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Night of the Zombies
Invasion of nobody snatchers


Elegant summons/DM Buzz  3d10=21 ; d4+1=3 ;
Thursday November 11th, 2010 3:15:50 AM

The guardsmen are approached by Ransy about job opportunities and receives a reply. "Trade Jacks got this job mate. No work for you here." Says the one rather rudely. The other is a bit softer, "What, is ya just dropped off by a snatch bird? In the mornins when ye needs to be askin and not guards but merchants. No guard would hire the likes of us, ya sell sword." The first continues, "Go warm up next to a dog or sumtin till morrow. Nothin be happenin tonight except trouble and we ready for it."

Zeoll performs quite well under a pavilion they all must walk by to get back to their current home in the town of mud. He makes 21 copper pieces from those nearby and learns there is a cleric in one of the buildings asked about. She is involved with the sick and she dispenses with the dead and dying of Mudtown. Her younger siblings are a mixed lot and Gat is to be avoided at all cost. He is as big and strong as a human gets, despite his youth and as mean as a troll in a brick oven. He usually has a sibling with him at all times to keep him in check. The other buildings are standard warehouses. They are full and empty again around every three days. That is the average time it takes for a merchant to enter the city after getting his number. Of course, anything said is speculation until proven. Rumors can only be trusted so far. Probably some homeless person in any structures not usable for business.

After three hours the group somewhat staggers out of the pavillion with the warmed mead, into the cold night. The temperature slowly dropping as each hour passes with the night. Moisture no longer falls from the air, at least for now. And Kerracles is set to go behind The Wold again, at least until tomorrow and there is about five hours left before the mysterious planet again faces Thermo for what one would hope is, a much warmer day.

Behind the scenes, Beriothian stays with his other team mates so as to not interfere with those using their charm and charisma to get information. Him and Bosk can see that the general mood of the camps in Mudtown are pretty good. Most spirits are high as the thoughts of the journeys end, are etched upon the faces of those that have made long travels. On the darker side, the group are also witness to people losing their life earnings with a bit of drink and a roll of the dice. People going broke is what makes Mudtown the slum it is really. Once a transient area, now, there are people that live outside the walls of The Magic City. To the residents of Hook City though, they consider anything outside the walls, just another element of nature they are not responsible for. They can not control, nor will they try, to temper the forces of nature outside their stated territory, as inhuman as it seems.

Blood! It has been a life of blood, sweat and tears that brought Maikill to the group. Now, there is something else! The land, it calls to him. "They" say, "The lands speak to those that will listen" and the barbarians nature is hearing the call. Where will he settle is unknown even to him. He can just follow the voice that resonates in his head, like the call of an rooster, searching for the sunrise.

The group heads back to their inn, where they promptly receive a note. It is an address in Hook City and the cry is urgent. The letter is printed on the finest of paper. Gold leaf boarders and with a very styled script in calligraphy, it reads on the envelope

"Iron Adventurers"

After opening the envelope, there is a card that reads, in a golden ink, likewise with a beautiful handwriting..

Greetings gentleman. I am in need of someone to investigate the disappearence of my son. I have heard wonderful things about you and your work, perhaps you can visit me as soon as possible, for breakfast perhaps and we can talk business.

Mistress Marta


Highlight to display spoiler: {ooc:Her address is in labor town, about an hours walk for a medium creature with two legs, from your tower. The group can reenter Hook City again with their pass if they desire and will undergo, once again, the exchange rate, baths, etc. Obviously, this is the lead into your module. :)}

Ransy, AC 21/12/20 Hp 41 /41 
Thursday November 11th, 2010 4:40:39 PM

Ransy thanks the guards with a curt nod and leaves.
He bought a lockbox for 100 gp.
next morning he prepares bless weapon and says:
"strange note, gentleman, singular. But I guess that's a mistake, for it says: Iron Adventurers, multiple. So I think we should go and check it out. Mistress Marta, sounds interesting, but too slick for me. Perhaps we should first ask around who this mistress Marta might be.
Anyway, after going through the bath etc. I would like to visit our tower to get my chits back and put them in this wonderful lockbox
".

Zeoll (HP14, AC17) 
Thursday November 11th, 2010 6:58:04 PM


Zeoll passes all the info he gains on to his friends. He's not sure what it all means, though.

Also, at the shop, he sets up a small box or tray at the front desk and asks somebody -- one of the NPC shopkeepers, or a fellow PC -- to write a small message on it. Zeoll dictates it like this:

Have a copperr,
Give a copperrr.
Need a copperr,
Take a copperr.


He puts his 21 coppers there to start things off.

"I gotta learrn this arrt of wrriting things down," he mutters, foreshadowing the literacy he will gain as of Jan. 1.

As to Mistress Marta, he is not sure he understands his friend. "Rransy," he says, "why do you say that it is wrrong to mention us in the plurral? Last I knew, we werre mulitple in numberr."

He pauses, and smiles, adding, "Albeit, the barrd in me would be pleased to rreferr to ourr company as the 'Adventurrerrs Irron.' That has a rratherr poetical feel to it."

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday November 11th, 2010 7:08:36 PM

Somebody from Hook City is offering breakfast, we definitely have to go! Besides, this may give us more information about our upcoming mission.

Beriothian will take out one chit.

DM Buzz: Please be more specific. I could assume you meant one White Chit, but I would rather you let me know for certain please. Also, what do you mean "take out"? Noone is carrying a chit outside the city.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday November 11th, 2010 8:54:00 PM

ooc: Sorry, I will clarify. I will turn in 100 gold for one white chit that is the prestidigitation spell upon re-entering Hook City.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday November 11th, 2010 10:19:06 PM

Link test.

Morning stroll/DM Buzz 
Friday November 12th, 2010 9:36:57 AM

ooc: Gentlemen, should have been what was written on the letter. A small typo.

Ransy bought a very nice lock box. It is made of quality iron. Not at all light either. It's design is made for storage of precious items and not at all pretty or flamboyant. It is 3x3x2 and has a lock that needs a DC 25 to pick and a hardness of 10 and five hit points. It is somewhat water proof, if not completely submerged. Asking around about Mistress Marta doesn't get you very far outside of Hook City.

Zeoll does not understand the dynamics of the written language and endeavors to someday solve that problem. He starts a little charity work for their establishment, for those that a just a few copper short of their service fee. He doesn't really have an opinion about Mistress marta, at least, not yet anyway.

Beriothian looks forward to a fine Hook City breakfast, complete with strawberries and arrogance most likely. Just as a reminder to all, the baths you pay for in coin standards. You visit the Money Changers Guild last thing, before entering the city. So if you buy a Prestidigitation spell from the bath house, it would not cost a chit.

Entering the city is easy for the group. Their pass allows them immediate access, where merchants must wait their turn. And in no time, through the hassle and on the clean streets of Hook City once again. Thermo is just above the horizon and there is still a couple of hours to waste before it is normally breakfast time. It might take a couple of hours to get to the address in question though, so the group decides to start down the road to their hostess.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday November 12th, 2010 9:37:49 AM

Bosk nods his head in agreement with Beri. He is right. We should follow up on this as soon as possible and join her for breakfast. The odds are another kidnappint in the area will be linked to our current investigation.

Bosk will exchange $400g for chits upon entering the city.

Exchange rate/DM Buzz  d100=93 ;
Friday November 12th, 2010 9:41:13 AM

Bosk must pay 440 gold pieces this morning, in order to receive 4 White Chits from the Money Changers guild. Please make a note of it.

One more thing/DM Buzz 
Friday November 12th, 2010 2:12:24 PM

ooc: Your tower is on the way to Mistress Martas, if you want to stop.

Zeoll (HP14, AC17) [PF Zeoll] 
Friday November 12th, 2010 5:09:34 PM


Zeoll hustles the party out early, since we have to get through the gates and stop at the tower in time to still get to the lady's house for breakfast. He is glad to stop at the tower on the way, BTW, so he can pick up his white chits.

The old liontaur glances about as he pops in and out to see if the toys have been played with. He hopes the chits are undisturbed.

Then it is on to the lady's house. Zeoll is hoping for bacon.



Ransy, AC 21/12/20 Hp 41 /41 
Friday November 12th, 2010 5:40:49 PM

Ransy goes into the tower as well, he checks the soap for his chits and puts them into his new lockbox.
OOC: I'll put the description you gave in my char sheet.

"Are you guys sure that this 'mistress Martha is not setting a trap against us? I mean, who would invite some heretofore unknown group of adventurers from the disreputable Mudtown to breakfast? Who in Hook City would put such trust in people from Mudtown? I still think this is very strange.
I have the following proposition: I stay outside, you four go in and tell Mistress Martha that the last member of our group has been delayed, and that you've agreed to send one of you to get him at a certain building (this tower) in 10 minutes. AFter five minutes one of you tries to get out again and get me. If it's a trap, Martha won't let that person go and then I'll have to see what I can do to rescue you. If it's not a trap, then I can join you again after those 10 minutes.
"

Zeoll (HP14, AC17) [PF Zeoll] 
Friday November 12th, 2010 6:02:21 PM


"Rransy, you arre too cleverr by half! Grreat idea!"

"Maikill and I are the fleetest of foot, and I am good at talking, so we will send Maikill out to get you. Okay, Maikill?"

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Friday November 12th, 2010 8:23:59 PM

That's a good plan, however I think we are best off not splitting up. If they really are planning a trap Martha would be that much more likely to carry out her plan while we are one member short, and then 10 minutes later have a much easier time taking care of one lone adventurer.

ooc: I don't actually have plans to use the prestidigitation spell, I just figured as long as I'm taking out a chit for emergency spending I should state the spell that it is.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Saturday November 13th, 2010 12:30:47 AM

Ransy, you think everything might be a trap. That's why I'm still alive....however I agree with Beri in this case. Hook City is relatively safe and I think the party would be better off at full strength. If it was a trap they would be safer if they had us meet them in Mud Town, away from the law.

Substitute DM James 
Saturday November 13th, 2010 2:26:08 AM

After thier baths the group travels down the Marble Causeway towards thier tower and discusses the best course of action for approaching Martha's. As it stands half of the group supports Rany's idea of keeping one man outside while the other half perfers the idea of strength in numbers. As they approach the tower Bosk thinks to ask a passing guard about crime in the area and soon learns that everything conducted here in Southhook is done with civility and order. No battles, arguments or even court cases between the citizens of Southhook exist. Instead both will hire outsiders or proxies, less civilized people to battle their enemy's hired proxies. Very specialized laws exist that govern proxies, protection groups, etc. and how they must act within Southhook. No place on the Wold contains a more civilized manner of life. Southhook reigns supreme in both extravagance and courtesy. This makes the taur feel a bit more at ease about the groups breakfast plans, but he realizes that a possibillity of the meal being a trap or the information they recieve leading them into a trap is still entirely possibly.

Upon reaching the tower Zeoll collects his chits as Ransy places his in the newly obtained locked box. They chits appear just as they were left, but the group has no way of knowing if it is because the ghosts had not yet returned, had not found the money, or had no interest in it. This all comes to Ransy's mind as he decides exactly where to place his new locked box.
(ooc: Ransy, where are you keeping the locked box?)

Once the group is finished dealing with thier money they realize that the morning is slipping by and that they need to finlize thier plans if they hope to recieve breakfast and possibly get hired for another job.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Saturday November 13th, 2010 11:15:21 AM

ooc: was it an even exchange rate for the chits today?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Saturday November 13th, 2010 12:30:28 PM

It was 110 gold per chit.

Oh the smells of breakfast/DM Buzz 
Monday November 15th, 2010 9:38:06 AM

On toward the food, the group meanders through the clean streets. Anyone with an animal is expected to clean up after them or serious fines may be levied. There are always those, for a single white chit, willing to follow groups of important people around to clean up after their domesticated animals, all for a days worth of time.

Nothing in the tower was disturbed while the group was away. The toys, soap and chits left behind, unmoved. Unfortunately, the Religion check that was failed the day before, if successful another time, might prove some insight as to how ghosts can and can not operate.

Early in the morning, the smells of foods assault you all. Vegetables, baked in cast iron ovens, blended with the meats of lamb, cow and venison, brings water to your tongue and lips. The chimneys of the vast city pour out in bellows, the smells of maple syrup and bacon as the two are fryed together, slowly. Truly, the group can not wait to get to this persons residence to partake of such delicious smelling foods available in this rich city.

On the way, one of the Iron Adventurers asks a man passing by, who this Mistress Marta might be. He laughs for a moment, then in a secretive tone, "Only the most important woman in this city," With that said, he walks off with a smile.

Leaving Soldier City, the group is now walking amongst farms, where people have been working since the sun first rose. Many of the staples of this metropolis, are grown in this district of the city called Labor Town. Vegetables half buried in rich looking soil should not be able to grow this time of year, but the city proper is much warmer then the rest of the frigid and inhospitable Southern Continent.

The walk ways take you all by more buildings then farms. There are blacksmiths and tanners. Even a stone masons quarry is in use. In other cities, the appearence would be immaterial compared to the skill of the crafter, but here, it is much different. Shops have beautiful flower gardens in front. The doorways are carved and elegant. Bricks are stacked in perfection to create store fronts with mosaics of patterns fitting to the craft inside. After a short time, you come to a residence district, likely the homes of the nearby workers of the fields and shops.

Finally, the group finds, with very friendly and proper directions from locals, the address they have sought. Beautiful fruit trees line the side of the cobblestoned approach and after a quarter mile, a beautiful house is seen. A house? What am I saying really? To some in this city, it is only a house, but for those that are new to this city or even this part of the Wold, it is easily a mansion. It has five stories and two additions along the side that are three stories tall as well as what looks like a carriage house about fifty feet from the house on the left.

As the group gets closer, they can see two young men leaving the residence, getting into a fine carriage with six horses and leave toward the exit. The driver in front has a blue uniform on and top hat. Two boys standing in the rear wear brown suits and have nearby, cleaning utensils, most likely for the horse excrement that might be left behind.

As the carriage goes by, the windows are closed and no one else is very clearly seen as those working the carriage pay no attention to the group of heros walking up the drive.

At this point, whatever you would like to do to introduce yourselves at the door, is available.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday November 15th, 2010 7:42:38 PM


Ransy, stay back or come with us, your choice. If we get hijacked, your caution will be the stuff of legends. On the other hand, you might miss out on some choice RP for the start of the module. Tough call.

But Zeoll is a diplomat, if he is anything, so he will surely go to the breakfast with his best manners in place and his senses at the ready.

At the door, Zeoll will be the one to say hello, if no one else wants the honors. He explains that the group has an invitation to breakfast with the renowned Mistress Marta, and if it pleases her, we would be honored to await her convenience.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=23 ; d20+8=22 ;
Monday November 15th, 2010 8:02:29 PM

Not being one of the clerics, Beri hadn't put much thought toward the ghosts the day before. Today however Wardd must have inspired Beri as the others were checking on there belongings. His mind mysteriously changes from the delicacies he was hoping to devour at breakfast to the existential conundrum of the spirits inhabiting the tower.

knowledge (religion) = d20+3=23 (nat 20)

As they approach the gates of the house Beri's mind goes straight back to breakfast, the scent of maple and bacon filling his every breath. When they reach the door Beri introduces the group to the person who answers the door. (I am assuming it will be an attendant of Mistress Marta).

A splendid morning to you. I am Beriothian of the Iron Adventurers, we have come at the request of Mistress Marta to discuss some business over breakfast.

Upon meeting with their host Beriothian will formally introduce the party.

Good morning Mistress Marta, it is a great pleasure to meet you. I am Beriothian of the Iron Adventurers, and these are (...introduces the party...). I am sorry to hear about the disappearance of your son, I assure you that the IA will do whatever it takes to bring him back safely. Could you please tell us what you know about his disappearance.

Diplomacy = d20+8=22 ;

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday November 15th, 2010 8:04:07 PM

ooc: Sorry Zeoll, I should have refreshed before posting. I didn't see that you were going to say hello.

Maikill HP 31/39, AC 17 
Monday November 15th, 2010 8:11:04 PM

Maikill will follow along, always keen for a nice breakfast. He doesn't speak unless spoken to, he knows his strength isn't in his tongue.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday November 15th, 2010 11:05:42 PM

Bosk will follow suit with Maikill and let those with the silver tongue speak on behalf of the party. He has long since learned the benifit of letting his reputation and his sword speak for themselves and to trust the rest to Gargul. Althought his knowledge of such things is average, throughout the course of the meal he will watch the others and imitate them when determining when to eat, what fork to use, and other such details which might other wise elude him.

Oh the smells of breakfast/DM Buzz 
Tuesday November 16th, 2010 9:57:59 AM

ooc: All right Ransy, I need a decision!!

Please have a seat./DM Buzz 
Tuesday November 16th, 2010 1:24:20 PM

Ooc: Sorry, the show must go on Ransy.

At the door, a beautiful young woman in a nightgown answers the door. She stands about five foot four, with long, thick black hair and deep green eyes. Her body has curves in all the right places and is barely hidden by the layers of sheer fabric that cling to her alibaster shoulders and fall down to her lovely knees. Her hands and feet are well manicured and her nails are painted a pretty pink. She answers the door with a smile on her beautiful little face, "Good morning gentlemen. I apologize, but we are closed until this evening."

Zeoll considers himself quite the spokesperson, when it comes to all things glib. If others are not willing to be the spokesperson, he would be more then happy as well as capable of doing so.

Beriothian knows a few things and he attempts to delve into the recesses of his mind to remember something about ghosts, but his Knowledge skills are limited to "Local" knowledge and "Other" knowledge, the latter of which is unknown to this narrator. Alas, there is quite a bit more to know about religion, then the common basics. At the residence, Beri is happy to do the talking, jumping right up as the door is answered and introducing everyone as well, that is present that is. His Diplomacy skill, is unmatched at this moment.

Maikill decides that his forte is not in talking, but in doing. Doing whatever he has to, to survive and keep his friends alive as well. A nice breakfast is indeed in the works as the smells on the outside can not compare to delicious aromas of the fresh cinnamon rolls that just emerged out of the ovens in this very large house.

Bosk stays close to his friends and doesn't say much either. He wants to have a reputation based on fear and a sheer respect for his authority over death. He is a bit worried, even if he doesn't show it outwardly, on proper table manners.

Ransy decides to stick with the plan and come in a few minutes late, just as a precaution. Hopefully, their hostess will not feel that tardiness is a weakness in hiring heros.

Once the group introduces themselves, the young woman claps her hands excitedly and gives a beautiful and graceful curtsey to the group, "Oh greetings, greetings, Mistress Marta has been eagerly awaiting your arrival. She had hoped you would be here yesterday, but she did not know when adventurers would get back to their store to receive the note."

You are all whisked away into the house.

Off to the left, in a large parlor, you see a group of young girls, prepubescent, playing wind instruments in soft notes as an older woman gives direction. Off to the right in another large room, a dozen teenage girls are reading books and appear to be studying and taking notes. Neither group seem to notice the adventurers, so deep in their focus, they appear. The group is led ny the prancing young human female as they make their way through the house to the main dining room, where the buffet of food is large, even for minotaur standards.

There must be a small army in the residence as an ell of flapjacks are stacked high onto a platter the size of a half orcs head. Fresh fruit and vegetables are decorating the table in bowls, easily edible, but what really catches the attention of the group, is the meat. Big thick slices of Bounder Bacon as well as a large plate of basted Sargrass Plains Dove eggs, laid just the other day in the nursery. Pork Chops lay beautifully stacked in a circle on another plate. An entire leg of lamp, ready to be carved, or picked up and eaten off the bone. Not to mention the wine and juices available as beverages, some slightly carbonated. Of course, if there is something not present you would like, feel free to ask.

The group is seated in chairs that will fit each easily, or for some, a large pillow on the floor in front of the table works well also. And soon a woman is seen entering the dining room.

Mistress Marta is an elegantly, beautiful woman which has a youthful appearence, despite her middle aged years. Her blond hair is braided up into a bun on top and if let loose, might just hit the floor. Her eyes are brown and penetrating, each party member as it rests on you. Her lips, a smile of genuine gratitude for coming to talk with her.

Her voice is a melody unto itself. Soft yet clear enough for all to hear, "Thank you all for coming to my home. I am very pleased to have you here. I see one of you are missing, I do hope they are well and not unhealthy? Please, let us enjoy small talk while you all eat your fill and then, we can discuss business, as is proper."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday November 16th, 2010 1:37:51 PM

ooc: I believe Beri's "other" catogory represents his untrained knowledge check, although the results of such checks are capped with a maximum result of 10.

DM Buzz: Ah, that would make sense and you are correct if that is the case.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday November 16th, 2010 2:47:26 PM

As Bosk is escorted through the large building he is taken aback by the large number of beautiful girls and curvy young women. Room after room they are playing instruments and studying, and with every passing room his desire grows. Not his desire for the women, as human beauty was somewhat lost on the minotaur, but his desire to know more about this place. Why were there so many women in once place, and what was the son's connection to it? Was the young man lucky enough to live with all of these young girls? His best assumption was that this was some sort of charm school or boarding house to teach the finer points of manners, etiquette, and other such fineries expected of the well brought up women of Hook City. Surely a man would not be allowed to live in such a place. Something just didn't feel right to the taur. Then again, perhaps Ransy's paranoia was rubbing off on him.

When the group is seated to eat the taur has to control himself. The spread of food makes his mouth water and he has to remind himself that they are no longer in Mud Town and to watch his manners. He follows the others example and eats slowly starting with the outer set of silverware and working his way in and opts not to pick the meat up and gnaw it off the bone.

Once again he waits to let Beri and Zeoll do the talking.


Ransy, AC 21/12/20 Hp 41 /41 
Tuesday November 16th, 2010 4:20:49 PM

OOC: sorry, I've been too busy with real life to post yesterday.

The paranoid paladin is walking around in the neighborhood of the mansion of mistress Martha and studying it from afar. He's thinking about how easy it would be for rich con men to buy a house here and lure unsuspecting adventurers inside. If he meets other people, he'll ask them if they've heard anything about fraud and swindle in this part of Hook City.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday November 16th, 2010 7:31:22 PM

Beriothian graciously accepts a cup of coffee, a nutty and aromatic variety not common on the Southern Continent, as well as some fresh fruit and a couple slices of Bacon.
Your hospitality is most generous. I must say, I have not been in the presence of such beauty since the day I departed the elven homelands, and the young musicians I hear playing have talent that I have known young elves spend 50 years trying to acquire. Are these fine young ladies students of yours?

ooc: Did the girl answering the door have a ring on her finger.

Zeoll (HP14, AC17) [PF Zeoll]  d20+9=16 ; d20+17=28 ;
Wednesday November 17th, 2010 8:00:04 AM


Zeoll is not a young liontaur. He has travelled quite a bit, from the far reaches of the Taur Isles to the greatest city of the Wold, Plateau City. But nothing has prepared him, he is gradually realizing, for the amazing level of sophisticated beauty and sheer opulence of Hook City. It is smaller than Plateau City, of course, and arguably less magical than The Float, but Zeoll cannot help himself -- he is amazed by the decadent splendor, the attention to every detail, the gosh-darn cleanliness of the place!

Still, the liontaur is nothing if not the master of his own mind, and he puts his bardic training to good use, concentrating on letting none of his rube-from-the-sticks interior show. [OOC: Bluff check to pull off a sophisticated, unimpressed veneer: 16, meh.]

Thanking the lady for the hospitality of her table, Zeoll takes delicate tastes of every dish, although he goes back for seconds for the bacon.

He engages her in smalltalk, inquiring about the weather, the beauty of her home, and the delicacies of the table. [OOC: Diplomacy 28] He mentions that one of his comrades has been delayed.

After five minutes or so, per the plan described earlier, Zeoll asks Maikill if he would be so kind as to go see what is keeping our excellent paladin. "Prrobably lost trrack of time as he helps someone less forrtunate than himself again," Zeoll says to Lady Marta, excusing Ransy.



Maikill HP 31/39, AC 17 
Wednesday November 17th, 2010 9:57:37 AM

Lifting his face from his plate, Maikill looks blankly at Zeoll and then back to the food.

You sure there is someone less fortunate than a paladin? Maybe it me, I have to leave food to find him. Okay, but save food for me. I still hungry.

Maikill gets up and asks to be excused to go look for Ransy. When he catches up with Ransy, he simply says:
You make me leave table of good food to find you, hurry we go back now. Maybe food still hot.

On to business/DM Buzz  d20+10=20 ; d20+5=24 ;
Wednesday November 17th, 2010 12:11:43 PM

Outside...

Ransy has good reason to be a bit paranoid right now. After all, he was just abducted and found somewhat out of element, by his new companions, how many times can someone live through something like that? Caution is not to be unappreciated. While out though, he chats with locals. Some don't even understand what the word means, and when explained, look ghastly, as if, people would honestly do that to others. One quickly learns, laws are strictly enforced and range from severe fines and expulsion for a time, to complete banishment. Someone risks a lot by going against the laws of Hook City. Ransy only Highlight to display spoiler: { Please make a spot check DC:25, oops, never mind, you only have a +2 modifier. With this in mind, please stay near the group as often as possible. :)}
ooc: Ransy, ADM James asked you a question a few days ago. "Ransy, where are you keeping the locked box?)" It would be nice to know.

Inside...

Bosk is not sure what to make of the house he has stepped into. It seems to be full of females of all ages AND all races. They are not just humans here, but elves, gnomes, dwarves and even some taurs might be present, yet unseen. Mistress Marta does not seem to be closed minded, with whatever it is she does here. Thankfully, when it comes to utensils, only the necessities are available. A long, heavy serving fork and butchers knife for the one with large hands. Several napkins and what would normally be a ladle is ones spoon. Normal sized eating ware are available to the others.

Beriothian is delighted by the food and drink. The coffee has had just the right amount of pressing time and the bacon, not too salty. Mistress Marta just smiles at the elf as he works his flattery, then answers his question, "Strange. I do not recall the older girls playing music this morning and the young ones, need much practice, but your kind words have not gone without effect. Technically, no. I hire quality instructors to teach here at my home. Most of the girls here come from Soldier City or Labor Town, middle class and working class. This is a very strict city and learning to be proper is not something people are born with. The parents must provide a living for their children and some do not have the time to educate their loved offspring, so I provide a service, so that if one day a young lady finds a proper mate, she can act accordingly, no matter what their mates station might be. Then there are those that do not wish to settle..." Her last words trail off onto another subject.
Thats about five minutes ago, it is hard to remember if she had on any jewelry. Spot DC: 15 as her hands ere clapping in excitement most of the time.

Zeoll attempts to hide how impressed he is with The Magic City. Sure, Plateau City is a gargantuan infrastructure with all kinds and types of people.. The Float, literally an ancient Teucri device, is a powerful (which is an understatement) creation of an ancient past. Neither can be considered more beautiful and organized, then Hook City. It is easy to be impressed by it all and it is hard to not show it. Cayzle Please roll a Sense Motive check DC 25. If successful, Highlight to display spoiler: { She knows you are impressed and is gracious enough to not mention anything or show she is aware of your little deception.} She nods politely, acknowledging the Diplomacy and is quite an intelligent woman, when engaging in small talk.

Maikill, delegated to chasing paladins. Would it have hurt to have at least finished the first plate after all? After making a quick joke and taking a porkchop sandwich with him for the quarter mile walk, he sets out down the cobble stone drive way. Eventually, comes back with party member in question. On the short walk back, he includes a minor tirade about how he is missing out on delicious food! He finds the fare is still warm enough to enjoy.

So, the group is together and everyone eats their fill. Obviously, there is no poison in the works or you all would have felt the effects by now, although, it would be hard to run, for those that could easily stuff themselves on such a hardy breakfast.

The food is removed and Mistress Marta orders the servants to ration the left overs for recess and lunch time for the children, then, she asks one to send in "Feid and Caukt" (Pronounced Fid and Cot)

Two short, slim men walk in from the back entrance. Both of them have short black hair and very dark eyes. They wear black cloaks, which reveals when tossed over their shoulder, a blue shirt with blue pants. Each sports a long sword and a short sword. Hand crossbows hang from their hips. Each wear soft black boots. If some would see people as unnerving, they would meet the description. They bow to Mistress Marta when they enter and seat themselves on each side of her as she introduces you all. "These two men are a part of my intelligence agency. There is nothing that occurs, I do not have knowledgable of, in Hook City. Outside the city however, we are at a loss. I have not, until recently ever considered a need to have interests outside of our precious world here, but now that I must, for a short time, I do not have the resources to get the information I need. So, I must rely on those that do know Mud Town, to get what I need. What we know so far is, Mudtown does not have a problem with corpses and disease like it used to. We think, whoever or whatever is taking these corpses are also taking people. People that should not just disappear alive or dead."

Mistress Marta continues "My son was last seen leaving the city a week ago. He would have run out of money long before now and that is why I am suspicious. If someone knew who he was or who I am, they would have asked for a ransom, so I am quite worried, it is worse then that."

She pauses for a moment then asks, "How can you help me?"

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday November 17th, 2010 12:53:20 PM

OOC: Ransy has left the lockbox with the chits in the tower, somewhere hidden on the first floor. Reason: no need to carry around so much wealth when you suspect you might be kidnapped. Moreover, the lockbox is too large to carry around comfortably and would probably attract the unwanted attention of thieves.

Ransy introduces himself to Mistress Marta and tells her that they have already gathered some information on a group of 'beings' who are willing to pay for kidnapped people. " In fact, I have been kidnapped myself, and locked into a locker in a warehouse. However, last time we checked, that warehouse was no longer in use as storage facility. But we have some other clues to the whereabouts of that group. Maybe they even form some kind of cult, with an undoubtedly evil purpose. That's the obvious place to look for your disappeared son, Mistress Marta."

Zeoll (HP14, AC17) [PF Zeoll]  d20+10=24 ;
Wednesday November 17th, 2010 4:23:59 PM

Zeoll sense motive at +10 ... a 24! Just missed! LOL!

More later.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+10=20 ;
Wednesday November 17th, 2010 8:13:20 PM

Having finished a delectable breakfast, Beriothian takes his hosts lead ans starts to discuss the details of the case at hand.

Corpses are disappearing? That is indeed troubling, though it increases the likely hood that your son will be okay. Kidnapping raises far more suspicion than robbing a grave, especially when someone from Hook City goes missing.

You mentioned that there had been no ransom. Does your son have any special skills that the kidnappers may have wanted him for? You also said that disease had gone down in Mud Town as of late, is this beyond what one would expect from the sudden decrease in bodies? Do you know where the corpses are being removed from? I believe Maikill personally saw something in the Pig Alley pit not to long ago.


Spot check on the for whether the girl had a ring = 20

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday November 18th, 2010 7:48:36 AM

Zeoll is very sympathetic to the lady's story. "Please accept ourr sincerre concerrn, and let us say no morre about the utterr need forr discrretion."

He pauses, and asks, "We will need morre inforrmation, howeverr. His name, of courrse. His trraining and capabilities, his interrests, especially any that might lead us to his destination beyond this fairr city. Perrhaps a sketch orr image so we will know him."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday November 18th, 2010 9:00:33 AM

ooc: Typing my post now.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday November 18th, 2010 9:43:55 AM

Having eaten his fill, Bosk sits back and listens to the conversation. For the most part he sits back and nods in agreement to what the others have to say and occasionally throws in his own ideas or questions. Although he is not the groups best speaker, he does an average job of highlighting the groups abilities and connection to Mud Town. Our group met in Mud Town and have come together over the course of several mysterious events. I was the first of our current group and Maikill over there joined shortly after when my old group was investigating odd goblin raids in Mud Town, which ended up being a band of magically disguised thieves. Maikill is very strong and does a lot to even the odds when our party is out numbered. Beri, Ransy, and Zeoll joined later when we were investigating occult activity in Mud Town that involved several disappearances. Beri is our intelligence guy, he can move about Mud Town undetected and collect information that others would prefer to be kept secret while Zeoll has his finger on the pulse of the town and is the first to hear of rumors and strange goings on. When they joined we were going after an occult that was being led by an illithad, locally known as a brain eater. Although we destroyed the illithad in question, our sources tell us that another sect of that occult has branched off. Ransy proved himself a great fighter that day and does well against dark forces and in upholding the law. In a place as lawless as Mud Town he helps to restore order.

Unlike the folks in Hook City, our time in Mud Town has allowed us to make many contacts outside these walls, many of which are less than reputable and inform us of anything of note going on in Mud Town. It is our unique ability to blend in around Mud Town and to gather information that will serve you. As it stands, we have a lead on another disappearance that I have a feeling may be intertwined with your son's disappearance.

Tell me, do you happen to know why your son left town, where he was headed, and who he may have stopped to talk to?



Twice/DM Buzz 
Thursday November 18th, 2010 10:41:55 AM

Mistress Marta nods her head in understanding of the groups position and what they can do to help her. She seems quite pleased with the enthusiasm. Those characters that speak with her on the subject seem to have a plan in effect and just need some minor details from her.

His street name is "Twice". I don't know how he came home with that one day, I do not know. He just asked us to start using it when he was around fourteen. I will not jest with you, he can be a loving, sweet, gentle spirit one minute and then, an uncontrollable, angry foolish man the next. I will admit he is not quite right in the head and I have taken him to priests to be cured, but they tell me, a disposition is not a disease. He likes to drink, quite a bit and he also enjoys, what does he call it?" She looks to Feid on her right. In his low clear voice, the small man answers her question, "He calls going to Mud Town, slumming it, Mistress."

She smiles and looks back at the group, "Slumming it. How one would slum, I have no idea, but he comes home after a few days of binging on alcohol and when he recuperates, goes off and does it again. I knew it would some day get him in trouble. That or his hobby.." At this point, she looks a bit embarrassed, "It was when he first came home with his street name, that I noticed new behaviors about him. Then, my intelligence staff came to me to explain, he has taken up being a rogue. I was disgusted. I expelled him for a time and I am afraid, it made him much worse, or I should say, much better at what he does. Now, he is swift with his blades and his mind. Do not corner him or fight him if you find him. Come back and tell me if he is alright. If he is in trouble though, he will need your help. Bring him home safe and alive and I will pay you well. If by some chance he thinks you are the enemy, his real name is Reginald. Hopefully, that will bring him out of his fog of rage and he will know I sent you."

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday November 18th, 2010 11:04:12 AM


"A picturre, orr image of some kind, good lady?" Zeoll asks gently.

Twice/DM Buzz 
Thursday November 18th, 2010 11:31:20 AM

"Of course. Tall, about six foot one but slim. Don't let his lanky nature fool you, he is also strong and I will add, quite chrasmatic. He usually wears fine clothes, even if they are ripped and slovenly. He has blond hair like mine, but he keeps it short. He is usually clean shaven when sober, but I doubt you will find him that way."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday November 18th, 2010 12:14:26 PM

ooc: Are Martha and Twice human?

DM Buzz: Yes.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday November 18th, 2010 4:37:36 PM

Bosk makes mental notes of everything they were just told. Perhaps the bars in Mud Town would be a good place to start investigating. We also cound stop by and visit Lola the Red (a female contact known for selling her company to young men) on the way to visiting Gary Glittertooth. We might even be able to get Beri to visit the thieves guild... As his mind processes the information he allows the others to ask any further questions they might have in addition to making the decision if the should ask about payment now or if they should help the woman and assume someone with her position and reputation would reward them sufficiently.

Maikill HP 31/39, AC 17 
Thursday November 18th, 2010 5:58:34 PM

Maikill mutters under his breath he probably dead, mudtown not good place

He shifts uneasily, waiting to get the chance to get out of this place. He hates to be put in a position where people expect what probably can't be delivered.

Ransy, AC 21/12/20 Hp 41 /41 
Thursday November 18th, 2010 6:20:56 PM

Ransy has no more questions. However, he gives Feid and Caukt a stern look, saying: "take care, men, there's a lot of evil afoot in Mudtown"; while saying that, he tries to detect evil on them.

On the way out, he asks Bosk and Beri and the others: "why don't we explore our previous lead which we got from Gary? I mean, we were going there this evening, weren't we? Now that mistress Martha has hired us, we've all the more reason to go there. Or am I talking rubbish now?"

Ransy thinks that asking about payment now would be rude, as this woman is obviously very rich and very concerned about her son.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday November 18th, 2010 6:55:41 PM

Having finished a delectable breakfast, Beriothian takes his hosts lead ans starts to discuss the details of the case at hand.

Corpses are disappearing? That is indeed troubling, though it increases the likely hood that your son will be okay. Kidnapping raises far more suspicion than robbing a grave, especially when it's someone from Hook City goes missing.

You also said that disease had gone down in Mud Town as of late, is this beyond what one would expect from the sudden decrease in bodies? Do you know where the corpses are being removed from? I believe Maikill personally saw something in the Pig Alley pit not to long ago.

Spot check on the for whether the girl had a ring = 20

Half a day and all of the night/DM Buzz 
Friday November 19th, 2010 9:33:02 AM

Zeoll asks for a better description of Marta's son and after she is done explaining his features, she has retreaved a painting of him done just before he necame "Twice". She says, "His boyish face is still the same, if not muck covered that is."

Bosk takes in all the information they have been given and thinks about the many contacts they have in Mudtown that will help them find Twice.Where to begin just depends on which location is closer to the city walls.

Maikill thinks the worst and attempts to keep it to himself. Even though the people in the meeting are sitting rather close, together, none seem to act as though they heard him. Mudtown is after all, a bad place, if you are a Hook City resident.

Ransy does not detect evil on anyone sitting on Marta's side of the table. (Remember, it takes rounds to try to pinpoint such feeling of evil) Soon, he is talking witht he group about how to proceed from there.

Beriothian puts the lady at ease with his words, that the sick and dying don't really meet her sons description and has more questions about Mudtown and what they have learned, like where the bodies might be taken or if the disease is lessened with the disappearence of bodies from the streets. None of which is known by those at this table.

So if there are no further questions, the group is shown to the door with a friendly smile and without even talking about payment, which proves the group knon as the iron Adventurers are heros and not mercinaries.

Now, the day is yours to do with as you will. It is almost noon time in the city, where the air is cool and crisp, but no where near as cold as Mudtown is right now.

DM Buzz apologies, I read your posts two or three times and I still miss stuff to include. No, the girl that answered the door had on no jewerly what so ever, not even earrings.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday November 19th, 2010 10:57:07 AM

Before leaving Marta, Bosk asks if Twice had any friends or favorite hang outs, either in Hook City or Mud Town, who might know where he was going or doing.

Question answered/DM Buzz 
Friday November 19th, 2010 1:02:42 PM

Marta would be clear, "He was always very secretive about where he would go and what he would do. Despite our best following abilities, he was able to loose most people sent to trail him. Even when successul, it was usually a social call to a lady's residence. We have not tried to follow him outside of the city."

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Saturday November 20th, 2010 12:31:45 PM

At the end of the lovely breakfast and meeting Beriothian says goodbye to their hostess. As the group makes their way back from labor town Beri notices a rather eccentric man. His clothes are stained in blood reeks of booze, however the man looks perfectly sober. The group tries to keep their distance from the man, and as he passes by they can hear him babbling something about a ring and the catacombs.

ooc: No worries, I was pressed for time on that post so I was happy to repost. Also, take a look at the catacombs to learn more about this post.

DM Buzz: The man in question run off into the streets of another city, but not Hook City. Sorry, if something like that happened here, the city would freak out and likely close the only entrance to the Catacombs that lead to Hook City.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Saturday November 20th, 2010 3:09:45 PM

ooc: oooh, I forgot there is more than one catacombs because that's where we all shop... Well, read the posts in there anyway.

Zeoll (HP14, AC17) [PF Zeoll] 
Saturday November 20th, 2010 5:39:22 PM

OOC: All doors lead to the same Catacombs ... but there are many doors.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Saturday November 20th, 2010 7:28:25 PM

...No more need to teleport :)

DM Buzz: LOL, one might believe that moving through different areas of the Wold simple, through this magical arena we call the Catacombs, but please, do not ever believe, I will allow players to abuse the convinience of the Catacombs. Door ways inside of the Catacombs, to other places might just be on a time stamp, opening and closing just long enough for patrons to aquire their needed articles and then, to depart. Now. I am not saying, that on occassion, if you guys want to use the Catacombs to visit Platau City or even somewhere on the Taur Islands, you can't. What I am sayng is, I will not allow you to radically change a module by it's use, because I forgot about it's versatility when writing or running one.. :)

Zeoll (HP14, AC17) [PF Zeoll] 
Sunday November 21st, 2010 7:41:38 AM


My understanding is that you have to leave the Catacombs by the same door you enter. :-)

DM Buzz: I have read the Catacombs desctiption in the Woldipedia and it does not say one can or can not use it in this manner. Unless there is documentation that is elsewhere. http://www.woldiangames.com/Woldipedia/index.php/Catacombs

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Sunday November 21st, 2010 4:37:06 PM

Sorry, I meant it as a joke. I wouldn't allow it if I was a DM.

Zeoll (HP14, AC17) [PF Zeoll]  d20+7=19 ;
Monday November 22nd, 2010 7:08:43 AM


Before leaving the mansion, Zeoll begs the Lady's indulgence for a small bit of magic. If she will permit him to cast two minor spells ... he casts Ghost Sound and Silent Image to create the illusion of Twice, aka Reginald. He uses the Ghost Sound to create a voice for the Image. And under the lady's direction, he fixes and alters the illusion until he has the look and sound right, down to the correct pout, sneer, and grin.

"I have the beginnings of an idea," Zeoll explains, "and the ability to crreate this bit of trrickerry may be key to rrecoverring yourr son."

=====

Outside the house, Zeoll suggests that if there is nothing to keep them in the city, we should visit our tower, stow our chits, and head to Mudtown. "I have some inforrmation to gatherr," he says.

Assuming we do so, back in Mudtown Zeoll will take the rest of the day to poke around and ask questions, hopefully without giving himself away. He wants to find out if this "Twice" is known, who knows him, where one of his ladyfriends might be, etc. Gather Information check: 19. Anyone want to come along and roll an Aid Another check?

Back through town/DM Buzz 
Monday November 22nd, 2010 9:55:30 AM

Mistress Marta indulges the bard in his magical recreaions and she is satisfied that the group now knows what he looks like and sounds like.

The group stops by the their tower and again, nothing has been moved and chits can be secured.

Making your way to the gate, once again, you pass by the money changers doing their jobs (Making an exchange yourselves? Let me know and I will roll.) and then, you are assaulted by the cold breeze that comes in during the day as well as the night. Biting through your clothes to attack the nerves that run along the surface of the skin.

ooc: Not a lot of content to respond to, today. Only two posts from players to move the game along.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday November 22nd, 2010 9:58:36 AM

Bosk agrees with Zeoll about returning to Hook City, and before returning to Hook City will stop by the money changers to find out the exchange rate.If the exchange rate in his favor he will exchange his chits. If it is even or at a loss he will look for a loose stone or floor board he can hide it under and leave it in the tower.

Back through town/DM Buzz  d100=91 ;
Monday November 22nd, 2010 10:28:29 AM

OOC: Ignore the roll, the day is still the same. The exchange rate is high today, with a ten percent increase compared to gold, the same as it was just a few hours ago when you all entered. Exchange rates are checked per game day, not post day.

Maikill HP 31/39, AC 17 
Monday November 22nd, 2010 10:46:54 AM

Glad to be out of fine surrounding, the stink of mudtown insults Maikill.

"I not like it in city or mudtown. Hook city people pretend be better than they are, in mudtown people act worse than they should. Soon I leave here, go back to country were people are better. Let go find this boy quick."

Zeoll (HP14, AC17) [PF Zeoll] 
Monday November 22nd, 2010 11:28:29 AM


Zeoll stands by his Gather Info roll. Anyone want to come along to help (Aid Another)?

Maikill HP 31/39, AC 17  d20=10 ;
Monday November 22nd, 2010 11:48:35 AM

Maikill will follow along and help Zeoll anyway he can.

aid another 10

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20=11 ;
Monday November 22nd, 2010 11:52:06 AM

Bosk will also assist Zeoll in any way he can.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday November 22nd, 2010 2:50:21 PM

Sweet +4 to my roll!

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=6 ;
Monday November 22nd, 2010 7:01:57 PM

Bodies disappearing sound like the type of rumor the WLA would have picked up on. I am going to stop by on my way out to check with their resident bard/ranger to pick up what information I can.

When Beriothian leaves Hook City he will trade his chits back in for hard currency.

ooc: I'm not sure if the WLA requires a gather information roll since it's a service available to members, but in case you need it... actually, forget I said anything :P

d20+3=6 ;

Caught up in the spokes


Back through town/DM Buzz  d4+1=2 ; d100=10 ;
Tuesday November 23rd, 2010 9:54:17 AM

ooc: My friends. When we are dealing with chits and money, I need specifics. I know a couple of you are trying to make a little extra cash using the chit system, hoping you can make a difference, but in the long run, it will always balance out eventually. So, please, do not use language like this, "When Beriothian leaves Hook City he will trade his chits back in for hard currency. " This is not specific and I will call you on it every time. Always use the amount in chits and gold you are trading. Thank you.

Some search the Woldian league of Adventurers for information and they do not have any themselves. Their interests are with the city at this time and they have no field agencies there to know more about what is happening. If a member wanted to start a WLA center in Mudtown, they could, but it would take them out of the adventuring business, with all the work necessary to put into it.

With the group outside the city now, they search their regular contacts for information. No one named "Twice" has come through here and there have been a few people that meet the description the group is asking about. One lead you have trails you to a young man in a make shift bar, set up in a tent, but it is not the person you are looking for. At least the group did not spend a lot of time and gold on what might well be a dead end trail. Twice is known to be a skilled rogue and someone not likely to want to be found, according to his mother after two hours and ten gold pieces in drinks, the trail for the young human dries up pretty quick. Highlight to display spoiler: { Given the circumstances of him being a rogue with skills as well as him being gone a week, the DC for this was 25. Sorry, very close.}

The good news is, now, the group still has plenty of daylight for other tasks if they desire. The bad news is, during your investigation for Twice, you discover, Gary Glittertooth has left town. He didn't say where he was going, but him and his friends packed up the few things they had. He sold his building and left with an outbound merchant. That happened sometime last night while the group was resting for breakfast.

Also, two humans and a gnoll have been seen asking the decrepit, if they need help. They were seen with dead bodies in their cart as well. Most think it was nice of them, but don't know why they are doing it.

The time is approximately 2:00 PM

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday November 23rd, 2010 1:54:46 PM

Bosk shrugs in disappointment when he hears the news of Gary's leaving. Well this is an interesting turn of events. At the very least, we now know that Gary won't be attending tonight's meeting. I guess our next goal should be to learn more about the humans with the gnoll going about town, and to have a few of us walk buy the cross roads again to see if anything has changed since last night.

If I remember correctly, Gary told us that the note was left under his door and that he had no way to contact the kidnappers, so there is a good chance the meeting is still planned for tonight. Although we have no way to know if anyone else was told to meet them tonight, my guess is that with business such as this they would want as few witnesses as possible and would at the very least have anyone else they might have contacted meet them at a different time and place. The question is, do we hide in the shadows, go out to meet him as Gary would have to make an exchange, or split our party up and have half hidden in the shadows while a few of us approach the party in question. If we are all hidden the party in question may not show themselves, but if we approach him directly and another group does show up, then we find ourselves in a fight with two sets of enemies.




Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday November 23rd, 2010 3:02:26 PM

"I could make an illusion of Garry walking with us," Zeoll suggests. "That might get us an in."

Ransy, AC 21/12/20 Hp 41 /41 
Tuesday November 23rd, 2010 5:04:21 PM

Ransy is alarmed at the mention of two humans and a gnoll asking the weak and elderly people if they need help. "That's very suspicious, to say the least. And then they've appeared with a cart with dead bodies? It seems they've killed those decrepit people. Shouldn't we investigate that news?
Zeoll, I think that illusion might work. Good thinking. But then the question still is: how will the others get to the crossroads without arousing suspicion? I've bought two potions of invisibility. But perhaps we should buy or rent a cart and lie on it as if we're dead bodies.
"

Ransy would like to gather information about the 2 humans and the gnoll. But only together with the others. So do the others want to do that too?


Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday November 23rd, 2010 6:50:50 PM

Yes, the two humans and the gnoll are probably our best bet. It may also be worth checking out the pit in Pig Alley, though I don't actually know where that is. Would we have time to go there and get back?

ooc: Sorry, I only had one chit so I wasn't thinking about the possibility that it could be interpreted I was holding some back. I trade my one chit in for the same value in gold that I traded to get it a few hours ago.

Where to first?/DM Buzz 
Wednesday November 24th, 2010 1:41:35 PM

Bosk is not at all happy about Gary picking up and leaving before unfinished business had come to pass. Will the meeting with the others still take place? Is the very people they are looking for, slipping slowly through their hands? One does not have the answer, but, now, it seems, the two humans and a gnoll would be their next lead, but where would they find this trio in the large area called Mud Town?

Zeoll has a magical solution to the Gary problem. Create a figment. In most respects, it should work, if it's not raining and the people viewing the illusion, do not notice, it does not make noise when it walks on the wet road, nor does it leave footprints. (For someone unaware, it would be a decent spot check of DC 15 to notice with additional, conditional penalties of course, FYI)

Ransy has concerns for the weak and ill of this makeshift town, but he has not really seen, elderly people in Mud Town. Some are older sure, a lot of merchants are, but no one ever makes it in this dirty, polluted community to what we call "old". He jumps to some conclusions about the three killing those needing help, without any evidence or witnesses to this claim. Still, he wants to investigate this news and asks the party, if they feel the same?

Beriothian agrees to some extint with the others, but offers his own suggestions on where to start, like The Pit, in Pig Alley, ooc: Your DM would appreciate information on this place. I did not see it in the Woldipedia. Have any of you been there before?

Maikill remains quiet, contemplating settling down with a pretty girl and maybe raising some long toothed children with hairy backs. He says he will help the group as long as he can though, before his barbarian nature drives him back and away from civilization.

The group has made a lot of suggestions to each other. But, where will they begin, this is uncertain. There are still three or four hours of day light left before Thermo escapes the horizon of The Wold.

Zeoll (HP14, AC17) [PF Zeoll]  d20+7=19 ;
Wednesday November 24th, 2010 3:32:55 PM


"Well, it seems to me," says Zeoll, "That a gnoll will stand out in Mudtown almost as much as a liontaurr and a minotaurr. Well, maybe half as much."

"That said, someone is bound to have seen them. And we have a couple hourrs to ask arround."

Well aware that the taurs in the party make the Iron Adventurers much more noticeable, Zeoll tries his usual sources in gathering information. [GI roll is a 19 (again) -- and again, anyone want to Aid Another fellow party member? LOL!]

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday November 24th, 2010 4:53:07 PM

Ransy helps Zeoll with gathering information about the gnoll and the two humans, who were said to be 'helping' the weak and elderly people. Or otherwise, just about people driving carts with dead bodies on it.



Ransy, AC 21/12/20 Hp 41 /41  d20+2=8 ;
Wednesday November 24th, 2010 4:53:49 PM

gather info aid another = 8
(sorry, hit the wrong button and sent the message)

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20=7 ; d20=5 ;
Wednesday November 24th, 2010 5:12:44 PM

Bosk does his best to help Zeoll, however he is not as helpful as he was earlier.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=13 ;
Wednesday November 24th, 2010 7:21:10 PM

Beri joins the others in trying to gather information.

Gather information = 13

ooc: I never actually went to Pig Alley, I just they throw bodies in there and that Mayikill saw something in there

Ransy, AC 21/12/20 Hp 41 /41 
Thursday November 25th, 2010 4:59:16 PM

Checking in

Happy Thanksgiving/DM Buzz 
Thursday November 25th, 2010 7:45:45 PM

Sorry for the no post today my friends. I had to get up and start running for Turkey Day. We will continue this tomorrow. I hope you all had a great and filling day.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday November 25th, 2010 7:57:48 PM

ooc: no worries, I don't think anyone is expecting anything to happen today.

Position available?//DM Buzz 
Friday November 26th, 2010 1:43:22 PM

Everyone begins the search for the three men looking for bodies, when they are approached by a middle aged man in a thick, dirty cloak, "I beg your pardon Lords, I beg please, allow me to talk with you a moment?" His long gray coat, underneath his hooded rain gear, is made of fine materials and is likely stuffed with down. It's original color now not recognizable, has many mend marks are on it where a needle and thread have kept the contents inside. He has long gray hair, that has streaks of brown through it and a full beard. The fact he has all of his teeth, means, he likely hasn't been in this state for very long. The group, being the kind souls that they are stop to listen to the man.

He begins the conversation, "It's a common rumor you have set your minds to looking for the people missing in Mud Town. A noble and heroic cause if I may say so." he gestures with a bow to each of you.

He clasps his hands together and begins a tale of sadness for a dear friend on the brink of death. "My, my friend, he's gone too ya see. His name is Jack and he's about my size with brown hair and a bit younger then me. He was terribly sick with the Gandub, and no money for a healing. I left him with a small fire one night when I went out to scavange for food,. I didn't expect him to live till the morn really, but when I got back, he was gone and the fire was snuffed. I don't know what happened to him, but I wasn't long anyway, just a few hours. I doubt he is alive, but I want to give him a proper burial. I just want to know what happened to him!" The man doesn't seem so much as worried as he is confused about his friend.

"I don't have any money." he says with a sad look, then cheers up a bit, "but I can works for you see. I know how to read and write and I can work the numbers also. I'm still strong and I can move things or carry your gear. What have you, until my debt is paid in full."

Heal Skill DC 20 Highlight to display spoiler: { Gandub is a Southern Continent illness affecting the Respiratory System and is similar to Pneumonia, except far more aggressive as is most things in the Southern Continent.}

The Gather Information used, will be addressed after this encounter.

Zeoll (HP14, AC17) [PF Zeoll]  d20+10=21 ; d20+7=21 ;
Friday November 26th, 2010 5:14:55 PM


Zeoll listens carefully to the older man's tale and asks him a few questions. [Sense Motive 21 - is he sincere? Honest?] "What is yourr name, Good Sirr? How came you to be homeless in Mudtown, forr I suspect you have not lived herre long."

Bardic Knowledge to know about this "Gandub" ... Bardic Lore 21.



Maikill HP 31/39, AC 17  d20+2=8 ;
Saturday November 27th, 2010 12:17:01 AM

Maikill listens to the man's story. The sickness does not ring a bell with Maikill, but cities seem to always have some disease that he has not heard of. Another reason to leave here and return to the country. His ears do perk up when the man's offer of help comes.

"You know letters and numbers?" Maikill says with admiration.

"I no need help carry things, I strong. You teach me and I will help you. Maybe start with numbers so I not get cheated at market. That sound good to you?"

Heal check 8

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+1=11 ;
Sunday November 28th, 2010 10:54:22 PM

I'm not familiar with Gandub, it's not contagious I hope. Where exactly did you leave him when he disappeared? You didn't happen to see a gnoll around the area when you left did you?

Heal check = d20+1=11

Gandub/DM Buzz 
Monday November 29th, 2010 9:39:18 AM


Zeoll believes the man is both honest and sincere. He has heard talk of the Gandub since his visit to Mud Town and knows it can be a deadly illness if not treated quickly, Zeoll may see the above "Heal" spoiler.."My name? Love rock the Cradle I'm sorry, of course you should know who you are speaking too. My name is Jeb. Jeb Maker. I come from a long line of Makers. I specialize in clothing and leather, but me Da was an armorer. As for how we became destitute, well, Jack loves the dice you see. He lost his half of his wares in a dice games. He comes back to me for help in retrieving it and I says no of course, he's a blamed fool, but soon enough, he convinces me he could make back his goods and extras for the pretty ladies in Hook City. Well, that was three months ago. We have been struggling since then, trying to make some money back here and there to get us home to Calid (An unknown, uncharted and unused city in the Southern Continent, here in the Wold.) Almost have enough to buy our way onto a caravan, but no, I needs to find me friend first and pay me debts."

Maikill appreciates the mans skill and willingness to work for others. he asks about an education and receives the reply, "Learnin is easy when someone wants to set their mind to it. The numbers come quick, but the letters take some time. Time is what I have plenty of right now, so sure, I'll teach ya good sir!"

Beriothian does not know what the illness is and asks about it, "I suppose if you kissed someone on the mouth and they had Gandub, you might contract it, but I don't think you can catch it from being near someone that has it. I didn't catch it anyway and I took care of Jack for two weeks before he got deathly. Gnolls, well, there are gnolls and orcs and sometimes ogres in Mudtown. Lots of races and cultures trade with Hook City. On that evening though, I do not recall seeing a gnoll, no sir. I left him near the gates to the city, hoping some wandering priest would have seen him and could take pity on him, but it seems they don't come out here much."

ooc: The group can recall a few things from the past at this pont. The DM will throw some hints out later if the players do not remember something from a few weeks ago. I am not very happy with the last few Friday posts either. There is only five of you and that is all the more reason to post regularly.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=5 ;
Monday November 29th, 2010 10:13:21 AM

ooc: Sorry for the late posting. I got back from the in-laws late last night (where internet and phone coverage is sparatic at best) and thought I could post before the DM in the morning. I forgot that Buzz posts much earlier than Jim did. (My wife has also been monopolizing the internet for online Thanksgiving weekend sales).

ooc2: Am I correct that there are three people being mentioned in this conversation? Jeb, Jack, and his da (dad)?

Bosk racks his brain for any knowledge he might have about Gandub, but finds himnself unknowledgeable in the matter, and so begins to ask questions about the matter at hand. We are sorry to here about Jack, can you please tell us more about your situation. Jack is a somewhat common name, I don't suppose he ever went by the name "Trade Jack", did he? If not, can you describe him in a little more detail for us. What his his race, and what does he look like? What cloths was he last seen wearing? Was Jack a friend of yours or a relative? We know of a cleric in Mud Town that tends to the sick and dying, and she might have seen your friend, but we will need a good description to give her.

DM Buzz answer to ooc2. Jeb is the man you are speaking with. Jack is his friend that is missing. Jeb gave his heritage or bloodline by informing you of what his fathers skill was. His "Da" is not here. :)

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=26 ; d20+7=23 ;
Monday November 29th, 2010 3:34:50 PM


Zeoll wonders a little about this new person the party has met. Is he a dupe or a stooge? He seems sincere, but naïve, the liontaur judges. He asks him about a longish list of people who have played a role in the Iron Adventurers' business of late -- Gary Glittertooth, for example, who may have had a role in the dice gambling business. Not to mention the cultists who had been following that disguised mind flayer, what was his name? And of course Twice, who Zeoll suspects was no stranger to the gaming tables.

Diplomacy to speak with Jeb without alarming him at all the questions: 26

And what did he mean by "love rock the Cradle?" Is that slang? From where? What's it refer to? Bardic Lore 23.


Ransy, AC 21/12/20 Hp 41 /41  d20+6=11 ; d20+7=11 ;
Monday November 29th, 2010 5:10:40 PM

Heal skill = 11

Ransy says: "I've never heard about your friend Jack's disease. However, you said your dad was an armourer? I think we've met an armourer recently, Tallie's father? What's his name, guys?
Jeb, would you know him? He lives at the edge of Hook City, just inside the walls. We were helping him, because his daughter Tallie had disappeared and we believed she might have been kidnapped. We found her and brought her back. Is it perhaps family of your father?
"
Ransy tries to judge the sincerity of Jeb's answer to this question:
sense motive = 11

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday November 29th, 2010 11:11:32 PM

Did you have any interaction with someone named Goldtooth, or a Mr. Herrert? Would you be able to take us over to where your friend went missing?

ooc: Was the thing from a few weeks ago something that happened after you started DMing?

DM Buzz: ooc, yes, Bosk guessed correctly about the cleric you all heard of yesterday in game time.

Near the gate/DM Buzz  d100=11 ; d100=28 ; d100=92 ; d100=81 ;
Tuesday November 30th, 2010 9:59:33 AM


Bosk asks more questions to try and get some information fro Jeb, "Trade Jack? Oh no, that's a mercenary band of warehouse guards. He wasn't a member of them. He could barely hold a knife without cutting himself." He goes on to describe Jeb, "He is human and used to be round in in the middle, but the last few months have seen that disappear. He has black hair and a thin beard. He has green eyes and stands so-so," indicating with his hand about five foot five inches. "he had on a cloak and a coat, similar to mine. I made them borh. Made just right for keeping one warm see. Jack was a dear friend of mine. I have known him for decades, the blamed fool!"

Zeoll works his glib tongue, keeping the man at ease with his questions. "Nope, I am sorry. None of those names rings a bell. For your bardic lore on the vernacular, it is a Southern Continent saying, similar to, "Oh my goodness!"

Ransy asks questions about the interior parts of Hook City and jeb replies, "Nope, I'm sorry, I don't know the armorer you speak of. My Da might, but I deal with cloth and leather. Not a lot of time to mingle with other merchants outside of business."

Beriothian asks him about other people as well, but Jeb does not recognize the name. "I'm sorry good sirs, but those names do not ring a bell with me, but Mud Town is a big place with lots of people coming and going."

When the group mentions a cleric in Mud Town, Jeb's eyes widen. "Is it possible she could have helped him? That would be fantastic. Sure, I can take you where I left him." he does so and about ten minutes later, you are all about fifty yards from the gates. There is now a tent, where Jeb says he left his friend with a fire and some cover, which are now gone as space near the gates is precious.


Zeoll (HP14, AC17) [PF Zeoll]  d20+7=23 ;
Tuesday November 30th, 2010 10:55:05 AM


"Foolish man," chides Zeoll, gently. "Did you think you could just leave an invalid herre at the gate with no one to watch? Now he is gone. How long ago did you leave him herre?"

Zeoll tsks as he moves around the area in a spiral, asking people if they have seen or heard what happened to the unattended sick man who had been camped in this spot. Gather Info: 23 sweet!


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday November 30th, 2010 12:45:39 PM

Now now Zeoll, don't be so hard on him. Most of our group is new to Mud Town, and we have made more than our share of mistakes that others would call obvious. The imnportant thing to do now is to check for leads and to speak to the cleric who may have helped his friend.

Maikill HP 31/39, AC 17 
Tuesday November 30th, 2010 3:50:32 PM

Maikill follows along, hoping to be of use if a fight breaks out.

Ransy, AC 21/12/20 Hp 41 /41  d20+2=12 ;
Tuesday November 30th, 2010 3:56:44 PM

Ransy searches for clues about Jack the invalid as well, staying close to Maikill.
He also asks about a cleric helping the sick in that area.
aid another gather info: 12.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d100=87 ; d20+12=18 ;
Tuesday November 30th, 2010 6:53:21 PM

At Bosk's words Beriothian remembers that the Iron Adventurers recently let themselves be led into a room that should have been a fairly obvious trap. Beriothian looks around the are where the fire had been, hoping to find some clues to the abduction.

Search = 18
ooc: I thought that 87 looked a little too high for a d20 +12 roll

Here comes the night/DM Buzz 
Wednesday December 1st, 2010 9:56:19 AM

Maikill is instructed on the basics of numbers as the group walks toward the main gate to the spot Jack was last seen by Jeb. He stays on the lookout knowing that danger is around every mud hole.

Zeoll chides the man for being a fool, for his friends sake and the man looks sad again before turning his eyes up to the liontaur, "It was his only chance. He was dying." Then he has a small smile, "Perhaps it worked? He's been gone two nights now, maybe he is being treated by this cleric?" Zeoll gets answers from others, "Lots of sick people running around. If you haven't noticed, it's freezing out!" A suggestion of the area you know the cleric to be in is brought up to the group from another passer by though.

Bosk remembers about the mistakes the group has made and asks the others to be gentler with the man. Perhaps, a visit to this clerics warehouse is in order?

Ransy helps the parties bard to discover what may have happened to Jack. In the process, a young woman is seen slipping on the mud and getting her nice dress all messy. She sits down and cries for a moment before she attempts to get back up. People seem to not notice her and walk by as though they are in their own little world.

Beriothian reminisces about their past exploits while searching for signs of the lost man. he is met at the camp by a big burly man in a dire wolf pelt coat and long leather pants. he has on no shoes and carries a very big two handed axe around, his grip chocking the head of the axe to bring it easily to bear on thieves or intruders. The large barbarian looks down at the rogue, "You buy pelts?"

The group is in a small quandary right now. There is a middle aged merchant following you around on a man hunt, that likely can't fight his way out of an open field of daises and the time is beginning to get on toward dusk. The iron Adventurers is losing daylight soon, so if there is anything else they need to do, like maybe have Jeb go to their building and having him start some of that work he promised you in exchange to help him find his friend?

Ransy, AC 21/12/20 Hp 41 /41  d20+10=25 ;
Wednesday December 1st, 2010 4:44:20 PM

Ransy offers his left hand to the young woman who slipped and cried. His right hand is on his sword hilt, just in case.
Here, let me help you. Are you on your way to Hook City, miss? Perhaps you need someone to escort you hither or to whatever goal you're trying to reach? Please, I know this can be a dangerous part of town. I am Ransy Stormhide, and I have personal experience with the dangers out here. Can I help you in any way?
Perhaps you can help me too. I am looking for a very ill, poorly clad person called Jack, who's been here before. Have you perhaps noticed him, or how about two humans and a gnoll with a cart? Does that ring a bell?

Diplomacy used towards the lady: 25.


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 1st, 2010 7:18:27 PM

Bosk suggests they have Jeb go to thier shop while they go to see the healer and kidnappers.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 1st, 2010 7:54:37 PM

After making his suggestion the horned cleric realizes that the group still doesn't have a cohesive plan for approaching the kidnappers. Jeb, I think we can take it from here. If you would like to wait at our shop, then Sanji should be able to find something for you to do while we investigat.

Then, turning to the rest of the group he says, If there is still time I sugest we visit the healer and see if she has seen Jeb's friend. After that we should go to the crossroads. We still need to figure out our approach. Zeoll had an interesting plan that I may be able to enhance with my shadow conjuration (I wil have to look at the spells more closely to see if I can make it into anything useful). If we can pull that off, we may be able to hide in the abandonded buildings until they show up.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 1st, 2010 8:06:38 PM

When Beri feels the party is able to talk away from party ears he will discuss their upcoming encounter.

I don't think we are going to find anything more here. We should make our final preparations before it gets any later. We really need to discuss our strategy before hand. We can be certain that the kidnappers chose a location where they will have the upper hand, and I just don't see a way this can end without us being discovered as impostors. We need to be prepared for for things to turn ugly... very ugly.

There is the change the the kidnappers already know that Gary has fled town, in which case we almost certainly will be walking into a trap. Likewise, if he men guarding the building at our meeting spot are in league with the kidnappers we will have already been discovered.

One thought I have had, if we are after kidnappers it maybe worth attempting to scry for one of those kidnapped, specifically Jack.


ooc: How well equipped were those protecting the building at our meeting spot?

Here comes the night/DM Buzz 
Thursday December 2nd, 2010 9:37:34 AM

ooc: I will wait a little btt to see if Zeoll can get a post in before the weekend post.

Zeoll (HP14, AC17) [PF Zeoll]  d20+12=21 d20+12=22
Thursday December 2nd, 2010 11:07:40 AM


Zeoll agrees with sending their newest retail worker to safety at the shop. But now it is time to plan in earnest for the coming confrontation. Also, we can refer the guy selling pelts to our shop. Where he can get a fair wholesale price for his merchandise. BTW, Zeoll looks at the pelts. Are they from rare beasts? Is the quality of the tanning high? Survival 21, Know Nature 22.

Option one: Sneak in, use Beri's illusion to "extend" the wall of a nearby building -- the party -- at least the stand-outish taurs, maybe everybody -- hides behind the wall. At the appointed hour, Zeoll casts his ghost sound and illusion spells to send an image of Garry Glittertooth to the rendez-vous. At the meet, "Gary" claims to have an earache, so they have to speak up. We have a conversation from afar and find out what we can. We can then sneak up and attack if need be.

Option two: Very similar to Option one, except that instead of sending "Gary" in alone, we tag along as his guards or minions. That way, we are right there, can go inside if invited, and are on site.

Thoughts?

Ransy, AC 21/12/20 Hp 41 /41 
Thursday December 2nd, 2010 5:42:56 PM

Option three: we lie on a cart as if we're dead bodies, except Bosk who's wearing a helmet of disguise and looks like Gary. Perhaps Maikill can walk beside him as his bodyguard. Bosk as Gary tries to sell our bodies to the criminals, and we jump on them if they come to inspect the cart.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday December 2nd, 2010 5:56:00 PM

"If I worre a hat of disguise, could I prretend to be the horrse pulling the carrt?" Zeoll asks. "I could pull the carrt AND concentrrate on the illusion if I moved at half speed," he muses. He'll try it if whoever has the item lets him. "Maybe my Ghost Sound could make hoof-clops as well as Garry's voice. Orr I could cast two Ghost Sounds. They rrequirre no concentrration."

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 2nd, 2010 7:23:34 PM

ooc: Beri doesn't have any illusions. Also, if Bosk is going to wear the helmet we need to confirm whether it will hide the size difference. It had that ability on the enemies we got the helmet from, however that was not permitted when we were at the Marigold.

Maikill HP 31/39, AC 17  d20+5=15 ;
Thursday December 2nd, 2010 10:37:02 PM

Maikill scratches his head. "I no good at plans, you tell me what do. I do it."

He looks around, checking to see if it is safe.

spot 15

Here comes the night/DM Buzz 
Thursday December 2nd, 2010 11:18:09 PM

ooc: Sorry gang. I thought I would be on call this morning, but this is the first chance I have had to get back. Incoming post in a little bit. Thanks for your patience.


Trio at dusk/DM Buzz 
Friday December 3rd, 2010 12:03:16 AM

Another reminder: The cross roads you all visited before is also the location of the warehouse where the cleric works as well as the warehouse where the Trade Jacks were guarding their contract.

Ransy offers the woman a hand and she appears at first revolted at the thought, before she looks at you and can see, you are much cleaner and much better looking, then the normal Mudtown resident. Given her direction, when she was seen falling, she was leaving the gates, which again are only a few dozen feet away. When asked about an escort, "She seems nervous and removes her hand from his, "Oh no, no thank you. I must be going now. Thank you again." She leaps from your area and without looking back, disappears into the crowd of people, preparing for the evening, since it is clear, they will not enter the city this day. Later, he offers another option in a discussion. Highlight to display spoiler: { Sorry, no time to get a diplomacy use in. You got to "Can I help you" when she answered and left.}

Bosk gives their new intern direction, then suggests a visit to the cleric in question. Magic is high on the topic as well as Divine and Arcane might be easily mingled to enhance their figment.

Beriothian believes in a strategy involving another note, specifically, the lousy die roller that wound up near dead under a tarp in the rain. If he is still alive, perhaps he can be found?

Zeoll wants to send Jeb back also and then goes to look at the pelts, (which is a shame. Jeb traded in cloth and leather, he might have been able to help). The quality is very high. High end material. These guys will make a fortune when they get inside the city. They don't need to sell wholesale. Examples are, five white dragon hides, juveniles. A chimera pelt, all heads included and a dire polar bear pelt that could cover an entire library floor. The most expensive pelts run up to 4,000 gold pieces. While the group browses the fine leather goods, he goes over some options.

Maikill offers little to the group at this time, except his acute senses and his loyal companionship. If something needed to be done, he is willing to volunteer. Jeb gives him a small piece of paper, with the basic number system you just went over on the walk here. "We will go over it again later."

A small wave of people are leaving the gates as they will soon be closed. It is time to prepare for the evening. It has been overheard already today that it will rain this evening, but others disagree, as is usual in most discussion and they believe it will be cloudy and warmer, with the heat staying over the city, blocked by the low cloud cover. Only time will tell, or ones own observations. (It's just a couple hours away from the last time you all failed your Survival check on the weather.)

The group slowly make their way down toward the cross roads. Thinking of what they want to do, when they all can see, just before the night fails normal vision, a cart being pulled by two human in cloaks and a gnoll, guiding the nose, pushing through mud mounds when necessary.

The trio are perhaps two hundred feet away as they walk the cart slowly up a hill. There are at least a score of people of all types, between you and them.

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=25 ;
Friday December 3rd, 2010 7:42:08 AM


Zeoll knows he is faster than humans, so maybe he can get to the wagon first. "I'll ask them to pause," he says, and runs after the cart, dodging passers-by.

With any luck, he can catch up to the gnoll and the two humans and say, "Excuse me, parrdon me! May I ask you to stop forr a moment?"

He tries to engage the mismatched trio in conversation, until the rest of the party can join them. If they seem reluctant or disengaged, Zeoll offers them a bribe. "I know, good sirrs, that yourr time is most valuable. So I hope you would be willing to let me compensate you for the grreat serrvice you could rrenderr me and my frriends with yourr time and the answerrs to a few questions."

When he says the "compensate," he takes out a handful of 10 platinum pieces, and when he says the word "rrenderr," he lets them chink together and holds them out to the three.

Diplomacy: 25.

Note: Zeoll has no weapon drawn, though his tower shield is readied.

Ransy, AC 21/12/20 Hp 41 /41 
Friday December 3rd, 2010 11:30:31 AM

Ransy is disappointed that the lady has left so early. He muses: what's wrong with these people? Every time I start to talk to someone diplomatically, they either attack or run away. They must be really stressed. Perhaps they're insane. Next time I'll just draw my sword and compel them to listen! But that's not very diplomatical, is it?

Ransy runs after Zeoll, doing double moves, because he probably can't run in a straight line because of all the people on the street. "Excuse me, let me pass, please"


Ransy, AC 21/12/20 Hp 41 /41 
Friday December 3rd, 2010 2:00:53 PM

Ransy tries to see whether there are bodies on the cart. If there are, he tries to spot whether the bodies are clad in heavy armor. If they are, he will whisper to Beri: "if we wait for a distraction from the others, one of us might get on the cart unseen and see where they're taking it."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday December 3rd, 2010 2:40:17 PM

Bosk look s at the dragon pelts and feels a sudden urge to slay something large. A dire polar bear pelt would look great in the library, and think of the stories I could tell. Or some dragon hide armor...I like my armor, but a dragon head helmet makes an impression on the battle field. As he is pondering the goods and making plans of brand conquests his friends take off and he quickly follows behind them.

Maikill HP 31/39, AC 17 
Friday December 3rd, 2010 4:32:53 PM

Moving quickly along, Maikill tries to get close to the cart though on the opposite side as Zeoll and 30 feet away.

Running in Mudtown/DM Buzz 
Friday December 3rd, 2010 9:30:47 PM

So the group does what it can to catch the slow moving trio...

Anyone moving at a hustle must make a DC 10 Reflex save or fall in the mud. Anyone trying to run needs to make a DC 15 reflex save and fall in the mud. Getting out of the mud requires a DC 10 refelx save to get to your feet and moving again, without help. This is for each round of movement faster then a walk.

Keep in mind, mud is difficult terrain and people are an obstacle.

Hampered Movement
Difficult terrain, obstacles, or poor visibility can hamper movement. When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one condition applies, multiply together all additional costs that apply. (This is a specific exception to the normal rule for doubling)


So if my math is correct, every five feet is like twenty feet. They are two hundred feet away. If you want to make all the rolls necessary, let me know how many rounds it takes you to get to them and with this, I can determine where everyone else is.



Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+10=14 ; d20+10=21 ; d20+10=16 ; d20+10=11 ; d20+10=27 ; d20+10=28 ; d20+10=22 ; d20+10=14 ; d20+10=16 ; d20+10=19 ; d20+10=26 ; d20+10=15 ; d20+10=22 ; d20+3=13 ;
Saturday December 4th, 2010 1:16:16 AM

Beriothian dashes towards the cart with the rest of the group. It takes him a moment to get used to running in the thick sludge that make up the "streets" of mudtown, but he finds himself rapidly closing in on the cart.

10 rounds assuming I can run on the same turn I stand on.13 if I am immobile 2 rounds each time I fall.

14- fail
21- stand
16- run 1(170 left)
11- fail
27- stand
28- run (140 left)
22- run (110 left)
14- fail
16 -stand
19- run (80 left)
26- run (50 left)
15- run (20 left)
22-run caught.

survival check (for weather knowledge) = 13

ooc: Sorry I didn't post in the first Friday turn, you skipped to the next turn pretty fast, I hadn't had a chance to post after work.

DM Buzz: No worries. I didn't plan well yesterday, so kind of my fault. I wanted to give you all the weekend for this part.

Running in Mudtown/DM Buzz 
Saturday December 4th, 2010 1:30:02 AM

ooc: Standing is a full turn, in the mud, unless someone knows of a rule somewhere otherwise? I know moving from prone is normally a move action, so I am assuming, that since movement is doubled in difficult terrain, you would need two move actions to stand, ending your turn.

Ransy, AC 21/12/20 Hp 41 /41 
Saturday December 4th, 2010 7:56:36 AM

People are an obstacle only if you have to move through them and they are unwilling to let you pass.
As posted, Ransy is asking people to let him through. Are they intentionally hampering his movement? Is it so full of people in the street that he can't move around them?

DM Buzz: It's not that they are trying to block your passage, they are just walking and minding their own business, but it would still take some time for you to ask each person in your path to let you through, then they have to move for you, not fast of course or they will fall too. So, unless you are walking the entire way, it really is impossible to avoid people without magical aid.

Ransy, AC 21/12/20 Hp 41 /41 
Saturday December 4th, 2010 8:01:30 AM

Also it says in the rules: "You can't run or charge through any square that would hamper your movement."

DM Buzz: Yes, I am aware of this, but you are also not in battle and I am not one to say, things are impossible. If you want to try and run in the mud, while not in combat, you can. I will say, once combat rounds begin, you can not run in mud, due to the exertion of battle.

Ransy, AC 21/12/20 Hp 41 /41  d20+4=17 ; d20+4=10 ; d20+4=23 ; d20+4=13 ; d20+4=9 ; d20+4=23 ; d20+4=15 ; d20+4=8 ; d20+4=11 ; d20+4=12 ; d20+4=23 ; d20+4=18 ; d20+4=8 ; d20+4=22 ; d20+4=20 ; d20+4=21 ; d20+4=16 ; d20+4=22 ; d20+4=13 ; d20+4=11 ; d20+4=11 ; d20+4=19 ; d20+4=24 ; d20+4=20 ; d20+4=22 ; d20+4=16 ;
Saturday December 4th, 2010 12:07:18 PM

Okay, someone with speed 20' (as Ransy has), can normally hustle 400' per minute, but because of mud and people, this must be divided by 4, so he can hustle 100 feet per minute.
So hustling it takes him 2 minutes (20 rounds) of hustling to reach the cart, plus any time spent falling and getting up again.
he falls in round 5, gets up in round 6, (2 r. extra)
falls in round 8, gets up in r. 9, (4r. extra)
falls in round 13, gets up in r. 14, (6r. extra)
and makes the other saves till round 26.


Beriothian (Will)-- AC:18/15/13 HP:20/20 
Saturday December 4th, 2010 9:47:25 PM

ooc: BTW, page 162 in the handbook has a table telling you how fast you move at a hustle and at a run given your base speed.

Maikill HP 31/39, AC 17  d20+3=8 ; d20+3=7 ;
Saturday December 4th, 2010 11:01:21 PM

Maikill falls as he tries to hustle through the muddy streets. Cussing loudly, he attempts to get up only to find himself once again sprawled in the mud. His beautiful rhino armor looks like warthog now.

reflex 8
reflex 7

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Sunday December 5th, 2010 10:47:53 PM

ooc: Bosk won't run. He will move as wast as he can without needing a reflex check.



Running in Mudtown/DM Buzz 
Monday December 6th, 2010 9:10:03 AM

ooc: No post from Zeoll, so I will wait. Next DM post might not be until tomorrow, but I want to get back on my dm post track time.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday December 6th, 2010 10:59:02 AM

[Sorry sorry! Don't hold up the game on my account.]

Zeoll, seeing what a mess this looks to be, moves as fast as he can without needing to make any checks.

Ransy, AC 21/12/20 Hp 41 /41 
Monday December 6th, 2010 11:22:45 AM

Ransy plods through the mud, which is almost up to his thighs in the streets. He tries to push his way past people, but one of the men doesn't like that and pushes back, so Ransy falls forward in the mud.
"Excuse me, let me pass, please," he says while getting up again.
He then plods on, but he's progressed only 10 feet, when he falls again, this time because a woman accidentally fell towards him. He tried to avoid her heavy body, but wasn't stable on his feet, so he slipped and fell down again. The woman laughs, but Ransy can't see the joke and he's using his breath for strength. Leaving the woman behind, he plods on, frustrated because the cart is still very far away.
A few metres further on, he's met by two children who're throwing mud at each other. One of them accidentally hits Ransy on his nose, causing him to stumble and fall again. The kids try to run away, but fall down in the mud too. This time, Ransy shrieks with laughter. He continues his way more carefully and manages to avoid any further disasters on his way to the cart.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+6=15 ; d3=1 ; d20+6=8 ; d20+6=7 ; d20+6=7 ; d20+6=19 ; d20+6=21 ; d20+6=18 ; d20+6=17 ; d20+6=14 ; d20+6=9 ; d20+6=12 ; d3=2 ; d3=1 ; d3=3 ; d20+6=26 ; d20+6=17 ; d20+6=19 ; d20+6=18 ; d20+6=14 ; d20+6=14 ; d3=1 ; d20+6=16 ; d20+6=20 ; d20+6=20 ; d20+6=11 ; d20+6=14 ;
Monday December 6th, 2010 12:12:05 PM

ooc: Sorry, busy weekend. I didn't see Friday's post until late last night and I didn't want the DM to wait on me.

Seeing the others run after the cart guilts the taur into speeding up his persuit. He makes it all of 20 feet before his hooves stick in the mud and send him stumbling into the mud. great he thinks to himself. A few more trips like that and I'll be looking just like I did in our adventure to the sargrass. Good thing it's rainy, otherwise this stuff would dry up and cake on makig it even more difficult to move. With some difficulty he gets up and continues running. In all it takes him about two minutes to catch up to the cart. As he approaches he slows down to a fast walk and waves while calling out to the cart, not wanting to scare them. Hey guys, wait up a second. We need to speak with you.

Actions
------------
Run towards the cart, but low down as he aproaches to arrive at a walking pace.
Time 19 rounds (20 if it takes a while to slow down).

d20+6=15 180 feet
d20+6=8 ; Fall
d20+6=7 ; Faill
d20+6=7 ; Fail
d20+6=19 ; Stand
d20+6=21 ; Run 160 left
d20+6=18 ; Run 140 left
d20+6=17 ; Run 120 left
d20+6=14 ; Fall
d20+6=9 ; Fail to get up
d20+6=12 ; Stand Up
d20+6=26 ; Run 100 left
d20+6=17 ; Run 80 left
d20+6=19 ; Run 60 feet left
d20+6=18 ; Run 40 feet left
d20+6=14 ; Fall
d20+6=14 ; Stand up
d20+6=16 ; Run 20 feet left
d20+6=20 & 20 ; Runs towards the group, but slows down as he approaches. Arrives at a normal pace.


Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday December 7th, 2010 7:42:17 AM

Zeoll, not wanting to get muddy, can't wait until he learns the lore of the Natural Wold that will let him travel over such impediments without delay, fuss, or muss. (OOC: Oh for that second level of druid!)

Part 1/DM Buzz 
Tuesday December 7th, 2010 10:36:57 AM

So it is suggested by Zeoll, most fleet of feet, that they should chase the three with the cart and no sooner did he say those words, then everyone jumped into action.

Taking the lead immediately, is Bosk and Ransy as they know the muddy terrian can be slick.The half orc Maikill does not have the ability to stand on his own, but can be helped up by the liontaur the following round. The agile Beriothian takes a head first into the mud, before getting up and quickly out distancing the others.

Everyone but Zeoll takes a mud bath, but look no worse for wear, then most of the other occupants of this shanty town.

When the elf rogue gets closer to them, he can hear one of them talking.

Part two this afternoon. I have to run to work. Feel free to post at your usual time. :)

Part 2/DM Buzz 
Tuesday December 7th, 2010 4:48:21 PM

Beriothian, as you get closer you can see and hear this. Highlight to display spoiler: {Two carry the long poles that pull the cart while a third, being a large person (still medium in size) in a long dark cloak, is heard to ask the man clearly "Are you in need of help? Please come with us." He is then picked up and then gently lays the mans body into the carriage before the trio, with their burden, moves on.} The elf fails, this time, to guess what the weather will be like this evening.

Bosk can hear but can not see (because of the hill) the above spoiler, if he succeeds on a Llisten DC 12.

Ransy can hear but can not see (because of the hill) the above spoiler, if he succeeds on a Llisten DC 18.

Zeoll and Maikill will need very accute hearing in order to understand the above statement. They need a Listen DC 25 to succeed.

DM has added a DC of +5 to the difficulty, for street noise and being below the, now four people involved. (distracted)

When Beriothian gets close, perhaps a little winded after the exertion of running in difficult terrain, he gets their attention and they turn around. The gnoll puts his hand on his sword, but one of the humans in front says, "Hello, are you or someone you know ill?"



Ransy, AC 21/12/20 Hp 41 /41  d20+2=14 ;
Tuesday December 7th, 2010 5:11:53 PM

Ransy can't understand what's being said. (listen 14)
Ransy plods on, thinking: so there seem to be a lot of youngsters 'slumming it' in Mud Town. Twice with his alcohol problem and playing rogue. And just now that young lady who fled from me so quickly. Apparently they don't know the danger they're getting themselves into. I wouldn't be surprised if some of these Hook City youngsters end up in the gutter, or in the mud, and can't get out again.

BTW: it was Beri who tried to guess the weather this evening and apparently failed. Once he's done with this encounter, Ransy will make his own survival check.

DM Buzz: Doh, my bad, thank you.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+8=15 ;
Tuesday December 7th, 2010 8:44:00 PM

Beri realizes that the others have not caught up to him yet. Thinking quick on his feet, Beri tries to stall the group. He chooses something he now knows a little about and can speak convincingly of, confident that it is something the men know is around.

I am thankfully quite healthy, however a friend of ours is very ill. It's some foreign thing he picked up from a traveling merchant, Gandub I think he said it was called. He appears to be fading fast, do you think you can take care of him?

Bluff = d20+8=15 ;

Maikill HP 31/39, AC 17  d20+3=20 ;
Wednesday December 8th, 2010 8:34:50 AM

Maikill pulls himself up out of the mud with a scowl.

Need to get out of this hell hole soon.

He makes his way towards the cart and Beri as quickly as he can without losing footing.

reflex 20

Zeoll (HP14, AC17) [PF Zeoll]  d20+8=14 ;
Wednesday December 8th, 2010 9:48:59 AM

Zeoll continues to move carefully through the much to get to the cart.

Round 14/DM Buzz  d20+1=4 ; d20+2=4 ; d20+5=23 ;
Wednesday December 8th, 2010 10:00:41 AM

While Ransy moves to catch up to his elf friend, he is thinking about the troubles of today and how the youth of Hook City might be playing with fire by coming out here in the wilderness. He continues forward with the goal of getting to the top of the hill, firmly set in his mind.

Getting to his feet, Maikill is content to walk behind his four legged friend, who is just a little bit faster then he is. He places a proper nickname on this mud filled shanty town and longs for the days where he can avoid civilization, once again.

Finally, Beriothian catches up to the trio, but then what? He comes up with a quick story to distract them from moving on, allowing the others to catch up. But he needs to kill almost a minute of time before any of the others arrive. Let us hope, his powers of persuasion is better then their powers of observation.

Carefully making his way in his nice, clean clothes. Zeoll continues at a walk, without needing a reflex save. Highlight to display spoiler: { Sorry, wasn't really sure what your roll was for. Do you want to start moving at a hustle?}

Alright, from here, we are in battle rounds starting at round 14. They haven't attacked yet, but now one of them is suspicious.

The two humans believe Beriothians tale of woe, but the gnoll blinks a couple of times then looks down the hill to see others approaching at a rapid rate. He reaches into his pouch and you see in his hand a potion. With his other hand he pulls his sword and tells the other two humans, "He lies." Looking back at Beriothian he says, "Tell us what you want or run away little elf. I can have your insides lying on the ground before your friends can get here!"

The other two look nervously at each other and pull their swords also, waiting to see what develops.

The gnoll is five feet away from Beriothian. The other two humans are ten feet away with a medium sized cart in between them and the Iron Avenger standing alone at the top of the hill.

Sense motives: 4, 4 and 23

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=7 ;
Wednesday December 8th, 2010 11:27:52 AM

ooc: Bosk failed his listen check for the last round. Can I please get some clarification as to where Bosk is in relation to the enemies?

DM Buzz: Enemies? The two humans and a gnoll, according to your rolls, are 100 feet away from you at this time. The gnoll is the only one in view though. He is seen to draw his sword.

If you want to hear what he says, you will need a listen DC 15 at this point.


Round 14/DM Buzz 
Wednesday December 8th, 2010 12:10:03 PM

Please take a look at your rolls, for those that did. You should be able to determine where your character is with movement. For instance, Ransy on this round is picking himself up out of the mud. He traveled 70 feet in 13 rounds and would need a Listen DC 18 Listen to hear what the gnoll above has said.

Those that are walking, please tell me how long it will take, with your current walking movement, to reach the top of the hill from this round.

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday December 8th, 2010 1:31:26 PM

Zeoll is making two move actions (40 ft + 40 ft) each round. I'm assuming that's a speed that will let him avoid checks? He'll keep advancing, not running. When he is 140 ft from the gnoll and two humans, he intends to cast Lullaby on them.

Druid Spells:
Level 0: Cure Minor Wounds x2, Guidance
Level 1: Cure Light Wounds, Entangle

Bard Spells
1 of 3 Level 0 spells used
1 of 2 Level 1 spells

Bard music: 0 of 4 used

DM Buzz: Two move actions is a hustle or X2 and that requires a DC 10 reflex save. Also, Movement is hampered times two, so you can only walk 10 feet per round or you can hustle making saves at 20 feet per round.

Every five feet is like twenty feet of movement. Please see,

Running in Mudtown/DM Buzz
Friday December 3rd, 2010 9:30:47 PM

Zeoll walked for 13 rounds so on round 14, he is 70 feet away. Within range of the Lullaby spell. Please give me a Save DC for that spell.


Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+2=8 ;
Wednesday December 8th, 2010 3:41:24 PM

ooc: I'm pretty sure I failed that check. Do I get to act on this turn?

will save = d20+2=8 ;

DM Buzz: After thinking about it, I believe at that range, Zeoll is skilled enough to place the spell where you would not be in it, so I deleted the post. No worries. I will delete this one also later. Feel free to act as you like. Nice job burning a crappy roll! :)

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday December 8th, 2010 3:44:27 PM

Ransy travelled 10 feet on rounds 1, 2, 3, 4, 7, 10, 11 and 12, so he has made 80 feet in 13 rounds.
He is now at 120 feet from the cart.
He is getting up in r. 14 and shrieking with laughter, as the kids, who threw mud in his face and caused him to fall in the mud in r. 13, are now falling into the mud themselves.

DM Buzz: Thank you for the correction.

Maikill HP 31/39, AC 17 
Wednesday December 8th, 2010 4:27:12 PM

Slogging through the mud, Maikill makes his way towards the cart.

(ooc: I didn't make 13 rounds worth of rolls when Maikill fell in the mud, only one round. Didn't see where you asked for that many rounds. So either I just laid there in the mud for 13 rounds or I got up and walked towards the cart. Why don't you tell me where Maikill is and then I will tell you what he does?)

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday December 8th, 2010 4:32:51 PM

Sweet DC14 Will save.

Zeoll will concentrate while moving forward at move (not double move). Well, he won't concentrate if all three make their saves.

Wish I had a Sleep spell!

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 8th, 2010 4:34:06 PM

ooc: do I see anyone with a ranged weapon?

DM Buzz: No.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 8th, 2010 6:35:53 PM

Bosk continues running to help Beri and yells out, Wait, we only want to as kyou a few questions. We don't want to fight.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 8th, 2010 6:53:51 PM

Beriothian considers his options, but the presence of an inexplicably wise/paranoid gnoll has him phased. If the gnoll doesn't force him into combat his fast approaching friends are likely to frighten them anyway. He turns tail and runs back away, glancing back to make sure nobody attacks him. If it looks like they try something he will use his Party Pooper to case obscuring mist.

ooc: I have a hunch that once that lullaby goes off and I'm the only target in reach that it would be suicide to stay.

Maikill HP 31/39, AC 17 
Wednesday December 8th, 2010 8:16:02 PM

still moving forward, though Maikill is having difficulty judging the distance.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 8th, 2010 8:58:51 PM

ooc: Maikill, just roll now for the first 13 rounds to see where you are.

Maikill HP 31/39, AC 17 
Wednesday December 8th, 2010 11:53:58 PM

ooc: how about 13 rounds of 5 feet per round (or whatever speed is normal here), since I said when he got up he would move more carefully. This could be over before Maikill ever gets there.

Round 15/DM Buzz  2d10=4 ; d20+10=18 ; d20=4 ; d20=3 ; d20+2=6 ; d100=47 ; d100=28 ; d100=95 ; d100=50 ;
Thursday December 9th, 2010 10:22:06 AM

Highlight to display spoiler: { I am terrible at math. Please feel free to correct my work and let me know, if I have made any mistakes in the calculations.}

While most of the group continue forward toward the trio, one is turning around and running away, while cursing his own speed and agility, it being superior to his friends.

Bosk shouts out, that they just want to talk, loud enough so that the whole street can hear the bellow from the large minotaur. He attempts to calm the situation. (He is now 120' closer if he didn't fall last round)

Easily trudging along, Zeoll gets to an area where he believes his spell will work, so he casts and continues forward. The gnoll seems to be a bit phased by it, but the humans in the back are still unseen. Zeoll is now 60' from the cart.

Ransy seems to be enjoying the mud fight, his frustration gone for the moment, but then, things turn serious as the trio may now feel they are under attack by the Iron Adventurers. He continues forward as well, if he does not fall again and 110 feet from the cart. Highlight to display spoiler: { Thanks for the good laugh. That was sweet. 50 bonus experience points. It might not seem like much, but keep up the good writing and it will add up.}

Normally, the barbarian Maikill is very fast, but his rhino armor slows him down a bit. He can only walk five feet per round and after his fall, he has traveled 60' with 140' left to go to get to the cart.

Finding that Beriothian is alone with the "Prey", he does not feel comfortable, now that they know he is up to something. Turning around, he attempts to run back toward his friends. Sorry Beri, but you forgot to roll the reflex save for running. I had to for you to keep the game moving. At least you made it. :)

The gnoll yells out at the top of his sleepy lungs, Thieves! as Beriothian runs away looking somewhat guilty and that draws even more attention to the episode.

Two halflings with slings in their hands emerge from under one small tent. Their leather straps twirling around in the cold, crisp air while they are looking for a target that just disappeared down the hill. From behind a wagon, a human barbarian with long black, shaggy hair, down his neck and on his face comes out, with a two handed sword, looking for a little action, but the most disturbing person to come out, is this old dwarf. His hair is grey and he wears a scowl underneath his thick beard. He has a patch over his right eye. His left hand is missing and it is replaced by a gnarly looking hook. In his right hand, he has a large hammer that glows red. It seems almost to big to wield in one hand, but he seems to carry it easily over to where the cart is and he says a few words to the humans. Roll listen checks if you desire to know what he said.

Mudtown is full of merchants and if you ever want to get the vicinities attention, just mention thieves. What was once three are now seven and some of which definitely look battle hardened..

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday December 9th, 2010 11:20:40 AM

Zeoll concentrates and keeps moving forward carefully.

"We'rre not thieves! We'rre herroes!" he calls out.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 11:51:31 AM

Beri's face becomes red with anger. He screams back at the gnoll, the intensity of his eyes seem almost enough to start the beast on fire.
I'm the thief! You just stole my potion and then threatened to murder my sister in her sleep if I didn't leave Mudtown! You're still holding the blasted thing you arrogant bastard! You think just because you are four times bigger than me that you have the right to bully my around and steal what I slaved like a dog for?

Isn't there anybody in Mudtown willing to stand up to such cowardly scum?


Beri hopes that some of those on the bottom of the hill will play along with the ruse and run to "help the innocent victim"

ooc: I'll post my move later tonight after I see where people are located, likely I'll retreat again.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 11:56:36 AM

ooc: also, I would like to request a bluff check for the gnoll, and a +2 circumstance bonus on my bluff check since it is three armed men against one small elf (currently unarmed and holding nothing), and the gnoll is actually still holding the potion. I may not have shouted first, but I am by far more believable :)

DM Buzz: You can always try, whatever you want my friend. I will decide circumstances as they occur, but just keep in mind, if you fail, that is only going to make matters worse. As always, you can redo posts up until I post, then it is final. :)

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 12:08:15 PM

ooc: oh, and the fact that gnolls, by their very definition, are evil humanoids

DM Buzz: I wouldn't say that. They may have a propensity for evil, but there are plenty of stories of ogres and goblins and even a hill giant on occasion, leaning more toward neutral.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday December 9th, 2010 12:43:36 PM

LOL! "Usually chaotic evil."

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 1:27:32 PM

ooc: For the bluff to work I would need to roll higher on my bluff than the gnoll rolled on his right?

You can't bluff the gnoll, he knows he didn't steal the potion from you. I thought you wanted to bluff the four new people that arrived to help, to convince them, the gnoll was the thief? They will need a sense motive check. Considering, the gnoll has two humans to vouge for him, that he is helping haul the cart, you will need a good roll. Good luck my friend. :)

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday December 9th, 2010 1:43:46 PM

Of course a few stories about neutral gnolls erases all preconceived notions based upon a cultural history of being evil. No one in Mud Town would ever be prejudice or assume the worst of someone, let alone act out of hatred or mistrust.

ooc: Bosk should be at 140ft, 60 feet away (Unless you let me keep running on Tuesday when I missed the evening post, then add another 20 ft). I was going off my previous rolls for running, upuntil I am within melee range, but I can make new rolls if you wish.

DM Buzz: You made all your rolls in advance, so no worries. Just, please stick to them. :)

Ransy, AC 21/12/20 Hp 41 /41 
Thursday December 9th, 2010 3:34:18 PM

Ransy advances to 110 ft. from the cart, all the while thinking:
what would happen if they start fighting in this crowd? People would probably get scared and flee; but then people will fall and get trampled, kids will die in the mud. We shouldn't let that happen.

He calls out: please, no fight in this crowd; calm down, please; think about the children; let's talk

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 3:41:22 PM

ooc: I was trying to bluff the other people. My thinking was that the the evil, armed gnoll holding the potion had to do a bluff roll he literally is bluffing to everyone around him. Logically the citizens will either believe him, believe me, or doubt both of us. If that's the case, in theory I just need to be more believable than the gnoll. But DM's decision goes, so if you say this isn't the case I take back my post since while I believe I would beat the gnoll on a convincing bluff on who the thief is, I don't believe I can win if the gnoll and his party are automatically presumed the victims.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+10=16 ;
Thursday December 9th, 2010 5:59:51 PM

listen = 16, hopefully enough at my distance. If I made it, can I post after I see what they said (since I heard it prior to my turn)

Round 15/DM Buzz 
Thursday December 9th, 2010 6:48:37 PM

Beriothian, I love your enthusiasm, but let me just clear up a few things, so you don't believe I am a monster favorer.

A bluff check is done by someone that is lying to someone else, period. The gnoll isn't the one doing the lying. He truly believes that the trio were about to be set up and robbed. I am not the one that has set the scene to unfold like this. I only react to circumstances that the characters are a catalyst too.

As for hearing what the dwarf said, if you rolled well enough, you will hear it next DM post, but that happened at the end of the round.

Please feel free to ask questions if you have them, but I don't know if I can answer them before DM post tomorrow morning.


Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+8=19 ;
Thursday December 9th, 2010 7:44:59 PM

ooc: okay, if the gnoll honestly believes I was trying to rob him....

Beriothian stops running, realizing that it will only lend plausibility to the gnoll's paranoia. Beri faces his accusers and holds his rapiers low in front of him so he appears less threatening. He does not attack, but instead goes into full defense.

Wait, you think I was trying to rob you? I was just trying to talk with you, then you pull a $%&^ sword on me and scare me half to death. I'm not fool hardy enough to stand around when a maniac four times my size starts threatening me.

We've been screaming since the bottom of that hill for you to wait up so we could talk with you. When I finally catch up to you, out of breath, I never came anywhere near close enough to make you think I wanted to steal... what exactly, a sick body? Why in the Wold would you jump to such a far fetched!

Then you pull a sword on me and tell me to run, and are surprised when the diminutive elf follows the exact instructions of the three hundred pound, paranoid maniac? What, pray tell, did you expect me to do? Stay and chat with you while the point of your sword sits looking for my throat?


ooc: $%&^ is an Elvish curse word that roughly translates to tofu flavored, this phrase is not to be taken litteraly

Diplomacy (change the attitudes of others)= d20+8=19
listen = d20+10=16 (from previous post)

Maikill HP 31/39, AC 17 
Friday December 10th, 2010 9:32:13 AM

Slipping and sliding in the mud, Maikill looks up the hill towards Beri and the cart. If he charges up the hill he will spend time trying to get up instead of making progress. He shrugs, and trudges another 5 feet towards Beri.

ooc. So, it will take Maikill 28 rounds to reach the area. Unless this is the longest fight in Wold history, it will be over before he can get there. That is alright, as next week I am in a conference in SF and won't be able to post nearly as easily. I didn't plan to be out of this fight, not sure what happened. Another reason to leave mudtown I guess.

Mass confusion/DM Buzz 
Friday December 10th, 2010 11:11:44 AM

Things begin to get a little ugly, when a shouting match occurs in the middle of the street. Rather a common event really. Frustration and anger are a part of many facets of this small gem dangling from the neck of The Magic City. All things aside, most things are left outside of Mud Town. It is a neutral arena where everyone is welcome to stay and wait their turn in line.

It could be Bosk has some misconceptions about Mud Town, with it's transient residents. There is however, plenty of room for prejudice and hate and as can be seen, rogues are pretty common place also, with the response just witnessed.

Making his way forward, Zeoll proclaims that the group are indeed, "the good guys". Being the only one not covered in mud at the time, he actually does not look like a vagabond in the street, begging for a morsel or scrap of food.

Not looking very clean, the paladin Ransy makes his way forward also. In his voice people hear the concern for the innocent that are in the streets. The children can see what is happening clear enough and soon, they are scampering to the tents of their families, to clean up and huddle down for a cold evening.

Continuing to trudge along, Maikill grows deeper and deeper into some kind of depression. What the others seem to be willing to do, he is not. If only he wasn't so encumbered by his armor or wasn't worried about falling in the mud, he could be up and near the others in the group. Highlight to display spoiler: { I'm sorry Kelly, but I gave everyone the same information you read. If you missed something in my posts, I encourage you to take the time and read them throughly. I know sometimes they are long, but I'm trying to narrate a story here. Feel free to continue walking or you may try to catch up, whichever you prefer. }

All the while, at the top of the hill, a small gathering of people have arrived.

Beriothian hears the dwarf ask one of the humans, Highlight to display spoiler: {"What's going on here?" The human responds, "Very tired all of a sudden. Maybe enspelled or something."} Likewise, the gnoll is shaking his head in an attempt to clear the cobwebs from his mind. A little bit of diplomacy goes a long way and the tensions calm a bit. The human barbarian walks over to near the elf rogue and looks way down at the hero, "What you talk about, want?" he says in broken common, obviously not his first language." The two halflings duck back into their tent, to emerge a few seconds later with a folding chair and some jerkey to watch what is happening. Their slings don't seem to be present right now. The dwarf walks up to the you and asks, "Did you cast a spell on these scabs? If so, remove it before I clobber your brains out!"

So as of right now, there is not battle yet. The group can continue to make their way toward the top of the hill. Hopefully, Beriothian won't say anything that will get him hurt, before the others reach him. If everyone is willing to just talk, we can put you all at the top of the hill, talking with the gnoll, three humans and the dwarf, although, the gnoll and two human cart pullers are the only ones you are interested in, the others may feel, now that they were pulled into this, to make sure nothing like a theft takes place.

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=33 ;
Friday December 10th, 2010 12:47:29 PM


Zeoll will stop concentrating on his spell and instead just move forward, keeping his nose clean, so to speak.

At the top of the hill, he says, "We arre herre to help find the innocent people who have been going missing lately. We just want to talk with these folks to find out if they know anything we can use. We'rre doing it because we carre about the people in Mudtown, unlike the rrich plutocrrats in Hook City."

Zeoll figures maybe this speech will put the Iron Adventurers on the side of the crowd. And it is true.

Diplomacy 33!

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday December 10th, 2010 2:37:26 PM

Bosk continues towards the group, keeping his hands empty and visible as he approaches. On his way he brushes as much mud off of his clothing and tries to make himself look more presentable. After Zeoll's speach and introduction he introduces himself. My name is Bosk, humble servant of Gargul. It is as my friend says. We own a shop in town and are trying to keep some law in Mud Town. We are also, as a favor, looking for a sick man who recently disappeared from the gate by Mud Town and hoped you might have seen or helped him.

Ransy, AC 21/12/20 Hp 41 /41 
Friday December 10th, 2010 4:59:10 PM

Ransy moves on at his speed of 10' per round,
he's smiling to all people, trying to inspire them with his calm yet muddy countenance and appearance,
as he's yet far away, he lets Zeoll do the talking.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=13 ; d20+3=6 ;
Friday December 10th, 2010 7:08:36 PM

Beriothian responds to the battle hardened dwarf. He sheaths his rapiers and responds to him.
I am a rogue, I lack the ability to cast spells of any sort. One of my companions likely came to my aid when he saw me running for my life after talking with that gnoll, I am sure he will release the spell now that I am no longer in danger.

It appears that tensions are far higher in Mudtown as of late, though I suppose that is to be expected after that series of gruesome brain-eater murders and the sudden increase in kidnappings. I will try to keep that in mind in future dealing with the people here.

Where are my manners, I am Beriothian Galanodel. Thank you for coming to my aid good sir, please let me know if there is any way I can repay the favor.


knowledge check to see if Beri knows anything about this dwarf's strange hammer - d20+3=13 ;
knowledge check to see if Beri recognized the potion the gnoll was holding - d20+3=6 ;

Maikill HP 31/39, AC 17 
Friday December 10th, 2010 8:06:54 PM

Disgusted at the mud and the thought of another fight he doesn't want, Maikill wanders away hoping to leave this place soon.

ooc: I guess I missed this:

"So if my math is correct, every five feet is like twenty feet. They are two hundred feet away. If you want to make all the rolls necessary, let me know how many rounds it takes you to get to them and with this, I can determine where everyone else is."

I am sorry. Really, the detail here is wonderful. I just don't have the time to sit and roll and do the math to make it through the mud to a fight I don't want. I have a busy week coming up, then the holidays with family. I tried to give some notice so I could be replaced, I don't know if anyone made an effort to that effect or not. Thanks all, and goodbye.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Friday December 10th, 2010 10:55:08 PM

ooc: don't worry about it Maikill, we are advancing past that. If everyone is willing to just talk, we can put you all at the top of the hill

Easy resolution/DM Buzz 
Monday December 13th, 2010 9:45:51 AM

Soon, the enchantment is gone and things are on a level setting, so it seems.

Once people begin to communicate, the barbarian seems to try to keep up in the conversation, but everyone is talking too fast for him to understand it all, so he seems to wander back to his camp. The halflings, seem still entertained by the event. It is hard to tell, if they are waiting to see what the group does, or the one eyed dwarf with the long grey hair.

The gnoll looks up at the group, "Sowhaduwant?"

Then, one of the humans steps forward, "Now, now, let us become a bit more civilized, shall we?" Says the dark haired human as he puts away his sword. The other human and the gnoll seem to roll their eyes a bit, but otherwise, lets him continue as they too sheath their weapons.

The new spokesperson for the trio notices their snide, yet unspoken remark and Harumps before continuing, "My name is Brett. We have a couple of people in the cart in need of aid, can you ask your questions while we walk please, the priestess is waiting for today's arrivals."

As you go, the dwarf seems to tag along in the rear a ways. "We pick up the sick and dead every day for the priestess and her siblings, we could have picked up your friends, friend. Come with us and we will see."

Beriothian could not determine anything about the hammer or the potion. Keep in mind, potions come in various shapes and sizes really. A potion of Cure Moderate Wounds could have a dozen different recipes to make and each have a different appearance, so I will never, ever let you get away with identifying a potion, just by looking at it. Not even with a natural 20 and +30 to the skill. (Identify a potion. Requires 1 minute. No retry.) :)

Pathfinder looms/DM Buzz 
Monday December 13th, 2010 9:59:52 AM

ooc to all:

Please, please please, when you use any skill check, tell me exactly which skill you are using. It is of course obvious to you, but with the switch over coming soon and all the new stuff involved, I want you all to get in the habit of using full language please.

Also, have any of you started on your characters?

Ransy, AC 21/12/20 Hp 41 /41 
Monday December 13th, 2010 5:09:34 PM

As he moves through the crowd at a hustle, Ransy compliments the parents on getting their children safely into the tents: that's really good thinking; you all should be very careful with your children as soon as blades are drawn. Now, I advise you to talk to your children when they get out again, and to use this event as an example of how bad it is to use lies. I mean, look at that elf, what did his lies accomplish? Can we trust each other if we keep lying to strangers? One would rather engage in a mockfight in a mudbath than in a foul pool of untruth!"

Ransy catches up with the cart as they start to move along.
He says to the humans and the gnoll: "Hello, I am Ransy Stormhide, unofficial lawkeeper. I hope you don't mind I walk with you? There are a few things I'd like to ask. Are all the sick people affected by the same disease? Can this cleric you're working with, heal them all or just a few of them? I would really like to meet her."

OOC: I'm working on pathf. conversion of Ransy.

Zeoll (HP14, AC17) [PF Zeoll]  d20+10=20 ;
Monday December 13th, 2010 5:29:24 PM

Zeoll comes up and look in the cart. "I wish I could help," he says.

[OOC: He thinks, "and come Jan 1, I will be able to!"]

"Let me at least help you haul this carrt." He is willing to pull, and tries his best to appear friendly -- see diplomacy check from last post.

Zeoll listens to Brett and tries to sense if he is serious in wanting to help these people, or if he is lying. Sense Motive 20. He engages these people in conversation to set them at ease.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday December 13th, 2010 7:21:30 PM

Beri follows quietly with the group for the time being, warry of the paranoid gnoll.

ooc: I have the last of my finals in the morning so I have to be brief with my post tonight.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=5 ;
Monday December 13th, 2010 10:04:37 PM

ooc: CS conversion mostly complete

Bosk follows along with the group and looks over those in the cart and attempts to identify what thier infliction may be. For the most part he remains silent and tries to determine the sincerity of the group, but remains clueless. It isn't until after Ransy's questions that the taur decides it safe to ask a few of his own

So tell me, how did you get into this bussiness and who are you working for? Do you all have some protection against disease? We are looking for a man wit brown hair, sick with gandub, last seen by the gates.

Sense Motive = 5

Dark and cold/DM Buzz 
Tuesday December 14th, 2010 2:06:14 PM

Highlight to display spoiler: {Soprry for the lame post today friends. I am fighting a cold and in between runing to the bath room and sleeping, not a lot of motor activity today.}

In the two wheeled cart, there is a middle aged man that is coughing as if he contracted the Gandub. Next to him is a teen age boy. He has the shivers and the blanket he is clutching just does not seem to be helping him any.

Brett answers the paladins questions, "No, peopel have different problems out here. Gandub is one of the worst of course, but drom what the priestess has said, people get sick and then they get dehydrated cause they can't get to water and that is the big killer. From what I hear, if she can't heal people, she eases their pain until they pass.

With the extra two hands and four feet, the cart rolls or slides much easier. Now, the group can see, the two humans have long lengths of rope on each of their carts arms, likely for hills. The humans climb the hill with the ropes then help pull the cart up as the gnoll pushes.

There is a hunch that these three are no mere philanthropists, but likely hired hands and they confirm, that they are paid to go out and collect bodies. No protections, except from the elements when they sleep and a proper diet, which is what most people need to stay healthy anyway. They found the work, like most other people, by asking around. "The priestess took us in. Gave us a dry piece of dirt to sleep on and three meals a day, plus a gold piece each day."

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=28 ; d20+7=19 ;
Tuesday December 14th, 2010 6:31:24 PM


Zeoll offers props for their hard work, and diplomatically makes it clear that the Iron Adventurers are no competition for their jobs. "I admirre the good worrk you arre doing herre, and I'm glad you arre doing it, because I surre would not want to!"

He asks them about the priestess who has hired them. What god or power does she honor? What symbol does she wear? Zeoll is eager to meet her.

Diplomacy 28, Bardic Lore for the god ID: 19. OOC: PF Sheet is coming along.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday December 14th, 2010 9:20:36 PM

I wasn't aware of any priestesses living in Mud Town, she must be truly devoted to to helping the sick if she lives outside the comforts of Hook City. Have you ever met up with anyone again after you brought them to see her, I would love to know what they had to say about the priestess. By the way, what is her name?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday December 14th, 2010 9:39:36 PM

Bosk continues along, half listening to the conversation and half lost in his own thoughts. I wonder why she chose to pay these men to collect thge sick for her. Surely Are there not enough caring people in Mud Town willing to bring thier friends and relitives to her?Surely three gold a day would go a long way in caming cures and purchasing food or securing a better residence in Mud Town.
As he ponders this he follows the group to the priestess.

ooc: Did the trio remember anything about picking up a man with Gandub by the gates?

DM Buzz: Please see.
Easy resolution/DM Buzz
Monday December 13th, 2010 9:45:51 AM


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 15th, 2010 9:52:26 AM

ooc: I had hoped the additional description would help them remember.

Bosk continues to listen as he follows the group to the priestess.

Smells in the air/DM Buzz 
Wednesday December 15th, 2010 10:18:12 AM

As the group walks, Brett fills them in on a few things, "I am not exactly sure who she gets her powers from. It seems like more of a force, then any particular being.. The symbol she wears is a single blood shot eye with a tear dripping from the corner. Her name is Heather Brodery. She is a tough but fair woman. She likes things exact. She is the oldest, then there is Jimbim. He's a nice guy. Clarissa, she will look at you and make you feel funny and not in a good way. Then Katherine and Billy Boy. Don't piss them off or you will wake up without your clothes. Lastly, there is Gat. Toss a coin to figure out that mans mood. He likes to fight and will take anything said to him as an insult, just so he can."

When asked about people getting better and still be in Mudtown, Brett replies, "Well, no. Mud Town is a big place, but I have seen people get better. I have seen people get worse and some die before she can arrange their transport. From what I understand, she has a boss too. For those people that will die and she can not help, she takes them to someone else, hoping they can help them."

This part of Mudtown is familiar. You are at the Crossroards that you found mentioned in the note. The three ware houses are still where they were. The fourth is almost gone as you see people taking wood for the night. In another day or two, there will be a tent set up there on the empty spot. The one that was for rent yesterday now has guards out in front of it, obviously, it has been rented out. The warehouse that the Trade Jacks are guarding, is still being guarded as well. It seems like two different men are out front now. Then, there is the building with the priestess. There are three people standing out front. Two men and one woman, but it is clear, one of the men is a true monster of a human. It must have some birth defect, because he is standing close to seven feet eight inches tall and if doesn't weigh four hundred pounds, he is only a couple of grams short of it.

Brett says, "This is where we must part. If you wish to speak with the priestess, you must deal with her siblings first. Good luck to you all and thanks for helping with the cart. It is appreciated."

The trio now move away from the group ands head to the front door, where the door is opened for them, then they leave your sight.

The smell of hot food is in the air as you get closer. It must be very close to dinner time, unlike the last time you all were here in the cold. There are other smells also though, like thick pungent ointments and strange herbs are also being used nearby.

The smaller male human approaches the group, "Hi there, Need directions or something?"

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20=18 ;
Wednesday December 15th, 2010 11:07:19 AM

Bosk follows the trio while the others do the talking and tries to remember anything he can about the symbol of the blood shot eye. It sounds like a modified version of Gargul's eye. Could they be connected to him in some way, or could it be a corrupt sect. Upon thinking of this possibillity he hides his symbol of Gargul, moving it out of sight and under the cover of his robes. As the group approches the house the cleric keeps back, not wanting to intimidate or cause a fight with the oversized man.

Knowledge Religion = 10 (Untrained knowledge check is capped at 10)


Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy  d20+7=14 ;
Wednesday December 15th, 2010 4:17:51 PM

Ransy softly repeats a few of the words said by Brett and whispers to the others: "Then Katherine and Billy Boy. Don't piss them off or you will wake up without your clothes." You know, that's exactly what happened to me and Cesar! We woke up without our clothes in those lockers! This is it, at least part of the kidnappings can be explained by these siblings of the healing cleric. Perhaps she herself has got nothing to do with the kidnappings, but .... I don't fancy a fight over nothing, but if Gat and Billy Boy really don't listen to us, then I'm not one who's going to walk away with my tail between my legs. What about you? Shall we try to inquire further?"

Ransy tries to remember what the holy symbol, 'a single blood shot eye with a tear dripping from the corner', might mean: knowledge religion 14.


Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+12=15 ; d20+10=17 ; d20+8=28 ;
Wednesday December 15th, 2010 9:29:21 PM

Beriothian discreetly examines the surroundings for any additional changes since there were last there, specifically looking for changes that may have been made in preparations for tonight body trade. As the group approaches the siblings Beri tries to formulate what he is going to say to them, having been warned that they may not be the nicest people.

Good evening sir. We actually were just given directions to you. We were told that the benevolent priestess may have been kind enough to heal, or at least ease the suffering of a dieing man we are looking for. We were hoping to thank her for the compassion she showed to this man, and perhaps find out if she remembers the fate of this poor soul. Would it be possible to gain a short audience with her before dinner?

search = d20+12=15
spot = d20+10=17
Diplomacy = d20+8=28 *nat 20!

Stepping back to move forward./DM Buzz  d20+9=15 ;
Thursday December 16th, 2010 10:08:05 AM

Before everyone arrives at the Crossroads...

The group can hear Maikill and the dwarf talking at the back of the group. While Brett explains things, your half orc barbarian friend runs up to catch you all. He explains the dwarf has offered him a job as a hunter and tracker and that he was going to take him up on it. After some brief congratulations, he tells you all he will be picking up his gear in the shop and leaving in the morning. He hopes to see you all again real soon. Highlight to display spoiler: { Take care Kelly. I wish you the best in your life and hope you come back some day.}

Back at the warehouse...

Bosk remains quiet and alert, not wanting to instigate a fight with Gat. he wonders about the priestess powers or god and hopes, it is not some corrupt off shoot.

Ransy believes, after what he heard Brett say, that they have found the original kidnappers, but it is unlikely. Brett did not say, you would wake up bound and gagged, but only that one could wake up without possessions. They are likely rogues.

Beriothian tells it like it is. The group is looking for someone, all the while, thinking they are responsible also and prepares for the worst.

The human talking to the group is not small, but no where near as big as Gat, standing at onlu six feet one inch.

"My name is Jimbim." He says to you all then looks back to Gat before talking to the group again, "What's his name?" After mentioning Jack, he says, "Wait right here, let me go tell si...er...the Priestess."

Then, you see Jimbim walk over to Gat, "You stand right here and don't move!" he says with no small authority. The large man just nods his head as Jimbim walks inside. Then after he is gone, Gat is seen cracking his knuckles as he looks your direction. After about five minutes, the tension gets thicker as it looks like Gat is about to come over to the group when Jimbim comes back out and Gat all of a sudden relaxes again/ Jimbim approaches the group. "She is very busy tonight, but there is a man inside named Jack. He is recovering from the Gandub, but still in danger if he goes out tonight. She says you all can come back in the morning to visit him if you like."

Then Jimbim looks around, "Likely best you folks move along. We are waiting for a guest this evening and from what I hear, he isn't very savory folk."

No knowledge gained on the religion. Nice Doplomacy check though.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday December 16th, 2010 1:03:41 PM

Thoughts of trechery fly through the minotaur's head. Is it a coincidence that the trade is tonight and we cannot see Jack until tomorrow? What are the odds that these "guests" are the same people who were purchasing kidnapped citizens of MudTown? Bosk wishes he had some way to mark or follow Jack, should he disappear over night...First thing first. the Horned Cleric thinks to himself. We need to at least verify Jack's identity.

Pardon me, but would it be possible for one of us to speak with Jack, just to make sure we found the correct person? If it is, we need to let him know his friend has been looking for him and to relay any message he may have back to his friends and family. If he were to pass over the night, it would be a shame not to have his last words relayed.

Stepping back to move forward./DM Buzz 
Thursday December 16th, 2010 4:53:06 PM

A quick response

JImbim looks nervously around then answers in a low tone. "Look. I'm not one to know peoples intentions well. You could be a friend of Jack's or he could owe you money and you are out to kill him. Either way, big sister says, no visitors tonight. It's to dangerous. For all I know, you could be these scumbags her boss wants her to meet, for whatever reason, I don't know, but this is how things are going to happen. You go get Jack's friend and bring him here and I will let him alone talk to Jack. I doubt it will hurt him to step outside for a minute or two. If you are trying to case this joint, I will warn you this is a family of trained and loyal soldiers to my sisters cause or my sister if not her cause." He slightly moves his head toward Gat. "If you can be back in a couple of hours, you will be fine. Anything longer then that will have to wait."

He backs up about ten feet before bowing, turning around and walking back to his siblings for watch.

The DM is not attempting to cut short this conversation. He is merely stressing the nervous tensions that seem to be in the area right now. Feel free to attempt to ask more questions of Jimbim if you like. The fact he does seem to try to cut the conversation short, is obvious.

Fyi: It would take around an hour and a half at night, in the winter time, to get there and back. The mud hardens with the cold, so walking is easier, but still considered difficult, if out of wheel ruts in the little used, evening roads.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy  d20+2=4 ;
Thursday December 16th, 2010 5:27:11 PM

Ransy whispers: I suggest we get back a little

Later, out of earshot of the warehouse, he whispers: I think we should try to observe the mystery-guest who's arriving later tonight. But we should also tell Jeb that his friend Jack is here. I am going to look for a place to hide around here.

Spot a place to hide: 4. (He can reach a place with an invisibility potion, if necessary).
If Ransy can't spot a place from which he can observe the warehouse, he'll just follow the others or go to the shop owned by our group.

DM Buzz: The "the mystery-guest who's arriving later tonight" is likely Gary Glittertooth, whom has reportedly left town, so no one might be showing up tonight.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 16th, 2010 7:03:40 PM

ooc:Do you mean Gary Glittertooth?

I'll be busy most of the night, but I'll try to post when I get home.

Sorry to be losing you Kelly, it's been great playing with you for the last year. I hope to continue to see you around, hopefully I'll get to play a tap with you in the future.

DM Buzz: Yes, thank you. It is corrected.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Friday December 17th, 2010 12:19:33 AM

I understand your uneasiness, one can never be too careful when dealing with the more questionable inhabitants of Mud Town. Since the priestess was so kind to Jack, we are happy to tell you anything we may know about your upcoming visitors.

What do you know?/DM Buzz 
Friday December 17th, 2010 12:55:05 PM

Jimbim stops and tuns back to face the group, "What do you know about our visitor tonight?" He says with a side ways glance toward his other siblings, as though he is about to signal them to perform in some preplanned manner..

The sun is now down, but the twin full moons shine enough light on the area, so that most things can be made out clearly, except for the colors of distinction.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Friday December 17th, 2010 2:52:58 PM

Beriothian notices that Jimbim's uneasiness is perhaps causing him to read more into Beri's statement than was actually said. As I said, we are at your disposal. We've had interactions with several groups in Mud Town, but I'm afraid you haven't actually told us who you would like information on.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday December 17th, 2010 9:21:15 PM

Bosk remains in the back and lets Beri clear up the situation. The group seemed helpful enough in the beginning, and he tries not to do anything that might anger them or worsen the situation. He is once again very careful to keep his hands in plain sight and away from his weapon.

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=29 ;
Monday December 20th, 2010 7:24:53 AM


[OOC: I'm really sorry everybody! I have not given the game the attention it deserves this last week. I apologize. I've been crazy with life, work, and a tummy bug my girl brought home.]

Zeoll grins as he sees both the party and the people here dance around an issue they both know more about than they seem to be willing to reveal. Zeoll weighs what they know, in his head. Here is his thought process:

It seems that someone is trying to gather up the sick and dying of Mudtown. It is a do-gooder, helping the unfortunate, or is it some kind of cult, seeking sacrifices or recruits or bodies to animate?

It seems that Jimbim here knows Gary Glittertooth and holds him in some contempt. Anyone who dislikes Gary is a person of some discernment, Zeoll thinks.

And he knows about Jack, and that he has Gandub. And is willing to let us see him later tonight. That's a good sign too.

However, as much as the bard in him longs for the big dramatic reveal -- "You won't be seeing Gary Glittertooth tonight!" Zeoll longs to say -- it is clear that these people are nervous, on edge, and maybe a bit too willing to resort to violence. So the best thing of all, Zeoll thinks, is to play it nice and safe. There is no harm in coming back later.


"You have been too kind, good sirrs," Zeoll says, speaking up at last. "You arre clearrly busy with your expected visitorr, and we arre taking up yourr time. You have confirrmed that ourr frriend's frriend is herre, and you have welcomed us to rreturrn in a couple hourrs, most rreasonably. I prray you will accept ourr thanks. We will therreforre leave you now with ourr deep grratitutde, and we will see you laterr this evening, when we rreturrn with ourr frriend. At that time, when you all arre less occupied, we will have a converrsation, in the hope of offerring you whateverr news of Mudtown we may have hearrd that will help you in yourr good worrk."

Diplomacy check 29.

If no one objects, Zeoll will lead the group off, and when we are totally out of earshot, explain his reasoning. "Honestly, they will be waiting in vain for Garry tonight, as we know. We can come back when things are less tense, with ourr new frriend the furr merrchant, and at that time we can see what is rreally going on and, if they are people of good will and intent, tell them what we feel is apprroprriate."

Meta note for those who want a behind the scenes glimpse into Zeoll post construction: Highlight to display spoiler: {Zeoll has no accent IN HIS MIND!}

Decisions, decisions/DM Buzz 
Monday December 20th, 2010 9:36:34 AM

Wisps of mist is now forming around the nose and mouth of those that need to breathe to live. Muscles and joints begin to ache in protest as soon, it is clear, a full blown winter storm is beginning to move into the area. Looking up at what was earlier a beautiful, clear night, from the south, the clouds can be seen to slowly move across the canopy of lights and bodies in the night sky. In a few hours, rain or snow, more likely will be falling on the ground and adding to the moisture that accumulates across the earth almost daily.

Jimbim wishes the group a good evening, "Remember, after two hours, you need to wait till morning! Have a good night and stay warm." He says as his human head nods in your direction and he turns back to take his post.

Still, there is plenty of light to get you back to your shop and the streets are busy still, with people going from one camp to another carrying various objects to and from, it is clear that Mud Town itself does not completely shut down at night and merchants as merchants tend to do, are always at work, even when they are trying to rest, there is always something that needs to be done.

The smells of smoke fires fills the night as a red, eerie glow helps light the way for the adventurers that can see the hundreds of fire pits and bon fires that dot the landscape. The smells of seared flesh on top of those fires further bolster your hunger you first felt when the smells of the Brodery warehouse assaulted you.

Getting back to your shop, you see all the usual faces as well as Jeb. He is writing out a practice sheet for Maikill to study while on the road so he can practice on his trip.

Does the group want to grab Jeb and go back or knowing that Gary won't be showing up tonight, wait until the morning?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday December 20th, 2010 11:36:47 AM

After the group leaves and is out of earshot Bosk speaks to Zeoll in a hushed voice. What makes you so sure that it is Gary they are intending to meet? Gary was supposed to deliver people to the cross roads tonight to an unknown party. It is equally also possible that the third party that was supposed to meet Gary is also the same group meeting with the healer, especially considering that Gary's victims had no connection to the sick.

Back at the shop Bosk helps himself to a large hunk of meat and informs Jeb of what they saw before discussing tactics (away from Jeb), reiterating his concern that it is possible that there is a third party involved in this. The way I see it we can go disguised as Gary and a captive or two to see what we can learn or we can wait until morning and try to gather some more information before we go walking into another trap.


Zeoll (HP14, AC17) [PF Zeoll]  3d100(5+82+36)=123
Monday December 20th, 2010 12:14:42 PM

"If I werre invisible orr alterred, then yes, we could pull it off. But therre is no way to disguise me, hat orr no hat. I could stand back and hide, but what happens when they want to take the illusion inside? Or we could walk the illusionarry Garry to the gate, and simply have him say his piece therre, and he would rrefuse to enterr. But how arre we going to stay concealed within 50 or 100 feet undetected? No one else can crreate illusions, such as the illusion of a wall behind which we can hide."

[OOC: Buzz, did you say that across the street from where we talked with Jimbim there was a building being deconstructed? What does that mean? Walls partly intact? Construction materials lying around? More to the point, could we sneak up from that direction under total cover and hide there? What kind of rolls would we need to stay undetected? Normal Hide vs Spot checks? Any cover bonuses? What's the closest distance between a hidey-hole and the guardpost where we waited?]

DM Buzz: The delapidated building in question would not be a good place to hide. People with nearby fires come over and pick up or brake off wood through the night to warm their camps. There will likely be nothing left of it in another night ot two. The only place you really could have hidden was that warehouse that was for rent last night, alas, all nearby buildings are occupied. The closest spot that would give you the best chance of concealment is one hundred and twenty three feet away. It is a small mound, if someone wanted to stand on the other side of it, they would not be as noticable to those at the intersection.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday December 20th, 2010 2:13:10 PM

Zeoll thinks we should just fetch Jeb back and say "Here he is! He would like to see his friend. By the way, it looks like you are doing good work here, can we help?"

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday December 20th, 2010 7:04:14 PM

If the group wants to go tonight then I will come with, but I think we should wait until tomorrow to bring Jeb. They are only going to be edgier if we return tonight. Odds are they will be far less willing to provide any information than they just were, and even more likely to attack without any real provocation. Besides, we already know that it's the boss of the priestess that ordered the meeting, so we have a lead no matter what.

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday December 21st, 2010 8:48:48 AM

Tomorrow morning is soon enough for me.

Here comes the sun, is it alright?/DM Buzz 
Tuesday December 21st, 2010 9:48:51 AM

The group with their new employee settle down for the evening. Whatever meeting that is supposed to happen this night will not go as planned and the group believes, the warehouse will not likely kill and eat Jack like some colossal mimic creature.

It is not long before the snow falls. At first, slow and gently, but soon, the wind follows. It gets heavier and heavier and hail begins to pound on the roof of the building. The sounds of boards cracking and breaking echo through the shelter as new drafts of air now make their way through the various rooms that have been set up.

The night is long as the howling of the storm can be mingled with the ripping apart of canvas from nearby tents not well secured. The sounds of screaming and crying as those that have made the long journey to Hook City are trapped in blizzard like conditions, with very little fabric between them and an intelligent Sargrass.

Finally though, it subsides and the sun comes out soon after ward. Accessing the damages, it would seem that all of the profits your store had made this month, will be going back into the repairs of the building, but you all can let your employees handle the mundane work of running that show. For now, the group can enter the frigid morning air to continue their business from last night or do other things, as they desire?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday December 21st, 2010 10:08:25 AM

ooc: I sent Ransy an email on Friday and will send him another one to day and see if we can't get him posting again.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy 
Tuesday December 21st, 2010 2:11:18 PM

OOC: sorry for not posting, I've been busy and not feeling very well.

Ransy hasn't seen a suitable place to hide. He's now very sorry that he prevented Bosk earlier from renting the nearby warehouse. But it seemed too suspicious at the time.
So Ransy returns with the others to the shop. Next morning, not having used his spell yesterday, he doesn't need to pray for it, but he says a quick morning prayer to Holy Domi.
Ransy: "okay, let's go back to the healer with Jeb and find his friend Jack. Jeb, have you slept well? Do you have contacts in Mudtown, who might tell us about youngsters from Hook City? I am very concerned about such youngsters who seek adventure in Mudtown and get themselves into grave danger. Do you know people who might have seen such youngsters?"

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday December 21st, 2010 3:31:43 PM

Zeoll, as usual, spends the night in his gazebo, storm or no. He will not turn away from the bracing embrace of Mother Wold for mere comfort. But in reality, it may be that he did not sleep much at all, instead doing his best to protect the newly-forming garden he has just started. There are tarps and nets to be spiked over young berry bushes, for example, and he otherwise works his hardest to save what he can.

In the midst of all this, he hears the cries of those whose tents are blown away, and he worries about the innocents put to a hard test in the night, unprotected by a layer of fur and hide. The wind presents no problem to the large heavy liontaur, but he worries about small human children who could be picked up in high winds and dashed about.

At the peak of the storm, he goes out in it, in case he can do anything to help those less suited to a harsh environment than a taur.

[OOC: I'll choose to NOT recover spells today, to represent the liontaur's lack of rest. Hope that's okay. I'm also marking off a cure minor wounds assuming I use it on the night on something or other.]

In the morning, a bleary-eyed Zeoll joins his friends at breakfast and lays into his rashers and eggs, as if to make up for his lack of sleep with protein. After the meal, he is eager to head back with Jeb to meet this Heather Brodery.

Druid Spells:
Level 0: Cure Minor Wounds x2 (one used), Guidance
Level 1: Cure Light Wounds, Entangle

Bard Spells
1 of 3 Level 0 spells used (1 ghost sound used)
1 of 2 Level 1 spells (1 minor image used)

Bard music: 0 of 4 used


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday December 21st, 2010 5:49:23 PM

Bosk joins the others for breakfast and compliments Sanji (and Jeb if he helped) on the on the meal. As he eats he thinks over what they have learned over the last few days. Let's see. Someone is paying people to capture people in Mud Town and is making the transaction near the healer's. The healer is paying people to pick up the sick and dying. It is believed that some get better, however we are unaware of any who have actually recovered. As he puts his thoughts in order he hears Ransy speaking to Jeb and he remembers about the young Rogue they are looking for. Oh yes, have to find the missing Rogue and verify that we have actually found Jack. Our working theory is that the healer is responsible for the missing people. We need to learn more about this woman, the symbol around her neck and her oversized companions. We should also see if we can determine if anyone met with the healer after we left, and if so if it was Gary or someone else. As he ponders this memories of the occult they stopped and the possible new branch that broke off enter his mind. Feeling suddenly overwhelmed he shakes his head to clear him mind and finishes his coffee.

We need to sit down and go over our plans for the day. We should try to gather some more information and on this healer and the symbol she wears, verify Jeb's health and identity, and determine if Gary or anyone else visited the healer after we left.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy 
Tuesday December 21st, 2010 6:11:06 PM

Ransy: I think you mean Jack's health and identity. I think, about the holy symbol, if we go to the healer's place and meet Jack, then we can ask the people there what deity she's serving.

Zeoll (HP14, AC17) [PF Zeoll]  d20+12=27 ; d20+12=22 ; d20+12=18 ; d20+12=31 ; d20+12=23 ; d20+1=13 ; d20+1=10 ; d20+1=15 ; d20+1=10 ; d20+1=4 ;
Tuesday December 21st, 2010 6:27:43 PM

Bad weather rolls! Use as needed!

Survival checks: 27, 22, 18, 31, 23. Not too shabby.

Fort saves: 13, 10, 15, 10, 4. Ugh. Hope I don't need those!

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday December 21st, 2010 7:24:16 PM

Beriothian spends the night in mediation, and emerges early in the morning feeling refreshed. If anything, the energy of the storm imbued new energy in the often stagnant surroundings of Mud Town. Beri heads into the kitchen and puts on the first pot of coffee.

We need to be prepared for anything today. It is likely that nobody showed up for the exchange last night, but sooner or later word will reach the mastermind of this kidnapping ring. We need to find him before he finds a new set of stooges to do his bidding.

As the group files in Beri listens as they discuss the days plans.
I believe that we should head to the priestess as soon as possible. Word that Gary never showed is bound to spread fast, and we don't want to give the leader of the kidnappers time to cover their tracks.

Thankful to be alive/DM Buzz 
Wednesday December 22nd, 2010 10:22:03 AM

The morning finally comes, but not before terrible things happen to the people around the adventurers store.

As the rest of the group is hunkered down last evening, in a nice, somewhat safe environment Zeoll takes action when he hears the cries of the innocent that were having such a hard time in the weather.

Zeoll onlyHighlight to display spoiler: { AS you dash away leaving your plants momentarily, you see a man, vainly attempting to tie down a corner of his tent, when you see it rip apart in his hands, badly cutting his arm and exposing his wife and young daughter to the extreme elements. You are able to stop his bleeding as well as get them into the shop until the morning, when they too can see what they have left to sell to Hook City. The man is grateful and offers you a gift. because they don't have any money to spare, they give you a full set of porcelain dining ware. Hand made by the mans father. It is worth fifty gold pieces, but can be sold for double that in the market. As well, you are a hero to these people. Please give yourself one hero point and the associated experience to go with it.}

In the morning, everyone gets to meet Berol, his wife Suzi and their four your old daughter Amber, all of whom do not seem to have got much sleep last night. They are seen to thank Zeoll for the night before and after a brief farewell give him a medium sized box from the many crates they have packed into their two wagons. The liontaur literally looks as though he was beaten up last evening. The wind buffeted his Gazebo and parts of it, like the rest of the store, failed, but most, if not all of his plants were saved (Nice roll on the Survival) and due to his advanced metabolism only took non lethal damage, which will prove a quick recovery. (4 non lethal damage Zeoll)

Ransy asks Jeb if he slept well and he is almost groveling in gratitude for allowing him to stay in the store last night, "I slept like a baby Lord Ransy. The Sargrass was surely looking out for me and Jeb, for he is alive and after last night, I am too. Youngsters? Yep, I hear AND see them, but not just the young. Mud Town is a place where people don't got to be proper all the time. Some few come out here to let their hair down, then get cleaned up and go home as if nothing happened. Wrong time of year for it though I tell ya. What can you do? Human nature can't be bred outta ya, no matter how hard they try."

Bosk finds Sanji cooking and Jeb packing a very excited barbarians gear. When asked about his health, Jeb smiles and nods, being much warmer then he has been in days. A plan must be hatched to continue, he believes.

Beri thinks the group should plan on the road. News travels fast and he doesn't want to lose any leads on Gary or this third party, both Heather and Gary have in common.

The ground has about five inches of snow on it. The majority blown away in the storm, this last layer followed on the tail of the mighty Sargrass's cold breath.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=4 ; d20+4=16 ; d20+3=12 ; d20+3=12 ; d20+3=10 ; d20+3=21 ; d20+3=8 ; d20+3=19 ;
Wednesday December 22nd, 2010 2:54:57 PM

The Horned Cleric nods his head in agreement to Beri's comment. Your right. It will take us a while to reach the healer's and we can plan on the way as long as we're carefull not to be overheard. We should bring Jeb with us and I can ask the healer about her holy symbol in person when we get there. I'll also try to determine if anyone wen't to the healer's last night and determine where they came from.

Listen check = 4
Spot Check = 16
Survival Track = 12,12,10,21,8,19 (Survival check of 5 is needed for fresh snow) I also recieve a +2 bonus if the tracks were left by a human.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy  d20+2=15 ; d20+2=8 ;
Wednesday December 22nd, 2010 4:05:47 PM

Ransy nods to Jeb and asks: so you don't know anyone here in Mudtown who has regular dealings with youngsters? For example, selling liquor or drugs to them?

Ransy: If you, Bosk, speak to the healer, then I will talk to Jack and the other patients. Perhaps one of them knows about that holy symbol. She might not tell you the whole truth.

When they get near to the crossing, Ransy will listen and look around for anything out of the ordinary.
listen = 15
spot = 8

OOC: My plan is: assuming that the healer's siblings are still standing in front of the healer's place, Ransy approaches them with Jeb (and the others?) and asks to visit the patients, especially Jeb's friend Jack.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 22nd, 2010 4:38:26 PM

Be careful. They are a jumpy bunch, and I don't know if they'll let anyone other than Jeb in to see Jack.

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday December 22nd, 2010 5:10:31 PM

Zeoll wishes the family well and thanks them kindly. "I will trreasurre yourr gift all my days, and think of you when I use it," he says.

Then he turns to his friends.

"If it werre done when 'tis done, then 'twerre well it werre done quickly..." says Zeoll, quoting an ancient bard. "Do let's go now and have a chat with these folks."

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 22nd, 2010 7:06:19 PM

I'm ready to head out when you guys are, though I think I'll let somebody else do the talking today. I've apparently lost my ability to talk to people without them wanting to kill me.

Put to work/DM Buzz 
Thursday December 23rd, 2010 1:29:41 PM

Stepping outside, the visual assault of chaos and destruction is prevalent as those that made it through the night attempt to salvage their lives and get into Hook City as soon as possible. The crunch of fresh snow under foot, paw and hoof is quite audible until a main trail is reached, made by others earlier and fortunately the earth is still hard from the freeze and easier to walk upon. The man in the gray coat and robes that is recently hired walks with his head high, with pride. He wears his self esteem well, as one that does want better for himself, even if he would sacrifice everything for someone he cares about.

Casualties are everywhere. Many tent poles came down last night and a few people were impaled by hanging lanterns, when their pavilions collapsed. As well, the cold took the lives of some. Frozen bodies lie near the edge of the road, some covered in vain against the cold. The Sargrass is one to keep balance and for those that come here unprepared, they will be tested, with failure costing the ignorant their lives.

The walk is easy enough. The roads are not used much as the numbers for today are already lined up, while everyone else tries to rest, as they seem very tired and beat up like the druid bard that would rather sleep in a snow storm, then under a roof with walls.

Approaching the warehouse, you see dozens of people outside as a long table is set up with tools and utensils. At the head of the table, holding a scalpel, you see a medium sized woman with dark brown hair in white bloody robes. A man is under her knife as Gat holds the subject and pins him firmly to the table, all the while, the stranger being cut screams. It would appear to be something out of a horror story or something you would see as you enter some dark temple, but in fact, the man is seen to have a compound fracture of his clavicle and she attempts to set it. You see others of her family talking to the wounded lined up to receive her attentions. Jimbim strides up to the group. He wears a smile and a black eye. "Can't blame you for not coming back last night. Is this your friend that knows Jack? You can come with me and you can talk to him." He says to Jeb before turning to the group, "You said you were willing to help, well here is your chance. If you have healing skills, go attend the priestess, if you don't, go collect the wounded and dead in this area, from last night and bring them here. If you need money, we will talk about that later."

He moves away with Jeb, looking him over a bit.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday December 23rd, 2010 2:31:09 PM

ooc: How many people are injured?

DM Buzz: That is not a very specific question, so I will answer all of the ones I can see you asking.

In Mud Town, likely hundreds of varying severity.

On your walk to the crossroads area, dozens of varying severity.

Just around the warehouse vicinity, at least a score, again, of varying severity.




Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 23rd, 2010 4:04:09 PM

Beriothian walks up to the priestess.
I'm afraid I am inept when it comes to tending wounds, but I would like to do my part to help. I have a wand of CLW with plenty of charges that I would like to offer you. Please make good use of it, the wand will be far more effective in the hands of a true healer than it ever could be in my own untrained hands. I know it isn't strong, but it it should be enough to quickly stabilize those in desperate need of triage.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy  d20+8=17 ; d20+8=22 ; d20+8=23 ;
Thursday December 23rd, 2010 4:41:49 PM

Ransy walks after Beri towards the priestess.
"I am Ransy Stormhide and I somewhat skilled in healing and I have a healing kit. I also, like my friend here, have a wand of light healing, which I can use myself, as I am a paladin. I would like to help you in curing these injured people. "

Ransy will use his healing skill to diagnose and help people find a cure. If it seems reasonable, he will use his wand of CLW to heal those who're seriously injured and in danger of contacting an infection.
Healing skill rolls: 17, 22, 23.

AFter he has healed them, he'll ask the patients if they know the holy symbol of the healer.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday December 24th, 2010 10:12:39 AM

The Horned cleric also offers his assistance, and his wand, to help heal those most in need on the way to the healer in addition to those at the healers. As be works he watches the healer to see if her abillities are mundane or stemming from the power of some god. In addition he will offer his services to move or hold down patients as necessary.

Merry Christmas/DM Buzz 
Friday December 24th, 2010 11:25:30 AM

Happy Christmas Eve everyone. I hope this time of year is magical for you.

DM posts will resume the morning of the 26th.

Have a great couple of days!

Merry Christmas/DM Buzz 
Sunday December 26th, 2010 9:54:21 AM

Oops, I lied to you all. DM post to come on the 27th.

I hope everyone is having a great weekend!

Zeoll (HP14, AC17) [PF Zeoll]  d20+3=18 ; d20+3=19 ; d20+3=15 ;
Monday December 27th, 2010 9:53:45 AM

Zeoll offers what aid he can give, untrained. Aid Another rolls: 18, 19, 15. Not too shabby.

"I should learrn morre about the healing arrts," Zeoll thinks as he helps others. "Though it would probably help to be able to actually rread medical texts."

He will use his last cure cantrip if needed to save a life. Otherwise he will save it.

Druid Spells:
Level 0: Cure Minor Wounds x2 (one used), Guidance
Level 1: Cure Light Wounds, Entangle

Bard Spells
1 of 3 Level 0 spells used (1 ghost sound used)
1 of 2 Level 1 spells (1 minor image used)

Bard music: 0 of 4 used

That was one long day/DM Buzz 
Monday December 27th, 2010 9:57:53 AM


Bosk is busy trying to help people on the way to the priestess. He can see clearly, his wand and services could be greatly used and if he does decide to stop and help everyone, he would never make it to the priestess to question her. He does what he can as the group moves along, tending to only those with life threatening injuries or illness.

The group approaches the priestess named Heather and offer her their assistance, in varying fashions. She seems to ignore the party at first, as she is concentrating, but what appears a pendant hangs adorned around her neck and falls about four inches from her chin, is an exquisite and perfectly shaped eyeball. She finishes the job as an audible snap brings the two pieces of bone back together and the man on the table sighs in relief before passing out. This is the first time the group has been close to Gat and even though he is not a taur, he is considered enormous for his race. His two large hands could almost span the length of the patients body, if he but spread his fingers. Still, despite his size and brute strength, when Heather tells Gat to take him and put him with the others, a gentleness comes over the man, as though he was a child playing with a sick doll.

With that, she looks up and turns to the group with a smile. Her face is not pretty and rather plain, if not for her left eye lids being sewn shut. "The spirits tell me that a group of four would come to test my faith today. I could take it one of two ways, you have come to cause me harm or you will make my faith stronger. I have decided, it will be the latter, so you may stay and help as long as you do not get in my way."

When Beriothian offers her the wand, she curls her lips up at it, "I am not allowed to use magic for the purposes of helping others. In all things but my own protection, nature must take it's course and that includes the living and dying. It is alright if you or someone else uses it however."

When the trained paladin, Ransy offers his service, she responds, "Indeed, my siblings are doing triage, but their skills are limited. Please assist them and always bring me the worst first. Please don't be like my younger sibling and bring me whom you think is the prettiest, but the most injured." She says this with a glance over at her brother the rogue, who must have over heard her. He shrugs his shoulders and smiles, as if he has a date later.

Trying not to get in the way, Zeoll aids his friends and thinks about going into the medical field, or at least learning a bit more about it. The various anatomy's might prove difficult to learn without being able to read, but who knows, if Jeb can show Maikill, maybe he will teach the liontaur also?

The priestess does indeed use her mundane knowledge to help the people in the area. She does not once cast a spell of any type and her hands seem skilled, likely from sewing up her family and others for so long, she makes it appear almost easy.

The day is quickly gone as the dead are piled up behind the warehouse, with some respect and the injured that is able to go back to camp do so. During the day, the group had a chance to go into the ware house. There doesn't seem to be suspicions from the Brodery family when this is done. You are sent in on errands, "take this person here, get me this ointment on this shelf", kind of work. The down stairs has a small infirmary and a large kitchen where food seems to be constantly cooked. It appears, from before last night, she had six patients, one of which was Jack, whom still has a cough, but feels much better if not still pale. Jeb is very happy to see his friend and helps out in the area also. For a middle aged guy, he is pretty strong, but cloth and leather isn't light either, so it stands to reason he can move his product when he needs too. The upstairs of the warehouse is roped off and considered the private quarters of the family. There is a large dunb waiter that leads to the side of the stairs and large enough for cargo that needs to be stored above. In the kitchen, there are three enormous vats where the family also makes their own booze. It smells like a strong blonde ale.

No one really knows much about the priestess. She has been here for several months now, is all that is really known. She has a strange Southern Continent religion is all that can be told by those that do not know her, but appreciate her services.

Thermo is soon to once again leave the face of the Wold and everyone is tired after the long day. Jimbim pulls himself a big mug of the ale and offers the group one also as a fire is lit in the hearth for the evening.

Heather addresses the group once again, "You have all done well today. Your service is appreciated. Have you received all the answers you were looking for today on me and my siblings? If not, feel free to ask them, we have nothing to hide and have done nothing wrong."

How many charges in your wands are you all willing to use? Will you use the entire wand to help those injured?

Alright, I will need a Knowledge Nature DC 15 or a Survival DC 20, not both, only roll once. If you roll a low Knowledge nature, you can't next roll your Survival. Results will be sent in an email, if successful.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=12 ; d20+3=11 ;
Monday December 27th, 2010 10:54:59 AM

Bosk does his best to help those most near death and with the most severe injuries, expending 25 charges from his wand to heal the storm victims. After the group is finished assisting the healer Bosk takes a moment to observe his surroundings. One thing he tries to determine is if the eye around the priestess neck is a symbol or an actual eye (possibly her own, perception check 11). He will also ask her about where she learned her art and what spirits spoke to her to tell of their coming and if she has a patron helping to pay for the collection of the sick and the healing herbs. I hope the spirits spoke true of deepening your faith, for your work seems to be generous in nature.

Perception checks 12, 11


Zeoll (HP14, AC17) [PF Zeoll]  d20+12=25 ;
Monday December 27th, 2010 1:06:16 PM

Know Nature 25, more later.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday December 27th, 2010 2:31:07 PM

ooc: meant spot not perception check.

ooc: 3.5/DM Buzz 
Monday December 27th, 2010 4:29:29 PM

Note to all. Until I hear from the PTB, we will continue to use 3.5 rules. Please send me a copy of your sheets in private email, so I can look at them while off line. Thank you.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=18 ;
Monday December 27th, 2010 7:51:26 PM

survival = 18 (untrained knowledge is capped at 10, so I didn't use that one)

Post is coming....

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=21 ; d20+8=22 ;
Monday December 27th, 2010 8:17:19 PM

Since the priestess has no use for a wand of CLW Beri will let one of the clerics use it, knowing that the clerics training would not only prevent numerous wasted charges but also that his caster levels would result in a more potent spell. Beri, however, makes a conscious effort to avoid using what limited magical devices he has so as not to offend the priestess or her siblings. He instead will spend the day doing the more physical tasks so that true healers can focus their efforts where they are more needed, though he will still try to stabilize those that he can.

The morning is spent sorting among the injured, bringing the worst off to the priestess or calling on one of the clerics to tend to them. He makes numerous trips to grab supplies, move bodies, and lend a hand wherever he can. As he works, the rogue keeps an ear out for rumors related to the events of last night and the kidnappings, specifically probing for rumors of the missing Twice when he has a free moment (Gather information = 21).

The horned cleric is seen periodically switches between Beri's wand and his own, and at the end of the day he receives his wand back, 25 charges shorter than it had started with. Eventually the masses of wounded are taken care of, and Beri joins the group indoors. He graciously takes the ale and sits it down next to him.

Priestess Heather, I would like to thank you for trusting in us today after you had received that warning about a party of 4. I assure you that none of us would knowingly test your faith, though in all honesty I'm not even certain which faith that is. My most sincere apologies if we did in fact do something you found trying, this was not our intent.

Diplomacy = 22

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=19 ;
Tuesday December 28th, 2010 9:15:37 AM


Zeoll watches through the day, and sees that the priestess has a deep store of herbal lore that she puts to good use. At the end of the very long day -- made even longer for Zeoll by the very little sleep he had the night before -- he takes the mug of ale and sips gratefully.

He engages Heather in conversation, hoping to learn more about her. "Neverr did I see Burrrow Bush used in such a fashion, and the application of the cactus you used was remarrkable. Can you tell me morre, good lady, of yourr herrbal lorre and how you came to masterr it?"

He hopes to draw her out, and to learn more about her philosophy that keeps her from using magic to cure others. And about her strange religion.

Finally, he tells her that the party has been investigating the disappearance of people in Mudtown. Has she heard anything about that?

Diplomacy 19

Warehouse of Horrors


The honest truth/DM Buzz 
Wednesday December 29th, 2010 10:24:59 AM

Katherine, the young nimble human is seen in the kitchen, preparing many bowls porridge for the people down stairs. The sick are fed first, with Jeb and two other men there with Gandub as well, there is a young lady staying with them that seems to have broke her foot. It is elevated and in traction, dried mud bricks being the weight for the pulley system. There is a young man there that was stabbed in a dice game about three days ago. He is fighting infection and may turn worse. A dirty knife wound takes a lot of healing skill and then sometimes, even that is not enough. The last patient you see down stairs is a man with some form of disease. Heal DC 20 He is covered in herb soaked linen and appears to be in a coma.

As she does this, Billy Boy, whom is as handsome as his twin sister, is seen sharpening the tools of Heather. After this long day of needing them, it would seem all of her tools must be cleaned and sanitized as well. He seems to amuse himself with his dexterity as he nimbly twirls the clean ones through his fingers, tossing it up in the air behind his back, catching it in front of himself, before sliding it into it's designated pocket.

Clarissa wears a robe over what sounds like chain mail. She doesn't talk much, but watches the group very close. Sense Motive DC 20

Jimbim props his feet up by the fire and drinks a beer very fast before pouring himself another and taking a bit more time with it. His smile is broad and his weapons are close, but he seems fairly relaxed after the day.

Heather is seen to be mixing up batches of herbs from the laboratory/kitchen and puts them into singular bowls. Then, she takes two large pitches and fills them with the beer Jimbim seems to enjoy. All of this goes on a platter when she tells Gat, "Take the tray to our other guests upstairs. I will be up to check on them later." he picks it up with one hand and after a stern look from Heather, uses both hands, while walking up the stairs, stepping over the rope that feebly blocks the stairs up.

Heather comes back to join everyone as now, the food is ready for the workers.

Bosk tries to get a good look at the eyeball pendant hanging around her neck, but you can't get the woman to stop long enough for it to rest on her chest. She replies, "The spirits speak only what they know. Sometimes they don't know squat. Others, their wisdom is as profound as the northern gods."

Beriothian adds to the conversation, using a bit of charm. She smiles at him and says, "But the day is not over yet, is it? My faith might still be tested. I am a Kon of the Followers of the Edge. Our mission in life is to insure absolute balance for all things to thrive. Those that do not strive to thrive are bad apples in a bushel and must be removed from the barrel." her words are matter of fact and cold, but in essence, she is stating her belief for you.

Zeoll mentions her herbal lore and she raises the eyebrow that rests above her good right eye, "Indeed, you have no healing skill that I saw, but your knowledge of plants, especially processed and not growing is quite amazing. You must have some druid in you?"

She continues, "I am not forbidden from using magic to cure others. I just can not offer to do so and the person receiving the magic must pay for it, in some manner, to keep the balance. Magic, divine or arcane must be appreciated. If it is not, then those that wield can also become out of balance and we do not allow that to happen. However, I am willing to help those become healed through my own knowledge, free of charge. I will admit, it may sound as though I am virtuous or heroic, but in fact, my motivations are self important. I seek only the knowledge of anatomies, as well as working on a beauty agent one can apply to the skin. The bodies found dead, I autopsy if they are not claimed and then disposed of, outside of town. Pig Alley will not be a dumping ground for corpses and disease ever again." She points up stairs, "Up there is the scum of Mud Town. They are given a choice of eating food or taking their drugs of choice. I have told them, if they want to get better and survive, they must eat food, but if they prefer the drugs, it will slowly kill them. Those upstairs want the drugs. I keep them away from those that want to thrive, down here."

The disappearance of those in Mud Town causes Jimbim to choke and spit on his recently mouthful of ale while he was taking a drink, heather without emotion asks, "What do you want to know?"

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=20 ;
Wednesday December 29th, 2010 11:20:12 AM

Sense Motive Check = 20

I'll post after finding out the results.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+1=2 ; d20+1=15 ;
Wednesday December 29th, 2010 6:58:16 PM

Beriothian follows the group, not taking any real note of the sick people.(heal = 2). Later as the group passes Clarissa Beri gets the impression that Bosk may see something, but whatever it is that caught the cleric's eye is unclear to the rogue.

As the group sits around with their ale Beri is glad to see that Heather is willing to help the group. The young rogue takes a moment to consider how to phrase his questions in a manner that won't be trying to the priestess's faith.

ooc: just because I said I wasn't much of a healer earlier doesn't mean the RNG had to agree with me :P

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 29th, 2010 10:29:00 PM

Jimbim seems a little on edge on mention of the bodies, so Beri decides to hold off on any questions about the priestess's studies until after he has asked a few other things of interest.

I was unaware of any drug problems in this city, though it doesn't come as a surprise. What is the nature of this drug that people are choosing over life?

By the way there is a young man we have been looking for in addition to Jack. This man was a rogue from within Hook City who liked to spend evenings outside the cities sterile environment. He is slim, about 6'1", and would have likely been wearing clothes far too nice for a resident of Mud Town, though they would probably be in poor condition. Have you by chance seen this man recently?


Zeoll (HP14, AC17) [PF Zeoll] 
Thursday December 30th, 2010 8:06:29 AM


Zeoll confirms that he is a druid as well as a bard, and that he hopes to learn more about the healing arts. He encourages Heather to explain further about these spirits from whom she gains lore. "I once hearrd spirrits," says the one-time seer, "and I hope to hearr them again, some day."

When Beri mentions the person the party was asked to find, be starts guiltily. "Yes, of courrse, we need to find this fellow. His family is verry worrried about him. Maybe he is upstairrs. Can we look among those who choose to stay therre?"

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=20 ;
Thursday December 30th, 2010 8:48:23 AM

Heal Check = 20

Bosk sits back and listens to the conversation, careful not to address the more sensitive topics after thier experiences last night. Instead he asks her about the beauty cream she is working on and of the Edge. Can you tell me more about this cream you are working on? Can it help the injured to heal quicker or with less scarring? Also, if it's not too much trouble, could you tell me more about the Edge? I myself am a believer in maintaining the balence of the Wold, though I must admit that my beliefs are developing the more I learn of the gods and spirits of the wold and the very nature of balance itself. I know much of the teachings of Gargul and was recently introduced to the teachings of Jancassis, though I must admit this is the first I ever heard of maintaining the balance for all things to thrive and I am much intrigued. Are you saying that if balance is kept that all things will be able to thrive or that those who choose not to thrive are disrupting the balance? And what of good and evil? Must they remain in balance, or does the thriving of evil lead to a rise in great good and form a circle of balance?

ooc: Bosk's interest is genuine. The theories of maintaining balance and cycles is a large part of his spiritual influance as an Eye of Gargul and future Grim-Avenger.

Answers/DM Buzz 
Thursday December 30th, 2010 6:44:01 PM

The porridge is quite good and satisfying for all that partake. The long day has left everyone, some more then others, in need of energy and sustenance. The warmth of it fills the belly and one has to eventually put the bowl down and not because they want to

Beriothian asks about drugs and drug problems. Her response, "Drugs come in many different forms. Smoked, sniffed, chewed, through cutting and..." Her gaze goes to some of you and rests on Jimbim, "Ingested". Jimbim takes another drink before his reply, "I don't drink to thrive, I thrive to drink." She shakes her head.

At the mention of Twice, Heather gets this look in her eye. Beri onlyHighlight to display spoiler: { Something about that stare. It bores deep into your soul and touches your spirit. You feel nothing and yet, she knows things...} Her expression relaxes after several seconds and she smiles before saying, "I see now what this is about." She stands and says, "You feel that we might have taken the people here against their will and you wonder if we are linked to the kidnaping's mentioned. Interesting." She crosses her hands behind her back and waits for more questions.

Zeoll asks about the spirits she speaks with and she responds, "The followers of the Edge may speak with any spirit from another plane, across any distance, as long as the Kon is aware of the creature, not just a creature type. If the creature has a name, the communication is easier and longer. The lower level Kons may speak with the spirits of humanoids, giants and their kin as well as many other creatures. The more powerful the Kon, the more variety of spirits they can speak with, like plants and inanimate objects. I can speak with all of your spirits and discover your most dreaded secrets, not that I care or have the time to do so."

When asking about twice she laughs, "There is no doubt he is upstairs and quite a sore where I sit for quite some time. It is not uncommon to find the once wealthy, wearing finery long soiled, but I thought he was going to drink himself into a coma several times already and always does he wake up." Jimbim pipes in, "Drinks to blessed much of my beer, but I admire his fortitude."

Heather looks over to him, "Go take first watch." He shrugs his shoulders and downs his mug before grabbing his winter gear and going outside.

Bosk takes her by surprise with his question and she sits back down to respond. "Not yet, but it is my hope that I will some day be able to help skin that is dying, to remain alive. If that tissue could be regenerated then, there is hope for so many different treatments, we have not even thought of yet.

The Edge is a place beyond the furthest mountains and yet, it is always right in front of you. You can not find it, it can only find you. To describe it in our common tongue would be but infantile words which would be babbled nonsensically. It is perfectly balanced. If you feel worthy, I could help it find you someday.

The mention of the northern gods makes her laugh, "Mortals playing at being gods. They have nothing better to do with their time then mettle in the lives of people like you who are dolts enough to follow their petty wars of good against evil. Is the cougar sorry for killing and eating the young antelope? Does it enjoy the hunt? It is it's nature and it is balanced. The rest of us sit back and watch the drama, defending ourselves against either side when necessary. And yes, those that fail to thrive, disrupt the balance. Good or evil, it is people like you or my brothers and sisters, that do things, despite not being neutral at least you are all balanced."

Gat comes back down the stairs when she asks him, "Please go upstairs and bring down the fellow in bed two. Gat looks upstairs and shrugs his shoulders before going back up. He is seen counting on his fingers on the way, making sure he knows what two means."

"I am glad he has somewhere to go." She says, "He has been the only patient I ever thought about outright killing while under my care."

Did I answer everyone questions?

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 30th, 2010 7:47:47 PM

A shiver runs through Beri, there is something about the indescribable about the way the priestess stares at him at the mention of Twice.
You are partly correct 'mam. We did come to you because we heard you may have some connection to the recent activities, but I did not believe that you had kidnapped Twice. I had feared that he was involved in a vice even worse than love of drink, though I have known many who've destroyed their lives through a bottle. I am sure the young mans mother would be grateful if you know of something that could help the young man brake this habit, though it will be of little use until Twice decides for himself to seek a more balanced life.


Answers/DM Buzz 
Friday December 31st, 2010 11:05:21 AM

Happy New Year everyone!!!

DM Posts witll continue on Monday. Please have a great and safe weekend!!!

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday January 3rd, 2011 8:49:02 AM

Bosk smiles at the Priestess. Thankyou. I am intrigued and do wish to learn more about the Edge. If it is as you say, then I hope it does one day find me. One can hardly expect to thrive without keeping an open mind anymore than they can by making uninformed decisions, and one can not hope to maintain balance with out first understanding the nature of balance itself. I would appriciate any help you may be able to offer in deepening my understanding.

Twice/DM Buzz 
Monday January 3rd, 2011 9:13:12 AM

She smiles a bit as the two guests explain themselves. She seems to be a bit more relaxed.

Twice is brought down over the right shoulder of Gat. The man over his shoulder, through slurred speech, is singing a song, "I LliKke beeeerrrr and beeeer likes meeeeee. Nearj a fench oRrr nn a tRreeee..."

Heather doesn't even bother to look back at the man.

Gat sets him down on the floor, where he can barely stand, through some sheer force of will alone, it seems.

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=28 ; d20+17=23 ;
Monday January 3rd, 2011 10:34:17 AM

Zeoll grins to see the young man so clearly in his cups. But he has a serious demeanor when he speaks to Heather. "I hope I speak forr all when I say how grrateful we arre that you have prrovided forr Twice. Otherrwise he would likely be out in the mud, and in this weatherr, maybe dead. I also hope you will not object if we trry to brring him back to his family, who wish to see him again."

Zeoll turns to Twice, speaking to him gently. "Twice. Twice! We arre herre frrom yourr motherr, who is verry worrried about you. She asked us to give you help if you arre in trrouble. She asked us to brring you home to herr, if you will go. We will not forrce you, don't worrry. She asked us to make surre you werrre okay. She said she was wrrong to turrn you out, and she wants, I think, to make amends."

Diplomacy (still under 3.5, still working on my sheet!): For Heather: 28. For Twice: 23.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday January 3rd, 2011 4:52:11 PM

ooc: We've had some good Diplomacy rolls now, do we want to try asking some questions about the exchange that was supposed to take place last night?

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+8=17 ;
Monday January 3rd, 2011 8:01:22 PM

Beriothian carefully watches the inebriated Twice stumble into the room. He carefully checks over the man and tries to verify from what he's heard and from the painting they were shown whether this truly is the man they are looking for.

Perception Check = 17 (I think we get a +4 to this check for our level of familiarity bringing it to 21, but I didn't want to add it without checking)

Twice/DM Buzz 
Tuesday January 4th, 2011 8:09:12 AM

ooc: All right, two posts only? I am pretty disappointed. This IS NOT a good way to start the New year!

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday January 4th, 2011 8:50:49 AM

Bosk looks at Twice and wonders how a young man with everything going for him could have wound up in such condition. Thank you for taking care of him. I pray that he will be able to overcome this vice. He has such promise and potential. I hope our paths cross again and that we both are thriving. You have given me much to think about.

If the others are ready to leave Bosk will steady twice and help him to walk home. If he is unable to walk home Bosk will carry him over his shoulder.

ooc: Is Ransy still playing? I noticed his name was removed from the roster at the bottom of the page. Sorry about my late posting, although I did post yesterday before your post and posted withing 24 hours of the new post. I was busy with my new CS. I had to cut my equiptment way back and then add it back in.

I have not heard from Wilson on Ransy. Please feel free to contact him for us. I'm sorry, I didn't see you time stamp. My bad. :)

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday January 4th, 2011 8:56:50 AM

P.S. I sent Ransy an email reminding him to post and making sure he can still log in.

Twice/DM Buzz 
Tuesday January 4th, 2011 9:14:23 AM

Twice can stagger around pretty good as he responds to some queries, "I'mmjjjjustbutterfully. Ah naw, tell mummsy I issss fine. Nicsh cot..." He looks around as though he is lost, waving his finger as if to point to it when he sees it, "Welll, ittts someshare."

Beriothian can tell, it is Twice, pretty much the way his mom described him, except he is clean. At least they take care of their guests in that manner, but likely for their own reasons.

Then Twice can see the vat of Beer Jimbim pours his mugs from, "Jere you are, ju prhety little fixen you. Did you know, I lloooovvveeee yyyooouuuuuu!"

He stumbles up to it and wraps his arms around it in a fine embrace, "Whev you ben allllll my wife?"

Heather looks at you all, "If you don't take him with you, I will poison him! He is but a rodent to me." The look in her one good eye tells you, a Sense Motive check isn't necessary to know she means it.

Zeoll (HP14, AC17) [PF Zeoll]  d20+9=27 ;
Tuesday January 4th, 2011 9:40:14 AM

Zeoll puts a shoulder under Twice's arm and helps him along.

"Thanks, my good Heatherr," he says. "I hope ourr paths will crross again."

Bluff check 27 to disguise the fact that he is well aware that calling her "good" may not necessarily be appreciated, LOL! Does the twinkle in his eye give him away? Only if she does well with her opposed Sense Motive check!

Zeoll hopes to lead the party back to Hook City without further incident, mission accomplished.

Not so fast/DM Buzz  d20+10=13 (Not so good Sense Motive check. :) )
Tuesday January 4th, 2011 9:44:34 AM

ooc: We are kind of in battle rounds.

Twice shrugs Zeolls arm from around his shoulders, "Thajsh awite, I likesit here."

Thankfully, he doesn't appear to have any weapons or any other gear on him. If asked, Heather would tell you all, he came here with nothing.

I am going to give him certain penalties due to his intoxication level, but he is still a very wirey fellow and will need to be grappled in order to move him. Thankfully, he doesn't have the means to cut you up like his mom said you could expect if you forced him.

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday January 4th, 2011 9:47:11 AM

For the record, Pathfinder hit dice for Zeoll.

Zeoll chooses to take back the hero point he used on Oct. 13 in the LnB, and then to reroll all dice. He did so Dec 13 in the LnB, and got a 4, a 4, and a 6 rolling 3d8.

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=19 ; d20+17=30 ;
Tuesday January 4th, 2011 10:06:04 AM

OOC: Sorry!! Didn't realize he was unwilling. Try again!

Seeing that Twice really is in danger if he stays here, but that he fails to understand his danger and wants to stay, Zeoll puts a final sincere effort into convincing him.

"Now, come on, Twice, these people have been taking carre of you, but they say they won't be giving you any morre to drrink if you stay herre. Come with us, and I'll make surre you get lots morre to drrink, and betterr than they have herre. Plus, yourr motherr asked me to tell you, 'Tell Rreginald that all is forrgiven, and I'm sorrry about everrything. I just want my boy home.' I could tell she rreally meant it."

Bluff (used from roll above): 27. Diplomacy: 19 ugh. Rerolling the Diplomacy check with a hero point: 30!

Those are 3.5 rolls, and using the 3.5 Diplomacy skill DC chart, a 30 will make him friendly if he had been unfriendly, and helpful if he had been indifferent.

Using what I think are the appropriate Pathfinder mods for Zeoll (max ranks for Diplomacy and Bluff are 4, +3 class skill bonus, +6 Chr for +13 on both), that's a Bluff check of 18+13 = 31 and a Diplomacy check of 26 for Diplomacy. But note that using the Pathfinder rules for Diplomacy, the DC is based on the target's Chr mod.

Also note that I'm hoping the promise of more drink and the use of his given name will grant a couple small bonuses.


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20=10 ;
Tuesday January 4th, 2011 10:29:22 AM

Bosk pulls a small keg of Dwarven Ale out of his bag (won in the g.g.) in addition to some of his pomfri.
Now Twice, if you come with us we have pleanty of ale. Why don't you try some and tell us what you think.

DM Info: Pomfri is a strong alcohol of the sargrass. Our group woke up naked the next morning after drinking it. Bosk is hoping it will put Twice to sleep, but will only give him some if he thinks twice can handle it (ie. it won't kill him).

DM Buzz: I would need to know what kind of Fort DC it has if you used it in that manner.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday January 4th, 2011 6:42:59 PM

ooc: I assume this would be known to our characters. What would be the expected response if we knocked Twice unconscious (either through more booze or my sap) and tried to bring him into hook city that way?

DM Buzz: We are in combat rounds at this time. if that is what you would like to try, one or the other, I will respond in the DM post. :)

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+10=28 ;
Tuesday January 4th, 2011 9:28:31 PM

Beriothian feels that under the circumstances carrying a passed man out many wearing expensive clothes would cause unnecessary suspicion (and danger) to fall upon the group, and instead tries to use logic that would appeal to the overindulgent Twice.

Twice, I am sure that the priestess would be happy to let you take a drink for the road, I'll even let you fill my water skin with the fine ale to take with you. Your mother just wants to see that you are safe. After that if you choose to come back here to continue drinking I have little doubt that Heather will take care of you.

ooc: In his response Beriothian sends a simple hidden message to Heather and her brothers (DC15 bluff check) that he is fully aware that Twice coming back is not an option, and that this will be made clear both to Twice and to Twice's mother.

Bluff = 28 (to send message)

Edited by DM Buzz to fix italics.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday January 4th, 2011 9:46:11 PM

ooc: that hidden message made more sense if the italics would have worked.

Twice, I am sure that the priestess would be happy to let you take a drink for the road, I'll even let you fill my water skin with the fine ale to take with you. Your mother just wants to see you are safe. After that if you choose to come back here to continue drinking I have little doubt that Heather will take care of you.

Lead on Bosk/DM Buzz  d100=41
Wednesday January 5th, 2011 10:43:46 AM

Zeoll and Beriothian attempt to reason with the heavily inebriated twice, but even the most glib of diplomats can't talk sense into a drunk. (-15 on DC for Diplomacy)

To him, it's just a bunch of blah, blah, blah, until a keg of Dwarven Ale is broke open.

Just a small sip from Bosks small keg is all that is needed to have him grabbing the cup and following the minotaur where ever he would like to lead him.

As the group leaves with their newest member, Jimbim nods his head and says good night as the group walks back to their shop. The gates to the city are closed at night and the group will have to wait until morning to enter.

What will you do with Twice until then though? What if he sobers up and runs off?

Nice try on attempting to use his real first name. Cayzle please add 50 experience points to your sheet. Nice work on the Dwarven Ale James, please add 100 experience points to your sheet and mark off the keg as opened.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday January 5th, 2011 12:35:16 PM

Beriothian shrugs, apparently Twice doesn't actually have a particular attachment to this specific brew. Oh well, at least Beri's half gallon waterskin won't imbue the flavor of ale to his drinking water for the next month.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+9=15 ; d20+9=14 ;
Wednesday January 5th, 2011 1:19:41 PM

ooc: Are there rules or laws about transporting people into Hook CIty, particularly in cases like this? Are there laws about drunkeness in town? What about bound prisoners or keeping him under a spell? Is there a way to keep an eye on him going through the showers / prestidigitation spell? Lastly, how much will it cost to buy enough ale to keep Twice satified for the night?

I have a Goblin Seal of Capture: Its usable once and creates a set of normal chains to hold any one creature. They last for 24hrs then vanish I am thinking about using that with a lock from the shop to transport him.

Spells Prepared (Updated for Pathfinder)
Domain: See Invisible, Shadow Conjuration, Blink, Scrying
0th: Chill Touch, Resistance, Detect Poison, Detect Magic
1st: Death Watch, Bless, Bane, Command
2nd: Delay Poison, Calm Emotions, Zone of Truth

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday January 5th, 2011 1:23:58 PM

Let's try to keep our new friend Twice friendly, I say. Ply him with drink, and he will sleep the night through like a baby ... and one of us will stay awake and with him at all times. In the morning, Pathfinderized Zeoll can cast Charm Person on him if he wants to run away.

I do think that whoever stays with him should actually sit and hold his hand or otherwise touch him while staying alert at all times. That way he won't be able sneak out, we can hope. We can also put him in a room in the shop with no windows and lock or bar the door from the outside.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday January 5th, 2011 2:27:19 PM

I agree with Zeoll about how to take care of Twice for the night and will pay for a portion of what is needed after the small keg runs out. My concern is the next day.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday January 5th, 2011 7:00:38 PM

I can watch him for the first part of the night. It would be wise if you two take the later shifts, since your size may be of more importance should he sober up towards morning. You may also want to sleep in front of the exits tonight.

Beriothian has a flask of strong booze to pitch in to keep twice placated, and if we are still on 3.5 he has a bottle of fine wine as well.

OOC: If we are using 3.5 tonight then Beriothian only needs to trance for 4 hours, if we are on PathFinder Beriothian no longer trances and sleeps like everyone else.

Lead on Bosk/DM Buzz 
Wednesday January 5th, 2011 10:26:46 PM

ooc: We are in PF now.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+5=13 ;
Thursday January 6th, 2011 10:11:18 AM

On the way back to the shop Bosk picks up another 2sp gallon of ale. I think this should be enough fo the night, don't you? Back home Bosk takes the second watch, keeping an eye on the young rogue and encouraging him to enjoy his drink.

Perception = 13

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday January 6th, 2011 10:16:04 AM

Zeoll does as he mentions above ... standing watch over Twice, or sleeping with him while holding hands, or with a leg or arm draped over him. Preferably in a windowless room with the exit physically blocked.

Lead on Bosk/DM Buzz 
Thursday January 6th, 2011 10:35:39 AM

DM post later today. Thank you for getting your posts in anyway. DM post this afternoon.

Cleanliness is necessary/DM Buzz 
Thursday January 6th, 2011 5:48:38 PM

The group makes it back to the shop without incident. After Twice alomst drops the keg of Dwarven Ale a couple of times, he decides, Bosk can carry it for him. He rambles on into the wee hours of the morning. Not very many people can get to sleep as he sings and dances about the place, stumbling over furniture and banging his shoulders through door ways. The group does finally get him drunk enough to pass out and there is plenty of Dwarven Ale left for the derelict drunk in the morning also.

Zeoll sleeps in, after two long nights of little rest, Bosk and Beriothian find Twice still passed out on the floor of the shop. His feet twitch and the snores are deep and steady.

On the way to the gate, he wakes up now and again to look around through blood shot eyes, but the service in the baths are the same, do it yourself. Hire an attendant for twenty five gold pieces or have it magically removed for one hundred. Seeing as Twice is flat broke and suffering from the dry heaves, it doesn't look like he will be cleaning himself up any time soon.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday January 6th, 2011 6:13:41 PM

Pathfinderized Zeoll can cast Prestidigitation once a round ... how's that for cleaning everybody up?

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+9=14 ;
Thursday January 6th, 2011 7:38:20 PM

After a chaotic night Beriothian awakes and puts on a strong pot of coffee, expecting Twice will want to need a pick-me-up. Twice never makes manages to rouse himself though, probably for the better considering the hangover he is doomed to have when he finally does awake.

Normally one to enjoy letting the warm water wash away the filth of Mud Town, Beriothian is happy to take Zeoll up on his offer (assuming everyone else does), and is very grateful that thanks to a spell he doesn't need to help wash Twice. Beriothian keeps an eye on Twice the whole time, more to prevent him falling flat on his face than out of concern he is going to try to run for it.

Perception = 14

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday January 7th, 2011 9:43:38 AM

Bosk accepts Zoll's offer for the prestidigitation spell and prepares to enter Hook City. If there are any issues with getting the drunken Twice into Hook City Bosk will allow Zeoll to Cast Charm Person before he casts delsay poison on thier new companion.

Zeoll (HP14, AC17) [PF Zeoll] 
Friday January 7th, 2011 10:08:00 AM

Zeoll wonders if he should have cast Charm Person on Twice when he was sleeping. He needs to do some experimenting. He thinks to himself that with his friends' willing consent, he has to try casting the spell on them. Will they know they have had a spell cast on them if they fail the save? What if they make the save? If Zeoll casts it on them when they are sleeping, will it wake them if they fail the save? If they make it? Zeoll plans some experiments.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday January 7th, 2011 10:57:21 AM

ooc: Since we are starting over on gold I will be removing the old Group Loot information from my CS and starting fresh.

Zeoll (HP14, AC17) [PF Zeoll] 
Friday January 7th, 2011 12:16:17 PM


James, as Keeper of the List of Party Treasure, don't erase our holdings!

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday January 7th, 2011 12:17:54 PM

Ok.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday January 7th, 2011 1:07:29 PM

Hey guys, since our leads on the kidnappers have grown cold, what do you say to training at the WLA fo a few days, after we drop Twice off, while we are here in town.

Zeoll (HP14, AC17) [PF Zeoll] 
Friday January 7th, 2011 1:45:45 PM


"I think we finished that kidnapping rring off, orr drrove it underrgrround, when we beat that mind flayerr," says Zeoll. "I just think Good Old Garry hadn't got the message yet. And if anyone else didn't get the message at firrst, they did when they hearrd what we did to Garry."

"I'm fine with a brreak. My garrden needs tending."

Is it really over?/DM Buzz 
Friday January 7th, 2011 4:16:54 PM

Getting Twice past the paladin is the hardest part of this misadventure. Where most people get by with a glance, Twice with his blood shot eyes and semi jaundiced appearance from the liver that has been doing over time in the last week, it is not at all encouraging when Twice is asked questions. Gibberish and a constant reminder he has an enormous headache, is about all that escape his lips. After some reassurances by the group as to the mans health and the promise to get him straight to his mothers house in the city, of which he is a citizen, it is with some reluctance and perhaps an hour in a private office, before the group with their new friend is allowed to enter the city.

Along the way, Twice's eyes begin to clear a bit and he looks around his waist and with a curse, "Ah monkey frogs, I lost my knife again." He seems put out, having to go home with the group. "Thanks a lot guys for coming to find me and all, but I think I can take it from here. Right over there is a pub. Let me buy you a drink before we part ways eh?" Then, he realizes what he just said, "Ah, never mind, my purse is gone too."

Along the way, Twice tells you all of his moments where he was lucid. "That was a strange place back there you know. That woman would have just as easily killed someone has helped them. If it wasn't for that beer, I would have found some nice cozy wagon maids tent. Her sister now, she is a wicked one for sure, but Jimbim is pretty nice. When the others were not around he would come up and drink with me and play some cards. Jimbim isn't to comfortable with the company his sister's been keeping, but he is the oldest brother of the group and is trying to keep them all together." Twice almost sounds like he admires the man for it.

Entering Labor Town has the same feel as last time and soon, you make it up to the front of the house where a plethora of women come out to greet Twice and they quickly whisk him away inside to get more cleaned up then mere spells could help with. Pampered is more like it.

Mistress Marta does not say hello to her son before asking the group to please come inside and join her in her office.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday January 7th, 2011 7:03:51 PM

ooc: posting to update my header with PF character sheet and stats

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+9=23 ;
Friday January 7th, 2011 9:13:18 PM

Beriothian notices that despite her obvious concern earlier Twice's mother didn't say a word to her son upon his return. Perhapse she is mad at him, or even the Iron Adventurers for bringing him back hung over. Beriothian tries to judge whether there is any significance in Mistress Marta's actions.

Sense Motive = 23

OOC: I think the only thing I didn't finish on my character sheet was that I put down a crafting skill, but I didn't actually choose what skill yet. I am thinking of either jewelery or leather working, any thoughts?

DM Buzz: Leather working would be more handy in the field. Jewerly can only be done with down time, unless you own a wagon with a bench for all the materials you would need to carry.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Saturday January 8th, 2011 12:28:38 PM

What would I need for crafting armor in the field if I am only adding a +1 bonus to existing armor?

DM Buzz: Standard equipment will be necessary I assume. Anvil, forge, bellows for the proper temperatures. I think there are guide lines on how much time you can spend on a project in the field and the remaining time must be in the proper environment. I think I read that somewhere.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Saturday January 8th, 2011 9:13:51 PM

I believe it limits time per day on an adventure, but not per project. However I don't see how that would work if an anvil is required unless you are assumed to do without, making it take longer to craft instead.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Saturday January 8th, 2011 9:17:43 PM

If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Sunday January 9th, 2011 12:45:54 AM

ooc: Since this is an urban campaign I'm not as worried about crafting in the field as I would normally be. However I do have an easier time picturing my rogue sitting around the campfire preparing an animal hide from the evenings dinner, or tooling an intricate design in his belt when relaxing in his room.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday January 10th, 2011 12:05:58 AM

ooc: Bosk, when you get a chance can you update the wiki (and your character sheet) with a summary of the last few days of our adventure so the new players. BTW, your new character sheet isn't letting me view it, you may not have set it to be publicly viewable yet.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+9=13 ;
Monday January 10th, 2011 8:37:57 AM

ooc: C.S. published (I think) and the wikki should be updated this week.

As Bosk follows Mistress Marta up to her office he wonders what these girls obsession with the drunken rogue is. The man appears to have no honor or reliabillity and clearly is not someone you would want to have a relationship with....I'll never understand humans.

Although tired from a long night of thier guests drunken singing, on the way to the office he keeps as alert as he can and watches for anything out of place or for the rogue planning a quick escape before they can collect a reward. Although he feels much safer in Hook CIty than in Mud Town, the precense of Twice prevents him from being fully relaxed.

Perception = 13



Compensation/DM Buzz 
Monday January 10th, 2011 9:53:12 AM

It is pretty easy to tell, Mistress Marta is disgusted or perhaps ashamed of her son, then angry. Maybe disappointed is more like it? However, that does not stop her from being friendly with the group. Fresh snacks and warmed wine are served. The cheese is delicious and the beverage is smooth with little bitterness at the end.

Nothing seems out of place, as it were and all seems safe for everyone. Why a bunch of girls would fawn over the young man can only be speculated, but likely, they all grew up together as they seem around the same age.

"Thank you all very much for seeing Reginald home. I will admit, I did not expect such a quick response and your time is appreciated."

She reaches into her top desk drawer and pulls out a stack of white tiles, you all recognize as the cities currency. "What would you say your endeavors are worth on a monetary scale?"

Zeoll (HP14, AC17) [PF Zeoll]  d8=2 ; d8=3 ;
Monday January 10th, 2011 2:16:49 PM

Rolling a level 5 hit die for Zeoll. Ugh. Using a hero point to reroll. hee hee.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday January 10th, 2011 3:43:15 PM

ooc: I think you lucked out Zeoll, aren't all hp rolls required to be done in the LnB?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday January 10th, 2011 3:50:50 PM

Bosk waits quietly while Beri and Zeoll do the talking. Although his common is getting much better, he still doesn't have his companions way with words.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday January 10th, 2011 4:26:03 PM

I can't say that roll didn't count and go roll in the LnB! That would be cheating! :-)

DM Buzz: Cayzle, if you had rolled an 8, you would be terribly angry with me when I told you go to the LnB where you are supposed to and roll the dice properly. It just so happens, at this time, I am telling you to go roll in the LnB, like you are supposed to, on crappy rolls here. Just luck, but Jerry made the rules and I will follow them.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday January 10th, 2011 5:35:14 PM

Zeoll is almost done. He has to spend another 4,000 gp, but otherwise he is set. IC post to come in a few hours.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+8=27 ;
Monday January 10th, 2011 8:07:06 PM

Beriothian sits around the table enjoying the lovely spread their hostess has provided them. The fragrant aromas coming from the table before him remind the elf how great it will be when they are able to move their operations inside Hook City and reside in the tower Valla purchased without fear of retaliation from the ghosts staying within.

The tower... I should stop by the title office later today and see whether Valla registered it under his name or whether placed the ownership under the Iron Adventurers.

As the snack and wine are finished Beri directs his attention to Madam Marta as she gets down to business. Wanting to make sure others will want to retain the parties services in the future, Beri uses his knowledge of Hook City to figure out the going rate for the services the party provided.

knowledge (local)= d20+8=27

ooc: My assumption is that since there wasn't a physical encounter (and since you mentioned a non-tradable consumable) that this is not intended to be a large payment. The rat & spider job was about 2 chits each when you include 2 days at the hotel, so I would guess a few white chits each is fair... however it looks like Beri has a very good grasp what the going rate for our job would be.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday January 10th, 2011 9:50:40 PM

Zeoll is DONE! Now I have to write a post!

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=36 ;
Monday January 10th, 2011 11:38:24 PM

Zeoll makes sure he gives a complete accounting of where they found Twice, and in what condition. He also says to her, "I told yourr son that you felt that you had made a mistake with him, and wanted to have him at home. I hope I was not speaking out of turrn. But I do feel that a curre forr Twice will come frrom the supporrt of his loved ones, who therreforre have to walk a fine line between being supporrtive and yet not encourraging his excesses."

"As for a rrewarrd, we did not worrk for such, good lady, and if you feel moved to thank us, then it is forr you to decide on the the token that you feel is apprroprriate. That said, I hope that you will feel kindly disposed towards us, and let otherrs among yourr frriends and associates know of ourr serrvice. Honestly, yourr goodwill and voice in ourr supporrt is worrth morre than any rrewarrd."

Diplomacy to smooth things over and make nice: 36.

[OOC to kindly DM Buzz: Okay, I'll go roll in the LnB, but if there is any rule that says you have to roll HP there and not on your game board, it is unknown to me! But no prob! I'll not look a gift horse in the mouth, so many thanks!]

DM Buzz: Really. After looking through the Woldipedia, I find no rule either, however, when I first came to the Wold, I was told to roll hit points and stats in the Loot and Booty, not the game I was in. I and others have as well, so, let's call it a DM perogative then. :)

Zeoll (HP14, AC17) [PF Zeoll] 
Monday January 10th, 2011 11:59:32 PM

Zeoll's sheet is even more up to date now.

Edit: With an 8 rolled in the LnB with no use of a hero point! Woo hoo!

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday January 11th, 2011 7:02:07 AM

After a moment of thought, Zeoll has a last bit of advice for Mistress Marta. "My lady, if I may prresume to offerr you the benefit of my experrience in the widerr Wold. I know that it is harrd to change the path of one who has a deep love of drrink. Sometimes it is harrderr to move a soul frrom debaucherry to sobrriety than frrom evil to good. A trrained barrd orr mage might make such a change with an enchantment, but that would likely last only so long as the magic. In my experrience, the best way to effect such a change is thrrough love."

"It may be that yourr love forr him, and his forr you, will suffice ... but it has not yet done so. It may be that if he fell in love with some perrson his own age, that perrson could sway his hearrt. We could even purrsue a courrse in which we use magic to encourrage trrue love, with the assistance of a young perrson who wants what is best forr yourr son. I know the secrrets of brrewing love potions, and of helping a perrson give his heat to anotherr."

[OOC: What Zeoll is suggesting here is using Charm Person and Suggestion along with Philters of Love to get Twice to fall in love with someone who either already loves him or who would also drink the love potion. That would create long-lasting, even permanent, nonmagical love. Such a love could help Twice beat his drinking addiction.]

"Orr anotherr idea would be to enlist the aid of a Trroubadourr of Flowerr, that is, a barrdic followerr of the god of trrue love of the norrth. Those arre trrained in the arrt of changing hearrts and guiding behaviorr in good faith, without coerrcion. Such an playerr of hearrtstrrings could convince Twice to give up his love of drrink, honestly and perrmanently."

[Zeoll is suggesting that a troubadour's Inspire Mercy and Inspire Change of Heart abilities could help a person overcome an addiction to alcohol.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday January 11th, 2011 9:24:57 AM

ooc:
"Online, all hit point rolls must be rolled in the Loot and Booty. A hero point can be used to re-roll the score. In this case, the best of the rolls will be used. "
http://www.woldiangames.com/Woldipedia/index.php/House_Rules

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday January 11th, 2011 11:50:17 AM

OOC: Ha! That shows me!

DM Buzz: "You will respect my authorityyyyy!" - Cartman

Is there a Troubadour in the house?/DM Buzz 
Wednesday January 12th, 2011 9:50:54 AM

Beriothian believes, the amount should land the group in the three hundred to five hundred gold peace range. No blood shed and weapons didn't even have to be drawn. The target was somewhat willing when properly plied. It was a pretty simple job really, even though, in hind sight, it could have gotten really ugly if the group didn't go in with the intention of talking first.

Zeoll without needing a Knowledge Religion check or nothing <nudge, nudge, wink, wink> tells Marta about a class of individuals that specialize in love. She tilts her head curiously as he speaks.

Bosk waits quietly for the other members to do the negotiating.

Mistress Marta responds to Zeoll, "How does one find one of these Troubadour's? Are you willing to go find one for my Reginald? It is not as though we could pick up our estate and move to the Northern Continent. How could we find one?

As she talks, she absentmindedly shuffles the White Chits in her hand while you explain to her what would need to happen to get her poor Reginald back on the straight and narrow. She seems highly interested in the prospect of someone being able to help her son. Even if she can't have cured his chaotic ways, maybe he will stop killing himself by ingesting the most vile of substances for a decent high.

Zeoll (HP14, AC17) [PF Zeoll]  d20+6=11 ;
Wednesday January 12th, 2011 12:12:26 PM

Zeoll says a little prayer. "Parrdon me as I prray forr some divine guidance," he says, then casting a slight spell.

Know Religion Check ... 11. Surely enough to know that Troubadours are in the north, but no more.

"I'm sorrry, my lady. I do not know if any of these musicians who play on hearrtstrrings are in the South, or how to attrract one frrom the Norrth, norr even how to jourrney to the Norrth that was once my own home. I beg yourr forrgiveness."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+4=22 ;
Wednesday January 12th, 2011 12:59:26 PM

At this point Bosk speaks up and assists Zeoll.

Troubadors are Holy Performers who honor the Flower. It is not unusual to find one at temples honoring her and performing durring services. There is a temple not far from here that Grendle, a former group member and priestess of the Flower, belonged to.

Knowledge Religion =22

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday January 12th, 2011 1:42:13 PM


Zeoll is surprised! "Well that is news indeed!" he says.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+5=6 ;
Wednesday January 12th, 2011 7:53:30 PM

Beriothian thanks the kind woman for the payment, then the conversation turns to religion. Unfortunately, Beri has never even heard of these performers, though they do sound like the would be right up Twice's alley.

I wish I could tell you something about the troubador, but this topic is beyond my expertise.

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday January 12th, 2011 8:07:09 PM

Has she paid us yet?

DM Buzz: No.

Open House/DM Buzz 
Thursday January 13th, 2011 9:50:17 AM

The group sits down with Marta and go over some ideas with her on how to help Twice or Reginald, as he was born with. Marta gives each of you two white chits for your services, which is a bit over in what Beriothian expected to get from the woman, as well, "You are all invited to stay here as guests for a week. You have full access to the amenities here, but time with the ladies, you must pay for yourself."

Then she takes you back to the conversation of the Troubadour. Zeoll easily lifts her spirits, just to dash them into the rocks, for he doesn't really know how to reach or even find one of these people. Until Bosk speaks up and relates that they at least know of a priestess of Flower. If she does not know where to find one, perhaps she knows how to?

Mistress Marta explains to you, "If you can find me a Troubadour, the eight white chits I just gave you will become Red Chits."

So Mistress Marta has you all looking for a Troubadour now, if you are willing to accept the mission, but you are also not quite done with the current mission in hand. Is there someone else still wanting bodies? Will they hire another sleazeball like Gary to abduct healthy people? Can the characters take the chance that it will not happen any more?

She stands in preparation to show you out of her office, but the characters may feel free to stay in the house and look around a bit if you like. Grab some lunch if you want, then, maybe you can go collect your gift from the DM, for those that want it.

So, would you like for your next module to be, "In hunt of a Troubadour?"

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday January 13th, 2011 11:44:46 AM

I'm puzzled. "the eight white chits I just gave you" -- there are three of us, so you mean six chits, right?

DM Buzz ooc: Highlight to display spoiler: {I have not had the chance to give Ransy his honourable exit yet. I also wanted to make sure, his character was paid. I think it is important to maintain the paladin persona to the end.}

Cayzle: Oh yeah. :-)

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 13th, 2011 8:32:41 PM

Bosk gives a slight bow, careful not to bring his horns too close to anyone. We are glad we could help your son, and we wish you all the best of luck.

The Horned Cleric leaves the office and waits in the lobby, where the group can discuss thier upcoming plans.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 13th, 2011 8:49:06 PM

ooc: I am up for searching for a troubador, though I assume it won't be easy and we will deal with the kidnappers first.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday January 13th, 2011 9:16:28 PM

I would like to look into this kidnapping issue some more, however this is not a cheap city to live in. We should probably take any jobs we can get. We should be able to hunt for this torba.. whatever it was, while still looking into the missing bodies. In fact it may be advantageous for us to do both as the snatchers will believe we are shifting our focus off of them.

As Beri exits her office he gracefully bows before the Mistress of the house.
Thank you for your hospitality M'am. We of course will need a moment to discuss this generous offer amongst ourselves, but I am sure we will have an answer for you within the hour.

ooc: Just to clarify, If we do want to help her find a Troubadour we would be doing that while still looking into the missing bodies right?

Also, Beri will take the mystery item.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 13th, 2011 9:21:50 PM

Thanks Beri, I almost forgot the Mystery Gift. Bosk would like to collect that from his amazing and generous DM.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday January 13th, 2011 9:46:31 PM


Zeoll explains to the lady of the house, "You arre most generrous, and we will talk about yourr kind offerr. I know we would like to help you. But please rrememberr what brrought us to you -- we have been looking forr people in Mudtown who have been abducted forr nefarrious rreasons. We thought you looking forr yourr son was a lead. Naturrally we want to help you. But we still have ourr obligation to those who have gone missing in Mudtown."

Zeoll makes a mental note that "Missing in Mudtown" would make a good title for the epic tale of this adventure, should he ever get around to composing one.

Zeoll retires with his friends, and says that he is willing to tell the lady that the party will help when possible, with the understanding that the investigation into the disappearances remains an ongoing priority.

Open House/DM Buzz 
Friday January 14th, 2011 10:53:42 AM

ooc: I will be bringing in at least one new player later on today. I hope I can introduce two. We will wait for the email.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+13=22 ;
Friday January 14th, 2011 8:33:09 PM

ooc: I wanted to hold off on my post until your post introducing the new players, however I'm going to post Beri's plans for the day in case we skip forward some. As long as we all agree on taking the new quest (it sounds like we all do, so long as it doesn't stop us from hunting down the kidnappers) then Beri will spend the rest of the day training at the WLA (as well as tomorrow if there is time).
While some of the ladies in the house are indeed stunning, the elf is not one to pay for such "services". Unless spending his time with one of these beauties would give him +1 to binding/escaping from ropes Beri will spend his evenings crafting a quality tent (alone).

Craft (leather)= d20+13=22 ;

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Saturday January 15th, 2011 11:34:01 AM

As the large minotaur cleric enters the lobby he notices a few more people than before. As he studies them he notices that one of them is wearing a WLA pin, just like the one stuck to his steelgrass full plate armor. After looking them over he turns back to his party, causing the silver Eye of Gargul stuck to his head, just above and between his own eyes, to flash in the light. A thought occurs to him, and Bosk calls the Iron Adventurers together and poses the following question... perhaps a bit louder than necessary... allowing others in the room to over hear. With Maikill having left, we might need to concider recruiting a few more members. If the Healer's family turned on us things would have gone down hill fast. They had us out numbered and two of those men were the size of taurs. What do you guys think?

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday January 15th, 2011 3:18:15 PM

ooc: Bosk, you may be jumping the gun there. Buzz probably has his own plans for introducing the new players.

And then there were six/DM Buzz 
Monday January 17th, 2011 11:58:38 AM


Mistress Marta reassures the group, she is understanding of the plight those in Mudtown must face with their perils and that, if the group could find her a Troubadour, she would be grateful, especially since all the other priests in Hook City could not help her poor Reginald.

Walking past the office parlor and into the lobby a crowd is standing around and they all brake out in applause at the success of the Iron Adventurers! Beautiful ladies of all ages give you a kiss on the cheek and a few is willing to touch your lips with theirs. Small girls decorate your hair with flowers and wine is served in chilled, crystal glasses.

There is no doubt, the residents of this house are happy, not just that Reginald is home and safe, but that the mistress of the house can again relax, knowing her son is now home. Everyone is fully aware, when there is a unhappy mistress in the house, everyone suffers with her!

Mostly, the people here to congratulate the group are residents of the house. Either a student or a landscaper, but there are also guests in the house that have heard of your exploits and when they heard you were here today, well, they just had to meet you all.

Please welcome Keith, Carl and Jon. Interact with the group a bit guys and get to know each other. This is a good venue to rest a bit as well.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday January 17th, 2011 12:58:17 PM

As the group leaves the parlor Bosk is taken aback by the attention and applause the group receives. Compared to their receiving in Mudtown, where they struggled to collect a posted reward even after presenting the tentacle head as proof, this welcoming most unexpected. As the little girls decorate his blond fur with flowers he becomes even more resolved to extricate the ghosts from their tower and to make Hook City the group's permanent residence. Almost subconsciously he brushes his hand across the silver Eye of Gargul adorning his face and begins thinking of his desire to become a Grim.

The sudden sensation of a soft peck on his lips and chilled wine glass being pressed into his hand are enough to return his attention to the festivities at hand. He slowly makes his way around the room, speaking with all who approach him and having a genuinely good time.

ooc: Welcome to Hook City Jon, Carl, and Keith.


Kyan (Jon) AC:19/13/16 HP: 48/48 
Monday January 17th, 2011 4:08:31 PM

Kyan brings his hands together in a few quiet, polite claps for the group when the rest of the crowd in the lobby join in though he only has a vague idea as to why they were receiving such a warm reception. He had heard some from the staff that an adventuring group going by the name of the Iron Adventures was in the employ of the lady of the house, but little more. It would seem that whatever they had been hired to do was a success though.

For a lack of anything better to do than spend coin on the.. wares available, he made his way through the gathering towards the adventures to offer a hand to the minotaur. "Well met and good work, if those flowers mean anything. Happy to see a group meet up with some success outside the work in Mudtown."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday January 17th, 2011 5:26:52 PM

ooc: Everyone, please try to include a brief description that describes your characters appearance and personalltiy over the next couple of posts to help the group get aquainted.

The young taur shakes Kyan's hand and introduces himself. Well thank you. You do us much honor, but everyone is making far too big a deal of our services. I fear Twice was more indanger of the bottle than of anything else. We are just glad we were able to help.

Zeoll (HP14, AC17) [PF Zeoll]  d20+20=30 ;
Monday January 17th, 2011 5:38:35 PM

Zeoll works the crowd like a trained pro, which as a bard, he is. The liontaur smiles warmly at the employees greeting him so warmly, and makes his way around the room with handshakes and the occasional peck on the cheek. He takes special note of the people who are clearly not employees. Zeoll focusses on them for a particular reason -- they must be customers of the house, and therefore they have money to spend and an openness to adventure, of one sort or another. Such people are likely to be notable or important, and the Iron Adventurers would do well to gain their favor. This is, in fact, one of the advantages for which Zeoll has hoped from the party's new association with Mistress Marta.

So as he meets these people, he introduces himself as Zeoll, a member of the Iron Adventurers, and asks for names in return. He tells any who ask about their latest adventure, couching their service to the lady of the house in gentle terms that are discreet and make no mention of the particulars.

"Oh, ourr help to Mistrress Marrta was rreally no grreat quest," he says modestly, in his distinctive accent. "We found that herr dearr son was lost in Mudtown, trrapped in a quandrry not entirrely of his own device, and we brrought him home safe and sound, with a verry minimum of disorrderr and mayhem. We found the young fellow to be quite cleverr and sociable, and it was a pleasurre to bring him back into this glorrious city and home to you people who so clearrly missed him."

Zeoll makes a point of approaching anybody who seem to be people of the world, and makes it clear that he is eager to meet them.

After a short while of this, he offers his service in singing a celebratory song, and if he gets even a little encouragement, he retires to prepare (casting Guidance and Heroism). He sings a song of homecoming and returns, of a prodigal son lost who longs to go home, and his joy in finding a way back at last.

Perform Check 30.

Zeoll's emotion in this song is particularly strong, seeing as its theme applies to his own exile from his homeland as much as to the story of Marta's son.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday January 17th, 2011 10:03:05 PM

The lanky rogue is the last one to leave the parlor, his tall stature completely dwarfed next to the gigantic taurs. Beriothian allows himself to relax and enjoy the moment as the stunning young ladies plant soft kisses on his lips and adorn his braids with delicate white blossoms. A bubbly green eyed halfling hands him a cool glass of white wine, winks, than disappears among the legs of the gathering crowd.

ooc: If you haven't looked, Bosk and I both pictures of our characters at the top of our character sheets.

A parting/DM Buzz 
Tuesday January 18th, 2011 8:52:28 AM

The group mingles well with the others as the chilled wine and plentiful snacks are shared by all. Some of the girls begin to play some back ground music as everyone delights in the company of true adventurers. Ransy is seen to be speaking with a man quite in depth. They move off to themselves a ways as the topic seems to have turned serious.

Bosk has rarely been so welcomed and decides to make sure, this Magic City will some day be his permanent residence. Strange it is to see a minotaur decorated in flowers. Not an unpleasant sight, just a bit odd.

Kyan is not one to beat around the bush. He does not pretend to know what the Iron Adventurers have been up to recently, but their presence is indeed striking and believes, it would be a good idea to get to know these "do gooders" better.

Zeoll goes off to himself a bit and worries some of the ladies of the house. When they come to check on him though, they are relieved that he is only working on music and is not feeling sad or out of place. They offer the bard a set of back up instruments, played by the young ladies, if he so desires.

Beriothian enjoys the now! Young ladies flowering him with affections while handing him wine and serving him food. Perhaps being a hero is well worth it after all?

The morning turns to the afternoon and soon, the early evening is upon everyone.

Zeolls performance left the crowd stunned as the applause can shake the walls of the elegantly furnished house. For those that would like to stay the evening or the week for that matter, your rooms are ready, for when you want to turn in for the night.

But the celebration still continues and likely will, as Twice is not seen for the rest of the evening.

It is with some emotion, when Ransy comes to say goodbye to the Iron Adventurers. It seems, he has been offered a job in the city militia. He is to join a squad that will patrol Labor Town and Soldier City. It is a very prestigious job and one that a paladin could not refuse. Fully aware, the group will continue to do the work of the noble gods and so, he can rest easy knowing the kidnappers will be brought to justice by their hands.

He leaves with the gentleman he was speaking to earlier.

Restlin (Carl) -- AC: 14/12/12 HP:35 
Tuesday January 18th, 2011 12:41:02 PM

ooc: Thanks for the welcome, all. I'm not certain how to link in the post name, so I'm making a guess here. I apologize in advance if it gets ugly.

Adventurers! Truly fate has decided to smile upon Restlin!

Brimming with an obvious eagerness, a small and pale-skinned human bounds over to the liontaur as his song finishes and has had a moment to step down. With a flourish that is well practiced but ill-concieved, Restlin launches into his introduction:

"Good sir, news of your triumph has inspired me! I am known as Restlin, and would very much like the opportunity to swing my spell arm for you and your compatriots!"

Spells

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday January 18th, 2011 1:19:14 PM

Hey Carl! Welcome!

The header field has a character count limit you hit in trying to get two links in there. You'll want to put secondary links in the body of your post. Or you can use a link shortener service to get two links in the header if you like.

I edited your posts above to make it all work out.

For everyone, the proper syntax for links is this:

{link href="linkhere.com/thisisalink.html"}My Link{/link}

Except replace the { and } with [ and ]

Beltrin (Keith) 
Tuesday January 18th, 2011 1:27:12 PM

ooc: Hopefully I got the link format right.

Beltrin is cautious and for the most part tries to keep a low profile. He was brought here by the rumors of these Iron Adventurers and their quick rise from being relative unknowns to minor celebrities of Hook City. He tries to blend into the background and get a read on each of them before introducing himself.

However, it is hard to hide the human's well-muscled frame and the identical scars on his cheeks that he tries to hide beneath his full beard. His sharp gray-blue eyes watch the scene closely from under his shoulder length blond hair. He is dressed in simple earthtones, with a large sword and a bow slung over his back.

Seeing the pin on the elf's chest, and a bit intimidated by the two taurs, he waits for a lull in the ladies' attention to approach him:
Congratulations on your successes my friend. You have brought a good name to all your fellows and certainly seem to know how to keep good compnay Beltrin smiles glancing at the ladies around him. My name is Beltrin, perhaps you could use another sword-arm in your group with Ransy's departure? I bring a variety of skills that few others could match.... He twists his mouth in a knowing smile that borders on a smirk.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+9=22 ;
Tuesday January 18th, 2011 2:27:58 PM

Bosk offers a friendly smile as he greets the new comers. You are correct Beltrin, we could use a few new adventurer's to shore up our ranks. Our recent jobs have brought us more money and fame than most citizens of Mud Town would ever hope to dream, and several members of our group have decided to take advantage of their elevated stature and retired from the life. The rest of us feel that our journey has just begun. The life is a tough one, but the rewards a great, if you're up for it.

The cleric looks at his companions and tries to read their faces for signs of approval or disapproval. If you all are interested, why don't you join us for the next few days so we can get to know you better. If things go well, we'll let you join on a trial basis, until we get to see you perform battle...the true test of a man's character. Prove that we can trust you when our lives are on the line and your in.

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday January 18th, 2011 4:52:25 PM


Zeoll says a warm goodbye to Ransy. "I will miss you, my frriend."

Then he turns to greet three new heroes, who he perceives now to be adventurers rather than typical customers of this establishment. "Welcome, Rrestlin," he says with a grin. "By yourr lack of armorr, I guess you arre a mage orr a monk? I myself am a drruid and a barrd, perrhaps someday to be a seerr."

The liontaur sees two other likely recruits: "Ah, welcome, frriends! We arre indeed in need of helping hands. Whether hands of a casterr," he looks at Rrestlin, "a warrior," he looks at Kyan, "and maybe both" he looks at Beltrin, and grins.

"I once wielded a grreatsworrd," Zeoll says, "but now I just use my trrusty paws."

In fact, Zeoll carries no obvious weapon, although he has a huge shield that could serve as a barn door with very little modification. He wears leather armor and bands on his head. Beads and feathers are braided into his thick mane. Once upon a time that mane was bright auburn, but over the years, Zeoll has grayed, and where it is not grey, it is a dull bronze.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Tuesday January 18th, 2011 9:49:50 PM

"If you all can handle yourselves in a fight as well as you can sing," Kyan says with a nod towards Zeoll, "then it would be an honor to accompany you."

The broad-shouldered man takes a moment to look over those gathered, ambers flecks in his brown eyes glinting in the light of the lamps as his gaze moves from shape to shape. Much like Beltrin, the long handle of a sword sticks out from over one shoulder and the end of a bow over the other, though a long gray surcout only gives glimpses of the shiny metal armor underneath.



Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday January 18th, 2011 10:11:59 PM

Beriothian stands in stark contrast to the liontaur at his side. Whereas Zeoll trusts in the power of his massive paws, this elf is covered in weapons. A compound bow crafted from a dark, almost black, wood is strapped to his back. On his sides hang a pair of rapiers, not hammered from iron but expertly crafted of a foreign plant called Steel Grass using the secret arts known only to the Manfri. Hanging from his belt is also a long, leather whip which the rogue crafted himself.

The elf's lithe frame is draped in a leather outfit of greens and browns reminiscent of the ancient trees described in tales of the elven homelands. Unlike Zeoll, though, this leather appears to be more of the traveling outfit of choice for the rogue, offering no actual protection. In fact, the rogue does not appear to wear any actual armor, though a few paying very close attention may notice the glint of mithral underneath his shirt when a girl comes close to give her thanks to the rogue.

Beri responds to the smirking human who has addressed him.
Indeed, you are correct that we find ourselves in need of another sword. ...Several actually. Just as the weather of Mud Town turns from moment to moment, so do the lives of those who dwell here. It is unfortunate that so many trusted members of our band felt called to another purposes, but I know that anyone who wears the mark of The League can be trusted with my life, so I would be honored to have your sword among ours. And if the pristine condition of the great blade strapped to your back is any indication, I believe you must indeed have a variety of skills that we could make great use of. As a rogue I can appreciate the wisdom in keeping a few tricks up your sleeves.



A New Day Dawns


It's a beautiful morning/DM Buzz 
Wednesday January 19th, 2011 2:33:26 PM

Restlin does not hesitate to introduce himself so he can get to know the others. He volunteers to cast spells in their name, if could be given an opportunity.
Carl, please grant me access to your spell list.

Beltrin on the other hand, plays it cool and watches the group. He has heard a lot about them but wishes to form his own opinions. Even so, his stature amongst the other guests means, he is not just a hired hand for the house.
Keith, I don't see any weapons for your character on your sheet. Is that correct?

Bosk welcomes those that want to join the group and looks forward to testing their mettle in combat. He does explain to the newcomers, that life outside of Hook City and it's protective walls are harsh and one should be prepared for the aggressive winds and cold, that chips away at your spirit, like an axe against an ice block.

Zeoll has seen in his longer life many companions come and go through his career. Will there be a time when he finds the group of people where he can finally fulfill his destiny? The thoughts are fleeting as he loves to meet new people and he gets to know well, those that wish to join the company he keeps.

Kyan complements the bard before accepting the invitation to join The iron Adventurers. By his form and implements of work, he too will be handy in a fight.

Beriothian is glad that others saw their groups need for more companions and he welcomes them to join the two taurs and an elf, in their endeavors to help others and get rich in the process.

So it is, the group is welcome to stay the evening in comfort as Mistress Marta has many spare rooms, all of which is elegant, even if considered the minimum for comfort. The morning comes without incident and three of the six soldiers of good have seen the spread Mistress Marta puts out for her house staff and guests.

Food covers the table and this time, she is prepared for large guests as Bosk is not handed serving ware to eat with, but actually, a very large utensil set, perfect for his large, thick hands.

Mistress Marta is not present, but the group does have a young lady named Gale that is willing to wait on your needs this day. She also tells the group, your rooms are being prepared for tonight as well and will be ready for you upon your return.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Wednesday January 19th, 2011 4:32:46 PM

Kyan spends the remainder of the day and evening with the others, largely remaining quiet to listen, but explaining when asked some about his past. He was a native of the city and grew up in Labor, but had no interested in following in his parents footsteps, instead choosing the life of a caravan guard travelling to and from Hook City for several years.

He retires to a room early and opens his purse to provide himself with a companion for the night. He greets the others with a small smile and nods appreciatively at the spread before them, "It seems we will not go hungry at least." before setting about filling two plates with food.

"Do we have plans for this day?"

Please be aware/DM Buzz 
Wednesday January 19th, 2011 5:02:47 PM

ooc:
Please be aware of the monetary currency used in this city. Everything here is very expensive. the ladies provide a wide range of entertainment for guests of the house, but anything other that what would be found on the skills list, would cost a couple of Red Chits. If you can afford that, please mark it off your character sheets.

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Wednesday January 19th, 2011 5:07:34 PM

Beltrin makes some small talk with the other members of the group before heading to bed, mainly inquiring to their future plans. Unless directly questioned, he mentions little of his past, only that he worked as a mercenary in Mudtown before realizing his true calling and became an apprentice wizard. He partakes only lightly in the wine and other refreshments and retires to his room early, graciously thanking Mistress Marta for her hospitality before taking his leave.

He is up early in the morning and appears more energetic and talkative than the night before. Digging into the breakfast prepared for them, he greets the others with a smile and follows up on Kyan's question.

"Indeed, what plans do we have? It's a beautiful day in the City and I hope to prove my worth to all of you soon, for it appears that there are many challenges ahead of us."

ooc: DM Buzz, sorry, I had my weapons in my equipment list, but I hadn't calculated out my attacks. They are there now, let me know if you have any questions.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday January 19th, 2011 6:56:35 PM

ooc: How long did we spend celebrating yesterday? I had intended to go to the WLA (but that was before we received our new members, and before he was surrounded by beautiful women.)

DM Buzz: All day and all night, but only if you wanted to stay. You can leave such a fun time, if Beriothian desires.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday January 19th, 2011 7:05:51 PM

ooc: Leave a party where the women are beautiful and the wine flows freely? That doesn't sound like Beri... or a rogue... or any man...

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday January 19th, 2011 7:20:07 PM

... or any bard ... or any liontaur.

:-)

Restlin (Carl) -- AC: 14/12/12 HP:35 
Wednesday January 19th, 2011 8:56:36 PM

ooc: I have no idea how many chits I may have. It's unlikely I have much, but I didn't take that into account when I created my character. I just have the GP I had left after spending it on outfitting Restlin. Also, my spells show as being viewable to anyone with the link. I added Buzz as an editor in case that's what he meant.

The rest of the evening is spent getting to know his fellow adventurers. Restlin proves to be most agreeable, if a bit awkward and naive. It's unlikely he made it through an entire evening without having to pull his foot from his mouth.

The next morning, Restlin's excitement seems to have simmered a bit, but he remains full of energy and anticipation. He eats sparingly, picking mostly fruits and the occasional bit of meat or cheese.

Perhaps someone could fill us newcomers in? If we're to prove our worth, we should certainly know what we're going up against. Personally, I know I'm a lot more effective when I have a bit of time to plan ahead.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+16=34 ;
Wednesday January 19th, 2011 8:59:45 PM

Beriothian spends the night laughing and dancing with the beautiful women. He retells the tale of their hunting down Twice several times, each time embellishing it a little more. After hours of drink and dancing Beri heads to his room and spends some time unwinding. He takes out his tools and and starts working on a high quality tent (just in case he ever finds himself sleeping outdoors in a storm like Zeoll does). In this peaceful environment the work goes far faster than he would have expected. By the time sleep starts to enter his eyes the tent has already started to take shape.

The next morning Beri rises only after hearing the soft thud of a taur passing in front of his bed chamber. He rises and joins the others for breakfast and to discuss their plans for the day.

I know some of us need to go to the WLA to train, and to check with their sources for rumors of a troubador or of a new string of kidnappings.

ooc: re-rolling my craft DC since I had the modifier wrong last Friday
craft (leather) d20+16=34 => (78.57/100) progress on the tent

(-3.33gp for materials)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday January 19th, 2011 9:16:10 PM

Beriothian sips his coffee and responds to Restlin.

You have every right to know what we are up against. Unfortunately, at the moment we don't have any answers. Besides hunting down a trobador we are also investigating a kidnapping ring. The kidnappings are temporarily stopped as we chased the kidnappers out of town, but the one that payed for the kidnappings is still at large. We believe the healer Twice was staying with works for him. She was to act as middleman in transferring the victims, though we believe it was only under the orders of her superiors.

It actually wouldn't surprise me if she told us exactly who was behind this, she found the entire thing very distasteful. I fear that even if she could tell us exactly who was behind them it wouldn't help much. Without concrete proof we really can't do much, especially if a holy man is running things. We will deffinetly follow up with the priestess, but the sad truth is that we likely are powerless to help until he is bold enough to strike again.


ooc:which is great since we have another module to run until then :)

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 20th, 2011 9:28:45 AM

Bosk enjoys the party and spends the rest of the evening dancing and getting to know the rest of the Iron Adventurer's. After a few too many glasses of wine the blond taur excuses himself for the night before he finds himself needing to ask the forgiveness of Gargul for giving into the most primal of urges, a temptation made all the worse by the presense of several beautiful female taurs...a sight s home island. Not that Gargul would be particularly displeased with such actions, but his mother would. God rest her soul.

In the morning Bosk joins the others for breakfast and agrees with Beri's idea of training at the WLA the next few days. He also informs the newest members that they went on an adventure through the Sargrass to rescue a Chieftain's son and were joined by Magistar Alistair, a family friend and resident of Hook City. One of their party mambers, a Priestess of the Flower left with him to further her studies. It is his hopes that she will be able to tell them where they could find a troubador, or at the very least where the temple she had trained at was.

As far as the healer, all we know for sure is that she is helpping the people of Mudtown. Her concept of Balance in the Wold has more to do with being productive than with right and wrong. There is a chance she is devling into darker stuff, but we cannot say forsure. We do know her sibblings are tough. There are at least two very large fighter types and two who are said to beable to steal the cloths off your back while you sleep. The healer herself hears the voices of spirits, and I wouldn't be suprised if she has some magical talent, but she has not revealed any to us. She has offered to help me learn more about her beliefs. I must admit that I am curious as I have dedicated my life to keeping the balance of the Wold with Gargul, however her beliefs are shrouded in mystery and I fear accidently delving into something dark without realizing it.

ooc:Bosk would like to join Beri and the others at the WLA and to stop by Magistar Alistair's to speak to Grendle about finding a Troubador or Temple of the Flower, and then return here to spend the night.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 20th, 2011 9:37:46 AM

ooc: Restlin, many of us in the wold have access to literally hundreds of docs. It may be easier if you publish your spells as a webpage and then give us the link. To do this click on the share button (it is on the upper right part of the screen when you are in your document, next to the save button). A menu should drop down, and you should select Publish as a web page.... A new window will pop up with instructions and a new webaddress / link to your doc. Anyone who clicks on it will be able to read it, but only you (or those you give access) can edit it.

Also, I have given The Powers That Be an update for the Hook City Wikki. There is a section in it called The Story So Far which is a Journal account of our hero's adventures written in the third person. Hopefully the page will get updated soon.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday January 20th, 2011 11:17:56 AM

Zeoll enjoys the company and the refreshments for the rest of the day and the evening. He sings from time to time, dances a little too, if there is enough space for it. He tries to learn the names and at least one detail about each of the workers present. He engages the newcomers, as well.

The liontaur asks Beltrin about his magical training. Is he a wizard or a sorcerer? Does he have a familiar? What spells does he favor? Zeoll is himself particularly fond of divination and enchantments.

What, Restlin is a wizard too? Excellent! Zeoll is pleased to have two new arcanists in the party. Especially since the liontaur is a magic item crafter, and he is eager to collaborate with these new comrades, if they are interested. He explains his first goal -- to obtain a Ring of Sustenance, the better to put the nighttime hours to use crafting.

And what of Kyan? Another spellcaster? A ranger? Zeoll's delight is even greater, if that is possible. As a druid, he has missed having someone to talk about nature and the wilds. Zeoll is both a druid and a bard, but here in Hook City, too often the natural is neglected. The liontaur engages Kayn, asking his favored enemies and terrains.

In the morning, over breakfast, Zeoll agrees with Beri and Bosk as to the party's priorities. "Yes, we have been mostly concerrned with the kidnappings in Mudtown lately, just because the dangerr to innocent people is so grreat." While his friends train with the WLA [Zeoll conceals his feelings about that organization, although his swishing tail reveals a hint], he proposes that the others visit the Healer, Heather is her name. She may know more, and at any rate, she is a good source of information in Mudtown. Just be polite.

Zeoll also mentions visiting the priestess of Flower, though he would prefer to do that with Bosk and Beri, since they know the cleric, and Zeoll does not. The liontaur joined the group after the cleric left to start her church.

And he mentions that the party owns a haunted tower in Hook City, haunted by the mostly harmless spirits of two young girls, who can be mischevious. But that adventure can wait.

"Who will go visit Heatherr with me?" he asks. "And Berri and Bosk, would you prreferr that we wait forr you?"

OOC: Are we limited to traveling around Hook City as a group, or at least passing in and out of the city as a group, because we possess only one license? What's the status on that, and who holds it?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 20th, 2011 12:00:55 PM

ooc: I Would perfer going to the healer as a group.

DM Buzz: If another character addresses yours, you can respond in character before the next DM post.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Thursday January 20th, 2011 12:03:26 PM

ooc: Ok, I think I've gotten my status correct. Should I know what WLA stands for?

DM Buzz: It stands for Woldian League of Adventurers. They are in the "Organizations", section of the Woldipedia.

Which way do we go?/DM Buzz 
Thursday January 20th, 2011 12:18:43 PM

Kyan explains to everyone, even though he is a Hook City native, he is no Fop! He has seen many days outside of the walls and is an experienced hired hand. He clearly is not looking for an uneventful, easy life.

Beltrin has also spent time outside of Hook City. He has worked out there until, he feels, his true calling finally arrived and he decided to take up the arcane arts. An early night finds the new member up early.

Restlin has a great time at the house, if not a bit awkward from time to time, but the morning finds him more relaxed in the company of celebrities and he wonders how the new members can show what they have.

Beriothian has a good time the night before, but doesn't have so much fun, he can't put the seams in the tents fabric in straight, like he had planned. He's not sure about others but the WLA is calling him for a bit of training. Speaking of the Kon of the Edge, she is an enigma.
You still have to finish this module my friend, before we move to the next one, however long that takes. :)

Bosk explains what he knows of the priestess in Mudtown. His theory's of her beliefs only a part of the facts he shares about her younger siblings. Jimbim is a big man, but Gat, he is a monster of a human.

Zeoll has a great time and instead of playing the guest, he becomes a performer at a celebration designed for him and his friends. In the morning, he has a full agenda set for the group and wonders if they can continue with the mission, while others want to do something else.

For those that have frequented Mudtown and have Knowledge Local, please make a DC 15 to have heard of the Brodery family.

Some one mentioned some time ago, I think it was Beri, the group needed to go to the Hook City deed office and file the paper work on the tower, to bring it current. That process will cost two White Chits but will confirm citizenship for the owners of the tower and then, they can come and go with more ease. Always keep in mind, once the gates are closed for the evening, no one may come or go, citizens or not and one must always go through the baths and inspections process upon entry.

It seems, the group is not yet finished on the days plans.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 20th, 2011 1:00:13 PM

As the group descusses the day's plans Bosk urges the others not to go to the healers until they are all together. That place is dangerous. We you could easily be surrounded and would definately be out numbered. They are a close family. Gat likes to fight, I believe he would start one just because he dosen't like the way your face looks and I have no doubt his family will defend him. I didn't mention this at the time, but I got the distinct impression that Clarissa, the one wearing a robe over what sounded like chain mail, didn't like us and didn't want us there. My feeling is we have to be even more carefull around her than we did around Gat or Jimbim.

Thinking back to the other night, I could also see and smell the sure signs of leprosy. There was a man on a cot there suffering from the advanced stages of leprosy. The only way for him person to recover at this point is with a Cure Disease spell. Even after that, he would be so disfigured that he would be lame and might even be blind. I could tell though, she did the best she could with natural remedies, it's just, sometimes everyone has a bad roll of the die.

I think our time would be better spent getting to know our newest members, so that if the worst were to happen we will be better able to play off each other's strengths. I think spending the next few days training, getting the paper work to the tower current, and gathering what information we can on troubadors and the spirits the Healer was in contact with would be a good course of action.


Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20=5 ; d20+9=28 ;
Thursday January 20th, 2011 1:45:14 PM

ooc: Knowledge (Local) = 5+9 = 14
Knowledge (Religion) to see what I know about Troubadors: 19+9 = 28


Beltrin expresses interest in joining Bosk and Beri at the WLA. It's been a long time since I've visited the outpost here in Hook City, but I remember the facilities being immaculate. It'll be good to get the blood pumping again. He also is curious to see what sort of abilities his new-found companions have.

He is happy to discuss his magical training with Zeoll. He explains that he came from the scholarly tradition of wizardry, although he never formed a bond with an animal the way that his master had. If Zeoll digs further, he can probably figure out that Beltrin has a bonded item, although Beltrin doesn't volunteer that information. He particularly favors spells of the transmutation school, preferring to alter the physical aspects of a situation to his favor. He also enjoys using conjuration and illusion spells.

When discussing the plans, he remains mostly quiet, allowing the members with more experience to make the decision about which leads to pursue.

Zeoll (HP14, AC17) [PF Zeoll]  d20+9=15 ;
Thursday January 20th, 2011 2:10:11 PM

Knowledge Local ... 15! Woot!

Now who the heck is the Brodery family?

Zeoll is fine with a two-day delay to do paperwork and so on.

Over those two days, he asks for Mistress Marta, and offers his services in Twice's rehab. Charm Person and Suggestion will keep him down on the farm and out of Paree for now, he thinks. If the boy is willing, he can choose not to make the saves. The cure is not so bad, accompanied by some sweet performances, and if Zeoll can take 10, that's a guaranteed 30 with heroism and guidance spells for a boost. Maybe some of Mistress Marta's people have sweet enough voices or some small talent with dance or instruments to give a +2 aid another on that too.

DM Buzz: LOL, the Brodery's are the family of Heather, Jimbim, etc...

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Thursday January 20th, 2011 2:26:57 PM

Restlin's face lights up at Zeoll's interest in crafting magic items.

I too am fascinated by creating magic item, especially jewelry and rings!

Restlin shows off a ring and necklace provided to him by his master in an effort to keep the poor boy alive through his days as an adventurer.

I'm not quite there yet, but I'm learning how to craft rings and enchant them. He pulls out a small set of jeweler's tools. I picked these up some time ago. I think I've gotten pretty good, but I need a lot more practice before I can make anything able to hold an enchantment.

As far as our plans, I'm sure Beltrin and I can agree that the more we know about how we can help the group out, the better. I had to learn my magic the old-fashioned way, too. Some time spent training together would be a good decision, for sure...


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 20th, 2011 2:30:43 PM

ooc: Zeoll, only the three new players need to make the roll to know about the Brodery family. Heather Brodery is the name of the healer, the others are her sibblings and her family.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 20th, 2011 2:37:33 PM

Bosk's ears perk up when he hears that Restlin has some knowledge of Jewlery and rings. Perhaps you could help us identify something. We found this "talisman" in the haunted tower. Perhaps you could tell us something as to it's worth. Perhaps between your knowledge of rings and Zeoll's amazing Bard Lore we can get one step closer to learning about the mysteries of the tower.

Referenceing the ring found on Nov. 2.2010:
A small talisman is found in the back of one of the rooms. It is brass and tarnished and would require some form of knowledge to know if it has some meaning or is a worthless piece of costume jewelry.


Kyan (Jon) AC:19/13/16 HP: 48/48  d20+7=8 ;
Thursday January 20th, 2011 2:58:46 PM

Knowledge (Local): 1d20+7 = 1+7=8

Kyan mostly listens to the others as they make their plans while he eats the morning meal, though he leaves one of the plates laden with food untouched by his side.

"I've always meant to visit the WLA here in the city. I've known a few members, but I've never put the coin together myself to join." Is his only comment unless pressed for more. Spending a few days milling about the city and seeing what the WLA had to while his new found companions tied up some loose ends with the city sounded fine to him. He was confident enough in his abilities and in no rush to prove himself.


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+6=13 ; d20+7=19 ; d20+9=18 ;
Thursday January 20th, 2011 3:33:17 PM

Knowledge local = 13, Appraise = 19, Spellcraft = 18

Let me see... Restlin casts a quick cantrip (detect magic) over the talisman and gives it a good once over.

If I can't figure it out now, I have a spell in my book that can help. I'll just need time overnight to prepare it.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday January 20th, 2011 3:38:36 PM


OOC: Oh, Heather BRODERY! Sure, I knew that. D'Oh!

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20+9=11 ; d20=5 ; d20+13=15 ;
Thursday January 20th, 2011 4:08:57 PM

When Bosk produces the ring, Beltrin also gathers around it to see if any of his diverse experiences shed a light on the origin of the ring. He also casts detect magic.


Knowledge (Any, they're all the same score): 2+9 = 11
Appraise: 5+9 = 14
Spellcraft: 2+13 = 15

ooc: Ouch! What a set of rolls, glad I got those out before any combat occurred!


Before dismissing the spell, Beltrin also takes a surreptitious glance at his comrades to get a rough idea of the magical equipment that they're carrying.


Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+8=24 ;
Thursday January 20th, 2011 8:38:11 PM

I agree with Bosk, it would be best not to visit the healer alone. Mud Town in general is not safe, and those protecting the priestess tend to be on edge. I would love to see if anyone knows about this ring tough.

As for today's plans, we can take care of the paperwork for the tower this morning if we have the chits.


ooc: well, I rolled for the knowledge check before I realized who they were.... apparently I knew a lot about them, just not their last name :P

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday January 20th, 2011 10:22:32 PM

I'll gladly chip in for the tower. How much do we need?

Bosk will chip in up to 1 white chit (100 gp) for registering the tower.

Bureaucracy/DM Buzz  d100=10 ;
Friday January 21st, 2011 1:12:14 PM

Beltrin is quite interested in visiting the WLA with the others. Until then, he is happy to let the veterans of the group determine the next course of action.

Restlin loves to talk about magic and is willing to do so at length. Like his newer comrade, he lets the two taurs and the elf determine their day's plans.

Kyan is also interested in the WLA and would like to know more about it. Likewise, he will let the others find their days travels.

Zeoll is fine with finishing up some paper work, allowing the group more freedom with the city gates. When he offers a magical persuasion over Twice, Mistress Marta absolutely refuses the offer. "He would not allow it and if it failed, he would never come home. We can not have that!"

Bosk strongly recommends the group go into Mudtown together, especially if they are going back to visit the Kon of The Edge and her siblings. He is reminded of a trinket the group found in the tower and asks if others might be able to discern something of it?

Beriothian makes a witty pun. Suggesting as well the group stay together for the next couple of days.
Highlight to display spoiler: { "Those protecting the priestess tend to be on edge." She is a Kon of The Edge...Get it?}

So the trinket is looked at much closer. It is quite tarnished and needs to be cleaned up a bit, but a decent appraisal discovers, the metal is made of steel and the design is quite complicated. Looking at it closely, it looks like a labyrinth. Along the path, there seems to be settings, where rooms might be, the small stones resting there are now gone. Perhaps it is a map? It does not detect magic. Not much else can be discovered at this time.

So, the day is brisk, but for those that have been out in Mudtown at this time of day, it is clear the Magic City holds it's name well, because outside the city walls, the wind is likely howling with a winter front moving in again and the temperature, much, much lower.

Walking through labor town, back to Soldier City and to the administrative offices. The group finds, of course, a line of people. The group is about to get a taste of Hook City bureaucracy. First, the group gets a number, just to get a number. It might not be possible to get in today and an appointment might need to be set up.

Let us turn to the random dice generator to see what it says. There is a 10% chance the group will have an appointment today and each 10% there after, is how many days it will take to see the person you need to. What Luck! Surely, Wardd has blessed these adventurers, but they have the entire day they have to kill, there appointment being the last one of the day. Her name is Jacqueline Effediette and like all things, the group receives this information in a very proper manner. "Everyone involved with the property will need to be present for the interview."

So, the group can spend some time over the next few hours, sight seeing or what have you. Highlight to display spoiler: {Please let me know if there is anything you want to do for four hours. If it might take longer then that, there is a chance you will miss your appointment.}

During the process, you are met by a woman in very business like clothes. Her long blonde hair tied up in a tight bun. Her otherwise beautiful face, devoid of expression. In a monotone voice, she asks, "How can Hook City assist you today?"

Zeoll (HP14, AC17) [PF Zeoll]  d20+9=14 ; d20+17=18 ;
Friday January 21st, 2011 3:20:50 PM

Zeoll spends four hours waiting patiently and making sure that we have all the paperwork we might need that we already possess, such as that given when we purchased the property, and the form declaring us the "Iron Adventurers." He also prepares several copies of a list of our names formal names, faces, genders, affiliations, and titles, howsoever players wish to be known.

For example, Zeoll lists himself as "Zeoll of Clan Aene, a male liontaur seer-in-training, formerly of the Taur Isles of the North."

When the functionary approaches, Zeoll responds as best he deems appropriate in such a situation. Or, at least, he tries to remember the proper response. A deep bow? An offer of a handshake? The special "welcome bureaucrat" dance that all local bards know? He strains his brain to recall the proper way to show respect. Knowledge Local turns up a 14. Hmmm, better just go with the safest option.

Zeoll bows slightly and replies, "Thank you. We arre herre to file the prroperr paperrworrk for a deed to a prroperrty we own, brringing it up to date, and also leading to the corrrect citizenship confirrmation for us jointly as owners. We are legally acknowledged as the "Irron Adventurrerrs" grroup herre in Hook City. Herre arre ourr names and documents."

He hands over the papers and answers any questions she might have. Diplomacy 18.

needed to go to the Hook City deed office and file the paper work on the tower, to bring it current. That process will cost two White Chits but will confirm citizenship for the owners of the tower and then

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20+2=12 ;
Friday January 21st, 2011 6:32:58 PM

I presume that the existing members of the Iron Adventurers aren't offering ownership shares in the tower to the fresh faces that just arrived off the streets. So my post is assuming that Restlin, Kyan and I are not at the government office with the others. If we are present (and Beltrin is quite happy to chip in to the ownership fee, up to 1 white chit) Beltrin attempts to help Zeoll grease the wheels of bureaucracy. Aid another diplomacy: 12

While the veteran members attend to their matters of propery, Beltrin spends his time asking around about the Brodery family. He also keeps an ear out for any rumors about his family or old acquaintances.

Diplomacy, Gather Information: 12

Zeoll (HP14, AC17) [PF Zeoll] 
Friday January 21st, 2011 7:12:20 PM

OOC: Actually, Zeoll's hope is that the party as a legal group (The "Iron Adventurers") will own the tower, making it a "party item" and conferring citizenship on whoever is in the party at any given time. When new people join the party, they get part ownership.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday January 21st, 2011 7:20:21 PM

ooc: I will post in full when I have a little more time, but when we were switching to Pathfinder we made the decision that the tower (as well as shop in MudTown) are to be the property of the IA, and as such all members (including the new ones we were expecting to eventually get) have an equal share to it.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+9=19 ;
Friday January 21st, 2011 7:54:14 PM

Restlin is a bit unsure of himself, having no real experience in bureaucracy or diplomacy. He's willing to cash up a chit to do his part, but would rather spend his time restoring the talisman.

[i]ooc: Craft jewelry to restore the talisman to some semblance of it's original state: 19

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday January 21st, 2011 7:58:46 PM

ooc: since the meeting is at the end of the day can we assume that those in the WLA are able to do their training and then meet up?

Training in four hours? I will have to read up on it, but no, I don't think so. I will let you know for certain by the end of the weekend.

Zeoll (HP14, AC17) [PF Zeoll] 
Friday January 21st, 2011 9:01:22 PM

Maybe they could get half a day in of their required two days?

Bureaucracy/DM Buzz 
Friday January 21st, 2011 9:02:05 PM

ooc: After looking at the guide lines for training, it seems the person needing to train needs two full days of training. I will say they should be consequetive.

That means, the group is down for two days and the person you are after has two more days to abduct someone else, or leave the area to perform their nefarious deeds elsewhere.


Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday January 21st, 2011 9:22:19 PM

ooc: it was 4 hours from the time Zeoll made it through the first line, and we were one of the last three appointments for the day, so I was assuming those not with Zeoll had 8 hours.

Zeoll (HP14, AC17) [PF Zeoll] 
Friday January 21st, 2011 9:53:21 PM

How come you guys are so keen on training in the middle of the module? Why not wait until the end?

Am I missing something?

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+8=15 ; d20+11=22 ; d4=4 ;
Friday January 21st, 2011 10:55:54 PM

After getting their ticket number the group discusses how to spend the rest of the day. Hook City is a huge place, with countless sites to see. The market is sure to be filled with all types of people, possibly someone there has seen a Troubadour. Perhaps the poorer residents of Labor Town would be more likely to share rumors of the those living in the squalor of Mud Town. The elf considers for a moment the best place to look for information on the kidnappings given the time he has to get there and back.

Local Knowledge = 15 (to determine location)
Gather Information = 22
Gather Information takes the full 4 hours

ooc: Zeoll, you aren't really missing anything. Since it takes all morning to get a number and we have to be back in the evening we really need to stay in Hook City. It just seemed like an ideal time. Plus the combination of the WLA pins being discussed in the player introductions, the WLA having an information gathering roll (which is where we are at in the module), and Beriothian's personal roll as a skill monkey made going to the WLA a natural direction for Beri to lean at the moment.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20-1=2 ;
Saturday January 22nd, 2011 12:25:14 PM

Bosk decides to look for a temple dedicated to the Edge, but is unable to find one. After spending an hour looking, he becomes completely lost. By the time he rejoins the group he decides to give up on gathering information and leaves such tasks to the more charismatic members of the group.

Gather information = 2

ooc: Bosk likes going to the WLA as soon as possible after leveling, because you never know when an adventure will take us to the Sargrass and unable to reach the WLA for that level. It's more a matter of not missing an opporunity, and that he conciders rising through the ranks of the WLA a thing of pride and honor. Especially since at the highest levels you are concidered on par with Nobillity.He is also not one to be a member in name only.

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20+2=3 ;
Saturday January 22nd, 2011 9:05:46 PM

Beltrin is pleasantly surprised by the generosity of the Iron Adventurers in giving the new members fair shares in their hard won property. To become a property holder in Hook City is something that he would not have dreamed of happening so soon.

Indeed, the rumors of the magnanimity of the Iron Adventurers are spoken truly! I promise you that I will prove myself worthy to be counted among you.

He decides to join Beriothan in investigating the rumors of the kidnappings before returning for the official recording.

If it's possible for aid another to work in these circumstances, I'll keep my above roll (12) for helping Zeoll make things go smoothly with the bureaucrat. Then I'll try to help Beri with his Gather Information: 3.

Zeoll (HP14, AC17) [PF Zeoll] 
Sunday January 23rd, 2011 5:09:43 PM

Zeoll looks gratefully at Beltrin for his help, but doesn't say thank you because he does not want to seem unprofessional.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=17 ;
Sunday January 23rd, 2011 11:32:50 PM

Beriothian takes in the situation at the permit office. Everything appears to be very professional and by-the-book here. He is polite to the business woman and tries to stick with protocol as best he can. Afterward he thanks the woman for helping them.

Thank you for fitting us into your schedule today, it means a lot to us that we can now call this great city our home. By the way, I know our property has a sad and well known story behind it. Would you be able tell us anything you've heard regarding the former inhabitants?

Diplomacy = 17

Kyan (Jon) AC:19/13/16 HP: 48/48 
Monday January 24th, 2011 10:35:12 AM

Kyan carries the spare plate of food with him as they leave the house and once outside moves to an alley to the side of the building. He dumps the plate on the ground and makes a low whistle. A dark colored lynx pads out of the shadows and bends down to sniff at the offered food while Kyan kneels down to ruffle the fur on the creatures back. He murmers to the large cat a moment before returning the plate to one of the employees and moving off with the others and the cat bounds up beside him a few moments later, licking its chops.

His career as a merchant with long stretches of doing nothing but waiting prepared him well for dealing with the city bureaucracy, but it did little to help with looking for the information they sought. Instead of questioning though, he followed the others and kept a watchful eye out for anyone that may be taking an undue amount of interest in the group. With the group's involvement with the kidnappers it was very likely that the people they were after were aware of it and may be watching for them as well.


By the book/DM Buzz  d100=19 ; d20+9=14 ;
Monday January 24th, 2011 1:23:23 PM

When some in the group attempt to gather some information on the Brodery family or a Temple to The Edge, their attempts are unsuccessful. "A Temple to The Edge will likely(1) not be found in an area where a common law exists", one priest of Knowledge and Glory explains to those asking. "It is not in their nature to adhere to any laws but their own."

Ms. Effediette is neither friendly or unfriendly. She is however, very helpful in your needs and if someone in the group appears frustrated or overly friendly, she does not seem to notice.

After the group explains their situation, she explains, what they want to do is very easy, but it will require quite a bit of money and time.

"What you are proposing is a Corporation. I am a personal and residential officer and I can not help you, however, I can give you the proper forms you will need to have filled out by all persons involved and the residence must be inspected and zoned for commercial use."

She looks at the calendar and excuses herself for a few minutes before returning to the group, "I have arranged for an expedited meeting for those involved. Those in the Corporation are to return back here in two days after today and your appointment will be the last one of the day, starting in the late afternoon. On that day, they will inform you of what time you will be seen, depending upon capacity for that day. Hook City apologizes for the inconvenience you all must go through at this time, but the paperwork will get you started and it will decrease your time here, once you arrive."

She puts all your old paper work and the forms she gave you, in a large envelope, then she seals it and stamps the seal with her official stamp. " Breaking the seal indicates you are satisfied with your service today. If you have any issue with what I have shared with you today, you may take this to my supervisor, sealed, and she will proceed with any claims you may have. "

She passes the group the envelope and for the first time while you have been with her, she smiles and asks, "Is there anything else I can assist you with today?"

She is asked a question about the residence in question and she looks again at her own paperwork to assess the question. "I am not aware of any misfortunes of that residence. You will need to ask elsewhere for that information."

(1)Highlight to display spoiler: { I say this as a current Hook City DM. This in no way means that a temple won't be found in another game, nor does it imply a future DM must stand by this decision. :)}

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday January 24th, 2011 2:07:49 PM

Yes, there is one more thing. You said that it will require quite a bit of time an dmoney to become incorporated. Could you by any chance tell us about how much we can expect it to cost?

By the book/DM Buzz 
Monday January 24th, 2011 9:13:55 PM

The helpful lady responds, "That is dependant upon your needs. All of that will be outlined in the paper work I gave you, but it depends on if you want to have a President and Vice-president for the corporation or if you want to have a board of equal members with a Chairman. If you choose the board, it will cost one Orange Chit per person documented, on that board, but if you go with the President and Vice-President option, it is one Green Chit."

She goes on to volunteer information. "If you will be having people come and go from your corporation, I would suggest going with a board."

Zeoll (HP14, AC17) [PF Zeoll] 
Monday January 24th, 2011 9:26:31 PM

Zeoll thanks the functionary for her help, and asks if there is a time element involved in these matters. How long can we proceed as we have been, with a simple lease on the tower and organization as a recognized adventuring group only, not organized into an adventuring company?

By the book/DM Buzz 
Monday January 24th, 2011 9:40:20 PM

She answers, "There is no time limit really, but I recommend you take care of this issue as soon as possible. If you do not have the proper ownership requirements or the owners have changed frequently, then the future process will become more complicated."

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday January 24th, 2011 10:24:32 PM

ooc: I will post later, I am trying to figure out some bizarre problem on my character sheet (well, the problems aren't bizarre, it's how they were introduced. It looks like two versions of my document were merged, and when I went back to see where the problem came from I ended finding a series of about 10 corrupted previous versions.)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday January 24th, 2011 11:41:54 PM

Forgive be, but I believe there is a misunderstanding. We are a private company, and I do not believe we wish to become a corporation, unless you believe there would be a demand to buy stock in the Iron Adventurers. However, the Iron Adventurers are already legally registered as a company within this fine city. It was very clear at the time of our companies registration that each member has an equal stake in the company, and each member had an equal say at that time in the naming of it.

ooc: The above incident occurred on April 22nd, 2010 5:38:59 PM
We are not just a mercenary band, we literally are a registered company withing the city already.
Also, my assumption is that we don't want a board of directors, elected by the stockholders, being responsible for the management of us as corporation, I am pretty sure we would rather stay a company so that the group of owners (us) handle the management... yes, I'm a nerd.

By the book/DM Buzz 
Tuesday January 25th, 2011 1:29:58 AM

She explains to everyone, "You are a "registered company" as you say and you want to file a title under that name. This is not a residential property transaction. You want to run a business or maybe several business's out of this property. Even if you do not, you are registering under a company name. That is why I have to refer you to the business department. If there were a sole owner or owners, I could help you, but from what I have heard. (1) You want a private company to own shares in the estate. You only have to have as many shares as you desire, whether it is eight or eight hundred. If you stay a private company though, every time a person that has a share in property joins, all of the paper work has to be redone. The persons that are being signed off of the title must do so in writing or evidence of their demise must be presented, as well, every time a new member joins, all those present in the title must be witness and sign off on all future titles. Incorporating your company allows one or two people to file the paper work for everyone. If someone is to be added to the title, they and only one of the other members must be present, if it is a board, but the President or Vice president are the only ones that can add or remove a member from the title."

She gives a bit more information. "I really am not the expert on such matters and everything I have said is also outlined in the paper work I gave you. Your agent at the time will be happy to offer you the best options for you and your company's prosperity. If you have trouble filling it out, we do have intern agents available to assist those that need to have things explained easier."

She remains calm as she explains the complex system of Hook City.

(1)Highlight to display spoiler: { Zeoll bows slightly and replies, "Thank you. We arre herre to file the prroperr paperrworrk for a deed to a prroperrty we own, brringing it up to date, and also leading to the corrrect citizenship confirrmation for us jointly as owners. We are legally acknowledged as the "Irron Adventurrerrs" grroup herre in Hook City. Herre arre ourr names and documents."

OOC: Actually, Zeoll's hope is that the party as a legal group (The "Iron Adventurers") will own the tower, making it a "party item" and conferring citizenship on whoever is in the party at any given time. When new people join the party, they get part ownership.
}



Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Tuesday January 25th, 2011 1:37:52 AM

Beltrin is a bit bewildered as this is his first encounter with the infamous Hook City red tape that his elders always complained about. He listens attentively to the dialogue between his new companions and the clerk, trying to remember all the details of the current legal state of the Iron Adventurers and what it may mean for his future with them. However, he says little, merely wincing at the mention of the expense and nodding supportively with Beri's rebuttal.

ooc: Jeez, I thought we role-played as an escape from real life :) Makes me want to take out my greatsword and cut straight through the red tape (as I can't do IRL).

DM Buzz: :) I understand and this is why I am attempting to make your lives easier in the future with the Hook City red tape. But it is also very important for me, as the DM to stress to you how lawful and organized this city is, on occassion. At least the city employees are really trying to be helpful?

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Tuesday January 25th, 2011 1:56:04 AM

ooc: I totally understand and I'm not complaining, I just thought it was kind of funny to go from doing my taxes to dealing with fantasy bureaucrats....

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday January 25th, 2011 11:12:29 AM

Bosk thanks the lay and leaves the office. Turning to the others he says, All of this bureaucracy almost makes me rethink moving into Hook City. There must be a better way to go about this. Maybe the residents of Hook City hire others to wait in line and do this kind of thing for them. Either way, I think we are going to have to make a little more gold before we go through this process, and we better read up on the inspection of the property. I have a nagging suspicion that it will require getting rid of the ghosts residing there.

She said we have to return in two days, that would only give us a day at the WLA and wouldn't give us much time to get the gold together. Here is my suggestion. I think we should return to Mudtown and visit the Brodery family at see if we can learn more about the kidnappings. Perhaps we can get some sort of reward for catching the kidnapper or rescuing their captives.

Should that fail, we should also return to Black's shop and talk among ourselves and with Sanji about preparing it for sale. For you new guys, we own a shop in mud town that sells most non-magical objects that you could want. The building was worth 2,000 gold when we obtained it, and in addition to the shop it had a complete residence with two bedrooms and a basement / cellar. We have three employees, Sanji, Hemust, and Jillian. Sanji and I are what's left of the original "Iron Band" members and she owns a share of the shop, the other two were former enemies whom we have convinced to turn their life around. They have spent the last month cleaning and doing some much needed upkeep and maintenance, and have raised the value of the shop some by doing so. Since that time we have added six additional bedrooms, a master bedroom (aka. A taur sized room) and an outdoor garden and gazebo (taur sized) where Zeoll resides. It is among the more fortified buildings in town. The windows are well barred, and in addition to the 5 locks that came on the door, we added several amazing quality locks inside and out. Our renovations and upgrades cost 1850 gold. I know Sanji wants to move to Mudtown and would run a shop there for us, but the topic has never come up with the other two.

Selling the shop could help us pay the title fees, however the shop is also handy. It provides us with a safe place to stay when we arrive too late to go through the gates into Hook City. Due to their background, Hemust and Jillian can both useful informant in Mudtown do to their shady and gang related connections. Lastly, due to traffic through the shop, we can get gossip of the happenings around town. It is also that shop which pays for our food (ie. Without the shop we need to pay for food every day and keep track of rations).

Either way, I suggest we start by returning to Mudtown and visiting The Healer



Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Tuesday January 25th, 2011 11:52:17 AM

After a night of celebration after meeting a band of fellow adventurers to travel with, Restlin can't help but feel a twinge of disappointment that his first act as an Iron Adventurer recruit is waiting in line. Still, it's probably important. Restlin is content to let the others handle the red tape.

When the time comes to move on and wait two days, however, he springs back to life.

Ok then, two days! Surely we can come up with something to occupy our time for two days. What's next on the agenda after "soul-crushing bureacracy?"

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Tuesday January 25th, 2011 12:33:45 PM

Beltrin nods as he listens to Bosk lay out the situation.

I agree that it doesn't seem feasible to be able to come up with the required fees in two days. It's not clear to me whether we need to have the money on hand at the meeting, or if the corporation fees can be paid later. I'm sure that the meeting will reveal other requirements that we'll have to go through to get the property re-zoned. I wouldn't sell the magic shop. It sounds like a handy place and an income producing property in Mudtown is worth hanging onto. It sounds like we can delay this process a bit while we raise the money for the corporation fees (and doubtless other zoning fees). You're right Bosk, there must be someone that we can hire to help us through this rigamarole, perhaps the League would know who to look up?

I agree that the most logical next step is to visit this Brodery family and see what they know of the kidnappings. Out of curiosity, have there been any patterns in the victims of the kidnappings? Perhaps we could try setting up a baited trap for the kidnappers if the Broderies don't give us any useful information?

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday January 25th, 2011 1:10:00 PM

Well, Zeoll says, gold is not our aim, but rather, those who have been abducted. "I agrree. The next step is to see Heatherr again and follow that lead."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday January 25th, 2011 1:46:35 PM

So far there has been no pattern to the kidnappings. The only person we know for sure was abducted in association with this kidnapper was a girl named Tali. She was kidnapped by a local gang who received an anonymous note instructing them to kidnap people and to bring them to the crossroads by the Brodery family's residence. That gang has since fled town.

Before that there were more kidnappings, which we believe to be associated with an occult led by a mindflayer that we killed. The occult was then broken up and driven out of town. Someone who helped us free Tali believes from his investigation that the two sets of kidnappings are related and the same person or group is behind both kidnappings.

I have never tired this before, but I know a cantrip that can help us to detect the victims. Normally it will direct me to someone within range who has prayed to Jancassis for help in revenge. However, if we can obtain a lock of hair or drop of blood from one of the Brodey's it will direct me to the nearest person wanting revenge on them. It would be difficult to obtain the hair, but if we can get it and they are behind the kidnappings, it could help us find the victims. Keep in mind, the Brodey family may be innocent, and if we were caught taking a lock of hair we would most likely be starting a nasty fight. We should maybe wait and save that option as a backup plan.


As the group discusses the evening's plans Bosk speaks up again. I should probably let you know that I am capable of crafting wondrous items (and everburning torches), and at the moment my personal needs are met and my free gold is at a minimum. Let me know if any of you need something crafted. I also carry my equipment with me, so if you need to borrow tools, an anvil and bellows, or anything along those lines feel free to use them if I'm not. If you let me know, I can also prepare divine spells for your crafts.


Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday January 25th, 2011 5:59:49 PM

"We need to talk with Heatherr. She seems rreasonable, orr at least, you can talk with herr. Let's just ask herr about it, and see what she says. Lorrds above and below know I am willing to rrun a trrick orr two sometimes, but forr now, nice polite honest forrthrright converrsation seems the way to go. Especially since we seem to be on goodish terrrms."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday January 25th, 2011 6:36:39 PM

"And I still want to learn more about the edge"

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday January 25th, 2011 7:16:52 PM

I agree with Zeoll, Heather is probably the person we should see next, however I doubt we have time tonight before they lock the gates. We should plan on doing that first thing in the morning so we have the whole day to follow leads.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Tuesday January 25th, 2011 9:56:38 PM

"This healer seems as good a place to start. It makes sense to track your game from a place you know it frequents." Kyan adds his agreement to the others.

"And if the Healer proves to be of no help, but still suspicious, I imagine it would not be too difficult for us to distract the family while someone," he said with a glance towards the elven rogue, "could unobtrusively gather a sample of hair."

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday January 26th, 2011 9:02:49 AM

Zeoll makes sure to thank the bureaucrat who has been so helpful before the group leaves.

Into the cold/DM Buzz 
Wednesday January 26th, 2011 12:22:42 PM

The group leaves the city building, somewhat dejected but much more informed.

They make their way back to Mistress Marta's or wherever else the group wants to go. There are plenty of places to go in the evening. Perhaps a concert recital or a play? Would the group like to find a fine pub and a night of drinks?

Regardless, the night is their own and also uneventful as the twin moons are still up and showing, but it is clear, the dual full moons are waning and soon, there will only be one moon at night, until the entire circle repeats itself.

The next morning comes with a cloudy sky over Hook City, which means, it is likely nasty, outside the gates and at the very least, it will prove to be cold.

The gate is opened and those wishing to leave are allowed and they are met with a twenty mile an hour gust of gold, frigid wind hits you in the face, reminding you all, that Hook City is magically protected from the intelligent track of land called the Sargrass Plains.

At this time, feel free to inform me of what group members would like to do that evening before you leave the city or how you want to proceed, now that you are in Mudtown.

Zeoll (HP35, AC18)  d20+19=31 ; d20+19=25 ; d20+19=39 ; d20+21=24 ; d20+21=23 ; d20+21=40 ; d20+19=35 ;
Wednesday January 26th, 2011 6:49:10 PM

Zeoll tells his new friends he is going out to see what news he can gather. If anyone wants to come along (and make Aid Another checks), that would be fine.

Zeoll spends his night checking his Hook City sources, meager though they are at this point in his career, looking for news about people going missing, cults, and any other Mudtown news.

First, he pays a visit to Harls the Cooper and his family. He asks after Tallie, the daughter rescued from Gary Glittertooth. And of course, he carefully asks them about any news they might have had from their friends and relatives in Mudtown, about any kidnappings or cult activities, or about Heather. He explains that he is trying to make sure no one else is abducted.

Then he swings by the party tower, to see if it looks okay from the outside. He will not enter tonight. He does stand outside a window and sings a song for the girls, the one he sang for them before that they liked. Perform (rolled last, sorry) 35.

Then, he visits Twice. Does the fellow prefer his given name, by the way, or his "nom de mud"? Anyway, Zeoll is friendly, spends some time sociably, and discreetly pumps him for information, hopefully with such skill that the fellow never knows he was being interrogated. What Zeoll is looking for is any info or rumors about Heather and her family, about who she has aligned with, about people going missing in Mudtown.

At last he stops in at Mistress Marta's common rooms, though they are anything but common, of course. Still, the people he has befriended there may have heard something, maybe from Twice, maybe from somewhere else, about the topics Zeoll is investigating.

Diplomacy checks made to Gather Information, made while under the influence of a Heroism spell, which he will cast as needed, up to twice ... 31, 25, 39

Also, he discreetly casts an Elf Vision spell on himself before entering the Home of Mistress Marta. The Woldian spell, a gift of the Fey King, Zeoll recalls, lets him detect secret doors in passing, which is to say, very discreetly. Not that Zeoll would open any such door, but it is good to know. Perception Checks: 24, 23, 40.

Finally, in the privacy of his own room at Mistress Marta's, Zeoll will cast a Detect Secret Doors spell and concentrate on it.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+16=33 ;
Wednesday January 26th, 2011 8:01:45 PM

Beriothian wanders the streets, taking in the energy of the city as the sun starts to sink behind the walls. He finds himself in an area with several theaters and dance halls. He asks around to find out about prices and what events are currently going on, though he is not sure whether he can afford to attend any of the attractions at this time. Upon returning home Beri will spend a short time finishing up his tent before bed.
craft (leather) d20+16=33 => tent complete

OOC: How does nightlife work in Hook City? Would we need to have chits on hand to do anything?

DM Buzz: That is a good question. One that deserves a good answer. Let me come up with a few things for the next time you all have down time to really enjoy the city, like I plan.

I already ushered you all out of the city, so let us finish this scene up and your characters can rest.


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Wednesday January 26th, 2011 8:25:18 PM

Restlin spends the evening following his new companions around (as permitted) trying to get a grip on what's going on. He does retire early, however, and spend the night restoring the talisman.

ooc: I rolled for this earlier - 19 craft jewelry.

The next morning, he'll seek out the rest of the group to head for the day's events. He's intentionally hanging back and observing until he feels he knows enough to provide any insight into their current activities.

DM Buzz: Yes my friend. You discovered that it is possibly a map. I am sorry I didn't specifically point that out at the time. :)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday January 26th, 2011 10:05:44 PM

Beriothian wakes up in very high spirits the next morning. The previous day's adventure into the red tape forest may have been a little disappointing, but his day started and ended with a hot meal, and nobodies life was in danger.
The elf leaves his room and heads towards the dining room where another beautiful table has been set. He pours himself a cup of coffee and eats a small plate a fruit while he waits for the others to awake. Eventually the group awakes, and not long after they are outside the city gates.
I forgot just how cold it gets out here! Zeoll, I know you were poking around yesterday. I am sure everybody would have been talking had there been another kidnapping, did you hear anything? If not I suggest we head straight to the priestess, no sense delaying our trip to the one person we think can help us.

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20+2=6 ; d20+2=20 ; d20+2=20 ;
Thursday January 27th, 2011 2:03:57 AM

Beltrin accompanies Zeoll around town, listening to as many stories as he wishes to tell about the history of the Iron Adventurers. He is very interested in hearing about the tower and the recovery of Twice. He helps as he can in the questioning, but the well-spoken taur needs little assistance.

ooc: Aid another rolls for Diplomacy checks: 6, 20, 20

He stays out a bit after dinner, roaming the streets and remembering the joys of the city. Rising with the rest of the group, he enjoys his breakfast and prepares to venture forth into Mudtown again. The icy blast of wind reminds him of his desire to win a permanent place in Hook City, the world can be a cold, hard place outside of its walls.



Zeoll (HP35, AC18) 
Thursday January 27th, 2011 7:09:49 AM

Note: Zeoll is just looking for info. I really do not mean to do anything to keep us from our morning at the chill Mudtown gate out of Hook City.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Thursday January 27th, 2011 8:09:00 AM

Kyan follows the others about the city, though takes little interest in its offerings. He had grew up in the city as a member of its working poor that maintained the splendor and was perhaps just a bit jaded with some of its higher forms of entertainment. When they return to the Mistress' home, he once again dismisses his cat to the alleys to hunt rodents and play at being king of the alley cats for the night before heading inside for an early evening.

In the morning, he heads out of the gates with the others fully armed and ready, but with his haversack of belongs secured to his back as well.

He nods towards Beri's suggestion of their first stop and lets out a grunt of approval before looking towards the others.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Thursday January 27th, 2011 10:23:18 AM

Bosk heads out with the others as they look around Hook City, dropping by Magistar Alistair's and the Star Mages Guild to speak to Grendel in hopes of tracking down a Troubador of Temple dedicated to the Flower. He then venture with the others into the veritable wasteland that is Mudtown. As he lacks much in the way of diplomacy, due in no small part to his large stature and numerous weapons strapped to his back, he decides it best to keep with Beri rather than acting as a third wheel to Zeoll and Beltrin.

Stepping out through the gates, the cold air stings his face despite his warm clothing. Pulling his cloak around tighter, he makes sure his belongings are well secure before continuing down the street. The minotaur thinks for a while. If the people being kidnapped were being collected during a certain phase of the moon and we believe it to be related to an occult, perhaps they are needed for some ceremony that takes place either this cycle or they are preparing for one in the near future. He decides to mention this idea to everyone when they rejoin that evening.

The cleric spends the rest of the evening talking with Beri and any others who are at the shop with him. He asks Sanji how business has been going and how working with Jeb went. He also inquires as to how Hemust and Jilian's wedding plans are going. The last he heard they had put them on hold when Grendel, Priestess of the Flower who was going to marry them, left our party. The rest of the night is spent on more mundane tasks, assisting Sanji in the shops upkeep and watching Berin work on his tent, which he offers to store for the rogue in his Bag of Holding. After that he spends some time maintaining his weapons and armor as he tells the shop workers of their time in Mud Town.

Early the next morning the cleric spends some time in prayer to Gargul and then helps Sanji with the breakfast.

Ooc: Is Jeb Maker still here, or did he leave when he found his friend?
Also, did anyone want a everburning torch or wondrous item worked on? If so I will also work on it. I can cast Rose's Temperature Control twice, providing a heat source for anyone doing their own crafting.


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+7=20 ;
Thursday January 27th, 2011 11:10:30 AM

When the group gathers together the next morning, Restlin has the newly restored talisman to show them.

It appears to be a map of some kind, though I'm not certain of what. It's missing a few gems here and there, but I can't be certain what kind they were, or if that was even important. Still, it's easier to read than it was before.

Roll knowledge, geography for any insight on what this may be a map of: 20.



Morning chill/DM Buzz  d100=58 ;
Thursday January 27th, 2011 1:42:17 PM

A visit to Harls the Cooper finds Harls answering the door. The smells of dinner cooking is inviting as is the family. Tallie and her mother were cooking when the come out to greet you all and invites you to dinner, although it is clear, they have not prepared for company, especially for the appetite of taurs. The new party members are introduced and some berry mead is served, chilled with a bit of ice. The family business is well and Harls has no intentions of venturing out of Hook City any more. "It's just too dangerous out there. Most people are not proper to begin with, but when kidnaping's occur, it's time to cut the cord." When asked about Heather Brodery, there is no recollection of the name.

So the group leaves the family to the dinner and moves off to other locations and the next stop is the tower. Compared to the other residences in the neighborhood, it is stark and lifeless, where people have grass well groomed and bushes with flowers covering their walls, the Iron Adventurers have not had the time or opportunity to return this dwelling to what might have been a vibrant and beautiful lawn and garden is wilting bushes, barely kept alive by the magic of the city. A song is sung for the spirit of children and soon, they are on the road again.

While wandering through the streets, there seems to be a wide variety of culture available for the people of the night. Theaters offer ticket packets of two seats for one White Chit at the smaller theaters with much more extravagance in the larger, more prominent parts of Hook City. Of course, you always get what you pay for.

Art museums have open houses where you can see magical sculptures, created with illusions or transmutations.

Street shows have gnomes doing acrobatics and dwarves eating fire, without singing a hair on their head or face. It seems pretty easy to lighten ones mood after the red tape that was experienced earlier and it appears like a pretty common occurrence for people to be throwing White and sometimes Red Chits to these artists.

Stopping by Magistar Alistair's residence finds a servant answering the door. He informs the group that The Master of the house is not available, but a message may be left. The Star Mages guild is also a quick stop to see Grendel, although, it does not help much either, "A Northern Continent follower of love in the Southern Continent? Pretty rare indeed, are people like yourselves, let alone someone that encourages peace and love. Of course, there are ways and ways and most of them cost quite a bit. Let me know if you need options." He reminds the group, "Chits are spells. Just go down to the Exchange at the gate and buy yourself a spell."

Back toward Labor Town and up Mistress Martas drive, one has to be careful of the many beautiful carriages of different sizes that come and go from the estate. Indeed, the night is alive at her house and many different types of entertainment is available there as well, some of these girls moving on to play in big theaters throughout the city.

Twice is there and enjoying peoples company. He was asked by his mother to stay home for a week. He likely has to, in order to collect an allowance to go blow somewhere. He greets you all with a slight nod. He appears somewhat put out by being dragged home by the group, but he is not impolite. After a bit though, he warms up and can answer some questions. "Peoples always missing in Mudtown. Carved up and taken into the plains for carrion or captured and taken home as a slave. It's not a place for someone without a sharp blade or lots of friends, with sharp blades. As for that she dog, I heard her talking with some man about a meeting he wanted her to have with someone else. Apparently, the one eyed old bat wasn't moving bodies fast enough for his liking. She told him something about wanting his formulae, blah, blah, blah. I don't remember all of it really." He opens his throat and swallows an entire glass of wine before getting up off the pillows on the rug and excusing himself, "Veronica just winked at me. That means she is in her off time. Gotta run chaps. Thanks again." He turns around and dashes off. Nothing else can be found on the subject of Mudtown. It really is something not spoke of often and the merchandise that is brought in, is always from the destination of the merchants that carried it. Nothing ever comes from Mudtown.

Highlight to display spoiler: { Perception checks to find secret doors will be sent through email.}

And again, the group is at the gates, when there is a decision to be made. To the store or the Brodery's warehouse?

As for a steel trinket of a labyrinth, no geography comes to mind on where it might be.

James, I think you misunderstood. The group stayed in Hook City last night and it is now morning, outside Hook City.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Thursday January 27th, 2011 1:54:44 PM

ooc: Sorry. When Beri asked about nightlife you said ... Let me come up with a few things for the next time you all have down time to really enjoy the city, like I plan.

I already ushered you all out of the city
, so I assumed we left before nightfall.

DM Buzz: I understand. My mistake. :)

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Thursday January 27th, 2011 4:28:36 PM

Mine too.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday January 27th, 2011 7:23:39 PM

Lets head to the Brodery's, no sense putting it off.

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Thursday January 27th, 2011 9:17:02 PM

I agree, let's get to the meat of the day's work first.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Friday January 28th, 2011 10:42:01 AM

After eating his fill, which for a taur is alot, Bosk prepares to head to the Brodery family with the others. It sounds like our plan is to visit Heather, The Healer, and to start up a conversation with her. Do we want to make any special plans or preparations? We asked them point blank about the disappearances last time, but we didn't learn much, and I don't want to put them too on guard right away or start an unnecessary fight.
I would like to start by taking Heather up on her offer about learning more about The Edge. She said if I felt worthy she could help me find it someday, and I am truly interested in taking her up on her offer. Although she laughed at the gods, I believe there is a connection between her and Gargul. Her communication with the spirits and the dead is similar to abilities used by Gargul's followers. Gargul seeks to maintain balance in the Wold and so does she. To top things off she is missing an eye and wears an eye around her neck, and one of the sacrifices to Gargul is often an eye in addition to an eye being a holy symbol.

It could be she is part of a sacred sect with a unique knowledge and understanding of the Wold and the balance which must be maintained, in which case it would be a rare honor to learn such things. On the other hand, it could be a sect that has strayed far from the ways of Gargul and has become something truly evil and needs to be dealt with. Either way, I need to learn more about The Edge. Perhaps this will give us the information we need to know, or will put them at ease enough to let their guard down.


Zeoll (HP35, AC18) 
Friday January 28th, 2011 11:13:20 AM

"I want a chance to talk with Jimbim when Heatherr is not therre. He seemed to me to be maybe morre willing to talk, and also maybe not as on boarrd with the kidnapping thing."

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Friday January 28th, 2011 12:40:20 PM

Perhaps we could get them to split up. Maybe I could get Heather to talk privately with me about The Edge, if we're lucky bringing Clarissa with her for protection. Then I could learn more about her "religion" while you speak to JimBim.

Zeoll (HP35, AC18) 
Friday January 28th, 2011 12:45:58 PM

"Good plan," says Zeoll.

Zeoll (HP35, AC18)  2d4=7 ; 2d4=5 ;
Friday January 28th, 2011 2:19:16 PM

Dear sweet kindly DM Buzz! Is there any chance I can do one more bit of "last nite" business? I meant to, and then I forgot.

Zeoll looks around Mistress Marta's always-well-provisioned table. Does she have any freshly picked berries? Maybe Cook has a small handful she could spare? If so, Zeoll would love to cast the Goodberries spell he prepared this morning. That would create 7 goodberries that should last until the next evening. Then, at breakfast, he'll cast it again, creating another 5 goodberries, lasting until the next morning.


Kyan (Jon) AC:19/13/16 HP: 48/48 
Saturday January 29th, 2011 8:46:20 AM

With a thoughtful sounding grunt, as though an idea just came to him, Kyan looks at the older members of the group and then to the two other new recruits.

"Perhaps it would be a good idea if I stayed out of the Healer's for now and simply watched for a time. They'll not recognize me as one of yours and hopefully whoever is behind the kidnapping won't either. If I'm able to watch for a while I could see if anyone strange often comes empty handed, but leaves in the company of another... or, maybe we'll get lucky and someone will make a quick exit when you go in this morning to ask more questions."

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Saturday January 29th, 2011 10:04:30 AM

Restlin turns to Kyan to speak.

"That could work, but you could also wind up getting everyone else in hot water if you're found out. From what everyone else has said about this group, the healer seems very straight forward, even if she's not telling us everything.

"Still, that doesn't make it a bad idea. Are you sure you could remain hidden? No offense or anything, but we still don't really know what each other's capable of."


Restlin's mage armor is good for 5 hours. He'll want it cast on himself about an hour before the meeting, just in case.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Saturday January 29th, 2011 11:36:45 AM

Kyan nots to Reslin before giving his response. "She has been involved with the the kidnappers though.. and they have been here. I do not think I need to remain hidden as much as not attract attention, though I can remain unseen when I need to well enough, but Mud City is busy enough that with luck I could remain unnoticed for a few hours without resorting to that... and, perhaps you or Beltrin could stay away as well and we could watch in turns so that it is not always the same person hanging around on the street to attract attentiion."

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday January 29th, 2011 12:14:44 PM

I would strongly advise against splitting up our group, Heather and her family are a very paranoid lot. They likely will have somebody keeping guard, making it hard for you to do much outside. From their behavior last time I am sure it will be very obvious they are expecting someone. In fact, they didn't mind telling us up front that they were on guard that night because they were meeting with an reputable person.

One more thing that I'm not sure I mentioned, but it may not be possible to hide things from Heather. When we were talking last time she looked at me... there was something about that. Her gaze bore deep into my soul, I could almost feel it touching my very spirit. She knew what I was thinking, though she had the context wrong. After hearing of those she was taking care of upstairs I was wondering whether she had Twice in a bed upstairs. I had thought he might have succumb to the temptation of the local street drugs, and she knew! She knew I wondering if I had him up there... of course, she had jumped to the assumption I though she was the kidnapper, but the point remains that she knew what I was thinking. If we have someone spying outside she may learn of this the moment we enter the room, and we can't risk putting possible friends on the offensive, especially paranoid friends that we need information from.


Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday January 29th, 2011 12:25:27 PM

ooc: BTW, the above was a spoiler for me only back when we were first talking with the priestess, but I didn't want to share this while we were in front of her.

Zeoll (HP35, AC18) 
Saturday January 29th, 2011 1:08:33 PM

"I say go strraight with herr. Just because herr spirrit allies may be watching. But it was a rreal good idea Kyan -- keep 'em coming!"

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Sunday January 30th, 2011 8:22:49 AM

"Guess that settles that. Let's be off then, shall we? I'm eager to get to an actual adventure."

The Ceremony of the Kon


Hurry up and wait/DM Buzz  d20+13=23 ; d20+6=7 ; d12=8 ;
Monday January 31st, 2011 3:14:02 AM

The trek through Mudtown is fairly casual. Mud is running through the middle of the roads churned by beasts of burden and carts of many sizes. The people that must wander the streets, for their own reasons, do so mindlessly of those around them, other then the occasional bump, or one looking around for land marks to their ever changing destination.

Even in the winter time, areas of Mudtown are just gargantuan pockets of mud, that move and shift with the will of the land and those that have a interest in the Iron Adventurers shop are witness, that their shop is slowly getting further and further away from the Hook City walls.

The destruction from the recent storm is clearing as the merchants in the area continue to wait for their turn in line. They are patient in various forms, in various places and in various fashions. One camp could be a riotous revel of barbarians high on mead and Sargrass Wine, fighting and laughing amongst themselves, welcoming to those brave or foolhardy enough to join them and then, right next to them, a small quiet camp of wagons. Goblins, heavily armed and protecting the many loads of oar that will make their clans rich. Their greed and paranoia is an indication, they don't trust anyone here and likely would not hesitate to attack anything that attempts to enter their ring of wagons.

The beggars of Mudtown are plentiful by them selves. The draw of gambling, and many other devices, leave some to come to misfortune and sometimes, to an untimely demise. It has been in recent months that these people of the street have been declining, perhaps through Heather Brorderys' help, but there is evidence, that kidnaping's have taken place and the reason for this is still unknown, but slowly, the group gets closer. The next step, a key component to accomplishing their mission. Can it be done with peace, or can a very small slip, cut what threads the group has so far made with this family, that will likely stick together to the very end, despite their very different personalties.

Getting closer to their home, a young woman comes tumbling from out of nowhere, from behind, in amongst the group and lands right next to Beriothian. With a hand swift as a bee sting attempts to slap him on the rear with a bear hand! Yet, she underestimates her landing and the sound of the swish gives notice to her presence as well. "Aw shucks, all that planning and I miss!", she says with a smile and the veterans recognize Katherine, the next to youngest sibling and twin to Billy Boy. She wears Leather armor has a short sword on each hip, both sheathed in nice, tooled leather harnesses crossing her hips.

"Heather told us you would be coming back today and she has been preparing for you the ceremony, some of you may want to have. But she says, it won't be ready until dusk and the spot is about two hours away, so, you can either buy a girl a drink or I can lead you all to watch her prepare the ceremony. She said, some would be interested and some would be bored, but it is up to you. I for one am one of the latter. If she isn't willing to cast a simple cure spell after a innocent knife fight, then I just do my job and try not to get cut."

She tells you all, the ceremony will take place north of Hook City and Mudtown, in a area that is quite exclusive and protected. "It is her grove and sanctuary! Show her the utmost respect when you enter. She is well protected when there and when visiting, I call her Kon." Highlight to display spoiler: {DM is moving everyone forward, together, as was planned, to go find Heather. Sorry for those that would rather have stayed and played with the littlest sister of the family. :)}

"Me, on the other hand, my job here is done. Now, I don't have watch again until tomorrow night and I hear there are a band of monks that just pulled into town with sixteen wagons of fine wine and dark beer. I don't know about the rest of you, but I think I am going to get a little loose tonight." She winks at Beriothian before skipping out from the center of you all with a whistle.

The group is safe today on their business. No random encounters of the obnoxious, drunk or dangerous kind. Those that go straight away to her grove find it difficult, really. Katherine didn't give much information on where to look, she likely does the minimum for her sister, unless she enjoys the job and it isn't taking her out of her way. The flat land finds the group, is far enough out they can no longer see the city walls clearly. Out in what is considered the wilderness by the residents of the Magic City.

In the distance however, a hill is seen and it is the only real landmark in the winter wind scorched plains. Getting closer to it, there are apparent ridges in the rock, in sharp angles and it is shaped like a horse shoe, with an obvious entrance into the center.

Getting closer, some hear sooner then others the chanting of a woman, deep in meditation and ceremony. The three that have seen her before recognize Heather Brodery, Kon of The Edge. Her dark hair tied back and managed with her one good eye closed, seems to be staring down into a fire just started in one area of a large ceremonial arena. She is otherwise of average size and average looks for a human.

The different elements of the earth are represented in the 300 feet area. A large stone obelisk rests on one side of the arena, spaced in a "2 O'Clock" fashion to the back of the hill. It appears to be natural rock, yet, formed unnaturally. To the left of that is where her bon fire is begun and she is standing near it sprinkling some dust upon the logs. Resting across from the fire, there is a single, large oak tree. It's leaves are healthy, even this time of year and despite the bitter cold that comes whipping in through the entrance of the grove. On the other side of the obelisk there is a pond about ten feet in diameter with an unknown depth, just to the left of where the group came in, on a large clear path.

Some that are wiser in the group would warn the others, not to disturb the Kon at this time. There will be breaks in her preparations through the day. Sure enough, she does recognize you after a time and greets you. "I have much to do today, so I will not chat, but at any time, you may enter the center of the arena. Whoever wants the ability to channel the glory of The Edge, at least once in their life time, must be in the arena before the great golden orb sleeps until tomorrow, or it will not welcome you. If you resist the ceremony, you will like wise be shunned by The Edge for your mistrust."

Then she begins to give you her interpretation of current religons between the North and South. "You pray to a single immortal? You are about to meet something much larger then a single entity and Alemi himself dare not step upon the Southern Continent with contempt for it's might." Her emotions are pure and strong with belief, like any amazing cleric of a faith would have.

She welcomes all, "You have friends, they too are welcome to join in the ceremony. It does not matter how many participate, as long as they fit in the arena."

She bows with a smile, "Now, I must return to what I was doing, before time is wasted for all."

Are there any last questions for me before she begins? I would really appreciate it if you went through the ceremony first, before we begin the next scene with a bunch of questions, which she has likely anticipated also. I owe it to the players from the last scene. It is a gift from the DM to the players, so no harm will come to you. Consider it a welcoming bonus gift. Let me know if for some reason, someone doesn't want "it".

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Monday January 31st, 2011 9:28:13 AM

Restlin is officially "weirded out," but too curious for his own good. He'll spend the rest of the day in silence, trying to make sense of what he's seeing.

Zeoll (HP35, AC18)  d20+17=35 ; d20+11=29 ; d20+16=34 ; d20+17=18 ; d20+15=21 ; d20+12=14 ; d20+18=36 ;
Monday January 31st, 2011 9:28:16 AM


When Heather's sister says we can go see Heather or "buy a girl a drink," Zeoll grins and joins in her banter. After a minute of conversation, he says to her, "Anotherr time forr anotherr drrink, forr surre, Miss Katherrine! And the next time you need a curre, come see me!"

Diplomacy 35 in hoping to make her a friend.

Zeoll revels in the outdoors -- he has been cooped up in the city or in Mudtown too long. He runs around the party as the Iron Adventurers seek Heather's Grove. The winter does not bother him -- this is just another face of Mother Wold, after all, and a druid loves his mother, even when her kisses are chilly. He does his best to lead the party through the wild, relying on his "Taurs' Try" spell, which as a cantrip he can cast at will. It lasts ten minutes and, in its centaur form, grants a +2 to Survival checks.

Survival to guide the party to Heather's Grove: 29.

But using that spell diminishes the liontaur's happy mood a little. He remembers when his old friend Toros created this very spell. He remembers the centaurs he has known ... Leets the Noble Paladin. Kenisha, whose child was one of only two unitaurs the Wold has seen in several ages -- and he wonders if the unitaur children have fared well in that orphanage in the Floating City. And as he looks at nature with a centaur's eyes, Zeoll remembers strong-hearted Flat-top, the most steadfast of friends. He is quiet for the rest of the walk to Heather's Grove.

Zeoll scans the ground around the Grove, wondering what signs of passage (humanoid or animal tracks) he might see in the area. He wonders if Heather has animal friends or companions.

Survival to check for tracks (with spell and lens): 34 [I'm using up all my good rolls this post!]

At the horseshoe knoll, Zeoll watches with intent. If it seems like the time for a religious conversation, he asks how this entity she mentions is related or comparable to Mother Wold, that is, the natural force that sustains the entirety of existence in this plane. Or he holds this question for later if he senses that she is too busy. He is careful to use her title here if he does open this mouth.

Sense Motive in listening to Heather: 18

Before entering the place, as invited, he casts Heroism and Taur's Try, this time to boost his perception with a minotaur's insight. He tries to figure out exactly what is going on here, both as a student of nature and as a student of magic.

Know Nature: 21

Know Arcana: 14

Perception: 36

[OOC: Sorry for the long post. DM Buzz, you gave me a lot to respond to!]

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+8=20 ; d20+8=11 ; d20+5=18 ; d20+5=13 ; d20+4=15 ; d20+13=19 ; d20+5=14 ;
Monday January 31st, 2011 11:31:11 AM

Katherine's sudden appearance catches the taur off guard and her change in demeanor since their last meeting leaves the cleric somewhat suspicious. As they talk his mood lightens in response to her playful actions and flirting with the young rogue, and he briefly pictures the odd couple walking hand in hand through Mudtown.

The Horned Cleric joins in the friendly banter, but when Katherine says You can either buy a girl a drink or I can lead you all to watch her prepare the ceremony, he declines her offer. I would love to take you up on your offer another time, however I am curious about The Kon's ceremony and am eager to watch the preparations. Hoping to open up a bridge to friendship and keep in the Brodery family's goor side, he tosses her one of his prized flasks of pomfri and says, Enjoy a drink on me in the meantime. Careful though. This is good stuff and great for unwinding, but the last time we had this at a party the entire town woke up naked... from what we can remember it was a good night.

As the group heads towards ceremonial site Bosk keeps his eyes open for traps or signs of danger (perception =20). Once in the horseshoe Bosk signals everyone to remain quite while the Kon works. In the meantime he observes her, trying to gain as much knowledge and understandingas he can into what she is doing, how she is doing it, and if there appears to be any connection in this ritual to Gargul or any sects he has hear of. He also tries to draw upon any knowledge he may have of such rituals and religions.

Perception = 11
Knowledge Arcana = 15
Knowledge History =13
Knowledge Religion = 18
Spell Craft = 19
Linguistics = 14

DM Buzz: Reminder to Bosk, you are thinking of the middle sister, Clarissa. I just wanted you all to be clear on who was giving off what vibes.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Monday January 31st, 2011 6:33:15 PM

Thanks.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+9=20 ;
Monday January 31st, 2011 7:01:16 PM

Beriothian smiles warmly at Katherine and welcomes her, enjoying the unexpected attention he is receiving from her.
A dark stout is just what the body needs on a brisk day such as this, unfortunately Wardd taunts me by bringing your offer on a day when he has already set a task before me. But I am happy to buy a drink for a lovely lady.

The elf reaches into his pocket and removes 3 silver, taking an extra moment to verify that none of his possessions were pilfered by the fellow rogue.

If the ceremony keeps us, please pick up an extra gallon of beer and I will join you in knocking back a few the next time you have a night off of watch. Beri gives Katherine a sly wink before she bounds off again.

After the long trek to the cover Beriothian follows Bosk's example and remains silent. He ponders how Wardd would feel about him accepting this blessing from a foreign power, however Wardd is the god of risk takers and it is hard to imagine not smiling upon his followers who choose to roll the dice and take part in a mystery ceremony. In fact, it is easy to picture Wardd himself jumping at the same opportunity during his mortal life. When the time comes Beri enters the arena in complete confidence.

sense motive = 20 (to see if Katherine's actions were just as they appeared to be)
-3 silver

Beltrin (Keith) AC: 19/14/15 HP: 47/47 Spells  d20+9=18 ; d20+13=17 ; d20+9=14 ;
Monday January 31st, 2011 7:52:45 PM

After the encounter with Katherine, Beltrin raises an eybrow at Beriothian. Interesting relationship you all seem to have with this family....

Beltrin is a bit nervous about the ceremony and watches the preparations with some trepidation. He also converses with Bosk and anyone else that he sees closely watching the ceremony preparations to see if they know anything about it.

Knowledge (Religion): 18
Spellcraft: 17
Knowledge (Arcana): 14

ooc: Beltrin casts Mage Armor (duration 4 hours) on himself shortly after leaving Mudtown.

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+10=20 ;
Tuesday February 1st, 2011 9:12:52 AM

Kyan watches Katherine warily when her family relation becomes apparent, but makes no comments and follows Zeoll as he leads them on towards the grove. He watches the taur quietly as he guides them through Mud City and beyond to the grove, making a note of the druids skill in the field.

Once in the horse shoe, he mimics everyone else and remains silent and watches, though he keeps a careful eye about them. Maybe he was just being overly suspicious, but a remote spot like this would be an excellent spot to ambush a group of adventures putting their noses where they weren't wanted.

Perception: 20

Hurry up and wait/DM Buzz 
Tuesday February 1st, 2011 10:08:37 AM

Sorry my friends. I can't post today, but will be back tonight.

I apologize for the inconvenience.

Part 2: I am on call and working on post. :)

Dusk/DM Buzz 
Tuesday February 1st, 2011 2:29:10 PM

Katherine appreciates the gifts from the group and assures them, they will meet again under pleasant circumstances. The group knows though, friendship only goes so far and will not change some ones loyalty to another. Everyone checks their gear as she leaves and she really must like you all. Nothing is missing and she seemed pretty sincere.

The trek is made easier by the druids knowledge of the wilderness. Knowing how to break the wind around ones body is a big help and prevents severe shivering. Upon your approach no tracks of any kind can be seen. Likewise, you see absolutely no symbolism at all, in the form of idols, shrines, altars or any other religious paraphernalia that would give an indication toward ties with Gargul or any other deity.

There is a small opening for a talk of religion and she cocks her head to the side a bit with a question. Her answer is not profound however. "I do not have the same ideas as druids, in regard to nature. To a Kon, nature is a tool to be used and shaped as one needs and does not need to be revered. I do not believe elements of nature have sexual organs, therefore, how can they have a gender?"

Watching the Kon at work, might seem weird to those not used to her dark side. She is very blunt about her actions with those that would prefer death to life and has no sense of guilt about it, yet, she does seem to want to help the group.

Some of it is above the heads of those attempting to keep up with her ritual, but she seems to use a different dust and uses different chanting, with each element.

Just before Thermo is about to go behind the wall of the grove, Jimbim is seen walking up and he is pulling a large cart behind him. In it is a large barrel and he says hello to everyone before the ceremony, without interrupting the Kon. He grabs a mug and starts drinking some beer. "The ritual is easier, if you have at least three." He quickly downs that mug and another mug before the group can gather around to join him, if they want. It seems, he brought enough for everyone.

Lastly, she turns toward the entrance to the knoll like area and chants an invitation to the wind, inviting it's power and might to the ceremony, to complete what was an obviously long process.

There are but a few moments left before sunset. Jimbim, Billy Boy, Clarissa and Heather are the only ones hear right now.

With a big smile, Jimbim lies down on the earth near the center and stares up at the sky. Heather tell you all, "The journey will be easier, if you are not standing." The four of them are now near each other and the only one the new members have not met, is likely the most violent, Gat.

I think the main skill I was looking for and didn't see was a Linguistics check.

Please let me know if I missed anything you may have asked about.


Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+9=19 ;
Tuesday February 1st, 2011 2:45:41 PM

Beriothian realizes that the Kon is speaking in a language other than common. Being fluent in 8 languages this foreign tongue intrigues the elf, and Beri tries to decipher what he can when she speaks.

Linguistics = d20+9=19

ooc: (I'll post more later, just on a 5 minute coffee break)

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+9=20 ;
Tuesday February 1st, 2011 3:03:08 PM

I didn't think to make a linguistics check, but Restlin's pretty skilled and has been intently watching the preparations all day...

Linguistics = 20

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Tuesday February 1st, 2011 3:07:27 PM

ooc: Bosk had made a linguistics check of 14

Bosk will follow the Kon's lead, drinking beer (before the ceremony) only if she does. He will lay down when she makes the suggestion.

DM Buzz: Indeed and I should have been more clear and said, "I did not see a high enough skill check made".

She does not drink any beer, but she is also, very experienced with the journey to The Edge.


Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Tuesday February 1st, 2011 4:24:10 PM

The little voice in Bosks head causes him to rethink his decision on the beer and quickly joins Jimbim in downing a few beers.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday February 1st, 2011 6:52:15 PM

Beriothian joins Jimbim and Bosk and knocks back a couple of mugs, then lays down on the frozen ground of the arena and waits for the ceremony to start.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Tuesday February 1st, 2011 10:16:49 PM

Kyan takes a single beer with the others before hesitantly laying down next to his companions, though a hand goes to rest on the hilt of his knife lays there and waits.

Beltrin (Keith) AC: 19/14/15 HP: 47/47 Spells 
Wednesday February 2nd, 2011 12:14:47 PM

Beltrin shakes his head, wondering what he's got himself into. He takes a drink with the group and lies down and waits for the the start of the ceremony.

Ceremony/DM Buzz 
Wednesday February 2nd, 2011 5:05:52 PM

Kon Heather explains to everyone, what they will experience. "All things must exist in it's own way. In order for you to understand true balance, you must undergo an experience of all things. This evening, you will eat and be eaten. You will feel sensations of desire, lust, pain, and rage. By the morning, you will understand the wisdom of a volcano and what it must endure for thousands of years, before it can finally have it's release and rest."

Jimbim looks at his keg, "She's right, three beers is not enough." He pulls himself another one and kills half of it in a drink.

Clarissa chimes in, "I rather enjoy it myself."

"Enough of the blah, blah, blah already, please. Let's just get this over with!" Billy Boy seems to have no problem saying before looking up at his oldest sister, "I wasn't talking to you of course."

Last words from the Kon, "Resistance will not help and will only waste your evening. The Edge will not grace you if you do not trust it or me."

The last rays of the sun diminish to where just the moons glow give light. Beneath you the earth trembles and the body you are so very used to resonates, as if you have become a tuning fork. The pitch is low, but increases to a higher and higher tone, in your head as the earth quakes in harmony with your body, until, nothingness...

A single cell forms from matter and it is life. In seconds, the entirety of the Wold unfolds before you. Molten Magma rises to the surface and surrounds a marvelous city built by the Teucri. With their power, they were capable, with great magic, to get it to float above the lava flow that is sure to come.

Through the first age, the characters are caught up in the battles, played in part on both sides. Both good and evil, lawful and chaotic. The strange thrill of being a rat and the glory of being a dragon. The characters have sex with beautiful lovers and are impaled by hot red irons. Massaged with strong hands by a pool of water and raked across the cactus filled desert and quartered by horses.

These things pass in but segments of time as do the physical sensations associated with the encounter. With flashes, each scene and many other images, run like a slide show, in your mind, through the Second Age and then the Third Age, The Fourth, etc. A Grandfather Clock is seen high on a mountain peak with clouds rushing by, high overhead. It seems to lead the journey you take into a different time, step by step.

No one else is seen. The journey you take is your own. There is no avoiding the scenes you must take, as when you were a rat, the flash of the fangs before becoming paralyzed, must be acknowledged as the snake eats you alive. Trying to control it makes it harder to control it seems and if one tried to scream, you do not think you could hear yourself.

What seems like an eternity to the group was only about twelve hours. To some that experienced this ceremony, it was filled with what could only be described as massive hallucinations, but in the back of your mind, it is still there. Everything she was talking about, seeming very small. One does not feel less devoted to the gods that give them their power, but it is easy to understand why the Kon feels the way she does about the immortal heros of the Wold.

The sun is rising and the body feels warm, even if it should be half frozen in the middle of the plains.

Heather is already up and waiting for everyone else. The arena is gone as are all the elements that she conversed with. All that remains is the knoll.

"Come, let us go back to Mudtown. Questions can be asked by all, on the way."

Each of the party members now can do either one of these options, whenever they want.

They can read the spirit of any one creature, once. If they know the creatures real name, the duration of the conversation is much extended. The questions will be answered by the spirit in a neutral manner, despite the alignment of the creature and ones weakness can be discovered as well as other things, but the spirits knowledge is limited to what the creature being read would know normally. (Six rounds or six minutes if the creatures true name is known.)

OR

The characters spirit will transcend their body and travel to The Edge in a flash of an instant. There, they can over look the cosmos of time and balance and ask any one question, as profound or mundane as they desire and receive an immediate answer, that is as correct as possible, depending on how the question was asked.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Wednesday February 2nd, 2011 6:11:16 PM

ooc: Can I get some clarification on this? Is this something we can choose to do in the future, or something we choose that happened during the ritual?

DM Buzz: Any time in the future.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday February 3rd, 2011 12:35:42 AM

The universe flies across Beriothian's eyes. The feeling is almost familiar to the elf, as if he is caught between a dream and an Elven trance. The answers to a million unasked questions appear before him and are instantly lost as he tries a place their meaning. Pure, raw emotions run through the elf as he experiences the passions of a newlywed couple and as he shares the sorrow of a mother losing her child.

Only one scene stands out from the rest. For a brief moment Beri views something from his own past. He is not far from his home town. Before him are the bodies of three poacher gasping their last breaths. The gleaming silver of weapon of their demise lays on the ground. And the young rouge stands there watching, tied to a tree. It is the day Beri started to serve Wardd... the day he found the flask.

The rogue opens his eyes and is back at the knoll. His devotion to ward is as strong as ever, however he feels a lasting connection to the Edge, it appears the journey has made it's mark on him. On the way back to Mudtown the elf asks about the journey he took. What was guiding them, was it the Edge? Was it Heather?

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+9=23 ; d20+7=11 ;
Thursday February 3rd, 2011 9:27:12 AM

In the brief moments of lucidity during the ritual, Restlin can only sit and wonder at the life he's allowed to pass him by. The time he's spent sequestered in his studies gone, he can only imagine what other experiences he could have had. The time spent treking back to Mudtown is spent in silent contemplation; a morose look can be seen to flit across his face from time to time.

Knowledge Arcana: 23
Knowledge, The Planes: 11

Both just for any insight...



Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+4=10 ; d20+5=18 ; d20+5=14 ; d20+8=13 ; d20+7=14 ; d20+13=31 ;
Thursday February 3rd, 2011 10:18:07 AM

The Horned Cleric gives himself over to the ceremony as he transcends the perceived confines of his body and the very limitations of physical form. He feels at once his spirit is both within and outside his body. In a matter of hours he experiences the vastness of the cosmos and the beginning of life. He lives and dies and feels pleasure and pain beyond description.

When the experience is over Bosk lays on the ground for a few minutes, fully taking in the experience. Although he has many questions to ask the Healer, he makes sure to thank her for the experience. This has certainly been an eye opening experience. Although it has helped me to better understand the nature of balance, I feel as though I could experience the edge a thousand times and every time it would reveal more of its secrets to me. This is truly an experience I will always take with me.

If you don't mind me asking, how did you come to learn of the edge and become a Kon? I would love to hear of your journey and of the Edge. What did you do before becoming a Kon and how does one become a Kon? Are there ways to experience the Edge other than becoming a Kon? Are there many others like you who able to make this journey, and have you shown this to many other people?


As the conversation progresses, if he doesn't already learn this, Bosk will also ask Heather about her Holy Symbol (eye) and try to deduce if there is or ever was a connection to Gargul.

Actions to gain insight and information
--------------------------------
Knowledge Arcana = 10
Knowledge History = 18
Knowledge Religion = 14
Perception = 13
Sense Motive = 14
Spellcraft = 31

Kyan (Jon) AC:19/13/16 HP: 48/48 
Thursday February 3rd, 2011 11:47:12 AM

Being a Hook City native he is already familiar with the southern continent's particular brand of spirituality and forces himself to relax as the ceremony begins and the Edge takes him.

Afterwards, he lets out a groan and sits up, muttering that perhaps one beer hadn't been enough. "I think once through should be enough for me."


Zeoll (HP35, AC18) 
Thursday February 3rd, 2011 1:02:32 PM

Zeoll pays close attention to everything, and stores it all up for later. "There's an epic in here for sure," he thinks to himself.

Homeward bound/DM Buzz 
Thursday February 3rd, 2011 3:09:35 PM

The warmth the group feels slowly fades as the cold slowly sinks back into the flesh to chip at the hard skeleton like a miner. The wind is coming from the east this morning and off in the distance you see a large mammal. The fact that it is a great distance away and still visible, leaves one to wonder what it might be. DC: 15 Knowledge Nature or LocalHighlight to display spoiler: { It is a Great Ranthom.}

Jimbim pulls his cart home without complaint. He whistles a little tune and has a beer from time to time, with no worries wondering if it will get warm.

Billy Boy tends to entertain himself, juggling various items, like his knives or caltrops. He exclaims from time to time and puts a couple of holes in his hands, but he seems determined to become better.

Clarissa stays close to her oldest sister and remains quiet, on the journey back to Mudtown. She keeps a sharp look out for dangers and looks the Iron Adventurers from top to bottom, occasionally.

Heather is happy to answer your questions. She seems pleased to have been able to prove her point to the adventurers, even if she could not convert them.

She will begin with Beriothian. "You guided you on your journey. The Edge allowed you to escape what parameters of reality you have set for your existence. That is why it is hard on someone if they resist. You know you best."

To Bosk the journey, was somewhat familiar, with his knowledge of history and he too knows, a powerful entity was involved in their ceremony. He can not think of any but the most powerful spells available to priests or wizards, druids and sorcerers and no single person could have done what was witnessed.

On the long cold walk back, Restlin contemplates what has happened and what is now available to him. He does know that a powerful entity was involved with last nights ceremony, but how it happened or how it is, he knows he has a gift, he can not explain.

Recovering from the nights event, Kyan is pretty confident, he needn't attend this ceremony in the future. He listens to the Kon and the others on the stroll through the Sargrass.

It is on rare occasion that Zeoll does not have something to say, so his mind must be working furiously on the evening before, attempting to remember all that transpired.

When she is asked a question about her past, she replies, "I ran away from home after Clarissa was born. I was no longer wanted by our parents and they could not afford more mouths at the time. I overheard them say they were going to marry me off for compensation, so I left with what I had. I became lost in the forest and survived by instinct for a week, until I was found by an old witch, that offered me enslavement or she would leave me to my death. I didn't care anymore, but I knew, if I wanted enslavement, I wouldn't have run away, so I told her farewell. With that she said, "That will do". She then cast a spell and I awoke in her cave. She introduced me to The Edge. The power of The Edge can not be wielded by one that can be persuaded easily by comforts or pain. Yes, there are ways of experiencing The Edge without being a Kon. You have witnessed one of them. I do not know how many Kon's exist and I have not run into one since I left The Edge. Very rarely do I invite others to this ceremony, which can only take place once a year. We have not had this ceremony in three years though. It is not a holiday, but used only when needed. I used my last power on one of you the night before last."

About her Holy symbol, "I plucked it out with my own two fingers. It was the hardest part of my rite of passage and proved I was worthy of knowledge given to us by The edge." It is clear, The Edge and Gargul have no relationship.

She stops and looks at the Iron Adventurers, "But you tend the campfire to close my friends and I know you have more questions to ask of me, yet you feel you would jeopardize our relationship, so, now, you can ask my spirit, anything you want to and gather whatever knowledge you desire without my consent or we can work together for a common goal, to not only stop the person responsible for the kidnaping you are investigating, but to get me the knowledge this person has and is using for ends that I do not agree with or condone."

She shrugs her shoulders, turns around and continues her walk back. Now that you have this power and her full name, you can spend a lot of time with her spirit, but who will give up their power for this reason. She also seems to want to help you all, but again, for her own purpose. Yet, she freely gave you all the gift of The Edge, so is she entirely selfish?

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+8=15 ;
Thursday February 3rd, 2011 7:04:42 PM

Off in the distance the elf can barely make out the shape of a massive beast, but even from just it's silhouette there is do doubt as to what it could be. There are few things on this continent that can equal the size of a Great Ranthom.

Look out there, it's could be wild, but wouldn't it be something if Buiwerf was riding to town aboard his Great Ranthom. I wonder if there is a path through mudtown wide enough for such a creature to reach the gates.

As they walk Beriothian listens to Heather. She mentions having used her last power on someone the other night, there is little doubt in his mind that it was him she is referring to. Then she mentions wanting to work together for the common goal of stopping the kidnapper.

Perhaps we have been tiptoeing around the campfire for fear throwing oil on the flames. But I believe you that we can ask without jeopardizing our relationship. It was mentioned to us earlier that your boss desired the meeting the other night which had everyone on edge. Was this meeting with Gary Glittertooth? Do you know why your boss wanted this meeting?

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Friday February 4th, 2011 9:21:50 AM

ooc: Did Restlin's linguistics check of 20 learn anything?

DM Buzz: Yes it did and he received an email for that check. :)

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Friday February 4th, 2011 11:19:59 AM

Bosk listens as Beri asks Heather the questions the Iron Adventurer's have been trying so hard to avoid. Although he is interested in the answers and capturing the kidnappers, he is still meditating upon his experiences in the Edge. It doesn't take him long to decide that he needs to learn more about the Edge, and after Beri's questions are answered he asks Heather how he might go about learning more about the edge and perhaps one day become a Kon.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Friday February 4th, 2011 11:42:31 AM

ooc: Restlin's recent silence is strictly in-character; it's not based on a lack of interest or anything.

Restlin's mind is troubled. This Heather character spoke in some bastardization of the elemental languages. After a whole afternoon as bits of terran and aquan flitted around his head, he was no closer to understanding what he experienced. Restlin is not comfortable with not comprehending all this. Perhaps, he ponders, it's time to engage my colleague here...

"I'm afraid I can't make heads or tails of any of this. My studies in the arcane heavily neglected the divine. If anyone can shed any light on what just happened, or that odd amalgamation of elemental languages Heather was using, I'd appreciate it."

ooc: I can't find much on The Edge in the Woldipedia. Am I missing it? What kind of knowledge skills would be applicable for more info?

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Friday February 4th, 2011 12:34:43 PM

Beltrin has been dazed and lost in thought since the journey to the Edge. He finds the words to thank Heather for sharing this experience with him.

When Beri breaks the ice and starts talking about the more mundane task at hand, his mind snaps back to the immediate reality.

"My apologies, since I am new to the situation, but Heather, it appears that you know the name of the person responsible for these kidnappings. Is that something that you would be willing to share with us? I certainly think that we could make common cause to oppose the kidnapper. And Beri, who is this Gary Glittertooth?"

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Friday February 4th, 2011 12:36:08 PM

[ooc]Also, I forgot to mention it above, but DM Buzz, the narative describing the ceremony and journey to the Edge was superb! Well done and thanks![/ooc]

Zeoll (HP35, AC18) 
Friday February 4th, 2011 6:10:03 PM

Sorry, really sick. Don't let me slow you down.

Homeward bound/DM Buzz 
Friday February 4th, 2011 6:33:28 PM

DM post tomorrow morning. I'm about to move you guys along and I don't want anyone wanting to go back later.

She needs you all to answer a question she asked you first. Are you all willing to work with her and return to her the information she wants, in exchange for her information?

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Friday February 4th, 2011 10:19:41 PM

Bosk smiles as he turns towards Heather. You have made a believer out of me, and I wish to delve deeper onto the Edge. I think I speak for everyone when I say that we want to work with you to put an end to these kidnappings, however I hope you won't be offended if we ask what information do you believe this man has, and what ends do you believe he is using it for? I don't give my word lightly, and would like to know just what I am agreeing to.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday February 5th, 2011 12:09:49 PM

Beri turns to Beltrin
Gary Glittertooth is the thief and kidnapper we had a run in with not long ago. He set a trap for us when we went to meet him that we had to fight our way out of. We don't know where he is now, but rumor is that he has fled town.

ooc: Beri's desire is to help her, I just avoided stating that outright because I was the first to post and didn't want to speak for the group since there are a few members I'm not sure what there feelings are on this.


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Saturday February 5th, 2011 4:30:59 PM

Restlin turns to Heather and speaks, "I know I'm somewhat new here, but I'm dying to know more about what just happened to us...and about that language you were speaking back there. I've been studying language for most of my life, but I've never heard anything like what you spoke back there."

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+10=23 ;
Sunday February 6th, 2011 9:54:16 AM

Peering off into the distance at the large creature, he glances as Beri with a raised brow, surprised that he knows of someone that has tamed such a beast a mount.

On the way back, he moves to the rear of the group with a few backwards glances at the way they've come just to check to see if they were being followed on their return trek. He recalled the group talking about the family and it seemed to him there was a member unaccounted for.

The Dump


The Dump/DM Buzz 
Monday February 7th, 2011 9:31:35 AM

Heather walks and when Gary is mentioned by Beriothian, you hear behind you Jimbim, sneeze while saying under his breath "scumbag". Heather does not seem to hear him though. "Yes, the meeting was meant to be with someone named Gary. We suspected that my benefactor was going to set my family up in a trap, to get rid of us, but Gary didn't arrive and my benefactor seemed quite displeased with him not showing up. Jimbim thought your group was with Gary and was trying to get inside to get to me first. He might drink a lot, but he does a very good job of protecting us all." This time, it is Jimbim that does not seem to notice.

She confirms what most of you already know, even though Bosk asks anyway, "You must be completely neutral in your mind and spirit in order for The Edge to not corrupt you, so I doubt any of you have the capacity to become a Kon."

Some in the group, like Restlin, want to know more about the ritual, "The language of The Kon is a secret language we use amongst ourselves and in our ceremonies. Even understanding the elemental languages would not aid you in understanding our language and only through magic would one be able to understand a Kon speaking their language." What happened to the group last night? Her response, "You were visited by The Edge and blessed by it. Do you really need or have the wisdom to understand more then that? We will see." She explains in complex details how the ceremony works and she uses words and languages that are hard to understand or follow

It is also believed by Beltrin that the kidnapper is known and The Kon denies it. "My benefactor has been very careful when dealing with me. He knows of the Powers of a Kon and does not reveal to me his real name. He asks me to call him, Mr. E and although I feel the name is childish, I believe he is not one to be underestimated. I also know, he lives in Hook City, but I do not know where."

She continues, but you all notice. The direction she is walking now, is not toward her Mudtown home, but she seems to be walking to the east side of the city. "Mr. E has a formulae that can turn sick or dying tissue into living tissue. That is the only thing I could get from his spirit in the limited time I had without his true name. I am curious what he is doing with this formulae. I have sent him people that had only hours to live and I fear, he might be using his knowledge for more evil then what even I would allow to exist around me. If you find his formulae, I want it, so that I might be able to enhance my studies and continue to help the people of Mudtown."

During the walk, Kyan notices Clarissa watching the back of the party, walking in the rear and although she lets you walk beside her, ignoring him for the most part, she keeps everyone in her sight and will slow down or stop, to make sure, no one is behind her.

The real question is, where is she taking everyone? The walk continues for another hour and you see the city walls to your west now, yet, you are still miles away from the walls and off in the distance, there are carrion birds flying about.

Another knoll is seen in the distance and that is where the birds are circling and soon, the group finds the dead from Mudtown. It is easy to see, some of them very cleanly autopsied by Heather recently and in the past. As well, there are diseased bodies that were not used by Mr. E, likely because they died before he could retrieve them. Heather looks around, "This is where we decided to leave the dead and dying. He is supposed to pick them up here. We do not know how he does it. The three B's leave the bodies here and on their way back home, gather more of the dying and dead. It is my opinion, that if you waited here, you would discover more about the man and where he might be taking those dying."

There is nothing on The Edge as of yet. It is a recently, newly developed region of the Southern Continent and I have permission from ACDM Jerry to use it in this module. It is fitting that not much is known about it at this time.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+8=15 ; d20+3=13 ;
Monday February 7th, 2011 1:10:01 PM

The cleric makes his way towards the bodies and looks for anything out of the ordinary that may indicate skin regeneration or that something is out of the ordinary.

Heather, can you tell if any of these bodies have been worked on or examined by Mr. E? If we could find one that has been, I may be able to gain information from it. It might also help us if you have any ideas of what evil Mr. E might be trying to use his formulae for.

Perception = 15
Heal = 13

ooc: Bosk still needs to meditate for the day's new spells. I am thinking about using the Speak With Dead spell and possibly Detect Undead.

We should call this the Mr. E Mystery.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+9=13 ;
Monday February 7th, 2011 6:56:30 PM

The look of distaste on Restlin is hard not to miss. He quickly casts prestidigitation and fashions a crude noseplug to keep the smell away.

"Well, this has taken a rather morbid turn. If you'll excuse me, I'm going to be over here keeping my mouth closed."

Restlin finds a cloth in his pack to wrap around his mouth and nose. When he has moved away, he casts detect magic and looks for any sign of arcane influence.

Spellcraft=13

ooc: How many bodies are we talking here, Mr. DM Sir?

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+13=18 ; d20+11=28 ;
Monday February 7th, 2011 7:47:07 PM

Heather, you know more about the maladies of Mud Town than I do, would we be in danger of contracting a deadly illness if we were to wait here? Do you happen to know if he comes during the day or at night?
The elf surveys the pile of decomposing bodies, looking for any signs of life or any clues to this Mr. E.

perception = 28

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20+9=26 ; d20+13=14 ; d20=3 ;
Monday February 7th, 2011 7:57:17 PM

When Heather describes the knowledge that she desires from Mr. E, Beltrin nods to her. "Well, that knowledge certainly seems like a fair trade. I think that you would definitely put it to good use."

Arriving at the makeshift morgue, Beltrin tries to cover his initial reaction of disgust and takes a hand in looking at the bodies, especially if Heather points any out from Bosk's question.

"I'm afraid that my trainings did not cover the magicks of life and death in much detail, but let's see what we can find."

ooc:
Knowledge (Arcana): 26
Spellcraft: 14
Heal: 3



Kyan (Jon) AC:19/13/16 HP: 48/48  d20+12=19 ;
Monday February 7th, 2011 10:29:32 PM

Spitting in disgust, Kyan examines the collected bodies and cast a glance Heather's way when she mentions leaving the dead and [i]dying[/b] with a slight frown.

He stares at the corpses a few moments in silence before he moves to circumnavigate the makeshift morgue, searching for recent signs of passage other than their own, particular any leaving the dump sight either towards the city or elsewhere.

OOC:
Survival (Track): 19

Tracks head south/DM Buzz 
Tuesday February 8th, 2011 9:43:02 AM

The time of day is now midmorning.

Heather seems willing to answer questions still, so to Bosk she replies, "None here would be used by Mr.E. He wants only living bodies that are near death. I do not know entirely what he is using the formulae for, but if you discover his uses for it are benign and he is able to help others, I would still like for you to acquire it for me. Knowledge like that would be a big help to those that are not near death, when it is used." Bosk OnlyHighlight to display spoiler: { James, according to the old rules and unless it is changed in Pathfinder, your cleric must pick a time of day and must stay with that time of day, when preparing spells. This is not a ceremony of convenience. Pick a time of day and stick with it please. Also, I am going to give you a second thought before using your Perception skill. Heal was also unnecessary, unless I missed your reason for it. Thank you.}

With a strong distaste for the scene, Restlin counts at least a hundred bodies, that are whole and many limbs and parts, cleanly cut away and off a corpse, likely the work of Heather in her studies. He leaves the area and casts a spell. The spell will take many rounds and the character will need to take the next few rounds to discover something, other then what the group or their guests might be carrying, but on the first round, there is indeed magic in the area.

Beriothian has concerns for the welfare of the group in searching the mound and she responds, "Most definitely. I am sure, the many diseases that have killed some of these people have evolved to quite a deadly cocktail of tiny microbes, that would rip you apart from the inside, out. The key, is to have available boosts to your constitution as well as having someone that likes you, with a high healing skill." She smiles at the irony of what she had just said. As for day or night, every morning, the bodies are brought out here. "What happens to them after that, I can not tell you."

Some in the group, like Beltrin feel Heather could use their help, but his training is lacking in some things. He hides his distaste at the scene and it is not a big deal really. Jimbim does not seem very happy about being here either, though Clarrisa seems rather neutral about the situation.

Remaining quiet with what Heather claims to do, Kyan lets others deal with The Kon, while he finds tracks, that lead toward the south. Two sets of tracks. Humanoids of medium size, with two legs, both coming and going from the site.

Please, if you are going to make skill checks, next to the roll that you put in the bottom of the post, please give me an idea about what you are using the skill for.

Also, if anyone at this point wants to get close enough for a perception check, you will also need a Fort DC 14 to avoid getting sick.


Tracks head south/DM Buzz 
Tuesday February 8th, 2011 10:15:46 AM

ooc: Also, there are two family members not here. Katherine and Gat.

Zeoll (HP35, AC18)  d20+6=25 ; d20+20=21 ; d20+14=20 ;
Tuesday February 8th, 2011 11:50:58 AM

Still silent -- trying to think? trying to watch? trying not to be sick? -- Zeoll first casts a Heroism spell, thinking that heroic measures may help his tummy. He adds a Guidance spell for his nausea. Finally, an Elf Vision spell and a Taur's Try for perception. He gets out his lens and edges a little closer, looking around, if his stomach allows him to. He also looks at those tracks, hoping to learn more.

Fort save 25, woo hoo.

Perception 21, Survival 20.

OOC to DM Buzz: Highlight to display spoiler: {I am so sorry to be sick and not giving the game my all. Especially since you are doing an incredible job with fantastic posts. :-( }

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Tuesday February 8th, 2011 10:30:40 PM

Beltrin waits for others to take the lead in the investigation, wary of the disease emanating from the field of dead bodies and lacking in magical protections. If anything interesting is discovered, he will risk it and get close enough to help examine it.

In the meantime, he discusses the plans for how best to snare the kidnappers with anyone not investigating the bodies. "I suppose that the most obvious thing to do is to lay an ambush. I do have an illusion spell that could be helpful for hiding us. Or we could follow the body-snatchers to the city and try to follow them to wherever they take these bodies, which would be riskier, but might lead us straight to the heart of this Mr. E."

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=21 ;
Tuesday February 8th, 2011 10:47:19 PM

This looks like the kind of place where it would be hard to clean up your tracks after visiting. Unfortunately I've never had a strong constitution when it comes to such illnesses and have no such items to boost my ability to fight it off. I know you are a healer of unmatched skill, do you by chance have something that would allow us to survive if we were to wait for Mr. E?

Diplomacy = 21 (for aid in not being destroyed from the inside out)


Last chance/DM Buzz 
Wednesday February 9th, 2011 5:27:47 AM

Alright, it has been several hours since I last posted and I see that others have not. This troubles me and this is the time of year for illness to hit, but if you do not post to us you are sick, you are at that point, you not fulfilling your daily , WEEKLY, duties. Please, do not believe, I will be lenient with your fellow players. If you do not tell me, you are in trouble, then you are just delinquent, I will play the monsters the way, I want them played against me as a player. Just to be clear, I am even tough on myself. Everyone needs you and you need everyone else. If you are a player that does not believe this, you might want to find a new game, like DDO.com.

Just as a note, this will not be tolerated very long. If you want to play, you will play, if not, we need to have you reconsider your daily obligation...

I am, missing posts, from Keith and Marshall. Cayzle has suggested to us all, his and his dilemma, with his family

Is every ones thinking alright? any problems?

My most value resources used, with the group real soon. "Hi my name is Buzz and while I am away on my vacation, James, which you might believe or not, is the freaking DM until I return and he is The freaking deserving DM! He has the right to try and kill you all, according to CDM Jerry's rules for such conduct.

I can assure you, if I see James pull a punch in regard to his character or someone elses. the repercussions will not be obvious. Just ask Cayzle if you think I am kidding....

I will post through this week and "Monday" morning will be my last post for the week before ADM James takes over until the following Tuesday.

What does this mean? Well, if you have any questions that actually need to be answered by you or by the group, before Heather leaves, this is your last chance, despite excuses or reasons, her and her family will leave after this..


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Wednesday February 9th, 2011 9:30:24 AM

ooc: The cache settings for IE at my work must be set pretty aggressively, because I checked this page several times at work yesterday and saw no updates. I didn't see anything until 8:00 last night when I got home & decided to post in the morning due to illness (not me, but every other person in the house had a stomach virus). My neglect was not intentional, and I'll make sure to manually refresh the page at work from now on.

Restlin is genuinely puzzled at the results of his spell, and continues to focus on the scene before him. He spends the next few moments seemingly stuck in time as he studies the magical auras present.

ooc: According to the spell description, I get Knowledge (Arcana) and spellcraft checks on the 3rd round. I'm waiting until I get DM say so to proceed with them.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+7=15 ;
Wednesday February 9th, 2011 10:22:18 AM

ooc: For those who haven't been reading the L&B, this has been a difficult and hectic week for me. My stove had a melt down, my dishwasher broke, I've been sick, my wife got laid off, I've been out of work for a few months, I just got a new (crappy) job yesterday, training today, and got called back for a decent job next week, and I am still applying to numerous jobs looking for something better that can pay my mortgage and monthly bills. Sorry if I've been slacking here.

Bosk takes in what Heather said, and realizes that Mr. E is not dropping of any of his bodies here. What is he doing with the people he is working on if they die, now that Pig Alley is closed? I somehow doubt that he is saving them all. the cleric thinks to himself.

He then moves over to Kyan and assists him in looking over the tracks (15). In particular he is trying to determin if there is any indication that they picked up one of the people close to death and brought them along when they left. (An extra set of tracks, deeper impressions indicating someone may have picked up and carried someone else, etc). He also tries to determine how fresh the tracks are. Could they possibly catch up with the party?

He then returns to Heather and asks her if she has the name of anyone Mr. E may have collected, so that they could question their spirits through the Edge. He also asks if and how they let Mr. E know that they left someone who only has a few hours left to live.

I suppose we have three options: says the cleric.
1) We can follow these tracks and hope for the best
2) We can wait here to see who shows up
3) One of us could tap intothe power of the Edge andask questions of the spirit of one of the victims Mr. E took (if Heather has any of their names)


Actions
----------------------
Track 15, Looking to see if the tracks indicate someone was taken with them from the pile (dead or dying). Also, how fresh / old are the tracks? Could the Iron Adventurers still catch the party?

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Wednesday February 9th, 2011 11:39:59 AM

P.S. You don't have to worry about me pulling any punches against Bosk, he has a reputation as a meat shield to uphold. Bosk currently has the record for most times knocked unconcious and most damage taken (and has had it since the first week of the campaign).

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+12=26 ;
Wednesday February 9th, 2011 1:38:35 PM

When Kyan sees Bosk searching for tracks as well, he points out the two sets that he's found and begins scrutinize those tracks in much the same manner as Bosk. He looks for signs of corpses being dragged or footsteps that aren't as heavy one way as they are the other.

OOC:
Track again,

Also, I've just started a new job this week and the last few days I've had to go to the corporate office which has added 4 hours to my daily commute. Luckily this will calm down soon and I'll be able to hopefully keep up a bit better


Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday February 9th, 2011 6:58:03 PM

ooc: It looks like I already posted this round. I am sure I'll have some crazy days later in this semester, but I'll let you know when those are, and will still try to post something those days.

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20=20 ;
Wednesday February 9th, 2011 8:01:36 PM

Beltrin continues to keep his distance from the diseased bodies. Seeing that Kyan and Bosk have found some sort of tracks, he attempts to help the ranger to determine how fresh they are.

OOC: Aid another Survival (Track) 20+5 = 25. Darn it, keep selecting my bonus and then clicking the fancy d20 button instead of Roll.

After the cleric lays out the options, he offers his input:
"I doubt that it is worth spending our gift from the Edge to question a victim, since we can't be sure that they were taken by Mr. E, and if they were taken, there seems a reasonable chance that they would have not been in much shape to notice their surroundings and may have even expired in transit.

I'm not certain whether these tracks are from this morning or not, but if they are, we might be able to catch the body transporters and follow them to Mr. E.

If that plan doesn't bear fruit, I think that lying in wait for the body-snatchers visit tomorrow morning will be the best plan. Although we'd be best served to do it further up the trail, away from the foul miasma of this place."


He also thanks Heather. "Thank you Heather, for both the chance to experience the Edge and for the information about these kidnappers. I hope that soon we can bring them to justice and provide you with the knowledge that can help the sick masses in Mudtown."

ooc: I'm not sure how we are doing for sleep after the ritual. I assume that it didn't count as sleep, since it was anything but restful. Obviously, Restlin and myself are the most affected, but I'm not sure that we should go chasing after Mr. E's henchmen if we've all been up for 24+ hours.

ooc: Sorry about missing the posts last week, things got hectic here very suddenly, but I should be able to post regularly from here on out.

Zeoll (HP35, AC18) 
Thursday February 10th, 2011 6:49:11 AM

Beltrin's gracious words to Heather remind Zeoll that he has been remiss and distracted.

"Please forrgive me, good Heatherr. I have been rrude and rremiss since the rrevalation of the stunning experrience you have given us. Trruly, I have neverr experrienced the like, although I have been to the Lands of Rrest and rreturrned, and I have walked the Wold in its firrst age, when Domi and Garrgul werre herroes, not gods."

"So I must thank you with deep grratitude." The liontaur bows down low. "What small rreward we may have earrned by helping with the wounded the otherr day has been made rreal beyond rrecompense. Yourr ways and beliefs arre unusual, but you arre an honorrable woman, and I am prroud to copnsiderr you a frriend."

Zeoll (HP35, AC18)  d20+14=29 ; d20+14=20 ; d20+14=26 ;
Thursday February 10th, 2011 6:52:32 AM

1) We can follow these tracks and hope for the best
2) We can wait here to see who shows up
3) One of us could tap intothe power of the Edge andask questions of the spirit of one of the victims Mr. E took (if Heather has any of their names)


Zeoll says he likes the idea of tracking, and begins that task. Survival checks: 29, 20, 26.


Farewell/DM Buzz 
Thursday February 10th, 2011 3:42:29 PM

Surprisingly, the night before was restful and everyone that needs to prepare spells, can do so.

Tracks do lead to and from the location, from the south. The tracks are recent, but not very recent, which indicates, someone might have taken this path last night, but not this morning. The trail is a very easy trail to follow really, but do it's extensive usage, it is impossible to tell if someone had been carried away, but since, heather tells you all, that is what happens, it is safe to assume, it is true.

Getting close, for those willing to risk being sick, one finds maggots and fly's are the primary creatures in the area. Buzzards take off at the sounds of those approaching, stirring up a stink before the area can be examined.

Clearly, the dead here have had many different maladies. Bloated bodies from the expanding gasses given off at death are everywhere, their entrails, hanging out from the occasional hyena pack that comes through, it appears, almost every morning.

After awhile, it is clear, the only magic in the area belong to the people that is around. Besides what his friends have, Heather's breastplate and her quarterstaff is magical. She has items in her pouch and backpack as well. Jimbim has a magical long sword and magical chain mail, with a couple of magical items in a pouch. Clarissa has some magical items in a pouch as well. Billy Boy has a magical item somewhere tucked in his trousers. Highlight to display spoiler: { Unless you are going to be attacking them soon, I am not going to go into detail on the types of magic you see.}

When asked about names Heather shakes her head in a negative manner. "Most of the people we helped, that had names, their bodies were claimed by friends or relatives, much like Jack, but the others, I don't want to know their names, because it might bring me to close to them. Twice was one of the few, but that is because, we couldn't shut him up. Mr.E is said to have people come here daily, to see if there is a body to be delivered."

Heather responds to everyone. "You are all most welcome and deserving of knowledge about The Edge. Please seek us out when you are finished. If I do not hear from you in a week, I will assume the worst and contact your spirits to find out what happened."

With a slight bow, she turns and heads toward the city walls with her siblings. Jimbim offers to leave the small keg he brought along, there being about a gallon left.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Thursday February 10th, 2011 4:02:57 PM

Bosk thanks the family and promises to contact them within a week. Furthermore, he thanks Jimbim for the beer and assures him that it will be put to good use. Bosk agrees with Zeoll, that they should follow the trail and see where it leads. If it goes into Hook CIty, where Mr. E lives, Bosk will suggest the group wait for his men since the trail will become hard to follow inside of the city. If the trail leads elsewhere he will suggest the group follow it, hoping to find where he performs his experiments.

Highlight to display spoiler: {Bosk stores the keg in his Bag of Holding. When he gets a chance Bosk will transfer the ale to his empty 1 gallom keg, that Twice drank, and if necessary add a little sugar or honey to recarbonate it. He will then fill the 5 gallon keg with fresh water.}


Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Thursday February 10th, 2011 4:37:56 PM

Beltrin bids the family farewell and after hearing his companions discussing following the trail, he shrugs "I presume that the tracks will lead into the city, but it wouldn't hurt to verify it. It might help us pick out a good spot to lie in wait for them on the morrow as well."

He does try to grab a 15-minute respite to prepare Mage Armor, which he cast yesterday before setting off.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Thursday February 10th, 2011 4:52:16 PM

"Yeah, if the tracks lead into the city they're as good as useless, but I agree with Beltrin. We should at least check and, with luck, we'll find a good spot to set an ambush." Kyan adds after returning to stand by the others once Heather and her family leave. He glances towards Beltrin as the man settles for a rest and nods. "It might be a good idea to take a bit of a rest though, just to be sure we're not caught completely with our pants down if the kidnappers show up."

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Thursday February 10th, 2011 6:20:59 PM

"Hmph," signs Restlin. "Looks like no one's been experimenting with anything arcane here."

Restlin shakes his head quickliy to return back to reality. "So, we're planning on tracking down the people who come to visit this corpse pile? Sounds like a good idea to me. Chances are people who frequent a place like this aren't likely on the up & up." He glances over at Heather and family before finishing with, "present company excluded, of course. Thank you for letting me experience something truly unique, Heather. Perhaps we can speak more later when I'm not doing me best to avoid breathing in this stench."

Restlin will cast a mage armor before taking off.

Zeoll (HP35, AC18) 
Thursday February 10th, 2011 6:33:09 PM

Zeoll thanks Heather and asks her one final question: "Is therre any way to get one's spirrit to not answerr a Kon, or to lie to a Kon, or to one of us, should we call up a spirrit with the gift of the powerr you have given us?"

After she leaves, it is time to strategize.

"Let's follow the trracks to a place we can lay in wait without detection, so that when someone comes in rrange, I can charrm him. That way we can ask all the questions we would like, no prroblem."

"I could make a fine blind by using my illusion magic, but it would disappearr the moment I cast the Charrm. If we dig a trrench, and lay in it, can anyone else make an illusion of the dirrt we have displaced, coverring us, so no one will see us as we wait therre?"

"Failing that, we can make a physical blind. We need to look forr hills orr brrambles orr thickets orr otherr sourrces of coverr orr concealment."

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday February 10th, 2011 7:00:42 PM

Following the tracks is a good idea. I agree that they likely go to the city, but I have a hard time believing they are just walking through the front door with these ill men, it would cause quite a commotion in the bath house if such illness were being brought before the wealthy inhabitants.

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Thursday February 10th, 2011 7:57:02 PM

"Aye, I can create the illusion so that you can use your many charms on Mr. E's lackies."

Zeoll (HP35, AC18)  d20+17=20 ;
Thursday February 10th, 2011 10:48:28 PM

"Oh, excellent! We will make a fantastic team!"

Zeoll looks at the tracks again, hoping to be able to decipher how many different creatures came by.

Guidance and Taurs Try for Survival ... before the spell is nerfed ... LOL ... Survival 20 ugh.

South bound/DM Buzz 
Friday February 11th, 2011 9:01:30 AM

A question is brought to ones mind, on how a spirit will respond, but the answer is already known. The spirit will give a person "neutral" information about what they know. Neither friendly or unfriendly, so in most cases, you can determine the power of a creature you know to exist. Highlight to display spoiler: { As if you were looking at a Monster manual} Current information can be revealed about the location of a living body or the location of where a death occurred. Diplomacy can not be used with a spirit. It's attitude unalterable. You can never discover the name of a creature by asking it's spirit.

A walk south takes you a couple more hours, unless you want to hurry, in a rush. But then, you might miss something...

An area is disturbed in the plains. The terrain seems to have many foot tracks around, all of the same humanoid shapes you have been following and they go off in different directions from here as well. Six different tracks, including the one you arrived with, trail off from here.

What will the group do. There are a few hours of light left, but with five different tracks to follow from here? Which one will be chosen?

Perhaps looking about will help and indeed, with a bit of magical focus to aid in tracking, one can tell the tracks are different going to and from the south and north. More traffic seems to be present, besides the typical animal tracks that would be in the area, rabbit and fox

Continuing south, a perception check is necessary.

Zeoll (HP35, AC18)  d20+17=28 ;
Friday February 11th, 2011 11:03:40 AM

"Perrception is my Forrté," says Zeoll, casting a Guidance and a Taur's Try.

Perception 28 to the South.

Zeoll urges the group to camp the night and set up an "ambush" for tomorrow. "But therre will be no actual fighting frrom this ambush if all goes well," he says. In the worst case scenario, we seek to capture with nonlethal damage.

DM Buzz: Just a reminder to all, you can make perception checks and so forth, whenever you want, but when I call for something, immedietly, you do not have time to cast spells, especially two of them, unless they are considered free actions or non actions, like a Feather Fall. Please look at the bottom of Perception, for confirmation on this.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Friday February 11th, 2011 2:49:03 PM

OOC: I was under the impression that we'd only need to do a perception roll if we continued south instead of staying at the little nexus area?

Kyan, noticing the animal tracks mixed in with the others gives a not towards Zeoll's suggestion of making camp and setting an ambush. "Here seems to be as good a spot as any. If we post a watch we should be able spot anyone coming and going through here. We'll just want to make sure we're hidden... and perhaps with these last few hours of daylight we can round up some game for dinner while we wait."

DM Buzz: You are in the middle of the plains, with no where to hide. The grass is not tall, this time of year, due to the weather around Hook City in the winter. How will you be making a blind or hiding without magical aid? A tent will be seen and unless you all dig a deep hole, which without magical help, shovels, pick axe, etc is going to be difficult. Want to use your sword as a shovel, you can try that. Don't forget, you have two large creatures with you, so it better be a big blind to hold you all, which is likely somewhere in the "huge" range...

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+1=12 ;
Friday February 11th, 2011 3:00:59 PM

To anyone who has been paying attention to Restlin, it's obvious the boy hasn't spent much time outside the city. He spends the better part of the morning stumbling over uneven terrain and trying hard to stay out of everyone's way.

When time comes to settle down, he agrees that an ambush is a fantastic idea. This is due in no small part to the fact that he has no faith in his ability to sneak up on anyone out here. Best to sit and hide.

"Unfortunatley, I don't have much to offer as far as illusions go. I can disguise myself, but not anyone or anything else. If anyone can devise some way to hide a 10' rope hanging down from nothing, I can give us one heck of a blind to hide in, though."

Restlin glances over at Beltrin before continuing, "Perhaps we should spend some time comparing notes with the group. Our abilities can vary pretty differently depending on what we have in our books..."

ooc: I'm not sure if a perception check is required in this case, but here's one any way if it is: 12

DM Buzz: A Rope Trick is a great way to hide for certain. The problem is though, the only place you can see, is directly under the spell where the entrance/exit/window is.

Zeoll (HP35, AC18)  d3=2
Friday February 11th, 2011 3:31:33 PM

"This is grreat!" exclaims Zeoll. "We dig a hole big enough forr me and Beltrrin to hide in. Rrestlin makes the Rrope Trrick almost dirrectly overrhead forr everryone else to hide in. Maybe five feet off to the side so people coming out don't step on my head."

The liontaur goes on to explain his idea: Then Beltrin makes his illusion of solid ground covering us and a scraggly tree exactly where the rope is. Zeoll and Beltrin two stay hidden with 100 percent concealment until someone wanders within 30 feet or so. Zeoll casts his spell, the stranger misses his save, and the bard has a new friend.

If there are two of them, Zeoll can cast the spell again, if we are lucky, and we should be all set. Zeoll also has Suggestion and Fascinate to keep things peaceful. To see us, they would have to come over, touch the illusion, and then save vs Beltrin's spell. In the meantime, the others are hiding in the Rope Trick, watching for pre-arranged signs to mean things like "come out now" or "stay put" or "X strangers" where X is the number of times Beltrin moves his hand up and down, say.

OOC: Zeoll's Charm Person Will Save DC is a sweet 18 for his charm person, 19 for his suggestion. For example: "I suggest that you rrelax and honestly answerr all my questions." So that's not too shabby.

If everything goes belly up and we have a fight, alls we have to do is capture the enemy with some nonlethal damage and cast more charms. Eventually they miss a save and then they are talking friendly like with us.

OOC: Zeoll has no problem digging a hole with his claws and paws. Druids get dirty sometimes, and there's always Prestidigitation both to help dig and to cleam up afterwards. That tower shield of Zeoll's may prove a useful tool in digging as well.

DM Buzz: Very well. I don't know of any rule for this except my own past experiences with digging many a ditch and hole by hand. It will take you two hours plus two more hours to dig a hole big enough for a medium and a large creature. That will put you all at near dusk when you are finished. Also, how long will these illusions last and how will you tell when they need to be cast, after Thermo escapes the Woldian sky for the night? Not being difficult, but I am helping you fill in the areas where failure might occur.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+8=15 ; d20+8=26 ; d20+7=10 ;
Friday February 11th, 2011 4:11:04 PM

Bosk will insist they go slow, in order not to miss anything or lose the trail. As much as the cleric racks his brain, he has no spells long lasting enough to help the group for more than a few minutes. The tracks are already stale, and we have no way of knowing how soon Mr. E's men will be returning. If they see us digging a trench, it will quickly put them on guard. I suggest we keep looking and try to follow the tracks as far as we can, and that we try to determine which way the trail leads. If we are unable to, I suggest we start a fire, set up camp, and cook some food. The more obvious we are, the less suspicious they'll be. Adittionally, this crossroads seems like a likely place to meet or intersect then.

Bosk will keep his eyes open as they travel (particularly south), and will follow the tracks to the best of his abillity. Learning from Zeoll's actions the previous day, Bosk follows suit and casts Toros Try to boost his perception and guidance as needed (when they wear off).

Perception Checks = 16, 27
Perception = 10

Zeoll (HP35, AC18) 
Friday February 11th, 2011 4:20:15 PM

OOC: LOL! James, with you and me both putting that Taurs' Try to the max, Buzz is sure to petition the PTB for a revision! :-)

DM Buzz: Nope, not gonna happen. Rules board says it's cool, so it's cool.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Friday February 11th, 2011 4:39:31 PM

ooc: My trig's pretty rusty, but we should be able to see 65'x63' under the rope trick if we're 30 ft' in the air.

"I'm not certain how Mr. E's men will receive us if they just find us here. It's obviously a meeting place of some sort, or at least it once was. I'd feel safer being hidden, but I'll defer to those who've dealt with these characters before."

Zeoll (HP35, AC18)  d20+17=23 ;
Friday February 11th, 2011 4:49:13 PM

Four hours to dig the hole seems okay to me. We can scatter the dirt created around and cover it with the illusion or put it in the Rope Trick.

I think the illusion lasts for so long as the caster concentrates on it. So if he casts it in the morning and just sits still, he can keep it up all day.

Why don't we make a camp a mile or so out of sight, no fire, quiet like. Get our rest in early. Dig our hole in the night/early dawn before daybreak, with light cantrips. Set up our ambush first thing in the morning and wait through the day.

Can Zeoll tell if these tracks are being made in the night or in the day? If at night, maybe they are more random, less sure, with more stumbling.

Survival 23

DM Buzz: Please show me where in the spell where you can place objects by themselves, in the rope trick? If not, anything taken out and not held will fall back into the Wold.

According to the time frame of the tracks at the dump, it happens sometime in the evening.


Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Friday February 11th, 2011 6:26:29 PM

Beltrin thinks that the general plan being proposed of camping a ways off, getting up early and setting up the Rope Trick/Silent Image hiding spot is a good one. However, he wonders at the need for digging a trench. He also mentions to the group that he can use a charm spell as well if things go south and he has to drop the illusion.

"I think that we should make sure that our preparations are done well before daybreak, when I can cast the illusion spell. I will have to maintain my mental focus to maintain it, so I will be of little use for other tasks once I cast it. However, I can keep the illusion up as long as my focus is not broken.

OOC: Is there a reason why the illusion that I create couldn't just depict the area where the entire party is hiding as a piece of grassland? That would remove the need for both the trench and the rope trick. Illusions are pretty open-ended in their interpretation (in other words, they can drive DMs crazy :), so I'm fine if it doesn't work that way. If it matters, the AoE is eight 10 ft cubes. Not that Beltrin is allergic to hard work.... okay, well maybe a little bit....

Upon hearing Restlin's suggestion, he responds: "Indeed, we would do well to share knowledge with each other, for it is the lifeblood of those of us that follow the scholarly pursuit of the arcane arts." He describes the contents of his spell book to Restlin that night over dinner, although they probably don't have time to actually copy spells with the early bedtime.

He also casts Mage Armor on himself before turning in for the night in case of any rude awakenings.

OOC: I added a spells known section to my spells google doc. Feel free to peruse.


Beltrin (Keith) AC: 19/14/15 HP: 47/47 Spells 
Friday February 11th, 2011 6:28:06 PM

ooc: updating AC in my header for mage armor

Zeoll (HP35, AC18) 
Friday February 11th, 2011 8:20:15 PM

Zeoll explains why he thinks the illusion is needed.

We need to cast our charms on them before they are alert or suspicious or angry or attacking. The spell fails far more often if the enemy is suspicious. So if we just stand there, they may stop when they see us, outside the spell's short range. They might yell their communications. They might just open fire.

But if we can wait until they are in range, then cast the spell before they are suspicious, they will be caught unawares and be much more likely charmed. OOC: I want to avoid the +5 bonus the spell gives if the caster is perceived to be hostile.

So being able to cast with surprise is key.

Depending on how the DM does initiative, we might be able to cast in a surprise round, then gain initiaitve and cast again before they can act.

Hope that's clear.

Beltrin (Keith) AC: 19/14/15 HP: 47/47 Spells 
Friday February 11th, 2011 9:22:59 PM

OOC: Not sure if that was directed at me, but I'm totally on board with the illusion. I'm unsure about the need for the trench and rope trick if we already have an illusion up. But I'm okay with having both of those as well if necessary.

Zeoll (HP35, AC18) 
Friday February 11th, 2011 9:57:49 PM

Oh. Well, if we were in a forest or overgrown area, we could make an illusion of bushes and hide in those. But so far as I understand it, there is nothing out here to hide behind, real or otherwise. What could we make an illusion of that would be remotely believable and also hide all of us? That's why I favor the hole and rope trick. All we need is one scraggly sapling to hide the rope, and we're golden. No reason to raise suspicions.

Otherwise what illusion would hide us and not strain credulity?

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=16 ;
Friday February 11th, 2011 10:33:38 PM

The rogue stands at the cross roads. He sees several trails and starts to carefully examine them, not wanting to delay too long before continuing south. Then the group starts to discuss digging ditches, casting spells, and preparing an ambush.

Perhaps I'm missing something, but why do you want to stop here? Surely one of us is knowledgeable enough to determine which of these trails is the correct one, and it is apparent from the numerous tracks that multiple people travel this way. I would recommend trying to follow the tracks south, and should we not be able to do that we should at least backtrack a short ways so that the only people we are likely to come near us are those coming from the dead bodies.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday February 11th, 2011 10:39:32 PM

ooc: if you have low perception you can "aid another" to push Zeoll up to 30

Beltrin (Keith) AC: 19/14/15 HP: 47/47 Spells 
Friday February 11th, 2011 10:40:14 PM

An open grassland was my idea. I presume that I can alter the appearance of existing objects (us) into something else (an open grassland). I didn't think that I have to create something new that blocks vision. I could see it going either way. Illusions are always pretty open to interpretation though.

Zeoll (HP35, AC18) 
Friday February 11th, 2011 11:21:34 PM

Ah. Well, the key text here is from the illusion rules: "Figments cannot make something seem to be something else."

Also, from the silent image spell: "This spell creates the visual illusion of an object, creature, or force, as visualized by you."

I think the illusion cannot make people look like blades of grass, or like they are not even there. You could make an illusion of a cottage, and we could hide inside it. But a cottage is not likely to have popped up here. We can dig a hole, and make an illusion of solid ground over the hole, and hide in the hole. We can make an illusion of a scraggly tree that conceals a rope, I think. Those would be believable.

DM Buzz may want to clarify how he plays illusions. There is room for interpretation, for sure.



Zeoll (HP35, AC18) 
Friday February 11th, 2011 11:27:20 PM

Also, normal climb speed down a rope trick rope is one quarter regular speed with a DC5 Climb check, or half speed with a DC10 check. That means if you are untrained with Climb, then it takes you two rounds of climbing to get down a 30 ft rope trick rope. And note that per the spell, "The rope can be climbed by only one person at a time." Therefore I suggest using a 5 ft or 10 ft rope so that those in the trick can hop out or spend only a little time climbing should they have to exit in a hurry.

South bound/DM Buzz 
Saturday February 12th, 2011 3:15:58 AM

"ooc: I am glad you guys are coming up with this stuff, because I WAS ABOUT TO JUST LET YOU DO IT AND CALL YOU ON IT LATER."

:)




Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Saturday February 12th, 2011 8:35:32 AM

If they take this path often, chances are they'll notice a tree sprouting up as well. This may require some interpretation from Buzz: Can we just pull the rope up into the extradimensional space once those who are going inside are all there?

DM Buzz: According to the spell, you can not hide the rope that hangs out.

Zeoll (HP35, AC18)  d20+13=28 ;
Saturday February 12th, 2011 11:20:29 AM

Well, maybe Zeoll, a druid, can think of some kind of faster-growing or otherwise foliage that would not be out of place here. Tall grasses, a bush, a bramble. The rope can be as short as five feet, so maybe there is something natural that would not be too surprising to see in the area.

Knowledge Nature: 28

DM Buzz: Sorry, I can not help you on this one. You are in the middle of the plains and the grasses are low this time of year. They won't be back until spring when it warms up and rains a little. There are whisps of snow here and there, when not blown away by the high winds, but there is nothing out here except for the tracks you see, at least in this area. Maybe the tracks will lead to another knoll, that seem to dot the area from time to time?

Beltrin (Keith) AC: 19/14/15 HP: 47/47 Spells 
Saturday February 12th, 2011 2:33:33 PM

OOC: Regarding the illusion, you're totally right, the text you quoted from the illusion rules is pretty specific that a figment (which silent image generates) can't do what I described. A trench it is if we decide to set the ambush.

Zeoll (HP35, AC18) 
Saturday February 12th, 2011 5:27:49 PM

Well, we could do an illusion of a stick in the ground, or a spear jabbed in, or a dead campfire with a thin line if smoke going up. Anything that would hide the rope and offer no place for ambushers to hide. So what if the targets walk up to the stick and take a look. That's fine. A stick in the ground doing nothing, with no one in sight, is not going to grant them the +5 bonus on saves.

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20+8=23 ;
Saturday February 12th, 2011 7:40:40 PM

OOC:
Perception: 23
From the e-mail conversation it sounds like we have located the tracks and are headed south, so perception check (if it's still relevant).


Perception not enough/DM Buzz 
Monday February 14th, 2011 2:21:09 AM

The day is much warmer then it has been this last week. The group could determine, with time, it is a natural respite from the norm of late, it being just above freezing. A pack of hyenas are seen off in the distance. They noticeably avoid you and might be returning for an evening meal, back to the carrion from which you have traveled, most of the day.

Walking along, the group is watching the ground closely. Looking for signs of tracks. Not only are they on the main trail, but they stray from time to time, to ensure, they miss nothing that might be starting new trails off to the side somewhere. It is a slow walk, but their perception is as keen as it can be.

Others behind those, make sure not to get ahead of the trackers, staying mainly to the trail. Anyone large, easily taking up the entire pathway and even trampleing down the edges a bit.

Then, everyone needs to roll a Reflex save DC 12.

I am both glad and sorry to be leaving for war. I will likely wear out my battery, checking in on the game. Have a great week!

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+3=21 ;
Monday February 14th, 2011 6:12:40 AM

"So there I was, stuck hiding in my master's linen closet with his archival spellbook tucked between my legs and hoping desperately that he wouldn't notice my wrapped up in his sheets like some kind of theatrical mummy when..."

Reflex save: 21 (right on)

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=19 ;
Monday February 14th, 2011 7:04:07 AM

Beriothian listens to Reslin's tale, keeping a constant lookout for anything out of the ordinary. Everything is perfectly normal, nothing but mud, a few timid hyenas, and....
"What the..."

Reflex = 19;

Zeoll (HP35, AC18)  d20+6=15 ;
Monday February 14th, 2011 8:07:59 AM

::listening to Restlin's amazing story::

Reflex 15.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Monday February 14th, 2011 8:36:00 AM

ooc: Crap..retcon warning: My master was a she, not a he. I shouldn't post so early in the morning.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+3=8 ;
Monday February 14th, 2011 9:35:46 AM

Bosk is walking along listening to Restlin's story when he is suddenly caught off guard. He only has time to say one word, his voice filled with self dissapointment and an iron resolve. Crap....

Reflex save = 8

Perception not enough/DM Buzz 
Monday February 14th, 2011 9:51:24 AM

ooc: Normally, I begin stories like that with "No sheet, there I was..."

LOL, have fun my friends.


Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Monday February 14th, 2011 9:55:55 AM

ooc: Normally I begin my stories with "No towel, there I was

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells  d20+4=5 ;
Monday February 14th, 2011 12:03:25 PM

As he listens to Restlin's story, Beltrin notices a stick stuck in his bootlaces. He lifts his foot, leaving him on one leg and completely off-balance for what occurs next.... his first notice that anything is wrong is Bosk's exclamation.

Beltrin (Keith) AC: 15/14/11 HP: 47/47 Spells 
Monday February 14th, 2011 12:04:48 PM

OOC: I was apparently so dismayed with the save that I forgot to post it above.

Reflex: 5 (natural 1)

Zeoll (HP35, AC18) 
Monday February 14th, 2011 4:57:54 PM

Arrgh! The suspense is killing me! :-)

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+7=17 ;
Monday February 14th, 2011 7:20:02 PM

[i]OOC: When I think of grasslands I thinking of rolling hills, not flat plains. I've only really been to the plains in the US once and was just awed by how.. flat things were and being able to see so far.

Spotting the hyena's in the distance, Kyan pulls out his bow and nocks an arrow to just hold it loosely in place as they walk, but ready just the same (assuming there's time between the hyena's and whatever else).

Reflex: 17

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday February 14th, 2011 10:57:37 PM

ooc: I bet we summoned a butterscotch pudding gollum >.>

Mindless Work


ACDM James  d20+6=17 ; d3=2 ; d20+6=12 ;
Tuesday February 15th, 2011 10:57:02 AM

The group continues down the path, laughing at Restlin's story and eyeing the hyenas in the distance when the group suddenly starts losing their footing. Most of the group is able to catch themselves, but they watch in surprise as the Bosk, the gigantic minotaur, and Beltrin sink into the ground. Suddenly the ground becomes gray and translucent and you realize you are looking through an illusion into a large pit thirty feet deep. To one side you notice a wooden door hanging down that must have opened as you walked over it. On the Eastern side, about ten feet off the ground is a tunnel leading into the darkeness.

Far below, Bosk and Beltrin hit the ground with a loud thud, each taking 3d6 points of falling damage and landing prone. Bosk groans as he feels the wooden rails of a ladder laying the ground break his fall. As the two adventurers look up they find themselves face to face with two alien looking creatures. Each is about 200 pounds looks like a cross between an insect and a lobster. It only takes a second before the creatures are upon them, and the pair brace themselves for the worst.

The creatures attacks come slower than expected, and the blows are barely felt as they glance of the sword on Beltrin's Back and Bosk's shield. The taur lets out a sigh, but any relief is short lived as he realizes the creatures aren't attacking them, but rather feeding on their weapons and armor.
Reflex save 15 or the above items gain the broken condition and become rusted and corroded.

The Map

(This is my first map with this program and placing a map on google.docs. I labeled your characters in the right hand corner of the map. If you had a picture on you C.S. I used that, if not you got the closest I could find quickly on google. Zeoll, recognize your?)


ACDM James 
Tuesday February 15th, 2011 11:21:10 AM

This link should give you a clearer map. Aparrently publishing as a webpage reduces clarity.

Map

Zeoll (HP35, AC18)  d20+5=24 ;
Tuesday February 15th, 2011 12:03:22 PM

LOL! That's a drawing Carl made for Zeoll long ago. Back before the liontaur had grey hair, when he used a greatsword. Domi once held that greatsword and blessed it -- Domi himself! -- but Zeoll has lost that, along with his youth, his faith, and his pride.

What he has not lost is his quick wits! Relying on his bardic lore, he peeks at those monsters (trained Knowledge Dungeoneering gives a 24! Nat 19! Woot!). Zeoll shouts, "Look out! Those things eat metal!"

The liontaur is not worried about Bosk -- the minotaur's steelgrass should be immune to the attack of the monster. Restlin's gear is in more danger. Zeoll himself is fearless, since his druidic beliefs have kept him away from metal.

"Anyone have a rrope?" he asks. "We need to get down therre and tackle those monsterrs."

OOC: Using the DELAY ACTION before going on to the rest of Zeoll's actions for the round.

OOC: James, any way you could change your post header when making DM posts?



Beltrin (Keith) AC: 15/14/11 HP: 40/47 Spells  d20+4=10 ; 3d6=7 ; d20+9=28 ; d20+9=24 ;
Tuesday February 15th, 2011 12:58:08 PM

Recognizing that the beasts eat metal and feeling the touch of the monster's antennae across his back, Beltrin realizes that his sword is probably already being devoured. He quickly takes defensive actions, muttering a spell to make himself undetectable by sight and standing up.

Reflex Save: 10
Falling damage: 7
Knowledge (Dungeoneering): 28
Concentration check for casting defensively: 24

OOC: Beltrin should now have total concealment and be able to avoid attacks of opportunity while invisible. Although the monsters will still be able to sniff out his metal items to target his square.

Actions:
standard: cast defensively: invisibility (to thwart attacks of opportunity)
move: stand up


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Tuesday February 15th, 2011 1:11:11 PM

Restlin slings his pack to the ground before bending down and pulling roughly 50' of hemp rope from it. He tosses it to Zeoll before speaking, "Here. I use it for rope trick, but I'm lucky if I tie my shoes properly." He peers down into the pit.

Zeoll (HP35, AC18) 
Tuesday February 15th, 2011 1:51:42 PM

Can't edit posts?!? Says who! I bet you weren't even trying!

:-)

ACDM James I think Cayzle did something wonderful to my account.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Tuesday February 15th, 2011 1:58:26 PM

ooc: Got distracted and cut off before I could finish. Here's the rest...

Restlin, not wearing any metal other than a few small pieces of jewelry and a sheathed dagger, leaps down into the pit. After 5', he suddenly slows and drifts peacefully downward.

ACDM James What square are you landing in?

Zeoll (HP35, AC18) 
Tuesday February 15th, 2011 3:49:44 PM

Zeoll will either brace the rope so others can descend, or if metal clad folk prefer to stay up here for now and hold the rope, he will climb down.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells  3d6=5 ; d20+5=25 ; d20+1=10 ;
Tuesday February 15th, 2011 4:23:29 PM

Bosk nimbly avoids the Rust Monster's attacks and hurriedly gets up off the ground, provoking another attack from the strange creature. Not wishing to stay in harm's way, the taur quickly climbs the eastern wall and lays down in the tunnel with his hand down to help the others up or assist with the ladder on the ground.

Falling Damage = 5
Reflex = 25
Climb = 10 (Large sized, tall creature. Increased reach allows him to brace agains two walls)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday February 15th, 2011 8:06:29 PM

Beriothian is about to jump down and bury his rapiers hilt deep into these giant insects when Zeoll's voice stops him in his tracks.
They EAT metal? Underneath my leather shirt I'm covered in mithral!
The rogue decides it is best he stays topside for now. Since a rope has already been pulled out Beri pulls out his bow and a cold iron arrow. Worried that the creatures will start attacking when his allies are unprepared should he should Beri instead tosses two cold iron arrows down (L2 and L3) to give the creatures something tasty to snack on, and hopefully make it easier for Beltrin to sneak away.

ooc: Zeoll, I don't think those of us that are left up top are heavy enough to lower you down without being pulled in.

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+10=12 ; d20+7=13 ; d20+7=24 ; d8+4=7 ; d20+10=11 ;
Tuesday February 15th, 2011 9:50:17 PM

ooc: Eck, apparently Kyan kinda sucks on the whole knowing nature part of Rangering.

With a rope already being retrieved and his bow already in hand with an arrow waiting, Kyan waste little time in firing an arrow down into the pit at the beast near Bosk before quickly drawing another arrow to follow the first down into the pit.

Knowledge: Dungeoneering: 12, Knowledge: Nature: 11
Rapid Shot, Arrow 1: 13
Arrow 2: 24, damage 7


Zeoll (HP35, AC18) 
Wednesday February 16th, 2011 12:06:48 AM

Zeoll braces the rope and lowers it in case anyone else wants to go up or down.

ADM James  d20+6=12 ; d20+6=16 ; d20+6=11 ; d20+6=14 ; d3=2 ;
Wednesday February 16th, 2011 10:40:42 AM

Realizing the trouble they are in, Beltrin and Bosk quickly try to minimize their losses. The young wizard knows standing will get him attacked again and quickly calls upon his arcane powers to hide him from sight. At the same time Bosk stands and climbs up the Eastern wall, drawing the attention of the other rust monster, which tries once again to eat his shield (Hit AC 16).

Above ground the others contemplate how best to rescue their companions. Restlin thinks quickly and hands Zeoll his rope, so that others may climb down (please specify where of the grid the rope is being lowered to). He then walks to the edge of the pit and jumps. More than a few of the Iron Adventurers are caught off guard when he slowly floats to the bottom. (In the future please indicate if a magic ring is being use/activated and what square you wish to land in).

Beri throws a few arrows into the pit, hoping to distract the creatures with an easier meal and not wishing to anger them, while Kyan releases a volley of his own against Rust Monster #1. His first shot flies wide, but the second shot pierces the creatures though armored hide. It immediately looks up at the ranger and hisses as the arrow's metal tip almost instantly turns to dust.

Both of the creatures focus their attention on Beltrin at this point. The one to his left makes his third attempt to make a meal of the blade strapped to his back (hit AC 11) while the one that was just shot changes tactics and bites the wizard (hit AC 14 for 2dmg).

Rust Monster 1: AC=18 HP = -7

The Map
(I am experimenting with way's to give you the map. Please email me which format you like best)

Beltrin (Keith) AC: 15/14/11 HP: 40/47 Spells  d20+11=16 ; d20+7=17 ;
Wednesday February 16th, 2011 12:43:37 PM

Knowing that the monsters can still smell the metal in his weapons, Beltrin makes haste to get out of danger and give his companions above a clear shot. He dodges between the outstretched antennae and flailing teeth and leaps to grab Bosk's outstretched hand, yelling "Coming up!" to warn the taur that he's about to be grasped by an invisible hand.

ooc: Not absolutely sure which rolls are needed, but these seem appropriate. Also not sure of the DCs, but I'm guessing that with the taur's assistance, Beltrin can scramble up.

Acrobatics check (for jumping to grab Bosk's hand): 16
Climb: 17

Spells active:
Invisibility (38/40 rounds left)

[i]OOC:
In your last paragraph, you said that the rust monsters were attacking Restlin, but I presume from the description and the map that they were attacking Beltrin. In any case, both attacks missed (Beltrin's touch AC is 14 and regular AC is 15). Also, since I'm invisible, any attack that targets the correct square has a 50% miss chance and opponents can't make attacks of opportunity.

ADM James: You are correct. I meant Beltrin, and your spell did not provoke an AoO. The post has been corrected.

The Climb check is 20, however with the Taur's help you can make it up.


Beltrin (Keith) AC: 15/14/11 HP: 40/47 Spells 
Wednesday February 16th, 2011 12:50:39 PM

Assuming that Beltrin makes it to the tunnel, he squeezes into the tunnel behind the cleric to get out of Bosk's way if he chooses to attack into the pit or needs to help Restlin up.
ADM James The tunnel is blocked by Bosk, and you cannot get behind him. Although normally you can pass through a friendly square, the large creature is already squeezed in the narrow tunnel and cannot make room for you to pass by. Bosk will back up to make room for you in the tunnel.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Wednesday February 16th, 2011 1:13:30 PM

ooc: I'm confused about who's being attacked as well. I'm going to hold my post until Beltrin's questions are clarified.
ADM James I meant Beltrin.

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+7=20 ; d20+7=10 ; d8+4=5 ;
Wednesday February 16th, 2011 3:11:17 PM

With both of his companions out of the way, Kyan rapidly fires another couple of arrows down into the pit at the wounded creature. Covered in metal, expensive metal at that, he has no interest in going down to where those creatures could get a hold of him.


Rapid Shot: Arrow 1: 20, damage 5
Arrow 2: 10


Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Wednesday February 16th, 2011 3:39:29 PM

Hearing the disembodied voice call out to him, Bosk prepares to assist him in his climb. Despite knowing what the wizard planned to do, he is none the less taken by suprise when the invisible hand grasps his. Immediately the two lock arms and Bosk hauls him up, moving deeper into the pit. The cleric is a little disappointed that he cannot help slay the creatures, but he supposes it is better if the ranged fighters finish them off.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday February 16th, 2011 6:22:47 PM

ooc: considering my vantage point is it safe to assume I get a sneak attack bonus?

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+10=17 ; d8+2=5 ;
Wednesday February 16th, 2011 7:16:14 PM

Beriothian sees the horned cleric making odd movements in the tunnel and realizes that Bosk has just pulled Beltrin into the small tunnel. Kyan's arrows may have disintegrated after striking, but the rogue is thrilled to see that the arrows are still effective. The rogue loads his bow with another cold iron arrow and takes aim at the the previously wounded insect,

attack = 18 (I forgot to add +1 on my roll for Masterwork ammunition)
damage = 5
ooc: (record keeping) two arrows on ground, one fired

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Wednesday February 16th, 2011 11:44:45 PM

Restlin gently touches down after his feather fall ring kicks off. Noting his companions concentrating their fire on a single beast, he decides to see if he can incapacitate the other. He focuses on the unarmed monster and casts his spell.

ooc: Sleep - Will save DC 15 to negate - affects up to 4HD of creatures.

ADM James  d20+5=21 ; d20+8=16 ; d20+8=23 ; d20+8=13 ;
Thursday February 17th, 2011 9:47:49 AM

The smell of iron oxide fills the pit as Beri and Kyan hit their mark with another volley of arrows plunging deep into the back of the wounded insect. This time both creatures start hissing and making high pitch squeals that echo down the tunnel and up the pit. It is clear both are angry to have their meal disturbed. Restlin tries his best to take the second creature out of the fight, however his spell is easily shrugged off as it continues hissing.

Deciding that elevation and the ability to fight from a distance were key in this battle, the invisible Beltrin runs towards the taur's outstretched hand. With a little assistance he climbs up the wall and takes position at the mouth of the tunnel. Following right behind him is the rust monster. It climbs straight up the wall and stops directly in front of him. The other insect tries in vein to climb up the western wall towards the archers, butit cannot seem to get its footing. After a mooment it stops and looks at Restlin, but then makes a second failed attempt to climb the wall.

Rust Monster 1:AC = 18, HP -17

(Late for work. Map is the same as yesterday, except Beltrin is in the tunnel and Rust monster 1 is on the wall below him. I'll try to put a new map up this afternoon.).

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+7=15 ; d20+7=27 ; d20+7=25 ; d8+4=10 ; d8+4=7 ; d8+4=9 ;
Thursday February 17th, 2011 10:31:05 AM

With the mage now in the pit alone with one of the creatures, Kyan shifts his aim to the monster that, while for the moment is ignoring the wizard, could easily change its mind if it is not able to climb the wall. Trusting in his other companions to dispatch the wounded beast, he quickly draws and fires two shots down at the monster struggling to climb the wall.


Rapid Shot, at Rust Monster 2
Arrow 1: 15
Arrow 2: 27, crit confrm 25, damage 26


Beltrin (Keith) AC: 15/14/11 HP: 40/47 Spells  d20+6=24 ; 2d6+5=15 ;
Thursday February 17th, 2011 12:25:24 PM

Cursing inwardly, Beltrin wishes that the book he'd read about rust monsters had spent less time on their mating habits and more on their climbing abilities! Thinking quickly, he decides the best offense is a good defense. He speaks the words to a spell that coat the wall below him with a layer of slippery liquid. As he pops back into visibility, he whips his rust-scarred greatsword from its sheath, hoping to take a swipe at the creature if it falls back into the pit.

OOC:
Nice shooting Kyan!

Standard Action: cast Grease on the wall directly below the tunnel (no longer invisible at completion of spell)
Move Action: draw greatsword

Rust Monster 1 must make a DC 16 Reflex save (plus possible penalty for a vertical surface? I'd lobby for it, but I'm biased ;)
Attack of Opportunity (if applicable) against Rust Monster 1 (-2 broken weapon, +1 higher ground, -1 PA): Hit AC 24, Damage 15

Zeoll (HP35, AC18) 
Thursday February 17th, 2011 1:14:17 PM

Zeoll braces and holds the rope ready in case anyone wants to ascend.

He calls down, "If we can manage not to kill these things, I bet therre are people in Hook City who would pay rreal gold forr them, taken alive!"

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Thursday February 17th, 2011 4:50:24 PM

As the insect crawls up the wall Bosk puts up a valiant effort in knocking the bug back down. Quickly he takes a 5 ft step forward and swings his sword and lunges past Beltrin with his horns, but in the narrow confines of the tunnel he finds his movements hampered and is unable to hit the creature.

Actions
------------------------------
Hit AC 17, miss
Hit AC 4, miss
Reflex Save to save shield (forgot to roll last turn)


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Thursday February 17th, 2011 6:05:42 PM

Restlin is about to vent his frustration at his first spell's failure in a decidedly more offensive approach when the promise of gold filters through his ears. Remembering that he likes gold and could use more of it, and noting that his lack of metal makes him an unappetizing target, he shrugs and attempts to put the other rust monster to sleep once more. (Bonded item used)

Same save as before: DC15

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=26 ; d8+2=6 ;
Thursday February 17th, 2011 7:09:47 PM

Beriothian watches as the rust monster he just shot struggles in vain to climb up the wall. For a moment it looks to the rogue that they will be able to pick off this creature at their leisure, however he remembers that Restlin is now within reach of the beast. Removing another cold iron arrow from his quiver, the rogue carefully takes aim and sends it flying towards the wounded target.

Hit = 26
Damage = 6

ooc: I feel so inadequate shooting a bow next to Kyan
*two arrows shot, two on the ground*

ADM James  d20+5=9 ; d20+6=22 ; d20+4=20 ;
Friday February 18th, 2011 9:44:33 AM

Having decided for the moment to ignore the hyenas, Kyan concentrates on the insect and looks for his quarry's weakness. With a steady hand he draws back an arrow. Exhaling, he releases his grip and watches the feathers on the shaft as his arrow flies true, piercing the eye of the rust monster and avoiding its tough hide and practically killing it in one hit.

In an almost coordinated manner Restlin casts his spell, instantly putting the creature to sleep. For a moment it looks as if Zeoll's plan to capture the oddity might be plausible, but with everything happening so fast Beri is unable to register what happened until his own arrow is let loose, killing the beast in its tracks.

Back in the tunnel Beltrin and Bosk try fighting back the metal muncher, but within the tight confines of the tunnel they are unable to land a hit. (Sorry, but without a reach weapon the creature does not provoke an AoO). Beltrin tries greasing the wall, however the insect doesn't seem to be slowed as its feelers once again find his sword (please make a DC 15 reflex save to prevent your sword from gaining the Broken condition).

Rust Monster 2 --Dead
Rust Monster 1: HP- 17


Kyan (Jon) AC:19/13/16 HP: 48/48  d20+7=20 ; d8+8=10 ;
Friday February 18th, 2011 10:29:03 AM

OOC: I was just thinking after my last post about how we were all ignoring our surroundings and focusing on the pit

With one of the creatures pin cushioned, Kyan draw another arrow from his quiver and sets it to his bow. He takes in a deep breath as he pulls the arrow back to his cheek and takes careful aim at the remaining monster, aiming for a crease in the monster's carapace before he lets the arrow fly home with a sharp crack as it punches through the creatures skin.

Suddenly aware that all his attention has been on the pit below, the ranger lets out a curse and spins in place to look about the the winter stunted grasslands behind them while a hand moves automatically to retrieve another arrow from his quiver.


Deadly Aim, -2 attack, +4 damage
Attack 1 to Rust Monster 1: Hit AC 20, Damage 10


Beltrin (Keith) AC: 15/14/11 HP: 40/47 Spells  d20+4=22 ; d20+6=18 ; 2d6+5=10 ;
Friday February 18th, 2011 12:15:16 PM

Dismayed that the creature's insectile legs have maintained a tight grip on the wall, Beltrin barely manages to dodge one of the corroding antennae. He mutters under his breath after hearing Zeoll call to take the monsters alive "Easy for him to say from up there!" Trapped between the monster and Bosk crammed into the tunnel behind him, Beltrin decides that capture is infeasible and swings his sword in an arc towards the monster below him.

----------------
Reflex Save: 22 (Whew! My sword has already taken one hit, so it would have been destroyed)
Standard Action: Greatsword Attack at Rust Monster 1 (-2 broken weapon, +1 higher ground, -1 PA) Hit AC 18, Damage 10

OOC: I liked Zeoll's idea, wish that RM 1 had missed its save so we could have tried to disable it, but Beltrin is a little protective of his metal items.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+1=5 ;
Friday February 18th, 2011 12:33:49 PM

Restlin does little to hide his frustration as the beast he puts to sleep is slain almost instantly. "It appears the Iron Adventurers need a little more synchronization," he mutters to himself.

With one monster down and the other already taking heavy damage, Restlin decides this is as good a time as any to get a bearing on his situation and spends a few moments looking around.

Perception (d20+1): 5

ooc: I had meant to put the other rust monster to sleep, not the one everyone was shooting at. I'll be more clear next time.

Zeoll (HP35, AC18)  d20+7=10 ;
Friday February 18th, 2011 1:25:27 PM

Zeoll keeps an eye on the hyenas. If they get closer, he will stop holding the rope and instead will use his Wild Empathy to calm the hyenas, maybe befriending them.

Wild Empathy check for the Hyenas, if needed: 10 ugh.

If the hyenas stay away, Zeoll keeps watch over the pit battle. "Good worrk, everrybody," he says. So far he sees no sign that the party is in trouble. They do not even need to have their courage inspired, or so he deems.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d100=69 ; d20+11=13 ; d8+2=6 ;
Friday February 18th, 2011 11:11:31 PM

Beriothian watches as the sleeping rust monster is slain. While always thrilled when a foe falls he could have sworn that the other rust monster was asleep, perhaps the journey through the edge has left his mind more weary then he realized. He notches another arrow, but hesitates on letting it fly until he can confirm there is an awake target that is attacking.

ooc:
attack = 13
damage = 6

Zeoll (HP35, AC18) 
Monday February 21st, 2011 8:32:06 AM

Zeoll wonders why there is a trap in the middle of a path. Has an alarm gone off? Where does that door go?

"Frriends," he calls down, "Do we trry this doorr? Orr prress on abovegrround?"

ADM James 
Monday February 21st, 2011 11:44:02 AM

With only one monster left, the group quickly turns its attention to the giant bug. With in seconds Kyan has drawn another arrow and sends it flying towards his quarry. The sound of the tip piercing the creature's armor plates can be clearly heard just moments before Beltrin's sword comes crashing down to sever the creature's head and dislodges it from wall. (Beltrin, please make another save for you sword for piercing the creature's hide). There is no doubt in anyone's mind that the thing will not be getting up again.

Having hesitated with his shot, Beri watches as the others slay the beast, and replaces his arrow. With the threat neutralized, Zeoll and Restlin take a moment to look around and observe their surroundings. (You get a free perception check upon entering a room or new area. Unless there is a new stimulus, a later or a second perception check is a standard action). Although neither adventurer gains much new information, Zeoll is able to tell that the hyena's have moved on towards the corpse pile.
Anyone else wishing to make a perception check and rolling above 14
Highlight to display spoiler: {Foot prints not belonging to the group can be found heading into the tunnel behind Bosk, but it cannot be determined when they were made. The tunnel appears to be over two hundred years old, but it is obvious the ladder, footprints, and trap are not.}

Standing in the tunnel, Bosk and Beltrin fell a cold draft and can tell that the tunnel goes deep under ground. The smell of dirt and must are present, but there is something else in the air that is out of place...perhaps the scent others who passed through the tunnel before them.

The tunnel is only wide enough for players to advance single file. If you wish to continue I will need a marching order.

Photobucket Map

Google Map


Beltrin (Keith) AC: 19/14/15 HP: 40/47 Spells  d20+4=23 ;
Monday February 21st, 2011 4:32:58 PM

Pleased to see the second monster killed, Beltrin leaps nimbly down to the bottom of the pit and raises the ladder to the mouth of the tunnel. He calls up to those at the top of the pit: "Can you tell if the tracks lead on up there or if they stop at the pit? My hunch is that our quarry uses this tunnel for their nefarious work, maybe it even connects into Hook City."

If he has time, he also takes a moment to cast Mage Armor on himself and use his Pearl of Power to re-prepare Grease.

OOC: As far as marching order, Beltrin would prefer not to be in front, but he'll gladly take any other position

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

Reflex Save: 23
Acrobatics (take 10): 21

OOC: Just to clarify, I was under the impression that Perception was a move action when an action was required. Is this not the case in the Wold rules?
ADM James I will let that be Buzz decision. I couldn't find the rules for a second check and was going partly off a past DMs ruling.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Monday February 21st, 2011 4:57:49 PM

Restlin tries to get a bearing on his situation, but the suddenness of the combat takes it's toll and he finds himself unable to get a good feel for his surroundings. He shakes his gently side to side and takes a moment to massage the corners of his eyes before taking a deep breath to regain his focus.

"So, the tracks we're following lead to a trap and underground tunnel. That's probably not a coincidence, and we should probably take a look at where this leads."

ooc: Restlin would prefer to be in the middle of the group, but would take point before he took rear.



Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=18 ; d20+6=17 ;
Monday February 21st, 2011 8:09:57 PM

Beriothian makes his way down into the pit using the rope in Zeoll's hands. He investigates the room, seeing the same footprints that Beltrin saw.

We headed this way for a reason, we should press on if we are all still up to it.

ooc: how would order effect shooting a bow in this situation?
ADM James If you are behind a taur your enemies will gain cover.

climb = 17
perception = 18

Beltrin (Keith) AC: 19/14/15 HP: 40/47 Spells 
Monday February 21st, 2011 11:16:18 PM

OOC: I think that the main effect of marching order on ranged attacks would be that anyone in between you and the target would provide soft cover (+4 AC). That's in addition to the normal shooting into melee penalty that applies if you don't have precise shot.

ADM James Correct. I might not give a penalty under certain circumstances, such as the player in front of you laying prone or using his to duck or move behind you, but if it's a large sized player you are out of luck.


Zeoll (HP35, AC18)  d20+15=30 ;
Tuesday February 22nd, 2011 7:19:58 AM

Perception check: 30

Zeoll calls down -- "Does anyone have a hammerr and spikes orr some otherr way to securre this rrope? We should be able to get out of herre when we come back, no?"

He looks with a skeptical eye at that narrow tunnel. It looks to him like the taurs will have to squeeze to get through. The liontaur does not relish the idea of getting stuck in a narrow passageway underground.

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+10=16 ;
Tuesday February 22nd, 2011 8:46:39 AM

Kyan puts his drawn arrow back in its quiver and kneels at the edge of the pit to examine its walls with a frown, trying to determine whether the walls would provide enough hand holds for a skilled climber to make their way out unaided.

"Anything we do to secure the rope would be easily undone if someone comes up the trail while we're underground. If these walls can be climbed, it may be best to take the rope with us and have someone climb back up and secure it on the return trip.."

And the ranger comes back to his feet to look at the tunnel. "We may not need it though. This must exit above ground somewhere else."


OOC:
Perception: 16


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+1=13 ;
Tuesday February 22nd, 2011 10:28:48 AM

Restlin gives Zeoll an odd sideways look. "Making a rope go up isn't a problem we're going to have right now."

He fails fantastically at not sounding cocky about it. His face flushes a bit as he realizes he just mouthed off to a liontaur. He reconsiders his previous stance on not taking point and makes his way to the tunnel entrance.

ooc: Perception now that we're out of combat: 13

ADM James 
Tuesday February 22nd, 2011 1:02:08 PM

Anyone else have a position preference? I don't have much to go off. Bosk will take any position including point.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Tuesday February 22nd, 2011 1:27:59 PM

ooc: Forgot to address that, whoops

Kyan yells down to the others before shimming down the rope held by the taur. "I'll take point, but someone will want to check the door before open it. I doubt this pit is the only surprise we'll find."

Beltrin (Keith) AC: 19/14/15 HP: 40/47 Spells 
Tuesday February 22nd, 2011 1:28:18 PM

Beltrin takes a moment to examine his once fine sword, now badly pitted with rust. He turns sheepishly to his comrades. "Uh... anyone got an extra weapon that I can borrow? I don't trust this blade not to break in the middle of a fight. And I'll be much more useful watching your backs with something bigger than a dagger in hand."

OOC: Beltrin will take the rear, give the archers less bodies to shoot through.

Zeoll (HP35, AC18)  d20+4=14 ;
Tuesday February 22nd, 2011 1:55:14 PM

Zeoll shrugs, bundles up the rope, and tries to climb down the pit. "Look out below!" he calls. He stows his shield so it doesn't interfere with his climbing. He says a prayer (Guidance) to help him descend. He casts Heroism, too, since he wants to feel more heroic. He also casts a longstrider on himself, since it can't hurt. And his elf vision spell may help him notice things.

Then it is time to climb, at +1 Str, +1 Guidance, and +2 Heroism. Zeoll rolls a 14 ... hopefuly good enough to get down there okay.

Zeoll volunteers to go first. Passing through the doorway, he remarks, "Look! The trrap is not that old, but this tunnel has been herre a long time."

Zeoll's spells:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
0 of 4 first level spells cast
1 of 2 second level spells cast

Currently Active: Heroism, Longstrider, Elf Vision

Goodberries from yesterday: 5 (None created/cast today yet)
Bard Music Rounds used: 0 of 16 rounds.

ADM James 
Tuesday February 22nd, 2011 3:31:22 PM

Unless I hear otherwise I am going to use the following order (Front to Back).
Kyan, Bosk, Beri, Restlin, Zeoll, Beltrin

Photobucket Map

Google Map


Bosk DeOx 
Tuesday February 22nd, 2011 3:39:57 PM

As the group prepares to leave Bosk quickly grabs the ladder from the pit and throws it in his bag of Holding. I already have one, but you can never have too many. Besides, it may help to slow down anyone thinking of sneaking up behind us. I'll follow behind Kyan, this will allow me to use both my horn and sword to attack.
The cleric will also attempt to mend any rusted items, however he is unsure if the spell will work.
(This is currently being debated on the rules board.)

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+13=24 ;
Tuesday February 22nd, 2011 6:56:23 PM

Beriothian collects his un-fired arrows from the ground (do I need to roll for these since I didn't actually fire them?)
I am fine being in the middle, though I don't like the looks of this passage. I'm afraid that I don't have a spare weapon that would be a good fit Beltrin, though if you would prefer a whip or a sap let me know.

Beriothian explicitly searches for signs of a trap or of further magic.
Perception=24

ADM James No, you do not need to roll for these.

ADM James 
Tuesday February 22nd, 2011 10:17:43 PM

It only takes the group a brief minutes discussion to determine that their best course of action is to delve deeper into the earth in hopes of chasing down those who may be working for Mr. E. The tunnel from the pit is deep and cold, all about are the musty smells of earth mingle with the odors of those that have passed this way.

The tunnel travels for miles, but is found to be clear of traps and enemies. The path appears to be leading back to the tunnel walls and slanting deeper into the earth. Those who are more observant in the group notice that the tunnel is not at all fresh, but perhaps a hundred or two hundred years old. Others are distracted by the thoughts of a lost potential pet or the memories of the horror that took place just a week a go in the Temple of the Illithad where members of the I.A. committed atrocities of such terrible nature that no member has since spoken of it.

After a short time, the group pass through a magical barrier of unknown ability. Although there are those in the group that can sense it, no one is able to determine its purpose. It appears to affect them in no way, and gives off no signs or aura of evil. (Feel free to speculate on the barriers nature, however it doesn't impact the upcoming events and I don't want to delay the game too long unnecessarily.)

After much traveling the tracks lead to a solid looking stone door that is closed.

(If anyone needs to move past a taur, I will allow it, but it will take much longer than normal do to the cramped conditions.

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+10=14 ; d20+10=25 ;
Wednesday February 23rd, 2011 8:54:07 AM

As the party moves further into tunnel and away from the light coming in from the open pit, Kyan stops a moment to take his haversack off his back and retrieve the Everburning Torch from one of its compartments. "I'm afraid I cannot see in the dark," he offers as explaination for the pause with a glance towards the dark tunnel ahead of them. Once his pack is returned to its proper place he continues on, looking down at the floor now and again to see if there are any recent tracks in the dust ahead of them.

The ranger stops several feet from the door with a calculating look on his face as he tries to determine just how far they've walked underground and where that might put them in reference to the city before looking back towards the rest of the group. "Perhaps we'll get lucky and it's just the back door to a tavern?" he says with a slight smirk.


OOC: Trying to determine how they've travelled underground, not sure which to roll.
Survival: 14
Knowledge, Dungeoneering: 25


Kyan (Jon) AC:19/13/16 HP: 48/48  d20+12=14 ;
Wednesday February 23rd, 2011 8:55:53 AM

Ack, can a DM fix the bold in my post?

Also, forgot track roll


Track: 14


Beltrin (Keith) AC: 19/14/15 HP: 40/47 Spells  d20=4 ; d20+13=28 ; d20+9=26 ; d20+5=17 ;
Wednesday February 23rd, 2011 11:52:50 AM

Beltrin is thankful for the light that Kyan's torch sheds, as he cannot see in the dark either. He uses occasional castings of Dancing Lights to supplement the light whenever he hears anything suspicious. When they pass through the magical barrier, he gives off a slight shiver "Interesting. I wonder if that is part of Hook City's arcane protections?"

Upon reaching the door, he tries to make as thorough examination of it as he can from his position at the back of the party. This includes casting Detect Magic and scrutinizing the door and surrounding tunnel.

OOC:

Perception: 12 (forgot to add +8 modifier in roll above)
Spellcraft: 28 (if any magical auras are present to analyze)

Attempting to determine our depth underground. And hopefully a direction and distance that we've travelled (As with Kyan's checks, I'm not sure which of these skills is appropriate).

Knowledge (Dungeoneering): 26
Survival: 17


Zeoll (HP35, AC18)  d20+19=28 ; d20+19=22 ; d20+19=24 ; d20+12=21 ;
Wednesday February 23rd, 2011 5:19:47 PM

Zeoll keeps an eye peeled. His Elf Vision spell will let him note secret doors and such in passing, so it pays to be alert.

Perception checks (if needed): 28, 22, 24.

Zeoll speculates on the nature of the barrier as he passes through (Know Arcana 21): "Likely it is a stasis field," he mutters, "that has kept alive the verry deadly crreatures we arre about to meet, even though many many yearrs have passed since firrst they werre placed herre to guarrd the fabulous trreasurre that awaits us."

At the door, just before it is opened, Zeoll says, "Wait! After we have checked forr trraps, let me inspire courrage in all of us in the moment beforre the door opens."

Zeol uses the Ready Action: Opening the door will trigger his use of bardic music and he will Inspire Courage in all.

Zeoll's spells:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
0 of 4 first level spells cast
1 of 2 second level spells cast

Currently Active: Heroism, Longstrider, Elf Vision

Goodberries from yesterday: 5 (None created/cast today yet)
Bard Music Rounds used: 0 of 16 rounds.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+5=19 ; d20+13=31 ;
Wednesday February 23rd, 2011 7:09:27 PM

The elf is hesitant to walk through a magic field, however something tells him that it is safe to do so. Eventually the group reaches a door. Many a painful experience has taught the rouge it pays to search a door carefully if he wants to survive passing through it. He carefully searches for any signs that this door contains a trap.

knowledge (arcana) = 19
perception = 31

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+18=38 ;
Wednesday February 23rd, 2011 10:29:44 PM

ooc: btw, if the door is not trapped but locked Beri will try to pick it should everyone be willing.

Disable Divice (pick lock) = d20+18=38 ; (nat 20!)

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Wednesday February 23rd, 2011 11:36:19 PM

Restlin decides this pause is as good a time as any to sniff out any arcane energy in the area.

Detect magic - focusing on the door (and beyond if possible - 60' cone)

Bosk DeOx 
Thursday February 24th, 2011 6:33:19 AM

Bosk waits patiently behind Kyan, and does his best not to squish Beri as he passes by. He feels a little useless, his spells being unable to assist the others much and his skill in matters of dungeoneernig and lock picking well below that of the other group members.

Soon, he tells himself. Soon we will run into something or someone and I will be able to do some good. With all these ranged fighters, I will have plenty of opportunities to prove myself in combat.

ADM James 
Thursday February 24th, 2011 6:43:11 AM

As the iron Adventurer's came to a halt, several thought enter the groups mind. Where are they, and where are they headed. To the best of Kyan's ability, he tries to determine their course and guess that they passed under the wall of Hook City somewhere around the time they went through the magical barrier. Beyond that he is unsure. The tunnel went on for several miles with no distinguishing features or markings. Based upon the grade of the passage, he would guess they are well below the city and even below the sewers. Thee odds of it leading to a tavern are between slim and none. More than that he can not tell.

Although several members of the group try to determine the nature of the barrier, it eludes them. Perhaps it is some arcane defense of the city, and perhaps it is keeping alive some evil waiting to attack them. Perhaps they will never know. Either way, Zeoll decides he is going to be prepared and prepares to sing a song that will inspire courage in his fellow adventurers.

Beri slowly makes his way to the front of the line, squeezing past Bosk and almost getting stepped on in the process. With much skill Beri comes to the conclusion that there are most likely no traps on the door and begins picking the lock...which was in fact locked. After a moments work there is a feint click, and the young rogue steps back with a triumphant smile, but no desire to open the door hiimself to see what is on the other side.

Restlin hopes to gain a little insight as to what lies on the other side of the door, but is unable to detect any magic within his cone, however there is no doubt in his mind that the thick stone walls and most likely the solid door hew out of a single large rock are preventing him from learning much.

The only question that remains is Who will open the door.

(Bosk is open to other players suggestions for his actions. Since I am running this part of the scene, I don't want to risk meta gaming and will let others take the lead as far as advancing the scenario. i.e. I will open the door or cast protective spells if prompted, but will not take the initiative on my own.)

Kyan (Jon) AC:19/13/16 HP: 48/48 
Thursday February 24th, 2011 8:50:46 AM

OOC: I quickly scanned Bosk's post and initially thought it was "Soon I will be able to run into something and do some good". Was a little disappointed to read it more carefully and see I was mistaken.

Kyan watches in silence as Beri makes his way past him to do ply his trade on the door's lock offers an approving nod at the apparent ease that the elf is able to open it with.

He looks back at the group stuck in the tunnel behind Bosk and then back towards the door and Beri with a shrug before addressing the group, "It might be best for you to lead here, Bosk. Open the door and see if you can't force your way into whatever lays behind. Hopefully it's a room large enough so that the rest of the group can get in behind you and help with whatever we find. With some more luck, it will be empty and unguarded..." While sounding confident in his suggestion of their course of action, his statement about the room being unoccupied sound less than hopeful.



Beltrin (Keith) AC: 19/14/15 HP: 40/47 Spells 
Thursday February 24th, 2011 12:20:26 PM

Beltrin is visibly impressed by Beri's mastery of the inner workings of locks. He seconds Kyan's idea, gesturing towards Kyan and Bosk: "I think that Bosk should probably be the first in, with Kyan close behind, since you two are the most heavily armed and armored. Hopefully if it comes to a fight, there will be room for the rest of us to move in and help out..... of course, Zeoll's charms may be able to get us farther than bared steel would...."

Beltrin draws his sword prior to entering the room, although he is dubious about its abilities to withstand combat.

Zeoll (HP35, AC18) 
Thursday February 24th, 2011 1:06:06 PM


Zeoll is still Ready to Inspire Courage.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Thursday February 24th, 2011 3:10:39 PM

Restlin brings to mind the final triggers of his prepared spells and waits for the door to open...

Kyan (Jon) AC:19/13/16 HP: 48/48 
Thursday February 24th, 2011 3:44:24 PM

Kyan nods to Beltrin as the man seconds his idea and presses himself against the side of the tunnel to give Bosk as much room as possible to pass by him before drawing his sword and waiting for the door to open.

Bosk 
Thursday February 24th, 2011 5:22:56 PM

Bosk slowly makes his way to the door. Laying one hand on the hilt of his sword, prepares to open the door with the other. Although the group may be nervous about what is on the other side, it is the thing on the other side that should be scared of the door opening.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday February 24th, 2011 9:07:03 PM

Beri returns to his rank in the line of adventurers. While Zeoll's charm may work wonders the elf has serious doubts that anyone who would set up such an elaborate trap is the type to give them a chance to speak. Beri puts an arrow in his quiver and prepares for the worst as he watches the horned cleric move toward the huge doors.

Zeoll (HP35, AC18) 
Thursday February 24th, 2011 10:10:55 PM

OOC: I'm readying an Inspire Courage, not a Charm!

ADM James 
Friday February 25th, 2011 2:40:07 AM

The group holds its breath as Bosk swings open the large stone door. Suddenly the air is alive with the sound of song and metal. Despite the tense atmosphere, Zeoll's song cuts through the air. His dulcet tones singing of courageous men and heroic deeds. Then, as quickly as it began, it stops and the room is silent except for sound of the liontaur's song.

Sorry about that guys. The minotaur says. Guess I'm a bit jumpy. I opened the door and then Zeoll's song gave me a start. I tried drawing my sword and hit it on the wall as I drew it.

As the group relaxes a bit, though not too much, the peer through that door. Ahead of them is a bare room. To the south is a solid stone door that is iron bound and across the room, is another door. It is just as large as the first door, but made of wood rather then stone. The tracks disappear in this room, giving no indication as to which door to choose.

Google Map

Photobucket Map

Zeoll (HP35, AC18) 
Friday February 25th, 2011 7:56:03 AM

With no enemy against whom inspiration is needed, the liontaur stops singing.

Zeoll calls forward at this report, "Waddaya mean, therre's no trracks? It sounds like a trrick orr a sneak to me. Berri, take a look in therre beforre we walk in. Herre, use this!"

Zeoll passes to Beri his Magic Lens -- +5 on Perception and Track checks.

ADM James 
Friday February 25th, 2011 8:28:17 AM

ooc: Just in case the map confuses anyone, it is actually a few miles between the pit and the room you are in.

Zeoll (HP35, AC18) 
Friday February 25th, 2011 9:06:23 AM


Thanks -- that does help!

Kyan (Jon) AC:19/13/16 HP: 48/48 
Friday February 25th, 2011 9:52:25 AM

At the sight of the empty room, Kyan lets out a snort with a shake of his head and resheaths his sword before moving to the side of the passage once again to facilitate Beri moving past him and then Bosk to look a the room.

"Tracks don't just disappear on their own like that. I don't think I'll be trusting that floor until you say it's good" the ranger adds, thinking back to how the ground already gave way once for the party and it wouldn't be surprising for it to happen again.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Friday February 25th, 2011 11:30:30 AM

Restlin's Detect Magic is still active, so he scans the room ahead of him now that the stone door is no longer an obstacle. If the party moves forward, he'll proceed with them. He'll be sure to check out both doors, but wants to do a sweep of the entire room as well.

Beltrin (Keith) AC: 19/14/15 HP: 40/47 Spells 
Friday February 25th, 2011 5:11:29 PM

Beltrin will re-cast Detect Magic while Beri takes a look at the room. He is also skeptical of the seemingly bare room and tosses a few pebbles in to make sure that the floor is indeed solid.



Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+18=27 ; d20+9=11 ;
Friday February 25th, 2011 7:08:56 PM

The rogue takes the lens that is offered to him.I am happy to search the room for traps, it's one of my specialties. I'm a afraid I'm not skilled at following tracks though, when I'm tailing something I prefer to keep them in my sights while lurking in the shadows.

After Beltrin tests the floor to make sure it's not an illusion Beri gets to work. The rogue takes the lens and starts to look around for traps and footprints, trying to be careful not to step anywhere that could be hiding footsteps a more skilled tracker (survival) might be able to pick up on. Once he feels the room is clear he will hand the lens to someone better trained at tracking to double check the floor.

perception (traps)= 27
survival (footprints)= 11


Zeoll (HP35, AC18) 
Saturday February 26th, 2011 12:21:09 AM

"Berri, you look forr trraps, and if therre arre none, I can squeeeeze up therre to look forr trracks."

Bosk DeOx 
Saturday February 26th, 2011 2:28:10 AM

Bosk tries to keep out of the way as thee others pass him. At the moment his spells are of little use, however his experiences has taught him that reserving he magic to heal the group is often the wisest decision, especially now that Grendle has sought her fortune else where.

ADM James 
Saturday February 26th, 2011 2:36:18 AM

The group is astounded to realize that the tracks suddenly stop at the door, and are determined not to fall into another pit just to allow their gear to become a meal for someone's conveniently placed pet. Using Zeoll's magic lens, Beri examines the floor as Beltrin bounces a few pebbles off of it. Sure enough, the floor is solid. A closer look of the floor in front of the door reveals a small line of dust on the stone floor. It would appear that the thick and extremely well crafted door formed a natural barrier that kept what little dust that traveled this far into the tunnel from getting into the room. As it was, the group was lucky in their finding of partial prints found sporadically as they traveled. As far as the group can tell, there is nothing magical or unusual about the lack of foot prints or the room itself. Venturing further into the room, Restlin is unable to detect any magical auras. However, the thick stone walls are once gain impeding his spell. Although it is impossible to know without opening them the exact thickness of the doors, it is reasonable to assume the iron bound stone door to the south is much thicker than an average door. The wooden door to the east is much less impressive.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Saturday February 26th, 2011 12:18:00 PM

Restlin visably relaxes as his focus drops. He maintains just enough concentration to keep his spell active, but begins to pay more attention to his surroundings.

"If we don't find any traps, I suppose one door is as good as any, though that one," Restlin states while pointing at the wooden door, "seems much less likely to give us problems." He looks over (and upwards) at Bosk. "Have you checked for the presence of evil here, if you're able? I'm not at all sure how your divine magic works, but I can usually tell if some powerful magic passed by recently with my spells, even if it's no longer here. Does it work the same with divine magic?"

Bosk DeOx 
Saturday February 26th, 2011 7:10:55 PM

Sorry, but I am not able to check for evil. That was always Ransy's job, and I didn't think to ask for that spell today. Most of my spells and abillities are healing or combat oriented.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+13=30 ; d20+13=23 ;
Monday February 28th, 2011 9:50:27 AM

Beriothian takes a few extra minutes to examine each door. I doing so, he makes sure to listen for any noise behind the doors (more likely on the wood door), checks for traps, and checks if the door is locked, as well as any other clues that could help them.

perception- stone door = d20+13=30

perception- wood door = d20+13=23

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+12=21 ;
Monday February 28th, 2011 2:23:39 PM

Kyan steps into the room after Restlin and frowns at the two doors and the choice before them.
"Perhaps one is simply newer than the other?" he offers as a suggestion before moving to look by each door to examine the floor in front of them for signs of the doors having been opened recently.


Track: 21


Beltrin (Keith) AC: 19/14/15 HP: 40/47 Spells 
Monday February 28th, 2011 3:57:11 PM

"Restlin, you're right that the wooden door is less likely to give us trouble, but what we want will probably be well-defended, so I suggest we try that stout door to the south first. As long as Beri thinks it's safe of course." Gesturing at Bosk, "Perhaps if Bosk opens it with Kyan ready to fire if there is anything hostile behind it?"



Zeoll (HP35, AC18) 
Monday February 28th, 2011 7:20:49 PM

Zeoll gets ready to sing again. Ready Inspire Courage when the door is opened.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Monday February 28th, 2011 9:41:45 PM

Restlin shrugs. "Maybe, but they're probably no dummies. If I had to open a door everyday, I'd choose the one that didn't require two taurs to open. Still, One door's as good as any..."

ADM James 
Tuesday March 1st, 2011 4:05:06 AM

The group takes a moment to debate which door to take and what the best defensive strategy for opening the door would be. Meanwhile Beri checks for traps and Kyan looks for signs of their quarry's recent passage. Both doors appear to have been opened relatively recently, however the lack of dust makes it impossible to tell if they were opened within the last few minutes or the the last several days. Beri, on the other hand, has a bit more luck. He turns to the others and lets them know that he has good news and bad news. The good news is that there are no traps, and that he knows which door they should take. The bad news is that both doors are locked and he has no idea which door is the door the others took. He then explains that the stone door is designed so that it cannot be opened from this side. It could be that the others left it propped open when they exited, or they could have had someone else waiting to open it for them at the appointed time, or they may have taken the wooden door. Irregardless, he has no way of opening the stone door for them.

Ooc: Bosk is willing to open the door once it is unlocked.

Kyan (Jon) AC:19/13/16 HP: 48/48 
Tuesday March 1st, 2011 8:50:34 AM

"Both have been used recently as well, though I cannot tell whether it was today or a week ago." Kyan says before moving to stand in front of the wooden door, but far enough back to allow room for Bosk to open it and move out of the line of fire if need be. He offers his torch to a willing hannd, and will put his torch away if no one wants it, before pulling his bow from its spot over his shoulder takes an arrow from the quiver at his side

Beltrin (Keith) AC: 19/14/15 HP: 40/47 Spells 
Tuesday March 1st, 2011 12:21:46 PM

Beltrin invokes a spell that creates four small globes of light rotating slowly near the ceiling, shedding light for the party as they prepare to open the door. He has his rust-rotted sword in one hand, but is prepared to cast a spell once Beri has unlocked the door.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Tuesday March 1st, 2011 3:44:06 PM

Restlin nods and waits for the door to open...

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+18=19 ; d20+18=37 ;
Tuesday March 1st, 2011 9:19:10 PM

Beriothian takes out his tools and starts to work on the door. For some reason this simple wooden door gives him a lot of trouble at first, and he suddenly misses the days of smashing doors open and setting buildings on fire instead of taking the finesse approach. He sticks it out though, hoping that he quickly sees what was causing the issue.

ooc: Just to clarify, Beri himself never used the word irregardless :P

Disable Device (open lock) = 19 (second try = 37)

ADM James  d20+4=14 ; d20+4=11 ; d4=1 ; d6=4 ; d8=7 ; d20+4=14 ;
Wednesday March 2nd, 2011 3:12:57 AM

Once again the Iron Adventures find themselves debating the best way to defend themselves against the unknown. As Beri picks the formidable lock Zeoll prepares his song to inspire courage and Bosk stands to the side, preparing to open the door. Something in the air makes everyone uneasy. The uneventful trip down the tunnel and into an empty room seems to only to have fueled the group's paranoia. Kyan silently knocks an arrow and Beltrin draws his rusted sword as both the wizards think over the spells they've prepared and how best to use them.

The door creaks slightly as it is pushed open. All is silent, and the group can see nothing through the darkness of the next room. It only takes a second for the stench of decay to fall upon you, but before anyone can react, Beltrin's magic lights circling the ceiling light up the entrance to the next room. A terrible and unnatural wail can be heard as several people charge forth and attack.

The room becomes instant chaos, with Zeoll's song being the only reassuring sound among the hideous screams. The first person to charge through the door runs straight at Beri. At first glance it appears to be a small child, however the face is so decayed that it is impossible to tell for sure. The nimble rogue easily dodges the attack, and seems to be unaffected by his attacker's appearance.

Immediately behind the "child" come two more running corpses. The smaller of the two stops immediately behind the one attacking Beri while one roughly Kyan's size slams into him. The thing seems oblivious to the impact as it bounces off the ranger's mithral breastplate.

The room now being full, Bosk is almost caught off guard as a large fist comes hurtling towards him. Although it misses, his sense of relief is short lived as he gets a glimpse behind the enormous monstrosity and sees a small army of the undead waiting to greet them.

We are now in combat rounds

Photobucket Map

Google Docs Map

The map shows 4 types of enemies. Small and Medium sized corpses that look similar except for their size. Large corpses. And a second type of medium corpse that looks a bit more rotted than the rest.


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Wednesday March 2nd, 2011 8:19:54 AM

Several thoughts race through Restlin's mind. They are all verbalized in a short, "Warrghgblll!" as he is knocked back by the smell of it all. Deciding keeping his fellow adventurers combat ready is a good course of action. He quickly races through the motions necessary and casts haste on his companions.

Haste: +1 to attack rolls, +1 Dodge bonus to AC and reflex saves, +1 attack on a full round attack, speed +30 - cast on everyone except him - 5 rounds.

Kyan (Jon) AC:19/13/16 HP: 48/48  d20+10=11 ;
Wednesday March 2nd, 2011 8:45:02 AM

The ranger raises his bow and pulls the bowstring back to his cheek as the door is opened and waits for a target to come in sight. An angry sneer moves across his face as the stench of decay wafts into the room followed shortly by the wailing undead. He takes aim at the first man-sized corpse to come into the light and lets his grip on the bowstring go in an attempt to shoot, however his fingers slip and knock the arrow from its spot on the string so the missle simples drops to the ground at his feet and his bowstring thrwaps loudly on his sleeve as the bow dry fires. With a curse, he discards his bow and whips his greatsword out from its sheath on his back on one fluid motion and sets his feet to rebuff the corpse as it runs into him.


OOC:
Attack: 11 (Natural 1! Awesome, got that out of the way.)
Free action to drop bow and quick draw sword.


Zeoll (HP35, AC18)  d20+7=22 ;
Wednesday March 2nd, 2011 10:18:16 AM

Zeoll continues to sing as he moves and acts (free action to continue bard song once started).

Everybody gets +1 to hit, damage, and saves vs charm and fear!

He tries to figure out exactly what these are, and their strengths and weaknesses. Know Religion 22. Zeoll tells what he knows to all.

He uses a standard action to ready the use of his shield as total cover in the unlikely chance that he is attacked.

Zeoll's spells:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
0 of 4 first level spells cast
1 of 2 second level spells cast (Heroism)

Currently Active: Heroism, Longstrider, Elf Vision

Goodberries from yesterday: 5 (None created/cast today yet)
Bard Music Rounds used: 3 of 16 rounds.

Beltrin (Keith) AC: 20/14/16 HP: 40/47 Spells  d20+9=14 ; d20+7=10 ; d20+7=25 ; 2d6+6=16 ; 2d6+6=15 ;
Wednesday March 2nd, 2011 3:57:42 PM

Beltrin's mind is overcome by the grotesque creatues and he is unable to recall any of his learnings about the undead. Hoping to buy himself some space, Beltrin swings his sword at the rotting child that attacked Beri, screaming "By the gods, let's put them back in the graves where they belong!"

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

Full round attack using power attack against undead at L20

Knowledge (Religion): 14
Attack 1 (+1 haste, +1 IC, -2 broken, -1 PA): 10
Damage 1 (+1 IC, -2 broken): 16
Attack 2 (+1 haste, +1 IC, -2 broken, -1 PA): 25
Damage 2 (+1 IC, -2 broken): 15

Active Spells:
Mage Armor
Dancing Lights (9/10 rounds)

Other Buffs active:
Haste
Inspire courage

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+5=17 ; d20+10=15 ; d20+10=24 ; d6+2=4 ; d6+2=7 ;
Wednesday March 2nd, 2011 7:42:38 PM

Beriothians mind races and the rotting child rushes towards him. What is this thing! Was this done by the man who was taking the sick? Surely the man behind this is as evil as they come.

Knowing that his bow would do no good at this range the rogue pulls out his rapiers in one fluid motion.
This isn't good, I'm not going to be getting a sneak attack from this position and likely can't find a more advantageous spot until we've thinned out their numbers quite a bit.

With his back against the wall, Beriothian takes aim at the only creature within his reach, hoping that the half rotted corpses lack the resilience that their bodies would have had when they were alive.

Knowledge-religion (identify creatures) = 17

Sword one
attack = d20+10=15
damage = 4

sword two
attack = d20+10=24
damage = 7

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+7=18 ; d8+3=9 ; 2d6=6 ; d20+7=24 ; d20+7=10 ; d20+7=16 ; d20+7=12 ; d20+3=18 ; d20+3=4 ; 2d8+3=11 ; 2d8+3=10 ; d8+3=10 ; d8+3=8 ; d8+3=6 ; d8+3=9 ;
Thursday March 3rd, 2011 1:49:50 AM

As the undead minions flood into the room, Bosk wastes no time in sending them back to Gargul for judgement. Hoping to eventually make it into the doorway to use his Holy Symbol to channel energy into the room, Bosk takes his attack of opportunity on the medium sized Zed and buries his horn deep into the former mans torso.

After waiting a second, it becomes apparent he will not be getting to the doorway anytime soon. Suddenly Restlin recites some magic words and the taur feels as if everything around him has suddenly slowed down. In a blur of fur, metal and horns, the cleric tears into his opponents, finishing off the one he hit as it entered the room, followed by the large one that attacked him, and if they both should fall, moving to the small ones.

Actions
---------------
AoO Hit AC 18 for 9

Atk 1 Hit AC 24 for 12
Off hand Atk Hit AC 10 for 11
Natural Horn Atk Hit AC 18 for 7

Haste extra Atks
Atk 1 Hit AC 16 for 11
Off hand Atk Hit AC 12 for 9
Natural Horn Atk Hit AC 4 for 10

ADM James  d20+4=20 ; d20+4=20 ; d20+4=22 ; d20+4=19 ; d4=2 ; d6=2 ; d6=2 ;
Thursday March 3rd, 2011 2:59:41 AM


As the abominations storm forward Zeoll, Beltrin, and Beriothian quickly identify the creatures as zombies. They are the reanimated corpses of the dead, and blaspemy in the eyes of most gods and men. Do in part to their rotting and in many places missing skin, slashing weapons aren't as effective against the mindless eating machines.

At the monsters stampede in, Bosk takes advantage of their predictable movement and gores one, nearly killing it (again) in the process. Although all seem to be taken aback at the sight, Kyan is the only one who seems to be affected by it in battle. His arroe dropping to the ground that he had previously held at the ready.

Restlin and Zeoll keep their heads and aid the group In their own way. Zeoll continues his song, an inspiring ballad of the hero's bravery and success. It is a tale sure to be sung around the taverns and camp fires, should the group survive. Meanwhile Restlin draws upon his arcane powers to cast Haste upon the group. The combined effect of the two is both awe inspiring and frightening.

Beltrin and Beriothian show no mercy to the resurrected child, their blades flash in the flickering torch light. In a matter of seconds the child is struck four times. Although either of the Iron Adventurer's would have easily finished the child off on their own, working together there was no doubt that the dismembered mass at their feet would ever rise again.

At the same time Bosk fights like a rabid beast, his rage against the undead clouding any sign of a cleric's mercy. With the aid of Restlin's spell he is able to attack six times, after having gored one as it entered. Congealed blood flies everywhere as he kills the medium zombie below him and the large standing just outside the doorway. Before he is finished, he lands one last attack on the only remaining zombie in the room.

Despite the carnage, the room is invaded by even more zombies. Perhaps they are excited by the smell of blood, or maybe they we caught off guard earlier, but this round of attacks comes much quicker and harder than the first. The small zombie in the corner moves forward to attack Beri, hitting AC 20 for 6 dmg, and an extremely rotted zombie takes its place in the corner. Kylan is charged once again by a medium zombie, this one slamming into him with even more force (Hit AC 22 for 6 dmg). Finally, the last zombie reaches the doorway, charging in and attacking Bosk. It hits AC 24 for 6 dmg.

Small Zombie 1 = Dead
Small Zombie 2 = AC 11 HP -9
Medium Zombie 1 Dead
Large Zombie 1 Dead

Google Docs Map

(Sorry, Photobucket is down for maintaince)


Kyan (Jon) AC:19/13/16 HP: 48/48  d20+14=25 ; d20+14=34 ; d20+14=23 ; d20+14=24 ; 2d6+17=27 ; 2d6+17=26 ; 2d6+17=23 ; 2d6+17=26 ;
Thursday March 3rd, 2011 4:19:40 PM

Kyan staggers briefly as the new zombie slams into him and snarls with a fierce grin as he swing his greatsword in an upwards diagonal slash at the offending corpse in front of him. He uses the continuing momentum of the attack to swing his sword towards the undead creature beside it at neck level, aiming to take the rotting head from its neck. With magically enhances speed, he pivots and brings his sword up and back down towards the zombie in front of Beri in a stroke meant to cleave the body in half from shoulder to groin.


OOC:
Attack 1 to Zed K21 (power attack, cleave): Hit AC 25, damage 27
Cleave Attack to Zed L21 (Power Attack): Hit AC 34, confirm crit AC 23, damage 26, crit damage 23
Attack 2 to Zed L20, (Power Attack, Haste): Hit AC 24, damage 26


Kyan (Jon) AC:19/13/16 HP: 42/48 
Thursday March 3rd, 2011 4:40:33 PM

OOC: Forgot to change HP above

Beltrin (Keith) AC: 20/14/16 HP: 40/47 Spells  d20+7=14 ; d20+7=11 ; 2d6+7=13 ; 2d6+7=16 ;
Thursday March 3rd, 2011 5:41:35 PM

Invigorated by the song in the air and the magic pumping through his veins, Beltrin pushes forward, trying to close the ranks against the zombie horde spilling into the room. He swings his sword with reckless abandon, trying to push forward to Kyan's side.

--------------
Beltrin is taking a full attack action and trying to 5 foot step to L20. He will attack the zombie at L20 until it is dead and if he still has an attack left, will direct it at the zombie at L21.

Full attack using power attack:

Attack 1 (+1 haste, +1 IC, -2 broken, -1 PA): Hit AC 14
Damage 1 (+1 IC, -2 broken): 13
Attack 2 (+1 haste, +1 IC, -2 broken, -1 PA): Hit AC 11
Damage 2 (+1 IC, -2 broken): 16

Active Spells:
Mage Armor
Dancing Lights (8/10 rounds)

Other Buffs active:
Haste
Inspire courage

OOC: Jon, I don't think that you can use cleave along with the extra attack from haste, since cleave is a standard action and the extra attack from haste requires a full attack action. But I could be wrong, and you certainly created a lot of carnage with it!


Zeoll (HP35, AC18) 
Thursday March 3rd, 2011 6:19:21 PM

Continues to Inspire Courage and readies the use of his shield for total cover, triggered by any attack. (Sorry, short in the airport!)

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+10=16 ; d20+10=11 ; d20+10=22 ; d6+2=3 ; d6+2=5 ; d6+2=8 ;
Thursday March 3rd, 2011 8:14:28 PM

Beriothian grimaces as the he feels the new zombie's rotting flesh pummels him with surprising force. He returns the zombies attack, his rapiers seeking to finish off another victim.

ooc: I'll give my move action later, I need to look up the ranged attack rules to see what would happen if I tried to shoot from here (and ranged sneak attack rules).

sword one
d20+10=16
d6+2=3

sword 2
d20+10=11
d6+2=5

haste attack
d20+10=22
d6+2=8

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+1=13 ;
Thursday March 3rd, 2011 8:46:31 PM

Restlin is itching to unleash hell upon these monstrosities, but knows that they're likely not the most difficult things they'll fight today. He decides to hold his spells back for now. He takes a moment to check the way they came in, just to make sure they're not being ambushed further.

Perception to check behind us (if needed): 13

Kyan (Jon) AC:19/13/16 HP: 42/48 
Thursday March 3rd, 2011 10:27:18 PM

OOC: Eh, honestly no idea. If not, it will be two attacks instead of three either way

Kyan (Jon) AC:19/13/16 HP: 42/48 
Friday March 4th, 2011 8:25:27 AM

OOC: Cleave cannot be used with haste, my bad. Made sense is my head. So, scratch attack 2 from haste above

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+7=21 ; d8+4=9 ; d20+7=8 ; d20+7=21 ; d20+7=13 ; d20+7=12 ; d20+3=7 ; d20+3=21 ; 2d8+3=13 ; 2d8+3=10 ; d8+3=4 ; d8+3=10 ; d8+3=4 ; d8+3=6 ;
Friday March 4th, 2011 9:52:13 AM

As the zombies charge in Bosk gores the one standing in the entrance. Although he regrets leaving his previous zed to Beltrin and Beri,he is sure the two of them can easily take care of it. The horned cleric instead focuses his attention on the one in the doorway. If it is laid to rest and he can move into the door way, he will. If not he will finish his attacks on any undead in the room, followed by any zombies within reach.

Actions
---------------
AoO Hit AC 21 for 9

Atk 1 Hit AC 8 for 13
Off hand Atk Hit AC 13 for 4
Natural Horn Atk Hit AC 7 for 4

Haste extra Atks
Atk 1 Hit AC 21 for 10
Off hand Atk Hit AC 12 for 10
Natural Horn Atk Hit AC 21 for 6


ADM James  d20+4=6 ; d20+4=5 ; d20+4=8 ; d20+5=13 ;
Friday March 4th, 2011 11:03:22 AM

Round 2 complete/ Combat Round 3

As the zombies pack into the room Bosk gores the zombie moving into the entrance of the doorway. Instantly chaos resumes in the room. Kyan attacks with passion and quickly takes down two of the zombies. His second attack cleaves deep into the highly rotted corpse. With a loud hiss the zombie's body suddenly explodes in a spray of putrid decay. Kyan Please roll a DC 11 Fort Save, if you fail roll a 1d4.

Beltrin and Beri wait patiently until the zombies approach them. In a flash of steel they make short work of their already injured attacker. Watching the creature fall, Beltrin moves forward to fight beside Kyan.

Towards the back of the room, Zeoll and Restlin continue to support the group. The benefit of Zeoll's song and Restlin's spell are as evident as ever as the fighters tear into their foes. In the dinn of the battle, Restlin wisely thinks to look down the tunnel to make sure no one is sneaking up behind them, fortunately for the group, the path is clear as far as he can see.
Thanks to his increased attacks, Bosk finishes off the rest of the creatures in the room and tries to squeeze into the doorway, but finds he cannot squeeze into such a small space taking a 5-foot step.

The break in the battle lasts only a second, as the zombies flood into the room. The smell in the room is awful, and the floor is slick with blood and gore. For the third time in a matter of minutes the group is assaulted. Beltrin, Kyan, and Bosk are each hit, luckily for them, the blows are easily deflected by their shields and armor.

Small Zombie 1 = Dead
Small Zombie 2 = Dead
Medium Zombie 1 Dead
Medium Zombie 2 Dead
Medium Zombie 3 Dead
Medium Zombie 4 Dead
Large Zombie 1 Dead
Plague Zombie 1 dead.

Photobucket Map

Google Docs Map


Kyan (Jon) AC:19/13/16 HP: 42/48  d20+5=6 ; d4=3 ; d20+14=26 ; d20+14=21 ; 2d6+17=24 ; 2d6+17=24 ;
Friday March 4th, 2011 11:24:35 AM

The ranger spits in disgust as the zombie in front of him explodes and some of the spray gets in his mouth. "Yaugh! Filthy rotters!" he yells as he swings his greatsword in another sweeping arc in front of him, looking to cleave straight through the two zombies in the weapon's path.

OOC:

Fortitude: 6 (Another 1! Zombierot FTW), 1d4=3

Attack 1 (Power Attack, Cleave) at deader L21: Hit AC 26, damage 24
Cleave Attack (Power Attack) at zombie K21: Hit AC 21, damage 24

AC -2 for the remainder of the round from cleave


ADM James I am going to need a knowledge check. You never know, the zombie may have been carrying Mummy Rot...

Beltrin (Keith) AC: 20/14/16 HP: 40/47 Spells  d20+7=25 ; d20+7=23 ; 2d6+7=13 ; 2d6+7=9 ;
Friday March 4th, 2011 11:43:13 AM

Although his stomach turns at the sickly smell emitted by the exploding zombie, Beltrin is emboldened by the success of the group against the undead horde. He redoubles his attack, focusing on the animated corpse in front of him.

-------------
Full attack action, Beltrin will 5 foot step to L21 if the zombie there falls.

Full attack using power attack:

Attack 1 (+1 haste, +1 IC, -2 broken, -1 PA): Hit AC 25
Damage 1 (+1 IC, -2 broken): 13
Attack 2 (+1 haste, +1 IC, -2 broken, -1 PA): Hit AC 23
Damage 2 (+1 IC, -2 broken): 9

Active Spells:
Mage Armor
Dancing Lights (7/10 rounds)

Other Buffs active:
Haste
Inspire courage



Kyan (Jon) AC:19/13/16 HP: 42/48  d20+2=8 ;
Friday March 4th, 2011 2:46:59 PM

ooc: I think the important question is if I still get to play Kyan if he dies and becomes a zombie. Could be the party mascot.


Knowledge: Religeon (untrained): 8

ADM James I think that is going to require some high rolling to convince the cleric to allow that.

Zeoll (HP35, AC18) 
Friday March 4th, 2011 4:54:26 PM


Zeoll continues to do the same thing, but he totally has movement left, and would be very happy to step up if someone wants to fall back, he says. Seriously, I can't do much with folks in front of me, so fall back if you are in trouble!

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+6=9 ; d20+6=14 ; d3+2=4 ; d3+2=4 ; d20+5=9 ;
Friday March 4th, 2011 9:22:30 PM

Beriothian watches in horror as a corpse explodes, and he wonders for a moment whether that diseased flesh is safe. Attacking from range would be a better tactic the rogue decides. He unhooks the hand crafted whip from his belt and proceeds attack the closes zombie that is within his reach. Reaching over his allies shoulder, his first attack land with more of a slap than a solid whip-crack, but he quickly adjusts to this fighting position and the whip lands more solidly the next time.

Whip attack
attack d20+6=9 ;
damage d3+2=4 ;

whip attack (haste)
attack = d20+6=14 ;
damage = d3+2=4 ;

knowledge (religion/nature) for disease =9

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Saturday March 5th, 2011 9:12:45 AM

Seeing they're safe from an attack at their rear (for now), Restlin decides exploding corpses and disease are reason enough to burn another spell. He approaches Kyan from the rear.

"Let me up front, Kyan. I think I can take a group of these out for us..."

ooc: I assume I'll have to wait until next round to switch places with Kyan (assuming he's game) since he's made a full round attack, but I'll make the 5' step forward this round.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday March 5th, 2011 4:04:27 PM

ooc: I believe he can still take a 5 ft step back, so if he's game and responds before the dm posts you can probably move to the front lines.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) 
Saturday March 5th, 2011 4:30:56 PM

ooc: I believe I'd open myself open up to an AoO if I make a 10' move. I'll make my 5' move and cast my spell next round.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Sunday March 6th, 2011 1:43:10 PM

ooc:
[quote]Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square... Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents. There are two common methods of avoiding such an attack--the 5-foot step and the withdraw action.[/quote]

So I believe a 5-foot step retreat and then you taking the spot wouldn't trigger an AoO

ooc/DM Buzz 
Sunday March 6th, 2011 2:31:41 PM

ooc: Guys, these are things you should be talking about in email. Waiting for someone to come on to see what might be said by others is not effective.

For those that don't check email very often, just put down a simple, so they know they have to check their mail, "Strategy email sent out to players" comment at the bottom of your post.

Thanks for keeping the site as clean as possible for those nonplayer readers. :)

Kyan (Jon) AC:19/13/16 HP: 42/48 
Sunday March 6th, 2011 7:17:00 PM

Kyan glances over his shoulder to Restlin as he completes his swing and, though he seems to loathe giving up the chance to carve a path through the undead in front of him, he takes the opportunity to take step back and exchange places with the man.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+7=27 ; d20+7=27 ; d20+7=20 ; d20+7=20 ; d20+7=23 ; d20+7=8 ; d20+3=19 ; d20+3=11 ; d20=8 ; d8+4=5 ; d8+4=5 ; 2d8+4=10 ; 2d8+4=15 ; d8+4=5 ; d8+4=10 ; d8+3=7 ; d8+3=4 ;
Sunday March 6th, 2011 7:31:00 PM

Feeling the power of the Haste Spell flow through him, Bosk continues his onslaught of the undead. Once again Bosk works his way from largest to smallest, starting with the enemies that attacked him. Although he feels more powerful than ever thanks to Zeoll's song, he can feel the intensity of the battle taking it's toll. Silently he prays that Restlin's spell lasts until the battle is over.

Actions
---------------
AoO Hit AC 29 for 6dmg

Atk 1 Hit AC 22 for 6
Off hand Atk Hit AC 25 for 6
Natural Horn Atk Hit AC 21 for 8

Haste extra Atks
Atk 1 Hit AC 22 for 12
Off hand Atk Hit AC 10 for 11
Natural Horn Atk Hit AC 13 for 5

ooc: Wow, 2 natural 20s. Too bad zombies are immune to crits.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells)  d20+13=21 ; 5d4=15 ;
Sunday March 6th, 2011 9:21:43 PM

ooc: I'm fairly certain what I'm about to do isn't breaking any rules, but feel free to smack me about if I am.

Restlin sidesteps Kyan as he gives up his spot in the front. Carefully avoiding the undead, a grin crosses his face as he triggers his spell...

Concentration (casting defensively): 21

Burning hands: Reflex save DC15 for half - affects 15' cone facing east: K21, and J22-L24 - any flammable materials are set on fire
Damage: 15

ADM James Your area of effect for the cone is incorrect. It would only effect K21, and J22-L23
Area of Effect

ADM James  d20+6=7 ; d20+6=12 ; d20+7=14 ; d6+4=9 ; d6+4=9 ; d8+4=7 ;
Monday March 7th, 2011 1:33:13 AM

The battle rages on, and the zombie's numbers begin to dwindle. Aided yet again by Zeoll's song, Kyan tears into the plague zombies next to him with his great sword, causing the corpses to explode and send their diseased remains all around them. The foul smell continues to grow in intensity as the rotted remains fly in the faces of those closest this targets. Kyan, Beltrin, and Bosk please make a DC 11 Fort Save, if you fail roll a 1d4.

Beri, realizing the plague zombies had just been killed, lashes out at the large zombie on the other side of the doorway with his hand crafted whip. The effort is valiant, but he is unable to land a solid hit while aiming around his companions. Bosk has much more luck on the large Zed. As it approaches the doorway, he is able to land a solid blow with his spiked armor. In short manner he destroys the large zombie and the two small zombies in front of it.

Taking advantage of the downed dead, Kyan moves back and allows Restlin to take his place. Restlin then grins as he completes the trigger for burning hands, shooting flame through the doorway. Although he had hoped to kill a few of the plague zombies, he is successful in re-killing a a small zombie and injuring one of the exploding filthy rotters.

Once again the zombies charge into the room, climbing with amazing agility over the bodies of those sent to their final rest. The first plague zombie charges Beltrin, crashing forcefully into him (Hit AC 7 for 9dmg). Immediately behind him follows another of the rotters, one that is particularly decayed and missing almost half of its flesh. As it charges it swings an almost skeletal arm at Restlin's head (Hit AC 12 for 9dmg). Once again, standing in the doorway, a large zombie sends its fits flying at the minotaur's head (Hit AC 7 for 14dmg).

Small Zombie 1 = Dead
Small Zombie 2 = Dead
Small Zombie 3 = Dead
Small Zombie 4 = Dead
Small Zombie 5 = Dead
Medium Zombie= 1 Dead
Medium Zombie= 2 Dead
Medium Zombie= 3 Dead
Medium Zombie= 4 Dead
Large Zombie= 1 Dead
Large Zombie= 2 Dead
Plague Zombie= 1 Dead
Plague Zombie= 2 Dead
Plague Zombie 3= Dead
Plague Zombie 4= -8 HP

Due to Restlin's spell being cast after I created my map, and my being out of town, please make the following notes:
The small zombie in J/22 is dead.
The plague zombie in K/21 is at -8hp
Restlin is at K/20
Kylan is at K/19

Photobucket Map

Google Doc Map

Ooc: Restlin, I have the Haste expires at the beginning of round 6. Is this correct?

Everyone Make sure you update your headers to show the correct HP. Please remember to include any active spells you have, and the duration remaining on the spell.

Feel free to send emails to players to coordinate moves. This keeps things much cleaner and easier to read.

Zeoll (HP35, AC18) 
Monday March 7th, 2011 5:24:16 AM

Realizing there is one small help he can give while still maintaining the bardic song, Zeoll casts a Guidance cantrip on Kylan. Everybody gets +1 to hit and damage; KYLAN also gains a +1 on an attack or a save or a skill check, his choice.

Kyan (Jon) AC:19/13/16 HP: 42/48  d20+5=8 ; d4=3 ;
Monday March 7th, 2011 9:30:33 AM

Taking the reprieve offered by the mage moving forward, Kyan attempts to wipe the putrid spray from his face using the sleeve of his shirt, but only manages to smear the gore around with his filth covered clothing.



"Back, Restlin, unless you have another trick to try!" The ranger readies himself to move forward into the fray once again as more of the creatures charge into the room, waiting only on Restlin's response.


Fortitude Save: 8, 1d4=3

Buffs:
Haste
Bard's Song
Guidance


Beltrin (Keith) AC: 20/14/16 HP: 40/47 Spells  d20+5=17 ; d20+7=12 ; d20+7=14 ; 2d6+7=14 ; 2d6+7=18 ;
Monday March 7th, 2011 12:33:00 PM

As the dead body explodes, Beltrin is just able to turn his body away from the wave of filth. As he turns back, he barely gets his blade up in time to deflect a blow from another of the risen dead. However, he quickly turns the situation to his advantage, aiming a pair of blows at the foul being.

-------------
Fortitude Save: 17

Full attack action against zombie at L21, Beltrin will 5 foot step to L21 if the zombie there falls.

Full attack using power attack:

Attack 1 (+1 haste, +1 IC, -2 broken, -1 PA): Hit AC 12
Damage 1 (+1 IC, -2 broken): 14
Attack 2 (+1 haste, +1 IC, -2 broken, -1 PA): Hit AC 14
Damage 2 (+1 IC, -2 broken): 18

Active Spells:
Mage Armor
Dancing Lights (6/10 rounds remain)

Other Buffs active:
Haste (1/5 rounds remain)
Inspire courage

OOC: I believe that one of the changes in Pathfinder is that undead are now subject to both critical hits and sneak attack. Good news for Bosk, not that he needed the help, he's a buzzsaw up there!

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+9=14 ; d20+9=24 ; d20+9=14 ; d20+9=27 ; d20+9=10 ; d20+3=18 ; d20+3=4 ; 2d8-1=8 ; 2d8-1=8 ; d8+4=10 ; d8+4=5 ; d8+4=10 ; d8+4=8 ; d8+4=12 ; d20+10=14 ;
Monday March 7th, 2011 5:39:05 PM

The horned cleric smiles as he continues serves his god, Gargul, by sending the undead abominations back from the abyss from where they came. The power flowing through him is remarkable. Thanks to Restlin and Zeoll he not only can get in more attacks, but he isn't even slowed down using two weapon fighting. Although he had enjoyed fighting along side the paladin and barbarian, who were able to draw more of the attacks away from him, but he is beginning thoroughly enjoying the arcane advantages provided by his new companions.

Beginning with the large zombie what just punched him in the face, Bosk repays him with interest before moving on to the exploding buggers.

Actions
---------------
AoO Hit AC 14 for 10dmg

Atk 1 Hit AC 22 for 8
Off hand Atk Hit AC 25 for 5
Natural Horn Atk Hit AC 18 for 8

Haste extra Atks
Atk 1 Hit AC 12 for 8
Off hand Atk Hit AC 8 for 10
Natural Horn Atk Hit AC 4 for 12

Fort Save = 14

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+6=20 ; d3=2 ; d20+6=20 ; d3+2=4 ; d3+2=3 ;
Monday March 7th, 2011 7:30:42 PM

Beriothian starts to get the hang of throwing the whip overhead, the satisfying crack finally reaching his ears. He takes another throw at the closest standing zombie and is again rewarded with a satisfying snap. Hopefully these hits were solid enough to damage the soft flesh.

Die Rolls:
Whip attack 1
d20+6=20
d3+2=4

Whip attack 2 (haste)
d20+6=20
d3+2=3

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Haste (2 rounds left) 
Monday March 7th, 2011 11:18:47 PM

Restlin barely manages to twist out of the way of the creature's assault. This brief brush with the undead helps him realize his place is now far away from these creatures. He gladly steps back and allows Kyan to take his spot...

ooc: That's right. Haste ends in round 6...

Kyan (Jon) AC:19/13/16 HP: 42/48  d20+15=35 ; d20+15=27 ; d20+14=26 ; 2d6+17=23 ; 2d6+17=22 ; 2d6+17=25 ;
Tuesday March 8th, 2011 8:02:04 AM

Kyan gladly steps up to take Restlin's spot and, if there are any undead still moving within reach, he'll make them redead.


Attack 1 (Power Attack): Hit AC 35, Crit confrim AC 27, damage 23, crit damage 22

Attack 2 (Power Attack, Haste): Hit AC 26, damage 25

Buff:
Bard's Song
Haste
Guidance



ADM James  d20+4=22 ; d20+4=13 ; d20+4=11 ; d6+4=7 ; d6+4=5 ; d6+4=9 ;
Tuesday March 8th, 2011 12:46:07 PM


With the large zombie blocking the entrance, the group finds themselves with even fewer attackers to worry about. The undead are quickly taken out do to the fancy sword work of Kyan and Bosk, and thanks to Beri's whip cracking overhead.

The brutal onslaught causes the corpses to explode once again, and send their diseased remains all around them. The foul smell continues to grow in intensity as the rotted remains fly in the faces of those closest this targets. Restlin, Beltrin, and Bosk please make a DC 11 Fort Save, if you fail roll a 1d4.

Once the room is clear the last of the zombies run in, making their last stand. Kyan, Beltrin, and Bosk hold their ground as the zombies attack.
Atk Beltrin, Hit AC 26 for 7 dmg
Atk Kyan, Hit AC 15 for 5 dmg
Atk Bosk, Hit AC 13 for 9 dmg

Photobucket map

Sorry about the short post. I am traveling and figured if I didn't do it now, I may not be able to get to it until late this evening. Please note on the map that Kyan and Restlin have now switched places.

Kyan (Jon) AC:19/13/16 HP: 42/48  d20+14=17 ; d20+14=34 ; d20+14=18 ; 2d6+17=22 ; 2d6+17=26 ; 2d6+17=19 ;
Tuesday March 8th, 2011 1:21:30 PM

Kyan onces again swings his great sword in a great arc, looking to sheer right through the zombie in front of him and hack into the one beside it. He wears a fierce grin on his face as he seems to take great joy in tearing the undead abomination before him to pieces.


Attrack 1 to K21 (Power Attack): Hit AC 17, damage 22
Cleave Attack to L21 (Power Attack): Hit AC 34, crit confirm AC 18, damage 26, crit dam 19




Beltrin (Keith) AC: 20/14/16 HP: 33/47 Spells  d20+5=18 ; d20+7=14 ; d20+7=26 ; 2d6+7=13 ; 2d6+7=16 ;
Tuesday March 8th, 2011 1:42:49 PM

Once more Beltrin manages to turn his head in time to avoid the spray of liquified decay from the falling zombies; however, this time, he is not quick enough getting his defenses back up and one of the flailing claws scores him deeply across the shoulder. Yelling in pain, he slices into his attacker, hoping to fell him once and for all.

-------------
Fortitude Save: 18

Full attack action against zombie at L21, Beltrin will 5 foot step to L21 if the zombie there falls.

Full attack using power attack (I believe that this is the last round that haste is still in effect, if it has expired, ignore the second attack and modify the first to Hit AC 13:

Attack 1 (+1 haste, +1 IC, -2 broken, -1 PA): Hit AC 14
Damage 1 (+1 IC, -2 broken): 13
Attack 2 (+1 haste, +1 IC, -2 broken, -1 PA): Hit AC 26
Damage 2 (+1 IC, -2 broken): 16

Active Spells:
Mage Armor
Dancing Lights (5/10 rounds remain)

Other Buffs active:
Haste (0/5 rounds remain)
Inspire courage

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Haste (LAST ROUND. HACK AWAY!)  d20+3=7 ; d4=4 ;
Tuesday March 8th, 2011 3:59:50 PM

Restlin looks very content to be back out of the line of fire, though it is short lived as the lion's share of an exploding corpse starts heading in his direction. He finds himself unable to stop himself from screaming, and ends up swallowing a good portion of gore. The nasuea is quick to hit him...

Fort save: 7 (fail)
Requested d4: 4

Zeoll (HP35, AC18) 
Tuesday March 8th, 2011 5:11:35 PM

As he sees his friends get painted with infectious gore, Zeoll thinks to himself, "I hope that Heather knows a good cure for zombie fever!"

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+6=18 ; d20+6=10 ; d3+2=4 ; d3+2=4 ;
Tuesday March 8th, 2011 7:06:36 PM

Beriothian's stomach lurches slightly at the sight of more exploding ghouls. He does his best to shake off what he has just seen and sends his whip into action against the nearest enemy.

Whip Attack
attack = d20+6=18
damage = d3+2=4

Hate attack
attack = d20+6=10
damage = d3+2=4

Zeoll (HP35, AC18) 
Wednesday March 9th, 2011 8:42:45 AM

Zeoll casts a Guidance Cantrip on Bosk (+1 to an attack or save, use within the next minute). He is still inspiring courage (+1 to damage and attacks).

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+10=30 ; d20+10=23 ; d8+3=4 ; d8+3=5 ; d20+7=23 ; d20+7=9 ; 2d8+3=13 ; 2d8+3=15 ; d20+5=6 ; d20+5=18 ; d8+3=4 ; d8+3=11 ; d20+3=21 ; d20+3=6 ; d8+3=6 ; d8+3=8 ;
Wednesday March 9th, 2011 1:07:46 PM

Actions
---------------

Actions
As the last of zombies charge in, the horned cleric slams the spikes on his armor deep into the creatures skull. Knowing the spells on him are about to expire, he attacks in a blur of horns, spikes and sword. Once again he attacks, starting with the small zombie and moving his way towards the farthest zed.

Actions
-----------------

AoO Hit AC 33 (confirm crit = 25) for 5 dmg (11 dmg if crit)

Atk 1 Hit AC 23 for 9
Off hand Atk Hit AC 8 for 5
Natural Horn Atk Hit AC 21 for 7

Haste extra Atks
Atk 1 Hit AC 9 for 11
Off hand Atk Hit AC 20 for 12
Natural Horn Atk Hit AC 6 for 9

ADM James 
Wednesday March 9th, 2011 1:29:18 PM

As the zombies charge in, Bosk's elbow flies out, catching the zombie in the head and practically severing it from its neck. Amazingly, it still manages to move forward ant attack the minotaur, it's head flopped back and hanging on by a small sliver of bone and tendon. The sight is horrible, yet somewhat amusing at the same time. The group retaliates with everything they have, making short work of the skeletons. Kyan's sword cuts deep into the creature's rotted flesh, removing an arm from the first plague zombie and cleaving from the shoulder down to the torso of the second. While this alone would have been enough to finish the pair off, Beltrin attacks from the opposite direction, cutting deep into the abdomen of the zombie closest him and then pierces the shoulder of the other. If this was not enough, Beriothian's whip cracks, removing a large chunk of flesh from a zombie's face as Bosk cleanly severs what remains of the small zombie's head and then, (rather unimpressively) stabs the remaining, mutilated corpses in the back. Once again there is a terrible explosion from the plague zombies. The one that was carved like a turkey by Kyan and Beltrin loses the upper quarter of its body as it becomes dislodged I the explosion and crashes into the wall with a sickening thud. Kyan, Beltrin, and Bosk please make a DC 11 Fort Save, if you fail roll a 1d4.

The room is now clear, and no more enemies are visible. What do you do?

If you wish to explore the next room, please give me a dc 7 acrobatics check to avoid falling is the gore under foot as you make your way over and around the bodies under foot.

Photobucket Map

Googledoc Map


Zeoll (HP35, AC18)  d20+12=26 ; d20+20=30 ; d20+20=22 ;
Wednesday March 9th, 2011 2:28:50 PM

Zeoll looks around and is pleased to see that under the gore, none of his friends seem badly injured. He is worried about disease, though. With that in mind, he looses his shield for the sake of balance (Acrobatics check 26) as he picks his way through the room from whence the monsters come. He reasons that there are no traps because the mindless zombies would surely have set them off.

He reclaims his Lens from Beriothian and looks around. He is counting on his Elf Vision spell to help him find any interesting secrets in passing. He casts a quick cantrip (Taur's Try -- Minotaur version) and makes a couple Perception checks: 30 and 22.

What the heck is in this nasty place? And if it is dark, the liontaur has a light cantrip to fix that.

Zeoll's spells:

Druid Spells (underlined = used):
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
0 of 4 first level spells cast
1 of 2 second level spells cast (Heroism)

Currently Active: Heroism, Longstrider, Elf Vision

Goodberries from yesterday: 5 (None created/cast today yet)
Bard Music Rounds used: 7 of 16 rounds.

Beltrin (Keith) AC: 19/14/15 HP: 33/47 Spells  d20+5=7 ; d4=4 ; d20+11=26 ;
Wednesday March 9th, 2011 3:03:58 PM

Beltrin takes a full faceful of zombie gore and spends a few moments coughing and trying to clean off his face. He tries to clean off the worst of the decayed flesh and blood from his clothes and gear and then takes a look into the next room, casting a Detect Magic cantrip to help examine the room.

Ugh, what a charnel house!. I guess we know where those dead bodies wind up when Mr. E has finished his experiments on them.

-----------------
Fortitude Save: 7
1d4: 4

Acrobatics check: 26

ADM James 
Wednesday March 9th, 2011 5:29:56 PM

After asking around, I am going to require a dc 11 heal check or equivalent knowledge check to identify the disease, and who has contracted it (since the symptoms aren't present yet, it isn't obvious).

Zeoll (HP35, AC18)  d20+15=27 ; d20+12=13 ;
Wednesday March 9th, 2011 5:58:31 PM

Knowledge and Healing!?! Zeoll has those coming out of his ears!

Know Nature: 27

Heal: 13

Kyan (Jon) AC:19/13/16 HP: 42/48  d20+5=7 ; d20+7=18 ; d4=4 ; d20+2=5 ;
Wednesday March 9th, 2011 7:33:00 PM

Kyan smears the gore on his face a bit more with his sleeve before spitting on the mass of corpses at his feet in a failing attempt to get the horrible taste of rot out of his mouth.

Spotting his discarded bow under the mutilated now -inanimated corpse in from him, Kyan moves to kick the body out of the way, but slips on a pile of graying entrails and falls on his side with an oath and clatter of armor. Grumbling curses all the while, he clambers back to his feet with bow in hand and places it back over his shoulder.


[B]
Fortitude: 7, 1d4 = 4

Heal: 18

Acrobatics: 5

Apparently I can roll a 20 to crit just about every round, but heaven forbid I do a skill check or a save

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+1=15 ; d20+14=34 ; d20+13=26 ; d20+14=18 ;
Wednesday March 9th, 2011 11:50:16 PM

He elf quickly looks over his companions, he may not be much for healing but he has still managed to learn of some more exotic diseases during his century in the Wold. Only once the group is ready to continue will Beri examine the room for traps, moving so nimbly that one could wonder whether he even notices the slippery gore all around. Unfortunately, the squelching ooze underfoot makes him a little louder than the rogue would normally be.

ooc: of course I waste a nat 20 on a DC 7 check that I already have a +14 bonus for
Heal =d20+1=15 ;
acrobat = d20+14=34 ;
perception = 26
stealth = 18

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Haste (LAST ROUND. HACK AWAY!)  d20+2=14 ;
Thursday March 10th, 2011 9:28:14 AM

Restlin's head is resting comfortably between his knees when combat ends. Grogily, he stands up, spits out a mouthful of gore, and takes a long swig from his waterskin.

He casts a quick cantrip to get some of the mess off him (ooc: Not sure how well this works. I know prestidigitation can freshen a person up, but against this kind of filth? I guess we'll find out.) He'll also re-cast detect magic and look around. Everytime Restlin opens his mouth, he gets a fresh taste of gore. As such, he has very little to say...
ADM James The cantrip can remove the gore, but not any effects that you recieved because of it.

Acrobatics: 14

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+8=19 ; d20+3=7 ;
Thursday March 10th, 2011 12:15:49 PM

As the battle winds down, the Horned Cleric takes a moment to observe his surroundings and to look over his fellow adventurer's. That was exciting. Everyone all right? Carefully the cleric makes his way across the room, examining the bodies as he goes. Making up his mind, he draws his knife and begins removing the hands of the fallen zombies (from any humans or elves), along with a few miscellaneous body parts. Wrapping carefully, he places them in a bag and places them in his Bag of Holding. Looking down at his hands he thinks, God, I wish I could cast prestidigitation right now. Oh well, these hands will work nicely for crafting some Mage Hands and Hands of Glory...once I dry them out. The other parts will be nice to have on hand after I find a Totem Bag. Once he is done, the cleric removes a flask of water from his bag and cleans himself up. Disgusted by the overwhelming smell, Bosk hurriedly walks over and opens the door in the next room.

Actions
---------------------------
Acrobatics = 18
Heal = 7
Remove any elf or human hands for mummification (for hands of glory and mage hands) and for a future totem bag.


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Thursday March 10th, 2011 12:53:51 PM

Pleased at the results of his prestidigitation, Restlin takes the liberty of cleaning off the gore from his companions.

There. Travelling with you folks is much better when we don't smell like rotting death...

ADM James 
Thursday March 10th, 2011 1:20:31 PM

With the battle over, the group takes a moment to catch their breath. While the others clean up, Zeoll casts Elf Vision and Tauro's Try as he bravely enters and explores the next room. He reasons that it isn't likely that there are any traps in the room, since the undead would likely have tripped them. His logic proves sound, as nothing of interest is found in the room. The group slowly files into the room. Crack! The noise is almost deafening in the near silence and echoes off the stone walls. Hands immediately move towards sword pommels as the group turns to see Kyan lying in the pile of putrid decay. Bosk just smiles as he slips several dismembered body parts into his Bag of Holdings. Looking at the diseased corpses on the floor, Beri and Kyan successfully identify the disease as Zombie Rot, however it is Zeoll who is able to diagnose Beltrin, Kyan, and Restlin as having contracted the disease. Fortunately the group has until tomorrow to do something about the disease (There are no signs present to indicate whe to expect the onset).

Returning their attention to the room, Beri checks for traps while Restlin attempts to cast detect magic. Although Beri has nothing to report to the group, Restlin detects several faint auras of magic on the other side of the door. Just as he is about to tell the group his findings, Bosk finishes desecrating the corpses and proceeds to open the door. Although a few try to stop him, it is already too late. Craving some fresh air and wishing to get away from the pile of undead, the Cleric is oblivious to any warnings.

As the door opens, the group notices light begin to stream into the room. Before you is a bricked hallway, different from the miles of tunnel you have already traversed. The walls are lit by a few everburning torches. Rather than being hung in brackets, these torches are built into the wall and clearly not intended to be easily removed.. Before you the hall is splits in two directions. To the East the hall travels out of sight, and to the south it turns West and heads back in the direction you came.

At this point, you see nothing coming and can detect nothing out of the ordinary. I will let you set the marching order. If none is specified I will use the one from before.

Photobucket Map

Google Docs Map


Beltrin (Keith) AC: 19/14/15 HP: 33/47 Spells 
Thursday March 10th, 2011 1:35:17 PM

"Well onwards?" Beltrin motions towards the tunnel to East. "The way to the south likely leads to the massive stone door we saw earlier. Mr. E's servants probably used it to bypass the zombie guardians."

Reminded by seeing Restlin casting the cantrip, Beltrin uses prestidigitation to clean himself off as well. Even now, he too often overlooks the power of magic to do things that mundane means cannot.

OOC: I'm fine with the marching order from before.

Kyan (Jon) AC:19/13/16 HP: 42/48 
Thursday March 10th, 2011 2:37:49 PM

The ranger shivers at the sensation of the silmey, crusted gore being magically removed from him and offers Restlin a sly grin, "I'd rather have a maid with a sponge do the work, but I'll take what I can get."

From the corner of his eye, he spots the minotaur moving to open the door and turns his head to offer an objection just as the door is opened. His hand moves over his shoulder to the hilt of his sword, but when the revealed passage appears to be clear he slowly lowers his hand and moves through the room to address the taur, "Take care, Bosk. You could have unleashed another horde with us unprepared and scattered."

And he shrugs at the suggested route, thinking Beltin's reasoning to be sound. "I'll take point once everyone is ready, but I'd like to look around that corner to the south just to be sure no one will be coming up behind us."

OOC: Anyone else get the feeling that our illustrious DM didn't want us fretting for days over opening another door? =)

ADM James Your evil ADM likes it when people make assumptions...ask my brother (Beri) how safe it is to make assumptions based upon what I write.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday March 10th, 2011 9:39:20 PM

ooc: It's safe to assume that if ADM James has Bosk acting out of character by rashly opening that he has had a few beers.... and that it's to keep us from spending the rest of the week fretting.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+8=22 ; d20+8=20 ;
Thursday March 10th, 2011 10:01:05 PM

Beriothian watches as Bosk opens the door wide, and immediatly is ready to act... by tripping Bosk through the doorway and locking it behind him, leaving the monstrosities to feast on the remains of the psychotic cleric. Thankfully Wardd sees fit to forgive this misguided act, and there are no such abominations hungering for minotaur flesh.

The sudden change in the tunnel's surroundings give Beri a moments pause. Surely the materials of the walls or the direction of the tunnels can provide some clues as to where they are or which direction they should go. The rogue reviews in his mind what he knows about such dungeons and of the locations of Hook City where they could be.

I will take the same spot in the lineup as before, hopefully there aren't too many more of these monstrosities lurking about... I hate to think of what the citizens of MudTown had to go through before becoming such creaures.

knowledge (dungeoneering)d20+8=22 ;
knowledge (local)d20+8=20 ;

Zeoll (HP35, AC18) 
Friday March 11th, 2011 11:58:58 AM

Having found nothing of interest, Zeoll looks at his infected comrades, Beltrin, Kyan, and Restlin. "Sorrry, my frriends, but I have to tell you, in a day or two orr fourr, you'rre going to starrt feeling sick, and not in a good way. The healerr in me says we should leave now, get you thrree in beds, and let me brrew up some medicine to help you get well."

Zeoll looks at the infected as if he were contemplating dragging them off this second.

"Orr we can finish this off beforre the sickness kicks in. You surre won't want to go adventurring afterr the zombie rrot flarres up. But I want you thrree rresting by this time tomorrrow."

He sees that Beltrin is actually fairly wounded. "Herre," the liontaur says commandingly. "Eat these." He gives him five goodberries, which will cure five points of damage.

When it is time to go on, Zeoll resumes his penultimate spot in the line.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic  d20+9=11 ; d20+9=18 ;
Friday March 11th, 2011 12:36:19 PM

Restlin isn't sure what zombie rot entails, but he is fairly certain it won't be helping him with the ladies.

Friends, I feel I've learned an important lesson today. Perhaps the front lines are no place for me. Well, let's continue and finish this up before it this rot sets in. I have an appointment with these well-endowed nurses Kyan mentions.

It may not be a bad idea to check out that southern corridor, just to make sure it does just circle back to that large stone door.


ooc: This is the 3rd round for detect magic to be going, so...

Knowledge, Arcane: 11
Spellcraft: 18

If that arcane knowledge is too low to work with something I find, I'll call Beri over for a 2nd opinion.


Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Friday March 11th, 2011 12:37:28 PM

Bosk turns to look at Zeoll, That is bad news indeed, fortunately I can cast cure disease once today and if I prepare it twice more tomorrow. I suggest we keep moving on. Someone is likely to notice we killed their twenty zombies, and place something even more nasty there next time. Besides, there is a decent chance we will risk more disease on this adventure. I say we move forward and try to catch Mr. E off guard.

ADM James 
Friday March 11th, 2011 12:56:02 PM

The group decides to go East, figuring the Southern passage most likely leads to the locked door they saw earlier. After traveling about a hundred feet the group comes to another door and ponders what to do. Zeoll suggests the group consider returning to the shop to cure those infected with Zombie Plague, or at least finish up their quest quickly. Bosk feels it that moving on is the better of the two options, and Restlin brings up the idea of exploring the Southern passage before moving on, in order to prevent getting attacked from behind.

ooc: I can post over the weekend if you want to explore the Southern Tunnel, however only Buzz knows the secretes behind the door at the end of the tunnel to the East. That option will have to wait until Monday when Buzz takes over again. I have greatly enjoyed running my first play by post combat scenario and would love any feedback you have for me, as I am always looking to improve.

Zeoll (HP35, AC18) 
Friday March 11th, 2011 3:10:21 PM


"To the south, then," cries Zeoll. "Forr some warrning of my hearrt tells me that ourr time is shorrt and we have naught to lose but ourr lives!"

Kyan (Jon) AC:19/13/16 HP: 42/48 
Friday March 11th, 2011 4:01:55 PM

Kyan gives the enthusiastic liontaur a brief wide-eyed look of surprise before nodding and moving off to lead the group down the southern corridor. He slows at the corner and presses himself up against the wall at the edge before stopping altogether to lean and peer around the corner just far enough to see into the hallway beyond.

Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells 
Friday March 11th, 2011 5:11:47 PM

Beltrin looks at the berries that Zeoll gave him a bit dubiously, but tries them out anyways. "Thanks Zeoll, that actually did help a lot! Now maybe I'll make it to my sick-bed."

Seeing the rest of the group's inclination to explore the southern tunnel, he shrugs and takes his place guarding the rear.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+13=25 ;
Friday March 11th, 2011 10:24:51 PM

Beriothian joins the others in exploring the hallway, if nothing else perhaps they can figure out the trick to unlocking the stone door. The rogue keeps his eyes open, worried of walking into a trap.

Perception = 13

ADM James 
Friday March 11th, 2011 10:45:15 PM

Deciding it best to check out the southern passage, in hopes of preventing someone from sneaking up behind them, the group retraces their steps. Kyan leads the group down the passage, and carefully peers around the corner. What he sees is more of the same. The bricked hallway continues a short distance before making another right hand turn and disappearing from view.

Zeoll (HP35, AC18)  d20+19=34 ;
Saturday March 12th, 2011 6:27:49 AM


Zeoll urges Beri to keep his eyes open, and the group to advance. He casts a Guidance cantrip on himself but does not use it yet. If Beri is going to be looking for traps, Zeoll will once again lend him his Lens.

Perception: 34 (with Lens), 29 (without Lens)

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
0 of 4 first level spells cast
1 of 2 second level spells cast (Heroism)

Currently Active: Heroism, Longstrider, Elf Vision

Goodberries from yesterday: 0 all used
Bard Music Rounds used: 7 of 16 rounds.

Kyan (Jon) AC:19/13/16 HP: 42/48 
Saturday March 12th, 2011 8:59:27 AM

"Nothing yet" Kyan says to the group over his shoulder before moving around the corner and head towards the other one to repeat his careful peer.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+13=21 ;
Saturday March 12th, 2011 11:45:14 AM

Beriothian declines the use of the lens, Zeoll is the better of the two when it comes to searching traps and he feels the lens would do more in his hands. The elf still does his part in making sure that the path is clear of traps and illusions, as we as looks for signs that there are enemies hanging around.

Perception = 21

ADM James 
Saturday March 12th, 2011 3:21:22 PM

Turning the corner, the group quietly makes its way forward, listening for any sounds of movement. Zeoll pulls out his lens of detection to check for tracks or anything out of the ordinary while Beri uses his elven abilities to spot any illusions Their search turns up little, as the bricked path is relatively clean and leaves no impressions as people pass. In fact, the most obvious tracks come from the group itself. Although the prestidigitation cantrip removed much of the gore, those using water, such as Bosk left imprints behind them that will hopefully dry quickly. As Kyan approaches the next turn, he raises his hand and indicates for everyone to stop. Cautiously peering around, he stares at what he sees. Before him is the iron bound stone door they saw earlier, and to the right of it is a series of different colored levers, however there are no markings or instructions to use as guidance in opening the door.

Photobucket Map

Google Docs Map


Kyan (Jon) AC:19/13/16 HP: 42/48 
Saturday March 12th, 2011 4:06:49 PM

Looking over his shoulder after spotting the lever contraption, Kyan gestures to the rogue. "No more undead, but I think you'll want to look at this, Beri"

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+18=27 ;
Sunday March 13th, 2011 12:44:43 AM

Now this is rather an impressive setup. I assume these levers along the wall are the device that opens the door we saw. There is also a chance that they can be used to set and disarm traps in this passage. Give me a moment to examine this, I may be able to determine how to operate this thing.

Beriothian starts to examine the mechanisms, occasionally making use of his silver thieve's tools.

Disable Device = d20+18=27

Zeoll (HP35, AC18) 
Sunday March 13th, 2011 6:45:04 AM

Just before Beri gets started, Zeoll casts a Guidance cantrip on him, and then stands next to him and hums as the rogue concentrates. And rather than distract, the wordless tune helps Beri concentrate and focus.

Guidance +1 and Inspire Competence +2 gives a total +3 to that check.

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
0 of 4 first level spells cast
1 of 2 second level spells cast (Heroism)

Currently Active: Heroism, Longstrider, Elf Vision

Goodberries from yesterday: 0 all used
Bard Music Rounds used: 8 of 16 rounds.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Sunday March 13th, 2011 8:51:00 AM

Restlin watches with obvious interest, but decides he can be most helpful by staying out of Beri's way and keeping his mouth shut, though he will check and see if the device is magical in nature.

ooc: Detect magic should still be going unless that corridor was much longer than it looks on the map.

ADM James The corridor is drawn to scale. Only the passage between the pit with the rust monsters and the first room was shortened.

ADM James 
Sunday March 13th, 2011 11:22:17 AM

Beri makes his way to the front of the line and is clearly impressed with the locking mechanism that has been set up. Restlin gives the rogue the go ahead, indicating that he can detect no magic, and Zeoll aids him with his magic. Using his tool kit, he pries the wooden panel up just high enough to get a peak at what the levers are controlling. With a nod of he head, he explains that the levers need to be pulled in the proper order and in quick succession to get the door to open. This type of locking mechanism is often used to prevent anyone from using the knock spell to gain access, and is nearly impossible for a rogue to pick from the other side...however from this side he has no problem opening the door.

ooc/DM Buzz 
Monday March 14th, 2011 1:36:03 AM

Thank you ADM James for the prolonged coverage on scene five. Although it is only half over, I think maybe, it has just begun....

with DM Buzz replacing ADM James.

Post to come. Please feel free to thank your fellow player and ADM James on the job he did, as well as the excellent mapping he provided. I will admit, you will not get those kind of maps from me, but at least, they will be understood, if not really pretty.

Zeoll (HP35, AC18)  d20+19=27 ;
Monday March 14th, 2011 9:15:06 AM

Zeoll looks over the mechanism and tries to remember the pattern that will open the door.

"Clearrly, those wishing to exit would use this path. Those wishing to enterr would eitherr have to fight the undead orr wait forr a comrrade within to open the doorr. Which begs the question, how do those within perrceive those without, so that they know they arre opening the doorr to frriends, not enemies?"

Zeoll looks around for a peephole or a place to listen or something. How did those about to open the door know who it was they were letting in?

Perception 27

But then again, why would they even need the undead room, with this door? Maybe all who entered from without somehow passed through the undead, with a potion of Hide from Undead or something. But in that case, why the door?

[OOC: Thanks to James for doing well by us!]

Kyan (Jon) AC:19/13/16 HP: 42/48 
Monday March 14th, 2011 10:50:49 AM

OOC: Indeed, thank you James!

While Beri is examining the door to secure another exit for the group, Kyan moves back along the line so he can once again lead the way to the eastern door once everyone is ready.. and to be sure no one is coming down the corridor at them while their attention is on the stone door.

Not a magic trip/DM Buzz 
Monday March 14th, 2011 11:07:43 AM

The corridor stinks with the after effects of the battle. The gore from the rotting bodies is tread throughout the place by hooves, paws and boots. A slip here and there is imminent, but not dangerous. Evident is the age of this structure. It might even go back to the time of Hook City's first construction. The fact it is not in disrepair and collapsing after this amount of time leaves a lasting monument to those that built this most magnificent metropolis.

The lever system, is ingenious with it's design. Pulleys activate heavy chains which control a mechanism somewhere in the wall. After the fourth lever is activated, the door slams open with an audible thud, making the walls in the corridor echo the sound through the area. The door remains open, until one of the levers is put back up, and then, the entire system resets.

Going back to the East, there is a door. No traps are found and the door is opened, to a dark little cubby whole. A little alcove, so it seems. The doorway seems to be blocked by another structure just about a foot into whatever room this door will lead. It's surface is smooth, yet rounded in different areas, as if it is shaped like a medium sized humanoid.

With just a decent perception check, it is discovered that the object moves and as it is slowly shifted and slid aside, the group finds themselves in another corridor, coming out of what would be the lid of a sarcophagus, stood upright and once buried into the wall.

The smells of dust is prevalent. Rats and spiders seem to inhabit every nook and cranny. The group now finds themselves in the cities oldest section of the city. The Hook City Catacombs.

The tunnel leads up hill to the right and down hill to the left. Lining the walls are sarcophagus by the hundreds. Some of them are buried into the walls of the tunnels itself and other areas have small shrines, embedded into the walls, where their ashes may be put to rest.

The variety of burials in this area are many as are the religions of the Southern Continent and to the relief of the group, it does not appear that these graves are disturbed. Any remains that would remain in this area now is likely so old, animation is no longer possible as the hard skeletons that may have once been, are now powder or soon to be.

Which direction would the group go? The floor seems to be the only thing without dust. The surface of the floor obviously cleaned through magic of some type.

The catacombs corridor is ten feet wide in most sections, with many little alcoves and mausoleums here and there for the cities dead citizens.

Everburning torches continue to line the walls, standing about every twenty feet apart, high on the wall, usually between the different underground graves.

Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells  d20+8=27 ;
Monday March 14th, 2011 3:12:18 PM

OOC: Welcome back Buzz, I'm sure that you've been dreaming up some wicked surprises for us.... ADM James, you did a fine job running things, the maps looked great and combat went smoothly, I know it's a ton of work, especially if you were on the road at times. Thanks!

Although the sight of the catacombs at first sets Beltrin's spine tingling with apprehension, he quickly realizes that none of the dead here seem likely to rise. A sense of calm comes over him as he examines the ancient final resting places that surround him. Returning to the task at hand, he carefully looks around, and not seeing any signs of the men they are pursuing, shrugs his shoulders and says "Well, I can't tell which way they went, unless any of you can, I suggest we try the tunnel to the right. It likely leads to the surface eventually and it sounds like Mr. E has dealings with those in the city, so he probably maintains a dwelling or workshop of some sort there."

-------
Perception check 27, but I presume that the lack of dust on the floor makes it too difficult to track our quarry.

Kyan (Jon) AC:19/13/16 HP: 42/48  d20+12=18 ;
Monday March 14th, 2011 3:31:06 PM

Kyan steps through the door to the catacombs and sniffs at the smell of dust and ancient decay before moving further into the chamber to make room for the others. Seeing that the floor is unnaturally clean of dust and other debris, he focuses his attention on the dusty surfaces of the sarcophagi, any broken rats nest or spider webs to search for some sign of someone else having moved through the hallway and which way they may have traveled.


Track: 18


OOC: I may be taking things too literal, but the lack of dust of the floor shouldn't mean we can't track, just can't see foot prints.


DM Buzz: That is correct. A clean floor just increases the DC of the check.

Zeoll (HP35, AC18)  d20+19=24 ;
Monday March 14th, 2011 5:51:56 PM

Zeoll wants to know how they know this is the sarcophagus to use for traveling in and out of the city. What makes it different? Some sign? Unusual appearance? Position? Zeoll wants to be sure he can find this coffin again after they leave the immediate area.

Perception 24

Then Zeoll looks at the corridor. How wide is it? Do taurs have to squeeze?

OOC: Heroism lasts 40 minutes. Elf Vision lasts 10. Longstrider lasts 60. I suspect all have now expired. If so, drop that perception check by 4.

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
0 of 4 first level spells cast
1 of 2 second level spells cast (Heroism)

Currently Active: Heroism?, Longstrider?, Elf Vision?

Goodberries from yesterday: 0 all used
Bard Music Rounds used: 8 of 16 rounds.

DM Buzz: Each "grave" is distinct to the individual or family. Finding it again will be easy. Look for the Grimshaw shrine and memorial. The sarcophagus the group came out of is resting as a patriarchal figure amid many other memorial alcoves set into walls for corpses of family, that now goes back three generations.

The catacombs corridor is ten feet wide in most sections, with many little alcoves and mausoleums here and there for the cities dead citizens.


Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+7=20 ; d20+8=25 ; d20+8=10 ; d20+8=9 ; d20+7=14 ;
Monday March 14th, 2011 7:01:29 PM

Bosk looks around the catacombs in awe. It is bad luck to disturb the dead. I would guess it cost a fortune to be buried down here, and the bodies themselves are probably protected too. I suggest we keep our eye peeled for anything out of place, and just keep moving forward. Bosk will do his best to track the recent passage of their quarry and will keep an eye out for traps and enemies. He will also be making a conscious effort to memorize the route they take so that he can make a map in the future, and find their way back.

ooc: If the group comes to an intersection, the cleric will suggest using the right turn method of exploration, to ensure the cover everything and don't get lost. If anyone has a pen and paper Bosk could borrow, he will sketch a rough map. If not, he will use he bar of soap to mark the walls so they can find their way back more easily.[/b]

Survival, track = 20
Survival, keep from getting lost and make a map of the area = 14
Perception, look for traps = 25
Perception, watching for enemies = 10
Perception, if needed = 9

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+4=24 ; d20+8=17 ; d20+13=28 ; d20+11=29 ;
Monday March 14th, 2011 8:25:34 PM

As the walk through the tombs Beri's mind wanders to the legends he's heard about the catacombs and those buried here. Despite much of his knowledge likely coming from legends and ghost stories he is surprised at the amount he knows of this places history. As they travel down the corridor the rogues eyes peer into the dancing shadows thrown by the torches, trying to avoid stepping into another trap or ambush.

ooc:
(Do you want separate perception rolls for traps, or just one perception roll with a note that I get +2 on traps)

knowledge (history)=d20+4=24 ;
knowledge(local)=d20+8=17 ;
Perception (traps)=28
perception (other)=29

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic  d20+9=13 ; d20+6=18 ; d20+1=4 ;
Monday March 14th, 2011 9:46:34 PM

Restlin hands over a sheet of paper and something to write with to Bosk. Keeping mostly to himself, he does take the opportunity to study the catacombs. Specifically, he's looking for anything that seems out of place. If there's one secret sarcophagus leading to an underground horror pit, who knows what else is lurking down here.

Knowledge, History: 13
Knowledge, local: 18
Perception (just in case): 4

ooc: This bad-roll streak can end anytime it darned well pleases.

Extra thanks to James for my first combat here. T'was fun!

Not a magic trip/DM Buzz 
Tuesday March 15th, 2011 11:00:39 AM

Late post coming in this afternoon or early evening, Wold time.

Something/DM Buzz 
Tuesday March 15th, 2011 7:15:39 PM

Searching about the corridor, Beltrin does not notice anything that a keen eye would catch, another would not. He can see there are many types of graves. Investigating through literally thousands of them would be impossible.

Making sure the party can return to this concealed door, Zeoll marks the Grimshaw shrine and memorial as an elegant burial site for over thirty members. Twenty holes are still available.

What a better test for a minotaur, then to find oneself in a labyrinth. Bosk does what he can to make sure their direction is sound. Using all of his senses, he brings the movement of the party to a slow pace, but at least, so far, everyone is still safe.

Pulling out from memory bar tales and listening to the prattle of the petty ladies before slumber takes him, Beriothian knows of this place and it is where all of Hook City's residents are buried. There are common areas, that are as you would expect, very well designed and respectable, that any can have, free of charge. They are in the very bowels of the catacombs and very, very rarely used. The higher toward the city proper the catacombs are, the more rich and influential the persons or families buried. Looking about, you would be in the lower, upperclass section of the catacombs.
He finds nothing of note with his vision.

Rather surprised with the knowledge of the rogue, Restlin agrees with what is said. After passing along some writing utensils, he aids in the search for something to give the group a clue as to where to search next.

It will take much, much more then guesswork though. Something would have to stand out, like what Kyan spots...

It is a dark, short object on the ground that has rolled up against the wall. Just looking at it, it is hard to tell what the dark clump could be.

Whatever it is, even lying ten feet away, it is obvious to be much more recent then anything else in the area.

Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells  d20+9=19 ; d20+13=16 ;
Tuesday March 15th, 2011 11:05:55 PM

Beltrin cautiously keeps his distance from the object. He casts a few cantrips to aid in the investigation of the object from a distance and examines it closely, slowly moving forward, although not touching it yet.

--------------------------------------
Cast Dancing Lights followed by Detect Magic.

In case the item radiates magic or has some other arcane purpose:
Knowledge (Arcana): 19
Spellcraft: 16

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+5=22 ;
Tuesday March 15th, 2011 11:38:11 PM

Beriothian looks at the mystery clump, wondering what this strange thing could be. Surely anything recently dropped in such a remote area of the catacombs must have some connection to the man they are after.

Knowledge(arcana)= d20+5=22 ;

Kyan (Jon) AC:19/13/16 HP: 42/48 
Wednesday March 16th, 2011 8:39:31 AM

After gesturing to the object to point it out the rest of the party Kyan continues to keep his distance from it and looks towards Restlin and Beltrin. "Call me skiddish, but could one of you pick it up with your..." and he waves a hand while wiggling his fingers all mystically, "abilities?"

Zeoll (HP35, AC18)  d20+15=18 ; d20=19 ;
Wednesday March 16th, 2011 9:53:48 AM


Zeoll pads closer to the mystery object and gives it the once over. Perception 18. He says, "Ah, ya babies," and carefully unwraps the rolled-up package to see what is inside.

Knowledge check base roll: a raw 19. That means a 32 for Nature, a 29 for Arcana, a 28 for Geog, Planes, and Local, and a 24 for everything else.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+5=18 ; d20+5=6 ; d20+1=7 ; 2d8+3=17 ;
Wednesday March 16th, 2011 10:26:41 AM

As Zeoll unwraps the bundle, Bosk draws his sword. Should it be alive, Bosk will be ready.

Hold Action
Attack if it is alive and attacks the group
Hit AC 18 for 17dmg
Hit ac 7 miss
Hit ac 6 miss

Something....nasty/DM Buzz 
Wednesday March 16th, 2011 10:45:21 AM

So the group is wary, except for the curious, large cat like creature the group travels with.

He picks it up and discoveres, it is an index finger. Yep, indeed it is, one that has been dropped from a body that was in a severe state of leprosy.

It is discovered when, by trying to "open" the warpper, the flesh peels off between his fingers, exposing the proximal phalangy articulation.

Zeoll please give me a Fort save DC12.

Zeoll (HP35, AC18)  d20+3=11 ; d20+8=28 ;
Wednesday March 16th, 2011 12:44:44 PM


Zeoll laughs! "I gave myself the fingerr!" he brags.

Fort save 11! Missed by 1, LOL!

Heal check to figure out if I have to worry about it ... 28! Nat 20, LOL!

"I think we arre on the rright trrack," Zeoll says, stowing the finger away carefully.

Kyan (Jon) AC:19/13/16 HP: 42/48  d20+10=20 ; d20+12=32 ;
Wednesday March 16th, 2011 1:37:55 PM

"I'd say we're being suitably wary after falling into a pit and having a zombie burst like an over ripe melon when struck." The ranger mutters in reply to Zeoll's baby comment before watching the taur unwrap the bundle. He nods in agreement as to their path and beings to move on again when the others are ready, looking for further signs of recent passage other than their own.


Perception: 20
Track again if applicable: 32


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Wednesday March 16th, 2011 3:25:16 PM

"If you're lucky, the finger is all you just gave yourself," Restlin chuckles as he strolls after Kyan...

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Wednesday March 16th, 2011 4:24:05 PM

The horned cleric thinks out loud for a minute, Leprosy...Heather was treating a patient with leprosy the other day. By the looks of it, it was in the advanced stages and beyond Heather's mundane abillity to heal. I wonder if this could be from the same person?

Zeoll, better be careful. Using one today and two tomorrow, I can only cast cure disease three times. If you get sick to, my abillities won't be enough to cure everyone.


Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells 
Wednesday March 16th, 2011 4:50:52 PM

Hearing Bosk refer to Heather's patient, Beltrin shivers a bit "I shudder to think of what has happened to the poor person's body since then. Hopefully none of us wind up like that, now that only two members of the Iron Adventurers are free from disease." He takes his place guarding the rear of the party, letting the trackers lead the way forward.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Wednesday March 16th, 2011 4:54:36 PM

ooc: It is nice having a +10 Fort Save.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday March 16th, 2011 7:53:02 PM

Bosk not having enough spells to heal another person could be a problem. I must stay on my guard as my frail body can easily succumb to such maladies.

Soooo... the rotting finger cleverly concealed a finger bone? Well, my vote is for not going back to see if it belonged to one of those creatures we already killed.

Reaching the bottom/DM Buzz  2d4(1+3)=4
Thursday March 17th, 2011 10:51:06 AM

Schucks!!!

I have to redo the post and don't have time now!

I thought Kyan's Track was a 20, but he actually found it with a 32.

Post tonight for tomorrow. Please make a regular daily post.

Zeoll (HP35, AC18) 
Thursday March 17th, 2011 12:20:35 PM


Zeoll walks with his friends deep under the magical city. He is touched by Bosk's concern. "No worrries, my brotherr taurr," he says. "I have the strrong feeling that I have a while beforre I have to starrt worrrying about this."



Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+7=27 ; d20+8=10 ;
Thursday March 17th, 2011 5:30:09 PM

Bosk nods. I suppose I can add this to my list of reasons not to disturb the dead. Apparently the animated corpses pose a threat just as the reanimated do. Bosk continues his task of mapping the area and trying to follow the tracks.

Actions
---------
Track = 27
Perception = 10
Record path on his Catacombs map

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Thursday March 17th, 2011 8:38:10 PM

"We're going to be quite the site when we're done with this. We'll have to hang out in mudtown and isolate ourselves in that haunted tower you guys obtained so we don't infect half the city with zombie rot, leprosy, crypt cough, coffin toe-eating mega-fungus, corpse breath, or whatever else is growing down here.

Still, beats working for a living; let's get on with it!


Kyan (Jon) AC:19/13/16 HP: 42/48 
Thursday March 17th, 2011 10:17:10 PM

"You forgot Ghoul Gout" Kyan says over his shoulder to Restlin as he lists off the various things they can look forward to in the coming days as he leads the group on.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday March 17th, 2011 11:46:59 PM

I bet that bathtub ale would kill just about any disease known to man... maybe not, but after a night like this I fully intent to test out that theory.

Reaching the bottom/DM Buzz 
Friday March 18th, 2011 12:03:40 PM

Zeoll knows he has been infected, but with the excellent knowledge base, he knows the onset time is far less aggressive then Zombie Rot.

The catacombs descends deeper into the Wold as does the Iron Adventurers as well. The slant is obvious, but not extreme as the walk back up the hill might actually wind someone not quite in shape. The sounds of the group echo through the walls and off tombs of those that have been put to their eternal rest.

It isn't long before the group must make a decision, as to a left and a right, when a fork soon appears before them. This is when the ranger looks around and notices, the left hand passage smells more like death, then the right passage. Perhaps, it is the stink of rotting live flesh, from the soon to be dead leper? Either way, the group continues, deeper in the bowls of the city.

By this point, the group is deep under the sewers of the city and as they check the time frame of their mind, the group has had a very long day as it is well past dark, if one was outside to tell.

The tombs get fewer and fewer as the walls seem to widen out to thirty and forty feet, creating a more open feeling of the area. It is clear, that these areas are created for families that can not afford the upper levels of the immense structure.

The temperature hasn't changed as some might think it should this far under ground and finally, the group has reached the bottom of the catacombs, where hardly anybody is buried and the newest tomb is over five hundred years old.

Or is it?

Kyan finds a small dislodged pebble, it's shadow flickering in the dim torchlight. Investigating further, the pebble came from above a brick wall. It's mortar does not seem to be quite right either.

The wall here seems to indicate, it can be pushed into some recess and slid aside.

Kyan (Jon) AC:19/13/16 HP: 42/48 
Friday March 18th, 2011 12:16:52 PM

Following the scent of death is perhaps not the most appealing task, especially while deep underground surrounded by ancient bones, but the memory of the horrific make shift morgue outside the city and the undead masses met earlier drives Kyan on with a look of determination on his face despite his weariness.

Kyan stops as the pebble catches his eye, an oddity on the otherwise abnormally cleaned floor (assuming it still the case) and stoops to examine it a moment before indentifying its source and looking at the wall and its not quite standard mortar with the rest of the group, "I'd say this is what we're looking for?"

Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells 
Friday March 18th, 2011 12:20:33 PM

"No wonder they don't gather the bodies every day! I had no idea that they would drag them this far." The long time spend in the dark tombs along with his anxiousness about the Zombie Rot infection has put Beltrin on edge with anxiety. However, he collects himself enough to remember to cast detect magic on the door ahead of the group. He is particularly worried about magical traps.


Zeoll (HP35, AC18)  d20+17=27 ;
Friday March 18th, 2011 12:52:26 PM

Zeoll takes a look and a listen, casting a Taur's Try and a Guidance to give him an extra +2 total ... a 27 to look and listen.

He stands quiet, a moistened finger in the air, and also feels for any shifting air currents in the stillness.

Then he gags and spits, remembering that that he just touched dead infected flesh with that finger!

DM Buzz: Just out of curiosity, am I supposed to assume you are making a Perception Skill check?

Thanks for the laugh. :)


Zeoll (HP35, AC18) 
Friday March 18th, 2011 3:34:07 PM

Yeah yeah! Sure! Perception! That's the ticket! LOL!

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+8=27 ;
Friday March 18th, 2011 4:15:32 PM

ooc: Did you stick the liontaur finger in your mouth, or was it the rotted one you found?

Bosk follows Zeoll's lead and casts Taur's Try and a Guidance to give him an extra +2 total on perception, as he keeps his eyes and ears open, watching for danger and checks the door for traps. If there are any traps, he will let Beri or another skilled member work on it. When everyone is ready, Bosk will open the door.

Perception = 29

Zeoll (HP35, AC18) 
Friday March 18th, 2011 4:53:54 PM


Well, to go into the gross details ... Zeoll licked his own living finger and held it up to sense air movements. Then he realized it was the finger he used to pick up the leprous digit! YUCK!

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=26 ; d20+18=36 ;
Friday March 18th, 2011 8:14:00 PM

That... ummm... isn't that the hand you just... *urk*

Beriothian also helps check the area for traps. He decids it's best not to put anything in his mouth during his examination, and instead focuses on examining the suspicious mortar for traps. Should they find any signs of a trap Beri will do his best to disable the device. After he feels it is safe he will let the tougher members of the party open the passage.

Perception = 26
Disable Device = 36

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Friday March 18th, 2011 8:20:46 PM

Restlin bends over to inspect the wayward pebble.

"In a billion years of searching I never would have noticed this. You have quite the eye, Kyan."

While wondering why everyone's waiting for the door to just open itself, Restlin decides to perform a quick sweep of the room for any traces of magic.

ooc: Recasting Detect Magic as needed to keep it up.

The Laboratory in the Labyrinth


Two men standing/DM Buzz 
Monday March 21st, 2011 10:24:48 AM

Kyan is acknowledged as a valuable resource to the party with his tracking skills by Restlin. Bosk and Zeoll cast a couple of spells to increase their power. Beltrin can't believe how far these people have to go to collect bodies, the distance is just so far. All the while, Beriothian searches well the area and doesn't find anything of note that would be dangerous. No sounds can be heard on the other side of the stone secret door. No air currents are felt to come from or go through this area.

The door slides open with a grinding noise, taking the strength of two average men, into a completely noticeable, newer passage. It is twenty feet wide and eight feet high. The passage is only forty feet long before it enters a room larger then the passage. Forty five feet away are two humans, standing still in artificial light. One is an average sized male with dark hair and scraggly facial hair. The second is a taller male with light brown hair and a hint of a shadow for facial hair.

If they heard or see you, they do not acknowledge it. They seem to have both hands on chains in front of them, the chains suspended from something above them, out of your sight. They say nothing and do not seem to act.

Kyan (Jon) AC:19/13/16 HP: 42/48 
Monday March 21st, 2011 10:48:41 AM

OOC: Just to clarify, do they have their hands on the chains, as in holding them, or in chains as with prisoners?

DM Buzz: They seem to be holding the chains, suspended from above, with both hands.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Monday March 21st, 2011 4:19:39 PM

"Anyone else waiting for the thing that chain's attached to to saunter forward and ruin this otherwise enjoyable day?" Restlin mutters under his breath to no one in particular.

Restlin ponders whether or not the grinding sound should have been heard by the two creepy guys in the room. Was it loud enough to be heard over there? Should they have turned around by now? If he's sure they should have heard that, he has some choice words for them regarding the type of guards they choose to employ...

DM Buzz: Anyone within a hundred feet would have heard the stone wall moving easily. They are facing you, they do not have their backs to you.

Kyan (Jon) AC:19/13/16 HP: 42/48  d20+10=30 ;
Monday March 21st, 2011 7:34:36 PM

Kyan makes no move to enter the room, but eyes the men, the chains and their surroundings as he pulls his bow from its spot and readies an arrow just to prepare for the inevitable confrontation. "If they're just going to sit there, perhaps it's time for that charm enchantment you mentioned before?[/b"

[b]
Perception: 30



Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+9=22 ; d20+8=12 ; d20+11=14 ;
Monday March 21st, 2011 9:35:57 PM

Beriothian tries to figure out where exactly they are, surely even a wizard wouldn't be able to build such a chamber under Hook City without being detected. Perhapse this is room has been here since the city was built.

As the elf enters he finds it odd that nobody has responded. Are they even concious? Beri tries to figure out what they are doing, but doesn't say a word, not wanting to call any undo attention to himself.

Perception = 14 (16 on traps)
Knowledge(local)=12
Sense motive = 22

ooc: The strength of two average men to open the door? So you are saying Bosk only used one hand to open it?

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+8=19 ; d20+7=27 ; d4+1=5 ; d4+1=4 ;
Monday March 21st, 2011 10:17:22 PM

As they enter Bosk quickly accesses the situation (perception = 19). Are the men armed or wearing armor? If so, what are they wearing? I know the men are facing our direction, but are the men looking at the ceiling or at us? Is this possibly a trap, and are the men illusions? He also does hi best to sense the mens motive in not acting. Are the prisioners? Are they scared of something on the ceiling?

If the men,or anything/one else approaches, Bosk will throw the magic stone he won in the Loot N Booty lotto at them, casting CL3 Magic Missile and sending forth two balls of energy. If not, he will cast see invisiblity.

Actions:
Perception = 19. Looking for anything odd, traps, illusions, something on the ceiling as well as the ground
Sense Motive = 27, Nat 20!!!

If necessary Attack for 4 and 5 damage.

Zeoll (HP35, AC18)  d20+16=21 ;
Monday March 21st, 2011 10:22:25 PM

Zeoll looks closely to see if they are undead: Perception 21.

If they are not, Zeoll puts away his lens (his shield is already on his arm), and advances until they are 35 feet away, and casts a charm person spell. Save DC 18.

Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells  d20+8=26 ;
Monday March 21st, 2011 11:52:12 PM

Following Zeoll's lead, Beltrin examines the scene to see if there is anything unusual about the men and then steps up to Zeoll's side and casts a charm spell on the man that Zeoll is not targeting (by default, he'll choose the taller man)

---------------------------
Perception 26
Charm Person DC 16

Nothings changed/DM Buzz 
Tuesday March 22nd, 2011 11:04:30 AM

Please note: For future reference. If targets of aggressive spells are not stated in the future, as in this case left or right was not used by Zeoll or Beltrin, Then I will roll randomly and the players will take what comes up. This could mean, you both cast on the same person. Please consider yourselves advised. I need to know your complete actions, every "battle", when you are attacking or defending. :)

Restlin wonders aloud at what the group might be getting into.

Not at all liking the scene, Kyan moves his missile weapon into his hands and waits for word from others or an aggressive move from the two men.

Beriothian can tell, the catacombs is over a thousand years old and this new passage is perhaps a two hundred years old. The rogue is careful of further devices of surprise and finds none in front of him, unfortunately, that takes time so he does not yet have a moment to gauge their intentions. Sense Motive generally takes at least one minute (not one round) to use.

Bosk wants to know what he is up against. Looking across the short distance, he sees two men, in common clothes, somewhat dirty and shabby, with no weapons. The tall one appears somewhat emaciated, with a red shirt, blue pants and boots. The shorter man is wearing a brown leather vest with brown breeches, in bare feet. It would take to long to sense their motives, so as the liontaur steps forward, he casts a spell. Sense Motive generally takes at least one minute (not one round) to use.

Zeoll is not capable of knowing about undead, with just his perception. It takes some knowledge of religion in order to determine the creatures in Gargul's realm of power. (Using the same roll for "All Other Knowledge" checks of +5) To Zeoll they look like humans that are very much alive. Taking a couple of steps forward he casts a spell.

Following his companions actions and without having to move, Beltrin casts a spell as well, on the other human.

The two men continue to stand there, unmoving.

Highlight to display spoiler: {Secret DM rolls, rolled on DM Board.}

Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells  d20+2=15 ;
Tuesday March 22nd, 2011 1:10:12 PM

Hoping that their spells were powerful enough to overcome the human's willpower, Beltrin waves to the men and greets them "Ho there friends! Why do you strain so to hold those chains?"

------------
If applicable, Diplomacy 15

Zeoll (HP35, AC18)  d20+17=21 ; d20+17=23 ;
Tuesday March 22nd, 2011 2:20:12 PM


Zeoll moves forward, with no weapons drawn, smiling, with Beltrin, hoping to gleam some hint that the spells have been resisted or not. Sense Motive: 21, 23

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Tuesday March 22nd, 2011 3:09:39 PM

Bosk moves forward, trying to stay in front of tbe group. He tries to get close enough to see what the chain is attached to without getting close enough for anything to fall on his head.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Tuesday March 22nd, 2011 3:21:13 PM

Restlin moves with the group, but is obviously on edge. Anyone giving him a glance will see his hands contorted and words on the tip of his tounge. He is ready to spring into action at a moment's notice.

ooc: DM, Restlin's waiting for any sign to cast shatter on the chain of the man on his left.

Kyan (Jon) AC:19/13/16 HP: 42/48 
Tuesday March 22nd, 2011 4:02:34 PM

Kyan continues to eye the men warily and moves up a few feet with the others. He keeps his bow ready in front of him, but pointed down and not drawn as he waits for a reaction from the men or from anything else in the room.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday March 22nd, 2011 8:16:46 PM

Visions of devious traps attached to the end of the chains run through the rogues mind. Almost anything could be at the end of those chains. Hopefully whatever it is won't be riddled with disease. Beri draws his bow and notches a cold iron arrow.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Tuesday March 22nd, 2011 9:18:57 PM

Restlin looks around at the lack of action going on.

"Somebody needs to make a move," he says through clenched teeth. "Someone big...with horns."

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Tuesday March 22nd, 2011 11:54:23 PM

ooc: See invisibillity = 50 minutes left.

Bosk plans to make a move once he knows what the chain is attached to.

Lots of noise/DM Buzz 
Wednesday March 23rd, 2011 11:02:15 AM

The group slowly moves forward as the two men stand motionless, their hands still holding the chain in front of them.

Beltrin and Zeoll attempt to communicate with the men, hoping their spells were powerful enough to overcome their will.

Once the group gets to about ten feet away from the room, Bosk attempts to see what the chains are attached to. About thirty feet above the men are sprockets in the walls, on each side both men, the chains form a loop around the teeth of the sprocket so it can be one continuos pull, one direction or the other.

Kyan and Beriothian have weapons ready to unleash a flight of death on the men or whatever it is they might release.

Once the minotaur can see what is up however, in unison the men start pulling on their respective chains, with a very fast pace. With the movements of the chain a howling sound pierces the air and then grinding of something on stone, from above them.

At this point, a series of things seem to occur, with Restlin casting a spell on the chain, held by the man on the left. A large ringing sound fills the ears of those present as the frequency does not seem to effect the metal chain the man is holding.
Highlight to display spoiler: { Restlin doesn't need an Arcane Knowledge check to know, the spell should have worked, unless it is a magical chain or it weighs more then fifty pounds.}

The grinding sounds continue to come down from above them. Those looking up and into the room can see, many, many feet up, darkness, with no ceiling immediately apparent.

The men do not respond to voices and getting closer to them, it is easy to see, these men are not well. Not well at all!

Please put active spells on the bottom of your post or I might forget you have them working!

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday March 23rd, 2011 7:54:20 PM

ooc: Has the chain stopped moving, or are they still turning the gear?

DM Buzz: Still turning the gear.

Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells  d20+8=22 ; d20+9=20 ; d20+6=8 ;
Wednesday March 23rd, 2011 9:26:46 PM

Seeing that his spell has failed to alter the mood of the men towards him, Beltrin prepares for the worst, assuming that whatever the men are doing with the chains it can't be anything good. He moves towards the men, trying to identify what exactly is amiss about them.

Once he is close enough, he attempts to stop the taller man from pulling on the chain by catching him in his net, but he catches the net on the edge of the tunnel and it flies wide.

----------------
Move action: move to within 10 feet of the taller man
Standard action: throw net at taller man Hit touch AC 8

Perception: 22
Knowledge (Any): 20

spells in effect:
Mage Armor (I think, duration is 4 hours and I cast it before the zombie fight. Let me know if it has expired)

Standard

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Wednesday March 23rd, 2011 11:11:33 PM

ooc: What else is in the room? Are there any exits or other? Bosk is trying to determine if these men could be activating a lift that brings them up somewhere...or potentially bringing the baddies down to them.

See Invisibility active for 50 minutes.

DM Buzz: No exits except for no ceiling seen. Maybe a lift?

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Thursday March 24th, 2011 1:42:30 AM

Bosk stands in full defense waiting to see what happens.

Kyan (Jon) AC:19/13/16 HP: 42/48 
Thursday March 24th, 2011 8:38:50 AM

ooc: Could you expand on "Not well" looking? Sickly? Rotting? All crazy eyed?

Kyan pauses as he watces the men pull on the chain, not wanting to shoot unarmed men for pulling a chain, but keeping his bow at the ready.

Zeoll (HP35, AC18) 
Thursday March 24th, 2011 9:14:25 AM

Zeoll readies his action -- to use his shield for total cover when he is physically attacked. On the off chance his charm worked, he asks, "What is happening here? What are you doing? Why?"

Going up?/DM Buzz 
Thursday March 24th, 2011 10:24:12 AM

The two men continue to pull on the chains, not answering any question or even acknowledging the groups existence and the sounds of stone being scraped is still noticeable as the movement above is reduced a bit, likely because it takes a little bit to get it started.

The two men look very ill, now that everyone is close enough to see them, however, you could not tell they are ill by the strength they exhibit, bringing down the lift from above. Their stares are blank and unblinking. When a net is thrown at one of them, they do not seem to notice, but that could be, because, it did not hinder his job performance.

As they seem to be doing their job without complaint, you can hear the shaft above you is changing in that something large is coming down and now after about four minutes since they started, a wooden platform is seen coming from above and when it enters the room, everyone stands with trepidation, waiting for an attack, but in fact. the platform rests on the floor behind the two men and it is at this time, they stop and switch their hand positions, placing their hands now on the opposite side of the chain loop as if they are ready to pull the platform back up.

Please mark five minutes off of your spells.

Zeoll (HP35, AC18)  d20+5=7 ; d20+10=17 ;
Thursday March 24th, 2011 11:11:39 AM


Zeoll says quietly, "I hearrd once about a necrromancerr who used skeletons to powerr lifts and doorrs, but I neverr hearrd of this! But the fact that they arre both strrong and sick leads me to suspect the influence of the God of Disease."

Zeoll's Know Religion check to see if his intuition is based on anything more substantial: a 7.

Heal check to get a better idea of what could be infecting these humans: 17.

Zeoll does NOT add that he was himself an unwitting agent of the god of death, once upon a time. It is a dark memory, and he almost never mentions it. That historical fact, however, does influence his next suggestion.

"The obvious rroute is to ascend via this lift -- but I am opposed to it in the strrongest terrms. Firrst of all, I hate the idea of making sick men, maybe contrrolled by the Foul One, worrk to lift us. Second of all, the Taurrs are surrely too heavy. Cerrtainly too heavy forr all of us to go at the same time. Thirrd, what if these men let go when we werre high up? It is too dangerrous."

"I urrge us to grrapple these poor men and rrestrrain them. Then we eitherr leave to tend them and ourr own infections, orr we set up an ambush."

==========

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
1 of 4 first level spells cast (Charm Person)
1 of 2 second level spells cast (Heroism)

Goodberries from yesterday: 0 all used
Bard Music Rounds used: 8 of 16 rounds.

Currently Active: Zeoll has only the Taur's Try (minotaur form) going. He casts it again to renew it. 10 minute's duration.

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Thursday March 24th, 2011 11:19:37 AM

"Well, if they let go, 5 of us would float gracefully down and land safely. Of course, one of us would plummet to our deaths and burst on the stone below, but from a mathematical standpoint those are some pretty good odds.

"Morbidness aside, I think setting up an ambush may be wishful thinking. Whoever set this up knew what they were doing. I'm not sure catching them off guard in their own basement is likely to work. We haven't exactly passed unnoticed so far."

ooc: Spells active: Detect magic

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Thursday March 24th, 2011 12:12:30 PM

I have a feeling that these men must have some abnormal strength, and there is likely a pulley system and magic making the job easier. If we are concerned about weight, I have three items that can cast reduce person.

See Invisibillity 45 minutes left.

Going up?/DM Buzz 
Thursday March 24th, 2011 12:57:53 PM

Restlin senses a faint magical aura coming from both men, when he gets closer and also needs to make a Knowledge Arcana check to determine more.

He could have notified others to follow suit if desired by magical members of the group, but please decide what you want to do with going up, going back or staying still, today if possible.

Thank you.


Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic  d20+9=20 ;
Thursday March 24th, 2011 1:03:36 PM

Knowledge Arcana: 20

"I don't see anyway up there other than this elevator, even if it is powered pretty heinously. I vote we go. It will make for a great campfire story for future Iron Adventurers."

James posting for Beri 
Thursday March 24th, 2011 1:54:41 PM

Beri looks around the room, and stares at the pittiful men. I agree with Bosk and Restlin. The only way I see is up. I'm skilled in the arcane arts, but if both the men and the chain are magical, I would be afraid seperaring them or stopping them might kill them.

Zeoll (HP35, AC18) 
Thursday March 24th, 2011 3:08:35 PM

OOC to DM Buzz: What are the dimensions of the platform? Can we all fit on it? Any word on that Heal check to diagnose the men?

IC: "I think we will rregrret using such a foul means of trransporrt," says Zeoll. "It is evil to use sick folk in this way. We would place ourr verry souls in perril should we do so. It would be betterrr to disable the lift and anchorr and climb the chains up. Orr to haul ourrselves up."

OOC to all: Seriously, friends. This is evil.

Beltrin (Keith) AC: 19/14/15 HP: 38/47 Spells  d20+9=11 ; d20+9=28 ;
Thursday March 24th, 2011 3:58:51 PM

Seeing that neither the men nor the lift pose an immediate physical threat, only a moral one, Beltrin gathers his net and re-folds it. He also takes a minute to examine the lift and the chains to see if he thinks that it is sturdy enough to bear the party's weight (Knowledge (Engineering) 11). He also casts detect magic and examines the chains and the men (Knowledge (Arcana) 28).

Beltrin understands and shares Zeoll's revulsion at using diseased men that have been turned into automatons, but his practical nature outweighs it. "I agree that the way these men are being used is evil Zeoll, but I see little choice in the matter. It seems to me that the only way that we can reach Mr. E, who is probably the only one that can cure their affliction, is by using the lift to follow the trail. However, if you truly cannot be reconciled to the idea, I'll volunteer to help haul the lift and climb the chains up afterwards. After all, they aren't too different from the ropes in Hook City...." A wistful look fills his eyes, but he snaps himself back to reality. "But you'll have to disable the men yourself, I can almost feel the Zombie Rot eating at my insides already, I'm not going to risk catching whatever they have as well."



Kyan (Jon) AC:19/13/16 HP: 42/48 
Thursday March 24th, 2011 7:48:18 PM

As the lift moves down into sight, Kyan lifts his bow and pulls the string back to his cheek, ready to loose at whatever is on the platform and lets out a breath when he sees it is empty and eases his bow back from its drawn position.

When it becomes obvious the men are not going to move, he puts the arrow back in his quiver and replaces the bow over his shoulder and moves closer to examine them and the lift with a frown.

"I can help pull the rest of you up and climb the chain as well... if we can get these unfortunate men off of them"

Zeoll (HP35, AC18)  d20+11=18 ; d20+10=25 ;
Thursday March 24th, 2011 11:47:05 PM


Zeoll looks at his brother Taur. "Bosk," he asks, "Don't you have a Cure Disease spell? Why not use it on one of these poor souls? Once cured, he can tell us what is going on." Zeoll casts Detect Magic to try to tell if one or the other has been affected by the Charm Person spells.

Spellcraft 18, Know Arcana 25.

He will suggest that Bosk cure a charmed one, if possible.

James posting for Beri 
Friday March 25th, 2011 12:51:48 AM

Can anyone tell if it is a disease or magic? I would hate to waste the spell when three of our own are sick.

Zeoll (HP35, AC18) 
Friday March 25th, 2011 5:33:41 AM

Zeoll has detected magic and made Healing 17, Spellcraft 18, and Know Arcana 25 checks to figure that out. Also still awaiting word on lift dimensions.

Going up?/DM Buzz 
Friday March 25th, 2011 1:24:42 PM

Dropped the ball, sorry guys, yesterday turned into an event.

Post this afternoon.

It's all in the details/DM Buzz 
Friday March 25th, 2011 7:33:37 PM

The room is thirty feet by thirty feet. The men with the chains stand only five feet inside the room. In their hands are large thick chains. Their dimensions are easily sixty or sixty five feet long and each link is large and heavy enough to allow the thick metal teeth of the sprockets above them to bite into the chain that is easily heavier and thicker then normal chain. There is no corrosion on the chains, but they also do not look new and shiny. There is nothing magical about the chains, the sprockets or the large lift that comes down as a ceiling and takes up the entire room. There are spaces in the floor of the lift that allow the sprockets, chain and men to remain in one spot and avoid being crushed. The six chains for the lift are attached to large wooden arms that are buried in a large groove in the walls. They are each, twice the size of the chains the men are using for the sprocket. The mechanism for the device, concealed behind tons of stone. The floor of the lift is made with large wooden beams that span three feet apart. Each beam is a 4X6 inch piece of hard wood. These beams are covered with 1X6 inch flat boards, allowing many creatures to use this device. Truly, the group with all their gear will test the mettle of this device, but it seems to be able to support the weight of all, if used.

The men, after examining them are determined to be dead. The tall emaciated man likely passed away from organ failure or perhaps, he was soon to die and hadn't yet. The cause of this could be many, but substance abuse is likely the cause. The shorter man does not seem to have any problems upon looking at him. The faint magic aura does come from each of them. It is a twist between transmutation and necromantic energies.

Neither however seem dead. They could easily pass for a citizen of Hook City, if not for their odd characteristics.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday March 25th, 2011 8:03:28 PM

ooc: There aren't many diseases that make you wander into a 200 year old room and wait next to a chain on the off chance a random group of adventurers enter. Which means there is a 50-50 chance one of us will contract such a disease by the end of this fight.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday March 25th, 2011 8:24:14 PM

The rogue looks curiously at the decased automatons.
It looks like there isn't much we can do for these men now. I don't particularly think that we are in danger from the lift itself, however anybody that can to this to a person is going to a concern to our well being. Still, should the worst happen while on the lift and we start falling I should be able to take care of myself.

Beriothian puts up his crossbow and pulls out a potion with two scarlet cows drawn on it. Should the platform break/fall he will immediately sip from it (gives feather fall for 3 rounds).

ooc: a bunch of new posts appeared once I submitted, must have had an old cached version in my history.

DM Buzz: Deleted your extra post. :)

Restlin (Carl) -- AC: 14/12/12 HP:35 (Spells) Current spells: Detect Magic 
Friday March 25th, 2011 9:43:34 PM

"Excellent! We take the elevator of the damned, then."

Restlin saunters over to lift and hops onto it. "I don't think anyone's going to be offering an invitation. Let's get going..."

Bosk 
Friday March 25th, 2011 11:23:31 PM

Bosk looks at the men with much the same feelings Zeoll did a minute ago when he thought them merely diseased. As a Cleric of Gargul he feels compelled to kill them where they stand, but his training as an avenger helps him to view them as a means to an end. They will be returned to Gargul soon enough. If they don't die when they stop their master, then Bosk will kill them on the way back. He may be an Avenger, but even that won't allow him to tolerate their presence for long.

Bosk is ready to take the elevator. If it looks like their weight is too much he will shrink down to medium size and give Zeoll a option to do the same.

See invisibilliity = 45 minutes left

Zeoll (HP35, AC18)  d20+18=30 ;
Sunday March 27th, 2011 2:45:22 PM

"Huh," says Zeoll. "Undeath, not disease. Maybe therre should be no differrence, but somehow this offends me less. Well, let's ascend."

Zeoll casts Heroism before boarding the lift. He remembers his Pearl of Power is in his pocket, and he uses it to recall his Elf Vision spell, although he does not cast the Elf Vision quite yet. On the way up he casts Guidance and recasts his Taur's Try if he has time.

He tries to keep alert as the lift goes up: Perception 30. His shield is in one hand, his lens in the other.

==========

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
1 of 5 first level spells cast (Charm Person)
2 of 3 second level spells cast (Heroism x2)

OOC: I see I had mistakenly listed 4 first and 2 second level spells per day. It is actually 5 and 3.

Goodberries from yesterday: 0 (all used)
Bard Music Rounds used: 8 of 16 rounds
Pearl of Power Level 1: Used today.
Diseased by Dead Finger Contact

Currently Active: Guidance (1 min); Taur's Try (minotaur form) (10 min); Heroism (40 min)

Kyan (Jon) AC:19/13/16 HP: 42/48 
Monday March 28th, 2011 8:34:18 AM

Kyan steps onto the elevator and readies his bow once again. "I think its worth saying again that we should assume that surprise is gone. I wonder what sort of greety party our hosts will have thrown together to meet us."

The ranger peers upwards as they ascend, watching for any signs of movement.

What a blast!/DM Buzz  d20+12=25 ; 7d6=22 ;
Monday March 28th, 2011 11:24:36 AM

The group steps up onto the platform and when the last adventurer is in the small area, it is clear, that is the cue for the undead to start pulling the lift up. They strain at first, barely moving the group on the platform, and after about three inches, the lift moves easier and the undead men seem to strain less.

As the group ascends to where the lift may take them, they can see they are enclosed by solid stone and what amazing mechanisms might be installed in this area. The darkness overwhelms those without darkvision (Which I believe is everyone) and the lift agonizes over the weight it must haul.

Along the way though, the stench of death is everywhere and movement can be heard around you from time to time. An undead groaning as it were. Then, that sound passes as it then again, can be heard again. Someone accidently brushing up against the stone can feel areas of stone are missing, replaced by metal bars, perhaps keeping something or some things at bay. Many "some things" most likely.

After about eight minutes, you hear a small feminine voice from above in the darkness, "Welcome intruders! Grandfather wrote to me, warning me to expect this day. Thankfully, he planned well in advance." With that said, a pea sized globe of red falls toward the group from above and as it hits something, the lift, the side of the wall, a minotaurs face, it explodes in a brilliance of energy, engulfing everyone, including the lift. Fireball causes 22 damage. Please make a reflex save DC16 for half damage. Thankfully, the maker of the lift made it strong enough to last through at least one of those massive explosions. The smoke from it and you briefly drowns out the stench of the dead. "Let me go and prepare for my guests." the voice is heard to say from above.

It only took the lift four minutes to descend down to the catacombs level but it takes three times that long to bring the bulk of the group where the lift is supposed to land on top.

Engineering checks will determine how far the group has left to go in feet, but you know, you are around two thirds of the way there.

Perception check DC 12 also needed, noticing something from the light of the blast.

Kyan (Jon) AC:19/13/16 HP: 42/48  d20+7=23 ; d20+10=20 ;
Monday March 28th, 2011 1:23:25 PM

"Sounds promisi..." Boom. The ranger's mutter is interrupted by that pea-sized globe suddenly erupting in a burst of searing heat and flame. He instinctly turns away from the source of the blast, putting his back to it and craddling his bow against his chest as the heat rushes over him.

He lets out a cough as the first waves of smoke and the smell of singed hair reach his nose and he spits to get the taste of burnt taur out of his mouth. Raising his bow once again with a slight wince of pain, he looks around at the group and the surrounding dark, ready to fire on anything else that may take the opportunity to show its face.

OOC:
Reflex: 23
Perception: 20



Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Monday March 28th, 2011 3:24:15 PM

Bosk has taken the Shadow Domain, which grants him low light and dark vision. He also has 45 minutes left on his see invisibility. Does that effect anything?

DM Buzz: Not this situation, but you get a private email from me. :)

Restlin (Carl) -- AC: 14/12/12 HP:13/35 (Spells) Current spells: Detect Magic  d20+3=13 ; d20+1=21 ; d20+9=12 ;
Monday March 28th, 2011 6:32:37 PM

ooc:

Reflex: 13
Perception 21(nat 20)
Spellcraft: 12

"Hmm," Restlin thinks to himself. "I know this. A small red ball like that means something, but I can't for the life of me remember..." He is still pondering this when the fireball hits him full in the face.

"Oh yes! A fireball! That brings back memories. Anyway, I don't know about you gentlemen, but I find the lack of hospitality in this place to be highly improper. My mistress taught me to always introduce myself before launching an attack."

He cranes his head upwards, cups his hands around his mouth, and continues in a much louder voice, "She knew how important manners are when dealing with company!"



Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=16 ;
Monday March 28th, 2011 9:07:38 PM

It's dark on this elevator, and I have a hunch there is something waiting for us up top. I should really ready my bow so I can shoot at it. But shooting straight up in the dark would be bad, I really need some light so I can see what I'm shooting at. Hmm, I have three torches I could use. I also have these nifty goggles that can cast light... or better yet, I have 20 candles and some tinder twigs. But which candle to use... candle number one feels like it may be slightly longer than the others. But candle number two feels like it may be in slightly better condition. Now, this third candle.....

This line of thinking apparently goes on for quite a while when a disembodied voice starts making vaguely threatening comments. Suddenly a red light appears, pinpointing the location his target. The rogue pulls out his trusty bow, takes a slender rod between his fingers, and is about to let it fly when he realizes he has absentmindedly loaded a candle into his bow. Oh well, nobody else seems to have attacked this creature, so it's probably better the rogue didn't provoke anyone. He puts up his crossbow and candle.

Suddenly the seriousness of the situation hits the rogue, and very nearly a large fire ball as well. The rogue quickly draws his rapiers (and if the room is dark again he activates the light goggles that are on his forehead)

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=22 ;
Monday March 28th, 2011 9:08:14 PM

ooc:forgot, perception = 22, 24 on traps

Beltrin (Keith) AC: 19/14/15 HP: 16/47 Spells  d20+9=11 ; d20+8=26 ; d20+4=9 ;
Monday March 28th, 2011 10:42:01 PM

Beltrin is paying close attention to the straining lift as it rises, afraid that the weight of the party may strain it past its breaking point at any time. He is caught totally unawares by the blast of fire from above. Hearing their attacker antagonize them from above, he looks upwards, hoping to catch a glimpse of what lies ahead.

He quickly casts a spell to light up the shaft and draws his bow to target any enemies that he may see ahead.

------------------------------------
Knowledge (Engineering) 11
Perception: 26
Reflex save: 9

Standard action: cast dancing lights to appear as near to the origin of the fireball as possible (range 140 ft.)
move action: draw bow

Beltrin (Keith) AC: 19/14/15 HP: 16/47 Spells 
Monday March 28th, 2011 10:44:22 PM

OOC: Forgot my active spells:

Dancing Lights (10/10 rounds remain)
Mage Armor


Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+5=7 ; d20+8=12 ; 2d6=6 ; 2d6=6 ; d3=1 ; 2d6=12 ; d8=6 ;
Monday March 28th, 2011 11:11:39 PM

What in Gargul's name...its like some sort of undead zoo displaying his creations. Bosk is caught so off guard by the sight that he forgets the others are unable to see in the dark, and a fireball to the face does little to help him gather his thoughts. Fearing the worst, the cleric does what he can to heal the group.

Actions
----------
Reflex Save= 7
Perception = 12

If we are in combat rounds:
Channel Energy to heal everyone for 6 dmg

If we are not in combat:
Channel Energy twice to heal everyone for12 dmg
CLW on self for 11

Zeoll (HP35, AC18)  d20+9=29 ; d20+7=11 ; d20+18=28 ;
Tuesday March 29th, 2011 10:08:15 AM


Over the 8 minute ascent, Zeoll continues to renew his two cantrips, Guidance and Taur's Try. Likely he would have cast a Light too, but no matter.

Zeoll uses his Guidance spell for the save. With the heroism spell, that's a +3 to his usual +6 on reflex saves. He rolls a nat 20 for a 29, and takes half damage.

Hit Point total: 35-11 = 24

Then an engineering check and a perception check:

Engineering 11. Perception 28.

From what DM Buzz says, we have four more minutes to go before we get to the top.

If we have time for Bosk's healing surges, 12 hp of healing brings Zeoll back up to max.

Zeoll, however, is worried about more attacks from above. He can't create a wall, but maybe he can provide some concealment.

He casts a Message cantrip and then uses the whispered messages and Bluff checks to pass secret messages to communicate his ideas to his friends. NOTE: You do not need to make a check to understand the secret messages if you are the intended recipient!!

Zeoll tells his friends via secret message that he wants to casts Silent Image and make an illusion of thick mist covering the party and extending up. He will communicates to his friends that it will be an illusion, so that they will be able to see through it.

He asks Beri if he can disable the lift so that it stops in place? If so, we might stop it and wait. That will throw them off. Meanwhile, we ascend through the mist unseen. In fact, is it possible to ascend via climbing faster than the lift can ascend? Could we possibly get there early, before they are expecting us?

Bluff checks for secret messages: Zeoll is at +19 with heroism, so there is no chance of failure, even for complex secret messages.

Zeoll refreshes his Guidance cantrip too.

==========

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
1 of 5 first level spells cast (Charm Person)
2 of 3 second level spells cast (Heroism x2)

Goodberries from yesterday: 0 (all used)
Bard Music Rounds used: 8 of 16 rounds
Pearl of Power Level 1: Used today.
Diseased by Dead Finger Contact

Currently Active: Taur's Try (minotaur form), Guidance, Message; Heroism (8 of 40 min used)

ooc: DM Buzz 
Tuesday March 29th, 2011 11:12:38 AM

Late post today.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Tuesday March 29th, 2011 2:30:54 PM

ooc: Can you clarify in your next post if we are in combat rounds. If not, I would like to heal the group some.

DM Buzz: Sure :)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday March 29th, 2011 3:31:44 PM

ooc: that is one of the most unnerving posts I have ever read.

Made it up alive/DM Buzz 
Tuesday March 29th, 2011 7:42:28 PM

As the lift travels up, characters cast spells of light to allow some vision. The stone walls surrounding them appear well worked and mortared, five feet by five feet blocks. The groaning of the lift grows tedious (Disable Device once in shaft DC50) but is soon forgotten when about half way from where you think you need to go, the sides of cages come into view. Each cage is half as big as the lift, and inside each cage are a score of skeletons in a morbid state of decay. They might even be considered zombies on the verge of being skeletons. As the lift continues to rise, more cages come into view. The occupants in each cage appear to be less and less decayed as it seems these creatures have been stored here for a very long time. They are unmoving and do not at all look alive, like the operators of the lift.

The hardy adventurers have been through a lot so far and they can see maybe six layers of cages by the time they are hit with the fireball. The magical blast does not seem to be large enough to effect all of the undead in the cages, but a few of the zombies up near the doors are effected and drop from the blast.
Deep within the cages, you can see a large block is attached to each wooden beam operating the lift. It operates in a corkscrew fashion, with the axis staying stationary in it's circular operation, raising and lowering the blocks of stone where the beams are attached. (Entering the cages to Disable Device DC20)

Unless someone can climb a sheer wall or they can jump very high, then they will have to wait the last four minutes to get the next 100 feet out of the way. The chains supporting the burnt lift are sixty feet long and attached to large wooden beams buried into the stone walls.

The group is not attacked during this time and when the lift gets close to the top, the stench of death is somewhat overwhelming as an enormous stone room comes into view. It's dimensions are the size of three Hook City mansions and it is unnaturally lit with a soft red glow coming from orbs one hundred feet in the air, suspended from a domed ceiling. Spanning across the room in but a moments glance would be, off to the right and left of the lift are two large sprockets lying horizontal on the floor. On the outer spokes of each sprocket are five humans turning each clockwise. It seems it is easy enough for them to turn around and push the opposite direction as well. They continue to grip their respecting wooden beams. What might be just a little more unnerving however might be the large forging equipment in place off to the far right in the chamber. A leather bellows is attached to the furnace which heat three large cauldrons. The cauldron contents can be separated with a basin off to the side and large chain links can be smelted together. Off to the left are large quarry tools. Massive chisels, and large supports for placing and cutting stones. Mortar pits used for mixing with all the tools many people used to create this complex area and perhaps the catacombs itself?. For some reason, though, this work seems much newer then where the dead had been buried deep under the city.

The rest of the room appears empty, except for the large stack of dead bodies in the back of the room, in various forms of decay, their corpses filled with gas and oils from dying tissue seep from wounds gained before or after death.

Toward the front of the room,one hundred and fifty feet away, is a large Bulette standing in front of a large open door. Three other doors are also in the room, one on each of the other walls.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=25 ; d20+8=28 ; d20+4=18 ; d20+5=21 ; d20+14=17 ;
Tuesday March 29th, 2011 11:16:16 PM

As the elevator moves upward Beriothian takes note that it would be beyond his skill to disable it from outside, though it should be a simple matter for him should he slip into one of the cages. When the reach the top the elf surveys the room, not wanting to be have another close call with a ball of fire.
He glances over the equipment, wondering whether this was used in the creation of the catacombs, and what it is currently being used for. Suddenly the Bulette catches his eyes, surely this fearsome creature is far worse than a fireball! Beriothian prepares to tumble out of the path should he need to respond to an incoming attack.

Perception = 25 (27 on traps)
Knowledge (local) = 28 (to determine if this was used to
Knowledge (engineering) = 18 (to determine the current use of the equipment)
Knowledge (Arcana) = 21 (knowledge check for Bulette)

Ready action - tumble = 17

Beltrin (Keith) AC: 19/14/15 HP: 16/47 Spells  d20+9=21 ; d20+9=13 ; d20+7=15 ; d8+3=4 ;
Wednesday March 30th, 2011 1:11:01 AM

Reaching the top of the lift, Beltrin finds the scene almost as horrifying as the one on the ride up. His eyes quickly skip over the macabre scene before him and focus on the obvious threat at hand in front of the open door. He wracks his mind to see if he can recognize this massive creature.

Realizing the sort of danger that they might be in, Beltrin backs off the lift on the opposite side of the Bulette. "Careful, that thing is quicker than you'd expect... maybe if we can lure it onto the lift, these poor souls will drop it down for us."

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

Knowledge (arcana): 21 (determining what the Bulette is)
Knowledge (engineering): 13 (trying to figure out the best way to drop the lift)

Ready action, fire bow at Bulette if it approaches the group. (Hit AC 15, damage 4)



Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+13=24 ; d20+9=17 ;
Wednesday March 30th, 2011 2:48:04 AM

Looking around at the quarry tools, Bosk wonders if it is wrong to take the equipment. Surely any tools taken out of the hands of anyone creating zombies and skeletons would be favorable in Gargul's Eye. As he scans the room he spots an armor plated creature with huge teeth. The cleric finds himself instinctively moving his hand towards his sword, despite the creature's distance. This was without a doubt the largest creature he has seen since traveling to Mudtown, and he looks forward to mounting the things head on his wall. Activating the magic Holy Symbol on his belt to to strengthen his prayer (+1 to caster lvl) Bosk casts Blink. As his hands move faster and faster in wide motions, his body becomes harder to focus on with each pass, and then he is gone. A moment later he appears begins to blink seemingly in and out of reality at random.

Actions
----------
Spell Craft (To identify creature's weaknesses and strengths) = 24

P.S.Everyone remember to add 12 to your HP from Bosk using Channel Energy twice on the lift

Active spells
-------------------
See invisibility active for 34 minutes
Blink active for 6 rounds
ignore the d20+9, I planned to attack, but misread the distance by 100 feet.


Zeoll (HP35, AC18) 
Wednesday March 30th, 2011 8:22:01 AM

Oh kindly DM Buzz, can we do a little retconjuration? It had really been my intent to cast the Silent Image (of thick mist) before the lift got to the top. And to make sure my friends knew it was an illusion, so they could see through it.

Made it up alive/DM Buzz 
Wednesday March 30th, 2011 9:59:48 AM

Yes Cayzle, I apologize for missing that part. It seems there is always something. The spell is not listed on the bottom of your post though, where I tend to look for such things..
:)
The area surrounding the lift is full of your Silent image.

As well, I have ahuge day today, so DM post will come tonight for tomorrow.

We will get back on track then.

Kyan (Jon) AC:19/13/16 HP: 43/48  d20+7=22 ; d8+8=9 ;
Wednesday March 30th, 2011 10:35:56 AM

Kyan steps off the lift as it reaches the top and quick scans the room for any sign of imminent danger with his bow raised and ready, but not drawn. His eyes briefly go wide at the side of the large Bullette across the room and he mutters an oath and nods Beltrin's way. "Something that big... the lift barely wanted to hold us, I doubt it would hold it."

He turns his attention back to the monstrous creature and steadies himself, taking aim and ready to fire if it comes towards them.


OOC:
If the bulette comes within 100', he'll attack.
Attack: Deadly aim, hit AC 22, damage 9


Zeoll (HP35, AC18)  d20+7=15 ;
Wednesday March 30th, 2011 11:51:50 AM

Yeah, I didn't post it at the bottom of my post because I wanted to make sure that everyone knew about it first and no one objected. Events moved faster than I thought they would, though that's A-OK!

Note to all: No enemy can see through the illusion until they "interact" with it. That means for the present they cannot see us but we can see them. That's a +2 to hit and sneak attack damage within 30 ft.

IC: Zeoll is skeptical about the strange malformed creature he sees. He tries to recall if he has ever heard of such a thing before. Knowledge check at a bare minimum is a 15 for all knowledge areas; which is a 19 for knowledge, planes, and local; 20 for arcana; and 23 for nature.

Since he is concentrating on maintaining the illusion, he makes no standard actions.

Restlin (Carl) -- AC: 14/12/12 HP:25/35 (Spells) Current spells: Detect Magic  d20+9=21 ;
Wednesday March 30th, 2011 6:09:04 PM

"I have to give it to this Mr. E. Only class A villains have land-sharks guarding their lairs. Between the legions of undead, the traps, and now this, I'm beginning to think we should have brought many more people with us. Still, let's not let that stop us from charging ahead towards the danger!"

Restlin says all this without a hint of sarcasm.

ooc:
Knowledge, Arcana (to see if he knows anything about this creature. Straight knowledge is 16 if arcana isn't appropriate.): 21

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells 
Thursday March 31st, 2011 12:57:40 AM

OOC: Just updating hit points before I forget.

------------------
Active Spells:
Mage Armor

Standoff/DM Buzz 
Thursday March 31st, 2011 2:34:31 AM

The Bulette.

Oh what a fearsome creature one is to behold. A massive hill of sinew, muscle and exoskeleton. It haunts the Sargrass plains and is one of the most feared and talked about creatures anywhere it is considered temperate. Even though it favors hills in most domains, the Sargrass has a wide display of anomalies and the rich, fertile soil is a prime hunting grounds for these majestic beasts.

Stories in the tents of Mud Town and in the Pubs of Hook City are always abound with horrors of such beasts, as a lone guardsman spins a tale of being the only survivor of a merchant train decimated by a lumbering Land Shark.

They can take down a herd of gazelle in a rumble of earth and only the most experienced or fool hardy face one in combat, with the intention of success.

Many rumors abound about the creature. They are magical indeed and some are said to fly as well as burrow. Others sing a song and entrance you. Most of which are hog wash and wives tales, but none mistake the truth behind, how deadly they are.

The group faces one down and it seems to not see anyone still on, or stepping off the back of the lift.

It is unmoving and so seems the group, for the moment. The Illusionary cloud still envelops the Iron Adventurers..

Beri having escaped the damage of the fireball by ducking under the liontaur, he now prepares for the fight of his life. The only way he can see the lift being lowered is to have the "humans" turn the sprockets the opposite direction. The forge appears to be cold and the equipment unused in quite some time.

Beltrin successfully identifies the huge creature ahead and steps back off the lift in a defensive posture. He comes up with an unlikely plan, yet brilliant if pulled off.

Bosk sees a lot of potential with the tools of the area and ponders the ethics of loot. After seeing something quite large and inherently aggressive, he activates an item (and a spell?).

Kyan, with bow drawn, waits for the creature to leap forth and will then, launch an attack in a preplanned manner.

Zeoll knows well about the Bulette and also knows, rumors are rumors, but the truth can still be deadly.

Restlin is impressed with this Mr. E. Acknowledging the wiles of an enemy will keep one in the game, where as making a critical mistake in a chess game will cost you a queen. He knows as much about the Bulette as the others.

The ball is back in the groups court. One round of items and spells have been marked off and you are in combat rounds at this time.

The Bulette is a common creature in this territory, so only the most vague of questions must be rolled for an answer.

Zeoll (HP35, AC18) 
Thursday March 31st, 2011 7:36:56 AM


Zeoll whispers via Message spell to everyone to remember to be as quiet as possible. He suggests moving slowly as a group away from the creature.

[Buzz, can Zeoll move the illusionary cloud with him as the group backs off, or does it have to stay in place? Either way, Zeoll's suggestion is to back away, keeping the cloud between the monster and the group.]

The liontaur adds, via Message, "I bet that's a zombie bulette."

If everyone agrees, he will use a move action to back away from the monster. Is there any obvious exit in that direction? Interesting tables or objects to hide behind or use as cover?

==========

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
2 of 5 first level spells cast (Charm Person, Silent Image)
2 of 3 second level spells cast (Heroism x2)

Goodberries from yesterday: 0 (all used)
Bard Music Rounds used: 8 of 16 rounds
Pearl of Power Level 1: Used today.
Diseased by Dead Finger Contact

Currently Active: Taur's Try (minotaur form), Guidance, Message; Heroism (8 of 40 min used), Silent Image

PS: 11 hp damage completely healed with two positive energy waves, thanks!

DM Buzz: Since the spell has a range and speaks of an area, I will say no, it can not move from the target area after cast. The only things one can hide behind are large sprockets or the equipment on the left and right side of the huge lift over one hundred feet away.

Kyan (Jon) AC:19/13/16 HP: 43/48  d20+10=24 ;
Thursday March 31st, 2011 9:34:37 AM

Easing his bowstring down, Kyan lowers his bow, but keeps the arrow nocked and ready as he stares at the bulette with a frown. He look for a long moment, trying to judge whether the creature simply hasn't moved yet because it has not seen them or if it is standing unnaturally still like the dead.

Turning his had to look to the rest of the group, there is an unsure tone to his voice as he whispers, "It would good to not have to fight that monstrousity, but I also don't want to end up being pinned between it and a dozen zombies if we leave it at our backs."


OOC:
Perception, to see if the bulette is moving at all: 24


Standoff/DM Buzz 
Thursday March 31st, 2011 10:39:05 AM

There are four doors, one in each wall of the massive room. Only one is open in front of you.

Zeoll (HP35, AC18) 
Thursday March 31st, 2011 1:10:32 PM

Zeoll still advocates backing away and keeping the illusional fog between the monster and the party. When we have backed all the way back to a wall, we can see how far we are from a door.

Restlin (Carl) -- AC: 14/12/12 HP:25/35 (Spells) Current spells: Detect Magic 
Thursday March 31st, 2011 8:50:14 PM

"Buddy, if you've come up with an idea that involves not engaging the land-shark head on, I'm all ears."

Restlin begins moving away from the bulette, but stays hidden in the illusionary fog for now.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Thursday March 31st, 2011 11:23:22 PM

Having already activated the magic Holy Symbol on his belt to to strengthen his prayer (+1 to caster lvl) Bosk casts Blink. As his hands move faster and faster in wide motions, his body becomes harder to focus on with each pass, and then he is gone. A moment later he appears begins to blink seemingly in and out of reality at random. The blinking cleric follows with the group, if they all chose to move. He whispers in response to Zeoll and the group, I say we fight this thing now. This was planned and placed in advance, what are the odds we can walk around it? The odds are we need to go past it to find our destination, and that any door we open contains something else to fight. Remember the crates of zombies? What if we open a door to a room full of zombies and then have the shark hear the battle and come at us from behind?

ooc: What do the doors look like? Is there an obvious lock? Are they more wooden doors or solid stone and metal bound doors?

Active spells
-------------------
See invisibility active for 34 minutes
Blink active for 6 rounds (jumped ahead of myself and combined 2 rounds of action last time).

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday April 1st, 2011 12:57:29 AM

I agree, it would be pointless to have the Bulette guarding a door that isn't important. We should take this chance to attack before he notices us.

Zeoll (HP35, AC18)  d20+18=20 ;
Friday April 1st, 2011 8:18:54 AM

Zeoll and Restlin -- back off.

Beri and Bosk -- fight.

Any word on Kyan's perception check?

Zeoll will try too -- is that thing even alive? Of course, it is likely covert undead, like the things below.

Perception 20

Other votes on what to do?

DM Buzz: I mentioned in the previous DM post the creature was not moving. The perception confirms it. :)

Standoff still/DM Buzz 
Friday April 1st, 2011 10:31:04 AM

The group is full of indecision as the proverbial clock continues to tick against the group. Spells have been cast and some of those with shourt durations are almost half way expired.

Who will charge, who will cast and who will avoid the monster that stands waiting before them?

One thing is certain, Mr. E has a way of buying himself time, but what could he have been doing for the last four minutes and eighteen seconds?

The room rumbles a little bit as large machinery off to the right gasp, belch and then, the large bellows begins to pump and a giant flame erupts in the furnace. Clearly, it has been activated, from somewhere.

The humans manning the sprockets at this time do an about face and start to lower the lift, back down. Perhaps, the lift will be bringing up the hundreds of undead the group saw previously?

The lift moves slowly at first allowing everyone a chance to disembark if they desire.

The Bulette still has not moved.

Kyan (Jon) AC:19/13/16 HP: 43/48 
Friday April 1st, 2011 11:16:32 AM

"That beast is too still to be alive." Kyan concludes after studying the bulette and confirming its unnatural lack of movement.

His head snaps over to the bellows as the machinery beings to move, but he quickly turns his attention back to the monstrous land shark. "I think to Mr. E has laid our path before us and we have little choice but to follow. We should slay that abomination now and be after our host."

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells  d4+1=3 ; d20+9=14 ; d20+5=10 ; d8+3=6 ;
Friday April 1st, 2011 2:16:32 PM

Beltrin isn't thrilled about taking on the Bulette, undead or not, but sees the wisdom in Bosk's argument. He casts Mirror Image on himself and gestures with his bow to Kyan: "Well, if we're going to take this beast on, let's see if we can lure it to us. What if Kyan, Beri and Restlin take up a position on one side of the lift, Bosk, Zeoll and myself on the other and we pepper it with arrows until it makes a move against one group? Then the others can close in from the opposite side."

Beltrin casts a spell and suddenly 3 additional Beltrin's appear next to him, mimicking his actions directy. All 4 Beltrins move to the position that he described and gets ready to fire on the land-shark.

----------------------------------------------
Cast Mirror Image: 3 images active
Knowledge (Religion): 14, trying to see if there are any signs of undeath about the Bulette
Not sure if we are in combat rounds or not, but as long as the rest of the group is moving forward with the plan, my next action will be to fire an arrow at the Bulette: [b]Hit AC 10 for 6 damage


Spells active:
Mage Armor
Mirror Image (3 images)

Zeoll (HP35, AC18) 
Friday April 1st, 2011 7:04:06 PM

So say we are still at the top of the lift, in the illusionary cloud, and the lift is going down, and the "bulette" is 150 ft away.

Zeoll can cast another illusion, starting 20 ft from the bulette, of another cloudbank, say 40 ft across and 20 ft deep. If we are lucky, we will then be able to approach and enter the new cloud without rousing the monster. And then we can attack from within the cloud, gaining bonuses as if we were invisible. Either it will stand there and get slaughtered, or it will enter the cloud and attack. If it enters and fails its save vs illusion, then it still takes the penalties as if the cloud were there.

The liontaur explains all this with quiet whispers via cantrip. Comments?

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells 
Friday April 1st, 2011 8:10:56 PM

Beltrin likes that idea better than his own. "Aye, that sounds like a good idea to me."

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday April 1st, 2011 10:59:19 PM

The rogue nods silently, ready for the group to jump into action.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d4+1=5 ; d4+1=5 ;
Saturday April 2nd, 2011 12:38:12 AM

Bosk agrees with the plan and takes the lead, moving forward 20 feet (130 feet from the bullette). Taking careful aim, he throws the magic stone he won last year in the lottery and throws it at the land shark. The stone arcs through the air and upon its descent he hopes to see it split into two balls of energy that will fly towards the huge target. Bosk smiles, confident that his soon to be fired magic missiles will find their mark.

Actions:
--------------
If Zeoll casts the spell this round, Bosk will wait until the spell is cast to move. If not, he will move right away.

Move 20 feet towards the Bulette.
Throw magic stone that casts Magic Missile at CL 3, both missiles at aimed at the Bullette
Atk 1 5dmg
Atk 2 5dmg (10 dmg total)

Active spells
-------------------
See invisibility active for 34 minutes
Blink active for 5 rounds (jumped ahead of myself and combined 2 rounds of action last time).


Zeoll (HP35, AC18) 
Saturday April 2nd, 2011 6:55:19 AM

Okay, that's good enough for Zeoll. He casts his Silent Image so that a new cloud appears. Something like this. Of course, the old Silent Image goes away.

Then it is time to start moving slowly (40 ft per round because he is concentrating) toward the landshark, keeping the illusionary cloud between himself and the creature.

Note: Per the rules, you do not get a saving throw against an illusion until you interact with it. That means touching, I believe. So arguably, although Zeoll's friends KNOW the cloud is an illusion, they still cannot make a save, and therefore see through it, until they touch it.

DM Buzz: With that reasoning, the "landshark" doesn't need a save to see through it either, until it touches it. Sorry, I gave everyone the benefit of the doubt in the shaft because you had four minutes to make your saves, finally. Take this to the rules board if you disagree with me. :)

Restlin (Carl) -- AC: 14/12/12 HP:25/35 (Spells) Current spells: Detect Magic 
Saturday April 2nd, 2011 11:38:15 AM

Restlin internally questions the wisdom of all this sneaking around when their cover has been blown so fantastically. He does this while taking a step backwards and off the lift (in other words, the retreating lift is between him and the bulette).

Action:

Holding for now. If the landshark charges as a result of Bosk's magic missiles, he'll hope it's a blind charge due to the illusion and cast a grease spell in front of the lift.

Kyan (Jon) AC:19/13/16 HP: 43/48 
Saturday April 2nd, 2011 12:27:03 PM

Kyan advances with anyone else that moves forward, his bow ready, but unable to take a shot with the illusionary fog bank between him and the bulette.

Zeoll (HP35, AC18) 
Saturday April 2nd, 2011 1:42:11 PM

Hey DM Buzz -- we are in exact agreement. I just phrased it poorly. What I mean is that the cloud blocks vision for the party too until they touch it, and even after if they fail their saves. A truly kind DM might allow very large bonuses on that save, or repeated saves, since they know it is an illusion.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+10=14 ; d8+2=5 ;
Saturday April 2nd, 2011 5:12:09 PM

Beriothian sees the horned cleric taking the lead and follows suit. Staying behind his large friend, the rogue pulls out a magic arrow from his quiver (offering to loan some to anyone that needs them.) He aims at the square he knows the land shark to be at and trusts his arrow will find it's mark.

ooc: If I am understanding the current scenario then I would get a +2 bonus for being invisible to the Bullette, and a -2 for being outside of 110 feet. I am unclear as to weather the -2 would from range be negated. I decided to leave the penalty on, but I don't think that it would influence the outcome.

attack = 14
damage = 5

A sculpture/DM Buzz  d100=43 ;
Monday April 4th, 2011 11:08:44 AM

Some of the group did not mention leaving the lift, but it will be assumed that you are all staying together unless I see a post from someone telling me they are going back down.

Kyan suggests an immediate assault before their host has more time to plan against them.

Beltrin becomes many and suggests a flanking maneuver to attack the beast. He might be to far away to identify it as undead.

Zeoll poses a solution as well and casts a new spell of illusion in response to the other members initial attacks.

Restlin decides to be patient with the situation and watches with some dismay, the illusionary fog blocking his view.

Bosk takes a stone and hurls it at the large creature, expecting the magical item to become arcane darts and is a little surprised when the stone lands on the warm stone floor and rolls just over one hundred feet away.

Beriothian taking a cue from the minotaur launches an arrow at the very large opponent and it hits the Bulette right in the forehead, shattering the arrow and doing no damage to the creature.

The creature continues to stand, perfectly still and all the arcane specialists know, something is terribly amiss. Magic Missiles are ever accurate, except when deflected by other magic and now as the group approaches, it is clear at about fifty feet away, it is not a creature at all, but a beautiful sculpture. The skeletal plates of the art work seem very real and they are, but they were assembled together by the hands of an expert. Amazing is the detail of the display.

The door behind the Bulette is twenty five feet high and twenty feet wide. It leads into a hallway that is of equal dimensions, except there are two sets of stairs leading up. On the right and left hand side, stairs for medium sized creatures lead up and in between them are steps for a huge creature.

Kyan takes a moment and doesn't believe anyone has come this way. Going back into the enormous chamber, the stone cutting equipment looks like it is used pretty often, but not by many people, only one sets of medium sized foot prints can be found in the dust given off from recent activity. The door behind the stone work look recently used and opens easily once pulled upon.

The same type of stairs as the open door, leads up and the group follows them up carefully, always wary.

Three flights of stairs and maybe two hundred feet at a thirty five degree angle, the group comes into another chamber, not quite as big as the one below. It has six levers set into a consol and they are all set to the right. Four openings are also in the room only sixty feet diameter and fifty feet tall. Otherwise this chamber is empty.

Dust from someone's foot prints are found and another stairwell leads the group up into a room only twenty feet wide and eighty feet long. Inside here you see two large cauldrons sitting on top of miniature furnaces that are running. A human female stands at each one, slowly stirring the contents. The smell in this room is of sulphur, metal and natural gas. A human male is seen walking back from a trough with a very large bucket attached to a long metal rod, used as a handle. He grabs a scoop from the nearest cauldron, walks over to the receptacle and dumps it in. Then, he pulls a lever next to it and a large arm swings out and forces the hot liquid, with force, through a small opening at the of the trough.

As before, the group does not appear to be noticed by those performing their mundane tasks.

Eight minutes have now passed, with the cautious movement and Kyans tracking ability. Short duration spells are expired.

Kyan (Jon) AC:19/13/16 HP: 43/48 
Monday April 4th, 2011 1:44:33 PM

Kyan moves to the side of the long room to give the others enough space to come in from the stairwell while he raises his bow half drawn to watch the three working figures, his arrow following the man with the bucket pole.

He keeps an eye on the three figures, looking for any sign of hostility, but otherwise waits for the rest of the party, assuming they'd rather try to determine if the man and women are living and willfully part of this dread operation or one of the life-like undead they've seen before.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Monday April 4th, 2011 1:52:58 PM

Bosk stares, dumbfounded, when his magic missiles fail to appear. At first he thinks that the magic failed, but when Beri's arrow shatters and elicits no response from the creature he begins to catch on. Cautiously walking forward to pick up the flat stone he threw, he is amazed at the quality of the statue. IT is unbelievably life like. Immediately he wishes he had a larger bag of holding to place the statue in, but that would have to wait.

As the group moves forward Bosk continues mapping the area and recording his observations. When they reach the stairs, the cleric once again offers Zeoll a magical item that will cast reduce person. Although they can both squeeze into the medium stairwells, it would be difficult to fight on them at full size.

As the group makes plans, the Horned Cleric listens as he lets the rogue ponder the levers and the ranger check for tracks. He also advises the group that he has a cantrip that can cause undead he touches to flee as if panicked for 1d4 rounds.

Active Spells
-----------------
See invisibility 24 minutes left

Active Cantrips
------------------
Guidance
Toro's Taur try:
Minotaur: +1 on Perception and Intimidate checks
Centaur: +2 on Survival checks
Liontaur: +1 on Acrobatics and Stealth checks

Zeoll (HP35, AC18) 
Monday April 4th, 2011 2:09:02 PM

OOC to Bosk:

Minotaur: +1 on Perception and Intimidate checks
Centaur: +2 on Survival checks
Liontaur: +1 on Acrobatics and Stealth checks


Pick one, my friend, I would think. Not all three. That's how I play it.

Restlin (Carl) -- AC: 14/12/12 HP:25/35 (Spells) Current spells: Detect Magic  d20+9=25 ; d20+9=25 ;
Monday April 4th, 2011 2:37:38 PM

As the group breathes a sigh of relief, Restlin still feels something is amiss. Is this really just a statue? Cautiously, he goes and knocks several time on the stone creature. He recasts detect magic and inspects it again.

OOC:

Spellcraft: 25
Knowledge, Arcana: 25

Specifically, Restlin wants to know if this is an impressive feat of craftsmanship, or a bulette that's been turned to stone.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells 
Monday April 4th, 2011 2:52:43 PM

I pick survival

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=13 ; d20+11=27 ; d20+4=5 ;
Monday April 4th, 2011 8:41:59 PM

I can't believe I wasted a magic arrow on a statue!
Beriothian follows the group into the new room, glancing around the room for signs of traps. His eyes quickly land on the equipment, anything with fire and sulfur spikes the rogues concern. He tries to determine weather this contraption poses any danger to them, though the intended use for such equipment is harder for him to nail down.

Perception- (check room)=13
Perception-equipment (is it dangerous to us)= 27(29 if a trap)
knowledge-engineering=5

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells  d20+9=23 ;
Monday April 4th, 2011 9:05:06 PM

Beltrin gazes around the room, trying to discern the purpose of the equipment there. Seeing how oblivious the workers are to the invasion of their space, and not wanting to waste another spell on undead, he strides closer to the workers (within 30 feet) and calls out to them. "Ho there, what manner of contraption do you maintain here?"

------------------------------------
Knowledge (Engineering): 23


Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells 
Monday April 4th, 2011 9:06:52 PM

OOC: Forgot active spells:

Active Spells:
-----------------------
Mage Armor

Zeoll (HP35, AC18) 
Monday April 4th, 2011 9:51:49 PM

Zeoll keeps up the illusion for now. Maybe the statue will animate. Or is a trap. Or some enemy will come through the open door. He brings up the rear, moving slow as he concentrates.

==========

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
3 of 5 first level spells cast (Charm Person, Sil Image x2)
2 of 3 second level spells cast (Heroism x2)

Goodberries from yesterday: 0 (all used)
Bard Music Rounds used: 8 of 16 rounds
Pearl of Power Level 1: Used today.
Diseased by Dead Finger Contact

Currently Active: Taur's Try (minotaur form), Guidance, Message; Heroism (8 of 40 min used)

Active: Heroism, Silent Image, Taurs Try (Mino), Guidance

A sculpture/DM Buzz 
Tuesday April 5th, 2011 10:42:46 AM

ooc: I have a slow day today so I should be able to get a post in before noon my time.


Oooh that smell!/DM Buzz 
Tuesday April 5th, 2011 1:28:45 PM

Mixed emotions fills the Iron Adventurers. A harsh blend between dismay at casting spells or using items and relief at not having something enormous pounce on someone and rip them to pieces before the rest of the group could kill it. After Kyan makes himself irreplaceable, the group moves on. Restlin, not at all at ease, casts a Detect Magic spell and concentrates on it for some time. Zeoll leaves the illusion up, even after they leave the room and go upstairs.

Downstairs, Bosk takes the time to let Beriothian investigate the control panel with the levers. The rogue explains, he could probably disable the device, but it would take some knowledge of engineering to know what the levers do. Beri Highlight to display spoiler: {The repercussions of disabling levers or gauges that maintain power for multiple mechanisms, could also have serious drawbacks, he is aware.}

After several flights of stairs leading up, now, the group is in a new chamber, the far end of the room is seen another large door. From the entry way, it looks closed but as the large rectangular room is inspected, it does seem to be opened slightly. Kyan does not see the human automatons making any motion other then their continuous pattern.

The room seems free of traps and the equipment is indeed dangerous to anyone that is dumb enough to stick their hand in either the furnace or the cauldron, but wise use of such tools is completely safe.

The equipment in this room is used for blending chemicals, Beltrin can easily deduce and Restlin and anyone else that has Detect Magic going, can tell, the cauldron closest to the trough or it should be said, the contents of the cauldron closest to the trough is magical in nature and gives off a Transmutation aura. Yelling at the workers does nothing to discourage their current actions.

Peeking through the open door, one can see it is a very big storage room. Broken bottles lie shattered upon the ground and many of their contents are blended together, causing a caustic reaction to the incompatible substances. There is a thick stench in here, much stronger then in the cauldron room. It burns the nose and throat and causes one to back away from the door, at first.

Entering the room without some form of protections requires a Fort save DC 15. Mr. E is indeed covering his tracks, attempting to escape or further weaken the group for the villains victory, who can tell?

Kyan (Jon) AC:19/13/16 HP: 43/48  d20+12=23 ; 2d6+8=13 ;
Tuesday April 5th, 2011 2:21:50 PM

"More undead workers?" When the workers fail to react, Kyan puts his arrow away and hangs his bow back over his shoulder before attempting to move past the male, careful to avoid getting in his way and disrupting his task.

If able to make it past him, he'll walk up to the female on the left and poke her gently in the side before stepping back to gauge her reaction, a hand going over his shoulder to the rest on the hilt of his sword, but not drawing it yet.

If either the man or woman react violently, he'll quick draw his sword to defend himself.


OOC:

I don't know if we're considering combat rounds or what the flow of actions is, but if one of the workers attack and Kyan is still able to make an attack despite having moved it will be:
Attack 1: Hit AC 23 (25 if Undead), Damage 13 (15 if undead)




Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells  d20+8=16 ;
Tuesday April 5th, 2011 6:45:27 PM

Beltrin tries to get a glimpse through the fumes to see whether he can see any other doors leading out of the storage room. He certainly doesn't want to risk breathing the poisons if there is no way out the other side.

-------------------
Perception: 16

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=12 ;
Tuesday April 5th, 2011 7:58:07 PM

I think I can disable this machine, but I don't know how wise it would be to disrupt the functions of a machine the spews molten metal.... ummm, or how safe it is to be touching reanimated corpses.

A grimace crosses the rogues face at the thought of walking through the potions room. He only glances into the room for a second to see if there is a path before turning away from the foul smelling room.

Perception = 12

Zeoll (HP35, AC18)  d20+18=22 ;
Tuesday April 5th, 2011 8:50:54 PM

Zeoll keeps his shield ready, abandons the illusion after they leave the room, and watches from the rear.

Perception 22.

Restlin (Carl) -- AC: 14/12/12 HP:25/35 (Spells) Current spells: Detect Magic  d20+9=16 ; d20+9=19 ;
Tuesday April 5th, 2011 9:34:21 PM

After making certain that the bulette statue isn't going to come alive and eat him anytime soon, Restlin turns his attention to the concoction in the cauldron.

"Beltrin, what do you make of this?" He looks around for something to poke at the mixture with & tries to deduce what this is...

Spellcraft: 16
Knowledge, Arcana: 19

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+10=16 ; d20+9=21 ;
Tuesday April 5th, 2011 11:53:00 PM

Bosk takes a deep breath and examines the store room, looking for tracks, secrete exits, traps, and potions / poisons / reagents on the shelf that may be useful. Should it necessary for the group to enter the room, and impossible to avoid stepping in the caustic puddle, Bosk will take out one of his two ladders from his Bag of Holding and lay it on the ground for people to step on without getting their feet wet. If he cannot see through the puddle, he will find something disposable to brush part of the puddle away to make sure it isn't hiding a secret door.

Actions
---------------------
Fort Save = 16
Perception = 21

Active Spells
-----------------
See invisibility 24 minutes left

Active Cantrips
------------------
Guidance
Toro's Taur try:
Minotaur: +1 on Perception and Intimidate checks

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells  d20+9=13 ; d20+13=21 ;
Wednesday April 6th, 2011 1:24:48 AM

Beltrin casts Detect Magic and examines the ruined supply room with Restlin.

---------------------------------
Knowledge (Arcana): 13
Spellcraft: 21

It burns/DM Buzz 
Wednesday April 6th, 2011 11:03:31 AM

Kyan pokes an undead worker and does not get a response.

Beltrin would need to make a fortitude save to get a better look in the room.

Beriothian would need to make a fortitude save to get a better look at the room.

Zeoll is satisfied, the group is not being followed, at least not yet.

Restlin does not recognize the contents of the cauldrons, but does realize the first cauldron is the base and when it is added to cauldron two, is when the magical additions are initiated. Yet, there is no Necromantic magic found here, so the process can not be complete.

Bosk can feel, as soon as he walks into the room, the skin underneath fur begins to itch and burn. Bosk makes his save on the initial entry and takes 5 nonlethal damage immediately. His eyes are unprotected by the abrasive chemicals that fill the air and he blinks continuously in order to keep them moist and wash away the toxins that fill the room. There are no jars unbroken on shelves and off to the right is a desk with papers scattered around and those papers are turning yellow and wrinkling, not at all immune to the caustic atmosphere that has enveloped the room. There is no "puddle" one would walk through, but several puddles of pooled liquid and scattered ingredients. Behind the desk is a door that is closed and it appears locked.

Anyone remaining in the room, needs to make a fort save every round. Please mark one round off of spells, if you have short term spells.

Kyan (Jon) AC:19/13/16 HP: 43/48  d20+5=10 ;
Wednesday April 6th, 2011 11:58:17 AM

"Huh" Kyan grunts as his poke illicits no response from the woman and briefly considers tossing her into a cauldron to see what would happen, but with a glance to the rest of the group decides against it. While he loathed the undead and hated to leave them intact behind him, he doubted the rest of the party would approve of such disposal methods.

Instead, he moves across to the room to the doorway into the fumed room, seeing the noxious fog filling the room and wincing. "Any of you got a trick that can take care of that?"


OOC:
Not entering the room yet, but if a Fort save becomes needed at the door way, it's a 10.


DM Buzz: Getting near the doorway, one winces and can move away. Doing anything else, will force a saving throw.

Bosk (James) AC: 20/12/19 HP 46 of 52 Spells  d20+8=20 ; d20+5=8 ;
Wednesday April 6th, 2011 2:20:27 PM

The very air itches the minotaur's skin, and his first reaction is to leave and tell the others what he has found. Fighting this urge, he continues holding his breath as he checks the door (What does it look like? Is there a lock on it? How solid is it?). He then moves to the desk, and drags it to the entrance (and out through the door if possible). He then exits the room with the papers on top of the desk (or the entire desk if possible). If there re drawers, he has them facing the entrance so that they may be accessed without entering the room.

Actions
-------------
Perception = 20 (looking for traps and tracks)
Is the door trapped? If not, is it locked? If not open the door.
Carry or drag desk to door. Take anything important from the desk.
(Can easily lift 387 lbs and can drag 1935 lbs)
Fort Save = 13 failed.

Restlin (Carl) -- AC: 14/12/12 HP:25/35 (Spells) Current spells: Detect Magic  d20+9=13 ; d3=2 ; d20+9=25 ;
Wednesday April 6th, 2011 2:38:11 PM

Restlin doesn't think his delicate constitution would hold up too well in the chemical sauna, so he's more than content to let the tougher adventurers poke around in there.

He looks around for a cup, ladle, anything that can be used to scoop up liquid. He gathers a small amount from cauldron #2 and throws it in the base. He quickly covers his face and flinches at whatever result occurs, but he does keep an eye out to watch the reaction.

OOC:

Spellcraft: 13
Knowledge, Arcana: 25
the d3 was accidental

These are to gauge the reaction from his experiments.

DM Buzz: Restlin please give me a Reflex save

Restlin (Carl) -- AC: 14/12/12 HP:25/35 (Spells) Current spells: Detect Magic  d20+3=7 ;
Wednesday April 6th, 2011 6:39:13 PM

My failed reflex save: 7

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells  d20+7=20 ;
Wednesday April 6th, 2011 7:37:17 PM

Beltrin winces back from the doorway, his eyes watering. "Phaugh!!! Well those might have once been useful, but no longer. Whoever bombed us with that fireball likely did this before fleeing through the room. I wonder if we can burn the vapors away?"

Once Bosk has returned with the desk and/or papers, Beltrin lights an arrow from the furnace. Moving towards the storage room door, he says to the others "Stay back, I don't know all of what's in there..." Standing as far away as he can and still succeed, he shoots the flaming arrow into the former storage room, hoping to burn away the vapors.

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

Attack roll for arrow (if applicable): Hit AC 20

Active spells:

Mage Armor

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=28 ;
Wednesday April 6th, 2011 7:54:31 PM

Beriothian sees Restlin and Beltrin attempting something in the toxic room. Perhaps by agitating the unstable chemicals they hope to burn off the fumes. He decided to pull the goggles on his head down over his eyes to protect them in case his companions experiments go awry. Deciding to stay away from the entrance for the moment Beri looks around for a hidden door that would allow them to circumvent the trap laid before them.

Perception = 20+11=28 ;

Burn baby burn/DM Buzz  d3=3 ;
Thursday April 7th, 2011 12:03:11 PM

Kyan asks others for some insight on how to get through the room.

Bosk with one hand can grab the heavy table and pulls it out of the room where it can be investigated. He accidently breathes in some of the fumes and makes it out of the room, coughing and hacking, his lungs begging for some fresh or fresher air. Bosk please take 5 lethal and 5 nonlethal damage. When done coughing, he can describe the room to the others.

Restlin attempts to garner more information on the contents of the magical mixture in the second cauldron. He finds a cup in his pack and when he attempts to dip it in, he burns himself causing a little damage and a lot of pain. Restlin take 3 damage please He quickly pulls his hand back before further damage is done. The only safe way to do this is to commandeer the scooping device the male is using.

Beltrin uses the heat from the furnaces well and the arrow does not ignite anything combustible in the next room. The gases must not be flammable. If the missile didn't shatter against the wall, the heat from the fire surely ruined everything but the fletching.

Beriothian looks for another route and does not seem to find one.

The next room is another large area. It is about forty feet high, thirty feet wide and sixty feet long. Stone shelves line the walls where many components of different types once stood safe. All of the doors are sized twenty feet by twenty feet. They are solid hard wood panels reinforced with iron bindings. It is less likely to destroy the entire door then to disable it from the inside by removing it's hinges, which would take about the same time as a rogue to pick the lock. At least one of those guarantees success, if someone could reach that top hinge.

Zeoll (HP35, AC18) 
Thursday April 7th, 2011 12:05:55 PM

Zeoll stays in the rear, keeping away from the foul stenches. He senses that there is not enough time for extensive searching, even with his Elf Vision spell. It also seems to him that a clever villain would set up this caustic room as a dead end and escape out a side door. So Zeoll casts his Detect Secret Door spell, hoping to find something that he would not otherwise detect.

==========

Zeoll's spells and stuff:

Druid Spells:
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
4 of 5 first level spells cast (Charm Person, Sil Image x2, det secret doors)
2 of 3 second level spells cast (Heroism x2)

Goodberries from yesterday: 0 (all used)
Bard Music Rounds used: 8 of 16 rounds
Pearl of Power Level 1: Used today.
Diseased by Dead Finger Contact

Currently Active: Taur's Try (minotaur form), Guidance, Message; Heroism (9 of 40 min used)

Active: Heroism, Det Secret Doors, Taurs Try (Mino), Guidance

DM Buzz: Zeoll does not detect any secret doors within the current range and area of his spell.

Bosk (James) AC: 20/12/19 HP 36 of 52 Spells 
Thursday April 7th, 2011 1:54:56 PM

*Cough....Cough*
So much for holding my breath. There is a door back there, and it is about the only way I see out of here.[/b] After describing the scene, Bosk continues. [b]We can have someone
check the door for traps, or a few of us can try breaking it down. I have a ram with me (It would give me a +2 bonus or an automatic +4 bonus if I have the assistance of another).
he cleric then begins looking through the papers and desk doors.

Kyan (Jon) AC:19/13/16 HP: 43/48 
Thursday April 7th, 2011 1:57:21 PM

Kyan moves out of the way of the door to make room for Bosk and his table souvenir before giving the taur a worried expression when he comes out coughing.

He sets to rummaging around the table, scanning over the papers briefly to see if anything is legible to him before looking for anything else of interest. And perhaps a key.



Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells 
Thursday April 7th, 2011 9:27:56 PM

"Hmm.... well, Bosk, I hate to ask you to go back in there, but if that is the only way forward, I know a spell that could make you tall enough to reach those bolts. Maybe someone else knows one that can protect you from the fumes?"

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d8+5=8 ; d8+5=9 ;
Thursday April 7th, 2011 11:33:10 PM

Taking a deep breath of air to clear his lungs, Bosk nods. Yeah, I can do that. Just give me a minute to prepare. Perhaps Beri can give me a few pointers before I head out. Bosk quickle says a few prayers to heal himself and removes a crowbar, some select artisan tools, and a ladder from his bag oh holdings. I don't know if anyone has can shield me from the fumes for a while, but even I can't spend too long in there.

Actions
----------------
Cast Cure twice in place of Command and Bless
Use pearl of power to regain bless.
Cast Guidance
Toro's Try / Perception


Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+3=6 ; d20+13=17 ; d20+18=31 ;
Friday April 8th, 2011 1:04:44 AM

The lock is probably a better way to go at it than attempting to break it down. I can try picking the lock, just be ready to heal me. I'm sadly farely susceptible to such toxins.
Beriothian makes sure his goggles are over his eyes to protect them and puts on a hand salve (resistance spell), He hands Bosk his wand of CLW and will make one attempt at the lock before going back to the safe air.

save = 6 (I wasn't lying about being susceptible)
Disable Device = 31
Perception = 17 (unless it would take another round since Bosk already entered the room. Not sure if the perception check as a free move is the first time you enter the room or the first time anyone from the party does)

ooc: sorry for the late post, I thought I had posted already, maybe it didn't go through.

Restlin (Carl) -- AC: 14/12/12 HP:22/35 (Spells) Current spells: Detect Magic 
Friday April 8th, 2011 7:31:09 AM

Restlin's cup flies through the air in a graceful arc behind him; tiny globules of hot liquid fly every which way as it spins its way to the ground. The wizard is not nearly so graceful.

"Ow ow ow ow!" he exclaims was he holds his burned hand and dances around. As the pain subsides, he takes a look at the damage. Not too bad, it seems, but perhaps getting the ladle from the mindless slave would be a better way of going about this. Figuring polite conversation would be futile, he walks up and attempts to snatch the tool away.

Zeoll (HP35, AC18) 
Friday April 8th, 2011 9:17:27 AM


Zeoll looks within and without for any way he might help. An Air elemental might be able to disperse these fumes, but Zeoll cannot yet summon one. A Gust of Wind would be ideal, but oh well.

At the least, he can suggest some mundane things. "Wrrap some wet strrips of cloths arround yourr mouth and nose," the liontaur suggests to any considering entering. "Tearr them from yourr shirrts and use yourr own waterrskins forr the waterr. Wrap one layer of cloth over your eyes too, for so long as you can get away with it."

[OOC: Might give a +1 or +2 on the fort saves, or delay onset for a round or something.]

Zeoll stands at the doorway, not in the fumes enough to be affected, and tries using Prestidigitation Cantrips to help clean up the mess within.

[Note Prestidigitation has a range of 10 ft, duration one hour, and Zeoll can cast one per round. "It can color, clean, or soil items in a 1-foot cube each round."]

"Maybe I can help starrt to clean up this mess," he says. He takes his own advice about putting wet strips of cloth on his mouth and nose. That likely takes a round to prepare too.

It's on/DM Buzz  d20+4=24 ; d20+4=6 ; d20+4=20 ; d6+4=7 ; d6+4=8 ;
Friday April 8th, 2011 11:46:36 AM

Bosk still has burning lungs, but he can breath enough to talk. He investigates the desk. Are your bag of holding items sized for large creatures?

Kyan assists the minotaur with the task of looking for something useful.

Beltrin can enlarge a large creature, making it easier to reach high objects.

Zeoll offers some advice on those entering the toxic room and it sounds like a good plan. There are no bonuses to the terrible saving throws that one must endure, but the cautious methods will reduce the damage of the acidic air. The limited range of his prestidigitation can not really help in the entire room clean up, without entering with the spell.

Beriothian immediately feels the burning sensations, but it is easy to see, it is less intense with the proper precautions. Beri please take 3 damage and 3 nonlethal damage. I am waiting for an answer in the rules board on time needed to pick a lock. If you know where I can find the answer, please share it. :)

Restlin attempts to grab the tool from the male zombie worker. It was enough to cause him interference with his job and that causes it to get violent. With a closed palm, he reaches out with lightening speed and smashes Restlin right in the face causing his nose to burst open with blood and maybe loosening a few teeth, but that's not all as Restlin stands there another punch comes from left field and smashes in the side of the head causing an immense amount of damage. This zombie is very fast and can attack twice in a round. Restlin is hit with a Critical hit, unconfirmed doing 7 damage and the second attack hits doing 8 damage.

The desk is empty except for illegible notes that have succumbed to the acrid nature of the previous environment. In the top drawer, there is an outline of where a key had once rested for some time. It is now gone.

Everyone please keep track of all damage taken, both lethal and nonlethal as well as if you are diseased, in your header. Thank you

Kyan (Jon) AC:19/13/16 HP: 43/48, Zombie Rot in 3 days  d20+10=29 ; d8+12=18 ;
Friday April 8th, 2011 12:28:13 PM

Kyan's head whips around at the sound of flesh thuding into flesh to see the zombie finish its last swing at Restlin's head. With a growl, he takes a small step away from the desk to give himself room while his hands move in well practiced motions so that one pulls his bow over his shoulder and raises it in front of him while the other darts down to his quiver to retrieve a cold-iron arrow, his quiver magically placing it at his finger tips. As the bow comes into position in front of him, the arrow is nocked and the string is drawn. He pauses only a moment to aim, holding his breath before letting the arrow fly towards the now violent zombie.


OOC:
Quick draw weapon
Attack, Deadly Aim: Hit AC 29 (25 if Restlin is in the way I believe?), 18 damage


Zeoll (HP35, AC14) 
Friday April 8th, 2011 1:15:14 PM

Zeoll moves up to Restlin, standing right next to him. "Withdrraw," the liontaur says. "I wish I could heal you but I can't. Howeverr, maybe I can get this thing to attack me instead of you."

The liontaur taunts the undead thing. "Herre! Herre! Me! Hit me, Dummy!"

The liontaur readies the use of his Tower Shield for total cover, triggered by any physical attack against which the shield would be effective. That is, if attacked, use the shield for total cover in the direction of the attack.

Note: AC is 14, not 18, because the shield bonus is lost when using the shield for cover.

Zeoll (HP35, AC14)  d20+5=20 ; d4+1=3 ;
Friday April 8th, 2011 2:25:51 PM

Oh, if Restlin withdraws and the undead follows, doing so may provoke an AoO from Zeoll as the undead leaves a threatened square. If so, Zeoll will take a paw attack. Rolling at +5, with no shield penalty and heroism, that's a hit vs AC 20 for 3 damage.

It's over/DM Buzz 
Friday April 8th, 2011 2:54:42 PM

Highlight to display spoiler: {Just so you can move along in your plans over the weekend.}

Almost before the fight had started, Kyan with much skill, plants an arrow through the zombies skull.

Everyone, some through bloodshot, teared up eyes and much pain, watches as the zombie falls to the floor unlifeless.

The two stirring the large cauldrons do not seem phased by the battle.

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells 
Friday April 8th, 2011 6:07:51 PM

Looking at Restlin, Beltrin shakes his head... "Careful there, curiosity has killed more wizards than steel has...."

Turning back to the problem at hand, he awaits Beri's attempt at the lock. If it fails and Bosk is still ready to attempt the door, he will cast enlarge person on Bosk.

He will then prepare some wet cloth as Zeoll has suggested to protect his eyes and mouth in preparation for entering the room if the door has been opened.

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells Zombie Rot (4 days) 
Friday April 8th, 2011 6:08:25 PM

OOC: updating header

Active spells:
------------------
Mage Armor

Restlin (Carl) -- AC: 14/12/12 HP:14/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d8+1=7 ;
Friday April 8th, 2011 7:59:53 PM

Properly humbled, Restlin looks around for the ladle the now defunct zombie was carrying. Already burned and beaten, Restlin figures it can't get much worse...

While searching, Restlin pulls a small potion from a pouch and quaffs it (clw - 7).

"Someday, Beltrin, I will likely join that majority of wizards...but that day is not today!"

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+3=22 ; d20+3=5 ;
Friday April 8th, 2011 8:18:21 PM

if the irritation on my skin is any sign, then I'm very gald I put these goggles on! I really hope this lock opens fast!

ooc: double clicked on my save on accident. You can use the second one for my save when fleeing the toxic room.

fort 1 = 22


Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d8+1=9 ;
Friday April 8th, 2011 11:25:02 PM

ooc: I only specified large size on items that had it listed in the SRD (Weapons, armor, and storage). If you want it on everything, I can do that. I have enough excess gold, since it is only my mundane items that are effected. I want the items my size, if I must specify, and will buy a second if I want a medium sized one also. My only two immediate questions are:

Can anyone use a taur ladder, or are you spacing the steps apart farther?
Can I have large and medium handles on the ram so that anyone can assist me, not just Zeoll (since he is large sized also?)

In Character
Bosk watches as Beri works on the door, but holds off casting any spells until his second round inside. He then waves the wand and heals the rogue for 9hp. (I am assuming the wand is CL1). If directed to do so, Bosk will either lift Beri up after he is enlarged, or climb his ladder and do it himself.

Kyan (Jon) AC:19/13/16 HP: 43/48, Zombie Rot in 3 days 
Sunday April 10th, 2011 7:10:38 PM

Kyan lowers his bow as the zombie drops with a nod of satisfaction at his shot. He puts the bow back over his shoulder before striding across the room, drawing his sword on the way. Moving from one of the remaining zombie workers to the other, he sets himself behind each and takes a swing at each zombie's oblivious back, aiming to prevent any further accidents with the curious mage.


OOC:
I'm assuming I can do a coup de grace to the zombies since they've been pretty much ignoring anything else unless disturbed. Sure, a sword hacking into you would count as a "disturbance", but by then it's too late.

If coup de grace is alllowed, it's at least 20 damage to each.


DM Buzz: Coup de Grace is not available. As it is seen, these creatures are not helpless and they are immune to Fortitude type attacks. No save needed.

Kyan (Jon) AC:19/13/16 HP: 43/48, Zombie Rot in 3 days  d20+14=15 ; d20+14=18 ; 2d6+10=16 ;
Sunday April 10th, 2011 9:24:06 PM

[b]
OOC:
Eh, I'd argue they are helpless for the purposes of a coup de grace, but no reason to drag it out. Here are the rolls:

Attack 1: Complete whiff. natural 1. If that doesn't trigger the zombie to go crazy and we're not in combat rounds:
Attack 2: Hit AC 18, damage 16



Can't leave well enough alone/DM Buzz  d20+4=23 ; d20+4=8 ; d6+4=7 ;
Monday April 11th, 2011 11:44:04 AM

The group has had a long day and Restlin is able to pick up the large heavy ladle that the human zombie was using before. But before he can begin his experiments, he drinks a potion of healing.

Zeoll takes precautions to defend himself and the pure wizard from further attacks.

Beltrin jokingly chastises the bloody peer as he prepares himself with wet cloth to go through the room.

With nimble fingers Beriothian picks the lock, but then, what will he do? He thinks about fleeing the toxic room, but in which direction? Will he open the door and go through or will he run back to the group, having to pass through the room yet again later? Either way, his precautions paid off and he only takes 3 nonlethal damage this round. Only one save per round please. :)

Bosk can not see the rogue in the room without making another save. It is also unclear if the experienced lock picker will return to the others or call everyone over.

Not wanting more problems from the undead workers, Kyan decides to use his weapon and not waste more ammunition. But his wild swing was enough to cause it to stir. It isn't smart, but it does know when it is being attacked and fights back. It turns, leaving it's large stirrer in the cauldron and one attack in two smashes the ranger in the body doing 7 damage.

Q)Can anyone use a taur ladder, or are you spacing the steps apart farther?
A) I would say, someone one size smaller could use large equipment without much difficulty, but I think a halfling would need more of a climb check, to get from one rung to another. That is one example.

Q)Can I have large and medium handles on the ram so that anyone can assist me, not just Zeoll (since he is large sized also?
A) I don't have a problem with that, but again, I don't see a halfling and a taur, attempting to use the same ram, without some comedy involved. But hey, if I laugh hard enough as you role play it, I might let it slide.

:)


Restlin (Carl) -- AC: 14/12/12 HP:14/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+6=9 ; d4=3 ;
Monday April 11th, 2011 2:26:28 PM

Grateful that he is no longer the last adventurer to unwittingly provoke a zombie attack, Restlin decides lend a hand. He pulls his very neglected dagger from it's sheath, casually tosses it into the air, and directs it towards the maurading zombie (hand of the apprentice - Universalist power).

Attack roll: Hit AC 9, 3 damage.

The dagger zips back towards Restlin's waiting hand after the attack.

Kyan (Jon) AC:19/13/16 HP: 43/48, Zombie Rot in 3 days  d20+14=30 ; 2d6+10=17 ;
Monday April 11th, 2011 2:33:10 PM

"Gaah...!" Kyan exclaims as he manages to trip over his own feet while make his swing at the zombie-kitchenaid-mixer, causing his overhead chop to go wide and clang into the rim of the cauldron just a hair's width to the side of the undead. He lets out a grunt as the corpse moves with sudden speed to flail at his chest, causing him to stagger backwards at the blows. Managing to pull his sword back with one arm, his other hand goes to grab the blade and he half-swords his weapon into position to thrust the point at an upwards angle through the zombies chest.


OOC:
Attack 1: Hit AC 30, damage 17


Two down/DM Buzz 
Monday April 11th, 2011 2:51:22 PM

Although Restlin misses with his missile, Kyan kills the undead female and her corpse too, falls lifeless to the floor. The only undead female remaining is stirring the base.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Monday April 11th, 2011 8:02:06 PM

As the commotion breaks out, Bosk looks over his shoulder to see that Restlin and Kyan have things well taken care of. The minotaur continues waiting and listening for any signs that the rogue may need help.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday April 11th, 2011 8:09:08 PM

ooc: Am I able to search the door for traps and go through on the same round?

DM Buzz: According to the D20 SRD, Inititating a Perception check is a move action, so yes, I believe you can.

Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells Zombie Rot (4 days)  d20+5=13 ;
Monday April 11th, 2011 10:29:05 PM

Beltrin shakes his head as he watches his companions fight with the undead workers. It seems like a waste of energy to him to pick unnecessary fights, when the real enemy lies ahead. But he cannot argue that destroying the vile creations is a good thing.

He waits to hear from Beri about the results of his attempt on the door before doing anything else. If Beri reports back that he was successful, Beltrin will finish wetting the rags about his face and move through the supply room and through the door.

--------------------------
Active Spells:

Mage Armor

Fortitude save (if he moves through the room): 13

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+13=29 ; d20+3=17 ;
Monday April 11th, 2011 10:35:13 PM

As the toxins in the air continue to irritate his skin Beri forces himself to keep his composure and make sure the door is safe before going through. If his search turns up nothing he will proceed into the next room.

Perception = 29
save = 17

Kyan (Jon) AC:19/13/16 HP: 36/48, Zombie Rot in 3 days  d20+12=29 ; 2d6+16=24 ;
Tuesday April 12th, 2011 9:09:34 AM

Not being the least bit spiteful, stubborn or angry, Kyan stalks over to the remaining zombie and takes a massive swing at the creature with a growl to finish the deed he started.


OOC:
Power attack, hit ac 29, 24 damage.


Time to run/DM Buzz 
Tuesday April 12th, 2011 3:11:30 PM

The group prepares in different ways for the next few rounds. Some cover themselves in wet cloth to prevent the intense burning gases in the room beyond where the cauldrons are stored. A younger woman, with long dark hair and commoners clothing looks over at the ranger as he approaches. Her large brown eyes, somewhat sunken into her skull shows no emotion both before the power attack lands and after, as her body falls to the floor, they remain, ever staring. No traps are found in the other room and it is opened into another large corridor.

A dark liquid pools around the bodies of the undead. The magical concoction seeping from the wounds they endured before they died. The desk is ransacked and no legible information can be garnered. The non base liquid that detected magic seems to be reacting somewhat to the environment. The lack of stirring which it seems to be needing is causing it to destabilize and is beginning to become violent.

Between the group and the brave rogue is a large room that must be over come by all. When it is called back to the others through some coughing and hacking, the next passage is safe, the others can take the time to prepare themselves with cloth to avoid full damage.

So, everyone needs to make their saving throws to pass through the room, hopefully before whatever is in the cauldron explodes into who knows what type of chemical reaction.

Beriothian please take 3 nonlethal damage.

Zeoll (HP35, AC14)  d20+5=21 ; d20+5=19 ;
Tuesday April 12th, 2011 3:29:23 PM

Zeoll has been watching the destruction of these undead things with some approval, but given that they pose little hazard, does not feel bad about not touching them with his paws or otherwise. Besides, if he had attacked, he would have had to stop concentrating on his Secret Doors detection spell. Instead, he has wrapped his face and prepared to move carefully through the room, avoiding stepping in puddles with his bare paws.

Fort saves beat DC21 and 19. Let me know if you need more.

Zeoll follows Beri through the doorway and out before the cauldron explodes.

Zeoll's spells and stuff:

Druid Spells (underlined = cast):
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
4 of 5 first level spells cast (Charm Person, Sil Image x2, Det Secret Doors)
2 of 3 second level spells cast (Heroism x2)

Goodberries from yesterday: 0 (all used)
Bard Music Rounds used: 8 of 16 rounds
Pearl of Power Level 1: Used today.
Diseased by Dead Finger Contact

Currently Active: Message (2 of 10 minutes used); Heroism (10 of 40 min used), Det Secret Doors (1 of 4 minutes used), Taurs Try (Mino) (2 of 10 minutes used)

Restlin (Carl) -- AC: 14/12/12 HP:14/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+3=11 ;
Tuesday April 12th, 2011 3:43:52 PM

Restlin is indeed fascinated by the unstable cauldron, but decides he's caused enough damage for one day. As he walks towards the rest of his companions, he opens his waterskin & pours a generous amount down the front of his tunic. "No time for more respectable preparations, it seems," he thinks to himself.

Before he enters the room, he covers his mouth/nose with the now wet tunic and speeds across the room as fast as he's able. He wastes no time, as he's far too frail to wade into such an environment without someone at his back...

OOC:

Fort save - 11

Also, I'll be at Vanderbilt with my daughter for a large chunk of tomorrow. I'll post, but it will be later in the evening before I'm able.

Kyan (Jon) AC:19/13/16 HP: 36/48, Zombie Rot in 3 days  d20+5=12 ; d20+5=9 ;
Tuesday April 12th, 2011 3:52:07 PM

Eyeing the liquid seeping from the undead and the unsettling behavior of the liquids in the cauldron, Kyan quickly sheaths his sword and turns to the rest of the group. "Time to go, I'd say"

He moves over to the door leading into the gas-filled room, pausing briefly to pull his water skin from the top of his haver sack and soak the front of his surcoat before ducking his head and pulling it up over his nose and mouth and heading into the other room.


OOC:
Fort Save 12 and 9 if we need two rounds to get through


Beltrin (Keith) AC: 19/14/15 HP: 28/47 Spells Zombie Rot (4 days)  d20+5=22 ;
Tuesday April 12th, 2011 3:53:27 PM

Seeing the cauldron beginning to bubble and shake, Beltrin calls out "Restlin, no! Leave it be!" Keeping his bow in one hand and using the other to hold his dampened cloak over his face, he quickly makes his way through the ruined supply room to Beri. As soon as the entire party is safely through the room, he slams shut the door to protect against whatever the results of the interrupted alchemical process may be....

----------------------
Fortitude save: 22

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+10=14 ; d20+9=21 ;
Tuesday April 12th, 2011 8:52:07 PM

The cleric remains focused on the toxic room until he notices Zeoll preparing cloth and water and decides it in his best interest to do the same. Bosk douses his winter blanket in water and wraps it around his body and head, leaving a slit just large enough for his eyes. He then renews his cantrips and waits in anticipation of the signal. When Beri gives the signal, the taur holds his breath and runs into the newly opened room. Upon entering he quickly looks for traps and anything unusual.

Actions
----------
Fort Save = 14 (not counting any bonus for holding breath or wet blanket)
Perception = 22

Active Spells
-----------------
See invisibility 24 minutes left

Active Cantrips
------------------
Guidance
Toro's Taur try:
Minotaur: +1 on Perception and Intimidate checks



Beriothian (Will)-- AC:23/17/17 HP:29/41 (3 lethal 9 non lethal)  d20+13=27 ;
Tuesday April 12th, 2011 10:54:47 PM

Beriothian looks around the room, ever watchful for traps. Moments later his friends come pouring into the the room with him. They appear to banged up, wet, and leaving with some urgency.

..do I even want to ask?

perception = 27

Beriothian (Will)-- AC:23/17/17 HP:29/41 (3 lethal 9 non lethal) 
Tuesday April 12th, 2011 11:29:18 PM

ooc: Bosk, can you use my wand to heal me (so charges aren't wasted on a missed UMD roll)

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d8+1=2 ; d8+1=2 ; d8+1=5 ; d8+1=9 ;
Wednesday April 13th, 2011 12:09:54 AM

Sure, assuming it is safe to do so.
Used 2 charges, healed for 5 and 9 =14 hp total
(Rerolled 1s)

on and on/DM Buzz 
Wednesday April 13th, 2011 10:05:06 AM

Those that failed the DC 15 fortitude save, please take 3 damage and three nonlethal damage. those that saved, please take 3 nonlethal damage.

The group escapes the toxic room and realizes, that entire set up was a big trap. If the group had come in and killed the undead immedietly, they woud have been stuck between the toxic room with the locked door and the unstable cauldron, but thankfully, it did not work out that way.

The group moves into another large corridor, twenty feet wide, forty feet high and goes about one hundred feet before it turns right. Following, it goes up a large flight of stairs for both large and medium sized cratures. After two flights, the group comes to another door. It is open and a large set of equipment is in the room. It looks like some type of nightmare room as chemicals percolate in beakers and coils of glass drip liquid into other beakers.

Up against the far wall, perhaps sixty feet away, you see a human, tied down in a contraption that looks loike a torture device. He is screaming at the top of his lungs, begging for mercy and to be let go. Next tothe table is a large reavoir where that dark liquid from the cauldron room, is blended with a liquid looking like a white milky substance. It appears, they are combined in one more beaker and pumped into victims. The fluid can be seen to be moving through an IV tube and is almost ready to enter the poor mans screaming body, which is tied down sixty feet away.

There is a door standing open twenty feet past the strapped down human and there is no sign of Mr.E.

Zeoll (HP35, AC14) 
Wednesday April 13th, 2011 11:05:25 AM

On the way to this room, does Zeoll detect any secret doors?

[OOC: advanced spell durations by a minute, OK?]

"Arrcherrs, shoot that tube!" says Zeoll, pointing to the tube that is about to carry the poison into the man's body. Zeoll sings an inspirational song to help the archers strike true. That takes a standard action to initiate, so he has to drop his Detect Secret Doors spell.

Inspire Courage gives a +1 to hit and damage. Good luck shooting, friends!

==========

Zeoll's spells and stuff:

Druid Spells (underlined = cast):
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
4 of 5 first level spells cast (Charm Person, Sil Image x2, Det Secret Doors)
2 of 3 second level spells cast (Heroism x2)

Goodberries from yesterday: 0 (all used)
Bard Music Rounds used: 9 of 16 rounds
Pearl of Power Level 1: Used today.
Diseased by Dead Finger Contact

Currently Active: Message (3 of 10 minutes used); Heroism (11 of 40 min used), Taurs Try (Mino) (3 of 10 minutes used)

DM Buzz: No secret doors were detected.

Kyan (Jon) AC:19/13/16 HP: 36/48, Zombie Rot in 3 days  d8+1=5 ; d8+1=5 ; d20=5 ;
Wednesday April 13th, 2011 11:18:08 AM

Once out the toxic room, Kyan lowers his surcoat and coughs, glancing over to Beri at his question with a shake of his head, "Best not to."

He pulls his own wand of cure light wounds from his belt pouch and uses it on himself twice before putting it back in its spot and moving on with the others, his bow pulled out with an arrow ready once again.

Able to hear the screaming man before seeing him, Kyan has his bow raised and ready when they come into the room, searching for a target. He pauses at the sight of the all the unfamiliar, to him at least looking equipment, but his eyes settle on the man and the apparatus next to him. Wary of traps and not wanting to blindly rush towards the man to save him, the ranger comes to the same conclusion as Zeoll.

He takes a moment to aim at the tube, letting the bard's song wash over him, and lets fly.


ooc:
Attempt to hit the tube: Hit AC 13


Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+8=12 ; d8+4=11 ;
Wednesday April 13th, 2011 1:44:44 PM

Hearing the screams of the helpless man, Beltrin rushes into the strange laboratory. Even as Zeoll speaks the word to shoot for the tube, Beltrin is notching an arrow. He lets it fly at the strange tube and then races across the room towards the victim.

-----------------
Standard action: fire arrow at tube (Hit AC 12 for 11 damage)
Move action: move 40 feet towards the man.

OOC: Hope for the poor guy's sake that Beri rolls better than us!

Zeoll (HP35 (3 nonlethal), AC14) 
Wednesday April 13th, 2011 4:33:21 PM

Sorry forgot to update my hp in my header.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+9=19 ; d20+3=14 ;
Wednesday April 13th, 2011 6:59:26 PM

As he enters the room, Bosk stares in horror as he sees the cursed liquid travel up the IV tube. Realizing it is probably a trap, the cleric cannot bring himself to not help the man. Deciding the best thing to do is to get the IV out of the man's arm as quickly as possible, or at the very least, keep the liquid from entering the man. If he has time, Bosk will remove the IV from the man's arm, if not he will charge up to it and if there is slack he will knot / tie off the tube, if that is not possible he will cut it in the space between the foul liquid and the mans arm (keeping a distance of 10 feet so neither blood or liquid spills on him). If there is time (or we are not in combat rounds), he will also pinch or tie off the IV to prevent further blood loss.

Actions
-----------
Use as necessary
Attack (to cut or if there is enough slack tie off the IV)= 19
Heal (To safely remove the IV)= 14


Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=19 ;
Wednesday April 13th, 2011 7:52:39 PM

Beri sees Bosk making a dash towards the unfortunate victim who is almost certainly being used as bait in another trap.

I sure hope my arrow is faster than he is....

Beri pulls out an cold iron arrow and sends it flying toward the IV in an effort to make Bosk's heroics unnecessary.
ooc: if someone could aid another it would push me over 20

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Wednesday April 13th, 2011 8:26:36 PM

ooc: Bosk is also worried cutting the iv will drain the man of his blood.

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (3 non-lethal) (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d8+1=8 ;
Wednesday April 13th, 2011 9:42:21 PM

Seeing everyone jump to action, Restlin decides SOMEONE needs to check on what's on the other end of that other door, so he does so. He doesn't actually go THROUGH the door, but he'll take a look at what's through it.

As he jogs up to the door, he'll quaff another potion (clw: 8). He's looking rough...

on and on/DM Buzz 
Thursday April 14th, 2011 10:56:11 AM

ooc: On my way to the doctors. Post later today. I might be mistaken but magical healing removes nonlethal damage, for those that have drank potions.

on and on/DM Buzz 
Friday April 15th, 2011 9:55:25 AM

ooc: Took a pain pill yesterday. Killed any imagination I had. Post coming in an hour or two.

Way past dark/DM Buzz 
Friday April 15th, 2011 10:49:44 AM

Upon entering the large room riddled with contraptions, gadgets and thingamajigs, the focus of the heros attention is drawn to the male strapped to the table. His hair is shoulder length and brown and at first, his brown eyes are not discernable until closer. His street clothes are clean and worn. If he has a body odor, it is easily drowned out by the stench of chemicals and alchemy.

The long thin tube pulses and wiggles as the victim struggles against his bindings. His whimpers drown out the sounds of boiling liquids surrounding him. Then Zeoll inspires his friends to take out the liquid in the tube. Kyan and Beltrin barely miss it, the tube being both fine and a slightly moving target. Bosk wasting no time can get up close to the bound man just as Beriothians' arrow clips the tube cleanly in half and the mans natural fluids can be prevented from leaving his body.

He spots the groups entrance and as monstrous as a couple appear, he seems relieved when arrows speed by him and cut the tube, stopping the flow of that dreadful concoction. "He's releasing zombies on the city!" he tells everyone as they gets closer. "Hundreds of them! I've seen em! They look alive like us!" The man seems rather panicked.

Restlin can see two sets of stairs. Going up to the right is the same ole large corridor the group has been following. Large steps with medium steps besides it. Off to the left though, there is a circular, medium sized stairwell going straight up.

Please. All players include your modified bonuses and penalties to your dice rolls. If you do not have the time to look them up, what makes you think I do also? :)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday April 15th, 2011 11:14:11 AM

Not wanting to say anything that could give away his thoughts, Beriothian looks over their new, helpless friend. He pays special attention how he is bound, looking for any signs that the man could have bound himself. He doesn't want to take any chances that this is a clever ruse of the Mr. E they have been chasing.

ooc: Will your blood really flow out from an iv hose? I always thought by putting the needle in the direction of the blood flow that you allowed the medication to flow freely into the blood stream and prevented blood from seeping out (because it would need to go against the blood flow at a very specific angle to get into the needle) ... my DM may have just given me a permanent fear of IVs.

DM Buzz: The narrator was just including in his post a concern one of the characters had posted. Also, if for some reason you are suspecious, then you need to roll a Sense Motive skill please. :)

Kyan (Jon) AC:19/13/16 HP: 36/48, Zombie Rot in 3 days  d20+12=22 ;
Friday April 15th, 2011 11:39:19 AM

Seeing that the man has been saved, Kyan moves about to explore the room, careful not to touch any of the equipment. He moves to the door leading out and begins searching for tracks to see if they were still on right path to follow Mr. E.


OOC:
Track: 22


Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+9=20 ;
Friday April 15th, 2011 12:24:48 PM

sense motive = 20

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+8=17 ;
Friday April 15th, 2011 9:54:10 PM

Taking a deep breath, Bosk looks around and accesses the room again, looking for traps, secrete doors, and surveying the room in general in hopes of learning more about the contraption being used to zombify people and Mr. E's plan. As he works, he speaks aloud So what are we going to do with this guy?
Should we question him before we free him? Should we bring him with us, or is he safer here until our job is done?


Actions
----------
Perception = 17

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+13=23 ; d20+9=23 ;
Friday April 15th, 2011 10:55:30 PM

Beltrin tries to calm the man. "Easy there, don't hurt yourself, we're here to help you. Now tell us, what is this zombie hoard that you speak of? And who is this mastermind that you speak of?"

He whispers to his companions: "I'm inclined to trust him unless we have a reason not to, after all, he was wired into these awful machines and seemed to be in great pain."

If he has a chance, he'll also cast detect magic and take a look around the laboratory.

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

If applicable from detect magic:

Spellcraft: 23
Knowledge (Arcana): 23

Active spells: Mage Armor, Detect Magic

All bound up/DM Buzz 
Monday April 18th, 2011 9:56:49 AM

In all the commotion, it is clear the man bound to the table is indeed tied down. It would have been difficult for the person to extract themselves from the table without magic or a very good Escape Artist check. Beriothian remains suspicious though with good reason. The group just barely saving a mans life seems all to convenient. Plus, given the other tricks played to throw them off, maybe this is just one more. Beri doesn't trust this situation.

Making his way around tables filled with beakers, lamps, burners and a conglomeration of other alchemy utensils, Kyan exits the room to look around and discovers, the circular staircase leading up carries within it, a similar smell of alchemy. Someone working long hours in the previous room has been this way a few times in the last couple of days.

Looking around, Bosk finds nothing secret, concealed or other wise out of place in the room. He asks the others what to do with the man they rescued.

Wanting more details, Beltrin asks a few questions of the man in question. He relates a tale. After casting a spell, it is clear. The red liquid from downstairs and in the reservoir detects magic. The milky white liquid being combined with it also detects magic. There are other signs of magic in the room, some beakers basically in it's early stages of alchemy and not quite processed. As well, the man on the table has a magical taint.

He answers questions, "There are at least a hundred living dead upstairs. They are stationed in cages attached to pulleys to bring them to the surface. I don't know who kidnaped me. The last thing I remember is being tied up in a sack. I'm just a guard from Heranmar. Three thugs jumped me in an alley of tents! What day is it?"

Kyan (Jon) AC:19/13/16 HP: 36/48, Zombie Rot in 3 days 
Monday April 18th, 2011 1:12:54 PM

Kyan moves back to the others and nods his head in the direction of the stairways, "I couldn't see anything recent, but at least one person has been in and out of here several times"

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Monday April 18th, 2011 4:20:29 PM

Bosk looks down at the man with some pity as he is trying to decide what to do with him. After relaying the date to the former guard, he asks a few of his own questions. Well, it seems you could at least see when they brought you here. Tell us, , he continues, who hooked you up to this device, and which way did they go? Did you see where the control mechanism for the cages is, or a way to disable them, or any other information that may help us to defeat this common enemy? As he tries to think up a few more questions to ask, the taur brushes back some of his hair, still damp from the precautions he took in the chemical room.

Zeoll (HP35 (3 nonlethal), AC14)  d20+19=21 ;
Monday April 18th, 2011 4:57:57 PM

Zeoll tries to gauge the victim's honesty. Is this really true? At least, does he believe it?

Sense Motive (with a +2 from Heroism): 21.

He tells his friends what he thinks.

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days) 
Monday April 18th, 2011 8:55:32 PM

Restlin wonders why nobody seems fazed by the upcoming zombie attack on the city. "Surely this man's immediate danger is past. Leave him tied if you don't trust him; I see no reason to, after all, but we have a very bad man to attend to and a zombie massacre to thwart..."

Restlin continues to wait impatiently by the door...

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday April 18th, 2011 10:17:22 PM

ooc: do I not trust the situation because of the sense motive roll?

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days) 
Monday April 18th, 2011 10:33:51 PM

"I agree with Restlin, all of the materials in this room reflect magical alchemy. This man's story rings true to me, I think that we should free him. He knows the way around this place and this zombie attack must be stopped."

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday April 19th, 2011 2:34:51 AM

Beriothian does not trust the guy. He may not have been able to tie himself up, however his motives do not seem to be that of a helpless victim (...did I read your post correctly?...). If this man is the mastermind he could easily have had the zombies do this to him, it shouldn't me any different than the other tasks they'd been brainwashed to do.

Highlight to display spoiler: {DM Buzz: I think you read my post correctly.}

What are you waiting for?/DM Buzz  d20+6=18 ;
Tuesday April 19th, 2011 10:54:25 AM

Bosk asks questions of the man and he noticeably relaxes into the restraints that still bind him tight. "All I remember is fading in and out. I've been drugged up for three days, if your date is correct. He always has two of those creatures with him. They look alive but their eyes are blank. I think they strapped me here when I was out and I awoke to the machine being placed in my arm. The guy running the monsters wore a mask, I didn't see him. All I saw was the cages. The cages are on pully's to bring them up. Once when I was lucid, I heard him say the city would pay, I only assume the dead is his weapon. Please, I've told you all I know!"

Zeoll and Beriothian feel that something is out of place also, but what could it be? Is this man a guard from Heranmar or perhaps he is an outlaw, just trying to get away from any potential heros? He might be Mr. E himself? On a hunch, there still isn't much to go on, except he isn't entirely truthful.

Restlin and Beltrin believe the story however and want to continue on to find the villain before their escape is set in stone. The man isn't going anywhere easily so maybe the group can come back for him?

Kyan points out the most traveled path for any workers of the room and waits by the door.

The man speaks again, "Just standing around waiting for me to grow horns, wings and a tail isn't going to help the city defend against the undead."

Please roll a perception check, now that the man isn't screaming and crying, possibly drowning out other sounds of the deep underground complex.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days  d20+10=13 ; d20+5=17 ;
Tuesday April 19th, 2011 12:03:29 PM

Kyan gestures at the restrained man, "Restlin is right. We need to go." and then towards the stairway leading up.

"We can take him with us. Tie his hands behind his back, bind his fingers together, and gag him in case he's a wizard. If he's telling the truth, he'll behave. " And he looks towards the possible-prisoner, his voice going cold, "If he tries anything, we can break his hands or cut out his tongue. If he's involved in this, he deserves worse, but we should try to keep him alive to answer for his crimes."

Given the rangers demonstrated dislike of the undead, it might not be too far of a stretch for him to carry out those threats against the people responsible. Or it might just be best if the man thought he would.


OOC:
Perception: 13
Intimidate: 17


Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+8=16 ; d20+8=26 ; d20+8=14 ; d20+13=14 ; d20+5=22 ;
Tuesday April 19th, 2011 3:50:57 PM

Not sure what else to do, Bosk asks the man if he has any weapons or anything else on him. He then begins searching the man looking for anything that may be a threat or of interest. This includes any tattoos, spell component pouch weapons, jewelry, etc.As he does this, he ponders the voice they heard on the elevator that threw the fireball at them. Grandfather wrote to me, warning me to expect this day. What could that mean? How long has this experiment been going on? Could Mr. E be the grandfather, or is there yet another mastermind behind this evil plot? He further wonders if they are overlooking the motivation for creating such unique zombies.

When he is done searching the guard he backs away and whispers to Zeoll, using the bards message spell I am getting a bad feeling about this. I just remembered some stories I heard about necromancer's willfully turning themselves into undead liches. Think that may be what is going on here? And what happened to the girl that blasted us with the fireball?

Actions
Perception (search the human guinea pig)= 16
Perception (Since the beggar quieted down) = 26

Checks to determine other possible uses for this equipment, such as creating a lich:
Knowledge Arcana = 14
Spellcraft = 14
Knowledge Religion = 22

Active Spells
-----------------
See invisibility 24 minutes left

Active Cantrips
------------------
Guidance


Zeoll (HP35 (3 nonlethal), AC14)  d20+10=18 ; d20+7=20 ;
Tuesday April 19th, 2011 6:07:03 PM


Zeoll works hard to unbind the man from the table. He shushes Kyan's cruel talk and tells the man that this is a group of heroes, not villains. "We'll help you, don't worrry," Zeoll says. As he checks the man over, he makes sure he is not undead. Heal 18, Knowledge (any) 20.

Buzz, are we in round-by-round action? If not, Zeoll will cast a Guidance spell on himself. And round-by-round or no, assuming the man is not undead, the liontaur then casts Charm Person on the man. If there is any chance of provoking an AoO with a spell, he'll make sure he is a five foot step back. The will save DC for the first level spell is an 18.

==========

Zeoll's spells and stuff:

Druid Spells (underlined = cast):
lvl 0 - Guidance, Stabilize, Light
lvl 1 - Goodberry, Longstrider, Elf Vision

Bard Spells:
5 of 5 first level spells cast (Charm Person x2, Sil Image x2, Det Secret Doors)
2 of 3 second level spells cast (Heroism x2)

Goodberries from yesterday: 0 (all used)
Bard Music Rounds used: 9 of 16 rounds
Pearl of Power Level 1: Used today.
Diseased by Dead Finger Contact

Currently Active: Message (4 of 10 minutes used); Heroism (12 of 40 min used), Taurs Try (Mino) (4 of 10 minutes used)

What are you waiting for?/DM Buzz 
Tuesday April 19th, 2011 6:34:40 PM

ooc: Since you guys are talking about binding him, gagging him or searching him, we need to go to round by round.

Let say, yes we are.

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+8=9 ;
Tuesday April 19th, 2011 6:56:45 PM

Beltrin is a bit anxious to move onwards, but seeing Zeoll cast a spell, forces himself to wait patiently while he waits for liontaur's charms to take effect. He moves over to the door by Restlin, keeping a sharp lookout for any more of Mr. E's minions.

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

Perception: 9 (natural 1)

Spells in effect: Mage Armor

Zeoll (HP35 (3 nonlethal), AC14)  d20+18=33 ;
Tuesday April 19th, 2011 7:31:28 PM

Oh, and perception: 33

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=17 ;
Tuesday April 19th, 2011 8:00:51 PM

I don't like this at all. This guy is hiding something, and under the circumstances I don't think we should take a chance on someone who is already deceiving us. I say we put the guy to sleep and continue on before we become the victims of another trap.

The elf nervously takes in the room, not pleased with staying here longer than necessary. While the newer members of the group may not know the elf's way of thinking, he is pretty confident that Bosk and Zeoll know that he keeps a leather sap that he prefers to magic when it comes to helping people sleep.

Perception = 17

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+9=12 ; d3=2 ; d20+9=16 ;
Tuesday April 19th, 2011 9:04:07 PM

Restlin can't help but notice that his trusty companions are still not venturing forth. He doesn't want to make with the impatient foot tapping, but he's starting to feel like he has no choice.

Still, the last time he rushed things he got a face full of zombie and severe hand burns. Perhaps he'll show some restraint. He will, however, take a look around the room they're in.

OOC:
Spellcraft: 12
Knowledge, Arcana: 16
Both are to get an idea of what all these chemicals might do, besides the obvious "create unholy abominations that are WAY too protective of their cook-ware."

I swear I didn't hit that d3 button. I'm not sure why it rolled.

Holding all posts/DM Buzz 
Wednesday April 20th, 2011 11:19:52 AM

All right gang, we are indeed in battle rounds.

I have to ask a question in the rules board, so no more actions at this time.

Great job role playing everyone. There will be a few of you with an opportunity to get an AoO in as the spell caster attempts to leave.

Any player posts after this one will not be used, sorry.

Holding all posts/DM Buzz 
Wednesday April 20th, 2011 12:01:36 PM

oops, I missed where Zeoll unbound him. Working on post.

Holding all posts/DM Buzz 
Wednesday April 20th, 2011 12:34:38 PM

It seems it would be easier for my post if I have Berithian and Zeoll make one Attack of Opportunity each please as the man now unbound casts a spell.

Everyone can use their Spellcraft skill to determine what spell the man is casting.

Perception checks will be addressed in the next post coming this evening.

Have a great day.

Zeoll (HP35 (3 nonlethal), AC14)  d20+13=14 ; d20+5=24 ; d4+1=4 ;
Wednesday April 20th, 2011 12:44:48 PM


Spellcraft: 14, ugh.

Zeoll's posted AC (14) is without shield. Plus he just untied the guy. So I'm assuming I am not using my shield (it is loosed).

Any chance Zeoll happens to be flanking with Beri? A liontaur can dream!

AoO: With a paw, Zeoll hits AC24! Woot! For 4 damage (and maybe disrupts his spell, which I presume he was not casting on the defensive, since it provoked an AoO).

DM Buzz: Correct, he is not casting on the defensive, because that is a standard action. He is casting now! I don't think a sneak attack/flanking is possible right now with so many people around him, you are in each others square.

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+13=29 ;
Wednesday April 20th, 2011 2:16:56 PM

Spellcraft: 29

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+13=15 ;
Wednesday April 20th, 2011 3:53:59 PM

spell craft = 15

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+9=18 ;
Wednesday April 20th, 2011 5:19:47 PM

Spellcraft = 18

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+4=13 ; d20+11=19 ; d6+2=3 ; d6+2=5 ;
Wednesday April 20th, 2011 8:01:07 PM

I don't think unbinding this man is necessarily the wises... Look Out!
Upon seeing the wizard start to cast his spell Beri plunges his rapier into the mans flesh.

Attack of Opportunity=d20+11=19
Damage=d6+2=3 (ignore second roll, I double clicked)
spellcraft = 13

Busted!/DM Buzz  d20+13=16 ;
Thursday April 21st, 2011 10:36:20 AM

For those with a keen perception, they can feel the stone under their feet rumble a little bit, as if machinery is in motion and those with fine hearing also can tell, a deep rumbling is noticeable from somewhere above.

The group has the man surrounded and it is clear that the groups intentions are varied. As Kyan convincingly threatens the man, Bosk can see that the man only wears a necklace. The metal is not obvious however, unless some skill is used to determine that, but it could be silver, white gold, platinum or even mithril. Perhaps it is a combination of any of them.

Looking aghast at the ranger, Zeoll unbinds the man from the table, letting him free as Beltrin checks the egress for minions of the man they are after. Restlin is impatient at first, but on hindsight, it seems rushing matters has been at some expense.

It is Beriothian indeed that does not give this clue a break and it is with warning the man begins to cast a spell, to escape the scrutiny of the others.

About the time, he is set free and his precious necklace is noticed, a spell is cast by the man who obviously thought the group was dumb enough to buy his goods offered with a frantic voice!

He attempts to cast a spell of Dimension Door and the fact he is wounded from the blows given him, his concentration is overcome by those that are after him.

With a surprised look at his failure, the spell caster attempts to get away from the adventurers with a last chance at a feeble move action.

On hind sight, I believe the flank and Sneak Attack would be appropriate, Beriothian and Zeoll can roll that damage, in addition to this days round of actions.


Zeoll (HP35 (3 nonlethal), AC14) 
Thursday April 21st, 2011 11:09:05 AM


BTW, Zeoll has no extra damage to give. He just wanted to flank so he could give Beri the chance to sneak attack.

Zeoll takes a move action to follow and then pass the mage. Since he moves 40, he can end his move 10 ft in front of him. Passing the man means moving through his threatened spaces, so if he can make an AoO, Zeoll is provoking one. However, since he is naked, the only way he can attack is if he has the improved unarmed attack feat, I believe.

Zeoll ends his move 10 ft in front of the mage. He directs a Suggestion spell at the man. The Suggestion is: "I suggest a trruce! We agrree not to hurrt each otherr, you stay herre and answerr questions honestly and fully forr an hourr, and afterr that we both go ourr separrate ways without prrejudice, attack, orr orrderring ourr minions to attack!"

Zeoll is hoping that this will be a reasonable suggestion. After all, he is not Suggesting the man surrender. If so, there might be a -1 or -2 penalty on the save.

The save DC for the spell is base 10 +1 feat +2 2nd level spell +6 Chr bonus = 19



Zeoll (HP35 (3 nonlethal), AC14) 
Thursday April 21st, 2011 11:10:39 AM

Zeoll calls out to his friends, "Move up arround him and rready attacks if he casts a spell or trries to flee. Don't attack if he agrrees to the trruce!"

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Thursday April 21st, 2011 11:40:38 AM

Kyan lets out some unhappy mutters as Zeoll unties the man and his eyes go wide when the liontaur and rogue lash out at the man to disrupt his apparant spell casting. His raises his bow and half draws the arrow, following the man with its point from his position at the door, ready to loose if he takes any threatening actions.

"Bosk, grab him!" The ranger shouts, think the minotaur shouldn't have too hard of a time restraining the man against his will.

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+9=26 ; d20+5=23 ;
Thursday April 21st, 2011 12:33:46 PM

Restlin decides to go on the defensive. He studies the man's actions, ready to use Dispel Magic as a counterspell should he try anything...

OOC:
Spellcraft to determine what, if any, spell is being cast: 26
Counterspell roll: 23 (this is high enough to counter a level 12 spell. If this dude can cast some mythical level 13 spell, Restlin's calling it a day and taking up farming.)

I would also like to give a shout-out to the die roller for giving me a break today.

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+7=8 ; d8+3=9 ; d8+9=10 ; d20+13=25 ;
Thursday April 21st, 2011 1:36:18 PM

Cursing himself for being taken in by the man's act, Beltrin moves to cut off the man's escape. Holding an arrow knocked at the man's chest, Beltrin speaks to the man: "I hope that you listen to my friend, it would be quite unwise for you to ignore his advice...."

Noticing the man's necklace for the first time, Beltrin takes a moment to see if he recognizes the strangle conglomeration of metals.

-----------------------------
Move action: Move in front of the man (up to 40 feet)
Standard action: Ready attack if man starts to cast a spell. (Hit AC 8, natural 1, 9 damage)

Knowledge (any) about necklace: 10 (another natural 1)
Spellcraft about necklace (if applicable): 25

Active Spells: Mage Armor

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+7=13 ;
Thursday April 21st, 2011 2:03:18 PM

While studying the man's actions for any indication that he's casting, he notices the man's necklace...

Craft, Jewelry: 13 (to determine anything he can about it...)

Zeoll (HP35 (3 nonlethal), AC14) 
Thursday April 21st, 2011 8:20:47 PM

Beri, don't forget to roll your sneak attack damage!

Beriothian (Will)-- AC:23/17/17 HP:41/41  3d6=12 ; 3d6+14=27 ; d20+5=22 ;
Thursday April 21st, 2011 9:19:28 PM

Beriothian is surprises (and slightly disappointed) that after this treachery they are giving this deceiver yet another chance to cross them, what could have happened earlier to make them so wary of combat? Not wanting to go against the general will of the group, Beri decides he should at least take some precautions in case the grace the group is bestowing on this traitor is just used as an opening to bring harm to them.

Then something glimmering catches his eye, something out of place for a man trying to convince people he is a prisoner. Surely such a subtle piece of jewelery is not for decoration, and the rogue is not about to let a possible magic artifact stay in the hands of an untrustworthy wizard. He feels fairly confident this isn't another trap as it was so difficult to spot.

<if successful>
Forgive me I'm being paranoid, but you'll understand if under the circumstances I hold onto this until I know you aren't going to try to kill us.

------------
Sneak attack bonus for previous round

ooc: Slight of hand can only be used in combat if he is "unaware" of me.
Sleight of Hand (neclace) = 27 (use this if he has to see me to be "aware" of me)
Combat Maneuver (steal grab/steal neclace) d20+5=22 (use this if being "aware" of me just means he knows I'm behind him somewhere )

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+6=22 ; d20+5=16 ; d20+5=7 ; 2d8+3=12 ; d8+3=8 ; d8+3=10 ;
Thursday April 21st, 2011 11:55:50 PM

Bosk scowls at Zeoll's words. He had planned to cast Silence on the "guard", but that would most likely ruin Zeoll's plan. Instead he keeps within 10 feet of the guy and waits for any sign of treachery. If zombies or enemies from upstairs enter or the man tries casting a spell Bosk will try to interrupt it by using a full attack on the man.

Held Actions
----------
Hit AC 22 for 12 (Bastard Sword + Guidance)
Hit AC 16 for 8 (Armor Spikes)
Hit AC 3 for 10 (Horn Gore)

Active Spells
-------------
See Invisibillity

What is going on?/DM Buzz 
Friday April 22nd, 2011 11:27:58 AM

After much damage and profuse bleeding from the "guard" clothed in normal garb wearing no armor or weapons. Ultimatums are issued to the man once strapped to the table. His look confident and he laughs at Zeolls suggestion, to merely say, "I surrender." The wounds do not seem to phase him and the group does not seem to intimidate him. He raises his hands to shoulder length and laughs at you all.

Then, a look of horror fills his face when someone quickly removes his necklace and then, that look is replaced with an expression of extreme fatigue, washing over him and he collapses to the floor muttering a feeble "hellp meee", now lying unconscious or lifeless, it is hard to tell at this moment. His wounds still seep life's juices around his motionless form and the surrounding feet of the hero's. Not much can be told about the necklace being held by Beriothian at this time.

Beriothian please make a Will saving throw DC: 21

DM Addition: If Beri fails his save, I will allow everyone a Sense Motive check to know, something just happened to Beri also. If you fail, act normal, because you wouldn't know what occured.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+2=5 ; d20+9=22 ; d20+5=23 ;
Friday April 22nd, 2011 1:49:11 PM

That.... was too easy. What is this thing? Should I give the necklace back, or should we move on?

will save = 5 (it's now official, I need a +20 enchantment for will and fort saves)
sense motive = 22
knowledge (arcana) = 23 (to identify the necklace/spell)

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days  d20+2=15 ;
Friday April 22nd, 2011 2:02:01 PM

"..." Kyan watches the man slump to the floor and looks to Beri holding the necklace and can only offer a shrug before turning his attention to the hallway to make sure no one coming down the stairs, confident that others in the group are better suited to examining the man and puzzling out what happened.



Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+7=27 ; d20+13=15 ;
Friday April 22nd, 2011 2:10:17 PM

Bosk stares in disbelief as the man collapses and wonders about the item Beri just removed. He ponders for a moment if he should help the man or be more worried about the necklaces new wielder.

Sense motive check = 27 Nat 20!!
Spellcraft = 15 Seriously, with a +13 to spell craft my last two rolls have been 15

(More to come if I get the results of the sense motive check.)

Zeoll (HP35 (3 nonlethal), AC14)  d20+19=36 ;
Friday April 22nd, 2011 4:41:01 PM

Zeoll tells his friends, whispering via Message spell, "My magic did not worrk! And that necklace is obviously key. Good job, Berri, in taking it off!"

Sense Motive check 36.

"Berri? Berri? Arre you okay?"

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+3=18 ; d20+13=15 ;
Friday April 22nd, 2011 8:14:49 PM

Seeing the man collapse after the necklace is removed, Beltrin's curiousity is picqued. He casts detect magic to see if he can determine anything further about the necklace in Beri's hands.

-------------
Sense Motive: 18
Spellcraft: 15

Active Spells: Mage Armor, Detect Magic

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Friday April 22nd, 2011 10:41:52 PM

Bosk thinks a moment and then asks the group, Is anyone skilled at identifying jewlery or magical items such as this amulet?

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+6=19 ; d20+10=28 ;
Saturday April 23rd, 2011 12:07:31 AM

After watching the man slump to the floor Beriothian shakes his head. Zeoll's calls seem to snap him back to the situation
[b]...yeah, I'm fine. Better than fine, I took out a wizard and we now have some enchanted loot to fence when we get out. I'm not sure what sort of benefit this necklace bestowed upon that wizard to keep his strength despite those wounds, but it appears not to have transferred over to me. Still, I'm sure such a finely crafted piece will fetch a handsome price within the city.

appraise (necklace)=19

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+9=23 ; d20+1=7 ;
Saturday April 23rd, 2011 9:13:13 AM

ooc: Spellcraft to identify the necklace: 23
Sense motive: 7

"Let me get a look at that, Beri. I've always had a thing for magic jewelry. Nice job getting if off him, by the way..." Restlin's voice trails off as he becomes engrossed in his work.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday April 23rd, 2011 2:04:17 PM

...you want to take this necklace from me and give it another opportunity to cast a spell? At a time when we have machine rumblings above us, in an area we were told there are hundreds of zombies waiting to be lifted to the surface? I don't think that's the best idea at this time.

As wise as it is to take the side of caution, we can't just sit around when we can hear our adversary bringing his evil plan to fruition. If you guys have tasks you still need to complete here that's fine, such as reviving and questioning the guard I can at least l slink into the shadows of the stair well and scout ahead for traps or zombies.


Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days) 
Saturday April 23rd, 2011 2:54:39 PM

ooc: I'm assuming that 7 in sense motive doesn't cut mustard, so...

Restlin cocks his head to the side and purses his lips. "OOoooooook. I don't actually need to hold it to identify it, so that's fine if you want to hold on to it. Oh, and magic items don't typically cast spells themselves unless they're intelligent, which isn't common. Of course, this is still Hook City we're talking about, so I guess anything's possible. Still, not likely.

"Hold it up a little more, if you would. I need to see that bit there. It's fascinating, really...magic jewelery is something I could spend my entire life studying. I planned on it, actually, before my mistress kicked me out and told me to make something of myself. I think me stealing her spellbook was the last straw for me. Remind me to finish my story when we're done here, by the way. We got a bit side-tracked with that pit and all..."

Restlin continues to babble endlessly as he inspects the necklace. He is more than happy to follow Beri around, kneel down, stand on his toes, whatever it takes to get a good look at what he's got.

The boy likes his jewelry...

ooc: I'm going to keep that 23 spellcraft up there, I assume?

Necklace of Possession


Should we stay or should we go now?/DM Buzz 
Monday April 25th, 2011 10:02:08 AM

It is immediately know to Zeoll that the man from the table did not succumb to his spell and he makes sure everyone knows it! He believes the new possessor of the necklace was effected by it in some manner, but he isn't sure how.

It is with some ease that Beriothian removes the necklace from the man in question and he admires it with some skill, but that skill can not Identify a magical item, if it is. He can tell though, the necklace is very old and worth thousands of gold pieces!

Watching the scene occur, Kyan watches for more enemies while the group continues to deal with the unconscious and bleeding man.

It is with some restraint, that the natural instincts of Bosk doesn't force him to help the bleeding human, especially when he is witness to some effect that the rogue may have been effected by.

Watching the man collapse to the floor, a spell is cast by Beltrin. He doesn't care so much for the person bleeding out so much as the significance of him appearing health with the necklace and then collapsing without it. Funny though, the necklace does not detect magic, yet the holder does as do other characters with active spells on themselves.

While it is held up Restlin can't identify it well. A Detect magic spell is required to discern it's properties and since it does not detect magic, it is just a very, very pretty necklace.

Still, it is suggested, the man is cared for and the group move on to find Mr. E or at least stop the undead horde that is likely entering the city streets as they speak.

ooc: If I missed anything, please send me a reminder.

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days) 
Monday April 25th, 2011 3:23:36 PM

"Well, no magic. Let's get moving and let that guy sleep it off..." Restlin quickly makes his way to the staircase.

Should we stay or should we go now?/DM Buzz 
Monday April 25th, 2011 9:03:18 PM

ooc: Hmm, I hope you all are talking amongst yourselves.... :)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday April 25th, 2011 9:10:06 PM

ooc: some of us get off work later than others... :)

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Monday April 25th, 2011 9:12:14 PM

Kyan waits for the others to do something. If Beri moves to scout ahead, he will accompany.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+6=13 ; d20+10=27 ;
Monday April 25th, 2011 9:59:57 PM

This craftsmanship of this necklace is magnificent, however we've squandered enough time with this opulent trinket. Let us depart at once. Kyan if you are able to move silently you climb up after me. I will signal you guys once I have scouted chambers these stairs lead to.

The rogue slides the gleaming necklace into his pocket and slips into the shadows. As softly as possible he starts ascending the steps toward the machinery that's could be about to unleash a wave of undead upon the unsuspecting city.

stealth = d20+6=13


Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+7=24 ; d20+5=6 ; d20+5=9 ; d20+1=2 ; d8+3=9 ;
Monday April 25th, 2011 10:40:12 PM

Bosk ponders what he has just seen, and things don't seem to be adding up. Why did the man die when the necklace was removed? Why does Beri not seem to care? If it had been him, he would have been paranoid that the same thing would have happened to him. As Beri turns to leave Bosk takes advantage of the Rogue's distraction and with a twirl of his sword attempts to disarm the rogue (CMB = 24...I believe Beri has a CMD of 21). If he is successful he will attempt to destroy the item, however something causes his attacks to miss the necklace by a mile. Keep Beri away from the naclace, something isn't adding up. Stop Beri, and don't touch the necklace. Try to destroy it!

Actions
---------
AoO (if possible) to Disarm Beri Cmb = 24
Atk naclace (If I could disarm Beri as an AoO rather than a held Standard Action)
Hit AC 6 (Natural 1) Miss
Hit AC 9 for 9 dmg
Hit AC 2 (Natual 1) Miss

ooc: I private posted the DM saying I was holding my action until Beri moved, in hopes of getting an AoO.

OOC: DM Buzz: You can either do one thing or the other. Giving me two options equals none!

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20=3 ;
Monday April 25th, 2011 11:50:50 PM

Lost in thought and confusion over the strange behavior of the necklace, Beltrin muses "Well, that's certainly strange...." However, he snaps out of it and realizes that the man is about to expire at his feet. "Wait! We shouldn't let this man die, now that his necklace has been removed, perhaps now we can use it as leverage against him."

He kneels next to the man and clumsily tries to bind his wounds.

--------------------------------
Heal attempt: 3

Active spells: Mage Armor

Should we stay or should we go now?/DM Buzz 
Tuesday April 26th, 2011 5:32:38 AM

ooc: I will give a late post today, because I think there is some confusion as to the situation. Do something or don't! But don't give me a ton of options for those that suspect something, you want to do in six seconds! "Beri" has many tables and beakers to hide behind and as far as I have seen, Kyan is the only person watching his egress, as well as a chance to escape if no one can spot him in time! Oh, I'm sorry, this end battle might not be easy even if not destructive. Be happy, for those with some Sense Motive, it isn't Zeoll or Bosk!

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Tuesday April 26th, 2011 7:35:12 AM

I will disarm Beri of the neclace then.


Zeoll (HP35 (3 nonlethal), AC14)  d20+7=15 ;
Tuesday April 26th, 2011 8:01:33 AM

Zeoll has no problem understanding the situation. "I believe Berri has been affected by that necklace in some mannerr, though I don't know how!"

Zeoll pauses. "He does not even sound like himself! No matterr what, we have to help Berri!"

[OOC: I figure Beri cannot sneak/hide from us since he is under direct observation? And that he is moving at half speed for optimal sneaking?]

Zeoll moves right up to Beri and readies a grapple if Beri moves away, casts a spell, or takes an offensive action. He says, "Beri stop right there and put the necklace on the ground."

Grapple check if needed: Normally at +3, Now +5 with shield loosed, up to +7 with heroism: 15.

DM Buzz: Hmmm, I will agree with that, but would you say, there is nothing he can do to lose direct observation? Acrobatics underneath and around? I am open to ideas of course, if he can come up with a good one.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days  d20+9=12 ;
Tuesday April 26th, 2011 8:57:57 AM

Kyan cocks a brow as the others in the party start yelling to stop Beri, but just shrugs, drops his bow and adds his body to the fray, looking to restrain the elf if he makes it to the door, but probably couldn't restrain a chair with his pitiful efforts.


Grapple: 12



Should we stay or should we go now?/DM Buzz 
Tuesday April 26th, 2011 11:42:30 AM

DM Ammendment:

A good point has been made. I will allow "Beri" an acrobatics roll to move through all threatened squares of the four members of the group near him. If he is successful, then you will lose sight of him in the collage of devices in the large room. If someone can grapple him, he may try to escape, in whatever manner he can.

I have given him his options on these things and since he posted before most (Those that know something is wrong), he will also have initiative to do this.

"Beri" can roll against everyone but Kyan right now, in decending order of post order, including Restlin. If he fails against Bosk and his CMD is less then the disarm, then he will be disarmed.

"Beri" if you fail your roll against Bosk, no need to roll more.

Restlin
Bosk
Beltrin
Zeoll
Kyan

:)

Zeoll (HP35 (3 nonlethal), AC14) 
Tuesday April 26th, 2011 12:30:12 PM

The DC to tumble past a creature is the creature's CMD. Bump that up by +2 for each person after the first. So the tumble DCs required are:

Restlin: normal CMD
Bosk: normal CMD +2
Beltrin: normal CMD +4
Zeoll: normal CMD +6
Kyan: normal CMD +8

Zeoll's CMD is 17, with the +6 it is 23, and if heroism adds in (which I think it does), that's a tumble DC 25 to go past.

Buzz, note that you cannot grapple as an AoO under Pathfinder because grappling requires a standard action -- but you can sunder, disarm, and trip as AoOs. Zeoll's turn includes readying the use of a grapple, but he may not even get the chance to do that.

DM Buzz: It is my understand, at least a couple of you were "surrounding" him, that means, he does not get all of those penalties (or I should say, you do not all get those bonuses), however, I will be fair and allow a +2 to ALL of the checks. If I were to look at it like that, he could simply "tumble" away from all of you and go the opposite direction. Thank you for the Pathfinder reminder! :)

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days) 
Tuesday April 26th, 2011 12:54:07 PM

OOC: Just my two cents on the Acrobatics situation, I don't think that Beltrin can take an AoO, since he doesn't threaten any squares (he had a bow in hand and probably dropped it to attempt to heal the man we took the necklace from). Not sure if Kyan or Restlin can either, since they don't have any weapons in hand.

Also, I don't think that heroism adds to CMD ("The target gains a +2 morale bonus on attack rolls, saves, and skill checks.")

Sigh, if only Beltrin had any Sense Motive.... but then wizards seldom do!

DM Buzz: As Cayzle mentioned, you can still attempt a Trip or Disarm, despite weapons in hand. Some weapons give you a bonus!

Zeoll (HP35 (3 nonlethal), AC14) 
Tuesday April 26th, 2011 1:07:50 PM

Meh, heroism boosts attacks, and CMD is based on attacks (10+BAB+Str+Dex). But that's just my opinion, and I agree it could be interpreted the other way.

Zeoll, of course, is always armed with his claws. In fact, he currently has no other weapons at all!

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days) 
Tuesday April 26th, 2011 2:27:38 PM

Restlin, realizing he's closest to the door and no match for the nimble rogue, makes a break for the door and attempts to close it before Beri can make it through.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+7=17 ;
Tuesday April 26th, 2011 3:45:51 PM

Bosk has a CMD of 19 and a +2 due to positioning for Beri to get past.

DM Buzz: What is the roll for James? I kind of know, but I need to ask you to be specific please. :)

See my next private post.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+6=21 ; d20+6=19 ; d20+6=21 ; d20+6=18 ; d20+6=21 ; d20+9=26 ;
Tuesday April 26th, 2011 5:22:36 PM

As the rogue prepares to slip upstairs he sees the giant taur lunge toward him. Quickly responding, the rogue attempts to trip the hulking beast (trip = 26, success). Realizing that his charade has come to an end, "Beri" makes a leap for the door. He tumbles between a flurry of arms and legs, steel and fur, making a very impressive display. He knows for sure that one person is between him and the door, perhaps more, however he can no longer tell among the confusion who is ready to stop him.

tumble = d20+6=21(ignore the other rolls, I forgot that it's all one tumble action)
CMD=??? ;-)
Disarm (Bosk)-fail
Grapple (Zeoll)-fail
Grapple (Kyan)-fail

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday April 26th, 2011 6:59:05 PM

ooc: sorry, I wrote the 26 as both disarm and trip... it's a trip move.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Tuesday April 26th, 2011 7:02:16 PM

I just realized Beri's post says in the text that he trips me and at the bottom that he disarms me. Either one should grant me another AoO. In addition, I can attack him from 10 feet away where he must be 5 ft from me. If he was 5-10 feet away I don't trigger an AoO. That was part of the reason I was waiting for him to move also, but I didn't ever clarify that. However if he was 5 ft away, that means that he passes through 2 threatened squares of mine, requiring another acrobatics roll.

Should we stay or should we go now?/DM Buzz 
Tuesday April 26th, 2011 9:00:56 PM

ooc: LOL, I will figure all of this out in the morning. Getting ready for fighter practice.

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days) 
Tuesday April 26th, 2011 10:10:25 PM

OOC: Really not quite sure what is going on, so I'm going to hold off on posting my action until the Beri/Bosk thing gets resolved. Too much depends on whether "Beri" gets away and out of sight, is still holding the necklace, etc.

A bloody mess/DM Buzz  d100=34 ; d20+5=20 ;
Wednesday April 27th, 2011 10:57:30 AM

It is pretty clear, the man that claimed to be the guard, could well be anybody. His crumpled body lies on the warm stone floor of the large gadget filled room. Blood, not that vile concoction you have seen from the zombie wounds, continue to pour from out of his wounds and a cough brings a frothy red to the man lips.

Beriothian has had a certain improvement in his vocabulary and would like to keep the necklace close to him.

Bosk not at all willing to be fooled attempts to dislodge the necklace from his companions iron grip and with a swipe, almost succeeds in doing so, but not quite. Without the proper combat training however, he triggers an attack of opportunity from the rogue and finds the man, between his legs and then, falls prone to the floor, needing to get up.

Beltrin, being the hero that he is, feebly attempts to stop the man from dying at his feet.

Zeoll, does not waste time in grabbing the stealthy elf, but just can't get a grip on the agile man.

Kyan wants to stay close to the rogue, if he decides to go scouting. But when others try to stop the rogue, he decides it best to include his strength.

Restlin wants to move along, letting the man stabilize himself. Then, when the flurry begins, he runs over to the exit and closes the door, leading to the stairs, preventing an immediate dash out of the room by everyone.

So,

Beri attempts to flee as fast as he can, using his tumbling to get by everyone engaged with him and out of the room, but now that he can't, what will he do?

Preemptive rolls? I have given Beri permission to run this as he can, so please, everyone, make a spot check in case he tries to hide. You may also give me an action, in case he is seen. However, if he does something else, I will not force him to sneak if he has a better way of escaping I am not aware of at this time.

Bosk, you triggered an AoO from Beri when you tried to disarm him. You can't get an AoO from an AoO. At least I don't think you can. If you have a combat feat that allows you to disarm without AoO, please let me know and you are not tripped, as well, you can make another AoO if he fails his second Acrobatics check.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days  d20+10=14 ;
Wednesday April 27th, 2011 11:28:57 AM

OOC: It would help me if we knew where everyone was too.

Kyan was staying by the door and only going to grapple if Beri made it that far, which I'm guessing he did, but with the door shut he couldn't go through Are Beri, Kyan, Zeoll and Restlin by the door now?


Perception: 14

DM Buzz: The room is large, but still small enough to make a move action and grapple. I did not see in your post where you would wait to see if Beri made it close to the door, but I did see where you said you attempted to assist, so no, Kyan is no longer near the door, but Restlin is.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday April 27th, 2011 11:50:08 AM

ooc: I believe the rule for AoO is that you keep going back until someone runs out of available AoO's for that turn. On the same note, I everyone only has one AoO unless you have a feat such as combat reflexes.

Attack of Opportunity Chains: If both you and your foe have multiple attacks of opportunity, the two of you could set up a whole chain of attacks of opportunity. For example, you try to disarm, provoking an attack of opportunity. Your foe responds by attempting to disarm you, and you respond with another disarm attempt.

When this situation occurs, simply allow both foes to keep going with attacks of opportunity until one of them either runs out of attacks of opportunity or chooses not to make any more. Keep track of all the attacks of opportunity each combatant provokes and makes. Resolve the final attack of opportunity in the chain first, and then work forward along the chain until you've resolved all of them or until one opponent's attack of opportunity foils the other's action.


http://www.wizards.com/default.asp?x=dnd/rg/20041102a

ADM JamesSince Bosk doesn't have Combat Reflexes, I don't believe he can make multiple AoO in one round.

A bloody mess/DM Buzz 
Wednesday April 27th, 2011 12:36:04 PM

ooc: Very well, we need to reset that up then. I am going to go to the PTB and Troy about this, bcause I see nothing but problems with this, in a "play by post" matter.

So... Bosk, you get an AoO on Beri and Beri, you need to make a second Acrobatics roll, to get away from Bosks second AoO, leaving his ranged space.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+6=15 ;
Wednesday April 27th, 2011 1:17:31 PM

acrobatics = d20+6=15 ;

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+8=10 ; d20+7=26 ;
Wednesday April 27th, 2011 2:08:51 PM

Bosk yells to the group, Quick, block the entrances! Shut the doors, lock them if possible. If anyone has a spell to do so, use it!!! We can't let Beri out of this room!!! Zeoll, help Restlin at the exit! . Kyan or Beltrin, can you drag tables over to barricade the doors and remove Beri's cover. Bosk quickly stand up and runs towards the entrance they came through, since Restlin is at the other one. If there is a door he will shut it (and lock it if possible), if not he will wedge himself in the doorway to block any escape attempts.

Actions
--------------
Perception = 10

AoO (if applicable) Grapple = 26

Actions Stand from prone and move into entrance. Shut door or block entrance.
I am hoping if there isn't a door to shut that it is a medium sized entrance that Beri would have to Squeeze through to get past Bosk.

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days) 
Wednesday April 27th, 2011 3:10:00 PM

Trying to trap the wily rogue, Beltrin strides forward, a magical incantation on his lips. As he completes the spell, a blinding burst of light leaps from his fingers towards Beri.

-------------------------------
Cast Color Spray at Beri, DC 16 Will save or he is stunned for 1 round (which means he drops anything he is holding)

I'll do my best to avoid catching any other members of the party in its AoE (15 foot cone), but if I can't avoid the other party members, I'll go ahead and do it anyways, hoping to get the necklace away from Beri at all costs.

Active Spells: Mage Armor

Zeoll (HP35 (3 nonlethal), AC14) 
Wednesday April 27th, 2011 3:21:58 PM

Listening to Bosk, Zeoll moves to help Restlin at the exit. He physically stands in place to block the way out.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days  d20+3=21 ; d20+9=15 ;
Wednesday April 27th, 2011 3:51:43 PM

Not wanting a repeat of the party's previous experience with spilled or disturb chemicals, Kyan only glances briefly at the tables full of beakers and tubes before deciding on a more direct route while thinking.

If only someone had a whip or something to trip him up with.. oh. Right.

He moves after Beri, trying to catch him as best he can and once again tries to phsyically restrain the rogue if he can get his hands on him, most likely getting himself caught in a pretty Spray of Color in the process.


OOC:
Will Save for Color Spray: 21
Grapple: 15



Bosk (James) AC: 20/12/19 HP 52 of 52 Spells 
Wednesday April 27th, 2011 6:57:25 PM

ooc: I am changing AoO above from grapple to disarm. The rolls are the same, but after reading the rules board, I learned that grapple is a standard action and cannot be used as an AoO where as Disarm can.

AoO Disarm Beri of his necklace = 26 (rolled in the previous post)

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+9=16 ;
Wednesday April 27th, 2011 8:21:01 PM

Restlin closes the door and breathes a sign of relief when Zeoll takes up post. He watches his companions try to trip up and tackle each other, and quickly decides he's of no use to anybody in that fight.

He is confused, however, about this necklace. It likely had some affect on Beri, but he could detect no magic on it. Mundane jewelry may cause some insanity among potential brides, but surely Beri is beyond turning on his friends for mere trinkets.

Something is amiss, and Restlin brings his considerable brain-power to bear on the situation...

OOC
Knowledge, Arcana to see if he can figure out how this is possible, and what might be affecting Beri: 16

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+9=11 ;
Wednesday April 27th, 2011 9:48:20 PM

will save for color spray = 11

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday April 27th, 2011 10:45:02 PM

*will save is +12, not + 9, so that should be a 14. Sorry for the confusion.

Bosk (James) AC: 20/12/19 HP 52 of 52 Spells  d20+11=31 ;
Wednesday April 27th, 2011 11:22:37 PM

Will save = 31

It burnses../DM Buzz  d100=88 ; d100=65 ;
Thursday April 28th, 2011 8:37:52 AM

Kyan is prepared by the door for the escape of one of their own. He doesn't need to make a grapple check just yet.

Beriothian tries in vain to tumble out of the reach of the prone minotaur. Maintaining his grip on the valuable necklace. He gets behind a table and reaches up to grab a bubbling beaker with his other hand, some substance, perhaps to use it as a weapon, next round.

Bosk not trying to get up, he barely misses his chance to disarm his "friend" again of the expensive jewerly. He shouts out orders of encouragement to those that seem to still be loyal to the group.

Zeoll moves to block a door way. His large form can not completely block the huge doorways, but it will be tough for anyone to slink by unnoticed.

Restlin is a little more then confused by what is happening at this time. Surely a non-magical necklace could not have a enchantment upon it that would cause such a thing? He wonders if the rogue hasn't just gotten greedy in the last few seconds or if there is more to what he can think of. He does know, with magic comes many possibilities.

Beltrin has had enough and is the first to attack outright the rogue. It isn't with physical damage however, but a spell which would incapacitate the normal creatures of the Wold. In the process, the minotaur was also caught in the cone shaped burst.

Pretty colors fly through the room and Beriothian drops both the beaker he grabbed as well as the necklace he was holding, to the ground. Stunned as he is, his reflexes are stunted and his normal abilities can not yet return to him. Bosk, being so near is also caught in the splash of the contents that has just burst all over the floor, Beri and the necklace.

Beriothian is once again himself, just in time to feel the pain rip through the lower extremities of his body and both Beriothian and Bosk need to make Fortitude saving throws from the liquid that is now splashed upon them. It does seem though, Bosks large frame even prone absorbs the splash damage preventing the bleeding human from receiving yet more wounds from the vile, acidic substance.

Beri and Bosk need a Fort save DC 15 or take 10 damage from the beakers contents. Save for half damage.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Thursday April 28th, 2011 8:57:24 AM

Once Beri drops the necklace, Kyan cautiously approaches the stunned rogue and the dropped necklace. He draws an arrow from the quiver at his side and, holding it by the fletching, using the arrow head to hook the necklace and with a flick of his wrist tosses it several feet away, but not towards anyone.

Zeoll (HP35 (3 nonlethal), AC14) 
Thursday April 28th, 2011 10:09:58 AM


Zeoll looks around at the carnage. Bosk and Beri burned by acid. That guy dying on the floor. Most of us infected with leprosy and rot.

"Lem's Left Lung!," mutters Zeoll. "I gotta get a healing kit."

Zeoll (HP35 (3 nonlethal), AC14)  d20+18=36 ;
Thursday April 28th, 2011 10:25:13 AM

Most labs have a first aid station, right? Zeoll wonders. He looks around for anything he could use to treat these people. Maybe there is something he can improvise.

Perception 36! If it is there, the liontaur hopes to find it.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells  d20+10=22 ;
Thursday April 28th, 2011 11:30:12 AM

Seeing that Beri appears to have returned to normal, the Cleric shouts, Beri, what the heck were you doing? What happened? The statement was a bit louder and angrier than he meant it to be, but the rush of adrenaline and acid burning his skin still have him a bit on edge. Taking a cautious breath, making sure the room isn't filling with fumes, Bosk walks over to the necklace and proceeds to attack it. At first he will use his weapons, but if some enchantment prevents any damage, Bosk will try using the acidic substance he was just burned with to melt the cursed jewelry. I am going to destroy this thing, just in case. I can always repair it, as long as we keep the parts, but by the Eye of Gargul, I don't want that thing cursing anyone else. If the group is unable to destroy the item, Bosk will suggest trying to get it into his bag of holdings, without directly touching it.

Fort Save = 22, Success


Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days  d20+7=26 ;
Thursday April 28th, 2011 12:08:00 PM

With the necklace out the way and Bosk venting his frustration upon it, Kyan will wait a moment to be sure Beri truly is back to normal before moving to the dying man on the floor and taking up Beltrin's previous task of trying to bind the man's wounds with strips of the man's own clothing if need be.


Heal, First Aid: 26


Bosk (James) AC: 20/12/19 HP 47 of 52 Spells  d20+8=14 ;
Thursday April 28th, 2011 12:15:28 PM

As Kyan begins to bind the man Bosk calls out, Don't forget to gag him so that he can't speak unless we want him to. I have some rope you can use in my bag. Can you also search him? If not, I will do so when I am finished here.

Perception to search wizard = 14

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+3=7 ;
Thursday April 28th, 2011 12:58:18 PM

Seeing that Zeoll and Kyan are tending to the wounded man and Bosk is intent on destroying the necklace, Beltrin turns to Beri. "So, really, what just happened to you there? Now, I don't know you that well, but after you took that man's necklace, you seemed to turn into a different person."

Beltrin keeps a close eye on the elf, looking for any signs that he may still be under the influence of whatever curse the necklace may carry.

---------------------
Sense Motive: 7

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days) 
Thursday April 28th, 2011 1:14:37 PM

Restlin hangs back at the door, waiting for Beri to do something to prove his...Beri-ness.

Zeoll (HP35 (3 nonlethal), AC14) 
Thursday April 28th, 2011 1:18:58 PM

Zeoll ponders his ability to just tell if Beri is okay by inspection ... after all, every day Zeoll casts a spell and then picks the GoodBeris from the ones that are not affected by his spell. :-)

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+9=29 ;
Thursday April 28th, 2011 6:49:29 PM

Restlin slowly shakes his head. "That brute is going to ruin a perfectly good necklace," he thinks to himself. "Surely there must be SOMETHING to be learned from it."

He quickly sprints over to Bosk and exclaims, "No! Stop! At least let me check it out before you stamp it out of existence."

OOC: Detect magic is still active. I'm going to give it a good once over again. If it still appears to be mundane, I'll check out Beri.

Spellcraft: 29 (nat 20, baby)

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Thursday April 28th, 2011 7:48:28 PM

Bosk holds off destroying the bag until Restlin examines is, providing he doesn't try to touch it.

Beriothian (Will)-- AC:23/17/17 HP:36/41  d20+6=20 ;
Thursday April 28th, 2011 8:58:39 PM

Yargh! You could have at least let that guys stay in my body another three seconds so he could have burned by that crap! I don't know what that necklace did, but once I put it on I was being controlled by some powerful wizard. I could do nothing but watch helplessly as he used me as his puppet. I don't know what's up stairs that the wizard was after, but frankly I can't imagine anything more dangerous than there really being an army of caged zombies that he was trying to set free against us.

Beri hears Zeoll mutter about getting a healing kit.
Don't worry about me Zeoll, my leather pants seems to have protected me from the worst of this spill. Normally I wouldn't even justify spending a charge from my wand for such a minor thing, however with all the traps in here I think it's better if I play it safe. Bosk, would you mind doing the honors, I believe you have my want anyway.

Fort save = d20+6=20 (-4... forgot Beri is himself again)=16

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells  d8+1=6 ;
Thursday April 28th, 2011 11:43:46 PM

Assuming we are out of combat and I can take another action, Bosk will use Beri's wand to heal him for 6 hp before returning it to him.

Actions (If I can take multiple)
destroy locket
search guard dc 14
Heal Beri for 6 go

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday April 29th, 2011 12:55:04 AM

ooc: Beriothian has no intention of continuing combat with his party now that he is no longer possessed.

Zeoll (HP35 (3 nonlethal), AC14)  d20+19=28 ;
Friday April 29th, 2011 7:11:59 AM

Zeoll listens very carefully to Beri. After all, what he just said is exactly what he WOULD say were he still possessed! Zeoll looks for any clue that it may be a trick.

Sense Motive with Heroism: 28

Is it to late?/DM Buzz  d100=66 ;
Friday April 29th, 2011 10:19:17 AM

A whirlwind of events happen in just a few seconds of time and soon it seems to all, the party members are themselves again. The acid in the beaker is very similar to that which as combined with chemicals downstairs, turning it from a liquid into a gas. It is a highly concentrated formulae, caustic to anything it touches and when an arrow is slid under the necklace by Kyan, which is lying in the liquid just dropped, it's shaft soon disappears, leaving only the metal head and the end holding the fletching. In this short amount of time though, it can be moved out of the pool of acid which appears to bead up and flow off of the beautiful jewelry.

With quite the exclamation, Zeoll begins looking for a first aid station and one is soon found with a master work healers kit and ten portions of that kit remaining.

Bosk yells it his old friend, not so much in anger but frustration. Seeing the necklace away from the acid, he approches before anyone could stop him and puts all of his weight behind it's destruction and to his further frustration, it is more as if a babe was playing with a rattler, inflicting no damage to it what so ever. Hmmm, now how will it be transported?

Restlin remains by the door until he watches the minotaur smashing the necklace into the stone floor and attempting to get him to stop might take a moment, but seeing the adornment isn't even phased by the attacks can tell him, this is no ordinary item, even if it still does not detect magic.

Beltrin has less concern for the dying then he does for those that are in his party. He asks the rogue, if he is sure he is alright and keeps a close eye on the elf to make sure this isn't just another ruse that seems to be the standard operating procedure for the villian they are still after.

The necklace was never actually worn by Beriothian, but apparently, it doesn't have to be. Just having it in ones possession is enough for that very occurrence to happen, possession. He is appalled by his recent actions and proclaims his own innocence.

Unfortunately, the wounded man on the floor, surrounded by his own dark blood will now be forever gagged as his life expires before anyone could save him. At least now, he will not be forced to perform nefarious work against Gargul's will and perhaps, he will be resting well in a hall of maidens drinking Shadowrealm Wine and eating off the bare bellies of the beautiful women of the past that must too, at sometime perish.

Those with a keen perception from before can tell, the rumblings have now stopped from above and below. All is quiet and now is the time for further decisions.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Friday April 29th, 2011 10:44:48 AM

"I think filling his lung with blood did the gagging for us." Kyan stays as he comes to his feet, "He's dead."

He gives a slight sigh before moving across the room to retrieve his dropped bow. He eyes Bosk's failed efforts to harm the necklance before adding, "We don't want that.. thing, falling into the wrong hands, but I think we have a situation to deal with upstairs first."

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells  d20+8=24 ; d20+13=26 ; d20+5=9 ; d20+4=16 ;
Friday April 29th, 2011 11:08:37 AM

ooc: When you posted letting the man stabilize himself, I thought you meant that he was in fact stabilized.

Bosk realizes that the "guard' just died as he was attacking the necklace and curses himself for thinking the man had stabilized. After instructing the others not to touch the necklace, he quietly begins searching the body for traps and items as he spends a minute reflecting on the necklace. What could this item be? Could it be a construct or a Phylactery? How could we destroy or transport such an item? Kyan was able to move it with an arrow, perhaps it needs skin contact. Maybe we could place it in a sack and store it in my bag of holdings. It creates a tiny pocket space that does not exist in any dimension. Would the necklace's power effect me from there? If a bag of holding is pierced all contents within are lost forever...could that be a solution?

As Kyan urges the group to go, Bosk urges them to wait one more minute. We can't leave this item laying here. We either need to find a way to bring it with us, or at least hide it better before we go.

Actions
------------
Perception for searching the body and for any more acid flasks the Cleric can grab = 24
Spellcraft to figure out if it is a construct or a Phylactery, how to transport the necklace and what power it holds= 26
Knowledge Religion to figure out if it is a construct or a Phylactery, how to transport the necklace and what power it holds= 9
Knowledge Arcana to figure out if it is a construct or a Phylactery,how to transport the necklace and what power it holds= 14

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+13=25 ;
Friday April 29th, 2011 7:25:41 PM

Beltrin racks his brain, trying to think of spells he may have heard of that could produce the sort of effect that the necklace is having.

"Well, I'm not absolutely sure, but I know of spells that can hide a magical aura from detection, so I assume that this evil necklace has one of those cast upon it. I've heard of despicable magic that allows a wizard to place their soul in an object and use it to possess others. The best way to counteract it is to place it in a container with as much intervening material as possible between it and us."

Beltrin looks around the room for any sort of box or chest in which the necklace could be placed. If not, he empties his belt pouch into his backpack and offers it up for use. "Err.... now, who wants to volunteer to pick it up? Use arrows or a sword to keep it as far away as possible.... and if we have any magical protections, we should apply those first."

--------------
Spellcraft: 25

Active Spells: Mage Armor

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday April 29th, 2011 8:57:26 PM

I would prefer not somebody a little less deadly than Bosk handling that necklace... hey, it sounds like the machines stopped moving, I hope that doesn't mean that the zombies were just released.

ooc: No, seriously. We do not want a 2000 pound death machine to have even the slightest chance of being controlled by an evil wizard.

ADM James Speak for yourself. I would be entertained.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Saturday April 30th, 2011 1:35:16 PM

As the group decides what to do, Bosk removes a Stoneware Jar from his bags filled with brandied cherries. Anyone up for a small snack? They aren't very strong, but they're tasty. More importantly, we can place the necklace in Beltrin's pouch and place the pouch int his jar, and then place the jar in my Bag of Holding's. That should keep us fairly safe.

Beri, I am fairly good at fighting off such attacks, but you could bind me first for added safety. Or, if someone has the spell prepared, we could use Mage Hand to move the necklace.
The cleric sighs a second as he thinks of the hands in his Bag of Holding just waiting to be turned into Mage Hands and Hands of Glory.

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days) 
Saturday April 30th, 2011 2:00:59 PM

"I need my head, so no cherries for me. I'll handle moving the necklace, though..."

As soon as the jar is empty, he'll prestidigitize it clean, then use Mage Hand to dump the necklace in a sack, then put that sack inside Bosk's jar, then close the lid and move the whole she-bang into the Bag of Holding.

Plans for transportation/DM Buzz 
Saturday April 30th, 2011 4:30:49 PM

Kyan determines the human is dead and is ready to move along but also does not want to leave such a dangerous item behind.

Bosk thought Alemi would help the man and realizes, the gods do not always bless those victimized by others. With a snack, he prepares a receptacle for the device which possesses the weaker minds of others. There seems to be a series of experiments throughout the room and to determine them would take more time then the group likely has. He can not tell if the necklace is a construct or a phylactery, only because it's origins are unknown.

Beltrin pours through his knowledge of magic and can come to a conclusion, either it is a supernatural being such as the Teucri, which rely heavily upon technology as well as magic or the spell Nondetection was cast on the item by a caster so powerful the groups current experience could not begin to overcome the difficulty of detecting any auras.

Beriothian wants anyone but the minotaur to carry the necklace, just in case.

Restlin uses magic to move the necklace around and it is compelled to do so by his whim. At least now it is known that it can be effected by magic as well and once put in the magical bag containing an extra dimensional space, it is thought to be safely carried.

ooc: Extra DM post, have a great weekend!

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday April 30th, 2011 6:09:06 PM

As the stun wears off Beri gladly accepts on of the brandied cherries.
It looks like we have a good plan. From what I experienced I'm guessing that the necklace required contact. Otherwise we probably would have been effected again when we tried moving it with the arrow. We may want to ask a wizard in Hook City how safe it is before taking it out of the extra-dimmensional space again.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Sunday May 1st, 2011 9:02:57 AM

Kyan watches the rest of the group figure out how to handle the necklace, glad he's surrounding by folks more knowledgeable about the arcane than he. He had been about to suggest the more mundane method of tying a rope around the necklace and towing it 50 feet behind them, but wisely kept that option to himself.

"Everyone still themselves?"

If everyone seems normal and ready to move on, he'll ready an arrow and open the door to move on.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Sunday May 1st, 2011 11:08:09 AM

Taking a deep breath Bosk prepares to grab the bag and hopes for the best. Suddenly the thought of his companions lying dead on the floor flashes before his eyes. If he were to attack them, would they be as gentle on him as they were on Beri? Would it matter to them that he had no control over his own actions? Despite his mind screaming run, it's a trap, this isn't me, but he can hear himself saying, You know that really is a valuable necklace, perhaps it would be better if we didn't keep it in the Bag of Holdings. If something were to destroy the bag, we would be missing out on a large amount of gold. Think of what we could buy! Besides, we couldn't detect any magic on the item. The odds were that it had a single charge and that it was used up on Beri. I'm sure it is safe now. Are we ready to checkout those stairs? Somehow the feel of the hilt of his sword reassures him and gives him confidence. He casts guidance on himself and picks up the bag. Picking up the bag he pushes the bloody images out of his head, un-phased by the worst case scenario. An Avenger of Jancassis can have no fear.


Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Sunday May 1st, 2011 5:19:31 PM

OOC: Whoops, I misread everything and thought we already had it in the bag.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Sunday May 1st, 2011 5:39:46 PM

It is in the bag now, but we still don't know if it can effect players while in the the bag.

Zeoll (HP35 (3 nonlethal), AC14) 
Monday May 2nd, 2011 6:54:00 AM

Zeoll volunteers to carry it. "I'm likely the most easy to overrpowerr, in a pinch," he says.

Plans for transportation/DM Buzz 
Monday May 2nd, 2011 10:51:35 AM

Late post today. Woke up late.

Night of the zombies/DM Buzz 
Monday May 2nd, 2011 2:57:45 PM

The bag is set in a liontaurs possession and if anything is different, it isn't noticed by the others. Up the circular stairs the group travels. Perhaps three hundred feet easily, the long tedious climb even harder for those large creatures that are just as wide. Squeezing through the area slows one down and sucking in the breath constantly strains against the ribs as does constantly banging ones elbows or knees into the constantly curving five foot wide passage.

Those traveling through this ascending hallway have many, many steps to take. The life of an adventurer though is a hard one and even for some of the new members that have spent the last few years drawing pentagrams and studying long hours over books, have recently traveled many miles in the last day and they remain steadfast to see this through with determination.

The stairwell opens up into a large room filled with light without a noticeable light source. The stench of death is overwhelming and it is natural to retch just a bit, even if one doesn't lose what little food might remain in the Iron Adventurers belly. Looking into the large room a series of corkscrew pillars, each easily ten feet in diameter and made from iron, cover a span in a one hundred square foot room. Those with a keen perception immediately notice large areas of blank space with lines of dust, symmetrical to lift giant platforms. Those platforms are now near the ceiling. The walls are sheer but after looking around it can be found a dark side entrance into another room.

This room has many control panels as well as little devices with small arms that moves along a set of numbers in some attempt to indicate a measurement. Against the wall to the left are large round handles connected to what appear to be steel piping, held together bt steel studs as thick as a minotaurs thumb.

The exit from this room is a large arch, ornamented with carvings of workers that for most seem to be of an unknown nature. (Knowledge History DC 20) The egress is twenty by twenty, the likes of which you have seen before and it seems to meet up with the large passage from down stairs and continues to go up further.

Up stairs where the cages are resting is the only way out as well. Another set of stairs that are of medium size lead up, where it is apparent, the horde of undead has escaped. A trail of debris both of old clothing and flesh, finally decomposing to the point of entrails trails make long streaks of vile waste leave a clear and obvious signature as to where the hundreds of undead scrambled up.

It is very slick up the passage as the undead have left a wake of nastiness along the walls and stairs one must travel through until finally, another room emerges and it seems to be rather small. Barrels lines the wall to the right and a large locker type door is near it, but the continuous trail leads up yet more steps, only ten feet this time to a basement game room. The billiards table is over turned and some items smashed, like a small table and lamp, all because they stood in the path of the next stairs up.

The first floor of this luxurious mansion isn't to badly desecrated except for the trail of decomposed flesh that lead outside. The stench continues to fill the nostril of the heros if only relenting due to some long overdue fresh air.

Stepping outside is a large garden with a circular path way for carriages and horses. The main gate to the estate is three hundred feet away, with fountains and benches along the winding path.

Off in the distance, the sound of battle...

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+4=16 ;
Monday May 2nd, 2011 7:58:07 PM

As the group travels through the vast network of tunnels Beri takes some comfort in the thought they probably couldn't have made it up such a long staircase in time to stop whatever diabolical machine they had heard earlier. At one point they pass an exit with strange markings.
You would think that someone over a century old would have a little better grasp on their history. Oh well, just one more thing for me to improve on over the next few centuries.

ooc: I'll try to post more later tonight, I just didn't want people waiting on me to see if we made the knowledge check

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days)  d20+9=18 ;
Monday May 2nd, 2011 8:10:51 PM

Gasping a bit as they reach the top of the stairs, Beltrin nonetheless digs deep to find more reserves of energy when it is obvious that the zombie hoard has been set loose. "Forward! We must do what we can to help the city!" he cries, moving through the garden towards the sound of battle.

------------------------------
Knowledge (History): 18

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+9=24 ;
Monday May 2nd, 2011 10:31:02 PM

"Yes, forward! We'll have time to clean up this mess later!" Restlin tip toes around the gore as much as possible on his way towards the battle...

***

Knowledge (History): 24

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=12 ;
Monday May 2nd, 2011 11:00:19 PM

Everybody be on your guard. It looks like many of these zombies are badly decomposed, but there may still be some that look normal. And somewhere amid this chaos is the wizard who brought these things back from the dead.

Perception = 12 (nat one)

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells  d20=2 ; d20+8=28 ; d20+8=18 ;
Monday May 2nd, 2011 11:37:18 PM

As the ascend the stairs Bosk asks Zeoll for his Bag of Holding back, in part to make sure Zeoll hasn't been possessed by the necklace. As they continue up the stairs, The Horned Cleric becomes curious as to where the path will come out, and why the arch looks familiar. As he approaches the din of battle, he looks to see how many enemies there are and if anything is other than the undead attacking or people needing saving. On the way he also casts Toro's taur try (liontaur version) (ooc I am assuming that since the gate is 300 feet away that we still have time to cast spells next round as we approach and once we can see our enemies clearer. I don't want to cast may spells for one zombie, but may cast a few if there a hundred.)

Actions
--------------------------
Knowledge History = 2 (Not my favorite subject apparently)
Perception traps = 28 (natural 20)
Perception enemies = 18

Active spells
---------------
Guidance
See Invisibility? (How long did it take to climb the stairs?)
Toro's Taur Try (Liontaur)

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days  d20=1 ; d20+7=22 ; d20+10=24 ; d20+12=20 ;
Tuesday May 3rd, 2011 9:03:22 AM

Kyan moves with the group through the underground corridors and the sheer scale of the place is not lost on him. What it took to built that place and how long was simply awe inspiring to think about, and if it was all built by this mysterious Mr E. spoke of a truly determined foe.

When they come into the basement game room and the mansion proper, Kyan quickly searches for any sign of a struggle and or surivors and will point any he finds, or the lack there of, to the rest of the group (Track: 20). He also glances about the corridors the mansion itself for any portraits or any landmarks outside that might help pinpoint where they are in the city.

The ranger resets his arrow on his bow to be sure he's ready as they approach the sound of battle, but will stop once they spot the enemy to fully examine what's before them before rushing in.


OOC:
Knowledge History =1 (Historians we are not)
Knowledge Local = 22, figure out where we are in the city.
Track: 20, signs of a struggle, survivors
Perception: 24, spot the enemy


Zeoll (HP35 (3 nonlethal), AC14) 
Tuesday May 3rd, 2011 9:52:24 AM

Zeoll stays in the middle of his friends, both for his own safety, for the safety of the thing he bears, and to be attacked on all sides by his friends if he goes nuts and is possessed.

He looks around for enemies and prepares to sing an inspirational song as soon as there is battle to be had.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Tuesday May 3rd, 2011 10:24:26 AM

Unsure if the liontaur didn't hear his request or was intentionally keeping the clerics gear along with the necklace Bosk asks for his Bag of Holdings back once again. Perhaps it was undue paranoia after what the group had been through, but images of the liontaur turning on them in the midst of battle flashes through his mind. Could the necklace be effecting Zeoll even from a non-dimensional space?

Two groups of decay/DM Buzz 
Tuesday May 3rd, 2011 10:42:27 AM

The bag with the necklace can be passed back and forth between the Iron Adventurers. No one seems particularly drawn to it and no one seems strange once they hold it.

Inside the house, looking around at the majestic staircase with the red carpeting and golden inlaid banisters, many pictures line the walls. Near the bottom is the picture of a young man whom you recognize as the "guard" downstairs. His portrait stands alone with no siblings nearby to speak of, nor does it appear he has a significant other to match the style of art or the frame, like so many others have, to designate a generation of family members as a "set". In his picture, he seems like a happy young man, unlike most of the rest of the portraits of what would other wise be a very serious family.

No one else is noticed in the house. Unusually, no servants either. perhaps, they too have become part of the terror in the streets.

The group stands on the foyer of the mansion and from a couple of landmarks, it appears the group is in the richest residency of the city. Looking out over the garden and past the walls and the gate, fires begin to grip the city as a flash from a fire ball is set off in one area. On another street, a column of fire springs forth and is almost as immediate, leaves your view. The citizens of Hook City are expending their magical chits to defend themselves from the horrors in the streets and who knows how many died in a vain attempt to use their enchantment chits or the illusion chits, before they realized, some of the dead look alive as they are being attacked.

There does not seem to be any more undead on the premises. In the distance, the general alarm blares on high and the city militia has now been released but is it to late to join the fray? Is it possible the group too would be thought undead with the disease that most if not all of them carry?

Regardless, the damage is done now and the citizens of Hook City can not allow the undead to walk the streets, but the group is also reminded of the catacombs area. It too had hundreds of zombies in it and they will be pouring out of a different section of city soon. Their travels much further then a front door and gate. Will those hordes reach an unprotected area of the Magical City with the militia unaware and no where near?

Word of this evil plot must reach some officials somewhere or even more innocent lives will be lost. Yet, how can the group do this without casting a spell?

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Tuesday May 3rd, 2011 11:34:15 AM

ooc:
Yet, how can the group do this without casting a spell?
Will magic not work in this part of the city?

DM Buzz: I never said that. I was implying, it would be nearly impossable to do without magic, but you are all very smart, I would put nothing past any of you.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Tuesday May 3rd, 2011 2:19:05 PM

OOC:
We can hollow out a coconut and put the message in there and then Zeoll can druid up a swallow...


Zeoll (HP35 (3 nonlethal), AC14) 
Tuesday May 3rd, 2011 3:43:25 PM

Zeoll apologizes when he hands the bag to Bosk in turn. "Sorry, I was so distrracted not being possessed that I forrgot to actually listen."

How to get a message to the city elders? The liontaur looks lost in thought.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days  d20+7=27 ;
Tuesday May 3rd, 2011 4:07:38 PM

"We're in the wealthiest part of the city. The people that need to know what is going on will be around here too. I say we make a dash for the closest one and let them know what's going one.

OOC:
Knowledge(Local): Where the l33t folks live.



Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday May 3rd, 2011 4:19:16 PM

ooc: What would the linguistics check be to send a smoke signal?

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days)  d20+6=25 ;
Tuesday May 3rd, 2011 5:32:07 PM

"I have expeditious retreat prepared for JUST SUCH AN OCCASION!" Restlin frantically replies.

He looks around for the best place to head once it's cast...

OOC:
Knowledge, local (figuring out where the best place to warn folks is): 25


Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Tuesday May 3rd, 2011 5:58:10 PM

Bosk looks over to Beltrin, an idea forming in his mind. Do you happen to have any illusions left that you could cast? Would it be possible to use a spell like Silent Image to place writing or a giant sign high up in the sky that people could read saying something like More Undead in Catacombs

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days) 
Tuesday May 3rd, 2011 10:40:45 PM

"Hmm.... I think that would work, I can create that illusion in the sky, I think that I can even make it glow, but I'm not sure, I haven't tried that before."

---------------------
OOC: It is night out correct? I'm not sure whether I can make the illusionary letters glow or not, but I assume that I can, since there is nothing in the rules that says that illusionary figments can't be luminescent.

DM Buzz: Do you cast the spell or no? Please give me a name of a spell, duration, etc. and then I will look it up. :)

ADM James: I think he is referring to Silent Image. It is on his spell list and the spell suggested to him.

DM BUZZ: THAT IS CORRECT! IT WAS SUGGESTED TO HIM BUT HE DIDN'T SAY HE CAST IT ONLY THAT HE DIDN'T KNOW IF HE COULD. WE ALSO HAD A PRIVATE DISCUSSION ABOUT YOU EDITING POSTS.

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days) 
Wednesday May 4th, 2011 1:14:08 AM

Beltrin, unsure of the limits of his magic, decides to try anyways. He casts a spell and (hopefully) large glowing gold letters appear in the sky, spelling out the words "More Undead in Catacombs" high above the roofs of the surrounding buildings.

-------------------------
OOC: Cast silent image. I will concentrate on it for several minutes unless interrupted by something else.
Duration: concentration
Area of effect: Eight 10 ft. cubes

From the Illusion rules and spell description I think that I should be able to do this.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday May 4th, 2011 1:16:32 AM

Yes, a spell would be far more effective then smoke signals.... not that it wouldn't have been fun to try.

A sign of the times/DM Buzz 
Wednesday May 4th, 2011 10:40:56 AM

The group stands around the barbarian trained to be a wizard as he casts a spell to create a large sign in the sky. Over the tops of trees it rests, so that those from a distance can see it, but is anybody looking up right now, so intent on the battle occurring in the streets? Only time will tell if it is visible to those engaged or not engaged. Hopefully, word will get back to someone that should know, but how can the group tell if the message is sufficient?

The group can stand here for as long as they like, but the spell caster can not move to far away from their figment lest it be lost.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Wednesday May 4th, 2011 11:29:02 AM

Bosk digs into his pack and pulls out a red cylindrical tube and quickly relays his plan to Beltrin, so as to not distract him. Pointing the into the air, but not directly at Beltrin's message, the cleric uses the comand phrase "Oooh Aaaah" and sends up a firework (per the spell Flare, using lotto item). Hopefully the added light and color will draw peoples attention to the message and get the groups point across faster.

DM Buzz: Please tell me of this item, is it actually a fire work that makes a noise from explosion or just an illusion? If unknown, when did you receive it and I will go back and lok it up. Was it given a name? Make sure to mark it off your character please. :)

Zeoll (HP35 (3 nonlethal), AC14) 
Wednesday May 4th, 2011 1:28:09 PM

Zeoll thinks this illusion is a great idea, and wants to add his own to make it more effective. Too bad he has used up all his magic for the day. He can still make annoying suggestions, though not of the magical kind.

"Beltrrin, can't you do morre with it? Add some music, orr shouted worrds. Change the text from time to time. Make it flash or glow."

[OOC: I think the spell could do that, no?]

Zeoll tries his Light Cantrip to make some flashes that will be noticeable.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Wednesday May 4th, 2011 2:36:56 PM

Unable to cast a spell to help, Kyan looks about the grounds for a tree to climb to get a better view of the city.


Climb, guessing can Take 10: 19



Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days) 
Wednesday May 4th, 2011 7:50:28 PM

The letters should already be glowing, but Beltrin makes the sign flash and rotates the message occasionally to say: "Zombies in Catacombs!"

After about ten minutes, he will drop the spell, sweat beading on his brow from the concentration necessary to maintain the illusion this long. "Well, if anyone is going to see it, they would have seen it by now. Maybe we should take a look inside the house? Perhaps it holds clues as to Mr. E's plans or identity and we have a promise to Heather to keep as well."

OOC: I can't make any sound with it, Silent Image....


Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday May 4th, 2011 7:57:27 PM

Beriothian goes over his equipment in his head, but is unable to think of a way to assist in signaling. While waiting for the more magically talented members of the group do do their thing, Beri readies his swords and tries to think of some other way he could help.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Thursday May 5th, 2011 8:36:00 AM

ooc: Buzz said that my firework can have a visual and audio component to it. Hopefully that will aid in getting people's attention.

Beltrin, Can you also have it flash Spread the Word or Relay the message or Can other districts read this?

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells  d20+8=15 ;
Thursday May 5th, 2011 8:51:26 AM

He explains to Beltrin that he hopes that will aid in getting the message around town and will give them confirmation if others recieve the message. If they are lucky, there will also be a a few messages indicating where the zombies currently are and where the group should head. The cleric watches the sky, hoping to see other wizards sending up similar messages.

Bosk also keeps an eye out for familiar surroundings, to help verify their location. Could this possibly be Mistress Marta's place, or are they close to their own home? Suddenly things become a little more personal and he wonder's if the zombies will trash their tower after all the work they did to get into Hook CIty, or if the ghosts could possibly fend the place off. His thoughts then turn to Harls the Cooper and his daughter Tali that they rescued less than two weeks ago, whose misfortune had introduced him to the ways of Jancassis and that of the Avenger.

I don't think we can wait around too long. Our friends need help, our tower is in danger, Mr. E could be getting away, Heather needs to be contacted and there is still the possibility that some girl is after us, the one that threw the fireball at us in the elevator shaft.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Thursday May 5th, 2011 8:51:49 AM

ooc: The roll was for Perception = 15

The City Saved!


Dawn is on the way/DM Buzz 
Thursday May 5th, 2011 10:34:21 AM

End game...

There will be much mental trauma for the citizens of Hook City. They believed their metropolis safe and secure and now, they find out that something as simple as one of their own was out to harm them. The confusion will be understandable.

Many devices of magic and wealth will be discovered in the house as well as the book knowledge and important notes for the creation of living undead which are in fact fast zombies with brutal strength and cunning. Heather might could use some of this information on how to preserve the flesh of the living, but that information will soon be quickly confiscated by the militia captain.

It isn't but around six minutes when an armed troop of men follow the path of undead trails to the home with the big bright sign above it.

The group is asked to stand down their weapons and come in peace. They are to be questioned.

There will be a bit of debriefing by the city when all of this winds down a bit, but the last encounter for this adventure is now over. The necklace is contained and someone like Bosk or Zeoll didn't wind up with it. One would have kicked the crap out of the rest of you and the other would have run away so fast the possessor would almost certainly have gotten away.

Bad news is, there will be a few problems in store for the group. Accusations are going to be launched as to why the group didn't notify authorities when the first signs of undead were found, etc. It might get a little hot, but in the long run, you will all still be considered hero's for discovering this very evil plot and for the most part, the city will be happy it is behind them, even if the clean up and recovery might take the city years to overcome.

So, let us take you through the bureaucracy of the situation right now. The group is first taken to a society of paladins where the rot and leprosy are removed with some stern looks and soon, the group will need to explain how they came by the information that lead them into and through the bowels of this magical city.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Thursday May 5th, 2011 11:24:32 AM

Unless questioned directly, Kyan will let someone else in the group better suited to handling this potentially delicate situation do the talking.

However, he does cast a few resentful glares about at anyone accusing them of wrong doing.

Bosk (James) AC: 20/12/19 HP 47 of 52 Spells 
Thursday May 5th, 2011 11:49:13 AM

Bosk is hesitant to tell the guards everything, as he likes the idea of the group having their own private entrance in to Hook City and would love to have a chance to search the catacombs and underground lair before giving the guards free reign, however he realizes the danger of leaving such an entrance unsecured. Taking the lead, the cleric offers to tell the guard their story. Although not the most elegant in speech, he says he is willing to have someone cast Zone of Truth to ensure honesty and relieve any suspicions.

Bosk starts at the beginning and tells them about the missing people of Mud Town and the Illithad and explains that it was apparent the city would do little to help those outside of its gates. He then explains that at first the only information the Iron Adventurer's had was that the healer (who he doesn't name and tries not to implicate) received money from an anonymous patron in Hook City and that he sometimes took those near death to personally attempt to help and those people were seldom seem again or never stayed around. Our group had tried asking around the city and at the WLA, but with no luck. He then explains that they tried to get a little more information and how they waited by the body pile which in turn led them to the underground tunnel. By the time we discovered any undead it was already too late to get back into the city before the gates were closed for the night. We didn't know at the time that you could enter the city through it, so we kept exploring.

He then tells them about finding an "item" that possessed the wearer and explains what had happened to Beri. We are trying to determine how to make the item safe again, however we are worried about letting a powerful wizard look at it for fear that the wizard were to become possessed. Such a person would be much more dangerous than our he hesitates for a second, not sure how the guard would view a rogue in the group, than our scout would have been. In addition, we are unsure if Mr. E was the man wearing the necklace or if he escaped while we dealt with him. If he escaped, any wizard we talked to had the potential of being Mr. E. He then goes into more detail on what they found down below, including the dangerous chemicals, worker zombies, etc. and where the tunnel had exited.

Once he has finished his story, Bosk offers the group's services in assisting with eradicating any zombies left in the city and guiding the guards and aiding them in a search and clearing out of the tunnels. If the offer is refused Bosk lets the guard know that a few members of their group were planning to train at the WLA and could easily be reached there if they changed their mind.

Zeoll (HP35 (3 nonlethal), AC14)  d20+17=25 ;
Thursday May 5th, 2011 5:13:38 PM

Zeoll has nothing to hide and feels it would be foolish to dissemble anyway. He especially makes it clear that there are some in the zombie army leadership who got away.

He tries to couch his explanations in ways that minimize any ill will, defuse suspicions, and make friends.

Diplomacy 25

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday May 5th, 2011 9:16:38 PM

Beri smiles inwardly at the irony that an avenger is concerned about how it might look for a rogue being in the party.

I don't know much about necklace. The mage that took control of my body when I touched it was a good three time my skill level. I don't think that he had much physical skill, he didn't seem to be able to take advantage of my lithe Elven body. I also noticed he held my sword funny, I don't think actually had any proficiency using my weapons of choice. His control over me was lost once I lost contact with necklace.

Beltrin (Keith) AC: 19/14/15 HP: 25/47 (3 non-lethal) Spells Zombie Rot (4 days) 
Friday May 6th, 2011 1:03:49 PM

Beltrin lets Zeoll and Bosk do much of the talking, but corroborates their story. He agrees vociferously with Bosk volunteering the group's assistance to the guard in eliminating any further zombie threats.

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) Current spells: Detect Magic - Current Diseases: Zombie Rot (4 days) 
Friday May 6th, 2011 9:19:51 PM

Restlin sits silently fuming. A case of zombie rot, broken teeth, costs associated with his healing potions, not to mention the trauma and sheer *grossness* of what he's endured, and the only thing he has to show for it is grief from the authorities. Where is the glamor and heroic grandeur in this?

He lets others do the talking for him. They seem to be in enough trouble without his big mouth getting them in even hotter water.

He can't help but wonder, though: Did they do the right thing? Maybe they SHOULD have spent more time notifying the authorities of what was going on. Of course, he's still new here. Perhaps his companions did...

OOC:

Many apologies for my absence the past two days. I won't make excuses other than to say it's been hectic.


Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday May 7th, 2011 12:30:17 AM

ooc: no worries, I've been up to 3am all week trying to get my final project to a level I was happy with. I completely understand it being hectic right now.

ooc/DM Buzz 
Monday May 9th, 2011 10:37:14 AM

ooc: Wrapping up module for you all as well as getting a new one submitted to Jerry.

Busy, busy, busy....

MIght not get a full post in today, but I think there is some business that needs to be cleaned up for you guys first and I want to put it all in one post, so we can wash our hands of it and give you all some down time.

Zeoll (HP35 (3 nonlethal), AC14) 
Monday May 9th, 2011 12:35:07 PM


Zeoll takes a moment to cast a prestidigitation cantrip and use it to clean up himself and his friends. "Every paladin's crrazy 'bout a sharrp drressed taurr." he says to his fellows.

Loose ends tied up/DM Buzz 
Tuesday May 10th, 2011 10:25:51 AM

The group is in no way mistreated as they are cleaned up and cured of any diabolical illness they may have incurred as well as any natural disease one would receive from fallen body parts. Then, they are separated to ensure every ones story fits the theme of everyone else. Interrogators are curt with answers and rather emotionless as they take down answers each are given. Some in the group are very happy to relate the tale of their last day while other feel a bit put out that they are assumed to be anything but heros!

A series of questions in regard to your decisions include, "Once in the catacombs, you were in the city proper. Why did you not exit through the catacombs entrance to the main street and seek help?" As the group is holding a piece of paper from Magister Allistar, the members are asked if "His Honorable Lordship was aware of the groups plans to find those kidnaped?"

The city is most definitely interested in the cleric called Kon Heather Brodery, the priestess of The Edge. The fact that she is outside the city gates and out of their legal jurisdiction causes some small concern for a couple of them, but they try very hard to not let that show.

The group is kept together as guests during a time of quarantine. Not necessarily for diseases but for misinformation that might get around through the streets. The city will be filled with rumors if not controlled so officials must investigate more of what the group has said, before they can make a public announcement.

Tying things together, the necklace is confiscated and inspected. For those with superior magical skills, the aura detected is somewhat overwhelming. It has several different auras and it does indeed contain the soul of one of the cities human founders, well over five hundred years old. The current remaining member of that family was Dustin Chamberlain. His family did help create the catacombs the city uses for their dead. The man whom trapped his soul in the artifact as named Joffe Chamberlain, a very high level necromancer that was once on the first city council. He is has a very rich and powerful family name and he will likely have some petition Gargul in his name to ask for his return, since in most respects he is innocent of everything except being curious enough to find his great, great.......grandfathers notes and magic jar receptacle.

The group also discovers, Joffe was a known artist that enjoyed sculpting and the furnace system the group found with all the levers and meters are devices discovered when the founders of Hook City came to this grand city. These devices were left here by the ancient race of Teucri and their knowledge will be studied for years to come.

The corpse of Dustin is spoken with while his spirit is away on the Shadow Realm and it is determined, the woman that was heard was actually another ruse. A spell was used to change the sound of his voice. An attempt to mislead the group to get them to leave the "guard" alone, so he could escape out of the catacombs behind the zombie horse, protected by his own animated fast zombies.

Also, the group did a great job in using magic to create a large sign and a fire work to get others attentions. The exit from the Catacombs lies near the walls that separate eastside Labor Town and Magic City. If not for the notification, that section of the city would have been overrun and those in the area all but helpless without the militia that was en route to Magic City. Well, helpless until they started activating the chits almost everyone has to defend themselves.

Over all, over thirty six militia members were killed in the raid in Magic City and thirteen innocent people were killed outright by the zombies before the horde was engaged. The undead mob coming out of the catacombs were met with force due to the advanced warning and contained under the city. None of those were allowed to escape into the streets and only eighteen members of the militia died in that battle.

On the second day of the groups detainment, they are visited by Magister Allistar whom is quite curious as to this Heather Binder person.

"I will be honest with you all. The other Magister's are torn as to what to do with you all. In some of their eyes, you are responsible, in your youth and folly, in unleashing this disaster upon these streets. In others eyes though, you saved the city from something much worse. If you had not taken the initiative on those kidnaped outside of the city, this army could have been so much bigger and more violent. Thankfully, the fast zombies he had, was used primarily for the labor, being under his constant control. If he had several hundred of them, that battle would have been so much worse. For now, the group will be taken to your tower where you will need to wait under home arrest until the council comes to a decision on how to either punish or reward you all. I have a feeling, both might happen, but that is a discussion I can not get into at this time."

The group is asked to gather their few belongings and the magical bag that held the necklace is returned to the group. By carriages, but small and large, the group is kept out of the public view of other citizens. Anything the group would need for living will be provided and if the group wanted to work on other projects and need supplies, they need but give their personal courier, named Elspeth the information and funds on what is needed and she will retrieve it.

The little girls of the house do not immediately make their presence known. Nothing has been disturbed since the last time the group was here. The unfurnished residence seems kind of cold without some proper furniture and a few pictures, but at least a fireplace is not needed in this environmentally controlled city.

Zeoll (HP35, AC14)  d20+17=21 ;
Tuesday May 10th, 2011 11:32:36 AM

For the sake of those who are new ... Magister Allistar is a magician with a residence near the party's Haunted Tower (our in-city residence). We have done work for him in the past, including rescuing someone. A now-retired PC was his apprentice.

The tower was purchased by the group for cheap because it is haunted by the ghosts of two little girls. I added some info on it to the wiki. It is our official address in Hook City. (We also own a general store in Mudtown, managed by a former PC.)

==========

"Why did you not exit through the catacombs entrance to the main street and seek help?" Zeoll honestly answers that never having been in the Catacombs before (in fact personally not even knowing they existed), the party had no clue which way to go other than to race after the enemy and hope to defeat him before he did great harm.

Zeoll is grateful for the details of the story that the party learns, filling in the gaps in what they had already discovered. He is especially glad that they were able to help the militia stop the undead before more innocents were slain.

Zeoll spends his time in confinement composing a song that tells the whole story. He is not sure when he will be allowed to sing it in public, but at least he can spend his time polishing and refining.

[OOC: Perform roll to craft a song? 21 if a roll is needed, 37 if I can take 20 on the effort. And why not -- There's time, right?]

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Tuesday May 10th, 2011 2:22:18 PM

Kyan is a little less diplomatic when questioned about why they didn't report the undead in the catacombs immediately. The ranger echoed Zeoll's response of not knowing how to get out of the crypts coupled with the fact that by the time they truly understood the sheer number of undead involved they were pass the point of return. He may also have insinuated that they had a hard enough time following the trail to hidden complex as it was and that a squad of (bumbling paladin) guards would have likely fouled up what trail there was and gotten lost.

Inside the tower, Kyan mulls over its empty interior and pokes at his money pouch, still having some funds available to maybe buy something to sit on.

ooc
We've mentioned that Hook City is really expensive, but how much would it be to provide some basic furnishings for the tower?

DM Buzz: There is nothing at all basic about Hook City. You might be able to find the "basic" stuff in Mudtown however.

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells) 
Tuesday May 10th, 2011 3:47:08 PM

It is an absolute miracle that Restlin was allowed to leave that place in one piece. Already upset at the less-than-heroic outcome of the day's events, he doesn't manage to hold his tounge as well as he probably should have.

Still, after facing down hordes of zombies, two small girl-ghosts aren't exactly worrying him. Home sweet home as far as he's concerned, though some furnishings would be nice. He also decides the place needs a good alchemy bench. Handing out a few haste potions could leave him free to study more overtly offensive magics...

Taking a lesson from his days as an apprentice, Restlin decides the tower needs a good washing, and gets to prestidigitizing up a cleaner, fresher tower for everyone.

Bosk AC: 20/12/19 HP 47 of 52 Spells  d20+13=32 ;
Tuesday May 10th, 2011 6:22:49 PM

The cleric is surprised when Heather's name and title are mentioned, but assumes someone else must have dropped the information. He hopes that she doesn't get into trouble for any of this and makes sure to remind the others that they need to contact Heather as soon as possible, if they didn't have time before the guards came. When asked why they didn't exit through the catacombs, Bosk is quite honest. We have never been the catacombs before, nor had we even heard of them. If there had been any sort of sign directing us to the entrance of the catacombs, we would have left. Although we assumed there was an exit that Mr. E. used, we had no idea where one would be. We figured following the trail would lead us out of the catacombs, most likely into Mr. E's house. We were afraid to stray far from the path, assuming the citizens of Hook City would have magical warding to protect the dead. Bosk also worries when he learns of the dead militia men and asks if Ransy injured in the battle, and when Alistair arrives he asks about Grendle's condition. He also requests someone inform Sanji, their shop keeper in Mudtown what has happened and not to expect them for a few days.

Trapped in the tower, Bosk begins to explore the various floors and basement, getting as many of the Iron Adventurer's to go with him as possible. Once the place is explored, Bosk claims a room and begins unpacking his stuff and attempts to make the place a little more homey. He starts by placing his ever burning torches in up in the walls. He then takes out some extra bedding, having both a large bedroll and winter blanket and offers the extra for others to use.

While they are cooped up, Bosk realizes that his bag of holding is nearly full, but his cash supply is low. After some struggle on what to do, he decides to sell his belt of dexterity reasoning that any belt he made would look much better than one bought at the catacombs, and he really hated carrying a heavy load when he could throw stuff in a non-dimensional space.. He gives Elspeth his Belt of Dexterity +1 (was purchased for 1000 gp can be sold for 900 gp) and a bag containing 2 white chits and 151 gp and asks to sell the belt at the catacombs asks him and to pick up the crafting supplies to convert a Type 1 Bag of Holdings into a Type 2 Bag of holdings (1250 gp) and 5 gallons of ale (you can never have too much). He then spends his time crafting and relaying as much as he can about past events to the newer party members, filling them in on the people they've met and the places they've been. He ends by saying, Xeron, a young rogue from Mudtown that travelled with us, said you can never trust a man until they've stood by you in battle and proven that themselves. I think after our little adventure in the catacombs, you all have proven yourselves honest and trustworthy. With that, he breaks out two gallons of ale to celebrate.

p.s. He also heals everyone and makes sure to prepare spells that would help them if the ghosts return, just in case.

Actions
---------------
Search Tower
Craft BOH Type 2, Spell Craft Check = 32 (only a 19 was needed)
Explore tower


Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+16=22 ; d20+11=25 ; d20+11=23 ; d20+11=20 ; d20+11=14 ; d20+11=30 ; d20+11=31 ;
Tuesday May 10th, 2011 9:54:33 PM

Beriothian finds himself alone being questioned by Paladins
Why didn't we leave through the main entrance? Well you know those big, obvious signs pointing to the exit? No? Well, there you go!

Heather.... oh! You mean Katherine's sister! Man, that Katherine is something else, I hope she's free to go out tonight. Man, those tight leather pants... huh, or sorry. Heather? Yeah, she asked us to look into what was happening to the ill of Mud Town that she sent to that Mr. E. Can't really tell you much about her, but that sister of hers!


The next day Beri finds being carted off to IA headquarters. With nothing to do at first, the rogue helps explore the tower, looking for any clues that may still remain pertaining to the death of the two sisters. At one point he finds an open room with a great view of the sunset and drops his stuff off in it. He spends the remaining days with his companions playing cards and drinking ale, and in general enjoying not having reanimated cadavers trying to tear him apart.

While stuck in the tower at night Beri falls back to his trade skills to pass the time and keep his fingers nimble. First Beri decides to start work on a warm leather outfit of high quality to keep him comfortable when they leave the magical climate control of Hook City. When that completes the elf starts work on a custom bedroll. As time drags on the rogue starts crafting an intricately tooled black leather saddle, despite not actually owning a mount at the current time.

(6 nights worth of crafting)
craft (leather) -outfit =22,23,
craft (leather) -bedroll (military) =20
craft (leather) -bedroll =14,30,31
-6.33 gold for materials
Perception = 25

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday May 10th, 2011 9:56:57 PM

ooc: that was supposed to be 9.43 gold

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Tuesday May 10th, 2011 10:49:50 PM

ooc: I also want to give Heather some money. How much gold a day would it cost to be Heather's new benifactor? I would like help her to continue her work, healing the citizens of Mudtown. She would also be a useful contact and it would help the IA's reputation.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Wednesday May 11th, 2011 12:13:46 AM

Beltrin is thoroughly unimpressed with the legal system's handling of the Iron Adventurers, but knows all too well that there is no use fighting against it. He goes along with the questioning and house arrest grudgingly, but willingly.

The tower is far from his ideal lodgings, but he's seen worse. He stakes out a room high in the tower and keeps to himself a fair bit. He is eager to help Bosk explore more of the tower and thanks him for the statement of trust. He offers to trade spells with Restlin, since that would be the most productive way to pass the time.



Bosk AC: 20/12/19 HP 47 of 52 Spells 
Wednesday May 11th, 2011 4:05:39 AM

Beri, did you mean to say you are crafting a military Saddle.

Kyan (Jon) AC:19/13/16 HP: 46/48 (3 nonlethal), Zombie Rot in 3 days 
Wednesday May 11th, 2011 10:13:34 AM

While confined and spotting Beri working on leather, Kyan will ask the to sow some fancy patches that he'd managed to acquire on to his boots if time permits. (Lotto prize)

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Wednesday May 11th, 2011 5:32:16 PM

OOC: Beltrin will offer to trade these spells from his spell book to Restlin:

Level 1:
True Strike
Charm Person
Color Spray
Silent Image
Enlarge Person

Level 2:
Glitterdust
Invisibility
Mirror Image
Bull's Strength

In exchange for:

Level 1
Disguise Self
Ray of Enfeeblement
Magic Missile
Burning Hands
Mount
Sleep

Level 2
Flaming Sphere
Shatter
Rope Trick
Melf's Acid Arrow

Although he does have some misgivings about the sort of trouble that Restlin could get himself into with Charm Person and Invisibility....


Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday May 11th, 2011 5:44:46 PM

Beriothian agrees to sew the patches on, thoughts of the trouble a rogue could get into if only he could cast Charm Person and Invisibility...

Now what/DM Buzz 
Wednesday May 11th, 2011 6:08:44 PM

During the interrogations, the group endured some hard questions, but at no time were those persons asking the questions unpolite. A very strict policy was clearly outlined and followed when the hero's were under scrutiny. Acts and deeds need to be validated as well as a thorough investigation must be handled, in order to determine all of the facts of any given case, especially one of this enormity. Of course, it is easy to understand the lack of appreciation for this situation, as only one in the group is Lawful by nature and not even he is very happy about the process.

The Iron Adventurers sit in their mainly unfurnished home for a few days as a committee decides on the best course of action to take. The grandeur of Hook City follows a strict policy which involves being very proper at all times. Even the lowest class of citizens in this city must have some form of correct and civilized behavior. The city does not have a jail or a prison system. One was never needed! If someone faces an offensive action, they are either put into house arrest or banished from the city.

The spirit form of the little girls tend to show themselves around three in the afternoon on a regular basis in the downstairs area of the tower, in the grand hall and dining area. They will also be seen at other times and locations through the residence randomly. They interact on occasion with a polite nod, but if they ever see the musically talented liontaur, they will almost always ask him to perform something.

After the second day of waiting, outside on the street, a couple stands watching your tower. They hold each other and stare. After awhile, more and more people arrive. They to look for signs of the occupants of the residence. The guards that wait outside keep the citizens off the property, but do not interfere with their demonstration on the sidewalks and the street.

Over the next couple of days, the crowd grows a little bit larger. Singing can be heard and although at first, it was hard to tell what the intentions of the crowd would be, it seems they support the Iron Adventurers. The band of hero's have a small fan base it seems, but the group is still under house arrest for about six days, when the same sets of large carriages arrive, presumably to take the characters to some location. The courier suggests there is no hurry and "The Iron Adventurers should look their best", would imply, either the group is no longer in trouble OR they will look dashing when they lose their heads.

Zeoll (HP35, AC14)  d20+17=32 ; d20+17=28 ;
Wednesday May 11th, 2011 6:48:40 PM


Zeoll is always visibly happy when he sees the girl ghosts. He immediately sings them songs, by trial and error building up a catalog of the ones that make them smile the most, or if they do not smile (given their nature and history), the ones he deems they like best. Sense Motive to tell when ghost-children like songs: 32.

Zeoll continues to fine-tune his epic song that describes the latest adventures of the group. When he sees that people are coming to visit, he sits in a window or balcony and pushes his voice to carry to the crowd. In keeping with not offending the authorities, he sings only wordless versions, using his Ghost Sounds cantrip to add drums or strings to the tune. Sometimes he puts in words that reveal only common knowledge, just about the bravery of the good citizens and defenders of the city, the horror of the recent crisis, in general terms, and thanks to the gods that the effects were not worse. Random Perform Check: a 28.

When the carriages come, he uses his Prestidigitation on himself and his friends, getting them all spiffied up. He freshly braids his bells and beads into his mane, and fixing his special black feather to his tail tuft. Then it is time to go for a ride.

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Wednesday May 11th, 2011 7:39:20 PM

Not quite sure what they are getting ready for, Bosk gets cleaned up and puts on his cleric's vestments as opposed to his usual explorer's outfit. He tries his best to remember how the few taurs he had seen in the city wore their fur and does his best to match the style. As he steps outside, he cannot help but feel as if a weight has been lifted from his shoulder's, even if he is only leaving his confinement for a possible execution.

Seeing the crowd outside lifts the cleric's spirits, but he tries not to get his hopes up. Although not particularly worried, he held to the belief that being over confident and proclaiming predicting a certain outcome was the surest was of making sure it didn't happen,

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday May 11th, 2011 7:53:10 PM

Beriothian leaves the tower not quite sure what the city has in store for him. Knowing this town it probably involves another 6 hours of questioning. The rogue enters the carriage and prepares to learn the party's fate.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Thursday May 12th, 2011 8:45:00 AM

Kyan mutters a bit as they get cleaned up, dressing in his usual adventuring attire as that's all he owns, remarking to the courier "This is my best outfit! It doesn't even smell like the inside of a zombie anymore!"

And enters the carriages.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells  d20+13=33 ; d20+13=21 ; d20+13=15 ; d20+13=20 ; d20+13=21 ; d20+13=16 ; d20+13=26 ; d20+13=19 ; d20+13=32 ; d20+13=18 ;
Thursday May 12th, 2011 12:40:29 PM

Beltrin is heartened by the show of support for the Iron Adventurers, hoping that at least it will stave off any serious punishment. When the carriage arrives, he does his best to look at his best, putting on his best cloak (even if it is a little threadbare) and even trims up his beard. He says a quick prayer to Pantheon that justice may prevail for the group and enters the carriage.

----------------
OOC: Assuming that Restlin is amenable to the spell trading, here's a bunch of Spellcraft checks for learning the new spells:

Level 1 (DC 16)
Disguise Self = 33
Ray of Enfeeblement = 21
Magic Missile = 15 (fail)
Burning Hands = 20
Mount = 21
Sleep = 16

Level 2 (DC 17)
Flaming Sphere = 26
Shatter = 19
Rope Trick = 32
Melf's Acid Arrow = 18

Beltrin will ask Elspeth to fetch the appropriate magical writing supplies for transcribing the spells (5 x 10 gp + 4 x 40 gp) = total cost of 210 gp.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday May 12th, 2011 11:05:35 PM

ooc: checking in

Restlin (Carl) -- AC: 14/12/12 HP:19/35 (Spells)  d20+9=11 ; d3=3 ; d20+9=14 ; d20+9=21 ; d20+9=20 ; d20+9=27 ; d20+9=28 ; d20+9=22 ; d20+9=14 ; d20+9=15 ;
Friday May 13th, 2011 11:22:38 AM

OOC: Posting from the Children's hospital. I'll be sporatic until things are back under control here.

Restlin will happily trade spells with Beltrin. He'll hand over his back-up spell book for him to peruse while he tries to make heads and tails of the new spells he's picking up. Seeing Beltrin place an order for the supplies needed, he'll ask Elspeth to put in his order as well.

For the next several days, Restlin sits cross-legged on the floor of his chosen room (something lower on the tower - Restlin's not a fan of stairs or being woken up prematurely by the sun) carefully inscribing the new spells he's learned. (Spellcraft checks below). Three days should be time enough to scribe all the new spells...

When it's time to go, Restlin pops into action. A quick prestidigitation removes and dust from his hair and ink from his fingertips, as well as surrounds him the the scent of lavender. He pulls a very well maintained set of aristocratic-style clothing out, smooths any wrinkles (these clothes obviously don't get much wear), and puts on a few choice pieces of jewelry.

Restlin, it seems, cleans up well.

And so, with a gait that betrays any hint of aristocratic origin, he makes his way towards the waiting carriages.

OOC: Spellcraft for the new spells below

Level 1 (DC 16)
True Strike 11 (fail)
Charm Person 14 (fail..wtf?)
Color Spray (21)
Silent Image (20)
Enlarge Person (27)

Level 2 (DC 17)
Glitterdust (28)
Invisibility (22)
Mirror Image (14...evidently one Restlin is PLENTY)
Bull's Strength (15 - failed again)

Cost for supplies: (2x40 + 3x10 = 110 gp)

Now what/DM Buzz 
Friday May 13th, 2011 1:23:24 PM

So sorry gang. I have a funeral to go to today. I will try to post tonight or early tomorrow.

Zeoll (HP35, AC14) 
Friday May 13th, 2011 2:14:09 PM

Hey Buzz and Carl. Sending good thoughts your way.

A small city tour/DM Buzz 
Monday May 16th, 2011 7:12:11 PM

As the group loads themselves up into the large carriages the citizens outside neither cheer nor boo. Emotional displays in mixed company are seldom shared when in such public places. However, there are more smiles then frowns noticed before the doors for the rolling vessels are closed and the group is alone with themselves.

Down the side road toward the Marble Causeway the group is soon headed east where their ride are hauled up The Stairs on ascending platforms, one of four, that seem to be constantly in motion as people move many types of goods toward The Bridge, where soon the group is across. Along The Bridge many markets and stalls are in place. The smells of foods envelope all around them and with the speed the carriages are moving, many different aromas and sound can be sensed. Spices, oil, leather and wood, plus many other types of mundane and modern (for the Wold) goods are traded through buying or selling.

The Eastern Stairs are not used as the main magistrates court is held in the north eastern quarter of Labor Town. A large assembly of people await near the entrance to the very large and highly decorated marble building. These people too have different facial expressions, some even express a little fear at The Iron Adventurers. The many reasons for their being here not evident, but many are in attendance.

The carriages are opened at the foot of a large stone courtyard and not a word is heard except the boots on the Bas relief inlay of a very large court room, fully decorated and embellished with fine gems and precious metals for color. One could almost feel like they are stepping directly into the room itself. Looking up at the court house, clearly, it is the types of magnificent workmanship that was witnessed deep in the depths of Hook City that appear to be child's play compared to the exquisite, artistic ability that line every inch of the four hundred foot tall, near one hundred thousand square foot build and this does not include the few, smaller adjoining buildings that have been attached through the years. Up two sets of stairs and soon a cool breeze of fresh air hits the characters in the face as the enter the main lobby of the enormous structure. The ceiling is supported by large columns of ornate design that resemble the large swirled pattern that evenly curls around the ten foot wide one hundred foot tall ceiling. A set of stairs rises three floors to either side of the room and doors line the immense hall for a couple of hundred feet. The walls are paneled with fine wood found on the Southern Continent and the many portraits of present and past judges and magistrates cover the beautiful panels. Open areas between these beautiful frames appear to be hand engraved in a vine style pattern throughout the room.

The group is led up the flight of stairs on the right to the third floor and taken through a large door that leads into a large room. Unlike the rest of the building, the walls are solid white and unadorned. The floor, just as bright white as the side of the room and the ceiling. A light source is apparent but unknown. As soon as the group enters the room, they can feel the weight of the rooms magic immediately upon them as all magical items are now void of their enchantment, if one is able to determine without magic that this has happened.

In the back of the room is an plain empty desk with a chair behind it.

The group is instructed to wait in the room for their designated judge.

ooc: I am doing a little research on some things, like being able to take 20 on writing a song. I am thinking if everyone did that, every song would be a grand slam hit. Looking for a few other things before I rule. If I missed anything else the group would have done over the week, for those that did not get the chance for one reason or another, feel free to include that also.

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Monday May 16th, 2011 9:48:30 PM

ooc: I didn't realize a whole week went by.

As the group sits silently in the carriage, Bosk thinks about everything that he did over the past week. After exploring the tower and using elf vision to look for secret doors and invisibility purge to reveal anything the previous owners may have hid, he climbs the stairs and claims an upper bedroom where he can he get a good view of the sunrise for his morning devotionals. Over the course of the week, the cleric set to work on a few odd projects. First he begins the process of drying and mummifying the hands he has collected for future crafting projects, expecting them to make exceptional Hands of Glory or Hands of the Mage. Next he examines the groups bronze ring to see if he can somehow connect the map engraved on it to any location they visited, the layout of the tower, or the tunnels of the catacombs. He checks into the pricing of basic Mudtown furniture for his room and for the rest of the tower (especially the kitchen). In his spare time, he begins working on designs for his armor that will depict his devotion towards Gargul and Jancassis. He strives to come up with a design that will strike fear into the heart of his enemies and bring hope to the those desperately seeking it.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=24 ;
Monday May 16th, 2011 10:33:41 PM

Beriothian glances around the room, looking for anything of note. Then, with little else to do he waits...

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Tuesday May 17th, 2011 8:43:39 AM

Restlin spends the rest of his week in the tower sprucing up his room. If possible, he'll hire the services of a mover to bring the meager furniture from his hovel to furnish it (I have no idea how much this would cost, but I'll pay any fair amount). He'll check on the cost for an alchemist's lab, though he has his doubts that he has the scratch for that just now.

He also ensures any hands hanging up to dry are kept inside their owner's room. He'll post a "No drying hands in the common area" sign if needed. This rule is enforced without mercy.

Upon arrival in the waiting room, Restlin appears put off. "Hmm...anti-magic field. I see my reputation preceeds me!"

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Tuesday May 17th, 2011 10:06:17 AM

ooc: Bosk is drying the hands in private, keeping them in a jar of salt, feeling that the practice wouldn't be appreciated by most.

When Restlin speak so of the antimagic field, the cleric wonders what effect that has on the magical money of Hook CIty. Does it wink out until they leave the field, or can they simply not use them to cast spells? Despite his curiosity, he feels it an inappropriate time to open his purse to check.

Zeoll (HP35, AC14)  d20+17=37 ; d20+17=34 ; d20+17=19 ;
Tuesday May 17th, 2011 10:15:06 AM


Zeoll complains to Restlin. "No drrying hands?!? What can I do afterr I wash them?" Make a Sense Motive check vs DC 37 to figure out that he is joking. [OOC: Waste of a sweet nat 20!]

As to taking 20 on making a song, well, sure, that makes sense. I'm happy to roll to see how good it is. Here is Zeoll's Perform check ... a 34! A sweet roll put to god use!

As the party is led through the halls of justice, Zeoll can only gape and try not to look like a complete bumpkin. Bluff check to keep his cool: a 19 -- not too good!

In the judge's chamber, Zeoll waits patiently, trying to keep his composure.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday May 17th, 2011 11:59:38 AM



Kyan moves through the decadant structure with a frown, not sure where this is heading, but guessing that the building is too pretty for a gallows.

He waits patiently with the others in the group on the judges arrival.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Tuesday May 17th, 2011 12:17:25 PM

As the group travels to their destination, Beltrin watches as the once familiar sites of The Stairs and The Bridge pass by. His eyes search the crowd for familiar faces, but find none. He thinks back to his days spent running through the streets here and hopes fervently that he is returning in the good grace of the city, not in shame.

Seeing that Elspeth seems capable, Beltrin asked him to find a good blacksmith to repair his rust-pitted greatsword. While Elspeth found a capable man, the blacksmith has been slow about his craft and Beltrin hopes his sword is repaired by the time they return to the tower. He feels a bit naked without it, especially when he is cut off from magic.

He fidgets a bit, but tries to hide his anxiety as he waits for whoever has summoned the group here.

Here comes the judge/DM Buzz 
Wednesday May 18th, 2011 10:45:57 AM

The white room feels uninviting to the six heros that have been through so much in the last week or so. Starting with the information on some nefarious villains that were kidnaping people from outside the walls of the great city where there is no law. Now, all that leading up to this day, perhaps all that is past, but is a more difficult path ahead of The Iron Adventurers?

A sliding wall makes little noise as it is opened and from that medium sized wall steps a man in white robes. His face is bald, his cheeks slightly red. His chin is small and slim with deep brown eyes that seem to avoid the group at first, but instead focuses upon the large wood and paper binder that he holds in his hands.

Walking through, the door slides shut, leaving the man alone with the group. He sits the large file on the desk before he to takes a seat, showing not at all a sign of being encumbered by age or dysfunction. Placing his right hand on the top of the folder, he pulls it open with a heavy sigh. Then, he begins in an authoritative tone a deep voice. "This hear by opens docket number 4687352-A. Are the petitioning citizens to be, also known as The Iron Adventurers here and accounted for?" When the group says indeed they are here, he continues, "Your lack of appearance at your board meeting has been cancelled and a new date to reschedule that visit is dependant upon the rest of this session. If there are no further question in regard to this matter this hear by closes docket number 4687352-A".

He takes several papers and flips them over and away while continuing to read from the binder, "This hear by opens docket number 4687443-A." He reads the group members names individually as the characters recorded them in the initial debriefing, "Otherwise known as The Iron Adventurers, is hear by called before this court for violating a number of city ordinances which include; 46 counts of Accessory to Disturbing the Peace causing injury or death, 173 counts of Disturbing the peace forcing citizens to defend themselves, Conspiracy to withhold information regarding a known threat to Hook City and a couple of very rarely called into play laws, Illegal entry into Hook City and Conspiracy to infect the Citizens of Hook City by entry inspection avoidance."

He sighs again, the only signs of emotions visible as his ordinary face remains plain and unmoving. "There are many charges lobbied against each of you. Before this court passes judgment on information obtained through confiscated information and magical divinations the Hook City court has come to a conclusion. Before this court passes it's judgements each of you may say last words in your own defense."

He closes the folder and folds his hands on top of it, patiently waiting for anything else the group might want to say.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Wednesday May 18th, 2011 11:09:02 AM

The ranger listens to the charges against the group and clences his fist tighter and tighter as each charge is laid out until his knuckles pop, but he remains otherwise still.

When the time comes to give their own last words of defense, Kyan steps forward, makes an awful noise with the muscles of his throat in an effort to get something to work with and spits at the judge's desk without saying a word.

His final argument given, he steps back and a little away from the rest of the group, glaring at the judge and his folder.

OOC:
Now I imagine might be a good time for the rest of the group to mention how Kyan just joined the day before they went to the catacombs and isn't REALLY with them.. =)


Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+8=25 ; d20+11=18 ;
Wednesday May 18th, 2011 1:01:35 PM

Thank you for giving us the opportunity to defend ourselves, without counsel, against charges we were not given prior mention of. These charges are indeed troubling, though the issues at hand seem clear enough that I feel I can address them.

First, in regard to the numerous counts of disturbing the peace and accessory to disturbing the peace it is hard to imagine a way we are legally guilty. We played no part the actual destruction and mayhem, did not directly have a part in the release of the zombies. As much as we would have loved to have helped defend our home town we were not even allowed to be a part of the cities defenses. While I can understand the general assumption behind these charges, I am sure a magistrate with your wisdom can see we truly had no part in these.

As for conspiracy to withhold information, we most certainly did freely tell everything we knew upon escaping the maze that is the catacombs. The only possible argument to our innocence is that we didn't find a guard to tell fast enough. With the front gates having been locked on top of having fallen down a deep pit we would have had to free ourselves from prior to learning anything, it is a stretch to claim that any other route would have led us to the city guards faster than we got there. In fact, walking halfway around the Hook City walls would have likely taken several hours longer. We have been told there are other exits from the catacombs, but not one person has been able to tell us a possible way we could have found such an exit without wandering aimlessly for hours and stumbling upon it.

As for illegal entry into the city and inspection avoidance, I believe we did use an entrance that had been built by the city founders. We also went through the magical barrier all citizens cross with no attempt to circumvent the security measures. While we did not use the main gate, I do not believe I have seen that as an actual requirement for entering the city other than the clause that "visiting merchants wait their turn for an opportunity to enter the city and show their wares for trade". Admittedly we did not know we were even entering the city at the time, but I believe we still broke no laws in the process. If there is to be guilt assigned here, should that not be assigned to those who left an entrance to Hook City ungraded for the last two centuries?

I understand that when laws are broken that blame needs to be assigned, however it seems to me that the criminals behind last weeks events are already dead. The man directly responsible for creating the zombies, operating the forgotten entrance, the man responsible for every ounce of destruction and every loss of life, was himself possessed, and passed upon being freed from his curse, The wizard himself who set in motion the days events passed centuries ago, though through the use of the necklace we acquired you still have the ability to call his spirit back and punish him.


Knowledge (local)= 25 (to argue convincingly about the law)
Diplomacy = 18 (can I get an assist another from someone to push that to 20)

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Wednesday May 18th, 2011 2:14:12 PM

Thank you, Your Honor. We do apologize for any inconvenience we may have caused the city, but I think it would be wrong to accuse any of our group of conspiracy to withhold information regarding a known threat to Hook City and Conspiracy to infect the Citizens of Hook City by entry inspection avoidance due to the fact that conspiracy implies a purposeful plan. As I am sure your council was able to ascertain, we had no plan, let alone any intention to break the laws of Hook City. We were merely looking into the disappearance of people from Mudtown,a crime which we did report to Magistar Alistair and the WLA, while we were looking for more information.

Although we knew Mr. E was reported to be from Hook City, we had no true identity or information to go off of. Furthermore, as a newly formed organization of Hook City, we would were hesitant to accuse any of the noble citizens of wrong doing without proof. The only verifiable information we had was that a citizen was giving money to a healer to help the sick outside the city walls, what would be considered a noble act. When we were investigating by the bodies, we had hoped to run into Mr. E's lackey's, we didn't expect to run into the man himself directly engaging in such work, nor did we expect to find a secret entrance into the city. I would have guessed the city would have had ways of detecting undead, disease, and such evil acts within it's walls.

It is true that we accidentally set Mr. E's plans in motion sooner than expected, however not doing so could have resulted in many more undead being unleashed into the city with no warning and allowed the mastermind behind the attack to get away, possibly to plan future attacks on the city. It wouldn't be fair to consider us accessories to a crime, because we had no knowledge that a crime was planned to be committed within the city walls. Having come from outside the city, I would have thought such an attack on the city was impossible!

The only other charges we face are illegal entry to the city and disturbing the peace and forcing citizens to defend themselves. As for entering the city, we didn't realize we were doing and would never has thought possible for citizens as unskilled and unknowledgable as ourselves It was an accidental discovery, which we informed the guards of as soon as we found one. The other charge is disturbing the peace and forcing the citizens to defend themselves. I would argue that we were set up. Another man created the circumstances and set them us. We were just an excuse for him to commit a premeditated plan. Had others discovered it, or even if no one had discovered him, the crime would have still taken place...but the results could have been much worse.

Although we all come from various backgrounds, and some of us have little knowledge of how to act in a setting such as this
he glances briefly at Kyan, it is our various personalities that helped us to gain the leads we needed in Mudtown. You have my word that we want only what is best for this fine city.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells  d20+2=13 ;
Wednesday May 18th, 2011 8:11:43 PM

For the most part, Beltrin allows the more well-spoken members of the party to do the talking, only interjecting brief facts and clarifications. However, when the counts of assault on the citizens of Hook City are being discussed, his barely contained anger boils over: "Look here! We did not assault anyone, the zombies that Mr. E released did this, and as Beriothian mentioned, Mr. E is available for questioning if you choose to summon his spirit. In fact, we tried to stop them and alerted the guards as soon as we were able to. Many of Hook City's citizens were saved by our actions and many more would have been injured or died if we had not acted as we did."

After Beri and Bosk have finished their statements, he says one more thing "Think about the precedent that you are setting here. In the circumstances we found ourselves in, we did the best that we could to help the city. If you punish us unjustly for these actions, the next time anyone has knowledge that could aid the city, they will keep it secret for fear of similar retribution from your system of justice"

-----------------------------
Diplomacy (Aid Another): 13

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Wednesday May 18th, 2011 10:35:32 PM

Restlin briefly wonders if his companions know the meaning of the words "Hook city has come to a conclusion." A life-time citizen of Hook City, Restlin nervously, albeit silently, awaits his fate. He goes through the motions of a prestidigitation spell to clean the spittle off the table before he remembers the anti-magic field.

He sighs inwardly but isn't about to manually clean anybody else's spit...

Zeoll (HP35, AC14)  d20+14=24 ; d20+14=34 ;
Thursday May 19th, 2011 9:56:15 AM


Zeoll watches and listens to his friends. He speaks up in their support. "Yourr honorr," he says, "arre we in technical violation of the law? You arre surrely betterr able to answerr that than we arre, and we will accept yourr judgement, and the decision of Hook City, of courrse."

"But if therre is rroom in the law forr exculpation, then I hope ourr ignorrance and good intentions, to act to help the city and its inhabitants, will suggest leniency. I hope that arrgument will be buttrressed by the undeniable fact that if we had not acted as we did, the harrm to Hook City would have been grreaterr."

Diplomacy, either to Aid Another or in its own right: 24.

Finally, Zeoll looks at his new friend, Kyan. He turns to the judge and asks him to excuse his friend's rudeness. "This is a man of the wilds, a strrangerr to the City, who does not know ourr customs. Please forrgive his angerr and disrrespect."

Diplomacy to ask for mercy: nat 20! a 34!

Zeoll takes out a rag and cleans up the floor.

Charges added/DM Buzz 
Thursday May 19th, 2011 7:36:11 PM

I have been thinking very hard on what to do about the spitting thing. While hilarious, I really had to sit down with myself to figure this out. Soooooo. I suppose you have the option of fighting this but I don't think it would turn out pretty.

As soon as Kyan spits in the general direction of the judge and before anyone else could get a word in edgewise, the honorable magistrate stands at attention and with a look of cold distaste he shouts out "GUARDS!"

With that, two sliding panels from each side wall open up and out come four medium sized humanoids of heavily clad suits of armor with armor spikes. Each one holds a black man catcher that has electrical sparks and flashes of lightening rippling across the surface of the weapon. Knowledge Arcana DC 25. Highlight to display spoiler: { Not magic but technology.} Knowledge History DC 20 Highlight to display spoiler: { Teucri Technology}

They ready their weapons and await a command from the man whom was to be your judge. He picks up the folder and continues, "Add to those charges assault on an official and contempt of court."

With that he turns around and the back panel opens for him. "Perhaps seven days in our detention center will endear a more proper respect to those that have CHOSEN to live in this city."

The door behind him closes and the room begins to rise, leaving behind the open doors where the guards came through. Soon a new room is all around and the guards motion you away from the lift and down a hall. Lead doors line the walkway and they are all open, around twenty in all. Each one is 5X10 and has a basic bed and toilet. The large sized rooms are 10X20 and there is even a huge room, but unfortunately, the group does not get that cell.

Each is put in their own cell, away from each other. The modest fare is actually pretty good and by Mudtown standards, delicious.

Seven days of boredom and tedium pass. Bags of holding not operational. Funny that they let you all keep your equipment and weapons. Perhaps they don't consider you a threat? Should they?

Zeoll (HP35, AC14)  d20+11=12 ; d20+19=23 ;
Thursday May 19th, 2011 8:56:56 PM


After we are in our cells, Zeoll calls out to his friends. Are they in earshot? If so, I'll post some comments to my comrades.

Over the week, Zeoll amuses himself making Silent Images and Ghost Sounds of kittens playing and meowing.

He tries to remember all he can about the Hook City legal system, about this judge, and about what rights the party may actually have. Knowledge Local, with a +2 for Heroism -- a nat 1! for a 12!

He tries to talk to the guards and make friends. Diplomacy, with a +2 for Heroism -- 23. Name? News?

DM Buzz: The group can not access magic of any kind.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Thursday May 19th, 2011 9:48:58 PM

OOC: Woo! Kyan just got voted most popular man in the party!

Charges added/DM Buzz 
Friday May 20th, 2011 12:03:54 AM

ooc: Listen DC 30 for anyone trying to hear Zeoll or anyone else.

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=25 ; d20+5=7 ; d20+4=17 ;
Friday May 20th, 2011 12:16:54 AM

As he is being ushered into his new home for the next week Beri notices the cool weapons the guards hold, though he makes little of them other than it would be near impossible to get his hands on one. Before the guard locks him he enquirers as to whether those imprisoned are able to request books from a prison library (a logical possibility in a city of mages), hoping to gain access to a book on Hook City history or on courtroom etiquette. The rogue takes a moment to examine his cell, looking for anything of note in is cramped cell. He has particular interest as to whether he would be able to pick the lock of his cell door, more so he can daydream about breaking into Kyan's cell than out of an actual interest in escaping.

perception = 25
knowledge arcana = 7
knowledge history = 17

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=13 ;
Friday May 20th, 2011 12:20:57 AM

ooc: looks like I'm going to have a quiet week >.>

Kyan (Jon) AC:19/13/16 HP: 48/48   d20+10=24 ;
Friday May 20th, 2011 8:48:53 AM

Kyan too makes note of the guards weapons, though he can't tell whether they're magical or not, just that they look effective. He looks to the others in the group as they're taken away with a small, apologetic shrug. He looks somewhat remorseful when he looks at them, but when he looks at the judge there is no remorse. One gets the feeling that he stands by his final thoughts on the charges against them.

While in the cell, Kyan paces, performs what maintainence he can on his equipment and otherwise just passes the time with exercise and the loud, horrible singing of various mismatched bawdy tavern songs.

Perception: 24

Bosk AC: 20/12/19 HP 47 of 52 Spells  d20+8=11 ; d20+8=22 ; d20+8=16 ; d20+8=19 ;
Friday May 20th, 2011 10:01:24 AM

As the guards approach Bosk keeps his hands visible and cooperates. I don't suppose it is possible to be tried individually or to get some legal council, is it? As he is placed into one of the cells he curses himself for moving his ale to his BOH. Five gallons of ale would have gone far in helping to pass the time. He makes a mental note to purchase some potent alcohol that he can keep on his person for just such emergencies.

The cleric tries his hardest to listen for the others and to communicate with them, but his ears just aren't keen enough to detect them. He even tries pressing his ear to the door, floor, and walls in hopes of hearing better.

With nothing else to do, he spends much of his time praying to Gargul and Jancassis, and a lesser amount of time praying to Domi. When not in prayer, the cleric does what he can to upkeep his equipment and puts his mind to coming up with creative ways to apply his spells and to items he wishes to craft. Perhaps placing a shield spell or shield of faith upon his Holy Symbol would be useful an be representative of the gods of the Wold watching over him. He had always liked the idea of placing a prestidigitation spell on his clothing that would keep him clean in the messiest of battles. He then ponders the idea of placing a spell on his cloak that would allow a wispy fog creep from under his cloak. Such a sight would strike enemies with fear, but would Gargul be upset that it is mimicking one who is undertaking a mission of some importance to him? Once he is out of spell ideas, he tries to think of some useful items he could buy. A Rope ladder would be very useful for climbing out of window and down pits, and I definitely need to get some furniture and a work bench for my room. Although, I suppose furnishing the kitchen and dining room would be a better option, as it may help to draw in some more bussiness.

He tries his best to keep his mind occupied, but when ever he rests his mind drifts towards his mother's murder and how his father was put to death for the crime. Someday he would get his revenge, receiving some key piece of information needed to track the lich down....

Zeoll (HP35, AC14) 
Friday May 20th, 2011 10:11:41 AM


Oh, the cells are in the antimagic field too? Okay. It'll have to be shadow puppets, then.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells)  d20+2=10 ;
Friday May 20th, 2011 10:18:48 AM

Restlin, upon seeing the guards burst into the room, begins (lightly) pounding his head on the table while chanting "Stupid! Stupid! Stupid!" until he's hauled away. He attempts to make small talk with the guards on their way to his cell, knowing full well it's not going to work.

He shouts "Don't act like you're not going to have a good laugh about this back at the barracks!" as his guard walks away after locking him in.

The anti-magic field pretty much squashes any magical research he could be working on, so he'll attempt to see if there's any kind of prison library. If so, he'll check out as many trashy adventure novels as he can consume in a week (plenty, I assure you).

He'll also try his hand at writing his own based on his previous adventure...where the mighty wizard Wrestlan saves the day despite the repeated fumblings of the ranger Cyan (who is swarmed by murderous zombies at the climax of the story).

OOC: Untrained perform check (not sure if this is the right skill - let me know if it isn't): 10

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells  d20+9=27 ; d20+9=20 ;
Friday May 20th, 2011 12:20:39 PM

As the guards herd the Iron Adventurers out of the room, Beltrin looks at Kyan with barely contained fury, spitting out one word through clenched teeth: "Restraint!" It isn't entirely clear whether he's talking to Kyan or himself.

Once locked in his cell, he attempts to study his spellbook, but quickly realizes that within the anti-magic field he can't experiment and it would be pointless. His mind wanders to the Teucri technology that the guards wielded, thinking over what little he knows of its principles. He wonders if the accursed necklace applied some of the same technological concepts.

Eventually, he becomes restless and paces his cell, eventually forcing himself to devise physical workout plans to keep his mind and body occupied. He falls into a rhythm of pushing his body past its physical limits, collapsing into a deep slumber, eating and repeating the cycle again.

-------------------------------
Knowledge (Arcana): 27
Knowledge (History): 20

Free at last/DM Buzz 
Saturday May 21st, 2011 5:33:27 PM

The armored creatures bearing the black man catchers barely acknowledge your existence, even when interacted with. No books are available to the group and one meal a day is served. There is enough for a couple of good meals but it is up to the individual to ration it for the day. The toilet bowl the only source of water for if someone wants to "bathe". Sharp weapons considered masterwork could be used for shaving without much difficulty if desired but it is difficult to maintain a standard of sanitation unless a bar of soap was also a part of their personal belongings they could access mundanely.

The doors eventually pop open simultaneously and the group can look out of their cells. No guards are around and the group seems quite alone or so it seems.

Walking back from where the group was taken off the lift. That plain wood desk still sits where it was before and a figure in a hooded red cloak sits at the desk. The gold and silver trim glimmer with magic and his face and hands are unseen beneath the sleeves and hood of the magnificent garment.

The group can approach the figure sitting behind the desk and you hear a laugh from the man who's identity remains to be unknown, at least until he speaks.

"Why are The Iron Adventurers so named? Because they like to do things the hard way!" Magister Alistair stands and pulls the hood off of his head and continues to laugh, "That's the joke going on around the judges library. Thankfully for you all, this is considered confidential information. I have a few more if you would like to hear them?"

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday May 21st, 2011 9:36:17 PM

Beriothian speaks up before Kyan has an opportunity to react (and will knock him out with his sap should he show the same impudence to a friend of the party).

Master Alistair, you are a comforting sight for us. It seems we always have an impassioned member among our ranks. I wouldn't mind hearing a few more if we have the time, it might help the lesson of showing the authorities the proper respect to sink in.

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Sunday May 22nd, 2011 12:06:45 PM

As the week progresses Bosk is glad that he had a large bar of soap and an extra gallon of water at his disposal. When the door pops open the cleric is hesitant to leave, fearing that he might be breaking some unknown rule, but eventually he proceeds and joins the others. As the group walk back to where they were taken off the lift, the cleric recalls the events that happened a week prior. Rather than being upset with Kyan and giving the young ranger a piece of his mind, he remembers the strange weapons that the guards had held. Although knowledgeable of magic, these items were beyond his understanding.

Beltrin. Restlin. Did you guys notice those weapons the guards held? In all my travels I have never seen anything like them! What do you make of it all? He makes no attempt to hide his interest in obtaining such an item and wonders if such items could be purchased at the catacombs.

Upon hearing Alistair's joke Bosk replies, No greatness has ever came by doing things the easy way. The journey turning iron into tempered steel is a long one taking time and enduring the heat, and we have come out the better for it. Can you tell us what has been decided of our fate, and if you have time what you may know of the weapons the guards wield?

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells)  d20+9=10 ; d20+9=11 ;
Sunday May 22nd, 2011 1:51:49 PM

ooc:

Knowledge history: 10
Knowledge Arcana: 11


Restlin hasn't fared well without access to regular hygeine. While clean shaven (he carries a shaving kit), he smells just as bad as everyone else. He lacks any and all ability to respond to Bosk's querying with anything other than a shrug (ooc: rolled a 1 and a 2 for my knowledge checks..go me).

If there's any break in the anti-magic field, he'll prestidigitize everyone clean - starting with himself, then moving on to the taurs.

Restlin still knows the Magister mostly by reputation, but that's enough to snap him out of his funk. Unable to come up with any witty comeback, he'll chuckle politely at the joke.

Free at last/DM Buzz 
Sunday May 22nd, 2011 8:53:53 PM

ooc> OOps; My mistake, he has on a beautiful robe, but you would not be able to see the magic of it displayed in the ornate trim. Please excuse me over looking that. Anti-Magic is still in effect.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Monday May 23rd, 2011 9:26:14 AM

His hair dishelved and over a weeks worth of growth on his face, Kyan steps out from his cell in a relatively good mood. Perhaps unsurprisingly, lacking access to civilized hygein practices didn't both the ranger all that much.

Upon seeing the robed figure, his eyes narrow, but when it's revealed to be the Magister that visited the party after the catacombs that seemed less inclined to heap charges on the group, he relaxes and shrugs, "Gotta say, it was one of my better stays in a jail. No rats, decent food"

Zeoll (HP35, AC14) 
Monday May 23rd, 2011 10:06:27 AM


Zeoll bows low, a grateful smile revealing his relief at a friendly voice. "Sirr, we arre indeed in yourr debt, both forr a chuckle afterr a week of confinement, and forr the frriendly tone in yourr voice. Indeed, I would be glad to hearr anything you have to say to us, with thanks."

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Monday May 23rd, 2011 6:48:09 PM

Beltrin is as unkempt as the rest of the group as he emerges from his cell. He greets his companions and upon hearing Bosk's question, he responds "The weapons of the guard were strange, definitely not magic, but instead an advanced technology. I suspect that it was that of the Teucri, that is the only kind that I've ever heard of that reached such heights."

Upon meeting Magister Alistair and seeing his familiarity with the group, he lets down his guard a bit. "Greetings sir, and my thanks for your help. My name is Beltrin Starkson, a recent addition to the Iron Adventurers, and I'm indebted to you for this act of kindness."

Take two/DM Buzz  d20+15=30
Monday May 23rd, 2011 6:55:04 PM

Beriothian is the first to greet fondly the laughing, gray haired man, with the somewhat condescending tone that has supported the group in the past, even with it's various, transient members.

Bosk speaks with profound words as to the mettle of iron and Alistair responds with a smile, "Iron is also known to be inflexible and as such brittle, which can bend or even break under pressure."

Restlin is disgusted with his own presence and can not wait to cast a spell to relieve himself from the odor that clings to him like the week past in his memory. Hearing laughter brings him back to the present.

Kyan doesn't mind the absence of civilization or so he lets on. It seems he has either served time in jail on past offenses or pretends to have. Either way, it is something the rest of those present might notice when it comes from his own lips.

Zeoll is genuinely happy to see the magistrate for Labor Town. "This situation is completely out of my jurisdiction, however, the judges of this city have many resources and access to many places."

Beltrin is relieved at the groups demeanor with the man in red. He is very proper when introducing himself and shows social graces that brings a genuine smile to the mans clean shaven face.

Each character may ask one question of Alistair before he leaves you.

The judge stands up and moves away from the desk, in a hurried, backward few steps, as if to just stay ahead of the stench the group is giving off. He relates to you all a couple of funny, not entirely negative but perhaps, still proper jokes. Far more clever then this narrator could come up with.

"Time to do it again. I suggest you all just keep your mouths shut if all that can come out of it is a lack of respect. This is a very, very lawful society. Everything needs to remain, neat and trimmed and thus too will it's citizens or they will be shunned or worse, banished. It will be hard to be a hero in this city if you are looked down upon by the citizens, regardless of what deeds you perform." He waves his right hand as if to shoo the stink of impropriety from his presence. "Less than this is for Mudtown or even further away, that place they are building called Rum." He says with a smirk

At this time, he allows each character to ask a single question on their situation, if they desire, but you will "owe" him one if you do. His Diplomacy with you all when telling you this will be DC 30

He motions the group to return to where they were, standing in front of the desk as he leaves the lift area and waves politely as the lift is lowered with the group, back down into the same room as they were in a week ago.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday May 23rd, 2011 8:36:48 PM

ooc: will you be answering the questions as they are asked, or all at once tomorrow?

DM Buzz: All at once as they are asked by the characters.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday May 24th, 2011 1:13:52 AM

Beriothian thanks the wizard for his kindness. From the groups past experience with him Beri decides to gain the benefit of his wisdom.

Master Alistair, before we go before the court again could you recommend the proper course of action when we are before the judge? I had originally planned on saying in our defense that *same as above defense*. Would that be wise, or could you suggest a better approach to gain favor in the eyes of the judge?

Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday May 24th, 2011 9:25:57 AM

Kyan snorts at the Magister's comments about Hook City's "lawful" society, shunning and his overall disdain for anyplace else, but remains silent otherwise.

He waves off his chance for a question. He understood their situation well enough for his purposes.and had already delivered his statement a week ago.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday May 24th, 2011 10:55:45 AM

ooc: as long as you aren't planning on repeating that statement today...

Zeoll (HP35, AC14) 
Tuesday May 24th, 2011 1:09:59 PM

Zeoll has no other questions, partly from not wanting to be further indebted, and partly from not actually having anything to ask.

As the group is about to meet the Judge, however, the liontaur cautions, "Please, now, my frriends ... let's keep cool no matterr how we arre prrovoked."

Bosk AC: 20/12/19 HP 47 of 52 Spells  d20+7=17 ;
Tuesday May 24th, 2011 2:34:05 PM

The only question Bosk has about the group's situation at this time was the one already asked by Beri. Carefully he gauges Alistair's reaction to his previous question about Teucri and their technology, and wonders if it would be prudent to ask again or if he should wait until another time. Back in the cell he had told himself that such technology and weapons would be useful in their travels and would give them an advantage over their foes, but a few of the older members of the IA, Beri and perhaps Zeoll, would be beginning to put together a pattern. The cleric was inexplicably drawn to the rare, exotic and unique, to items that would cause him to stand out. It brought the taur great satisfaction to be recognized by his peers. In his mind the first step in restoring his families good name was to be recognized so that his deeds could be remembered. With these motivations ever acting upon his subconscious, he does his best to determine if he should press Alistair for more information on how to meet the Teucri and obtain their technology. It seemed to him that Alistair was redirecting the conversation to the, admittedly, more important matter at hand. Suddenly he recalls Alistairs temper and the time that Xeron, a former rogue in the group, was caught spying on him. He makes up his mind to wait until another time to ask his question if he gets the feeling Alistair is unwilling to answer the question now.

Sense Motive to determine if he should not ask Alistair this question at this time = 17

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Tuesday May 24th, 2011 4:13:05 PM

Figuring that their fate is as sealed now as it was a week ago, Restlin decides owing a favor to the magistrate is far more trouble than it's worth. He keeps silent.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Tuesday May 24th, 2011 6:15:07 PM

Unsure what to ask the magistrate, Beltrin defers on the opportunity. He thinks that Beri's defense is very well worded and would have little to contribute to it anyways.

Here comes the judge/DM Buzz 
Wednesday May 25th, 2011 10:26:12 AM

Beriothian asks a simple question and Alistair smiles at him, "That one, I will answer for free. You can not gain more favor with the judges, then you already have, but you can definitely make things worse. Best to just be polite, use some diplomacy and hope for the best." As for the weapons the guards use Alistair smiles, "There are many mysteries about Hook City the citizens might not be aware of. If you can find the Teucri, then please invite them to my house for tea and cookies. They have been absent from this world for longer then humans have known to exist in stone structures."

He walks away from the group as no one really asks a serious question about their case, he chuckles a little bit at his pun and when the group is back on the lift and they descend back down into the plain white chamber, nothing seems to have changed from the first time they were ushered into the room a week ago.

There are no guards in the room and all of the walls seem to be intact with no panels open. The group waits perhaps fifteen minutes when the door behind the desk opens and a new judge steps out of the darkness with the same wood bound folder the group saw before. This man has a waxed handlebar moustache and long dark hair tied professionally in a ponytail with a series of ornate wooden clasps.

He looks over the group and doesn't seem to suppress a wide grin before shaking his head and getting down to business. Opening the binder he begins, "This hear by re-opens docket number 4687443-A." He reads the group members names individually as the characters recorded them in the initial debriefing, "Otherwise known as The Iron Adventurers, is hear by called before this court for violating a number of city ordinances which include; 46 counts of Accessory to Disturbing the Peace causing injury or death, 173 counts of Disturbing the peace forcing citizens to defend themselves, Conspiracy to withhold information regarding a known threat to Hook City, Illegal entry into Hook City and Conspiracy to infect the Citizens of Hook City by entry inspection avoidance." He looks up again and continues to smile. Perhaps, he is thinking of one of the many jests shared with the group a few minutes earlier. "There are many charges lobbied against each of you. Before this court passes judgment on information obtained through confiscated information and magical divinations the Hook City court has come to a conclusion. Before this court passes it's judgements each of you may say last words in your own defense before we move on to the other charges lobbied against you, Assault upon an official and Contempt of Court."

He leans back a little bit as if to avoid any reenactments he may have heard about.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Wednesday May 25th, 2011 2:51:26 PM

In the slightly uncomfortable fifteen minutes it takes the judge to show up, Kyan offers the group an apology for having them all thrown in jail with him, "Sorry I got you all thrown in jail with me."

When the new judge comes and lists of the charges, Kyan rolls his eyes, but otherwise remains silent though he perks up slightly at the mention of assault and contempt of court.

He waves his hand to pass on his turn to defend himself of the older charges. If pressed he'll simply state that his previous statement still stands, but he won't repeat it. Once passed over, he'll cross his arms over his chest and waits for the proceedings to move on to the new charges.

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Wednesday May 25th, 2011 6:29:09 PM

Bosk nods in response to Kyan's apology and waits in silence for the judge to arrive. He takes Alistair's suggestion to heart and remains silent and smiles politely until the group is asked to speak in their defense. At this point he nods to Zeoll and Beri, indicating that he trusts them to speak on behalf of the group. Although wise, the cleric knew he didn't have their way with words and he didn't want to accident;y upset the judge.

Zeoll (HP35, AC14)  d20+14=27 ;
Wednesday May 25th, 2011 7:48:23 PM

Zeoll addresses the judge with very careful and respectful tones. "Yourr honorr, I hope the courrt underrstands that all of ourr actions werre taken with the desirre and intent to battle those who would endangerr citizens and city. I hope that the courrse of events and the final disposition of matterrs speak forr themselves, especially in comparrison to the outcomes that might have followed otherrwise."

"We have faith in the justice of the courrt, and we arre thankful forr having had the chance to serrve."

Diplomacy 27

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday May 25th, 2011 7:50:04 PM

ooc: looks like I should have asked a different question if everyone else was quiet. Zeoll, I think your diplomacy pretty much kills mine, so you can make the roll.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday May 25th, 2011 9:56:25 PM

Beriothian stands respectfully, doing what little he can to help reinforce the sincerity of Zeoll as he talks to the judge (aid another). He notices that Kyan apparently has not learned his anything during his time in prison as he catches the ranger rolling his eyes at the judge. At least this isn't an assault, though he hopes that this blatant disrespect (both toward the judge, and to his companions who are trying to be respectful) does not affect the rest of the groups diplomatic attempts.

ooc: looks like Zeoll posted as I was writing my earlier comment

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Wednesday May 25th, 2011 10:43:44 PM

Restlin continues to quietly await the judge's decision. His big mouth can do no good to anyone...

Back to jail?/DM Buzz 
Thursday May 26th, 2011 10:49:08 AM

The group allows only one of them to do the talking. The judge sits quietly as each in turn defer to their spokesperson. When all have had a chance he nods his head before he continues, "Very well. It is hear by decided by Hook City officials that the circumstances involving these charges are extraordinary to say the least, so all charges are considered dropped in relation to 4687443-A. All magical chits used by citizens of Hook City on the evening in question will be fully reimbursed from the city treasury in the name of the Iron Adventurers and compensation to the family's for the deaths of loved ones will also be made in the name of the Iron Adventurers."

The judge turns the page in the book and continues, "In due time, things in this city will return to normal and the officials of this city have come to the conclusion that group known as the Iron Adventurers performed heroic deeds and with initiative discovered a great source of evil and prevented that evil from continuing a course that wold have caused more damage. So on behalf of Hook City the officials would like to thank you for your fine work and reward the group with two violet chits, two indigo chits, two blue chits and six green chits. This hear by closes docket number 4687443-A and these records are now considered sealed."

He moves some papers aside and losses his smile, "This hear by opens docket number 4687446-A Assault upon a Hook City official and docket number 4687446-B, Contempt of Court. Before this court passes judgement upon those called the Iron Adventurers, using statements validated through a witness and magical divinations this court has come to a conclusion. Before this court passes it's judgements each of you may say last words in your own defense."

He looks up and his visage is changed, like a different person is in the room. His blank, emotionless face waiting.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Thursday May 26th, 2011 11:22:31 AM

For these new charges, the ranger takes his turn to address the judge before anyone else, "These two charges shouldn't apply to the group, but to me alone, Kyan So'luth of Labor Town in Hook City. I was acting on behalf of my own defense, as told by the judge, not on the defense of the Iron Adventures."

As if to accentuate his point, he takes a step away from the group as he speaks. He pauses a moment to take a breath and raises a hand with one finger extended.

"The first charge, Assault, is flat out wrong. I'm guessing you mean the spit and all, but unless you count the floor or desk as an official, I can't figure it applies. It was never my intent to hit the judge nor did I that I saw. Magic the truth out of me if you're not already, you'll see."

"As to the second charge..." and a second finger joins the first, "Yeah, Guilty." and he shrugs. He could explain if he wanted to, but doubts the judge wants to hear it.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells  d20+2=12 ;
Thursday May 26th, 2011 12:10:51 PM

Beltrin breathes a sigh of relief as the judge pronounces that the charges are dropped and a look of disbelief enters his face as the reward is announced. He'd never expected the judgement to be fair, much less this generous!

When Kyan speaks up on the charges, Beltrin steps forward and puts in a few words. "As far as the specific charges, I can't speak to his defense. However, I will vouch for his character. Kyan was a brave warrior in defense of the city and without him, it's doubtful that we would have gotten out of the catacombs alive to warn the city. He is a man of temper and not accustomed to the formal proceedings of a courtroom, but I believe that the past week has helped him see the error of his ways."

-------------------------------
Diplomacy: 12 (hopefully for an aid another if Zeoll or Beri speaks up)

Zeoll (HP35, AC14)  d20+14=26 ;
Thursday May 26th, 2011 12:54:46 PM

Zeoll walks over to stand next to Kyan. "We arre a team, and we stand togetherr, you idiot," he murmurs affectionately.

He thanks the judge for the mercy and forbearance the city shows in dismissing the original charges.

"Sirr," he says to the judge, "let us not look at legalistic definitions of assault. The trruth is that ourr frriend and ally was wrrong and disrrespectful. Therre is no excuse, only the explanation of high emotion and distrress, frrom one unused to dealing with the law. We can only apologize forr ourr frriend and prromise to do ourr best to prrevent a rrepeat of futurre rrudeness. And we hope that a fairr judgement will not hinderr ourr efforrts to continue to aid and assist the city."

Diplomacy 26. (28 with help from Beltrin, thanks!)

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Thursday May 26th, 2011 3:13:09 PM

Bosk once again remains silent, but makes sure to nod politely when the others speak.

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Thursday May 26th, 2011 4:01:53 PM

As the judge speaks about Kyan's transgression, the cleric thinks to himself Two violet chits, two indigo chits, two blue chits and six green chits...Let's see, Violet is about 96,000gp, Indigo is about 48,000gp, Blue is around 24,000gp, and green is about 12,000gp. That is a total of 408,000gp!!! Gargul's Eye!!! That's...68,000gp each!!!

Bosk can hardly process how much money that is, more than enough to register and furnish their tower. In fact, that is more money than he had earned throughout his entire life and possibly more than his father had ever earned. He could finally get his gloves of storing, which would allow him to cast spells while wielding a sturdier shield. Or perhaps he could Glam his armor or have it made into shadow armor.

As Kyan speaks, Bosk is brought back to reality. Assault upon a Hook City official, he wonders how serious this is. It was possible they could be left in prison for the next few years. He waits anxiously for the judges ruling.

Zeoll (HP35, AC14) 
Thursday May 26th, 2011 4:03:26 PM


Zeoll thinks the group will get off lucky if they just have to give back a couple of those sweet chits as a fine.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Thursday May 26th, 2011 9:19:44 PM

When Restlin was asked to leave his Mistress' home and strike out on his own, it was his fondest desire to become an honest-to-goodness hero. And now, a Hook City judge has declared his deeds heroic. He can't help but be pleased with himself.

The fact that they're all much, much wealthier than before doesn't hurt either. He'll be able to outfit his room at their tower with everything he'll need to start enchanting.

As he hears the new charges, he barely manages to avoid rolling his eyes. Upon once again hearing the term "this court has come to a conclusion," Restlin leans back in his chair, let's the group's voice do his job, and hopes for the best.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday May 26th, 2011 9:58:38 PM

Beriothian considers throwing Kyan under the bus (bus being the elven word for Giant Elephant Foot), but upon seeing Kyan take responsibility for his actions decides to stand by Zeoll's assessment that we stand together as a group. The rogue instead remains silent and hopes there isn't a 400,000 gp fine for the current charges.



Prestidigitation time/DM Buzz 
Friday May 27th, 2011 9:17:13 PM

The magistrate of this court looks directly at Kyan and allows his team mate to toss a friendly jibe before the judge explains. "Perhaps this group should consider putting an attorney on retainer. I will explain the law this time for you. Hook City holds all members of an incorporated company or militia to be held responsible for the actions of even one member. If we don't have the trust of our citizens, in policing their own affairs, the majority will be insulted. It just wouldn't be proper for civilians and the government to not trust each other. This law guarantees those working as a team are held responsible, as a team. Perhaps this makes those incorporated a bit more...." he searches for the proper word, " selective with whom signs any contracts binding many."

When Beltrin, a fellow comrade in arms speaks up for the ranger. His heroics in battle. The way he was able to follow the trail of a villain by scent alone at times. All of which the judge is fully aware of, from the documents and groups affidavit. The dark haired judge nods his head, "All of these things are clearly true."

With a glib tongue that moves, cat like, as does the rest of his body, Zeoll explains that some things should be over looked when the man that holds the future of the group snaps a gaze at the liontaur, that was unexpected, "We will always look at the Legalistic definitions of the law on every proceeding and that is the only way this city will continue to function within the harmony that has been established!"

Choosing to remain silent, Bosk doesn't even attempt to aid the diplomat of the Iron Adventurers with the proceedings. Instead, he thinks of the future. There are so many things that could help his status and comforts as well as protect him. Yet, the worst is yet to come and a simple dismissal is likely not at hand.

Money, money, money, money..... Fame and fortune to do those in his past proud! Or so Restlin believes until he hears the new charges. His heart sinks like a ship just ripped apart by a kraken. He almost falls down as he remembers, the group have no chairs to recline in and remain standing. Indeed, the judge is likely the only one in the room comfortable right now.

Still kind of fuming over the convictions of the new member, Beriothian is willing to let him take sole responsibility, until he hears him take the brunt like a adult. The liontaur reinforces to him that the group is a team and must stay as one through thick and thin.

The honorable magistrate listens and responds in turn and now adds his personal thoughts before the judgements.

"Kyan So'luth of Labor Town this court finds it hard to imagine how someone can claim to be from this, the mightiest of cities and behave in the manner in which you have displayed yourself. Surely in your adventures your brain has been damaged if a citizen of this city believes such an action such that you have performed would be tolerated on any level of moral compass. If you can not display your feelings in an articulate manner that can communicate with words how one really feels without aggression then I have a feeling we will be seeing a lot of each other, your partners along with you! The Detention Center you were all placed in has not been used in over a hundred years. The fact that record has been abolished by a group we call heroes makes it even more shameful!

He clears his throat of emotion and gets down to business.

"In the case of docket number 4687446-A Assault upon a Hook City official. The fact you insulted the honorable magistrate of this court is indeed an assault and not at all proper. He is merely performing the duties of his office and in no way deserved your improper answer directed at him personally. For this act of assault The Iron Adventurers are hear by ordered to serve seven days in the Hook City Detention Center. Fined one Violet Chit, one Indigo Chit and one Blue Chit. As well, this court believes the group known as the Iron Adventurers will be banished from this city for a single day. The court hopes those that wish to be a part of this city spend that time looking hard at what they see outside these walls and decide if the laws of Hook City are as important to these members as it is to the rest of those that want to dwell in this city in peace. This banishment sentence will begin exactly three days from today so as the citizens of Hook City do not recognize the shame that has been displayed by a Hook City Militia by them being escorted directly from this building to the main gates."

He turns a page.

"In the case of docket number 4687446-B Contempt of Court. You have plead guilty and that is reasonable. If you had communicated your displeasure with this court in a more civil manner, which includes not assaulting a Hook City official we wouldn't be here today. It is with sad news that an example should be made to those that will technically be working for Hook City if you become an incorporated militia. This court fines the Iron Adventurers one Violet Chit, one Indigo Chit and one Blue Chit."

The judge looks at the group in an emotionless manner, "This hear by closes docket numbers 4687446-A and 4687446-B. Fines and punishments will be immediately enacted. Seven days of detention in the Hook City Detention Center will be considered time served. Any remaining rewards due the group can be obtained from their local magistrates."

He turns a couple of pages, "This hear by opens the court for docket number 4687352-A, failure to appear at your last board meeting for incorporation has a reasonable explanation while being under house arrest during a formal investigation and is set for five days from today, first thing in the morning. You may obtain the name of the official at the time of signing in. This hear by closes docket number 4687352."

The long hair of the magistrate whips around his shoulders as he stands to almost attention. He picks up the binder closing all the papers together while the door behind him opens and without further word he turns and walks into the darkness. The door in front of you all close leaving you alone with each other. A second later, the door behind you opens and you can walk back out onto the large balcony that leads back down into the majestic chamber which is the city hall, for this wondrous community.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Friday May 27th, 2011 11:04:33 PM

The ranger schools his face to a rather emotionless mask as the judge goes on his tirade then gives the city's ruling. He cannot help but wonder why they give them the chance to make a statement in their defense if the decision has already been made. He watches the judge stalk out of the room with a shake of his head and then moves out into the chamber with the others after the door opens, muttering, "It's people like that that had me leave this city in the first place..."

Once outside, Kyan turns to the rest of the group with a sigh, "I owe you all a debt that I doubt I'll ever be able to repay. I've manage to lose us an... ungodly amount of money, and you can consider what would be my share of what's left to be forfeit towards a pool for group expenses. I have my reasons for holding some aspects of this city in contempt, but there are too many sensitive ears here for me to speak freely of them. If you need reasons, I'll give them once we're over the bridge in Labor Town.

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Saturday May 28th, 2011 3:33:09 PM

As the clerics vision of a wealth of chits vanishes he cannot help but to wonder if they only decided to give the group those chits after they decided to take them away. As the judge makes his pronouncement Bosk's expression never changes. After Jancassis first tested him, a failure which resulted in his killing a citizen which could have easily been avoided, he redoubled his efforts and mastered his emotions. Placing a hand on Kyan's shoulder he says, I think it would be best if you spent that gold to better outfit your self. We would be out far more if have to keep resurrecting you or pay for the paperwork to get a replacement fighter added our ranks if you are slain. A wink and a soft smile make it clear that there is no anger or animosity behind the comment.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Saturday May 28th, 2011 6:10:53 PM

"He's right, you know. The thing about debts you're never able to repay is that you're a fool if you try anyway. That being said, feel free to buy me a drink when we get settled down..."

Restlin, self-styled hero of Hook City, whistles a jaunty tune as he steps out into the street.

"Friends, I say we go have ourselves a night to celebrate our freedom. We can get to work spending our monies tomorrow."

Bosk AC: 20/12/19 HP 47 of 52 Spells 
Saturday May 28th, 2011 7:59:45 PM

Cracking his neck and stretching with his arms in the air, Bosk replies. I think I'll celebrate another time. After a week drinking confined in the tower and then another week in confinement here, I need to stretch my legs a little. I'm heading to the catacombs to pick up supplies and them going over to WLA to unleash some energy. Once we are back in Mudtown I plan to drink like there is no tomorrow and we can fill Sanji and Heather in on what has been happening. I'll let you know if I see any notices on the bulletin board that could provide us with a job.

ooc: My understanding is that we have two days left in the city and then we have to leave the next morning. Is this correct?

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday May 28th, 2011 8:29:06 PM

I think I'll tag along with you Bosk, it's been a while since I've been to the league, and could really go for stretching out my body some. I hear that the WLA in Hook City has a pool for training their recruits the finer points of swimming, that sounds perfect right about now. And perhaps tomorrow I'll try my hand at riding, break in that saddle a little bit. There will be plenty of time to celebrate in the evenings, and I've been itching to check out the night life here.

We should also look at finding a job outside the city, no reason to just bum around Black Harris' Shop during our banishment.


ooc: banishment is in "exactly" three days, so my assumption is we have three full days, but it would be in our best interest to be through the gates a few hours early and avoid any kind of escort.

Prestidigitation time/DM Buzz 
Monday May 30th, 2011 12:31:53 PM

Happy Memorial Day everyone. For those that have or are serving, thank you very much.

DM posting will continue tomorrow.

:)

Zeoll (HP35, AC14)  d20+9=16
Tuesday May 31st, 2011 6:52:03 AM


If he has a chance, Zeoll thanks the judge. Frankly, he thinks, the group got off okay.

He uses his local knowledge to try to figure out who the judge meant when he said, "Any remaining rewards due the group can be obtained from their local magistrates." Knowledge Local 16.

Zeoll reassures Kyan. "Don't worrry about it. Just be cool next time."

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Tuesday May 31st, 2011 11:59:51 AM

Beltrin will head to the WLA with Bosk and Beri, he's got a lot of pent up energy to burn off after their confinement. As to Kyan's apology, Beltrin just shrugs his shoulders and smiles "I couldn't count the number of times that my temper has gotten me into trouble, at least we're only banned for a day!"



Kyan (Jon) AC:19/13/16 HP: 48/48   d20+7=19 ;
Tuesday May 31st, 2011 12:27:58 PM

Kyan nods to the others as they acknowledge his apology, but not his offer to fill the group's coffers. "If you'll not accept my coin, then I'll pay you back in service during our time together."

And he then thinks back to his time in the city to figure out where to go to collect what remains of their reward. (Knowledge Local 19).

At the mention of the WLA, he addes in, "If we can get our chits first, I'd like to go to the WLA as well. Witht the reward I'll have enough to pay the membership fee"

Knowledge Local = 19

A Visit to Magister Alistair's Office


A friendly suggestion/DM Buzz 
Tuesday May 31st, 2011 5:36:33 PM

The sounds of the many people filling the large ornate structure does not over whelm the thoughts of the group as they speak. Looking down the walkway however, they see a young lady they recognize as Elspeth. She smiles from ear to ear and it doesn't take a sense motive check to notice she is doing her best not to skip. "Greetings Iron Adventurers! I have been seentt....whoa!" She takes a couple of steps back and away from the group, with eyes wide before everyone remembers they haven't had the best of weeks. She looks you all over and her face turns to an awkward fear as she begins casting a spell. Then another! Before you know it, many spells are in place in an attempt to get the group smelling and appearing something to be admired. "Whatever have you been doing to save the city this time only one can wonder, but there are reporters down stairs from the cities major news organizations. The Magical Missive is even here to interview you all!" Magister Alistair sent me to suggest to you all, for now, to just wave and do not answer any questions. Take the carriages straight away to his office where you can collect your rewards."

She waits to see if everyone is prepared or have any questions for her.

DM Buzz: Kyan would have known before Elspeth arrived, Magister Alistair's office would be the location.

Zeoll (HP35, AC14) 
Tuesday May 31st, 2011 5:44:21 PM


Zeoll grins and thanks the woman. "You have done ourr noses, and yourr own, a grreat serrvice today. We arre in yourr debt!"

He says he would be pleased to follow her wise advice. He asks her in a whisper what it is the group should be expecting.

Kyan (Jon) AC:19/13/16 HP: 48/48   d20+7=27 ;
Tuesday May 31st, 2011 11:15:42 PM

Kyan frowns at the mention of news organizations, the Magical Missive, and interviews. He almost tells the girl what they'd been doing for the last week, but keeps quiet and mutters, "Perhaps we'd best choose a spokeman.. or taur, to deal with interview."

Knowledge Local: 27, info on the Hook City media types

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday May 31st, 2011 11:22:20 PM

The tall rogue bows before Elspeth.

You are indeed a soothing sight upon my weary eyes. Thank you for cleaning us up, we would not have wanted to have reporters catch us in the state we were in. Only a fool would ignore the advice of one as wise as Alistair, we are lucky to have found favor with him.

Out of curiosity, do you happen to know which view of the IA the Magical Missive seems to be printing?


Bosk AC: 20/12/19 HP 47 of 52 Spells 
Wednesday June 1st, 2011 1:47:05 AM

As Elspeth casts his spells, Bosk is once again grateful for having been able to keep up his appearance and sanitation. The cleric smiles and is glad to accept the prestidigitation cantrip and freshen up a bit more. Having come to trust Elspeth, Bosk follows his suggestion and simply waves and avoids answering any questions.

Thank you Elspeth, you are most kind and you advise is most helpful.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Wednesday June 1st, 2011 8:45:45 AM

Restlin is so happy, so pleased, so darn-right ecstatic to not smell like toe funk anymore that he almost misses Elspeth's words, "Whatever have you been doing to save the city this time only one can wonder." Does she not know? If she doesn't know, is it possible Hook City is unaware that the Iron Adventurers are the first persons to grace the city's jails in years?

He decides not to do the talking on this matter, but will discuss it with his fellow adventurers when they're alone.

A friendly suggestion/DM Buzz 
Wednesday June 1st, 2011 12:53:14 PM

Eye doctor visit this morning. Three different drops and I have a pretty blurry vision. I will try to get in another post this afternoon.

Zeoll (HP35, AC14)  d20+17=20 ;
Wednesday June 1st, 2011 1:02:02 PM

When the party comes in sight of the crowds, Zeoll whispers to his friends, "Look noble and herroic like!"

He does his best to follow his own advice. He could use Perform (act) or Bluff to do that, but he would be neither acting nor bluffing! :-)

How about Diplomacy? a 20.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Wednesday June 1st, 2011 1:54:49 PM

"My thanks Elspeth, I would have hated to exit the courthouse looking as rough as we did when we emerged from the catacombs." Beltrin takes her advice to not answer any questions. He does his best to look the part of the hero, although he's a bit uncomfortable to have all of the eyes on him, knowing that odds are good that one of the crowd will recognize him as the disgraced climber from years ago.

A friendly face/DM Buzz 
Thursday June 2nd, 2011 10:32:48 AM

The always appreciative Zeoll appears to be the model citizen of Hook City. When he feels an apology is necessary or gratitude should be displayed, he does his best. So too is it shown again with the young lady that has been sent to serve them. She answers his questions

The ranger of the group continues to frown, even if greeted by a lovely young lady attempting to do the bidding of city officials, but perhaps, it is those that are nosey that turns Kyan's face grim? Those that want to know the business of others, only because they need something to write about, when facing their ordinary, average lives, even for Hook City standards!
Kyan only Highlight to display spoiler: {This city is all over anything that might appear improper or in any way an effect resulting in a negative response upon those that live in Hook City. All of the news organizations are as proper as possible when presenting facts but when there are those in the city that discredit the ideas of this vast community, it is ruthless in presenting all of the facts on any subject. All news outlets know to leak or reveal false information would lead to a fast demise in credibility. The Magical Missive is a news group that distributes news through magical tablets, citizens must first buy, then pay a monthly subscription for. Upon this tablet a magical scroll transmitted magically can be sent to all subscribers daily. All other printed organizations are well received as independent sources, but only the very wealthy owns a Magical Missive tablet.}

The dashing rogue of the group causes the young assistant magistrate to blush and she answers the question from Beriothian "What view? They don't have a view. Whatever you tell them, they will use their own resources to determine if the answers given are true." She says this in a matter of fact tone. As if, why wouldn't leading news organizations use high level spell casters to solidify a sources information?

The minotaur might not need as many spells as others to clean up, but Bosk's wrinkled cloth bags and slightly matted hair in unreachable by normal standards, locations, are quickly tended too. He is inclined to do as is suggested.

Feeling refreshed, Restlin is feeling much better then thirty minutes ago. It crosses his mind that the people of Hook City might not have any idea the group was being detained for less then heroic actions.

Taking Elspeth's words to heart, Beltrin's actions do seem to be enough to please a crowd, but it seems something in his past his haunting his future and he hopes to not be recognized.

Answering all the group questions for now, your assistant leads you all down the walk way and outside to a large group of people. Off to the left and right are easels set up with men and women of different looks sketch quickly various portraits of the group leaving City Hall.

Near the carriages are a group of men and women that appear to be from the press asking many questions. Through the roar of the crowd you can hear some of them ask "How the group discovered the zombie plot?" or "Where have you been all week?" There is one person in the group that just stares at each of you, sizing you up if it were. His confidence seems strong and when one in the group gets close enough he hands them a business card that reads "Sebastian Merryweather, Journalist for The magical Missive"

Inside the carriages the streets are lined along The Bridge and the group wonders why there is a third carriage following their convoy and soon it is discovered, the citizens of hook City are offering gifts of various types that are placed in the wagon. Bottles of wine, fine cheeses and heraldic favors from different households, offering you their public support by allowing you to wear their device upon your person.

The trip is fast as the commotion in the streets seem to fade as the group makes it's way back to Soldier City and they pull up in front of the Magister's office for this quarter of town, where minor judgements and business disputes are tended to.

The group is rushed inside the much smaller building and soon, they are resting in a large chamber, less grand then what they have seen recently, but still impressive.

Soon Alistair enters from his chambers as greets everyone anew and gets to know those he has barely met.

Zeoll (HP35, AC14) 
Thursday June 2nd, 2011 11:15:22 AM

Zeoll grins gladly as he sees the way the "little people" react to the sight of the Iron Adventurers. "Although I have to be careful not to say out loud what I think," he muses silently to himself. "These humans are little compared with the Taurs who are my brothers and sisters, but they would likely not prefer me to point that out."

In respnse to Kyan's quiet comment about needing a spokesperson, the liontaur responds, just as quietly, "That may be a good idea. We need a diplomat to deal with the people asking questions. The arrt of honest prrevarrication is not an easy one to masterr."

After arriving at the magistrate's office, Zeoll bows at the sight of Magister Alistair. "Once again, it is clearr that we arre deep in yourr debt, sirr," he says. "You have ourr grratitude and thanks."

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Thursday June 2nd, 2011 1:16:52 PM

As the group enter's the carriage Bosk examines Sebastian Merryweather's card. Perhaps it is paranoia, or perhaps the cleric senses something, but he is immediately suspicious.

Turning to the other magically gifted party members he says, This may sound stupid, but could you do me a favor and cast Detect Magic on this card? The magical Missive may only print facts, but that doesn't mean that they aren't above trickery to obtain information. I don't the whole world knowing what I ate for breakfast, or of any measures we take to secure our tower. I would do it myself, but I didn't prepare that spell today.

ooc: more to come

Zeoll (HP35, AC14)  d20+9=19 ;
Thursday June 2nd, 2011 1:34:02 PM

Zeoll casts detects magic on the card. He uses his knowledge of the city in an attempt to recall some bit of info on Master Merryweather or his employer. Know Local 19.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Thursday June 2nd, 2011 2:15:48 PM

The ranger ducks his head as they move out of the hall and into the relative privacy of the carriages. He was not uncomfortable with the crowd, but with the attention of the crowd on him.

He lets out a sigh of relief as he settles into the carriage and they make their way through the streets, letting the others in his carriage know what he knows about the press in the city and the Magical Missive in general (see spoiler above). As he peers out of the carriage and spots the tribute wagon, he looks back to the others, "It looks that the tower will at least be well stocked with wine and cheese."



Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells)  d20+1=12 ; d20+6=14 ; d20+6=12 ;
Thursday June 2nd, 2011 9:34:41 PM

Restlin nods to the ranger. "Yup! We'll need magic to keep all that food fresh until we have time to eat it all, that or we could feed some of the mud-towners as well as ourselves."

He takes a moment to think on how to treat Alistair when they meet again. After Kyan's dramatic example, Restlin is very aware of the importance of decorum. While he doubts he'll be able to muster up Zeoll's diplomacy, surely he can figure out how to address the Magistrate.

Diplomacy: 12
Knowledge, Local: 14

He'll also try to recall all he knows about The Missive.

Knowledge, Local: 12

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells  d20+13=18 ; d20+9=18 ;
Friday June 3rd, 2011 12:19:55 AM

"There are much worse things to stock a tower with than wine and cheese.... like ghosts..." Beltrin smiles as he shares the carriage ride with his fellow adventurers. He too examines the card that the reporter gave them. If possible, he also takes a look at the noble houses that have contributed gifts, trying to see if there is one that might be suitable to align himself with.

--------------------------------
Cast detect magic
Spellcraft: 18 (examining card)
Knowledge (Nobility): 18 (examining heraldry on gifts)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday June 3rd, 2011 1:12:55 AM

Beriothian makes his way to the carriage, waving to the admirers as he goes but saying nothing. Upon their arrival at Alistairs the rogue bows deeply before addressing Alistair.

It seems your wisdom has kept us running straight into trouble once again. Elspeth caught us just in time to spare us from the embarrassment of appearing before the crowd and sketch artists in the same state of disarray we had previously been in when we last saw you. We followed your advice and did not speak with the reporters that were waiting for us. Is it the Magical Missive itself something we need to be weary of, or is there another reason for our silence?



Bosk AC: 20/11/18 HP 52 of 52 Spells 
Friday June 3rd, 2011 1:21:22 AM

I must admit, the people of this fine city appear very thankful of our actions. This is a must welcome change from Mudtown. Last month Beri, Zeoll and I, along with the other Iron Adventurers, tracked down and slew an illithad that was killing the wealthy townsfolk and identified as part of a deadly occult, and even after presenting it's tentacled head as proof had a hard time claiming the reward...which they short changed us on!!! Here we were looking into a possible crime out of the goodness of our heart and are being showered with gifts, Gargul has surely blessed us for getting rid of those abominations.

Does anyone know what our response to these gifts should be? Should we be sure to send our thank you notes or knowledge the people's graciousness in some way?


Upon arriving at Alistair's, Bosk follows Zeoll's and does his best to follow proper decorum.

Zeoll (HP35, AC14) 
Friday June 3rd, 2011 7:09:46 AM

"I think thank you notes sound verry nice," says Zeoll.

"And the ghosts arre not so bad. I like those little girrls."

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Friday June 3rd, 2011 7:18:18 AM

The issue with the girls is not one of being good or bad, but one of preserving the balance of life and death....of maintaining the natural order.

Zeoll (HP35, AC14) 
Friday June 3rd, 2011 10:29:25 AM

"Well, surre, if we can find them a peaceful rrest orr some otherr home, grreat. Until then, they can stay with us."

[OOC: The Wold is planning to adopt the Advanced Players Guide for Pathfinder, most likely at the start of 2012. At that time, Zeoll will add the new Oracle base class. It is just too perfect a fit for a wanna-be Seer like me. Every Oracle has a curse, like Deaf or Clouded Vision or Lame. I want to pick the "Haunted" curse. And it seems to me it would be very nifty if Zeoll ends up Haunted by the two little girls. Some nice RP and continuity in there, I think.]

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Friday June 3rd, 2011 12:53:39 PM

For now. The cleric adds in a quite voice. He can abide their presence for now, until he gains a little more power and information on the situation, but a Cleric of Gargul can abide their undead presence only for so long.

ooc: A Grim Avenger and a Haunted Oracle, talk about the odd couple. Bosk may not be thrilled, but if this is done through the gods it may be acceptable. Better keep your fingers crossed that the DM is generous should Bosk cast an augury spell.

Zeoll (HP35, AC14) 
Friday June 3rd, 2011 1:54:57 PM

OOC: Whats the worst case scenario? You can try to send them to their rewards, but if they say no, what can you do about it? I don't think you get the Compel Spirits ability until level 5 Grim, and even then there is a save. :-) LOL!

Future Zeoll holds out his hands in an appeal to his longtime pal, the grim Grim. "What can I do, brrotherr Taurr? They say they like me. They'rre just little girrls! You can't be mean to little girrls!"

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Friday June 3rd, 2011 2:08:25 PM

Future grim shakes Zeoll's hand. "We'll worry about it if and when the time comes. If Gargul doesn't mind, then neither do I. Besides, my niche is that of the Grim Avenger. If you are being haunted by the gods as a result of being an oracle, my guess is that the girls aren't staying on this plane due to unfinished business.

The End/DM Buzz 
Friday June 3rd, 2011 3:42:48 PM

The business card for Sebastian Merryweather does not detect magic, it will be pointed out on the way through the city. Zeoll has heard of this reporter. He has a very dry, snobbish wit about him and figures himself important to be working for the leading news organization for the wealthiest people on the Southern Continent. Restlin doesn't know near as much as much about the news centers of Hook City like others so he sets his thoughts on how to properly greet a city official, especially one that is one official business.

A light hearted conversation resound off the inside of the carriages as they roll through the clean streets of Hook City. Bosk seems over concerned about his new found fame. Perhaps just being rich is easier, but being a hero means being in the beam of a bull's-eye lantern. The harder you avoid it, the more in your face it will get. Kyan ducks into their ride and is satisfied they can live well for a few days with the gifts offered. Beriothian swims in the moment and allows those there to see him a glance at his elven features while remaining silent. On the other hand, Beltrin mentions ghosts and thinks of ways to improve his future with the graces of those that adhore him. He does not have the time right now to examine the many gifts and favors that has easily burdened the wagon hauling those goods.

Magister Alistair greets each in turn. To Zeoll and Beriothian he bows slightly acknowledging that perhaps they are in his debt. He invites everyone to take a seat while he sits on the corner of his large desk with hands folded in his lap. "I see you haven't been mistreated by the citizens of Hook City. That is pleasing to be aware of. With what spells would The Iron Adventurers like their reward to be?" He gets out a pen and a small sheet of paper to record the groups wishes.

Six Green chits is the equivalent amount 36,000 gold pieces or six 4th level spells of the groups choice. Experience will come this weekend. Nice work everyone!

Kyan (Jon) AC:19/13/16 HP: 48/48  
Friday June 3rd, 2011 4:02:51 PM

OOC: Permanent Drymouth cast on Kyan is not an option.

Kyan acknowledges the magistrate with a nod of his head and leans against the wall while the others are greeted and furrows his brows at the official's request for a spell. The ranger tries to think of the name of the spell that produces a big bag of money, but instead settles for, "If it's just the same, Magister, I'd prefer some red and white chits to carry around."

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday June 3rd, 2011 11:05:42 PM

Beriothian considers the options for a moment. He will likely be spending the money almost as fast as he receives it, but he knows immediately that he would like a greater invisibility chit (4th level bard). The real question is what he will spend it on, but he will have plenty of time to think about this over the next few days while learns how to swim and ride horse down at the WLA.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Saturday June 4th, 2011 10:59:42 AM

Restlin mulls the choice over in his head for a bit before declaring, "Dimension door please, Magister. This past adventure taught me the important of being somewhere else very quickly."

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Saturday June 4th, 2011 1:21:49 PM

Bosk waits his turn and then asks for green chit of greater invisibility (4th level bard), knowing full well that he intends to spend the money as soon as the group leaves. He hopes that no one has realized that while in confinement in the tower he sold his belt of Dexterity, without which he is not skilled enough to fight with two weapons at once. He kicks himself for having forgotten the reason for making the purchase in the first place and then again for the money he lost by selling an item at a loss only to have to buy it back. If anyone asks he will inform them that he prefers to make his own items over buying ones made by others.

In the back of his mind the Cleric wonders what favor Beri owes Magister Alistair. Instead he asks Alistair how Jacob and Temujin was doing (The doppleganger who cut out part of his own brain and assisted the Iron Adventurer's in saving Jacob Halfdane, a family friend of Alistair's. Temujin is now recovering in the Sargrass Plains and undergoing Druid Training so that he can bond with a Druid Tree.

Furthermore, Temujin had a large statue that the group was told they can have. It is partially buried in a cave under the tree and the head alone is 10x10x10 ft and over 1000 years old. The group thought this would be a cool decoration outside their tower and an even cooler animated guardian. It is of master quality, and the group promised not to sell it. He also wants to keep in touch with Jacob, as he is one of the few people who trade with the Manfri and would be one of the groups only sources for obtaining more steel grass in the future without making another trip in person.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday June 4th, 2011 4:23:13 PM

ooc: Alistair was kind enough to answer Beriothian's specific question for free.

Zeoll (HP35, AC14) 
Monday June 6th, 2011 9:31:19 AM


Zeoll explains what he knows of the reporter and his publication to his friends. "I would be glad to give an interrview," he says.

At the magister's office, the liontaur explains that he will almost surely be trading his chit away, not using it, so the spell itself is of no consequence. Unless rarity matters in the valuation? In which case perhaps an unusual Green Chit of Seeker Reincarnation would be a useful choice, he suggests. If one of the party were to die prematurely, such a chit might be most handy.

A Hero in the house?/DM Buzz 
Monday June 6th, 2011 10:41:36 AM

Magister Alistair gladly gives the group their selection desires. His note is passed off to one of many couriers in the building and while the group waits, some fresh fruits, vegetables and cheeses are brought in with a flagon of wine and a platter of soft breads.

As you wait he makes small talk on the news of late. "Indeed, there will be many that will want to talk to you all. The tedium of safety that this city was once proud of has been stirred and many want to be a part of it, even if in some small manner as hearing the stories from the hero's themselves."

Then, Alistair, one judge in many that work in this quarter of Labor Town, pulls out a small bag from his top desk drawer and lays it on top of some papers. "There is one more immediate item of business the city would like for you to do for us, if you are interested?"

With this the courier returns with the chits and they are distributed as is desired by the characters.

At this time, they can leave the office of the official or stick around and hear more of what is being asked of the Iron Adventurers

Zeoll (HP35, AC14) 
Monday June 6th, 2011 11:01:55 AM

Zeoll requests a moment of private conversation with his fellow Iron Adventurers.

"Frriends, we arre indebted to this man. Things could have gone farr worrse forr us. I say we hearr him out, and likely take on his job, though we have to keep an open mind. Also rrememberr, though, that we have an appointment rregarrding ourr towerr and we have a day of exile to serrve as well, and those trrump all."

Jerry 
Monday June 6th, 2011 12:51:56 PM

Buzz, an email is waiting for you with a new googledoc to look at.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Monday June 6th, 2011 1:14:34 PM

"Agreed. Perhaps he's giving us something we can go take care of during our exile. Plus, we've already seen how well this city pays for services rendered. Maybe we'll even manage to hold on to most of it this time."

Kyan (Jon) AC:19/13/16 HP: 48/48  
Monday June 6th, 2011 2:04:48 PM

Kyan may even look likely embarassed by Restlin's comment, or maybe it's just his armor chafing.

"Certainly can't hurt to hear him out."

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Monday June 6th, 2011 9:32:47 PM

When Zeoll asks for a moment of privacy Bosk responds by saying, I don't see why thats necessary. There is no harm in listening to the offer. Lets save the discussion till after we've heard him out.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday June 6th, 2011 9:39:58 PM

I agree, lets hear what he has to say. I am sure any job in Hook City is going to be much better for us that trying to scrounge something up in MudTown later this week.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Tuesday June 7th, 2011 2:23:35 AM

"Certainly, I'd be interested in hearing more of what the Magister has to say. And I agree that we owe him a debt that I'd be happy to repay."

Above and beyond/DM Buzz 
Tuesday June 7th, 2011 10:33:42 AM

Alistair smiles and picks up the bag and tosses it gently into the air, catching it and repeating, "We still have a problem in that, this necklace in this bag, still has a creature trapped in it that should be dead and one of his grandchildren is dead because of him."

Alistair looks at you all with a cold emotion, not mean or unloving, but a look that makes one spine tingle just a bit with the serious nature of his presence, "We want you to take this necklace to the realm of shadow and address a god. Let him have the necklace so that he can deal with the soul within. Please speak well for Dustin. He hadn't been the same for the last couple of years. No one knew what the problem was. He is one of the last decedents of the original founders."

Alistair just plays with the bag a little, waiting for word from the others.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Tuesday June 7th, 2011 1:26:09 PM

Bosk stares speechless as Alistair speaks. The Realm of Shadow...Address a god? Could he be speaking of Gargul? Am I ready to make my commitment to him in the Realm of Shadow

Although the cleric is eager to accept, the he takes a moment to allow the full weight of what was offered and asked of them to sink in.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Tuesday June 7th, 2011 3:07:38 PM

Restlin tries hard - very hard - to not blurt out that they will, indeed, go to the realm of shadow and address a god. He realizes he should research the plane of shadow more. He realizes he should probably find out which god they're expected to address. He realizes his fellows may not be quite so eager. He realizes they should probably discuss payment for these somewhat extraordinary services.

He's trying so hard not to blurt out that they will, indeed, go to the realm of shadow and address a god that he doesn't manage to say anything at all.

Still, he's obviously excited at the prospect...

Zeoll (HP35, AC14) 
Tuesday June 7th, 2011 3:43:01 PM


Zeoll hears the magister out, then grins. "I have been to the Rrealm of Shadows, and even acrross an ocean of Woldsblood to the Lands of Rrest. But the means by which I trravelled therre werre difficult to rreverrse. And carrrying an item would be a challenge."

"By what means did you intend to send us to the Rrealm of Shadows, and to find the god therre, masterr?"

Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday June 7th, 2011 4:28:24 PM

Kyan grunts in response to the Magister's explanation and looks to the others. He knew little of the Realm of Shadow or the northern Gods, but he nodded to make his inclination towards accepting the task known.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday June 7th, 2011 10:02:29 PM

This sounds like a rare opportunity indeed. What is the realm of shadows like, I take it the dangers in such a place are not the same as one typically sees in these parts?

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Tuesday June 7th, 2011 11:12:31 PM

Seeing the others aren't opposed, Bosk speaks his mind. Alistair, I would be glad to help out in this endeavor. As you might remember, I am a devoted Eye of Gargul seeking to become a specialized type class of Grim. Such a trip would teach me much that may help me on this path, and may present me with some rare opportunity. Please tell us, who is the god we are to address? The cleric strains his mind, but is unable to recall any other gods of that realm other then Gargul.

Zeoll (HP35, AC14) 
Wednesday June 8th, 2011 2:28:38 PM

Zeoll says to Beriothian, "Oh, it is not so bad in the Shadows, so long as you do not step in the Woldsblood, which tends to pull the verry soul frrom yourr body."

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Wednesday June 8th, 2011 7:40:43 PM

Beltrin is hesistant to accept, but also curious.... after all their last trip outside of the material plane proved to be quite enlightening.... "Well, I'll go, it should be quite informative.... and a way to be rid of that accursed necklace. "

Itinerary/DM Buzz 
Thursday June 9th, 2011 10:44:04 AM

The unsettling news is only unsettling to a few. The adventurous spirit of heros drives most of the Iron Adventurers to want to go to this place called The Realm of Shadows. "We will give you a chit which allows to raise the dead. It will open a passage way to that realm. There, you must find your goal."

"Indeed no, the dangers that rest on the shoulders of the Wold are quite different in the Realm of Shadows. You will be able to see or find almost anything in that unilluminated realm. You might run across a demon, devil or deva."

"The god that you will need to address is named Gargul. Now, normally, we would not call upon this deity, but it seems, this necklace was created in the Realm of Shadows. It is where it belongs and it's occupant no longer has a body of his own. It is time for his spirit to pass like many of his other family."

As it seems the group is all willing Alistair hands you all a chit and two scrolls. "Use these to return home when your mission is accomplished. I have given you two, just in case the first one fails.

He smiles and hands everything to whomever is willing to take them.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Thursday June 9th, 2011 12:03:04 PM

Bosk graciously accepts the scrolls and chit. Thank you entrusting us with this task, we won't let you down. Should we return to you to collect the necklace when we are ready to depart? Also, are you aware of a method of transporting the necklace that would prevent further members of our party from becoming possessed? Previously I had it placed in a bag, sealed in a jar and stored in my bag of holdings. Is this sufficient, or can you suggest a better method of transporting it to us?

Bosk wonders if his dark vision will work in the shadow realm, but makes a mental note to grab his ever burning torches to be safe.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Thursday June 9th, 2011 2:15:55 PM

"What do you mean by 'if the first one fails'? There a good chance that's going to happen? And the same chance with the second?" Kyan asks after Bosk takes the chit and scolls. There was an edge of concern in his voice at this, especially after Zeoll's description of Woldblood having the silly tendency to suck out your soul and having to deal with a strange God.

Zeoll (HP35, AC14) 
Thursday June 9th, 2011 2:15:56 PM


"Masterr Alisterr," says Zeoll, seriously, "You have asked us to ask the Lorrd Garrgul to adjudicate the issue of the soul in this necklace, and that we surrely will. You have also asked us to 'speak well forr Dustin,' a man we have never met, and do not know. He has been dead, it seems, for yearrs, although his body has been used by his evil ancestorr. Is that a corrrect underrstanding?"

[assuming confirmation ...]

"Good sirr, you arre asking us to vouch forr someone we do not know. How can we do that in good faith? I would ask you forr the following: Firrst, I ask that we be frree to speak with many, orr at the least, some, who knew him well in life, so that we can forrm an opinion and speak on his behalf knowledgeably. Second, should we not use a Speak with Dead chit or scrroll or spell to trry to contact Dustin? Does he wish to rreturrn to the Wold? Is he even able? What if he has alrready been rreborrn, and is a babe in motherr's arrms rright now?"

"Also, if forr a Raise Dead chit, I think the body is needed? Or is this a morre potent chit that rrequirres no bit of the deceased?"

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Thursday June 9th, 2011 2:38:04 PM

ooc: Perhaps I am misreading the DM's post. My interpretation of the Raise Dead chit is that we are using the magic in some alternative manner to create / open the doorway that lets us into the Shadow Realm.

"We will give you a chit which allows to raise the dead. It will open a passage way to that realm.

Zeoll (HP35, AC14) 
Thursday June 9th, 2011 2:53:37 PM


[ooc: Yeah, but is it to just get rid of the necklace? The magister said, "We want you to take this necklace to the realm of shadow and address a god. Let him have the necklace so that he can deal with the soul within. Please speak well for Dustin. He hadn't been the same for the last couple of years. No one knew what the problem was. He is one of the last decedents of the original founders." I took that to mean we were to try to get Dustin back too?]


Bosk AC: 20/11/18 HP 52 of 52 Spells 
Thursday June 9th, 2011 3:51:45 PM

[ooc: I assumed we would be interceding on his behalf, hoping to convince Gargul that his final resting place should be Haven Far and not the Tormented Lands. That said, it was predicted earlier that the citizens would petition Gargul for his resurrection.]

Quick answer/DM Buzz 
Thursday June 9th, 2011 7:10:06 PM

"Unfortunately no. Dustin was possessed. His consciousness trapped within his own body as his forefather did horrible, horrible things. He was witness to things only very truly evil creatures could enjoy. Dustin did not perform the rites needed to make the zombies, his grandfather did. Gargul should know that as messengers from this city. Since technically, it was your actions that caused his death, of which none of you are held responsible, we believe it might be something you will want to do for your own closure. His body is in stasis and we did speak with him, although, I do not believe he was ever asked if he wanted to return."

Beriothian remembers too, while being possessed, attempting to escape the group and not being able to do anything about it.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday June 9th, 2011 10:26:14 PM

Beriothian thinks to himself
Being a devote follower of Gargul I am sure our horned cleric is beside himself with excitement. I wonder how I would feel if I had the opportunity to speak with Wardd face to face.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Friday June 10th, 2011 7:07:31 AM

Restlin will ask Bosk to hand him one of the scrolls. "No sense in putting all of our eggs in one taur, is there?"

"Magister," he continues, "is there any advice you can give about safety in the shadows? I plan on doing some homework, but I'm sure we'd all appreciate any guidance you're able to give us."

Have a good day/DM Buzz 
Friday June 10th, 2011 11:25:18 AM

"In the realm of shadow, there is what is called Woldsblood. It can be used by some that are fluent in it's magic, to most others it will suck the soul from your body. Stay away from the red rivers. In fact, I would suggest you avoid just about everything you can't walk on like solid ground."

He stands up and puts the bag back in his desk, "Just come back to me when you are ready to go. The magical bag of holding indeed a safe place for it, thus we have it in one ourselves. Good idea on that whichever of you thought of it. When you are ready, you will get the necklace and we will take you to Dustins body."

Alistair stands and shakes everyone's hand, "Thank you for saving the city from an uncertain future. Be careful what you say to people. The rumors will spread like dust in a wind storm."

He will see everyone outside answering any last minute questions anyone might have.

Zeoll (HP35, AC14) 
Friday June 10th, 2011 11:59:13 AM


Zeoll is clearly grateful. "Magisterr, we owe you morre than we can say. So I hope you will not think me too forrwarrd. Do you mind if we go and talk with the people who knew the rreal Dustin in life? Would it help if we had a small note of intrroduction frrom you saying that we arre on official city business?"

DM Buzz: Just an fyi, I do not care if you guys take this route, but the group already has a lot of role playing it has to do. The one day banishment to Mudtown, the WLA, the incorporation meeting as well as going to the Plane of Shadow. Now most of this, we can just say happens, with the meeting and the training, but I know a few of you are going to want to do a few things in Mudtown once you are outside.

So, if the group would like to talk to a few of the people that know him, that is fine, but doing so will delay the next module. Again, I would rather you all be happy and get done what you need, especially since training has to be done soon before you all level.


Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Friday June 10th, 2011 8:04:49 PM

Seeing Restlin take one of the scrolls, Beltrin says to him "Now don't go sticking your hands anywhere they don't belong in the realm of shadow.... remember what happened with that molten concoction back in the catacombs. We'll need that scroll safe and sound if we want to return safely."

Kyan (Jon) AC:19/13/16 HP: 48/48  
Sunday June 12th, 2011 8:12:16 PM

Kyan moves outside with the rest of the group after any questions are answered, but has none himself. He doesn't really know enough to know what he doesn't know

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday June 13th, 2011 12:51:20 AM

Beriothian has no real feelings toward questioning the town about the deceased man, Alistair thinks the man should be revived and that's good enough for him.

ooc: Sorry for the late post, I was out of town all weekend and didn't have internet access

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Monday June 13th, 2011 8:36:01 AM

Bosk makes a not to himself to buy a scroll of dimensional anchor as soon as the group leaves Alistair's. You are correct. I know that I'm not the only one who regrets Dustin's fate. If there is anything that can be done on his behalf, I for one would cross the Shadow Realm to do so. If it would not be too late, I purpose we leave immediately after our incorporation meeting meeting. Somehow I feel the city would not look keenly on our missing a second appointment.

ooc: BOsk would like to spen te two days training at the WLA. His only business in Mudtown is to update Sanji, Hemust and Jillian on the situation and their whereabouts and to check in with Heather to update her on the Edge and to learn more about this power.

ooc #2: Is Alistair able to answer Bosk's question about their friends in the Sargrass? I know from the Giggling Ghost that most of the plains have been destroyed and many people killed.

Zeoll (HP35, AC14) 
Monday June 13th, 2011 9:26:29 AM

Zeoll nods at Bosk's wisdom. "We do not have the time forr long delays. Let us do what we can in the time we have, but we arre on a tight timetable, what with, firrst, the Incorrporration Meeting, second, ourr Day of Exile, thirrd, meeting the jourrnalist, and fourrth, thanking all the nice folks who have given us gifts. Not to mention those of us who need to do trraining at the League of Adventurrerrs. I figurre I can do the interrview and the thank you notes then. Although I wish we had time to interrview Dustin's people, I suspect we just will not have time, on rreflection, beforre ourr imporrtant errrand to the Rrealm of Shadows."

Driver, where to?/DM Buzz 
Monday June 13th, 2011 7:54:31 PM

Magister Alistair answers Zeoll, "Sure, you can talk to whom ever you like as long as they do not mind speaking to you about Dustin. He hurt quite a few people with his transformation. Some don't want to talk to him or about him any more, but perhaps now that the city knows what has really happened, perhaps their heart is softer. I will give you a list of his closest friends and his now, ex-fiancé."

Restlin asks to carry a scroll, just in case something happens to the one person holding the other.

With a small reminder, Beltrin reminds another party member of a very recent past encounter.

Thinking himself little wise, Kyan produces a very profound thought which would make immortals smile when he says to himself, "He doesn't really know enough to know what he doesn't know" Highlight to display spoiler: { Thanks for making the DM laugh. 50 extra experience points for Kyan!}

With some regret for the death of someone innocent, Beriothian is willing to attempt to bring back from the dead someone that deserves life.

Making plans for the future, Bosk pays a visit to some place where he can obtain a scroll. He advises the group stay with the time table the city has issued, not wanting to know what further consequences might hold for them failing to do so.

Magister Alistair leads everyone outside and there are a few people waiting. Young reporters and others that would like to speak with the group on there last two seeks, or even their life history.

The older man that you have been speaking with steps forth and speaks for you all. "Please folks, these heroes are tired from long hours with city officials. Indeed, to ensure all of the facts were gathered properly and to not allow the group to escape any injustice they may have deserved, they suffered until the issue was closed and sealed. It is the voice of the city that says, they are heros and need some peace after there long road of being in peril, to serve this community. Allow them some time to recover from all that they were witness to and I Magister Alistair say to this city, be careful what you ask them, for you may not want to know the answer!"

With that he whispers to the group, "From here you are on your own. You might not get accosted in the streets, but if you enter a tavern or other local social house, you might want to have some answers prepared for the curious."

He shakes the hands of each in public and shows you all back to the carriages that brought you.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday June 14th, 2011 1:28:01 AM

When the group returns to the carriages Beri turns to the party.

We should make good use of the next two days, making sure that we have refreshed our supplies and have completed any additional chores or training we may have in mind. I don't have any chores in Mudtown, though I did promised Katherine I'd knock back a few beers with her is she has the night off from guard duty.

As for today, I am in no hurry to go home after two weeks of confinement and boredom. When I'm done swimming at the WLA I think I may finally get around to checking out this city's night life, perhaps take in a show.


Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday June 14th, 2011 8:51:27 AM

OOC: Sweet, thanks, Buzz

Kyan nods in agreement to Beri's statement about not wanting to return to the tower just yet, "The WLA sounds like a good place to start. Maybe someone there can give us some more information on this Shadow place and Gurgle..." and he looks out at the the now dispersing crowd that had gathered outside the magister's, " and we shouldn't be bothered too much while we're there"

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Tuesday June 14th, 2011 9:17:33 AM

The taur slaps his head with an audible thump and speaks in a tone of mock reproach. Gurgle? You know, for a ranger, you really are not very observant. I am a Eye, or more simply put a cleric of Gargul. This big silver eye shaped symbol in the center of my forehead is his holy symbol, as are the two on my belt. It is he who maintains the balance of Life and Death and sends souls to their proper plane of rest. As the group walks towards the WLA, Bosk gives the others a concise, yet thorough, lecture on Gargul.

Bosk will spend the next two days at the WLA. In Mud Town his only goal is to check on the shop, its employees, and the groups pet mole (it is magic and removes / eats minf flayer larva from people's skulls). He will spend the rest of the time with Heather learning about the Edge.

Zeoll (HP35, AC14)  d20+17=19 ; d20+17=37 ; d20+17=32 ; d20+9=24 ; d20+9=18 ; d20+9=27 ; d20+17=37 ; d20+17=31 ; d20+17=27 ; d20+17=22 ; d20+17=21 ; d20+17=18 ; d20+2=12 ; d20+13=20 ; d20+9=26 ;
Tuesday June 14th, 2011 11:18:26 AM


Zeoll enjoys both Bosk's gentle reprimand and the story about Gargul. He adds his own tale of resurrection from death and a special mission Lord Gargul gave him. "His eyes werre so powerrful," says Zeoll. "He looked into my soul and saw the trruth therre. And he had a strrange exprression, both like a smile and a smirrk. I am prroud to say I did not fail him -- one of the few successes I have had in my long life." Zeoll looks a little sad, and old, when he says that.

The liontaur looks ahead to the next two days in Hook City. Beri, Bosk, and Beltrin will be busy training at the WLA. Restlin will probably take the chance to make a wand or some scrolls or study new spells. That leaves Kyan and Zeoll. Hmmm. Zeoll has lots to keep him busy, but he fears what might happen if he left Kyan on his own for two days in the city, with nosy journalists and spies running around in the taverns, like Magister Alistair just warned the group about.

"Hey, frriend Kyan," says Zeoll. "Arre you planning on joining the WLA? If so, grreat, and the thrree busy bees herre will smooth the way, and help you out, I'm surre. But if you arre not interrested in that, what say you and me go about and rrun some errrands? I surre could use a hand. If you have nothing betterr to do, we have to talk with the jourrnalists, send thank-you notes to people who gave us gifts, maybe deliverr those notes in perrson, gatherr some info about Dustin, make surre the ghost girls do not feel neglected, and starrt my rrooftop garrden I want to put on top of the towerr. Interrested?"

Zeoll's Two Days:

Thank you notes: Zeoll writes out brief thanks to all the people who gave gifts, so far as he can figure out. Linguistics checks with Heroism:[b] 24, 18, 27

Talk with journalists and interested people, including this Meriweather fellow: Zeoll leaves out the part of the story about Heather and about the secret entrance to Hook City. He just says some parts of the story are not his to tell. He says that the group discovered there was something going on with missing persons, some dead, some in Hook City, some in Mudtown. The party traced the missing to the Catacombs under the city and found the lair of the necromancer, who started his zombie invasion before he had originally intended. Zeoll makes sure to emphasize how sorry the party is for the losses suffered by Hook City citizens, and how proud they are to have helped the city's defenders. And how it could have been worse if the necromancer's plans had reached fruition. Zeoll is careful to only tell the truth, and to be honest when he cannot reveal things he things he should not. Diplomacy checks: 19, 37, 32.

Delivering Notes and Checking Around: While he is out and about, he drops off notes and asks around regarding Dustin. Gather Info checks: 37, 31, 27.

Singing some songs: Both out and about, and back at the tower for the girls, Zeoll is glad to tell tales and sing songs. Perform checks: 22, 21, 18.

Gardening: Working on his garden. Untrained Profession Gardener: 12. Know Nature: 20. Survival: 26.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday June 14th, 2011 12:18:40 PM

The rangers listens to Bosk lecture about his northern God and nods, "Ah, that's what those eyes are for? " and he manages to only sounds slightly skeptical. "Around here, people don't look to those Gods. Remember the Kon and the Edge? We have our own spirits to honor."

Kyan will go with the others to the WLA and pay his fee to join and take advantage of the training offered for the next two days. He declines Zeoll's offer to accompany him with the simple statement that he is not, perhaps, the best person in the party to act as a spokesman, but will help with the garden in the evening.

Zeoll (HP35, AC14) 
Tuesday June 14th, 2011 12:30:07 PM


Zeoll nods and wishes Kyan fun at the WLA. "You will do well therre," he opines. He thanks him for the help with the garden.

The liontaur is in a strange pickle. He wants to be able to buy drinks for people he meets. He wants to buy some fresh berries to cast Goodberry on. He has a white chit from earlier and a green chit. He is saving the latter. He would trade away the white chit, but what he really needs is coppers and silvers to spend in different places. Not being from Hook City, Zeoll feels a little fish-out-of-water-y.

Maybe he can barter songs for berries?

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells)  d20+9=10 ; d20+9=18 ;
Tuesday June 14th, 2011 5:43:58 PM

Restlin's two day itinerary:

Research the shadow realm for some idea of what's ahead of him. Knowledge, Arcana: 10

Join and train at the WLA.

Inspect the scroll Alistair gave us. If it's arcane, and he's of high enough level , he'll attempt to copy it into his spellbook and scribe a scroll for himself and Beltrin. Spellcraft: 18 - High enough to scribe a 3rd level spell or lower. He'll cast read magic to avoid making a roll to understand the scroll.

One and a half days/DM Buzz 
Tuesday June 14th, 2011 8:02:39 PM

Many things are done in the next score or so of hours the group has before they need to take their leave of the most magical city in the Wold. Highlight to display spoiler: {This is to address a few basic questions.}

Some in the group go to the Woldian league of Adventurers and do some training. Yet, they reason, it takes Two Full Days to train and they are just short of that before they have to leave for Mudtwon. As well, when they return, they would only have a day before they must attend the incorporation meeting. So, it is determined, the group can go and get out some aggression from the recent aggravations of life with some martial sparring, but the training they need will have to wait.
Highlight to display spoiler: { This midday of day one, you would have to finish your training in the mid day of day three, but you can't be here. Likewise, you can not return until day four and your incorporation meeting is on day five, thus your training would again be interrupted.}

Kyan can still pay the initiation fee and handle the paper work before he begins training.

Zeoll needs to eat as does the rest of the Iron Adventurers. He can easily buy enough food for the others and himself, as fresh as necessary. OR, if he is into trade, he knows there are farms down in Labor Town that would likely trade him some service for a regular withdraw of berries, as needed.

Restlin knows the scroll is a Divine scroll of Raise Dead.

So, would the group like to accompany other members of the party on a fact finding mission or is there anything else that the group would like to do to complete the next couple of days?

Those that have made rolls can keep those rolls for the following DM post. :)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday June 14th, 2011 8:30:42 PM

ooc: Is it two straight days of training, or one day per skill point? Also, was there ever a decision about whether Hook City nightlife costs money (and if so, how much)

DM Buzz: According to the Woldipedia.

Skills: League training is second to none. Trainers are assisted by dedicated mages who speed the natural learning process significantly. As a result any member who spends at least two full days at a large League outpost is entitled to 2 extra skill points to spend on the following skills: climb, handle animal, acrobatics, ride, and swim. These 2 skill points may be taken when the Leaguer joins and each time the Leaguer levels up.


As for the night life, most places charge an initial cover charge of a white chit and have full access to the facilities like, food and beverage. The more fancy the entertainment, the more colorful chits will be needed.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Tuesday June 14th, 2011 9:53:07 PM

ooc: Beri You must spend at least 2 full days to get the skill points. Here is what was previously written on night life:

While wandering through the streets, there seems to be a wide variety of culture available for the people of the night. Theaters offer ticket packets of two seats for one White Chit at the smaller theaters with much more extravagance in the larger, more prominent parts of Hook City. Of course, you always get what you pay for.

Art museums have open houses where you can see magical sculptures, created with illusions or transmutations.

Street shows have gnomes doing acrobatics and dwarves eating fire, without singing a hair on their head or face. It seems pretty easy to lighten ones mood after the red tape that was experienced earlier and it appears like a pretty common occurrence for people to be throwing White and sometimes Red Chits to these artists.


Bosk AC: 20/11/18 HP 52 of 52 Spells 
Tuesday June 14th, 2011 10:26:39 PM

ooc: Is there anyone besides Bosk who can cast Raise Dead from a scroll?

Zeoll (HP35, AC14) 
Tuesday June 14th, 2011 11:10:25 PM

Zeoll explains that although he has mastered the art of reading, a skill he picked up very late in life, he cannot cast the spell in question from the scroll.

DM Buzz: Given your options, how do you obtain your berries, please?

Zeoll (HP35, AC14) 
Wednesday June 15th, 2011 7:42:00 AM


Zeoll ponders the tower and its upkeep while working on his garden and singing songs he thinks the little girls will enjoy. Maybe he finds that his trowel and buckets keep getting moved a few feet this way or that, but he does not mind. But he is also thinking that there should be a regular upkeep fund that can be used to pay for food and maintenance costs.

Eventually he hopes to grow rooftop berries in the earthen beds he is preparing, but until then, he will just have to buy fresh berries every day.

While Zeoll is out and about, he finds a greengrocer or a farm stand or a merchant and barters his white chit for a daily delivery of food to the tower each day that the Iron Adventurers are in residence. He explains that he will set up a pole or stake in the front yard, on days that the heroes are there. He suggests that the delivery always include fresh berries, and also other food that will keep, like salt pork, smoked fish, crackers, hard cheese, and the like.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Wednesday June 15th, 2011 10:01:32 AM

Bosk spends a full day at the WLA, but decides that some other activity would be a better use of his time during the partial day. Initially he had planned to aid Zeoll in is hunt for information, however his intimidating stature (and low charisma) lead him to believe he would be more of a hindrance than a help. Instead he explores the city, checks in on Twice and Marta, and begins working on crafting a new belt of Dexterity to replace the one he accidentally sold.

While he is exploring the city Bosk wonders where he might be able to obtain some poison for one of his lesser used blades. Surely such a commodity could be obtained in a city this grand, but who could he trust. The only name coming to mind is Twice, but his contacts seem to be located in Mudtown. Yes, Mudtown. With all the crime, there must be someone who sells such goods and it would be much safer to ask questions there than in Hook City. In the back of his mind, Bosk remembers the one place he is sure poisonous plants grow. He could use the groups teleporter to return to the temple of the Illithad. Zeoll had identified them and many in the group applied his concoction to their skulls to prevent the mindflayer from dining on their brains, or at least to help the rest of the group should the worst befall them. However this is a place he wishes to avoid.

His mind begins to drift back to that cursed day. He knows that a great evil still resides there, deep beneath the ground in a hole in a secrete chamber of the temple. Although it was believed that the thing was too large to exit the temple, its power and the horrors of the last trip will forever haunt the cleric. The two children. True, they had been infected by the illithad, but there was a small chance that it wasn't too late. They could have removed the worm from the children's brains and freed them of the illithad's control. But it was too late. The groups banishment from the city will mark four weeks from the day Bosk fed the child to the thing in the pit, and their trip to the Shadow Lands the one month anniversary of the deed. Even with his training he had been unable to resist the creatures will, its power overwhelming. Someday he'll get his revenge.

Once again his thoughts change direction. Would Gargul have judged the children's souls by now? Of course he had prayed for them, but would it make a difference at this point if he spoke to Gargul in person. What would the others think? Thhose had not been there. Would they think him the murder of children and further tarnish his father's name?

How may innocent had already died as a result of the group since they first formed in Mudtown? Roy, the "beggar", was killed after joining an evil occult because the group did not give a new set of cloths. Yoseph and Arriet's two children that the group killed when controlled by a great evil, the children there because of Roy. Half the women of a village in the Sargrass, witches who for the most part were mislead by an elder. Numitor whose head exploded when he tried to help us. The men Bosk attacked while confused after failing his first attempt at becoming an Avenger, killings that he never told the rest of the group about.

The training to become an Avenger and all of his tests had done their job. He was completely in control of his emotions, but he knew the memories would never leave him. Casually he wonders who, if anyone, in this city might be angry at him and if anyone could be out for revenge. Out of curiosity he casts Detect Victim and uses himself as the offender.

Kyan (Jon) AC:19/13/16 HP: 48/48   d20+12=22 ;
Wednesday June 15th, 2011 11:56:54 AM

Kyan will join the WLA the first day and spend some time touring the facility and taking out some excess energy whacking people with sticks and getting whacked by them.

On the second day, he'll let the rest of the group know he his heading out into Mudtown and will meet them at the gate if he can't return to Hook City in time to make it through the gates. The ranger will venture into Mudtown and the outskirts (The Downs?) beyound to retrieve his feline companion that was unable to follow them down into the pit. (Track: 22 to find the rascal)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday June 15th, 2011 3:29:43 PM

ooc: sorry, forgot I didn't do an actual post last night. I'll post in full later if I have a break in the afternoon, otherwise Beriothian spends the first day relaxing and visiting the catacombs and spends the full day training at the WLA.

Zeoll (HP35, AC14) 
Wednesday June 15th, 2011 10:27:19 PM

Plus all the actions and rolls I posted Tuesday, sure.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday June 16th, 2011 1:23:36 AM

Beriothian spends the rest of the day enjoying the fresh air and warm sun of Hook City. His spirits lift as he finally gets a chance to stretch his legs after the groups short incarceration. Eventually his wanderings takes him toward the catacombs, where he both places an order and takes a glance at the "official" exit from the catacombs.

The following morning the rogue gets up early walks down to WLA headquarters. After checking with the leaders to see if there are any interesting new rumors floating about, the rogue spends the day taking lessons in swimming and horseback riding. In the evening he heads home for a good nights sleep and prepares to head into Mudtown the following morning for their banishment.

ooc:The actual catacombs order will probably be placed Friday

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Thursday June 16th, 2011 8:05:33 PM

Beltrin spends some time tidying up his newly claimed residence in the tower, although its furnishings remain fairly sparse. Once he has a desk, chair and bed, he soon finds himself spending more time studying magical tomes than obtaining other furnishings. Of course there isn't much time for either in between the training sessions at the WLA. Recalling the numerous torments that gravity inflicted upon him recently, he spends most of his time learning to break falls and training his now-rusty climbing abilities.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Thursday June 16th, 2011 11:41:45 PM

Restlin's previous post stands...nothing new to report.

Zeoll (HP35, AC14) 
Friday June 17th, 2011 4:12:59 PM

Checking in.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Friday June 17th, 2011 4:16:15 PM

Kyan also drinks lot of water to make sure he is and stays well hydrated before their trip to meet Gargul.

Bosk AC: 20/11/18 HP 52 of 52 Spells  d20+13=32 ; d20+13=15 ;
Saturday June 18th, 2011 1:22:49 PM

Rolling to craft my Belt of Incredible Dexterity +2 more quickly on my day off (+5 added to DC in order to craft 1000g p in 4 hours instead of 8).

DC required = 23
DC rolled = 32 (success)

In Mudtown I plan to craft my amulet of natural armor, if there is time after meeting with Kohn.
DC to craft more quickly = 15
DC rolled = 15 (success)


Before you go/DM Buzz 
Monday June 20th, 2011 10:56:57 AM

A whirlwind of events will be taking place for the heroes of Hook City! They all have things they want to do and will eventually have to split up.

The time in the WLA is well worth the visit. The person doing the intake is an older halfling woman named Genesse. She takes Kyan on a tour of the complex before having him sign the papers and give her the chits needed to "become a bonafide member of the greatest explorers organization in the Wold!" That as she would say it. Beriothian Beltrin and Bosk can leave the new member in safe hands as they get in the ring with some heavy hitters. Everyone wants a piece of the heros and indeed, one could easily spend a day and a half here, fighting...errr, training all day and relating stories all night. There is a small custom of new Hook City members going into the "Meat Grinder". That is where the most experienced member of the league takes on the newbie, then the next most experienced, etc.. When finally, the last member is fought, the newbie is so tired and beat up, even the first level members are a challenge. Of course, one is not forced to do so. It wouldn't be proper to have someone do something against their will.

For another, the tedious work is done. Thank you notes abound and Zeoll needs to make a knowledge check for either local or nobility to know exactly who he might be sending thank you letters too. This is a grand opportunity for the bard to get to know the community without having to meet each and every person, in person. The different "favors" that were tossed in their heavy laden wagon, some of which were wrapped around expensive gifts. Such as a set of gold ware that would look dashing next to the gifts Zeoll obtained helping the merchants family in that terrible Mudtown storm. Some fine wines, a couple of bottles which seem to have crossed the ocean from the north. (Talk about imported)

Then, for the reporters. He is very convincing to all but Mr. Merriweather. He asks some really good questions and Zeoll fins himself saying quite a bit, "some parts of the story are not his to tell". The reporter responds with each answer, "Don't worry yourself. Those answers can likely be determined through magic and those answers will be posted instead, with a proper conditional that ensures the populace that the answer did not come from you."

Dustin has a few old friends willing to talk to those that ask. His ex-fiancé is distraught with the news Dustin wasn't himself and she begins to cry when she tells the group how their last meeting went. She couldn't figure out how such a nice man could enjoy making her cry. "He was so improper!" Some of his college friends are glad he wasn't actually the jerk they thought he had become. One says, "I thought he had been injured in a lab experiment or something."

While out, the thank you notes are delivered to door steps and some ask for the liontaur to enter for drinks. He soon finds, if he did this at every stop, he would take weeks to deliver notes.

The girls do love his songs and of course, being an entertainer in the city has it's merits. He is not offered chits as compensation but many want to offer him minor jewelry in amber and quartz which will add up to around fifty gold pieces.

With all that had to be done, no garden time is had. That will be something he will need to put strict hours into, as far as a project is to happen. (Sorry, not for this day and a half with everything else you have to do. The reporters take up almost an entire day.)

For those researching the Shadow Realm, Restlin discovers just the basics of what has already been discussed.

Bosk does not detect a victim or someone that he may have "wronged".

Time is up and the group can either leave for Mudtown the night before or the morning of the banishment.

For those not wanting to talk to Heather or do anything else, please tell me what you are doing and how long it will take to do those things, like make magic items and where you are doing it.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Monday June 20th, 2011 1:20:08 PM

Restlin had indicated that he would be heading to the WLA as well. Can we assume he was present in the above goings on as well?

DM Buzz: My apologies for missing Restlin. Indeed so.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Monday June 20th, 2011 1:59:39 PM

Especially the Meat Grinder.

Flashbacks to joining the SCA, Buzz?


Kyan (Jon) AC:19/13/16 HP: 48/48  
Monday June 20th, 2011 2:05:34 PM

Kyan goes through the Meat Grinder gusto at first and then sheer determination as his muscles turn to lead and the bruises start to form. He absorbs what he can however, and feels grateful to be among the talent on display. Magical healing, it should be noted, is also among the things he's grateful for.

If able to find his lynx outside Mudtown, the ranger will meet the groupeither at the tower or outside the gate and follows along, having no further business to attend to.

Zeoll (HP35, AC14)  d20+9=19 ;
Monday June 20th, 2011 6:13:41 PM

Quick Know Local check, more later: 19

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Monday June 20th, 2011 8:58:39 PM

Tired from the day's activities, Bosk goes to bed as quickly as possible and wakes up unusually early the next day. Quietly he makes his way down to the basement and works on his crafts. When the group visit's Heather, the cleric updates her on everything that has happened and attempts to learn more about the Edge from her.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday June 20th, 2011 9:30:46 PM

Beri gets up early the next morning to enjoy some breakfast, as well as the last decent cup of coffee he is going to have for a while. He has no particular plans in Mudtown in the morning other than checking to see if whether Katherine is off duty. If so he will join her for a few drink this evening.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Monday June 20th, 2011 9:53:01 PM

Bosk looks forward to meeting with Heather and plans to tell the group's adventure to her. Durring the tale he pulls several yellowed sheets of paper out of his bag and hands them to the Healer.

[b]These were on Mr. E's desk. They are illegible to me and have clearly been effected by the fumes in the room, but I hoped you might be able to restore them or gain some information that would aid you in your healing. (Bosk is willing to cast mending or make whole on the paper, if it would help). After the story is complete he asks the Kon how she will continue her practices without her benefactor, how much he was giving her, and if he might be able to help her to continue her mission and take on the role of her benefactor.

When it comes to the Edge, Bosk thinks to ask her for some more information. It the Edge associated with an immortal power or region?

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Tuesday June 21st, 2011 1:18:28 AM

Sore and tired, Beltrin drags himself out of bed early in the morning for their exile. He accompanies Bosk to meet with Heather, making sure that Bosk gets the details of the adventure right and trying to recall any of Mr. E's journals and notes that he read before they were confiscated. He apologizes for failing to retrieve the knowledge that she had hoped to gain from the expedition.

Zeoll (HP35, AC14)  d20+5=8 ;
Tuesday June 21st, 2011 9:13:18 AM


A Day In Mudtown:

Zeoll is glad for the chance to putter around his Mudtown garden. He is planting berries and vegetables there, to sell in the shop at low prices. He thinks that if he gives food away, people will think it is valueless and waste it.

While his hands are busy in the dirt, his thoughts are busy thinking ahead to the meeting with the god of life and death. He never heard of anyone seeking Gargul out for some purpose other than a Raise Dead. Will using a Raise Dead chit to get his attention anger him, when he finds that we don't want a raise at all?

Zeoll tries to remember some old tale or song that might shed some light on how best to approach the god. Know Religion: 8, ugh.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Tuesday June 21st, 2011 6:00:57 PM

While out and about in Mudtown, Restlin will do his best to keep the group clean with constant prestidigitizing. The Iron Adventurers have a reputation to uphold, after all.

He'll also keep an eye out among the merchants for anything that will make a nice wand (he's not looking for anything magical, just something he can craft into an honest-to-goodness wand later). Something in brass, bone, or wood would be nice.

Meetings

The City Saved!

A Visit to Magister Alistair's Office

Meetings


A new member/DM Buzz 
Tuesday June 21st, 2011 8:02:02 PM

The Iron Adventurers that visit at the WLA meet a wide variety of people while there. One of them is a large minotaur named Zane. He seems to be friendly and open to people with an almost constant smile on his face. When he speaks on a subject, he seems somewhat wise and sure to be as correct as possible. He doesn't invite himself into the soon to be corporation, but it seems there is a friendly enough bond at first, he can travel with you all and perhaps experience what it is like. Someone will be sure to let Zane know what it means to be in a group working for Hook City. It is truly an one for all, all for one mentality, in regard to the law. If someone commits a crime in the city, everyone does. Police, police thine selves, as it were. Highlight to display spoiler: { Zane, feel free to make your first post as if you are leaving the city with them. Post hit points and AC as well. Welcome to the game!}

Leaving Hook City, the newest member, even if the characters do not yet know this, is not aware of the visit to Mudtown, but is not opposed to going, since there is always someone in need, in this desperate hovel in the Southern Continent.

Making sure to keep a prestigious appearance for all, Restlin keeps spells on the group, grooming them for when someone eventually slips in the ever flowing mud that cover the streets and coats anyone almost like steel shavings to a magnet.

So it seems the group all leave to see different members of the Brodery family, for different reasons. While Kyan leaves the barbaric civilization to be with himself and to find a new companion and Zeoll attends to their duties with their garden. Highlight to display spoiler: {} Zeoll rolled for Knowledge Local in a previous post. Is there something you were wanting to hear about other then the Brodery's?Highlight to display spoiler: {}

On their walk, Restlin finds a Taur Wood merchant. Brought all the way from the isles themselves. They were found as drift wood, so were not contaminated by harvest at the time of their death. They are beautiful pieces that vary in size from long and thin up to staff size. Something the size of a wand though is very expensive indeed and is only for the rich, the cost would equal 1,000 gold pieces in Mudtown currency. Of course other options are available from those that are all looking to ply their wares in the mightiest city in the Wold.

Walking up to the Brodery's place, it seems much has changed. The building no longer looks dilapidated as solid concrete pillars have recently set the building permanently into the earth, keeping the constant movement of Mudtown at bay. Construction of siding is sealing up open gaps that the cold would always be able to find it's way inside, but no more. The roof looks professionally done and not likely to leak during the heavy storms that Mudtown feels.

Katherin greets the group first. She is on duty and is sure to bat her eye lashes at Beri before introducing herself to those she has not met yet.

Heather next greets everyone and hears their story. Inside the building, it is beginning to look like a hospital, more then a ware house. There seems to be a new addition on the other side of the building as well, not visible from your approch.

Heather looks at the paper work Bosk provides, along with shared information from Beltrin and as she examines it and can see, nothing is legible which has been obtained, she shrugs, but she thanks everyone for returning to her to report.

How much time would those wanting to hear about The Edge, like to spend?

Kyan you need to spend 24 hours in ceremony for this companion, since you didn't start with it. You will be safe, but please role play the twenty four hours, if you like. :)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday June 21st, 2011 10:22:25 PM

ooc: a few of your Highlight to display spoiler codes didn't work. I'm going to wait on posting until the new Zane introduces himself, glad to have you aboard!

Zane Stormfront AC 24 HP 50/50 
Tuesday June 21st, 2011 10:27:53 PM

Zane, Introduces himself to everyone as they start leaving Hook City propper.
"My name is Zane, Zane Stormfront. I only just arrived a few days ago, I'm hoping you can help me get to understand how things are done here. Much different from back home."

Zane is very tall, he wears a robe, it comes down to his knees, it also has a hood, which is usually pulled up hiding all but the smile on his lips. He has a backpack and a quiver at his waist. He appears to carry nothing else, and he appears to need nothing else as a matter of fact. Those that sparred with him, could tell he was holding back something.
As the group arrives where they are traveling to, he asks quietly, "Anything I need to know here, or just don't step on anyones toes?

Spells

Lvl 0 - unlimited
Lvl 1 - 4 - 0

(as in 4 left, 0 used)
AC is figured with Mage armor and Shield cast. lmk if you want it different.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Wednesday June 22nd, 2011 9:01:05 AM

The Horned Cleric instantly likes Zane and trusts him more than previous members who have joined the group. This is mostly due to the fact that he has more faith in the taur races, and has found most of the other "noble races" to be anything but. He believes that minotaurs are one of the few raves that as a whole understand the concept of honor. He also likes the fact that he stands about half a foot taller than Zane, although he has no good reason for caring about such things.

Bosk is ever attentive as Heather speaks of the Edge and its focus on the balance of all things. He stays and listens to Heather for as long as she is willing to talk and it doesn't appear that he is overstaying his welcome. Some of the questions he asks are if the Edge is an immortal power or associated with a specific region. He also inquires into the improvements done to the building and asks what she is going to do now that her her benefactor is dead, and if he might be able to help her. Although a devout Eye of Gargul, he also has a strong devotion to Jancassis and lesser (but still important) connections to Domi. He sees many connections between the Edge and Gargul and believes that a deeper knowledge of one will lead to a deeper understanding of the other.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Wednesday June 22nd, 2011 12:08:23 PM

Kyan walks out of Mudtown and into the grasslands (I think grasslands?) beyond, searching for signs of the predator cat he'd seen previously. After spotting some tracks, the ranger hunts some small game and sets up a fireless camp in what he believes to be the most likely path the lynx will take on its patrol of its territory.

The ranger skins the hunted rodent and leaves it as an offering for the large cat before sitting a few strides away and waits with the patience of an experienced hunter for the cat to appear while shooing off any other animals that come to take the prize.

Once the cat does appear, Kyan uses his connection with the land and inherent empathy towards wild creatures to gain its trust and sets along the road of companionship with the marvelous example of its species. Once the bond is made, the ranger sends the cat back into the wild with the promise of his quick return in a few days time and returns to Mudtown without it. From what little he knows of where the group is going next, he has little doubt that the cat would want to accompany him there.



Bosk AC: 20/11/18 HP 52 of 52 Spells 
Wednesday June 22nd, 2011 1:42:24 PM

ooc: I am in the process of updating the Hook City Geography page. There were a few games that have used the city and our timelines were all different regarding the Great Migration. Our game started after the Great Migration had already taken place, an event which shifted the countries and very geography of the Southern Continent. The Gateway Downs used to be to our north, Sargrass to our south, and Dre Moria to the North East. Other areas were unknown. The whole area has shifted 90 degrees counter clockwise, so the Norther area on the Hook City map is now the West side of the city. The Gateway Downs are to our East and Ice Vein is directly south of us. We don't know the current location of the Sargrass, but we have traveled there by magic teleportation and have seen at least one merchant travelling from that area. The area South West to us is still unknown. To our North and East there are now oceans. The docks that once docked the Druid ships floating above the Sargrass now face the ocean. There is land outside of the city gates giving us a buffer between Hook City and the other locations, and both the Downs and Ice Vein have some mountains separating us.

The area outside of Hook City starts off with Mud Town , and the farther way you move (the further the better) the greener it gets. Overall the climate is much more like the gateway downs than it is Ice Vein, after you have gotten clear of the climate controlled Hook City and bleakness of Mudtown.

Remember that maps of the continent are taboo due to the constant shifting, and time wise the migration was very recent. Little is known or readily available about outlying regions due to the frequent migrations.

Zeoll (HP35, AC14) 
Wednesday June 22nd, 2011 3:38:26 PM


When the group heads to the gate to leave Hook City and spend a day in Mudtown, Zeoll meets Zane. "Ah, a brother Taur," he says in Tauric. "It is good to meet you. I once knew a minotaur monk. He was a very effective warrior."

Zeoll is a liontaur, wearing leather armor, carrying a tower shield, with no visible weapons. There is more grey than otherwise in his once-auburn mane. He has three bands wrapped around his head, plus beads braided into his mane. He seems personable and friendly.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday June 22nd, 2011 8:34:36 PM

The tall elven rogue introduces himself to their new companion
It's good to have another taur among our numbers, though I'm not sure if anyone has yet informed you of the requirements for joining our ranks. There is really only one rule at this point... no spiting on important people. This includes police, magistrates, gods... in general if the person has the ability to make our lives miserable don't spit on them.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Thursday June 23rd, 2011 1:30:48 AM

Beltrin is a rather unassuming human. He carries a sword and bow, but wears no armor. He introduces himself and is friendly, but not overly talkative. "Well met Zane, after seeing your prowess at the League's training grounds, I have no doubt you'll help our group. And Beri is right, one glob of spit has gotten us in more trouble than all of our weapons and magic combined, so avoid that."

Zane Stormfront AC 24 HP 50/50 
Thursday June 23rd, 2011 3:17:18 AM

Zane nods, "I think I can avoid spitting on them, as long as they don't spit on me first that it. But then again, if they did spit on me, they'd prolly have more to worry over than me spitting back at them."
Zane normally walks around with his hands tucked into the opposite arm's sleeve, letting the bottoms of the "bell bottomed sleeves" meet and close off the view of his hands.
"So, what exactly is this place? It looks like it's going through some major fixing up."

Spells

Lvl 0 - unlimited
Lvl 1 - 4 - 0


Bosk AC: 20/11/18 HP 52 of 52 Spells 
Thursday June 23rd, 2011 10:19:04 AM

Bosk is a tall and well built minotaur with blond hair and blue eyes. He tends to stand out where ever he goes, not just because he stands close to ten feet tall, but because of his unusual dress. In the center of his forehead is a silver Eye of Gargul, a gift from the god to help those seeking to become a Grim. He is always seen wearing an unusual set of full-plate armor, a close look reveals it to be crafted from tempered blades of Steelgrass that have been woven together. Such armor cannot be bought in any store, it is a rare item only crafted by the Manfir of the Sargrass village and seldom given to strangers. Across his back are several weapons including a large bastard sword with a blade woven of the same material as his armor. He to wears a cloak similar to Zanes, but the cleric keeps his open and his armor visible. On his cloak is a shining WLA pin with a few other random pins won at various competitions below it.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Thursday June 23rd, 2011 11:36:02 AM

Restlin is a lanky, young, and not at all assuming young human. His long black hair is tied together in a topknot that spills down to his shoulders. He feels very out of place in Mudtown, and it shows in his demeanor. When not presitigitizing himself and others clean, he'll make small talk with the new arrival.

"Well, that's good. I imagine you taurs could spit up a storm if you had to. Probably would have soaked through that nice judge's paperwork. Beri's wrong, though. We do have a 'no hanging body parts in the tower' rule as well, and aggravating the ghosts who live with us is also HIGHLY frowned upon. I don't think I'd live through 'clobbering time' with you, so be nice to them."

He takes a moment to adjust the new WLA pin on his tunic, pleased to have something shiny and new to wear in such an unpleasant place.

Zeoll (HP35, AC14) 
Thursday June 23rd, 2011 11:37:02 AM

Zeoll fills in Zane as best he can, answering all his questions.

OOC: if you need some info, check out the game page. Or ask in character. Or e-mail!

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Thursday June 23rd, 2011 11:46:03 AM

LoL

ooc: We fought some zombies and I collected a few hands to dry and mummify for Hands of Glory and Mage Hands, mainly for rp value. Really, who is going to go to the catacombs and ask for a severed hand? I was picturing mummifying them out of sight in a jar of salt, another player pictured them hanging on a clothesline in the common room. Guess which one the players liked picturing better.

Zeoll (HP35, AC14) 
Thursday June 23rd, 2011 12:01:56 PM

LOL -- maybe the hands started out in jars of salt, but ended up in the common room hanging on a line. We do have mischevious ghosts, you know.

Zeoll explains about the ghosts to Zane. "They arre just little girrls," he says, "So be gentle when talking about orr to them."

OOC: I thought we met at the city gate and then went to Mudtown? So Zane has not seen the Tower yet?

Meow, meow/DM Buzz 
Thursday June 23rd, 2011 12:30:24 PM

Slinking along gracefully, the Bobcat moves through the wilderness. It's paws tread lightly upon the fertile ground covered in scree dropped by the foliage and trees of the region. With it's keen sense of smell it detects a fresh kill and is more curious than hungry. It approaches to find a creature with two legs that seems gentle to nature. It's instinct to flee stalled. Instead it hunkers down with back legs ready to pounce either forward or away, but for now, it allows Kyan to perform what ritual he wants.

Heather smiles, her one good eye gleaming with the sun as she shows you all inside, "I have had a visit from a representative of Hook City, a Magister Alistair his name is. He informed us of the exploits of The Iron Adventurers and asked me and the others many, many questions. Well, you know me, I have nothing to hide, so I informed him of all we knew. The next thing I know, he brings me a chest full of gold and with it, a ton of supplies and materials for a real hospital. Further more, he asked that I heal everyone possible and consider them paying clients, courtesy of Hook City. Since he did not come here in a pompous manner, I considered his visit, exceptional."

Heather will go from one patient to another as she talks about The Edge, but as she educates, she puts to work those that seek her knowledge. One finds oneself changing bandages and even bed pans, if that is what one needs to do. From the day, it is easy to see, she loves her Patron The Edge and basks in it's glory of knowledge.

Soon, the sun is down and surprisingly, the wind is calm and only a gentle warm rain falls this evening.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Friday June 24th, 2011 9:50:18 AM

When Bosk hears of Alistair's actions he realizes that the odds are she is no longer in need of a new benefactor, however he offers his aid for the future, should the hospital find itself in need. I am glad to hear that you are not struggling to help the people without Mr. E's aid, but please let me know if you ever find the city to be turning their backs on the citizens of Mudtown again. I would gladly help fund your your work to aid the people.

When we were being questioned by the city the officials they were most interested in "the cleric called Kon Heather Brodery". From what I gathered, the fact that you are outside the city gates and out of their legal jurisdiction caused a couple of them some small concern. Alistair, however, did not appear to be one of the ones bothered by it and he has shown our group that he cares about the less fortunate and those outside the walls. He took us to the Sargrass so we could rescue a chieftains son and took in our other cleric and a young witch from the Sargrass who was to be put to death for her magical practices if left there. One of them is currently studying under him and the other at the Star Mages Guild, and I know that neither of them had the money to join the guild on their own. He seems to be a good man.


If Heather has answered Bosks questions and has no deeper knowledge of The Edge to offer at this time, the horned cleric will head back to their shop at Mud Town where he can update Sanji, Hemust, and Jillian (they run our shop, and Sanji is a former party member) on everything that has happened. Before he goes he pulls two gallons of good ale out of his bag of holdings. These are Jimbim, for sharing his ale with us before we visited the Edge. I have a feeling the trip would have been more difficult without it.

Back in the shop Bosk relates the group's adventure and all that has happened over the past few weeks. He will then speak to Hemust and Jillian privately about how to get black market goods in Mudtown (They are both former gang members and still friends with at least three members of their old gang who chose not to leave the life). Bosk will let Zane use his room while he stays up late and works on some crafting projects in the basement that he hopes to complete before the group travels to the Realm of Shadow.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Friday June 24th, 2011 11:40:54 AM

Kyan returns to Mudtown in the evening after having spent the previous evening and day light hours outside the city working towards gaining his new friend. Given the late hour and the rain, he heads to the shop owned by the Iron Adventurers to find the others.

He gives Zane a nod, recognizing him from the WLA as well, and asks, "Have we gained another comrade in arms then?"


Zane Stormfront AC 24 HP 50/50 
Friday June 24th, 2011 12:49:56 PM

"I am still examining my choices, but as of right now, I'm fairly sure I'll want to officially join with your group. When I give my word, I want to be sure that I don't give it willy-nilly to some group I don't agree with. It may take me a few days, but like I said, your groups actions seem honorable and worthy to having me devote myself to them."
Zane uses the room that he was directed to use and seats himself in a Lotus position, with his robe thrown on the bed along with his shirt. He sits facing away from the door, leaving it open, so as to prove he has nothing to keep secret from his new aquaintences. As he is sitting there, he excersizes each individual muscle, or at least it appears that way to anyone who happens to look in on him.
What they see is the storm tattoo on his back in motion, it actually looks like a storm moving and flowing across his body, even though it's a static picture. Sometime during the evening, he goes to sleep, still in a sitting position, he seems comfortable enough with the group....

Spells

Lvl 0 - unlimited
Lvl 1 - 4 - 0


Zeoll (HP35, AC14)  6d4=13 ;
Friday June 24th, 2011 1:48:00 PM

Zeoll gathers howsoever many fresh berries as he can find or buy, and casts several goodberry spells on them. 13 become magical.

He uses the rest to help prepare a nice dinner and dessert for the party when they return to the shop for the night.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday June 24th, 2011 8:02:14 PM

When things settle down for the night Beri talks to their newest member.

It's good to have you with us Zane. I've never met a monk quite like you, do you mind if I ask what your preferred combat style is? Do you prefer hanging back and casting spells or fighting on the front lines?

Zane Stormfront AC 24 HP 50/50 
Saturday June 25th, 2011 3:13:04 PM

"I prefer to get up close and personal, that way I can take advantage of any flaw in thier fighting style. Although with a skill I learned from the WLA, I can also fight with a bow from distance, and I can use my strength to my advangage with it. While humans shoot arrows, my arrows are a good bit larger.
Reciently I discovered my lineage is not exactly what I thought it was, and I've got a few new tricks up my sleeve, so to say.
I also believe knowledge is power, so until it's needed I'll keep my tricks to myself, that way any that I face will surely be surprised, at least at the first."

When Zane mentions the WLA he unfolds a spot near his collar and shows his pin attached to his robe, but not flashing around for all to see. It is yet another way of keeping secrets, yet not lieing either...

Spells

Lvl 0 - unlimited
Lvl 1 - 4 - 0


Prodigal Heroes/DM Buzz 
Monday June 27th, 2011 11:31:02 AM

Kon Heather wishes Zane, Beltrin, Restlin and Bosk a great journey and welcomes them all back to visit her or her siblings. She hopes you will tell the other Iron Adventurers she did not get to see "Greetings and well wishes". Even Gat seems to show a smile when they leave. Jimbim does not arrive during the visit and Katherine is of for the evening and knows of a party in Western Mudtown if any want wants to go. She seems to invite you all, but she watches Beri for his response.

The rain falls gently and the Bobcat does not resist the rain nor the ranger as they seem to cuddle up under some boughs of trees avoiding the worst of it. Kyan grows attached to the creature also and often thinks of how this creature will soon risk his life or even die for him. That is a large responsibility.

Getting to know the transient neighbors is hard, but Zeoll becomes friends with those that seem to haunt Mudtown. They are neither wanting to leave or go inside. There is a balance outside one can't really find in civilization and some people prefer the freedoms of being dirty, if they want to be. Berries come in from foreign places and are easily available.

The next morning comes and it is pretty easy to wake up with a hangover and a stranger on ones arm, if they so desire, but the banishment is complete and if there is nothing else to do outside of the Magic City, one must go through the process of entry.

It is an ordeal and it does take a bit longer for the group to be processed than it used to. Being heros and all, they are asked quite a few questions about that past, even what secret mission they might be on in Mudtwon again! People just balance on the very fine line of asking only what might one consider proper before becoming nosey.

The next day is clear of appointments, so the group can do as they wish, either in Mudtown or Hook City. (No one HAS to return to Hook City if they don't want to. Not in a module, so if you want to slum it for another day, remember, you need to be at the administration office tomorrow.)

Zeoll (HP35, AC14)  d20+11=23 ;
Monday June 27th, 2011 2:26:40 PM

Zeoll distributes his berries to his neighbors in Mudtown before heading back into Hook City. He makes a quick trip to the Catacombs. At the Tower, he spends time singing to the girls and brewing a magical elixer.

[OOC: Assuming the transaction goes through, and I see no reason for it not to, Zeoll will buy the fixings for an elixer of sneaking and then come home to make it. It should take a day and require a DC15 Spellcraft check, seeing as Zeoll has no access to the Invisibility spell (If he knew the spell, it would be a DC10 check.)]

Zeoll's spellcraft check to make the item, at +11: a 23, no problem. Hope that's approved by our kindly DM?

PS: PC sheet has been brought completely up to date.

DM Buzz: Approved. :)

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Monday June 27th, 2011 8:33:39 PM

Restlin would really like to get cracking on the wand he's planning to make, but he decides his time would be better spent finishing his training at the WLA before another day of bureaucracy. He'll check and see if anyone feels like accompanying him in the morning prior to heading out.

OOC: From what I'm reading, Restlin just needs one more day of training at the WLA, correct?

DM Buzz: No, if a member is training at the WLA for specific skills, they must spend TWO FULL DAYS doing it, in a row, without interuption. So training will not be possible untill all of your other engagements are complete.

Zane Stormfront AC 24 HP 50/50 
Tuesday June 28th, 2011 12:48:17 AM

Zane, follows the group with whatever they decide, he's not being very picky at the moment. In the morning, before breakfast he runs through a few katas. His final two katas look off to any of those watching, but he continues on anyways. (perception check DC 25)Highlight to display spoiler: {His hands are held with his fingers bent tight apparently attacking with the end of his knuckles}
He'll gladly join the others when they go to the WLA for training, it never hurts to get a refresher.
"So, what are our plans? Anything special to get done?"


Spells

Lvl 0 - unlimited
Lvl 1 - 4 - 0

Beriothian (Will)-- AC:23/17/17 HP:41/41  d20+11=22 ;
Tuesday June 28th, 2011 2:02:06 AM

Beriothian takes Katherine up on her offer and heads out to the party with her (leaving any valuables he had on him in the safety of Bosk's bag of holding).

When morning comes Beri enters the city with the group, glad to have the restorative benefits of the Hook City bathouse after an eventful evening. Having thouroughly enjoyed is evening expelled from the city, Beri plans on doing little that day other than catching up on sleep.

At one point he notices Zale practicing some moves, though he isn't quite sure if it's his imagination that the last few look a little odd.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday June 28th, 2011 1:53:19 PM

Kyan heads into the city with the rest of the group, not wanting to risk going out into the wilderness again and miss their appointment with the magistrate.

He'll spend the day in the city training at the WLA with anyone else that goes.

OOC: Do we need two days of training for the bonus Initiate feat as well?

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Tuesday June 28th, 2011 2:28:38 PM

Realizing he likely won't have time to complete his WLA training, he decides to get to work on a wand instead.

Restlin will spend some time purchasing the components for a wand of acid arrow from The Catacombs, then get to work crafting it. He'll need 4 days total, but he'll get one out of the way before the meeting tomorrow.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday June 28th, 2011 8:21:10 PM

[quote]DM Buzz: Uf a member is training at the WLA for specific skills, they must spend TWO FULL DAYS doing it, in a row, without interuption. So training will not be possible untill all of your other engagements are complete.[/quote]

Bosk AC: 20/11/18 HP 52 of 52 Spells  d20=11 ; d20=14 ; d20-3=14 ;
Tuesday June 28th, 2011 11:25:27 PM

As the sun rises in the sky Bosk sets his crafting aside and begins his ritual prayers to Gargul. Feeling the after effects of staying up all night, the cleric casts a few spells to eliminate his fatigue and leave him feeling refreshed once again. He then finishes his crafting before heading upstairs and eating breakfast. The rest of his day is spent following up with trusted contacts of ill repute and trying to locate purveyors of poison and reagents to create such goods. If he is unsuccessful he will return with the others to Hook City."

Checks to find connections to get poison or reagents to create it
Knowledge Local untrained= 11
Knowledge Arcana untrained= 14

Free at last/DM Buzz 
Wednesday June 29th, 2011 11:04:21 AM

Some items are created and soon the sun rests once again behind the walls of the magic city bringing forth the evening. The next day, the group gets up bright and early and heads to the administrative offices where they are to meet the government official that will receive the paper work the group was given a couple of weeks ago.

His name is Mr. Smartley and he is a very efficient and competent employee for the city. He looks through the paperwork and catches a few mistakes here and there that most people tend to miss and finally, the group needs to sign and swear to uphold the laws of the city and protect the populace. If all do so, they, the Iron Adventurers, will be considered official City Militia.

The process only takes a couple of hours and it seems, the group are no longer under obligations and can go train finally, for a couple of days.

What will others do?

Searching for poison or the makings for poison is likely not going to be easy while in Hook City, but Kon Heather would likely be a great resource for such materials.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Wednesday June 29th, 2011 11:45:40 AM

ooc: I said I would be searching for poison in Mudtown. I am hesitant to make such inquiries in hook City.

Zeoll (HP35, AC14) 
Wednesday June 29th, 2011 1:20:28 PM

Zeoll is happy to sign and swear, and does so. He is careful to read what he is signing, though.

As he puts his signature to parchment, he remembers that not long ago he would not even have been able to read this document, much less put more than a mark on it.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Wednesday June 29th, 2011 3:01:25 PM

Kyan will scan through the document and sign as well.

He'll spend the next two days training in the WLA, make a trip to the catacombs, and then inquire to the group as to when they're heading into "Grendel's Shadow place".

Zane Stormfront AC 24 HP 50/50 
Wednesday June 29th, 2011 6:26:57 PM

Walking with his new friends, Zane just tries to get his directions memorized for future use. Knowing one's way around is a very smart thing. He keeps his eyes open for landmarks and distinctive buildings to use for reference.
When the Document is passed around, he waits to see if he is offered it, if it is, he reads it carefully, and will put his mark upon it.
If he does sign it,"I guess I'm all in, with you all, for better or for worse."

Spells

Lvl 0 - unlimited
Lvl 1 - 4 - 0

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday June 29th, 2011 6:41:09 PM

After the paperwork is processed Beri joins the others in making their way down to the WLA. While there he takes full advantage of the league's fine facilities in Hook City. The first part of each day he spends getting pointers on the breast stroke while swimming laps in their pool. The rest of the day he spends learning how to ride a horse, taking the opportunity to break in his newly crafted saddle.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells)  d20+4=22 ; d20+9=22 ;
Wednesday June 29th, 2011 7:04:11 PM

"Famous last words, new friend. Famous last words..."

Restlin carefully reads the papers carefully before signing. (General intelligence check to find anything that rubs him the wrong way: 22)

Glad to be done so early, he accompanies Kyan to the WLA to complete his initial training. As a life-long practitioner of avoiding physical exertion, Restlin has one heck of a time. Unsure of what to train with initially, Restlin decides a sword cane would fit him well.

Once training is done, Restlin continues work on his wand. It will take 3 days of work to complete, but he'll cut it short and leave it for later if the group decides it's time to go play in the shadows.

He wishes he could say he was a natural. So does his trainer. As it is, by the end of his two days, he manages to stab straw targets without embarrassing himself. "A rousing success, if I do say so myself," he silently thinks to himself.

OOC: Spellcraft to craft wand: 22 (DC was 15 by my calculations)

Zane Stormfront AC 24 HP 50/50 
Wednesday June 29th, 2011 8:04:28 PM

While at the WLA, Zane can be seen from time to time, jumping from rafter to rafter and in swimming and climbing the walls. In his free time (HA) He is also seen making use of the archery range with his bow.
(all skills he learned from the WLA)
He'll assist any of the others if they need pointers, but only if they ask. He knows that personal learning is his preferred method of learning, after the initial training.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Wednesday June 29th, 2011 10:58:20 PM

The Horned Cleric looks over the documents and studies all the cities rules and regulations so that he will able to recall them should he need to in the future. After going through the paperwork he signs on the dotted line, proud to be an official citizen of the fine city. He then grabs his gear, ready to head to Alistair's and the Shadow Realm. He is surprised when none of the others join him, perhaps they are not in as great a hurry or are afraid to meet Gargul in person. Seeing the others still need to prepare, Bosk joins his fellow WLAers in training. If they still need time after that he will spend the interim speaking with Heather and searching Mudtown for leads on obtaining poison.

(ooc: If anyone needs Bosk to craft a wondrous item for them or cast a spell to aid in their crafting, let me know).

Zeoll (HP35, AC14) 
Thursday June 30th, 2011 5:47:15 PM

Zeoll is right behind Boak. "Isn't this the day we arre supposed to pay ourr rrespects to Lorrd Garrgul?" he asks.

Ready or not/DM Buzz 
Thursday June 30th, 2011 6:30:29 PM

It will be now assumed that all seven current members of "The Iron Adventurers", signed the paperwork obligating themselves to protecting the city and it's citizens as well as upholding it's laws. Those that scrutinize the incorporation documents find it is self explanatory and as long as those incorporated are willing to follow the basic laws of humanity, then it seems fair.

Days in the WLA pass by way to fast. Training with those that have like personalities is indeed fun. However, most have duties to households and businesses and daily lives are mundane for most.

What next for the Iron Adventurers? Are they prepared to visit Alistair now? Do they want to put off visiting with one of the most intimidating gods known through the ages of The Wold?

Lets say you are...

Alistair greets you at his doorstep and invites you all in to his study where he asks one of his servants to prepare refreshments.

"Good evening my friends. I am honored you would care to visit me this evening."

Zeoll (HP35, AC14) 
Friday July 1st, 2011 1:40:10 PM


Zeoll bows low when as he greets the Magister. "Sirr, we have hearrd at second hand of yourr continuing concerrn forr those who arre in need, even those of Mudtown. I feel honorred to be able to help."

Zeoll is ready to use the chit and visit once again the Realm of Shadows.

"Watch out, my frriends, not to touch the Woldsblood that flows in the Shadows like waterr in strreams and rrivulets."

Zane Stormfront AC 24 HP 50/50  d20+1=20 ; d20+1=13 ;
Friday July 1st, 2011 4:18:43 PM

"Greetings Alistair, We have not yet met, I'm known as Zane Stormfront. I have recently arrived from the far north, and I met these fine folk. They have invited me to join with them, and I have chosen to do so. It is nice to meet someone who cares about the well being of others, even those he knows not, and attempts to help them. It is rare in deed."
Zane will shake hands with Alistair, and try to assess his character with just how firm the hand shake is. DM Highlight to display spoiler: {sense motive rolled a 20, not bad for only a +1 to roll}
"I have heard of this legendary substance, I was warned to not even approach anywhere near it. It's been said that it can draw your soul and quench it's light, like dunking a candle into a river.
However I'm willing to travel with you all, even though I am not exactly sure why you are wanting to travel to the other world of the afterlife. I will do my best to remain quiet, you have my word."

You can see in Zane's eyes that traveling to Gargul's Realm on purpose, while still alive is quite unnerving to him, but he shows it only in his eyes, he body language continues to remain his normal relaxed self-confident well controlled pose. DM Highlight to display spoiler: {Bluff roll 13}

Spells

Lvl 0 - unlimited
Lvl 1 - 4 - 0

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Friday July 1st, 2011 8:03:17 PM

Beltrin is prepared to venture into the Realm of Shadows. At the mention of Woldsblood, he interjects "Best not to touch anything there if we can help it.... I have a feeling that the living are quite unwelcome there."

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday July 1st, 2011 10:00:28 PM

Beriothian bows before their trusted friend.

Our own servant of Gargul has been most anxious to make this trip. I must admit, the though of being in the presence of such an intimidating figure has even an elf like me more than a little excited. Before we go, is there any proper behavior or procedure one needs to observe when in the presence of the god of death... other than not spitting on him of course.

Zane Stormfront AC 24 HP 50/50 
Friday July 1st, 2011 11:02:41 PM

"I'd say, do your best to not irritate him. I'd even go as far as saying that you should be as invisible as possible. I myself will try to stay beneath his notice but as a Minotaur, it'll be hard not to be noticed.
Actually, why are we going into the Death God's Realm?"


Bosk AC: 20/11/18 HP 52 of 52 Spells 
Friday July 1st, 2011 11:46:19 PM

The horned cleric bows low before Alistair. Thank you, but we are the ones who are honored by your offer. It is not very often one gets to visit the Shadow Realm and speak directly on behalf of the deceased. Our group has prepared and are ready to head out. Do you have any advice for us before we go?

The cleric is filled with the mixed emotions of anticipation and foreboding. He has a feeling that he alone knows the true extent of the possible dangers they face, however he remains optimistic that things will go smoothly. He is glad that his training as an Avenger helped him to control his emotions. This is not to say that he didn't experience fear, but more that he was detached from it and didn't let it inhibit him. Without the training he was unsure if he would have the strength for the endeavor.

In the back of his head he thinks about his scroll and the request he has for Gargul. What would he others think of his actions?

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Saturday July 2nd, 2011 8:26:33 AM

His recent finery put away at the tower, Restlin again appears in his adventuring gear, ready to shove off into the abyss. He is still very well put together, of course. One must have his priorities.

He's also carrying a rather dapper looking cane. Those who trained with him at the WLA recognize it was the sword cane much like the one he practiced with. It is, of course, much shinier and polished than the practice cane.

Restlin clears his throat before speaking up. "Well Zane, here's the story as I remember it. There was this very bad man named Mr. E who possessed the body of his...nephew, I believe it was. Anyway, he took over his body and created an army of the undead. You may have noticed them causing some mischief a few weeks ago.

"Anyway, this nephew doesn't deserve to be judged by the actions of Mr. E., so we're off to the realm of shadow to petition on his behalf. Pretty decent of us, if I do say so myself."


...and then, a thought strikes Restlin. "Bosk, why do we have to do this? I don't mean, 'Why do we, and not someone else have to do this,' but rather 'why does anyone need to go talk with Gargul about this?' Wouldn't the god of death know this stuff?"



Zeoll (HP35, AC14) 
Saturday July 2nd, 2011 9:49:25 AM

Zeoll picks up where Restlin leaves off.

"Keep in mind, frriends, that the souls of both the innocent and the evil arre contained in the necklace, orr torrc, that we contained in a bag of holding. Ourr prrimarry mission is to deliverr this torrc, and the two souls within it, to Lord Garrgul, seeing as we do not know how to safely send the dead to theirr rrest otherrwise."

"But those souls arre people, orr werre in life. Dustin Chamberrlain is the name of the innocent, who was ousted frrom contrrol of his own body by the evil soul of his ancestorr. His ancestorr, I think at a greaterr rremove in time than uncle, is Joffe Chamberlain."

[OOC: Kindly DM, please correct me if I am wrong.]

Zane Stormfront AC 24 HP 50/50 
Saturday July 2nd, 2011 12:54:47 PM

"Oh, that makes some sense then. At least it's not just a visit to say, 'Hi, we came to see you for basically no reason at all, except we thought it'd make a nice outing'. Because if it was, I was thinking I might just remain behind and wait for you all to return, but sorting out the problem of two souls in one body seems worthy of our visiting a Deity.
Zane indicates that he is ready anytime the others are ready.

Too Real [DM Jerry] 
Tuesday July 5th, 2011 4:10:04 AM

Alistair smiles despite himself at Zane's justification.

"I hope this works. I'm not a priest, but using a--well again, I hope this works."

He begins casting. HIs gyrations are indeed strange. Somatic components that you have never seen before. He chants various power's names, invoking them.

"Gargul, we petition thee! Hear our plea! We are of good intent, despite the approach. Grant us audience, we beseech thee!"

Nothing seems to happen for a minute, then a voice booms:

"WHAT? WHO DARES!!!"

Almost instantly, the room grows cold. Cold as death. Spirits rise from the floor and spin around you as if tasting the joy that is life once again.

"I SUMMON THEE! EXPLAIN YOURSELVES!"

Suddenly, a portal opens and all the summoned souls dancing around you are sucked through. Then you feel the pull. It is as if your soul and spark are being pulled apart. One pulls the other. One pulls back. The agony is intense. Then the spark gives in and follows to where only souls go: The Lands of Rest.

Spinning and whirling through a vortex of souls, time seems to have no meaning. Then you are through. Dumped unceremoniously upon the ground, you experience a new sensation. Pain!

The blades of grass are as pinpricks as sharp as a sewing needle. You glance down, however there is no blood. Instead you see the incredible green of the grass as if seeing the color for the first time. Too real. The smell of it!

The Wold is but a shadow of the reality of this place. With time, you begin to adjust and manage the pain.

Standing you look around and are amazed. Under a nearby tree, a group of elven souls sit relaxing enjoying a picnic. In the distance a herd of Wemics romp and race after a lone Centaur that laughs and rears as it tries to escape.

Then something comes. Looks out of place. Small, dancing, giggling madly. An imp! What is an imp doing here?

It approaches and the elves look upon you with suddenly somber eyes, but do not make any move to communicate.

Zeoll (HP35, AC14) 
Tuesday July 5th, 2011 6:53:19 AM

Zeoll knows where he is. He spent three years here, although on his last trip here he was one of the dead at the time. He also knows that his friends are bound to be disoriented, seeing as the group thought they would end up in the Realm of Shadows, rather than here, where souls are refreshed before they move on to their next life.

And he suspects he knows who this imp is too, and for whom this imp stands forth.

Zeoll bows low, and speaks with the utmost respect. "Sirr, we have come on a mission to aid the dead, who arre trrapped in an arrtifact, to pass on to the afterrlife, herre in the Lands of Rrest. Therre arre two souls bound in this necklace: one is an ancient necrromancerr, the otherr is his descendent. We, the Irron Adventurrerrs of Hook City, have come to beg forr yourr help."

He motions, introducing his friends, hoping they will add to his story and the mission.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells)  d20+7=22 ; d20+9=18 ;
Tuesday July 5th, 2011 9:06:33 AM

Restlin calls on his wizard training to calm and orient himself. Closing his eyes against the intensity of this new place, he thinks hard about what he knows of this place (Knowledge, Planes: 22).

The juxtaposition of the giggling imp and angry, booming voice is not lost on him.

He nods in agreement with their bard, his irreverant demeanor subdued by the intensity of this new place. Instinctively, he considers whether or not anything at hand here is valued back in his plane of reality (spellcraft roll, mainly for crafting materials to be had here: 18).

Restlin delays speech until he can wrap his head around this place...

Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday July 5th, 2011 1:53:58 PM

Dumped onto the grassy field in a heaping pile of pain, Kyan lets out a gasps and recoils in his hands from the ground onto have the pain intensify along the nape of his neck where the grass touches his skin. As his body adjusts, he rolls on to his knees and then, shakely at first, comes to his feet to examine their surroundings.

He eyes the imp warily, briefly ponders asking Beri if it's okay to spit on it, but decides against it and gives the imp a respectful nod in greeting when Zeoll introduces him, but adds nothing to the conversation himself.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday July 5th, 2011 2:23:11 PM

Beriothian feels his senses suddenly being flooded with information. Every sensation pierces him as the sound and color itself had been transformed into tiny daggers. As the elf regains his composure his is grateful that the liontaur has already recovered, apparently one among them has already spent quite some time in this strange place and knows the the silent imp before them.

Zane Stormfront AC 24 HP 50/50 
Tuesday July 5th, 2011 2:39:18 PM

Zane composes himself, once again becoming his stoic self. He tucks his hands into the sleeves of his robe, "Is this the correct location?"
He is glad for his hooved feet, it is less painful than those of the Liontaur, standing in this sharp grass.
Most of the rest of the group is wearing boots or shoes at least.
When the Imp approaches, Zane remains quiet wondering just what is happening now.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Tuesday July 5th, 2011 5:02:31 PM

Bosk's eyes widen as the magistrate's performs the strange gyrations and is even more in shock when Alistair calls out various power's names, invoking them. "Gargul, we petition thee! Hear our plea! We are of good intent, despite the approach. Grant us audience, we beseech thee!"...........
This wasn't what the cleric signed on for or was expecting. When the booming voice summons them the cleric instantly regrets his decision, but decides to see things through.

On the other side of the portal the Cleric looks in disbelief at the bright color. This was not the bleakness of the shadow realm, but rather it was the Land of rest. As Zeoll finishes speaking to the Imp Bosk bows low and asks, Are you Gimp? I am a humble Eye and devote follower of Gargul seeking to become a Grim in his service. The cleric hopes that that the imp is Gimp, and that he recognizes the holy symbol on the clerics forehead. It is not a normal Eye of Gargul, but a special (legacy item) gift from Gargul designed to help those seeking to become Grim Avengers.

Our intent was to bring these two trapped souls through the Shadow Realm to Gargul and to seek his aid in the destruction of the necklace that has imprisoned them. We further hoped to speak well for the soul of Dustin. His body was controlled by the necromancer who was raising an army of zombies, and we feel responsible for his death. In addition I wish to pledge my service to Gargul and seek his permission and blessing to nail my shadow down in the Realm of Shadows, taking the next step in my journey to become a Grim. (This ceremony must be done prior to becoming / taking a level in Grim)

Magister Alistair of Hook City said he could open a portal to the Shadow Realm for us, so that we could find Gargul and complete this task. I must admit, I am unsure of exactly what he did or how he did it. I sincerely apologize if we offended you by coming here.


Bossy Man [DM Jerry] 
Wednesday July 6th, 2011 12:30:55 AM

Gimp the Imp screeches, "Bosky! I know you. You serve him well. Of course you'll become a Grim, it has been foretold. Just don't tell Bossy Man I....just don't tell Bossy Man."

He bows back to Zeoll. "Next time you're here, we play chess again yes?"

Then putting on his serious official face, which might just be more hilarious, he motions for you to follow. "Come! He bids you Come!"

He dances across the field and you discover that speed is relative here. If you simply think that you want to go a certain speed, you find that you are. In a few moments, you see an amphitheater in the distance, and in a few more moments you solemnly enter it. Gargul sits on his throne talking to a Gnome Priest. Probably a High priest if the markings of his clothing are any indicator.

"I AM GENUINELY SORRY FOR THE LOSS YOU ARE EXPERIENCING, HOWEVER FATHER GRISWALD HAS DECIDED TO REMAIN HERE AND NOT RETURN TO CONTINUE THIS REINCARNATION. HE WISHES YOU WELL AND WANTS YOU TO KNOW THAT HE APPROVES OF YOUR CHOICE TO REPLACE HIM. SERVE PANTHEON WELL, GRAND FATHER STIPEROSE."

The new Grand Father bows and leaves fading as he departs. He tips his hat to the group as he departs.

"AHH, GIMP. YOU MUST LEARN TO KEEP YOUR TRAP SHUT--AND CALL ME...BOSSY MAN AGAIN AND YOU WILL BE IN THE LANDS OF UNREST SERVING GA'AL!

"COME ADVENTURERS STAND BEFORE ME AND MAKE YOUR REQUEST. SPEAK HONESTLY AND I WILL REPLY IN KIND."

Zeoll (HP35, AC14) 
Wednesday July 6th, 2011 9:25:52 AM

Zeoll grins and bows, honored that Gimp remembers him. "Of courrse," he answers, "but next time you must spot me a knight, if therre's to be any chance for a fairr match!"

Then the group is flung forward with the speed of thought, and there's no getting used to that one, memory or no. And the presence of a god ... another experience that hits you in the gut, even if it is not the first time.

The liontaur remembers when he met Gargul before. When Zeoll had a chance to return to the Wold Proper, Gargul had asked, and Zeoll had promised to destroy a certain black sword. It was a sword that Gargul himself had made in ages past, and it was thoroughly evil. The Chosen spent months looking for it, and eventually the party had destroyed it, fulfilling Zeoll's quest.

"At least," Zeoll thinks, "here is a promise to a god that I have kept, unlike the promise I made to Domi."

At first this path of thought and memory and grief stills the liontaur's tongue, and he cannot answer the God of Life and Death. His mind is overcome with the memory of when he met Domi, who chose Zeoll and his friends for the quest to unify the Taur races. Zeoll still remembers the words Domi said: "Now it is up to you to prove that all three aspects of Taur can unite in spite of their differences ... that all three make up a nigh-unbeatable force for good in the Wold." Zeoll grieves to think that the Chosen were in fact, beaten -- not by any enemy, to his eternal shame, but because they could not hold together.

"Well, at least we succeeded in Gargul's mission, before we fell apart," he thinks.

OOC: This is all ancient history for Zeoll. People who are interested can find notes here and here and here and here.

Zane Stormfront AC 24 HP 50/50 
Wednesday July 6th, 2011 6:47:58 PM

Zane, unaccustomed to traveling at the speed of thought, takes a few minutes to get the hang of it, but once he does, he enjoys the mode of travel and what it allows him to do. When they arrive at the amphitheater, Zane pays close attention to the goings on. He also remains quiet, and bows to the Deity as he addresses the whole group. He is part of the group, and has accepted their responsibilities as his own, but this is also a problem he knows only the bare bones of the situation. In his opinion he knows so little, that others should step up and deal with it.

Spells

Lvl 0 :: unlimited
Lvl 1 :: 4 - 0

DM Highlight to display spoiler: { the AC is figured with both mage armor and shield cast, just a FYI}

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Wednesday July 6th, 2011 9:16:58 PM

Beri follows behind the imp, taking in the unbelievable vividness of the afterlife. Just as his mind starts to adjust to the brightness of the world he finds his mind almost suffocated by the overwhelming presence of a god. Zeoll seems to regain his senses first, but the elf soon is able to collect himself.

Gargul, we have been told that the resident of Hook City trapped within this necklace was a good man. He is a descendant of one of the towns founders, though the founder ended up being the man that ensnared him. We are asking on behalf the towns citizens, and on behalf of the long dead that founders of Hook City, that you will show mercy on this poor mans spirit.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Wednesday July 6th, 2011 9:17:11 PM

ooc: my understanding i that we are speaking well on behalf of Dustin's soul so that he may go to the Land of Rest and not be sent to the Tormented Lands.

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Wednesday July 6th, 2011 9:46:20 PM

This is the kind of thing Restlin signed up for. He is a bit befuddled at how familiar the taurs in the party seem to be in the presence of this god, but oh well. It will make for interesting conversation later.

"Yes, what Beri said...and if you can make anything extra bad happen to the soul of the man who unleashed an army of the undead on Hook City, we'd be especially appreciative. Well, I know I would be anyway."

Restlin silently checks off "speak to a god" from his list of things to do in this life.

Zeoll (HP35, AC14)  d20+17=26 ;
Wednesday July 6th, 2011 9:51:00 PM

OOC: Dustin's return, or not, is up to Gargul. But we can ask either way.

Hearing his friends speaking is something that grounds Zeoll and helps him put away the ghosts of his memories. He adds his voice to the tale-telling.

"Grreat lorrd, also note that the necklace itself is an artifact, and we beseech yourr aid in handling it and deliverring the two souls in it to yourr judgement and merrcy. Honestly, the device seems beyond ourr powerrs to handle, and we would be grrateful if you werre to take it into yourr holdings."

"The disposition of the two souls is yourr purrview, of courrse, but please considerr that the one, Joffe Chamberrlain, is an evil necrromancerr who has long outlived his allotted span in the Wold -- while the other, Dustin Chamberrlain, is Joffe's innocent descendent, whose life was cut prrematurrely shorrt, and whose body was crruelly taken frrom him."

"I spoke with Dustin's fiance, and she told a sad tale of how herr trrue love turrned away frrom herr, and how she had no idea it was his many-times grreat uncle who maltrreated herr."

The bard takes a deep breath and sings a song of his own composing:

"Wherre once was life and love and hope
Two souls entwined werre torrn aparrt.
No morre to wed, norr to elope,
One damaged hearrt, one missing hearrt.

"Alas, trrue love, was not to be
What merrcy lies in storre for thee?"


[Perform check: 26.]

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Wednesday July 6th, 2011 9:53:39 PM

Gimp's response catches the cleric off guard. You serve him well. Of course you'll become a Grim, it has been foretold. What exactly did that mean? Does Gargul foresee all future Grims, or is there some further prophesy dealing with the Horned Cleric's destiny? He pushes the thought out of his mind. There are more immediate issues at hand.

Bosk looks transfixed at the landscape as the group is lead at the speed of thought to Gargul. After much study and training he is finally taking his first glance at the realm he had read so much about. He wonders what form Gargul will take when they appear and how he will respond to his request.

When it is the group's turn to speak Bosk steps forward and takes a deep bow. Lord Gargul, we have come here to seek your aid in destroying a necklace that has the power to trap souls. In this necklace are currently the souls to two men. The first is an evil necromancer who created a small army of zombies and the other is a man named Dustin from Hook City. His body was being controlled by the necromancer. He died when we removed the necklace from him and we wish to speak well of him and for his soul, that he may be properly considered for the Land of Rest as opposed to the Tormented Lands. Lastly, I seek you permission to nail my shadow down in your realm and to begin my journey as a Grim.

Many Come [DM Jerry] 
Wednesday July 6th, 2011 10:51:56 PM

Gargul stares a hole in Restlin. He stands towering over him.

"SO MAGE, YOU WOULD JUDGE ANOTHER TO THE LANDS OF UNREST?! YOU WOULD STAND IN MY PLACE AND JUDGE THE SOUL? THINK ON THESE THINGS!"

He lowers his head and in a soft voice says, "It has been a long time heroes--a long time indeed."

"MANY COME AND ASK FOR THEIR RICH FATHER TO LIVE AGAIN. THE PETITIONER BEFORE YOU ASKED FOR HIS MENTOR AND GUIDE SO THAT HE DID NOT HAVE TO WEAR THE MANTLE OF RESPONSIBILITY HIMSELF. ADVENTURERS ASK TIME AND TIME AGAIN FOR THEIR FALLEN COMRADE TO LIVE AGAIN."

He sits on the steps on the same level as the party.

"Yet you come humbly and ask for one that you hardly know. Ask for the soul of a stranger who was mistreated in life. To reunite him with his lover. How could I deny that? How could I ever deny that..."

He smiles. The look of it makes you wonder how long it has been since the God of Life and Death did smile.

He examines our heroes and seems to come to a decision.

"BOSK DEOX, SON OF CENOIOS AND ADATIA. LAY THE NECKLACE UPON THE FLOOR AND STAND BEFORE ME."

Kyan (Jon) AC:19/13/16 HP: 48/48  
Thursday July 7th, 2011 9:02:26 AM

Kyan almost stumbles as they speed through the land at the speed of thought, but catches himself once he realizes what is happening.

Wisely, he remains quiet as the others address this foreign, potentially tempermental God.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Thursday July 7th, 2011 10:00:45 AM

Bosk makes another respectful bow and moves forward as he draws the sack containing the necklace out of his bag of holdings. He carefully opens the sack, making sure his skin never touches the cursed item, and lets the necklace gently slide onto the ground. The cleric then stands before Gargul and waits.

Zeoll (HP35, AC14) 
Thursday July 7th, 2011 4:21:17 PM


Zeoll is amazed and awestruck, and just watches as Bosk does as the god requests.

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Thursday July 7th, 2011 6:42:23 PM

Beriothian listens as Gargul responds to the Iron Adventurers. Indeed, it must be rare that a group would make such a pilgrimage on behalf of someone they barely knew. Could this be the reason the Alistair had requested the party to come here instead of someone closer to the deceased? Did that powerful wizard know that the compassion their group felt toward the man who had tried to kill them and overrun the city could have such a profound impact on even a god? As Bosk lays the necklace before Gargul, Beri wonders whether Dustin will ever know what Alistair did to have someone speak to the god on his behalf.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Thursday July 7th, 2011 8:00:50 PM

Kyan watches one of his taur companions be called forward and place the cursed necklace before Gargul in silence.

He shifts his weight from foot to foot and crosses his arms over his chest, growing slightly uncomfortable in the presence of this Power of the north and his reaction to the groups mission.

Zane Stormfront AC 24 HP 50/50 
Thursday July 7th, 2011 8:31:10 PM

Zane, remains still, almost statue like, having had trained with some of the masters he had, remaining still was a hard learned skill, and if he looked hard enough, there were probably still bruises somewhere on his body.

Pardon the Display [DM Jerry] 
Thursday July 7th, 2011 11:39:55 PM

"BOSK, I HAVE INDEED INQUIRED ABOUT YOUR FUTURE AS A GRIM. I WILL NOT HIDE THAT FROM YOU. YOU HAVE THE CHANCE TO BECOME GREAT IF YOU STAY TRUE. HOWEVER, THERE WILL BE INTENSE CHALLENGES FOR YOU BEFORE YOUR DAYS ARE DONE IN THE WOLD."

"NOW PLEASE PARDON THE DISPLAY."

He pauses, rises, and seems to grow to unspeakable heights. Glorious light radiates from his face to fill the room.

He points his finger at Bosk and he is levitated over the necklace putting it in Bosk's shadow--the shadow created by Gargul's radiance..

"BOSK, BEHOLD MY CANE. YOU MAY USE IT THIS ONCE. TAKE IT!"

Then several adamantite nails float in front of each member of the party.

"TAKE THESE NAILS AND PUT THEM UPON THE SHADOW OF HE WHO WOULD BECOME A GRIM!"

"ONE NAIL ON EACH EXTREMITY. ONE ON THE HEAD. THE REMAINDER IN THE VICINITY OF HIS HEART. YOU WILL NOT BE INJURED."

"WE WILL END THE OLD AND CREATE THE NEW! BEHOLD AND WITNESS!"

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Friday July 8th, 2011 12:23:31 AM

Restlin, who is so used to being admonished that typically it loses all meaning, is still taken back when put in place by this god. He decides his days of speaking in the land of rest have come to an end.

Silently, as per his previous decision, he plucks the nails from the air ("is this air?" he thinks to himself...) and places one on the shadow thrown by Bosk's massive head. The rest of them are placed in the shadow's upper chest as requested.

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Friday July 8th, 2011 2:33:03 AM

Beltrin had decided long ago that he would draw as little notice from Gargul as possible. Being in the presence of such a powerful entity has likely rendered him incapable of speech in any case. When the nail appears from mid-air, he takes it gingerly in his hand and looks at Bosk. Unable to tell whether Gargul meant that the impalers or the impaled would not be injured, he swallows hard and presses the nail into the hand of Bosk's shadow. After checking to make sure that his friend does not cry out in pain, he then places the others as directed.

Zeoll (HP35, AC14)  d20+17=29 ;
Friday July 8th, 2011 9:35:14 AM

Zeoll will take a turn as directed. "This is remarkable," he thinks. "I wonder if Bosk is surprised?" He takes a close look at his friend ... Sense Motive 29.

Kyan (Jon) AC:19/13/16 HP: 48/48  
Friday July 8th, 2011 2:41:45 PM

The ranger gawks at the huge Gargul a moment before moving forward with a nail to pin a shadow appendage in place.

Zane Stormfront AC 24 HP 50/50 
Friday July 8th, 2011 2:59:18 PM

Zane takes one of the spikes and drives it through the left foot of the shadow. He then returns to his stoic stance.

Bosk AC: 20/11/18 HP 52 of 52 Spells  d20+3=4 ; d20+3=10 ;
Friday July 8th, 2011 6:07:39 PM

Bosk is somewhat surprised by Gargul's actions. Although he had stories about the ceremony, the details were never fully revealed to him and he had never heard of the god's direct involvement, and nothing could prepare the cleric for the overwhelming nature of Gargul's radiance which is at once great and terrible to behold. He graciously takes the cane from the Lord of Life and Death, considering it an honor to be allowed to use the god's staff. As he grasps it he wonders if this is the legendary cane he formed from the limb of a dead Treant before he left to wander the Multiverse. He proceeds with the ceremony, blessing himself (if Gargul has not already done so) and nails down his shadow with the help of his friends. For a moment he wonders if they are aware how few people get to witness this ritual outside of Gargul's followers.

Once the last spike is in place Bosk pulls out his scroll of dimensional anchor and unrolls the sheet of thick vellum. He can feel his heart begin to beat faster, but he never waivers as he reads the incantation. At first he fears the spell failed, but as luck would have it the spell is cast and green rays fly forth from his hand towards his shadow.

ooc:
Cast scroll of dimensional anchor caster level check = 4 (fail)
Rerolled using Greendale's Luck Charm = 10 (Pass)


Beriothian (Will)-- AC:23/17/17 HP:41/41 
Friday July 8th, 2011 11:36:38 PM

Beriothian takes one of the floating stakes and proceeds to secure Bosk's shadow to this plane. It is an odd feeling, physically nailing something as formless as a shadow, but the stakes appear to be doing their job.

After the last stake is nailed in, Beri watches as Bosk continues his part in this mysterious ritual.

Hear Me! [DM Jerry] 
Sunday July 10th, 2011 11:32:36 PM

"VERY GOOD."

He smiles at each in turn and takes a nail himself.

"I AM WEARY OF THE POWERS OF THE SOUTH SUBVERTING MY PRIESTS, ESPECIALLY THOSE AS IMPORTANT AS THE GRIM."

Then he raises his fist to the sky and shouts, "HEAR ME POWERS OF THE SOUTH! THIS GRIM IS BEYOND YOUR REACH. HIS SHADOW WILL REMAIN NAILED WITHIN MY PLACE OF JUDGEMENT. COME CHALLENGE ME IF YOU DARE!"

Then with his own hand, he slams his nail into the heart of Bosk's shadow. It is a strange feeling. A binding done by a god!

"NOW, DESTROY THE NECKLACE UPON THIS PRISTINE SHADOW OF A GRIM TO BE! USE MY STAFF. DESTROY THE VILE THING! RELEASE THE TRAPPED SOULS AND LET THEM LIVE AGAIN! SO SPEAKS THE GOD OF LIFE AND DEATH!"

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday July 11th, 2011 12:24:06 AM

Beriothian watches in awe as Bosk is instructed to use Wardd's own staff to destroy the necklace. When the left today to plead for the trapped spirits he never imagined that one of them would be handling an object of such power.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Monday July 11th, 2011 12:40:13 PM

Bosk's mind races as Gargul's words begin to register and take on meaning. "I AM WEARY OF THE POWERS OF THE SOUTH SUBVERTING MY PRIESTS, ESPECIALLY THOSE AS IMPORTANT AS THE GRIM." To what "powers" could Gargul be referring? Are the immortal powers of the Southern Continent hampering the spread of the religions of the north.

The cleric barely has time to ponder the thought when the god continues, "HEAR ME POWERS OF THE SOUTH! THIS GRIM IS BEYOND YOUR REACH. HIS SHADOW WILL REMAIN NAILED WITHIN MY PLACE OF JUDGEMENT. COME CHALLENGE ME IF YOU DARE!" It sounds almost as if there is a spiritual war taking place on the Southern Continent. He wonders if the "powers" will indeed come after him...not here and in this realm, but back in the Southern Continent. Instantly a vision of Gimp speaking of there being a foretelling of his becoming a Grim followed by the god's declaration of the great challenges that lay before him. Slowly the feeling that his fate is tied to an unknown mission of some importance descends upon him.

When Gargul slams the last nail into the shadow of his heart, a strange feeling comes over the cleric. Was he in fact feeling the separation from his shadow, or was the feeling somehow tied to the god's involvement in the binding? These questions flash through his mind, but instantly vanish when he raises the staff up and swings it down towards the necklace below. He watches with a mix of curiosity and anticipation as the necklace is destroyed and the spirits within released.

Zane Stormfront AC 24 HP 50/50 
Monday July 11th, 2011 3:08:59 PM

Zane's eyes open wide, as the God tells Bosk to use the staff and destroy the magical prison. His mouth says, WOW but nothing verbal comes out at all. He shifts a bit uncomfortably as Gargul issues a challenge to the southern powers, He has already chosen to join his new friends, but that challenge could, no, that challenge WILL cause trouble. An unending source of trouble, but Gargul wants it taken on, Zane figures Imod must as well, and if Imod wants something different done, he will surely make his will known, one way or another.

Spells

Lvl 0 :: unlimited
Lvl 1 :: 4 - 0

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Monday July 11th, 2011 5:47:55 PM

Restlin did not sign up for this, yet here it is. As per his previous decision, he is silent as Bosk destroys the necklace. "A shame," he thinks to himself. "Granted studying that thing would have likely turned out badly for me. Surely Beltrin would have something smarmy to say when it happened. Still, it would be nice to get a chance to study an honest to goodness artifact."

Unsure of whether or not his thoughts were truly his alone in this place, Restlin quiets his mind and watches. He is very aware how important this is for his friend and is damned if he'll be the one to ruin it...

Beltrin (Keith) AC: 15/14/15 HP: 47/47 Spells 
Tuesday July 12th, 2011 12:01:39 AM

Watching Bosk follow Gargul's instructions in an impressive display of power, Beltrin is awed by the might that he wields. He thinks to himself well, I'd always been assured of myself that studying magic lore was the surest way to power, but now I'm not so sure.... of course if I was a priest, I'd have to answer to a master like that...

Zeoll (HP35, AC14) 
Tuesday July 12th, 2011 1:09:17 AM


Zeoll tries hard not to gape, but he is amazed! And he does his best to memorize every detail. Bosk deserves an epic poem or ballad to memorialize this moment, and Zeoll does his best to store the details for later versification.

Can One Die In The Lands Of The Dead? [DM Jerry] 
Tuesday July 12th, 2011 7:26:25 AM

With a whoosh, all the nearby oxygen rushes in to the power vortex of the necklace, shadow, and staff. A moment later, a very loud explosion and shrapnel shooting out in all directions.

Can one die in the Lands of the Dead? For this moment is going to answer this question once and for all!

Time slows to a crawl as you see deadly pieces of metal, and two souls shrieking fly out from the necklace. As the shrapnel shoots out, and through the party, the god of life and death holds forth his hands and misdirects each piece so that no one is harmed.

One soul remains where the necklace once was, grinning from ear to ear. One shoots from the room trying to escape. As it reaches the edge of the amphitheatre, it is caught by Gimp and bound with constantly moving chains.

Gargul, with a soft gentle voice says, "DUSTIN, THESE HEROES HAVE COME TO WELCOME YOU BACK TO LIFE--IF THAT IS WHAT YOU DESIRE. OR YOU MAY ACCEPT THE END OF YOUR LIFE AND REMAIN HERE TO REST. WHAT DO YOU WISH?"

Dustin turns to each member in the party and thanks them. Quite an impressive and respectful young man. Then he turns to Gargul and bows. Pausing for a second to think, he says, "If it was just for me, I would stay. However, there is a young woman that I wish to be with. I could not rest without.....her. I accept the offer to live. Thanks."

"VERY WELL. SO IT SHALL BE."

Gargul then addresses the figure in the chains.

"AS FOR YOU, YOU WILL NOT ENJOY LIFE AGAIN UNTIL YOU PAID FOR YOUR SINS. BEGONE TO THE ESTATES OF UNREST. A BALROG HAS BEEN ASSIGNED TO YOU. BEGONE!"

Screaming, the chained figure, no longer even owning a name, is tossed into the distance and away.

"HEROES, YOU HAVE DONE WELL. COMPLIMENTS DO NOT COME EASILY FROM MY LIPS, ESPECIALLY HERE WHILE I PERFORM MY DUTIES. LIVE WELL

"AND BOSK, YOU WILL INDEED BECOME A GRIM WHEN YOU HAVE ACHIEVED IT BEHOLD!"

Gargul points at the shadow and it moves across the floor the nails moving with it to a nearby wall where the shadow now hangs like a painting.

"THE SHADOW OF BOSK WILL REMAIN HERE AS A SIGN THAT I PROTECT MY OWN. SELAH."

Turning to our heroes, Gargul nods approval and simply says,

"FAREWELL"

And with that, the lands of the dead gently fade away and our heroes as well as Dustin are propelled across the Shadowlands, flying above the rivulets of Woldsblood, back to Hook City and your place of departure.



Bosk AC: 20/11/18 HP 52 of 52 Spells 
Tuesday July 12th, 2011 2:59:46 PM

Bosk is unsure what to expect as he destroys the necklace and the resulting explosion blows his blond fur back. If he were on the ground, there is a good chance he would have tried to duck out of the way, but floating in the air he found himself unable to maneuver out of the way. As time slows down, he is able to see the spirits exit the locket, and watches in awe as Gimp easily catches the fleeing spirit and binds it in chains. He is equally interested in the conversation Gargul has with Dustin and wonders if he should say anything about the group's conversation with his ex-fiancé. In the end he decides it better to fill Dustin in as they return.

After the spirit made its choice, the cleric experiences another great shock. A Balrog! He had heard stories of such creatures during his training, but there was no preparing for actually seeing one in person. Despite the initial shock, he immediately focuses on the creature. This might be the fierce figure he was looking for to adorn his shield. It certainly was capable of intimidating people, and there was a clear link between it and Gargul. This would be something for him to think about later.

After the Balrog leaves Bosk is sure that nothing else will be able to phase him, but once again his mind does a double take. As the Lord of Life and Death speaks and his shadow moves and hangs from the wall, the sight of his shadow not being attached to his body makes him feel ill at ease. Every time he glances where he feels his shadow should be it is as if his mind is telling him something is out of place, like when you look at an illusion and you know something is out of place, but you cannot put your finger on what it is. Clearly, this will take a little getting used to.

After all that has happened, Bosk wishes to thank Gargul and say goodbye to Gimp, but before he can do so the Lands of the Dead begin to fade and the group is flying over the rivulets of Wold's Blood. Although a little disappointed that he can't voice his thanks, he is fairly certain that the god knows exactly how the cleric was feeling.

As the group returns to Hook City Bosk takes the time to fill Dustin in on what has transpired. Before we came here to speak on your behalf Zeoll over there, he says has he jesters towards the liontaur, spoke to your friends and ex-fiancé to help us verify your character. They had noticed the change in your personality, and some thought one of your experiments might have affected you. I think the revelation that your actions were not your own have gone a long way to smooth things over. That reminds me, you can expect the reporters to hound you with questions.


Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday July 12th, 2011 4:15:11 PM

Kyan watches the proceeding with awe, but shifts uncomfortably at the mention of the southern powers. Gargul was the intruder here, not the other way around.

OOC:
baby has been born. My posts will be sparse the next several days

Zane Stormfront AC 24 HP 50/50 
Tuesday July 12th, 2011 5:31:58 PM

Zane shuffles a bit uncomfortably, but when they were suddenly flying through the shadow realm he wants to start screaming. Just has he gathered his breath to begin his scream, they as a group dropped into the real world.
"Well, that was definitely a trip to remember, but preferably not one to be repeated any time soon.
Congratulations Bosk, you've been noticed. I hope that is what you were wanting out of nailing your shadow."

Zane shrugs his large shoulders and shakes his head, once again settling his robe and hood into it's customary location. If you didn't know better, you'd say he's been standing there waiting for your return.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Tuesday July 12th, 2011 7:58:08 PM

ooc: Congratulations Jon

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Tuesday July 12th, 2011 9:58:47 PM

"...and I thought my mistress was over-bearing," Restlin thinks to himself upon arrival back in this plane of existence. He looks to Bosk for some idea of how to react. The whole event seemed too somber, too important for a slap on the back and an invite to the local pub.

Still, it sounds like a plan to Restlin (who would have taken up heavy drinking long ago would it not have interfered with his spellcasting).

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Tuesday July 12th, 2011 10:22:02 PM

Beriothian looks at Bosk's shadow suspended from the wall.

It's going to be... odd... to have such a large party member no longer casting a shadow. I was hoping that if I gave you a few extra pints of beer your shadow might soon grow large enough for me to hide in. Congratulations, those that have had their shadows bound by Gargul are few in this Wold, I'm honored to be in a party with one of them.

ooc: Congrats Jon

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Wednesday July 13th, 2011 10:50:45 AM

The blond taur smiles. I don't know about you guys, but I could use a drink after that. What do you say we stop by the bar after seeing Alistair?

Restlin (Carl) -- AC: 14/12/12 HP:35/35 (Spells) 
Wednesday July 13th, 2011 11:32:55 AM

"Yes, absolutely. We'll let Alistair know about our job well done, we'll leave out the part where Gargul yelled at me, and we'll drink the night away. We have nothing to do tomorrow, right?"

Kyan (Jon) AC:19/13/16 HP: 48/48  
Wednesday July 13th, 2011 2:30:00 PM

"A drink would be appreciated..." Kyan adds in his agreement before nudging Restlin, "As least it wasn't me getting yelled at by the godly official this time."

Zane Stormfront AC 24 HP 50/50 
Wednesday July 13th, 2011 4:51:55 PM

"One drink would be fine, I agree with that. Even with my size I try to avoid a lot of alcohol, I'm not one of those who seem to fight better when inebriated. I've seen them in action, in fact one of the elders where I was raised was never without a drink in his hand at all times. I just never took to getting drunk before fighting, a clear mind leads to clear decisions.
Any thing much stronger than wine and I watch how much I drink."


Zane is still not overly familiar with where to go in Hook City, so he'll follow along with the others.

Spells

Lvl 0 :: unlimited
Lvl 1 :: 4 - 0

Zeoll (HP35, AC14) 
Thursday July 14th, 2011 8:31:58 AM


Zeoll, quiet in amazement, offers his congratulations to Bosk.

[OOC: Cayzle, quiet on his vacation, offers his congratulations to Jon.]

Thinking that Dustin may be disoriented, Zeoll helps shepherd the fellow back to Magister Alistair, if the divine magic does not return the group there anyway. "Yourr fiance will be verry surrprised," he says.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Thursday July 14th, 2011 5:08:08 PM

ooc: Buzz sent us an email saying we should be leveling. If so, can we spend two days training at the WLA since we have no other known plans.

Zeoll (HP35, AC14) 
Thursday July 14th, 2011 11:57:30 PM

OOC: Jerry, the sub DM, is busy with his mom in the hospital for her heart. Not sure when we'll get a DM post. Maybe Steve K will pitch in. I might jump in next week.

Ready or not/DM Buzz 
Friday July 15th, 2011 11:42:28 AM

ooc: I was wondering what happened. I will get a DM post out this afternoon for Jerry.
:)

ACDM SteveK 
Friday July 15th, 2011 2:02:36 PM

putting on my official hat!

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

ooc: Attention all. Buzz is having eye surgury, and the backup DM, (Jerry) has a family emergency... his mother had a heart attack and is in the hospital. :-(

James Dietz is listed in the Woldian Addy List as Assistant DM. James, if I give you the module, are you ready to take over?

If James is not, is there anyone else who is willing to step up and DM this scene (I'll email just the one scene to retain plausible deniability for the Player)



Bosk AC: 20/11/18 HP 52 of 52 Spells 
Friday July 15th, 2011 3:12:23 PM

Takes his DM hat out of the box and dusts it off.

.......

That works for me. If you send me the module I'll let you know if I have any questions.

ACDM SteveK 
Friday July 15th, 2011 8:47:01 PM

Thanks James, I'm off to find the module.

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Saturday July 16th, 2011 4:48:37 PM

I am currently waiting on the module. If will post Monday with or with out it.
James

ACDM SteveK 
Saturday July 16th, 2011 9:56:39 PM

ooc: I sent Jerry an email (cc you) for him to give you the module.

I think your plan on posting with or without is a good idea :-)

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Saturday July 16th, 2011 10:49:18 PM

ooc: I'm sorry to hear about all the problems going around right now. James, thanks for taking over for this next module.

Zane Stormfront AC 24 HP 50/50 
Sunday July 17th, 2011 1:01:41 AM

Just a suggestion.... Some of the people require a couple days at the WLA, it's easy enough to take care of for a couple days...

Jerry, sorry to hear about your mom. I hope and pray she'll be OK.

Buzz, not sure when you said you're being operated on, but best of luck. Dave F went through it a few years ago, I know it can be rough.

Stay Safe [DM Jerry] 
Sunday July 17th, 2011 3:05:58 PM

Our heroes enjoy a well deserved evening in the local tavern. As they begin to order drinks, they find that their tab is taken care of.

After a time, they notice a dark figure in the corner of the bar--or rather the enigmatic figure allows himself to be noticed. Traveling leathers, a backpack, and an old walking cane keeps the figure anonymous. He tips his hat to the group.

He rises, raises his ale to you in tribute and speaks softly, but his voice carries clearly.

"You've done well and good this day. Enjoy the evening."

He smiles at Restlin, pausing to show approval and speaking to him in his mind, says in a laughing voice, "You are a good man, Restlin. Stay safe."

Looking weary, he sets his empty ale upon the table, and gathers up his things. Then with a sigh, Gargul walks towards the door, and with a few steps, fades from sight.

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

[Sending an email.]

He sets the ale down empty and walks out the door.

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) 
Monday July 18th, 2011 9:06:37 AM

Restlin is not sure who that man was (ooc: or is he?), but he is absolutely convinced he was an excellent judge of character. He lets the stress of a god-delivered admonishment wash off him, and decides to just enjoy the rest of his evening. Sooner or later, he's bound to have a chance to apologize to Gargul...

Bosk AC: 20/11/18 HP 52 of 52 Spells 
Monday July 18th, 2011 1:03:15 PM

After speaking to Alistair and seeing that Dustin gets hims safely Bosk heads with the others to the bar for a much needed drink. Although he felt fine, there was something disorienting about losing ones shadow that he couldn't quite explain. At first the cleric believes his drinks are being paid for by some thankful citizen of Hook City. When he realizes that Gargul is in the room and paid for their drinks he is so shocked that the only thing he can think is, Wow, god just bought me a beer.

Zane Stormfront AC 24 HP 50/50 
Monday July 18th, 2011 8:14:04 PM

Zane enjoys the drink, when he figures out it was paid for by Gargul, he nods in his direction. Thinking to himself, Well, he like to show off all the time, he's got that going for him.
"I'm guessing that we are training the next few days at the WLA, but after that what do we do?"

Spells

Lvl 0 :: unlimited
Lvl 1 :: 4 - 0

Beriothian (Will)-- AC:23/17/17 HP:41/41 
Monday July 18th, 2011 10:43:31 PM

Beriothian almost doesn't recognize the man until he addresses Restlin.
The god of death bough us a beer, this has go to be the single most unbelievable bar story ever!
However, upon further reflection, Beri decides that the events at the Marigold were even more unbelievable than drinking with a god.

Once the IA has recollected themselves, the rogues heads back off to the WLA to train with the other members.

ooc: it looks like I have some emails to catch up on. My motherboard is on the fritz, so I've go about a 100 email backlog.

Zeoll (HP35, AC14) 
Tuesday July 19th, 2011 2:45:37 PM

Zeoll is surprised that Lord Gargul would escort the returning group to a fine tavern and buy them all drinks ... but that's gods for you. Unpredictable. The liontaur looks around for the raised NPC, Dustin.

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) 
Tuesday July 19th, 2011 2:53:55 PM

"Well Zane, I've got a wand to finish. I also want another crack at Beltrin's spellbook if he still feels like sharing. All told, a good 4 days including the WLA training. After that, I'm not sure. Mr. E's zombie shenanigans were my first foray into the Iron Adventuring lifestyle. Maybe some older hats than I have something up their sleeves."



Kyan (Jon) AC:19/13/16 HP: 48/48  
Tuesday July 19th, 2011 3:02:44 PM

Kyan enjoys a fermented beverage with the others in the party and carefully avoids spilling his drink on any Gods.

Beriothian (Will)-- AC:21/16/16 HP:57/57 
Wednesday July 20th, 2011 12:41:59 AM

When the group first enters the WLA the first morning Beri will pull out a small sack of gold and give it to the officer in charge. These are the required dues to become a Journeyman in the WLA. He knows that as a journeyman more is going to be expected of him in his training, but the rogue almost looks forward to them toughening him up a bit before the group takes on their next job.

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