The Ghost of Mages Past d20+8=23 ; d20+22=40 ; d20+22=28 ; d20+22=32 ; d6+4=10 ; d6+4=8 ; d6+4=5 ; Friday December 17th, 2010 9:33:35 PM
Dwight remains Held Belkior heals himself Mac secures his sword and draws his bow Vedick flies up to Tratain and shifts into a smaller more angelic form Jass thinks to strike at the incorporeal wizard with Magic Missile. Unfortunately Jass is within the small room and cannot see the mage any longer in the corner. Monthor finally frees himself and pierces the illusions Tratain heals himself with a wand
The illusions continue to strike and tear at Tratain and Vedick [Is Dwight the last one still caught by the spell? Any who still are Will Save 21 or Tratain and Vedick go down before your eyes
The mage enacts an enchantment and tentacles erupt from about Mac, Belkior and Dwight. Mac Grapple 40 dmg 10 Dwight Grapple 28 dmg 8 Belkior Grapple 32 dmg 5 Tentacles have a Grapple Defence of 32
Dwight hp 133/160, ac 33(touch 25, 34)) d20+13=27 ; d20+13=14 ; Saturday December 18th, 2010 10:21:37 AM
Save versus Hold: 27 (still held) Save versus illusion: 14 (and yet another roll of 1)
Dwight remains held, helpless as Tratain and Vidick are hacked by the creatures. Unable to assist, tears well in his frozen eyes as these weapons seem to be able to bypass Tratain protections.
OOC: Pretty sure being held means I'm automatically grappled and take 8 dmg. :-(
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 5d4+5=19 ; Saturday December 18th, 2010 5:51:51 PM
ooc: Last round Jass took a 5 foot step to the entrance of the small room to look out on the space (moved to E,14) From there, it should be easy for Jass to see the ghost mage in the corner by peeking around the corner of F,14 himself, yes?)
Jass continues to target the Ghost Mage from around the corner with another 5 magic missles.
...Actions From last Round: Stationary at E, 14 Magic Missles 19 damage
...Effects Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared) Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.) Fly Spells: CL 19; 5.1/19 min; 60' fly average Darkvision: CL 5; 4.8/5 hours, darkvision 60 feet See Invisible on Monthor; CL 5; 38/50 minutes See Invisible on Jass; CL 5; 38/50 minutes Fly CL 19; 19/19 min; 60' fly average
Belkior - HP 109/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil Sunday December 19th, 2010 10:18:00 PM
The halfling cleric is grappled by the magically created tentacles, even though he takes no damage due to the Stoneskin spell.
Actions
Active Spells & Effects Magic Vestment - +5 enhancement bonus, 19 hours, 44.5 minutes Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.5 minutes Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.5 minutes Silence - 6.6 minutes Bead of Karma - +4 caster levels, 9.7 minutes
Items used Staff of Healing - 9 charges Celestial Armor - 1 daily use Bead of Karma - 1 daily use
Cumulative Level & Ability Effects Presumed cured from Tratain's use of Wand of Restoration
Spells 0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2) 1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*) 2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid) 3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*) 4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*) 5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds) 6th - DC 24 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*) 7th - DC 25 - Regenerate**(x2) (D - Holy Word*) * = cast or lost due to negative level
Mac AC:31[Tch:21, F/F:25] HP:201/201, HeartLight(Active) d20+19=38 ; Monday December 20th, 2010 3:44:59 AM
Mac struggles against the black tentacles [38, less the 10 base I can't keep when rolling is 28 ;-( hoped a natural 19 would be more valuable.], but struggle is all he achieves.
Vedik AC 41(16) HP 191/191 (Astral Deva) Character SheetSpells Monday December 20th, 2010 9:03:16 AM
Vedik pulls out a wand and targets the entrapped members of his party with a spell to help them break free.
"Bard in a pocket" he says grimly, not liking how this is going.
OOC: move action: Draw Wand Standard Action: Good Hope on Belkor, Mac and Dwight +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Wings of Flying - Active Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Ring of Counterspell: Greater Dispel Magic Magic Vestment x2 (38 hours, cast in morning) Stoneskin (CL 15, 96.8 minutes. Cast after searching dracolich pile) Resist Energy, 30 Points Fire - 95.6 Minutes (cast leaving dracolich pile) Resist Energy, 30 Points Cold - 95.5 Minutes (cast leaving dracolich pile) Message: CL 1, 106.5 Minutes (Cast in Chazrack fight) Shapechange (extended): CL 18, 356.6 Mins (Cast in Mino/Armored DL fight)
Astral Deva Form: AC 41(16) HP 191/191 (Astral Deva) Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
MonthorHit Points:(213 of 213) AC 38 d20+30=47 ; d10+30=31 ; 2d6=8 ; d6=2 ; d6=5 ; Tuesday December 21st, 2010 6:45:25 AM
Shield Other - 21 Hours Caster Level The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. Animated shield (GMV) +5 Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) dwarven axe (+5 GMW) Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7 Resist Energy- 30 points Fire- 87 minutes Wearing- Winged boots Cold Resistance 30 Enlarged - The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. See Invisible Haste- ; +1 AC, Reflex, Full Attack, +30 move
---------------------------- The "Magekiller" moves on the attack (h15) and strikes.
-------------- Power attack -5/+10
Hits AC 47 for 31 physical, 8 holy damage, 2 shock and 5 frost
The Ghost of Mages Past d20+22=37 ; d20+22=31 ; d20+22=28 ; d6+4=5 ; d6+4=5 ; d6+4=9 ; d20+19=25 ; d20+19=28 ; d20+19=31 ; d3=1 ; d20+19=39 ; d20+19=28 ; d20+19=25 ; d20+19=25 ; d20+19=38 ; d20+19=33 ; d20+19=27 ; d20+19=24 ; d20+19=25 ; d20+14=31 ; Wednesday December 22nd, 2010 3:31:45 PM
Dwight remains held and now Grqappled Jass leans out over the pit and sends a barrage of Magic Missiles at the Ghost. They strike a barrier just short of the incorporeal mage. Belkior is grapped and constricted, though no real damage is being done to him. Mac too is entwined by the Black Tentacle spell Vedik draws a wand and enacts Good Hope, targetting Mac, Dwight and Belkior. All receive the benefit Monthor activates his Boots of Flying and moves out over the 12,000 foot chasm to go after the Ghost [Activate Boots move 40' while wearing Medium or heavy armor duration 50 rounds I believe this is the 3rd time today and they will no longer work after this until restied]
Jass, Monthor, Vedick Tratain are all struck with a Targetted Dispel Jass Dispel Checks Alter Self: CL 19; 25 Failed False Life; CL 15, 25 Failed Stoneskin CL 15, 25 Failed Fly Spells: CL 19; 28 Failed Darkvision: CL 5; 31 Dispelled See Invisible on Jass; CL 5; 28 Dispelled Fly CL 19; 31 Dispelled
Monthor Dispell check dwarven axe (+5 GMW) 38 Dispelled Shield Other 33 Dispelled Resist Energy Fire 27 Failed See Invisible 24 Dispelled Resist Cold 25 Failed Haste and Enlarge have been gone for some time
Vedick Ring of Counter spells is drained
Tratain Ring of Counter spells is drained
The Ghost mage points towards Monthors winged boots and they suddenly become non magical [Targeted Dispel Magic at the boots Check 31] Monthor in an instant plunges hundreds of feet straight down
Mac Grapple 37 dmg 5 Dwight Grapple 31 dmg 5 Belkior Grapple 28 dmg 9 Tentacles have a Grapple Defence of 32
Finally semi-free, Dwight struggles with what he sees as much as the tentacles. Vedik and Tratain re-appear, standing, Monthor vanishes downward. Confused, entangled (fail: 28), Dwight attempts to grasp what is real and what is not --- in general he is really confused now.
(OOC: 2 out of 3 this round!)
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 d20+23=43 ; d20+19=39 ; d20+19=26 ; d20+19=36 ; d20+19=22 ; d20+19=39 ; d20+19=37 ; Wednesday December 22nd, 2010 8:00:48 PM
Jass is really worried about the Gray Knight called Monthor. A quick thought of conversations makes Jass believe that Monthor has used all his uses of his Helm of Teleportation and Boots of Flying. And he's falling fast. "I sure hope the dwarf has some quick last minute magic up his sleeve",quips the sorcere, "because that constant dispelling has made it impossible for me to affect a rescue."
A quick pass of his hands and Jass targets the Ghostly Mage with his own Greater Dispel Magic to end the mages defenses.
Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil d20+5=7 ; Wednesday December 22nd, 2010 11:14:08 PM
The halfling cleric still can't escape the grasp of the tentacles. None of his spells are of use while he is grappled.
Actions Grapple (to escape) = 7
Active Spells & Effects Magic Vestment - +5 enhancement bonus, 19 hours, 44.4 minutes Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.4 minutes Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.4 minutes Silence - 6.5 minutes Bead of Karma - +4 caster levels, 9.6 minutes
Items used Staff of Healing - 9 charges Celestial Armor - 1 daily use Bead of Karma - 1 daily use
Cumulative Level & Ability Effects Presumed cured from Tratain's use of Wand of Restoration
Spells 0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2) 1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*) 2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid) 3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*) 4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*) 5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds) 6th - DC 24 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*) 7th - DC 25 - Regenerate**(x2) (D - Holy Word*) * = cast or lost due to negative level
Vedik AC 48(18) HP 293/293 (Balor) Character SheetSpells d4+1=5 ; d20+21=40 ; d10+12=19 ; Thursday December 23rd, 2010 10:13:11 AM "Aww tha hell with this.
Vedik casts his most powerful spell, and winks from existence.
OOC: Cast Timestop. 5 rounds of action. Round 1: Fly Down to get within 180 feet of Monthor.
Round 2: Cast Reverse Gravity on Monthor's area, with him at the bottom of a column 360' tall. Shape change into the form of a Couatl. Move closer to Ghost.
Round 3: Activate Couatl's Ethereal Jaunt ability. Vedik is now Ethereal. Shapechange into Balor Form. Move closer to ghost.
Round 4: Move closer to ghost, use wand to Cast Good Hope on himself.
Round 5: Ready Action: When the mage moves, attack.
Attack (Slam): Hit AC 42 for 21 damage. (Forgot good hope in above rolls). He says "Hi as he attacks.
Buffs Wings of Flying - Active Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Ring of Counterspell: empty Magic Vestment x2 (38 hours, cast in morning) Stoneskin (CL 15, 96.7 minutes. Cast after searching dracolich pile) Resist Energy, 30 Points Fire - 95.5 Minutes (cast leaving dracolich pile) Resist Energy, 30 Points Cold - 95.4 Minutes (cast leaving dracolich pile) Message: CL 1, 106.4 Minutes (Cast in Chazrack fight) Shapechange (extended): CL 18, 356.5 Mins (Cast in Mino/Armored DL fight) Ethereal Jaunt: CL 16, 3/16 rounds Good Hope CL 10, 9.8 minutes
Balor Form: Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
MonthorHit Points:(213 of 213) AC 38 Thursday December 23rd, 2010 7:04:00 PM
" What a revolting developement this is...... " And then, time stops....
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 Friday December 24th, 2010 8:59:10 AM
Note: Monthor, Time Stop spell doesn't actually stop time. It is more like a super Haste only for the caster. It is giving Vedik 5 free rounds of action and doesn't take away others ability to act at all.
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope d20+11=30 ; Saturday December 25th, 2010 6:54:59 AM
Mac struggles once again against the black tentacles [30 vs 32 (natural 19 again)], but struggle is all he continues to achieve, apart from the sounds of his attempts to strain the tentacular bonds.
OOC: If a Grapple automatically fails on a 1, 2, or 3, then shouldn't it automatically succeed on a 20, 19, or 18?
The Ghost of Mages Past d100=86 ; d6+4=7 ; d6+4=9 ; d6+4=7 ; d20+22=24 ; d20+22=38 ; d20+22=40 ; d20+18=26 ; d20+14=21 ; d20+14=20 ; d20+14=18 ; d20+14=22 ; d20+14=31 ; d20+14=29 ; d20+14=30 ; d20+14=28 ; Monday January 3rd, 2011 9:25:20 PM Holidays were crazy, we are back on sorry about the long delay DM Dan k
Dwight struggles against what he sees and feels to little avail. Jass targets the ghost with a greater dispel, if anything happens it is impssible for him to tell Belkior is still held within the Tentacles Vedick casts Timestop, he flies to Monthor and casts Reverse Gravity and then moves to the ghost, first going etheral and then becoming a Balor, finaly he uses a wand and casts Good Hope on himself. Mac struggles without breaking free as well
Monthor suddenly finds himself hurling straight upwards. The Ceiling of the room he was in only a few seconds ago is coming extremely fast. The dwarf braces himself for the bone jarring impact.
The tentacles contiue to try and crush the three heroes Mac Grapple 24 Dmg 7 Dwight Grapple 38 Dmg 9 Belkior Grapple 40 Dmg 7
Dwight hp 128/160, ac 33(touch 25, 34)) Monday January 3rd, 2011 10:22:47 PM
OOC: Sorry to but this in here. Converting me character sheet to pathfinder. Was 1/20/10 the last time we got experience?
Yes it is, xp was going to be sent out for the lost Tribe adventure and then things got crazy with th Shields being intro'd I didn't want to create further level spanning and decided to hold off. I will be etting the xp for all Characters to this point togehter shortly and post it now that the ghost mage fight is done
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 d20+23=43 ; d20+19=22 ; d20+19=29 ; Tuesday January 4th, 2011 12:12:27 PM
Jass is getting frustrated that he can't confront the ghost mage effectively with any spells, and mentally steps back to think this through. "There's more than one way to skin a cat", he says out loud, and casts another Greater Dispel Magic, this time at the Tentacles around his friends.
Vedik AC 48(18) HP 293/293 (Balor) Character SheetSpells d20+19=20 ; d20+19=24 ; d10+10=19 ; Wednesday January 5th, 2011 10:09:43 AM
Ethereal Demonic Vedik continues his attack on the ghost mage, attempting to slam him twice with his forearms.
OOC: Slam1 : Natural 1, miss Slam2 : Hit AC 24 for 19
Buffs Wings of Flying - Active Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Ring of Counterspell: empty Magic Vestment x2 (38 hours, cast in morning) Stoneskin (CL 15, 96.6 minutes. Cast after searching dracolich pile) Resist Energy, 30 Points Fire - 95.4 Minutes (cast leaving dracolich pile) Resist Energy, 30 Points Cold - 95.4 Minutes (cast leaving dracolich pile) Message: CL 1, 106.3 Minutes (Cast in Chazrack fight) Shapechange (extended): CL 18, 356.4 Mins (Cast in Mino/Armored DL fight) Ethereal Jaunt: CL 16, 4/16 rounds
MonthorHit Points:(213 of 213) AC 38 Wednesday January 5th, 2011 8:04:59 PM
ooc> Daniel, email me please. I need to get my updated char sheet to you and I lost your email.
Monthor's really enjoying the ride but he's not sur how he's going to deal with the landing.....
" COWABUNGA!!!!! "
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope d20+24=41 ; d8+8=16 ; d20+19=26 ; d8+8=15 ; d20+14=33 ; d8+8=12 ; Wednesday January 5th, 2011 8:16:00 PM
If Jass' spell is successful, Mac attempts to drill the ghost mage with three arrows: [1: 41|16] [2: 26|15] [3: 33|12]
Dwight hp 128/160, ac 33(touch 25, 34)) d20+13=24 ; Wednesday January 5th, 2011 9:04:02 PM
If Jass dispelled the tentacles, Dwight floats up and pulls out his bow.
Else, he attempts to break free again -- (24) -- and remains held.
Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil d20+5=22 ; d8=1 ; d8=2 ; d8=3 ; d8=6 ; Wednesday January 5th, 2011 9:38:14 PM
The halfling cleric is not able to escape the grasp of the tentacles. Nor does he have any spells that he can cast, not items to activate, while grappled.
Mind you, if Jass is able to dispel the tentacles,
Actions Grapple (to escape) = 22 Activate Staff of Healing, healing Dwight for 26 hps
Active Spells & Effects Magic Vestment - +5 enhancement bonus, 19 hours, 44.3 minutes Magic Circle vs. Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.3 minutes Protection from Evil - +2 deflection bonus to AC, +2 resistance bonus to saves, 194.3 minutes Silence - 6.4 minutes Bead of Karma - +4 caster levels, 9.5 minutes
Items used Staff of Healing - 10 charges Celestial Armor - 1 daily use Bead of Karma - 1 daily use
Cumulative Level & Ability Effects Presumed cured from Tratain's use of Wand of Restoration
Spells 0 - DC 18 - Detect Magic*(x2), Detect Poison(x2), Read Magic(x2) 1st - DC 19 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil*) 2nd - DC 20 - Remove Paralysis(x2), Silence*(x3), Status(x2) (D - Aid) 3rd - DC 21 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall(x3) (D - Magic Circle against Evil*) 4th - DC 22 - Death Ward*(x4), Dimensional Anchor*, Freedom of Movement* (D - Holy Smite*) 5th - DC 23 - Hallow, Spell Resistance(x4) (D - Mass Cure Light Wounds) 6th - DC 24 - Greater Dispel Magic**(x2), Undeath to Death (D - Heal*) 7th - DC 25 - Regenerate**(x2) (D - Holy Word*) * = cast or lost due to negative level
The Ghost of Mages Past d100=5 ; d100=27 ; d100=21 ; 20d6=67 ; Wednesday January 5th, 2011 9:54:10 PM
Jass's spell dismisses the entacles freeing the three heroes Vedick tears into the ghost and the creature howls upon the etheral plane Dwight pulls his bow Mac sends three arrows into the ehteral creature, each strikes true and the ghost winks out of existance Belkior heals himself with his staff Monthor slams into the ceiling [Dmg 67] with an armor ringing [b]GONG![./b]
Combat over
Monthor is on the ceiling where gravity currently holds him in place Dwight, Mac and Belkior are on the far side of the chasm Vedick is on the ethereal plane over the chasm to the doorway's right Jass and Tratain are in the small room
my email is Mikalus30@Gmail.com
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 Thursday January 6th, 2011 4:39:24 PM
"Teamwork!" shouts Jass from across the open space, sending Mac and Dwight a 'thumbs-up' gesture.
Then he looks around with an air of what now. "Any clues as to why this place is actually here?", he says, "there's gotta be more of a reason than a way to kill curious heroes!"
...Actions
...Effects Alter Self: CL 19; 136/190 min; Lizardman: Medium, 30feet, +5 armor, 2 claws and bite (all d4); Hold Breath, +4 racial Jump, Swim, Balance False Life; CL 15, 14/15 hour; +13 hit points (1 left)(shared) Stoneskin (CL 15, 114.4/150 min. 182/190 hp (Cast after Meeting Gray Knights.) See Invisible on Monthor; CL 5; 38/50 minutes
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope Thursday January 6th, 2011 6:36:39 PM
Mac shrugs his shoulders, "Waste disposal, maybe? Yes, very nice teamwork." Looking at Monthor he wonders how large an effect is keeping him there, and tests it by holding his bow at one end and seeing if he can reach a point where the bow tries to fall up instead of down.
MonthorHit Points:(213 of 213) AC 38 Thursday January 6th, 2011 8:04:45 PM
" Nice ride, but a bit bumpy.... SOMEONE THROW ME A ROPE ALREADY!"
Dwight hp 120/160, ac 33(touch 25, 34)) Thursday January 6th, 2011 8:18:51 PM
Dwight lands and gives himself a good stretch after being held, hit, confused, hit again and then grappled and hit again.
"Any other illusssionss about?" Dwight asks still questioning what he is seeing and wanting verbal confirmation as his ears seem to be working correctly.
Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil Thursday January 6th, 2011 9:53:15 PM
Belkior looks up towards where Monthor is lying on the ceiling.
"Maybe you can walk out to the edge where Dwight can pick you up?"
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope Friday January 7th, 2011 6:45:19 AM
"...or ::pause:: you could carefully grab the other end of the bow? Or, does this mean we could all just walk on the ceiling to get to the other side?"
Vedik AC 48(18) HP 293/293 (Balor) Character SheetSpells Friday January 7th, 2011 8:52:54 AM
Vedik floats down over solid land and dismisses his Ethereal Jaunt, also shifting to the more familiar angelic form.
"It's about a ten foot cube. Sorry about the 'fall', but up was better than down."
He flies out to get Monthor.
OOC:
Buffs Wings of Flying - Active Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Ring of Counterspell: empty Magic Vestment x2 (38 hours, cast in morning) Stoneskin (CL 15, 96.5 minutes. Cast after searching dracolich pile) Resist Energy, 30 Points Fire - 95.3 Minutes (cast leaving dracolich pile) Resist Energy, 30 Points Cold - 95.2 Minutes (cast leaving dracolich pile) Message: CL 1, 106.2 Minutes (Cast in Chazrack fight) Shapechange (extended): CL 18, 356.3 Mins (Cast in Mino/Armored DL fight)
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 Friday January 7th, 2011 10:55:20 AM
OOC: DM - sent you an email. I would like to convert Jass to Pathfinder as a Sorcerer with the Undead Bloodline.
- Jass was killed in Crimson Shields and returned briefly as a ghost. During this time, he had to fight against the corrupting influence of being undead and shortly before being raised, he killed a PC Ranger's animal companion. Was a really great role-playing opportunity.
- I'd like to use the conversion as an excuse to continue pursuing this role-playing; that Jass' death has affected his sorcerer blood and is now of the Undead Bloodline. He has to fight against the bad guys and his own encroaching blood!
- In gameplay, the undead Bloodline will help Jass in that many of his spells are mind affecting and useless against many high level opponents. Undead Bloodline would allow him to use mind affecting spells on corporal humanoid intelligent undead (ie vampires, lichs, mummys)
Whatcha think?
The Ghost of Mages Past d20+18=30 ; d20+18=33 ; d20+18=31 ; Friday January 7th, 2011 8:50:29 PM
With the death of the Ghost Mage, the other illusions fall to mist and disperse to all whose mind were still enthralled by them. Vedick floats to the side with Mac, Belkior and Dwight, and assumes his angelic form on the prime plane once more. Mac can just get the tip of his bow to a point where he can feel the gravity shifting, but just so where his fingertips are all that is holding onto it. Were Monthor's several hundred pounds to grasp it, the minotaur would be extremely pressed to maintain it.
Monthor asks for a rope. Jass wonders about the point, a dipsosal of sorts is suggested. Tratain however had also discovered a concealed door during the fight.
While all this pondering is occuring, another wave of dispelling magic ballons over the chasm. The swell catches Jass in the doorway to the small room and Tratin who occupies the room. Monthor oin the far corner is not struck, as are none of the heroes on the far side
Tratain looses his second ring's Greater Dispell. DM Has Tratain's Counter rings as both being empty
MonthorHit Points:(148 of 213) AC 38 Sunday January 9th, 2011 8:05:05 PM
ooc> See above link to the new pathfinder Monthor. I hope...
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope Monday January 10th, 2011 3:39:34 PM
"So, is there anything over there to investigate, or do we need to backtrack? Where are we headed next?"
Pathfinder Note Monday January 10th, 2011 8:16:57 PM
We are swapping into Pathfinder friends I ask everyone get it done soonest I would also ask that we all check each others work. Pathfinder to me is brand new. To keep a fluid pace I am asking that unless the error I make is game changing, point it out and we'll just move on and I'll try to not make the same one again
Also XP All Heroes are granted 10,850 Experience Points and 1 Hero Point
MonthorHit Points:(148 of 213) AC 38 Monday January 10th, 2011 8:19:36 PM
ooc> With the new XP, Monthor goes up one level. I'll update the sheet and get it to you tonight.
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 Monday January 10th, 2011 8:53:05 PM
"Um, I don't know how the trap is resetting, but we better think of something before all my spells are stripped from me. Tratain, do we all need to be here or do we need to go somewhere else? Either way, I've got the spells enough to Dim Door everyone here to where we need to go. Well, at least once before exhausting all my spells."
ooc: Jass is prepared to follow Tratain's instructions.
Vedik AC 41(16) HP 191/191 (Astral Deva)Character SheetSpells Tuesday January 11th, 2011 9:13:29 AM "There was a hidden door."
Vedik goes to where he saw the door, and points it out to the party.
"We need ta get out of this dispel trap."
OOC:
Wow XP! It's been almost a Year (1/19/10) since we last got XP! It's probably best that it came post pathfinder conversion. I really didn't want 11th level spell slots anyway :P
Wings of Flying - Active Contingency: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Ring of Counterspell: empty Magic Vestment x2 (38 hours, cast in morning) Stoneskin (CL 15, 96.4 minutes. Cast after searching dracolich pile) Resist Energy, 30 Points Fire - 95.2 Minutes (cast leaving dracolich pile) Resist Energy, 30 Points Cold - 95.1 Minutes (cast leaving dracolich pile) Message: CL 1, 106.1 Minutes (Cast in Chazrack fight) Shapechange (extended): CL 18, 356.2 Mins (Cast in Mino/Armored DL fight)
Astral Deva Form: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 Tuesday January 11th, 2011 9:01:24 PM
Are we converting before or after this experience point add?
With the 3.5 rules, 10,800xp takes Jass to 16th level. (110,990 + 10,800 + Hero Point 1,600 = 123,390xp = 16th level needs 120,000) :-)
Under the Pathfinder Rules, the Wold is on the Medium progression. Further, the conversion is to set on the same percentage up to the next level. - at 110,990xp, Jass is about 50% to level 16. - Pathfinder 15 level = 635,000xp and 16 level = 890,000xp - 50% to level 16 on medium level is 762,500 xp - 762,500 + 10,800 + 1,600 = 774,900xp
Barely a drop in the bucket!
Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil Tuesday January 11th, 2011 10:01:25 PM
Ditto.
With the 3.5 rules, 10,800xp takes Belkior to 16th level. (118,095 + 10,800 + Hero Point 1,600 = 130,495xp = 16th level needs 120,000) :-)
Under the Pathfinder Rules, the Wold is on the Medium progression. Further, the conversion is to set on the same percentage up to the next level. - at 118,095xp, Belkior is about 87.5% to level 16 - Pathfinder 15 level = 635,000xp and 16 level = 890,000xp - 87.5% to level 16 on medium level is 857,615xp - 857,615 + 10,800 + 1,600 = 870,015xp
Close, but not quite to 16th.
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope Wednesday January 12th, 2011 4:26:32 AM
OOC: Becomes Mac AC:33 CMD:53 HP:255/270, HeartLight(Active), Good Hope ...if XP and conversion in that order, and subject to DM approval. It makes sense that given the XP was earned in the 3.5 system, it should be applied in that system... I was assuming the Hero Point XP was already factored into the given XP. Please advise if I have this wrong.
So, after discussion and combat and more consideration, are we allowing Jass to Teleferry us across the drop? Will it then be an opportune moment for that casters to rest up?
MonthorHit Points:(148 of 213) AC 38 Wednesday January 12th, 2011 7:46:55 AM
Monthor isn't really sur what to do next.... so he waits.....
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 Wednesday January 12th, 2011 11:10:40 AM
Jass is real interested in Teleferry everyone across, going through the Trap Door, and then using the 24 hour Time Stop that the Gray Knights have. :-)
...Actions up to 4 Dim Door spells (taking 2 4th level slots and 2 5th level slots)
...Effects See Invisible on Monthor; CL 5; 38/50 minutes
Vedik AC 41(16) HP 191/191 (Astral Deva)Character SheetSpells Wednesday January 12th, 2011 1:25:31 PM "We canna use it yet. We need ta have all our resources, or as close as possible, before we fight the Dread. We've only killed half tha Dread Lords. We rest now an fight tha next four, we'll be too weak for the Dread itself. We need ta kill at least two more, if not all four, before we rest. "
MonthorHit Points:(148 of 213) AC 38 Wednesday January 12th, 2011 3:56:44 PM
{ Listens to Vedilk } From up above Monthor says... .... " Me's with Jass. It won't help to wait until the end if we don't get there. For all we knows, we may be facing the four remaining Dread Lords all at once. Better to be over prepared then under prepared and dead."
Vedik AC 41(16) HP 191/191 (Astral Deva)Character SheetSpells Wednesday January 12th, 2011 7:02:02 PM
OOC: Btw, Vedik grabbed Monthor a few posts ago. See post on Friday January 7th, 2011 8:52:54 AM
MonthorHit Points:(148 of 213) AC 38 Wednesday January 12th, 2011 7:47:33 PM
ooc> DOH!!!
Dwight hp 120/160, ac 33(touch 25, 34)) Wednesday January 12th, 2011 9:04:08 PM
Dwight nods, while he would love to rest, still feeling the chills run down his spin, Vedik is right.
"Ssso who will be opening door? I think everyone ssshould be sssecured in cassse the wind blowsss oncce open." He looks towards the pit again, hoping not to find out exactly how many feet down it is.
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope Thursday January 13th, 2011 4:13:54 AM Mac looks from one response to the next. It isn't exactly an answer, but, well, he remembers one time when they were waiting outside a door... In response to Dwight's sibilant warning he braces himself, playing a handy substitute for a wall where and if required.
MonthorHit Points:(148 of 213) AC 38 Thursday January 13th, 2011 11:29:10 AM
" Oh... medic!"
Dwight hp 120/160, ac 33(touch 25, 34)) Thursday January 13th, 2011 9:55:11 PM
Dwight produces his wand of cure serious wounds and again thinks of poor Plyf. "I can ussse thisss if needed," he states are he looks to the true medics unsure the extent of what healing powers remain after so many battles.
"Now, about that door," he says as he considers how much time has been passing between each dispel.
Dwight waits for Monthor to be healed (by others or himself), before examining the door for traps, and determining how the door is open. (Dwight prefers not to wait in/near the dispel area very long.)
DM note Friday January 14th, 2011 12:02:28 AM
Hope to hit everyone's questions here
Apply xp under 3.5 and then convert Hero point bonus xp is was NOT factored in Split treasure now but include all characters and CC purchases will be immediately brought in
on a game note I have to ask we get this done and then Jass can play ferryman and the group will be moving through the door to a horrid and agonizing death
Vedik AC 41(16) HP 191/191 (Astral Deva)Character SheetSpells Friday January 14th, 2011 8:42:58 AM
Brief Clarity Post:
Our portable hole holds about a real life years worth of equipment going back to May of 2010. Our DM has kindly allowed us to split that up between the current players for the purpose of pathfinder conversion. I'm going to coordinate with him, but I think what he wants to happen from what I asked and what he posted is we'll total the loot and split it between the current players as additional cash you can purchase stuff in pathfinder for.
I'll get a total out to you asap.
On the conversion itself, don't go to the catacombs for the purchases. Just do the conversion yourself, show the math to the DM for approval, and you're good to go.
Sanity: I went through the archives, here's a quick recap.
1) We've killed 4 dread lords, we only have 3 soul gems (missing one from draco lich) 2) Elchlin said he sensed 2 dread lords below (through the door we're about to open). 3) We still have a considerable amount of spell resources, but we are dwindling. Probably near 30% spells remaining on average. 4) We havent rested in over 9 months of real life time. :)
Jass-Lizardfolk AC:32 HP:108/113 and Furball AC:21 HP 69/62 Friday January 14th, 2011 9:55:20 AM
ooc: converting Jass
After Ferry-port, level-up, and conversion, Jass will have 5 5th level spells, 2 7th level spells, and 4 8th level spells available. Should be enough for one more fight!
...Actions up to 4 Dim Door spells (taking 2 4th level slots and 2 5th level slots)
...Effects See Invisible on Monthor; CL 5; 38/50 minutes
Vedik AC 41(16) HP 191/191 (Astral Deva)Character SheetSpells Friday January 14th, 2011 12:42:13 PM
Back Loot:
The total of back loot is 1,070,560, divided by the current 7 active players (Vedik, Tratain, Mac, Dwight, Jass, Belkior, Monthor) yields:
152,937 GP for each of us, added to your gear conversion for use on pathfinder gear.
Dan, I shared the document that totals it with you.
Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil Friday January 14th, 2011 11:40:58 PM
Speaking of which, how are we doing gear conversion? What about party items (like the Staff of Healing)? Or gold that a character is carrying?
Vedik AC 41(16) HP 191/191 (Astral Deva)Character SheetSpells Saturday January 15th, 2011 12:52:18 AM
The default instruction is cash out your equipment at full value and rebuy in Pathfinder. Do not go through the catacombs. You can not self craft items in this conversion, though you can buy materials to craft items. Dan hasn't said he wants us to do anything different.
Party gear you should probably cash out and rebuy the same item. Coins that are yours you can spend or not.
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope Saturday January 15th, 2011 1:00:00 AM Our portable hole holds about a real life years worth of equipment going back to May of 2010. 8>< The question then becomes, How much in game time has passed since last May? :)
MonthorHit Points:(213 of 213) AC 38 Saturday January 15th, 2011 11:03:52 AM
ooc> Monthor should now be fully converted, levelled and item added and swapped.
Jass of Downs AC:28 HP:108/178 d6=6 ; Saturday January 15th, 2011 12:36:43 PM
Jass Pathfinder Link
Jass looks at his friends, the recent death, ghost existance, resurrection, and battling the liches taking its toll. The man is still full of confidence, but there is an underlying shadow that occasionally peeks through of a haunted visage. The sorcerer is pale of skin and his blonde hair is now rapidly graying and thin. Standing 5 foot 9 inches tall, his common traveler's clothes and cloak is easily overlooked by the smile that plays around the easy-going mouth. Furball his once common companion is gone.
...Actions up to 4 Dim Door spells (taking 2 4th level slots and 2 5th level slots)
...Effects See Invisible on Monthor; CL 5; 38/50 minutes
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope (v3.5 Header) Saturday January 15th, 2011 6:59:52 PM Mac AC:34 HP:271/286, HeartLight(Active), Good Hope (PF Header) "...a medic for Jass here too, as well as Monthor!" The taur ignores his own minor constriction damage wrought by the Black Tentacles, more keeping an eye on others and still being prepared to brace himself (as previously posted) should Dwight's prediction come to pass. Back in closer quarters he has reshouldered the bow and drawn his axe. Resting upon his other shoulder, the axe poses no threat (of physical comedy) to the party - not even for an enlarged Monthor.
DM Notes: Up to 6 AoOs permitted per turn [+39|3d6+31{19+|+2x(3d6+31)}]
Belkior - HP 110/146 - AC 26 (28 vs. Evil, Touch 16, Flat 25) - Stoneskin, Magic Vestment, Magic Circle vs. Evil Saturday January 15th, 2011 9:32:50 PM
Okay - here's a question for the group:
Belkior is carrying a Staff of Healing (that has seen a lot of use lately) that was a group item in the Crimson Shields. Staves have been significantly changed in Pathfinder and I don't believe that they are viable in context of the Play-by-Post format used in the Wold. Certainly not in this game where we won't have any downtime.
With the groups permission, I will "sell" it (discounted for use of charges) and re-purchase wands with the equivalent spells with the resulting cash.
Mac AC:31[Tch:21, F/F:25, GrDC:23] HP:186/201, HeartLight(Active), Good Hope (v3.5 Header) Saturday January 15th, 2011 11:40:59 PM
OOC: JP, I agree. That said, I haven't looked at what has happened to staves in Pathfinder, but I'm happy to leave that in the hands of individuals that do.