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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

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