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MonthorHit Points:(189 of 189) AC 28 
Thursday March 5th, 2009 6:00:15 AM

Before going in... Monthor will activate his protection from evil Brahm's tatoo.

The Orb - DM Matt  2d20=19 ;
Thursday March 5th, 2009 7:33:53 AM

Plyf plays with one of the rods, but can't seem to make it activate. She picks up the other rod and waves it a few times. It glows briefly, then stops again. Whatever it does, it just did it, though there are no apparent signs of anything. [OOC: UMD lets you activate blindly, but it doesn't provide any information as to an item's properties, other than what you can see]

At the least, Plyf doesn't explode, so maybe the rod isn't too dangerous.

Monthor, now invisible, stands at the doorway, axe in hand, ready to decapitate the first eel-man that walks through.

Tratain gives some instructions and warnings, preparing to cast a few spells before going through any (hopeful) portal that appears.

Dwight watches the street for a moment, and counts 19 seconds until the fish (or another one) swims by again, this time a bit slower.

The drums stop beating. Poking their heads out, Monthor and Dwight look up and down the street, beholding a grim scene. At least 50 eel-men warriors clogging the street on each side (about 100 feet away in either direction), with small groups of mages directing them.

Overhead, a number of giant sawfish swim to and fro.

To the left, one eel-man wearing a dark red, scaley tunic and holding a long sceptre, raises hands to mouth and yells, "INTRUDERS! LAND WALKERS! Come out, return to us what is ours, and swim out of here alive!" There is a ripple of laughter and tail thrashing when he uses the word "swim." "You have until the count of twenty."

There is no indication that any of them see the invisible Dwight and Monthor.

Meanwhile, Vedik is working feverishly, yet deliberately, on the orb.

He places the glass ball into the depression, and the entire surface of the orb changes. Reddish, glowing lines appear all over the orb, making a grid of sorts. The entire orb now looks like a chessboard wrapped into a ball. There is a faint click when Vedik places it in the depression, and it locks itself into place. The entire room begins to hum faintly.

Vedik takes a moment to draw some Woldsblood, and looks over the orb. He immediately notices that in several places, the gridlines are either erased, or redirected. The reddish glow is fainter in those places.

On the wall at the back of the basin, something flashes. A wide space in the wall, floor to ceiling and almost 8 feet long, turns black for a moment, then flashes back to normal.

A second later, the same flash: a scene of dark red mountains on a grey sky, lighting thrusting from blackened clouds. Back to the white wall.

A crumbling marble temple, twisted, demonic bodies laying dead on the floor. A larger, black-scaled demon stands over the bodies, snarling, then looks up. It sees Vedik and points a gnarled finger in his direction. Back to the white wall.

The flashes continue, showing a variety of unsettling scenes. Those watching notice, in some, a few of the Legion warriors you've fought before (including the dead bodies on the temple floor).

Vedik sits, Woldsblood at the ready, and counts a total of 8 places on the orb where the gridlines are disrupted in some way. Applying two drops to one of the places where a gridline has been erased, he finds that he can retrace the intended path of the line by tracing it with his finger after applying the Woldsblood.

Vedik Highlight to display spoiler: { You can use your Restore All ability to fix the orb. There are two types of problems: a mising line, which will take 2 drops to fix, and a misdirected line, which will take 3 drops (1 to erase the incorrect line, 2 to draw the new one). It is a full round action to make one repair, so please be specific as to actions in the next post. You have 30 seconds to act before next DM post, so anything that takes a move action needs to be specified as well. It may become important to determine exactly when the orb is fully repairs in relation to the enemies outside}

The Orb - DM Matt 
Thursday March 5th, 2009 7:35:34 AM

Addendum:

I meant that Vedik fixed one in my post above. There are 7 spots remaining.

Also, 30 second max for actions please.

MonthorHit Points:(189 of 189) AC 28 
Thursday March 5th, 2009 8:06:14 AM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility

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

Monthor activates his Protection From Evil tatoo.

" Can anyone seal off the building? Blade barriers? Stone walls? Walls of force? A couch proped up against the door? Marbles on the floor? ... anything???
The less points of entry they have, the better. "

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+29=49 ;
Thursday March 5th, 2009 8:35:34 AM

"This is gonna take a minute or so. the dwarf calls out as he works. He then draws forth more woldsbood, straining his abilities and drawing more than he is usually comfortable doing. Alemi smiles on him however, and he draws the drops into his hand and begins to work, addressing the misdirected lines first. Working methodically, he begins to repair the orb.

OOC:
Starting Drops: 1 in hand
Full round action 1 : Attempt to draw 6 drops: DC 40: Passed (7 Drops in Hand - 4/9 draws)
Full round action 2 : Erase a misdirected line (6 drops in hand)
Full round action 3 : Draw in the line (4 drops in hand)
Full round action 4 : Erase a misdirected line (3 drops in hand)
Full round action 5 : Draw in the line (1 drop in hand)

Matt, I think I got this right: FRA to erase, FRA to draw. There's some that just need drawing, others that need erasing and redrawing. Can I see how many of each type is left? Actions this round should repair 2 of the erase and redraw problems. Also, rounds are 6 seconds, so 5 rounds in 30 right?

OOC: buffs:
Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Invisible - not sure CL/duration

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+3=8 ;
Thursday March 5th, 2009 1:20:10 PM

"Whatever you have to do, hurry up! There is a school of fishies out there and someof them cast spells, I think." Plyf inhales a deep lungful of water to try and relax and not able to block the door as was suggested, she takes a moment and casts Detect Magic to look closer at the rod.

Actions: Cast Detect Magic and Spellcraft on Rod: 8

Water Breathing
Magical Vestment
Invisible
Resistance

O- 8/2

1- 6

Tratain Current Spells HP 222/198 AC 43 
Thursday March 5th, 2009 4:50:27 PM

Tratain says "Monthor and Dwight, Tell me when they are really close to the Entrance and then step back. I can keep them out for a little bit."

When Given the Signal by Dwight and Monthor Tratain will cast Prismatic Wall to block the Entrance into the Forge.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 13 of 24 Rounds
Good Hope - 10 Minutes

Dwight hp 144/144, ac 25 
Thursday March 5th, 2009 8:56:39 PM

Dwight remains hiding keeping and eye on the approaching army and an ear on Vedik's work. Wish I had more to offer, to speed things along

"I have an eversmoking bottle, should I let if go to fog their vision? I'm pretty certain they already know where we are."

Dwight looks to the others holding his action, waiting for approval or disapproval.

OOC: This is assuming the smoke would exit the building, as I don't want to make Vedik's job harder. Eversmoking bottle will obscure 50 feet in 1 round and spread another 10 each round until it reaches 100. Not sure how the DM may interpret results in water---I'd guess it's magical so still works, but range may differ.



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Friday March 6th, 2009 10:43:56 AM

Frustration sets in on the rogue turned bard. She has always been one of action and movement. Waiting was never something she enjoyed. She does trust her new companions though. They seem very sure of themselves and from the damage they have dealt to those that stood in their way, she is glad to be supporting them from behind, instead of being one of the unfortunate.

The Orb - DM Matt  d20+29=31 ; d6=4 ;
Sunday March 8th, 2009 12:38:34 PM

Monthor suggests sealing the room off. Looking around, he notices that the main entry is the only significant opening in the room. There are a few minor holes here and there, probably due to wear and tear and the rigors of time, but nothing is getting in except through the main door, or by actually taking a wall down.

"Nineteen . . . Twenty!" calls the voice from outside. "Landwalkers! Have you made your choice? Come out!"

Plyf calls out a warning, then casts Detect Magic on the rods, looking them over for a few moments. Plyf Highlight to display spoiler: { You identify one has having a strong aura of abjuration, and the other as having a strong magical aura as well, though not of any specific school of magic. You guess that the second must be some sort of metamagic rod, given the lack of specific magical school.}

Tratain prepares to cast a spell on the door, but waits until he is warned by the others.

Dwight keeps an eye on those outside, and sees the leader point toward the building. Dwight Highlight to display spoiler: {The eel-men begin advancing, slowly, brandishing their tridents. A few of them swim upward, calling out some odd words or sounds, and a number of the giant fish congregate over the warriors. The eel-men who appear to be spellcasters move outward, keeping a safe distance from your building but getting into defensive positions behind rocks, broken walls, or whatever they can find. All told, you count the leader, 9 spellcasters, 14 giant sawfish along with their handlers, and (you estimate) 40-50 warriors on each end of the street (80-100 warriors total, don't double the other types). You are pretty sure they are going to storm the building any second. OOC: the bottle will work underwater, and you can throw it since you can move freely. Once the bottle leaves you, it won't be subject to freedom of movement, so when the smoke starts pouring out, it may not spread quite as quickly or widely due to the water, but it will work the same, more or less.}

Vedik, during all of this, sets to work on the orb. [OOC: FRA to fix either type of damage. Erasing a line takes a drop, but is quick to do, so 1 FRA for either type of repair]

He draws his Woldsblood and repairs 2 of the misdirected lines, leaving 2 more misdirected and 3 erased lines. He draws more Woldsblood (I rolled, drew 4), and repairs one more misdirected line.

Even after a few of the repairs are made, the orb begins to hum more loudly. Its vibrations become more intense, and the red lines glow brighter and deeper. You can feel the orb increasing in strength. The building begins to vibrate lightly, and shouts can be heard outside.

"Landwalkers!" "

They have the orb!"

"Kill them!"

Meanwhile, the wall behind the forge flashes with views of some other world. The pictures stay longer, and become more clear, as the seconds pass.

A group of Legion demons rip the arms off a screaming human woman, then throw her into a dark pit. flash

A room, much like the one the Knights stand in, with a similar basin, made of black stone instead of white. The image hovers for a moment, then fades. flash

A balor locked in combat with an enormous, black-scaled monster much like that you saw in the temple scene a moment before. The two struggle, rolling on the ground and clawing their faces. flash

Back to the room. Peaceful, quiet. It appears to be vibrating lightly, just like the room you are in. flash

A lake of red water. No, it flows too slowly, too thickly. A lake of blood. A great, reddish-brown lake of blood, stretching as far as the eye can see. flash

Drops in hand: 2
Misdirected lines remaining: 1
Erased lines remaining: 3



Dwight hp 144/144, ac 25  d20+13=31 ;
Sunday March 8th, 2009 4:25:44 PM

"Tratain, they can sense the power of the orb and are ready to rush in. They have scores of folks, spellcasters, giant fish and tons of warriors; (see numbers of each above) by my count. It might be best to seal us up now that they have given the order to kill us."

He looks around not seeing anyone (everyone is invisible). "It might be best for us to be near the portal so we can all jump in at the same time. I'll drop my bottle which will fill the room with smoke, hopefully covering our escape to some degree."

"How much longer "V""

Dwight takes one quick glance (spot: 31) and then moves closer to the portal that keeps changing.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+19=32 ; d20+19=27 ;
Monday March 9th, 2009 10:46:18 AM

"This one is a metamagic rod!" she blurts out, if someone wants to try it."I'm not sure yet about this one!" She tucks the other in her waist and starts applying Greater Invisibility on the two by the door. First on Dwight then on Monthor.

UMD rod of Greater Invisibility on Dwight: 32
UMD rod of Greater Invisibility on Monthor: 27

Water Breathing
Magical Vestment
Invisible
Resistance

O- 8/2

1- 6

MonthorHit Points:(189 of 189) AC 30 ( plus inv., plus prot. from evil)  d20=4 ; d20+4=9 ;
Monday March 9th, 2009 11:34:58 AM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil
Mountbank cape

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

Monthor keeps watch and prepares an attack should anything come through the door.

" While taking 100 or so gill heads would be fun..... HURRY UP!!!! "

( ooc> deft and blind , 4 and 9)



Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Monday March 9th, 2009 1:41:34 PM

"Give me another thirty seconds or so. The gate may just open when I'm done, so be ready ta go.", the old dwarf says slowly, keeping his concentration on the task. He works calmly and confidently, trusting in the group to keep him from getting jostled while he's working with woldsblood.

OOC:
Starting : 2 drops)
FRA 1: Draw 4 drops (Can not fail): 6 drops in hand
Move action: Retrieve personal woldsblood container .
FRA 2: Fix Misdirected Line using drops from container. : 2 in container, 6 in hand.
FRA 3: Fix Misdirected Line using drops from container and 1 from hand: 0 in container, 5 in hand.
FRA 4: Fix Misdirected Line. 2 drops in hand.
FRA 5: Fix missing line: 0 drops in hand.
Move Action: Store container.
Should be all done by my count.


MonthorHit Points:(189 of 189) AC 30 ( plus inv., plus prot. from evil) 
Monday March 9th, 2009 2:48:39 PM

ooc> I'll be away starting this Sunday until the 20th of March.
I "MAY" be able to access a PC once while I'm away.
I've been trying to access the Wold via by Blackberry but without a whole lot of success. Anyone have any suggestions?
Can anyone sub?

Tratain Current Spells HP 222/198 AC 43 
Monday March 9th, 2009 8:15:47 PM

Tratain casts Prismatic Wall Covering the Door from the Inside (Should be big enough to cover the entire front of the building).

He then Motions Dwight over and and uses his Protector power to cast sanctuary on Dwight. He says "Try and get to the Orb if can once we go through."

He then Waits for Vedik to Finish Fixing the Orb. Once the Portal Opens He casts Rightous Might on himself and Leads the Group through the Portal.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 18 of 24 Rounds
Good Hope - 10 Minutes

Dwight hp 144/144, ac 25 
Monday March 9th, 2009 9:18:31 PM

Dwight is more than ready to leave this forge, knowing what stands/swims outside these walls.

His thumb rests on the top of the cork, ready to pop it off as the group sets to move into the portal. Confusion to any degree is always good when escaping from one death trap and leaping into another. Course its always better if we get to escape both in the end. For the good of the Wold, what I am willing to do to acquire stories to tell in my old age.

The Orb - DM Matt  d100=11 ;
Tuesday March 10th, 2009 7:39:05 AM

Plyf calls out her discoveries, then quickly casts Greater Invisibility on Dwight and Monthor.

Dwight warns the others about how many enemies are advancing outside, then suggests they all stand near the portal for a quick escape.

He checks once more outside before moving toward the portal. The warriors are now about 40 feet away and closing quickly. One of the mages raises his hands, lighting shooting forth from his fingers. Not having any good target to choose from, he fires blindly, and the bolt strikes the marble wall next to the door, knocking a few large chunks off.

One of the other mages yells at the first, then casts his own spell. Finishing, he smiles and points right at Dwight and Monthor. His eyes lock with Dwights for a brief second before he starts calling orders to the others.

A trio of over-eager warriors suddenly burst through the door, tridents raised, looking around for a target. [Dwight and Monthor can take AoOs, plus regular attacks if desired. The eel men don't appear to see any of you]

One of them spots the orb and shouts something at the other two.

Monthor urges Vedik to hurry, just before the eel-men burst in. Fred in hand, the dwarf finds himself in a quandary: chop the enemy to bits, or preserve his invisibility?

Tratain quickly casts his spell, throwing up a bright, glowing wall across the doorway. The three warriors look at the wall, then each other. "Gar-buk . . ." one of them mutters as his shoulders slump, the sound of resignation in his voice.

Speak Aquan Highlight to display spoiler: { Loosely translated: "Holy clam sh--."}

The three of them crouch in defensive positions, back to back to back, tridents pointing outward and waiting for anything to appear.

Vedik, meanwhile, draws a few more drops of Woldsblood and quickly repairs the rest of the orb [you counted wrong, some of those were 2 drop repairs but I think you counted them as 3s, you probably have a few drops left over]

As he fills in the last red line, the portal on the wall flashes back to the black-stone mirror image of this room and holds steady. A bit of wavering around the edges, but the image is strong. A smell of sulfur and ash fills the room, and you realize it is coming from the portal. It is almost as if the walls is no longer there, and the other room is just an extension of this building.

Seeing the portal open, the eel-men become agitated. One of them sees the orb and runs for it, attempting to snatch it off the floor. [Plyf gets an AoO as he runs by, if she wants it, and Vedik the same since he is right next to the Orb] The warrior grabs the orb and tries to lift it, but he is met with some strong resistance. He pulls with all his might, trying to free the glass ball.

Tratain Current Spells HP 258/234 AC 42  d20+36=45 ; d20+31=47 ; d20+26=36 ; d20+21=26 ; 2d6+17=24 ; 2d6+17=21 ; 2d6+17=23 ; 2d6+17=22 ;
Tuesday March 10th, 2009 8:36:54 PM

Tratain swings his Hammer at the Eel Men Trying to take out the one that is going for the Orb.

He Calls out "Keep that one away from the Orb, We need to kill these three fast and go through to get the Orb on the Other Side. Dwight Don't attack with my spell on you or you will cancel it."

Tratain is Large with Righteous Might
Hit AC 45 For 24 Damage
Hit AC 47 For 21 Damage
Hit AC 36 For 23 Damage
Hit AC 26 For 22 Damage

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 19 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 2 of 24 Rounds DR 15/Evil

Dwight hp 144/144, ac 25 
Tuesday March 10th, 2009 8:43:04 PM

Dwight hears Tratain call to hold, and is somewhat grateful to stay out of harms way. Staying invisible, Dwight moves out of the way, thumb to cork.

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+16=35 ; d8+4=10 ; d20+24=31 ; d20+19=24 ; d20+14=23 ; d20+9=15 ; d8+7=15 ; d8+7=15 ; d8+7=8 ; d8+7=8 ;
Tuesday March 10th, 2009 10:34:19 PM

Vedik takes a swing at the fish man as he reaches for the orb. "Get away from that" he calls out as his mace thumps down hard. He then calls on Alemi to grant him strength, and truly lays into the fishman.

OOC: Will consider the extra drops still in the container then.
AOO: HIt AC 37 for 10 damage.
Cast Divine Power, Quickened.
Full attack on the Fishman (I forgot to include Good Hope, so +2 to all attack rolls and damage rolls)
Hit AC 33 for 17
Hit AC 26 for 17
Hit AC 25 for 10
Hit AC 17 for 10

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 1/16 rounds, cast round after portal opened)


MonthorHit Points:(189 of 189) AC 32  d20+27=46 ; d20+27=34 ; d10+34=44 ; d10+34=40 ; d10+34=41 ; 2d6=8 ; 2d8=12 ; d20+27=45 ; d20+27=31 ; d10+34=38 ; d10+34=43 ; d10+34=43 ; 2d6=11 ; 2d8=13 ; d20+34=52 ; d20+27=39 ; d10+34=44 ; 2d6=4 ; d20+24=29 ; 2d10+34=44 ; 2d6=5 ; d20+20=24 ; d10+34=39 ; 2d6=12 ; d20+15=35 ; d20+15=18 ; d10+34=41 ; 2d6=4 ;
Tuesday March 10th, 2009 10:36:27 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

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

Monthor and Fred swing at the gill heads.

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

Two handed.
Power attack -5,+10

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

AoO
Hits AC 46 (crit role 34) damage 44 (125 for crit) Holy damage (8) (if crit hits - Sonic (12)) Save vs DC 14
So... 140 damage ....

Cleave
Ac 45 ( crit 31) Damage 38( Crit 120) Holy (11) Sonic ( 13)
Damage 143

Regular Attack
AC 39 for 44 damage Holy damage 4
AC 29 for 44 damage and 5 holy damage
AC 24 for 39 damage and 6 holy
AC 35 ( natural 20) crit role 18 Damage 41 holy 4

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

.,... and likely splatters at least 2 if not kill all three outright.

( ooc> Have a nice day!!!! BWHAHAHAHAHAHAHAHAHAHA!!!!!! )



MonthorHit Points:(189 of 189) AC 32 
Tuesday March 10th, 2009 10:38:29 PM

ooc> Not likely gonna matter but....

Monthor is at first anyway....
Invisible
Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.)

DM, please add bonuses where applicable.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+16=24 ; d8+2=6 ; 7d6=27 ; d20+19=37 ;
Wednesday March 11th, 2009 11:32:51 AM

Olyf takes a five foot step as necessary to include in her attack of opportunity a sneak attack. "Take your scaley hands off of that scumbag!" As she becomes visible again.

AOO hits AC 24 for 6 damage plus 27 damage if sneak attack is possible.

She then uses her Greater Invisibility rod on herself to return to an unseen state by the warriors.

UMD for Greater Invisibility Rod 37

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6


The Orb - DM Matt  d20+15=32 ; d20+15=23 ; d20+15=30 ; d20+15=23 ; d20+15=26 ; d20+15=24 ; d20+15=22 ; d20+15=17 ; d20+15=25 ;
Wednesday March 11th, 2009 3:15:51 PM

Tratain swings his hammer at the eel-man going after the orb, striking it 4 times.

Dwight holds back, waiting to use his bottle when the time appears right.

Vedik attacks the warrior as well, and after Tratain's hits, manages to fell the eel-man as he reaches the orb.

Plyf takes an attack of opportunity, causing herself to become visible (but sneak attack does apply), putting a deep puncture wound in a warrior's side.

No one can actually see Monthor, but somehow, his broad smile can be heard 'round the room as Fred the axe goes to work. Monthor attacks Plyf's target, taking it down quickly, then follows through with an attack on the other warrior. In the blink of an eye, numerous bloody parts of two eel-warriors lie on the floor, one of the tails still swishing back and forth. Mercifully, the two warriors probably didn't even realize what was happening until the deed was done.

Plyf quickly returns to being invisible.

Quiet fills the room, other than the light humming that now emanates from the portal. The orb fully repaired, its red lines glow brightly. The portal is more or less stable, and has ceased flashing from scene to scene.

The prismatic wall has succeeded in stopping the enemy attack, at least for the present. [Tratain, give me an SR check on that just in case it becomes necessary]

Tratain Current Spells HP 258/234 AC 42  d20+12=31 ; d20+11=18 ; d20+24=43 ;
Wednesday March 11th, 2009 7:57:59 PM

Tratain says "Lets go Get thier Orb and get back quickly. I don't know how long the Wall will actually Hold them off."

Tratain then Leads the group through the Portal keeping an eye out for any danger.

Spot 31
Listen 18
SR Check to beat Spell Resistance = 43
Tratain's Caster Level is 24 Right now if you need it to make any Rolls.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 20 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 3 of 24 Rounds DR 15/Evil


Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Wednesday March 11th, 2009 8:23:07 PM

Vedik follows Tratain through the portal. "Move fast, grab the orb and return here. Do not get involved in a prolonged fight." he calls as they leave this world for the other.

Dwight hp 144/144, ac 25 
Wednesday March 11th, 2009 9:14:51 PM

As the last eel-man falls, Dwight uncorks the readied bottle (readied action from last round). Smoke quickly pours from the bottle giving the room an eerie darker look.

Following Tratains voice and Vedik's suggestion, he corks the bottle and then enters the portal hoping for no fight at all.

DM Sanity:

Eversmoking Bottle: Produces a great amount of smoke and totally obsures vision across a spread of 50' in 1 round. If left unstoppered, spreads another 10' per round until it has spread 100'. The area remains smoke filled until bottle is corked.

OOC: I'm thinking the room gets 1 round of smoke before being corked and Dwight vanishes to the new realm.

MonthorHit Points:(189 of 189) AC 32 
Thursday March 12th, 2009 11:35:47 AM


Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

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

Monthor takes the rear and follows through the opening.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Thursday March 12th, 2009 1:17:25 PM

Without hesitation, Plyf loots the dead ell man by the orb she just stabbed before it was done in by another and wonders if she should stay behind and protect the orb on this side. After but a moment though, she believes she couldn't do a very good job by herself and swims through with the others.

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6

The Orb - DM Matt  d20+24=36 ;
Monday March 16th, 2009 7:28:06 AM

Tratain ensures that his wall is holding strong, then steps first through the portal. Vedik follows closely behind, urging everyone to act quickly.

Dwight lets some smoke out of his bottle, quickly filling a portion of the room with thick, eerie smoke. The smoke doesn't spread quite as quickly as it would in the open air, but within a few seconds, the entire room will be thick with the vapors.

Plyf pauses, torn between staying to protect this orb and moving to get the second, and chooses the latter. She steps through the portal, followed last by Monthor.

Stepping through the portal, you take in the room on the other side. At first glance, it previously appeared to mirror the room you left, but apparently, only the large stone basin was the same. This room is far more massive, spreading over 200 feet on a side. At random points up the walls are open, dark doorways. The doorways almost hang in mid air, having no visible means of ingress or egress. They are, in effect, just windows to anyone restricted to ground movement.

The black-stone room has a high, vaulted ceiling, itself almost 100 feet from the floor. Dominating the center of the room is a large pool of greenish, bubbling liquid. Boiling water? No, not quite. It's hard to tell.

Above that, about 20 feet up, hovers a multi-colored, glowing sphere of energy, about 20 feet in diameter. The sphere alternates through many colors. As it temporarily shifts to one of the lighter hues, you are able to glimpse a large glass ball in the center. Around the ball, and filling the sphere, is the same greenish, bubbling liquid as in the pool.

You are unable to take in more, as two large balls of sticky, black thread shoot at you from the pool. You barely have time to notice two enormous, fat, beetle-like monsters emerging from the pool, their black, misshapen appendages barely holding them afloat. You've seen these things before. The Legion pets fire their sticky threads at you, while at the same time a long, lonely, off-tune note sounds from a horn somewhere above, from one of the doorways.

Everyone make a single grapple check vs DC 36.

Int check DC 15 Highlight to display spoiler: {That liquid is acid.}

Spellcraft DC 29, everyone gets a +5 bonus Highlight to display spoiler: {What appears to be the other orb is held inside a prismatic sphere}

I will have a map asap, probably after work today.

Tratain Current Spells HP 258/234 AC 42  d20+2=20 ; d20+15=30 ; d20+12=24 ;
Monday March 16th, 2009 10:12:19 PM

Tratain takes in the Room that the group is in. The Legion pets attempt to entangle him but his magic keeps him safe (Freedom of Movement, Tratain's Opposed Grapple is also 52 right now).

Tratain is able to identify the substance in the Pool as Acid, and he is able to Identify the Prismatic Sphere. (Int Check 20, Spellcraft Check 30)

He calls out to his companions "It looks like they have the Orb suspended somehow in the middle of a Prismatic Sphere full of Acid. Something Doesn't seem right though, that Acid should fall out of the Sphere its not Solid. Stay Close and let me make sure this isn't a Trick. Everyone try and spot the Orb. Dwight Try and get closer if you can to get a look in that Pool of Acid. The Orb has to be set in the Basin on our side so it might have to be the same here. That Prismatic sphere might be a Trick."

Tratain then Casts True Seeing and takes a closer look at the Sphere and what is inside of it trying to determine if it is real or a trick. He also glances around the room attempting to see into the Acid Pool and if there are any illusions he can detect. (Spot 24)

Dwight Is also under a sanctuary spell cast on him by Tratain. Any Creature attempting to target Dwight for an attack must make a DC 25 Will Save.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 21 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 4 of 24 Rounds DR 15/Evil

Dwight hp 144/144, ac 25  d20+25=38 ; d20=5 ; d20+7=24 ;
Monday March 16th, 2009 10:33:38 PM

(OOC: Rolling grapple check since DM said everyone, but if Sanctuary saves Dwight all the better)

Dwight looks around and quickly dodges whatever it was that tried to grappled him (save: 38). A bit unnerved he misses the acid, (int. 5), but believes Tratain. The colored sphere definitely means magic, though Dwight doesn't know what type until Tratain again points it out.

Two for two, Dwight follows Tratains commands. He advances towards the pool, still invisible and protected casts Detect Magic focusing at first at the pool.

1st round of Detect Magic: presence or absence of magical auras

------
DM Stuff

Bow in reach
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+4=7 ; d20+19=20 ;
Tuesday March 17th, 2009 7:54:21 AM

The magic of Alemi protects him from the attacking strands, allowing him to easily escape their grasp. The fumes however have addled his brain, as he is unable to determine for himself what Tratain pointed out. He then activates his wings, rising slightly off the ground.

OOC:
Int check DC 15: failed
Spellcraft DC 30: failed
Activate wings

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 3/16 rounds, cast round after portal opened)
Resist Energy - Acid (SL 2, CL 16, 160 min, cast round after entering portal)


MonthorHit Points:(189 of 189) AC 32  d20+24=26 ; d20+24=29 ; d20+24=40 ; d3=3 ; d20+1=2 ;
Tuesday March 17th, 2009 1:02:34 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

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

Grapple check (26, hero point point 29, and another 40!!!)
Int. check (2)

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

" Me's got the pied piper!! "

Monthor activates his winged boots and flies towards the off tuned note



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+21=39 ; d20+1=7 ; d20+3=15 ; d20+20=28 ; d8+2=7 ;
Tuesday March 17th, 2009 5:10:44 PM

Plyf barely avoids the grapple from the sticky, stringy stuff that was flung at her and has no idea about what others may know. "I'll hold them off as long as possible guys!"

Pulling her bow that is now of some use, she nocks and arrow and fires a shot at Beetle number two itting AC 28 for 7 damage before attempting to find some cover.

Grapple DC 39
Intelligence check DC 7
Spellcraft DC 20

Hit AC 28 on beetle #2 for 7 damage

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6

ooc: I found a bunch of other mistakes on Plyf over the weekend. I will get them taken care of for you this week.



Jova Kon 
Wednesday March 18th, 2009 7:54:58 PM

lurking

The Orb - DM Matt  d20+18=33 ; d6+5=11 ;
Friday March 20th, 2009 6:08:20 PM

Tratain quickly casts True Seeing, but finds that the scene is the same as it otherwise was. [Sanctuary protects against direct target spells/effects/attacks, not area targets like fireballs or, as here, an area grapple effect. No will save needed by the Anchors for that attack]

Dwight, invisible, moves forward toward the pool, casting Detect Magic and focusing on the bubbling, greenish acid. He sees no noticeable magical auras in or around the pool, except the glowing magicla prism hanging in the air overhead, which glows strongly of magic.

Vedik activates his wings and floats upward.

Monthor does the same with his boots, flying upward and toward the sound of the horn. He quickly spots the horn-blower, a small Legion demon standing in a doorway 40 feet up. He gets close, and will reach the enemy next turn.

The demon spots Monthor coming, and looks around as if suddenly noticing he is alone. A brief look of fear crosses his ugly, scarred face, then he steels himself and grins, knowing the likely outcome of this encounter. Dropping his horn, he brandishes his gauntlet blades as if beckoning Monthor forward.

Plyf dodges the sticky substance, and reacts quickly, nocking and firing an arrow at one of the Anchors. The arrow nearly buries itself in the enemy's hide, but deflects off a scale and falls into the acid, sizzling as it melts.

The large, beetlelike Anchors snap their mouth pincers, snarling at the Knights, but they stay put. Realizing their entangling twine won't help here, they growl impotently and wait.

The Scout near Monthor decides that now is as good a time as any to die, and floats forward and down toward the dwarf. No matter having seen it before, this method of flight remains eerie: the demon simply floats through the air, it's legs motionless, toes hanging downward. Raising its arm, it swings a blackened gauntlet blade at Monthor, barely managing to scratch the dwarf.

[Hit AC 33, 11 damage]

As the first small skirmish begins in mid-air, the various entryways of the hall begin filling with Legion. Across the room, a group of the smaller ones (like that fighting Monthor) emerge and point at the Knights. To the left and ahead, a trio of demons emerges, blades drawn and ready, and across from them another pair runs out of a doorway, a third Anchor in tow.

[map in email]

------------------------------
Anchors:
+4 AC and other effects from partial cover due to being half-submerged in pool

MonthorHit Points:(189 of 189) AC 32  d20+29=40 ; d10+30=34 ; 2d6=11 ; d20+26=29 ; d10+30=35 ; 2d6=5 ; d20+22=24 ; d10+30=35 ; 2d6=7 ; d20+17=34 ; d20+17=23 ; d10+30=35 ; d10+30=32 ; d10+30=35 ; 2d6=11 ; 2d8=8 ;
Friday March 20th, 2009 8:47:44 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

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

ooc> Should the stone skin have taken the 11 damage or was that already factored in?
I won't count it in the tally under I know please.

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

Monthor sees the other demon's coming at the party and quickly decides that he must take this scout out now.

Monthor swings Fred at the scout.

++++++++++++++++++++++++++++++++

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

Ac 40 for 34 physical and 11 holy damage
Ac 29 for 35 physical and 5 holy
AC 24 for 35 physical and 7 holy
AC 34 (23 crit) for 35 physical (102) and 11 holy ( 8 sonic)

DM Elaboration. Damage did NOT factor Stonskin. Monthor is unwounded

The Orb - DM Matt 
Sunday March 22nd, 2009 8:23:18 PM

Dan K - Could you post the next round? My computer got a nasty virus, its being fixed, but in the meantime I don't have the module, the map, or even my own email. I should have it fixed by tomorrow if not tonight, but I don't want to skip another round for everyone.

Also posting in LnB.

Tratain Current Spells HP 258/234 AC 42 
Monday March 23rd, 2009 5:54:36 PM

Tratain Calls out to his Friends "I don't see any Illusions, it looks like the Orb really is inside the Prismatic Sphere. We don't have the spells to bring it down or a Rod of Cancelation so someone is going to have to go in there and fetch it."

Tratain then again uses his Protector Abilities to cast a Prismatic Wall to block off the new enemies from approaching for a little while (Prismatic Wall Placed just behind the Prismatic sphere, Along the 23/24 Line. It is 96 Feet across, so there is a 2 Foot Gap on either side of the wall and 48 Feet Tall)

He Then quickly casts a second spell on Vedik. (Quicken Extended Spell Resistance, Vedik now has SR 36)

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 22 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 5 of 24 Rounds DR 15/Evil



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+17=36 ; d20+17=32 ; d20+12=19 ; d8+2=7 ; d8+2=3 ; d8+2=3 ; 7d6=21 ; 7d6=31 ; 7d6=23 ;
Monday March 23rd, 2009 6:07:07 PM

Plyf begins to panic when, as they thought, the chore does not look so easy. Then more of the nasty looking creatures arrive.

She chokes back some fear and picks out a target after the group on the right move, which on is most appropraite to attack using her special rogue skills.

Action: Delayed action waiting for movement from R2, B3, A3 in an attempt to Sneak Attack whichever one is appropriate in above precedense. Attempting a Crippling Shot routine. Special ability Rapid Shot
Firing 160' (Maybe less) on R2, B3, A3 Hitting AC36, AC32 and AC19 (-2 range increment not included if they do not move or move away from the party.) doing 7, 3 and 3 damage. If Sneak Attack is possible while Improved Invisible an extra 21, 31 and 23 damage, including Crippling Strike.
Move to N40

Water Breathing (?)
Magical Vestment (?)
Greater Invisible (?)
Resistance (?)

O- 8/2

1- 6

Vedik AC 34 (15 touch) HP 206/214 (+16 temp) Character Sheet Current Spells  d20+13=21 ; d20+13=15 ; d20+13=14 ; d20+28=32 ; d20+28=37 ; d20+28=33 ; d20+28=41 ;
Monday March 23rd, 2009 8:16:35 PM

Sighing, Vedik flies higher into the air above the reach of the anchors and flies into to the Prismatic Sphere. "Be ready ta move" he calls out before entering.

OOC:
Pray to god
Double Move, fly up over the anchors and into the sphere at an altitude of 40'.

(Vedik have 36 Spell resistance checked against each color, but I rolled saves for all effects to speed things up.)
Red: Reflex Save 21
Orange: Reflex Save 15
Yellow: Reflex Save 14 (30 lightening resist)
Green: Fortitude Save 32 (Poison - Delayed if failed)
Blue: Fortitude Save 37
Indigo: Will 33 (Immune to mind affecting due to Mind Blank
Violet: Will 41

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 3/16 rounds, cast round after portal opened)
Spell Resistance, extended (36, SL 4, CL 24, 48 minutes, cast round after entering portal.

Dwight hp 144/144, ac 25  d20+17=30 ;
Monday March 23rd, 2009 9:18:37 PM

Dwight feels completely helpless as Vedik takes a deep breath and launches himself into the mysterious floating sphere of sure to be not-so-nice stuff.

Still covered by Tratains protection, Dwight moves a bit to the west (F30), in the hopes of grabbing Vedik (if needed) on his way out. During this time, he watches Vedik carefully (spot: 30) to see how he fairs inside.

DM Sanity stuff:

Bow in reach
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

SomeWhere in the Rainbow 
Tuesday March 24th, 2009 8:53:06 PM

Monthor stirkes hard, Fred whirls pasts the Legion Scout's defences laying three viscious wounds in the creature and bringing howls of pain from its throat.

Tratain throws a pair of spells. The first brings up a Prismatic Wall acroos the chamber and the second bolsters Vedik.

Ply readies on the approaching creatures, but the Prismatic Wall likely makes the point moot.

Vedick then soars upwards and barges into the Prismatic Sphere

Dwight moves closer to the sphere, though as he is still on the ground, there will be little he can do for Vedick.

The Legion is coming....


MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 8:55:01 PM

ooc>
FYI, Monthor's axe is holy.....
DM noted thanks

MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 8:57:21 PM

ooc> That sounded a lot harsher then I ment.... let's try.... oh never mind, it's fairly obvious what Monthor's axe can do. Sorry for the previous post. Feel free to delete.

SomeWhere in the Rainbow  d20+20=24 ; d20+20=22 ; d20+20=34 ; d20+20=34 ; d20+20=27 ; d20+20=24 ; d20+20=27 ; d20+18=24 ; d20+18=34 ; d2=1 ; d2=2 ;
Tuesday March 24th, 2009 9:18:06 PM

Lights flash and a rumble rolls slowly through the room as Vedick breeches the Sphere. To the Gray Knights he is lost from sight in the scintilating colors above, but did he make it?
Caster Level Checks against Vedick's Spell Resistance [All successful on the way in.]

The Demon on Monthor switches tactics and simply reaches out for the powerful warrior. A black nimbus aura flashes as the Legion Scout makes contact and Monthor feels a cold chill run through his body. [ I count Monthor's Touch AC at 19 Legion Hit AC 24 and 34 Con Drain 3 and thus 17HP]

The Anchors still lie in wait within the acid pool, possibly for a command, possibly out of fear.

Beyond the Prismatic Wall the Legion closes. map sent

MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 9:54:03 PM

ooc> Would the bracers of protection protected him from the Con. damage? Is Con damage counted as energy attacks?

DM No Con attack is ability Drain not Energy Drain

Dwight hp 144/144, ac 25  d20+17=28 ;
Tuesday March 24th, 2009 10:07:01 PM

Dwight lifts off the ground on his broom, hoping to get a better view as to the whereabout of Vedik. (OOC: Should have done this last round, but thought I was already floatin'.....dang water in the ears has my equilibrium off)

Helplessly waiting, Dwight holds his bow readied and watches (spot: 28)

Dwight floats above where he was, but high enough to see into the giant floating sphere.

DM Sanity stuff:

FLying on broom
Bow readied with 4 arrows
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)


MonthorHit Points:(172 of 172) AC 32  d20+29=33 ; d10+30=36 ; 2d6=7 ; d20+26=40 ; d10+30=36 ; 2d6=5 ; d20+22=31 ; d10+30=32 ; 2d6=11 ; d20+17=21 ;
Tuesday March 24th, 2009 10:27:32 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.139 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape
Con damage 3

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

Monthor rages at being touched by the demon and continues his attack on the scout.

Monthor swings Fred at the scout.

++++++++++++++++++++++++++++++++

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

Ac 33 for 36 physical and 7 holy damage
Ac 40 for 36 physical and 5 holy
AC 31 for 32 physical and 11 holy
AC 21

Total damage = 137

( Take THAT!!! )


Vedik AC 34 (15 touch) HP 206/214 (+16 temp) Character Sheet Current Spells 
Wednesday March 25th, 2009 4:36:37 PM

Vedik winces as the acid burns his flesh. Reaching out, he grabs the orb and tries to pull it free, flying out of the sphere back to his friends.



Tratain Current Spells HP 258/234 AC 42 
Wednesday March 25th, 2009 5:08:07 PM

Tratain waits and watches for the Old Dwarf to emerge from the Prismatic Sphere with the Legions Orb. If he is looking worse for wear Tratain will cast Heal on him.

If Vedik can escape from the Sphere with the Orb he yells to his Friends "Back through the Portal Now, before they follow us!"

If the group makes it out safely he will seal off the Portal entrance with a wall of Force.

OOC:Sorry for the If post but alot depends on if Vedik can make it out with the Orb or not.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 23 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 6 of 24 Rounds DR 15/Evil

Splash Down Round 3  d20+20=39 ; d6=2 ; 6d6=20 ; 3d6=14 ;
Wednesday March 25th, 2009 8:27:30 PM

It is impossible to see into the Sphere of near blinding scintillating colors, but answers are had soon enough and not all of them are happy ones.

Monthor kills the creature in front of him. The Legion Scout does not even have the opportuinity to cry out in pain as Fred tears through it.

Vedick emerges from the sphere. In his charred and blackened hands is the Orb.
Vedik please make saves in the order listed. Wings of Flying are still providing Flight.

All ongiong spells have been destroyed.
Color Violet Creatures sent to another plane (Will DC 23 negates).
Color Indigo Insanity as the spell (Will DC 23 negates).
Color Blue Turned to stone (Fortitude DC 23 negates).
Color Green Poison (Kills; Fortitude DC 23 partial for 1d6 points of Con damage instead).
Color Yellow Deals 80 points of electricity damage (Reflex DC 23 half).
Color Orange Deals 40 points of acid damage (Reflex DC 23 half).
Color Red Deals 20 points of fire damage (Reflex DC 23 half).

I moved the flying Legion but will hold off from the Anchor's in the pool from acting as several folks were waiting on Vedick

Coming in over the Prismatic Wall are ten more of the Legion. They eearily float in silence and fall into groups on the left right and center.

Vedik AC 25 (13 touch) HP 182/182 Character Sheet Current Spells  d20=14 ; d20=5 ; d20=7 ; d20=9 ; d6=4 ; d20+11=24 ; d20+11=24 ; d20+11=21 ;
Wednesday March 25th, 2009 9:11:11 PM

Vedick emergs from the Sphere with the Orb a bit Vedik falls through the prismatic sphere, burned, singed and shocked. Not even seeing the creatures above him, he stands and begins making his way towards the portal with the orb.

"Time ta go" he calls.

OOC:
All buffs gone
Since my Will/Fort is above +23, I rolled the 1st 4 without modifiers since only ones count, easier to see.
Violet: Passed
Indigo: Passed
Blue: Passed
Green: Passed (4 con damage)
Yellow: Passed (40 electricity damage)
Orange: Passed: (20 acid damage)
Red: Failed: (20 fire damage)

DM adjusted Vedick's HP as a heal spell was employed by Tratain

Dwight hp 144/144, ac 25 
Thursday March 26th, 2009 7:59:26 AM

Dwight quickly falls in line behind Vedik, flying towards the portal as fast as Vedik.

Amazing, simple amazing. So glad that Vedik made it out, but the smell of burnt dwarf is most unpleasant!

DM Sanity stuff:

FLying on broom
Bow readied with 4 arrows
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday March 26th, 2009 4:46:28 PM

"Throw the orb! Throw the orb!" Plyf shouts, then realizing it isn't easy to see her, she tosses an arrow down at her feet.

Water Breathing (?)
Magical Vestment (?)
Greater Invisible (?)
Resistance (?)

O- 8/2

1- 6


Tratain Current Spells HP 258/234 AC 42 
Thursday March 26th, 2009 6:00:23 PM

Tratain shouts to his comrades "Out Through the Portal Now! Lets go Plyf and Monthor. Monthor once we reach the other side and everyone is there yank our orb out of its spot to close it."

Tratain runs for the portal makeing sure everyone else has gone through before he steps through, and given enough time he Casts Wall of Force on the Wold side of the Portal to Block any more legion from comming through.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 24 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 7 of 24 Rounds DR 15/Evil

MonthorHit Points:(172 of 172) AC 32 
Thursday March 26th, 2009 8:37:17 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.139 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape
Con damage 3
=============================================================

Monthor nods at Tratain and dimension doors to the other side of the portal, next to the other orb. Once there he waits for the others to come through...

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+3=15 ;
Friday March 27th, 2009 12:37:17 PM

Plyf is nervous on what to do. She understands that the orb must leave the room before the swarm of demons can pounce, but she too doesn't want to see anyone left behind.

Slinging her bow she yells, "I'm out of here!" She uses her move action to egress back into the watery forge on the other side. She swims up to the orb and waits for the others to come through before she attempts to remove it from the forge.

Action swim up to orb and prepare to remove it.
Swim: 15

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday March 30th, 2009 7:18:39 PM

Plyf continues to wait for the others to come through.

Vedik AC 25 (13 touch) HP 94/182 Character Sheet Current Spells 
Monday March 30th, 2009 7:46:50 PM

Vedik moves in incredibly heroic slow motion, carrying the orb like a football as he flies past the legion. "Goooooooooooooooooooooooo!" he shouts in a ridiculously exaggerated fashion.

At What Price 
Monday March 30th, 2009 10:32:20 PM

The Legion is flying quickly up on the group, Monthor activates Dimensional Door and stops at teh portal. Seems a planar gate can not be crossed via dimesnsional travel. One must step through and so the dwarf does.

Plyf too, makes a break fro the portal, slinging her bow as she does so.

Tratain pulls up short, frantically waving his companions through. The corner of his eye catches the dozen or so Legion demons closing and further off another score has just entered the cavern. He casts Wall of Force.

The first of the Raider Demons slam into the invisible barrier. Thier faces blast open and ichor sprays the invisible shield. Mouths rip wide in screams unheard, for though the floor vibrates from the cacophony behind that Wall nothing can penetrate it, including sound.

Dwight launches through and is followed immediately by Vedick and the orb.

A wisp of smoke coils from the floor on the other side of the Wall of force and quickly coalleses into a human male. His lip curls slightly before be gives what appears to be a gracious but short bow to the last Grey Knight.

The Portal fades into an inky pitch as Monthor, Vedick, Plyf and Dwight look on. The horror is realized and the portal is gone and Tratain is still on the other side.

Tratain Highlight to display spoiler: { email}

MonthorHit Points:(172 of 172) AC 32 
Tuesday March 31st, 2009 7:48:35 AM

Monthor sees the portal close as his mouth drops in horror......
.......
...
..
.

"..................................................DOH!!!!!!!....................................."
.......
....
..
.
" TRATAIN!!!!!!!!!!! "
......
..
.
" SOMEONE OPEN THAT PORTAL BACK UP AGAIN!!!! ME BOY'S ON THE OTHER SIDE!!!! "



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Tuesday March 31st, 2009 11:49:25 AM

"No, NO, NO!!!!!!"

Plyf screams as she waits for the others to come through, but once the orb crosses the barrier, the scene goes dark.

She slumps against the forge. "I shouldn't have left until I knew everyone was through. I knew I should have stayed to be sure."

She begins to cry at the thought of what may be happening to one of her new found friends as they speak. She is sure, if there is a fate worse then death he will be experiencing it.

"Do you think they will want to make a trade, him for the orb?" She attempts to speak over the sounds of her sobs.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday March 31st, 2009 1:55:54 PM

The look on the fixers face as he realizes Tratain is not with them is quickly replaced by a second realization, that he is no longer protected by his underwater breathing spell.

Luckily he prepared several Water Breathing spells, and casts his last one. Being prudent, he touches everyone present, giving them a second layer against dispelling magics.

He takes a moment to recover his breath.

OOC:
Cast Water Breathing: SL 3, CL 16, Duration: 8 Hours on everyone. (Overlaps with 1st water breathing)



Dwight hp 144/144, ac 25  d20+15=25 ;
Tuesday March 31st, 2009 3:49:52 PM

Dwight looks around, trying to guess how much time may have elapsed since they left. He looks for the remains of his 'smoke' if any, should the on-slaught of eel-man not take his attention immediately.

spot: 25 (estimation of how long party has been gone from Forge room)

He then looks to the our Orb to see how Plyf's coming with its movement; it is at this point he realizes what he saw in the fog. "Trat....Surely he...can't be....something we...I should have" he stutters unable to put coherent words to his current situation.

MonthorHit Points:(172 of 172) AC 32 
Tuesday March 31st, 2009 5:08:07 PM

Action-
Monthor rips the other Orb up and out of it's emplacement.

" If we can't get him out, then we must find a way to leave now... he would have wanted it that way... and we can always rip through the netherworld later until we find him.... "


And Back Again 
Tuesday March 31st, 2009 11:24:48 PM

What has happened thoroughly sets in among the Grey Knights. Eyes scan about the room, Tratain is no where to be seen, nor is the portal. Monthor calls for the Portal to be opened again, is it possible now that the other orb is here?
Plyf wonders on the horrors being inflicted upon Tratain, perhaps the Legion will agree to a trade?
Vedick thanks his foresight and casts another water breathing spell upon himself
Dwight caught the man stepping from the smoke in the Demon realm and who or what that could be is a frightening thought indeed. Looking about, Dwight sees the room quite well, and therein lies a problem. It should likely be filled with the debris as a result of an Eversmoking bottle underwater. There should be nothing to see at all, but here the heroes were all in a small empty room.
No Wall of protecting color seals the door.
No dead Eel men or thier belongings.
No great group of warriors just out side.
The Wold is still. It seems as if all creation is giving a collective moment of silence for a true hero now fallen.

Monthor moves to grab the original, the warrior's mind still racing...


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+4=8 ;
Wednesday April 1st, 2009 11:24:31 AM

Plyf looks around and wonders why she didn't notice the room when she first came through. (No spot check?) "Um, this doesn't seem right guys. I believe I have one more use in my boots if we need them."
She looks around the room and uses her bardic knowledge to determine what just transpired.

Bardic Knowledge: 8

Tratain Current Spells HP 258/234 AC 42 
Wednesday April 1st, 2009 6:12:10 PM

Tratain turns right on the heels of Vedick but the portal is simply not there anymore. Looking back, the demons appear to scream and howl, pounding on the wall. Tratain glances around the room and is surprised to see a man looking at him from the other side of his wall of force, the Legion Demons appear to ignore him.

The man is richly appointed in well laying cloth silks and velvet of deep purple and blue. he stands about 6' and appears of normal build, perhaps 180 pounds. A silver or perhaps platinum band is about his head over top a very short and greying hairstyle. His hands are gloved in black leather and his feet are shod with high soft riding boots. Though Tratain's well trained eye spots that none shows any sign of wear at all. Tratain is surprised when the Man steps through his wall of force like it isn't even there and speaks to him.

A smile, or perhaps smirk crosses his face as he steps through the Wall of Force. "Well played Tratain Zerrakoth of the Grey Knights. Your Mother and Father would be quite proud of their boy. You and your companions have won this round. I admit I did not think you would and so I felt the need to see you personally and to tell you so." The man smiles and nods again, this time he turns 90 degrees to his left and starts walking as though descending a staircase and thus slowly sinks through the floor. Before completely vanishing he chuckles, "Flew straight into a Prismatic Sphere. Oh yes I like that one."

Tratain watches the Man, and as he walks through the Wall of Force like it wasn't there and taking in his appearance he begins to suspect he is more than he seems. He is also a little startled when the man mentions his parents. When he also admits to watching the goings on of the Grey Knights he is a little intrigued. he says "Greetings Friend. I do not believe we have had the pleasure of meeting. It seems you know who I am, but I am afraid I do not recognize you. I assume you are not affiliated with the Legion?"

The man pauses when Tratain speaks, as if the move on his part was not expected. "No, we have not officially met and here is not the moment we do." A small smirk and ' humph' is his response to the Legion leaving Tratain no doubts his assumption is completely correct. The man appears as if he wishes to say more, the look of someone with many secrets that he longs to tell, but in the end he simply nods, the portal opens and he turns to descend through the floor chuckling about Vedick's run through the sphere.

Looking up Tratain sees a demon, nearly half the size of one of the Scouts, approach and thump the wall. It's eyes narrow on Tratain and he begins to cast a spell....

Tratain glances at the Portal and tells the Man "Another Time then, I do seem a bit pressed for time at the Moment." He glances at the Legion troopers waiting on the other side of his wall.

He gives the Man a quick salute and finishes "If I can return this favor at a later time please send word and I will do whatever I can." He then steps through the portal........

......Arriving in the room with the rest of the Grey Knights, about a minute later.

He glances around the room and says "This looks a bit different, did you guys defeat all the Fish Men already? I was only a little bit behind you guys!"



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+8=23 ; d20+11=21 ;
Wednesday April 1st, 2009 7:10:28 PM

Vedik turns, very happy to see Tratain return. "We got here about a minute ago. Were figuring out how to get you back. No fish men around when we arrived. Could be time shifting from planar travel, heard that happens some time. But why'd they leave the orb?

The old dwarf turns and looks around the room, checking to see if this is actually the room they left from, and any clues as to what my have happened.

OOC:
Spot 23, Knowledge: Arch/Eng 21



MonthorHit Points:(172 of 172) AC 32 
Wednesday April 1st, 2009 7:58:57 PM

ooc> SWEET!!!!

" Tratain!!! "

Monthor drops Fred and runs to Tratain, embrassing the cleric in a rib bruising dwarven hug that lifts his dear friend off the floor.

" Good to see ye alive girley. "

....
...
..
.

" Me thinks that once we remove the other orb from it's base that we'll be back to where we were. We should prepare accordingly... Not that mees one to run away from a fight... but me thinks that stealth and withdrawl be the better part of valor here... "

Monthor continues by suggesting that all appropriate buffs be casts anew, including the invisibility spells...

"... Then we make haste back to the surface and head for land. "



The Forge and the Mystery 
Wednesday April 1st, 2009 9:33:02 PM

Tratain is back, the group looks about them. The room is definately the exact same one that you left mere minutes ago, if even that long.
Plyf does not readily recall any stories, poems or lymrics that cover what just may have happened and may still be happening.

Monthor suggests powering back up in case the time shift the party seems to be experiencing is only temporary and that grabbing the original orb might fasilitate that very event.

If the time shift is not just a temporary thing, why would the Eel men have not taken the orb? If so much time has passed, why not take the orb?

[ooc No spot check required as it is the same room.]

Dwight hp 144/144, ac 25  d20+17=26 ;
Wednesday April 1st, 2009 10:25:23 PM

As the portal appears again, Dwight grabs his bow in shock and PURE fright as with two orbs it should not be possible. If Tratain wasn't so easily identified, Dwight likely would have fired half a dozen arrows at Tratain.

Still speechless, Dwight smiles, glowing in appreciation of Tratain's living return.

"I agree with Monthor. The time thing makes my head hurt. We couldn't have returned prior to our departure because then the orb wouldn't be here yet. We couldn't have returned only minutes after we left because all the eelman would be about, dead bodies lying there (pointing to the ones Monthor diced up earlier) as well as some of the smoke I left."

"Before we remove the other one, our goal is still to destory these orbs right? I suspect the forge must be used to un-make them. Vedik, what do you think? Others?"

"If Monthor is right, and we return to reality once the other orb is removed, destroying them would give the same result, while at the same time let us focus on one task -- escape."

ooc: spot: 26 (any difference in the light from outside from when we left? No sure how much sunshine existed outside before, but can Dwight determine if the sun has set whereas before it had not?)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 2nd, 2009 1:35:22 PM

Whaaa? This can not be?

"It's a trick or a trap!" she shouts. "How is this possible?"

Plyf is concerned that this Tratain is not the real Tratain, but a figment, phantom or doppleganger of his true form.

"Prove you are Tratain, with knowledge from his past that only these people would know!" She points to the others that know him better then herself.

She holds off on the Greater invisibility rod until they are ready.

Tratain Current Spells HP 258/234 AC 42 
Thursday April 2nd, 2009 7:27:59 PM

When challenged by Plyf Tratain says "Of course, Should I recount our Battle against he Shades after i opened the Gate for us to retrieve information from that Necromancer? Or perhaps our First meeting with Lord Arrack?" Once Tratain has settled the question of his identity he glances at the outside of the building to see if anyone is out there.

If no one is found he says "Lets Grab the Original Orb and Look around outside a bit. The Scholar told us that to destroy them we needed to touch them together, and that we wouldn't want to stick around long after we did it. Lets check outside for the Fish Men before we do anything with the Two Orbs."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+17=35 ;
Thursday April 2nd, 2009 7:33:55 PM

Vedik frowns at Plyf's words. "Yer right lass. Speak up and prove you're Tratain."

The cleric braces himself for a fight.

Assuming Tratain does prove himself, the old dwarf begins to look around for clues as to what's happened. Otherwise calls on Alemi to dispel the magics on this creature.

OOC:
Sorry to post the if action, but I figured it would speed things along. :)
If Tratain identifies himself sufficently: Spellcraft check 35 to see if there's any spells active that might account for this..

If not: cast Targeted Dispel Magic, Greater on 'Tratain': (Caster level is 16 for checks)


Dwight hp 144/144, ac 25  d20+17=32 ;
Thursday April 2nd, 2009 8:01:58 PM

Dwight is a little caught by how quickly he allowed the new arrival to be Tratain, but it quickly convinced his initial reaction is correct and Tratain is the one he expected him to be.

Looking at Vedik, who holds one orb, and the other sitting in the forge, Dwight mumbles about destroying them while the option appears easy; but understands Tratain's point of inspection.

Having already looked around a bit, Dwight studies the old, fixed orb and asks Vedik if he sees any differences between the two orbs as he moves to examine the other one. (Spot: 32 studying the orb(s)

MonthorHit Points:(172 of 172) AC 32 
Thursday April 2nd, 2009 9:44:02 PM

Monthor falls back behind Tratain and follows the cleric.

Anyone There 
Thursday April 2nd, 2009 10:26:09 PM

A brief exchange occurs with Plyf challenging Tratain to prove it is truly him. Graciously he does so and to all present the matter is thoroughly settled. Dwight brings up that the mission is to destroy the orbs, which according to the Sage meant merely touching them together and then getting out of the way quickly. Do so now and then only having to Escape might be better than trying to escape with the orbs and then destroy them.

Tratain has a different idea and wishes to peek about outside of the forge.
Dwights keen eye can tell that by the light reaching this deep, it must be between mid morning and mid afternoon. Other than that, the diffused light 50' below the waves is all the same. He still believes destroying the orbs should be done immediately and than more sight seeing, but understands and concededs the option.

Dwight also inspects the two orbs now that they are in such close proximity for any differences. Except for shape and size there is little that the two have in common. Save one identifying feature of red veining like one would see in fine marble. Both orbs have a 1/4 circumfrance band about 1/4" wide that is nealry identical.

Spell craft DC 35 Highlight to display spoiler: { The band is a magical planeshift rune. Or rather 1 part of an 8 part rune. The original orb and the orb from the demon realm make up part 7 and 8}

Tratain looks outside of the Forge and 200' away he spies a lone Eel man. A silver chain shirt is over the upper part of his body and in his left hand he holds a staff glowing as bright as the noonday sun. He appears to have no other weapon and no other creature can be seen, though Tratain knows that if the Eel man did not have the Daylight staff he would not have seen him either. That Eel Man Wants to be seen.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+3=14
Friday April 3rd, 2009 10:50:46 AM

Still suspicious, she accepts the words from the others that knew him better and waits for the group to decide what to do, adding in her thoughts.

"Is the nearby fishing village in danger from the destruction of these things? I'm not one to care much about ruins, especially those inhabited by a bunch of gill faced jerks, but the village isn't really that far away."

Spellcraft: 14

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Friday April 3rd, 2009 11:59:48 AM

"You are right Plyf, we do not know the extent of the explosion when we touch the orbs together, and it is wise to limit the destruction we cause." He points to the band on the orbs. "Those bands are part of a rune in eight pieces. The two orbs we have seem to be part seven and eight. It may be like the planar key for a plane shift spell. There is something to consider: It seems likely there are 6 other orbs, likely on other planes. We may be able to somehow change the orb from this plane to open to one of the other six orbs."

When he notices the Eel man outside, he ponders it. "That is curious. Perhaps something has changed in their attitude towards us."

MonthorHit Points:(172 of 172) AC 32 
Friday April 3rd, 2009 1:59:21 PM

Let's go talk to the gill head.... Who's our diplomat-like guy?

Tratain Current Spells HP 258/234 AC 42 
Friday April 3rd, 2009 2:51:12 PM

Tratain says "Make sure both Orbs are secured, Vedik you hold onto the one we took from the Legion, Monthor Hold onto the Original one. I will go out and speak to him, Plyf would you like to come as well? I don't know what he wants but remember it may become dangerous. If you would rather stay here I understand, I can survive quite well on my own for a while if it comes down to it. Vedik if you could be ready to take the others away with your Dimension door wand if things turn badly. I will Try and stall them if they attack until you can come back."

Once everyone is ready Tratain walks out to speak to the Eel Man, he has his weapon out but not held in a threatening manner.

Tratain Current Spells HP 258/234 AC 42 
Friday April 3rd, 2009 2:53:06 PM

Tratain also says "I agree with Plyf that destroying the Orbs here may cause destruction to the village by accident. Unless it looks really bad we can just hold onto both of them until we can find a safe place to dispose of them."

MonthorHit Points:(172 of 172) AC 32 
Friday April 3rd, 2009 4:45:35 PM

Monthor follows direction....

Dwight hp 144/144, ac 25  d20+17=29 ; d20+15=34 ;
Friday April 3rd, 2009 8:36:22 PM

Before the group splits, Dwight asks if anyone in the group has a spell that allows us to hear each other despite a small distance. It would be great if we all knew what Tratain and that eel-man are discussing.

Then,

Dwight watches as Tratain and Plyf head off, leaving Dwight the sole bystander without a specific task. He takes it upon himself to stand guard near the entrance. "I'll be near the door," the invisible voice of Dwight announces, "watching. The first sign of trouble and we are outta here. While we wait, is there a particular spot somewhere in the Wold that would benefit from the explosion we predict will soon be made? Some haven of evil, this might provide an excellent opportunity, just a thought."

Dwight moves over to the door and takes watch; both his companions and for enemies.
spot: 29
listen: 34

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