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A Dreadful Situation at 30,000 Feet
Rival Gangs


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

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

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

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

---

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

---

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

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

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

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

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

---

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

Until then, the Knights are on their own.

---

Combat Rounds

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

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

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

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

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

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

Contingency: (CL 18)If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Haste (CL 18, 18 rounds)
Shapechange (CL 18, Extended 6 hours cast at appearance of flying castle.)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
Ring of Counterspells: Greater Dispel Magic.


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

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

Reflex save vs Fireball: 25

Attack space O 20 with Thunderstone: 19

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

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

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

Monthor grins before he.....

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

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

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

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



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

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

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

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

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

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

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

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

Hasted (+1 attack, +1 AC, +1 saving throw)
ring of blink
boots of teleportation
Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 141 of 191  d20+21=27 ; d20+21=23 ; d20+12=25 ;
Wednesday February 3rd, 2010 12:09:30 AM

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

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

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



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

(whoops forgot something)

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

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

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

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

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

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

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

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

---

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

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

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

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

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

---

Combat Rounds

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

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

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

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

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

Spot DC 20 to see snake?

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

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

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

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

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

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

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

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


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

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

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

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

{ Assuming he hits the wall. }

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



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

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

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

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

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

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

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

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

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

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

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

DM Sanity info

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

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



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

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

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

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

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

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

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

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

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

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

---

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

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

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

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

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

---

Combat Rounds

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

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

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

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

Haste

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


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

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

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

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

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

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

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

[OOC: Map updated.]

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

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

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

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

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

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

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

His tail lashes out at the viper with his tail.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tratain then Moves to J21

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

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

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

---

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

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

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

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

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

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

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

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

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

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

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

---

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

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

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

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

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

---

Combat Rounds

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

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

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

OOC: Sorry, forgot to roll.

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

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

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

He telepathically broadcasts to the group Attack the mages

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

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

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

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

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

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

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

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

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

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

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

potential total if AC < 30 = 121

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

Flying 30-35' up on broom
Hasted
Blinking
Worried

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

---

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

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

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

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

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

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

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

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

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

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

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

---

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

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

---

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

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

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

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

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

---

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

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

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

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

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

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

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

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

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

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

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

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

Total if AC < 33 is 116 damage

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

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

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



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

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

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

I will let the DM go from there. :(

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

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

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

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

---

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

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

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

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

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

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

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

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

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

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

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

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

Hasted
Blinking
Flying 30'

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

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

Post by Kent

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

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

Haste

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

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

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



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

Vedik strikes with his tail as the Druid moves away.

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

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

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

Contingency: (CL 18)If enemy begins to cast disjunction: DDoor 1000' feet straight up.
Magic Vestment x2 (CL 20, 40 hours, cast in morning)
Haste (CL 18, 18 rounds)
Shapechange (CL 18, Extended 6 hours cast at appearance of flying castle.)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
Ring of Counterspells:

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

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

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

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

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

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


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

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

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

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

Plyf gets back into the action.

Monthor does his own hit on Figure 1.

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

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

---

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

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

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

---

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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


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

Echlhin withdraws to S21.

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

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

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

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

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

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

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

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

total if AC < 31 is 119 (124)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

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

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

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

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

The Knights are free to act.

---

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

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

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

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

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



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

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

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

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

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

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

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

" Medic!"

ooc> Could use some healing.

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

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

spot on wolf: 25
spot on island: 34

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

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

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

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

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

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

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

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

Tratain starts to pull out his healing wands aswell.

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

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

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

Plyf posts will come tomorrow morning.

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

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

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

---

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

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

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

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

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

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

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

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

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



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

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

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

OOC:

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


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

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

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

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

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

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

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

Otherwise Dwight looks to others to make a final decision.

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

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

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

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

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

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

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

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

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

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

Echlhin uses 4 charges from T's wand.

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

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

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

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

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

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

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

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

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

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

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

Finishing his casting, Vedik looks up.

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

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

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

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

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

[Post will be late. Sorry]

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

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

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

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

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

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

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

Gray Knights!

Gray Knights!

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

Gray Knights!

Gray Knights!

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Group email sent.

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

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

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

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

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