| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Markavious hits Hestram with Icy Prison(Ref 25) and floats to the top of the ceiling
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Kynrac wrote: If Markavious is able to ID the spell contained within the trap, I'll gladly cast resist energy, communal for that kind of energy. Spellcraft: 1d20 + 26 ⇒ (13) + 26 = 39 Arcana, Engineering: 1d20 + 25 ⇒ (9) + 25 = 34
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Kynrac wrote: Markavious, don't go into the misty hallway! I'll silence the area." Excellent Plan Kynrac Mark moves into a corner and fires on the wounded elementalMM: 1d4 + 7 ⇒ (3) + 7 = 10
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
When I have a spell prepped more than once I put a number next to it and reduce it as I use it. When it's depleted, I use the strikethrough feature. See haste for example. I prepped it three times and have used it once thus the number two next to it.
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Using Spellguard Bracers for Con Check Concentration: 1d20 + 13 + 8 ⇒ (13) + 13 + 8 = 34
Mark casts Persistent Glitterdust(Will 20) on Blue and Purple
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Fort/Dex: 1d20 + 10 ⇒ (1) + 10 = 11
Markavious casts Persistent Glitterdust(Will 20) on the Red elemental. Quote: "Kynrac! Markavious! Can't one of you get rid of the bugs?"[b]I could...dut you would not like my extermination method
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Encountering a Wall of fire on his way back Markavious will D-Door back into the room. Is the ceiling in room 17 10'tall as well
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Poison: 1d20 + 10 ⇒ (7) + 10 = 17
Markavious flies away 40' and goes invisible I have 15' of movement left, I wanted to go 15' further into the dark
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Markavious hits the room with Dispel Magic: Greater going for the 20' area dispel hopefully getting all three and excluding us of course if not get at least the two closest to our group Dispel: 1d20 + 13 ⇒ (20) + 13 = 33...oh yeah
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Reflex: 1d20 + 12 ⇒ (6) + 12 = 18 If I remain in my square can the gears reach me? If not I will see if Atum escapes if he can't I will cast Liberating Command on Atum If it can reach me then back I go and will cast Liberating Command on Atum if he cannot free himself. If Atum escapes Mark will hold or back away depending on if he can get hit or not Yeah Options
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Arcana, Dungeoneering, Engineering: 1d20 + 25 ⇒ (14) + 25 = 39...I don't know which one is relevant 1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
Mark casts Haste on the group remaining invisible
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
After much study, I believe one must touch the geode and concentrate on an individual and speaking your message. I will attempt this first and contact the most fearsome individual I know...Sheila Heidmarch Markavious will touch the stone and concentrate and relay the situation to the VC.
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Karu wrote: "Oh... Well that was disappointing." Mark watches the bird fly away noting the direction it flew Not necessarily my bold striding friend... as he begins searching the room for a method to operate the geode K:Arcana: 1d20 + 25 ⇒ (9) + 25 = 34
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Quote: 5 This room is entirely lightless. Those with darkvision can see, at the center, a massive, metal-framed cylinder filled with strange black liquid. A plaque upon its base reads “The Orvian.” The strange liquid within the cylinder seems to devour any light and gives off an eerie chill. I have darkvision Well what do we have here Arcana: 1d20 + 25 ⇒ (8) + 25 = 33...+2 if I need spellcraft Looks to be a cylinder filled with a strange black liquid, It's called The orvian, anyone heard of it? I would suggest we move along Mark will send an eyeball around the perimeter, having it return when it can go no further
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Atum, please wait for a minute, I will check for any surprises that may be waiting. Mark sends one of his Prying Eyes to peek into room 4 and room 7 and then return and giving him some info Mark inquires of his spirit stone for any further guidance, it may offer. Are these the Ambassador Rooms, if not which way should we go
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Markavious attacks the same one Faldoc hit Ranged Touch 1: 1d20 + 9 ⇒ (6) + 9 = 15 Acid Ray: 4d6 + 8 + 7 ⇒ (2, 5, 3, 4) + 8 + 7 = 29
| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)
Markavious will activate the stone and attempt to make contact with a spirit, appraising the spirit of the current situation involving Adril's treachery. With the stone active can he now perceive the other party members? If so he will move to each one and gently tug on them attempting to lead them to the basin. He then ask for access to the inner chambers and the location of the ambassador rooms. |
