conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Tortoise262: http://crossproduct.mygamesonline.org/20/dnd.php 
  
  Battle #1:
  
  Team Super-Cool:
   wadledo's Dwarven Defender 
   Zimmia's Mystic Theurge 
   Sjiggie's Druid 
   Armads's Wilder 
  
  Fighting an Ancient Green Dragon!
conversations.from: human
conversations.value: Tortoise262: 
conversations.from: human
conversations.value: Armads: Ben 
  
  Initiative
   
   Spoiler 
   (1d20+1)[ 6 ] 
   
conversations.from: human
conversations.value: Sjiggie: Eronion 
  Initiative= (1d20+4)[ 14 ] 
  
  I have to update my spell list but I'll do that shortly
conversations.from: human
conversations.value: wadledo: Wroughtbeard 
  
  Inititave:  (1d20+5)[ 7 ] 
conversations.from: human
conversations.value: Zimmia: Jhassantha 
  
  Initative:   (1d20+5)[ 20 ] 
conversations.from: human
conversations.value: Tortoise262: Initiative:  (1d20)[ 7 ] 
  
  Okie dokie. I have to set up the map. So you know, you're fighting the dragon in his lair, which is a water-filled grotto. That may help you decide what spells to prepare! And if you have any buffs you want to cast, you can do that before the battle.
conversations.from: human
conversations.value: Zimmia: Okay I'm pretty much ready (I think).  Does anyone have any special requests for spells though?
  
  Once Tortoise sets the scene and we're ready to go the buffing shall commence.
conversations.from: human
conversations.value: Tortoise262: Okay, here's the scene:
  
  You're sent off to kill a green dragon at his lair in a water-filled grotto. He's asleep underwater, but will wake up as soon as you enter his chamber. So before you go in, get ready with potions/spells you want to use to buff yourself up. I'm pretty much done setting up, except for some terrain.
  
  Oh, yeah, and the players:
   wadledo 
   Armads 
   Sjiggie 
   Zimmia 
conversations.from: human
conversations.value: Armads: (Buff as listed in my character sheet, plus Metamorphosis into a Horned Devil)
  
  The air around Ben ripples, and he suddenly turns into a 9 foot tall devil, with distinctive horns around his head. His eyes flare red, and many layers of defensive shielding appear around his body. The claws of the devil grow even larger and more wicked looking.
  
  (AC is now 82, or 76 if I lose use of my items. Claw attack bonus is +32, I think).
conversations.from: human
conversations.value: Tortoise262: Sorry for taking so long, guys! I have the map drawn out and I'll have it programmed in by the end of the night!
  
   http://crossproduct.mygamesonline.org/20/dnd.php 
  
  EDIT: The map is set up, and we're ready to start!
conversations.from: human
conversations.value: Sjiggie: Eronion buffs up with Barkskin, Foresight, Protection from Energy (Acid) &amp; Stoneskin on self and with Barkskin, Protection from Energy (Acid) &amp; Stoneskin on his Animal Companion. He also cast one of his Fire Seeds spell to create 1 Acorn grenade  (details in spoiler block under attacks) 
  
  Once inside the cave he will cast his sonic substituted call Lightning storm his animal companion will walk to L12-N14
  
   Eronion has 1 resist energy spell left for who wants it. 
   
   Spoiler 
  
  Hit Points: 193 [8+ 4.5*19 +100 Con]
  AC 43 Touch 22, Flat 39 [+4 Dex +10 Armor +5 Deflection +7 Shield +5 Barkskin, +2 Insight (Foresight)]
  ---  +x [Natural] Depends on Wildshape form
  ---
  Initiative: +4 [+4 Dex]
  BAB/Grap: +15/+14 [+4Bab, -1Str]
  Speed 30  30 Base 
  DR10/Adamantine
  Never surprised or flat-footed (Foresight)
  
   Saves: 
  Fort +25 [12 Druid +05 Con, +1 Competence +5 Resistance]
  Refl +18 [06 Druid +04 Dex, +1 Competence +5 Resistance, +2 Insight (Foresight)]
  Will +31 [12 Druid +13 Wis, +1 Competence +5 Resistance]
   Immunity to all Poisons, +4 vs spell-like abilities of Feys 
  Protection from Energy (Acid) 120/120
  
   Attacks: 
  +17 Staff of The Woodlands 1d6+1 20/x2 Bludgeoning  15 Bab –1 Str +2 enchantment +1 Competence 
  10/10 Lightning Bolts 5d6 Sonic Reflex DC 28 for half damage
  +19 Ranged Touch Acorn Grenade 20d6 range 100ft
  
  
   Spells Prepared 
  Level 0 [DC 23] Detect Magic, Detect Poison, Guidance, Guidance, Light, Mending
  Level 1 [DC 24] Cure Light Wounds, Entangle, Entangle, Faerie Fire, Longstrider, Produce Flame, Sonic Substituted Produce Flame, Sonic Substituted Produce Flame, Shillelagh
  Level 2 [DC 25]  Barkskin, Barkskin , Extended Sonic Substituted Produce Flame, Fog Cloud, Gust of Wind, Resist Energy, Spider Climb, Warp Wood
  Level 3 [DC 26] Call Lightning, Greater Magic Fang, Greater Magic Fang,  Protection from Energy, Protection from Energy , Sleet Storm, Spike Growth
  Level 4 [DC 27] Air Walk, Control Water, Dispel Magic, Extended Sonic Substituted Call Lightning, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm
  Level 5 [DC 28] Animal Growth,  Call Sonic Substituted Lightning Storm , Death Ward,  Stoneskin, Stoneskin , Tree Stride, Wall of Fire, Wall of Thorns
  Level 6 [DC 29] Antilife Shell, Fire Seeds,  Fire Seeds , Liveoak, Spellstaff, Wall of Stone
  Level 7 [DC 30] Animate Plants, Control Weather, Fire Storm, Heal, Sunbeam, True Seeing
  Level 8 [DC 31] Earthquake, Finger of Death, Reverse Gravity, Sunburst, Sunburst, Whirlwind
  Level 9 [DC 32] Elemental Swarm,  Foresight , Shambler, Shapechange, Shapechange, Storm of Vengeance
  
  Animal Companion
  Triceratops
  Size/Type: Huge Animal
  Hit Dice: 18d8+138 (219hp)
  Initiative: +0
  Speed: 40ft Base: 60ft 30 +30 enchantment
  Armor Class: 34 (-2 Size, 0 Dex, 13 Natural 8 Armor 5 Barkskin) Touch 8 Flat Footed 34
  Base Attack/Grapple: +13/+31
  Attack: Gore +21 Melee (3d8+15)
  Space/Reach: 15ft/10ft
  Special Attacks: Powerful Charge, Trample 2d12+15
  Special Qualities: Low-light Vision, Scent, Link, Share Spell, Evasion DR10/Adamantine
  Saves: Fort +21 Refl: +12 Will: +7
  Abilities: Str 31 Dex 10 Con 25 Int 2 Wis 12 Cha 7
  Skills : Listen +13 Spot +14
  Feats : Alertness, Great Fortitude, Toughness (4), Improved Natural Attack (Gore)
  
  Tricks: Combat Riding Bonus tricks: Grapple, Attack All
  Powerful Charge (Ex)
  When a triceratops charges, its gore attack deals 4d8+20 points of damage.
  Trample (Ex)
  Reflex half DC 28. The save DC is Strength-based.
  
  Protection from Energy (Acid) 120/120
   