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A Bell Tolls (DM SteveK) 
Tuesday May 30th, 2017 6:17:13 PM

Kezzem teases Alleah about language and 'the Knucklehead incident.'

Shel contemplates the group's next move. Things appeared well at home, so perhaps it is time to take the fight to the alchemist and his evil cult.

Bliss is interested in these Sisters that Pappas honors and talks about fey (always have wanted to meet some).

Lance gets some sleep in a hammock. Though he complains about thumb twiddling, the Halfling himself seems content to be along for the ride right now; at least until he knows the group better...

Murphy is concerned about Candy BadApple agreeing to run an orphanage: she wasn't a good influence in the past so what is her endgame? Sarabella nods along and answers some of his questions. "Candy and her sister Crystal were indeed orphans themselves, and certainly up to their ears in mischief most of the time. They had gone away from Humble's Ford a while back, but Candy has been returning and keeping a low profile since just after the Tower collapsed. And it is the Orphanage that she and the Boffins are taking over. The one were you entertained the children. Mayor Bingo organized volunteers to help run it, but no one has been really in charge for a long time. I'm praying that Flower's Love will enter Candy when she has to protect and care for littles like she once was. With that and the Boffins as good examples, I pray for the best." Iangold nods, not having known the history of Candy BadApple. "And I think a daily visit by a priest will be a very good thing, Murphy Pipewood." It is obvious the Broker intends to be that priest.

Talk moves to how to prepare to fight (and more importantly find) Uthvas Bethud. And his constructs. And the Book too! Murphy urges the other heroes to sleep on it and come up with ideas to get their offense moving.

Pressi wonders if events have slowed down enough for them to actually take the initiative, and makes plans to be prepared for a third showdown with Uthvas. Should they wait for orders? The Broker leans in and whispers conspiratorially. "I don't know about you, but individually, each of you are among the most powerful people in the entire Valley. Together... Well, I think it is time to stop expecting other people to tell you what to do. Not to say you should take over, now. But the other leaders in Humbles Ford will tend to continue to treat you like a handy broom or strong plow horse if that is all you want.". He waggled his eyebrows to show that he doesn't think THAT is true!

..........
.........

Thinking and dinner and thinking and evening drinks and thinking and bed. Whoa, that's a tiring day! The heroes are able to gather at their favorite evening pastime with others who are winding down their days, perhaps at the Burrow, or homes of family, or maybe the life of the party at the Dancing Pig.

It is late evening but not yet midnight when the town alarm bell begins ringing. People turn, heads poke out of windows and doors. A red-faced and out-of-breath Botta Birdskipper is desperately pulling at the bell cord and shouting in between breaths. “Fire! (pant pant) Fire! (pant) The orphanage is on fire!” Down the street, gray smoke curls into the night sky and the first tongues of flame can be seen licking the shingled roof!

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Tuesday May 30th, 2017 7:01:40 PM

"The orphanage is on fire!" shouts Kezzem in alarm. "To me Rumpus! We ride!"

Kezzem uses his divine bond to summon Rumpus to his side, then mounts the pony and heads towards the orphanage.

Murphy Leafwin Pipewood (Kim) AC 20 HP 76/76 CMD 17  d20+24=35 ; d20+23=24 ;
Tuesday May 30th, 2017 7:42:53 PM


Grateful for the clerics' responses regarding the question of leadership and oversight, Murphy nods his head to affirm their comments and assurance.

Murphy is at the Dancing Pig with Pressi (if she'll have joined him there) and any others who wanted to join them, planning to head home to the Sword's Burrow at midnight, when the alarm sounds, Murphy hears [Perception 35] the shouting somehow over the noise typical in the Pig. "Gather at the orphanage - a few look about elsewhere to see if this is a diversion - I'm going now!" Murphy exclaims, transforms into a medium air elemental, and zooms as quickly as possible [fly 65' (perfect) (extra 5' from Fleet feat)]. When he gets to within 40' of the flames, he instantaneously casts create water to whatever immediately looks like the greatest source of the flames, dropping 18 gallons of water thereon. He also glances about trying to take in who might be around, and absorbing more of the situation - looking for the best way to enter into the building in the most efficient manner. [Perception 24 this time]

[I'm sure that's more than enough for the moment...]

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Tuesday May 30th, 2017 8:07:15 PM

Shel rises with a start at hearing all of the alarms. She grabbed her 'go' bag, and threw her items on, grabbing her magical staff as she did so. Afterwards, she moved to the outside, cast Fly on herself and then Haste, taking to the air, and heading toward any flames she saw.

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22)  d20+13=17 ;
Tuesday May 30th, 2017 10:15:40 PM

Sky and Meko were joining the others at the pig, luckily only babysitting​ the drink in front of him. Ready for whatever the team decides to think up as the Swords next move.

When the alarms sound, Sky hops on Meko, Bow at the ready looking for anything odd, suspect or even ordinary.
Because why would you act ordinary at a time like this...

He darts towards the orphanage, but hangs back (70ft or so) to get good look at the area and situation.
.........
Perception: 17
Speed 50ft

Lance Foxwell (Tanner) HP 95 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Tuesday May 30th, 2017 11:47:16 PM

Lance alights from his hammock and races toward the orphanage (run speed 300'). He arrives and surveys the scene.

[adjusted to show IN character by DM steveK]. Lance looks to gague the size and shape of the building, the number of stories, the distance to the lowest roof and doorways and window locations. He also tries to be aware of the exact location of the fire, any doorways and windows blocked by fire and if he can see people or hear voices from inside.

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+15=21 ;
Wednesday May 31st, 2017 6:14:37 AM

Alleah had been enjoying her night. Sure it was a little challenging to hold a spoon as an air elemental, but she was managing.

The fire alarm causes Alleah's eyes to widen. "Not the orphanage! Please Warrd, not the orphanage"

She pushes herself away from the table and as quick as she can heads towards the orphanage. Trap or no trap, diversion or no diversion, she MUST check on the children.

---------------------------
Alleah has a 60ft fly speed + 10ft travel domain = 70ft + the run feat. In a straight line she should be able to run 350ft
Perception: 21 + Darkvision 60ft
Only posting this round of action

Also, not sure what happened to yesterday's post where Alleah verbally jousted with Kezzem. It's disappeared into the ether


Bliss (AC24, HP56) and Mookie (Cayzle)  d20+19=28 ;
Wednesday May 31st, 2017 1:18:58 PM


Bliss, eating dinner with his friends, is curious about what Alleah eats nowadays. He tries to watch her without being too obvious. [He is obvious.]

The alarm sounds and the call goes out: "The orphanage is on fire!"

Mookie sighs. "Why is it always the orphanage," he says cynically. "Never the mafia hideout or the speakeasy with the cock-fighting ring in the basement?"

Bliss grins. "You would be great as a cock-fighter, Mookie!" he declares.

"Don't start with me, Kid!" The bird concentrates and grows in size. "Hop on Kid, we got thermals to catch!"

Bliss hops on, and Mookie takes off to fly at top speed to the fire. Bliss looks for people who need rescuing. Mookie looks for places to land on the building or window sills that are not on fire.

Perception 28

Pressi (Melvin) - AC 22, HP 77, CMD 26  d20+8=25 ; d20+14=22 ;
Wednesday May 31st, 2017 2:53:50 PM


Pressi's revelry with Murphy is interrupted by the calls of fire, and the subsequent blasting off of Murphy. "Ok, I guess I'll be back here... Honestly, I was hoping someone could better set me up. You there, run in and shout 'it's the orphanage' so I can shout back 'I gave at the office.'"

With everyone else capable of speeding to the orphanage and doing something once they arrive, Pressi chooses instead to hang back, telling everyone else to stay back and remain calm (Diplomacy 25) while trying to keep an eye out for other points of trouble (Perception 22).

Like a House on Fire. (DM SteveK) 
Wednesday May 31st, 2017 5:44:59 PM


Kezzem uses his divine bond to summon Rumpus to his side, then mounts the pony and heads towards the orphanage.

Murphy provides directions and transforms into a medium air elemental, and zooms as quickly as possible to the Orphanage.

Shel hears the alarms, grabs her 'go' bag and magical staff, then casts Fly and Haste, and hustles towards the orphanage at 180' in six seconds!

Sky hops on Meko as alarms sound. With Bow at the ready he looks for anything odd.

Lance alights from his hammock and races toward the orphanage like a cheetah! As He arrives, he surveys the scene.

Alleah, the air-Halfling was having an enjoyable night until the alarms, then, worry for the children giving her speed, she is the first to arrive on the scene.

Bliss with his Witchy ones, also arrive ready for anything.

Pressi immediately takes charge at the Pig and keeps everyone calm as they go outside and look about.

......
......

Two air elementals, two monks, two magiked spellcasters, and two mounted Halflings, all of whom have overcome the normal shortness of a Halfling's legs, arrive and quickly assess the situation.

Looking around, the heroes see the Orphanage, an above-ground two story building with the main doors facing the street and three windows on each side of the door on the first floor. The second floor has eight smaller windows, and all windows are shuttered for the night. The heroes who have visited the Orphanage before know there is another door on the left of the building and a kitchen door at the back right. And it is the back corner of the house that is in flames! Dark smoke pours out of the open front door where Candy BadApple stumbles out with two young ones holding her vest while Candy cradles a third in her arms.

Across the street by a hickory tree, the heroes can see both Boffins and a clutch of kids. Ebe is coughing and in no shape to do much, but soot-faced Elsia is counting noses.

The rest of the town is pounding up the street, the first wave carrying buckets or blankets or shovels. Behind them is Mayor Bingo with a squad of Halflings carrying stretchers.

The others with Pressi seem calm, but mill about, looking like they are unsure what to do. There doesn't seem to be anything else moving about other than a Halflings running towards the fire and Pressi's group.
......

WE ARE IN COMBAT ROUNDS.

The groups are separate. A PC can only speak to one group per round. (Or ignore all groups and do something else. )


Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Wednesday May 31st, 2017 6:43:09 PM

Shel, knowing the group as she did, knew that several of the members were going to end up in the building in no time. Once the entirety of the friends were together, she casts Haste on as many of them as she could, excluding herself, if necessary, so that the others could move much quicker on their run.

"I don't have any magic to fight fire!"

Murphy Leafwin Pipewood (Kim) AC 20 HP 76/76 CMD 17  d3=3 ;
Wednesday May 31st, 2017 6:46:27 PM


Murphy summons three (3) small water elementals. Once they arrive (the summoning point is at a place as close to the back as he can get them and still be in sight), he points to each one in turn, saying in aquan, "Slokk flammene!" which means what he also says in the common tongue, "Extinguish the flames!" One he points to go through the front door. One he points towards the back of the house where the fire seems most fierce. The last he points toward the source of the flames that are beginning to lick at the tiles of the roof.

The small water elementals may not be happy to be facing a fire, but may perhaps be pleased to vanquish the flames. (Water elemental special ability: Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD). [start of next round, not this round]

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d100=41 ; d20+15=35 ; d20+9=15 ;
Wednesday May 31st, 2017 7:39:54 PM

"I've got to get in there!" Alleah calls out.

She calls on the nearest leyline to protect herself and then tries to go right in the front door.

Alleah isn't quite sure what she is going to do yet. Could a whirlwind put out some of the flames, or would it make things worse? She would love to consider this further but her mind is racing with the possibility there may be a trapped child inside.

"Hello? Is anyone in here? HELLO?!?"

-----------------------
Standard action: Cast Resist Energy (Fire 20). Leyline check: 41 = Pass.
Move action: Fly (up to 70ft + 30ft hastened) to get just inside the open doorway
Perception: If a reactive check is required = 35 + Darkvision
Knowledge Arcana: 15. Trying to gauge whether the air elemental whirlwind would help put out the fire,
or, fan the flames. If a survival check would be better suited, Alleah has a +10 bonus and would be happy to rely on a DM roll for it


Lance Foxwell (Tanner) HP 95 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Wednesday May 31st, 2017 11:47:20 PM

Lance points at a nearby group. "Hey! You guys! Find a blanket or get in a circle and link arms! I'm going to the second floor to look for any kids. Be ready to catch them when I toss them down!"

The monk centers himself with a second-story window, crouches, and leaps up.

ooc: Wikipedia says a story is about 10 feet high. A window is typically halfway between the floor and ceiling, so a second-story window should be 15 feet high. However, this is a halfling building, so everything should be about half-size and the window should be 8 feet high. That gives it an Acrobatics DC of 32. My modifier for jumping is +42, an auto-success.

He crashes through the window, rolls to his feet, and begins searching the rooms.

ooc2: Free action to talk, move action to jump, move action to begin searching rooms. Base speed 60, so 2-3 rooms per round?

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23  4d6=18 ; d20+14=31 ;
Thursday June 1st, 2017 12:32:12 AM

Kezzem rides over towards the survivors and lays hands on the coughing Ebe.

"Is anyone missing or injured?" Kezzem will relay any pertinent information to the party to assist with the rescue of any missing children.

Otherwise, he turns towards the gathered orphans. "Don't worry, kiddos, I speak to Gargul, the God of Death. And do you know what I say to him? I say to him, 'Not this day!'"

OOC:

Lay on Hands: 18 (plus removes sickened, nauseated, and staggered, so I image that will 'cure' that cough).

Diplomacy (to reassure any frightened orphans): 31.

Divine Bond: 1/day (used)
Lay on Hands: 6/day (1 used)
Smite Evil: 3/day (none used)



Pressi (Melvin) - AC 22, HP 77, CMD 26 
Thursday June 1st, 2017 1:06:09 PM

Somewhat separate, and the one least able to overcome Halfling speeds (a problem when one focuses on rogue levels), Pressi found herself isolated from the group - and surrounded by calmed down halflings waiting for direction.

She provided it, building on Lance's orders by directing the group to form a loose arc around the building to carry water, catch or pull survivors, and keep civilians out. And, of course, to protect themselves from fire and debris. If anyone has ropes or cloth, she directs the group to fashion nets and ladders. "Over here," she shouts to the Mayor and the first wave as she directs the buckets through a line.

She also called over to Candy, telling her to come and asking her what happened.

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22)  d20+13=32 ;
Thursday June 1st, 2017 2:07:54 PM

Sky and Meko stand back with Pressi, From atop The grey wolf, Sky shouts among the groups, hoping most hear him.

How did this happen!?

He continues to scan the area and building, suspecting someone started this fire on purpose.

Perception... 32


Bliss (AC24, HP56) and Mookie (Cayzle)  d20+19=35 ;
Thursday June 1st, 2017 6:55:59 PM


Mookie hovers near the now-cured Ebe, as Bliss directs him.

Bliss calls down, "Mister! Mister! Are there kids left inside? Where are they most likely to be?"

[OOC: Bliss is taking a round to try to get information before leaping into action.]

The little fellow also looks around for any clues -- kids at windows, where is the smoke worse, etc?

Perception 35

Like a House on Fire! (DM SteveK) 
Thursday June 1st, 2017 9:07:15 PM

Shel takes the opportunity to cast Haste on all of her friends within 30 feet of each other, and Shel, Lance, and Kezzem are Hasted (for 9 rounds). (Murphy, Alleah, and Bliss are all flying and Pressi and Sky are still on their way from the Dancing Pig.) She calls to Murphy that "I don't have any magic to fight fire!"

Murphy concentrates on a complicated spell, summon water elementals. Since he is flying at the same moment as trying to cast a full round spell, the Halfling has to ensure he can keep Hovering and still Concentrate enough to successfully cast the spell. (Murphy please roll for a Fly DC 15 to Hover and, if successful, a Concentration DC 15 to cast the spell while Hovering. Failure of either roll means Murphy loses the spell.) The druid knows that even if successful, he's only going to be able to get water elementals on the outside of the orphanage. Unless he can open a door, the elementals will certainly put out all fires on the outside of the building, but won't have 'line of effect' to drench the fires on the inside...

Alleah calls "I've got to get in there!" She protects herself from fire and flies right in the front door. The Witch has been in the Orphanage before and knows the ground floor layout (See Map). She knows the upper floor is a hallway with two water closets and two other doors that lead to the girls dormitory on the right side of the building and the boys' on the left. As soon as she goes inside, however, the smoke billows around her! (Alleah Fort DC 15 or can only cough this round)

Lance calls for a group to bring blankets below the girl's dorm windows and intends to jump up to the second floor, but the shutters are closed! The Halfling is going to have to open or break them somehow before jumping through the window. (Lance needs to roll a Jump skill check, Strength DC 13 check to smash the shutters, and, if he gets in, he also need to roll a Fort DC 15 for Smoke, and a Perception check to see if he can see anything in this room through the smoke).

Kezzem lays hands on the coughing Ebe, healing the Halfling of his smoke inhalation. "Is anyone missing or injured?" The Paladin of Gargul begins to work on calming the children with his straight-forward talk. (Diplomacy effects require 10 rounds [1 minute] of continuous conversation)

Pressi, surrounded by calmed down halflings waiting for direction, provides, and the group from the Pig readily respond. "Right!", chirps one, and the rest form a loose arc around the building to help as needs and keep people from getting too close to fire and debris.

Sky and Meko stay with Pressi and calls out loudly 'How did this happen!?' He also scans the area and building, suspicious that the fire is no accident.

Bliss calls down as Mookie hovers near the now-cured Ebe, wanting to know if there are any kids still inside. The hero also looks to see if the smoke is getting worse. Mookie/Bliss needs to roll Fly DC 15 for Hover or multiple Fly checks to keep turning to stay at the same vantage point. )

......
......

Several heroes look around, but there is no movement away from the Orphanage or any suspicious.

Now that heroes are closer, the fire is pouring out of the kitchen area, and there is dark smoke both pouring out of the main doors and leaking out from around shuttered windows.

Pressi's quick thinking and staying with the group from the Dancing Pig gets an organized cordon and a bucket brigade started. Neighbors are bringing their own buckets and form a line from the nearest well/pump to the orphanage to throw water on the fire!

Candy BadApple rubs a grubby rag over her face which only smears the soot without cleaning, and she reluctantly goes over to Pressi. "Don't know. Heard Ellie screaming like she was real scared and when I went downstairs I saw the fire. Got the Boffins and we started getting kids out."

The Mayor waves at Pressi and has a group set up a triage station under the tree where the orphans and Boffins are resting. "Good idea, Pressi, we'll help people here.".

Eberulf and Elsia give a quick summation to Kezzem who relay-shouts to the other heroes. "Thanks to Candy, most of the kids are out, but Maddie, Ellie, Jhon, and Zack are not here! They must still be inside! Please help!"

......

WE ARE IN COMBAT ROUNDS.

The groups are separate. A PC can only speak to one group or conduct six seconds of actions per round.

Orphanage Map

Smoke Inhalation: Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Thursday June 1st, 2017 9:37:22 PM

Shel moves to Kezzem and casts heroism on him. "You are meant to be a hero, Kezzem. Use this magic to go save those kids," she whispers, not knowing what else she could do to help cut off the fire.

Lance Foxwell (Tanner) HP 95 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Thursday June 1st, 2017 11:52:56 PM

Lance had not noticed at first glance that the windows were shuttered, and halted his leap upwards. He instead ran through the open front door, making a beeline through the parlor, dining room, and kitchen while keeping an eye open for any children.

ooc: Double move, 120', I should end up at V15.

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+11=28 ; d2=2 ; d20+15=21 ;
Friday June 2nd, 2017 2:21:25 AM

Alleah can smell the smoke. She can taste it. She can feel it in her throat and lungs, but she focuses on what needs to done.

"Ok, Alleah. Think! Where would they be? It's night time. Bedrooms!"

She makes for the stairs. But which way? Left or right? Are there children still here? She knows that the decision she now makes could be the difference between life and death. "Wardd guide me"

She pauses and feels for the God of Luck to tug her in one direction over another. Left or right? (d2=2. Right it is)

Alleah heads towards the Girls Bedrooms

"HELLO!?! IT'S ALLEAH OF THE HUMBLE'S SWORD! IS ANYONE THERE?"

Perception: 21. Can Alleah see any fire on the upper level (yet)?

Pressi (Melvin) - AC 22, HP 77, CMD 26 
Friday June 2nd, 2017 11:04:05 AM

With the groups settling in, and Candy and the Boffins told to stay where they are, Pressi runs towards the orphanage. (At 30x4, she probably just makes it to the building this turn.)

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Friday June 2nd, 2017 11:51:43 AM

Not knowing what else to do, having no real way of putting out a fire... Sky moves around the left of the building. Calling to the group closest to him,

"you didn't see anything or anyone unusual?"

__________
Move to D,26. Talk with group by tree

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Friday June 2nd, 2017 12:13:29 PM

Kezzem dismounts Rumpus and heads into the orphanage. He calls out to Maddie, Ellie, Jhon, and Zack.

Active Spells: Heroism

Divine Bond: 1/day (used)
Lay on Hands: 6/day (1 used)
Smite Evil: 3/day (none used)

Murphy Leafwin Pipewood (Kim) AC 20 HP 76/76 CMD 17  d20=8 ; d20=15 ;
Friday June 2nd, 2017 4:34:35 PM

Murphy's hovering works adjusted by DM of 8+10(fly)+8(perfect)=26; and concentration: 15+1(con)=16 or more (could someone let me know what elements go into a concentration check? My computer can't get to paizo.com today)

Three small water elementals appear. Murphy directs the first elemental (Water Elemental 1 - we1) to quench the fire centered at X11 (from Z11), the second (we2) the fire at AA15 (from AB15), and the third (we3) to go quickly around the corner to enter through the front door of the house R24 and put out any fires found within. We1 and we2 should be able to do so this round. 'Running,' We3 ends the round at square AA25 (figuring 3x on move of 20).

Murphy, about 20' in the air, flies around the corner, lands at ground level at X10, says to we1, "Jeg bytter fra luftelement til jordelement. Jeg hjelper deg med å komme inn i bygningen for å sette ut flere branner." If you speak aquan, Highlight to display spoiler: {"I am changing from air elemental to earth elemental. I will help you get in the building to put out more fires."} And he transforms from air elemental to earth elemental.

Bliss (AC24, HP56) and Mookie (Cayzle)  d20+13=16 ; d20+8=16 ; d20+14=33 ; d20+19=27 ;
Friday June 2nd, 2017 6:25:23 PM


Bliss Ride 16 rolled on general principles, does not really need to.
Bliss Concentration 16 vs DC13 to cast Protection from Fire on Mookie.
Mookie Fly 33 to hover.

Bliss casts Protection from Fire (60 hp) on Mookie and looks around for the best place to enter the building, especially if there are any windows. That's a domain spell so no ley check needed.

Perception 27

Mookie flies closer to the highest entrance that looks passable and hovers before going in.

Like a House on Fire! (DM SteveK) 
Friday June 2nd, 2017 8:07:16 PM

Shel casts heroism on Kezzem., helping as she can.

Lance halts his leap upwards and runs through the open front door. He zips through three rooms, not seeing any bodies in the thick smoke. Not only that, but as soon as he pulls open the door to the kitchen, he is blasted by heat and flames!. (Lance needs to roll Fort DC15 or spend that round choking and coughing. He also takes 6 damage from the fire and must Reflex save DC15 or catch on fire. He also needs to roll a Perception check to see anything in the smoke-filled rooms).

Alleah can smell the smoke but focuses on what needs to done... for now. She makes for the stairs and the girl's dorm which is above the kitchen, and there is fire about a couple of beds on the far side of the room. Calling out, she gets another lungful of smoke. (Fort DC16 or spend that round choking and coughing). . Alleah also hears a girl's scream. "It's me, Ellie, I'm scared!" Alleah can see a small form hiding under one of the beds, and the bed is surrounded by fire!

Pressi sees the Halflings and Candy are doing what she asked, then runs towards the orphanage, able to get into the front door. (Fort DC15 or spend that round choking and coughing).

Sky moves around the left of the building, keeping within shouting distance of the others. He doesn't see anything lurking in the shadows of the far side.

Kezzem dismounts Rumpus and heads into the orphanage. He calls out to Maddie, Ellie, Jhon, and Zack! (Fort DC15 or spend that round choking and coughing).

Murphy easily keeps hovering and concentrates enough to continue his complicated spell (see email) and three water elementals appear where the Druid directs. Two start drenching the fires on the outside of the kitchen, and the third makes for the front door to play at putting out fires there. The Druid himself moves to the kitchen door and transforms into an earth elemental.

Bliss casts Protection from Fire on Mookie as the Raven expertly hovers. They see the second floor has eight smaller windows, and all windows are shuttered for the night. None are passable unless Bliss first unlocks and opens the shutters.
......

The Humbles Ford Halflings continue to ready a blanket, move the bucket chain, and collect for first aid at the hickory tree; all anxious for the Orphanage and the heroes selflessly diving into the fire!

......

WE ARE IN COMBAT ROUNDS.

The groups are separate. A PC can only speak to one group or conduct six seconds of actions per round.

Orphanage Map

Extreme heat deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.

Smoke Inhalation: Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.

Catching on Fire. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Friday June 2nd, 2017 9:01:22 PM

Shel wished there was more she could do. She had a ton of magical ability, but nothing especially helpful to fight fires. She stood back, watching her friends, ready to bolster them with magic, any way she could. She made sure to stay out of the way of the bucket brigade, thinking of picking up one herself. If no one else needed her magic, that is exactly what she did, joining the line with her townsfolk.

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+11=29 ;
Friday June 2nd, 2017 11:57:21 PM

"It's going to be ok, Ellie! I'm here now. Keep your eyes closed and stay low!"

Alleah tries to make a clear path to get to Ellie by drenching a part of the floor near the bed, and then moves quickly to get to her.

"Ssshhhh. It's going to be ok now. Ok? I know you're scared. I am too. But right now we both have to be braver than we ever had before. I need you to crawl out this way. Can you do that Ellie?"

-------------------
Fort Save vs DC16: 29 = Pass
Standard action: Cast Create Water on a fire square between Alleah and Ellie. Cleric cantrip so no leyline check. Alleah can create 12 gallons of water so it may spread out.
Move action: Move over to Ellie

Spells in effect: Endure Elements, Resist Fire (20)


Murphy Leafwin Pipewood (Kim) AC 20 HP 76/76 CMD 17  d20+9=15 ; d8+4=5 ; d20+9=16 ; d8+4=11 ;
Saturday June 3rd, 2017 1:42:33 AM


Medium earth elemental Murphy takes a deep breath, which he then holds, steps forward and bashes the (possibly flame-weakened?) door in. [Medium, 8' tall, weight 750 lbs; attack 15+4 (forgot include in roll) for 19, 5 damage, then again, only if necessary (if the door does not yield), attack 16+4 for 20, damage 11]. He then steps back from the roaring flames, and speaks again to water elemental 1. "Stopp brannen!" If you know aquan, Highlight to display spoiler: {"Stop the fire."}

Water elemental 1 moves to Y11, and does what it can to put out the fire nearby.

Water elemental 2 moves forward to Ab17 to put out the fire at AA17. Is the window behind now opened enough that a water elemental can reach into or go through?

Water elemental 3 continues moving forward up to the open doorway at R24, looking for a fire to extinguish.

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23  d20+12=31 ; d20+1=19 ;
Saturday June 3rd, 2017 12:11:01 PM

Kezzem heads into the classroom to look for orphans, trusting the more mobile members to handle the upper levels.

"Don't be afraid, it's just me, Kezzem! Call out if you can hear me! I can't see as well as I used to!"

----

Fort SV: 31. Made,
Perception (to look for hiding orphans): 19.

Active Spells: Heroism

Divine Bond: 1/day (used)
Lay on Hands: 6/day (1 used)
Smite Evil: 3/day (none used)


Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Saturday June 3rd, 2017 12:27:12 PM

Sky sends Meko to search around the building, relaying if he sees anything. While Sky also joins the bucket brigade. Knowing inside he's useless and may become a rescuee if he inhales that smoke

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79 
Sunday June 4th, 2017 2:19:05 AM

Alleah extends her hand out, beckoning Ellie to come towards her

Pressi (Melvin) - AC 22, HP 77, CMD 26  d20+11=29 ; d20+14=26 ;
Sunday June 4th, 2017 12:21:07 PM

(OOC: To Skye, it might be good to have people of decent physical stats finding and bringing out people, especially if your CMB is decent.)

Pressi shrugs off the smoke, and looks around. She can hear the various shouts throughout the building as she decides what needs to be done.

Hearing Lornak to her right and Alleah ahead, she runs left into the classroom, study, maybe greenhouse, looking for survivors. (L22, Perception 26).

Bliss (AC24, HP56) and Mookie (Cayzle)  d100=100 ; d20+8=27 ; d20=13 ; d20-2=4 ; d20+13=26 ;
Sunday June 4th, 2017 5:23:26 PM


Bliss tries to cast Resist Energy (Fire) on himself ... ley check 100 means he gets the spell for free!

But wait! Mookie is flying around! Was Bliss able to cast while his bird friend is in action? Concentration DC12, rolls a 27, no problem!

Mookie lands on a second story shutter, grips it with both claws, and tries to pull it open. He has a Str 10, and his strength check is a 13. Bliss has a move action left, so he tries his best to help ... Bliss's Str check at -2 is a 4 if he has time to help, which he likely does not.

If needed to stay mounted, Ride check 26.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+11=15 ; d20+15=19 ; d20+17=26 ; d20+11=21 ; d20+11=17 ;
Sunday June 4th, 2017 11:12:41 PM

FRIDAY POST

ooc: Fortitude save 15, success. Reflex save 19, success. Perception check 26.

HP 86/92

"Aghhhh! Fire! Fire!" Lance does an abrupt heel-turn and makes his way back. "The kitchen is aflame!" He scans the dining room as he passes through (Perception 26).

If he sees a child, he will stop to scoop them up.

If he does not see anyone, he will make his way to the classroom (I19) and opens the door.

ooc: Fortitude save for this round 21. Perception check 23 (forgot to change the modifier after the Fortitude roll)



Murphy Leafwin Pipewood (Kim) AC 20 HP 72/76 CMD 17  d20+6=10 ; d6=4 ;
Monday June 5th, 2017 4:58:52 PM


Addendum (forgot to roll reflex save, as Murphy came in contact with fire). Some of the non-rocky dirt bits of the druid's earth elemental surface begin to crisp (Reflex 10/15), 4 hp fire damage.

Like a House on Fire! Rd3! (DM SteveK)  d20=8 ;
Monday June 5th, 2017 5:12:21 PM


Shel is ready to bolster her friends with magic, if needed, but in the meantime, she joins the bucket brigade with her townsfolk!

Alleah tries to calm little Ellie, and casts a spell to drench a path from herself to the bed where Ellie is hiding. The floor is extinguished, and left over water splashes on Ellie and the part of the bed she is under too. But it also steams from the rising heat, and Alleah knows it won't stay out for long. And on the other side the fire starts licking at the bed sheets... (Alleah needs to roll Fort DC17 or spend the next round choking and coughing.) Ellie looks at the wet boards and Alleah and stands quickly, getting a lungful of smoke and is only able to weakly cough; she's not going to be able to get to Alleah before the flames reach ellie!

Medium earth elemental Murphy bashes the weakened kitchen door, breaking it down and providing an avenue for his small water elemental! And elementals move about, drenching fires with gurgling chuckles of delight. On the good side, the Water Bucket Challenge has started tossing water through the open window. "We'll keep this under control Murphy," calls Roscoe at the head of the water tossers, "You can use your water friend for other fires!" (Murphy needs to roll on a chance to catch fire, and chance for intense heat)

Kezzem heads into the classroom to look for orphans, fanning out, and is pretty certain there is no one here. (Fort DC16 or spend the next round choking and coughing.)

Sky sends Meko to search around the building, relaying if he sees anything while Sky joins the bucket brigade. Meko trots about and sits, keeping a lookout with eyes and scent. (Meko needs a Perception Check.)

Pressi shrugs off the smoke, and looks around. She can hear the various shouts throughout the building, and goes to the study, verifying there is no one among the books and tables. (Fort DC16 or spend the next round choking and coughing.)

Bliss casts Resist Energy (Fire) on himself with Mookie flying about before the raven lands on a second story shutter, and pulls it open. Smoke billows out and Bliss can see Alleah, the water-drenched bed surrounded by fire, and a screaming-sobbing Ellie the Orphan underneath! (Fort DC15 or spend the next round choking and coughing.)

Lance, singed, does an abrupt heel-turn and makes his way back thorough the dining room. As he passes, his sharp eyes spot a still form laying under a table. The monk moves over and picks up the unconscious Halfling child. (Fort DC16 or spend the next round choking and coughing.)

.....
.....

The Blanket Brigade moves to the window Bliss just opened, obviously figuring if there was anyone being tossed out a window, it would be where the shutters were open.

The Water Bucket Challenge continues to haul empty buckets to the well, and full buckets to the Orphanage.

Mayor Bingo has organized a good first aid station under the Hickory Tree, and the Boffins and Candy BadApple keep the kids calm while waiting anxiously for the heroes.

......
WE ARE IN COMBAT ROUNDS.
The groups are separate. A PC can only speak to one group or conduct six seconds of actions per round.

Orphanage Map

Extreme heat deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves.

Smoke Inhalation: Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.

Catching on Fire. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out-that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Bliss (AC24, HP56) and Mookie (Cayzle)  d20+13=17 ; d20+14=28 ;
Monday June 5th, 2017 6:27:28 PM


Bliss and Mookie were expecting that smoke, and it did not much bother them.

"HOLD YOUR BREATH" shouts Bliss. Then Mookie flies in to the room next to the bed with the child under it.

Ride check if needed to enter the building. Ride 17.

Fly check if needed for Mookie. Fly 28.

Bliss dismounts (move action) and helps the child onto Mookie's back. Then Mookie takes off and flies up to 40 ft through the window and out of the room.

"Hang on little one," says Mookie, more gently than he usually is.

Murphy Leafwin Pipewood (Kim) AC 20 HP 72/76 CMD 17  d20+6=13 ; d6=5 ; d20+30=33 ; d20+12=14 ;
Monday June 5th, 2017 8:15:35 PM

Murphy has water elemental 1 slip through to W13, and has it begin working its way through the kitchen towards the door. It douses flames centered on V14 (to take out V13, V14, V15, and W14?).

Now, water elemental 2, having extinguished the fire at AA17 last round and examined the window to see if the fire had opened enough of a hole for it to slide through, touches the flames on the other side (Y17) to diminish the flames there, and (?) squeezes into the kitchen at Y17. Water elemental 3 sees the flames almost directly ahead and hustles to Q16 (note: I think that we3 might have been able to 'run' 4x, rather than the 3x I gave it earlier). There it douses the fire. As it can douse a 'large' fire each round, it may be able to put out the flames at R&S15, and R&S16 (the 4-square square).

Murphy takes a breath outside, steps to X13, where the flames go up on him more in earnest (failed reflex save 13/15), taking 5 hp fire damage, yet casts create water from above the squares as a downpour centered from the ceiling at the intersection of X13 and Y14 (hopefully) dampening X&Y13 and X&Y14, helping with 18 gallons (about 144 pounds, and about 2.4 cubic feet), of fuel-cooling liquid, including H20 falling upon his burning bits of dirt.

He does not yet inhale, conserving his breath, but likely will need to take in air shortly after casting his next spell or speaking. As so far he has not inhaled in these elevated temperatures, it may be premature to check for breathing damage (and when he does, will roll for d20+8 fort save).

The elementals seem to delight in battling the flames so far, which delights the druid.

Murphy hears Roscoe (perception 33), and should have a clue as to which window he is talking about (maybe display on map). He will try to answer the constable either by word or deed shortly.

[d20+12 - accidental roll]

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Monday June 5th, 2017 9:18:53 PM

Shel keeps at the bucket brigade, trying to make herself helpful to the others. Sucking in smoke and having to be carried out would not be helpful in the slightest, she told herself as she passed her bucket along to the next townsperson in line next to her.

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22)  d20+5=18 ;
Monday June 5th, 2017 11:32:38 PM

Meko perception - 18

Sky shakes his head when asked to rush in,

I'll end up being carried out or die in a burning hell storm, besides, that fire was started, not by a stove. And when meko sniffs out the person responsible, being outside is better to protect the people. Inside is being taken care of already.

He continues to help with the water as Meko makes his way around the building searching.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+11=23 ;
Monday June 5th, 2017 11:54:55 PM

ooc: Fortitude save 23

"I found one! Dining room is now aflame!" Lance makes his way to the front door and out of the building as quickly as possible. He sets the child down a short distance outside the front door and calls to townsfolk. "This one needs help! I'm heading back in!"

ooc: Move action to pick up the child, move action to T26.

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+11=25 ;
Tuesday June 6th, 2017 7:58:01 AM

Alleah can see the difficulty poor little Ellie is having. With all her coughing she is not going to be able to ride Mookie, even if she had ridden a magical raven before.

She moves to place herself between Ellie and the fire, and picks the little girl up. "You're being so brave, Ellie. So brave". She holds the girl tight to her.

"I'll get Ellie out of here. I haven't searched any of the other rooms yet though. Between the two of you you can probably do it quicker than I could" Alleah suggests to Bliss and Mookie "I'll be right back. Stay safe"

The little girl could suffer from smoke inhalation very soon. Alleah needs to get her out of here - NOW.

Holding Ellie tightly in her arms, Alleah draws on her reserves to get the girl out of the smokey room

-------------------------
Fort Save vs DC17: 25 = Pass
Move action: Move to Ellie
Move action: Pick up Ellie
Hero Point action: Carry Ellie out of the room and towards the exit. Assuming Ellie weighs between 6 and 60lbs, Alleah will be carrying a medium load and thus reduces her speed from 70ft to 50ft. Adding in haste brings her up to 80ft


Pressi (Melvin) - AC 22, HP 77, CMD 26  d20+11=23 ; d20+14=19 ; d20+12=14 ;
Tuesday June 6th, 2017 11:10:03 AM

Pressi shrugs off the smoke again (23) and continues forward into the greenhouse, calling out for people. (Perception 19).

Looking for some extra speed and darkvision, she transforms into her elf form (standard action). (Ignore the extra roll.)

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23  d20+12=15 ;
Tuesday June 6th, 2017 11:35:30 AM

Kezzems falls victim to the smoke and starts coughing.

Bliss (AC24, HP56) and Mookie (Cayzle)  d20+19=37 ;
Tuesday June 6th, 2017 3:36:17 PM


Bliss was going to grab the girl and ride her and Mookie out of danger, but Alleah has got that well in hand.

Bliss listens and looks for any sign of other child in need.

Perception 37

Like a House on Fire! Rd4! (DM SteveK) 
Tuesday June 6th, 2017 5:51:35 PM

Bliss and Mookie were expecting the smoke, and fly into the room next to the bed where Ellie was hiding. Bliss dismounts to try and help the child onto Mookie's back. Problems ensue when Ellie is overcome by the smoke and doesn’t know how to ride anyways. Unless Bliss can hold her and Mookie can carry double, the hero isn’t getting Ellie out that way.

Murphy has water elemental 1 slip through to W13, and has it begin working its way through the kitchen towards the door. It is able to douse a portion of the fire with happy sounds like a chortling brook. (DM decision: Large = 4 spaces, so each small elemental can drown 4 spaces of fire per round). Water elemental 2, being small, can’t reach the window and so can neither extinguish the flames on the other side, but amazingly enough, it is able to climb up and into the window! That took all the time it had, but with the bucket brigade splashing water on it, it will be able to douse flames next round! (DM rolled an 18 climb check for the elemental. Will adjust map tomorrow.) Water elemental 3 sees fire and happily sloshes directly over (to R17) and douses the fire around it. Murphy himself walks into the kitchen, ignoring the burns on his earthy skin, and casts Create Water which snuffs the flames around him. Holding his breath, he tries to avoid damage to his lungs because of the intense heat. (Holding Breath 2 rounds)

Shel keeps at the bucket brigade, trying to make herself helpful to the others. Sucking in smoke and having to be carried out would not be helpful in the slightest, and she passes more buckets along to the next townsperson; full and empty, full and empty.

Sky continues to help with the water as Meko makes his way around the building. The wolf is out of sight, but Sky hears his belling howl, alerting the ranger that is companion found something.

Lance calls out his findings of the dining room and a small body, and makes his way out the front door. Setting the boy down and calling to Mayor Bingo’s team under the hickory tree, the hero prepares to go back inside.

Alleah solves the problem of getting Ellie out by moving through the wet spot and picking up the gir and heroicall moving out the girl's dorm and down the stairs. The fire in the main room is close, but there is a little water elemental between Alleah and the exit. She only needs to avoid a coughing fit to get to safety. Fort DC 17 or only coughing next round. Her argument to Bliss is sound: he can move faster than she can to search the rest of the upper floors. Bliss agrees, remounts, and looks about, but can't see anyone else in the girl's dormitory. From his previous visit, the hero knows there are two privies and the boys dormitory on the left side of the Orphanage. Bliss Fort DC 16 or only coughing next round.

Pressi moves on to the greenhouse, and is certain that there is no one in this room. Fort DC 16 or only coughing next round.

Kezzem is overcome by coughing in the smoke for a short while. Fort DC 17 or only coughing next round.

.....

The Blanket Brigade stations itself at the open window at V25, ready to ‘blanket party’ anyone being tossed out the window.

The Water Bucket Challenge, headed by Roscoe and containing Shel and Sky continues to haul empty buckets to the well, and full buckets to the Orphanage. They manage to put out an area inside the kitchen at Y17.

A stretcher team hustles from the hickory tree and picks up the child Lance brought out. Elsia Boffin calls out, “That is Zack!” Candy BadApple grows thoughtful. “That just leaves Maddie and Jhon. They are two of the oldest kids, and should have been the first out.”

......
WE ARE IN COMBAT ROUNDS.
The groups are separate. A PC can only speak to one group or conduct six seconds of actions per round.

Orphanage Map

Extreme heat deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves.

Smoke Inhalation: Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.

Catching on Fire. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out-that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Bliss (AC24, HP56) and Mookie (Cayzle)  d20+10=18 ; d20+5=17 ;
Tuesday June 6th, 2017 6:12:35 PM


Smoke saves Bliss 18, Mookie 17. Does Holding one's breath matter?

Bliss and Mookie head into the two privies to look for kids hiding there. If they find anyone, Bliss tries to get them to mount up with him on Mookie to fly out.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Tuesday June 6th, 2017 7:19:00 PM

Shel keeps up her portion of the bucket brigade. She was happy to hear that around her, several of the children had come out safely. "Keep it up, guys! I think we are starting to make some progress!"

"Sky, how do you know that's true? Have you seen something? Are you sure it wasn't the stove?". Shel had a hard time believing that someone would try to hurt an innocent orphanage.

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23  d20+12=32 ;
Tuesday June 6th, 2017 7:40:20 PM

"Rargh!" Kezzem coughs up the last of the smoke interfering with his lungs. He continues to call out for the missing orphans while he makes his way up the stairs.

Murphy Leafwin Pipewood (Kim) AC 20 HP 67/76 CMD 17  d20+10=29 ; d20+6=7 ; d6=3 ; d20+30=35 ;
Tuesday June 6th, 2017 8:26:30 PM

Small water elemental 1, in the shape of a manta ray, puts out flames at VW15, VW16. As those flames die down, Murphy steps to the just quenched V15, and creates water to cover TU15, and T16.
Water elemental 2, which happens to have the shape of a translucent octopus, drowns flames in XY15, and XY16, leaving room for Roscoe's crew to perhaps splash water over its head to X17. We2 is right well pleased with its wall climbing abilities. A good story is planned for back home - the battle against the evil fire in the wooden building, and even an earth elemental allied with water.
Water elemental 3 puts out flames at QR14, QR15, and now looms as a breaking wave with little wavy arms to each side, standing at Q16.

As the water rains down in front of him, Earthy Murphy takes a breath and shouts, "Thanks Roscoe! Can't see you, but hear you well. Keep it up with the buckets. The flames have spread out from the kitchen into the entryway and dining room!"

The water cooled air, with smoke particulates freshly washed to the floor by the growing areas of water from the elemental and his own spells, does not bother him at all (Fort save 29/15) - but, does he take a little more flame damage from the proximate fire just before the water descends? (Reflex save 7/15, damage 3)

As he works he way through the kitchen he things about what may have caused the fire to start.
Perception: 35

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Wednesday June 7th, 2017 1:03:43 AM

TUESDAY POST

Lance rushes headlong back into the orphanage and barrels up the stairs. He takes a left and heads toward the boys dormitory.

ooc: Double move action. One move action will get me to O16, plus another 60 feet.

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+11=22 ;
Wednesday June 7th, 2017 8:27:42 AM

Still holding Ellie close Alleah makes the dash for the front door. She pushes through the smoke to emerge out in the clean-ish air "I need some help over here!"

Alleah looks about for someone - anyone - to come to Ellie's aid and debriefs them "This is Ellie. I found her in the upstairs bedroom crouched under the bed. She's inhaled quite a bit of smoke but otherwise looks unharmed. She might be the bravest girl I've ever met"

"I have to get back inside to keep looking. There may be more children inside. I HAVE TO GET BACK INSIDE!"
----------------------------
Fort save vs DC17: 22 = Pass
Move action: Move outside
Move action: Hand Ellie over to another rescuer.


Pressi (Melvin) - AC 22 (21), HP 77, CMD 26; elf form  d20+11=23 ; d20+12=26 ;
Wednesday June 7th, 2017 1:06:27 PM

At the sound of howling, Pressi the elf turns towards Meko, peering to see him. (Fort roll 23, Perception 26+darkvision 60 feet. She's in the greenhouse, and it looks like Meko is on the map in line of sight of her.)

She stares through the dark before moving on towards the staircase, trying to spot what Meko saw.

Like a House on Fire! Rd5! (DM SteveK) 
Wednesday June 7th, 2017 8:29:11 PM

Bliss and Mookie head into the two privies to look for kids hiding there. Bang! Open one door, Bang! Kick in the other, and the privies are empty.

Shel keeps up her portion of the bucket brigade, using her strength and encouragement on the line!

Kezzem coughs up the last of the smoke interfering with his lungs. He continues to call out for the missing orphans while he makes his way up the stairs.

Murphy's three water elementals continue to happily chortle their way in dousing more flames. Small as they are, they are able to put out the fire faster than it can spread! Only one question remains; will they be able to put out the fire before the summoning spell ends? Murphy himself coordinates with Roscoe and looks about for a reason for the fire to start. Murphy nearly trips over a likely answer: there are several small, scorched barrels of oil broken near the door, and a telltale line of scorched tile that could only have been an accelerant from the door to the cooking fireplace. Notably, there is no way the oil could have been spread on an open door: it had to have been done from the inside... (Murphy holding breath for 4 rounds)

Lance rushes headlong back into the orphanage and barrels up the stairs, whipping past Kezzem and Bliss. He is able to go through the open doors of the boys dormitory, but doesn't try to look around through the smoke.

Alleah keeps her breath and direction and brings Ellie out of the Orphanage where Candy runs out from the hickory tree to get the girl. "You shouldn't go back, there are already five others running through the house, and you look like you are on your last lbreath!"

Pressi hears Meko's howl and runs to a greenhouse window. She sees the wolf sitting but can't see anything around. Meko doesn't appear to be in any distress.

.....

The Blanket Brigade stations itself at the open window at V25, ready to 'blanket party' anyone being tossed out the window.

The Water Bucket Challenge, headed by Roscoe and containing Shel and Sky continues to haul empty buckets to the well, and full buckets to the Orphanage. They manage to put out another area inside the kitchen.

Ebe and Elsia Boffin with Candy BadApple keep the kids calm while Mayor Bingo coordinates the first aid station. Slowly tottering to the hickory tree is Sarabella leaning on the arm of Iangold: more clerics have arrived!

......
WE ARE IN COMBAT ROUNDS.
The groups are separate. A PC can only speak to one group or conduct six seconds of actions per round.

Orphanage Map

Extreme heat deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves.

Smoke Inhalation: Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.

Catching on Fire. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out-that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Wednesday June 7th, 2017 9:59:23 PM

"Sky, you stop ignoring me right now! What did you hear? Why did you say someone set this fire? Is there something the Sword should be doing right now, rather than fighting the fire?"

Shel kept running the buckets as she again asked for an explanation from her fellow water thrower.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+11=13 ;
Wednesday June 7th, 2017 11:44:57 PM

Lance tries to search the boy's dormitory, but is temporarily overcome by smoke.

ooc: Fortitude save 13

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Thursday June 8th, 2017 12:14:10 AM

It just doesn't seem right. My gut tells me this is a diversion or straight out attack on these kids.

Sky runs towards Meko, asking both out loud and through there empathetic bond..
what is it? What did you see

Ooc: Sky and Meko can communicate, through there bond and with the wreaths they wear in a common tongue they both understand

Murphy Leafwin Pipewood (Kim) AC 20 HP 64/76 CMD 17  d20+10=12 ;
Thursday June 8th, 2017 3:06:22 AM


Manta ray water elemental 1 extinguishes the remaining flames in the kitchen, then moves toward the doorway (U15).

Translucent octopus water elemental 2 moves toward the dining room to X18, and the flames at XY19 & XY20 die down.

Looming wavelet water elemental 3 slides to R15, and the flames at QR13 & QR14 disappear in a cloud of steam.

Murphy's attends to the evidence of the oil cans and line to the stove for the moment. He dumps more water over his head (spread over WX13 and WX14), says, "When things settle down, Constable Roscoe, I've got something for you to consider," then takes another breath. [Note, last round Murphy also breathed in, so he should be well caught up on any necessary oxygenation. A question: Does he need to roll vs smoke this round, as the kitchen is cleared, and he waited until the area first received another dousing of water, which does tend to remove smoke particulates? If not, he now begins to cough - Fort save 12. How are earth elementals affected?]

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+2=12 ;
Thursday June 8th, 2017 7:32:58 AM

Alleah pushes aside any hands that are in her way or stopping her from searching "I have to keep looking!"

She makes a direct charge at one of the closed shutters for the boy's room. She doesn't care if there is fire on the other side. She doesn't care if she splats against the shutter like a bird on a window. All she cares about right now is finding the missing children.

Charge at the shutters ending with a bullrush: 12 + 2 charge = 14.
No idea what the CMD of an object is or what damage Alleah will take from running into an object at top speed. She's hoping to burst through into the room


Pressi (Melvin) - AC 22 (21), HP 77, CMD 26; elf form  d20+12=19 ;
Thursday June 8th, 2017 3:27:31 PM

Pressi shakes her head, unsure of what to do. That crazy wolf Meko just sitting there with a stupid grin.

Sky seemed to be checking on his wolf. She could hear a number of people upstairs. (Perception 19)

She considered bursting through the greenhouse and going through the front door. That seemed faster.

Instead, she moved quickly through the study back towards the hallway.

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23  d20+12=29 ; d20+1=20 ;
Thursday June 8th, 2017 4:08:36 PM

SV Fort: DC 29
Perception: 20.

Kezzem searches upstairs for the orphans while calling out their names.

Bliss (AC24, HP56) and Mookie (Cayzle)  d20+19=34 ;
Thursday June 8th, 2017 4:49:23 PM


Still holding their breaths, Bliss and Mookie head from the privies to the boy's dormitory. If they find no one, they'll be ready to declare this floor empty. Bliss calls to Kezzem so they can work together.

Perception 34

Like a House on Fire! Rd6! (DM SteveK) 
Thursday June 8th, 2017 9:51:12 PM

Shel gets impatient with Sky. Being in the bucket line is important, but if there is something only the Humble’s Sword can do…

Lance tries to search the boy's dormitory, but is temporarily overcome by smoke, hacking and coughing! (Because of coughing, Lance can’t hold his breath and has to save vs smoke inhalation again.

Sky responds that he just has a feeling, but breaks line and runs to Meko to better communicate with the wolf. Through the Berry Wreath, Sky is able to empathically, and he gets that the wolf is eager and pleased, like he found something and wants Sky to know about it.

The water elementals continue to extinguish flames, but they have to touch the flames in order to drench them, and to get the maximum amount of fire, his trusty elementals wade right into the fire to put out the flames. In doing so, they each incur some damage. (d6 for each)

Murphy alerts Roscoe to what he found by the kitchen door and has to take a breath. Even though the fire is out, the orphanage is still full of smoke, and it tries to tickle his throat. He can’t do anything but cough and wheeze for a while. (Because of coughing, Murphy can’t hold his breath and has to save vs smoke inhalation again. He is no longer near extreme heat and so doesn’t take damage)

Alleah pulls away from people who want her to stay outside, and, like a miniature tornado, flies up and smashes through a pair of shutters into the boys dormitory!

Pressi sees that Meko isn't hurt or in danger, and decides it is time to get out. She hustled outside.

Kezzem and Bliss are able to search the boys dormitory and are certain there are no kids here. Every room has been checked: so where are they?
.....

The Blanket Brigade stations itself at the open window at V25, ready to 'blanket party' anyone being tossed out the window.

The Water Bucket Challenge, headed by Roscoe and containing Shel and Sky continues to haul empty buckets to the well, and full buckets to the Orphanage. They manage to put out another area inside the kitchen.

Ebe and Elsia Boffin with Candy BadApple keep the kids calm while Mayor Bingo coordinates the first aid station. Sarabella and Iangold heal smoke inhalation damage of Ellie and others.

......
WE ARE IN COMBAT ROUNDS.
The groups are separate. A PC can only speak to one group or conduct six seconds of actions per round.

Orphanage Map

Extreme heat deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves.

Smoke Inhalation: Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.

Catching on Fire. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out-that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+11=21 ; d20+17=33 ;
Thursday June 8th, 2017 11:59:39 PM

ooc: Fortitude 21, Perception 33.

Lance searches the boy's dormitory for children.

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22)  d20+13=32 ;
Friday June 9th, 2017 1:35:28 AM

Running up to Meko, Sky looks at the wolf, trying to see where he is looking and asking which direction, so he can see what his trusty companion found.

what is it boy.

Pulling his bow, knocking an arrow as he scans the area,
attacking an orphanage, probably page one in the book of all evil.
----------------------
Perception- 32
[/B]ooc: sorry guys. I'm trying to keep up, had a rough few weeks. I'll be better about posting more timely
[/b]

Murphy Leafwin Pipewood (Kim) AC 20 HP 64/76 CMD 17  d20+10=30 ; d6=6 ; d6=2 ; d6=5 ; d3=2 ; d20+30=45 ;
Friday June 9th, 2017 2:20:55 AM


Manta ray water elemental 1 slides around the corner, and puts out the flames at T15, T16, ending at S16. The water ray takes 6 hp damage, and steam issues from along the lower left side of the creature.

Looming wave water elemental 3 manages to drench the fire at ST13, ST14, ending at S14. This fellow suffers 5 hp damage from the fire, but, doggone it, the fire is still losing more than the elemental!

In the dining room area, brave water elemental octopus 2 drenches VW19 and VW20, ending at W20. The octopus gets a light dispersal of one of its liquid arms, for 2 hp damage. That's all right. Octopus arms can grow back.

Murphy, with a slight breeze coming in through the back door, enjoys a breath of clean, fresh air, cleaning his earthy lungs (Fort save 30 (nat 20)), and feels good in that regard. He trusts the water elementals will continue with their big assignment, and he is grateful for their having heeded his summons.

Murphy takes a closer look around [Perception 45] where the oil spilled and the trail of the accelerant toward the stove, then walks out the door, to see if he can discern similar footprints both within the kitchen and just a bit outside the door - and, if so, the direction such footprints headed in. One set? Two sets? Perhaps young, but not too young, sets of tracks going to some place nearby? We'll see.

If he finds something, he asks Roscoe to join him out back, and other friends, such as Sky, if they are within sight. "I'll be the lurking, kindly, harmless earth elemental," he tells the old constable, "with a nice glaze on my front side," he adds, considering the terrific heat that caused him to burn more than once inside the house. He ends his turn at about X10.

[Please ignore d3=2 roll. Fat fingered.]

[Good to have Sky & Meko going for it!]

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Friday June 9th, 2017 7:18:03 AM

Shel rolled her eyes at Sky's feeling. He could have just said it was just a theory up front, she thinks, as she wipes the sweat from her brow. He jumps back in line and passes yet another bucket full of water forward toward the orphanage.

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+15=34 ; d20+11=17 ;
Friday June 9th, 2017 8:37:11 AM

Alleah rubs her shoulder. That shutter wasn't as hard as she thought, but still, that's going to leave a bruise.

"ANYONE IN HERE? IT'S ALLEAH OF THE SWORD!" She calls as loud as she can. She looks carefully around the room, and even tries closing her eyes to focus on nearby sounds.

By her count only one child had been found. That leaves three still unaccounted for. "Why didn't I prepare a Locate Creature spell?!"[b]

----------------------
[i]Perception: 34
Fort Save vs DC15: 17 = Pass, but close


Pressi (Melvin) - AC 22, HP 77, CMD 26  d20+14=26 ; d20+6=22 ;
Friday June 9th, 2017 2:12:44 PM

(OOC: I've been having difficulties editing the map or explaining where to place her. But the idea was to put her back into the middle of the house, or alternately through the greenhouse to where Meko is. Anyway, I will play her where she was placed.)

Back outside of the house, it appeared that the kids weren't in the house. After checking for clues on her side (Perception 26), she begins to inquire around in regards to where they last saw those kids, and if they remember anything else (Diplomacy 22).

Like a House on Fire! Rd7! (DM SteveK) 
Friday June 9th, 2017 5:37:34 PM

Lance searches the boy's dormitory for children, but he has no more luck than Bliss or Kezzem.

Sky reaches Meko and tries to see what is Meko excited about? The wolf gives the ranger a head butt asking for an ear scratch, then sniffs at the ground. Looking down in the darkness, illuminated only by the house fire rapidly being put out, Sky can see four sets of footprints. Two are unshod juvenile Halfling prints (Sky has seen enough through his life to know what THAT looks like!) that come from the back of the Orphanage and lead to the woods to the north. A second set of two tracks are larger, Medium sized, and wearing boots or shoes. They come from the woods, then turn around and take the same path as the first pair of Halfling prints back into the woods…

The water elementals are getting hurt, but it is easily seen they have a handle on the fire. Combined with the efficiency of the water buckets, it may only be seconds before the entire fire is out! (Each Water elemental takes d6 damage in getting to a location to maximize drenching)

Murphy takes a closer look at the oil spilled around the door and toward the fireplace. Any trace in the kitchen have been burned away, but the druid moves outside. Without any tracking ability, he can’t discern any footprints or other tracks in the area.

Shel rolled her eyes at Sky: feelings! The mage jumps back in line and passes yet another bucket full of water forward toward the orphanage.

Alleah rubs her shoulder. That shutter wasn't as hard as she thought, but still, that's going to leave a bruise. She calls out, but all she can see in the boy’s dormitory are Bliss, Kezzem, and Lance coming to the same conclusion; there is no one here.

Pressi is outside the front door, must've got turned around in the smoke. She knew there were no doors from the greenhouse to the outside, so perhaps it is better here? The Halfling shrugs her shoulders and moves to start eliciting information from the nearest group of Halflings (which happens to be the first aid station under the hickory tree). As she arrives, Sarabella has just finished providing a positive energy pulse to the smoke inhalants, which perks up quite a few, including little Ellie. "Oh!", she says with a squeal, "did the fire scare away the bad men yet?"

…………….
…………….
The Blanket Brigade stations moves to be under the window where Alleah broke in, ready to 'blanket party' anyone being tossed out the window.

The Water Bucket Challenge, headed by Roscoe and containing Shel continues to haul empty buckets to the well, and full buckets to the Orphanage. They manage to put out another area inside the dining room.

......
WE ARE IN COMBAT ROUNDS.
The groups are separate. A PC can only speak to one group or conduct six seconds of actions per round.

Orphanage Map

Extreme heat deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves.

Smoke Inhalation: Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.

Catching on Fire. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out-that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Murphy Leafwin Pipewood (Kim) AC 20 HP 64/76 CMD 17  d20+12=16 ; d6=2 ; d6=1 ; d6=2 ; d20+30=49 ;
Friday June 9th, 2017 7:36:36 PM


The manta ray-shaped water elemental 1 moves to S20, and drenches ST20 and T21, while taking 2 hp of damage from the flames.

The adventurous octopus water elemental 2 moves to V21, drenching UV21 and V22, taking a mere 1 hp damage.

Wavy elemental 3 moves to T18, and puts out T18, T19, taking 2 hp damage. Now, as far as is evident, all of the flames now are quenched.

The three liquid creatures gather together in a triangle, and begin dancing a joyous elemental dance of victory over the nasty fire, gurgling in delight, and squirting little bits of water at each other and up into the air. Some liberties with movement here - but their mission is accomplished, and they rejoice! -maybe this part happens at the start of next round... Two more rounds remain for their summons.

Murphy looks hard, his survival skills can track [Survival: 16]. Should illumination die down, he has darkvision. Noting the excitement of Meko, and seeing him sniffing the ground, and Sky also looking there, Murphy calls out in his currently somewhat growly bass voice, "Roscoe, join us here. I look like an earth elemental. Looks like flames are dying out inside. Sky - what do you have there?"

Perception: 49

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Friday June 9th, 2017 8:39:44 PM

Shel has her head down, and she doesnt realize that he others have put the fire out. She keeps passing buckets back and forth so long as the others keep handing and taking them from her. Keeping a steady motion made the work all the easier. Her back would be sore later, but maybe everyone would be alive.

Bliss (AC24, HP56) and Mookie (Cayzle)  d20+19=20 ;
Friday June 9th, 2017 9:31:34 PM


Well, no one else is up here. Bliss and Mookie fly out. The downstairs is well in hand. They fly around the house, looking.

Perception 20

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d100=41 ;
Saturday June 10th, 2017 2:00:34 AM

"Stop, Alleah. Just stop. Think for a moment. What's the best way to do this?"

She casts Detect Thoughts and concentrating on the spell, starts moving about the upper floor

-----------------------
Ley Line check: 41 = Pass. Detect Thoughts. Alleah will walk around the top floor searching for any thinking creatures and Mookie

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Saturday June 10th, 2017 4:57:58 AM

Reaching down and petting g Meko, he nods to his trusty wolf, then Sky calls out

I knew it! Over here everyone! They've been napped. At least two Halfling and a larger creature, maybe person​, wearing boots headed into the woods, that way. Most likely started the fire too.

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Saturday June 10th, 2017 12:40:16 PM

Thinking the boys must have been out causing mischief, Kezzem heads outside to check on Ellie and the other orphans, until Sky raises the alarm.

"What kind of black-hearted individual kidnaps orphans! Clearly it is not for ransom money, so they must have some other vile purpose. We must find them at once!"

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+11=14 ;
Monday June 12th, 2017 1:12:45 AM

FRIDAY POST

"On it!" Lance tries to make his way out of the dormitory and down the stairs to pursue the firebugs, but a lungful of smoke bring him up short.

ooc: Fortitude 14

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Monday June 12th, 2017 12:12:20 PM

Check-in

Pressi (Melvin) - AC 22, HP 77, CMD 26 
Monday June 12th, 2017 3:54:19 PM

Pressi rushes to the back where the tracks are.

Causes and Tracks (DM SteveK) 
Monday June 12th, 2017 5:25:37 PM

Murphy has enough survival skills to verify what Meko found and Sky has seen: two sets of unshod prints leading from the orphanage backdoor (NOT the kitchen door) and towards the woods, and two sets of shod Medium humanoid prints coming from the woods, then turning around and going on the same path as the two unshod prints. More is difficult to see because there are many other signs and tracks in the dirt this close to the orphanage and town.

Shel keeps passing buckets back and forth until a ragged cheer brings the buckets to a halt: the fire is put out!

Bliss and Mookie fly out and met up with the team gathering by Sky and Meko.

Alleah casts Detect Thoughts, and, through the clearing smoke, goes through the entire orphanage to ensure there is no living thoughts. There is not.

Sky reads the four prints and announces that two orphans have been napped by one person wearing boots who probably started the fire.

Kezzem heads outside and is incensed about black-hearted villains kidnapping orphans!

Lance is temporarily overcome by smoke on the way out of the Orphanage, but, thankfully, the smoke is clearing and the hero is soon able to get outside and confer with the others.

Pressi goes around the building to where the others are meeting.

…………….
…………….

The fire is put out and the water elementals perform a sinuous victory dance for a few seconds until they return to whence they came. The fire that Alleah and Bliss saw around Ellie’s bed quickly burns out without catching the wet bed or anything else afire too… for some reason. There is still a great deal of smoke, but with the Boffins, Candy, and all but two orphans accounted for (Maddie and John), the smoke becomes only more a nuisance for the heroes, who are able to move through the building without much trouble.

Roscoe comes around with a couple of deputies and starts inspecting the kitchen, oil barrels, and accelerant trail that Murphy called out earlier. “We can get to the bottom of the fire. If there are biguns at night in the woods, I think we know who the best team is to rescue young Maddie and Jhon."

The Broker comes around the corner to meet up with the gathering Humbles Sword. “Before you go, I think you need to know what little Ellie has been saying. She says she saw the two biguns. She also says that she and Zack set the fire."

......
WE ARE OUT OF COMBAT ROUNDS.
Heroes can take one minute of actions per post.

(ooc: Incredible posts during a non-standard encounter! Everyone gets One Hero Point for…
- Murphy on the organization of the water elementals
- Alleah, Bliss, Kezzem, Pressi, and Lance for charging into the Orphanage like heroes
- Sky and Shel for pitching in at the bucket line; way to integrate with the townsfolk! All the ‘Ford knows the heroes don’t think they are above menial work.
- And a special shout-out to Pressi who had the foresight to organize and plan actions for the arriving townsfolk. The ‘Ford has a ‘Sword who they see as a leader!

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Monday June 12th, 2017 8:50:55 PM

Shel moves over to meet up with the others, stretching her back as she walked. "Whew, in not used to physical exercise. I've got to start working out more," she whispers.

Once she hears from the Broker, she looked at the others. "We've got to talk to Ellie. Why did they set the fires? Were they under some sort of spell?".

Bliss (AC24, HP56) and Mookie (Cayzle) 
Monday June 12th, 2017 9:31:26 PM


Bliss looks at those footprints carefully. He tries to imagine the boots that would have made them. Big boots, bigger than any other around here. He turns to his friends. "Can anyone cast Locate Object? Maybe we can find this villain by his boots?"

He wonders if the kids were cursed or enchanted to start the fires.

Alleah (Posted by Cayzle) 
Monday June 12th, 2017 9:36:42 PM

Alleah wipes the sweat from her brow. She's conflicted on how she feels though. She's grateful to Warrd that everyone made it out of the fire alive. But then again, it sounds like two children have been kidnapped.

"I've got an idea" she says quietly to the rest of the party

"Ellie dear, you were sooo brave tonight in getting out of the orphanage. I think for all you've been through tonight that maybe you can have some dessert at the Belly Buster. But we really need to know what happened and what you saw so we can go find Maddie and Jhon. Now, I know answering questions for grownups can be a little scary at times, so I think we can make this a bit easier. I want you to think reeeeally hard about what happened tonight, ok? How the fire started, what you saw, what you heard. Anything that comes to mind. I want you to let me see what you see and hear what you hear. Can you do that for me, Ellie? It will mean no more questions and you can go get something to eat"

Alleah will cast Detect Thoughts and concentrate on reading Ellie's mind. The poor girl will no doubt be thinking of the night's events, and reading her thoughts seems less traumatic than asking her to answer a wave of questions from strange adults.

Alleah plans to share all she learns with the party once Ellie is out of earshot.

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

Leyline check: 19 = Pass. I'm assuming Ellie will lower her defences at Alleah's request

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Monday June 12th, 2017 11:59:13 PM

"I can't track anything, but point me in the right direction and Incandescent chase them down." Lance is hopping and eager to run like a cooped up shepherd dog.

Murphy Leafwin Pipewood (Kim) AC 20 HP 64/76 CMD 17 
Tuesday June 13th, 2017 2:57:44 AM


In the moments before the dancing water critters disappear, Murphy calls out in a loud voice, Takk, vannelementer! Det gjorde du veldig bra. Gå med stolthet, vinnere." In Aquan, Highlight to display spoiler: {"Thank you, water elementals! You did that very well. Go with pride, champions."} Then, in common, he says in a slightly quieter voice to those nearby, "I thanked the water elementals for their help in their brave conquest of the flames. They served our orphanage well."

He also hastens to assure any halflings, apart from the 'Sword and Roscoe, "Don't worry - I won't hurt anyone. I'm here to help you all out." After that, he says, "I recommend some of the good folk here go through the building, open the shutters, and let the orphanage receive a good airing out. Also be mindful that, right after a fire, flames might again spring up - so put some water buckets there and there throughout the place, to be used when needed for the next hour or two. And, if, in your prayers, you'd like to send a word of gratitude to Eberyon for allowing me to get help from the water critters, no doubt he will appreciate that thought."

He takes Sky aside, and whispers to him - If you are Sky (or are nearby and have perception ~DC25) Highlight to display spoiler: {"Notice, friend, there are two sets of boots - see the slightly different size and markings on this pair?"}

To those nearby, he says, "Do we know for certain the children were kidnapped? Is it possible they went off on their own, or had some sort of arrangement? Nonetheless, kidnapping it may be. Let's be slow to make up our minds before we know enough. Let's see how close the boot prints got to the house." [Was Murphy able to tell whether they came right up to the house, or stopped and turned a bit farther away?]

"Also, the fire was set inside the kitchen. The children left the building through the next door over, near the stairway." As he hears Broker LaughShield's comment that Ellie claimed to have set the fire with Zack, he nods in appreciation for the message, and he is about to ask the girl her reasons for doing so with Zack, and whether the 'bad men' had been there tonight, and was that why she started the fire? And had they been there before? - but he desists for the moment, as Alleah appears to have the questioning well in hand, and he recalls how deeply she was able to get into the thoughts of the hungry hill giant they met on their way northward several days ago.

He then mentions to Pressi he's going to talk with Candy, and asks if she might want to talk with the Boffins. He heads around to find Candy. He tries to deflect panic at his appearance along the way. "It's all right - I'm just Murphy, disguised as a big mound of walking dirt, kids. I needed to get big to bash in the back door."

"Hi, Candy. It's me, Murphy. Sorry for showing up as a hulking mound of stones and dirt. I think what you are doing, taking care of the kids, is great. Say, you mind if I ask you about John and Maddie? Should we step off to the side a ways, or is here all right?"

He awaits her reply, and, unless totally brushed off, complies with her preference. He asks, "Can you tell me something about the two? What they are like? Interests? Abilities? Anything that might be helpful in us finding them? Also, and sorry for this question, but, can you think of any reason why they might have decided to leave?" If she rejects the implication of the the last part of that query, he follows with, "Well, do you suppose anyone here might have an idea about the man or men who came nearby, looks like tonight? Their bootprints cover over some of what look to be Maddie's and John's footprints from just a short time ago." He has never previously placed high trust in her character, but it seems as though she may have had some change of heart, and he has always thought she had a certain cunning, and was certainly able to get people to follow her lead. He is absolutely willing to give her any benefit of the doubt, but is also open to words of concern, or words that bite. If the latter, he takes no offense, simply deflecting, and asking if she knows of something that will help them help the children.

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d100=19 ;
Tuesday June 13th, 2017 5:30:09 AM

OOC: My leyline die roll for the post Cayzle made for me. I was able to roll on my phone but not post

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Tuesday June 13th, 2017 11:40:25 AM

Sky nods, I must have misread the tracks..


Sky and Meko glance at each other.

When your all ready, let's get to tracking...



Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Tuesday June 13th, 2017 12:06:06 PM

"How is everyone doing?"

Kezzem checks on the orphans and staff for burns and if anyone is still coughing from the smoke. If need be, he will lay hands on the injured.

"Don't worry," he says, "we're going to find your friends, and bring however is behind this to justice."

Pressi (Melvin) - AC 22, HP 77, CMD 26 
Tuesday June 13th, 2017 7:04:23 PM

As directed, Pressi goes to talk with the Boffins

Ooooo, Television! (DM SteveK) 
Tuesday June 13th, 2017 8:37:17 PM

Shel is sure they have to talk to Ellie, maybe she was under a spell!

Bliss looks at those footprints and suggests a Locate Object spell could find the two villains by thier boots? He also wonders if the kids were be-spelled to start the fires.

Alleah has an idea. She asks Ellie not to speak but just think about her words as the Witch casts another Detect Thoughts spell…

Lance can't track anything, but is hopping and eager to run like a cooped up shepherd dog.

Murphy provides praise to the water elementals and instructions to Roscoe and other nearby townsfolk before getting down to the business at hand. He questions if the children were actually kidnapped and cautions about keeping an open mind about events. The druid can see the two shod tracks got to within 20 feet of the kitchen door before turning back towards the woods, and points out the fire was set inside the kitchen while waiting on Alleah’s machinations. After all that, he just doesn’t have the time to be doing more just yet.

Kezzem reassures the local people they will shortly be on the trail to find the two missing orphans.

Pressi goes to talk with the Boffins, who tell her that Marie and Jhon are a responsible young buck and bucca, and they wouldn't go off by themselves for frivolous reasons. "They always watch out over the young uns, and mind the littles."

…………….
…………….

Candy BadApple brings Ellie around to the gathered heroes, and it is a close call if it is the child or the adult who is more nervous about that! But both put on brave faces, and then Alleah starts speaking with the child. Soon, Alleah is getting images and can speak aloud what she sees to everyone. “Zack found Ellie at the water closet and they talk about Candy’s bedtime story; ‘The Chickenheart that Ate Plateau City’. They were both hungry, so they went downstairs into the kitchen. They hid on the stairs because Maddie and Jhon were sneaking out of the house. OK, they go downstairs and into the kitchen. Ellie goes for the larder and sees Zack go to the kitchen door and sneak a peek; he is grinning like he’s going to see something but then gets real scared and says there are Bad Biguns out there! Ellie sees them too: they look like Humans. Zack shuts the door and Ellie grabs a small barrel of oil from the larder. ‘They can’t get through fire and jello!’, she says, mimicking a line from Candy’s story, and spreads the oil around before lighting it from the stove. It’s really bright and hot. Ellie is really scared, so runs to her bed. She hides under her bed as the Boffins come in and call for all the kids to get out. Then she takes the last of the oil and makes a circle about her bed. She is thinking ‘wish I had some jello.’

And that’s all Alleah gets.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Tuesday June 13th, 2017 9:41:03 PM

Shel goes wide eyed at Alleah's telling of the story going on in Ellie's head. "I've never seen a bigun that actually looks like a human. I wonder what sort of creature that is. None of them have looked like a human," she repeats, trying to wrap her head around the thought.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Tuesday June 13th, 2017 11:57:14 PM

Lance continues to jump around, cracking his neck and knuckles and ready to run off as soon as someone tells him where to go. "I should learn tracking..."

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79 
Wednesday June 14th, 2017 12:31:11 AM

"Huh... clever kid" Alleah is quite impressed by the way Ellie handled herself. She doubts she would have had the same smarts when she was a kid.

"Ellie, you did the right thing. Noone got hurt by the fire, and the orphanage can easily be rebuilt. But by starting the fire you probably scared off the bigguns and saved others from being taken."

Alleah searches through her kit for a suitable reward for the youngster. Finally she digs something out: a small badge/medal from the Star Mages guild*. "This probably calls for a little bit of formality" she decides.

"For thinking quickly in protecting her friends and for being so brave tonight, I hereby award Ellie this medal" Alleah pins the badge to Ellie's nightgown. "Now young hero, I think it's time you got some shelter somewhere"

When Ellie is out of earshot she gathers the party close by and fully briefs them on how the fire started, what Ellie saw, and every other detail she was able to glean.

"Looks like those bigguns timed their attack perfectly. They went straight for the orphanage and attacked just days before the tower would be ready. Seems strangely well coordinated. You think Uthvas may be involved somehow?"

------------------------------
*Note: The medal/badge was an old Yuletide item. It has no monetary or magical value

Murphy Leafwin Pipewood (Kim) AC 20 HP 64/76 CMD 17 
Wednesday June 14th, 2017 5:10:08 AM

Murphy listens to Alleah's report on Ellie's thoughts, with some smiles, some looks of concern. He nods approval at the special award.

"The towers are ready as of a few days ago, right?" he responds to Alleah's observation. "Shel, humans are biguns, compared to us. There have been a few who've come to our town before. Then there are bigger biguns, like ogres, and real biguns, like giants."

To Lance, he says, "Probably Sky and I can help you a bit with that idea, Lance. Or, the WLA can give you some survival training, too, and that helps with learning to track. Don't worry, we'll be on our way fairly soon, I reckon."

He then approaches Miss BadApple. "Hi, Candy. It's me, Murphy. I know, I need to wash up," the earth elemental grins. "I think what you are doing, taking care of the kids, is great. I'd love to eavesdrop on the stories you tell the young 'uns. Say, you mind if I ask you about John and Maddie?"

He awaits her reply. If she agrees, he asks, "Can you tell me something about the two? What they are like? Interests? Abilities? What they look like? Anything that might be helpful in us finding them? Can you think of any reason why they might have decided to head out tonight?" He follows with, "Do you suppose anyone here might have an idea about the men who came nearby, look like? Their bootprints cover over some of what look to be Maddie's and John's footprints from just a short time ago." He points out to her where their bootprints stop, and shows the children's footprints. "Sky found these."

Pressi (Melvin) - AC 22, HP 77, CMD 26  d20+14=33 ;
Wednesday June 14th, 2017 11:32:52 AM

To Murphy's comments to Shel, Pressi reminds her that they HAVE encountered giant sized humans - the constructs they fought the last time they went up against Uthvas. Clearly, her mind went much in the direction Alleah did, though of all the targets he could have picked....

It was the first time in a while that she could do more than simply react, though what to do next didn't come clearly. From Murphy's description of the tracks and the eyewitness reports that didn't describe any screaming or kids carried out, they had to consider the possibility that the kids heading to the woods was separate from bigguns coming towards an orphanage (and nowhere else). But no motive for either remained apparent. "They always watch out for the others," she turned over in her mind.

To Lance, "It is our lot in life. Even a Monk-Rogue doesn't get the ability to track easily (cross class for both classes, and low skills every monk level). We just have to make do. She peers into the darkness (Perception 33) trying to figure out anything else.

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Wednesday June 14th, 2017 1:13:44 PM

"My cousin Koz would be useful here," says Kezzem. "He was always good at tracking things. Of course, he'd then probably want to eat the orphans, so it's probably best that he isn't here."

"Hold on, I have an idea. They might have left a scout behind. Gargul, reveal to me if evil lurks nearby."

OOC: Detect Evil (60 ft. range)



Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22)  d20+13=26 ; d20+10=30 ; d20+15=19 ;
Wednesday June 14th, 2017 3:36:26 PM

Sky nods in approval as well when the little one is acknowledged for her bravery and fast thinking.

Good job kid, those instincts might well keep you alive in a dangerous situation one day, just like it did today. .
turning to the rest of the group,

Lance, I can teach you a bit about tracking if you'd like. See these prints, deep into the earth, He points out the boot prints left by the "bigguns"
Then these here, very shallow prints, meaning a lighter person left these. The size and depth difference lets us know a small vs medium. The shape shows us boots or bare foot.. But it takes time to get used to all the little things one might see while tracking.

He kneels down, checking out the tracks once again, Be right back... he mumbles as he begins following the tracks just inside the woods. Looking for anything else that might tell him if the bigguns and lil ones left together or not, if all sets of tracks continue in the same direction, or if anything tells him they've climbed a tree, hopped on a horse, or anything else of note... Moving slow and quietly as he checks further in, He only goes alittle ways into the woods before returning to his friends to share his findings, if any,...
--------------
Perception: 26; Survival; 30 (Nat 20), Stealth; 19 (maybe 25-40ft pass the tree line)


Tracks and Decisions (DM SteveK) 
Wednesday June 14th, 2017 7:31:27 PM


Shel tries to wrap her head around the thought that the term ‘bigun’ means any Medium-sized or larger humanoid.

Lance continues to jump around, cracking his neck and knuckles and ready to run off as soon as someone tells him where to go.

Alleah is quite impressed by the way Ellie handled herself, and rewards her with a small medal for quick thinking. She knows that the Towers won’t stop Biguns (eg Medium or larger humanoids), only Real Biguns (eg Giants), and wonders if Uthvas may be involved.

Murphy listens to Alleah's report and considers the Tower (finished but not enchanted) and the difference between types of Biguns. And then earth-elemental Murphy approaches Candy BadApple. (Sense Motive DC 20 Highlight to display spoiler: {Candy seems apprehensive and unfriendly } “I just started working with ‘em, don’t know much about ‘em. Just wanna give ‘em a better leg up than I had.” Candy is able to give Murphy and the Sword a physical description of the pair. Neither Candy, the Boffins, nor anyone else can recall seeing any Humans about the town today. Although Murphy points out that the boot prints partially cover Maddie and Jhon’s prints… they don’t.

Pressi considers that it was the first time in a while that she could do more than simply react, though what to do next didn't come clearly.

Kezzem laments his cousin isn't here, but that may be just as well. He tries to look at the woods and Detect Evil, but there is none within 60 feet.

Sky also praises Ellie and then does some tracking of his own. The prints are fairly fresh and in yeilding earth, so it is fairly easy for the ranger. He is able to see both the two Medium and two Small sets of prints converge at a trail into the woods. Forty feet into the treeline, Sky hears something just barely on the edge of hearing. Is it the wind or calls for help?

.........
.........

The townsfolk seem to have things well covered. Sarabella and Iangold are leading the Boffins and kids to the Temple to sleep the rest of the night, Roscoe leads a group airing out the Orphanage, and Mayor Bingo is thanking people for coming out and shooing people back to their beds.

It looks like the Humbles Sword is free to pursue other actions, and they aren’t going to get any more information here.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Wednesday June 14th, 2017 9:57:18 PM

If Sky reveals his tracking successes to the group, Shel is all about trying to follow the footprints and discover the missing children. Hopefully, Pressi was wrong and there was no more of those constructs out there for the group to encounter again...those things shrugged off her most powerful spells with ease. "I say we go find the kids right now!"

Bliss (AC24, HP56) and Mookie (Cayzle)  d20+19=27 ; d20+19=34 ; d20+38=58 ;
Wednesday June 14th, 2017 10:23:21 PM


Bliss is eager to hunt for the kids too. He and Mookie take to the sky, flying quietly and using darkvision to scout ahead.

Perception Bliss: 27
Stealth Mookie: 34
Stealth Bliss: 58

He casts Message to communicate with the group and stays in Message range.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Wednesday June 14th, 2017 11:55:11 PM

Lance watches the party members trained in woodslore carefully, eager for a shred of a clue as to where to run.

Murphy Leafwin Pipewood (Kim) AC 20 HP 64/76 CMD 17 (Medium Earth Elemental)  d20+7=26 ; d20+30=39 ;
Thursday June 15th, 2017 2:01:24 AM


Earlier at the 'boots covering their steps' moment. "Oh, wait - those are someone else's footprints from maybe sometime earlier, look a bit older. I was wrong, what we think are Maddie's and John's footprints don't look covered at all by the biguns."

Then with Miss BadApple - he was able to discern her disquiet. He says, "Thank you, Candy, for giving these youngin's a fighting chance. I know you and I did not always see things quite the same way, but, who knows, maybe we can be on the same team." He turns to go, then turns slightly back, and quietly adds, "Say, it's up to you, but I'd appreciate any prayers sent heavenward for the youngin's we're off to try and find." He gives her a nod of leave-taking, and without awaiting a reply, he strides off...

... and comes to the midst of those of his friends who are still nearby. "Humble's Sword, some of us have started already. I agree, Shel. If anyone wants a ride, I'm running. Maybe not as fast as Pressi can, but I can carry two of you easy, and maybe one on my shoulders. If you don't mind a little dirt." He waits a beat (or two if necessary), helps up who wants to ride an earth elemental, then begins at first a slow acceleration, and, within a round or two, heads toward the woods, in the direction Sky and Meko went, full bore (125' / round - Fleet feat (and feet) adds 5' to 20' movement, and Running feat (and feet) give an x5 multiplier). Those he is hanging on to should not need worry - he won't let go. If someone is on his shoulders, they might want to apply the ride skill - he tries to move smoothly.

As they draw near to the edge of the woods, he slows, and helps down those with him, then enters between the trees. Watching (darkvision: 60) and listening.

Sense motive: 26
Perception: 39

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+15=35 ; d20+10=26 ;
Thursday June 15th, 2017 6:57:30 AM

Alleah also takes to the air, but only 20 to 30ft high. She wants to be able to keep a check of the ground and follow the tracks (or the others if they are ahead of her).

Her tracking skills aren't greatest but she will take a shot at it.

She isn't as concerned about stealth as the others and will gladly move at full speed. The longer the group waits the further the guilty party gets and the harder it will be to track them.

-----------------------
Fly speed: 70ft (x5 if in a straight line and still able to track) 25ft in the air
Perception: 35 + Darkvision
Survival check to follow the footprints: 26


Pressi (Melvin) - AC 22 (21), HP 77, CMD 26 (28); elf form  d20+12=28 ;
Thursday June 15th, 2017 11:27:10 AM

Pressi prepared her vicious tear and activated her elf form (darkvision and +10 speed for an hour). (Items in parens are the new temp values).

(OOC: I like how everyone seems to think that Pressi is a typical monk speedster, despite only being half monk. She does ok, but she traded away speed for other priorities.)

With that, she moves along the way, keeping an eye out for danger or for other signs of the missing kids (Perception 28 + darkvision 60 feet, +2 traps).

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Thursday June 15th, 2017 1:10:05 PM

Sky shares his finding with everyone as they catch up.
Heard something, but it seems quite far away. The foot prints converge to the same path. Although it's hard to tell which is older. My guess is, if they didn't travel together down the path then one party is only minutes behind d the first...

He then continue to follow the tracks, Meko at his side. He isn't running though, doesn't want to miss anything.

Two-Apple Tree rd1 (DM SteveK) 
Thursday June 15th, 2017 8:53:02 PM

Shel is all about trying to follow the footprints and discover the missing children. "I say we go find the kids right now!"

Bliss is eager to hunt for the kids too. He and Mookie take to the sky, flying quietly and using darkvision to scout ahead. Staying in message range, however, means being able to see at least one other person. At night, that is limited to only 60 feet by Bliss’ darkvision, and cut in half by the trees, so Bliss is only 30 feet ahead of the main group. A further problem is Mookie CAN”T see at night, and flying through woods is going to bump his beak. Bliss is going to have to walk, as his snarky Familiar refuses to fly in the woods at night.

Lance watches the party members trained in woodslore carefully, eager for a shred of a clue as to where to run.

Murphy offers a ride to up to two friends while he is stronger as a Medium Earth Elemental. Since there is no saddle nor a way to ‘ride’ an elemental, these friends will either have to try to hang on as Murphy-elemental runs through the dark (unable to do anything other than hang on; no Ride Skill), or have Murphy carry them in his arms (losing Murph his ability to grab anything else). As they draw near to the edge of the woods, Murphy slows and helps down those with him, then enters between the trees.

Alleah flies forward with Bliss and is with the first group.

Pressi keeps up pretty well with the group.

Sky tracks into the woods and is with Bliss when...

…..

The heroes enter the woods, Bliss 30 feet in the lead with Sky close behind, tracking, and the rest closed up in a group. The closest point to the orphanage has a trail, and Sky confirms the tracks continue down the trail. The trees grow close and the trail gently goes upslope before looping into a hollow that is open to the sky, so the moonlight allow Bliss to be the first to see the scene only 40 feet away from the trail head.

A group of foul creatures have the two children up a tree! There are four pale corpses that still have the stink of the grave about them (even from 40 feet away), and two creatures resembling reddish wolves the size of ponies and are wearing blackened chain mail. The tree Maddie and Jhon are in is too thin for the undead to climb, too sturdy to knock down, and the kids are too high to be affected by the creatures so they are at an impasse… until the heroes arrive!

(Know Planes or Religion to identify)

......
......

WE ARE IN COMBAT ROUNDS

NOTES:
I like providing different scenarios and methodologies of combat. In that spirit, this combat will not have a map. I will use the broadest discretion for AOO, flanking, targeted spells and the like to support the intent of the Player and PC.

Moonlight provides Dim Light for the combat area.

Maddie and Jhon are up a tree in the middle of a shallow hollow in the woods.

The six creatures have circled the tree.

Bliss, Alleah, and Sly are at the trail head 40 feet from the nearest creature.

Murphy, Kezzem, Pressi, Lance, and Shel are 30 feet from the trail head and can't see the creatures 70 feet away (due to the rise in the trail)

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Thursday June 15th, 2017 9:46:16 PM

Shel moves forward 20' toward the trail head, and casts Haste on all of her teammates. "Hurry up...sounds like there is no time to waste!"

OOC: remember your Haste bonuses.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Thursday June 15th, 2017 11:58:09 PM

Lance bolts forward until he reaches advance group. "Coming! Coming! Coming!"

Murphy Leafwin Pipewood (Kim) AC 21 HP 64/76 CMD 17 (Medium Earth Elemental)  d20+30=40 ; d20+13=29 ;
Friday June 16th, 2017 6:08:14 AM

Murphy casts longstrider, receives Shel's haste, then hustles forward to view the situation. [Move up to 100, but will not wade into the midst as of yet - staying for the moment about 30' away from the creatures circling the tree.]

=============
Haste: 0.8 minute
Longstrider: 9 hours
Perception: 40
Knowledge, nature: 29 [to attempt to discern nature of any creatures around the tree]


Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d6=1 ;
Friday June 16th, 2017 6:43:21 AM

When it comes to children's safety, Alleah tends to act before she thinks. Rais, Isra, Ellie and now Maddie and Jhon.

"Oi! Stink face!" Taunts and insults aren't exactly her thing "Back off!"

Alleah moves forward and flies to put herself between the children and the creatures, still flying and hopefully out of reach of the creatures.

Once next to the children she casts a spell to harm (what she believes to be) the undead under the tree.

Wardd has other ideas.

----------------
Move action: Fly up to 100ft to put herself up in the air, adjacent to the children in the tree
Standard action: Channel Positive Energy to Harm all undead within 30ft for a massive 1pt. Yeah


Pressi (Melvin) - AC 22 (22), HP 77, CMD 26 (28); elf form; hasted  d20+12=32 ; d20+5=17 ; d20+20=28 ;
Friday June 16th, 2017 11:03:41 AM

Pressi hears the noises up ahead, sees Murphy rush forward, and rushes forward herself. Between the haste and her larger form (I assume from context that it's still within the hour.), she is able to cross 70 feet easily, even while stealth (30+10+30 - so can cross 70 feet in move action, double move while stealth).

There, she pauses at the sight of the creatures. (Perception Nat 20, Religion 17).

She does her best to get within 5 feet of any of the creatures without breaking stealth (Stealth 28).

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

Double move while stealth to get close
elf form, hasted


Bliss (AC20, HP81) and Mookie (AC24, 40 (36?) hp) (Cayzle)  d100=21 ; d20+14=23 ; 3d6+2=12 ; d6=4 ;
Friday June 16th, 2017 3:00:18 PM


Bliss tries to hop real quick like onto Mookie. That's a DC20 Ride check ("fast mount"), and the little fellow fails miserably even without rolling. Bliss is Tiny and Mookie is Medium. See, you can't fast mount something that's two sizes larger than you.

"That's what she said," chortles Mookie!

"I gotta get you some darkvision and a smaller size," says Bliss. Instead of the fast mount, he just hops on like regular, at the cost of a move action. Then he casts a spell -- ley check 21 = A-OK -- of Bull Strength on Mookie.

"Go get them, Mookie!" shouts Bliss.

Mookie charges (flying) the nearest of the of enemies. He flies up to 80 ft and attacks with a +2 charge bonus for total +14. He rips into a foe with his sharp beak, hitting AC23 (hopefully!) If that hits, Mookie inflicts 12 damage and himself takes 4 vicious damage.

Mookie ends the round flying just above and to one side of the enemy, hovering. His intent is to make a full attack next round, then make a DC20 fly check to fly straight up five feet, so that Bliss will be out of reach for his next spell or shot.

DM Sanity Info
Lvl 1: 2+True Strike; cast BS on Mookie
Lvl 2: 2+Aid; cast Resist Energy but got it for free
Lvl 3: 1+ProEnergy; cast Pro Energy
BitoLuck used 0 of 6

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Friday June 16th, 2017 4:48:11 PM

Kezzem mounts up on his noble steed, Rumpus.

"We ride!"

He prods Rumpus to a gallop but then brings him to a halt a few seconds later. "Uh, which way are we going?"

Two-Apple Tree rd2 (DM SteveK)  d20+7=12 ; d20+7=9 ; d20+7=18 ; d20+7=11 ; 10d6=35 ; d20+12=13 ; d20+12=29 ; d20+20=22 ; 2d6+12=16 ; 2d6=5 ;
Friday June 16th, 2017 8:40:48 PM

Shel moves forward 20' toward the trail head, and casts Haste, and is able to get all her teammates except for Bliss and Sky. (OOC: Haste states ‘one creature/level, no two of which can be more than 30 ft. apart.’ The scout group is 30 feet away from the lead of the main group, so Shel can only Haste herself and one of the groups.) She is 10 away from the trail head.

Lance bolts forward until he reaches advance group 30 feet away. He is now 40 feet from the nearest creature and can see the hollow, the creatures, the tree, and the two Halfling teens.

Murphy casts Longstrider but receives Shel's Haste which supercedes the Longstrider for a few rounds. (ooc: Both Longstrider and Haste are enhancement bonuses, so do not stack) The druid hustles forward until he is 30' away from the creatures circling the tree.

Alleah jumps to the rescue, easily able to fly adjacent to the children while calling names to the creatures. The hero misjudges her height because the kids are higher than 30 feet in the tree, and so the positive channel doesn’t reach any of the undead. (Wardd is batting 1000; thankfully, the meager damage doesn’t matter much). Alleah is 40 feet above the ground and floating beside Maddie and Jhon.

Pressi the elf hustles and sneaks until she sees the creatures and can tell, the undead are ghosts! Paralysis touch, flesh eaters, and a nauseating stench! The hero moves forward, sneaking up right next to a ghast! (Fort DC 15 negates, sickened for 1d6+4 minutes)

Bliss and Mookie fly forward, wounding the undead Pressi is standing next to, and is assaulted by its stench! (Fort DC 15 negates, sickened for 1d6+4 minutes)

Kezzem mounts Rumpus and trots until he is out of the woods on the rise and can see the battle before him.

…..

Maddie has her eyes shut and is holding onto the ‘Y’ of a branch for dear life. Jhon is a little higher up, but looks over and screams, but still brandishes a stick at Alleah. “Aiiiee!! A wind-ghost! You get away”, he says his voice trembling, “I’m not afraid of you!”

The humanoid undead react to Bliss' arrival by moaning and moving to attack! They can't reach Bliss and can't see Pressi, but that only stops their claws. Boy! These guys sure stink; the putrid decaying of the grave. (Pressi No AOO since they didn't move out of threatened square. ). (Pressi and Bliss save three more times Fort DC 15 negates, sickened for 1d6+4 minutes)

One of the chainmail-wearing hounds turns and viciously growl at Murphy. It paces forward, hackles raised and then… Flames dart from its mouth to engulf the Halfling Druid! ( 35 fire damage, Reflex DC 21 for half)

The second hound sees Pressi and leaps over to attack! It's bite barely gets through her defenses, and Pressi is Mailed and burned! (Pressi takes 16 damage and 5 fire damage)

(ooc: A group of foul creatures have the two children up a tree! There are four pale corpses that still have the stink of the grave about them and two creatures resembling reddish wolves the size of ponies and are wearing blackened chain mail. The tree Maddie and Jhon are in is too thin for the undead to climb, too sturdy to knock down, and the kids are too high to be affected by the creatures so they are at an impasse… until the heroes arrive!) (Know Planes or Religion to identify)

......
......

WE ARE IN COMBAT ROUNDS

NOTES:
I like providing different scenarios and methodologies of combat. In that spirit, this combat will not have a map. I will use the broadest discretion for AOO, flanking, targeted spells and the like to support the intent of the Player and PC.

Moonlight provides Dim Light for the combat area.

Alleah, Maddie and Jhon are up a tree in the middle of a shallow hollow in the woods.

Pressi and Bliss are 15 feet away, standing next to four ghasts.

Two large red hounds are 20 feet away from the tree, and 30 feet away from the trail head.

Murphy is 30 feet away from the undead, 20 feet away from the hounds, and 20 feet away from the trail head.

Lance, Kezzem, and Sly are at the trail head 40 feet from the nearest creature.

Shel is 10 feet from the trail head and can’t see the creatures (due to the rise in the trail)
........
Ghasts. AC 16
1. 12 dam.
2
3
4

Hounds. AC 24
1
2

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Friday June 16th, 2017 9:07:26 PM

Shel casts Greater Invisibility on herself and moves 40' closer to the baddies. OOC: by my count, that should put me 10' from the scrum.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51  d20+7=26 ;
Friday June 16th, 2017 9:08:27 PM

OOC: Knowledge Planes result is a 26. Meant to put this in last post.

DM. They are Nessian Hell Hounds!

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Saturday June 17th, 2017 11:42:39 AM

Zombies! Ghosts and Wolves oh my!!

Post coming tonight or in morning

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Saturday June 17th, 2017 12:24:51 PM

Kezzem urges Rumpus forward towards the ghasts, but keeping the pony at least 10 feet away. He will then dismount. If he can, he steps 5 ft. towards the ghasts as well.

"Have you heard of Kezzem the bard,
He died and that has left him scarred,
Now from death he is free,
And he will smite at thee,
To send you back to the graveyard."



Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d100=20 ;
Sunday June 18th, 2017 9:02:12 AM

"Don't worry kids! It's me, Alleah. Ellie sent us to come help you!"

Seeing how her channel was so weak, Alleah takes a more direct approach

-------------------
Standard Action: Cast Blindness/Deafness. Ley line check: 20 = Pass. Target the hound attacking Pressi. Hound to make a Fort save vs DC18 or go blind

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22)  d20+18=19 ; d20+13=30 ; d6=3 ; d6=5 ;
Sunday June 18th, 2017 11:20:56 AM

Sky and Meko, surprised to see so many things following​the kids. Sky pulls his bow and fires off two arrows. At the closest wolf. The first arrow goes wide, the second finds it's Mark.

--------------
Rapid shot; hit ac 30 for 3 and 5 ice damage.

Bliss (AC20, HP81) and Mookie (AC26, 30of40hp) (Cayzle)  d20+10=11 ; d20+10=13 ; d20+10=12 ; d20+10=26 ; d20+5=23 ; d20+5=23 ; d20+5=19 ; d20+5=7 ; d20+10=21 ; 3d6+2=14 ; d6=6 ; d20+12=21 ; d20+10=26 ; d6+8=13 ;
Sunday June 18th, 2017 11:00:00 PM


[OOC: Note: Last round, Mookie charged and attacked, ending his move after his attack and hovering above and in reach of the ghasts, in the five ft space above them. They could have reached up and clawed at him. This round Mookie is going to attack and then try to take a five ft step straight up, out of reach.]

Four DC15 Fort Saves:
Bliss at +10: 3 fail, 1 pass.
Mookie at +5: 3 pass, 1 fail.
Both Bliss and Mookie are sickened: -2 to attack, damage, saves, skills, ability checks

Mookie attacks with his beak, gross though that is! He is usually a +12 to hit, but that's a +10 sickened. Mookie snaps at AC21, a hit, for 14 more damage, and he himself suffers 6 vicious damage.

Mookie tries to hover straight up. His Fly check is a +14, now reduced (sick) to +12. He rolls a 21, no problem, and ends the round hovering 10 ft up, NOW out of reach of those claws!

Bliss thinks this looks like a job for his bah. While Mookie is biting the thing, Bliss concentrates on filling his bah with magic energy (swift action, Arcane Strike for +2 damage). Bliss shoots after he is out of reach (at +10 instead of +12), hitting AC26 -- no wait! AC27 with point blank shot -- a hit, for 13 more damage to the wounded one if it is still standing. With two bites and a bolt, that one is now down 39. If it was already down at 26 damage, then Bliss would have shot at an unwounded one, inflicting 13 to a fresh one.

Murphy Leafwin Pipewood (Kim) AC 21 HP 51/76 CMD 17 (Medium Earth Elemental)  d20+30=37 ; d20+6=16 ; d8=8 ; d8=5 ; d20+10=19 ; d8+7=13 ; d20+10=11 ;
Monday June 19th, 2017 5:30:03 AM

'Friday' post
Murphy was not quite prepared for the rapid assault, and now is taking more fire damage after what he already picked up in the orphanage [failed save, 35 hp fire damage, putting him at 29/77 hp]. He sinks into the earth, crouching down, for a 5' movement, his head just a bit below the surface, and casts cure moderate wounds for 22 hp of healing [bringing him to 51/77 hp].

[Note: ignore d20+10=19 and what follows - first rolled healing, then thought (late night grogginess) I could precede that with attack - which I cannot. As haste allows for a second move action, may now subterranean Murphy earthglide 25' away either just before or just after CMW, without provoking AoO? If so, he glides in a direction about 45 degrees away, to the left, just below the surface.]

=============
Haste: 0.7 minute
Longstrider: 9 hours
Perception: 37


Pressi (Melvin) - AC 22 (26), HP 77 (50/71), CMD 26 (28); elf form; hasted  d20+11=19 ; d20+11=24 ; d20+11=30 ; d20+11=17 ; d20+13=19 ; d20+13=20 ; d20+13=24 ; d20+8=18 ; d20+8=16 ; d8+4=12 ; d8+4=9 ; d8+4=7 ; d8+4=5 ; d8+4=12 ; 2d6=12 ; d6=6 ;
Monday June 19th, 2017 10:30:59 AM

(OOC: I am assuming that sickness is not caused by a disease.) Fort Rolls x 4 at +11: all pass!

"Dang it, I wasn't supposed to deal with hair of the dog until morning," Pressi quips. Seeing as how nobody is in flanking position (where is Lance, anyway?), forgoes her swift training action in favor of more AC.

Pressi unleashes her flurry upon the wolf snacking on her, and/or on any nearby ghasts within reach.

Attack rolls (13, 13, 13, 8, 8): 19, 20, 24, 18, 16 (not great, but if any ghasts are in reach, all five will hit)
Damage Rolls: 12, 9, 7, 5, 12
Vicious Damage one round: 12, damage to self 6

---------

Ki points used 1/4
Hasted 2/9 rounds (+1 AC, extra attack and movement, etc.)
Elf Form 1 hour
AC Boost +4 1 round

Two-Apple Tree rd3 (DM SteveK)  d20+5=23 ; d20+5=16 ; d20+5=9 ; d20+5=18 ; d20+5=19 ; d20+5=21 ; d20+5=6 ; d20+5=7 ; d20+20=30 ; 2d6+12=22 ; 2d6=7 ; d20+20=21 ;
Monday June 19th, 2017 7:25:59 PM

Shel casts Greater Invisibility on herself and moves just outside the known ‘stink aura’ of the Ghasts.

Kezzem urges Rumpus forward towards the ghasts, but dismounts just out of stink range, to save Rumpus the effects of the foul undead.

Alleah tries to calm the kids and decides on a more direct approach, targeting the hound attacking Pressi with a blindness spell! But the hound shakes off the spell and growls.

Sky pulls his bow and fires off two arrows at the closest hound-creature. The first arrow snaps off the black chain barding, but the second sinks shallowly. The creature screams as steam rises from where the arrow glazed its flank with ice!

Bliss and Mookie are sickened, but continue gamely to strike! A sharp beak, and then moving up to hover away from nasty claws. The Ghasts must have been startled by the attack and didn’t reciprocate, but as Mookie leaves their reach, four claws try to rake the team. (4 AOOs vs Mookie, all miss) Bliss himself, finds an arrow and puts the first Ghast out of its misery with a well-placed shot!

Murphy was not quite prepared for the rapid assault, and uses his earth-glide ability as an elemental to sink below the level of the earth, then heal himself from his worst burns. (ooc: Murphy is not able to move more this round. Haste doesn’t allow an additional move action. Haste allows one additional attack when in a full attack melee; which is not the same.)

Pressi, standing next to the ghasts, targets one, and reduces it to a real death. (The stink is not disease)

…..

Maddie keeps her eyes shut, and Jhon, still brandishing his stick, looks at Alleah. “The ‘Sword?”, he says uncertainly, and blinks a couple times. “OK, Maddie, we’re gonna be OK!”

The humanoid undead hiss and gnash their teeth at Alleah and Bliss out of reach, then turn and lope towards the nearest unmeleed Halfling; Kezzem! Two ghasts rear up and claw at the Paladin. react to Bliss' arrival by moaning and moving to attack! (Kezzem and Rumpus save two times Fort DC 15 negates, sickened for 1d6+4 minutes). The ghasts miss the Paladin.

Hound One doesn't have a target since Murphy went underground, and it lays its eyes on two Halflings in the wood line. Bounding up the small slope, the large red hound slavers over Sky, Meko, and Lance; taking a bite out of Sky! (Sky takes 22 damage and 5 fire damage)

The second hound continues to gnaw at Pressi! (Natural 1; miss!)

......
......

WE ARE IN COMBAT ROUNDS

NOTES:
I like providing different scenarios and methodologies of combat. In that spirit, this combat will not have a map. I will use the broadest discretion for AOO, flanking, targeted spells and the like to support the intent of the Player and PC.

A group of foul creatures have the two children up a tree! There are four pale corpses [Ghasts] that still have the stink of the grave about them and two creatures resembling reddish wolves the size of ponies and are wearing blackened chain mail [Nessian Hellhounds]. The tree Maddie and Jhon are in is too thin for the undead to climb, too sturdy to knock down, and the kids are too high to be affected by the creatures so they are at an impasse… until the heroes arrive!

Moonlight provides Dim Light for the combat area.

LOCATIONS:
Alleah, Maddie and Jhon are up a tree in the middle of a shallow hollow in the woods.
Pressi is 15 feet away, in melee with Hound 2
Bliss and Mookie are 10 feet away above the the ghasts.
Shel and Kezzem are 20 feet away, In melee with the ghasts.
Murphy is 30 feet away from the undead, 20 feet away from the hounds, 20 feet away from the trail head… and five feet below the surface of the ground. :-)
Lance and Sly are at the trail head 50 from the tree and in melee with Hound 1.

STATS:
Ghasts. AC 16
1. Dead
2. Dead.
3
4

Hounds. AC 24
1
2. 25

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51  5d4+5=23 ;
Monday June 19th, 2017 8:52:17 PM

Shel will step outside of melee range with the ghasts and start dropping magic on the wounded hellhound.

OOC: cast Magic Missile, doing 23 points of damage. Shel stays invisible with her Greater Invisibility spell.



Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+8=15 ; d20+8=14 ; d20+3=17 ; d20+3=4 ; d8=6 ; d8=3 ; d8=2 ; d8=3 ;
Monday June 19th, 2017 11:57:03 PM

Lance unleashes a flurry of blows against the offending hellhound. "Forgotten Mouse's Bite of the Hammer! His hands, feet, elbows, and knees are a blur of motion as he attempts to land a blow.

ooc: Flurry of blows.
Attack 15, damage 6
Attack 14, damage 3
Attack 17, damage 2
Attack 4, damage 3

Murphy Leafwin Pipewood (Kim) AC 21 HP 51/76 CMD 17 (Medium Earth Elemental)  d20+30=48 ; d20+6=15 ;
Tuesday June 20th, 2017 2:15:08 AM


As he was able to get a couple looks around as he came over the hill, then to the spot he is in now, he moves underground to the far side of a fair-sized tree away from ghouls and hellhounds, comes up out of the earth, and begins to cast call lightning. [Move up to 40 feet under earth, 5 more feet coming up.]

=============
Haste: 0.6 minute
Longstrider: 9 hours
Perception: 48
Stealth: 15


Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d100=35 ;
Tuesday June 20th, 2017 7:18:06 AM

Alleah rolls her eyes as the Blindness Spell fails. Wardd is certainly not in a good mood today.

Still, if there's one thing Wardd likes it is the moon and mind magic. Alleah tries to mess with Hound #1.

----------------
Standard action: Leyline check: 35 = Pass. Cast Confusion to affect Hound #1 only. Hound #1 to make a Will Save vs DC22 or be confused
Move action: Draw Wand of Magic Missiles


Pressi (Melvin) - AC 22 (26), HP 77 (47/71), CMD 26 (28); elf form; hasted  d20+13=22 ; d20+13=30 ; d20+13=14 ; d20+8=23 ; d20+8=16 ; d8+4=11 ; 2d6=6 ; d6=3 ;
Tuesday June 20th, 2017 11:09:02 AM

"Huh," Pressi says to the Hell Hound. "Looks like your breath is worse than your bite."

She unleashes another attack, this time upon the hell hound, hoping for a connection.

Attack Rolls: 22, 30, Nat 1, 23, 16

Hitting only once, stunning fist (DC 16), damage 11, vicious damage 6 (to self 3)

Swift action: +4 to AC

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

Ki points used 2/4
Hasted 3/9 rounds (+1 AC, extra attack and movement, etc.)
Elf Form 1 hour
AC Boost +4 1 round

Kezzem (BrianW) - AC 24, HP 99/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23  d20+12=19 ; d20+12=27 ; d20+6=24 ; d20+6=21 ; d20+15=20 ; d20+15=26 ; d20+10=18 ; d20+10=19 ; d3+2=4 ; d3+2=3 ;
Tuesday June 20th, 2017 11:47:23 AM

Kezzem Fort SVs: 19, 27.
Rumpus Fort SVs: 24, 21.

"Rumpus, go make sure Alleah stays out of trouble," says Kezzem. "Make sure she's not trying to flirt with the undead."

Kezzem sends Rumpus to guard Alleah as he attacks the nearest ghast with his daggers.

Attack #1: 20. Damage: 4.
Attack #2: 26. Damage: 3.
Attack #3: 18. Miss.
Attack #4: 19. Miss.

"Man, sometimes I miss being a rogue."

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Tuesday June 20th, 2017 12:18:35 PM

posting now

Sky & Meko (Marty) HP:61/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22)  d20+18=20 ; d20+13=33 ; d20+13=19 ; d6+4=10 ; d6=4 ; d20+13=26 ; d6+4=10 ; d20+6=10 ;
Tuesday June 20th, 2017 12:26:51 PM

Sky winces at the heat and pain from the hell hound;

Get em Meko! Sky yells as he backs up five feet, and unloads a volley of arrows.

Meko jumps in between Sky and the Hound, growling and snarling, protecting his friend and master.

-----------------
Full attack; Rapid Shot, Many Shot:
Atk 1 (2 arrows) hit ac 20...
Atk 2 hit ac 33 (nat 20-Crit confirm 26) for 20 and 4 ice (not sure if i roll again for crit ice damage...)
Atk 3 (Rapid Shot) hit Ac 19.....
----------------
Meko attempts to bite and the heavily armored hound, but cant seem to sink his teeth through the chain mail...


Sky & Meko (Marty) HP:34/61; Ac:22 & Meko HP:42/42 Ac: 18(MA:22) 
Tuesday June 20th, 2017 12:27:42 PM

update header

Two-Apple Tree rd4 (DM SteveK)  d20+5=8 ; d20+5=7 ; d20+5=6 ; d20+5=10 ; d20+5=7 ; d20+5=10 ; d20+5=9 ; d3=2 ; d20+5=24 ; d6+3=6 ; 10d6=36 ;
Tuesday June 20th, 2017 8:27:28 PM

Shel steps away from the ghasts, you know… just in case… and casts Magic Missles at the wounded hellhound!

Lance unleashes a flurry of blows against the attacking hellhound, but he isn’t able to get past the tough, armored hide!

Murphy has a good situational awareness of the treeline, and is able to move underground to the far side of a large sycamore off to the side of the fighting before coming top-side. He begins a complicated spell...

Alleah is disgusted about the luck she has this battle, and tries another tack, and Confuses the Warhound!

Pressi taunts the Hell Hound and unleashes another attack, hitting only once but using her stunning fist to telling effect!

Kezzem and Rumpus are OK, and the Paladin sends his mount to guard the tree where Alleah and the kids are. Kezzem attacks the nearest ghast with his daggers, slicing for some damage.

Sky sets Meko to attack and steps back himself. A spray of arrows mostly bounce off, but one strikes deep with extra cold damage! winces at the heat and pain from the hell hound;

…..

Maddie keeps her eyes shut, but Jhon is getting into the fight, calling out good blows and waving his stick for emphasis.

The two ghasts continue to harass Kezzem. Claws and teeth try to get through the paladin's defense, and the last bite succeeds! (Kezzem takes 6 damage, save v paralysis Fort DC 15, save v disease Fort DC 15.)

Hound One has three targets, and it howls with malevolence! Taking a step back, it gives a canine grin and rumbles a language clanging against the ears before flame licks out in a 30 foot cone!
(Know Infernal: Highlight to display spoiler: {Uthvas was right; there is plenty of prey in these woods!})
Sky, Meko, and Lance take 36 fire damage; Reflex DC 21 half)

Hound Two is confused and stunned and just sort of stands there.

......
......

WE ARE IN COMBAT ROUNDS

NOTES:
Moonlight provides Dim Light for the combat area.

LOCATIONS:
Alleah, Maddie and Jhon are up a tree in the middle of a shallow hollow in the woods.
Pressi is 15 feet away, in melee with Hound 2
Bliss and Mookie are 10 feet away and 20 feet above the the ghasts.
Shel and Kezzem are 20 feet away, Kezzem is in melee with the ghasts.
Murphy is 40 feet away from the trailhead and kid tree behind a large sycamore.
Lance, Sly, and Meko are at the trail head 50 from the tree and in melee with Hound 1.

STATS:
Ghasts. AC 16
1. Dead
2. Dead.
3. 7
4

Hounds. AC 24
1 28
2. 65. Confused! Stunned!

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51  5d4+5=22 ;
Tuesday June 20th, 2017 8:39:03 PM

Shel holds her position and uses an empowered magic missile at the most wounded hellhound. The bolts streak out from the darkness, her position still clouded by her Invisibility magic.

OOC: total of 33 damage from Empowered Magic Missile.



Bliss (AC20, HP81) and Mookie (AC26, 30of40hp) (Cayzle)  d20+10=25 ; d6+6=11 ; d20+10=14 ; d20+12=28 ;
Tuesday June 20th, 2017 9:42:24 PM


Bliss says to his familiar, the now-medium-size raven, "Okay, I shoot, then you swoop down to attack, right?"

Mookie is silent.

"Mookie?" Bliss asks. "Right?"

The raven just hovers after escaping four claw attacks without a scratch. He stares down.

"Mookie? Mookie? I shoot and you swoop. That's the plan, right?"

Is the dumbstruck spirit companion even looking at the undead? Mookie's eyes are unfocused. He is silent, too, and that's out of character.

"Mookie!" shouts Bliss.

...

[OOC: Sorry, missed the DM post. No action for me.]

...

Mookie finally rouses himself and shakes his head. "Huh! Well that's a headful of news, for sure."

"What Mookie? What is it?" Bliss asks, relieved his friend is talking again.

"Nothing, Kid! Come on, stick to the plan! Shoot and swoop!"

Bliss fires at a ghast, hitting AC25 for 11 (all sickened penalties applied)

Then Mookie swoops to attack, biting AC14, a miss.

Mookie rolls to hover: 28. The duo end the round hovering above the ghasts but in reach!

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+15=26 ; d20+8=9 ; d20+8=11 ; d20+3=16 ; d20+3=19 ; d8=8 ; d8=2 ; d8=6 ; d8=4 ;
Tuesday June 20th, 2017 11:00:39 PM

ooc: Reflex save 26

Lance is able to dodge the worst of the flames, but his tush is still singed. He tries his best again to assail the hellhound. "Dream Whirlwind of the Ninety Monkeys!"

Attack 9, damage 8
Attack 11, damage 2
Attack 16, damage 6
Attack 19, damage 4

HP 74/92

Murphy Leafwin Pipewood (Kim) AC 21 HP 51/76 CMD 17 (Medium Earth Elemental)  3d6=7 ; d20+23=30 ;
Tuesday June 20th, 2017 11:27:48 PM

Finishing his spell toward the end of the round, Murphy peeks around the sycamore, and sends a 30' tall, 5' wide lightning bolt (Reflex save for half vs DC 17) for 7 hp electrical damage down upon the head of the hellhound who earlier had flamed him, and was now attacking his friends. Mindful of Lance dancing in and out, he tries to avoid hitting the monk.

Bold, brave halfling, Murphy thinks to himself. All these people under attack, and you're hiding like a frightened child. He does look to see how others are doing.

=============
[Note: rolled 3d6, 1,5,1, for 7hp - got XML error, roll is now not showing]
Haste: 0.5 minute
Longstrider: 9 hours
Perception: 30


Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d4+1=4 ; d20+17=32 ;
Wednesday June 21st, 2017 7:27:24 AM

"Sky? Meko? How you guys doing?" Alleah is a little concerned that her friends may be taking a lot of damage.

She wants to be able to help them but doesn't want to leave the children alone.

Alleah grips her magic missile wand tightly, and waits to see if the party are able to finish any of the creatures off.

--------------------------
Standard action: DELAY until all the party have acted. Use Wand of Magic Missile. UMD check: 32 = Pass. 4 pts of force damage to either: Hound 1, Hound 2, or Ghast 3 (in that order, depending on which is still standing)

Pressi (Melvin) - AC 22 (26), HP 77 (47/71), CMD 26 (28); elf form; hasted  d20+15=19 ;
Wednesday June 21st, 2017 10:04:14 AM

Pressi scans the area, trying to decide what to do next. With hound 2 temporarily down and highly damaged (it looks like Shel or Alleah will finish him off), it might be time to move on to another target, preferably one that was flanked. She could take a five foot step to flank with Kezzem and still get a full round at one of the ghasts. Or she could make a move (hasted) to get to Lance with the other hound.

Given the trouble Murphy and Lance are having, and the difficulties a hellhound produces, she chooses the latter. "Someone flank me if any of the ghasts follow," she orders. "Lance, hold position and standby."

"Yo, dog," she shouted. "You couldn't even catch your own tail."

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

Move action: 35 feet to flank the hellhound with Lance

Standard action: single punch (while flanking, hasted = 15) Attack roll 19.

Swift Action: +4 to AC

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

Ki points used 3/4
Hasted 4/9 rounds (+1 AC, extra attack and movement, etc.)
Elf Form 1 hour
AC Boost +4 1 round


Kezzem (BrianW) - AC 24, HP 93/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23  d20+12=29 ; d20+12=25 ; d20+15=33 ; d20+15=35 ; d20+15=21 ; d20+10=18 ; d20+10=11 ; d3+2=4 ; 2d3+4=8 ; d3+2=3 ;
Wednesday June 21st, 2017 11:53:55 AM

Kezzem SV Fort: 29. Made.
Kezzem SV Fort: 25. Made.

"Your teeth may be like daggers, but my daggers...are also like daggers?"

Attack #1: 33. Hit. Damage: 4.
Attack #2: 35 (nat 20). Confirm: 21. Crit! Damage: 8.
Attack #3: 18 Hit. Damage: 3.
Attack #4: 11. Miss.

Total Damage: 15.
If the first hit or two drops a ghast, please transfer the remaining damage to the another ghast if possible.

Sky & Meko (Marty) HP:18/61; Ac:22 & Meko HP:6/42 Ac: 18(MA:22)  d20+13=25 ; d20+7=8 ; d4=3 ; d20+18=25 ; d20+13=32 ; d20+13=32 ; d6+4=6 ; d6+4=6 ; d6=6 ; d6=2 ;
Wednesday June 21st, 2017 2:46:42 PM

Sky manages to twist away from the worst of the flames, but he is indeed in trouble.

My arrows can't seem to find their Mark, and since when do Wolves breath fire!!?? Missed that memo I guess... Meko and I are hurt pretty bad.

With only Potions to heal with Sky decides to stand his ground, not going to let Meko die to heal himself.

-------------
Full at
1- ac 25
2- ac 32 for 6 and 6 ice damage
3- ac 32 for 6 and 2 ice damage
------
Meko takes full defense action.

Pressi (Melvin) - AC 22 (26), HP 77 (47/71), CMD 26 (28); elf form; hasted 
Wednesday June 21st, 2017 4:44:47 PM

OOC: By the way, I need a sub for Pressi on Monday and Tuesday. Thanks

Two-Apple Tree rd5 (DM SteveK)  d6+4=10 ; d6=4 ; d20+5=26; d20+5=22 ; d20+5=23 ; d6+3=6 ; d20+20=34 ; 2d6+12=23 ; 2d6=6 ;
Wednesday June 21st, 2017 7:35:23 PM

Shel holds her position and casts an empowered magic missile at the nearby hellhound. The bolts streak out from the darkness, Shel still protected by her Invisibility magic.

Bliss and Mookie have a moment, and then resume the attack, getting a wound in on a stinky Ghast, but the duo end the round hovering above the Ghasts but in reach!

Lance dodges the worst of the flames, but his accuracy for a flurry of blows just can't touch the Nessian Warhound!

Murphy, his Call Lightning in place, sends a bolt into the Large hellhound who earlier had flamed him, and was now attacking his friends. It's so big, there is no chance of hitting Lance unless the hero jumps on the 'hound's back! The druid looks about, but the scene hasn't changed and there doesn't look to be anything new arriving either.

Alleah worries about her friends, but her best ability to help is her trusty magic middle wand. Holding...

Pressi decides to zip over and help Lance and Sky. Flanking the Large Hound, she misses.

Kezzem keeps jabbing away with his daggers. It takes all three hits, but a third ghast is a now real corpse on the ground.

Sky steps back and burns three arrows into the Hound! It really doesn't like the ice! (Hit three times, DM rolled damage for the first one)

And Alleah shoots the confused Hound.

…..

Maddie keeps her eyes shut, and Jhon continues calling out good blows and waving his stick for emphasis. "Oooh! Lightning and glowing arrows are hitting the red dogs something good. Mr. Stinks-a-lot and Mr. Gross-stink-ski are getting beaten up real good!"

The last ghast reaches to claw at the irritating Mookie and bites a wing! (Mookie takes 6 damage, save v paralysis Fort DC 15, save v disease Fort DC 15.)

Hound One has three targets, grins lopsidedly at the cavortions of Lance, Sky, and Meko. It rumbles again (speaking Infernal: Highlight to display spoiler: { sending a puppy against a 'Hound? Let me show you how it is done!}) The Hound grinds the life from the noble wolf. (Meko takes 23 damage + 6 fire damage)

Hound Two is confused and tries to attack Alleah since she was the last one that injured it, but since he can't reach, he just stands and gibbers. (Speak Infernal Highlight to display spoiler: { "May I Momma doghouse to the banana patch?"})

......
......

WE ARE IN COMBAT ROUNDS

NOTES:
Moonlight provides Dim Light for the combat area.

LOCATIONS:
Alleah, Maddie and Jhon are up a tree in the middle of a shallow hollow in the woods.
Pressi is 15 feet away, in melee with Hound 2
Bliss and Mookie are 10 feet away and 20 feet above the the ghasts.
Shel and Kezzem are 20 feet away, Kezzem is in melee with the ghasts.
Murphy is 40 feet away from the trailhead and kid tree behind a large sycamore.
Lance, Sly, and Meko are at the trail head 50 from the tree and in melee with Hound 1.

STATS:
Ghasts. AC 16
1. Dead
2. Dead.
3. Dead.
4.

Hounds. AC 24
1. 72
2. 102. Confused!

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51  5d4+5=16 ;
Wednesday June 21st, 2017 8:30:17 PM

Shel was amazed those evil dogs were still standing. She'd blasted the heck out of one of them, and she wasn't going to stop until it dropped. She uses another empowered magic missile!

OOC: Shel does 24 points of damage with her magic missile.

DM SteveK. Hound Two staggers and then falls over, unconscious! Shel can see the monster is still breathing...


Pressi (Melvin) - AC 22 (22), HP 77 (47/71), CMD 26 (28); elf form; hasted  d20+17=36 ; d20+17=33 ; d20+17=33 ; d20+12=25 ; d20+12=27 ; d8+4=10 ; d8+4=7 ; d8+4=5 ; d8+4=12 ; d8+4=9 ;
Wednesday June 21st, 2017 9:16:10 PM

"Just hold, hold, hold..." Pressi could feel her mind linking to Lance, could feel time beginning to slow... "Hold...."

Pressi releases her fully charged "outflank" flurry upon Lance.

----

Swift Action: Team Tactics to activate Lance, currently flanking - activates Outflank
Full Action: Flurry
Attack Rolls: 36, 33, 33, 25, 27 - all five hit
Damage: 10, 7, 5, 12, 9 (43 total) + sneak damage (2d6, 5 times)

----------

Ki points used 3/4
Hasted 4/9 rounds (+1 AC, extra attack and movement, etc.)
Elf Form 1 hour
Teamwork feat boost used 1/2 - if Lance gets crit, Pressi gets AoO


Bliss (AC20, HP81) and Mookie (AC26, 18of40hp) (Cayzle)  d20+5=9 ; d20+5=6 ; d6=6 ; d20+11=30 ; d20+18=35 ; d20+10=11 ;
Wednesday June 21st, 2017 10:53:45 PM


Mookie fails horribly to resist the ghast's power (nat 1!). He plummets to the ground and takes 6 more falling damage. Oh, and -2 with sickened makes those rolls even worse, though it is moot!

Bliss make a ride check (30 even sickened) and an acrobatics check (35 even sickened), so he lands gracefully on his feet, just fine.

But he is sure mad at that ghast.

"You ... you ... JERK!" he shouts. He fires his bah (provoking an AoO to do so but he does not care), hitting AC11 -- a nat 1 shows that he has let his emotions ruin his aim!

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+12=30 ;
Wednesday June 21st, 2017 10:57:58 PM

"Chaotic Uncountable Goddesses Tackle! Lance launches himself at the hellhound and attempts to wrestle it away from Meko.

ooc: Grapple check 33 (forgot Maneuver Training bonus).

HP 74/92

Murphy Leafwin Pipewood (Kim) AC 21 HP 51/76 CMD 17 (Medium Earth Elemental)  3d6=17 ; d20+23=38 ;
Thursday June 22nd, 2017 2:44:46 AM


As Lance actually is grappling with the immense hell hound, and he really does not want to hit his fast friend, nor his now elfish girl friend, and it looks like Shel may have taken care of the other hellhound, Murphy, head poking around the trunk of the sycamore, directs the next lightning strike on to the ghast which little Bliss is shooting at, for (5+6+6)=17 hp electrical damage, taking care to avoid Mookie - and Bliss. He wishes he could understand what the hell hounds of unusual size are saying. Did he hear a familiar name a short time ago from the more aggressive fellow?

And, where are those who made the boot prints? Are the ghasts wearing boots? Surely not the hell hounds!

Should the hell hound move more than a few steps in his direction, he will move into the ground and earthglide before it gets close to him. Oh, brave fellow. What's gotten into you?
=============
Haste: 0.4 minute
Longstrider: 9 hours
Call Lightning: 8.8 minutes
Perception: 38


Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79 
Thursday June 22nd, 2017 3:41:43 AM

There's so much going on. Meko looks... terrible. Mookie is down (although is that a bad thing?). Sky doesn't look too good either.

Alleah reaches into her pack and retrieves a scroll which she promptly drops to the gound "Scroll of Remove Paralysis Bliss!"

She then moves to place herself between the remaining hound and Sky

"Stay behind me, Sky. I'll be your shield. Keep you head, friend"

Alleah has no intention to move. If the hound breathes its fire then so be it. She will stand her ground.

--------------------------
Move action: Retrieve Scroll of Remove Paralysis (Clr 2) from kit
Free action: Drop scroll
Move action: Fly to put herself between Sky and the Hound
Will voluntarily fail a Ref save to act as a shield and protect Sky


Kezzem (BrianW) - AC 24, HP 93/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Thursday June 22nd, 2017 1:22:44 PM

Realizing that the hounds are the greater threat, Kezzem disengages with the last ghoul to move next to Hound 2, flanking with Pressi is possible.

OOC: Withdraw action so the ghoul doesn't get an AoO

"You got this, Press."

And Then There Were None (DM SteveK) 
Thursday June 22nd, 2017 4:37:45 PM

Shel is amazed the Large dogs are so tough, but another sortie of empowered magic missiles is enough to drop Hound Two! It still breathes, only unconscious, and the fires of hell continue to lick about its muzzle with every exhale...

Pressi times her attack on Hound One perfectly, her Mailed Fist and Rogue training making her attacks even more potent as the hero flurry deadens nerves, crushes arteries, and displaces spinal discs until the Large red Warhound lay dead at her feet!

Bliss has to perform an acrobatic dismount from Mookie as the paralyzed bird falls to the ground. He sure is mad, I mean, he even called the horribly stinky undead a JERK! His anger pulls his aim off, and the Tiny Halfling misses his attack.

Murphy sees the battle is now well in hand with both Hounds down or dead and only one ghast remaining. He maneuvers the next lightning strike to sizzle down and only hit the ghast, though Kezzem, Bliss, and Mookie's hair and feathers stand on end! A quick glance confirms three of the ghasts are wearing mouldering footwear as he contemplates what a 'brave fellow' he is being this battle.

With only one ghast left, between Lance, Kezzem, Alleah, and Sky, the ghast is quickly dead meat.

…..
WE ARE OUT OF COMBAT ROUNDS
.....

It doesn't take but a couple more seconds for the lone ghast to be freed from its cursed unlife, and the little hollow is quiet once more. Well, save for the bellow sounds of the hellish Hound, unconscious. There is no redeeming the outsider, and very dangerous to boot, and a swift blade sends it back to the Land of Unrest.

Maddie and Jhon are cajoled out of the tree and are very happy to see the last of the horrid creatures. When asked why they were outside, Maddie blushes furiously and Jhon shuffles his feet. "We was just taking a walk to ... to pick flowers for the table in the morning. We heard something following us so we shimmied up this tree and the two stinky biguns came. Two soon arrived with the Cliffords. You know... big, red dogs? And we knew we was in trouble until you showed up!" (Sense Motive Dc 20 Highlight to display spoiler: { The hero has a hunch Jhon is lying about 'picking flowers'. })

After a few minutes, those who are sickened feel the weakness leave their body and stomach stop roiling. Mookie's paralysis also wears off after a couple minutes. It would have been deadly if he were alone, but only an embarrassing inconvenience when supported by companions.

A search of the bodies reveals no identification or wealth other than the two black chain-shirt barding worn by the Warhounds. They radiate magic, and are sure to fetch a comely price.

......
......

Experience: All PCs get 3,500xp for the Orphan Fire and Ghast/Warhound combat!
Treasure: Each PC gets 1,175gp for selling the 2 magical chain-shirt barding for Large creatures


Sky & Meko (Marty) HP:18/61; Ac:22 & Meko HP:6/42 Ac: 18(MA:22) 
Thursday June 22nd, 2017 5:50:30 PM

Meko is not moving...

Sky runs to the wolfs side.,

Can anyone help him

Murphy Leafwin Pipewood (Kim) AC 21 HP 51/76 CMD 17 (Medium Earth Elemental)  d8=8 ;
Thursday June 22nd, 2017 8:20:59 PM


Earth-Murphy runs over to where Meko is fallen. He looks over the wolf, and casts cure light wounds, for 13 hp healing. "If only I had not ducked away, he might have followed me, and harmed none of you," Murphy says. "I am sorry, Meko."

He transforms back into his halfling self.

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Thursday June 22nd, 2017 9:14:42 PM

Shel keeps looking around the scene quietly, keeping her Invisibility spell active. She wasn't sure that there weren't more threats hiding out, waiting to ambush the group.

Bliss (AC20, HP81) and Mookie (AC26, 18of40hp) (Cayzle) 
Thursday June 22nd, 2017 10:18:45 PM


Bliss hugs Mookie until the raven comes around. He ignores everything else.

Alleah's gift has not registered.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27  d20+15=22 ;
Thursday June 22nd, 2017 11:33:33 PM

ooc: Sense Motive 22

Lance raises an eyebrow. "Is that what they call it these days? 'Picking flowers'?" He makes a khh-khh sound with the side of his mouth. "I have picked my share of flowers in my day. Sometimes I even had to pick my own flowers when I was on the trail for too long." He makes a beckoning motion with one hand. "C'mon. We'll take you back to the village."

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79  d20+13=15 ; d6=2 ; d6=1 ; d6=4 ; d8=3 ; d8=7 ; d8=8 ; d8=5 ; d8=1 ; d8=2 ; d8=6 ; d8=3 ; d8=8 ; d8=3 ; d8=5 ; d8=7 ;
Friday June 23rd, 2017 10:05:55 AM

"Picking flowers at night? How did you see where you were going? How would you know what you were picking?" Alleah takes the boy at his word.

She recollects the scroll she dropped and starts to check over the wounded. Alleah knows quite a few spells, but isn't quite powerful enough to raise the dead. Meko may be done for.

If he is unable to be revived Alleah will cast Gentle Repose on Meko. There may still be a way to raise him at a later date.

In terms of healing, she gathers everyone around and channels positive energy Everyone is healed for 6pts

She then loses some spells for some additional healing
Lose Summon Monster III to cast CSW. Sky is healed for 24pts
Lose Dispel Magic to cast CSW. Sky is healed for 19pts
Lose Dispel Magic to cast CSW. Pressi is healed for 20pts
Lose Summon Monster II to cast CMW Murphy is healed for 18pts

Pressi (Melvin) - AC 22 (22), HP 77 (67/77), CMD 26 (28); elf form; hasted  d20+9=29 ; d20+14=22 ; d20+8=27 ; d20+5=19 ;
Friday June 23rd, 2017 10:51:25 AM

Pressi can practically read the boy's mind (sense motive Nat 20), but she kept quiet even to Lance's remarks. She was trying this new thing where she saved her meanness for when it really counted.

Her elf form finally worn off, she took some time to view the situation (Perception 22) and accept Alleah's heals. She also wondered if they were too hasty murdering those hell hounds. She could use a mount worthy of her stature.

She asks if they remember anything else - if the stinkies came from any direction, were part of a larger group, etc. (Diplomacy 27). She also attempted to remember anything else she could about necromancy - neither hell hounds nor ghasts were known for operating on their own. (Religion 19).

Murphy Leafwin Pipewood (Kim) AC 21 HP 75/76 CMD 17 (Medium Earth Elemental)  d20+7=25 ; d20+23=31 ; d8=3 ; d8=8 ;
Friday June 23rd, 2017 1:30:54 PM


As he waits to see whether Meko responded to his healing spell, Murphy discerns that Jhon's story was slightly less than factual regarding his and Maddie's planned activities. However, it is not difficult to guess the real story. He smiles at Lance's discussion. He does not call the boy on his equivocation directly, other than to say, "My friend Pressi and I pick flowers together sometimes, too." He looks up at her. "That is, when I am not an earth elemental, and she is not an elf. She's kind of cute in either case." He adds one more thing. "That was so smart of you to climb the tree, Maddie and Jhon. I think you two may do well in life."

The druid takes a moment to look at the bottom of the shoes worn by three of the ghasts, seeking to determine whether the footprints in the village were made by the first two that Jhon mentioned, or not. He will let the others know what he discovers.

"Say, does anyone know what those dogs were saying? I wonder if theirs is a tongue spoken by some in Koshe Marr. And, I may be mistaken - but did one of them mention Uthvas?"

He thanks Alleah for her ministrations.

He casts cure light wounds on Mookie (8hp) and Sky (13hp) (on Sky via the Pearl of Power to repeat a 1st level spell).

He returns for a moment to the sycamore tree. "Perhaps you and I may be friends," he says, as he rubs the trunk. He thinks on the many things that sycamore are good for. "When I have time, I shall return to you, perhaps to awaken you," he says. He calls to his friends, "Do you recall the willow that was friends to the nymph Cnossia in the Culverwood? Just as the tree that our young friends here climbed protected them, and this sycamore afforded me some cover so that I could cast - it might be nice to have an awakened tree in these woods that could help protect against such foul creatures as these," he says, indicating the fallen foes which lie on the floor of the woods. "And among whose branches the children could play."

He then regards the fallen. "Let us remove their bodies from the woods, and make a pyre in the open." He asks Kezzem, "Can we tie some rope on Rumpus' saddle, and drag the red dogs and ghasts out of the woods?" He can provide rope, and help to secure the bodies, to take the carcasses the short distance out, and perhaps 30-40 yards beyond the edge of the woods.

Murphy asks Sky, "Do you suppose we ought to track the red dogs, and see if we can determine where they, and the ghasts, entered the woods?"

Sky & Meko (Marty) HP:5261; Ac:22 & Meko HP: ?42 Ac: 18(MA:22) 
Friday June 23rd, 2017 1:38:13 PM

Knowing he should be helping to figure out what is going on, Sky doesn't leave Mekos side, he accepts the heals, and lays his head on Mekos chest hoping for some movement after the healing g spells wash over him.

After a moment Sky raises his head and looks around. His new friends standing nearby,

I will survive...

Can you carry him back to the burrow or somewhere safe Murphy? If not raised then a proper burial at least, and thank you Alleah

---------
After the healing Meko is still at -6hp, dropped to like -25 total...



And Then There Were None (DM SteveK) 
Friday June 23rd, 2017 8:55:05 PM

Sky runs to the wolfs side who is not moving. He asks if anyone can help him, but the ranger already knows the answer... there is only one being in the Wold who can bring back the dead. That is, unless one would count the few who chance the Gray Wanderer's wrath when playing with the veil between life and death.

Earth-Murphy runs over to where Meko is fallen He looks over the wolf, but knows any spell he has isn't good enough: Meko is dead. The druid blames himself, and sorrowfully transforms himself back into a Halfling.

Shel keeps a good eye out and keeps her Invisibility spell active. In less than a minute, Shel is visible once more, the Greater Invisibility spell exceeding its duration.

Bliss hugs Mookie until the raven comes around. It takes a couple minutes, but finally, the bird begins to move and rouses himself.

Lance teases Jhon and Maddie who are both blushing furiously. Jhon is also looking kind of quizzical, but doesn't say anything more. (Sense Motive DC20 Highlight to display spoiler: { One has a hunch that Lance's assumption is only partially true. }

Alleah takes the boy at his word about picking flowers. She recovers her scroll, heals everyone alive, but there is nothing she can do to help Meko.

Pressi keeps quiet about John and Lance's remarks. Her elf form wears off, and she asks the kids for any other information they may have.

Murphy sees that Meko doesn't respond to healing, but smiles about Jhon's story and talks about he and Pressi 'picking flowers'. He already knows about the undead footwear, and comments about the hellhounds, but isn't sure if they said "kharastuth vasasroth" or "kharast uthvas astroth". Not knowing Infernal, it's all gibberish to the Druid.

Sky knows he should be helping, but he can't leave his companion's side. He hurts but knows he will survive and makes plans for a suitable burial.

.....
.....

The kids don't know which direction the undead and Clifford's came from; they were a little to frightened then to remember.

In the dark, it is going to be difficult to track, and if Wardd is making sure all kinds of luck is here tonight, it begins to rain. With the rain, and dark, and the churned -up turf from the fight, it is going to be next to impossible to perform any tracking.

But the heroes know one thing for certain: something is not right...

.....
.....

OOC: co-DM Shawn is moving into the DM seat come Monday. Hope everyone is having a fun and challenging time! - co-DM SteveK

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Friday June 23rd, 2017 9:03:59 PM

Shel was too far away to hear, but she gasped as the others said they could have heard Uthvas's name uttered by the giant hounds. "He is never going to leave us alone, is he? We, and our homes here, are just sitting ducks for his threats. We have to find a way to find him and finish him for good this time. O one in this village is safe until we do," Shel coldly replies, as the knowledge sets in on her.

Murphy Leafwin Pipewood (Kim) AC 20 HP 75/76 CMD 17 
Saturday June 24th, 2017 5:00:09 AM


Murphy, stroking the head of the broken wolf, says, "Good night, Meko." He stands and places his hands on Sky's shoulders. "Sorry, friend. It is beyond my power to bring him back. At least the blasted creature who did this was destroyed himself." He applies the curing spell he was ready to give to Meko, instead to his master (Sky gets another 13 hp back - rolled previously with Thursday, June 22nd, 2017 8:20:59 PM post). "I will get the cart, and bring him back. It is up to you, but, might I suggest we bury him near our burrow? I would like to plant a tree next to his grave. There's a spot about sixty feet away that might be perfect. Look, give me about fifteen minutes, I will be back with two ponies and a cart, and some firewood - the firewood is not for Meko.

"Meanwhile, if the rest of you can - if it is all right with Kezzem - you can start dragging the smaller carcasses out of the woods. I do not want undead, or infernal, bodies littering the wood, and fire can put an end to most flesh - though these dogs may be a challenge to burn." He leaves two 50' lengths of rope for the team, then runs off to his family's burrow, where he keeps his ponies, and carts. He rouses a sleepy brother, has him help, and harnesses Sugar and Nutmeg to one of his carts - the one that carried Vessely and Tiana back to Humble's Ford. He tosses some firewood into the cart, a shovel, a bucket, two torches, several flasks of oil (which he carefully places in the bucket, rather than tossing) and two sheets of canvas, one covering the cargo against the rain, then has the ponies pull the cart past the orphanage, where he takes out his everburning torch to light the way. If any officials are still about, he gives a very quick report (~40 seconds worth, plus that a bonfire will soon be lit). About 90 feet from the woods, he tosses the firewood out of the wagon, then continues into the wood.

He gives to Lance a folded square of canvas which can unfold to 5'x8'. "Help Sky with this, would you? It is for Meko."

Once there, working with his companions, he uses the strength of the ponies to pull the hellhounds out, one at a time, and, if the ghouls have not yet been removed, them as well - to the place he put the firewood. He does not place any of their foes in the wagon, rather, he pulls them along the ground.

Pretty much the whole time, when not with others, he is quietly voicing prayers and entreaties to the heavenly host - Eberyon, Maab, Alemi, Domi, Gargul, Flower, Wardd, Pantheon, and even Ffloy.

Once the remains of the evil foes are gathered in a mound, with wood laid beneath and between and around, and 10 of the 15 flasks of oil he brought along liberally sprinkled on the bodies, he takes out a torch, lights it, and asks if Jhon and Maddie would like to start the fire. If so, he hands them the torch. If the fire needs further help starting, he casts a few lightning arcs to strike the oiled portions of the heap. If that fails, then he uses a flask of alchemist's fire. Maybe other party members can help with flaming hands or the like. He wants these bodies burned away. Once the fire is started, Murphy asks Sky to come with him for a moment, and he takes him to the sycamore tree. "See among the leaves some small seeds? I'm going to plant one near Meko's grave." He climbs up (using some spare rope if needed) and takes a few seeds, and asks Sky to also take a few. He finds a smallish branch, asks the tree for permission, and breaks off the leafy end, thanks the tree, then returns with Sky to the bonfire.

"So, where do we go from here, friends? Yes, Shel, I think I heard Uthvas' name from the one beast, but cannot be certain. Does anyone here speak infernal? Or, maybe, celestial? Abyssal? I've studied enough linguistics to know that many tongues exist - I can think of about two dozen - but do not myself know much more than a dozen."

He asks Bliss what language harpies speak, and does he remember their language himself?

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79 
Saturday June 24th, 2017 6:24:52 AM

Alleah shakes her head. She can't begin to imagine Sky's pain. She doesn't have the words right now, so stays quiet.

She isn't quite sure what Murphy is planning, but running back to town and gathering supplies sounds like a long task. Instead, she casts Roses Temperature Control to get the bodies to a very hot temperature, takes a flask of oil from her kit and uses it to cover the bodies. A tindertwig later she should have a decent blaze even with the light drizzle.

Sometimes the quick and dirty solutions are the best.

"Let's get these two back to Humble's. They've had a big night and no doubt there are people still worried about them. The hunt for flowers will have to continue tomorrow."

Kezzem (BrianW) - AC 24, HP 93/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23  4d6=12 ; 4d6=18 ;
Saturday June 24th, 2017 12:50:16 PM

Kezzem asssists with disposing a body and says a prayer for the ghasts.

"Gargul, I do not know how these creatures became undead. It is likely they did not choose it, and if that is the case, have mercy on their souls."

Kezzem will also lay hands on Mookie (+12 hp) and Meeko (+18 hp) as they still look pretty injured.

OOC: Lay on Hands: 3/6 remaining today. Anyone else hurting?



Sky & Meko (Marty) HP:5261; Ac:22 & Meko HP: ?42 Ac: 18(MA:22) 
Sunday June 25th, 2017 11:01:33 AM

Sky accepts Murphy's offer, Sounds like a good idea. Uthvas or who ever is behind this will pay as well. That twisted hound is just a pawn. Meko was innocent, loyal and brave. His memory will live on. Thank you.

Sky helps with Mekos burial once back to the burrow as well. Watching the undead burn he wears a solmn and determined face. He pulls two of Mekos canine teeth and fashions a close fitting nevklace out of some leather.

he was a brother, forever missed and remembered.

Kezzem (BrianW) - AC 24, HP 93/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Sunday June 25th, 2017 1:07:46 PM

OOC: Sorry, didn't realize that Meko was dead. Any one else want the 18 hp?

Kezem says a prayer for Meko as well.

Bliss (AC20, HP81) and Mookie (AC26, 18of40hp) (Cayzle) 
Sunday June 25th, 2017 9:56:12 PM


Mookie shakes his head as if to clear out the worms. "Ugh, Kid, not good." is all he will say.

Bliss and Mookie walk over to Meko.

"Mister Sky, I sure am sorry about your wolf. I was pretty scared just now about Mookie. I hope he's going to be running with the angels in the Lands of Rest."

Mookie nods his head and says nothing.

DM Shawn - The Cleanup 
Monday June 26th, 2017 12:10:58 PM

The feelings of loss are all about within the group. The loss of Meko is a heavy loss.. more so for Sky.

Shel reacts how any would at the name of their mortal enemy. She knew he would never stop, and that they had to end this sooner then later.

Murphy gives his condolences to Sky before healing the man. He lets everyone know his plan and heads back to the village. (This will take time, and Murphy can change his plan based on Alleah's plan.}

Alleah thinks Murphy's plan will take too long. Instead she casts a spell, and with a little oil and a bit of tinder gets a blaze going in the light drizzle. The two undead creatures burn and pop under the fire. The two dogs however are not burning. The flames barely singe them. She wants to get the children out of the woods and back to the village as soon as possible.

Kezzem sends a prayer to his lord, and to have mercy on their souls. He adds to murphy's healing and helps sky.

Sky swears vengence on Uthvas and awaits for Murphy to return with the cart.

Bliss and Mookie both also share their condolences with Sky. Mookie had a close call as well, and Bliss feels a little closer to him.

Finally Murphy returns with the cart (either full/empty), and Meko is loaded on gingerly. The two infernal hounds are also still present and need to be dealt with.

The journey back to Humbles is a quiet one and nothing prevents your passage. Once in town some of the villagers come up... nothing is said, but they lay their hands on the cart or Meko himself. Sneers and people pulling away when the infernal hell hounds are seen are common.



Murphy Leafwin Pipewood (Kim) AC 20 HP 75/76 CMD 17 
Monday June 26th, 2017 3:06:20 PM


[Welcome back, DM Shawn!]

Murphy is fine with Alleah's plan - so long as the bodies first are removed from the woods. He had asked Kezzem if his pony, Rumpus, could pull the bodies out. If that is done, then he assents. If not, then he is NOT fine with having the bodies burned within the woods, despite the rain. Also, fifteen minutes (maybe 20, tops) for the wagon to return is not a huge amount of time. "Don't burn bodies in the woods unless you have first cleared an area, down to the dirt - and - no, not even that. Problem is, flames rise, and can catch trees on fire, even in the rain. Also, the fire can go into the roots of a bush or tree near the surface, smoulder for hours, and relight. These are things other druids taught me."

He does return with the cart (with the items earlier listed, in case they still were needed).

Just before they return to the town, as he is not wholly familiar with these hounds, and does not know whether they may regenerate, he takes time to run his sickle just below the base of their skulls, moving the blade about to scramble their brains. He then carefully cleans off the blade. "Just a precaution," he says.

As they ride through town, Murphy says, "Jhon and Maddie are smart ones, and brave, and as you can see, safe. Lad and lass, do all you can to help those younger than you."

A bit farther on, he stops where Hugo and Primula PipeLeaf live, and knocks on the door of their burrow, if they are not already awake from the orphanage fire. If one or both answer the door, he explains they have the hellhounds, cannot burn them, and asks if they think they might do something with the skins in fashioning armor or weapons or ... whatever. If not, do they know a way to destroy them? If they are willing to take them, and if none of his friends object, he lets them have the carcasses.

When they arrive at the burrow of Humble's Sword, he talks with Sky about where to place the burial site. Once agreed, he casts expeditious excavation. Diagonally, it is ~7 long, and 5'x5'x5' overall, with the dirt piled up right next to the hole. "We need to dig down another foot or two." He hands Sky a shovel, and takes one himself. He starts digging down, then hands the shovel to the next person who wants to join in the task. When it is ready, he works with his friends to lay Meko to rest, helping to shovel earth back over the body of the good wolf, asking if someone wants to say a few words.

Bliss (AC20, HP81) and Mookie (AC26, 18of40hp) (Cayzle)  d20+8=11 ;
Monday June 26th, 2017 3:16:46 PM


Bliss looks at the grave for the dead canine friend and sighs. He might have said a prayer in the past, but he does not much like that Gargul fellow, anymore.

Instead, he does a solemn dance to honor the brave creature.

Perform Dance 11, not his best ever. He thinks that he has to practice his dancing. He wishes he knew a nice song to sing for the occasion.

Mookie refrains from his usual smarmy comment. In fact, he seems quieter than usual, but Bliss has not noticed (yet).

Shel Gerald--AC 18/16/14--CMD 17--HP 51/51 
Monday June 26th, 2017 9:42:53 PM

Shel remains quiet, not knowing exactly what to say over the remains of the deceased wolf. She reached out and patted Sky on the back, letting him know that he's and the others were still there for him. She hoped that might work when words failed.

Lance Foxwell (Tanner) HP 92 -- AC 26/26/19 -- F+11 R+15 W+12 -- CMD 27 
Monday June 26th, 2017 11:33:54 PM

Lance squats nearby as they dig the hole to bury Meko. He scratches his cheek as he thinks. He seems ready to say something, but hesitates and remains quiet.



Pressi (Kim for Melvin) 
Tuesday June 27th, 2017 12:49:38 AM


As they bury Meko, Pressi helps digging down, then laying the wolf within, then taking a shovel to cast dirt over the body. As she has the shovel about half full of dirt, now still in the air above the grave, she says, "We were fighting the giants. I was going in and out of consciousness. The last time I came to, I saw a hot ray strike the frost giant. Some of Bliss's bolts passed by. It looked like Sky had been knocked back on his keister. Just then, a deep growl, and Meko flew at the ice giant. It almost looked like the nasty lady giant was falling back for fear of the leaping wolf. He caught her on the upper leg, and flung his head back and forth, as though to pull the flesh from the bone.

"Down she crashed. Growled he still, until, after a moment, he seemed to sense she was no longer fighting. Then he went and gave Sky the biggest slobbery wolfy kiss you can imagine, as his master - his friend, leaned back on his elbows. I have never seen the tail of a wolf wag like that."


She spills the dirt over the body, steps back, and hands the shovel to Alleah, or whoever is next.

Alleah -- RobC -- AC 25/14/22 -- CMD 15 -- HP 79/79 
Tuesday June 27th, 2017 7:11:53 AM

OOC: Thanks for posting for Pressi, Kim! :)

Alleah stays quiet during the ride back to the town. Normally she would say a prayer for the fallen. But this is different. Meko is gone and he won't be coming back. She puts her arm around Sky and just sits quietly.

Back in town she makes sure that the children are returned safely to wherever the makeshift beds have been setup for them.

As the grave is being dug, Alleah whispers quietly to Murphy "I'll be back in a moment. There's something I have to do"

Alleah makes her way to the Temple of Flower to see if one of the clerics would be willing to come participate in Meko's funeral process. "I know that it is uncommon to have a funeral for an animal, but Meko was like family to us. His companion - Sky - is in pain and I think having the support of the community at this time would really help"

She also takes some fresh wildflowers from the garden to lay on Meko's grave.

Sky & Meko (Marty) HP:5261; Ac:22 & Meko HP: ?42 Ac: 18(MA:22) 
Tuesday June 27th, 2017 11:41:58 AM

Sky is silent on the ride home, his only care about the hound bodies is where they came from. If that question can be answered, he's all for it. He just leans in on Alleah and thinks about his friend.

While digging the grave the tears finally run down his cheeks. It really set in that Meko is gone for good.

Raised him from a pup... He's been a brother and friend to me when I had no one else. He will truly be missed...

He thanks everyone for helping and being there for him.

so, how do we find Uthvas?

Kezzem (BrianW) - AC 24, HP 93/99, CMD 23; Rumpus - AC 24, HP 52/52, CMD 23 
Tuesday June 27th, 2017 11:45:01 AM

Kezzem will use that second lay on hands on Mookie: (+18 hp)

"Gargul, protect brave Meko from those that would seek to corrupt his remains. May his soul find peace."



ADM Kim - Hit point status of party 
Tuesday June 27th, 2017 1:10:23 PM


[Pressi is down by 10 hp, Sky by 9, Kezzem by 6, Mookie by 4, Murphy by 1]

DM Shawn - The Burial 
Tuesday June 27th, 2017 2:12:49 PM

On the way passed one of the Pipewood burrows, Murphy stops the cart to inquire about the burial of the hell hounds. Hugo answers in his night gown, sand still in his eyes. He holds a candle and wipes his eyes..

"Murph..." the beginning of the question stops in his throat as he sees the body of Meko, then spots the hell hounds. "Murphy... why would you bring those ifernal beings into our town. Bury them, or let the scavengers take them. We don't need that bad magic in here, we have enough to deal with."

At the inquiry of the weapons or armor, Hugo shakes his head in the negative. "None that I am capable or willing to make. Your best plan is to drop them somewhere and let the birds, bugs and scavengers do what they do best. "

Back at the burrow, the location for a grave is decided upon and Murphy uses his spell to expedite the digging process.

Bliss doesn't know what to say in this situation and instead decides a dance will be the best course. He goes about with his tribute and if anyone was paying attention to him, they would notice it wasn't the best dance. But since they are watching the procession, the dance (in the corner of their eyes) is utterly beautiful.

Shel is unable to bring any words to her lips, and instead pats their friend Sky on the back to let him know they are there for him in this trying time.

Lance also has the words stop in his throat, and instead scratches his cheek.

Pressi is helping finish the hole when she relates a story of Meko's bravery in defense of the party vs the giants. Particularly the frost giant.

Alleah returns when the hole is done, along with the priest to preside over the actuall funeral. She is correct in her thinking that it is odd.. but the citizens of Humble's Ford know Meko was as part of the Sword as much as any other member. Her eulogy is a bit edited from person to animal, but it is still a perfect sending off for the spirit of Meko.

Kezzem says a prayer over the grave of Meko, and wishes him protection in the afterlife.

Sky has it finally hit, the loss of Meko is permanent . A tear streaks down his face, but his surrounded by his friends. He finally asks the question everyone is thinking... How do we find Uthvas?

The funeral ends, and the priest says her goodbyes as she heads back. it is late now, as the time has flown by with the fire, fight and funeral. Rest is needed, spells are to be memorized and prayed for, and not to mention the emotional toll of the loss was a lot to deal with. Luckily Uthvas isn't planning an attack at the moment, and the party is able to get some rest.

The next morning... a furious bang... bang... bang on the door wakes everyone in the house. Before anyone can get to the door.... BANG.... BANG.... BANG... again.


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