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A Careless Land


Dwight hp 207/218, ac 33/25/34)) 
Friday April 29th, 2011 6:49:27 AM

"Great, jussst great," Dwight mumbles before he manages to stop himself. He was ready to cast enlarge person on Mac, but given that it might be a bit before combat he holds.

Dwight hovers on his broom looking in each direction, sitting on the back of his broom, is Whisk, a small eagle the gray knights haven't seen in a bit.

Grabbing two normal arrows, Dwight pinches their fletches and shoots them into the ground, marking the general location of the gateway that cannot be seen.

He then looks to the others to pick a direction.

Jass of Downs AC:27 CMD: 22 HP: 197/178  d20+20=34 ;
Friday April 29th, 2011 10:13:03 AM

"Save your magic, Monthor. No one could see on the other side which would make your magics not work. Besides, this place appears to be another dimension, and lesser transportation magics do not work across dimensional barriers."

Jass sounds monotone, feeling the death in the land about him calling seductively the negative energies that haunt him since he first died. Was it only a few weeks ago?

"Be ready. I am sure the Dread Lich could feel when the Soul Gems were gathered. It knows we are here."

He looks about, searching for an enemy.

...Actions
Perception: 34

...Effects
Haste CL20; 19/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 19/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes
Darkvision CL 5; 49/50 minutes
Resist Energy CL20;(Acid) 139/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 49/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 99/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik, 19/20
Haste CL 20 From Vedik, 18/20
Spell Resistance CL19 from Belkior, (SR 33, 16/17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 31

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0



Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24, SR 33 - Death Ward, Magic Vestment, Protection from Evil, Spell Resistance, Status, Resist Energy(  d20+25=31 ;
Saturday April 30th, 2011 12:53:07 AM

The halfling cleric shrugs and waits his turn to enter through the opening. When it comes his time to do so, Belkior pushes through and hopefully resists or is immune to whatever the nasty stuff was.

"Lead on, friends."

Fortitude = 31 (please note that Belkior is immune to disease & poison and also has Death Ward active)

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 11 hours
Status (x2) - 16 hours
Resist Energy (x5, covering all types) - Resist 30, 170 minutes
Protection from Energy (x5, covering all types) - 120 hp, 170minutes
Protection from Evil - 16.8 minutes
Death Ward - 16.9 minutes
Spell Resistance - SR 33, 17 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Saturday April 30th, 2011 8:01:22 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

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

" Okee dokee.... now what? "



Mac | HP:286 | Dam:21 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Sunday May 1st, 2011 7:18:08 AM

"Well, go out in search and risk not finding a way home, or let it wait us out right here - wherever 'here' is. Now me - I'm in favour of a little exploration come reconnoiter - it can't all look like this, can it? Anyone with an idea as to which way we go should just point."

Into the Dread 
Sunday May 1st, 2011 12:02:09 PM

As you decide to set off, and look for something a voice comes to you. It seems to come from everywhere, yet nowhere at the same time. "And so you are here. I can feel you, see you, I know you...and I will devour your souls. Know that through your deaths, I will be propelled to the next realm. I will take my rightful place among the gods of Testing. Too long has Gargul wavered, too long has he sat softly upon another throne. Through your deaths a true god of Death will arise and your lands will be unmade. My vassals have honed you, prepared you, tempered you, raised you above all others. They did all at my bequest, all as I have planned for time and time again, but finally the mortal wold has produced a crop of souls worthy of my last design. And so here in the void of no Wold, beyond reach and reckon of all. Here beyond the taint of Life, here is where I can finally bring your lives to an end. Here where the pathetic shell of Gargul cannot reach, his glacomic eye cannot see, his limited faculties cannot concieve. Here I will tear your very souls from you and here I WILL BECOME A GOD!

The voice then leaves you in the silence of this desolate wasteland to continue wandering.

Starting now I will need a Perception check every time you post.

Also, I need a Will Save.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24, SR 33 - Death Ward, Magic Vestment, Protection from Evil, Spell Resistance, Status, Resist Energy(  d20+28=44 ; d20+29=31 ;
Sunday May 1st, 2011 9:57:32 PM

"Well, that settles it," intones the halfling cleric. "Wonder where it is hiding?"
Will = 44, Perception = 31

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 11 hours
Status (x2) - 16 hours
Resist Energy (x5, covering all types) - Resist 30, 170 minutes
Protection from Energy (x5, covering all types) - 120 hp, 170minutes
Protection from Evil - 16.8 minutes
Death Ward - 16.9 minutes
Spell Resistance - SR 33, 17 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Mac | HP:286 | Dam:21 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | 6 AoO:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+20=31 ; d20+20=21 ; d20+20=40 ;
Monday May 2nd, 2011 5:15:26 AM

Perception: 31(Snap with Belkior!), Will Save: 21, no (spend final Hero Point) 40!

"...but I don't mind not taking the stroll if it means I can listen to more of this."
But Machesthai has long since learned his lessons on the matter of talking in a forthright, frank and fearless fashion to beings who hold or covet the role of God of Death. Besides, that he makes no claim to the mantle now is heartening indeed.
"Does anyone else find it odd how we have suddenly gone from being inconsequential one moment to sole conduits to God-dom then next?"

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
See Invisible -- 49.7/50 minutes-- see invisible -- Jass
Darkvision -- 49.7/50 minutes-- 60' darkvision -- Jass
Haste -- CL20; 17/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 169.7/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 169.7/170 minutes -- Belkior
Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --16.7/17 minutes -- Belkior
Spell Resistance -- SR 29, 16.7/17 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine --149.7/150 minutes -- Vedik
Good Hope -- CL 10; +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls -- 9.7/10 minutes -- Vedik
Haste -- CL 20; When making a full attack action, make one extra attack with any weapon he is holding at your full base attack bonus, plus any modifiers appropriate to the situation. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. -- 17/20 rounds -- Vedik
Hide from Undead -- 199.7 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


Jass of Downs AC:27 CMD: 22 HP: 197/178  d20+20=33 ; d20+21=31 ; d20+20=34 ; d20+10=23 ; d20+20=36 ; d20+20=36 ;
Monday May 2nd, 2011 12:57:07 PM

Jass feels uneasy about the land, the slow maisma and death that surrounds them. The VOICE out of nowhere doesn't help his morale either.

The sorcerer quickly checks his Detect Scrying spell, making sure it is still operating, and checks to see if the Dread knows they are there by any scrying, and tells the others. "The alternative is that it is in complete control of this pocket dimension, which can be a very bad thing indeed."

A strong will and stronger senses let the once-dead sorcerer to percieve things around him, and he uses that in conjunction with his vast knowledge in things to try and understand where they are and what they are going to do. Anything he can surmise he also tells the other heroes.

"Give me some minutes, and I can send out magical Prying Eyes so we do not have to wander aimlessly", says the thin sorcerer.

...Actions
Perception: 34
Will Save: 31

Know Arcana: 34 to ID the nature of the land about them
Know Religion: 23 to ID the nature of the land about them
Spellcraft: 36 to ID any percieved spell

Detect Scrying: 36 opposed Caster check for pinpoint scrying device

...Effects
Haste CL20; 18/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 18/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes
Darkvision CL 5; 49/50 minutes
Resist Energy CL20;(Acid) 139/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 49/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 99/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik, 18/20
Haste CL 20 From Vedik, 17/20
Spell Resistance CL19 from Belkior, (SR 33, 16/17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 36

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Dwight hp 207/218, ac 33/25/34))  d20+21=29 ; d20+19=38 ; d20+19=24 ;
Monday May 2nd, 2011 3:52:56 PM

Fort save: 29 (+4 death ward) + 2 (Good hope) = 31/35
Perception: 38 +2 GH = 40

"I'll take a look from above," states Dwight as he floats upward testing the winds, and terrain in all directions from 30'.

He sweeps his arm around, and Whisk takes off to do a perimeter sweep, 30' outward of the party. (perception: 24+2=26)

---------

Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik,
Haste CL 20 From Vedik,
Haste -- CL20; 20/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
5 Resist Energy: Fire, Ice, Electricity, Sonic, Acid (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Death Ward (though others might be more important so speak up - from Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

ZachR: Dwight, that's should be a Will Save, not Fort.

Dwight hp 207/218, ac 33/25/34))  d20+14=30 ;
Monday May 2nd, 2011 9:43:30 PM

OOC: Correct Save -- Will Save: 30 + 2(GH) = 32/34(fear)
A Will save every round isn't as good for me as a Fort save every round would be. Reflex would be even better though.

MonthorHit Points:(213 of 213) AC 41, CMD 39  d20+15=33 ; d20+10=11 ;
Monday May 2nd, 2011 10:22:32 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

----------------
" KISS MY AXE YE SMELLY ORC LOVER!!!!! "

Will save 33 (or 35 if vs magic or 38 if vs fear)
Perception 11 (natural 1)



Vedik | HP 197/217 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+23=26 ; d20+14=27 ; d20+14=31 ; d20+6=13 ; d20+6=16 ;
Tuesday May 3rd, 2011 9:10:30 AM

Vedik pauses, not liking the thought of being responsible for Dread becoming a deity.

"Prying eyes is a good thought, get that done. Keep sharp everyone and be ready. "

OOC:
Will Save: 26 (28 if it's magic or Poison)
Elementals: 13, 16
Trumpet Archons: 27, 31

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Haste: from Jass
Haste: CL 20 from Vedik
Haste: CL 20 from Vedik
Darkvision from jass's wand
See Invisible from Jass's wand

Shield: CL 20
Mirror Image: CL 20

Stone Skin: CL 15 from wand
Good Hope: CL 10 from Wand

Summoned Creatures have Augment Summoning
Summoned Greater Air Elemental 1 (AC 25, 109/149HP, 45CMD)
Summoned Greater Air Elemental 2 (AC 25, 149/149HP, 45CMD)
Summoned Trumpet Archon 1 (AC 27, 203/203HP, 34CMD)
Summoned Trumpet Archon 2 (AC 27, 203/203HP, 34CMD)


Jass of Downs AC:27 CMD: 22 HP: 197/178  d4=1 ;
Tuesday May 3rd, 2011 3:11:56 PM

Jass takes a minute (10 rounds) of casting to create 21 small 'eyes'. He quirks a grin then speaks to the eyes. "surround me and go out one mile and then return to show me everything you have seen".

The eyes zip in all directions like 21 equi-distant needles on a compass, able to see things as if possessing True Seeing, after a mile, they return and play their recording to Jass.

If nothing has been found, Jass has them go out 2000 feet and surround him as they walk to get advance warning of any unusual structures or any living, moving thing.

...Actions

Greater Prying Eyes; 21 Eyes AC 18 Move 30', True Seeing for 120 feet

...Effects
Haste CL20; 18/20 rounds; +1 melee attack in full attack mode, +1 to hit, +1 AC, +30 foot movement
Shield CL20; 18/20 minutes; +4 AC, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes
Darkvision CL 5; 49/50 minutes
Resist Energy CL20;(Acid) 139/190 minutes; ignore first 30 acid damage
Resist Energy CL5: Fire, Cold, Elec, Sonic) 49/50 minutes; ignore first 10 damage
Protection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 99/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Haste CL 20 From Vedik, 18/20
Haste CL 20 From Vedik, 17/20
Spell Resistance CL19 from Belkior, (SR 33, 16/17 minutes)
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 36

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Into the Dread  d4=3 ; d4=4 ;
Tuesday May 3rd, 2011 6:49:34 PM

This plane weighs heavily on some of the heroes, or maybe it's the ill effects from the horrible contagion of a portal, but nonetheless, some of you are feeling less than wholesome.

Vedik takes 2 points of Constitution damage.

Jass takes 2 points of Constitution damage.

If either of you have Disease or Poison Immunity, or Adaption, let me know.

Dwight, if we went with your first roll and your will modifier, bad things would have happened to you. You get the benefit of the doubt though...

This plane seems to go on forever, or at least as far as any of you can see. While you are all being rather attentive, the plane seems so different from anything you have seen before, and thus, you still are uncertain what you are looking for.

The group searches for nearly an hour and finds... nothing.

The prying eyes find... nothing. Not even the magical eyes with their True Seeing seem to be of much help.

You can't help but feel that wandering and looking some more will help you find a way to the Dread. Of course you could be wrong. Dead wrong.

Perception and Will Saves.

Mac | HP:286 | Dam:164 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+20=25 ; d20+20=32 ; d20+37=45 ; 3d6+44=52 ;
Tuesday May 3rd, 2011 7:51:18 PM

Checks: Perception: 25, Will: 32

An hour... Mac tests a theory and strikes at the only thing he can see - the ground before him - with his axe. [45|52] and looks again for a response - after all, if the Dread is here, maybe we're standing on it.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Gone after an hour - See Invisible -- 49.6/50 minutes-- see invisible -- Jass
Gone after an hour - Darkvision -- 49.6/50 minutes-- 60' darkvision -- Jass
Gone after an hour - Haste -- CL20; 16/20 rounds; additional melee attack in full attack mode, +1 to hit, +1 AC, +30' move -- Jass
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 169.7/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 169.6/170 minutes -- Belkior
Gone after an hour - Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --16.6/17 minutes -- Belkior
Gone after an hour - Spell Resistance -- SR 29, 16.6/17 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 90/150 minutes -- Vedik
Gone after an hour - Good Hope -- CL 10; +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls -- 9.6/10 minutes -- Vedik
Gone after an hour - Haste -- CL 20; Additional attack in full attack, +1 to Hit, to Dodge, and to Reflex saves. Lose your Dexterity bonus to Armor Class: lose dodge bonuses. -- 16/20 rounds -- Vedik
Hide from Undead -- 140.0 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy(  d20+28=38 ; d20+29=38 ;
Tuesday May 3rd, 2011 9:34:17 PM

The halfling cleric wonders how long they will have to search for whatever is hidden in this place. This could get boring if it continues for too long.
Will = 38, Perception = 38

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 10 hours
Status (x2) - 20 hours
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+21=22 ; d20+21=33 ; d20+24=43 ; d20+33=41 ; d20+16=19 ; d20+33=38 ;
Wednesday May 4th, 2011 8:51:13 AM

Vedik sighs as most of the protections fade. Staying focused, he continues to try to gain the lay of this land, and the nature of the Dread, attempting to puzzle out this riddle.

OOC:
Will Save: 1, hero point reroll: 33, 35 if magic or Poison

Perception: 43
Knowledge: The Planes: 41
Knowledge: Religion (undead): 19
Knowledge: Arcana: 38

Current Effects:
Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand



Jass of Downs AC:27 CMD: 22 HP: 180/178 (-2 CON)  d20+20=27 ; d20+21=37 ;
Wednesday May 4th, 2011 1:00:57 PM

ooc: Jass has slow poison and Scarab of Protection:immune to death effects only

The sorcerer feels the demi-plane draining his energy, his life. Perhaps the negative energies already inside him make him more vulnerable? No matter, it only makes it more vital to find the Dread and end its existance before succumbing to death as the Voice had said.

Is there anything in this plane that can give him a clue? Jass searches his knowledge for an answer.

...Actions
Perception: 27
Will Save: 37

Previous Rolls any answers?
Know Arcana: 34 to ID the nature of the land about them
Know Religion: 23 to ID the nature of the land about them
Spellcraft: 36 to ID any percieved spell

Detect Scrying: 36 opposed Caster check for pinpoint scrying device

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 36

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0

Into the Dread 
Wednesday May 4th, 2011 4:00:02 PM

To Jass, everything in this realm feels as if it allows the Dread Lord to spy on you. You can not detect where it is coming from, but it is obvious he is watching you. Your knowledge of the Arcane allows you to gather that this... plane, was created by another, very powerful caster.

Vedik struggles to maintain a grip on his sanity, but realizing what is at stake, he refocuses himself. He thinks he sees something, off to the west. It could be his eyes playing tricks on him, but he thinks... thinks, he sees something to the west. It was at most just a flicker, and he doesn't see it any more, but it "might" have been something.

Mac strikes the ground and isn't to surprised that nothing happens. Well aside from the fact that the ground is utterly destroyed. It was after all very brittle and dry wasteland type dirt.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy(  d20+28=43 ; d20+29=35 ;
Wednesday May 4th, 2011 9:54:03 PM

The halfling cleric nods when Vedik mentions his brief glimpse of something. Anything is better than this waiting.

"Let's go investigate."

Will = 43, Perception = 35

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 10 hours
Status (x2) - 20 hours
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil*(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Jass of Downs AC:27 CMD: 22 HP: 180/178 (-2 CON)  d20+20=28 ; d20+21=38 ; d20+20=31 ;
Thursday May 5th, 2011 9:53:03 AM

Jass relays his speculations to the Gray Knights and Crimson Shields. "This dimension is a Prison for the Dread, but it has been here so long, the entire dimension reflects its evil." The sorcerer coughs, and looks in the direction Vedik indicates.

"Eyes! Go one mile in that direction, in three lines of seven Eyes. Each Eye is 100 feet away from every neighbor. If Seven Eyes are destroyed, return and report. If nothing happens, return in 10 minutes."

He bows to Monthor and waves in the direction of the image Vedik spotted. "Lead the way, Fearless Leader." And the sorcerer waits to walk with the group.

...Actions
Perception: 28
Will Save: 38

Detect Scrying: 31 opposed Caster check for pinpoint scrying device

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction. Caster Check 36

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 0


Dwight hp 207/218, ac 33/25/34))  d20+14=21 ; d20+19=25 ;
Thursday May 5th, 2011 3:37:36 PM

Dwight keeps his aerial survey of the land as the group begins to follow the slightest inkling of something off to one horizon. He looks to the arrows he embedded into ground, hoping, if needed, he can return to them and find the exit. First though, there is a mission.

Will Save: 21 + 2GH = 23 (25 vs fear) (that ain't good!)
Perception: 25

---------

Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
5 Resist Energy: Fire, Ice, Electricity, Sonic, Acid (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

Into the Dread 
Thursday May 5th, 2011 10:12:36 PM

Waiting on a few more to make their posts. Going to bed, I'll get the post up tomorrow after everyone has posted.

Mac | HP:286 | Dam:164 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+18=38 ; d20+18=19 ;
Friday May 6th, 2011 4:44:44 AM

Checks: Perception: 38, Will: 19 (Nat.1)

Mac tries to move with the rest of the Knights, but...

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 109.5/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 109.5/170 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 89.5/150 minutes -- Vedik
Hide from Undead -- 79.5 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption



Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+24=32 ;
Friday May 6th, 2011 7:11:30 AM

Vedik keeps looking in the direction he thought he saw something, scanning the horizon for any clues on how to proceed.

OOC
Perception 24

Current Effects:
-2 Con

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand



This is Madness!!!  d100=35 ; d100=47 ;
Friday May 6th, 2011 3:15:10 PM

Vedik points out that he saw, or might have saw something to the west and Belkior encourages the group to investigate.

Jass sends the Prying Eyes off in that direction to see what can be found. The do indeed find something. A column of sorts that seems to stretch as far as the eye can see.

Dwight paranoid about keeping an eye on his arrows and an exit is the first to succumb to the madness that this dreary and desolate land can wreak upon a mortal.

Mac soon follows Dwight into the madness and insanity that now grips them both.

Dwight and Mac are both plagued my madness and babble incoherently in a perpetual state of confusion.

Dwight and Mac ONLY: Highlight to display spoiler: {You are confused as if by the spell Insanity.}

Vedik, I need a Will save for last round.

Everyone else who is not babbling incoherently, I need another will save for this round.

Dwight hp 207/218, ac 33/25/34))  d100=7 ; d3=1 ; d20+32=48 ; d6=6 ; d6=2 ;
Friday May 6th, 2011 7:37:37 PM

"SSSsssso0000, you want me, me, come, come to me. There you are, you can't hide from me. Sssssssuck thisssss"

OOC: 1=Jass, 2=Vedik, 3=Mac

Dwight pulls his bow and fires and arrow directly at Jass from 30' up.

Att #1: 48 + 2(GH) = 50
Dmg: 14 + 2(fire) + 2(GH) = 16

---------
Insane :-(
Death Ward -- +4 morale bonus on saves against all death spells and magical death effects, even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channelled negative energy. --17/17 minutes -- Belkior
Hide from Undead -- 200 minutes -- cannot be perceived by undead -- Tratain
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
5 Resist Energy: Fire, Ice, Electricity, Sonic, Acid (Resist 30/30/30/30/30, 170 minutes - From Belkor)
5 Protection from Energy (120/120/120/120/120 hp, 170 minutes - From Belkor)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike


MonthorHit Points:(213 of 213) AC 41, CMD 39  d20+5=17 ; d20+15=23 ;
Friday May 6th, 2011 8:48:57 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

----------------
Will save 23 (25 vs magic)

Monthor doesn't like this situation. One by one his bretherens.

" ENOUGH FRIENDS! WE CANNOT LET THEM WIN!"

Monthor tries to cast protection from evil on Dwight or Mac ( whoevere is closer).



Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy  d20+28=40 ; d20+29=41 ;
Friday May 6th, 2011 10:42:58 PM

The halfling cleric casts Protection from Evil on the other companion who has been affected by the miasma of this place.

Will save = 40, Perception = 41

Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 10 hours
Status (x2) - 20 hours
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast



Mac | HP:286 | Dam:21+18=39 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d100=52 ; d20+18=26 ; d20+18=27 ; d8+10=18 ;
Saturday May 7th, 2011 5:14:39 AM

Checks: Perception: 26, Will: 27 (Just in case...)

Mac tries to move with the rest of the Knights, but as he walks he only manages to awkwardly strike his shoulder with the half of his greataxe. [Dam: 18 (max)]

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 109.4/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 109.4/170 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 89.4/150 minutes -- Vedik
Hide from Undead -- 79.4 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Saturday May 7th, 2011 5:16:18 AM

OOC: ...less the Stoneskin that is still in effect. D'Oh!

Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON)  d20+20=40 ; d20+21=26 ; d20+20=29 ;
Saturday May 7th, 2011 3:18:38 PM

The arrow pierces Jass from Dwight's bow, but being good, and having both Stoneskin and protection v Fire on himself, the wound is negligible. It is Mac the sorcerer is more worried about. Much, much more worried about.

To try and hold the great minotaur's axe, Jass holds his actions to see if the 'protection' spells have any effect. Jass readies a strong spell to put Mac temporarily under his control if the minotaur tries to attack himself or his friends again.

...Actions
6 point loss to Dwight arrow

Ready Heightened Dominate Person: 8th level slot; Mac Will DC 27 or controlled by Jass

Perception: 40
Will Save: 26

Detect Scrying: 29 opposed Caster check for pinpoint scrying device

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 2

This is Madness!!!  d100=42 ;
Saturday May 7th, 2011 5:56:38 PM

Dwight fires on Jass, but the damage is negligible.

Monthor prepares to help his friends, but falls victim to the insanity as well. Monthor ONLY:Highlight to display spoiler: {You are effected by confusion per the spell Insanity. Please roll a d100 on the chart every round to see what happens.}

Belkior cast protection from Evil on Mac... whether it helps or not, you see no difference in Mac's condition.

Mac smacks himself with his own weapon... The madness!!!

Jass readies a spell and keeps an eye on Mac.

For the three who are confused, roll on this table every round until we get it cleared up. Highlight to display spoiler: {01-25 Act normally
26-50 Do nothing but babble incoherently
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand
76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)
}



This is Madness!!! 
Sunday May 8th, 2011 10:50:13 AM

No more will Saves required for now on anyones part.

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d100=13 ; d20+18=24 ;
Sunday May 8th, 2011 4:53:31 PM

Checks: Perception: 24

Mac walks and observes - not so much for the vague spot they move towards, but the rest of the party - and wonders how they will cope if Monthor, Dwight, and others continue to lose their grip in this place.

"Which way now?" he asks.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 109.3/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 109.3/170 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 89.3/150 minutes -- Vedik
Hide from Undead -- 79.3 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy  d20+36=47 ; d20+18=32 ; d20+22=30 ;
Sunday May 8th, 2011 11:15:26 PM

The halfling cleric moves to a safe distance and then examines his companions. Knowing whether they have been affected by a spell or other magical effect, a poison or disease or whatever may be useful in removing the effects.

Heal = 47
Knowledge - Arcana = 32
Spellcraft = 30


Items Used
Wand of Resist Energy (11th level) - 14 charges
Wand of Protection from Energy (10th level) - 10 charges

Active Effects
Magic Vestment - +4 AC, 10 hours
Status (x2) - 20 hours
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward**(x4), Dimensional Anchor, Freedom of Movement (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance*(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+24=27 ;
Monday May 9th, 2011 9:09:40 AM

Vedik looks to the three that appear to be acting strangely. "Can anyone cure that?"

He takes out a wand and recasts the Good Hope on the party.

OOC
Perception 27
Standard Action: Use Good Hope wand

Current Effects:
-2 Con

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand
Good Hope: CL 10 from wand

Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON)  d100=48 ; d20+20=40 ; d20+5=11 ;
Monday May 9th, 2011 9:51:17 AM

ooc: with Jass' Readied spell, he casts before Mac actually attacks anyone. If Mac fails the save, Jass is now in control of Mac and the minotaur's insanity can't control his actions. Jass does.

As soon as Mac raises his axe again, Jass casts his Readied spell and Dominates the minotaur's mind. Seeing Monthor also falling victim to the demi-plane, the sorcerer tries to temporarily take care of two birds with one stone "Grab Monthor and do not let him go until I tell you otherwise", is the mental command, and should start the minotaur and dwarf wrestling and stop them from hurting anyone seriously.

Then the sorcerer turns to the floating Dwight who shot an arrow at him. A bit of shadow magic, and Jass conjures a Greater Shadow Conjuration: Resilient Sphere to trap Dwight and keep him from shooting people.

Thinking hard, Jass tries to determine if the sudden craziness is a curse, magic, or something else. He looks at Vedik and his dead-looking eyes are without his usual humor. "Can we restore our companions or do we leave them and continue on ourselves?"

...Actions
Ready Heightened Dominate Person: 8th level slot; Mac Will DC 27 or controlled by Jass (done as Ready action last round)

Shadow Greater Conjuration: Resilient Sphere 60% real; 48% passed; Dwight Reflex Save DC 25 or be trapped.

Know Arcane - 40 - to know how to counter insanity/confusion
Know Religion - 11- to know how to counter insanity/confusion

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 2


This is Madness!!! 
Monday May 9th, 2011 4:05:06 PM

Waiting on one more post to continue.

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+20=21 ;
Monday May 9th, 2011 5:05:41 PM

Mac's Will Save vs Jass: 21 (3rd Natural 1 on a Will Save this combat, and we haven't met our opponent yet!)

This is Madness!!! 
Monday May 9th, 2011 8:12:57 PM

Mac looks around acting as if nothing has happened.

Belkior contemplates the best way to help his friends. From his experience he knows that it is mostly likely just natural effects from spending time on this plane. The only way you can this of helping your friends are with greater restoration, heal, limited wish, miracle, or wish.

Vedik cast Good Hope on the party hoping to instill hope that the party will succeed in all of them.

Jass uses his readied spell on Mac dominating him, he then commands him to grapple Monthor and pin him to the ground. Jass then casts another spell on Dwight, effectively imprisoning him. Jass talks to Belkior and you both decide that either greater restoration, heal, limited wish, miracle, or wish are the only way to reverse the confusion your friends are experiencing.

Dwight gets imprisoned in the resilient sphere of [b]Jass'.

Monthor has a large minotaur trying to restrain him.

Mac, I need a grapple check from you.

MonthorHit Points:(213 of 213) AC 41, CMD 39  d100=6 ;
Monday May 9th, 2011 8:13:11 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

------------------
Confusion- 6

Monthor isn't happy with what he sees. If a party member attempts to hit another, Monthor will attempt to intercept.

Dwight hp 207/218, ac 33/25/34))  d100=6 ; d20+19=39 ;
Monday May 9th, 2011 8:42:46 PM

Dwight motions to load his bow again, as habit dictates, only to find he is imprisoned. It seems as if he had just awoken from a dream -- only the arrow near Jass' foot shows the reality of what he had done. "Jassssss, I'm not sssure what happened, I couldn't control myssself."

Dwight then attempts to move about, but find his path blocked in all directions, and instead looks about.

Whisk circles about above the sphere unable to reach the broom to rest himself.

Perception (from the momentarily sane): 39 (natural 20)

Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Monday May 9th, 2011 10:25:42 PM

ooc: Belkior, I'm sorry to see you go! :-(
..............................

Jass divulges his information. "I can cast LImited Wish three times to free our comrades, though it will use up much of my diamond dust that I have for just such an occasion."

The sorcerer suggests that Tratain, Belkior, and Jass each cast one spell to free one of the group. If the others can't, Jass will cast enough Limited Wish spells to free all three companions; Monthor, then Mac, then Dwight.

Once freed, Jass will explain to them that they were under an enscocellment, and only the great power of the sorcerer was able to get them to stop killing each other and be cured. "What can I say, I'm just that good.", he concludes modestly. His everything-is-right-with-anyplace-that-has-Jass-in-it smile is back and intact.

...Actions

Know Arcane - 40 - to know how to counter insanity/confusion
Know Religion - 11- to know how to counter insanity/confusion

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 2

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy 
Monday May 9th, 2011 10:49:54 PM

The halfling cleric considers what he and Jass have determined.

"If Tratain is able, and has it memorized, why not cast Mass Heal once? Perhaps once we are engaged in combat?"

Belkior looks around at his companions, trying to determine how many of them are still actively engaged in this battle.

"Besides, what is the point of curing the weak-minded if they only fall subject to the nature of this place again? Let's press forward, and you keep them under control until we're actually engaged in combat. Otherwise, we're likely to just do this again."

OOC - Who actually is still posting? In the past month, I only see Belkior, Jass, Dwight, Mac, Monthor and Vedik.

Mr DM, Sir - is it time to re-calibrate this battle considering that a significant portion are AWOL?




Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d20+28=31 ;
Tuesday May 10th, 2011 1:54:46 AM

Outstanding Grapple Check: 31-4=27 (No Improved Grapple and has to drop the greataxe first - doesn't come close to grappling even an Enlarged Monthor.)

"And this is why I'm often asking for the enemy to be kept out of my head... Sorry Monthor, but now you see why I feel confident leaving the grappling to the bea..." He pauses, realising the term has no context here, except possibly for Jass, and hastily recovers with, "...to the Monks."

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Tuesday May 10th, 2011 8:51:19 AM

ooc> I agree with Belkie.

This is Madness!!! 
Tuesday May 10th, 2011 3:01:48 PM

OOC: Don't worry, it has been toned down for only 6 people. =p

This is Madness!!! 
Tuesday May 10th, 2011 6:36:22 PM

For the past few seconds, everyone seems to be... back to normal. Although you are rather certain it is just a momentary break in the madness.

As all put their thoughts together, it seems that the insanity slowly creeps upon you after you have been in the area for a while. Namely about an hour or so.

You also know that Mass Heal would be the most cost effective way to counter, if not protect from the insanity.

Being somewhat hyper vigilante and standing very near the column that reaches up into the air... it seems odd somehow. The column seems to be made of the same dry material as the ground.

Dwight hp 207/218, ac 33/25/34))  d100=12 ;
Wednesday May 11th, 2011 6:45:14 AM

Dwight maintains his hold on reality/sanity. "Ssso, do we have a plan yet?"

Column, where did that come from as Dwight tries to put together the small amount of time that he doesn't recall. If he were able, he'd fire an arrow into it, but the sphere prevents such action. Instead he sends Whisk around to inspect the column.



MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday May 11th, 2011 11:48:43 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

-----------------
Monthor knows that non fighting planning is not his strong suite. He does however offer this insight..

" Maybe we should just go straight through the column? "



Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Wednesday May 11th, 2011 1:50:24 PM

(since there were no mass heal identified, Jass cast 3 each Limited Wishes and I recorded them. Once the three are cured, Jass dismisses the Domination and Resilient Sphere. Everyone is happy! :-)

The column is massive and reaches to the sky. Jass calls his Greater Prying Eyes together and tells them to look at the column for a mile up to see if there is any change.

"Failing anything else, I say we experiment with the column. Hitting it, casting a heal spell on it, and the like. If this is the only thing on this demi plane, there HAS to be some connection between this column and the DREAD."

...Actions

Know Arcane - 40 - to know how to counter insanity/confusion
Know Religion - 11- to know how to counter insanity/confusion

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 2 4 3 2 0 2

This is Madness!!! 
Wednesday May 11th, 2011 2:25:04 PM

Posting from phone, working a double, Will not get a good post until tomorrow.

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+24=43 ;
Wednesday May 11th, 2011 4:59:44 PM

Vedik nods in agreement. "Lets see what we got here. Vedik flies up and examines the pillar from many angles.

"Interesting..."

OOC:
Examine column: Perception 43

Current Effects:
-2 Con

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand
Good Hope: CL 10 from wand

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30]  d100=7 ; d20+20=31 ; d20+39=43 ; 3d6+46=56 ;
Thursday May 12th, 2011 5:28:53 AM

Checks: Conf:007, Perception: 31

Mac walks up to the column. With a smile he takes one huge swing at it. 1:[43|56]
Clearly, up until the moment of contact, this is a form of experimentation for which he approves.

Spells, Effects, etc...
10' Reach, Luckstone, Heartlight, Power Attack, Good Hope,
Magic Vestment +5 -- by Woldsblood -- 1 drop on +4 Steel Grass Full Plate to +5 -- Vedik
Greater Magic Weapon +5 -- spell, on bow +1 to +5 -- Tratain
Resist Energy -- 5 Points Electricity (Steelgrass Armor, natural)
Resist Energy --Acid(30)/Cold(30)/Electricity(30)/Fire(30)/Sonic(30) , 109.3/170 minutes -- Belkior
Protection from Energy -- Acid(120HP)/Cold(120HP)/Electricity(120HP)/Fire(120HP)/Sonic(120HP) , 109.1/170 minutes -- Belkior
Stoneskin -- CL 15; DR 10/adamantine -- 89.1/150 minutes -- Vedik
Hide from Undead -- 79.1 minutes -- cannot be perceived by undead -- Tratain
Large Adamantine Greataxe (+5)
Ring of Freedom of Movement
Necklace of Adaption


This is Madness!!! 
Thursday May 12th, 2011 7:00:31 PM

Attacking the column... does little aside from put a slash in it. However as you get close and stand near the column, gravity begins to shift so that you are are able to walk on the column if you so desire. The column seems to go up as far as you can see.

You are unable to tell what or how this change in gravity happens, it just... does.

Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy 
Thursday May 12th, 2011 9:56:10 PM

The halfling cleric peers upward ... well, upward from where he is standing.

"Let's go take a look. Can't be worse than wandering aimlessly like we've been doing."


Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Friday May 13th, 2011 1:57:58 PM

Jass agrees with Belkior. "Time to move upwards, eh?" Still, the sorcerer takes the precaution of casting a Fly spell on him first just in case the gravity suddenly shifts.

"Everyone has a method to control your own velocity in case of a fall?" he jests.

...Actions

...Effects
Fly: CL20; 20min
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 3 4 3 2 0 2


This is Madness!!! 
Saturday May 14th, 2011 3:05:42 PM

The group sets off, following the column up... It seems to go on for quite a while.

After walking for several miles all magic items, buffs and protections cease to function. For those flying, they fall to the column. You notice if you take a few steps back your items begin working again. When you move back forward, the items fail again. It most certainly seems as if you walked into an anti-magic field.

Ahead, maybe 1 mile, maybe 3 miles, that the column turns into a flat surface, almost like an island on top of the column.

What to do?

Dwight hp 207/218, ac 33/25/34)) 
Saturday May 14th, 2011 3:48:01 PM

Dwight, floating on his broom, attempts to find the boundaries of the field (height wise), by sticking his arm out and feeling the effect. He does this as the group continues, not wanting to hold the group up any, and feeling the answer is likely trivial anyways if he can't fly to get above it once inside.

Being somewhat limited, Dwight suggests the prying eyes attempt to stay out of range, while looking ahead. Otherwise, Dwight is forced to hoof it, something he is unaccustomed to.

OOC: How thick was the column? Does it seem to be load bearing, as in tree-like - thicker on the bottom than the top?

Otherwise, Dwight has nothing significant to offer. :-(


MonthorHit Points:(213 of 213) AC 41, CMD 39 
Sunday May 15th, 2011 1:20:27 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

-----------------
Let's go ladies, up the column.

ooc> Monthor takes point.

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Sunday May 15th, 2011 3:46:19 PM

Vedik lands with a thud, his magical wings disappearing.

"Let's get past this quick. The last thing want is an attack with our protections down. "



This is Madness!!! 
Sunday May 15th, 2011 10:42:56 PM

Pushing forward, the group goes nearly two miles before the anti-magic wears off and your magic items begin functioning again. You are roughly a 1/4 of a mile away from the large shelf on top of the column. It is obvious you are on the bottom of the platform.

Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Monday May 16th, 2011 10:25:25 AM

Uneasy in the anti-magic field, Jass is looking at the set-up of this demi-plane; the plane, the column, the anti-magic, the platform, the knowledge that this was all built by something else other than the Dread. "It is like this is one, big prison for the master lich. Yet after eons of incarceration, the evil of the lich has slowly been seeping into the plane and it has been able to work with the outside wold. If it escapes, it may need the powers to go to war, for it will be beyond the ability of mortals."

The sorcerer continues to follow, waiting to see if the unusual gravity of the column extends to the underside of the platform.

...Actions

...Effects
Fly: CL20; 20min
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
Resist Energy CL20;(Acid) 79190 minutes; ignore first 30 acid damage
rotection from Energy CL 10(Fire, Cold, Elec, Sonic, Acid) from Belkior (120 hp, , 39/100 minutes)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 3 4 3 2 0 2

This is Madness!!! 
Monday May 16th, 2011 10:40:07 AM

Yes, the gravity extends to the underside of the column as well.

Dwight hp 207/218, ac 33/25/34)) 
Monday May 16th, 2011 9:31:32 PM

Dwight follows the group, glad to have his flying ability again. Still, Dwight wonders if he can trace his way back to the entrance. "I find it odd thisss sssupposssed Lord, want to be god, hidesss ssso. I'm unsssure how he believesss he isss even remotely sssimilar to the real Godsss."

Dwight's taunt is diliberate in the hopes of bringing the walking to an end.



Belkior - HP 156/156 - AC 30 (Touch 17, Flat 26) CMD +24 - Magic Vestment, Status, Resist Energy 
Monday May 16th, 2011 10:43:23 PM

The halfling cleric brushes some of the dust from his feet while he listens to Dwight.

"I agree with you, Dwight. This wandering is mindless and serves merely to weaken us."


MonthorHit Points:(213 of 213) AC 41, CMD 39 
Tuesday May 17th, 2011 12:03:37 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Haste
5 Resist Energy: Ice, Electricity, Sonic (Resist 30/30/30, 170 minutes - From Belkor)
5 Protection from Energy Ice, Sonic, Electic (120/120/120 hp, 170 minutes - From Belkor)
Stoneskin on everyone, CL 15
Good Hope on everyone, CL 10
See Invisible
Enlarge Person on Monthor, CL 20
Protection from evil' (Tatoo)

--------------------------
ooc> Are our protection spells still in effect?

Monthor keeps walking silently, keeping an eye out for trouble.


Jass of Downs AC:27 CMD: 22 HP: 174/178 (-2 CON) 
Tuesday May 17th, 2011 3:36:49 PM

The distance walked has been enough to wear thin all but the longest of Jass' protections. He shakes his head at the speculation of his companions, certain they are wrong on the reason that the pillar and platform are here. But they will have to find out for themselves he thinks with a smirk.

...Actions

...Effects
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 3 4 3 2 0 2


Entrance of the Dread 
Tuesday May 17th, 2011 3:49:51 PM

Doubting that you would ever reach the dread, as you make your way to the top of the platform you see a large sphere. The sphere is roughly 400ft in diameter. in front of you is a large door, 15ft wide and 30ft tall.

You neither hear nor see anything inside the sphere, but you feel a presence, a presence of pure evil in its most deadly form. As you near the door, you hear the voice of the dread again.

"Enter so that I may destroy you, and fulfill my destiny and take my rightful place as a god."

Dwight hp 207/218, ac 33/25/34)) 
Tuesday May 17th, 2011 4:18:37 PM

Dwight looks to the others and thinks of his past encounters culminating in this final battle. He finds it a fitting end, a it ends where his adventure began.

The thoughts drift through his mind as he recalls being witness to the birth of a small child in Crescent Valley. The birth was unusual, and within moments changed the Wold, for the birth was not the birth of a normal child, but the rebirth of Ebryron. The magick's and knowledge was beyond Dwight at the time, though his compassion and quick thinking preventing Ebryron from destroying the valley. Oddly, his first attack on another being happened to be a god, and he was defeated mostly by the timing and position of a knife thrown knocking a powerful necklace from his hands.

Now, having gained in knowledge and precision he finds himself before something that believes itself to be a god. Dwight's precision and timing will decide it's success. He shall either have tales beyond belief to tell to any who will listen, or be lost beyond the aid of even Gargul; though his link with Ebryron seems to exist through Whisk still.

While all these thoughts filter through his mind, the only words that are uttered are, "Bring it"

--------
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points
Good Hope CL 10 From Vedik,
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass)
See invisible (from jass)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Tuesday May 17th, 2011 7:21:35 PM

Luckstone, Heartlight, Power Attack,... not sure what effects have not dissipated with the passage of time and the field.

Mac considers the words again for a moment. "If it succeeds, then the greatest claim it can hope to make is that it is a tool of Gargul - not a god." He looks to Belkior - his knowledge of such thing being greater than his own as a layperson.

"Yes Dwight, good sentiment."

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday May 18th, 2011 7:48:27 AM

ooc> Are our protection spells still in effect?


Jass of Downs AC:31 CMD: 22 HP: 174/178 (-2 CON)  d20+20=25 ; d20+20=40 ;
Wednesday May 18th, 2011 8:02:05 AM

Jass sees the object of what looks like the end of thier quest, but the sorcerer's mind moves in different circles from Dwight. The once care-free man has always been a traveller, moving from place to place, letting his powers take care of him and letting the Powers take care of themselves. And then he was whisked away to Floating City and met up with Syr, Belkior, Brahmah, Mac, and the others. And they had some strange notions; didn't know anything about the Powers and talked about all-powerful beings as gods. Huh. Weird name for powers. And then he died, and met Gargul, and was given back his life. Good power to know, eh?

And this dead creep is thinking he'll be a Power like Gargul? "Not likely," Jass says aloud to himself, "Gargul the Power is in charge of the transition of death AND life. And you are long overdue for that transition."

Jass casts a Shield to give him a measure of protection.

Jass thinks and looks at the sphere. Is it a prison like he is certain, trapping the Dread, or is it of its creation and a recepticle to help it control this demi-plane?

...Actions
cast Shield: +4 AC

Know Arcana: 25
Spellcraft: 40

...Effects
Shield: CL20; 20/20min; +4 Ac, immune magic missle
Slow Poison CL20 from Tratain
See Invisible CL 5; 49/50 minutes; recast
Darkvision CL 5; 49/50 minutes; recast
False Life CL 20; 24 hours; +19 temp hit points
Detect Scrying: CL 20, 24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... 0 2 2 3 4 3 2 0 2


Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Wednesday May 18th, 2011 9:28:36 AM

The old dwarfs' mind goes back to his early days. A simple potter, until that fateful flood that revealed his true calling to serve Alemi in a new way. Those early years as the Fixer sect organized. And then the fuzzy details of his death, and the ten years he spent in Gargul's realm until he was called forth into the land of the living once more. He smiles as he remembered learning how far the Fixers had come while he was gone, a full blown Sect now.

"Bah, I'm getting sentimental in my old age. " he says suddenly, snapping out of it.

"Let's end this."

He casts a summoning spell.

OOC:
Cast SM7: Greater Air Elemental.

Current Effects:
-2 Con

Wings of Flying (Active)
Ring of Counterspells: empty
Contingency (CL 20, 18 days, If enemy begins to cast disjunction: DDoor 1000' feet straight up)
Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Hide from Undead (SL 1, CL 20, 150/200 mins) Cast by Tratain in morning after timestop rest

Resist Energy Fire - 20 cl from Vedik
Resist Energy Cold - 17 cl from Belkior wand
Resist Energy Lightning - 17 Cl from Belkor wand
Resist Energy Sonic - 17 cl from Belkor Wand
Resist Energy Acid - 17 cl from Belkor Wand

Stone Skin: CL 15 from wand
Good Hope: CL 10 from wand

Entrance of the Dread 
Wednesday May 18th, 2011 3:54:26 PM

The only spells you have are those cast with permanency, and those cast in the past two rounds.

If it is a permanent item, it still functions.

Jass contemplates this plane and decides, this is less of a prison and more of a sanctum. Jass can't tell what spells are being cast, but there is a remarkable aura of necromancy permeating from inside the sphere.

It seems the Dread is preparing for the big finale.

OOC: Last chance to cast any buffs. Once you enter... game on!

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday May 18th, 2011 7:39:01 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
------------------
ooc> Okee then, we need all buffs recast. Get the wands out guys and cast one of everything on everybody. This is the last battle, so don't spare the spells either. Make sur barkskins are cast. Hastes are a must. I need greater magic weapon on my axe and a GMV on my shield please.

Monthor recasts his protection from evil from his tatoo on himself and gulps down a hide from undead potion. If no one else can provide a haste on him, he'll drink a potion of haste as well.

Belkior - HP 156/156 - AC 27 (Touch 16, Flat 24) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward 
Wednesday May 18th, 2011 10:02:51 PM

The halfling cleric breaks out his wands and starts providing protective magics for himself and anyone else who asks.

Belkior also casts other memorized spells upon himself and anyone who asks.

OOC - Belkior has Resist Energy (CL 11), Protection from Energy (CL 10), Death Ward, Spell Resistance to offer.

Items Used
Wand of Resist Energy (11th level) - 19 charges
Wand of Protection from Energy (10th level) - 15 charges

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance**(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast

Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Thursday May 19th, 2011 7:29:32 AM

Vedik draws Woldsblood and anoints the armor and shields of the whole party. He reactivates his wings of flying. He casts Good Hope from from a wand on the party. He Stone Skin's the whole party. Lastly he casts Haste on the whole party.

Dwight hp 207/218, ac 33/25/34)) 
Thursday May 19th, 2011 8:16:40 PM


OOC: Dwight takes a tap from Belkiors Resist and protection wands

Just prior to entering the sphere, Dwight will activate his ring of Blink.

--------
Resist Energy (x5, covering all types, lvl 11) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types, lvl 10) - 120 hp, 110minutes
Haste (from Vedik, cast prior to sphere)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points (cast prior to sphere)
Good Hope CL 10 (from Vedik, cast prior to sphere)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass, cast when Dread world entered)
See invisible (from jass, cast when Dread world entered)
Blink

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Friday May 20th, 2011 6:34:47 AM

Monthor accepts one of everything. Including all 5 versions of the protection from energy

Mac | HP:286 | Dam:29 | AC:32/19/27 | CMD:[54, Sun/Dis:57] | up to 6 AoOs:[+32|3d6+44{19+|+2x(3d6+44)}] or CMB:[+30] 
Friday May 20th, 2011 8:12:29 AM

Mac cues up behind Monthor for what remains of the deluxe enchantment. He also takes a moment to move his CCW potion out of his backpack to a more readily accessible position.

Jass of Downs AC:31 CMD: 22 HP: 174/178 (-2 CON) 
Friday May 20th, 2011 4:39:34 PM

Jass cues up, and distributes wand shots for all the Gray Knights and Crimson Shields...
- see invisible
- darkvision

And right before going into the glabe casts Haste to overlay Vedik's casting (just to make it more difficult to dispel both)

Entrance of the Dread 
Friday May 20th, 2011 6:12:22 PM

Ok, all of your buffs go up. How do you proceed?

Jass of Downs AC:31 CMD: 22 HP: 174/178 (-2 CON) 
Sunday May 22nd, 2011 9:03:13 AM

After spell buffs, Jass waits for Monthor and Mac to go in, then moves inside behind them.

...Actions
Buffing Up

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
False Life CL 20; 12/24 hours; +19 temp hit points
Detect Scrying: CL 20, 12/24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.
Haste: CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types) - resist 30, 120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 4 3 2 1 2


Dwight hp 207/218, ac 33/25/34)) 
Sunday May 22nd, 2011 7:49:32 PM

Dwight also waits for the front line fighters to venture through first and then follows.

---
buffs coming...

Mac | HP:286 | Dam:39 | AC:33/20/28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+20=37 ;
Monday May 23rd, 2011 3:55:13 AM

Mac keeps with the plan and hustles in with Monthor, looking for the enemy of Good, and would be deity.
[Perception: 37]
++++++++
Effects:
from Belkior: Resist Energy (CL 11), Protection from Energy (CL 10), Death Ward, and Spell Resistance.
from Vedik: Good Hope, Stone Skin, and Haste.
from Jass: Darkvision, See Invisible, and an additional layer of Haste.


Entrance of the Dread 
Monday May 23rd, 2011 5:08:35 PM

So, I guess, I need a little more information. Marching order, how do you proceed?

Dwight hp 207/218, ac 33/25/34)) 
Monday May 23rd, 2011 7:58:23 PM

Dwight plans to fly on his broom and then rise upward on the other side of the door behind the front line folks. Whisk will be taking a wide flank around the room.

Jass of Downs AC:31 CMD: 22 HP: 174/178 (-2 CON) 
Monday May 23rd, 2011 8:56:05 PM

Jass casts Fly and follows Dwight into the sphere, but as the halfling flies up and left, Jass plans to fly up and right to become less a target.

...Actions

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
False Life CL 20; 12/24 hours; +19 temp hit points
Detect Scrying: CL 20, 12/24 hours; detect any divination spell/ magic sensor in 40 feet radius. Any scrying attempt has opposed caster level check (1d20 + caster level). Equal = get visual image of scrier, distance, direction.
Haste: CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types) - resist 30, 120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 4 3 2 1 2

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Monday May 23rd, 2011 9:04:03 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types) - resist 30, 120 hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

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

Send the elemental in first.
See what happens.
Then me and Mac.
Jazz and Dwight via flight
Then Vedik



Vedik | HP 197/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Monday May 23rd, 2011 11:06:47 PM

Vedik follows behind the heavy hitters, braced for the worst. He sends his elemental in first to take the initial onslaught and scout the area. He knows that whats beyond that portal will be brutal, savage and show no mercy.



The Big Finale 
Tuesday May 24th, 2011 6:55:03 PM

The time for talking has come to an end and you assault the sphere.The elementals make their way into the sphere and... nothing happens. You make your way through the doorway and see only two things of interest. The first is a diminutive skull glowing green 200ft up (in the perfect center of the sphere) hovering. The second is a glowing sphere of utter darkness and pure negative energy. It utterly sucks the light out of the surrounding area. Without out even thinking, it is quite obvious this is a sphere of annihilation.

You prepare to unload all of your big spells, but before you can, all hell breaks loose.

One second everything seems normal, the next the battlefield has changed drastically.

First, your skin begins to crack and turn brittle as it dries out. Everyone take 120 points of Damage Fortitude save DC 34 for half. Spellcraft or Knowledge: Arcana DC 26Highlight to display spoiler: {Maximized Horrid Wilting}

Secondly Vedik, Monthor and Mac are stuck in a fog of sort (20ft radius) Will Save DC 29, Spellcraft or Arcana DC 21 Highlight to display spoiler: {Mind Fog}

Also, there is a Wall of Force in that extends above Jass and Dwight (roughly 50ft up and out 100ft wide and 100ft in length. (it essentially covers half the radius of the sphere.

There is a Wall of Fire going from the ground, up to the Wall of force in front of Monthor and Mac preventing them from going towards the middle of the sphere.

There is a Wall of Ice separating Vedik from Monthor and Mac. Jass and Dwight are stuck in the same area as Monthor and Mac. Vedik is essentially trapped as the entrance to the sphere has closed up solid.

Oh, and also, a Prismatic Wall sets itself up between the fliers Jass and Dwight and their friends on the ground, Monthor and Mac.

The skull has some protection around it as well, as some sort of force field: Highlight to display spoiler: {Sphere of Invulnerability} as well as some more Fog Highlight to display spoiler: {Mind Fog}

More bad news, though, Vedik needs to make a Fortitude DC 34 or else Highlight to display spoiler: {Lose 12 Levels per Energy Drain}

Last but not least, a huge Fireball goes off, doing 120 points of Fire Damage, Reflex DC 33 for Half.

You guys get the idea that somehow the Dread stopped time... quite possibly more than once.

OOC: OK guys, this is it... go big or... you won't have a home to go back to.

Belkior - HP 156/156 - AC 27 (Touch 16, Flat 24) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward 
Tuesday May 24th, 2011 9:44:58 PM

The halfling cleric follows the others through the portal after activating his Celestial Armor. He doesn't know where he is in relation to the others.

OOC - No mention of Spell Resistance (which almost everyone has) checks ... do we assume that the opponent bypasses?


Jass of Downs AC:31 CMD: 22 HP: 54/178 (-2 CON)  d20+19=30 ; d20+20=28 ; d20+20=37 ; d20+20=39 ; d20+19=35 ; d20+20=23 ; d20+20=27 ;
Tuesday May 24th, 2011 11:02:16 PM

Jass flies into the sphere and he is slapped strongly with... "Horrid Wilting!" he shouts in agony, the same spell that killed him only weeks ago far below the lake of Floating City. (Fort 30 fail; 120 damage, Spellcraft 28 OK)

He runs into a Wall of Force, and is isolated by a Prismatic Wall from the ground and is only in a small flying area with Dwight. He is easily able to see what is protecting the skull of the Dread; "A Sphere of Invulnerability and Mind Fog is protecting the demi-lich!" (Spellcraft 37, 39 OK)

And then a huge fireball burns in the sphere. Amazingly enough, Jass is able to avoid half of it, and his Fire Protection absorbs the rest so he is not fried outright. (Reflex 35, half, 60 Prot =0)

Trusting in the clerics to start throwing mass healing spells to keep him alive, Jass works to remove the obstacles for the others. Jass flies over to Dwight and touches the Witch, casting a Quickened Dimension Door to get just above Mac and Monthor.

Then the sorcerer focuses on opening the battlefield a little by casting a greater dispel magic on the wall of ice to enable Vedik and Belkior to join them, but fails to dispel the wall. (Dispel 23; Hero point 27)

...Actions

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
Haste: CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Protection from Energy CL11(x5, covering all types) - 90/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 4 3 2 1 2

Vedik | HP 77/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+23=32 ; d20+25=45 ; d20+23=30 ; d20+6=18 ; d20+17=20 d20+24=34 d4+1=2 d20+34=40 d20+20=31
Tuesday May 24th, 2011 11:43:51 PM

The veteran dwarf faces the onslaught, thankful for the protections of his friends.

With an instant gesture, a green ray shoots from his hand to the Dread.

He then casts a timestop of his own, which ends with an attempt to dispel the wall of force.

OOC:
I had missed that we had both resist and protection from fire going...whee. not dead.
Vedik takes 120 damage from the horrid wilting, 77 hp remaining
Vedik saves vrs the mind fog
Vedik fails the fireball save. 120 damage is absorbed by his Protection from Fire, destroying it.

Cast Quickened Dimensional Anchor: Hit touch AC 20 ($#@) SR: 34 (I'm no sure from the description if we have line of sight to the dread anymore, if not skip this)

Cast Timestop: 2 rounds.... two.. damnit
Round 1:
Move action: Retrieve Rod of Quicken Spell
Swift Action: Quickened Mirror Image
Standard Action: Cast Dimensional Anchor on himself

Round 2:
Move Action: Retrieve scroll of Mass Heal
Swift Action:
Standard Action: Ready Action: Greater Dispel on the Wall of Force

Time stop ends: Dispel the Wall of Force: CL check 31. Dispels the wall if the caster level is 20 or less.

Buffs:
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types except fire) - 120 hp, 110minutes

Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes

Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Mirror Image: CL 20


Mac | HP:286 | Dam:159 | AC:33/20/28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+30=31 ; d20+20=27 ; d20+23=24 ; d20+40=50 ; 3d6+46=57 ;
Wednesday May 25th, 2011 6:10:39 AM

OOC: Okay, my fault for including the spell effects, but not the items Mac is almost constantly wearing - and certainly since the Pathfinder transition.

The brittle skin takes full affect against the roaring Taur. [Fort: 31, Natural 1 again! - Damage 39+120=159]
The Fog (of sorts) envelops him, much to his surprise. [Will: 27]
The Fireball goes off, striping the Protection from Energy (Fire) from the Taur*. [Reflex: 24, Natural 1 again!]

Amongst the various 'walls' popping into existence, Mac is not sure if he sees Vedik fall, but he knows the plan, and readies to swing at the Dread if he finds himself in reach when Monthor calls 'rosebud'."Ready?" 1:[50|57]

Effects:
from Belkior: Resist Energy (CL 11- acid, cold, electricity, fire, and sonic), Protection from Energy (CL 10 - acid, cold, electricity, fire(gone), and sonic), Death Ward, and Spell Resistance.
from Vedik: Good Hope, Stone Skin, and Haste.
from Jass: Darkvision, See Invisible, and an additional layer of Haste.
Worn Magical Equipment: Headband of Mental Superiority(4), Necklace of Adaption, Large Steelgrass Full Plate(Magic Vestment- 5), Belt of Physical Perfection(6), Cloak of Resistance(5), Ring of Protection(4), Ring of Freedom of Movement.

*If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.


The Big Finale  d20+29=38 ; d20+29=41 ; d3=1 ; d20+29=47 ; d3=2 ; d20+29=47 ; d20+29=37 ; d20+29=48 ; d20+29=35 ; d20+29=35 ; d20+29=43 ;
Wednesday May 25th, 2011 6:22:40 AM

If you have SR higher than 35, talk to me, otherwise all spells hit. Vedik, there was no energy drain so you did not loose 12 levels.

The Big Finale 
Wednesday May 25th, 2011 8:29:45 AM

Belkior you are 5ft from Vedik.

MonthorHit Points:(213 of 213) AC 41, CMD 39 
Wednesday May 25th, 2011 2:54:24 PM

ooc> Looking up some stuff. I'll be posting later this evening.

Dwight hp 98/218, ac 33/25/34))  d20+21=31 ; d20+12=25 ; d100=65 ; d20+26=43 ; d20+12=23 ; d20+12=17 ; d20+32=40 ; d6=3 ; d6=5 ; d6=1 ; d6=1 ; d20+28=43 ; d6=5 ; d6=4 ; d6=1 ; d6=1 ; d20+24=31 ; d6=1 ; d6=5 ; d6=2 ; d6=2 ; d20+20=22 ; d20+32=43 ; d6=3 ; d6=4 ; d6=3 ; d6=1 ; d6=3 ; d6=4 ; d6=3 ;
Wednesday May 25th, 2011 5:12:29 PM

OOC: Yikes, so much going on. I've read the postings 4-5 times and still a bit lost on what I can see (and what remains). Here is my attempt.

Saving throws:
Fort Save DC 34 -- 31 + 2 GH = 33 FAIL - lost 120 hp, at 98hp (dang, so close) .
---spellcraft: 25 + 2 GH = 27 PASS (I don't think I like that spell.)
---Does spell resistance apply? 65% -- failed to resist

Reflex Save DC 33 -- 43 + 2 GH PASSED (Evasion, no damage)

Dwight manages to remain floating, though a little worse looking that mere seconds ago. He tries to gather all the information that seems to have suddenly appear. (Spellcraft to see what is around skull: 23 (sphere of invul.), 17 (fog) -- doesn't matter since Jass has informed us)

OOC: Just a thought -- The fireball was cast last. It's blast went through the walls (ice and prismatic), and didn't melt the ice wall?

Now onto the "if's"
Should the wall of force be gone, Dwight opens fire at the Lich.

Firing Holy-Ghost Bow - fire arrows

Att #1: 40 + 2 (GH) - 2 (range?) = 40
Dmg: 11 + 6 (holy) + 1(fire) + 2(GH) = 20

Att #2: 43 + 2 (GH) - 2 (range?) = 43
Dmg: 13 + 5(holy) + 1(fire) + 2(GH) = 21

Att #3: 31 + 2(GH) - 2(range?) = 31 --- likely a miss
Dmg : 9 + 7(holy) + 2(fire) + 2(GH) = 20

Att #4: 22 + 2(GH) - 2(range?) --- most definitely a miss

Att #5: 43 + 2(GH) - 2 (range?) = 43
Dmg: 11 + 7(holy) + 1(fire) + 2(GH) = 21

IF the wall of force is still in the way.
OOC: Can I activate boots and fire one arrow in the same round? Assuming yes.

Dwight activates his boots of teleport, appearing behind the lich, 25'. And fires his arrow. (use att #1, with an additional +3d6 dmg --- 10 dmg from point blank and sneak attack)

--------
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes)--from Belkior
Protection from Energy (CL 10 - acid, cold, electricity, fire, and sonic)--from Belkior
Death Ward--from Belkior
Spell Resistance (29%)--from Belkior:
Good Hope,CL 5; +2 on all rolls (attack, ability, skill, save, damage)--from Vedik
Stone Skin CL 15, dam red 10/adamantium for 150 points --from Vedik
Haste--CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack--from Vedik
Darkvision--from Jass
See Invisible--from Jass
Haste--from Jass
Blinking

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

The Big Finale 
Wednesday May 25th, 2011 6:27:22 PM

Dwight, the Fireball, was on a delay, and thus the bead was already with you, just exploded after the walls went up. It did not melt the icewall (wasn't touching it)

You can teleport and fire once.

MonthorHit Points:(153 of 213) AC 41, CMD 39  d20+27=44 ; d20+19=20 ; d20+20=36 ;
Wednesday May 25th, 2011 10:20:34 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types)
- resist 30, 120 (90 left) hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

--------------------------
ooc> Need map badly!

Fort save 44 (pass)- 60 damage
Will save 20 (natural 1) however, necklace of adaptation. Immune.
Reflex save 36 (pass) 60 fire damage - no damage taken

----------

ooc> If it possible to teleport IN the skull's sphere with it? Is there enough room? For how many of us?

ROSEBUD!
Monthor attempts to teleport himself - with the helm of teleportation- ( and Mac if there's enough room) IN the sphere with the skull.



Belkior - HP 96/156 - AC 33 (Touch 16, Flat 30) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward  d20+23=24 ; d20+28=39 ; d20+23=43 ; d20+22=37 ; d20+22=35 ; d20+15=19 ; 8d6=32 ;
Wednesday May 25th, 2011 10:32:38 PM

Belkior nearly succumbs to the Horrid Wilting but reaches deep inside himself for the strength to withstand it.
Fortitude = 24 (natural 1), Hero Point to re-roll, 37 (half damage)
Spellcraft = 37


He withstands the mind-sapping magic and recognizes it, also.
Will = 39, Spellcraft = 35

After all that, Belkior takes the full force of the Fireball, which completely strips one of his protective spells.

Belkior decides to heal himself and his companions, he channels the energy granted him by Alemi.

Actions
Channel Energy (8d6) - 32 pts healing

Items Used
Wand of Resist Energy (11th level) - 39 charges
Wand of Protection from Energy (10th level) - 35 charges
Celestial Armor - 1 daily charge

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types) - 120 hp, 110minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes
Magic Vestment (shield) - +5 AC (from Vedik)
Magic Vestment (armor) - +5 AC (from Vedik)

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance****(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast


Mac | HP:286 | Dam:159 | AC:33/20/28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+40=41 ; d20+35=40 ; 3d6+46=55 ; d20+30=35 ; 3d6+46=58 ; d20+25=30 ; 3d6+46=56 ; d20+20=21 ;
Thursday May 26th, 2011 5:42:44 AM

Interesting...
If Mac sees the skull in reach he makes every effort to strike (and strike, etc) it down - intensely focused to the point of ignoring the fact that he may now be some 200' in the air with no visible means of support. Though, gravity has been more than a little unusual already...
1:[Miss]/Haste:[40|55]/2:[35|58]/3:[30|56}]/4:[Miss]***

Of course, if the teleportation did not work then Mac looks to breaking through a suitable wall (ice looks good, and it is hard to miss a wall), and enjoying the Healing from Belkior.

Highlight to display spoiler: {For those who weren't paying attention that was five d20 rolls that SUM to 17, including two natural 1s!}

The Big Finale  20d6=73 ; 20d100=870 ; d100=81 ; d100=70 ; d100=90 ; d20=17 ; d20=6 ; d20=18 ;
Thursday May 26th, 2011 5:16:32 PM

OOC: Just a note, inside the sphere, gravity functions as normal with the area you came in being oriented so that if you walk in your feet are on the floor. The top of the sphere is the ceiling, the dread is in the middle.

Also, I rolled for Spell Resistance, and the Dread overcomes on all three spells he cast this round (yes three, one is a standard, one a swift, and the other a free.)

Also, Ignore the 870... that was a typo for sure. =)

A note regarding maps, I would, but the layout of the sphere is nearly impossible as this will mostly be a 3-D battle anyway. If you need an explanation, ask here or shoot me an email at zsramage at yahoo dot com


Vedik casts Time Stop and, accomplishes quite a bit as everyone else is in a limbo of sort. He is able to cast Mirror Image, causing numerous Vediks to appear, and also casts Dimensional Anchor on himself. He thinks to cast Dimensional Anchor on the dread but can't because the Wall of Force is in the way. He then tries to Dispel the Wall of Force but is unsuccessful.

Jass casts Dimension Door on himself and the Dwight, moving them both to the same area as Monthor and Mac. He hopes to dispel the wall but is also unsuccessful as was Vedik.

Dwight teleports to 25' behind the skull and let's fly an arrow at the skull, which strikes it, doing a bit of damage to it. You notice your arrow moves oddly, almost as if, gravity in the vicinity of the dread is in reverse of that elsewhere in the sphere.

Monthor teleports to within 5' of the Dread and immediately falls... up. You fall up about 40 feet and just hover at what appears to be the end of a spell. Reverse Gravity perhaps.

Belkior heals himself and his companions for 32 points before everyone splits up going different ways.

Mac is transported to within 5' of the Dread and, just like Monthor, falls... up. You don't have time to get a hit on the Dread before you are shuffled 40' above the dread. You are about 15' from Monthor.

The Dread laughs as it gets struck by the arrow from Dwight. "You think a mere arrow will stop me... You are nothing but a sneaky, little rat. Perhaps you will enjoy truly becoming one."

Dwight feels himself beginning to change. To keep from turning into a tiny rat for the rest of your very short life, I need a Fortitude Save DC: 33,Highlight to display spoiler: {Polymorph any object.}

The Dread then looks up at the two floating warriors, Monthor and Mac. A bolt of negative caresses the Dread healing 150 points of negative energy and then unleashes a fireball, slamming into the both of them for 73 points of Fire Damage, Reflex: 23 for half (36)

The Sphere of Annihilation begins moving at break-neck pace upwards in the general direction of the dread. It moves about 40' and is still about 160ft. away.

OOC: Never give up! Trust you instincts! - Peppy, from Star Fox.

I'm stupid, forgot range of harm. I was in the shower, shampooing my hair when I said, "Idiot... what were you thinking." I ran down stairs, half wet to edit this post. As an aside, maybe that's why I shouldn't post right when I get home from work after getting up at 230am.

Vedik | HP 99/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+20=34 ; d20+29=34 ;
Thursday May 26th, 2011 6:37:04 PM

Vedik flies upward, going around the wall of force and trying to get sight on Dwight, while getting within control range of the sphere. He flies 60 feet closer, then casts a quick spell of his own.

A dispelling beam strikes Dwight, hopefully stripping away the polymorph.

He then turns his attention to the sphere, his eyes narrow and he focuses all his intellectual might at it.

OOC:
Quickened Dispel Magic: CL 23 or less its dispelled. Bother.
Attempt to control the Sphere: 34 control check. double bother.

Buffs:
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types except fire) - 120 hp, 110minutes

Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes

Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Mirror Image: CL 20

Mac | HP:286 | Dam:159-32+6=133 | AC:33/20/28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+23=36 ;
Thursday May 26th, 2011 6:45:36 PM

The fireball engulfs the Taur, but he is barely singed. [Reflex:36 for 32, less Resist Energy (30) is 6 damage] He makes a quick calculation and yells out "Enlarge Me!".

Actions to come after work.

Jass of Downs AC:31 CMD: 22 HP: 86/178 (-2 CON) 
Thursday May 26th, 2011 7:39:48 PM

Jass feels Belkior's small healing, and looks around, suddenly finding that Mac, Monthor, and Dwight have all teleported closer to the Dread and bypassing all the walls. "Looks like everyone else needs to get there too, eh?", he calls and looks back to Belkior and Vedik.

A Quickened Dim Door pops the sorcerer next to Belkior and Vedik (assuming Vedik has not flown upwards and through the Prismatic Wall. Touching his two allies, Jass shouts out another Dimension Door to pop 30 feet in front of the skull, thus bypassing all the bothersome walls and bringing the two clerics within healing distance of the Dread.

"OK, start some mass healing or we are all dead. Again.", he smiles with just a little cheek.

...Actions

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
Haste: CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Protection from Energy CL11(x5, covering all types) - 90/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 5 3 2 1 3

Belkior - HP 96/156 - AC 33 (Touch 16, Flat 30) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward  d8=8 ; d8=4 ; d8=5 ; d20+21=26 ;
Thursday May 26th, 2011 11:11:05 PM

Taking his cue from Jass, the halfling cleric starts healing.

Actions
Standard - Cast Mass Cure Serious Wounds, using Regenerate, healing for 46 hps; harming Dread for 38, CL = 26 vs. SR, Will DC 29 for half

Items Used
Wand of Resist Energy (11th level) - 39 charges
Wand of Protection from Energy (10th level) - 35 charges
Celestial Armor - 1 daily charge

Daily Uses
Channel Energy - 1/7

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x4, covering everything but fire) - 120 hp, 110 minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes
Magic Vestment (shield) - +5 AC (from Vedik)
Magic Vestment (armor) - +5 AC (from Vedik)

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance****(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate*(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast


The Big Finale 
Friday May 27th, 2011 3:31:48 PM

Checking in, waiting on post from three more.

MonthorHit Points:(199 of 213) AC 41, CMD 39  d20+20=26 ;
Friday May 27th, 2011 8:12:47 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types)
- resist 30, 120 (84 left) hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

------------------
Reflex save 26, no damage.

Delayed action until the Dread ends his actions for this round.
The hasted Monthor switches out his cloak of resistance for his wings of flying. He then flies straight towards the dread.



Mac | HP:286 | Dam:159-32+6=133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33] 
Friday May 27th, 2011 8:54:32 PM

Attempting to adjust his thinking to falling up, Mac takes the few steps over to Monthor and quietly whispers, "I can't reach him from here without getting the bow out. Got a Plan B up your sleeve?"

Dwight hp 130/218, ac 33/25/34))  d100=88 ; d20+21=24 ; d20+32=45 ; d6=2 ; d6=5 ; d6=6 ; d6=4 ; d20+28=34 ; d6=6 ; d6=6 ; d6=4 ; d6=3 ; d20+24=27 ; d20+20=25 ; d20+32=41 ; d6=6 ; d6=1 ; d6=3 ; d6=5 ;
Monday May 30th, 2011 8:30:20 AM

Polymorph -- hopefully stopped by one of the following
1) stopped by Vedik's dispell?,
2) spell resistance (88% - failed)
3) lavender and green ioun stone should absorb (up to 8th level spell, 50 slots available)
4) fort save: 24 -- failed (let's hope it doesn't come to this roll)

Assuming one of the above protects him, Dwight fires his bow again hoping to keep him distracted as the rest of the ground positions themselves. (If not, Dwight transforms.)

Att #1: 45 + 2 (GH) = 47
Dmg: 10 + 11(Holy) + 4(Fire) + 2(GH) = 27

Att #2: 34 + 2(GH) = 36
Dmg: 14 + 10(H) + 3(F) + 2(GH) = 29

Att #3: 27 + 2(GH) --- gonna say this is a miss

Att #4: 25 + 2(GH) --- gonna say this is a miss

Att #5: 41 + 2(GH) = 43
Dmg: 14 + 4(H) + 5(F) + 2(GH) = 25

OOC: How far is Mac from the skull? Also, since behind the skull is relative, where does that put Dwight in relation to where Mac is?

--------
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes)--from Belkior
Protection from Energy (CL 10 - acid, cold, electricity, fire, and sonic)--from Belkior
Death Ward--from Belkior
Spell Resistance (29%)--from Belkior:
Good Hope,CL 5; +2 on all rolls (attack, ability, skill, save, damage)--from Vedik
Stone Skin CL 15, dam red 10/adamantium for 150 points --from Vedik
Haste--CL 20; 20/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack--from Vedik
Darkvision--from Jass
See Invisible--from Jass
Haste--from Jass
Blinking

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

MonthorHit Points:(199 of 213) AC 41, CMD 39 
Monday May 30th, 2011 9:00:53 AM

Monthor grabs hold of Mac and takes him on the flight as well.
"HOLD ON"



Mac | HP:286 | Dam:133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20=6 ;
Tuesday May 31st, 2011 5:58:09 AM

OOC: I don't know why I rolled the d20.

"Got it!" Mac holds on, but in his mind is the doubt that even the enlarged Monthor will be able to get them both off this sphere and flying towards the Dread. (Ignoring all his equipment, Mac still weighs in at over 1800lbs.)

The Big Finale  d20+30=45 ; d100=69 ;
Tuesday May 31st, 2011 3:52:23 PM

Vedik attempts to dispel the polymorph on Dwight as well as control the sphere. You attempt to control it, but do little better than slow it down.

Jass Dimension Doors next to Belkior and Vedik then Dimension Doors all three of them near Dwight.

Belkior heals everyone except Mac and Monthor, including the Dread, who easily makes his save. Heal: 46

Dwight's Bacon is saved by his Ioun Stone. He then releases a volley at the Dread, dealing a decent bit of damage.

The Dread casts Maze on Monthor, hoping to lock him away in a in an extra-dimensional pocket. SR is overcome, Will Save DC 32

The Dread then drops a Stinking Cloud on Vedik, Dwight, Belkior, and Jass. Fort Save DC 27. Failure results in nausea and you also cannot see.

Finally the Dread heals himself via Harm.
.



MonthorHit Points:(199 of 213) AC 41, CMD 39  d20+19=27 ; d20+6=21 ;
Tuesday May 31st, 2011 8:26:58 PM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types)
- resist 30, 120 (84 left) hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

--------------
ooc> Are you using Pathfinder rules for Maze? I didn't think there was a saving throw?

Will save- 27

.... and Monthor disappears in the Maze....

Full round action
Intelligence role to escape: 21 (DC 20)- Success?



Jass of Downs AC:31 CMD: 22 HP: 86/178 (-2 CON)  d20+19=38 ;
Tuesday May 31st, 2011 8:31:34 PM

Jass, his Spell Resistance overcome, falls under the Stinking Cloud of the Dread, but is able to ignore the spell.

Not being able to see, the sorcerer Flies up out of the cloud and up to Mac hanging in the air, some 40 feet in the air. A Quickened Fly spell cast on Mac followed by a Dim Door with Mac brings the minotaur fighter within 10 feet of the Dread skull.

"Awright Mac, show this lich how Southern Continent heroes can fight!"

...Actions
Move - Fly to Mac
Cast Quickened Fly on Mac
Cast Dim Door for Mac to be 10 feet away from the Dread and Jass to be behind Mac.

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
Haste: CL 20; 17/20 rounds; +1 AC, reflex, +30 move, +1 full round melee attack
From Belkior
Protection from Energy CL11(x5, covering all types) - 90/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 6 3 2 2 3

Belkior - HP 142/156 - AC 33 (Touch 16, Flat 30) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward  d20+23=26 ;
Tuesday May 31st, 2011 10:57:10 PM

The halfling cleric inhales at exactly the wrong time and begins wretching and gasping after the Dread's spell is cast. Belkior is only able to move with Jass, trying to clear his head and stomach.
Fort = 26

Actions
Move - fly with Jass

Items Used
Wand of Resist Energy (11th level) - 39 charges
Wand of Protection from Energy (10th level) - 35 charges
Celestial Armor - 1 daily charge

Daily Uses
Channel Energy - 1/7

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x4, covering everything but fire) - 120 hp, 110 minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes
Magic Vestment (shield) - +5 AC (from Vedik)
Magic Vestment (armor) - +5 AC (from Vedik)

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance****(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate*(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel(x2) (D - Mass Cure Critical Wounds*)
* = cast


Mac | HP:286 | Dam:133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+35|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20=14 ; d20+35=48 ; d20+30=41 ; d20+25=44 ; d20+25=41 ; d20+20=39 ; d20+20=23 ; 3d6+46=59 ; 3d6+46=61 ; 3d6+46=60 ; 3d6+46=53 ; 3d6+46=57 ; 3d6+46=54 ; 3d6+46=55 ; 3d6+46=57 ; 3d6+46=59 ;
Wednesday June 1st, 2011 5:49:31 AM

"I CAN FLY!"


Mac lets loose at the would-be deity with a torrent of axe-falls, and tries to live up to Jass' hype and transport.
1:[54|59]/ - Haste:[48|61]/ - 2:[41|60]/ - 3:[44|53{41|+111}]/ - 4:[39|55{23|+116}]



Vedik | HP 99/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+23=27 ; d20=3 ; d20+17=20 ;
Wednesday June 1st, 2011 9:33:37 AM

Vedik saves against the nausea, and flies out of the cloud, gaining sight on the Dread once more.

He then waits, scroll in hand.

OOC:
Ready Action: When the Dread casts Harm, Cast Mass Heal, targeting everyone he can plus the dread.
UMD is not 1, success (modifier is +32)
Caster Level Check: 20....damnit....
Everyone else can roll their spell resistances vrs the healing, I lost track of who has SR at this point :)

Buffs:
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types except fire) - 120 hp, 110minutes

Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes

Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Mirror Image: CL 20


Dwight hp 130/218, ac 33/25/34))  d20+21=35 ; d20+32=49 ; d6=2 ; d6=6 ; d6=5 ; d6=3 ; d20+28=43 ; d6=1 ; d6=6 ; d6=3 ; d6=1 ; d20+24=31 ; d6=3 ; d6=4 ; d6=1 ; d6=6 ; d20+20=22 ;
Wednesday June 1st, 2011 4:11:06 PM


Fort DC 27 versus Stinking Cloud: 35 + 2 (GH) = 37 -- SAVED

Dwight moves out of the stinking cloud (a combination of up and to one side, up to 30' if needed due to haste). While he can't see he knows he'll exit the cloud in moments and pulls his string taunt to fire a few more arrows.

OOC: Unsure if within 30' (point blank?) +1 to hit and damage if he is. Also no idea if Dwight happens to be flanking as others are attacking from below.

Att #1: 49 + 2(GH) = 51
Dmg: 10 + 11(holy) + 3(fire) + 2(GH) = 26

Att #2: 43 + 2(GH) = 45
Dmg: 9 + 9(H) + 1(F) + 2(GH) = 21

Att #3: 31 + 2(GH) = 33
Dmg: 11 + 5(H) + 6(F) + 2(GH) = 24

Att #4: 22 + 2(GH) = 24 -----> gonna say miss?

--------
Resist Energy (x5, covering all types, lvl 11) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types, lvl 10) - 120 hp, 110minutes
Haste (from Vedik, cast prior to sphere)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points (cast prior to sphere)
Good Hope CL 10 (from Vedik, cast prior to sphere)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass, cast when Dread world entered)
See invisible (from jass, cast when Dread world entered)
Blink (round 3 of 7)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone ( 8/50 levels used versus remaining)
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

The Big Finale  40d6=147 ; d20+27=35 ; d100=39 ; 20d6=75 ;
Wednesday June 1st, 2011 5:17:10 PM

Monthor is able to quickly find his way out of the Maze and back into the fray. It's almost as if he was the Minotaur and not Mac.

Jass lets fly spells to shuffle and jockey people into positions of his choosing. Dropping Mac on the dread for some Serious Damage. (233 is what I counted with no crits)

Belkior is to busy gagging to continue fighting this round.

Vedik holds his action to heal the group until the dread goes.

Dwight unleashes a volley of arrows upon the Dread... combined with what Mac did, comes close to finishing the dread, but never one to leave things to chance, has a contingency enact, Healing (harm) him.

The Dread then drops ANOTHER Horrid Wilting, this one Maximized as well, dealing 120 points, (60 With Successful Fort Save, DC 34). It hits Dwight, Vedik, Belkior, and Jass.

He then follows it with a Quickened, Maximized Fire Ball, for 120 points of fire damage, Reflex DC 26 for half. He then finishes with his customary Harm spell on himself.

Assuming he isn't dead, Vedik heals everyone near him for 170 points. (Assuming they are not dead.)

Finally, everyone notices the Sphere of Annihilation is only about 50 feet below the bulk of the group.

OOC: Don't think I am arbitrarily addidng Metamagic's. This guys has some special abilities that let him add metamagics and to also get some applied for free.

Also, I initially rolled 40d6 because I was contemplating dropping another spell on one of you... I changed my mind.



Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects  d20+23=43 ; d20+18=37 ; d20+20=23 ;
Wednesday June 1st, 2011 6:09:48 PM

Finally luck is on Vedik's side. He shrugs off the Horrid Wilting, and much of the Fireball's effects. The healing scroll washes over the party, healing those that remain.

He calls out to Belkor "Mate, we need big heals, best you got!"

He then tries to buy a round of healing for the party with a maze spell of his own, but it fails against the Dread Lord's resistances.

OOC:
Actually its 170. The scroll is CL 17, and mass heal is capped at 250, not 150 like heal :)

Take 60 damage from Horrid Wilting
Take 60 damage from Fireball (reduced to 30 from Resist Energy: Fire)
Leaving him at...9 He's then healed 170

Cast Maze on Dread: @#%^@@! SR fails

Buffs:
From Belkior
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types except fire) - 120 hp, 110minutes

Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes

Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

Magic Vestment,Ex - Shield (CL 20, 40 hours, cast in morning)
Magic Vestment,Ex - Tunic (CL 20, 40 hours, cast in morning)
Mirror Image: CL 20

Mac | HP:286 | Dam:133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+37|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20+42=43 ; d20+37=54 ; d20+32=51 ; d20+32=51 ; d20+27=36 ; d20+22=25 ; 3d6+46=57 ; 3d6+46=54 ; 3d6+46=56 ; 3d6+46=57 ; 3d6+46=55 ; 3d6+46=57 ;
Wednesday June 1st, 2011 6:46:11 PM

Darkvision, See Invisible, Luckstone, Heartlight, Good Hope, Power Attack, Stoneskin, Haste, Flanking

OOC: 233, meaning the last blow at AC39 was a miss (but given AC41 was a hit, Mac at least has a good idea how tough it he is to hit).

Mac sees the sphere, and only hopes that it will stop if the Dread is stopped. He takes a flying 5' step for position (flanking with Monthor or Dwight), and hopes to better his last effort against the foe.

1:[1-miss] -- Haste:[54|57] -- 2:[51|54{51|+113}] -- 3:[36|55] -- 4:[25|57}]



Dwight hp 218/218, ac 33/25/34))  d100=15 ; d20+20=40 ; d20+26=44 ; d20+32=47 ; d6=2 ; d6=1 ; d6=6 ; d6=3 ; d6=1 ; d6=2 ; d20+28=31 ; d20+24=38 ; d6=5 ; d6=1 ; d6=6 ; d6=3 ; d6=2 ; d6=6 ; d20+20=36 ; d6=5 ; d6=3 ; d6=3 ; d6=3 ; d6=4 ; d6=1 ; d20+32=38 ; d6=5 ; d6=1 ; d6=5 ; d6=1 ; d6=4 ; d6=5 ;
Wednesday June 1st, 2011 9:06:11 PM

Horrid Wilting: SR: 15 (stopped) Fort save: 40 ---SAVED (Whew!) Takes 60
Fireball: 44 --- SAVED (evasion, no damage)

Healed 170 points. (Back to max. hp)

----
Dwight sees Mac shift for flanking advantages (and will shift as well if he isn't part of the flank). Then he lets loose another volley.

OOC: Assuming within 30' (+1 to hit/damage) and flanking (+2d6 sneak attack).

Att #1: 47 + 2(GH) + 1(point-blank) + 2(flank) = 52
Dmg: 10 + 7(holy) + 3(fire) + 2(GH) + 3(sneak attack) + 1(point blank) = 26

Att #2: 31 + 2(GH) + 1(PB) + 2(flank)= 36 miss

Att #3: 38 + 2(GH) + 1(PB) + 2(flank)= 43
Dmg: 13 + 7(H) + 3(F) + 2(GH) + 8(SA) + 1(PB) = 34

Att #4: 36 + 2(GH) + 1(PB) + 2(flank) = 41
Dmg: 13 + 6(H) + 3(F) + 2(GH) + 5(SA) + 1(PB) = 30

Att #5: (haste): 38 + 2(GH) + 1(PB) + 2(flank) = 43
Dmg: 13 + 6(H) + 1(F) + 2(GH) + 9(SA) + 1(PB) = 32

Total: 112

--------
Resist Energy (x5, covering all types, lvl 11) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types, lvl 10) - 120 hp, 110minutes
Haste (from Vedik, cast prior to sphere)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points (cast prior to sphere)
Good Hope CL 10 (from Vedik, cast prior to sphere)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass, cast when Dread world entered)
See invisible (from jass, cast when Dread world entered)
Blink (round 4 of 7)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone ( 8/50 levels used versus remaining)
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

Belkior - HP 156/156 - AC 33 (Touch 16, Flat 30) CMD +24 - SR 33 - Resist Energy(x5), Protection from Energy(x5), Death Ward  d20+23=35 ; d20+16=33 ; d20+21=32 ; d20+21=34 ; d20+21=32 ; d20+21=33 ; d20+21=25 ; d20+21=23 ; d20+21=37 ; d20+21=23 ; d20+21=39 ; d20+21=40 ; d20+21=38 ; d20+21=29 ; d20+21=32 ;
Wednesday June 1st, 2011 10:08:09 PM

The halfling cleric withstands the worst of the Dread's necromantic spell and then avoids most of the magical fire, too. Still, Vedik's healing spell is welcome as it also removes the nausea.
Fortitude = 35, Reflex = 33

The halfling cleric decides that an attempt to strip some of the Dread's protective magics may be in order.

Actions
Standard - cast Empowered Greater Dispel Magic - checks are 37, 40, 37, 39, 27, 24, 45, 24, 48, 49, 46, 33, 37

Items Used
Wand of Resist Energy (11th level) - 39 charges
Wand of Protection from Energy (10th level) - 35 charges
Celestial Armor - 1 daily charge

Daily Uses
Channel Energy - 1/7

Active Effects
Resist Energy (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy (x4, covering everything but fire) - 120 hp, 110 minutes
Death Ward - +4 morale bonus vs. death spells and effects, immune to negative energy, 21 minutes
Protection from Energy - +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Invisibility Purge - 105 ft radius, 21 minutes
Freedom of Movement - 210 minutes
Spell Resistance - SR 33, 21 minutes
Magic Vestment (shield) - +5 AC (from Vedik)
Magic Vestment (armor) - +5 AC (from Vedik)

Spells
0 - DC 21 - Detect Magic, Detect Poison, Read Magic, Resistance
1st - DC 22 - Bless(x2), Comprehend Languages, Protection from Evil**(x2), Sanctuary(x2) (D - Protection from Evil)
2nd - DC 23 - Remove Paralysis(x2), Silence(x3), Status**(x2) (D - Aid)
3rd - DC 24 - Invisibility Purge*, Magic Vestments*, Prayer(x2), Wind Wall*(x3) (D - Magic Circle against Evil*)
4th - DC 25 - Death Ward***(x4), Dimensional Anchor, Freedom of Movement* (D - Holy Smite*)
5th - DC 26 - Breath of Life(x2), Spell Resistance****(x4) (D - Mass Cure Light Wounds)
6th - DC 27 - Greater Dispel Magic(x2), Heal(x3) (D - Heal)
7th - DC 28 - Regenerate*(x2) (D - Holy Word)
8th - DC 29 - Empowered Greater Dispel*(x2) (D - Mass Cure Critical Wounds*)
* = cast

Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Wednesday June 1st, 2011 10:28:15 PM

Just FYI, you can't empower Dispel Magic. I wish you could, oh man I wish you could :)

--Rules DM Troy




Mac | HP:286 | Dam:133 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+37|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33]  d20=3 ;
Thursday June 2nd, 2011 5:48:09 AM

:(

MonthorHit Points:(199 of 213) AC 41, CMD 39  d20+38=49 ; d10+39=45 ; d6=6 ; d6=3 ; 2d10=15 ; d20+20=34 ;
Thursday June 2nd, 2011 11:59:51 AM

Animated shield +1 (+5 GMV) (no longer active)
Axe +1 (+5 GMW)
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Electricity Resistance: 10 points (armor)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum
Bracers of protection- spell resistance 20. Absorb energy-draining attacks, death effects, and negative energy effects. Current charges remaining: 7
DR 5/-- while wearing armor.
Greater Penetrating Strike* Penetrating Strike, 16th-level fighter Your attacks ignore 10 points of damage reduction
Resist Energy CL11; (x5, covering all types) - Resist 30, 110 minutes
Protection from Energy CL11(x5, covering all types)
- resist 30, 120 (54 left re: fire) hp, 110minutes
Protection from Evil +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, tatoo
Spell Resistance CL21 - SR 33, 21 minutes
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)
Haste; CL 20; 20/20 rounds

-----------------------------
ooc> Not sure if Monthor was in the fireball range or not
Save 34 for half. No damage taken

Monthor flies at the Dread and strikes!
" EAT MY AXE!!!!"

Two handed power attack -5/15

Hits 49AC for 45 physical, 6 shock, 3 cold and 15 holy damage (69 pts)


The Big Finale  10d6=31 ;
Thursday June 2nd, 2011 3:26:34 PM

Between the healing, the arrows, the spells, and the axes, the dread begins to shriek, "NOOOO!!!!! You fools! Do you know what you have done?!?!?! I was to be a god!!![

Both Monthor and Mac's axe whistle through the air in almost slow motion, taking what seems an eternity to strike the dread, but when they do strike, Mac's axe swing from left to right, and Monthor's from right to left, at almost the exact same time, they cause the Dread Lords head to literally explode in a burst of negative energy. A green light pulsates outwards enveloping the enitre sphere. Everyone takes 31 Negative energy damage.

The Sphere of Annihilation pulsates and begins sucking the sphere into it. It a matter of seconds the sphere is no more and the entire realm of the dread begins to be sucked into the sphere.

The next thing you know, you are all back in the floating fortress where you saw Bas' Anut just hours ago. He is no where to be found.

Congratulations!!! You guys did an amazing job... I thought I had you guys on the ropes for a second there. 40,600xp for defeating the Dread.

Mac | HP:286 | Dam:133+31=164 | AC:33/T20/F28 | CMD:[58, Sun/Dis:61] | up to 6 AoOs:[+37|3d6+46{19+|+2x(3d6+46)}] or CMB:[+33] 
Thursday June 2nd, 2011 5:33:27 PM

"Never... and we are not out of here yet! Keep your guard up and your wits about you!" He looks to Monthor with the faintest edge of a smile before posing a question to all, "Two to rescue - holding the line, and after that... is there anywhere else that we should investigate before we consider the 'remnants'?" It is apparent he is referring to Bas'Anut and his accomplice.


Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON)  d20+20=28 ; d20+20=30 ; d20+20=30 ;
Thursday June 2nd, 2011 6:00:27 PM

Momentarily stunned by all the magic, Jass sits up from the floor and pats himself, just to be sure he is alive.

Then he gets up, dusts himself off, and looks around. "Turned him into Piggie Food, eh Mac? That's the way to do it!"

...Actions

Fort - 28 fail, hero re-roll 30 (+2 from Good Hope, +2 from Prot v Evil) Success! 60 damage

Fireball - 30 save 30 damage; prot v fire negates

Vedik's heal = +178

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
From Belkior
Protection from Energy CL11(x5, covering all types) - 60/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 6 3 2 2 3


Dwight hp 218/218, ac 33/25/34))  d20+18=36 ;
Thursday June 2nd, 2011 9:46:54 PM

Dwight shudders as the field of negative energy hits him. He swivels on the broom eager to launch another volley only to find himself transported out of the dread-prison realm. He scans about, (perception:36), looking for something that may have changed. (Are the Lich's guards positioned around the room or are they gone as well?)

"And?" Dwight mumbles out not believing that is really the end of the matter.

Dwight flies higher and lets Whisk land on the back of his broom.

--------
Resist Energy (x5, covering all types, lvl 11) - Resist 30, 110 minutes
Protection from Energy (x5, covering all types, lvl 10) - 120 hp, 110minutes
Haste (from Vedik, cast prior to sphere)
Stoneskin CL 15 From Vedik, , dam red 10/adamantium for 150 points (cast prior to sphere)
Good Hope CL 10 (from Vedik, cast prior to sphere)
Spell Resistance (SR 29 - from belkor)
Darkvision (from jass, cast when Dread world entered)
See invisible (from jass, cast when Dread world entered)
Blink (round 4 of 7)

DM Items:

Belt of Physical Perfection. (+6 Str/Dex/Con)
Boots of Teleport
Lavender & Green Ioun stone ( 8/50 levels used versus remaining)
Ring of Protection +5
Ring of Blinking
Cloak of Resistance (+5 to all Saves)
Bracers of Armor (+8 AC)
Broom of Flying
Whisk

Helpful Feats:
Evasion, Sneak Attack, Improved Precise Shot, Deadly Aim, Vital Strike

MonthorHit Points:(199 of 213) AC 41, CMD 39 
Friday June 3rd, 2011 8:04:09 AM

Monthor shakes his head a bit in disbelief. Could it really have been that easy?

" Me'd suggest we not push our luck and get our furry back sides out of here. Bas the mutt will find us if he wants to be found. "



Zach R. Co-DM 
Friday June 3rd, 2011 3:56:07 PM

It's been a pleasure DMing you this short time. I've had a blast. Daniel is gonna take back over to finish this up.

You guys rock!

Good news in, those of you rolling into the new Cthonia game will be with me, those going to Rum or the other game, so long.

Those of you leaving the Wold, Fair the well!

-Zach

MonthorHit Points:(199 of 213) AC 41, CMD 39 
Saturday June 4th, 2011 7:17:48 AM

Thanks Zach!

Aftermath 
Saturday June 4th, 2011 10:48:39 PM

The Grey Knights find themselves back within the Parthanon. The great building is completely empty, the skeletal creatures, the altar, the great hanging braziers and Bas Anut are all gone. All that remains is the mold and grime covered marble floor. A stillness permeates the area, nothing stirs, no sound is heard. Looking out onto the bleak and dead landscape and into the gray ashen sky it would seem the once constant foul wind is no more as well. As the party casts about a single shaft of sunlight suddenly pierces the sky and alights the party, and perhaps for the first time since this quest began you feel warm. Just to the south, perhaps 40' away a small black sphere begins to materialize. It starts as a speck no larger than a fly and soon grows into a ball of nothingness 2' in diameter where it simply sits, hovering 2 feet above the ground.

Dwight and Whisk move upwards and beyond the confines of the open aired Parthanon. The desolate island appears deserted. Neither can detect even the slightest hint of movement in any direction.

The feeling of constant movement just out of sight and of pure hatred and malice is gone.


Dwight hp 218/218, ac 33/25/34)) 
Sunday June 5th, 2011 10:19:09 AM

Dwight relays what he sees (focusing on what he doesn't see anymore).

"Two things we need to follow up on," he shouts down. "Plyf and the moat of undead."



Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON)  d20+20=32 ;
Sunday June 5th, 2011 11:16:09 AM

Jass flies up about 10 feet and scans the area for invisible creatures. He casts his Detect Scrying spell to see if anything is watching, feeling lighter and more happy than he has since he was first killed in the waters below the Big Float.

On the arrival of the ebony sphere, Jass floats a little away from it, knowing it is a Sphere of Annihiliation, and tries to think about how to get rid of one.

...Actions
Know Arcana: 32 how to destroy a S of Annhiliation
...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
From Belkior
Protection from Energy CL11(x5, covering all types) - 60/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 6 3 2 2 3

Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Monday June 6th, 2011 7:55:14 AM

"This castle will be needing some work. We'll have to fix up everything of course, that goes without saying. But do we want to keep some of the stranger features? And of course our own personal things. I'll need a forge and craftshop and kiln.



The fixer goes on making plans for our new home.

Aftermath 
Monday June 6th, 2011 10:09:10 PM

Dwight mentions Plyf who should be nearby in the orchard and also the great horde, last seen inside the Mansion

Jass can think of no way to destroy or affect an arifact such as this

Vedik begins thinking on what to do with the floating island and what the group may need to do

An overpressure wave ripples across th group and MOM is suddenly standing before the group
"Knights, with your success in whatever endevour you embarked upon I am capable of monitoring this loaction and transfering my systems. As we had discussed assisting the local population below to become more independant I feel the removal of my influence to be prudent. With your permission i will fully transfer to this location and assist in defence netowrking and reorganization.

Plyf is found lying unconscious within the grove, the dark trees of koshe Marr are gone, her misssion a success.

Mac | HP:286 | Dam:164 | AC:33/T20/F28 
Tuesday June 7th, 2011 4:19:56 AM

...a forge...

Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Tuesday June 7th, 2011 9:34:05 AM

Vedik nods at MOM.

"You will be able to assist us in controlling this flying castle MOM? I think your assistance would be appreciated.". He looks towards the other Knights for confirmation.

Having been snapped out of his fixer reverie, the old dwarf turns his attentions to the matters at hand.

"Friends, we have responsibilities to see too. That sphere is one of them. We must also reach out to our Dragon contact, and let them know the mission is done. We have to get this place fully under our control, and fixed up, and then get it moved closer to our home. So much to do.."

Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON) 
Tuesday June 7th, 2011 9:59:58 AM

"Whoa! That's a sweet pick you have there", Jass tells MOM. "I take it that the arrival of this treadle means the other lichs have left the building." His black eyes take in the sights of the castle and the feeling of 'relief' that is in his pale skin. "I think I could use a little time off."

He lazily waves at Vedik to go ahead an contact thier contacts, Dragon groups not being much interest to Jass.

The sorcerer casts Unseen Servant and Prestidigitation to clean himself up and be fawned over in a manner that he wants to become accostomed to. Cleaning up and boring talks are not his cup of chai.

...Actions

...Effects
See Invisible CL 5; 49/50 minutes;
Darkvision CL 5; 49/50 minutes;
Shield; CL 20; 20/20 minutes; +4 Ac, immune magic missle
From Belkior
Protection from Energy CL11(x5, covering all types) - 60/120 hp, 110minutes
Protection from Evil CL21- +2 deflection bonus to AC, +2 resistance bonus to saves vs. evil, 21 minutes
Spell Resistance CL21 - SR 33, 21 minutes
From Vedik
Stoneskin; CL 8; 80/80 DR/adamantine
Good Hope; CL 5; +2 on all rolls (attack, ability, skill, save, damage)

Scarab of Protection: immune death effects 0/12
Ring of Freedom; freedom of movement

Spells: (DC 10 +9 +spell lvl) +3 Caster Level for Hourglass Magic

Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 6 4
Used...... A 2 3 3 6 3 2 2 3



MonthorHit Points:(199 of 213) AC 41, CMD 39 
Wednesday June 8th, 2011 7:46:39 AM

Monthor agrees. The addition of MOM will be a great asset to the group's new home. Monthor however, knows deep inside that he won't be sticking around. He misses his family in Dirt City and the simpler life. He will want his share of the remaining treasure to buy his Ma's tavern, allowing the matriach to retire with pride and honor due her station. He knows that he will miss his friends. They may not be the same crew that he joined 12 years ago... but these lads all have brave hearts, strong hands and kind souls. A dwarf couldn't ask for better friends.


A Messenger Arrives (ACDM Cayzle) 
Wednesday June 8th, 2011 8:11:58 AM


MOM makes the remarkable offer to "fully transfer to this location," and Vedik immediately catches on to the implications. Jass is, typically, distracted by creature comforts, and Monthor's dwarven thoughts turn to the hearth, and to kin. Vedik is also about to contact the Dragon Consortium, but as it turns out, that detail has already been accomplished.

For in that moment, there appears before you a pure white humanoid figure, in a white robe, with white wings, and his eyes are also white, so that you see no iris or pupil. In one hand the figure holds a greatsword, and in the other, a long golden horn. This he puts to his lips, and a joyful triumphant and vastly loud fanfare both assaults and delights your ears.

Rejoice and Listen! Oh, ye heroes of the Wold! Great honor comes to you this day! Even as I greet you, a great festival of celebration begins, for dragons and heroes the Wold over, past, present and future! But before you descend to your well-earned reward, prepare you all for the presence of the God of Life and Death!

HE COMES!


MonthorHit Points:(199 of 213) AC 41, CMD 39 
Wednesday June 8th, 2011 8:33:38 AM

Seemingly unimpressed, Monthor roles his eyes.

The "God of Life and Death"????
Justin Beiber is visiting us?

Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON) 
Wednesday June 8th, 2011 9:10:38 AM

Jass likes his magic to make life comfortable, but a heraldic angel can hold his narcissism at bay.

"The Life and Death Power?" (Jass stubbornly refuses to call them anything but), "I've already met him once, and not really interested in seeing him again until I'm ready... say, in about 60 years, eh?"

Nevertheless, Jass is glad he is cleaned up, and he tries to put on a serious air. I wonder if Gargul will be upset about my affinity with the undead now. Ever since he has allowed my return to the living, I have been ... marked. Jass keeps his darker thoughts to himself.

Vedik | HP 179/199 | AC 33/14/30 | CMD 31 Character Sheet Spells and Effects 
Wednesday June 8th, 2011 9:57:31 AM

"Is this it, is my time here done. So much do to, so much to fix."

Vedik draws himself up.

"We are ready to meet your Lord herald of the God of Life and Death."



A God Arrives (ACDM Cayzle) 
Wednesday June 8th, 2011 3:58:10 PM


Very soon after Vedik declares the party's readiness, the angel bows low, and if you follow his gaze, you see that a man stands among you. He is worn, with full black hair streaked with grey. He is a big man, with a blacksmith's build that his black robe only partly conceals.

"You have done well, Heroes," he says. "Where my hands were bound, you bravely stepped forth, putting an end to a greater threat than maybe you knew. For this, you have earned my thanks, and a great reward."

"Please follow my minion to a gathering of the greatest in the Wold, who have come from all over to honor your achievement."

As soon as he utters these words, a small mis-shapped creature bounds out from behind him. "Sure! Sure! The party! I'll take them, master! It'll be fun!"

Gargul speaks one more time, smiling. "Go, and enjoy your rewards."

And then he and the angel are gone. Only the imp remains. "So are those your party clothes?" he asks impudently.

MOM 
Wednesday June 8th, 2011 6:20:20 PM

With Gargul gone, MOM addresses the group again. "I will transfer my systems here while you are elsewhere." The constuct glances over at teh Sphere of Annihilation and with a gesture brings it swiftly to its side. "I will destroy it if you wish, or it could be incorporated, for its basic design is not one of destruction but of a bending of space and your linear concept of time."

Dwight hp 218/218, ac 33/25/34)) 
Wednesday June 8th, 2011 7:30:15 PM

Dwight nods at Gargul hoping his silence is respect enough, knowing that is the best he can do to keep from getting himself in trouble. He also always gets a weird vibe from Whisk when Gargul is mentioned.

Once he disappears, Dwight looks at his ever shabby patch of clothes. It looks worse than usual having waylaid through refuse, disease, blood, undead, etc. Still, a halfling stomach waits for no one, so he is ready when it's time to depart.

"MOM, that'sss a great idea. We could certainly ussse the sssphere if it can be controlled easssily, wassste removal for example comesss to mind as we can't actually bury it. Perhapsss one of it's firssst usssesss could be usssed to get rid of the undead moat?"

Mac | HP:286 | Dam:164 | AC:33/T20/F28 
Thursday June 9th, 2011 6:01:45 AM

Mac very happily watches the departure of Gargul. "Wisdom... ...Ye-up, that went well."

He is less sure about MOM, except that something in her/his/its manner reminds him a little of Grand Maw. OOC: Did I miss a description somewhere along the line? But he is happy having Dwight as his barometer on this matter.

To the imp he replies, "No, these are my going-to-a-meeting-of-dissidents-and-getting-hurled-halfway-round-the-Wold-to-face-off-against-the-harbingers-of-and-actual-Wold-changing-evil clothes. Do you have a problem with that?"

The taur pauses for a response, then opens his backpack and carefully extricates and dons his Eagle mask from the previous Mask Day in the Float and adds, "Now I'm in my party clothes!"


Jass of Downs AC:31 CMD: 22 HP: 178/178 (-2 CON) 
Thursday June 9th, 2011 10:05:12 AM

Jass can only laugh helplessly at Mac's impudent (and accurate) statement on the affairs of clothes, and he starts all over again as the minotaur dons an Eagle Mask. "Well I've been done seen about everything when I see a minotaur fly!"

A little Prestidigitation and the sorcerer is clean. A quick dip into his Pants O Plenty reveals Jass knows how to make an entrance. His pants themselves are a light beige and cut like pantaloons with balloon bottoms. A thigh-length tunic of brilliant green with embroidered designs of red, blue, and gold are heavy on cuff, hem, and neck. Close inspection reveals Jass' Arcane Mark of a Celtic "J" is interwoven in the embroidery. Red shoes and a red pillbox hat complete the ensemble.

"Now, little imp of the Gray One, I'm ready."

Gimp (ACDM Cayzle) 
Thursday June 9th, 2011 2:51:28 PM


The imp laughs at the assembled Grey Knights, and bows to Jass. "Then awaaaaaay we go!"

In a whirl of ultra-divine magic, Gimp sketches a large square with his hands, which outlines a fireplace with a fire of cold green flames. From within you hear the sound of many voices raised in celebration. "Step right up!" urges Gimp. "Join in the fun!" He steps into the fire and is magically transported to the Giggling Ghost.

If you have not already, please join in the party on that board. And congratulations!

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