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The Grey Mist

[sblock=OOC] The destruction did nothing but crack the ice remember the Urborg Giant is not present, the ice hand was formed due to one of his powers. He is trying to "grab the world" and this is the physical aspect it took on. [/sblock]
 

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Init Roll (1d20+6=21)

Casting True Seeing Spell-like. (Lasts 21 Minutes or 210 rounds.)

Lavaria looks about not sure what was going on yet something in the back of her mind told her something was about to get very very bad very quickly. She Take to the skies above the giant slab of ice below her about fifty feet or some strait up and waits as her eyes glass over in the cold canvasing her surroundings.

[sblock=Stat Block Lavaria]

HP: 280 / 262 (1d8+10=18 HP from Aid Spell)
AC: 43 (39 Base, +4 deflection from spell)
Initiative: +6

Fort: +42 [Base 38, +4 Resistance from spell]
Refl: +40 [Base 36, +4 Resistance from spell]
Will: +39 [Base 35, +4 Resistance from spell]

Immunities: Fire, Transmutation (including polymorph and petrification, Energy Drain, Ability Drain, Ability Damage, Mind-Effecting Effects

Flame Body: Anyone grappling or touching Lavaria takes 6d6 points of fire damage each round. This can be suppressed as free action.

Damage Reduction: 35/+4

Spell Resistance: 32

Caster Check Roll: 1d20+23

+4 Anarchic Flaming Longbow of Distance: +22/+17/+12 to hit, 1d8+4+1d6 [fire] (+2d6 to lawful beings) dmg, 20x3 Crit, Range 200 ft.

Spell-like Abilities:

Scorching Ray: (At will) Three Ranged Touch Attack Rays at +18 to hit. Three Rays for 4d6 dmg, range 80 ft.

True Seeing: 3/day (1/3 Used)

Flamestrike: 3/day, DC 30 Flamestrike 15d6 half fire hald divine dmg, Range 210 ft., Save Refl for Half

Firestrom: 1/day DC 33 20d6 fire damage, Range 210 ft. Save Refl for half
[/sblock]
 
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Init: 27

The Shambling god assumes a defensive position. The summoned creatures circling him. As the One and the Many shivers, the ice beneath him begins to melt and evaporate forming a thick mist of water vapour around the god. The mist grows becoming a dense cloud.

[sblock=Actions]
Creatures:
Elemental of Water 4 Large, 4 Huge, 1 greater.
Shambling mounds 3 shamblers

Spells: Obscuring Mist and Fog Cloud
All durations are 21 minutes, except for the shamblers that last 7 weeks.

Shambler
Elemental swarm
[/sblock]
 

Ubariya pushes ahead on foot little concerned with the trilling sound. It'll make itself known in due time, she is sure, and until then she chooses not to worry. Now, she holds the Distaff of Souls at the ready as she advances eager to find this 'connection' to the Urborg Giant's power so their work can finally begin.

[sblock=OOC]Init: 1d20+2=4
Ubariya doesn't have any buffs or summons currently in effect except for the Endure Elements that was cast on her by Heliasillyel.[/sblock]

[sblock=Ubariya Stats]
Ubariya -- Female Outsider 20 / Cleric 1 / Rogue 1
LN Large outsider (Law)
Init +2; Senses Tremorsense, 60 ft.; Listen +22, Spot +22

DEFENSES
HP 218/218
AC 33, Touch AC 20, Flat-footed AC 31
Fort +33, Ref +33, Will +35
Speed 70 ft., climb 20 ft.

OFFENSE
Full Attack
Distaff of Souls (Spear) +32/+27/+22/+17 (4d6+1d6 cold +10) (does 1d6 to Ubariya) +
Stinger +28 (1d6+2 +poison) +
Slam +28/+28/+28 (2d6+2)

SPECIAL
Poison -- Injury, Fortitude DC 24, initial/secondary damage 2d6 Con
Web (as Monstrous Spider)
Fast Healing 5
Shapechange 1/day; CL 20
Immunity to Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects.
Damage Reduction 35/ +4
Fire Resistance 20
Spell Resistance 32
Turn Undead 12/day
Sneak Attack +1d6

Spells - CL 1
Spells prepared
0-Create Water, Detect Magic, Guidance
1-Inflict Light Wounds, Shield of Faith, D-Protection from Chaos
+domain spells at will[/sblock]
 

The Sun Elven Goddess floated above the battlefield, a hundred feet up at least, surrounded by her flock of huge golden birds. She hummed a quiet tune as she raised the Suncaster and produced an arrow of yellow light in her left hand. She was ready to attack as soon as she recognized the threat of an enemy.

Heliasillyel was glad that her power was able to preserve the other deities - it was the nature of the sun to provide warmth and life, and therefore her nature as well.

[sblock]Ready an action to attack i suppose. Initiative: 1d20+7=9 I don't know how many Rocs she has summoned, but since the duration of summon monster is 1 round per level she can't have more than 10 out - one just summoned, and one just about to disappear. The stats for a Roc are here. The Celestial template is here.[/sblock]


[sblock=Spells/Effects]Fire Shield 10/10 rounds
Endure Elements 24 hours
Aid 10 minutes (100/100 rounds)
Holy Aura 10/10 rounds[/sblock]
[sblock=Stats]Hit Points: 229/218 (+ 11 temporary)
Speed: 120 feet [flight/average]
Armor Class: 44 + 4 (Holy Aura)
Touch AC: 30
Flat-footed: 37
Damage Reduction: 35/ +4
Fire Resistance: 20
Spell Resistance: 32

Immunities: Fire, Transmutation, Polymorph, Petrification, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Immortal.

Caster Level: 1 (Bard), 1 (Sorcerer) 20 (SLAs), 10 (Domain)
Caster Level vs Spell Resistance: 1, 1, 20, 10 + 6 (feats)
Spell DC: 10 + Spell Level + 14 (CHA)

Initiative modifier: + 7
Fortitude save: + 36+4 Reflex save: + 43+4 Will save: + 37+4 (+4 each/ Holy Aura)
Attack (handheld): + 27 Attack (missile): + 32 Grapple check: + 27

The Suncaster Composite Longbow +4: +38/ + 28 / +23/ +18 (-1 if farther than 30ft.) + 1 (Aid)
Attack with Rapid Shot (full-round): +36/ +36/ + 26 / +21/ +16 (-1 if farther than 30ft.) + 1 (Aid)

Damage (M): 1d8 (Piercing) x 3 + 1d6 (Fire) / 2d10 (Fire) on critical + 4 (Enchantment) + 2 (STR) + 2d6 vs Evil + 1 (if within 30ft.)

[sblock=Domain spells/at will]Good:

1. Protection from Evil
2. Aid
3. Magic Circle against Evil
4. Holy Smite
5. Dispel Evil
6. Blade Barrier
7. Holy Word
8. Holy Aura
9. Summon Monster IX

Sun:

1. Endure Elements
2. Heat Metal
3. Searing Light
4. Fire Shield
5. Flame Strike
6. Fire Seeds
7. Sunbeam
8. Sunburst
9. Prismatic Sphere

Charm:

1. Charm person
2. Calm emotions
3. Suggestion
4. Heroism
5. Charm monster
6. Geas/quest
7. Insanity
8. Demand
9. Dominate monster[/sblock]

[sblock=Spells and SLAs]Spell-Like Abilities:
Mage’s Disjunction 1 / day, Time Stop 2 / day, True Seeing 3 /day, Dimensional Anchor 3 /day

Known Spells (Bard):
0 level - 5: Summon Instrument, Daze, Dancing Lights, Light,

Spells/Day
0 level: 2

Known Spells (Battle Sorcerer):
0 level - 3: Detect Magic. Read Magic, Touch of Fatigue
1 level - 1: True Strike

Spells/Day
0 level: 4
1 level: 2 + 4 [Cha]

[/sblock][/sblock]
 

The group continues forward slowly, watching for what is making the weird noise. The rocs circle overhead one winking out to be replaced by another as Heliasillyel flys about with Suncaster in hand.

Ubariya ranges out ahead followed by The One and the Many and his hoard of servants. They in turn are followed by Torath who seems ill at ease in such an unknown situation. Give him a battlefield and thousands of troops to command anyday over this.

Lavaria weaves back and forth, trying to find the creature that she knows is out there.

THe earth begins to tremble a those gods upon the ground fight to keep their balance. Then the ice pack begins to break up as something tunnels in from the west towards the group.

[sblock=OOC]
Heliasillyel's ready action first then it goes:

The One and the Many
Lavaria
The One and the Many's summoned creatures (17 mins left)
Frost Worm (AC:20 but in cover so a little higher rd1 HP: 389
The Rocs(7) can only have 8 to start if you have other Power ups- lose one every round that is why only 7 now
Ubariya
Torath

Start of encounter creature is 40' from ground PCs [/sblock]

**************************************************

Trampling through the city the Giant knocks down buildings and destroys dozens of crows with one swing of it's massive axe.
 

Heliasillyel's hands moved with impossible alacrity, loosening four arrows constructed of light at her target. The projectiles spread illumination across the snowy landscape as the burst with fiery explosions across the neck of the creature that had began burrowing out of the snow. The Goddess was still humming, when she directed her flock of birds to attack as well.

The magnificent golden plumed flock aired a noble call and the birds dove, one after the other, flying past the creature and burying their claws in it's flesh. Each time a bird strikes, a flash of yellow energy erupts from it's talons.

[sblock]Heliasillyel gets a standard action and uses it to do a regular attack. Four arrows, 41, 45, 26, 23, no critical. Damage is dice + 4 from enchantment + 2 STR bonus:
20 for arrow #1 (subtract 3 if the creature is not of Evil alignment), 26 for arrow #2 (subtract 10 if the creature is not of Evil alignment), 19 for arrow #3 (subtract 7 if the creature is not of Evil alignment), 20 for arrow #4 (subtract 6 if the creature is not of Evil alignment)

Total damage for Heliasillyel this round: 85, 59 if the creature is not Evil.

7 Rocs use flyby attack and wingover to not get in each other's way, then they circle back and fly between the party and the enemy. They all hit AC 20 They do a combined total of 142 damage. Each one uses Smite Evil and deals +18 damage per bird if the target is of evil alignment (an additional 126) Total damage for Rocs this round is 268

Total dealt for all of us: 353[/sblock]
[sblock=Spells/Effects]Fire Shield 10/10 rounds
Endure Elements 24 hours
Aid 10 minutes (100/100 rounds)
Holy Aura 10/10 rounds[/sblock]
[sblock=Stats]Hit Points: 229/218 (+ 11 temporary)
Speed: 120 feet [flight/average]
Armor Class: 44 + 4 (Holy Aura)
Touch AC: 30
Flat-footed: 37
Damage Reduction: 35/ +4
Fire Resistance: 20
Spell Resistance: 32

Immunities: Fire, Transmutation, Polymorph, Petrification, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Immortal.

Caster Level: 1 (Bard), 1 (Sorcerer) 20 (SLAs), 10 (Domain)
Caster Level vs Spell Resistance: 1, 1, 20, 10 + 6 (feats)
Spell DC: 10 + Spell Level + 14 (CHA)

Initiative modifier: + 7
Fortitude save: + 36+4 Reflex save: + 43+4 Will save: + 37+4 (+4 each/ Holy Aura)
Attack (handheld): + 27 Attack (missile): + 32 Grapple check: + 27

The Suncaster Composite Longbow +4: +38/ + 28 / +23/ +18 (-1 if farther than 30ft.) + 1 (Aid)
Attack with Rapid Shot (full-round): +36/ +36/ + 26 / +21/ +16 (-1 if farther than 30ft.) + 1 (Aid)

Damage (M): 1d8 (Piercing) x 3 + 1d6 (Fire) / 2d10 (Fire) on critical + 4 (Enchantment) + 2 (STR) + 2d6 vs Evil + 1 (if within 30ft.)

[sblock=Domain spells/at will]Good:

1. Protection from Evil
2. Aid
3. Magic Circle against Evil
4. Holy Smite
5. Dispel Evil
6. Blade Barrier
7. Holy Word
8. Holy Aura
9. Summon Monster IX

Sun:

1. Endure Elements
2. Heat Metal
3. Searing Light
4. Fire Shield
5. Flame Strike
6. Fire Seeds
7. Sunbeam
8. Sunburst
9. Prismatic Sphere

Charm:

1. Charm person
2. Calm emotions
3. Suggestion
4. Heroism
5. Charm monster
6. Geas/quest
7. Insanity
8. Demand
9. Dominate monster[/sblock]

[sblock=Spells and SLAs]Spell-Like Abilities:
Mage’s Disjunction 1 / day, Time Stop 2 / day, True Seeing 3 /day, Dimensional Anchor 3 /day

Known Spells (Bard):
0 level - 5: Summon Instrument, Daze, Dancing Lights, Light,

Spells/Day
0 level: 2

Known Spells (Battle Sorcerer):
0 level - 3: Detect Magic. Read Magic, Touch of Fatigue
1 level - 1: True Strike

Spells/Day
0 level: 4
1 level: 2 + 4 [Cha]

[/sblock][/sblock]
 

"Sooooo, you think that you can dance with the devil in the pale moon light" Duretep says as he with a thought he recalls all of his ravens and they begin to gather into Duretep's back and soon a pair of massive black wings burst from his back dripping his black blood off of them. With all of the ravens gone there is a stillness in the air tthat allows Duretep to concentrate on the giant that is coming towards him.


Duretep begins to rise in the sky with powerful pushes from his wings. He closes his eyes for a moment and then begins his muttering and when he opens his eyes they glow with a sickly green light that resonates from within Duretep. Duretep's hands begin to move and they quickly speed up to inhuman levels after his hands stop moving Duretep's form wavers for a second and then shifts. Once his form shifted his form his body begins to stretch as as the flesh becomes extended and soon replica is formed and it repeats until there is 7 replicas of Duretep all stand with wicked smiles on their faces while looking at the giant who is coming towards them.

"I believe the idea of sending brawn to fight brain was a foolish one indeed, for you see I will show you the definitition of labotomy on this foolish creature that you have sent" The Dureteps says in unison creating a maddening echo effect, "You forget I am at home here where as you send memories to combat me, in the waking world you may use your strenght unencumbered but here the tides have turned you may still leave if you wish, but you will never be allowed into my realm." The Duretep's pause for a moment and then all of them unsheath their blade and bow, "and with that let's dance."

[sblock=Actions]
- Casts: Haste, Displacment, Mirror Image
- goes into Psionic Focus
- begins to Babble
- if he can see Duretep needs to make a fort save for Madness Incarnate (DC 27)
- if he can hear Duretep he needs to make a will save for gibbering (DC 27) or become confused
Initiative: 1d20+10=16
[/sblock]

[sblock=Stats]
BAB: 25/20/15/10
Grapple: +26
HP: 224 (160+44+10+2d6)
Speed: 60' ground, 120' Fly (Average)[1]
Dmg Red: 13/+4 Spell Res: 32
Init: +10 Spell Save: +17
ACP: +0 Spell Fail: 0%

Weapon Attack Damage Critical
Zidanrad +29 1d4+4 19-20x2
thrown +30 1d4+4 19-20x2

Special Abilities: Gibbering (DC 27)[1], Madness[1], Madness Incarnate (Blnding Beauty) (DC 27)[1], Corporeal Instability (DC 22)[1], Quickness [1]

Spell-like Abilities: at will: Prestidigitation[1], Tongues[1], Haste[1], Displacment[1], Dispel Magic[1], Mirror Image (image AC 12)[1], Major Image (DC 20)[1], Detect Thoughts[1],Detect Magic[1]
3 times-per-day: Teleport, greater[1]

Class Abilities:
Wilder: Wild Surge +1, Enervation, Psionics
Bard: Bardic Music (Fascinate, countersong,inspire courage +1), Bardic Knowldge, Spellcasting

Immunities: Immortality, Transmutation,
Energy Drain, Ability Drain, Mind-Affecting Effects

Resistances: Fire (20)

Feats:Improved Intiative, Superior Intiaitve, Power Penetration, Greater Power Penetration, Psionic Meditation, Wounding Attack, Psionic Body

[sblock=Spells/Psionics]
Power Points: 5
Psionics:
1st level: Force Screen

Spells:
Spells per day:
0 level: 2
Spells Known:
0 level: Dancing Lights, Ghost Sound, Message, Read Magic
[/sblock]
[sblock=Domains]
Dream:
1. Sleep
2. Augury
3. Deep Slumber
4. Phantasmal Killer
5. Nightmare
6. Dream Sight
7. Scrying, Greater
8. Power Word, Stun
9. Weird

Madness:
1. Confusion, Lesser
2. Touch of Madness
3. Rage
4. Confusion
5. Bolts of Bedevilment
6. Phantasmal Killer
7. Insantiy
8. Maddening Scream
9. Weird

Planning:
1. Deathwatch
2. Augury
3. Clairaudience/Clairvoyance
4. Status
5. Detect Scrying
6. Heroe's Feast
7. Scrying, Greater
8. Discern Location
9. Time Stop
[/sblock]
[/sblock]
 

Lavaria grins softly as she sees her target finally. Her eyes glow a bright red as another set of lava-like funnel rays blast from her hand and into the large worms carapace!

[sblock=Actions]

Casting quickened scorching ray and another empowered scorching ray after that.

Quickened Scorching Ray: Three Ranged touch attacks. (1d20+18=23, 1d20+18=24, 1d20+18=23) to hit touch ac for Fire Damage for each ray. (4d6=16, 4d6=13, 4d6=12)

Empowered Scorching Ray: Three more ranged touch attacks. (1d20+18=24, 1d20+18=23, 1d20+18=34) to hit touch ac for Fire Damage for each empowered ray. (4d6=10 [15], 4d6=14 [21], 4d6=14 [21])

Spell Resistance rolls: Spell Resistance roll for each ray! (1d20+25=34, 1d20+25=35, 1d20+25=39, 1d20+25=32, 1d20+25=26, 1d20+25=26)[/sblock]

[sblock=Stat Block Lavaria]

HP: 280 / 262 (1d8+10=18 HP from Aid Spell)
AC: 43 (39 Base, +4 deflection from spell)
Initiative: +6

Fort: +42 [Base 38, +4 Resistance from spell]
Refl: +40 [Base 36, +4 Resistance from spell]
Will: +39 [Base 35, +4 Resistance from spell]

Immunities: Fire, Transmutation (including polymorph and petrification, Energy Drain, Ability Drain, Ability Damage, Mind-Effecting Effects

Flame Body: Anyone grappling or touching Lavaria takes 6d6 points of fire damage each round. This can be suppressed as free action.

Damage Reduction: 35/+4

Spell Resistance: 32

Caster Check Roll: 1d20+23

+4 Anarchic Flaming Longbow of Distance: +22/+17/+12 to hit, 1d8+4+1d6 [fire] (+2d6 to lawful beings) dmg, 20x3 Crit, Range 200 ft.

Spell-like Abilities:

Scorching Ray: (At will) Three Ranged Touch Attack Rays at +18 to hit. Three Rays for 4d6 dmg, range 80 ft.

True Seeing: 3/day (1/3 Used)

Flamestrike: 3/day, DC 30 Flamestrike 15d6 half fire hald divine dmg, Range 210 ft., Save Refl for Half

Firestrom: 1/day DC 33 20d6 fire damage, Range 210 ft. Save Refl for half

Empower Spell-like Ability: 1/3 used
Quicken Spell-like Ability: 1/3 Used
[/sblock]
 
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The massive asorted plant mound shuders as a spell is being cast. The plant god awaits for the worm he can sense with tremorsense emerges to the surface to release the power of the spell.
As the shambling mound finishes the casting, the water around the worm, even the ice withers, dries out. The water flows directly to the One and the Many, who absorves it happily.

Horrid Wilting: 73 dmg in a 30 ft radius.
 

Into the Woods

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