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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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