+5=13 ; d8+5=8 ; d8+5=7 ;
Monday July 19th, 2010 9:04:37 PM

Tratain Directs his Warhammer to keep attacking the Wraith.

Spiritual Warhammer:
Hits AC 31 for 9 force damage
Hits AC 40 for 7 force damage
Hits AC 27 for 13 force damage
Hits AC 31 for 8 force damage

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.7 Minutes
Spiritual Weapon - Round 18 of 21
Good Hope - 10 Minutes
Divine Power - Round 4 of 21

A Clash of Symbols -DMBZ 
Monday July 19th, 2010 9:43:57 PM

OOC- will put next post up tomorrow after everyone posts.

Dwight hp 147/160, ac 33(touch 25)  d20+29=36 ; d6=5 ; d6=6 ; d6=1 ; d20+24=27 ; d6=2 ; d6=5 ; d6=5 ; d20+19=20 ; d20+29=30 ; d6=2 ; d6=4 ; d6=2 ;
Tuesday July 20th, 2010 8:32:36 AM

With two wraiths now on top of Dwight, and having placed himself in the corner, firing his bow one more times seems to be a bad idea (OOC: my understanding is being in melee combat and firing a bow would give both an AOO). Unfortunately, one bad idea is the only thing that comes to mind.

Death Ward protect him from the ability drain.

He pulls back and fires hoping to finish both.

att: 36 +2(GH) = 38
dmg: 13 + 7(holy) + 2(GH) = 22

att: 27 + 2(GH) = 29
dmg: 10 + 10(holy) + 2(GH) = 22

att: 20 + 2(GH) = 22 (nat 1)
miss

att: 30 +2 (GH) = 32 (nat 1, AGAIN!)
dmg: 10 + 6(holy) +2(GH) = 18

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

MonthorHit Points:(213 of 213) AC 39  d20+30=42 ; d6+8=10 ;
Tuesday July 20th, 2010 11:33:23 AM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Shield Other - from Tratain - 21 Hours- The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by Tratain.

----------------------------------------------
Monthor throws his axe (+1 throwing axe, returning, distance) at one of the wraith (DW1)

Attack 1 hits AC 42 for 10 points of damage.


A Clash of Symbols -DMBZ  d100=10 ; d20+16=19 ; d20+16=22 ;
Tuesday July 20th, 2010 9:33:57 PM

Dwight decides to fire his bow, even trapped in the corner as he is. However, Vedik doesn't care for his chances, and before Dwight can fire, surrounds him with a resilient sphere.

OOC- they have combat reflexes, and would have each got an AoO for each shot fired by Dwight. As Vedik readied an action to prevent this, that's the order I used. Also, DM ruling the death ward does NOT protect against the wraiths' attack. DC 25 fort save to resist, otherwise, 14 con drain, plus the 9 damage.

Tratain's spiritual warhammer continues smashing the wraith.

Echlhin directs the summoned creature to attack. OOC- yes, the elemental gets an AoO from last round. Add it onto this rounds actions. The wraith is currently too high to attack.

Monthor throws his axe, hoping for a hit. After missing the undead, it returns to his hand. (rolled miss chance)

The wraiths realize the futility of trying to attack Dwight and look for a new target. They swoop down, and take some swipes at Echlhin. Hit AC: 19, 22 miss

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy(M12)- lich, down
dread wraith1(fighting Dwight) -68/?hp -spiritual hammer
dread wraith2(fighting Echlhin) -55/?hp

1 hour 26.4 minutes elapsed time since arrival at Sky Castle.

5.4 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location

Dwight hp 147/160, ac 33(touch 25)  d20+15=27 ;
Wednesday July 21st, 2010 12:02:53 AM

OOC Fort save from last round due to DM ruling: 27 + 2(GH) = 29 made. Whew!

"Thanks," Dwight mumbles as he reloads his bow but is unable to penatrate the sphere. He takes a moment to calm his breathing only to catch himself shaking and seeing double for a second.

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+22=42 ; d20+22=26 ; d20+22=28 ; 2d10+19=28 ; 2d10+19=29 ; 2d10+19=32 ; d20+12=25 ; d6+5=10 ;
Wednesday July 21st, 2010 12:41:39 AM

As the Wraith moved away, the elemental lashed out.... (hit ac 42, 28 damage - ghost touch)
As the Wraiths move back closer to attack Echlhin, it attacks again (hit ac 26, 29 damage; hit ac 28, 32 damage - ghost touch)

Echlhin again throw some fire from his hand at the attacking wraith (Hit touch ac 25, 10 damage - ghost touch)

Earth Elemental has AC 20, Touch AC 7, and Currently 241 of 241 HP

Active Spells, etc.:
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Ring of Counterspells: Greater Dispell
Resist Energy, 30 Points Fire - 114.9 Minutes
Resist Energy, 30 Points Cold - 114.9 Minutes
Stoneskin 150 points - 145.9 minutes
Deathward - 1.9 Minutes
Produce Flame - approx 16 min. remaining
Good Hope, approx 8.9 min remaining
Goggles of Night worn

((Helping with a move and just realized I will be without dependable internet access until Fri, though I will try and post with my new cell. If I find that it is not working correctly, I'll contact Troy to post for me))

Tratain Current Spells AC 39 HP 221/211  d20+16=27 ; d20+26=30 ; d20+21=36 ; d20+16=32 ; d20+11=28 ; d8+5=13 ; d8+5=11 ; d8+5=12 ; d8+5=9 ;
Wednesday July 21st, 2010 11:27:27 AM

Tratain keeps his Spiritual Warhammer attacking the Same Wraith as he keeps an eye out for any new danger. (Spot 27)

Spiritual Warhammer:
Hits AC 30 for 13 Force Damage
Hits AC 36 for 11 Force Damage
Hits AC 32 for 12 Force Damage
Hits AC 28 for 9 Force Damage

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.7 Minutes
Spiritual Weapon - Round 19 of 21
Good Hope - 10 Minutes
Divine Power - Round 5 of 21

A Clash of Symbols -DMBZ 
Wednesday July 21st, 2010 9:47:15 PM

Dwight is safe inside the sphere, but fumes at being out of the action. He shakes off the effects of the wraith's attack.

Tratain's spiritual weapon and Echlhin's ghost touch spell and summoned creature finish off the two wraiths.

The Mausoleum is now eerily quiet, with just the fluttering of the candles as in a light breeze near the altar. The black thick and putrid smoke is still there, but seems a bit less concentrated than before.

There are still two symbols near the center of the room, but they pose less danger now. Those near the door will not be able to get around them without transport magic or making saves.

There are no other creatures present. That you know of...

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy(M12)- lich, down
dread wraith1(fighting Dwight) -down
dread wraith2(fighting Echlhin) -down

1 hour 26.5 minutes elapsed time since arrival at Sky Castle.

5.5 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=47 ; d20+27=39 ;
Wednesday July 21st, 2010 11:37:05 PM

Echlhin takes a moment to study the surroundings for other possible dangers (spot 47, listen 39). If nothing is noticed he will return to sensing nearby spirits to look for other threats and the spirit gem he sensed earlier.

Tratain Current Spells AC 39 HP 221/211 
Thursday July 22nd, 2010 11:17:10 AM

Tratain searches the downed Lich for anything of Value and then begins to search the area as well. He asks Echlhin to attempt to locate the Soul Gem just incase the lich has it hidden.

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.7 Minutes
Spiritual Weapon - Round 20 of 21
Good Hope - 10 Minutes
Divine Power - Round 6 of 21

MonthorHit Points:(213 of 213) AC 39 
Thursday July 22nd, 2010 12:57:39 PM

Monthor stands guard and readies action ( defends against an attack).

" Good job friends..."



Dwight hp 147/160, ac 33(touch 25)  d20+18=36 ;
Thursday July 22nd, 2010 9:57:53 PM

Dwight stays in his bubble, looking for anything he may have been when there was potential danger.

spot: 36

A Clash of Symbols -DMBZ 
Thursday July 22nd, 2010 10:15:27 PM

Silence is the only thing that returns to the heroes senses as they scan around for more trouble.

There are no more enemies present. Tratain relieves the lich of his gear. (OOC- not sure if Steve was handing things out as he was going along, or intended to give out all the loot at once at the end of the module.)

The Mausoleum is secure for the moment. Some caution needs to be taken due to the still active symbols.

What do you do next?

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy(M12)- lich, down
dread wraith1(fighting Dwight) -down
dread wraith2(fighting Echlhin) -down

1 hour 26.6 minutes elapsed time since arrival at Sky Castle.

5.6 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Friday July 23rd, 2010 12:19:03 AM

Feeling relatively safe for where they are, Echlhin uses his ability to sense spirits to try and locate it's gem.


Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Friday July 23rd, 2010 10:32:04 AM

Vedik dismisses his sphere, freeing Dwight.

He looks around, trying to think of a way to deal with the symbols that won't bring the roof down.

OOC:
Sorry for missing posts, hectic week.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 145.4 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 54.4 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 114.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 114.4 Minutes (cast leaving dracolich pile)
Deathward - 1.4 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 8.4 minutes (Cast after ghost battle)
Message: CL 1, 179.6 Minutes (Cast in Chazrack fight)

Dwight hp 147/160, ac 33(touch 25) 
Friday July 23rd, 2010 2:59:41 PM

Dwight floats to the ground and stretches his legs wondering if he would have eventually run out of air.

"Echlin, could your elemental jussst expand the pillarsss ssso that they encompassssssed the sssymbolsss in ssstone? Not sssure he could do it sssafely, dependsss on what sssets if off. Good perhapsss? Anyone elssse more knowledgeable on the sssymbolsss."

To Tratain and Monthor, "being further down, do you sssee any holesss in the ceiling the ressst of usss could circle around and enter?"

A Clash of Symbols -DMBZ 
Sunday July 25th, 2010 9:25:21 PM

As the group tries to decide what to do about the remaining symbols, Echlhin uses his sense to try and find Charzaak's Soul Gem. He senses something near the altar area, containing all the burning candles.

OOC- If you want to try and identify any of the lich's equipment, let me know if you are using spells or whatever to do so.

...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy:none present

1 hour 26.7 minutes elapsed time since arrival at Sky Castle.

5.7 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location

Tratain Current Spells AC 39 HP 221/211 
Monday July 26th, 2010 9:21:20 PM

Tratain moves towards the Alter when informed the Gem is near it. He also looks at the ceiling to see if there are any holes in it the others may fly through to avoid the SYmbols. Once he reaches the alter he gives it a once over to see if he can locate the gem or if he needs to have Echlhin come over to locate it.

OOC: Steve has been giving us a running list of items we collect as we go. I have it all written on my character sheet but we can do it any way you would prefer.

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.7 Minutes
Good Hope - 10 Minutes
Divine Power - Round 8 of 21

Dwight hp 147/160, ac 33(touch 25) 
Monday July 26th, 2010 10:51:11 PM

Dwight stands back watching Tratain, and Echlin home in on the gem. He loads his bow awaiting whatever is likely to jump out.

"I'm not asss good asss Plyf, but if necessssssary, I could teleport over there and sssearch it? What do you think?"

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday July 27th, 2010 2:12:14 AM

Echlhin informs Tratain aboutt where he thinks the gem may be, he also cautions about the candles while trying to discern their purpose

((ooc - I'm thinking Spellcraft check, but whatever might be appropriate, feel free to roll it for me if you like for expediency))

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20+24=40 ; d20+33=34 ;
Tuesday July 27th, 2010 8:42:27 AM

Vedik makes his way over to the Altar, avoiding the symbols as best he can, flying up and over if need be.

Once at the Altar, he searches around, trying to discern where the lich's soul gem may be. If that fails he plays a game of "If I were a lich, where would I hide my gem".

"Warriors often value their weapons and armor." He throws a knowing look at Monthor and his axe. "Perhaps look for something weapon or armor like, and search the lich's actual weapons and armor.

OOC:
Search: 40
Spellcraft: 34

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 145.3 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 54.3 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 114.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 114.3 Minutes (cast leaving dracolich pile)
Deathward - 1.3 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 8.3 minutes (Cast after ghost battle)
Message: CL 1, 179.3 Minutes (Cast in Chazrack fight)

MonthorHit Points:(213 of 213) AC 39 
Tuesday July 27th, 2010 11:39:29 AM

" Me's better off standing guard then looking.. me eyes site isn't what it used to be ..."

{ And my search/spot roles are awfull}.

ooc> Readied action. Defend the party.

A Clash of Symbols -DMBZ 
Tuesday July 27th, 2010 7:02:02 PM

Tratain stashes the lich's items away, so they can be examined later.(OOC- since you aren't identifying them now, then the whole lot can be dumped on you for the catacombs later on)

Dwight stands guard, and makes ready to fire on any targets that present themselves. So far? none.

Echhlin senses the Soul Gem they are searching for is located near the altar with the burning candles. That would be the place to look.

Vedik flies over the symbols, hugging the ceiling and barely getting around. He begins to search the area, and takes a guess the gem may be hidden on or in a weapon or piece of armor. Vedik notices some slight scratch marks on the floor around the sarcophagus. He believes the candles are dispensing an unhallow effect as they burn. Upon closer inspection, you can see that the candles are made from the former remains of humanoid creatures, and the realization, along with the foul stench makes you nauseous. Fort save DC 20 to avoid being nauseated.- for those near the altar.

Monthor makes ready to defend if any creatures decide to show themselves.

Spot checks for the searchers, Spellcraft for 'other' OOC- for those who haven't, if you are using skills, go ahead and roll them in your post.

Please check spell durations, some may be expired now. Time passed is listed under notes.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy:none present

1 hour 26.8 minutes elapsed time since arrival at Sky Castle.

5.8 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location


Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20=15 ; d20+24=44 ; d20+33=52 ;
Wednesday July 28th, 2010 8:46:44 PM

Vedik chokes down the bile and extinguishes the candles. He leans down to the sarcophgos, examining the scratch marks.

"Maybe a passage way, or a place to stash something valuable. Do we wanna try ta pry it up?"

OOC:
Fortitude Save: Not a 1, passed :P
Snuff out candles.
Search : 44
Spellcraft: 52

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 145.3 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 54.3 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 114.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 114.3 Minutes (cast leaving dracolich pile)
Deathward - 1.3 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 8.3 minutes (Cast after ghost battle)
Message: CL 1, 179.3 Minutes (Cast in Chazrack fight)

Tratain Current Spells AC 39 HP 221/211  d20=15 ; d20+16=24 ;
Wednesday July 28th, 2010 9:02:45 PM

Tratain blows out the candles near the alter. (Fort save Not 1 Pass)

He then looks around for the Gem making room for Echlhin or Dwight if they want to search as well. (Spot 24)

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.7 Minutes
Good Hope - 10 Minutes
Divine Power - Round 9 of 21


Dwight hp 147/160, ac 33(touch 25)  d20+12=32 ;
Wednesday July 28th, 2010 10:11:13 PM

Seeing that Vedik made it to the far side intact, Dwight floats the very top of the room and slowly floats over following the approximate path Vedik did. He then inspects the altar.

If Vedik is right about a passage under this altar, then I'd beat my bow that it's trapped in some way. He thoughts then return to Plyf, wonder how she is managing.

Search (rogue): 32 (WOOT!!!! natural 20)

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=38 ; d20+21=25 ;
Wednesday July 28th, 2010 11:49:30 PM

Echlhin lends what he can to trying to spot the gem or anything else of note (Spot 38) and goes though his spellcrafting knowledge (spellcraft 25) but is distracted by the smell of them in the area.

MonthorHit Points:(213 of 213) AC 39 
Thursday July 29th, 2010 11:32:16 AM

Monthor continues to guard the others.

A Clash of Symbols -DMBZ 
Thursday July 29th, 2010 7:53:27 PM

Dwight floats over the range of the symbols, and lands safely on the other side. The stench of the candles is strong but diminishing now that the candles have been blown out. The area also feels less...evil.

As you search the altar area, Echlhin gets the distinct impression that the Soul Gem is underneath the sarcophagus. But is it trapped? That is the problem at hand, along with how to move it.

Dwight finds that there are no traps on or attached to the sarcophagus. After all this searching, some barely noticeable scratch marks on the floor have been discovered.

OOC- Can Dwight search for traps? I was under the impression there were no rogues in this group. -edit DMBZ:amended post to reflect info from Dwight.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy:none present

1 hour 26.9 minutes elapsed time since arrival at Sky Castle.

5.9 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location

Tratain Current Spells AC 39 HP 221/211 
Friday July 30th, 2010 6:48:04 PM

Tratain stands back and lets Dwight work as he is much better at looking for hidden things and Traps than he is.

OOC:Dwight has rogue levels so he can search for traps and things, he's just not full rogue.

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.7 Minutes
Good Hope - 10 Minutes
Divine Power - Round 9 of 21

Dwight hp 147/160, ac 33(touch 25) 
Friday July 30th, 2010 11:05:46 PM

"Asss bessst asss I can tell, be sssafe to move," states Dwight as he again tries to hold off the shakes. "Courssse might be another sssymbol, but only way to know isss to move it."

Being only a halfling, Dwight moves over (and up) being wary of the known symbols so those stronger than he can push the altar.


Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Monday August 2nd, 2010 8:38:12 AM

With the word from Dwight, Vedik begins helping the party open the sarcophagus.

"Tratain, maybe stay back in case something explodes. Not much you can't fix."

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 145.0 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 54.0 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 114.0 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 114.0 Minutes (cast leaving dracolich pile)
Deathward - 1.0 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 8.0 minutes (Cast after ghost battle)
Message: CL 1, 179.0 Minutes (Cast in Chazrack fight)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+27=33 ;
Monday August 2nd, 2010 1:02:46 PM

Echlin looks around to see if there is anything else of note in the area that they may have missed. (Spot 33)

Soul Quake - Sub DM/Al  d20+10=26 ; d20+22=40 ;
Monday August 2nd, 2010 9:09:40 PM


While Monthor watches over the Gray Knights and Tratain puts a judicious distance between himself and the sarcophagus, Dwight, with the aid of Vedik, slides the lid of the sarcophagus aside. Stone grinds against stone, as halfling and dwarf expose the contents of the lich's most sacred bed. As though released from within, a light rises from the sarcophagus as the lid is displaced. A look over the side, reveals that the light comes from another Soul Gem.

Oddly enough, it is Vedik who spies the tail of the runic inscription just beneath the glowing Soul Gem. After having it pointed out, Dwight identifies it as another Symbol, another magic trap. This one, however, seems to be upside down, pointed toward the bottom of the sarcophagus, for some reason. Likely, it is designed to go off, not when the lid of the sarcophagus is removed, but when the Soul Gem is taken.

And that's when it happens. Echlhin sees it first. Or, rather, feels it. It strikes his Grim's senses like a physical blow, though is body feels not a thing. The world slips several feet in the diagonal, stops abruptly and then begins to shake violently. The other Gray Knights are also tossed about as though in a storm.

The shaking subsides, dies away, and then stills. The Gray Knights find themselves standing as they were before the shaking began. They have the distinct feeling from their bodies that they have been still and unmoving. The smoke from the extinguished candles rise straight up, as though undisturbed. The lid of the sarcophagus is where Dwight and Vedik had left it.

A powerful force had moved through and left all physical things untouched. Echlhin's Grim senses feel the residual power. He can feel the trail of its passage. He can sense its direction, and that direction lies back the way the Knights had come in. It lies in the direction of the entrance to the Mausoleum.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
...NOTES

Torch: Good Illumination 20 feet, Shadowy illumination 40 feet. Shadows offer concealment.

Floor: Difficult Terrain: Movement cost is doubled; no run or charge

Monthor(M14)- Cackle Fever and Filth Fever, no ability decrease
Tratain(R13)- 41 dam
Dwight(AB13)- Blinding Sickness, Red Ache, and The Shakes, no ability decrease
Vedik-
Echlhin-

Enemy:none present

1 hour 26.9 minutes elapsed time since arrival at Sky Castle.

5.9 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location

Dwight hp 147/160, ac 33(touch 25)  d20+7=8 ;
Monday August 2nd, 2010 10:55:23 PM

"Um, any ideasss what jussst happened?" mumbles out Dwight feeling jarred while still floating in the air.

spellcraft: 8 (No Idea!)

"We got what we wanted, perhapsss we jussst teleport back to the trasssh heap and consssider more optionsss to track down draco'sss gem."

======================
DM Sanity Stuff

Flying Broom (Hoovering)
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday August 3rd, 2010 4:26:58 PM

Echlhin describes what he felt and the "trail" that was left to the others and shows them the direction that it went.

Crimson Shields: Emerging in the Horrid Lands - Sub DM/Al 
Tuesday August 3rd, 2010 9:02:07 PM


Like a rising mist, light swells up out of the darkness. And as the light rises, forms begin to take shape. Bleak and forsaken ground. A wall of blackened marble with green veining and slate gray granite. Not a wall, but a building, a single long building, eerie in its singular detachment from all other things upon this bleak and blasted, earth. Thirty feet up, a steeply slanted roof runs in a jagged line covered in green copper thick plates down the spine of the building, and at one end is a set of wide broken stone steps, flanked by two twisted stone gargoyles. The stairs lead down fifteen feet to a landing choked with mud and sickly weeds. Evidence that this structure is likely listing from its foundation lies in one of a pair of iron doors that has been forced from its place. The door stands permanently ajar leaving a three foot gap through which Mac would have to squeeze should he wish to enter.

A glimpse at the area around the building reveals the light rolling further back, exposing a scape of odd and unnatural character. A grove of trees. A regular grouping of trees, possibly an orchard. A pool of water by which stands a columned building surmounted by a solid stone roof. Dominated, however, over them all, the spires of a castle rise into the sky. Briarwood and bramble vines grow up the sides of what were once likely walls of beautiful marble and sandstone. Flying buttresses curve and soar, pulling the viewers eye ever upward. But the grandeur is marred by the deep red stains on the outer walls made by blood that drips constantly from the collection of arms, heads, feet, torsos, hands, draped entrails, all manners of body parts sewn together into the form of a huge humanoid skeleton staked over a defiled symbol of Gargul. The macabre desecration of life is mounted on the highest spire of the castle where a black cloud of feeding carrion birds wheel through the air and gather in black patches on the grotesque work of art to rip and tear at the flesh. To remain whole in the face of such voracious consupmtion, one cannot help but think that the bodies must be replaced on a regular basis.

Down below at the entrance to the castle, a twisted host of zombies, ghouls, wights and even animated heads and hands tear and feed upon each other. They rip at each other. They consume each others' flesh. They fall, only to each be reanimated, and rise over and over and over to begin again.

But, as shocking and unearthly as this scene may be, there is still a wrongness that goes beyond the horror of the undead. The grove, the orchard, the pool and parthenon, the castle, this building - this mausoleum - that the Crimson Shields now stand by, all seem oddly disjointed. The lands that they stand upon seem disconnected, as though they are floating, somehow apart from each other.

On the ground nearby, the battery lies its color now gray, its light now weak and wan. Again the Crimson Shields feel a pang that speaks to them of the importance of the battery. Without it, their new powers will not last.

**********************

OoC: Welcome Crimson Shields to the Gray Knights board.

Gray Knights: Finding a Direction - Sub DM/Al 
Tuesday August 3rd, 2010 9:02:55 PM


The Gray Knights try to make sense of the force that has just shaken their souls.

Dwight suggests a renewed search for the Soul Gem of the Draco Lich. There is one Soul Gem in hand. One now lies at the bottom of the sarcophagus for any who would dare the symbol beneath it. Five more Sons of the Dread still lurk somewhere in these floating lands. And beyond them all, lies The Dread himself.

Echlhin points out the direction in which he had felt the presence, back toward the entrance of the Mausoleum.

**********************

OoC: Note the Crimson Shields post above.

Tratain Current Spells AC 39 HP 221/211 
Tuesday August 3rd, 2010 9:19:39 PM

Tratain says "Vedik, can you make out what that symbol will do once the gem is taken? We need that Gem and we need to find out what just happened. Vedik, I think you should pick it up if you think it safe, or if we can't come up with a better plan. Let me know if you think we should dispel that symbol underneath it."

Tratain stands a little away from the group in the middle of the Mausoleum keeping an eye out on the door just incase any of the other Lichs should try and enter.

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Deathward - 1.7 Minutes
Good Hope - 10 Minutes
Divine Power - Round 10 of 21

Tratain Current Spells AC 39 HP 221/211 
Tuesday August 3rd, 2010 9:20:14 PM

OOC And Welcome Crimson Shields to the Board, I'm sure we'll have a great time adventuring together!

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday August 3rd, 2010 10:37:39 PM

OOC Welcome Crimson SHields

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday August 3rd, 2010 10:39:26 PM

Vedik, if you would prefer I will try to take the gem instead of you.

Belkior 
Tuesday August 3rd, 2010 10:40:26 PM

The halfling cleric edges closer to his companions, uncertain of where they have been hurled by the magic of the battery. Belkior has never seen nor imagined anything like this place, even in his worst nightmares.

"Anyone know where we are? Are we even in the Wold still?"

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62  d20+3=4 ; d20+20=34 ; d20+18=24 ;
Tuesday August 3rd, 2010 10:53:12 PM

"Ugh!", comments Jass in distaste, "it looks like stories I've heard of Koshe-Marr!" he doesn't bother to keep his voice down, not hearing anything moving nearby.

Looking around, he guages the mausoleum to see if there are any active spells nearby as he casts a quick spell on himself. Instantly, Jass looks more like a Lizardfolk, complete with the nice, naturally tough skin of that hearty folk.

He stoops down and grabs the magic battery. "Need to keep this close while we find out what's going on, eh Syr?"

Furball sits on Jass' shoulder and sniffs the air, unperturbed that his partner is now a lizard.

...Actions
Listen: 4
Spellcraft: 34
Know Arcana: 24

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)

Spells 0 1 2 3 4 5 6 7
Avail ..6 8 8 8 7 7 7 5
Used .2 1 2 0 0 0 0 0

Mac 
Wednesday August 4th, 2010 7:49:05 AM

"I was somewhat hoping that our hosts would be here. Who invites poeple in from out of town, but then doesn't wait to greet them?" He looks around, taking a few paces in a few different directions. "I got nothin'."

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20+33=35 ;
Wednesday August 4th, 2010 8:45:19 AM

"Whatever that was, It's probably not going to be good." the old dwarf grumbles as the soul quake seems to subside. "We should investigate soon, they may be massing."

Vedik tries to take a look at the symbol without disturbing the soul gem. Even before looking though, he simply states "I'd be guessing Death or Insanity. It's what I'd put there." He then tries to identify it.

OOC:
Spellcraft: 35

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 144.8 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 53.8 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 113.8 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 113.8 Minutes (cast leaving dracolich pile)
Deathward - .8 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 7.8 minutes (Cast after ghost battle)
Message: CL 1, 178.8 Minutes (Cast in Chazrack fight)

Syr Ac 33/32 HP 216 
Wednesday August 4th, 2010 12:33:12 PM

The elf nods as Jass scoops up the battery. "Yup, we do need to keep it handy. You certainly look better since it's been around. " He looks at the man closely, measuring his words carefully and suggests as an afterthought, "Considering how the last week or so has treated you, how about someone else carry it for the time being?" With an unwavering gaze, he looks into Jass' eyes for any signs of the darkness that was once there before casually holding out his hand.

Peering around the area the monk tries to take stock of the situation, "Mac, anything you see that we need to be worried about? Belkior, what's up with this place and all the undead? A location would be nice. Those Star Mages didn't give us much." Not for the first time, he wishes the Undead Hunter was with the group.

(OOC: hey guys, good to be here although based on Al's description it's not exactly a vacation spot.)

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Wednesday August 4th, 2010 3:46:05 PM

"Bah, its just a symbol of Pain" says the dwarf after he gets a good look at it.

Dwight hp 147/160, ac 33(touch 25)  d20+18=34 ; d20+15=26 ;
Wednesday August 4th, 2010 4:53:13 PM

"umm, Death, Insssanity or Pain, none sssound pleasant to me. Time for me to take a look at what occurred over there," comments Dwight looking back towards the door. He then floats up and back across the room using the same route he did before (safely avoiding symbols).

Hanging from his broom he then takes a deep breath, and glances out the top of the ajar door.

spot: 34
listen: 26

======================
DM Sanity Stuff

Flying Broom (12' )-- just above doorframe
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)

Tratain Current Spells AC 39 HP 221/211 
Wednesday August 4th, 2010 8:13:55 PM

Tratain nods to Echlhin, "You can pick it up if you want, someone has to brave that symbol."

He calls to Dwight as he looks out the door, "Careful Dwight, There are 5 More Dread Lords left out there we have to destroy, none of whom are going to go down easy. They're all probably plotting right now, call if you see any undead out there.

MonthorHit Points:(213 of 213) AC 39 
Wednesday August 4th, 2010 8:20:54 PM

ooc> Welcome new to us guys.

" Done death, done pain, and well, already insane.... so what's the big deal? "

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)


Crimson Shields: Where Is This Place? - Sub DM/Al 
Wednesday August 4th, 2010 8:48:27 PM


Jass and Mac explore the new and macabre environment in which the Crimson Shields find themselves. The wind blows, a constant and unusual sound reminiscent of the winds in the high mountains. Below the sound of the wind are the moans and thudding blows made by the field of undead that continue to battle in front of the castle several hundred yards away. Beyond those sounds, Jass hears nothing. The building next to which the Shields have appeared is eerily silent. From his craft of spells, Jass cannot help but note the incredibly powerful necromantic forces necessary to keep the battling field of undead in constant motion. It his a power beyond his ability to identify. Aside from that, though, he sees nothing that he can detect with the naked human eye. This place, this situation, though brings to Jass mind the vaguest memory of something he once overheard somewhere. A beautiful flying castle in the sky surrounded by floating islands. Something to that effect. But this couldn't be it. Not here. Not this place.

Mac walks about in front of the building, pacing to and fro through the mud. A view from the side of the building shows it to be long and narrow. Aside from that, the minotaur sees nothing particularly threatening. Nothing, that is, that appears to notice him in return.

There appear to be other places to which the Shields might go. The castle, the stone Parthenon, at least two groves of trees. And, there is the entrance to the building before which they now stand. Down a short flight of stairs one of the two iron doors lies wedged open. A three foot wide gap between the doors allows entrance.

Gray Knights: Second Soul Gem - Sub DM/Al 
Wednesday August 4th, 2010 8:49:13 PM

Vedik identifies the symbol under Charzaak's Soul Gem. " ... just a symbol of Pain," he mocks. But he does not try the symbol himself by picking up the Gem. Echlhin then. The Grim has already made the offer.

Then the Gray Knights hear voices. " ... Uh ... oshMar! mumblemumble ... onaysir? ... Mac, thing ee whooeeow? ... " From the tones of the voices there appear to be at least two. And, these voices appear to be coming from the entrance of the Mausoleum, the same direction in which Echlhin indicated that he had felt the presence left by the soul quake.

Dwight leaves the Pain of the Symbol to one of the other Gray Knights. Retracing his path, the halfling again avoids the remaining symbols hidden by he pillars and makes it safely to the far side. Floating just inside the three foot wide crack between the two iron doors, he sees a dark-haired male elf with his hand outstretched to receive something from a lizardman with a ferret or a weasel riding on its shoulder. Tucked in between the two is a male halfling who looks about nervously at the, admittedly dangerous looking surroundings. The halfling displays vestments clearly marking himself as a follower of Alemi. As Dwight watches through the crack, the massive bulk of a minotaur, towering above the others, walks into the field of vision, passes, and then walks out of sight again.

Oddly enough, though Dwight makes no effort to hide himself, none of these four appear to see or hear him.

As Tratain and Monthor concur with the other Gray Knights, Echlhin reaches into the sarcophagus and picks up the Soul Gem. A burst of dark energy explodes from the bottom of the sarcophagus catching Echlhin directly in the face. Intense searing pain drives into the Grim's brain like a white hot needle. The sides of the stone sarcophagus contain the burst, shielding the other Gray Knights, and when Echlhin steps back, the blazing darkness subsides. (Fortitude Save vs DC26 or suffer -4 penalty on attack rolls, skill checks, and ability checks for one hour.) No death. No insanity. Just one moment of debilitating pain. Perhaps Chazzak had fully intended to be around when his imagined thief reached into the sarcophagus for the surprise. Wouldn't it be like the lich to want to kill the thief with his own hands while he or she writhed in pain?

(OoC: pardon the liberties taken, but in the interest of moving on, I've had Echlhin actually take the gem.)

Dwight hp 147/160, ac 33(touch 25)  d20+27=29 ;
Wednesday August 4th, 2010 9:59:01 PM

Dwight calls to the others with a sharp whistle and puts his fingers to his mouth and then the door pointing. He then holds up his fingers showing four and again points outside.

OOC: Vedik's message spell should still be active.
Dwight whispers/informs the party what he sees just outside (see DM post). He then whispers more "Sssomething isssn't right here, given all the optionsss of polymorphsss, an elf, lizardman, Alemi priessst would not be my firssst choice, or 20th for that matter. The minotaur might be on the lissst, but not crawling through these buildingsss. Be quick with your thoughtsss as they likely have heard usss by now."

Dwight maintains his position, but readies his bow.

Continue to watch, hidden this time: 29

======================
DM Sanity Stuff

Flying Broom (12' )-- just above doorframe
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after ghost battle)



Belkior  d20+9=14 ;
Wednesday August 4th, 2010 10:11:51 PM

The halfling cleric looks around nervously, clearly unsettled by this place. That heaving pile of undead is a clear abomination of the worst sort, even without the desecration of the symbol of Gargul.

"We better get moving. At least to look for shelter. That .... thing ... probably announced our arrival like banging a big brass gong," Belkior states as he motions towards the battery now held by Syr.

The Paragon nervously smoothes his vestments, checking and rechecking that his wands, spell components and every thing else is in the proper place.

"And I doubt that anything living in this place will be friendly."

Gray Knights: Second Soul Gem - Sub DM/Al 
Wednesday August 4th, 2010 10:21:12 PM


OoC: DM Note - Oddly enough, the four figures outside the Mausoleum do not hear Dwight or any of the Gray Knights, despite the noise that they make just inside the iron doors. Neither do they see the Gray Knights.

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62  d20+15=31 ; d20+11=27 ;
Thursday August 5th, 2010 12:01:56 AM

Jass grins at the elf as he hands over the battery, knowing exactly what Syr is thinking. "I'm not going to be blasting any friends with Cones of Cold right now. My heart and soul are clean of the black taint."

To prove that he is useful and not a liability, the lanky lizardman turns to the open doorway and casts a Dancing Lights spell, causing a ball of glowing light to move through the door, and checks to see if he can see anything.

"This place reminds me of a story in the Southern Lands about a beautiful flying castle. Yet this twisted parody is more like Fidelia's Realm than anything."

...Actions
Sense Motive (Syr): 31
Cast Dancing Lights move ball through doorway
Spot: 27

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Dancing Lights: 10 rounds

Spells 0 1 2 3 4 5 6 7
Avail ..6 8 8 8 7 7 7 5
Used .3 1 2 0 0 0 0 0

Mac  d20+7=8 ;
Thursday August 5th, 2010 8:57:18 AM

The dark taur (OOC: I guess now being the only taur makes the differentiating descriptor redundant.) looks about. "No point standing around. If we have found our feet we should use them. I'll take point." Giving Jass a moment to look, Mac follows the lights through the doorway at a squeeze. Spot:8

OOC: Thank you for sharing this magnificent space.

Crimson and Gray: Confounding Factors/ A Mid Post Update - Sub DM/Al  d20+1=14 ;
Thursday August 5th, 2010 10:35:47 AM


OoC Mid-Post Update:

Jass the Lizardman turns casts a spell before following his dancing lights down the short flight of stone stairs towards the crack between the iron doors. Mac follows close on the heels of the transformed sorcerer.

*tttth*TCHK!

An arrow suddenly sprouts in the stone next to Jass the Lizardman's left leg, pinning the cloth of his trousers to the stairs. Through intention or instinct, Jass kicks out, tearing his leg free of the pinning arrow. Now, however, his trousers have been torn and he is not a happy sorcerer.

The dancing lights pass through the crack in the door, grow dim, and then disappear. Dwight watches as the four glowing balls enter the Mausoleum and move past him. The only thing visible to the Crimson Shields within the crack is a dark, foggy mass.

"Mage's Private Sanctum," Jass says with some satisfaction. Now that he has noticed the effect, identifying the spell is child's play. "There's a privacy ward on this building," he tells the others. "We won't be able to hear or see anything from inside."

"Hold, that were only a warning arrow. Talk. Who are you?" Dwight calls out from just inside the crack. The halfling witch considers, though, whether the strangers will have heard him light of what the Lizardman has just said.

Outside the Mausoleum, the Crimson Shields hear nothing. The Mage's Private Sanctum has prevented Dwight's words from being heard outside the Mausoleum. The Shields also see nothing but the single arrow sticking up from the stone of the stairs.

OoC Notes:

1) Jass/SteveK has informed me that he will be away until the Friday after next. I will be NPC'ing him until then.
2) Dwight's words and actions have been provided per his player's request.
3) Feel free to post more if you'd like. Even if you've already posted for the day.

Dwight hp 147/160, ac 33(touch 25)  d20+18=27 ; d20+27=47 ;
Thursday August 5th, 2010 4:29:41 PM

Feeling a bit dumb, Dwight looks to the others to see if they are moving toward the door as he reloads his bow. He focuses on two figures, the halfling and the lead; the former with his eyes and the latter with his arrow tip.

spot:27 (being that most halfling's are related and Dwight began in the Crescent Valley game, does the halfling look familiar?)

No. Not unless Dwight has spent some time in Plateau City and hung around the Cathedral of Light. --DM/Al

hide: 47 (nat. 20)



Syr Ac 33/32 HP 216 
Thursday August 5th, 2010 6:45:57 PM

Syr peeks around the large body of Mac, his ponytail dangling down by his ear as he looks. "Jass, you okay? Someone is either lucky or a decent shot. Did you see where it came from?"

He calls out to the unknown opponent as he moves around Mac to enter the room while displaying his open hands, "Save your arrows. They won't do any good anyway." From his casual stance, the elf does seem particularly worried but more curious for now.

MonthorHit Points:(213 of 213) AC 39 
Thursday August 5th, 2010 7:41:40 PM

" If yees be friends, come with no fear! If yees not be friends, come on over anyway... me axes would like to have a few words with yee!"



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+24=44 ;
Thursday August 5th, 2010 8:57:48 PM

Triggering the symbol, Echlin is able to brace himself versus the magical pain and not succomb to its effects. Shaking his head to clear it, he asks the others what is going on at the entrance.

Crimson and Gray: Confrontation - Sub DM/Al 
Thursday August 5th, 2010 9:03:32 PM


Still within the protective cover of the Mage's Private Sanctum spell that Charzaak had cast upon the Mausoleum, Dwight remains unseen as he searches for a weapon to shoot, something to disarm the approaching figures. Better safe than sorry, what could possibly bring these four into the lands of the Dread anyway?

Jass raises his hands in surrender as Mac and Syr pass him by and make to enter the iron doors. "I'm holding," the Lizardman says with a casual shrug.

Both the elf and the minotaur will be to the door in a matter of seconds. Where are the other Gray Knights? Dwight makes a split second decision.

*tttth*TCHK!

Just outside the iron doors, Mac feels an arrow strike his boot - another pinning attempt. The arrow does not even slow the minotaur down. Mac rips his boot from the ground without missing a beat.

As Syr and Mac slip through the crack between the two iron doors the dark foggy mass parts and above their heads they see a flying halfling with a bow, obviously the one who's been trying to discourage them from entering. Down the distant dark of the long narrow building comes a voice.

" If yees be friends, come with no fear! If yees not be friends, come on over anyway... me axes would like to have a few words with yee!"

Charzaak's Soul Gem is in hand. Out at the doorway the Gray Knights hear voices as well. One voice belongs to Dwight. The others do not.

Dwight hp 147/160, ac 33(touch 25)  d20+6=18 ;
Thursday August 5th, 2010 10:13:56 PM

Dwight again loads his bow, floating just a bit higher given the height of minotaur.

"Odd," are the first words out his mouth. Allowing the newcomers to examine the halfling sitting atop a flying broom wearing a very worn and patched cloak and holding a well-polished bow.

Assuming no blades begin swinging, Dwight speaks as he slowly floats up and over to the first set of pillars.

"What .. might .. have .. brought .. you .. all .. to .. Dread .. keep?" The words come in sparse breathes, providing time to check word choice prior to each word. "Be ... you ... faithful .... to . Alemi?

Sense motive: 18 (truth or liar?)

Belkior 
Thursday August 5th, 2010 10:17:54 PM

The halfling cleric responds to the second question from the halfling who has just appeared.

"I am Belkior Orvisson, Healer and Paragon of Alemi. As to how we got here, that I cannot tell you. But I am, most certainly, faithful to Alemi."

Belkior is unremarkable in many ways, mainly because his armor and vestment cover most of his body. His hair is close-cropped but showing more gray than any other color. At the moment, he is frowning with suspicion.

Crimson and Gray: Confrontation - Sub DM/Al 
Thursday August 5th, 2010 10:47:38 PM


OoC: Dwight receives no Hunch as to anything amiss when the one who calls himself Belkior Orvisson declares himself and answers the other halfling's question.

Mac 
Friday August 6th, 2010 7:37:10 AM

Mac looks at the rest of the Shields, and the conclusion he reaches causes him no joy. "We are the Crimson Shields, until moments ago of the Floating City. My... they call me Mac. I guess those words mean little if anything to you - as best as we can guess they are not from-around-here, which brings us neatly to Where is 'here'?." Mac draws breath. He may not be a people taur, but he has to have some measure of small unit tactics. He considers and continues, "We don't want whats yours and we don't want to harm whats yours. We aren't thieves and thugs. Clearly, you weren't trying to hurt us - just trying to stop us or keep us back. Either the two of you are alone and we could use the company to explain what has just happened, or there are more of you who might be in need of some assistance? That or we try to find our own way out of who knows where. Oh, and could you please stop knocking your arrows?"

Mac's head and lower horns are wrapped in a red bandana/sash bearing a WLA badge and another dark badge with a white circle and other markings and he is armoured in metallic-green chainmail.

OOC: Can we have more details on the aforementioned columns?

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20=17 ;
Friday August 6th, 2010 9:04:39 AM

Vedik resists the effects of the symbol. With the soul gem secure, he turns to the voices outside.

He whispers to the Grey Knights "Looks like we have company. I'll fly up and over."

The dwarf flies up and over the columns as he did on the approach to the altar. Making his way back to the entrance, Vedik moves up Dwight. Hearing the Halfling identify himself as a follower of Alemi, the dwarf scratches his beard curiously.

He whispers back to the group "I'd like ta test him, but I've been outta the Wold so long ma knowledge is a bit dated on the current church."

Dressed in white, the figure above you wears the colors of Alemi. Of average height for a Dwarf, his greying brown hair is close cut, and he wears his beard short. Steel Grey eyes watch you, and you can sense quite wisdom and calculation behind them. Feathery wings support him in the air, beating constantly as he hovers. He wears a long vestment, white with red-brown trim. In the center of the vestment is an open hand, also red-brown as if stained by long hours working with the earth. His left arm carries a small silvery buckler and a dark wooden club is attached to his belt. You notice that his hands are dirty, as if he has just come in from the field.

OOC:
Save vrs Symbol: passed (17+24)

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 144.6 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 53.6 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 113.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 113.6 Minutes (cast leaving dracolich pile)
Deathward - .6 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 7.6 minutes (Cast after ghost battle)
Message: CL 1, 178.6 Minutes (Cast in Chazrack fight)

Tratain Current Spells AC 39 HP 221/211 
Friday August 6th, 2010 9:19:11 AM

After seeing that the Knight who took the Gem is Ok and hearing voices up near Dwight Tratain walks forward towards the entrance to see what is going on.

He listens for a moment and says "Well Met Belkior, Mac, and the Crimson Shields. My name is Tratain, These are my companions, we are the Grey Knights. You came from the Floating City? I was there once for a brief time, how did you even find this place? I took a lot for us go get here, and its not somewhere you want to end up by accident."

Tratain looks them over and decides they aren't enemies and says "Have you heard of the Organization called the Sons of Dread? This Place belongs to them, The 8 Dread Lords have met here for the first time in a long time to summon the Dread Himself. We are here to destroy them all. We have destroyed 3 of the Dread Lords so far, there are 5 More and the Dread Himself left. We can direct you to someplace safe if you wish to leave." He gestures towards Macs WLA badge and continues "Or if you are up for a fight you could help us take the fight to them aswell."

MonthorHit Points:(213 of 213) AC 39 
Friday August 6th, 2010 9:46:21 AM

Monthor, looking uglier and more menacing then usual, steps up next to Tratain. Tapping his Dwarven war axe in his palm, an easy broken toothed grin, this dwarf is definately not one to triffle with.

" Monthor, Axe Head clan. Me gets the girlies here out of trouble. Me also protects the weak, the younglings, cute fuzzy animals and the stupid... like Tratain here.... "

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Friday August 6th, 2010 3:55:46 PM

Echlhin makes his way back to the entrance, noting the newcomers and their mysterious appearance. More to himself then the others, he says "... interesting..."

(Appearance included for those that wish. Thin but resilient looking human who looks older then his actual age. Dark, opaque glasses are framed by his weathered face, though it is obvious that they do not impede his vision. His hair is unkempt and roughly cut, but does not dirty. While weathered, his attire appears to be kept in good condition. He wears a robe (dark gray), adorned with a vestment (light grey) displaying the symbol of Gargul. He walks with the use of a well shaped quarterstaff.)

Syr Ac 33/32 HP 216 
Friday August 6th, 2010 5:05:40 PM

Syr smiles and dips his head once in acknowledgment, "Well... I'm not quite sure of the HOW we came to be here, Something about the Star Mages and the number 8?" He looks back at Jass for confirmation before continuing. "Sons of Dread? Doesn't sound too nice. It definitely isn't someone who the Overlord would be aligned with so I doubt she would have a problem with us giving you a hand."

Those that know elves, see that Syr is still an adolescent. Adulthood has not reached him yet (OOC: only 16 more years :). His carriage and stance reveal either a youthful cockiness or quiet confidence depending upon the person watching. He quickly slides forward as he feet barely seem to move and smiles at the Halfing on the broom. Next he extends an empty hand toward Tratain while keeping an eye on the ugly dwarf next to him,. "Syrdeth Redbow here. The not so quiet lizardman is Jass."

Looking at the other group he comments to Mac, "Feeling a little out of place big guy? I'm one of the taller ones here! What does that make you?" He grins and bows his chest out revealing hardened muscles beneath his shirt.

Crimson and Gray: Greetings - Sub DM/Al 
Friday August 6th, 2010 7:00:04 PM


The Gray Knights and the Crimson Shields come together in an atmosphere of relative peace. Caution, however, is evident, and understandable given the place in which they all now are.

They both size each other up at the same time that they give introductions. Neither Belkior nor Vedik can fail to note the vestments that they both wear. The charismatic attraction that the two devotees of Alemi feel while in the presence of each other cannot be counterfeited.

An exchange of information takes place. Names, bits and pieces of the situation. Dread. Son's of Dread. Eight Dread Lords together for the first time. If these "Dread" are responsible for the evil outside, might the collected presence of these Dread be enough to have sent the Shields off course some how and drawn them into this nightmare realm?

Syr mentions the number eight. A coincidence that the Dread Lords number eight? But one is confirmed dead, the single Soul Gem in the possession of the Gray Knights leaving seven left. Perhaps not even that many, as Echlhin arrives with the second Soul Gem from the dread lord that the Gray Knights had been battling up until mere minutes ago. Unless, of course, one counts the Dread himself.

But the real question now is: What to do now? Help these Gray Knights, who are clearly in the process of battling the mysterious Dread? Try to find a way back to Floating City? Try to find a way forward to wherever it is that the Battery was trying to go?

"I'm sure we were on our way to a place called Hook City when we were diverted," Jass says when Syr turns to look at him. "What the eight means, and what this has to do with Floating City ... " The Lizardman gives a shrug, tipping the ferret on his shoulder who chatters and scolds.

The Battery itself glows weakly in Syr's hand. Would it recover? Or has it been destroyed, taking with it the mystery of why it was called to Floating City along with the new powers of the Crimson Shields?

+++++++++++++++++++++++++++++

OoC: Well, you're together. Feel free to post as much as you like this weekend. I'll be checking in with a ridiculous frequency, and will try to answer any questions that you pose about the situation or about each other.

Otherwise, DM DanielK will be back on Monday. He'll take it for a few days and lead you on to mayhem in his inimitable style. He'll then be gone from the 16th the 18th (Mon-Wed) in which time I will be back. Be ready, DM Daniel gives no quarter. He's not a softy like me.

Good luck. Good gaming.

Dwight hp 147/160, ac 33(touch 25) 
Saturday August 7th, 2010 11:33:01 AM

Dwight looks at the one called Mac, seeing the WLA badge, he lowers his bow just a bit, keeping the arrow loaded but pointing away from the "shield" folks.

Releashing the tension, he pulls a necklace from around his neck, showing his own WLA badge.

Dwight maintains his position for a bit listening to the conversation. Sensing nothing more afoot than a group of random people appearing one level above hell, Dwight eventually floats back down to the group. He hovers around shoulder height.

"Watch all the .. column in room, .. a powerful magic .. be attached to it. My name .. be Dwight Twiggebundler birthed in Cressscccent Valley." It is with this closing statement, that Dwight's speech is clearly slithered. Those with sharp eyes see that his tongue is split similar to a snake.

Feeling his own slip, his left arm clenches the bow handle, and his right fingers dance along the string, though it is not pulled back anymore.


Tratain Current Spells AC 39 HP 221/211 
Saturday August 7th, 2010 4:41:16 PM

Tratain shakes Syr's offered Hand and says "Well the Number 8 is a little familiar. There are 8 Dread Lords who run the Organization for the Dread Himself. We have Killed 3 of them, but only found 2 of their soul Gems. There are four we don't know anything about and have to find and destroy. The Fifth one is a little odd. He claims that if we eliminate the Dread and the other Dread Lords he'll turn the Sons of Dread into an organization that just researches magic. I don't really believe him though, he a lich, one of the 8 Dread Lords and he offers nothing to prove what he means, I think he just wants us to eliminate the others for him."

He continues "We were told however that all 8 Dread Lords must come together to summon the Dread From somewhere else. Maybe whatever they are doing interfered with whatever transportation magic you were using and pulled you here."

Mac 
Sunday August 8th, 2010 7:30:24 AM

Mac nods in response to Tratain's earlier question and Syr's reply. Then in response to Syr's question he quietly replies, "I'm an apparent target - something I've been trying to turn to my and our benefit. Still, I'm a stranger in an even stranger land, so I'll go with what I know, and learn what I can in the meanwhile."

Having put a face to the voice, Mac greets Monthor in dwarven, and asks for an opportunity to talk and learn axes.

The 'eight and the one' references seem clear, but he realises he hasn't really heard an answer to an earlier question. "So, running with the idea that this isn't where we were intended to go, can anyone enlighten us as to where we are... you know... geographically? I've had the opportunity of traversing some of the southern continent in the past, but this doesn't look like anything I recall - and I'd like to think I'd remember being here before.""

Belkior 
Sunday August 8th, 2010 10:42:39 PM

The halfling cleric approaches the dwarf who is also wearing the vestments of Alemi. After a brief moment, Belkior reaches out to clasp the arm of his fellow cleric.

"Belkior Orvisson, as I said. Lately of Floating City although I went to seminary in Plateau City. Where did you declare your devotion to Alemi?"

"These Dread you and your companions speak about, they're liches? Why would you even consider believing what one of those undead says?"


Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Monday August 9th, 2010 11:23:48 AM

The dwarf shakes the halflings arm in friendship.

"I studied in a small temple not ta far from Plateau City. A potter by trade, I was called ta the art during tha Year of Ascension, when tha Fixers were founded. The years after that are a bit hazy though.

On the subject of Liches and the Dread, he says "Well, they are like liches, close enough really. We dinna know tha full extent of the differences, though they all seem to have a gem with their soul in it, like a liches phylactery. Its not a matter of trust, really."

On the subject of location, he says "We are on a floating, mobile city of the Dread. Where exactly we are not sure, we teleported ta a jungle ta find a lost people, the Teucrians. From tha stars we know we're not in the north, but they arent quite right for the south either. This island city found us there.

MonthorHit Points:(213 of 213) AC 39 
Monday August 9th, 2010 11:43:04 AM

ooc> Need sub from Friday the 13th to Thursday the 19th please.

I'll take that. I'm monitoring the board anyway, and I'll be posting for Jass till he returns as well. --Al

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 - Sub/Al  d20+18=38 ;
Monday August 9th, 2010 12:46:10 PM


The Lizardman returns Syr's look as if to say, Why are you asking me? You were there too. "All I know is that I saw an image of the bridge in Hook City before the darkness ... " A frown passes over the Jass' reptilian face as he searches for a word. " ... took hold of us."

The sorcerer ponders the names Dread and the Sons of Dread before becoming distracted by, first, the mention of the Pillars, and second ...

"Teucrians?" he asks. "We've had a great number of dealings with things of Teucri make in the past few months. Great teleport ring artifacts. Great pyramids in the Crying Woods. Great powers of the Gray Downs, the entirety of Floating City is supposed to be a Teucri artifact. I wonder if there's a connection?"

...Actions
Knowledge Arcana 38 (Nat/20 - For info on Sons of Dread)

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)

Spells 0 1 2 3 4 5 6 7
Avail ..6 8 8 8 7 7 7 5
Used .2 1 2 0 0 0 0 0

Dwight hp 147/160, ac 33(touch 25) 
Monday August 9th, 2010 5:16:34 PM

Seeing these folks must be friendlies, Dwight relaxes a bit against them. He still doesn't let his guard completely down, being in a old building where a lich stood a few moments ago.

He floats close to the minotaur and sorcerer apologizing for the torn pants and scuffed hoof.


Syr Ac 33/32 HP 216 
Monday August 9th, 2010 7:44:36 PM

Syr echos Jass thoughts', "Maybe these Dread are the last remnants of the Teurci? Floating City, Flying City, it's a bit too similar for coincidence if you ask me."

The elf calls the other Shields together and doesn't make a secret of the topic, "What do you guys think? Stay and help them? It fits in well with Mac's WLA... The Overlord didn't have any immediate plans for us. I'm inclined to stay. For that matter, could we leave if we wanted to?" He looks at Jass for confirmation. "It would have been nice to have Grigory here, he might have been able to contribute to the discussion."

Crimson and Gray: Conversations DM Dan k 
Monday August 9th, 2010 8:45:20 PM

The group continues to speak to each other and get to learn a bit about each other. A lost tribe of Teucrians recently discovered, the Dread and the summoning if the Dread Lord from another place. Powerful magic indeed all within close proximity. The possibilities of another Teucrian device seeking out this area of recent powerful Teucrian activation is very probable.
The subject comes of trusting or rather believing what a Dread Lord says, a liche-like creature, 'of course not' is the quick responce.
As to where this flying island is, like a piece of land ripped from the ground and placed in the sky? That seems to be one of the greatest mysteries. For the stars above have shown it to be niether in the North nor the South. The Knights certainly travelled to the South, to the forbidding land of Ice Vein and the barbarian tribes that call such a place home. But where the Powers of the south imparted the knowledge of this place, or rather the land thousands of feet below them, and thus they transported by magic to it. Where it precisely is remains a mystery.

What is known is that 5 very powerful Dread lords are upon this island and at least one is well aware of the Knights Precense.

The greatest question is simple to ask, what next?

Belkior 
Monday August 9th, 2010 10:49:32 PM

The halfling cleric ponders the question from Syr and what they have learned from the adventurers that they have just met.

"Works for me, Syr. And I miss Grigory, too, since he would probably have had something to add. I agree that we can't go back, at least not right away. And there's work to be done here, too."

"I say that we stay and help."

Mac 
Monday August 9th, 2010 11:10:51 PM

"And that", he says to Tratain, "is how we reach a consensus. Happy to pitch in. We will endeavour to mesh with your tactics."

"Dwight, we are good, and I believe Jass won't bear a grudge over something so simple to fix. Nice shooting by the way. I wouldn't mind taking a look at your bow, with your permission. I'll be replacing my own soon enough - hopefully I'll have the time to make it myself - and I'm looking for ideas a little out of the ordinary."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday August 10th, 2010 5:00:47 AM

Calmly watching the greetings and discussion, Echlhin remains quiet, caught in reflection on the possible reaso for their new companions arrival. "While I feel we should get to know one another sadly our window of opportunity here is limited. Perhaps we can discuss things along the way? For those that plan strategy, I spent my youth learning the magic of the forests until I found my path in service." As his words finish his hand brushes against the symbol on his vestments.

(Those with a keen eye might notice the fact that he casts no shadow.)

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Tuesday August 10th, 2010 9:00:29 AM

"So ta sum up, we've killed three o em, but only found two gems. Tha one we're missing is from a dragon lord. We could go back ta there, maybe their eyes will find wha we couldn't. Or we press on ta the next one."

He then snaps his fingers, and pulls out a wand from his pouch.

"This our bard in a stick" He waves the wand over the party.

OOC:
Draw wand of good hope and active (CL 10, 10 minutes)

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 144.4 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 53.4 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 113.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 113.4 Minutes (cast leaving dracolich pile)
Deathward - .4 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 10 minutes (Cast after meeting shields)
Message: CL 1, 178.4 Minutes (Cast in Chazrack fight)



Tratain Current Spells AC 39 HP 221/211 
Tuesday August 10th, 2010 9:34:25 AM

Tratain nods to the Crimson Shields when they decide to join the hunt. He says "Vedik, lets use the stoneskin wand on them as well before we set off. I figured that we could swing by the Druid's Grove and The Dracolich Pile again fast so Echlhin can use his Grim Senses and see if the Dracolich's Gem is hidden in either of those places."

He continues "Bas'Anut is in the Parthenon over there, we'll save him for last as he claims he'll show us how to summon the Dread, hopefully we'll discover how to summon him ourselves in one of the other Dreads lairs. We'll head to the Castle Like Building if we find the Draco-Lichs Gem or not."

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Good Hope - 10 Minutes


Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 - Sub/Al  d20+18=31 ;
Tuesday August 10th, 2010 10:06:24 AM


"Grudge?" With a distracted air, Jass the Lizardman casts a quick cantrip. Light falls from his finger to land upon the hem of his trousers, and the tear is as if it never were. "What hole?"

Through the smug smiling facade of satisfaction from the miracle of the minor cantrip, Jass holds deeper thoughts. This place. Everything about this place reminds him of the darkness that had beckoned to his soul but recently. What if it should call again? Would some dark speck within him answer? Would it grow?

"Yes," I agree, the sorcerer says with an uncharacteristic grim finality, "these Dread must be destroyed. All of them."

"And hopefully in time for dinner." The old flippant carefree Jass then emerges, quick as a flare of light. "How long do you expect this will take? If it's only a matter of days, we may be back to Floating City before anyone even realizes that we're gone."

"Where, by the by, is it that you slew this Dread Son without finding his ... Soul Gem? Might we go back there? Lets find that missing phylactery!"

"Oh, and also by the by, may I see the two that you already have?"

...Actions
Cast Mending to fix trousers.
Knowledge Arcana: 31 to figure out the Soul Gems. DM can we have a more detailed description of the Soul Gems?

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)

Spells 0 1 2 3 4 5 6 7
Avail ..5 8 8 8 7 7 7 5
Used .3 1 2 0 0 0 0 0

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday August 10th, 2010 6:07:19 PM

Echlhin shows the newcomer the gem he recently picked up. "Do we want to keep these apart from each other, or should we give them all to one person?"

Dwight hp 147/160, ac 33(touch 25)  d20+18=21 ;
Tuesday August 10th, 2010 9:17:07 PM

Dwight quickly response to Echlin, "Definitely keep apart. Rare due the Dread gather, meaning all gemsss together be required. We don't want to ssssummon without know it. And make it harder for Bassss'Anut to get them all."

"Time be not on our ssside. Lord isss to be sssummoned within the day. Let'sss move", Dwight points to the grove as requested by Jass.

As the group begins to walk, Dwight pulls out another bow from his sack. It's old and worn, but still very taunt. He looks to Mac, and hands him his main bow.

"It providesss extra power againssst evil and thossse not all in the plane."

While Mac looks over his primary bow, he scans about, wielding his secondary bow.

spot: 21 (anything changed since last on this path?)

Crimson and Gray: Return to the Orchard DM Dan k 
Tuesday August 10th, 2010 11:05:12 PM

The Shields decide to assist the Gray Knights in destroying the Dread. Through thier wands, the Knights cast Good Hope and Stoneskin on each of the Crimson Shields. (Please note active spells in your posts and deduct the charges.)

It is suggested and agreed upon to return to the orchard and conduct another search for the Dread Dragon lords Soul Gem. From there, the group would move to the central building and eventually back to the Parthanon and confront Bas Anut. Time and haste are essential, the Dread will not all remain in this place for long and if any depart they possibility of summoning the Dread Lord and ending his threat to the Wold will depart with them.

Jass asks to see and is given the gems to examine. Immediately, Jass is struck by the power of necromancy warpped about the Soul Gems. The air is blasted from his lungs and he feels the all too familiar pull of absolute death. The sorceror is able to keep his bearings long enough to recognize the main rune within the gem, an Energy Drain spell. What is frightening to the man, so steeped in arcane lore, is that a symbol of power is wrapped about the spell propelling it to heights of magic control he had never dreamed possible.
The gems themselves are about the size of a halflings fist and looking at the two together it is clear they connect. It is also clear that six pieces are missing from the overall puzzle.

The group then begins moving back towards the orchard and the location of the last fight. While the Knights have had a some time to get used to the land the Shields have not. The grass about the groups flutters and seems to strain to grab and take hold of your feet with every step, pushed by an unheard and nonexistant wind. It poses no threat, but it seems that the very land itself is aware and set on hindering all life that walks upon it.

Within a few minutes the group arrives in the choked and perpetually dying orchard. Black trees twist from the ground, rotten fruit hangs upon split and peeling braches, forver rotting, but never fully dying to fall from thier perch. Standing where the Knights left her singing softly is Plyf among the crstal trees , sprung from the desecrated earth, yearing to break free of the bards captivating and soothing song. Her head is covered in sweat, insects buzz about her and the crstal trees of Koshe Marr strain to break from her spell of song. yet the bard seems at ease, her arms comfortably folded about her, her head tilted slightly back and her eyes closed. She notices nothing of the groups approach.

The field of battle is much as the group left it minus one very important detail. The pile of bone and rotting flesh, that was the dragon lord is gone.

Enemy:none present

1 hour 31.9 minutes elapsed time since arrival at Sky Castle.

10.9 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

4.6 minutes from casting Good hope and Stoneskin at the mausoleum

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)current location


Mac 
Wednesday August 11th, 2010 3:09:02 AM

OOC: What is the Caster Level for the Stoneskin from the wand? So much I don't have a grip on as far as the magic system goes.

Mac 
Wednesday August 11th, 2010 3:11:48 AM

OOC: Just read the post again - please ignore my previous post.

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Wednesday August 11th, 2010 8:46:23 AM

Vedik taps each of the new companions with the stoneskin wand.

He looks over area, now lacking in one Dracolich corpse. "Huh" he says, with little more to add.

He nods sympathetically at Plyf. "We've got ta keep moving, dunno how long she can keep it up."

OOC:
Stoneskin wand is CL 15.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 139.8 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 52.8 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 112.8 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 112.8 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 5.8 minutes (Cast after meeting shields)
Message: CL 1, 174.8 Minutes (Cast in Chazrack fight)

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 - Sub/Al  d20+20=39 ; d20+20=31 ; d20+20=23 ; d20+20=31 ; d20+20=39 ; d20+20=27 ; d20+20=27 ; d20+20=32 ; d20+20=25 ; d20+20=29 ;
Wednesday August 11th, 2010 9:20:01 AM


"Ha!" The sorcerer in Lizard-form holds the two Soul Gems up in his hands, orienting them so that it is clear where the two fit to the places upon each other. "I knew there had to be something here.

"We will find you all," Jass hisses at the dark necromancy within one of the gems. He hisses with a very uncharacteristically, un-Jass-like vehemence. "We will find you all, and beat the living death out of you."

"Well, lets go." All sunshine and smiles again, the Lizardman hands the gems back to the Gray Knights, one to Echlhin and the other to from whomever the other came from. "Lets find the third."

The horror of this land shows itself only in the slight tautness of skin at the corners of Jass' Lizard-form eyes. Or, for those who know him better, it might also be noticeable in the silence of the normally chattering sorcerer during the relatively short walk from the Mausoleum to the grove.

"Well, so where is this Lich you spoke of?" The sorcerer snaps his fingers and then shapes his hands into a cone. The intensity on his face sharpens as he plays the cone of his hands about the landscape. "Lets have a look at him, shall we?"

...Actions
Cast Detect Magic (Spellcraft Checks for Auras. Use as Needed: 39,31,23,31,39,27,27,32,25,29)

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 147.4/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, 6.4/10 minutes (Cast after Meeting Gray Knights.)

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 0 0 0 0 0

Syr Ac 33/32 HP 216 
Wednesday August 11th, 2010 5:41:51 PM

After all of the talk of these 'Soul Gems', Syr reaches into his Haversack and pulls out the battery. He shows it to Tristan, "What do you make of this? Could it be your missing Soul Gem?" The elf remains near the rear of the group, as he gazes about in curiousity.

As they pass the bard, he questions Vedik, "Ummm, Why is she doing that?"

(OOC: Hmm I don't see yesterday's post wierd)

Dwight hp 147/160, ac 33(touch 25) 
Wednesday August 11th, 2010 9:33:24 PM

Dwight follows along, floating quietly behind the group watching, expecting to see the bone lich 'alive' again.

"That can't be good," Dwight states noticing the bones are gone.

Despite the new stress of the undead being gone, likely reborn, Dwight finds some comfort that Plyf has found some inner piece.

"That my new friend, be Plyf. A bard that ssshould be reknown for her ssskill with language. The cryssstal tree be hard to dessstroy without the control of a bard word. Plyf vowed to hold it back til we complete goal."

======================
DM Sanity Stuff

Flying Broom (6' ) -- hoovering
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast after visiting Plyf)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, 9.8 minutes (Cast after visiting Plyf)

Belkior 
Wednesday August 11th, 2010 9:36:13 PM

The halfling cleric lags at the rear, his short legs barely able to keep up with his old and new companions. Belkior really hopes that he prepared the appropriate spells for today.

OOC - Spell selection to come.

Tratain Current Spells AC 39 HP 221/211  d20+18=26 ; d20+12=26 ;
Wednesday August 11th, 2010 10:57:19 PM

Tratain takes a look at the battery that Syr shows him and says "I haven't seen anything like that before, I don't think it looks like the other Gems. Better Let Vedik take a look at it as well. (Knowledge Religion 26, Spellcraft 26 for the battery.)

When they reach the clearing he says "Echlhin can you use your senses to see if the gem is around here? I know we destroyed that Draco-lich, and unless these liches are very different from normal liches we should have about a day before it can reform itself. If they can do it faster we are in alot of trouble."

If the group doesn't find the Gem in or around the grove Tratain leads them back to the Dracolichs cave for Echlhim to check there as well. If it is found at neither place Tratain will lead the group towards the Castle like building as it was the only landmark the group has not visited so far.

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 150 minutes
Shield Other - Monthor - 21 Hours
Good Hope - 10 Minutes


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday August 12th, 2010 1:21:33 AM

Echlhin does what Tratain asks, trying to locate anything of note using his gifted sense. "I too am worried about the remains not being here. Would it disturb Plyff if we ask what happened," he asks the others quietly.

Mac  d20+9=11 ; d20+4=14 ;
Thursday August 12th, 2010 7:37:20 AM

After a sufficient examination, Mac returns to Dwight his bow. "Nice."

He wonders out loud how long Pylf can hold on, and looks about for signs of Trouble(TM). {Spot:11, LIsten:14}

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 - Sub/Al 
Thursday August 12th, 2010 9:08:32 AM


"What? Gone, you say?" From the depths of the concentration on his Detect Magic spell, Jass the Lizardman ekes out a few words of comment and speculation.

"Have you considered the possibility that the others, or, perhaps, one of the others came to collect their or his or her or whatever's fallen brethren? And you fought this Lich how long ago?"

"Aside from the collection of the body and the Soul Gem itself, that would also tell me that you are very likely being watched. Very very closely watched."

...Actions
Cast Detect Magic (Spellcraft Checks for Auras. Use as Needed: 39,31,23,31,39,27,27,32,25,29)

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 147.4/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, 6.4/10 minutes (Cast after Meeting Gray Knights.)

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 0 0 0 0 0

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20+29=30 ; d20+18=20 ; d20+33=34 ;
Thursday August 12th, 2010 9:37:28 AM

"An hour ago, no more. An so far tha dreadlords have shown na interest in our activities. I been waiting fer them ta group up on us, but it nay be happening. They dinna trust each other."

He ponders for a moment. "Tha one dreadlord does know we're here, an has an interest in watching us. He may ave come and claimed it."

He then looks over the device the new companions have shown him.

OOC:
Knowledge Arcana: 30.
Knowledge Religion: 20
Knowledge The Planes: 34
Wow...a 1, 2 and 1.... thats some thinking there.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 139.7 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 52.7 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 112.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 112.7 Minutes (cast leaving dracolich pile)
Good Hope - CL 10, 5.7 minutes (Cast after meeting shields)
Message: CL 1, 174.7 Minutes (Cast in Chazrack fight)



No Bones About DM Dan k 
Thursday August 12th, 2010 6:46:02 PM

The ramifications of the Draon lord's missing corpse is quickly discussed. Conjecture on what happened all end with the group being in more danger and trouble than they were about an hour ago. One Lord watches the group, Bas Anut, perhaps he took it. The Dragon lord himself sought out another, so clearly some of the lords do have an alliance of sorts beyond the Dread, perhaps a third member came along. Or most firghtening, perhaps it only took the Dragon lord an hour or less to reform.

Jass uses Detect magic and scans the area, a lingering necromantic film covers everything in a faint glow. more Powerful glows are easily detected on his companions and in the Crystal trees of Koshe Marr. There are no other risidual signs about however, certainly nothing on the power scale of a Soul Gem.
Echlin tries to use his ability to sense a spirit, but feels nothing out of the ordinary.
The Battery is brought forth and several of the Knights examine it. It is unlike anything they have ever seen or heard of before. A unique creation of Teucri magic from skills and knowledge long lost.
The question is asked about disturbing Plyf, she would have of course been present during anything that happened. That, of course, creates another question. Plyf, practically helpless and obviously unaware of her surroundings, is completely unharmed.

The aea is searched, the surroundings of the orchard are searched but there is no Soul Gem. Feeling it must be hidden within the Dragon lords cave, Tratain leads the group back past the Parthanon and towards the hilltop. The great marbled building stands in utter silence and darkness. A think inky viel of balck and gray swirl about the outer most pillars, masking eveything contained within.

The group skirts the foreboding structure without incident. Passing through the dead sparce trees to the west, the body of the hanged man still lies crumpled at the base of the trunk where the Knights last left him. Above, the tattered rope still sways gentlely as if still supporting his weight. Beyond this, the trail leads up alongisde a black a foul smelling creek that spills from a fetid pond above. The great black willows sway and lean towards the party as soon the the rise is crested and the thick wood about thier trunks creaks and snaps several times as they do so. A hum of insects comes to everyones ears and soon clouds of gnats are massing abut the surface and buzzing into ears and eyes.

The Dragon cave lies 60' straight down a vertical cliff of loose earth and rock.

Enemy:none present

1 hour 42 minutes elapsed time since arrival at Sky Castle.

42 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

14.7 minutes from casting Good hope and Stoneskin at the mausoleum

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair) Current Locaton
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair) - South Middle: Castle-like Building
- South East: Mausoleum - (Charzaak Lair)

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Friday August 13th, 2010 9:07:41 AM

Vedik peers over the edge. "Well, guess we're going down there."

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 130.7 minutes. Cast after searching dracolich pile)
Prestigitation (CL 18, 41.7 minutes, cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 103.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 103.7 Minutes (cast leaving dracolich pile)

Message: CL 1, 165.7 Minutes (Cast in Chazrack fight)

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 - Sub/Al 
Friday August 13th, 2010 10:31:25 AM


"Nothing here," Jass had announced back at the grove. "Unless these liches have the power and foresight to hide a magic aura." "Plenty of other nasty things, though," he had mused to himself. The sorcerer in Lizardman form had eyed the floating form of the half-elf as she hung in the air, quieting the crystal trees. "That cannot be comfortable."

He had followed these Gray Knights as they wended their way across the bleak land. They seemed to know where they were going.

"Everyone here get down the cliff alright?" Jass asks, without explaining the import behind his question.

OoC: Can offer Fly if needed. Steve should be back next Monday. Take it away, Steve. Welcome back.

...Actions

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136.3/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 0 0 0 0 0

Tratain Current Spells AC 39 HP 221/211 
Friday August 13th, 2010 12:51:25 PM

Tratain says "There should be an easier way down, we didn't have to climb anything when we were down there last time. Lets go take a look real quick and see whats there. If we don't find the gem again we'll go to the castle in the middle of the island and see whats there."

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours

MonthorHit Points:(213 of 213) AC 39 - Sub/Al 
Friday August 13th, 2010 4:21:44 PM


"If yee be done talking, lets get ta finding this way down, then."

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

Syr Ac 38/37 HP 216 
Friday August 13th, 2010 5:32:18 PM

The elf looks over the cliff and whistles. Glancing over at Monthor's boots, he notices the similarity and copies the Dwarf's method of getting down to the cave. The Hand wonders for a moment if he should cast any spells but decides to conserve what little resources that he has. He flexes his fists once and they begin to glow a faint blue (Bless). "Let's do it."

Bless
Stoneskin (CL 15, 136.3/150 minutes. Cast after Meeting Gray Knights.)
Good Hope (CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)

Dwight hp 147/160, ac 33(touch 25)  d20+18=26 ;
Friday August 13th, 2010 6:22:38 PM

Dwight is unhappy about returning to the cave, sniffling a bit uncontrollably. Still, he floats down, taking the rear with his bow in hand.

"We looked for quite a while in the cave, to no avail. It looksss and sssmellsss like a trasssh heap, ssso be prepared for plenty of ssstink!"

spot: 26 (watching for changes or reformed lich)



Mac 
Saturday August 14th, 2010 2:27:12 AM

"Could be interesting."
Mac carefully approaches the edge and assays the drop. Climb[15 Ranks] - How difficult a descent does it look?



Sub DM/Al 
Saturday August 14th, 2010 2:46:00 PM


I think Daniel may be gone on his trip by now. If not, he can correct this.

From the description, I would suggest this is ...

Climb vs DC20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.

60ft should require, lets call it 3 climb checks if your speed is 30. This is assuming that you drop to the ground for the last 10ft of the climb for no damage.

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 
Sunday August 15th, 2010 8:39:41 AM

ooc: Thanks, Al! Hi everyone! Looking forward to being part of the new Obsidian Dragons (at the end of this module.)

"Now isn't that interesting", quips Jass when Tratain mentions no cliffs before. "That can mean a couple of things. Either you arrived by a different way..." the sorcerer looks around pointedly at the relatively small floating island and hill where Jass can see the whole cliffside, "or our new friends got the wrong hill...", the charismatic sorcerer smiles to demonstrate how absurd that possibility is, "or the lichs these guys are facing have some control over the terrain on this island. From the dead land all around, this great evil has been here for a long time. Stories of Koshe-Marr say the masters there can alter the landscape. Why couldn't they do it here?"

At this last, Jass looks very serious; bleak even. Like he has his own dark horrors within the memory of his mind. "And if your dragon cave is changed and your dragon bones are gone, how much do you want to bet the dragon is down there someplace?"

Furball takes a sniff and decides he doesn't like this place. With a titter, the little mink scuttles to his satchel-den between Jass' back and cloak.

...Actions

...Effects

Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 0 0 0 0 0

Belkior - Stoneskin 
Sunday August 15th, 2010 10:18:23 PM

The halfling cleric stays near the back, away from the edge of the cliff. Belkior can get himself down there using the magic of his armor but he'd rather not use that until absolutely necessary.

"Guys, should I be casting some protective spells now?"

Spells
0 - DC 18 - Detect Magic(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)


Tratain Current Spells AC 39 HP 221/211 
Monday August 16th, 2010 11:20:13 AM

Tratain answers Belkiors Question "I don't really know if anything will be down there. It was empty not too long ago but we have no idea where the Draco-Lichs bones went, and there are still 5 other Liches."

He says to Vedik "I'm not going to be able to climb down that in my armor. Can you use your Dimension Door wand to help those of us who can't make the climb get to the bottom."

------------------------------------------------------------
Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours

MonthorHit Points:(213 of 213) AC 39 - Sub/Al 
Monday August 16th, 2010 11:45:27 AM


Monthor eyes the minotaur as he considers climbing down the sixty foot cliff. The dwarf shakes his head.

"Mee don't do climbing. I'll go with yee and Tratain, if yee don't mind, Vedik."

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

Edge of the Cliff - Sub/DMAl 
Monday August 16th, 2010 8:59:09 PM


The combined Gray Knights and Crimson Shields survey the situation. Tratain and Mac both look for ways to climb down to the cave mouth. It may have slipped the adherent of Domi that, when the Gray Knights had originally made their approach, they had flown. Upon exit, they had ferried all who no longer possessed the magic of flight.

The cliff face above which the heroes stand is quite large, hundreds of feet wide and at least two hundred feet tall. The large entrance to the cave, fully wide enough to be comfortable to the dragon lich stands roughly midway between the top of the cliff and the clouds the wreath the area below. These clouds obscure completely all vision of what lies below. Nearly solid, almost inviting, they represent a white, fluffy landscape extending in all directions. What are the chances, though, that an attempt to walk upon their surface will result in a long plunge to a quick death?

Dwight scans the cliff for signs of the Dragon Lich, but the cliff face is empty. The sky is empty. There are few places to hide save the cave itself, and there is nothing here now to see.

Mac's examination of the cliff face reveals that the rocky surface seems to provide sufficient hand-holds to present little fear to a climber of his caliber. However, there is a slick black sheen to the stone that most decidedly looks like oil. An attempt to verify this might be in order. But any mistake in that regard could lead to a nasty one way plunge.

There would seem to be few ways down to the cave mouth that do not involve magic. The top edge of the cave mouth appears to be an estimated sixty feet below the cliff's edge, and the floor of the cave mouth is likely another fifty feet below that.

Speculation volleys back and forth between Shield and Knight, but none appear confident enough to act.

Relevant DM Posts from the Archives (Previous Entrance and Previous Exit) - Sub/DMAl 
Monday August 16th, 2010 8:59:39 PM

The Northwest Hill
Wednesday March 17th, 2010 6:49:02 PM

... The group flies up under the great cloud island and to the northwestern corner. Just before emerging from under the cloud, Vedick activates a wand of Good Hope (7 minutes) affecting the entire group and then casts Death Ward on himself.

Moving carefully the group begins to take in this side of the island, floating upwards along the side. The side of the hill is more in line with a cliff than a hill on the outward facing side. Granite and other hard rock can be seen and the entire section rises nearly 200' and is over 400' wide. Still invisble for about a minute more, the group finds themselves looking into a great cave some 50' wide and high about halfway up. The rock is slick with what appears to be oil shimmering in the reflective light from the clouds below. The wind rustles about you, a bare whisper as if even it is fearful to be near this ominous opeing in the black rock. No sound ventures forth from the hole and it extends well back beyond anyones vision. ...

The Cave
Monday April 5th, 2010 9:41:29 PM

... The group ditches the ring where it can easily be found and makes their way to the cave entrance. Tratian uses 4 charges to heal Echlhin with his wand the Knights make thier way to the top of the cliffs and the hill above. A foul watered pool sits atop of the hill and pours to the west over a 50 cliff. Great black willow trees ring most of the pool, each nearly 8' around and stretching almost 70' high. Great branches hang ominously down to rest in the dark waters. The Knights farey those unable to fly to the top and from here have a good command of the rest of the island. To the south and a bit west, they can see the large palace with the bodies staked across the top and the carrion birds. ...


Dwight hp 147/160, ac 33(touch 25) 
Monday August 16th, 2010 9:04:40 PM

Dwight offers to provide broom-pool opportunities. "I can take one at a time back and forth on my broom if we really want to return there. I think we could go to cassstle next."


Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 
Monday August 16th, 2010 9:45:51 PM

Jass looks and sees that the Gray Knights want to go down and that Tratain doesn't seem to think there is any bad guys down there. With a shrug, he makes an announcement. "I can Dim Door several people down; me, Mac, Monthor, Belkior, and two others."

The sorcerer waits for anyone who wants to hold hands before casting the Dim Door and bringing the group to the entrance of the dragon's lair.

...Actions
Cast Dim Door at 19 CL; able to move 6 other Med creatures (Mac counts as 2) to the cave entrance.

...Effects

Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 0 0 0 0 0

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday August 16th, 2010 11:09:40 PM

Echlhin notes that he has a Spider Climb and an Airwalk spell available if needs be, but waits for a group decision on returning into the cave.

Belkior - Stoneskin 
Monday August 16th, 2010 11:14:45 PM

The halfling cleric joins the group with Jass and prepares himself for the inevitable nausea he always feels after being teleported.

"I'll cast some protective spells when I get a chance," Belkior tells his companions. "I don't want to do it too soon since I suspect that it may be some time until we get a chance to rest and recover."


MonthorHit Points:(213 of 213) AC 39 - Sub/Al 
Tuesday August 17th, 2010 10:26:19 AM


"Mee's with you wee lizard." The dwarf grins. Or, at least, gives what's supposed to be a grin.

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

Syr Ac 38/37 HP 216  d20=1 ;
Tuesday August 17th, 2010 6:02:16 PM

The elf peers over the edge once again before announcing, "I for one am willing to trust that our partners looked already and see no need to visit the cave again. If it's anything like the last body, this Gem is already gone anyway. I say we press on before traveling back, deal with the known foe first."

Dwight hp 147/160, ac 33(touch 25) 
Tuesday August 17th, 2010 7:52:44 PM

Dwight uses this opportunity to chime in again, "We've already been there. If another one hasss taken the bonesss, then all we are doing isss wasssting our valuable time. If afterwardsss we are ssstill missssssing the bonesss and itsss gem, then we return. Hopefully not being watched asss we know we likely are."


Castle Of the Dead - Sub/DMAl 
Tuesday August 17th, 2010 8:57:58 PM


A few of the combined group of Shields and Knights are ready to enter the cave in the side of the cliff. A few think that the main building, the castle crawling with animated dead, would be an objective more worthy of their time. Most of the combined heroes watch each other, waiting for a leader to emerge.

In the end, those who call for the main castle speak with the greater will. The heroes back away from the cliff's edge. The swarm of noxious black insects swarm again about each member of the group, threatening to enter nose or mouth, light on eyes, crawl into ears. They skirt the great marble Parthenon, steeped in silence and a swirling dark that could almost be alive as they pass to the south. Ahead, up a sloping rise lies the castle.

The walls of the castle are dark red with the blood of the bodies that festoon the towers and the ramparts. At the front of the castle, two massive wooden doors -closed now- whisper of access to the inside. But, before the doors, a mass of zombies, ghouls, wights, all manner of undead writhe in an orgy of rending and feasting. Chilling moans, the smack of flesh, and the crack of bone fill the air as the swarm of undead go through the never ending cycle of flesh gorging and re-animation.

It is through this mass of undead that the Knights and Shields must pass if they wish to reach the door.

Enemy:none present

1 hour 49 minutes elapsed time since arrival at Sky Castle.

49 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

21.7 minutes from casting Good hope and Stoneskin at the mausoleum

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Just outside
- South East: Mausoleum - (Charzaak Lair)

Belkior - AC 25 (27 vs. Evil), SR - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Tuesday August 17th, 2010 11:12:07 PM

The halfling cleric has nothing to suggest either way. However, while he is waiting for the others, Belkior takes the time to cast some protective spells on himself and the former Crimson Shields.

Spells Cast
Belkior - Magic Vestment, Magic Circle vs. Evil
Jass - Protection from Evil
Mac - Protection from Evil
Syr - Protection from Evil

Active Spells
Magic Vestment - +5 enhancement bonus, 20 hours
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 210 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 210 minutes


Spells
0 - DC 18 - Detect Magic(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)



Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Wednesday August 18th, 2010 8:00:04 AM

Vedik ponders the mass.

"We could fly over it, but I dinna know if we can open tha door with the pressing bodies. It's a good bet they will come back if we blast em, and there may be to many ta turn."

Vedik takes a moment to see if there are any incorporeal undead in the mass.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 101 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 101 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 101 Minutes (cast leaving dracolich pile)
Message: CL 1, 120.7 Minutes (Cast in Chazrack fight)

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62  d20+18=34 ;
Wednesday August 18th, 2010 9:51:24 AM

"If everyone is invisible to undead and flying, I can manage a Passwall high up on the castle to get in and bypass the roiling mass of undead", states Jass. "They are likely to fall apart if we can break the master spell on this place."

...Actions
Know Arcana: 34

...Effects

Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 0 0 0 0 0

MonthorHit Points:(213 of 213) AC 39 - Sub/Al 
Wednesday August 18th, 2010 3:47:53 PM


"Mee's not much likin' leaving an enemy behind us." Monthor eyes the mass of undead. "Anybody know what keeps bringing them back?"

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday August 18th, 2010 7:02:45 PM

Echlhin ponders if any of the soul gems might be hidden in the carnage or what else may be there, masked by the mass of rotting flesh and wild slaughter.

Unwelcoming Threshold - Sub DM/Al  d20+2=11 ;
Wednesday August 18th, 2010 9:01:08 PM


While Belkior goes about casting preparatory spells, Vedik eyes the churning mass of undead. His judgement seems sound. Even a low flight might not clear these undead as they trample upon and climb over the slick gore covered surface of each others' bodies. The dwarf narrows his eyes to see if he can pick out signs of incorporeal undead. He spots none. But, then again, his natural abilities in this regard are somewhat limited.

Jass suggests flight with a Passwall spell to avoid the door entirely. Monthor isn't quite sure, though.

To enter through the front door? Through the seething mass of undead? Or to try to circumvent the unknown confrontation? Either way, time ticks. Useful spells lapse away. And from some quarter, they are surely being watched.

Enemy:none present (Unless you count the Mass of Undead. Oh, wait ... )

1 hour 49 minutes elapsed time since arrival at Sky Castle.

49 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

21.7 minutes from casting Good hope and Stoneskin at the mausoleum

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Just outside
- South East: Mausoleum - (Charzaak Lair)

****************************************

OoC: Daniel will be returning tomorrow. Welcome back, Daniel.

Though I've not taken you into any combat, I hope I've been able to clear up the description of the terrain such that you will better, in the future, be able to function in these floating lands. --Al

Tratain Current Spells AC 39 HP 221/211 
Wednesday August 18th, 2010 10:32:27 PM

Tratain says "I like the Idea Jass has. I'll need a fly spell as I can't fly on my own. I can cast a Hide from undead spell. We'll have to be ready for combat as soon as we enter though. Who knows whos part of the castle we will end up in and where they will be."

Tratain casts Hide from Undead on the Group and if the whole group can get flight he goes with the group so that Jass can cast a passwall spell to get the group into the castle.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Belkior - AC 25 (27 vs. Evil), SR - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Wednesday August 18th, 2010 10:42:11 PM

The halfling cleric agrees with the plan and prepares to go along for the ride.

"I can cast Hide from Undead, too, if you require it."

Active Spells
Magic Vestment - +5 enhancement bonus, 20 hours
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 210 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 210 minutes

Spells
0 - DC 18 - Detect Magic(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 
Wednesday August 18th, 2010 10:53:00 PM

It'll take Jass a minute, but he'll be able to cast Fly on every hero that doesn't have thier own flying apparatus. Syr, Mac, Jass, Belkior, Tratain, Monthor, and Vedik? Dwight has his broom, so the sorcerer thinks that this would be 7 Flying spells; a feat only capable by a sorcerer!

When the group gets to the gates, Jass casts another spell, a Limited Wish that replicates a Passwall spell, enabling the heroes to pass through up to 190 feet of wood and stone to reach into the castle.

...Actions
Cast up to 7 Fly spells; 190 rounds duration; 19 CL; 60 foot fly average maneuverability
Cast Limited Wish to replicate Passwall; lose 300xp

...Effects

Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 7? 0 0 0 1

Dwight hp 147/160, ac 33(touch 25) 
Wednesday August 18th, 2010 11:01:16 PM

Dwight likes this plan having watch the gorging undead several times since their arrival.

"I sssay we go to the top and work our way down. Thisss would prevent the undead from being behind usss," hoping to get Monthor ready to face only one direction.

Dwight then loads his bow and prepares to float up and over the undead. He flies up about 30' feet and then hovers over the undead to test their reaction before the main group begins flying over. Assuming he is safe, he waves the group onward.


MonthorHit Points:(213 of 213) AC 39 
Thursday August 19th, 2010 2:58:20 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil ( Brahm tatoo)
(+2AC, saves)
Current AC vs evil (41)
Fly spells; 190 rounds duration
Hide from Undead
-----------------------------
Monthor accept's Jass' offer of the flight spell and prepares to take point.
" We're ready..."

{ Thanks for the sub Al.}
{BTW, Monthor has the potions that Jerry gave us.
2 critical healing potions
1 potion of levitate
1 potion of gaseous form
1 potion of invisibility}

DM Dan deathward and bramah's tattoo are 1 min/level spells. I believe both cast/ativated shortly after arrival please remove them

Syr Ac 38/37 HP 216 
Thursday August 19th, 2010 8:47:12 PM

Syr declines Jass offer of the spell grinning at him, "You don't plan on dying again do you? Is that why you are burning through your spells already?" The monk activates his boots and prepares to fly out over the mass of undead with the others.

Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.


Mac AC:31 HP:201/201 Large Speed 30'(land)/60'(flight) 
Thursday August 19th, 2010 9:58:30 PM

Spells: HeartLight(Active), Stoneskin(0/150), Good Hope, Protection From Evil(+2AC vs Evil), Hide From Undead
Feats: Endurance, Mobility (additional +4 AC), Run

"Top down... sounds like a plan."
"Thanks Belkior and Jass."
"Anyone who would like a lift can have one."

DM: Mac's AoOs:(CR - up to 7) d20+34|3d6+24 [19+/x3(+2d6)]


The Main Foyer DM Dan k 
Thursday August 19th, 2010 9:59:20 PM

Tratain casts Hide from Undead, covering the entire party with a single spell. Jass casts Fly six times in succession. Dwight has his Broom and Syr his Boots. Dwight loads his bow and then heads up over the undead horde. Now that he has a better look, he certainly wishes he didn't. From a distance it appeared to be individual creatures, ghouls, zombies, skeletal beings, all kept in tight proximity to one another through unseen forces and all tearing at each othe only to renew themselves in the gore. Severed body parts still functioning, creatures climbing about upon each other. Now Dwight can see the truth of it. Sinew, tendon, veins and matter he cannot identify string about them, connecing them all and binding them together. Smaller beings in the horde use the bits as spring ropes leaing into the air to land on another, reaching heights of 30'. There is no doubht the spell of hiding is working, for if it were not, the Horde would have pulled Dwight into its depths.

Jass and the rest move over the horde, perhaps a bit higher than Dwight's initial approach and than casts Passwall to open a hole in he upper floor above the front door. Marble seems to melt away, a foot, than two quickly followed by timber and the inner limestone. The gaping hole reveals a massive foyer scattered with body parts, unknown fluids, shattered and pulverized bone and a healthy mix of dirt and minor vegetation. The foyer is 30x50x30 with a pair of 12' wide iron stair cases that run up the far back left and right wall. From here a short landing takes the guest to a thick oaken door to the left and right wings of the upper level.

Enemy:none present (Unless you count the Mass of Undead. Oh, wait ... )

1 hour 50 minutes elapsed time since arrival at Sky Castle.

50 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

22.7 minutes from casting Good hope and Stoneskin at the mausoleum

1 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Just inside
- South East: Mausoleum - (Charzaak Lair)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday August 19th, 2010 10:26:30 PM

(Make that 7 fly spells or you forgot someone :))

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Friday August 20th, 2010 8:12:39 AM

[Vedik doesn't need a fly spell, has wings of flying]

Vedik takes to the air on his own wings, He flies with the group, and passes through the wall. He take a moment to admire the impressive craftsmanship of the walls.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 101 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 101 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 101 Minutes (cast leaving dracolich pile)
Message: CL 1, 120.7 Minutes (Cast in Chazrack fight)

Mac AC:31 HP:201/201 Large Speed 30'(land)/60'(flight) 
Friday August 20th, 2010 9:26:33 AM

(A few lighter/smaller characters could easily have taken the lift offered by Mac)
DM Dan K Could you please share the doc of Mac thanks

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62  d20+22=28 ;
Friday August 20th, 2010 9:48:42 AM

Jass grins at Syr, but takes the warning, and accepts Mac's offer of a carry instead of casting yet another Fly. Add Echlhin and minus Vedik, that is 5 spells cast in the space of a 1/2 minute.

At the castle, Jass concentrates and opens the wall to allow others to come inside. He gives a little courtly nod of his head. "The way is open, which of you mayhem makers wants to go through first? As Syr mentioned, I'm a little shy of leading in since our last battle." The grin is still on his face, but there is a hint of pain and self-lothing behind Jass' bright demeanor.

...Actions
Cast 5 Fly spells; 190 rounds duration; 19 CL; 60 foot fly average maneuverability
Cast Limited Wish to replicate Passwall; lose 300xp

...Effects

Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 5 0 0 0 1


Syr Ac 38/37 HP 216  d20+24=35 ;
Friday August 20th, 2010 8:13:21 PM

Syr shrugs and darts throught the hole created by Jass. Once inside, he examines the area around for threats before waving the others through. (spot 35)

Fly
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.


MonthorHit Points:(213 of 213) AC 39 
Friday August 20th, 2010 8:21:26 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil ( Brahm tatoo)
(+2AC, saves)
Current AC vs evil (41)
Fly spells; 190 rounds duration
Hide from Undead

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

Monthor stays on point and takes a defensive stance. Not happy to be leaving ennemies behind them, he shivers a bit at the thought of joining the undead masses. Having "died" twice already himself, he would much prefer sending those creatures back to the eternal afterlife.

Belkior - AC 25 (27 vs. Evil), SR - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Friday August 20th, 2010 10:11:52 PM

The halfling cleric rides along with one of his companions, waiting for someone to call upon his healing skills.

Active Spells
Magic Vestment - +5 enhancement bonus, 20 hours
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 209 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 209 minutes

Spells
0 - DC 18 - Detect Magic(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast


Dwight hp 147/160, ac 33(touch 25) 
Friday August 20th, 2010 11:48:30 PM

Dwight makes sure he has cleared the wall with his broom before the spell wears off. Dwight looks up to make sure it is safe, and floats up to have a clear shot above Monthor's head if something appears in front of him.

"That thing outside wasss huge. Not hundredsss or thousandsss, but one interconnected undead thing for lack of a better way to sssay it."

"Echlin, can you sssenssse anything? If not, I move we go up. One of them doorsss must lead to the throne room. Anyone recognize ssstyle of cassstle?"

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Saturday August 21st, 2010 6:12:23 PM

Echlhin again concentrates, using Spirit Sense, in an attempt to locate anything in the vicinity.

The Main Foyer DM Dan k 
Sunday August 22nd, 2010 10:42:00 PM

The group enters the main foyer and looks about. The room seems empty and the question is asked if any recognize the architecture and where the throne room might likely be. The building from the outside and from the inside, however, suggests it is not a castle but a mansion. Likely the design and layout is that of a home, albeit a large one. There may not be a throne room, but it there was, it would almost certainly be on the main floor. A level at present that shows only a single option of a set of doors on the far end, straight across from the main doors that lead outside. Echlhin attempts to sence any disembodied spirits or souls and does feel one. About 300' away, below him and to the left.

Several possible choices lie before the group. The two doors on the second floor, one to the left and one to the right, the main floor exit and the spirit that Echlhin senses lying somewhere beyond the solid stone and earth down and to the left.

Enemy:none present

1 hour 50.1 minutes elapsed time since arrival at Sky Castle.

50.1 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

22.8 minutes from casting Good hope and Stoneskin at the mausoleum

1.1 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Just inside
- South East: Mausoleum - (Charzaak Lair)

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20+34=53 ;
Monday August 23rd, 2010 8:53:10 AM

Vedik takes a moment to examine the architecture, seeing if he can recognize anything useful from the style, structure or construction of this building. He relays anything he might find to the group.

"Tis a fine structure, or was when it was built. Shame ta let it get so decayed."

He has no opinion on which direction to travel first.

OOC:
Knowledge: Arch/Eng: 53 (woo!)

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.9 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.9 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.9 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.9 Minutes (Cast in Chazrack fight)

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62  d20+6=13 ; d20+20=37 ;
Monday August 23rd, 2010 10:13:48 AM

Once Mac comes into the Passwall and puts Jass down, the sorcerer flicks an imaginary speck of dust from his shirt and grins. "How did you ever cope without me and my magics?" is the rhetoric quip.

He takes a look around, seeing if his limited eyesight can find (and identify) any magical scrying devices, passing off his information to the combined group.

"If the good Echlhin can sense these gems, and the gems are the key to destroying this evil, I say the path to take is pretty clear." Jass points a dramatic hand at the door across the room. "Let's follow our magical bloodhound to the next piece!"

...Actions
Spot: 13
Spellcraft: 37

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Fly Spells: 19 minutes duration; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 5 0 0 0 1

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday August 23rd, 2010 11:21:55 AM

Echlhin cautions the group about the various magical traps that they recently experienced. Of which of the doors to take, he suggests the left though is not insistent upon it.

Dwight hp 147/160, ac 33(touch 25) 
Monday August 23rd, 2010 4:36:43 PM

Dwight shrugs, willing to go to the left. He tests his bow, feeling it's going to get some use very soon.



Belkior - HP 146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Monday August 23rd, 2010 9:20:53 PM

The halfling cleric moves closer to his companions, not liking the look and feel of this place. Belkior will move along with the group, wherever they go.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 58.9 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.9 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.9 minutes

Spells
0 - DC 18 - Detect Magic(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast



Tratain Current Spells AC 39 HP 221/211 
Monday August 23rd, 2010 11:25:02 PM

Tratain says "If He senses one down and to the left thats our best option. I wonder if there are other here as well. There are supposed to be 8 Dread Lords. Theres only living space that we have seen so far for 5 or so."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Syr Ac 38/37 HP 216 
Tuesday August 24th, 2010 7:04:57 PM

Syr grins at Jass, "It was certainly quieter around here with you gone. I'd say it's anonymonous.... err unanimous, we head left into the fire." He nods toward the left and moves.

Unsure of his new companions, the monk watches Echlhin closely when Jass compares him to a dog to see his reaction. He moves up near the front but not leading. Those watching closely see the monk mutter a reminder to himself, "It's like a puzzle, let's see how they do things and then try to fit in my piece."

Mac AC:31 HP:201/201 Large Speed 30'(land)/60'(flight) 
Tuesday August 24th, 2010 7:23:18 PM

With Monthor on point and his passengers alighted, Mac follows in support. Mac's reach putting anything Monthor goes toe-to-toe with under a second threat.

He smiles at Syr's comments, but raises a finger to his lips.

Second Floor Left Wing DM Dan k 
Tuesday August 24th, 2010 9:15:35 PM

The group moves across the foyer and to the landing at the top of the stairs on the left. A blackened and oily residue is smeared on the door, floor, walls, and ceiling. It smells vaguely like amonia as the group approaches. The Hall to the door is 7' wide and 10' deep. The entirety of it is coated in the pungent stain

Enemy:none present

1 hour 50.1 minutes elapsed time since arrival at Sky Castle.

50.1 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

22.8 minutes from casting Good hope and Stoneskin at the mausoleum

1.1 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Just inside
- South East: Mausoleum - (Charzaak Lair)


Belkior - HP 146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+31=37 ; d20+14=33 ;
Tuesday August 24th, 2010 9:36:20 PM

The halfling cleric tries to move as silently as he can, not wanting to be the one who alerts whoever (or, whatever) might be lurking down this corridor. The stain worries him and Belkior tries to recall if it might be part of some continuing spell or, perhaps, a poison.

Healing = 37, Spellcraft = 33

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 58.9 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.9 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.9 minutes

Spells
0 - DC 18 - Detect Magic(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 
Tuesday August 24th, 2010 10:08:00 PM

Jass doesn't want to cast spells just to show off... they have to be effective to enable the maximum showiness! And so the sorcerer doesn't do anything with the door, waiting to see what the others will do.

...Actions

...Effects
Alter Self: 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Fly Spells: 19 minutes duration; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 5 0 0 0 1

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20+21=22 ; d20+27=28 ;
Wednesday August 25th, 2010 8:27:04 AM

Vedik knees down and examines the oily substance. Clearly this is something of import, and he tries to determine what that might be.

OOC:
Craft: Alchemy: 22
Knowledge: Arcana: 28
And the hits just keep on coming.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.9 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.9 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.9 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.9 Minutes (Cast in Chazrack fight)


MonthorHit Points:(213 of 213) AC 39 
Wednesday August 25th, 2010 9:20:28 AM

"careful..... this stuff may be flamable... and the odor may become poisonous. Let's back up until the magic using types gives the all clear."

Mac AC:31 HP:201/201 Large Speed 30'(land)/60'(flight) 
Wednesday August 25th, 2010 5:09:26 PM

Mac agrees with Monthor warning, especially given he was going to wind up smeared in the... stuff trying to squeeze through to access the doorway.

Dwight hp 147/160, ac 33(touch 25)  d20+18=25 ; d20+12=15 ; d20+12=31 ;
Wednesday August 25th, 2010 7:29:50 PM

Dwight moves to the front once everyone has backed out of the oily hallway. Taking and activating a flaming arrow, he simply touches it to the wall to determine if it ignites. If the answer is obvious, he'll add, "not flamable, but likely toxic in some way."

"SSSincsse it'sss only 10' down before the door, perhapsss only one or two of usss ssshould advance until the door is open."

Being on his broom, Dwight volunteers himself, "Anyone with good eyesss and quick handsss that wantsss to check for trapsss with me?"

Dwight floats down the hallway avoiding the oily walls, but examining the wall and floor carefully. Once at the end of the hall he examines the door carefully.

If all seems 'safe', Dwight tests to see if the door is locked.

spot: 25
search for traps/activator of oily wall as Dwight floats down hallway (rogue): 15
search for traps related to door: 31

======================
DM Sanity Stuff

Flying Broom -- middle of hall
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Hide from undead - 210 Minutes


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday August 25th, 2010 10:34:00 PM

While he doesn't enjoy the dog comment, he doesn't appear phased by it. Given some of the comments that any Grim might encounter during their duties, one can imagine they trend to have thick skins. In regards to the oily black substance, he defers to his companions.

Second Floor Left Wing DM Dan k  6d6=14 ;
Wednesday August 25th, 2010 10:57:42 PM

The black substance gives the party pause and several investigate further, being careful as they do so. Vedik leans in and is able to come to a particularly disgusting conclusion. It smells very much like urine.
Dwight performs a simple flame test and the results are negative, the substance does not alight.
Mac and Monthor along with Echlhin and Jass wait ti see what the others can deduce.
With that deduction being not much, Dwight floats down the corridor to the door and examines it for traps. As he drifts pass 5', his frame shudders. (though barely)

Dwight Will save DC 24 Damage 14 or 7

Upon the door Dwight spies the faint markings of magical runes, a telltale sign of a magical trap

Enemy:none present

1 hour 50.2 minutes elapsed time since arrival at Sky Castle.

50.2 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

22.9 minutes from casting Good hope and Stoneskin at the mausoleum

1.2 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)


Dwight hp 140/160, ac 33(touch 25)  d20+13=32 ; d20+7=8 ;
Wednesday August 25th, 2010 11:09:34 PM

Dwight shudders a bit, but whatever the effects, manages to shrug off most of it. (Save: 32 O-Yeah! Dmg 7)

Examine the runes, he tries to decipher them (spellcraft 8 + 2GH = 10 -- natural 1), but doesn't have a clue. He then describes it to others, hoping they have better luck. (Not sure if message is still active, if not, he'll return and explain what he found.)

Dwight is unable to convey much, not enough to allow anyone to identify the spell or school by the runes - DM Dan

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 
Thursday August 26th, 2010 1:27:12 PM

The effects of the horror house and all the undead seem to be affecting the self-confident sorcerer. Whatever the cause, Jass remains uncharacteristically silent. He merely drops a hand into his Pants o Plenty and withdraws a potion, quaffing it with a little gurgle.

...Actions
pull Potion of Darkvision - move action with Pants
drink Potion of Darkvision - standard action

...Effects
Alter Self: CL 19; 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Fly Spells: CL 19; 19 minutes duration; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 5 0 0 0 1


Dwight hp 140/160, ac 33(touch 25) 
Thursday August 26th, 2010 9:08:25 PM

Dwight informs the group he spotted a rune on the door, but couldn't identify it. He also mentions something caused him slight pain as he floated down the hall.

OOC: What condition are the doors in? Do they appear sturdy, or could they easily be broken? Where was the rune?

DM Dan K Doors is very sturdy looking with metal reinforcing bands about the top midsection and bottom. Dwight saw portions of runes all ove, under the black urine-like substance

"Unfortunately, I can find the trapsss, but can't disssarm them very well," he informs the others hoping they understand why he didn't attempt to disarm it.

======================
DM Sanity Stuff

Flying Broom -- middle of hall
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Hide from undead - 210 Minutes

Syr Ac 38/37 HP 216 
Thursday August 26th, 2010 9:46:55 PM

Syr watches as Dwight returns and tells the group of the trap, "So then we just set them off?" He pauses for a moment lost in thought and searching himself. "I've never tried before, but I think I can manage an ape or two... Can't talk to it but I can scare the heck out of it? What do ya'll think?"

Belkior - HP 146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Thursday August 26th, 2010 10:35:15 PM

The halfling cleric waits until the group moves forward. Belkior will stay with the group rather than venturing ahead to where the skills of a rogue are clearly needed.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 58.9 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.8 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.8 minutes

Spells
0 - DC 18 - Detect Magic(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Second Floor Left Wing DM Dan k 
Sunday August 29th, 2010 4:49:50 PM

Dwight admits to not being vert good at disarming traps, especially true for magical traps. Syr mentions perhaps the group could summon some creatures to bash in teh door and simply set them off.
Jass rummages about in his pants. If they weren't magical it would be a bit obscene.

The group still standa 10' from the door. A moagical trap possibly crafted by one of the powerful lich lords upon it.

Enemy:none present

1 hour 50.3 minutes elapsed time since arrival at Sky Castle.

50.3 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23 minutes from casting Good hope and Stoneskin at the mausoleum

1.3 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Tratain Current Spells AC 39 HP 221/211 
Sunday August 29th, 2010 8:59:59 PM

Tratain says "Can anyone identify what that is? Vedik or Jass maybe? If not I'll just go set it off. The rest of you will need to stand back a bit though."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  d20+31=40 ;
Monday August 30th, 2010 8:09:38 AM

Vedik mentions something about it not spelling like urine. He then examines the rune from a distance, trying to discern its aura.

OOC:
Spellcraft 40

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.7 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.7 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.7 Minutes (Cast in Chazrack fight)

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62  d20+6=23 ; d20+20=37 ; d20+18=21 ;
Monday August 30th, 2010 12:46:38 PM

Jass shrugs and grins. "It's going to be hard for me to know what it is or to dispel it if I can't see it, but I'll give it a try."

The sorcerer comes in behind Vedik, looking towards where Dwight indicated and seeing if he can identify any rune, spell component, or spell effect for the group.

...Actions
Spot; 23
Spellcraft: 37
Know Arcana: 21

...Effects
Alter Self: CL 19; 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Fly Spells: CL 19; 19 minutes duration; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 5 0 0 0 1

Dwight hp 140/160, ac 33(touch 25) 
Monday August 30th, 2010 5:03:13 PM

Dwight attempts to float up or over to be out of the draft path of the short hallway, just in case it spews fire or something. Just the thought causes him to shiver, and scratch the irritating rash on his arms.

Quick answers DM Dan k 
Monday August 30th, 2010 8:54:00 PM

The runes are part of a magical trap, only Dwights Search check found them. They are not visible to anyone else

Dwight hp 140/160, ac 33(touch 25) 
Monday August 30th, 2010 9:09:00 PM

Dwight is willing to describe the location of the runes, but again, could not decipher them. He also mentions the weird feeling he got going down the hall, which caused him some minor discomfort.


Belkior - HP 146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+14=20 ;
Monday August 30th, 2010 10:11:26 PM

The halfling cleric listens carefully to the debate before speaking. While he is waiting, Belkior casts Detect Magic and studies the spell on the door, hoping to identify what he and his companions are facing.

"Let's see if we need to do this, Jass."
Spellcraft = 20

"I have a wand of Dispel Magic, at 10th level, but I doubt that it will do much in this situation. Is it worthwhile my using a Greater Dispel Magic?"

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 58.7 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.7 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.7 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Syr Ac 38/37 HP 216 
Monday August 30th, 2010 11:08:43 PM

Syr waits patiently by, unsure of how to proceed. He mumbles to Mac, "This is why we had Xenia around, I dunno about this stuff."

Mac AC:31 HP:201/201 Large Speed 30'(land)/60'(flight) 
Tuesday August 31st, 2010 12:41:06 AM

"I hear you Syr. I don't either. Can't say I'm entirely fond of the ape idea, but I'm short on alternatives. In the scheme of things, the Shields would be better off if she were still here... unless... Hey Monthor, what can you tell me about these walls? More to the point, how hard would they be to breach? We could avoid the muck and give us an unexpected entry point. Of course, any element of surprise would likely go with it."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday August 31st, 2010 1:13:25 AM

Watching the others work, Echlhin waits to see what results from Belkior's actions.

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 
Tuesday August 31st, 2010 3:06:38 PM

"Using a conjured animal as a trap detector sounds like the best idea so far", states Jass. Since he's not a conjurer, the sorcerer hangs back and waits.

...Actions
Spot; 23
Spellcraft: 37
Know Arcana: 21

...Effects
Alter Self: CL 19; 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Fly Spells: CL 19; 19 minutes duration; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 5 0 0 0 1

Dwight hp 140/160, ac 33(touch 25) 
Tuesday August 31st, 2010 8:49:07 PM

"Thessse trapsss are like normal onesss. It will go off, kill the poor critter, but remain active and ssstill affect usss when we walk passsst."

Dwight look to Tratain to see if he is still willing to go and remove it somehow.

"If we could pop it off the door, we could jussst sssstuff it in a crack in the wall, hindering itsss ability."



MonthorHit Points:(213 of 213) AC 39 
Tuesday August 31st, 2010 9:27:29 PM

Monthor looks at new-guy-Mac...
" Don't know much about the wall but me knows me's going through this door soon if the trap/magic guys don't do something......"

{ ooc< a week plus of play time on a door guys? Really? }

The Door DM Dan k 
Tuesday August 31st, 2010 11:20:25 PM

The group still stands at the had of a short hall. 10' away lies a door. Belkior' detect magic reveals powerful magic everywhere including upon the door, but he is unable to discern the school or much else. The idea of using a conjured creature is again broght up. The trouble is that the trap would remain in effect after the creature set it off. Could the walls be breached allowing access from another direction? Unknown.

Enemy:none present

1 hour 50.4 minutes elapsed time since arrival at Sky Castle.

50.4 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23.1 minutes from casting Good hope and Stoneskin at the mausoleum

1.4 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)


Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells  36d6=111 ; 5d6=22 ;
Wednesday September 1st, 2010 8:32:06 AM

"Let's be done with this door an tha trap thats on it." He waits for the party to be ready, then disintegrates the door.

OOC:
Cast Disintegrate on the door. DC 27 save. 111 damage on a failed save, 22 otherwise.
Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.6 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.6 Minutes (Cast in Chazrack fight)

Jass-Lizardfolk AC:32 HP:126/113 (False Life) and Furball AC:21 HP 75/62 
Wednesday September 1st, 2010 1:08:08 PM

Jass laughs, "A dwarf after my own heart!" and waits for the melee experts to go through first.

...Actions
Spot; 23
Spellcraft: 37
Know Arcana: 21

...Effects
Alter Self: CL 19; 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Fly Spells: CL 19; 19 minutes duration; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 5 0 0 0 1

The Door DM Dan k  d20+10=17 ;
Wednesday September 1st, 2010 9:12:19 PM

Vedick decides the debate about what to do or not do with the door is at an end. A green beam leaps from his fingers striking the door squarely. A dull glow grows about the door and then it is simly gone. Jass gives a nod of appreciation to the direct minded dwarf and waits for Syr, Monthor and Mac to take the lead.

With no door blocking the way, the party can see that just beyond the hall continues for 5' and then abruptly angle to the left 45 degrees.

1 hour 50.5 minutes elapsed time since arrival at Sky Castle.

50.5 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23.2 minutes from casting Good hope and Stoneskin at the mausoleum

1.5 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)


Dwight hp 140/160, ac 33(touch 25)  d20=11 ;
Wednesday September 1st, 2010 10:30:45 PM

Dwight takes the rear, floating high to allow a good shot with his bow over the shoulders of his comrades.

As he floats, he takes a mental picture of the mansion, and the hallway. He confirms in his mind, that that hallways and rooms fit into the expected space allotted within a building. (i.e. he is trying to visualize the inside is no bigger than the outside would allow).

OOC: Not sure if a roll is even needed....11 Spatial knowledge? + 2 (int) = 13

======================
DM Sanity Stuff

Flying Broom -- middle of hall
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting Gray Knights.)
Hide from undead - 210 Minutes

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Wednesday September 1st, 2010 11:58:03 PM

Echlhin follows along with the group, using his ability to try and determine if they are heading towards what he felt.

MonthorHit Points:(213 of 213) AC 39 
Thursday September 2nd, 2010 7:40:13 AM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Shield Other - 21 Hours
Stoneskin 111pts- 125 minutes
Protection from Energy Cold 30 pts
Deathward
Protection from evil
(+2AC, saves)
Current AC vs evil (41)
-----------------------------------

"Me gots point."



Mac AC:31 HP:201/201 Large Speed 30'(land)/60'(flight) 
Thursday September 2nd, 2010 8:39:54 AM

Spells, etc.: HeartLight(Active), Stoneskin(0/100), Good Hope, Protection From Evil, Hide From Undead, Fly
------------

"I've got your back."

Mac follows directly behind Monthor.

Jass-Lizardfolk AC:32 HP:126/113 and Furball AC:21 HP 75/62  d20+6=15 ; d20+6=20 ;
Thursday September 2nd, 2010 10:40:07 AM

"It is so nice to know that there is always someone encased in armor who will step in the way when pointed objects are swinging around", Jass mentions to Echlhin as the sorcerer easily walks behind Syr through the doorway.

Despite his banter, the human runs a nervous hand through his unruly blonde hair and keeps an eye out on the ceiling and floors for any more surprises.

...Actions
Spot; 16, 20

...Effects
Alter Self: CL 19; 190 minutes; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hours; +13 hit points (shared)
Stoneskin (CL 15, 136/150 minutes. Cast after Meeting Gray Knights.)
Good Hope - Gone
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Fly Spells: CL 19; 19 minutes duration; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 5 0 0 0 1

Vedik AC 25 (14 touch) HP 167/191 Character Sheet Spells 
Thursday September 2nd, 2010 8:11:05 PM

Vedik moves in with the group, letting the heavy hitters take point.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.6 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.6 Minutes (Cast in Chazrack fight)


Belkior - HP 146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Thursday September 2nd, 2010 10:00:57 PM

The halfling cleric tags along with the others, worried about what they might find around the corner.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 58.5 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.5 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.5 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Around the Bend DM Dan k  6d6=24 ; 12d6=42 ; d20+15=18 ; d20+15=35 ; d20+15=18 ;
Thursday September 2nd, 2010 11:53:09 PM

Dwight conjures up a memory of the mansion from theo outside and where they were heading. The exterior of the mansion suggests the passage beyond the door easily fits within the actual structure.
Monthor takes Point, Mac directly behind and the rest trail after closely. All are alert and battle ready. As the cooridor is entered each of theheroes feel a pull or weakening, some to a greater extent than ofthers
All Lawful OR Good characters Will Save 24 Dmg 24 or half
All Lawful Good characters Will Save 24 Dmg 42 or half


Monthor moves around the bend and pulls up short. The corridor continue just another 10' and opens into what from here appears to be a great marbled circular room. Standing in the center, pointing a great clawed finger at the dwarf, is a 9 foot tall winged demon. Hard scales can be seen covering its body, its wings spread out to either side blocking all sight beyond it. A glowing and shimmering snake like piece of metal rests easy in one hand.
A blue flash surrounds Monthor for the breifest of moments. Greater Dispel Magic
Shield Other - 21 Hours Caster Level 18 Fail
Stoneskin 111pts- 125 minutes Caster Level 35 sucess
Protection from Energy Cold 30 pts Caster Level 18 Fail
by my count Protection from Cold and Deathward expired long ago

https://docs.google.com/leaf?id=0B7bmQgsGo2wkM2FiZDkwZTItNmFiOC00ZWNhLWIxNWQtYTI3MzkzOGYxODhm&sort=name&layout=list&num=50

Combat rounds.
I did not put any beside Mac and Monthor on the map. Everyone else starts behind them. Mac is considered Squeezed, each square costs double

Enemy Present [Absolutely]

1 hour 50.6 minutes elapsed time since arrival at Sky Castle.

50.6 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23.3 minutes from casting Good hope and Stoneskin at the mausoleum

1.6 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Mac AC:31 HP:201/201 Large Speed 30'(land)/60'(flight) 
Friday September 3rd, 2010 1:48:13 AM

OOC: Am I the only one getting this message when trying to view the map?
Sorry, the page (or document) you have requested is not available.

SteveK: I am too.

MonthorHit Points:(201 of 213) AC 39  d20+14=28 ;
Friday September 3rd, 2010 8:15:54 PM

No access to the map....

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

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
DM Dan K Stoneskin was dispelled and Protection from Evil expired
Stoneskin 111pts- 125 minutes
Protection from evil
(+2AC, saves)
Current AC vs evil (41)


---------------------------
Will save 28 for 12 damage.

" TRATAIN! Lean into MAC. MAC lean into MEES.... We're heading out! "

Activates Helm of teleportation.

ooc> Now this gets a little more difficult. I don't have access to the map. The goal would be to arrive directly in front of the creature. Usually, I would have said, in back of the creature, but we can't see what's behind it.



Mac AC:31(32 vs Demon) HP:180/201 Large Speed 30'(land)/60'(flight)  d20+18=31 ; d20+34=42 ; 3d6+24=31 ; d20+29=48 ; d20+29=43 ; 3d6+24=35 ; 8d6+48=69 ; d20+24=34 ; 3d6+24=28 ;
Saturday September 4th, 2010 1:15:10 AM

Last round: Mac feels the magic tear into him (31 vs 24 for 21 - HP:180/201)
- - - - - - - - -
Spells, etc.: HeartLight(Active), Stoneskin(0/100), Good Hope, Protection From Evil, Hide From Undead, Dodge, etc.
- - - - - - - - -
No time like the present! Monthor's teleport has hopefully brought them UC&P with scaly here, and given no plans for a chat over an ale, Mac has at it! He hits (42 for 31), (48 for 35 [CC43 for and additional 69]) and (34 for 28).
- - - - - - - - -
DM Dan: AoOs(CR - up to 7): d20+34|3d6+24 [19+/x3(+2d6)]


Jass-Lizardfolk AC:32 HP:144/143 and Furball AC:21 HP 75/62  d20+19=33 ; d20+20=24 ;
Saturday September 4th, 2010 8:15:56 AM

Jass' mind is assaulted by dark powers and he is able to withstand it after an instant of sweat breaking out on his forehead. "The spell was still there", he mumbles in disgust to himself.

And then the armored dwarf makes contact. Jass can't see anything other than Mac, Monthor, and Tratain disappearing in a teleportation spell, and the sorcerer figures that Monthor found a lich.

Jass casts a quick [i]Haste[i] spell on Syr, Belkior, Echlhin, Vedik, and Dwight and delays his own run to the corner (but not around it and into oncoming magic or missle fire) until the other physical fighters can move out.

...Actions
Will : 33 - 12 damage
Spellcraft: 24 recognize teleport Monthor
Cast Haste; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight 19 rounds; +1 AC, Reflex, Full Attack, +30 move

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 127/150 min. Cast after Meeting Gray Knights.)
Prot v Evil - Gone
Fly Spells: CL 19; 17.4/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 19/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1


Around the Bend DM Dan k 
Saturday September 4th, 2010 12:16:22 PM

hopefully map is good now.

Dwight hp 140/160, ac 33(touch 25, 34 hasted))  d20+13=31 ;
Saturday September 4th, 2010 5:32:54 PM

Will Save: 31

Dwight considers his options quickly in his head as he hears the glee in Monthor's voice sudden change to much further away, indicating he teleported.

Dwight activates his ring of Blink, then advances only far enough to see the creature, hoping this is still in the hallway, but following the options available while feeling the common affects of being hasted!

(Depending on who is standing in front of the creature, and how tall the hallway ceiling is depends on where Dwight stands. He wants to have a shot at the creature and can probably shoot past Monthor, but not Mac; which may require moving into the room then)

======================
DM Sanity Stuff

Flying Broom -- middle of hall
Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting new friends.)
Hide from undead - 210 Minutes -- cast before entering mansion
Haste +1AC, full attack, etc. (cast beginning of mansion combat)

Belkior - HP 134/146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+29=42 ;
Saturday September 4th, 2010 10:43:44 PM

The halfling cleric resists the worst of whatever magical effect has attacked his companions and himself. So long as Mac is squeezing through the space, he can't move forward. But, as soon as the minotaur is out of the way and Jass has shared his magic, Belkior will try to keep pace with the sorcerer.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 58.4 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.4 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.4 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Guardian Round 2 DM Dan k  d20+15=16 ; d20+15=29 ; d20+10=25 ; 2d6+38=41 ; 2d6+38=49 ; d20+15=27 2d6(1+4)+38=43 d20+15=21 2d6(5+4)+38=47
Sunday September 5th, 2010 9:25:58 AM

Monthor takes Mac and teleports in front of the creature. A look of confusion swipes across its face at the move from the warrior
Mac attacks, his weapon connecting twice and great gouts of blcak ichor spray the area
Jass casts Haste, affecting himself, Syr, Belkior, Echlhin, Vedik, and Dwight. With Mac and Monthor sounding engaged, he moves to the corner.
Dwight moves up around the corner after activating his Ring of Blinking, and can just catch sight of the creature past Mac. It appears to be a horned Devil. The creature moves however and Dwight loses sight of it. [activating the ring and moving is all actions in a round. Also note that the broom's speed of 40 is unaffected by the Haste spell]
Belkior moves up to see around the bend.
Tratain moves down th e hall around the bend and then into position to strike at the devil. Pulling his warhammer he prepares to strike next round. [Move to the Devil was 60' and took full round.]
Syr moves into the room and circles around.

The Devil strikes with the glowing chain. Swinging once at Monthor and twice at Mac. The strike goes high over the dwarf, but then comes back in on Mac, inflicting terrible wounds.
[Hit Touch AC 25 and 20 Dmg 41 and 49]

As Tratain moves into the room the devil strikes at him. [Hit Touch AC 27 Dmg 43]

Syr circles and the devil strikes [Hit Touch AC 21 Dmg 47]

https://docs.google.com/leaf?id=0B7bmQgsGo2wkMTI5MTJkYTAtNDcyZi00N2MxLWFjYmUtZDE5YzY5ZGE1NTY0&hl=en&authkey=COKY6IAF

Combat rounds.

Enemy Present [Guardian]

1 hour 50.7 minutes elapsed time since arrival at Sky Castle.

50.7 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23.4 minutes from casting Good hope and Stoneskin at the mausoleum

1.7 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Tratain Current Spells AC 39 HP 194/211  d20=16 ; d20+25=40 ; d20+20=35 ; d20+15=27 ; d20+10=24 ; d8+8=15 ; d6=4 ; d6=1 ; d8+8=15 ; d6=6 ; d6=3 ; d8+8=9 ; d6=4 ; d6=6 ; d8+8=12 ; d6=6 ; d6=4 ;
Sunday September 5th, 2010 10:21:42 PM

Tratain is able to shrug off some of the damage inflicted by the spell (Passed Will Save)

When Monthor Teleports to he creature Tratain goes with the Dwarf, and once next to the creature Tratain swings at it with his Warhammer.

Tratain's Warhammer is Magic, Good Aligned and Adamantite for Overcomming DR.
Hits AC 40 for 15 Physical 5 Holy Damage
Hits AC 35 for 15 Physical 9 Holy Damage
Hits AC 27 for 9 Physical 10 Holy Damage
Hits AC 24 for 12 Physical 10 Holy Damage

OOC: Sorry for bad posting, work is crazy until next week but I'll make sure I make time to post. Monthor don't forget Tratain takes half you damage. I took 6 from the spell.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes


Dwight hp 140/160, ac 33(touch 25, 34 hasted))  d20+29=30 ; d6=1 ; d6=3 ; d6=2 ; d6=1 ;
Monday September 6th, 2010 2:59:44 PM

Unsure of what is happening in the battle as the demon seems to have moved out of visual range, Dwight advances, arrows readied.

As Dwight enters the room, he floats up and along the opposite side of the wall the demon moved.

OOC: The map appeared the same as the original, but since the demon moved, I'm guessing Dwight doesn't have a clear shot to fire his arrows. If Dwight had a shot, he would rather fire (a full rounds worth) than enter the room.

Still with movement (hasted), I think Dwight can get one shot off.

Hit: 30 (nat 1)
dmg: 9 + 5(holy) + 1(ice) = 15

Syr Ac 38/37 HP 210/216  d20+20=30 ;
Monday September 6th, 2010 4:01:10 PM

Syr passes through the symbol area and winces in pain at the effect (Will save 30). Watching the others teleport away in front of him, the elf smiles, "Looks like I'm the new point." He moves quickly through the now empty corridor to catch up to them, all the while hoping he doesn't set off any new traps.

Seeing that the others are handling the devil, he continues on circling around the devil and looking for an exit to the room to watch over. (How does D10 sound for a location?) Once there, he assesses the situation and if possible heals himself.



DM Dan k 
Monday September 6th, 2010 7:27:14 PM

I'll be posting an updating the map later tonight

MonthorHit Points:(201 of 213) AC 39  d20+29=42 ; d10+30=38 ; 2d6=9 ; d6=2 ; d6=4 ; d20+24=41 ; d10+30=35 ; 2d6=11 ; d6=4 ; d6=3 ; d20+19=21 ; d10+30=38 ; 2d6=6 ; d6=6 ; d6=4 ; d20+14=16 ;
Monday September 6th, 2010 9:03:06 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
DM Dan K Stoneskin was dispelled and Protection from Evil expired
Stoneskin 111pts- 125 minutes
Protection from evil
(+2AC, saves)
Current AC vs evil (41)

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

Shucking and jiving, the little bundle of death starts to dance with the devil.

" SAY HELLO TO ME LITTLE FRIEND!!!! "

---------------------------------------------
Two handed power attack
-5 to hit/+10 damage

Attack 1 Hits AC 42 for 38 physical, 9 holy, 2 shock, 4 frost

Attack 2 Hits AC 41 for 35 physical, 11 holy, 4 shock, 3 frost

Attack 3 Hits AC 21 for 38 physical, 6 holy. 6 shock, 4 frost

Attack 4 Hits AC 16 miss.

ooc> Shield Other was dispelled (wasn't it?}

Mac AC:31(32 vs Demon) HP:110/201, Speed 30'(land)/60'(flight)  d20+34=38 ; 3d6+24=33 ; d20+29=40 ; 3d6+24=37 ; d20+24=36 ; 3d6+24=35 ;
Monday September 6th, 2010 9:48:35 PM

Spells, etc.: HeartLight(Active), Stoneskin(20/100), Good Hope, Protection From Evil, Hide From Undead
Feats, etc.: Dodge, Endurance, Mobility (additional +4 AC), Run
- - - - - - - - - -
Mac takes a 5' step around, hoping to eventually get into a flanking position with Monthor or Tratain, but hoping it won't take that long. He also wants to let loose with a Power Attack, but hasn't gauged his opponent sufficiently well to risk it (AC 35 to 42). Instead he tries again to land three solid blows.
[1] AC38 for 33, [2] AC40 for 37, and [3] AC36 for 35.
- - - - - - - - - -
AoOs:(CR - up to 7) d20+34|3d6+24 [19-20 / (x3+2d6)]


Syr Ac 38/37 HP 210/216  d20+22=24 ; d20+22=42 ; d20+22=28 ; d20+22=28 ; d20+22=35 ; d20+17=33 ; d20+12=26 ; 3d6+9=25 ; d6=2 ; 3d6+9=18 ; 3d6+9=14 ; 3d6+9=19 ; 3d6+9=19 ; d6=4 ; 3d6+9=20 ; d6=2 ; 3d6+9=20 ;
Tuesday September 7th, 2010 12:19:48 AM

Syr easily dodges out of the way of the chain (Touch AC 29) and steps in to land some blows of his own. (Attack 24, crit-AC28 to confirm, 28, 35, 33, 26) & Damage (25+2(shock), 18+14(if confirm), 19, 19+4(ice), 20+2(fire), 20)

In between shots, he continues looking around, "Guys, if there is no way out of here, why are we fighting this thing? Why not just leave? How do we tell if it's one of the 'Lords?' I mean we came through a wall, it's not like we were expected here and yet there is a trap awaiting us? Something just doesn't add up."

(OOC: An AC to hit might make things less confusing?)

Bless +1 to hit
Stoneskin (CL 15, 136.3/150 minutes. Cast after Meeting Gray Knights.)
Haste +1 AC and Reflex Saves

Vedik AC 26 (15 touch) HP 146/191 Character Sheet Spells  d20+21=32 ;
Tuesday September 7th, 2010 9:19:12 AM

Vedik shrugs off the initial attack, taking half damage. He moves forward and seeing this is not a serious threat, he throws a simple spell to help end the foe.

OOC:
Will Save DC 24: Passed:
Vedik takes 21 damage.
Fly to I-4
Cast Grease under the demon: DC 22: *note, unless the creature has 5 ranks or more in balance, it's considered flatfooted while balancing in the area.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.4 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.4 Minutes (Cast in Chazrack fight)
Haste: CL 19, 17 rounds

Mac AC:31[Tch:21, F/F:25](+1 vs Demon) HP:149/201, Speed 30'(land)/60'(flight) 
Tuesday September 7th, 2010 9:56:26 AM

OOC: second chain (touch) attack barely misses (touch and flat foot details now included above), hence damage changed. Ignore move to flank - already flanking with Syr, and so attacks hit +2AC from earlier this round.

A map I've put together practicing with POVRay. Comments/suggestions welcomed.

Lurking Around - DM/Al 
Tuesday September 7th, 2010 10:32:09 AM


OoC: Nice app. You've given some nice texture to something that is inherently flat. You wouldn't expect to bring full 3D to something like this, but the texture does bring a pleasing sense to the eye. Interesting challenge. Well executed.

Jass-Lizardfolk AC:32 HP:144/143 and Furball AC:21 HP 75/62 
Tuesday September 7th, 2010 10:48:13 AM

Jass takes a peek and notes that Monthor, Tratain, Mac, and Syr have the devil pretty well in hand, (and axe, and mace, and sword), so there is little incentive to join the battle.

Syr's concern, however, makes the sorcerer think. "Hey Echlhin, Belkior, Dwight, and Vedik. If the five of us are the main magical arm of the two groups, I think we need to set up how we are going to find and defeat the various magical stuff that will be in this palace of death."

Jass lets that sink in as Monthor sinks his axe into the devil. "Like, are we going in the right direction? And do you have any detection spells for magic, locate the path, or any other non-combat useful stuff?"

"I've got a Darvision and See Invisible wand, and a couple of Prying Eyes scrolls, and some spells to defeat detection. But very little in the way of dectecting something in the first place."

...Actions

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 127/150 min. Cast after Meeting Gray Knights.)
Prot v Evil - Gone
Fly Spells: CL 19; 17.4/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 19/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  d20+28=47 ;
Tuesday September 7th, 2010 2:27:25 PM

((Sorry for the lack of posting, didn't see a post when I checked on Thursday night and didn't think we posted on holidays so I haven't checked until now))

(Will save for Good = 47, passed)

"At the moment, I haven't anything available for detection other then the ability granted me by Gargul." Echlhin says, trying to answer Jass' question. "Come to think of it, we've had little time to prepare from our last obstacle to the current. If there is anything you can think would be useful, feel free to suggest it."

Goggles of Night worn
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Stoneskin (CL 15, 99.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.4 Minutes (cast leaving dracolich pile)
Haste: CL 19, 17 rounds


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 179 of 191 
Tuesday September 7th, 2010 2:28:40 PM

(updated hp for 1/2 damage)

Guardian Round 3DM Dan k  d20+16=22 ; d20+19=29 ; d20+14=15 ; d20+9=21 ; 2d6+43=50 ; 2d6+43=50 ; d20+12=13 ; d20+12=29 ;
Tuesday September 7th, 2010 9:17:36 PM

OOC way cool Map

Monthor steps into the devil and attacks, but each swing is just a bit slower than the Devil and he misses each one.
Mac finds the Devil more prepared as well, and each of his swings fails to find it's mark.
Syr's fists and feet flash nearly faster than the eye can follow and one strike finds' its way through the devils defences.
Vedik floats into the room and Casts Grease at the feet of the devil

Dwight moves in and fires a single arrow, but the shot is errant and goes high and wide right.

Jass begins a discussion on tactics. The lack of an apparent exit is brought up by Syr. Is this fight necessary. Wit the group having come through a wall it seems unlikely the Lich's could have prepared a trap, but it certainly seems as though they have.

The creatures eyes remain narrow and focused on his targets, Mac and Monthor. The chain slashes once at the Dwarf and twice at Mac. This time the creatures tail lashes at Syr and his teeth come in Tratain's direction.
The Grease spell seems to be having little affect on the Guardian Devil

The Chain lashes into Monthor [Hit Touch AC 29 Dmg 50 Fort Save DC 27 or be stunned]
The Chain slashes at Mac connceting once [Hit Touch AC 15 and 21 Dmg 50 Fort Save DC 27 or be stunned]
The Tail Lashes at Syr, missing horribly. [Hit AC 13]
The Devil then tries to bite Tratian's head off but he is far too quick [Hit AC 29]

Combat rounds.

Enemy Present [Guardian Devil]

1 hour 50.8 minutes elapsed time since arrival at Sky Castle.

50.8 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23.5 minutes from casting Good hope and Stoneskin at the mausoleum

1.8 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

OOC I'm sure you all noted the increase in damage. I messed up the Power attck from him last round. Bonus for you guys Also missed the stun effect to Mac. That is why they 'suddenly' are around

Vedick is at I/4 and Dwight at F/3 I am having map issues apologies
https://docs.google.com/leaf?id=0B7bmQgsGo2wkMTI5MTJkYTAtNDcyZi00N2MxLWFjYmUtZDE5YzY5ZGE1NTY0&sort=name&layout=list&num=50

Belkior - HP 134/146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Tuesday September 7th, 2010 9:43:12 PM

The halfling cleric doesn't think that he needs to move closer but will if he must. Invoking some of his divine training, Belkior casts a healing spell to cure some of the damage received by Mac.

Actions
Standard - cast Heal, healing Mac for 150 hps using Divine Reach

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 58.2 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.2 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.2 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Syr Ac 38/37 HP 210/216  d20+22=27 ; d20+22=40 ; d20+22=38 ; d20+22=40 ; d20+17=24 ; d20+12=13 ; 3d6+9=22 ; 3d6+9=15 ; 3d6+9=23 ; d6=4 ;
Tuesday September 7th, 2010 11:09:06 PM

Syr frowns as most of his blows miss the large figure. Concentrating more, he carefully aims several kicks at the Guardian trying to get a leg to buckle.

(attack 27,40,38,40,24,13 damage miss?, 22,15,23+4ice, miss?, miss?)

Bless +1 to hit
Stoneskin (CL 15, 136.3/150 minutes. Cast after Meeting Gray Knights.)
Haste +1 AC and Reflex Saves

Mac AC:31[Tch:21, F/F:25](+1 vs Guardian Devil, +2 vs Evil) HP:201/201, Speed 30'(land)/60'(flight)  d20+26=45 ; d20+36=55 ; d20+36=50 ; 3d6+24=36 ; 8d6+48=76 ; d20+31=42 ; 3d6+24=39 ; d20+26=45 ; d20+26=29 ; 3d6+24=34 ; 8d6+48=80 ;
Wednesday September 8th, 2010 8:18:48 AM

OOC: Not having a good math week - have been noting the Protection from Evil, but not factoring it into AC. But I am now!
Spells, etc.: HeartLight(Active), Stoneskin(20/100), Good Hope, Protection From Evil, Hide From Undead. Feats, etc.: Endurance, Mobility (additional +4 AC), Run

Save versus Stun: 45 - success.

The healing fills the taur. "Thanks Belkior, and Alemi."

Then he turns his martial attentions back to the devil. [1] AC55 for 36 (CT50 for an additional 76), [2] AC42 for 39, and [3] AC45 for 34 (CT29 for an additional 80)

AoOs:(CR - up to 7) d20+36|3d6+24 (19-20 / +8d6+48)

DM Note, Mobility to your AC only counts when invoking AoO by moving.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 179 of 191 
Wednesday September 8th, 2010 2:03:47 PM

Thinking something might be odd about this situation, Echlhin casts True Seeing on himself, looking at the combat situation.

Goggles of Night worn
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Stoneskin (CL 15, 99.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.4 Minutes (cast leaving dracolich pile)
True Seeing: 18 minutes
Haste: CL 19, 16 rounds

Jass-Lizardfolk AC:32 HP:144/143 and Furball AC:21 HP 75/62  d20+22=40 ; d20+19=23 ; d20+19=35 ; d20+19=36 ; d20+19=29 ; d20+19=37 ; d20+19=32 ;
Wednesday September 8th, 2010 4:00:36 PM

Jass also notes the battle is going on longer than anticipated. The sorcerer readies himself to act pending the observations of Echlhin (and his True Seeing).

If the devil is real and not just an illusion, Jass will cast a Targeted Greater Dispel Magic on the devil to reduce its magical defenses.

...Actions
Readied Greater Dispel Magic: targeted on devil Spell Penetration: 40 Spells: 23, 35, 36, 29, 37, 32

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 127/150 min. Cast after Meeting Gray Knights.)
Prot v Evil - Gone
Fly Spells: CL 19; 17.4/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 17/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1

Vedik AC 26 (15 touch) HP 146/191 Character Sheet Spells 
Wednesday September 8th, 2010 5:07:36 PM

Vedik pulls out a wand and activates it, casting Enlarge Person on Monthor.

OOC:
Use Wand on Monthor: CL 1, duration 1 minute

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.3 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.3 Minutes (Cast in Chazrack fight)
Haste: CL 19, 16 rounds

MonthorHit Points:(182 of 213)  d20+24=31 ; d20+34=39 ; d20+29=45 ; 2d8+21=32 ; 2d6=3 ; d6=3 ; d6=2 ; d20+24=38 ; d20+19=38 ; d20+29=32 ; d20+29=37 ; d20+29=40 ; d20+19=28 ; d20+29=31 ; d20+29=41 ; 2d6=6 ; 2d6=5 ; 2d6=8 ; d6=4 ; d6=3 ; d6=4 ; d6=1 ; d6=6 ; d6=3 ;
Wednesday September 8th, 2010 8:32:23 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.

AC vs Evil- 39

-------------------------------------
ooc> Ajusted HP for Shield Other
Tratain take 12 (1st round) and 25 (second round)
I also adjusted AC vs Evil to reflect Shield Other and the expiry of Protection from Evil

Fort role = 31 ( I counted a +2 for dwarven resistence to spell like effects. Make it 29 if this isn't the case)

--------------------------------------
A suddenly larger Monthor quickly reflects on his missed attacks.
{ Well, that be just NOT acceptable!}
And he tries again. This time, without the power attack (but still two handed)

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

Attack 1 Hits AC 39 32 physical, 6 holy, 4 shock, 1 frost)

Attack 2 Hits AC 45 for 32 physical, 3 holy, 3 shock, 2 frost

Attack 3 Hits AC 38 for 37 physical, 5 holy, 3 shock, 6 frost)

Attack 4 Hits AC 38 ( Crit role 28 AC - 40 (crit 112) physical, 8 holy, 4 shock, 3 frost)



Dwight hp 140/160, ac 33(touch 25, 34 hasted))  d20+29=34 ; d6=5 ; d6=6 ; d6=5 ; d6=4 ; d6=3 ; d20+24=27 ; d20+19=24 ; d20+29=38 ; d6=5 ; d6=2 ; d6=5 ; d6=5 ; d6=1 ; d20+29=35 ; d6=1 ; d6=2 ; d6=1 ; d6=6 ; d6=1 ;
Wednesday September 8th, 2010 9:30:28 PM

Dwight ignores the current conversation as the heat of battle is his focus, even though he isn't a front line fighter.

Pulling his bow back in quick successions, he fires into the demons upper torso.

OOC: Adding in Sneak Attack damage as I believe Dwight is flanking with somebody, but can't see map to confirm

Att #1 ice arrow
Hit: 34
dmg: 13 + 11(holy) + 4(ice) + 3(sneak) = 31

Att #2
Hit: 27
dmg: miss

att #3
Hit: 24
dmg: miss

att: #4
Hit: 38
Dmg: 13 + 7(holy) + 5(ice) + 1(sneak) = 26

att #5
Hit: 35
dmg: 9 + 3(holy) + 6(ice) + 1(sneak) = 19

OOC: total with 3 hits, full damage: 76

While Dwight isn't surprised the demon is putting up a bigger fight than expected, he is leery nothing else has occurred, explaining his lack of focus on two shots.

======================
DM Sanity Stuff

Flying Broom -- middle of hall
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting new friends.)
Hide from undead - 210 Minutes -- cast before entering mansion
Haste +1AC, full attack, etc. (cast beginning of mansion combat)
Blink

Tratain Current Spells AC 39 HP 169/211  d20+25=29 ; d20+20=25 ; d20+15=35 ; d20+10=14 ; d8+8=11 ; d6=5 ; d6=1 ; d8+8=9 ; d20=5 ; d6=1 ; d6=1 ; d8+8=15 ; d6=6 ; d6=1 ; d20+15=31 ; d8+8=16 ; d8+8=13 ;
Thursday September 9th, 2010 12:24:27 AM

Tratain also thinks something is off with the Devil and tries to glance at its weapon to see if it has any distinctive characteristics while swinging away at the monster.

Tratain's Warhammer is Magic, Good Aligned and Adamantite for overcoming DR
Hit AC 29 for 11 Physical 6 Holy
Hit AC 25 for 9 Physical 2 Holy
Hit AC 35 for 15 Physical 7 Holy (Nat 20, AC 31 to Confirm crit to add 29 More Damage)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes



The white marbled chamber Dan k 
Thursday September 9th, 2010 7:40:57 AM

Syr misses with every swing
Mac scores a pair of devastating hits, spraying the area with black gore and causing the devil to stagger back on its heels.
Echlhin casts True Seeing and indeed the devil is quite real. What he also sees is the outline of a door in the far white plaster wall.
Jass redies with a dispel, but the devil is no illusion
Vedick draws a wand and casts Enlarge on Mothor
Monthor strikes once, but that is all that is needed and the devil collapses to its left with a last otherworldly cry.

The walls are faded and the plaster is peeling in many places. A pair of small bronze angels, now defaced and desecrated, flank the door in small windowlett alcoves.

Enemy Present [None]

1 hour 50.9 minutes elapsed time since arrival at Sky Castle.

50.9 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23.6 minutes from casting Good hope and Stoneskin at the mausoleum

1.9 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 179 of 191  d20+27=43 ; d20+27=46 ;
Thursday September 9th, 2010 10:58:50 AM

Echlhin informs the group of the outline of the door and takes a moment to look and listen. (Spot 43, Listen 46)

Jass-Lizardfolk AC:32 HP:144/143 and Furball AC:21 HP 75/62 
Thursday September 9th, 2010 12:55:52 PM

Jass is happy to see that he did not use a powerful spell against an enemy nearly dead, and focuses instead on the information Echlhin provides.

"A hidden door, eh? A handy Knock spell by one of you heroes can surely open that without a problem now."

And since the sorcerer doesn't have a Knock spell, he stands and waits for someone else to take care of the door. :-)

...Actions

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 127/150 min. Cast after Meeting Gray Knights.)
Prot v Evil - Gone
Fly Spells: CL 19; 17.4/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 16/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1

MonthorHit Points:(182 of 213) 
Thursday September 9th, 2010 8:48:45 PM

Monthor cleans his blade from the demon's blood.
" This chain weapon hurt. Can anyone cast a detect evil on it before it gets stored?"
" Also, Me only has one teleport left. We need to discuss options for the next beastie we face. The two butt kickers one cleric attack group works well, but we'll need someone to get us where we need to be. Do we have options?"
" Oh, and a little healing would be nice."



Belkior - HP 137/146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Thursday September 9th, 2010 9:57:00 PM

The halfling cleric prepares to move with his companions once they have finished here.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 58.1 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.1 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 208.1 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Syr Ac 38/37 HP 210/216  d20+22=23 ;
Thursday September 9th, 2010 11:24:42 PM

Watching as every swing misses it's target, he shakes his head after the devil falls next him splattering black blood on his tunic. He absentmindedly reaches down and wipes it. "Sorry guys, I doubt I'll be much use here. " Looking at Monthor, he comments on strategy, "I can move in fairly fast and occupy a single opponent until the cavalry arrives?"

The elf moves to the door and searches for a means to open it (Spot natural 1). Shaking his head he looks at the others.

(OOC: Wow, this is new. Looks like Syr might be just a diversion in combat, when only a natural 20 hits, he will be pretty ineffective. On the positive side, he does get 6 tries at it :)

DM Don't worry, not every opponent will be packing a 43 AC

Tratain Current Spells AC 39 HP 200/211  d8=4 ; d8=4 ; d8=2 ;
Friday September 10th, 2010 12:10:17 AM

Before the Group goes into the door Tratain gathers everyone close and casts Cure Serious Wounds Mass to heal the party before they move on. (Party Heals 31)

He asks that the Monster be searched for anything valuable as well.

He asks Dwight to examine the door to see if its trapped, not that anyone can do anything about it. Its just good to know if it is before he nods to Monthor to open it.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Vedik AC 26 (15 touch) HP 177/191 Character Sheet Spells 
Friday September 10th, 2010 9:08:12 AM

Vedik takes a moment to examine the monster, looking for any clues or treasure.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.2 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.2 Minutes (Cast in Chazrack fight)


Jass-Lizardfolk AC:32 HP:144/143 and Furball AC:21 HP 75/62 
Friday September 10th, 2010 12:24:37 PM

Jass offers an option. "If you want, I can stand behind Mac and beside Tratain and Dim Door the three of you up to the action. If I hide behind Mac, I don't think I'll be too vulnerable."

...Actions

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 127/150 min. Cast after Meeting Gray Knights.)
Prot v Evil - Gone
Fly Spells: CL 19; 17.4/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 16/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1

Dwight hp 140/160, ac 33(touch 25, 34 hasted))  d20+18=19 ; d20+12=21 ; d20+16=20 ;
Friday September 10th, 2010 3:56:21 PM

Dwight nods at Tratain direction and floats over to the door, where he takes a closer look.

spot: 19

search (for traps on door--rogue): 21

Failing to find any traps, he places his ear on the door to listen carefully.
listen: 20

Any traps, markings he finds, he announces to the group. If he hears anything, he motions for the group to be quiet.


Mac AC:31[Tch:21, F/F:25](+2 vs Evil) HP:201/201, Speed 30'(land)/60'(flight)  d20+9=15 ;
Friday September 10th, 2010 10:06:00 PM

Mac cleans up a little and offers to help. Rearranging a few items he offers a sack in which he would carry any bulky items found along the way.

He likes Jass' idea, though he refrains from advising the sorcerer that he could always keep out of harms way in his backpack.

Spot: 15

The white marbled chamber Dan k 
Saturday September 11th, 2010 9:32:26 AM

The group does a little healing, Tratain gathers everyone close and casts Cure Serious Wounds Mass.
Vedik checks the creature and discovers a pair of magical rings,a belt, a set of Bracers and the spiked chain.
Jass offers the plan of Dimension Door with several members to ther other side, Mac being one of those members likes the idea.
Speaking of the door, Dwight moves to investigate. He discovers the plate, partially revealed in the chipped plasterwork, that operates the hidden door. He finds no traps that he can detect. Sounds do reach his ear from the other side. A song perhaps. It reminds him of the saddest sounds he has ever heard. In some ancient and forgotten tongue.

Enemy Present [None]

1 hour 51.1 minutes elapsed time since arrival at Sky Castle.

51.1 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23.8 minutes from casting Good hope and Stoneskin at the mausoleum

2.1 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Jass-Lizardfolk AC:32 HP:144/143 and Furball AC:21 HP 75/62 
Sunday September 12th, 2010 9:48:41 PM

Jass doesn't have anything to contribute, and so hangs back.

...Actions

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.9/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 15/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1

Dwight hp 140/160, ac 33(touch 25, 34 hasted)) 
Sunday September 12th, 2010 10:11:17 PM

Dwight reaches into one of his sacks and rips a bit of worn cloth from a ruined outfit. He bundles a few small pieces into one ear.

Looking back at the group, he makes sure they understand he heard singing, and that can't be a good thing in this place. "Bard at the best, or some undead creature that puts the living in a trance, particularly males," Dwight adds as he re-lives a brief moment of history back in the Crescent Valley.

Waiting of the others to speak and prepare, Dwight clogs the other ear, preparing to open the door (flip the switch). Dwight doesn't intend to be the first to enter, but wants the leader to have his full movement.

If everyone is ready, Dwight opens the door as the creature on the other side obviously knows we are here. (Giant demon falling to the ground, shook the whole mansion.)

Vedik AC 26 (15 touch) HP 177/191 Character Sheet Spells 
Monday September 13th, 2010 8:33:36 AM

Vedik takes the items and hands them to Tratain for the time being.

"I don't know much about magic songs, but it seems we're about ta get a lesson."

He moves through the door with the party.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.5 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.1 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.1 Minutes (Cast in Chazrack fight)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 179 of 191 
Monday September 13th, 2010 9:45:16 AM

Echlhin hopes that Tratain, with his magics, will be able to translate what is being sung.

Mac AC:31[Tch:21, F/F:25](+2 vs Evil) HP:201/201, Speed 30'(land)/60'(flight) 
Monday September 13th, 2010 5:25:03 PM

Mac tucks the unused sack away in his pack and forms up the front line with Monthor and Tratain.

Syr Ac 38/37 HP 216 
Monday September 13th, 2010 6:29:22 PM

Syr holds out a dagger, "Just a thought but can anyone cast silence on this dagger? I'll just jog up and we can neutralize the song that Dwight heard." He looks over to the druid and priest in askance.

Otherwise, Syr assumes his place in line behind the big (figuratively and literally) three.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday September 13th, 2010 8:51:53 PM

((updated hp, noticed I forgot to update for Tratain's healing))

Dwight hp 160/160, ac 33(touch 25, 34 hasted))  d20+18=20 ;
Monday September 13th, 2010 9:20:11 PM

Dwight takes one last look around, hoping his make-shift plugs are enough; still it's eerie to loose your hearing, even voluntarily.

As the group advances, Dwight takes one last look around the room (spot: 20), picks up a piece of debris and places it in the doorway, preventing it from closing all the way, and then follows the group; bow in hand.


Belkior - HP 137/146 - AC 25 (27 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Monday September 13th, 2010 9:49:51 PM

The halfling cleric keeps pace with the others as they proceed. When his longtime companion Syr asks for a Silence spell, Belkior pauses and casts the spell upon the dagger proferred by the monk.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.9 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.9 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.9 minutes
Silence - 20 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast


Tratain Current Spells AC 39 HP 200/211  d20+25=35 ; d8+8=11 ; d6=4 ; d6=1 ; d20+13=22 ;
Monday September 13th, 2010 10:23:03 PM

Tratain puts all the gear from the Devil in his portable hole.

Before Belkior casts the silence spell Tratain says "Stand back a little ways Syr with everyone else. If whatever is on the other side of the door seems hostile come in with the Silence spell. I want a chance to confront whatever is in there before we attack it. I know the odds of finding anything non-hostile in here are very slim, but I want to see what is there before we do anything."

Tratain then Listens at the door (Listen 22) and then motions for Dwight to Open the Door and he takes a look inside to see what is on the other side of the door. If it is anything hostile he will charge it and attack. (Hit AC 35 for 11 Physical 5 Holy Damage)
(Tratain also has Permanent Tongues if it helps to understand what is being said on the other side of the door.)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes


The Dark Chapel Round 1 Dan k 
Monday September 13th, 2010 10:48:15 PM

Belkior casts Silence on a dagger held by Syr
The group forms in front of the door and Dwight pushes the small panel casuing the door to open

The group looks into a long chapel of decay and rot. At the head of the room, before a groutesque altar of bodies stands a skeletal figure. Deep crimson orbs burn where its eyes once looked upon the world and blackened skin curls into an evil smile upon its dead face. Clad in full armor with a great shield floating at his side and a great sword gripped in both hands.

To the right stands a powerful looking minotaur, a massive bastard sword in both hands. It's fur mottled and its skin palor. With a great snort it bellows and sends a kick at the long bench in front of it. The wood explodes into countless pieces and the creature takes a readied defensive stance, his form wavering and flowing abot him, making his body harder to distinguish.

Further back and to the left is an elf, dressed in fine silks and almost casually holding a pairof glowing scimitars, similar to the glow on the chain the devil wielded. He makes a mock bow and states "welcome. The master has been expecting you." His form then begins to blink

Those who can see invisible Highlight to display spoiler: { Two other humans stand casually to the sides of the room, one on the left the other on the right 30' into the room. They carry no weapons and wear no apparant armor. Each has deathly white skin and lean against the wall causually}

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

Enemy Present [3]

1 hour 51.2 minutes elapsed time since arrival at Sky Castle.

51.2 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

23.9 minutes from casting Good hope and Stoneskin at the mausoleum

2.2 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Tuesday September 14th, 2010 8:36:12 AM

Hearing multiple enemies, Vedik draws a rod from his pouch and casts a spell, using the rod to extend the spell. His form shifts to that of a great champion of good: an Astral Deva.

Actions:
Move Action: Draw Rod of Extend
Standard Action: Cast Shapechange, extended

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.0 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.0 Minutes (cast leaving dracolich pile)
Message: CL 1, 110.0 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 360 Mins (Cast in Mino/Armored DL 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

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191  6d6=18 ; 18d6=59 ;
Tuesday September 14th, 2010 11:06:36 AM

Echlhin informs the group of the two invisible humans leaning casually against the walls after backing out of the silence. He casts a filling the room with a burst of light.

((Sunburst - should be able to not catch anyone in the party and catch most of the room;
18 damage to non-undead;
59 damage to undead, fungi, mold, oozes, and slimes;
undead specifically harmed by bright light, such as vampires, are destroyed if it fails the save;
reflex save 26 for half damage))

Goggles of Night worn
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Stoneskin (CL 15, 99.5 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 99.1 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 99.1 Minutes (cast leaving dracolich pile)
True Seeing: 16 minutes
Haste: CL 19, 14 rounds

Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62 
Tuesday September 14th, 2010 12:47:57 PM

With Belkior's Silence spell activated, Jass pulls out a rod from his Pants o Plenty and moves to put a wall between him and the most probable line of fire.

His lips are moving, probably with some quip, but no one can hear him.

...Actions
move action: to E7
pull Rod of Silence Spell from Pants o Plenty (move action)

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.8/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 14/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1

Syr Ac 41/40 HP 216  d20+24=44 ; d20+24=43 ; 3d6+9=19 ; 3d6+9=18 ; d6=3 ;
Tuesday September 14th, 2010 6:11:07 PM

Following the mages' request, Syr moves a bit away from the spell casters' to allow their spell usage but still able to look into the room. Unable to hear Echlin's warning about the invisible figures, Syr quickly studies the enemy trying to assess who might be a spell caster. Mentally, he shrugs as none seem present. His feet begin to move faster and the monk smiles to himself at their lack of sound as he moves toward the most obvious threat. With a single leap he aims a flying kick at the minotaur's head. (Natural 20 confirm AC 43, damage 37+3shock).

(OOC: Someone had to set off the traps, right? Feel free to use area effect spells as Syr can probably emerge unscathed. I should be able to post tonight but may find some difficulty over the next two days, Just not sure what internet access I'll have in Louisana)

Location F13
Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Silence
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste


MonthorHit Points:(213 of 213) 
Tuesday September 14th, 2010 8:36:57 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.

AC vs Evil- 39
-------------------------------------------
Monthor curses silently, reaches out to touch Tratain and Mac and activates his helm.
" Have at him boys!"

{ Teleport to F20. }

The Dark Chapel Round 1.1 Dan k  d100=91 ;
Tuesday September 14th, 2010 9:55:40 PM

Not going to get a full post but want to make some comments. I'll make a full post of tmorrow night.

The song is just a background mumble, no true words can be interpretted by anyone.
Vedk casts a spell and becomes an Astral Deva.
Echlhin casts Sunburst into the room
Jass pulls a Rod from his Pants
Syr moves in zand attacks the Minotaur, connecting solidly. [50% chance to miss 91 success]
Monthor touches Tratain and Mac and activates his helm...nothing happens.

Bad guys tomorrow

Belkior - HP 139/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste  3d8=13 ;
Tuesday September 14th, 2010 10:16:02 PM

The halfling cleric triggers some of the magic within his Strrand of Prayer Beads, invoking holy energy upon what must surely be undead within the room.

Actions
Standard - activate Bead of Smiting, to cast Holy Smite (centred so as to catch elf & minotaur)
(OOC - Think this is a CL 7 effect from the item, so 3d8 (13 hp) and Blind for 1 round, Will DC 17 for half damage and no blindness; if it's Belkior's stats, then CL 21, 10d8 and Will DC 22)

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.8 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.8 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.8 minutes
Silence - 19.9 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast


Dwight hp 160/160, ac 33(touch 25, 34 hasted))  d20+29=36 ; d6=4 ; d6=1 ; d6=2 ; d6=2 ; d20+24=43 ; d20+24=25 ; d6=6 ; d6=1 ; d6=1 ; d6=3 ; d20+19=26 ; d6=2 ; d6=3 ; d6=4 ; d6=1 ; d20+29=35 ; d6=6 ; d6=5 ; d6=1 ; d6=2 ;
Tuesday September 14th, 2010 10:24:40 PM

Dwight isn't moving or waiting any longer, he stretches back his bow and unleashes as many arrows as possible at the minotaur that can now see as he floats high enough over Tratain's shoulder.

OOC: I think Hide from Undead is still active on everyone, so not sure how that effect combat, but it should help some --- err, I guess it cancels itself out this round.

Att #1: 36
dmg: 12 + 3(holy) + 2(ice) = 17

Att #2: 43 (crit? 25 - nat 1)
dmg: 14 + 2(holy) + 3(ice) = 19

Att #3: 26
dmg: 10 + 7(holy) + 1(ice) = 19

Att #4: 35
dmg: 14 + 6(holy) + 2(ice) =22

======================
DM Sanity Stuff

Flying Broom -- shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Deathward - 7 Minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Good Hope - CL 10, Gone/10 minutes (Cast after Meeting new friends.)
Hide from undead - 210 Minutes -- cast before entering mansion
Blink (cast at beginning of demon combat)
Has ears stuffed with cloth

OOC: how many rounds have passed since demon died? Need to figure if Blink is still active.

Tratain Current Spells AC 39 HP 200/211 
Tuesday September 14th, 2010 11:18:23 PM

Tratain waits to be Teleported with Monthor, but when the Dwarf activates his Helm and Nothing happens Tratain instead moves into the the room and to the Side (Move to J9) and casts Wall of Force right in front of the elf (Right on the 17,18 Line)

OOC:If there is a Dimensional Lock or something making it impossible to teleport, will that negate Blink as well? as it shifts you back on forth to the etherial plane.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Mac AC:36[Tch:26, F/F:30](+1 vs Motled Minotaur, +2 vs Evil) HP:201/201, Speed: 30'(land)/60'(flight)  d100=53 ; d20+25=34 ; 3d6+34=42 ;
Wednesday September 15th, 2010 8:25:02 AM

Spells, etc.: HeartLight(Active), Stoneskin(20/100), Good Hope, Protection From Evil, Hide From Undead
Feats, etc.: Mobility (additional +4 AC vs AoOs triggered by moving within or out of a threatened area), CE(5/5), Spring Attack(Move both before and after an attack action - total not to exceed normal movement. Target gets no AoO due to this movement..), PA(5/15)

...so Mac has at the fuzzy taur before him. He flies 15' forward and 5' up (equivalent to 25' movement), swings at the taur (50%(?) miss chance:hit(53%) hitting AC34 for 42 damage) and flying off another 10' towards the wall Tratain has just reached.

AoOs:(CR - up to 7) d20+25|3d6+34 (19-20|+8d6+68)


The Dark Chapel Round 1.1 Dan k  d20+13=25 ; d20+18=34 ; d20+18=19 ; d20+26=30 ; d20+16=30 ; d20+16=35 ; d20+15=22 ; d20+16=23 ; d20+16=25 ;
Wednesday September 15th, 2010 9:54:46 PM

The song is just a background mumble, no true words can be interpretted by anyone.
Vedk casts a spell and becomes an Astral Deva.
Echlhin casts Sunburst into the room
Jass pulls a Rod from his Pants
Syr moves in.
Monthor touches Tratain and Mac and activates his helm...nothing happens.
Belkior activates a Bead from his strand and casts Holy Smite into the room
Dwight sends a small hail of arrow fire at the elf with the minotaur down
Tratain casts A wall of force, splitting the room
Mac flies in.

The Minotaur turns to ash under the onslaught of the Sunburst, but the elf ad the creature in plte at the fall end seem completely unaffected
Dwight shifts targets to the elf and strikes 3 times, obviuosly wounding him badly
Belkior's Holy Smite has little visible effect
Echlhin notes both of the humans that are invisible and on the groups side of the Wall of Force

The elf, now seperated from the party by the Wall of Force moves back to stand by the armored figure and ceases Blinking.
The being holding the Great sword touches him and all the wounds upon him vanish.
Suddenly appearing on either side of Mac are the two humans Echlhin mentioned earlier. Niether connect with an open palmed attack against Mac and in a blink of an eye they each twist and bound away.

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

Enemy Present [2 and 2]

1 hour 51.3 minutes elapsed time since arrival at Sky Castle.

51.3 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24 minutes from casting Good hope and Stoneskin at the mausoleum

2.3 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Dwight hp 160/160, ac 33(touch 25, 34 hasted))  d20+29=36 ; d6=1 ; d6=3 ; d6=6 ; d6=2 ; d20+24=42 ; d6=6 ; d6=2 ; d6=1 ; d6=6 ; d20+19=29 ; d6=2 ; d6=3 ; d20=17 ; d6=1 ; d6=5 ; d20+29=48 ; d20+29=37 ; d6=2 ; d6=1 ; d6=4 ; d6=4 ; d6=1 ; d6=3 ;
Wednesday September 15th, 2010 10:07:14 PM

A little bothered all his damage seems healed, Dwight switches to one of the newly appeared targets, maintaining his floating height, advancing 5' (G9), so others can go below him if needed.

Thinking ladies first, "Sister" gets the arrows.

Att #1: 36
dmg: 9 + 9(holy) + 2(ice) = 20

Att #2: 42
dmg: 14 + 3(holy) + 6(ice) = 23

Att #3: 29
dmg: 10 + 4(holy) + 5(ice) = 19

Att #4: 48 (crit? 37)
dmg: 10 + 5(holy) + 4(ice) = 19 (23 if crit.)

possible total: 81

======================
DM Sanity Stuff

Flying Broom -- shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Hide from undead - 210 Minutes -- cast before entering mansion
Blink (cast at beginning of demon combat)
Has ears stuffed with cloth

Mac AC:36[Tch:26, F/F:30](+1 vs the elf, +2 vs Evil), HP:201/201, Speed: 30'(land)/60'(flight)  d20+9=12 ; d100=21 ; d100=13 ; d100=38 ;
Wednesday September 15th, 2010 11:54:35 PM

Spells, etc.: HeartLight(Active), Stoneskin(20/100), Good Hope, Protection From Evil, Hide From Undead
Feats, etc.: Mobility (additional +4 AC when moving within or out of a threatened area), CE(5/5)

[Spot:12] Mac tries to see why Dwight is firing arrows in his vicinity - also assuming Mac has no awareness of having been the missed target of two invisible attackers. If he has the fortune of noticing an arrow striking/deflecting off something, he makes attacks into the space - automiss(21), automiss(13), and automiss(38) - for no benefit. Otherwise he looks back to Dwight and shrugs his shoulders.

AoOs(up to 7):d20+30|3d6+24 (19-20|+8d6+48)


Dwight hp 160/160, ac 33(touch 25, 34 hasted)) 
Thursday September 16th, 2010 12:04:09 AM

OOC: I got the impression the two that attacked Mac were now visible? Reading twist and bound away as tumbling out of Mac's reach.

Mac (Additional) AC:36[Tch:26, F/F:30](+1 vs the elf, +2 vs Evil), HP:201/201, Speed: 30'(land)/60'(flight)  d20+30=47 ; 3d6+24=38 ; d20+25=36 ; 3d6+24=38 ; d20+20=22 ; 3d6+24=32 ;
Thursday September 16th, 2010 4:33:46 AM

OOC: Fair call, but I'll leave that up to DanK. Just in case, Mac's attacks are:

[1] AC47|38, [2] AC36|38, and [3] AC22|32

Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells  d20+18=29 ; d20+18=27 ;
Thursday September 16th, 2010 8:59:41 AM

Vedik moves into position and casts a spell he had thought would be useless, as most of his foes have been undead.

He casts Wave of Exhaustion on the two sisters.

OOC:
Move to G13
Cast Wave Of Exhaustion: SR: 29 and 27, no save. Exhausted: An exhausted character moves at half speed and takes a --6 penalty to Strength and Dexterity.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.3 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.9 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.9 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.9 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.9 Mins (Cast in Mino/Armored DL 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



Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62 
Thursday September 16th, 2010 6:32:44 PM



Jass, who is standing next to Monthor (E7 from last post) pulls out another item from his pants, a Wand of See Invisible, and strikes Monthor with it.

"Go get em, Tiger!", he encourages the armored warrior.

...Actions
pull Wand of See Invisible from Pants o Plenty (move action)
Cast See Invisible on Monthor

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.8/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 14/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1

MonthorHit Points:(213 of 213)  d20+29=48 ; d20+29=35 ; d12+30=34 ; d12+30=39 ; d12+30=41 ; d6=4 ; d6=6 ; 2d6=9 ; 2d10=14 ;
Thursday September 16th, 2010 8:12:01 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

AC vs Evil- 39

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

A large Monthor spots the formaly invisible creature 10' from Tratain.

" Come to big daddy little boy......"

Monthor moves ahead (to I12) and swings.

Two handed Power attack -5/+10

Attack 1 Hits AC 48 (crit 35) for 34 physical (114 crit), 4 frost, 6 electical (plus 14 shock burst if critical), 9 holy damage.



Belkior - HP 139/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste 
Thursday September 16th, 2010 10:02:21 PM

Since no one has been seriously injured, as of yet, Belkior merely moves forward to stand beside Jass.

The Dark Chapel Round 3 Dan k  d20+23=34 ; d20+23=26 ;
Thursday September 16th, 2010 10:48:57 PM

Dwight shoots 4 arrows at the woman, The woman twists in place her shoulders dropping suddenly and one hand streaking out even faster than the incoming projectiles. She knocks two from the air as the other two strike

Mac spins and close on the woman as well striking twice.

Vedik moves into the room and casts Waves of Exhaustion, catching the woman near Mac.

Jass pulls out a wand and touches Monthor gifting the mighty warrior with see invisibility.

Monthor goes after the man and strikes once. His axe cuts deep, but no blood comes from the garish wound. As the axe clears his body both he and the woman become a smokey vapor.

Belkior moves next to Jass.

The elf moves up to the Wall of Force and taps it with a scimitar, as if testing its strength. He then settles into a fighting stance weapons at the ready

His armored companion smirks as the two humans become a smokey vapor and casts a spell. A wall of whirling blades springs into existence just between the elf and the Wall of Force.

The vaporous clouds flow through cracks in the floor

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

Enemy Present [2]

1 hour 51.4 minutes elapsed time since arrival at Sky Castle.

51.4 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.1 minutes from casting Good hope and Stoneskin at the mausoleum

2.4 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)


Mac (Additional) AC:36[Tch:26, F/F:30](+1 vs the elf, +2 vs Evil), HP:201/201, Speed: 30'(land)/60'(flight) 
Friday September 17th, 2010 2:04:34 AM

OOC: What height is the ceiling of the chapel?

dm 20'

Dwight hp 160/160, ac 33(touch 25, 34 hasted))  d20+23=40 ; 4d6+18=33 ; 8d6=30 ;
Saturday September 18th, 2010 8:57:36 PM

Dwight looks to the others as this battle becomes a stand-off. His ears still stuff with cloth, he wonders why no one has advanced until the blade barrier becomes apparent. He then glances towards Vedik, as he pulls his bow back fully loaded.

Delayed Action: If the blades disappear (are dispelled), Dwight fires at the lich.

Att with 4 arrows: 40
Dmg: 33 + 30(holy) = 63



Dwight hp 160/160, ac 33(touch 25, 34)) 
Saturday September 18th, 2010 10:07:21 PM

======================
DM Sanity Stuff

Flying Broom -- shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Hide from undead - 210 Minutes -- cast before entering mansion
Blink (cast at beginning of demon combat)
Has ears stuffed with cloth

Tratain Current Spells AC 39 HP 200/211  d20+19=35 ; 5d8=21 ; 10d6=34 ; d20+21=30 ;
Sunday September 19th, 2010 10:09:17 PM

Tratain Flies up and over to J16 15 feet up and then casts searing light at the Elf from above the Wall of Force.

Hits Touch AC 35 for 21 Damage, or 34 Damage if Undead. (Or goes up to 10d8 against creatures vulnerable to light) SR Check 30

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste 
Sunday September 19th, 2010 10:15:41 PM

The halfling cleric continues to stand besides Jass, waiting until someone is injured sufficiently to require his healing magics.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.6 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.6 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.6 minutes
Silence - 19.7 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+23=28 ; d20+19=38 ; d20+19=23 ; d20+19=38 ; d20+19=33 ; d20+19=38 ; d20+19=39 ;
Monday September 20th, 2010 11:05:14 AM

Jass ducks into the room after Monthor, confident that the dwarf will take care of any physical threat to his tender lizardfolk skin. Spotting the Blade Barrier and Wall of Force it looks like a standoff: all the bad guys are on the wrong side, and the good guys can't get there.

"Looks like a job for me!", he says cheerfully, and the thin human casts his power against the barriers to take them down. He targets the stone wall of the chamber with an Area Greater Dispel Magic.

...Actions
Move to D,10
Cast Area Greater Dispel Magic Targeting B,C 16,17 Every effect within 20 feet affected. Every person within 20 feet affected with one spell.
Spell Penetration: 28
Blade Barrier: 38
Wall of Force: 23
Mac: 38
Any Other: 33, 38, 39


...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 13/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 0 0 0 1

MonthorHit Points:(213 of 213)  d20+30=31 ;
Monday September 20th, 2010 11:23:05 AM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

AC vs Evil- 39

-----------------------
Monthor moves in and flanks Mac ( H/I 14/15)

Readied action swings at any ennemi that comes in close ( missed with a natural 1)


Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Monday September 20th, 2010 12:37:37 PM

Vedik remains where he is, considering the next action.

OOC:
No actions.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.2 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.8 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.8 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.8 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.8 Mins (Cast in Mino/Armored DL 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

Syr Ac 45/44 HP 216 
Monday September 20th, 2010 4:57:13 PM

Syr moves forward to C16 and settles in to watch as the wall of force seems to be keeping things separate. The monk even reaches out to confirm the invisible wall is still there.

Location F13
Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste


Mac AC:31[Tch:21, F/F:25](+1 vs Elf, +2 vs Evil) HP:201/201, Speed: 30'(land)/60'(flight), Altitude: +5'  d20+35=46 ; 3d6+24=36 ; d20+30=33 ; 3d6+24=37 ; d20+25=42 ; 3d6+24=32 ; d20+35=45 ; 3d6+24=37 ;
Monday September 20th, 2010 8:13:47 PM

Spells, etc.: HeartLight(Active), Stoneskin(20/100), Good Hope, Protection From Evil, Hide From Undead. Feats, etc.: Mobility

With the disappearance of the blades (and hopefully the forcewall) Mac attempts a flying 5' step closer to his opponents and opens with a full attack against the Lich ([1] 46|36, [2] 33|37, [3] 42|32, [Potential Cleave* vs Elf following attack #] 45, 40, or 35 |37)

AoOs:(CR - up to 7) d20+35|3d6+24 (19-20|+8d6+48)
*I can only hope.

The Dark Chapel Round 3 Dan k  15d6=43 ; d20+21=26 ;
Monday September 20th, 2010 8:59:32 PM

Dwight delays taking aim at the lich
Monthor moves in and flanks with Mac
Vedik remains where he is
Syr moves forward and confirms the existance of the Wall of Force
Jass comes into the room casts a Greater Dispel Magic. the Wall remains in tact as it is impervious to the Greater Dispel magic, the Blade Barrier is overcome and vanishes. Mac is also caught by part of the spell and is stripped of the Stoneskin spell.
The Blade barrier vanishes ad Dwight snaps off his shots. The arrows richochet off the Wall of force.
Tratain closes and moves upwards. He then fires a Searing light, striking the elf.

The Elf grimaces and spits, "Cowardly dog." he mutters. The Elf begins Blinking again.
The armored figure behind him chuckles. "Yes, Gagul's lap dogs are indeed honorless pigs that strike from the shadows." Remaining where he is, The armored undead raises a hand and calls down a pillar of unholy black fire.
It strikes at G/H,14/15 Mac, Monthor, Tratain Reflex Save 23 Dmg 64 Saved 32

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

Enemy Present [2]

1 hour 51.5 minutes elapsed time since arrival at Sky Castle.

51.5 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.2 minutes from casting Good hope and Stoneskin at the mausoleum

2.5 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Syr Ac 45/44 HP 216  d20+20=36 ;
Tuesday September 21st, 2010 12:44:45 AM

Syr snarls and hits the barrier. He pounds a single fist on it and talks to the elf across from him. "Be thankful you are on that side. You are a disgrace to elves and I will enjoy ridding the Wold of you." (Intimidate 36) The monk jumps off the barrier attempting to scare his opponent.

Location F13
Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste


Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+20=32 ;
Tuesday September 21st, 2010 12:46:49 PM

Jass takes a feel for the spells that are active in the room based on the effectiveness of his Greater Dispel Magic spell. "There shouldn't be a block to teleportation now", he comments to himself before rushing over to Monthor and Mac.

"Get ready to kill the big guy", Jass says, and vocalizes a Dim Door spell while touching the two warriors.

...Actions
Move to G14 (base speed 60 feet with Haste)
Cast Dim Door, bringing Monthor and Mac, Jass targeting G,21 to land

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 13/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 1 0 1 1

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste  d8=3 ; d8=4 ; d8=6 ; d8=8 ;
Tuesday September 21st, 2010 9:21:03 PM

The halfling cleric moves closer and will cast a healing spell upon whoever needs it most, using the special divine magic granted to him by Alemi.

Actions
Move - to G12
Standard - cast Cure Critical Wounds (using Freedom of Movement) on whoever fails reflex save vs. spell, using Divine Reach to get 30 ft reach, healing 41 hps (21+20)

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.5 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.5 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.5 minutes
Silence - 19.6 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

MonthorHit Points:(281 of 213)  d20+30=50 ; d20+30=49 ; 2d8+30=39 ; 2d8+30=43 ; 2d8+30=36 ; 2d6=8 ; d6=4 ; d6=3 ; 2d10=11 ; d20+25=39 ; 2d8+30=33 ; 2d6=3 ; d6=2 ; d6=4 ; d20+20=37 ; d20+30=43 ; 2d6=6 ; d6=4 ; d6=3 ; d20+15=18 ; d20+16=23 ;
Tuesday September 21st, 2010 9:45:20 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

AC vs Evil- 39

Reflex 23

------------------------
Monthor agrees with Jass' plan.
"Let's go"

ooc> Assuming this works.

Attacks armored figure
Two handed power attack -5/+10

Attack 1 Hits AC 50 (crit 49) 118 physical, 8 holy, 4 shock, 3 frost, 11 shock burst

Attack 2 Hits AC 39 for 33 physical, 3 holy, 2 shock, 4 frost

Attack 3 Hits AC 37 for 43 physical, 6 holy, 4 shock, 3 frost)

Attack 4 Hits AC 18



Dwight hp 160/160, ac 33(touch 25, 34)) 
Tuesday September 21st, 2010 10:00:05 PM

OOC: I'm wondering if I'm mid-DM post as the map seems to be updated.

Seeing some of the party vanish to reappear on the far side, Dwight double moves to D16 hovering a tad lower than Tratain on the other side (otherwise he moves to C13)

======================
DM Sanity Stuff

Flying Broom -- shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Hide from undead - 210 Minutes -- cast before entering mansion
Blink (cast at beginning of demon combat)
Has ears stuffed with cloth

The Dark Chapel Round 3.5 Dan k 
Tuesday September 21st, 2010 10:23:15 PM

getting late going to have to delay to tomorrow

Syr pounds on the wall then says something, he is silenced though and so the elf only smiles back at him. Syr then moves back away from the wall. [If you want over the wall i need a jump check to go up 10' grab and pull your self over Jump DC 16 Climb DC 15 and you are over. F 13 is the other way on the map]
Jass takes Monthor and Mac to the other side
Belkior moves up to heal one of the members hit by the black flames. (Monthor saved and took only 1 HP)
Monthor attacks the armored figure. His axe flashes but only connects 1 time and much of the impact of Monthors weapon seems to have been deflected.
Dwight moves closer, hovering just above the wall on the party's side

going to wait on other PC's and then the bad guys will go

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

Enemy Present [2]

1 hour 51.5 minutes elapsed time since arrival at Sky Castle.

51.5 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.2 minutes from casting Good hope and Stoneskin at the mausoleum

2.5 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday September 21st, 2010 11:51:18 PM

Echlhin waits to see the actions of the enemies

((Sorry folks, have been really busy, and still am.. had thought I would be able to get to post before, but I never was able))

Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:169/201, Altitude: +5', Speed: 30'(land)/60'(flight)  d20+25=31 ; d20+35=51 ; 3d6+24=37 ; d20+30=41 ; 3d6+24=31 ; d20+25=43 ; 3d6+24=29 ; d20=13 ; 3d6+24=35 ;
Wednesday September 22nd, 2010 4:57:08 AM

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead

Reflex 31 for 32 damage. The dark flames scorch the taur.

Mac takes a 5' flying step for better position and attacks the Lich. [1]51|37, [2]41|31, and [3]43|29.
Potential Cleave: 13 (+35/+30/+25)|35

AoOs:(CR - up to 7) d20+35|3d6+24 (19-20|+8d6+48)

(My apologies also.)

Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Wednesday September 22nd, 2010 9:51:02 AM

Vedik flies up and over the wall of force, and casts a spell to trap the Elf.

OOC:
Fly to C18
Cast Resilient Sphere on the Elf (Reflex Save DC 25)

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.1 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.7 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.7 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.7 Mins (Cast in Mino/Armored DL 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 AC 39 HP 188/211  d20+15=26 ; d8=2 ; d8=8 ;
Wednesday September 22nd, 2010 7:18:50 PM

Tratain manages to avoid some of the spell cast at him by the Lich. (Reflex 26, Is any part of that fire?)

Tratain then decides to heal himself a little bit after seeing Monthor and Mac end up over by the Lich. (Heal 20 Points.)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes


Dwight hp 160/160, ac 33(touch 25, 34)) 
Wednesday September 22nd, 2010 9:27:47 PM

OOC: Waiting for full round, before I post again.



Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62 
Thursday September 23rd, 2010 10:44:09 AM

Ditto. :-)

...Actions
Move to G14 (base speed 60 feet with Haste)
Cast Dim Door, bringing Monthor and Mac, Jass targeting G,21 to land

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 13/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 1 0 1 1

Syr Ac 41/40 HP 216  d20+14=32 ;
Thursday September 23rd, 2010 9:39:51 PM

Syr frowns as the elf betrays no reaction to his posturing. Realizing that the Wall of force is only 10' high, the monk jumps to the top to clamber over. (Jump 32) He clears the wall with ease barely touching the top.

(OOC: I didn't realize that Imitidate required sound? Does it say that in the skills description of demoralize?)

It does not say sound is required but it does say you have to threaten them in melee combat . My interpretation of that is as a threatened square

The Dark Chapel Round 4 Dan k  d20+25=33 ; 2d6=6 ; d10=5 ; 2d6=9 ; d10=7 ; 2d6=9 ; d10=7 ; 2d6=7 ; d20+22=38 ; d10=6 ; 2d6=11 ; 2d6=8 ; d10=7 ; 2d6=2 ; d20+22=23 ; d20+22=42 ; d20+22=38 ; d20+17=25 ; d20+22=42 ; d20+22=41 ; d20+16=27 ; d100=37 ; d100=19 ; d100=85 ; d100=11 ; 5d6+12=28 ; 5d6+6=24 ;
Thursday September 23rd, 2010 10:14:13 PM

Syr pounds on the wall then says something, he is silenced though and so the elf only smiles back at him. Syr then nimbly jumps and pulls himself over the wall.
Jass takes Monthor and Mac to the other side
Belkior moves up to heal one of the members hit by the black flames.
Monthor attacks the armored figure. His axe flashes but only connects 1 time and much of the impact of Monthors weapon seems to have been deflected.
Dwight moves closer, hovering just above the wall on the party's side
Mac strikes the lich twice, but he too finds the force behind his weapon lessened as he connects
Vedick flies over the wall and casts Resiliant Sphere at the elf, but the elf spins away from the trap
Tratain heals himself of the damage that penetrated his fire resistance
[Mac Monthor and Tratain all took 13 points of damage as part of the attack from Flame Strike is unholy fire and by passes fire protection]

The armored lich screams an unholy yell that seems to rip at the very souls of those about him. Evil, roils from his elongated a dn cracking jaw like a physical plague that swirls about.
Evil, as palpable as ever imagined by any of the heroes flows about them
Monthor is Dazed unable to act next round and is Weakened of 6 strength points
Mac is Paralyzed for 5 minutes and is Weakened of 9 strength points
Syr is Paralyzed for 7 minutes and is Weakened of 9 strength points
Jass is Paralyzed for 7 minutes and is Weakened of 7 strength points
Vedick is Paralyzed for 6 minutes and is Weakened of 11 strength points
Tratain is Dazed unable to act next round and is Weakened of 8 strength points
Dwight is Paralyzed for 7 minutes and is Weakened of 2 strength points

The Elf then moves in on Monthor, his brilliant energy weapons slippping past the dwarf's hard armor as if it wasn't there. [Hit Touch AC 23 nat 1 / 42 crit 38 confirm / 25 / 42 crit 41 confirm / 27 Dmg 28 and 24....Monthor takes 26 total Shield Other passes 26 to Tratain]

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

Enemy Present [2]

1 hour 51.6 minutes elapsed time since arrival at Sky Castle.

51.6 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.3 minutes from casting Good hope and Stoneskin at the mausoleum

2.6 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)


Dwight hp 160/160, ac 33(touch 25, 34))  d20+7=19 ;
Friday September 24th, 2010 10:40:22 AM

OOC: Was this a spell? Spellcraft: 19 (Which one?)

Also, would the Silence spell that someone had cast protect someone? I'm guessing not, but I've got little else to do this round. :-(

Yes Silence would stop it thank you for pointing it out. Spell craft 19 does not identify the spell



Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62 
Friday September 24th, 2010 2:39:37 PM

Paralyzed and dazed, Jass can only stand tottering as the horrible word reverberates inside his head.

...Actions

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 13/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 1 0 1 1

The Dark Chapel Round 4 Dan k Corrections 
Friday September 24th, 2010 11:05:51 PM

Corrections OK DM forgot about the big old Silence Spell Syr has wrapped about himself and it does affect he spell

So the following changes happen

The Lich moves out of the radius. Mac and Monthor get a AoO
Jass Syr, Mac, Vedick and Dwight are not affected by the spell as they are all within 20' of Syr

Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:169/201, Altitude: +5', Speed: 30'(land)/60'(flight)  d20+35=36 ;
Saturday September 25th, 2010 1:47:41 AM

Round 4 AoO vs Lich: 36|miss


Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:169/201, Altitude: +5', Speed: 30'(land)/60'(flight) 
Saturday September 25th, 2010 6:07:23 AM

OOC: To which location did the Lich relocate?

Grrr Google maps he moved back by the wall of force and is on Monthors side

MonthorHit Points:(155 of 213)  d20+35=47 ; 2d8+20=32 ; 2d6=10 ; d6=5 ; d6=5 ;
Saturday September 25th, 2010 8:52:46 AM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

AC vs Evil- 39

AoO> Hits AC 47 for 32 physical, 10 holy, 5 shock, 5 frost

Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+9=17 ; 28d6=97 ; 2d6=8 ;
Saturday September 25th, 2010 9:46:42 AM

Jass is all ready to get blasted by the lich, but the sudden cessation of all sound saves him. Thank the Powers! he mouths, sweating from what could have happened!

The sorcerer best considers how to disrupt the defenses of the Elf and Dread Lich, he rejects spell after spell. I'm a talker, not a fighter! the thin human laments. But not one to let moss grow over his feet, the smiling sorcerer steps away from Syr and the protection of the Silence spell.

And a ray of green light strikes the Elf.

...Actions
5' to G,22
Cast Disintegrate; AC 17 Touch attack; 97 damage; Fort 23 for 8 damage

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 13/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 1 0 2 1

DM The Shrine, green rectangle, is 5' high. No issue for Jass to hop up on it, but it is not a 5' free move

Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=44 ; d6=2 ; d6=4 ; d6=6 ; d6=4 ; d6=1 ; d20+24=32 ; d6=5 ; d6=3 ; d6=1 ; d6=6 ; d6=3 ; d20+19=21 ; d6=1 ; d6=5 ; d6=5 ; d6=3 ; d6=5 ; d20+29=42 ; d6=1 ; d6=2 ; d6=1 ; d6=1 ; d6=5 ;
Saturday September 25th, 2010 12:17:30 PM

Dwight unsure of what was yelled, this cloth was great idea , he thinks as his floats over the wall (C17) of force and launches a few shots at the Elf, hoping to fall him so that the others can rush the Lich.

The elf being flanked, Dwight has high hopes.
Att #1: 44
Dmg: 10 + 10(holy) + 4(ice) + 1(sneak attack) = 25

Att #2: 32
Dmg:13 + 4(holy) + 6(ice) + 3(sneak) = 26

Att #3: 21 -- miss
Dmg: 9 + 10(holy) + 3(ice) + 3(sneak) = 25

att #4: 42
Dmg: 9 + 3(holy) + 1(ice) + 5(sneak) = 18

======================
DM Sanity Stuff

Flying Broom -- over wall of force, near the ceiling
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Hide from undead - 210 Minutes -- cast before entering mansion
Blink (cast at beginning of demon combat)
Has ears stuffed with cloth

Dwight is no longer Blinking, the Ring activation only lasts 7 rounds per activation as that is the CL of the Ring

Syr Ac 39/38 HP 216  d20+44=53 ; 3d6+9=22 ; d6=2 ;
Sunday September 26th, 2010 11:25:24 AM

Syr is oblivious to the averted disaster and so moves in on the obvious spellcaster. True to his plan he stands near (F18) the lich but not within immediate reach. He attacks the more immediate threat of the elf. Hit AC 33 Damage 22+2 shock.

Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste


Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Sunday September 26th, 2010 6:20:44 PM

Vedik frowns, unable to find any spell that would be useful right now. He flies across the room, and waits there.

OOC:
Fly to J-25, 10 feet up.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 99.0 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.6 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.6 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.6 Mins (Cast in Mino/Armored DL 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

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste 
Sunday September 26th, 2010 9:30:47 PM

The halfling cleric appears to have been left behind on the other side of the Wall of Force. Belkior activates the magic of his armor and rises into the air before he begins to fly forwards.

Position
G16

Actions
Standard - activate Celestial Armor
Move - up and forward to G16, just below top of Wall of Force

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.4 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.4 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.4 minutes
Silence - 19.5 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Tratain Current Spells AC 39 HP 181/211 
Monday September 27th, 2010 10:10:07 AM

Tratain floats in the air dazed and unable to move for the moment.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

MonthorHit Points:(155 of 213)  d20=5 ; d20+35=40 ; d20+30=35 ; d20+30=39 ; d20+25=29 ; d20+20=24 ;
Monday September 27th, 2010 2:01:40 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

-----------------------------------------
The enlarged Monthor moves 5 feet East and then swings.

Two handed attack.

Attack 1 Hits AC 40

Attack 2 Hits AC 35

Attack 3 Hits AC 29

Attack 4 Hits AC 24

All misses.





Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday September 27th, 2010 4:17:07 PM

Echlhin moves up into the room ( to j11) and watches how the scene unfolds, looking to add what assistance he can with his remaining spells.

Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:169/201, Altitude: +5', Speed: 30'(land)/60'(flight)  d20+35=36 ; d20+30=42 ; 3d6+24=30 ; d20+30=33 ; 3d6+24=38 ; d20+25=27 ; 3d6+24=34 ;
Tuesday September 28th, 2010 5:36:58 AM

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead

Mac takes a diagonal 5' flying step over the opposing elf, and attempts to carve away at the Lich, and if fortune smiles upon him, cleaves into the elf.
[1: 36|miss*] [2: 42|30 (Cleave?: 33|38)] [3: 37|34 (Cl?: 28|38)] ...clearly fortune had other ideas
Mac is uncharacteristically unsuccessful with his great-grandfather's greataxe, and it gives him pause for thought.

AoOs:(CR - up to 7) d20+35|3d6+24 (19-20|+8d6+48)
* consecutive 1s on attack rolls with the AoO taken for last round

The Dark Chapel Round 4 Dan k Corrections 
Tuesday September 28th, 2010 11:32:04 AM

Will post tonight, flying back from LA meeting went very late last night, apologies

Dwight hp 160/160, ac 33(touch 25, 34)) 
Wednesday September 29th, 2010 10:10:16 PM

OOC: site was down most of the day :-(

Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:169/201, Altitude: +5', Speed: 30'(land)/60'(flight) 
Thursday September 30th, 2010 4:28:04 AM

OOC: Touching base. Been a week of job interviews, tests, and other stuff in my attempt to once again become a full-time employee.

The Dark Chapel Round 5 Dan k  d100=17 ; d20+35=44 ; 2d6+15=24 ; 2d6=7 ; d6=3 ; d20+24=31 ; d20+24=39 ; d20+19=32 ; d20+24=38 ; d20+19=35 ; d100=8 ; d100=87 ; d100=28 ; d100=61 ; d100=95 ; 8d6+6=33 ; 8d6+2=31 ;
Thursday September 30th, 2010 8:11:05 AM

Jass clamors up on top of the shrine and turns towardes the Elf. A green beam lances out from his hand, but misses the elf.

Dwight lays into the elf with arrow fire, striking three times

Mac moves on the liche, but fails to connect with the dread lord

Monthor shakes the Blasephemy spell from his head

Syr moves in on the elf, but just as he strikes, the elf vanishes only to reappear again immediately.

Belkior, Echilhin and Vedick move up

Tratain, too, shakes off the last of the Blasphemy

The spell of Silence encompasses the entire half of the room beyond the wall of Force up to the Shrine. the elf casts a worried look at the Dread lord. the Armor clad lich however merely clenches his great sword all the tighter and moves in and around Monthor before taking a great swing. The sword connects hard, spraying blood from the dwarf. [Hit AC 44 Dmg 12 Unholy 4 Acid 1 Total 17]
A wound appears on Tratain as well Damage 17

The elf moves on Monthor flanking him. the scimitars flash fast and furious piercing Montrs armor time and time again. [ Touch Attack Hit AC 31 Blink miss /39/32/38/35 Damage 33+31 Total 34]
Another wound appears on Tratain 34

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

Enemy Present [2]

1 hour 51.7 minutes elapsed time since arrival at Sky Castle.

51.7 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.3 minutes from casting Good hope and Stoneskin at the mausoleum

2.6 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells  d20+18=34 ;
Thursday September 30th, 2010 10:23:34 AM

Finally in a position where he can freely cast, Vedik readies an action to counterspell if the Dread Lord casts a spell.

OOC:
Ready Action: Greater Dispel Magic: 34 Dispel Check to counterspell the Dread Lord

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.9 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.5 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.5 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.5 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.5 Mins (Cast in Mino/Armored DL 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

Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+9=29 ; d20+9=11 ; 28d6=113 ; 2d6=8 ; d100=81 ;
Thursday September 30th, 2010 3:42:51 PM

With most of the heroes still under the effects of his Haste spell, Jass finds himself at a bit of a disadvantage. His best spells are ones that affect the mind, but undead don't have minds to affect!!!

Backing up some more to stay away from the Silence spell, Jass again targets the Elf, doing a better job of timing the frustrating Blinking to pierce the Elf with a green ray!

...Actions
Move to G,24
Cast Disintegrate at Dread Lord; nat 20! 11 Touch attack; 113 damage; Fort 23 for 8 damage
Hit while Blinking: 81% Success!

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 11/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 1 2 6 1 0 3 1

Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=35 ; d6=4 ; d6=6 ; d6=2 ; d6=6 ; d6=4 ; d20+24=33 ; d6=1 ; d6=5 ; d6=4 ; d6=3 ; d6=2 ; d20+19=35 ; d6=2 ; d6=2 ; d6=5 ; d6=1 ; d6=5 ; d20+29=48 ; d20+29=40 ; d6=5 ; d6=1 ; d6=6 ; d6=4 ; d6=3 ; d6=3 ; d6=3 ;
Thursday September 30th, 2010 4:09:48 PM

Dwight notices the look of concern on the elf's face as he reloads his bow, eager that this area may just yet be returned to its previous glory and these creatures are permanently dead.

Flanked, the elf is pointed at with the tip of the first arrow, and 3 others follow in quick succession.

Att #1: 35
Dmg: 12 + 8(holy) + 6(ice) + 4(sneak) = 30

Att #2: 33
Dmg: 9 + 9(holy) + 3(ice) + 2(sneak) = 23

Att #3: 35
Dmg: 10 + 7(holy) + 1(ice) + 5(sneak) = 23

Att #4: 48 (possible crit - 40)
Dmg: 13 + 7(holy) + 4(ice) + 3(sneak) = 27 (33 if critical)

Total if all attacks hit for full damage: 103 (109 with critical)

======================
DM Sanity Stuff

Flying Broom -- over wall of force, near the ceiling
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth

Syr Ac 41/40 HP 216  d20+22=39 ; d100=48 ; d20+22=24 ; d20+22=42 ; d100=25 ; d20+22=38 ; d100=49 ; d20+22=40 ; d100=42 ; d20+12=26 ; d100=26 ;
Thursday September 30th, 2010 5:01:23 PM

Pressing the attack on the elf, the monk slides forward 5' (G19). Before striking, he looks up to confirm the lich is still within the silence spell and then sends a series of kicks at the double bladed elf. While many of the blows almost land, the elf blinks away at just the right time. (geez, 5 consecutive rolls below 50%). Syr growls in frustration only to have no sound heard.

Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste


Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:169/201, Altitude: +0', Speed: 30'(land)/60'(flight)  d100=96 ; d20+36=47 ; 3d6+24=37 ; d100=36 ; d20+31=50 ; d20+31=51 ; 3d6+24=36 ; 8d6+48=87 ; d100=64 ; d20+26=35 ; 3d6+24=36 ; d100=72 ; d20+22=32 ; d8+9=17 ;
Thursday September 30th, 2010 8:46:23 PM

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly

Mac steps 5' down to the floor to better flank the elf.
[1: 96% 47|37] [2: 36% 50(Cr51)|36(+87)] [3: 64% 35|36] [Horn: 72% 32|17]

AoOs:(CR - up to 7) d20+36|3d6+24 (19-20|+8d6+48)


MonthorHit Points:(121 of 213)  d20+35=51 ; 2d8+20=31 ; d6=2 ; d6=6 ; 2d6=2 ; d20+30=41 ; 2d8+20=26 ; d6=2 ; d6=4 ; 2d6=10 ; d20+25=29 ; d20+20=24 ;
Thursday September 30th, 2010 8:57:57 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

-----------------------------------------
" Let's try this again..."

Two handed attack.

Attack 1 Hits AC 51 for 31 physical, 2 cold, 6 electric and 2 holy damage

Attack 2 Hits AC 41 for 26 physical, 2 cold, 4 shock and 10 holy

Attack 3 Hits AC 29

Attack 4 Hits AC 24

All misses.


Dwight hp 160/160, ac 33(touch 25, 34)) 
Thursday September 30th, 2010 9:19:36 PM

OOC: If Monthor misses when hitting AC 51, Dwight sudden becomes very very concerned.

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste  d8=1 ; d8=3 ; d8=1 ; d8=8 ; d8=7 ; d8=8 ;
Thursday September 30th, 2010 10:47:35 PM

The halfling cleric moves to the east in order to get out of the Silence spell surrounding Syr. Once he can hear again, Belkior will cast a healing spell upon Monthor to keep the dwarf in the fight.

Position
J16

Actions
Move - 15 ft
Standard - cast Cure Critical Wounds (over Dimensional Anchor), healing 43 hps (3+8+7+8, re-rolled 1's, +17)

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.3 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.3 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.3 minutes
Silence - 19.4 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast



Mac OOC 
Thursday September 30th, 2010 11:44:09 PM

Dwight on Thursday September 30th, 2010 9:19:36 PM: OOC: If Monthor misses when hitting AC 51, Dwight sudden becomes very very concerned.

Unless when DM DanK said three weeks ago: DM Don't worry, not every opponent will be packing a 43 AC, he meant they wouldn't all be as low as 43. : )



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Friday October 1st, 2010 12:07:05 AM

Moving closer, Echlhin readies to cast some form of healing on Tratain if he needs it, otherwise he looks to see if the cleric is going to use some form of mass healing.

Goggles of Night worn
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Stoneskin (CL 15, 99 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.6 Minutes (cast leaving dracolich pile)
True Seeing: 15.5 minutes
Haste: CL 19, 9 rounds


Tratain Current Spells AC 39 HP 130/211  d20+19=27 ; 10d6=40 ; 5d8=16 ; d20+21=38 ; d100=73 ;
Friday October 1st, 2010 10:08:12 AM

Tratain thinks these two opponents are pretty tough but doubts they can last much longer against the combined might of the Knights and Shields. He then casts a Searing light at the Lich, or if the Lich is down the Elf.

Searing Light Hits Touch AC 27 for 40 Damage if Undead, 16 if not undead. Roll to Beat SR 38 Miss Chance if Needed 73% so hits.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Tratain Current Spells AC 39 HP 130/211 
Friday October 1st, 2010 10:13:29 AM

OOC:
Does Monthor still have a stoneskin or was it beaten through already? I can't tell if its being taken into account.

And remember for Blink if you can see invisible the miss chance is only 20%

MonthorHit Points:(121 of 213) 
Friday October 1st, 2010 10:57:39 AM

ooc> The stoneskin was dispelled.

The Dark Chapel Round 6 Dan k  d20+14=26 ; d20+35=36 ; d20+30=46 ; d20+25=34 ; d20+20=40 ; d20+20=37 ; 2d6+15=24 ; 2d6=8 ; d6=1 ; 2d6+15=22 ; 2d6=8 ; d6=1 ; 4d6+30=42 ; 2d6=5 ; d6=4 ;
Sunday October 3rd, 2010 8:43:39 PM

Vedick stands readied, to attempt to counter any spell the Dread lord may attempt.

Jass moves further out of the Silence Spell and casts another Disintegrate spell at the elf. The beam strikes but he elf does not fall to dust.

Dwight sends another barrage of arrows, three out of four strike and the elf falls dead.

Syr and Mac no longer have a target.

Monthor attacks the Dread lord, hitting him once.

Bekior moves up to the Wall of Force which prevents him from casting any spell through it to Monthor. He needs to find a way over the 10' highinvisible barrier

Tratain is engulfed in the Silence spell from Syr and so he drifts back and Fires aSearing Light Spell. It seems t have no effect at all upon the dread lord.

The elf lies still upon the floor. The dread lord slides further south and launches another set of attacks against Monthor. The Dread lord's great sword drives into Monthor [Hit AC 36 -miss / 46 hit / 34 hit / 40 crit 37 Dmg 24+8 unholy+1 Acid / 22+8 unholy+1 Acid / 42+5 unholy+4 Acid Total 109 Monthor takes 55 and Tratin takes 54]

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

Enemy Present [1]

1 hour 51.8 minutes elapsed time since arrival at Sky Castle.

51.8 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.4 minutes from casting Good hope and Stoneskin at the mausoleum

2.7 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly 
Sunday October 3rd, 2010 10:05:26 PM

The halfling cleric rises up above the Wall of Force using the Fly spell provided by his Celestial Armor. Once he is clear of the wall, he touches Monthor to heal the enlarged dwarf.

Position
J16. 15 ft in air

Actions
Move - rise 5 ft
Standard - heal Monthor for 43 hps (spell held since last round)

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.2 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.2 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.2 minutes
Silence - 19.3 minutes
Fly - 4.8 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast



Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Monday October 4th, 2010 8:27:02 AM

Vedik continues to hold his readied action, sure the Dread Lord has a harm or inflict prepared for when his undead form is near destruction.

OOC:
Ready Action: Greater Dispel Magic: 34 Dispel Check to counterspell the Dread Lord

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.8 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.4 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.4 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.4 Mins (Cast in Mino/Armored DL 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


Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:169/201, Altitude: +0', Speed 30'(land)/60'(flight)  d20+35=45 ; 3d6+24=31 ;
Monday October 4th, 2010 9:42:00 AM

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly

Disappointed at the elf's capitulation, Mac takes to the air to give the Lich something else to consider.
Location: I23:J24, +5' up
[1:Lich] 45|31

AoOs:(CR - up to 7) d20+35|3d6+24 (19-20|+8d6+48)


Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+12=19 ; d20+23=42 ; d6+5=11 ;
Monday October 4th, 2010 3:22:38 PM

Backing up some more, Jass concentrates on making the undead monster less of a threat. Another ray comes forth from his hands to try and drain some of the strength that create the powerful strokes against Monthor.

...Actions
Move to E,24
Cast Ray of Enfeeblement at Dread Lord; 19Touch attack; 42 Spell Penetration; -11 Strength

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 10/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 6 1 0 3 1

Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=39 ; d20+24=38 ; d20+19=24 ; d20+29=30 ; d20+29=42 ; d6=4 ; d6=3 ; d6=6 ; d6=2 ;
Monday October 4th, 2010 4:21:21 PM

A bit surprised by suddenly hearing some movements, Dwight floats a bit forward (D18).

He then attempts to make a pin cushion of the cornered Lich, fearing it has one major trick up it's dead sleeve.

Att #1: 39
Dmg: -Miss

Att #2: 38
Dmg: - Miss

Att #3: 24
Dmg: - Miss

Att #4: 30
Dmg: - Miss

Att #5: 42 (maybe a hit?)
Dmg: 12 + 9(holy) + 2(ice) = 23

OOC: Wow, I don't think I've missed that much in a round in a very long time. :-(


MonthorHit Points:(109 of 213)  d20+35=55 ; d20+35=37 ; 2d8+20=27 ; d6=2 ; d6=2 ; 2d6=10 ; d20+30=41 ; d20+25=35 ; d20+20=37 ;
Monday October 4th, 2010 8:32:53 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

-----------------------------------------
The silenced dwarf mouths....{ AT THEE!!!!!}
Moves 5 feet east

Two handed attack.

Attack 1 Hits AC 55 (and a rotten 37 on the crit role) for 27 physical, 2 cold, 2 electric and 10 holy damage

Attack 2 Hits AC 41 miss

Attack 3 Hits AC 35 miss

Attack 4 Hits AC 27 miss



Syr Ac 41/40 HP 216  d20+22=27 ;
Monday October 4th, 2010 9:23:09 PM

Syr slides up beside his new partner against the wall and strikes out at the lich. He makes a single weak attack at the lord before settling in a readied posture.

Stoneskin (CL 15, 126/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste



The Dark Chapel Round 7 Dan k  d20+35=46 ; 2d6+15=23 ; 2d6=6 ; d6=3 ; d20+32=39 ; d20+27=37 ; d20+22=25 ; 2d6+15=19 ; 2d6=6 ; d6=3 ; 2d6+15=22 ; 2d6=3 ; d6=5 ;
Monday October 4th, 2010 9:33:23 PM

Belkior rises up and casts a heal at Monthor for 43 hps
Vedik continues to ready on the Dread lord
Mac flies up and mves over t come up almost on top of the Dread lord. As he moves in, the lich strike, cutting into the minotaur [Hit AC 46 Dmg 23 Unholy 6 Acid 3] Mac strikes, hitting as well
Jass Cast Ray of Enfeeblement, striking the undead creature
Dwight sends 4 arrows streaking towards the lich, but all of them are turned aside by its impressive armor and spells
Monthor strikes once, his other three swings failing to pentrate the dread lords defences

The Dread lord continues in Silence, it's death visage twisted into a visage of pure hatred. Continuing to play heed to his own defences he attacks Monthor and Mac.
Strike at Monthor twice and Mac once
Monthor Hit AC 39/37 Dmg 19+6 Unholy+3 Acid / 22+3 Unholy+5 Acid Total 58/2 = 29
Tratain takes 29
Mac AC 25 miss

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

Enemy Present [1]

1 hour 51.9 minutes elapsed time since arrival at Sky Castle.

51.9 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.5 minutes from casting Good hope and Stoneskin at the mausoleum

2.8 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight)  d20+35=55 ; d20+35=53 ; 3d6+24=35 ; 8d6+48=75 ; d20+30=41 ; 3d6+24=28 ; d20+25=42 ; 3d6+24=34 ; d20+20=36 ; d20+20=24 ; d8+11=17 ;
Tuesday October 5th, 2010 8:38:53 AM

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly
Feats, etc.: Mobility (additional +4 AC vs AoOs triggered by moving within or out of a threatened area), Run
d20+35/+30/+253d6+24 (19-20|+8d6+48)
AoOs:(CR - up to 7) d20+35|3d6+24 (19-20|+8d6+48)

Mac silently berates himself for not picking a safer route to the Lich, and swings hard in response.

Attacks: [1 Lich: 55(53)|35(+75)] [2 Lich: 41|28] [3 Lich: 42|34] [Horn Lich: 36|17]

Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+11=14 ;
Tuesday October 5th, 2010 8:55:25 AM

Jass feels in his temporary lizard skin that this particular battle is in its endgame. "The lich is Piggie Paste for sure", he says to himself.

Conserving his magical energies, the sorcerer backs up to the edge of the alter/platfom and taps himself with a See Invisible wand, looking around to see if any beings are arriving to help.

...Actions
Move to E,24
Wand See Invisible
Spot: 14

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 9/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes
See Invisible on Jass; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 6 1 0 3 1

Tratain Current Spells AC 39 HP 130/211  3d8+15=31 ;
Tuesday October 5th, 2010 1:03:39 PM

Tratain makes sure he is out of the Silence spell and then casts a Cure Serious Wounds spell on himself (Heals 31) and hopes the others can finish off the Lich soon.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Tuesday October 5th, 2010 7:38:43 PM

Vedik remains deadly still, continuing to watch the Dread Lord for the first sign of spellcasting.

OOC:
Ready Action: Greater Dispel Magic: 34 Dispel Check to counterspell the Dread Lord

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.7 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.3 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.3 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.3 Mins (Cast in Mino/Armored DL 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:(109 of 213)  d20+35=40 ; d20+30=45 ; d20+25=35 ; d20+20=36 ; 2d8+20=27 ; d6=3 ; d6=6 ; 2d6=11 ;
Tuesday October 5th, 2010 9:01:44 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

-----------------------------------------
{This is getting tedious.....}

Two handed attack.

Attack 1 Hits AC 40 miss

Attack 2 Hits AC 45 miss I think. ( 36 physical, 3 shock, 6 cold, and 11 holy if he hits)

Attack 3 Hits AC 35 miss

Attack 4 Hits AC 36 miss



Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=39 ; d20+24=44 ; d6=6 ; d6=3 ; d6=5 ; d6=1 ; d6=2 ; d20+19=34 ; d20+29=31 ; d20+29=48 ; d6=2 ; d6=4 ; d20=13 ; d6=6 ; d6=2 ;
Tuesday October 5th, 2010 9:21:37 PM

Dwight floats a bit more to stay within death range. (move to D18 last round, and to E19 this round).

OOC: I am unsure of whether I can staple for each arrow, or if I can only fire one when attempting to staple. I'll roll all, use what is appropriate. (but let me know for next time please).

Unable to cause major harm to the lich, Dwight decides to be a nuisance and attempts to staple the Lich to the wall (thus making him partially prone or waste an action)

Att #1: 39
Dmg -- miss

Att #2: 44 (maybe)
Dmg (DC to remove staple): 14 + 8(holy) + 1(ice) = 23

Att #3: 34
Dmg -- miss

Att #4: 31
Dmg -- miss

Att #5: 48 (extra attack due to haste -- staple?)
dmg (DC to remove staple): 10 + 10(holy) + 2(ice) = 22


======================
DM Sanity Stuff

Flying Broom -- about 15' high at E19
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth
Hasted

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 has a +0 to staple



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday October 5th, 2010 10:00:04 PM

Echlhin continues to wait near (I16) in case Tratain would like to him heal him so that he can heal others.

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Tuesday October 5th, 2010 10:01:06 PM

Goggles of Night worn
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Stoneskin (CL 15, 99 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.6 Minutes (cast leaving dracolich pile)
True Seeing: 15.5 minutes
Haste: CL 19, 9 rounds

The Dark Chapel Round 8 Dan k  d20+32=47 ; d20+27=29 ; d20+22=23 ; 2d6+15=24 ; 2d6=9 ; d6=6 ;
Tuesday October 5th, 2010 10:02:43 PM

Mac strikes at the liche 4 times, connecting once
Jass conserves his spells, pulling a wand as he moves further from the fight to be out of the Silence spell and activates the wand to See Invisibility. Except for the Wall of Force he can now see, everything is as it was.
Syr moves up next to the lich and all goes quiet about the fight
Tratain casts Cure Serious Wounds on himself
Vedik remains readied to counter
Monthor misses with all four of his attacks
Dwight attempts to Staple the Dread lord to the wall. One arrow strikes and sinks partially into the stone.

The Dread lord continues his defensive battle. Swinging at Mothor twice and Mac once.
He pierces Monthors defences , but one time and misses Mac again.
[Hit AC 47 Dmg 24+9 Unholy+6 Acid Dmg 41/2 Monthor takes 21 Tratain takes 20

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

Enemy Present [1]

1 hour 52 minutes elapsed time since arrival at Sky Castle.

52 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.6 minutes from casting Good hope and Stoneskin at the mausoleum

2.9 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly  d8=3 ; d8=6 ; d8=1 ; d8=8 ; d8=1 ; d8=3 ;
Tuesday October 5th, 2010 10:25:17 PM

The halfling cleric casts another heal spell upon Monthor so that the dwarf can remain in the fight.

Position
J16. 15 ft in air

Actions
Standard - cast Cure Critical Wounds, healing Monthor for 37 hps (3+6+8+3 +17, re-rolling 1's) using Death Ward

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.1 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.1 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.1 minutes
Silence - 19.2 minutes
Fly - 4.7 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate(x2) (D - Holy Word)
* = cast

Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight)  d20+35=48 ; 3d6+24=38 ; d20+30=32 ; 3d6+24=32 ; d20+25=44 ; d20+25=40 ; 3d6+24=38 ; 8d6+48=78 ; d20+20=32 ; d8+11=19 ;
Wednesday October 6th, 2010 7:50:53 AM

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly

Once more with feeling...
Attacks: [1 Lich: 48|38] [2 Lich: 32|32] [3 Lich: 44(40)|38(+78)] [Horn Lich: 32|19]
Mac begins to wonder how he will know when the Lich is defeated.

AoOs:(CR - up to 7) d20+35|3d6+24 (19-20)|(+8d6+48)

MonthorHit Points:(125 of 213)  d20+35=48 ; d20+30=45 ; d20+25=35 ; d20+20=38 ;
Wednesday October 6th, 2010 11:33:00 AM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

-----------------------------------------
And again.....

Two handed attack.

Attack 1 Hits AC 48 miss

Attack 2 Hits AC 45 miss

Attack 3 Hits AC 35 miss

Attack 4 Hits AC 38 miss



Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+12=32 ; d20+12=31 ; d20+12=13 ; 4d6=21 ; 4d6=17 ; d20+22=27 ;
Wednesday October 6th, 2010 5:09:34 PM

With the Lich keeping the big guys in play and fighting defensively, Jass gets concerned. "Sure and the git will be able to wear us out or get back up eventually which wouldn't do us good, at all, at all", he mimics the brougue from a town he passed through at one time or another.

Let's try to distract him a little.

Another quick move and a spell later, three fiery rays strike out to try and sear the lich.

...Actions
Move to E,22
Scorching Ray 38 magical fire damage Spell Penetrate: 27
1: Touch 32 nat 20! (no crit) 21 magical fire damage
2: Touch 31 17 magical fire damage
3: Touch 13 nat 1! miss

Spot: 14

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.7/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 9/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes
See Invisible on Jass; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 6 1 0 3 1

Tratain Current Spells AC 39 HP 151/211  4d8+20=41 ;
Wednesday October 6th, 2010 6:41:40 PM

Tratain heals himself again, and hopes the others can find a way to get through the Liches defenses finally.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Syr Ac 41/40 HP 216  d20+23=35 ; d20+23=35 ; d20+23=33 ; d20+23=40 ; d20+22=29 ; d20+23=38 ; 3d6+9=23 ; 3d6+9=25 ;
Wednesday October 6th, 2010 8:55:05 PM

Syr realizes his attacks will probably not get through after watch the others and decides to switch tactics. He tries several leg sweeps of the lich, attempting to bring him down. (Improved trip touch attacks 35,35,33,40) If the trip succeeds, he follows up with a kick (AC 38 damage 23)

Stoneskin (CL 15, 126/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste

Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=42 ; d6=1 ; d6=1 ; d6=5 ; d6=2 ; d20+24=37 ; d20+19=34 ; d20+29=48 ; d6=2 ; d6=5 ; d6=5 ; d6=6 ; d20+29=40 ; d6=2 ; d6=1 ; d6=1 ; d6=3 ;
Wednesday October 6th, 2010 10:49:50 PM

Dwight seeing the Lich is at least momentarily snagged to the wall, he forks out a few more arrows between his swinging friends.

Att #1: 42 (maybe)
dmg: 9 + 6(holy) + 2(ice) = 17

Att #2: 37
Dmg - MISS

Att #3: 34
Dmg - MISS

Att #4: 48
Dmg: 10 + 10(holy) + 6(ice) = 26

Att #5: 40 (maybe)
Dmg: 10 + 2(holy) + 3(ice) = 15

Dwight then floats to D19, and calls to Echlin, "Where isssss sssstone?"
OOC: I think both he and I are just outside the silence spell -- 20' radius right?

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday October 7th, 2010 1:06:04 AM

Echlhin concentrates and again tries to use his ability to sense spirits to locate the spirit gem.

Goggles of Night worn
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Stoneskin (CL 15, 98.5 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.5 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.5 Minutes (cast leaving dracolich pile)
True Seeing: 15.4 minutes
Haste: CL 19, 8 rounds

Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Thursday October 7th, 2010 12:41:55 PM

Vedik slips away from the Dread Lord, and moves across the room.

OOC:
Move to C25

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.2 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.2 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.2 Mins (Cast in Mino/Armored DL 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



The Dark Chapel Round 8 Dan k  d20+7=11 ; d20+7=22 ; d20+7=13 ; d20+7=8 ; d20+7=19 ; d20+8=18 ; d20+11=31 ; d20+32=45 ; d20+27=38 ; d20+22=33 ; 2d6+15=21 ; 2d6=12 ; d6=4 ; 2d6+15=23 ; 2d6=9 ; d6=2 ; 2d6+15=20 ; 2d6=9 ; d6=3 ;
Thursday October 7th, 2010 9:24:20 PM

Echlhin remains where he is ready to lend healing to Tratain. He then begins concentrating on finding the Phlactery.
Belkior Cure Critical Wounds, healing Monthor for 37 hps
Mac strikes the lich once
Monthor stirkes, hitting twice roll damage for the AC48 and 46shot
Jass casts Scorching ray, two rays drill into the a barrier about the dread lord which absorbs the magical flames.
Tratain heals himself again
Syr attempts to trip the lich [i]Dread lord takes 10 vs trip and so has a 22 Defense. DM rolled Syr's Strength checks d20+7 11/22/13/8
The Dread lich attempts to trip Syr [31 syr's defense 10+8=18] and Syr is taken off his feet and is prone
Dwight sends another hail of arrows, sinking one into the Dread lord
Vedik moves away from the Silence and battle

The Dread lord then swings at Monthor and Mac. Hitting Monthor twice and Mac once
[Monthor Hit AC 45/38 Dmg 21+12 Unholy +4 Acid =37 and 23+9 Unholy +2 Acid =34 total 36 Tratain take 35]
Mac Hit AC 33 Dmg 20+9 Unholy +3 Acid =32]

Echilhin spirit sence detects the soul within the great sword of the dread lord. While the Grim watches the sword seems to glow in the spirit world and transfer some power to the lich with every stroke

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

Enemy Present [1] Dread Lord AC 45

1 hour 52.1 minutes elapsed time since arrival at Sky Castle.

52.1 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.7 minutes from casting Good hope and Stoneskin at the mausoleum

3 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)!

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly  d8=3 ; d8=7 ; d8=5 ; d20+17=19 ;
Thursday October 7th, 2010 10:34:56 PM

The halfling cleric uses another spell to heal several of his companions and harm the Dread Lord at the same time.

Position
J16. 15 ft in air

Actions
Standard - cast Mass Cure Serious Wounds, healing Monthor, Mac, Syr, Jass, and Dwight for 32 hps (3+7+5 +17) using Regeneration, DC 25 Will for half damage to Dread Lord, CL check 19 vs. Spell Resistance

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 57.0 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.0 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 207.0 minutes
Silence - 19.1 minutes
Fly - 4.6 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast


Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Thursday October 7th, 2010 11:20:48 PM

"There is a soul in his greatsword and it is transferring energy to him!" Echlhin announces to those that can hear him, "Disarm him if you can!"

Goggles of Night worn
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Stoneskin (CL 15, 98.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.4 Minutes (cast leaving dracolich pile)
True Seeing: 15.3 minutes
Haste: CL 19, 7 rounds

Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Friday October 8th, 2010 12:06:52 AM

Hearing Elchlin's words, Vedik springs to action. Although a simple spell, he hopes it will be effective. He casts grease on the dread lords sword.

OOC:
Cast Grease on Greatsword: Reflex save DC 22, no spell resistance.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.5 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.1 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.1 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 359.1 Mins (Cast in Mino/Armored DL 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

Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:105/201, Altitude: +0', Speed 30'(land)/60'(flight) 
Friday October 8th, 2010 6:12:53 AM

Mac bellows, "Does it need to be intact?!"


Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+20=31 ; d20+20=25 ; d20+20=37 ; d20+20=26 ; d20+20=40 ; d20+22=39 ; d20+19=29 ; d20+19=27 ; d20+19=30 ; d20+19=34 ; d20+19=22 ; d20+19=31 ;
Friday October 8th, 2010 7:31:26 AM

Watching the various defensive spells in action about the lich, Jass smiles a reptilian grin; he should be able to unravel the magical defenses and give the dour minotaur and dumb dwarf a boost in tearing the lich to shreds. He shouts his knowledge to the others.

"Nice one Vedik!" he calls in admiration of the Grease spell, "and how about this one?"

And Jass sends a targeted Greater Dispel Magic againt the undead lich.

...Actions
Spellcraft to determine spell(s) already in place on lich [DC 20+spell level] 31(any), 25(5th), 37(any), 26(6th), 40(any)
Cast targeted Greater Dispel Magic on lich. Spell Penetration:39 Possible Dispels:29, 27, 30, 34, 22, 31

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.2/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 8/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes
See Invisible on Jass; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 6 1 0 4 1

MonthorHit Points:(125 of 213)  2d8+20=29 ; d6=5 ; d6=2 ; 2d6=4 ; 2d8+20=25 ; d6=3 ; d6=4 ; 2d6=7 ;
Friday October 8th, 2010 7:47:22 AM

Damage from previous round.

1. 29 physical, 5 shock, 2 cold, 4 holy
2. 25 physical, 3 shock, 4 cold, 7 holy.

Dwight hp 160/160, ac 33(touch 25, 34)) 
Friday October 8th, 2010 2:22:52 PM

OOC: Please keep in mind, that in-character, only a few hear Echlin's words as they are outside Syr's ring of silence.



Mac AC:31[Tch:21, F/F:25](+1 vs Lich, +2 vs Evil) HP:105/201, Altitude: +0', Speed 30'(land)/60'(flight)  d20+9=10 ; d20+35=52 ; d20+30=50 ; d20+30=34 ; d20+25=41 ; d20+20=35 ; 3d6+24=30 ; 3d6+24=34 ; 8d6+48=70 ; 3d6+24=37 ; d8+11=13 ;
Friday October 8th, 2010 4:40:28 PM

OOC: My apologies - the active Silence momentarily slipped my mind. Please ignore my last post.

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly
Mac continues to carve away at the Lich, looking for any signs of progress. {Spot:10}

Attacks: [1: Lich 52|30] [2: Lich 50(34)|34(+70)] [3: Lich 41|37] [Horn: Lich 35|13]

AoOs:(CR - up to 7) d20+35(CT:19+)|3d6+24(ACD:+8d6+48)


Dwight hp 160/160, ac 33(touch 25, 34))  d20+18=35 ; d20+29=39 ; d20+24=27 ; d20+19=31 ; d20+29=48 ; d20+29=40 ; d6=3 ; d6=6 ; d6=3 ; d6=2 ; d6=6 ; d6=2 ; d6=3 ; d6=5 ;
Friday October 8th, 2010 5:41:27 PM

Dwight awaits Echlins response, which he manages to hear through his cloth-embedded ears (listen: 35).

Finally having an answer, Dwight attempts to disarm the Lich (assuming the pinned Lich still holds his sword)

OOC: Dwight gains +2 to his attack as he attempts to disarm. I don't think he gets any minuses for this, though the Lich using a two handed weapon does.

Att #1: 39 + 2(disarm) = 41
Att #2: 27 + 2(disarm) = 29
--miss -- no staple
Att #3: 31 + 2(disarm) = 33
--miss -- no staple
Att #4: 48 + 2(disarm) = 50
--if already disarmed -- staple DC 22 (11 + 9(holy) + 2(ice))
Att #5: 40 + 2(disarm) = 42
--if already disarmed -- staple DC 24 (14 + 5(holy) + 3(ice))

If the Lich is already disarmed, his attacks become staple shots (DC included) hoping to prevent the Lich from moving to get his weapon.

Disarm Trick: Sharpshooters may make disarm attacks against weapons up to 30 feet away. These resolve exactly like melee disarm attacks, but the shooter does not drop his weapon on a failed attempt. Each time the Disarm Trick is taken beyond the first, a +1 bonus on disarm opposed rolls and an extra 5 feet of range is gained. -- Dwight has +2 to disarm.

======================
DM Sanity Stuff

Flying Broom -- about 15' high at E19
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth
Hasted

Syr Ac 41/40 HP 216  d20+22=40 ; d20+22=34 ; d20+22=23 ; d20+22=37 ; d20+22=42 ; d20+17=29 ; d20+12=17 ; d20+11=30 ; d20+11=24 ; d20+11=16 ; d20+11=21 ; d20+22=29 ; 2d8+9=17 ; d6=1 ; 2d8+22=31 ;
Friday October 8th, 2010 9:21:40 PM

Syr almost stumbles under the trip but remains standing. He makes several more tries at a leg sweep, (touch attack 40, 34, miss, nat 20, 29 Trip check 30, 24, 16,21 1 melee attack 29, Damage 17+1)

OOC: Take a look at the Woldian rules for trip. reflex save 40 for last round and a 31 for this round if neededif I have it Also, Syr has improved trip (another +4)
http://www.woldiangames.com/Woldipedia/index.php/Combat_Rules#Trip

MonthorHit Points:(122 of 213)  d20+35=48 ; 2d8+20=26 ; d6=3 ; d6=3 ; 2d6=11 ; d20+30=45 ; 2d8+20=34 ; d6=2 ; d6=4 ; 2d6=4 ; d20+25=41 ; d8+20=21 ; d6=5 ; d6=2 ; 2d6=10 ; d20+20=29 ;
Saturday October 9th, 2010 7:35:13 AM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

-----------------------------------------
And again.....

Two handed attack.

Attack 1 Hits AC 48 26 physical, 3 shock, 3 frost, 11 holy

Attack 2 Hits AC 45 34 physical, 2 shock, 4 frost, 4 holy

Attack 3 Hits AC 41 21 physical, 5 shock, 2 frost, 10 holy

Attack 4 Hits AC 29 miss


The Dark Chapel Round 9 Dan k  d20+32=51 ; d20+18=26 ;
Monday October 11th, 2010 9:33:36 PM

Belkior cast Mass Cure Serious Wounds, healing Monthor, Mac, Syr, Jass, and Dwight for 32 hps.
"There is a soul in his greatsword and it is transferring energy to him!" Echlhin announces to those that can hear him, "Disarm him if you can!" Though anyone within 20' of Syr cannot hear the cry.
Vedick casts Greas upon the Dread lords weapon, but the Dread lord is agile enough to move the weapon before the spell solidifies upon it.
Jass Casts Greater Dispel Magic at the heavily defended Dread lord to no apparent effect, but then again, there were no obvious defensive spells up in the first place.
Mac strikes another pair of times
Dwight strikes the great sword wit an arrow and it fllas from the Dread lords hand shortly followed by yh Dread lord himslef as the being in the armor crumbles to dust

The sword lies on the floor in a pile of dust and armor. Silence still surrounds the area, but the Dread lord appears to have been destroyed

We are still in combat rounds

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

Enemy Present none

1 hour 52.2 minutes elapsed time since arrival at Sky Castle.

52.2 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.8 minutes from casting Good hope and Stoneskin at the mausoleum

3.1 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 
Monday October 11th, 2010 10:46:28 PM

Echlhin continues concentrating, sensing what spirits may be in the area.

Goggles of Night worn
Delay Poison (18 hour total duration - generally cast at beginning of day)
Bark Skin (extended using rod, 3 used per day, 18 hours total duration - generally cast at beginning of day, ghost touch)
Long Strider (18 hour duration - generally cast at beginning of day)
Stoneskin (CL 15, 98.3 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 98.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 98.3 Minutes (cast leaving dracolich pile)
True Seeing: 15.2 minutes
Haste: CL 19, 6 rounds

Syr Ac 41/40 HP 216  d20+20=35 ;
Tuesday October 12th, 2010 12:10:40 AM

Syr blinks in surprise at the sudden end to combat. Seeing no immediate threat, he gives it a quick toss over the wall of force. Smiling in satisfaction he watches as it spins away from the others. Wiping his hands, he turns back to the others, "I ain't pickin' up that sword."

He looks to the floating form of Dwight, "Nice shooting, Arch." The ever practical elf asks the others, "Is that the extent of it, or is there something else we need to be concerned about with the Lords?"

Dwight hp 160/160, ac 33(touch 25, 34))  d20+18=28 ; d20+2=19 ; d20+16=25 ;
Tuesday October 12th, 2010 6:48:34 AM

Dwight is extremely happy one of his shots landed well, forcing the sword to drop. "Kick it away from the dust," he shouts though none close can actually hear him." Despite their lack of response to him, Dwight does not feel compelled to do it himself and wonders what Syr just said.

He floats towards Vedik, examining the Shrine -- Spot 28 -- knowledge (religion/untrained)19.



Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62  d20+22=40 ; d20+19=36 ; d4=2; d20+20=26 ;
Tuesday October 12th, 2010 8:10:22 AM

"If the sword is the power, I can temporarily suppress it", states Jass, and casts another Greater Dispel Magic, this time targeting the sword. He will then look carefully to see if his magic was effective.

"Quickly now, while the magic is held at bay, secure it!" urges the smug sorcerer.

...Actions
Cast targeted Greater Dispel Magic on Sword. Spell Penetration:40 Possible Dispels: 36 Suppress: 2 rounds
Spellcraft: 26

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.2/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 7/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes
See Invisible on Jass; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 6 1 0 5 1

Tratain Current Spells AC 39 HP 125/211  d8+5=9 ;
Tuesday October 12th, 2010 9:25:31 PM

Tratain pulls out his wand of healing after the Dread Lord falls. He looks around and heals himself with it. He says "Lets see what this guy has, We need his Soul Gem first off."

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly  d20+18=32 ;
Tuesday October 12th, 2010 10:05:03 PM

The halfling cleric scrapes together whatever bits of information he has ever learned about undead, trying to determine what he might about this particular Dread Lord.
Knowledge Religion = 32

Belkior will tell his new and old companions anything that seems pertinent that he is able to recall.

Position
J16. 15 ft in air

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 56.9 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.9 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.9 minutes
Silence - 19 minutes
Fly - 4.5 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast

The Dark Chapel Round 10 Dan k 
Tuesday October 12th, 2010 10:52:15 PM

Syr sends the silent dagger up and over the wall of Force, the group on one side can now speak again. Concern is given, righfully so, over the vile unholy weapon that the dread lord was wielding. Jass casts a Greater Dispel Magic at the weapon. That should surpress its qualities for a few rounds.

Tratain pulls out a wand of healing, but with the Dagger of Silence now laing near him he is forced to move before he can activeate it. [Note you have not activated the wand]

Belkior spends a few moments in thought about whom this Dread lord might have been. At the moment the possibilities are very broad. Just the fact that it was a Dread lord makes him very old [Know History if you have ranks] It will take more than a few seconds of pondering to reach any realistic answers.
Dwight suggests kicking the sword away while he moves twards Vedick and takes a closer look at the shrine. It is as one might expect. An unholy sanctuary to death and decay with representation from all of the gods of Testing
Echilhin continues concentrating. He can still sense the soul within the Greatsword as well as another hundreds of feet away below him and to his right

With a metallic bang of seveal heavy footflls , that Belkir and Ecilhin cannot hear,a creature strides to the door. Further back, the sharp eyed can spy a creature in the torn robes of anarch mage of the Star Mages guild. a septer of gold encrusted with emeralds and rubies in one hand and a platinum diamond studded crown upon his head. The fires of damnation burn where its eyes used to look upon the world. It stands wordlessly but obviously ready for battle.

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

Enemy Present [2] Golem and Star Guild Mage

1 hour 52.3 minutes elapsed time since arrival at Sky Castle.

52.3 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

24.9 minutes from casting Good hope and Stoneskin at the mausoleum

3.2 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

MonthorHit Points:(154 of 213) 
Wednesday October 13th, 2010 11:53:18 AM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.

-----------------
Monthor switches out the necklace of adaptation for the scarab of golem bane.

" Golem's mine! Hit the mage with the same tactic as we hit the others!
Me needs to be speeded up!"
ooc> Waits if the others can buff him up then...

Monthor moves north as quickly as he can towards the golem.
ooc> Tries to stay in the cone of silence.

Syr Ac 41/40 HP 216  d20+14=15 ;
Wednesday October 13th, 2010 2:12:30 PM

Syr looks over as the new opponents join them. "Geez, how about a break." With an exaggerated sigh he comments, "Well back over the wall." He says nonchalantly, knowing such a jump is well within his skills. After taking a couple strides, he plants a foot for takeoff only to find his knee give out. The monk's body impacts the wall with a now silent thud (Natural 1, Location I18) His mouth opens as the air escapes and he drops to the ground. Other than a slow red tinge creeping into his cheeks, their is no other reaction. He looks through the wall of force intently, sizing up this new foe by their actions.

The Dark Chapel Round 10 Dan k 
Wednesday October 13th, 2010 10:06:41 PM

Will post tomorrow night

Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=34 ; d6=3 ; d6=4 ; d6=3 ; d6=1 ; d20+24=34 ; d6=6 ; d6=4 ; d6=2 ; d6=2 ; d20+19=34 ; d6=6 ; d6=5 ; d6=1 ; d6=4 ; d20+29=47 ; d6=2 ; d6=4 ; d6=4 ; d6=6 ; d20+29=37 ; d6=5 ; d6=6 ; d6=3 ; d6=1 ; d20+29=30 ;
Wednesday October 13th, 2010 10:14:42 PM

Dwight is unhappy with himself for letting his guard down so soon after combat and wasn't watching the rear as is typically. His discontent lasts only a fraction of a second before he floats back up and pulls his bow as far back as possible taking careful aim for such a long shot.

I must keep the mage busy until someone gets to him. Hurry, hurry cause he is unlikely a fan of my pelting of arrows

OOC: estimated distance 120'

Att #1: 34 - 2(distance greater than 70') = 32
Dmg: 11 + 7(holy) + 1(ice) = 19

Att #2: 34 - 2(distance) = 32
Dmg: 14 + 6(holy) + 2(ice) = 22

Att #3: 34 -2 (distance) = 32
Dmg: 14 + 6(holy) + 4(ice) = 24

Att #4: 47 - 2(distance) = 45
Dmg: 10 + 8(holy) + 6(ice) = 24

Att #5: 37 - 2 (distance) = 35 (if haste is still active)
Dmg: 13 + 9(holy) + 1(ice) = 23

======================
DM Sanity Stuff

Flying Broom -- about 15' high at D23
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth
Hasted

OOC: I've lost count what round haste is on -- if it is even still active.

Belkior - HP 141/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly  d8=4 ; d8=8 ; d8=1 ; d8=5 ;
Wednesday October 13th, 2010 10:47:25 PM

The halfling cleric flies out of the Silence before using his staff to cast another healing spell upon Monthor.

Position
?

Actions
Move - up to 60 ft to follow Monthor and get out of Silence
Standard - activate Staff of Healing to cast Cure Serious Wounds, healing Monthor for 32 hps

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 56.8 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.8 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.8 minutes
Silence - 18.9 minutes
Fly - 4.4 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast

Mac AC:31[Tch:21, F/F:25](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight) 
Thursday October 14th, 2010 4:20:20 AM

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly

Mac nods, "What Syr said... and what Monthor said." Mac flies with cover from the Wall of Force across to the opposite wall from the one Monthor is moving along, up over the wall, and along that wall back towards the entrance to the room. {Double move}

Location: As near to C9:D10 as possible.
AoOs:(CR - up to 7) d20+34|3d6+24 (19-20|+8d6+48)


Jass-Lizardfolk AC:32 HP:114/113 and Furball AC:21 HP 75/62 
Thursday October 14th, 2010 10:09:29 AM

Jass dramatically rolls his eyes as every one of the melee warriors focus' on something to beat on. "And no one to pick up the temporarily safe sword", says he. "Alas that it falls to me to do physical work, but needs must when the Powers drive."

The sorcerer, aided by his still effective Haste spell easily skips over to the dead lich's sword and picks it up, gently shoving it into one of his Pants O Plenty pockets for easy retrieval.

Furball pokes his head out from behind Jass' cloak, chitters excitedly, and then hides once more.

...Actions
Move to J,22
Pick Up Sword
(Next Round?) Sheathe sword in Pants of Plenty.

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.2/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 6/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 50 minutes
See Invisible on Jass; CL 5; 50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 6 1 0 5 1

Tratain Current Spells AC 39 HP 125/211 
Thursday October 14th, 2010 8:49:02 PM

Tratain heals himself with his wand and flies over to the other side of the room (C18)

Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells 
Thursday October 14th, 2010 10:04:04 PM

Vedik looks up and sighs, his eyes narrowing when he sees the torn robes of the Star Guild.

He flies up over the wall and makes sure there's no one hidden with the magi. He casts Glitter Dust, centering it all the way on the back wall.

OOC:
Fly to F18 (above wall)
Glitterdust: Will Save DC 23 or blindness. Reveals hidden things automatically, no save. No SR.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.2 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.8 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 97.8 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.1 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.8 Mins (Cast in Mino/Armored DL 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


The Dark Chapel Round 11 Dan k  d20+28=45 ; d20+28=48 ; d20+28=35 ; d6+4=5 ; d6+4=8 ; d6+4=6 ;
Thursday October 14th, 2010 10:09:44 PM

Monthor switches hs necklace to a scarab of Golems bane and stores the necklace.
Syr moves to jump the wall, but looses his footing just as he moves to jump and collides with the invisible barrier.
Dwight sends 5 arrows into the mage
Belkior flies out of the Silence to Monthor before using his staff to cast another healing spell upon Monthor [heals 32]
Mac flies across the room and over the Wall of Force
Jass grabs the swor and stashes it his pants, however the sword is too long to fit. [Pants O Plenty pockets have 2 cubic foot limit a Great sword is longer than 24 inches]
Tratain heals himself with his wand

The Golem, which resembles a suit of armor with a pair of long swords grafted wear its hands should be flashes and dents with each arrow that strikes the skeletal mage. It stands stoically waiting and as it does, several dents repair themselves.

The wizard rises 20' ito the air andcalls out a spell. 10' black squid like tentacles burst from the ground about the heroes on the far side of the Wall of Force.
Grapple Monthor 45 Dmg 5
Grapple Belkior 48 Dmg 8
Grapple Jass 35 Dmg 6
Tentacles Defensive Grapple 38

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

Enemy Present [2] Golem and Star Guild Mage

1 hour 52.4 minutes elapsed time since arrival at Sky Castle.

52.4 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

25 minutes from casting Good hope and Stoneskin at the mausoleum

3.3 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

2 rounds of Haste left

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+20=26 ;
Friday October 15th, 2010 9:17:50 AM

(Argh, keep forgetting about limitations! :-)

Jass looks nonplussed at not being able to completely take care of the greatsword when the Black Tentacles writhe up all around. The sorcerer flings an arm out to touch Monthor (moved to pick up the sword last round) and shouts out, "Belkior! Touch Monthor! we're getting out of this spell, hold on!" and casts Dim Door, moving himself and Monthor and Belkior to flank the doorway.

Furball squeeks protest and the sword flops around half-in half-out of the magical pants pocket.

...Actions
Move to J,22
Dim Door Jass, Monthor, and Belkior; V only ; Jass appearing at J,9 and rotated 90 degrees counterclockwise.
Concentration: 26

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.2/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 2/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 49 minutes
See Invisible on Jass; CL 5; 49 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 6 1 0 5 1


Vedik AC 41 (16 touch) HP 177/191 (Astral Deva) Character Sheet Spells  d20+18=33 ;
Friday October 15th, 2010 11:00:29 AM

Vedik eyes the mage, and watches his every move. He prepares to act in response to the wizard.

OOC:
Ready action: When the mage casts a spell, cast Maze on him. SR: 35 (Forgot Spell Pen in roll above).

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.2 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 97.7 Minutes (cast leaving dracolich pile)
Message: CL 1, 109.0 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.7 Mins (Cast in Mino/Armored DL 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 AC 39 HP 125/211  4d8+21=39 ; d8=5 ; d20+21=31 ;
Friday October 15th, 2010 12:25:11 PM

Tratain flies over the wall and towards the Mage a little (End in F13) and casts Cure Critical Wounds Mass Targeted on the Mage.

43 Positive Energy Damage on Star Mage, Will Save DC 28 For Half Damage SR Check 31 (Will Use Hero Point if necessary)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Mac AC:31[Tch:21, F/F:25](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight)  d20+29=32 ; 3d6+34=39 ;
Friday October 15th, 2010 6:05:35 PM

Mac AC:31[Tch:21, F/F:25](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight)
Spells, Feats, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly, Mobility, Spring Attack, PA(5/15).

Mac bounds 10' to the doorway, takes a swing at the golem with his adamantine greataxe, and springs back 15' to C11:D12.
[SA: 32|39]

AoOs:(CR - up to 7) d20+29|3d6+34 (19-20|+8d6+68)


Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=39 ; d6=3 ; d6=1 ; d6=5 ; d6=2 ; d20+24=41 ; d6=4 ; d6=2 ; d6=1 ; d6=6 ; d20+19=21 ; d6=3 ; d6=6 ; d6=6 ; d6=6 ; d20+29=49 ; d20+29=35 ; d6=2 ; d6=6 ; d6=4 ; d6=6 ; d6=2 ; d6=4 ; d20+29=43 ; d6=3 ; d6=3 ; d6=6 ; d6=4 ;
Friday October 15th, 2010 7:46:45 PM

Dwight hopes he is high enough to avoid the tentacles, as he is the only partially distracting the mage as the rest of the party advances (even if part of it is reflected to the golem and then healed :-( ).

Arrows fly.

Att #1: 39 - 2(distance) = 37
Dmg: 11 + 6(holy) + 2(ice) = 19

Att #2: 41 - 2(distance) = 39
Dmg: 12 + 3(holy) + 6(ice) = 21

Att #3: 21 -2 (distance) = 19
Dmg: 11 + 12(holy) + 6(ice) = 29

Att #4: 49 - 2(distance) = 47 (possible crit: 35 -2 = 33)
Dmg: 10 + 10(holy) + 6(ice) = 26 (+ 6 if crit.)

Att #5: 43 - 2(distance) = 41
Dmg: 11 + 9(holy) + 4(ice) = 24

Dwight floats back just a bit -- C24 -- maintaining his height.
======================
DM Sanity Stuff

Flying Broom -- about 15' high at D23
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth
Hasted


MonthorHit Points:(181 of 213)  d20+30=31 ; d20+25=43 ; d20+25=36 ; 2d8+30=35 ; 2d8+30=38 ; 2d8+30=39 ; d6=4 ; d6=3 ; 2d6=11 ; 2d10=12 ; d20+20=33 ; 2d8+30=44 ; d6=3 ; d6=6 ; 2d6=5 ; d20+20=27 ;
Friday October 15th, 2010 8:33:29 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

-----------------------------------------
" Let's Rock!"

The newly dimensioned doored Monthor attacks the golem.

Two handed attack.
Power attack -5/+10

Attack 1 Hits AC 31 (miss with a natural 1) physical, 4 shock, 3 frost, holy

Attack 2 Hits AC 43 (crit 36) 35 (122) physical, 4 shock (+12 shock burst), 4 frost, 11 holy

Attack 3 Hits AC 33 44 physical, 3 shock, 6 frost, 5 holy

Attack 4 Hits AC 27 miss

ooc> Likely dead.



Syr Ac 41/40 HP 216 
Friday October 15th, 2010 8:54:05 PM

Syr hits the wall once with a fist in frustration. He reaches down and activates his boots giving him the power of flight. The monk easily flits over the wall and moves to pick up the dagger in front of them.

Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste
Flying

Belkior - HP 134/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly 
Friday October 15th, 2010 9:35:41 PM

Since the halfling cleric ended up moving next to Monthor, he simply reaches out to go along with the teleportation spell offered by Jass. This even as Belkior realizes that he will feel the effects for some time afterwards.

He continues to hover overhead as he prepares to cast more healing magics.

Position
?

Actions

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 56.7 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.7 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.7 minutes
Silence - 18.8 minutes
Fly - 4.3 minutes

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast



The Dark Chapel Round 12 Dan k  d20+32=36 ; d20+34=43 ; d20+34=37 ; d20+29=46 ; d20+25=40 ; d20+32=40 ; d20+32=33 ; d20+27=31 ; d8+16=18 ; d8+16=20 ; d8+16=22 ; d8+16=17 ; d8+12=20 ; d8+12=17 ; d8+12=15 ; d20+36=50 ;
Monday October 18th, 2010 10:01:26 PM

Last Round. Glitterdust fill the back area. No invisible creatures appears in the particles the spell fills the area with.

Jass touches Belkior and Mothor and dimensionally jumps to the doorway.
Tratain closes on the mage and casts Mass Cure Critical Wounds
Mac spring Attacks the golem striking hard
Dwight is higher than the tentacles can reach and sends another collection of arrows at the mage, hitting 4 times.
Monthor steps up and swings at the Golem, striking once. The dwarf quickly realizes that this is no golem, as part of his powerful swings are turned away.
Syr activates his boots and flies over the wall. [picking up an item is a move action. It still lies on the floor]

The Golem creature steps forward to Monthor, some of the dents and scratches vanishing as it does so. It strikes out with the longswords.
[Hit AC 43/37/46/40/40/33/31 Dmg 18/20/22/17/20/17/15 Dmg to Monthor 65 Dmg to Tratain 64]

The Star Mage begins casting a spell and then vanishes as Tratain puts him into a Maze.

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

Enemy Present [2] Golem and Star Guild Mage

1 hour 52.5 minutes elapsed time since arrival at Sky Castle.

52.5 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

25.1 minutes from casting Good hope and Stoneskin at the mausoleum

3.4 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

1 rounds of Haste left



Vedik AC 41 (16 touch) HP 172/191 (Astral Deva) Character Sheet Spells  d6=5
Tuesday October 19th, 2010 9:48:18 AM

"Now, focus on the Golem! We have little time before the mage returns."

With a sudden gesture, Vedik then disappears, reappearing where the Star Mage vanished. He casts a second spell, and a shimmering bubble of force 18' in diameter encloses him, and the area the Star Mage occupied. He draws out his wand, and then simply stops flying, falling to the bottom of the sphere.

OOC:
Cast Quickedned Dimension Door to G2, 20' up, the exact location of the Star Mage.
Cast Resilient Sphere on self, willingly failing the save. There is now an 18' bubble of force centered on the location the Star mage disappeared.
Take out wand of Dimension door (move action)
Drop down to bottom of sphere, taking 5 damage, leaving room for Mage to reappear.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.1 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 97.6 Minutes (cast leaving dracolich pile)
Message: CL 1, 108.9 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.6 Mins (Cast in Mino/Armored DL 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 AC 39 HP 211/211 
Tuesday October 19th, 2010 10:34:48 AM

Tratain watches the Mage Vanish and then Casts Heal on Himself as Monthor is Taking alot of Damage.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Tuesday October 19th, 2010 10:57:17 AM

Jass, momentarily out of immediate danger and having Monthor and Mac to give (and take) the beatings of the golems, looks at the ungainly sword sticking out of his pants. "Gotta do something about that", he quips. Judging the sword can't weigh more than 20 pounds, the sorcerer casts a small magic, bringing into existance an Unseen Servant. "Carefully take this sword out of my pocket. Hold it. Follow me."

Jass smirks, confident that he can keep the 'servant' lugging around the sword for as long as he needs to in order to collect the other soul gems and finally kill off these liches!

...Actions
Stay at J,22
Cast Unseen Servant
Direct servant to carry sword
(Greatsword is 8 pounds, Large one should be 16 pounds, Unseen Servant can exert 20 pounds of pressure.)

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.2/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; LAST/19 rounds; Jass, Syr, Belkior, Echlhin, Vedik, and Dwight; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 49 minutes
See Invisible on Jass; CL 5; 49 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 6 1 0 5 1

Mac AC:31[Tch:21, F/F:25](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight)  d20+35=40 ; 3d6+24=34 ; d20+30=43 ; 3d6+24=35 ; d20+25=30 ; 3d6+24=35 ; d20+20=34 ; d8+9=15 ;
Tuesday October 19th, 2010 5:07:57 PM

Spells, Feats, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly.
Mac knows he can't let the Golem do that too often, so he takes a 5' diagonal step towards the construct and launches a full attack.
[1: 40|34] [2: 43|35] [3: 30|35] [Horn: 34|15]


Syr Ac 41/40 HP 216 
Tuesday October 19th, 2010 7:17:35 PM

Syr watches as the events around the Star Mage change rapidly. Once he disappears, he doesn't worry about the mage but instead scoops up the dagger of silence and moves forward to E9. He makes his intent to engage the Golem soon to those around him.

Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Flying


MonthorHit Points:(181 of 213)  d20+30=33 ; d20+25=28 ; d20+20=40 ; d20+20=31 ; 2d8+30=41 ; d6=5 ; d6=6 ; 2d6=10 ; d20+15=21 ;
Tuesday October 19th, 2010 7:56:15 PM

Friday October 15th, 2010 8:33:29 PM
Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible

-----------------------------------------
" ORC DROPPINGS!!"

Monthor continues to attack the faux golem.

Two handed attack.
Power attack -5/+10

Attack 1 Hits AC 33 (miss)

Attack 2 Hits AC 28 miss

Attack 3 Hits AC 40 (natural 20) 41 physical, 5 shock, 6 frost, 10 holy

Attack 4 Hits AC 21 miss



MonthorHit Points:(115 of 213) 
Tuesday October 19th, 2010 7:56:51 PM

ooc> HP 115

Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=32 ;
Tuesday October 19th, 2010 10:01:20 PM

Feeling a bit alone, Dwight speeds back to the wall of force (D17).

He then fires one arrow if the golem remains standing still.

Att: 32 (miss)

======================
DM Sanity Stuff

Flying Broom -- about 15' high at D23
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth
Hasted

Belkior - HP 134/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly  d8=7 ; d8=1 ; d8=2 ; d8=1 ; d8=2 ;
Tuesday October 19th, 2010 10:31:18 PM

The halfling cleric activates the Staff again and uses his divine reach to heal Monthor from where he is safely sheltering.

Position
J10

Actions
Standard - activate Staff, heal Monthor for 26 hps

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 56.6 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.6 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.6 minutes
Silence - 18.7 minutes
Fly - 4.2 minutes

Items used
Staff of Healing - 2 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast

The Dark Chapel Round 13 Dan k  d20+8=10 ; d20+8=16 ; d20+34=48 ; d8+16=19 ; d20+34=43 ; d20+34=49 ; d20+29=31 ; d20+25=26 ; d20+32=33 ; d20+32=41 ; d20+27=42 ; d8+16=19 ; d8+16=18 ; d8+16=23 ; d8+12=15 ; d8+12=19 ;
Wednesday October 20th, 2010 10:50:20 AM

Vedick quicken Dimensional Doors to where the mage was. Moving lower, he than creates a Resiliant Sphere around himself and the returning mage
Tratain casts heal on himself
Jass casts Unseen Servant and the Greatsword slides from his pants and floats in the air by the smirking sorceror
Mac steps in to take on the golem as well, striking twice
Syr picks up the Silent Dagger and moves forward. The sounds of grunts, and the ring of adamantine vainshes instantly
Monthor connects once.
Dwight moves forward and puts an arrow at the golem, but it richochets off the adamantine metal that comprises the construct.
Belkior activates his staff and heals Monthor

A second animated suit of adamantine comes in around the corner. One blade flashes at Monthor. [Hit AC 48 Dmg 19 Monthor takes 10 Tratain dmg 9] Monthor can make an AOO

The other construct mindlessly continues its own onslaught. The adamantine weapons flash as fast as the eye can follow. [Hit AC 43/49/31/26/33/41/42 Dmg 19/18/23/15/19 Monthor takes 47 Tratain takes 47

The wizard does not return

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

Enemy Present [2] Golem and Star Guild Mage

1 hour 52.6 minutes elapsed time since arrival at Sky Castle.

52.6 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

25.2 minutes from casting Stoneskin at the mausoleum

3.5 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Wednesday October 20th, 2010 3:14:43 PM

Just outside of the silenced area, Jass provides the warriors a little boost in speed by casting Haste on Monthor, Mac, Syr, Belkior, Echlhin, and Jass.

ooc: Dwight is too far away from the others, and I can't see Tratain on the map.

...Actions
Stay at J,22
Cast Haste on Monthor, Mac, Syr, Belkior, Echlhin, and Jass.

...Effects
Alter Self: CL 19; 167/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 126/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 17.2/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 19/19 rounds; Jass, Syr, Belkior, Echlhin, Mac and Monthor; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 48 minutes
See Invisible on Jass; CL 5; 48 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 1 0 5 1



Dwight hp 160/160, ac 33(touch 25, 34))  d20+29=37 ; d6=6 ; d6=6 ; d6=3 ; d6=4 ; d20+24=37 ; d6=3 ; d6=4 ; d6=4 ; d6=1 ; d20+19=21 ; d20+29=41 ; d6=1 ; d6=6 ; d6=5 ; d6=5 ;
Wednesday October 20th, 2010 4:03:30 PM

Dwight pulls is bow taunt, focusing on the enemies present, wonders how long Vedik confined the mage and if he can get passed the golem's hardness this time.

Taking careful aim, he fires.

Att #1: 37
Dmg: 14 + 9(holy) + 4(ice) = 27

Att #2: 37
Dmg: 11 + 8(holy) + 1(ice) = 20

Att #3: 21 (miss)

Att #4: 41
Dmg: 9 + 11(holy) + 5(ice) = 25

======================
DM Sanity Stuff

Flying Broom -- about 15' high at D23
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth



Belkior - HP 134/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly  d8=3 ; d8=7 ; d8=8 ; d8=7 ;
Wednesday October 20th, 2010 10:44:44 PM

The halfling cleric concentrates for a moment and casts an empowered healing spell on Monthor.

Position
J10

Actions
Full Round - cast Empowered Cure Critical Wounds, using Greater Dispel Magic on Monthor, healing for 57 hps (25x1.5 + 20)

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 56.5 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.5 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.5 minutes
Silence - 18.6 minutes
Fly - 4.1 minutes

Items used
Staff of Healing - 2 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast



Mac AC:32[Tch:22, F/F:26](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight)  d20+36=54 ; 3d6+24=31 ; d20+36=50 ; 3d6+24=33 ; d20+31=32 ; d20+26=44 ; 3d6+24=34 ;
Thursday October 21st, 2010 3:36:45 AM

Spells, Feats, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly, Haste.
"Thank you!" Mac shouts in response to the Haste, only to have the sounds die in his throat. Mac launches a full attack at the original Golem.
[1: 54|31] [2: 50|33] [3: 32|miss] [4: 44|34]


Vedik AC 41 (16 touch) HP 172/191 (Astral Deva) Character Sheet Spells  d20+20=35 ; d20+14=15 ; d20+14=20 ;
Thursday October 21st, 2010 7:43:35 AM

Vedik stands up at the bottom of the bubble, wand in hand. He readies himself for the return of the mage.

OOC:
Readied action: When the Mage appears, cast Dimensional Anchor on him. SR 35, Touch AC 20 (Hero Point Reroll the 1)

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.0 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.5 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 97.5 Minutes (cast leaving dracolich pile)
Message: CL 1, 108.8 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.5 Mins (Cast in Mino/Armored DL 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

Syr Ac 41/40 HP 216  d100=84 ; d20+22=33 ; d20+22=38 ; d20+22=32 ; d20+22=25 ; d20+17=18 ; d20+17=19 ; 3d6+9=17 ; d6=1 ; 3d6+9=17 ; 3d6+9=18 ;
Thursday October 21st, 2010 12:03:05 PM

Syr looks at the golem in front of him for any weak spots and seeing few, promptly attacks anyway. (Attack 33/38/32/25/19/miss Damage 17+1shock, 17,18)

Stoneskin (CL 15, 150/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Flying
Haste

MonthorHit Points:(115 of 213) AC 38  d20+35=37 ; d20+35=42 ; d20+35=50 ; d20+30=35 ; d20+25=38 ; d20+20=39 ; d20+20=23 ; 2d8+20=26 ; 2d8+20=28 ; 2d8+20=23 ; 2d8+20=30 ; d6=2 ; d6=4 ; d6=1 ; d6=2 ; d6=4 ; d6=4 ; d6=1 ; d6=4 ;
Thursday October 21st, 2010 1:15:45 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

-----------------------------------------
" ARGH!"

Monthor continues to attack the faux golem.

Two handed attack.

AoO (new "golem")- Hits AC 37 - 26 physical, 2 shock, 4 frost,

Original "Golem"

Attack 1 Hits AC 42 - 28 physical, 1 shock, 2 frost,

Attack 1A (Haste) Hits AC 50 -23 physical, 4 shock, 4 frost,

Attack 2 Hits AC 35 miss

Attack 3 Hits AC 38 miss

Attack 4 Hits AC 39 (Crit 23) 30 physical, 1 shock, 4 frost,

MonthorHit Points:(213 of 213) AC 38 
Thursday October 21st, 2010 2:21:33 PM

ooc> HP 213

Mac 
Saturday October 23rd, 2010 5:30:15 AM

OOC: Checking in

Dwight hp 160/160, ac 33(touch 25, 34)) 
Saturday October 23rd, 2010 8:09:59 AM

OOC: Watching Mac Check in :-)


The Dark Chapel Round 14 Dan k  d20+34=36 ; d20+34=43 ; d20+29=32 ; d20+27=38 ; d20+32=37 ; d20+32=44 ; d20+27=37 ; d8+16=17 ; d8+16=20 ; d8+16=24 ; d8+16=24 ; d8+12=15 ; d8+12=16 ; d8+12=14 ;
Sunday October 24th, 2010 10:37:09 PM

Jass casts Haste on Monthor, Mac, Syr, Belkior, Echlhin, and Jass
Dwight fires striking the construct three times
Belkior casts an empowered Cure Critical Wounds on Monthor
Mac lays three mghty swings into the construct
Vedick stands ready with Dimensional Anchor
Syr strikes the construct
Monthor strikes the construct and it falls apart on the first hit. he then strikes the other

The construct continues its mindless assault against Monthor
[Hit AC 36/43/32/38/37/44/37 Dmg 17/20/24/24/15/16/14 Monthor Dmg 65 Tratain 65]
The longswords flash again and again and again, drawing blood as fast as Belkior can heal the powerful dwarf

Still, the wizard does not return to the point where the maze trapped him

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

Enemy Present [1] Golem
1 hour 52.7 minutes elapsed time since arrival at Sky Castle.

52.7 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

25.3 minutes from casting Stoneskin at the mausoleum

3.6 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)



Mac AC:32[Tch:22, F/F:26](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight) 
Monday October 25th, 2010 3:33:56 AM

Spells, Feats, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly, Haste.
Mac launches a full attack at the remaining Golem.
[1: 54|31] [2: 50|33] [3: 32|miss] [4: 44|34]

d20+36=54 ; 3d6+24=31 ; d20+36=50 ; 3d6+24=33 ; d20+31=32 ; d20+26=44 ; 3d6+24=34 ;

Mac AC:32[Tch:22, F/F:26](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 30'(land)/60'(flight)  d20+36=37 ; d20+36=38 ; 3d6+24=37 ; d20+31=36 ; 3d6+24=40 ; 3d6+24=36 ; d20+26=33 ; 3d6+24=29 ;
Monday October 25th, 2010 3:41:10 AM

...ooops... Attacks for Mac are:
[Haste: 37|miss] [1: 38|37] [2: 36|36] [3: 33|29|]
...not worth being rolled in the first place : )

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+18=32 ; d20+20=39 ;
Monday October 25th, 2010 11:34:15 AM

Jass frowns a lizardfolk frown... the constructs should be piles of metal by now. He runs through his brain about all the things he knows about constructs and spells. Throwing a bunch of spells and hoping for a good result seems wasteful to the sorcerer, and so he waits.

Jass will call out any information he remembers from his travels and books about the constructs.

...Actions
Know Arcana (about constructs) 32 (remember a useful bit of knowledge on a 22HD construct)
Spellcraft: 39 (any spell that has animated armor as an effect)
Stay at J,22

...Effects
Alter Self: CL 19; 166/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 125/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 16/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 18/19 rounds; Jass, Syr, Belkior, Echlhin, Mac and Monthor; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 48 minutes
See Invisible on Jass; CL 5; 48 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 1 0 5 1


Vedik AC 41 (16 touch) HP 172/191 (Astral Deva) Character Sheet Spells 
Monday October 25th, 2010 2:16:48 PM

Vedik maintains his readied action, thinking of the options. It is possible the mage had a plane shift spell prepared, although that is a highly specific spell usually only memorized when expecting planar travel. It is also possible that the mage was a decoy, and the real Dreadlord is in the form of the golem. He shakes his head, remaining focused on the hopefully returning mage.

OOC:
Readied action: When the Mage appears, cast Dimensional Anchor on him. SR 35, Touch AC 20 (Hero Point Reroll the 1)

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.0 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 97.4 Minutes (cast leaving dracolich pile)
Message: CL 1, 108.7 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.4 Mins (Cast in Mino/Armored DL 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, 34))  d20+29=41 ; d6=5 ; d6=6 ; d6=1 ; d6=6 ; d20+24=33 ; d20+19=32 ; d20+29=36 ;
Monday October 25th, 2010 3:56:56 PM

Dwight begins to worry -- knowing where an attacker is - is better than not.

Hoping to do his part on the last golem, he takes aim, and fires.

Att #1: 41
Dmg: 13 + 7(holy) + 6(ice) = 26

Att #2: 33
Dmg - miss

Att #3: 32
Dmg - miss

Att #4: 36
Dmg - miss

Frustrated he looks to Echlin in the rear, he calls, "Anything detected?"

DM quereyHighlight to display spoiler: {I have 122 arrows fired since this began. I assume the 105 arrows is what you have left. Correct?}

MonthorHit Points:(148 of 213) AC 38  d20+35=44 ; d20+35=50 ; d20+30=42 ; d20+25=45 ; d20+25=34 ; d20+20=30 ; 2d8+20=27 ; d6=2 ; d6=5 ; 2d8+20=32 ; d6=1 ; d6=5 ; 2d8+20=27 ; d6=5 ; d6=2 ; 2d8+20=25 ; d6=4 ; d6=3 ;
Monday October 25th, 2010 7:59:12 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

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

"Well, this IS getting annoying..... AT THEE!!!! "

Monthor continues to attack the faux golem.

Two handed attack.

Attack 1 Hits AC 44 - 27 physical, 2 shock, 5frost,

Attack 1A (Haste) Hits AC 50 32 physical, 1 shock, 5 frost,

Attack 2 Hits AC 42 physical 27, shock 5, frost 2

Attack 3 Hits AC 45 physical 25 physical, shock 4, frost 3

Attack 4 Hits AC 34

{ooc> Not bad. 101 physical damage....}

The Dark Chapel Round 14 Dan k 
Monday October 25th, 2010 10:54:08 PM

Mac continues to unleash on the construct, raining in heavy blows upon the armor
Jass takes a moments pause and studies the creation more closely. Several pieces fall into place for the sorceror. The constructs seem to absorb any damage that was directed at the wizard, they are self repairing and highly specialized in construction. One such construct fits most of what he has observed, Shield Guardians. Not true golems they are suceptable to spells, they also are not subject to Golembane scarabs, such as Monthor wears. They contiually repair themselves and are resistant to any form of physical damage. They can also be constructed wit items of magic infused into thier being, which explains the deadly accuracy of the constructs weapons.
Vedick remains alert for the wizards return from the Maze
Dwight puts another arrow insto the construct, though the archer can tell he is hardly causing any damage. He calls out to Echlhin to see if the Grim has spotted anything, but the Gargul chosen Grim is oddly quiet.
Monthor then plants four tunderous hts with his axe, staggering the creature and sending bits of metal flying.

The construct collapses into a pile of scrap

Still, the wizard does not return to the point where the maze trapped him

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

Enemy Present [0]
1 hour 52.9 minutes elapsed time since arrival at Sky Castle.

52.9 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

25.5 minutes from casting Stoneskin at the mausoleum

3.8 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper West Wing
- South East: Mausoleum - (Charzaak Lair)

please remain in combat rounds

Mac AC:32[Tch:22, F/F:26](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 60'(land)/90'(flight)  d20+36=46 ; 3d6+24=37 ; d20+36=44 ; 3d6+24=38 ; d20+31=33 ; 3d6+24=31 ; d20+26=41 ; 3d6+24=38 ;
Tuesday October 26th, 2010 4:51:00 AM

Spells, Feats, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly, Haste.
Mac (not hearing Monthor's battle cry) launches another full attack at the remaining Golem.
[Haste: 46|37] [1: 44|38] [2: 33|31] [3: 41|38]


Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+20=30 ;
Tuesday October 26th, 2010 11:05:48 AM

Jass calls out his information about the Shield Guardians to the Crimson Shields and Gray Knights. He's confident that the bashers and healers can take care of the one remaining construct without much trouble. "Besides, there isn't a clear line for me to line up a spell and get involved anyways."

This leaves the sorcerer with too much time, and thoughts begin percolating around his active brain. "You know", he calls out to Dwight and the others, "A smart lich should be able to get out of a Maze spell pretty easily. And if he was really smart, he wouldn't just reason his way out, but Plane Shift to another place. And if he did that, it would make sense for him to have his guardians bottle us up while he gets all the other liches together and smack us one since the Gray Knights have killed four of thier number already."

"I think it's really likely that we're going to soon be visited by a whole mess of bad things."


...Actions
Spellcraft: 30 (about Maze spell)
Stay at J,22

...Effects
Alter Self: CL 19; 166/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 124.5/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 15.2/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 17/19 rounds; Jass, Syr, Belkior, Echlhin, Mac and Monthor; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 48 minutes
See Invisible on Jass; CL 5; 48 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 1 0 5 1


MonthorHit Points:(148 of 213) AC 38 
Tuesday October 26th, 2010 11:17:10 AM

ooc> Correct me if I'm wrong, but there is no constructs left.
We need to get ready for the magic user to come back.


Mac AC:32[Tch:22, F/F:26](+1 vs Golem, +2 vs Evil) HP:137/201, Altitude: +0', Speed 60'(land)/90'(flight) 
Tuesday October 26th, 2010 3:26:54 PM

OOC: You are right. I was expecting the second golem to take a while longer to fall - nice take down.

DM I was too, but even through his R decent ac and fast healing your guys really unloaded on him last round :)

Dwight hp 160/160, ac 33(touch 25, 34))  d20+16=21 ; d20+29=38 ; d6=3 ; d6=5 ; d6=3 ; d6=2 ;
Tuesday October 26th, 2010 4:03:39 PM

Dwight stares at Echlin, wondering if he didn't hear or is otherwise engaged.

Jass, being quite a distance off, is barely heard by Dwight, had there been other noise, he would not have heard. "Not likely, Jassssssss, though alwaysss possssssible. They are all Dread, but they don't nescsesssssarily want to work together. More than likely this dread'sss alliance now isss being carried there, " Dwight points to the sword Echlin had indicated held the gem.

Wondering what will happen next, Dwight remains readied with his bow -- readied action hit AC 38 (dmg: 14 + 8(holy) + 2(ice) = 24). He fires at the appearance of anything that isn't currently present.

"So, if there are ssseven gemsss only two remain missssssing?" He states wondering if he has done the math correctly.

Dwight hp 160/160, ac 33(touch 25, 34))  d20+18=23 ;
Tuesday October 26th, 2010 4:31:07 PM

OOC: Forgot to roll my spot check: 23

Belkior - HP 134/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil, Haste, Fly  d8=2 ; d8=6 ; d8=4 ;
Tuesday October 26th, 2010 5:36:55 PM

The halfling cleric activates his Staff again to heal Mac in preparation for whatever arrives.

Position
J10

Actions
Standard - activate Staff of Healing to cast Cure Serious Wounds on Mac, healing Mac for 27 hps (12+15)

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 56.3 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.3 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 206.3 minutes
Silence - 18.4 minutes
Fly - 43.9 minutes

Items used
Staff of Healing - 3 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast

The Dark Chapel 
Tuesday October 26th, 2010 9:38:37 PM

Out of combat rounds but keep actions realtively brief

Th constructs are destroyed, Belkior waits ready to cast a spell of healing from his staff and Jass speaks of ways the wizard may not be returnig. Indeed he may be gathering forces as th Knights and Shields speak.

Echlhin stands, seemingly transfixed, not hearing or a least not responding to any quereies directed at him. Suddenly his body contorts and his face takes on a pained expression and in moments his knees buckle and he hits the floor hard. Stubbornly he forces himself to a kneeling position, "I am of Gargul. A Grim walker of shadow." he seems to force each word. His heads snaps upwards to theceiling as if struck by a powerful unseen blow. There is no blood or obvious trauma. Through gritted teeth of pain he speaks again, his voice coarse and alien, "You are mine former Walker of dead."
Echlhin grabs the sides of his head repeating in his own voice, "No. I am of Gargul. I am a GreyKnight and I will not submit." Blood begins to trickle from hs eyes, ears, nose and mouth. Echlhin spits a mouthful of the crimson fluid to the floor, "Knights." he wheezes. "A powerful force of the spirit world...Coming here...I can hold him for a time...Cannot let him step to our lands...beyond anything I have...." His voice trails off as he turns all of his attention to he unseen combat raging within his very being. He forces one last thougtht aloud, "Knights, Secret passage beneath the main hall, 2 powers gather."

Dwight hp 160/160, ac 33(touch 25, 34))  d20+16=27 ;
Wednesday October 27th, 2010 6:43:28 AM

Listen: 27 (to Echlhin

Dwight stares at Echlhin, unsure if he has heard correctly. It quickly dawns on him that most of the group did not hear Echlhin's cry or statement. He lowers his bow, a bit reluctantly and begins waving towards those silenced, pointing at Echlhin.

If they are 'un-silenced', Dwight repeats what Echlhin said.


Mac AC:32[Tch:22, F/F:26](+1 vs ?, +2 vs Evil) HP:164/201, Altitude: +0', Speed 60'(land)/90'(flight), amidst Silence  d20+9=15 ;
Wednesday October 27th, 2010 7:36:48 AM

Spells, etc.: HeartLight(Active), Good Hope, Protection From Evil, Hide From Undead, Fly, Haste.
Spot: 15.
Mac peers through wide shut eyes to see golem rubble on the floor. After a few moments he points towards Vedik, looking for confirmation that they are moving forward in support. He recognises the healing power and gives a thankful nod and smile in the Paragon's direction.
AoOs:(CR - up to 7) d20+36|3d6+24 (19-20|+8d6+48)


Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Wednesday October 27th, 2010 9:03:31 AM

Jass motions for Syr to put his Silenced dagger away so they can speak together, and then Echlhin gets zapped by a major possession. The confident sorcerer is floored by this display of the Grim's stubbornness and the power capable of these DREAD lich beings.

"Bad Things...", he repeats, and shakes his head.

"If Echlhin is sticking his thumb in the dam to keep us all getting killed to no purpose, you think we should go find this secret passage real quick?"

Jass is ready to go, and go fast.

...Actions

...Effects
Alter Self: CL 19; 166/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 124.5/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 15.2/19 min; 60' fly average
Darkvision: CL 5; 5 hours, darkvision 60 feet
Haste: CL 19; 17/19 rounds; Jass, Syr, Belkior, Echlhin, Mac and Monthor; +1 AC, Reflex, Full Attack, +30 move
See Invisible on Monthor; CL 5; 48 minutes
See Invisible on Jass; CL 5; 48 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 1 0 5 1


Vedik AC 41 (16 touch) HP 172/191 (Astral Deva) Character Sheet Spells  d20+22=27 ;
Wednesday October 27th, 2010 10:49:01 AM

Vedik dismisses the sphere, and moves back with the party.

"I'd be pretty unusual for a wizard to keep a plane shift spell memorized without a real need for it. It's possible he had an item though."

When Echlhin speaks, he looks with concern to his ally. Hearing the alien voice, he immediately casts Protection from Evil on Echlhin, which should help him keep the possessing spirit from fully taking over.

"You are right Jass, we need to find the door quickly."

OOC:
Cast Protection from Evil on Elchlin.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.0 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 973 Minutes (cast leaving dracolich pile)
Message: CL 1, 108.6 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.3 Mins (Cast in Mino/Armored DL 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, 34)) 
Wednesday October 27th, 2010 4:56:28 PM

OOC: I'm curious did the owner of Echlhin leave?

Syr Ac 41/40 HP 216 
Wednesday October 27th, 2010 6:45:07 PM

Syr obliges and places the dagger well away from the others before rejoining the group. After hearing Echlhin's repeated words, "Sounds like a couple are teaming up against us. I'm with Jass, let's book it down to this passage while some of our magic isn't expired." The elf slowly sinks to the ground so he can move faster. Assuming they move quickly he picks up the dagger once again along the way.

OOC: Yup, Echlhin is on a walkabout. Gotta love how silence can negate SO many other spells.

Tratain Current Spells AC 39 HP 135/211  d8+5=8 ; d8+5=9 ; d8+5=12 ; d8+5=7 ; d8+5=9 ;
Wednesday October 27th, 2010 9:00:19 PM

Tratain begins healing himself with his wand until Echlhin collapses.

He listens to what he has to say and then replies to the others "It does sound like two of the others are going to join up together. This terrible being approaching is probably the Dread Himself. He need to hurry and take out the remaining Dread Lords so we can be ready for him."

He continues "Before we run off we need to locate this clerics Soul Gem. Put all of his other gear in my portable hole. Lets hurry and collect his things, heal up and head down to that main room and find that passage."

Tratain heals himself with his wand a few more times while the group searches and Travels. He doesn't let the group leave until the soul gem is found. (OOC: How many more Rounds of healing can I have?)

Leaving The Dark Chapel 
Wednesday October 27th, 2010 9:53:55 PM

Echlhin continues his unseen battle with Vedick casting a Protection from Evil Spell. Syr places the dagger out of the way so the group can talk quickly. It is decided to follow the Grim's advice. The room is searched and within a concealed compartment in the shrine, a fist sized oddly cut gem is found very much resembling the others, another piece of the greater gem as a whole if it were to be linked to the others. With the gem is a small lockbox of deep black metal with runes of Necromancy burned into its otherwise unremarkable lid. A small lock seals it and no key was discovered in the search The fallen Dread's gear and the parts of the constructs are placed securely into Tratain's portable hole. During which time Tratain uses his curing wand. Finding the gem, gathering the gear and departing takes 10 minutes.

Soon Syr has the dagger and the group within 20' of him is plunged back into Silence. The party begins making thier way back to the main foyer's second stair landing.

Without an extradimensional space anywhere Syr has the dagger will radiate the Silence spell about him.

Enemy Present [0]
1 hour 62.9 minutes elapsed time since arrival at Sky Castle.

62.9 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

35.5 minutes from casting Stoneskin at the mausoleum

13.8 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair)
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Upper Foyer Landing
- South East: Mausoleum - (Charzaak Lair)

Belkior - HP 146/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Thursday October 28th, 2010 8:07:06 AM

The halfling cleric stays with his companions, secure within the Silence spell upon the dagger held by Syr. The magic of his armor has ended and Belkior is no longer hovering above the floor.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 46.3 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 196.3 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 196.3 minutes
Silence - 8.4 minutes

Items used
Staff of Healing - 3 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Thursday October 28th, 2010 8:48:37 AM

Jass has his Unseen Servant give the greatsword to Tratain's Bag of Holding and follows gamely along.

...Actions

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.5/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.2/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 1 0 5 1


Vedik AC 41 (16 touch) HP 172/191 (Astral Deva) Character Sheet Spells  d20+22=23 ;
Thursday October 28th, 2010 9:20:47 AM

Vedik searches as the go, looking for this secret door.

He stays out of the daggers range at all times, and frowns if the bearer approaches him while searching.

OOC:
23 Search check.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 98.0 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 97.2 Minutes (cast leaving dracolich pile)
Message: CL 1, 108.5 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.2 Mins (Cast in Mino/Armored DL 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:(148 of 213) AC 38 
Thursday October 28th, 2010 7:57:34 PM

" MEDIC!"

Syr Ac 41/40 HP 216  d20+16=22 ;
Thursday October 28th, 2010 7:57:48 PM

Syr watches Vedik frown at him a few times before understanding dawns and he keep away from the spell caster. Making a separate search, he also looks for the door mentioned earlier. (Search 22) Assuming someone else finds it, then the elf drops the dagger for a few moments, moves away and casts Enlarge on himself in preparation for the coming conflict.

MonthorHit Points:(148 of 213) AC 38 
Thursday October 28th, 2010 7:58:33 PM

...actually....
Searches the construct and takes it's weapons....then....
" MEDIC!"



Dwight hp 160/160, ac 33(touch 25, 34))  3d8+5=14 ; 3d8+5=20 ; 3d8+5=20 ; 3d8+5=18 ; d20+12=28 ;
Thursday October 28th, 2010 9:47:37 PM

Dwight flies over, offering his (Plyf's) wand (cure serious wounds) as needed.

When Dwight feels the wand will work, he directs it in Monthor's direction.

4 uses (yields 23 remain) -- total healed on Monthor -- 72, which puts him at full.

If the door has not been found yet, Dwight helps look -- search 28

======================
DM Sanity Stuff

Flying Broom -- generally floating at shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 120 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth

Belkior - HP 146/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d8=7 ; d8=5 ; d8=8 ; d8=4 ; d8=2 ; d8=8 ;
Thursday October 28th, 2010 10:11:13 PM

Given time, the halfling cleric moves to Monthor and uses more healing magics to get the dwarf back into fighting trim.

Cure Serious Wounds - 35 hps
Cure Serious Wounds - 29 hps

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 46.3 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 196.3 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 196.3 minutes
Silence - 8.4 minutes

Items used
Staff of Healing - 5 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast

The Main Foyer  d20+25=27 ; d20+25=44 ; d20+25=27 ; d20+25=28 ; d20+25=37 ; d20+25=45 ; d20+25=33 ; d20+25=37 ; d8+8=11 ; d8+8=10 ; d8+8=12 ; d8+8=16 ; d8+8=9 ; d8+8=16 ; d8+8=12 ; d8+8=16 ; d20+25=41 ; d8+8=14 ;
Thursday October 28th, 2010 10:40:32 PM

Monthor is healed through the use of the CSW wand and the party heads out on the landing and down the stairs to the main floor foyer. Several things are instantly noticed. The main doors stand open to the outside of the 50x50 room and pouring in through the door is the horde of undead that was just outside. The writhing mass of creatures tear and rip at themselves as they try and get to the heroes descending the stairs Arms, heads and other body parts are hurled from the mass as grotesque forms of missile fire.

Monthor hit AC 27 Dmg 11
Tratain hit AC 44 Dmg 10
Belkior hit AC 27 Dmg 12
Jass hit AC 28 Dmg 16
Mac hit AC 37 Dmg 9
Dwight hit AC 45 crit 33 Dmg 16+12
Syr hit AC 37 Dmg 16
Vedick hit AC 41 Dmg 14

The horde surges forward and occupies the first 15' of the room. The group stands at the base of the stairs on the far side about 35' away

https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en#gid=2

No one has begum searching yet...The Great Sword is in the Bag of Holding

Enemy Present [1] Horde
1 hour 63 minutes elapsed time since arrival at Sky Castle.

63 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

35.6 minutes from casting Stoneskin at the mausoleum

13.9 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair) Destroyed
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Main Foyer
- South East: Mausoleum - (Charzaak Lair) Destroyed


Mac AC:32[Tch:22, F/F:26](+1 vs the mass, +2 vs Evil) HP:164/201, Altitude: +0', Speed 60'(land)/90'(flight), amidst Silence 
Friday October 29th, 2010 3:39:19 AM

Mac AC:31[Tch:21, F/F:25] HP:155/201, Speed 30'(land)
Spells, etc.: HeartLight(Active)(rest will likely have dissipated over 10+ minutes)

"Anyone care to offer some advice before I just have at it?"

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Friday October 29th, 2010 11:46:23 AM

Jass whips out a scroll and casts the magic forming a floor to ceiling Wall of Stone that completely plugs the doorway and stops most of the advancing horde of undead!

"We'll only get worn down if we fight that undead monstrosity", he calls to the others. "Go kill the little that got through and then we look for the other liches to take thier gems and end this madness."

Jass is getting a little frazzled, without even a customary smirk added to his words.

...Actions
Wall of Stone - At F,12 9 5x5 sections (assuming the door is 5 foot x 10 foot, there is enough spell to create a 2"x4= 8" thick wall = Hardness 8, Hit Points 15 (per 1") x8 = 120 hit points

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.5/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.2/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 1 0 5 1


Dwight hp 122/160, ac 33(touch 25, 34))  d20+16=35 ; d20+29=37 ; d6=4 ; d6=5 ; d6=3 ; d6=1 ; d20+24=42 ; d6=1 ; d6=5 ; d6=1 ; d6=1 ; d20+19=32 ; d6=3 ; d6=4 ; d6=6 ; d6=4 ; d20+29=49 ; d20+29=41 ; d6=6 ; d6=3 ; d6=3 ; d6=5 ; d6=1 ; d6=6 ; d20+18=22 ;
Friday October 29th, 2010 4:06:53 PM

Listen: 35 -- Hearing Mac though muffled, Dwight looks to Mac wishing he had a good answer, even if it was a difficult solution.

"Pincushion" is his only response as the wall of stone appears (or doesn't).

Dwight perceives the undead to be one entity, and makes a determination of his hits on this truth.

Att #1: 37
Dmg: 12 + 8(holy) + 1(ice) = 21

Att #2: 42
Dmg: 9 + 6(holy) + 1(ice) = 16

Att #3: 32
Dmg: 11 + 10(holy) + 4(ice) = 25

Att #4: 49 (crit? 41)
Dmg: 14 + 6(holy) + 1(ice) = 21 (28 if crit)

OOC: Based on his arrows, is any harm actually done -- spot: 22

Belkior - HP 146/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Friday October 29th, 2010 8:40:35 PM

The halfling cleric doesn't believe that his paltry turning abilities will be adequate to do anything about the horde of undead that Jass has probably just walled away. Despite himself, Belkior can't help but think that he might soon improve in that regard.

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 46.1 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 196.1 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 196.1 minutes
Silence - 8.2 minutes

Items used
Staff of Healing - 5 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate*(x2) (D - Holy Word)
* = cast

Belkior - HP 146/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Friday October 29th, 2010 8:41:25 PM

OOC - Pathfinder Conversion?

Are we going to be converting mid-module, or waiting?

DM We are not converting mid module

Mac AC:31[Tch:21, F/F:25](+1 vs Undead Amorphous Mass) HP:164/201, Speed 30'(land)  d20+33=53 ; d20+33=41 ; 3d6+24=35 ; 8d6+48=76 ;
Saturday October 30th, 2010 6:02:26 AM

Spells, etc.: HeartLight(Active)

Mac springs up 25' to I6:J7, takes one testing swing at the mass in G9 [53(41)|35(+76)] before springing back 5' to I5:J6 and surveying the effect.

AoOs:(CR - up to 7) d20+33|3d6+24 (19-20|+8d6+48)

Tratain Current Spells AC 39 HP 190/211  d8+5=13 ; d8+5=7 ; d8+5=9 ; d8+5=10 ; d8+5=13 ; d8+5=10 ; d8+5=8 ; d20+14=15 ;
Sunday October 31st, 2010 9:58:02 PM

Tratain watches the horde approach and says "We may need fire or acid to kill off the horde, anyone have any spells handy?"

He also attempts to look at the floor to see if he can locate any signs of the secret door they were told about but can't seem to locate it. (Spot 15 Nat 1)

OOC: What other items did we find in the last room? Or was the sword it? Or are we just waiting to the end for one giant list. Also I am going to be gone starting Thursday for about a week, Troy is going to take over posting for me for that time.

Syr Ac 41/40 HP 216 
Monday November 1st, 2010 12:23:36 AM

Upon seeing the horde, Syr flies up and away from the others to clear room for the spell casters. He looks over his shoulder to see what method the group is using and backs supports it in his own fashion. When he sees Jass bring out a scroll and the wall drop, he smiles at the sorcerer and waves an acknowledgment, preparing to meet the undead that remain.

Location B9 10' up
Stoneskin (CL 15, 126/150 minutes. Cast after Meeting Gray Knights.)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste
Fly



Vedik AC 41 (16 touch) HP 158/191 (Astral Deva) Character Sheet Spells  2d6=9 ;
Monday November 1st, 2010 8:55:18 AM

Vedik looks at the horde...

"Acid, yes. Start looking for the way down."

He flies up to gain vantage over the wall of stone, and casts Acid Fog on the horde.

OOC:
Take 14 damage (I'm assuming they pass 10/evil damage reduction?)
Fly up to gain vantage over wall of stone
Cast Acid Fog 1/18 rounds. 9 Acid damage this round to everything in the cloud.
http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/spellsAtoB.html#acid-fog

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.9 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.1 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 97.1Minutes (cast leaving dracolich pile)
Message: CL 1, 108.4 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.1 Mins (Cast in Mino/Armored DL 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


The Main Foyer  2d8+15=21 ; d4=3 ; d4=4 ; d4=2 ; 2d4=6 ; 2d4=5 ;
Tuesday November 2nd, 2010 7:22:08 PM

Jass seals the outside door with a Wall of Stone
Dwight sends a barrage of arrows into the writhing mass of bodies. Several creatures fall back and to the ground, but are soon dragging themselves along or getting back to thier feet.
Belkior maintains a read guard, eyes peeled.
Mac Springs in striking with a great swing, 5 shuffling creatures are rent in half, but all of the parts are still willing themselves towards the group.
Tratain calls for fire and Acid to be used to destroy the hoard
Syr flies up and away from the others to clear room for the spell casters
Vedik looks at the horde..."Acid, yes. Start looking for the way down." He flies up to gain vantage over the wall of stone, and casts Acid Fog on the horde.

The undead emerge and head for the nearest living target, Mac. As they close, the minotaurs great axe flashes through the air, sending outstretched arms and heads flying. Still the mass closes and soon, the minotaur is all but buried under the pulling and biting undead things.
[Swarm attack Dmg 21 physical, 1 negative level, -3 str, -4 wis -2 Constitution]
Mac Fortitude DC 25 or be sickened

Erupting from the walls comes swarms of hornets, flying mantis and other carnivorous insects. The smell of decay and offal, and the crimson glow about thier eyes betray thier true nature as some horrid thing brought to necromantic life. One hones in on Vedick and the other at Syr

On the ground by the door, two huge swarms of necromantically enhanced centipedes, scorpions and spiders pour from small craks in the floor and walls

Syr loses 6 on his stoneskin
Vedick loses 5 on his stoneskin

https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en#gid=2

Enemy Present [1] Horde
1 hour 63 minutes elapsed time since arrival at Sky Castle.

63.1 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

35.7 minutes from casting Stoneskin at the mausoleum

14 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair) Destroyed
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Main Foyer
- South East: Mausoleum - (Charzaak Lair) Destroyed

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+27=38 ; d6+4=8 ;
Tuesday November 2nd, 2010 10:51:57 PM

Jass recoils, seeing the undead horde is only cut off and slowed down, not stopped. "We've got to get out of here or our bodies will join the horde!" he shrieks in fear.

"Syr! I'll get you a chance out!" And the sorcerer flings a quick spell centered at B,C/8,9, creating a writhing mass of ebony appendages that grab at and crush everything in reach.

"Tratain! What do we do?" the confident demeanor of the sorcerer slips still further.

...Actions
Black Tentacles; centered at B,C/ 8,9 Every creature within the area of the spell must make a grapple check. 19 CL+8= 38 Grapple 8 Damage (because there are soooo many creatures in a horde, I only rolled once, assuming that all the creatures are caught and crushed and Syr with his phenomenal Touch AC is not.)

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.5/150 min. Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.2/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 2 0 5 1


Mac AC:31[Tch:21, F/F:25](+1 vs Undead Amorphous Mass) HP:108/175, Speed 30'(land), 1 negative level, -3 Strength, -4 Wisdom, -2 Constitution, HeartLight  d20+21=28 ;
Wednesday November 3rd, 2010 3:59:42 PM

Fort save: 28 vs 21(not sickened, thank goodness) Mac's pained, winced exhale fills the chamber.

The taur attempts to clear up what the tentacles have missed. (Whirlwind attack - 8 horde squares and 6 fly swarm squares in reach. Any target in range attacked: d20+30|3d6+21 (19-20|+8d6+42)

AoOs:(CR - up to 7) d20+30|3d6+21 (19-20|+8d6+42)



Syr Ac 41/40 HP 216  d20+22=41 ; d20+22=37 ;
Wednesday November 3rd, 2010 5:50:38 PM

Syr swats with a stray hand, annoyed at the hornets but not particularly bothered. Operating in silence, he begins to search for the secret door (OOC: Spot 41, can't get much better)

Location B9 5' up
Stoneskin (CL 15, 114/150 minutes. Cast after Meeting Gray Knights.144/150)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste
Fly

Dwight hp 122/160, ac 33(touch 25, 34))  d20+2=9 ; d20+18=21 ; d20+29=41 ; d6=1 ; d6=6 ; d6=3 ; d6=5 ; d20+24=25 ; d6=1 ; d6=2 ; d6=6 ; d6=3 ; d20+19=34 ; d6=2 ; d6=6 ; d6=5 ; d6=6 ; d20+29=48 ; d20+29=37 ; d6=4 ; d6=4 ; d6=6 ; d6=1 ; d6=2 ; d6=4 ;
Wednesday November 3rd, 2010 9:06:17 PM

Dwight grows a bit concerned at the speed of the swarm overcoming the walls so quickly, as well as regenerating from his attacks.

Unsure of what else he can contribute to the group, he scans around using his limited dungeoneering background in the hopes of locating the secret door. (knowledge: dungeoneering--9, spot: 21)

Then he fires into the flying swarm closest to him (or the next closest thing if Mac has taken those out).

att #1: 41
dmg: 9 + 9(holy) + 3(ice) = 21

att #2: 25 (nat 1)
dmg: 9 + 8(holy) + 3(ice) = 20

att #3: 34
dmg: 10 + 11(holy) + 6(ice) = 27

att #4: 48 (crit? -- 37)
dmg: 12 + 10(holy) + 1(ice) = 23 (crit: 29)

OOC: If I cannot spot and fire in the same round, I'll fire as I can barely see into the room.



MonthorHit Points:(213 of 213) AC 38  d20+30=41 ; d20+30=46 ; d20+25=28 ; d20+20=34 ; d20+15=18 ; 2d8+30=38 ; 2d8+30=37 ; 2d8+30=41 ; 2d8+30=37 ; 2d8+30=35 ; d6=3 ; d6=5 ; d6=6 ; d6=6 ; d6=2 ; d6=2 ; d6=6 ; d6=6 ; d6=3 ; d6=5 ; 2d6=6 ; 2d6=5 ; 2d6=3 ; 2d6=3 ; 2d6=5 ;
Wednesday November 3rd, 2010 9:41:12 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

-------------------------------------
Monthor turns and attacks the flies (along the G axis)

Two handed attack.
Power attack -5/+10

Attack 1 Hits AC 41 for 38 physical, 3 shock, 5 frost, 6 holy

Attack 1a(haste) AC 46 for 37 physical,6 shock, 6 frost, 5 holy

Attack 2 Hits AC 28 for 41 physical,2 shock, 2 frost, 3 holy

Attack 3 Hits AC 34 37 physical, 6 shock, 6 frost, 3 holy

Attack 4 Hits AC 18 for 35 physical, 3 shock, 5 frost, 5 holy

notes: Is Monthor still enlarged from the last battle?

Cleave if able.



Belkior - HP 146/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d8=5 ; d8=1 ; d8=1 ; d8=5 ; d8=2 ; d8=4 ; d8=8 ; d8=7 ; d20+21=24 ; d20+21=28 ; d20+21=33 ; d20+21=35 ;
Wednesday November 3rd, 2010 10:41:58 PM

The halfling cleric is faced with several approaching swarms of undead and he knows that he won't be able to turn them. So, instead, Belkior turns to what he has always done best.

He concentrates and then casts his most powerful healing spell, targeting several of the swarms and also including Mac in the spell's area of coverage.

Actions
Full Round - cast Mass Cure Serious Wounds (using Regeneration), for 12+21 = 33 hps (spend Hero Point to re-roll, getting 19+21 = 40 hps), DC 25 Will save for half damage
(spell is targeted to take in the fly swarm around Vedik, Mac, the other fly swarm, the horde and the ground swarm in H9 to J11)
SR checks = 24, 28, 33, 35

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 46 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 196 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 196 minutes
Silence - 8.1 minutes

Items used
Staff of Healing - 5 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word)
* = cast

Dwight hp 122/160, ac 33(touch 25, 34)) 
Friday November 5th, 2010 9:55:07 AM

OOC: Sitting so far off the edge of my seat...I fell off! Darn Liches! Just checking in.

Vedik AC 59 (20 touch) HP 72/72 (Winterwight) Character Sheet Spells  d6=5 ; d6=3 ; 2d10=7 ;
Friday November 5th, 2010 12:11:40 PM

Vedik did not think it would come to this, but it has.

"Do NOT come within ten steps of me" he calls out between clenched teeth.

He never wanted to use this form, but little options are left. He flies across the room, landing before the flying swarm. His angelic form shifts, his wings disappear, his skin shrivels and stretches across his bones, his fingers become claws and the temperature plummets. The holy radiance replaced by the horror of undeath, Vedik has become the most powerful foe the Grey Knights have faced: The epic Winterwight.

OOC:
Fly to D6
Free Action: Shapeshift to WinterWight (epic form: http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/epicNonAbominations.html#winter-wight)
*CL 18 allows shapeshift up to 36 HD forms, Grey Knights fought one of these when we last attacked the Dread.
Acid damage from cloud: 8
Cold aura within 10': 7 Cold

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.8 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 97.0 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 97.0Minutes (cast leaving dracolich pile)
Message: CL 1, 108.3 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 358.0 Mins (Cast in Mino/Armored DL fight)

Winterwight form: Damage reduction 10/-, Undead traits, cold subtype, cold aura, SR 34

Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a winterwight. All creatures of the cold subtype in the field (including the winterwight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura.

Blightfire (Su): When a winterwight deals Damage to a living opponent, a night-black flame begins to burn on the opponent's body. If the opponent fails a Fortitude save (DC 35), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based.

Mac AC:31[Tch:21, F/F:25](+1 vs Undead Amorphous Mass) HP:108/175, Speed 30'(land), 1 negative level, -3 Strength, -4 Wisdom, -2 Constitution, HeartLight  d20+30=44 ; d20+30=45 ; d20+30=49 ; d20+30=33 ; d20+30=50 ; d20+30=34 ; d20+30=50 ; d20+30=33 ; d20+30=36 ; d20+30=40 ; d20+30=32 ; d20+30=49 ; d20+30=41 ; d20+30=47 ; d20+30=35 ; d20+30=34 ; d20+30=46 ; d20+30=49 ; d20+30=41 ; 3d6+21=31 ; 3d6+21=33 ; 3d6+21=32 ; 3d6+21=32 ; 3d6+21=30 ; 3d6+21=32 ; d3=2 ; 3d6+21=30 ; 3d6+21=28 ; 3d6+21=28 ; 3d6+21=33 ; 3d6+21=33 ; 3d6+21=34 ; 3d6+21=32 ; 3d6+21=33 ; 8d6+42=62 ; 8d6+42=78 ; 8d6+42=66 ; 8d6+42=69 ; 8d6+42=72 ;
Friday November 5th, 2010 5:54:35 PM

OOC: Attacks for post dated Wednesday November 3rd, 2010 3:59:42 PM (conservatively assuming there is only one target in each cited square. Attacks against second and subsequent targets in the same square or in squares above or below the first are left for the DM)

[I4: 44|31] [H4: 45|33] [H6: 49|32 (33|+62)] [H7: 50|32 (34|+78)] [I7: 50|30 (33|+66)] [I8: 36|32] [H8: 40|30] [G8: 32|28] [G7: 49|28 (41|+69)] [G6: 4733] [G4: 35|33] [G3: 34|34] [H3: 46|32] [I3: 49|33 (41|+72)]

The Main Foyer  d20+12=13 ; d20+12=18 ; d20+12=16 ; d20+10=26 ; 2d8+15=19 ; d4=1 ; d4=2 ; d4=3 ; 3d6+21=28 ; 2d4=8 ; d4=4 ; 2d4=4 ; 2d4=2 ;
Sunday November 7th, 2010 9:34:55 PM

Mac tears into the horde of writhing undead, body parts fly, black coagulated blood sprays the minotaur and everything about him/ His axe has no visible effect against the hordes of insets within his reach
Jass lays down a Black tentacles spell. The great arms cannot seem to target the swarms of insects in the area
Syr ignores the insects, they can do little and discovers a secret door in the base of the wall just under the pair of iron stairs
Belkior cast Mass Cure Serious Wounds healing 40 to Vedik, Mac. The positive energy should hurt the insects and horde though it is impossible to tell
Monthor goes after the flying insects, but his axe is simply to large to do any real damage to such small creatures
Dwight sends arrows into the flying swarm, but the arrows simply pass through leaving the cloud of insects apparently unharmed.
Vedick moves into the room and becomes death. There is litle other words to describe the ice encrusted being of undead.

The Horde continues to pull, bite claw and tear at the very soul of Mac.
[Dmg 19 plus 1 negative level plus 1 Str plus 2 Con plus 3 Wis] fortitude save DC 25 or be sickened

Belkior Monthor Jas and Dwight find themselves enveloped by fying stinging and biting undead insects!
Each Dmg 8 plus 2 Con ignore if you have stoneskin
fortitude save DC 15 or be sickened

The flying swarm continues its mindless assualt on Syr and now Vedick
Syr Stoneskin 4 Vedick Stoneskin 2

Weapons appear to be having no affect against the insect swarms
The Secret Door is located at F1

https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en#gid=2

Enemy Present [1] Horde [4]swarms
1 hour 63.1 minutes elapsed time since arrival at Sky Castle.

63.2 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

35.8 minutes from casting Stoneskin at the mausoleum

14.1 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair) Destroyed
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Main Foyer
- South East: Mausoleum - (Charzaak Lair) Destroyed

Mac AC:31[Tch:21, F/F:25](+1 vs Horde) HP:105/151, 2 Negative Levels, -4 Con, -4 Str, -8 Wis, Speed 30'(land)  d20+19=20 ;
Monday November 8th, 2010 4:00:53 AM

HeartLight(Active), Sickened(-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) Fort Save - natural 1!

"RIght! I'm not making any... Whoa!" he declares as Vedick comes into view. He tries to stay the 10' clear of the... the... best not to ask. He scrapes along the side wall and then back wall, trying to push through various impediments and to find the rest of the Shields and Knights, and feeling poorly on several fronts.

Dwight hp 122/160, ac 33(touch 25, 34)) 
Monday November 8th, 2010 6:44:09 AM

As the group has mostly no effect on the horde, and the fact that Dwight is now being attacked, Dwight throws caution to the wind having found the location of the secret door almost direction under foot. With a quick look to Jass, Dwight moves to open the secret door and then fly through it.



Tratain Current Spells AC 39 HP 190/211 
Monday November 8th, 2010 8:40:32 AM

Seeing Mac in a bit of Trouble from the Swarm and Undead Horde, Tratain Moves Flies over to Him, ending above him and pulling out his Death Ward Wand as he goes and Uses it on Mac.

Cast Deathward on Mac, 7 Minute Duration.

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+18=38 ; d20+20=40 ;
Monday November 8th, 2010 11:07:34 AM

Jass is relieved the biting insects are unable to get through his Stoneskin spell.... yet.

Nevertheless, it is with a great deal of relief that the sorcerer hears Syr announce the location of a Secret Door. The only trouble now would be to open it, get through, and dissuade the undead horde and the hordes of insects from following! "Get it open, Syr, and let's get out of here!", calls the sorcerer.

Jass dismisses the Black Tentacles as they can only hinder his companions and do nothing to the undead, and grabs a scroll out of his Pants O Plenty (Undeath to Death scroll). He guages the affects of the spells so far against the horde and swarms, and wonders if even this spell will have any effect.

...Actions
Black Tentacles; dismissed

Know Arcana - 38
Spellcraft - 40

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 2 0 5 1


Vedik AC 59 (20 touch) HP 72/72 (Winterwight) Character Sheet Spells  2d6=6 ; 2d10=2 ;
Monday November 8th, 2010 7:12:55 PM

Vedik sees that the door has been found but decides to stay put for just a few seconds more, letting his aura kill off some more of the swarm.

OOC:
Acid Fog damage: 6
Cold Aura damage: 2 (Fear it)



MonthorHit Points:(169 of 213) AC 38  d20+21=40 ;
Monday November 8th, 2010 7:36:55 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move
-----------------------------------------------------------------

Monthor curses himself for not having put the stone skin back on himself after it had been dispelled.

" ARGH!!!"

Monthor follows Dwight through the secret door.

Fort save 40

Con drops 2 points ( losing 36 hit points ) and total 44 hp

Syr Ac 41/40 HP 216 
Monday November 8th, 2010 9:22:32 PM

Syr wavs his arms frantically in the silence to attract attention and then moves quickly through the found doorway. If he has to search for a means of opening, then he does that instead. Again, he basically ignores the flying insects as they present little nuisance.

Stoneskin (CL 15, 114/150 minutes. Cast after Meeting Gray Knights.144/150)
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Haste
Fly


Belkior - HP 146/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d8=1 ; d8=3 ; d20+21=38 ; d3=1 ; d20+21=26 ; d20+21=28 ; d20+21=33 ; d20+21=40 ;
Monday November 8th, 2010 10:55:49 PM

The halfling cleric casts another healing spell, hoping to both heal his companions and injure the undead swarms.

Actions
Standard - Cast Mass Cure Light Wounds, 24 hps, DC 23 (CL checks = 38, 26, 28, 33, 40)

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 45.9 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.9 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.9 minutes
Silence - 8 minutes

Items used
Staff of Healing - 5 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds*)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word)
* = cast



The Main Foyer  2d8+15=27 ; d4=4 ; d4=3 ; d4=4 ; 3d6=8 ; d4=1 ; d4=3 ; 3d6=11 ; d4=3 ; d4=3 ; 2d4=5 ; d4=3 ;
Tuesday November 9th, 2010 9:20:27 PM

Mac falls back away from the horde.
Dwight opens the secret door and moves through
Tratain flies over Mac and Casts Deathward upon him.
Jass dismisses the tentacles and moves through the secret door
Vedick stays where he is, the aura of Cold aout him harming the creatures wome at least.
Monthor charges through the open formally secret door
Syr moves through the secret door
Belkior is about to cast a spell, but Syr's proximity now means he would need to move out into the swarms to do so

Mac finds himself both within the crawling undead spider swarm and the Horde of undead
[Dmg 27 plus 4 Str + 3 Con + 4 Wis Plus 8 Fort Save 20 or 1 Str + 3 Dex]

Monthor is in a flying and ground swarm [Dmg 11 Fort Save 20 or 3 Str + 3 Dex
Dwight, Jass and Syr are in a flying swarm 5 dmg if no stoneskin plus 3 Con

The room the others find themselves in is a small 20x20 room 10' high with a great rusted iron gate set into the back wall. Beyond is shadow and darkness with light spilling in from the open secret door showing a vast and limitless cemetary

https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en#gid=2

Enemy Present [1] Horde [3]swarms
1 hour 63.1 minutes elapsed time since arrival at Sky Castle.

63.3 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

35.9 minutes from casting Stoneskin at the mausoleum

14.2 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair) Destroyed
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Main Foyer
- South East: Mausoleum - (Charzaak Lair) Destroyed

Belkior - HP 146/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Tuesday November 9th, 2010 10:29:12 PM

The halfling cleric follows the others through the open door into the secret room.

Actions
Standard - Move

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 45.8 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.8 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.8 minutes
Silence - 7.9 minutes

Items used
Staff of Healing - 5 charges
Celestial Armor - 1 daily use

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word)
* = cast

Dwight hp 122/160, ac 33(touch 25, 34))  d20+18=35 ; d20+12=31 ;
Wednesday November 10th, 2010 6:41:52 AM

Dwight looks at the gate, and approaches with caution (H4). He then determines if the gate is locked, and what (if any) traps are aligned with it.

spot: 35
search: (rogue): 31

He then relays whatever information he has to the others.

Mac HP:52/125, Helpless, 2 Negative Levels, -7 Con, -8 Str, -12 Wis*   d20+17=27 ;
Wednesday November 10th, 2010 8:02:59 AM

Fort Save:27

Mac's eyes glaze over and close. With nothing to stop it, gravity guides him down the back wall and onto the floor, amidst the spiders and the horde.

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+20=35 ;
Wednesday November 10th, 2010 5:33:48 PM

"Mac!", shouts Jass as the giant falls to the ground. The sorcerer moves a step, displacing some flying insects that continue to bite his stoneskin spell, and reaches out to touch Tratain. "Touch Mac!", he commands the cleric.

As soon as the contact is made, Jass concentrates and casts Dim Door, bringing himself, Tratain, and Mac beyond the iron gate that was glimpsed in the room beyond.

...Actions
5' move to G,9 (no AOO)
touch Tratain, link with Mac
Concentration to defensively cast spell : 35 sucess (no AOO)
Cast Dim Door to beyond the Iron Gate.

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 3 0 5 1


Tratain Current Spells AC 39 HP 190/211 
Wednesday November 10th, 2010 7:24:07 PM

Tratain Defensively casts Heal and reaches out and Grabs Mac, and reaches out his other Arm towards the Sorcerer Jass like he wanted.

OOC: Cast Heal on Mac and Hold onto him, Heal immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. Plus Heals 150 Damage.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 116 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

Syr Ac 41/40 HP 216 
Wednesday November 10th, 2010 9:00:50 PM

Syr sees Mac drop in horror and his first instinct is to rush to save him. Then seeing the others moving, he clears the way for the spell casters by moving into the corner careful not to touch the gate (e3).

The Main Foyer  2d8+15=22 ; d4=3 ; d4=4 ; d4=2 ; 3d6=11 ; 2d4=7 ; 2d8+15=27 ; d4=1 ; d4=4 ; d4=4 ; 2d8+15=29 ; d4=2 ; d4=2 ; d4=4 ; 3d6=8 ; d4=1 ; d4=3 ; 2d4=6 ; d4=2 ;
Wednesday November 10th, 2010 11:04:00 PM

Belkior moves through the secreet door and is assaulted by the swarms both flying and on the ground.
[Dmg 11 Fort save 20 or Plus 3 Str plus 4 Dex...Plus Dmg 7 plus 1 Con] 2 saves Fort DC 20 or be sickened
Dwight searches the gate and finds it is not locked and not trapped
Mac slumps to the ground and is lost under the Horde of tearing undead
Tratain casts heal and reaches into the Horde for Mac, Healing the minotaur. All ability Damage healed plus 150HP.
Jass grabs for the cleric and wisks them away.
The horde however grabs and pulls at Tratain as he lands to place the spell on Mac
Tratain Dmg 27 plus 1 negative level Plus 1 Str plus 4 Con plus 4 Wis

The Horde, a swarm on the ground and a Flying Swarm fill the area about the heroes on the near side of the gate
Syr, Belkior, Dwight and Monthor all take AoO against the Horde [The swarms are immune to weapon damage]
Climbing upon each other the Horde has no trouble reachng anyone in the 10' room
Syr, Belkior, Dwight and Monthor each take
Dmg 29 plus 1 negative level Plus 2 Str plus 2 Con plus 4 Wis
Dmg 8 Fort DC 20 or Plus 1 Str plus 3 Dex
Dmg 6 plus 1 Con
Stoneskin operates vs each attack if no physical Dmg then no ability Dmg
2 Fort saves DC 15 and 1 Fort DC 25 or be sickened

Stretching out as far as the eye can see on the other side of the gate in a macabe shadowy light is a cemetary. Headstones both new and ancient dot the landscape about you, tilting at odd angles and choked with weed, vines and dead grass. An unseen wind blows through the area from the left stirring dead leaves into a dance about your feet and the stones.

https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en#gid=2

Enemy Present [1] Horde [3]swarms
1 hour 63.2 minutes elapsed time since arrival at Sky Castle.

63.4 minutes elapsed time since left Cave (and cast Resist Energy, Stoneskin, Deathward spells)

36 minutes from casting Stoneskin at the mausoleum

14.3 Minute from Casting Fly at the Castle like building

Please continue to Post AC, HP, and Active Spells

Sky Castle Locations Summary:
- North East: Orchard (Tendrix Lair) Destroyed
- North Middle: Pool and Parthenon (Bas'Anut Lair)
- North West: Rocky Hill (Draco-Lich Lair)
- South Middle: Castle-like Building Current Location-Main Foyer
- South East: Mausoleum - (Charzaak Lair) Destroyed


DM note 
Wednesday November 10th, 2010 11:07:30 PM

In this fight and for the rest I am going to rely on you players to read through the protections you have and calculate damage and affects properly. Things like Stoneskin, Shield other Deathwards and the like. to get it all straight during a post is proving difficult at best. I'll do SR's but i leave the rest in your capable honest hands.

Thanks guys...hope your finding the final Dragon quest up to snuff

Tratain Current Spells AC 39 HP 159/211  d20+19=20 ; d20+19=39 ; d20+19=32 ; d20+20=26 ;
Thursday November 11th, 2010 10:08:15 AM

Tratain shouts "Hit that Horde with everything we got guys, It needs to go away now!"

Tratain casts his last Heal (Defensively) on the Horde using Divine Reach, Hits Touch AC Nat 1, Use Hero Point to reroll, Natural 20. (150 Positive Energy Damage, Will Save DC24 for 75 Positive Energy Damage. Touch AC 32 to confirm Crit if able. For Double Damage) SR check 26, Will use another Hero Point there if needed.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 166 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes


Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  11d4=28 ;
Thursday November 11th, 2010 10:41:28 AM

ooc: I'm loving this Dragon-level stuff. Epic!
.........

"The undead horde is connected to the greater horde from outside the castle", Jass says convincingly, "It own't be killed by anything we can throw at it. If everyone gets on this side of the iron gate, it should stop the shambling horrors and we'll only have the insects to worry about."

Nevertheless, the sorcerer has learned that it is best to go with the plan rather than go off on your own. Tends to get people killed, that does! And so he roots through his Pants of Plenty for a scroll and targets through the iron bars to the hordes of insects and undead (and heroes) beyond.

"I can reach through the bars and with everyone touching, I can Dim Door them all to this side", Jass suggests.

...Actions
get scroll from pants (move action)
Cast Undeath to Death (6th level spell = 11 level Casting) 28 HD undead killed in 40' radius burst centered on 8,9/F,G; Will DC 23 negates

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 7 3 0 5 1



DM Reminder 
Thursday November 11th, 2010 12:17:33 PM

Please be mindful that within 20' of Syr is Silence which is most of the party including Jass. None of whom can hear Tratain

Mac AC:31[Tch:21, F/F:25](+1 vs Horde) HP:201/201, HeartLight(Active), Thankful. 
Thursday November 11th, 2010 7:45:55 PM

Minotaur: Large - 10'x10' +10' Reach, 10' 1" tall, 1806lbs, Speed 30'(land)
Magic (of duration) in effect: none

Mac awakens with a start. This is not where he was, nor is this how he was. His first physical response is trained to the point of reflex - spring to his hooves, back to a solid object, axe at the ready and assessing the situation.

It is then he starts recognising faces and smiles. "Thank you. I don't know what you've done, but thank you. How long has it been? What can I do to help?"

AoOs:(CR - up to 7) d20+32|3d6+24 (19-20|+8d6+48)


MonthorHit Points:(106 of 213) AC 38  d20+22=35 ; d20+22=28 ; d20+22=34 ; d20+22=36 ; d20+22=37 ;
Thursday November 11th, 2010 8:12:14 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

----------------
Shield other- 27 damage to Monthor, 27 to Tratain
Bracer of protection deals with the negative level
Fort saves - 35,28,34,36,37
Strength -2
Con- -3
Wis-4

-----------------------
Monthor digs out a potion of gaseous form and ingests it... becomes gaseous... and having a little bit of gas before becoming gaseous... and then moves towards the gate.

Dwight hp 122/160, ac 33(touch 25, 34)) 
Friday November 12th, 2010 6:35:12 AM

Finding nothing dangerous regarding the gate, Dwight opens it enough for his small halfling self to fit through, and then closes it in silence.

Vedik AC 41(16) HP 191/191 (Astral Deva) Character Sheet Spells 
Friday November 12th, 2010 8:34:48 AM

Vedik shifts back into his more angelic form, and dismisses his Acid Fog.

He then runs with the party to the door.



Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Friday November 12th, 2010 9:04:46 AM

Jass, belatedly remembering the Silence spell that is on Syr's dagger, waits until the monk flings the dagger through the bars and out into the graveyard (thus tossing the spell away from the group and enabling him to retrieve it later) before casting the scroll spell.

:-)

DM Reminder 
Friday November 12th, 2010 10:54:53 PM

Mac snaps awake
Monthor becomes gaseous and flows past the enemies and beyond the gate.
Syr flings the dagger and Jass Dim Doors the ohters through
Dwight slips through the gate and closes it
Vedick resumes the form of an Astral Deva and moves to the gate

niether the swarms nor the Horde continue to pursue the group

Fort saves were poison based, all other ability damage is necromancy induced

The group now stands just beyond the gate looking into a vast cemetary, stretching endlessly in all directions

MonthorHit Points:(106 of 213) AC 38 
Sunday November 14th, 2010 7:23:57 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

----------------
Strength -2
Con- -5
Wis-4

--------------
Monthor dispells the gaseous form.....

" Medic!"



Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Sunday November 14th, 2010 9:44:07 PM

OOC - Adjudicating the damage from last round, based upon DM's note concerning what is poison and what is necromancy. If I missed it before, is this ability damage or ability drain?

Belkior moves through the secreet door and is assaulted by the swarms both flying and on the ground.
[Dmg 11 Fort save 20 or Plus 3 Str plus 4 Dex...Plus Dmg 7 plus 1 Con] 2 saves Fort DC 20 or be sickened


Hit 1 - 11 damage (Stoneskin absorbs all but 1), no other effects because Belkior is immune to poison
Hit 2 - 7 damage (Stoneskin absorbs all), no other effects because of poison immunity


Syr, Belkior, Dwight and Monthor each take
Dmg 29 plus 1 negative level Plus 2 Str plus 2 Con plus 4 Wis
Dmg 8 Fort DC 20 or Plus 1 Str plus 3 Dex
Dmg 6 plus 1 Con
Stoneskin operates vs each attack if no physical Dmg then no ability Dmg
2 Fort saves DC 15 and 1 Fort DC 25 or be sickened


Hit 3 - 29 damage (10 absorbed by Stoneskin), 1 negative level, 2 STR, 2 CON, 4 WIS
Hit 4 - 8 damage (8 absorbed by Stoneskin), poison immunity
Hit 5 - 6 damage (6 absorbed by Stoneskin), 1 CON
Fort saves - poison immunity


"I have to confess that I was not adequately prepared. I am unable to heal myself and you, as well. Whatever that thing was, it has sapped my strength and my ability to cast spells."

Belkior stays with his companions as they prepare to explore the graveyard.

Actions
Standard - Move

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 45.7 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.7 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.7 minutes
Silence - 7.8 minutes

Items used
Staff of Healing - 5 charges
Celestial Armor - 1 daily use

Cumulative Level & Ability Effects
1 negative level
2 STR
3 CON
4 WIS

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word)
* = cast

MonthorHit Points:(106 of 213) AC 38 
Monday November 15th, 2010 6:10:31 AM

ooc> This may be a good time to use our "free rest" option from the start of the module.

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+11=13 ;
Monday November 15th, 2010 12:30:55 PM

With the heroes out of the immediate danger, Jass puts his scroll away and surveys the endless graveyard. "Pocket dimension", he suggests aloud, and casts Fly on himself, rising into the air and looking around for any danger or distinguishing markings.

"So, without Eclhin, how are we to find the other Soul Gems to kill this Dread of yours?"

...Actions
Cast Fly
Spot: 13

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 5 1


The Graveyard 
Monday November 15th, 2010 9:11:20 PM

the ability scores are Ability Damage
http://www.d20srd.org/srd/specialAbilities.htm#abilityDamage

Monthor asks for more healing, Belkior is in need as well. The Dwarven warrior also mentions the Tecurri time capsule MOM gave the Knights in the lost village below. Perhaps now would be a good time?

Jass surmises that where they are is a pocket dimension, he casts fly and rises into the air Highlight to display spoiler: { Jass Will save DC 27 if succesful... The Cemetary fades to a ghostly apparition and in its place Jass sees a oval room 50' wide and 80' long. Within stands the skeletal remains of a giant still wearing the thick black iron plate that is wore in life. A blazing great sword glows with brilliant fire in its hands and arrayed about him is a score skeletal dwarves in plate, thier Urgosh's poised for the attack. A booming voice issues from the giant, "Come and meet death at the hands of Vindar the Magnificent."}


Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Monday November 15th, 2010 10:28:51 PM

"I have just the thing here. Fortunately, I did bring this staff that I had crafted for the Crimson Shields. I am sure that my former companions would not mind my using it for this purpose."

"I can, with time, help anyone who was affected by the undead. At least, except for the weakening. The only question is, who should I heal first?"



Mac AC:31[Tch:21, F/F:25](+1 vs Horde) HP:201/201, HeartLight(Active), Thankful. 
Tuesday November 16th, 2010 4:19:55 AM

Mac looks at lizard-boy. The look is not as condescending as those words might have had you believing, but the question begs an answer. "Much the same way we'll find and defeat the traps likely before us." he replies most dead-pan. "A graveyard is a good place to set a trap - take caution." Mac expects abominations to Gargul to climb out of the graves, or out from behind an inconvenient headstone or crypt or three with little notice.

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+19=29 ; d20+20=24 ; d20+20=25 ; d20+23=42 ; d20+19=24 ; d20+19=29 ; d20+19=30 ;
Tuesday November 16th, 2010 11:33:48 AM

Jass in Lizardfolk form flies into the air and the scene melts around him (Will Save 29). "By the Crones!", he yells in a startled voice, "the graveyard is an illusion hiding a Giant Lich!!!"

The sorcerers mind races to identify the spell that could keep the enemy hidden from sight and sound and can come up with all too many. His hands flash in a dismissing pattern to strip the spell and reveal to the Gray Knights and Crimson Shields the very real and close danger.

...Actions
Will DC 29 success
Spellcraft: 24
Concentrate; 25 (defensive cast in case within range of giant)
cast Greater Dispel Magic area affect centered on giant. - Spell Penetration: 42
- each ongoing area effect spell whose point of origin is in dispel magic = 24, 29, 30
- each creature in area of effect, one spell dispel per creature = d20+19 per effect

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 5 1


Mac AC:31[Tch:21, F/F:25](+1 vs Horde) HP:201/201, HeartLight(Active), Thankful. 
Tuesday November 16th, 2010 2:40:58 PM

If Jass is successful, Mac adds with some surprise, "...or they will find us!" and moves as best to form up the front line.

Dwight hp 103/160, ac 33(touch 25, 34))  d20+15=33 ; d20+15=23 ; d20+29=32 ; d6=6 ; d6=2 ; d6=4 ; d6=3 ;
Tuesday November 16th, 2010 5:32:59 PM

Prior character dmg stuff: --(
Dmg 29 (10 off stoneskin, 19 off Dwight) -- 1 negative level, -2 Str, -2 Con, - 4 Wis
Dmg 8 (off stoneskin)
Dmg 6 (off stoneskin)
Dwight is again sickened

OOC: Taking question (How do I deal with ability drain/negative level in Wold?) to L&B

---------------
Dwight closes the gate hoping for safety behind the iron gate, but knows that this place holds no safety, especially for those weary and sick and aiming to end the life of all Liches of the Dread.

He takes small comfort in the absence of undead in the graveyard behind him, only to be startled out of his momentary lapse. At Jass' words, his bow is again raised, though a bit of strain is seen on Dwight faces as he pulls the string back aiming for an unseen giant and fires (blindly if Jass hasn't made the Giant appear.)

Att #1: 32 (not sure how my neg level or loss of ability affects this roll)
dmg: 14 + 6(holy) + 3(ice)

======================
DM Sanity Stuff

Flying Broom -- generally floating at shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 96 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth

Syr Ac 41/40 HP 182/216  d20+20=35 ; d20+20=34 ; d20+20=35 ; d20+20=36 ; d20+18=35 ;
Tuesday November 16th, 2010 7:53:23 PM

Syr smiles in gratitude as the group assembles in the 'cemetary'. Hearing Jass words, the monk looks around carefully, (Will save 35) and spots the dread lich.

Despite being hurt, the monk takes time to cast a spell (Enlarge) before he moves to a flanking position and scoops up his dagger.

1 negative level Plus 2 Str plus 2 Con plus 4 Wis
Stoneskin (CL 15, 122/150 minutes. Cast after Meeting Gray Knights. )
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Flying
Enlarge



MonthorHit Points:(142 of 213) AC 38  d4=3 ; d4=1 ;
Tuesday November 16th, 2010 8:25:15 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

----------------
Strength -2 (-1)
Con- -2
Wis-4

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

Monthor decides to take care of some of his own healing. Using one of his Brahmah's Tattoos, he casts lesser restoration on himself.

Heals 3 points of Constitution damage.

(ooc> Are we still in turn base actions? If not, he'll cast it a second time, raising his strenght by one, and then casts protection from evil, also from a tatoo)



Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d4=1 ;
Tuesday November 16th, 2010 10:45:20 PM

Seeing that Monthor has healed himself, the halfling cleric uses the magic of the staff to recover from some of the damage inflicted by the swarms.

Actions
Standard - Activate Staff of Healing to cast Lesser Restoration, healing 1 pt of WIS damage

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 45.6 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.6 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.6 minutes
Silence - 7.7 minutes

Items used
Staff of Healing - 6 charges
Celestial Armor - 1 daily use

Cumulative Level & Ability Effects
1 negative level
2 STR
3 CON
3 WIS

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

Vedik AC 41(16) HP 191/191 (Astral Deva) Character Sheet Spells  d20+21=40 ;
Wednesday November 17th, 2010 8:50:12 AM

When the illusion is called out by Jass, Vedik flies up to see for himself.

OOC:
Fly up to Jass
Will Save 40

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.8 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.7 Minutes (cast leaving dracolich pile)
Message: CL 1, 108.0 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.7 Mins (Cast in Mino/Armored DL fight)

Tratain Current Spells AC 39 HP 159/211  d20+26=34 ;
Wednesday November 17th, 2010 6:42:42 PM

Tratain pulls out his restoration wand and taps himself with it. He says "I can cure everyone in a moment or two."

When the illusion is pointed out he looks around trying to see through it to see what Jass has spoken about. (will Save 34)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 166 points - 137 minutes
Shield Other - Monthor - 21 Hours
Hide from undead - 210 Minutes

The Graveyard 
Wednesday November 17th, 2010 6:58:06 PM

DM Note Jass was able to Dispel the Illusion

The Cemetary fades to a ghostly apparition and in its place you stand in an oval room 50' wide and 80' long and 15' high. Within stands the skeletal remains of a giant still wearing the thick black iron plate that is wore in life. A blazing great sword glows with brilliant fire in its hands and arrayed about him is a score skeletal dwarves in plate, thier Urgosh's poised for the attack. A booming voice issues from the giant, "Come and meet death at the hands of Vindar the Magnificent

MonthorHit Points:(142 of 213) AC 38 
Wednesday November 17th, 2010 8:49:58 PM

ooc> Were our actions in the previous posts valid?

Mac AC:31[Tch:21, F/F:25](+1 vs Horde) HP:201/201, HeartLight(Active), Thankful. 
Thursday November 18th, 2010 3:43:03 PM

Without taking his eyes off the revealed enemy Mac mutters, "I humbly request a Bear's Endurance, Haste, and... if there are no other sources I'll drink Potions of Good Hope and Shield of Faith."

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+11=27 ; d20+20=36 ; d20+19=26 ;
Thursday November 18th, 2010 4:01:13 PM

Bumping up against the ceiling, Jass pauses. "That's the same thing he said before..."

The sorcerer looks closer. Have the dwarves or giant (who are all ready to attack) actually move?

"Don't charge off, this could be another trap..."

...Actions
Spot: 27
Spellcraft: 36
Will Save (if needed): 26
...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 5 1


Tratain Current Spells AC 39 HP 159/211 
Thursday November 18th, 2010 9:23:22 PM

Tratain moves near Belkior and taps him with the resoration wand while keeping an eye on the new Lich and the dwarves with him.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Shield Other - Monthor - 21 Hours

Dwight hp 103/160, ac 33(touch 25, 34)) 
Friday November 19th, 2010 6:54:28 AM

Dwight offers what he can to Monthor's request -- casting Bear's Endurance on him. Perplexed on why the undead giant hasn't acted?

======================
DM Sanity Stuff

Flying Broom -- generally floating at shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 96 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth

Losses
1 negative level, -2 Str, -2 Con, - 4 Wis

Uses:
Cast 2nd level: 1 of 2 available
3rd level: 1(lost due to neg. level) of 2
Ring of Blink: Used once



Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Friday November 19th, 2010 7:52:44 AM

"An illusion within an illusion. Clever. You know what the problem with illusion magic is?"

His form contorts, as his angelic form grows and darkens. His skin reddens and his feathered wings turn leathery. Fire begins to lick across his form.

"Trueseeing nullifies most of it."

OOC:
Free Action: Shapeshift to Balor.

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.7 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.6 Minutes (cast leaving dracolich pile)
Message: CL 1, 107.9 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.6 Mins (Cast in Mino/Armored DL fight)

Balor Form:Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing

Mac AC:31[Tch:21, F/F:25](+1 vs Horde) HP:201/201, HeartLight(Active), Thankful. 
Friday November 19th, 2010 11:01:14 PM

Additional...
"Vedik, I'm glad I saw that with my own eyes, otherwise I'd think you were something that need 'taking care of'. I'm not sure what the result of going toe-to-toe with one of... these would be. I'd like to talk tactics when this is done."

The grand schemer 
Saturday November 20th, 2010 9:10:25 AM

Jass notes the creatures repeating thier former moves, Everyone notes tat Jass's Dispel did not seem to do anything to the giant or its minions
Syr moves off to the side, but does not see his dagger where it should be, the weapon is gone.
Belkior casts Lesser Restoration from his staff
Monthor activates a tattoo of Lesser Restoration
Tratain casts Lesser Restoration on Belkior
Dwight casts Bear Endurance on Monthor
Vedick divines that the second threat must also be an illusion and shifts into a Balor. The foulest most evil thing in existance, but not without its uses. One of those being the ability of True Sight.
What he sees is quite scary.

The room is empty and is 50' long and 30' wide. 20 feet from where the party stands is a geat hole that encompasses the full 30' width and remaining 30' length of the room. The hole falls away completely though the Sky castle to the ground over 12,000 feet below. Syr is standing about 6" from the drop, looking about for his dagger. Everyone else is anywhere from 5'-10' from the deadly plunge.
On the far side of the room a secret door lies in the wall, revealed by Vedick the Balor's sight

Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Monday November 22nd, 2010 8:35:01 AM

"Hold!" the dwarven balor calls out. "There's a pit five feet in front of you Syr, looks to go all the way to the ground. Pit's all the rest of the room. I see a door on the other side. Looks like we'll need to fly there."

Effects
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.5 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.5 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.5 Minutes (cast leaving dracolich pile)
Message: CL 1, 107.8 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.5 Mins (Cast in Mino/Armored DL fight)

Balor Form:Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing



MonthorHit Points:(142 of 213) AC 38 
Monday November 22nd, 2010 11:47:07 AM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

Strength -2
Con- -2
Wis-4

---------------------
Monthor's usual smile fades as he hears Vedik describe the surroundings.

" Nice.... well me still thinks this is the right time to rest and use that Tecurri time capsule thingee MOM gave us. "

{Monthor uses another lesser restoration from his tatoos to health himself)}



Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Monday November 22nd, 2010 5:36:14 PM

Jass keeps clear of the Balor who speaks in Vedik's voice, but disagrees with Monthor. "We are almost all completely healed and you can be to with a couple clerical touches. Let's fly over there and find another lich!"

Jass, however, is NOT the one to lead the flight. The sorcerer has learned that he is too frail to go charging off and trusting to luck and his confidence to win out of any situation. His thoughts take a dark turn and Jass shudders at his recent stint at being a ghost.

...Actions

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 5 1


Tratain Current Spells AC 39 HP 159/211 
Monday November 22nd, 2010 8:28:14 PM

Tratain says "I think we should take on these last two Lich's in here and then use it. We should be well enough off for that."

Tratain uses his restoration wand on Monthor to cure his ability loss.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Shield Other - Monthor - 21 Hours

Dwight hp 103/160, ac 33(touch 25, 34)) 
Monday November 22nd, 2010 8:36:23 PM

"Well, I wonder if that regrowing undead massssss, isss a Lich? If ssso, we need better tacticsss. Now the door or ressst, it mattersss little to me asss my arrowsss fly true now or then, though a bit lesssss ssskilled than an hour ago."

Dwight looks to Tratain for the final call as he likely has a better idea of our current healing and power options.

As the discussion continues, Dwight fires a normal arrow across the hole into the wall on the far side a few feet from the secret door -- Vedik described. He hopes attempting to follow the arrow with his eyes, he can see the true room. (Attempt at disbelief of giant undead with Vedik's description.)

Dwight offers what he can to Monthor's request -- casting Bear's Endurance on him. Perplexed on why the undead giant hasn't acted?

======================
DM Sanity Stuff

Flying Broom -- generally floating at shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 96 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth

Losses
1 negative level, -2 Str, -2 Con, - 4 Wis

Uses:
Cast 2nd level: 1 of 2 available
3rd level: 1(lost due to neg. level) of 2
Ring of Blink: Used once

DM question for DwightHighlight to display spoiler: {Have you been keeping track of arrows. I have approximately 100 fired since arriving on the island. I ask as I note your sheet still lists 105 normal arrows. I did not note the magical ones, but feel i need to ask as it may be a resource need}

Syr Ac 41/40 HP 182/216 
Monday November 22nd, 2010 9:38:09 PM

Syr stops for a moment when Vedik shouts out a warning, "Almost forgot I could fly." He shrugs sheepishly and continues forward slowly over the pit along the wall.

1 negative level Plus 2 Str plus 2 Con plus 4 Wis
Stoneskin (CL 15, 122/150 minutes. Cast after Meeting Gray Knights. )
Silence (on dagger)
Prot v Evil - CL 19 from Belkior +2 AC v Evil, no possession, no summoned creature touch.
Flying
Enlarge


Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d4=2 ;
Monday November 22nd, 2010 9:58:26 PM

The halfling cleric uses the staff to heal himself once more while he waits for the opponent to react.

Actions
Standard - Activate Staff of Healing to cast Lesser Restoration, healing 2 pt of WIS damage

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 45.5 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.5 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.5 minutes
Silence - 7.6 minutes

Items used
Staff of Healing - 7 charges
Celestial Armor - 1 daily use

Cumulative Level & Ability Effects
1 negative level
2 STR
3 CON
1 WIS

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active) 
Monday November 22nd, 2010 10:10:39 PM

"Well... I cannot fly at the moment, and if we are going to save the spell, then the only one who could possibly carry me is Monthor, but I'm guessing everything but our armour would have to be carried by someone or some others else." {Mac + armour = 1832lbs}
"How far is it across the gap and how high the ceiling?" Mac begins considering the hypothetical possibility of a running long jump across the chasm he still cannot see.

The grand schemer  d20+21=41 ; d20+21=24 ; d20+21=24 ; d20+21=36 ;
Monday November 22nd, 2010 10:52:09 PM

Vedick calls out what he now sees and asks that everyone hold thier position.
Monthor still thinks this is the right time to rest and use that Tecurri time capsule thingee and activates his Tattoo again
Jass is for continuing, the group is physically all right after all.
Dwight fires an arrow across the room to where Vedick has siad there is a door. Will Save DC 24 to pierce the illusion. Still seeing the giant and dwarven skeletal horde, part of his mind still screams for action, perplexed at why they merely stand there
Syr moves across the pit towards the door. About halfway across he is gone, hurtling towards the earth below obviously no longer enchanted with the ability to fly. Highlight to display spoiler: { All active spells have been terminated}
Belkior uses another charge to cast Lesser Restoration upon himself
Mac would likely need flight, his bulk and equpment, nearly a ton would make being 'carried' very unlikely. The minotaur glances about thinking perhaps to jump. The illusion he sees marks the ceiling at well over 30'. The other tell him reality marks it at only 15'. A 30' long jump would put him approximately 8 feet off the ground. Possible but more difficult than if the ceiling were higher.

Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Tuesday November 23rd, 2010 10:15:33 AM

"I'll be right back"

He moves his hulking form to the edge of the chasm, and jumps off.

Diving straight down, he stays close to the edge and hopefully does not hit the anti magic field that knocked out Syr's flight, trying to catch up with the falling monk.

OOC:
Move to Edge
Fly/Dive down 180' (Flying creatures can fly down at double their normal speed)

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.5 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.4 Minutes (cast leaving dracolich pile)
Message: CL 1, 107.7 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.4 Mins (Cast in Mino/Armored DL fight)

Balor Form:Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing



Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+20=37 ; d20+20=37 ; d20+20=28 ; d20+20=30 ; d20+20=22 ; d20+20=40 ; d20+20=40 ;
Tuesday November 23rd, 2010 12:57:00 PM

Jass makes an assessment upon himself and Syr's predicament as Vedik flies down to save the falling monk. The question is: did Syr's Fly spell fail at the moment he moved over the yawning abyss, or are all the spells from everyone gone?

And if the opening is an anti-magic field, did Vedik just throw himself to his death as well?

...Actions
Spellcraft Checks -
37 - are Jass' spells stil in operation?
37 - when did Syr's Fly spell stop?
28 - are Vedik's 'balor' form still in operation?
30 - what kind of magical effect cancelled Syr's Fly spell?
22, 40, 40 - other Spellcrafts as needed.

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 5 1



Dwight hp 103/160, ac 33(touch 25, 34)) 
Tuesday November 23rd, 2010 9:11:18 PM

Dwight watches, bow still in hand should the bad situation become worse.

Syr Ac 41/40 HP 182/216  d20+12=22 ;
Tuesday November 23rd, 2010 9:14:36 PM

Syr glides out slowly over the chasm and his expression turns to horror as he begins falling. Those watching also see his body shrink to it's normal size before he drops. His fading voice yells back "No Magic..." to the group left behind. Being near the wall, he makes a mad scramble to hang on to something before falling 'out' of the structurel. (Climb 22 to arrest fall?). Assuming that he continues falling, the elf steadies himself. Rather than waste time watching his too short life pass before his eyes, the monk methodically considers his options. In his haversack he could consume 1 of two potions (fly or Gaseous Form) or he could just reactivate his boots. Deciding for the later, he waits until he is out of range of any antimagic device before activating his boots for the 2nd time today. Once activated, he circles around to the top of the island staying well away from anything threatening.

(OOC: hey guys, any advice? *gulp* EVIL DM! oh and I'm awaiting DM info to determine what to do with Vedik, thanks for the attempt though :)

Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Tuesday November 23rd, 2010 10:09:46 PM

The halfling cleric uses the staff once more to reduce some of the damage from the swarms.

Actions
Standard - Activate Staff of Healing to cast Lesser Restoration, healing 2 pt of WIS damage

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 45.4 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.4 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.4 minutes
Silence - 7.5 minutes

Items used
Staff of Healing - 8 charges
Celestial Armor - 1 daily use

Cumulative Level & Ability Effects
1 negative level
2 STR
3 CON

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

The grand schemer 
Wednesday November 24th, 2010 8:30:32 AM

Vedick slips over the edge and dives after Syr.
Jass and the rest hear Syr say no magic, but does that mean antimagic? Vedick remains in his Balor form as he goes and so at least the entire pit is not covered. Likely some sort of Dispel Magic and it happened when Syr was halfway across
Dwight keeps a wary eye out for danger
Syr plunges through the gaping hole beneath him 15' from any hand hold. No longer enlarged, he doesn't stand a chance. Syr is quickly 400' beneath the island and has several options. He decides reactivating his Boots of Flying to be the best option.
Belkior uses his staff and cures more of the Wisdom damage he sustained.

To keep things going
Vedick and Syr fly back up, staying close to the side and climb back up to the party.

Tratain Current Spells AC 39 HP 159/211 
Wednesday November 24th, 2010 9:47:52 AM

OOC: tratain cast Restoration on Belkior a couple posts ago, it removes all ability damage and 1 negative level. Does anyone else still need to be cured?

Dwight hp 103/160, ac 33(touch 25, 34)) 
Wednesday November 24th, 2010 10:23:45 AM

OOC Dwight is still down one level with some ability damage

Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Wednesday November 24th, 2010 10:30:07 AM

Landing back on the ledge the Balor-Dwarf ponders the situation.

"Anyone have a dancing lights spell or similar visible effect? We know we can safely fly down this edge without being dispelled, I wonder if the other edge is out of the range of the dispelling effect. If someone can fly down, over and cast a spell up at the door, we'd be able to see if we can fly around the effect."

OOC:

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.3 Minutes (cast leaving dracolich pile)
Message: CL 1, 107.6 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.3 Mins (Cast in Mino/Armored DL fight)

Balor Form:Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing



Dwight hp 103/160, ac 33(touch 25, 34))  d20+7=16 ;
Wednesday November 24th, 2010 7:00:54 PM

Dwight remains standing, grateful his comrades were able to return unharmed. "No ssspellsss of that sssort in my optionsss," Dwight adds as he does some personal inventory. (OOC: Checking on Arrow status -- I'll give response next post)

"I do have an eversssssmoking bottle, if the fog isss magic, it could mean the same thing." Dwight pulls out his bottle. (Spellcraft: 16 Is the fog from the eversmoking bottle register as magic?)

======================
DM Sanity Stuff

Flying Broom -- generally floating at shoulder height
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Resist Energy, 30 Points Fire - 120 Minutes (cast leaving cave)
Resist Energy, 30 Points Cold - 120 Minutes (cast leaving cave)
Stoneskin 96 points - 137 minutes (cast leaving cave)
Blinding Sickness, Red Ache, and The Shakes
Has ears stuffed with cloth

Losses
1 negative level, -2 Str, -2 Con, - 4 Wis

Uses:
Cast 2nd level: 1 of 2 available
3rd level: 1(lost due to neg. level) of 2
Ring of Blink: Used once

MonthorHit Points:(142 of 213) AC 38 
Wednesday November 24th, 2010 7:46:06 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

Strength -2
Con- -2
Wis-4

--------------
Monthor taps Tratain on the shoulder and requests some healing.

" Me still thinks we should rest here.... "



Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Wednesday November 24th, 2010 10:08:38 PM

The halfling cleric wonders what the group's course of action will be and, for that matter, what the giant lich has been doing while his newfound companions have been rescuing Syr.

Actions

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 45.3 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.3 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195.3 minutes
Silence - 7.4 minutes

Items used
Staff of Healing - 8 charges
Celestial Armor - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active)  d20+16=30 ;
Thursday November 25th, 2010 4:49:42 AM

Mac looks stunned. The call of "Tuck... and Roll!" doesn't sound before Syr and Vedik Balor return, and then doesn't sound at all.

The entire scene makes little sense to the Taur. He tries to focus on what might be real and what may not. {Will:30} That takes up most of his attention.

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Thursday November 25th, 2010 5:41:37 PM

"Looks like a deliberate trap to destroy powerful intruders. We all charge at the giant lich, hit an automatic dispelling effect and fall to our deaths. Even if most of us have flying ability, some may not and really reduce our fighting effectiveness. Pretty sneaky!", Jass says admiringly.

The sorcerer continues confidently: "Course, something so sneaky must hide something valuable, like the next lich. I'll Dim Door everyone over. It'll only take three spells; one over, one back, one over; and we'll all be on the other side."

Jass waits for the nod from Tratain to conduct the ferry-over.

...Actions
pending 3 each 4th level spells cast

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 5 1



Clarity post 
Friday November 26th, 2010 11:08:10 AM

Will post Saturday
Feel free to post continuing actions
Room is 30 wide 50 long 15 high
pit is 30 wide x 30 long 12,000 deep
Door is closed and flush with the wall

Dwight and Monthor are still ability damaged, Dwight is -1 level as well

Belkior is good.

Jass suggests Dimensional door to the other side of the closed door
Vedick suggests Dancing lights to test the perimeter (Exact movement required
Smoke from a Bottle is not magical

Monthor requests healing and thinks the group should rest


Syr Ac 41/40 HP 182/216 
Saturday November 27th, 2010 5:22:07 PM

Still patiently awaiting dm clarification from my dm only post on Wednesday.

Sorry I thought I had answed it...Syr was next to the wall but too far to have any chance of catching an edge

Tratain Current Spells AC 39 HP 159/211 
Monday November 29th, 2010 8:26:34 AM

Tratain taps Dwight with the wand of Restoration and Looks across the chasm to see if he can see anything else. He also checks up and down to make sure there is nothing waiting to ambush them when they decide to cross.

OOC: I cured Monthor a few posts ago also. That should be everyone now.

Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Monday November 29th, 2010 9:41:55 AM

"We could try using Dimension Door. Not used to having such abundant castings in the party" the Balor-Dwarf says with a grin.

OOC:

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.2 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.2 Minutes (cast leaving dracolich pile)
Message: CL 1, 107.6 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.2 Mins (Cast in Mino/Armored DL fight)

Balor Form:Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing



Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Monday November 29th, 2010 1:58:51 PM

Jass frowns, considering the door without a ledge. "I can't see the other side. It doesn't hurt too much when shunted off to the side on a blind Dim Door, but there is no guarantee that the spell wouldn't stick us right in the middle of this hole in the floor."

"Maybe have Vedik fly his red skin over there and rip the door off its hinges? Then I could have a target to Dim Door to!"

"The Powers witness we can't stay here!"

...Actions
pending 3 each 4th level spells cast

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 5 1


Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active) 
Tuesday November 30th, 2010 12:50:17 AM

"Okay - two suggestions. You can tell me they are rubbish, but I'm gonna say 'em anyway. If an Enlarge spell would hold, I could reach across a thirty-foot span like a living bridge without to many problems, and if the Enlarge failed, then I'd still be safe dangling on the end of a few ropes. The more reckless idea would be for me to take a leap o'er (after all, there is no magic in jumpin') and either wreck the door with m'axe on the way through, or bury the axe far enough into the door that I don't fall..."

Dwight hp 103/160, ac 33(touch 25, 34))  d20+18=21 ;
Tuesday November 30th, 2010 6:46:47 AM

Dwight smiles at Mac's offer. "I have a few grappling arrowsss ssstill. I could ssshoot them acrossssss and make a rope bridge. Some lighter folkssss could get acrossssss to open the door, then dimensssion door could be ssssafely."

Dwight looks to others to see if they like the idea. He tests the distance and angle needed should his grapples be needed, knowing that "lighter" likely means him. While a good distance away, Dwight scans for symbols/runes such as those found in the masouleum: (spot: 21)

Vedik AC 41(16) HP 191/191 (Astral Deva) Character Sheet Spells 
Tuesday November 30th, 2010 8:49:23 AM

"The issue is we don't want anyone to get dispelled. We all have too much magic enhancing us right now, Greater Magic Vestments, Greater Magic Weapons, etc. Loosing those would probably force us to rest, and we've got far to many foes left to rest so early. Ideally, we don't want to rest until right before we fight the Dread, because we're going to need everything we have for that fight, and then some."

He nods at Jass

"I'll fly over there, I've got wings of flying if my shapechange goes, and teleport if the wings go."

He shifts to a smaller form, more angelic form. He then flies down again, going straight against the near wall until he is a good 30' below the island. Then he'll fly over, and up hugging the far wall, making a large U and hopefully avoiding the dispelling area.

OOC:
Free Action: Shape Change Astral Deva
Fly a U shape down, over and Up, against the near and far wall, and down until Vedik is 30' below the bottom of the island.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.3 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.2 Minutes (cast leaving dracolich pile)
Message: CL 1, 107.2 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.2 Mins (Cast in Mino/Armored DL fight)

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



Across the Chasm 
Tuesday November 30th, 2010 8:28:06 PM

The group discusses several options, blind dimensional door and hope there is an other side to arrive to. Enlarge Mac and the minotaur could try and lay across and be a living bridge. Dwight could attempt to put couple arrows into the door with rope attached that a light person might use as a bridge. Vedick flies straight down a good way and then back up the other side.

The Door is made of reinforced wood. From here the metal is not completely identifiable, but it does have fair amount of rust.

Vedick slips over and flies down to a level completely beneath the island, about 200'. He then proceeds up the far side. About 10' to go, coming up under the door, the Ring of Counterspells activates.

Vedick arrives in front of the door

Vedik AC 41(16) HP 191/191 (Astral Deva) Character Sheet Spells 
Wednesday December 1st, 2010 10:57:38 AM

Vedik senses the triggering of his ring, and immediately casts another Greater Dispel magic into it.

He messages back to the group Something triggered my counterspell ring near the door. Could be a trap. I'll open the door, and hopefully you can teleport the group across without hitting it.

He then opens the door.

OOC:
Cast Greater Dispel Magic back into the ring.
Open the door.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.3 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.1 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 107.1 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.1 Mins (Cast in Mino/Armored DL fight)

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



Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Wednesday December 1st, 2010 12:54:48 PM

Jass wiats and watches, ready to Dim Door beyond the opened door as soon as he sees a viable landing spot. Jass first travels himself and Monthor, Tratain, Mac(x2), and Dwight. He then returns and brings across Syr and Belkior.

...Actions
pending 3 4th level spells

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 5 1


Tratain Current Spells AC 39 HP 159/211  d20+14=25 ;
Wednesday December 1st, 2010 3:51:55 PM

Tratain waits near Jass to see if Vedik is able to open the door. He says "Thats two times now that this has happened. Both at different locations. There has to be someone somewhere casting it. Can anyone see anything?"

Spot 25

Syr Ac 41/40 HP 182/216 
Wednesday December 1st, 2010 9:04:39 PM


"I'm not a mage but my bet goes to a permanent field across the whole pit, thereby forcing us to encounter it much like I did. Although I figured flying below it would have fixed the problem as Vedik did." The elf gives Tratain a self-deprecating frown. He sizes the pit up and wonders if he can jump far enough with a running start.

Syr accepts the proffered door created by Jass with a nod of thanks. If something prevents that, then the elf volunteers. "Since most of my spells have already been through the ringer, why don't I try rappelling across on that bow line you suggested? I'm the one with the least to lose."

Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Wednesday December 1st, 2010 10:06:18 PM

The halfling cleric waits for transport across the hole, trying not to think about how teleportation always bothers his stomach.

Actions

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 45 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 195 minutes
Silence - 7.1 minutes

Items used
Staff of Healing - 8 charges
Celestial Armor - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level




Dwight hp 103/160, ac 33(touch 25, 34)) 
Wednesday December 1st, 2010 10:11:24 PM

As it seems, the situation has been figured out, Dwight awaits his ride, so to speak. It occurs to him at this moment that he hasn't eaten in quite a long time -- since the feast below seemingly days ago, though truly only hours. "Oh What I wouldn't do for a nice peaceful meal with some nice ale."



Beyond the Chasm 
Wednesday December 1st, 2010 10:34:30 PM

Vedick casts Greater Dispel Magic into his ring and then opens the door. Surprisingly enough the door does just that.
Tratain and Syr looks about seeing if they can spot a cater, they findsno traces and niether can anyone else

When Vedick opens the door...
Ghoslty figures rise from the floor where three mummified bodies lie. One Dressed as a nobleman of approximately 200 years ago from Plateu City, one as a mage from the Star Mage Guild and the third as brigand or highwayman. All look to the group with hatred and loathing in their violet glowing eyes.

The Nobleman clenches his fists and flings hims arms out wide emitting a horrendous wail and causing his hands to transform into deadly talons.
The Brigand draws a thin long blade which crackles with necromantic energy.
The Star Mage casts a Spell [Will Save 27 Mass Hold Person affecting Monthor, Tratain, Syr, Jass, Mac, Dwight and Belkior]

A cold wind blasts from the other pair, throwing dust and small particles of stone from the floor and an ominous moan begins to rise through the octive scale

Combat
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en



Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active)  d20+16=17 ;
Thursday December 2nd, 2010 5:10:51 AM

Mac stands his ground against the magical effect... and then finds he can do little else (Held - Natural 1 and no hero points left to burn)

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+19=27 ; 19d6=75 ; d20+23=39 ; d100=7 ; d100=3 ; d100=63 ;
Thursday December 2nd, 2010 9:44:12 AM

Jass feels the ghostly mind forcing his muscles into paralysis and he fights with all his mental might against the undead. The sorcerer succeeds, though barely, and looks across the chasm at the ghosts. "What are they?" he asks, knowing little of Religion, "and how do we fight them?"

"The room looks too small for everyone to Dim Door into", he adds.

Not a man to stand around when there is a magical solution, Jass tries to see if magical electricity will affect the ghostly apparitions. A quick word and gesture, a Chain Lightning spell arcs across the space and into the enemy.

...Actions
Will Save - 27 (2whew!)
Chain Lightning
Spell Penetration: 39
Primary Brigand; 7% miss if incorporal; 75 damage; Reflex DC 23 for half
Secondary Noble: 3% miss if incorporal; 37 damage; Reflex DC 23 for half
Secondary Star Mage; 63% hit ; 37 damage; Reflex DC 23 for half

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 4 0 6 1


Dwight hp 103/160, ac 33(touch 25, 34))  d20+13=17 ; d20+7=20 ;
Thursday December 2nd, 2010 10:10:08 AM

Dwight hears the spell cast, and is immediately worried as he floats so close to the edge of the chasm. He recognizes and feels the effects at the same time. As a stick sits in frozen water, Dwight now floats helpless, worried look frozen on his face.

OOC: The ioun stone only protects against individual spell attacks (I think). If I'm wrong, let me know.


Tratain Current Spells AC 39 HP 159/211  d20+26=27 ; d20+26=40 ; d20+14=34 ;
Thursday December 2nd, 2010 7:37:45 PM

The Magic the Lich cast begins to take hold of the protector but he summons all his willpower to fight it off. (Will save 27 with a natural 1, use Hero Point to reroll for a 40)

Tratain not being sure if those beings across the chasm are real or an illusion so he waits for Vedik to hopefully inform the group what he can tell. While waiting he Activates his Bead of Karma and Casts a Quickened Spell Resistance upon himself. He also uses his protector ability to Interpose for Jass just incase one of the Enemy attempts to return the favor.

Tratain also attempts to see if he can see anything that would help across in the room on the other side of the Chasm. (Spot 34, Natural 20)

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Shield Other - Monthor - 21 Hours
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes



MonthorHit Points:(213 of 213) AC 38  d20+14=16 ;
Thursday December 2nd, 2010 8:12:33 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

-----------------------
ooc> Monthor has spell resistance 20
Save 16

Monthor's limbs stiffen as the hold person spell starts to work... or does it?



Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Friday December 3rd, 2010 9:56:08 AM

Vedik switches back to Balor form, needing to be sure what they are seeing is not an illusion. If his true seeing eyes show them as real, he casts grease on the necrotic blade.

OOC:
Free Action: Shapeshift Balor
Cast Grease on the brigand's blade: No SR, Reflex save DC 22:
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: G. Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.2 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 96.0 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 96.0 Minutes (cast leaving dracolich pile)
Message: CL 1, 107.0 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 357.0 Mins (Cast in Mino/Armored DL fight)

Balor Form:
Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing

Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+27=32 ; 5d8=16 ;
Friday December 3rd, 2010 10:02:14 PM

The halfling cleric easily withstands the magic from the evil figures across the chamber (Will = 32). Belkior then casts a spell back, hoping to damage and hinder the three opponents.

Actions
Standard - cast Holy Smite, 16 pts damage to evil and blinded for 1 round, Will DC 22 for half damage and no blindness

Active Spells
Magic Vestment - +5 enhancement bonus, 19 hours, 44.9 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.9 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.9 minutes
Silence - 7 minutes

Items used
Staff of Healing - 8 charges
Celestial Armor - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

Beyond the Chasm  d20+16=30 ; d100=86 ; d100=66 ; d100=80 ; d100=55 d20+18=31
Friday December 3rd, 2010 10:13:15 PM

Monthor,Mac and Dwight are all siezed by the Hold spell and remain motionless [CL 30 penetrates Monthors SR and yes the ion stone only works against direct attacks]
Jass casts Chain lightning into the Star Mage ghost. The spell arcs into the others and all three twist and writhe in pain and anger as the lightning arcs about them.
Tratain casts Spell Resistance upon himself and readies to Interpose for Jass,. He sees nothing else about, save the trio of Ghost
Belkior casts Holy Smite, filling the small room with holy power adn causing the Star Mage, Brigand and Nobleman to grimace in pain
Vedick shifts back to a Balor Highlight to display spoiler: {Only the Star Mage Ghost still exists to his True Sight, the others fade to yet another illusion}

DM will wait for Vedick to alter his action....

Combat
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en


Syr Ac 41/40 HP 182/216  d20+21=33 ;
Friday December 3rd, 2010 10:22:38 PM

Syr feels his muscles begin to tighten but he shakes it off much like a chill. The elf eyes the distance and judges that he could make the jump easily. "Guys, what do you think? I can take the fight to them and join Vendik on the other side or carry/push a couple frozen out of harm's way." He mutters to Belkior, "Of course the last ghost we fought I couldn't seem to touch but he sure could touch me." He calls across to Vendik, "What do ya think, help you or regroup?"

Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Sunday December 5th, 2010 12:08:33 PM

Vedik calls out "The mage is the one you want, ignore the others."

He casts grease on the floor around mage instead.

Tratain Current Spells AC 39 HP 159/211 
Tuesday December 7th, 2010 8:15:25 PM

Tratain says "Jass can you get Myself and Monthor over there first? We should be able to hold the entrance over there so we can start to get everyone across."

Tratain lowers his spell resistance for Jass if the Sorcerer is going to Dimension door Them across.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Shield Other - Monthor - 21 Hours
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes

Syr Ac 41/40 HP 182/216  d20+34=54 ; d20+21=38 ; d20+22=23 ;
Tuesday December 7th, 2010 8:18:00 PM

Taking Vedik's call to mean that he needs help the elf backs up to get a running start and proceeds to jump the chasm. Not realizing his own strength and speed he sails over it easily and only stops himself on the far wall (Natural 20 jump 50', does he fly through the 1st image?). The monk balances carefully in the greased area (reflex 38) and flexes his hands gingerly causing a blue glow to emit from them (bless, free action). Hoping that he can harm the mage, he attempts a hold on him (natural 1).

Dwight hp 103/160, ac 33(touch 25, 34)) 
Tuesday December 7th, 2010 8:44:23 PM

Dwight blinks without moving his eyes, watching the scene progress as the monk takes a flying (and very impressive) leap across the chasm. If Dwight could move his mouth, it would be gapping at the feat.


MonthorHit Points:(213 of 213) AC 38 
Tuesday December 7th, 2010 9:12:40 PM

Monthor is held....

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Tuesday December 7th, 2010 10:47:22 PM

Jass looks at Tratain and the held Monthor. "You know your strategy best..." says the sorcerer, and Jass Dim Doors with Tratain and the held Monthor to the other room next to Syr... and the undead mage.

...Actions
Dim Door with Tratain and Monthor to E,13

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 6 1


Beyond the Chasm  d100=49 ;
Tuesday December 7th, 2010 10:48:31 PM

Monthor,Mac and Dwight are all siezed by the Hold spell and remain motionless [CL 30 penetrates Monthors SR and yes the ion stone only works against direct attacks]
Jass casts Chain lightning into the Star Mage ghost. The spell arcs into the others and all three twist and writhe in pain and anger as the lightning arcs about them.
Tratain casts Spell Resistance upon himself and readies to Interpose for Jass,. He sees nothing else about, save the trio of Ghost
Vedick shifts back to a Balor Highlight to display spoiler: {Only the Star Mage Ghost still exists to his True Sight, the others fade to yet another illusion}
Vedick calls to his companions the ghost of the Star Mage is the only true threat. He then casts Grease under the ghostly visage. The Undead mage ignores the physical affect completely
[All PC's can make a Will Savce DC 24 to disbelieve]
Syr backs up and then runs at the chasm and jumps. The monk hurls through the air, nearly clipping the ceiling. As the crosses the midway point of the Chasm, Vedicks Ring of Counterspells again discharges. Syr lands nimbly enough in the Grease and activates his glowing hands [DM what's this?] Syr cannot attempt to grab as it took a double move to get here. move 20' back from the pit, 20 run, 50' jump is 90 feet of move I have you with 70

Tratain lowers his spell resistance waiting for Jass and a Dimensional door spell

The Brigand completes his spin away from Syr as the monk hurled by and strikes at him with the phantom necromantic blade. The Blade strikes unerringly and tears the very soul from the young Hand of Domi, Slaying him instantly. [Syr Will Save DC 21 or fall unconscious. only if you missed the earlier sav from Vedick declaring the illusion]
[All PC's except Vedick, Will Save DC 21 is disbelieve Syr being slain only if you missed the earlier save from Vedick declaring the illusion]

The Star Mage fades from view to all save Vedick Vedick Only Highlight to display spoiler: { the Mage floats through the air to come to rest above the yawning pit H/16}

The nobleman bubbles and issues forth a horrid scream of the damned towards the monk [Syr Will Save DC 21 or fall unconscious. only if you missed the earlier sav from Vedick declaring the illusion]

Combat
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Syr Ac 41/40 HP 182/216  d20+21=30 ;
Tuesday December 7th, 2010 11:12:00 PM

(OOC: Made the save earlier but just in case Will save 30
DM earlier Will save was for the Hold. This oe was for being struck by the illusion that Syr believed until just now to be real

glowing hands= class ability "Blessed Hands (Sp): As a free action that does not provoke attacks of opportunity, the hand can cast a special Bless Weapon spell that affects all unarmed attacks she makes. This is a spell-like ability that can be cast at will. When this ability is used, the hand of Domi momentarily flexes and clenches her hands, which glow (like a Faerie Fire spell) for the duration of the effect."

Does Syr get an AoO on the mage as he fades from view either spell or movement related?)
No AoO

Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active)  d20+16=31 ; d20+16=31 ;
Wednesday December 8th, 2010 4:05:15 AM

DM: [All PC's can make a Will Savce DC 24 to disbelieve] ...and Mac can! (Will: 31) Taking the time to stop and sort out what is what has really helped the taur. He struggles again to regain his control of self... {Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) } ...and Mac can! (Will: 31 again) Then he mutters a single word, "Ready!"

Actions: Free(Will Save - Disbelieve) + Full Round(Will Save - Hold Person) + Free(Speak)

Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells  d100=77 ;
Wednesday December 8th, 2010 8:50:14 AM

Vedik drops down, hoping to fall below the dispelling effect. He then casts glitterdust at the mage.

OOC:
Move down 50' feet.
Cast Glitterdust: 77% miss chance, passed. If he's subject to blinding, Will Save DC 23 or blinded.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: Empty
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.1 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.9 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.9 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.9 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.9 Mins (Cast in Mino/Armored DL fight)

Balor Form:
Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing



Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+19=33 ;
Wednesday December 8th, 2010 12:44:42 PM

Jass knows Syr didn't drop (Will: 33), and ignores the confusion to consider Tratain's request.

Jass looks at Tratain and the held Monthor. "You know your strategy best..." says the sorcerer, and Jass Dim Doors with Tratain and the held Monthor to the other room next to Syr... and the undead mage.

...Actions
Dim Door with Tratain and Monthor to E,13

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 6 1


Tratain Current Spells AC 39 HP 159/211  d20+26=27 ; d20+26=43 ; d20+14=22 ;
Wednesday December 8th, 2010 5:54:17 PM

Once on the other side of the Chasm Tratain looks around for the Ghost. (Tratain has Permanent See Invisibility)

He watches One of the Ghosts Pierce Syr and the Monk fall but is able to see through that illusion. (Will save 43 vs seeing Syr Die. Failed first Save.)

Tratain then casts True Seeing on himself, as he decides he can't trust what he is seeing anymore. (Cast True seeing Defensively) And Takes a look around on his current side of the Chasm.) Spot 22

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting
Greater Magic Weapon, Adamantite Warhammer, Holy
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Shield Other - Monthor - 21 Hours
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes
True Seeing

The Ghost of Mages Past 
Wednesday December 8th, 2010 9:11:14 PM

DM hs notesd several goofs on this round and is giving the party a correction round

The Sar Mage passed through the wall to come to rest over the chasm

Those capable of seeing invisible creatures can see the Star Mage

I will check in late tonight. I moved the Star Mage on the map. you can keep as is or atler your action based on the above info.

No AoO Syr

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



Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+25=30 ;
Wednesday December 8th, 2010 9:42:21 PM

(OOC - What happened with Belkior's casting of Holy Smite?

Once Vedick points it out, the halfling cleric sees through the evil mage's illusion and isn't fooled. (Will = 30)

Hoping to increase his chanees of affecting the undead, Belkior activates his Bead of Karma.

Actions
Standard - activate Bead of Karma (+4 caster levels, 10 minutes)

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.8 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.8 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.8 minutes
Silence - 6.9 minutes
Bead of Karma - +4 caster levels, 10 minutes

Items used
Staff of Healing - 8 charges
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic*(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

Missed it. Posting was too close together. I went back to Friday and added the affect in the friday Post. Thanks for pointing it out

MonthorHit Points:(213 of 213) AC 38 
Thursday December 9th, 2010 8:29:22 AM

Still held.
Monthor's nose is getting itchy.



Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Thursday December 9th, 2010 9:14:39 AM

no change for Jass.

Monthor - he can save v Hold each round! :-)

MonthorHit Points:(213 of 213) AC 38  d20+14=25 ;
Thursday December 9th, 2010 12:09:53 PM

Will save vs Hold- 25
Oops


Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active) 
Thursday December 9th, 2010 4:03:23 PM

OOC: no change here. Just checking - Mac can see everything but the Star Mage? (No see Invisible.)

Dwight hp 103/160, ac 33(touch 25, 34))  d20+13=14 ; d20+13=24 ;
Thursday December 9th, 2010 4:20:31 PM

Dwight watches as Syr is laid out with one killing blow and the nobleman just stands watching. His face remains the same, though inside it flinches as he remains rigid floating.



The Ghost of Mages Past 
Thursday December 9th, 2010 8:49:28 PM

Syr fights through the force of the necromantic blade tearing at his soul and the Brigand fades into the mists of illusion. With the mage gone that leaves only one opponent left, the nobleman
Jass Dimensional Doors to the other side with Monthor and Tratain
Tratain pierces the illusions as well, but decides for a more pernament solution and casts True Sight
Belkior activates his Bead of Karma
Mac pierces the illusion and fights off the Holding spell, However Jass does not bring the minotaur across. There are no opponents about that are not illusions
Vedick drops down through the hole and Casts Glitterdust at the Star Mage, with no apparent affect
Dwight is still held

The Nobleman's hands become like the talons of a Pit Fiend and with two great slashes, rend the monk into bloody ribbons.
[Syr Will Save DC 21 or fall unconsious. All party members that have not successfully saved to disbelieve make a Wil Save DC 21 or watch Syr die]

The Mage, visible to some, but not all floats to up and out of view to any in the room.
Mac seals the very air begin to shimmer above the chasm to his righ and slowly the form of the Star Mage appears, still translucent but now visible.
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en



Belkior - HP 126/146 - AC 26 (28 vs. Evil) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+24=26 ; d20+24=42 ; d20+24=28 ; d20+24=36 ; d20+24=42 ; d20+24=29 ; d20+24=41 ; d20+24=42 ; d20+24=36 ;
Thursday December 9th, 2010 10:15:22 PM

The halfling cleric attempts to remove some of the protective and obfuscatory magics around the Star Mage, hoping to clear up some things for his companions.

Actions
Standard - cast Greater Dispel Magic targetted on the Star Mage, CL 26 (Hero Point to re-roll) 42, 28, 36, 42, 29, 41, 42, 36

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.7 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.7 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.7 minutes
Silence - 6.8 minutes
Bead of Karma - +4 caster levels, 9.9 minutes

Items used
Staff of Healing - 8 charges
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

MonthorHit Points:(213 of 213) AC 38  d20+14=20 ;
Friday December 10th, 2010 9:31:15 AM

Save 20

Still held. That itch on his nose is really starting to annoy him.

Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active)  d20+7=13 ;
Friday December 10th, 2010 4:57:05 PM

Mac is quickly learning not to take a ghostly shimmer at face value. {Spot to notice something more about the shimmering image of the mage, such as, is it similar to the Blur effect, or something less substantial:13} To Monthor and Belkior he quietly asks, "Is that him over in the corner there?"

DM Shimmering as in you can see through him

Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active) 
Friday December 10th, 2010 4:58:21 PM

Sorry... should have read: To Dwight and Belkior he quietly asks, "Is that him over in the corner there?"

Dwight hp 103/160, ac 33(touch 25, 34))  d20+13=23 ;
Friday December 10th, 2010 9:55:22 PM

Dwight watches as the fallen and unconscious Syr is torn to shreds, still unable to re-act. He hears Mac's question, but cannot answer, nor would he know for sure if he did. "Perhaps if I...." he begins to think as he pushed against his own rigidness.

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+19=21 ; d20+20=30 ; d20+19=22 ;
Saturday December 11th, 2010 12:43:43 PM

(ooc: typed my post twice and both deleted prior to posting. Short post now.)

Jass, having the Will to see through the spell affecting Syr, tries to identify it and then dispel it.

...Actions
Will DC 21
Spellcraft 30
Targeted Greater Dispel magic 22

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 7 1


Dwight hp 103/160, ac 33(touch 25, 34))  d20+13=23 ;
Sunday December 12th, 2010 4:03:10 PM

OOC: Follow up roll. Forgotten to roll to ignore illusion.

Nope, everything is still as bad as it appeared before --- poor dead Syr!

Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Monday December 13th, 2010 9:16:13 AM

Vedik curses, unsure what to do next. He has no spells that can affect the ghost.

Lacking a better option, he hovers and casts another Greater Dispel Magic into his ring.

OOC:
Cast greater dispel magic into ring of counterspells.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: Greater Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 97.0 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.8 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.8 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.8 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.8 Mins (Cast in Mino/Armored DL fight)

Balor Form:
Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing



MonthorHit Points:(213 of 213) AC 38  d20+14=23 ; d20+14=17 ;
Monday December 13th, 2010 12:02:39 PM

Monthor is still held AND he watches Syr "die".
And his nose itches......


MonthorHit Points:(213 of 213) AC 38  d20+14=15 ;
Tuesday December 14th, 2010 7:13:59 AM

Monthor is still held .

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Tuesday December 14th, 2010 9:38:12 AM

Jass is still thankful noone killed him yet.

Tratain Current Spells AC 39 HP 159/211 
Tuesday December 14th, 2010 6:31:22 PM

Tratain examines the room on the far side of the chasm for any more illusions or another way out. He says "There are alot of illusions going on try not to get fooled by them."

The Ghost of Mages Past  d20+8=16 ; 28d6=96 ; 5d6=18 ;
Tuesday December 14th, 2010 8:16:30 PM

Belkior casts Greater Dispel Magic at the Star Mage, to those with True Sight of the ability to see invisible, a translucent aura disappears about the floating mage.
Monthor is still held, his nose truly beginning to bother him
Mac inquires if the figure above the chasm is the Star mage
Dwight too, remains gripped by the paralyzing spell, his mind trying to come to grips with Syr's death.
Vedick casts another Greater Dispel Magic into his ring. What can he do to a ghost?
Jass knows the Brigand and Noble are an illusion, but what foul magic is at work against Syr. His conclusion is a sophisticated Progammed Illusion where actions of one part of the Illusion trigger additional phantasms. He attempts to dispel the controlling program without success
Tratain looks about for an exit and finds one, a Secret door. As of yet he does not know how to open it. He cautions the others on the numerous illusions

The Star Mage casts another spell, A green beam reaches out and strikes Belkior [Hit TOUCH AC 16 Fort Save 24 Dmg 96 save 18]

The Noble begins casting spellcraft 25Highlight to display spoiler: {}MS IX[/spolier]

The Brigand turns on Tratain, thrusting his sword through the distracted Grey Knight. All PC's who still beleive th illusion to be real Will Save DC 21 or believe Tratain to be killed]
Tratain of course knows it to be an illusion and therefore requires no save

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



Dwight hp 103/160, ac 33(touch 25, 34))  d20+13=15 ; d20+13=19 ; d20+13=21 ;
Tuesday December 14th, 2010 10:05:27 PM

Will versus hold: 15
Will versus illusion: 19
Will versus Tratain continued healthy existence: 21 (whew, I made one)

OOC: Continued low rolls --- 2, 6 and 7 this time. :-(

Dwight remains rigid seeing Tratain acrobatically avoid the sword that slew Syr in one blow. Terrifying imagines begin to filter through Dwight thoughts as he imagines each of his comrades being slain and him being forced to watch unable to help in any way.

Belkior - HP 108/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+23=32 ; d8=1 ; d8=2 ; d8=7 ; d8=1 ; d8=8 ;
Tuesday December 14th, 2010 10:27:14 PM

Touch AC = 10 + 3 Dex + 1 size + 2 deflection = 16

The halfling cleric withstands whatever foul magic was directed at him but is still injured. Belkior knows that he will be slowly repaired by the divine gift from Alemi.

Instead, he uses the magic of the staff to heal Dwight.

Actions
Standard - activate Staff of Healing to heal Dwight of 32 hps

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.6 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.6 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.6 minutes
Silence - 6.7 minutes
Bead of Karma - +4 caster levels, 9.8 minutes

Items used
Staff of Healing - 9 charges
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active) 
Tuesday December 14th, 2010 11:54:16 PM

Mac secures his axe and draws his bow.

Vedik AC 41(16) HP 191/191 (Astral Deva) Character Sheet Spells 
Wednesday December 15th, 2010 8:57:38 AM

It takes a moment, but Vedik realizes what Tratain is doing. Flying up, he enters the room, resuming the smaller shape of an Astral Deva as he lands.

OOC:
Fly up into room
Shapechange: Astral Deva

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: Greater Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 96.9 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.6 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.6 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.7 Mins (Cast in Mino/Armored DL fight)

Astral Deva Form: AC 41(16) HP 191/191 (Astral Deva) 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

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  5d4+5=17 ;
Wednesday December 15th, 2010 10:45:20 AM

Jass is irritated at himself over the failure of his magic at so simple an illusion. "No mere magical phantom is going to get the better of me!", he growls, but is distracted by a green flash in the chasm; a disintegrate spell! Well, that's a little more important than a silly illusion.

Jass takes a step to the edge and looks about, seeing the ghostly mage in the corner firing away with spells. A small flick of his fingers, and Jass sends five Magic Missles at the ghost, knowing the force energy of the low level spell can strike an incorporal creature.

...Actions
5 foot step
Magic Missle 17 damage

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 7 1


MonthorHit Points:(213 of 213) AC 38  d20+14=18 ; d20+14=15 ; d20+14=24 ;
Wednesday December 15th, 2010 8:21:57 PM

Still held, still itchy.

will
18,15,24

Dwight hp 103/160, ac 33(touch 25, 34)) 
Thursday December 16th, 2010 9:13:56 PM

Dwight eyes Monthor from his peripheral vision and wonders what he is waiting for? (Taunt, taunt)

MonthorHit Points:(213 of 213) AC 38  d20+14=29 ; d20+14=31 ; d20+14=30 ;
Friday December 17th, 2010 5:38:11 AM

Not only is Monthor now unheld, but he sees that both of his friends are still alive... ANNNND he FINALY gets go scratch his nose. Or does he?

ooc> I've been rolling once a day but DM turns haven't been keeping up. Doesn this count?
DM dank Yes it counts

Tratain Current Spells AC 39 HP 167/211  d8+5=8 ;
Friday December 17th, 2010 9:13:24 AM

Tratain heals himself with his wand hopeing the mages can take care of the ghost as it is floating where he can't see it or get to it.

Dwight hp 141/160, ac 33(touch 25, 34)) 
Friday December 17th, 2010 11:28:52 AM

OOC: Just updating hit points per Mac's spell

The Ghost of Mages Past  d20+8=23 ; d20+22=40 ; d20+22=28 ; d20+22=32 ; d6+4=10 ; d6+4=8 ; d6+4=5 ;
Friday December 17th, 2010 9:33:35 PM

Dwight remains Held
Belkior heals himself
Mac secures his sword and draws his bow
Vedick flies up to Tratain and shifts into a smaller more angelic form
Jass thinks to strike at the incorporeal wizard with Magic Missile. Unfortunately Jass is within the small room and cannot see the mage any longer in the corner.
Monthor finally frees himself and pierces the illusions
Tratain heals himself with a wand

The illusions continue to strike and tear at Tratain and Vedick [Is Dwight the last one still caught by the spell? Any who still are Will Save 21 or Tratain and Vedick go down before your eyes

The mage enacts an enchantment and tentacles erupt from about Mac, Belkior and Dwight.
Mac Grapple 40 dmg 10
Dwight Grapple 28 dmg 8
Belkior Grapple 32 dmg 5
Tentacles have a Grapple Defence of 32

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



Dwight hp 133/160, ac 33(touch 25, 34))  d20+13=27 ; d20+13=14 ;
Saturday December 18th, 2010 10:21:37 AM

Save versus Hold: 27 (still held)
Save versus illusion: 14 (and yet another roll of 1)

Dwight remains held, helpless as Tratain and Vidick are hacked by the creatures. Unable to assist, tears well in his frozen eyes as these weapons seem to be able to bypass Tratain protections.

OOC: Pretty sure being held means I'm automatically grappled and take 8 dmg. :-(

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  5d4+5=19 ;
Saturday December 18th, 2010 5:51:51 PM

ooc: Last round Jass took a 5 foot step to the entrance of the small room to look out on the space (moved to E,14) From there, it should be easy for Jass to see the ghost mage in the corner by peeking around the corner of F,14 himself, yes?)

Jass continues to target the Ghost Mage from around the corner with another 5 magic missles.

...Actions
From last Round: Stationary at E, 14
Magic Missles 19 damage

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet
See Invisible on Monthor; CL 5; 38/50 minutes
See Invisible on Jass; CL 5; 38/50 minutes
Fly CL 19; 19/19 min; 60' fly average

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 7 1


Belkior - HP 109/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Sunday December 19th, 2010 10:18:00 PM

The halfling cleric is grappled by the magically created tentacles, even though he takes no damage due to the Stoneskin spell.

Actions

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.5 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.5 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.5 minutes
Silence - 6.6 minutes
Bead of Karma - +4 caster levels, 9.7 minutes

Items used
Staff of Healing - 9 charges
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level

Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active)  d20+19=38 ;
Monday December 20th, 2010 3:44:59 AM

Mac struggles against the black tentacles [38, less the 10 base I can't keep when rolling is 28 ;-( hoped a natural 19 would be more valuable.], but struggle is all he achieves.

Vedik AC 41(16) HP 191/191 (Astral Deva) Character Sheet Spells 
Monday December 20th, 2010 9:03:16 AM

Vedik pulls out a wand and targets the entrapped members of his party with a spell to help them break free.

"Bard in a pocket" he says grimly, not liking how this is going.

OOC:
move action: Draw Wand
Standard Action: Good Hope on Belkor, Mac and Dwight +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: Greater Dispel Magic
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 96.8 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.5 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.5 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.6 Mins (Cast in Mino/Armored DL fight)

Astral Deva Form: AC 41(16) HP 191/191 (Astral Deva) 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 38  d20+30=47 ; d10+30=31 ; 2d6=8 ; d6=2 ; d6=5 ;
Tuesday December 21st, 2010 6:45:25 AM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Wearing- Winged boots
Cold Resistance 30
Enlarged - 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.
See Invisible
Haste- ; +1 AC, Reflex, Full Attack, +30 move

----------------------------
The "Magekiller" moves on the attack
(h15) and strikes.

--------------
Power attack -5/+10

Hits AC 47 for 31 physical, 8 holy damage, 2 shock and 5 frost



The Ghost of Mages Past  d20+22=37 ; d20+22=31 ; d20+22=28 ; d6+4=5 ; d6+4=5 ; d6+4=9 ; d20+19=25 ; d20+19=28 ; d20+19=31 ; d3=1 ; d20+19=39 ; d20+19=28 ; d20+19=25 ; d20+19=25 ; d20+19=38 ; d20+19=33 ; d20+19=27 ; d20+19=24 ; d20+19=25 ; d20+14=31 ;
Wednesday December 22nd, 2010 3:31:45 PM

Dwight remains held and now Grqappled
Jass leans out over the pit and sends a barrage of Magic Missiles at the Ghost. They strike a barrier just short of the incorporeal mage.
Belkior is grapped and constricted, though no real damage is being done to him.
Mac too is entwined by the Black Tentacle spell
Vedik draws a wand and enacts Good Hope, targetting Mac, Dwight and Belkior. All receive the benefit
Monthor activates his Boots of Flying and moves out over the 12,000 foot chasm to go after the Ghost [Activate Boots move 40' while wearing Medium or heavy armor duration 50 rounds I believe this is the 3rd time today and they will no longer work after this until restied]

Jass, Monthor, Vedick Tratain are all struck with a Targetted Dispel
Jass Dispel Checks
Alter Self: CL 19; 25 Failed
False Life; CL 15, 25 Failed
Stoneskin CL 15, 25 Failed
Fly Spells: CL 19; 28 Failed
Darkvision: CL 5; 31 Dispelled
See Invisible on Jass; CL 5; 28 Dispelled
Fly CL 19; 31 Dispelled

Monthor Dispell check
dwarven axe (+5 GMW) 38 Dispelled
Shield Other 33 Dispelled
Resist Energy Fire 27 Failed
See Invisible 24 Dispelled
Resist Cold 25 Failed
Haste and Enlarge have been gone for some time

Vedick Ring of Counter spells is drained

Tratain Ring of Counter spells is drained

The Ghost mage points towards Monthors winged boots and they suddenly become non magical [Targeted Dispel Magic at the boots Check 31]
Monthor in an instant plunges hundreds of feet straight down

Mac Grapple 37 dmg 5
Dwight Grapple 31 dmg 5
Belkior Grapple 28 dmg 9
Tentacles have a Grapple Defence of 32

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

Dwight hp 128/160, ac 33(touch 25, 34))  d20+13=21 ; d20+13=28 ; d20+24=26 ;
Wednesday December 22nd, 2010 5:15:43 PM

Illusions - 21 + 2GH = 23 (made -- finally)
Hold: 28 + 2GH = 30 (also made)

Finally semi-free, Dwight struggles with what he sees as much as the tentacles. Vedik and Tratain re-appear, standing, Monthor vanishes downward. Confused, entangled (fail: 28), Dwight attempts to grasp what is real and what is not --- in general he is really confused now.

(OOC: 2 out of 3 this round!)

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+23=43 ; d20+19=39 ; d20+19=26 ; d20+19=36 ; d20+19=22 ; d20+19=39 ; d20+19=37 ;
Wednesday December 22nd, 2010 8:00:48 PM

Jass is really worried about the Gray Knight called Monthor. A quick thought of conversations makes Jass believe that Monthor has used all his uses of his Helm of Teleportation and Boots of Flying. And he's falling fast. "I sure hope the dwarf has some quick last minute magic up his sleeve",quips the sorcere, "because that constant dispelling has made it impossible for me to affect a rescue."

A quick pass of his hands and Jass targets the Ghostly Mage with his own Greater Dispel Magic to end the mages defenses.


...Actions
Greater Dispel Magic uses 7th level spell slot
Spell Penetration: 43
Dispel Checks: 39, 26, 36, 22, 39, 37

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
Fly Spells: CL 19; 5.1/19 min; 60' fly average
See Invisible on Monthor; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 7 2



Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+5=7 ;
Wednesday December 22nd, 2010 11:14:08 PM

The halfling cleric still can't escape the grasp of the tentacles. None of his spells are of use while he is grappled.

Actions
Grapple (to escape) = 7

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.4 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.4 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.4 minutes
Silence - 6.5 minutes
Bead of Karma - +4 caster levels, 9.6 minutes

Items used
Staff of Healing - 9 charges
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level




Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells  d4+1=5 ; d20+21=40 ; d10+12=19 ;
Thursday December 23rd, 2010 10:13:11 AM

"Aww tha hell with this.

Vedik casts his most powerful spell, and winks from existence.

OOC:
Cast Timestop. 5 rounds of action.
Round 1: Fly Down to get within 180 feet of Monthor.

Round 2: Cast Reverse Gravity on Monthor's area, with him at the bottom of a column 360' tall. Shape change into the form of a Couatl. Move closer to Ghost.

Round 3: Activate Couatl's Ethereal Jaunt ability. Vedik is now Ethereal. Shapechange into Balor Form. Move closer to ghost.

Round 4: Move closer to ghost, use wand to Cast Good Hope on himself.

Round 5: Ready Action: When the mage moves, attack.

Attack (Slam): Hit AC 42 for 21 damage. (Forgot good hope in above rolls). He says "Hi as he attacks.

Buffs
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: empty
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 96.7 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.5 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.4 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.4 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.5 Mins (Cast in Mino/Armored DL fight)
Ethereal Jaunt: CL 16, 3/16 rounds
Good Hope CL 10, 9.8 minutes

Balor Form:
Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing


MonthorHit Points:(213 of 213) AC 38 
Thursday December 23rd, 2010 7:04:00 PM

" What a revolting developement this is...... "
And then, time stops....

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Friday December 24th, 2010 8:59:10 AM

Note: Monthor, Time Stop spell doesn't actually stop time. It is more like a super Haste only for the caster. It is giving Vedik 5 free rounds of action and doesn't take away others ability to act at all.

Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope  d20+11=30 ;
Saturday December 25th, 2010 6:54:59 AM

Mac struggles once again against the black tentacles [30 vs 32 (natural 19 again)], but struggle is all he continues to achieve, apart from the sounds of his attempts to strain the tentacular bonds.

OOC: If a Grapple automatically fails on a 1, 2, or 3, then shouldn't it automatically succeed on a 20, 19, or 18?


The Ghost of Mages Past  d100=86 ; d6+4=7 ; d6+4=9 ; d6+4=7 ; d20+22=24 ; d20+22=38 ; d20+22=40 ; d20+18=26 ; d20+14=21 ; d20+14=20 ; d20+14=18 ; d20+14=22 ; d20+14=31 ; d20+14=29 ; d20+14=30 ; d20+14=28 ;
Monday January 3rd, 2011 9:25:20 PM

Holidays were crazy, we are back on sorry about the long delay DM Dan k

Dwight struggles against what he sees and feels to little avail.
Jass targets the ghost with a greater dispel, if anything happens it is impssible for him to tell
Belkior is still held within the Tentacles
Vedick casts Timestop, he flies to Monthor and casts Reverse Gravity and then moves to the ghost, first going etheral and then becoming a Balor, finaly he uses a wand and casts Good Hope on himself.
Mac struggles without breaking free as well

Monthor suddenly finds himself hurling straight upwards. The Ceiling of the room he was in only a few seconds ago is coming extremely fast. The dwarf braces himself for the bone jarring impact.

The tentacles contiue to try and crush the three heroes
Mac Grapple 24 Dmg 7
Dwight Grapple 38 Dmg 9
Belkior Grapple 40 Dmg 7

The Ghost casts Dispel magic at Vedick
Contingency:
Magic Vestment x2 (38 hours, cast in morning) Dispel 21
Stoneskin (CL 15, 96.7 minutes. Cast after searching dracolich pile) Dispel 20
Resist Energy, 30 Points Fire - 95.5 Minutes (cast leaving dracolich pile) Dispel 18
Resist Energy, 30 Points Cold - 95.4 Minutes (cast leaving dracolich pile) Dispel 22
Message: CL 1, 106.4 Minutes (Cast in Chazrack fight) Dispel 31
Shapechange (extended): CL 18, 356.5 Mins (Cast in Mino/Armored DL fight) Dispel 29
Ethereal Jaunt: CL 16, 3/16 rounds Dispel 30
Good Hope CL 10, 9.8 minutes Dispel 28 Success

Tentacles have a Grapple Defence of 32

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


Dwight hp 128/160, ac 33(touch 25, 34)) 
Monday January 3rd, 2011 10:22:47 PM

OOC: Sorry to but this in here. Converting me character sheet to pathfinder. Was 1/20/10 the last time we got experience?

Yes it is, xp was going to be sent out for the lost Tribe adventure and then things got crazy with th Shields being intro'd I didn't want to create further level spanning and decided to hold off. I will be etting the xp for all Characters to this point togehter shortly and post it now that the ghost mage fight is done

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62  d20+23=43 ; d20+19=22 ; d20+19=29 ;
Tuesday January 4th, 2011 12:12:27 PM

Jass is getting frustrated that he can't confront the ghost mage effectively with any spells, and mentally steps back to think this through. "There's more than one way to skin a cat", he says out loud, and casts another Greater Dispel Magic, this time at the Tentacles around his friends.

...Actions
Greater Dispel Magic uses 7th level spell slot
Spell Penetration: 43
Dispel Checks: 22 Hero Point reroll 29!

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
See Invisible on Monthor; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 7 3



Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells  d20+19=20 ; d20+19=24 ; d10+10=19 ;
Wednesday January 5th, 2011 10:09:43 AM

Ethereal Demonic Vedik continues his attack on the ghost mage, attempting to slam him twice with his forearms.

OOC:
Slam1 : Natural 1, miss
Slam2 : Hit AC 24 for 19

Buffs
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: empty
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 96.6 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.4 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.3 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.4 Mins (Cast in Mino/Armored DL fight)
Ethereal Jaunt: CL 16, 4/16 rounds

MonthorHit Points:(213 of 213) AC 38 
Wednesday January 5th, 2011 8:04:59 PM

ooc> Daniel, email me please. I need to get my updated char sheet to you and I lost your email.

Monthor's really enjoying the ride but he's not sur how he's going to deal with the landing.....

" COWABUNGA!!!!! "

Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope  d20+24=41 ; d8+8=16 ; d20+19=26 ; d8+8=15 ; d20+14=33 ; d8+8=12 ;
Wednesday January 5th, 2011 8:16:00 PM

If Jass' spell is successful, Mac attempts to drill the ghost mage with three arrows:
[1: 41|16] [2: 26|15] [3: 33|12]


Dwight hp 128/160, ac 33(touch 25, 34))  d20+13=24 ;
Wednesday January 5th, 2011 9:04:02 PM

If Jass dispelled the tentacles, Dwight floats up and pulls out his bow.

Else, he attempts to break free again -- (24) -- and remains held.


Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil  d20+5=22 ; d8=1 ; d8=2 ; d8=3 ; d8=6 ;
Wednesday January 5th, 2011 9:38:14 PM

The halfling cleric is not able to escape the grasp of the tentacles. Nor does he have any spells that he can cast, not items to activate, while grappled.

Mind you, if Jass is able to dispel the tentacles,

Actions
Grapple (to escape) = 22
Activate Staff of Healing, healing Dwight for 26 hps

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.3 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.3 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.3 minutes
Silence - 6.4 minutes
Bead of Karma - +4 caster levels, 9.5 minutes

Items used
Staff of Healing - 10 charges
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 24 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 25 - Regenerate**(x2) (D - Holy Word*)
* = cast or lost due to negative level



The Ghost of Mages Past  d100=5 ; d100=27 ; d100=21 ; 20d6=67 ;
Wednesday January 5th, 2011 9:54:10 PM

Jass's spell dismisses the entacles freeing the three heroes
Vedick tears into the ghost and the creature howls upon the etheral plane
Dwight pulls his bow
Mac sends three arrows into the ehteral creature, each strikes true and the ghost winks out of existance
Belkior heals himself with his staff
Monthor slams into the ceiling [Dmg 67] with an armor ringing [b]GONG![./b]

Combat over

Monthor is on the ceiling where gravity currently holds him in place
Dwight, Mac and Belkior are on the far side of the chasm
Vedick is on the ethereal plane over the chasm to the doorway's right
Jass and Tratain are in the small room

my email is Mikalus30@Gmail.com

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Thursday January 6th, 2011 4:39:24 PM

"Teamwork!" shouts Jass from across the open space, sending Mac and Dwight a 'thumbs-up' gesture.

Then he looks around with an air of what now. "Any clues as to why this place is actually here?", he says, "there's gotta be more of a reason than a way to kill curious heroes!"

...Actions

...Effects
Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance
False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared)
Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.)
See Invisible on Monthor; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 7 3


Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope 
Thursday January 6th, 2011 6:36:39 PM

Mac shrugs his shoulders, "Waste disposal, maybe? Yes, very nice teamwork."
Looking at Monthor he wonders how large an effect is keeping him there, and tests it by holding his bow at one end and seeing if he can reach a point where the bow tries to fall up instead of down.

MonthorHit Points:(213 of 213) AC 38 
Thursday January 6th, 2011 8:04:45 PM

" Nice ride, but a bit bumpy.... SOMEONE THROW ME A ROPE ALREADY!"

Dwight hp 120/160, ac 33(touch 25, 34)) 
Thursday January 6th, 2011 8:18:51 PM

Dwight lands and gives himself a good stretch after being held, hit, confused, hit again and then grappled and hit again.

"Any other illusssionss about?" Dwight asks still questioning what he is seeing and wanting verbal confirmation as his ears seem to be working correctly.



Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Thursday January 6th, 2011 9:53:15 PM

Belkior looks up towards where Monthor is lying on the ceiling.

"Maybe you can walk out to the edge where Dwight can pick you up?"


Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope 
Friday January 7th, 2011 6:45:19 AM

"...or ::pause:: you could carefully grab the other end of the bow? Or, does this mean we could all just walk on the ceiling to get to the other side?"

Vedik AC 48(18) HP 293/293 (Balor) Character Sheet Spells 
Friday January 7th, 2011 8:52:54 AM

Vedik floats down over solid land and dismisses his Ethereal Jaunt, also shifting to the more familiar angelic form.

"It's about a ten foot cube. Sorry about the 'fall', but up was better than down."

He flies out to get Monthor.

OOC:

Buffs
Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: empty
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 96.5 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.3 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.2 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.2 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.3 Mins (Cast in Mino/Armored DL fight)


Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Friday January 7th, 2011 10:55:20 AM

OOC: DM - sent you an email. I would like to convert Jass to Pathfinder as a Sorcerer with the Undead Bloodline.

- Jass was killed in Crimson Shields and returned briefly as a ghost. During this time, he had to fight against the corrupting influence of being undead and shortly before being raised, he killed a PC Ranger's animal companion. Was a really great role-playing opportunity.

- I'd like to use the conversion as an excuse to continue pursuing this role-playing; that Jass' death has affected his sorcerer blood and is now of the Undead Bloodline. He has to fight against the bad guys and his own encroaching blood!

- In gameplay, the undead Bloodline will help Jass in that many of his spells are mind affecting and useless against many high level opponents. Undead Bloodline would allow him to use mind affecting spells on corporal humanoid intelligent undead (ie vampires, lichs, mummys)

Whatcha think?

The Ghost of Mages Past  d20+18=30 ; d20+18=33 ; d20+18=31 ;
Friday January 7th, 2011 8:50:29 PM

With the death of the Ghost Mage, the other illusions fall to mist and disperse to all whose mind were still enthralled by them. Vedick floats to the side with Mac, Belkior and Dwight, and assumes his angelic form on the prime plane once more. Mac can just get the tip of his bow to a point where he can feel the gravity shifting, but just so where his fingertips are all that is holding onto it. Were Monthor's several hundred pounds to grasp it, the minotaur would be extremely pressed to maintain it.

Monthor asks for a rope.
Jass wonders about the point, a dipsosal of sorts is suggested.
Tratain however had also discovered a concealed door during the fight.

While all this pondering is occuring, another wave of dispelling magic ballons over the chasm. The swell catches Jass in the doorway to the small room and Tratin who occupies the room. Monthor oin the far corner is not struck, as are none of the heroes on the far side

Jass Dispel Checks
Alter Self: CL 19; 30 dispelled
False Life; CL 15, 33 dispelled
Stoneskin 31 dispelled

Tratain looses his second ring's Greater Dispell. DM Has Tratain's Counter rings as both being empty

MonthorHit Points:(148 of 213) AC 38 
Sunday January 9th, 2011 8:05:05 PM

ooc> See above link to the new pathfinder Monthor.
I hope...

Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope 
Monday January 10th, 2011 3:39:34 PM

"So, is there anything over there to investigate, or do we need to backtrack? Where are we headed next?"

Pathfinder Note 
Monday January 10th, 2011 8:16:57 PM

We are swapping into Pathfinder friends
I ask everyone get it done soonest
I would also ask that we all check each others work. Pathfinder to me is brand new. To keep a fluid pace I am asking that unless the error I make is game changing, point it out and we'll just move on and I'll try to not make the same one again

Also XP
All Heroes are granted 10,850 Experience Points and 1 Hero Point

MonthorHit Points:(148 of 213) AC 38 
Monday January 10th, 2011 8:19:36 PM

ooc> With the new XP, Monthor goes up one level. I'll update the sheet and get it to you tonight.

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Monday January 10th, 2011 8:53:05 PM

"Um, I don't know how the trap is resetting, but we better think of something before all my spells are stripped from me. Tratain, do we all need to be here or do we need to go somewhere else? Either way, I've got the spells enough to Dim Door everyone here to where we need to go. Well, at least once before exhausting all my spells."

ooc: Jass is prepared to follow Tratain's instructions.

Vedik AC 41(16) HP 191/191 (Astral Deva)Character Sheet Spells 
Tuesday January 11th, 2011 9:13:29 AM

"There was a hidden door."

Vedik goes to where he saw the door, and points it out to the party.

"We need ta get out of this dispel trap."

OOC:

Wow XP! It's been almost a Year (1/19/10) since we last got XP! It's probably best that it came post pathfinder conversion. I really didn't want 11th level spell slots anyway :P

Wings of Flying - Active
Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Ring of Counterspell: empty
Magic Vestment x2 (38 hours, cast in morning)
Stoneskin (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.2 Mins (Cast in Mino/Armored DL 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

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Tuesday January 11th, 2011 9:01:24 PM

Are we converting before or after this experience point add?

With the 3.5 rules, 10,800xp takes Jass to 16th level. (110,990 + 10,800 + Hero Point 1,600 = 123,390xp = 16th level needs 120,000) :-)

Under the Pathfinder Rules, the Wold is on the Medium progression. Further, the conversion is to set on the same percentage up to the next level.
- at 110,990xp, Jass is about 50% to level 16.
- Pathfinder 15 level = 635,000xp and 16 level = 890,000xp
- 50% to level 16 on medium level is 762,500 xp
- 762,500 + 10,800 + 1,600 = 774,900xp

Barely a drop in the bucket!

Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Tuesday January 11th, 2011 10:01:25 PM

Ditto.

With the 3.5 rules, 10,800xp takes Belkior to 16th level. (118,095 + 10,800 + Hero Point 1,600 = 130,495xp = 16th level needs 120,000) :-)

Under the Pathfinder Rules, the Wold is on the Medium progression. Further, the conversion is to set on the same percentage up to the next level.
- at 118,095xp, Belkior is about 87.5% to level 16
- Pathfinder 15 level = 635,000xp and 16 level = 890,000xp
- 87.5% to level 16 on medium level is 857,615xp
- 857,615 + 10,800 + 1,600 = 870,015xp

Close, but not quite to 16th.



Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope 
Wednesday January 12th, 2011 4:26:32 AM

OOC:
Becomes Mac AC:33 CMD:53 HP:255/270, HeartLight(Active), Good Hope ...if XP and conversion in that order, and subject to DM approval. It makes sense that given the XP was earned in the 3.5 system, it should be applied in that system...
I was assuming the Hero Point XP was already factored into the given XP. Please advise if I have this wrong.

So, after discussion and combat and more consideration, are we allowing Jass to Teleferry us across the drop? Will it then be an opportune moment for that casters to rest up?

MonthorHit Points:(148 of 213) AC 38 
Wednesday January 12th, 2011 7:46:55 AM

Monthor isn't really sur what to do next.... so he waits.....

Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Wednesday January 12th, 2011 11:10:40 AM

Jass is real interested in Teleferry everyone across, going through the Trap Door, and then using the 24 hour Time Stop that the Gray Knights have. :-)

...Actions
up to 4 Dim Door spells (taking 2 4th level slots and 2 5th level slots)

...Effects
See Invisible on Monthor; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 7 3


Vedik AC 41(16) HP 191/191 (Astral Deva)Character Sheet Spells 
Wednesday January 12th, 2011 1:25:31 PM

"We canna use it yet. We need ta have all our resources, or as close as possible, before we fight the Dread. We've only killed half tha Dread Lords. We rest now an fight tha next four, we'll be too weak for the Dread itself. We need ta kill at least two more, if not all four, before we rest. "

MonthorHit Points:(148 of 213) AC 38 
Wednesday January 12th, 2011 3:56:44 PM

{ Listens to Vedilk }
From up above Monthor says...
.... " Me's with Jass. It won't help to wait until the end if we don't get there. For all we knows, we may be facing the four remaining Dread Lords all at once. Better to be over prepared then under prepared and dead."

Vedik AC 41(16) HP 191/191 (Astral Deva)Character Sheet Spells 
Wednesday January 12th, 2011 7:02:02 PM

OOC: Btw, Vedik grabbed Monthor a few posts ago. See post on Friday January 7th, 2011 8:52:54 AM

MonthorHit Points:(148 of 213) AC 38 
Wednesday January 12th, 2011 7:47:33 PM

ooc> DOH!!!

Dwight hp 120/160, ac 33(touch 25, 34)) 
Wednesday January 12th, 2011 9:04:08 PM

Dwight nods, while he would love to rest, still feeling the chills run down his spin, Vedik is right.

"Ssso who will be opening door? I think everyone ssshould be sssecured in cassse the wind blowsss oncce open." He looks towards the pit again, hoping not to find out exactly how many feet down it is.

Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope 
Thursday January 13th, 2011 4:13:54 AM

Mac looks from one response to the next. It isn't exactly an answer, but, well, he remembers one time when they were waiting outside a door...
In response to Dwight's sibilant warning he braces himself, playing a handy substitute for a wall where and if required.

MonthorHit Points:(148 of 213) AC 38 
Thursday January 13th, 2011 11:29:10 AM

" Oh... medic!"


Dwight hp 120/160, ac 33(touch 25, 34)) 
Thursday January 13th, 2011 9:55:11 PM

Dwight produces his wand of cure serious wounds and again thinks of poor Plyf. "I can ussse thisss if needed," he states are he looks to the true medics unsure the extent of what healing powers remain after so many battles.

"Now, about that door," he says as he considers how much time has been passing between each dispel.

Dwight waits for Monthor to be healed (by others or himself), before examining the door for traps, and determining how the door is open. (Dwight prefers not to wait in/near the dispel area very long.)

DM note 
Friday January 14th, 2011 12:02:28 AM

Hope to hit everyone's questions here

Apply xp under 3.5 and then convert
Hero point bonus xp is was NOT factored in
Split treasure now but include all characters and CC purchases will be immediately brought in

on a game note I have to ask we get this done and then Jass can play ferryman and the group will be moving through the door to a horrid and agonizing death

Vedik AC 41(16) HP 191/191 (Astral Deva)Character Sheet Spells 
Friday January 14th, 2011 8:42:58 AM

Brief Clarity Post:

Our portable hole holds about a real life years worth of equipment going back to May of 2010. Our DM has kindly allowed us to split that up between the current players for the purpose of pathfinder conversion. I'm going to coordinate with him, but I think what he wants to happen from what I asked and what he posted is we'll total the loot and split it between the current players as additional cash you can purchase stuff in pathfinder for.

I'll get a total out to you asap.

On the conversion itself, don't go to the catacombs for the purchases. Just do the conversion yourself, show the math to the DM for approval, and you're good to go.

Sanity:
I went through the archives, here's a quick recap.

1) We've killed 4 dread lords, we only have 3 soul gems (missing one from draco lich)
2) Elchlin said he sensed 2 dread lords below (through the door we're about to open).
3) We still have a considerable amount of spell resources, but we are dwindling. Probably near 30% spells remaining on average.
4) We havent rested in over 9 months of real life time. :)



Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 
Friday January 14th, 2011 9:55:20 AM

ooc: converting Jass

After Ferry-port, level-up, and conversion, Jass will have 5 5th level spells, 2 7th level spells, and 4 8th level spells available. Should be enough for one more fight!

...Actions
up to 4 Dim Door spells (taking 2 4th level slots and 2 5th level slots)

...Effects
See Invisible on Monthor; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7
Avail ..4 8 8 8 7 7 7 5
Used .4 2 2 8 5 0 7 3


Vedik AC 41(16) HP 191/191 (Astral Deva)Character Sheet Spells 
Friday January 14th, 2011 12:42:13 PM

Back Loot:

The total of back loot is 1,070,560, divided by the current 7 active players (Vedik, Tratain, Mac, Dwight, Jass, Belkior, Monthor) yields:

152,937 GP for each of us, added to your gear conversion for use on pathfinder gear.

Dan, I shared the document that totals it with you.


Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Friday January 14th, 2011 11:40:58 PM

Speaking of which, how are we doing gear conversion? What about party items (like the Staff of Healing)? Or gold that a character is carrying?



Vedik AC 41(16) HP 191/191 (Astral Deva)Character Sheet Spells 
Saturday January 15th, 2011 12:52:18 AM

The default instruction is cash out your equipment at full value and rebuy in Pathfinder. Do not go through the catacombs. You can not self craft items in this conversion, though you can buy materials to craft items. Dan hasn't said he wants us to do anything different.

Party gear you should probably cash out and rebuy the same item. Coins that are yours you can spend or not.



Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope 
Saturday January 15th, 2011 1:00:00 AM

Our portable hole holds about a real life years worth of equipment going back to May of 2010. 8><
The question then becomes, How much in game time has passed since last May? :)

I think Mac's CS is ready.


MonthorHit Points:(213 of 213) AC 38 
Saturday January 15th, 2011 11:03:52 AM

ooc> Monthor should now be fully converted, levelled and item added and swapped.



Jass of Downs AC:28 HP:108/178  d6=6 ;
Saturday January 15th, 2011 12:36:43 PM

Jass Pathfinder Link

Jass looks at his friends, the recent death, ghost existance, resurrection, and battling the liches taking its toll. The man is still full of confidence, but there is an underlying shadow that occasionally peeks through of a haunted visage. The sorcerer is pale of skin and his blonde hair is now rapidly graying and thin. Standing 5 foot 9 inches tall, his common traveler's clothes and cloak is easily overlooked by the smile that plays around the easy-going mouth. Furball his once common companion is gone.

...Actions
up to 4 Dim Door spells (taking 2 4th level slots and 2 5th level slots)

...Effects
See Invisible on Monthor; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used ..4 2 2 8 5 0 7 3 0


Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope (v3.5 Header) 
Saturday January 15th, 2011 6:59:52 PM

Mac AC:34 HP:271/286, HeartLight(Active), Good Hope (PF Header)
"...a medic for Jass here too, as well as Monthor!" The taur ignores his own minor constriction damage wrought by the Black Tentacles, more keeping an eye on others and still being prepared to brace himself (as previously posted) should Dwight's prediction come to pass. Back in closer quarters he has reshouldered the bow and drawn his axe. Resting upon his other shoulder, the axe poses no threat (of physical comedy) to the party - not even for an enlarged Monthor.

DM Notes:
Up to 6 AoOs permitted per turn [+39|3d6+31{19+|+2x(3d6+31)}]

Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Saturday January 15th, 2011 9:32:50 PM

Okay - here's a question for the group:

Belkior is carrying a Staff of Healing (that has seen a lot of use lately) that was a group item in the Crimson Shields. Staves have been significantly changed in Pathfinder and I don't believe that they are viable in context of the Play-by-Post format used in the Wold. Certainly not in this game where we won't have any downtime.

With the groups permission, I will "sell" it (discounted for use of charges) and re-purchase wands with the equivalent spells with the resulting cash.



Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope (v3.5 Header) 
Saturday January 15th, 2011 11:40:59 PM

OOC: JP, I agree. That said, I haven't looked at what has happened to staves in Pathfinder, but I'm happy to leave that in the hands of individuals that do.

Dwight hp 120/160, ac 33(touch 25, 34)) 
Sunday January 16th, 2011 5:45:56 PM

OOC: Okay, I know we have switched to Pathfinder, but are we continuing in game, or are we getting a freebie visit and delivery from the CC. I ask because Dwight's arrow supply is low, and while the CC arrows aren't as good as the ones he makes, they are better than firing blanks.

Dwight hp 164/218, ac 33(touch 25, 34)) 
Sunday January 16th, 2011 6:09:06 PM

OOC: Aside from the arrows and calculating my attack with different feats, Dwight is now Pathfinder ready. (err, should I say for peer corrections.)

The new link hopefully works.

Dwight hp 218/218, ac 33(touch 25, 34)) 
Sunday January 16th, 2011 6:41:40 PM

OOC: Per Mac's last spell, Dwight's hit points are at full. Also, Dwight is 17th level now!

Jass of Downs AC:28 HP:108/178 
Sunday January 16th, 2011 8:40:17 PM

ooc: I wouldn't advertise that Dwight is firing blanks :-)

Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil 
Sunday January 16th, 2011 10:35:11 PM

Still plugging on conversion.

Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope (v3.5 Header) 
Sunday January 16th, 2011 11:05:04 PM

ooc: I wouldn't advertise that Dwight is firing blanks :-)
OOC: Per Mac's last spell, Dwight's hit points are at full. Also, Dwight is 17th level now!

Dwight - Mac doesn't cast spells! Not even from tattoos like Brahmah did. Not yet anyway...

Just adjusting Feats to remove Defensive Combat Training, which is of no apparent benefit to the warrior classes (See the Rules Board). Done (again).

DM note 
Monday January 17th, 2011 1:34:13 PM

We atre continuing in game AND all PC's are getting a free CC visit.

DM reserves the right to veto and deny any CC purchase on this trip
Crimson shields; the Power Battery is still operating

A question from ealier. Game Wold time has been 4 months since the GK went to the Ice Vien
It has been about 2 hours since the CS joined and about 3 hours since GK first began the island assault

Jass of Downs AC:28 HP:108/178 
Monday January 17th, 2011 5:44:59 PM

Jass Pathfinder sheet linked for approval.

Jass is ready to ferry over the members of the group to the room where the trap door is.

Vedik | HP 217/217 | AC 30/14/27 | CMD 31 Character Sheet Spells and Effects 
Tuesday January 18th, 2011 9:35:35 AM

New Character and Spells Sheet.

As a DM Sanity lesson learned in the Forged, which started as pathfinder a few weeks ago, I suggest we all post the following stats in our headers.

Name, HP, AC (Normal, Touch, Flatfooted), CMD

It made the DM's life there much easier.

Vedik can provide Magic Vestments to the party through his fixer abilities. Who should I plan to provide Magic Vestments +5 for in the morning buff routine? I poked through everyones converted character sheets and this is the count I get.

Belkior: Celestial Armor and +1 Shield, so 2 there
Dwight: Has +8 Bracers, so no need there
Jass: Cant see char sheet, possibly 1
Mac: Has +4 plate, so can bump that up to +5, 1
Tratain: 2, shield and armor
Me: 2, shield and clothing

So 8 Total, maybe 7 if Jass is using bracers?

Jass of Downs AC:28 HP:108/178 
Tuesday January 18th, 2011 1:19:59 PM

ooc: for some reason, I never gave permissions to view Jass (silly Steve!). Corrected.

Jass will not be able to use Magic Vestment, so no use on him. He has mithril chain mail +5 (with light armor and arcane armor feats), and doesn't have a shield at all to cast shield on.

....

Jass casts Dim Door and moves to the near side ledge, linking Dwight, Monthor, Mac, and Belkior in another Dim Door to bring them all to the little room.

"Do we want to buff up before you open that little door, Tratain?" asks the pale-skinned Jass with a confident smirk. "I can set up an Antimagic Field in this room. Anyone can cast spells and they would be fully operational once we leave the anti-magic field. The duration starts ticking away immediately, but they couldn't be dispelled." The smile grows broader.

Tratain Current Spells AC 39 HP 157/253  d8+25=26 ; d8+25=32 ;
Tuesday January 18th, 2011 6:03:28 PM

Tratain casts Cure Light wounds Mass on the Party when everyone is together. (Everyone Heals 32)

He says "If you have any spells left to cast lets do that quickly and then head through that door there. I don't think the Anti-Magic Field is a good idea until we know what is on the other side of that door. It could backfire on us if we aren't careful."

Once everyone is ready Tratain looks for a way to open the door. He also asks Dwight to look as well and search the door for traps before actually trying to open it.

He also readies to release his shield should there be any enemies on the other side of the door.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting, Animated.
Greater Magic Weapon, Adamantite Greatsword, Holy Shock Burst
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic - Both Expended
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Shield Other - Monthor - 21 Hours
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes
True Seeing

MonthorHit Points:(213 of 213) AC 45, CMD 43 
Tuesday January 18th, 2011 9:29:42 PM

Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage.
Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
Cold Resistance 30
DR 5/-- while wearing armor.

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

"Me could use a hit from the barkskin wand. Otherwise, let's rock and role!"



MonthorHit Points:(213 of 213) AC 45, CMD 43 
Tuesday January 18th, 2011 9:31:30 PM

ooc> DOH!
" And a stoneskin buff please!"

Jass of Downs AC:32 HP:140/178 (False Life, Shield)  d10=1 ;
Tuesday January 18th, 2011 10:11:08 PM

Jass shrugs and prepares himself and within 12 seconds, has rebuilt his magical defenses enough to follow the ruffians through the trap door.

...Actions
Cast 2 Dim Door (over and back) to bring all Gray/Crimson together in small room.
Cast False Life; 19/19 hours; 11 hitpoints
Cast Shield; 19/19 min; +4 AC w ghost touch and negate magic missle

...Effects
See Invisible on Monthor; CL 5; 38/50 minutes

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used ..4 2 2 8 7 0 7 3 0



Through the Door 
Tuesday January 18th, 2011 10:38:01 PM

DM Note yes please include CMD in title or very near the top of a post
OK guys, Pathfinder at high level, as if things weren't complicated enough, there are going to be mistakes, likely by me multiple times. to keep us fluid I'm asking that barring my goof from eradicating the group we roll with it and move on. i will try not to make multiple catastrophic blundes or to repeat the same blunder more than say a dozen times

I would like a simple by in post that everyone is set

Jass ferries everyone across through Dimension Door spells [spells]
Monthor, where is the Cold Resistance comig from, I had it gone through a dispell some time back. I also thought Shield Other had been taken down
Tratain casts Cure Light wounds Mass on the Party when everyone is together. (Everyone Heals 32)
Vedick, there is no morning Buff as the group has decided to simply push on
Monthor is requesting a Stoneskin. Anyone?
I have not heard from Dwight or Belkior. Anyone?

Last request if you good players especially those with Pathfinder experience could look over sheets for any big goofs thanks

Mac | HP:286/286 | AC:34/22/29 | CMD:[65, Sun/Dis:68] | 6 AoOs:+39|3d6+31{19+|+2x(3d6+31)} Heartlight, Good Hope 
Tuesday January 18th, 2011 11:00:41 PM

"Thanks Tratain!"
Mac shows interest in the Barkskin and Stoneskin when they are mentioned, but he's not sure what else might be good by way of buffs, then is dawns on him and he looks to Belkior and asks, "If it comes to it, can you keep them out of my head please?"

Belkior - HP 156 - AC 26 (28 vs. Evil, Touch 15, Flat 23) CMD +24 
Tuesday January 18th, 2011 11:15:47 PM

Testing, testing - the Pathfinder version of Belkior

ed. - And, I just realized that I didn't include favoured class bonus (3 measly skill ranks)

Jass of Downs AC:32 CMD: 22 HP:140/178 (False Life, Shield) 
Wednesday January 19th, 2011 9:05:31 AM

Jass shrugs and prepares himself and within 24 seconds, has rebuilt his magical defenses enough to follow the ruffians through the trap door.

As to any protections he can provide others, he shrugs: not his schtick.

...Actions
Cast False Life; 19/19 hours; 11 hitpoints
Cast Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Wand Cast: 50/50 min; Darkvision
Wand Cast: 50/50min: See Invisible

...Effects
False Life; 19/19 hours; 11 hitpoints
Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
See Invisible 50/50min:

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used ..4 2 2 8 7 0 7 3 0


Vedik | HP 217/217 | AC 30/14/27 | CMD 31 Character Sheet Spells and Effects  d20=2 ;
Wednesday January 19th, 2011 10:32:12 AM

Vedik nods, bracing for battle. "Focus on one foe. Ignore summoned creatures and minions. Tratain has true seeing if they are invisible. We need to hit hard and fast. I will lead with haste on the party, and anchor a caster so they cant dimension door away from our fighters. Don't worry about healing yourself, Tratain and Belkior know what they are doing, trust them."

He then uses the wand to cast Good Hope

OOC:
UMD: Not at 1: Activate Good Hope on Party. Caster Level 10, 10 Mins, Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

*Note: Unlike other Skills, UMD now fails on a 1, even if you beat the DC.

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 19 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Stoneskin (CL 15, 96.3 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.1 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.0 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.0 Minutes (Cast in Chazrack fight)
Shapechange (extended): CL 18, 356.1 Mins (Cast in Mino/Armored DL fight)
Good Hope: CL 10, 10.0 mins (Cast before opening door)

Tratain Current Spells AC 39 HP 191/253  3d8+15=34 ;
Wednesday January 19th, 2011 7:32:31 PM

Tratain Heals himself a little while waiting for Dwight to search the door for traps.

Once the door is checked, and the Trap disabled if there is one Tratain says "Do we still have that invisibility wand? We can make the door invisible and get a look at whats on the other side before we open it."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting, Animated.
Greater Magic Weapon, Adamantite Greatsword, Holy Shock Burst
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic - Both Expended
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Shield Other - Monthor - 21 Hours
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes
True Seeing
Good Hope

MonthorHit Points:(213 of 213) AC 44, CMD 42 
Wednesday January 19th, 2011 8:15:06 PM

Animated shield (GMV) +5
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.

-------------
ooc> Corrections made.

" Buffs? Anyone?"
Monthor is ready to go with the others.


Dwight hp 218/218, ac 33(touch 25, 34))  d20+19=21 ; d20+19=33 ;
Wednesday January 19th, 2011 8:54:08 PM

Dwight moves up to the door to take a closer look, testing first for traps, then how it's opened.

Perception (that's the new search?) = 21 (for traps)
Perception on how to open safely = 33

When everyone is ready, Dwight steadies himself as the door disappears, or he opens it.

---



The Grand Hall  d20+11=17 ; d20+11=21 ; d20+11=22 ; d20+11=12 ; d20+11=15 ; d20+11=24 ;
Thursday January 20th, 2011 8:10:35 AM

The party is incredibly cramped in the 15x15 foot cloak room, especially given the fact that no one can stand in front of the doorway or else the Greater Dispel Trap activates. The Door is inspeted best tat it can be and then opened with Montor, Vedick and Tratain spilling immediately into the chamber beyond. Mac squeezes through followed by Dwight Belkior and Jass.

The grand chamber beyond is 30x80 and well lit with floating everburning candles (10' up) the ceiling is 20'.high and painted with a great mosaic of patterns and color that you feel you could lose yourself in if not careful.
The chamber is completely empty

Tratain Highlight to display spoiler: {the room extends an additional 50' beyond a ghotly vaporous wall. About 15' from the door are 4 skeletal gnomes undead with 10' between them.

100' from the door is a skeletal gnome, wearing what was once quite regal clothes. Now tattered and torn. An exquisite crown rests on his skull and several stones float about his head. 4 vampires stand with him, 2 on each side.

At the far end behind the illusionary wall 130' away stands another imposing figure of death. Tattered clothes draped about his body and eyes likefires of hate buring in its sockets.Highlight to display spoiler: {<span class="spoiler">
}

Erupting from the nothing about the group come blasts of color.
Monthor, Vedick, Tratain 3 Will Saves DC 15 or be stunned SR 17/21/22
Dwight, Belkior, Mac and Jass 2 Will Saves DC 15 or be stunned SR 12/15/24

TratainHighlight to display spoiler: {The 4 skeletal creatures cast the cones of color spells and then move back about 20' to now stand about 35' away}

everyone except Tratain. Will Save DC 30

Failure sees an empty room. Success Highlight to display spoiler: {About 35' away stand 4 indentical skeletons in tattered robes}


Tratain Current Spells AC 39 HP 191/253 
Thursday January 20th, 2011 9:32:40 PM

Tratain casts Shield of Faith on Himself and looks around with his True Seeing to see if there is another hidden door in the room, he also releases his shield to float at his side.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting, Animated.
Greater Magic Weapon, Adamantite Greatsword, Holy Shock Burst
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic - Both Expended
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes
True Seeing
Good Hope
Shield of Faith - 26 Minutes
Bead of karma - 10 Minutes
Animated Shield - Round 1 of 4

Tratain Current Spells AC 39 HP 191/253  d20+26=32 ;
Thursday January 20th, 2011 9:33:09 PM

32 Perception Check to see what I can see.

Mac | HP:286/286 | AC:34/22/29 | CMD:[65, Sun/Dis:68] | 6 AoOs:+39|3d6+31{19+|+2x(3d6+31)} Heartlight, Good Hope  d20+14=25 ; d3=3 ; d20+14=23 ; d20+14=21 ;
Friday January 21st, 2011 3:40:36 AM

OOC: Two successful Will Saves. However, Mac only sees the empty hall.
The taur moves to the side to make space and tries to see where these lights have come from, but sees little.

Vedik | HP 217/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects  d20+23=32 ; d20+23=42 ; d20+23=41 ;
Friday January 21st, 2011 9:46:11 AM

"Illusions, great. Spread out to avoid area attacks."

He quickly casts Haste, and moves to the east side of the door, drawing a wand.

OOC:
Will Save 32, 42, 41 (passed)
Did you really just hit us with color spray? That's awesome.

Swift Action: Cast Haste (quickened), hitting entire party.
Move Action: Move to right of door, against far wall.
Standard Action: Draw wand of enlarge person.

Buffs
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 19 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Stoneskin (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Shapechange,Ex - CL 18, 356.2 Mins (Cast in Mino/Armored DL fight)
Good Hope: CL 10, 10.0 mins (Cast before opening door)
Haste: CL 20, 1/20 rounds (Cast after opening door)

Mac | HP:286/286 | AC:33/20/28 | CMD:[67, Sun/Dis 70] | 6 AoO:[+40|3d6+31{19+|+2x(3d6+31)}] or CMB:[+42] 
Friday January 21st, 2011 3:19:01 PM

Effects: Heartlight, Good Hope, Haste, Magic Vestment(1)

"More illusions..." Mac stops dead stilll. "More holes to the Wold below? All I can see is candles, and I'm not keen on them being so close."


MonthorHit Points:(213 of 213) AC 44, CMD 42  d20+15=23 ; d20+15=20 ; d20+15=27 ; d20+15=29 ;
Friday January 21st, 2011 8:16:34 PM

Animated shield (GMV) +5 round 1 of 4
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
Activate Good Hope on Party. Caster Level 10, 10 Mins, Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

------------------
Will saves: 25,22,29 save vs stunned
31 save vs DC 30
ooc> Had to add the good hope bonuse to my role. Sorry.


Seeing the skeletons...
" Come to me my pretties! 35 feet Dead ahead! Four Skeletons!"
Monthor moves towards the skeletons (25 feet) and drinks a HASTE potion.

DM Please note I added the duration for your animated shield

The Grand Hall DM pause 
Friday January 21st, 2011 10:26:54 PM

Jass is out until Monday, with Belkior and Dwight also still to Post I am going to hold until then

Dwight hp 218/218, ac 33/25/34))  d20+14=15 ; d20+14=21 ; d20+14=27 ; d20+14=32 ;
Friday January 21st, 2011 10:32:12 PM

Save: 17(nat 1, using hero point = 23), 27
OOC: If a natural one doesn't fail, please let me know as I'll likely need my hero point again.
Room: 32 (Dwight sees, and seeing it good)

Dwight barely shrugs off the effects of whatever it is he can't see in the room. He has a strong suspicion the empty room isn't empty even before his comrades say otherwise. As he enters the room he sees the enemy.

Quickly moving, (thanks to Vedik's Haste), Dwight floats into the room, then goes above the door and to the right about 20-25'. Hearing Monthor's description, and that 2 liches should be in this room, Dwight activates his ring of Blink and begins taking aim.

======================
DM Sanity Stuff

Flying Broom -- about 15-20' high
Good Hope: CL 10, 10.0 mins (Cast before opening door by Vedik)
Haste: CL 20, 1/20 rounds (Cast after opening door by Vedik)
Stoneskin 96 points - (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Blinding Sickness, Red Ache, and The Shakes
Blinking (activated after entering door)

Uses:
Ring of Blink (used twice)

Spells Remaining
1st: all
2nd: 1 of 2
3rd: 1 of 2 (lost one spell due to neg. level drain)

DM Natural 1 still fails on saves and attacks as far as I know

Mac | HP:286/286 | AC:33/20/28 | CMD:[67, Sun/Dis 70] | 6 AoO:[+40|3d6+31{19+|+2x(3d6+31)}] or CMB:[+42]  d20+17=33 ;
Saturday January 22nd, 2011 3:59:06 AM

Heartlight, Good Hope, Haste, Magic Vestment(1)
OOC: Vedik caste Haste on the party, so can Monthor save his potion for some other time, or was he outside the area of effect?
supplemental
Mac speaks through gritted teeth in frustration. "Can't see 'em to hit 'em. Can't see 'em to dodge 'em. I need eyes that see more than pretty #&$@! floating candles!" He tries listening for four skeletons Monthor referred to, but has the vague recollection that skeletons are pretty quiet, so he listens for anything that isn't us and tries to match that up with anything he might think he can see. [Perception: 33]


Jass of Downs AC:32 CMD: 22 HP:151/178 (False Life, Shield, Darkvision, Shield)  d20+21=30 ; d20+21=36 ; d20+21=23 ; d20+20=33 ;
Sunday January 23rd, 2011 9:02:53 AM

Jass' confidence easily overcomes the little light show cast at him (and identifies it), but it must have distracted the sorcerer, for he doesn't see through the illusion. The dead-eyed man looks doubtfully at Vedik and Tratain when they tell the others it is an illusion, but he has seen enough of these Gray Knights to respect thier skill.

That and the obvious attack make Jass prepare for battle. He casts a Tiny Hut spell which encases a 20 foot radius in a comfortable temperature, and also gives him an opaque shield to avoid any targeted attacks!
...Actions
Save 30 and 36
Fail Save 23
Spellcraft to identify rainbow spell: 33
Cast Tiny Hut

...Effects
False Life; 19/19 hours; 11 hitpoints
Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
See Invisible 50/50min:
Tiny Hut: 20'radius; opaque dome can see out but not see in. (4th level slot)

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used ..4 2 2 8 8 0 7 3 0



Belkior - HP 156 - AC 28 (30 vs. Evil, Touch 17, Flat 27) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Haste, Good Hope  d20+28=35 ; d20+28=44 ; d20+28=42 ; d20+28=32 ; d20+22=24 ; d20+25=32 ;
Sunday January 23rd, 2011 9:48:16 PM

The halfling cleric easily withstands the magic and pierces the illusion. He can probably even identify the spells being cast, too.
Will saves = 35, 44 and 42
Spellcraft = 24


Having seen through the illusion, Belkior tries to identify the skeletal creatures so that he can relate their weaknesses to his companions.
Knowledge (Religion) = 32

After that, the Healer moves forward so as to stay close to Mac and Monthor.

Actions

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.3 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.3 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.3 minutes
Bead of Karma - +4 caster levels, 9.5 minutes

Items used
Staff of Healing - 10 charges (Still figuring out what to do with this)
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 21 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 23 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 28 - Regenerate**(x2) (D - Holy Word*)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds)
* = cast or lost due to negative level



Mac | HP:286/286 | AC:33/20/28 | CMD:[67, Sun/Dis 70] | 6 AoO:[+40|3d6+31{19+|+2x(3d6+31)}] or CMB:[+42] 
Monday January 24th, 2011 4:27:37 AM

[Actions so far this round: Speak, Speak, Listen]

Now, Belkior has good eyes, and if he is moving up towards Monthor, then Mac had better head that way too. That way, when he can finally see what's going on he'll be in a position to help.

The Grand Hall Round 2  9d6=30 ; 9d6=29 ; 9d6=24 ; 9d6=33 ; d20+9=25 ; d20+9=28 ; d20+9=25 ; d20+9=28 ; d20+9=26 ; d20+9=14 ; d20+9=18 ; 3d6=12 ; d4=2 ; d20+18=27 ; d20+20=27 ; d20+20=30 ; d20+20=27 ; d20+38=43 ; d8+11=14 ;
Monday January 24th, 2011 9:49:36 PM

Tratain casts Shield of Faith on Himself and looks around with his True Seeing.
He quickly casts Haste, and moves to the east side of the door, drawing a wand.
Monthor moves towards the skeletons (25 feet) and having alreay been hasted from a spell does not bother drawing the potion
Dwight floats into the room, then goes above the door and to the right about 20-25' to a height of 15'.
Belkior tries to identify the skeletal creatures and believes that the 4 closest forms are not actually undead, but Simulcrums. The 3 furthest creatures are likely liches and 2 appear identical. The 4 other creatures near the skeletal beings in the back seem to be vampires
Jass casts a Tiny Hut spell which encases a 20 foot radius in a comfortable temperature, and also gives him an opaque shield to avoid any targeted attacks
Mac moves forward with monthor and Belkior

Tratain cannot see anymore than h already acertained
Jass identifies the four cones as Color Spray spells

The four skeletons move again casting Lightning bolts into the group
Mac and Dwight Reflex 16 Dmg 30 SR 25/28
Mac Reflex 16 Dmg 29 SR 25
Belkior and Jass Reflex 16 Dmg 24 Sr 28/26
Monthor and Mac Reflex 16 Dmg 33 SR 14/18

The skeletal being in front of the back ranks snarls, "This rabble is what has caused our lessers fall? I will show them true power and terror, and then I will crush thier very souls."
With a flick of a withered wrist a Wall of Ice springs up behind Moac, Monthor and Belkior. The foul creature then reaches towards the three and a black miasma lances from his hands and into your chest.

Mac Monthor Belkior Will Save 31 if failed Fortitude Save 27 if failed Death if Fort itude is successful Dmg 12 Stunned & 2 points Str Dmg [Mind effecting Fear] SR 27

The one now identified as Dezdonias remains silent as he casts a sneer at the back of the other. His eyes focus on the three heroes and the power of the Haste spell vanishes on Monthor, Mac and Belkior. Raising his right hand towards the ciling, it calls out in a cracked voice. A great Skeletal fist appears and strikes Belkior [Hit AC 43 Dmg 23 Fort DC 28 or be stunned]

Ceiling is 20'
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

remeber some of you cannot see anything in the room.
A move action Will Save 29 to penetrate the Screen


Mac | HP:286 | Damage: 12 Stun, 2 Str | AC:33/20/28 | CMD:[67, Sun/Dis 70] | 6 AoO:[+40|3d6+31{19+|+2x(3d6+31)}] or CMB:[+42]  d20+19=21 ; d20+19=32 ; d20+19=31 ; d20+14=17 ; d20+26=33 ;
Tuesday January 25th, 2011 5:55:56 AM

OOC: Mostly Saving Throws and questions.
Mac makes the first Reflex Save(21 vs 16 against Dmg 30 SR 25/28). If that is for the Wall of Ice then doesn't it fails to come into existence? - Mac makes the second Reflex Save(32 vs 16 against Dmg 29 SR 25) - Mac makes the third Reflex Save(31 vs 16 against Dmg 33 SR 14/18) - Mac fails the Will Save (17 vs 31) but not the Fortitude Save (33 vs 27), taking Dmg 12 Stunned & 2 points Str Dmg [Mind effecting Fear] SR 27

Mac | HP:286 | Dam:0, Stun:12, Ability:-2 Str | AC:32/19/27 | CMD:[64, Sun/Dis:67] | 6 AoO:[+38|3d6+29{19+|+2x(3d6+29)}] or CMB:[+40] - Heartlight, Good Hope, Magic Vestment(1)

Does this 'veil' prevent Mac from seeing the black miasma and the Ice Wall? Are the three Reflex saves for half damage or no damage?

The Veil ie Screen spell prevents you from seeing anything except candles and empty room. You cannot see the miasma the wall or anything else. Rfelex saves were for Lihgnting bolts so save for 1/2

Ice Wall 
Tuesday January 25th, 2011 8:00:45 AM

Ice wall is on the line of 24/25. No one is adjancent

the reflex saves are for lightning bolts
the will and fortitude saves are for the Wierd

MonthorHit Points:(213 of 213) AC 44, CMD 42 
Tuesday January 25th, 2011 9:07:02 AM

ooc> Monthor has immunity to death effects
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects.
Does this also protect him from the Dmg 12 Stunned & 2 points Str Dmg?

Regarding the lightning. Monthor has a electricity damage reduction 10, and I see the SR is 14 (Monthor has a SR of 20). How would I calculate this this in before I role his Reflex save?



Jass of Downs AC:32 CMD: 22 HP:139/178 (Shield, Darkvision, Shield)  d20+17=23 ; d20+21=30 ; d20+19=27 ; 5d4+5=15 ;
Tuesday January 25th, 2011 12:14:55 PM

Jass dodges as a lightning bolt flies thorugh his Tiny Hut, getting slightly singed and burning out his False Life spell. The pain helps him focus and to pierce the Screen that has been keeping the enemy from his sight.

Of course, now there is something else keeping him and the others from the enemy; a Wall of Ice. Casting a Targeted Greater Dispel Magic on the Wall of Ice, Jass works to open the way for the others.

As soon as it goes down, Jass targets Skeleton#2 with a Quickened Magic Missle, bludgeoning it with magical force!

...Actions
Reflex Save: 23 1/2 damage for 12
Will Save: 30 overcomes Screen

G Dispel Magic on the Ice Wall: 27
Quickened Magic Missle: 15 damage to Skeleton #2 (Pathfinder allows Sorcerers to cast Quickened without penalty)

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
See Invisible 50/50min:
Tiny Hut: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used ..4 2 2 8 8 1 8 3 0

DM Sanity: Pathfinder Greater Dispel Magic.
Highlight to display spoiler: {Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.
Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
}



Mac | HP:286 | Dam:42, Ability:-2 Str | AC:25/12/25 | CMD:[45] | 6 AoO:[+29|1d8+14{20|+(1d8+14)}] or CMB:[+26] 
Tuesday January 25th, 2011 4:33:09 PM

Stunned: No Actions, Axe dropped | Heartlight, Good Hope, Magic Vestment(1)
Electric Damage: LB1: 30/2-5 = 10. LB1: 29/2-5 = 9. LB1: 33/2-5 = 11. Natural Electricity Resistance 5, no SR
Other Damage: 12
Mac can perceive: Himself, his axe on the floor, the party, and the floating candles.
Mac cannot perceive: Any opponents, any of their spell effects, the veiled space at the end of the hall.
+-+-+-+-+
The greataxe slips from the taur's grasp at clatters to the floor. He fails to take in what has just happened, and stands unable and unready.

Dwight hp 218/218, ac 33/25/34))  d20+26=35 ; d20+14=16 ; d20+32=38 ; d6=1 ; d6=4 ; d6=5 ; d6=5 ; d20+27=33 ; d6=3 ; d6=5 ; d6=5 ; d6=2 ; d20+22=30 ; d6=2 ; d6=2 ; d6=5 ; d6=3 ; d6=5 ; d20+32=51 ; d20+32=46 ; d6=2 ; d6=5 ; d6=2 ; d6=6 ; d6=3 ; d6=1 ;
Tuesday January 25th, 2011 7:33:36 PM

Save versus Lightning: 37 (no dmg)
Save versus screen: 18 (fails)

Dwight sees only the blurry skeletons through the thick wall of ice in front of him. (Course the ice wall may be gone via Jass, which means Dwight will target the skeletons with shock arrows, instead of the wall with fire arrows.)

OOC: A 10' section of the ice wall would have 120 hitpoints --ugh!

Att #1: 40
Dmg: 15 (against wall) or 25 (against skeleton #1)

Att #2: 35
Dmg: 18 (against wall) or 25 (against skeleton #1)

Att #3: 32
Dmg: 14 (against wall) or 30 (against skeleton #1)

Att #4 (haste): 53 (possible crit: 48)
Dmg: 17 (or 25 if crit against wall) or 21 (or 29 if crit against skeleton #1)

Total: 64 (against wall) or 101 (108 if crit. against skeleton #1)

======================
DM Sanity Stuff

Flying Broom -- about 15' high
Good Hope: CL 10, 10.0 mins (Cast before opening door by Vedik)
Haste: CL 20, 2/20 rounds (Cast after opening door by Vedik)
Stoneskin 96 points - (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Blinding Sickness, Red Ache, and The Shakes
Blinking (activated after entering door)

Uses:
Ring of Blink (used twice)

Spells Remaining
1st: all
2nd: 1 of 2
3rd: 1 of 2 (lost one spell due to neg. level drain)



Tratain Current Spells AC 39 HP 191/253  d20+22=34 ; 4d6+32=41 ; d6=1 ; d6=5 ; d6=3 ; 2d6+32=38 ; 2d6+32=34 ; 2d6+32=40 ; 2d6+32=42 ; 2d6+32=37 ; 2d6=10 ; d6=3 ; 2d6=8 ; d6=5 ; 2d6=10 ; d6=1 ; 2d6=8 ; d6=6 ; 2d6=12 ; d6=1 ;
Tuesday January 25th, 2011 7:39:51 PM

OOC: Going to apologize for the if/than post but under the circumstances theres not a way to avoid it.

If Jass Manages to Dispel the Wall Tratain Moves to B23 And Attacks Skeleton 1.
(PA using Vital Strike - Hit AC 34 for 41 Physical 6 Holy 3 Electric Damage, Greatsword is Good Aligned, Magic and Adamantite for DR purposes.)

If the Wall is still there Tratain takes a 5 foot step forward and Uses the Lunge feat to attack the wall for further away than normal. (War domain power allows the Cleric Use of Combat Feats as long as they meet the Pre-Reqs.)

He hits the Wall 5 Times if Necessary. Attack the wall is an automatic Hit. The damage is 38 Physical 3 Electric, 34 Physical 5 Electric, 40 Physical 1 Electric, 42 Physical 6 Electric, 37 Physical 1 Electric.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting, Animated.
Greater Magic Weapon, Adamantite Greatsword, Holy Shock Burst
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic - Both Expended
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes
True Seeing
Good Hope
Shield of Faith - 26 Minutes
Bead of karma - 10 Minutes
Animated Shield - Round 2 of 4

MonthorHit Points:(213 of 213) AC 44, CMD 42  d20+20=37 ; d20+17=27 ; d20+25=35 ; d20+40=43 ; d10+46=48 ; 2d6=5 ; d6=1 ; d6=4 ;
Tuesday January 25th, 2011 8:13:27 PM

Animated shield (GMV) +5 round 2 of 4
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
Activate Good Hope on Party. Caster Level 10, 10 Mins, Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

----------------------------------------------------
Lightning bolt: -10/resistence, save 37 and spell resisted. ooc> I'd say "no damage" but I'm likely wrong.
Weird spell: Will save 27 (fail) Fort (35) pass.ooc> Monthor burns two hero points and changes the Will save to 31 (pass).
---------------------------------------
Monthor advances (to D19) and strikes out at the skeleton (s3)

two handed power attack: -6/+15

Hits DC 39 for 48 physical damage, 5holy damage, 1 shock damage, 4 frost damage



Belkior - HP 127/156 - AC 28 (30 vs. Evil, Touch 17, Flat 27) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Haste, Good Hope  d20+15=18 ; d20+28=46 ; d20+23=42 ; d8=6 ; d8=3 ; d8=3 ; d8=6 ;
Tuesday January 25th, 2011 9:59:04 PM

The halfling cleric avoids the worst of the lightning bolt sent at him by the skeletal simulacrums and then withstands the foul magic cast by the lich.
Reflex = 18, half damage
Will = 46


The magical skeletal fist, however, is a different story since it hits him full on, even though he withstands the stunning might of the strike.
Fortitude = 42

Belkior stands in place and prepares to return the favour to the two liches and their supporting vampires. He calls upon the greatest of the healing magics granted him by Alemi and attempts to damage the undead.

Actions
Standard - cast Mass Cure Critical Wounds, 43 hps (18 +16 (level) +4 (Bead) +4 (Power Battery) +1 (vestment) , Will DC 29 for half damage (targetting all but the front Pindar)

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.2 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.2 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.2 minutes
Bead of Karma - +4 caster levels, 9.4 minutes

Items used
Staff of Healing - 10 charges (Still figuring out what to do with this)
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 21 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 23 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 28 - Regenerate**(x2) (D - Holy Word*)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast or lost due to negative level



Pindar and Dezdonias Round 3  9d6=34 ; d20+33=43 ; d8+20=22 ; d4=4 ; 3d6=9 ; 5d4+5=18 ; d20+20=21 ; d20+13=21 ; d20+13=31 ; d20+13=28 ; d20+13=22 ; 12d6+9=47 ; 20d6+9=72 ;
Tuesday January 25th, 2011 11:36:53 PM

Monthor is unaffected by the lightning blast and through a heroic second effort overcomes the Weird spell [not a death effect so the Bracers did not help there] he moves forward and srtikes out at one of the skeletons 56 dmg
Jass tries to dispel the Wall of Ice but fails to overcome the Dread Lords spell power
Dwight begins firing at the wall to take it down dmg 64 a spiderweb of cracks appear, but the wall is still very solid
Tratain lunges striking the wall and shattering a 10' section
Mac stands stunned from the Weird onslaught
Belkior casts mass Cure Critical Wounds into the back foes

The four smaller identical skeletons begin casting. 2 Grease spells appear under Monthor's feet and a third coats his weapon. The 4th creature moves to the Ice Wall and hurls another lightning bolt into Belkior and Mac
Monthor 3 refelex saves DC 16 the last being the weapon no SR for Grease

Mac and Belkior Reflex DC 17 Dmg 34 for Half

The fist strikes at Belkior again Hit AC 43 Dmg 22 Fort save or be stunned DC 28

The 4 vampires advance and casting a spell each, vanish from sight [Spellcraft DC 15 Greater Invisibility]

"Good good come to death would be heroes." The smaller lich closest to the heroes cackles. Another stream of black vapors comes forth from the small lich striking Mac Monthor and Belkior again.

Mac Monthor and Belkior Will Save 31 if failed Fort Save 27 failure Death, Success on Fort save Dmg 9 +4 Str and Stunned

The lich then gestures towards Monthor and 5 bolts of force streak into the warrior.
Monthor Dmg 24 SR 21 natural 1 fails

The creature then advances. Please note those with true sight see the nearest smaller lich as an illusion and those without True sight cannot see the small lich in the back (Pn)

The other lich (Dz) rises into the air and forward to come to a stop 10' and just behind one of the vampires. Gesturing towards the stunned Mac 4 rays of green vaporous rays streak into the minotaur

Mac Hit Touch AC 21/3/28/22 Dmg 47+72 = 119 acid

Ceiling is 20'
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

remember some of you cannot see anything in the room.
A move action Will Save 29 to penetrate the Screen


Mac | HP:286 | Dam:42, Ability:-2 Str | AC:25/12/25 | CMD:[45] | 6 AoO:[+29|1d8+14{20|+(1d8+14)}] or CMB:[+26]  d20+18=38 ; d20+14=15 ; d20+14=32 ; d20+14=15 ;
Wednesday January 26th, 2011 12:54:37 AM

Mac dodges most of the Lightning Bolt Reflex 38(nat 20!)vs17 (Dmg 34) for Half 17 damage less 5 = 12
He fails (natural 1... spend last Hero Point) no, succeeds on the Will Save 32 vs 31.

No longer Stunned, the taur attempts to gain some clarity. Will Save - natural 1 . Still unable to see the foes or their magics he knows another round like that will be the end of him. Still, he is not going to die without his Great-grandfather's axe in his hand. He takes the time to pick up the weapon. It feels comfortable - reassuring, then he turns his attention to the party and declares. "If YOU can see what is going on then GET MONTHOR'S BACK!! I've got nothing!"

He takes no step, as all it can do is put him in Belkior's way. Thoughts of an oath once sworn on the Plains supposedly a mile or so beneath him resurface.

Mac | HP:286 | Dam:173, Ability:-2 Str | AC:32/19/27 | CMD:[55, Sun/Dis:58] | 6 AoO*:[+38|3d6+22{19+|+2x(3d6+22)}] or CMB:[+31] 
Wednesday January 26th, 2011 12:58:17 AM

Heartlight, Good Hope, Magic Vestment(1)
*but only against targets he can see.
This header should have replaced the last.

Vedik | HP 217/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects  d20+25=27 ; d20+25=35 ;
Wednesday January 26th, 2011 9:03:24 AM

Vedik peers at the wall, trying to discern it's reality. He sees through the illusion, but not before the vampires disappear.

He then cuts battlefield in half with a Wall of Force along the line of the illusionary wall.

OOC:
Move action to discern the wall: Save DC 27 (Hero Point Reroll) 35, passed. Vedik sees the wall as an illusion.
Standard action: Cast Wall of Force along the same line as the illusionary wall.
5' step to C25

Sorry for missing a combat post, my internet connection was flakey last night.

Buffs
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 19 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Stoneskin (CL 15, 96.2 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.0 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 94.9 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.0 Minutes (Cast in Chazrack fight)
Shapechange,Ex - CL 18, 356.0 Mins (Cast in Mino/Armored DL fight)
Good Hope: CL 10, 9.8 mins (Cast before opening door)

Jass of Downs AC:32 CMD: 22 HP:139/178 (Shield, Darkvision, See Invisible)  19d4=49 ;
Wednesday January 26th, 2011 1:23:22 PM

Spells are moving this way and that, filling the air with the crackle of energies. There are so many that Jass despairs of countering any magic, for even one spell uncast would not dent the deluge. "So I must reduce the number of spellcasters", he tells himself.

Hasted as he is, it is a simple matter to trot out the hole Tratain put in the Wall of Ice and over to where Belkior standing. Jass passes the skeleton with the wand, but since it doesn't have a weapon, the sorcerer isn't worried about getting attacked.

Once in place, he pulls of the disturbing power that has been with him since his death in an underwater cavern, and casts Undeath to Death, hurling it against the wand wielding skeletons!

Then, in an instant, he casts a Quickened Tiny Hut to cover himself, Belkior, and Mac from attack.

...Actions
Previous Will Save: 30 overcomes Screen; can see

- Move to D,22 (40 foot move, 60 foot available) (assuming no AOO since skeleton isn't armed)
- Cast Undeath to Death (takes 7th level slot); 49 HD of undead (weakest to strongest) in a 40 foot radius must Will Save DC 25 or die.
- Quicken Cast Tiny Hut: (takes 7th level slot) 20' radius sphere, can't see in

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
See Invisible 50/50min:
Tiny Hut: 20'radius; opaque dome can see out but not see in.
Tiny Hut2: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used ..4 2 2 8 8 0 8 5 0

Tratain Current Spells AC 45 HP 191/253  d20+24=41 ; d20+28=42 ; 2d6+34=41 ; 2d6+34=41 ; 2d6=4 ; d6=4 ; d10=5 ; d4=2 ;
Wednesday January 26th, 2011 7:21:18 PM

Tratain moves up through the hole in the wall of Ice, and seeing there is now a wall of force where the illusionary wall is he decides to attack what he can reach.

He says to the others "The Lich in front is an Illusion, we have to get at the ones in the back. There are behind the Illusionary wall."

Hit AC 41, Crit Chance AC 42 if Critable - For 41 Physical Damage 4 Holy Damage 4 Electric Damage, or If Critable 82 Physical Damage 4 Holy Damage 9 Electric Damage, Plus Staggering Critical - Target is Staggered for 3 Rounds, Fort Save DC 27 to reduce Staggered to 1 Round.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting, Animated.
Greater Magic Weapon, Adamantite Greatsword, Holy Shock Burst
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic - Both Expended
Permanent - See Invisibility, Tongues, Comprehend Language
Stoneskin 106 points - 137 minutes
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes
True Seeing
Good Hope
Shield of Faith - 26 Minutes
Bead of karma - 10 Minutes
Animated Shield - Round 3 of 4


MonthorHit Points:(213 of 213) AC 44, CMD 42  d20+20=40 ; d20+20=40 ; d20+20=34 ; d20+21=39 ; d20+36=53 ; d10+48=56 ; 2d6=10 ; d6=5 ; d6=4 ;
Wednesday January 26th, 2011 9:03:55 PM

Animated shield (GMV) +5 round 3 of 4
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
Activate Good Hope on Party. Caster Level 10, 10 Mins, Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

-----------------------
Monthor skates around the grease spells like a professional skater.
Reflex roles 40,40,34 ( WHAT A WASTE OF ROLES!)

Weird spell role (ooc> Just noticed that the spell was fear based. I'm adding Monthor's +5 vs fear roles (bravery)
Will - 39
Monthor disbelieves the spell yet again and shakes off the bolts of force. {ooc> LOOK AT ME NOW BRACERS OF PROTECTION!!}

Monthor skates out of the grease area (10 feet to E17) and swings (at S3)

Two handed power attack -6+15

Hits AC 53 for 56 physical, 10 holy, 5 shock, and 4 frost



Dwight hp 218/218, ac 33/25/34))  d20+32=49 ; d6=4 ; d6=1 ; d6=2 ; d6=5 ; d20+27=38 ; d6=5 ; d6=1 ; d6=3 ; d6=4 ; d20+22=37 ; d6=6 ; d6=1 ; d6=5 ; d6=5 ; d20+32=38 ; d6=2 ; d6=3 ; d6=5 ; d6=2 ;
Wednesday January 26th, 2011 9:57:11 PM

Dwight floats over to F27, and sends all of his attention to S1, with shock arrows. (If S1 is dead already, he'll move to B23 to hit S2 with only 3 attacks)

Att #1: 49 + 2(GH) + 1(PB) = 52
Dmg: 12 +3(holy) + 5(shock) +2 (GH) + 1(PB) = 23

Att#2: 38 + 2(GH) + 1(PB) = 41
Dmg: 13 + 4(holy) + 4(shock) + 2(GH) + 1(PB) = 24

Att #3: 37 + 2(GH) + 1(PB) + 40
Dmg: 14 + 6(holy) + 5(shock) + 2(GH) + 1(PB) = 28

Att #4: 38 + 2(GH) + 1(PB) = 41
Dmg: 10 + 8(holy) + 2(shock) + 2(GH) + 1(PB) = 23

Total: 98

======================
DM Sanity Stuff

Flying Broom -- about 15' high
Good Hope: CL 10, 10.0 mins (Cast before opening door by Vedik)
Haste: CL 20, 3/20 rounds (Cast after opening door by Vedik)
Stoneskin 96 points - (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Blinding Sickness, Red Ache, and The Shakes
Blinking (activated after entering door)

Uses:
Ring of Blink (used twice)

Spells Remaining
1st: all
2nd: 1 of 2
3rd: 1 of 2 (lost one spell due to neg. level drain)

Belkior - HP 136/156 - AC 28 (30 vs. Evil, Touch 17, Flat 27) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Haste, Good Hope  d20+15=29 ; d20+23=31 ; d20+28=34 ; d8=2 ; d8=2 ; d8=7 ; d8=7 ;
Wednesday January 26th, 2011 10:36:02 PM

The halfling cleric avoids part of the lightning bolt but gets hit again by the fist. At least he isn't stunned and withstands the foul magic again.
Reflex = 29, Fortitude = 31, Will = 34

The halfling cleric now heals himself in order to stay in the fight.

Actions
Standard - cast Cure Critical Wounds (using Death Ward), 47 hps (18*1.5 +16 (level) +4 (Bead) +4 (Power Battery) +1 (vestment)

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44.1 minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.1 minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.1 minutes
Bead of Karma - +4 caster levels, 9.4 minutes

Items used
Staff of Healing - 10 charges (Still figuring out what to do with this)
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 21 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 23 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 28 - Regenerate**(x2) (D - Holy Word*)
8th - DC 29 - Empowered Greater Dispel*(x2) (D - Mass Cure Critical Wounds*)
* = cast or lost due to negative level



Mac | HP:286 | Dam:173, Ability:-2 Str | AC:32/19/27 | CMD:[55, Sun/Dis:58] | 6 AoO*:[+38|3d6+22{19+|+2x(3d6+22)}] or CMB:[+31] 
Thursday January 27th, 2011 3:35:30 AM

OOC: Fear based?! Sigh... maybe next round will add Bravery IV as well?

Mac | HP:286 | Dam:173, Ability:-2 Str | AC:32/19/27 | CMD:[55, Sun/Dis:58] | 6 AoO*:[+38|3d6+22{19+|+2x(3d6+22)}] or CMB:[+31] 
Thursday January 27th, 2011 8:50:36 AM

Mac looks at Tratain and blinks several times before asking, "So, which candle are they hiding behind?"

Pindar and Dezdonias Round 3  d20+38=47 ; d8+20=28 ; 9d6=33 ; 9d6=33 ; 9d6=32 ; 9d6=36 ; 9d6=28 ;
Thursday January 27th, 2011 9:59:09 PM

Jass casts Undeath to Death, hurling it against the skeletons! Then, in an instant, he casts a Quickened Tiny Hut to cover himself, Belkior, and Mac from attack.
Tratain moves through the Ice Wall and strikes one of the skeletons, though it does not fall under the powerful strike.
Monthor manages to hold onto his axe and his footing, stepping up he strikes and the skeletn explodes in a cloud of icey crystals and snow
Dwight draws to fire through the tiny gap, but has no shot. He begins to move, but Jass erects a Tiny Hut and any possible target is suddenly vanished behind an opaque wall.
Belkior now heals himself in order to stay in the fight

The skeleton by Tratain, casts alightning Bolt into him Belkior and Mac
Belkior Reflex 16 half Dmg 33
Mac Reflex 16 half Dmg 33

A skeleton steps into the Hut and hits Jass and Belkior with a Lightning bolt
Jass Reflex 16 half Dmg 32
Belkior Reflex 16 half Dmg 36

The third moves into the hut as well and targets Mac with a Lightning bolt
Mac Reflex 16 half Dmg 28

One of the lich also steps into the hut. With a crack of centuries dries tendon a great cloud of poisonous vapors fills the Hut.
Tratain Mac, Monthor Belkior and Jass Fort Save 23 for half 1d4 Con from Cloudkill
All vision is limited to 5'

Due to the Fog Cloud of the Cloud kill spell. Only Jass and Mac can see the new wall of Ice
The great Fist Strikes Belkior Hit AC 47 Dmg 28 Fort 28 or be stunned

Ceiling is 20'
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

remember some of you cannot see anything in the room.
A move action Will Save 29 to penetrate the Screen

Belkior - HP 109/156 - AC 28 (30 vs. Evil, Touch 17, Flat 27) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Haste, Good Hope  d20+15=34 ; d20+15=31 ; d20+23=37 ; d8=8 ; d8=5 ; d8=3 ; d8=6 ;
Thursday January 27th, 2011 11:02:01 PM

The halfling cleric avoids some of the damage from the lightning bolts. As a Healer and Paragon, Belkior is immune to poison, including the effects of the Cloudkill spell. He again avoids being stunned by the magical fist of force.
Reflex = 34, 31
Fort = 37


The halfling cleric then uses one of his most powerful healing spells to cure himself and his companions and, hopefully, damage the lich.

Actions
Standard - cast Mass Cure Critical Wounds (using Empowered Greater Dispel), 58 hps (22*1.5 +16 (level) +4 (Bead) +4 (Power Battery) +1 (vestment) of healing to Belkior, Mac, Monthor, Jass and Tratain and 47 points of damage to lich Pindar (Will DC 29 for half)

Active Spells & Effects
Magic Vestment - +5 enhancement bonus, 19 hours, 44. minutes
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194. minutes
Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194. minutes
Bead of Karma - +4 caster levels, 9.3 minutes

Items used
Staff of Healing - 10 charges (Still figuring out what to do with this)
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 21 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 23 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 28 - Regenerate**(x2) (D - Holy Word*)
8th - DC 29 - Empowered Greater Dispel*(x2) (D - Mass Cure Critical Wounds*)
* = cast or lost due to negative level

Mac | HP:270 | Dam:203, Ability:-2 Con, -2 Str | AC:32/19/27 | CMD:[55, Sun/Dis:58] | 6 AoO:[+29|3d6+22{19+|+2x(3d6+22)}] or CMB:[+31]  d20+18=36 ; d20+18=25 ; d20+26=36 ; d4=4 ;
Friday January 28th, 2011 4:53:11 AM

Heartlight, Good Hope, Magic Vestment(1)

pre-post Saving Throws
The skeleton by Tratain casts a lightning Bolt into Mac Reflex 38 vs16 for half = 16 damage
The third moves into the hut as well and targets Mac with a Lightning bolt Reflex 25 vs16 for half =14 damage
One of the lich also steps into the hut. With a crack of centuries dries tendon a great cloud of poisonous vapors fills the Hut. Mac Fort Save 36 vs 23 for half 1d4 Con (4/2=2) from Cloudkill
Damage is reflected in the Header

Due to the Fog Cloud of the Cloud kill spell. Only Jass and Mac can see the new wall of Ice

MonthorHit Points:(213 of 213) AC 44, CMD 42  d20+34=51 ; d10+48=58 ; 2d6=8 ; d6=3 ; d6=1 ; d20+29=39 ; d10+48=52 ; 2d6=4 ; d6=5 ; d6=6 ; d20+24=35 ; d12+48=60 ; 2d6=10 ; d6=4 ; d6=2 ; d20+19=29 ; d10+48=53 ; 2d6=7 ; d6=3 ; d6=6 ;
Friday January 28th, 2011 8:09:20 AM

Animated shield (GMV) +5 round 4 of 4
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
Activate Good Hope on Party. Caster Level 10, 10 Mins, Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

---------------------------------------
Monthor notices that the skeleton doesn't break apart like a normal undead....

Ignoring the cloudkill (Necklace of Adaptation), Monthor takes a step towards the lich (d19) and SWINGS!

Two handed power attack- -6/+15

Attack 1 AC 51 for 58 physical, 8 holy, 3 shock, 1 frost
Attack 2 AC 39 for 52 physical 4 holy, 5 shock, 6 frost
Attack 3 AC 35 for 60 physical, 10 holy, 4 shock, 2 frost
Attack 4 AC 29 for 53 physical, 7 holy, 3 shock, 6 frost



Vedik | HP 217/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects  d20+22=32 ; d20+31=38 ;
Friday January 28th, 2011 10:14:04 AM

"We need a dispel Jass, I'm out, ya got any?"

Vedik steps north east and casts Telekinesis. He uses his mind to grapple the skeleton near Tratain, the only one he can see.

OOC:
5' step to D25
Cast Telekinesis - Combat Maneuver variant.
Grapple skeleton at B23 SR check 32. CMB 38 to Grapple The CMB for this spell is +31 if it tries to cast.

Buffs
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 19 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Stoneskin (CL 15, 96.2 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 94.9 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 94.8 Minutes (cast leaving dracolich pile)
Message: CL 1, 105.9 Minutes (Cast in Chazrack fight)
Shapechange,Ex - CL 18, 356.9 Mins (Cast in Mino/Armored DL fight)
Good Hope: CL 10, 9.7 mins (Cast before opening door)

Jass of Downs AC:32 CMD: 22 HP:124/178 -1CON (Shield, Darkvision, See Invisible)  d20+17=31 ; d20+17=35 ; d20+20=34 ; d20+20=23 ; d4=1 ; d20+19=28 ; d20+19=31 ;
Friday January 28th, 2011 11:58:02 AM

Lightning, poison, and immune undead threaten to overpower Jass and his friends with a sheer number of magics. The sorcerer is able to withstand the onslaught, but is getting increasingly worried abou the flow of the battle.

Jass tries to go through his understanding of magic to determine why the skeletons were completely immune to his Undeath to Death spell. (ooc: not even a saving throw? no expanation on the skeletons ignoring the spell? Jass has already passed Will saves to see illusions, I have no idea whats happening!)

The obvious conclusion is the spell-weilding skeletons are not undead. But if not, what are they?

Jass can only think they may be shadows or illusions. Certainly, the lich that cast the Cloudkill and Tratain swears is an illusion must be a Similacrum! And so Jass steps forward and heroically casts a Greater Dispel Magic over the entire Area to strip away the Cloudkill and (hopefully) skeletons and spell-casting-illusion-lich.

Immediately, the Tiny Hut is gone. The Ice Wall, Cloudkill, Grease spells are affected as well as the 3 wand-wielding skeletons, lich, Jass, Belkior, Tratain, Mac, and Monthor.

...Actions
Previous Will Save: 30 overcomes Screen; can see

Reflex 31 v lightning - lose 16 damage
Fort 35 v Cloudkill - 1/2 CON 1 = 1CON damage

- 5 foot step to D,21
- Cast Area Greater Dispel Magic: 28 Hero Point reroll- 31 (6th level slot) Spell Penetration; no spell resistance per Pathfinder, area dispel roll once and compare to all that it affects

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
See Invisible 50/50min:
Tiny Hut: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used ..- 2 2 8 8 0 8 6 0

DM Sanity Area Dispel:Highlight to display spoiler: { "spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
}


Mac | HP:286 | Dam:145, Ability:-2 Str | AC:32/19/27 | CMD:[55, Sun/Dis:58] | 6 AoO:[+33|3d6+37{19+|+2x(3d6+37)}] or CMB:[+31]  d20+18=35 ; d20+38=40 ; 3d6+37=55 ;
Friday January 28th, 2011 5:48:04 PM

Heartlight, Good Hope, Power Attack, Magic Vestment(1)
Mac tries one more time to see what it is that is causing all the pain and consternation: A move action Will Save 35 vs 29 to penetrate the Screen! [So, Mac could now see everything if it weren't for the 5' max visibility from the Cloudkill... D'Oh! Necklace of Adaption prevents the Con loss from Cloudkill...

"Thanks, Belkior."
Mac is about to ask Tratain a question when (hopefully) the newest icewall and cloudkill and other dissipate (thanks Jass), at which he takes a 5' step along the wall and takes a mighty swing at Skeleton 4. [40|55]

Pindar and Dezdonias Round 3 Part Duex 
Friday January 28th, 2011 7:00:50 PM

Colossal DM Blunder 1

OK guys the wall of Force broke the Project Image Spell

So that means no second Wall of Ice and no Cloud kill spell
Everything else remains

The illusionary wall (light Blu on the map) is NOT part of the Screen spell. Unless you have true sight, Specifically interact with it physically or use a Move action to specifically see through it by making another DC 31 will save, you cannot see tha last 50' of the room.

repost any actions you wish. The bad guys would not have changed thier end of things

Mac | HP:286 | Dam:145, Ability:-2 Str | AC:32/19/27 | CMD:[55, Sun/Dis:58] | 6 AoO:[+33|3d6+37{19+|+2x(3d6+37)}] or CMB:[+31] 
Friday January 28th, 2011 7:07:37 PM

OOC: No changes for Mac. I'm making a few initial errors of my own with new equipment from the changeover. : )

MonthorHit Points:(213 of 213) AC 44, CMD 42 
Friday January 28th, 2011 7:18:25 PM

ooc> I'm good

Dwight hp 218/218, ac 33/25/34))  d20+28=30 ; d6=6 ; d6=3 ; d6=2 ; d6=1 ; d20+23=28 ; d6=1 ; d6=5 ; d6=1 ; d6=3 ; d20+18=30 ; d6=6 ; d6=3 ; d6=6 ; d6=6 ; d20+28=39 ; d6=5 ; d6=5 ; d6=1 ; d6=6 ;
Friday January 28th, 2011 10:07:15 PM

Here goes an "IF"

If Skeleton 1 remains standing and is now in view (tiny hut gone). Dwight fires at it.

Deadly Aim -4/+8
Att #1: 30 + 2(GH) + 1(PB) = 33
Dmg: 22 + 5(holy) + 1(shock) + 2(GH) + 1(PB) = 31

Att #2: 28 + 2(GH) + 1(PB) = 31
Dmg: 17 + 6(holy) + 3(shock) + 2(GH) + 1(PB) = 29

Att #3: 30 + 2(GH) + 1(PB) = 33
Dmg: 22 + 9(holy) + 6(shock) + 2(GH) + 1(PB) = 40

Att #4: 39 + 2(GH) + 1(PB) = 42
Dmg: 21 + 6(holy) + 6(shock) + 2(GH) + 1(PB) = 36

Total: 146

(Should S1 be gone, and area visible, Dwight will move to B23 and fire at the next skeleton that remains standing -- with one less arrow)

======================
DM Sanity Stuff

Flying Broom -- about 15' high
Good Hope: CL 10, 10.0 mins (Cast before opening door by Vedik)
Haste: CL 20, 4/20 rounds (Cast after opening door by Vedik)
Stoneskin 96 points - (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Blinding Sickness, Red Ache, and The Shakes
Blinking (activated after entering door)

Uses:
Ring of Blink (used twice)

Spells Remaining
1st: all
2nd: 1 of 2
3rd: 1 of 2 (lost one spell due to neg. level drain)

Jass of Downs AC:32 CMD: 22 HP:124/178 -1CON (Shield, Darkvision, See Invisible) 
Saturday January 29th, 2011 7:52:17 AM

yeah, there is so MUCH going on, I'm not worried about the occasional mistake. Jass still tries to dispel the potential skeletons.

Dwight hp 218/218, ac 33/25/34)) 
Saturday January 29th, 2011 8:24:04 PM

OOC: In case, Dwight doesn't have a shot -- S1 is still out of view, he'll target the wall again. The same spot he hit during round 1.

Pindar and Dezdonias Round 4  9d6=27 ; d20+18=36 ; 9d6=27 ; 9d6=28 ; d20+20=28 ; d20+13=15 ; d20+13=30 ; d20+13=31 ; 8d6=29 ; 3d6=6 ; d20+13=25 ; d20+13=22 ; d20+13=23 ; d20+8=28 ; 4d6=11 ; 4d6=9 ; d20+13=32 ; d20+8=14 ; d20+8=25 ; d20+13=22 ; d20+13=16 ; 4d6=12 ;
Sunday January 30th, 2011 12:52:34 AM

Belkior casts Mass Cure Critical Wounds to cure himself and his companions 47HP
None of the skeletons seem to be affected.
Mac steps north and blasts into one of the skeletons.
Monthor turns on the lich, but the suddenly it fades into nothingness
Vedik steps north east and casts Telekinesis: The skeleton is grapped by the spell
Jass casts Greater Dispel Magic into the area about himself. Immediately, the Tiny Hut and Wall of Ice are gone. Likewise, the Grease spells and the Screen spell vanish.

The room is revealed to all. 30'x 80' with three small skeletal beings in torn robes and once lavish cloaks. Thin crowns of gold adorn thier skulls and tiny fires of hatred burn where thier eyes should be.

Jass's Dispel tears into the protections of friend and foe alike
All of Jass's spells wink out
Belkior loses all of his active spells as well.
Vedik loses Shapechange, Contingency Telekinesis and Stoneskin
Monthor loses Good Hope, Greater Magic Weapon on his axe, GMagical Vestment on his shield and Resist Energy
Mac loses every spell active on him
Tratain losesa bunch as well
The telekinesis holding the one skeleton vanishes

Dwight fires at the skelton near Tratain and the thing explodes in a powder of snow

The skeleton on Mac steps back and casts Lightning bolt into the Minotaur Rflex DC 16 for half Dmg 28
s2 moves south and casts a lightning bolt through Jass and into Mac Reflex DC 16 for half Dmg 27

Rays of fire erupt about Monthor Hit Touch AC 25/22 SR 28 Dmg 11/9 Fire Hit Touch AC 23/32 SR 14 no effect Hit Touch AC 22/16 SR 25 one hit Dmg 12 Fire The vampires are invisble

The floating Lich produces a scroll and points at Monthor. A bile colored ray leaps from his hand and strikes the Wall of Force obliterating it. Willing himself slightly higher in the air he again point. A second gesture sends a trio or arching opaque rays slamming into the tough dwarf. Hit AC 15/30/31 one ray misses SR 28 Dmg 52 acid no save

Only those with True Sight can see the far lich at the very rear of the chamber
Again the Miasma flows fromn this vile creature, this time striking Vedik, Mac, Jass Belkior and Tratain
Vedik, Mac, Jass Belkior and Tratain Will Save 31 if failed Fort save 27 Failure is death sucess Dmg 6 and stunned

Ceiling is 20'
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Remember only those with True Sight can see past the illusionary Wall
The Vampires are invisible
Belior cure, Jass's dispel and Undeath to Death seems to have not affected the skeletons



Mac | Stunned: No Actions, Axe dropped | HP:286 | Dam:178, Ability:-2 Str | AC:24/12/24 | CMD:[45] | 6 AoO:[+27|1d8+12{20|+(1d8+12)}] or CMB:[+26]  d20+20=24 ; d20+20=28 ; d20+16=20 ; d20+28=48 ;
Sunday January 30th, 2011 6:23:29 AM

Effects: Stunned, Heartlight
Last Round:
Jass's Dispel tears into the protections of friend and foe alike Mac loses every spell active on him {Good Hope - everything else had already succumbed!}
The skeleton on Mac steps back and casts Lightning bolt into the Minotaur Reflex 24 vs DC 16 for half Dmg 28 /2= 14 damage (159)
s2 moves south and casts a lightning bolt through Jass and into Mac Reflex 28 DC 16 for half Dmg 27/2= 13 damage (172)
Again the Miasma flows from this vile creature, this time striking Mac - Will Save 20 (+4vs Fear) vs 31 if failed Fort save 48(Could have used that on the previous roll!) vs 27 Failure is death success Dmg 6 (178) and stunned

New Round:
Once again Mac's greataxe clatters to the floor.

MonthorHit Points:(213 of 213) AC 44, CMD 42  d20+10=28 ; d20+10=28 ; d20+10=21 ;
Sunday January 30th, 2011 10:25:03 AM

ooc> Question, since the vamps are within 5 feet of Monthor... could he notice that they are there? Invisible isn't inaudible. Plus the flames would have to start from somewhere. AoO?

Perception roles if needed: 28,28,21

DM the flames came from about 30' away. Your Perception check does not locate them

Dwight hp 218/218, ac 33/25/34))  d20+14=18 ; d20+28=43 ; d6=3 ; d6=6 ; d6=5 ; d6=1 ; d20+23=39 ; d6=5 ; d6=3 ; d6=1 ; d6=1 ; d20+18=26 ; d6=2 ; d6=5 ; d6=2 ; d6=1 ; d20+28=29 ;
Sunday January 30th, 2011 4:50:03 PM

OOC: s1 is gone (still on map)

Dwight notes that the enemy is much stronger than those he can still see, despite the closest wall of ice vanishing. He scans for his next target. (Will: 18 + 2(GH) = 20 -- Dwight only sees the two skeletons.)

Floating forward 5' (F26), he selects skeleton #2 for his attacks as it was already wounded by magic missiles.

Deadly Aim: -4/+8

Att #1: 43 +2(GH) + 1(PB) = 46
Dmg: 19 + 11(holy) + 1(shock) + 2(GH) = 33

Att #2: 39 + 2(GH) + 1(PB) = 42
Dmg: 19 + 4(holy) + 1(shock) = 24

Att #3: 26 + 2(GH) + 1(PB) = 29
Dmg: 18 + 7(holy) + 1(shock) = 26

Att #4: 29 (natural 1) --miss

======================
DM Sanity Stuff

Flying Broom -- about 15' high
Good Hope: CL 10, 10.0 mins (Cast before opening door by Vedik)
Haste: CL 20, 4/20 rounds (Cast after opening door by Vedik)
Stoneskin 96 points - (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Blinding Sickness, Red Ache, and The Shakes
Blinking (activated after entering door began round 2)

Uses:
Ring of Blink (used twice)

Spells Remaining
1st: all
2nd: 1 of 2
3rd: 1 of 2 (lost one spell due to neg. level drain)

Jass of Downs AC:32 CMD: 22 HP:118/178 (Stunned)  d20+17=20 ; d20+21=27 ; d20+17=18 ; d20+17=37 ;
Sunday January 30th, 2011 9:54:02 PM

Jass looks on in horror as his spell pulls spell defenses away and leaves the heroes vulnerable. The little skeletons' lightning wands are only a nusiance, but the lich's illusion stalks the sorcerer like a cat with a mouse. Only by the most heroic of efforts is Jass able to not be slain outright.

He stands tottering like an old man trying to breathe.

...Actions
Previous Will Save: 30 overcomes Screen; can see

Reflex 31 v lightning - lose 16 damage
Will 27 fail
Fort 18 fail
Fort Hero Reroll 37 success ; 6 damage + stunned

- 5 foot step to D,21
- Cast Area Greater Dispel Magic: 28 Hero Point reroll- 31 (6th level slot) Spell Penetration; no spell resistance per Pathfinder, area dispel roll once and compare to all that it affects

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Tiny Hut: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used ..- 2 2 8 8 0 8 6 0


Vedik | HP 211/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects  d20+23=28 ; d20+21=41 ;
Monday January 31st, 2011 9:21:25 AM

Vedik is stunned by the enemies attack, unable to react.

OOC:
Will Save: Failed (28), follow up Fort Save: Passed (41): 6 damage and stunned.

Tratain Current Spells AC 38 HP 253/253  d20+28=38 ;
Monday January 31st, 2011 9:31:25 AM

Tratain takes stock of the Battlefield and thinks his friends need a little healing. He Casts Mass Heal Targeting the Party, Except for Vedik and Dwight who are two far away, and he also hits all 4 Vampires. (250 Healing, or Positive Energy Damage to Vampires, Will DC 30 for Half)

He then reaches out and Grabs his Animated Shield and Stows it until it can be used again.

OOC Will save 38, Also Note that Heal Cures the Following:ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting, Animated.
Greater Magic Weapon, Adamantite Greatsword, Holy Shock Burst
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic - Both Expended
Permanent - See Invisibility, Tongues, Comprehend Language
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes I can only get your SR to 34...12+
CL of 22...where are the other3 points please

True Seeing
Good Hope
Shield of Faith - 26 Minutes
Bead of karma - 10 Minutes
Animated Shield - Round 1 of 4 (Cooldown)

Mac | HP:286 | Dam:0, | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+37{19+|+2x(3d6+37)}] or CMB:[+30] | Heartlight, PA  d20+37=55 ; 3d6+37=45 ;
Monday January 31st, 2011 3:49:45 PM

"Thank you, Tratain!"
Mac looks down, picks up his axe, takes a 5' step along the wall, and swings once more at the skeleton(S4) [55|45]



Jass of Downs AC:32 CMD: 22 HP:178/178 
Monday January 31st, 2011 5:51:56 PM

Jass feels the healing seep through him, pulling the effects of the evil spell away.

The sorcerer sends a smile Tratain's way, and then snarls at the lich. "More direct measures are required", he says, and evilly grins as he targets only one skeleton with a Heightend Hideous Laughter spell. "Being spell casters, you skeleton-men must have a mind of your own. And I have found that being a ghost myself once, I have certain affinity for your kind."

...Actions
Previous Will Save: 30 overcomes Screen; can see

Reflex 31 v lightning - lose 16 damage
Will 27 fail
Fort 18 fail
Fort Hero Reroll 37 success ; 6 damage + stunned
Tratain: heal removes stun
Cast: full round: Heightened Hideous Laughter, 5th level Will DC 24 or helpless for 19 rounds in laughter. (Undead Bloodline allows mind affecting spells to affect intelligent humanoid undead)(5th level slot)

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Tiny Hut: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used .- 2 2 8 8 1 8 6 0


MonthorHit Points:(213 of 213) AC 39, CMD 37  d20+30=38 ; d20+25=41 ; d20+20=38 ; d20+15=20 ; d10+40=43 ; d10+40=46 ; d10+40=42 ; d10+40=46 ; 2d6=7 ; 2d6=10 ; 2d6=6 ; 2d6=3 ; d6=6 ; d6=4 ; d6=1 ; d6=6 ; d6=5 ; d6=4 ; d6=4 ; d6=3 ;
Monday January 31st, 2011 8:46:42 PM

Animated shield +1 round (inactive)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.

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

Monthor looks around him as the liche in front of him disappears. Then the hut poofs away. The grease on the floor... the wall of ice.... Fire erupts around him but between his resistance and the heal spell cast from Tratain, he ignores it. Equally, the acid attacks stigns briefly before being washed away by the cleric's healing powers.

Monthor takes a 5 foot step to the right and attacks the skeleton (4).

---------------------
Two handed power attack -6/+15

Attack 1 43 physical 7 holy 6 shock, 5 frost
Attack 2 46 physical 10 holy 4 shock 4 frost
Attack 3 42 physical 6 holy 1 shock 4 frost
Attack 4 46 physical 3 holy 6 shock 3 frost



Belkior - HP 109/156 - AC 26 (Touch 17, Flat 25) CMD +24  d20+26=31 ;
Monday January 31st, 2011 10:59:53 PM

Everything is moving so fast and furiously and the little halfling cleric barely knows what is going on. The worst of it is that all of his protective magics have been stripped away. So much so that he barely manages to resist the death magics.
Will = 31

Wanting to reveal those pesky vampires, Belkior casts a manage that strips their invisibility (and might even catch whatever is lurking at the far end of the room).

Actions
Standard - cast Invisibility Purge, 125 ft radius (level 16 +4 Bead of Karma +4 Power Battery +1 Setanos' Vestments)

Active Spells & Effects
Bead of Karma - +4 caster levels, 9.2 minutes
Invisibility Purge - 25 minutes

Items used
Staff of Healing - 10 charges (Still figuring out what to do with this)
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 21 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 23 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 28 - Regenerate**(x2) (D - Holy Word*)
8th - DC 29 - Empowered Greater Dispel*(x2) (D - Mass Cure Critical Wounds*)
* = cast or lost due to negative level



Pindar and Dezdonias Round 4 
Tuesday February 1st, 2011 9:14:51 AM

I will get a post in this eveing

Pindar and Dezdonias Round 5  d20+13=15 ; d20+13=29 ; d20+13=25 ; d20+13=30 ; d20+13=32 ; d20+12=20 ; d20+13=18 ; d20+13=21 ; d20+9=26 ; 4d6=9 ; 4d6=15 ; d20+13=25 ; d20+13=33 ; d20+13=15 ; d20+13=23 ; d20+13=17 ; 8d6=31 ; 6d6=22 ; 6d6=21 ; 6d6=27 ; 6d6=12 ; d20+20=28 ; d20+20=33 ; 10d6=39 ;
Tuesday February 1st, 2011 9:23:01 PM

Jass gets stunned by the Wierd spell
Vedick gets stunned by the weird spell
Tratain casts Mass heal and grabs his animated shield. Jass Monthor Tratain, Mac and Belkior are cured 150 H and all ability loss and other conditions including stunned are lifted
Mac picks up his axe and attacks the skeleton turning it into a pile of snow
Jass casts Heightend Hideous Laughter at a skeleton
Monthor turns to the nearest skelton , but Mac has beaten him to that one
Belkior cassts invisibility Purge

Note on the Dispel only the following spells were terminated
Jass loses See invisibility
Vedick loses shapechange
Monthor loses Magic Vestment
Mac loses Good Hope
Belkior loses Magic Vestment

The skelton near Jass topples laughing, a rather disturbing sight in of itself
The last vampire appears in front of Monthor and the creature steps back letting fly another pair of firey rays.
Monthor Hit Touch AC 18/26 SR 26 Dmg 9/15

The flying lich points towarrds Belkior and several small spheres fly from his hand. With the flick of his wrist he then sends three acrid rays into Belkior as well.
Each of the four shperes explode in a sulphuric acid blast
Belkior Touch AC 25/33 crit 15/23/17 Dmg 31 physical Acid Dmg 22/21/27/21 Belkior make 4 Reflex saves vs the acid dmg for 1/2 each DC 29

Jass, Mac, Monthor Tratain, Vedick Dwight Dmg 22/21/27/21 Belkior make 4 Reflex saves vs the acid dmg for 1/2 each DC 29 SR 28

The other lich casts a rainbow of colors into tehe area just before Tratain followed by a powerful stroke of Lightning into Jass and Vedick
SR 33 to Tratain
Jass and Vedick Reflex save DC 21 1/2 Dmg 57

Ceiling is 20'
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Illusionary Wall is still in place to those who do nothae true sight or have not used a move action to see through it Will DC 28

Mac | HP:286 | Dam:0 | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+37{19+|+2x(3d6+37)}] or CMB:[+30] | Heartlight, PA 
Wednesday February 2nd, 2011 5:27:09 AM

OOC: Not sure I am understanding acid damage: Belkior gets to make 8 Reflex saves against various acid attacks for half damage, while the rest of the PCs just take 91 acid damage each?

DM Belkior takes 31 physical points and then makes 4 reflex saves at DC 29 for half dmg vs 22/21/27 and 21 points. 43+31 if Belkior makes every save. The rest of the party is also makin the four saves at DC 29 for half dmg vs 22/21/27 and 21 points. 43 if all saves are made

Dwight hp 218/218, ac 33/25/34)) 
Wednesday February 2nd, 2011 6:33:49 AM

OOC: Did Dwight's arrows fly last round? He fired before Jass at skeleton 2 (or 4), so did that cause some damage, but not kill.

DM we might have posted at the same time frame. In this case itno longer matters as the Meteor swarm obliterates the last vampire and skeletons

Jass of Downs AC:32 CMD: 22 HP:95/178 (Darkvision, Shield)  d20+17=22 ; d20+17=32 ; d20+17=37 ; d20+17=36 ; d20+17=23 ; d20+12=16 ; d20+12=21 ; d20+12=31 ; d20+12=15 ; 19d6=62 ; 3d6=12 ; 4d6=14 ; 4d6=12 ; 4d6=11 ; d20+23=33 ; d20+23=28 ;
Wednesday February 2nd, 2011 3:33:18 PM

More spells fly, and Jass is struck full force with one acidic sphere, but manages to avoid some of the other three as well as the follow-on lightning bolt.

The pain of the acid burning across his skin focuses the sorcerer against the flying lich. "Take the heavies down, and the others aren't much", he mutters to himself, and concentrates on the flying lich.

First,a Disintegrate ray streaks towards the undead, followed by three Quickened Scorching Rays. If syle doesn't work, sledgehammer blows will have to do, thinks the sorcerer.

...Actions
Previous Will Save: 30 overcomes Screen; can see

4 Reflex Dc 31 v Acid - 22, 32, 37, 36 - 22/10/13/10 = 55 damage
1 Reflex DC 21 v lightning - 23 = 28 damage

Cast: Disintegrate: Spell Pen: 33 62 damage Fort DC 25 for 12 damage (8th level slot)
Cast: Quickened Scorching Ray: Spell Pen: 28 ranged touch AC 16, 21, 31 Damage 14, 12, 11 (8th level slot)

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
Tiny Hut: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used .- 2 2 8 8 1 8 6 2


Vedik | HP 211/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects 
Wednesday February 2nd, 2011 3:49:28 PM

I think what occured was an Acid Meteor Swarm, with a quickened Acid Scorching Ray. If thats the case:

It looks like the acid scorching ray is damage 15 + 23 + 17, no save to Belkor
Then Belkor got hit with the four spheres for 31 physical, no save
Then everyone in the area, including Belkor, gets hit with Dmg 22/21/27/21 4 Reflex saves vs the acid dmg for 1/2 each DC 29 SR 28.

But thats only a guess based on the rolls.


Also Belkor, you were healed by Tratain's Mass Heal last round.

DM on the money on the spells. Vedick is stunned this round, Tratain's Mass Heal did not get to you.

Dwight hp 218/218, ac 33/25/34))  d20+14=31 ; d20+28=42 ; d6=6 ; d6=5 ; d6=6 ; d6=1 ; d20+23=26 ; d6=6 ; d6=5 ; d6=3 ; d6=1 ; d20+18=27 ; d6=3 ; d6=2 ; d6=3 ; d6=3 ; d20+26=44 ; d20+26=36 ; d20+26=42 ; d20+26=36 ;
Wednesday February 2nd, 2011 9:26:12 PM

Dwight watches as the last of the skeletons and the now visible vampires fall to the group. As he reloads, he looks for the others he knows are present, just at the last instant, he spots them. (Will versus illusion: 31)

He launches his arrows at the closest one. (Dz). Note: Dwight moved to F26 last round.

Deadly Aim: -4/+8
Att #1: 42 + 2(GH) -2(range) = 42
Dmg: 22 + 11(holy) + 1(shock) + 2(GH) = 36

Att #2: 26 + 2(GH) - 2(range) = 26
Dmg: 22 + 8(holy) + 1(shock) + 2(GH) = 33

Att #3: 27 + 2(GH) - 2(range) = 27
Dmg: 19 + 5(holy) + 3(shock) + 2(GH) = 29

Reflex saves versus acid: 44,36,42,36 -- all made, no damage thanks to evasion

======================
DM Sanity Stuff

Flying Broom -- about 15' high
Good Hope: CL 10, 10.0 mins (Cast before opening door by Vedik)
Haste: CL 20, 5/20 rounds (Cast after opening door by Vedik)
Stoneskin 96 points - (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Blinding Sickness, Red Ache, and The Shakes
Blinking (activated after entering door began round 2)

Uses:
Ring of Blink (used twice)

Spells Remaining
1st: all
2nd: 1 of 2
3rd: 1 of 2 (lost one spell due to neg. level drain)

Dwight can now see beyond wall.

Belkior - HP 97/156 - AC 26 (28 vs. evil, Touch 17, Flat 25) CMD +24 - Magic Circle vs. Evil, Haste, Good Hope, Invisibility Purge  d20+17=35 ; d20+17=25 ; d20+17=29 ; d20+17=30 ; d8=8 ; d8=2 ; d8=8 ; d8=7 ;
Wednesday February 2nd, 2011 9:40:01 PM

The halfling cleric seems to have attracted the attention of the undead. First, he gets hit by four balls of acidic fire, but the power of Alemi somewhat blunts their physical force.
Physical Damage - 4 attacks, dealing 31 damage but reduced to 11 by Paragon 7 Instant Healing ability (DR 5/-)

Alemi's blessing (and his companions' spells) also seem to be with him as he avoids some of the acidic spray from the balls.
Note - I forgot to add bonus from Reflex saves, but it doesn't matter - Reflex saves - 36, 26, 30, 31 - taking 11, 21, 13 and 10 acid damage.

OOC - Mr. DM, the text suggests that the lich also hit Belkior with some scorching rays, but I don't see the damage and saves anywhere. I am applying the 55 damage that Vedik has calculated.

Belkior then casts a healing spell to recover most of what has just happened to himself and his companions. His spells affects himself, Mac, Jass, Tratain, Vedik and Dwight.

Actions
Standard - cast Mass Cure Critical Wounds, 62 hps (25 x1.5 (Empower for healing spells) + 16 +4 Bead of Karma +4 Power Battery +1 Setanos' Vestments)

Active Spells & Effects
Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 193.8 minutes
Bead of Karma - +4 caster levels, 9.1 minutes
Invisibility Purge - 24.9 minutes

Items used
Staff of Healing - 10 charges (Still figuring out what to do with this)
Celestial Armor - 1 daily use
Bead of Karma - 1 daily use

Cumulative Level & Ability Effects
Presumed cured from Tratain's use of Wand of Restoration

Spells
0 - DC 21 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2)
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*)
2nd - DC 23 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*)
7th - DC 28 - Regenerate**(x2) (D - Holy Word*)
8th - DC 29 - Empowered Greater Dispel**(x2) (D - Mass Cure Critical Wounds*)
* = cast or lost due to negative level

Tratain Current Spells AC 38 HP 253/253  d20+26=29 ; d20+26=30 ; d20+26=42 ; d20+26=45 ; d20+20=29 ; d20+26=45 ;
Wednesday February 2nd, 2011 10:01:11 PM

Tratain takes a 5 foot step to D22 and casts His Last Mass Heal spell on the Two Lich's. (250 Positive Energy Damage, Will save DC 30 for Half Damage. SR Checks 29 and 30. Will Use two Hero Points if Necessary for Checks of 42 and 45)

He then Casts A quickened Dimensional Anchor at the Lich all the way in the Back (Dimensional Anchor on Pindar, (Hits Touch AC 29, SR Check 45)

Tratain also uses his Protector Interpose Ability to Inctercept the First Attack he can aimed at Belkior.

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting, Animated.
Greater Magic Weapon, Adamantite Greatsword, Holy Shock Burst
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight, Plyf (21 Hours)
Resist Energy, 30 Points Fire - 106 Minutes
Resist Energy, 30 Points Cold - 106 Minutes
Ring of Counterspellsx2 - Greater Dispel Magic - Both Expended
Permanent - See Invisibility, Tongues, Comprehend Language
Contingency
Extended Spell Resistance, SR 37 - 50 Minutes I can only get your SR to 34...12+
CL of 22...where are the other3 points please
Caster Level of 19 at the time of casting +2 Setanos's Vestments + 4 Bead of Karma = 25 + 12 for the spell = 37
True Seeing
Good Hope
Shield of Faith - 26 Minutes
Bead of karma - 10 Minutes
Animated Shield - Round 2 of 4 (Cooldown)

Vedik | HP 176/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects  d20+16=34 ; d20+22=38 ; d20+22=35 ; d20+31=34 ;
Wednesday February 2nd, 2011 10:18:41 PM

Vedik comes out of his stun to a mass of acid damage. Seeing Tratain on the offensive, he follows suit. First he tries to anchor the remaining Lich. Then he tries to grapple the one that cast the meteor swarm with a second telekinesis.

OOC:
Vedik was stunned last round (see monday post), and Weird is only 1 round stun, so I think I'm free to act. If its a 2 round stun ignore the actions.
Save's rolled in prior dm only post.
Save 1: 21 Fail, 22 damage | Save 2: 23 Fail, 21 damage | Save 3: 33 Pass, 14 damage | Save 4: 34 Pass, 11 damage | Save 5: 25 Pass, 29 damage
97 damage taken
Healed 62 points.

Swift Action: Cast Quickened Dimensional Anchor on Dezdonias: Touch AC 34, 38 SR
Move Action: Move 20' up.
Standard Action: Cast Telekinesis on Dezdonias: SR: 35: CMB 34 to Grapple The CMB for this spell is +31 if it tries to cast.

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 19 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Stoneskin (CL 15, 96.0 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 94.7 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 94.6 Minutes (cast leaving dracolich pile)
Message: CL 1, 105.7 Minutes (Cast in Chazrack fight)
Good Hope: CL 10, 9.6 mins (Cast before opening door)

Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+37{19+|+2x(3d6+37)}] or CMB:[+30] | Heartlight, PA  d20+20=35 ; d20+20=26 ; d20+20=34 ; d20+20=22 ;
Wednesday February 2nd, 2011 10:35:08 PM

OOC: Thanks - Following on from this assumption:
Mac saves on the worse two acid attacks for 22/2 + 21 + 27/2 + 21 = 66 acid damage.

***Actions to come***

Pindar and Dezdonias Round 6  d20+22=37 ; d100=28 ; d100=39 ; d4+6=8 ; d20+20=37 ; 10d6=34 ;
Wednesday February 2nd, 2011 11:07:45 PM

my post got wasted

summary
Jass you need a move action to see through the Illusionary Wall still
Belkior heals up folks see his post
Dwight one shot hit
Tratains Mass heal takes out Dezdonias. Dim anchor spell is turned and Tratain is Anchored
Vedick grabs Pindar with Telekinesis and is also Anchored on a rebounded spell

Pindar hits Jass and Tratain with a Lightning bolt and erects a Wall of Ice on the far side of the illusionary Wall
Only Tratain, Vedick and Dwight can see the new Wall

Jass and Tratain Rfelex DC 21 fro 1/2 Dmg 34 SR 37

Ceiling is 20'
https://spreadsheets.google.com/ccc?key=0ArbmQgsGo2wkcDVLbmJ1bWhmOFplelhHTkRKbHFER0E&hl=en

Illusionary Wall is still in place to those who do nothae true sight or have not used a move action to see through it Will DC 28



Vedik | HP 176/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects 
Wednesday February 2nd, 2011 11:16:55 PM

Belkor, the DM confirmed this damage:
Acid scorching ray damage 15 + 23 + 17, no save to Belkor
Then Belkor got hit with the four spheres for 31 physical, no save
Then everyone in the area, including Belkor, gets hit with Dmg 22/21/27/21 4 Reflex saves vs the acid dmg for 1/2 each DC 29 SR 28.

Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+37{19+|+2x(3d6+37)}] or CMB:[+30] | Heartlight, PA 
Wednesday February 2nd, 2011 11:36:19 PM

The splash of acid scours the taur. "Does anyone have a quick Haste up their sleeves, and if so can you take a step to the left as you go Monthor?"

Jass of Downs AC:32 CMD: 22 HP: 78/178 (Darkvision, Shield)  d20+17=24 ; d20+21=29 ; d20+12=27 ; 19d6=80 ; 5d4+5=16 ;
Thursday February 3rd, 2011 9:17:10 AM

ooc: oops, was tracking Jass' move action on 25 January saw through illusions. Didn't register that there was another illusion to see through.
..........

Jass partially dodges another lightning bolt, and even though the sparks crackle around him, he grins. "Only one spell? Means there are not as many bad guys still around, eh?"

Looking through the Illusionary Wall, he sees a Wall of Ice now blocking the way. He calls out the situation and plan at the same time. "Wall of Ice behind the Illusion Wall. I'm going to knock a hole in the middle for you to get the lich!"

And Jass aims a Disintegrate ray at the center of the wall of ice.

He follows it immediately with a Quickened Magic Missle at Pindar.

...Actions

1 Reflex DC 21 v lightning - 24 = 17 damage

Move: See through Illusionary Wall DC 28 Will 29 success!

Cast: Disintegrate: 80 damage (8th level slot)
Cast: Quickened Magic Missle: 16 damage (5th level slot)

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
Tiny Hut: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used .- 2 2 8 8 2 8 6 3



Vedik | HP 176/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects  d20+16=26 ; d20+22=40 ;
Thursday February 3rd, 2011 9:42:40 AM

With the wall disintegrated, Vedik ends his telekinesis and goes for a second anchoring, hoping to prevent the dreadlords flight.

OOC:
Adjustment: 5' step to D20
Move action: Draw Metamagic Quicken Rod
Standard Action: Cast Dimensional Anchor: Touch AC 26, SR 40.
Swift Action: Cast Glitterdust with rod: No SR, can not turn invisible. Will Save DC 24 or blindness.

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 19 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Stoneskin (CL 15, 96.0 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 94.6 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 94.5 Minutes (cast leaving dracolich pile)
Message: CL 1, 105.6 Minutes (Cast in Chazrack fight)
Good Hope: CL 10, 9.5 mins (Cast before opening door)
Dimensional Anchor: CL 20, 19.9 mins (rebounded)



MonthorHit Points:(186 of 213) AC 39, CMD 37  d20+17=33 ;
Thursday February 3rd, 2011 10:47:08 AM

Animated shield +1 (no longer active)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
Activate Good Hope on Party. Caster Level 10, 10 Mins, Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

--------------------------
The fire damage is ignored by Monthor as his ring absorbes the damage but takes some acid damage.
( Move equivalent) Will save 33 - Monthor now sees the lich and all the other invisible goodies.

Hearing Tratain cast, Monthor waits ( Delayed action)

" MAC! Get to me! We're doing this one like we did the others."

{ Monthor hopes that Mac gets the hint}

Monthor delays until Mac can get to him, and see if Tratain's spell falls the lich. If not, Monthor activates his new boots and attempts to teleport him and Mac behind the lich (D3). He'll go by himself if Mac can't make it to him in time.

Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+37{19+|+2x(3d6+37)}] or CMB:[+30] | Heartlight, PA 
Thursday February 3rd, 2011 2:56:50 PM

"Got it - to the left!" Mac moves 25' to 16D, hoping to catch a lift and still get the one swing in. [+37|3d6+37{19+|+2x(3d6+37)}] if a target becomes apparent.

Actions: Move and...

Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] Heartlight, Good Hope, PA 
Thursday February 3rd, 2011 3:03:16 PM

...and thanks - missed the Good Hope casting in amongst the strategy! :)

Dwight hp 218/218, ac 33/25/34))  d20+32=49 ; d6=2 ; d6=3 ; d6=6 ; d6=3 ; d20+23=27 ; d6=4 ; d6=1 ; d20+18=30 ; d6=5 ; d6=3 ;
Thursday February 3rd, 2011 9:24:05 PM

While blurry, Dwight sees only one figure remaining. He shoots forward on his broom to get a better aim on the ice wall (around G11).

Deadly Aim: -4/+8
Att #1: 45
Dmg: 18 + 3(fire) + 2(GH) + 1(PB)= 24

Att #2: 27
Dmg: 20 + 1(fire) + 2(GH) + 1(PB) = 24

Att #3: 30
Dmg: 21 + 3(fire) + 2(GH) + 1(PB) = 27

======================
DM Sanity Stuff

Flying Broom -- about 15' high
Good Hope: CL 10, 10.0 mins (Cast before opening door by Vedik)
Haste: CL 20, 5/20 rounds (Cast after opening door by Vedik)
Stoneskin 96 points - (CL 15, 96.4 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile)
Message: CL 1, 106.1 Minutes (Cast in Chazrack fight)
Lavender and Green Ioun Stone Activated
Delay Poison - (from Tratain)
Blinding Sickness, Red Ache, and The Shakes
Blinking (activated after entering door began round 2)

Uses:
Ring of Blink (used twice)

Spells Remaining
1st: all
2nd: 1 of 2
3rd: 1 of 2 (lost one spell due to neg. level drain)

Dwight can now see beyond wall.

Tratain Current Spells AC 38 HP 253/253  d20+28=29 ; 4d8+25=43 ; d20+26=41 ;
Friday February 4th, 2011 9:32:01 AM

With a Hole Blasted in the wall of Ice Tratain peers at the Lich to make sure it really is him and not an illusion (Perception 29) and then casts a Mass Cure on the Last Lich hopeing to finish him off with the others.

Mass Cure on the Last Lich 43 Positive Energy, Will DC 29 For Half. Spell Penetration 41

Tratain Current Spells AC 38 HP 237/253  d20+18=29 ;
Friday February 4th, 2011 9:33:38 AM

Almost forgot Reflex Save = 29

Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] Heartlight, Good Hope, PA  d20+39=42 ; 3d6+39=55 ;
Friday February 4th, 2011 3:51:17 PM

The attack if Monthor and Mac get there: [42|55]

Pindar and Dezdonias Round 7  d20+22=25 ; d20+22=30 ;
Saturday February 5th, 2011 2:06:14 PM

Jass hits the Ice Wall with a Disintegrate and then blasts into Pindar with Magic Missiles. Those too, however rebound into Jass as the Dimensional Anchor spells did.
Jass Cast: Quickened Magic Missle: 16 damage
Vedick casts another Dimensional Anchor and it too, rebounds into him. A quickened Glitterdust expldes over Pindar as well
Monthor calls for Mac, who moves up to the dwarf and both Teleport to the are next to Pindar. {mac had to move and then be teleported, no other action this round]
Dwight shoots forward on his broom to get a better aim on the ice wall (around G11).
[Jass Removed a 5' section in the middle, I am moving Dwight to that opening 80' move no shot as it takes a move and a move to get there]
Tratain casts Mass Cure on the Last Lich hopeing to finish him off with the others

The lich snarls and casts a spell, disappearing [Greater teleport]


Jass of Downs AC:32 CMD: 22 HP: 78/178 (Darkvision, Shield)  d20+20=36 ;
Saturday February 5th, 2011 5:23:31 PM

Jass' eyes widen as his magic missles bound back to him, but his Shield spell makes the sorcerer immune to his own rebounded magic missles. "Whew!"

"Curses, foiled again!" shouts Jass as he sees the lich Pindar teleport away. "But now is the time to get the next piece of the Soul Gem." He looks around the bare room. "Any thoughts on where it is?"

Jass is a poor searcher, and since it involves menial physical activity, he determines that he would be much more use as a sentry against anyone teleporting into this room.

The sorcerer casts a Detect Scrying spell and then readies a Disintegrate pending anyone trying to get the jump on his friends and the Gray Knights.

...Actions

Spellcraft: 36 (ID the spell Pindar used to get away.)

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
Tiny Hut: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used .- 2 2 8 8 3 8 6 3(1)


Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] | Heartlight, Good Hope, PA 
Sunday February 6th, 2011 5:51:56 AM

Mac swings his axe through the empty space. Frustrated (mostly at having spent so much time not able to do much to help) the taur swallows the urge to speak, and helps going through any remains - snowy white powder and such.

Dwight hp 218/218, ac 33/25/34))  d20+19=33 ;
Sunday February 6th, 2011 10:02:53 AM

Dwight moves through the gap to the fallen Lich. He then begins a thorough search for the gem thinking of Plyf and the gem missed, and Echlin's ability to detect their location. In such a short time, so much has happened.

Perception (the new search?) = 33



Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] | Heartlight, Good Hope, PA  d20+14=27 ;
Monday February 7th, 2011 5:07:25 PM

Perception: 27

MonthorHit Points:(186 of 213) AC 39, CMD 37 
Monday February 7th, 2011 7:42:40 PM

At the sight of the teleporting lich, the dwarven warrior bellows.

" SON OF AN ORC MONGER!!! Come back ye coward! "
-----------
Once settled down, Monthor stands garde as the others search.


Tratain Current Spells AC 38 HP 237/253  d20+28=33 ;
Monday February 7th, 2011 9:51:36 PM

Tratain sighs as the Lich manages to escape, now there are two that the group will have to fight again.

He says "Lets search all the bodies here and see what we can find. We need that Lich's soul gem."

Tratain helps Dwight look for the Gem using Detect Magic to see what he can find. He also looks around the Room trying to find any doors that are hidden with his True seeing. (Perception 33)

The Dread Lord Pindar 
Tuesday February 8th, 2011 6:44:42 PM

the full extent of the room, through the Illusionary Wall and Screen spell is a grand hall, likely a banquet hall at the time of construction. The walls arch overhead to 20' and large windows, now bricked in run down one side of the the 150' room. Each former window is about 2' wide and 15' high. What is left of any furniture is near the back of the hall, nothing has survived intact. The remnants of 3 great fireplaces are also located, bricked up and unused for centuries.
Mac discovers the snow white powder is precisely that, snow. now quickly melting away. The replicates of the small lich will soon vanish without a trace.
Dwightbegins searching through the rags of the fallen dread lord
True seeing reveals nothing beyond the realm of normal sight. Detect Magic brings Tratain's attention to the pile of rags that was once one of the Dread Lords, powerful magic eminating from Dwights locale

Bracers
Cloak
Headband
Ring
Ring
Vestment
Haversack
Pale lavendar ion Stone
Scroll-True Sight
Scroll-Silent Greater Dispel Magic x4 CL 16
Scroll-Mages Mansion
pair of Gloves

The destroyed furnishings and assorted junk pushed to the sides of the chamber will take about 2 hours to carefully search

Jass of Downs AC:32 CMD: 22 HP: 78/178 (Darkvision, Shield) 
Wednesday February 9th, 2011 10:52:05 AM

"Excellent!", lauds Jass, "and now let's do that insta-hide that you Gray Knights have been talking about. I've got enough energy for one more good spell, and that's it."

(ooc: additional post in response to Dwight below) "Not my specialty", is the glib reply. Then Jass continues, "I could Wish the knowledge, but that is expensive, don't you know."

...Actions

Spellcraft: 36 (ID the spell Pindar used to get away.)

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Shield; 19/19 min; +4 AC w ghost touch and negate magic missle
Darkvision 50/50 min;
Tiny Hut: 20'radius; opaque dome can see out but not see in.

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used .- 2 2 8 8 3 8 6 3(1)



Dwight hp 218/218, ac 33/25/34)) 
Wednesday February 9th, 2011 3:53:33 PM

Dwight looks frustrated as he rummages through the dead bodies. His left eye twitching uncontrollably as another round of shivers are felt. The thought of spending more valuable time digging through rotting wood and other debris only causes it to flare more.

"Wish Echlin was still here to lend his special abilities." He looks to Jass, "by chance do you have a way to detect a particular type of undead magic?"

As he awaits an answer, he figures out which Lich got away? Are the illusionist Lich, Sword Lich the ones still missing? Plus the gem of the Draco-Lich? Only having destroyed some of them, Dwight would rather finish them offer permanently before resting and summoning the hordiness that will be the final phase.



MonthorHit Points:(186 of 213) AC 39, CMD 37 
Wednesday February 9th, 2011 7:53:28 PM

Monthor continues to stand guard.

" Me agrees with Jass. We need to re-energize after we're done searching. "

ooc> Good time to re buff as well.

Belkior - HP 97/156 - AC 26 (28 vs. evil, Touch 17, Flat 25) CMD +24 - Magic Circle vs. Evil, Haste, Good Hope, Invisibility Purge 
Wednesday February 9th, 2011 9:42:32 PM

The halfling cleric nods, as well.

"This would also be a good time for me to rest and prepare for the coming fights. I confess to being unprepared for what we would be facing once the Crimson Shields came to join with you."

"Now, who needs healing right away?"


Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] | Heartlight, Good Hope, PA 
Thursday February 10th, 2011 5:23:35 AM

Mac watches the ice turn to slush... the slush turn to water. There is a metaphor here - probably more than one - but it slips passed. He nods in agreement on the matter of some down time - and whilst he could press on, it would be with reduced or no support, and that would not be good for anyone.
"It has not been too bad for about an hour's work, with all due respect to those behind us keeping opposing forces at bay."

Mac looks to Belkior at his question and replies, "Not in any rush, but, yes, after those in greater need." he pauses and adds in more hushed tones, "I know I asked you to keep them out of my head, but next time please let them in enough for me to see them?"

Vedik | HP 176/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects  d20+26=30 ; d20+26=32 ; d20+26=38 ; d20+26=39 ; d20+26=41 ; d20+26=34 ;
Thursday February 10th, 2011 10:19:55 AM

The dwarf nods at Belkor. "We didna wake this mornin expecting this fight, ma spells were prepared for a general foe. Many of the spells I prepared are useless 'gainst undead."

He narrows his eyes. "Tha won't be the case this time."

He helps search the area, looking for concealed doors or other places to hide things, using detect magic and his keen eyes.

OOC:
Perception rolls: 30, 32, 38, 39, 41, 34

For speed of play, if we move into the 24 hour time stop effect, Vedik will identify all items with Detect Magic and his Spellcraft. The DC is 15+the items caster level, and his spellcraft is +39, so he can automatically identify anything of 25th caster level or lower.

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 19 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Stoneskin (CL 15, 95.8 minutes. Cast after searching dracolich pile)
Resist Energy, 30 Points Fire - 94.4 Minutes (cast leaving dracolich pile)
Resist Energy, 30 Points Cold - 94.3 Minutes (cast leaving dracolich pile)
Message: CL 1, 105.4 Minutes (Cast in Chazrack fight)
Good Hope: CL 10, 9.3 mins (Cast before opening door)
Dimensional Anchor: CL 20, 19.7 mins (rebounded)



Tratain Current Spells AC 38 HP 237/253 
Thursday February 10th, 2011 9:35:50 PM

Tratain says "We need to find that Lich's soul gem before we rest. Lets Take a look through his bag, see if there is anything special about those gloves and search around here. Once we find it or we determine it isn't here we can use our gem and rest."

Tratain then helps the group search for the Lichs soul gem. Once it is found or the group has searched everywhere the group will rest using the Gem after Tratain Heals everyone.

A thorough Search and deserved rest 
Thursday February 10th, 2011 11:49:53 PM

Destis and debris is shifted about and sifted through. Not as unpleasant as the foul rank in the Dracoliche's cave, but not exactly a frolic in the fields either. Eventually the group does discover an irregular cut clear diamond about the size of a halflings fist. It pulses with an unholy light and carries the now familiar edge and feel of one of the Dread's soul gems. The heroes now possess 4 of the 7 gems, 4 of 7 pieces of what appears to be an intricate three dimensional puzzle. Tratain and Belkior use thier remaining healing spells and Positive energy to fully heal the party and then the Teurcri timecapsule is enacted.

A great mansion springs forth about the party, Over 20 rooms of granduer and elegance to make any king feel at home. Servants of violet and sunshine yellow mist move about providing food and drink of nearly anything any of the heroes can think of. Hot private baths, a large deep pool and plush beds can be found as well.

identification reveals

Bracers Armor +8
Cloak Resistance +4
Headband of Mental Superiority +4
Ring Wizardry IV
Ring Major Fire Resistance
Stantano's Vestment (+1 CL on Spells)
Haversack
Pale lavendar ion Stone Absorbs 4th level and lower (12 charges remain)

Scroll-Clenched Fist CL 18
Scroll-Silent Greater Dispel Magic x4 CL 16
Scroll-Mages Mansion CL 18
Scroll-Black Tentacles CL 15 Scroll-Teleport x2 CL 15
Glove of Storing Scroll-Quicken Teleport CL 20
Glove of Storing Scroll-Quicken Empower Scorching Ray CL 20

Vedik | HP 176/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects 
Friday February 11th, 2011 8:46:49 AM

Vedik is amazed by the near artifact power of this device, a continuing full day time stop. He makes a note to study the device when the effect ends.

After sharing what the items are with the party, Vedik marvels at the two scrolls in the gloves. "Well...tha's interesting. Apparently tha dreadlords are showin' off, they put tha quicken effect on a scroll. Thing is tha scroll still takes normal casting time ta read, ya can't make it faster with quicken. Ya, gotta be them showing off."

He looks the stuff over, thinking. "Tha thing's I could use are tha bracers, one of tha gloves, and tha scrolls of clenched fist, mages mansion an scorching ray. Tha bracers are a slight upgrade from tha Magic Vestment effect, so if someone can make more use o em, thats fine. Glove is nice for tha metamagic rods, but it's good for tha weapons too if a warrior needs. Scrolls I'd pen ta my spell book."

If the group decides to let him have the scrolls, he'll pen one of them into his spell book (highest level), then with nothing else to craft, he spends the day relaxing. He figures its not really a day off, since no real time will have passed.

OOC:
Vedik has +5 armor from the Magic Vestment, so he'd get a +3 net gain to ac from them. If someone else wants them and gets more ac out of it take em. If someone has +5 or 6 bracers take em for the upgrade and I'll take your old ones.


Jass of Downs AC:28 CMD: 22 HP: 178/178 
Friday February 11th, 2011 5:37:25 PM

With healing and this fantastic, Time Stopped place, Jass relaxes as much as he dares. He doesn't even need his Unseen Servant with the excellent staff of the place!

"A bath is just the thing!" declares the sorcerer, and he is quickly stripped and soaking in a hot, hot tub. After aches disappear and relaxation is in every pore, Jass changes to a cleaning tub. The caked grime of dirt and sweat are scrubbed away, revealing a pale Jass. Rather more pale than the human remembers. Glancing at a mirror, the sorcerer shudders and looks away. "Like looking at my own corpse", he shudders.

Jass quickly gets dressed. The experience of his death is still lingering, and even getting stronger. "No more mirrors", he promises to himself, and seeks a bed for sleep.

...Actions

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used .- 0 0 0 0 0 0 0 0

Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] | Heartlight, Good Hope, PA 
Friday February 11th, 2011 10:50:12 PM

Mac tries on of the gloves on, but a quick test or three proves it doesn't do what he wants, and he hands it over to anyone else that is interested. {The 20lb limit, can't store the greataxe, even if it is less than 2% of his bodyweight.} Nothing else grab his interest up front, "I'll see what left over at the end."

Dwight hp 218/218, ac 33/25/34)) 
Saturday February 12th, 2011 10:25:32 AM

Dwight looks over the pile and wonders if the gloves of storing, as they currently are might be helpful for him and the group. "Do you think it would be helpful, if I wore the glovesss with the ssscorching ray? Sssomeone should wear them and at leassst use the ssspell. We will need all the power we can get our handsss on." He chuckles at the un-intended joke.

"The glovesss of teleport ssshould be usssed asss well. Anyone not have a way to teleport themssselvesss at leassst once?"

(OOC: Dwight seems to do decent damage now, so if someone else can do damage with the gloves they should take them.)

In the palace, Dwight tries to relax, his hives dissipating in the warm water. His eyes becoming less blood-shot with the third helping of bread, cheese, fruit and some small battered shrimp.

Eventually Dwight asks, "Ssso do we have an end plan? We need to find two gemsss. A third gem isss within the handsss of a Lich who sssaysss he wissshes to help usss and then depart purely for resssearch. And then, the gemsss must be usssed to sssummon the Dread massster." Dwight knows most of these thoughts don't have exact answers, but he is also filling in his new companions.

Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] | Heartlight, Good Hope, PA 
Saturday February 12th, 2011 4:11:14 PM

Mac looks at Dwight, trying to get his mind around the premise. "Are you saying the gloves will teleport anyone who wears them? I don't have teleport myself, and I'm interested, but I'm not sure how that works?"

OOC: Is this a spell trigger item, or does it behave like a Helm of Telportation and Gloves of Storing?


Dwight hp 218/218, ac 33/25/34)) 
Saturday February 12th, 2011 6:23:57 PM

OOC: I presumed they were activated by a word. They would then need to be re-stored with a spell.

Vedik | HP 176/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects 
Saturday February 12th, 2011 11:41:37 PM

OOC: I believe the gloves are gloves of storing. Inside the gloves of storing are scrolls.

Jass of Downs AC:28 CMD: 22 HP: 178/178 
Sunday February 13th, 2011 8:39:40 AM

Jass wraps a brightly designed robe provided by the staff to lose his body in its soft folds and moves to the main room for food and drink and companionship.

"I would be able to use any or all of the scrolls, and the Headband and Ion Stone would both be extremely useful. I think one of our warriors should have the Ion Stone, however, for added protection against lower level spells."

He turns his dead-looking eyes on Tratain. "Now may be a good time to fill the Crimson Shields up on exactly what is going on and why there are so many lichs on this floating island. Why are you collecting thier Soul Gems and not destroying them?"

He looks at Dwight. "Need to find 2 Gems? Plus one with a 'friendly' lich. Do you know where these gems are or who they are with? Besides the one lich that ran away that is. Pretty obvious where that Gem is."

...Actions

...Effects
Resist Cold 10/-
Dam Resist 10/- non-lethal only
Spell Resistance 20

Spells 0 1 2 3 4 5 6 7 8
Avail .- 9 8 8 8 8 8 6 4
Used .- 0 0 0 0 0 0 0 0


Dwight hp 218/218, ac 33/25/34)) 
Sunday February 13th, 2011 9:38:33 AM

Dwight wonders if he is the best to try and answer Jass' questions. "Well," he begins. "Thisss floating isssland ssseemsss to be the stronghold of the Lordsss of Dread. The Lordsss are ssseven Lichesss, who have gathered in thisss rare occasssion to sssummon their sssupreme massster, ssso to ssspeak. The gemsss, when placed together properly, are the sssummoning device."

"Thusss far, in the three hoursss or ssso sssince we arrived, we have killed 5 Lichesss, found 4 of their gemsss. In one location we killed two, found one gem. We had hoped to find the other at their home location, but had no luck. We returned and the body wasss gone. Ssso we have one missssssing Lich plusss hisss gem. Then the Lich that jussst got away, with hisss gem and the conssspiring Lich, who we've talked too."

"I doubt I would ussse the word friendly, but he didn't attack usss and ssspoke of aiding usss for hisss own benefit of courssse. I sssussspect the Lichesss are bound by their massster in sssome way, and usss killing the massster would free him to put forth hisss full attention to ssstudy -- as he put it. I don't fully believe the Lich, asss I doubt anyone doesss, but we don't exactly know how to sssummon the massster, but the time isss near due to sssome assstrological alignment or sssomething."

Dwight then looks to the others to clarify or correct. Having been in the situation, Dwight is unsure of some of the details, so he can only imagine how lost his new comrades feel.

Jass of Downs AC:28 CMD: 22 HP: 178/178 
Monday February 14th, 2011 6:03:05 PM

ALCON, from DanK...

I am sending this out from my office, which cannot access the Wold directly. My home PC was assaulted late last week and the main casualty was my internet ability. I made great progress over the weekend but I am not out of the woods yet.

Joe can you step in for a bit?

dan k


MonthorHit Points:(213 of 213) AC 39, CMD 37 
Monday February 14th, 2011 7:58:19 PM

Animated shield +1 (no longer active)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
Activate Good Hope on Party. Caster Level 10, 10 Mins, Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

---------
ooc>
Needed - GMW, axe, GMV, shield, Resist Energy (lightning if possible, or cold, or both,), stone skin, and anything else Monthor can use :-)

Monthor uses the rest time to eat, sleep and drink ale....but no baths for him....



Dwight hp 218/218, ac 33/25/34)) 
Monday February 14th, 2011 8:29:14 PM

OOC: Do we need to rebuff since time is more stopped than passing? Just a thought.

Vedik | HP 176/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects 
Monday February 14th, 2011 8:39:45 PM

OOC: Yeah I was planning on doing a full buffing post and resetting everyones magic vestment.

Tratain Current Spells AC 38 HP 237/253 
Monday February 14th, 2011 9:36:31 PM

Tratain recharges his rings of counterspells and then relaxes for a while.

When Jass asks his question he says "Dwight has most of it correct. There is an Organization called the Sons of Dread, they generally go about doing bad things. A while ago they caused an earthquake in Plateau City so we went looking for them again. The Knights have been fighting the Dread since before I joined."

He continues "We learned that the Leaders of the Son's of Dread, the 8 Dread Lich's were meeting here to summon thier Master the Dread Himself. I think he is trying to become a god or something. If we can defeat the 8 Dread Lords and The Dread we can destroy thier organizations power for a long time if not destroy it outright. We have fought 6 of the Dread Lords, We have 4 of thier Soul Gems. We are missing the One from here that got away, One From a Draco-Lich, One from Bas'anut, who claims he wants to help us destroy the Dread and there is one more we have yet to encounter. We have less than a day to destroy them or they will all go thier seperate ways again and we will have lost our chance."

Rest and Relaxation - ADM Joe 
Monday February 14th, 2011 9:42:57 PM

The Group spends a day in much needed relaxation and conversation. Questions are asked and answered about the situation the Crimson Shields suddenly find themselves in alongside with the Grey Knights.

The Teucri Magic gives everyone a chance to rest and replenish inside the magic sanctum while time slows to a crawl outside, but its magic could only be used once and the respite it offers will soon come to and end.


Jass of Downs AC:28 CMD: 22 HP: 178/178 
Tuesday February 15th, 2011 9:49:44 AM

"So, 8 Dread Lords, each a powerful lich, and each have part of a key that calls an uber-lich. And we kill the uber-lich to end the Dread, or at least this current incarnation of it."

"And we have 4 Gem-Keys. One missing from a draco-lich, one still kept from happy who teleported away, one from your lich friend who 'says' he'll give his to you, and one in whereabouts unknown."

"And you have no means of locating said Gems except by running about this island, for today only, and hoping to bump into them."

Jass smiles with sarcasm. "No problem!"

Mac | HP:286 | Dam:66 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] | Heartlight, Good Hope, PA 
Tuesday February 15th, 2011 3:10:55 PM

"Okay, I can use the headband and fire ring if noone else needs them, and I should be able to stow anything there that isn't wanted. Any other takers?"

Bathing, relaxing, etc.

Tratain Current Spells AC 38 HP 253/253 
Tuesday February 15th, 2011 6:34:03 PM

Tratain shrugs at Jass and says "We've done ok so far. We just have to find one more, find out where the one who teleported went to on the island, and find where the Draco-Lich got off to. I don't think he moved on his own so soon after us destroying him."

Tratain says "I'll hold onto one of those Gloves of Storing for a while. It'll make it easier for me to take out and put away my shield."

He finishes "Now we just need to figure out our plan of action once our little hide away goes away soon."

OOC: Since I am running the Module for a little while Tratain is going to be passive so you guys need to direct where the group goes and does for a bit.

Jass of Downs AC:28 CMD: 22 HP: 178/178  d10=4 ;
Tuesday February 15th, 2011 9:34:49 PM

"Well, it sounds like we either grope around blindly, visit the likely hiding spots for the lichs, or magically determine where the Gems or lichs are." Jass holds up three fingers.

"I don't like groping blindly, so let's look at the other two options, shall we?"

"For magical detection: I can send out some Prying Eyes to look and report and we may get some information that way. The only other thing I can think of is to Contact Other Plane with my Limited Wish capabilities."

"For likely places: who has a map of this flying island? Mark off where we've been and we can determine where we still need to go."

Jass holds two hands for the two options, weighing them up and down and waits for some of the others to determine what they are going to try.

"Oh, and are we going to teleport somewhere from here or are we going to go through the dispel magic trap? Makes a difference on when we cast buff spells, eh?"

...Actions

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8 9
Known.. 9 5 5 4 4 4 3 2 1 -
Day Use A 9 8 8 8 8 8 6 4 -


Dwight hp 218/218, ac 33/25/34)) 
Wednesday February 16th, 2011 6:38:33 AM

"As for detection, we had tried several things. Echlin's innate detection ability seemed to be the only thing that would detect them. Detect Magic certainly didn't work."

Dwight provides a list of places the group has been, where Liches were fought and/or killed as well as what's left to explore.

Vedik | HP 176/217 | AC 31/15/28 | CMD 31 Character Sheet Spells and Effects  d20+33=51 ; d20+16=34 ; d20+33=43 ; d20+16=26 ;
Wednesday February 16th, 2011 10:38:15 AM

"We started tha attack with some amount o secrecy an surprise. Tha dread lords dinna like working with each except when commanded by tha Dread. They have tha politics, and tha maneuvering. If they had been more cohesive, they coulda made a stand together afta the first fell."

Vedik spends the rest of the night thinking about Liches, Dread Lords and the Dread itself, hoping to remember something about their nature that may be helpful in the battle to come.

OOC:
Knowledge Checks about the Dread:
Know: Arcana: 51
Know: History: 34
Know: Planes: 43
Know: Religion: 26

Back to Work - ADM Joe 
Wednesday February 16th, 2011 8:55:37 PM

The Group gets a full nights rest and continues to make plans as for thier future moves. The Items that are useful to the group are handed out. (Lets list who is getting what just in case those items are needed.)

Vedik spends time thinking about Liches and remembers quite a bit about them and thier weaknesses, but nothing specific about the Dread Lords themselves. All he remembers about the Dread is no one besides the 8 Dread Lords has ever made contact with it and lived to tell the tale.

Dwight lists where the group has been on the Island already. Part of the Castle has been explored, All the buildings of note outside the Main castle have also been explored.

After 24 Hours in the Mansion have passed the group finds itself deposited back in the room where they activated the Teurci Time capsule. Only a few seconds has passed in the Wold while the Group has had a full 24 hours to rest and relax.

Belkior - HP 156/156 - AC 29 (Touch 16, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment 
Wednesday February 16th, 2011 10:33:57 PM

The halfling cleric has used the time to heal his companions and himself and prepares his spells for the new adventure.

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 26 - Breath of Life(x2), Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds)
* = cast or lost due to negative level



Vedik | HP 217/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Thursday February 17th, 2011 9:41:38 AM

Vedik starts the day with a full set of enhancements on his companions. He then prepares his spells for the day.

"Well...I guess we go back up an finish explorin tha castle. Just be careful o tha horde. Any thought's on dealn with that?"

OOC:
Morning Buff Routine
Draw 10 drops (2 draws)
Magic Vestment is CL 20, SL 3, and lasts 20 hours and grants a +5 bonus
Extend Magic Vestment on Shield by Woldsblood (2 drops)
Extend Magic Vestment on Clothing by Woldsblood (2 drops)
Magic Vestment on Belkior's Celestial Chain by Woldsbood (1 drop)
Magic Vestment on Belkior's Shield by Woldsblood (1 drop)
Magic Vestment on Mac's +4 Steel Grass Full Plate by Woldsblood (1 drop)
Magic Vestment on Tratain's +1 Mithril Full Plate by Woldsblood (1 drop)
Magic Vestment on Tratain's +1 Reflecting Large Shield by Woldsblood (1 drop)
Magic Vestment on Monthor's +1 Animated Shield (1 drop)

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)

Jass of Downs AC:28 CMD: 22 HP: 178/178 
Thursday February 17th, 2011 1:30:45 PM

ooc: who's going to take the lead for the group? Syr is out due to real world business, Tratain is out since Joe is Assistant DMing, and Jass is out since I was DMing the module for a couple months last year.

Mac
Belkior
Vedik
Dwight
Monthor -??? :-)

...............

Unless someone else raises thier hand, Jass helps pass out the magic items...

Vedik gets: Bracers Armor +8, Glove of Storing, Scroll-Clenched Fist CL 18, Scroll-Mages Mansion CL 18, Scroll Quicken Empower Scorching Ray CL 20

Mac gets: Headband of Mental Superiority +4 (INT, WIS, CHR), Ring Major Fire Resistance

Tratain gets: Glove of Storing

Jass gets: Ring Wizardry IV, Stantano's Vestment (+1 CL on Spells), Haversack, Pale lavendar ion Stone Absorbs 4th level and lower (12 charges remain), and three scrolls...
- Scroll-Silent Greater Dispel Magic x4 CL 16
- Scroll-Black Tentacles CL 15 Scroll-Teleport x2 CL 15
- Scroll-Quicken Teleport CL 20

HHH gets: Cloak Resistance +4

.............

"The information is useful", acknowledges Jass, "and slaying such a powerful undead threat is needful. I'm glad the Crimson Shields are here to help out."

Then the magical mansion fades away.

"I see three ways out", Jass tells the others. "One: we go back the way we came, getting attacked by the Greater Dispel Magic trap, and wade through the undead swarm-horde before we find any liches."

"Two: we drop out the hole below, possibly getting attacked by the trap and then flying up and around to the top of the island and make another go at the castle. Or..."

"Three: We Teleport or Dim Door to the battlements of the castle and start taking it apart from top to bottom." He twirls the three teleport scrolls about his hands as he speaks.

Jass is going to wait to cast any buffing spells pending which direction the heroes are going to go.

...Actions

...Effects

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail... A 9 8 8 8 8 8 6 4
Used... 0 0 0 0 0 0 0 0 0


Al (In System Admin Capacity) 
Thursday February 17th, 2011 5:22:03 PM


OoC: Email from Graham/Mac

++++++++++++++++++++++++++++++++++

Hi Jerry,

Sorry to bother you but my new computer is not allowing me to access the woldian website. I'm happy to take any advice from any Woldians as to how I might overcome this issue. Meanwhile I am unable to post to the Knights/Shields game. Is there currently an issue with the server?

Regards, Graham (Mac)

++++++++++++++++++++++++++++++++++

Currently working with Graham/Mac to get him logged in.

Tratain Current Spells AC 33 HP 253/253 
Thursday February 17th, 2011 9:45:37 PM

Tratain says "Well, I like the telporting to the battlements plan. It gets us by both the Horde and the Dispel Traps. What does everyone else think?"

Tratain casts his long Duration buffs on the group.

Status on Party, Jass and Dwight get Delay Poison; Mac, Monthor and 50 of Dwights arrows (Unless it can now be cast on his bow) get GMW +5

The Plan - ADM Joe 
Thursday February 17th, 2011 9:48:42 PM

The Group discusses their options for finding the last of the Soul Gems, Jass puts fourth several options for the group to weigh in on.

Spells are recovered and Tratain strengthens some of the party.

Our fearless adventurers are ready to move out as soon as a course of action is agreed upon.

MonthorHit Points:(213 of 213) AC 39, CMD 37 
Thursday February 17th, 2011 10:45:15 PM

A buffed Monthor listens to the party members.

" Me likes the teleport option too. "


Mac | HP:286 | Dam:0 | AC:31/19/26 | CMD:[56, Sun/Dis:59] | 6 AoO:[+34|3d6+39{19+|+2x(3d6+39)}] or CMB:[+32] | Heartlight, Good Hope, PA 
Friday February 18th, 2011 3:46:28 AM

[OOC] I'm back. It wasn't that I couldn't log in - I couldn't get the server to respond to the request to open any Woldian page. Updating subject line stats in the next post. [/OOC]

Mac nods after Monthor. "Cannot argue with that!" He tries to feel the benefits of the headband, ring and other magic, but it doesn't feel all that different.



Dwight hp 218/218, ac 33/25/34)) 
Friday February 18th, 2011 6:42:45 AM

Dwight nods, mentally preparing for more battles. Despite his cleanliness, before leaving the mansion, he returned to his worn, patchwork reliable clothes.

"Wisssh I had more sssuggessstionsss, but it ssseemsss to be a cat and moussse game now." Just before the first teleportations are casts, he adds, "here'sss hoping we aren't the moussse!"

Dwight hp 218/218, ac 33/25/34)) 
Friday February 18th, 2011 10:40:02 AM

OOC: I say we follow the grumpy enlarged dwarf (Monthor) as our leader. Seems his strengths (smack 'em down) is the current leadership style we need.


Mac | HP:286 | Dam:0 | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+37|3d6+22{19+|+2x(3d6+22)}] or CMB:[+30] 
Friday February 18th, 2011 9:03:59 PM

Mac goes to put the ring on his right hand, only to realise he already has two magical rings on his left... "I think I can't use this now. If anyone else wants it they can have the Ring Major Fire Resistance, otherwise I'll keep a hold of it. I think the Protection and Freedom of Movement rings are the better choice at the moment."

Effects:
Luckstone, Heartlight
Magic Vestment is CL 20, SL 3, lasts 20 hours and grants a +5 bonus on Mac's +4 Steel Grass Full Plate
Mac, Monthor and 50 of Dwights arrows (Unless it can now be cast on his bow) get GMW +5 - Mac's axe is +5, but he has a bow or 40-something arrows that could benefit from the GMW, unless you want to save the Woldsblood.
Assuming the Good Hope has lapsed.

Jass of Downs AC:31 CMD: 22 HP: 197/178  d10=9 ; d100=22 ;
Saturday February 19th, 2011 8:17:49 AM

Jass nods at the decision, "the battlements it is!", and tosses a teleport scroll at Vedik. "Meet you at the battlements above where we got into the window!", he calls with utter confidence.

He puts on the Setanos Vestment and lets the Ion Stone circle his head. Everything else goes into the HHH, and the pack on his back.

After a couple of buffing spells, the dead-eyed sorcerer gathers Monthor, Mac, and Belkior and activates the scroll to bring the heroes to the battlements.

...Actions
Cast False Life;24 hours; +19 hit points
Cast Shield; 19 minutes; +4 AC, immune magic missles
Cast Resist Energy(Acid)x2; 190 minutes; ignore first 30 points of any acid damage (Jass and Monthor)
Cast Fly; 19 minutes; 60 foot good maneuverability
Cast See Invisible (Wand)x7; 50 minutes; see invisible creatures (Jass, Vedik, Tratain, Dwight, Mac, Belkior, Monthor)
Cast Darkvision (Wand)x6; 50 minutes; 60 foot darkvision (Jass, Vedik, Tratain, Dwight, Mac, Belkior)
...aaaaand,
Cast Teleport, moving Monthor,Mac, Belkior, and Jass to the battlements above the window[/b]: 22% success, having seen once.

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
False Life CL 20; 24 hours; +19 temp hit points

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail... A 9 8 8 8 8 8 6 4
Used... 0 1 2 1 0 0 0 0 0


MonthorHit Points:(213 of 213) AC 39, CMD 37 
Sunday February 20th, 2011 9:46:20 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
dwarven axe (+5 GMW)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.

---------------
{Before}
Hearing the suggestion that Monthor takes the party's lead, he smiles a toothy grin.
" Not me style me friends but me'll do it until Tratain can take the job back. "

The warrior scratches his beard.

" May as well stick to what works. As soon as we identify a lich, Me'll teleport with Mac and Tratain to it and beat the orc sweat off of it. Me'll wait until someone casts haste on us first. The rest of ye cover us. When me says the word "rose bud", Mac and Tratain gab hold of mees and we'll be teleporting. Any objections to the plan, say it now. "

ooc> I could still use a stone skin if we have one handy.

Mac | HP:286 | Dam:0 | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+37|3d6+22{19+|+2x(3d6+22)}] or CMB:[+30] 
Monday February 21st, 2011 3:53:07 PM

Mac nods in agreement with Monthor's leadership and Monthor's plan, except... "Rose bud? Why rose bud?"

Tratain Current Spells AC 38 HP 253/253 
Monday February 21st, 2011 10:11:23 PM

Tratain takes out the Wand of Resist Energy and Casts it to resist fire on all of the Group who need it.

He says "Sounds like we have a Plan, Lets Get some stoneskin on everyone and go find these Lich's."

Magic Vestment - Full Plate, Heavy Fortification
Magic Vestment - Shield, Reflecting, Animated.
Greater Magic Weapon, Adamantite Greatsword, Holy Shock Burst
Status - Party (21 Hours)
Delay Poison - Tratain, Dwight,Jass (22 Hours)
Resist Energy, 30 Points Fire
Ring of Counterspellsx2 - Greater Dispel Magic
Permanent - See Invisibility, Tongues, Comprehend Language
Contingency

Hunting for Lost Lich's - ADM Joe 
Monday February 21st, 2011 10:17:06 PM

The party decides on their plan and executes it. Once the Party has cast all the spells they desire Jass and Vedik both use a teleport scroll (Unless I'm told otherwise) and everyone finds themselves on the battlements.

The Group works their way down through the castle retracing their steps. After about 10 minutes the group finds themselves almost back to the Main Foyer. The last place in the Castle the group has not gone is the North wing of the Mansion. The door leading to the North Wing is through the Main Foyer.

Jass of Downs AC:31 CMD: 22 HP: 197/178  d20+20=31 ;
Tuesday February 22nd, 2011 10:07:06 AM

Jass will accept a Resist Fire spell from Tratain's wand. He can't do anything about a Stoneskin for anyone, but the sorcerer gets a bright idea and Casts a Detect Scrying spell. "For the next 24 hours, I'll know if anyone is detecting us using any type of divination spell", he tells the others. "That may affect our actions, no?"

Once at the door to the main foyer, Jass stops. "The last time we were in the Foyer, the undead horde came shuffling through. Any ideas on how to get from here to the door to the north wing? 3 or 4 Walls of force should be able to make ourselves a tunnel through the horde, not that I can do that." he adds.

...Actions
Cast Detect Srying. Any divination auto detect. Beat Caster Check of 31 or Jass knows image, direction, and distance of crier.

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 0 0 0


Dwight hp 218/218, ac 33/25/34)) 
Tuesday February 22nd, 2011 4:08:08 PM

Dwight wonders who has the wand of stoneskin, was it Echlin? oops if it was

With or without, Dwight recovers for the nausea feel he always gets when he teleports quickly, expecting danger. Luckily, he gets a bit of time to relax, well, relative relaxation, as the party troops through semi-familiar territory.

"The Main Foyer isss where we met thossse biting bugsss and other creepy crawly thingsss isssn't it," Dwight asks hoping his internal map is off and someone can correct him. "Assside from barricading them off, I'm not sssure how elssse to ssstop them, or rather it if we assssssume it'sss one creature. It likely hasss to be killed at the bassse, rather than limbsss like a tree."

Vedik | HP 217/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Tuesday February 22nd, 2011 5:12:43 PM

Vedik nods at Dwight. "Tha isa good thought, there may be a central controllin force, something like a heart, or a queen, tha needs ta be destroyed in order ta stop tha swarm. I'd like ta avoid it if possible, it's not worth spending resources on right now. We ave bigger fish ta fry."

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)

Belkior - HP 156/156 - AC 29 (Touch 16, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment 
Tuesday February 22nd, 2011 10:55:31 PM

The halfling cleric keeps up with the others, wondering exactly what challenges they will face when they encounter the last of these liches.



Mac | HP:286 | Dam:0 | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+37|3d6+22{19+|+2x(3d6+22)}] or CMB:[+30] 
Wednesday February 23rd, 2011 3:36:05 AM

Mac stoically looks a Dwight as he describes the foulness that felled him last visit, but he is in total agreement with Vedik.

MonthorHit Points:(213 of 213) AC 39, CMD 37 
Wednesday February 23rd, 2011 7:07:32 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.

---------------------
Monthor takes point.

" Let's go ladies. We have a lot of slaying to do."

ooc> What do we have available to present to cure possessions?

Jass of Downs AC:31 CMD: 22 HP: 197/178 
Wednesday February 23rd, 2011 1:55:20 PM

Jass waits to see if there are any scrying devices on the Gray Knights or Crimson Shields before taking one of Monthor's shoulders and giving a tug. "Waitaminute. If we go wading in on the undead horde, we'll waste a lot of assets, and I don't know if we'd win. Unless we find a brain that controls the whole thing, we'd be striking at a continuously regenerating being. No Win Situation."

Jass ponders and comes up with a solution. "Using Limited Wish, I can create a Passwall spell on the roof of the North Wing. That will let us drop in on whatever is hiding there!"

...Actions
Cast Detect Srying. Any divination auto detect. Beat Caster Check of 31 or Jass knows image, direction, and distance of crier.

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 0 0 0


Mac | HP:286 | Dam:0 | AC:31/19/26 | CMD:[54, Sun/Dis:57] | 6 AoO:[+37|3d6+22{19+|+2x(3d6+22)}] or CMB:[+30] 
Thursday February 24th, 2011 6:29:44 AM

OOC: additional

"Jass, if you want a hole in something, let me put my back into it before we fall back to one of your Wish spells?"

Tratain Current Spells AC 38 HP 253/253 
Thursday February 24th, 2011 8:47:19 PM

Tratain listens to the others and says "I remember when we first flew by the Swarm under my Hide form undead spell it didn't seem to notice us. I'll cast it again and go see if it was just dumb luck. Be ready to seal the door off after I get back through just incase this doesn't work."

OOC: The Resist energy wand is 12th Level so It absorbs 30 points of damage per attack.

Slipping by the Horde - ADM Joe 
Thursday February 24th, 2011 8:51:41 PM

The Group approaches the Main Foyer and options to get around the Horde are tossed around.

Tratain casts Hide from undead and when the Group is ready he goes to test his theory that it will allow the group to slip through to the North door.

He enters the Foyer and the Undead Horde mills around, randomly wandering here and there throughout the room. Tratain is able to make it to the Door by deftly avoiding the Horde, as it makes no move to avoid what it can't detect. He opens the door and enters and waves for the group to follow.

Dwight hp 218/218, ac 33/25/34))  d20+19=26 ;
Friday February 25th, 2011 6:36:08 AM

Dwight smiles realizing that is the same technique they had used to fly into the mansion to begin with. Still, he doesn't waste anytime looking around the Main Foyer, no need to test fate and find another dispel magic region.

Once through the door, Dwight looks around the room/hall.

Perception: 26

Jass of Downs AC:31 CMD: 22 HP: 197/178 
Friday February 25th, 2011 11:19:26 AM

"Effective", Jass verbally applauds Tratain, and flys to the North door to avoid accidentally bumping into any mindless undead while under the cleric's spell.

...Actions

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 0 0 0


Mac | HP:286 | Dam:0 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+37|3d6+29{19+|+2x(3d6+29)}] or CMB:[+30] 
Friday February 25th, 2011 9:58:47 PM

The dark taur remains still, and seems to be engrossed in the slow dance in which the undead are engaged.

Actions: Mac spends a round observing the movement in the room and attempts to gauge if he feels he can rely on his Acrobatic training to keep his sheer size from connecting with the undead mass in passage, or if next round he is going to need to quietly mime compressing an imaginary object to half size hope someone understands. {Acrobatics:+26}

Spells, Effects, etc... (Please advise of any notable omissions.)
Luckstone
Heartlight
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik, Thursday February 17th, 2011 9:41:38 AM
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain, Thursday February 17th, 2011 9:45:37 PM
See Invisible -- 50 minutes -- see invisible -- Jass, Saturday February 19th, 2011 8:17:49 AM
Darkvision -- 50 minutes -- 60' darkvision -- Jass, Saturday February 19th, 2011 8:17:49 AM
Resist Energy: 30 Points Fire(spell/wand) -- Tratain, Monday February 21st, 2011 10:11:23 PM
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 180 minutes(?) -- cannot be perceived by undead -- Tratain, Thursday February 24th, 2011 8:47:19 PM
Large Adamantine Greataxe (+5)


MonthorHit Points:(213 of 213) AC 39, CMD 37 
Sunday February 27th, 2011 9:15:22 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.

-----------------------
Monthor switches out gear and puts on his wings. The burley dwarf takes flight above the undead hord and joins Tratain.

Vedik | HP 217/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+24=29 ;
Sunday February 27th, 2011 9:20:59 AM

Vedik follows through the door, keeping sharp and searching for dangers.

"Remember, focus on tha liches. The rest will fall afta them." he whispers to the part.

OOC:
Perception: 29

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 199.9/200 mins) Cast by Tratain in morning after timestop rest

Belkior - HP 156/156 - AC 29 (Touch 16, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment 
Sunday February 27th, 2011 9:32:45 PM

The halfling cleric trundles along in the wake of the others, trying his best to keep pace with the longer legs.


The Ante Chamber - ADM Joe 
Tuesday March 1st, 2011 10:43:37 PM

The Group manages to make it past the Horde unscathed with just a few close close by Mac being so much larger than the others.

The Group finds themselves in a smallish room, about 30 feet across and 15 feet wide with a set of double doors at the far end.

The Room was lavish to the extreme, plush carpets on the floor, Golden Statues on display, and Paintings on the wall. Everything is rotting and decomposing now, dust and dirt cover everything.

MonthorHit Points:(213 of 213) AC 39, CMD 37 
Wednesday March 2nd, 2011 7:08:44 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.

------------------------------------------------
Monthor switches back his capes.

" Rogues, check for traps, heighten sense dudes scope out the room. Stay alert ."

Readied action. Atttack if an ennemi gets in range.



Jass of Downs AC:31 CMD: 22 HP: 197/178  d20+20=31 ;
Wednesday March 2nd, 2011 3:26:43 PM

Jass looks about the room without moving, his magically enhanced senses spotting small details and any inconsistancies, which the sorcerer dutifully reports to the others.

He takes a mental inventory of the heroes that are here: Monthor, Mac, Tratain, Belkior, Dwight, Vedik, and himself. And Jass waits to see what the only one who might be a little rougish might do...

...Actions
Perception Check: 31

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 0 0 0


Mac | HP:286 | Dam:0 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+37|3d6+29{19+|+2x(3d6+29)}] or CMB:[+30]  d20=11 ;
Wednesday March 2nd, 2011 4:54:08 PM

The dark taur follows, alert.

Actions: Mac follows the more perceptive types, silently listening and looking around, particularly at the statues (I am assuming they are statuettes given the relatively small size of the room). {Perception: 29}

Spells, Effects, etc...
Luckstone
Heartlight
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- 50 minutes -- see invisible -- Jass
Darkvision -- 50 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)

Mac | HP:286 | Dam:0 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+37|3d6+29{19+|+2x(3d6+29)}] or CMB:[+30] 
Thursday March 3rd, 2011 9:00:52 PM

OOC: Well, that stopped everything in its tracks! :)

Belkior - HP 156/156 - AC 29 (Touch 16, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment 
Thursday March 3rd, 2011 9:59:38 PM

The halfling cleric stays close to the big minotaur, hoping against hope that this room is exactly as it seems.


Dwight hp 218/218, ac 33/25/34))  d20+19=28 ; d20+19=24 ;
Friday March 4th, 2011 8:55:33 PM

Dwight grabs an arrow before searching. He fires two quick shot on the far wall, confirmed that the wall is real, and a third shot he targets the ceiling, not trusting his eyes as much as he use to just hours ago.

Once Dwight is convinced nothing else is present, and that which he see is present, he looks over the area -- Perception 28.

He then moves to the doors and examines them. Perception: 24

Vedik | HP 217/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Monday March 7th, 2011 10:33:21 AM

Vedik casts detect magic, and sweeps the area for aura's with the normal searchers.

[b]"This looks promising."[b] he says darkly.

The Ante Chamber revealed - ADM Joe 
Monday March 7th, 2011 9:48:32 PM

The Group looks about the chamber but no active magics are found.

Dwight examines the door and finds nothing, it doesn't even appear to be locked.

Jass searches the room as well with the others and while he is sure the group isn't being scryed upon, he is pretty sure he can hear something going on behind the doors...The Clanking of armor.

Jass of Downs AC:31 CMD: 22 HP: 197/178 
Tuesday March 8th, 2011 10:10:19 AM

"Hey, there is something wearing armor on the other side of that door", he quips, "may be a good time for the short-timed buffing spells, eh?"

Jass casts Haste on the Crimson Shields and the Gray Knights, getting them immediately ready for what he is sure to be violent action.

...Actions
Cast Haste on Mac, Belkior, Jass, Tratain, Monthor, Dwight, and Vedik

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 0 0 0


Vedik | HP 217/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Tuesday March 8th, 2011 10:37:23 AM

On hearing the clanking armor, Vedik decides on to call forth a creature to oppose it.

He summons a lightning elemental from the plane of air. When it arrives he speaks to it in Auran.
In Auran: Highlight to display spoiler: {"Father of Storm, beyond that door is something wearing metal armor. It is our foe. When we open the door, show it the power of storm. "}

OOC:
Cast Summon Monster 6 (Huge Lightning Elemental)

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 199.9/200 mins) Cast by Tratain in morning after timestop rest
Haste (SL 3, CL 20, 1/20 rounds) Cast by Jass
Summon Monster 6 (CL 20, 1/20 rounds).

Lightning Elemental, Huge (with augment summoning)
AC 19, 17 touch, 105/105 HP, CMD: 38

MonthorHit Points:(213 of 213) AC 40, CMD 38 
Tuesday March 8th, 2011 7:51:05 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed

------------------------
" Let's get ready then girlies. Mac and Tratain, form on me. Let the elemental take point. "



Dwight hp 218/218, ac 33/25/34)) 
Tuesday March 8th, 2011 8:31:46 PM

Seeing the others give the okay, Dwight readies his bow floats to the top, and flings the door open (from the top) while maintaining coverage from the wall.



The Room Beyond - ADM Joe 
Tuesday March 8th, 2011 10:48:20 PM

The Knights prepare for combat. Jass Casts haste on the Group. Vedik casts his Elemental summoning and the room is suddenly very crowded. Then Dwight Flings open the door.

In the room beyond the group first sees 4 skeletons all wearing full plate armor. Wielding Bastard swords and shields. When the door opens they all set in a guard position.

Behind them is what has to be the Lich. At its feet is an old woman, bound hand and foot sobbing on the floor. When the door opens the Lich casts its readied spells.

Between The skeletons and the Lich a fiendish creature appears. Great bat wings and four arms dominate the oily black furred body. A Hyenas head with goats eyes that are ablaze with hate stare out. The hands end in bird talons. A great viper is in place of a tail and steam whaffs from its pours shrouding it in mist. Then the creature and the skeletons all appear to be moving faster.

All who see the Pariah must make a Will Save DC 35 or attack it in place of anything else. You are not forced to attack, but if you choose to attack and fail the save it must be your target.

Here is the Map

Mac | HP:286 | Dam:0 | AC:33/20/28 | CMD:[56, Sun/Dis:59] | 6 AoO:[+38|3d6+29{19+|+2x(3d6+29)}] or CMB:[+31]  d20+18=26 ;
Wednesday March 9th, 2011 3:44:32 PM

Yielding way to the elemental and ruing not having his bow out, Mac takes position by (or moves with) Monthor. He feels the urge to ignore all opponents but the hybrid abomination... "What is that thing?!"

Spells, Effects, etc...
Luckstone
Heartlight
Haste -- Jass
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- 50 minutes -- see invisible -- Jass
Darkvision -- 50 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement and Necklace of Adaption

Jass of Downs AC:31 CMD: 22 HP: 197/178 
Wednesday March 9th, 2011 9:26:00 PM

Jass feels really cramped with the elemental in the room, so the sorcerer taps the necromantic magics that have been a part of his body since he died under the lake of Floating City, and he turns himself incorporal, walking through the wall and coming face to face with the Pariah and skeletons.

"By the Powers!", he gasps in his ghostly state.

...Actions
turn incorporal and move to B,27

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 0 0 0


MonthorHit Points:(213 of 213) AC 40, CMD 38  d20+15=30 ;
Wednesday March 9th, 2011 9:45:33 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed

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

"Rose Bud!"

Monthor teleports himself, Mac and Tratain.

ooc> Between columns 7 and 9, with the left edge at B

Dwight hp 218/218, ac 33/25/34))  d20+14=17 ; d20+5=11 ; d20+32=45 ; d6=4 ; d6=3 ; d6=4 ; d6=6 ; d20+28=32 ; d6=6 ; d6=3 ; d6=2 ; d6=2 ; d20+24=33 ; d6=5 ; d6=6 ; d6=3 ; d6=4 ; d20+20=32 ; d6=6 ; d6=2 ; d6=6 ; d6=1 ; d20+32=48 ; d6=5 ; d6=6 ; d6=2 ; d6=1 ;
Wednesday March 9th, 2011 10:39:45 PM

Will Save: 17 (not a surprise!)

Dwight looks at the various enemies and hones in on the Pariah, despite the party's idea to focus purely on the Lich.

OOC: I'm thinking the Pariah is "living" whereas everything else is undead.
Knowledge: 11 (Anything about the Pariah)

Already having his bow drawn, Dwight fires.

Att #1: 45 - 4(range) + 1(haste) = 42
Dmg: 12 + 7(holy) + 6(fire) = 25

Att #2: 32 - 4 +1= 29
Dmg: 14 + 5(holy) + 2(fire) = 21

Att #3: 33 - 4 +1 = 30
Dmg: 13 + 9(holy) + 4(fire) = 26

Att #4: 32 - 4 +1= 29
Dmg: 14 + 8(holy) + 1(fire) = 23

Att #5: (hasted): 48 - 4 + 1= 45
Dmg: 13 + 8(holy) + 1(fire) = 22

Dwight then takes cover behind the door -- C29.

DM Items:
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Lavender & Green Ioun stone
Flying on Broom - 15'
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Greater Magic Weapon +5 (spell, on arrows +2 to +5) -- Tratain
Am I missing anything?

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Bead of Karma, Haste 
Wednesday March 9th, 2011 11:02:19 PM

The halfling cleric is safely tucked in the corner, away from a direct view of the opponents. Thinking that it will be needed, Belkior activates his Bead of Karma.

Active Effects
Bead of Karma - +4 caster levels

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite)
5th - DC 26 - Breath of Life(x2), Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds)
* = cast



Vedik | HP 217/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+5=15 ; d20+18=32 ; 2d6+7=18 ; d8=4 ; d20+23=36 ;
Thursday March 10th, 2011 9:54:56 AM

The elemental leaps through the doorway, and hones in on the Pariah as well. Having to squeeze through the door, leaves it no time for a full charge, so it flies to within range of the Pariah and reaches over the skeleton guards with his long limbs.

Vedik follows behind the Elemental. He is able to shrug off the lure of attacking the Pariah, and for a moment contemplates attacking the Lich. All thoughts of that end when he sees the bound woman.

OOC

Elemental (will save 15, fail)
Move action, move to E14-G16
Standard Action: Attack Pariah: Hit AC 32 for 18 physical + 4 Electricity

Vedik (will save 36, pass)
Move Action: Move into room to E19
Standard Action: Cast Wall of Force: Along the D/E border from 5 to 9. The intention is to put a barrier between the lich and the woman. The wall is 40' high, or the ceiling, whichever comes first.

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 199.9/200 mins) Cast by Tratain in morning after timestop rest
Haste (SL 3, CL 20, 2/20 rounds) Cast by Jass
Summon Monster 6 (CL 20, 2/20 rounds).

Lightning Elemental, Huge (with augment summoning)
AC 19, 17 touch, 105/105 HP, CMD: 38



Tratain Current Spells AC 38 HP 253/253  d20+24=31 ; d20+19=33 ; d20+14=33 ; d20+9=29 ; d20+9=13 ; 2d6+10=17 ; d6=4 ; d6=4 ; d6=1 ; 2d6+10=15 ; d6=3 ; d6=3 ; d6=2 ; 2d6+10=18 ; d6=2 ; d6=3 ; d6=5 ; 2d6+10=15 ; d6=5 ; d6=3 ; d6=5 ;
Thursday March 10th, 2011 11:21:17 AM

Tratain is transported along with Mac and Monthor. Seeing Vedik cast a wall of force to seperate the Lich from the Woman Tratain takes a step towards the Lich and attacks it.

Hits AC 32 for 17 Physical 8 Holy 1 Electric
Hits AC 34 for 15 Physical 6 Holy 2 Electric
Hits AC 34 for 18 Physical 5 Holy 5 Electric
Hits AC 29 Natural 20 Crit for 15 Physical 8 Holy 5 Electric



A Fight to the (Un)Death! - Round 2  d20+27=38 ; d20+27=32 ; d20+27=46 ; d20+27=32 ; d10+17=26 ; d10+17=26 ; d10+17=22 ; d20+27=42 ; d20+27=45 ; d20+27=37 ; d20+17=29 ; d20+17=27 ; d20+17=31 ; d20+10=30 ;
Thursday March 10th, 2011 11:52:20 AM

Mac waits to be teleported when Monthor gives the word, but he seems to be focused on the Pariah right now.

Jass turns incorporal and moves thorugh the wall and is also appalled by the site of the Pariah.

Monthor gives the code word and He, Tratain and Mac are all teleported up near the Lich.

Dwight searches his memories for any information regarding this creature but can't come up with anything, that lack of knowledge however does not stop two of his arrows from connecting with the Monster.

Belkior takes advantage of his cover to activate his bead of Karma.

Vedik orders his Lightning Elemental towards the Pariah and it swings at it but the creature blocks the attack. Vedik then casts a wall of force to separate the Lich from the Old woman.

Tratain Takes a step towards M'ri and Lashes out with his sword and Manages to connect three times. Upon each impact though the old woman on the ground screams in Pain and clutches her body in the exact locations the protectors sword has struck!

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

The Skeletons having a great big target right next to them go to work.
Skeletons 3 and 4 chop away and the Huge Elemental. (S3 Hits ACs 38,32,46 for 26, 26, 22 Damage. S4 Hits ACs 42,45,37 for 29,27,31 Damage)

Skeletons 1 and 2 drop back next to the Pariah when the big elemental goes down.

The Pariah roars and Mac and brings down both of its talons together trying to smash the Minotaur into the ground but Mac just manages to slip out of the way.

The Lich cackles madly at those closest to her and is gone in an instant (Quickened Dimension Door) and appears on the other side of the Wall. She then casts another spell and Vedik disappears.

Vedik and those making a Spellcraft Check DC 23 Highlight Highlight to display spoiler: {Vedik is hit with a Maze spell}



A Fight to the (Un)Death! - Round 2a 
Thursday March 10th, 2011 11:53:25 AM

Forgot the Map Link Map

Vedik | HP 217/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+11=23 ;
Thursday March 10th, 2011 12:53:41 PM

Trapped in a spell he knows well, Vedik wastes no time in deducing the optimal path to escape the trap and return to the fight.

After a short delay, Vedik reappears in the spot he was.

OOC:
Full Round Action: Escape from Maze: DC 20 int check: passed. Vedik reappears at E19

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 199.8/200 mins) Cast by Tratain in morning after timestop rest
Haste (SL 3, CL 20, 2/20 rounds) Cast by Jass

Jass of Downs AC:31 CMD: 22 HP: 197/178  20d6=85 ; d100=59 ; d20+17=31 d20+24=40
Thursday March 10th, 2011 4:33:06 PM

Jass keeps incorporal and tries to affect the Pariah and skeletons with a Chain Lightning spell.

incorporal 50% miss chance: 59% good!

Reflex DC 25 for 1/2 damage: Pariah 85 damage, Skeletons 42 damage

Jass FortDC to attack anything but the Pariah = 31
Spell Penetration DC to affect Pariah and Skeletons = 40

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 0 0 0



Mac | HP:286 | Dam:0 | AC:33/20/28 | CMD:[56, Sun/Dis:59] | 6 AoO:[+38|3d6+29{19+|+2x(3d6+29)}] or CMB:[+31]  d20+38=45 ; d20+33=45 ; d20+28=30 ; d20+23=26 ; d20+18=36 ; 3d6+44=56 ; 3d6+44=55 ; 3d6+44=53 ; 3d6+44=53 ; d3=1 ; 3d6+44=55 ; d20+40=46 ;
Thursday March 10th, 2011 4:53:55 PM

"Monthor, you want over the wall?" {Assuming there is space between the Wall of Force and the ceiling.}
"Looks like I'm gonna havta fight my way around!" And with that he starts in on the Pariah.

Attacks:[45|56][45|55][30|53][26|53][36|55]*
*Dreadful Carnage [Intimdate:46]

Spells, Effects, etc...
Luckstone
Heartlight
Haste (extra attack in full attack, +1 to hit, +1 reflex save, +1 AC, +10' base speed) -- Jass
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- 50 minutes -- see invisible -- Jass
Darkvision -- 50 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement and Necklace of Adaption



Mac | HP:286 | Dam:0 | AC:33/20/28 | CMD:[56, Sun/Dis:59] | 6 AoO:[+33|3d6+44{19+|+2x(3d6+44)}] or CMB:[+31] 
Thursday March 10th, 2011 5:12:37 PM

Addendum: If the Pariah falls, Mac takes a 5' step to C9:D10.


Dwight hp 218/218, ac 33/25/34))  d20+12=32 ; d20+12=27 ; d20+32=42 ; d6=2 ; d6=3 ; d6=2 ; d6=1 ; d20+28=30 ; d6=2 ; d6=4 ; d6=3 ; d6=4 ; d20+24=40 ; d6=6 ; d6=5 ; d6=6 ; d6=3 ; d20+20=37 ; d6=4 ; d6=4 ; d6=1 ; d6=4 ; d20+32=50 ; d6=5 ; d6=6 ; d6=5 ; d6=1 ;
Thursday March 10th, 2011 8:42:42 PM

Dwight sees Vedik disappear, and then the Lich. He wishes it was a wizard thing, and continues his focus on the Pariah (or skeletons if its fallen) knowing that only a delay presented as Vedik returns.

spellcraft: (vedik disappearance: 32, lich disappearance)

Att #1: 42 - 4 (range) + 1 (haste) = 39
Dmg: 10 + 5 (holy) + 1(fire) = 16

Att #2: 30 - 4 + 1 = 27 (miss on Pariah, but maybe skeletons?)
Dmg: 10 + 7 + 4 = 21

Att #3: 40 - 4 + 1 = 37
Dmg: 14 + 11 + 3 = 28

Att #4: 37 - 4 + 1 = 34
Dmg: 12 + 5 + 4 = 21

Att #5 (hasted): 50 - 4 + 1 = 47
Dmg: 13 + 11 + 1 = 25

Dwight then looks behind hoping the Lich has not re-appeared behind them.

DM Items:
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Lavender & Green Ioun stone
Flying on Broom - 15'
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Greater Magic Weapon +5 (spell, on arrows +2 to +5) -- Tratain

MonthorHit Points:(213 of 213) AC 41, CMD 39  d20+36=39 ; d10+45=54 ; 2d6=4 ; d6=6 ; d6=2 ;
Thursday March 10th, 2011 9:24:17 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed

Monthor is compelled to attack to ignore the liche and attack the big ugly--er beast.

ooc> Moves to c11 via B8,9,10

Power attack -5/+10
Hits AC 39 for 54 physical, 4 holy, 6 shock, 2 frost



Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Bead of Karma, Haste  d20+28=30 ; 5d8=19 ; 10d6=32 ;
Thursday March 10th, 2011 10:49:21 PM

The halfling cleric moves out from behind the wall to join his companions. As he rounds the corner, the sight of the Pariah strikes him with unnatural fervor. Belkior then centres his attack spell upon the summoned creature.
Will = 30

Actions
Move - 40 ft to D24
Standard - cast Holy Smite, 19 damage to evil creatures or 32 to evil outsiders and Blinded for 1 round, Will DC 25 for half damage (neutral creatures take half / quarter damage) (centred upon Pariah, but hitting the lich and all four skeletons)

Active Effects
Bead of Karma - +4 caster levels

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds)
* = cast

A Fight to the (Un)Death! - Round 3  d20+17=25 ; d20+17=21 ; d20+17=23 ; d20+17=23 ; d20+17=34 ; d20+17=36 ; d20+17=36 ; d20+17=27 ; d20+32=36 ; d20+17=37 ; d20+17=33 ; d20+17=32 ; d20+17=29 ; 2d10+34=44 ; d10+17=23 ; d20+17=21 ; d20+17=29 ; d20+17=34 ; d20+17=19 ; d10+17=21 ; d10+17=20 ; d20+27=37 ; d10+17=26 ; d20+25=29 ; d20+7=11 ; d20+7=24 ; 34d6=124 ; 5d6=20 ;
Friday March 11th, 2011 10:10:22 AM

Vedik reappears out of the Maze spell just a few seconds after he entered.

The Rest of the nights all combine their attacks and slay the Pariah. Mac's and Monthor slash at it. Dwights arrows mostly find their mark in its tough hide, Jass's Chain lightning electrifies it and arcs off into the skeletons. It howls in rage as it is sent back to wherever it was summoned from.

Belkiors Holy smite strikes the Skeletons and the Lich. Once again, the Lich seems unfazed by the attack and at the instant the spell struck it the old woman writhes on the ground and screams in pain.

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

Skeleton 1 Takes a 5 foot step towards Mac and attempts to hit him with its Bastard sword. Striking the Minotaur three times. Once a Critical for 44 Damage, 23 Damage and 21 Damage.

Skeleton 2 moves in a strikes at Mac as well but misses him.

Skeleton 3 takes a step towards Monthor and attacks the dwarf three times and only connects once for 20 damage.

Skeleton 4 triece to Dice up Mac as well and hits him for 26 damage.

M'ri still doesn't look worried and summons another creature from the Abyss. A Nalfeshnee appears in the Back of the room and Moves towards those in the Back. It tries to take a bite out of Jass but barely misses the sorcerer. A strange light begins to swirl around it.

She then casts a Quickened Disintigrate at Vedik. 124 Damage Fort save DC 30 for 20 Damage.

And the Map

Jass of Downs AC:31 CMD: 22 HP: 197/178  d20+20=32 ; d20+20=30 ; d100=57 ; d20+20=39 ; d20+22=28 ;
Friday March 11th, 2011 12:59:49 PM

Jass narrows his black eyes and uses his extensive knowledge to determine the spell that links M'ri with the woman. He shouts out his discovery to the others and adds "If we break or disrupt the link, we should be able to save the woman and deal with the lich, the evil git!"

And then the incorporal sorcerer has another problem on his hands. Jass isn't too worried about the demon as he is unlikely to be hurt in his current form. Nonetheless, he determines he should do something about the summoning spell.

Casting defensively to avoid an opening, he casts a targeted Greater Dispel Magic on the demon, Jass seeks to dispel the summoning and return it to the Lands of Unrest.

...Actions
Know Arcana:32
Know Spellcraft: 30

Cast Targeted Greater Dispel Magic on the Nalfeshee; incorporal 57% success; Dispel vs summon monster = 39 (spell penetration if needed = 28)

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Haste; 2/20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Incorporal: 2/17 rounds; 50% miss chance for Jass and to Jass (magical attacks only)

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 2 0 0

Mac | 10' Reach | HP:286 | Dam:114 | AC:33/20/28 | CMD:[56, Sun/Dis:59] | 6 AoO:[+33|3d6+44{19+|+2x(3d6+44)}] or CMB:[+31]  d20+33=38 ; 3d6+44=58 ; d20+33=43 ; 3d6+44=58 ; d20+38=47 ; 3d6+44=59 ; d20+33=45 ; d20+33=49 ; d20+33=50 ; d3=1 ; d20+33=34 ; 3d6+44=54 ; 3d6+44=53 ; 3d6+44=50 ; d20+40=41 ; d20+40=41 ; d20+40=47 ; d20+40=59 ; d20+40=55 ;
Friday March 11th, 2011 4:33:15 PM

OOC: I'm not seeing why Skeletons #2 and #4 didn't provoke AoOs getting close enough to Mac to attack. Just in case, the AoOs are S2:[38|58] and S4:[43|58].
+-+-+-+-+
"I'm going to..." Mac is all ready to focus on the Lich and leave the bones for Tratain and Monthor, but Jass' call causes a moments pause. Unable to determine how this magic works, he leaves it in the hands of the more magically inclined and instead makes a flurry of swings at the Lich and skeletons.

Attacks: M'ri:[47|59] - S1:[4554] - S2:[49|53] - S3:[50|50] - S4:[34|miss]
Dreadful Carnage - Intimidation checks if the target falls: M'ri:[41] - S1:[41] - S2:[47] - S3:[59] - S4:[55]

Spells, Effects, etc...
Luckstone, Heartlight, Whirlwind Attack, Power Attack,
Haste (extra attack in full attack, +1 to hit, +1 reflex save, +1 AC, +10' base speed) -- Jass
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- 50 minutes -- see invisible -- Jass
Darkvision -- 50 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement and Necklace of Adaption


MonthorHit Points:(213 of 213) AC 41, CMD 39  d20+36=47 ; d20+36=39 ; d20+31=34 ; d20+26=40 ; d20+21=39 ; d10+45=51 ; d10+45=52 ; d10+45=47 ; d10+45=53 ; d10+45=53 ; 2d6=4 ; 2d6=10 ; 2d6=11 ; 2d6=10 ; 2d6=3 ; d6=4 ; d6=3 ; d6=3 ; d6=2 ; d6=1 ; d6=1 ; d6=1 ; d6=4 ; d6=5 ; d6=5 ;
Friday March 11th, 2011 8:03:06 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction

------------
Monthor decides to focus on the skeletons and let the others, for now, deal with the liche
------------------

two handed Power attack -5/+10
Attack S4

Attack 1 AC 47 Damage 51 Holy 4 shock 4 frost 1
Attack 2 (hast) AC 39 Damage 52 holy 10 shock 3 frost 1
Attack 3 AC 34 Damage 47 holy 11 shock 3 frost 4
Attack 4 AC 40 Damage 53 Holy 10 shock 2 frost 5
Attack 5 AC 39 Damage 53 Holy 3 shock 1 frost 5



MonthorHit Points:(197 of 213) AC 41, CMD 39 
Friday March 11th, 2011 8:04:28 PM

ooc> Oops, Monthor takes 20 damage from the previous round (or is it 15 due to his DR -5?)

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Bead of Karma, Haste  d20+32=52 d8=3 d8=2 d8=3 d8=4
Friday March 11th, 2011 9:23:50 PM

The halfling cleric stops once the demon appears, concentrating instead on attacking the undead and aiding his companions. He hunkers down and avoids being attacked before he summons healing magic.

Actions
Standard - cast Mass Cure Critical Wounds (targetted to affect Woman, Lich, Skeletons, Mac, Monthor and Tratin (if within spell area)), healing / damaging undead for 33 hps, Will DC 29 for half damage, Concentration = 52

Active Effects
Bead of Karma - +4 caster levels, 9.8 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast



Dwight hp 218/218, ac 33/25/34))  d20+32=51 ; d20+32=48 ; d6=6 ; d6=4 ; d6=2 ; d6=3 ; d6=5 ; d6=4 ; d20+28=35 ; d6=4 ; d6=3 ; d6=4 ; d6=2 ; d20+24=40 ; d6=5 ; d6=1 ; d6=6 ; d6=4 ; d20+20=23 ; d20+32=49 ; d6=3 ; d6=2 ; d6=6 ; d6=3 ;
Sunday March 13th, 2011 7:31:49 PM

OOC: Question -- I assume the Old Woman looks normal (not undead). Would it be considered evil to fire an arrow at her? My thought is that pain is switched between the two, or even that they have a image swap, so the Lich is really the woman and the woman the Lich. I'm willing to fire on the woman provided it's not an evil act. If I hit the woman, and the lich figure reacts then my thoughts are correct. Course if I hit the woman, and it kills her, I may have an emotional break-down. -- posted this to Private DM on Sat. then realized you likely can't see it as ADM.

Dwight, seeing the demon appear in front of him and then disappear, focuses his attention further out. The skeletons are busy, so Dwight tries to picture together the evil magicks between the woman and Lich. Seeing that damage to the Lich causes the woman pain, he aims at the woman hoping the opposite is true. (OOC: see note above, if the first arrow doesn't have the desired effect -- hurting the Lich, -- then remaining arrows go to skeletons.)

OOC: Course if the demon remains, it's all mute as I have not shot, and the demon gets the attacks.

Att #1: 51(crit? 48) - 4 (range) + 1 (haste) = 48 (45) (against woman/demon)
Dmg: 14 + 6 (holy) + 3(fire) + 9 (crit) = 23 (32 if crit) --- critically staggered (Feat?)

Att #2 35 - 4 + 1 = 32
Dmg: 12 + 7 + 2 = 21

Att #3: 40 - 4 + 1 = 37
Dmg: 13 + 7 + 4 = 24

Att #4: 23 -- miss

Att #5 (haste): 49 - 4 + 1
Dmg: 11 + 8 + 3 = 22

OOC: If attacks go against demon, all "to hit" are 4 higher as he is close to Dwight.

DM Items:
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Lavender & Green Ioun stone
Flying on Broom - 15'
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Greater Magic Weapon +5 (spell, on arrows +2 to +5) -- Tratain

A Fight to the (Un)Death! - Round 4  d20+25=33 ; d20+25=40 ; d20+25=34 ; 3d8+11=22 ; 2d6+11=17 ; 2d6+11=16 ;
Monday March 14th, 2011 11:46:54 PM

Mac and Monthor put their blades to work and in a few seconds all of the skeletons are destroyed. Mac also takes a swing at the Lich, who doesn't seem to mind as the old woman screams in pain again. (I haven't figured in anyones DR, so if you've got some be sure to take it off.

Jass casts his Greater Dispel at the Demon in an attempt to send it back to its home plane, it seemed to flicker a little but something is keeping the creature from being sent back to its home plane.

Tratain hits M'ri with a Dimensional Anchor to keep the Lich from fleeing.

Vedik stands dazed, perhaps by the Disintigate just cast at him? Save from last round.

Belkior casts his healing spell hitting those he chooses, the old woman looks a little better.

Dwight thinks that the Old woman is really the Lich in Disguise, and fires an arrow at her that strikes her right in the heart, she slumps over unmoving and dwight has one horrified heartbeat until the body vanishes. Everyone Spellcraft DC 35 to Highlight to display spoiler: {From the way the body vanished the old woman was a conjuration spell, though one you have never seen before and not a real woman.}

The rest of Dwights Arrows strike the Demon and make it a little mad.

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

The Demon Strikes back at Dwight. It attempts to bite him (AC 33 for 22 Damage). And tries to hit him with its claws. (AC 40 and 34 for 17 and 16 Damage)

M'ri looks a little unhappy now that her skeletons and other summons are gone, and a cloud of Mist springs up covering where she was just standing.



A Fight to the (Un)Death! - Round 4 
Monday March 14th, 2011 11:48:03 PM

Forgot the Map

Jass of Downs AC:31 CMD: 22 HP: 197/178  40d6=144 ; d20+12=26 ; 5d6=11 ;
Tuesday March 15th, 2011 9:06:45 AM

Jass wonders, but there are many magics out there, and in a thousand years, it could be the lich knows a couple that Jass does not. Eh, either way, the moving skeleton and her pet demon is going down.

"How about the direct approach?", the sorcerer asks rhetorically, as he sends a ray of Disintegration into the demon.

...Actions
Cast Disintegrate at the Nalfeshnee: touch AC 26, damage 144 (Fort DC 25 for 11 damage only)

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Haste; 2/20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Incorporal: 2/17 rounds; 50% miss chance for Jass and to Jass (magical attacks only)

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 2 0 0


Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+21=30 ; d20+22=29 ; d20+20=34 ;
Tuesday March 15th, 2011 10:14:01 AM

Shaking off the worst of the disintegrate, Vedik ponders, perhaps a bit too long.

He draws a rod, and uses it to cast a quickened spell on the mist, trying to dispel it. Unfortunately he is not able to overcome the lichs magic.

"Tha demon is a distration, get tha lich." he calls to the team.

OOC:
Fortitude save from previous round: 30 vs DC 30, passed, Vedik takes 20 damage.

Move Action: Draw Rod of Metamagic Quicken
Swift Action: Dispel Magic on the Mist: Fails
Standard Action: Dispel Magic on the Mist: 34 (dispels if caster level 23 or less)

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 199.7/200 mins) Cast by Tratain in morning after timestop rest
Haste (SL 3, CL 20, 4/20 rounds) Cast by Jass

Dwight hp 185/218, ac 33/25/34))  d20+32=41 ; d6=5 ; d6=2 ; d6=2 ; d6=1 ; d20+28=48 ; d20+28=47 ; d6=2 ; d6=2 ; d6=2 ; d6=4 ; d6=3 ; d6=3 ; d20+24=42 ; d6=2 ; d6=4 ; d6=6 ; d6=4 ; d20+20=37 ; d6=1 ; d6=2 ; d6=1 ; d6=2 ; d20+32=39 ; d6=4 ; d6=5 ; d6=4 ; d6=2 ;
Tuesday March 15th, 2011 7:57:06 PM

Barely missed by the bite (AC 34 when hasted), Dwight feels the demon is more than a mere distraction as he gets slapped around by the claws (dmg 33).

Dwight wishes he could follow Vedik's call, which all depends on if the demon still stands in his way.

If the demon still stands, he floats back 5' (out of reach) and fires arrows into it's torso having no other options.

Att #1: 41 + 1 (point blank) +1 haste = 43
Dmg: 13 + 4(holy) + 1(fire) = 18

Att #2: 48 (crit 47) + 1 + 1 = 50/49
Dmg: 10 + 6 + 4 + (6 crit) = 20/26 + staggering

Att #3: 42 + 1 + 1 = 44
Dmg: 10 + 10 + 4 = 24

Att #4: 37 + 1 + 1 = 39
Dmg: 9 + 3 + 2 = 14

Att #5 hasted: 39 + 1 + 1 = 41
Dmg: 12 + 9 + 2 = 23

--- Should the demon be disintegrated by Jass, Dwight double times it to G13.

DM Items:
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Lavender & Green Ioun stone
Flying on Broom - 15'
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Greater Magic Weapon +5 (spell, on arrows +2 to +5) -- Tratain

Mac | HP:286 | Dam:75 | AC:33/20/28 | CMD:[56, Sun/Dis:59] | 6 AoO:[+38|3d6+29{19+|+2x(3d6+29)}] or CMB:[+31] 
Wednesday March 16th, 2011 12:05:27 AM

Mac steps up to the mist (25' to F9:G10) and tests the front edge of the mist with a swing of his axe - an attempt to determine location, not to harm... yet.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight, Whirlwind Attack, Power Attack,
Haste (extra attack in full attack, +1 to hit, +1 reflex save, +1 AC, +10' base speed) -- Jass
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- 50 minutes -- see invisible -- Jass
Darkvision -- 50 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement and Necklace of Adaption

MonthorHit Points:(197 of 213) AC 41, CMD 39 
Wednesday March 16th, 2011 5:15:06 PM

Ooc off line until tomorrow night. Subs appreciated.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Bead of Karma, Haste  d20+22=29 ; d20+32=49 ; d20+21=40 ;
Thursday March 17th, 2011 10:39:40 PM

The halfling cleric attempts to recognize the spell cast by the lich so as to be better able to counter it.
Spellcraft = 29, more than required to identify the spell

Than, realizing that the magic of his Circle may not be sufficient, Belkior concentrates before casting a spell to disrupt the mist summoned by the lich. A wall of wind arises where the lich has summoned the mist and begins to disperse it.
Concentration = 49

Actions
Standard - cast Wind Wall (running from G5 to G8, G8 to F8, F8 to F5, F5 to E5, E5 to E8; height all the way to the ceiling; CL check = 40)

Active Effects
Bead of Karma - +4 caster levels, 9.7 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast



MonthorHit Points:(197 of 213) AC 41, CMD 39 
Friday March 18th, 2011 8:44:29 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction

---------------------
Monthor feels no fear towards the mist but takes a second to activate his protection from evil Brahm's Tatoo....

" Me's going in, who's with me? "

Dwight hp 185/218, ac 33/25/34)) 
Sunday March 20th, 2011 9:04:27 PM

OOC: Just checking in.

Mac | HP:286 | Dam:75 | AC:33/20/28 | CMD:[56, Sun/Dis:59] | 6 AoO:[+38|3d6+29{19+|+2x(3d6+29)}] or CMB:[+31] 
Sunday March 20th, 2011 11:23:00 PM

Mac looks back from where the mist is/was and nods in agreement with Monthor.

MonthorHit Points:(197 of 213) AC 41, CMD 39 
Monday March 21st, 2011 9:57:20 PM

ooc> ???????

A Fight to the (Un)Death! - Round 5  d20+24=35 ; d20+24=43 ; d20+25=42 ; 2d6+11=20 ; d20+22=35 ; d20+22=31 ; d20+22=37 ; d20+22=38 ; d20+22=24 ; 2d8+12=18 ;
Monday March 21st, 2011 11:43:02 PM

Jass Casts his Disintigrate at the Demon but it manages to shrug off most of the spell. (Saved)

Between Vedik and Belkior the Mist is disipated.

Dwight fires his arrows at the Demon and Manages to stagger it for 1 round.

Mac, Monthor and Tratain advance upon the Mist.

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

The Nalfeshnee Swings at Dwight who is still in range and hits him with an Awesome Blow (Hits CMB 44 for 20 Damage, Dwight is slammed into the Door behind him and knocked prone)

From the Mist the Knights see another Demon who attempts to rip apart Mac and Monthor. The Creatures tries to claw and bite Monthor but the Dwarfs defenses are to strong so it switches to the Big Minotuar. (Mac is Hit Once for 18 Damage).

M'ri looking a bit worried now Puts Vedik in a Maze again as he seems to be the one calling the shots.

The Map



Mac | HP:286 | Dam:93 | AC:33/20/28 | CMD:[56, Sun/Dis:59] | 6 AoO:[+33|3d6+44{19+|+2x(3d6+44)}] or CMB:[+31]  d20+38=40 ; d20+33=45 ; d20+28=44 ; d20+23=26 ; d20+18=34 ; 3d6+44=53 ; 3d6+44=47 ; 3d6+44=55 ; 3d6+44=51 ; 3d6+44=55 ; d20+40=52 ;
Tuesday March 22nd, 2011 1:49:30 AM

"Get over there - I'll keep it busy!" Calls Mac as he lets loose upon the new... big...

Attacks: [1: 40|53][Haste: 45|3d6+44=47!][2: 44|55][3: 26|51][4: 34|55]

Movement: One resolute 5' step towards M'ri if the new monster falls.

Attack Effects: If the monster falls - Free Indimation Check (Dreadful Carnage) = 52 vs (10+ M'ri's Hit Dice + M'ri's Wisdom modifier) to render M'ri shaken, plus 1 round for every 5 by which the target is exceeded.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight, Whirlwind Attack, Power Attack,
Haste (extra attack in full attack, +1 to hit, +1 reflex save, +1 AC, +10' base speed) -- Jass
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- 50 minutes -- see invisible -- Jass
Darkvision -- 50 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement and Necklace of Adaption

Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+11=17 ;
Tuesday March 22nd, 2011 9:32:23 AM

Vedik winks out of sight, just as he was preparing to cast.

Dejected, he looks around trying to deduce the geometry of this new maze. However, he makes little progress.

OOC:
Mazed: Intelligence Check Vs DC 20: 17, failed



Jass of Downs AC:31 CMD: 22 HP: 197/178  d100=75 ; d100=38 ; 15d6=44 ;
Tuesday March 22nd, 2011 12:08:45 PM

"The demon is a distraction, get the lich", Jass mimics sarcastically as Dwight goes flying. The light show about the demon is continuing to glow and there is only a incorporal sorcerer and halfling cleric in the demon's way.

"And since Belkior is concentrating on the lich, it's my job to keep the demon looking at me." Jass lets the demon have it with a Cone of Cold (aiming to avoid Belkior) and then follows up with a Quickened Magic Missle (which only affects incorporal beings)

...Actions
Cast Cone of Cold: 75% success; 44 damage, Reflex Dc 24 for half
Cast Quickened Magic Missle 38% incorporal!

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Haste; 2/20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Incorporal: 2/17 rounds; 50% miss chance for Jass and to Jass (magical attacks only)

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 0 2 0 0


MonthorHit Points:(197 of 213) AC 41, CMD 39 
Tuesday March 22nd, 2011 7:50:58 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
PROTECTION FROM EVIL

--------------------
Monthor teleports behind M'Ri (F5)


Dwight hp 165/218, ac 33/25/34))  d20+32=50 ; d6=3 ; d6=3 ; d6=3 ; d6=2 ; d6=6 ; d6=6 ; d20+28=42 ; d6=3 ; d6=3 ; d6=1 ; d6=4 ; d20+24=41 ; d6=4 ; d6=1 ; d6=6 ; d6=2 ; d20+20=37 ; d6=5 ; d6=4 ; d6=5 ; d6=2 ; d20+32=40 ; d6=1 ; d6=5 ; d6=4 ; d6=3 ;
Tuesday March 22nd, 2011 10:27:08 PM

OOC: My initial thought since I'm hasted, was that I can active my boots of teleportation, and then fire one arrow. Course having just re-read the rules, I realize this is wrong. Thus some of my first rolls are not used.

Dwight is taken aback by his pounding, gives the demon a frighteningly cheerful halfling smile as he loads his bow again. A small dribble of blood is seen dripping from his nose from the wall impact. "Time to know what it feels like when a porcupine rolls on you."

OOC: If Jass killed the demon already, Dwight moves to F12, full movement - hasted

Att #1: 50 -4 (prone) + 1(haste) +1 (point blank) = 48
Dmg: 11 + 6(holy) + 2(ice) + 1(haste) + 1 (point blank) = 21

Att #2: 42 - 4 + 1 + 1 = 40
Dmg: 11 + 4 + 4 + 1 + 1 = 21

Att #3: 41 - 4 + 1 + 1 = 39
Dmg: 12 + 7 + 2 + 1 + 1 = 23

Att #4: 37 - 4 + 1 + 1 = 35
Dmg: 13 + 9 + 2 + 1 + 1 = 26

Att #5 (hasted): 40 - 4 + 1 + 1 = 38
Dmg: 9 + 9 + 3 + 1 + 1 = 23

When the demon falls, Dwight makes haste towards F12.

DM Items:
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Lavender & Green Ioun stone
Flying on Broom - 15'
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Greater Magic Weapon +5 (spell, on arrows +2 to +5) -- Tratain

A Fight to the (Un)Death! - Round 6  d20+24=26 ; d20+24=26 ; d20+19=26 ; d20+14=23 ; d20+9=22 ; d20+9=21 ; d20+22=35 ; d20+22=29 ; d20+22=39 ; d20+22=38 ; d20+22=35 ; 2d8+12=19 ; d8+12=16 ; d6+12=18 ; d6+12=18 ; d20+9=13 ;
Tuesday March 22nd, 2011 11:40:55 PM

Mac swings away at the Demon in front of him, opening large gashes across the beast.

Vedik is lost in the Maze spell.

Monthor Teleports himself behind M'ri

Tratain steps up to try and finish the Demon but can't seem to connect with it.

Jass Hits his Demon with a Cone of Cold which the beast takes full on, he looks angry, but only for a second as Dwight hits it with several more arrows and the beast falls over and dissipates.

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

The Demon looking like its on its last legs swings away madly at the Minotaur that hurt it so badly.
It his Mac with one of its Pincers for 19 Damage, The Bites him for 16 Damage. The hit Claws him twice for 18 Damage and 18 Damage.

M'ri fires off a Crackling black ray at Monthor but misses the Dwarf.

And the Map



Mac | HP:286 | Dam:164 | AC:33/20/28 | CMD:[56, Sun/Dis:59] | 6 AoO:[+35|3d6+44{19+|+2x(3d6+44)}] or CMB:[+31] 
Wednesday March 23rd, 2011 6:19:08 AM

Mac looks to call in support - deciding that the best way to get Monthor's back from here is to clamber over/through the corpse... once it is a corpse.
"Dwight? Tratain? Reckon you can drop this from there?"

Jass of Downs AC:31 CMD: 22 HP: 197/178  5d4+5=19 ; 5d4+5=16 ;
Wednesday March 23rd, 2011 12:31:29 PM

"I'll clear it away!", calls Jass to the big minotaur. The sorcerer wills himself corporal again, and then guides a set of Magic Missles into the demon. These are immediately followed by more Quickened Magic Missles that strike the demon (or M'ri if demon is gone).

...Actions
Become Corporal (free action)
Cast Magic Missle - 19 damage
Cast Quickened Magic Missle (Swift Action) - 16 damage

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Haste; 6/20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 3 2 0 0


Dwight hp 165/218, ac 33/25/34))  d20+32=38 ; d6=6 ; d6=2 ; d6=5 ; d6=1 ; d20+28=37 ; d6=6 ; d6=4 ; d6=2 ; d6=5 ; d20+24=39 ; d6=5 ; d6=5 ; d6=6 ; d6=5 ; d20+20=30 ; d6=5 ; d6=1 ; d6=3 ; d6=4 ; d20+32=41 ; d6=3 ; d6=6 ; d6=4 ; d6=1 ;
Wednesday March 23rd, 2011 5:23:56 PM

Dwight grins, happy with himself as one demon falls and another is request to become a pin cushion. As his loads his bow and takes aim, he recalls how this is similar to how Dwight joined the group of Grey Knights to begin with -- battling demons (though the group was also morphed into demons) at the time.

Knowing the distance is going to be great, Dwight holds onto hope. (if demon falls, then attacks are another -4 to hit M'Ri)

Firing 115' (-4 due to range)

Att #1: 38 - 4(range) + 1(haste) = 35 (31 against M'Ri)
Dmg: 14 + 7(holy) + 2(fire) +1(haste) = 24

Att #2: 37 -4 + 1= 34 (30 against M'Ri)
Dmg: 14 + 6 + 5 +1 = 26

Att #3: 39 - 4 + 1 = 35 (31 against M'Ri)
Dmg: 13 + 11 + 5 + 1 = 30

Att #4: 30 -4 + 1 = 27 (23 against M'Ri)
Dmg: 13 + 4 + 4 + 1 = 22

Att #5 (hasted): 41 -4 + 1 = 38 (34 against M'Ri)
Dmg: 11 + 10 + 1 + 1 = 23



Mac | HP:286 | Dam:164 | AC:33/20/28 | CMD:[57, Sun/Dis:60] | 6 AoO:[+36|3d6+44{19+|+2x(3d6+44)}] or CMB:[+32]  d20+40=41 ;
Wednesday March 23rd, 2011 6:30:43 PM

The dark taur is gladdened to see the myriad of magic missile scores and arrows.
Mac attempts to stomp 10' through hopefully fallen and dissipating demon to flank M'ri with Monthor. If the move (at speed 60') leaves room for it, he takes a swing at M'ri for good measure - 1:[41|miss] - or not...

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight, Power Attack,
Haste (extra attack in full attack, +1 to hit, +1 reflex save, +1 AC, +10' base speed) -- Jass
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- 50 minutes -- see invisible -- Jass
Darkvision -- 50 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement and Necklace of Adaption

MonthorHit Points:(197 of 213) AC 41, CMD 39  d20+37=47 ; d20+37=52 ; d20+32=41 ; d20+27=45 ; d20+22=32 ; d10+41=45 ; d10+41=42 ; d10+41=50 ; d3=3 ; d10+41=51 ; d10+41=47 ; 2d8=4 ; 2d8=12 ; 2d8=11 ; 2d8=11 ; 2d8=14 ; d6=5 ; d6=4 ; d6=2 ; d6=5 ; d6=6 ; d6=3 ; d6=6 ; d6=5 ; d6=3 ; d6=6 ;
Wednesday March 23rd, 2011 8:42:02 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 50 min.
Haste; 20 rounds; +1 attack, to hit, reflex save, AC, +10 base speed
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
PROTECTION FROM EVIL

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

" SAY HELLO TO ME LITTLE FRIEND!!!!"

Monthor swings at M'Ri

Two handed power attack -5/+10

Attack 1 AC 47 for 45 phys 4 holy, 5 shock 3 frost
Attack 2 (hast) AC 52 for 42 phys 12 holy, 4 shock 6 frost
Attack 3 AC 41 for 50 phys 11 holy, 2 shock 5frost
Attack 4 AC 45 for 51 phys 11 holy, 5 shock 3 frost
Attack 5 AC 32 for 47 phys 14 holy, 6 shock 6 frost



Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+11=30 ;
Wednesday March 23rd, 2011 11:13:20 PM

Vedik puzzles his way out of the maze, and returns to the world in the spot he left.

OOC:
Full round action: escape maze DC 20: Passed.

And the winner is.... ADM Joe 
Thursday March 24th, 2011 5:21:38 PM

Jass Fires his Magic Missile's At the Demon and it keels over and dissipates, sent back to where it came from. His Missile's directed at M'ri however are stopped by her shield spell.

Vedik Finds his way out of the Maze spell.

M'ri screams "This is Impossible!" as the attacks of Dwight, Monthor and Mac connect and shred the Lich who was now minion less. She is just a Pile of Bones and gear on the ground now.

Our stalwart adventurers have defeated another lich. They now stand alone in the hallway.

No longer in combat rounds.

The Map

Mac | HP:286 | Dam:164 | AC:33/20/28 | CMD:[57, Sun/Dis:60] | 6 AoO:[+36|3d6+44{19+|+2x(3d6+44)}] or CMB:[+32]  d20+18=35 ;
Friday March 25th, 2011 6:48:18 AM

Not his strong suit, but Mac pokes and prods at M'ri's remains with his dagger [Perception:35]

Dwight hp 165/218, ac 33/25/34))  d20+19=25 ;
Friday March 25th, 2011 6:51:28 AM

Dwight moves up and pulls out Plyf's wand of cure critical wounds. Aside from himself, he looks to see who may need healing before he begins looking for the gem. (perception 25)



Jass of Downs AC:31 CMD: 22 HP: 197/178  d20+20=26 ;
Friday March 25th, 2011 1:32:50 PM

Jass smiles to see another undead brought to ruin, and drifts over to watch the sifting and spy the next piece of the Soul Gem.

He keeps some of his thoughts on his detect skrying spell, aware it will notify him if any of the remaining two liches try and spy on the heroes.

...Actions
Perception to see Soul Gem: 26

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Haste; ends

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 3 2 0 0


Mac | HP:286 | Dam:164 | AC:33/20/28 | CMD:[57, Sun/Dis:60] | 6 AoO:[+36|3d6+44{19+|+2x(3d6+44)}] or CMB:[+32] 
Friday March 25th, 2011 8:51:21 PM

"I think we're begining to work well as a team." Mac mentions as he continues to pick through. "Good work."

MonthorHit Points:(197 of 213) AC 41, CMD 39 
Friday March 25th, 2011 9:19:24 PM

Monthor cleans off the liche gunk off his blade.
" Good work ladies, but we got more to do. Let's grab loot, find the the gem and move along."

Monthor stands watch

Mac | HP:286 | Dam:164 | AC:33/20/28 | CMD:[57, Sun/Dis:60] | 6 AoO:[+36|3d6+44{19+|+2x(3d6+44)}] or CMB:[+32] 
Sunday March 27th, 2011 5:34:46 PM

Given previous caution, Mac uses the sides of a sack as mittens to get anything on the floor (barring the bones) into the bottom of said sack. "Time enough for countin' when the damage dealin' is done. Where will the crystal be, do you think?"

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Bead of Karma, Haste  d20+22=35 ;
Sunday March 27th, 2011 9:23:28 PM

Without call for his healing talents, the halfling cleric will aid the examination of the lich's remains by casting a Detect Magic orison and studying the items uncovered by Mac's prodding.

Spellcraft = 35

Active Effects
Bead of Karma - +4 caster levels, 9.7 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast



Dwight hp 207/218, ac 33/25/34))  3d8+5=23 ; 3d8+5=19 ;
Tuesday March 29th, 2011 4:12:53 PM

OOC: Checking in.

Curing Serious Wounds: 23, 19 = 42 (Hit points back to 207 of 218)

Searching.... ADM Joe 
Tuesday March 29th, 2011 8:13:15 PM

The Knights pick through the bones and find the Lich's Gear.

After A short search the knights find the soul gem in a desk in the room right beyond the hallway. Apparently the Lich didn't believe it would ever be in danger.

The Knights heal up and then begin to plan thier next move.

OOC: Dan Should be taking back over soon, but I'll continue to make DM posts until he lets me know when he is ready.

Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Wednesday March 30th, 2011 8:01:23 AM

"Findin tha gem seemed almost to easy, but I'm glad it's done."

OOC:
Sorry for the short post, still recovering from a vicious stomach bug.

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 180/200 mins) Cast by Tratain in morning after timestop rest


Jass of Downs AC:31 CMD: 22 HP: 197/178 
Wednesday March 30th, 2011 5:49:13 PM

Jass broods after the Soul Gem is found. He had to use necromantic magics, and it reminded him of when he was dead. His thoughts drift about, concerned about his own humanity...

...Actions

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Haste; ends

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 3 2 0 0


MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday March 30th, 2011 9:52:07 PM

Monthor stands watch.

Mac | HP:286 | Dam:164 | AC:33/20/28 | CMD:[57, Sun/Dis:60] | 6 AoO:[+36|3d6+44{19+|+2x(3d6+44)}] or CMB:[+32] 
Thursday March 31st, 2011 4:00:03 PM

"Do we have our next destination in mind, or are we heading into the unknown once more?" Mac is ready to stow the sack and move out when the time comes.

Dwight hp 207/218, ac 33/25/34)) 
Friday April 1st, 2011 7:04:34 AM

"I'm not sssure," Dwight tries to recall. "That makesss what 5 gemsss of ssseven. We know the one Lich we ssspoke to firssst ssstill hasss hisss, plusss the one that disssappeared when we fought with Plyf. I sssussspect, sssince we were being watched at that point, that the remaining Lich hasss two gemsss now."

"I guessssss, unlessssss there isss another idea, we pay him another visssit."


MonthorHit Points:(213 of 213) AC 41, CMD 39 
Sunday April 3rd, 2011 9:53:12 AM

"Me's with Dwight, let's buff up and move out ladies."

Jass of Downs AC:31 CMD: 22 HP: 197/178 
Monday April 4th, 2011 12:41:07 PM

Jass comes out of his self-examination and nods. "Let us meet your pet lich, then", he says with a glimmer of his old humor back.

"Do we teleport out of here, or are we going to wind our way through the undead deathless horde in the foyer?" Jass is all for teleporting, or more accurately, Dim Dooring 3 times to taxi the group back to the underground vault where the Gray Knights and Crimson Shields first met each other. From there, they will be free of the horde and castle, and able to go where they need.

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 1 3 2 0 0


Next moves 
Monday April 4th, 2011 8:59:01 PM

the group has in hand 5 of the 8 needed soulgems. 1 is almost certainly with the second dread lord, Bas Anut, who spoke of aidin the Knights in thier first encounter. Another is probably in possession of Pindar, who fled from one of the last fights, but his whereabouts are a complete mystery and the last has to be connected in some way with the Draco lich as that gem was also never found after battlig the dead dragon. Of all of them, only the location of Bas Anut is known, he waits within the Parthanon north of the mansion where the knights are currently about 700' away. Assuming of course that he is indeed still waiting.

thr group seems to be inclined to follow Dwight's idea and head to the Parthanon. The devil is always in the details, as Jass reminds the group of the horde in the foyer, not a force any seem inclined to want to deal with on any level. the Sorceror suggest Dimensional Door to the mausoleum where the two groups first met and journey out from there....

Dwight hp 207/218, ac 33/25/34)) 
Monday April 4th, 2011 9:49:30 PM

"Anyone have a locate object ssspell? The gemsss are not findable, but other thingsss likely are -- sssay sssomething Pindar wasss wearing." Dwight offers this up for thought hoping someone has that spell.

OOC: This would be great witch spell, but sadly not.

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Tuesday April 5th, 2011 9:38:07 AM

Hi ho to the Parthanon we go.......


Jass of Downs AC:31 CMD: 22 HP: 197/178 
Tuesday April 5th, 2011 11:46:53 AM

With Monthor singing an old dwarven marching tune, Jass takes that as agreement to his plan.

He Dim Doors the Crimson Shields to the entrance to the Mausoleum, DDs back, and DDs a third time with the Gray Knights, thus having the group bypass the horde. "The advantage to a sorcerer", he grins.

"You Gray Knights know the path to the Parthenon", he jibes, "lead on, McDuff!"

...Effects
Slow Poison from Tratain
Shield CL20; 19 minutes; +4 AC, immune magic missle
Fly CL20; 19 minutes; 60 foot fly, good maneuver
See Invisible CL 5; 50 minutes
Darkvision CL 5; 50 minutes
Resist Energy (Acid) CL20; 190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedome; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 4 3 2 0 0


Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Circle vs. Evil, Magic Vestment, Bead of Karma, Haste 
Tuesday April 5th, 2011 10:54:58 PM

The halfling cleric retches after being teleported by Jass. Despite how many times it has happened, Belkior's stomach never quite agrees with the idea of suddenly being moved to another location in the Wold.

Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Thursday April 7th, 2011 12:23:08 PM

The old dwarf cautions "Remember, we have to conserve for the final fight. We will need as much strength as possible.

He moves with the group, wary that the escaped Dreadlords are plotting their attack.

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 180/200 mins) Cast by Tratain in morning after timestop rest


Mac | HP:286 | Dam:164 | AC:33/20/28 | CMD:[57, Sun/Dis:60] | 6 AoO:[+36|3d6+44{19+|+2x(3d6+44)}] or CMB:[+32] 
Thursday April 7th, 2011 8:19:08 PM

"One fight at a time..." Mac recalls out loud as they move along. "But I guess it would be naive to hope for a magicless combat in this place?"

To the Parthanon 
Thursday April 7th, 2011 10:52:11 PM

The group moves quietly and fairly quickly to within view of the Parthanon. To the party's right in the ancient and twisted grove of trees that was once a beautiful orchard, they can still hear Plyf's voice locked in song. She still sounds strong and sure the the melody is one of love and fills all with a sense of a greater belonging. Ahead, about 50' lie the first of the 20 marble steps leading up and into the massive parthanon. Still completely shielded on it interior by a grey swirling mist. the party is about halfway between the north and south end, approaching from the west. The building itself measures nearly 200' from end to end and is 50' wide and the group already knows that once inside that grey wall of nothing the structure is completely open to the sky. they also know that one of the Dread lords and his undead guard are somewhere within. An undead lord who self reported wanted to help, but one of course must consider the source of such claims.

It has been 30 minutes from the end of the last fight. Please note the time lapse to all spells

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Sunday April 10th, 2011 7:44:44 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 15 min.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction

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

Tratain and Mac on me. If things go sour, we'll use the "Rose Bud" manouver. Who's taking diplomatic point to to talk to the dread?

ooc> We're averaging 2 turns a week folks (out of 5). Not good. Is there anything we can do to up this back to 5?



Dwight hp 207/218, ac 33/25/34))  d20+19=32 ;
Sunday April 10th, 2011 9:33:18 PM

Dwight follows along keeping and eye out for anything that may have changed. "The remaining Lich may be desssparate by now and fled to get our friendly Lichesss," which Dwight says with complete sacrasm. "If thisss isss the cassse we definitely ssshould focusss on the one that fled. I don't trussst the other, but not attacking him initially might make our battle easssier -- for now," he adds.

As they approach, Dwight looks for those watchful eyes again.

Perception: 32 (changes or the eyes?)

Jass of Downs AC:27 CMD: 22 HP: 197/178 
Monday April 11th, 2011 10:52:20 AM

"If talking to the lich can work, I'm a convincing speaker", Jass volunteers. "At the least, it should point us to where the other liches are. And if it doesn't, we can always kill him and take his Soul Gem."

Jass waits for Mac, Monthor, and Tratain to lead and strides confidently after them, his dead eyes focused to confront this "friendly" lich.

...Effects
Slow Poison from Tratain
See Invisible CL 5; 20/50 minutes
Darkvision CL 5; 20/50 minutes
Resist Energy (Acid) CL20; 160/190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 20/50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedo; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 4 3 2 0 0


Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Monday April 11th, 2011 3:36:05 PM

"Remember, this lich has offered to help because he wants to be rid of the Dread. We need him to open the portal to the Dread's realm.

Vedik moves with the group, anxious for the final confrontation.

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest


Mac | HP:286 | Dam:164 | AC:33/20/28 | CMD:[57, Sun/Dis:60] | 6 AoO:[+36|3d6+44{19+|+2x(3d6+44)}] or CMB:[+32] 
Monday April 11th, 2011 5:50:50 PM

Mac keeps tactical pace with Monthor. "Attack one and not the other. Got it."

OOC: Spells, etc next post.

Inside Parthanon 
Monday April 11th, 2011 9:00:21 PM

The group moves and ascends the steps unmolested and passes through the misty veil and into the Parthanon. 4 great bronze braziers glow with a dull yellow and green sick smoke. Suspended in midair about 30' up and spaced evenly down the center of the great structure. To the north stands the lich self identified as Bas Anut 100' away. About 50' stand 4 large skeletal creatures. next to Anut stand two more. At the opposite end in the south stands the lich the group was fighting not so long ago, also 100' away and another cadre of 4 large skeletons stand between the group and him. He, unlike Bas Anut, does not have any personal skeletal guard. Within the Parthanon, the outside world is plain as the bright day, but the sweet song that Plyf sings, cannot be heard. However other, more disturbing sounds do drift in on the wind. The distant sound of cracking bone and ripping flesh. Oily feathers beating hard against the wind. The slow creaking of rope pulled tight over a dead piece of wood.

Nothing within moves, it is apparently up to one of the living to act first.

Dwight hp 207/218, ac 33/25/34))  d20+32=35 ; d6=1 ; d6=3 ; d6=4 ; d6=1 ;
Tuesday April 12th, 2011 11:23:51 AM

Dwight expects a portion of this to be an illusion, but isn't going to just stand and do nothing. He loads his bow, and moves 10' to the side of the large parthanon awaiting a word of caution from his comrades who might identify the trap/illusion.

If nothing is said suggesting he not (and he waits as he slides over loading his bow), he fires before the giant vulture arrives. He aims at the Lich the group fought recently, unsure if he is actually there.

Att: 35 - 4 (distance) = 31
Dmg: 9 + 7(holy) + 1(fire) = 17

(OOC: I'm guessing only one attack -- as I need to know what happens before I fire again.)

Zach R (Co-DM 
Tuesday April 12th, 2011 2:15:49 PM

OOC: Greetings all! I am going to be running the next module for you guys to give your DM a much needed break. Just a fair warning, I may... no will make mistakes. If I do, point them out. I can't fix something I don't know about. I try to focus more on RP and story and having fun than rules, but again, if I miss something or you feel I made a bad call, just let me know. That being said, I want this to be a fun seamless transition. If there is anything I specifically need to know. Just inform me.

I'll wait on a few more posts from you guys to make an IC post.


Jass of Downs AC:27 CMD: 22 HP: 197/178  d20+17=30 ; d20+20=28 ; d20+20=24 ; d20+15=22 ;
Tuesday April 12th, 2011 3:51:07 PM

Jass doesn't hesitate, the plans of the encounter already identified. He strides maybe 10 feet beyond Mac, Monthor and the others, and speaks, pitching his voice to be heard throughout the Parthenon.

"You know our mission and you know what we intend to do. The last three Soul Gems are with you two, the only two liches left. Surrender yours and the Dracolich's Soul Gems, or we will fight you for it."

Jass' black eyes watch the two liches carefully, assessing his use of diplomacy and intimidation equally. Any information the dead spellcasters may reveal could be used by the heroes...

...Actions

Diplomacy - 30
Intimidation - 28
Perception - 24
Sense Motive - 22

...Effects
Slow Poison from Tratain
See Invisible CL 5; 20/50 minutes
Darkvision CL 5; 20/50 minutes
Resist Energy (Acid) CL20; 160/190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 20/50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedo; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 4 3 2 0 0

Mac | HP:286 | Dam:164 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+37=46 ; 3d6+44=53 ;
Tuesday April 12th, 2011 5:48:44 PM

Mac remains by Monthor's side -- ready to swing if they somehow find a target in reach. Readied Attack:[46|53]. He makes no attempt to ruin Jass' parley, and the opponents are at too great a distance for him to attempt his own intimidation - not that he has thus far found anything in this place that feels fear.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight, Power Attack,
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- ~20 minutes -- see invisible -- Jass
Darkvision -- ~20 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement and Necklace of Adaption

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Tuesday April 12th, 2011 9:38:22 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 15 min.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction

---------------
Monthor puts a hand up...

".....hold ready...."

Readied action,
If any of the opposing forces start an aggressive move towards the party, Monthor calls "Rose Bud" and teleports himself, Mac and Tratain behind the southern lich.



Dwight hp 207/218, ac 33/25/34)) 
Tuesday April 12th, 2011 10:20:58 PM

Dwight expected this, and holds until the slightest threat of a movement and follows through with the above description.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Death Ward, Magic Circle vs. Evil, Magic Vestment 
Tuesday April 12th, 2011 10:35:51 PM

The halfling cleric stands ready to heal his companions, after casting Death Ward upon himself.

Active Effects
Magic Circle vs. Evil
Magic Vestment

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward*(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Zach R (Co-DM 
Wednesday April 13th, 2011 1:39:56 PM

I have a bit of OT tonight. Post to come In a few hours.

DM Post 
Wednesday April 13th, 2011 7:47:44 PM

Bas' Anut straightens at Jass's words. "It is as you say." His words come slow and measured. "Surely there could be combat between us, to determine who will control the Soul Gems. But that will likely get neither of us what we so desire."

Bas' Anut remains silent for a few moments before continuing. "I must congratulate you all. You have done well, and even arrived here quicker than expected. But, Gray Knights, it is time for you engage in your final mission. Turn over all of the gems to me, that I might open the portal to the Dread Master, that you may end the threat to your lands."

Bas' Anut stands in a fixed position awaiting your response showing no aggression.

Jass of Downs AC:27 CMD: 22 HP: 197/178 
Wednesday April 13th, 2011 11:22:33 PM

Jass smiles a grim grin, and responds matter-of-factly. "I see you take me for a fool. You know we are the heroes and you are not to be trusted. We will do what we say while you will stab us in the back at first opportunity. We know this and you know this and based on us both knowing, we should be able to both get what we want."

Jass begins holding up fingers, counting off points. "One, we want to kill the Dread and need to summon it with the eight Soul Gems to get to him. Therefore WE need all eight.

"Two, you and Pindar there want to survive this day, and the only way you will do that is if you give us all three remaining Soul Gems and then run. Therefore, YOU don't need any of them.

"Three..." and Jass pauses as if considering and then continues on. "Nope, there isn't a three. You give us the gems or you die. I think I'll give you 12 seconds to decide."

...Actions

Diplomacy - 30
Intimidation - 28
Perception - 24
Sense Motive - 22

...Effects
Slow Poison from Tratain
See Invisible CL 5; 20/50 minutes
Darkvision CL 5; 20/50 minutes
Resist Energy (Acid) CL20; 160/190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 20/50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 4 3 2 0 0


Dwight hp 207/218, ac 33/25/34)) 
Thursday April 14th, 2011 4:21:41 PM

Dwight holds his bow in place seeing this isn't sounding as good as he had hoped. Still he awaits, though he waits knowing the counter-argument as he thinks it in his head -- "Ah, but having all eight is not enough to summon the Lord, you must know the ritual."

Dwight waits for it to be said...

DM Post 
Thursday April 14th, 2011 7:51:11 PM

OOC: Going to bed soon, I'll give everyone time to post before I make the next post.

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Thursday April 14th, 2011 8:33:09 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 15 min.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction

--------------------
Monthor admires the guts, if not the brains being showed by Jass. Monthor thinks to himself.....
{ 12 my furry heiney, we're going on 10!}

Readied action.
If Jass gets to to a 10 count or if he sees any hint of an offensise move by the ennemies he'll activate the Rose Bud manouver and teleport himself, Mac and Tratain behind the southern liche.

Mac | HP:286 | Dam:164 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Friday April 15th, 2011 5:29:24 AM

For Mac the plan does not change.

Mac remains by Monthor's side -- ready to swing if they somehow find a target in reach. Readied Attack:[46|53]. He makes no attempt to ruin Jass' parley, and the opponents are at too great a distance for him to attempt his own intimidation - not that he has thus far found anything in this place that feels fear.

DM Post 
Friday April 15th, 2011 11:33:22 AM

"Ah, you could destroy me, for a time at least. Then spend years in possesion of all of the soul gems trying to figure out how to open the portal. Of course there is always a chance I'll part at least one or two of you from your souls before you slay me temporarily.". The undead dread smiles smuggly, his red eyes glowing with an eerie luminence.

"But the truth is, while you are all of little consequence to me, and of little more than an inconvience even if you vanquish me. I truly wish to see you suceed, as I despise none more than the dread master. Give me the Soul Gems and you will be ready to face the dread master in moments. I will even give you something to assist you in that battle. You will need all the assistance you can get "

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Friday April 15th, 2011 7:13:34 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Resist Energy Acid 30 points - spell
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
Resist Energy- 30 points Fire- 87 minutes
DR 5/-- while wearing armor.
See Invisible 15 min.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction

-------------
Monthor relaxes a bit.

" And what help would that be grusome?"


Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Saturday April 16th, 2011 10:29:33 AM

"There is one catch Bas'Anut. We dinat as yet have all the gems. We lack his", he says, pointing at the lich at the other end of the room. "And we did not find the one in from the Dragon."

"Now tha one from slippery down there, thas not a problem. But know where tha dragon keeps his?"

The old dwarf keeps a wary eye on the lich at the other end of the room.

OOC

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest



Jass of Downs AC:27 CMD: 22 HP: 197/178 
Sunday April 17th, 2011 11:04:26 PM

As the others have spoken, Jass lets the conversation go where it may, as if aloof to all of the bargaining, and keeps his original position.... gems or die.

In the meantime, he studies Bas'Anut, watching to see if he is lying about wanting to open the portal for the Dread. (previously rolled Sense Motive; can Jass determine what Bas is thinking?)

...Actions

Perception - 24
Sense Motive - 22

...Effects
Slow Poison from Tratain
See Invisible CL 5; 20/50 minutes
Darkvision CL 5; 20/50 minutes
Resist Energy (Acid) CL20; 160/190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 20/50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 4 3 2 0 0


Dwight hp 207/218, ac 33/25/34)) 
Monday April 18th, 2011 2:18:48 PM

Dwight listens to the chat, feeling the Lich is at least in part telling the truth -- he certainly doesn't want to be under the Dread Lord anymore. Still, trust is beyond an option from Dwight's perspective.

Still he waits to see what is offered.

DM Post 
Monday April 18th, 2011 4:27:49 PM

"Do you think I would make an offer that I could not complete? Do not worry about what must be done for me to uphold my end of the bargain. If I say it shall be done, it shall be done. Only worry what should happen should you not uphold your end of any bargain we strike. What benefits indeed. Know that it will be, in no way, malicious and will assist you, not hinder you."

Jass listens for insights into Ba'Anut's speak. He speaks in a very methodical manner, only divulging what information he wants the Gray Knights to know. You find nothing that he says to seem untruthful.

Dwight hp 207/218, ac 33/25/34))  d20+8=23 ; d20+7=17 ; d20+19=30 ;
Monday April 18th, 2011 7:44:24 PM

The thought of detecting his thoughts comes to mind, but that would more than likely knock Dwight out as he recalls his last attempts. "At bessst, sssay we believe you. What of him," indicating the other Lich.

Turning to him, "What potential worth are you that out waysss your risssk?"

Diplomacy: 23
Sense Motive: 17
Perceptin: 30

OOC: The Lich ignored Vedik's statement about one gem missing (just confirming this was Lich intentional and not DM oversight).


Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Tuesday April 19th, 2011 9:44:17 AM

OOC: I just want to verify something so I'm not misreading.

there are two liches in the room. One is Bas'Anut, the one we made a psudo bargain with. The other is the one that got away. That one is at the other end of the room, presumably watching us talk about his dealth?

Also yeah did B'A intentionally ignore Vedik's question?


Jass of Downs AC:27 CMD: 22 HP: 197/178 
Tuesday April 19th, 2011 9:51:19 AM

"Show us your 3 Soul Gems, and we'll show you ours." states Jass. The sorcerer is confident that Vedik or others who have True Seeing can verify whether any gems Bas/Anut shows the group are indeed real.

He also keeps an eye on the other lich, the one that got away. Is it worth slaying the Dread and allowing two lesser but still powerful liches free to work thier will? Jass shrugs. Yes, yes it is.

...Actions

Perception - 24
Sense Motive - 22

...Effects
Slow Poison from Tratain
See Invisible CL 5; 20/50 minutes
Darkvision CL 5; 20/50 minutes
Resist Energy (Acid) CL20; 160/190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 20/50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 4 3 2 0 0


DM Post 
Tuesday April 19th, 2011 3:08:57 PM

OOC: No, the first part of the response was an ambigious response to the Soul Gem. When B'A said, "Do you think I would make an offer that I could not complete? Do not worry about what must be done for me to uphold my end of the bargain." he was referring to the Soul Gems. What that means is up for debate. I'm sorry that wasn't clear.[

Also, yes, there are two liches in the room, Bas' Anut and Pindar. It is obvious he is not happy about being here, but even more obvious he doesn't want to upset Bas' Anut. Anymore questions just let me know. IC post will come later tonight once I see if there are any more IC posts from you guys.




MonthorHit Points:(213 of 213) AC 41, CMD 39 
Tuesday April 19th, 2011 9:05:35 PM

Monthor waits.

DM Post 
Tuesday April 19th, 2011 9:50:51 PM

"Like I said, I do not make offers that I can not bring to fruition. Either we have a deal or we don't. Give me the Soul Gems, and the portal will be open within hours. What more guarantee do you need."

Jass of Downs AC:27 CMD: 22 HP: 197/178 
Wednesday April 20th, 2011 2:08:53 PM

Jass looks at Monthor, Vedik, and the others. "I don't trust them", he says in a low voice, his dead black eyes a haunting reminder of what the sorcerer experienced as a ghost himself. "They are undead and filled with hatred and destructive energy. I say we kill them now and figure out how to use the Gems ourselves."

The sorcerer, however, doesn't make any move. It's not up to him to decide if the leaders take his advice or not. Jass waits for the decision of someone else.

...Actions

Perception - 24
Sense Motive - 22

...Effects
Slow Poison from Tratain
See Invisible CL 5; 20/50 minutes
Darkvision CL 5; 20/50 minutes
Resist Energy (Acid) CL20; 160/190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 20/50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 4 3 2 0 0

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday April 20th, 2011 2:39:35 PM

" Nope.... something tells me that the only way we're going to make this work is by accepting Ugly's offer. If he screws us, we can always kill him later. "

OOC> I'd say we only have one final bang up of a battle left folks before the end of game. Let's give him the gems and get this under way.

Mac | HP:286 | Dam:164 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Wednesday April 20th, 2011 5:01:10 PM

Mac stands by Monthor and his comment, otherwise he continues to await the moment of his previously mentioned Readied Attack:[46|53].

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight, Power Attack,
Magic Vestment +5 (by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5) -- Vedik
Greater Magic Weapon +5 (spell, on bow +1 to +5) -- Tratain
See Invisible -- ~20 minutes -- see invisible -- Jass
Darkvision -- ~20 minutes -- 60' darkvision -- Jass
Resist Energy: 30 Points Fire(spell/wand) -- Tratain
Resist Energy: 5 Points Electricity (Steelgrass Armor, natural)
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement and Necklace of Adaption

Dwight hp 207/218, ac 33/25/34)) 
Wednesday April 20th, 2011 8:38:12 PM

Dwight wonders why Pindar doesn't speak up. As a general statement he comments on his lack of comment before the party makes a full commitment. "Okay, ssso we work with B'Anut, as ssstated, but what of the other? If he isss only adding to our risssk, perhapsss he ssshould be finished first!"

OOC: Dwight addressed Pindar last post, but did not receive a response.

"Ssso before we hand thessse gemsss over to you, letsss get an idea of what isss going to happen and what we will sssee. Potential weaknessssssesss, particular ssstrengthsss etc. of thisss Dread Lord. You perform sssome ritual and...."

OOC: Dwight figures even if B'Anut wants to become the new Dread Lord, it's in his best interest to help the Knights.

Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d10=3 ; d10=3 ;
Thursday April 21st, 2011 9:22:08 AM

"Bas'Anut, we do not HAVE all the soul gems yet. The deal was for all of them. We lack two: Pindar's and the Dragons."

OOC

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest



DM Post 
Thursday April 21st, 2011 11:05:46 AM

"I speak for him not just myself." Bas' Anut says motioning to Pindar. "He will do as I say. Also, do you think that I do not know how many soul gems you have. I never said I only had one gem. Give me the five that you have so that I may begin the ritual."

Bas' Anut as if to set minds at ease, pulls out the three gems and holds them in the palms of his bony hands. A little magic pulses through his hands and the gems levitate out of his hands so that all three of them can be clearly seen.

"Do we have a deal, or not".

Jass of Downs AC:27 CMD: 22 HP: 197/178 
Thursday April 21st, 2011 12:15:37 PM

Jass looks at the Gray Knights, the ones who are left, and the ones who started this quest. The Crimson Shields are late comers in this fight. If Monthor, Tratain, Vedik, and Dwight already have a bargain...

"Deal", says Jass, and turns to the halfling witch to produce the other 5 Gems.

...Actions

...Effects
Slow Poison from Tratain
See Invisible CL 5; 20/50 minutes
Darkvision CL 5; 20/50 minutes
Resist Energy (Acid) CL20; 160/190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 20/50 minutes; ignore first 10 fire damage
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 1 2 1 4 3 2 0 0


Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Thursday April 21st, 2011 2:18:08 PM

"Very well. We will give you five gems. You will then open the portal to the Dreads realm, so we can destroy it. You will then withdraw from the affairs of this plane, and pursue your studies."



DM Post 
Thursday April 21st, 2011 6:15:04 PM

Bas' Anut takes the five Soul Gems as they are given, allowing them to levitate in the air with the other three. "You have chosen wisely. This will take several hours. Prepare yourselves or watch as you will. But the portal will ony stay open for a short time, be ready when it opens. Pindar, I need your assistance in this matter. Come."

At the command of come Pindar disappears... or rather, the image of him does. After a few seconds you see him floating down from behind the group. "I hope you understand, it was nothing personnel, strictly business, I assure you." Pindar has a slight smile on what passes for his face.

After a few moments Bas' Anut and Pindar begin performing the ritual to open the portal. Pindar takes control of the levitation keeping the Soul Gems in the air, rotating in a clockwise manner as Bas' Anut begins drawing hexes, graces and other arcane symbols on the ground. They continue in this manner for several hours, neither pausing, aside from Bas' Anuts occasionaly vocal incantations as he draws another symbol upon the ground.

After nearly three hours Bas' Anut looks to the group. "It is time, the portal shall soon be opened. Steel yourself for what you shall face inside. I will be honest, the odds of your success are slight indead. But as I said before, I will give you a boon if you desire. I also understand if you do not wish any more of my assistance."

Bas' Anut seems genuinely concerned as he speaks. He obviously wants little more than to be rid of the Dread Lord.

OOC: If you have any last minute things you need to take care of, castings etc, feel free to do them. Likewise if you have anymore questions ask them, otherwise he will continue withe ritual.

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Friday April 22nd, 2011 8:18:07 AM

ooc> All buff to be cast please. Don't be stingy with the wands.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Death Ward, Magic Vestment, Protection from Evil, Spell Resistance, Status 
Friday April 22nd, 2011 10:45:12 PM

The halfling cleric breaks out his wands, applying all sorts of buffs to himself and his companions.

OOC - Belkior can offer:
- Resist Energy (Resist 30, 170 minutes, 45 available)
- Protection from Energy (120 hp, 170 minutes, 45 available)
- Protection from Evil (17 minutes, 1 available)
- Death Ward (17 minutes, 2 available)
- Spell Resistance (SR 29, 17 minutes, 3 available)


Active Effects
Magic Vestment - +4 AC, 11 hours
Status (x2) - 16 hours
Resist Energy (x5, covering all types) - Resist 30, 170 minutes
Protection from Energy (x5, covering all types) - 120 hp, 170minutes
Protection from Evil - 16.8 minutes
Death Ward - 16.9 minutes
Spell Resistance - SR 29, 17 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast



MonthorHit Points:(213 of 213) AC 41, CMD 39 
Saturday April 23rd, 2011 7:48:20 AM

ooc> Monthor doesn't need the death ward. He can use most everything else.
-Prot. cold, lightning for certain.

His Brahm tatoo can cast protection from evil but I'm not sur how the time limits would work.



Jass of Downs AC:27 CMD: 22 HP: 197/178  d20+20=25 ;
Saturday April 23rd, 2011 8:58:37 AM

"I'm expecting some prepared spells going off as soon as we cross; Disjunction, Anti-Magic, Summonings, Time Stop. Everything that can disrupt our attack first." Jass forces a laugh for forms sake.

Jass accepts 4 Resist Energy spells from Belkior, for Fire, Cold, Electricity, and Sonic.

He casts Darkvision from a wand on himself and offers it to any who want it (35 charges)

He casts See Invisible from a wand on himself and offers it to any who want it (35 charges)

He casts Shield on himself and Haste on the entire group just seconds before the Gate to the Dread opens.

The sorcerer Readies a Greater Dispel Magic to use as a Counterspell against the first magical attack from beyond the Gate. (25)

...Actions

...Effects
Haste on all; CL20; 20/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 20/20 minutes; +4 AC, immune magic missle
Slow Poison from Tratain
See Invisible CL 5; 50/50 minutes
Darkvision CL 5; 50/50 minutes
Resist Energy (Acid) CL20; 140/190 minutes; ignore first 30 acid damage
Resist Energy (Fire) CL5: 50/50 minutes; ignore first 10 fire damage
Resist Energy (Cold) CL5; 50/50 minutes;
Resist Energy (Elec) CL5: 50/50 min
Resist Energy (Sonic) CL5; 50/50 min
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Dwight hp 207/218, ac 33/25/34)) 
Saturday April 23rd, 2011 2:30:48 PM

Mostly OOC:

Dwight offers:

Dwight accepts:

5 Resist Energy: Fire, Ice, Electricity, Sonic (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Death Ward (though others might be more important so speak up - from Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

Dwight offers:

Enlarge person (up to 2 times)
Cat's Grace/Bull Strength/Bear Endurance (only 1 total)
Potion of Hereoism (not sure of duration)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

As the ritual is being prepared, Dwight offers some thoughts (and prayers) to Ebryron. Not a typical action for him, but Dwight feels this is his last battle and wishes to call in all his outstanding favors.

Also, can we get a map. I'm thinking we can strategically place ourselves to try to avoid some of the area effect spells.



DM Buff note 
Sunday April 24th, 2011 7:52:27 AM

Remember wands are not at your caster level.
Please note what spells are being provided by wands

Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Sunday April 24th, 2011 9:35:48 PM

Vedik casts several spells, placing the shortest durations last. He summons the Air Elementals, and finally the Trumpet Archons.

He gives the summons the following instructions. "Champions of the planes. Ignore these liches, a greater threat stands before us. Beyond this portal is the Dread himself. I have called you to aid us in this fight. Elementals, disrupt any minions the Dread has with him. Archons, keep us healed, and be sure your mass heal spells attempt to harm the Dread as well. Do not hesitate, and thank you for helping us shoulder this burden."

He then turns to the group.

"I am ready."

OOC:
Several of the spells are redundant, this is intentional. Three hastes means all three have to be dispelled to loose the effect.

Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
Haste on everyone, CL 20
Haste on everyone, CL 20

Shield on himself, CL 20
Mirror Image on himself, CL 20
Resist Energy Fire on Monthor, CL 20
Resist Energy Fire on Mac, CL 20
Resist Energy Fire on himself, CL 20
Enlarge Person on Monthor, CL 20
Summon Monster 9 : Trumpet Archon
Summon Monster 9: Trumpet Archon
Summon Monster 7: Greater Air elemental
Summon monster 7: Greater Air Elemental



Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24, SR 33 - Death Ward, Magic Vestment, Protection from Evil, Spell Resistance, Status, Resist Energy( 
Sunday April 24th, 2011 10:00:00 PM


"I would accept your spells, Jass, if you can."

OOC - Belkior can offer:
- Resist Energy (Resist 30, CL 11, 110 minutes, 36 available)
- Protection from Energy (120 hp, CL 10, 100 minutes, 40 available)
- Protection from Evil (17 minutes, 1 available)
- Death Ward (17 minutes, 2 available)
- Spell Resistance (SR 33, 17 minutes, 3 available)


Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 11 hours
Status (x2) - 16 hours
Resist Energy (x5, covering all types) - Resist 30, 170 minutes
Protection from Energy (x5, covering all types) - 120 hp, 170minutes
Protection from Evil - 16.8 minutes
Death Ward - 16.9 minutes
Spell Resistance - SR 33, 17 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast



The Portal is Opened 
Monday April 25th, 2011 11:14:20 AM

Upon seeing the group prepared and ready, Bas'Anut contiunes to summon the portal. Bas'Anut approaches Pindar, who is still standing, looking up, with all eight Soul Gems levitating and slow circling in the air. Bas'Anut places both hands on either side of Pindar's head. As he does, electical currents begin pulsing from and through Pindar as he begins to scream. Bas'Anut backs away as Pindar's body begins to crumble to dust and is pulled into the circle of Soul Gems which begins to take a form as one.

The gate portal begins to come together, as the Soul Gems ripple across the air in front of the Knights. A sphere begins to form. It is a shimmering sphere of pale green and yellow, like the phlem of some creature that starts to ooze forth from tiny developing fissures in the sphere. The stench of rotting meat in the sun and baterial infection assails the nostrils and brings water to everyone's eyes. Whatever is beyond the portal, is is apparent that it will not simply open wide and that force will be needed to push through the sickness that lies in your path.

Bas'Anut backs away, a self satisfying smile upon his face. "It appears someone will have to force their way through to make a hole large enough for the others to pass."


Jass of Downs AC:27 CMD: 22 HP: 197/178  d20+20=33 ;
Monday April 25th, 2011 3:24:00 PM

Jass gets the spells from Vedik and 5each Protection from Energy and a Spell Resistance from Belkior.

The portal opens, and Jass waits. This is what the summoned creatures are for, right?

He keeps himself Ready with a counterspelling Greater Dispel Magic (counterspell : 33)

...Actions

...Effects
Haste CL20; 20/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 20/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 50/50 minutes
Darkvision CL 5; 50/50 minutes
Resist Energy CL20;(Acid) 140/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 50/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik,
Haste CL 20 From Vedik,
Spell Resistance CL19 from Belkior, (SR 33, 17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Mac | HP:286 | Dam:164 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Monday April 25th, 2011 6:30:46 PM

"Thank you all, and sorry to have to ask, but could I get some healing please -- before we go in?"

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
See Invisible -- 50/50 minutes -- see invisible -- Jass
Darkvision -- 50/50 minutes -- 60' darkvision -- Jass
Haste -- CL20; 20/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 170/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 170/170 minutes -- Belkior
Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Spell Resistance -- SR 29, 17/17 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine --150/150 minutes -- Vedik
Good Hope -- CL 10; +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls -- 10/10 minutes -- Vedik
Haste -- CL 20; When making a full attack action, make one extra attack with any weapon he is holding at your full base attack bonus, plus any modifiers appropriate to the situation. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. --20/20 rounds -- Vedik
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption
Class Abilities and Feats: Bravery IV ,Armor Training IV, Weapon Training III, Toughness, Exotic Weapon Proficiency [Bastard Sword], Great Fortitude, Endurance, Dodge, Mobility, Combat Expertise, Combat Reflexes, Spring Attack, Power Attack, Whirlwind Attack, Intimidating Prowess, Weapon Focus, Dazzling Display, Greater Weapon Focus, Weapon Specialisation, Greater Weapon Specialisation, Furious Focus, Improved Critical, Shatter Defences, Dreadful Carnage.


MonthorHit Points:(213 of 213) AC 41, CMD 39 
Monday April 25th, 2011 8:40:44 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20

-----------------
Monthor calls Mac and Tratain to his side.
" Hold.... ready..... "



Dwight hp 207/218, ac 33/25/34)) 
Tuesday April 26th, 2011 5:51:45 PM

Dwight looks at the portal as he hears Mac's request. Preferring to answer his request than be the ooze opener, Dwight taps Mac with this cure serious wounds a few times. (Mac -- roll 3d8 + 5, however many times you need it)

"Ssseemsss the fight mussst be brought to him, ssso much for a full sssummon." Dwight looks to Tratain or Monthor to initiate movement.

---------

Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik,
Haste CL 20 From Vedik,
Haste -- CL20; 20/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
5 Resist Energy: Fire, Ice, Electricity, Sonic, Acid (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Death Ward (though others might be more important so speak up - from Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

Mac | HP:286 | Dam:21 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  3d8+5=23 ; 3d8+5=23 ; 3d8+5=21 ; 3d8+5=15 ; 3d8+5=25 ; 3d8+5=18 ; 3d8+5=20 ;
Tuesday April 26th, 2011 6:15:53 PM

"Thank you Dwight." The taur soaks up the healing.

Damage:164|143|120|99|84|59|41|21 (8 charges)

The Portal is Opened 
Tuesday April 26th, 2011 9:41:36 PM

Bas'Anut looks to the heroes. "I said I would open the portal, never that I would summon him to you."

Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Wednesday April 27th, 2011 9:22:59 AM

"Right, let's go."

He sends the air elementals in first in whirlwind form, hoping they will disperse the vapors. Following that the Archons, and then Vedik enters the portal with the party

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Haste: from Jass
Haste: CL 20 from Vedik
Haste: CL 20 from Vedik
Darkvision from jass's wand
See Invisible from Jass's wand

Shield: CL 20
Mirror Image: CL 20

Stone Skin: CL 15 from wand
Good Hope: CL 10 from Wand

Summoned Creatures have Augment Summoning
Summoned Greater Air Elemental 1 (AC 25, 149/149HP, 45CMD)
Summoned Greater Air Elemental 2 (AC 25, 149/149HP, 45CMD)
Summoned Trumpet Archon 1 (AC 27, 203/203HP, 34CMD)
Summoned Trumpet Archon 2 (AC 27, 203/203HP, 34CMD)


Jass of Downs AC:27 CMD: 22 HP: 197/178 
Wednesday April 27th, 2011 10:48:16 AM

Jass grins as Vedik sends forth the air elementals. He bows low to Monthor and Mac. "After you fine gentlemen?"

And then the sorcerer follows the group into the portal.

...Actions

...Effects
Haste CL20; 20/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 20/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 50/50 minutes
Darkvision CL 5; 50/50 minutes
Resist Energy CL20;(Acid) 140/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 50/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik,
Haste CL 20 From Vedik,
Spell Resistance CL19 from Belkior, (SR 33, 17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday April 27th, 2011 3:19:48 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20

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

Monthor activates a protection from evil from his Tatoo.

" Me, then Mac and Tratain.... "



The Portal is Opened 
Wednesday April 27th, 2011 4:39:37 PM

Have the Elementals give a CMB check.

Mac | HP:286 | Dam:21 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Wednesday April 27th, 2011 6:43:42 PM

OOC: Bad time to lose count - 7 charges of CSW, not 8.

Mac lines up behind Monthor. Turning back to Dwight he asks, "If there is room to move on the other side, can I have the other Enlarge?"

Something has the taur ill at ease. Floating about the skies of the Southern Continent is one thing, but leaving for who knows where with Bas'Anut as a doorman...? He strongly suspects the portal will be closing tight behind them, so surviving and defeating the Dread Lord will be the first priority, but he suspects there will be considerably more.

The Portal is Opened 
Thursday April 28th, 2011 6:39:17 AM

The first elemental is able to push his way through the ooze and pus of the portal and create a small hole, just large enough for the second elemental to push through. Anyone who hurries can get through the portal before it closes, but it only stays open for about 6 seconds before closing up as it was before. It was obvious the elemental took quite a bit of damage and everyone fills as if they are choking and nauseous as they pass through the portal.

Fortitude Saves from all creatures passing through the portal.

If you choose not to pass through the portal with everyone else, I need to know that as well.

40 points of damage to the first elemental that bull rushed the portal.

Jass of Downs AC:27 CMD: 22 HP: 197/178  d20+17=33 ;
Thursday April 28th, 2011 12:26:34 PM

Jass muscles in right behind Mac and Monthor as they muscle in right behind the Air Elementals. The gunk is horrible, but the sorcerer tries to hold his breath and push forward.

...Actions
Fort Save: 33

...Effects
Haste CL20; 19/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 19/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes
Darkvision CL 5; 49/50 minutes
Resist Energy CL20;(Acid) 139/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 49/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 99/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik, 19/20
Haste CL 20 From Vedik, 18/20
Spell Resistance CL19 from Belkior, (SR 33, 16/17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Mac | HP:286 | Dam:21 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+30=38 ;
Thursday April 28th, 2011 5:12:20 PM

Mac pushes through (Fort Save: 38 and hopefully the Necklace of Adaption is of benefit) the putrescence.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
See Invisible -- 49.9/50 minutes-- see invisible -- Jass
Darkvision -- 49.9/50 minutes-- 60' darkvision -- Jass
Haste -- CL20; 19/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 170/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 169.9/170 minutes -- Belkior
Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --16.9/17 minutes -- Belkior
Spell Resistance -- SR 29, 16.9/17 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine --149.9/150 minutes -- Vedik
Good Hope -- CL 10; +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls -- 9.9/10 minutes -- Vedik
Haste -- CL 20; When making a full attack action, make one extra attack with any weapon he is holding at your full base attack bonus, plus any modifiers appropriate to the situation. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. -- 19/20 rounds -- Vedik
Hide from Undead -- 199.9 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption

Dwight hp 207/218, ac 33/25/34))  d20+21=32 ; d20+19=37 ;
Thursday April 28th, 2011 6:54:44 PM

Dwight watches as other rush into the portal. He glances at B'Anut wondering how bad this is going to be entering into a unknown plane. Unsure of the results, Dwight's committed to aiding the gray knight and friends.

Fort Save: 32

Sense motive on B'Anut: (Perception): 37

---------

Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik,
Haste CL 20 From Vedik,
Haste -- CL20; 20/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
5 Resist Energy: Fire, Ice, Electricity, Sonic, Acid (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Death Ward (though others might be more important so speak up - from Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Thursday April 28th, 2011 8:50:24 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20

--------------------------------
" DARN IT! TAKE HOLD! ROSE BUD! ROSE BUD! Who has the D door wand?!? Get the others through!"

Monthor grabs hold of Mac and Jass and hopes that Tratain will catch on and grab hold. Monthor then teleports through the portal opening thirty feet straight ahead.

Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+19=37 ; d20+14=22 ; d20+14=20 ; d20+18=24 ; d20+18=38 ;
Thursday April 28th, 2011 9:31:07 PM

Vedik moves through the portal in haste, pushing past quickly with the group.

OOC:
Fort Save: 37

Elemental 1: 22
Elemental 2: 20
Archon 1: 24
Archon 2: 38

Question: what kind of damage was it, the elementals have few resistances.

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Haste: from Jass
Haste: CL 20 from Vedik
Haste: CL 20 from Vedik
Darkvision from jass's wand
See Invisible from Jass's wand

Shield: CL 20
Mirror Image: CL 20

Stone Skin: CL 15 from wand
Good Hope: CL 10 from Wand

Summoned Creatures have Augment Summoning
Summoned Greater Air Elemental 1 (AC 25, 109/149HP, 45CMD)
Summoned Greater Air Elemental 2 (AC 25, 149/149HP, 45CMD)
Summoned Trumpet Archon 1 (AC 27, 203/203HP, 34CMD)
Summoned Trumpet Archon 2 (AC 27, 203/203HP, 34CMD)


Into the Dread 
Thursday April 28th, 2011 9:43:27 PM

Beyond the puss and hanging rotten meat of the portal lies a broken and charred expanse of earth. Stretching to the infinite in all directions under a brown and black sky so as to completely conceal the horizon. All about is the stagnant brown and brackish earth. A land where it seems as if nothing will ever change, nothing matters and to exist as life is pointless. Here you are beyond time, here you are lost and here you are trapped. Love, Hate, honor, Duty, loyalty, death, pain, fear and all else that makes up a mortal life are gone. Stripped away by this land of apathy.

There are no markers, nothing to distinguish direction and no reason to move in any direction. This side of the portal is no where to be seen.

When you left, Bas'Anut looked as if he truly hopes you succeeds.

A Careless Land


Dwight hp 207/218, ac 33/25/34)) 
Friday April 29th, 2011 6:49:27 AM

"Great, jussst great," Dwight mumbles before he manages to stop himself. He was ready to cast enlarge person on Mac, but given that it might be a bit before combat he holds.

Dwight hovers on his broom looking in each direction, sitting on the back of his broom, is Whisk, a small eagle the gray knights haven't seen in a bit.

Grabbing two normal arrows, Dwight pinches their fletches and shoots them into the ground, marking the general location of the gateway that cannot be seen.

He then looks to the others to pick a direction.

Jass of Downs AC:27 CMD: 22 HP: 197/178  d20+20=34 ;
Friday April 29th, 2011 10:13:03 AM

"Save your magic, Monthor. No one could see on the other side which would make your magics not work. Besides, this place appears to be another dimension, and lesser transportation magics do not work across dimensional barriers."

Jass sounds monotone, feeling the death in the land about him calling seductively the negative energies that haunt him since he first died. Was it only a few weeks ago?

"Be ready. I am sure the Dread Lich could feel when the Soul Gems were gathered. It knows we are here."

He looks about, searching for an enemy.

...Actions
Perception: 34

...Effects
Haste CL20; 19/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 19/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes
Darkvision CL 5; 49/50 minutes
Resist Energy CL20;(Acid) 139/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 49/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 99/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik, 19/20
Haste CL 20 From Vedik, 18/20
Spell Resistance CL19 from Belkior, (SR 33, 16/17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0



Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24, SR 33 - Death Ward, Magic Vestment, Protection from Evil, Spell Resistance, Status, Resist Energy(  d20+25=31 ;
Saturday April 30th, 2011 12:53:07 AM

The halfling cleric shrugs and waits his turn to enter through the opening. When it comes his time to do so, Belkior pushes through and hopefully resists or is immune to whatever the nasty stuff was.

"Lead on, friends."

Fortitude = 31 (please note that Belkior is immune to disease & poison and also has Death Ward active)

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 11 hours
Status (x2) - 16 hours
Resist Energy (x5, covering all types) - Resist 30, 170 minutes
Protection from Energy (x5, covering all types) - 120 hp, 170minutes
Protection from Evil - 16.8 minutes
Death Ward - 16.9 minutes
Spell Resistance - SR 33, 17 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Saturday April 30th, 2011 8:01:22 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

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

" Okee dokee.... now what? "



Mac | HP:286 | Dam:21 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Sunday May 1st, 2011 7:18:08 AM

"Well, go out in search and risk not finding a way home, or let it wait us out right here - wherever 'here' is. Now me - I'm in favour of a little exploration come reconnoiter - it can't all look like this, can it? Anyone with an idea as to which way we go should just point."

Into the Dread 
Sunday May 1st, 2011 12:02:09 PM

As you decide to set off, and look for something a voice comes to you. It seems to come from everywhere, yet nowhere at the same time. "And so you are here. I can feel you, see you, I know you...and I will devour your souls. Know that through your deaths, I will be propelled to the next realm. I will take my rightful place among the gods of Testing. Too long has Gargul wavered, too long has he sat softly upon another throne. Through your deaths a true god of Death will arise and your lands will be unmade. My vassals have honed you, prepared you, tempered you, raised you above all others. They did all at my bequest, all as I have planned for time and time again, but finally the mortal wold has produced a crop of souls worthy of my last design. And so here in the void of no Wold, beyond reach and reckon of all. Here beyond the taint of Life, here is where I can finally bring your lives to an end. Here where the pathetic shell of Gargul cannot reach, his glacomic eye cannot see, his limited faculties cannot concieve. Here I will tear your very souls from you and here I WILL BECOME A GOD!

The voice then leaves you in the silence of this desolate wasteland to continue wandering.

Starting now I will need a Perception check every time you post.

Also, I need a Will Save.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24, SR 33 - Death Ward, Magic Vestment, Protection from Evil, Spell Resistance, Status, Resist Energy(  d20+28=44 ; d20+29=31 ;
Sunday May 1st, 2011 9:57:32 PM

"Well, that settles it," intones the halfling cleric. "Wonder where it is hiding?"
Will = 44, Perception = 31

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 11 hours
Status (x2) - 16 hours
Resist Energy (x5, covering all types) - Resist 30, 170 minutes
Protection from Energy (x5, covering all types) - 120 hp, 170minutes
Protection from Evil - 16.8 minutes
Death Ward - 16.9 minutes
Spell Resistance - SR 33, 17 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Mac | HP:286 | Dam:21 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+20=31 ; d20+20=21 ; d20+20=40 ;
Monday May 2nd, 2011 5:15:26 AM

Perception: 31(Snap with Belkior!), Will Save: 21, no (spend final Hero Point) 40!

"...but I don't mind not taking the stroll if it means I can listen to more of this."
But Machesthai has long since learned his lessons on the matter of talking in a forthright, frank and fearless fashion to beings who hold or covet the role of God of Death. Besides, that he makes no claim to the mantle now is heartening indeed.
"Does anyone else find it odd how we have suddenly gone from being inconsequential one moment to sole conduits to God-dom then next?"

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
See Invisible -- 49.7/50 minutes-- see invisible -- Jass
Darkvision -- 49.7/50 minutes-- 60' darkvision -- Jass
Haste -- CL20; 17/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 169.7/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 169.7/170 minutes -- Belkior
Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --16.7/17 minutes -- Belkior
Spell Resistance -- SR 29, 16.7/17 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine --149.7/150 minutes -- Vedik
Good Hope -- CL 10; +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls -- 9.7/10 minutes -- Vedik
Haste -- CL 20; When making a full attack action, make one extra attack with any weapon he is holding at your full base attack bonus, plus any modifiers appropriate to the situation. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. -- 17/20 rounds -- Vedik
Hide from Undead -- 199.7 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


Jass of Downs AC:27 CMD: 22 HP: 197/178  d20+20=33 ; d20+21=31 ; d20+20=34 ; d20+10=23 ; d20+20=36 ; d20+20=36 ;
Monday May 2nd, 2011 12:57:07 PM

Jass feels uneasy about the land, the slow maisma and death that surrounds them. The VOICE out of nowhere doesn't help his morale either.

The sorcerer quickly checks his Detect Scrying spell, making sure it is still operating, and checks to see if the Dread knows they are there by any scrying, and tells the others. "The alternative is that it is in complete control of this pocket dimension, which can be a very bad thing indeed."

A strong will and stronger senses let the once-dead sorcerer to percieve things around him, and he uses that in conjunction with his vast knowledge in things to try and understand where they are and what they are going to do. Anything he can surmise he also tells the other heroes.

"Give me some minutes, and I can send out magical Prying Eyes so we do not have to wander aimlessly", says the thin sorcerer.

...Actions
Perception: 34
Will Save: 31

Know Arcana: 34 to ID the nature of the land about them
Know Religion: 23 to ID the nature of the land about them
Spellcraft: 36 to ID any percieved spell

Detect Scrying: 36 opposed Caster check for pinpoint scrying device

...Effects
Haste CL20; 18/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 18/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes
Darkvision CL 5; 49/50 minutes
Resist Energy CL20;(Acid) 139/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 49/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 99/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik, 18/20
Haste CL 20 From Vedik, 17/20
Spell Resistance CL19 from Belkior, (SR 33, 16/17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 36

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Dwight hp 207/218, ac 33/25/34))  d20+21=29 ; d20+19=38 ; d20+19=24 ;
Monday May 2nd, 2011 3:52:56 PM

Fort save: 29 (+4 death ward) + 2 (Good hope) = 31/35
Perception: 38 +2 GH = 40

"I'll take a look from above," states Dwight as he floats upward testing the winds, and terrain in all directions from 30'.

He sweeps his arm around, and Whisk takes off to do a perimeter sweep, 30' outward of the party. (perception: 24+2=26)

---------

Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik,
Haste CL 20 From Vedik,
Haste -- CL20; 20/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
5 Resist Energy: Fire, Ice, Electricity, Sonic, Acid (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Death Ward (though others might be more important so speak up - from Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

ZachR: Dwight, that's should be a Will Save, not Fort.

Dwight hp 207/218, ac 33/25/34))  d20+14=30 ;
Monday May 2nd, 2011 9:43:30 PM

OOC: Correct Save -- Will Save: 30 + 2(GH) = 32/34(fear)
A Will save every round isn't as good for me as a Fort save every round would be. Reflex would be even better though.

MonthorHit Points:(213 of 213) AC 41, CMD 39  d20+15=33 ; d20+10=11 ;
Monday May 2nd, 2011 10:22:32 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

----------------
" KISS MY AXE YE SMELLY ORC LOVER!!!!! "

Will save 33 (or 35 if vs magic or 38 if vs fear)
Perception 11 (natural 1)



Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+23=26 ; d20+14=27 ; d20+14=31 ; d20+6=13 ; d20+6=16 ;
Tuesday May 3rd, 2011 9:10:30 AM

Vedik pauses, not liking the thought of being responsible for Dread becoming a deity.

"Prying eyes is a good thought, get that done. Keep sharp everyone and be ready. "

OOC:
Will Save: 26 (28 if it's magic or Poison)
Elementals: 13, 16
Trumpet Archons: 27, 31

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Haste: from Jass
Haste: CL 20 from Vedik
Haste: CL 20 from Vedik
Darkvision from jass's wand
See Invisible from Jass's wand

Shield: CL 20
Mirror Image: CL 20

Stone Skin: CL 15 from wand
Good Hope: CL 10 from Wand

Summoned Creatures have Augment Summoning
Summoned Greater Air Elemental 1 (AC 25, 109/149HP, 45CMD)
Summoned Greater Air Elemental 2 (AC 25, 149/149HP, 45CMD)
Summoned Trumpet Archon 1 (AC 27, 203/203HP, 34CMD)
Summoned Trumpet Archon 2 (AC 27, 203/203HP, 34CMD)


Jass of Downs AC:27 CMD: 22 HP: 197/178  d4=1 ;
Tuesday May 3rd, 2011 3:11:56 PM

Jass takes a minute (10 rounds) of casting to create 21 small 'eyes'. He quirks a grin then speaks to the eyes. "surround me and go out one mile and then return to show me everything you have seen".

The eyes zip in all directions like 21 equi-distant needles on a compass, able to see things as if possessing True Seeing, after a mile, they return and play their recording to Jass.

If nothing has been found, Jass has them go out 2000 feet and surround him as they walk to get advance warning of any unusual structures or any living, moving thing.

...Actions

Greater Prying Eyes; 21 Eyes AC 18 Move 30', True Seeing for 120 feet

...Effects
Haste CL20; 18/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 18/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes
Darkvision CL 5; 49/50 minutes
Resist Energy CL20;(Acid) 139/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 49/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 99/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik, 18/20
Haste CL 20 From Vedik, 17/20
Spell Resistance CL19 from Belkior, (SR 33, 16/17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 36

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Into the Dread  d4=3 ; d4=4 ;
Tuesday May 3rd, 2011 6:49:34 PM

This plane weighs heavily on some of the heroes, or maybe it's the ill effects from the horrible contagion of a portal, but nonetheless, some of you are feeling less than wholesome.

Vedik takes 2 points of Constitution damage.

Jass takes 2 points of Constitution damage.

If either of you have Disease or Poison Immunity, or Adaption, let me know.

Dwight, if we went with your first roll and your will modifier, bad things would have happened to you. You get the benefit of the doubt though...

This plane seems to go on forever, or at least as far as any of you can see. While you are all being rather attentive, the plane seems so different from anything you have seen before, and thus, you still are uncertain what you are looking for.

The group searches for nearly an hour and finds... nothing.

The prying eyes find... nothing. Not even the magical eyes with their True Seeing seem to be of much help.

You can't help but feel that wandering and looking some more will help you find a way to the Dread. Of course you could be wrong. Dead wrong.

Perception and Will Saves.

Mac | HP:286 | Dam:164 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+20=25 ; d20+20=32 ; d20+37=45 ; 3d6+44=52 ;
Tuesday May 3rd, 2011 7:51:18 PM

Checks: Perception: 25, Will: 32

An hour... Mac tests a theory and strikes at the only thing he can see - the ground before him - with his axe. [45|52] and looks again for a response - after all, if the Dread is here, maybe we're standing on it.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Gone after an hour - See Invisible -- 49.6/50 minutes-- see invisible -- Jass
Gone after an hour - Darkvision -- 49.6/50 minutes-- 60' darkvision -- Jass
Gone after an hour - Haste -- CL20; 16/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 169.7/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 169.6/170 minutes -- Belkior
Gone after an hour - Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --16.6/17 minutes -- Belkior
Gone after an hour - Spell Resistance -- SR 29, 16.6/17 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 90/150 minutes -- Vedik
Gone after an hour - Good Hope -- CL 10; +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls -- 9.6/10 minutes -- Vedik
Gone after an hour - Haste -- CL 20; Additional attack in full attack, +1 to Hit, to Dodge, and to Reflex saves. Lose your Dexterity bonus to Armor Class: lose dodge bonuses. -- 16/20 rounds -- Vedik
Hide from Undead -- 140.0 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy(  d20+28=38 ; d20+29=38 ;
Tuesday May 3rd, 2011 9:34:17 PM

The halfling cleric wonders how long they will have to search for whatever is hidden in this place. This could get boring if it continues for too long.
Will = 38, Perception = 38

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 10 hours
Status (x2) - 20 hours
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+21=22 ; d20+21=33 ; d20+24=43 ; d20+33=41 ; d20+16=19 ; d20+33=38 ;
Wednesday May 4th, 2011 8:51:13 AM

Vedik sighs as most of the protections fade. Staying focused, he continues to try to gain the lay of this land, and the nature of the Dread, attempting to puzzle out this riddle.

OOC:
Will Save: 1, hero point reroll: 33, 35 if magic or Poison

Perception: 43
Knowledge: The Planes: 41
Knowledge: Religion (undead): 19
Knowledge: Arcana: 38

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand



Jass of Downs AC:27 CMD: 22 HP: 180/178 (-2 CON)  d20+20=27 ; d20+21=37 ;
Wednesday May 4th, 2011 1:00:57 PM

ooc: Jass has slow poison and Scarab of Protection:immune to death effects only

The sorcerer feels the demi-plane draining his energy, his life. Perhaps the negative energies already inside him make him more vulnerable? No matter, it only makes it more vital to find the Dread and end its existance before succumbing to death as the Voice had said.

Is there anything in this plane that can give him a clue? Jass searches his knowledge for an answer.

...Actions
Perception: 27
Will Save: 37

Previous Rolls any answers?
Know Arcana: 34 to ID the nature of the land about them
Know Religion: 23 to ID the nature of the land about them
Spellcraft: 36 to ID any percieved spell

Detect Scrying: 36 opposed Caster check for pinpoint scrying device

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 36

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0

Into the Dread 
Wednesday May 4th, 2011 4:00:02 PM

To Jass, everything in this realm feels as if it allows the Dread Lord to spy on you. You can not detect where it is coming from, but it is obvious he is watching you. Your knowledge of the Arcane allows you to gather that this... plane, was created by another, very powerful caster.

Vedik struggles to maintain a grip on his sanity, but realizing what is at stake, he refocuses himself. He thinks he sees something, off to the west. It could be his eyes playing tricks on him, but he thinks... thinks, he sees something to the west. It was at most just a flicker, and he doesn't see it any more, but it "might" have been something.

Mac strikes the ground and isn't to surprised that nothing happens. Well aside from the fact that the ground is utterly destroyed. It was after all very brittle and dry wasteland type dirt.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy(  d20+28=43 ; d20+29=35 ;
Wednesday May 4th, 2011 9:54:03 PM

The halfling cleric nods when Vedik mentions his brief glimpse of something. Anything is better than this waiting.

"Let's go investigate."

Will = 43, Perception = 35

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 10 hours
Status (x2) - 20 hours
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Jass of Downs AC:27 CMD: 22 HP: 180/178 (-2 CON)  d20+20=28 ; d20+21=38 ; d20+20=31 ;
Thursday May 5th, 2011 9:53:03 AM

Jass relays his speculations to the Gray Knights and Crimson Shields. "This dimension is a Prison for the Dread, but it has been here so long, the entire dimension reflects its evil." The sorcerer coughs, and looks in the direction Vedik indicates.

"Eyes! Go one mile in that direction, in three lines of seven Eyes. Each Eye is 100 feet away from every neighbor. If Seven Eyes are destroyed, return and report. If nothing happens, return in 10 minutes."

He bows to Monthor and waves in the direction of the image Vedik spotted. "Lead the way, Fearless Leader." And the sorcerer waits to walk with the group.

...Actions
Perception: 28
Will Save: 38

Detect Scrying: 31 opposed Caster check for pinpoint scrying device

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 36

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Dwight hp 207/218, ac 33/25/34))  d20+14=21 ; d20+19=25 ;
Thursday May 5th, 2011 3:37:36 PM

Dwight keeps his aerial survey of the land as the group begins to follow the slightest inkling of something off to one horizon. He looks to the arrows he embedded into ground, hoping, if needed, he can return to them and find the exit. First though, there is a mission.

Will Save: 21 + 2GH = 23 (25 vs fear) (that ain't good!)
Perception: 25

---------

Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
5 Resist Energy: Fire, Ice, Electricity, Sonic, Acid (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

Into the Dread 
Thursday May 5th, 2011 10:12:36 PM

Waiting on a few more to make their posts. Going to bed, I'll get the post up tomorrow after everyone has posted.

Mac | HP:286 | Dam:164 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+18=38 ; d20+18=19 ;
Friday May 6th, 2011 4:44:44 AM

Checks: Perception: 38, Will: 19 (Nat.1)

Mac tries to move with the rest of the Knights, but...

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 109.5/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 109.5/170 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 89.5/150 minutes -- Vedik
Hide from Undead -- 79.5 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption



Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+24=32 ;
Friday May 6th, 2011 7:11:30 AM

Vedik keeps looking in the direction he thought he saw something, scanning the horizon for any clues on how to proceed.

OOC
Perception 24

Current Effects:
-2 Con

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand



This is Madness!!!  d100=35 ; d100=47 ;
Friday May 6th, 2011 3:15:10 PM

Vedik points out that he saw, or might have saw something to the west and Belkior encourages the group to investigate.

Jass sends the Prying Eyes off in that direction to see what can be found. The do indeed find something. A column of sorts that seems to stretch as far as the eye can see.

Dwight paranoid about keeping an eye on his arrows and an exit is the first to succumb to the madness that this dreary and desolate land can wreak upon a mortal.

Mac soon follows Dwight into the madness and insanity that now grips them both.

Dwight and Mac are both plagued my madness and babble incoherently in a perpetual state of confusion.

Dwight and Mac ONLY: Highlight to display spoiler: {You are confused as if by the spell Insanity.}

Vedik, I need a Will save for last round.

Everyone else who is not babbling incoherently, I need another will save for this round.

Dwight hp 207/218, ac 33/25/34))  d100=7 ; d3=1 ; d20+32=48 ; d6=6 ; d6=2 ;
Friday May 6th, 2011 7:37:37 PM

"SSSsssso0000, you want me, me, come, come to me. There you are, you can't hide from me. Sssssssuck thisssss"

OOC: 1=Jass, 2=Vedik, 3=Mac

Dwight pulls his bow and fires and arrow directly at Jass from 30' up.

Att #1: 48 + 2(GH) = 50
Dmg: 14 + 2(fire) + 2(GH) = 16

---------
Insane :-(
Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
5 Resist Energy: Fire, Ice, Electricity, Sonic, Acid (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike


MonthorHit Points:(213 of 213) AC 41, CMD 39  d20+5=17 ; d20+15=23 ;
Friday May 6th, 2011 8:48:57 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

----------------
Will save 23 (25 vs magic)

Monthor doesn't like this situation. One by one his bretherens.

" ENOUGH FRIENDS! WE CANNOT LET THEM WIN!"

Monthor tries to cast protection from evil on Dwight or Mac ( whoevere is closer).



Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy  d20+28=40 ; d20+29=41 ;
Friday May 6th, 2011 10:42:58 PM

The halfling cleric casts Protection from Evil on the other companion who has been affected by the miasma of this place.

Will save = 40, Perception = 41

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 10 hours
Status (x2) - 20 hours
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast



Mac | HP:286 | Dam:21+18=39 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d100=52 ; d20+18=26 ; d20+18=27 ; d8+10=18 ;
Saturday May 7th, 2011 5:14:39 AM

Checks: Perception: 26, Will: 27 (Just in case...)

Mac tries to move with the rest of the Knights, but as he walks he only manages to awkwardly strike his shoulder with the half of his greataxe. [Dam: 18 (max)]

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 109.4/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 109.4/170 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 89.4/150 minutes -- Vedik
Hide from Undead -- 79.4 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Saturday May 7th, 2011 5:16:18 AM

OOC: ...less the Stoneskin that is still in effect. D'Oh!

Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON)  d20+20=40 ; d20+21=26 ; d20+20=29 ;
Saturday May 7th, 2011 3:18:38 PM

The arrow pierces Jass from Dwight's bow, but being good, and having both Stoneskin and protection v Fire on himself, the wound is negligible. It is Mac the sorcerer is more worried about. Much, much more worried about.

To try and hold the great minotaur's axe, Jass holds his actions to see if the 'protection' spells have any effect. Jass readies a strong spell to put Mac temporarily under his control if the minotaur tries to attack himself or his friends again.

...Actions
6 point loss to Dwight arrow

Ready Heightened Dominate Person: 8th level slot; Mac Will DC 27 or controlled by Jass

Perception: 40
Will Save: 26

Detect Scrying: 29 opposed Caster check for pinpoint scrying device

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 2

This is Madness!!!  d100=42 ;
Saturday May 7th, 2011 5:56:38 PM

Dwight fires on Jass, but the damage is negligible.

Monthor prepares to help his friends, but falls victim to the insanity as well. Monthor ONLY:Highlight to display spoiler: {You are effected by confusion per the spell Insanity. Please roll a d100 on the chart every round to see what happens.}

Belkior cast protection from Evil on Mac... whether it helps or not, you see no difference in Mac's condition.

Mac smacks himself with his own weapon... The madness!!!

Jass readies a spell and keeps an eye on Mac.

For the three who are confused, roll on this table every round until we get it cleared up. Highlight to display spoiler: {01-25 Act normally
26-50 Do nothing but babble incoherently
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand
76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)
}



This is Madness!!! 
Sunday May 8th, 2011 10:50:13 AM

No more will Saves required for now on anyones part.

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d100=13 ; d20+18=24 ;
Sunday May 8th, 2011 4:53:31 PM

Checks: Perception: 24

Mac walks and observes - not so much for the vague spot they move towards, but the rest of the party - and wonders how they will cope if Monthor, Dwight, and others continue to lose their grip in this place.

"Which way now?" he asks.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 109.3/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 109.3/170 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 89.3/150 minutes -- Vedik
Hide from Undead -- 79.3 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy  d20+36=47 ; d20+18=32 ; d20+22=30 ;
Sunday May 8th, 2011 11:15:26 PM

The halfling cleric moves to a safe distance and then examines his companions. Knowing whether they have been affected by a spell or other magical effect, a poison or disease or whatever may be useful in removing the effects.

Heal = 47
Knowledge - Arcana = 32
Spellcraft = 30


Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 10 hours
Status (x2) - 20 hours
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+24=27 ;
Monday May 9th, 2011 9:09:40 AM

Vedik looks to the three that appear to be acting strangely. "Can anyone cure that?"

He takes out a wand and recasts the Good Hope on the party.

OOC
Perception 27
Standard Action: Use Good Hope wand

Current Effects:
-2 Con

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand
Good Hope: CL 10 from wand

Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON)  d100=48 ; d20+20=40 ; d20+5=11 ;
Monday May 9th, 2011 9:51:17 AM

ooc: with Jass' Readied spell, he casts before Mac actually attacks anyone. If Mac fails the save, Jass is now in control of Mac and the minotaur's insanity can't control his actions. Jass does.

As soon as Mac raises his axe again, Jass casts his Readied spell and Dominates the minotaur's mind. Seeing Monthor also falling victim to the demi-plane, the sorcerer tries to temporarily take care of two birds with one stone "Grab Monthor and do not let him go until I tell you otherwise", is the mental command, and should start the minotaur and dwarf wrestling and stop them from hurting anyone seriously.

Then the sorcerer turns to the floating Dwight who shot an arrow at him. A bit of shadow magic, and Jass conjures a Greater Shadow Conjuration: Resilient Sphere to trap Dwight and keep him from shooting people.

Thinking hard, Jass tries to determine if the sudden craziness is a curse, magic, or something else. He looks at Vedik and his dead-looking eyes are without his usual humor. "Can we restore our companions or do we leave them and continue on ourselves?"

...Actions
Ready Heightened Dominate Person: 8th level slot; Mac Will DC 27 or controlled by Jass (done as Ready action last round)

Shadow Greater Conjuration: Resilient Sphere 60% real; 48% passed; Dwight Reflex Save DC 25 or be trapped.

Know Arcane - 40 - to know how to counter insanity/confusion
Know Religion - 11- to know how to counter insanity/confusion

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 2


This is Madness!!! 
Monday May 9th, 2011 4:05:06 PM

Waiting on one more post to continue.

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+20=21 ;
Monday May 9th, 2011 5:05:41 PM

Mac's Will Save vs Jass: 21 (3rd Natural 1 on a Will Save this combat, and we haven't met our opponent yet!)

This is Madness!!! 
Monday May 9th, 2011 8:12:57 PM

Mac looks around acting as if nothing has happened.

Belkior contemplates the best way to help his friends. From his experience he knows that it is mostly likely just natural effects from spending time on this plane. The only way you can this of helping your friends are with greater restoration, heal, limited wish, miracle, or wish.

Vedik cast Good Hope on the party hoping to instill hope that the party will succeed in all of them.

Jass uses his readied spell on Mac dominating him, he then commands him to grapple Monthor and pin him to the ground. Jass then casts another spell on Dwight, effectively imprisoning him. Jass talks to Belkior and you both decide that either greater restoration, heal, limited wish, miracle, or wish are the only way to reverse the confusion your friends are experiencing.

Dwight gets imprisoned in the resilient sphere of [b]Jass'.

Monthor has a large minotaur trying to restrain him.

Mac, I need a grapple check from you.

MonthorHit Points:(213 of 213) AC 41, CMD 39  d100=6 ;
Monday May 9th, 2011 8:13:11 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

------------------
Confusion- 6

Monthor isn't happy with what he sees. If a party member attempts to hit another, Monthor will attempt to intercept.

Dwight hp 207/218, ac 33/25/34))  d100=6 ; d20+19=39 ;
Monday May 9th, 2011 8:42:46 PM

Dwight motions to load his bow again, as habit dictates, only to find he is imprisoned. It seems as if he had just awoken from a dream -- only the arrow near Jass' foot shows the reality of what he had done. "Jassssss, I'm not sssure what happened, I couldn't control myssself."

Dwight then attempts to move about, but find his path blocked in all directions, and instead looks about.

Whisk circles about above the sphere unable to reach the broom to rest himself.

Perception (from the momentarily sane): 39 (natural 20)

Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Monday May 9th, 2011 10:25:42 PM

ooc: Belkior, I'm sorry to see you go! :-(
..............................

Jass divulges his information. "I can cast LImited Wish three times to free our comrades, though it will use up much of my diamond dust that I have for just such an occasion."

The sorcerer suggests that Tratain, Belkior, and Jass each cast one spell to free one of the group. If the others can't, Jass will cast enough Limited Wish spells to free all three companions; Monthor, then Mac, then Dwight.

Once freed, Jass will explain to them that they were under an enscocellment, and only the great power of the sorcerer was able to get them to stop killing each other and be cured. "What can I say, I'm just that good.", he concludes modestly. His everything-is-right-with-anyplace-that-has-Jass-in-it smile is back and intact.

...Actions

Know Arcane - 40 - to know how to counter insanity/confusion
Know Religion - 11- to know how to counter insanity/confusion

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 2

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy 
Monday May 9th, 2011 10:49:54 PM

The halfling cleric considers what he and Jass have determined.

"If Tratain is able, and has it memorized, why not cast Mass Heal once? Perhaps once we are engaged in combat?"

Belkior looks around at his companions, trying to determine how many of them are still actively engaged in this battle.

"Besides, what is the point of curing the weak-minded if they only fall subject to the nature of this place again? Let's press forward, and you keep them under control until we're actually engaged in combat. Otherwise, we're likely to just do this again."

OOC - Who actually is still posting? In the past month, I only see Belkior, Jass, Dwight, Mac, Monthor and Vedik.

Mr DM, Sir - is it time to re-calibrate this battle considering that a significant portion are AWOL?




Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+28=31 ;
Tuesday May 10th, 2011 1:54:46 AM

Outstanding Grapple Check: 31-4=27 (No Improved Grapple and has to drop the greataxe first - doesn't come close to grappling even an Enlarged Monthor.)

"And this is why I'm often asking for the enemy to be kept out of my head... Sorry Monthor, but now you see why I feel confident leaving the grappling to the bea..." He pauses, realising the term has no context here, except possibly for Jass, and hastily recovers with, "...to the Monks."

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Tuesday May 10th, 2011 8:51:19 AM

ooc> I agree with Belkie.

This is Madness!!! 
Tuesday May 10th, 2011 3:01:48 PM

OOC: Don't worry, it has been toned down for only 6 people. =p

This is Madness!!! 
Tuesday May 10th, 2011 6:36:22 PM

For the past few seconds, everyone seems to be... back to normal. Although you are rather certain it is just a momentary break in the madness.

As all put their thoughts together, it seems that the insanity slowly creeps upon you after you have been in the area for a while. Namely about an hour or so.

You also know that Mass Heal would be the most cost effective way to counter, if not protect from the insanity.

Being somewhat hyper vigilante and standing very near the column that reaches up into the air... it seems odd somehow. The column seems to be made of the same dry material as the ground.

Dwight hp 207/218, ac 33/25/34))  d100=12 ;
Wednesday May 11th, 2011 6:45:14 AM

Dwight maintains his hold on reality/sanity. "Ssso, do we have a plan yet?"

Column, where did that come from as Dwight tries to put together the small amount of time that he doesn't recall. If he were able, he'd fire an arrow into it, but the sphere prevents such action. Instead he sends Whisk around to inspect the column.



MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday May 11th, 2011 11:48:43 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

-----------------
Monthor knows that non fighting planning is not his strong suite. He does however offer this insight..

" Maybe we should just go straight through the column? "



Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Wednesday May 11th, 2011 1:50:24 PM

(since there were no mass heal identified, Jass cast 3 each Limited Wishes and I recorded them. Once the three are cured, Jass dismisses the Domination and Resilient Sphere. Everyone is happy! :-)

The column is massive and reaches to the sky. Jass calls his Greater Prying Eyes together and tells them to look at the column for a mile up to see if there is any change.

"Failing anything else, I say we experiment with the column. Hitting it, casting a heal spell on it, and the like. If this is the only thing on this demi plane, there HAS to be some connection between this column and the DREAD."

...Actions

Know Arcane - 40 - to know how to counter insanity/confusion
Know Religion - 11- to know how to counter insanity/confusion

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 2

This is Madness!!! 
Wednesday May 11th, 2011 2:25:04 PM

Posting from phone, working a double, Will not get a good post until tomorrow.

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+24=43 ;
Wednesday May 11th, 2011 4:59:44 PM

Vedik nods in agreement. "Lets see what we got here. Vedik flies up and examines the pillar from many angles.

"Interesting..."

OOC:
Examine column: Perception 43

Current Effects:
-2 Con

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand
Good Hope: CL 10 from wand

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d100=7 ; d20+20=31 ; d20+39=43 ; 3d6+46=56 ;
Thursday May 12th, 2011 5:28:53 AM

Checks: Conf:007, Perception: 31

Mac walks up to the column. With a smile he takes one huge swing at it. 1:[43|56]
Clearly, up until the moment of contact, this is a form of experimentation for which he approves.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight, Power Attack, Good Hope,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 109.3/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 109.1/170 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 89.1/150 minutes -- Vedik
Hide from Undead -- 79.1 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


This is Madness!!! 
Thursday May 12th, 2011 7:00:31 PM

Attacking the column... does little aside from put a slash in it. However as you get close and stand near the column, gravity begins to shift so that you are are able to walk on the column if you so desire. The column seems to go up as far as you can see.

You are unable to tell what or how this change in gravity happens, it just... does.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy 
Thursday May 12th, 2011 9:56:10 PM

The halfling cleric peers upward ... well, upward from where he is standing.

"Let's go take a look. Can't be worse than wandering aimlessly like we've been doing."


Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Friday May 13th, 2011 1:57:58 PM

Jass agrees with Belkior. "Time to move upwards, eh?" Still, the sorcerer takes the precaution of casting a Fly spell on him first just in case the gravity suddenly shifts.

"Everyone has a method to control your own velocity in case of a fall?" he jests.

...Actions

...Effects
Fly: CL20; 20min
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 3 4 3 2 0 2


This is Madness!!! 
Saturday May 14th, 2011 3:05:42 PM

The group sets off, following the column up... It seems to go on for quite a while.

After walking for several miles all magic items, buffs and protections cease to function. For those flying, they fall to the column. You notice if you take a few steps back your items begin working again. When you move back forward, the items fail again. It most certainly seems as if you walked into an anti-magic field.

Ahead, maybe 1 mile, maybe 3 miles, that the column turns into a flat surface, almost like an island on top of the column.

What to do?

Dwight hp 207/218, ac 33/25/34)) 
Saturday May 14th, 2011 3:48:01 PM

Dwight, floating on his broom, attempts to find the boundaries of the field (height wise), by sticking his arm out and feeling the effect. He does this as the group continues, not wanting to hold the group up any, and feeling the answer is likely trivial anyways if he can't fly to get above it once inside.

Being somewhat limited, Dwight suggests the prying eyes attempt to stay out of range, while looking ahead. Otherwise, Dwight is forced to hoof it, something he is unaccustomed to.

OOC: How thick was the column? Does it seem to be load bearing, as in tree-like - thicker on the bottom than the top?

Otherwise, Dwight has nothing significant to offer. :-(


MonthorHit Points:(213 of 213) AC 41, CMD 39 
Sunday May 15th, 2011 1:20:27 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

-----------------
Let's go ladies, up the column.

ooc> Monthor takes point.

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Sunday May 15th, 2011 3:46:19 PM

Vedik lands with a thud, his magical wings disappearing.

"Let's get past this quick. The last thing want is an attack with our protections down. "



This is Madness!!! 
Sunday May 15th, 2011 10:42:56 PM

Pushing forward, the group goes nearly two miles before the anti-magic wears off and your magic items begin functioning again. You are roughly a 1/4 of a mile away from the large shelf on top of the column. It is obvious you are on the bottom of the platform.

Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Monday May 16th, 2011 10:25:25 AM

Uneasy in the anti-magic field, Jass is looking at the set-up of this demi-plane; the plane, the column, the anti-magic, the platform, the knowledge that this was all built by something else other than the Dread. "It is like this is one, big prison for the master lich. Yet after eons of incarceration, the evil of the lich has slowly been seeping into the plane and it has been able to work with the outside wold. If it escapes, it may need the powers to go to war, for it will be beyond the ability of mortals."

The sorcerer continues to follow, waiting to see if the unusual gravity of the column extends to the underside of the platform.

...Actions

...Effects
Fly: CL20; 20min
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 3 4 3 2 0 2

This is Madness!!! 
Monday May 16th, 2011 10:40:07 AM

Yes, the gravity extends to the underside of the column as well.

Dwight hp 207/218, ac 33/25/34)) 
Monday May 16th, 2011 9:31:32 PM

Dwight follows the group, glad to have his flying ability again. Still, Dwight wonders if he can trace his way back to the entrance. "I find it odd thisss sssupposssed Lord, want to be god, hidesss ssso. I'm unsssure how he believesss he isss even remotely sssimilar to the real Godsss."

Dwight's taunt is diliberate in the hopes of bringing the walking to an end.



Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy 
Monday May 16th, 2011 10:43:23 PM

The halfling cleric brushes some of the dust from his feet while he listens to Dwight.

"I agree with you, Dwight. This wandering is mindless and serves merely to weaken us."


MonthorHit Points:(213 of 213) AC 41, CMD 39 
Tuesday May 17th, 2011 12:03:37 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

--------------------------
ooc> Are our protection spells still in effect?

Monthor keeps walking silently, keeping an eye out for trouble.


Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Tuesday May 17th, 2011 3:36:49 PM

The distance walked has been enough to wear thin all but the longest of Jass' protections. He shakes his head at the speculation of his companions, certain they are wrong on the reason that the pillar and platform are here. But they will have to find out for themselves he thinks with a smirk.

...Actions

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 3 4 3 2 0 2


Entrance of the Dread 
Tuesday May 17th, 2011 3:49:51 PM

Doubting that you would ever reach the dread, as you make your way to the top of the platform you see a large sphere. The sphere is roughly 400ft in diameter. in front of you is a large door, 15ft wide and 30ft tall.

You neither hear nor see anything inside the sphere, but you feel a presence, a presence of pure evil in its most deadly form. As you near the door, you hear the voice of the dread again.

"Enter so that I may destroy you, and fulfill my destiny and take my rightful place as a god."

Dwight hp 207/218, ac 33/25/34)) 
Tuesday May 17th, 2011 4:18:37 PM

Dwight looks to the others and thinks of his past encounters culminating in this final battle. He finds it a fitting end, a it ends where his adventure began.

The thoughts drift through his mind as he recalls being witness to the birth of a small child in Crescent Valley. The birth was unusual, and within moments changed the Wold, for the birth was not the birth of a normal child, but the rebirth of Ebryron. The magick's and knowledge was beyond Dwight at the time, though his compassion and quick thinking preventing Ebryron from destroying the valley. Oddly, his first attack on another being happened to be a god, and he was defeated mostly by the timing and position of a knife thrown knocking a powerful necklace from his hands.

Now, having gained in knowledge and precision he finds himself before something that believes itself to be a god. Dwight's precision and timing will decide it's success. He shall either have tales beyond belief to tell to any who will listen, or be lost beyond the aid of even Gargul; though his link with Ebryron seems to exist through Whisk still.

While all these thoughts filter through his mind, the only words that are uttered are, "Bring it"

--------
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Tuesday May 17th, 2011 7:21:35 PM

Luckstone, Heartlight, Power Attack,... not sure what effects have not dissipated with the passage of time and the field.

Mac considers the words again for a moment. "If it succeeds, then the greatest claim it can hope to make is that it is a tool of Gargul - not a god." He looks to Belkior - his knowledge of such thing being greater than his own as a layperson.

"Yes Dwight, good sentiment."

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday May 18th, 2011 7:48:27 AM

ooc> Are our protection spells still in effect?


Jass of Downs AC:31 CMD: 22 HP: 174/178 (-2 CON)  d20+20=25 ; d20+20=40 ;
Wednesday May 18th, 2011 8:02:05 AM

Jass sees the object of what looks like the end of thier quest, but the sorcerer's mind moves in different circles from Dwight. The once care-free man has always been a traveller, moving from place to place, letting his powers take care of him and letting the Powers take care of themselves. And then he was whisked away to Floating City and met up with Syr, Belkior, Brahmah, Mac, and the others. And they had some strange notions; didn't know anything about the Powers and talked about all-powerful beings as gods. Huh. Weird name for powers. And then he died, and met Gargul, and was given back his life. Good power to know, eh?

And this dead creep is thinking he'll be a Power like Gargul? "Not likely," Jass says aloud to himself, "Gargul the Power is in charge of the transition of death AND life. And you are long overdue for that transition."

Jass casts a Shield to give him a measure of protection.

Jass thinks and looks at the sphere. Is it a prison like he is certain, trapping the Dread, or is it of its creation and a recepticle to help it control this demi-plane?

...Actions
cast Shield: +4 AC

Know Arcana: 25
Spellcraft: 40

...Effects
Shield: CL20; 20/20min; +4 Ac, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 3 4 3 2 0 2


Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Wednesday May 18th, 2011 9:28:36 AM

The old dwarfs' mind goes back to his early days. A simple potter, until that fateful flood that revealed his true calling to serve Alemi in a new way. Those early years as the Fixer sect organized. And then the fuzzy details of his death, and the ten years he spent in Gargul's realm until he was called forth into the land of the living once more. He smiles as he remembered learning how far the Fixers had come while he was gone, a full blown Sect now.

"Bah, I'm getting sentimental in my old age. " he says suddenly, snapping out of it.

"Let's end this."

He casts a summoning spell.

OOC:
Cast SM7: Greater Air Elemental.

Current Effects:
-2 Con

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand
Good Hope: CL 10 from wand

Entrance of the Dread 
Wednesday May 18th, 2011 3:54:26 PM

The only spells you have are those cast with permanency, and those cast in the past two rounds.

If it is a permanent item, it still functions.

Jass contemplates this plane and decides, this is less of a prison and more of a sanctum. Jass can't tell what spells are being cast, but there is a remarkable aura of necromancy permeating from inside the sphere.

It seems the Dread is preparing for the big finale.

OOC: Last chance to cast any buffs. Once you enter... game on!

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday May 18th, 2011 7:39:01 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
------------------
ooc> Okee then, we need all buffs recast. Get the wands out guys and cast one of everything on everybody. This is the last battle, so don't spare the spells either. Make sur barkskins are cast. Hastes are a must. I need greater magic weapon on my axe and a GMV on my shield please.

Monthor recasts his protection from evil from his tatoo on himself and gulps down a hide from undead potion. If no one else can provide a haste on him, he'll drink a potion of haste as well.

Belkior - HP 156/156 - AC 27 (Touch 16, Flat 24) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward 
Wednesday May 18th, 2011 10:02:51 PM

The halfling cleric breaks out his wands and starts providing protective magics for himself and anyone else who asks.

Belkior also casts other memorized spells upon himself and anyone who asks.

OOC - Belkior has Resist Energy (CL 11), Protection from Energy (CL 10), Death Ward, Spell Resistance to offer.

Items Used
Wand of Resist Energy (11th level) - 19 charges
Wand of Protection from Energy (10th level) - 15 charges

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance**(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Thursday May 19th, 2011 7:29:32 AM

Vedik draws Woldsblood and anoints the armor and shields of the whole party. He reactivates his wings of flying. He casts Good Hope from from a wand on the party. He Stone Skin's the whole party. Lastly he casts Haste on the whole party.

Dwight hp 207/218, ac 33/25/34)) 
Thursday May 19th, 2011 8:16:40 PM


OOC: Dwight takes a tap from Belkiors Resist and protection wands

Just prior to entering the sphere, Dwight will activate his ring of Blink.

--------
Resist Energy (x5, covering all types, lvl 11) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types, lvl 10) - 120 hp, 110minutes
Haste (from Vedik, cast prior to sphere)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points (cast prior to sphere)
Good Hope CL 10 (from Vedik, cast prior to sphere)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass, cast when Dread world entered)
See invisible (from jass, cast when Dread world entered)
Blink

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Friday May 20th, 2011 6:34:47 AM

Monthor accepts one of everything. Including all 5 versions of the protection from energy

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Friday May 20th, 2011 8:12:29 AM

Mac cues up behind Monthor for what remains of the deluxe enchantment. He also takes a moment to move his CCW potion out of his backpack to a more readily accessible position.

Jass of Downs AC:31 CMD: 22 HP: 174/178 (-2 CON) 
Friday May 20th, 2011 4:39:34 PM

Jass cues up, and distributes wand shots for all the Gray Knights and Crimson Shields...
- see invisible
- darkvision

And right before going into the glabe casts Haste to overlay Vedik's casting (just to make it more difficult to dispel both)

Entrance of the Dread 
Friday May 20th, 2011 6:12:22 PM

Ok, all of your buffs go up. How do you proceed?

Jass of Downs AC:31 CMD: 22 HP: 174/178 (-2 CON) 
Sunday May 22nd, 2011 9:03:13 AM

After spell buffs, Jass waits for Monthor and Mac to go in, then moves inside behind them.

...Actions
Buffing Up

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
False Life CL 20; 12/24 hours; +19 temp hit points
Detect Scrying: CL 20, 12/24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.
Haste: CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types) - resist 30, 120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 4 3 2 1 2


Dwight hp 207/218, ac 33/25/34)) 
Sunday May 22nd, 2011 7:49:32 PM

Dwight also waits for the front line fighters to venture through first and then follows.

---
buffs coming...

Mac | HP:286 | Dam:39 | AC:33/20/28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+20=37 ;
Monday May 23rd, 2011 3:55:13 AM

Mac keeps with the plan and hustles in with Monthor, looking for the enemy of Good, and would be deity.
[Perception: 37]
++++++++
Effects:
from Belkior: Resist Energy (CL 11), Protection from Energy (CL 10), Death Ward, and Spell Resistance.
from Vedik: Good Hope, Stone Skin, and Haste.
from Jass: Darkvision, See Invisible, and an additional layer of Haste.


Entrance of the Dread 
Monday May 23rd, 2011 5:08:35 PM

So, I guess, I need a little more information. Marching order, how do you proceed?

Dwight hp 207/218, ac 33/25/34)) 
Monday May 23rd, 2011 7:58:23 PM

Dwight plans to fly on his broom and then rise upward on the other side of the door behind the front line folks. Whisk will be taking a wide flank around the room.

Jass of Downs AC:31 CMD: 22 HP: 174/178 (-2 CON) 
Monday May 23rd, 2011 8:56:05 PM

Jass casts Fly and follows Dwight into the sphere, but as the halfling flies up and left, Jass plans to fly up and right to become less a target.

...Actions

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
False Life CL 20; 12/24 hours; +19 temp hit points
Detect Scrying: CL 20, 12/24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.
Haste: CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types) - resist 30, 120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 4 3 2 1 2

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Monday May 23rd, 2011 9:04:03 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types) - resist 30, 120 hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

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

Send the elemental in first.
See what happens.
Then me and Mac.
Jazz and Dwight via flight
Then Vedik



Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Monday May 23rd, 2011 11:06:47 PM

Vedik follows behind the heavy hitters, braced for the worst. He sends his elemental in first to take the initial onslaught and scout the area. He knows that whats beyond that portal will be brutal, savage and show no mercy.



The Big Finale 
Tuesday May 24th, 2011 6:55:03 PM

The time for talking has come to an end and you assault the sphere.The elementals make their way into the sphere and... nothing happens. You make your way through the doorway and see only two things of interest. The first is a diminutive skull glowing green 200ft up (in the perfect center of the sphere) hovering. The second is a glowing sphere of utter darkness and pure negative energy. It utterly sucks the light out of the surrounding area. Without out even thinking, it is quite obvious this is a sphere of annihilation.

You prepare to unload all of your big spells, but before you can, all hell breaks loose.

One second everything seems normal, the next the battlefield has changed drastically.

First, your skin begins to crack and turn brittle as it dries out. Everyone take 120 points of Damage Fortitude save DC 34 for half. Spellcraft or Knowledge: Arcana DC 26Highlight to display spoiler: {Maximized Horrid Wilting}

Secondly Vedik, Monthor and Mac are stuck in a fog of sort (20ft radius) Will Save DC 29, Spellcraft or Arcana DC 21 Highlight to display spoiler: {Mind Fog}

Also, there is a Wall of Force in that extends above Jass and Dwight (roughly 50ft up and out 100ft wide and 100ft in length. (it essentially covers half the radius of the sphere.

There is a Wall of Fire going from the ground, up to the Wall of force in front of Monthor and Mac preventing them from going towards the middle of the sphere.

There is a Wall of Ice separating Vedik from Monthor and Mac. Jass and Dwight are stuck in the same area as Monthor and Mac. Vedik is essentially trapped as the entrance to the sphere has closed up solid.

Oh, and also, a Prismatic Wall sets itself up between the fliers Jass and Dwight and their friends on the ground, Monthor and Mac.

The skull has some protection around it as well, as some sort of force field: Highlight to display spoiler: {Sphere of Invulnerability} as well as some more Fog Highlight to display spoiler: {Mind Fog}

More bad news, though, Vedik needs to make a Fortitude DC 34 or else Highlight to display spoiler: {Lose 12 Levels per Energy Drain}

Last but not least, a huge Fireball goes off, doing 120 points of Fire Damage, Reflex DC 33 for Half.

You guys get the idea that somehow the Dread stopped time... quite possibly more than once.

OOC: OK guys, this is it... go big or... you won't have a home to go back to.

Belkior - HP 156/156 - AC 27 (Touch 16, Flat 24) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward 
Tuesday May 24th, 2011 9:44:58 PM

The halfling cleric follows the others through the portal after activating his Celestial Armor. He doesn't know where he is in relation to the others.

OOC - No mention of Spell Resistance (which almost everyone has) checks ... do we assume that the opponent bypasses?


Jass of Downs AC:31 CMD: 22 HP: 54/178 (-2 CON)  d20+19=30 ; d20+20=28 ; d20+20=37 ; d20+20=39 ; d20+19=35 ; d20+20=23 ; d20+20=27 ;
Tuesday May 24th, 2011 11:02:16 PM

Jass flies into the sphere and he is slapped strongly with... "Horrid Wilting!" he shouts in agony, the same spell that killed him only weeks ago far below the lake of Floating City. (Fort 30 fail; 120 damage, Spellcraft 28 OK)

He runs into a Wall of Force, and is isolated by a Prismatic Wall from the ground and is only in a small flying area with Dwight. He is easily able to see what is protecting the skull of the Dread; "A Sphere of Invulnerability and Mind Fog is protecting the demi-lich!" (Spellcraft 37, 39 OK)

And then a huge fireball burns in the sphere. Amazingly enough, Jass is able to avoid half of it, and his Fire Protection absorbs the rest so he is not fried outright. (Reflex 35, half, 60 Prot =0)

Trusting in the clerics to start throwing mass healing spells to keep him alive, Jass works to remove the obstacles for the others. Jass flies over to Dwight and touches the Witch, casting a Quickened Dimension Door to get just above Mac and Monthor.

Then the sorcerer focuses on opening the battlefield a little by casting a greater dispel magic on the wall of ice to enable Vedik and Belkior to join them, but fails to dispel the wall. (Dispel 23; Hero point 27)

...Actions

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
Haste: CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Protection from Energy CL11(x5, covering all types) - 90/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 4 3 2 1 2

Vedik | HP 77/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+23=32 ; d20+25=45 ; d20+23=30 ; d20+6=18 ; d20+17=20 d20+24=34 d4+1=2 d20+34=40 d20+20=31
Tuesday May 24th, 2011 11:43:51 PM

The veteran dwarf faces the onslaught, thankful for the protections of his friends.

With an instant gesture, a green ray shoots from his hand to the Dread.

He then casts a timestop of his own, which ends with an attempt to dispel the wall of force.

OOC:
I had missed that we had both resist and protection from fire going...whee. not dead.
Vedik takes 120 damage from the horrid wilting, 77 hp remaining
Vedik saves vrs the mind fog
Vedik fails the fireball save. 120 damage is absorbed by his Protection from Fire, destroying it.

Cast Quickened Dimensional Anchor: Hit touch AC 20 ($#@) SR: 34 (I'm no sure from the description if we have line of sight to the dread anymore, if not skip this)

Cast Timestop: 2 rounds.... two.. damnit
Round 1:
Move action: Retrieve Rod of Quicken Spell
Swift Action: Quickened Mirror Image
Standard Action: Cast Dimensional Anchor on himself

Round 2:
Move Action: Retrieve scroll of Mass Heal
Swift Action:
Standard Action: Ready Action: Greater Dispel on the Wall of Force

Time stop ends: Dispel the Wall of Force: CL check 31. Dispels the wall if the caster level is 20 or less.

Buffs:
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types except fire) - 120 hp, 110minutes

Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes

Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Mirror Image: CL 20


Mac | HP:286 | Dam:159 | AC:33/20/28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+30=31 ; d20+20=27 ; d20+23=24 ; d20+40=50 ; 3d6+46=57 ;
Wednesday May 25th, 2011 6:10:39 AM

OOC: Okay, my fault for including the spell effects, but not the items Mac is almost constantly wearing - and certainly since the Pathfinder transition.

The brittle skin takes full affect against the roaring Taur. [Fort: 31, Natural 1 again! - Damage 39+120=159]
The Fog (of sorts) envelops him, much to his surprise. [Will: 27]
The Fireball goes off, striping the Protection from Energy (Fire) from the Taur*. [Reflex: 24, Natural 1 again!]

Amongst the various 'walls' popping into existence, Mac is not sure if he sees Vedik fall, but he knows the plan, and readies to swing at the Dread if he finds himself in reach when Monthor calls 'rosebud'."Ready?" 1:[50|57]

Effects:
from Belkior: Resist Energy (CL 11- acid, cold, electricity, fire, and sonic), Protection from Energy (CL 10 - acid, cold, electricity, fire(gone), and sonic), Death Ward, and Spell Resistance.
from Vedik: Good Hope, Stone Skin, and Haste.
from Jass: Darkvision, See Invisible, and an additional layer of Haste.
Worn Magical Equipment: Headband of Mental Superiority(4), Necklace of Adaption, Large Steelgrass Full Plate(Magic Vestment- 5), Belt of Physical Perfection(6), Cloak of Resistance(5), Ring of Protection(4), Ring of Freedom of Movement.

*If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.


The Big Finale  d20+29=38 ; d20+29=41 ; d3=1 ; d20+29=47 ; d3=2 ; d20+29=47 ; d20+29=37 ; d20+29=48 ; d20+29=35 ; d20+29=35 ; d20+29=43 ;
Wednesday May 25th, 2011 6:22:40 AM

If you have SR higher than 35, talk to me, otherwise all spells hit. Vedik, there was no energy drain so you did not loose 12 levels.

The Big Finale 
Wednesday May 25th, 2011 8:29:45 AM

Belkior you are 5ft from Vedik.

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday May 25th, 2011 2:54:24 PM

ooc> Looking up some stuff. I'll be posting later this evening.

Dwight hp 98/218, ac 33/25/34))  d20+21=31 ; d20+12=25 ; d100=65 ; d20+26=43 ; d20+12=23 ; d20+12=17 ; d20+32=40 ; d6=3 ; d6=5 ; d6=1 ; d6=1 ; d20+28=43 ; d6=5 ; d6=4 ; d6=1 ; d6=1 ; d20+24=31 ; d6=1 ; d6=5 ; d6=2 ; d6=2 ; d20+20=22 ; d20+32=43 ; d6=3 ; d6=4 ; d6=3 ; d6=1 ; d6=3 ; d6=4 ; d6=3 ;
Wednesday May 25th, 2011 5:12:29 PM

OOC: Yikes, so much going on. I've read the postings 4-5 times and still a bit lost on what I can see (and what remains). Here is my attempt.

Saving throws:
Fort Save DC 34 -- 31 + 2 GH = 33 FAIL - lost 120 hp, at 98hp (dang, so close) .
---spellcraft: 25 + 2 GH = 27 PASS (I don't think I like that spell.)
---Does spell resistance apply? 65% -- failed to resist

Reflex Save DC 33 -- 43 + 2 GH PASSED (Evasion, no damage)

Dwight manages to remain floating, though a little worse looking that mere seconds ago. He tries to gather all the information that seems to have suddenly appear. (Spellcraft to see what is around skull: 23 (sphere of invul.), 17 (fog) -- doesn't matter since Jass has informed us)

OOC: Just a thought -- The fireball was cast last. It's blast went through the walls (ice and prismatic), and didn't melt the ice wall?

Now onto the "if's"
Should the wall of force be gone, Dwight opens fire at the Lich.

Firing Holy-Ghost Bow - fire arrows

Att #1: 40 + 2 (GH) - 2 (range?) = 40
Dmg: 11 + 6 (holy) + 1(fire) + 2(GH) = 20

Att #2: 43 + 2 (GH) - 2 (range?) = 43
Dmg: 13 + 5(holy) + 1(fire) + 2(GH) = 21

Att #3: 31 + 2(GH) - 2(range?) = 31 --- likely a miss
Dmg : 9 + 7(holy) + 2(fire) + 2(GH) = 20

Att #4: 22 + 2(GH) - 2(range?) --- most definitely a miss

Att #5: 43 + 2(GH) - 2 (range?) = 43
Dmg: 11 + 7(holy) + 1(fire) + 2(GH) = 21

IF the wall of force is still in the way.
OOC: Can I activate boots and fire one arrow in the same round? Assuming yes.

Dwight activates his boots of teleport, appearing behind the lich, 25'. And fires his arrow. (use att #1, with an additional +3d6 dmg --- 10 dmg from point blank and sneak attack)

--------
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes)--from Belkior
Protection from Energy (CL 10 - acid, cold, electricity, fire, and sonic)--from Belkior
Death Ward--from Belkior
Spell Resistance (29%)--from Belkior:
Good Hope,CL 5; +2 on all rolls (attack, ability, skill, save, damage)--from Vedik
Stone Skin CL 15, dam red 10/adamantium for 150 points --from Vedik
Haste--CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack--from Vedik
Darkvision--from Jass
See Invisible--from Jass
Haste--from Jass
Blinking

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

The Big Finale 
Wednesday May 25th, 2011 6:27:22 PM

Dwight, the Fireball, was on a delay, and thus the bead was already with you, just exploded after the walls went up. It did not melt the icewall (wasn't touching it)

You can teleport and fire once.

MonthorHit Points:(153 of 213) AC 41, CMD 39  d20+27=44 ; d20+19=20 ; d20+20=36 ;
Wednesday May 25th, 2011 10:20:34 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types)
- resist 30, 120 (90 left) hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

--------------------------
ooc> Need map badly!

Fort save 44 (pass)- 60 damage
Will save 20 (natural 1) however, necklace of adaptation. Immune.
Reflex save 36 (pass) 60 fire damage - no damage taken

----------

ooc> If it possible to teleport IN the skull's sphere with it? Is there enough room? For how many of us?

ROSEBUD!
Monthor attempts to teleport himself - with the helm of teleportation- ( and Mac if there's enough room) IN the sphere with the skull.



Belkior - HP 96/156 - AC 33 (Touch 16, Flat 30) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward  d20+23=24 ; d20+28=39 ; d20+23=43 ; d20+22=37 ; d20+22=35 ; d20+15=19 ; 8d6=32 ;
Wednesday May 25th, 2011 10:32:38 PM

Belkior nearly succumbs to the Horrid Wilting but reaches deep inside himself for the strength to withstand it.
Fortitude = 24 (natural 1), Hero Point to re-roll, 37 (half damage)
Spellcraft = 37


He withstands the mind-sapping magic and recognizes it, also.
Will = 39, Spellcraft = 35

After all that, Belkior takes the full force of the Fireball, which completely strips one of his protective spells.

Belkior decides to heal himself and his companions, he channels the energy granted him by Alemi.

Actions
Channel Energy (8d6) - 32 pts healing

Items Used
Wand of Resist Energy (11th level) - 39 charges
Wand of Protection from Energy (10th level) - 35 charges
Celestial Armor - 1 daily charge

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes
Magic Vestment (shield) - +5 AC (from Vedik)
Magic Vestment (armor) - +5 AC (from Vedik)

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance****(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast


Mac | HP:286 | Dam:159 | AC:33/20/28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+40=41 ; d20+35=40 ; 3d6+46=55 ; d20+30=35 ; 3d6+46=58 ; d20+25=30 ; 3d6+46=56 ; d20+20=21 ;
Thursday May 26th, 2011 5:42:44 AM

Interesting...
If Mac sees the skull in reach he makes every effort to strike (and strike, etc) it down - intensely focused to the point of ignoring the fact that he may now be some 200' in the air with no visible means of support. Though, gravity has been more than a little unusual already...
1:[Miss]/Haste:[40|55]/2:[35|58]/3:[30|56}]/4:[Miss]***

Of course, if the teleportation did not work then Mac looks to breaking through a suitable wall (ice looks good, and it is hard to miss a wall), and enjoying the Healing from Belkior.

Highlight to display spoiler: {For those who weren't paying attention that was five d20 rolls that SUM to 17, including two natural 1s!}

The Big Finale  20d6=73 ; 20d100=870 ; d100=81 ; d100=70 ; d100=90 ; d20=17 ; d20=6 ; d20=18 ;
Thursday May 26th, 2011 5:16:32 PM

OOC: Just a note, inside the sphere, gravity functions as normal with the area you came in being oriented so that if you walk in your feet are on the floor. The top of the sphere is the ceiling, the dread is in the middle.

Also, I rolled for Spell Resistance, and the Dread overcomes on all three spells he cast this round (yes three, one is a standard, one a swift, and the other a free.)

Also, Ignore the 870... that was a typo for sure. =)

A note regarding maps, I would, but the layout of the sphere is nearly impossible as this will mostly be a 3-D battle anyway. If you need an explanation, ask here or shoot me an email at zsramage at yahoo dot com


Vedik casts Time Stop and, accomplishes quite a bit as everyone else is in a limbo of sort. He is able to cast Mirror Image, causing numerous Vediks to appear, and also casts Dimensional Anchor on himself. He thinks to cast Dimensional Anchor on the dread but can't because the Wall of Force is in the way. He then tries to Dispel the Wall of Force but is unsuccessful.

Jass casts Dimension Door on himself and the Dwight, moving them both to the same area as Monthor and Mac. He hopes to dispel the wall but is also unsuccessful as was Vedik.

Dwight teleports to 25' behind the skull and let's fly an arrow at the skull, which strikes it, doing a bit of damage to it. You notice your arrow moves oddly, almost as if, gravity in the vicinity of the dread is in reverse of that elsewhere in the sphere.

Monthor teleports to within 5' of the Dread and immediately falls... up. You fall up about 40 feet and just hover at what appears to be the end of a spell. Reverse Gravity perhaps.

Belkior heals himself and his companions for 32 points before everyone splits up going different ways.

Mac is transported to within 5' of the Dread and, just like Monthor, falls... up. You don't have time to get a hit on the Dread before you are shuffled 40' above the dread. You are about 15' from Monthor.

The Dread laughs as it gets struck by the arrow from Dwight. "You think a mere arrow will stop me... You are nothing but a sneaky, little rat. Perhaps you will enjoy truly becoming one."

Dwight feels himself beginning to change. To keep from turning into a tiny rat for the rest of your very short life, I need a Fortitude Save DC: 33,Highlight to display spoiler: {Polymorph any object.}

The Dread then looks up at the two floating warriors, Monthor and Mac. A bolt of negative caresses the Dread healing 150 points of negative energy and then unleashes a fireball, slamming into the both of them for 73 points of Fire Damage, Reflex: 23 for half (36)

The Sphere of Annihilation begins moving at break-neck pace upwards in the general direction of the dread. It moves about 40' and is still about 160ft. away.

OOC: Never give up! Trust you instincts! - Peppy, from Star Fox.

I'm stupid, forgot range of harm. I was in the shower, shampooing my hair when I said, "Idiot... what were you thinking." I ran down stairs, half wet to edit this post. As an aside, maybe that's why I shouldn't post right when I get home from work after getting up at 230am.

Vedik | HP 99/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+20=34 ; d20+29=34 ;
Thursday May 26th, 2011 6:37:04 PM

Vedik flies upward, going around the wall of force and trying to get sight on Dwight, while getting within control range of the sphere. He flies 60 feet closer, then casts a quick spell of his own.

A dispelling beam strikes Dwight, hopefully stripping away the polymorph.

He then turns his attention to the sphere, his eyes narrow and he focuses all his intellectual might at it.

OOC:
Quickened Dispel Magic: CL 23 or less its dispelled. Bother.
Attempt to control the Sphere: 34 control check. double bother.

Buffs:
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types except fire) - 120 hp, 110minutes

Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes

Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Mirror Image: CL 20

Mac | HP:286 | Dam:159-32+6=133 | AC:33/20/28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+23=36 ;
Thursday May 26th, 2011 6:45:36 PM

The fireball engulfs the Taur, but he is barely singed. [Reflex:36 for 32, less Resist Energy (30) is 6 damage] He makes a quick calculation and yells out "Enlarge Me!".

Actions to come after work.

Jass of Downs AC:31 CMD: 22 HP: 86/178 (-2 CON) 
Thursday May 26th, 2011 7:39:48 PM

Jass feels Belkior's small healing, and looks around, suddenly finding that Mac, Monthor, and Dwight have all teleported closer to the Dread and bypassing all the walls. "Looks like everyone else needs to get there too, eh?", he calls and looks back to Belkior and Vedik.

A Quickened Dim Door pops the sorcerer next to Belkior and Vedik (assuming Vedik has not flown upwards and through the Prismatic Wall. Touching his two allies, Jass shouts out another Dimension Door to pop 30 feet in front of the skull, thus bypassing all the bothersome walls and bringing the two clerics within healing distance of the Dread.

"OK, start some mass healing or we are all dead. Again.", he smiles with just a little cheek.

...Actions

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
Haste: CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Protection from Energy CL11(x5, covering all types) - 90/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 5 3 2 1 3

Belkior - HP 96/156 - AC 33 (Touch 16, Flat 30) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward  d8=8 ; d8=4 ; d8=5 ; d20+21=26 ;
Thursday May 26th, 2011 11:11:05 PM

Taking his cue from Jass, the halfling cleric starts healing.

Actions
Standard - Cast Mass Cure Serious Wounds, using Regenerate, healing for 46 hps; harming Dread for 38, CL = 26 vs. SR, Will DC 29 for half

Items Used
Wand of Resist Energy (11th level) - 39 charges
Wand of Protection from Energy (10th level) - 35 charges
Celestial Armor - 1 daily charge

Daily Uses
Channel Energy - 1/7

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x4, covering everything but fire) - 120 hp, 110 minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes
Magic Vestment (shield) - +5 AC (from Vedik)
Magic Vestment (armor) - +5 AC (from Vedik)

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance****(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate*(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast


The Big Finale 
Friday May 27th, 2011 3:31:48 PM

Checking in, waiting on post from three more.

MonthorHit Points:(199 of 213) AC 41, CMD 39  d20+20=26 ;
Friday May 27th, 2011 8:12:47 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types)
- resist 30, 120 (84 left) hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

------------------
Reflex save 26, no damage.

Delayed action until the Dread ends his actions for this round.
The hasted Monthor switches out his cloak of resistance for his wings of flying. He then flies straight towards the dread.



Mac | HP:286 | Dam:159-32+6=133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33] 
Friday May 27th, 2011 8:54:32 PM

Attempting to adjust his thinking to falling up, Mac takes the few steps over to Monthor and quietly whispers, "I can't reach him from here without getting the bow out. Got a Plan B up your sleeve?"

Dwight hp 130/218, ac 33/25/34))  d100=88 ; d20+21=24 ; d20+32=45 ; d6=2 ; d6=5 ; d6=6 ; d6=4 ; d20+28=34 ; d6=6 ; d6=6 ; d6=4 ; d6=3 ; d20+24=27 ; d20+20=25 ; d20+32=41 ; d6=6 ; d6=1 ; d6=3 ; d6=5 ;
Monday May 30th, 2011 8:30:20 AM

Polymorph -- hopefully stopped by one of the following
1) stopped by Vedik's dispell?,
2) spell resistance (88% - failed)
3) lavender and green ioun stone should absorb (up to 8th level spell, 50 slots available)
4) fort save: 24 -- failed (let's hope it doesn't come to this roll)

Assuming one of the above protects him, Dwight fires his bow again hoping to keep him distracted as the rest of the ground positions themselves. (If not, Dwight transforms.)

Att #1: 45 + 2 (GH) = 47
Dmg: 10 + 11(Holy) + 4(Fire) + 2(GH) = 27

Att #2: 34 + 2(GH) = 36
Dmg: 14 + 10(H) + 3(F) + 2(GH) = 29

Att #3: 27 + 2(GH) --- gonna say this is a miss

Att #4: 25 + 2(GH) --- gonna say this is a miss

Att #5: 41 + 2(GH) = 43
Dmg: 14 + 4(H) + 5(F) + 2(GH) = 25

OOC: How far is Mac from the skull? Also, since behind the skull is relative, where does that put Dwight in relation to where Mac is?

--------
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes)--from Belkior
Protection from Energy (CL 10 - acid, cold, electricity, fire, and sonic)--from Belkior
Death Ward--from Belkior
Spell Resistance (29%)--from Belkior:
Good Hope,CL 5; +2 on all rolls (attack, ability, skill, save, damage)--from Vedik
Stone Skin CL 15, dam red 10/adamantium for 150 points --from Vedik
Haste--CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack--from Vedik
Darkvision--from Jass
See Invisible--from Jass
Haste--from Jass
Blinking

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

MonthorHit Points:(199 of 213) AC 41, CMD 39 
Monday May 30th, 2011 9:00:53 AM

Monthor grabs hold of Mac and takes him on the flight as well.
"HOLD ON"



Mac | HP:286 | Dam:133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20=6 ;
Tuesday May 31st, 2011 5:58:09 AM

OOC: I don't know why I rolled the d20.

"Got it!" Mac holds on, but in his mind is the doubt that even the enlarged Monthor will be able to get them both off this sphere and flying towards the Dread. (Ignoring all his equipment, Mac still weighs in at over 1800lbs.)

The Big Finale  d20+30=45 ; d100=69 ;
Tuesday May 31st, 2011 3:52:23 PM

Vedik attempts to dispel the polymorph on Dwight as well as control the sphere. You attempt to control it, but do little better than slow it down.

Jass Dimension Doors next to Belkior and Vedik then Dimension Doors all three of them near Dwight.

Belkior heals everyone except Mac and Monthor, including the Dread, who easily makes his save. Heal: 46

Dwight's Bacon is saved by his Ioun Stone. He then releases a volley at the Dread, dealing a decent bit of damage.

The Dread casts Maze on Monthor, hoping to lock him away in a in an extra-dimensional pocket. SR is overcome, Will Save DC 32

The Dread then drops a Stinking Cloud on Vedik, Dwight, Belkior, and Jass. Fort Save DC 27. Failure results in nausea and you also cannot see.

Finally the Dread heals himself via Harm.
.



MonthorHit Points:(199 of 213) AC 41, CMD 39  d20+19=27 ; d20+6=21 ;
Tuesday May 31st, 2011 8:26:58 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types)
- resist 30, 120 (84 left) hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

--------------
ooc> Are you using Pathfinder rules for Maze? I didn't think there was a saving throw?

Will save- 27

.... and Monthor disappears in the Maze....

Full round action
Intelligence role to escape: 21 (DC 20)- Success?



Jass of Downs AC:31 CMD: 22 HP: 86/178 (-2 CON)  d20+19=38 ;
Tuesday May 31st, 2011 8:31:34 PM

Jass, his Spell Resistance overcome, falls under the Stinking Cloud of the Dread, but is able to ignore the spell.

Not being able to see, the sorcerer Flies up out of the cloud and up to Mac hanging in the air, some 40 feet in the air. A Quickened Fly spell cast on Mac followed by a Dim Door with Mac brings the minotaur fighter within 10 feet of the Dread skull.

"Awright Mac, show this lich how Southern Continent heroes can fight!"

...Actions
Move - Fly to Mac
Cast Quickened Fly on Mac
Cast Dim Door for Mac to be 10 feet away from the Dread and Jass to be behind Mac.

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
Haste: CL 20; 17/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Protection from Energy CL11(x5, covering all types) - 90/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 6 3 2 2 3

Belkior - HP 142/156 - AC 33 (Touch 16, Flat 30) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward  d20+23=26 ;
Tuesday May 31st, 2011 10:57:10 PM

The halfling cleric inhales at exactly the wrong time and begins wretching and gasping after the Dread's spell is cast. Belkior is only able to move with Jass, trying to clear his head and stomach.
Fort = 26

Actions
Move - fly with Jass

Items Used
Wand of Resist Energy (11th level) - 39 charges
Wand of Protection from Energy (10th level) - 35 charges
Celestial Armor - 1 daily charge

Daily Uses
Channel Energy - 1/7

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x4, covering everything but fire) - 120 hp, 110 minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes
Magic Vestment (shield) - +5 AC (from Vedik)
Magic Vestment (armor) - +5 AC (from Vedik)

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance****(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate*(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast


Mac | HP:286 | Dam:133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20=14 ; d20+35=48 ; d20+30=41 ; d20+25=44 ; d20+25=41 ; d20+20=39 ; d20+20=23 ; 3d6+46=59 ; 3d6+46=61 ; 3d6+46=60 ; 3d6+46=53 ; 3d6+46=57 ; 3d6+46=54 ; 3d6+46=55 ; 3d6+46=57 ; 3d6+46=59 ;
Wednesday June 1st, 2011 5:49:31 AM

"I CAN FLY!"


Mac lets loose at the would-be deity with a torrent of axe-falls, and tries to live up to Jass' hype and transport.
1:[54|59]/ - Haste:[48|61]/ - 2:[41|60]/ - 3:[44|53{41|+111}]/ - 4:[39|55{23|+116}]



Vedik | HP 99/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+23=27 ; d20=3 ; d20+17=20 ;
Wednesday June 1st, 2011 9:33:37 AM

Vedik saves against the nausea, and flies out of the cloud, gaining sight on the Dread once more.

He then waits, scroll in hand.

OOC:
Ready Action: When the Dread casts Harm, Cast Mass Heal, targeting everyone he can plus the dread.
UMD is not 1, success (modifier is +32)
Caster Level Check: 20....damnit....
Everyone else can roll their spell resistances vrs the healing, I lost track of who has SR at this point :)

Buffs:
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types except fire) - 120 hp, 110minutes

Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes

Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Mirror Image: CL 20


Dwight hp 130/218, ac 33/25/34))  d20+21=35 ; d20+32=49 ; d6=2 ; d6=6 ; d6=5 ; d6=3 ; d20+28=43 ; d6=1 ; d6=6 ; d6=3 ; d6=1 ; d20+24=31 ; d6=3 ; d6=4 ; d6=1 ; d6=6 ; d20+20=22 ;
Wednesday June 1st, 2011 4:11:06 PM


Fort DC 27 versus Stinking Cloud: 35 + 2 (GH) = 37 -- SAVED

Dwight moves out of the stinking cloud (a combination of up and to one side, up to 30' if needed due to haste). While he can't see he knows he'll exit the cloud in moments and pulls his string taunt to fire a few more arrows.

OOC: Unsure if within 30' (point blank?) +1 to hit and damage if he is. Also no idea if Dwight happens to be flanking as others are attacking from below.

Att #1: 49 + 2(GH) = 51
Dmg: 10 + 11(holy) + 3(fire) + 2(GH) = 26

Att #2: 43 + 2(GH) = 45
Dmg: 9 + 9(H) + 1(F) + 2(GH) = 21

Att #3: 31 + 2(GH) = 33
Dmg: 11 + 5(H) + 6(F) + 2(GH) = 24

Att #4: 22 + 2(GH) = 24 -----> gonna say miss?

--------
Resist Energy (x5, covering all types, lvl 11) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types, lvl 10) - 120 hp, 110minutes
Haste (from Vedik, cast prior to sphere)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points (cast prior to sphere)
Good Hope CL 10 (from Vedik, cast prior to sphere)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass, cast when Dread world entered)
See invisible (from jass, cast when Dread world entered)
Blink (round 3 of 7)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone ( 8/50 levels used versus remaining)
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

The Big Finale  40d6=147 ; d20+27=35 ; d100=39 ; 20d6=75 ;
Wednesday June 1st, 2011 5:17:10 PM

Monthor is able to quickly find his way out of the Maze and back into the fray. It's almost as if he was the Minotaur and not Mac.

Jass lets fly spells to shuffle and jockey people into positions of his choosing. Dropping Mac on the dread for some Serious Damage. (233 is what I counted with no crits)

Belkior is to busy gagging to continue fighting this round.

Vedik holds his action to heal the group until the dread goes.

Dwight unleashes a volley of arrows upon the Dread... combined with what Mac did, comes close to finishing the dread, but never one to leave things to chance, has a contingency enact, Healing (harm) him.

The Dread then drops ANOTHER Horrid Wilting, this one Maximized as well, dealing 120 points, (60 With Successful Fort Save, DC 34). It hits Dwight, Vedik, Belkior, and Jass.

He then follows it with a Quickened, Maximized Fire Ball, for 120 points of fire damage, Reflex DC 26 for half. He then finishes with his customary Harm spell on himself.

Assuming he isn't dead, Vedik heals everyone near him for 170 points. (Assuming they are not dead.)

Finally, everyone notices the Sphere of Annihilation is only about 50 feet below the bulk of the group.

OOC: Don't think I am arbitrarily addidng Metamagic's. This guys has some special abilities that let him add metamagics and to also get some applied for free.

Also, I initially rolled 40d6 because I was contemplating dropping another spell on one of you... I changed my mind.



Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+23=43 ; d20+18=37 ; d20+20=23 ;
Wednesday June 1st, 2011 6:09:48 PM

Finally luck is on Vedik's side. He shrugs off the Horrid Wilting, and much of the Fireball's effects. The healing scroll washes over the party, healing those that remain.

He calls out to Belkor "Mate, we need big heals, best you got!"

He then tries to buy a round of healing for the party with a maze spell of his own, but it fails against the Dread Lord's resistances.

OOC:
Actually its 170. The scroll is CL 17, and mass heal is capped at 250, not 150 like heal :)

Take 60 damage from Horrid Wilting
Take 60 damage from Fireball (reduced to 30 from Resist Energy: Fire)
Leaving him at...9 He's then healed 170

Cast Maze on Dread: @#%^@@! SR fails

Buffs:
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types except fire) - 120 hp, 110minutes

Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes

Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Mirror Image: CL 20

Mac | HP:286 | Dam:133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+37|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+42=43 ; d20+37=54 ; d20+32=51 ; d20+32=51 ; d20+27=36 ; d20+22=25 ; 3d6+46=57 ; 3d6+46=54 ; 3d6+46=56 ; 3d6+46=57 ; 3d6+46=55 ; 3d6+46=57 ;
Wednesday June 1st, 2011 6:46:11 PM

Darkvision, See Invisible, Luckstone, Heartlight, Good Hope, Power Attack, Stoneskin, Haste, Flanking

OOC: 233, meaning the last blow at AC39 was a miss (but given AC41 was a hit, Mac at least has a good idea how tough it he is to hit).

Mac sees the sphere, and only hopes that it will stop if the Dread is stopped. He takes a flying 5' step for position (flanking with Monthor or Dwight), and hopes to better his last effort against the foe.

1:[1-miss] -- Haste:[54|57] -- 2:[51|54{51|+113}] -- 3:[36|55] -- 4:[25|57}]



Dwight hp 218/218, ac 33/25/34))  d100=15 ; d20+20=40 ; d20+26=44 ; d20+32=47 ; d6=2 ; d6=1 ; d6=6 ; d6=3 ; d6=1 ; d6=2 ; d20+28=31 ; d20+24=38 ; d6=5 ; d6=1 ; d6=6 ; d6=3 ; d6=2 ; d6=6 ; d20+20=36 ; d6=5 ; d6=3 ; d6=3 ; d6=3 ; d6=4 ; d6=1 ; d20+32=38 ; d6=5 ; d6=1 ; d6=5 ; d6=1 ; d6=4 ; d6=5 ;
Wednesday June 1st, 2011 9:06:11 PM

Horrid Wilting: SR: 15 (stopped) Fort save: 40 ---SAVED (Whew!) Takes 60
Fireball: 44 --- SAVED (evasion, no damage)

Healed 170 points. (Back to max. hp)

----
Dwight sees Mac shift for flanking advantages (and will shift as well if he isn't part of the flank). Then he lets loose another volley.

OOC: Assuming within 30' (+1 to hit/damage) and flanking (+2d6 sneak attack).

Att #1: 47 + 2(GH) + 1(point-blank) + 2(flank) = 52
Dmg: 10 + 7(holy) + 3(fire) + 2(GH) + 3(sneak attack) + 1(point blank) = 26

Att #2: 31 + 2(GH) + 1(PB) + 2(flank)= 36 miss

Att #3: 38 + 2(GH) + 1(PB) + 2(flank)= 43
Dmg: 13 + 7(H) + 3(F) + 2(GH) + 8(SA) + 1(PB) = 34

Att #4: 36 + 2(GH) + 1(PB) + 2(flank) = 41
Dmg: 13 + 6(H) + 3(F) + 2(GH) + 5(SA) + 1(PB) = 30

Att #5: (haste): 38 + 2(GH) + 1(PB) + 2(flank) = 43
Dmg: 13 + 6(H) + 1(F) + 2(GH) + 9(SA) + 1(PB) = 32

Total: 112

--------
Resist Energy (x5, covering all types, lvl 11) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types, lvl 10) - 120 hp, 110minutes
Haste (from Vedik, cast prior to sphere)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points (cast prior to sphere)
Good Hope CL 10 (from Vedik, cast prior to sphere)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass, cast when Dread world entered)
See invisible (from jass, cast when Dread world entered)
Blink (round 4 of 7)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone ( 8/50 levels used versus remaining)
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

Belkior - HP 156/156 - AC 33 (Touch 16, Flat 30) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward  d20+23=35 ; d20+16=33 ; d20+21=32 ; d20+21=34 ; d20+21=32 ; d20+21=33 ; d20+21=25 ; d20+21=23 ; d20+21=37 ; d20+21=23 ; d20+21=39 ; d20+21=40 ; d20+21=38 ; d20+21=29 ; d20+21=32 ;
Wednesday June 1st, 2011 10:08:09 PM

The halfling cleric withstands the worst of the Dread's necromantic spell and then avoids most of the magical fire, too. Still, Vedik's healing spell is welcome as it also removes the nausea.
Fortitude = 35, Reflex = 33

The halfling cleric decides that an attempt to strip some of the Dread's protective magics may be in order.

Actions
Standard - cast Empowered Greater Dispel Magic - checks are 37, 40, 37, 39, 27, 24, 45, 24, 48, 49, 46, 33, 37

Items Used
Wand of Resist Energy (11th level) - 39 charges
Wand of Protection from Energy (10th level) - 35 charges
Celestial Armor - 1 daily charge

Daily Uses
Channel Energy - 1/7

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x4, covering everything but fire) - 120 hp, 110 minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes
Magic Vestment (shield) - +5 AC (from Vedik)
Magic Vestment (armor) - +5 AC (from Vedik)

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance****(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate*(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel*(x2) (D - Mass Cure Critical Wounds*)
* = cast

Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Wednesday June 1st, 2011 10:28:15 PM

Just FYI, you can't empower Dispel Magic. I wish you could, oh man I wish you could :)

--Rules DM Troy




Mac | HP:286 | Dam:133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+37|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20=3 ;
Thursday June 2nd, 2011 5:48:09 AM

:(

MonthorHit Points:(199 of 213) AC 41, CMD 39  d20+38=49 ; d10+39=45 ; d6=6 ; d6=3 ; 2d10=15 ; d20+20=34 ;
Thursday June 2nd, 2011 11:59:51 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types)
- resist 30, 120 (54 left re: fire) hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

-----------------------------
ooc> Not sure if Monthor was in the fireball range or not
Save 34 for half. No damage taken

Monthor flies at the Dread and strikes!
" EAT MY AXE!!!!"

Two handed power attack -5/15

Hits 49AC for 45 physical, 6 shock, 3 cold and 15 holy damage (69 pts)


The Big Finale  10d6=31 ;
Thursday June 2nd, 2011 3:26:34 PM

Between the healing, the arrows, the spells, and the axes, the dread begins to shriek, "NOOOO!!!!! You fools! Do you know what you have done?!?!?! I was to be a god!!![

Both Monthor and Mac's axe whistle through the air in almost slow motion, taking what seems an eternity to strike the dread, but when they do strike, Mac's axe swing from left to right, and Monthor's from right to left, at almost the exact same time, they cause the Dread Lords head to literally explode in a burst of negative energy. A green light pulsates outwards enveloping the enitre sphere. Everyone takes 31 Negative energy damage.

The Sphere of Annihilation pulsates and begins sucking the sphere into it. It a matter of seconds the sphere is no more and the entire realm of the dread begins to be sucked into the sphere.

The next thing you know, you are all back in the floating fortress where you saw Bas' Anut just hours ago. He is no where to be found.

Congratulations!!! You guys did an amazing job... I thought I had you guys on the ropes for a second there. 40,600xp for defeating the Dread.

Mac | HP:286 | Dam:133+31=164 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+37|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33] 
Thursday June 2nd, 2011 5:33:27 PM

"Never... and we are not out of here yet! Keep your guard up and your wits about you!" He looks to Monthor with the faintest edge of a smile before posing a question to all, "Two to rescue - holding the line, and after that... is there anywhere else that we should investigate before we consider the 'remnants'?" It is apparent he is referring to Bas'Anut and his accomplice.


Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON)  d20+20=28 ; d20+20=30 ; d20+20=30 ;
Thursday June 2nd, 2011 6:00:27 PM

Momentarily stunned by all the magic, Jass sits up from the floor and pats himself, just to be sure he is alive.

Then he gets up, dusts himself off, and looks around. "Turned him into Piggie Food, eh Mac? That's the way to do it!"

...Actions

Fort - 28 fail, hero re-roll 30 (+2 from Good Hope, +2 from Prot v Evil) Success! 60 damage

Fireball - 30 save 30 damage; prot v fire negates

Vedik's heal = +178

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
From Belkior
Protection from Energy CL11(x5, covering all types) - 60/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 6 3 2 2 3


Dwight hp 218/218, ac 33/25/34))  d20+18=36 ;
Thursday June 2nd, 2011 9:46:54 PM

Dwight shudders as the field of negative energy hits him. He swivels on the broom eager to launch another volley only to find himself transported out of the dread-prison realm. He scans about, (perception:36), looking for something that may have changed. (Are the Lich's guards positioned around the room or are they gone as well?)

"And?" Dwight mumbles out not believing that is really the end of the matter.

Dwight flies higher and lets Whisk land on the back of his broom.

--------
Resist Energy (x5, covering all types, lvl 11) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types, lvl 10) - 120 hp, 110minutes
Haste (from Vedik, cast prior to sphere)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points (cast prior to sphere)
Good Hope CL 10 (from Vedik, cast prior to sphere)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass, cast when Dread world entered)
See invisible (from jass, cast when Dread world entered)
Blink (round 4 of 7)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone ( 8/50 levels used versus remaining)
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

MonthorHit Points:(199 of 213) AC 41, CMD 39 
Friday June 3rd, 2011 8:04:09 AM

Monthor shakes his head a bit in disbelief. Could it really have been that easy?

" Me'd suggest we not push our luck and get our furry back sides out of here. Bas the mutt will find us if he wants to be found. "



Zach R. Co-DM 
Friday June 3rd, 2011 3:56:07 PM

It's been a pleasure DMing you this short time. I've had a blast. Daniel is gonna take back over to finish this up.

You guys rock!

Good news in, those of you rolling into the new Cthonia game will be with me, those going to Rum or the other game, so long.

Those of you leaving the Wold, Fair the well!

-Zach

MonthorHit Points:(199 of 213) AC 41, CMD 39 
Saturday June 4th, 2011 7:17:48 AM

Thanks Zach!

Aftermath 
Saturday June 4th, 2011 10:48:39 PM

The Grey Knights find themselves back within the Parthanon. The great building is completely empty, the skeletal creatures, the altar, the great hanging braziers and Bas Anut are all gone. All that remains is the mold and grime covered marble floor. A stillness permeates the area, nothing stirs, no sound is heard. Looking out onto the bleak and dead landscape and into the gray ashen sky it would seem the once constant foul wind is no more as well. As the party casts about a single shaft of sunlight suddenly pierces the sky and alights the party, and perhaps for the first time since this quest began you feel warm. Just to the south, perhaps 40' away a small black sphere begins to materialize. It starts as a speck no larger than a fly and soon grows into a ball of nothingness 2' in diameter where it simply sits, hovering 2 feet above the ground.

Dwight and Whisk move upwards and beyond the confines of the open aired Parthanon. The desolate island appears deserted. Neither can detect even the slightest hint of movement in any direction.

The feeling of constant movement just out of sight and of pure hatred and malice is gone.


Dwight hp 218/218, ac 33/25/34)) 
Sunday June 5th, 2011 10:19:09 AM

Dwight relays what he sees (focusing on what he doesn't see anymore).

"Two things we need to follow up on," he shouts down. "Plyf and the moat of undead."



Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON)  d20+20=32 ;
Sunday June 5th, 2011 11:16:09 AM

Jass flies up about 10 feet and scans the area for invisible creatures. He casts his Detect Scrying spell to see if anything is watching, feeling lighter and more happy than he has since he was first killed in the waters below the Big Float.

On the arrival of the ebony sphere, Jass floats a little away from it, knowing it is a Sphere of Annihiliation, and tries to think about how to get rid of one.

...Actions
Know Arcana: 32 how to destroy a S of Annhiliation
...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
From Belkior
Protection from Energy CL11(x5, covering all types) - 60/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 6 3 2 2 3

Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Monday June 6th, 2011 7:55:14 AM

"This castle will be needing some work. We'll have to fix up everything of course, that goes without saying. But do we want to keep some of the stranger features? And of course our own personal things. I'll need a forge and craftshop and kiln.



The fixer goes on making plans for our new home.

Aftermath 
Monday June 6th, 2011 10:09:10 PM

Dwight mentions Plyf who should be nearby in the orchard and also the great horde, last seen inside the Mansion

Jass can think of no way to destroy or affect an arifact such as this

Vedik begins thinking on what to do with the floating island and what the group may need to do

An overpressure wave ripples across th group and MOM is suddenly standing before the group
"Knights, with your success in whatever endevour you embarked upon I am capable of monitoring this loaction and transfering my systems. As we had discussed assisting the local population below to become more independant I feel the removal of my influence to be prudent. With your permission i will fully transfer to this location and assist in defence netowrking and reorganization.

Plyf is found lying unconscious within the grove, the dark trees of koshe Marr are gone, her misssion a success.

Mac | HP:286 | Dam:164 | AC:33/T20/F28 
Tuesday June 7th, 2011 4:19:56 AM

...a forge...

Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Tuesday June 7th, 2011 9:34:05 AM

Vedik nods at MOM.

"You will be able to assist us in controlling this flying castle MOM? I think your assistance would be appreciated.". He looks towards the other Knights for confirmation.

Having been snapped out of his fixer reverie, the old dwarf turns his attentions to the matters at hand.

"Friends, we have responsibilities to see too. That sphere is one of them. We must also reach out to our Dragon contact, and let them know the mission is done. We have to get this place fully under our control, and fixed up, and then get it moved closer to our home. So much to do.."

Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON) 
Tuesday June 7th, 2011 9:59:58 AM

"Whoa! That's a sweet pick you have there", Jass tells MOM. "I take it that the arrival of this treadle means the other lichs have left the building." His black eyes take in the sights of the castle and the feeling of 'relief' that is in his pale skin. "I think I could use a little time off."

He lazily waves at Vedik to go ahead an contact thier contacts, Dragon groups not being much interest to Jass.

The sorcerer casts Unseen Servant and Prestidigitation to clean himself up and be fawned over in a manner that he wants to become accostomed to. Cleaning up and boring talks are not his cup of chai.

...Actions

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
From Belkior
Protection from Energy CL11(x5, covering all types) - 60/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 6 3 2 2 3



MonthorHit Points:(199 of 213) AC 41, CMD 39 
Wednesday June 8th, 2011 7:46:39 AM

Monthor agrees. The addition of MOM will be a great asset to the group's new home. Monthor however, knows deep inside that he won't be sticking around. He misses his family in Dirt City and the simpler life. He will want his share of the remaining treasure to buy his Ma's tavern, allowing the matriach to retire with pride and honor due her station. He knows that he will miss his friends. They may not be the same crew that he joined 12 years ago... but these lads all have brave hearts, strong hands and kind souls. A dwarf couldn't ask for better friends.


A Messenger Arrives (ACDM Cayzle) 
Wednesday June 8th, 2011 8:11:58 AM


MOM makes the remarkable offer to "fully transfer to this location," and Vedik immediately catches on to the implications. Jass is, typically, distracted by creature comforts, and Monthor's dwarven thoughts turn to the hearth, and to kin. Vedik is also about to contact the Dragon Consortium, but as it turns out, that detail has already been accomplished.

For in that moment, there appears before you a pure white humanoid figure, in a white robe, with white wings, and his eyes are also white, so that you see no iris or pupil. In one hand the figure holds a greatsword, and in the other, a long golden horn. This he puts to his lips, and a joyful triumphant and vastly loud fanfare both assaults and delights your ears.

Rejoice and Listen! Oh, ye heroes of the Wold! Great honor comes to you this day! Even as I greet you, a great festival of celebration begins, for dragons and heroes the Wold over, past, present and future! But before you descend to your well-earned reward, prepare you all for the presence of the God of Life and Death!

HE COMES!


MonthorHit Points:(199 of 213) AC 41, CMD 39 
Wednesday June 8th, 2011 8:33:38 AM

Seemingly unimpressed, Monthor roles his eyes.

The "God of Life and Death"????
Justin Beiber is visiting us?

Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON) 
Wednesday June 8th, 2011 9:10:38 AM

Jass likes his magic to make life comfortable, but a heraldic angel can hold his narcissism at bay.

"The Life and Death Power?" (Jass stubbornly refuses to call them anything but), "I've already met him once, and not really interested in seeing him again until I'm ready... say, in about 60 years, eh?"

Nevertheless, Jass is glad he is cleaned up, and he tries to put on a serious air. I wonder if Gargul will be upset about my affinity with the undead now. Ever since he has allowed my return to the living, I have been ... marked. Jass keeps his darker thoughts to himself.

Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Wednesday June 8th, 2011 9:57:31 AM

"Is this it, is my time here done. So much do to, so much to fix."

Vedik draws himself up.

"We are ready to meet your Lord herald of the God of Life and Death."



A God Arrives (ACDM Cayzle) 
Wednesday June 8th, 2011 3:58:10 PM


Very soon after Vedik declares the party's readiness, the angel bows low, and if you follow his gaze, you see that a man stands among you. He is worn, with full black hair streaked with grey. He is a big man, with a blacksmith's build that his black robe only partly conceals.

"You have done well, Heroes," he says. "Where my hands were bound, you bravely stepped forth, putting an end to a greater threat than maybe you knew. For this, you have earned my thanks, and a great reward."

"Please follow my minion to a gathering of the greatest in the Wold, who have come from all over to honor your achievement."

As soon as he utters these words, a small mis-shapped creature bounds out from behind him. "Sure! Sure! The party! I'll take them, master! It'll be fun!"

Gargul speaks one more time, smiling. "Go, and enjoy your rewards."

And then he and the angel are gone. Only the imp remains. "So are those your party clothes?" he asks impudently.

MOM 
Wednesday June 8th, 2011 6:20:20 PM

With Gargul gone, MOM addresses the group again. "I will transfer my systems here while you are elsewhere." The constuct glances over at teh Sphere of Annihilation and with a gesture brings it swiftly to its side. "I will destroy it if you wish, or it could be incorporated, for its basic design is not one of destruction but of a bending of space and your linear concept of time."

Dwight hp 218/218, ac 33/25/34)) 
Wednesday June 8th, 2011 7:30:15 PM

Dwight nods at Gargul hoping his silence is respect enough, knowing that is the best he can do to keep from getting himself in trouble. He also always gets a weird vibe from Whisk when Gargul is mentioned.

Once he disappears, Dwight looks at his ever shabby patch of clothes. It looks worse than usual having waylaid through refuse, disease, blood, undead, etc. Still, a halfling stomach waits for no one, so he is ready when it's time to depart.

"MOM, that'sss a great idea. We could certainly ussse the sssphere if it can be controlled easssily, wassste removal for example comesss to mind as we can't actually bury it. Perhapsss one of it's firssst usssesss could be usssed to get rid of the undead moat?"

Mac | HP:286 | Dam:164 | AC:33/T20/F28 
Thursday June 9th, 2011 6:01:45 AM

Mac very happily watches the departure of Gargul. "Wisdom... ...Ye-up, that went well."

He is less sure about MOM, except that something in her/his/its manner reminds him a little of Grand Maw. OOC: Did I miss a description somewhere along the line? But he is happy having Dwight as his barometer on this matter.

To the imp he replies, "No, these are my going-to-a-meeting-of-dissidents-and-getting-hurled-halfway-round-the-Wold-to-face-off-against-the-harbingers-of-and-actual-Wold-changing-evil clothes. Do you have a problem with that?"

The taur pauses for a response, then opens his backpack and carefully extricates and dons his Eagle mask from the previous Mask Day in the Float and adds, "Now I'm in my party clothes!"


Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON) 
Thursday June 9th, 2011 10:05:12 AM

Jass can only laugh helplessly at Mac's impudent (and accurate) statement on the affairs of clothes, and he starts all over again as the minotaur dons an Eagle Mask. "Well I've been done seen about everything when I see a minotaur fly!"

A little Prestidigitation and the sorcerer is clean. A quick dip into his Pants O Plenty reveals Jass knows how to make an entrance. His pants themselves are a light beige and cut like pantaloons with balloon bottoms. A thigh-length tunic of brilliant green with embroidered designs of red, blue, and gold are heavy on cuff, hem, and neck. Close inspection reveals Jass' Arcane Mark of a Celtic "J" is interwoven in the embroidery. Red shoes and a red pillbox hat complete the ensemble.

"Now, little imp of the Gray One, I'm ready."

Gimp (ACDM Cayzle) 
Thursday June 9th, 2011 2:51:28 PM


The imp laughs at the assembled Grey Knights, and bows to Jass. "Then awaaaaaay we go!"

In a whirl of ultra-divine magic, Gimp sketches a large square with his hands, which outlines a fireplace with a fire of cold green flames. From within you hear the sound of many voices raised in celebration. "Step right up!" urges Gimp. "Join in the fun!" He steps into the fire and is magically transported to the Giggling Ghost.

If you have not already, please join in the party on that board. And congratulations!

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