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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.

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