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Southern Comfort
Iron Tower Neighborhood


At the Iron Tower (co_DM SteveK) 
Monday January 7th, 2013 11:40:53 AM

Ooc: Welcome Iron Adventurers back to Hook City and your Iron Tower. Please be patient with your new DMs, for we are bound to make many minor mistakes when it comes to personalities and locations with which the Players and PCs may be familiar.

Notes on the DM.
- Players dictate the actions/thoughts of their own PCs.
- DMs describe all actions/thoughts of NPCs and environment.
- DMs will post daily M-F ensuring 24hours have passed before the next DM Post

Notes on Hook City.
- After a month of coordination, the only 3 NPCs that are alive according to Player emails is Alistair, Sanji, and the 2 Girls. That's fine, and Jon and I will make up some new ones.
- James got me what the Tower looks like. I like his map. Therefore, the Iron Tower is now SQUARE.
- I could never get an exact description of the neighborhood outside the Iron Tower. Therefore, the neighborhood is as follows. (please adjust any memory to the new reality.)

The Iron Tower
The Iron Tower of the Iron Adventurers stands alone in the middle of a medium-sized square. It is downriver of the Bridge which is clearly visible only a ½ mile away, and situated on the border between LaborTown and SouthHook. Quite fortuitous, really, as the mercantile activities of LaborTown is full of activities that provide information and are also full of people who will trade in gold as well as the magical chits of Hook City. And from the South Hook precinct, the group has access to the constablatory, magistrates, and the respectability which comes of living in Hook City itself.

The square itself is bordered by shop/homes where the street level is of one shop or another and the upper floors are the home of the crafters, merchants, and traders who run the shops. At first, the square was nearly deserted because of the events of the Haunted (Iron) Tower. Yet the Iron Adventurers have caused this neighborhood to revive, and several new families have moved in with their own businesses. In fact, once per week, an open market occurs in the square, with vendors of all sorts vying for the attention of any passersby.

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

The Iron Adventurers have teleported from the pit of the demi-god and returned back to Hook City and the safety of the Iron Tower. This great evil they have vanquished will never return, but each of them are experienced enough to realize that some other idiot who wants to dominate others will eventually rear their head, and it will be heroes who must confront them.

They quickly find out that they have actually been gone a month from Hook City! Why, it felt less than a day! Strange magics must have been afoot on that teleportation object...

Restlin worries about Bosk's mental health, and then starts talking to shadows. When the wizard arrives back home and gets some rest then heads off to the WLA Headquarters in Hook City. There are always people training in the facility, and it is but a morning to bestow some luck of Wardd to complete strangers who may need it one day. Who knows? The fickle god may return that luck to Restlin one day ...

Restlin then takes another day outside the walls of Hook City, travelling to MudTown and barters magic items around with the local merchants. The wizard notices that there are a lot more tents and a lot less permanent structures in MudTown. As he goes about the perpetually muddy streets and through another localized cloudburst, Restlin is hailed by Sanji who is standing in front of the Emporium. "I'm about to go on a caravan trip to Wayfarer", he tells Restlin, "Helmust is going to be keeping the shop while I'm gone. Gonna get some good trade goods, I think."

Returning to his lavish tower room, Restlin works diligently for a week, breaking only for meals & sleep. At last, he holds up his great work, his magnum opus; a masterful symbol of Wardd on a fine chain. He slips it on his neck & offers his service to Wardd, god of luck.
That night, Restlin has a dream. He is sitting up in bed with a young, acrobatic looking man sitting cross-legged and balancing on a staff in the middle of the wizard's ornate room. The man cocks his head. "Nice piece", he says indicating the amulet. "Why not?" The man laughs, disappears, and the dream ends.

Zeoll feels altered by the young souls' escape, but still himself. He returns to the Iron Tower and, curiously, to two souls who have not moved on, the spirits of the murdered girls. "TEA PARTY!" they shout joyously as the liontaur returns, and he spends an enjoyable afternoon. That evening, he dreams of his azaleas.

Valla watches the souls depart silently a genuine smile on the scared elfin face. It pleases him to see a room still set aside for him, and adds some personal touches to his room. Valla keeps close to the Iron Tower for over a week, crafting on his bow, making a new cloak and a new backpack for further adventures. He also conducts some research, filling pages of his spellbook and learning more knowledge which could only help as he remembers the unspoken motto of Hook City; "Knowledge is Power, Magic is Gold. Power and Gold rule the Wold." It is good that Valla and Restlin are able to share their spellbooks, each of them gaining versatility and thus making the team more effective.

The elf finally gets out of the Tower and looks for the Catacombs storefront. Hook City has changed a little in the time Valla has been gone, and the elf learns that a store called "Catacombs Outlet" has set up shop in the square that surrounds the Iron Tower; what luck!
Of less luck, Valla learns that most of the friends and associates of the Iron Adventurers are dead or have travelled away. The only familiar faces, inform his heroic friends, will probably be Alistair the Magistrate, and Sanji who mans the shop in MudTown called "Black Harris Emporium". Looking about to see for himself, Valla sees that the Iron Tower is in the center of a square, and there are several shops already open for business around the square. The elf and others will have to wander the neighborhood to see who is who.

Zane, upon returning to the tower goes to his room and begins to meditate. He is in his room also for a long time. The hero must have brought some food with him, for he never even emerges from his room. In his dreams there are storms and dragons and elves, but what is real and what is a fantasy? So far, it is all locked in Zane's imagination. Storms never happen in Hook City after all!

Bosk also returns to the tower and stays in his room for a week.

Beriothian also returns to the tower and stays in his room for a week.

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

The sun dawns on another perfect Hook City day. The usual faint ozone scent and a humming just below the conscious level attest to that the greatest magic city in the Wold guarantees the right weather for any day. It is only in the mind of anyone who cares to think about it of the consequences of this perfect weather. And it is called MudTown.

It seems there are no Wold-shattering events happening this morning, and the heroes are each able to renew their familiarity with the Tower, the neighborhood, and Hook City.


Bosk AC: 34/18/31 (+2 , _protection Evil, +1 Haste) CMD:23 HP 8 of 64 Spells 
Monday January 7th, 2013 11:42:09 AM

As the spirits of the departed rise into the air Bosk feels the positive energy restoring him, but something is different. Deep within the recesses of his mind he hears Gargul's voice, WELL DONE MY GOOD AND FAITHFUL SERVANT. YOU HAVE PROVEN YOURSELF LOYAL TO ME AND STRONG AGAINST THE SUBVERSIVE POWERS OF THE SOUTHERN CONTINENT. FROM THIS DAY FORWARD YOU SHALL BE ONE OF MY GRIM TASKED WITH AVENGING THOSE SPIRITS BOUND TO YOUR REALM BY THE SHACKLES OF SOME GRIEVOUS WRONG. YOUR SHADOW SHALL CONTINUE TO TO HANG IN MY THROWN ROOM AS A REMINDER TO THOSE WHO WISH TO CHALLENGE MY SERVANTS. THOSE WHO CHALLENGE MY GRIM CHALLENGE ME. Bosk remember's the unusual ceremony that bound his shadow, not in the Realm of Shadows, but on the wall of Gargul's thrown room like a gray tapestry. Suddenly he can feel the spirits as they rise, not just see them, but actually sense them. At the same time he feels some of his strength leave his body and the god taking back some of the magical abilities previously bestowed upon him and he wonders if this is some unmentioned sacrifice Grim's made to their god.

When Valla addresses him he replies, I strive to carry out the will of the gods, as long as their will is unchanging, so to must I be. As you can see, the gods have acknowledged me. I have been tried by Gargul and Jancassis and found worthy of their blessing. Gargul himself nailed my shadown down in his thrown room as a sign of his protection to those seeking to thwart his will in the Southern continent, and the holy symbol on my forehead was his gift to aid me in my journey as his Grim Avenger. He even humbled himself enough to come in person to Hook City and buy a round of beer for all of the Iron Adventurer's as we relaxed in a local bar after our visit to his realm. It is my great honor to serve him.

Back in Hook City the newly ordained Grim Avenger tithes a great portion of his wealth and reaccesses his equipment needs as he meditates on his newly achieved role among the ranks of Gargul's loyal Eyes.

ooc: Can Bosk gather some of the seeds from the poisonous flowers growing outside to grow back at the tower?

Thanks again to Jim for his amazing running of Hook City. The adventure's we have had are sure to be talked about for years and you have done much to help us develop our characters, enhance our tactics and abilities, and have made us all better players. We will miss you, and hope that future migrations bring you back to Hook City in the future.

Zeoll  d20+18=19 ; d20+13=29 ; d20+9=28 ;
Monday January 7th, 2013 12:29:06 PM


Zeoll sings to the girls and is glad when they do not play so "rough" as they sometimes have [early on, they used their ability to possess people to make Zeoll and Valla dress up like girls and play house]. Zeoll hopes his good influence has been to their benefit, or maybe they just like him more now.

He also shows them how to play jacks. He's had a set of ball and jacks at the bottom of his bag for a while now, and he's not sure why he didn't think of it earlier. The jacks were a Yule present, and his recent dreams of catching brownies and present fishing reminded him of them.

Diplomacy 19, Perform 29.

He also spends some time tending the rooftop garden. A month away means a lot of work to do.

Profession Gardener 28

Working elbow-deep in dirt is fine by Zeoll, but it does occur to him that he could use some professional tools. That leads him to go shopping, first in his local market, then farther afield as needed. He wants to buy masterwork gardening tools -- spending up to 250 gp on them, but not buying foolishly.

Out and about, he sees a bookstore, and enters on a whim. He is browsing through some volumes of legal cases when it hits him -- Maab be praised, the goddess has blessed him with the gift of literacy! Zeoll buys some books -- up to 250 gp worth -- books on nature, the fey, and especially on the law. He would love some legal works to function as masterwork tools for Profession Lawyer checks. You never know when a knowledge of the law will come in handy in Hook City.

Shopping in the neighborhood gives him the idea of offering regular concerts in the square outside the Iron Tower. He works on some of the stories of the groups adventures. He also spends a lot of time on songs about Maab and Eberyon. He tests out his new songs on his friends first.

He decides he needs some new duds if he is going to be performing in public. He seeks out a tailor to buy new clothes in the bright reds, yellows, and oranges of the fall colors beloved by the fey. Hw'll spend up to 250 gp on that, but nothing too fancy.

[OOC: Zeoll wants to use his Cradled "Spread the Word" power. It gives Zeoll and those with whom he talks a +2 on your next save if you sit down for a chat about the Fey King for three hours. I'm hoping that listening to songs counts.]

That night, Zeoll says his prayers to the Fey King and to Lady Maab, and he asks for guidance on her blessings. The liontaur dreams, and realizes that the nature of his magic has changed a bit too. If he wants to prepare his Cradled spells, he'll have to be in nature.

[OOC: As a votary cleric of Maab, Zeoll can only prep new cleric spells in nature. Is there anyplace in Hook City that qualifies (I doubt it). If not, Zeoll will need to make a trip outside the city walls, beyond Mudtown,

OOC: Link to new Zeoll sheet is in header. Hope I did not do too much in this post!!

Bosk AC: 25/12/23 CMD:22 HP 66 of 66 Spells 
Monday January 7th, 2013 12:48:59 PM

ooc: Perhaps you could get a cleric or something to bless your rooftop garden sanctuary?

Cayzle Comments: I are one!

Zane Stormfront AC 27 CMD 23 HP 63/63 
Monday January 7th, 2013 3:15:16 PM

OOC: I'll have dave post the link to Zane. The old Zane is still linked.

Zane pulls on his breeches, and heads towards the rooftop garden. He'd never admit it, but he rather enjoyed the view and tranquility the garden offered. Zane heads to his favorite location, the area where sea shore plants were grown, it always soothed him.
Sitting down, Zane tried to reach the peace that was always at his core. For some reason he couldn't center himself no matter how hard he tried. Never before, not even as a novice had he had this much trouble. The look on his face was one of someone struggling at a goal ths is just out of reach.

Zane will still be trying to center himself, when he is discovered atop the tower.

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Monday January 7th, 2013 3:36:29 PM

Restlin wakes up from his dream and looks around. He feels...different, like someone's watching him. Is this how Bosk felt with Gargul all this time? It's unnerving, but he's sure he'll get used to it. He sits down & begins his morning study. Without thinking, he grips the symbol of Wardd and casts his first osiron: read magic.

He never like casting read magic; divination magic hurts his head. This was different. It was effortless. He decides to start his morning off differently. He tries praying to Wardd. He gets down on his knees and gives thanks for the blessings Wardd has bestowed, but it doesn't feel right. Poor Restlin is just not a pious soul.

He thinks about Zane & sits cross legged on his bed, contemplating what it is to be lucky in a chaotic world, but that gets boring quickly too.

"Wardd," he says aloud, "I'm not really sure how to do this. Magic is easy, there are books to study & formulas to learn. No one hands you a spell with magic and says 'here you go, Restlin. Go do my work!' Still, here I am, devoted follower & holder of some small measure of ability from you. Ah shoot, you know what you're doing.

"Say, you weren't paying attention to me a while ago, so you probably never heard about the time I blew up a zombie kitchen. There I was, trying to figure out what was in this vat when I notice this zombie is carrying a ladle. So I go to take it and the thing clocks me right in the mouth. The story gets kind of bad for me after that, but when everything was all over we had to charge into a room full of poison just to get away from the explosion. Oh, then we found this guy who was all tied up..."

He prattles on for an hour when he suddenly feels a presence. It's gone as quick as it came on, but it leaves something behind. He's not sure if he annoyed Wardd or entertained him, but at least he found a way to commune with him.

He heads out of his room to see if Valla is done with his spellbook yet.

David F posting for Zane 
Monday January 7th, 2013 4:49:01 PM

OOC
This is the address to Zane's rewrite, but I don't know how to make it clicky capable. Can one of you that knows these things either explain it to me again or just make it show Zane Stormfront on it? Thanks. Also it looks like John might be posting for himself here. He just isn't able to cut and paste on his tablet in Rehab.

https://docs.google.com/document/d/17lPCef3ofZ9w5ZBQjPK4OOQSSynMVNMF6QgfCfDInuM/edit?authkey=CMvt0OEL

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday January 7th, 2013 7:20:00 PM

[link href="https://docs.google.com/document/d/17lPCef3ofZ9w5ZBQjPK4OOQSSynMVNMF6QgfCfDInuM/edit?authkey=CMvt0OEL"]Zane Stormfront[/link} -- Change } to ] Then add all your Ac,CMD and HP Info...

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+17=22 ; d20+17=33 ; d20-1=14 ; d20+9=20 ;
Monday January 7th, 2013 8:04:39 PM

Valla nods to Restlins reply; and listens to Bosk preach. I wish you luck my friend. I'm sure our goals will lead us down the same path. At least for a time. For now, I leave you to your thoughts, and words with Gods. I have spells to copy! Valla smirks and heads to Restlins spell book, taking it to his room and begins his copying. These two for sure, He says, copying Hold Person and Dispel Magic. After the several hours of studying and copying the arcane writings, he returns Restlins book; Thanks; if you'd like any from mine it's in my room. I'm headed out into the square to see who's moved in these few years I've been gone.

Valla then makes his way out into the square surrounding the tower. He attempts to talk to the new people there, seeing if there is anyone he remembers, and attempt to find out alittle about the new people.
(Diplomacy 14; K. Local 20)

I'm an new, old, Iron Adventurer. Just back in town; you know we saved your hides right? What you doing around here? Making profits are ya? Would you like to invest in tower defenses? They'd help keep this square safer. Never can be to safe...
=============
OOC: FYI;
Valla is an arrogant elf. He knows the scars on his right cheek to his neck, and up his right arm are disgusting to most people, but he acts like they don't exist and gets fairly upset if someone stares to much or mentions them. He's quick to "Know what your talking about" even if he has the slightest clue at best. Even more often, he's here to tell YOU something; alittle pressed for time tonight or I'd roleplay this out a bit more; have fun with it Steve :)




Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62  d20+14=20 ;
Monday January 7th, 2013 8:11:19 PM

Wyaar spends as much time in Mudtown as he does in Hook City, seeing to the temple of Maab and helping those he can.

One this fine day he'll accompany Valla to the market and lend a.. gentler hand towards the locals. (Diplomacy 20)

David F posting for Zane Stormfront 
Monday January 7th, 2013 8:18:29 PM

testing


David F posting for Zane Stormfront 
Monday January 7th, 2013 8:18:46 PM

Cool, Thanks )

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday January 7th, 2013 9:26:57 PM

Beriothian is left stunned as he leaves the horrific scene of their last battle. It wasn't brutality and bloodshed stuck him, he'd seen that many times before. No, it was more than that. This creature almost seemed to violate the very laws of nature itself.

As the Iron adventurers went back to the tower Beri couldn't shake this. He had become a rogue and an adventure out of wanderlust, a desire to get out and see what the world had to offer outside his small village. He had dreamed about raiding castles and rescuing damsels in distress, about fighting off fire breathing dragons and giants the size of mountains. Never once did it occur to him just the scope of what needed protecting, the very purity of nature itself.

The rogue left early the next morning and headed to the tower of Alistair, convincing him to drop him off once again at the Sargrass plains to visit Jacob the druid. Jacob is the one man the rogue knows who can teach him the skills he needs to protect the Wold from those who would corrupt it's very essence. When the week ends Beri returns to the tower, his vast array of weapons and tools having been traded in for a wooden staff and druid vestments. He makes his way up to the top of the tower and spends some time in Zeoll's garden contemplating how things have changed since he first joined this group, how he's transformed from someone looking for excitement into a man with a mission. He can only wonder what the Wold holds in store next for the Iron Adventurers

Zane Stormfront AC 27 CMD 23 HP 63/63 
Tuesday January 8th, 2013 8:01:06 AM

OOC: I NEED MY HEADER FIXED WITH THE NEW ZANE LINK, I CANT COPY/paste with my tablet.

Zane will pitch in 1000 gp for tower costs.

James D - Link updated

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Tuesday January 8th, 2013 9:32:40 AM

Thanks, just testing new header with correct numbers.

Iron Tower Square (co_DM SteveK) 
Tuesday January 8th, 2013 9:36:40 AM

Bosk sees the souls soar and believes that he hears Gargul's voice echoing within his own soul. Whether it is true or not is irrelevant. Bosk believes it to be true, and the mark of the Grim is upon the minotaur.

Back in Hook City, the newly ordained Grim Avenger tithes a great portion of his wealth and reassesses his equipment needs. It is too bad that he did not think of growing his own poison until they were already back in Hook City. As it is, the Avenger is confident that he'll be able to find poison as he travels in the future.

Zeoll sings to the ghost girls, happy they are less rough. While they still like playing 'dress up' with the liontaur, they no longer cause him to pummel himself and they ARE getting better at applying makeup!

The liontaur spends some time tending the rooftop garden, a month of growth and weeds to clear away. Zeoll is able to go to a new Dry Goods store on the Square and get some masterwork gardening tools, and only needs to spend a single White Chit (ie 100gp). Looking for Hook City law books is more of a problem. The bookseller suggests that Zeoll go directly to the magistrates and apprentice with them for 7 years. That is the usual way to get your own copy of the law books of Hook City.

Zane (still looking like a minotaur) pulls on his breeches, and heads towards the rooftop garden to the soothing sea shore plants. Sitting down, the minotaur tries to reach the peace that was always at his core. For some reason he couldn't center himself no matter how hard he tried. Never before, not even as a novice had he had this much trouble. The look on his face was one of someone struggling at a goal just out of reach.

Jon Highlight to display spoiler: {Ooc: I know you are still in Rehab. I'll look over the CS and when approved, I will provide a suitable magical event to transform Zane the minotaur into Zane the drow. No worries!}

Restlin wakes up from his dream and looks around. He feels...different, like someone's watching him all the time. Strange. It is really going to take some time to adjust to all this. It is a number of days to adjust and also get his spellbook back from Valla.

Valla copies some spells and listens to Bosk preach, knowing which of those activities is more interesting to him! When done, Valla heads out into the square to see who's moved in these few years I've been gone. Valla then makes his way out into the square surrounding the tower. He attempts to talk to the new people there, seeing if there is anyone he remembers, and attempt to find out a little about the new people.

Wyaar spends as much time in Mudtown as he does in Hook City, seeing to the temple of Maab and helping those he can. Being gone a month, he could be rather surprised when he sees a large green tent at the place where the temple of Maab was once standing in MudTown! There are a couple of clerics of Maab here and a visiting cleric of Ebyron. One tells Wyaar; "Hook City is cracking down about an old law that doesn't allow permanent structures outside of the city walls. The high priest of Maab was getting ready for an upgrade, and instead of expanding the building, they had to tear it down and move all the more important regalia into the Temple of Maab location on the Causeway in NorthHook. We're going to keep a constant tent here anyways, and the people always enjoy it when you come around."

Beriothian is left stunned as he leaves the horrific scene of their last battle. It wasn't brutality and bloodshed stuck him, he'd seen that many times before. No, it was more than that. This creature almost seemed to violate the very laws of nature itself. He has little thought of how right he is when he realizes his fine acrobatic skills are a thing of the past!

Needing to know what is going on with him, Beri heads to the tower of Alistair the next morning intent to be able to go and visit Jacob, but it is not to be. Alistair receives Beri warmly, but with a perplexed look. Through tea, the old wizard keeps looking at Beriothian. Finally, the wise man gets to the bottom of his strange behavior. "No one has been able to get to the Sargrass for over a month, young man", Alistair declares. "Wizards stronger than me have tried and only strike a wall that seems made of pure Woldsblood. Nothing can get through."

Alistair shakes his head. "Not that it seems that you need any training. Your aura is different. What happened to you? And why were you gone so long? You have the magic of nature about you, not the dash of a rogue. Something must have happened in that pit you described." When Beri stops to assess himself, he can see Alistair's words are true. He is aligned with the spirits of nature and lost most of his thieving skills (as well as a great deal of strength!)

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

This first week back, as the Iron Adventurers start to step beyond their Tower, they see a revival of the neighborhood. Being right on the border between LaborTown and SouthHook, Iron Tower Square is a natural gathering place for merchants and upwardly mobile people trying to get ahead, wizards and citizens looking for something unusual, and the rich to do a little slumming. It makes the Square a pretty good place to be!

Walking around the Square, Zeoll, Beri, Wyaar, Valla, and the others realize that they are minor celebrities. Everyone on the Square knows who they are! Kids run up, daring one another to grab Zeoll's tail or touch Valla's scars. Hawkers and sellers always have a smile and wave for anyone in the group, an apple for free is tossed to Wyaar, a small bag of pistachios pressed into Beri's hand. Smaller children playing in an ally even have homemade dolls of the adventurers. "Thanks to the Powers that you Iron Adventurers are back!", one carter says fervently as he picks up his load of ashes, "makes me and the wife feel safer, ya know?"

Capitalizing on his newfound notoriety, Zeoll is able to set a weekly Concert in the Square for the first night of each week end. The first concert? Songs about the Powers, and featuring Maab and Ebyron! Three local buskers also agree to be at the concert.

Valla tries his best to offend people, but with Wyaar behind him and the general air of people happy to see the protectors back, the elf's condescending nature is passed off as hard-bitten experience.

The portly owner of the Golden Boar Inn, a place that caters to Hook City elite who want to go slumming without the danger gives Valla an answer that seems to be the sentiment of most in the Square. "Invest in defense? With the walls of Hook City, the biggest army and the greatest wizards in the Wold here? I think not. It's great that you are here as Protectors and are on the payroll of the City. I wouldn't think you would need to shake down honest citizens for more wealth, eh?"

On a lighter note, the Iron Adventurers could be pleased that Bosk's note for the Beasley family finally found what is left of the group where they were hiding. Feeling the need for better safety, they used the letter from Bosk to enter Hook City and start up an Apothecary Shop on the Tower Square. The brothers and sisters of Heather are now neighbors!

Looking around for a place within Hook City to renew his spells, the liontaur must have been talking out loud outside a shop that (he can read!) is called "Sargrass Weavings". A fine boned woman smiles and waves from her open door as she weaves an intricate design on a loom. "Many Shadows, Sieur Liontaur! I am Madame Mara Weaver, and I couldn't help but to have heard of your quest. I am also a follower of Maab. Why don't you go to the Temple of Maab just off the Causeway in NorthHook? If the priests there can find enough nature for their picks, then perhaps so can you?"

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

Iron Tower Square Map

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Tuesday January 8th, 2013 9:52:37 AM

Cant do highlights

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Tuesday January 8th, 2013 11:37:29 AM

With his holy symbol complete & Wardd's acceptance in hand, Restlin ponders what he's gotten himself into...for about ten seconds. Then he decides he's had enough of this tower & walks outside. He sees Valla going about & can only shake his head. "Great, we picked up another Beltrin," he thinks to himself.

He decides he'd like to add small anchor and ladle charms to the quiver Bosk made him. He'll go around looking for a small quantity of silver suitable for making jewelry.

***

OOC: How are small transactions handled in Hook City? If the smallest chit is 100gp and coin can't be used, how does one buy a beer?

co-DM SteveK: Almost all trade within the city is done with Chits. This is because anyone born in Hook City has the inate ability to perform a Cantrip. They abhor money, and magic is the cost of services. See the Woldipedia on Hook City for more details.

People usually pay with "I'll cast this cantrip for you if you provide this service."

Bottom line is coin money IS accepted, but the payer is looked down upon because they can't pay by magic. ie second class citizen.

The Iron Adventurers have enough of a reputation around the neighborhood that they will not be looked down on if they use coin in the Square. (When I was DMing the Children of Chaos, I also said there is enough transistion in LaborTown that coin exchanges are the usual there.) But if they will get a different reception if they try and buy things with coin in NorthHook or SouthHook or on the Bridge.

Zeoll 
Tuesday January 8th, 2013 5:16:51 PM

Zeoll thanks the lady. "Marra, I am in your debt," he says with a bow ... and then goes to find his way to this temple, to see what he can see.

OOC: wealth debited, tools added to sheet.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday January 8th, 2013 7:59:40 PM

ooc: post is going to be later than normal tonight.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20-1=5 ;
Tuesday January 8th, 2013 9:25:36 PM

The City of Magic doesn't pay as good as you'd think sir.. Valla replys, catching a sneaky child out the corner of his eye, a quick snap of his head and a point of his finger; he says with a serious face You like frogs? I'll turn you into a pig then boy..

Since when does Hook City pay us... He thinks. Deciding if he keeps talking with the citizens he may end up ruining the Iron Adventurers reputation, he finds himself walking the streets thinking and talking to himself.

So, they found out who the murderer was. Hunted him down, took care of that as well.

Then, another Migration... Its amazing how fast a place can change... But, how'd...

Hunting down a demi-god is no small task; and now it seems Hook City is back to normal for a change...

Coming here, I meant to make a name for myself. Grow smart

And powerful enough to handle what my father could not. It seems I've reached that goal... So, what Now?

Plenty of gold or chits. Member of a team respected and feared alike. What now. Protect Hook City? From itself?

I need a raise...

Valla gets lost in his head for a while. When he finally stops to look around, he's standing in front of the Palm Reading place. Could it really hurt? Naa..

He steps inside, inquiring about the business, and if he could get a reading. Rather for casting a cantrip or paying with gold, he trys to be nice to anyone inside. (DIP 5) But may have come off a little; demanding.



Zeoll 
Tuesday January 8th, 2013 9:45:27 PM

Oh, and on the way to the temple, Zeoll shops for new duds. It would be nice, he thinks, to show up in his new fey-colored clothing at the holy place.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Tuesday January 8th, 2013 11:40:22 PM

As the others consider new roles in life Bosk walks down to the pawn shop, ever intrigued by old and rare items. Perhaps as an outsider to Hook City he felt drawn to these out of place items, or perhaps it was because he liked to stand out in a crowd. What ever the reason, Bosk spends hours browsing the lost treasures. When he is finished heads over to greet their new neighbors and to tell them how sorry he is for their loss. He had considered Heather a trusted friend.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday January 9th, 2013 12:16:25 AM

As a follow of Queen Maab, Beriothian tags along with Zeoll to take in the nature at the temple that has been erected in her honor.

Zeoll 
Wednesday January 9th, 2013 7:11:23 AM


Zeoll asks Beri how he looks in his new outfit. The shirt is red and orange, and he has woven yellow ribbons into his backpack (which looks a lot like saddlebags) and grey mane.

[Honestly, Zeoll suspects he looks ridiculous, but he doesn't mind!]

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Wednesday January 9th, 2013 10:55:09 AM

Wyaar shakes his head at the news that Hook city made them take down the temple. "How can a place of such beauty and learning be so petty and small?" But, he does his best just the same. Healing to those in Mudtown and helping the sick when needed since he fears no disease.

While in Hook he'll check in with the new temple to Maab with his two devoted companions. And always pays with coins, having no inherent magic of his own and wishing to use what magic Maab gives him for the benefit of others instead of payment for his needs.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Wednesday January 9th, 2013 11:24:26 AM

Zane, is getting more and more frustraited as he is unable to find his center.
He eventually gives up tring to center himself.
After failing to reach his goal, he begins to walk the edge of the tower,jusr circling it time after time. He loses count of how many times he has walked around the edge of the tower.

Iron Tower Square (co_DM SteveK) 
Wednesday January 9th, 2013 12:19:10 PM

Restlin is easily able to get the small amounts of stuff he wants around the Iron Tower Square or by venturing into LaborTown. The wizard immediately notices that after leaving the immediate neighborhood, he is not immediately recognizable. If asked, people know of the Iron Adventurers and where they reside, but the celebrities here is a group called the "Children of Chaos". "They were so good, they actually stopped the Great Migration. Now that is power!"

Zeoll thanks Mara Weaver, then goes to find this temple. He needs to get to NorthHook, and that means either taking the Bridge, one of numerous ferries across the river that separates LaborTown, or magically moving himself. Since it costs a White Chit for a single person to ascend the rickety collection of wooden switchbacks climbing up six stories to the Bridge which hangs from four giant hooks that hang in mid air... well, it is much less expensive for the ferry!

When the liontaur (and Beri and Wyaar) gets to NorthHook and the Marble Causeway, he again is able to appreciate the brilliant white marble buildings and statues that line both sides, and eventually finds specific directions to the Temple of Maab. The Temple on the outside looks like any number of other temples on the Causeway in NorthHook, only some potted plants and a mosaic on the stone floor entrance shows the affinity towards harmony with nature. Once inside, however, things change. Past the wide doors, an airy atrium opens into a series of gardens, streamlets, ponds, and secluded groves. It seems like every possible terrain and environment is here in miniature! The noise of the city is gone, too, as if a giant invisible dome separates this peaceful seclusion from the outside wold.

Zeoll is able to successfully pray for spells within the confines of Maab's Temple.

Valla ripostes with the Golden Boar owner without being crass enough to actually talk money on the open street, but it gets him thinking. The elf also catches a youngster and admonishes the sprite. Instead of being frightened, the scamp laughs at being caught and runs to his friends. "Nuh-uh, turn Sammi into a pig! Not me!"

Valla wanders the streets, thinking hard on things that seem to flit through his head. A little inquiry changes one of his assumptions, there has only been one Great Migration in the last 300 years; and that happened only recently. The effects of that Migration, however, are still being felt and assessed. When he finally stops to look around, he's standing in front of the Palm Reading place, and on impulse, he goes inside. "Madame Vera knows all..." begins the woman dressed in many colorful scarfs, but stops on Valla's appearance and brusque demeanor. "You do not need my services, and I'm getting ready for the night crowd, sir." Very quickly, Madame Vera makes herself scarce in the back room and waits for Valla to leave.

Bosk walks down to the pawn shop, and spends hours browsing the lost treasures. When he is finished heads over to greet their new neighbors and to tell them how sorry he is for their loss. He had considered Heather a trusted friend. Jimbim and Clarrissa seem to be the overall in charge of the shop, and are very happy to see Bosk, and thank him profusely for his sponsorship into Hook City. "Anything you need", says Jimbim sincerely. Clarrissa echoes with a different underlaying tone, "Yes, anything at all."

Beriothian is a follower of Queen Maab, and tags along with Zeoll to take in the nature at the temple that has been erected in her honor.

Zane tries to be isolated on the rooftop garden, trying to come to terms with what he is feeling, circling the edge of the Tower. And it is not well. All morning, it gets worse until it feels like there are a hundred tentacles writhing just under his skin. Instinctively, Zane is certain that it must be an after effect of the battle in the pit. The ability of the demigod to grasp and hold souls, and the sudden release of many centuries of imprisoned souls has touched the minotaur. Minotaur? No! For when the seething inside his skin finally ends, Zane is a drow elf! Touched by transmutation magics and the departing soul of a surface drow, Zane has transformed himself!
(ooc: Sorry John for the confusion. Of course you can post even if we don't have your PC sheet approved quite yet.)

Wyaar shakes his head at the news that Hook City law. One of the clerics responds that the learning and beauty are in the Hook City temple. "And besides, isn't mud part of nature too?" The cleric smiles and assures Wyaar that they are content to administer to the transient and not-so-transient population of MudTown with the tent. The paladin does the best he can, healing the sick and comforting the diseased without fear because he is protected by his own purity. While in Hook he'll check in with the new temple to Maab with Beri and Zeoll.

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

As morning follows night, evening follows day. As this day in perfect Hook City draws to a close, the heroes have been able to learn more about their environment and neighborhood in the past week or so, and have some time to get comfortable within their Tower. Much of the knowledge each one gets while out and about are now shared with the others over a dinner meal and a comforting fire.

The Iron Adventurers are still caring for themselves in the Tower, for they are without domestics of any kind at the moment. (ooc: Am I right? Just trying to make sure.)

The minotaur, liontaur, drow, elf, and three humans should be pleased that their early time of adventuring has provided them with great opportunity and success. And should be confident that whatever else happens, they will help the people and meet the challenge!

ooc: Highlight to display spoiler: {we can continue on with the locality and Hook City if you want for a couple of days. I'm willing to start your clues to the module tomorrow or as late as Monday if you are having fun. :-) }


Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Wednesday January 9th, 2013 12:40:51 PM

OOC: Yes, we have no servants. Restlin keeps things tidy in his room and the common areas using mage hand and prestidigitation. I think Bosk used to cook, but I could be remembering that wrong. Our best cook was killed three modules back. Zeoll tends the garden, etc.

"It seems to me that these Children of Chaos didn't stop a migration so much as delay it..." the wizard opines over dinner. He doesn't appreciate playing second fiddle to anyone.

That evening he'll get to work crafting his charms. He decides to craft sword, branding iron, and anchor charms in honor of his luck, and a ladle in remembrance of his bad luck.

***

I have plans for these. After I hash things out in my mind a bit more I'll take them to the BGC. If they end up being mundane, it's still a hobby he'd pursue.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Wednesday January 9th, 2013 3:15:06 PM

ooc: I have been wanting to move Hemust, Jillian and Sanji in to deal with cooking and upkeep.

Zeoll 
Wednesday January 9th, 2013 3:37:03 PM

Yeah, but the girls might not treat them well. So far it is just us. So long as the girls are here, that's best?

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells  d100=84 ;
Wednesday January 9th, 2013 4:32:04 PM

...The blond taur paces his floor, confused and confounded by the girls continued presence in the tower despite acheiving the retribution they sought against their murder. Bosk spends an hour in prayer before casting divination to determine the best course of action for dealing with the girls. Worried Gargul would be displeased by inaction of a Grim with such things in his own house he feels driven to do something, yet he hopes to do nothing as he has hrown attached to the girls. The cleric is apprehensive, having never cast this spell before. Will it give him some sort of cryptic message? Will he be instructed to leave them alone? Perhaps they have more unresolved matters binding them to this world, or Gargul will demand forceful eviction of the girls from this plane. Patiently he waits....


Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Wednesday January 9th, 2013 6:14:05 PM

Zane treads down to his room, as he enters he notices that things here has changed as well. The bed is now sized to fit his new body. Sitting on a stand is a sword, that both is familiar and strange at the same time. Striding over to it,Zane grasps it's hilt, the wrapings are worn from years of use, and the wear pattern is that of his own hands.
After doing a few sweeps of the blade,Zane is sure of himself that the blade is in deed his. After ghgettng dressed in clothing that is also strange yet familiar. Sliding on a leather harness that holds 5 daggers in sheaths for quick access from under his coat.
Wearing one of his black shirts, the dagger harness over that, then the long coat, Zane grabs the haversack and the shoulder scabbard and settels them in place. Every thing feels right, but still feels strange.
Zane, all geared up heads down to the common room. He fixes a meal for himself and seats himself to wait for the others to return.
Zane's appearance:
His skin tone is a lighter gray-blue with deeper colored lips. His eyes are a deep red, and his hair is pure white except for the streak of purple from his widows peak to the back of his neck.
His hat sits on the table,next to that is a two handed curved blade.
A coin pouch lays on the table as well.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday January 9th, 2013 10:33:14 PM

Delay maybe... It going to happen again eventually. Well be ready Valla nods to Restlin over dinner.

Seeing the new Zane, Valla gasps, sizing up the dark elf. Wha.... who... Howd... Why are you here Drow?

The Iron Adventures are known throughout hookcity, If he got in here without causing a fuss, id say its not blood hes lookin for. If it is, hell get a close up of his own.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday January 9th, 2013 11:16:00 PM

Beriothian takes some time alone in the garden and practices his magic. The very fabric of nature seems to course through his body now that he has dedicated himself to it's protection, and to Queen Maab. While wandering through the various gardens Beri makes note of what is in here. Are there mighty oaks growing here? Are there toxic plants that Bosk might find handy for his poisonous arts?

ooc: I would also prefer to delay until Monday.


Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Thursday January 10th, 2013 12:58:11 AM

"Hello Valla, I was hoping one of the others would to the tower fiirst. Not that I'm unhappy about seeing you.
Now comes the hard part, proving that I'm Zane. The same Zane that you just met when we killed that demi-god. There,towards the end when when all of the souls were releashed, one of them didn't pass on as it should have. Due to that, I'm now the new me. After having changed, I'm positive that returning to the old me would be the wrong thing to do. I still have a tattoo on my back, but I doubt that you ever got to see, so that leaves what to prove my identity o you?"


Zane keeps his hands away from any of his weapons. He remains calm,just waiting to see what happens next.

Zeoll  d20+13=27 ;
Thursday January 10th, 2013 6:38:54 AM


Zeoll is surprised when asked to pay a white chit to use the bridge. Is there a pass available? Maybe for a modest price he can buy a pass that lets him use the bridge whenever he wants?

As he walks with Beri, he has a conversation with his friend about how he too came to honor the Silver Lady. Zeoll says that he too was a druid once, and invented a magic item way back then, his Berrywreath.

Zeoll, as a cleric, has to prep spells at a particular time each day ... and for Zeoll, it is the dawn hour. So he thanks the servants of Maab he finds here, and says he will return tomorrow just before dawn to pray.

Back at the Iron Tower, Zeoll looks twice at the Drow sitting quietly with Valla in the common room. [OOC: Sense Motive check is a 27]

He stares at the Drow, and then says, "Zane, therre's something differrent about you ... wait, don't tell me ... let me guess ... new hairrcut?"

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Thursday January 10th, 2013 10:07:55 AM

"It's nice to see you havn't lost your sence of humor. I'm still coming to terms with it mself. It started a few hours ago, I had the strangest dream,and after I woke up I found that I couldn't find my center, ummm, what others call their Zen focus point. After trying for a few hours up in the garden, I walked the edge for a while. That's when the spirit moved in,and I changed physically as well. Before I never noticed that I was off kilter, but now, I feel right, that I'm just as I should be.
Oh, who's collecting for the tower? I'll give 1000 gold to help."


Zane will slide the money pouch to the tables middle.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday January 10th, 2013 11:26:10 AM

Zeoll walking in and immediately knowing the Drow as Zane. If Zeoll knew it was you, thats good enough for me. I didn't know you until recently, a new look is befitting. I must say though, a higher heritage may have been more beneficial. The dark path may be hard to get used to on the surface.

Valla smiles at the new Zane, and then takes a seat as well, awaiting everyone else to show up, ad see what they think.

Iron Tower Square (co_DM SteveK) 
Thursday January 10th, 2013 1:06:24 PM

Restlin doesn't appreciate playing second fiddle to anyone, and looks to poke holes in the Children of Chaos' reputation while talking with his fellow Iron Adventurers. That evening, he does a little crafting (any checks please?)

Bosk turns his mind to another problem, the ghost girls' continued presence in the tower despite achieving the retribution they sought against their murder. He is worried about his responsibilities as a Grim weighed against affection for the ghosts who seem content in the status quo. Bosk spends an hour in prayer before casting a divination: what is the best course of action for dealing with the girls?. Patiently he waits... and soon realizes that he is going to get no response for this question, at least not for this week. Highlight to display spoiler: {: Bosk has a 78% chance of getting a correct divination and will know if it is successful or not. Question is limited to one week in the future. Same spell on same question is always the same result.}

Zane treads down to his room, as he enters he notices that things in his room have NOT changed, and they are going to need to change as well. The new body of a drow needs a new bed, his skills need new equipment, his body new equipment. Good thing he is in the middle of a large city! It takes a couple of days, but Zane is able to exchange or purchase his new necessities fairly easily. The last item he is able to get is a sword (complete with stand) that looks as if the wrappings are worn from years of use, and the wear pattern is that of his own hands.

Zane looks at himself in the mirror of his room. A surface drow, his skin a lighter gray-blue with darker lips. Eyes deep red, and pure white hair except for the streak of purple from his widows peak to the back of his neck, he presents himself to the other Iron Adventurers.

John(Zane) Highlight to display spoiler: { I appreciate you trying to make up a scenario for why Zane suddenly changed from a minotaur to a drow. However, in game, the DM gets to make up the scenarios. That is SteveK or JonT. There are city, campaign, and woldian reasons why I am not allowing a sudden storm or magical transformation. A storm did NOT happen, Zane changed due to a delay of events from the Illithid demigod fight. Zane's equipment did NOT magically change. Please follow the DM scenario and limit your posts to what actions Zane can affect.
If at some time, you wish something outside of Zane's power to happen, please email me and Jon and if it doesn't spoil some law of nature, will wriggle it into the plot line.
Thank you for your consideration and understanding.
}

Valla gasps at seeing 'new' Zane, and mistakes him for a stranger elf. "Why are you here Drow?" Valla is confident that everyone in Hook City knows who they are (whether that is true or not), and is fairly certain that the drow is not looking for blood, but if it is, he'll get a close up of his own! Zane goes about trying to prove that while he looks different, his memories are still intact, and even his tattoo has not changed.

Beriothian takes some time alone in the temple of Queen Maab to practice his magic and wander through the various gardens. He sees one area where a single mighty oak cascades with mistletoe and a border of sharp-leaved holly bushes. In another environment, arid plants and beige sand form a border where a great tortoise sits and basks in the warmth. The druid easily identifies common plants, and even fairly rare ones is no problem for his great knowledge of nature. There is some Bloodroot, there a Black Lotus flower, and over there is Malyass Root. Yes, all the common natural plant poisons are here. It remains unknown whether Bosk would ever get permission to harvest any of them.

Zeoll is surprised when asked to pay a white chit to use the bridge. Is there a pass available? Maybe for a modest price he can buy a pass that lets him use the bridge whenever he wants? There is not, and the liontaur is informed that a White Chit is only the price to use the stair. It is a Red Chit to use the elevator! Only HookCity officials on official business can use the Bridge without payment. "And since you don't have an approved letter, you are obviously not on official business even though I see you are part of a Protector group. Please pay or move along, liontaur, for you are causing a line behind you."

Zeoll happily talks with Beri and Wyaar about Queen Maab, and finds a wonderful refuge in the Temple of Maab in NorthHook.

Back at the Iron Tower, Zeoll looks twice at the Drow sitting quietly with Valla in the common room. "Zane, therre's something differrent about you ... wait, don't tell me ... let me guess ... new hairrcut?"

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

The next day, there is a visitor to the Iron Tower, it is Sergeant Capon, the constable. It looks like the unremarkable looking medium-sized man has a duty to perform and he stands at attention in the doorway until someone speaks to him. At that moment, he hands the hero a scroll and moves to 'parade-rest'. "Good Morning, Protectors", he begins officially. "The Inspector received word you are returned and has assigned me to be Hook City's permanent liaison to the Iron Adventurers Protectors. I am authorized to request billeting within your Tower or to make accommodations about the Square if that is unsuitable. The Inspector informed me that a versatile group such as yourselves may be extremely useful to Hook City."

He awaits, in parade ground perfection, a response.

NOTE OOC:
- What is the collection for the tower? Is this a monthly rent the Iron Adventurers have needed to do in the past?

- We'll continue learning about Hook City, Iron Adventurers, and each other's style for this week then. :-)

- I am assuming that each Player is reading all parts to the DM Post so as to get information out of the actions of other PCs. It helps me to not write sooooo much.


Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells)  d20+15=27 ;
Thursday January 10th, 2013 1:32:00 PM

No rent that I'm aware of. The place was purchased & ongoing taxes, etc weren't discussed.

Restlin, still awake & not quite himself, scratches his head as he regards the scroll and strange man in front of him. "You want to stay here? You're gonna have to loosen up a bit." He shrugs his shoulders & turns around. "Come on in & make yourself comfortable. Let me read this thing & see what the rest of my friends think. We all paid equal shares, we all get equal votes...or something like that. Your bureaucracy hurts my head sometimes. Well, not YOURS per say, but Hook City's. Maybe we should wait until Zeoll gets down here."

He opens the scroll, breaking the seal if needed, and reads it through.

***

Craft jewelry = 27. I get one per week, so figured I'd hold out.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Thursday January 10th, 2013 1:32:45 PM

The collection was because we origionally did not know if we had to rebuy the tower and reregister with the city for the rebuy. However, I believe we were told these things gave no advantages to our characters (and would be 1/4 our wealth) so not to worry about it.

SteveK: That is true. The PCs do not have to account for the Iron Tower as a portion of your wealth because it is just the place where you live with no in-game advantage. In fact, the Pathfinder Corebook lists a monthly fee of general well-being such as you have all described as being no more than 30 gold / month.

For the Iron Adventurers, there is no fee or other cost for individual PCs for living in the Tower. Right now. :-)

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Thursday January 10th, 2013 7:31:37 PM

After gathering his new gear over a couple days, he makes sure he has his badge pined to the under side of his coat's collar.
"I'm headed o the WLA, I want find out just how I fight now, this sword feels corect in my hands. I need to do some sparing so my reactions coinside with my brain. Anyone wanna go?"
If anyone goes with him, he'll spar with them. If he goes alone, he'll spar with the local instructor.
Zane will practice with and without his spells up. It's going to be a very educational day, no mater how many bruises he ends up with.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday January 10th, 2013 8:44:35 PM

Valla looks to Restlin, giving a Lets have some fun smirk.

So, you need a room say you? I think that can be arranged. Would you like a cup of tea sir?
Valla waits only a moment for response. Nodding his head, I must insist Sir Capon. Just a moment please.

Valla gets up and begins walking up the stairs, a few seconds later he can be heard,

Girls! OOHHH GIIIRRRLLLSSSS, Someone may want a cup of tea!

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Thursday January 10th, 2013 10:43:54 PM

Wyaar gets to use his Evil Detector twice.. once to verify Zane and again on the Hook City official.

He shakes his head as Valla tries to rouse the girls into mischief, "Now Valla, that just isn't polite... while we should introduce the girls to the Sergeant that may not be the best way."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Friday January 11th, 2013 12:27:48 AM

Beri sits back with his cup of coffee, waiting to see how the girls respond to Vallas return.

Iron Tower Square (co_DM SteveK)  d20+2=8 ;
Friday January 11th, 2013 10:41:39 AM

Restlin tells Sergeant Capon to loosen up a bit, but shrugs, breaks the official seal, and reads the scroll. In the florid Hook City legalese style, the near full page basically reads the same as Sergeant Capon just said.

(the following is only a summary of the document. :-) Be it known to all that Sergeant Capon, authorized by Inspector Auslander, is to provide an official link between the Protector group nomenclature Iron Adventures and Hook City through the offices of Inspector Auslander, Second District, SouthHook, Hook City. That Sergeant Capon or his immediate superior in 2d District SouthHook is the only authorized link of Hook City to the Iron Adventurers. That all official proclamations, agreements, and issuances for said Protectors is hereby now only transferred through Sergeant Capon or his supervisor. All previous notifications or agreements from any Hook City governmental authority to the Iron Adventurers Protector group are null and void. This proclamation has no bearing on mercantile or monetary agreements between citizens or non-citizens, nor the legal documents pertaining unto them. It is signed and sealed by Inspector Auslander and countersigned and sealed by the Hook City Council.

Zane has made sure he has his WLA badge pinned to the under side of his coat's collar before talking with the others. Accepted by the group that he is who he is, Zane then goes to the WLA Headquarters in Hook City to ensure of the limit of his new skills with his new equipment, and in his new body. It is a very educational few days, no matter how many bruises he ended up with!

Valla looks to have some fun, and calls for the ghost girls in the upper floors. "Girls! OOHHH GIIIRRRLLLSSSS, Someone may want a cup of tea!"

Wyaar stares intently at Zane and then Sergeant Capon, and verifies neither of them have an evil aura. He shakes his head as Valla tries to rouse the girls into mischief, "Now Valla, that just isn't polite... while we should introduce the girls to the Sergeant that may not be the best way..." but he is a little too late.

Beri sits back with his cup of coffee, waiting to see how the girls respond to Vallas return.

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

The response of the girls is immediate, as one of the girls tries to possess Valla. "Valla, you are back!", she squeals in glee. Will DC 18 or possessed. Whether possessed or not, the ghost girl trails a line of feather boas, big hats, and a bag of mascara that proceeds to wrap, plop, and mark themselves all over the scarred elf. "Tea Time!"

The other girl flies down the stairs, similar attire floating behind her and making a beeline for Sergeant Capon. "TEA TIME!" A look of confusion and alarm comes over the good Sergeant's face just before the ghost girl enters his body and the dress-up, make-up transformation is complete. Grinning a little girl grin, Sergeant Capon prances up the stairs singing a silly song and spends the next hour in Zeoll's room playing tea.

"I am Bea, I drink tea, won't you dance around with me?"

After an hour, Sergeant Capon (and Valla) return to the front hall. The makeup on the sergeant (and Valla) is quite good, if done in an over-the-top way. The girls must have been practicing with Zeoll! His official mask is back on, and he is out of the dress-up clothes. Coming to attention while brushing off a stray pink feather from his uniform. He nods at Restlin and Bosk and says, "If you have no other duties for me at the moment, I will find suitable living quarters on the Square." He then turns to Valla and continues to be just as official. "An amusing experience, but in the future I do not think I care for tea."

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

ooc: co-DM JonT will be taking over on Monday to start the module.



Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Friday January 11th, 2013 11:00:38 AM

Bosk is a little relieved not to have to deal with the girls just yet and joins Zane at the WLA and spends the day working on his form with the bastard sword. He has a hard time believing an entire month has gone. As he practice he discovers that he can sacrifice a little accuracy for extra damage and quickly hones this new skill. He then spends a few hours working on his archery skills, getting used to his newly acquired crossbows.

On the way back to the tower the horned cleric stops in at the neighbors and talks with them a bit more. As the conversation progresses Bosk asks if any of them know where he might be able to purchase some poison for his blade, or where he might acquire the seeds or reagents to make his own. Although he would be hesitant to bring the topic up around other people, his experience with Heather and the others leads him to believe they will be understanding. In fact, given the personalities of the individuals, he would be shocked if they did not know where to acquire some.

Once back at the tower Bosk hears about the sergeant's adventure. Glad the official is out of hearing and won't be constantly around to make the group feel like they are always at work and needing to act official the blond taur laughs, Couldn't have happened to a nicer starched collar city official!!! However it might be bad for us if this sort of thing regularly happens to city officials. We should also have mentioned that all the bedrooms are full and he would have to sleep in one of the small servants' quarters. That would likely have convinced him to seek other lodging as well.

That evening Bosk speaks to the girls and asks them about their lives and why they are still choosing to remain in the tower. Perhaps talking to them will give him some clue as to why they are still bound to this plane.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday January 11th, 2013 12:34:26 PM

As Valla has tea with this this time its much more enjoyable, even if Mr.Capon didnt.

I like to have alittle fun big guy, besides I wouldnt do that to everyone. Just those as up tight as him hehe.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist  d8=8 ;
Friday January 11th, 2013 3:52:46 PM

Zane has a few memerable bruises, including a rather nasty lump on the side of his head. It took most of a day to stop seeing stars.
After all of the hard training with the Elven Curve Blade and his daggers, along with the spells at his finger tips, Zane iis confident in his martial skills along with the arcane. He definatly has access to a more varied spell list. The most of it, geared towards weapon offence and defence.

Zaane is happy he missed the girls, he never was comfortable with them. One night during the week,"I'm as ready as I can be, it'll take some real life or death to truely see if i'm actually ready."


Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Friday January 11th, 2013 6:16:27 PM

Wyaar will accompany the Sergeant and Valla to the tea party if permitted by the girls, both to participate and to make sure it did not get out of hand. He'll gladly wear a hat and boa if needed and will look darn pretty doing it. He enjoys himself with the girls. They remind him more of playful fey than vengeful spirits.

"You're more than welcome to stay in the tower Sergeant. The girls are playful, but such... parties are rare."

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Friday January 11th, 2013 10:48:53 PM

Restlin watches the man leave. He was stuffy, but they could have been nicer. He gives a sideways glance that says "really?" to Valla & heads back upstairs to get to work on his crafting.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday January 11th, 2013 11:41:54 PM

Valla nods at Restlin, yes, It only felt right to introduce him formerly to them. I surely meant no harm.

Zeoll 
Saturday January 12th, 2013 11:37:37 AM

Zeoll arrives back from the temple, spells prepped, and sees the constable in full regalia. He sighs, and uses Prestidigitation to get the fellow cleaned up.

"I'm sorrry," he says to Capon, "the girrls can be naughty, although therre is no meanness in them. Well, not much.

Privately, Zeoll wonders about the fellow's name.

After he comes to understand the fellow better, Zeoll asks the man if he would prefer to bivouac in the Iron Tower or nearby on the square.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Sunday January 13th, 2013 10:10:39 AM

Beriothian expected the girls to be excited to see Valla again, but he can't hold back a chuckle when the Sergeant gets brought up for the party as well.

I am sure those four are going to have a wonderful time catching up with the girls. Hmm, I never thought about it, but I wonder why coffee parties never caught on. Not only is coffee better, but coffee cake is sooo much better than biscuits.

ooc: I got to North Carolina last night and start my new job on Monday, I should be able to post more regularly now.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Sunday January 13th, 2013 3:02:27 PM

so, with mr. Capon showing up, this seems to imply that the council shall seek to employ our services soon? I sure hope he didnt have tea for no reason. Besides, I need something to do to get out of this square soon, my time around that evil lair has left me restless, its been to long cooped up in this city, without events occuring.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Sunday January 13th, 2013 5:39:33 PM

"If we are going to get along with, we really should not be playing games with the cities representitive for our amusment. I think a heartfelt appology would go quite far in helping Mr.Capon give a good first report to the people who assign and then pay us for our services. If no one else will go find him I will go.
I believe this is truly that important."

Zane will wait a few minutes to see if anyone else will go.

Zeoll 
Sunday January 13th, 2013 6:54:12 PM

OOC: Huh? Did he run away? I posted Zeoll would clean him up and apologize. If I'm confused, Zeoll will go with Zane to find him, then clean him up and apologize.

DM JonathanT - Tea for Two 
Sunday January 13th, 2013 7:05:32 PM

DM JonathanT: from what I gather from Stevek's post, Capon was cleaned up already, or at least in his own clothes. But the implication was that he had already removed any makeup also. However it is not exacly clear that he'd left yet. Capon only states that he declines a room in the Tower in favor of somewhere else on the square.
"If you have no other duties for me at the moment, I will find suitable living quarters on the Square." He then turns to Valla and continues to be just as official. "An amusing experience, but in the future I do not think I care for tea."
This statement implies that he could have left already, but not necessarily yet.

Zeol can remove any smudges that Capon missed and Zane can issue appologies. If nothing else stops him, he will be out the door and looking for a room to rent.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Sunday January 13th, 2013 9:45:48 PM

"Sir, please accept my appology on behalf of our whole group. Some of our group has a low sense of humor. Then I expect that some members have no humor at all.
I understand you'll be seeking a room elsewhere, if you could let us know where, we could contact you if something should come up in an emergancy.
Again, i apologise for the group."



Iron Tower Square (co_DM SteveK) 
Sunday January 13th, 2013 10:37:54 PM

Zeoll removes the smudges of makeup from Sergeant Capon before he leaves. The very proper and stoic sergeant gives a short nod of his head to Zane and Zeoll in acknowledgement of their apologies, but shrugs it away. "I am a liasion and must know the company to be most effective. This morning has been... enlightening. As it is, I feel separate quarters would be best for our respective intents."

"As to titles, I am not a 'Sir', or "Mister", nor yet a common "Sieur". I am a Sergeant of the Constablatory and would ask to maintain that particular title in my position."

With another very proper nod, almost stiff, Sergeant Capon will remove himself to find quarters elsewhere.

Zeoll 
Monday January 14th, 2013 12:04:05 AM


"Yes, uh, Serrgeant," says Zeoll. "We'll look forrwarrd to worrking with you in the futurre. Please call on us at yourr convenience."

After he is gone, Zeoll shrugs. He is pensive as he moves around the Tower attending to homely chores, making some food, tidying, washing dishes, sweeping and dusting.

He'll go sing the girls to sleep, maybe a couple sad songs about mothers and babes. Something like "Baby Mine."

Then to the garden, for a little moonlight weeding, and then sleep.

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Monday January 14th, 2013 3:55:32 PM

Restlin watches him go out the door & quickly loses any ill will he may have held towards Valla for his treatment of the Sergeant.

Figuring he has work to do, he gets back to it.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday January 14th, 2013 6:41:39 PM

Beriothian chuckles to himself as the captain leaves the tower. At least the girls seem to have taken a shine to the sergeant, he would hate to see what would happen if the girls didn't like him there.

Zeoll 
Monday January 14th, 2013 7:00:58 PM

That night, Zeoll meditates under the stars, seeking guidance. He has an intuition that the group is about to embark on some new grand adventure, and he hopes for advice as he contemplates the future, from the point of view of a dreamer.

OOC: Using Seer's Read Dreams ability.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday January 14th, 2013 8:08:40 PM

Valla shurgs as the captain leaves, taking himself to hus room to dabble with his alchemy set.

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Monday January 14th, 2013 8:12:36 PM

Wyaar helps with the day to day tasks around the tower and quietly picks the large lion hairs out from the food without complaint.

DM JonathanT - Southern Comfort 
Monday January 14th, 2013 11:02:20 PM

DM OOC: A quick note on my posting habits. I work a 10hr day, so I get home late sometimes. I like to read the posts and if any are missing, I wait a little. However, I try to start by 9:00pm Central time. Due to my cat, you may not see a post until after 10 or 11pm. I usually compile the post in Notebook and before I enter it in the Hook Page, I refresh it once more to see if there's a late post.

I try to get to the Wold as soon as I get home from work and answer any questions. Unfortunately I don't have access to the Wold while at work. On my days off I do check more often and may post answers during the day.

IC:
Sergeant Capon proves to be the norm for the Hook City officials, that is, a rather lack of humor, at least while in uniform. The Sergeant is seen going around the square looking for a boarding house of room for let and he soon finds a suitable place on a corner of the square. Below is a tinker shop, and the proprietor lives alone above. He is up in age and makes a living repairing the simple magical oddities that such a magical city has developed in its years. The Sergeant finds it quiet enough and close enough to the IA Tower for his purposes.

The IA members go about their business, some not so sure about this Liaison, others indifferent, others hopeful that he'll bring excitement rather than they have to go out and look for it.

Night comes and goes and for most it was uneventful, the girls already having had their fun for the day. For Zane, though, he awakens with memories of fragments of dreams that bother him.

Zane only: Highlight to display spoiler: {Your dream starts with ringing of a bell in the distance, much like a city alarm bell. Next, an image flashes. It is hard to see as it appears shrouded in fog, but you see a bunch of twisty lines. Before you cab make it out you jump to a large city. An image of a large port flashes by. Although the dream is brief, you feel like you've been through a lot.}.

The morning is halfway gone when a knock at the door reveals Sergeant Capon again. He's his usual self, all business like, nearly marching in when invited in. Once inside he clears his throat and starts:
"I'm sorry to disturb you on such a mundane matter, so below your status, but the messenger insisted it was important. It appears there's a muddy at the North Gate requesting to see you. As you well know we could not let him enter, but he did give a note."

Sergeant Capon pulls a wad of mud smudged paper form a pocket and hands it to the closest IA, nose slightly up, as if trying to avoid MudTown smell from the wad.

In a hard-to-read scrawl it reads: Bosk, need your help. There is a gang trying to extort money from the neighborhood. Threatened me. Sanji on caravan job. Lilly ran off.

It is signed Helmust.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Tuesday January 15th, 2013 10:22:22 AM

Thank you Sergeant. It may be a mundane matter, but we must always remember our origins and those who helped us get to where we are today, regardless of their status. Even I'm sure a man of your stature did not if we were to try, they wouldn't forget us. I'm sure a man of your status encountered similar experience as you rose through the ranks of the Constablatory. Besides, if the officials of Hook City know we are faithful to the citizens of Mudtown, how much more will they be reassured we will honor our obligations to them. Thank you for bringing this to our attention. Bosk gives Zeoll a quick glance, unsure if he should tip the Sergeant or if that would be insulting to the man, and hopes the liontaur will have a better grasp of the proper way to do such things than he does.

After waiting a moment for the others Bosk unfolds the paper and reads it all to them. I don't think there is much of a choice in this matter. We can't very well let a gang in mud town exhorting money from us, let alone threaten our friends or ignore such a request for help. Let's hope this is nothing more than an opportunistic gang that thought heard we were missing for the last month and decided to take advantage of the situation. With a little luck, we will be back in time for for dinner and a warm bath.

Zeoll 
Tuesday January 15th, 2013 10:26:26 AM


Zeoll praises the sergeant's devotion to duty, and thanks him for delivering the message, judging that a fee or tip paid for official service would be inappropriate.

He is ready to head off at once. (standard set of spells prepped, per PC sheet)

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Tuesday January 15th, 2013 10:56:24 AM

The name rings a bell with Restlin.

"Oh yea...hey guys, that Sanji character is out trading with a caravan and Helmust will be running the shop. Probably should have told you all that, but I didn't make much note of it since I don't have any ownership in it. Not that that's a good excuse, it just didn't sit in my mind long enough.

"Anyway, roving gangs in Mud Town. That sounds like something we should clean up. Let's hope it doesn't end with as many corpses as the last gang encounter did..."

Restlin grabs his stuff & gets ready to head out.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Tuesday January 15th, 2013 1:17:48 PM

Ya, helmust never could fight very well. Poor guy must be scared without Sanji around. An a gang, trying to shake down our money. Must not have heard Im- were back in town

Valla goes and gathers his things, spell book, haversack and of course his trusty bow.

Lets go teach them a lesson, hopefully not getting near as dirty as last time we decided to fight in Mudtown

Zeoll AC22, HP67 of 56  d10+6=11
Tuesday January 15th, 2013 1:31:54 PM


Zeoll grins. "I'm surre it's just an issue of emotions rrunning high. I bet I can calm those down." The wemic nonetheless urges the group to head posthaste to Mudtown.

Before leaving Hook City proper, Zeoll sets aside his Tower Shield and casts two long-term buffs: False Life and Mage Armor.

==========

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 0 of 3

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday January 15th, 2013 5:55:48 PM

I wouldn't worry too much about Lilly just yet, she is pretty clever. Just the same, Zeoll, if you try to calm their emotions I may just have to kill you.
Beri gives Zeoll a wink.

ooc: for those of you with more caster experience, what's the best way for me to list my spells each day?

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Tuesday January 15th, 2013 7:32:51 PM

Seeing Zeoll cast spells, Valla gives a concerned look, You expect immediate trouble?

Prepared Spells
0-touch of Fatigue*, Message, Ray of Frost, Light, ghost sound
1- Chill Touch, Shocking Grasp*X2, Ray of Enfeeblement, Shield, Animate Rope
2- Scorching Ray*, Spectral Hand, Knock, Arcane Lock, Flaming Sphere
3- Fireball*, Fly, Flame Arrow, Dispel Magic
Spells with * are extra evocation spells per day


Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Tuesday January 15th, 2013 8:09:48 PM

Zane walks,well rather semi stumbles, down stairs to the common room. He plops into a chair, he finally looks up and he looks like death warmed over. He has deep blue bags under his eyes.
"Anyone else have an extreamly troubling dream last night?"

He grabs whatever is on the table to eat.

"It was quite unsettling, it started out with the ringing of an alarm bell, then Iwas in a dense fog with a bunch of twisted lines. Then I saw a large city and a big port, like a ship harbor I think.

Zane looks like he had a hard night.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday January 15th, 2013 9:28:27 PM

ooc: Bosk, can you double check this for me. Lvl 8 druid, bonus spells from +7 wis modifier, and Fey domain

Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, Obscuring Mist (x2), Cure Light Wounds (x2), Faerie Fire, Long Strider
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Tuesday January 15th, 2013 9:31:50 PM

"Of course we'll see to it. Matters in Muntown are no less important to us than those of the city proper, Sergeant. " Wyaar adds, a frown on his face as he looks towards the city official.



DM JonathanT - MudTown Turf Wars 
Tuesday January 15th, 2013 11:35:12 PM

DM Notes: I'll need a marching order in your next posts. One thing to remember, MudTown is a hodge-podge of tents, shacks, and semi-permanent buildings laid out in a half-hazard, or rather, hazard formation. The 'streets' are narrow for the most part, the main thoroughfaresa bit wider. The streets zig-zag a lot and thus line-of-sight is never very long.

If you've ever been in a slum, you'll know what I mean. I'be been there, sidestepping sewagethat runs down the middle, shacks you can see through the cradks in the wooden planks. etc.

I mention this because there are several of you that are Large and thus would take up the width of a street on his own. When you see the map, there will be a 'STAR' marking your spot. This mark is for the up-front guy(s), everyone else will be somewhere behind that depending on your marching oder and size.

When you use the co-ordinates to indicate your position, make sure that if you are Large to indicate all the squares, ie. (A1-2,B1-2), this way you'll make sure you are exactly where you want to be.

Also, when you post, make sure you list your Active spells before you post your actions. It will be easier for me that way. And, it is up to you to remember to add any bonuses from spells cast by your friends. If you catch your oversight before my post, add an addendum, otherwise it is just your tough luck and remember next time. :)

Onward to the fun stuff:

Bosk takes the note from Sergeant Capon and thanks the sergeant for his dilligence despite the apparent 'mundane' nature of the request. He feels confident the man can reach down to his roots and feel some common ground with the Muddies but fact is, the sergeant doesn't and just stares respectively back at Bosk.

Bosk_ Knowledge Local DC10:Highlight to display spoiler: { The sergeant wouldn't have made it to sergeant had he ever been a Muddie. A first generation Muddie would be lucky to make it even to corporal. Now there are
quite a number of privates that are Muddies. Second generation Muddies technically don't exist, as any association with MudTown is selective forgotten and any memories never passed on to the third generation.
}

Bosk reads the note to those present and expresses his outrage that anyone should dare hone in on their emporium. He believes it will be easily taken care of and be back 'in time for dinner and a warm bath', although a warm bath first would be best. Wanna smell like MudTown while eating dinner?
He wonders if a tip should be in order, looking at Zeoll for guidance.

Zeoll waves off Bosk's whispered inquiry on tips, assuring him that it is not necessary and to keep the sergeant from noticing anything he quickly praises the sergeant's 'devotion to duty', which the sergeant returns the compliment by a stiff snap of his heels. (A salute would be inapropriate as the IA members hold no rank.)

Zeoll expresses his confidence that, as MudTown is known to do, get its undies in a wad over something simple, however he urges the group not to waste any time checking with Helmust. He gets himself buffed up a little with some protective spells before heading out.

Restlin remembers that Sanji was going out of town, confirming Helmust's statements, commenting on his lack of interest in such everyday unimportant affairs. Grabbing his stuff, he starts out, commenting on how the last episode with a gang of 'protectors' ended up.

DM Note: I remember that one well. We did spare the life on one, for the lot of thanks it got us. LOL

Valla feels sorry for Helmust, going it along with the shop, and scoffs at a gang that dares take money from one of their friends. He gets his stuff and heads out with the threats of teaching whoever it is a lesson and hoping not to get 'near as dirty as last time'.

Geezz, just stepping into the sewage mud of the streets is pretty awful, but you hope not to get 'dirty'?

DM Note: the main street leading out of Hook and into MudTown is paved for a short distance, allowing those who actually go into Hook to get their shoes clean before crossing the gates.

Valla sees Zeoll casting spells and asks "You expect immediate trouble?

Beri shows confidence in Lilly's resourcefulness and warns Zeoll (good naturely) that if he manages to prevent a fight, he'll have another on his hands.

DM Note: on spell list, what you posted looks fine. Whatever is easiest for for you, and marking through your cast spells.

Zane shuffles down late, having spent a restless night. Dreams plagued him. Of all the weird dreams he had, only one seems to have had any meaning of sorts. The others, well, were just weird. Some research might be in order for the fullness of its meaning. But first it seems the IA are heading to MudTown. That library card will just have to stay put for now.

Wyaar is rather put out that the sergeant holds MudTown, and its 'petty' affairs, with disdain, and lets the sergent know his feelings.

_________________

Sergeant Capon does not show any emotion for either praise or admonition other than the snap of his heels and a blink at Wyaar. Having performed his duty, and under no obligation to follow the IA to MudTown, he excuses himself as the IA gather their stuff and head towards the MudTown Gate.

Reaching the gate Helmust is nowhere to be seen. An inguiry with the gate guards leads to the one that originally received the note from Helmust. The young guard, happy to promote himself, goes into a rather long detailed story of how Helmust came hurrying up, nearly out of breath and tried to get in. He, of course, prevented that, but took the note and sent it to the IA Tower. Helmust then left, a rather worried look on his face.

The IA head down the short section of paved road and then into the muddy streets of MudTown proper. Much has changed as they wind their way around. Where 'solid' semi-permanent buildings had been are now empty lots or tents. A few 'solid' buildings still stand, but not near as many as before.

MudTown residents eye the IA wearily and stay out of their way. Not all that easy in some places. The streets seem extra muddy today, as it was a scheduled rain day in Hook.

They finally aproach the location of Black Harris' Emporium. Coming around a street corner, the first thing you see is the charred remains of what once was Black Harris' Emporium in between two tents. A crowd is gathered in the muddy street, listening to some bloke going on about something.

The only thing remaining of the charred building is the doorposts. The man speaking to the crowd is pointing at something tied to a black post. It looks like a human ... it is Helmust!

Your are approximately 50' away. At least the front IA are.

Black Harris' Emporium -- completely gone except for the door post. Not even a whisp of smoke remains, although due to the recent rain this catastrophe could have happened this morning.

The man speaking -- Perception DC10 hear his booming voice: Highlight to display spoiler: { This sorry piece of Zombie turd didn't think he needed help protecting his shop. He thought he had a protector in Hook City. Well, you can see how well the citizens of Hook City care about him ... or you. I hope you all see the need for this street to have a real Protector Group nearby. Or else things may get messy!}

The appearance of the IA at the corner brings the crowd's attention around and the man sees the group.

The Man -- the speaker is a burly human wearing a breastplate, carries a large shield, and has a B-sword strapped to his side.

Next to him -- another human, dressed in chainmail with large wooden shield.

Perception rolls note: keep in mind who's up front and who can see what's going on. This is the First Round and you have the Initiative, so to speak, having moved to the corner you have already moved this round, although you still have a Move or Standard action to go. To fully observe all that's going on will take a Move Action equivalent of time. Those in back who want to move up may do so if space allows.

The streets do wander around and intersect again, so this approach isn't the only one. It will take a couple of rounds to come to the corner opposite end of the street, if you want.

The two men in front of the burned building - Perception DC25: Highlight to display spoiler: { The man in chainmail seems to be casting a spell as soon as he sees you.}

The crowd - Perception DC25 (hearing only, no bonuses for visual aids apply):Highlight to display spoiler: { Hey, where'd he go? He was right here! What the what...?}

And map:
MudTown Thugs map 1

DM: I'll answer any questions as soon as I can.

Zeoll AC22, HP67 of 56  d20+14=27 ; d20+14=30 ; d20+14=27 ; d20+21=22 ;
Wednesday January 16th, 2013 6:08:59 AM


Zeoll is fourth in line, so say he is 20 ft from the front of the party. I'm assuming he is at 26-27-P-Q. Perception checks require a distance modifier of -1 per 10 ft, so I'll take a -7 on my perception rolls; -5 for the 50 ft from the front of the party to the speaker, and another -2 for the 20 ft to the front of the party. Zeoll is usually a +21 Perception kind of guy, so this makes him a +14 instead.

First check (spoiler 1): 27. Second check (spoiler 2): 30. Third check (spoiler 3): 27. Zeoll is on the ball today! Thank you, die roller!

Zeoll says simply, urgently, quickly (free action): "Bad guys. He's casting. Another likely invisible."

Given his belief that there is someone sneaking around, Zeoll tries to listen for an invisible person. His usual perception check, at +21, is a 22. I'll leave the DM to apply any distance mods.

Zeoll flares his nostrils (OOC: uses his scent ability) in case he can get a whiff of any invisible foes -- which he doubts he can, given the sewage and time involved (free action, mostly wanted to remind our kindly DM that Zeoll has scent).

Zeoll has a standard action left, and he casts his signature spell, one that works at range, affects an area, so that even invisible targets can be affected, and has his highest DC. Yes, Zeoll tries to calm the emotions of the bad guys, covering everyone in a 20-ft radius spread centered on grid intersection 14-15-K-L. The Will Save DC for the spell is a base 10+2+5+2+2+1 = 22.

Zeoll immediately points out which creatures are calmed. "DO NOT ATTACK CALMED PEOPLE," the liontaur demands!

OOC: Is Helmust dead? Is that why he is not on the map?

DM SANITY INFO ==========

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Calm Emotions duration concentration +6 rounds

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 0 of 3

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells)  d20+7=26 ; d20+7=19 ; d20+7=12 ;
Wednesday January 16th, 2013 8:14:31 AM

Restlin will stand third in line. He overhears that blowhard speaking (Perception 26), but can't see over the rest of his friends to see what's going on (Perception 19 & 12).

He turns around & gives Zeoll his best "are you crazy?" look before casting mage armor on himself in preparation for the bloodbath that usually follows that spell.

***

I got your email, Cayzle, but I'm pretty sure the IA have PTSD from that spell by this point. ;)

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Wednesday January 16th, 2013 9:37:35 AM

ooc: Which square is Hemust in ?

Can I tell if he is alive or dead?

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Wednesday January 16th, 2013 11:01:19 AM

Wyaar cannot help but frown as he sees the figure tied to the post... hopefully a still living figure. And as they move closer he calls out, "Citizens of Mudtown, we are the Iron Adventurers and that man was our friend. Please clear away so that we may see to his safety and salvage what we can for him."

He stares hard at the other man speaking, but does not address him directly.

~~~~~~~~~~~

Wyaar will go first or 2nd if someone else really wants to go first.

Assuming we're moving closer will use a move action for that and stardard action to Detect Evil on the speaker using the paladin ability. Gets strength, etc as though having studied for 3 rounds with Detect Evil spell

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=14 ; d20+11=13 ; d20+11=12 ;
Wednesday January 16th, 2013 1:31:04 PM

Valla hears the man speaking bad about the Hook City heroes, and grows angry. Starting at least 2-3 squares behind Bosk, he makes his way to P,18 as he draws his bonded bow and knocks an arrow.

He knows nothig of us, iif the guards had let Helmust through, hed be a dead man. He will be anyway.. watch this.. he thinks as he moves into position.
=======
Move action to P,18 draw bow as part of move action



Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Wednesday January 16th, 2013 4:39:09 PM

Zane casts a mage armor on himself,from his 5th in line. He draws his sword, and watches the way behind, getting cornered is not in his plans today.

DM JonathanT - MudTown Turf Wars 
Wednesday January 16th, 2013 6:15:15 PM

DM question for Zeoll:
Your +21 Perception inculdes the +5 for Eye of the Eagle, right?
Spoiler Check 3 is hearing only, so you'd not get the +5 bonus there, right?
So that check would really be a 22 for a DC of 25, right?

DM JonathanT - MudTown Turf Wars 
Wednesday January 16th, 2013 6:22:32 PM

DM Note: Helmust looks in bad shape. His condition can be verified with a Heal check. For that, you'd have to be next to him. He's not flopping around or struggling against the ropes. His head is hanging down.

He's not on the map because I forgot to add him, but he's right behind 'Mu' tied to a blackened doorpost.

Zeoll AC23, HP67 of 56 
Wednesday January 16th, 2013 7:10:18 PM

First off, updating my AC here and on my sheet ... forgot my Dodge feat.

Second, do Eyes of the Eagle only help vision? The item says:

EYES OF THE EAGLE
Aura faint divination; CL 3rd
Slot eyes; Price 2,500 gp; Weight --

DESCRIPTION
These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Perception checks. Wearing only one of the pair causes a character to become dizzy and stunned for 1 round. Both lenses must be worn for the magic item to take effect.

CONSTRUCTION
Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 1,250 gp


"+5 on perception checks" So that's a DM call. Note that the spell required allows both hearing and sight. The pricing implies it applies to all checks, IMO. I honestly think it applies to all, but of course I am glad to follow the DM's ruling. Sorry if I jumped the gun.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+18=24 ; d20+18=35 ; d20+18=25 ;
Wednesday January 16th, 2013 7:29:15 PM

Beriothian being a caster takes his place in the back. Picking up on the whispers in the crowd he starts to grown nervous, he remembers his past adventures as a rogue.

ooc: I am assuming that Faerie Fire won't affect the Calm Emotions, if you feel it will for some reason Beri will simply transform into the form of a bat familiar.

Perception 1=24
Perception 2=35
Perception 3=25

DM JonathanT - MudTown Turf Wars 
Wednesday January 16th, 2013 9:30:24 PM

Eyes of the Eagle:
I looked through the Wondrous Items list and could not find anything that was for Hearing. In 2.0 there used to be. I was taking the namesake of the item to infer it was Perception related to vision. It would appear that, since it needs Clairvoyance/clairaudience, that they've combined it, like they combined the Hear Noise and Spot from 2.0 and 3.5.

Given that I can't find a Hearing specific magic item, I'll take it as it is. Although they should rename the item to something more appropriate.

Zeoll, you Perception checks stand as rolled.

DM has ruled. All may now sit. Or stand. Or squat. Or draw weapons.... :)

DM JonathanT - MudTown Turf Wars  d20=2 ; d20=6 ; d20=18 ;
Wednesday January 16th, 2013 11:46:33 PM

Zeoll's line-of-sight is not good, but he is taller than the common Mudtowner and he glimpses the comotion up front. His special acute vision and hearing pick out a few details from the two would-be Protectors and something he hears from the crowd. He warns the others "Bad guys. He's casting. Another likely invisible."

Going by his instinct that someone just turned invisible he starts paying special attention to that, looking for tell-tale signs and sniffing the air.

Although the crowd does not seem aroused in any way, no hootin' or hollerin', or jeerin' or cheerin', Zeoll casts Calm Emotions into the crowd. A wave of Calm sweeps over the calm crowd.

DM Note: don't forget that this spell requires your concentration (Standard Action) to keep it going the number of rounds per level.

"Do not attack the calm people," he tells his friends, pointing to where he cast his spell.

Restlin cranes his neck but has difficulty discerning everything in front due to the acute angle of the buildings and his tall friends, and not having as much magical aid. All he can tell is what everyone else is hearing, the booming voice of the Would-be Protector.

Eyeing Zeoll with that 'Are you crazy?' look, he prepares for the inevitable and casts Mage Armor on himself.

Wyaar frowns at the sight of Helmust tied to the post and hopes he still lives. Calling out to the crowd he announces who they are and that the beaten man tied to the post is their friend.
He politely asks the crowd to give way so the IA can attend to their friend.

Staring at the speaker, he uses his Paladin Detect Evil spell on the speaker, who is just in range.

Valla does not wait for a reaction of the crowd or the two up front to see which way they will go and moves between two buildings, readying his bow. He can't see what's going on now, but maybe nothing will...

Zane casts Mage Armor on himself also and draws his sword.

Beri takes up the last position in line and is just too far behind to see anything due to the buildings and his friends, or hear any whispers from the crowd. He things about casting Faerie Fire spell but from where he's at he can't see anyone to cast it upon. So, he shapechanges himself into a bat instead.

DM Note: keep track of your flying speed and maneuverability. You'll need to start rolling Fly DC checks for certain things like Hover, sharp turns, etc. and tell me what height you end up at. You'll be starting at 5' off the ground.

--------------------------
Some DM rolls for DM eyes only: Highlight to display spoiler: {Mu=6,Fi=17,Gr=35}

It is hard to determine if Zeoll's spell affected the crowd any as they were not agitated in any way to begin with. Sniffing the air, Zeoll smells lots of stuff, but to pick out a particular smell from all the smells is very hard. Even harder if he does not even know what smell he is smelling for. What would that possible invisible person smell like? But there's always that possibility of seeing a footprint in the mud, so he keeps looking, and smelling. (eeewwwww)

Upon Wyaar's request, the crowd parts to make way for the IA to approach. At this point, they seem very, very indifferent at either party, the IA or the two Protectors.

It is not readily evident that anyone noticed Valla getting between the buildings.

"Well, look who we have here," the speaker belts out. The tone seemed more of one of contempt rather than anger. There hadn't seemed any anger in his tone before, but more like a campaign speech.
"This little pipsqueak said something about someone coming to rescue him. Not good Protectors you are if you are never around, right, Citizens? he adds as he turns to the crowd. "You want your Protectors near you everday, right?"

The crowd mumbles rather apathetically.

"I tell you, I take your money, I'll be right here, day and night. They take your money and up and vanish. They live in THERE!" he points to Hook City. "I live out here, amongst you."

Those up front, Perception DC25: Highlight to display spoiler: {looks like Fi casts another spell}

The crowd, Perception DC25:Highlight to display spoiler: {sounds like someone else is casting a spell from the back of the crowd, somewhere.}

DM Note: use the same penalties for distance and such like you did before on these Perception rolls.

And map:
Mudtown Thugs map 2

Zeoll AC23, HP67 of 56  d20+17=22 ; d20+17=36 ; d20+21=23 ;
Thursday January 17th, 2013 12:30:31 AM


Zeoll moves to 21-22-M-N, carrying no weapons and not making any moves that would seem aggressive.

His perception checks there, at -4 for distance, are at +17 net. A 22 fails, but a 36 succeeds. "Sounds like someone casting spells overr therre," Zeoll tells his friends, pointing as best he can.

General Perception check with no range mods just in case it is needed, representing Zeoll being watchful. A 23.

Zeoll calls out to the crowd, "All you folks should go home. This could get dangerrous. Go on, now, please."

OOC: That's a move action to move, a standard action to concentrate, and a free action to talk and look around.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist  d20+6=14
Thursday January 17th, 2013 12:48:23 AM

Zane casts another spell, this time it's a shield spell. Still keeping a watch to the rear, Zane takes his movement action, to keep up with his friends.

Perception 14

Spells in effect:

Mage Armor
Shield

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday January 17th, 2013 7:26:01 AM

ooc: As a bat can I see anything new (with blind sense)?

DM Sanity Info (let me know if you would like anything else included):
Fly= +29
Speed=40 ft (when flying)
Blind Sense, low light vision
Diminutive size

DM Note: looks good. I could not find any stats on the common bat, but i'd say the maneuverability would be good, unless you are an experienced bat flyer. There's a table somewhere showing the different Maneuverability classes but I can't find it at the moment.

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Thursday January 17th, 2013 1:57:48 PM

OOC: is the speaker evil?

DM Note: oops, forgot that part. He does not radiate evil.

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=17 ; d20+11=12 ; d4=1 ;
Thursday January 17th, 2013 5:33:06 PM

Valla silently curses himself as he cannot hear nor see anything with his current choice of positioning... He turns and moves up the back side of the next building; Casting Spectral hand as he gets near the end of the next tent.
We don't take these peoples money... Although, having someone patrol Mudtown everyday may not be such a bad idea... Enough of this... I'll not take slander against my own people lightly.
=============
Move to Q, 14 (a diagonal step for the last 5ft.)
Cast Spectral Hand; Materializing right in front of Valla

(Spectral hand has 1HP, AC of 27 Hardness of 8; Incorporeal, improved evasion and my saves. )

OOC: Nat 1's are getting old... This round I roll two of them, last round I rolled a 1,2,3 in that order... I think die roller hates me...

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+22=27 ; d20+22=38 ; d3=2 ; d20+6=23 ;
Thursday January 17th, 2013 8:54:32 PM

Beriothian flys 5 feet into the air. Hearing someone in the back casting he tries to use his blind vision to help him find the caster in case they are invisible. Unless it appears that the caster is trying to help them (spellcraft = 23 to check) Beri summons several ants to attack and distract the caster ("Stone Shape" channeled into summon spell).

perception 1 = 27
perception 2 = 38
summon drone ants = d3=2 ants

spellcraft=23 (to determine what's being cast)


DM JonathanT - MudTown Turf Wars 
Thursday January 17th, 2013 9:47:49 PM

DM Note on Blindsense:
Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature...etc.

The Blindsense range is 60'.

The way I see it, you are using smell and hearing to locate someone or thing. Like Zeoll's acute smell, but better because you don't need to make Perception checks. However, just like Zeoll, you need to know what you are looking for. Do you know what smell you are looking for? If the said target had just taken a bath and you smelled soap, that would be a good clue, but out here in Mudtown? Soap?

Hearing is similar. To pick out a specific voice and pinpoint the one it comes from from a mumbling crowd would be difficult, but this crowd is rather subdued, thus the reasonable DC for the Hearing portion.

Your Clue is that you are looking for something that sounds different and spellcasting does. But smells in Mudtown are not as distinguishable. On the other hand, you may not be able to smell the tree from the forest, you will still smell enough to keep from running into one.

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday January 17th, 2013 9:55:24 PM

Don't spells being casted need to be "In a powerful, clear, distinguished voice"? Pretty sure I ran into that problem trying to cast a spell outside a tavern one time.. Drew all kinds of attention to myself :)

DM Ans: yes. Exactly, that's why I allowed a DC check. Had this been a hootin', hoolerin', rabble frenzied mob out for blood, your chance would have been dismal.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday January 17th, 2013 9:58:35 PM

ooc: I am a bat, I was assuming I was using a sonar, and was essentially looking for a person that is visible via sonar but invisible with normal/low light vision.

DM Ans: At first I thought that it meant that also, but by reading the description, sonar is not mentioned. Echolocation is what bats use and is very different than just sounds. The bat has to emit the 'squeak', which bounces off things and returns to the bat. This description is not anywhere. If you find somewhere that echolocation as a part of this, let me know.
You can go to the Rules board and see what the opinion there is.

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Thursday January 17th, 2013 10:41:32 PM

Still out of view, Restlin pulls out his silent metamagic rod before casting invisibility.

DM JonathanT - MudTown Turf Wars 
Thursday January 17th, 2013 11:21:26 PM

DM OOC: Beri, it just occurred to me that the Blindsense has a 60' range. Would Echolocation not range farther than that? See what the Rules Board has to say on Blindsense with respect to Echolocation. So far, with or without it, it has not been a factor.

DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 12:00:50 AM

DM OOC: due to nodding off, I'm going to go ahead and post. Bosk can either adjust or I'll make any necessary adjustments tomorrow.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells  d20+12=14 ; d20+12=15 ;
Friday January 18th, 2013 12:04:57 AM

Bosk looks around, but can see and hear nothing from his vantage point. Instabtly he regrets giving away so much of his gear. The cleric casts sanctuary on himself and then moves 40 ft to 19/20 R/S. He silently hopes the others realize that his casting sanctuary means he has no intention of attacking and is instead moving to heal and free Hemust.

Perception check = 14,15
Move to 19,20/R,S

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Friday January 18th, 2013 12:08:11 AM

ooc: Sorry, I wrote out my post and then realized I no longer had my regular spells prepared because the spell I intended on casting was from APG.

DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 12:12:44 AM

DM OOC; I'm going to have to go ahead and post, Bosk. We'll work out any adjustments later.

Disregard. Something hung on the Posting and Bosks post didn't show until now.

DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 12:55:41 AM

DM Note: thanks for being patient with me. Theres a lot going on on both sides. Pay close attention to where you are and line-of-sight and line-of-effect, as there are buildings and people all over the place.
We'll take our time and get it right. No sense in rushing through this and spoiling the fun.
Thanks. :)


Zeoll moves forward, looking for the unusual and again hears spellcasting sounds coming from the crowd somewhere in the general area across from the burned building. He sees nothing out of the ordinary though.

Zeoll proceeds to encourage the crowd to dispurse and go home as things could get dangerous.

Zane casts another spell on himself, buffing up his defenses and stays close to his friends. Due to Bosk and Zeoll, he still can't see all that far ahead. DM Note: Moving Zane up 10' and behind Restlin.

Beri,now in bat form, flys up another 5', putting himself now 10' off the ground. His new keen bat senses search out for the unusual. The Blindsense is smell and hearing, not visual.

DM Note: please note the Fly checks in the Skill: Fly section. Even though you have a +29, a roll of 1 can mean an unsuccessful Maneuver. Ex: you only moved 5', that is less than half your Move rate and a DC10 Fly check. You also went straight up, a climb greater than a 45deg angle, that's a DC20. Combined that's a DC30, or something like that.
The likelyhood of rolling a 1 is... well, just ask Valla. :)


Beri's attempt at locating the spellcaster fails, even with his Blindsense, as there are several buildings blocking the line of effect to where Zeoll indicated he thought it was coming from. 10' high just puts him as high as the shortest tent around there. For the same reason, he is unable to determine what spell was cast.
(DM Note: see Spellcraft skill: Action - ... you must be able to cleary see the spell as it is being cast...)

Valla realizes he's not in a good position, unable to see most of what's going on. So he turns back and heads behind the next building up.
DM Note: I'm putting Valla at R14, not Q14. You can't move diagonal past a corner, even when using a 5' step. See Tactical Movement: Measuring Distance - Diagonals

Valla is not at all happy that this guy is putting the IA down, claiming, falsely, that the IA receives Protection money from Helmust and other locals. He casts Spectal hand and holds it ready.

Restlin gets his meta-m rod out and casts Invisibility on himself.

Bosk casts Sanctuary on himself and moves around the tent in front of him to the next street over. He sees Valla not far in front of him.

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

Wyaar does not sense inherent evil emanating from the speaker. Would it be any easier for the Paladin if he did show an evil aura?

The IA hear a faint whisper "Help...help...ohhhhh...."

Zeoll's words seem to have a desired effect as the crowd begins to disband, those on the outer edges starting to amble off.

DM Note: the number in the crowd is undetermined, so on the map it appears that there are 'x' PEA hanging around. This is figuritive, but when the crowd thins out enough to make a difference, I'll remove some 'PEA's.

The Speaker throws up his hands and belts out to the shifting crowd, "What! Leaving so soon? Ah, very well. What happend here is easily forgetable. Just don't forget to set aside those coins. I'll be around later to collect."

He turns to the new arrivals and steps forward, pushing a commoner aside, saing to the IA in sight "This is my turf now. Shoo. Scat. You don't belong here. Go back to your pretty city or I'll send you back, rolled in mud. Hahahahaha!"

His companion also steps forward, standing next to his friend, and casts a spell.

Spellcraft for those who can see it, DC18:Highlight to display spoiler: {He cast Prayer.}

Zeoll, Bosk, Wyaar, and Valla feel a wave of 'bad' energy waft over you.
Mark on your sheets: -1 on Attack, weapon damage, saves, skill checks. No Save, but Spell Resistance does apply.

You hear another spell being uttered (Perception checks with same penalties as before) and your rival suddenly Enlarges!

Map:
Mudtown Thugs map 3

As usual, feel free to ask questions.
Again, post on the Rules board that Bat-echo thing.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Friday January 18th, 2013 2:40:41 AM

ooc : Can you clarify which one on the map enlarged and his new four square grid location.

Zeoll AC23, HP67 of 56  d20+10=18 ; d20+20=30 ; d20+12=21 ; d20+17=36 ;
Friday January 18th, 2013 6:38:41 AM


Zeoll's Spellcraft check: an 18! (did not apply the -1 to this check because it happened before / as the Prayer was cast!)

Zeoll tries to pinpoint the location of the call for help using his keen eyes, ears, and nose. Perception check at -1 to find the source of the call for help: a 30 ... with NO range mods because I have no idea where it is. But if the DC to hear it is a 0 (as implied by your post, which did not require a Perception check to hear it), and the penalty to pinpoint the location of something is -20, then Zeoll's 30 would reveal the location within 100 ft, since even at 100 ft, his 30 with the -10 range mod and the -20 pinpoint mod still beats the DC0 to hear it.

Zeoll also makes a Sense Motive check and a Will save in case the whisper for help is a bluff or illusion or trick. Sense Motive at -1: a 21. Will save vs illusion: a 36 -- no, make that a 35 with the Prayer penalty.

"That one cast a Prrayerr spell," calls Zeoll, pointing.

Does Zeoll think that casting a Prayer spell is possible if one has failed a save vs Calm Emotions? As a cleric, the liontaur should know?

Further actions depend on the answer to that question, and to the results of trying to pinpoint the whisper for help. So far this round, no actual actions taken (except a free action to point out the cleric).

[OOC to wise DM Jon: Yes, take your time, especially for complex fights. In BBL, I DMed Round 52 of a fight on Fri, Jan 4, and by tomorrow, two weeks later, we'll be at Round 58.]

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Calm Emotions: 3 of 6 rounds elapsed

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 0 of 3

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=13 ; d20+11=17 ; d6+3=6 ; d6+3=7 ; d6+3=5 ; d6+3=5 ; d6+3=9 ; d6+3=5 ; d20+11=28 ; d20+11=13 ; d20+11=31 ; d20+11=12 ; d20+11=13 ;
Friday January 18th, 2013 9:35:09 AM

Valla looks to Bosk down the way, shaking his head and moves towards the citizens, he gets into the crowd, talking just above a whisper, We are here to fix this, and we dont want your money. Clear out my way, I don't want anyone getting hurt.

Vallas eyes squint, his face shows his anger now, Your turf? He.
Feel my icy grasp, weaken to my touch He commands his spectral hand casting chill touch. The incorpereal hand smacks at the enlarged foe wildly.
========
Move to M,14 or next to it if citizens wont move
Cast chill touch, delivered with Spectral Hand
Hit touch ac's:
17 for 6 dam
Also, make a fort save per touch, DC 16 or take 1 str damage

ooc co-DM SteveK: Highlight to display spoiler: {: I read Chill Touch as the caster gets one touch per level, but not in the same round. Valla can still only touch one person per round with the Spectral Hand. Would be able to touch up to his maximum melee attacks with his own hand.}


DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 8:36:32 PM

DM OOC: I'll fix the map. I had already shut my PC down when I remembered I'd not updated the Enlarged thug.

Map fixed.

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Friday January 18th, 2013 9:43:30 PM

Wyaar continues to move forward into the wave of bad energy and pulls two arrow from his bow and sets them against his bow, but does not fire. Instead he murmurs a prayer to call on the spirit in his bow and calls out to the men again, "Clear out and let us see to that man. Take your friends, including the one hiding, with you and leave in peace."

He doesn't expect his words to mean anything.. but he has to try.

~~~~

Move to K20

Standard Action to activate Divine Bond on bow for Mercy and Keen

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+29=41 ; d20+22=36 ; d20+22=40 ;
Friday January 18th, 2013 9:52:56 PM

When Beriothian's spell completes two ants appear in the direction that the sound seemed to appear. In Sylvan (the language of woodland creatures) he tells them to be ready to attack anyone in the are they notice casting spells (there are ants in the woods, but if you feel they don't qualify as woodland creatures and can't understand me I believe they will default to attacking the only opponents we can see).

As a standard action Beriothian casts Flaming Sphere on top of the now enlarged thug. If possible, as his move action Beri will fly and perch on the top of a roof in a spot where he can still see the combat (n-25 since it's at the roofs peak, but I can't tell the heights so I'm letting you judge ... fly = 41).

Perception 1=36
perception 2 = 40

ooc: The ants can attack as soon as they are summoned, so they should be able to attack this round if they see someone casting. Also, if for some reason you believe Beri couldn't determine at all where sound of the spells came from, you can spawn them at the enemies we can see.

Also, let me know if you prefer me to do the attacks of the summoned creatures

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Friday January 18th, 2013 11:12:15 PM

Clutching his holy symbol, Restlin politely asks Wardd to let him see anything magical out there. Then, he hooks around a nearby tent to get a better view (Move to K26).

***

Divine detect magic, followed by a move action. Restlin's keeping an eye out for any illusion magic that could be an invisible bad dude.

DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 11:39:53 PM

DM OOC: answering some Zeoll's questions
The Spellcraft check would occure while the spell is being cast, so no penalties apply. Also, Zeoll is up front now and the people have moved out of the way, it is daylight, so I do not think there would be any penalties on the Spellcraft check for distance and such.

The call for help appears to come from behind the two. A good guess would be that it comes form Helmust. On the other hand, y'a never know considering us devious DMs.

Casting a Prayer under influence of Calm Emotions . The spell description does not say that those affected can not act defensively. I do not consider a Prayer spell an Offensive spell, as such, even if half the effects are negative vs opponents. A person that has been 'calmed', so to speak, still has full control of his actions and thoughts and although may not be 'angry', still may be weary of you, suspicious of you, and take actions to defend himself against a perceived threat from you.

Casting Flame Strike would violate the intent of the Calm Emotion spell, though, I would think.

Calm Emotions would supress any bonus or penalties from moral affecting spells in the area of effect of the Calm Emotions, but Prayer is a Luck bonus, not Moral bonus.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist  d4=4 ;
Saturday January 19th, 2013 12:16:12 AM

Zane casts mirror image on himself and then moves to n/22 if it's open.

spells in effect

mage armor
shield
mirror image (6 images)



DM JonathanT - MudTown Turf Wars 
Saturday January 19th, 2013 12:33:43 AM

DM OOC: Beriothian - please give the Ants' stats. The PC doing the summoning is responsible for gathering all pertinent info on the summoned creature. I'm assuming it is Drone (Nature's Ally II). As an Ant, it communicates as an Ant. If you know Ant speak, you can direct it, otherwise it will attack on it's own (that is I'll take control of it). To tell the Ant to attack 'spell casting' foes requires knowing Ant speak. It does know the difference between 'Friend' and 'Foe', though. That is, it knows you are 'Friend' and assumes the ones you put it in front of is 'Foe'. But would it know that the PEA standing around are not foes?

May not matter. It's not likely and PEA's will be left standing around at this point. :)

The referrence 'If you can communicate with the creature, you can direct it' primarily refers to some of the creatures summoned, like and Elemental, or even a Dog, as Dogs can be trained and a summoned Dog can be assumed to know some tricks.

On the other hand, after summoning an Ape you cast Speak with Animals, you could direct it to attack spell casters only, or stop pounding on a peasant.

Zeoll AC23, HP67 of 56 
Saturday January 19th, 2013 6:08:19 AM

A Flaming Sphere and a Spectral Hand attack the enlarged enemy ... Zeoll deduces that he will not be Calm any more!

His companion will still be calm, but that just means he'll be casting cure spells on Big Boy there.

So Zeoll decides to end his Calm spell and to try a more direct attack. The liontaur moves to 23-24-I-J, drawing his lesser meta rod of extend from its sheath as he does so (move action). Zeoll shouts, "You do not belong herre! We extorrt no one! Go on! You shoo! Get out of herre! FLEE!" The liontaur says this to cast his Extended Command on the enlarged speaker. The Will save is 10+1+5+1+2+2 = 21. If it works, he will flee as quickly as possible for two rounds. Depending on where the ants pop in, they may get AoOs on him as he flees.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells  d20=7 ; d20=19 ;
Saturday January 19th, 2013 2:23:29 PM

The horned cleric cautiously peers between the buildings and realizes that his movement will be slowed down more than expected if he tries to move between them. As he ponders his next move he hears Zeoll casting his charm spell and ordering the enlarged enemy to flee and giving the cleric his opening. He waits just a moment to see if the enemy flees or fights before attempting to either enter the street or remove the enemies enlarging spell.

Actions
--------------------------------------
If he enlarged enemy flees -
Double move to K,L/18,19
(Squeezing = each square between the buildings counts as two when moving)

If the enlarged enemy moves forward cast dispel magic on enlarged enemy to remove enlarge person spell Dispel Check = 23 (dc 19 + cl 5)
(previous 7 was rerolled Greendale's Luck Charm)

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d8=5 ; d8=2 ; d8=7 ; d8=8 ;
Sunday January 20th, 2013 10:43:56 AM

ooc: Thanks, I thought that the sylvan language for forest creatures might cover that (the ant's ecology is "any", so they are forest creatures, but not limited to it). What I was looking at yesterday said drone, but it looks like there was a typo because the SRD I have bookmarked on my laptop says it's Soldier Ants/Giant Ants, not ant drones at that level.

Let me know if this is what you want for the creature stats:

(with augment summoning)
Defense
HP ant 1= 5+2+13= 20
HP ant 2= 7+8+13= 28
AC 15, touch 10, flat-footed 15 (+5 natural)
Fort +8, Ref +0, Will +1
Immune mind-affecting effects

Offense
Speed 50 ft., climb 20 ft.
Melee bite +5 (v1d6+4 plus grab), sting +5 (1d4+4 plus poison)
Special Attack Smite evil/good

STATISTICS
Str 18, Dex 10, Con 21, Int --, Wis 13, Cha 11
Base Atk +1; CMB +5 (+9 vs grapple); CMD 15 (23 vs trip)
Feats Toughness
Skills Climb +10, Perception +5, Survival +5

Giant Ant

DM Note: Please list your prepared spells as often as you can remember, crossing out those you cast or those that are 'replaced'.

DM JonathanT - MudTown Turf Wars 
Sunday January 20th, 2013 7:09:44 PM

DM Note Beri:

See Bestiary - Creature Types - Vermin. This includes insects arachnids, etc.

An ant is an insect, not a woodland creature. A detailed discussion of what falls into the Woodland Creature category can be done on the Rules Board (ie. arctic wolf vs grey wolf).

1) Since these are summoned ants, we use the Summon Natures' Ally II or III depending on which one you choose. If you choose III, then you get on Ant soldier, if you choose II you get 1d3 Ant Drones. Since you listed 2 ants, I'm going with Ant drones, augumented per your spell.

Also: In bat form, you loose your ability to speak, making mute (pun intended) any communication with the ants, even if you knew Vermin, or anyone else. You do have the Feat to cast spells while in wildshape, but this isn't speach, so remember that.

2) Sylvan is a language all it's own. See Skill - Linquistics under Learn a Language.
Sylvan includes Centaurs, Fey creatures, etc.

Anyway, for your case here, your Int score gives you 1 bonus language and you can add Sylvan and Woodland Creature to your Human Race bonus languages to choose from.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

I think the intent here is there to be two, Sylvan and Language of Woodland Creatures. But if this 'Sylvan' is a special 'Sylvan' for woodland creatures only, then the Sylvan for Centaurs, Fey, and such is a different language and you need to list on your sheet Sylvan - woodland creatures to distinguish it from the other. If the general consensus is taht Sylvan applies to Centaurs, Fey, etc. AND bunny rabbits, squirls, deer, etc. then OK, but it would seem pretty weird.

You've listed 4 languages: Common (free), Druidic (free), Sylvan, and Undercommon. I think you need to either choose Sylvan or Undercommon for your 1 bonus language (for Int 12) unless I'm missing something. If you want the woodland creature language, drop those two and add it.

Does that help?
Comments?

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d10=6 ;
Sunday January 20th, 2013 8:19:20 PM

Ooc I'll check the languages when I have access to my pc again. If I took too many then the on e I want is woodland creatures. Also, Two giant ants is what I intended.

DM JonathanT - MudTown Turf Wars  d20+10=17 ; d20+20=29 ; d10+11=13 ; d20+20=22 ; d10+11=13 ; d20+7=15 ; d20+7=10 ; d20+5=13 ; d20+12=14 ; d20+10=20 ; d20+6=15 ; d20+10=14 ; 8d6+1=32 ;
Monday January 21st, 2013 1:59:39 AM

DM OOC: ok, this is long and I hope I didn't miss anything. Here goes.
BTW: Mu is wearing breatplate armor, has a large steel shield and wields a Bastard sword.
Fi wears chainmail, has a large wooden shield, and carries a warhammer.
sorry I didn't mention their descriptions, but you didn't ask either. :)

Zeoll successfully, barely, sees that Mu's companion, Fi, cast the spell Prayer and points to Fi, telling his friends, except for Bosk and Valla who are out of sight, of the spell, which explains that wave of 'woe' that flowed over some of them.

Zeoll also determines that the call for help came from behind Mu. He does not sense any misdirection or deception or illusory nature in the plea. He remembers that Helmust is right behind there, tied to a blackened doorpost.

Zeoll quickly searches his clerical training to determine if the Calm Emotions spell failed to affect Mr. Fi since Fi casts the Prayer spell and he concludes that Prayer is not an offensive spell and even if 'calmed', Fi may be too weary of the IA to let his guard down. The following actions by the IA proves his point.

Valla moves into the crowd, Spectral Hand following, which parts, easily letting him through, and is now north of the two. As he pushes his way in, he whispers to them "We are here to fix this, and we don't want your money. Clear out my way, I don't want anyone getting hurt."

Those he passes nodd and seem appreciative.

But Valla isn't at all happy at the insinuations Mu is spreading in Mudtown about the IA. HOW DARE HE! He sends the incorporeal hand to slap Mu, now enlarged.
DM Q.: why d6+3 damage? The Chill Touch is 1d6, right?

The enlarged thug feels a little chill course through his body.
Fort DC16 = 17, save made.

Once the Spectal Hand delivers its touch, it returns to Valla and hovers next to the bold wizard.

Wyaar moves forward despite the 'wave of bad', drawing two arrows to his bow. Holding his fire he calls upon the bow's spirit before politely asking the two thugs to 'Clear out and let us see to that man. Take your friends, including the one hiding, with you and leave in peace."

Wyaar doesn't think it will mean anything and sees a spectral hand touch the big thug. Oooops!

Beri finishes a spell that places two summoned drone ants right behind Zeoll.
DM Note: due to spell range (45') and Zeoll's position at time of spell completion, they have to go behind Zeoll.

Ant1: HP= 26, AC= 19, Att= bite +7 (dmg 1d6+6 and grab), sting +7 (dmg 1d4+6 + poison)
Ant2: HP= 26, AC= 19, Att= bite +7 (dmg 1d6+6 and grab), sting +7 (dmg 1d4+6 + poison)

DM Note: I'm using Summon Nature's Ally II, Gian Ant (Drone- advanced simple template) + augumented.

The two ants instinctivel know that Mr. Mu is the enemy and scurry past Zeoll and Wyaan to attack Mr. Mu.
Mr. Mu brandishes his bastard sword (sorry I did't mention he had this in hand before) and takes AoO on the ants as they move into his range:
AoO1 vs Ant1 = 29, dmg = 13
AoO2 vs Ant2 = 22, dmg = 13

Ant1 attack = 15, miss
Ant2 attack = 10, miss

As the ants scurry to the attack, Beri casts a Flaming Sphere spell and from his heigh, he can barely see past the buildings and his friends but does find a narrow view where he can place the sphere above Mu's head. He then flaps his wings to N25 and flops on top of the roof. (DM Note: this roof angles down Norht-South).

Restlin clutches his holy symbol and casts Detect Magic and then moves K27.
DM Note: k26 would be 35'. You can't cut diagonal across building corners.

Restlin's view is very restricted by the buildings/tents next to him. Their walls are 10' high but the roofs peak at 15'. He focuses his Detect Magic cone straight this round and notices the magical emanations from Wyaan, the ants, and the enlarged Mu, but that's it from his angle.

Zane casts Mirror Image on himself then moves to N23, as N22 is part of Zeoll.

Zeoll gives up trying to end this in a peacefulf way as his friends have ideas of their own. Zeoll may contemplate taking the Leadership Feat, but would they still listen to him? meh.

Zeoll gives up on his active Calm Emotions spell and moves to a corner building while pulling out his meta rod. Set in position, he shouts a Command for Mu to flee.
DM Note: seems like I'm missing something - DC10 + lvl(1) + Wis(5) + SpFocu(1) + GrtSpFocus(1) + Bloodline(2)=20?
Is Greater Spell Focus a +2? I thouth it read +1.


Bosk cautiously peers between the buildings and sees that he'll be squeezed if he tries to move between them. He waits to see if the big man will flee before acting.

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

The Mudtown residents start to scatter in ernest as things start to disintegrate. Ghostly hands, balls of fire, feelings of woe, all add to a desire to get out of the way.

Mu gloats at the puny ants in front of him but hears a call to FLEE.
Will DC21 (or 20?) = 13

Mu blinks twice and turns around and obeys the simple command and flees, in the easiest direction away from the source of the command. Mudtown residents scampering in chaos in the street leads Mu to flee across the remains of the emporium and north along the adjacent street post haste.

DM Note: if 'quickly as possible' here would be Double Move as he can't run anywhere in a straigth line or run across the difficult terrain of the burned remains of the emporium. Spell lasts 2 rounds right?

Bosk peeking around the corner and between the two buildings sees Mu flee and moves to M-N,18-19. DM Note: due to the ants I could not put you at K-L,18-19.

Fi, feeling surrounded, a ball of fire handing closely above him, his companion turning away, he tries to get out of the street and intercept his friend. Seeing the effect the words from the liontaur had on his friend, he tries to deduce what spell it was.
Spellcraft = 19, he deduces that the spell cast was Command, which seems, for a cleric, pretty obvious.
He then casts Dispel Magic on his friend, targetting the Command spell.
Dispell Magic DC22(21?)= 20, it comes close but does not dispell the Command Spell.

Suddenly, a 'peasant', dressed as a Mudtowner, looking no different than any other Mudtowner, swiftly springs from J21 to clobber Zeoll with his fist.

Secret DM roll, for DM eyes only: Highlight to display spoiler: {Bluf = 15}

Zeoll if you make a Sense Motive DC15 you are not caught flatfooted at the sudden surprize attack from a Mudtown impersonator.

Att = 14, missed

Dissapointed in the miss, he continues his Spring ending at D16.

From a spot, approximately 60' above the tent marked with an 'X', a glowing pea sized ball streaks downward and explodes into a spherical Fireball centered 10' off the ground (see big red circle). All in the big red circle Save Ref DC18 or 19 for those affected by the Prayer, Dmg = 32, Save for half = 18.

DM Note: I'll roll for the ants.

This would be the two ants, Bosk, Wyaar, Zane, Zeoll, and Bat-Beri.

The blast also catches the tents in the are of effect on fire. If Bat-Beri doesn't move, he'll start taking fire damage from a burning tent.

Map:
Mudtown Thugs Map 4

Zeoll AC23, HP51 of 56  d20+12=28 ; d20+8=25 ; d20+20=26 ;
Monday January 21st, 2013 2:36:59 AM


First, housekeeping. Zeoll's DCs are all boosted by his Cradled Fey Magic ability. So his Command DC is base 10 +1 spell +5 wis +2 feats +2 bloodline +1 cradled = 21.

The Command, because it is extended, lasts 2 rounds, yes.

Also, Dispel Magic has to beat 11+spell level, NOT the save DC. And, Zeoll's caster level is 6. Therefore, to dispel one of his spells, the DC should be 11+6=16. Therefore he likely did dispel the Command.

Then Zeoll's Sense Motive to sense the oncoming attack is normally a +13, but with the prayer, that's a +12. Zeoll rolls a 28 and is not surprised by the fellow.

The fireball save burns Zeoll's Spread the Word Cradled bonus for the day and gives him a +2. The prayer gives a -1. So Zeoll's normal +7 becomes a +8. He rolls a 25 and takes half damage.

Question for the DM: Highlight to display spoiler: {Um, you wrote "Dmg = 32, Save for half = 18." But half of 32 is 16, right? That should be 16 damage on a save?}

Perception check (at -1): 26.

Zeoll points to the location a foe he deduces to be flying with greater invisibility. He considers a faerie fire, but what if the fellow cast, then moved? He shouts to his batty friend Beri and shouts, "Berri! I think therre's an invisible flying casterr therre! Blindsense it!"

Then the liontaur shouts after the retreating enemies, "GO ON, THEN! RRUN AWAY! YOU VARRMINTS!"

[That's a free action, I'm assuming.]

Zeoll can just see Fi, I believe, and casts Hold Person on him. Will Save DC22 vs the Hold. [That's a standard action.]

Then Zeoll uses his fey domain ability to go invisible. [move action.]

Finally, Zeoll takes a five ft step to 22-23-J-K.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Calm Emotions: ended
Command: ended by dispel?
Hold Person?

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command, command x3, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 1 of 3

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+4=20 ;
Monday January 21st, 2013 7:53:52 AM

Restlin books it to E26 & notes the fleeing giant of a man. He calls forth a Hound Archon to attack BT.

***

Restlin's summoning is augmented (feat) and extended (conjurer class feature).

LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil

DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 47 (6d10+6)
Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15

OFFENSE
Speed 40 ft.
Melee bite +10 (1d8+5), slam +10 (1d4+3) or mwk greatsword +11/+6 (2d6+5), bite +5 (1d8+4)
Spell-Like Abilities (CL 6th)

Constant--detect evil, magic circle against evil
At Will--aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message

STATISTICS
Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +8; CMB +10; CMD 20
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)

He will stay for 10 rounds unless something sends him back home.

Concentration for Detect magic: 20. He's still looking for any illusion auras.

Active Spells
Invisibility (7 minutes)
Mage armor (7 hours)
Detect Magic (concentration)
Summon Monster IV (10 rounds)

DM JonathanT - MudTown Turf Wars 
Monday January 21st, 2013 12:56:19 PM

DM OOC: Two questions answered;
1) Zeoll, I'm unfamiliar with cradled thus my query. :)

2) It has been pointed out that half of 32 is 16, not 18. I'm sorry, I was using Government Math used by the IRS. Half of 32 IS 16 in the Real World and in the Wold.

3) It is tricky when foes play the 'innocent bystander' tactic. Since Zeoll was facing the guy when he attacked, it made sense Zeoll would have a chance of noticing the shift and steel himself. Alternatively, he could have attacked Wyaar with complete suprize, but he's not so dump as to be left alone in your midts, so he used his best tactic to extricate himself from your middle.

4) Thanks for pointing out my miscalculations on the Dispell. I'll blame that one on my cat.

DM JonathanT - MudTown Turf Wars 
Monday January 21st, 2013 1:12:44 PM

DM for Restlin:
1) Summon Monster is one full round. The Hound will appear at the beginning of your next turn.

2) As per above, your concentration is on casting your Summon spell, and Detect Magic requires concentration. So this round no magic detection is possible.

3) Since Detect Magic is a Cone, I need a direction of the compass you want to look. I don't think you can swivel on a dime and get 360deg scan in one round. Give me the N, NE, E, SE, etc. direction and whether it is level or upwards (45deg angle) or straight up (or straight down if you think magic worms are under your feet.)

Remember to think 3-D. :)

Bosk AC: 26/12/24 CMD:22 HP 66 of 50 Spells  d20+6=7 ;
Monday January 21st, 2013 4:39:04 PM

Squeezing in between the alley and into the street Bosk immediately finds himself face to face with a giant fire ball. He braces himself for the worst, and is shocked as he feels positive energy pushing his body past its normal limits and his feet seem to move of their own accord, avoiding the worst of the damage.

Looking up to where the flame came from the cleric sees nothing. Puzzled he casts See Invisiblillity as he keeps his eyes on that area. If he sees anything he will instruct the others as to the location of their assailant.

ooc: Move Action to follow after results of see invisibillity.

Actions
-------------------------
Reflex Save = d20+6 = 7 (...Passed due to one time use of Sacred Gift, see below)
Cast See invisibillity while looking at the point of origination of the flame.
Move action to follow after result of see invisibillity.

Sacred Gift :Each character has received a Sacred Gift. The next time your character fails a saving throw, it will automatically be passed thanks to saving the souls of all those children. One use only and on the first failed saving throw. Sacred Gift awarded at end of last module by Jim C.

DM Sanity Info
-------------------
See Invisibillity:
Prayer: -1 on attack, weapon damage, saves, skill checks.
Sanctuary: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.

Spells
Domain: True Strike, See Invisibillity, Fly
Level 0: Toros's Taur Try, Guidance, Chill Touch, Mending
Level 1: Protection from Evil, Elf Vision, Rose's Temperature Control, Remove Fear
Level 2: Delay Poison, Summon Monster II, Gentle Repose, Restoration, Lesser
Level 3: Speak with Dead, Summon Monster III, Dispel Magic

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday January 21st, 2013 6:48:58 PM

ooc: to avoid fire damage do I just need to be off of any burning buildings?

DM OOC: correct. The only fire damage this round was from the fireball, but if you stay put ontop of a burning tent, you'll be bouncing around the tent ceiling like a hot potato until it collapses in a burning heap. So taking flight to another tent or just staying aloft would be the sensible thing.

David F posting for Zane Stormfront  d20+6=18 ;
Monday January 21st, 2013 7:16:26 PM

OOC
Posting for Zane today, John didn't say why. Here goes...
IC
Zane rolls away from the fireball, only getting singed instead of completely imolated ( reflex DC 18 made with an 18. If he was under the prayer he fails. 16 damage taken)
Zane closes with Fi. moving to M17. As he moves he blurs his form ( cast Blur) All of his images blur as well and follow him across the square.

HP 57/ 73
spells in effect

mage armor
shield
mirror image (6 images)
Blur

DM OOC: Zeoll, Bosk, Wyaar, and Valla feel a wave of 'bad' energy waft over them, so Zane is not affected. Made his save.


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday January 21st, 2013 7:47:19 PM

Beriothian flis to h25 (maintaining current height) and casts Spike Growth. Assuming there are no buildings off to the left, the first half forms a square with the bottom right corner in f-15. The second half forms a square with the top right at E-16 (i.e. a long rectangle that's shifted a little halfway down to avoid injuring a (supposedly) innocent peasant... )

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+12=32 ; d6=3 ; d6=6 ; d6=4 ; d6=6 ; d20+12=26 d8+7=14 d6=2
Monday January 21st, 2013 8:14:17 PM

Through the grace Maab Wyaar easily avoids the worse of the fireball and then with a brush of his hands soothes the burns away as though they never happened while he moves forward. He draws and arrow as he goes and sends it at Fi.

--------
Swift lay on hands for 17

Move to K14

Standard attack Fi(-1 prayer, -2 deadly aim, +1 point blank) hit AC 26 for 17 non lethal damage. (Forgot point blank in damage).

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+10=18 ; d20+10=20 ; d8+5=7 ; d8+5=7 ;
Monday January 21st, 2013 10:06:25 PM

Valla takes a five foot step, while activating his arcane strike, firing two arrows at Fi.
======
Five footstep to get better line of sight, to M13
Swift action activate arcane strike
full rnd atk with rapid shot firing two arrows at -2 to hit
arrow1: hit ac 18 for 7 dam, magic and pierce
arrow2: hit ac 20 for 7 dam, magic and piercing
Both arrows do 8 dam if Fi is within 30ft. Didnt add it because I wasn't sure.

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 12:58:55 AM

DM OOC: I started the post but needed to take care of some things. I'll finish tomorrow morning. Sorry for any delay.


Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Tuesday January 22nd, 2013 1:44:46 AM

Filling in group, im back in hosital again. I have a blood clot in my lungs. I hope to be able to do my posting in this gwme.
Will keep aprised as i can.

Jcc

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 9:12:23 AM

DM OOC: John, we keep you in our prayers. David can keep your character alive if you can't post.
The gwame needs you though. :)

Get well soon.

Bosk AC: 26/12/24 CMD:22 HP 66 of 50 Spells 
Tuesday January 22nd, 2013 9:29:14 AM

We'll be praying for you.

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 10:15:34 AM

DM OOC: quick note to Bosk
IC: Bosk casts See Invisibility and quickly scans the sky. He does not see anything in the spot where the fireball originated from but does finally spot the Flying Menace to the south, some 60' up, over N28.

DM Note: you may make your Move now.

Zeoll AC23, HP51 of 56 
Tuesday January 22nd, 2013 10:33:52 AM


Zeoll wonders if all of his friends will still be standing when the fireworks end. Heck, he wonders if he will himself be standing!

Bosk AC: 26/12/24 CMD:22 HP 66 of 50 Spells 
Tuesday January 22nd, 2013 10:47:58 AM

Bosk moves to 14,15/K,L, drawing his sword as he moves, and points out the casrer's location.

DM JonathanT - MudTown Turf Wars  d20+11=27 ; d4+1=3 ; 5d6=22 ; d4=2 ; d20+4=8 ; d20+12=15 ; d20+21=35 ; d20+12=21 ;
Tuesday January 22nd, 2013 2:03:19 PM

Zeoll, alert, sees the 'peasant' turn towards him and attack him, Springing away towards his friends. He then manages to avoid half the damage of the fireball.

He points upward to where the thinks invisible foe is, or was, and tells Bat-Beri to start looking for him/her/it with his Blindsense.
Turning to the thugs he can see, he yells out "GO ON, THEN! RRUN AWAY! YOU VARRMINTS!"
He barely glimpses the cleric and casts Hold Person on him, Will DC22.

DM Note: Zeoll needs to make a Will Save DC18 (Sanctuary Spell), Fail = Action/Spell lost, Success = defeat the Sanctuary spell.

Then he goes invisible in a very fey like manner and takes a 5' step.

Restlin starts casting a Summon Monster spell to bring forth a Hound Archon. The beast will appear at the start of his turn next round.

Bosk his hit squarely by the fireball and nearly stumbles as he tries to avoid the worst. He feels a mysterious power drain from him (Sacred Gift being used) and absorbing half the fireball damage.

He casts See Invisibility and quickly scans the sky. He does not see anything in the spot where the fireball originated from but does finally spot the Flying Menace to the south, some 60' up, over N28. He points out the location of the Flying Fiery Foe ('X' marks the spot, for now).

Bosk heads towards the cleric drawing his sword. He wants to end up at 14,15/K,L, but Wyaar is at K14, so he ends up at 14,15/L,M.

Zane manages to avoid half the fireball and starts closing in on Fi, moving up to the right of the floating flaming sphere 10' up, wherein he casts Blur, causing his multiple images to blurr also. (DM Note: the multiple images are not affected but we don't know how many there are so I'll roll for them.)
Mirror Images = 1d4+1 = 3 images

DM Note FYI to John: Zane has his Tot Ref listed as 6, but it should be 7 I think: +4(Dex)+1(cloak)+1 sorcerer lvl) +1(Dragon Disc lvl) = 7

Beri takes flight off of the burning tent and heads to a building to the left, remaining in flight.
DM Note: you didn't roll your Fireball Save. Maybe you misunderstood. What I meant was that you would not take fire damage from the burning tent this round, only if you stayed there. Roll the Fireball Save first thing next post.
The Bat-Beri then casts Spike Growth into the next street and under Bt and Mu's feet.

DM Note: there are buildings next street over. This is a slum-town, with streets meandering half-hazardly. I just didn't add anymore buildings past the ones on the current street. Also, the spell is in 20' squares, unless you have the ability to change it's shape, it appears in Squares, not square footage. Do you just want 2 squares? You get one 20' square per level, y'know. :)

Wyaar gets his eyebrows singed but with a brush of his hand heals the burn marks. Eyebrows will grow back in a week or so. He steps forward pulling his bow string sends an arrow streaking to the cleric despite the partial cover the cleric gets from Helmust and the doorpost.

DM Note: Wyaar needs to make a Will Save DC18 (Sanctuary Spell), Fail = no shot taken and Action lost, Success = arrow flies true.

Valla steps north 5' and gets a better view of the cleric, activates his Arcane Strike to give his arrows some magic, and fires two arrows in rappid succession at the cleric.

DM Note: Valla also needs to make a Will Save DC18 (Sanctuary Spell), Fail = no shot taken and Action lost, Success = you still miss, but not by much.

------------------------------------------
The ants, even with a save for 16 damage end up with 29 pts damage and are dead.

Fi makes his Will Save vs Hold Person a 27. You might note that the original roll was 21, but I used Mu's Stats instead of Fi's. So even if Zeoll beats the Sanctuary Spell on the Cleric, he makes his save.

Possible Non-lethal Damage to Fi for arrow = 17.

The Cleric will notice who succeeds in bypassing his Sanctuary Spell and will act accordingly. If any make their Will saves, he will know he's in trouble and will:
Case1) Selective Channel Negative Energy 30' burst, dmg = 22, Will DC18 for half.
This affects Valla, Wyaar, Bosk, Zane, and Helmust.
Then moves towards Mu: d4 dmg at F12 = 2, Ref Save DC20(?)= 8, Fail = Move is halved.

DM Note: Helmust's damage is mostly Non-lethal, but after this, he could be dead. Immediate action may be necessary to save his life. I don't know how many HP he has, but... best be safe than sorry. :}

Case2) If none make their Save vs the Santuary spell, he'll feel safe and will cast another spell instead:
Spellcraf Check DC21: Highlight to display spoiler: {Summon Monster 5}

Mu brandishes his very large shinny broadsword and whirls it about in such a manner as to be very impressive:
Dazzling Display: Intimidate roll = 15, it fails to affect anyone. (DM Comment: DRAT!)

Bt realizes spikey growths under his feet and simply Jumps out of the zone.
Jump = 35, landing at F16

The Flying Fiery Foe (FFF) notices Bosk casting something and realizes that is is See Invisible
Spellcraft DC17 = 21

Seeing Bosk fixate on him, he knows that at least one can see him. Not a problem he thinks. Haha, just one. Haha. he casts a spell of his own after Bosk turns away and heads towards the cleric.

If Bosk spends a Move to look for him again, he'll find him at:
Highlight to display spoiler: {S18, still 60' up}

Map:
Mudtown Thugs Map 5

Zeoll AC23, HP51 of 56  d20+17=20 ;
Tuesday January 22nd, 2013 2:38:52 PM


DM Note: Zeoll needs to make a Will Save DC18 (Sanctuary Spell), Fail = Action/Spell lost, Success = defeat the Sanctuary spell.

Zeoll's WIll save is a +17, so he fails only on a Natural 1. His roll of 20 bypasses the Sanctuary. Moot though since the foe saves vs the hold.

More later.

DM OOC: I figure everyone will make their save, but y'a never know, those 1's crop up here and there... :}

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+9=10 ; d20+9=28 ; d100=46 ; d20+10=11 ; d20+10=29 ; d8+5=9 ;
Tuesday January 22nd, 2013 4:53:02 PM

Valla shakes his head in disbelief when his arrows both fall from their course to the ground. Feeling the negative energy flow into him, his will is strong enough to resist the worst, he instinctively reacts activating his arcane strike again, stepping a few feet northeast he looses two more arrows at the cleric.
Wyar, help Helmust! Bosk, I leave ya room, an ill be right behind you He points to the narrow space the cleric fled between the burnt down tent and the still standing.
======
Ignore d100, accident
Will save 10 to beat sanctuary, fail
Will save 28 for half dam to channel, success
5' statep to N12
Swift: activate arcane strike
Full atk: 2 arrows
1: miss
2: hit ac 29 for 9 dam

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday January 22nd, 2013 5:01:00 PM

Restlin's hound archon appears at F27. He stays quiet & leaves the archon to assist as (s)he sees fit. He then moves to a clearer area (H30) and readies a silent glitterdust. He waits for Bosk to call out the invisible target, then sparkles up the area.
***

Range on glitterdust is 170'. Will save to negate the blindness is 16. There's no negating how fabulous that flier will look when the glitterdust hits.

Zeoll AC23, HP51 of 56 
Tuesday January 22nd, 2013 5:30:17 PM


Zeoll moves to 19-20-M-N. Then he casts an Extended Command on Bt, to "FLEE!" The save DC is 21. Zeoll is hoping to force him into the painful terrain.

OOC: Forgot to include the -1 Prayer mod on the save vs Sanctuary, but no matter.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Command on Bt: 2 rounds??

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3

Bosk AC: 26/12/24 CMD:22 HP 66 of 39 Spells  d20+11=23 ;
Tuesday January 22nd, 2013 7:03:01 PM

Bosk hears Restlin's request and quickly scans the sky for the FFF. Finding the target he shouts out the location and approximate altitude of the foe and points at the enemy as he does so.

Bosk AC: 26/12/24 CMD:22 HP 66 of 39 Spells 
Tuesday January 22nd, 2013 7:05:15 PM

ooc: Save was made. I will complete my action after I see what Wyar does.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=19 ; d20+11=24 ;
Tuesday January 22nd, 2013 7:08:55 PM

Will for sanctuary 19, for channel 24

David F posting for Zane Stormfront 
Tuesday January 22nd, 2013 7:10:59 PM

Zane shouts to Bosk, " Tell me where he is and I'll light him up so all can find him" Knowing they were here to help more than fight, Zane fixes his gaze on Helmust and rushes to his side. He awaits Bosk's location report and prepares a spell from his drow heritage Faerie Fire. Once he knows the location of the flyer he will use the spell ( hold action.)
( If no location on the flying fireballer comes Zane will pick Helmust up and try to get him out of sight of the fighting)

HP 57/ 73
spells in effect
mage armor 7 hours duration
shield 7 minutes duration
mirror image (6 images) 7 minutes per level
Blur 7 minutes duration

On January 19th when Zane cast the mirror image he rolled 4 +1/3 levels for his images, so he has 6 images.
Thanks for the catch on the ref save, I fixed it.

David F posting for Zane Stormfront  d20+7=27 ;
Tuesday January 22nd, 2013 7:16:27 PM

Zane saves vs the negative energy but feels it suck away some of his life anyway. Helmust is in bad shape here and Zane is concerned for his life.

HP 46 / 73
spells in effect
mage armor 7 hours duration
shield 7 minutes duration
mirror image (6 images) 7 minutes duration
Blur 7 minutes duration

Bosk AC: 26/12/24 CMD:22 HP 66 of 39 Spells 
Tuesday January 22nd, 2013 7:19:29 PM

ooc: Bosk gave the enemy's location.

Beriothian (Will)-- AC:23/16/16 HP: 67/85 CMD = 23 (saving grace active)  d20+7=11 ; d20+7=23 ;
Tuesday January 22nd, 2013 7:44:59 PM

reflex save = 11,
reroll- sacred gift: reflex save = 23 (half damage)
Post coming soon...

ooc: Back to high speed internet and a large screen/keyboard!

It's possible I misread before, was working off a cell phone screen all week. I didn't roll the fireball save because I was flying after the fireball hit, but before the building burned.

Also, I meant to have one starting from the center and creating a wall going up and one starting at the center and have a wall moving down. I just wasn't sure how to word things since I couldn't see buildings (but suspected they were there) and wasn't sure if I could actually put any thorns there.

Beriothian (Will)-- AC:23/16/16 HP: 67/85 CMD = 23 (saving grace active) 
Tuesday January 22nd, 2013 8:10:52 PM

Beri movesto C-20. He then casts Soften Earth and Stone on MU and BT (E15-f16)

(this math when flying is already becoming a pain )

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday January 22nd, 2013 8:46:11 PM

Restlin follows Bosk's instructions and lights up the area with the invisible flying dude w/ glitterdust...assuming he's in range. If he's too far away, Restlin will continue moving west until MU and BT are visible (double move to E24).

DM Note: he's in range. My post will explain how I calculated the range.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d6=4 ; d20=7 ; d6=1 ; d6=5 ; d6=6 ; d6=6 ;
Tuesday January 22nd, 2013 9:01:42 PM

Wyaar continues to step forward, feeling the wave of negative energy hit him, but forcing the worst of it out of his mind. He growls in anger however as the energy slams into Helmut as well.

Trying to kill a wounded, unarmed man was certainly evil in his book he glares at Fi and marks him for retribution while placing his hands on Helmut's chest and attempting to heal the man.

~~~~~~~~~~~~~

Swift Action - Smite Evil on Fi.

Move to K12

Lay on Hands for Helmut: 21 damage

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 9:58:49 PM

DM OOC: just missing Bosk's held action.

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 11:19:07 PM

DM OOC: I'm going to have to go ahead and post. Bosk can catch up later.

Bosk AC: 26/12/24 CMD:22 HP 66 of 39 Spells  3d8+8=30 ;
Tuesday January 22nd, 2013 11:41:21 PM

Sorry, been a rough evening. Bosk will finish by healing himself for 30 dmg by converting dpeak with dead to a lvl 3 cure spell.

DM JonathanT - MudTown Turf Wars  d20+10=15 ; d20+21=27 ; d20+3=14 ; d20+2=11 ; d2=2 ; d20+12=30 ; 2d6+8=18 ; 2d4=6 ; d4=3 ;
Wednesday January 23rd, 2013 12:58:40 AM

DM Question: is everyone updating your headers for damage correctly? Just a reminder if you keep forgetting. I Know I forget with my PC half the time. :)

Zeoll manages to shake off the desire to ignore the priest and casts his Hold Person spell but the cleric also shakes off Zeoll's spell.
He then moves forward to better see the thugs, who now have retreated to the next street over.
He then casts another extended Command spell, but this time on hoppity-hoppity Bt, Will DC21 telling him to FLEE. You'd think there was a Flee Market around here somewhere...

Valla takes aim at the cleric but something in his mind nags him about shooting an 'innocent' person and he just stands there with his bow drawn. However, a wave of negative energy washes over him and suddenly he realizes that Fi is indeed an enemy. He shakes off half the 'bad' energy from the cleric, activates his arcane strike again, steps 5' NE to give Bosk room to move and lets loose his two held arrows from last round. One does hit!

Valla then calls out to Wyaar to adminster immediate aid to Helmust, lest one more IA friend gets wasted. (DM OOC: I had not intened to continue the trend, but, well, things happen. Sorry. :{ )

Restlin's summoned augumented Hound Arcon appears. A well-muscled human with a canine head brandishing a well polished greatsword appears at F27.

LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil

DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 47 (6d10+6)
Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15

OFFENSE
Speed 40 ft.
Melee bite +10 (1d8+5), slam +10 (1d4+3) or mwk greatsword +11/+6 (2d6+5), bite +5 (1d8+4)
Spell-Like Abilities (CL 6th)

Constant--detect evil, magic circle against evil
At Will--aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message

STATISTICS
Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +8; CMB +10; CMD 20
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)

He will stay for 10 rounds unless something sends him back home.


The Archon ask in Truespeach, what his Summoner wishes. Restlin points up the street where Mu and Bt are and tells him they are enemies of the innocents.

As the Hound Archon moves forward, he seeks out evil (Detect Evil) but does not sense any from ahead, so he moves up 40' (DM Note: Hound Archons loathe killing mortals...) and brandishes his shiny greatsword, allowing his Aura of Menace DC16 flow around him.

REstlin then holds a Glitter Dust spell waiting for Bosk to find the F.F.F.F (Fabulous Flying Fiery Foe) again. After that, he moves to a vacant lot.

[Bosk] hears Restlin's request and quickly scans the sky for the FFFF. He is seen at S18, 60' up.

DM Note to all: From Restlins' square to the equivalent square under FFFF, it is 15 squares, or 75', however he's 60' up, the diagonal vector from Restlins' ground level square to FFFF's at 60'up is 21 squares, or 105'. Well within the 170' spell range, but just thought it would be good for all to know how it works.

While Bosk waits to see what happens to FFFF, he feels a wave of negative energy waft over him (did someone pass gass? he may wonder) and manages to withstand half it's effects.

Wyaar overcomes the effects of the Sanctuary spell and his arrow hits Fi for 17 non-lethal damage. He also manages to minimize the negative energy effects. He is insensed that the cleric dares attack the helpless and deduces that Fi must be EEEEEVIL. He glares at Fi, blasting him with the Paladin's Smite Evil but Wyaar does not feel the bonuses such a power is supposed to give him against Evil foes.
DM Note: I can explain this later or in Private post if you'd like.

The Paladin then moves to Helmust's side and heals him some and stabilizing him at the same time. Just in time too!

Zane feels the wave of negative energy and also makes his save. He is about to call for Bosk to point out FFFF's location and the Minotaur beats him to it. He runs to Helmust's side then casts Faerie Fire, guessing, mostly at the exact location of FFFF.

Restlin follows suit with his Glitter Dust spell.

DM Note to Beri: I moved your Icon to the roof top, but you were still in the fireball area of effect. The fireball went off 10' off the ground.
Also, It would help if you listed your prepared spells for the day. :)


Beri feels intense heat from the fireball but a Sacred Gift absorbs half of it.
DM Note: what happens is that the thorns go under any buildings in the area of effect. If the buildings
have dirt floor, then they affect those inside. If they have stone, concrete, etc. per the spell description,
then the inside is not affected. I know we've had a long discussion on the Rules Board on this subject, I just don't remember how it all turned out. Entangle is another example.


Bat-Beri continues flapping his wings and ends up at C20, whereupon he casts Soften Earth and Stone upon E15-F16, changing the dirty wet street into mud, as per the town's namesake.
Ref Save DC19 or be Stuck 1d2 rounds.

Bosk decides to Heal himself (Standard Action). As a Move, he can keep his eyes on FFFF. Of course, he also sees what happens to the two spells thrown at FFFF.

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

Bt tries to resist the Command to Flee: Will DC21 = 15, fail
The command to Flee enervates Bt such that he Jumps (27) to E11, 25' of his DC27.
Flee rounds 1/2
The Hound Archon now faces only Mu.

Mu tries to resist the Aura of Menace, Will DC16(cha based) = 14, fail = -2 att/AC/saves until hit Archon
in seconds after feeling Menaced by the Archon, the street turns to mud!
Mu Ref Save DC19 or be Stuck 1d2 rounds: 11, stuck in the mud 2 rounds.

Mu finds his feet stuck such that he can't attack or move, so he does the only thing he can.
Dazzling Display: Intimidate roll = 30
Zane, Wyaar, Bosk, Bat-Beri (barely) need to check 10+target HD+Wis mod to see if you are shaken for 1 round or 1 +1 per 5 < 30 (ie. if your DC is 20, then you are Shaken for 3 rounds.)
The Archon feels Shaken: 10 + HD(6)+Wis(1) = 17, Shaken for 3 rounds.

Fi, feeling pain in his feet and two arrows in his side, gets out of the spiked zone (5' step) and begins casting a spell.
Spell craft DC20 only for those that have a clear line of sght (Wyarr, Zeoll with some penalties, Bosk if not watching FFFF),
Mu blocks Beri, he's 12' tall and Beri is 15' high and mucho too far to see through/over Mu.
Spell is: Highlight to display spoiler: { Summon Monster V}

Now for FFFF:
Both spells cast at FFFF fizzle. Bosk sees FFFF silently laughing. Your familiarity with your own spells seem to indicate a more powerful spell surrounding FFFF that canceled out your two weaker spells.

Bosk watches (maybe) as FFFF casts another spell and a wall of flames errupt in their midts. FFFF then flies away from his spot by first Diving downward behind the building and out of sight.

Wall of Flames emanates Heat towards the PCs, Helmust is not affected.
Save: none, damage for Zane and Wyaar = 18, damage for Bosk and Zeoll = 6, damage to Valla = 3

Map:
Mudtown Thugs Map 6

DM OOC: if I missed anything I'll fix it and answer any questions tomorrow evening. Have fun. :)


Zeoll AC23, HP45 of 56  d20+9=21 ; d20+14=32 ;
Wednesday January 23rd, 2013 6:17:21 AM

Zeoll takes 6 hp fire damage (I've been keeping my header current!) (Speaking of which, Bosk, do you really have 66 hp of 39? And you just cured yourself for 30, but your header did not change. Guys, it is very hard for me to know who needs healing if headers are wrong!)

Zeoll's spellcraft, normally at +10, is a +9 with the Prayer. He rolls a 21. Is that enough to reveal the castings? Maybe a good Perception check would help?

Perception, with -1 for Prayer and -6 for distance, is a 32!

However, maybe no spellcraft is needed! If he is casting as a full round activity, then the casting time is a full round, which suggests to Zeoll that this is a summons.

But then the Wall of Fire springs up between Zeoll and the only foes he can see. There is fire to the left, to the right, and behind. He cannot go around the wall to the south (no room). He is taking damage if he stays where he is. I'm sorry to do this to our kindly DM, but Zeoll runs north, up to 160 ft north, or until the wall of fire is not on his left, so that he will not take damage by ending turn next to it.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Command on Bt: 1 round of two still to go

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x2, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+7=12 ;
Wednesday January 23rd, 2013 8:56:56 AM

Restlin calls out in celestial, "Evil or no, they extort the populace for money and need to answer for it. Leave them alive if you feel you have to!"

He then books it to K29 & casts dispel magic on that wall, cursing as the wall remains unaffected. (caster check = 12).



Valla Crudarian HP: (42)43/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday January 23rd, 2013 9:06:25 AM

Valla grimaces as the heat touches his skin, immediately his mind begins racing, flashing back to that day many years ago. Almost without thinking Valla will take off running, north as far as he can, veering west once the wall is no longer there.
========
Header fixed, actual Hp is in () but I get that 1 hp back when spectral hand dissipates.

Double move at a run, 120' North or F,2 if he can make it.

David F posting for AC 28/ 25/ 23 HP 28 / 73 Zane Stormfront 
Wednesday January 23rd, 2013 5:27:35 PM

Zane calls out," this isn't going to end well, but that caster has got to go. He has up a minor globe and is laughing at us. I hate that."
Zane casts fly and rockets skyward after the FFFF who should now be both farie fired and glitterdusted.

spells in effect
mage armor 7 hours duration
shield 7 minutes duration
mirror image (6 images) 7 minutes duration
Blur 7 minutes duration
Fly duration 7 minutes


Beriothian (Will)-- AC:23/16/16 HP: 67/85 CMD = 23 (saving grace active)  d20+25=26 ;
Wednesday January 23rd, 2013 6:46:45 PM

Beriothian is normally a very unshakeable, but the heat of battle seems to have affected him. None the less, he moves his ball of fire to G14, figuring the wall of flame can't stop more flames (though I will fly it over the wall if that's the case). Having his view blocked by the now trapped and enlarged Mu. Beriothian then channels his Spike Stones spell into a summon spell, and attempts to summon a Griffin.

ooc: I won't debate the spike grown/thorn issue, but I want to emphasize that we've set a precedent that in the future under similar circumstances I can spawn these inside an enclosed area without any line of sight inside

DM Sanity Info:
Remaining Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, Obscuring Mist (x2), Cure Light Wounds (x2), Faerie Fire, Long Strider
2 (5)- *Faerie Fire, Fog Cloud, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fang, Spike Growth (1 remaining)
4 (3)- *Lesser Planar Ally, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Wyaar (JonL) AC 24/16/22 CMD 25 HP 61/71  d6=6 ; d6=3 ; d6=6 ; d6=4 ; d6=6 ; d8+7=10 ;
Wednesday January 23rd, 2013 7:31:06 PM

Glad to see Helmut taking breaths again, Wyaar let's out a surprised gasp as the fire engulfs him. He takes a step next to Helmut and quickly heals himself before launching a barrage of arrows at Fi.

"Stop you flame throwing friend before he burns down half of Mudtown!" Wyaar calls out to Mu, not fazed by his fancy display.

-----

Swift action to Latly on Hand for 20 damage.

5' step to j11 (assuming I can move here...)

DM Note: J11 is a building corner, J12 is fine.

Full attack with many shot, deadly aim and point blank

Attack 1 hit AC 32, crit confirm 28: 36 non lethal if not crit, another 29 if crit confirmed for 65 non lethal
Attack 2 hit AC 24 for 17 no lethal.

Bosk AC: 26/12/24 CMD:22 HP 66 of 60 Spells 
Wednesday January 23rd, 2013 7:48:17 PM

Bosk takes a second to consider Zane's shouts.

ooc: Can I get clarification on the state of FFF? Is he visible and under the effects of Glitterdust and Faerie Fire or did the globe or something else negate it?

DM JonathanT - MudTown Turf Wars 
Wednesday January 23rd, 2013 9:09:55 PM

DM OOC: Wyaar sould be 2 sq up. Sorry, missed that.

By my calculations Please Note these on your Spells in Effect section:
Zane is Shaken for 3 rounds (-2 att, saves, skill checks, abillity checks)
Wyaar is Shaken for 3 rouns, same penalties. Also, Wyaar has 10 for Wis to Start with and 12 Total at end but no points spent and no magic, and no etc. Please correct. Thanks.
Bosk is Shaken for 3 rounds, same penalties.
Bat-Beri one round only, this round.

Something negated both spells. Those who cast the spells might figure it out according to their spell descriptions, Spellcraft check maybe? Bosk only saw the guy laughing, not a glimps of any spell doing anything so he doesn't know what spells were cast at FFFF to know what was supposed to happen.

Zeoll and others, if you have time to be Dazzled, you have time for the Spellcraft check on the cleric before the wall of fire.

Per the Spellcraft description, it requires no Action.

DM JonathanT - MudTown Turf Wars 
Wednesday January 23rd, 2013 9:16:18 PM

DM OOC 2: Don't worry about running off the map. There's plenty of tents and buildings but all have a 5' allyway inbetween them. We'll just calculate your moves add-hoc. The Wall of Fire is as long as I drew it. It could have been a lot longer but then it would have been way off the map and I just didn't want to mess with that. :}

DM JonathanT - MudTown Turf Wars  d100=100 ; d100=43 ; d100=35 ; d20=19 ;
Wednesday January 23rd, 2013 9:35:16 PM

DM OOC: doing some Maintenance Rolls for the fires, seeing if they spread.
wasted my lotto roll. Drat!

Bosk AC: 26/12/24 CMD:22 HP 60 of 66 Spells  d20+10=16 ; d20+9=21 ; 2d8+4=16 ; 2d6=4 ;
Wednesday January 23rd, 2013 11:19:44 PM

Getting tired of the enemies constant fleeing Bosk calls upon the the gift of speed granted to him by Gargul and uses his agile feet ability and charges through the fire and across the rubble, lowering his head as he charges Mu. His hooves crunch in the burned debris of the former store, and as he approaches his target his hackles raise and his teeth bare. With a loud cry he attempts to gore his opponent and cause the bully to wet himself in fear.

Actions
-----------
Shaken Status negated as Bosk is immune to fear for passing the Avenger Initiation
Free Action - Agile Feet - SU - Travel Domain - Ignore Difficult terrain this round and take no penalties for moving through it
Intimidate check = 16 (free action with minotaur charge)
Hit AC 21 for 16 dmg piercing / bludgeoning (20 if sneak attack is allowed)
Moved to 15,16/G,H



Bosk AC: 26/12/24 CMD:22 HP 60 of 66 Spells 
Wednesday January 23rd, 2013 11:22:47 PM

As he charges Bosk yells You think you can scare an Avenger? Just try, I will emasculate you all day!

DM JonathanT - MudTown Turf Wars  2d4=4 ; d4=3 ; 2d6+8=15 ; 2d6+8=12 ; 2d4=5 ; 2d6+8=19 ; d20+7=8 ; d20+7=25 ; 4d6=14 ;
Thursday January 24th, 2013 12:57:45 AM

Zeoll notices that the cleric is casting a spell that will take a full round as it seemed he still had a ways to go to complete it before the Wall of Fire went up.

Zeoll only needs to run 90' to get to the end of the Wall of Fire. He sees a narrow ally he can squeeze through to the other street. While he runs north he takes 4 more points of fire damage.

DM Note: per spell, you take the damage at the beginning of your turn if within area of effect.

Restlin tells the Hound Archon the extortion racket they were up to and need a leason in Justice, "Leave them alive if you feel you have to!"

Restlin then moves and tries to dispell the wall but fails. Dispell DC is 19.

Valla, feeling the heat, heads north, like Zeoll, to try to run around the Wall of Fire. He also takes 3 more points of fire damage since he started his turn in the area of effect.

DM Note: I move Valla north a normal Double Move, 60', and ends up at the northern edge of the Wall of Fire. At 120', you'd overun it.

Zane is not happy. Nope. Not happy. Attempting to fight fire with fire (pun intended), he tires to cast a Fly spell in the middle of a wall of fire.
DM Note 1: Since Zane started on the line of the fire he takes another 15 points of fire damage and needs to make a concentration check DC 10+15+3spl level= 28 or it fizzles.

DM Note2: if he makes the check - since you didn't tell me how far up, and you said rockets skyward, I can only assume he flies half his fly Move straight up. I'll need this Fly Check:
Fly up at greater than 45° angle DC 20

Ascending flight is 1/2 Move so if you make the check, that would put you 30' in the air over K13, 10' above the Wall of Fire.


Beri
DM Note1: on the spike growth, I thought I had agreed that it would be effective in an enclosed area without line of sight inside, as long as the focus started at a point you could see and as long as the floring inside fit the spell description.

DM Note2: I need your Hover Fly check:
Hover DC 15


DM Note3: to move the Flaming Sphere requires you expend a Move Action. Summon Nature's Ally is 1 full round. Just so you know, it won't appear until halfway through your next round or end of your next round?

Bat-Beri tries to Hover in place, move his Flaming Sphere to G14, threatening Mu, and start another summoning spell.

Wyaar takes another 12 points of fire damage before he can step out of the fire. He finds himself now on the cool side of the wall, relieved that Helmust is not dead yet. Maybe nearly, but not quite.
"Stop you flame throwing friend before he burns down half of Mudtown!"
DM Note: I forgot about the Paladin fear thing.

The Paladin heals himself some before taking aim at Fi, now mostly hidden by the corner building.
He fires two arrows in quick succession. The first one hit and crit confirmed, the second one missed.
The cleric takes 65 non-lethal damage.

Bosk is unfazed by the display of martial prowess, big lug he is, and looses his patience. Ignoring the now hidden FFFF, he calls upon innate powers to charge through the wall of fire and over the rubble of what was the emporium. He raises his hackles (do bulls have hackles? oh well), bares his cow teeth, and belts out a loud MOOOOOO to scare Mu while attempting to gore Mu.

He takes 5 points of Fire damage at the start of his run and then 19 points of Fire damage when he barges through the Wall of FIre.

He also finds that he's right under the Flaming Sphere.

The Hound Archon is not left with much. He has to cross an area of Spiked Growth and/or Mud, or a Flaming Sphere to get Mu. But he can Teleport, so he blinks out and re-appears at D14.

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

Fi succumbs to the non-lethal damge of the arrows. Distracted by his spell casting, the first arrow from Wyaar hit him in the throat, knocking him out.

Bt, continues to flee for one more round. Now on firm ground, moving at x4 speed, he's off the charts.

Mu is unfazed by the loud Mooooing and Bosk slams into Mu's shield. Lucky the Minotaur has a tough skull.
Mu is stuck for one more round.

FFFF is somewhere out there....

Two fiery rays burst forth from a spot on the other side of the wall of fire and streak towards Bat-Beri
Bat-Beri and and Zane are the only ones in line of sight: Highlight to display spoiler: {about 30' up and at M23}

RangeTouch Attack1= 8
Range Touch Attack2 = 25, dmg = 14.

Bat Beri needs to make a Concentration Check DC 10+14+4= 28 or his spell fizzles.

Map:
MudTown Thugs Map 7

Zeoll AC23, HP53 of 56  d8+5=12 ; d8+20=22 ;
Thursday January 24th, 2013 6:59:16 AM


Zeoll moves to E-F-1-2 and casts CLW in place of Bane: 12 hp curing.

He keeps alert: Perception 22.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Command on Bt: 1 round of two still to go

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x2, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3

Valla Crudarian HP: (42)43/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+13=19 ; d6=3 ; d6=6 ; d6=1 ; d6=2 ; d6=4 ; d20+8=26 d20+9=26
Thursday January 24th, 2013 9:14:44 AM

Valla is relieved to be out of the heat, bad memories of heat and orcs. He moves around the building and heads back toward the battle; There going to burn Mudtown to ash... Unless we stop them... By far more than extortion now.

After he rounds the building he watches Fi fall as Wyaar arrow smashes into his throat, Hmm, he maybe as good an archer as I!

He then casts shocking grasp, sending his Spectral hand racing toward the enlarged Mu. The hand easily grabbing onto his metal armor then returning to hover at the wizards side. What are these peoples problem with us. Weve done nothing to them... let me think.
========
Move to F,4
Cast Shocking Grasp through Spectral Hand; Hit Touch ac 19 for 19 shocking damage
Kno. Local: 26
Kno. History: 26
Knowledge checks to see uf Valla had ever seen or heard of people matching their description or antics.

Prepared spells: *= Bonus Evocation Spells
0: touch of fatigue* , message, ray of frost, Light, ghost sound
1st: Chill touch, Shocking grasp* x2, Ray of Enfeeblement, Shield, Animate Rope
2nd: Scorching Ray*, Spectral Hand, Enlarge person, Arcane Lock, Flaming Sphere
3rd: Fireball*, Fly, Flame Arrow, Dispel Magic

Bosk AC: 26/12/24 CMD:22 HP 34 of 66 Spells  d3=2 ;
Thursday January 24th, 2013 5:44:18 PM

Bosk realizes the fire is spreading and takes a 5 foot step North East
Back me up guys. I'm summoning something to keep these buildings from burning down. The cleric hopes his friends will help keep him alive until the spell is cast and that the enemy won't stop him. Surly if the buildings all burn down he will have no one to exhort for money, the cleric thinks to himself.

ACTIONS
ft step NE
Cast Summon Monster 3 and summon d3=2 Small Water Elementals
Points out the fire to them, indicating they should put out the buildings.
Place on elemental at k/23 (should put out fire wall as soon as it touches it)
Place one at n/24

Small Water Elemental CR 1
XP 400
N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits

OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10--20 ft.), water mastery

STATISTICS
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan

SPECIAL ABILITIES
Drench (Ex)

The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

ooc: edited hp to reflect fire damage

David F posting for AC 28/ 25/ 23 HP 13 / 73 Zane Stormfront  d20+10=25 ;
Thursday January 24th, 2013 7:05:35 PM

Yeah, I didn't realize Zane was IN the wall of fire.
Zane fails his concentration check and his spell fizzles as he is burned. Zane is disoriented and unsure where to go, but staying here will kill him. He moves towards the majority of his friends and the fight, which will be bad if he can't get healed soon. ( Move to H13) Unable to heal himself, he makes himself more able to stay out of trouble, he hopes.( cast heroism)

spells in effect
mage armor 7 hours duration
shield 7 minutes duration
mirror image (6 images) 7 minutes duration
Blur 7 minutes duration
Heroism 70 minutes duration
Shaken for 2 rounds (-2 att, saves, skill checks, ability checks)

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday January 24th, 2013 7:09:54 PM

With a swipe of his hand Wyaar removes his remaining wounds and helps Bosk out as asked. He sends a masterful hail of arrows at Mu showing he might just be as good with a bow as Valla. Maybe.

------
I'll take three Nat 20s in a round. I expect to roll nothing but 1s from now on.

5' step to I12

Swift action to lay on hands to heal 18

Full attack, Manyshot, deadly aim, point blank, -prayer

Attack 1: hit ac 32, crit confirm 28, 30 nonlethal damage, additional 29 damage if crit confirmed

Attack two; nat 20, crit confirm 27 (forgot prayer): 13 nonlethal, additional 31 damage if crit confirmed.

Beriothian (Will)-- AC:23/16/16 HP: 59/85 CMD = 23 (saving grace active)  d20+29=30 ; d20+29=40 ; 2d6=8 ;
Thursday January 24th, 2013 9:01:18 PM

Looks like I have to give up on casting anything that takes any real time to cast, even if I had perfect concentration I can't come close to staying focused through such attacks!

By the grace of Ward, Beri completely fails at hovering and plumets to the ground... does that put him out of range of the spell? (I rolled for the fall damage).

Beriothian stands up from prone (move action), then moves his fireball on top of Mu (second move action in place of standard action). If allowed Beri then takes a 5 foot step up and to E15 (from the rules it looks like as moving the fireball and standing up don't prevent me from doing this as I didn't move any distance yet)


DM JonathanT - MudTown Turf Wars 
Thursday January 24th, 2013 9:06:28 PM

DM OOC: DM question to all

Valla took 6 fire damage, no save. Does that mean the Spectral Hand also took 6 fire damage, no save?

'The hand is incorporeal and thus cannot be harmed by normal weapons...'

I think the Wall of Fire is outside this category. I've posted an inquiry on the Rules board.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Thursday January 24th, 2013 9:08:32 PM

Figuring that the flying caster must be using greater invisibility, Restlin deduces the spell will likely end soon. Gripping Gloomy, he calls on the power of his arcane bond to cast Greater invisibility on himself.

He then moves in the general area the flyer was in (P26).

***

Greater invisibility - 7 rounds total

DM JonathanT - MudTown Turf Wars 
Thursday January 24th, 2013 9:24:24 PM

DM to Beri: Falling the 15' would not put you out of the range of the Scortching Ray, but would explain why the first one missed. :)

DM JonathanT - MudTown Turf Wars  d20+9=27 ; d4=4 ; d20+5=6 ;
Thursday January 24th, 2013 10:08:50 PM

DM redo for H. Archon. He tries Acrobatic long jump DC15 = 27, and lands at D15.
He takes 4 pts damage, Ref DC20? = 6 N1! Move is halved.

DM JonathanT - MudTown Turf Wars  d100=53 ; d100=35 ; d100=89 ; d100=67 ;
Thursday January 24th, 2013 10:16:03 PM

DM OOC: doing some Maintenance Rolls for the fires, seeing if they spread. Some more tents/buildings catch fire from the burning ashes that are carried over to them by the wind.

DM IC: By now, the entire area has been evacuated and a general panic is beginnig to set in as people spread to other areas of Mudtown with tales of the fight. Some go as far as yelling "DRAGON! DRAGON!"



DM JonathanT - MudTown Turf Wars 
Thursday January 24th, 2013 11:14:55 PM

DM Appologies:
I'm going to start compiling the Post but due to lack of Sleep and my Wife getting on to me for not getting to bed until midnight these past two nights, the post won't show up until tomorrow evening. Hopefully early evening.

Thanks for your understanding. :}

DM JonathanT - MudTown Turf Wars 
Thursday January 24th, 2013 11:39:50 PM

DM Note to Zane: you still had a Move left when your spell fizzled, so I took you out of the fires and put you at J14. This round, Bosk gets to H13 before you do so I can move you to H12. But you can Ammend your post if you wish. Bosk is at H-I/13-14, you are at J14.

Zeoll AC23, HP53 of 56 
Friday January 25th, 2013 4:13:15 AM

Jon, no worries! You're doing a bang-up job with a very complicated fight. Take your time.

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront  4d4+4=16 ;
Friday January 25th, 2013 2:23:42 PM

OOC
Thanks, use this post instead. Also due to dragon bloodline I have 5dr/fire so I got some damage back. Also spells per day added for tracking purposes.
IC
Zane is in trouble, he isn't flying and is pretty scorched, even for a part dragon. Seeing MU causing all this ruckus he takes a step forward and unleashes 4 magic missiles from his free hand to put this to a swift end... he hopes.
4 magic missiles for 16 damage

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/2
3rd level
5/1

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Shaken for 2 rounds (-2 att, saves, skill checks, ability checks)


DM JonathanT - MudTown Turf Wars 
Friday January 25th, 2013 8:13:41 PM

DM OOC: Here some things from the Rules Board that need mentioned here.
1) the question whether Intimidate - Demoralize Opponent affects those that are immune to fear, either per Class, Race, or whatever.

A: Yes. The Dazzling Display Feat does affect those that are otherwise immune to Fear. This is because it is a non-magical Demoralization Effect, a display of great skill, that has the same results as the Shaken condition as described in Conditions -Fear - Shaken.

2) Spectral Hand vs damage from Wall of Fire.

A: Yes. The Spectral Hand does take damage from the Wall of Fire, no save, but the damage is halved, as per the spell description. Thus the Spectral Hand has taken 3pts of damage.

Valla may take another action before the DM post if the Spectral Hand is no longer, if you wish.

Valla Crudarian HP: 43/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday January 25th, 2013 10:15:56 PM

Ok, that means SH is gone, and Valla didnt cast shocking grasp. . Post coming shortly.

Valla Crudarian HP: 43/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=18 ; d8+5=6 ;
Friday January 25th, 2013 10:38:43 PM

Valls still moves to F,4, activates arcane strike and fires an arrow at Fi.
=========
Hit ac 19 for 6 dam

DM JonathanT - MudTown Turf Wars  d20+6=17 ; 3d6=8 ; 7d6=25 ;
Saturday January 26th, 2013 12:11:08 AM

Zeol moves between a small tent and a larger one and now is in the middle of the next street over. The fight with Mu still goes on but no sign of Bt. He casts some healing on himself.

He keeps alert for Bt (Per22).

Valla fears for the future of Mudtown, which may be renamed Ashtown after this incident, as he moves over to the next street. He then looks for his Spectral Hand in hopes to send it to Mu with a Shocking Grasp spell. However the Spectral hand was destroyed by the heat from the Wall of Fire.

DM Note: I think it only had 1hp, right?

Valla instead draws his bow and activating his Arcane Strike he fires an arrow at the unconscious prone form of Fi, and misses.

Bosk steps 5' to the NE and hopes to bring forth some Water Elementals to help put the fires out. If he succeeds, they'll appear at: Place on elemental at k/23 (should put out fire wall as soon as it touches it) Place one at n/24.

Bosk only: Highlight to display spoiler: { Check my answer on Goblin Seals in your Private Post.}

Zane's spell to give him flight is broken when he is overcome by the fires. He stumbles out of the line of the Wall of Fire, smoking some, and sends 4 magic missiles (16hp dmg) at Mu, who looks like he's getting himself unstuck from the mud.

Wyaar heals himself a little more while stepping forward and is also concerned about Mu's impending freedom from the mud and sends several arrows his way. They all hit. But then Mu is Enlarged and only 20' away, it'd be pathetic to miss, eh?

Beriothian looses his concentration on his summoning spell when he can't manage the Hover maneuver. The exertion of flapping his wings in such a manner to remain in place was just too much. As he plumets to the ground, a blasting ray of fire just misses his furry bat-body. However as he hits the ground, another such ray scortches him. The druid changes back into his human form and humbly stands up. He then moves his Flaming Sphere into Mu.

DM Note: you can't make the 5' step. Per the 5' step rules, if you make any form of movement, ie. Stand Up from Prone, then you can't take the 5' step.

Restlin casts Greater Invisibility on himself the moves to where he things the FFFF is/was/may be.

DM Note: moving Re 30' puts him at O27.

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

The unconscious form of Fi deftly avoids an arrow and decides to stay prone.

Mu feels the sting of the magic missiles and then three arrows well placed,
The big bully is still standing!
Mu tries to avoid the Flaming Sphere: Ref DC19 = 17.
Mu is not able to get out of the mud before the Flaming Sphere drops on him, dmg = 8

Mu, sees himself surrounded, a friend lying unconscious, a budy having fleed, and decides to strategically withdraw. He traverses the Spiked ground seemingly unaffected.
DM Note: earlier I had said he had taken damage but I forgot something.

For Beriothian's eyes only:Highlight to display spoiler: { from a point 30' up over M23 you see a small fiery bead streak towards the middle of the group.}

Sailing over the wall of fire, what starts out as a small ball of flame streaks towards the middle of the group and ends up errupting into another huge Fireball, ie the big red circle, some 10' off the ground.
Damage = 25, Ref DC20 for 12.

More tents and buildings errupt in flames around some IA members.

Bosk will need to make a Concentration Check DC=10+25 or 12+3 = x
to keep his summoning going.

Bt is nowhere to be seen yet, but then he had fled going into the warren of tents and narrow alleys of MudTown.

FFFF is nowhere to be seen either.

All ill effects of the Prayer dissipate end of this round.

Map:
Mudtown Thugs Map 8

Bosk AC: 26/12/24 CMD:22 HP 34 of 66 Spells 
Saturday January 26th, 2013 3:01:24 AM

What did you mean by 12+3 = x?


Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells  d20+6=23 ; d20+7=10 ; d20+7=20 ;
Saturday January 26th, 2013 2:44:00 PM

Bosk manages to avoid the worst of the damage from the fire and with the aid of Greendale's luck charm is able to maintain his focus long enough to complete his spell. Hopefully it is enough to stem the spread of the fire.

Reflex save = 23
Concentration check = 10, rerolled for 20 fith Greendale's luck charm (allows one reroll per in game week. Date will be noted on my CS when I get back from my inlaws. I cannot edit in google docs on my phone)

ooc: More to come. I am posting from my phone and it makes reading the map hard, but I wanted people to know the elementals were summoned.

Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells 
Saturday January 26th, 2013 3:25:38 PM

ooc: How much is the average building / tent in Mudtown worth? I would like to help replace the ones we cannot save.

DM JonathanT: I have no idea but I'm sure SteveK and I can come up with a figure.

Zeoll AC23, HP53 of 56  d20+13=15 ; d20+20=36 ; d20+20=33 ;
Saturday January 26th, 2013 9:21:13 PM

Zeoll calls out to his friends, using his Bluff skill to do so by sending a secret message: Bluff check 15, so it has to be a simple message: Focus on the fireballer!

Zeoll would like to have heard the casting of the fireball. His raw Perception check to do so, still with the -1, is a 36! Since casting is loud (DC0 for hearing a conversation, DC15 for hearing a whisper), even with the range mods, Zeoll hopes to get a good idea of where the fellow is. Or rather, where he was when he cast.

Then, after casting, likely the caster moved. Zeoll is also listening for any sounds he made while moving: a raw 33! With any luck, Zeoll will have an idea of where he might be!

Zeoll has taken no actions so far this round. He is hoping the kindly DM may give him a clue as to where that caster is!

He is planning to cast True Strike and move 40 ft toward that area, drawing a tanglefoot bag as part of his move action. Depends on what Zeoll's senses told him. He is also alert to any of his friends pointing to the fireballer, and will himself point him out if he can do so.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Command on Bt: 1 round of two still to go

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x2, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active)  d20+29=39 ;
Saturday January 26th, 2013 11:09:49 PM

Having seen the fireball originate Beri tries to shout to the group where the caster is, only to remember he can't talk as a bat. He does the only thing he can think of to warn them, and casts another flaming sphere at the caster at 30' up over M23.

Beri thinks about his fall before deciding to risk another hover (fly=39). He tries to chase down Mu with his fireball, but it falls just short at ZZ-13.

DM JonathanT - MudTown Turf Wars 
Sunday January 27th, 2013 10:12:37 AM

DM Note to Zeoll:
Although up until now you've heard the spellcasting, this time you didn't.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+12=20 ;
Sunday January 27th, 2013 2:16:57 PM

When the fireball explodes Wyaar manages to turn away so that the majority of his body is outside of the magical fire. Afterwards he can't help but wonder if the wizard realizes he just fireballed his companion and is burning down half the places they had planned to extort money from.

Wyaar moves forward though and grabs on to one of Fi's limp arms and drags him a few feet away from the fiery tent.

~~~~~~~~~~~

Move to F11, drag Fi to E10

Zeoll AC23, HP53 of 56 
Sunday January 27th, 2013 2:56:56 PM

To the kindly DM: Maybe a command word? What about his regular movement? A Fly spell is not a silence spell. Did he make a stealth check to move silently? I'm just trying super hard to hear him. And if he is in the air, that should help -- since he is alone up there!

DM Jonathan: well, if Bosk had been watching, he'd be able to tell you, as he's the only one with See Invisibility, but he is behind the 20' high wall of flames and even though he is tall, he's too close to it to it.
FFFFF's flying makes no sound so you don't hear him move.

I took all these things into consideration but I'll look something up and see what I find.

Zeoll AC23, HP53 of 56 
Sunday January 27th, 2013 7:41:56 PM

Is he breathing? Is the wind flapping his robes? Are coins jingling in his pocket?

A fly spell does not make you silent. If he is trying to be quiet, he gets a stealth check, right? If he is not trying to be quiet, maybe you judge him to be making the noise of a whisper, maybe due to the wind of his movement or other incidentals? If so, it's a DC15 to hear him, modified by range, and a -20 to actually pinpoint his location. Or maybe his noise is a DC20, or 25. Maybe Zeoll's 36 is not high enough to hear hom nor to pinpoint him. I'm sorry to be a rules lawyer, and of course if you want to say Zeoll just can't hear him -- over the roar of the wall of fire, maybe -- that's okay by me.

DM JonathanT - MudTown Turf Wars 
Sunday January 27th, 2013 10:30:40 PM

DM OOC: From my perspective, if i was to have him make Stealth checks to fly silently and hope the few coins in his pocket or flapping robes don't give him a way, I'd then have to have all you guys that are Invisible to roll Stealth checks too. Then I'd have to roll Percpetion checks for him to pinpoint all your invisible guys.

Now that does not seem unreasonable if there was not half a dozen raging fires, Wall of Fire, armored people in combat, others casting spells, a lot of yelling, and the distance factor too.

Add all that chaos together, I didn't think a flapping robe or jingle of coins would be perceptible, especially considering the distance.

However, if he had had to utter a spell, then the Perception checks would have been as before.

From Zeoll's point of view though, considering his location on the map, he does not have line of sight, he has two 15' buildings right in front of him, a 20' wall of fire, another building on fire, and over 100' distance between he and FFFFF.

If you think he could still have a chance to hear a coin jingle or robe flap, well, I guess I can come up with a DC for ya. :)

Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells  d8+8=13 ;
Monday January 28th, 2013 1:25:07 AM

Bosk feels the heat searing his flesh and quickly casts another cure spell on himself before pointing the water elementals towards the flaming buildings closest them to put out the flames.

ooc: Sorry for the short post, snow is terrible coming from WI. My four hr drive drive has become closet to 10. If needed I will post locations for the elementals in the morning. I believe one is right next to a building and the other is on a building making target fires to put out easy.

Valla Crudarian HP: 43/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=27 ; d6=4 ; d6=4 ; d6=5 ; d6=6 ; d6=1 ; d6=6 ;
Monday January 28th, 2013 8:43:24 AM

Trying to get away, you burned Mud Town to the friggin ground! Who knows how many peoples lives you've ruined...

Valla begins muttering to himself as he dashes between the two non-flaming tents then rounds the corner to head south toward Mu.

Look what you've done you monster! You might as well came through town with Fireball Wand and Blew everything UP! How much money you figure you'll get once I have you lying on the ground dead you Imbecile.

Valla lets his anger grow as he's running towards the enlarged foe. He face skewed with hate at the moment he stops to cast Shocking Grasp and then he finds it within himself dash that last few feet to touch the armored Mu.
=====================
Move action to A,6
Standard action Cast Shocking Grasp
Use Hero point for another "Standard" Action, Used to Move to YY,10
Touch (Free action, no AoO) MU: Hit TOUCH AC 27 for 23 shock damage
(Last D6 was an accident, figures right?)

DM I did my homework for this one :) Highlight to display spoiler: { In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.}

DM JonathanT - MudTown Turf Wars 
Monday January 28th, 2013 10:51:28 AM

DM OOC: it has been pointed out to me that by using the 'Circle' for the fireballs, which is a whole lot easier to do with my AutoRealm maping program, I'm incorrectly 'including' some PCs in the area of effect that otherwise would not be if I had used the standard AoE given in the rules, the 'squared' kind.

To be fair, I took out my Good vs. Evil DM spinner and spun the pointer. It landed on "be good now so you can clobber them harder next time" square. So the updated Fireball AoE does NOT include Wyaar and Zane, as to do so would also include Helmust, and the poor guy already has gone through a lot.
.

co-DM SteveK: took out my Good vs. Evil DM spinner and spun the pointer... bwahahahaha!!!!

Zeoll AC23, HP53 of 56 
Monday January 28th, 2013 11:06:05 AM

That's completely reasonable, kindly DM Jon! Did Zeoll's Perception 36 get him an idea of where the fireball came from?

If so, he'll use a double move (80 ft) to go that way, drawing a tanglefoot bag as he moves - but not going into any square in which he will take fire damage.

If not, he'll stay where he is and cast Summon Fey Friend II in place of a clerical enthrall spell. He'll roll randomly next round to see what arrives, if he ends up doing that.

DM Ans: from the angle that the fiery little ball came from, and due to the interposing buildings and fires, best he can tell is that it came from somewhere on the other side of the south end of the Wall of Fire and of medium height. The point of origin was out of sight. But if Zeoll applies his Knowledge(Calculus) he can figure out the particulars by getting the angle measures, time to impact, and Guess differentials, and with the aid of an Abacus get the exact location. :)

I'll use your 'If so' scenario as he does have an 'idea', so to speak.


Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Monday January 28th, 2013 11:22:48 AM

Restlin grips his holy symbol and recasts dispel magic as he continues moving forward (s22). He scans in the direction he's moving, keeping an eye out for illusion magic specifically.

***

My family has two big medical issues going on. I can keep posting for now, but they may be short like this.

Zane Stormfront AC 28,25,23 CMD 26 HP 23/73 5 Fire Resist 
Monday January 28th, 2013 4:22:24 PM

Zane, tired of the fireballs, takes the time to cast resist energy: fire on himself, and the pulls a cookie from his haversack.

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/1

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Shaken for 1 rounds (-2 att, saves, skill checks, ability checks)

Zeoll AC23, HP53 of 56 
Monday January 28th, 2013 8:06:28 PM

Thanks Jon! Sounds great.

DM JonathanT - MudTown Turf Wars - the Burning of Mudtown  d4=4 ; d20+18=24 ; d10+9=19 ;
Monday January 28th, 2013 8:23:33 PM

DM Note: all ill effects of the Prayer dissipated end of last round, I'll adjust your rolls if it makes a difference.

Bosk avoids some of the fire from the fireball.

DM Note: if I calculate the DC for the Concentration check correctly I get:
DC = 10 + 12(dmg) + 3(spell level being cast) = 25, he rolled a 20, so his concentration check fails and the elementals are not summoned.

Sorry. :}


Bosk's concentration is broken and the Water Elementals fail to materialize. He quickly heals himself a bit in expectaion of more of the same.

Zeoll, from all the way up the street, belts out "Focus on the fireballer! in a secret message format and tries to determine a more accurate position of FFFFF.

(DM OOC: does this mean his friends need to make the Bluff check to understand the message? Failure by his friends mean they think he just belted out some nonsensical phraze?)

From the angle that the fiery little ball came from, and due to the interposing buildings and fires, best Zeoll can tell is that it came from somewhere on the other side of the south end of the Wall of Fire and of medium height. The point of origin is out of sight.

Zeoll takes a double take and heads back over to the other side of the Wall of Fire, making sure he's outside the range of the heat. (DM Note: move you 80' placing you at P-Q/6-7, a vacant lot.) He has a tanglefoot bag ready.

Bat-Beri (DM Note: wasn't sure you'd changed back into reg form) thinks to warn his friends of where he saw the fireball come from but only squeeks something bat-like. So he casts another Flaming Sphere at a location he figures best matches where the fireball came from.

DM Q1: I had thought you'd changed to Humnan form. Did you change back to a bat again?
Q2:you state you are hovering (fly=39). I this because you just changed back to bat form? That would put you 5'high.

Also: you want to move your other Flaming Sphere to ZZ-13. You don't have line of sight there unless you are 20' high. The building next to you blocks ZZ-13, asl well as the other tent on fire. I will put the Flaming Sphere as far as you have Line-of-sight.


Wyaar feels lucky he was just outside the fireball. Concerned about the fate of the priest thug, he moves and drags the priest 5'away from a newly burning tent.

DM to Wyaar: you just crossed 5' of Spike Growth. You take 4pts damage and need to make a Ref save Save DC20(?), fail your Move is halved.

Valla is so agry at the destruction all about him he rushes Mu yelling something about beeing a monster and a coward and probably some things he couldn'd post. in his anger he forgets that:
A) he's the one who drew first blood
B) Mu is enlarged and he rushes right into a very large swinging bastard sword

Mu AoO = 24, dmg = 19

Bleeding a good bit, he survives to deliver his Shocking Grasp spell.

Restlin moves forward and casts Detect Magic again. He scans for the invisible FFFFF but does not see him.

Zane manages to protect himself from fire a bit and gets a cookie from his pack.

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

Fi is move out of danger from a fire, for now.
Mu, upon receiving the shock, falls unconscious.
Bt comes running up to Valla from behind yelling, "STOP! ENOUGH! THIS MADNESS MUST STOP! Oh my, what a mess! We'll never be able to work in Mudtown AGAIN!"

Valla Sense Motive check DC15 = Highlight to display spoiler: {He's serious. No bluffing here.}

FFFFF does something, but he's either still invisible, hiding behind a building, or both.
Valla and Beri Perception checks:

Valla DC32 = Highlight to display spoiler: { You hear a spell being cast south of you somewhere on the other side of the buildings south of you around row 23.}

Beri DC27 = Highlight to display spoiler: { You hear a spell being cast south of you somewhere on the other side of the buildings south of you around row 23.}

Map:
Mudtown Thugs map 9

DM OOC: I hope I didn't forget anything. :}

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active)  d20+24=35 ;
Monday January 28th, 2013 10:02:43 PM

Perception=35

Beriothian's acute bat ears detect cast south on the other side of the buildings (around row 23.)
Needing to alert his friends (and a little tired of flying anyway), the druid transforms back into human form.

BT may be done with this fight, but I hear their murderous caster who's torched half the tents here south of me casting again. Get your friend to stop now, or we will take you all out and leave the citizens of mud town to do as they wish with your battered, unconscious bodies.

*glad I'm chaotic*

ooc: I missed where you said you changed me into my human form. I never changed my form, I think the confusion was that I fell and landed prone. The rules said it was a move action to stand up, so I used the phrasing "stand up" to (ironically) avoid confusion in my intent even though it probably doesn't accurately describe how a bat would get up from prone.

DM Comment: LOL. Well, yeah, I was confused because bats can't stand up. When on the ground they crawl. But this little confusion didn't change anything.

Zeoll AC23, HP53 of 56  d20+21=23 ;
Tuesday January 29th, 2013 5:44:16 AM


Note: Sorry, Zeoll cast his cure in E-F-1-2 on Jan 24. To do that he had to drop the meta rod of extend he was carrying. It is still in the mud there at A-F-1-2, I think. He would have had to drop it anyway when he drew the tanglefoot bag.

Note: Under the PF rules for Bluff, the intended recipient of a secret message does not have to roll to understand it.

Action: Zeoll moves to 13-14-R-S. He casts True Strike. He listens for any clue as to the fireballer's location. He also tries to smell, though he doubts with all the smoke in the area that he'll have any success.

Perception (raw, unmodified for distance, no Prayer): 23. Bleck.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x2, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 2 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3 - and dropped at E-F-1-2

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday January 29th, 2013 8:44:22 AM

Frustrated, Restlin looks around and realizes he's all alone and cut off from the group by fire. He casts resist energy on himself (for fire, obviously) and heads west to M22.

**

Resist energy: 70 minute duration - I ignore the first 20 points of fire damage.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=22 ; d20+1=3 ; d20+12=17 ; d20+12=14 ; d6+4=6 ; d6+4=9 ;
Tuesday January 29th, 2013 8:56:17 AM

Taking a hit from the enlarged bastard sword really surprised Valla; within his anger he surely forgot he could be hurt. Cutting him deep, when the man falls to the ground, Valla grins. IA; do some research; dummies

Valla hears the man running up behind him. He whips around knocking an arrow ready to release into his head.

I hear my friend say a castings going on! He's going to burn Mudtown to the ground. Call him off or I think allowing Mud Town citizens deal with your unconscious bodies would be merciful.

He quickly activates arcane strike and fires two arrows at BT if he does anything except yell to call off FFFF.

====
Hit ac 17 for 7 dam
hit ac 14 for 10 dam

grrrr :)

Zane Stormfront AC 28,25,23 CMD 26 HP 31/73 5 Fire Resist  d8+1=8 ;
Tuesday January 29th, 2013 1:44:21 PM

Zane munches on the cookie (cure light wounds) and heals for 8 points damage. He then casts fly on himself, yelling out as he does so....
"Where is he, I can't see him, but I need to carve him up some!"

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Tuesday January 29th, 2013 3:26:17 PM

Wyaar also cast resist energy on himself and yells out to the Mage.

"Stand down! Leave in peace but stop before you do any more damage!"

-----

Resist energy fire 10 for 50 min

Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells 
Tuesday January 29th, 2013 8:57:24 PM

Unable to do much, but tired of being hit by fireballs, Bosk walks slowly away from the group to stand in front of the the unconscious Fi and waits there in case the FFFF tries to heal him or he decides to throw more fire at the group. We are willing to resolve this peacefully, but only if you all quit fighting and agree to help undo the damage you have done to this town.

DM JonathanT - Is Peace in the air, or just smoke?  d4=1 ; 2d4=8 ; d20=4 ; d100=7 ;
Tuesday January 29th, 2013 10:53:24 PM

DM Note: I forgot to move the Hound Archon last round so he'll go for last round first, then at the end he'll go for this round.

Hound Archon takes after Mu, but is content to see that Valla has put him out of commission. He takes 1pt of damage for crossing 5' of the Spike Growth field.

Bat-Beri hears the Fabulous Flying Fliery Foe casting a spell somewhere behind the building south of him (not the one next to him). Not able to alert his friends in bat form, he reverts to his human form. Wiith that horrible experience over, he calls out that he hears FFFF casting again and having heard Bt calling to stop, yells out to him to get his friend to stop or " we will take you all out and leave the citizens of Mudtown to do as they wish with your battered, unconscious bodies.

Zeoll moves further south on street not affected by the Wall of Fire and casts True Strike spell, not leaving anything up to chance. He tries his smell, but the smoke has even overpowered the normal slum smell. However Beri gives everyone an idea of where FFFF is.

DM Note: for the most part, I don't keep track of dropped items unless there's a chance one of the monsters will pick it up. As DM, and Player, I assume that all dropped items are picked up later unless there's a reason not to get a chance. (ie. the tunnel is caving in, the Dimensional Gate is closing, etc.)

Restlin protects himself from fire by casting Resist Energy(fire), then heads west, his magic protectng him from the heat.

Valla suggest the unconscious man do some research on the IA, then, pointing an arrow at Bt he warns Bt "...He's going to burn Mudtown to the ground. Call him off or I think allowing MudTown citizens deal with your unconscious bodies would be merciful."

His arrow is ready and Arcane Strike held in case Bt has other ideas.

DM Note: I goofed, I used d10 for Mu's attack and it should have been 2d8! Shoot!

Zane eats his cookie and heals himself some, then casts Fly on himself, calling out "Where is he, I can't see him, but I need to carve him up some!" once he's done.

Wyaar, during the lull in fireballs, also takes the precaution to cast a Resist Energy(fire) on himself. His voice joins the others in trying to get FFFF to give it up.

Bosk is another IA member tired of getting hit by fireballs. He decides to move next to Wyaar and the unconscious cleric. He'll stand ready in case FFFF tries to heal the cleric or throw more fireballs. He appeals to the Thugs, "We are willing to resolve this peacefully, but only if you all quit fighting and agree to help undo the damage you have done to this town."

DM Note to Bosk: you just crossed 10' of Spike Growth. That would be 8 pts damage and make a Ref save DC20, Fail your Move is halved.

The Hound Archon moves up next to Valla in support and to emphasize Valla's point.

========================

No attempt is made by FFFF to heal either Fi or Mu.

Bt states his case with Valla, "MudTown has no law! It depends no Protectors such as us to keep the rif-raf away and ensure the residents get fair treatment all across Mudtown. Hook City has its Protectors too ya know! Our mere presence insures vandals, cheats, and thiefs keep their distance. Especially with Gorgan present. Everyone knows that if he gets mad, he goes MAD! So no one messes with us and the people that pay us Protection money stay safe. BUT LOOK WHAT YOU'VE DONE! YOU TIPPED HIS SCALES! YOU KNOCKED THE CHIP OFF HIS SHOULDER! I'll do what I can, but..."

Not knowing where Grogan is Bt heads to the center of the fracas, calling out "Grogan! Grogan! You can stop now! We'll leave this place to these and find another! STOP!"
Diplomacy Check = 4, ooops

FFFF, or Gorgan, (I can finally use his real name) appears down the street from Valla. For Valla, he sees him, then he doesn't, then he does, then he doesn't , then he does, etc....

Grogan, about 10' feet in the air, shouts out "You hirt me friends! You break the Protocols! You PAY"

Valla sends his two arrows streaking at Grogan but they both miss.
DM Note: I'm not going to bother to roll the 50% miss chance as both miss his AC anyway.

Grogan expertly dodges the two arrows and starts casting a spell of his own.
Spell Miss chance 20% = 7.

Valla grits his teeth as he expects the worse but right as Grogan finished casting his spell, he winked out. When he winked back in, he uttered some vile words at the gods of chance.

Map:
Mudtown Thugs Map 10

DM Jonathan: I'll answer any questions tomorrow evening. Or, if by e-mail, throughout the day.

Zeoll AC23, HP53 of 56 
Tuesday January 29th, 2013 11:56:12 PM


Zeoll curses under his breath as he realizes he has very poorly gauged Grogan's position. His True Strike is wasted, and he takes a double move mostly south to 27-28-P-Q.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Wednesday January 30th, 2013 8:15:59 AM

Restlin quickly kisses his holy symbol as this sorcerer's spell gets cut off by his blink. "Obviously didn't know who he was messing with..."

Still, this one's intellect does seem to be lacking. It's probably not right to outright kill him. He may honestly think he's helping out the downtrodden of Mudtown. Gripping his silent metamagic rod, he takes a rotten egg out of his pack & wrinkles his nose just before tossing it at this Grogan character. "I need to work on a spell that works like this without that smell."

An ugly, green cloud explodes 10' above Grogan's head. None of the other characters on the map should be affected by it, but Grogan needs to beat a DC17 fort or be nauseated.

He then moves through the fire to H21, hoping his resist energy spell protects his from the heat.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+12=13 ; d20+12=26 ; d8+5=9 ; d100=57 ;
Wednesday January 30th, 2013 8:23:24 AM

You burnt down a shop waaay before we showed up! WE will protect CItizens of Hook and Mudtown; regardless if they give us their earned gold. Your extortion is a crime, and Bosk shall see to your Judgement! Valla screams at Bt;

Valla activates his arcane strike and fires two more arrows at Gorgan; one arrow flys under the hovering fireballer. After not hearing it connect, the elf shifts his gaze back to Gorgan; firing the other and its aim is true, striking him as he blinks back into reality.

Valla then takes a 5' step just behind the Hound Archon; for protection from retaliation. He speaks to the Archon, not knowing if it understands common or not;

That guys surely going to kill us; knock him out of his blinking mind. He's nothin but trouble for Hook City or Mud Town. He'll cause Chaos and death. Nothing good can come from it.
==============
Rapid Shot; Arcane Strike: HIt Ac 13 - MIss; Hit Ac 26 - 9 Damage, rolled 57 for miss chance of 50 :)
5 ft step to XX,9; Behind the Hound Archon;

Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells 
Wednesday January 30th, 2013 10:19:27 AM

ooc: Am I correct that Bosk can attack ffff normally. He has se invisibillity cast, can attack ethereal creatures normally, has blind fighting, and can see into the realm of shadows as a free action.

see invisibillity - 2rounds left

Grim: Nail shadow (SU): The grim's shadow is bound into the Realm of Shadow, so he or she casts no shadow in the Wold. However, the grim now exists in both planes, and therefore gains Ghost Touch as a permanent ability for self and any items carried. Thus, the grim's attacks and spells affect incorporeal opponents as effectively as they affect corporeal opponents. The grim can also see into the Realm of Shadows as a free action at will in a 60 foot radius.

blinking:
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Zane Stormfront AC 28,25,23 CMD 26 HP 31/73 5 Fire Resist 
Wednesday January 30th, 2013 11:21:29 AM

Using fly, Zane picks up his feet and flys t B/21. while flying he casts a Heroism spell on himself.

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/3

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration



Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active)  d20+8=10 ;
Wednesday January 30th, 2013 8:29:10 PM

Guys, I think I can put out most this fire in a minute with a sleet storm, but it will blind everyone while it's going on. Say the word when you're ready and I'll cast it.

In the mean time Beriothian takes a 5 foot step south and throws a thunder stone in the general area where the casting sound was coming from, hoping to disrupt his ability to cast a little.

ooc: I know I'm not in line of sight (intentional), but thunderstones are AoE so I'm not actually aiming for him, just the general area.

DM Sanity Info:
Remaining Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, Obscuring Mist (x2), Cure Light Wounds (x2), Faerie Fire, Long Strider
2 (5)- *Faerie Fire, Fog Cloud, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fang, Spike Growth (1 remaining)
4 (3)- *Lesser Planar Ally, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells  2d8+8=18 ;
Wednesday January 30th, 2013 9:34:24 PM

As the enemy approaches Bosk the cleric shouts If your done fighting then step aside and let me through, if not then you are still my enemy.

(Assuming BT agrees to let him through) Bosk heals himself and then moves as quick as he can between the buildings towards the blinking enemy.

Actions
------------
ooc: I am assuming BT was telling the truth earlier about wanting to end the fight and will agree to let me pass. If not, let me know and Bosk will take his AoA on BT and then follow it up with a full round attack on the guy instead of the below action.

Assuming BT will agree to let me through:
No AoO
Convert delay poison to Cure Moderate wounds and heal for 18 dmg
(movement restored to normal)
Use Agile Feet to move over unconscious enemies (and hopefully avoid hurting them)
Move to YY,ZZ/11,12


Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+12=22 ; d20+10=28 ; d20+10=23 ; d20+5=16 ; d20+15=32 ; 2d8+14=21 ; 2d6=7 ; d8+7=10 ; d6=5 ; d8+7=10 ; d6=5 ; d8+7=14 ; d6=5 ;
Wednesday January 30th, 2013 9:42:28 PM

Wyaar takes a 5' step back from Bt, just in case, and tries to spot the sorcerer. "[b]I'm going to try to subdue your companion. My arrows are not lethal."

~~~~~~~~~

Reflex save vs spiked growth: 22

If there is line of sight between Wyaar and FFFF, fire away full attack
Manyshot, deadly aim, rapid shot at FFFF

Attack 1(manyshot) Hit AC 28 for 28 non-lethal
Attack 2: Likely miss AC 16 for 15 non-lethal
Rapid Shot Hit AC 23 for 15 non-lethal

If can't see him then will watch Bt and if he moves to attack will fire at him.
Ready action to shoot Bt if need, hit AC 32 for 19 non-lethal

DM JonathanT - Is Peace in the air, or just smoke? 
Wednesday January 30th, 2013 10:09:29 PM

DM Note to Restlin: Even at H21 I don't see how Restlin has Line of Sight to Grogan to place the spell. Before he moves he has a 20' wall of fire in front of him, a building on fire, and another 15' high building after that. Grogan is only 10' in the air.

At H21, he still has a 15' tall building hiding Grogan. To place the spell, even 10' above Grogan, you still have to See him.

Would you rather take a double move instead?

DM JonathanT - Is Peace in the air, or just smoke?  d20+8=22 ; d20=16 ;
Wednesday January 30th, 2013 11:35:48 PM

DM Note: as there seems to be some comfusion as to Line of Sight, I've added some labels to the buildings. They are 15' at their peak and 10' along the wall/roof intersection. If I had a means to create a 3-D map where you could only see from your PC's point of view, things would be much easier.
But we'll just have to do with what I got and imagine the map in 3-D. Sorry. :}

Zeoll finds himself way out of position to reach the flying spellcaster and double moves it south to 27-28-P-Q.

Restlin would love to place a smelly fog where Grogan is but he just doesn't know an exact location and can't see him due to the intervening buildings. So he gets closer, crossing the line of fire with ease.

Valla screams at Bt, something about burning down a shop, extortion, crimes, judgement, then sends two arrows at Grogan. The first one misses, but the second one hits!

Stepping behind the Hound Arcon for protection, he tells the Outsider (who does understand him) that Mr. Blinky is the danger to all and must be knocked out!

Zane feeling very lightweight, kincks off and flies to B21, whereupon he casts Heroism on himself.
DM Note: I'm assuming you are 5' off the ground anymore higher would cost 5' of Move and you moved your full Fly speed of 60'.

Beri takes a step south and pulls out a Thunderstone. Although he can't see Grogan, he has an idea from Valla. He has to toss the stone over the house, but that's not all that hard. Question is, will it land where it has any effect?

DM Note: as per the item description, 'Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.' assumes you see the target square and here you don't, in this case, I'll increase the Target AC to 10. Tossing the stone has a range increment of 20', per item description. A Miss will be treated as per Combat - Throw Splash Weapon

Range increment = 3 (-6 to hit) DC10

Toss d20 +8 = 22 - 6 = 16

The Thunderstone hits exactly where Beri aimed it, somewhere on the other side of the building. :)
A loud BANG! reverberates, loud enough to scare Zane!

Althought Beri can't see what effect the Thunderstone had, Valla can. Well, he can tell that the blast was pretty close underneath Grogan, but Grogan is 10' in the air.
"Each creature within a 10-foot-radius spread..., from the ground up 10', the sound blast reached Grogan's toes and tickled his feet.

Bosk glares at Bt as Bt comes rushing up and shouts "If your done fighting then step aside and let me through, if not then you are still my enemy."

Bt does not argue with the Minotaur and steps aside.

Bosk heals himself a bit before seeking out Grogan and places himself standing over Mu's unconscious
form, ready for..., another fireball?

Wyaar tells Bt that his arrows are non-lethal and steps back to get a better view. Alhtough there are too many buildings between him and where Valla indicates Grogan is, knowing the spellcaster's previous habits, he may just pop up over a house and, voila!

The Hound Archon rushes up to Grogan, the sound blast echoing in his ears, brandishing his great shiny sword and letting out a wolfish howl.

============================

Bt assures both Bosk and Wyaar that a fight was never intended. It's the way of the Protectors, you Bluff and call your opponent's Bluff. If neither will give way, then a One-on-One non-lethal Champion fight ensues to determine who wins the territory.
"Your are Protectors and don't know that! Geez!" he exclaims exasperated. He then continues to call out to Grogan to stand down.
Diplomacy = 16

Either one, or two, or all events have somewhat of an affect on Grogan. The crazed spell caster, rubbing a bruise and dodging a sword, laughing maniacly, flies straight east and through the wall of that building, out the other side (D23) and straight into the next building over, the one on FIRE!

Restlin does not see anyone exit the burning building!

Map:
Mudtown Thugs Map 11

Zane Stormfront AC 28,25,23 CMD 26 HP 31/73 5 Fire Resist  d20+6=19 ; d20+17=22 ; d20+13=18 ; d20+13=30 ; d10+11=19 ;
Thursday January 31st, 2013 11:58:34 AM

Zane watches the path of destruction as Grogan crashes through one building and on into the next, even though it's on fire. Zane heads after him, gaining enough height to follow him through the same hole he made. (it's 45' move to enter the building, counting 10' to go up 5')
He'll take a quick look to find his target, while he does that he charges up his sword with arcane strike (swift action).
Then either attacking or moving to attack, if need be.

Perception 19
fly 22
Attack with sword 18, crit confirmed if hit
Damage 19

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/3

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Thursday January 31st, 2013 12:29:48 PM

Bosk glares. Not all who stand up for what is right subscribe to your racketeering philosophy. Shame. You seem brave enough to be Captain of a legitimate legal presence in Mudtown.

ooc: After the battle, would you guys be opposed to trying to set up some sort of legal authority to protect Mudtown? We might be able to petition Hook City to let us build a jail and police station onto the outer wall of the city so that it can be a permanent structure and because it is protecting the caravans bringing goods in to the city.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday January 31st, 2013 12:36:41 PM

Yep... Just whisk away... This guy!

Valla looks to be... Flabbergasted? He then makes his way just behind Wyaar. E,7

So, what now? Gorgan going to send more fireballs out of the burning building!!?? You all need to leave Mudtown! Valla screams, at Bt, and Gorgan if he's listening.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Thursday January 31st, 2013 1:14:47 PM

"This whole situation is retarded," Restlin thinks to himself. The wizard spends the full round summoning a small water elemental directly east of himself.



Zeoll AC23, HP53 of 56  d12=6 ; d20+5=25 ;
Thursday January 31st, 2013 1:55:20 PM

Zeoll moves 40 feet between two burning buildings, moving to 27-28-J-K. He readies his tanglefoot bag to throw at any non-ally who makes an attack. He rolls a nat 20 (if his readied attack is triggered)! (ignore the d12, mouse slipped please.)

That's with a tanglefoot bag ...

Tanglefoot Bag: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a --2 penalty on attack rolls and a --4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.



Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active) 
Thursday January 31st, 2013 8:25:35 PM

BT, you know that caster... is he going to die in there? If so, I can cast sleetstorm and try to put out the fire before it does.

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active) 
Thursday January 31st, 2013 9:20:57 PM

Beriothian casts CLW on himself while he waits for the others to give him word he can cast Sleet Storm to try putting out the fires. (waiting because we will have no vision while it's sleeting)

DM Sanity Info:
Remaining Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, Obscuring Mist (x2), Cure Light Wounds (x1), Faerie Fire, Long Strider
2 (5)- *Faerie Fire, Fog Cloud, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fang, Spike Growth (1 remaining)
4 (3)- *Lesser Planar Ally, Freedom of Movement, Air Walk

DM JonathanT - Is Peace in the air, or just smoke? 
Thursday January 31st, 2013 9:32:01 PM

DM Note to Zane: he left no 'holes'. He literally went through the walls. He did not crash through the walls.

Clue: You see him, now you don't, now you do, now you don't, now you do, add infinitum...


Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Thursday January 31st, 2013 9:43:31 PM

Bosk groans as the enemy flees, not relishing the thought of squeezing between the buildings again. Glancing down the cleric decides it wisest disarm the unconscious enemy before he wakes up and seeks revenge and quickly collects MU's sword and any other loose items and then moves south towards where FFFF left from.

Actions
---------------
Collect Mu's belongings
Move to xx,yy/19,20

DM JonathanT - Is Peace in the air, or just smoke?  d20+5=13 ;
Thursday January 31st, 2013 9:47:01 PM

DM OOC to all:
Tomorrow is Payroll day and I've got a wake-up call at 3:00am so I'm going to answer some questions but I'm not going to be able to stay up for a full post.

IC: Bt answers Bosk: "It's always been this way! Where've YOU been? If you want some different way to protect the neighborhood from vandals from different neighborhoods, you stick around and see that it's done. If Hook City cared, they'd do as you suggest. But who here has any clout in Hook?"

Bt shruggs at Valla. "I don't know what he's up to. However, he probably feels safe enough in the burning building. My experience with him seems to indicate he has an affinity to fire. I'll keep trying to convince him to give up. Fact that he didn't throw another fireball of his may be a good sign."

He then adds "I don't think you need to worry about us sticking around. After today, we are jobless, unemployed, unemployable, homeless, you name it. I'll be outa here as soon I'm sure Murtus and Fithster are walking again and Grogan is back to his semi-normal self."

Brtony looks at Beriothian, "My guess is he wouldn't go in there unless he knew he would be safe. If you go in after him, it would probably only make things worse. At least I have a little more time to talk to him."

Btony gets as close to the burning building as he dares and calls out to Grogan again, "The games up! We've lost! Murtus and Fithster will be fine! We'll just move on to another town! Go on to our camp and we'll catch up with you in an hour!"

Diplomacy = 13

Zeoll AC23, HP53 of 56 
Thursday January 31st, 2013 10:45:12 PM


Zeoll listens to this, a little more than somewhat flabbergasted. "Don't prretend to be the good guys," calls Zeoll. "You burrned down ourr shop and torrturred ourr frriend. Get out and don't come back, I say!"

Still holding his thrown tanglefoot bag and nat 20 in case any attacks are launched.

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active) 
Friday February 1st, 2013 6:50:49 AM

Bosk, he's right. Besides, Hook City can't even protect those within it's walls. You remember the lawlessness down at the docks right? And the Zombie attack? And the serial killer that took out a whole boarding school? And that's just withing the last few weeks. Even if they wanted to I don't think Hook City has the man power to extend their protection.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday February 1st, 2013 5:20:00 PM

Protect Mudtown? Who would even consider doing that with being paid very well. Most merchants will have more value in their wagons than the Guards will make in a month. Hook City doesnt even pay us for our work. What makes you think they will pay to protect people who must pay to even enter the city? Im sure not going to pay out of pocket for, no doubt, corrupt guards of merchants only here to line there own pockets. Valla looks to Bosk and shakes his head,

I know Helmust is a friend, and Id protect and avenge a friend, but not the random merchants who come here with ideas of fortune. No sir, they can hire their own help. Maybe we could hire a few body guards for Helmust. Look after him while we do our business, that I would chip in for

After speaking Valla will move towards the burning building and BT.

======
Cant open map at the moment.

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active)  d8+5=10 ;
Friday February 1st, 2013 6:38:11 PM

ooc: forgot to roll on my clw spell...

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront  d20+6=13 ; d20+8=11 ; d20+14=31 ; d20+15=33 ; d20+15=23 ; d10+7=13 ; d10+7=10 ;
Friday February 1st, 2013 7:13:17 PM

Zane looks for a window and follows the mage into the burning building.

Perception 15 to find a window
Perception 11 to spot the mage inside the building
Fly check 31

If able to find Grogan and reach him, Zane attacks
Attack 1 hits AC 33, confirms on AC 23 for 13 if not critical 23 if it is critical

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/3

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Friday February 1st, 2013 8:14:49 PM

OOC
BTW John is in the hospital again with more blood clots in his lungs. He expects to be released tomorrow. I'll keep posting for him until he can post. He is telling me what to post though.

DM JonathanT - Is Peace in the air, or just smoke? 
Friday February 1st, 2013 10:46:32 PM

DM Note to David F posting for Zane:
It's not hard to find a window that's been busted out by the heat or a door left open by the fleeing occupants. I'm going to use Zane's original Attack, Fly, and Perception rolls, though.

Post coming soon.

DM JonathanT - Is Peace in the air, or just smoke?  d100=13 ;
Friday February 1st, 2013 11:39:02 PM

Zeoll has harsh words for Btony: "Don't prretend to be the good guys. You burrned down ourr shop and torrturred ourr frriend. Get out and don't come back, I say!"

Wyaar notices something on Btony he hadn't had a chance to notice before:
Wyaar only: Highlight to display spoiler: { On Btony's arm are markings much like a bunch of twisty lines.}

Beri seems to lean towards Btony's logic, but probably not his methods. The 'logic' being that area neighborhoods can't relly on Hook for protection and tend to 'hire' their own Protectors.

Valla suggests possibly hiring bodyguards for Helmust to protect him from Protectors. Of course, does it occur to Valla that the small fee asked for by Btony would have done just that?

The Hound Archon moves next to Beri to protect his summoner.

Zane, confident that his spell to protect him from fire would keep him as safe inside the burning building as Grogan, decides to follow the mad firestarter into the burning building. Although not being able to pass through walls as Grogan, he has no trouble finding a busted window and flies through it.

Btony easily jumps over the area he had crossed previously that contained spikes and yells out "WHAT ARE YOU DOING? ARE YOU MAD TOO? to Zane.
Btony turns to Zeoll and blurts exasperated, "I've got one Pyro-crazed sorcerer and seems like you do too! He'll ruin everything! Just when I thought I was getting him to simmer down!"

Flying through the window, Zane locates Grogan (H25) through the smoke and swings his arcanely charged sword at Grogan.

Two flying combatants in a building on fire, uncarring of the heat about them, focused only on each other.

Grogan easily dodges the sword blade. (No Miss chance roll needed.)
"Ah, a Lover of the Flames like me! I wonder if you can take the heat as well as I! Muahahahahahaha!"

Grogan steps back 5' feet begins casting a spell of his own but once again the spell ends up going off in the ethereal world!

Blink Miss Chance 20% = 13!

Map:
Mudtown Thugs Map 12

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Saturday February 2nd, 2013 2:14:46 PM

Wyaar sighs and watches Zane disappear into the burning building after Grogan.

He looks to Bt with a shake of his head, "It is good that you are leaving. Hook City is full of men like you and your friends, though they may where fancier clothes and have a more refined way to racketeering."

And he looks to Bosk and his other friends, "You're all right... but if you are serious about making a true difference in Mudtown then we cannot live in the tower in Hook. It is one or the other. If the city will not step forward to do what is right then others must."

Zeoll AC23, HP53 of 56 
Saturday February 2nd, 2013 5:06:52 PM


Zeoll is not worried about plans for establishing a civil society in Mudtown or Hook City. He is just continuing to ready his natural 20 thrown tanglefoot bag for if he sees an enemy attack.

DM: This may be the longest Readied N20 in the history of the Wold. LOL

He shouts, as a free action, "Go on, then! Scat! Get out! Don't come back!"

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=21 ;
Sunday February 3rd, 2013 1:41:28 PM

While waiting for Zane to finish off the Freaky Fiery Flying Fiend; Valla takes the short step to be able to kneel down beside FI; then begins searching the Unconscious Fi; for anything that might be useful; most of all, he takes away any weapons or holy symbols. Then he begins removing scrolls, parchment, or flasks with any amount of liquid in them.

Looking to Wyaar; I hope you don't object friend; but he poses less of a threat without items on his person.
==============
Move to D,10
Search Unconscious Fi: Perception 21


Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Sunday February 3rd, 2013 5:33:17 PM

Restlin points towards the tent and asks the water elemental to start putting out the fire...then he realizes he's invisible & doesn't speak aquan. He hopes being summoned and finding itself surrounded by fire will encourage the elemental to start putting them out.

The wizard will ready a slow spell to cast on this last sorcerer should he show his face.

DM JonathanT - Is Peace in the air, or just smoke? 
Monday February 4th, 2013 12:31:04 AM

DM OOC: Somehow I missed Bosk's move so here it is:

Bosk quickly gathers up the enlarged broad sword from Murtus and heads south.

Map updated.

co-DM SteveK: Hi everyone! Jon has passed the torch, and it's my turn for a couple of weeks. We plan on keeping the baton moving back and forth between the 2 of us fairly regularly so the Players can get used to having both of us and our styles around. :-)

Peace, Water, and Smoke in the Air (co_DM SteveK)  d100=59 ; d100=85 ; 2d6=8 ; d6=4 ; 2d6=5 ; d6=2 ; 8d6=20 ; 4d6=10 ;
Monday February 4th, 2013 10:47:47 AM

Wyaar sighs as Zane disappears into the burning building after Grogan, then turns to Btony, agreeing the monk should leave as he is just like the more fancy protectors in the city. He then laments that having a true presence in MudTown would mean they couldn't live at the Tower.

Zeoll keeps his tanglefoot bag ready for an enemy attack. The liontaur is over 50 feet away from the talking Btony and has burning buildings and shouting people in between. It is very unlikely Zeoll can be heard from his vantage point.

Valla kneels down beside Fithster and searches the unconscious cleric to make him less of a threat, immediately pushing away his shield and warhammer and a disc around Fisther's neck that shows five interconnected circles with vague womanly faces. He notes the shield and chain mail also bears the same likenesses.

Restlin realizes that invisible and unable to speak aquan, he can't control the water elemental beyond it attacking an obvious enemy. The wizard readies a slow spell to cast on Grogan should he show his face.

Bosk moves close to the burning building and prepares to squeeze between the buildings as it would be faster than running around the building.

Beri stays with Helmust, keeping the battered associate safe along with the Hound.

Zane confronts Grogan inside the burning building. Flames are everywhere, and Zane feels the heat [Zane takes 8 fire Damage less any resistance]

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

Grogan laughs maniacally, and Zane can see that there is no sanity in his eyes. "Capture me? Defeat ME? I am living fire!!! Bwahahahahaaa!!!" The insane sorcerer casts yet another spell, which successfully goes off in the material Wold. Spellcraft DC 18 Highlight to display spoiler: { Fireball} Zane also notices another gesture that has Grogan's clothes begin to smoke in the burning building just before the spell goes off, blowing the entire building apart!

The blast bursts the walls of the burning building, and catches Zane in the fireball. [Zane and Grogan takes 20 fire damage less any resistance. Reflex DC 16 for half damage ]

Falling timbers of the walls strike all within and 5 feet away from the building. [ Grogan, Zane, Zeoll, and Restlin take 5 damage and 2 fire damage from falling timbers; Reflex DC 15 for 1/2 damage]

The roof also collapses, burying Zane and Grogan! [Zane and Grogan take 10 damage from the collapsing roof, fall prone and are trapped. Reflex DC15 is half damage, not prone and not trapped.]

Mercifully, the falling roof suffices to put out most of the fire, at least on this building.

Btony closes his eyes and sighs. "Knew that would happen eventually. Just thought I could get a little more out of Grogan before he immolated himself."

Murtus and Fithster don't say anything, still being unconscious and all.

With the collapsed building, Zeoll, Restlin, and (perhaps) Zane can see the burned and mangled form of what used to be Grogan. It looks like the mad sorcerer deliberately lowered his resistance before setting off that last fireball directly in front of him!

...END OF COMBAT ROUNDS...

Without a warning, the sky opens up and the daily MudTown rain starts falling down. Between the rain and the people in the area forming a bucket squad (now that there isn't any spells being flung about), the fire is soon contained and put out.

The Iron Adventurers can now collect themselves, retrieve Zane, and properly get some answers out of the three remaining adversaries; Btony the monk, Murtus the fighter, and Fithster the cleric. Btony has become quiet and introspective. A groggy Murtus scowls at his feet, and Fithster holds one side of his head with a half-smile/half-wince.

It is obvious any start of a conversation or action will have to be from the Iron Adventurers.



Zeoll AC23, HP51 of 56  d20+7=17 ; d20+5=13 d20+5=16 d20+13=25 d20+13=16
Monday February 4th, 2013 11:48:19 AM


Save vs fire: a 17, saves for half! Had he failed, Zeoll's sacred gift bonus would have kicked in, so he is grateful not to have lost that sweet bennie!

Zeoll continues to ready his natural 20 tanglefoot back toss, to be triggered by an attack, taking only move actions until then.*

The liontaur edges closer to the conflagration, sighing as he sees the water elemental and comes to comprehend the problem. He knows Auran and Terran, but not Aquan. He makes a mental note to rectify that.

He calls out to Zane: "Arre you okay, Zane?"

After his friend's safety is secured, Zeoll quietly goes about the business of helping Valla strip all the defeated of their magical gear. "These things we take to teach you a lesson," he says to the remaining conscious one. "If you had not burrned down ourr shop and torrturred ourr shopkeeperr, maybe we could have talked. But by yourr actions you condemn yourrselves."

Zeoll sets aside his Tower Shield and casts Charm Person on the helpless two. Since they are helpless, I believe they get no save? He cures each with a CLW and talks to them. He wants to know names, background, brief history, etc. He asks them about any story hooks they might know. :-)

Opposed Chr checks to get them to reveal stuff they usually would not say: 13 and 16. Sense Motive checks to get a feel for them: 25, 16.

*Just kidding! :-)

co-DM SteveK: Helpless characters are treated as having a Dex of 0 (-5 mod). They still get all saves.

Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Monday February 4th, 2013 12:20:36 PM

ooc: My father in law wouldn't wake up this morning and was rushed to the hospital. I will likely be out of state for a few days (depending on if this was cancer or dehydration related). Can someone post for Bosk for the next few days if I don't post by evenin?

(I will try to keep posting, but there are a lot of inknowns right now).

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+6=8 ; d6=5 ;
Monday February 4th, 2013 12:26:35 PM

Restlin's caught unaware by the explosion. Luckily, he is saved from the fire by his resist spell.

He can only shake his head at the dead sorcerer. "See, this is why it's a good thing arcane magic usually takes some serious study. Imagine if everyone could to this..."

Smarting a bit from the timbers, he'll walk over to Zane and channel positive energy for the first time ever, completely healing the small cut he got from the timber. "Huh...that's pretty neat," he thinks to himself.

Channel energy: 5hp healing to himself and Zane, plus anyone else in range.

He'll take the time to unsummon the elemental since it's raining. He'll also thank the hound archon for his assistance before sending him home as well.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=23 ;
Monday February 4th, 2013 3:46:12 PM

Valla will cast detect magic and continue to search through the mans belongings, backpack or pouches.

Removing anything at all that has an aura about it, no matter it's strength or school, while stuffing the shield, warhammer and symbol into his haversack.

Check the other mans body, Btony; I suggest you drop your possesions on the ground as well, Or I'll be having them my own ways.

With a grin he adds, I mean everything Sir.
==========
Perception: 23 to search

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront  d20+9=11 ; d20+9=29 ;
Monday February 4th, 2013 8:50:41 PM

OOC
Sorry I am late, rough day. Bosk, I hope everything is OK.
IC
Zane has 5 natural fire resistance + the 20 points from his resist fire = 25 fire resist
[Zane takes 8 fire Damage less any resistance] no damage after resists
[Zane and Grogan takes 20 fire damage less any resistance. Reflex DC 16 for half damage ] Reflex 11 fails no damage after resists
[ Grogan, Zane, Zeoll, and Restlin take 5 damage and 2 fire damage from falling timbers; Reflex DC 15 for 1/2 damage] no damage after resists
[Zane and Grogan take 10 damage from the collapsing roof, fall prone and are trapped. Reflex DC15 is half damage, not prone and not trapped.] reflex 29 for 5 damage since it isn't fire, not prone, not trapped
Zane dances away from the mangled remains and the wreckage thanks to his magnificent reflexes and sighs.
"I'm Good Zeoll, thanks"
" Something new for you Restlin, neat indeed, and appreciated."
"He was truly insane. No matter how resistant he was, that last spell was sure to bring down the house and he knew it. Poor bastard let himself be blown up."


co-DM SteveK: resistances don't stack. Zane only has fire resistance/20. Still, it is enough to keep him immune to the fire.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday February 4th, 2013 9:46:27 PM

Beriothian sees Restlin getting ready to channel and makes sure he is in range to get healed.

By the way, I'm not sure if you know this, but that shop wasn't owned by Hemust. It was owned by Bosk, Valla, Xeron, Maikill, Grendel, Sanji, and myself. So considering that you have what you've done to our friends and our shop I suggest you be VERY cooperative and answer our questions.

Let's start with the obvious questions. Why would you attack a shop that you boasted you knew was connected to us? Even if you thought we considered ourselves to successful to bother with Mudtown, wouldn't that same ego guarantee we would hunt you to the far corners of the Wold for even threatening those we care about? Was this really about extorting a few copper from those tending our shop, or was there more to this attack?


After the Battle and an Announcement (co_DM SteveK)  d20+5=6 ; d20+10=11 ; d20=2 ; d20+2=19 ;
Tuesday February 5th, 2013 10:19:24 AM

Zeoll dances away from the falling debris and makes sure Zane is OK, then helps Valla strip all the defeated of their magical gear. He makes sure that the three understand that it was the Iron Adventurers' shop that was burned down, and their actions condemned Btony, Murtus, and Fithster.

Zeoll casts two Charm Person spells, one on Murtus and one on Fithster who both succumb to the enchantment. Two more spells bring the pair around and talks to the pair as they are sitting in the mud on the public street in the middle of a rainstorm.

Murtus whines and complains about how hard life is. Everytime he tries to get ahead, something happens. Growing up as the whipping boy for a Mailed Fist training regiment, he eventually killed his owner and took his weapons, intending to make a life on the land through adventure, but bad luck kept following him. Now, he's sitting in the mud and doesn't even have a sword. "Life isn't fair!" Zeoll senses that the fighter is just a cowardly bully and is only interested in his own status and welfare.

Fithster turns out to be a very moody scion of the Crones of Gateway Downs. While believing he has a purpose, he has no idea what it is and feels remorse and despair at being reduced to a protection racket in Mudtown. "I'm better than this", he mutters morosely, "but I don't know what to do." Zeoll has a harder time of reading the cleric, though he gets an impression that Fithster is probably not lying.

Bosk directs the bucket brigades and then clears the street to make sure that the Iron Adventurers have some "alone time" with the three prisoners.

Restlin is caught unaware by the explosion, but his resist spell came in handy. He shakes his head at the dead sorcerer, ample demonstration that study is better than innate magic. He is able to demonstrate a new ability, channel positive energy, and helps himself and Zane. Thanking his summonings, he allows them to return to their own planes.

Valla casts detect magic and searches through all the belongings. Spreading all items out on Murtus' cloak so they don't sink into the mud, he then takes half a minute to determine where there are any magic. To the elf's great disappointment, he sees a great deal of dim auras that are growing dimmer as he looks. The only items that are still magical after a couple of minutes is a Rod with a strong universal aura found on the dead sorcerer, and a sparkling jewel with a moderate evocation aura that was found attached to Btony's hair. The non-magical equipment and few coins and minor jewels in their purses only come to 1,500gp. These guys really were at the end of their luck!

Btony voluntarily gives up the jewel and even names the magic for the IA. "That is an Ebyron's Tear of Fire that let's anything that wears it to have one natural attack to be encased in fire. Grogan has a Rod of Lesser Enlarge." Looking over Btony carefully to make sure he isn't hiding anything, Valla again comes across the brand on the inside of his arm that looks like a bunch of twisty lines. Valla may be surprised that the brand is giving off a faint magical aura! Closer inspection reveals that some of the lines form the outline of a Bell. When questioned, he says it is merely the monk school where he once trained young monks. It is located in the town of Heranmar. It's nothing and didn't do anything for the monk anyways.

Zane is glad he cast his fire resistance spell or he would have been severely burned. As it is, the young hero dances out of the collapsing building with hardly a scratch!

Beriothian sees Restlin getting ready to channel and makes sure he is in range to get healed, then gets down to the business of the interrogation.

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

Btony, looking by far the most intelligent and aware of the three prisoners gives a self-deprecating smile at Beri's questions. "Nobody has seen you for months, and every time before that you been hustling in, hustling out on some important business of Hook City. Everyone who starts living in the Hook don't care about MudTown anymore. And if we showed these shopkeepers that this shop wasn't safe, then we wouldn't need to have another example, hey? Maybe I'd never get what's due me, but I could set up enough."

If questioned more about the brand, Btony will claim no knowledge of it ever being magical. He gets more upset about every question until he throws his hands in the air and gives an exasperated shout. "If you want to know more about it, go to Heranmar and ask the Children of Chaos themselves!" He pouts and says no more.

As soon as the last fire is out, the rain stops. Within minutes, a column of horsemen in gleaming armor and lances trot down the road from the direction of Hook City. Within the column are several people in robes that obviously look like Hook City magistrates.

One looks at a tablet for a moment and then looks up. "The Iron Adventurers Protector Group? Ah, yes, good. And an unregistered group, therefore not protectors. Fine then."

Another looks around and nods. "Four buildings, three tents, one fatality from the unregistered group."

A third pulls a large parchment from his robes and hands it to a guard who nails it to a charred beam. It would take a while to read the legalese of the entire document, but the headlines is easy enough to see. "TENTS ONLY." A sub-title gives the gist of the document. " Permanent structures are forbidden outside of the walls of Hook City for a distance of 5 miles. Occupants have one month to remove any permanent structure or move to beyond 5 miles. "


Zeoll AC23, HP51 of 56 
Tuesday February 5th, 2013 1:24:18 PM


A sudden sneezing fit comes over Zeoll, maybe from the ash in the air and the dust kicked up by the horses.

DM JonathanT - Announcement P.S. 
Tuesday February 5th, 2013 2:08:10 PM

DM Jonathan OOC: we don't make it a habbit of hopping in on each other's post time, but I wanted to put forth the following to Zeoll.

DM Jonathan IC:
Zeoll sees the markings on Btony's arm and remembers some elements of his dream the night before.
Zeoll's Dream:
Highlight to display spoiler: {Your dream starts with ringing of a bell in the distance, much like a city alarm bell. Next, an image flashes. It is hard to see as it appears shrouded in fog, but you see a bunch of twisty lines. Before you can make it out you jump to a large city. An image of a large port flashes by. Although the dream is brief, you feel like you've been through a lot.}.


Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Tuesday February 5th, 2013 3:37:21 PM

They happy this happened? Did we just help the upper Hookers get rid of illegal buildings and bust an illegal band of "Protectors"?

What exactly is going on here. So much has happened since I left...


Valla doesn't know what think.

Zeoll AC23, HP51 of 56  d20+13=18 ;
Tuesday February 5th, 2013 4:06:37 PM


Zeoll pauses, dumbstruck for a moment. "I rrememberr that symbol," he says. "It was in my drream!"

"Zane, didn't you have a drream like that too?"

He pauses, then adds, "And of courrse I have hearrd of the Childrren of Chaos! They arre, orr werre, an adventurring grroup. I hearrd one rrumorr that they got blown up when the Sarrgrrass was destroyed. I heard they have tattoos of a brroken spirral patterrn. Herre's a song I hearrd about them."

The liontaur clears his voice, and sings:

The Chaos Bell rrings brright and strrong.
The tolling rrings its Childrren's doom.
To save us orr to do us wrrong,
As Fate beforre us starrts to loom.


The old taur's voice breaks on the last line. "I'm getting rrusty," he says.

Perform 18.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Tuesday February 5th, 2013 6:26:44 PM

ooc: quick question about scale... how far out does mudtown extend, and how large and populous are these slums compared to Hook City? Is there any fear of a rebellion, or are the guards/rulers just being mean?

co-DM SteveK Read the Woldipedia and look at the map of Hook City to get an idea of how large MudTown is compared to Hook City. Unless Beri wants to fly up and look himself, looking at an approved map would be the best way for the IA heroes to get an assessment. As to if they are fearing rebellion, just being mean, or having another reason... ask them. They may even tell Beri! :-)

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Tuesday February 5th, 2013 6:44:05 PM

Don't worry Valla, these guys are in no way protectors. They are extortionists, plain and simple. The lowest of the low, praying on those just barely scraping together an honest living. Though, this new law about the buildings is awful fishy. You know as well as I how bad the local bureaucracy is, it is questionable enough that the guards made it out here as quickly as they did, but to have such a legal document prepared would likely take a fully day just to write out, and about two weeks to deal with approvals and red tape.

Beri thinks back to the ordeal the party went through to become a registered group of protectors, and the hassle of transferring over the deed to their tower.

It's sort of a pointless law, if memory serves all 'permanent' buildings will have migrated away from the city within a month anyway, that's why there are so few of them around.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday February 5th, 2013 8:26:52 PM

Restlin scratches his head as he picks through Grogan's body looking for that rod they mentioned.

"Your store managed to stay here for a while, didn't it? Maybe Hook City is looking to expand it's borders, though I'm sure there's a law on the books that would allow them to just take it via eminent domain or whatnot.

"Are we going to let those three go, then? Well, let's go back home and figure out what to do next...and for the record, we move out of our tower into this hovel over my dead body."

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Tuesday February 5th, 2013 9:08:07 PM

Wyaar watches as the thugs are fleeced of their belongings and then fishes a hundred gold from his own pouch and hands it to Bt. "[b]To see you out of the city and to start a better life. You have strength that is wasted on such petty work. Go and do good and you'll find better rewards than those." And he gestures to their meager pile for emphasis.

He watches the Hook City officials come out (their fantastic timing being noted) and reads the notice that is put up with a shake of his head. he'd ask why, but he already knows why after a lifetime spent in Mudtown.

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront  d20+3=16 ;
Tuesday February 5th, 2013 9:29:25 PM

Zane looks at the pitiful extortionists as they tell their tale. Suddenly Zane hears, really hears the whining in their voices and something inside him snaps. Maybe it is the old, noble lawful Zane, or maybe, just maybe something of the spirit that changed him is rearing it's head. Addressing them he is not subtle or quiet about his words, but he means them to have an impact.
Diplomacy 16( untrained)
Starting with Murtus " Killed your owner and stole his sword. An admitted murderer and thief, but we should pity you you think. Have you ever been witness to the blood of an innocent sacrificed? Do you even know what sacrifice really is? No? You whine that now you don't even have a sword. You have a point and I do pity you, just a little. Hand me his Blade Zeoll, I think I will allow him to keep it. If he is able to pull it from where I leave it and not bleed to death."
Moving on he rounds on Fithster." You think you have a great destiny, that somehow you are destined for more than this. More than extortionist and bullying those too weak to defend themselves. You think you CAN be more than this? It wouldn't be hard. Put in an honest days labor. Heal a sick child, a worker to hurt by the labor he performs to carry on. MAKE something of yourself and maybe you won't feel like the worthless turd I see before me. "
Turning on all of them, he finishes, standing charred, shaking with rage and pain and the left over adrenaline of the fight. " Get them out of here before I do something that I will regret. Pity them? I have nothing but contempt for the lot of them. They started as nothing, they will end as nothing. Just like their friend Grogan in the building. Used up and worthless. Only living to inflict the hate they have for themselves on others. Better we put them all to the sword than let them go. "
He steps a few feet away, still shaking. The mood seems to have lifted as fast as it came on and Zane seems both ashamed and oddly accepting of what he has said.

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

Zeoll AC23, HP51 of 56  d20+9=26 ;
Tuesday February 5th, 2013 10:33:55 PM

Zeoll softly affirms what Zane declares. "Well said, my frriend."

Zeoll then turns to the officials and asks to look over their authorizations.

Profession Lawyer: 26.

From his inspection of the documents, Zeoll wants to know if these orders are legitimate, and who is behind them. He looks for any loophole in the new zoning requirements.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday February 6th, 2013 10:43:14 AM

The dark elf is right. Burning down buildings and betrayel isn't the way to become great. Now... Valla grabs up the rod and jewel. I'd think Zeoll or Bosk may have use of these; I myself would like the rod if no one objects.

Looking to Btony; No ones seen us for months because were out protecting This City from the likes of things you've only seen in nightmares... Things that would make you soil your pants at the sight of them, much less dive head first into a black mass of slithering tentacles... You've no right nor reason to judge our deeds ya Lesnek!

=============
Using Lesnek here as an elven curse,,,

Dealing with the Trash (co_DM SteveK) 
Wednesday February 6th, 2013 11:28:40 AM

Valla doesn't know what think. Did we just help the upper Hookers get rid of illegal buildings and bust an illegal band of "Protectors"?

Zeoll pauses, dumbstruck for a moment. "I rrememberr that symbol," he says. "It was in my drream!" Zeoll has also heard of the Children of Chaos, and is even able to sing a snatch of song about the heroes.

Beriothian isn't worried about getting in trouble over Btony's band of extortionists. He does think a new zoning law is awful fishy and convenient considering the local bureaucracy. It is questionable enough that Hook City guards are out of the walls at all! Still, it is a pointless law as all 'permanent' buildings will have migrated away from the city within a month anyway...

Restlin scratches his head and acquires the Rod of Lesser Enlarge. Could Hook City be expanding? The mage doesn't know, and wonders what they are going to do with the three prisoners.

Wyaar watches as the thugs are legally fleeced of their belongings, then hands a hundred gold to Btony, encouraging leaving and finding better work than bullying. The paladin also notes the Hook City officials' fantastic timing.

Zane looks at the pitiful extortionists as they tell their tale, and snaps. He berates Murtus and tries to get the man to see something besides himself. Justice, he knows, would be a sword on the neck, but Mercy becomes a sword in the hand. Murtus looks like he isn't sure this is happening. Fithster gets a "you wanna be a great priest, then start by being a priest" speech, and the cleric flinches at the bald honesty in Zane's words. He ends with a vitriol condemnation of the lot while shaking with rage and end-of-battle jitters. The mood lifts as fast as it came on and Zane seems both ashamed and oddly accepting of his words.

Zeoll softly affirms what Zane declares. "Well said, my frriend." Then turns to the officials and asks to look over their authorizations.

Valla also gives a few choice words to Btony about his stupidity and cowardliness and his being like a Lesnek (whatever THAT is!).

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

The officials are completely indifferent to what the Iron Adventurers do to or with Btony, and Murtus, and Fithster. With Wyaar, Zane, and Zeoll all making gestures along the lines of "get out of my sight", the three leave. Murtus snatches his sword from Zane and quickly scampers off with only his clothes and sword, lost among the mud and tents and press of people. Btony stares a moment at Wyaar before giving a jerky nod and slips off in another direction. Fithster, muddy and tears streaming down his face, stays where he is and doesn't move, flogging himself again and again with Zane's words.

The officials look at one another, and the second shrugs. "The Iron Adventurers are legitimate, have an association with the government as a Hook City Protector group. There isn't any reason to not share information." The third official shrugs, and the first looks like he disagrees but doesn't want to counter what the second said in public, and so keeps silent. For his part, the second official seems the most open and hands over his credentials and a copy of the proclamation. Zeoll sees that everything is indeed all in order and that there are no apparent loopholes. "Permanent" structures include anything made with common construction materials to include but are not limited to wood, stone, metal, and earth. The proclamation, in fact, was presented nearly a year ago and only finalized with the Hook City seal last week!

The second official also seems friendly and chatty. "Inspector Auslander is a second cousin and has spoken of the Iron Adventurers admiringly to the family in the past. We've been about for the past two days placing these notices, and saw the fireballs going up so thought to make it over here as quick as we may. Seems like there was little need, but it is a pleasure to meet you."

"The law? This is only a restatement of the law already enforced. MudTown is only where merchants are waiting to get into line to get into Hook City after all. To make sure they don't try to set up a Suttler's market, no permanent building is authorized. Travelling Caravans need wagons, tents, and temporary corrals, and that is the type of thing allowed outside of Hook City while waiting to get to the Market on the Bridge."



Zeoll AC23, HP51 of 56 
Wednesday February 6th, 2013 12:09:17 PM

Zeoll responds in kind to the friendly words of the Hook City official. "Yes, Inspectorr Auslanderr is clearrly devoted to Hook City, and we arre glad to have been able to help him, as we hope to again in the futurre. Please do pass along ourr well wishes and rregarrds."

Zeoll turns to whatsisname, the fellow hwo had been managing their shop. He berates himself for forgetting the fellow's name, and kind of wishes he could use his memory subdomain ability to recall it. Then he pauses again, thinking, "What memory subdomain ability?"

Shaking his head, the liontaur looks over the fellow. How wounded is he? Would some curing help? He'll cast a couple, if need be.

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Wednesday February 6th, 2013 12:56:13 PM

Bosk had remained quiet this entire time after the fight, more due to him calming himelf down and not flying off the handle and killing someone or something out of said anger. Once in control of his faculties again, he turns and speaks to the guards, "It's a thankless job, but thank you nonetheless for heeding your call of duty and rushing here to help." Nodding and then turning back to his friends, the minotaur motioned for them to move away somewhere they could speak more privately. Once certain they were fairly alone and could speak with a certain air of privacy, Bosk spoke plainly, "I'm not sure what is going on. The conspiracy theorist in me thinks that this is all some grand scheme to take over this piece of land and make a profit at the cost of these people's lives--it does not set well with me." Rubbing the hair on his chin and contemplating what he wanted to say as opposed to what he should do, Bosk determined he should go with his gut.

"I think we should help these people move. It may not sound sane, and maybe it's just the fight we've been through, but look around you--look at this place, really look at it. These people have nothing or next to nothing and here we are, almost swimming in gold compared to them--we could make a real difference. They live in squalor and filth. What little they have, their homes, are now being taken away from them and for what? Because of some damn policy decided upon by a mage or two sitting in their air-conditioned towers. We have forgotten who we are, we have forgotten our roots to be able to look upon the faces of those we pass by here and think we have nothing in common with them, that they are foreign to us. They are being wronged and we are part of that process. We need to do something." Bosk takes a breath and continues with what will most likely be seen as a hare-brained attempt at critical thinking.

"Five miles isn't much, but if we were to sponser, to help move and develop a merchant oriented town five miles from here with permanent structures, safe places for people to build their lives and to work from, I think we could make that difference and give testament to the kind of people we really are--good, honest working people just like the people we are trying to help. We should build Iron Town."

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Wednesday February 6th, 2013 6:55:28 PM

Zane's black mood a thing of the past, he follows Bosk, wincing as he goes. Thank the gods he had fire resistance, or the fight would have left him a charcoal briquette." I agree, but I have some insights you may be overlooking. The thought is spectacular, but it will most likely piss the powers that be here off in a big and hard way. Are we prepared to take on Hook City? Either straight up or through whatever covert operatives they send? Are we prepared to be the police of this town? Hook City could easily send groups like the one we just faced, 5 to 10 times a day without an end if they wanted. But to help people, people that need it and deserve it I think I would back your idea Bosk."
" Also I do recall the dream you speak of Zeoll, but what does it mean? You have the gif of gab, you hear things. What is your take on this dream, especially since we both had it."

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration


Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday February 6th, 2013 8:20:06 PM

Valla listens to Zane and Bosk; but shakes his head... Guys... Wanting to protect and enforce the laws here in mudtown and Hook City is a grand idea. But actually building a town for the people who are just waiting to get into Hook proper? Thats all Mudtown is; a waiting room...

Valla sighs, runs his hand over the scar on his face... Building a town means protecting a town. Supplying materials to build a town hall, jail, houses, shops... Bosk... The idea you present my friend could take us years... Poor Restlin may not even see the finished product.

He looks the taur in his eyes, and says the last with all sincerity; I'll back you in any way I can friend. But I say this; think of the big picture here. As Zane said, cane we, us eight, take on Hook City as a whole? Whether it be in supply/demand of goods, gold for up keep? Or, Gargul forbid, an all out war over territory and consumers? Really think about this big guy...

Zeoll AC23, HP51 of 56 
Wednesday February 6th, 2013 9:22:34 PM

Zeoll tries to recall the details of his dream ... but more than that, he does not know.

However, we have a lead. "That symbol means something. Something important. I suggest that we trry to find out morre -- maybe a sage in Hook City will know it. Maybe we can use divination magic to tell us morre."

As for the sudden debate, Zeoll shrugs. "Founding a city of humans has neverr been on my bucket list," he says. "Though a city of Taurrs wold be nice."

"Haven't we got betterr things to do?"

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20=4 ;
Wednesday February 6th, 2013 9:32:54 PM

Beriothian attempts to should something intimidating as the two criminals flee, but can't for the life of him think of anything clever. Instead he turns his attention on the remaining extortionist.

Fithster, it looks like you may have learned the error of your ways, I still have a few things I would appreciate your help with. Most importantly, one of those tending our shop is was scared off by your group, a young woman named Lilly. If you know anything of her whereabouts please tell us.


Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Wednesday February 6th, 2013 9:34:40 PM

Restlin wonders just what the heck Valla meant by "Poor Restlin may not even see the finished product." Humans may not be long lived, but they usually out-live taurs. Maybe he's sore he got to the metamagic rod first...

"I'm not sure what you all had to go through, but this is most certainly not where I've come from." The wizard looks around. "Why are all these people trying to live here, anyway? Surely they'd have better luck in Heranmar. It's not that I'm heartless; we can help these people, but starting a whole new city?"

"You know what? That would be awesome. I'm in..."

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Wednesday February 6th, 2013 10:43:22 PM

"This seems to forget that caravans of wagons often need blacksmiths, farriers, carpenters, wagonwrights... all professions that would benefit from having more than a tent all needed by people not likely let into the city. Without a doubt a town setup to support these needs would flourish..." Wyaar adds and nods towards Zane, "If Hook City didn't see it as too much of a threat to their chit pouch."

"It is a noble thought, Bosk... something to consider."

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Thursday February 7th, 2013 12:21:51 AM

"We wouldn't be taking anything from Hook City, in fact we would be facilitating the safety of the caravans that come through here, the lives of the merchants and their entourage, as they make their way into Hook City. We would be a port in the eye of the storm. We would be doing much good and there has been too much looking away, thinking that it's "not my problem". " Sighing, Bosk says, "I can't do it alone. If we cannot agree to do it, then we don't, but I think it would be a callous thing not to try."

In game terms, we could all contribute gold to a business venture and use the Wold business rules to determine if our small town/hamlet/village/whathaveyou flourishes or fails. As the rolls are made between modules, we'll be able to see if the idea grows or diminishes without it impacting the module we're in; and it could provide us with some story hooks, so not a lot of new rules or what have you would need to be incorporated. If we make a profit, the town grows, etc... just a thought.

Moving Plans and Bell Dreams (co_DM SteveK) 
Thursday February 7th, 2013 1:00:31 PM

Zeoll responds in friendly wise to the official, then checks up on Helmust. The man has been bandaged and cared for and received Restlin's healing as well, so he is looking much better. "Thanks Sieur Zeoll", he gratefully says to the liontaur. "I'm sorta at loose ends here now, so if you have any employment for me, I'll gladly take it." Helmust looks at the place where Murtus disappeared around a corner and shakes his head. "Just think, if you guys hadn't beat me way back when, I may have ended up like that sorry slice of pie."

Bosk had remained quiet for a while to calm himself, but once in control, he thanks the guards. The resplendent guardsmen look at the cleric like he's speaking Tauric, not quite believing what they are hearing, and a couple mutter to themselves. (Any Hero Perception DC 15 Highlight to display spoiler: { "He's nuts, if he thought we were doing anything other than protecting these three." "Yah, and they only came here because it would be a convienient place to put up another notice!" } The minotaur then moves the group out of the middle of the muddy street so they can speak more privately. Once alone, he ventures that the IA don't know the entire picture, but it would be best if they help people move. They could make a real difference and not forget where they came from; they can build Iron Town!

After the others have their say, Bosk defends his idea and dismisses the idea that Hook City would have any sore noses.

Zane likes Bosk's idea, but wonders if it would be counter to the powers that be and if they are prepared to take on Hook City. Are they prepared to police the new town?

Zane also remembers the dream, but doesn't understand its meaning. What does Zeoll think?

Valla worries about backing Bosk versus the big picture.

Zeoll tries to recall the details of his dream , but it eludes him. What doesn't elude him is his conviction that the symbol means something; something important; and that they should try to find out more.

Beriothian can't think of a parting intimidating shot to Murtus and Btony, and turns his attention on Fithster, asking for help in locating Lilly. Fithster isn't in much condition for anything, but numbly mumbles that for penance it is at least a start.

Restlin wonders about Valla's remark, but concentrates on Bosk's idea. The mage lists other things the people can do, but in the end thinks it awesome. "I'm in..."

Wyaar notes that caravans need support, support that often comes in large permanent buildings. A town just off of the Hook City peninsula would be something to consider.

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

With no other questions coming their way, the officials have other things to do. The second official waves, the third nods, and the first official ignores the Iron Adventurers as they turn away. With their guards tail, they go about their business of posting the new regulation.

Helmust has a couple words with Fithster, then follows Bosk and the others and is involved with the discussion. He provides three pieces of information in a diffident manner.
- Fithster is going to be sleeping at the MudTown conclave of the Five Crones and checking in with Helmust daily. If the heroes need him for any information, a guide to Heranmar, or anything else, Helmust can get him for the group.

- Helmust himself doesn't have a job and is willing to be foreman for any job the heroes may want him to do inside or outside of Hook City.

- There are two things to consider with moving that haven't been discussed. The first is that not everyone will WANT to move. If the caravans stay here, then most everyone else will stay here to eke out a living among the caravans. And the second is that MudTown is huge and there must be thousands of people permanently living here. How would the Iron Adventurers care for so many?

Fithster, also seeing the group going on to other business, pulls himself together and prepares to search for Lilly, but stops and intently listens to Zane and Zeoll. He ventures to interrupt the conversation. "I also had a dream just a couple nights ago about the Chaos Bell. The next day Btony recruited me and I thought it a sign to follow him with the Bell Brand for my destiny. But what if it was for you? I dreamt that I was coming home to Heranmar, and there was a group close about me all talking about the Chaos Bell excitedly, and that I was happy. I took it to mean that my destiny came to me and I was returning in triumph." Dishevelled and muddy and tear-streaked, the cleric looks up with only a spark of hope. "Not the way I thought, but maybe it can still come true?"


David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Thursday February 7th, 2013 8:41:29 PM

Zane looks at Fifthster in a new, better light. " Maybe by turning from the dark path you were treading and helping us look out for this place you can achieve happiness. Like you just said, it is better than what you were doing before and you have to start somewhere. Maybe the Crones will see your change of heart and whisper to you the meaning of the dream."
Turning to Bosk he says, " I still support your plan. It is true there are industies this place could use that require a stable base of operations. Perhaps instead of waiting to gain entrance to Hook City, the new market will be in Iron Town. I will back your play."

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday February 7th, 2013 10:12:12 PM

"We'll never have a market to rival Hook City... but this Iron Town would serve a different need... and as Bosk said, 5 miles is not that far. Still an easy ride to the city, but far enough away to provide decent services...." Wyaar adds in with a shrug.


JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Thursday February 7th, 2013 10:29:35 PM

"Like I said, it's not going to be easy, they may be forces aligned against us and I don't expect it to get done in a day, or a week or even a years time--such things require planning and forethought, but I think it's important enough to try." Pointing to the walls of Hook City, "That city, that ivory contruct gilded with magic and corruption, is devoid of heart and compassion. It does not serve it's citizens, it enthralls them." Taking a breath so his anger does not rise once more, "I'm not saying burn the mother down, no, it serves as a symbol that power corrupts and I wish to be apart of something, better, that's all, and I think we have the ability to start a project--a self governing town, where everyone has a stake in their own success, but within the safety of a home that isn't destroyed on a whim or bureaucratic machinations."

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=13 ; d20+11=30 ;
Thursday February 7th, 2013 10:50:25 PM

OOC: As for the Restlin comment, I assumed he was an older wizard and didn't know humans out lived taurs. Vallas way of saying It'll take forever. No hard feelings Carl... Keep the Rod...

Valla listens to everyone in turn, and of course scours at the Hook City guards as the tromp away, high atop horses. When these dreams of Bells of Chaos and a city he's never heard of come up though, building a new town becomes a back burner subject to him.

Whether or not I like the Idea of your Iron Town is irrelevant. You are right, if we're able to help the people of these muddy streets with an alternative place to live, while still being able to get inside Hook City to do trading; I guess we should do so If we've the power to do so. Although I must say; if this... Valla gestures to the destruction around them, Ever happens in our town. The idiots responsible will be hung, in town square. Using my rope and magic.

He pats Bosk near his elbow, waaay to short to reach his shoulder, and nods his head. All odds stacked against us, possibly attract people from far away to see this town... Who knows. Maybe my Brother and Father will show....

Valla would overhear the talk about the Chaos Bell and the city of Heranmar. He's never heard of this place and coupling it with something called a "Chaos Bell". The young Elven wizard is very intrigued.

Zeoll, is there any chance we could employ our newly flipped leaf here to take us to Heranmar? Of course this would be your payment, the allowance of taking us there. Hemust my friend. I'm glad your still among the living, but can't think of any work. Less you can aquire what maybe needed to begin building a house for us all to live in, around 7 miles out of Mudtown. I'd offer ten gold if you could start getting things in order sir.

Valla gives the man ten gold.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 7th, 2013 10:55:26 PM

Bosk, that is a wonderful sentiment. Perhaps one day our names will carry enough weight to make that possible. For the present I don't see us having the wealth or the influence... plus for some reason we tend to attract violence.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+14=31 ;
Thursday February 7th, 2013 11:37:22 PM

Restlin thinks for a moment...what the heck is a Chaos Bell?

Knowledge Local/History (same value, whichever skill is more apt he uses): 31

"Maybe by the time we figure it all out, I'll be able to move our tower. That would be nice. For now, what the heck is everyone talking about? I had no such strange dreams..."

***

Restlin is a 19 year old child prodigy. Hence the reckless abandon...and of course no hard feelings!

Moving Plans and Bell Dreams (co_DM SteveK) 
Friday February 8th, 2013 10:48:53 AM

Zane sees Fifthster is redeemable, and gives him some encouragement in his new path. Whether the cleric of the Crones stays or strays is a question for the future. For Bosk, the warrior-mage will support the plan. It is good, needful, and merciful.

Wyaar is also on board with creating Iron Town.

Bosk reminds that it will not be easy, and he doesn't expect it to be finished overnight, but a self-governing town would be a happy contrast to what the minotaur feels is a den of corruption just to the south.

Valla listens and agrees to help, but is more interested in dreams of Bells of Chaos and Heranmar. Perhaps the Iron Adventurers can use Fithster to take them to Heranmar. For Helmust, Valla gives the man 10 gold and suggests to start moving to a likely place for the beginning of Iron Town.

Beriothian likes the idea of Iron Town, but doesn't think they have the influence. Plus for some reason they tend to attract violence. :-)

Restlin thinks for a moment...what the heck is a Chaos Bell? His knowledge of history is impressive and he is able to tell his friends the latest legend of the Chaos Bell.

Nearly 30 years ago, one of the first ships to ever cross the Plactik Ocean arrived in the town of Heranmar carrying adventurers from a Northern Continent. This group soon found a Large Bell, and, when striking the Bell, all received magical Tattoos that bound them to the doom of the Southern Continent. It was nearing the time of the Great Migration, and the group became known as the Children of Chaos. They were the crux of a struggle to determine if Chaos in this Migration would be Good or Evil. They succeeded and made sure the Migration would end in Good. With the Bell and the power of the Tattoos, the Children of Chaos were the instruments of the Southern Powers. Just over two years ago, they rang the Chaos Bell to begin the Great Migration, and rang it again to stop the movement of the lands! Since that time, the Bell and the Children of Chaos themselves have passed into legend. Most think that if any of them are still alive, they would be found near Heranmar where they began their quest so many years ago.

Restlin's knowledge of Heranmar is even easier, the city being the largest in the Gateway Downs, which is the land just over the isthmus from Hook City! (See Woldipedia for more detail)

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

Fithster and Helmust wait for the Iron Adventurers, any plans turning into action will of course have to start with the heroes.


Zeoll AC23, HP51 of 56 
Friday February 8th, 2013 12:13:31 PM

"We still should know something about this Bell symbol," says Zeoll.

He decides he needs to learn more, so he will finally use a source of knowledge he has long held in reserve. [See DM Post of 2 Feb, 2011 -- two years ago]:

Each of the party members now can do either one of these options, whenever they want.

They can read the spirit of any one creature, once. If they know the creatures real name, the duration of the conversation is much extended. The questions will be answered by the spirit in a neutral manner, despite the alignment of the creature and ones weakness can be discovered as well as other things, but the spirits knowledge is limited to what the creature being read would know normally. (Six rounds or six minutes if the creatures true name is known.)

OR

The characters spirit will transcend their body and travel to The Edge in a flash of an instant. There, they can over look the cosmos of time and balance and ask any one question, as profound or mundane as they desire and receive an immediate answer, that is as correct as possible, depending on how the question was asked.


Zeoll uses the second option. He draws the symbol, then poses the question: [b]"What is the significance of this bell symbol forrmed of twisted lines, and what does it mean forr the Irron Adventurrerrs of Hook City?"

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Friday February 8th, 2013 1:38:44 PM

Bosk doesn't remember having such a dream, why wasn't he chosen for such a vision? The idea that he was left out, especially when he has dedicated his life to Gargul, left him somewhat agitated, but whatever, he thought to himself. If he was privy to such a dream then there must be a reason for it.

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Friday February 8th, 2013 3:16:29 PM

" So does that mean WE are supposed to find this bell and become the catylast of the next migration? Thats a heavy responsibility if that's what it means."

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Friday February 8th, 2013 9:10:03 PM

"I have always believed we are destined for greatness, that the only thing holding us back is ourselves--self-doubt and lack of confidence are the bugbears of weakness, or something like that."

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Friday February 8th, 2013 9:55:41 PM

Restlin smacks Bosk on the back. "Darn straight, friend." He anxiously awaits the results of Zeoll's gift.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Friday February 8th, 2013 10:02:44 PM

We've had a beer with Gargul himself, surely we are destined for great things. But a wise man knows the correct time to attempt such things, and I don't believe the time is just yet.

Beriothian waits patiently to see Zeoll's results. Beri had tried himself in the past to use his gift, but an ancient evil had suppressed his use of the gift at that time.

ooc: That was two years ago?! I know there are some things that seem like ages ago, but for some reason that seams more recent.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday February 8th, 2013 11:09:53 PM

Valla awaits the results of Zeolls gift as well; finding a nice spot to sit and relax after the heated battle that just took place.

Children of Chaos rang the Bell to cause the Great Migration.. Is that what happens to us next? We cause the havoc and disorientation of the continent. Something that would go down in history for sure; But only as "The second peoples to choose when it happened"... What if we could choose HOW the lands migrated? Place them as we saw fit.. Possibly map the entire continent as well... That would be a first...

Valla is seen rubbing the scar on his arm now... Staring off into the sky.

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Saturday February 9th, 2013 12:14:55 AM

Bosk cocks an eyebrow at Beri, "You calling me unwise, Beri? Huh? Do you not forget I am the THREAD! The everlovin' thread, yeah, uh-huh, thats right. Don't forget it." A smile breaks out on the minotaurs face as he laughs at himself and his bravado, then slaps Beri on the shoulder, probably too hard for comfort.

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Saturday February 9th, 2013 12:16:46 PM

" Could 'The Thread' spread some healing around. Otherwise I need to go back to the tower for some marshmallows to roast over my already roasted chestnuts. " Zane looks worse for wear despite both his natural and magical resistance to fire. Grogan nearly finished the Drow and he is a bit unnerved by that.

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Saturday February 9th, 2013 6:51:41 PM

Wyaar abides

--

Basically passed out with a stomach bug.

Moving Plans and Bell Dreams (co_DM SteveK) 
Saturday February 9th, 2013 8:02:51 PM

A lot of conversation happens about dreams and destinies. Bosk doesn't know why he didn't get a dream. Maybe it was happenstance and maybe there is an actual reason. Which one is true may be found out if the group chases this mystery.

More speculation happens around the story of the Chaos Bell, even so wild as that the Iron Adventurers may be the next generation Children of Chaos! Again, it seems like the heroes have more questions than answers!

Zeoll is the only one to take action, using a long-unused gift from the Edge of the Wold. Instantly, Zeoll's spirit splits from his body like a lightning bolt, and he finds himself in an instant standing at the top of a cliff that goes down... forever! The older liontaur shouts his question into the void beyond the Wold... "What is the significance of this bell symbol forrmed of twisted lines..." Zeoll's second half of his words stick in his throat and the liontaur realizes he has just asked his question.

Around Zeoll, he hears echoes surrounding him.

"Of course I love you..."

"I am Hse, the leader of this village..." ;


Leading to the shores of the island, the island of Rum
And the mighty blue ocean rolls on every shore,


"Solomar...what was that?"

And an echo comes to Zeoll, a sound as an old man who was telling a story of his chilidhood, recounting what he has seen to a younger generation. "I was in the ruined chapel by Heranmar, my namesake, and accidentally rung the Chaos Bell and cursing me and my friends with the Mark of Chaos. And I was there in the Center of the Southern Continent when Peerimus rang the Bell to start the Great Migration." The voice stops as if listening and querrellously starts again. "Well, Little Trace, the Mark of Chaos constantly changed, but several of my old adventuring friends have used lines forming a bell as a symbol of fraternity. The Bell is an artifact, a magic item of great power, but I don't think the Powers will need to start the Migration again. I just wish it were somewhere safe..."

The voice ends a second time, and Zeoll blinks, finding himself back in his body and looking at his friends.

DM JonathanT - Confusion dispelled 
Sunday February 10th, 2013 4:54:51 PM

OOC DM JonathanT: I promise I won't hop in again. I hope. :)
To dispell some confusion over this 'dream', I went back and discovered my error. Zeoll is the one who used the Seer's Dream ability the night before all this started but in my post I typed Zane instead and gave Zane the vision instead of Zeoll. DOH!

My deep appologies to both Zane and Zeoll.

Sorry folks. Carry on.

Zeoll AC23, HP51 of 56 
Sunday February 10th, 2013 5:12:10 PM

Zeoll recounts his vision to his friends.

"So ourr mission is ... to put the Chaos bell in a safe place?"

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  2d6=5 ; 2d6=6 ; d8=6 ; d8=8 ; d8=4 ; d8=6 ; d8=1 ; d8=8 ; d8=1 ; d8=4 ; d8=1 ; d8=6 ; d8=3 ;
Sunday February 10th, 2013 9:52:49 PM

ooc: Catching up on the posts. Thanks Jim for filling in, excellent job.

Actions
----------
Channel Energy twice, heal all for 11 hp (All channel energy now used for the day)
Convert dispel magic to cure serious wounds heal Zane for 26 dmg
Convert Restoration, lesser to CMW heal Bosk for 22 dmg
Convert Gentle Repose to CMW heal Zane for 18 dmg

Moving Plans and Bell Dreams (co_DM SteveK) 
Monday February 11th, 2013 10:49:32 AM

ooc: Monday's post is a summation since I was giving additional information over the weekend.
..............................

The heroes are meeting in the burned out shell that used to be Black Harris' Emporium, lately owned by the Iron Adventurers and ran by Sanji (away on a caravan trip to Wayfarer), Helmust (with the heroes right now), and Jilla (run away, location unknown).

They have recently fought and stopped a group of extortionists that turned out to be just a collection of individuals. Of that group, one is dead, two have run off, and Fithster is sitting with the heroes apparently trying to conduct some penance and reconcilliation for the trouble he has helped cause.

The first event the group is talking about is the proclamation of Hook City that no permanent structure (ie anything built primarily with earth, stone, metal, or wood) will be allowed within 5 miles of the walls of Hook City. Conversation with various people has gotten the following information:
- The law is merely enforcing an existing statute and is nothing new.
- People have 1 month to either move beyond the 5 mile limit or to use temporary construction materials.
- The Iron Adventurers have (mostly) agreed that helping people move would improve the lives of the people who want to move.

What is not known:
- What would be Hook City's reaction to the Iron Adventurers helping
- How many of the thousands of people in Mud Town want/ are willing to move?
- What is the geography of land available at or beyond the 5 mile limit?
- What resources the Iron Adventurers have or can put together to help people move other than their own backs?

The second event the heroes have been discussing is the recurring dreams and portents of a Bell.
- Zeoll, Zane, and Fithster (the defeated cleric of the Crones) have all had recent Dreams about a Bell)
- Btony (the defeated monk who has since ran off) had a tattoo of a styalized Bell on his arm that was magical.
- Restlin's Knowledge and Zeoll's Question at the Edge both have given more information about a Chaos Bell, the town of Heranmar, and an old adventuring group called the Children of Chaos (two members; Trace and Peerimus have been named); all of which seem to indicate the Iron Adventurers are involved in some way.

What is not known:
- What are the Iron Adventurers going to do about it?

Zeoll AC23, HP51 of 56  d20+19=28 ; d20+13=22 ;
Monday February 11th, 2013 11:29:32 AM


Zeoll mentions that there is nothing wrong with living in tents. "Liontaurrs have lived in tents for thousands of yearrs. I was borrn in a tent, and I grrew up in one. What is wrrong with tents? Let these folk live in tents, and they can stay herre in Mudtown."

"We could use some of ourr money to buy a lot of tents and sell them at cost, I suppose."

"I'm morre concerrned about the girrl. I think we should fan out and look forr herr. We can figurre out the bell afterr all ourr people arre safe."

If no one objects, Zeoll says a prayer (Guidance) and starts spiraling out from the fight scene, asking people if they have seen her, and using his scent in case he comes across her trail.

Gather Info / Diplomacy 28
Track / Survival 22

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Monday February 11th, 2013 12:38:49 PM

"Wait...if Btony had that tattoo, does that mean he rung the Chaos Bell? Maybe we should have kept him around. Is it too late to track him down?"

"Zeoll makes a good point. Let's see if the people of Mudtown would be open to moving & plan from there..."

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+12=30 ;
Monday February 11th, 2013 5:39:55 PM

"Of course we cannot force anyone to move. But given the opportunity, I'm sure many would. It is a noble venture to attempt. I believe the saying is 'build it and they will come'"

Though he did not know Julia, Wyaar will help Zeoll comb the crowd for anyone that may have information about her.

Assist Another Gather Info/Diplomacy for Zeoll: 30

David F posting for AC 28/ 25/ 23 HP 73 / 73 Zane Stormfront  d20+8=22 ;
Monday February 11th, 2013 7:17:48 PM

Zane takes flight looking for Jilla.
perception 22

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration



Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday February 11th, 2013 8:17:00 PM

ooc: Is Jilla the same person as Jillian, Hemust's finance?

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday February 11th, 2013 8:38:57 PM

Bosk takes a moment to ponder the possibility of moving the citizens of Mudtown angering Hook City. I suppose it would be prudent to check with Alistair on the matter, although I believe it is Hook City's magic and goods that draws the traders. Still, they might need to ban the selling and trading of magical goods within the new town to appease Hook City. Still, though it pains me, I fear we will have to put any such endeavors on hold, as fate or the gods seem to have more pressing endeavors for us. I remember first seeing the Children of Chaos as their precession left Hook City a few months ago, and if this bell is tied to their destiny then this is sure to be a grand adventure.

ooc: For the newer players, a couple years ago real time / months in game time, we saw the Children of Chaos in passing as they left the city and were quite impressed by them.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday February 11th, 2013 9:32:04 PM

I think moving would take time, months at least. We could start with maybe a large Inn or boarding house or something similar. But, yes Fate seems to have a grand plan for us Iron Adventurers.

Valla stands up and paces around, his hands tracing his facial scar, seems he makes a habit of this.

Bosk, you know why the Chaos Kids where in Hook? That may give us a lead. If anything, maybe just heading to this city, Heranmar.
He stops and looks to Mr. Fisther, Fishy, what exactly happened in your dream? Details are important, evn something you think is not. Withholding a ladies hair color may lead us astray sir. Do recount for us.

Vall waits for his dream story, with an unwavering gaze.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday February 11th, 2013 9:45:03 PM

I am afraid we would be better off if I knew where they left to, what I do know is pretty basic. If I remember correctly, they are another Protector group in Hook City and own a shop and a warehouse. I believe they are alao gone alot for unknown reasons and are allowed to teleport out of the city at will so no one knows when they keave.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday February 11th, 2013 10:36:19 PM

I don't see them moving any time soon. Nobody is going to want to move first, after all what is the point in building an inn in an area where nobody is staying? You would need to get a significant group to move all at the same time, have the supplies and man power to build all those places at once, and a convincing reason for them to relocate far away from the caravans that are encamped outside Hook City awaiting their name to be called.

But back to these dreams. I haven't had such a dream, so I'm going to trust the judgement of those of you who have... but if one of the gods have given you these dreams it is likely for a good reason, and in my opinion it would be foolhardy to delay acting on it. We have plenty of time tonight or during our next journey to discuss the opportunities to help the mudders, but I say we focus on the dreams for the time being.


ooc: Okay, after calling them Mudders in my post, in my heay the residents of Mud Town are now permanently merged with the mudders from the Firefly episode Jaynestown!

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+8=17 ; d20+8=12 ; d20+8=20 ;
Tuesday February 12th, 2013 10:13:58 AM

Maybe the idea of having a more permanent waiting place will appeal to those who can't afford the outrageous rates of hiring a protection group. Five miles isn't that far to travel if you already have a wagon full of goods being pulled. A large; say boarding house, five miles out to house merchants and their company for a modest price per night, or week. Plus a large, say warehouse type deal to house the wagons and goods of said merchants and company. We need not build or fund a town or city; but just a better waiting place. Doubtful all residents of Mudtown would make the move and even if they did we'd only need to build a couple of each. This may possibly even open up Hook City to help with building and funding.

Valla looks to Fithster; Possibly even give some of the more reliable and trustworthy protectors of Mudtown a permanent job of policing this waiting place. The initial building and "police" pay would come out of our pockets; and hopefully some funding from Hook; but afterwards the price paid for room and storage should be sufficient to keep up with the up-keep of the buildings and pay the new protectors.

Thinking out loud Valla looks to his remaining companions who haven't ran off in search of the others; judging their response to his idea.
=================
I haven't had such a dream either Beri. I agree with you as well; we should be acting on these Godly visions. IF your right, Bosk, and the Chaos Kids were protectors in Hook City and are able to teleport in and out at will; it seems to me they won't be helping us any time soon. Even if only because we'll never find them. But, you say they own a shop? Maybe going there and asking about them? Their current whereabouts maybe unknown; but their current goal may be of some help.

Once again thinking out loud; Valla's face twists in thought;
I still think Fithster should tell us the details of his dream; and the first place we go; after following up leads here in Mudtown and Hook City, should be this town of Heranmar.

Valla rubs the scar on his face again; his expression of one in a deep thought as he listens to reply's and searches his own mind for any bits of information about Heranmar, The Chaos Bell, or The Children of Chaos, that he may have stored unconsciously systematic within is brain.
==========
Knowledge Checks:
History: 17-- Chaos Bell information
Local: 12-- Children Of Chaos; what store they own; location; reputation in Mudtown/Hook City Differences?
Geography: 20-- Heranmar; location, size (Town, Village, City?) Who runs the place?

Moving Plans and Bell Dreams (co_DM SteveK) 
Tuesday February 12th, 2013 11:33:30 AM

Zeoll mentions that there is nothing wrong with living in tents, but supposes that they could vendor out tents at cost to help. He is more concerned about the girl, and looks for Jilla in the immediate area. He finds no quick trace between the fire and the daily rains before Helmust reminds the liontaur of his note that brought the group hence. Jillian (ooc: yes, Jilla = Jillian, thank you for name correction :-) ) had already run off 2 or 3 days ago; there is not going to be an immediate resolution to her status. No one has seen her for at least 2 full days and she wasn't saying where she was going because of the threats of Btony's group.

Restlin would rather track down Btony and his Tattoo. He also would like to find out who WANTS to move.

Wyaar is certain that given the opportunity, many would move in this noble venture.

Bosk takes a moment to ponder the move and Hook City reaction. The minotaur thinks asking their aging friend Alistair advice on the matter and that restricting the buying and selling of magic would greatly reduce any possible repercussion. Still, he remembers seeing the Children of Chaos in his younger years (DM fiat: it was some years ago, not months) as they left Hook City. If this bell is tied to their destiny then this is sure to be a grand adventure!

Beriothian doesn't see moving people any time soon because nobody is going to want to move first. But the dreams are more interesting to the druid, as any dream given by the Powers would be foolhardy to delay.

Valla disagrees, and thinks that having a more permanent waiting place would be appealing and something to look forward to. Possibly even give some of the more reliable and trustworthy protectors of Mudtown a permanent job of policing this waiting place... like Fithster. Moving would take months at least. The Iron Adventurers could start with maybe a large Inn or boarding house or something similar that could attract others for a different life.

As for the dream, the elf wants to follow up leads here in Mudtown and Hook City, and then be to this town of Heranmar. To this, he closely questions Bosk and Fithster.

Bosk only knows some basics. The Children of Chaos was another Protector group in Hook City and owned a shop and a warehouse and had special dispensation to be able to teleport in and out of Hook City. It doesn't take very much trouble for Valla to find out that the warehouse and shop were on the South side of Labor Town and none of the Children of Chaos live there anymore. They had another group of youngsters they were training and at about the same time the Iron Adventurers had last seen the CoC, the warehouse and shop were inherited by the new group who continue to be the Protectors for that neighborhood to this day.

Valla also discovers the Children of Chaos has a stellar reputation in Hook City. Sergeant Capon is able to help with this by providing précis of different records on the CoC activities years ago. Some is eerily familiar: how they were hired by a merchant as Protectors against a hostile takeover of another Protector group; how the merchant was killed and willed her store and warehouse to the CoC; and how in ensuing years how they saved the city from a couple of disasters; one of which even included lots of people turning into zombie-like creatures! (ooc: reviewing the archives, I'm actually scared at how similar some of the storylines have been! )

In MudTown, the story is different. Most people have never even heard of the CoC.

Fithster is even less helpful. "I knew I was with strong companions but couldn't see their faces. I was excited about returning to Heranmar, but I'm not sure why except it was something to do with fulfilling my destiny and it involved the Chaos Bell. It was sunny, which is unusual in the Gateway Downs, if that helps at all."

For Heranmar, Valla is able to get some easy information (All located in the Woldipedia at Gateway Downs and Heranmar It is a growing town of several thousand noble and ignoble souls, it is the largest town in the Gateway Downs. It is second only to Hook City in the North-South continental trade, and is a growing center of learning, training, and diplomacy.


Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Tuesday February 12th, 2013 12:10:20 PM

Heramar...what fate binds us to this place? Zeoll met travelers from there at the Madrigal Inn as we hunted the Illithid, before the Inn was burnt to the ground. Mr. E, the neceomancer who unleashed his army of Zombies on our fair city claimed to be from there. Heather and her family were from there, and that is where we tracked down the assassin with the Issanti blade and were caught in the heart of a hurricane. Even now Zane has a golden box carried by the assassin which we appear to need a signet ring to open. Truly it appears our destiny is tied to that place.

ooc: Perhaps we should check with Heather's family in Hook City to see about opening the box?

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday February 12th, 2013 3:23:43 PM

Restlin thinks about what Beri said, then nods his head. "I agree. Those of your who had the dream, how do you think we proceed?"

Glad to have the burden of decision making lifted from his shoulders, he awaits a reply.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Tuesday February 12th, 2013 5:52:28 PM

Thats alot of coincidences Bosk. I think a bit to many to be so. The box may have a clue or lead. Seems the only lead here in Hook is Heather, lets go talk with her. Her whole family is from Heranmar, maybe they are of importance. Or were. Im just throwing out guesses here guys. I know nothing of the assassin, hurricane nor the zombie attack. All that happened while I was trapped in that evil realm...

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Tuesday February 12th, 2013 6:13:21 PM

Bosk bites his lip a moment before responding to Valla. I am sad to say that Heather fell victim to the Issanti blade. We will have to hope her siblings can help us on this matter.

David F posting for AC 28/ 25/ 23 HP 73 / 73 Zane Stormfront 
Tuesday February 12th, 2013 7:15:33 PM

Zane still flies around looking for Jilla. See above post for rolls.

Zeoll AC23, HP51 of 56  d20+19=31 ;
Tuesday February 12th, 2013 8:22:23 PM

"Can't hurrt to trry any sourrces of information we can find. And isn't therre SOME house of sages in the 'grreatest city in the Wold' that will have some answerrs?"

The liontaur uses air quotes around 'grreatest city in the Wold.'

OOC: I gotta put a rank into Knowledge Local. Maybe Gather Info will do ... If we are headed back into the city to talk to Heather's family, Zeoll will Gather Info along the way to find the nearest sage guild or equivalent.

Gather Info 31 with a Guidance to help.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Tuesday February 12th, 2013 9:59:18 PM

Beri is glad that Bosk broke the news of Heather's passing for him, though he notices that the minotaur glossed over the grisly details. The druid is about to share them when he realizes that no good can come of reliving the horrific scene at this time.

We should head over there anyway, we haven't checked up on Heather's family since the incident. I haven't seen Katherine in a while, I hope she is okay.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Tuesday February 12th, 2013 10:03:33 PM

Wyaar knows little of the assassin other than the feeling of his ribs collapsing under his fist so he otherwise remains silent. He would go where his Queen sent him and perhaps she was guiding him through Zeoll's dream.

Moving Plans and Bell Dreams (co_DM SteveK) 
Wednesday February 13th, 2013 10:22:46 AM

Zane continues to search for Jillian, but she had already run off 2 or 3 days ago; there is not going to be an immediate resolution to her status. No one has seen her for at least 2 full days and she wasn't saying where she was going because of the threats of Btony's group.

The Iron Adventures consider options and then continue with gathering more information.

The Iron Adventurers know that Heather's family, the Brodery's, feeling the need for better safety, used Bosk's letter to enter Hook City and start up an Apothecary Shop on the Iron Tower Square. The brothers and sisters of Heather are now neighbors, with Jimbim and Charissa running the shop. Katherine is also there. As the parents and Heather are all dead, the others were only small children when they left Heranmar and can tell their good patrons, the Iron Adventurers only what they have already been told. (All located in the link: Gateway Downs and Heranmar ) Further, it is a growing town of several thousand noble and ignoble souls, and is the largest town in the Gateway Downs. It is second only to Hook City in the North-South continental trade, and is a growing center of learning, training, and diplomacy.

Zeoll's suggestion of a House of Sages is correct, there are several. However, they all require chits in payment and forms filled out before even letting anyone not of their number in the door. Are the Iron Adventurers willing to use thousands of gold and weeks of time to find out what may very well be the exact same information they have already discovered by other methods?

David F posting for AC 28/ 25/ 23 HP 73 / 73 Zane Stormfront 
Wednesday February 13th, 2013 7:15:30 PM

Zane return's ( sorry, I didn't know she's been gone that long) and asks why they just don't go to Heranmar and see what we can see." Maybe the answers are just waiting for us to show up and ask the questions."

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday February 13th, 2013 10:07:45 PM

I agree; spending chits and waiting is not my idea of getting things done... We should go to Heranmar. But; should leave in the morning. I didn't use up everything in the fight with the Freaky Fireballing Flying Fiend, but It'd do me good to prep a few things.

Zeoll AC23, HP51 of 56 
Wednesday February 13th, 2013 10:16:28 PM


Zeoll says he is always up for a trip to Heranmar. "Frresh airr! Naturre! I love it!"

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d8=6 ; d8=6 ; d8=3 ; d100=98 ;
Thursday February 14th, 2013 12:17:21 AM

I agree with Valla. Every time there is danger we rush towards it at full speed, never taking the time to get the full picture of what is going on. I would prefer to speak with the Brodery's on the matter of the box first, just in case it is contains a clue to this bell. We wouldn't want to travel all the way to Heranmar just to find out the clue we needed was here in Hook City all along. Besides, like Valla I used up all my best spells healing you guys up. If we spend the night in the city I will be able to make sure everyone is fully healed before we head out

Also, before we leave, we should at the very least put Hemust up somewhere or purchase him a temporary residency here in Mud Town.


Actions
-------------
If returning to Hook City heal everyone to full health (I rolled just enough to make sure I could heal everyone without running out of spells)

Bosk will visit the Brodery family and see if they recognize the box and know how to open it / have Heather's locket.

Bosk will cast divination in the morning and ask "Where exactly is the chaos bell located". Success rate = 98

Info about Heather and Clarissa
Highlight to display spoiler: {Heather told me she ran away from home after Clarissa was born because she was "no longer wanted by her parents and they could not afford more mouths at the time". She had overheard them say they were going to marry her off for compensation, so she left with what she had. She became lost in the forest and survived by instinct for a week, until she was found by an old witch, that offered her enslavement or she would leave her to her death. She didn't care anymore, but she knew, if she wanted enslavement, she wouldn't have run away, so she told her farewell. With that the witch said, "That will do". She then cast a spell and Heather awoke in her cave. She introduced her to The Edge. We believe Clarissa has the locket and Lowd (the assassin) was the one intending to marry Heather?}

Info about box Highlight to display spoiler: { As the group continues to walk toward Heranmar, the box is examined some more and found to be non-magical--or at least it doesn't radiate any magic. There is no lock or any other means of opening the box as it has no signs of a lid, etc... it seems solid except for the locket-sized depression. The rune in the depression upon careful examination looks to be three initials: HBI (note it is common for the initial of the last name to be in the center), with the B being larger than the rest.

We assume HB is Heather Brodery and believe Clarissa may have the locket. The box was given to us by an atypical reverant. The Reverant (before he became undead) was "Heather's" husband and Lowd was their best friend until he killed them. Heather and the husband had a baby that was given away after they died as well as another child.

The best we can tell is the couple had two kids, one of whom was named Heather after the mother and the baby was Clarissa. Heather was shown in the painting to have the locket that fit into the box, but as far as we can tell she never wore it after plucking her eye out and wearing it around her neck as a Holy Symbol. We believe Clarissa now has the locket.
}

ooc: I am assuming he will want to stay in Mudtown rather than Hook City in case Jillian returns.

Peerimus' Grove (co_DM SteveK) 
Thursday February 14th, 2013 9:23:35 AM

Instead of rushing headlong into the fray, the Iron Adventurers decide to rest and head out in the morning.

Fithster and Helmust agree to look for Jillian and also make inquiries over who may be interested in the IA idea of setting up a permanent settlement 5 milles out.

Bosk casts a divination and receives a one-word answer. He gets the vision of an Imp with wire-rimmed glasses in a rooom where a shadow is nailed to the wall. The imp looks up and says: "Peerimus".

For the Iron Adventurers, Zeoll is right, and the group has seven days of fresh air walking the road from Hook City to Heranmar.

Perception DC 15 Highlight to display spoiler: { 5 miles out is a narrow isthmus of land, rocky shores eliminating any thought of a harbor. It opens up to the wide lands of Gateway Downs soon after, rich meadows and strong forests and rolling hills.}

And in 7 days, they arrive at Heranmar.

Heranmar is the premier port town of all Gateway Downs, and is the closest port to the Northern Continent. It takes 7 days of road travel to go from Hook City to Heranmar on the new Trade Road (built after the Great Migration). While most commerce goes through Hook City because of the facilities there, Heranmar's harbor is always busy. The town is protected by a strong stone wall and well-trained guard, both courtesy of two dwarf brothers that are held in high regard in the town.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+14=34 ;
Thursday February 14th, 2013 10:43:21 AM

"Well, at least the weather was nicer than the last time we were here. Plus, no one tried to kill us! Say, do you think they'll remember that we stuck around and helped rebuild this place after that hurricane? I've never cleaned so much in my life."

Knowledge, History: Nat 20 = 34.

Assuming Bosk shares his divination, Restlin pipes up. "That would be the Druid. One of the Children of Chaos whose shadow we seem to be in. He set up an honest to goodness grove north of town." He nudges Beri in the ribs. "Can you get us into one of those? I know you druids have a lot of particulars about how you conduct yourselves. Have you ever reflected on how alike that is to the way Hook City is run? I'm just saying, it's an odd juxtaposition. You took separate paths and ended up in the same place, only you have more trees..."

Zeoll AC22, HP56  d20+21=23 ; d20+21=31 ; d20+21=22 ;
Thursday February 14th, 2013 4:49:44 PM

Zeoll relishes the days of walking through Queen Maab's domain. As he walks, he keeps his readied Tanglefoot bag at hand with its Nat 20 roll triggered by any attack.

He also keeps his eyes open: Perception checks 23, 31, 22.

As the group leaves Hook City, Zeoll points our that the only thing connecting Hook City to the Southern Continent is a narrow isthmus, rocky, and not suitable for a port. Still, all caravan and land traffic has to come this way. "This would be a grreat place for a toll booth," he muses.

Over the week of travel, each night Zeoll thinks about a different clue as he gets ready for sleep, seeking not only rest, but enlightenment and guidance. Topics of interest: Peerimus, Hse, the island of Rum, Solomar, the Mark of Chaos, the Bell, and Jillian. Using the Seer's Read Dream ability. (Just giving the DM a hook with which to feed us more clues. Did I mention that we could use some more clues?)

When we get to Heranmar, Zeoll suggests circling around the town and heading right to the grove.

==========

OOC: Looking over my PC sheet, I saw that I had made a mistake. I had Dodge listed as my level 7 feat in one place, and Woldian Heirloom Item listed in another. I have removed the references to Dodge (and brought down my AC by 1) and made it consistent everywhere. Hope that's okay -- Sorry!

==========

Spells memorized today, day we arrive at Heranmar: 0: guidance, det magic, light, stabilize; 1: bane, commandx4, elf vision; 2: calm emotions, hold person, deeper insight, faerie fire.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 14th, 2013 5:29:03 PM

Beri looks at the grove, thenturns toward Restlin.
I can try, as long as we are respectful of the land there is no reason we couldn't. Of course, just because we can doesn't mean the owner will appreciate visitors... no harm in my asking though.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+6=16 ;
Thursday February 14th, 2013 5:55:46 PM

Zane, having not been here before, decides to let the others make the immediate decisions. He will keep his eyes open though, seeing something or someone before the groups affected by their actions is smart.

Perception 16

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday February 14th, 2013 8:03:15 PM

Heranmar is much better that this time than last time. Far less windy at least and the prospect of drowning isn't nearly as imminent.

"The grove would seem the best place to start looking after the Druid "

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=16 ; d20+10=27 ; d20-1=7 ;
Friday February 15th, 2013 12:01:13 AM

Valla stays quiet most of the trip to Heranmar; constantly thinking and breaking off looking for anything interesting in the surroundings of the road. Taking a mental note of things he may find; he keeps up with the group; not lingering to much.

Once in Heranmar Valla agrees to finding a grove and the druid. Never been here before; Zeoll if most people don't remember the Iron Adventurers from the last time you all were here. We need to be sure they remember us from this time. Valla hasn't been to a new city since showing up in Hook City those few years ago.

Every few locals he runs into he asks them if they know who the Iron Adventurers are; and if they do how do they know them. Anyone saying they don't remember the IA, Valla will just nod and frown telling them, as he walks away to catch up with the group, They saved your life you know. Figured you'd remember that

================
Diplomacy; 7
================
Prepared spells: *= Bonus Evocation Spells
0: touch of fatigue* , message, ray of frost, Light, ghost sound
1st: Enlarge Person, Shocking grasp* x2, Ray of Enfeeblement, Shield, Dark Vision
2nd: Scorching Ray*, Spectral Hand, Enlarge person, Knock, Flaming Sphere
3rd: Fireball*,Fireball, Flame Arrow, Haste

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday February 15th, 2013 1:11:59 AM

In the morning, before they head out, Bosk tells everyone of the vision he received of Gimp the Imp speaking the name Peerimus. I have to wonder if Gimp was speaking the name because I am an Eye of Gargul or because Peerimus is either dead or visiting Gargul's throne room.

ooc: Is the Isthmus supposed to be around Hook City or the Gateway Downs? I ask because Hook City is bordered by Ocean on the North and East side.

Peerimus' Grove


Peerimus' Grove (co_DM SteveK) 
Friday February 15th, 2013 6:22:56 AM

ooc: Just clearing up a few things, especially since *I* made the changes to the Southern Continent at the Great Migration, got Jerry's approval, and also fed the info to Jim when he first started up Hook City. :-) Hook City is bordered North, East, and South by the ocean. To the West, there is a Bay that separates Hook City from Gateway Downs. To get to Gateway Downs from Hook City, one travels north beyond Mud Town and then turns West to walk across the Isthmus. Thank you for the opportunity for the clarification.

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

Restlin is happy that Heranmar has rebuilt after the hurricane, and wonders if the people remember them. Identifying Peerimus' name, Restlin chaffs at the apparent shadow they are in and suggests Beri can talk druid to him.

Zeoll relishes the days of walking through Queen Maab's domain, and throws his Tanglefoot bag at an aggressive mosquito that was attacking. The bag goes off spectacularly, soaking the insect in resin and plastering it to a nearby pine tree. Perhaps in a 1000 years, some future adventurer will find the same mosquito encased in amber?

Zeoll thinks about the clues as they travel.
Peerimus: "Seek Him Out"
Hse: all Zeoll gets is an image of Hse and the a wall of firey Woldsblood covering the land.
Island of Rum: Zeoll gets an image of a party of adventurers fighting lizard-riding kobolds. There is a minotaur, elf, half-elf, gnome, and three humans.
Solomar: There is no dream.
the Mark of Chaos: "Changing, Dancing, Twisting. The Catalyst, the Secret Ingredient. The Straw on the Camel, the snowflake on the water. Beginning, Ending, Beginning."
The Bell: "Bell, Shard, Clapper; artifacts of fate must be hidden."
Jillian: Zeoll sees an image of Helmust and Jillian hugging with a tired but smiling Fithster looking on.

Beri looks at the grove, stating that he can try.

Zane decides to let the others make the immediate decisions and keep his eyes open.

Wyaar also notices Heranmar is much better that this time than last time. Far less windy at least and the prospect of drowning isn't nearly as imminent. (ooc: LOL!)

Valla agrees to finding a grove and the druid as soon as they get to Heranmar. It is probably a good thing that the road from Hook City to Heranmar passes by the forest reputed to hold Peerimus' Grove before he can get in the city and insult people.

Bosk tells everyone of the vision he received, having met Gimp before and recognizing the Imp.

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

An untouched wood is only a bowshot away from the East wall of Heranmar, quite unusual for an otherwise bustling seaport. Beri is easily able to identify about a mile up the road, there is a stone cairn marking a single-lane dirt trail into the woods to the south. The symbol of Ebyron is prominent, with lesser carvings of Ma'ab, the Crones, Celisiun, and other undivined. {Know Religion DC 22 Highlight to display spoiler: { the other symbols are of even more obscure Powers of the Southern Continent.}}. From the food and other offerings about the cairn wrapped in leaves or open to the elements, it is obvious that this cairn is frequented by the townsfolk. Just as obvious, most people do not go beyond the stone cairn.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+4=21 ; d20+10=19 ; d20+11=22 ;
Friday February 15th, 2013 6:34:17 PM

Valla trys pretty hard to remember anything about the other symbols; but can't quite come up with anything.

Still he appreciates the Cairn and begins checking out the path after the stone. Seeing if he can come up with how many and what kind of creatures may frequent past the stone on and around the path. Deducing the information by different sized and shaped prints; if any found at all.

The elf feels content; it's been a while since he's been outside of Hook City or the evil realm of the horrid demi-god;

Feels great; nature that is. The wind; the grass; the trees. Even the smell and lack of buildings and stuck up citizens. Hopefully were accepted by this Druid and his Order.

Valla keeps very alert after passing the stone; trying to be aware of anything/anyone that may be watching the group; or animals behaving oddly. Listening to the sounds of the forest around them.

Druids in their own grove... It never hurts to try I guess Valla thinks to himself
===============
Know. Religion: 21 (seriously lol)
Survival: 20 to check out any prints or signs of travel beyond the stone and as the travel (Forgot to add a +1 bonus up in the die roller)
Perception: 22 Listening and watching for oddly behaved animals or signs of eyes upon the group.

Zeoll AC22, HP56  d20+14=25 ;
Friday February 15th, 2013 8:16:39 PM

Zeoll says, "Let us not pass the cairrn, forr fearr of violating a local custom. Instead, let us announce ourr prrescence with song."

The liontaur says a prayer and then sings, quite loudly:

"By powerrs and godlings and grreat Motherr Wold,
"We come now in answerr to vision and drream,
"Deliverred by Chaos and herroes of old,
"Please grrant us yourr welcome, if will you so deem."

"We beg yourr perrmission to enterr and prray.
"And seek we yourr wisdom, if enterr we may."


Zeoll repeats his song over and over, and repeating it in Sylvan and Common, until someone answers, or it seems no one is in earshot. In that case, he'll lead his friends forward, singing his song as he goes.

Perform 25.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+8=22 ;
Friday February 15th, 2013 9:41:32 PM

Restlin recognizes the symbols, but keeps that knowledge to himself lest he get an earful from the cleric of Gargul standing behind him.

Knowledge, Religion: 22 (boo-yah)

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+1=7 ; d20+18=28 ;
Friday February 15th, 2013 11:26:21 PM

Well, I recognize Queen Ma'ab's symbol, but have no idea what those symbols mean. It looks like some sort of offerings are being left outside the entrance, and nobody is entering. We should definetly find out more about that place before heading in, I would hate to have an entire villiage chase us down for entering a sacred site.

Any of you guys with visions see anything you recognize?


While glad to be outside in the fresh air again. He looks around the area for anything that matches what has been described in the others dreams.
Perception=28
knowledge(religion)=7

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Saturday February 16th, 2013 6:22:18 AM

Restlin stops & thinks for a moment, then reconsiders...

"Those symbols are lesser known powers of the Southern Continent. Whomever these druids are, they've embraced the local spirituality."

He'll divulge whatever he knows about the powers in question.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Saturday February 16th, 2013 12:24:05 PM

"Valla, my friend, if we do see the Druid or any of his companions perhaps it would be best if Zeoll, Beri or I did the talking..." Slight cough, "since we're all followers of Maab, of course"

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Saturday February 16th, 2013 10:37:39 PM

Yes... ehh of course. Im not exactly a good face anyways.

Valla will still do the checking if prints at the area around the stone, passing the stone as well.

Valla looks back at his companions as they stop before the stone, shrugs his shoulders and continues his his search for prints, animal, boots, bare foot or anything that might catch his eye.

When Zeoll begins singing Valla cant help but wonder, Why announce ourselves? Hopefully these druids are kind, and thats all thats around here.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+6=17 ;
Monday February 18th, 2013 12:04:33 AM

Zane, not being overtly religious, looks at the symbols and says to himself, they ain't arcane....

He stays alert and watches as much of the surrounding area as possible.

perception 17


Zeoll AC22, HP56 
Monday February 18th, 2013 11:26:32 AM

Checking in, singing his song!

Peerimus' Grove (co_DM SteveK) 
Monday February 18th, 2013 1:47:11 PM

Valla can't quite come up with anything about the symbols, but still appreciates the Cairn and begins checking out the path after the stone. In the last week, there has been a couple of humanoids, looks like a family of badgers, a fox, many mice, and the strange prints of at least one tree-ent around the Cairn and the path.

Zeoll says a prayer and then sings, quite loudly for a while to anyone within earshot:

"By powerrs and godlings and grreat Motherr Wold,
"We come now in answerr to vision and drream,
"Deliverred by Chaos and herroes of old,
"Please grrant us yourr welcome, if will you so deem."

"We beg yourr perrmission to enterr and prray.
"And seek we yourr wisdom, if enterr we may."


Restlin recognizes the symbols, but keeps that knowledge to himself lest he get an earful from the cleric of Gargul standing behind him. Then reconsiders, explaining that they are the symbols of all the known Powers of the Southern Continent, some of which are so obscure that only their Symbol is known! One on the base looks to be the Symbol of the Power of Sargrass, the land that was destroyed after the Great Migration.

Beriothian recognizes Queen Ma'ab's symbol easy enough, but have no idea what the other symbols mean. He definitely is cautious about violating a religious site

Wyaar suggests that Zeoll, Beri or Wyaar do the talking and not Valla, but only because they are all followers of Maab, of course.

Zane, not being overtly religious, looks at the symbols and just knows they ain't arcane....

Bosk watches silently.

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

It takes the third round of Zeoll's stanza before a badger pops up out of the underbrush. It looks at the group with intelligent eyes and seems to be waiting for something, then makes up its mind.

"You sing pretty", the badger says to Zeoll in Common. Valla can immediately see the badger is an mature female of the species. Everyone else can immediately note they have a talking badger about 30 feet away from the cairn rubbing itself up against a large Oak tree.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+14=31 ;
Monday February 18th, 2013 5:23:34 PM

A talking badger? Hmm, have I heard anything about these guys...
knowledge (nature)... talking badger = 31

Since Zeoll was the one address Beri will wait for him to respond before saying anything.

knowledge (nature)... talking badger = 31

DM SteveK: Beri realizes that this must be an Awakened animal (as the spell).

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=15 ;
Monday February 18th, 2013 7:38:36 PM

Wyaar smiles at the badger and looks around for anything else. Perception : 15

Zeoll AC22, HP56  d20+19=35 ;
Monday February 18th, 2013 9:20:25 PM


Zeoll bows to the badger and greets it with friendly words. "Hello, most worrthy badgerr. I am Zeoll, and with my frriends herre, we arre the Irron Adventurrerrs of Hook City. We have come herre seeking answerrs to strrange omens and signs. We hope the wisest folk of this place can help us."

"Thank you kindly forr yourr high prraise," he adds, smiling. "I would be pleased to sing forr you again, if you like, wheneverr it is convenient forr you."

Diplomacy (at +1 with Maab's Gift): 35.

DM JonathanT - experience points 
Monday February 18th, 2013 10:48:19 PM

OOC DM JonathanT: in noticed you haven't recevied the XPs for the Mudtwon encounter. Each one gets 2,500 exp. pts. for defeating the MudTown Thugs and the subsequent discovery of needing to visit Heranmar.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday February 18th, 2013 11:56:11 PM

Bosk stares in disbelief as the badger begins to speak clearly in common. He had grown up speaking tauric, and common came with more than a little difficulty as a second language, the contractions seeming sloppy and unnatural to him. He wonders if the animal is real or if the speaking abillity comes through some magic as he lets Zeoll dictate the converstaion.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Tuesday February 19th, 2013 9:47:55 AM

Zane is really not sure what to make of he talking badger. He's seen spells cause the effect of talking animals, but this one is not under the effect of a spell, at least as far as Zane knows....

Peerimus' Grove (co_DM SteveK) 
Tuesday February 19th, 2013 10:51:25 AM

The reactions of the heroes run from amusement to amazement. Zeoll seems up to the task and launches into a flowery speech of phrasing and extravagant gestures that seems quite out of place on the side of the road in a forest next to a stone cairn... talking to a badger.

The badger giggles a little. "You sure do talk funny. And act strange, too. But you are nice. Maybe you would like to see Peerimus?"

It doesn't take much in the way of assent for the badger to turn and start trundling down the dirt path. "Follow me and I will take you to him."

It is a short walk of a mile, the trees and undergrowth becoming ever-more primeval, the result of natural growth and death of nature without the hand of Man attending to the clutter. Eyes are felt, and it seems that even the trees are carefully watching the intrusion of the Iron Adventurers. Perception DC 15 Highlight to display spoiler: { The hero can see at least one tree-ent observing the group near the path, and in another place, a red-tailed hawk watches with intelligent eyes.}

After a mile, a glade suddenly opens up. In the center a circle of huge oak trees festooned with mistletoe stand proudly and guard a large granite rock that is carved in intricate designs. Coming out of the woods from a different direction is a bare-foot, weathered man in a robe and holding a crooked staff, his hair matted in a strange tangle of dread-locks. Beside the man paces an enormous bear, grizzled at the hind quarters, and wearing Bracers, Ebyron's Tears, Collar, and perhaps even other items hidden beneath the fur.

The man looks over the Iron Adventurers frankly, noting equipment, symbols, stances, then speaks without preamble. "I am Peerimus. One-Stripe tells me that you are seeking answers, but did not go to Heranmar to speak with the Council or the Sisters. What makes you think that Eberyon will be more forthcoming to help adventurers from civilization?"

Sense Motive Dc 20 Highlight to display spoiler: {you have a hunch that Peerimus doesn't like the word 'adventurer' and equals people like that to 'treasure hunter'}


Zeoll AC22, HP56  d20+21=38 ; d20+13=22 ; d20+18=28 ;
Tuesday February 19th, 2013 12:37:20 PM


Zeoll quietly points out to his friends that there are a few other guardians as well, and ent among them, as they approach. (Perception 38)

He bows when the famous druid meets with them, and steps forward to answer. He has a hunch about the fellow, and couches his words carefully. (Sense Motive 22)

"Good sirr, it is an honorr, and thank you for speaking with us." Zeoll introduces himself and his friends. Then he seeks to answer the question.

"We arre what they call in Hook City a "Prrotectorr Grroup," which means that the officials therre rrequirre a license if you want to help people and warrd them frrom evildoings. Howeverr, although we arre frrom the city, forr a numberr of us, ourr hearrts turrn firrst to the Lorrd and Lady of the Fey. Maybe that is why we werre gifted with a vision of you, sirr."

"In a vision, I hearrd the names 'Hse' and 'Solomarr' and 'Little Trrace.' An old perrson called himself the namesake of Herranmarr, and said he had rrung the Chaos Bell by mistake, and was marrked by it, and was at the center when you rrang it -- he called you by name, sirr. And he wished for the Bell to be hidden away."

"We also know that some people who follow the Crrones have drreamed of a Bell."

"Finally, ourr companion who is an Eye of Garrgul asked for divine guidance regarding the Bell, and received the vision of an imp with wire-rimmed glasses in a room where a shadow was nailed to the wall. The imp looked up and said: 'Peerrimus'."

"So, to answerr as best I can, we suspect that we have been called to hide orr maybe put away the Chaos Bell, and we have been told to come herre to you to get it."

(Diplomacy 28)

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20+12=16 ; d20+4=5 ;
Tuesday February 19th, 2013 6:58:09 PM

Bosk feels slightly ill at ease as he notices the tree ent watching them and an intelligent looking red-tailed hawk flying around. If i was not for the seemingly series of visions and magical discernment prior to leaving Hook City he would fear they were walking directly into a trap. Thankfully, under the current circumstances, he he decides put aside his fears and let Zeoll do the talking. He remains silent, however when Peerimus refers to them as "adventurers from civilization" he cannot help but to stand up a little straighter in response to words of endearment and begins to get the feeling the Peerimus must miss the city life and that he is becoming bored of the isolation of the grove.

Actions
-----------------
Perception = 16
Sense Motive = 5 (Natural 1)

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+18=20 ; d20+7=25 ;
Tuesday February 19th, 2013 9:33:28 PM

Beriothian is about to pipe up when he suddenly feels tongue tied. He used to be useful in situations like this... perhaps as he's matured he's just lost some of the cocky self confidence he used to have. Beri does his best to aid the silver tongued liontaur, nodding at he explains that they are not adventuring, but instead have been called here by a higher power, and bowing his head at mention of the Fey's rulers to show he is one of the followers.

perception=20
sense motive=25

aid another = +2 to Zeoll

ooc: Wow, forgot my diplomacy score went from +13 to +0...

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=20 ;
Tuesday February 19th, 2013 9:44:16 PM

Wyaar stands tall and displays the crest of his Queen on his chest for the druid to clearly see, but also bows his head in deep respect to the powerful follower of Maab's consort. Otherwise he remains silent, but alert as he watches the grove.

~~~~~~~~

Perception: 20

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=12 ; d20=12 ; d20-1=14 ;
Tuesday February 19th, 2013 11:20:27 PM

Valla stands looking; no; Staring at the druid. Apparently a living legend... Attuned with nature and obviously very well adapted. This should be helpful. He thinks to himself as Zeoll begins speaking with the man. Perrimus.

After a moment Valla gains his bearings a bit; he bows in respect; stays silent until Zeoll is done speaking and then just can't hold it in any longer.

Or; If I may sir; If not to get it from you then to at least come to you for your guidance and help with understanding these visions. I've not seen any myself; but I stand by my companions through and through.

Valla stands proud his left arm bent and clasping his right hand in front of his waist; feet spread he stands at "attention". Finally nodding his head he finishes;

Please sir; we need your help.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Wednesday February 20th, 2013 10:54:53 AM

Zane, decides to speak up as well.
"I also had a vision, it's not very clear in my mind, as I was going through a very large change in my life at the time. I remember seeing lines and a vision of a city near a bay or at least near a large body of water."


Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+7=9 ; d20+7=22 ;
Wednesday February 20th, 2013 11:38:03 AM

Perception: 9
Sense Motive: 22

Honestly, a forest looks like a forest to Restlin. Intelligent animals and trees? Sure, why not. Stranger things have happened. He would probably enjoy the trip more if he wasn't so busy missing Hook City's weather-enhancing magic.

Still, he knows to check his attitude when they meet Peerrimus. He checks out the jewelry he's wearing, thinks back to his lavish Hook City dwellings, and realizes the group's best bet is for him not to draw attention to the fact that Restlin is basically everything this Peerrimus guy dislikes about civilization. Those who follow Fey Royalty are much better off doing the speaking...

Peerimus' Grove (co_DM SteveK) 
Wednesday February 20th, 2013 11:44:56 AM

Zeoll note the other guardians as they approach the druid grove, and realizes when speaking to Peerimus to tread carefully. He attempts to be very persuasive and open about their motives for coming to see the druid.

Bosk feels almost like walking into a trap with all the defenses, and only continues because of the series of visions and magical discernment prior to leaving Hook City.

Beriothian feels tongue tied, having lost some of the cocky self confidence he used to have when he melded with that soul when fighting the demi-god. He bows his head at mention of the Fey's rulers to show he is one of the followers.

Wyaar stands tall and displays the crest of his Queen on his chest, but also bows his head in deep respect to the powerful follower of Maab's consort.

Valla stare at the druid, impressed with his attunement with nature and feels that this should be helpful. The impetuous elf manages to stay silent until Zeoll is done speaking and then just can't hold it in any longer. "Please sir, we need your help."

Zane also speaks of his vision.

Restlin decides that discretion is the better part of valor and keeps silent, feeling this druid doesn't like his kind much.

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

The druid, Peerimus, one of the legendary Children of Chaos, a ringer of the even more legendary Chaos Bell gravely listens to Zeoll, then Valla... then smiles.

"Perhaps not just adventurers, then. Be welcome to my home, eat, drink, and take your rest to be ready in body, mind, and spirit." The words seem to have a formal declaration, and are followed by a flurry in the bushes that reveals a bevy of animals and a couple of tree-ents bringing sacks and gourds and other carrying things to create a picnic in the glade off to one side (and outside) the circle of oaks. "You are guests now, and Eberyon takes bargains seriously. No fighting is allowed with a guest and no guest is allowed to fight within my grove or else break your privledge." Continuing on, he speaks directly to Beri (anyone speaking Druidic: Highlight to display spoiler: { welcome little brother away from the stink of civilization.}

The picnic turns out to be mostly vegetables, nuts, and beans made in various dishes that tease and tempt the palate. Acorn bread and wild grain breads and flatbreads are served with garlic artichoke dip, and hummus, and a stiff sour cream with herbs. A hot spicy tuber is offered that brings tears to the eyes but also has an explosion of flavours; "Stingroot, brought in from the far west of Gateway Downs", and more than the heroes can eat. Drinks are served in bladders or gourds and range from the freshest cool water to fresh juices to a couple of smaller gourds that contain potent applejack or mint schnappes. There is even a fizzy drink made from the root of a tree...

With the picniking heroes and Peerimus are a number of other denizens and guests of the druid. The badger, One-Stripe, is accompanied by her entire family of talking badgers, an ent stands tall and provides shade, the great bear lays down and is a terrific backrest (only slightly smelly), as well as any number of small forest creatures coming and going, and a single centaur who is introduced as an embassy from a herd living to the south.

There seems no prohibition about talking business while eating. As soon as everyone has a leaf or bark tray piled as high as they could wish, Peerimus gets to the point.

"Protector groups of Hook City I know, having been in one years ago. Not a recommendation one way or another to your intentions, and I care less for helping the Noble Races than I once did." Peerimus gives a wave of his hand, dismissing the last and next statement at the same time. "And I know nothing of a 'Hse' or 'Solomar'. And while I acknowledge the Crones have Power, and the pushy northern gods (though I admit the Gray Lord has his good points), I'm not on real speaking terms with them as champion the cities at the expense of the natural order, so won't help you there."

Blunt and direct, the druid's conversation skills are quite different than the suspicious MudTown or the 'always beating around the bush' etiquette of Hook City.

"I am, however, VERY interested in how you heard Trace lately speaking to his grandchildren, for he left for Dre Moria when we retired and no one enters the Kingdom of the Elves anymore. How did you get this knowledge? Speak plainly, you are guests, and I will answer as plainly. To start with, the Chaos Bell is already hidden, and done so well that it will be never found until the next Great Migration. Don't attempt to seek it or it's power out, for it is a fruitless trail."

"But there is something about you and here that interests me."
The druid trails off, clearly not yet knowing or willing to talk about what that interest might be. It seems that it will be up to the Iron Adventurers to provide more details to how they found their information and to convince Peerimus that they are here for selfless purposes.



Zeoll AC22, HP56 
Wednesday February 20th, 2013 5:12:09 PM

Zeoll smiles in relief. "That is good news, Peerrimus, I had no desirre to come as close to the Chaos Bell as you have been."

"It was my vision that rrevealed Trrace talking to his grrandson. The vision was grranted as a boon given to me by one Heather Brodery, a "Kon" of "the Edge." I asked about the significance of the Chaos Bell. Then, in the vision, I was transported to the Edge, and saw the scene as I descrribed it."

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Wednesday February 20th, 2013 7:37:06 PM

Beriothian turns to Peerimus and responds in the ancient tongue.
Diolch i chi am eich brawd caredigrwydd. Mae'r bobl yn y ddinas yr ydym yn byw yn yn dda yn y bôn, ond ar y cyfan nid oes ganddynt unrhyw syniad beth mae'n ei olygu i fyw mewn cytgord â'r byd o'u cwmpas. Mae'n wirioneddol wych bod yn ôl yn yng nghanol natur.
(anyone speaking Druidic: Highlight to display spoiler: {Thank you for your kindness brother. The people in the city we live at are good at heart, but by and large they have no idea what it means to live in harmony with the world around them. It is truely great to be back at in the heart of nature.} }

At the picnic Beri fills his plate, enjoying the bounty that the world around them has provided. The stingroot in particular delights the the druid, the each bite making his mouth water more and bringing a slight sting to his lips and tongue.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday February 20th, 2013 9:05:10 PM

Valla is happy. Content. Feelings hed not felt in a long time. During the picnic he hums to himself while he fills his plate. He stops to eat, but his eyes dance around from terr ent, centaur, the bear and druid. He catches a glimpse of most every animal that comes and goes.

When getting down to business, Valla is surprised at how blunt he was. But not offended nor angered, Valla responds, without thinking much of it.

The information we have doesnt even seem like information to me. Just riddles, that all seemed to point to you, or finding the chaos bell. But, if you said its hidden. Are you sure? These visions must have a reason. If its not for us to find it, then maybe its for us to save. Or stop an evil madman from using its power. Ive not seen the visions myself, nor know more than whats been shared. But, visions as these wouldnt shiw themselves to a group who saved hook city from an evil demigod, just to find out the bell is safe and sound.

Valla traces the scar on his face for a moment, Whens the last time you saw the bell? Is it able to be checked on? If so, you should. Or we could, if you dont wish to be bothered with Noble race problems.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d8=4 ;
Thursday February 21st, 2013 12:19:13 AM

Bosk is unusually quiet, but he senses that the advice of letting the druids do the speaking was wise and has little new information to contribute the the subject. When the food is served Bosk is impressed by the selection, despite the lack of meat, and tries the applejack and schnapps with great curiosity as he wonders if it was distilled through a boiling procedure or if the druids use a more natural method of freezing the alcohol and removing the ice to make it more potent.

Thank you for your hospitality, the food is amazing! I hope you don't mind me asking, but my father was a vintner of the sacred blue wine of Imod and as a hobby I have taken to collecting alcohols from across the Wold. Could I trouble you for a bottle of something made around here? I would pay you of course, or I have a gallon of fine ale that I would be willing to trade for it if you prefer.

Peerimus' Grove (co_DM SteveK) 
Thursday February 21st, 2013 10:37:30 AM

Zeoll reveals where the Iron Adventurers came about with the information on Trace.

Beri gives some defense of the generally good people of Hook City. Peerimus holds a hand up in acknowledgement and gives a rejoinder in Common to include the others. "Most people are good as you say, only ignorant and more given to their own concerns over that of others. I am not interested in tearing down all the cities, and not even Eberyon wants that anymore, but any civilization is the greatest threat to despoiling the natural order of the Wold, and we should be ever on guard." Peerimus smiles and changes the subject. "But you have not come to bandy philosophy or gauge a potential unknown power, but to get advice."

Valla is his usual blunt self, and questions the validity of Peerimus' statement. Far from offended, the druid looks pleased that there is someone who will come right to the point!

Bosk is more interested in his hobby of collecting various kinds of alcoholic beverages, and suggests a trade in kind to the hosting druid. Peerimus waves off any suggestion of a barter. "I see two gourds unopened there of each variety. Take them as a guesting gift", he says. "The apple is naturally fermented in its own sugars, and the mint is as you have thought. It is first packed and fermented in a sugar solution, that is then enhanced by freezing off the excess water."

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

"Trace always was more excitable, and tended to overstate things. But it appears that you are all more than you seem. I have also cast my question out on the Edge of the Wold. The Edge is a great cliff (as you well know), and I have it on good authority that everything that has ever been spoken or will be spoken has an echo bouncing around the" Edge. Those who are able to ask a question will always get the truth, and maybe some ghosts of echoes not part of their question. I think that must be the meaning to your words of 'Hse' and 'Solomar'." (any PC who was on the IA adventure with the witches in Sargrass recognizes that 'Hse' was the name of the Manfri Chief.) And Peeimus gets another smile. "And Trace is an elven ranger. He has only had a son for less than a year. What you heard was probably a much older Trace several hundred years from now!"

At Valla's questions, Peerimus stands, and beckons the Iron Adventurers to follow him. "I do not have it, nor have I seen the Bell since I carried it to the center of the Southern Continent and rang the Bell to start the Great Migration. But if we are allowed, I will let you see the Bell and you will understand its defenses."

As the IA and Peerimus with his ever-present bear walk down another path through the primeval woods, the druid tells the story of the Children of Chaos, the Chaos Bell, and the Great Migration. The COC were cursed with tattoos called the Mark of Chaos by touching the Chaos Bell. They eventually learned that the tattoos allowed them to manipulate change as well as being manipulated by the Bell itself. "More trouble than it was worth!", Peerimus says feelingly. "But it is powered by all the Powers of the Southern Continent, and is the Key for the Great Migrations."

The Powers of the Southern Continent, endeavor to prevent conflicts among the Noble Races that escalate to the level which requires a Cataclysm as has happened four times in the Northern Continent.
Their solution here in the South is The Great Land Migrations. Every few hundred years, before things can escalate to the point Cataclysm, The Powers initiate a Great Shift. When this happens, the kingdoms and territories of the Southern Continent are "shuffled" moved from place to place as if putting a jigsaw puzzle together with the pieces in different places from when the puzzle was first assembled. It happens in one night. The people of a kingdom wake up the next day, usually after a severe storm, to find that their kingdom is not in the same place anymore. The neighbors to the north, east, south, and west, are all different. New treaties have to be signed. New trade routes established. Protections groups are sent out to discover where old enemies and allies are located on The Continent. Weaker nations escape from their oppressors. Evil nations have to find new nations to dominate if they can. Eventually all nations and territories adapt to their new situations and life goes on...until a few centuries later when it all happens again.

The last Great Migration only about five years ago, the COC was the hand of the Powers, using their curse and the Chaos Bell to rip the lands apart to stop the Northern God Ga'al from taking over the Southern Continent. As a last act for stopping the Migration for never ending, the CoC sacrificed their Chaos Tattoos, sending the power back into the Chaos Bell and halting the lands where they now lay.


At the end of the story, the Iron Adventurers find that Peerimus has led them to a still pond. The druid casts a spell on the pond (Arcane DC 19 Highlight to display spoiler: { Greater Scry}) and an image forms of a roguish-looking elf, clothed in leather-and-leaves with eyes like the center of the hottest furnace. The elf gives a half-cocked smile and speaks for all to hear.

"YOU WISH TO SEE THE BELL AGAIN? DON"T YOU TRUST ME, PEERIMUS?"

To all, it is immediately evident that they are in the presence of an Avatar of Eberyon, the King of the Fey!


Zeoll AC22, HP56 
Thursday February 21st, 2013 11:44:34 AM


Zeoll bows low. He recognizes the Fae King, for he has met him once before. He remembers how the Fae King awoke, and then wrought havoc on the civilizations of the Wold. He recalls how the Fae King was opposed by other great powers, and split himself into many avatars. Then Queen Maab sent the heroes of the Wold out in their groups, each one to track down an avatar, and to choose the King's fate: to Atone and Reform, to Die, or to go back to Sleep.

Zeoll, and the heroes of the Wold, voted for Atonement, and now the reformed King has disavowed his plan to destroy all the cities of the Wold; and he has offered friendship -- friendship that Zeoll, now a Cradled, has welcomed.

However, he is not sure that it is his place to speak. The King has spoken to Peerimus, and it seems rude to interrupt their conversation. The liontaur holds his tongue for now.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+14=16 ;
Thursday February 21st, 2013 1:11:13 PM

Restlin is so far out of his element that he doesn't even recognize a scry when he sees one; how unseemly.

The wizard feels no reverence for the Fae King. Restlin is quite fond of cities & hasn't forgotten the king's plans. The fact that a group of heroes voted to let him atone or face death doesn't fill Restlin with any real confidence that the king has indeed changed his ways.

He keeps this to himself, of course. Reformed or not he still wields more power than Restlin. That at least is something the wizard can admire. He continues staying out of the limelight, focusing instead on picking any bugs or branches out of his hair...

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+9=24 ;
Thursday February 21st, 2013 3:27:40 PM

Zane recognizes the scrying, but is a bit unsure how he should react to the Avatar of Eberyon, the King of the Fey. He may be a Drow, but he wasn't always so.....

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+17=18 ; d20+4=5 ; d20+4=17 ;
Thursday February 21st, 2013 4:40:02 PM

As the druid casts the spell an odd looking beetle catches Valla's eye causing the elf to be startled a bit when the Drow is seen in the water, speaking for all to hear. When the Fey King speaks of trusting him and knows we come to see the bell. Valla nods his head to the avatar. A drow! I'd never had guessed.

I'm.. He looks around and steps forward, We are afraid it may be in danger. We need to be sure nothing has happened to the bell.

Valla doesn't speak with an 'demanding' tone; but one of concern. He does understand what the Bell is capable of; and is sure it could be used for untold evil and catastrophic damage is used by the wrong person.

Valla thinks for a moment before speaking again. Eberyon; King of the Fey. Still a drow, only trusted on a case by case basis. Southern Power or not. He had planned on destroying all the cities.

King of the Fey; please set our minds to rest. Show us the bell. How is it that you keep it safe?

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 21st, 2013 5:35:40 PM

Beriothian has a momentary fear that the Iron Adventurers may somehow be pawns being used to lure the bell out of hiding so someone else can receive it or at least learn of what's protecting it... nah, it's just the natural paranoia he picked up back when he was a rogue.
I always think everything could be a trap... which is why I'm still alive.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday February 21st, 2013 8:58:54 PM

Wyaar nom nom noms on the food offered and listens to the druid speak.

When the avatar of Eberyon appears, he offers a deep bow of respect, but also remains silent as it was not him that was addressed... he IS a King after all.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20=19 ;
Thursday February 21st, 2013 11:57:22 PM

Bosk thanks Peerimus for his generosity and carefully places the unopened gourds between the corpse grog and pomfri in his bag. Talking about fermentation and distillation helps the horned cleric to relax a little more and reminds him of his past life back on the taur isles.

When Peerimus finishes his story the blond taur watches as the druid casts Greater Scry on the pond and a form appears in the water. Although Bosk is unaware of who the form is in the pool he quickly picks up on Zeoll's bow and does likewise. Silently he waits, deciding it best if one of the druids does the speaking.

Knowledge check = 22

Peerimus' Grove (co_DM SteveK) 
Friday February 22nd, 2013 11:21:44 AM

Zeoll recognizes the Fae King and bows low, recognizing the avatar, but is not sure that it is his place to speak and holds his tongue for now.

Restlin is so far out of his element that he doesn't even recognize a scry when he sees one! The wizard keeps this to himself, and stays out of the limelight, focusing instead on picking any bugs or branches out of his hair...

Zane recognizes the scrying, but is a bit unsure how he should react to the Avatar of Eberyon, the King of the Fey.

Valla quickly understands the waters must have played a trick on him, the elf in the water is NOT a Drow (Zane was speaking of Zane as drow). The headstrongedness of Valla has its virtues, one of which is the elf is not afraid of speaking out and afraid it may be in danger and would he kindly let the group see the Bell?

Beriothian has a momentary fear that the Iron Adventurers may somehow be pawns being used to lure the bell out of hiding, but then dismisses the thought. But thinking that everything COULD be a trap is the reason Beri is still alive...

Wyaar offers a deep bow of respect, but also remains silent as it was not him that was addressed.

Bosk thanks Peerimus for his generosity and listens carefully to the story. He doesn't recognize the avatar, but is quick enough on the uptake to copy Zeoll, and waiting silently for more.

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

Peerimus does not bow, but even the densest person in the Iron Adventurers can see that his attitude is more respectful and wary than during the picnic. He sidesteps the question of trust, and instead keeps on the same line as Valla. "These are a group of heroes called the Iron Adventurers. Torm from Hook City has told me about them and I see they may be useful. I ask not for my sake, but for their's to see the Bell."

The living avatar (or one of them anyways) of the Fey King suddenly laughs. "HOW DIPLOMATIC! PERHAPS YOU SHALL BE MY EMBASSADOR AFTER ALL?" The molten eyes dance with mischief and rapid changes of mood. The figure doesn't wait for a response before turning and allowing the pool's magical gaze to look beyond his shoulder. "LOOK THERE, VALLA CRUDARIAN, AND SEE THE CHAOS BELL AND THE GUARDIANS."

The vision seen through the still waters is a Large metal Bell with a crack in one side resting on a grassy area. Around the Bell are more figures; a matronly woman festooned with flowers, a humanoid ice elemental with eyes like a blizzard, an anthromorphic humanoid that looks to be made of pure Woldsblood, five women in a cluster all with robes and staffs and each a different age from childhood to ancient; a shining elf in greenleaf and a bow, a determined dwarf in mithril armor and axe... and there are shadows of still others, including a gray cloaked and towering figure that Bosk knows very well indeed!

The avatar of Eberyon speaks again. "LOOK WELL AND SEE THAT NONE WILL USE THE BELL UNTIL THE POWERS DECIDE IT IS NEEDED. TRY THEM OUT, PEERIMUS, TO FIND THE SHARD. IF THEY LIVE THEY MAY BE USEFUL. SURVIVAL OF THE FITTEST!" The molten eyed elf waves his hand and the spell ends.

Peerimus looks a little worn out, and it looks as if it is up to the Iron Adventurers to take the next steps in this riddle.

(ooc: any Iron Adventurer that visited Maab's Temple in Hook City Highlight to display spoiler: {recognizes the name 'Torm' is supposed to be the high priest there.})

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Friday February 22nd, 2013 2:32:04 PM

"That surprisingly like he may have given the dreams to those of us who had them, as well as describing a job for us to do. It's apparent that the majority of the bell is safe where it is, but that a small sliver of the bell was lost when it cracked.
Do you know when the crack happened by any chance? knowing when, might direct us to a location to begin our search for this shard of the Chaos Bell."


Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Zeoll AC22, HP56 
Friday February 22nd, 2013 4:18:41 PM


As the vision ends, Zeoll looks plainly at Peerimus. "I honor and love the Fae King, Peerrimus, but I do not trrust him. Howeverr, if you suggest we should look forr this sharrd, I will follow yourr suggestion."

"Can you tell us morre of the sharrd? And if you advise us to seek it, have you any idea how to starrt?"

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday February 22nd, 2013 8:43:43 PM

We don't need to trust him. I trust Gargul, the gray cloaked figure, and that is good enough for me.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Friday February 22nd, 2013 10:13:40 PM

Peerimus was talking to Torm about us? It's amazing how small the Wold seems some times... I hope we made a good impression when we visited the temple.

Sir, we do have a growing reputation in Hook City, but I am curious what Torm has told you... did he have anything to do with leading us here?


Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Saturday February 23rd, 2013 12:50:20 AM

I think your right, zane. Sounds like something bigger than us too

Valla asks the king, Why us? Is there a reason? Or moreso, why do you want the bell restored, what shall be done after we bring it back

Doing this may bring us more reknown, but for what cause. I dont want to help for a cause of destruction. Or bring another power above the others.

Finally, he asks, Useful for how?

Zeoll doesnt trust the king. Bosk trust gargul. Be he hasnt told us to do anything, why wouldnt he have just went through bosk. Hmmm... intriguing

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20=7 ;
Saturday February 23rd, 2013 1:55:56 PM

Restlin scratches his head. "I thought Gargul wasn't keen on the Southern Powers. Why was he mixed up in there? Are we sure that was really him?"

Restlin begins thinking to himself.

...and why is this so important that the Fey King took notice of Zeoll and whomever else had that vision? This feels weird.

The wizard ponders what he knows about the bell & why this shard may be so important.

***

Knowledge d20 roll = 7. Not sure which skill is more appropriate, so here's a list of my knowledge bonuses:

Arcana, local, history: +14
Religion: +8
Planes: +13

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Saturday February 23rd, 2013 4:44:54 PM

"If there are concerns we can, and likely would be wise to, check with the Queen. As far as the bell in concerned though I'd say it is safe".

The Direction of Dreams (co_DM SteveK) 
Sunday February 24th, 2013 9:40:11 AM

OOC: This is Monday's post. I will post next on Tuesday.
................

Zane hypothesizes that the dreams have been pushing them to find the Sliver of Bell, and asks Peerimus if he knows anything more.

Zeoll states that he honors, not trusts, the Fae King, and asks for the druid's suggestion.

Bosk is certain that with Gargul present, trust is not an issue with the Bell.

Beriothian walks with Peerimus and is interested in if their reputation or Torm's words may have been a reason the group is here now.

Valla thinks Zane is right. The elf has more questions for the Fae King, but the spell is broken and the questions only fall to the creaures in the grove. His final question is as intriguing as any other, if Gargul were involved, why didn't he just come out and talk to Bosk?

Restlin has always thought Gargul wasn't keen on the Southern Powers, and wonders why he is mixed up in there and what that was really him. The mage thinks that the Fey King sent the dreams, and ponders why this shard may be so important. It is Restlin's magical knowledge that comes to the front as he speculates that the Bell, being an epic powerful artifact and touched by EVERY Power in the Southern Continent ... why, even a piece of the Bell could have powerful properties like the Rod of Seven Parts... (ooc: love the constant skill rolls! Great way to advance the story!)

Wyaar suggests that they take their concerns to Queen Maab, but is satisfied that the Bell itself is safe.

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

Peerimus recovers rapidly, probably his inattention was due more to inward thinking than fatigue, and he is forthcoming with responses (if not certain answers) as the Iron Adventurers ask them.

"Eberyon is a Power to honor, not trust, but one who will gain the natural order it's rightful place in the Wold. The Fae Queen is good for her powers, but she is a preserver, a defender, a resister.... all passive traits. Eberyon is the creator and can change the status quo, a power for action instead of reaction. And that is why I hold him first to bring the natural Wold to prominence. But trust? No, I don't trust everything he says or does."

"As to the Powers, I don't claim to know their whole minds. A parents doesn't speak their whole mind to the babe, nor the child understand all the adult. What makes any of you so important and knowing that you should think you know everything that a Power wants or does? And that goes for your Gargul as well. He was there in the Children's contest against the northern Power of Ga'al, and was present in the birth of the Sargrass Power. I have travelled to his gray realm on behalf of heroic friends and cannot deny that he holds Power in the Southern Continent. But so do many others."

"For Visions and why you are here, I don't know why, but am pleased you are, for you seem to be the last piece of a puzzle. I did not send any dreams, and I don't think Eberyon did or he wouldn't have suggested I 'try you out'. As to Torm, we are old allies, and he is a part of my druid network. Just because I don't like cities doesn't mean I don't acknowledge their own power and that what happens in Hook City may affect my charge."
Peerimus smiles. "Torm has merely been telling me of the Iron Adventurers being a group who has been growing in power and reputation, and seems to still care for the helpless and innocent. That is a glowing recommendation for anyone who has lived in Hook City for a while. Power and Compassion? Very rare and worth watching."

"For the Shard, I never saw a break in the Bell until this vision, I didn't know it COULD be broken, but it now explains something that I have been investigating for months. There is an anomaly about the Gateway Downs town of Threshold, a growing evil. But it also has the power to keep me out and several of my former companions have tried to get to the town and met with the same resistance. If it is because of this Shard, I now know why!"


Peerimus has been walking with the group back to the picnic area, and as they return they see the picnic is cleaned up and the other guests have gone away. The group is alone in the grove except for Peerimus and the Large bear.

"When the Great Migration ended, it wasn't clean and everything went back to the way it was. Besides the lands being changed, the Sargrass closed or destroyed, and the Edge becoming a place of Power, there is another anomaly. It seems the lands are not as close, magically, as they once were. It is now impossible to teleport from one land to another. A mage has to teleport to the edge of his current land, walk over the border, and then can teleport again, but whisking oneself from Hook City to the Edge, for example, is now impossible. Also, it seems that every person is aligned with the Land that they are in. Trying to 'push' in to other anomalies can't happen... Except the Iron Adventurers, for some reason, can."

'The Children of Chaos spent some time cleaning up different anomalies and learning about still others. We were uniquely suited to do so because we had the Chaos Tattoos. When we gave those up, we are no longer able to shut down rogue anomalies like what is happening in Threshold."

"I am convinced the Shard is in Threshold and causing the anomaly, and that the Iron Adventures can pierce the protections and stop it. If you get the Shard, I want you to keep it and hide it away. I will work with two of my former companions, Firn'gaer and Rash, so they may build an artifact storage container for you in your Iron Tower for the Shard and any other cursed or powerful magic you may wish to keep safe."

"Deal?"




Zeoll AC22, HP56 
Sunday February 24th, 2013 11:25:52 AM


For Zeoll, who honors the Fae King as one of his Cradled, but who actually worships Queen Maab as one of her clerics, to hear the druid dismiss his Queen as merely a passive resister is a torment. But he masters himself, because a theological debate is not going to help the situation. He grinds his teeth and tunes back in just in time to hear the druid offer some concrete assistance.

Zeoll says that for himself, he is glad to accept Peerimus's advice and offer of help. But when the druid mentions Chaos Tattoos, he hits himself in the head in dismay.

"Sirr Peerrimus, I almost forrgot. We recently encounterred something like yourr Chaos Tattoo, and you should know about that too."

The liontaur recounts the entire story about the Mudtown protection gang they just defeated, and the odd tattoo one of the gang had, and all that the gang members told them about that.

OOC to DM Steve and fellow players: "Trying to 'push' in to other anomalies can't happen... Except the Iron Adventurers, for some reason, can ... the Iron Adventures can pierce the protections ..." HUH!? Kindly DM Steve, is he referring to something we've done? I can't think of any anomolies we have penetrated. What the heck is he talking about? Why would he think we can do that? I'm so confused.

DM SteveK: :-) Ask Peerimus. I wouldn't want to give too much out-of-character information.:-) Suffice to say that there is a reason from the Iron Adventurers' past that made Peerimus think this is true.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Sunday February 24th, 2013 11:55:51 AM

Interesting... im loving the story guys! Post coming later, and ya Zeoll said is true, i didnt get that part either.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Sunday February 24th, 2013 2:36:09 PM

The Horned Cleric looks puzzled. Are you saying all those times we traveled with Alistair's help (or someone elses), when we teleported in one way or another to the Land of Rest, where ever the area in the ring was, the temple of the Illithid, Heramar and the Sargrass, that it should not have been possible? That we should never have been able to magically leave the Hook City Region? That we must have some unique abillity to "pierce" that which blocks others travels?

Although Bosk is confused, he loves...no craves the idea of having such a unique and special abillity.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Sunday February 24th, 2013 5:15:05 PM

"You want evidence of our bending the rules of what most call the hard and fast laws of magic. Just look at me, a couple months ago I was completely different.
I remember my previous life as a Taur, a youth who was found on the wreckage of a Minotaur pre-salvage vessel, what most would call either a raider or a pirate ship. Growing up in a temple, trained in the martial arts, learning of my arcane and Draconic heritage.
Then I have this dream, and a few days later I awaken having undergone a very big change, I'm now what you see, a Drow, who uses a big blade, casts a lot of magic that enhances myself and probably others, and changed from being part Bronze dragon to being part Red dragon.
Now, you tell me whether or not we as a group have seemed to break the rules others live their lives by?"


Spell Info:

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(used/total)

0 level
unlimited

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0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Zeoll AC22, HP56 
Monday February 25th, 2013 9:39:52 AM


Zeoll looks puzzled, and listens carefully to Zane and Bosk. He is not convinced.

"Peerrimus, can you tell us morre? Arre my frreinds rright? Orr is therre some furrtherr rreason you say we have the powerr to penetrrate these anomolies?"

Zeoll's down-swishing tail and confused expression communicate his lack of understanding.

The Direction of Dreams, Addendum (co_DM SteveK) 
Monday February 25th, 2013 10:07:36 AM

ooc: OK, I promised no Monday post, but with 5 of 7 characters posting and it is only discussion, I thought it OK to have the heroes continue squeezing out information. :-)

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

"That you can travel is an effect of your current abilities to pierce the magical laws of the Southern Conintent", the elder druid replies to the various questions and queries. "The cause of your ability, I think, comes from other gifts that you have picked up earlier in your career."

Peerimus points to an earring of Bosk's. "That Luck Charm, for example, is a blessing of one power. Your ability to move to the Edge is another. And there is a sacredness about you that can give some of you another chance to cheat a doom which is still another. These all point that you are part of many lands in the Southern Continent, and so can travel more freely."

Then the druid holds up a warning hand. "Beware these gifts, for it will also mark you as disruptions of what should be, and bring the attraction of powerful adversaries. If you have these gifts, it may be best to use them and let them go rather than horde them for a long time."

"But for now, this ability to go to the Edge, or have Luck, or a Second Chance, will give you the ability to pierce the anomaly at Threshold, secure what is most probably the Shard, and then keep it safe away from any who would use its power for selfish ends."


Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20+11=25 ; d20+14=22 ;
Monday February 25th, 2013 11:43:02 AM

(Knowledge, Geography: 25)

"Threshold is some 300 miles away unless we cut through the Spirit Swamp. Does anyone have teleportation magic that will go more than a few feet? If not, that's a heck of a walk.

"We should check it out, though. If for no other reason that to see what's causing the disruption in teleportation in these parts."

The wizard ponders what could be responsible for them having the ability to move through where others can't. Was it their experience with The Edge & Heather? Wyaar wasn't around then, nor was Valla. Maybe they're close enough to those of us who were? He thinks on it...(knowledge, Arcana: 22).

DM SteveK: Restlin's active mind seems to align with what Peerimus has told them. Wyaar and Valla must be included because they are in the Iron Adventurers for some reason.

Zeoll AC22, HP56 
Monday February 25th, 2013 1:08:43 PM


The liontaur nods as Peerimus explains. "That all makes some sense," he murmurs.

Then Zeoll is eager to be off. "A rroad trrip to Thrreshhold sounds just fine!" he says. "Why rrush orr teleporrt if we arre not in a huge hurrry? Besides, we don't have any ability to teleporrt. And wherre magic fails, feet may serrve."

He pauses, and asks Peerrimus, "ARRE we in any hurrry, good drruid?"

OOC: Thanks for the extra post, Steve!

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday February 25th, 2013 2:07:57 PM

OOC: Yes, thanks for the post! :)

I wonder how these things allow the breaking of the Magical Law... Have we upset some continuum or a sort of "Traveling Dimension"?
Visibly Valla is staring up into the trees and sky; once again tracing at the scar on his face and neck;
Eh, no matter. What has come to be, HAS come to be. I'm glad to be a part of it, even if not responsible; Being held by laws and regulations is always a stab at the excitement of exploration. Besides, It's only known by us who's items and abilities allow this. To the public, the Iron Adventurers as a whole have the abilities and renown to travel freely. Meaning, my fame is sure to come soon enough! Whether it be as the Grand Elven Archer-Mage of the Iron Adventurers. Or Valla Crudarian; Powerful Wizard and Expert Archer Of Hook City!

Valla is intrigued at his friends gifts that allow the IA to travel more freely through the southern continent. And, after a bit of thought, very glad he's a part of the IA. Knowing it will further gain his name respect and power beyond what his father could ever achieve.

Being charged with finding the Chaos Bell Shard is truly something. If only I could find Him. If he's even still alive; he'd have no choice but to be proud. Peerrimus.. He may know something of an Elven Ranger; its at least possible.

After staring off for a few moments, Valla realizes he's in the middle of a conversation again. He quickly shakes his head from side to side and addresses Peerrimus and the Iron Adventurers.

SO, without these gifts we'd be at the mercy of the laws of Magic? Don't lose that earring Bosk!
Valla says with little humor in his voice. Hoping no one thought to much of him staring off lost in thought; Then the distance problem arises,

Do you think we could purchase a method of transport? Whether it be a teleport scroll or some other magical means of fast travel? At the very least, I think mounts of some sort would help with making the trip a bit faster, and the, no doubt, tiring trek across the lands. Not that I don't like traveling with you all; but these elven feet here are not necessarily made for such a task.

After speaking Valla finds a rock, tree stump or anything to set down on. Pulling out his long sword he simply stares at the engraving on the hilt; Crudarian engraved in flowing script.

He waves his hand about and finally points at Peerrimus; whispering under his breath.

Whispered Message to Peerrimus Highlight to display spoiler: { Have you ever heard of an Elf name Aramik Crudarian?}

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday February 25th, 2013 5:26:41 PM

"... and any other cursed or powerful magic you may wish to keep safe."
Just how much does this guy actually know about us... I hope it's just coincidence, but if word has gotten out about such things we could soon find ourselves growing targets.


If the Wold and the powers that govern it have given blessed us with such gifts then we are proud to use them to protect the land. You said that the artifact storage container would be to hold cursed and powerful magic items... I know the bell and shard are indeed items of great power, but are they actually cursed as well?

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Tuesday February 26th, 2013 9:12:08 AM

"Yes, 300 miles is quite a distance, but we can of course always just buy a cart and a couple horses. There's no need for us to have to walk that whole distance. We don't always need to travel by magical means, even if that's what we seem to have become famous, or infamous for depending on one's view."

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Zeoll AC22, HP56 
Tuesday February 26th, 2013 9:45:13 AM


"And what's wrrong with the paws that good Queen Maab gave you? Let's hoof it! You lazy slackerrs!"

Zeoll gently teases his travel-phobic friends.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Tuesday February 26th, 2013 11:19:45 AM

The horned cleric gives the whole matter some thought and is almost overwhelmed by the vast series of coincidences and parallels. I see nothing wrong with trying to take a horse and cart with us. Taking Peerimus words as fact, and assuming that this ability could "bring the attraction of powerful adversaries", it would be wise to ensure we do not tire ourselves out. Besides, we seem to find many items that would be convenient to transport on a cart. Carrying the witches cauldron would have been much easier (for Bosk, as he was the only one who could move it), and I would have loved to have been able to bring that magic tree and giant statue from the cave in the Sargrass with us that Valla recieved permission to go back and recover. It will be a loss to to the Wold if they were destroyed in the fire.

As for the earring, you have no need to worry about my losing it. Besides, I think these gifts run deeper than meets the eye. Our trip to The Edge changed us, did you not feel it? We saw creation itself, experienced death, the creation of life and the infinity of time. I myself was permanently marked by the Edge as I sought out the parallels between The Edge and Gargul while I contemplated their emphasis on the need to maintain balance. (Given the need for balance and the eye holy symbol I thought it might be a sect for Gargul)

Even now I have to wonder if this is all part of Gargul's plan. He himself is a traveler and I am his Eye, a follower of the travel domain. My very essence is split among the planes with my Shadow nailed in his thrown room in the Land of Rest and the Holy Symbol marking me his Grim Avenger on my forehead bares the plucked eye of Heather, holy symbol of the Kon of the Edge and token of the first lingering spirit I helped to cross over and whose untimely death we vindicated.

I may try divining Gargul's will, but it seems to me that this is our destiny. How may cursed and ritual items have we recovered? How many times has evil seemed to seek us out? This seems to be our destiny.


The Direction of Dreams, Addendum (co_DM SteveK) 
Tuesday February 26th, 2013 11:34:46 AM

Restlin considers his knowledge of geography and with horses, the group should be able to make the trip to Threshold in 10 days by taking the road. Cutting through a swamp reputed to be haunted and has no civilized holdings? Maybe shorter in straight distance, but the mage is certain that it will be much longer time-wise!

Restlin isn't sure if what Peerimus said is true or not, but the facts and assumptions fit in a reasonable pattern. If one reason teleportations don't work across land borders is because the people are now tied more closely to the land, and the Iron Adventurers have associations with more than one land through blessings of various Powers, then the Iron Adventurers may not be as tied to the land as much as other groups, and therefore can breech magic restrictions about multiple lands as long as they have those multiple blessings. It makes sense in theory.

Zeoll nods as Peerimus explains. "That all makes some sense," he murmurs, but the liontaur is eager to be off and out in the countryside, gently teasing his travel-phobic friends.

Valla has a lot to think about, not only hearing for the first time the 'why' of things around the Southern Continent by a reputable source (from all stories, Peerimus was one of the people responsible for the current situation in the Southern Continent!), but also by things from his past. Could someone knowing so much be of use in other ways? The elf with the scar seems determined to find out. Valla only Highlight to display spoiler: { A reply is whispered: I do not know that name. If you return from this mission successfully, I will ask a mage I know.}

Beriothian wonders just how much does this guy actually know about the Iron Adventurers. Was that comment knowledge of what they already have or a promise for more such missions to find dangerous magical items... even artifacts. The druid worries about word getting out about such things causing the IA to grow targets. Beri asks if the Bell is actually cursed. Peerimus shrugs. "We could never find any actual curse or evil about the Tattoos or the Bell, but the magic worked for its own purposes, many times using us as pawns. Most of my friends and I sure felt cursed!"

Zane suggests buying a cart and a couple horses for the trip, citing that they don't always need to travel by magical means.

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

"Was the man you saw the Tattoo on a monk?", is Peerimus' immediate reply when Zeoll mentions a broken bell tattoo. At the liontaur's affirmative, the great druid relaxes. "He must have been from the Savin Monk School in Heranmar. The initiates upon graduating take a brand, and the school masters have minor magics placed on the brand. You will be able to visit it yourself if you go into Heranmar."

Peerimus escorts the group to the cairn that marks the boundary of his woods. "Thank you for agreeing to look into this anomaly at Threshold. Find the cause and end it. If it is the Shard as we suspect, take it with you but keep it secret, keep it safe. In return, I will make contacts to set up a holding vault for you in your Iron Tower in Hook City. There is so much magic in that city that the auras will get lost in the general background, thus giving the vault another layer of protection."

"Remember, your gifts by other Powers should enable you to pierce the veil, but are also dangerous. There may come a time when you have to decide to sacrifice those gifts for the greater good."

"You may find nearly anything you want to buy in Heranmar. The INN is very good with room and board, and the General Store has access to the Catacombs, that magical emporium."


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

Excellent roleplaying, everyone! There was a fight planned if the group barrelled in or became belligerant. You not only didn't spring the fight, but your excellent role-playing fished out all the information of the scene without a hitch.

Everyone gets 5,800 xp

Zeoll AC22, HP56  d20+18=33 ;
Tuesday February 26th, 2013 11:49:15 AM


Zeoll mentions the girl ghosts in the Iron Tower, and asks Peerimus to make sure they are handled gently. He also warns that they may "play" with uninvited guests.

Thanking the druid for all his help and advice, Zeoll thinks about shopping in Heranmar. He asks Peerimus if he thinks a simple divination such as Locate Object would sense the shard. And has the group actually seen the shard, or just the empty place in the Bell it should occupy? Can the image of the shard be deduced from that, if necessary?

If it turns out that the Shard is like an artifact, then it will not detect as magic. In which case, one stealthy option is to commission a duplicate, sneak in, and replace the real one with the copy. If there is no objection, Zeoll will look into finding someone in Heranmar who can do this kind of work. He asks Peerimus of the metal of which the Bell is made, or at least of the metal it most resembles.

Gather Info to find a craftsman in Heranmar: 33

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Tuesday February 26th, 2013 2:33:25 PM

"A cart or horses may not be a bad idea... At the very least we will travel quicker. I do not know that I would say that this is Destined, but it does seem to be the will of the Powers".

Still, Wyaar is a servant of Maab and will ask Zeoll to see if be can divine her wishes in this matter as well as added his own questions in prayer to be sure this is the correct path.

Zeoll AC22, HP56 
Tuesday February 26th, 2013 2:53:58 PM

Zeoll says that they should not leave today, and tonite he will sleep on it and see if he learns anything in a dream.

That night, after looking for a crafter who can make a fake shard, the liontaur will meditate on the quest of travelling to Threshhold to find a shard of the Chaos Bell -- and then go to sleep. This is a reference to the Seer Read Dream ability.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Tuesday February 26th, 2013 7:26:39 PM

With the size of a couple of the groups members, Zane inquires about a wagon, for the taurs, and a coach for the non taurs. Also enough horses for a switch out, so they can cover more ground each day. Also about some people food, and animal feed because they won't be spending much time foraging for themselves.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+14=34 ;
Tuesday February 26th, 2013 8:04:52 PM

Do you think we need a second set of horses? I don't think that will save us that much time, and that would be a ton of feed to haul around. As far as food goes, I can prepare goodberry spells each day, that should help supplement any food needs. I wonder if horses can eat these...

knowledge (nature) horse diets=24 (of all the things to roll a nat-20 on...)

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20+11=25 ;
Tuesday February 26th, 2013 9:11:15 PM

Restlin will graciously thank Peerimus, then head to Heranmar & get himself a nice room for the night. He'll let those with more experience in this stuff haggle for a cart/horses.

He does take some time to carefully consider what spells to prepare for the road. He thinks about the area he's about to travel through and any dangers unique to the area (knowledge, geography: 25 again).

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20=20 ;
Wednesday February 27th, 2013 9:38:44 AM

Bosk thanks Peerimus once again and also ponders which spells to prepare for the trip and if it would be a waste of time and money to use divination to learn more about the shard. While the others debate how many horses to get Bosk spends his time looking at food and rations in order to be able to provide the group with something a little more enticing than the standard trail rations. The important thing is the spices. A man can live on trail rations from here 'til Judgment Day if he's got enough rosemary. The cleric is more than a little excited to be cooking on their journey. With all the groups magical transport and hired guides that provided food he had hardly had a chance to use his beautiful tortoise shell mess kit, and he has never had the opportunity to use his Deluxe Adventurer's Cooking Kit.

Cooking check for the journey = Natural 20 (Seriously I get rolls under 5 almost all year and this is my Natural 20!) Looks like we will be eating well!

Into Heranmar (co_DM SteveK) 
Wednesday February 27th, 2013 10:54:13 AM

Zeoll mentions the girl ghosts in the Iron Tower, but realizes Peerimus is not planning on having any of his friends to go to the Iron Tower until the group has ended the problem at Threshold and returned to their own home. The group has not seen the Shard, nor can the size or shape be deduced from the empty place in the Bell with the seconds that the group was able to see of it.

Wyaar thinks a cart or horses is a good idea, thinking that at least they will travel quicker.

Zane inquires about a wagon and coach and enough horses for a switch out, so they can cover more ground each day. Also about some people food, and animal feed because they won't be spending much time foraging for themselves.

Beriothian questions the need for a second set of horses because of the problem of feeding them. As for the heroes, why, that's what Goodberry is for, right? I don't think that will save us that much time, and that would be a ton of feed to haul around. As far as food goes, I can prepare goodberry spells each day, that should help supplement any food needs. Goodberry can also work on horses, but being Large, would require 2 for each meal.

Restlin will head to Heranmar & get himself a nice room for the night. He'll let those with more experience in this stuff haggle for a cart/horses. He considers what he knows about the environment.

The Great Forest is loosely populated by stockades of tough farmers and woodsmen, and interspersed with other monstrous races or slyvan landscapes. The forest is predominantly deciduous, broad-leafed trees with groves of pines that can go on for acres (mostly nearer the mountains).

The Spirit Swamp is a vestige of the 50 Years of Rain that was punishment for faithlessness in Gateway Downs, and is very boggy with heavy undergrowth, quicksand, and floating islands of sod. The only roads within the Spirit Swamp are elevated earthen causeways with many bridges and camping areas located every 10 miles. Of course, these camping areas are known to the wet denizens of the Spirit Swamp, and so are a favorite spot for ambush and raid.

Cliffport and the area around the Cliffs of the Great Migration used to be a gentle seaside area until the Great Migration occured which pushed the land hundreds of feet into the air. A windswept moorland, the clifftop is nearly barren of trees, with only bracken and hedgerows for small animals to hide.

Bosk spends his time looking at providing the group with meals more enticing than trail rations. He is excited about the opportunity to utilize his Deluxe Adventurer's Cooking Kit.

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

The Iron Adventurers walk to Heranmar and enter. Upon the approach, one can notice a lot of activity at the Quarry, a deep-bass roar of a dwarven overseer cutting across the fields as the party walks down the North Road. This is in fact the first hint that Heranmar doesn't like to change. Clearly the "north road" is an east-west road, but the people of Heranmar haven't changed the name even though the Great Migration has changed the directions of the land!

On entering, the group is easily able to see "Savin's Monk School" at the first cross-roads. Taking the seaward walk near the Heranmar wall, the Iron Adventurers are quickly able to walk through most of the town. They can hear fishermen hawking their wares outside the seawall and see there are two ocean-going vessels in port, their masts standing proudly over the wall. They pass the Quendeck Mansion, now the seat of government in Heranmar, and all traces of damage from the hurricane the year before finally repaired. Snuggled up close to the South Gate (which points West) and the Guardsman's Barracks is the INN at Heranmar, and across the way is the General Store (with its backroom that leads to the Catacombs). In one of these two places, the Iron Adventurers are able to find just about anything they are looking for.

Restlin gets his fine meal, hot bath, and soft bed at the INN. The Innkeeper, a fat, bald, happy man named Chester is more than happy to banter stories of the roads to Threshold and what may be on them in this season. A dwarf, fat but with the moves and muscles of a warrior, sits to with an enormous dinner, and also passes the time with Restlin and any other adventurer. "Durgan", he says by way of introduction, "and you can get about anywhere in the Gateway Downs if you look like you are ready for trouble. Robbers are cowards at heart."

Bosk finds the General Store manager, a waif of a girl named Holly, surprisingly exuberant about packing flavorful options for food. "It's about time there comes an adventuring group that is interested in GOOD food!", she exclaims, and is able to provide the minotaur many basic herbal leaves, dried and in glass pots, all of which are in a leather-and-wood case for only 50gp. The herbs include Sage, Mint, Basil, Rosemary, Oregano, Salt, Black Pepper, Hot Pepper, Dill, Nutmeg, Sesame, and Poppy. "All the local spices", she affirms. For free, Holly also provides a recipe for baking Stingroot.

Nearby, a Stable stands, and the group can purchase horses, tack, saddles, and carts or wagons at the usual price. (ooc: all purchases must be annotated on Character Sheet and reduce money on hand.)

That night, Zeoll dreams of travelling to Threshold to find a shard of the Chaos Bell, and dreams of an enormous monster running through the woods...


Zeoll AC22, HP56 
Wednesday February 27th, 2013 11:35:11 AM


In the morning, Zeoll tells his friends about his dreams. "It was a vast thing, crrashing through brramble and brracken and running past trrees. I could not sense its intentions, but it seemed dangerrous to me. My intuition is that if it could fly, it would have been in the airr. As forr me, I intend to visit the Catacombs and purrchase a Potion of Fly. Worrd to the wise!"

Zeoll makes a quick Catacombs run!

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells) 
Wednesday February 27th, 2013 12:15:15 PM

Restlin nods at Zeoll's story, glad to have fly prepared already.

"The area we'll be travelling through, at least for the first two-thirds of our journey, is ripe with areas suited for an ambush. If any of you have some sort of alarm magic or divinations that will help, you'd do well to prepare them. I can keep an eye out for any magical auras approaching, but that won't help if a pack of dire wolves decide to make a meal from our horses."

Restlin asks how much the equipment was so he can pay his fair share as well.

Still not comfortable with this whole "piousness" thing he's supposed to have as a cleric, the wizard launches into another one-sided conversation with Wardd, hoping the god will take notice and grant good fortune on their upcoming journey.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Wednesday February 27th, 2013 7:52:43 PM

"I'm willing to purchase the wagons and carriage as well as the horses needed to pull them. I'll even hire the drivers needed to get them from here to where we are going and then back to Hook City. but if someone else can pay for the supplies both people food and horse food it would be a great assistance.
I figure 2 heavy wagons, 1 carriage and 5 heavy horses, but not combat trained.
As to needing fly potion, I'll be fine, remember I'm part dragon heritage, I can cast the spell."


Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Wednesday February 27th, 2013 8:36:45 PM

Wyaar will get himself a combat trained heavy horse, saddle and the like.
"I'd rather not be stuck in a carriage if things go bad, but otherwise I think the plan is a good one. I must admit Zeoll's vision of a massive creature chasing us does not bode well though."

-----

Ill throw 500 GP at the supplies and horse. Wyaar's horse and equip would be 332 of that

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  2d6=5 ; 2d6=9 ; 2d6=7 ; 2d6=4 ; 2d6=8 ; 2d6=11 ;
Wednesday February 27th, 2013 9:43:33 PM

I'm more than happy to pay anything needed to keep the horses healthy and well fed. If these wonderful creatures are going to help us then we should do what we can for them as well. I believe Bosk was looking at food for humans, and I will supplement that with as many goodberries as I can.


ooc:I rolled for Goodberry's, assuming I can re-enter the druid forest or find berries growing somewhere else close by. 44 total.

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Preparing for Travel (co_DM SteveK) 
Thursday February 28th, 2013 10:13:25 AM

Zeoll tells everyone about his dream and makes a Catacombs run.

Restlin tells everyone about the geography from Heranmar to Threshold.

Zane offers to buy everything from horses to wagons to a carriage to people to handle and take care of all the equipment, if someone else will buy provisions.

Wyaar is all ready to buy his own warhorse and equipment and chip in some more gold for provisions.

Beri prepares by memorizing 6 Goodberry spells. With a little search (Survival DC 16 auto success for Beri), the druid is able to find enough berries to make 44 Goodberries which will last 8 days before the magic runs out, and will last almost 5 days if they only feed the Iron Adventurers. (5 Medium + 2 Large = 9 berries/day = 45 berries in 5 days)

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

The Stable Master seems a good sort. Though he isn't interested in knowing anything about anything more than a day's walk from Heranmar, he is concerned about his animals. "A little advice for ye, ye ken?" And then the Stable Master lays out the logistical problem the Iron Adventurers are setting for themselves.

"Walking on shank's mare and skilled as you all are, you can get just about anywhere eventually without having to feed or defend more things, eh? Your problem is wanting to go faster. The first problem is that if you want to stay as a group, you have to stay at the slowest pace, ye ken? So..."

(From Pathfinder Environment Chapter)

20ft per round = 16 miles per day = 19 days to Threshold
30ft per round = 24 miles per day = 12.5 days to Threshold
40ft per round = 32 miles per day = 9.5 days to Threshold

Encumbered humans, minotaurs, and Wagons move at 16 miles per day
Lightly encumbered humans, encumbered horses move at 24 miles per day
Lightly encumbered horses and liontaurs move at 32 miles per day.

"Wagons will slow the party down, not speed you up.", says the Stable Master. "Further, Sir Wyaar, you may want a warhorse, but can you handle one? You don't sound like you know horses. If you want to buy one, I'll sell, but take some free advice, ye ken? If you get into a fight, dismount. You won't do the horse or yourself any good by staying in the saddle."

..........

NOTES

1 - Beri taking 10 on Survival (DC 26) can easily feed the party without horses for twice the pace. (ie, will take 38 days to get to Threshold)

2- Beri casting Goodberry enough for 9 berries per day will allow party to travel to Threshold in 19 days with no extra equipment/horses.

3- With an Extended Longstrider spell (range:personal) for Bosk and a riding horse for Wyaar, the party could travel at 24 miles per day and get to Threshold in 12.5 days, and Beri would need 11 berries per day.

4- With a Carriage for Bosk, 4 horses for the Carriage, a Horse for Wyaar, the party could make it to Threshold in 12.5 days and Beri would need 19 berries per day.

5- Wyaar would need Handle Animal DC 10 to have a mount perform a 'trick' like attack and Wyaar has a HA skill of +0. 50% chance.

6- Wyaar would need Ride DC 20 to control a mount in combat and Wyaar has Ride skill of +7. Less than 50% chance.



Zeoll AC22, HP56 
Thursday February 28th, 2013 2:37:38 PM

Zeoll returns, having bought some scrolls at the Catacombs. "This 'rreading' thing is coming in handy," he says. "Don't know why I put off learrning how forr so long."

Regarding the speed/wagon debate, he intends to walk, himself, which is fine, and he urges everyone else to keep up!

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 28th, 2013 5:30:39 PM

ooc: post coming late tonight, but wanted to let you know before I head out that Beri will be happy to keep casting goodberry throughout the trip

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 28th, 2013 9:14:18 PM

Well, my personal preference is not to put our burden on the innocent creatures of the Wold unless it's truly necessary, but I'm also aware that I have the ability to change form into something that would make travel easier. Since our main goal was speed I think it's best we go without horses.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Thursday February 28th, 2013 9:19:18 PM

Bosk pays the lady for the spices and thanks her for the recipe. I cannot tell you how much more enjoyable this will make our trip. He also prepares a Fly spell at Zeoll's suggestion. As they discuss travel arrangements the cleric frowns at the idea of taking a carriage and needing four horses to pull him. I am fine walking, and can use a long strider spell if you want to move faster. Does anyone have an extend rod, or would a potion be better?

ooc: Does anyone have an extend rod, or do I need to buy long strider potions?

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells) 
Thursday February 28th, 2013 10:08:48 PM

Restlin pipes up, "no extend rod here. I have a silent metamagic rod, but that won't help.

"I'm also on board with no horses if that's how we want to go with things, but let's get moving while it's still morning, yes?"

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday February 28th, 2013 10:11:00 PM

"I appreciate your concern, my friend, but I've little intention of taking the horse into battle... I would simply prefer it not throw me before I get the chance to get off on my own terms." Wyaar tells the stableman and buys the mount just the same.

~~~~~~~~

OOC: You don't need the DC 20 ride check to a control a combat trained mount in combat and I've no intention of having it attack =) Not unless we get low on rations and need the meat after it gets slaughtered.

DM SteveK: oops, you are right. dismounting a warhorse if attacked will require Wyaar only 2 Ride Rolls, DC10 to control the mount and then a DC20 to fast dismount as a free action. If he fails the fast dismount, he can still get off a controlled horse but will take a move action.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday February 28th, 2013 11:20:23 PM

ooc; I'm posting now; long one too; for the last few days.... I apologize guys. I had put Hook on Back burner to Dming and my "Main" game for the past few days due to REALLY long work hours. getting used to a new schedule AND having to DM a interesting battle caught up to me.. I won't let it happen again.. Don't Kill Me :)

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+17=26 ; d20+10=21 ; d20+4=23 ;
Friday March 1st, 2013 12:30:19 AM

Valla nods to Peerrimus and Salutes him before they leave.

I'll give it my all Master Druid. I give you my word...
=============
During their initial entrance to Hernmar; Valla looks at the ships' mast's with interest having never seen a boat bigger than a canoe or small fishing boat before. Then the roads. "North" road heads east; "East" road heads south? Why don't they just name the road for which cardinal its Currently facing? Does West road exist? Does it head east?

Valla also follows Bosk to the Spice Shop; wanting to keep the big guy company and also give his own opinion of what to get. Seems like you've gotten everything big guy. Maybe some garlic?
Not having any extra money after getting a load of new stuff once he returned to Hook from the evil tentacles lair; he didn't even bother going to the catacombs. I've gotten plenty as is...

He does however get himself a room at the Inn as well. The bath refreshing as could be after the muddy fight they'd been in; and never been cleaned after. Before he settles down for bed he mixes up a quick potion of Shield. Upon waking the next morning he switches up a few prepared spells.
(To Brew Potion: Spell Craft 26 or Craft(alchemy) 21. DC's like 5-15 I believe....
=====================

Valla wakes up hearing about Zeolls dream; Thats not good Zeoll... If anything at all; its a warning I believe. You seem to be having dreams that present to you our very near future. A fly spell prepared indeed. Valla takes his companions advice and then begins to think about the horses.

As much as I love to travel on horse back; I don't think I can afford one... He chuckles a bit when the man gives Wyaar a hard time about his war horse; but nods at his friends confidence when he buys it anyway;
I gotta sell something If needed now; to ride alongside Wyaar. The horse may be of use later on as well.

So; everyone. As I said before; I really don't wish to walk; Wyaar I see you've bought yourself a horse; and also said you'd help buy some of the equipment for the journey. I've only got 25 gold; and thats counting my silver and copper. See; spending those eternal two years in the Black Slimy Tentacle Demi-Gods plane really put an ugly stopper into any way of making gold for myself. Now; I could surely go and sell something to the Catacombs; but that would take some time I'm sure. Valla paces in front of a particular war horse.
A normal; untrained horse would work; but Wyaar; what if were attacked? It'd do us no good for it to buck me off and take off running! A waste of gold that would be. So; I've come to the conclusion; pitching in the other 107 gold for me to own the beauty, and everything she'd need for me to ride, would surely be worth it. Plus, and this is an added bonus my friend, I'll pay you back every copper as soon as I'm able. Or; you can choose anyone of my pre-brewed potions; knocking their value from my debt.

Nightfall

Valla walks up to the Horse and begins to pet it, after a few moments it begins to lick his hand and nudge him to keep giving it praise; Handle Animal: 23

See Iron Adventurers? This horse is just.... Well.... My Animal Soul Mate I believe. If, you, Wyaar, or anyone else would care to loan me this; really, small amount of gold. I'd be forever grateful. As I said; I can pay you in potions right now. Their in my Haversack organized and safe. So; He looks at everyone;

What do you say? And I give you all my word; I'll not fall behind, nor run out up ahead.
==============
Potions Valla has to Offer:
Shield x2; Enlarge Person; Disguise Self; Resist Energy x2; False Life; and Cats Grace.

He also has a scroll of Tounges and Fly; trading one of the two scrolls if someone bought a heavy war horse and feed instead.
====================
Any suggestions of other spells I should prepare? Creating a link to just my Spell List now.

Prepared spells: *= Bonus Evocation Spells
0: touch of fatigue* , message, ray of frost, Light, ghost sound
1st: Feather Fall, Shocking grasp*, Shocking Grasp, Ray of Enfeeblement, Alarm, Dark Vision
2nd: Scorching Ray*, Cat's Grace, Resist Energy, Eagles Splendor, Flaming Sphere
3rd: Fireball*, Flame Arrow, Dispel Magic, Fly

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday March 1st, 2013 12:43:49 AM

Bosk will loan Valla the money.

Zeoll AC22, HP56 
Friday March 1st, 2013 6:29:56 AM

Zeoll will GIVE Valla the money! Ha!

Travelling to Threshold (co_DM SteveK) 
Friday March 1st, 2013 9:55:50 AM

Zeoll buys some scrolls at the Catacombs, and tells his friends that he intends to walk, and urges everyone else to keep up!

Beriothian thinks that since our main goal was speed, they best go without horses.

Bosk frowns at the idea of a carriage just for him and looks to have some Extended Longstrider potions to go faster if he needs to (since Longstrider is a Personal spell, and none of the others can cast it on Bosk.) Although getting a Extended Longstrider for 10 hours requires a CL 5 and each potion will cost 300gp. Per day of travel. Getting to Threshold 10 days faster in this method will cost the minotaur 3,000 Gold!

Restlin gets antsy and wants to move out in the morning, with or without horses. The spellcaster got a bed for the night, and there is plenty of time for the rest of the group to make all their decisions in the day left from the time the group left Peerimus' grove and the rest of the day in Heranmar. Restlin is sure they will be able to get an early start tomorrow morning.

Wyaar appreciates the Stable Master's concern, but knows better than the man his own capabilities, and purchases the mount and equipment..

Valla intends to do all he can about Threshold, and for more reasons than most of the Iron Adventurers. The elf seems to like the town but teases about their road names. Valla follows Bosk to the General Store and the spices, asking about garlic. Holly looks up, startled at not having noticed the soft-footed elf with the minotaur in front, and then further startled by Valla's scars. But for garlic she points up. "Garlic isn't a spice", she counters while pointing to the strings of garlic, onions, well-cured sausages and potatoes hanging from the rafters, "it is a popular vegetable for the long-voyage fishermen and very common. You can have a string for five silver."

Valla further wants a good bath, dinner, and room, and even has time to mix up a potion.

Finally, the elf would love to travel on horseback, but can't afford even a riding pony let alone a war destrieder like Wyaar. Problem is solved when Zeoll gives him the money!

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

Plans made, with Wyaar and Valla both mounted and everyone else on foot, hoof, or paw; the Iron Adventurers set off West (on the South Road), past the Standing Stones of the Crones (where they get a tentative wave from a much more humble Fithster), and they are off!

There is no great hurry, and it takes nineteen days of travel for the heroes to go from Heranmar to Threshold. For the first ten days, most of the travel has been on a Trade Road through large tracks of forest and wet, swampy areas with occasional settlements, but no reason to linger. Beri has to make 13 berries per day to keep the heroes and 2 horses fully fed, and Bosk practices his culinary skills nightly. There had been no trouble in the Great Forest, and while there were occasional eyes in the night while camping out on the Causeway through the Spirit Swamp, the aquatic denizens must have decided on discretion. The Iron Adventurers are not disturbed by day or night.

On the sixteenth day, the land has marched upward until the Trade Road tops a saddle formed by the northern tip of the Grey Tooth Mountains, and the heroes can see miles in every direction. Behind them are the high moors of the Cliffs Region. To the South the Grey Tooth Mountains march in ever higher majesty until they meet the Grey Divide 150 miles away. In front of them is a gentler descent to sylvan forests, streams, and virgin land of the Wane Downs. Lake Wane is close to the southwest, and Threshold is still 42 miles and 3 days travel away.

(co-DM JonT will be taking over on Monday! I have been enjoying my time as DM with you!)

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday March 1st, 2013 12:54:38 PM

ooc: Does no one have an extend rod anymore?

Zeoll AC22, HP56 
Friday March 1st, 2013 1:02:14 PM

Zeoll tells his friend that he has a rod of lesser extension, and if it will speed our trip, he is more than welcome to use it on the road.

The liontaur is glad to be out in Queen Maab's domain, and he enjoys breathing the fresh air and stretching his legs.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Friday March 1st, 2013 1:58:20 PM

Zane mentions he used to have a rod, but when his change happened, it went with some of his other gear for more combat related gear, but buying one, two or even three of them is high up on his list of needed magic gear.

"Hell of a view from up here, but I can honestly say I don't wanna live here."

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Friday March 1st, 2013 8:53:00 PM

Well, we should be relatively safe until we are out of the open are, but as we get nearer to our goal we should probably make sure we are prepared for combat.

ooc: is it safe to assume I've just been replacing the eaten Goodberries each day and currently have 44 on me?

I'll update my spell list tomorrow.

co_DM SteveK: Yes, as long as you have used 6 Goodberry spells per day, Beri can still have 44 Goodberry spells.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=17 ;
Friday March 1st, 2013 10:18:18 PM

Wyaar brings his horse to a stop at the top of the rise and rests his hands on the saddle and simply takes in the view for a long moment. While he spent much of his life in Mudtown and Hook City to a lesser extent, he still loved travelling and being out in nature. However, he does give a glance towards Restlin to see how he is holding up. In the short time he's known the young wizard, he hasn't known him to particularly keen on travelling. In the woods and swamp and all that wondrous dirt.

Perception: 17 if needed

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20+12=14 ;
Saturday March 2nd, 2013 7:07:29 PM

They consider garlic a vegetable here? I love this town!!! There is nothing like fresh roasted garlic in olive oil until it becomes soft and sweet. I'll take two strings of those as well and a gallon of whatever local beer or ale you have please. With his purchases in order the cleric joins the others and learns about the final travel arrangements. As they discuss the plans he is glad to learn that the group still has an extend rod. Thank you for offering the use of your rod Zeoll, but it looks like we aren't in such a rush that it will be necessary. However it is good to know you have one should the need arise

Over the next few days Bosk hones his cooking skills making a large variety of meals using both the supplies he ought and those nature provided. As the group crests the Gray Tooth, Bosk jogs up the mountain, glad for a rest at the top. Garul's Eye, it is beautiful up here. The cleric sits down too rest a moment as he takes in the scenery.He pulls a couple of simple drop biscuits out of his pocket that were let over from the previous evening's meal and sits down for a quick snack. Between bites he asks if they plan to set up camp at their current location and if he should get a fire going. I was thinking about doing something special for dinner tonight. How does trying out that Stingroot recipe sound? I will even break the ale. Who knows when the next time we can have a good meal and relax will be.
If the group decides to stop Bosk will begin preparing the meal and pull the keg out of his bag of holding and pass around the cups from his mess kits, pouring his in the enchanted goblet he won that automatically warms or chills any drink within to the perfect temperature.

Perception = 14

DM JonathanT - I'm back! 
Saturday March 2nd, 2013 8:30:42 PM

DM OOC: lurking.


Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Sunday March 3rd, 2013 9:21:04 PM

ooc: The berries last one day per level, and at 2d4 berries I only need an average of 3 spells to replace slightly more than we consume, can I stick with 3 goodberry spells and 3 other level one spells?

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=19 ; d20+9=29 ; d20+8=27 ; d20+8=10 ; d20+12=16 ;
Sunday March 3rd, 2013 11:44:43 PM

Valla enjoys the ride on his beautiful Nightfall. Valla stays quiet and alert through the swamps, the wet air and slimy aura of the place remind him of the Demi-gods plane and hes noticeably more at ease when they leave the areas. The forest was different though. He periodically stops to check out the flora, attempting to name each as he happens upon them. (K.nature 19)

Stopping atop the mountain Valla lets his gaze wonder the horizon. The amazing view leaving him lost in his gaze for the first moments of cresting the hill. Finally he snaps back at the mention of combat closer to their destination.

Ive prepared spells accordingly, what might we encounter in the last days of our journey? It seems weve managed to avoid Zeolls Dream Chaser. And yes, Id love fo camp under the stars, as close as we can get to them now... That recipe sounds like an interesting meal. Ill think on what may lye ahead.
====================
(K.local 29; k.Geography 27; K.Historby (take ten) 19; K. Dungeon (take ten) 22) Not sure which Knowledge; so i included ones i thought were relevant. Rolled for the two i took ten on in case I cant take ten

Zeoll AC22, HP56 
Monday March 4th, 2013 9:54:00 AM


"In my drream, it was chasing me thrrough woods. Can we avoid yon forrest, orr is it inextrricably in ourr path?"

If our path is through trees, Zeoll will be walking through the woods with his shield in one hand and his fly scroll in the other!

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells) 
Monday March 4th, 2013 10:00:46 AM

"We can stick to roads the entire trip, but those roads lead through swamp and forest. Unless we have some method of flying over all of that, there's not much we can do."

Zeoll AC22, HP56 
Monday March 4th, 2013 10:24:45 AM

"Well, let us prress on, then," says Zeoll, "and trrust in fate and skill to brring us thrrough, if the Twilight Lady wills it."

DM JonathanT - I'm back! 
Monday March 4th, 2013 2:25:13 PM

DM OOC: can you guys give me a marching order and refresh my memory of who is mounted and who is afoot/ahoof? Did you guys end up with a cart? It didn't seem like you did but I want to make sure.

Thanks.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday March 4th, 2013 3:11:27 PM

Valla would be in the middle or rear of the group and is riding upon a black warhorse named "Nightfall"

Thanks Zeoll,btw, for the help with purchasing her :)

Zeoll AC22, HP56 
Monday March 4th, 2013 3:40:07 PM


We did not have a marching order per se, but Zeoll will stay in the middle of the group.

OOC: Updated Zeoll's sheet for latest purchases and gifted Valla 200 gp.

Zeoll keeps his extended Mage Armor and extended False Life up all day (lasts 12 hours) ... and he is letting Bosk use his rod for an extended Longstrider as well, which uses all three of his rod charges per day. Zeoll quietly resolves to acquire another lesser meta rod of extend next time he comes into some treasure.

BTW, I think we are using this option for long-range movement: 3 - With an Extended Longstrider spell (range:personal) for Bosk and a riding horse for Wyaar, the party could travel at 24 miles per day and get to Threshold in 12.5 days, and Beri would need 11 berries per day.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday March 4th, 2013 5:28:35 PM

I'll take second from the back... I'm on foot

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Monday March 4th, 2013 5:32:33 PM

Wyaar will take point unless Bosk really wants it. He is mounted.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Monday March 4th, 2013 8:11:07 PM

Zane has no problem being in the middle, he does need a bit of time to prep from a fight.....

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells) 
Monday March 4th, 2013 9:16:20 PM

Restlin will ride a summoned mount second from the front. His mage armor won't last all day, so he'll ride w/o it. Should the first half of the day go w/o issue, he'll cast it at 2:00.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday March 4th, 2013 11:30:42 PM

Bosk is on foot and will take 2nd from the front (he is a tall, large sized taur).

DM JonathanT - no wood chucks in these woods! 
Monday March 4th, 2013 11:31:33 PM

Zeoll offers the use of his Rod of Lesser Extension. This helps with spells to increase their travel speed and they make good time.

The Goodberries keep the party from having to go out and hunt for food and the horses, browsing overnight, along with Goodberries, stay healthy.

Beriothian comments that they should be relatively safe (DM: hahahahaha) while out in the open but to be very weary when they get closer to their goal.

Wayaar enjoys the view atop a rise a couple of weeks into the trip. He wonders how his wizard friends is holding up with the extened outdoorsy life.

Bosk gets a chance to experiment (DM:if you really want to know how your cooking goes, you'll need some cooking Skill checks.) with some of the stuff he bought. Good time to experiment, since there is no other food joint nearby.

Valla takes the scenery in but for curiosity sake and takes note of the varied vegetation. He attempts to name types of vegetation, perhaps to impress his friends or just to excersise his memory, and succeeds very well at first. But his knowledge falters some at the Swamps, and the farther away they go, some unusual plants crop up that he has no idea what they are. Good thing there are some basic ones throughout the Southern Continent he easily identifies.

Looking on from the saddle formed by they Grey Tooth Mountains, the Trade Road leads downward into a thick forest.

Zeoll recounts his dream in which he was being chased throuh woods and wonders if the forrest can be avoided. Unfortunately, unless all can fly for several days, it cannot. The road carves a path into the thick woods.

Good thing that the Party has used some magical means to hasten their travel, for as they speculate upon the woods and what may lie withing that will or may, fullfil Zeoll's dream, they figure they have only two days to go to reach Threshold.

After a brief rest, you plunge down the road and into the forest. As you travel, you notice the road getting narrower and narrower, the woods getting closer to the Trade Road, with more underbrush and twisty roots.
This goes on ever so gradually from one mile after the next. The sun dims as soon as you enter the forest and gets dimmer as the road goes deeper into the forest. By the end of the first day, the woods become ever more oppressive and the whole area quieter, the closeness of the trees amplifying your noise.
No animal is seen, and a sense of furtive waiting lays over the forest.

That first night is tense and dark enough to cut with a knife. Dawn does not bring the brightness you are used to and your cookfire only offers meager warmth.

Feeling fortunate that nothing except bad dreams, perhaps, disturbed the night, (not even the usual night sounds), you gather up your stuff again and head onward along the narrow strip of a road, barely wide enoug for two abreast now.

You have only been on the road about an hour after a brief lunch break when rustling in the woods, the first true sounds from the woods that you've heard since you entered them, is heard coming from your left!

DM Note: Map coming next round, not necessary at this point.

DM Note 2: Perception checks might come in handy. And any other checks you'd like to try out.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Tuesday March 5th, 2013 12:47:54 AM

ooc: I rolled a single cooking check before we headed out for the meals. made this trip and rolled a natural 20 (Since it was for RP I thought rolling every meal a little excessive.

DM JonathanT: missed that part. The only problem would be if you rolled a 1. :)

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20+7=21 ; d20+7=25 ; d20=6 ;
Tuesday March 5th, 2013 7:51:06 AM

Restlin spends two days practicing his prestidigitation. He constantly removes the sweat and dirt. He creates a minor force barrier to keep insects away. He tries to ignore the smells of nature but my goodness horses can produce some foul odors.

He briefly wonders if maybe a life cloistered in Hook City has affected him more than he realizes. Even people in other major cities around The Wold have to put up with these inconveniences daily. He eventually resigns himself to his fate & keeps the prestidigitations coming.

A simply smiles at Wyarr and gives a thumbs up when he sees the paladin glancing his way.

Upon hearing the rustling, Restlin will cast mage armor if it's before 2:00. He'll scan the brush and remember what he knows about the area he's in & what could be out there...

Perception rolls: 21, 25
Knowledge, geography: 17

***

My apologies for being flaky about posting the last two weeks. Things have finally gotten back to normal and I should reliable again from here on out.

Zeoll AC22, HP56+14  d10+6=14 ; d10+23=27 ; d10+23=30 ; d10+23=28 ;
Tuesday March 5th, 2013 10:06:00 AM


[rolling hp for False Life ... 14 woot!]

Zeoll casts Elf Vision and looks around to see what he can see.

Perception checks: 27, 30, 28

Then Zeoll uses his fey domain Hide Away ability to become invisible as a move action.

DM SANITY INFO ==========

Current Effects:
Mage Armor 12 hrs
False Life (+14hp) 12 hrs
Elf Vision lasts 1 hour
Invisible from Hide Away (fey domain ability) lasts one round

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8 (mage armor)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 3 of 3

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+6=14 ; d20+6=20 ;
Tuesday March 5th, 2013 10:12:22 AM

Zane joins Restlin in casting Mage Armor, his spells rest at 6am, so he really don't care what time it is.

perception, 14 20

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
1/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=24 ;
Tuesday March 5th, 2013 2:15:26 PM

With Zeoll's dreaming and the oppressive nature of the dark forest, Wyaar rides with his bow on his lap and his head moving side to side as he uses his inherent ability to detect evil to sweep over the forest around them.

At the noise, the first noise that day from the woods, he turns his gaze towards the source and concentrates while setting an arrow to his bow.

------

Perception: 24

Detect Evil towards the sound, 60' cone just to detect the presence of evil or direct evil intent.

If anything shows up this round and detects as evil, he'll activate smite as a swift action



Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=24 ;
Tuesday March 5th, 2013 9:33:19 PM

Valla feels comfortable withi the forest setting, but the dark and gloomy and silent forest has caught him off guard. Clopping along the dirt path Valla constantly watches side to side.

Where the squirrels, the snakes. The chirping and howling. Hell, growling would be a nice sound. Something is wrong... Is Zeolls dream coming true?

At hearing the sound, Valla nearly falls off Nightfall. His gaze whipping to the noise, his hands reach into his pouch of Potions in his bag. Grabbing the creamy yellow liquid he drinks it in one gulp. Almost instantly forming a yellow force shield in front of him. Dropping the vial, he then goes for his bow, resting it, arrow half knocked, in his lap.
=================
Perception: 24
Drink potion of Shield: Force gives +4 shield bonus, blocks MM and works against incorporal attacks.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+18=35 ;
Tuesday March 5th, 2013 9:58:33 PM

Beriothian startles at the sound and takes on a defensive stance (total defense). The druid peers into the trees trying to determine if it's a band of robbers, or a harmless deer causing the groups adrenaline to start flowing.

Perception = d20+18=35

ooc: FYI, post coming late tomorrow

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

DM JonathanT - no wood chucks in these woods! 
Tuesday March 5th, 2013 11:43:55 PM

Restlin works on his prestidigitation, keeping himself clean and smelling good, even keeping pesky insects off. His efforts, though, does not keep the smell of the others from invading his nostrils.
When he hears the rustling, he casts Mage Armor (DM: it is before 2:00pm).
He tries to think of what it could be but he is unfamiliar with this area and it could be anything.

Zeoll also prepares for the unknown, by first giving himself vision like an Elf's, then Hiding.

Zane also gets Mage Armor up.

Wyaar keeps vigilant, not trusting the strange forest. Using his ability to detect evil, he scans to and fro. When he hears the noise in the forest, he directs his detection in that direction. He does not detect any evil.

Valla enjoys the forest, but does wonder where the normal forest animals are. Startled by the noise, he almost falls off his horse. He quickly gulps down a potion of Sheild.

Beri goes into Total Defense, wondering if it is a false alarm or a band of bandits.

Bosk does something, I suppose. :)

____________________

It only takes a few seconds for you to realize that the 'rustling' is far more than something simply agitating a few branches. All your efforts to penetrate the dense forest fail to discern what it is until it is nearly upon you. By the time it is 'nearly' upon you, you realize it is not coming directly at you.

Whatever it is, it comes crashing through the forest and pops out some 30' ahead of you. Just before it pops out, you (those with the high Perception rolls) catch a glimps of a very tall humanoid that blends pretty well into the forest background.

Once it is upon the road, you get a better view of it, for it stops and looks at you, wide-eyed.

It is green, of humanoid shape, but with spikes all over it and a long tail. Some might describe it as a mix of Lizardman-Troll-Hornytoad. In the dimness of the forest, it looks almost like it has a Blurr spell cast upon it, but as it stands there giving out a series of hoots and howls, swishing it's tail menacingly, forked tongue lashing the air, you (those with those high Perception rolls) notice that the spikes are growing and shrinking, all in different order (that is, not in unison).

To make matters worse, there is more noise coming from the direction IT came from.

Perception 15: Highlight to display spoiler: { Multiple movements.}
Perception 20: Highlight to display spoiler: { At least six.}
Perception 25: Highlight to display spoiler: { Eight something-or-others.}

DM JonathanT - no wood chucks in these woods! 
Tuesday March 5th, 2013 11:51:05 PM

OOC: here's a map. check your locations and let me know if you want it changed.

Map: Threshold Forest Map 1

OOC: co-DM SteveK: from the travelling... Longstrider is a spell with range of Personal. Bosk can't access the spell. Therefore, he is not able to use Zeoll's Rod of Extend to make the overall group travel faster.

OOC2: Wyaar, Detect evil is blocked by line of sight and the group is in a forest. Unless the nearby trees themselves are evil, Wyaar wouldn't be able to see anything anyways.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Wednesday March 6th, 2013 12:23:01 AM

Bosk looks at the creature for a moment and tries to determine if the creature is showing aggression towards the group or if it was being chased by the things in the forest.

ooc: Can Bosk tell which of the two it is?

DM Note: Bosk can try to discern the creature's intentions. I believe it is a Sense Motive check. Give it a try.

Zeoll AC22, HP56+14  d20+23=36 ; d20+6=17 ;
Wednesday March 6th, 2013 6:22:42 AM

Perception 36

Zeoll becomes visible, looses his shield (move action) and reads his fly scroll (standard action), which he has kept handy.

He tries to identify the language that they speak: Linguistics 17.

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20+7=8 ; d20+2=9 ;
Wednesday March 6th, 2013 1:10:08 PM

Restlin can't see a darn thing that's special about this creature other than it probably will try to kill them and Zeoll will spend precious time trying to become its friend.

Perception: 8 (nat 1)

He tries, and fails, to dismount quickly before his summoned horse spooks. He manages to get on his feet, but it's not a graceful process. (Move action - ride check 9 to dismount quickly).

He's not sure if there are more bad guys coming, or if this is a good guy and bad guys are chasing him, or if this is a bad guy and some good guys are chasing him. He is sure that he doesn't want to sit and wait to find out.

"Ok everyone, let's just chill out for a moment," he quips before casting wall of ice. He sends a 70' long, 10' tall wall of ice along the tree line between this thing and wherever the additional sounds are coming from. The wall will be centered horizontally on the critter.


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+14=20 ;
Wednesday March 6th, 2013 5:55:03 PM

In a calm voice Beri reports to the rest of the IA, I count seven more still lurking..

Beriothian tries to use his knowledge of nature to determine what these creature's strengths and weaknesses may be, and whether they are hostile by nature. Since the tail is swinging menacingly, his assumption is that they are, ones nature seldom confuses menacing and peaceful movements.

Suddenly a wall of ice springs up, and the druid fears the chances that these creatures are hostile has at least doubled. Beri remembers the dream from earlier and people's talk of needing to fly. Not wanting a repeat of Mud Town the druid transforms himself into an air elemental

knowledge (nature)=20

ooc:
DM Sanity:
air elemental: gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Wednesday March 6th, 2013 7:59:51 PM

The Horned Cleric watches to see what the lizard man will do, unsure if the creature before him is fleeing from an enemy or is looking to become one. Just then a wall of ice springs up and Bosk decides to cast chill touch on himself as he waits to see how the creature reacts. We mean you know harm. The cleric is unsure if the thing speaks common, but hopes a friendly tone will get the message across.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+15=17 ; d20+6=19 ;
Wednesday March 6th, 2013 8:00:37 PM

Zane, being a bit more practical this time, casts fly on himself and then gains 30' in height.
"I'll keep watch from the air, until I'm buffed or not needed if there's no fight."

Fly Skill roll 17
Perception 19

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
1/7

2nd level
0/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Wednesday March 6th, 2013 8:27:59 PM

Wyaar eyes the creatures until the wall of ice suddenly pops in between them and he glances back over his shoulder towards Restlin to return a quip, "That was just cold." He swings a leg off his horse to dismount and summons the celestial spirit in his bow to aid them if it comes to battle.

~~~~~~~~~~~

Move to dismount
Standard to activate Divine Bond for Keen and Fire

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=28 ; d20+3=18 ;
Wednesday March 6th, 2013 11:10:43 PM

Valla keeps very informed of the creatures movement and numbers.
Theres eight of them. We've been hunted, tracked since we entered. Any tactical ideas?

Valla quickly dismounts off his horse, luckily it went as planned and his foot didnt get caught up. I couldnt fight on horseback just yet.

He then activates his bows arcane abilities, arcane strike, and trys to pinpoint any creatures not blocked by the ice wall. Checking behind us as well. He ready a shot if the creature seems hostile. Waiting to see if these are just the local druids. Or witches.
======
Perception: 28
Ride: 18 to dismount quickly
Activate arcane strike (gives +1 atk & dam until next turn)
Ready action: Fire at hostile acting creature

Threshold Forest


DM JonathanT - no wood chucks in these woods! 
Wednesday March 6th, 2013 11:44:47 PM

Bosk studies the creature's behavior trying to discern whether it is an agression towards them or something else.

DM Note: need your Sense Motive check.

Zeoll switches tactics and becomes visible, puts away his shield, and reads his Fly scroll. Using what Linquistics knowledge he has, he tries to find similar sounding words, but the creature does not seem to be speaking, so to speak, but just snapping his maw, snarling, and howling a lizard kind of howl.

On the other hand, if Zeoll had spent a good portion of his life in the swamps, studying the life and habbits of wild swamp lizard-type humanoids, perhaps he would see something familiar. Perhaps...

Restlin clumsily gets off his mount, knowing he's not up to try to fight while mounted and doesn't want to risk being dragged through that dense forest by a spooked horse. Debating on the nature of the appearance of this odd spikey-creature and its behavior, he decides to put up a wall of ice, creating a barrier between it and the woods it just came from.

Beri announces that he counts "...seven more lurking. although 'lurking' is not quite the correct description. He also studies the creature, but to see if he can determine its strengths and weaknesses.
The creature is totally alien from anything Beri has seen before or studied, so finding out what the creature's strengths and weaknesses are without enganging it, would be guesses. One thing for sure that Beri can deduce is that it would be awfully painful to get close to it, as the spikes that keep growing and shrinking are very very sharp!

Beri decides to be cautious and transforms himself into an Air Elemental.

Bosk casts Chill Touch, then tries to communicate with it by telling it "We mean you know harm".

Zane casts Fly on himself and takes to the air, ending 30' up.

Wyaar quips about the wall of ice and dismounts, summoning the spirit in his bow.

Valla also dismounts and activates magical properties in his bow, ready to take a shot at the creature.

____________________

Efforts to communicate with the spikey creature do not get the typical response. IT waves it's arms as it growls and snarls, slimy saliva splattering in your general direction. The other noise in the woods grows from 'rustling' to 'crashing' and it gives one last snarl and vanishes into the woods to your right.

Only seconds pass and the crashing in the woods to your left are obviously creatures moving very fast. At last you can see ebony blurs about the size of a horse veering from their intended path right towards YOU!

Map: Threshold Forest Map 2

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) - Black Tentacles - 7 rounds  d20+12=29 ; d6+4=9 ;
Thursday March 7th, 2013 8:05:21 AM

"Oh good! They're after us now. At least this is familiar! I don't like how fast they're moving; let's fix that."

Restlin takes a small squid tentacle from his pouch & drops it on the ground. A few choice arcane words are spoken before it springs to life and burrows under ground. Almost immediately a large number of black tentacles erupt among the black shapes heading their way.

***

Cast Black Tentacles centered on F8-G9. Each affected critter must roll CMD vs 29 or be grappled and suffer 9 damage. Entire area is also considered difficult terrain.

Zeoll AC22, HP56+14  d20+23=31 ; d20+23=36 ; d20+8=14 ; d20+13=24 ;
Thursday March 7th, 2013 11:16:38 AM

Zeoll looks around carefully. How high are the treetops? Can he see a branch higher than 10 ft up that will support his weight? Perception 31.

He looks at the creatures, making sure that no detail escapes him. Are they carrying anything -- items or gear? Are they moving more like animals or like people? Perception 36

Do they remind him of anything? Know Nature 14

He tries to get a hunch as to their capabilities. Sense Motive 24.

Zeoll takes out a scroll of Detect Evil (move action) and reads it. If any of the creatures are within 60 ft, he concentrates on the divination.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday March 7th, 2013 5:44:40 PM

ooc: do we see all 8 on the path?

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday March 7th, 2013 7:34:30 PM

Guys, these may be really big dogs, but I'm not sure they are the 'enormous monster' Zeoll dreamed of... Zeoll, is this the same are as in your dream?

Having learned a few things about line of sight and Spike Growth, Beri casts the spell, extending it underneath as many (hopefully all) of the dogs he can. (In a block forty feet across, with the lower right corner at the start of the ice wall, and extending back over the dogs.)

DM Sanity info:
Spike Growth:
Range medium (100 ft. + 10 ft./level), Area one 20-ft. square/level
(I know I probably don't have line of sight, but I can cast it at the edge of the path and extend it inwards enough that it should have no problem reaching the dogs), even with the wall there
Also note, I am intentionally leaving the path clear so I don't impede my team :)

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday March 7th, 2013 7:38:51 PM

After casting Beri will fly 30 feet straight up (perfect fly, no roll needed)

ooc: sorry, submitted to soon in the last post

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday March 7th, 2013 8:33:02 PM

Wyaar will peer at one if the hounds (move action detect evil, as though concentrated for three rounds with detect evil on the target) and assuming its evil cast Protection from Evil on himself. Otherwise he'll cast Bless.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Thursday March 7th, 2013 8:55:01 PM

Zane casts shield on himself and maintains his height, but moves forward 30 feet.

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
0/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Thursday March 7th, 2013 11:49:22 PM

As the group waits Bosk casts sactuary on himself.

DM JonathanT - no wood chucks in these woods!  d100=66 ; d6=2 ;
Thursday March 7th, 2013 11:52:09 PM

DM OOC: guys, I really appologize but all I'll be able to do tonight is answer questions. My car battery died while I happily worked away unknowingly so it was real late by the time the tow truck got me home. Then I needed to call my mom, as it is her birthday and I'm just now getting a free moment to post. :}

Zeoll
A) The tree tops are way, way, way up. Most of the first tier of branches are higher than 10', to find one at 10' or thereabouts I'll give it the ol' %roll. The higher the better, 1-50 = nope; 51-75 = can reach it next round - odds it is behind you, evens it is in front of you; 76-00 = within reach this round - odds/evens as above.
Branch % = 66, even, so there is a branch 10' high to the front that will support you and you can reach it next round.
B) they resemble hounds. They carry nothing. They do not resemble worgs, dire worgs, wolves, or dire wolves. They might be classified in some Sage circles as being in the genus of Baskervillemus. They are Black, as black as Ebony, and as large as a horse (but not as large as those huge warhorses).

C) They remind him of large, red-eyed hounds with very sharp teeth that probably would hurt a good bit if you got bit.

D) They do readiate Evil like WoW!

Beri - at this point you only see four. Although it was reported you heard more. These four, at least, came crashing through the forest and took a right turn to avoid the Wall of Ice, and of course, you now are in the way. The distance and the dense forest prevents seeing any more, but it is a good guess, by your earlier count, there are more out there, just not in sight yet.

Wyaar - it does radiate evil, like WOW!

To all, especialy those flying. The tree canopy (as you may remember, the sunlight is much dimmer in here) covers the path, but at a height, of, say 35'. I don't want to spoil your Flying fun too much. Presuming that when flying you are horizontal, this should give you 30' of 'wiggle' room. To go higher than 35' it would be like flying through difficult terrain, with the danger of bonking your head or tearing your clothes on a snag, or eating more leafy material than your daily fiber needs require.

Keep on posting for this round and I'll catch up tomorrow.


Zeoll AC22, HP56+14 
Friday March 8th, 2013 9:53:56 AM

When he finds out how evil these things are, Zeoll thinks about flying up to a branch and keep safe up in the trees.

He warns his friends that these creatures are up to no good!

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Friday March 8th, 2013 10:06:05 AM

"I don't suggest anyone try to give them a belly rub."

Protection from Evil 5 min

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday March 8th, 2013 1:37:26 PM

Bosk curses himself for preparing speak with dead over magic circle against evil. I could have sworn I had prepared the circle spell. I must have gotten distracted.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) - Black Tentacles - 7 rounds 
Saturday March 9th, 2013 7:29:36 AM

Checking in. Don't want the sheriff coming down on me.

co-DM SteveK: Sheriff Ken "Criminintly, now I know why you're mother named you Nutsy!"

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Saturday March 9th, 2013 10:26:51 PM

Guess I'll check in too...

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Sunday March 10th, 2013 11:40:39 AM

checking in.... figure about 4 more rounds of pure buffs, then I'll need a target.... can some one check to see if the chasee ( the first creature we saw) is evil as well please.

DM JonathanT - no wood chucks in these woods! 
Sunday March 10th, 2013 11:13:50 PM

DM OOC: working on the post. Got my car fixed.

Valla Crudarian HP: 34/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 
Monday March 11th, 2013 12:49:29 AM

Checkin in

DM JonathanT - no wood chucks in these woods!  2d4=5 ; d20+10=14 ; d20+10=30 ; 2d4=6 ; d20+10=25 ; d20+10=22 ; 5d4=12 ; d20+10=20 ; d20+10=28 ; d20+10=16 ; 5d4=14 ; d20+10=13 ; 10d6=39 ; 10d6=38 ;
Monday March 11th, 2013 1:51:27 AM

Restlin seems happy they are being targeted. Intending to slow them down, he casts Black Tentacles, a color that will go well with their own.
Effects: Dur 7/7, CMD vs 29 or be grappled and suffer 9 damage. Entire area is also considered difficult terrain.

Zeoll warns his friends of the evil nature of these massive black hounds and then flies up to a branch and out of the way.

Beri pulls an old trick out of the hat and adds some spikey terrain to the black tentacles.
DM Note: your assessment of the placing makes sense to me.
Effects: Dur 8/8, dmg 1d4/5ft; Ref DC20 fail = move 1/2

Beri then flies up to 30 feet for safety.

wyaar also senses that these creatures are evil and casts Proctection from Evil on himself for added protection.

Zane casts Shield and flies forward 30'.

Bosk casts Sanctuary on himself.

Valla has his bow ready for when he has a good shot at them that's not shielded by huge tree trunks.

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

Black Tentacles and spikey growth spring up around the huge black hounds as they come crashing through the dense forest.
The black rubbery tentacles flail about (CMB 29) but the hounds escape the tentacles (this round).
DM Note: their CMD is pretty high

It is harder to evade the magically enhanced sharpness of the vegetation and each hound now sports cuts and abbrasions.
H1 takes 5 pts dmg, Ref DC20 = 14, 30 move is halved
H2 takes 6 pts dmg, Ref 25, 22, move not affected
H3 takes 12pts dmg, Ref 20, 28, 16, move is halved
H4 takes 14 pts dmg, Ref 13, move is halved

H1 moves to H12-I12 and belts forth a 30' cone of fire hitting Bosk, Wyaar and his horse for 39 fire damage, Ref DC21 for half.

H2 move to H15-I15 and belts forth a 30' cone of fire hitting Bosk, Restlin and his horse for 38 fire damage, Ref DC21 for half.

H3 and H4 only manage to move 20ft due to the Difficult Terrain from the Black Tentacles and halved Move from the Spike Growth injuries.

Rounding the far corner edge of the Wall of Ice come four more of these things and will be sprinting down the path at you next round. (There not on the map yet but the wall of ice is 70' long.

Map: Threshold Forest Map 3

DM OOC: Comments/questions

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly: 7 rounds - Black Tentacles: 6 rounds  d20+6=24 ;
Monday March 11th, 2013 8:12:37 AM

Restlin, amazingly enough, manages to hide behind his horse & avoids the brunt of the fire. The horse doesn't make it through quite so luckily & vanishes, ending the spell.

Restlin's save: 24. Horse dies even w/ a save.

He realizes he needs to get the heck out of dodge and casts fly on himself before shooting straight up 30'.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 64/71  d20+12=28 ; 4d6=12 ; d20+12=23 ; d20+7=20 ; d8=2 ; d8+7=9 ; d3=2 ; d8+7=10 ; d8+7=13 ;
Monday March 11th, 2013 10:57:45 AM


Wyaar manages to duck behind the wall of ice to avoid the worst of the fiery breath while he berates himself fr making his bow fiery as well. Web he looks back he sees his horse crumble with a painful cry. Unable to do anything for the horse, he brushes a hand along his arm to heal the burns and launches some arrows towards Hound 1

--------
Let's just call horse dinner

Reflex save 28 for 19 damage

Swift to lay on hands for 12 hp

Full attack with deadly aim and manyshot

Attack 1 likely miss AC 23 for 19 damage
Attack 2 surely miss AC 20 for 13 damage

Not bothering with fire damage rolls :(

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20+6=24 ; d20+6=15 ;
Monday March 11th, 2013 11:07:23 AM

ooc: Does Bosk get an AoO on the hounds?

Reflex saves: 24, 15

DM Ans: it may be hard to see, but the two hounds are actually 10' away, a 5' square between the hound and Bosk. If Bosk's reach is 10' then no, but if it is 15', yes, with partial cover to their AC due to the foliage.

Zeoll AC22, HP56+14 
Monday March 11th, 2013 2:55:23 PM

From his perch 35 feet up in a tree, Zeoll looks down at the enemy, and suddenly it all clicks. Clearly evil. Breathing fire. Shaped like hounds. Surely these are some kind of Hell Hounds!

It has been many years. Many many years. Once upon a time, there were no enemies more hated. Hell hounds killed his people. Destroyed his clan. The old liontaur starts to feel the old hatred. The fear. His breathing accelerates. He climbs a little higher, before he can stop himself. (move action to fly/climb 20 ft higher)

"Wait. Stop. Calm down," mutters Zeoll in his native wemic tongue. He looks at the battle field and sees there are four more coming from the north, rounding the wall.

"Calm down. Good advice for me and for them," he says to himself.

Zeoll casts Calm Emotions on the group of four hounds coming around the ice wall. The range is 160 ft. The Will save DC is base 10 +2 for a second level spell +5 wisdom +2 to cast enchantment spells (spell focus) +2 to cast compulsion spells (sorcery fey school) +1 Cradled fey magic ... DC22.

After the spell is cast, Zeoll shouts to his friends to not attack the ones coming from the north that are affected by the spell. "You got plenty of otherrs to fight! Just not that one, that one, and that one!"

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday March 11th, 2013 5:31:49 PM

Calm... Emotion... I thought we had forbidden the use of such a spell during the last 8 consecutive post-battle debriefings.
Not wanting to disrupt Zeoll's spell, Beri decides to fly south 15 feet and casts Greater Magic Fang on Valla.

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Spike Growth (x1 remaining)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)


Zeoll AC22, HP56+14 
Monday March 11th, 2013 5:37:12 PM

Zeoll makes clear that only SOME hell hounds are off limits to attack -- the ones that are not themselves attacking (depends on the saves they roll!). There are plenty of unCalmed ones to fight!

DM Note: as per the spell, 'Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.'
Last sentence of first paragraph. Just thought you ought to know.


Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Monday March 11th, 2013 6:22:40 PM

Zane seeing them breathe fire on his friends, determines that he needs much more fire protection than he already has as a Dragon Mage. He uses his knowledge of being a Dragon descendant to cast Resist Energy: fire on himself.
"It'll be a couple rounds yet before I'm fully ready to lay into them, if you can, gain some height everyone."


Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
1/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)

Valla Crudarian HP: 34/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21  d20+9=28 ;
Monday March 11th, 2013 9:10:13 PM

ooc: Magic Fang does nothing for me Beri. I dont use natural weapons.

Valla sees the hounds getting stuck within the spikes and tentacles, so he lowers his bow for a moment, casting resist energy (fire) on himself, seeing the hounds belching flames.

Guess, fire spells would be useless...

After casting, Valla moves into the forest to his right, (to N,22) and trys to hide himself from view Stealth 28
=============
Cast resist energy (fire)
Move to N,22 and hide among the forest, Stealth 28

Bosk AC: 26/12/24 CMD:22 HP 28 of 66 Spells  d20+8=15 ; 2d8+4=16 ; d20=2 ; d8=3 ; d8=6 ; d8=3 ; d20=8 ;
Monday March 11th, 2013 10:02:30 PM

Bosk cringes as the fire washes over him and he is once again nearly sent to gargul as soon as battle begins. I seriously need more protection if every battle is going to start like this. Tired of always being on the verge of death, Bosk casts his strongest healing spell on himself. Then, seeing more dogs coming he uses a hero point to gain an extra action and casts fly on himself flies up and south so he is no longer the only target.

AoO (If applicable), hit dc 15 for 16 dmg
Heal self for 20 dmg casting CSW in place of speak with dead
Use a hero point for an extra action and cast fly on self
Fly up and south as far as possible without needing a check.
(Fly rules still confuse me. I think I can move 15 ft south and 15 ft up with no check. If checks are needed fly = 4, rerolled with luch charm for 9)

Actions

DM Jonathan: AoO - I'll assume you had your Reach weapon drawn. Keep note of which weapon you have in hand. The attack misses.

Fly - you can reach 15' high by flying at a 45deg angle 2sq, then 15' level (3sq) and you are ok.


DM JonathanT - no wood chucks in these woods!  d20+12=21 ; d4=4 ; d4=3 ; d20+20=37 ; 2d6+12=16 ; 2d6=6 ; d20+5=8 ; d20+20=40 ; d20+20=33 ; 4d6+24=35 ; 2d6=5 ; d20+5=9 ; d20+5=10 ; d20+5=25 ; d20+5=20 ;
Tuesday March 12th, 2013 12:31:21 AM

DM OOC: Yipeeee! I killed something!

Restlin saves himself from the worse of the fire by hiding behind his horse, which dies a painful death. At least it didn't linger any. Not wanting to face another blast, he casts Fly on himself and shoots up 30'.

DM OOC: I'll have every one in the trees in a round or two, looks like.

Wyaar manages to avoid the worst of the fire as well, and like Resltlin's horse, his also burns up right before his eyes. He quickly heals some of the fire damage and then sends two arrows at his attacker. Both miss.

Wyaar Perception roll DC15: Highlight to display spoiler: {You notice that your target sports a black suit of chain armor. }

Zeoll correctly deduces that these are some type of Hell Hound. His first impulse is to flee and only his self discipline brings him back to his senses. As part of that 'psycho-therapy', he gets the idea to cast Calm Emotions, DC22, on the group of incoming hounds. Then he warns his friends not to attack any that are not themselves attacking.
Duration: Concentration, up to 1rd/lvl

DM Note: As per the spell, 'Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

Beri thinks to look up the minutes of their last post-battle debriefing as he is sure there was a ban on Calm Emotions but decides to help Valla out instead. Flying over to Valla, he casts Magic Fang on his friend.

Zane adds more fire protection on himself that he already has by casting Resist Energy:Fire on himself.

Valla also takes the opportunity to cast Resist Energy:Fire on himiself, then steps into the forest and tries to hide.
Stealth 28.

Bosk takes a swing at the closest hound as it comes within range of his polearm but there's just too much brush and trees to give him a decent swing at it and he misses.
Suffering greatly from the two blasts of fire and not sure whether is Sanctuary spell has been effective or not, he does not risk it. He quickly heals himself form some of the fire damage then pulling deep from himself, he manages to cast Fly and put some distance between him and the two fire-belching hounds. He ends up slightly under Zeoll.

----------------------------
Black Tentacles CMB = 21
DM eyes only rolls: Highlight to display spoiler: {4, 3}

The Black Tentacles once again fail to grasp any of the Ebony Hounds and flail about harmlessly.

H1 moves onto the path where Bosk just vacated and sees Wyaar with bow in hand. The black hound's long neck sports a huge head with gnashing teeth that snap at Wyaar.
Bite Att = 37, dmg 16 + 6 fire = 22

DM Note to all: I'm posting total damage, I'll let you guys with Fire Resistance figure out that part

H2 emerges from the forest and sees that most have taken themselves to be like birds. Bosk, however, is within reach. Does H2 notice the big floating balloon?
Will Save DC12 (10+lvl+wis mod) = 8

For now, the Fiery Hound ignores the charred Minotaur. The only target within reach is a horse, so it rushes Valla's horse (ending at K19-20, right under Zeoll), and snaps at it.
Bite Att = 40, N20, roll to confirm = 33, crit confirmed, dmg 35 + 5 fire = 40

DM Note: you'll have to tell me if the horse survives.

H3 and H4 finally manage to get out of the spikes (dmg already calculated) and tentacles, but are still in the forest.

Calm Emotions Will DC22:
H5 = 9, H6 = 10, H7 = 25, H8 = 20

Three of the Ebony Hounds slow their pace somewhat confused at why they were angry and bent of attacking, but one still charges on!

H7 comes to a skidding halt as it glowing red eyes glare up at Zane. Despite Zane being 30' up, the size of this creature puts its terrible maw only 15' away from Zane's tender flesh.

DM Note: the other three are lingering at the top edge of the Wall of Ice.

Map: Threshold Forest Map 4

DM Comment: the map is getting a little cluttered because you guys all flew to the trees, but study it well before you move and if you have a question, fire away.

BTW: some of you guys automatically give me your DC to save for spells you cast. A Big Thumbs Up for you guys. However, if I don't have it, I'll just have to guess it and may miss something. :)

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly: 6 rounds - Black Tentacles: 5 rounds - Confusion - 7 rounds 
Tuesday March 12th, 2013 11:01:04 AM

Restlin notes the three hounds bearing down on Zane and Wyarr and decides to lend a hand. He reaches back and takes hold of Gloomy, his arcane focus and favorite sword ever, before casting confusion centered on H13/I14.

He then ascends an additional 20' as he's able.

I believe you said the tree canopy was 35' above us. Restlin wants to get out of melee/fire blast range of these things, so he'll get as high as he can. If the canopy is too thick to penetrate, he'll climb as high as he can before moving laterally to M15.

***
Confusion: Will DC is 18. Failure indicates the affected cannot act normally for 7 rounds. Anyone who attacks them gets attacked on the hound's next turn. Here's a handy chart for what they do:

01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)


DM JonathanT - no wood chucks in these woods! 
Tuesday March 12th, 2013 1:19:15 PM

DM OOC: the branches over the road start 35' off the ground. Flying through the branches is like moving through Difficult Terrain.

Something obvious to all is that, since these creatures are as big as a horse, their shoulders are at least 5' high, putting the neck and head higher, much higher. That is, they have Reach. As the creature rushed past Bosk, all can see that it could have bitten him, but it ignored him.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d4=2 ;
Tuesday March 12th, 2013 6:54:35 PM

Zane, seeing the hounds and their number, decides that it is smart to give them a large number of targets himself. He splits into 4 extra mirror images, so there is now 5 of him flying around. Zane moves to L/22, staying close to the one deepest into the friendlies....

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
2/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes

Wyaar (JonL) AC 25/17/23 CMD 25 HP 64/71 
Tuesday March 12th, 2013 8:41:13 PM

Ooc: anyone got a fly potion they can toss down? I just realized I gave up my armor with fly on it.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly: 6 rounds - Black Tentacles: 5 rounds - Confusion - 7 rounds 
Tuesday March 12th, 2013 9:33:02 PM

ooc: Oh shoot...I was counting on you using that...

DM JonathanT - no wood chucks in these woods! 
Tuesday March 12th, 2013 10:48:37 PM

DM OOC: I only have two moves at this point and I've got to hit the hay, for work comes early tomorrow. I'll get the post tomorrow night.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday March 12th, 2013 11:04:42 PM

Beriothian readies a second spike growth spell, and prepares to cast it at the remaining dog should they happen to run along the opposite side of the wall.

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Spike Growth (x1 remaining)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Valla Crudarian HP: 34/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21  d6=5 ; d6=2 ; d6=4 ; d6=4 ; d6=6 ;
Tuesday March 12th, 2013 11:22:19 PM

Valla wathes ghe hound rip his new horses head off as its neck catches fire, beginning to burn Nightfall to ash. That lasted long..

Cursing himself for not preparing more than fire element spells, he remembers buying a scroll that may be of use. He quickly fishes it out of his scroll pouch of his haversack, casting Ice Storm over the hounds closing in on Wyaar. (Should hit #1,3,4,&7)
======
Move:retrieved scroll from haversack
Standard: Cast Ice Storm. Centered left of hounds so edges of circle are at K/6-14. No save. 11 blud. Damage and 10 cold damage and 3 extra damage from Evocation specialized. It lasts for 6 rounds, hampering vision and makes entire 40' cylinder difficult terrain, (so i assume each square is 15' within that area now). Damage is only takin on initial round of casting.

Zeoll AC22, HP56+14 
Wednesday March 13th, 2013 7:30:23 AM

Zeoll continues to concentrate on the three calmed hounds (standard action) and climbs/flies a little higher.

DM Comment: The tree foliage and branches will block your Line of Sight. Remember, they are at the end of the 70' length of the Wall of Ice, putting you 115' away. At your present position in the trees, you can peek past the lowest branches and see them. Any higher up and you can't see them.

I'm assuming you need line of sight to keep up the concentration. If it says otherwise somewhere, let me know.


Bosk AC: 26/12/24 CMD:22 HP 28 of 66 Spells  d8=7 ; d8=3 ;
Wednesday March 13th, 2013 8:20:44 AM

Bosk moves back and up another 15ft and then heals himself for 18 dmg.
l

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells 
Wednesday March 13th, 2013 1:21:16 PM

The horned cleric breaths a sigh of relief as the dog appears not to notice him. One more blast like before and I would have been a goner he silently thinks to himself. The cleric once again heals himself of some of the fire damage. Sensing Zeoll behind him the cleric quickly gauges if there is room beneath him, if not he will move further towards the hound, but further up out of the hounds reach.

Actions
------------
Cast Cure Moderate Wounds in place of Elf Vision, heal 10 dmg
Move 15ft (South if there is room under Zeoll, North if there is not) and 15ft UP (30ft elevation)

ooc: Sorry about the late post. I have been fighting a head cold and fell asleep after class.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 64/71  d20+16=36 ; d20+16=30 ; d20+11=12 ; 2d8+46=58 ; 2d8+46=49 ; 2d8+46=52 ;
Wednesday March 13th, 2013 3:17:08 PM

With th hounds closing in around him, Wyaar takes a step back and calls on Maab to aid him I emoting the hound before him. He draws two arrows to his bow at once and fires the. Near point blank at the hounds faces. He attempts another shot, but fumbles the arrow to the ground

-------

Swift to smite evil on hound 1

5' east

Attack 1 w/deadly aim, many shot, smite and point blank. Forgot point blank in rolls. Smite damage doubled on first attack vs evil outsider.

Attack 1: nat 20, Crit confirm 31. 60 damage, additional 105 damage if confirmed.
Attack 2: nat 1

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Wednesday March 13th, 2013 8:25:06 PM

"One more spell after this one, then it's carving time. Anyone desperate?
Wyaar, when I get close, you'll need to grab on, after I attack, we'll fly up, then I'll cast fly on you, and go back in to kill the dogs..."


Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
3/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes
Blur, duration 7 minutes

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday March 13th, 2013 10:23:30 PM

ooc: checking in for the sheriff's report

Valla Crudarian HP: 34/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 
Wednesday March 13th, 2013 11:31:53 PM

No post today!?? I might cry.. im anxious

DM JonathanT - no wood chucks in these woods! 
Wednesday March 13th, 2013 11:33:41 PM

DM OOC: post coming, just a lot of spells and stuff to calculate.

Valla: Yay!! Does party boy daNce ;)

DM JonathanT - no wood chucks in these woods!  d20+5=15 ; d20+5=6 ; d100=86 ; d100=1 ; d20+20=34 ; 2d6+12=21 ; 10d6=36 ; d20+12=23 ; d20+20=31 ; 2d6+12=17 ; 2d6=10 ; 10d6=29 ;
Thursday March 14th, 2013 12:26:28 AM

Restlin casts Confusion centered on H13/I14, Will DC18, then maneuvers himself throug the branches and leaves of the canopy for another 20' up. At his new position, there's little to see but leaves and branches. You see nothing past 20' level to you, and although the sun is a little brighter, the only part of the road you see is straight down.

Zane makes himself harder to hit by casting Mirror Immage, creating 4 more of himself. He then flies south, past all his friends.

DM: i count 60' to L21.

Beri readies a second Spike Grouth spell.

Valla curses himself for not preparing more than Fire Elemental spells, but remembers a scroll that might be handy. Pulling out his scroll he reads it, casting Ice Storm.

DM Comment: it is hard to determine what you mean by 'edges cover K6-14'. It is easier to say 'sphere centered on x,y'. I'll do my best to fit K6-14.

Wyaar now feels a cold blast as an ice storm whirls around right next to him!

Zeoll continues to concentrate on the calmed Ebony Hounds, knowing full well what might happen to Wyaar if he doesn't. He thinks of moving further up but realizes that if he did so, he would lose sight of the clamed hounds and lose his concentration on them.

DM Commment: if you find somewhere that you don't have to have Line of Sight, let me know.

Bosk wants to get further away from the mobile flame throwers but sees the difficulty in that.
He's right under Zeoll. but he manages to move a bit south under his friends and up into the lower branches. Then casts more healing on himself.

DM Comm: I can move you 20' south, then up 15'.

Wyaar is getting left behind and facing an ice storm. He decides to step back 5'and unleash a barrage of arrows. Fortunately, he moved into the trees which give him partial cover and prevents AoO when using missile weapons.

His first arrow pierces the hound's eye and imbeds into it's brain, killing it outright!
DM OOC: if I read it right, you did 60 + 105 = 165.

His second arrow missed so horribly bards will sing more about it than about the one that hit.

-----------------
Ebony Hounds 3 & 4 (1 being dead now) try to fend of a mind affecting confusion spell. Hound1 obviously didn't.

Confusion Will DC18 7/7 on H3 and H4 = 15, and 6
H3 % = 86 (attack nearest Creature)
H4 % = 1 (Act Normally)

H3 attempt to turn on H4 and bite it:
Bite Att = 34, dmg 21

Ebony Hound 4, however, despite having taken a bite from its companion hound, continues to thrash through the forest to the road. He easily sees Restlin 30' up, its head 10' high or so and belches forth a cone of fire 30' long. (DM OOC: the cone is upwards, so Wyaar is not affected even though it appears so on the map.)
DMG 36, Ref DC21 for half

DM OOC: I forgot to update Restlin's new position, so ignore the fire damage, it can't reach you.

Now for the Ice Storm, which barely misses Wyaar.
Ebony Hounds 3,4, and 7 take 11 bludgeoning Damage from falling hail and 15 damage from the cold + 3 for Valla's Specialization for Total = 29.

H2 looks up and sees a writhing mass of bodies right above him, Beri, Zane, and Zeoll but are too high for it to jump up and bite.
Perception = 23
Although Valla had been hidden, he did cast a spell from his scroll and thus reveals himself to H2, which gleefully bursts through the trees in a slobbering lust of flesh.
Bite Att = 31, dmg 17 + 10 fire (fire may be mute, but there's still 17 flesh wrending damage)

H7 steps out of the flurry of snow and frost whipped air and into the trees across the road and belches forth a blast of fire at Wyaar.
Fire blast 29 dmg, Ref DC21 for half.

Hounds 5, 6, and 8 still linger at the northern edge of the Wall of Ice.

Map: Threshold Fores Map 5

DM OOC: I hope I didn't forget anything.
Obviously I did, map updated with Restlin 50' up.

Valla Crudarian HP: 39/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21  d20+11=22 ; d20+11=31 ; d20+11=27 ; d20+11=18 ; d8+5=9 ; d8+5=8 ;
Thursday March 14th, 2013 1:04:41 AM

Vallas Fire resistance spell absorbs the hounds firey breath, but the bite is felt full force, a gash down his left ,arm bleeding badly.
It better not scar..

Valla takes a small step back, quickly activating his bows arcana, unleashing two arrows at the hound in rapid succession.
====
Forgot to add second +1 for arcane strike;
#1: Hit ac 23 for 9 damage
#2: hit ac 32 (crit confirm 28) for 8 (24 if crit confirm)

Zeoll AC22, HP56+14 
Thursday March 14th, 2013 6:05:35 AM

Zeoll continues to concentrate (Round 2 of 6) on keeping the three calmed Hounds at bay.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly: 7 minutes - Black Tentacles: 4 rounds - Confusion; 6 rounds - SM3: 10 rnds  d3=1 ;
Thursday March 14th, 2013 8:47:16 AM

The fire licks his feet, but Restlin is too far up for it to hurt. Glad for the moment of respite, he takes the time to marvel at Wyarr's killing blow. Then he notes the paladin is in a bad situation & decides to bring in some help. He spends several seconds sending part of his consciousnesses into the celestial planes looking for aid.

***

Summon Monster III - Lantern Archon (Will arrive at the beginning of the next round) summoned 50' above M10.

Link to the archon: http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/lantern-archon

They have +4 to str/con due to my augmented summoning feat.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday March 14th, 2013 6:42:11 PM

ooc: Is it safe to assume at this point that casting fire spells isn't going to burn down the hole forest?

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells  d20+9=13 ; d6=6 ;
Thursday March 14th, 2013 7:56:32 PM

Bosk sees Valla attempting to cast a spell and recalls how he was brutally attacked when he tried summoning a water elemental to save the poor citizens of Mudtown. Unsure if the wizard can stand up to the attacks he suffered not 30 seconds ago. Immediately the cleric charges and swings his horn at the fire hound, discharging his chill touch spell. Although the blow is as powerful as ever, as the chilling effect if put in place he notices that the strength sapping ability has diminished significantly since he last cast it. (Another cursed effect of this 13th year, I'm ready for 2014)

Actions
-------------
Hit touch AC 15 for 6 dmg + 1 str dmg unless it makes a fort save dc 11 (I forgot this was higher before the conversion)

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells 
Thursday March 14th, 2013 7:58:27 PM

ooc: Forgot to mention I was attacking hound #2.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Thursday March 14th, 2013 8:58:16 PM

Zane casts Heroism on himself, he them makes sure his sword is drawn and ready (which it is already).
"I'm attacking next round, any suggestions on which to attack? If not. Wyaar I'll be coming down near you, be ready..."

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
3/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes
Blur, duration 7 minutes
Heroism, duration 70 minutes

Wyaar (JonL) AC 25/17/23 CMD 25 HP 40/71  4d6=12 ; d20+12=27 ;
Thursday March 14th, 2013 9:08:16 PM

Wyaar takes a few steps away from the hound that just breathed fire at him, using some of the trees as cover from the fiery blast to avoid the worst of it. He once against touches is hands to his skin and heals some of the damage before calling on Maab's power to help him against the flames.

~~~~~~~~~~~~`

5' south

Swift lay on hands to heal 12 HP

Cast Resist Energy: Fire

Resist Fire 10 - 50 minutes

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+14=34 ;
Thursday March 14th, 2013 9:29:22 PM

Hmmm, why could those dogs be linger at the back of the ice wall? This doesn't seem like pack mentality... does this creature have some kind of attack or strategy that we should be watching out for?
knowledge (nature) = 34... nat 20!

Not wanting to stay grouped up where the dogs can hit them all at once, Beri move north east 15 feet (diagonal 2 squares to M-19) and 10 feet higher (40 ft total... no trees overhead) and again readies a spike growth spell to cast centered on the pack of dogs hanging back should they decide to enter the fray.

ooc:
Valla, did you include the Greater Magic Fang spell I cast on you?

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Spike Growth (x1 remaining)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

DM JonathanT - no wood chucks in these woods! 
Thursday March 14th, 2013 9:31:59 PM

DM OOC: Question was about the odds of starting a forest fire.
My take on it is that this forest is not dry, at this time of year. The trees themselves are safe from such instantaneous fire, the dead leaves and stuff are moist from being wet from rain or dew and very little sun to dry them out.

However, a sustained fire, like a Wall of Fire, would probably get some timbers going.

DM JonathanT - no wood chucks in these woods!  d4=1 ; d4=3 ; d20+13=25 ; d20+20=32 ; 2d6+12=20 ; 2d6=7 ; d20+20=29 ; 2d6+12=19 ; 2d6=4 ; d100=6 ; d100=42 ; 10d6=32 ;
Thursday March 14th, 2013 11:30:21 PM

Valla winces at the vicious bite he took. Stepping back, he takes aim with his bow and fires off two arrows. The first one misses but the second one hits (crit confirmed).

Zeoll continues to concentrate on his Calm Emotions spell affecting the three Ebony Hounds at the far end of the wall of ice.

Restlin begins to summon an archon.

DM Note: you are very limited to where your archon will appear due to your Line of Sight.
You can't see M10 +50' square. Remember, you are 50' up and enveloped by leaves and branches that block out much of the sun. At best you can bring it in at a square 20' from you or on the ground right below you.


Bosk, finding himself right above H2 which is menacing his friend, decides to break his Sanctuary spell and attack it with one of his horns, brining him down to 25' (DM: assuming you are using your 10' reach) and discharging his Chill Touch spell.
He manages to touch the hind quarter of the hound and sees that the hound is actually wearing a shirt of black chain armor, but he does manage to touch it.

Zane tells his friends he'll be able to do something next round. You see him holding a can of spinach, bits of spinach caught between his teeth.

DM OOC: just kidding :}

Wyaar steps back and quickly heals himself using his Paladin ability, then casts Resist Fire on himself.

DM OOC: you guys catch on quick!

Beri ponders why the three Ebony Hounds are lingering so far back as this is not normal behavior for bloodthirsty evil pack mentality. He wracks his brain for any clue as to why this would be and comes up with a memory of not more than 12 seconds ago of Zeoll casting a spell that calmed them.

He keeps his Spike Growth spell ready just in case.

DM Note: there are PLENTY of trees overhead. 40' up will put you in the tree canopy. You will still be able to see the road below you, but only 30' in any other direction. Any higher and you will be limited to 20', like Restlin.

The tree cover covers the road so very little sun light reaches the road. The tree branches start at 35' up and go up another 50' to 60' on average, so the tops would be close to 100' off the ground.

-------------------
Some DM maintenance, for DM eyes only: Highlight to display spoiler: {1,3}

H2 takes 6 dmg from the Chill Touch and more from a well place arrow.
Fort save DC11 = 25

H2, feeling more pain from the arrow than from a horn, lunges at Valla again.
Huge Bite Att = 32, dmg 20 + 7 fire.
Smack! Chew!

H7 easily catches up with Wyaar and snaps its big maw at him.
Bite Att = 29, dmg 19 + 4 fire

DM FYI to all: in the trees on the ground gives anyone partial cover of +2 to AC. While in the tree branches, you have partial concealment.

Confusion Effecs this round:
H3 % = 6 (Act Normally)
H4 % = 42 (do nothing but bark incoherently)

H4, suffering from some momentary laps in focus, just stands there barking incoherently at Restlin like any other dog barking at a pesky squirl just out of reach.

H3, clearing its mind momentarily, exits the forest and sees its budy take a chunk out of Wyaar, so it deduces that Wyaar is the target of choice and lets loose a blast of fire.
Cone of Fire dmg = 32, Ref DC21 for half.

His buddy is completely unaffected by the fire.

The other three still linger way on down there.

Map: Threshold Forest Map 6

HP: 19/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+12=13 ;
Friday March 15th, 2013 12:37:37 AM

This time the hound sinks its teeth into Valla's side. Blood pours from the elves body. Luckily his resist fire spell holds the flames flickering out of it's mouth at bay. Any one able to close a few holes? I'm seein the light guys!

Seeing Bosk come down to attack gives Valla a bit of hope. Hope that if he withdraws from this hounds reach it will turns it's attention to the big guy hovering above it.

Valla carefully moves out of the Hounds reach and into the unbeaten part of the forest.
===========
Withdraw to P,18

Withdraw allows double move out of threat range with NO AoO.

Beri-- Greater Magic Fang is for natural attacks. I'm shooting my bow.. :)

Bosk Valla didn't cast a spell last round; he activated "Arcane Strike". A feat that allows +1 per 5 lvls to be added to a weapon. (a +2 for Valla)

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly - Resist Energy(fire) - Black Tentacles: 3 rounds - Confusion; 3 rounds - SM3: 10 rnds  d3=1 ;
Friday March 15th, 2013 7:44:05 AM

Restlin loses sight of all the action through these trees. He doesn't want to risk popping out just yet, so instead brings back the lantern archon directly below him & just under the tree line.

He calls out in clear celestial, "Friend! Please help our paladin. I don't think he has any methods of escaping these hounds. He's the human with the crest of Maab on his chest!"

The wizard decides he should get back to where he can help his friends directly, but not before casting resist energy (fire, obviously) on himself.

***

Ask lantern archon to attack hounds attacking Wyarr. (Free)
Cast resist energy - mitigates 20 hp fire damage. (Standard)
Move down to below the tree line. He wants to be out of range of their bite attacks. He'll risk the fire for now.

Zeoll AC22, HP56+14 
Friday March 15th, 2013 10:15:50 AM

Zeoll continues to concentrate. With his move action, he readies his shield.

Round 3 of 6

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 25 Fire Resist  d20+13=31 ; d20+13=30 ; d10+9=13 ; d10+9=11 ;
Friday March 15th, 2013 12:40:33 PM

Seeing and hearing Valla in trouble, "Wyaar, I'll get there soon, Valla is in deep trouble."
Zane uses his move action to drop into reach of the hound,as he does so, he charges his weapon with Arcane Energies.(activate Arcane Strike,swift action) Then using his Elven Curve Blade, he lays into the hound deeply.
"That should get it's attention, at least long enough you can get out of the way Valla."

Attack 31, crit confirm roll 30, damage 13 (24 if crit)

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
3/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes
Blur, duration 7 minutes
Heroism, duration 70 minutes

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells 
Friday March 15th, 2013 1:38:05 PM

ooc: Sorry, got Restlin and Valla's spells switched around in my last post.

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells  d20+6=13 ; d20+5=23 ; d20+6=14 ; 2d8+4=14 ; d8+4=6 ; d8+4=7 ; d6=1 ; 2d6+4=12 ; 2d6+4=13 ; 2d6+4=10 ;
Friday March 15th, 2013 1:54:24 PM

Seeing the hound continue it's attack upon Valla sends the cleric into a fit of rage. While winging his enormous bastard sword at the beast with one hand he follows around from the opposite direction from the direction with his horn in an attempt to catch the mutt in the middle of the two while unleashing another charge of chill touch. Finally, for good measure, he drives hip forward and lunges one of his large armor spikes at the beast.

Actions- Full Round Attack (Bosk should be flanking the hound with Valla)
-----------------------------------------
Atk 1 with Bastard Sword Hit AC 15 for 22 dmg (14 dmg + 8 sneak dmg)
Atk 2 with Horn Hit AC 25 for 16 dmg (6 from sword +1 for Chill Touch+9 sneak dmg)
-1 str unless it makes a fort save dc 11
Atk 3 with Armour Spike Hit AC 16 for 13dmg (7 dmg + 6 sneak dmg)

(6 charges of Chill Touch left)

Wyaar (JonL) AC 25/17/23 CMD 25 HP 27/71  d6=6 ; d6=2 ; d6=1 ; d6=2 ; d20=12 ; d6=2 ; d20+12=21 ;
Friday March 15th, 2013 9:20:01 PM

Wyaar claps his hands and heals himself a bit..

~~~~~~~~~

Lay on Hands for 12 HP

More coming...

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Friday March 15th, 2013 9:33:46 PM

Ooc: out of town... post comng late.

DM JonathanT - no wood chucks in these woods! 
Saturday March 16th, 2013 7:16:33 PM

DM OOC: one Beri's comes in, I'll post.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 27/71 
Saturday March 16th, 2013 7:53:52 PM

If Beri is able to cast airwalk on Wyaar he'll withdraw up at a 45 degree angle to end up at m16 25' up only hound 7 I think would get an AoO

Without airwalk... Withdraw action straight east for 60'. Again only hound 7 gets AoO

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Saturday March 16th, 2013 11:53:47 PM

[I]
Wyaar is going to get himself killed if he stays there... but if Icazt a spell on him I'll be stuck in his place... I guess I have no choice!
[I]
Beri flys dow going slightly longer route to avoid attacks of opportunity. He casts airwalk on his friend and then says a quick prayer to his patron diety asking for speed. His eyes glow and he retreats quickly back to his sfarting location.

Ooc: hero point used for second move action

DM JonathanT - no wood chucks in these woods!  d20+3=4 ; d20+3=8 ; d20+13=21 ; 10d6=39 ; d100=80 ; d100=81 ; d20+20=26 ; 2d6+12=16 ; d20+20=34 ; 2d6+12=21 ; d20+16=22 ; d4=4 ;
Monday March 18th, 2013 12:03:15 PM

Valla Withdraws from the clutches of the Ebony Hound and hopes it is far enough.

Resltin brings in from the outer planes a Lantern Archon. The green orb of light appears below him, at 30' above the ground, just under the tree canopy. He calls out to the Green Lantern Archon, telling it to help his paladin friend and points in the general direction.

The Archon, detecting evil all around itself, complies to Restlin's request to aid his friend and sends two green beams of light at H7.
Range Tch Att1 +3 = 4
Range Tch Att2 +3 = 8
Both rays miss.

He then casts Resist Energy: Fire on himself, then moves down to below the treeline, next to his summoned archon.

Zeoll continues to keep three Ebony Hounds at bay with his concentration on his Calm Emotions spell. Only a few more rounds left of that to go. Gulp!

Zane is finally ready to join the fight. Activating his Arcane Strike, he charges his weapon and drops to 10' off the ground so he can attack H2 and get its attention away from Valla. His preparations pay off as his attack deals a precise blow to its flank. (crit confirmed)

Bosk allows his emotions to get the better of him when he sees his friend get mauled again and again.
In a fit of rage he attacks H2 three times, sword winging, horn a'horning, and hip spike a'spiking.
His rage interfers with his aim as only his horn scores a hit.

DM Note: Bosk is now 10' off the ground. I dropped him down so he could get his Spike Armor attac in. Up until now he's had 10' reach, but I don't think the Spike armor qualifies for 10' reach.

Wyaar, instead of crossing his arms and blinking, uses the modern technology of clapping his hands to heal himself some. Manwhile, his friend Beriothian flies over to him and cast Air Walk on him, giving him the ablility to walk on air!
Wyarr withdraws upwards to M16 at a 45deg angle.

DM Note: by my calculations - with feet starting on the ground, moving to M14 would be 5' up, moving to M15 would be 15' up (2nd sq of diagonal move for 15' move total), then at M16 now at 20' up. I'm counting from your feet. AND, the Withdraw action will disallow an AoO, the second square moved has partial cover and this also disallows an AoO.

Beri has seen Wyaar's plight and flies over to his friend and casts Air Walk on him, then flies back to his starting spot. He is able to do so much by pulling deep within himself for extra strength.

DM OOC: according to my calculations, you should be able to do so without incurring an AoO due to your height.

The IA seems to be just barely holding their ground. Even though they've killed one of the Ebony Hounds, they seem to be struggling to get their 'feet on the ground', so to speak. Pun intended. :)

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

H2 feels the pain of two attacks on its rear!
H2 Fort DC11 = 21
It turns in anger and belchs forth a blast of fire up at Zane! Which also hits Zeoll! Does this break Zeoll's concentration? Tune in next round to see!
Cone of Fire dmg = 39, Ref DC21 for Half.

Confusion Effecs this round:
H3 % = 80 (Attack nearest creature)
H4 % = 81 (Attack nearest creature)

In their confused state, H3 and H4 attack each other!
H3 att = 26, dmg = 16
H4 att = 34, dmg = 21

H7 chases after Wyaar and leaps up, snapping its massive maw at him.
Acrob high jump = 22 for 5' off the ground, its massive maw snapping close less than 5' from Wyaar's little toes!

The other three still linger way on down there, but for how much longer?

DM eyes only maint roll: Highlight to display spoiler: {4}

Map: map is ready but google.docs gave an error when trying to share
Here's the link anyway:
Threshold Forest Map 7

DM OOC: link should be shared now.

Zeoll AC22, HP56+4  d20+7=15 ; d20+11=30 ;
Monday March 18th, 2013 12:46:18 PM


As fire blasts around him, Zeoll rolls for his save. He is thinking about his special blessing as he counts on his luck ...

SPECIAL: Sacred Gift - Each character has received a Sacred Gift. The next time your character fails a saving throw, it will automatically be passed thanks to saving the souls of all those children. One use only and on the first failed saving throw. Sacred Gift awarded at end of last module by Jim C.

His Reflex save is a +7. He has no special or situational bonuses. He rolls a 15! That is NOT enough to make the save, so his sacred gift one-shot kicks in and saves him. He takes only 10 damage.

Now he needs to make a concentration check. The rules require a concentration check vs DC10 +damage +spell level. That's 10+10+2 = DC22. Zeoll's concentration is 1d20 +6CL +5 wis = 1d20+11.

Zeoll rolls to concentrate ... a 30! He concentrates just fine! His spell continues. (Round 4 of 6)

OOC: Marked off 10 points from False Life from 14 to 4.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 25 Fire Resist  d20+9=21 ; d20+11=29 ; d20+11=19 ; d10+13=17 ; d10+13=15 ;
Monday March 18th, 2013 7:22:44 PM

Zane sidesteps and watches as the gout of flame washes over him harmlessly. (made save, and his 25dr fire handles the rest)
"Bad Dog!" He once again hacks at the hellish hound. Zane triggers arcane strike again. ( DM: can we assume Zane triggers Arcane Strike on every attack?)

DM Ans: please do. If anything, it may keep you from forgetting to add the bonus.

Zane moves to 21/m with a 5' step.

Attack 29, crit confirmation 19.
(using power attack)
Damage 19, if crit add 17 more (forgot it was 1.5x bonus for 2 handed weapon)

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
3/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes
Blur, duration 7 minutes
Heroism, duration 70 minutes

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells  d20+6=17 ; d20+6=23 ; d20+5=17 ; d8=7 ; d8=5 ; d6=6 ; d8=5 ; d6=1 ; d6=4 ; d8+6=8 ; d6=2 ; d6=2 ; d6=5 ; d6=5 ; d6=3 ; d6=5 ;
Monday March 18th, 2013 9:12:15 PM

ooc: Does Bosk get an AoO on #2 when it breath's fire?

DM Ans: I've been looking in the rules but i've not seen any referrence that it's use allows an AoO.

As the hound in front of him breaths fire at his friends Bosk takes advantage of the hounds unmoving head and unleashes another round of attacks, a blur or fur, horns, blades and spikes. Silently he prays the beast will fall at his hands.

Actions- Full Round Attack (Should be flanking with Zane +2 to Zane's attacks also)

DM Note: I don't see the Flanking. You are both 10' up, thus not 'opposite' border or corner from H2.

-----------------------------------------
Move 5ft SW
Atk 1 with Bastard Sword Hit AC 19 for 20 dmg (16 dmg + 4 sneak dmg)
Atk 2 with Horn Hit AC 19 for 25 dmg (9 from horn +6 for Chill Touch+10 sneak dmg)
-1 str unless it makes a fort save dc 11
Atk 3 with Armour Spike Hit AC 25 for 14dmg (6 dmg + 8 sneak dmg)

(5 charges of Chill Touch left)

DM JonathanT - no wood chucks in these woods! 
Monday March 18th, 2013 9:34:19 PM

DM Note: to answer Bosk's question about the breath weapon and AoO, here's an excerpt from the Universal Rules:
Breath Weapon (Su) Some creatures can exhale a cone, line, or cloud of energy or other magical effects. ...

Key word here is (Su).

Now, from the table Actions in Combat, you will find that Use Supernatural Ability (OOC: that is (Su)) is a standard Action that does not provoke AoO.


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  8d6+16=39 ;
Monday March 18th, 2013 10:12:49 PM

The IA could use reinforcements right about now. Preferably something that can attack at range so that he can stand away from the fire.
Beriothian starts channeling his prepared Freedom of Movement spell into a summon spell to Satyr.

ooc: Satyr Stats
HP=8d6+16 = (sum(3,1,3,6,5,1,3,1)) + 16=39
Str 14, Dex 15, Con 15, Int 12, Wis 14, Cha 19
Base Atk +4; CMB +6; CMD* 18
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Speed 40 ft.
Melee dagger +6 (1d4+2/19--20), horns +1 (1d6+1)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Spike Growth (x1 remaining)
4 (3)- *Lesser Planar Ally, Spike Stones
Spells with * are Fey domain spells (and not included in spell counts)

DM JonathanT - no wood chucks in these woods! 
Monday March 18th, 2013 10:35:37 PM

DM OOC: You guys are starting to forget your Flying 101 lessons from last encounter. Those in Fly Mode, please go back and re-read Flying and the relevant checks.

HP: 25/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d8+2=6 ;
Monday March 18th, 2013 11:39:37 PM

Valla reaches into his sack, pulling out a healing wand, and trys to cure some wounds.

Are we getting out of this...

Heal 6 hp

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly - Resist Energy(fire) - Black Tentacles: 3 rounds - Confusion; 3 rounds - SM3: 10 rnds  d3=1 ;
Tuesday March 19th, 2013 6:51:20 AM

Restlin begins to call forth another creature. Hopefully this time he'll see the evil present in these creatures they fight...

***

Begin casting Summon Monster IV. A hound archon will appear at the beginning of the next round.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 45/71  d6=5 ; d6=4 ; d6=3 ; d6=6 ; d20+13=15 ; d20+8=27 ; d8+8=12 ; d20+8=17 ;
Tuesday March 19th, 2013 8:50:53 AM

Wyaar heals himself once again and then sets to the real work of slaying these beast. With thanks to Maab and Beri for the airwalk, he calmly points down and fires some arrows at Hound 7.

-----------

Swift to lay on hands to heal 18. 5 lay on hands remaining

Full attack on hound 7 with manyshot, deadly aim and point blank shot.

Attack 1, miss AC 15
Attack 2 hit AC 27, crit AC 17 likely not confirmed. 12 damage

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells 
Tuesday March 19th, 2013 11:40:23 AM

You said the hound's head was 10ft up or higher on Thursday the 14th. Since Zane and I are both 10ft up, after moving to our new positions we are flanking North and South. The book states opposite corners count, so I feel the opposite North and South edges of his square should count as it is still defending North and South at the same time.

DM Comm.: you are right, I forgot I had switched him around. I gather at this point you want to stay 10' up instead of further away to use your Reach.

DM JonathanT - no wood chucks in these woods!  d20+12=17 ; d20-3=11 ; d20+10=27 ; d20+2=11 ; d20+3=12 ; d6=1 ; d20+3=13 ; d6=3 ; d20+20=21 ; d20+12=17 ; d20+20=37 ; 2d6+12=18 ; 2d6=7 ; d100=75 ; d100=17 ; 10d6=34 ; d20+3=9 ;
Tuesday March 19th, 2013 2:44:38 PM

DM Comment 1: No one is rolling their Fly Checks so I'll make the rolls. I've been very lenient on this, allowing those in the branches to 'use' the branches to brace themselves and keep from falling, and thus no Fly check, but it would be best if all those flying to make their Fly checks, as per the skill rules.

DM Commnent 2: I previously had not given spiked armor the benefit of Reach, and my commnents on the Rules Board explained my reasoning, and it also explained how I managed to see how it could indeed be used as a weapon with Reach. So my appoligies to Bosk.


Zeoll gets caught off-guard by the sudden blast of fire in his direction but his Special Gift kicks in instinctively and saves his but. The Special Gift is now gone, but Zeoll manages to keep his concentration up on his Calm Emotions on the other three Hell Hounds, so it was worth it.

Zane weathers the blast of fire with panash and in turn swings his elven blade again scoring another hit. (crit not confirmed)

H2 is looking pretty beat up.

DM Note: Zane, Fly check DC10 for your 5' step = 17.

Bosk, still Whirling in madness, manages to miss all his attacks except for the spikes on his armored forearm.

DM Note: Bosk, Fly check DC10 for your 5' step = 11.

Beri hopes to bring in more help and converts one of his spells to another summoning spell. This time he's going for a Satyr.

DM Note: Beriothian, Fly check DC15 for your Hover = 27.
BTW, you don't list your Hide armor's armor check penalty of -3 on any of those skills with Armor Check penalties. Did I miss something?
Also, your Climb skill bonus is 23?


Valla pulls out a healing wand and heals himself some. He privately wonders if/when are they going to get out of this.

Restlin starts summoning another creature from the outer planes, this time he's going for a Hound Archon. It'll be Hound vs Hound, one black and one white. Future bards will take this concept and write a whole series of short stories...

DM Note: Restlin Fly check DC15 for your Hover = 14, fail = drop 10'.
If I have your Fly skill bonus wrong (+2 dex, +3 for 1/2 caster level), let me know.


Wyaar once more speedily heals himself, finally free from the maw of his hellish persuer, then plants 1 of 2 arrows into the hound. (crit not confirmed).

The Green Lantern Archon shoots two more Green Rays at H7 which is persuing Wyaar.
Range Tch Att1 +3 = 12, dmg = 1
Range Tch Att2 +3 = 13, dmg = 3

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

DM OOC: By now you may have figured out their AC, it is 24.

H2 does not like the sharp sword that keeps making gashes in its hide and snaps a Zane.
Bite Attack = 21, N1, miss

H7 perception check = 17
H7 notices Valla on the ground and excitedly pounces in his direction.
Bite Attack Valla = 37, dmg = 18 + 7 fire

Confusion Effecs this round:
H3 % = 75 (NA - no item in hand to hurt itself with)
H4 % = 17 (Act normally)

H4 comes to its senses, momentarily, and, remembering its goal, looks around immediatly sees one of it's nemesises, an Archon, and belches fort a cone of fire upwards at it. Unfortunately Restlin is also in the cone of fire!
Cone of Fire = 34 dmg, Ref DC21 for half, and don't forget your Concentration Check
DM Note: the cone is aimed upwards so Wyaar is not affected.

Green Lantern Archon Ref = 9, fail. The Green Lantern Archon, having 17 hp, is obliterated by the blast of fire.

H3 turns and starts licking its wounds.

The other three continue in a mode of subdued emotions.

Map: Threshold Forest Map 8

Zeoll AC22, HP56+4 
Tuesday March 19th, 2013 3:13:28 PM


Zeoll continues to hang onto his branch (no Fly check needed). And he concentrates on his spell, keeping the three hounds at bay (round 5 of 6).

DM SANITY INFO ==========

Current Effects:
Mage Armor 12 hrs
False Life (+14hp) 12 hrs
Elf Vision lasts 1 hour

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8 (mage armor)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 3 of 3

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday March 19th, 2013 5:19:26 PM

ooc:
Thanks,I'll take a look at the armor tonight... I can't remember off the top of my head if there is a reason or if I just forgot to add it when I changed armor.

I am still in air elemental form that grants 60' fly (perfect), so I believe flight checks aren't necessary right now

"Also, your Climb skill bonus is 23?" Doh! that's supposed to be 3. I'll have everything updated by tonight, along with updating for the new magic item rules.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly - Resist Energy(fire) - Black Tentacles: 1 rounds - Confusion; 2 rounds - SM4: 10 rnds  d20+6=22 ; d20+5=25 ; d20+5=19 ; d6+3=6 ;
Tuesday March 19th, 2013 5:57:57 PM

Reflex save: 22

Restlin obviously needs to practice his flying. He does manage to flail around ineffectually in the air, avoiding the majority of the blast. His resist magic spell absorbs the rest.

The summoned hound archon arrives at K17. "That one over there!" he shouts in celestial while pointing at #7. "The elf needs help!"

Restlin then swoops majestically (Fly: nat 20) over to L20 while staying at 20' . He quickly looks around, decides this is as good a spot as any, He takes aim and sends a ray of enfeeblement toward #7, hitting touch AC 19 for 6 STR damage (Fort DC 15 for half).

"If we can snuggle in more, I can get things moving faster, IF YOU KNOW WHAT I MEAN."

Zeoll AC22, HP56+4 
Tuesday March 19th, 2013 7:33:14 PM

Zeoll has a move action left this round, so he could move closer per Restlin's request, but I think he is already so close that he does not need to "snuggle in" -- although that does sound cozy.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 25 Fire Resist  d20+11=21 ; d10+15=18 ; d20+14=31 ;
Tuesday March 19th, 2013 9:03:07 PM

Zane charges his weapon with magic and then attacks the hound again.

Attack w/PA 23 (forgot flanking bonus in die roll), Damage 18 (if hit)

"I'm working on getting there to help Valla!"

Move Action....
Hover in place if hound lives. (fly roll 31)
If hound dies, fly to flanking position on hound 7 to assist Valla (use same fly roll of 31)

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
3/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes
Blur, duration 7 minutes
Heroism, duration 70 minutes

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday March 19th, 2013 9:49:40 PM

As Beriothan's spell finishes a Satyr is called forth at L-18. Knowing by now that the woods damp enough not to start on fire Beri summons forth a flaming sphere at k-13

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Spike Growth (x1 remaining)
4 (3)- *Lesser Planar Ally, Spike Stones
Spells with * are Fey domain spells (and not included in spell counts)

Satyr 
Tuesday March 19th, 2013 10:03:31 PM

ooc: Beri can't speak in this form, so he can't give specific directions to the Satyr.

Satyr Stats
+4 str and con for Augment Summoning (added +2 to melee attack and +16 to health)
HP=8d6+16 = (sum(3,1,3,6,5,1,3,1)) + 16 +(16 for augmented summoning)=55
Str 18, Dex 15, Con 19, Int 12, Wis 14, Cha 19
Base Atk +4; CMB +6; CMD* 18
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Speed 40 ft.
Melee dagger +8 (1d4+2/19--20), horns +3 (1d6+1)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes

Wyaar (JonL) AC 25/17/23 CMD 25 HP 45/71  d20+14=23 ; d20+10=11 ; d20+15=21 ; d8+24=26 ; d8+24=30 ;
Wednesday March 20th, 2013 12:09:10 AM

Wyaar once again calls about Maab's power to smite a hound before sending a very poorly aimed barrage of arrows its way. It would seem standing on the air with nothing under his feet was a little disorienting.

-------

Activate Smite Evil on H7 as swift action

Full attack with manyshot, deadly aim, point blank shot and rapid shot

Attack1 (many shot, forgot point blank I roll). Hit AC 24 for 56 damage
Missed everything else.

HP: 7/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+12=29 ; d20+9=25 ; d20+6=14 ;
Wednesday March 20th, 2013 12:42:01 AM

The hound takes yet another chunk out of Valla...

If im gunna die.. any chance for a bit of healing?! I dont see a way out here...

Valla cast fly on himself, defensively, then flys up as far as he can out of the hounds reach.

=====
Cast defense dc 18: 29
Fly check 25 ( im not familiar with fly rules at all. Will read up on them tmw or late tonight)
Acrobatics to avoid AoO (if applys) 14


Zeoll AC22, HP56+4 
Wednesday March 20th, 2013 7:28:04 AM

Zeoll feels really bad that Valla and others need healing, but he is still concentrating on his Calm spell. "Fly high and fall back, Valla! Shoot arrrows orr long rrange spells. Don't worrry, just stay out of firre rreach."

"Same goes forr everrybody who is hurrt."

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells  d20+8=20 ; d20+8=18 ; d20+7=25 ; d6=5 ; d6=3 ; d6=5 ; d8+4=7 ; d20=13 ; d8=8 ; d8=4 ;
Wednesday March 20th, 2013 10:42:07 AM

I'll be there as soon as I put this dog down. Bosk checks to see if Zane has succeeded where he has not and dropped the doggie. If so he will try to heal Valla, if not he will once again unleashes his fury on the hound, glad to see that at least one of the three hits made contact.

Actions
-----------------
If dog is dead move 20ftN, 20ftE and up to 20ft up (As high as he can and still reach Valla to heal him) towards Volla and cast CMW in place of Delay Poison to heal Valla for 22 dmg

If Dog is dead full attack
5ft step/fly East
Atk 1 with bastard sword hit AC 20 - miss
Atk 2 with armor spikes sword hit AC 18 - miss
Atk 3 with horn hit ac 25 for 20 dmg (7piercing/bludgeoning + 8sneak +5Chill Touch)
-1 str unless it makes a fort save dc 11
(4 charges of Chill Touch left)
Fly check = 13

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 25 Fire Resist 
Wednesday March 20th, 2013 9:01:44 PM

checking in

DM JonathanT - no wood chucks in these woods! 
Wednesday March 20th, 2013 10:20:14 PM

DM OOC: putting stuff together right now...

DM JonathanT - no wood chucks in these woods!  d20+6=8 ; d20+9=20 ; d20+4=9 ; d20+3=5 ; d20+13=23 ; d20+20=33 ; 2d6+12=24 ; 2d6=7 ;
Thursday March 21st, 2013 12:31:47 AM

DM OOC: Sorry folks, i had the entire post here and when I went to save it, it said 'You don't have posting priviledge... etc.' and lost it all.
It's now 23:30 and I don't have the time to redo everything. I'll have it tomorrow evening.

Sorry. :(

Zeoll AC22, HP56+4 
Thursday March 21st, 2013 1:16:22 AM

No prob, Jon, happens to everyone.

HP: 7/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Thursday March 21st, 2013 2:19:21 AM

Checkin in, ive had it gsppen a few times... sucks...

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells 
Thursday March 21st, 2013 12:05:07 PM

Good to know I'm not the only one that has happened to.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly - Resist Energy(fire) - Black Tentacles: 1 rounds - Confusion; 2 rounds - SM4: 10 rnds 
Thursday March 21st, 2013 2:00:09 PM

OOC: That's never happened to me. Obviously all of you are doing something wrong.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 45/71 
Thursday March 21st, 2013 2:24:40 PM

OOC: seems to happen half the time I post from my phone.

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells 
Thursday March 21st, 2013 4:02:56 PM

We have city wide wireless, but the reception often cuts out. I think this causes my issues.

Satyr 
Thursday March 21st, 2013 6:50:02 PM

ooc: It happens to the best of us... and apparently also to Bosk ;)

DM JonathanT - no wood chucks in these woods! 
Thursday March 21st, 2013 8:43:06 PM

DM OOC: here's what happened. Usually we stay logged on to the Wold and every once in a while we go to post and the Post window will be gone and we have to log into the Wold again. However, this time I was already in, already posted in my Uncharted Heroes game, already posted here, and had the entire post with rolls entered.

Then when I hit Submit, it logged me out, or already had registered me having been logged out. So I had to log back in again, and of course, the post was gone!

However, most of it has been saved in my Notepad working copy. What's not that is the die rolls. I'll have to roll the dice again. Now that may not be a bad thing, as some bad things happened. This go around you guys may be luckier. :}

Post coming soon.

DM JonathanT - no wood chucks in these woods!  d20+6=21 ; d20+11=26 ; d8+4=5 ; d20+6=14 ; d20+5=25 ; d20+7=20 ; d8+4=5 ; d20+13=19 ; d20+19=22 ; d20+19=38 ; 2d6+12=22 ; 2d6=5 ; d100=22 ; d100=41 ; d20+22=31 ; 2d6+12=18 ; 2d6=6 ; d20+2=14 ; d20+2=6 ;
Thursday March 21st, 2013 10:13:43 PM

Zeoll keeps up his concentration on his Calm Emotions spell, the only thing keeping the whole area from going to the dogs. He encourages his friends to try to get out of Fire range, feeling bad he can't do anything for them while concentrating on his spell.

Beri finishes bringing forth a Satyr, not to play the pipes for a boozing party, but to help fend off some Mad Dogs! He then manages to bring forth a flamming sphere.

DM OOC: I forgot you were in Air Elemental form. It helps if your first line in your post lists all your active spells and effects. :)

The Satyr is pretty upset at being plopped down in the middle of a hellish chaos. He immediately sees H4 and whips his bow around angrily shoots an arrow at it.
Range Attack +6 = 21, miss

Restlin manages to escape the damaging fire burp through luck and magic and finishes off his summoning of a Hound Archon. "That one over there!" he shouts in celestial while pointing at #7. "The elf needs help!"

The celestial being as a much better sense of what's going on than the Satyr, as he is very familiar with Hell Hounds. His Large humanoid body with the head of a hound steps over to get within reach of H7 and swings his mighty greatsword and tries to take a chomp at it:
GrtSwd Att1 +11 + (2 flanking)= 28, dmg = 5
GrtSwd Att2 +6 + (2 flkg) = 16, miss
Bite Att +5 + (2 flkg) = 27, confirm crit = 20, crit not confirmed, dmg = 5

Restlin then flits over to his friends and stops underneath Zeoll. He takes aim with a spell and sends a Ray of Enfeblement towards H7 for 6 STR damage (Fort DC 15 for half).

He then calls out to his friends to get closer to him so he can do something cool.

Zane recharges his sword with magic again and swings at H2. The sword sends sparks off the hounds black chain armor but does not penetrate. He desperately calls out to his friend "I'm working on getting there to help Valla!"

Wyaar calls upon his paladin powers and sends a quite deadly arrow just barely piercing the hounds armor into H7's flank.

Bosk sees that Zane did not manage to kill the hell hound and unleashes a flurry of blows.
A horn manages to pierce though the chain armor. The blow was enough to finally kill it!

Valla yells out 'If im gunna die.. any chance for a bit of healing?! I dont see a way out here... ' then manages to cast Fly on himself (DM OOC: FINALY!) and tries to fly up, up and away! His Acrobatic skills just aren't up to par, though, and H7 gets a parting SNAP! at him.

Flying up at a 45deg angle withoug a skill check at half speed, or at at greater angle with DC20, at half speed. Your Fly check of 25 beats that so you are OK there.

Acrobatics check to escape AoO is vs CMD of creature:
Acrob 14 vs CMD of 33 fails. H7 gets an AoO.

Bite Att (-1 for Ray) = 22, miss
DM OOC: here's where History gets changed!

Vala manages to escape the terrible slobbering maw of the hell hound but, with only 1 Move of 30' available, and flying upwards is at half speed, he only manages to get 15' up! Gulp!

DM Note: i move you towards your friends, now that H2 is dead.

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

H7 Fort DC15 = 19, STR dmg = 3

H7 turns on its Celestial Archenemy:
Aura of Menace DC16 = 6 (-2 to hit)
Bite Att = 36, dmg = 22 + 5 fire = 27

Confusion Effecs this round:
H3 % = 22 (act normally)
H4 % = 41 (do nothing but bark incoherently)

H3 shakes its head and it clears for a bit. It sees the Hound Archond and takes after it:
Aura of Menace DC16 = 14 (-2 to hit)
Bite Att +2 flanking = 29, dmg = 18 + 6 fire = 24

The Hound Archon is barely alive!

H4 is confused at why it attacked its own kind and stands there barking incoherently.

The other three continue in a mode of subdued emotions.
Map: Threshold Forest Map 9

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 25 Fire Resist  d20+14=28 ; d20+11=16 ;
Thursday March 21st, 2013 10:49:00 PM

Zane flys over to towards the hound that was attacking Valla, thats now attacking the archon hound. (fly skill 28)
As he gets in range, Zane charges the sword and attacks. He misses, but he should draw some attention...

(map is tiny on my tablet, so cant read coords)

HP: 14/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+9=20 ; d8+2=5 ; d10+6=7 ;
Thursday March 21st, 2013 11:35:19 PM

Valla flys up and holds his bow to his chest as he lifts higher into the trees. His blood flows over the weapon. Casting false life, the bow reacts to the wizards dangerous situation.

afaster is better



Zeoll AC17, HP56+4 
Friday March 22nd, 2013 12:42:50 AM

Zeoll continues to concentrate on his spell, keeping the three hounds at bay (round 6 of 6).

He warns his friends that next round he will try to keep those three at bay with another spell, but it may or may not work.

He takes a move action while concentrating, flying north 60 ft and rising another five ft higher into the air if he can do so without getting tangled in the canopy. I do not think a Fly check is needed because he is moving in a straight line and not ascending steeply. As he moves, he looses his shield.

Where are those three hounds I've been calming? Need their coordinates for next round when I try something.

DM SANITY INFO ==========

Current Effects:
Mage Armor 12 hrs
False Life (+14hp) 12 hrs
Elf Vision lasts 1 hour
Fly spell
Calm Emotions last round of 6

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8 (mage armor)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 3 of 3

Wyaar (JonL) AC 25/17/23 CMD 25 HP 45/71  d20+15=26 ; d20+10=20 ; d20+15=29 ; 2d8+48=57 ; d8+16=24 ;
Friday March 22nd, 2013 12:59:45 AM

Happy to see that his most wounded companion has made it to the relative safety of the trees, Wyaar fires another volley at the hound below and smiles in satisfaction as most of his arrows bite deeply onto the evil thing.

-------

Full attack p hound 7 wit manyshot, deadly aim , point blank, rapid shot and smite

Attack 1, manyshot, double smite damage against evil outsider
Hit AC 26 for 57 damage
Attack 2 miss
Rapid ht arrow hit AC 29 for 24 damage

Bosk AC: 26/12/24 CMD:22 HP 46 of 66 Spells  d8=3 ; d8=6 ; d8=3 ;
Friday March 22nd, 2013 7:44:58 PM

Bosk flies up to Valla

Actions
-------------
Move 15ft North
Move 15ft Up
Cast CSW in place of Dispel Magic
Heal Valla for 20 dmg (3d8=12+8cl=20)

HP: 34/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Saturday March 23rd, 2013 12:02:28 AM

thanks big guy. We need to think, about possibly, falling back and regroup. Or a really well timed, beneficiary spell. `Vallas eyes widen as Bosks spell washes over him. The necromantic false life and then Bosks holy heal leave the battered elf with a numbness throughout his entire body, and as the pain begins to subside. Valla turns his gaze at the nearest hound.

Zeoll AC17, HP56+4 
Wednesday March 27th, 2013 1:00:16 PM

Glad to be back!

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly - Resist Energy(fire) - Black Tentacles: GONE - Confusion; 1 rounds - SM4: 9 rnds - Haste: 7 rounds 
Wednesday March 27th, 2013 2:29:50 PM

Restlin looks left, looks right, and figures this is as good as it's going to get. He drops a haste spell below Beri, encompassing everyone except Bosk (unless his move towards Beri takes place before Restlin casts, in which case it should get all of us!)

He will climb higher if he's in melee range of the hounds, but he'll risk the flame breath for now.

Zeoll AC17, HP56+4 
Wednesday March 27th, 2013 2:54:44 PM

Zeoll looks around, still trying to pinpoint the location of the calmed hounds.

[OOC: Welcome back everybody! My Friday post still stands, thanks!]

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 25 Fire Resist 
Wednesday March 27th, 2013 6:04:27 PM

checking in, last post still stands... even thought hit nada

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday March 27th, 2013 7:07:45 PM

Active Spells: Form: air elemental summon nature's Allu IV: Satyr, Haste

Beriothian follows the actions of his Satyr and moves his flaming sphere onto H4

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Spike Growth (x1 remaining)
4 (3)- *Lesser Planar Ally, Spike Stones
Spells with * are Fey domain spells (and not included in spell counts)


DM JonathanT - no wood chucks in these woods! 
Wednesday March 27th, 2013 8:15:16 PM

DM OOC: I'm goig to get some supper then I;ll start the post

DM JonathanT - no wood chucks in these woods!  d20+11=15 ; d20+6=26 ; d8+4=12 ; d20+5=15 ; d20+6=23 ; d100=89 ; d100=37 ; d20+20=28 ; 2d6+12=20 ; 2d6=4 ;
Wednesday March 27th, 2013 10:55:40 PM

Zane flies past Valla and possitions himself behind H7 to give himself and the Hound Archon flanking bonuses. Charging his sword again, he takes a swipe, but a tree branch gets in the way.

Valla moves even higher, knowing that the gods have given him a second chance, and casts False Life on himself from his bow's power.

MD OOC: the post that got lost had him around -13hp!

Zeoll keeps his concentration on his Calm Emotions spell, but is keenly aware that it is about to expire, so he makes moves to handle the three held hell hounds when it does expire.

DM OOC: the other 3 are now on the map.

Wyaar fires off another volley of arrows, two of the three hit in vital spots finally killing it!

Bosk flies up to Valla and sacrifices a spell for some healing to his poor friend.

Restlin casts a Haste spell below Beri affecting all but Zeoll.

DM Note: Bosk moved before you cast, but so did Zeoll.

Beri concentrates on his Flaming Sphere and moves it to H4. It is at the very edge of the range due to the Wall of Ice and the trees.

DM Note: H4? kinda in the middle of nowhere.

The Hound Archon now turns to face H3 and lays into it:
GrtSwd Att1 +11= 15, miss
GrtSwd Att2 +6 = 26, dmg 12
Bite Att +5 = 15, miss

The Satyr steps away from the H3 and H4 and shoots an arrow at H3 also:
Range Attack +6 = 23, miss

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

Confusion Effecs this round:
H3 % = 89 (attack nearest creature)
H4 % = 37 (do nothing but bark incoherently)

While H4 remains confused and barks something incoherently (aren't you glad you can't undertand Dog?), H3, continues to attack the Hound Archon, its nemesis:
Bite Att = 28, dmg = 20 + 4 fire.

The Hound Archon dissipates as the horrible maw of the hell hound closses in on it.

Zeoll, can clearly see the other three Nessian Hell Hounds now and begins his strategy for his next move. Out of the corner of his eyes, he catches a glimps of something rushing back towards them, and then hears the tell-tale crashing sounds that got their attention in the first place.
Zeoll eyes only: Highlight to display spoiler: { You see the spikey-humanoid creature returning, but charging the three hounds. It will be upon then next round.}

Map: Threshold Forest Map 10

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist  d20+14=17 ; d20+12=18 ; d20+12=19 ;
Thursday March 28th, 2013 12:11:17 AM

Zane moves to K/17 flying there. (fly skill roll 17)
He starts off attacking hound #3, having charged his blade with magical energy while he moved.
Both swings miss....

attack 18
attack 19

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
3/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes
Blur, duration 7 minutes
Heroism, duration 70 minutes
Haste, duration 8 rounds, cast by Restlin

Zeoll AC17, HP56+4 
Thursday March 28th, 2013 7:40:25 AM


Zeoll is confused: Who is that spikey creature moving toward the three northernmost hounds? Is it a friend or a foe? Should the liontaur continue to try to keep those three at bay, as was his plan, or leave them to Master Spikey?

Maybe he should try to keep the other hounds at bay, the ones that are a more present danger? But as the taur dithers, Zane engages in melee, putting the kibosh on that idea.

Well, back to plan A.

Zeoll takes a scroll of silent image from his pack, a move action. He reads it, creating an illusionary stone wall that surrounds the enemy dogs to the north. The illusion appears just as his Calm spell ends, before they can act to charge south.

The first level spell can cover 5 10x10 cubes, or 500 square feet. Zeoll shapes the wall to cover that space exactly. Here is a graphic showing the wall.

If they accept the wall and do not interact with it, they gain no save. If they touch it or breathe on it, they get a will save vs DC11.

Zeoll hopes this will buy a few rounds, at least. They did not challenge or interact with the ice wall, so maybe they will act the same towards this "stone" wall.

He concentrates on the illusion.

DM SANITY INFO ==========

Current Effects:
Mage Armor 12 hrs
False Life (+14hp) 12 hrs
Elf Vision lasts 1 hour
Fly spell
Silent Image

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8 (mage armor)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 3 of 3

Zeoll AC17, HP56+4  d20+23=31 ; d20+23=26 ; d20+23=25 ; d20+11=22 ; d20+4=13 ;
Thursday March 28th, 2013 8:22:46 AM

Oh, Zeoll skill checks.

Perception to keep alert, to watch that spikey guy, etc: 31, 26, 25.

Concentration (if needed): 22

Fly (if needed): 13

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly - Resist Energy(fire) - Black Tentacles: GONE - Confusion; 1 rounds - SM4: 9 rnds - Haste: 7 rounds  d20+5=21 ;
Thursday March 28th, 2013 11:33:58 AM

Restlin notes that while he is running out of tricks, Wyaar is doing just fine on arrows. The wizard flies (check: 21) to N17 & smacks the paladin on the back just as he's starting to aim.

"Don't miss, buddy! Lives depend on it!"

***

Bit of Luck on Wyaar. Domain power (luck): Any D20 roll is made twice & Wyaar takes the more favorable result.

The text reads "For the next round." I interpret that as "until my next go" meaning it would affect him this round since I went before him, but you're the DM...

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells  d6=4 ; d6=3 ;
Thursday March 28th, 2013 12:27:36 PM

Grabbing onto his holy symbol, Bosk begins to pray and unleashes a small wave of healing energy onto the group, healing everyone except for Zeoll for 7hp. The cleric then flies ahead to join the battle.

Actions
-------------
Channel Energy for 7 hp
Move 15ft N.

Haste: 7 Rounds

Wyaar (JonL) AC 25/17/23 CMD 25 HP 45/71  d20+12=26 ; d20+12=21 ; d20+7=8 ; d20+7=23 ; d20+12=31 ; d20+12=18 ; d20+12=13 ; d20+12=28 ; d20+12=16 ; d20+12=27 ; d8+8=9 ; d8+8=9 ; d8+8=15 ; d8+8=12 ; d8+8=15 ; d8+8=13 ; d8+8=16 ;
Thursday March 28th, 2013 8:41:34 PM

A grin spreads over the paladins features as he feels the familiar tingle of the wizard's haste spell fall over him and he goes to town against Hound 3 with a little bit of help from Waard.

~~~~~~~~~~~~~~~~~~`

With Bit of luck

Full attack to Hound 3 with rapid shot, point blank, haste, manyshot and deadly aim

Attack 1(Manyshot attack), best roll hit AC 26 for 18 damage
Attack 2, best roll hit AC 23 for 15 damage
Rapid Shot Attack: best roll hit AC 31, crit confirm best roll AC 28. 12 damage + 28 damage if crit confirmed
Haste Attack: best roll hist AC 27 for 16 damage

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday March 28th, 2013 8:42:46 PM

Active Spells: Form: air elemental summon nature's Allu IV: Satyr, Haste
...immune to fire. Duh!

Beriothian realizes his offensive spells aren't the best for this situation. He readies his last spike growth spell to cast should he see the other dogs come into range.

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Spike Growth (x1 remaining)
4 (3)- *Lesser Planar Ally, Spike Stones
Spells with * are Fey domain spells (and not included in spell counts)

DM JonathanT - no wood chucks in these woods!  d100=49 ; d20+16=21 ; d20+16=32 ; d20+16=27 ; d20+5=19 ; d20+6=26 ; d6=2 ;
Thursday March 28th, 2013 11:39:23 PM

Zane, now free to move about the forest, flies past a score of treetrunks, nearly hitting one, then burst into the open and stops in front of H3, whilst he proceeds to make mince meat out of thin air.

Zeoll, quite unsure of the spikey-guy's intentions, plays it safe by erecting an illusionary wall of stone around the three hell hounds just as the Calm Emotions spell expires.

Restlin flies over to Wyaar and gives him some extra magical aid to his friend's aim.

DM OOC: i see no problem with him using it this round, as he's not gone yet.

Bosk takes the moment of respite and unleashes a little healing to most of his friends.

Wyaar takes advantage of the Haste and Bit of Luck sending another hail of arrows at H3. All but one arrow pricks the hound. OUCH! It crumbles. :(

Beri, after directing is Flaming Sphere ontop of H4, sees that it does not even singe hair off the hounds back. So, he gets another Spiked Growth spell ready.

The Satyr plinks another arrow at H4:
Att +6 = 26, at hit! dmg = 2

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

Confusion Effecs this round:
H4 % = 49 (do nothing but bark incoherently)

H4 still seems confused about something and sits there barking like a mad dog.

Mr. Spikey comes to a halt at the edge of the road but still in the trees. He looks a bit confused at the sudden appearance of a wall around the three hounds. But nevertheless, he starts hootin' and hollering. The three hounds raise a cacophony of horrible baying and attempt to jump the wall.

H5 Jump = 21
H6 Jump = 32
H8 Jump = 27

H6 and H8 manage to clear the wall while H5 gets bumped by the other two and crashes into the wall.
H5 Will DC 11 = 19.

H5, in its 'crash' into the 'wall', falls to the ground, half its body on the inside and the other half on outside of the wall. Seeing Mr. Spikey, though, it forgets that he's split by a wall and charges after Mr. Spikey, following H6 and H8.

Mr. Spikey sees the three jump the wall and takes off into the forest again, yelping and hooting.

The chase is on again, but now only three Nessian Hell Hounds are after Mr. Spikey instead of 8.

Map: Threshold Forest Map 11

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist  d20+14=19 ; d20+12=19 ; d20+12=22 ;
Friday March 29th, 2013 6:39:47 AM

Zane flies forward,close enough to hit hound #4, as he moves, he charges his sword with arcane power.
"Someone keep an eye on those other hounds,I also think we wanna speak to whatever or whoever broke out of the woods first, being chased apparently."


Fly skill 19
Attack 1 19
Attack 2 22

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
3/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes
Blur, duration 7 minutes
Heroism, duration 70 minutes
Haste, duration 7 rounds, cast by Restlin

Zeoll AC17, HP56+4  d20+2=14 ; d20+23=26 ; d20+8=18 ; d20+8=12 ; d20+6=16 ; d20+6=24 ;
Friday March 29th, 2013 10:01:53 AM

Zeoll shouts, "I'll follow them!"

He turns invisible (move action with fey domain power, used 2 of 8 today), and then flies 60 ft forward. As he does so, he draws a tanglefoot bag.

I think he ends his move on K L -5 -4 or so, hovering invisibly above the hounds.

Not sure how much noise he is making, but his untrained stealth with shield loosed, basically a dex check, is a 14.

No need to make a Fly check going in a straight line as a move action, I think.

Perception is a 26.

Knowledge checks to figure out what the heck that Spikey guy is:
Know Nature +8 = 18
Know Planes +8 = 12
Know Arcana +6 = 16
Know Geog +6 = 24

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly - Resist Energy(fire) - Haste: 7 rounds  d20+5=16 ;
Friday March 29th, 2013 4:41:18 PM

Restlin hovers in place (Fly: 16) behind Wyaar.

"That one!" he calls out, point at number 4. "He won't be so confused in a second or two. You should stick an arrow in him before that happens!"

The wizard rests his hand on the paladin's shoulder as he speaks, letting a bit more of his luck rub off...

***

Another round of Bit o' Luck for Wyaar.

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Friday March 29th, 2013 7:55:11 PM

ooc: I am on the road and the map is blurry on my phone. Can someone please email me a jpeg or other image file with the map on it?

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Friday March 29th, 2013 8:52:12 PM

Seeing the other dogs running in the opposite direction, Beriothian decides to take advantage of their delay and transforms into a whirlwind. He then descends on top of Hell hound number 4 and attempts pick up the beast before it regains it's senses.

Occ: dm sanity
A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster's HD + the monster's Strength modifier) or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful.

http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Whirlwind-Su-

Wyaar (JonL) AC 25/17/23 CMD 25 HP 45/71  d20+12=32 ; d20+12=13 ; d20+12=25 ; d20+7=24 ; d20+7=10 ; d20+12=25 ; d20+12=32 ; d20+12=20 ; d20+12=21 ; d20+12=20 ; d20+12=14 ; 2d8+16=21 ; 2d8+16=27 ; 2d8+16=25 ; d8+8=12 ; d8+8=14 ; d8+8=13 ; d4=4 ; d8+8=12 ;
Friday March 29th, 2013 9:35:34 PM

"Aye aye"

The holy paladin arrow gattling turns its attention towards Hound 4

~~~~~

Bits of Luck!

Full attack to Hound 4 with rapid shot, point blank, haste, manyshot and deadly aim

Attack 1(Manyshot attack), Nat 20, crit confirm best roll AC 25, 21 damage + 32 damage if crit confirmed
Attack 2, best roll hit AC 24, 12 damage
Rapid Shot Attack: best roll nat 20, crit confirm best roll AC 21. 14 damage + 25 damage if crit confirmed
Haste Attack: best roll misses

HP: 48/56 AC:(24 Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d8+2=7 ;
Saturday March 30th, 2013 12:14:03 AM

Valla smiles as bosks healing wave flows over him. He then taps himself with his wand again, then puts in back in the haversack.

that was to close for this elf..

HP: 48/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Saturday March 30th, 2013 8:46:53 PM

If valla is able to, he will rise up as much as he can without hampering his view of the hounds below as he stashes his wand in the bag.

ooc: Just saw that haste affected Valla as well.

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells  d20+8=24 ; 2d8+4=14 ;
Monday April 1st, 2013 12:50:14 AM

Seeing his friends no longer in danger of bleeding out brings a little relief to the horn cleric as he suddenly realizes the battle has once again fled his presence. Quickly the cleric flies towards the hound up and to his left and swings his bastard sword at the beast.

Move to H,I/17,18
Atk H4 Hit AC 24 for 14dmg

ooc: Sorry for the late post. I could't read the map while on the road and realized my character's position hasn't been updated since map 9.

Zeoll AC17, HP56+4 
Monday April 1st, 2013 11:39:34 AM

Checking in and following in flight!

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday April 1st, 2013 5:15:30 PM

ooc: checking in for the sheriff report

HP: 48/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Monday April 1st, 2013 6:05:28 PM

Checking in

Wyaar (JonL) AC 25/17/23 CMD 25 HP 45/71 
Monday April 1st, 2013 7:22:12 PM

Check

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Monday April 1st, 2013 7:41:33 PM

checking in

DM JonathanT - no wood chucks in these woods! 
Monday April 1st, 2013 8:46:03 PM

DM OOC: post coming... :)


DM JonathanT - no wood chucks in these woods! 
Monday April 1st, 2013 10:16:20 PM

Zane charges his sword again and takes two swipes at H4 while he advises someone to keep an eye on the other three. Both swings miss, his second swing coming pretty close, though.

Zeoll shouts "I'll follow them!" and follows this up by turning invisible, then flies towards the spot the hounds had been camped, drawing a tanglefoot back as he dodges branches.

DM Note: to move 60' and avoid the branches (difficult terrain), I had to drop you to 35'.

Zeoll arrives at the spot the hounds entered the forest chasing after Mr. Spikey the round before. The extremely unusual nature of Mr. Spikey gives Zeoll an impression that 'it' is of an otherworldly nature, but exaclty which other world is a guess. Nothing he can think of compares to what he's seen.

He hears the crashing of the beasts fading away quickly deeper into the opressive forest. Will he follow?

Restlin warns his friends that Hound4 will clear its head very soon, "He won't be so confused in a second or two. You should stick an arrow in him before that happens!" then he gives a bit o' luck to Wyaar again.

Beri, in Medium Air Elemental form, turns himself into a Whirlwind and descends upon H4, intending to pick it up and toss it around.

DM Note: from Universal Monster Rules: Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind.... These Hell Hounds are Large, therefore NOT 'one ore more size categories smaller than the Whirlwind' and thus cannot be picked up. You'd have to be larger than Large to manage to pick one up.

The Beri-Whirlyboy tugs and heaves but H4 is just too heavy to pick up.

Wyaar, touched again by 'an angel', (of luck?) loads and shoots three more arrows. Part of the Hound is encased in a whirlwind, though and the air votex plays havoc with his arrows. Despite this, he manages to put enough arrows in it to kill it!

Valla smiles as Bosk's healing wave washes over him. He takes advantage to heal himself a little more with a wand. He thinks about flying up a little higher but sees that this would put him in the branches and hamper his view, and then notices that Wyaar finished off the last hound.

Bosk bravely charges H4 as it gasps its last from half a dozen arrows to the heart and puts a gash worthy of a song into it. A very short song, but a song nevertheless.

The sudden quiet of the battle allows the sounds of the other three hounds dashing off into the depths of the woods to reach the IA. Will they take up pursuit? Or will they take some time to lick their burns?

DM Note: good job guys. I was sweating it for you there for a while, but you managed to pull it off. :) Let me know if you plan to follow the other three.

No need of map at this time unless you plan to follow.



Zeoll AC17, HP56+4  d20+12=13 ; d20+23=26 ;
Monday April 1st, 2013 10:57:04 PM


If Zeoll is out of sight range, he'll fly and follow by scent.

Survival to do so: a 13. But I suspect for this round at least, hearing will suffice. Perception 26.

Zeoll also casts prestidigitation, using it to color the leaves near him yellow, red, and orange as he goes. That way his friends will be able to follow.



Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 43/62 (Spells) - Fly - Resist Energy(fire) - Haste: 7 rounds 
Tuesday April 2nd, 2013 8:46:34 AM

The wizard lets out a small "whoop!" as Wyaar's arrows hit home.

"That was some quality shooting, friend. Let's say we catch up with Zeoll before he gets himself killed. We're hasted & he's not; we should be able to overtake him..."

With that, Restlin tears off after the liontaur, casting an invisibility spell of his own.

***

Following the trail Zeoll's leaving as fast as possible after casting invisibility.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Tuesday April 2nd, 2013 2:45:48 PM

Zane, seeing the hounds here are dead, flies off after the other three hounds and Zeoll, using a double hasted move if needed to catch them. He will gain 10' of elevation for movement purposes.
He wants to get somewhat ahead of them, so he can drop in on another one and attack.

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
3/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes
Shield duration, 7 minutes
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Mirror Image, duration 7 minutes
Blur, duration 7 minutes
Heroism, duration 70 minutes
Haste, duration 5 rounds, cast by Restlin

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday April 2nd, 2013 8:45:58 PM

Beriothian hovers just above the ground. He wants to confirm with everyone that we are not chasing after, but he doesn't want to transform of air elemental form until he knows they aren't pursuing.

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Tuesday April 2nd, 2013 9:44:58 PM

Bosk flies behind Zeoll and Zane and will help them finish off the hounds if they choose to continue the chase, however he would prefer regrouping and stripping the hounds of their armor.

DM JonathanT - and the bunnies and foxes rejoice! 
Tuesday April 2nd, 2013 10:15:30 PM

DM Jonathan OOC: I'm going to make this short, no need to drag it out.

DM Jonathan IC:
The IA members that feel frisky go charging, er, flying after the hounds that are now chasing the Mystery Mr. Spikey. It is quickly realized though that the speed of the hounds on the ground is greater than those flying and trying to avoid crashing into a tree trunk or being slapped silly by branches.

It is also very evident that the forest gets much more 'ominous' the deeper they go. And there's the danger that their colorful trail get wiped clean somehow before they make it back. Getting lost in here is NOT a good thing.



HP: 48/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Tuesday April 2nd, 2013 11:28:10 PM

Why chase them? Leave them an spike thing to the food chain of this place. Weve protected ourselves from the threat, lets get back on track ey guys?

Valla decends to the ground as he speaks.. The elf still bleeds, but looks fairly healthy for the moment.
Besides, ive gotta find a way to be of better use in battle before i get us all killed

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 47/62 (Spells) - Fly - Resist Energy(fire)  d8+1=4
Wednesday April 3rd, 2013 7:59:14 AM

Restlin stares deep into the forest. It's bad enough he's been out on the road for weeks now. He doesn't need to deal with THAT on top of it.

"Agreed. Besides, we're supposed to be getting that fragment. Still, makes you wonder, don't it? What kind of local ecosystem supports hell hounds? Hopefully that was just a distraction, but let's get moving regardless. I'm eager to get out of this place..."

Noticing he is still injured, he waits until his friends are close and lets out a wave of...energy? life? healing? Who knows...it does seem to stitch a few wounds back together, though.

Channel energy - 4

Wyaar (JonL) AC 25/17/23 CMD 25 HP 45/71 
Wednesday April 3rd, 2013 9:58:08 AM

"Agreed. As much as I hate to leave the Hounds free to roam It would be no use for us to base them in the woods. We can't match their pace... And more concerning to me is that those were not summoned creatures. We should see to our wounds and continue on to put some distance between us and this place."

And he'll look over the hounds corpses to see if there are any identifying marks, collars, equipment or the like.

Zeoll AC17, HP56+4 
Wednesday April 3rd, 2013 1:00:03 PM


Zeoll sees that pursuit is futile, and lets the hounds go.

"Who was that spikey fellow?" he wonders.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Wednesday April 3rd, 2013 7:18:53 PM

Zane, makes sure everyone makes it back to the road, before he flies down and then cleans off his sword....
"Well, it started out good, but then it was like they were wearing a cloak of displacement, I just couldn't hit them."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday April 3rd, 2013 8:15:48 PM

Beriothian transforms back into human form.
Is everyone back and in one piece? That was pretty crazy, we need to keep a better eye out from now on.

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Wednesday April 3rd, 2013 8:57:41 PM

Bosk returns to the battle field and begins checking the bodies for anything of value or signs of who sent them.

DM JonathanT - and the bunnies and foxes rejoice! 
Wednesday April 3rd, 2013 9:23:03 PM

The bodies are grotesque forms of the better known Hell Hound. Nessian comes to mind for several of the IA members. Each was wearing a coat of black chain armor. Being the size of horses, these suits could probably be made to fit a small to medium sized horse, with a little work. As good as they are, they are not of masterwork quality. Their black color is of unknown origin.

They had no markings up until now. Now they have lots of markings, er, gashes, and such.

DM OOC: everyone that survived, oh, everyone i guess, gets 7,314xps and the chace to fight again another day. :)

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Thursday April 4th, 2013 12:49:25 AM

Yeah, the fragment... You make a good point.. if they werent summoned... doesn't that suggest there is a way fror them to travel between planes? Without magic of their own. But their wearing armor.. That says they belong to som...thing else. So, someone, or thing, has came to our plane with Helk Hounds, honestly, I hope the reason is to capture the spikey guy... and not something more sinister.

As we set off again Valla keeps his bow drawn with an arrow loosely knocked.

Sorry I had you waste the money on the horse Zeoll. Bad luck Id say?

The Woods Outside of Threshold (DM SteveK) 
Thursday April 4th, 2013 7:57:41 AM

The group investigates the bodies of the Nessian Hellhounds, and considers the implications.

They also reorganize for the interrupted trip towards Threshold and the search for the Shard.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) - Fly - Resist Energy(fire)  d8+1=8 ; d6=6 ;
Thursday April 4th, 2013 8:00:23 AM

Restlin lets loose another healing wave (6 HP). Seeing Wyaar's still pretty banged up, he'll also go heal him personally (CLW: 8HP to Wyaar).

It's odd, healing people. Restlin's not much of an offensive spell caster. He had high hopes for Vera, but his friends seem to love charging into danger, making fireballs not terribly effective. Forget about touch spells; who wants to walk up to the bad guy when you can deal with him from the rear? Point being, he's not used to getting this up close and personal with his casting.

Besides, he needs to stop touching Wyaar before the paladin gets the wrong idea...

Zeoll AC17, HP56+4 
Thursday April 4th, 2013 2:41:25 PM

Zeoll does not mind the loss of the horse. "I just feel bad you have to walk now, Valla."

The liontaur looks around and asks the group if he should track the hell hounds back to wherever they came from. There might be a cave with loot.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Thursday April 4th, 2013 4:09:29 PM

"There might be a cave with loot, but then again there might be another bunch of hounds wearing armor too. Either is as likely as the other.
Let's just carry the armor, it might be salvageable or useful. I hate to leave it behind, unless it absolutely has to be."


Zane will clean the "barding" as best as possible and then load them into his haversack until it's full, then pull out a backpack and carry the rest, it's good being strong...

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Thursday April 4th, 2013 9:10:03 PM

May I suggest checking the armor for curses and poison before we start packing it up? I cannot place the black color and it has me a little worried. As he says this the cleric begins digging in his back and removes several goodies from his bag. I think it would be safer if we didn't light a fire tonight.I have four cookies that will magically support a person for a day without food or drink and some trail rations if needed. As he speaks he places a Squinky Cane in his mouth (grants +1 to next fort save this module). Also, let me know if your clothing was damaged by those mutts. I have a magic sewing kit that is enchanted with mending cantrips that will make the fabric good as new.[/b]

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday April 4th, 2013 9:30:55 PM

I will cast detect magic on the armor, and have mending cantrips prepared for those that need it. Also, we still have goodberries, and don't forget that they heal you a little.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71  d6=5 ; d20=5 ; d6=2 ; d6=1 ; d6=2 ; d6=2 ;
Thursday April 4th, 2013 9:36:16 PM

"Thank you Restlin," Wyaar says in response to the healing before laying hands on himself to take care of the rest of his wounds. He brings a hand up to run over where his eyebrows used to be and sighs. To think, they were just starting to grow back after that nonsense in Mudtown.

"We'd best keep moving forward... finding this Shard might be key to removing the hounds and Maab knows what else."

Threshold


Arriving in Threshold (DM SteveK) 
Friday April 5th, 2013 8:05:39 AM

A detect magic and close perception of the armor reveals nothing. The armor is not magical and there is no telltale on them either, and so the heroes pack up the goods.

It is sorry that the horses were killed, but better them than the heroes, and soon the Iron Adventurers are ready to tramp the road once more.

It is only another hour of walking to come to the tilled fields surrounding Threshold. Threshold itself is in the saddle between two lines of hills that march east and west to higher mountains in the far distance. To the north a Trade Road runs. To the south, another Trade Road winds down into the valley of the Wane Downs.

The town tends towards taller, thinner buildings that have a tendency to lean as they age, and have windows locked and barred even in the daytime. Doorways are locked, and most inhabitants have secret knocks and passwords to get inside. Cracks and holes have been plugged with mud, rags, plaster, or anything else that could keep out the smallest rat.

The people reflect their washed-out buildings with gray clothing, keeping their faces covered with hood, cowl, or scarf, they move with a purpose and never linger on the streets.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Friday April 5th, 2013 5:53:15 PM

ooc: post coming late tonight

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+11=14 ;
Friday April 5th, 2013 11:44:31 PM

Valla keeps aware as they walk to threshold, eyeing the curious leaning buildings and nervous inhabitants with suspicion. He keeps his bow drawn, and stays close to Bosk.

Whats with this place.. Seems like everyone is frightened or expecting something bad to happen.. I wonder if its us, or if it s always this way...

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Saturday April 6th, 2013 12:16:57 AM

Beri looks at Valla with his bow already drawn.
We already stick out like a pair of sore thumbs here, we need to be careful. We probably want to avoid looking like we are attacking if we are going to be walking through town. Still, I think you are right to be on guard, something tells me they aren't the type to welcome visitors.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71  d20+11=14 ;
Saturday April 6th, 2013 9:35:44 AM

"Cheery looking place. Not sure I'd lead us in with a song this time Zeoll."

But he keeps an eye open, though his attention isn't what it should be as he muses over the town, "I doubt they live this way by choice. If they are but men and women then something has driven them to this."

Perception: 14

Zeoll AC17, HP56+4  d20+6=10 ; d20+23=27 ;
Sunday April 7th, 2013 10:29:55 AM

OOC: Know Geography 10 (D'Oh!)

Zeoll only has the faintest memory of hearing about this place. "If I rrecall corrrectly," the seer says, "this has been a bleak place forr a long time. Some say therre arre occult influences herre? That the boundarry to otherr places is thin? The name means something, I think. Thrreshhold."

"I will dream of it tonight, maybe."

Zeoll continues to look around at the people and things of this dreary town.

Perception 27

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) - Fly - Resist Energy(fire)  d20+11=13 ;
Sunday April 7th, 2013 11:56:31 AM

Knowledge, Geography: 13. I'm going to assume that's enough to know the basics in the Wolipedia.

***

"Standard tale, really. Rich got richer, poor got poorer. This place survived the nasty goings on with the rains and whatnot by mining gems & selling them, but the profits weren't shared. Look around, gentlemen. If we're serious about Iron Town, this is a case study in what not to do."

The wizard keeps his voice low, not wanting to draw any attention to them. Of course, he's still wearing his robe of resplendence, so it probably doesn't matter...

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Sunday April 7th, 2013 7:49:43 PM

"I think our presence here is going to go over like a lead kite, I'm betting just about any stranger that's ever came here did nothing but take advantage of them, and all that history is going to weighed against us.
Any ideas where to start looking?"


Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Sunday April 7th, 2013 9:02:54 PM

Bosk shrugs his shoulders. Zeoll and Beri have always been our knowledge guys. Perhaps we should look for an Inn or Pub and have a drink while we figure out what to do next?

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Monday April 8th, 2013 2:51:34 AM

ya, a drink sounds like a grand idea.. Although i agree that we wont taken to kindly here. I think you guys handle the locals. I'll try not to get us in too much trouble.

Walking in Threshold (DM SteveK) 
Monday April 8th, 2013 11:33:27 AM

The Iron Adventurers are a little non-plussed at the appearance of Threshold. Ideas are bantered around about the occult or exploitative strangers, but soon Zane points them back on the reason the group is here in the first place.

Bosk suggests (seconded by Valla) that a Pub or Inn would be the place to naturally start. Maybe a drink and more social townsfolk then getting some information is in order, and definitely NOT having a bow with nocked arrow and half-drawn!

Looking around for a Pub or Inn or other Public House, the Iron Adventurers avoid talking to the people, and the people don't hang around to talk to the well-armed and armored and robed adventurers. After an hour of circling the town, the Iron Adventurers come upon their second problem...

Try as they may, they have yet to find an Inn. Or Pub. Or a store of any kind. Every building seems to be a home, barn, or shed. There are no natural gathering places in the town at all!

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Monday April 8th, 2013 2:59:05 PM

Valla begins tracing the scar on his face as no place had been found, No wonder people so depressed and withdrawn from one another... I dont suppose there is any guard or law enforcement group either. Probably little government, if any, to create laws.

Valla takes a look around the dreary scenery, his fingers still up his face, well, I guess i could be wrong, I think we should find a sort of town official. The alternative is talking with random passerby andi dont think that will prove useful, if not hostile.

The elf looks to the group for other ideas or opinons, a bit at a loss for whay to do.

Zeoll AC17, HP56+4  d20+13=26 ; d20+5=17 ; d20+21=23 ; d20+13=31 ; d20+19=32 ; d20+19=32
Monday April 8th, 2013 3:14:08 PM


Zeoll comments to his friends, "Clearrly, we need to rresorrt to special measurres to learrn morre. Keep your ears peeled!"

The seer begins by looking for the nearest thing to a village square, a town commons, or a parade ground. Failing that, he looks for the place with the most passers-by. Failing that, he picks an intersection of streets closest to the geographic center of town.

He begins by lifting his voice in song ...

Ho, come now, oh people and folk of this place
Please give us yourr earrs and yourr frriendly good grrace.
We come herre to offerr ourr help and ourr aid
And we have some questions and storries to trrade.


Perform Song: 26 woot!

With any luck, Zeoll's singing will attract a crowd. But even if it does not, he will cast a spell after his song is done: Enthrall.

Per the spell, all those within 160 ft are affected for up to an hour, and those who enter the area may be affected too. The Will Save DC to resist is base 10 +2 (2nd level spell) +5 (wis) +1 (cradled) +2 (feats) = 20.

For the hour duration, Zeoll will be talking about why the group came -- to paraphrase, there is an anomaly about Threshold, a source of growing evil. The anomaly has kept some heroes and and investigators out of the area, but Zeoll and his friends, a group called the Iron Adventurers, have been able to arrive here. Our goal is to find the source of the anomaly and remove it from the town, taking it to a place where it can do no harm. We think the anomaly may appear to look like a shard of metal. We think it is a piece of the Chaos Bell.

If there are hecklers, and an opposed Chr check is needed, Zeoll's check is a 17.

After Zeoll's spell ends, there will be a crucial 1d3 round duration during which people will talk about Zeoll's speech. In that precious short time, some person may let slip an important bit of information that may be a clue! That's when Zeoll will be listening most clearly: Perception 23. Gather Info 32.

Zeoll will also be listening to hear if any person might be more receptive or friendly than another. Sense Motive 31. If so, he will approach that person or people to try to further engage them and initiate a friendly conversation. Diplomacy 32.

DM SANITY INFO ==========

Current Effects:
Mage Armor 12 hrs
False Life (+14hp) 12 hrs

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8 (mage armor)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 2 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 3 of 3

Also used: Scroll of Silent Image

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) - Fly - Resist Energy(fire) 
Monday April 8th, 2013 5:01:13 PM

Restlin watches as their options to remain low key vanish. The wizard just shrugs & begins to mill through the crowd, listening for any important nuggets folks let slip.

He'll nudge Bosk before he starts moving about. "You know, Zeoll's calm emotions spell may have saved our lives back there. Perhaps this is some sort of "opposite" adventure. Maybe we should go for bluster this time around instead of keeping things subdued."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+18=24 ;
Monday April 8th, 2013 5:25:40 PM

Well, being subdued rarely worked out for us either. When the gods of Wold call you to be an adventurer there probably is little avoiding the plans they have in store for you. I fear I'm little good at gathering information these days, though Zeoll was always more silver tongued than I anyways. Thankfully my senses are as sharp as ever, in this town I get the feeling you should always keep your eyes open.

Perception = 24

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Monday April 8th, 2013 7:24:06 PM

As Zeoll begins to sing The Horned Cleric ponders the idea of setting up a bar in town, but recollection of how all the groups businesses, buildings, and friends seen to put people into more danger and get invaded no matter what security measures are taken. Zeoll's be travelling the Wold longer than any of us, I suppose he knows what he is doing...although I would have taken a less direct approach at first...although the gods of the Wold didn't see fit to give me a singing voice fit for much more than drinking songs, which are not of much good here since they don't have a bar.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Monday April 8th, 2013 8:37:43 PM

Zane, at a loss for an idea of how to continue whispers...
"I'm betting that it wouldn't go over very well if I dragoned out and let loose with a roar right about now."

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20=20 ; d20=14 ;
Monday April 8th, 2013 9:47:47 PM

smiling at Zane's comment Valla shakes his head, I think we should keep the dragons and roaring to a minimum friend... Although, something nudges at my gut that says they wouldn't be very surprised to see something like that. I'd say these people have seen terrible things. Probably close to the intensity of what we've seen since we began our ventures within Hook City.

Valla listens to Zeoll's song and Hums along to his friends peaceful voice and tune; When the story begins, Valla casts Prestidigitaion to amplify Zeoll's voice and add flavor and suspense to the story. Doing this from a distance, the archer wizard finds a place to view the crowd gathering around Zeoll.

After the story has ended, he sums up enough courage to mingle with a few locals of the crowd near the outskirts of the gathering group. Trying hard not to get himself in the middle of the crowd.
=============
Diplomacy: 19 (Nat 20)
Perception: 25
(For some reason this computer won't let me roll the dice with the drop down menus... Odd..)

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71  d20+15=18 ;
Monday April 8th, 2013 10:14:51 PM

Wyaar smiles and looks all heroic.

Diplomacy aid another 18

----

Sorry for the crap post. 10:16 and I am just sitting down to dinner. Crazy day.

Walking in Threshold (DM SteveK)  d20+10=14 ;
Tuesday April 9th, 2013 10:53:56 AM

Valla, now that he thinks about it, realizes that he HASN'T seen any guard or town official or really anyone that dresses or acts different than the others. He considers talking with random passerby and doubts it will prove useful.

Zeoll resorts to special measures, and picks an intersection of streets close to the center of town before lifting his voice in song.

Restlin suggests to Bosk that bluster this time around may get them somewhere.

Beriothian keeps his eyes open and notices that The townsfolk remind him of a small flock of birds, all looking the same to not attract the attention of a hawk or fox...

Bosk ponders and rejects the idea of setting up a bar in town and waits for any results of Zeoll's singing.

Zane is at a loss for an idea of how to continue and figures that 'going dragon' would not help.

Wyaar smiles and looks all heroic.

Zeoll's song is pure and clear, a masterful performance!

Ho, come now, oh people and folk of this place
Please give us yourr earrs and yourr frriendly good grrace.
We come herre to offerr ourr help and ourr aid
And we have some questions and storries to trrade.


It is a good song, but makes the people hurry away instead of congregating! By the end of the song, there is only one old woman who doesn't seem to move very well or have a good sense of direction who is within range of Zeoll's spell. She has hobbled one way, and, bumping another hurried townsfolk, turned around and hobbled the opposite. At the end of the song, she is halfway down a street of dull gray doors.

Zeoll casts his spell, moves over to the woman, and begins speaking to her, but immediately sees the Enthrall did not work. Nevertheless, it seems like he has found something different.

The woman hisses Zeoll into silence. "Shut your yap, you great fool!", she grates quietly but forcefully. "Come back to this door after dark when there are none on the streets. You will tap three times, I will tap twice, and you tap once. I will talk to you, but not where anyone else can see or hear!"

In a louder, more quavering voice she calls as if playing to an audience. "I'm just an old woman, I have nothing of value, leave me alone!"


Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) - Fly - Resist Energy(fire)  d20+14=27 ;
Tuesday April 9th, 2013 1:00:40 PM

"Huh...well, you really knocked'em dead that time, ol' buddy! I'd say let's go get a drink, but other than a well or two I've seen I don't think there's any place to do that."

Restlin ponders. Has Threshold always been this way?

Knowledge, local or history: 27. (Geography is 24 if that's more appropriate)

Zeoll AC17, HP56+4 
Tuesday April 9th, 2013 1:33:46 PM

Zeoll "ignores" the woman, breathes deeply*, and wanders away. He helps his friends kill time until it is after dark, then encourages his friends to sneak back to the old lady's door. Maybe we can come back after dark under the cover of an illusion -- maybe an illusion of fog. Zeoll will use his 2nd scroll of Silent Image to do so.

*The breathing deeply is to get the scent of the place. That way he can lead the group back after dark under the cover of night and fog.

Then he knocks as he was instructed.

OOC: Whoa! That old lady has a +14 Will save! I think we struck gold, there, friends!

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday April 9th, 2013 7:37:31 PM

Well, I think it's best we keep out of trouble until night fall. I can't believe she didn't like that song, perhaps she's just getting hard of hearing.

My guess is that the threshold has been this way for a long time. Can you imagine living like this? I'd much rather live in the slums of mudtown than in the constant fear that these people appear to live in.




Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Tuesday April 9th, 2013 8:01:59 PM

"I lived there for a few weeks, before I joined the group, but that was before the change and I doubt anyone there would even recognize me. While it was rough, the place had it's own set of rules, I'm betting the same goes for here as well."

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Tuesday April 9th, 2013 9:23:17 PM

Valla is very surprised everyone ran away from Zeoll and his song. At least they weren't running away from my face! It's ok Zeoll, don't let it go to your head....

Valla wanders around the town aimlessly until night fall. Never to far from his friends, always within earshot. Thinking a bit to himself..

Whats wrong with these people.. What are they so scared of? Something tells me its related to our mission or the shard at the very least. I think its been like this for decades..

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells  d20+4=12 ; d20+4=9 ;
Wednesday April 10th, 2013 12:32:30 AM

Bosk casually listens to Zeoll's song as he watches the people avoid the melodious liontaur. He does his best to discern why they are keeping to themselves and to make sure the woman is not looking to lead the group into a trap. Unfortunately Bosk seems to be the only one drawn in by the music and as such is not as observant as usual.

Actions
------------
Sense Motive to tee if citizens avoiding Zeoll because they are afraid = 12
Sense Motive to see if the old lady is being trecherous and possible leading them into a trap = 9

Talking in Threshold (DM SteveK) 
Wednesday April 10th, 2013 11:40:27 AM

Restlin ponders. Has Threshold always been this way? His knowledge of local history is impressive, and the wizard is able to confirm what Zeoll only speculated. Threshold is an area on the Gateway Downs where the barrier between other planes is thin. This has created a series of extraplanar horrors to have come to the Wold in this area, and most of them are not nice. An idea forms to Restlin that not having anyone in charge of the town is actually a camouflage. Because after all, when a bad guy strolls into town, the first one dead is usually the constable or mayor 'as an example'.

Zeoll "ignores" the woman, breathes deeply, and wanders away. He helps his friends kill time until it is after dark, then encourages his friends to sneak back to the old lady's door and knocks as he was instructed.

Beriothian thinks it best to keep out of trouble until night fall. His assessment of Threshold is a worse place to live than even MudTown!

Zane suggests that MudTown is not a place to live, and the place had its own set of rules. He bets the same goes for Threshold as well.

Valla is very surprised everyone ran away from Zeoll and his song. The elf wanders around the town aimlessly until night fall, never too far from his friends. These people seem to have been like this for decades...

Bosk casually listens to Zeoll's song as he watches the people avoid the melodious liontaur. He does his best to discern why they are keeping to themselves and to make sure the woman is not looking to lead the group into a trap. Unfortunately Bosk seems to be the only one drawn in by the music and as such is not as observant as usual.

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

Night falls and a magical fog blankets the area where the strangers sang in the afternoon. The heroes noticed (hard not to notice!) that by the time the sun is falling below the trees, the streets are utterly deserted. Doors and windows locked and barred, even in the daytime. Cracks and holes are plugged with mud, rags, plaster, or anything else that could keep out the smallest rat. The heroes note that an hour before sunset, home owners did an inspection of their buildings and filled in any crack or break before shutting everything up for the arrival of night.

Creeping to the old woman's door is therefore easier than expected.... There is no one to see them on the streets! Zeoll knocks as instructed,( complete with counter and counter-counter knock), and is rewarded by the door soundlessly opening on well-oiled hinges. The immediate room is a parlor and is dark, only the outline of the old woman. "Quick, inside! Don't let anyone see!"

Once inside and the door shut and locked securely, the old woman lights some lamps. With Bosk and Zeoll, the parlor is crowded, but everyone manages to fit and even sit comfortably (except for the taurs). With the lamps lit, the group can see that the insides of the house are much more comfortable, with art, light, and color, than the outside suggests. She does not offer tea or anything to eat, but gets right down to brass tacks.

"Now that you are not scaring the folk around here with your outlandish ways, pointy weapons, and garish clothing, do you mind telling me what it is you are doing in Threshold?"

Expecting to forestall some obvious questions, she leads off with providing some information of her own. "I am Trella, and the closest thing to a Town Elder that Threshold ever gets. "

"The area is very close to the place where the wall between the Wold and Koshe Marr is the thinnest and has been enslaved by one undead prince after another. Because of the history, Thresholders don't try to be noticed. Everyone is the same drab clothing and there are no leaders in the town. I have taken on the role because I am old and don't have family, so if someone kills the leader, it's no big loss."

"I have also learned that outlandish folk who don't try to take over the town are 'Adventurers' and are a bunch of bleeding hearts that want to right the wrongs of the Wold."
She fixes Zeoll with a glare of a granny to a small child with its hand in a cookie jar. "So why are you here?"


Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Wednesday April 10th, 2013 5:44:17 PM

"We may be here to find the cause of such a thin border with the Koshe Marr, that sounds like an effect of what we are searching for We really arn't at liberty to say what it is we are after.Just know we really need to locate what we are after, it`s very powerful and very dangerous if the wrong people claim it."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday April 10th, 2013 7:21:07 PM

Beriothian adds in his thoughts when Zane finishes.
If we succeed there is a chance that the border will strengthen, offering your town the safety it deserves.

Zeoll AC17, HP56+4  d20+19=22 ;
Wednesday April 10th, 2013 8:39:17 PM


Zeoll tries to make friends with the town elder. "Grandmotherr," he says, "thank you forr opening yourr doorr to us. We arre herre to trry to help."

He then paraphrases the party mission: There is an anomaly about Threshold, a source of growing evil. The anomaly has kept some heroes and and investigators out of the area, but Zeoll and his friends, a group called the Iron Adventurers, have been able to arrive here. Our goal is to find the source of the anomaly and remove it from the town, taking it to a place where it can do no harm. We think the anomaly may appear to look like a shard of metal. We think it is a piece of the Chaos Bell.

He asks the lady Trella if she can help.

Diplomacy 22

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Wednesday April 10th, 2013 9:42:22 PM

Wyaar smiles at the mention of bleeding hearts and adventurues. That would be an apt description of them.

"It would sound like this area with the thin wall may be a good place to start."



Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Wednesday April 10th, 2013 9:53:39 PM

Bosk keep silent, calling upon every ounce of control he has over his emotions in prder to not strangle Zeoll for revealing so much about their mission so readily to a stranger. Even for an Avenger such control is a miraculous feat...

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) - Fly - Resist Energy(fire)  d20+13=15 ;
Wednesday April 10th, 2013 10:22:49 PM

Restlin briefly ponders a change of clothing...

Nah, why bother? Besides, this robe is fabulous. He sets to work thinking about what he can expect if they're going to be up against horrors from another dimension.

Knowledge, Planes: 15. What does Restlin know about this Koshe Marr, other than unpleasant things like to spring forth from it?

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+11=27 ;
Wednesday April 10th, 2013 10:28:54 PM

Valla walks in and takes a seat. He lets his friends do the talking. He does take a good look around tue place though.

Perception: 27

Talking in Threshold (DM SteveK) 
Thursday April 11th, 2013 10:43:55 AM

Zane suggests the group may be here to find the cause of such a thin border with the Koshe Marr. That they aren't at liberty to say just what, but know that it`s very powerful and very dangerous if the wrong people claim it.

Beriothian adds that if they succeed there is a chance that the border will strengthen, offering the town the safety it deserves.

Zeoll tries to make friends with the town elder, and then paraphrases the Iron Adventurer's mission telling Trella about the anomaly and that it may appear to look like a shard of metal, and that it may be a piece of the Chaos Bell.

Wyaar smiles at the mention of bleeding hearts and adventurues. That would be an apt description of them. He suggests that an area with a 'thin wall' may be a good place to start."

Bosk uses every ounce of his control to not strangle Zeoll for revealing so much about their mission so readily to a stranger. (ooc: LOL!)

Restlin briefly ponders a change of clothing, but readily dismisses the notion, he looks fabulous! (ooc: and I'm thinking of Billy Crystal right now :-) ) In wondering about horrors from another dimension, the wizard doesn't come up with much. He barely has even heard of Koshe Marr as a demi-plane full of undead. It's almost as if the knowledge is deliberately secret...

Valla walks in and takes a seat. He lets his friends do the talking. He does take a good look around the place, and sees a comfortable place for an older single woman. Better than anything in MudTown, but very modest compared to Hook City. He does notice a particular smell in the room and from Trella, and some paraphanalia in the next room that confirms to the elf, that Trella is a BloodWitch of some ability.

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

Trella sits and listens, all traces of the dottering old mind gone. Her eyes are sharp and her mind seems in perfectly good shape. (Obviously the meeting this afternoon was a ruse to get to talk to the group.) When Zeoll is done and Bosk hasn't strangled the liontaur yet, Trella sits back and thinks aloud.

"Iron Adventurers, eh? Chaos Bell, huh? Nope, can't say I've ever heard of these things. And to completely close the veil? Don't you count on it, you young puppies, that would take the work of the Powers themselves." She spits a wad of chewleaf into a nearby spittoon.

"But I have to admit that there have been even less strangers coming to town than normal. None in the last two month, not even peddlers or merchants. Probably due to the monster in the woods." She clears her throat before continuing, and she tells the group about the last couple of months.

About 2 months ago, a horrible monster started terrorizing the area. Trella suspects it has killed the mercenary company at Quinn's Fort, a mile through the woods to the north, and is laired up there. She also says that Quinn's Fort is named after a Northern cleric who tried to establish a monastery there. The site has been used by many, good and evil, and has a mixed reputation. "If this Shard you are looking for is anywhere, I would try tracking down that monster and killing it."


Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) - Fly - Resist Energy(fire)  d20+14=16 ;
Thursday April 11th, 2013 12:48:27 PM

Hmm...Quinn's Fort. Restlin doesn't think he's ever heard of that (Knowledge, Local: 16). This woman's request seems fishy, though. He can't help but hear her request as "I don't know what you're talking about, but go throw your lives at this monster and maybe you can make this town a better place for those who are still alive."

Still, it's all they have to go on.

"What kind of monster? Two legs? Four legs? More? Does it have legs? What about teeth..."

Restlin continues until someone shuts him up.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Thursday April 11th, 2013 3:27:33 PM

Zane wants to say something to Zeoll about giving up to much information. He decides that showing a rift might not be the best idea, especially in front of someone they don't know.
He decides to remain quiet, so he can learn more and speak less.

Zeoll AC17, HP56+4  d20+13=14 ;
Thursday April 11th, 2013 6:47:36 PM

Zeoll listens closely to Trella. He is trying to figure out if she can be trusted. Is she using the Iron Adventurers to get rid of a local menace unrelated to their mission?

Sense Motive: 14, nat 1! Darn.

The liontaur asks her forgiveness as he does not know enough about local customs. But what is the danger at night? How risky is it, really, to go out and about in the dark? What is it that she fears will see the party entering her home?

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday April 11th, 2013 7:01:32 PM

...could it be? Could it be that this monster is the beast of my companion's dreams?
A shiver runs through the druid's spine as he think of what this could mean, these woods are perilous enough without an evil so great that it has been finding it's way into the dreams of those miles away.
Guys, do you think that this monster is the you mentioned having visions of as you slept?

Zeoll AC17, HP56+4 
Thursday April 11th, 2013 8:21:28 PM

Zeoll describes the monster he dreamt about to see if Trella recognizes it.

DM Steve: Zeoll's dream about the monster running through the woods was not clear, and Zeoll did not have a good view/description of the monster, just that there was one.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday April 11th, 2013 8:52:03 PM

Beriothian posting for Bosk

The horned cleric rolls his eyes as Zeoll describes the dream at Beri's urging
More information being given, these guys don't know when to keep quiet. Don't they know the power of the relic we are looking for? Still, the dream was given to us for a reason. I just need to trust Gargul the dream was received so that we could prepare to face this thing

ooc: James is having internet issues right now

Talking in Threshold (DM SteveK) 
Friday April 12th, 2013 10:40:32 AM

Restlin knows little about Quinn's Fort. The name Quinn, however, is associated with the Children of Chaos. He seems to remember that Quinn was a cleric of Gargul that adventured with the CoC for a time. If this is the same Quinn, he must have left the CoC before the Great Migration adventures had begun. The mage feels something is fishy, but with little to go on, asks for more specific information.

Zane wants to say something to Zeoll about giving up too much information, but doesn't want to show a rift in front of someone they don't know. He decides to remain quiet, so he can learn more and speak less.

Zeoll listens closely to Trella, and everything sounds on the up and up here! He looks for more local awareness on the dangers at night. Zeoll describes the monster he dreamt about to see if Trella recognizes it.

Beriothian shivers to think that this monster is the mentioned in visions as they slept.

Bosk rolls his eyes as Zeoll describes the dream at Beri's urging. More information being given, these guys don't know when to keep quiet! The horned cleric keeps trusting in Gargul.

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

Trella tries to answer all the questions without being too snappy. "What kind of monster? Yes we got a really good look at it when it was eating a shepherd and his sheep at the edge of the forest. Huge! Standing like a man but covered in spikes and green scales. A tail with more spikes would randomly cut a ram in two. We don't go near the forest even in daylight now."

"The danger at night? I just told you about Koshe Marr and how at any given night undead may pour over and roam the streets and countryside? That's why we fix the smallest hole every day. No making people welcome into the home, too. You welcome a stranger in, and then they have power over you. We survive by being careful and making sure no one looks or acts differently. What my neighbors don't know they can't tell. If they know something about visitors to my house, they are now different, and could be the target for the next cross-over. Keeping your visit secret to my house is protecting my neighbors."

Zeoll tries to describe the monster running through the woods in his dream, but Zeoll did not have a good view/description of the monster in the dream, just that there was one. The description of the woods, however, makes Zeoll and Trella both positive that the area of the dream is the woods surrounding Threshold.

"I can see you are wondering if the monster and your Shard are connected. I can't be sure. But I've never seen a monster like this (it didn't come from Koshe Marr, I'm certain), and I've never heard of your Shard before. And I don't believe in coincidences anymore."

Trella leaves it at that, allowing the conversation or actions to be in the Iron Adventurers' court.


Zeoll AC17, HP56+4  d20+13=30 ;
Friday April 12th, 2013 2:51:58 PM

Sense Motive to figure out that Bosk wishes he would keep a lid on it: 30.

Sensing that it might be better to not say more, Zeoll refrains from blurting out that the party has already met the green spikey dude. Instead, he simply thanks the lady, and asks her where she recommends the party camp out for the night.

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20=4 ;
Friday April 12th, 2013 9:32:16 PM

Valla listens and nods at moments. When she describes the monster Valla looks around at the group and shakes his head. Taking in the odd smell; he silently wonders what it maybe. (K.nature 15)

Noticing other oddities in the next room he speaks to Trella, a tone of curiosity in his voice.

I can't help but notice your not exactly a fragile old woman with no means of protecting yourself. Something also tells me their are more people in this town who are more than capable of combat; probably even skills with sword, bow or magic on par with your own ability to harness Wolds Blood. So; if this monster isn't fifty feet tall and able to crush you. Valla grins and slams his fist into his open palm; Why don't you lead a group of Thresholdians to fight this monstrosity? Or even fend off the undead?

Valla sets back in his seat and looks to the ceiling for a moment, then begins again;
I'm not saying were not up to the task of hunting your spikey killer, I'm just curious why a woman, of at least moderate power, and the rest of the town who are able. Band together and protect, fight, for themselves. Why live in uniform fear? Why let it control your lives without a fight?

The elf talks with his hands as well, forming a circle when mentioning the town, throwing his hands up and to the side when asking the last two questions.

I mean honestly... It's one THING and you outnumber it by hundreds at least.. But you expect our small group to go and kill your monster.. Because you think it might be linked to the shard we seek?

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) - Fly - Resist Energy(fire) 
Friday April 12th, 2013 10:04:17 PM

"Geez Valla, tell her how you really feel," is all the wizard can manage to think. Still, he wonders if flying up into the trees and letting the hell hounds tear the spiky beast apart would have been the better course of action.

"Ignore him, Trella. Elven uppityness and all that. This Quinn's Fort, was it founded by the Cleric of Gargul who went by that name some years ago?"

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Saturday April 13th, 2013 1:34:06 PM

Wyaar stares a Valla a moment and wonders if Restlin can manage a permanent Silence spell.. for the the good of the group of course.



Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Saturday April 13th, 2013 6:45:12 PM

Zane is elated that Zeoll finally keeps his pie hole shut, and then Valla opens his mouth. Zane's not sure which is worse, one who gives away information, or one who insults the only person who seems to at least speak with the group....
Zane closes his eyes and shakes his head. It's gonna be one of those adventures...

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+1=3 ;
Sunday April 14th, 2013 7:48:21 AM

Beriothian catches Zeoll's last question.

Zeoll, these people have had to deal with countless attacks. They have learned how best to survive, and waging war after war is seldom the best way to do that. What we should be doing right now is trying to figure out what that thing is so we can prepare ourselves.

Beriothian uses his knowledge of arcana to try to determine what this creature is, or at least if it's likely to have any weaknesses

knowledge = d20+1=3 ;

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells  d20+3=4 ; d20+3=11 ; d20+3=6 ; d20+3=20 ; d20+3=6 ; d20+3=9 ;
Sunday April 14th, 2013 6:20:39 PM

Bosk is surprised that he was unaware that Quinn was a cleric of Gargul and wonders how it is that others in the group knew this. As they continue to ask questions of the old lady he tries to recall all that he knows about his powers as a Grim and tries to recall if he had ever heard anything about using their ability to see into the shadow realm extending into the Koshe-Marr, or to detect areas where the border between the realms may be thinner than others.

He recalls it being explained to him that that if the universe was a house that the Wold's cradle would be the exterior walls and the basement. The Wold itself would then be the floor, interior walls, and fixtures. The attic would be the Land of Rest (where his shadow hung in Gargul's throne room), and the Shadow Realm which he could peer into would be like the stairs to the attic. Koshe-Marr, as it was described to him in this analogy, would be the mold growing under the attic floorboards.

Knowledge Checks on Koshe-Marr
Knowledge Arcana = 4
Knowledge History = 11
Knowledge Religion = 6

Knowledge Check on what the Spiked Creature is and for weaknesses
Knowledge Arcana = 20
Knowledge History = 6
Knowledge Religion = 9

Zeoll AC17, HP56+4  d20+14=32 ;
Monday April 15th, 2013 9:46:46 AM


Inside, Zeoll tries to think back on what he saw of the green spikey dude. When he came back to the battle site and got the hell hounds to chase him, was it as if he were the dogs' master, and they followed him loyally? Or was it that he came and taunted them and revealed himself, so that they gave chase to him?

OOC: Honestly I, Cayzle, got the idea it was the latter. That the spikey dude had been the hounds' quarry, and that we had saved him; and that later, he had come back and got them to chase him so as to save us from them? Or because he enjoyed the chase? But Zeoll was there, and he saw the dogs and the spikey dude depart. What did he actually see?

... rereading posts ...

On March 27, Zeoll saw spikey guy charge the hell hounds. I took that to mean he attacked them. On March 28, the DM posted: "Mr. Spikey sees the three jump the [illusionary] wall and takes off into the forest again, yelping and hooting. The chase is on again, but now only three Nessian Hell Hounds are after Mr. Spikey instead of 8."

So Mr. Spikey attacked the hounds, taunted them, and ran off so that they would chase him. Either he was putting on an oscar-level performance, or he was their enemy. Zeoll is not sure that any enemy of hell hounds is a monster who eats shepherds.

When he has a moment of privacy, Zeoll shares his opinions with his friends, speaking obliquely since the witch may have ways to hear things. Guidance cantrip and a Bluff check to send a complex hidden message: 32 no prob.

Talking in Threshold (DM SteveK) 
Monday April 15th, 2013 11:52:53 AM

Zeoll refrains from blurting out that the party has already met the green spikey dude. Instead, he simply thanks the lady, and asks her where she recommends the party camp out for the night. Zeoll is convinced that SpikeyDude and the Hounds were enemies. What is more, that SpikeyDude tried to help the heroes. At least that is his observation and interpretation.

Valla listens and nods at moments. When she describes the monster Valla looks around at the group and shakes his head. The odd smell Valla gets, he interprets as witchy stuff. But a town of several hundred, many of whom have to be experienced in magic or warcraft and all cowering from one beast? That makes Valla express his opinion in no uncertain terms.

Restlin wonders if letting the hounds kill the monster would have been a better course. He tries to mollify things with the old woman, Trella, by asking more about Quinn and the fort.

Wyaar also stares a Valla a moment and wonders if Restlin can manage a permanent Silence spell.. for the the good of the group of course.

Zane is elated that Zeoll finally keeps his pie hole shut, and then Valla opens his mouth. He closes his eyes and shakes his head. It's gonna be one of those adventures...

Beriothian also jumps to Threshold's defense and brings the group back to what they should be doing right now... trying to figure out what that thing is so they can prepare. Yet try as he may, Beri's knowledge comes up short.

Bosk is surprised that he was unaware that Quinn was a cleric of Gargul and wonders how it is that others in the group knew this, eventually figuring that he never took the time to think about it, and Restlin did. Looking into his own knowledge, the minotaur Grim can't remember much, only verifying that the name of Threshold and Koshe Marr have been linked several times in the past. For his Grim training, Bosk is fairly certain that to get to Koshe-Marr, the Realm of Shadow is involved, but has never heard of a Grim being able to look into that cursed plane from the Wold.

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

Trella doesn't rise to Valla's bait, an action that says as much as everything else in this town at how they have learned to survive generations of oppression and slavery. There doesn't seem to be a heroic bone or proactive muscle in the townsfolk's body. Probably, all the heroic ones have gotten eaten. She sidesteps the question and allows the heroes to argue among themselves as to why.

Trella does answer about Quinn's Fort. "Gargul? Meh, maybe. We don't hold with foreign gods much in these parts. He didn't get a lot of converts, but he was a nice enough neighbor at first. I do know that he got himself turned into a vampire and was gathering an army and using Threshold as food for his minions before the Children of Chaos came by and killed their old friend. That was more than a decade ago, though. Actually the last time we've seen undead in any numbers in the area."

The Iron Adventurers sense that they'll not be able to get very much more practical information from the old woman. Nor are they going to be able to do anything to upend the current culture in the few days they will be here. The Iron Adventurers get a strong impression that they need to say goodnight and then plan what they are going to do.

Zeoll AC17, HP56+4 
Monday April 15th, 2013 11:58:43 AM

OOC: She had no advice on where to spend the night?

DM SteveK: Ooops. She suggests pitching camp on the sheep lawn. :-)

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) - Fly - Resist Energy(fire) 
Monday April 15th, 2013 4:05:47 PM

Restlin thanks Trella for her help. He pulls out his silent metamagic rod & uses it to cast silent image on himself, making his clothing much less noticeable. He wastes no time leaving as nonchalantly as he can.

Once outside & away from her house, the wizard suggests spending the evening in his rope trick again. "We'll still need to set a watch since this area seems extremely dangerous, but it beats camping out in the open."

He takes a moment to look at Bosk. A cleric of Gargul turning into a vampire? Irony is a cruel mistress.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Monday April 15th, 2013 5:17:06 PM

"Taking a watch shouldn't be a problem, in fact I'll take either the first or last watch. That way I can get my needed rest."
Zane will climb into the rope trick, this time it seems bigger, but still crowded, once everyone is in.

(I can't copy/paste from my tablet, sorry all)

DM SteveK: casters do not need 8 continuous hours of sleep in Pathfinder... just 8 hours. Zane can take any shift he wants. :-)

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday April 15th, 2013 9:42:46 PM

I only need 4 hours sleep with my woldco blanket, so most any shift is good for me. I'll transform into a form with dark vision during my shift, and do my mediation after.

Prepared Spells for tomorrow
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx2, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Monday April 15th, 2013 11:15:31 PM

Bosk thanks the lady for her help and asks if there is anything the group might be able to do to thank her. As the group makes plans for the night the cleric offers to take any shift, however he no longer has the gift of dark vision ever since Gargul changed the abilities he granted his followers.

ooc: I would also like to point out that the rules allow you to only prepare some of your spells, and then prepare the rest of them at a later time.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 53/62 (Spells) 
Tuesday April 16th, 2013 7:53:46 AM

OOC: Keep in mind, my rope trick lasts 7 hours. If someone has an extend metamagic rod they're willing to let me use, I can bump it to 10½.

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Tuesday April 16th, 2013 8:59:45 AM

Valla smiles at wyaar and leaves behind restlin. Offer to watch when needed, I had to ask.. hr says to his friends.

Zeoll AC17, HP56+4 
Tuesday April 16th, 2013 9:13:20 AM

Zeoll sadly reports that he has used up his rod for today. Maybe we can rest for a couple hours outside, but spend the midnight and wee hours in the trick?

Midnight in Threshold (DM SteveK) 
Tuesday April 16th, 2013 3:43:49 PM

Restlin thanks Trella for her help. He wastes no time leaving as nonchalantly as he can, then suggests a night in the Rope Trick.

Zane offers to set up a watch and is all ready to climb into the Rope Trick.

Beriothian only needs 4 hours sleep with his woldco blanket, and plans to transform into a form with dark vision during his shift. (ooc: and what would that be?)

Bosk thanks the lady for her help and asks if there is anything the group might be able to do to thank her. Trella shakes her head, nothing more than killing the creature is needed. Bosk does remember that he doesn't need to prepare ALL his spells at once, and can keep some slots *open* for later use. (ooc: sure, no problem. As long as Bosk identifies which slots are still *open*...)

Valla smiles at Wyaar and leaves behind restlin. Offer to watch when needed, I had to ask.. hr says to his friends.

Zeoll sadly reports that he has used up his rod for today. Maybe we can rest for a couple hours outside, but spend the midnight and wee hours in the trick?

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

The Iron Adventures (no objections to otherwise in the posts) proceed to the sheep paddock and Restlin casts his Rope Trick. The magic enables the group to get 7 good hours of sleep, and an hour of restful, lazy activity like making breakfast, doing hygiene, and catching up on correspondence is sufficient to ensure the spellcasters can do thier studies unimpeded.

The morning is cloudy, and the Thresholders continue to evade the group, even the sheep seeming to not want to come to this area of the paddock.

The Iron Adventurers are ready! But to do what, where? That is their decision.


Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Tuesday April 16th, 2013 8:05:43 PM

Wyaar, ever the charismatic paladin, snores loudly within the confined space of the rope trick.

When morning comes he'll say his morning prayers to his Queen and, once the rest of the group is ready, make for the temple?

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Tuesday April 16th, 2013 9:55:59 PM

Zane sits quietly through his watch, sleeps soundly and takes up a lot less room than he used to.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) 
Tuesday April 16th, 2013 10:56:18 PM

Restlin is quite pleased that there is one less taur in his Rope Trick...

"Let's go find this fort. I see no reason to hang around with this bunch of party animals..." he sticks out his thumb and gestures behind his head at Threshold.

The wizard gets to work preparing spells...

Zeoll AC17, HP56+4  d8+5=7 ; d8+5=6 ; d8+5=10 ; d8+5=6 ; d8+5=7 ;
Wednesday April 17th, 2013 7:30:13 AM

Before sleeping, Zeoll uses his spells to cure them what needs curing. 7 for Valla brings him to max. 10 for Restlin, ditto. 7 for Bosk. Everyone should be at max in the morning.

Before sleep, Zeoll meditates on Mr. Spikey. He is using his Read Dream power to find out more about this enigmatic figure.

Read Dream (Sp): After meditating on a topic and sleeping all night undisturbed, you can interpret your dreams to gain insight into the topic, as if you had successfully cast a Divination spell.

After a good night's sleep, Zeoll preps spells and is ready to go a-looking for Mr. Spikey.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday April 17th, 2013 7:31:37 AM

Beri shrugs
"I though about it all night and couldn't come up with any particularl good ideas. What about you bosk?

Morning in Threshold (DM SteveK) 
Wednesday April 17th, 2013 10:32:43 AM

Wyaar, ever the charismatic paladin, snores loudly within the confined space of the rope trick. When morning comes he is ready to make for Quinn's Fort.

Zane sits quietly through his watch, sleeps soundly and takes up a lot less room than he used to.

Restlin is quite pleased that there is one less taur in his Rope Trick! He's also ready to go find this fort and leave the depressing Threshold.

Zeoll does some spells to cure what needs curing. During his meditations and sleep, he thinks hard on Mr. Spikey and gets a series of images that he is certain are interconnected: a hill with a ruin on top, Mr. Spikey, a dashingly handsome human male in armor and the crest of a known mercenary company called the Mailed Fist, and the Shard as seen from earlier dreams.

Beri shrugs, not able to come up with any particularly good ideas, and looks to Bosk.

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

The Iron Adventurers finish their morning ablutions and preparations and are ready to go...

Zeoll AC22 with shield, HP56+12  d10+6=12 ; d20+13=21 ; d20+13=19 ;
Wednesday April 17th, 2013 11:26:54 AM

Zeoll tells his friends his dreams, and suggests that we have to look for that hill. "Clearrly, Misterr Spikey and the sharrd are linked!"

Once they are on the road, he casts his extended False Life for 12 extra hp. He casts a Mage Armor spell as well.

Out past town, Zeoll is in his element, and he leads the group through field and forest following the elder's directions, using his own natural expertise to guide them toward the hill he saw in his vision.

Survival to find the way: 21
Survival to track by eye and scent: 19
Know Geography: 13 (rolled 12, but +1 for guidance)

Enhanced by Guidance and Taur's Try, Centaur form.

DM SANITY INFO ==========

Current Effects:
Mage Armor 6 hrs
False Life (+12hp) 12 hrs
Taur's Try Centaur

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8 (mage armor)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: not available
Meta Rod of Extend: used 0 of 3

Also used: Scroll of Silent Image

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) 
Wednesday April 17th, 2013 2:00:05 PM

"Are we really calling this thing Mr. Spikey? I guess that works." After he's studied his book and babbled in Waard's ear a bit, he's ready to take off. He forgoes a mount this time since it didn't seem to help much yesterday.

Once again in nature, he relies on those who aren't quite as helpless in it as he to guide them.

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Wednesday April 17th, 2013 6:56:18 PM

After hearing about Zeoll's dream Bosk scratches his head. Perhaps we should start by seeing if there is a Mailed Fist outpost around here. If there is, that would be good place to start our investigation, and they would likely be more willing to talk than the people we've met in this town.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Wednesday April 17th, 2013 7:57:01 PM

"There's no reason to hang around here, lets see if there is a detachment of Mailed Fist, if not we go look for this fort that was described."

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71  d20+12=15 ;
Wednesday April 17th, 2013 9:52:31 PM

"Sounds like a good as plan as we are going to get." Wyaar says and then heads off with the others. He'll take as close to point as he can with a arrow resting ready on his bow as he peers about.

Perception: 15

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday April 17th, 2013 10:04:28 PM

Sounds good to me... do we want need to make any preparations before hand just in case we run into trouble on the way there? There is no telling when that thing will attack.

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Wednesday April 17th, 2013 11:55:19 PM

Just a thought, but if we are visiting the fist I suggest any WLA members remove their badges for the time being. The two groups don't always see eye to eye.

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+12=19 ;
Thursday April 18th, 2013 3:01:57 AM

Valla dreams of Trella.leading a group of townsfolk against Mr. Spikey, it ends with Trellas head staked on the spike above its head, and multiple other headz impaled by the rest of his spikes. All chanting, Kill the elf. Kill the elf. He made us do it. He made us do it. Kill the elf

Waking up Vall doses his face with water from his skin, pouring some onto his hair and neck as well. His eyes red with faint dark circles around them, he clearly didnt have a grand nights rest. But, never the less, he whips out his boom and prepares a few different spells for the day.

Need to pick up a few new damage spells, ones other than fire. Would have been great for hell hounds.

Lets hope this thing isnt immune to fire as well. If it is, well have a interesting time I believe,

Valla takes his place among the group, bow in hand and arrow knocked. He racks his brain briefly thinking of the length of time his flame arrow spell.

Ill wait for now, just in case this thing is a humanoid spikey hell fire beastie....

He keeps his eyez peeled for anything at all. Perception 19

Quinn's Fort


Arriving at the Fort (DM SteveK) 
Thursday April 18th, 2013 11:08:47 AM

Zeoll tells his friends his dreams, and suggests that we have to look for that hill. Once on the road, he casts a couple defensive spells. The liontaur leads the group through field and forest following the elder's directions, using his own natural expertise to guide them toward the hill he saw in his vision.

Restlin asks if they really calling this thing Mr. Spikey? Once again in nature, he relies on those who aren't quite as helpless in it as he to guide them.

Bosk scratches his head about Zeoll's dream. Perhaps we should start by seeing if there is a Mailed Fist outpost around here? A quick search confirms there is not. An even quicker chance meeting with Trella, the old woman, confirms that the group of mercenaries that had taken over the fort were Mailed Fist, "probably the monster's first meal."

Zane sees no reason to hang around here, and with the information about the Mailed Fist, is ready to look for this fort.

Wyaar says that's as good a plan as they are going to get. He heads off with the others. He'll take as close to point as he can with an arrow resting ready on his bow as he peers about.

Beriothian also thinks it sounds good. He asks for any preparations beforehand, as there is no telling when that thing will attack.

Valla doesn't have very good dreams... (nice description by the way!). He wakes and douses his face with water and prepares for the day. The elf takes his place among the group, bow in hand and arrow knocked. He racks his brain briefly thinking of the length of time his flame arrow spell.

...........................
The heroes travel a mile through the woods on an abandoned track leading to Quinn's Fort without incident. The sharper members of the Iron Adventurers note a complete lack of forest animals in the area, and soon they get to the ruins. The Fort is on a low hill, cleared of all vegetation 500 feet from the base of the hill, but being abandoned, there are waist-high grasses, shrubs, and saplings on the lower edges of the hill. At the top of the hill, they see the fort has been burned and tumbled, with little remaining.

It is mid-morning on a cloudy day. The Iron Adventurers are currently standing 500 feet from the south side base of the hill on which the ruined Quinn's Fort stands.


Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Thursday April 18th, 2013 7:49:56 PM

Zane will cast Mage Armor first, (7 hour duration) then Heroism, (70 minute duration) and Resist Energy: Fire (70 minute duration)

"Every thing else I cast is short duration, so I'm as ready as I'm gonna be."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+18=31 ;
Thursday April 18th, 2013 9:51:46 PM

Well, the good news is that the ground is cleared, and I don't see any gigantic scaly monster patrolling. I think I'll hold of on transforming for the moment... but I don't like that the animals are avoiding this place. If there wasn't a constant danger they would likely have moved back by now.

Beri looks around for signs of what could have scared off the wild life.
Perception = 31

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+12=28 ; d20+12=20 ;
Thursday April 18th, 2013 11:09:04 PM

Valla peers across the landscape, keeping very aware along with Beri, all his spells are shorter duration. Something tells me its not a firey beast. Else why would it run from flame breathing hell hounds.. just a hunch.

His arrow at the ready, charged with his arcane energy. Valla falls into formation and approachs the fort, looking for any signs of another way inside except the obvious front door. Or if anything is ontop, or peering at the group.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Thursday April 18th, 2013 11:12:34 PM

"Hmm..." Wyaar looks up at the ruins, the cleared space and the silent woods devoid of life and then looks towards Beri. "Beri, think you could get a birds eye view of the place? Fly well out of bow range and make sure nothing is in there waiting for us?"

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr)  d20+7=11 ; d20+14=33 ;
Friday April 19th, 2013 7:58:32 AM

Restlin looks upon the fort and sees one thing: adventure! The wizard and cleric of Waard claps his hands together, eager to rush towards the danger, kick down the door, and rescue the damsel. He realizes there's probably no damsel, but wouldn't it be great if there was one?

He takes a moment to cast Mage Armor on himself (7 hours) since he's keep on not being stabbed. He approaches with the group, keeping an eye out (perception: 11), but mainly focusing on figuring out what kind of critters common in this area might be making this place a home (Knowledge, local: 33. 31 if geography is more appropriate).

Arriving at the Fort (DM SteveK) 
Friday April 19th, 2013 9:36:14 AM

Zane casts Mage Armor, then Heroism, then Resist Energy: Fire. He is ready as he's gonna be.

Beriothian sees good news that the ground is cleared, and there isn't a gigantic scaly monster patrolling. Not liking the no signs of normal wildlife, the druid looks around for signs. There does seem to have been the passage of something bipedal and at least Medium sized and recently.

Valla peers across the landscape, keeping very aware along with Beri. Something tells him its not a firey beast or it wouldn't run from flame breathing hell hounds.... The elf is ready for immediate and nasty violence as he looks across the open, exposed ground where the Iron Adventurers would be easily seen by anything that could be observing from the yawning ruins of the fort on the hill.

Wyaar looks up at the ruins, the cleared space and the silent woods devoid of life and then looks towards Beri, suggesting a birds-eye view may be useful here.

Restlin looks upon the fort and sees one thing: adventure! The wizard and cleric of Waard claps his hands together, eager to rush towards the danger, kick down the door, and rescue the damsel. He realizes there's probably no damsel, but wouldn't it be great if there was one?

Bosk and Zeoll remain silent, assessing the open ground and the ruined fort in a commanding view of the surrounding area.

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

At the top of the hill, the fort appears to have been burned and tumbled, with little remaining but piles of stone and lonely, broken stretches of wall.

Zeoll AC22 with shield, HP56+12 
Friday April 19th, 2013 10:21:57 AM

"Well," says Zeoll, "Misterr Spikey seems frriendly to me. Why don't we just call out ourr halloos and hope he comes out to chat?"

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Friday April 19th, 2013 10:35:49 AM

Sorry for the missed post. I keep thinking I will post on the morning, forgetting that I am not getting up at 6:00 over break.

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 53 of 66 Spells 
Friday April 19th, 2013 11:02:15 AM

I wish that we were close enough to detect evil before approaching the fort. Zeoll, are you able to get a sign from the birds or whatever it is you look at to tell if something evil is around? I really don't have that many long duration spells, but if we determine there is another group of evil things I will cast magic circle against evil on myself, giving protection to all who are within 10ft of me.

As the group determines if they should proceed forward Bosk casts Chill Touch on himself.

Active Spells
----------------
Chill Touch 8 charges left

Held Action to cast Magic Circle against evil if an identifiable evil monster appears or resistance against fire if a fire enemy appears

Zeoll AC22 with shield, HP56+12 
Friday April 19th, 2013 5:32:00 PM

Zeoll says that the secrets of nature are more enigmatic since the Wold changed. Sorry.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Friday April 19th, 2013 11:02:04 PM

I can change into an air elemental again so I can fly... but remember, I can't speak in that form and I only have limited transformations each day... if you guys think it's a good idea I'll change forms now.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Saturday April 20th, 2013 11:49:04 AM

"Scouting ahead is a better idea than not. Even if you can't speak you can let us know if something else is up there."

But.. that's not really the Iron Adventurer way is it?

"Eh, let's just charge."

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Saturday April 20th, 2013 6:32:35 PM

Cast invisibility on one of you, and then scout a vit maybe?

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Sunday April 21st, 2013 7:26:25 AM

"That's a good idea. Beri's not as sneaky as he used to be. If Valla casts invisibility, and I cast fly, we should be able to scout ahead w/o issue...and it looks like Wyaar volunteers! Excellent. Let me know when you're ready."

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Sunday April 21st, 2013 3:05:53 PM

Wyaar gladly volunteers.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Sunday April 21st, 2013 3:47:26 PM

"I can go if you want me too, and I can recast fly if needed. Just sitting around is not going to get us anywhere."

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
1/7

2nd level
1/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor, duration 7 hours
Resist Energy: fire, duration 70 minutes (20 Fr effect)
Heroism, duration 70 minutes

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Sunday April 21st, 2013 4:11:26 PM

Guys, now is the day i must leave.and be offline.for a few weeks. Ill be back in early may. So not forever away. But.i.dont think ill be able to post regularly if at all.. Sorry about this.. If someone could sub for me for this short.time id be thankful.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Sunday April 21st, 2013 10:15:41 PM

ooc: that's not too long. Take care Valla, we'll see you soon.

Zeoll AC22 with shield, HP56+12  d20+21=35 ;
Monday April 22nd, 2013 6:18:11 AM

If someone is going to be sneaky, Zeoll will hold off on the shouting HALOOO! and just wait quietly, watching.

Perception 35

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 66 of 66 Spells 
Monday April 22nd, 2013 12:55:43 PM

Bosk watches as Wyaar gets enchanted for his investigation. Briefly he remembers when he was the first one to charge into battle or to investigate, but it seems Gargul and Jancassis have decided to make their followers draw more upon their own powers and less upon the god's. That is not to imply that he considered himself weaker, but rather that he had matured slightly and was beginning to realize that he failed to see his own limitations. Limitations he was sure hard work and proper strategy would remove. A temporary inconvenience.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday April 22nd, 2013 5:21:31 PM

ooc:checking in for sheriff report

Planning a Scout (DM SteveK) 
Monday April 22nd, 2013 5:57:49 PM

Zeoll feels "Mister Spikey" is friendly to me. Why don't we just call out and hope he comes out to chat?

Bosk wishes they were close enough to detect evil. He looks for other methods to scout.

Beriothian volunteers that he can change into an air elemental again so I can fly... but remember, I can't speak in that form and I only have limited transformations each day... if you guys think it's a good idea I'll change forms now.

Wyaar states that scouting ahead is a better idea than not.

Valla suggests invisibility.

Restlin likes Vallas idea.

Wyaar gladly volunteers.

Zane can go anywhere and also cast Fly, so urges action.

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

Ooc: sorry for the late post and a post that isn't going anywhere, but I don't want the DM to take over and make your characters do things. Who is casting Invisibility on Wyaar? Who is casting Fly on Wyaar? What route/direction/skill rolls is Wyaar using to Scout?


Zeoll AC22 with shield, HP56+12  d12=6 ; d12+22=23 ;
Monday April 22nd, 2013 6:54:52 PM


Zeoll notes that he speaks Auran, if that would help communication with anyone in elemental form.

He is getting antsy, so he sets aside his shield, says a prayer for guidance, and casts his Summon Fey Friends 1 spell as a first level Sorcerer Spell. Rolling randomly, he gets ... d12=6 ... a leprechaun. Note that its CN is two alignment steps removed from Zeoll's NG.

Zeoll bows politely and asks the fellow to please go scout around the top of that hill invisibly, and to come back in time to tell Zeoll what he sees. Diplomacy (with a +2 fey bonus) 23.

DM SANITY INFO ==========

Current Effects:
Mage Armor 6 hrs
False Life (+12hp) 12 hrs
Taur's Try Centaur

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 2 of 8 (mage armor, SFF)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: not available
Meta Rod of Extend: used 0 of 3

Also used: Scroll of Silent Image

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Monday April 22nd, 2013 7:59:01 PM

ooc: as i said, I MIGHT can post from time to time, luckily today is one of those times.

Being my suggestion and all, guess its a bit annoying that I dont have either fly nor invisibility prepared for the day.only an array of damage spells and a few personal buffs. Although I do have a scroll of fly, and using it is no issue if its needed.

ooc2: Since i cant guarantee I can post tmw, whoever Subs for valla, use the scroll or a spell if helps. I dont think its a good time to use the bows power to cast an unprepared spell though. Id petition to use that when absolutely necessary

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 66 of 66 Spells 
Monday April 22nd, 2013 8:17:18 PM

I have fly prepared and can cast detect evil on Wyaar if he still wishes to scout ahead, but perhaps we should wait and see what Zeoll is doing first. The cleric glances over at Zeoll, a little curious as he has never seen a leprechaun up close before.

ooc: If Wyaar wants I will cast the spells on him now, but I would prefer to wait and see if we can get the leprechaun to do it first.

ooc2: I can fill in for some of the posts for Valla, but I am not particularly skilled with all magic characters. Perhaps a couple of us could tag team it to fill in for Valla while he is away?

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday April 22nd, 2013 9:12:10 PM

I've never seen a leprochaun in the Wold before, this is a rare treat. I'm guessing this guy has a knack for being stealthy, perhaps Wardd is on our side today.

If we already summoned the leprechaun lets not waste any more time.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Monday April 22nd, 2013 9:38:05 PM

Checking in

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr)  d20+14=16 ;
Tuesday April 23rd, 2013 9:36:31 AM

"Huh...that's a good idea too."

Restlin will wait and see what this leprechaun does. Hopefully Zeoll can negotiate with it. He does ponder what he knows about the creatures for anything that may be useful (knowledge, arcana: 16).

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71  d20+12=26 ;
Tuesday April 23rd, 2013 2:41:31 PM

Wyaar waves to the fey as it scurries off.

"No need for the spells then." But he'll keep an eye up on the ruins, searching for anything that might react to the presence of the leprechaun.

Perception 26

Doing a Scout (DM SteveK) 
Tuesday April 23rd, 2013 2:42:49 PM

Zeoll casts a spell and a small man that looks like a mix of elf and halfling with a wicked grin appears; a club in one hand and a bottle in the other. "Who calls on Darby O'Gill of the Little People?" it demands in a surprisingly deep voice. It's eyes narrow at Zeoll. "Oh, ye want to play a game, do ye? Very well!" The little man pulls a swig from his jar and disappears.

For half a minute the Iron Adventurers wait impatiently for the Leprechaun to return (ooc: 5 rounds) and then Darby is back. "Like you said, fair Cradled One, I have come back in time to tell you what I have seen, but I haven't agreed to tell you or your sasanach friends anything at all!"

The gleam is back in his eye. "What will you give me, what unique bit of magic, that is worth it to me to tell you what I've seen? Quickly now, for the spell that binds me has little time left!"



Zeoll AC22 with shield, HP56+12 
Tuesday April 23rd, 2013 4:23:37 PM


Zeoll laughs. "Well played, my frriend! And I have just the game forr you!"

The liontaur takes out a set of jacks that he received as a yule gift a few seasons back:

a small cloth bag containing a game of miniature caltrops and a rubber ball.

"Just the thing forr fun and sporrt!" says Zeoll. "And by 'sporrt,' I mean putting the caltrrops on yourr frriends' chairrs just beforre they sit down!"

"It is yourrs, my good fey. May you use it most joyfully."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday April 23rd, 2013 7:17:28 PM

If it's a magic item you would like, I have just the thing for you. It will protect you as you journey through this Wold.
Beriothian hands the leprechaun a magical glass bracelet he received one Valentine's Day.

ooc:
I already removed the magic items from my list in preparation for the upcoming magic item deletion (before someone thought to add that we had a while before we had to finish this), but if you like I can restore my character sheet so you can see the details of the item.

Glass Bracelet
A beaded bracelet made of fine green glass beads. When called upon once, it will provide it's wearer a +4 sacred Fort save bonus, then it becomes mundane.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Tuesday April 23rd, 2013 8:38:01 PM

Zane looks at the creature, he would consider thwacking it side the head, but it's not his to deal with.
He just draws his sword and prepares for the upcoming encounter....

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
1/7

2nd level
0/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 66 of 66 Spells 
Wednesday April 24th, 2013 2:21:26 AM

And if you tell us what we wish to know, I'll give you a taur sized flask of flaming gnomish.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Wednesday April 24th, 2013 8:17:35 AM

Restlin has a triangle that will summon a halfling chef to cook a feast for a bunch of people, but he'd like to hold on to it. Still, if none of the other goodies tempt the leprechaun, he'll offer it up.

Leprechaun Bargain (DM SteveK) 
Wednesday April 24th, 2013 10:34:05 AM

The small man with a wicked grin pulls at his beard in consternation. "Faith and Beggorah! I am trapped, I am, by me own bargain! For I would dearly love the little caltrops, ye ken, but I had said for the unique magic that would satisfy me, and cannot take them as the gift." Neither does the Leprechaun want Beri's beads, "for what would I be wanting more fortitude, the now?", he claims while patting his bottle. And so goes the other offers until Restlin describes the Triangle of the Halfling Chef.

In a trice, the man snatches up Restlin's magical trigangle. "The bargain is struck! On yon hill I be seeing. Running for all I was worth, I made it to the top before having to turn and get back to the Cradled One. But I saw no living thing in the ruins, only the burned timbers and tumbled stone of a dream that died. There still was one area of flagstones near a semi-intact wall that looks to have been inexpertly cleared and a path running down the hill from it. That's all I seen and yer magic be done!"

The leprechaun turns as if to go, then looks back over his shoulder. "Cradled One and followers of the Fickle Lord take heed. I need only a small unique magic to please me, but if you find what you seek, a greater magic bargain will you need. Something that can jump even between the lands." And at that, Darby O'Gill disappears and the Iron Adventurers are left with their decisions and actions.

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

The Iron Adventurers are at the treeline of the forest and 500 feet of cleared space (with bushes and small trees) lay between them to the base of the hill. The burned and tumbled ruins of Quinn's Fort are on top of the hill.



Zeoll AC22 with shield, HP56+12 
Wednesday April 24th, 2013 11:54:42 AM

"Huh!" says Zeoll.

"Well, thanks Rrestlin! Would you like the jacks, since you lost yourr trriangle?"

The liontaur gives the jacks to his comrade.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Wednesday April 24th, 2013 5:16:48 PM

Zane, decides it's time to go, they've waste enough. He casts a Shield spell, and runs ahead, towards the old fort.

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
0/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Shield, duration 7 minutes

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday April 24th, 2013 7:55:38 PM

What a strange little man... well, are we ready to move on then? I'm not sure we can do much more prep, We'll just need to be prepared what ever dangers may be waiting for us unseen.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71  d20+12=31 ;
Wednesday April 24th, 2013 8:57:37 PM

"It would seem Zane is ready." Wyaar says as the elf prepares himself and then charges on up ahead.

The paladin shakes his head and the moves up after his companion, bow ready and eyes searching.

Perception: 31

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 66 of 66 Spells 
Wednesday April 24th, 2013 11:14:49 PM

Bosk follows immediately behind Zane figuring at to be a good tactical position. Keep your eyes peeled. There may yet be danger the little one failed to detect.

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Wednesday April 24th, 2013 11:44:15 PM

James posting for Valla

The scarred elf watches as the leprechaun vanishes and Zane charges forward. Not sure what else to do Valla follows towards the back of the group.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Thursday April 25th, 2013 8:00:22 AM

"Ah well, easy come, easy go. Still, a good meal sounds pretty nice right now."

The wizard accepts the caltrops. They may need to get out of dodge quickly in the next few hours. He grips the holy symbol on his neck & says, "Waard ol buddy, I'd sure like to know if anything magical is around. Think you could help me out?"

OOC: Detect magic osiron. He'll scan the area they're approaching for anything that registers.

Turning to Valla, he continues, "seriously, this divine magic stuff is so much easier. I can't tell you how many times I lost my eyebrows or stained my hands purple during my apprenticeship."

Restlin is ready to move on. He tries to stick in the middle of the group.


Running and the Hill Top (DM SteveK) 
Thursday April 25th, 2013 11:07:09 AM

Zeoll doesn't quite know what to think of the leprechaun, but gives the jacks to his comrade in compensation.

Zane decides it's time to go, they've waste enough. He casts a Shield spell, and runs ahead, towards the old fort.

Beriothian considers the strange little man, then wants to know if they are ready to move on then?

Wyaar points out that Zane is ready. The paladin shakes his head and the moves up after his companion, bow ready and eyes searching.

Bosk follows immediately behind Zane figuring at to be a good tactical position. Keep your eyes peeled. There may yet be danger the little one failed to detect.

Valla watches as the leprechaun vanishes and Zane charges forward. Not sure what else to do Valla follows towards the back of the group, bow out and ready as ever.

Restlin accepts the caltrops, then has a one-sided conversation with Wardd. The mystic soon figures out that detecting magic while walking has drawbacks. He's only able to scan a 60 degree cone per round, and only out to 60 feet, and only gets a sense if there is magic or not (without strength, type, or exact location). Even worse, it reduces his movement to 1/2, so while Restlin is moving forward at 15' per round (half speed move + action to detect), the others are moving at a run.

In a matter of seconds, Restlin is alone at the edge of the forest with all his companions at least 60 feet away and lengthening their distance.

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

Some race on ahead (120' feet per 6 seconds), some trot (80' per 6 seconds) some lumber behind (x3 speed for running in heavy armor: 60' per 6 seconds), and some move more slowly. With 500 feet of open space, the Iron Adventurers are soon strung out in a line from tree to base of the hill very, very quickly.

It takes Zane, Bosk, and Valla 30 seconds (5 rounds) to cover the open ground to the base of the hill at a run. Wyaar, in his mithril breastplate, takes another double handful of seconds. And eventually, Restlin, Beri, and Zeoll (who has no problem matching the speed of anyone) also arrive. The mad dash hasn't left anyone winded, but sweat has started among the hairline of some adventurers.

Luckily, nothing jumped out and attacked and no snares were hidden in the tall grasses, especially since to run, Zane, Bosk, Valla, and Wyaar all had to lower their guard to run and would have been absolutely at the mercy of any surprise attack...

Yet the Iron Adventurers are still seemingly alone in the deserted wilderness.

Being at the base of the hill and committed themselves, there is little to do other than move up, this time at a more normal pace with weapons at the ready and capable of defending themselves. The group continues until they are at the top of the hill and the scene is exactly as Darby described.

The heroes see general burned timbers and tumbled stone with grass growing between flagstones that indicate this area has been like this for a while. There is one area of flagstones near a semi-intact wall that looks to have been inexpertly cleared. The floor has a mural of an handsome, armored man receiving a torc from an old woman, with an adoring crowd looking on. The stone nearby is deeply gouged in parallel marks.

Know Nature DC10: Highlight to display spoiler: {They are Animal/monster claws}

Know Arcana or Religion DC20: Highlight to display spoiler: { one mark looks like a bell, one a line with a ball on the end , and one a torc.}

Perception DC10: Highlight to display spoiler: { A well-worn trail leads from the cleared flagstones down the side of the hill to a Cave.}

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

Run: A character can run for a number of rounds equal to his Constitution score on the local scale without needing to rest.


Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist  d20+9=16 ; d20+6=7 ;
Thursday April 25th, 2013 8:57:23 PM

Zane is oblivious to noticing jack, so she casts a spell, keen edge on his elven curve blade. He doesn't know what, but something here is off, he can feel it in his bones.

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
0/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 7 minutes

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+14=19 ; d20+1=14 ; d20+18=31 ;
Thursday April 25th, 2013 9:13:54 PM

Beriothian looks around the area with the eyes of a well trained druid.
I don't like the looks of those parallel marks. Those look like claws to me, and whatever did that had no problem carving those gashes into stone, and I'm afraid my skin isn't quite as tough as this rock. Hopefully whatever made those grooves isn't the same thing that wore a path down to that cave in the distance, otherwise we could be in for a rough afternoon.

Bosk, I think now might be a good time to reiterate my weekly suggestion that the party stick together instead of splitting up as we race towards our goal. Either way, I will be keeping pace with you as we head down... keeping you a few steps in front of me of course.


The druid gives his large friend a wink.

If we are heading into a cave I think it's about time for me to transform... I'm thinking an earth elemental for the cave, unless someone can suggest a wiser course of action.

ooc:
knowledge-nature=19
knowledge-arcana=14
perception=31

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Thursday April 25th, 2013 9:37:42 PM

Once at the top of the hill with no immediate danger in sight, Wyaar will stay by the others at the top, but will perform a slow circle in spot for the next several seconds, searching for evil around them. (Detect evil, one round sweep.. think it takes 6 rounds to complete a circle?)

~~~~

Not that it matters in this case, but a mithril breastplate is considered light armor for movement. Movement should be unhindered...

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr)  d20+4=15 ; d20+14=32 ; d20+7=16 ; d20+7=24 ;
Friday April 26th, 2013 10:52:04 AM

"Well, Beri's right, but look...there's more too it."

Restlin traces some of the carvings in the stone. "Look. This one's a bell. Here's a torc...and that one over there is a...what is that? A line with a ball on the end. Maybe a morning star? Maybe one of those ball in a cup games the kids play when they're too bored to do anything else? Whatever made these scratches is probably intelligent."

Restlin summons a light spell before popping into the cave with everyone else. He heeds Beri's advice and stays close. If the rest of the party is willing to move at the needed speed, he'll recast detect magic again and keep an eye out for any.

Knowledge, Arcana: 32

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+3=17 ; d20+12=18 ;
Friday April 26th, 2013 11:48:05 AM

ooc Post Coming

Knowledge Arcana = 17
Perception =18

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 66 of 66 Spells 
Friday April 26th, 2013 11:53:59 AM

Perhaps we should check things out first, see if we can figure out what is down there before charging in. However the cleric realizes it is already too late as the others head off towards the cave. He takes his spot, second from the front, and joind the decent. Before we enter, lets scan the area for evil so we can prepare accordingly.

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+11=16 ; d20+12=19 ; d20+11=28 ;
Friday April 26th, 2013 12:03:32 PM

James D posting for Valla

Guys, we should listen to Bosk and be prepared for a fight. Beri is correct, those marks are claw marks and I am willing to bet the thing that made them is none too friendly. Do we have any way of telling how deep the cave is? It would be nice to cast some defensive spells before we enter the cave, but considering the the cave in the ring, the Illithid cave, and the cave the witches were casting their spell in were all so large our buffs wore off before battle begun it might be a moot point.

Knowledge Nature = 16
Knowledge Arcana = 19
Perception = 28

Zeoll AC22 with shield, HP56+12  d20+8=25 ; d20+6=17 ; d20+19=38 ; d20+13=18 ;
Friday April 26th, 2013 1:33:15 PM

Know Nature 25; Know Arcana 17, Perception 38

Zeoll uses his nose and tracking ability to see if any creature has been in this area, or on the path to the cave recently. He casts a Taur's Try and a Guidance. He remembers how Mr. Spikey smells, and sees if he can pick up his scent:

Survival / Track 18

Down the Hill towards the Cave (DM SteveK) 
Friday April 26th, 2013 1:38:34 PM

Zane is oblivious to noticing anything, and prepares by casting Keen Edge on his elven curved blade, feeling something is off, he can feel it in his bones.

Beriothian looks around the area with the eyes of a well trained druid. He thinks it may be about time to transform for combat, and also cautions the others to stick together.

Wyaar will stay by the others, performing a slow circle doing a Detect Evil sweep, but finding no evil auras within 60 and in line of sight. He had an easy time keeping up with the others since he only wears the light gleaming mithril armor!

Restlin sees even more than Beri, tracing out a Bell, a Torc and ... a line with a ball on the end. Whatever made these scratches is probably intelligent! He stays close, summoning a ball of light to go with them to the Cave 500 feet away in the side of the Hill.

Bosk suggests to check things out first, see if we can figure out what is down there before charging in. However the cleric realizes it is already too late as the others head off towards the cave. He takes his spot, second from the front, and joins the decent.

Valla agrees with Bosk to prepare for a fight. Beri is correct, those marks are claw marks and I am willing to bet the thing that made them is none too friendly. He asks several questions as the Iron Adventurers walk down the hill towards the Cave.

Zeoll can pick up that Mr. Spikey has been at the cleared area and has used the path within the past hour!

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

The Iron Adventurers head down the worn path towards the Cave, some eager to come to grips with something on this silent hill and some urging caution.

Strangely enough, it is Restlin and his ball of Light that is leading the way to the cave, with Bosk, Zane, Valla, and Wyaar all trailing behind!

ooc: Attached is a map. Please post ending location of your PC at the bottom of your post. If Player does not give an exact square or if the square cannot be reached in one round, the DM will choose location based on my best guess to intentions of the Player.

Quinn's Hill

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Friday April 26th, 2013 8:04:09 PM

Zane weaves a spell as he moves forward to AF,12. He shimmers and blurs as he casts Blur on himself, keeping his blade ready, "Might wanna let me get up towards the front, unless you expect us to get snuck up on from behind."

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 7 minutes
Blur, duration 7 minutes

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Friday April 26th, 2013 8:27:12 PM

Beriothian trudges on, happy with his position right behind Bosk. He keeps pace, not putting any extra space between them.
ooc: I'll give exact coords when Bosk moves
Also, I believe I am now transformed into an earth elemental, but if not I do so at this time

Bosk AC: +1 for Haste (27/13/24) CMD:22 HP 66 of 66 Spells 
Friday April 26th, 2013 11:18:29 PM

Bosk examines the countryside around him to determine what the surrounding landscape is like, thinking that it might be wiser to march two by two as opposed to a single file line in order to allow of the combat hardened players room and line of sight should an enemy come out of the cave.

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Friday April 26th, 2013 11:22:27 PM

The scarred elf keeps his position. Although he doesn't have the best line of sight he figures it wiser to have the more heavily armored meat shields stand in front of him while prepares his spells.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Sunday April 28th, 2013 9:04:10 PM

ooc:umm.. looks like we are only adjusting our marching order this round

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Monday April 29th, 2013 7:42:17 AM

Wyaar wil move t the front

------

Could have sworn o posted. Can't see the coordinates on my phone

Zeoll AC22 with shield, HP56+12  d20+20=34 ;
Monday April 29th, 2013 10:05:41 AM

Zeoll will stay in the back, or next to last. The DM can position me, thanks!

Do we have a light source? Is it dark in there?

Zeoll looks and smells and listens, after saying a little prayer: Perception 34.

Cave and Monster! (DM SteveK) 
Monday April 29th, 2013 11:53:46 AM

Zane and Wyaar adjust themselves to be at the front.

Restlin still has his light. (ooc: upon which object did Restlin cast the light? Per the Pathfinder spell, it must be an object, not just a floating globe.)

Beri wild shapes himself into an earth elemental. (ooc: using Elemental I or II?, different sizes, powers etc. please specify.)

At Bosk's suggestion, the group realigns itself into a 2-by-2 walking order with Zane and Wyaar, then Bosk and Valla, then Beri and Restlin, with Zeoll taking up the rear.

Zeoll sniffs the air, the distinctive smell of the Monster they saw in the Wood is getting stronger as they approach the Cave.

It takes a minute for the Iron Adventurers to reorganize and finish walking down the hill and are now on an even level with the Cave. Restlin's light and the daystar shines enabling the front heroes to see the Cave goes back into the hillside, at least 15 feet, but probably much more.

The group doesn't get any closer than 20 feet of the Cave entrance before one of the boulders on the hillside transforms into the large, green, spike-covered, tail-lashing, torc-wearing monster that the group saw in the Woods!

It roars and waves its claws in the air, spikes growing and receding all over its body, and slashes the air at anyone who takes a step towards the Cave!

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

Since leaving Threshold (Mage Armor, etc): 1 hour 40 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 40 rounds (ie 4 minutes)
Since began run to the Fort (Shield): 30 rounds

Please reduce spell durations accordingly
(example) There are 40 rounds left on Zane's Shield spell

Quinn's Hill

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Monday April 29th, 2013 12:30:31 PM

Wyaar holds up a hand to the group behind him, "wait, do not charge. Let us see if it is evil".

Move action detect evil on Mr Spikey. Equivalent of full three round study per Paladin SA

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Monday April 29th, 2013 4:50:54 PM

OOC: Restlin will cast it on his dagger. It's got a grip, doesn't weigh much, and it's easy to throw.

Restlin will wait for Wyaar's word. If it comes back that this thing should die, he'll cast Black Tentacles directly under it.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday April 29th, 2013 5:27:07 PM

ooc: read carefully. It... slashes the air at anyone who takes a step towards the Cave!
let's take a step step back (literally) and show it we aren't being aggressive and aren't entering the cave... and Wyaar, consider holding off casting for, it make your spell as a sign of aggression.

Zeoll AC22 with shield, HP56+12  d20+40=49 ;
Monday April 29th, 2013 6:35:10 PM

Clearly, Zeoll thinks, this is the time to use some bardic music to Fascinate the fellow! But wait! Zeoll is no more a bard! Ugh.

He does tell everyone to NOT attack! "Therre is everry rreason to think this is or may be a frriend." he says softly.

He creeps up to within 25 feet -- not close enough to prompt an attack. Then he tries out all his languages, speaking soothingly: Common, Liontaur and Tauric; Celestial; Fey: Sylvan; Terran, Auran; and Giant.

If the creature understand any of those, Zeoll will say a prayer and then talk to it: "Excuse us, good creaturre. We only want to talk with you. We arre frriends."

He'll continue in this vein in an effort to befriend the creature.

Diplomacy 29 (oops, wrong mod on the roller sorry), 30 if it is a magical beast.

DM SANITY INFO ==========

Current Effects:
Mage Armor 6 hrs
False Life (+12hp) 12 hrs
Taur's Try Centaur

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 2 of 8 (mage armor, SFF)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: not available
Meta Rod of Extend: used 0 of 3

Also used: Scroll of Silent Image


HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Monday April 29th, 2013 7:28:04 PM

Valla nods at Beri's Wisdom and does hi best to keep Zeoll from moving towards the cave, not stepping aside for to allow the taur to pass. Best say what you want from back here. Let's not provoke it.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Monday April 29th, 2013 7:34:03 PM

Bosk also listens to Beri's suggestion and takes a 5ft step step back and to the West, hoping to prevent Zeoll from moving towards the cave and get the creature to relax a little more. I think Beri is right for once. Perhaps advancing forwards is a little premature at this time if we wish to make friends.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Monday April 29th, 2013 7:35:08 PM

Zane considers trying to cow the creature, but he guesses the others might not like that....
Zane refrains from attacking, but he does prepare to counter attack if the critter advances or attacks....

Zane will also repeat Zeoll's question in Draconic and Woldian Below.

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 40 rounds
Blur, duration 45 rounds


Zeoll AC22 with shield, HP56+12 
Monday April 29th, 2013 8:58:07 PM


"Surre, surre," mutters Zeoll, following the guidance of his friends. "I wasn't planning on getting too close anyways."

Cave and Monster! (DM SteveK) 
Tuesday April 30th, 2013 11:02:38 AM

Wyaar holds up a hand to the group behind him, "wait, do not charge. Let us see if it is evil". The paladin concentrates only upon the monster, and sees that there is no great evil in the monstrosity.

Restlin will wait for Wyaar's word, readying a Black Tentacles spell.

Beri offers a tactic, to back off and show they aren't entering the cave. The druid notes he is too late to caution Wyaar, the paladin has already cast his spell.

Zeoll clearly calls for the others to NOT attack, in fact, there is everr rrason to think this is or may be a friend. He moves forward, but still behind the line of warriors. The liontaur doesn't know what the monster will consider a line is crossed, but if he is behind the lead heroes, it should be safe enough. Zeoll tries to speak with it using his considerable language skills.

Valla nods at Beri's Wisdom and does hi best to keep Zeoll from moving towards the cave, not stepping aside for to allow the taur to pass.

Bosk also listens to Beri's suggestion and takes a 5ft step step back and to the West, hoping to get the creature to relax a little more, and also reinforcing the edict to not aggravate the creature.

Zane considers trying to cow the creature, but he guesses the others might not like that. Still, he refrains from attacking, only Readying a thrust if the critter advances. Finally, the dark elf tries a few more languages.
................

The Iron Adventurers adjust themselves, several moving back, Zeoll moving to the flank and forward the better to speak with the creature, and Zane holding his ground, weapon at the ready for an immediate strike.

The large, green, spike-covered, tail-lashing, torc-wearing monster bobs his head up and down when Zeoll speaks in common, but none of the other languages seem to affect it.

" ld kjf s goi[ a; algr p-= ai]=ba lj30 59=- 03y a ljga [=-ni0 09i [io rgqeg0i pqobk ]qpi=aqu!!!" it roars, growls, and clicks.

It continues to flail its arms, and Zane realizes a disturbing fact. His weapon is not in range of the monster, but the monster has long enough arms and tail to strike Zane easily!

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

Since leaving Threshold (Mage Armor, etc): 1 hour 41 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 41 rounds (ie 4 minutes)
Since began run to the Fort (Shield): 31 rounds

Quinn's Hill

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Tuesday April 30th, 2013 3:04:10 PM

Restlin notes the head bob.

"Wait, common? You speak common? DO YOU UNDERSTAND US?" A bit more quietly, he continues. "Zeoll, say something nice to it. Tell it that it's spikes complement its scales and reptilian charm."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+1=14 ;
Tuesday April 30th, 2013 5:26:16 PM

Beriothian tries to determine the language the creature is speaking in.
Acting on Restiln's comment that the creature appears to understand Common, tries writing on the ground, hoping to find a method of communication that will work.

Nod if you can read this.

ooc:
knowledge linguistics = 14

Zeoll AC22 with shield, HP56+12 
Tuesday April 30th, 2013 5:32:37 PM

"That's what I alrready did, frriend Rrestlin," Zeoll complains. "Let me think about this!"

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Tuesday April 30th, 2013 7:05:39 PM

"We really need to hurry this up. Playing one fish, two fish with this guy is burning up time."

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 40 rounds
Blur, duration 45 rounds


HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Tuesday April 30th, 2013 10:02:23 PM

James posting for Valla

You fools are wasting time and probably just irritating it. For a while Valla begins to miss the quiet of the Illithid's temple. Pulling a scroll from his pocket he calls out to the creature, If you can understand me, I have a scroll of tongues that will allow me to communicate with you. Please give me a sign if you will allow me to cast the spell.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Wednesday May 1st, 2013 12:07:05 AM

Bosk sits in quiet contemplation as he tries to decipher the unknown language.

ooc: Sorry for the short post. I tried treating this as a cypher, but it has beaten me if there is one.
Cool fact, yf you use the brackets to break it into smaller segments the first part can read "To her I was" and treating the brackets like a new cipher with a mathematical component you can get the word seductive, and I have gotten some interesting sentence fragments dealing with claws or some perfect wrong, but I cannot make it all fit together and think it is a bunch of interesting coincidences.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Wednesday May 1st, 2013 12:57:20 AM

"The beast is not evil... if we do not have to fight it, we should not. It seems intelligent enough to perhaps let us pass peacefully if we can find a way to communicate with it."

~~~~

James.. you have have too much time on your hands with school out

Zeoll AC22 with shield, HP56+12 
Wednesday May 1st, 2013 4:59:09 AM

Zeoll grins at Valla. "Valla, you arre my herro. Please do use the scrroll."

Cave and Monster! (DM SteveK)  d8+6=8 ;
Wednesday May 1st, 2013 12:15:56 PM

Restlin notes the head bob. "Wait, common? You speak common?" Mr. Spikey again nods his head!

Beriothian tries to determine the language the creature is speaking in, but it is a forlorn hope. The druid also tries writing on the ground, and Mr. Spikey again nods!

Zane is getting antsy, worrying about his Shield spell expiring before he gets into combat.

Valla pulls a scroll of Tongues and tells the creature that they'll be able to talk. Mr. Spikey again nods yes and then waves his arms about. (Pantomime Sense Motive DC 20 Highlight to display spoiler: { Mr Spikey is agreeing with the spell and warning the group about getting to close to him at the same time.}

Bosk sits in quiet contemplation as he tries to decipher the unknown language.

ooc: LOL! I didn't know I was that good. I literally just raked my hands over the keyboard a couple times! :-)

Wyaar assures the others that the beast is not evil, and suggests that if we do not have to fight it, we should not.

Zeoll grins at Valla. "Valla, you arre my herro. Please do use the scrroll."

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

At Zeoll's urging, Valla uses the scrolled spell as Mr. Spikey approaches, continually looking about to keep all the heroes in his line of sight.

Tongues is a touch spell, and Valla soon finds out that there are so many spikes that are growing and receding that it is impossible to find a safe spot. The elf comes away with a bloody hand, but the spell is complete! (Valla takes 8 damage from the barbs)

And it still does nothing.

Now that is very strange! Tongues spell should allow Valla to speak any language with any being, and yet he is unable to do so! Valla is able to catch a couple of words, but not anything close to a phrase. There must be something else that is involved with Mr Spikey. He understands Common, even written, but is only speaking complete gibberish!

";lk [a[oi name ;lka[=]f-34 w[pgeri fist 'k56[jwgbt[ damn [qiojv]eqpk 'w4 ] -0bpoegm guard qgrk]b w ;" growls the monster!

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

Since leaving Threshold (Mage Armor, etc): 1 hour 42 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 42 rounds (ie 4 minutes)
Since began run to the Fort (Shield): 32 rounds

Quinn's Hill

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Wednesday May 1st, 2013 3:35:17 PM

Valla looks puzzled. The spell seems to have only partially worked, I am not sure why. Are you you trying to say you are a member of the Fist and that you are guarding the cave? Are you able to write your messages to us in the dirt using your tail? Also, do you mind if I have the minotaur over there heal my hand? I'm afraid those spikes on your tail hurt quite a bit.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday May 1st, 2013 5:20:42 PM

Perhaps the problem is that you are able to clearly speak and understand common, but our friend physically can't speak for some reason. Perhaps this is the perfect time to use our blessing of the Edge... though we've had bad luck with this int he past. I should be able to find out why they can't speak and what they are trying to tell us before the spell wears off.

ooc: again, I had cleaned up my character sheet for the upcoming great magic item removal, but I can restore my character sheet to the previous version if needed.
Blessing of the Edge

Wednesday February 2nd, 2011 5:05:52 PM
Player can do either one of these options, whenever they want. They can read the spirit of any one creature, once. If they know the creatures real name, the duration of the conversation is much extended. The questions will be answered by the spirit in a neutral manner, despite the alignment of the creature and ones weakness can be discovered as well as other things, but the spirits knowledge is limited to what the creature being read would know normally. (Six rounds or six minutes if the creatures true name is known.) OR The characters spirit will transcend their body and travel to The Edge in a flash of an instant. There, they can over look the cosmos of time and balance and ask any one question, as profound or mundane as they desire and receive an immediate answer, that is as correct as possible, depending on how the question was asked.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Wednesday May 1st, 2013 6:13:20 PM

Zane just shakes his head.
"Lets make this easier, nodding means yes, shaking means no. Understand that?
Are you guarding this area to keep the hellhounds out?
Are you guarding this area to keep the hellhounds in?
You will remember we killed the hounds as best we could, we want to stop them. if we go in there, can we close off the entry way they are using?"


Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 40 rounds
Blur, duration 45 rounds


Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71  d20+12=25 ;
Wednesday May 1st, 2013 9:43:59 PM

"Excellent idea, Zane." Wyaar says and takes his eyes off Mr Spikey a moment to watch their surroundings to be sure they are still the only ones here.

~~~~

Perception: 25

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr)  d20+14=19 ;
Wednesday May 1st, 2013 10:14:28 PM

"Hmm...this smells like a curse," thinks the wizard aloud. He ponders what could cause this & if there's anyway to undo it. Failing that, he tries to figure out what this thing could be.

Knowledge, Arcana: 19 (phooy)

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Wednesday May 1st, 2013 11:07:50 PM

Bosk curses his luck. A curse? I have prepared the remove curse spell almost every day since I learned it, and because of those hounds I switched it out for the day. If necessary I could prepare it tomorrow. As he say this he kicks at the dirt trying to think of something ingenious to do.

"Talking" with Mr. Spikey (DM SteveK) 
Thursday May 2nd, 2013 11:06:29 AM

Valla looks puzzled. The spell seems to have only partially worked, he is not sure why. The scarred elf tries to give the monster 'yes' and 'no' answers. Each question comes with a nod or shake of the spikey head.
Are you you trying to say you are a member of the Fist and that you are guarding the cave? "YES"
Are you able to write your messages to us in the dirt using your tail? "NO"
Do you mind if I have the minotaur over there heal my hand? "NO"

Beriothian thinks perhaps this is the perfect time to use our blessing of the Edge... though we've had bad luck with this in the past.

Zane just shakes his head.
"Lets make this easier, nodding means yes, shaking means no. Understand that?" "YES"
Are you guarding this area to keep the hellhounds out? "NO"
Are you guarding this area to keep the hellhounds in? "NO"
If we go in there, can we close off the entry way they are using? Mr. Spikey thinks a second or two, then nods his head, "YES"

"Excellent idea, Zane." Wyaar says and takes his eyes off Mr Spikey a moment to watch their surroundings to be sure they are still the only ones here. It does look like they are still just alone with the Spikey Monster.

Restlin thinks this smells like a curse. It would have to be powerful, and it does warp the normal limitations of a Curse spell, like there is some sort of magical anomoly in the area. The monster itself... thinking quickly, Restlin can't come up with an immediate answer, but he does get a clue that if he sits and thinks, he'll come up with the answer (ooc: if he thinks for a minute of time and takes 10 on all his Knowledge skills).

Bosk curses his luck. A curse? Thinking about it, the minotaur realizes that it makes sense, even though the group has not checked for any magic about the torc-wearing monster. He thinks hard and an image flashes in his mind about the cleared space and carved rock on the hill above...

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

Since leaving Threshold (Mage Armor, etc): 1 hour 43 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 43 rounds (ie 4 minutes)
Since began run to the Fort (Shield): 33 rounds

Quinn's Hill

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Thursday May 2nd, 2013 12:45:09 PM

Noting the group's success with communicating, he leaves them to it. He feels like he's on to something...it's just out of his grasp. He decides to hunker down and think his way through this...

(Taking 10. Knowledge, Arcana, local and history will be 24. Religion is 18, Planes is 23.)

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday May 2nd, 2013 5:51:44 PM

I have detect magic I can use... also, I'm going to use gift of the edge now. Besides, with Heather no longer with us I fear the Edge may forget the blessing she bestowed on us. I don't have real long, so let me know what you want to have asked... Probably smartest to start with asking what our friend was trying to tell us, and if there is a way they can communicate to us directly.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Thursday May 2nd, 2013 7:21:15 PM

"Are you here to stop the crossing of the hellhounds and other creatures like them?
Are you here on purpose?
Are you trapped here?
Will you assist us in finding the cause of the hellhounds?"


Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Thursday May 2nd, 2013 8:40:05 PM

"Is there a way to turn you back to as you once were?"

Zeoll AC22 with shield, HP56+12 
Thursday May 2nd, 2013 9:55:34 PM

Zeoll agrees that is sounds like a curse. He ponders ways around this puzzle.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Friday May 3rd, 2013 10:12:34 AM

Thinking back to the clearing on the hill, the image of the mural flashes in Bosk's mind. Were you by any chance one of the Children of Chaos? Did you scratch the image of the bell and torc up on the hill?

James posting for Valla  d8=4 ; d8=4 ;
Friday May 3rd, 2013 10:21:36 AM

Valla moves over toward the minotaur and holds his hand out to the horned cleric. The horned cleric places his wooden hold symbol against the wound and begins to start praying when he suddenly stops. [b]I almost forgot, I have some magic cookies you can eat that will heal you and allow us to save our spells should we have to face the hounds again.

As Bosk tucks the bloody holy symbol back into his belt Valla eats the cookies and feels the blood begin to stop dripping from his hand. A moment later he watches as new skin begins to weave itself over the crimson spot and in a moment it is good as new.

ooc: Two cookies used, Valla is fully healed.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Friday May 3rd, 2013 5:30:04 PM

ooc: checking in

Zeoll AC22 with shield, HP56+12 
Saturday May 4th, 2013 8:36:51 AM

Zeoll begins to understand that the creature can comprehend speech? Just not speak it?

"I think we should make surre this crreaturre rreally does underrstand that we arre frriends," he says.

To the creature directly, Zeoll says, "Good sirr, my comrrades are currious, and have lots of questions, but I want to make something verry clearr. We arre frriends. We arre herre on a mission that I think involves helping you. Herre, let me explain."

Zeoll glances at Bosk, but then launches into a condensed version of their mission. The shard of the Chaos Bell. What they think about the creature in town. The Children of Chaos and how they figure in. Etc.

"Talking" with Mr. Spikey (DM SteveK) 
Saturday May 4th, 2013 11:38:44 AM

A minute passes before Restlin and Beri come back with their answers.
........................

Restlin notes the group's success with communicating and leaves them to it. He feels like he's on to something...it's just out of his grasp. He decides to hunker down and think his way through. It takes a minute, but Restlin realizes that the creature, at least outward appearance, looks like a Barbed Devil (ooc: Restlin knows everything about Barbed Devils from the Bestiary). He also notes the Torc around the monster's neck is similar to both the Torc in the mural within the ruined fort AND the scratched torc symbol. The monster must be the Mailed Fist leader who is wearing a cursed magic item!

Beriothian activates his Gift of the Edge. He gets no suggestions from the other Iron Adventurers, so asks; "What is our friend trying to tell us, and if there is a way they can communicate to us directly." As familiar with Zeoll, the druid's spirit is whisked away and in a trice, Beri feels as if he is standing on the Edge of the Wold. Winds buffet him along with wisps, mere echoes, of conversation from the past, the present, and the future. He casts his question out of the Edge and waits.

A voice sounding like a younger Beri whispers. " We just saw a man's head blow up without us having any chance of saving him or preventing this destruction."

Another voice shouts. "Run away, kiddies, you can't survive in Rum!"

A voice cajoles. "Eating greens is a special treat, it will make you grow big and strong like a sailor."

And then a conversation whispers about the druid.
Woman: Take this torc, Sir Maran, as a token of your lordship of Quinn's Fort, and protector of Threshold.
Man: Thank you, Trella, I will wear it proudly.
(pause, then incomprehensible roars, growls, and clicks)
Woman: Fool! Now you are my guard as long as you live. Never able to speak to any creature, you will guard this Cave from anyone save me for as long as you live!

Beri blinks and he is back in his body.

Zane continues with his questions.
"Are you here to stop the crossing of the hellhounds and other creatures like them? NO
Are you here on purpose? YES
Are you trapped here? YES
Will you assist us in finding the cause of the hellhounds?" YES (and the monster draws in the dirt, jerkily, difficultly, until there is a Torc and a line with a ball.)

Wyaar helps with another question
"Is there a way to turn you back to as you once were?" YES

Bosk heals Valla with a couple of magical cookies and asks more questions.
Were you by any chance one of the Children of Chaos? NO
Did you scratch the image of the bell and torc up on the hill? YES

Zeoll asks even more questions. The creature can comprehend speech? Just not speak it? YES
"Good sirr, We arre frriends. YES, the creature nods.
Then the liontaur launches into a condensed version of their mission. As soon as Zeoll mentions the Bell and Shard Mr. Spikey capers about and begins nodding fervently. YES< YES< YES< !!! And Mr. Spikey points into the Cave!

As any Iron Adventurer takes a step towards the Cave, Mr. Spikey stands and roars, and threatens anyone making any movement towards the Cave.
.....................

The Iron Adventurers, especially after Restlin and Beri tell what they have discovered, are convinced they have all the pieces to the puzzle of Threshold. The monster is actually the Mailed Fist leader Sir Maran, who was turned into a guardian creature who can't speak by a Cursed Torc given to him by.... Trella of Threshold! And though unwilling, Sir Maran the Monster is still compelled to guard the Cave where he claims holds the Shard that is powering the curse and magical anomoly around Threshold!

There are a few loose ends, like how to end the Curse without killing Sir Maran, is Trella a pawn or Player, and what do the hellhounds have to do with all of this, but everything else makes sense!

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

Since leaving Threshold (Mage Armor, etc): 1 hour 53 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 53 rounds (ie 5 minutes)
Since began run to the Fort (Shield): 43 rounds

Quinn's Hill

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Saturday May 4th, 2013 12:24:36 PM

"Hmmm.." Wyaar considers all that has been said. "If we stay away and make no move to enter the cave will your curse allow me to subdue you at a distance?"

He figured its a long shot, but you never know.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Saturday May 4th, 2013 1:30:47 PM

"I don't know about you folks, but I'm all for heading back to town and 'convincing' Trella to undo this nonsense. I know we have a mission and all, but this is just wrong.

"You there, Mr. Spikey! Does Trella have something to undo this curse on you?"

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Saturday May 4th, 2013 6:06:25 PM

Guys, from what I saw she was no pawn. She reveled in capturing Sir Maran. I agree we need to do what we can to free him from her clutches, but let's not rush into this. I would hate to see sharing the same fate.

Beri's mind goes back to the catacombs under Hook City, where he was briefly possessed by the spirit of a powerful wizard after touching a cursed necklace. Had a magical member of the IA been caught in that trap things would have been much worse for the party... perhaps for all of Hook City.

James posting for Valla 
Saturday May 4th, 2013 9:37:55 PM

Valla scratches his head. Any idea what the line with a ball on it represents?

Zeoll AC22 with shield, HP56+12 
Sunday May 5th, 2013 8:23:02 AM


Zeoll guesses: "The 'ball' is not a ball, it is a cirrcle, and it rreprresents the torrc. It means the currsed fellow is on a leash. He can help against the hell hounds, but he can only go so farr, then he is at the end of his leash."

Zeoll suggests that subduing Trella and then charming her is a good way to get her to lift the curse.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Sunday May 5th, 2013 8:33:08 PM

"She may have cursed him, but if so, she's a lot more powerful than us I think. What we need to do is trick her. Only a couple of us return to the village, looking like we got our butt kicked, the others either sneak in or invis in, and we spring the trap on her once she shows her hand."

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
2/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 31 rounds
Blur, duration 36 rounds

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Sunday May 5th, 2013 11:39:48 PM

Bosk thinks for a moment, hoping to come up wit a plan before leaving, unless the group can think of a way to enter today and minimize the chances of being discovered. Sir Maran, is there anything in the curse that would prevent us from damaging or destroying the torc that binds you? Would a spell along the lines of remove curse be sufficient to safely restore you? If not, would you be opposed to letting us restrain you so that we can safely enter the cave without being attacked or hurting you? Tomorrow I could prepare some shape stone spells that could keep restrained with hurting you, or if you prefer, I have much alcohol on me. Perhaps you could drink enough to remove the threat?

"Talking" with Mr. Spikey (DM SteveK) 
Monday May 6th, 2013 10:21:56 AM

Wyaar considers all that has been said. "If we stay away and make no move to enter the cave will your curse allow me to subdue you at a distance?" The monster pauses, and considers, and then shrugs his shoulders in an unmistakable gesture. Sir Maran just doesn't know.

Restlin is all for convincing Trella to undo this nonsense. "Does Trella have something to undo this curse on you?" Sir Maran responds with a vigorous head nod YES, and again points into the Cave.

Beriothian tells the others that the Edge revealed that Trella is no pawn, and rushing about may put the heroes in the same fate as Sir Maran.

Valla scratches his head. Any idea what the line with a ball on it represents?

Zeoll guesses about the ball and stick. The Torc is obvious now, and the ball and stick should be the same. The liontaur suggests that subduing and charming Trella is a good way to get her to lift the curse.

Zane suggests that Trella is more powerful than she let on earlier. Maybe tricking her would do the job?

Bosk thinks for a moment, hoping to come up wit a plan before leaving, unless the group can think of a way to enter today and minimize the chances of being discovered.
Sir Maran, is there anything in the curse that would prevent us from damaging or destroying the torc that binds you? The former Mailed Fist mercenary sadly nods his head. YES
Would a spell along the lines of remove curse be sufficient to safely restore you? NO
Would you let us restrain you so that we can safely enter the cave without being attacked or hurting you? YES
Perhaps you could drink enough alcohol to be removed as a threat? Shrug, then YES
................

The party is evenly divided, questions, binding, and returning to town. They are going to have to come up with at least a majority agreement.

.................
Since leaving Threshold (Mage Armor, etc): 1 hour 53 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 53 rounds (ie 5 minutes)
Since began run to the Fort (Shield): 43 rounds

Quinn's Hill

Zeoll AC22 with shield, HP56+12 
Monday May 6th, 2013 10:43:37 AM


Zeoll lays out some options.

(1) Subdue good Sir Maran here and investigate the cave. We may be able to get him drunk, or shoot him with blunt arrows from afar off, or use magic to control him. We might be able, with his cooperation, to tie him up or bind him somehow.

(2) Try to overpower and subdue, or maybe trick Trella into removing the curse.

Zeoll says that it seems to him that with the shard, it may be more possible to defeat Trella.

He asks the poor cursed guardian, "Will Trella somehow know if anyone enters the cave, or takes anything from within?"

He thanks Maran for his patience.



Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Monday May 6th, 2013 3:43:50 PM

"Why would she send us here if she has this beastie guarding it? Was she hoping it would kill us? I mean he looks tough, but there are a lot of us. I've come to peace with the fact that I don't scream 'natural born killer' but we're packing a minotaur!

"Regardless, Mr. Spike...err, Maran indicated what we need to break the curse is in there. That's more important to me than revenge right now. Has anyone asked if he would stand aside and let us past? I'd hate to leave him helpless with horse-sized hellhounds running around."

SteveK: It is evident that the curse forces Sir Maran the beast to defend the Cave. He can't stand aside.

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Monday May 6th, 2013 7:18:07 PM

"Well, get him a drink, then when he's not looking, knock him out."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday May 6th, 2013 7:36:22 PM

Getting our friend drunk is a novel idea, but I'm against anything so barbaric as the blunt arrow idea. Seriously, we're better than that. How about we simply ask our friend whether we stand a chance against Trella, or if she has a specific weakness.

He turns to address Maran again.
Marnan, you know the situation better than us. Is our best course of action a direct assault on your captor?
Would we want to attempt to get the shard before stopping her?
Do you know of a weakness of hers we should be seeking out before attacking?
And in the picture you drew, does the torc represent you, and the line and ball the relative location of the docs? And the hounds important in all this?


Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Monday May 6th, 2013 9:07:58 PM

Bosk removes a gallon of Ale from from his bag and set it in front of him. I have plenty of ale here whenever you are ready. As soon as these guys are finished with their questions I will bring it as close to you as I can. The horned cleric waist patiently glad to see that alcohol is once again the solution to life's problems.

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Monday May 6th, 2013 9:12:07 PM

James posting for Valla

Valla thinks about all the clues the group has received so far and ventures a guess. Is the symbol looking like a ball on a stick the an item that can remove the curse from you? Is it hidden inside of the cave?

Zeoll AC22 with shield, HP56+12  d20+14=21 ;
Tuesday May 7th, 2013 10:16:40 AM

Zeoll says a prayer for guidance, then speaks to his friends using his bluff skill to do so secretly ... Bluff check 21 does the job ... Zeoll suggests leading the fellow out of line of sight of the cave, then casting Extended Enthrall, which will hold him enthralled for two hours. That's the time you can use to get in and out of the cave. And if he wants to listen, maybe he can deliberately fail the save, to make sure he is enthralled. Worth a try?

DM SANITY INFO ==========

Current Effects:
Mage Armor 6 hrs
False Life (+12hp) 12 hrs
Taur's Try Centaur

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 2 of 8 (mage armor, SFF)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: not available
Meta Rod of Extend: used 0 of 3

Also used: Scroll of Silent Image

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Tuesday May 7th, 2013 11:57:36 AM

Restlin nods. "I like Zeoll's idea. Let's give it a shot."

"Talking" with Mr. Spikey (DM SteveK) 
Tuesday May 7th, 2013 1:34:33 PM

Last Questions
"Will Trella somehow know if anyone enters the cave, or takes anything from within?" SHRUG
would he stand aside and let us past? (sadly) NO
Is our best course of action a direct assault on your captor? SHRUG
Would we want to attempt to get the shard before stopping her? (thoughtful) YES
Do you know of a weakness of hers we should be seeking out before attacking? (points to Cave) YES
And in the picture you drew, does the torc represent you? NO (points to torc on neck)
and the line and ball the relative location of the docs? NO
And the hounds important in all this? NO
Is the symbol looking like a ball on a stick the an item that can remove the curse from you? YES
Is it hidden inside of the cave? YES
..................

Through much trial and error, it is determined that Sir Maran-cum-MrSpikey can indeed move away from the Cave as long as he is closer than anyone else.

Leading the creature back to the woods, Bosk gives Sir Maran a barrel of ale which it greedily drinks down. And then Zeoll begins singing and (more elegantly than getting a monster drunk, thinks Restlin) Enthralls Sir Maran is enthralled, and the group returns to the Cave and are able to see inside. It has taken a couple minutes for all preparations and movement, but soon the heroes are standing in front of the Cave....

The tunnel to the cave looks natural and is large, a full 15 feet across. It goes 50 feet straight in before turning left, beyond sight. It is dark, and the heroes must provide their own light. The floor is smooth, but littered with broken stone.

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

All heroes get 6,300xp in defeating the monster/ Mr.Spikey/ Sir Maran

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

Since leaving Threshold (Mage Armor, etc): 1 hour 83 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 83 rounds (ie 8 minutes)
Since began run to the Fort (Shield expired): 73 rounds

Quinn's Hill


Zeoll AC22 with shield, HP56+12 
Tuesday May 7th, 2013 2:24:21 PM

Zeoll continues to concentrate on the Extended Enthrall, giving the rest of the Iron Adventurers two hours to complete their investigations.

If possible, he would like Mr. Spikey to be out of line of sight of the cave mouth.

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Tuesday May 7th, 2013 5:45:31 PM

Happy with the result of his inquiries and being the one to get a concrete answer about the ball on a stick Valla picks up his bag and follows the others into the cave taking a position in the middle of the group. I'll have to hand it to you, that went better than expected. The Iron Adventurer's I left at the Temple of the Illithid would have charged, likely killed Mr. Spikey on accident and found a way to start the place on fire...but the day's still young I suppose.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Tuesday May 7th, 2013 5:55:55 PM

Bosk makes a note to himself to pick up more ale the next time they pass through town and smiles as the group enters the cave. His father had always told him that a fine wine can bring even the worst of enemies together and he is glad to see that the same concept can be applied to a gallon of ale. I have a light cantrip prepared, but I will have to cast it several times and it might give our location away. Does anyone have some sunrods or torches we can use? If not, I have some magic everburn candles, but they don't produce as much light as a torch.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday May 7th, 2013 6:10:37 PM

Beri raises an eyebrow at Valla.
Impressive. Not sure if I missed something, but I completely misinterpreted those drawings. It's good to have you back.


Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Tuesday May 7th, 2013 6:18:06 PM

"I got a headband I'll loan out, it has a continual flame cast on it, I don't need a light so I'll go in first, if that's OK?"
Zane recasts shield on himself.

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 70 rounds

Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Tuesday May 7th, 2013 10:54:53 PM

"Go first if you wish Zane, I will go second if someone can provide me with a light... I seemed to have misplace my floating torch.."

Wyaar will go behind Zane. No ioun torch anymore =(

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Wednesday May 8th, 2013 12:06:56 AM

ooc: How wide is it in the cave?

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (7hr) 
Wednesday May 8th, 2013 9:42:28 AM

Restlin will cast light for anyone who requests it. He casts it on his own dagger as well before entering, preferably flanked on all sides by hardier members of the Iron Adventurers.

"Oh Valla, you don't know the half of it. You guys remember the time I blew up the zombie kitchen when the only way out was filled with poisonous gas? Good times, eh?"

The Cave


The Cave(DM SteveK) 
Wednesday May 8th, 2013 12:31:07 PM

Zeoll continues to concentrate on the Extended Enthrall, giving the rest of the Iron Adventurers two hours to complete their investigations. He is thankful that they took the creature out of line of sight of the cave mouth. (ooc: does this mean that Zeoll is with the monster?)

Valla is happy with his questions (ooc: although the DM didn't know what Valla meant by "the location of the docs?"), the scarred elf follows the others into the cave taking a position in the middle of the group.

Bosk mentions he can cast Light, but knows he can only do it once for as long as the magic lasts.

Beri acknowledges he misinterpreted those drawings and it is good to have Valla back.

Zane recasts shield on himself prior to going into the Cave.

Wyaar follows Zane into the Cave.

Restlin will cast light for anyone who requests it. The mage finds that every time he casts the Cantrip again, the previous spell dissapates. And he can mentally kick himself, realizing only one Light can be on from the same mage at the same time. Currently, his own dagger glows.
.....................

The tunnel to the cave still looks natural and is large, a full 15 feet across. It goes 50 feet straight in before turning left, beyond sight. It is dark, and the heroes must provide their own light. The floor is smooth, but littered with broken stone.

At the left turn, Zane and Wyaar look into the dark, not being able to see past the turn as Restlin is the only one who has any light.

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

Since leaving Threshold (Mage Armor, etc): 1 hour 84 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 84 rounds (ie 8 minutes)
Since began run to the Fort (Shield expired): 74 rounds

The Cave


Zeoll AC22 with shield, HP56+12 
Wednesday May 8th, 2013 12:57:29 PM

> does this mean that Zeoll is with the monster?

Yes, Zeoll is alone with Mr. Spikey, keeping him enthralled with his magic, trying not to think about his dream of being chased by a monster alone, running for his life.

:-)

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Wednesday May 8th, 2013 1:56:03 PM

Zane has 60' dark vision, that's reason he needs no light.

SteveK: oops! Zane ONLY Highlight to display spoiler: {looking around the corner, Zane sees that the tunnel goes on for 15 more feet before opening up in a large cavern. He can't see the ceiling walls or far wall of the cavern where Zane is currently standing.}

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday May 8th, 2013 7:06:00 PM

Hmmm, dark tunnel. Looks like it's time for an Earth elemental form with darkvsion... I can also cast light on someone if they need it.

ooc: size is medium, from Elemental Body II at level 8
* a +4 size bonus to your Strength and a +5 natural armor bonus.

Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx2, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Thursday May 9th, 2013 12:53:37 AM

Bosk thanks Zane and puts on the headband on for light, intending to use his reach to fight from the second row if necessary. He will keep casting his light cantrip as necessary. In addition to this Bosk takes a orb out of his bag that is enchanted with a light cantrip and hands it up to those in the lead to roll in front of them as to light up further down the hall if they wish.

(short post today, my coolant temp gauage and calliper on the right break went out on the highway today and the calliper wrecken my rotor.)

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Thursday May 9th, 2013 1:22:19 AM

"It's a really big cavern." Zane whispers to those near by and carefully steps into it, hoping to see something, as well as looking both to the left and right, getting his bearings....

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Thursday May 9th, 2013 9:16:07 AM

Valla takes spot towards the back of the group, but keep an eye out in case Mr. Spikey comes running up behind them.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (6hr) 
Thursday May 9th, 2013 9:55:57 AM

"You know, we keep running into light issues. Zane and I can all see in the dark just fine. I'm not sure about Zeoll, but his bag of tricks is pretty huge, so who knows. We should probably get the rest of you folks some way to do so as well. Let's spend some money on that when we're done with this business."

Restlin will cover his dagger as needed to prevent issues with Zane's darkvision.

"If you can see where we're going, you pick a direction, Zane..."


Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Thursday May 9th, 2013 10:17:20 AM

ooc: Bosk had dark vision until Gargul lost that domain ability. I also had to make several major changes due to Grim and Avenger class changes and took that into consideration when I added the new levels to my legacy item, unfortunately I didn't expect it to take 4-5 months to get approval from the BGC which is why I didn't by said items. (I also have gold set aside for the legacy item's value which I can't spend on light casting items).

The Cave(DM SteveK) 
Thursday May 9th, 2013 11:52:04 AM

Zeoll stays and is alone with Mr. Spikey, keeping him enthralled with his magic, and trying not to think about his dream of being chased by a monster alone, running for his life.

Beriothian feels it is time for the Earth elemental with darkvsion to move to the front. He offers but doesn't cast his Light Orison.

Bosk thanks Zane and puts on the headband on for light and also takes out an Orb from his bag with a Light Cantrip on it intending to hand it to those in front. Bosk realizes that the Light Cantrip can only have one light on at a time AND needs an object to be cast on it. Casting multiple lights serves no purpose.

Zane tells the others there is a really big cavern. He carefully steps into it, hoping to see something, as well as looking both to the left and right, getting his bearings....

Valla takes spot towards the back of the group, but keep an eye out in case Mr. Spikey comes running up behind them.

Restlin mentions that the group keeps running into light issues and they should probably get the rest of you folks some way to see in the dark as well. Restlin knows that Light spells don't interfere with Darkvision, must have been something from another age of the Wold..

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

The light and darkvision show that it is indeed a large cavern, 70 feet across and 60 feet high. The floor is smooth, but littered with broken stone. The ceiling is filled with fragile-looking stalactites.

At the far side of the cave, a pool of crystal water sits.

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

OOC: Please tell me positions and actions. If the PC Post doesn't say "I do this", then it will not happen. Several posts recently say things like "as needed". The DM is not going to determine if an action is needed or not.
OOC: If the PC Post doesn't have a square designation for location, the DM will have to guess and Players abide by the ruling.

Since leaving Threshold (Mage Armor, etc): 1 hour 85 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 85 rounds (ie 8 minutes)
Since began run to the Fort (Shield expired): 75 rounds

The Cave



Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Thursday May 9th, 2013 1:01:07 PM

"Hmm... Anyone else doubt that Sir Maran was the only guard on this place?"

"Perhaps someone can cast Light in an arrow and I can fire it into those rocks above... Seems the most likely hiding spot for anything that might be waiting ".

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Thursday May 9th, 2013 1:05:17 PM

That orb I passed up has a light cantrip stored in it, you can activate that and roll it up if you want to or I can cast a light cantrip on you arrow. Your choice."

DM SteveK: Bosk offered to pass up the Orb, but nobody took it from him. Bosk is still holding the Orb.

Zeoll AC22 with shield, HP56+12 
Thursday May 9th, 2013 1:34:58 PM

Zeoll enthralls himself as well as Mr. Spikey, just for fun.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday May 9th, 2013 5:44:55 PM

ooc: okay, I'll try the opposite method:
The Earth elemental Beriothian wordlessly takes the arrow and casts a light cantrip on it for Wyaar (unless explicitly asked not to), then moves to AK 18.

DMSteveK: thank you! :-)

Zane Stormfront AC 29,26,23 CMD 27 HP 73/73 25 Fire Resist 
Thursday May 9th, 2013 7:16:39 PM

Zane will move forward 30', preparing a best he can for an attack from the pool of water, letting the others worry about the ceiling. (AJ/12)

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds


Wyaar (JonL) AC 25/17/23 CMD 25 HP 71/71 
Friday May 10th, 2013 9:37:38 AM

Wyaar fires the arrow upwards into the approximate middle of te ceiling, but not directly over anyone.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells  d20+12=16 ;
Friday May 10th, 2013 10:19:36 AM

Bosk casts the light cantrip on Wyaar's arrow and them moves towards the center of the room with Zane. So much for not rushing into things and making a plan first. At least we are unlikely to set a cave on fire....again.... The cleric quickly looks around the cave looking for enemies, traps, and for anything hiding in the ceiling.

Actions
------------------
Cast light cantrip on Zane's Arrow
Move to AK,AK/14,15

Perception Check = 16 (Bosk makes sure to check the ceiling as well)

Active Spells - Chill Touch no charges used
Light Cantrip on Zane's Arrow

HP: 52/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+11=14 ;
Friday May 10th, 2013 10:26:16 AM

Valla moves into the great chamber and positions himself with a wall to defend his back and trusts Zeoll to keep him free from anything coming down the tunnel. This looks like a good spot, hopefully out of the blast range if Bosk and Zane are attacked yet close enough for me to cast a few spells to control the battle field. As the others march forward Valla takes the opportunity to look around the cave for trouble.

Move to AM/18
Perception = 14 (checks the ceiling as well)

The Cave(DM SteveK)  d8=8 ; d6=6 ; 5d6=21 ;
Friday May 10th, 2013 11:15:48 AM

Wyaar doubts that Sir Maran was the only guard on this place. He suggests someone cast light on the stalactites, which are the most likely hiding spot.

Bosk makes more suggestions about light, including that someone take the Orb that Bosk is still holding.

Zeoll enthralls himself as well as Mr. Spikey, just for fun.

Beriothian, in medium earth elemental form, wordlessly takes the arrow and casts a light cantrip on it for Wyaar then moves beside Wyaar.

Zane moves forward 30', preparing a best he can for an attack from the pool of water, letting the others worry about the ceiling. His footfalls echo as he walks forward.

Wyaar fires the arrow upwards into the approximate middle of the ceiling, but not directly over anyone. It *pings* off stone and skitters to the floor into the south-west corner of the cavern.

Bosk also casts a light cantrip on Wyaar's arrow and them moves towards the center of the room with Zane. So much for not rushing into things and making a plan first, he thinks. The cleric quickly looks around the cave looking for enemies, traps, and for anything hiding in the ceiling.

Valla moves into the great chamber and positions himself with a wall to defend his back and trusts Zeoll to keep him free from anything coming down the tunnel.
.....................

The echoes of unsilenced feet, the arrow shot into the ceiling, the mere speaking in a normal tone while casting a spell... very quickly, the Iron Adventurers discover that there is indeed something else guarding the cavern. Many stalactites, fragile and barely held on to the roof of the cavern, suddenly come showering down in a rain of sharp spikes and flying debris!

Everyone in the Cavern is cut and bleeding, and, looking up, there are still thousands of stalactites on the roof, waiting for the slightest sound to bring more crashing down! (Zane, Wyaar, Beri, Valla, and Bosk take 21 damage; Reflex DC 14 for 1/2)

Only Restlin and Zeoll, the two heroes not in the Cavern itself escape unscathed.

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

Since leaving Threshold (Mage Armor, etc): 1 hour 86 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 86 rounds (ie 8 minutes)

The Cave


Zeoll AC22 with shield, HP56+12 
Friday May 10th, 2013 11:53:47 AM

A random thought pops into Zeoll's head for no apparent reason ...

Every time a stalactite falls, an angel gets his wings!

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (6hr) 
Friday May 10th, 2013 9:40:41 PM

"I should move up there and see what's in that pool," is what the wizard's thinking when the stalactites start falling.

"Or", he says aloud, "maybe not!" He hisses as quietly as he can, "get back here. Lets make those fall before we get in there."

If his friends get out of there, he WILL cast ghost sound & make the sound of 28 human baritones saying uncouth things about Trela's heritage. If they don't, he WILL NOT cast it, but rather will look annoyed at his fellow adventurers.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 61/71  d20+11=24 ;
Friday May 10th, 2013 10:43:49 PM

Rocks fall, no one dies.

Wyaar leaps away from the large rocks as they fall, but still gets a few nicks and bruises. "That.. Was not what I expected." He says quietly and then backs out of the cave to stand by Restlin. "My apologies"

Reflex: 24

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+7=25 ;
Saturday May 11th, 2013 5:03:06 PM

Beriothian notices the ceiling raining down on them just in time to dive away from some of the bigger rocks. Next time he will have to earth glide to avoid getting hurt.

reflex=25

Zane Stormfront AC 29,26,23 CMD 27 HP 62/73 25 Fire Resist  d20+9=23 ;
Sunday May 12th, 2013 4:03:41 PM

Zane avoids most of the falling stuff, and then decides to run back out of the cavern, letting the others do what they will....

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds


Bosk AC: 26/12/24 CMD:22 HP 45 of 66 Spells  d20+6=9 ;
Sunday May 12th, 2013 11:21:54 PM

Bosk gets hit square in the head and quickly backs out of the shrapnel spewing cave.

HP: 38/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+11=20 ;
Sunday May 12th, 2013 11:25:24 PM

Valla's lightning reflexes help him to avoid the worst of the damage, but several smaller shard ls cut deep into his arm. Following the others examples he backs quietly out of the cave.

The Cave(DM SteveK)  5d6=25 ;
Monday May 13th, 2013 12:24:43 PM

Zeoll has random thoughts weaving in and out of his head as he continues to Enthrall the monster/Sir Maran.

Restlin calls for his friends to get out of the cavern and prepares to bring all the stalactites down if the other Iron Adventurers are out of the way! (I literally LOLed!)

Wyaar leaps away from the large rocks as they fall, but still gets a few nicks and bruises as he backs out of the cave. That was NOT what he expected!

Beriothian notices the ceiling raining down on them just in time to dive away from some of the bigger rocks. The druid realizes that while he can move through rock with earth glide, that doesn't negate damage of pieces of rock being thrown/falling at him. He better move back for the druid knows he isn't immune!
OOC: Earthglide power conveys movement powers, says nothing about being immune to earth-based attacks.

Zane avoids most of the falling stuff, and then decides to run back out of the cavern.

Bosk gets hit square in the head and quickly backs out of the shrapnel spewing cave.

Valla's lightning reflexes help him to avoid the worst of the damage, but is cut deep into his arm. Following the others examples, he backs quietly out of the cave.
..........................

Bosk, Wyaar, Zane, and Valla quickly, but not quietly (ie there were no Move Silently rolls), out of the cave. That and the talking in a normal voice create another rain of spikes falling, this time only Beri being struck! (Beri, take 25 damage; Reflex DC 14 for 1/2)

Perception DC 15 Highlight to display spoiler: { no stalactites fall in the tunnel, and none of them fell in the pool of water on the far side of the cavern.}

Even with Beri then getting out of the Cave (either by gliding under the surface or just backing out), and Restlin then casting his Ghost Sound which echoes in the Cave causing more and more stalactites to fall, there is something fishy...

First, the heroes with Darkvision or low light vision can see clearly enough that no matter how many stalactites fall, there are just as many still up there.

Second, those heroes who still have a connection to the Edge feel a queer magical anomaly that keeps placing the stalactites back up on the ceiling!

It looks like the Iron Adventurers are going to have to come up with another solution for getting to the far side of the cavern where the slightest sound causes falling death.

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

Since leaving Threshold (Mage Armor, etc): 1 hour 89 rounds
Since arriving at Quinn's Fort (Heroism, Resist Fire): 89 rounds (ie 8 minutes)

The Cave

Zeoll AC22 with shield, HP56+12 
Monday May 13th, 2013 2:05:53 PM

Zeoll continues to concentrate on keeping Maran away from the cave.

Bosk AC: 26/12/24 CMD:22 HP 45 of 66 Spells 
Monday May 13th, 2013 3:42:37 PM

Bosk puts a finger to his lips and then makes some hand signals to indicate spell casting trying his best to silently ask if anyone can cast a silence spell.

Zane Stormfront AC 29,26,23 CMD 27 HP 62/73 25 Fire Resist  d20+8=17 ;
Monday May 13th, 2013 4:27:37 PM

Zane whispers, "Nothing fell into the poll, I think it's some sort of trap to protect the area... maybe flying across without walking will not set it off...."

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
1/7

3rd level
2/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (6hr) 
Monday May 13th, 2013 5:08:25 PM

"Yea, but if we're wrong it may just skewer us in midair. We'd get poked, then smash into the ground. Let's go with the assumption that we can't stop them from falling. That said, I think I have a solution."

Restlin will walk up to the edge of the cavern (changing places with Valla). He rolls up his sleeves and looks back with a wink. "Check this out..."

With a few gestures, a solid sheet of ice anchors itself to the wall above his head & heads north, anchoring there was well. It is 7" thick, 70' long, and 10' wide.

"Let's move quickly. Even without the stalactites smacking it, it only lasts about 7 minutes."

EDIT: To clarify, I am putting this wall as high as I can w/o touching the stalactites to ensure they can't build up any speed before crashing into the wall.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+7=12 ;
Monday May 13th, 2013 5:36:15 PM

Beri kicks himself for not actually leaving the cave earlier and leaves now

reflex=12

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday May 13th, 2013 5:37:52 PM

When the group is ready to go Beriothian follows them, but he earth glides under the raining stalagtites.

Bosk AC: 26/12/24 CMD:22 HP 45 of 66 Spells  d8=7 ; d8=2 ; 2d6=3 ; 2d6=5 ;
Tuesday May 14th, 2013 12:47:54 AM

Bosk waits in the tunnel to see if Restlin's magic is able to stop the roof from caving in. In the meantime the cleric pulls one of his last gingerbread cookies out of this bag and lets it dissolve in his mouth before swallowing it and feel it's magic healing powers wash over him.

ooc: Are we in combat rounds, or can I eat two cookies and use channel energy to heal everyone for 8 dmg this turn?

HP: 38/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Tuesday May 14th, 2013 12:55:21 AM

James posting for Valla

Valla watches as Restlin attempts to reinforce the roof with a sheet of ice and wishes it was him casting the spell and saving the day. Quietly he reviews his spell list to see if there is anything he could is Restlin's plan doesn't work out.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 61/71 
Tuesday May 14th, 2013 7:53:36 AM

Wyaar volunteers to test the covering supplied by Restlin and (after Bosk's healing) moves into the cave, halfway towards the tunnel

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (6hr) 
Tuesday May 14th, 2013 9:29:19 AM

Seeing his companions waiver, he whispers, "We can't dally. That wall will not last long."

To prove his point, the wizard presses his symbol of Warrd to his lips and takes off at a full jog across the cavern.

OOC: I don't believe we're in combat rounds, so I'm pressing my action.

HP: 38/56 AC:(25 haste + Shld-6mins) 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Tuesday May 14th, 2013 9:48:03 AM

If the stalactite are still falling Bosk and Valla will grab Restlin and make sure he wants to get hit on the head before letting him run towards the pool.

HP: 46/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+11=29 ;
Tuesday May 14th, 2013 10:52:08 AM

Why couldn't I have thought of using an Ice wall... Whoever I guess... Hopefully it works Valla thinks to himself as he watches to see his fellow wizard's icy barrier prevents Restlin from getting struck with the falling rocks.

As Restlin darts in the cavern under his ice wall, Valla whispers to the group.

It's the noise.. If it were merely walking into the cavern we woulda been struck the moment we walked in. Nor would the Ghost sound have droped them.

If Restlin makes it across unharmed Valla will move to the edge of the room and inspect the Ice wall.
(Low light vision; Perception 29)

IF the ice wall looks to be in at least moderate condition afterwards, Valla makes a run for it. Sprinting across the room and jumps into the left side of the pool.

IF the Ice wall is destroyed Valla will stay where he's at for the time being, whispering his thoughts to the group. If we were to move silently across the room I think we'd have a chance.. But then again, something tells me where not alone here... A permanent stalagmite replenishing spell... Possible, sure.. But I doubt it; some thing else is going on here...
==================

OOC: Glad to be back everyone! I'm at the library and I wanted to make a quality post; sorry if it came off "Rambling" :)

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Tuesday May 14th, 2013 6:33:06 PM

ooc: checking in for sheriff report

Zane Stormfront AC 29,26,23 CMD 27 HP 62/73 25 Fire Resist 
Tuesday May 14th, 2013 7:44:39 PM

checking in

Bosk DeOx (James D.) 
Tuesday May 14th, 2013 9:20:29 PM

Checking in...

The Cave(DM SteveK) 
Wednesday May 15th, 2013 8:29:23 AM

Quick Post:

Reslin casts an Ice Wall to stretch up and over to the Pool. Yet the first noise of even a footfall in the cavern causes stalactites to fall and rip the wall apart! (Wall of Ice has 3hp per inch of thickness and is smashed in the first round) It does divert the falling stalactites so Restlin didn't get hurt, but all the heroes are still at the entranceway.

It looks as though sounds in the tunnel to not affect the stalactites, but any sound above a whisper or failed Move Silent footfall will cause stalactites to fall!

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (6hr) 
Wednesday May 15th, 2013 11:01:54 AM

Disappointed, the wizard goes back to the drawing board.

"Hmm...I could grease the path to the pool, then we could hastily get a running start and slide along it into the pool. Heck, that sounds like fun anyway. We should build a pool back at the tower and try that sometime if you all vote me down."

OOC: Yes, I'm proposing we slip-n-slide into the pool.

DM QUESTION: Steve, would you consider these to be "massive ranged weapons?"

Edit: I did math. Hasted at a full run we'd end up from the mouth of the cavern to the pool in 1.5 seconds (less for some of us). In that time, the stalactites would fall 36 feet. The cavern is 60' tall, but I don't know how long the stalactites are. If they're ~20ft and we're all close to the ground, we should be in the drink before they hit. This is what I used.

DM STEVEK: Rules of Game trump Rules of Physics. It is a round to get to the Pool and the same round for stalactites to drop. Won't work. Any noise above a Move Silent footfall or whisper will cause stalactites to fall.
SM SteveK: No, these are not massive ranged weapons. It is normal ranged weapons part of a magical, renewable trap.

Zeoll AC22 with shield, HP56+12 
Wednesday May 15th, 2013 1:10:19 PM

Zeoll adds a little dancing to his enthralling speech. Any onlooker might notice that the lion-like paws are very quiet indeed.

Zane Stormfront AC 29,26,23 CMD 27 HP 62/73 25 Fire Resist 
Wednesday May 15th, 2013 5:01:38 PM

Zane, casts a fly spell on himself, and offers, "Who wants a lift across, just don't drag your feet. Being in the air, and magically flying should be silent and not trigger the trap."
Whomever asks first, Zane will lift and then fly across with, not saying anything as he does so. He being in cloth and just magiced armor, there should be no noise....

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
1/7

3rd level
3/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds
Fly, duration 7 minutes

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Wednesday May 15th, 2013 7:25:40 PM

Beriothian will slip-n-slide with the others if that's what they are doing, and will earthglide though the floor at the end to avoid the stalagmites... unless the group is flying, then he will cast air walk on Bosk and let Bosk carry him

HP: 46/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Wednesday May 15th, 2013 9:35:35 PM

ill take the lift, slipin slide doesnt sound to great to me guys. Probably a bit noisy

Valla will take the offer for sure, being quiet the whole way.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (6hr) 
Wednesday May 15th, 2013 10:14:37 PM

Seeing that the others have a means to fly across, he'll forgo the slip-n-slide idea. If Bosk is able, Restlin will use his boots of levitation to float and get dragged along by Bosk. If he's not, he'll use his own fly spell.

The Cave: Addendum (DM SteveK) 
Wednesday May 15th, 2013 10:40:59 PM

Fly skill doesn't state that the person moves silently. Moving Silently is a part of the Stealth skill and includes not only footfalls, but jingling armor, scraping buckles and the like.

The only way for people to Move Silently is by magic (example: Silence spell) or by making a Stealth check.

Zane and Valla, please roll a Stealth Skill check.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 61/71  d20=8 ;
Wednesday May 15th, 2013 10:59:40 PM

Given little options otherwise, Wyaar will attempt to creep his way across the cavern... and fails.

Stealth: 11

Zane Stormfront AC 29,26,23 CMD 27 HP 62/73 25 Fire Resist  d20+4=19 ;
Wednesday May 15th, 2013 11:19:03 PM

19 stealth check, gotta love no armor check mods.

Bosk DeOx (James D.)  d20+8=10 ;
Thursday May 16th, 2013 1:53:32 AM

???? Bosk is completely caught off guard when Beri casts Air Walk on him. Gargul's lidless eye!!! Doesn't Beri realize that being a fully armored large sized minotaur makes me one of the loudest people here? The horned cleric quickly takes three skill pills and puts his shield in this bag of holdings so that he can move more quietly, but even with all those measures he finds himself making more noise than he would like.

Stealth = 10

ooc: I don't think Zane gained a level yet. It looks like you didn't lower your xp from 5,300 to 5,100 on January 7th. All players in this campaign were brought to 8th lvl / 5,100 xp.

HP: 46/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+10=11 ;
Thursday May 16th, 2013 10:22:11 AM

Valla, the clumsy elf that he is makes more noise than he would like as well.

Stealth: 11
But in all.fairness, he is wearing a mithiral chain shirt and a cloak over that. Not much to create noise in any case. Maybe the wind from flying flaps the cloak?

The Cave: The Pool (DM SteveK) 
Thursday May 16th, 2013 12:38:33 PM

Wyaar, Zane, Bosk, and Valla all attempt to quietly move across the magically trapped cavern by making as little noise as possible. No sound above a whisper. Those flying have even less jingling than those walking (ooc: flyers get a +2 circumstance bonus) and...

Amazingly enough, even though the four heroes aren't being extremely quiet, they are being quiet enough, and none of the stalactites fall from the ceiling!

In the light of spells within the cavern, the four heroes look into the crystal-clear pool and see it is deep, perhaps as deep as 60 feet with stalacmites at the bottom and a brass chest nested tightly between a group of the sharp columns.

Restlin and Beri(the earth elemental) stays on the entrance of the cavern, watching.

Zeoll is back with Sir Maran the monster, enjoying themselves in the Enthrall spell.

Bosk DeOx (James D.) 
Thursday May 16th, 2013 5:06:04 PM

ooc: Is it too late for me to carry Beri with me like he askex? I wasn't expecting him to cast the spell on me and was so focused on how to increase my stealth roll that I forgot to mention it. If not, Sorry Beri.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+3=14 ;
Thursday May 16th, 2013 5:17:34 PM

Beriothian decides that Bosk apparently doesn't want to get dirty carrying an earth elemental. No problem, with earth glide he can easily move through the ground as easily as if it was water, and it does not create any ripple or other sign of its presence. He keeps just his head above to see where is his going, and will duck under the surface should anything start to fall.

ooc: not sure if needed since he's going under the surface, but just in case
stealth = 14

DM SteveK: Beri is able to earthglide under the floor without disturbing any stalactites. :-)

Zane Stormfront AC 29,26,23 CMD 27 HP 62/73 25 Fire Resist 
Thursday May 16th, 2013 6:58:28 PM

"That's awfully deep, but with flying I might be able to make it down there...."

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
1/7

3rd level
3/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds
Fly, duration 7 minutes

Wyaar (JonL) AC 25/17/23 CMD 25 HP 61/71 
Thursday May 16th, 2013 8:16:00 PM

"If Beri can just walk through the earth why not have him just go up under it?"

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells  d20+3=17 ; d20=17 ; d20=8 ; d20+12=30 ;
Thursday May 16th, 2013 10:16:17 PM

Bosk eyes the crystal clear pool suspiciously and cannot help but wonder if this is yet another trap. The cleric slows his breathing down and relaxes a moment as he tries to take in all of his surroundings, paying specific attention to the crystal pool and the chest below. Cautiously he checks to make sure the pool is in fact filled with water and not something that might dissolve their flesh. He checks the floors and walls to see if the cave is natural or was man made and if there are any traps or secretes that may aid them in recovering the chest.

Perception to check for traps, chest, making sure the pool is filled with water (as opposed to acid), etc = 30
Knowledge Arcana to check pool / water / and chest = 17
Knowledge Dungeoneering to check pool / water for traps and problems = 17
Knowledge Nature check pool / water for traps and problems= 8


Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Thursday May 16th, 2013 10:17:13 PM

Bosk also prepares to fly over the pool if someone talks hoping to avoid any falling rocks that might come down.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (6hr)  d20+2=11 ;
Friday May 17th, 2013 9:31:00 AM

Seeing his companions move silently enough, even though they're not really being all that quiet, Restlin decides to give it a go.

He tip-toes up to the pool with the others. He's not quiet, but he hopes it's enough.

Sneak: 11

The Cave: The Pool (DM SteveK) 
Friday May 17th, 2013 10:31:37 AM

Zeoll keeps the Monster Enthralled.

Restlin, seeing you don't have to be VERY quiet, just silent enough, tiptoes under the fragile stalactites and makes his way to the pool.

Zane considers flying through the water to the chest, but realizes that will not work. "Flying" allows movement through air, "Swimming" allows movement through water. His Fly spell will not help him move through the water at all.

Wyaar suggests for Beri to earthglide under the pool and get the chest that way.

Bosk is more cautious, expecting even more traps, and looks around carefully. His knowledge of dungeons and the underground comes in handy, as the minotaur realizes that the pool is only a couple of inches deep! The stillness of the pool is so perfectly reflecting the ceiling that it only LOOKS like it is 60' deep. And therefore...

The minotaur looks up and is rewarded by spying the Chest nestled among the stalactites above the pool!

Bosk also confirms the pool is water, and realizes the surface of the pool is covered by a horizontal Wall of Force. Even if someone stands on the pool, they will not get wet.

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

Cave

Zeoll AC22 with shield, HP56+12 
Friday May 17th, 2013 10:37:47 AM

In his imagination, Zeoll visualizes to himself what is happening to his friends in that cave. He imagines a mind flayer like the one they met so long ago. He imagines an evil idol with a gem embedded in its forehead. He imagines a magical trapped pool, with all his friends clustered around it shoulder to shoulder, while danger lurks overhead. He shudders, and is happy he is out here with a barbed devil instead.

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Friday May 17th, 2013 12:26:46 PM

Bosk examines the chest closely to see how tightly the chest secured and if there is a little room that would allow them to manipulate or move the chest at all, hoping there is a half inch of space around it.

Zeoll AC22 with shield, HP56+12 
Friday May 17th, 2013 12:43:36 PM

Bosk examines the chest closely to see how tightly the chest is secured and if there is a little room that would allow them to manipulate or move the chest at all, hoping there is a half inch of space around it.

heh heh! He said "chest"!

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Friday May 17th, 2013 1:23:42 PM

*blush*

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 61/62 (Spells) - Mage Armor (6hr)  d20+14=26 ;
Friday May 17th, 2013 1:54:52 PM

"Huh...seems kinda silly. Why would they do this?"

The wizard casts Detect Magic & concentrates on that chest & netting.

Knowledge, Arcana: 26 (in case there is a magical aura, and I get to concentrate long enough to figure out the school involved)

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Friday May 17th, 2013 2:08:45 PM

I imagine the reason for doing such a thing is in hopes that the obvious pool of water and before them will distract them from the actual chest. If we hadn't figured out that it was a reflection so quickly, how long would we have sat trying to find a way around the wall of force to get at the chest on the ground?

HP: 46/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Friday May 17th, 2013 6:02:20 PM

i dont suppose dispel would be the answer to.having the chest drop?

Valla inquires, looking up at the chest with a puzzling look,

and you can bet its sealed some way or another.. Or it would jus drop whatever is in it.

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Friday May 17th, 2013 7:04:58 PM

ooc: Can we get more details on how the chest is suspended?

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Friday May 17th, 2013 7:55:24 PM

Hmm, I could probably earth glide into the wall and move up there as easily as swimming through water... I wonder how that chest is suspended and if I could reach it from the ceiling...

Zane Stormfront AC 29,26,23 CMD 27 HP 62/73 25 Fire Resist 
Sunday May 19th, 2013 6:38:58 PM

"I'm already flying, wanna lift up to check it for traps?"

The Cave: The Pool (DM SteveK)  5d6=10 ;
Monday May 20th, 2013 9:47:09 AM

Zeoll imagines some strange stuff under his Enthrall spell! The liontaur knows that the spell isn't really working that well on himself or Sir Maran, because the spell is too weak for that. Perhaps it was Bosk's drink, perhaps Sir Maran's own desire to be rid of his curse, or perhaps the magical anomaly of the Edge still on some of the heroes that is contesting with the anomaly of the Shard that enables the magic to work. As a famous bard once said, "strange days indeed."

Bosk does a visual examination of the chest without touching the box or stalactites on the ceiling. (Bosk moves from the floor to Air Walk near the ceiling and must Move Silently DC 10 or cause a rain of spikes) From his location only 5 feet away, it looks as if the stalactites here have grown around the chest and the metal and hardwood chest is molded into the ceiling. There is a large lock on the chest.

Restlin suggests that placing the chest there would be silly, and casts Detect Magic to look at a 60 degree cone centered on the chest. And, Restlin speaking in a normal tone of voice, and casting without whispering, activates another fall of stalactites!! (ooc: Casting a spell while whispering requires a Concentration Check)

Bosk answers Restlin, also not whispering, which only causes more stalactites to fall!!

Valla inquires about a dispel magic to allow the chest to drop, not whispering, and causing MORE stalactites to fall!!!

Beriothian also talks about earth gliding. As he looks up, Beri sees he could probably glide through the floor, wall, and ceiling to get to the chest. Yet the druid also did not whisper, and causes MORE stalactites to fall!!!!

Zane announces he is already flying, and suggests to fly up to check it for traps, not whispering, and even MORE stalactites fall!!!!!

.......

Only Bosk is over the pool, and so only the minotaur completely avoids the rain of stalactites. That and Zeoll who is still occupying the monster...

Zane, Restlin, Beri, Valla and Wyaar take 10 damage Reflex DC 14 for half.

Cave

Zeoll AC22 with shield, HP56+12 
Monday May 20th, 2013 11:08:34 AM


Zeoll finds himself chuckling for some reason as he continues to concentrate on the spell. He must have thought of a funny joke or something.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 64/71  d20+12=25 ;
Monday May 20th, 2013 6:17:16 PM

Wyaar pulls up his as some meager protection from te rocks, but its works.

Otherwise he whispers to Beri "might as well try"

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells  d20+6=12 ;
Monday May 20th, 2013 7:10:24 PM

Bosk reaches out his hand to try an pull some of the Iron Adventurer's out of harm's way, but he notices the stalactite too late and the others are attempting to dart out of the way long before he can react. Once the rain of rocks has subsided the cleric floats up to the ceiling and attempts to remove the chest by working the edge of his bag of holding around the edge of the chest and allowing it to drop into the nondimensional space within allowing for easy removal from its cage. Bosk will do so using his 10 ft reach to stand outside the stalagmite holding the chest (as opposed to under them where they could fall on his head if disturbed).

Actions
------------
Reflex save to pull others out of harms way = 12 (I assumed I needed a 14 or higher to pull someone out of the way)
Work edges of Bag of Holding around the chest and put chest inside.

Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist  d20+9=24 ;
Monday May 20th, 2013 7:29:15 PM

Zane takes a chunk of the falling rock on the shoulder, he winces a bit and watches as Bosk tries his idea....

The Cave: The Pool: Addendum (DM SteveK) 
Monday May 20th, 2013 8:02:55 PM

Bosk tries the Bag of Holding idea, but he can only get about half the chest in the bag. The other half is in the rock and the chest won't drop.

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Monday May 20th, 2013 8:35:38 PM

Bosk wonders if anyone has a shrink spell prepared.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday May 20th, 2013 8:44:51 PM

ooc: No, I didn't wisper in the previous post... I can't talk and was thinking to myself to elicit a DM response... and since I don't have psionic powers I assume my thoughts didn't make rocks fall.

;)

DM STEVE OOPS! Right, you were in thought bubbles with italics. Don't worry, the damage was the same with one noisy person or all noisy people. My main intent with the post was to reinforce the need to keep making Stealth checks and whispers. :-)


Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Monday May 20th, 2013 8:45:44 PM

ooc: Are there any rules I am missing that would prevent me from summoning a lantern archon and having it use its greater teleport abillity to grab the chest and teleport down with it? I can't see any tules that would inhibit it.

DM Steve: The chest is more than 50% in the wall. It can't be a possession of the lantern archon or anything else, therefore that will not work. Frankly, I think the group either needs a flying thief to pick the lock or a large sledgehammer to break the lock... Looks like the person who put the chest up there wasn't silly after all...

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+3=11 ;
Monday May 20th, 2013 8:48:58 PM

Beriothian hides in the floor untll the group decides what to do.

reflex = 11 (again though, I can't talk in this form and didn't say anything that would bring rocks down, so let me know if I still lose hp. FYI, I think most of us use bold when we speak and italics for internal monologue)

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Monday May 20th, 2013 8:52:33 PM

ooc: Restlin also asked a question and Bosk answered it :(

HP: 41/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+11=26 ; d20+9=26 ;
Tuesday May 21st, 2013 1:08:49 AM

Valla manages to avoid the bigger rocks, but still takes a smack to three face. He growls low under his breath.

He then moves quietly onto the pool of water, standing on the floor of force. Then whispering to the group, What if I used a knock spell? Unlocks locked things? Id recommend that everyone arranged on this wall of force if I'm to do that though.

If no one objects, Valla will wait until everyone is on the pool or wherever else they may choose to keep out of the stalagmites way, whisper to Beri or Bosk to carry him up to the chest an cast knock to unlock the chest. Holding his hand on three lid to keep it from just dropping open if knock works.
=============
Reflex:25; move silently:25
Using his bow to cast knock unprepared, if the group doesn't object.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 56/62 (Spells) - Mage Armor (6hr)  d20+6=24 ;
Tuesday May 21st, 2013 8:57:38 AM

Restlin manages to avoid the worst of the stalactites in a moment of uncharacteristic grace. Surprised at his reaction time, he almost whoops in celebration. Luckily, he holds his mouth...literally. The wizard's hands are firmly clasped over his mouth should his natural inclination to babble catch him unaware. He nods silently at Valla's suggestion & goes to stand on the wall of force. He'll also activate his boots of levitation & hover an inch or so above it just in case.

Reflex: 24

The Cave: The Chest (DM SteveK) 
Tuesday May 21st, 2013 10:55:09 AM

Zeoll finds himself chuckling for some reason as he continues to concentrate on the spell. He must have thought of a funny joke or something.

Wyaar pulls up his shield as some meager protection from the rocks, but its works. He whispers that Beri may as well try his idea.

Bosk tries to warn his friends, but is too late. He floats up to the ceiling and attempts to remove the chest by popping it into his bag of holding but that doesn't work so well. Bosk wonders if anyone has a shrink spell prepared.

Zane takes a chunk of the falling rock on the shoulder, he winces a bit and watches as Bosk tries his idea....

Beriothian hides in the floor untll the group decides what to do.

Valla manages to avoid the bigger rocks, but still takes a smack to three face. He growls low under his breath, then moves quietly onto the pool of water, standing on the floor of force. He suggests a Knock spell to open the chest, whispering. He suggests that everyone gets on the Floor of Force before he casts the spell.

Restlin manages to avoid the worst of the stalactites in a moment of uncharacteristic grace. Surprised at his reaction time, he almost whoops in celebration. Luckily, he holds his mouth...literally. The wizard's hands are firmly clasped over his mouth should his natural inclination to babble catch him unaware. He nods silently at Valla's suggestion & goes to stand on the wall of force. He'll also activate his boots of levitation & hover an inch or so above it just in case. ooc: LOL!
................

Bosk, Valla, and Restlin are all on or hovering over the pool and horizontal wall of force.

Wyaar and Zane keep standing near the pool but not on the pool itself.

Beri sinks beneath the floor keeping only an ear and eye out to maintain communication with the other Iron Adventurers.

.......

With everyone ready, all Valla needs to do is cast his spell and see if it is strong enough to open the locks.

knock: When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure.

Valla, please roll your caster level check to see if he can get the lock open.

Cave

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Tuesday May 21st, 2013 12:05:55 PM

Bosk motions Valla to wait for one second in oder to give anyone else who wants a chance to get above the pool before he casts the spell, possible causing more rock to fall.

Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist 
Tuesday May 21st, 2013 12:27:55 PM

Zane hovers above the "pool" or force wall which ever one prefers to cal it.

Zeoll AC22 with shield, HP56+12 
Tuesday May 21st, 2013 1:21:17 PM

Zeoll continues to enthrall the poor cursed devil before him.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 
Tuesday May 21st, 2013 6:22:22 PM

Beri continues to hid until while Valla casts

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 56/62 (Spells) - Mage Armor (6hr)  d20+2=14 ;
Tuesday May 21st, 2013 11:39:50 PM

Before Valla can cast, Restlin will wander over (lowering himself and walking over if Valla is outside touch range) to his fellow wizard, tap him on the shoulder, and give him a big grin and thumbs up before clamping down on his mouth and returning to hovering over the pool.

OOC:

Sneak to move w/o causing a ruckus: 14

Luck domain: Bit o' luck. Valla's next rounds worth of D20s can be rolled twice, with Valla picking the best result.

MARTY PAY ATTENTION TO THIS.

HP: 41/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian  d20+16=17 ; d20+16=26 ;
Wednesday May 22nd, 2013 2:44:30 AM

Valla smiles at restlin and nods his head, then casts the spell, using his innate heroics to boost his power.

Ooc: CL rolled 26, used hero point making it 30..

The Cave: The Chest (DM SteveK)  2d4=6 ; d20+10=11 ; d20+10=17 ; d20+10=23 ; d20+10=14 ; d20+10=12 ; d20+10=18 ; d6+3=6 ; d6+3=4 ; d6+3=6 ; 2d4=5 ; 2d4=5 ; 2d4=5 ; d10+10=14 ; d10+10=19 ; d10+10=13 ; d10+10=18 ; d10+10=11 ; d10+10=11 ; d10+10=11 ; d10+10=11 ; d10+10=16 ; d10+10=18 ; d10+10=17 ; d10+10=18 ; d10+10=18 ; d10+10=15 ; d10+10=19 ; d6+3=9 ;
Wednesday May 22nd, 2013 10:44:03 AM

Bosk hovers motions Valla to wait for one second in oder to give anyone else who wants a chance to get above the pool before he casts the spell, possible causing more rock to fall.

Zane hovers above the "pool" or force wall which ever one prefers to cal it.

Zeoll continues to enthrall the poor cursed devil before him.

Beri continues to hid until while Valla casts

Restlin sneakily hovers over to Valla on the Wall of Force above the pool and provides the elf with a lucky tap for his upcoming spell.

Valla smiles at Restlin and nods his head, then casts the spell, using his innate heroics to boost his power.

Wyaar maintains his vigilance near the pool but not on it.

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

Valla casts the Knock spell, focusing on the chest. With luck and heroics, the Lock snaps open and the Chest opens as well. The elation of the Iron Adventurers is short-lived as the magical trap on the Lock and Chest activates!

Everyone hovering or standing over the pool suddenly and violently feel that the floor is the ceiling and the ceiling is now the floor! Gravity is reversed and the heroes are pulled towards the sharp and unyeilding Stalactites!

Valla, unfortunately, is the only hero who is standing on the Wall of Force, and gets the full impact against the stalactite-filled ceiling! Denied the ability to twist aside, Valla is pierced by 3 of the stone spears! Flatfoot AC 11, 17hit, 23hit, 14, 12, 18hit Dam 6, 4, 6 = 14 damage to Valla)

Those hovering are also affected, but have a chance to adjust. Bosk, Restlin, and Zane must succeed on a DC 15 Fly Skill Check or also fall onto the ceiling stalactites!

Bosk 5 spikes. Flatfoot AC 14, 19 , 13, 18, 11 Dam all miss

Restlin 5 spikes. Flatfoot AC 11, 11, 11, 16, 18hit Dam 9 on Restlin if fail Hover check

Zane 5 spikes. Flatfoot AC 17, 18, 18, 15, 19 Dam all miss

Wyaar, not having moved onto the pool, is not affected and comes out unscathed.

(Hovering requires a DC15 Fly check to Hover per round. I forgot to ask for this in the past, but please remember to roll for your skill to hover from here on out.)



Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 56/62 (Spells) - Mage Armor (6hr)  d20+2=16 ;
Wednesday May 22nd, 2013 12:47:40 PM

Caught unaware, the wizard is able to touch the nearby wall long enough for his feet to fly up over his head. His feet pointed at the ceiling, he once again gains control over his boots and stops himself from "falling."

Fly: 16

Making a mental note to path up his friends when he can speak again, Restlin continues floating up towards the ceiling. He'll check to see what's in the chest once he's sure Valla isn't bleeding to death.

Zeoll AC22 with shield, HP56+12 
Wednesday May 22nd, 2013 1:04:03 PM

Zeoll wonders how his friends are doing, and feels pierced with loneliness. If he had had the choice, however, he would prefer that to pierced with sharp stone stalactites. Stalactites that change into stalagmites. :-)

Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist  d20+12=31 ; d20+12=13 ;
Wednesday May 22nd, 2013 5:29:55 PM

Zane does a roll/flip and reorients himself, as if gravity reversed everyday. As he is happy with that he loses a bit altitude, to see if he can help a friend who just fell to the ceiling. Thinking about it, he decides that he needs to get a tattoo or two for a bit of healing.
He offers a hand to someone, if they need a lift away from the trapped box.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 
Wednesday May 22nd, 2013 5:41:55 PM

Beriothian pokes his head out from the floor in time to see the others start flying through the air. So, the chest was trapped... but was it empty?

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells  d20+6=24 ;
Wednesday May 22nd, 2013 7:28:10 PM

As Bosk flies upward towards the stone spears he thrusts out his arm in an attempt to grab whatever is in the chest. With amazing speed the cleric's arm flings out towards the chest and a split second later he feels the full force of his weight crashing into the stone ceiling. A bit bruised, he looks at his steelgrass protection and thinks to himself I cannot the manfri made such armor by weaving weeds and paste. He then turns to see if if he was able to withdraw anything from the chest.

Reflex Save to grab what ever is in the chest = 24

Wyaar (JonL) AC 25/17/23 CMD 25 HP 64/71 
Wednesday May 22nd, 2013 8:07:12 PM

Wyaar watches as his friends suddenly fly upward and impairs themselves on the sharp spikes of rock. He wonder a moment by they did that before he realizes it was a trap that did it. Still, he isn't much use to them, but he will watch the floor for whatever fell out of the chest.

HP: 37/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Wednesday May 22nd, 2013 9:20:51 PM

Valla grins, and growls within the same second. Slamming into the spikes, the elf is less than happy. He lies on the floor ceiling, grabbing the offered hand of help, shaking his head and shrugging his shoulder.

The Cave: The Chest (DM SteveK)  6d6=20 ; 3d6=13 ;
Thursday May 23rd, 2013 8:34:49 AM

Zeoll feels pierced by loneliness. (LOL!)

Wyaar, still standing on the floor, and Beri, looking out of the floor, watches as their companions suddenly have gravity reversed!

Zane and Restlin are able to rapidly reorient themselves and hover upsidedown with their feet pointed at the ceiling and head pointed towards the pool and so avoid the fall into the spikes.

Valla and Bosk are not so lucky and get slammed into the ceiling by the Reverse Gravity trap spell. Nothing is falling out of the Chest because, well, gravity is reversed and the bottom of the chest is now on the 'floor' among the stalactites. Still, Bosk can see an elongated metal rod with a circle at one end and a round bulge on the other inside the chest. It looks like the scratched drawing from Sir Maran and looks nothing more than a large clapper to a bell.

Bosk grabs the clapper... and the Reverse Gravity stops! Bosk and Valla now fall 60 feet to the unyeilding Wall of Force below! (Bosk and Valla take 20 points falling damage)

Zane and Restlin must again quickly realign themselves to avoid the same fate! (DC 15 Fly Skill Check or take 13 falling damage)!

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

Current Damage on Iron Adventurers
ooc: it doesn't appear that everyone is tracking damage from the traps (Subtract Mr spikey spikes, stalactites, reverse gravity, reverse reverse gravity. Add gingerbread cookies. Everyone please adjust your hit points.)

Bosk 12
Beri 45
Restlin 18
Valla 41
Wyaar 15
Zane 15



Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Thursday May 23rd, 2013 9:28:44 AM

Does Bosk get some type of reflex save to reduce damage for having Air Walk cast upon him?

DM Steve: yes, because Bosk has Air walk activated, he merely spins in place, the ground and cieling once more in their proper places.

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells  d20+6=16 ; d20+10=24 ; d20+6=11 ;
Thursday May 23rd, 2013 10:37:53 AM

As the gravity once again reverses Bosk tries to grab a stalactite with his knees to stop himself from falling, and if his airwalk spell doesn't appear to be halting his descent. He will then try to grab Valla to slow or stop him from falling. If he cannot catch Valla he will let go and flip around the right way and try to land more gently. If he does catch him he will tell Valla to grab the 50ft rope attached to his back pack and then slowly lower him to the ground.
(My character Sheet says the rope is attached to the outside of my backpack with a lasso loop at one end and a grappling hook at the other).

Actions
-------------------
If Airwalk does not prevent fall:

Reflex Save to grab stalactite = 16

Reflex Save to catch Restlin and lower him to the ground. = 11

Acrobatics to land softly = 24
(DC 15 Acrobatics skill check ignore the first 10 feet fallen,still end up prone if damage is taken)

Bosk AC: 26/12/24 CMD:22 HP 63 of 66 Spells 
Thursday May 23rd, 2013 10:46:13 AM

ooc: It should have said catch Valla in my post above, not Restlin.
Also, it may help if Valla tries to catch Bosk's arm with a reflex save.
Do not Talk / Yell

Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist  d20+12=15 ; d20+4=16 ; d20+5=7 ;
Thursday May 23rd, 2013 11:15:33 AM

Zane flips yet again, catching himself, this time he tries to catch Valla.

Fly check, 15
Dex check for reaction 16
Str check to grab 7

Zeoll AC22 with shield, HP56+12 
Thursday May 23rd, 2013 12:40:21 PM

Zeoll still concentrates on his enthrall.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 56/62 (Spells) - Mage Armor (6hr)  d20+2=8 ;
Thursday May 23rd, 2013 4:38:26 PM

Alas, poor Restlin's luck has run out. He is unable to right himself, but attempts to correct and stay in place w/ his boots of levitation

Reflex: 10

SteveK: Boots are Command word activated and require a standard action. Too late, Restlin takes 13 points of damage.

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 
Thursday May 23rd, 2013 6:44:01 PM

Beri keeps an eye on his companions. Not having a lot of options right now he prepares to cast "soften earth and stone" should any of them look like they are going to land on the cave floor instead of the wall of force

DM SteveK: Casting is a standard action, and Beri has no time to cast before Valla and Restlin strike the ground.

Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx2, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Wyaar (JonL) AC 25/17/23 CMD 25 HP 64/71 
Thursday May 23rd, 2013 11:16:01 PM

With not much to offer his companions besides perhaps his own body as a soft place to land, Wyaar watches helpless as the gravity above the pool changes yet again and his friends fall back down to the floor.. hopefully silently.

HP: (17)37/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Friday May 24th, 2013 9:33:53 AM

Zane offers a hand in his last post, and Valla "took the offered hand of help" hoping this applies...
If not accepted that I grabbed Zanes hand:

Valla grunts as he slams into the floor of force.

this is just to much... I'm being thrown around like a hemp doll.. Lets get outta here..

He thinks to himself. Starring up at those hovering above him and the open chest as well.

IF my previous post is accepted and I grabbed Zanes hand before Bosk ever touched the thing:

Valla grips Zane as tightly as he can. Flailing around in the air. The world does a complete flip and his stomach starts too.

Whispering, lets get outta here. Cant take much more of this...

The Cave: The Chest (DM SteveK) 
Friday May 24th, 2013 11:16:03 AM

At the last second, Valla reached out and grabbed Zane's hand just before the Reverse Gravity ended. Luckily, Zane is such a good flyer that the additional weight didn't force him off balance, and the two heroes are saved a nasty fall. :-)

Once on the ground, Bosk feels the metal rod vibrate and hears a soft tolling as if from a large Bell very far away.

The heroes all notice that when Restlin strikes the floor, he clatters and bangs about, making plenty of noise, but the stalactites stay solidly on the ceiling!

In the nearby Glade, Sir Maran suddenly looks up, breaking away from the Enthrall spell, and makes a mad dash away from Zeoll and towards the Cave!

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

Current Damage on Iron Adventurers
Bosk 12
Beri 45
Restlin 18
Valla 21
Wyaar 15
Zane 15
Zeoll 0

Zeoll AC22 with shield, HP56+12  d20+3=19 ; d20+6=9 ;
Friday May 24th, 2013 12:48:10 PM

IF MARAN IS WITHIN 40 FT:

Zeoll activates the laughing touch ability of his fey bloodline (a standard action), racing forward to Maran and tries to deliver the touch. Zeoll's touch attack hits a touch AC19. If that lands, he penetrates Spell Resistance up to SR9. If that works, Zeoll's magic causes Maran to be able to only make a move action next round.

IF MARAN IS 45 TO 80 FT AWAY:

Zeoll chases after, moving 40 ft forward as he draws his rod of extend from its scabbard as he moves.

The liontaur shouts a Extended Command Spell at Maran: HALT! The will save DC is 21.

IF MARAN IS 85 TO 200 FT AWAY

Zeoll chases after, moving 40 ft forward.

The liontaur casts a Hold Person Spell at Maran. The will save DC is 22.

IF MARAN IS MORE THAN 200 FT AWAY

Zeoll runs after, moving 160 ft as fast as his paws can carry him.

DM SANITY INFO ==========
(spell/ability used this round is TBD)

Current Effects:
Mage Armor 6 hrs
False Life (+12hp) 12 hrs

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 2 of 8 (mage armor, SFF)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: not available
Meta Rod of Extend: used 1 of 3

Also used: Scroll of Silent Image

HP: 43/56 AC:20 20/ F: 16/ T: 14 CMD:21 Valla Crudarian 
Friday May 24th, 2013 3:21:03 PM

Valla twists his face squinting as he awaits the barrage of stalactites. When the spikes never fall the wizard celebrates, Ha! Cave of silence is no more. Get the drums and squeeze boxes. We got our ball and chain. Surly will free Maran, and that two faced witch that I questioned so roughly will pay soon enough as well.

Valla still hangs from Zanes hand, a mischievous smirk shows hes inflating his own ego a bit.

An you all said I, innocent me, was being rude.. Shes had us nearly impaled several times over, and disfigured Maran as well. I think ive a few more questions to ask

He looks up to Zane, Thank you, my dark brother, but can ya let me down, gently? Being tossed around as a doll can really mess with ones thinking. An im all to fragile to be sword fighting hehehe Valla chuckles a bit, very satisfied with the groups performance and especially with himself. The smirk stays on his face for the next several moments.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 49/62 (Spells) - Mage Armor (6hr)  d6=5 ;
Friday May 24th, 2013 4:26:02 PM

As Restlin comes crashing down, he covers his head with his arms to prepare for the stalactites. When they don't fall, he simply glares at them while slowly getting to his feet.

"Let's get out of this stupid cave. I'm gonna smack that stupid witch in her stupid mouth with that...striker thingy...when I see her."

Despite the negativity coming off the wizard, he manages to send out a burst of the positive stuff, healing anyone around for 5HP.

"Seriously, though. Let's move. Zeoll's by himself with an angry enchanted lizard man in an area that includes hellhounds as native fauna." Restlin heeds his own advice and moves to the exit.

Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist  d20+14=23 ;
Friday May 24th, 2013 9:01:09 PM

"Might be better if those of us who fight lead the way out, the item's been found, who knows what else it triggered..." Zane quips as he lowers Valla and he comes to within 5' of the floor. "You know, I could have just done a Sully with you, but you are a friend, so...."
Zane pulls he sword and takes up a leading position and heads on out.

fly skill, 23

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
1/7

3rd level
3/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds
Fly, duration 7 minutes

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells  d20+6=8 ; d20+6=17 ; d20+12=16 ; d8+4=5 ;
Saturday May 25th, 2013 2:12:24 PM

Bosk looks questioningly at the clapper and wonders how to use it to cure Sir Maran. Remembering that the bell was accidentally rung he wonders if this clapper might be as easy to work and tried knocking the clapper on his sword to produce a clanging sound.

A moment latter it is suggested that the trap might have alerted something to their presence and the cleric perks up his hears to listen for trouble (perception = 16). If he senses danger he will ready himself for battle, drawing his sword and preparing to attack as necessary.

If all is safe or Bosk is oblivious to any danger he will drink his potion of Eagle's Splendor. We think this thing can cure Maran right? I think I can use it. ooc: With skill pills, Eagle's Splendor and a Hero Point Bosk can get +16 to UMD and can reroll a low roll with his luck charm!!!)

Actions
-----------
Clap with clapper
Perception check = 16
If attacked by an enemy (not Maran) TWF hit ac 8 with sword (miss) and hit ac 17 witth armor spike for 5
If attacked by Maran 5ft step and draw Guisarm and trip CMD of 12 (assuming this is a fail)

If perception check fails and / or no enemy is spotted drink potion of eagle's splendor

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 
Saturday May 25th, 2013 6:30:41 PM

Beriothian follows the group, not wanting to cast a spell quite yet. Hopefully Bosk can free Maran before any other craziness happens. If something does attack the group the druid will channel his freedom of movement into a summoning spell and summon a satyr if it's Maran attacking and a Tiger if it's anything else.

Beri's will stay with the group but behind the front line so he can cast easier.

Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx2, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Zeoll AC22 with shield, HP56+12 
Monday May 27th, 2013 8:08:46 AM


Zeoll wonders, as he ponders his options for dealing with Maran, whether the cursed soul is attempting to save his friends, hurt them, or something else. But since he does not know, he can only stick to the plan and try to slow him down or stop him without inflicting harm.

OOC: Checking in ... in case I cannot post again today.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 64/71  d20+12=27 ;
Monday May 27th, 2013 12:06:00 PM

With his friends safely back on the ground, Wyaar will move to the cave entrance to peer out for any sign of further guardians as Bosk mentioned. If he spots Sir Maran, he'll activate his bid with his bow to make it no lethal.

------

If see Maran, activate divine bond for keen and non lethal

Perception 27

The Clapper


The Cave: The Chest (DM SteveK)  d20+10=21 ;
Monday May 27th, 2013 10:19:49 PM

Restlin gathers everyone together and sends a healing burst to his companions.

Valla is ready to beat on a Threshold Witch named Trella.

Wyaar and Zane lead the way back out of the Cave, careful to see if anything is waiting for them.

Beri keeps to the back, ready to spontaneously cast a summoning spell.

Bosk considers the ability to use this magical item, this apparent piece of the Chaos Bell. He remembers the Children of Chaos had accidentally rung the Bell and so had been bonded with it for better and for worse their entire careers. Is something like that going to happen to the Iron Adventurers?

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

On leaving the Cave, the Iron Adventurers do not see any enemy awaiting them, and so Bosk downs a potion to make him more splendid. The Clapper in his hand seems to resonate, and Bosk knows instinctively that he isn't going to be able to use this like any usual magic item... this is something special. (UMD will not work on this Fate Item). It resonates in a strange magical anomaly, and now items from the Iron Adventurers begin to resonate as well. Bosk's Greendale Luck Charm, Bosk's Link with the Edge, Beri's Blanket, and everyone who still has a connection to the Edge.

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

Zeoll leaps for Sir Maran and gets a hand on him, trying to cause a fit of giggles, but Sir Maran/Monster shrugs off the magic and continues sprinting through the wood, forcing Zeoll to run after him (since Zeoll doesn't have line of sight anymore).

The Iron Adventurers emerge from the Cave the same time Sir Maran bursts from the Woods and runs straight towards the group with Zeoll dogging his heels and approaching his bleeding and bruised mates.

The Monster pulls up in front of the Iron Adventures, slightly panting, and looks up.

*Clap* *Clap* *Clap* comes the sardonic tones of a slow clapping sound. At the top of the hill at the ruins, a thin black figure stands... it is Trella! "I had hoped to kill you all, but no matter. I will give you to the count of three to put the Clapper back. One, Two...."

The Iron Adventurers have a second to decide what they are going to do!

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

The Iron Adventurers are in/around the entrance of the Cave at Z,21 on map below.

Current Damage on Iron Adventurers
Bosk 0
Beri 40
Restlin 13
Valla 16
Wyaar 10
Zane 10
Zeoll 0

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

Trella is standing on the Stone at the top of the hill at BD,14 (approximately 165 feet away)

Quinn's Hill

Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist 
Tuesday May 28th, 2013 1:41:55 AM

Distance to Trella? it matters.

DMSteve: ammended DM Post with map, locations, and distances.
(I apologize for using an old map, but I am recuperating with a back injury and don't have access to my D&D computer.)


Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 49/62 (Spells) - Mage Armor (6hr)  d20+15=20 ; d20+7=19 ;
Tuesday May 28th, 2013 8:24:10 AM

Restlin sets the incantation for Dispel Magic in his mind & blocks out the rest of the world. His eyes focus on Trella's form as he waits for her to make a move...

***

Restlin will attempt to counterspell any spell Trella casts.

Spellcraft: 20 - Restlin recognizes any spells 5th level or below.
Dispel caster check: 19 - Restlin counters the spell if it is caster level 7 or below.

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Tuesday May 28th, 2013 12:12:25 PM

Bosk also needs to know the distance to Trella.

DMSteve: ammended DM Post with map, locations, and distances.
(I apologize for using an old map, but I am recuperating with a back injury and don't have access to my D&D computer.)


Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist  d20+14=26 ; d4+2=6 ;
Tuesday May 28th, 2013 12:46:42 PM

"If anyone can haste us before I go, it'd be great." He'll pause for only a moment to see if a spell starts, either way, Zane will cast mirror image, and then fly to AV/14.

Fly skill 26
6 Mirror Images

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
2/7

3rd level
3/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds
Fly, duration 7 minutes
Mirror Image, duration 7 minutes, 6 images


Wyaar (JonL) AC 25/17/23 CMD 25 HP 64/71 
Tuesday May 28th, 2013 6:54:00 PM

Now that he sees Sir Maran and Trell he will call in the cestial living in his bow to lend it power

---

Standard actio to activate divine bond. Move 30' forward. Will wait for haste if someone does that... On phone so can't see coordinates.

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 
Tuesday May 28th, 2013 7:22:59 PM

Awww. Beriothian thinks silently to himself. It's so cute how this lady think she can intimidate us.
The druid casts Faerie Fire onto the spot where Trella appears to be standing.
Granted, she already has me paranoid enough to doubt we're actually looking at her, but we are much too suborn to actually be intimidating into following her commands.
Once he casts, the druid will earth glide below the surface to AJ-13

Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx2, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Tuesday May 28th, 2013 8:04:57 PM

Bosk looks up quickly and tries to determine if he and Trella have a direct line of sight of each other or not.

ooc: Do we have a direct line of sight between us and Trella? Can we find shelter against the rocks to avoid Line of Sight? Is the area off the path difficult terrain? Does it grant shelter or line of sight?

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Tuesday May 28th, 2013 10:02:19 PM

The Horned Cleric curses his luck, having finally collected such a precious item and now he is forced to leave it behind. Bosk wait to make sure Beri's spell reveals Trella to actually be where she appears to be.

If she is there: I will want this back when I return! Bosk drops the clapper on the ground in front of the others as he charges forward. How dare you presume to make demands of me! Charging up the hill with unbelievable speed and agility the massive taur draws his Guirsame (large sized reach weapon with Bosk's enhanced reach = 20 reach). In a flash the cleric is standing next to Trella.

Actions
------------
Wait to see if Beri's Farie Fire works. If it shows Trella is there:
Drop Clapper = Free Action
Activate Agile Feet (SU) - Free Action, ignore difficult terrain for 1 round
Run up hill 120 ft Full Action
Draw Gurisame - free with move action
Use Hero Point for an extra move action, move an additional 30 ft towards Trella (Now 150 ft from her with 20 ft reach up to 170 so I can reach Trella)

If Trella is an illusion Bosk will move 60ft East using Agile feet, trying to keep the entire group from being able to be hit with a single attack


Zeoll AC22 with shield, HP56+12 
Tuesday May 28th, 2013 11:01:42 PM

Really sorry, friends -- with the runs and worse, I am on the disabled list. I'll try to post in the AM.

Zeoll AC22 with shield, HP56+12  d20+13=33 ;
Wednesday May 29th, 2013 10:07:39 AM

Zeoll takes a move action to go closer (40 ft closer unless it is difficult terrain?) and casts Calm Emotions to affect Trilla and anyone within 20 ft of her.

He calls out, "Everyone just calm down! No need to fight just yet!"

That's his secret message (Bluff check 33) to tell his friends that he has cast Calm Emotions, and if it works, do not attack her until he says to do so.

(Where is Maran? Is he in the radius of the Calm?)

Trella, Round 1 (DM SteveK)  d20+13=16 ; d20+8=17 ; d20+8=21
Wednesday May 29th, 2013 11:39:31 AM

COMBAT ROUNDS

Restlin sets the incantation for Dispel Magic in his mind & blocks out the rest of the world. His eyes focus on Trella's form as he waits for her to make a move...

Zane pauses for only a moment for a requested Haste spell while casting his own Mirror Image then to see if a spell starts, either way, Zane will cast mirror image, and then fly up towards Trella. In pausing for casting his own spell, not having a Haste and in flying up, Zane is only able to get about half as far as he thought he could.

Wyaar calls on his Cestial to lend power to his bow, and moves up the hill.

Beriothian thinks it's so cute how this lady think she can intimidate us. He casts Faerie Fire then earth glides below the surface towards the hill top. He also paused to cast and so only moved through the ground 30 feet closer to Trella.
(ooc: Wildshaped. Elemental Form retains the PCs base move, which is 30' for a move action.)

Bosk looks up quickly and sees everyone has direct line of sight. If anyone moves to put a wall or some ruins inbetween them and Trella, that will block line of sight. Further, neither the ground or path appears to be difficult terrain. The Horned Cleric curses his luck, having finally collected such a precious item and now he is forced to leave it behind. Bosk makes sure Beri's spell reveals Trella to actually be where she appears to be and then drops the Clapper on the ground in front of the others as he charges forward! With unbelievable speed and agility the heroic and massive taur draws his Guirsame (large sized reach weapon with Bosk's enhanced reach = 20 reach). In a flash the cleric is within striking distance of the Witch!
(ooc: wow! Nice combination of moves to cover the distance quickly. Run x4 [can do in Steelgrass armor][lose dex bonuses], + hero point + agile feet just in case)
As soon as Bosk lets go of the Clapper, his Luck Stone and Edge Link both give a small tug as if those magics were attracted to the Clapper.

Zeoll takes a move action to go uphill and casts Calm Emotions to affect Trella but not Bosk. (even though he is now within 20' of her. I'm assuming this is correct?). Trella at first seems to fall under the spell, but then a surge of power breaks the liontaur's spell into splinters! Zeoll recognizes that Trella has Spell Resistance!

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

Sir Maran/Mr. Spikey/ The Monster looks like he is ready to charge off with Bosk up the hill and then something strange happens. Bosk drops the Clapper and Sir Maran pulls up like a dog at the end of its leash! Though Sir Maran strains, he does not move from the spot where the Clapper is on the ground outside the Cave.

Trella only smirks at the charging, moving, and weaving heroes. "Fools! I am protecting Threshold, and you seek to stop me?" She cackles an old lady laugh. "If I am able to use the Chaos Bell Clapper to keep out all strangers to this area, how easily do you think I'll be able to take care of you?"

It is not a spell, Restlin knows, but some supernatural ability that causes Trella to change, to grow, to transform from the old woman that had been standing in on the stone on top of the hill to a writhing, sinuous reptilian monster! Trella, now an immense, wingless dragon, rears up on a serpentine body, her triple tail and powerful talons swipe at the air! "You will be another example to any who try to interfere with Threshold! "

(standard action supernatural ability that does not incur AOO)

DC Know Arcana 24 Highlight to display spoiler: {Trella has transformed into a Crag Linnorm, an primeval dragon! It has a breath weapon of magma, poison bite, continuous freedom of movement and true seeing, and will cause a powerful curse to any nearby when killed! It has spell resistance, and it's weakest saves is Will.}

...............NOTES
Terrain:
Hill is clear terrain
Walls and Ruins are 15 feet high and impassable terrain

Current Damage on Iron Adventurers
Bosk 0
Beri 40
Restlin 13
Valla 16
Wyaar 10
Zane 10
Zeoll 0

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

Trella AC 29, touch 10, flat-footed 25 (Faerie Fire +2 to strike Trella) Spell Resistance 20

Trella Fight

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71 
Wednesday May 29th, 2013 1:37:43 PM

"My Queen, lend me your stength!" Wyaar calls out in prayer as the woman transforms.

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

Swift action to activate smite evil on Trella

Can you let me know if it works so I can roll with the correct modifiers?

DM Steve: it works... she is EVIL!

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells  d20+3=5 ; d20+3=11 ;
Wednesday May 29th, 2013 1:42:52 PM

Bosk stares in disbelief as the woman transforms before him and tries to determine what just happened.

Knowledge check to identify the dragon = 5, fail
Knowledge check to determine what happened (Was she a dragon in human form or a human who transformed in to a dragon , etc) = 11

ooc: More to come after I can think of something useful. (I think I will live longer if I do not attack just yet)

DM SteveK: too low on the knowledge roll, Bosk can't tell. But it seems to be much more complete a transformation than Beri is capable of with his Wildshape ability.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 49/62 (Spells) - Mage Armor (6hr)  d3=2 ; d20+14=30 ;
Wednesday May 29th, 2013 3:03:22 PM

Knowledge arcana: 30 DMSteveK: with Restlin's Knowledge Check, everyone can read the spoiler tag.

Restlin's eyes widen. He'll quickly rattle off what he knows to his friends, "Magma breath, sees everything, can't be constrained easily."

He throws a haste spell at Zeoll, affecting the liontaur as well as Beri, Zane, and Wyaar.

"We're going to need Mr. Spikey for this..." he thinks to himself. He heads to z22, ducking out of breath weapon LOS. "Sir Maran, thump your tail once if you need someone to carry this close to Trella for you to help, twice if we can hand it to you, or thrice if you need to be struck with it."



Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist  d20+14=28 ; d20+11=17 ;
Wednesday May 29th, 2013 5:49:33 PM

Zane moves as best he can towards BA,17, don't know how much height gain I lose distance for. Zane will also cast Resist Energy:Fire on himself. (using Restlin's shouted out info)

With haste, Zane has 90' flight movement.

Fly Skill 28
Know Arcana 17

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
3/7

3rd level
3/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds
Fly, duration 7 minutes
Mirror Image, duration 7 minutes, 6 images
Resist Energy:Fire, duration 70 minutes, DR 20 fire

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23  d20+1=3 ;
Wednesday May 29th, 2013 8:18:45 PM

Beritothian stares in shock as the woman transforms into a dragon.
I really need to study dragon lore, it would have come in handy many times by now.
Knowing that they will need all the help they can get the druid finally channels his freedom of movement spell to summon a griffin.

knowledge=3
Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx2, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement
Spells with * are Fey domain spells (and not included in spell counts)
ooc: I'll write up the stats for the griffin when I post tomorrow

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Wednesday May 29th, 2013 8:39:38 PM

His mind racing, Bosk ponders what to do when a memory comes back to him. The leprechaun, it said but if you find what you seek, a greater magic bargain will you need. Something that can jump even between the lands. He them remembers what Peerimus said" "Remember, your gifts by other Powers should enable you to pierce the veil, but are also dangerous. There may come a time when you have to decide to sacrifice those gifts for the greater good."
That's it, he thinks to him self. They must need to sacrifice on of the magic items they have that are allowing them to travel between the lands.

Not sure if he needs to do anything, Bosk silently thinks and offers up his Gift of the Edge that he was saving to locate his father's killer and target of his vengeance. If it will save the Wold he will offer up his Gift of the Edge and find the cursed lich the old fashioned way. One way or another he will find it and it will die.

ooc: Can you let me know if this does anything and if I still have an action left?

DMSteveK: that is a free action. You still have a full action left.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71  d20+16=25 ; d20+16=29 ; d20+11=14 ; d8+17=19 ; d6=4 ;
Wednesday May 29th, 2013 9:46:27 PM

Encouraged by Restlin's spell, Wyaar moves forward, bitching arrows as he goes to send a volley at Trell, though only one finds its mark on the scaly hide of the dragon beast.

-----

Use hero point for extra action to Move to within 110', should be easy with haste

Full attack against Trell with multishot, smite, deadly aim and haste
Attack 1: miss AC 25
Attack 2 miss AC 14
Haste attack hit AC 29 for 23 non lethal damage, ignoring all DR

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells  d20+3=7 ;
Thursday May 30th, 2013 1:11:21 AM

Bosk continues to stare at the dragon and wonders is this might be a dragon form spell or a dragon deciple like Zane used to be.

--------------
Knowledge Arcana, is this a dragon form spell or class abillity = 7

ooc: More to come. I have a Gnomish Level Seal from a lvl 20 tap playing huge sized eidiolons that says "If you hit as a ranged touch attack, the target is encased in a Resilient Sphere (no save is given)". Can I use this to encase the dragon? The seal doesn't give a sphere size. I have also emailed the seal creator for clarification.

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells  d100=71 ; d20+8=15 ; d20+8=18 ;
Thursday May 30th, 2013 11:11:42 AM

Bosk thinks about what he knows about the goblin seal. If he can trap the dragon in the resilient sphere he will activate his goblin seal. If not he will move behind the wall if it is out of the dragon's line of sight (I don't know how tall the dragon or walls are). If that won't work he will do full defense.

----------------------
If the seal will effect a creature that size (It can encase me and I am large size)
Goblin Seal info:
Gnomish Seal of Frustrating Force: After activating this seal as a standard action, you fire a ray at an enemy within 25 ft. If you hit as a ranged touch attack, the target is encased in a Resilient Sphere (no save is given). If the target has spell resistance, roll a spell penetration check based on your character level, charisma modifier, and spell penetration feats, if any. The caster level of the effect is your character level. There is a 15% chance of failure, in which case the ray bends around and may hit you if you roll a touch attack against yourself. (Still waiting on seal clarification)

Hit Touch AC 15, % to avoid failure = 71 (pass), Spell Resistance = 22 (boosted with 1 hero point)

If the seal cannot encase a creature that size: Hide behind wall, out of line of sight AU,AV/11,12

If the wall doesn't remove line of sight - Full defense

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 
Thursday May 30th, 2013 5:46:07 PM

ooc: checking in

Zane Stormfront AC 29,26,23 CMD 27 HP 57/73 25 Fire Resist 
Thursday May 30th, 2013 6:40:10 PM

checking in

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71 
Thursday May 30th, 2013 8:31:18 PM

checking in

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Thursday May 30th, 2013 8:41:45 PM

Checking inn and the tavern

Trella, Round 2 (DM SteveK)  d20+23=37 ; d8+12=13 ; d8=5 ; d20+23=37 ; d8+12=16 ; d20+23=40 ; d20+23=30 ; d20+23=31 ; d20+18=37 ; d6=4 ; d6=1 ; d6=3 ; d6=2 ; d8+12=14 ;
Friday May 31st, 2013 3:49:33 PM

Restlin's eyes widen. He'll quickly rattle off what he knows to his friends, then throws out a Haste spell affecting Zeoll, Beri (whose head is above ground) and Zane. (ooc: Wyaar is 40 feet away from Zane and can't be affected by the same spell). Thinking quickly, Restlin ducks into the Cave entrance and calls for Sir Maran to tell him more about the Clapper. Sir Maran gleefully whacks his tail on the ground three times!

Zane casts Resist Energy:Fire on himself and flies like the wind to a point 20 feet above the ground and in front of the primeval dragon. The hero has flown too close, and a claw reaches out, blotting one Image out of the sky! (AOO AC 37 d8 1 = Zane = image)

Beritothian stares in shock as the woman transforms into a dragon, and stops to cast a complicated spell! (one round action summoning griffon, will arrive beginning of Beri's next turn)

Bosk stares in disbelief and it seems to be much more complete a transformation than Beri is capable of with his Wildshape ability. His mind racing, Bosk ponders what to do when memories flood his mind. Sacrificing his own goals to protect the entire land, Bosk silently offers up his Gift of the Edge. It pauses a moment and then is gone. The Grim sees Trella shudder, and the magma glow is gone from its maw, but the dragon is still there. Bosk jumps behind a wall to get some better defense, but a claw reaches out and snags him, cutting deep in his calf as he ducks out of the dragon's line of sight. (AOO AC 37 16 damage to Bosk)

Wyaar calls out in prayer as the woman transforms, and moves forward, pitching an arrows as he goes to send a dart at Trella, but it doesn't mark the scaly hide of the dragon beast. (ooc: Wyaar was too far away and is not hasted). (Standard Action: one attack Move Action: move)
.....................

Trella roars in frustration as the magma leaves her mouth and eyes. How did you do that? I am in control. I am in CONTROL!", she babbles insanely, and seeks to destroy the 6 Zanes in front of her. Two claws flash out, a huge mouth bites at the air, and the triple tail snaps like a whip! (AC 40 ; 30 ; 31 ; 37 ; Which Zane? 4 ; 1(Zane!) ; 3 ; 2 ; 3 more images cease to exist and Zane himself gets a nasty claw mark, shallowly across his chest for 14 damage.)

...............NOTES
Terrain:
Hill is clear terrain
Walls and Ruins are 15 feet high and impassable terrain

Current Damage on Iron Adventurers
Bosk 0 + 16
Beri 40
Restlin 13
Valla 16
Wyaar 10
Zane 10 + 14
Zeoll 0

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

Trella AC 29, touch 10, flat-footed 25 (Faerie Fire +2 to strike Trella) Spell Resistance 20

Trella Fight


Zane Stormfront AC 32,26,23 CMD 27 HP 43/73 25 Fire Resist  d20+16=35 ; d20+16=36 ; d20+16=18 ; d20+16=26 ; 2d10+9=13 ; d10+9=11 ; 2d10+9=15 ; d20+14=27 ; d10+9=12 d10+9=14
Friday May 31st, 2013 4:58:30 PM

Zane moves 5' closer (5'step) He then attacks the dragon twice after charging his weapons with arcane strike.

Attack #1 AC 35, no crit confirmation, damage 11 (miss-rolled first damage)
Attack #2 AC 36, crit confirmed, damage 26 (messed up the roll for crit damage, rolled them at end)

"You're gonna have to do better than that dragon, I'm not as soft as I appear."

fly skill 27

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
3/7

3rd level
3/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds
Fly, duration 7 minutes
Mirror Image, duration 7 minutes, 6 images
Resist Energy:Fire, duration 70 minutes, DR 20 fire
Haste, Duration 7 rounds



Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Friday May 31st, 2013 5:02:00 PM

Bosk yells out Remember what Peerimus and the leprechaun said! I offered up my gift from the Edge and she lost her magma power!

ooc: Who has a magical gift left?

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 
Friday May 31st, 2013 5:22:36 PM

Beri can feel his Wonko blanket resonating and knows what he must do
I give up this magical gift for the sake of my friends and for the good of the Wold.

ooc: before I do the rest of my turn I wanted to confirm... you meant griffin the appears beginning of this turn, or I have to spend another round summoning it? (It appears where you designate and acts immediately, on your turn)

DMSteveK: It appears right now, where you designate within spell range, and attacks immediately.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 49/62 (Spells) - Mage Armor (6hr) 
Friday May 31st, 2013 7:24:01 PM

"You got it, bub..."

Restlin bends down to pick up the clapper before smacking Mr. Spikey in the chest with the thing. He hears Bosk's advice, but figures this guy's been a demon long enough.

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Friday May 31st, 2013 9:32:00 PM

ooc: Restlin I was able to offer up my gift of the edge as a free action.

Feeling his Gift of the Edge depart along with the dragon's magma glow Bosk resigns himself to offering up the power of Greendale's Luck Charm. It pains him to relinquish such a rare and precious gift, but there is no honor in hoarding riches at the cost of risk to his friends, and possible the Wold itself if the clapper got into the wrong hands. Gargul, thank you for the gifts you felt fit to bestow upon me. I pray you you will find favor in my sacrifice and that balance may be once again restored to the Wold by this act. Grant me the strength to overcome my foe, that she who corrupted the gods creation, the noble dragon, may stand in your presence and be judged tonight.

Actions
------------------
Sacrifice Greendale's Luck Charm's powere - Free Action

More to come after I see if the others also give up their precious gifts.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 49/62 (Spells) - Mage Armor (6hr) 
Friday May 31st, 2013 10:37:55 PM

Give up the answer to any question? That hurts. Restlin can literally feel the ache in his chest as he lets it go. He probably hits Mr. Spikey a little harder than he needs to as a result, but there it goes...

...

Restlin will sacrifice his gift from the edge.

Zane Stormfront AC 32,26,23 CMD 27 HP 43/73 25 Fire Resist 
Friday May 31st, 2013 11:16:29 PM

.d give up a gift if i had one, sorry guys.

Trella, Round 2 (Addendum) (DM SteveK) 
Saturday June 1st, 2013 9:44:58 AM

Specialized magic begins to wink out among the heroes, and each time, they hear the echo of a great bell. Restlin, holding the Clapper, feels the artifact vibrate and send out an invisible wavy force in all directions. Trella, now a Crag Linnorm, writhes with each power that dissipates, with each vibration of the Clapper.

Bosk's Luck Charm becomes a normal ornamental earring, and the dragon's fangs stop dripping poison.

Beri's Woldco Blanket transforms to a normal cozy comforter, and Trella loses her Linnorm's Curse.

Restlin's link to the Edge dissapates, and some scales fall off of Trella. Trella AC and SR reduced by 4

Trella is weakened, but still a powerful opponent, and she becomes more desperate and crazy with every magical anomaly effect!

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

NOTE: All these actions are FREE ACTIONS. Only Restlin and Zane have used their actions for this round. (Restlin by picking up Clapper and smacking Sir Maran, and Zane by attacking the Linnorm) Everyone else has a full round to perform actions.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71  d20+15=17 ; d20+10=22 ;
Saturday June 1st, 2013 11:44:06 AM

Wyaar sends another volley off towards the weakened dragon, but apparently need her to bigger than a barn to hit.

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Saturday June 1st, 2013 2:24:43 PM

ooc: Are only specific magic items vibrating, or are all permenant magic items vibrating?
(Such as G.G., retirement party, and LNB prizes?

DM SteveK: only specific ones. When Bosk thinks about it, they are the items that the group has collected while roving in other lands...

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE)  d20+8=16 ; d6+3=7 ; d20+7=25 ; d20+7=22 ; d6+3=8 ; d6+3=9 ;
Sunday June 2nd, 2013 5:23:07 PM

Beri finishes summoning and a griffon appears at AO-19. Having finished his spell the druid advances to AR-19 (+30 distance from haste) and starts to cast Greater Magic Fang on the griffon.

ooc: Beri can't speak in this form so he can't command the griffon, it acts on it's own. Because of that I was not sure if you wanted me to put the actions or if you want to control is ( I think you controlled the satyr I summoned )... putting the griffon's actions below in case you want me to control it.

The griffon looks around and quickly realizes the dragon is attacking the group that summoned him. He flies over to the dragon (BA-12), lands (assuming he can reach the dragon from the ground), and bites the massive beast.

(other two rolls were for claw attacks, but realized I couldn't do a full round attack with the griffon this turn)

Griffon-- AC: 17/11/15 hp 42/42
Fort +7, Ref +6, Will +4
Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Fly +6,
Base Atk +5; CMB +9; CMD 21 (25 vs. trip)
Melee bite +8 (1d6+3), 2 talons +7 (1d6+3)
Special Attacks pounce, rake (2 claws +7, 1d4+3)
--------------------
Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx2, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones,
Spells with * are Fey domain spells (and not included in spell counts)


Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Monday June 3rd, 2013 12:31:26 AM

Amazed with the power the dragon has behind his hit, Bosk quickly makes up his mind. If we have to fight an old dragon I am going to summon an Old One to help.

'Ia! Ia! Cthulhu Fhtagn!'

The cleric steps out from the wall to give him a better view of the dragon and breaks the Hobgoblin Seal of Summoning on his Left Leg. A few seconds later a swollen cephalopod with ten writhing tentacles and a hideously monstrous face with pale, milky eyes on int bulbous body. It is Cthulhu!

Actions
--------------------
5ft Step South for line of sight
Break Hobgoblin Seal of Summoning and Summon a Decapus (It is supposed to represent Cthulhu, my tapestry character) - Standard Action?
Summoned to AZ/12

STATISTICS
----------------------
CE Medium aberration
Init +1; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 45 (6d8+18)
Fort +4, Ref +3, Will +5
OFFENSE
Speed 10 ft., climb 30 ft.
Melee bite +7 (1d6+3), tentacles +8 (2d4+3
plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks constrict (2d4+4)
Spell-Like Abilities (CL 6th; concentration +7)
At will--minor image (DC 13)
STATISTICS
Str 16, Dex 13, Con 15,
Int 10, Wis 11, Cha 12
Base Atk +4; CMB +7 (+11 grapple); CMD 18 (can't be tripped)
Feats Skill Focus (Bluff), Toughness, Weapon Focus (tentacles)
Skills Acrobatics +7 (--1 jump), Bluff +7, Climb +16, Escape Artist +5, Intimidate +7, Perception +11, Spellcraft +6, Stealth +9; Racial Modifiers +4 Perception
Languages Aklo
SQ sound mimicry (voices), tentacles

Zeoll AC22 with shield, HP56+12  d20+11=14 ;
Monday June 3rd, 2013 11:08:18 AM

Zeoll feels the vibrations of the things he has collected in his wider rangings.

A pearl, given to him by a friend now long dead or retired -- precious to him because it is all he has to remind him of this long-ago friend.

The signet ring declaring him to have been chosen of Domi -- no longer chosen, no longer a servant of Domi, but a symbol of his life from of old.

The feathers and beads, woven into his mane by his old teacher. It shocks Zeoll to realize he has to pause more than a moment to recall his teacher's name ... Frith! That was it. The shaman who taught him when he was a cub on Liontaur Isle. Those feathers, those beads, were held for him by another old friend during the years he had spent dead in the Lands of Rest.

The old liontaur has other things, yule gifts and tokens of esteem from his past. Maybe he would give up one of those, but if he offered anything, would his most precious items vanish too?

He would give up his gift of the edge, but he has already used it.

No. Zeoll does not give up his memories, his history, his past.

All he does is race 70 ft closer, drawing his rod of extend as he does so. He casts Extended Command: HALT! The will save DC is 21. If he is in reach, he casts on the defensive: Concentration check 14 fails if it was needed!

Trella, Round 3 (DM SteveK)  2d6+6=14 ; 2d6+6=12 ; d8+6=10 ;
Monday June 3rd, 2013 11:16:09 AM

Zane moves steps closer in the air and, swiftly charging his weapons with arcane force, attacks the dragon, striking both times. (ooc: Trella was AC 29, Zanes' confirmation hit was vs AC 26, no critical)

Bosk yells out Remember what Peerimus and the leprechaun said! I offered up my gift from the Edge and she lost her magma power! Bosk's Luck Charm becomes a normal ornamental earring, and the dragon's fangs stop dripping poison. Amazed with the power the dragon has behind his hit, Bosk grabs his Hobgoblin Seal of Summoning and a few seconds later, a medium sized swollen cephalopod with ten writhing tentacles and a hideously monstrous face appears beside the Grim!

The Decapus glares hatred at Bosk, but the summoning compels it to face the minotaur's enemies and attack. Surging forward, it finds a weakness in the armor of the Linnorm, and strikes with both its tentacles and bite! (ooc: Player can control the summoned creature for rolling die and movements within the restrictions of a summon monster spell.)

Restlin bends down to pick up the clapper before smacking Mr. Spikey in the chest with the thing. He hears Bosk's advice, but figures this guy's been a demon long enough. Getting close to sir Maran gives Restlin several shallow wounds, but it is worth it as he turns back into a man! Restlin takes 10 damage from spikes. Then, although giving up an answer to any question hurts, the wizard also sacrifices his Gift from the Edge, and some scales fall off of Trella, making her look more vulnerable.

Wyaar sends another volley off towards the weakened dragon, but even though the Linnorm is as big as a barn, it is quite a bit more armored, and neither dart penetrates.

Beri can feel his Wonko blanket resonating and knows what he must do. He offers the magic and as Beri's Woldco Blanket transforms to a normal cozy comforter, Trella loses her Linnorm's Curse. Beri finishes his summoning and a griffon appears! Having finished his spell, the druid advances and casts a Greater Magic Fang on the griffon.

The Griffon in turn looks around and quickly flies over to the dragon and bites at the massive beast, missing. (ooc: Bite is at +8, the +8 roll hit AC 16, and the Griffon missed) (ooc: Player can control the summoned creature for rolling die and movements within the restrictions of a summon monster spell.)

Zeoll runs forward (Map will update next round) and casts a command spell that dissipates on Trella's spell resistance!

...............................
As Restlin strikes Sir Maran, a vibration runs through his spikey body, like the tolling of a great bell. In seconds he transforms from a green spikey monster into a handsome human man in gleaming silver armor, the image of an upraised fist on his breastplate. A look of thanks is on his face as he looks exhaustedly at Restlin. "Quick. That magical rod thing can affect Trella too!"

Trella, now a Crag Linnorm, writhes with each power that dissipates, with each vibration of the Clapper. She roars at the pinpricks against her by the flying wizard, and thrashes at the bite of Bosk's summoned aberration. So the primeaval dragon goes after both!

Claws and a maw of razor-sharp teeth reach for Zane, dancing on the air before her. Accurate and powerful, both of Zane's last Mirror Images cease to exist and the hero himself is clawed hard.
( AC 39claw ; 41claw ; 42bite; d3 Zane, image, image; Zane loses last 2 images and takes 15 damage
Zane's Mirror Image spell has no images left.

The Decapus fares little better as the triple-forked tail whips around and not only slams the bulbous head, but wraps it up tighter than a Yuletide present. And begins squeezing...
(AC 42 CMB 35 Grab + Squeeze; can grab at -10 CMB and still make other attacks. Decapus takes 26 damage

...............NOTES
Terrain:
Hill is clear terrain
Walls and Ruins are 15 feet high and impassable terrain

Current Damage on Iron Adventurers
Bosk 16
Beri 40
Restlin 23
Valla 16
Wyaar 10
Zane 39
Zeoll 0
Griffon-- AC: 17/11/15 hp 42/42
Decapus-- AC 16/11/15 hp 19/45

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

Trella AC 25, touch 10, flat-footed 20 CMD 45; (Faerie Fire +2 to strike Trella) Spell Resistance 16
Damage 35

Trella Fight


Zeoll AC22 with shield, HP56+12 
Monday June 3rd, 2013 2:23:12 PM

Zeoll readies his tower shield, the use of which to be triggered when he is attacked. That is, he will use it to block all physical attacks from the attacker's direction. He moves forward until he is adjacent to the monster.

"Ha!" he exclaims.

DM SteveK: Preparing a Tower Shield is a standard action. Readying an action is a standard action. AOOs interrupt other actions. Therefore, Zeoll will most likely be targeted by an AOO as he approaches and the Tower Shield will not be in place at the time of AOO, but will then be in place afterwards. Further, as soon as the Tower Shield is in place, zeoll will stop moving forward.
In light of this, Zeoll may alter his actions if he wants before tomorrow's DM post.

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Monday June 3rd, 2013 2:26:01 PM

ooc: What CMD does Cthulhu need to beat to break the grapple? Since it is grappling does it lose an dex bonus both to cmb/cmd and ac?

SteveK: Just added to Trella's stat bloc; the Decapus with a CMB+11 needs a nat 20 to escape the Linnorm's CMD 45. Sure is lucky that Trella had a target that damaged it besides Zane, or else Zane would have been in the grasp of the monster!

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 39/62 (Spells) - Mage Armor (6hr) - Mirror image - 7 minutes, 6 figments  2d4=6 ;
Monday June 3rd, 2013 3:42:42 PM

Restlin winces as Mr. Spikey's spikes do their job. The wizard isn't used to being injured, and all these drops on his head and small cuts are getting old quick.

Still, Sir Maran is Sir Maran again! That's a plus.

He looks at the clapper in his hand, then at the beast around the corner. "Well, if you say so..."

Gripping the hilt of Gloomy, he focuses on his arcane bond with the sword to pull a mirror image spell out. The spell cast, 7 Restlins walk out from the cave entrance towards Trella.

***

Cast mirror image, then move to AD-20.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71  d20+15=21 ; d20+10=17 ;
Monday June 3rd, 2013 3:48:00 PM

Wyaar fires another volley at the massive dragon, but these arrows too simply voice harmlessly off its side.

-----

Miss and miss. I will roll above a 10 eventually!

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells  d20=20 ;
Monday June 3rd, 2013 6:03:58 PM

Cthulhu utters what can only be assumed to be a curse as he wraps his 10 tentacles around the dragon and in the blink of an eye goes from being grappled to grappling the dragon before him.

"Cthulhu wgah'nagl fhtagn!!! "

Actions (Cthulhu)
------------
Break Grapple and grapple the Dragon = NATURL 20!!!!

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE)  d20+8=9 ; d20+7=18 ; d20+7=18 ; d6+3=7 ; d6+3=8 ;
Monday June 3rd, 2013 7:30:40 PM

The griffin looks at Cthulu grappling the dragon and is panicked at first, but quickly decides that the enemy of my enemy is my friend. He puts in a full round attack, biting and clawing at the grappled dragon.

bite=9
tallon1 attack =18
tallon1 damage = 7
tallon2 attack =18
tallon2 damage = 8

Griffon-- AC: 17/11/15 hp 42/42
Fort +7, Ref +6, Will +4
Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Fly +6,
Base Atk +5; CMB +9; CMD 21 (25 vs. trip)
Melee bite +8 (1d6+3), 2 talons +7 (1d6+3)
Special Attacks pounce, rake (2 claws +7, 1d4+3)

Zane Stormfront AC 32,26,23 CMD 27 HP 28/73 25 Fire Resist  d20-14=-10 ; d20-14=-9 ; d20+14=21 ; d20+14=21 ;
Monday June 3rd, 2013 7:39:13 PM

Zane steps around the edge of the dragon to BB,17 (5' step).
Zane charges up his blade with arcane energy and attacks the dragon with power attack twice, both attacks miss.
"I'm in trouble up here, need some help fast!!" Zane yells out.

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
3/7

3rd level
3/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds
Fly, duration 7 minutes
Resist Energy:Fire, duration 70 minutes, DR 20 fire
Haste, Duration 6 rounds


Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE) 
Monday June 3rd, 2013 7:44:13 PM

Beriothian thinks to himself
I think that's an army of Restlin coming... I hope we can hold out long enough. We need more people to keep her occupied.
The druid focuses once again and starts to channel his Spike Stones to summon a tiger to help them out.

Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx1, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones,
Spells with * are Fey domain spells (and not included in spell counts)

Zeoll AC22 with shield, HP56+12 
Monday June 3rd, 2013 10:36:50 PM

Zeoll casts True Strike.

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Monday June 3rd, 2013 11:36:41 PM

ooc: My home computer is down, posting from my phone. I'll try to repost at school tomorrow.

Bosk casts summon monster III and summons a lantern archon above the dragon's head.

Trella, Round 3 (DM SteveK)  d20+23=41 ; 2d8+12=20 ; d20+25=35 ; d6+6=10 ; d20+23=43 ; d20+23=42 ; d8+12=14 ; d8+12=17 ; d20+23=28 ; d8+12=14 ; d20+23=27 ;
Tuesday June 4th, 2013 9:19:34 AM

Zeoll readies his tower shield to block all attacks from Trella the Linnorm, and moves forward to get close, ending up underneath Zane (who is flying) and beside the griffin (who is not), and a nasty bite from the Linnorm before he can get his Tower Shield set. But he isn't poisoned, and he's now in position! And then he casts True Strike, safe from any interference from the Tower Shield.
(AOO 41 ; Dam 20 ; Zeoll takes 20 damage)
(ooc: Preparing a Tower Shield and readying an action are both standard actions. AOOs interrupt other actions. Therefore, Trella gets an AOO as Zeoll is moving in place.)

Restlin isn't used to being injured, and all these drops on his head and small cuts are getting old quick. He takes the Clapper at Sir Maran's say so in one hand, and Gloomy in the other, and pulls a mirror image spell on himself before walking out from the cave entrance towards Trella.
(Ooc: Mirror Image is d4+1 per three caster levels (maximum eight images total) . Restlin has d4+2 images, please roll again.)

Wyaar fires another volley at the massive dragon, but these arrows too simply bounce harmlessly off its side.

Bosk 's Decapus utters what can only be assumed to be a curse as he wraps his 10 tentacles around the dragon's tail and hind quarters, reversing the hold and making it difficult for Trella to fight effectively! It continues to glare at Bosk calling in its strange language. (Speaking Alko) Highlight to display spoiler: {I will remember you, fleshbag, across the planes I will find you, and you will be MY slave!}

Bosk goes into a complicated summoning spell, using all his concentration and standing vulnerable to any disruption to bring a Lantern Archon to the battle! (Archon will arrive at the beginning of your next post within Close range and attack as you direct within the restrictions of the spell)

Beriothian's Griffin quickly decides that the enemy of my enemy is my friend, and stabs at the dragon with two claws and a beak, all missing.
(ooc: Grappled, Trella has AC 21. Also, Pounce only used for charges, Rake only used while grappling)

Beri himself continues to only keep his head above the surface of the ground and begins summoning a Tiger!

Zane continues to dance about the dragon and again attacks with an energized blade!
(ooc: With the Grappling Decapus, Zane hits with both attacks! Roll damage. :-)
............................

Trella the Linnorm, roars again. "Fools! You only delay your deaths, and then all your treasure will be mine! Threshold is mine! None can break the barrier while it is mine!"

She doesn't seem too worried about the Decapus grappling her, and proves it by a quick flick of her tail reversing the reversed grapple and squeezing. A well-placed Claw ends the Decapus' summoned life and it dissipates into thin air. (CMD 35 ; Squeeze 10 ; Claw 45 crit!44confirm! ; Dam 14+17=31)

The Linnorm is such a large beast and is an expert on grappling, it turns and rakes it other claw and snaps its jaws at Zane, but misses the agile warrior! (AC 28, 27 = wow missed!)

...............NOTES
Terrain:
Hill is clear terrain
Walls and Ruins are 15 feet high and impassable terrain

Current Damage on Iron Adventurers
Bosk 16
Beri 40
Restlin 23
Valla 16
Wyaar 10
Zane 39
Zeoll 0
Griffon-- AC: 17/11/15 hp 42/42
Decapus-- DEAD

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

Trella AC 25, touch 10, flat-footed 20 CMD 45; (Faerie Fire +2 to strike Trella) Spell Resistance 16
Damage 35

Trella Fight


Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71  d20+15=31 ; d20+10=22 ; 2d8+50=59 ; 4d6=10 ;
Tuesday June 4th, 2013 10:47:40 AM

Another volley of arrows is sent the Linnorm's way while she spews her threats. The first shot, with two arrows fired at once with the same draw, sinks deeply into dragons side with a flare of divine power.

--------

Manyshot, deadly aim, smite
Attack hit AC 31, 69 damage

Attack 2, miss AC 22

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 39/62 (Spells) - Mage Armor (6hr) - Mirror image - 7 minutes, 4 figments  d4+2=4 ;
Tuesday June 4th, 2013 10:58:35 AM

Restlin never has been good at counting; turns out there are only 4 figments.

Looking ahead, he sees some kind of squishy, tentacle faced nightmare get taken down by Trella. "Adventuring is getting weird these days," he thinks to himself while ramping up into an all-out run towards Bosk.

***

Full round run - 4x speed movement to AS-13.

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells 
Tuesday June 4th, 2013 11:19:49 AM

Bosk watches Restlin run towards him and wonders if he can take the clapper from him quickly.

ooc: Can Bosk take the clapper as part of a move action, same type of action as drawing a weapon as part of a move action? This would be like a relay runner hand off.

DM SteveK: Restlin running will be able to get to AS-16, but he has no action left to hold it out to Bosk. Bosk would have to use a standard action to take it this round, or as part of a move action next round.

CDM Jerry 
Tuesday June 4th, 2013 4:18:17 PM

Marty, emails are waiting on you. Please answer them.

Zeoll AC22 with shield, HP48 of 56  d20+23=43 ; d20+23=24 ; d20+6=20 ;
Tuesday June 4th, 2013 5:51:51 PM

Zeoll uses his True-Strike-boosted Fey Laughing Touch attack on the monster.

Touch attack at +20 to hit: Hits Touch AC42, a crit threat. Follow up hits 24. Likely moot since I do not think the crit would have mattered.

The effect is a Spell-like Ability, so Zeoll has to try to penetrate the thing's spell resistance. He rolls as a CL6 caster: a 20 might make it?

OOC: Note that Trella's SR was reduced by 4 earlier -- what is it? Zeoll has cast against it several times.

OOC: When you sacrifice a special item, do you get to pick what you sacrifice? If you CAN pick, Zeoll will sacrifice a yule gift, such as the magic sticky buns he got recently. If it is a random choice, he will not risk losing his treasured sentimental items.

DM SANITY INFO ==========
(spell/ability used this round is TBD)

Current Effects:
Mage Armor 6 hrs
False Life (+12hp) 12 hrs

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command, command x3, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 3 of 8 (mage armor, SFF, true strike)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 1 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: not available
Meta Rod of Extend: used 2 of 3

Also used: Scroll of Silent Image

Zane Stormfront AC 32,26,23 CMD 27 HP 28/73 25 Fire Resist  d10+13=16 ; d10+13=15 ; d20+14=22 ; d20+14=32 ; d20+14=25 ; d10+13=23 ; d10+13=15 ;
Tuesday June 4th, 2013 9:12:46 PM

(damage rolls asked for, 16,15) Zane had moved last round to BB,17, and takes another 5' step to BC,17 trying to get into a flanking position.
While moving he charges up his blade again with arcane energies.
First attack AC22
Second attack, AC32, crit confirmed with a 25, damage 23+15 totaling 38

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
3/7

2nd level
3/7

3rd level
3/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Heroism, duration 70 minutes
Keen Edge, duration 70 minutes
Shield, duration 68 rounds
Fly, duration 7 minutes
Resist Energy:Fire, duration 70 minutes, DR 20 fire
Haste, Duration 6 rounds



Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE)  d20+8=18 ; d6+3=8 ; d20+7=8 ; d20+7=17 ; d6+3=4 ; d6+3=8 ;
Tuesday June 4th, 2013 10:06:53 PM

The griffin continues his attack, hoping to save those that had summoned it.

ooc: I did not use rake or pounce last attack, unless I misread it I was just doing a full round attack using each of my weapons, I just posted all the griffions relevant details for convienience.

bite attack =18
bit damage=8
tallon1 attack =8
tallon1 damage = 4
tallon2 attack =17
tallon2 damage = 8

Griffon-- AC: 17/11/15 hp 42/42
Fort +7, Ref +6, Will +4
Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Fly +6,
Base Atk +5; CMB +9; CMD 21 (25 vs. trip)
Melee bite +8 (1d6+3), 2 talons +7 (1d6+3)
Special Attacks pounce, rake (2 claws +7, 1d4+3)

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE)  d20+9=16 ; 2d6+6=15 ;
Tuesday June 4th, 2013 10:16:19 PM

A tiger suddenly appears and enters the fray. He runs to BC-17 and tries to sink his teeth into the pesky dragon that everyone seems to be attacking.

bite attack=16
bite damage=15

AC 14/11/12, hp 45/45
Fort +8, Ref +7, Will +3
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
Speed 40 ft.
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE) 
Tuesday June 4th, 2013 10:21:32 PM

Beri moves to AX 19 and starts to cast greater magic fang on the newly summoned tiger

ooc: I am separating the posts for each attacker since it's easier to read and keep dice rolls separate, let me know if you would prefer one post

Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, obscuring mist, Faerie Fire, Entangle, cure light wounds x3
2 (5)- Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fangx1, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones,
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells  d8=5 ; d20+8=23 ; d20+10=14 ;
Wednesday June 5th, 2013 1:58:05 AM

The lantern archon stands motionless for a moment while its aura of menace takes effect (DC 13). After accessing the situation, which doesn't take long, It moves to fly above Zane and casts Aid on him. Briefly it wonders why he would be summoned to such a combat. Who had ever heard of an archon fighting a dragon?

Meanwhile Bosk drops his guirsame in front of Restlin before taking the clapper from his hands and bravely approaching the dragon. He stares into the dragon's eyes for a brief instant before offering up more of his magical powers, another of his few remaining hero points, summoning forth supernatural speed and hitting the dragon across the face with the bell fragment. Words cannot begin to express how much it pains him to be giving up yet another of his few cherished magical gifts, but his father would have told him that there was no honor in hoarding riches if it meant risking the life of another. The words haunt him as he sees Zeoll standing up to the dragon. Hadn't he always been told liontaurs were the least honorable of the ignoble races? Yet here he was behind a wall as the overgrown cat stood toe to toe with the beast. He knows he has to prove himself.

Actions for Lantern Archon
----------

Cast Aid on Zane - Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). Zane is healed for 5 dmg +CL, but I don't know the CL of the Archon. Do we use my level?

Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a --2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Bosk's Actions
-------------------
Drop Sword - Free Action
Grab clapper from - Standard Action
Move to Ay,AZ/11,12 - Move Actio
Offer Up Hero Point for an extra Atk - Free Action
and hit dragon with clapper - Standard Action
(Hit AC 23 or more if this is considered a magic weapon, I am assuming a touch AC is needed)
1 hero point spent (2 now need to be subtracted from CS, three total used this module)

CDM Jerry 
Wednesday June 5th, 2013 1:00:29 PM

Marty, please answer your emails. Thanks.

Death, Loss, and ... Gain? (DM SteveK) 
Wednesday June 5th, 2013 1:03:57 PM

Wyaar bends his bow and, laying two arrows to his bow at the same time, is able to penetrate the Linnorm's scaly hide.
(ooc: Wyaar, please break down the attack and damage rolls. Looking at his CS, I'm seeing +14/9 ranged attack (13/8 base range, +1 bow, +2 smite, -2 deadly aim) and each arrow doing d8+ (+1 magic, +2 strength, +4 deadly aim) + first attack +16 smite. This would be 39 damage)

Restlin and his 4 figments spy Bosk and sprint up the hill to arrive behind the minotaur, Clapper in hand.

Zeoll uses his True-Strike-boosted Fey Laughing Touch to attack the monster and breaks through Trella's lowered Spell Resistance. In the deadly game on top of the hill, Trella finds the situation funny and begins Laughing too hard to attack!

Zane continues to air-skootch around the Linnorm and charges his blade for more attacks, getting one strike deep into the monster.

Beriothian's griffin continues his attack, hoping to save those that had summoned it, but is only able to knock a scale away. (ooc: i see, I was reading the potential damage as other attacks. My fault :-)

Beri finishes his summoning and a Tiger suddenly appears and enters the fray!. He runs to BC-17 and tries to sink his teeth into the pesky dragon that everyone seems to be attacking.

Beri moves closer himself and casts greater magic fang on the newly summoned tiger!

Bosk's lantern archon stands motionless for a moment, then sees an ally of his summoner in trouble. It flies over, unimpeded by the laughing dragon, and restores 5 health to Zane.

Bosk drops his guisarme in front of Restlin before taking the clapper from his hands and bravely approaching the dragon. He stares into the dragon's eyes for a brief instant before heroically hitting the dragon across the face with the bell fragment.
.........................

At the moment the Clapper strikes the great Linnorm, another echo as a great bell sounds, this time heard by all the heroes, and a vibrating pulse pushes out. As the pulse moves, all active magic... ceases.

Zeoll's Fey Touch is gone.

The griffon, lantern archon, and tiger dissappear.

Zane's flying spell keeps just enough power to let him float to the ground before it dies.

Reslins' images flicker and are gone.

Beri is unceremoniously ejected from the ground, once more a human.

And the Linnorm screams! Flickering back and forth, Trella fights to retain her form, but the very magic she is trying to control is chaotic and uncontrollable in its essense. She grows smaller, and smaller until the old woman is standing on the etched stone at the top of the hill. Pierced with arcane sword and arrow, scrapings of tentacles across her thigh, she totters and then falls, a hollow sound echoing below the stone where she died.

A feeling of stuffiness that has been with the Iron Adventurers since they arrived at Threshold also seems to be gone. It is certain that the magical anomaly that was keeping almost everything out of the area is gone as well. And with the loss of the anomaly is the realization that the magic of the Edge is gone for every hero as well.

The hollow note of the stone where Trella's body lays echoes quietly, the only sound in the sudden stillness.

...............NOTES

END OF COMBAT ROUNDS

1 Hero Point to Zane for bravely (insanely) fighing one on one with the Linnorm and living. (impressive!)

1 Hero Point to Restlin for figuring out the riddle of the Clapper ( I thought Trella would have had at least 2 more rounds to beat on heroes)

1 Hero Point to Bosk for all of the sacrifices during the fight. (VERY heroic!!)

All heroes get 9,500xp and can start updating your CS for 9th level

All heroes get a Hero Point for leveling up!

Zeoll AC22 with shield, HP48 of 56 
Wednesday June 5th, 2013 3:13:49 PM

Thanks DM Steve and everybody! Great adventure! Zeoll's sheet is up to date.

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist 
Wednesday June 5th, 2013 4:32:38 PM

I assume all spells evaporate on Zane, not just fly, so seeing the dragon is gone and Trella is no more, Zane refreshes his mage armor spell.
Well, that was interesting. And since Trella was the one hiding what we came after and chasing everyone away, I'm betting the village will now begin to thrive, but lets go see what she was keeping hidden at home that we might be able to re-purpose to further aid us in our endeavors."

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
4/7

2nd level
3/7

3rd level
3/6

4th level
0/3
Spells in Effect on or by Zane

Mage Armor, duration 8 hours

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 39/62 (Spells)  d20+14=25 ;
Wednesday June 5th, 2013 5:04:25 PM

"That, or Trella's magic was the only thing keeping this place from being wiped out by other-wordly forces. Either way it should be a hoot to find out. Good work smacking her in the face, Bosk," he finishes, remember his promise to the witch. Better from a minotaur then a scrawny wizard.

He ponders what he just said (knowledge, Arcana: 25 to figure this out). "How did that anomaly work, anyway? Was Trella the source of all this, or did we kill a minor evil to let loose a large one? HEY SIR MARAN!" Restlin walks up to shake the man's hand. "I know you're just getting used to not being an armor plated killing machine, although you still are because you've got armor and can probably kill your share of men and whatnot, but what the heck is going on in this place?"

Without waiting for an answer (because really, someone else will deal with it), he walks up to the singing stone. "...and why is this thing still making noise?" He pokes at it a bit before casting detect magic and concentrating on it.

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE) 
Wednesday June 5th, 2013 10:11:30 PM

Beriothian stands up and dusts himself off.
Restlin, if what just happened here is any indication, I don't think that spell is going to work. I can't even hold my shape any more.

Sir Maran, please tell me you can clarify for us what is going on magic wise right now.


Zeoll AC22 with shield, HP48 of 56 
Thursday June 6th, 2013 12:01:38 AM

Zeoll heads over to the dead witch, both to detect magic and to see if she is truly dead. He looks for things on her person.

Bosk AC: 26/12/24 CMD:22 HP 62 of 66 Spells  d20+5=13 ; d8+5=7 ; d8+5=8 ; d8+5=8 ; d8+5=12 ; d8+5=12 ; d8=5 ; d8=7 ;
Thursday June 6th, 2013 12:55:37 AM

Bosk breaths a sigh of relief as he the witch withers before him, and after making sure she it truly disposed of he walks back to the ruin wall and collects his dropped guirsame and places it back into its sheath. Is anyone hurt? Let me know and I will extend Gargul's grace and have you good as new...That goes for you too Sir Maran. After healing everyone the cleric examines Trella's remains. I don't know how useful it will be, considering Trella and I are aligned differently with respect to this universe, but I did prepare a speak with dead and gentle repose. If we are lucky we might be able to get some information out of her, if there is anything you think we need to ask. Either way, it might be a good idea to preserve her corpse and let Peerimus decide what to do with it. After waiting to see if Restlin's spell works and for the group's decision on the speak with dead spell he will listen to Sir Maran's story and offer him some food (or make everyone food if we will be here a while).

Actions
----------
Bosk collects his dropped sword
Bosk will heal everyone's damage with his lvl one spells and one lvl 2 spell (converting all lvl 1 spells and lvl 2 Bull's Strength)
Collect some remains of Trella and the tentacles before anyone messes with the stone or the remains

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist 
Thursday June 6th, 2013 4:25:50 AM

Zane lets Bosk know he's still quite injured, going toe to toe with a dragon is something he'll remember for a long time, but is an act he doesn't plan on repeating anytime soon...

(down 47 hp, heal others first if need be.)

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells  d8=3 ; d8=5 ; d8=3 ; d8=3 ; d8=3 ; d8=8 ; d8=8 ;
Thursday June 6th, 2013 7:39:19 AM

ooc: I miss calculated our total damage, but will sacrifice enough spells to heal everyone. (But I will wait to see if any has a reason for me to decide if we need the speak to dead spell before I decide between that and summon monster.

Zeoll AC22 with shield, HP48 of 56 
Thursday June 6th, 2013 10:18:37 AM

Zeoll also creates water to soak the dead witch. Maybe the old legend about melting witches is not true, but it can't hurt.

Trella, Sir Maran, and the Stone (DM SteveK) 
Thursday June 6th, 2013 10:29:36 AM

Zane, seeing the dragon Trella is no more, refreshes his mage armor spell. He suggests that the group get back to Threshold and 're-pupose' any items she has in her home.

Restlin wonders if Trella's magic was the only thing keeping Threshold from being wiped out by other-wordly forces. He ponders the intricacies of the magic and comes up with that the Clapper is an artifact-level magical item and NOT something that just anyone should have access to. He also thinks that it would take a lot of studying to figure out just how the item works, because it doesn't seem to follow the usual rules of magic. Very dangerous indeed! As to the anomaly, it seems it kept out everything that 'didn't belong', and so wasn't specifically holding something back, but more general to ensure something never happened in the future.

Restlin turns his considerable curiosity to Sir Maran and the Stone where Trella's body lays. A Detect Magic doesn't reveal anything about the Stone.

Beriothian stands up and dusts himself off. Thinking about the effect, it seems that the Clapper did a extremely strong version of Greater Dispel Magic that dispelled all spell, spell-like, and supernatural effects, but isn't negating any future magical spells. He also asks for clarification from Sir Maran.

Zeoll heads over to the dead witch, both to detect magic and to see if she is truly dead. He finds no magic nor life. Trella is truly dead, dead, dead.

Bosk breaths a sigh of relief, ensures Trella is dead for himself (she is), and heals those that need it with Gargul's grace. He offers food and drink around, and suggests a Speak with Dead and Gentle Repose may be good ideas for the next step.

Zane lets Bosk know he's still quite injured. Going toe to toe with a dragon is something he'll remember for a long time, but is an act he doesn't plan on repeating anytime soon...

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

ooc: anyone know where Valla has been for 2 weeks? Just asking before I send an email.

Trella is definitely dead. Bosk considers if speak with dead will give them any more answers on what the Wold has been going on around here.

Several of the group look to Sir Maran to sort it out, but the Mailed Fist mercenary shakes his head bewilderingly. "I don't know much about magic. I had a double Fist here to get some gold and protect the countryside, trying to expand the Mailed Fist presence in the Southern Continent. I'm from Plateau City in New Elennia myself." He turns to Bosk, gratefully accepting food, water, and Gargul's blessing. "You are the first sensible talking people I've met since our ship got here, thanks be to Alemi, Domi, and Gargul! All this 'powers this' and 'by the powers that' makes my head spin."

"My story is quite simple. I found out that Threshold didn't have a Protector group and needed one so brought my Fists here. bought the old fort here and Trella gave me the torc saying it was the symbol of champions here. But about 6 months later, she came again with that Clapper and dubbed me in another ceremony. Well, as you can imagine, THAT ceremony turned me into a monster, I killed all my followers, and then became Trella's guardian pet."


The Mailed Fist mercenary shakes his head. "All I want to do now is take the first ship back to Plateau City and get back to civilization!"

The Stone is another matter entirely. Restlin poking around the Stone can do a tapping and here an echoing on the other side. The Stone is hollow!


Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Thursday June 6th, 2013 10:36:22 AM

Bosk puts a hand up for Zell to stop. Wait! Don't do anything to the body until after we have talked to Sit Maran and decided if we want to question her spirit. The spell tends to work better if we don't keep damaging the body. If you want, I can check around to see if her spirit is still in the area. Breathing slowly, the cleric's eyes glaze over as he looks into realms unseen by those around him, reporting anything he sees.

Actions
----------------
Stop Zeoll until they decide if they want to try questing her and the cleric and prepare the body properly.

Sense Spirit (SU): The grim can sense the direction and distance to any disembodied spirit or soul in long range (400 ft. + 40 ft./level), even through material objects. This could let the grim target the spirit's square, but not see it (unless it is within 60 feet). Sense spirit is a supernatural ability that takes a full round action to initiate and lasts for so long as the grim concentrates.

DM Steve: There are no unattached spirits within range of Bosk. His knowledge of the stories of Gargul make it easy to assume that Trella's spirit has joined a flow of woldsblood that will eventually take her soul to Gargul's Realm to be judged and then sent to the Lands of Rest or Unrest depending on the balance on her spirit.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Thursday June 6th, 2013 10:39:47 AM

ooc: Sorry, wrote my post before the DM posted.

I thought Valla was back, which was why I quit posting for him. I thought he said he returned in the LNB and posted here between the encounter with Mr. Spikey and Trella.

he did, but then Marty dropped off again.

Zeoll AC22 with shield, HP48 of 56 
Thursday June 6th, 2013 12:28:31 PM

The liontaur asks his friends to fill him in on what they saw in the cave. Zeoll asks Sir Maran about it. Who enchanted the magic cave? Was it like that before Trella turned him into a monster? Did she ever say anything about the clapper, its origins, its use? Did he see her using it for anything?

OOC: Changed my new feat at lvl 9 from spell penetration to dodge.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Thursday June 6th, 2013 1:29:04 PM

"Huh..."

Restlin removes Gloomy from its scabbard and begins tapping loudly on the hollow stone with the hilt of the blade. If it breaks easily enough, he'll peer inside. "Sorry, Gloomy," he says telepathically to the blade.

If not, he'll try prying it up & looking under it.

If THAT doesn't work, he'll seek to borrow a blunt weapon to wallop the stone with.

Lastly, he'll try smacking it (lightly) with the Clapper.

"What are we going to do with this Clapper, anyway? Is it better off with Peerimus, or in our collection of dangerous objects back at the tower?"

Restlin decides that last one is a bad idea before it even leaves his mouth. This thing in Hook City? The horror...

"Right, Peerimus it is. Oh hey, I'm healed! Thanks, Bosk! Now...what's in this rock..."

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells 
Thursday June 6th, 2013 2:15:14 PM

ooc: Bosk won't hand over the clapper at this time, insisting they first talk to Sir Maran, anyone who wants to can cast a defensive spells and be at full health, and to decide what to do with Trella's body.

Zeoll AC22 with shield, HP48 of 56 
Thursday June 6th, 2013 3:18:31 PM

Zeoll whispers, "I thought we had a deal with Peerrimus to make a vault in ourr basement that would be safe forr things like this?"

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist 
Thursday June 6th, 2013 7:39:30 PM

"I thought we would take it to where the rest, or at least the place we were when we saw the rest, and let those better equipped to watch over it deal with it."

everyoneHighlight to display spoiler: {OOC: need help with a choice, 4 feats stand out. Quickdraw, for obvious reasons, plus I wanna buy a scabbard of keen edges. Intimidating Prowess, to go with my Dazzling Display feat by adding my str to intimidate. Rapid Reload, so I can use a crossbow every round and it will make a hand crossbow shoot every round as well, and lastly Magical Aptitude, for UMD skill bonus. please relay your suggestions.}

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
4/7

2nd level
3/7

3rd level
3/6

4th level
0/3
Spells in Effect on or by Zane

Mage Armor, duration 8 hours


Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE) 
Thursday June 6th, 2013 9:10:31 PM

Restlin, I think at the moment we should put off examining the stone and focus on tending to our wounds and regrouping. It will still be there is a few minutes, and I would hate to find that it's another trap that puts us one foot in the grave.

ooc: no clue if it's dangerous, but better to have ourselves healed and character sheets updated.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Thursday June 6th, 2013 10:52:12 PM

Restlin peers over himself & the others. "Bosk took care of that, buddy. Besides, I just gave away the answer to any question I want because I was saving it for a rainy day. You'll forgive me if I'm in a mood to indulge my curiosity."

Trella, Sir Maran, and the Stone (DM SteveK) 
Friday June 7th, 2013 11:26:29 AM

Zeoll gets filled in on what happened in the Cave, and asks Sir Maran about it. The mercenary can only shake his head. He never knew there was a cave under the hill until he was transformed, and then the magic never let him in the Cave. He had no idea what was in the Cave. He knows Trella was around the hill, and seemed to come more and more often as the months went by, but he never was privy to what she was doing.

Restlin removes Gloomy from its scabbard and begins tapping loudly on the hollow stone with the hilt of the blade. The Stone was strong and heavy enough for the Gargantuan Linnorm to be standing on it, and neither easily breaks or is pried up. (ooc: Strength Checks to Open, or when attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength. Breaking Things

While investigating the Stone, Restlin wonders about the Clapper. Should they give it to Peerimus or keep in their tower collection?

Zeoll reminds the others of the deal with Peerrimus to make a vault in the Iron Tower that would be safe for things just like this?"

Zane thought they would take it back to Heranmar and let those better equipped to watch over it deal with it.

Beriothian thinks they should put off examining the stone and focus on tending to our wounds and regrouping. Of course, by now, Bosk has healed all wounds and the entire group along with Sir Maran is standing on top of the hill around the Stone and the dead Trella, so they are regrouped too.

Wyaar and Valla are quiet, thinking inner thoughts.

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

NOTES: Players have time to update character sheets, no hurry!

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Friday June 7th, 2013 12:21:36 PM

"Phooey!" exclaims the wizard.

"Bosk! Come see if you can lift this rock she was standing on. Something's fishy here."

As the minotaur (hopefully) makes his way over, he tries to remember what Peerimus said. He remembers being distracted and very uncomfortable in the grove. "Oh yea...he was going to try and get us a vault in Hook City. Good thinking, Zeoll!"

If Bosk decides to help, Restlin will smack him on the back as he passes. "Go get'em big guy!" He imparts a bit o' luck along to the minotaur in the process.

***

Bit o Luck on Bosk: Make any D20s twice and chose which to use.

Zeoll AC22 with shield, HP48 of 56  d20=3 ;
Friday June 7th, 2013 12:39:05 PM

Zeoll will cast Guidance on Bosk to give him a +1 Boost, and then Aid Another with a raw roll to do so of 3 oops.

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells  d20+12=19 ; d20+4=8 ; d20+4=24 ;
Friday June 7th, 2013 1:37:37 PM

Seeing the others so insistent to get going causes Bosk to rush a little more. He hurridly pats Trella down, searching for weapons, gold, and magical items like a component pouch or Holy Symbol and anything else she may have on her. He then grabs a hold of the stone, encouraging others to join him because the stone is large enough for multiple to grab on, and lifts with all his might. Even the unmovable stones shall yield to the will of Gargul!!!

Actions: Search Trella = 19
Strength Check = 24 Natural 20!!!

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells 
Friday June 7th, 2013 1:38:35 PM

ooc: Make that 25 strength check using both Restlin and Zeoll's spells.

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist  d20+6=18 ;
Friday June 7th, 2013 2:30:35 PM

Even though Zane is physically stronger than most of the rest of his friends, they seem to insist that bigger is better.... even so, he flexes his muscles and assists in lifting the stone, rather than fight it on his own...
Aid another strength check 18

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
4/7

2nd level
3/7

3rd level
3/6

4th level
0/3
Spells in Effect on or by Zane

Mage Armor, duration 8 hours


Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells 
Friday June 7th, 2013 3:15:12 PM

ooc: It might be because Minotaurs have double the normal carry weights.

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist 
Friday June 7th, 2013 5:33:33 PM

carry weight is different than lift weight with strength checks )

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71  d20+2=9 ;
Saturday June 8th, 2013 9:32:08 AM

Coming out of his internal thoughts, Wyaar moves forward to try and assist with lifting the stone, but cannot seem to get a grip.

-----

Assist another fail

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE) 
Sunday June 9th, 2013 6:57:18 PM

Beriothian watches as the to taurs take on the hollow stone.
Good luck you two, hopefully Cthulu isn't waiting underneath to get his revenge on Bosk.

ooc: glad we have some time for our character sheets

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells)  d20-2=9 ;
Sunday June 9th, 2013 9:14:48 PM

Restlin briefly considers helping, but finds his muscles get stiff and sore just looking at Bosk and Zane try and lift the stone.

"Nah, I'll just leave that to them..."

Beneath the Stone (DM SteveK) 
Monday June 10th, 2013 10:26:46 AM

Restlin and Zeoll provide magical augmentation for Bosk, but it takes the assistance of Zane before the heroes are able to budge the Stone. Heavy granite and wedged into the rocky earth, the two heroes strain with all their might. Finally! An inch, two inches, and a great heave topples the Stone over, revealing only 5 feet down... a cache of treasure!

Sir Maran looks in but quickly turns his back. "It looks like the magic Trella used to turn herself into a Linnorm also affected her greed, and she started collecting a horde. No thanks! I don't want any part of that treasure! Just get me to a port and I'll take the next ship north!"

With Sir Maran disavowing any claim on the treasure, it is all for the Iron Adventurers! All they have to do is jump in with it and pull it up...

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells 
Monday June 10th, 2013 10:47:24 AM

I have heard of dragon's cursing their treasure. Does anyone care to cast detect evil and detect magic on the lot before we dive in?

ooc: Was anything found searching Trella's body?

Zeoll AC22 with shield, HP48 of 56  d10=8 ;
Monday June 10th, 2013 10:51:54 AM

Zeoll summons a fae friend, casting the magic spontaneously with one of his new third level cleric spell slots.

[OOC: I only get to be 9th level for a couple weeks, so I gotta use my flashy new powers now! Or else several years from now, after climbing my way back up!]

Rolling randomly, Zeoll summons an 8 ... which means a Shambling Mound!

Since it is only one step removed from Zeoll's own alignment ... per the spell ... "If the creature is one step removed from you in alignment, or if its intelligence is 1 or 2, it will act as you command to the best of its abilities and to the best of your ability to communicate with it."

Zeoll addresses the large plant creature in sylvan: "Please enterr this hole and brring out of it all the items you find therre. Please do not crrush or brreak anything."

(Even speaking Sylvan, Zeoll's accent comes through.)

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Monday June 10th, 2013 11:18:29 AM

Restlin's eyes sparkle at the newfound loot. He'll cast a detect magic at Beri's suggestion, trusting Wyaar to handle detecting any evil in the pile.

When the mound appears, Restlin takes a step back. Carnivorous plants give him the willies; the thought of being eaten alive by something that has no concept of mercy and can't be reasoned with doesn't sit well with the wizard.

Plus it smells really, really bad.

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE)  d20+18=26 ;
Monday June 10th, 2013 5:29:24 PM

Beriothian looks at Restlin wavering and can tell he is thinking about casting detect magic.
If you want my suggestion, Restlin, I say go ahead and cast it. I was thinking about casting it myself, and will if you don't. We should also go down and make sure that stone is actually empty, I would leave something valuable left inside it.

Beriothian checks the stone to make sure it is empty, then will return to look at the treasure, and cast detect magic if Restiln hasn't yet.

perception = 26

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist  d20+6=14 ;
Monday June 10th, 2013 5:58:02 PM

Zane, casts detect magic, and peers into the opening left behind by the hollow boulder.

perception 14

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
4/7

2nd level
3/7

3rd level
3/6

4th level
0/3
Spells in Effect on or by Zane

Mage Armor, duration 8 hours

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71 
Monday June 10th, 2013 8:28:31 PM

At Restlin's suggestion Wyaar peers into the pit of treasure with his ability to detect evil. You never know.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday June 11th, 2013 7:25:43 AM

Restlin did cast detect magic, he's just not getting close to the mound. If Zane wants to get cozy with that rotten abomination, more power to him. Restlin will detect magic from back here, thanks...

Zeoll AC22 with shield, HP48 of 56 
Tuesday June 11th, 2013 7:38:22 AM


Zeoll pats his Shambler on the "head" and whispers (in common) "Now don't you pay any attention to them. You smell just fine."

Beneath the Stone (DM SteveK) 
Tuesday June 11th, 2013 10:24:08 AM

Minor Magic is used by Restlin, Zane, and Wyaar and it is determined that there is no magic nor evil on the treasure before the group. Some of the treasure itself is magical however.

Some Major Magic is used by Zeoll and a Shambler gently empties the hole with no further danger posed to the group. A thought filters through the group that there wasn't any traps here, but doesn't mean that other encounters will be so lucky!

A thorough search of Trella actually turns up no equipment or items whatsoever. It appears that the Witch exclusively counted on the reality altering power of the fragment of the Chaos Bell to perform all her magic.

After the treasure is all up and counted, the Iron Adventurers come up with:

21,400gp in gold and platnuim coins, and candlesticks, silverware, a candleabra, a chandalier, three ceboriums, and a square green stone.

There are also 15 Scrolls: (the PCs have plenty of time to decipher and so DM will just tell you now. :-)

6 Clerical: Greater Dispel Magic, True Seeing, Raise Dead, Dismissal, Freedom of Movement, Neutralize Poison

7 Arcane: Mislead, Permanency, Symbol of Sleep, Wall of Ice, Secure Shelter, Dimensional Anchor

1 Treatise titled: The Mysteries of the Southern Continent by Sandifurr, Hinder, and Lark

1 Signed copy of a lithograph of the Children of Chaos in a group pose with names in Common below each figure. The heroes can identify Peerimus the druid, his bear Yorrick, and the dwarf brothers Durgan and Kazak (from Heranmar). Others on this scroll are a gnome wizard named Firn'gaer, a half-drow elf girl named Xenia, an armored man named Jurgen, an armored woman named Rash, and a large minotaur named Torgon.

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells  d20+3=16 ; d20+3=9 ; d20+3=23 ; d20+3=5 ; d20+3=18 ;
Tuesday June 11th, 2013 10:44:14 AM

Bosk picks up the three ceboriums and square green stone and attempts to determine their value, religion they might be associated with, and anything significant about them.

Knowledge religion for ceborims = 16
Knowledge religion for green square = 9
Knowledge Arcana for green square = 23
Knowledge History for green square = 5
Knowledge other for green square = 10 (untrained knowledge check capped at 10)

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday June 11th, 2013 3:38:37 PM

Restlin sits cross legged with the collection of spells and casts read magic.

"Goodness, there's some nice spells in here. You guys don't mind if I scribe these arcane ones, do you?"

Restlin will also check the other stuff for magical auras.

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE) 
Tuesday June 11th, 2013 6:11:38 PM

Beriothian looks at the Treastie and the lithograph.
Sir Marin, do you know anything about these two objects? I have no idea if they are valuable, but they seem a bit out of place in a pile of scrolls and precious metal.

Beriothian opens the book to see if there is an inscription inside.

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist  d20+10=25 ;
Tuesday June 11th, 2013 7:57:06 PM

Zane looks over the green square and studies it.

Know: Arcana: 25

Zane's Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
4/7

2nd level
3/7

3rd level
3/6

4th level
0/3
Spells in Effect on or by Zane

Mage Armor, duration 8 hours

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71 
Tuesday June 11th, 2013 10:06:44 PM

"I would think it would be in our best interest to let you scribe any scroll you would like Restlin. It can only be to our benefit." Wyaar says as he looks over the treasure. None of it is of interest to him.

Loose Ends (DM SteveK) 
Wednesday June 12th, 2013 8:14:08 AM

Sir Maran doesn't have any idea about the value of the two non-magical scrolls. "I got my Fist off the ship at Heranmar and wandered here, getting turned into a monster. This strange Southern Continent is no place for me, and that goes for any of your silly treasures!"

Bosk notes that the three ceboriums are all depicting scenes from different dieties or Powers. One is definitely about Gargul, one is about deeds done by five hooded women (probably the Crones), and one is a demon or devil (Bosk doesn't know which). The three ceboriums are part of the 21,000 gold of treasure.

The Green Stone fails to register a spark of recognition in anyone. Just looks like a finely made green square stone. It is part of the 21,000 gold of treasure.

Other than deciding who gets to keep what and how to haul this heavy wealth, there is nothing else of interest on this ruined hilltop.

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

It turns out there is nothing else of interest in the town of Threshold either!

A careful search through Trella's house (which was decided upon earlier) reveals a very modest structure, with modest furnishings worth a few gold but certainly not worth transporting its bulk to another town, and the heroes seem certain that there will be no buyer in Threshold. The spellcasters find plenty of herbs and other apell materials enough to fill up on any common material, but nothing special or worth more than a single gold piece in material components. The cauldron that was seen earlier has disappeared...

The Thresholders themselves avoid the heroes as best they can. Announcements and anything short of magical compulsion or forcible incarceration does not stop them from swiftly walking away from the heroes. Beri notes that it looks like a bunch of minnows keeping away from a shark. And none of the townsfolk seem to have taken on Trella's mantle of hidden leadership yet either. It is going to take time for all the repercussions of the adventure to be felt in this town.

The only loose ends are what to do with Sir Maran (who refuses to stay in the Southern Continent one more day than necessary) and the Clapper.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells)  d20+8=16 ; d20+15=34 d20+12=16
Wednesday June 12th, 2013 10:34:08 AM

Restlin wonders what like is life up in the Northern Continent.

This has been an interesting adventure, no doubt, but not so far out of the ordinary that Restlin feels like fleeing the entire continent. "Well Sir Maran, you're more than welcome to accompany us to back to Cliffport to get on a boat. I don't imagine we'll be sticking around with these moppy-heads. HAVE FUN WITH YOUR SHORT, MISERABLE LIVES, FOLKS! THE IRON ADVENTURES ARE OUT OF HERE!"

Restlin is ready to get out of here. He tucks the scrolls away in his waterproof pouch, carries as much treasure as he can w/o weighing himself down, and impatiently indicates it's time to get moving.

While he's waiting, he'll take a look at that unidentified chalice Bosk has. He's no slouch when it comes to lore, but this may be a bit obscure for even him.

"So, Sir Maran, what's like like up north that makes you so eager to get home? Surely you have your share of adventure and whatnot up there too. I doubt we have a monopoly on people turning into monsters. Some of us even worship your gods, look!" Restlin will hold up the platinum holy symbol to Wardd that he made himself. "Now our last adventure...that got a little crazy. Still, it's a good thing I bought that anchor token on a whim. You see, we were all fast asleep..."

Restlin will continue like this for some time.

***

Knowledge, Religion: 16 (if Arcana is more appropriate, that's a 23) - What's on that last ceborium?

Knowledge, Arcana: 34 - So, is that really just a green rock?

Appraise: 16 - Ok then, why's this green rock in a treasure horde?


Zeoll AC22 with shield, HP48 of 56 
Wednesday June 12th, 2013 4:07:56 PM


Zeoll suggests to Maran that he ring the Clapper and say three times "Therre's no place like home."

The grizzled liontaur figures we should head back to report to Peerimus at Heranmar -- and take the Clapper with them.

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist 
Wednesday June 12th, 2013 6:52:57 PM

Zane is just happy at surviving an up close combat encounter with a dragon, must be his draconic heritage.
"lets get this wagon train, well, we don't have any wagons, but you get the idea, moving."

Beriothian (Will)-- AC:23/16/16 HP: 40/85 CMD = 23 (HASTE) 
Wednesday June 12th, 2013 9:12:44 PM

Beri also offers to carry as much as he can as the group heads back.
I don't blame you for wanting to head home. I'd want to get as far away from that cave as possible as well.

As they journey home Beriothian will read through the treatise that they found.

Wyaar (JonL) AC 25/17/23 CMD 25 HP 68/71 
Wednesday June 12th, 2013 10:10:57 PM

Wyaar looks over to Trella's empty house and then turns to address the group. "My friends, I will not be returning with you. i feel that Queen Maab is telling me that my place is here in Threshold, for now at least. These people have gone through a great hardship and I would see them safe. Trella may be gone, but the Dark Hounds may still remain among other dangers. Unless another in Threshold steps forward to claim it I will turn Trella's house into a temple to mu Queen and with her guidance do what I can for the town."

He will abstain from his share of the treasure as well

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

OOC: I am taking the summer off from DMing and dropping to one game.. In addition to the merge needing to move out to make room. hopefully there wil be room for my return in the the fall!

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Wednesday June 12th, 2013 11:09:23 PM

"Really? Here?"

Restlin looks around & is grinning broadly when he turns back around. "Ballsy move, buddy. I like it! Try to find these shlubs a spine while you're building your temple."

Zane Stormfront AC 26 CMD 27 HP 38/85 25 Fire Resist 
Thursday June 13th, 2013 10:12:57 AM

"I'll be going with Sir Maran, not only to be sure of his safety on the trip back home, but I need to visit Imod City, as you know I've gone through a few changes. I'll try to return, but you never know the way the wind blows, it could be soon, it may be never."

Parting of the Ways


Threshold, Cliffport, and Heranmar (DM SteveK) 
Thursday June 13th, 2013 1:48:12 PM

The treasure is gathered up (I won't ask you THIS TIME how you are transporting the treasure) and distributed among the heroes enough to satisfy transportation and wealth requirements. All told, the magical scrolls, the coins, the finely crafted items, and the non-magical just plain expensive green stone can be cashed in to ensure every hero has 65,000gp total wealth.

Beri keeps the treatise and lithograph, as they are neat non-monetary reminders of the adventure and learning more about the past of the Southern Continent.

Wyaar announces he will stay in Threshold, taking over Trella's house, and dedicating a shrine to Ma'ab. The paladin parts with the group both with a heavy heart and a renewed sense of purpose to shepherd these strange sheep of Threshold.

Valla suddenly decides to stay with Wyaar and patrol the forest as the paladin will take care of the town.

At Cliffport, a coastal schooner is in port and Sir Maran can't wait to climb down the long and ricketty cliff stairs to the waiting ship, signing on as a marine for the journey back to his home. Zane also says farewell, citing the need to return to the Tauric Isles and Imod City; there are famlial obligations and explanations that must be made.

Also at Cliffport, Bosk is able to find a waggon load of the local delicacy Stingroot. The vendor has so much of the stuff, he lets it go for a song, the same price as an equal number of trail ration meals.
.....................

Near 2 weeks of travel, a reduced group of Iron Adventurers arrives at the South Gate of Heranmar. The four heroes, Bosk, Zeoll, Restlin, and Beri, see the welcoming city where beds, someone else cooking the food, a general store, an entrance to the Catacombs, and Peerimus still in the wings awaiting a meeting with the Iron Adventurers awaits!

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Thursday June 13th, 2013 3:12:14 PM

Two weeks. Restlin slept on the ground, battled off insects, and sweat a little too profusely for two weeks while having a scroll in his pouch that would have given him a nice place to stay for an evening.

That, friends, is willpower.

Excited to be back in the city, Restlin addresses those still with him.

"I've got an appointment with the catacombs, a hot meal, and a soft bed. I know we need to see Peerimus, but surely we can arrange to sleep in civilized surroundings tonight?" Restlin turns and walks towards the entrance to the Catacombs. "I'll see you at...whatever that inn we stay at is called...in a few hours."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+4=9 ;
Thursday June 13th, 2013 5:39:49 PM

Beriothian revocers on his journey home, and learns a little history from reading through the Treastie
i agree, I have a few things I can't wait to get my hands on in the catacombs

ooc: I claim that we smacked Bosk with the clapper to turn him into a creature with unlimited carrying capactiy
more coming later, only have a few minutes

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells  d20=18 ;
Friday June 14th, 2013 7:50:20 AM

Bosk packs up the heaviest of the items and places them in his bag of holding. He then ties as much of the rest of the loot up as he can in his bedroll and large blanket so that it can be carried in one large bundle that he can carry on his back, a load that becomes even heavier when he adds some additional stingroot the pack in town. As they travel Bosk talks with Sir Maran about his experiences with the fist, expressing his interest in possibly joining the organization in hopes of brining honor to his name and stories that will be told for generations to come. As Sir Maran and the Iron Adventurer's prepare to split up and go their separate ways Bosk pulls out a few sets of brass figures, statues of the Iron Adventurers carved in great detail, and gives them each a set to remember their time together by.

Once again Bosk takes the roll of Head Cook on the trip and makes a variety of stews, roasts, and sting root depending on what the group can find. The meal if fit for a king, and the horned cleric can hardly believe how well the food has turned out on this trip (I don't think I rolled a cooking roll under 18 this adventure) and serves everyone a large helping.

Back in Hook City Bosk spends several days training at the WLA and honing his skills. Every day he feels lighter on his feet and quicker with his sword. On his way out he pays his fees and stops by the catacombs and several local stores for supplies replacing all the items he used on their journey and custom ordering some more carved figures of the group.

ooc: We will miss everyone who is leaving. We had some great adventures.

Zeoll AC22 with shield, HP48 of 56 
Friday June 14th, 2013 8:03:41 AM

As the diminished party walks back to Heranmar, Zeoll remembers being in other adventuring groups -- groups from which members would depart from time to time. Once, his group ended up dissolved. He hopes this is not going to happen again.

To lift his spirits, ands maybe those of the group, he sings a cheery song as he walks along:

And who are you, the proud lord said,
that I must bow so low?
Only a cat of a different coat,
that's all the truth I know.
In a coat of gold or a coat of red,
a lion still has claws,
And mine are long and sharp, my lord,
as long and sharp as yours.


[OOC: Lyrics from "The Rains of Castamere"]

Heranmar Arrived (DM SteveK) 
Friday June 14th, 2013 10:02:20 AM

The four adventurers, companions, and (dare says the narrator?) friends enters the gates of Heranmar. It is still 2 weeks walk from the glorious city of Hook City and its idyllic weather. In the month and a half that the heroes have been gone from their Iron Tower, they have had heat and cold, dry and wet, darkness kept at bay with firelight, winds and clouds and even a storm that played lightning across the sky. Yes, much different than the ever partly cloudy sun of the Hook!

Yet, before the Iron Adventurers are completely done, there are still two loose strings to be tied up... The Clapper of the Chaos Bell, and meeting Peerimus.

A day in the INN at Heranmar is welcome from the road, yet even Chester the Innkeeper's fare tastes bland compared to Bosk's elegant meals! What Chester does provide is all the hot water and large tubs the heroes could want, and the best BEDS with CLEAN sheets. A luxury none have even seen in a month!

The General Store is open along with their Catacombs access, and Restlin immediately takes advantage.

The morning dawns, and by mid-morning, Chester escorts two burly dwarfs to where the Iron Adventures are taking a relax. Looking prosperous and covered in scars, they both have light chain shirts and hand weapons, but nothing like a full fig. They also look alike enough to be brothers, which is confirmed when the elder of the two bows and introduces themselves. "Hi, I'm Durgan and this is my brother Kazak." (The names and faces are immediately recognizable at two of the retired Children of Chaos!) "I run the militia training here in Heranmar and Kazak has ownership of the stone quarry to the north of town. Since we both live in town, Peerimus asked us to keep an eye out for the Iron Adventurers. Chester sent a runner yesterday that you were in town, and we thought that a day of rest was in order before introducing ourselves."

Kazak gives a belly laugh. "Yah, sure am glad those days are behind us! Much rather chase the wife around the bed than godly avatars around the continent! You young ones are welcome to it!" The words are merry, as if the dwarfs and the Iron Adventurers share a bond of comradeship that erases any differences of time and space.

Durgan holds up a finger. "Before anyone talks too freely, Peerimus asked that whatever you were doing would be better spoken of in his grove." The burly dwarf shrugs. "Anytime you are ready.

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells 
Friday June 14th, 2013 7:35:43 PM

ooc: Did Bosk have time to go to the Catacombs as well?

DMSteveK: sure do!

Zane Stormfront 
Friday June 14th, 2013 8:58:22 PM

just wanted to say its been a blast, Zane isn't done in the Wold yet, he was just getting interesting and ready to kick butt. Been fun gaming with ya all, even though some are in BBL too. Given the choice, I'm starting fresh with a level one when BBL retires.
Zane might return in the future, once my problems are over(may be months or even a year) Maybe I'll be back....

see ya all around the Wold.
John C,

Aztyr (BBL)
Carver (AoF)
Zane Stormfront (limbo)

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Friday June 14th, 2013 9:39:13 PM

"Yea, best not to mention the final resting place of the Great Whosit of West Watchikatella," says Restlin with a nod and his best sage-y voice.

"Friends, a soft bed and warm bath have given me the strength to face the grove again. I'm ready to be off when the lot of you are. Oh hey, Bosk! Look what I found!"

Restlin motions to his efficient quiver, hand crafted by the minotaur with images of his battle with the blue dragon. "Turns out it was in my pack! Who'da thunk..."

***

John, I hope to see you back soon. Good luck with whatever's going on....

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells 
Sunday June 16th, 2013 12:13:33 AM

A grin creeps across the clerics face when Restlin produces the long lost efficient quiver. That is wonderful to hear. I put everything I had into making it, and I fear I may not be able to produce another. It is truly a one of a kind work of art. The blond taur stares at the items flawless craftsmanship and wonders that he could ever have produced such an item and what cruel twist of fate caused his muse to abandon him. Perhaps someday he will find his inspiration again. (I am beginning to regret losing that feat after the APG rollback for RP reasons)

When Durgan introduces himself Bosk extends his hand for a firm handshake. Any friend of Peerimus is a friend of ours. I am about ready to head out, I just need to make one quick stop. I would regret it I came all the way to the Heranmar and the Gateway Downs and failed to pick up some Rockhome Ale. Somehow it tastes better when purchased in the region rather than having it imported.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Sunday June 16th, 2013 1:17:06 PM

After weeks of combat and countless miles of travel Beriothian can think of nothing he'd like more than a long soak in a hot tub. After a day of recuperation he joins the others in meeting Durgan and Kazak.

It's good to meet the two of you. I understand the desire for caution when talking about such things, and am ready to head out when the rest are. Has anything eventful happened in our absence?

ooc: good luck John, hope to play with you again some day

Heranmar Visited (DM SteveK) 
Monday June 17th, 2013 9:10:11 AM

Restlin, Bosk, Beri, and Zeoll are able to visit every shop they wish in Heranmar without incident. So too, Durgan and Kazak are amiable companions and hosts, providing the news of the day-to-day events of Heranmar. Turns out that nothing much has happened here. There was one long-voyaging ship that came and went, and another trade delegation of the merfolk that met personally with Peerimus. Other than that, the quiet provincial town's biggest news was when Sanda threw Bolo out of the house and followed it with every piece of furniture that she could lift! Boy was she mad!

Finally, though, it is about time to go see Peerimus in the Grove. Durgan and Kazak lead the Iron Adventurers out of the north gate (heading east). Kazak points out the ruined Chapel on a low hill to the south. "That's where the adventuring group called the Northern Lights first found the Chaos Bell and became the Children of Chaos. Me brudder and me weren't with them then, but Trace the Ranger was and he told us about it." The older dwarf shakes his head. "Nuttin but a curse it was." And Durgan nods his head.

As if that was a signal, the Clapper flies out of Bosk's possession and streaks towards the ruined Chapel!!!

Zeoll AC22 with shield, HP48 of 56 
Monday June 17th, 2013 11:29:49 AM

Zeoll listens to Durgan and Kazak, storing up news and lore. He is a little in awe of being in the company of such storied adventurers.

He manages to ask them if they ever met Sly Foxx or Luke, the members of the group he himself met long long ago.

And then it is time to visit Peerimus. Zeoll wonders if the group has succeeded to his high standard.

When the Clapper flies away, Zeoll is off like a shot to follow it. "Come on!" he calls.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells) 
Monday June 17th, 2013 1:15:59 PM

Restlin has a bad feeling about this, but they worked hard to get that thing & he figures he better do something about it.

"Right behind ya," he shouts to Zeoll before giving chase.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday June 17th, 2013 5:37:52 PM

Bosk, I thought you were holding onto that thing!
Beriothian also chases after the clapper, wondering what could possible be driving the clapper to that location. Despite trusting that the bell is safely guarded far away there is a nagging fear that the clapper is somehow attempting to ring the bell... after all, what else would a clapper be going to a church for?

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells  d20+7=9 ;
Monday June 17th, 2013 8:20:10 PM

The cleric thinks merrily about his recent purchases, not the least of which is a gallon of Rockholme Ale. For the first time he feels his muscles begin to relax and doesn't feel the need to constantly look over his shoulder for something hunting him, Bosk is as shocked as everyone as the clapper flies out of his hand and immediately reaches out to grab it, but the occurrence is so unexpected that it is already out of reach by the time he can react (Reflex Save = 2). Bosk charges towards the chapel with the others, his mind reflecting on what Beri just said. Did I just ring the Chaos Bell because I my grip was too weak and my reflexes too slow? No! Gargul was guarding the bell. If it is rung it is because it is my destiny, a fate willed by the gods. It is my destiny to shape history. The Wold bends to me, not the other way around.

The Ruined Chapel (DM SteveK) 
Tuesday June 18th, 2013 11:05:06 AM

The heroes, followed more slowly by Kazak and Durgan, race after the Clapper. Not even Zeoll's speed can catch up to it, but the liontaur doesn't fall behind either, and soon the group can all stop, for the Clapper has stopped moving as well. There, hovering over the ruined entrance of the Chapel is the Clapper, bristling with arcane and divine energies. About the Clapper, a ghostly image of a great Bell is forming, and other images seem to be hovering about as well.

Perception DC 15 Highlight to display spoiler: { The flaring energies seem to have anchors surrounding the ghostly Bell, anchors that look a LOT like the Cursed Magic Items the Iron Adventurers have collected over the years.}

Perception DC 20 Highlight to display spoiler: { High overhead a hawk circles, then plunges into the forest to the east of Heranmar (the location of Peerimus' Grove)}

Know Arcana DC 20 Highlight to display spoiler: { Below the ghostly Bell, magic is pooling and forming, as if a summoning or Gate is being cast.}

Know Religion DC 20 Highlight to display spoiler: { Two more ghostly images are hard to make out, as if they are afterimages from looking at the sun too long. One of the images is of Five Hooded Women. The other is the Grey Lord; Gargul!}

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells)  d20+12=25 ; d20+15=24 ; d20+10=15 ;
Tuesday June 18th, 2013 1:12:11 PM

Restlin the wizard knows a gate when he sees one, and he's seeing one right now. He's also seeing that teleporter that summoned them to that little octopus girl he dropped an anchor on, as well as a few other items he hoped he'd seen the last of.

"At least Peerimus will be aware soon," he thinks as he sees the hawk dive.

"OK FOLKS! Either something's about to arrive or a portal to somewhere else is about to open. I doubt my dispel magic is going to do squat against an artifact, so we'd best prepare for the worst."

Then, Restlin does some summoning of his own. He brings forth an entropic grizzly bear to help increase their numbers should a fight be on their hands.

***

Perception: 25
Know arcana: 24
know religion: 15

http://www.d20pfsrd.com/bestiary/monster-listings/animals/bear/brown-grizzly-bear

Augmented summoning means it's got +4 STR and CON, and my spec. school means he sticks around twice as long.

Entropic template: http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-entropic-cr-0-or-1-1

Zeoll AC22 with shield, HP48 of 56  d20+6=21 ;
Tuesday June 18th, 2013 2:26:16 PM

At Perception +22, Zeoll cannot fail the Perception checks. Knowledge Arcana is a 21!

Zeoll shouts: "Look! Therre's the evil poker! The teleporrtal! The assassin's knife! They arre all therre, holding it down! and underr it is some sorrt of Conjurration magic!"

"And see that hawk! It is going to get Peerrimus. Orr it IS Peerrimus!"

Zeoll steps forward, looking more closely at the magical things taking place.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+18=36 ; d20+1=3 ; d20+1=9 ;
Tuesday June 18th, 2013 9:00:36 PM

Beriothian looks up at the sky
I see it too, but I have no idea what it means... but I don't think we should let that bell ring!
Beriothian looks at the ruined entrance to the chapel, hoping the it's current state will work to their advantage. He casts Entangle, hoping to wrap the clapper in stray vines growing on the aged building. Even if it can't hold the clapper, perhaps it can at least create a soft buffer around it to stop it from striking.

perception = 36
knowledge arcana=3
knowledge religion=9

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells  d20+14=23 ; d20+4=21 ; d20+4=19 ;
Wednesday June 19th, 2013 12:57:39 AM

Bosk charges forward calling after Beri, Gargul is helping to guard the bell, no powers of the south are going to subvert his will! The horned cleric finds himself repeating the words Gargul spoke to him as he performed the initiation rite of the Grim with Restlin, Beri, Zeoll and the rest of the Iron Adventurer's and the memories come flooding back. His initiation had been remarkable by all accounts, for it occurred in Gargul's throne room in the Land of Rest as opposed to the Realm of Shadow. Although he had been prepared to perform the ritual himself, Gargul interceded in a most unexpected way. The God of Life and Death grew to to unspeakable heights, his glowing radiance the light spawning the clerics shadow. The god then handed Bosk his cane and produced several adamatine nails which the Iron Adventures secured to his extremities with the gods own staff. The final nail was driven through the shadow of his heart by the Gray Lord himself, piercing a cursed necklace the group had brought for destruction with two souls trapped inside. Ending the old, creating the new, everything tied in a perfect balance. The god then raised his fist to the sky and shouted, "HEAR ME POWERS OF THE SOUTH! THIS GRIM IS BEYOND YOUR REACH. HIS SHADOW WILL REMAIN NAILED WITHIN MY PLACE OF JUDGEMENT. COME CHALLENGE ME IF YOU DARE!" and to this day his shadow hangs like a painting as a sign that Gargul protects his own.

Suddenly the image of the clapper comes into focus along with the bell itself. All around it he sees the energies of the cursed items the group has collected. The wickedly curved daggers used by the witches in the Sargrass, the cursed branding iron that made exploding zombies with acid blood, and the assassin's knife. He even sees the skeletal swords he collected from the Ring of Malaphaz, and they all seem to be anchoring the bell. Then, squinting slightly makes out five hooded women whom he assumes are the Crones of the South he has heard about, and beside them is Gargul!

Guys, it's Gargul! And I believe those are the Crones next to him. Bosk keeps moving forward, anxious to see the Lord of Life for the first time since becoming a Grim. As he moves he tries to look into the realm of shadows to get a better view of the god.

Perception = 23
Religion = 21
Arcana = 19
See into Shadow Realm (SU) free action

Zeoll AC22 with shield, HP48 of 56 
Wednesday June 19th, 2013 10:37:27 AM

"Gargul AND the Crones" Zeoll thinks. "Is that possible? Is this a trap?"

The Bell, The God, and the Crones


The Ruined Chapel (DM SteveK) 
Wednesday June 19th, 2013 12:03:46 PM

Zeoll, Restlin, Beri, and Bosk (with a puffing Durgan and Kazak) slow and then stop their headlong run as they get to the ruined entrance to the destroyed Chapel outside the southern walls of Heranmar. The dwarf brothers look at each other. "I think we'll need to get the militia ready", says Kazak as a statement, not a suggestion And with that word, the two dwarfs turn and jog towards Heranmar's southern gate, leaving the Iron Adventurers to watch the spectacle.

The heroes are perceptive and knowledgeable, and quickly confirm that the Chaos Bell, somehow, is pulling energies from the cursed items in the care of the Iron Adventurers. And, somehow, it is forming more solid. The Clapper is here, and now another piece, a Shard, is also present in the physical Wold. The rest is now like a dense fog, slowly getting more solid.

Bosk takes a quick glance into the Realm of Shadow. What he learns is that the Shadowrealm is completely unaffected by what is happening here. The mists of Shadow and the ley lines of woldsblood flow uninterrupted by the forming Bell, the magical energies, or the shadows of the Five Crones and Gargul.

The five hooded women solidify, suddenly standing very present beside the Bell and in front of the Iron Adventurers; five old ladies wearing hooded robes and four bearing a quarterstaff, and one a two-handed sword. A closer look reveals that each robe is trimmed at the edges with a different color; Red, Pearl, Gray, Green with a pattern of leaves, and Jet.

The one with Pearl trim speaks, smacking her lips as if constantly trying to taste something.

"The Bell is trying to justify its existence. It doesn't want to die, seeming to mature. And it is not just here. It is reaching out to somewhere....see the tendril of chaos heading north? We must follow it."

The Red trim one speaks next, quietly but almost like repeating a conversation. "What of these who are connected? They should not be. The agreement was for no mortal to be connected until the need arises."

The Pearl trimmed one looks to the Iron Adventurers. "Speak and I shall know the truth" (smack, smack). "Are you connected with the Bell by your will or not?"

From beneath the hoods, five sets of eyes turn towards the Iron Adventurers, the eldest glinting like black, soulless stones.

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells)  d20+11=17
Wednesday June 19th, 2013 2:33:32 PM

"Oh crap," thinks the wizard.

"No ma'am! I mean, we went and got that clapper back and used it to free someone named Sir Maran from being polymorphed into a demon, we did that of our own will...and those items swirling around were on our possession at one time, and we happen to be standing here by the bell that's forming as we speak. Other than that, we have no ties to this thing. We had a connection to the Edge, but we gave that up to fight this lady named Trella who turned into a dragon, and it seems we can't throw a rock without hitting a Child of Chaos these days.

"I'm sorry, what was the question again? Oh right...well, we didn't set out to find or get involved with the bell, but darned if it didn't happen anyway."

***

Diplomacy: 17

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday June 19th, 2013 7:08:51 PM

Beri finishes casting his spell and looks up at the hooded figures.
Our involvement was the result of a dream sent to one in our party. I do not know if you would interpret following this path as being our will or that of the one who set it before us.


Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells 
Wednesday June 19th, 2013 9:42:45 PM

Bosk looks with puzzlement at the hooded women. Pardon our ignorance, but we really aren't sure what you are asking or how we came to be bound to the bell. We collected those items anchoring the bell on a variety of adventures, complete unaware of the bell. We were drawn here by visions, be it fate, the bell's will, or some other power unknown to us. The bell appears to have had some link with several of our items and blessings bestowed upon us, and it seemed particularly drawn to a blessing bestowed upon us by The Edge. We had to offer these things up in order to keep the clapper out of the hands of an evil person. I hope that helps. I don't actually know how or when this connection was made.

Zeoll AC22 with shield, HP48 of 56  d20+20=39 ;
Wednesday June 19th, 2013 11:37:22 PM

Zeoll knows who these persons are, and part of his mind panics as he comes face to face with an immortal power.

Another part of his mind wonders if this is one immortal power, or five?

However, another part of his mind is excited to add this encounter to the list of gods and demigods he has met in his life ... Domi, of course. Gargul. Marteaus. (He shudders a little at that memory.) The Fae King. And now the Crone of the South! And the Chaos Bell!

Another part of his fragmented mind is trying to think of the best thing to say. The old liontaur takes a deep breath, and speaks.

"Grrandmotherrs, of courrse we came herre to seek a sharrd of the Bell. That was ourr mission, dirrected by the grreat Peerrimus of the Childrren of Chaos. Did we seek a connection with the arrtifact such as the Childrren had? No. Not at all. And I would say 'No thanks' werre such offerred to me, if it please you."

"Ladies, we sought only to help the people of the Gateway Downs, and then to defeat an evil witch who plagued them, and to frree frrom bondage a trravellerr frrom a farr countrry. Se seek no connection with the Bell. But we arre at yourr serrvice, should ourr serrvice be useful to you."

Zeoll's silver tongue does not fail him. Diplomacy 39.

The Ruined Chapel (DM SteveK) 
Thursday June 20th, 2013 11:48:28 AM

Restlin, then Beri, Bosk, and Zeoll all speak to the Five and explain in their own words what they understand.

Pearl smacks her lips again and again as the Iron Adventurers claim no willing connection to the Chaos Bell. In fact, Restlin and Bosk state they even willingly gave up connections to other parts of the Southern Continent.

Zeoll, perhaps because the liontaur is older than the humans and minotaur, more readily recognizes the Power that is standing before the heroes, offers the service of the group as well.

Pearl talks again. Watching her, the heroes can notice a glint of something shiny and silver like a pearl as she speaks. "Truth, every word."

Ruby then ahems. "And the agreement?"

Pearl nods. "We must honor the agreement and break any connection with these mortals and the Bell. Yet every action has consequences, and we must follow the chaos trail." She pulls back her hood to reveal a very old female elf. Her left ear is missing and in place of her tongue is a pearl. "You offer service wemic, and I as Lady Wisdom accepts. Until we return, you must fight the Bell from draining the magic that is associated with you." (And at this, she points to the cursed items feeding the Bell.) "Take and eat the leaves from Lady Mercy and you will be able to touch the incorporal and cursed items without harm. Pull them away from the Bell. We must deal with what is happening at the other side."

At this, the fourth Crone moves forward, the green trim of her robes moving like leaves in the wind. She holds out her left hand, which looks like a wooden fist fused to the fleshy arm of an old woman. The Fist immediately sprouts four small leaves that snap off and float to a foot in front of each hero.

And then the Crones fade to only being shadows near the Bell once again.

The Bell surges, crackling energy spiking into the sky! The cursed items seem to writhe and begin to whither. Whatever the heroes decide to do, they better do it pretty quick!

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

Note: Any Hero that Grabs and Pulls make a Strength Check. (d20+ Strength modifier)



Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells)  d20-2=10 ; d20+15=32 ;
Thursday June 20th, 2013 12:25:59 PM

"Eat a leaf that grew from a crone's wooden hand? Why not...seems par for the course, lately."

Restlin snatches the leaf from in front of him and downs it quickly.

He checks to make sure the entropic grizzly he summoned is nearby & that the thing has his back. Restlin doesn't speak bear, but trusts the thing to attack if something threatens him.

He spots the brand that changed those kids into exploding acid slaves. Some of his friends had once stated they'd consider using it for "good" purposes. Restlin sees no possible good purpose to the thing & decides he'd rather make sure it ends up in his hands. As such, he reaches for and grabs it, trying to pry it away from the bell.

Str: 10
Knowledge, Arcana: 32 - Restlin's trying to get some idea of what the heck is happening.

If knowledge, local is more appropriate, that's a 31. Religion would be a 27.

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells  d20+6=8 ; d20+6=10 ; d20+6=22 ; d20+6=15 ; d20+6=24 ; d20+6=16 ; d20+6=11 ; d20+6=18 ; d20+6=11 ; d20+6=20 ; d20+6=20 ; d20+6=18 ; d20+6=18 ; d20+6=17 ; d20+6=15 ; d20+6=7 ; d20+6=11 ; d20+6=17 ; d20=1 ; d20+6=23 ; d20+6=21 ; d20+6=10 ; d20+6=10 ; d20+6=25 ; d20+6=10 ; d20+6=11 ; d20+6=17 ; d20+6=15 ; d20+6=17 ; d20+6=14 ; d20+6=14 ; d20+6=20 ;
Thursday June 20th, 2013 2:57:10 PM

Bosk accepts the leaf from the crone, although he already has the ghost touch ability he wants to make sure the curses do not effect him. As the bell begins to writhe and wither Bosk casts bulls strength on himself and begins tugging at the various cursed items, pulling at them with all of his might. The branding iron, the swords, the assassin's box. He tries them all, some of them multiple times.

It doesn't want to die. The comment repeats itself in his mind. Gargul was protecting it, the god of life and death who preserves the eternal balance of the Wold and his servant provided the items that were renewing its strength. Bosk keeps pulling at the items determined to undo the damage.

Strength Checks: 8, 10, 22, 15, 24, 16, 11, 18, 11, 20, 20, 18, 18, 17, 15, 7, 11, 17, 7, 23, 21, 10, 10, 25, 10, 11, 17, 15, 17, 14, 14, 20

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20-2=15 ; d20+1=18 ;
Thursday June 20th, 2013 8:23:47 PM

Our fate depends on me being strong... great. Well, I may not be the strongest of the Iron Adventurers, but I can still be smart about this.
Beriothian eats one of the fallen leaves. He takes a moment to look at the objects, hoping he can determine a weak point in a items that will make the most difference if pulled free. He gathers his strength and with an almost animal roar escaping his lips pulls for all he's worth on the cursed items.

strength=15
knowledge (engineering)=18

Fighting the Bell (DM SteveK) 
Friday June 21st, 2013 11:13:10 AM

Restlin snatches the leaf and downs it quickly. With the grizzly guarding his back (the animal doesn't have an obvious enemy to attack and so sticks near the wizard), he grabs as the cursed brand and begins pulling hard, pulling it 10 feet away from the Bell. Never resting, the wizard's mind mulls over what the heck is happening!

Restlin immediately knows that the effects are way above normal magic, stronger than he would hope to have at the pinnacle of arcane might. But it is not just divine magic either, and even beyond what he knows of Teucri artifacts like the Hooks in Hook City. Even so, he can see the magic is like a siphon, pulling energies from the Cursed items to the Bell, and the Bell is attempting to form a Teleportation Circle to... somewhere.... that will link the Gateway Downs and the other place.

Bosk accepts the leaf from the crone because he wants to make sure the curses do not effect him. The Grim casts bulls strength on himself and begins tugging at the two cursed items in his immediate reach, the swords (since Restlin is already pulling the Brand), pulling them each 5 feet further away from the Bell. He is wondering what would Gargul do, who is supposedly protecting the Bell, and Bosk is trying to stop what the Bell is doing.

Beriothian is a little self-deprecating, but is dertermined to do his part. He eats one of the fallen leaves and takes a moment to look at the objects, and chooses the Box, pulling and moving back 15 feet!

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

Immediately, the heroes see the siphon and teleportation circle effects pause, and the solidification of the Bell slows. It is working!

The shadows of the Crones remain distinct, but only shadows, as does the towering presence of Gargul. But a smaller object solidifies at the Gray Ones feet and becomes a gnarled and ugly gnome. "Where oh where oh where is Shadow?", he sings in a childish tune. "Well, young Grimlette, you look busy! Heave, ho; heave Ho!"

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells)  d20-2=8 ; d20+14=27 ; d20+14=18 ; d20+15=27 ; d20+10=24 ;
Friday June 21st, 2013 1:04:58 PM

Restlin keeps pulling, but he's just not very strong. (Str = 8)

"Ok, so that's obviously a teleportation circle, which means it has another end somewhere. Ok Mr. Smarty Pants...where would that somewhere be? Is that a gnome? Who invited him? Can't he see we're busy over here right now?"

***

Knowledge, Planes: 27 - Where's that circle likely to end up?
Knowledge, History: 18 - Who's the gnome?
Knowledge, Arcana: 27 - Is there anything Restlin can do, aside from dragging this brand away, to help delay or stop this bell from opening a gate?
Knowledge, Religion: 24 - Grimlette? Is that what they call female Grims? What did the gnome mean by that? (also, in case this is a more appropriate skill than history, who's the gnome?)

Zeoll AC22 with shield, HP48 of 56  d20=11 ;
Friday June 21st, 2013 1:16:33 PM

Zeoll eats a leaf and pulls -- or rather, tries to aid a friend, since his Str is poor. Either way, he gets an 11.

Bosk AC: 26/12/24 CMD:22 HP 72 of 72 Spells  d20+6=18 ; d20+6=18 ; d20+6=11 ;
Friday June 21st, 2013 1:21:00 PM

Bosk grabs another item and begins pulling with all his might, his muscles straining. Sweat begins to drip down his face from the exertion. Come on, we can do this!

actions
--------------
Strength Check = 18, 18, 11

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20-2=4 ;
Friday June 21st, 2013 5:04:16 PM

Beri grabs onto another item and pulls... this one is apparently really wedged in there, but the druid still gives it his all.
Good gnome, please tell me you have some advice to help us with the task at hand.
strength check = 4

Zeoll AC22 with shield, HP48 of 56  d20=3 ;
Monday June 24th, 2013 8:32:30 AM

Zeoll makes a superhuman -- supertauric? -- effort, using a hero point to gain himself a reroll ...

a 3.

Zeoll accidentally pushes a cursed item ... the poker of evil coercion, maybe? instead of pulling it!

Fighting the Bell (DM SteveK) 
Monday June 24th, 2013 10:03:01 AM

Restlin pulls the Brand back 5 more feet, and Bosk is able to move the two swords he is holding back another 15 feet; but the magic seems to be pulling back, and there are other items that even four heroes can't pull at them all. It is slower, but the Bell is still winning...

Still, the gnome just grins and does a head stand, peering at the heroes from another angle. "Looks like you are doing pretty good on your own, prettyboy", he responds to Restlin. "The Boss is just a little busy right now dealing with the Ladies and the heroes at the other end. And there is a strict rule that invervention is a last last resort. He told me specifically," and the gnome falls sprawling on the grass. He gets a thoughtful look and then tries for a deep, sonorous voice which only succeeds in sounding silly. "If they aren't dead, they don't need your help."

The gnome looks hard at the four heroes. "Guess you don't need help yet."

................
(Ammended cause I forgot Restlin's Knowledge checks) :-)

Restlin doesn't know where the circle is going, but as a teleportation circle, it has to be somewhere on this plane...

Restlin can always try dispelling or disrupting magics to try and see if they help dispel or disrupt the effects of this artifact...

He does have an inkling that the Gnome's 'Boss' is Gargul, and that the usual person who hangs around Gargul and calls him Boss is Gimp the Imp. And that Gimp can look like just about anyone...

Restlin (Carl) -- AC: 18/17/16 CMD: 19 HP: 62/62 (Spells)  d20-2=9 ; d3=1 ; d20+12=28 ; d20+5=24 ;
Monday June 24th, 2013 10:42:37 AM

Restlin briefly considers killing everyone to incite the gnome to action, but dismisses the idea.

He decides what he really needs are more hands. Restlin only has two, but he can summon more. He stops in his tracks, holding the brand as well as he can (Str: 9). He summons a small earth elemental to aid him (concentration to cast the spell while holding the brand: 28).

When the elemental appears, Restlin begins to hand it the brand, but realizes it won't be able to touch the thing. Instead, the wizard offers his other hand to the elemental. In terran, "Friend, if you'd be so kind as to take my hand and help pull me away from that frightening looking bell, I'd be most appreciative!"

***

Str: 9
Concentration to cast Summon Monster III while holding the brand: 28
Summon 1d3 small earth elementals=1 (bugger)
Earth elemental Str check: 24 (augmented summoning means the thing has a 20 STR)

Did my knowledge checks come up empty?

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Monday June 24th, 2013 7:45:38 PM

Bosk quickly examines the bell to determine exactly how big it is.

ooc: What are the bell's dimensions?

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20-2=17 ;
Monday June 24th, 2013 10:31:01 PM

Beriothian tightens his grip and digs his feet into the ground as he pulls one more time on the stupid item that just bested him.
Come on you stupid thing, move!

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+6=18 ; d20+6=16 ; d20+6=8 ; d20+4=17 ;
Monday June 24th, 2013 11:07:58 PM

Bosk continues pulling on the swords back, hoping the pull will decrease as he gets them further away from the bell.

Strength checks = 18, 16, 8
Knowledge Arcana to try to recall anything about the bells spell resistance level = 17

Zeoll AC22 with shield, HP48 of 56  d20=2 ;
Tuesday June 25th, 2013 8:37:41 AM

Hmmm ... two Zeoll posts, including the use of a hero point, and no Zeoll love in the DM post?! Poor Zeoll. He's already gone from the hearts and minds of his old friends. :-)

Zeoll figures that if a heroic pull does not work, maybe a regular one will. Str check 2. Actually, no. He seems to have stumbled and bumped the darn bell in the wrong direction. Again.

After the 3, and then the 2, he is thinking maybe he can roll a 1 tomorrow.

Fighting the Bell (DM SteveK) 
Tuesday June 25th, 2013 11:40:24 AM

ooc: don't make me feel guilty :-) Beri and Zeoll both got below 5 and so their attempts did not pull the cursed items away at all. It was a quick post, and I apologize that I inferred, not specified, the action.
....................

Restlin is able to maintain a pull and to summon an earth elemental that wraps its rocky hands about the Wizard and pulls to assist (Earth Elemental performs Aid Another checks; DC 10 to give Restlin a +2 to strength check). With the assistance, Restlin has the Branding Iron 40 feet away!

Bosk wrenches his Cursed swords now 40 feet away from the Bell, but here they stop, not going any further. The Large-sized misty Bell refuses to let them go back any further.

Beri digs in and jerks the Box back 15 more feet, and is now 30 feet away!

Zeoll continues to try and pull the Assassin's Blade, but is having a difficult time even grasping it without injuring himself. Just him touching the object seems to reduce the Bell's influence.

.............
Restlin doesn't know where the circle is going, but as a teleportation circle, it has to be somewhere on this plane...

Restlin can always try dispelling or disrupting magics to try and see if they help dispel or disrupt the effects of this artifact...

He does have an inkling that the Gnome's 'Boss' is Gargul, and that the usual person who hangs around Gargul and calls him Boss is Gimp the Imp. And that Gimp can look like just about anyone...

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

The Gnome looks at Bosk and calls out. "Don't think you can pull those any further away. But it is probably stable enough to ... oh, well look at that!"

On the gnarled gnomes' words, the shadows that are the Five and that of the Grey Lord solidify and are present on the south field of Heranmar. If the Bell's might was impressive, the sheer presense of the Crones and Gargul are nearly overwhelming. Each mortal; Zeoll, Bosk, Restlin, and Beri; know that they are before not only two of the most powerful entities in the Wold, but two that mold the very patterns of life and the transition of death!

They also seem to be continuing a previous conversation... "...ARE LACKING.", finishes Gargul.

Lady Wisdom (the Crone with pearl trim) responds, now crackling with power and authority herself. "AS THE CURRENT PLAN WILL NOT. CHANGE IS INEVITABLE, AND THE BELL SEEKS TO BE THE CATALYST FOR CHANGE. KEEPING THE PARTS SEPARATE WILL ENSURE ITS PURPOSE AND AWARENESS WITHOUT ALLOWING MORTAL INTERVENTION."

Gargul's response is agreement and warning both. "OR IMMORTAL INTERVENTION UNTIL THE TIME COMES."

"UNTIL THE TIME COMES.", agrees Lady Wisdom.

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

Now appears to be the heroes chance! Both the Crones and Gargul in the same place and both seemingly in agreement and done with talking to each other. Unless Bosk and the others once again stand in the throne room of the Gray One, there is probably not a better time to ask questions!


Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+8=27 ; d20+12=31 ;
Tuesday June 25th, 2013 12:46:37 PM

"Oh brother, of course it's Gimp."

Stuck at the edge of how far back this bell will let him take the brand, Restlin turns to the elemental. "Right, ok, just hold me at the waist and stand fast. Your kind is good at that, right?"

Restlin brings the brand in tight, but doesn't allow the end to touch him. He'd hate to find out the hard way that it's functional in this state.

"Ok, Restlin" he says under his breath, "don't say anything stupid."

"Zeoll, say something pretty to them and see if we can figure out what's going on!"

The wizard doesn't think he can end this with his magic, but maybe he can buy some time? He casts dispel magic on the bell itself.

***

Dispel check: 27
Concentration: 31

Total duration of this elemental is 12 rounds, btw.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20-2=13 ;
Tuesday June 25th, 2013 6:45:29 PM

As he continues to yank on the artifacts connecting the bell Beriothian addresses Gargul as respectfully as he can.
Gargul, Lord of Life and Death! Tell me it is a good omen that we find ourselves in your presence once again. *yank* It appears out paths have been entwined with this bell far longer than any of us were aware... *yank* Has the bell been luring us this hole time? *yank* Or have we been guided here to prevent it from ringing? *yank*

strength=13

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+6=19 ; d100=93 ;
Tuesday June 25th, 2013 7:16:45 PM

Bosk watches as the group struggles and the Gray Lord appears. That's two for me! Unwilling to give up Bosk runs to the next cursed item and activates his Goblin Seal of frustrating force, attempting to trap it in a resilient sphere and cut off its power from the Chaos Bell.

Cast Resilient Sphere on cursed item using Goblin Seal of Frustrating Force, beat spell resistance of 19

Zeoll AC22 with shield, HP48 of 56  d20+20=32
Wednesday June 26th, 2013 8:40:10 AM


Zeoll drops the lesser artifact he had been accidentally pushing, and bows low before Gargul and the Crones. When it is polite to do so -- having learned at his old shamam-mentor's knee, "Never interrupt a god" -- he pauses to petition the immortal powers.

"Grreat ones," he says, humbly, "We find ourrselves herre enmeshed in matterrs larrgerr than ourrselves. Please guide us howsoverr we may lend ourr limited ability to help, orr advise us as to the prroperr path, orr emlighten us as you see fit so that we can make good choices, we entrreat you in yourr wisdom."

He bows again low.

Diplomacy 32

Speaking with the Powers (DM SteveK) 
Wednesday June 26th, 2013 6:39:24 PM

When Bosk lets go of the two swords, they start sliding back towards the Bell!

Restlin, Beri, and Zeoll maintain thier hold.

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

The Power and deity seem to pull in some of their power, intentionally diminishing to not accidentally destroy the mortals that they will speak with.

The Grim Lord looks with eyes that can see the depth of Beri's soul and speaks directly to the druid. "Nay. The Bell has affected none of your actions or dreams but for this day only. It has been the interference of the Crones in your dreams and the actions of some you have met that have cleared an abomination about Threshold. As MY servant has his Shade upon my throne, not even their manipulations could go into his dreams." And here Gargul sends a flinty stare at the five women, "and there it will remain; keeping me an untainted servant in these lands."

Lady Wisdom, her pearl-trimmed robe moving by an unfelt breeze, speaks, and this time it sounds like five women are speaking at once. "Yes, yes, he's yours, not that we have ever tried to turn your servants. This land is as it is, and we will maintain its safety no matter what." And then she turns to Zeoll, "Servant of the Queen of Nature, soon other heroes will arrive. Each hero must hold onto an artifact and deny it to the Bell, either by strength or by will. This will dissipate the power and send the Bell to its place of rest."

"When the Bell is gone, all influence of the Bell will also be gone. You will not see it again in your lifetime."


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20-2=4 ;
Wednesday June 26th, 2013 8:13:06 PM

Perhapse it is the shock of what has been told to them, but Beriothian find himself struggling with his artifact. Other heroes are arriving? Surely the Iron Adventurers need all the help they can get to keep this bell from ringing, but if the same manipulative Crones that tricked the IA into collecting the clapper are the involved in bringing these new heroes who knows what to expect.

strength = 4

ooc: ...am I the only one a little disappointed by the thought that we won't see the Bell rung in our lifetime?

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+14=23 ;
Wednesday June 26th, 2013 11:08:26 PM

Other heroes? Sure...more the merrier.

In terran, "Hey little buddy, you holding on ok back there? We're just going to chill out here for a bit longer, ok?"

To himself, "by strength or by will? What did she mean by that?" Restlin will attempt to loosen his grip on the brand while concentrating on keeping it away from the bell, just in case he can use his brain instead of brawn. He won't outright let it go, however.

***

Will: 23

Did my dispel have any effect?

Zeoll AC22 with shield, HP48 of 56  d20=8 ;
Thursday June 27th, 2013 7:19:11 AM

Zeoll nods and gets back to work, although he wonders what or who is coming.

He has the same thought as Restlin about the job at hand -- that his will is greater than his strength!

OOC: Not knowing what to roll for "Will" ... here are some options? A raw d20 check is an 8. Zeoll's Wis mod is +5. His Will save is +18.

The liontaur lays his hand on the assassin's blade and tries to WILL it away from the Bell.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+6=13 ; d20+6=24 ; d20+6=19 ;
Thursday June 27th, 2013 9:26:06 AM

ooc: Did the Resilient Sphere cut off another cursed object?

After trying to remove another object from the Bell's reach Bosk runs back and grabs the two swords and begins pulling them back away from the bell. Restlin, do you have any clue if putting these things in a Bag of Holding will remove them from the bell's reach?

Strength Check = 13, 24, 19

The Bells Portal (DM SteveK) 
Thursday June 27th, 2013 2:02:09 PM

Neither Resilient Sphere nor Dispel Magic make a mark on the Bell, but Beri and Zeoll attempting to Will the cursed items away is a profound effect... the items pull back 15 feet each!

And then the Chaos Bell shudders, the Teleportation effect fluctuates and images are seen beginning to Cross....

ooc: Welcome former Uncharted Heroes!

A misty and ghostly Chaos Bell fluctuates with a rainbow of energy tendrils as it hovers over the doorway of a ruined chapel. Surrounding the Bell are objects; a Box, swords, a branding iron, a dagger, a wooden disc... and they all seem attached magically to the Bell. About the circle, four heroes are pulling and struggling with the objects trying to pull them away from the Chaos Bell.

An armored minotaur pulls on 2 swords, a liontaur coaxes a wicked-looking dagger, and 2 humans pull at a Box and a Branding Iron.

Standing nearby are the 5 Crones and Gargul! They seem to be watching and waiting for something, and not currently interested in speaking with mortals. It appears the best information may be coming from the four heroes around the circle...



Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+15=19 ;
Thursday June 27th, 2013 2:06:14 PM

Knowledge, Arcana: 19...BS answer incoming!

"An excellent question, Bosk! The items in your bag exist in an extradimensional space that's not actually part of any dimension. These items seem to exist in the ethereal realm, hence why we need the leaves to touch them. Since it's still possible for a pointy weapon inside the bag to tear it open, I'd have to wager an ethereal object would simply pass through it.

"There's also the possibility that by placing those ethereal swords in your bag that you'd give the bell reach into another dimension as opposed to the 40' or so feet it can control now. That's probably unlikely, but magic is all about unlikely situations.

"Now, if we had a portable hole, things could get really interesting! Then we could open a gate to the astral plane and potentially have the bell brought in as well. Of course, that may be destabilizing to reality itself and most assuredly a bad idea. Still, interesting to think about, no?"

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+14=20 ;
Thursday June 27th, 2013 2:10:04 PM

(OOC: I'm going to assume you meant Restlin and Zeoll moved the items with their minds.)

"Well look at that! BERI! USE YOUR HEAD TO PULL THE ITEMS! BOSK, well...keep pulling, mate!" The wizard gives a thumbs up to the towering minotaur.

Continuing will save: 20

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday June 27th, 2013 2:25:45 PM

A tall blond minotaur with three eyes and no shadow pulls against two swords that seem drawn to the Chaos Bell. His third eye appears to be situated in the center of silver holy symbol denoting the eye of Gargul. Across his back is a large bastard sword and like his plate armor was crafted from woven steelgrass by the manfri of the Sargrass. Bosk, also known as The Horned Cleric, watches as the Crones prediction comes to pass and Uncharted Heroes suddenly appear before the Iron Adventurer's. You must be the other heroes we were told would come. Please, We need you to get a leaf from one of the crones that will protect you from these cursed objects and allow you to interact with them despite their ethereal nature. We need every one to grab an object, either by strength or will of mind, and pull them back thereby denying them from the bell. That should send the bell to its place of rest, at least for the time being.

ooc: Welcome all to Hook City! Please make a str or will check to move the items away from the Chaos Bell, and if you don't mind, I would love to hear a description of everyone's character's race and appearance.


Zeoll AC22 with shield, HP48 of 56  d20=20 ;
Thursday June 27th, 2013 2:30:28 PM


Zeoll deduces that these are the newcomers of whom he was forewarned. And there is only one thing to do.

The liontaur with the huge tower shield, touching a wicked looking ghost-dagger with one hand, shouts in heavily accented common: "Grrab on, herroes! With yourr muscles orr yourr mind! Grrab one of these items and PULL it away frrom the Bell! Like this!"

By way of demonstration, Zeoll concentrates hard on the dagger he is touching. He mentally pulls at the item.

[OOC: Raw roll of a natural 20! Last round a raw roll of 8 let Zeoll move his item 15 feet back from the Bell. How far will this heroic effort get him?]

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+6=20 ; d20+6=8 ; d20+11=24 ;
Thursday June 27th, 2013 2:30:54 PM

ooc: I forgot my rolls.

The blond taur continues pulling on the two swords until someone takes control of the second sword, the exertion of trying to dominate the two items taking its toll as his fur becomes matted by the sweat dripping down his back.

Strength Check = 20,8
Will Check = 24

Zeoll AC22 with shield, HP48 of 56 
Thursday June 27th, 2013 2:32:20 PM


Hearing his friend mention the leaf, Zeoll adds, "Oh yeah! Eat one of these leafs firrst!"

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility]  d20+2=13
Thursday June 27th, 2013 4:52:14 PM

Sesha emerges from the chaos portal in a wild dance of light and sound. At first, both are so intense she can do little more than grit her teeth and shield her eyes, sensitive as they were to sudden exposures of light.

Worse than that though... she could feel the loss of strength. The loss of connection with the Woldsblood... the Bell took its toll, for sure.

"Grab one! Help us! Eat the leaf first!"

Bombarded by voices she does not know and speakers she cannot see, Sesha forces herself to open her eyes and look!

Her deep brown eyes flicker from Gargul to the Crones, then from hero to hero, lingering the longest on Zeoll and shimmering with recognizable curiosity. Sesha makes a mental note NOT to question why Gargul and the Crones are on THIS side of the portal as well. She was warned that anything could happen.

Sesha moves towards the Crones, and receives a leaf. Perhaps it is because she is so near these Old Ones, but it is obvious now that this Dark Elf is young, incredibly so. By human reckoning she would look no older than fourteen or fifteen, though she was closer to thirty. Though Sesha did not agree, among other Elven cultures, she would still be considered a child.

She was short, like most Elves, never quite having reached 5 foot tall. Her dyed leather skirt and blouse fit loosely as she ran, although glints of a silvery metal could be seen underneath.

Stopping in front of the wooden disc, (No one is holding this one, right?) she takes a deep breath. She gently pushes white hair out of her eyes and back into place. Atop her head is a feathered headdress, with a number of colorful dyed feathers and trinkets. She gently pats the black iron cooking pot at her side, makes sure her broom is strapped tight, then grabs the Bell fragment.

"Do NOT make this day any more chaotic you stupid bell! I turned my back on It'lal a second time because of you!"



Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Thursday June 27th, 2013 6:07:51 PM

A hand crossbow gripped by the long thin fingers of an arm attached to a tall, young elven girl steps through the hole in the dome of the bell. Agony courses across her face as she pulls herself through. Her red hair streams behind her as if held by a massive build up of static. Her outfit is made from leather dyed to a reddish brown hue festooned with several pockets, buckles, and straps for various pieces of equipment.

As she exits the bell she falls to her knees and grasps her head, Courage! This is what you call courage? I feel the loss! I know!

The breeze blows her cloak behind her, bouncing around the handle of an elven blade sticking up over a shoulder.



Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday June 27th, 2013 7:23:18 PM

Bosk glances over as Shesha appears, patting the cauldron....another witch. Another corrupter of Wold's Blood and no indication that she is a follower of Gargul, the one almost tolerable exception to Grim's belief that the witches art was a blasphemy against the Gray Lord.

How many witches had The Horned Cleric and the other Iron Adventurer's killed? Women. Children. He had lost count. True, those witches were responsible for the murder of numerous innocents and embodied the worst type of moral and spiritual corruption. Still, to appear in such a fashion to aid the Iron Adventurer's in subduing the Chaos Bell, perhaps there is hope for her. The Realm of Shadows and the souls of the dead are the special spheres of Gargul, the Grim , and Gargul's followers. A real into which witches are interlopers and worse...but if Gargul tolerates her presence.... ... ...

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20-2=7 ; d20+16=26 ;
Thursday June 27th, 2013 9:06:06 PM

Beriothian gives another yank on the box, trying to wrestle it free from the grips of the bell. His eyes move over the new group, they seem to be working towards the same honorable end as the Iron Adventurers. Even if they weren't, under the circumstances they were in no position to turn down a helping hand.

Glad to see reinforcements have come, we need all the help we can get!

Strength = 7
will=26

Anrete AC:30/17/30 CMD:32 HP:121/121  d20+8=10 ; d20+5=22 ;
Friday June 28th, 2013 12:28:19 PM

A wiry figure in full armor leaps through the portal, waving his massive serrated greatsword wildly. "To infinity and beyond!"

The strange human neither tall nor particularly big, yet he exudes a dangerous animalistic aura. Armored in full silvery interlocking plates with a great crimson cloak, the face of the stranger is veiled by a visored full helm resembling a demonic ape. The eyes hidden behind the mempo is the color of rust. The only obvious weapons you see are his massive adamantine sword, and a quiver of javelins.

Noticing for the first time that everyone is pulling something, Anrete snorts and sheathes his blade. Striding towards the nearest item, Anrete places his hands around it and pulls.

---------------------------
Will 10
Str 22

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Friday June 28th, 2013 1:37:33 PM

As Anrete approaches the objects surrounding the bell Bosk shout out another word of warning to stop him. These items are cursed. Get a leaf from the Crone before grabbing anything.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Friday June 28th, 2013 2:51:08 PM

The portal shimmers again, and a tall figure steps through.

You see a clean-shaven man with light brown hair cropped short. His eyes are the color of the sky, with small flecks of silver near the iris. His skin is pale and tight against his skin, with years of wind burn evident in his craggy features. Numerous scars crease his face. He is dressed in a full suit of mithral plate armor, with a weathered blue surcoat. He is tall and broad, with a thick frame and straight posture.

He looks about, somewhat confused, and touches the handle of the greatsword on his back out of caution. His voice is a strong baritone, with an accent from the Elennian Peninsula. "This... this isn't Dirt City, is it?"



Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Friday June 28th, 2013 6:30:38 PM

A very young looking wizard sits comfortably perched on a small earth elemental. He holds an ethereal branding iron in one hand and wipes a small clump of mud off his (somewhat garish, but still very well made) robe. Surprisingly, the mud comes right off without any stain or sign it was there. In fact, the thing is remarkably clean for adventuring gear. An ornate, masterfully crafted leather quiver sits on his back, though only two rods and zero arrows protrude from it. Careful inspection shows it to be decorated with an image of the wizard fighting off a blue dragon with a straight razor. It may also reveal the sword on his hip, though the thing is black as pitch and easy to miss.

...and if you look really closely, you may catch a glimpse of a platinum symbol of Wardd around his neck.

As he settles, he instructs the elemental to hold tight in perfect Terran. One by one he watches the newcomers arrive and wonders if everyone from the northern continent is so dramatic. He had thought maybe it was just Sir Maran, but evidently not.

To the latest one clad in mithral, he simply answers, "not even close, buddy. Get yourself a hand leaf from Lady Mercy over there and help us out, won't you?"



Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility]  d20+2=13 ;
Friday June 28th, 2013 6:40:40 PM



Sesha takes a quick mental note of everything happening.

Had the bell always been this ... angry.. on this side? In Bryn Baraz, the the bell had brought great fortune and boon to their residents. Why hadn't The Crones warned them?

She continues to pull on the wooden disc, fairly certain she wasn't making any progress.

"How long have you all been at this? And is he okay holding two of these things?", she yells out, nodding towards Bosk.



Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Friday June 28th, 2013 6:53:30 PM

I am Bosk, son of Cenoios and Adatia, vintners of the sacred blue wine of Imod and descendant of a proud and honorable lineage! I believe we are destined to each hold back one of these cursed objects, but until you are ready I will buy you the time you need. Should my strength fail my will shall endure, and if that were ever to falter my minotaur pride will prevail.

The Bells Portal (DM SteveK) 
Saturday June 29th, 2013 12:44:38 AM

introductions are made and advice given back and forth.

It looks obvious to the Bryn Baraz heroes that while thier selfless act has saved thier town, they will need to do still more here in this new area if they will save the nearby town from the Chaos Bell.

Other objects still surround the ghostly Bell to be denied to Chaos!

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

ooc: really apologize for the short post and crazy timing. Real Life hitting me hard.

Anrete AC:30/17/30 CMD:32 HP:121/121 
Saturday June 29th, 2013 10:22:53 AM

Anrete nods at the minotaur and snatches a leaf from the crone before grabbing at the cursed items.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+6=10 ;
Saturday June 29th, 2013 5:28:44 PM

Caius looks somewhat confused at his new surroundings and the bizarre instructions related to him. "Oh... alright. This right here?" He takes a leaf from one of the crones and reaches to grab a cursed object. Perhaps his bewilderment has affected his motor coordination, because the large man seems to have difficulty with moving the cursed item.

Strength check 10

Edit: Hey, DM! My guy happens to have a knack for sundering. Would destroying these objects produce anything resembling a curse or explosion?

The Bells Portal (DM SteveK) 
Sunday June 30th, 2013 10:08:35 AM

Restlin doubts the extradimensional spaces will do any good and in fact may cause even more problems. The Wizard discovers that 'pulling with your mind' is just as effective as pulling with muscles, and tells his friends. (Restlin has the Brand 40 feet away)

Bosk the three-eyed minotaur calls out to the newly arriving adventurers. He gives them instructions on what is happening and how to stop the Chaos Bell. (Bosk has two of the Swords 40 feet away)

Zeoll deduces that these are the newcomers of whom he was forewarned. And there is only one thing to do, reinforce Bosk with his own example. The liontaur concentrates hard on the dagger he is touching. He mentally pulls at the item getting it 25 feet further away from the Chaos Bell. (Zeoll has his Assasin's Dagger 40 feet away.)

Sesha emerges from the chaos portal in a wild dance of light and sound. Bombarded by voices she does not know and speakers she cannot see, Sesha forces herself to open her eyes and look! Getting her orientation, she approaches the Crones, where the one in robes trimmed in green extends her wooden hand which sprouts a leaf! Stopping in front of the wooden disc she makes sure her broom is strapped tight, then grabs the disc and pulls, bringing it 10 feet away from the ghostly Bell.

Cyniq, the tall elven girl steps through, still bewildered by the scene.

Beriothian gives another yank on the box, without much success until he tries his mind, and then easily moves 40 feet away from the Bell. Obviously, the rainbow lightinings connecting the Bell with the objects surrounding it weaken!

Anrete , a lanky human, jumps through the Bell's portal. Noticing for the first time that everyone is pulling something, Anrete snorts and sheathes his blade. Striding towards the nearest item, Anrete places his hands around it and pulls it back 20 feet by force of strength! Lighting plays around the barbarian, sapping his health! Anrete loses 10 hit points, no DR, no save

Bosk tries to warn Anrete, but too late! Anrete snatches a leaf and then goes back to pulling.

Caius arrives, and a little bewildered, does take and eat a leaf and pulls a floating sword away from the ghostly Bell by 10 feet. He considers sundering the object, but isn't sure the effect.
(ooc: Know Arcana/ Religion/ History/ or Spellcraft DC 30 for a clue on effects of sundering a magical object that is connected to a beyond artifact-level object.)

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

Every hero that grabs and pulls by muscle or mind (Ability check for heroes best ability bonus) visibly weakens the hold the Bell has on these items, and the Bell becomes more faded while the items become more solid.

Lady Mercy, the Crone with the Wooden Hand, offers a single leaf from her Hand for any hero that wishes. The other four Crones and Gargul are intently watching the Bell itself.

A little gnome capers about the feet of Gargul. "Push em back, shove em back, Waaaaay back!" It turns into the shape of a young elf in a short multicolored skirt and waves big balls of multicolored ribbon in the air. It doesn't take much for the new heroes to realize this is Gimp the Imp, shapechanging and being his usual nuisance.

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

Ooc: pardon for no post since Wednesday. :( I'm going to do another post on Monday, just waiting for the last couple heroes to arrive.


Anrete AC:30/17/30 CMD:32 HP:111/121 DR:2  d20+8=20 ; d20+5=21 ;
Sunday June 30th, 2013 8:56:57 PM

Slightly singed from the unexpected fireworks, Anrete continues to pull at the cursed artifact after retrieving the leaf.

-----------------------------------------------
Will: 20
Str: 21

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE)  d20+7=25 ;
Sunday June 30th, 2013 10:33:38 PM

The druid looks around as more heroes arrive from another area. Proper introductions will need to be made once this is over, but for now the bell still looms above them. Sweat starts to bead upon Beri's forehead as he focuses his mind and attempts to move the box using nothing but his mind, filled with the wisdom that of the Wold he's collected on his life's journey. He looks around and gives a shout of encouragement to his friends, and to the new comers.
You heard Gimp, lets Push these things as far back from the Bell as possible!

Move Box=d20+7=25

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+14=21
Sunday June 30th, 2013 11:28:07 PM

"I don't think we can take these things too far away from the bell."

Restlin gets an idea. He extends his free hand to the treasure box Lowd was carrying before Wyaar chest punched him to death and wills the thing to come to him.

will: 21

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29]  d20+5=25 ;
Monday July 1st, 2013 10:50:06 AM

One more figure appears from the bell, a barely three-foot tall, completely unarmed, halfling. He quickly looks around the area, taking in the scene around him. Not totally sure of what was going on, he saw that others he knew were working to help, so he figured he'd at least join his friends.

He moves extremely quickly, especially for his size. He grabs a leaf, quickly starts chewing on it, then turns towards a nearby item. He reaches down to pull it from the bell and his concentration is complete (wisdom check: 25!).

An average size halfling, Garret is noticed mostly by the fact he's unnoticeable. He does not stand out in appearance at all, and in a crowd disappears more than normal due to his small size. His voice is quiet, steady, and even. His black hair is nearly always up in a topknot, sticking up about 4 inches, with the sides of his head shaved. On the sides of his head, and leading across to his eyes, there are various dark but colorful tattoos. He travels light, so is seldom seen with much gear. He is usually seen with tan leather pants that end just above his ankles and no shirt, showing his furry body. Around his waist is a rope belt with a couple small pouches hanging off of them, one heavy with small rocks. He is seldom without his sling, either in his hand or on his belt. On his back is a small backpack, clearly far from full.

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Monday July 1st, 2013 12:15:20 PM


Sesha breathes a small sigh of relief as Garret, Anrete, and Cynique emerge from the portal. The young dark elf does find the appearance of Caius unsettling, especially since there are people still missing.

"Has anyone seen Alexi or Keela? What about Else? Did any of you see them step through?!"



Zeoll AC22 with shield, HP48 of 56  d20+5=18 ;
Monday July 1st, 2013 1:20:21 PM

Zeoll wishes he could bow and welcome these folks, but he is concentrating on his duty, so he only calls out a pleased "Hail and well met!" as he concentrates on his effort to move the lesser artifact away from the greater.

Will check 1d20+5Wis = 18.

He also manages to call out, "Pull! Pull with yourr muscles orr yourr mind! But just pull!"

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+6=16 ; d20+6=23 ; d20+11=21 ;
Monday July 1st, 2013 1:43:56 PM

Bosk moves in front of the swords and begins pushing on them rather than pulling figuring he will make the bell have to overcome his weight in addition to his strength if it wants the cursed items back. You all are the only ones that have come through the portal. The blond minotaur says in a strained voice between breaths. The bell likely sent them elsewhere. It's actions are *grunt* unpredictable

Strength Checks: 16, 23
Will Check = 21

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Monday July 1st, 2013 2:37:51 PM

"Hey, we knew an Alexi too! Big guy, lots of armor, always going on about his horse...he was a good guy when he wasn't being stuffy.

"I'm Restlin, by the way. Thanks for lending a hand with these things. It's probably not a good time to mention they're all evil, cursed, or just have unpleasant stories behind them. This brand I'm holding turns whomever it brands into an unwavering servant of evil. We learned the hard way that the victims also become walking acid bombs that explode when they die. Poor Kyan never saw it coming."

Restlin continues to pull Lowd's treasure box towards himself w/o touching it.

***

The last roll I made for this was a 21.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+9=19 ;
Monday July 1st, 2013 3:14:03 PM

Cyniq realizes there is a lot of commotion and looks around for the first time. Playing back what she has heard she walks over and collects a leaf from the crone before staring intently at one of the items.

Will check 19

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+6=19 ;
Monday July 1st, 2013 3:17:40 PM

Caius decides that discretion is the better part of valor, and perhaps attempting to sunder the objects would lead to unfavorable consequences. He claps his hands, squats, and gives a good shove.

Strength check 19

The Bell is Gone (DM SteveK)  d10=2 ;
Monday July 1st, 2013 4:20:44 PM

Anrete continues to pull at the cursed artifact, now protected by the Crone's leaf.

Beri has sweat starting to bead upon his forehead as he focuses his mind and attempts to move the box!

Restlin gets an idea. He extends his free hand to the treasure box Lowd was carrying before Wyaar chest punched him to death and wills the thing to come to him, but a new hero already has the object. His ears perk up about the name of Alexi. Could it be these newcomers knew the Iron Adventurers' old companion???

Garret, barely three-foot tall, joins his friends with leaf chewing and pulls using all of his wisdom!

Sesha breathes a small sigh of relief as Garret, Anrete, and Cyniq emerge from the portal. The young dark elf does find the appearance of Caius unsettling, especially since there are people still missing, but continues to pull herself.

Zeoll wishes he could bow and welcome these folks, but he is concentrating on his duty, so he only calls out a pleased "Hail and well met!" as he concentrates on his effort to move the lesser artifact away from the greater.

Bosk moves in front of the swords and begins pushing on them rather than pulling figuring he will make the bell have to overcome his weight in addition to his strength if it wants the cursed items back!

Cyniq realizes there is a lot of commotion and looks around for the first time. Playing back what she has heard she walks over and collects a leaf from the crone before staring intently at one of the items.

Caius decides that discretion is the better part of valor, and perhaps attempting to sunder the objects would lead to unfavorable consequences. He claps his hands, squats, and gives a good shove.
....................

"Rah, Rah, Ree, kick it in the knee", calls out Gimp shaking his fuzzy balls of string, "Rah, Rah, Rass, kick it in the other knee!"

Nine heroes strain against ten objects surrounding the ghostly Bell at the entrance of a ruined Chapel. When Garrett joins the group a shudder ripples through the air and suddenly, the connections from the objects and the Bell are reduced to mere threads...

"Go Team, Yay Team!" shouts a scantily clad Gimp the Imp, doing a cartwheel.

The Crones seem to be waiting for this moment. The grey-trimmed one with the giant sword jumps to the Bell and with a great swipe of the sword, cuts every thread and severing the ties between the cursed items and the Chaos Bell.

All but one.

As the sword slices cleanly through, the thread connecting the Assassins Blade *swerves* around Lady Justice's sword, then grows into an irresistable force, pulling Zeoll off his feet and towards the Chaos Bell! Yet the black robed Crone is faster still, jumping in front of the flying liontaur. Zeoll hits Lady Sorrow which severs the last connection to the Chaos Bell, but they are unbalance and both fall... Then all three: Zeoll, Crone, and Bell .... VANISH!!!

"GIMP! FOLLOW!", intones Gargul, and the Imp is gone as well.

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

The silence in the field is deafening. Eight heroes hold several cursed items in their hands and are standing or laying about with four of the Crones and Gargul still before them. The Gray Lord looks at the Crones and raises an eyebrow.

The pearl wearing Crone, Lady Wisdom, answered the unasked question with much smacking of her lips and sounding like many women's voices. "The connection between the Northern Lands and the Chaos Bell is severed, as is any connection between the Chaos Bell and any mortal. The Bell is again guarded and will not appear until another Great Migration is required."

The ruby eared Crone, Lady Watcher, nods at the heroes, speaking in a single clear voice. "You are free to make your own decisions without interference. The others, Else, Alexi, Keela, and Zeoll, have all other destinies and choices that they have made, and continue to live."

Gargul nods, without words acknowledging the absolute truth spoken by the Crones. He looks at Sesha. "Remember, ' I shall judge you in the future on what you, yourself, have done rather than by the many abuses of power conducted by your kin. Your Little Spirit will be your best ally to make sure you stay on my good side...be sure to listen to her advice.'" And he looks at Bosk. "Well Done my good and faithful servant. Remember, do not accept bargains with other powers, for you are MINE!".

And between one breath and the next, Gargul is gone.

Looking about, it is discovered the Crones are also gone.

It looks like the heroes (and the cursed items) are alone at the entrance of the ruined Chapel. A forest is close by to the east, and a walled town to the north. Maybe.... introductions are in order?



Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility]  d8+5=13
Monday July 1st, 2013 5:55:20 PM


Sesha, alone in the silence, looks down at the disc in her hands. She turns it over a few times, then tucks it into her spell component pouch. Perhaps later this disc might serve her. It had been cursed, then cleansed, and present when the Chaos Bell was silenced. Such a trinket did not come along every day.

She looks up at the others in the field. She was saddened her other companions could not join her, but saddened just as much for the apparent loss of the Wemic. Her new company would be sad their friend was gone. And at least, the Crones had hinted all was well in the lives of those left in Bryn.

The young drow takes a moment to consider; She is still with Garret, Cynique, and Anrete, but she did not know what their purpose must now be. Return to Bryn Baraz? Should she return to It'lal? There was a thing Sesha would rather do before anything else. She would know Little Spirit.

The girl sighs, then idly wonders if she is in any danger. Even though it was a short time, she felt safe with Anrete near bye. She remembers a question asked by the friendly seeming Restlin. She answers in her small voice, light by age, not lack of confidence.

"My companion was Alexi Komonv. He was a warrior of Domi and a priest of the same. He sounds much like he might be the same person, as our Alexi was fond of mounted combat."

She again looks at Bosk. How she was dwarfed by the minotaur! She did not fear large warriors, in her days with the Ga'alin she had commanded plenty. But that he was claimed by Gargul... The Witches of the Plains did not have a good relationship with the block headed clerics of that god. They felt that the Shadow was theirs by right, and that Witches, who lived and grew in both planes, were interlopers there. Best to get this out there quickly to see where those cards may fall. Walking near Anrete, Sesha calls out to those she does not know. She figures it best to go ahead and tack on the bloody titles.

"I am Sesha Cha'Kwaina, child of It'lal, and the Drow within that place are my blood-kin. I am Inola of the Ga'alin Tribe, who have raised me. I am pleased to meet all of you in peace. If you have any wounds that need binding, I can see to them. We are here from Bryn Baraz, though my service to that place seems to be at an end. We were asked by Gargul and the Crones to step through the portal. We had to feed the Chaos Bell with our own essences. We were told to expect sacrifice, and I feel it...as I'm sure those who have come with me do as well...a portion of us has been...taken. It will take some time to recover."

The girl fusses over Anrete's burns for a moment, whispering something to the barbarian. Then she looks back to the others, then finally settles her wide eyes on Bosk.

"I am a Witch. You are a servant of Gargul. Will there be any enmity between us? Your lord himself has apologized to me today. I would hope this would be enough to stay any thoughts of purging the unfit blasphemer before she has given you reason to do so...and besides...this next bit may interest even you."

Sesha takes a deep breath. Gods, she felt long winded at the moment.

"Before I stepped through the Portal, I asked a boon of The Crones in return for our sacrifice, and surprisingly, it was granted by Gargul. I was told something of someone very special to me, a spirit to which I owe much. Gargul has told me my Allied Power is dead god, killed during a time of great religious strife brought upon by Marteaus. I seek a place to learn more of this time and my Little Spirit, but do not know where to begin. I don't even know where I am! Who is this god that even Gargul finds worthy to guide a Witch? Little Spirit has brought to me healing magic far more complex than what my tutors and teachers could ever hope to muster. The binding contract she thrust upon me requires that I always heal those in need, even the most bitter of enemies. Her nature must have been pure! Help me know her, Bosk - Cleric of Gargul! And if you cannot help now, perhaps I can aid you in your current endeavors, on promise you will help me in return!"

The young drow stands with small fists clenched, her leather skirts hanging loose and free over her dark skin. Though an eye patch covers one eye, her other shines fiercely. Appealing to a priest of Gargul was risky, but he presented the likeliest source of religious knowledge. She would try anything at this point.

-OOC Notes your PC's may or may not know-

[1]It'lal is the City of the Drow, where the good surface drow have set upon rebuilding their good name.
[2]Bryn Baraz is a mithril mining town in the far south. Its where our closed game, "Uncharted Heroes", was set.
[3]To Anrete, in whisper: "Witches and Gargul 's priests have a long history of conflict. I hope I can rely on you friend, if I anger this one!"
[4]CLW on Anrete, Domain spell so no Ley Check needed. 13 plus 50% bonus from healing domain = 20 HP to Anrete.

Zeoll AC22 with shield, HP48 of 56 
Monday July 1st, 2013 6:18:16 PM


As Zeoll falls into the Chaos Bell, he calls out to his friends: "Farrewell!"

OOC to Kindly DM Steve: Highlight to display spoiler: { Does this mean Zeoll gets to hold onto the Assassin's Blade as he moves on to new adventures ... if only maybe as a (nonmagical?) souvenir of his grand adventure? }

DMSteveK: Sure! nonmagical souvenir.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+7=14 ; d20+4=18 ; d20+4=21 ; d20+16=26 ;
Monday July 1st, 2013 7:48:37 PM

Bosk stares in horror as the spiritual cord that tether's Zeoll's item to the Chaos Bell swerves out of the way, the cord suddenly strengthened as its becomes the last remaining item bound to it. The large minotaur swings around and charges after him in hopes to catching his fellow taur, but he is too late. All he manages to do is get a better view of the wemic as he vanishes from sight. His only comfort coming from the sight of Gimp following close behind the lost adventurer.

It isn't until he hears the Gray Lord's voice that he allows himself to turn his eyes away from where he last saw Zeoll. "Remember, ' I shall judge you in the future on what you, yourself, have done rather than by the many abuses of power conducted by your kin. Your Little Spirit will be your best ally to make sure you stay on my good side...be sure to listen to her advice.'" The cleric listens, unsure what to make of the mention of the "Little Spirit", but it sounds as if he has allowed a spirit to act as Sesha's conscience and keep her on the right track. Before he can reflect on the precious gift Gargul looks at Bosk and continues. "Well Done my good and faithful servant. Remember, do not accept bargains with other powers, for you are MINE!". Before The Horned Cleric can respond the deity is gone and introductions begin.

As Sesha tells her story Bosk listen's with interest to the information about the "little spirit. Enmity? No. I will not deny the fact that our group had a rather unfortunate encounter with several witches in the Sargrass and that I have several fundamental issues with your kind, but if Gargul tolerated your presence and granted you such a boon than I have no place to question his judgement. My particular specialty is helping those unfortunate spirits trapped in our plane to cross over and find rest, particularly those souls haunted by some injustice in need of redemption or vengeance. As for your "little spirit", I am familiar with the religious strife brought upon by Marteaus, but not the Allied Power to which you refer. I will have to pray for guidance on the matter. We typically do not interact with those already in the Land of Rest, but it is a rare honor for Gargul to allow a spirit to interact with the living in such a way. However, as a show of good will I will check to see if I can see this spirit of yours and tell you what she looks like. Please give me a moment while I check.

Actions
------------------------------
Reflex Save to save Zeoll = 14
Knowledge Arcana to recall anything relevant to the "little spirit"= 18
Knowledge Religion to recall anything relevant to the "little spirit" = 21

Sense Spirit (SU): The grim can sense the direction and distance to any disembodied spirit or soul in long range (400 ft. + 40 ft./level), even through material objects. This could let the grim target the spirit's square, but not see it (unless it is within 60 feet). Sense spirit is a supernatural ability that takes a full round action to initiate and lasts for so long as the grim concentrates.

Nail shadow (SU):.../The grim can also see into the Realm of Shadows as a free action at will in a 60 foot radius.
Perception to see spirit = 26

Question for DM
-----------------------
If I do see the "Little Spirit", can I use lvl 2 Partial Dark Walk to take Sesha into the Realm of Shadow for a few seconds to view the spirit herself? She would not be able to interact with the spirit, but the description does not say if if she could see into the Realm of Shadow or not at this level. (If not, perhaps Gargul would make a special allowance in this case).

Darkwalk (SU): The grim can partly or completely enter the Realm of Shadow, for a duration of one minute per level per day....

-At 2nd level, the grim can partly enter the Realm of Shadows, gaining concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks.
-At 4th level, the grim can fully enter the Realm of Shadow and can then see but not affect those who remain in the Wold. This is treated as Etherealness.

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Monday July 1st, 2013 8:32:27 PM

Sesha gets a puzzled look on her face, then speaks again.

"I fear I may have confused you. Witches align ourselves with Allied Powers. They can be many things. Demons, Outsiders, Gods, or powerful spirits. I thought mine, "Little Spirit", was one of the latter. I named her, because she was playful and seemingly innocent. Gargul has since revealed to me she was a God, since slain and allowed her divinity for me and me alone. That is how Gimp tells it, anyhow. My knowledge of religion, and most learned subjects for that matter, is scant and limited to what was learned in the Story Circles. Does a dead God become a spirit? Is that how it works?"

Sesha is pleased to have Bosks knowledge in this matter.

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

Addendum to DM
---------------------------

Sesha's Spirit Familiar, Pot-pot, not to be confused with her Allied Power, can also detect spirits. Sesha can also enter the shadow realm, but through use of Ethereal Jaunt, Plane Shift, or Shadow Walk, if that helps. It's strange how many similar abilities Witches and Grims have.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+4=8 ; d20+4=17 ;
Monday July 1st, 2013 8:48:32 PM

Bosk pauses a moment to think about the matter. He has heard many stories about Gargul's history, the battles of the gods, and even the defeat of gods......

Knowledge Arcana to recall what happens to a dead god = 8
Knowledge Religion to recall what happens to a dead god = 17

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday July 1st, 2013 11:19:57 PM

Zeoll, let go! You're heading straight for the...!

In an instant their friend is gone. The druid's mind is still trying to process the loss of their friend when Gargul tells Gimp to follow, and he slowly starts to realize that not only is Zeoll still alive somewhere, but that one of the Crones and the Bell itself have also vanished.

With the chaos dieing down it seems that people are starting to make proper introductions. Beriothian straightens his white scarf, activating a prestidigitation charm to help clean the sweat and dirt from his brow before introducing himself.

Greetings Sesha, I am Beriothian Galanodel. For years I was a rogue in the region outside of Mud Town, but after experiencing a vision from the Edge itself my eyes started to open. I saw in a new light the way that Hook City bends the Wold to it's own will, controlling even the weather, and the way that the Mudders were trying to scape together a living on the blighted land that Hook City itself had blighted. Not that long ago I realized just how much the Wold was being changed and devoted myself to becoming one of it's protectors. I'm still getting my bearings as a Druid, but since that day I've felt the power of the Wold itself coursing through me and granting me the power I need to protect it.

It is a pleasure to meet you.


Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+14=31 ; d20+10=28 ;
Tuesday July 2nd, 2013 9:00:01 AM

Restlin kicks the ground as his friend vanishes into the portal.

"Damnation! That's three friends gone on this adventure. How are we supposed to get caught up in unnecessary but entertaining fights without Zeoll there to upset every two-bit thug that looks at us funny? You there, witch, can you cast calm emotions?"

The wizard sighs, rubs his face a bit, and seems to move on without any more hesitation (or waiting for an answer).

"Oh well, he's a resourceful taur. He'll be just fine. Oh shoot! I still have this thing, dont I?" he asks, waving the brand around. "Do we really have to head all the way back to Hook City with a cache of cursed and/or evil items? Maybe Peerimus can help, we were on our way to see him anyway." Restlin looks around for the dwarves that lead them this far. Are they still around?

Restlin places the brand gently on the ground, business end down in the dirt, handle straight up in the air. "Seriously, don't touch that thing. It's bad news." He holds two fingers out in a V, points them at his eyes, then points them again at Bosk. He then walks up to each new comer and shakes hands. "You're on the Southern Continent now, in case no one told you. The last northerner we met got on a ship as soon as he was able to get away from this place. Hopefully you'll enjoy your stay a bit more. Don't let my friend Beri here turn you off to Hook City too much. Sure it's a bureaucratic nightmare that charges you three years wages for a loaf of bread, but it's always nice outside and there's no better place to learn magic. Plus, there's always something to do when you're in our line of work."

His ears perk up when Sesha starts talking. "Say, that's pretty neat. You have a dead god all to yourself? Does she cast spells for you? Zeoll told me about this god named Wardd you folks worship up north. He sounds pretty cool, so I decided I'd give serving him a try, and now I can use a bit of divine magic. I don't like it too much, though. It took me a long time, well...not THAT long...to learn magic. Going 'hey Wardd, do you mind healing my friend here?' and having it work feels like cheating, you know? I'll just serve him in my own way from here out out."

Restlin does ponder her story to see if he can figure out what Gargul was talking about.

***

Know history: 31
Know religion: 28


Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Tuesday July 2nd, 2013 12:12:41 PM

Anrete nods his thanks at Sesha-witch before surveying the strangers. He yawns abit as the witch and the minotaur proceed on with their theological "discussion".

Turning towards the wizard, Anrete grins and shakes his hand. "Anrete greets Restlin-wizard. Alexi-knight is a good friend of Anrete. He helped Anrete find Copper!"

The barbarian indicates at a steppe pony nearby who followed him through the portal.

"Anrete doesn't really like wizards unless they are wearing dress. So does Restlin-wizard has any dresses?"

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Tuesday July 2nd, 2013 1:26:03 PM

Listening to the introductions, she notices that a streak of her hair has turned gold, a side effect of her traveling through the bell? Twisting the strand around one finger she stares intently at it, not noticing the golden leaf clutched in her other hand.

My turn? Cyniq al'Lyz, Justicar. Pushing the golden strand back over her left ear where it stands out from her red tresses she addresses the new comers, well technically she's the new comer, Where are we?

Introductions and Next Steps (DM SteveK) 
Tuesday July 2nd, 2013 1:29:30 PM

Sesha and Bosk carefully feel each other out, not really trusting each other but still having the words of Gargul echo in the back of their brains. It turns out they are very different and yet very, very much alike!

Bosk is able to bring up some knowledge of many dead gods. There is Mittri, Jancassis' sisters: Serenbeth, Jantierri, and Karinthis. There is Marteus' brother, Kevintar, and many other Cult Gods that have disappeared from the Wold (ooc: mostly due to trademark issues :-). There is even the possibility that Sesha's "Little Spirit" could be a God of Yore that didn't form with Theon to become Panthenon. The Grim is able to provide great wisdom, but an answer eludes him.
(ooc: Those who wish to know more of the dead gods can visit Woldian Black Cathedral

Beri, Restlin, and Anrete also begin to know each other. One of the most important pieces of information Restlin provides is that Sesha, Anrete, Garrett, and Cyniq are not even on the Northern Continent anymore! They are on the Southern Continent, currently just south of the town of Heranmar (one of the most important towns of a region called the Gateway Downs.) That this particular group of Bosk, Beri, and Restlin have been the Iron Adventurers and are headquartered out of Hook City: The City of Magic.

Restlin also conveys that the Iron Adventurers have just lost their FOURTH friend in a month, the liontaur named Zeoll.

Garrett and Cyniq remain quiet, taking account of their surroundings.

Caius also remains quiet, not knowing either group of adventurers. Yet he did not shirk and helped with defeating the Chaos Bell. But right now he too seems to be a stranger in a strange land.

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

Looking about, it is evident that the nearby town of Heranmar has the militia up on the walls and ready for any attack that may be coming from the ruined chapel where the heroes are currently at. Easy information from the Iron Adventurers tells the newcomers that Heranmar is a welcoming town, though suspicious of strangers. The militia is up on the walls (probably) at the urging of two dwarf brothers, both retired heroes.

Above the trees to the east, a hawk circles. The Iron Adventurers' information about THIS place is that the Wood is the home to a powerful druid, Peerimus, who first sent the Iron Adventurers on their last quest to find a piece of the Chaos Bell. And he promised to help with all of the collected cursed items the Iron Adventurers have been collecting over the past years...

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

All Heroes gain 2,000xp for defeating the Chaos Bell!

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Tuesday July 2nd, 2013 5:59:17 PM

Garret speaks quietly, "The Southern Continent? I had hoped to one day return..." He looks around and notices the missing. He looked dazed as he continues, "I'm from the WIndbourne Hills and never imagined I'd end up so far from...oh, I'm Garret, by the way...who is apparently very, very lost..."

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Tuesday July 2nd, 2013 7:20:54 PM

Sesha smiles at Restlin, instantly liking the mage-priest. She giggles as she answers his questions.

"Yes. I guess I do kind of have a dead god all to my self. Little Spirit does grant me spells, all manner of curatives it would take most Witches a very long time to master. Even more, they are all empowered, healing more than they seem like they should. I wish I knew more about her. Perhaps Hook City can teach me something?"

She turns to Bosk.

"Thank you for trying, you have given me more places to start than I ever could have came to on my own."

She casts a glance at the human, Caius, who had came through and without question aided in the settling of the Bell. She hops and waves excitedly, then takes a few steps towards him, offering a smile.

"Hello soldier. You have not introduced yourself yet. I am Sesha, as you might have overheard. You mentioned seeking Dirt City? Such a name for a place! How were you traveling that you came through the Chaos Bell with the rest of us?"



Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Tuesday July 2nd, 2013 8:46:31 PM

Beriothian turns his head toward the soldier.
Wait, your didn't come with the rest of them? I just sort of assumed you all came from the same place... well, that's the chaos bell for you. It's good to meet you friend.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Tuesday July 2nd, 2013 10:08:58 PM

Restlin grins back at Sesha. "Well if there's a place to learn about it, it's Hook City. That place has everything. Speaking of which, the longer we sit here and chat the longer it takes me to get back to our tower. Since you folks came through here because of the bell, perhaps you'd join us in wrapping this soiree? This Peerimus fellow does amazing things with roots. You almost forget you're eating on dirt. Almost..."

Then, to Bosk. "Hey, what do you think happens to the Crones when one of them gets sucked through a portal? The rest didn't seem too concerned, nor did Gargul...but really, I can't imagine anything startling him."

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28  d20+15=20 d20+15=33 d20+15=24 d20+15=24 d20+15=26 d20+15=26 d20+15=23 d20+15=19 d20+15=18 d20+15=31 d20+15=27
Tuesday July 2nd, 2013 11:48:27 PM

As the bell disappears and the dust settles, Caius looks around with a mixture of interest and befuddlement. He turns to Sesha and Beriothian, "I am Caius. Color Sergeant Caius Varo of the Mailed Fist. Tiger Regiment, Spear Company, C Troop, 1st Heavy Infantry." He continues to look about the strange sights of Hook City as he speaks. "We were stationed in Dirt City, en route to an assignment to deal with marauding goblins in the farmsteads south of the city. We... we were on leave. I was drinking at a tavern, had too much, and fell asleep at my table. I woke at last call and stumbled out. I turned a corner, and a shimmer door of silver and every color I could imagine blocked my path down an alley. I... I stared at it a moment. Then a tentacle made of liquid silver reached out, grabbed my wrist, and yanked me through." He looks at them again and shrugs. "And now I'm here. Where exactly am I right now?"

=================
Armor Crafting

For the sake of brevity (because I don't feel like calculating dozens of Craft skill checks), I will roll for a month's worth of work rather than a week's worth of work.

Item Price 1,500gp = 15,000sp
Item DC = 10 + AC Bonus = 19
Masterwork Cost = 50gp = 500sp
Masterwork DC = 20

1. 20x19x4=1520
2. 33x19x4=2508 (4028)
3. 24x19x4=1824 (5852)
4. 24x19x4=1824 (7676)
5. 26x19x4=1976 (9652)
6. 26x19x4=1976 (11628)
7. 23x19x4=1748 (13376)
8. 19x19x4=1444 (14820)
9. No progress, no loss.
10. 31x19x4=2356 (17176)

Fullplate armor successfully completed.

1. 27x20x4=2160

Masterwork quality successfully completed.

co-DM SteveK ooc: These were rolls that Tanner did for Caius' backstory armor, before he joined the team. Thanks Tanner! :-)

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+4=18 ;
Wednesday July 3rd, 2013 12:58:00 AM

Bosk shrugs. I don't know much about the Crones. I came here from the Taur Islands and am relatively new to the Southern Continent myself. From what I have heard, I believe the crone that was sucked in wit Zeoll was the Lady of Sorrow. She is said to be the oldest of the crones and has the ability to see into the future....I guess she didn't see that coming....unless she already made arrangements with Gargul...

It is good to meet all of you. It seems the gods, powers, and ancient artifacts have brought us together, and I am not the type to pass such things off as coincidence. We need to meet with a Druid named Peerimus before we head back to our tower in Hook City. You are welcome to join us if you wish. It would seem we have several newly vacant rooms available and we have been able to make decent living as a protection group with in the city. We have also stumbled into the unofficial role keeping cursed objects out of the hands of evil people.


Knowledge Religion = 18

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Wednesday July 3rd, 2013 2:17:43 AM

Sesha considers the invitation, the wistfully looks back at Garret, Cynique, and Anrete. Hopefully, they would come too...

"Bosk speaks more than one truth. I come from a portal and meet both a Mage-Priest and a Grim, neither of which are hunting me. This alone shows the Chaos Bell has earned it's name. Consider me pleased to meet Peerimus. I would like to hear of the Chaos Bell on this side of the portal."

Sesha wanders around the meeting place for a little bit, watching the others mingle. Her wide brown eyes sparkle, then for the first time since arriving through the bell, she sighs and trudges towards Cynique. She keeps her voice fairly low, in an attempt to keep the conversation semi-private.

"Are you okay? You seemed greatly injured by the Travel. Is there something I can do for you? And.. your hair. That was not like that before, was it?"

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Wednesday July 3rd, 2013 2:26:09 AM

Instead of taking 11 weeks to make your masterwork full plate, you could as the wizard to cast fabricate. Same cost, 1 second

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Wednesday July 3rd, 2013 7:58:34 AM

When the locals mention a tower, Garret blurts out, "A tower? Neat. We had an inn...well, it was a nice inn. And our statues. I think I will miss the statues that they made of us. Every time I walked by there, I laughed, thinking about Keela trying to decide if her butt was too big in the statues."

He looks of into space for a moment, remembering the town, then he blinks and continues, "But tell me about this tower. What do you do there? Are there a lot of rooms? Does it get attacked often? Did you build it? Is it in Dirt City? Why would someone name a place 'Dirt City?'"

IMPORTANT STORY INFORMATION and Meeting Peerimus (DM SteveK) 
Wednesday July 3rd, 2013 9:44:48 AM

Cyniq quietly introduces herself, the elf carefully observing her surroundings.

Garret speaks quietly introducing himself and realizing he is very, very lost. The irripressable halfling quickly latches on little bits of information, looking to learn more about the Iron Tower, Hook City, and Dirt City all together.

Sesha smiles at Restlin, instantly liking the mage-priest. As she talks, the incredibly charismatic Witch seeks to bring others into the conversation; Bosk, Cyniq, Caius...

Beriothian is surprised that Caius is new to everyone except Caius. That's Chaos for you!

Restlin sees a kindred spirit in Sesha, but is quick to get back on subject, the scattered cursed items, seeing Peerimus to wrap things up, and then getting back to civilization!

As the bell disappears and the dust settles, Caius looks around with a mixture of interest and befuddlement. He introduces himself short and to the point, a military man through and through. Those from the Northern Continent need only think a bit to understand his references to Hook City. Still a little befuddled, mistaking the little town of Heranmar a mile to the north as the fabled Hook City, he gets to the point. "Where exactly am I right now?"

Bosk, a recent newcomer to the Southern Continent himself, has no idea about bargains between Powers and Dieties, and gets on to more mundane things. He greets the others, mentioning that this could hardly be coincidence. He sums up that the group was going to meet with Peerimus the Druid, then get back to Hook City where the Iron Adventurers have made a tidy living as local Protectors and unofficially keeping cursed items from the wrong hands. Like these on the ground.

Sesha considers the invitation, then wistfully looks back at Garret, Cynique, and Anrete. Hopefully, they would come too...

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

While the introductions continue, Bosk, Beriothian, and Restlin carefully gather up the cursed items (which had chaotically gotten here instead of locked up in the Iron Tower where they were) and place each of them in a Bag of Holding for safe temporary storage. There is one item missing, the Wooden Disc that Sesha had last been holding...

Information and knowledge among the group eventually gets out and the following baseline info is shared:

- DIrt City, Windborne Hills, and It'lal general information is shared. (See Woldian Geography)

- The eight heroes are currently at Heranmar in the Gateway Downs. Specifically, at the Ruined Chapel to the South of the town.

- Restlin shares in their spare time a treatise the group recently found called The Mysteries of the Southern Continent by Sandifurr, Hinder, and Lark

- Their base is a marble tower called the Iron Tower which is located in Hook City nearly on the border of two neighborhoods; Labortown and South Hook. The immediate neighborhood is unofficially called Tower Square, and the Iron Adventurers currently have very good relations with most of the locals.

- The immediate concern for the Iron Adventurers (and Cyniq, Sesha, Anrete, Garrett, and Caius if they want) is to meet with Peerimus the Druid to get their reward for stopping the Chaos Bell from interfering with the Gateway Downs region.

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

The heroes are all saved from immediately deciding what to do with the approach of a human man with disheveled hair in massive dreadlocks, and a Large grizzly walking beside him. The hawk continues to circle above. The Iron Adventurers immediately recognize him as Peerimus, once the leader of the famed adventuring group Children of Chaos, and now retired but keeping interested in what goes on in the region of Gateway Downs.

"So. Threshold is safe? And so is Heranmar? And you do not have the Mark of Chaos upon any of you? Good." The older druid direct and to the point as always, stops and waits for any of the heroes to have their say.

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

OOC: Cyniq, Sesha, Garrett, and Anrete: Jerry has decided to give you the option of going back to 11th level if you wish. If you want, JonTarry and I will run a split campaign with Cyniq, Sesha, Garrett, and Anrete at 11th level and Bosk, Restlin, Beri, and Caius at 10th level. Those at 10th level will get double xpoints per scene until both groups are caught up, then we will move ahead as normal.

(I have a role-playing way to make the change 'in story'.)

William, Jeff, KenK, and Ezra: tell us what you want to do! :-)

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Wednesday July 3rd, 2013 9:52:24 AM

"Dirt City? Sounds ghastly. There's a Mud Town outside of Hook City, but I think everyone's getting a bit confused. We're not IN Hook City. We're not even near it. It's several days away. That town over there..." Restlin points to a modest, but large town over yonder before continuing, "is Heranmar. Not a bad place, but it's no Hook City."

He turns to the halfling, "No, it doesn't get attacked often. We're well liked by the peoples of Hook City, at least most of them. Heck, were it not for Kyan's loogie heard round the world, we'd be fabulously wealthy for the heroics we provided. We've had some tussles with other protection groups in the city, but they were either misunderstandings or said protection groups had it coming.

Restlin continues. His ability to speak without pausing to breathe is remarkable.

"In fact, that's kind of what started our latest adventure. This new protection group was trying to shake down the poor and downtrodden of Mud Town. Gives the rest of us a bad name, you know? We're here to keep people safe from those who would do them harm, not keep them safe from ourselves. Anyway, they won't be bothering anybody anytime soon.

"Speaking of bothering people, let's get moving to Peerimus' grove. Those dwarven brothers can catch up once the Heranmar militia cools down."

He falls in line next to Sesha. "You know, I don't think anyone's ever called me a priest before..."

EDIT: Darnit, beat me to it. Pretend this was posted before the DM post.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Wednesday July 3rd, 2013 10:02:34 AM

"Threshold is as miserable as always, but Trella was dealt with and Wyaar stayed behind to try and make the town a nicer place to live. I'll miss him; he was good to have in a fight and not as stuck up as you'd expect a paladin to be. Of course, he was a paladin of the Fey Queen...Anyway, things do seem to be ok now." He looks behind himself. "Yup, Heranmar's still ok too."

He turns to the newcomers. "Oh, this is Peerimus. He's kind of a big deal around these parts, but he's a nice enough person."

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Wednesday July 3rd, 2013 10:55:14 AM

"Anrete greets Caius-sergeant! Ye sound alot like Alexi-knight.", Anrete greets the newcomer.

~

"Anrete greets Peerimus-dreadlock!", Anrete hails the druid. "So Peerimus-dreadlock is the local pack leader? Anrete is new here."

----------------------------------------------
OOC: I am fine with both alternatives. I will let the rest decide.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Wednesday July 3rd, 2013 11:09:04 AM

ooc: To clarify, I believe we have a stone tower with tons of marble. The nick name "The Iron Tower" refers to it belonging to the Iron Adventurers, not the material the tower was constructed with.

The attached map is just the first floor and potential servant's quarters. Our individual rooms are up the stairs by the bar, but I haven't had time to add the bedrooms yet.

co-DM SteveK change made. Now reads "marble" tower. :-)

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Wednesday July 3rd, 2013 3:27:00 PM

Sesha watches Peerimus as he approaches, glad to have Restlin and Cynique near. Judging by the size of the bear that followed the Druid, he was well along in his power. The young drowess takes a step back, then appears puzzled.

"Mark of Chaos? What is that?"

It might be rude to question him, she thinks. After all, he doesn't know her or anything about her. But she is standing near enough to Restlin that he could assume comradery. She watches his animal companion, and idly fingers the black iron loops that connect her spirit familiars vessel to the rest of her gear.

She thinks a moment on the wooden disc she has kept as a tinker component. Peerimus could probably tell her more about it. She would wait for now, and ask later.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+16=35 ;
Wednesday July 3rd, 2013 3:30:27 PM

The Horned Cleric begins counting as he safely and securely wraps up the cursed items before placing them in the Bag of Holding. One...Two...Three..Four...Five...Six...Seven... .... ...!!! Sesha, do you know where the wooden disk you were holding onto went? It seems to be missing! Bosk immediately begins scouring the area for the lost object, his keen eyes penetrating every possible hiding spot.

Perception to find the Wooden Disk = 35!

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Wednesday July 3rd, 2013 3:35:49 PM

ooc: Was the wooden disc the teleportation circle that led to the temple of the Illithid which Beri removed from the floor of the wardrobe? If not, how big is it?

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Wednesday July 3rd, 2013 4:16:46 PM

Cyniq quirks a smile down at Sesha, aye, 'twas a product of Chaos. Know not if it will grow out. Waht say we see what trouble two elven ladies can get into?

Not sure of what use it will be, Cyniq drops the golden leaf into a side pocket of her haversack.

Dirt City? What kind of name is that? Kind of like calling a planet "Ground".

**********************
Having recovered from her ordeal with the Chaos Bell, Cyniq followed along with the others as the group traveled to Heranmar. The trip gave her an opportunity to settle into the new climate and consider how she would serve Pantheon here. Don't recall hearing of a temple in the south, probably need to see what they've been doing to adjudicate crimes...

Realizing that she had been gathering wool, she jumps into the conversation

I haven't had a bed with my name on it in WEEKS. Do you know what that does for my complexion?


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday July 3rd, 2013 6:40:55 PM

ooc: post coming a little late tonight, need to make some corrections to my character sheet and finish cleaning out my magical items.

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Wednesday July 3rd, 2013 9:10:08 PM

The young drow looks at Bosk, with an expression somewhere between innocence and confusion.

"Is the disc terribly bad? I have it, stowed away. It seemed such an innocent trinket, without the Chaos Bell yearning for it. But such a thing! Cursed, craved by a Bell, then stripped of it's power. It seemed as if it could be a wonderful component to play with...we Witches can tinker with magic by using outstanding magic components if we find them. I thought perhaps it might add a wonderful bonus to a Barkskin spell. Or maybe it might add something special to a Plant Shape spell. If there's harm in keeping it you can certainly have it back."

She looks somewhat saddened, as a collector might when asked to give up a rare piece of his horde.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Wednesday July 3rd, 2013 10:28:58 PM

Caius shrugs. "I didn't name Dirt City. If I did, it would have been something more tourist-friendly. Like Whiskeytown or Baconville or Free-whores-on-Tuesdays-burg." He sighs. "Sounds like I'm not reporting for duty any time soon. A bunk sounds very inviting right now." He joins the group as they make their way toward Peerimus and the tower.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Wednesday July 3rd, 2013 10:37:13 PM

The bond between the cursed objects and the bell has been broken, but I believe the items themselves are still cursed. The teleporter belonged to power illithid and its demigod and can force people to use it to enter the Illithid's temple. It needs to be placed a special vault for all our sakes. We also promised Peerimus we would secure them in the vault he is helping us build to supress thier powers.

Back at the tower I may have something safer for you to play with. When we first bought the tower we found a ring on it that used to belong to someone very powerful in Hook City ages ago. His name was Malaphaz. Despite being dead for aged he was able to lure us into the ring to entertain him in a gladiator style arena battle. This was where we found Alexi imprisoned. While in there we defeated several champion skeletons he made that had black long swords of some unknown and unidentifiable metal fused to thier wrists instead of hands. I saved these swords. They have a faint evil aura, but they are not cursed. Would this be of use to you?


ooc: The swords have NO value, but Bosk keeps them as a momento and uses them for decoration.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday July 3rd, 2013 10:40:44 PM

Beriothian smiles at the thought of Baconville. A whole community where the houses are made out of sides of bacon weaved together, a land where there is no fighting because everybody is fat and happy. It was actually a recurring dream the druid had at night. Shaking the images from his head, Beri returns to the conversation.
Since the bonds to the bell have been cut they may no longer pose a threat, but we really should have them examined first to know for sure. That disc in particular led to some pretty horrific events that would disturb any man with a conscience, and I know the events weighed especially hard on Bosk being an avenger.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Wednesday July 3rd, 2013 10:49:12 PM

Bosk shoots Beri a murderous stare. It seems that killing the demigod broke the unwritten and unspoken rule that the events of that day were not to be spoken of. The things they were forced to do.....the unspeakable and unforgivable acts...that poor little girl....so innocent....

In a less than friendly voice the cleric replies, Vengence has been served.

ooc: Did I miss something about the curses being lifted?

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Thursday July 4th, 2013 12:50:28 AM

Sesha is smiling at Cynique as Bosk approaches her. She fishes through her component pouch and offers the disc to Bosk, pointedly not asking about the glare between him and the druid, Beriothian. He might be touchy, this Minotaur.

"I didn't know they were so dangerous. I should have been more careful. I wonder.."

She reaches into the area around her and taps a small amount of magic from the shadow realm. She casts a detect magic spell, curious if the disc gives off any aura at all. Whether it does or does not, she hands it gingerly to Bosk.

"Thank you for the offer to study the skeletal champions swords! I'll consider it a worthy trade."

The little elf smiles, but is inwardly a tad crestfallen. She should have been more careful with the wooden disc, both in how she procured it and in her efforts to keep it. Still, black arm-swords from skeletal champions sounded interesting enough.

She takes another moment to consider Cyniques words. She called her an Elf, which she was, and not "Drow", which she also was. All in all, she was feeling pretty good about her change of scenery.



Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Thursday July 4th, 2013 9:34:26 AM

The talk and cursed trinkets bores the barbarian. "Why don't ye just smash them all? Anrete has a big sword!"

OOC: Releveling means we keep everything or do we need to still redo the equipment to match the treasure limit? Haha. Cuz if so, I am kinda lazy to redo my equipment again.

Peerimus and Reward (DM SteveK) 
Thursday July 4th, 2013 11:29:28 AM

Restlin give a quick overview of the last month's work by the Iron Adventurers, and introduces the others to the Druid, and vice versa.

Anrete greets Caius-sergeant, and Peerimus-dreadlock. He is content to be with the group for now.

Sesha watches Peerimus and puzzles over what is a 'Mark of Chaos', already god-touched to make her way in the Southern Continent.

Bosk asks Sesha about the wooden disk, the teleportation circle to the Illithid's Temple. Try as he might, the Grim cannot find it in the grass... Secha tells Bosk that the Witch has it stowed away, and since it is presumably stripped of power, she may be able to Tinker with it to enhance her spells. If there's harm in keeping it Bosk can certainly have it back. Bosk does ask it back, not only that they promised to protect the items, but that no one has yet VERIFIED if any evil, curse, or magic is still about the items...

Cyniq recovers from her ordeal with the Chaos Bell, she waits at the Ruined Chapel as Peerimus the Druid approaches and speaks with the group.

Caius shrugs, explaining more about Dirt City. As he can't be reporting for duty any time soon. He joins the group as they speak with Peerimus.

Beriothian thinks the items should be examined first to know for sure. That disc in particular led to some pretty horrific events that would disturb any man with a conscience. Bosk only mutters "Vengence has been served."

Sesha casts a simple shadowy Detect Magic and is rewarded by learning the disc is still magical.

Anrete suggests the easiest way to take care of the magical cursed items is to cut them into little bits... and he is the one to do it!

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

OOC: Only Sesha(KenE) has expressed interest in returning to 11th level. Yes? If so, we'll all stay at 10th .

Peerimus nods. His large bear stops and scratches its ears. "Back as it should be. Good. Keep those cursed items safe, and I will contact companions who will meet you at your Iron Tower to build the Magic Storage Unit. You have certainly proven yourselves true and resourceful, and worthy champions of the Southern Continent."

The druid nods politely at the new heroes, and explains to Sesha. "A generation ago, the Chaos Bell was discovered and rung in the basement of that ruined Chapel. From that time until the end of the Great Migration 5 years ago, a group of heroes were marked with Tattoos. These Marks of Chaos continually changed and sometimes affected the heroes lives in strange and unexpected ways. But I see none of you have the Marks that I and my companions wore for many years. You are free."

The druid smiles. "Well met, all of you. For your heroism, rest at the INN of Heranmar. Give the innkeep, Chester, this acorn, and he will know I will cover all your boarding costs." Peerimus gives them a single golden acorn.

A job well done, the heroes can look forward to a week's rest in Heranmar, a week's travel, and then the wonders of Hook City!



Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Thursday July 4th, 2013 7:54:21 PM

Garret's eyes follow the conversation around, and he continues to ask questions here and there, "So why is it named Hook city?"

When the chaos marks are mentioned, Garret looks up and down his arms, almost seeming to count the various tattoos. He turns around and says, "Hey, can you check my back for one of them? If its small, it might blend right in." Various tattoos do spread from his arms and shoulders across his neck and down his back.

OOC:
10th is fine, I've already come to grips with the loss... :)

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Thursday July 4th, 2013 8:45:38 PM

Beriothian smiles and turns towards Garret. During his time in Hook City he's heard the story of The Hooks many times, and has even found himself recounting the tale to visitors on numerous occasions.

It's funny that you ask that. We've been living in a haunted tower in Hook City for a while now, and I've noticed that the first thing everyone wants to know about the city is the story of "The Hooks". The Hooks dominate the skyline, the trade, and is the center of the very lives of the inhabitants of Hook City. When you look at the sky the first thing you notice are four giant hooks suspended in mid air holding up "The Bridge". No one knows where they or the bridge came from, but both are magical in nature. The Bridge is also the richest and most prestigious market The Wold has ever known. This structure separates the mighty city into three regions: The Northhook Cityscape, The Bridge, and The Southhook Shore Cityscape.

Beri posting for Bosk 
Thursday July 4th, 2013 8:53:05 PM

ooc: James sent me a note saying he doesn't have internet access at the moment, so I am posting for him.

Bosk's demeanor softens as he turns form Beriothian to Peerimus.
Thank you for your kindness, we are glad to have been able to play our roles in protecting the Wold from the Bell being rung before it's due time. I'm sure we could all use a good nights sleep after the excitement we've had the last few weeks.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Thursday July 4th, 2013 11:30:55 PM

ooc: Happy Independence Day! No posting today. :)

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Friday July 5th, 2013 7:33:32 AM

Garret responds to Beriothian, "So the hooks have just always been there? And what haunts your tower? Do you see it often? Is it nice?"

Peerimus and Reward (DM SteveK) 
Friday July 5th, 2013 8:29:18 AM

ooc: US Independence Day is NOT a no-post day.
The only days designated as not required posting days (always can still do optional) is 2 weeks between Christmas and New Years. The Wold is International, with several players each in Canada, Mexico, Europe, and Australia (pardon me if I have left anyone out.) If we shut down for every nation's holidays, we'd never get anywhere! :-)

There are times when someone isn't able (or has other commitments) to post. Woldians who observe Judaism for example may not want to post Friday dusk to Saturday dusk. If Guy Day is in your considered Most Important Holidays, then you can make the choice to not post. Just don't expect the rest of the Wold to stop until the next day.
.......................

Garrett and Beriothian talk about Hook City.

Bosk thanks Peerimus for the honor, the gift to be delivered at the Iron Tower, and the more tangible one of the golden acorn to give to Chester who runs the INN at Heranmar. He then, with ALL the cursed items in hand (except for the Assassin's Dagger that was dragged with poor Zeoll to wherever he is), chivvies the others into moving towards Heranmar for a weeks worth of rest.

Heranmar is the premier port town of all Gateway Downs, and is the closest port to the Northern Continent, but still numbers less than a thousand souls. While most commerce, regionally and between the Northern and Southern Continents goes through Hook City because of the facilities there, Heranmar's harbor is always busy. The town is protected by a strong stone wall and well-trained guard, both courtesy of two dwarf brothers that are held in high regard in the town.

The Iron Adventurers and Guests walk to Heranmar and enter. Upon the approach, one can notice a lot of activity at the Quarry, a deep-bass roar of a dwarven overseer cutting across the fields as the party walks down the North Road. This is in fact the first hint that Heranmar doesn't like to change. Clearly the "north road" is an east-west road, but the people of Heranmar haven't changed the name even though the Great Migration has changed the directions of the land!

On entering, the group is easily able to see "Savin's Monk School" at the first cross-roads. Taking the seaward walk near the Heranmar wall, the Iron Adventurers are quickly able to walk through most of the town. They can hear fishermen hawking their wares outside the seawall and see there are two ocean-going vessels in port, their masts standing proudly over the wall. They pass the Quendeck Mansion, now the seat of government in Heranmar. Snuggled up close to the South Gate (which points West) and the Guardsman's Barracks is the INN at Heranmar, and across the way is the General Store (with its backroom that leads to the Catacombs). In one of these two places, the Iron Adventurers are able to find just about anything they are looking for.

The Innkeeper, a fat, bald, happy man named Chester is more than happy to accept the small golden acorn for a week of fine meals, hot baths, and soft beds at the INN. He banters about stories of what has gone on since the Iron Adventurers were last through his establishment, and what may be on the road to Hook City in this season. He prepares a regional specialty, Stingroot, which is quite flavorful but the spiciness brings tears to the eye!

The General Store manager, a waif of a girl named Holly,is exuberant and happy to be conversing with just about anyone, is also content to sit outside her shop and engage passersby in conversation. The hard part with Holly is to get her to STOP talking!

A nearby Stable stands, and has horses, tack, saddles, and carts or wagons all for sale at the usual prices.
............

ooc: planning to move on to Hook City starting Monday unless anyone has a dreadful need to stay in Heranmar.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+17=25 ; d20+17=19 ; d20+17=22 ; d20+17=29 ; d20+17=18 ;
Friday July 5th, 2013 9:11:52 AM

Garret's question stops Restlin.

"Hey guys, we kind of relied on Zeoll to keep the girls happy. They may not be pleased that he's gone." The wizard turns to Garret. "The ghosts of two little girls haunt the tower. They and their families were killed inside and they remain. They can be...unpleasant to some, but they adored Zeoll. They left me flowers one time after I tried reaching out to them, but they've never spoken to me.

"Without Zeoll there, maybe it's time for Bosk to do his thing and send them to the Land of Rest."
He turns to Bosk and Beri. "What do you two think? This isn't something we can discuss in the tower, so we should have a plan returning home. I'm not playing tea-time with a minotaur..."

That unpleasantness aside, Restlin intends to make full use of a week's vacation in Heranmar. The wizard immediately heads up to his room with the request that a bath be drawn for him. He adds some lavendar oil to the bath and soaks off the road until the water turns tepid. He is positively oozing with contentment when he returns downstairs to eat and talk with his new companions.

His robes are gone for the moment; their enchantment is very useful for travels, but he prefers to not dress as a stereotypical wizard when he's off the job. His clothes are perhaps a hair above his station, but he wears them with enough aloofness to make it excusable.

He will spend a week enhancing the enchantment on his Ring of Protection. He decides to move things as quickly as possible so it can be finished by the time they leave for Hook City.

DC=19: 5+9(caster level)+5(rushing). Roll is 25 (success).

He also takes the time to copy the arcane scrolls they found in Trella's horde into his spellbook.

Understanding checks
Mislead (DC 21): 19 - fail
Permanency (DC21): 22 - success
Dimensional anchor (DC19): 29 - success
Secure shelter (DC19): 18 - fail

What the heck? 2, 5, 12, 1? Anyway, Restlin copies Permanency and Dimensional Anchor into his book and saves the other scrolls for when he's back in Hook City.


During the evenings, Restlin goes out of his way to meet the newcomers. He seems to get along famously with Sesha, perhaps because of their relative youth.

He takes an immediate liking to Anrete and his unique way of speaking. Garret's movements fascinate him; Restlin's spent a good amount of time learning acrobatics at the WLA, but this Garret fellow makes him look downright clumsy.

He wonders how Caius will fit in. A former town guard in the Iron Adventurers? He recalls some of their...extralegal entrances into residences of the city. Still, the stoic soldier will probably fit in well with Hook City's rigid atmosphere.

,,,and Cyniq? She seems tough to figure out. Restlin suspects that's no accident. Oh well, they'll have plenty of time to get to know each other.

Restlin will regale his new friends with stories of their adventures, his life as an apprentice, the interesting bug he found on the window sill the previous evening, or whatever else floats into his mind.

He will ask Sesha if she'd be so kind as to show him her abilities with potions. He's never seen a witch in action before. He'll purchase or help collect whatever materials she needs, of course.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+7=19 ;
Friday July 5th, 2013 12:18:09 PM

Anrete wanders around with Copper and listens quietly as his new companions speak of their experiences and their strange city. Mildly intrigued by their haunted tower, Anrete looks forward to visiting the Iron Tower.

The lanky barbarian spends his week concocting some new dishes from the local fauna and vermin he found in the vicinity. Adding plenty of spices into his strange-looking stew, Anrete goes around handing out bowls of his special stew during dinner, including the talkative Holly.

--------------------------------------
Craft(Cooking): 19

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Friday July 5th, 2013 12:28:45 PM

Cyniq is surprised by the number of people connected with the WLA, Seems we have more in common than an affinity for Chaos. She flips a patch on her gear strap that rides from her shoulder to her waist, revealing a silvered journeyman's pin. Be there an outpost here?

Cyniq asks Bosk This 'Hook' place, this is where ye are building your vault? Ye have that many cursed items about?

Thank ye Master Peerimus, I be sure te appreciate thine generosity.

Cyniq doesn't take long to set herself up in a corner of the Inn. Each morning she spends four hours in a Cradle pocket, enhancing her gear. After lunch she places the silver circle and hammer broach from her jacket on the table before her, announcing that she is available to adjudicate disagreements. In the meantime she spends her time writing in her journal of her recent travels and exploits.

Still reviewing gear. A week of crafting should help with that.


Heranmar Addendum (DM SteveK) 
Friday July 5th, 2013 1:49:38 PM

Turns out that there IS a WLA Outpost in Heranmar! Small, no more than a couple rooms and an open-air salle, it keeps up with regional news and brings in local experts when traning is needed. Cyniq immediately can learn that the largest WLA conclave in the Southern Continent is in Hook City.

What is more, the ONLY known Star Mages enclave in the Southern Continent is also in Hook City.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Friday July 5th, 2013 4:27:19 PM

Bosk smiles as Cyniq reveals the silver WLA pin, a mirror image of his own. There us a WLA outpost here in Heranmar as well as a large one in Hook City where we reside. I need to go there myself, if you want to come with me. I am long due for some training. After that I have a couple magic items I need to finish working on. I'm afraid my tools are too large for you all to use, but you are welcome to use my anvil if you like and I will be preparing plenty of casting of Rose's Temperature Control for my work, should you all need it.

ooc: I am out of town at the moment, but will be back on Monday. I plan do use as much of my time as possible, other than what I am spending at the LA, crafting. I will make the rolls for those items on Monday, when I am not trying to calculate the rolls on my phone.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Friday July 5th, 2013 5:16:40 PM

Garret travels with the others to the town. Once they have settled in at the Inn, he moves to the harbor. He stops and gazes out at the large body of water. He asks a nearby sailor, "What is that place called? I've never seen so much water that you cannot see the other side." He often stops on the stoop with Holly to ask her questions about the place, and to listen to her endless talk.

He spends a good deal of time staring out at the water and watching the large ships in the huge body of water. Many afternoons he just sits on a hill and stares out in the water. Other times he asks the various people loading and unloading the ships where they are going or where they have come from. He purchases a few different items from the port vendors, taking them back to the inn, asking Chester to prepare them, as he's not experienced them before. He is sure to ask Anrete to join him when he finds a new dish.

Finally he makes his way to the place labeled "Savin's Monk School." He introduces himself as Garret and says that he has a little training in the way of the monk. He would like to watch the training that is happening and offer his services if he can help.

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Friday July 5th, 2013 9:46:03 PM

Seeing Anrete pacified and that her prior companions are indeed coming along as well, Sesha is able to relax a little. The story of the two little ghosts in the tower catches her interest immediately.

"Have they named themselves? What happened to them? I could try to befriend them, but the decision should be Bosks. I am new to your home, and probably shouldn't be making any decisions on how it is ran yet."

When Restlin asks for Sesha to demonstrate some potion brewing, she is more than happy. It had been a while since Pot-pot was asked to do anything.

"What kind of potion would you like? Pick a good one, because you can use it more than once." The young drow smiles at the Mage-Priest, raising an eye at his fine clothes. "Something that seems to suprise most others is that I can make a potion very ..." The little one thinks for a moment, trying to find the right word in common. " .. heavy. You can use it up to three times before it goes away. I do not have to make it this way but most prefer it. Before coming through the portal I could make fantastic potions of nearly any spell. Since coming through, I fear I am limited to minor magics."

She then takes a minute, talking about the spells she can cast. She sticks to describing the effects, and letting Restlin sort out what it's proper name may be.

(ooc: lack of formal education and a moderate int. limit her here. Here's the witch spell list. Pink spells are gained earlier than wiz/clr counterparts. Greens are later. Sesha's heal spells are on par thanks to the healing domain. https://spreadsheets.google.com/spreadsheet/pub?hl=en&hl=en&key=0At3oFFmFzQwpdG5OaGwxc1FkMTJrZGRxeFktWGk0WFE&output=html. She can brew up to 3rd level. Next level it will be 6th. Potions can have up to 3 charges.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Friday July 5th, 2013 10:16:40 PM

Caius seems out of sorts as he is suddenly bereft of the structure and regimentation of his life in the Mailed Fist. He takes to drinking, not knowing what to do with his time during the day. After two or three days of living at the tavern, he feels his boredom coming to a head. He finishes his drink and slams his mug down on the bar upside-down. He moves to the center of the room and starts moving chairs and tables to form a space in the middle of the common room. He drops behind the bar and grabs two mops. He leaves two silver pieces on the bar as he walks back to the center of the room. He calls out above the din of the crowd. "Alright, civvies! I'm bored." He snaps the mop over his knee, breaking off the head and leaving the long handle intact. He swings it with casual ease in his hands to test the weight. "If any man here can best me at staves, I have ten gold pieces for his pocket. So are Heranmar men warriors or dandies? Because to be honest, I've had some difficulty telling men from women here on the Southern continent..."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Sunday July 7th, 2013 9:53:51 PM

A smile creeps across Beriothians face as the bored Caius displays his act of bravado. The druid orders a dark stout and prepares for a show, thankful that on this rare occasion he can just watch as someone else takes a few lumps. The Mailed Fist has surely left Caius prepared for anything he may face, but from the looks of the guard on the wall when they entered there are surely a few in this town that could give him a run for his money.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20-2=6 ; d20-2=4 ;
Monday July 8th, 2013 8:53:52 AM

Restlin wants to know what this brash newcomer is capable of. Maybe it's the 2 glasses of wine he's imbibed, but he figures a few bruises is a small price to pay for knowing what this guy's capable of in a fight.

"Pardon me, dear," he says to Sesha. "I have to go let your friend whoop me in public for the sake of knowledge. The things I do in the pursuit of learning..."

"Good sir! It seems as though manners are in short supply where you hail from." Restlin hops down from his barstool and goes to meet the towering man in the center of the tavern. He swears he didn't look quite so large from the bar. Oh well, fortune favors the bold.

The wizard priest of Wardd snatches the second mop and attempts to break it over his knee as Caius did, only to have it bounce off ineffectually (STR: 6). "Ah yes...sturdy wood 'round these parts." He tries again with even less success (STR: 4..ha!).

He looks cross at the mop for a moment, then walks over to Caius and hands it to him. "If you'd be so kind as to break this mop so that I might teach you a lesson in appreciating new cultures with it, I would be ever so grateful."

Heranmar Addendum (DM SteveK) 
Monday July 8th, 2013 10:53:58 AM

Restlin worries about Garret's question and the two girl ghosts in the Iron Tower. The team kind of relied on Zeoll to keep the girls happy may not be pleased that he's gone. Maybe it's time for them to go to the Land of Rest. That unpleasantness aside, Restlin makes full use of a week's vacation in Heranmar. Extravagent baths, meals, beds, and good conversation makes him think he is almost civilized again!

He spends 4 days enhancing the enchantment on his Ring of Protection, and at the end, his Spellcraft and ability to Forge a Ring is successful!

Anrete wanders around with Copper and concocts new dishes from the local fauna and vermin he finds in the vicinity. He urges everyone to try his Mean Weed Rat Stew. It's not bad!

Cyniq is surprised by the number of people connected with the WLA, and doesn't take long to set herself up in a corner of the Inn. Each morning for four days, she spends four hours in a Cradle pocket, enhancing her gear. After lunch she places the silver circle and hammer broach from her jacket on the table before her, announcing that she is available to adjudicate disagreements. In the meantime she spends her time writing in her journal of her recent travels and exploits.

The first day that Cyniq presents her Justicar badge and announces her intent to sit as judge, she gets completely ignored by everyone. The second day, it is less than 10 minutes when a delegation arrives at the table and sits down. They introduce themselves as the Heranmar Council, the leaders of Heranmar and so the only ones who have the right to administer justice within the town. The group includes an old woman who sits ramrod straight named Selenie Quendeck, Chester the INNkeeper, a cleric of the Crones who only goes by the name Daughter, and the two dwarf brothers Durgan and Kazak.

They are nice, not hostile, but come to make two points. The first they have already made, that THEY are the judges in this town. The second is advice spoken by the old Selenie. "Learned and far-travelled folk have heard of the Northern gods, Cyniq, but very few in the entire Continent are far-travelled, and especially in the Gateway Downs. We as a whole are very wary of strangers and suspicious of the machinations of those that follow the northern gods, for most of them have sought to supplant our beliefs and organizations with their own colonization and slavery to their way of life."

She smiles and gives some advice. "So long as you only offer and do not force your will and beliefs, the Heranmar Council will not mind you performing minor adjudications between two people within our walls. I suggest you set up at the docks, for the northern sailors would be more inclined to allow you to perform your duty as you see it." She pauses, consideringly, before continuing. "Finally, Heranmar only claims jurisdiction within a day's walk or sail of our walls (and this is the same with all the towns in Gateway Downs). Beyond that, justice and mercy are provided by those with the power and honor to enforce them. I know of your Pantheon, and if you are a true follower of him, when you are in the wilds you may be the hand of low and high justice."

Bosk uses his time at the WLA and 4 days in creating magic items of his own.

Garret travels with the others to the town. Once they have settled in at the Inn, he moves to the harbor. He stops and gazes out at the large body of water, which he learns is called the Plactik Ocean. After some surprise on the sailors part, they don't seem to mind the halfling's presence and constant questions. In only a week's time, he learns just about everything about the Plactik (see woldipedia) from the Sailors to include the EverWave, the gargantuan wave that continually churns at the midpoint of the Ocean between the Northern and Southern continents. "Gotta have a good ship, strong crew, and nervy captain for that one, eh?" quips one sailor.

Conversations with Holly and meals with Chester and an enthusiastic welcome from the instructors of Savin's Monk School pass the rest of his week. The School is more than happy to receive instruction from the disciplined Halfling from another school. In return, they speak about their founder (a monk who did a mutual kill in combat with an ancient blue dragon), and the master Monk School of the Gateway Downs located in Wayfarer, a town about 2 weeks south (See Woldipedia).

Sesha's interest is immediately caught with the story of the two little ghosts in the tower, and she speaks more with the young wizard. Pot-pot is used in some brewing, describing the effects and letting Restlin sort out what it's proper name may be.

Caius, without the regimentation of the Mailed Fist, takes to drinking for three days before the boredom comes to a head. He creates a salle with pugil sticks in the middle of the INN and arrogantly challenges all comers. Chester, the owner, comes about. "Good sir, we have a very nice exercise ring outside..." His voice drops off after looking at the mercenary's face.

Perception DC 10 Highlight to display spoiler: { and a hand wave that says 'let him be' from a fat dwarf named Durgan in the corner.}

Over the next couple of days, Restlin, several of the militia, a couple students of the monk school, and a sailor or two all try out Caius. They are handily beaten. The one who is the toughest opponent to Caius is the General Store owner, Holly, who comes over in a fit when she heard of the Fist's disparaging remarks about women. A feint and a follow-up gives Caius a solid bruise, but in no time at all, Holly is getting water tossed on her while lying on the floor. One of the militia who was beaten the first day glares at the fat dwarf named Durgan who has been watching every fight. "Don't just sit there eating Stingroot, you fat moron. Teach this Stranger a lesson!"

Perception DC 5 Highlight to display spoiler: {. It doesn't take much to hear that "stranger" is the next thing to "muck that you scrape off a boot". }

Durgan just laughs. "About time you started talking instead of fighting, young Terl. And once you start thinking as well, you will learn this week's lesson; 'There is ALWAYS someone better than you.' "The fat dwarf tells this to Terl, but his eyes bore into Caius'. It seems that Durgan, the militia's trainer of Heranmar, is talking to Caius, too. "And THAT is why you need companions, because the only thing you can do by yourself is become a corpse."

[u]Beriothian[u/] smiles as he witnesses Caius' display of bravado and is also there for the thrashing of Holly and the words of Durgan.

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

It is the day before the week is up, and the heroes have opportunity to think about all they did this week, and to prepare for the 7 day trek east to Hook City.

................NOTES

At 10th level , PCs can use 4 days to craft magic items. Crafters can use these days in Heranmar, but a total of 4 days is all that is currently allowed for the level. This is to support balance in PCs. (otherwise, crafting can in effect have one PC have twice the equipment as another.)

Right now, I'm tracking that Restlin, Cyniq, and Bosk have now all used their 4 days at 10th level.

(Crafters are allowed to use 4 days to craft items for Other PCs. This supports balance.)


Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Monday July 8th, 2013 1:42:58 PM

A battered, but smiling Restlin sits back down at the bar. "Yes, he'll do nicely in our ranks. Sesha, I've made up my mind. A bull's strength potion would be lovely for times such as those you've just witnessed."

***

OOC: What's the $$ for the mats so I can take it off my sheet?

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Monday July 8th, 2013 3:32:33 PM


Sesha is pleased with the choice, and happily sets Pot-pot down on the ground.

"Don't complain Mr. Pot. I know it's not for me but we are trying to enmesh ourselves here. I learned a lot about our Allied Power from this group. I want to repay them."

Finished with chiding her tiny cast-iron pot, she starts gathering the necessary supplies. As she puts together her components, the pot grows in size, from Tiny to Medium. She begins brewing, humming to herself. It's a happy tune. She stops for a moment, seemingly startled.

"I don't know Pot-pot. Perhaps I have. The Chaos Bell is aptly named."

Sesha looks at Restlin, then gives a shy smile.

"Sorry. Whispering in front of others is rude. Pop-pot here thinks I have changed since the portal. He says I look and act younger. That I was too dour before and he likes the change. Perhaps he is right."

She continues her work, speaking happily with Restlin about whatever crosses her mind. At the end of the day, she has his potion ready. The costs are negligible, so she takes them on herself. The next two days are also spent crafting, but in secret as best as she can. She approaches Restlin, somewhat shyly.

"Hello Mage-Priest. I have made you another potion, although you didn't ask for it. This one is a gift. Please accept it."

The potion is small, with 2 clear notches etched in the glass to indicate dosage. (Cure Moderate Wounds @ caster lvl 10. So 2d8+10.)

The second she gives to Bosk, when he has a moment free.

"Thank you for your help, Eye of Gargul. Please take this. Not because I want you to think you are too large, but because I appreciate that you helped someone small. If ever your size is a burden, this should help."

This potion is also etched, although three times instead of two. (Reduce Person @ lvl 1. 3 doses.)

[ooc: Okay, 3 days of potion making. Here is the breakdown. Also, Sesha has a 20 something Craft: Alchemy. I'll update my sheet when I get home. ]

Highlight to display spoiler: { Day 1, 3 Dose Potion of Bull Strength @ 1st Level. (1x1x25x3) - (66%, or 2/3rds.) = 25.5 gold. DC 11, cannot fail.--- Day 2, 2 Dose Potion of Cure Moderate Wounds @ 10th Level. (2x10x25x2) - (66% = 340 gold. DC 12, cannot fail. ---3 Dose Potion of Reduce Person @ 1st Level. (1x1x25x3) - (66%, or 2/3rds.) = 25.5 gold. DC 11, cannot fail.--- Total gold spent: 391/ 3 potion vials used. }

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Monday July 8th, 2013 4:29:22 PM

Garret takes him time at the school and does his best to teach the students well.

When the barroom brawls start, he takes a seat and calls out, "Hey, why don't you tie one hand behind your back to make it fair!"

When Holly comes in to join in, Garret tries to grab her arm. "I don't think you should..." but she ignores him and heads into the battle where she manages to hold her own for almost a minute. When she is knocked down, Garret helps her to a seat and offers her some ale.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+13=23 ; d20+15=32 ; d20+15=26 ;
Monday July 8th, 2013 6:56:32 PM

My first impressions of the Southern Continent don't indicate anything particularly unusual. I look forward to the end of the week when we travel to Hook City. I can try mapping then and see if that rumor is Cyniq stops writing as several shadows crowd her table. Looking up she is introduced to the town council.

Listening to Selenie, she can't help smiling that her mere presence as a Justicar is enough to have them coming to her.

Northern gods, southern gods. They are all gods of the Wold. I am not a woman of the cloth, and do not proselytize. I do however abide by the tenants of Pantheon, Sanctuary of Victims, Refuge of the Aggrieved. Pantheon is not a god of the North, he is god of Justice. Justice knows not any border. Rather incensed that this group of bureaucrats! would interfere in any beings right to Justice has her reaching for a soapbox before realizing that maybe they have a reason to want her suppressed. Laying her hand on her symbol she studies Selenie as she describes the way it works in Heranmar (truth test).

Settling back into her chair, relaxed, I have reviewed your laws, Pantheon instructs his Justicars to consider local laws and customs. I respect your taking the time to come down and see me. Justice knows not borders, but it is good to know the limit of your own reach.

Smiling amicably at the assembled council members, now why don't you tell me about the issue that really brought you down here. It wasn't a question.

Know:religion=23, Sense Motive(Truth Test)=32, Know:local (law)=26

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday July 8th, 2013 8:36:18 PM

After a week of recovery Beriothian is feeling good as new and ready to head home. The hustle and bustle of the city are calling to him, and he has a growing desire to make sure his friends from Blackthorn's Shop are all okay after the fire. Still, this land is lovely and the druid finds no end to the amount he is able to learn about the flora and fauna native to this area.

ooc: Crafters are allowed to use 4 days to craft items for Other PCs
does this mean that they get 4 days for themselves and 4 days for others?

co_DM SteveK: Example: Bosk can Craft for 4 days this level for an item for Bosk, 4 days for an item for Beri, 4 days for an item for Cyniq...

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Monday July 8th, 2013 10:07:25 PM

Restlin smiles broadly at the potions. "Hey! That's fantastic! I can heal," the wizard makes little quote symbols in the air as he says 'heal,' "but barely. It's great if I stub my toe or get a papercut from my spell book. This would have come in great handy when that reverse gravity trap was throwing me around two weeks ago.

"Your pot, is it intelligent? That's neat if it is. Gloomy here is intelligent too," he motions to the jet-black short sword at his hip, "but mostly he just says things like 'Whatever you desire, master' or 'with you into the darkness' or what not. Not that I'm complaining. He was a gift from Wardd for completing my first luck quest. He lets me see in the dark. I can also see invisible stuff, but that's unrelated to Gloomy. I just don't like being snuck up on. Bosk isn't too keen on intelligent magics, by the way. Something about unnatural life. Best to hush up about it in his presence."

Noting Cyniq's visitors, he leans in closer. "She's an odd one. Is she always this serious?"

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Monday July 8th, 2013 11:18:37 PM

Caius nods to the dwarf as he relishes his victory, "Aye, master dwarf. A chain is as strong as its weakest link." He walks to the bar, sits on a stool, and orders another ale. He smiles as he drinks. "Things may not be so bad here, after all."

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Tuesday July 9th, 2013 3:15:28 AM

Sesha whispers back.

"I've only known her for a couple of days. When I stumbled across the defenders of Bryn Baraz, I was on an economic mission for It'lal. I met the lot fighting a tainted elemental. I just showed up for the chance at a rare component, I didn't even know it was fighting."

She looks at Pot-pot and flicks the cauldron twice. It starts to shrink again, and is replaced on it's hook on her belt.

"Yes, he is intelligent. As a novice Witch, one of the first things we must do is befriend a spirit. We spend so much time in the realm of shadow that their help is essential. When I called to the shadow, he answered. He is still upset about being bound to a cauldron. Many Witches bind their spirit companions to either weapons or animals. I wish I could have agreed, but as the spiritual head of my people, the Ga'alin, I needed a cauldron for practical reasons. He is my closest friend, other than Little Spirit, whomever she is. He still refuses his name to me though, until I put him in something else."

The little drow looks at Bosk, then huffs.

"I will spend very much care being delicate with Bosk's beliefs, but I will not forsake or ignore one of the two beings that have sustained me so far. He can be delicate with me, in this. Does he give you much lecture over Gloomy? I don't think there will be any strife though. I think I will grow fond of him, as I have of you Mage-Priest Restlin."

Sesha waits to hear Restlins thoughts, then yawns and stands up, stretching this way and that. She begins gathering all of her gear, then considers Restlin again. Strange, with everything gathered she seems even smaller and more fragile.

"I should probably get some rest. And to be honest.." she pokes a finger at the Dwarf and the Barkeep.."..I don't know if I'm supposed to be here. If there's a minimum age I might make some uncomfortable."

She smiles and waves goodbye, then heads to her room. As she turns away, her happy smile fades a little. There's a last task to be done.



Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+10=24 ;
Tuesday July 9th, 2013 8:39:07 AM

Knowledge, Religion: 24

Restlin's eye widen at Sesha's mention of her people. "Ga'alin? As in, your people worship Ga'al? Heartseeding, you people shouldn't be trusted with intellect, submit to my will Ga'al? I wouldn't have pegged you as a worshiper of his, if you are one, that is. Can't say I'm fond of his philosophy personally, but I'm sure a few in our group aren't thrilled about my worship of Wardd.

"Anyway, don't worry about Bosk, just giving you a heads up. He respects the rights of his friends to believe differently than he. That's got to be tough for someone as steadfast in his beliefs as he is...and believe me, he is...so I try to make it easy on him. He's a good friend who'd go through hell and back for you.

"Anyway, you have a good night. I wouldn't worry about the age thing...you're probably at least twice my age AND you sent the Chaos Bell away."

Heranmar Addendum (DM SteveK)  d20+15=18 ;
Tuesday July 9th, 2013 9:10:51 AM

Restlin and Sesha hit it off like gangbusters, discussing backgrounds, likely reactions of others, and potion magics. There is a lot to learn, and coincidentally, the group has a week of road travel to make it to Hook City.

Garrett also has a good time with the ocean-going sailors of the docks and the monk school. At the end of the week, Garrett is invited to return anytime. "If you need advice or knowledge, visit our Mother House at Wayfarer. There is no better library in all of Gateway Downs."

Beriothian is longing once again to hear the hustle and bustle of the great city. He learns about local flora and fauna, often accompanied while in the woods by a talking badger or Peerimus himself, who seems most content to monitor and seldom interfere with the wilds of Gateway Downs. At the end of the week, Beri also gets an offer. "I have a network of people who seek the free life of the wilds. Torm, the high priest of Ma'ab in Hook City is one, and I monitor with Eberyon's teachings here, but there is room for all if you are interested in being a part of the Gateway Downs Druid Circle."

Caius thinks things may not be bad (at least in Heranmar) after all, and agrees with the dwarf. Or at least Caius thinks he did. The dwarf mumbles into his Mountainhome Ale (Perception DC20 Highlight to display spoiler: {"All the right tunnels and he finds the wrong shaft!"}. Aloud, Durgan notes that "A link heated too long becomes brittle and may not be seen as weak until put to the test." He harumphs and goes back to his meal.

Cyniq informs the Heranmar Council that she has reviewed the local laws and tells them a little more about Panthenon. Selenie and the others are forced to accede that while traditionally the Council is the arbiter in the town, there is no actual LAW that verifies it. So there is no legal leg to stand on to forbid Cyniq from setting up shop as it were. Cyniq also knows from her quick review of the laws that very few laws were actually written down, and that she got most of her local legal information from word of mouth, tradition, and thats-the-way-it-always-has-been. Cyniq also sees that Selenie is telling the exact truth as she sees it.

When Cyniq asks the Council the REAL reason they came to her, there is a very pregnant pause and many perplexed looks. The dwarf named Kazak, and representing all the skilled workers laughs out loud. Chester the INNkeeper, representing the commoner looks surprised. The fat dwarf Durgan is amused. The Daughter's face doesn't change. And for Selenie, a series of emotions race quickly across her face from surprise to confusion to anger. Selenie stares hard at Cyniq (Spellcraft DC10 Highlight to display spoiler: { Detect Evil}, then rolls her eyes to the ceiling in resignation before speaking. "So long as you do not proselytize, you may set up anywhere you wish. I ask you to not try and convert the people for fear of you angering them and I am concerned with the safety of the people of Heranmar. Also, suggesting the docks is advice where you may find more who both know what that symbol is, and are willing to let you arbitrate their disputes. It is up to you." (Cyniq sees that Selenie Quendeck is speaking the truth as she sees it.) Selenie, Kazak, and Daughter leave. Durgan returns to his perpetual meal and drink, and Chester goes back to dolling out drinks at the bar.

In the week that Cyniq has her afternoon bar, she only hears one dispute, and that by a man and a woman working a merchant caravan from Hook City passing through.

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

The day of travel dawns, and the heroes set off for Hook City and the Iron Tower which is the home of Bosk, Restlin, and Beriothian and to which Cyniq, Sesha, Garrett, Anrete, and Caius have all been invited to join at least until they know more about the Southern Continent.

It is a iffy sort of weather while travelling. A bit of sun, clouds, wind, and drizzle. One afternoon and once at night, a sudden downpour soaks the region. (Survival DC 10 Highlight to display spoiler: { normal for this time of year and the Gateway Downs. If anything, it is not as much rain as normal.})

In a week, the group of heroes have made it to Five Mile House, now a slowly growing community only 5 miles from Hook City. The older Iron Adventurers can see a largeish Inn, a couple corrals for various animals, and worked fields. And there is about 50 shacks of various makes that attests to that there are at least SOME Mudders who decided that moving away from Mud Town was preferrable to giving up their lifestyle.



Woldian Information (DM SteveK) 
Tuesday July 9th, 2013 10:07:45 AM

OUT OF CHARACTER INFORMATION

In the Wold, when a PC retires at 20th level, there is a big send off in the Giggling Ghost. Part of the reward Jerry has set up for 20th level retired PCs is they get to become permanent NPCs at their location of choice.

Some choose to be travelling and in exotic places, some settle down in a stronghold of some sort, and some in the local area or city.

In the history of the online Wold (I think there are 2 more from Jerry's tabletop local game) there have been 3 groups that have retired. 2 are from the Northern Continent (Platinum Dragons and Gray Knights) and mostly retired in or around Plateau City. The other retired group is the Children of Chaos from the Southern Continent.

James (Bosk), Will Dietz (Beriothian), and Carl (Restlin) all know that I've been using the CoC in the recent module as NPCs. This was to introduce them. Remember, that even though they used to be PCs, they are now NPCs. The great things they did are in the past, and are now only supporting cast to any PC group that adventures in the area. Because the Iron Adventurers headquarter quite close (7 days travel) to Heranmar, I anticipate that the IA heroes will often see some of the retired CoC. These NPCs are mortal and may be mistaken or misled and are not omniscient, but they will never tell a PC hero a lie or be part of an evil plot. Players may trust them.

In the week that the heroes stay in Heranmar and at the INN, they hear enough stories to piece together the whereabouts of the last Children of Chaos. Restlin also has a color drawing they recently found in a Linnorm's hoard that shows the picture of each former hero.

Peerimus - human druid. Has Grove just north of Heranmar and a network throughout most of Gateway Downs.

Durgan - dwarf fighter. On Heranmar Council, represents the militia (which he trained while in-game CoC)

Kazak - dwarf fighter. On Heramar Council, represents skilled workers and owns the Stone Quarry east of Heranmar.

Rash - female human cleric. Retired to her farm with family outside of Cliffport.

Firn'gaer - gnome wizard. Built tower somewhere on the western shore of Lake Wane (south of Threshold)

Xenia - female half drow-elf rogue. Built ship and sails the Plactik Ocean as a merchant.

Torgon - minotaur fighter. Retired to his minotaur village somewhere west of Wayfarer.


Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Tuesday July 9th, 2013 1:30:20 PM

Garret seems sad to see the ocean go, but he is ready for travel with the others. He eschews the use of a horse and prefers to travel on foot, yet he clearly has no trouble keeping up with the horses. In fact, while the group travels, he wanders back and forth across the road, exploring the area and looking at the flora and fauna -- while it seems the same, everything appears just a little different here on the Southern Continent.

As the day goes by, you notice a rather sharp smell. Body odor is a fact of life here in the Wold, though some people go out of their way to use perfume and the like to make things easier on others. Some do not. But every now and then you get a whiff of a scent that makes your nose hairs curl. After a few trips, you notice that the smell is coming from Garret -- when he wanders close, the smell attacks you. He is quite ripe, moreso than most. You are quite glad when the rain showers come, at least holding the smell down and keeping it from traveling far from him. For his part, Garret seems rather oblivious of the smell and he wanders around, exploring, and smiling all the time.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+11=22 ;
Tuesday July 9th, 2013 4:10:44 PM

Body odor may be a fact of life for some, but Restlin expends a lot of energy making sure it's not a fact of life for him.

The halfling's bouquet hits the wizard square in the face. Acting on instinct, he casts a quick prestidigitation and magics away the scent. He's not sure the Hook City guards would allow him entrance smelling like that, and he's absolutely sure he'd rather not share a living space with it.

"If Zeoll were here, he'd know how to handle this. He's not, though, so.."

"Sir Halfling, that is quite the odor you've worked up. I do try very hard not to judge others by their customs, but feel I should warn you that the citizenry of Hook City is quite particular about these things. They don't even allow bad weather into their city. Luckily, we have excellent bathing facilities at our tower." (Diplomacy: 22)

Other than that, he enjoys a relaxing trip. He spends the night in an extended rope trick along with anyone else who wishes to avoid weather. Stinky adventurers will be prestidigitized clean prior to entrance. Even on the road, one must have his priorities straight.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Tuesday July 9th, 2013 5:48:51 PM

With her magical mount providing a relaxing ride across the landscape, Cyniq is able to sit above most of the stench.

Once town is in site, she rummages through her pack and pulls out a small metal flask with tarnished bands of copper brazed into the sides. Holding the bottle up, Cyniq takes a moment to admire the design of the greened copper, formed into waves, and providing a firm grip for the flask. Pulling the cork as she rides up beside Garret, she holds the bottle out over his head, Silanus. A fountain of water erupts from the bottle washing over the halfling.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Tuesday July 9th, 2013 7:32:20 PM

Beriothian accepts the invitation extended by Peerimus at the end of the week with great joy.
It would be a great honor to be a part of the Gate Way Downs Druid Circle. My time here has been wonderful, I have had the pleasure of visitng the Temple of Maab once before. It is an oasis of peace and tranquility amidst the chaos of everyday life in Hook City.

The journey home is a pleasant one. Throughout their trip the druid spends time getting to know his new friends. He also found that the prestidigitation enchantment on his scarf was unusually useful, who knew such a small thing could make such a prodigious stench!

Periodically during the long trip the druid would see an interesting creature in the wild and change form to experience life as such an animal. He spent some time running along the hills as a great steed. Other times he would try his hand at mimicking the graceful flight and daring dives as a hawk, of course with flight being a skill he was a long way from mastering any dives were from very high up and ended long before he reached the ground.

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Tuesday July 9th, 2013 10:22:13 PM


The next morning, as the others prepare to ride, Sesha pulls her broom free of it's straps on her back. She uses her metamagic rod of extend to up the duration to 200 minutes, and can cast the spell multiple times in the day.

On the trail, she takes a moment to sally up next to Restlin.

"I have thought about your last questions, Mage-Priest. To answer your first question, I should tell you a small story. Not all of the Dark Elves living in It'lal have always been there, and It'lal is not the home for every Drow. My blood-father and blood-mother were caught by the Ga'alin Tribe while fleeing from one of those other places. I should also mention, though with some shame, that the Ga'alin are misnamed. They long ago hosted a priest who tried to soothe and enrapture them in Ga'als embrace, and even brought an apprentice to be seeded before them. The acolyte rejected the seed and killed the priest and two of my life-kin before he was destroyed. The Ga'alin renamed themselves to honor the god who would sacrifice his own priests for his would be followers to test themselves against in battle. They simply misunderstood the rejected seed. It is not a proud moment for them, and I fear what it would do to them if they found out the truth. Only their Witches know. From what I have heard of him since leaving, he is undeserving of their prayer."

She takes a deep breath and frowns.

"I am sorry, I meant to keep this short. Many many years later when we were captured, my mother had no value. She had no special skills and was too rebellious. My father was sold. I was to be sold, but Kamali, a Blood Witch and the spiritual guide to our Cheiftan asked for me instead. She taught me, and I found my way with my like-kin. I was trained to take Kamalis place. She said a Dark Elf as a Spiritwoman was a great find, and that when I replaced her I would live very long to guide our people. It did not work as she planned, and I had to leave for It'lal in accordance with a dream. I am blood-kin to the Drow, but not life-kin. I knew to enslave men, birth a child, brew magic, commune with spirits, borrow a soul and barter with other tribes, but nothing about Elves. It was sad for me Restlin, I did not wish to leave."

The little drow smiles up at him before starting to peel away, Beriothians play with the animals catching her eye.

"But it was not all bad. I met Little Spirit, and left my old Allied Power, which was traded to me in service by Kamali. He was angry, a giant creature of teeth and weapons. Little Spirit is much more suited to me. I would not say I worship her, but am enraptured by her instead. Of course, I am ruined to the Ga'alin now. There is much I would have to do for them that is against my new Power's wishes, and I wouldn't dream of upsetting her."

She waves and breaks away, laughing happily as she darts after the multi-shifting Beriothian, following after him with a number of short lived Beast Form spells, resulting in some strange sort of uninvited game of tag.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+10=29 ;
Tuesday July 9th, 2013 10:31:17 PM

Anrete rides along on his sturdy steppe pony, humming some off-tuned orcish song.

"Garret-littleman you stink like an orc!", Anrete proclaims frankly as he steers to avoid the smelly halfling.

------------------------------------------------
Survival: 29

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Tuesday July 9th, 2013 11:37:37 PM

Caius places a fist to his chest and nods to Peerimus. "In the absence of my chain of command, I would be honored to join your group. Just let me know where I can bunk."

ooc: Sorry for the short post, finishing a module for another game...

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+15=34 ; d20+15=21 ; d20+15=21 ; d20+15=33 ;
Wednesday July 10th, 2013 1:22:55 AM

After several days of hard training at the WLA Bosk begins work on crafting a few projects he had been putting off for too long. The work is tedious, but he pours his soul into every stitch and carves intricate scenes in to the stiff leather. On the belt he carves a detailed scent depicting him thrusting a weaponized fruitcake into the eye hole of an Illitid demigod. The belt is almost flawless, and he can practically feel its magic strengthening him. Next he carves a matching leather pouch with a picture of him standing before Trella in dragon form before the other Iron adventurer's caught up to him. It craftsmanship is excellent, but the art work isn't as inspired as it was on the belt or on Restlin's quiver. He then adds the finishing touch of a dab of sap from the exotic Ishgara Tree to complete his work.

Bosk thanks Sesha for the Gift. I am sure this will come in handy if I ever find myself in a tight spot. I am a crafter myself and can make all sorts of Wondrous items. Please let me know if you ever need my skills to craft anything. Also, I apologize if I offended you earlier. When our group first got together I was one of two clerics of Gargul. Padre was his mouth, proclaiming the Gray Lord's teaching and I was his hands, carrying out his will and performing his works. I try not to preach too much, seeing as speaking is not one of my gifts, but at the same time I have hard time not talking about such an amazing god.

ooc: Just a fun fact, Bosk learned common as a second language and has a relatively low charisma score. One of the ways I role play this is by trying not to use contractions in Bosk's speech. I also try to make him avoid slang as it is unlikely that he was taught much on the Taur Islands.

crafting rolls = 34 and 21 to make a belt of strength and a slotless Ishgaran belt of Con
(Both items needed an 18 or higher to be crafted in 1/2 time. Both items valued at $4,000. At 1/2 time = 4 days crafting)
You can either ignore the second two rolls. I accidental looked at material cost instead of base cost when calculating how many items I could make.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+9=13 ; d20+9=23 ; d20+9=22 ; d20+10=12 ;
Wednesday July 10th, 2013 8:47:00 AM

Restlin is extremely relieved that Sesha isn't a follower of Ga'al. He really does try to be accepting, but how do you accept something like that? The mage-priest has his limits (he just doesn't always realize what they are).

He listens to her story. He's not close to his parents anymore, but he can honestly say he's glad his father was never sold into slavery after the murder of his wife. It's things like this that make him never want to leave Hook City. It's pretty depressing.

All those thoughts leave his head when she flies off on an honest to goodness broom. It may be the coolest thing he's seen in a while. He decides to join her and Beri and casts an extended fly spell of his own. It still won't last very long (12 minutes), but he'll put to use the WLA flight training he's had. He starts off shaky, but manages to look like he knows what he's doing before the spell ends and he winds up back on the ground.

He casually tries to work Sesha's age into conversation. He's curious about just how old she is. It's hard to tell with elves (even dark ones).

At some point he'll saddle up closer to Cyniq and see if starting a conversation is at all fruitful. He knows almost nothing about Pantheon (religion: 12) and has never met a priest who wouldn't talk about their deity.

***

Fly checks (look cool): 13, 23, 22

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Wednesday July 10th, 2013 8:47:09 AM

When Reslin is the first of many to mention his odor, Garret lifts his arm and sniffs. The smell is overpowering, but he says, "What? I don't really smell much, I mean, its not as bad a Anrete or anything."

Then Cyniq pours the bottle of water over him, and he turns, looking like a wet cat and says, "Really? It was going to rain soon, anyway!"

"And Anrete, I thought you LIKED Orcs, anyway. I can't imagine for a moment that I smell any worse than YOU do, especially after a day in the sun!"

MudTown(DM SteveK) 
Wednesday July 10th, 2013 4:51:07 PM

Travel was an interesting affair, since, Bosk doesn't ride, and Restlin, Beriothian, and Caius do not have mounts. Necessarily, the quick Garrett and the mounted Sesha, Cyniq, and Anrete move at a walking person's pace.

The odor of Garrett gets to be an issue for nearly everyone except Garrett. Some Prestidigitation spells and an unasked for bath by Cyniq's magical bottle does wonders for the small man's disturbing odor.

Anrete and Bosk also compete for cooking honors, the result being the group is well fed on their iffy weather journey.

..........

Since the Great Migration, there is a rocky isthmus that connects Hook City with the Gateway Downs. The isthmus is a mile wide and 2 miles long and rocky so is not a good harbor area. It is also the closest land from the Hook City 5 Mile Limit Law for permanent buildings. Not a good place for farming, fishing, or living much. There is, however, a couple of houses here (along with the 50 shacks of various make, with a well and a couple working on a corral. The woman looks up and waves. "Welcome to Five Mile House, strangers!"

Introductions go around, and the heroes find out that Sailee and Putsch were a low level adventuring couple who decided to get out of the business and set up a halfway house for people travelling to and from Hook City. They have plans eventually to include a Tavern and Inn for a rest stop. They are hoping their proximity to Hook City will reduce evil attacks while providing something for the travelling merchants. They are both more than happy to plan with the Iron Adventurers on future ideas and support, but right now they have to get back to their work. Perhaps next week when the heroes have a chance to settle?

After a nice meal at Five Mile House, the heroes continue across the isthmus and descend to the wide fields of MudTown. And it is immediately obvious why the name! It's been raining for the last three days, and the best thing that may be said about the drizzle that continues into today is that it isn't the downpour that had been occurring previously. You survey the scene before you: the vast, muddy expanse of tents, corrals, and other very temporary structures. People mill about, most on the Road seem like they are waiting for their chance to get up to the gates of Hook City and be let in. The tents attest to the fact that it is a LONG wait!

In the distance, through the clouds and drizzle, are the huge northern gates and towering walls of Hook City: the City of Magic! It doesn't appear that any city guard are out here and that the only safety a person has is a strong right arm.


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday July 10th, 2013 7:34:15 PM

Land that is unsuitable for planting, constant rain, and temporary shelters. It is almost as if the people had not packed at all, but that the constant outward flow of the mud had simply moved the normal encampment out even farther than normal. But even with Garret close by it was clear that the ever permeating stench of Mud Town hadn't managed to follow the inhabitants to their new home.

A hearty meal Beri finds himself once again at home.
Hmm, looks like a long line. I'm not sure if any of you have heard about the bureaucracy of Hook City, but this is life here. Merchants come from all over to sell their goods. Before you can enter everything must be magically priced, and it can take days for that to happen. The good news is that as residents we don't have to go through that every time... though they will require us to bathe or magically clean up before entering.

Sesha [AC 25 | HP 73/73 | CMD 14] [See Invisibility] 
Wednesday July 10th, 2013 8:12:37 PM

When Restlin asks her age, Sesha is quiet for a long while. She doesn't look offended, just in thought. Finally, the girl gives an answer.

"I am 31. My blood-kin divined my age when I traveled to It'lal and presented myself to the Matrons there the first time. I created a lot of buzz among the old women there. It is not often Drow from the caves migrate to the surface anymore, and when they learned I had some Talent at my age, they suspected a trick from below. Once I asked Kamali why the other children who were my size got bigger so much faster, she told me Elves and Humans don't grow up the same. She says that if I were a Human, I would be considered an older child but not an adult yet. But she also said that didn't matter. Anyone of any age could hold the right to rule if they were greater than those below them, like the Barbarians we guide."

She frowns.

"Guided, I guess."

When they arrive at Hook City she is stunned by the amount of people waiting. There were many Elves in It'lal, or the parts she attended, but nothing so grand as a floating city with a line reaching for days!

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Wednesday July 10th, 2013 11:56:22 PM

Caius calls out a marching cadence as they make their way toward the City of Magic. Obviously accustomed to overland travel, he seems to be taking joy where he can find it.

"Romper bomber stomper boo!
My poor feet are black and blue.
Lou won't let me visit home,
ain't no freedom where to roam.
I'll be fighting night and day,
swingin' a sword until I'm gray..."



Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Thursday July 11th, 2013 1:58:52 AM

Why is it called Five Mile House?

As they arrive she can only look at the mud, A cesspit of disease. Something should be done.

Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Thursday July 11th, 2013 2:37:20 AM

Sesha looks at Cyniq, thinking on a lot of time spent sitting or sifting through mud with the Ga'alin. The finer homes were built from bricks of the stuff. The Ga'alin didn't get sick a lot, but they had Kamali and herself.

There WERE a lot of people. If one got sick, it could spread pretty quickly. She wasn't sure she would call it a cesspit however. Sesha yawns and stretches, then hops off her broom. she smiles at Cyniq.

"Maybe. Perhaps after we ourselves gain admittance freely into and out of the city you can do something to help? I would like to come along if you don't mind. Little Spirit is always reminding me that part of our bargain is that I help injured people who need it. She reminded me twice when I first met you."

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Thursday July 11th, 2013 10:01:22 AM

"Garret-littleman doesn't need to imagine, Garret can just take a deep breathe. Anrete is indeed better smelling than ye!", Anrete replies at a distance away.

~

"Anrete decides he doesn't like mud very much!", the armored barbarian proclaimed loudly as Copper neighed in agreement.


Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Thursday July 11th, 2013 10:52:14 AM

"Hold your horses, buckos. Helping Mudtown is easier said than done."

Restlin isn't one to rain on anybody's parade, but better they learn this early.

"First off, permanent buildings aren't allowed anywhere within 5 miles of Hook City. That, by the way, is why it's called Five Mile House. We're pretty well liked here, and even our shop in Mudtown was demolished. Sure it was by a group of pyromaniacal racketeers, but that's besides the point. As far as the higher ups in Hook City are concerned, this is just a crossing point for merchants.

"I believe the mud and rain is a by-product of Hook City's weather control systems. If I decided here and now to fight the Hook City bureaucracy and end that system I would die of old age before I completed the paperwork for an initial hearing. That is not hyperbole.

"Bosk had a notion to build Iron Town outside the 5-mile radius where permanent buildings are allowed. That remains, in my mind, the best chance we have to improve the lives of these people, but don't kid yourselves into thinking the residents of Mudtown are here only because of unfortunate circumstance. There are a lot of weak wills in this crowd who need to decide to save themselves first.

"Besides, there are worse places to live than Mudtown. Just look around and you'll see there's plenty of wealth here despite the sub-optimal sanitation."

When Sesha admits her age, Restlin seems unconcerned. "Ok, so not quite twice as old as I am. I'm only 19 myself. Not a young young human, maybe, but certainly young for a wizard of my ability. Not that I'm trying to brag, it's just that most wizards my age haven't gotten as far as I have." He says this without a hint of bravado or arrogance.

"Anyway, I've been away from home for too long. Let's see if we can get through the resident's entrance quickly..." Restlin will head towards their entrance. If the mud is too thick to the point that his boots are sinking, he'll just fly instead.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d100=76
Thursday July 11th, 2013 12:23:15 PM

Tomorrow, I will show you how just a small thing may make significant changes in the lives of these people waiting entry.

Cyniq can't help thinking that allowing this many people to wait for entry in conditions that encourage disease is negligent.

No permanent buildings... Well, there's permanent, and there's permanent. Where can I get a copy of the local laws and regulations?

Cyniq guides her mount carefully through the mud. She'd rather conserve her spells for later, but if the mount seems to be bogging down too much, she'll cast phantom steed and switch over.

Forgot to roll chance for fey interference with GFF

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Thursday July 11th, 2013 1:47:01 PM

Garret watches the sights with amazement and just barely avoids joining some children in sliding in the mud at Mud City. When Beriothian mentions that residents don't have to wait in line, Garret pipes up, "I hope that includes guests of residents. Otherwise I guess we need to get in line somewhere in the mud, eh?"

Hook City Gate (DM SteveK) 
Thursday July 11th, 2013 3:17:37 PM

Beriothian sees the line, warns his new companions about the bureaucracy of Hook City, but tells them the good news: THEY don't have to go through that line!

Sesha is stunned by the amount of people waiting when they arrive at Hook City.

Caius takes joy where he can find it and gives good marching tunes that let you forget your aches. (love it!)

Cyniq asks about Five Mile House and is given the same answer by Restlin as by Sailee. "Because we're 5 miles from the Merchant's Gate of Hook City. Allows us to build permanent buildings and perhaps make some money off of the city's bureaucratic laws."

The elven wizard still thinks that something should be done, and that tomorrow, she will be the one to do it. She wants to know where to get a copy of the city's laws. A guffaw is herd from a well-mounted merchant that the group is passing. The man looks clean if damp, and his caravan and guards look healthy and ready too. "Once you get in, I think every local magistrates office has a pamphlet that gives you an easy run down of Hook City law!" Every merchant, guard, and even the more muddy camp followers nearby start laughing and hooting at the rich jest.

Anrete happily states he is indeed better smelling than Garrett, and that he doesn't like mud very much. Copper seems to agree with his rider.

Restlin isn't one to rain on anybody's parade, but better they learn about Mud Town early. The Wizard launches into a rather good synopsis of the waiting merchants, the rain, and the snails pace of laws in Hook City. Restlin will head towards the Citizen's Gate, leading the others to bypass the long line.

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

The Iron Adventurers make their way until they approach the guard at the Citizens Gate. Six clean and brightly polished and very alert warriors are checking documents at the smaller Postern Gate. The gate is currently open, but it is dark on the other side. Bosk produces the Iron Adventurer's Writ of Conveyance (from Jacob long ago), and the guard looks at it before consulting a small green stone in his hand.

"MMmm Hmmm. Yessir, Iron Adventurers are good to progress, but you have a number of people here not listed on your Protectors Charter. Hmmm, what's this? SouthHook District Magistrate passed an exception to policy and will allow the Iron Adventurers Protectors to adjust membership upon presentation to any City Official on Duty! Very unusual. But, since this is an official post, and you are presenting yourselves, if you please identify which members are no longer with you and which individuals are now members, we will get you into the City as quickly as possible."

Though surprisingly (perhaps refreshingly?) efficient, it still takes time to set up Sesha, Cyniq, Anrete, and Caius to be able to enter HookCity without waiting in a days-long line and also waives the entrance fee. It is more time when Bosk, Beriothian, and Restlin must remove from the roster of Iron Adventurers Wyaar the Paladin, Zeoll the Cradled Seer, Valla the Ranger, and Zane the Sorcerer. Each name brings back memories of each companion; strengths; quirks; and where they are now.

Once complete, the Iron Adventurers are ushered through the postern gate and through the barbican. As eyes get used to the dim light, the heroes easily notice the plethora of murder holes that line the ceiling of the place. If someone got out of turn, or started a fight, they were sure to meet their end as a hundred or so arrows from above could fill the place most immediately. The group is shown to the Citizens Baths (still inside the walls and not in the city proper) for them to clean up. While they are being cleaned, Copper is given a once-over and the groups gear inventoried.

The guards are friendly if professional, and seem approachable to be asked nearly any question...


Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday July 11th, 2013 4:27:31 PM

Bosk revels in the opportunity to take a much needed bath and grooming. The trip had been long and despite his best efforts the trip had taken its tole on him. As the groups gear is gone over Bosk explains the process a little. One of the main reasons for the inventory is that the city is a major hub for trade, but they do not allow for outsiders to make a large profit off of their goods. All of a trader's goods are magically accessed and given a value and a trader may not leave with a higher value of magic than he came in with. Traders come from all over th wold with exotic goods, they then sell them in the city and purchase gold or items that they can sell elsewhere.

Oh, I should probably mention that this truly is a city of magic. Even the money is magic! Almost all trade within the city is done with Chits. Chits are the magical rate of exchange within the city. One chit is equal to the casting of one Cantrip Spell. This dates from the very first Day of Faith when the gods rewarded those there and their descendants with the inherent ability to cast one form of Cantrip. Abhorring money, the people of Hook City developed a means of exchange based on the Cantrip that each citizen could cast. This tradition lasts until this day.

As an example, consider two merchants. One has the natural cantrip Paint, while the other has Yeast. Within the city, Paint is a much rarer cantrip ability than Yeast so the two merchants sell their wares in the city for what they are worth: Two Chits for Painting a 10' X 10' section of wall and One Chit for baking a roll of bread. This method of barter has been expanded to indeed become a method of exchange for all manner of magic. To appease outsiders, One chit is usually said to be worth 100gp depending on the economy at the time. Many "would be" merchants have thought that they could then come to Hook City and become rich upon returning to their home country. This is prevented, however by a city policy mentioned above which magically rates the value of their wares upon entering the city. Fair trade practices allow for profit, with one catch: the chit value of magic you bring into the city must exactly equal the amount you leave with. There are no exceptions, except by writ of The Council of Four.

The chit system is as follows:

100 gp = 1 white chit = 1 Cantrip*
500 gp. = 5 white chits = 1 red chit = 1 1st Level Spell*
1,500 gp. = 3 red chits = 1 orange chit = 1 2nd Level Spell*
3,000 gp. = 2 orange chits = 1 yellow chit = 1 3rd Level Spell*
6,000 gp. = 2 yellow chits = 1 green chit = 1 4th Level Spell*
12,000 gp = 2 green chits = 1 blue chit = 1 5th Level Spell*
24,000 gp. = 2 blue chits = 1 indigo chit = 1 6th Level Spell*
48,000 gp. = 2 indigo chits = 1 violet chit = 1 7th Level Spell*
96,000 gp. = 2 violet chits = 1 black chit = 1 8th Level Spell*
192,000 gp. = 2 black chits = 1 clear chit = 1 9th Level Spell*


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Thursday July 11th, 2013 6:43:41 PM

There is something wrong with this picture, but the druid just can't put his finger on it. Everything seems to be going well enough. They made it into town after dealing with bureaucratic red tape, the had a nice bath, and nobody is trying to kill them. It takes him a few moments to realize what's going on.
The guards! That's what's wrong with this picture, they are never friendly and approachable. Half of them would probably interrogate you for the better part of an hour if you asked them where a restroom was, using all their cleverness to ascertain the reason someone needs to go there. Could it be that disenfranchising the entire community of Mud Town has had this change on them? Granted, I can't imagine I'd be particularly pleasant if one of my duties was to guard the gates separating the city of magic from the city of feces.

Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Thursday July 11th, 2013 7:09:28 PM

Sesha listens to Bosk, but is quickly lost. It doesn't make much sense to her.

"The chits are for any service? I have not been many places but in It'lal you might pay a true artist 100 gold for a medium sized mural on a wall. Are items that duplicate spells included? Could I brew a potion to increase strength in exchange of a red chit? If not, could I cast that spell to someone who needs it for a red chit? Or does that only apply to natural citizens and I only need to be concerned with the standard coin?"

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Thursday July 11th, 2013 7:22:00 PM

Firing off questions to Restlin, Why can't there be any structures within five miles? What happens if one corner of a structure is 26,399 feet from the furthest corner of the city wall? Weather control system? How does that work?

Grimacing at not knowing the joke on her about the laws, Cyniq continues on.

She gives Bosk a bewildered look, how can you have a major trade hub without profit? People are actually waiting days to get into a place where they must leave with value equal to what they came with?

Cyniq considers this chit system for a moment, So I have to sell two scrolls or mage armor to buy one scroll of mount? Is there is a lively trade in brick exports? If you have to leave with what you come in with, are food and shelter provided gratis?

Maybe this is why I was sent here, though trade isn't really Pantheon's forte, there certainly looks like an imbalance exists.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+14=32 ;
Thursday July 11th, 2013 7:58:10 PM

OOC: I once asked our kindly DM what was stopping Restlin, a perfectly capable wizard who could throw out a lot more than a cantrip, from making a fortune in Hook City. I was given a friendly reminder about Woldian allowed wealth levels. Reading into that, I figure any capable casters in Hook City can indeed make a fortune.

As for how one turns a profit, just because 5 sets of enchanted leather armor are given the same value by Hook City as a magical ring doesn't mean a merchant can't sell that ring for a profit elsewhere.

I fully admit I had a hard time wrapping my head around Hook City's economy. I think the trick is not over-thinking it.

...and now, back IC.

***

Lounging in the best bath he's had since Heranmar, Restlin gives Cyniq his best deadpan look before giving a slight chuckle.

(knowledge, local: 32)
"First, Hook City would be alerted to your construction due to the mechanations of the scryers guild. Upon learning of your building they would issue a writ of prohibition halting said construction until such time as the local surveyors guild could complete a formal inspection. Assuming the "Request for Confirmation of Proximity Violation #3512-C.345" order was submitted correctly, and that is one heck of an assumption, the surveyors guild would complete the necessary work within a month or so, during which time construction on your building would be at a stand still. Upon finding that the corner of this building was placed in violation of Hook City law, a holy crap this is getting boring. Do you get the point, yet? As for why, I honestly don't know. I'm sure a magistrate would be happy to let you know."

When asked about the weather control system, his answer is simply, "magic."

"Are we clean enough, yet? I want to go home now."

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday July 11th, 2013 7:59:25 PM

For us to sell anything magic like a potion equires joining guilds and paying so much in fees that it is not worth it. Regular citizens, like us, tend to use the catacombs for our sales. It also avoids much unnecessary paper work. It is easier to think of chits like gold, but with one major difference... The money itself is magic! Within the city you can have a chit of cure light wounds and use it as a spell instead of saving it as money. I believe this was beacuse so many of the citizens were born with special cantrips that could perform mundane tasks such as weaving and armor polishing. This currency helped balance and regulate thier economy, although I don't exactly understand how. As for making a profit, you can still do that here, but you need to leave with the difference in gold or mundane items. You cannot leave with more magical goods than you came in with, but this doesn't apply to new personal magic gear that you buy in the Catacombs. I have no idea how they regulate that though.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday July 11th, 2013 8:10:19 PM

ooc: The "official" answer I was given when I tried to sell my magic to get money was that you had to join a guild and pay all sorts of fees to sell your magic in the city. The guilds in turn regulated how may spells a person could sell and when they could sell them in order to keep the value up and prevent the market from getting flooded. Between the red tape and guild buracracy you need to be high up in the guild or a member of the "good old boys' club" to make any money.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Thursday July 11th, 2013 11:40:47 PM

"Sounds like the worst sort of tyranny, if you ask me. A man doesn't even have claim to the work of his own hands without a hovering minder having his say-so." The big man shrugs. "But hey, I'm not a boat-rocker." He rubs his chin in thought. "Does the 5-mile rule apply to structures under the ground?"

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Friday July 12th, 2013 1:44:09 AM

I would not suggest mentioning building anything underground. A few months ago we discovered a secret underground entrance leading into some catacombs deep below the city, far below even the sewer systems. There we found a possessed wizard who created a zombie army to destroy the city from within. We managed to warn the citizens in time, although untold fortunes were spent converting chits to spells for self defense. It is still a sore subject around here and the officials do not want anyone going down there. In a whisper he adds I still have a map I drew of the underground passages in the catacombs, but any further exploration would require waiting until the city has eased up on patrolling by the entrances. I'll tell you more later (see below) Continuing his story for anyone listening he adds, Unfortunately, in defeating the wizard we killed the man whose body he was using as a vessel. We tried petitioning Gargul for his soul, but the man chose to stay where he was in the Land of Rest.

ooc: Thank you for reminding me. Bosk and several of the Iron Adventurers had/have every intention of returning down there to explore the furnace system and collect very real looking sculpture of a land shark we hoped to bring back to the tower. The furnace room and sculpture were made by an alien race called the tecuri.

Hook City, Iron Tower, and Home (DM SteveK) 
Friday July 12th, 2013 10:04:58 AM

OOC: Pardon the really long recent posts, but there is a LOT of needful background information for the heroes to know and feel in the juxtaposition of rural Gateway Downs, temporary MudTown, and grand Hook City.

Garrett wonders at MudTown and moves along with the others through the Guards and Baths.

Bosk explains about the merchants and the unique money system of Hook City. He also tells the newcomers about the guilds and regulations who ensure inflation and wild speculation is kept to a minimum.

OOC: Metagame Info: The Southern Continent came into being when CDM Jerry allowed lands created by others to be in the Wold. Because the games are so different, it supports the Great Migration concept discussed earlier. Jerry also determined that any change in another DMs land requires that DMs permission. Hook City is one of those lands, and no DM can change the writeup, to include the Chit system.

OOC: Metagame Info2: The DMs will NOT allow PCs to exploit or change the Chit System. Any attempt will result in lots of bureaucracy that will slow down efforts until after 20th level and the PC retires to become an NPC. My recommendation? Don't overthink it.

Beriothian is surprised the guards are helpful. Must be because the Iron Adventurers are more well known? Nah, that can't be it! Maybe something about that addendum from SouthHook Magistrate...

Sesha and Cyniq are bewildered about the Chits. Maybe it is good advice to not overthink it.

Restlin gives an example of a possible bureaucratic scenario.

Caius equates the bureaucracy to tyranny, and suggests underground delvings, but is then told of all the below ground caverns the group knows about and can only speculate about how many they DONT know about.
......................

Baths and inventories done, the Guard open another door which passes the heroes through the Wall of Tears and announce: "Welcome to the City of Magic! We wish your visit to our fair city to be a fun, pleasurable and profitable experience. May the gods bless you and yours for all time!"

The first thing everyone sees are The Hooks. They dominate the skyline, four colossal Hooks hovering in the air with no support. A bewildering maze of cables stretch from the Hooks down to a great Bridge that links the North and South sections of the City. The second noticeable thing is the pristine condition of buildings, roads, fountains, and even the very air. It is a perfectly pleasant temperature, sunny with only a hint of white, fluffy clouds, and the smell of a garden just after a light rain.

Northhook City, also known as Soldier's City, is where the military, most government offices, and most religious temples reside. The most notable feature of NorthHook is the Marble Causeway: a wide road made of worked marble and lined by statues on both sides. This road runs through the middle of Soldier's City from the gates at Mudtown to The Bridge. The Iron Adventurers stride down the Marble Causeway, noting that Hook City is much more cosmopolitan than the backwater, Heranmar. There are every race, every clothing style, and every type of Temple. They pass the Temple of Ma'ab, whose high priest has been such a friend of the Iron Adventurers, and Cyniq sees a temple to Panthenon is prominent in the city too.

Instead of going to the Bridge, Bosk, Restlin, and Beriothian lead the others down through LaborTown, where local farmers, fishermen, and any skilled laborers reside. This is the poorest part of the entire city (MudTown is not included as part of the city), and very much like a merchants quarter in most other cities. The heroes pay a nominal fee for a fisherman to give a ferry ride across the wide Hook River. The other heroes note that in Labor Town, gold works just as good as Chits.

They travel across the river, and can see the Bridge and the Market spanning the river hangs from the four giant hooks that hang in mid air. The non-magical rigging constantly maintained by experts called Climbers who are the only ones who can thread the maze of cable and chain. The Market is a mass of people, and "runners" constantly move up and down the Stair.

The heroes make it to the southern shore and walk uphill through another LaborTown until they get to the edge of SouthHook. SouthHook contains all peoples concerned with things magical; Sages, Guilds, and Magical Traders all reside here, to include multiple entrances to the Catacombs. Southhook reigns supreme in both extravagance and courtesy! And soon the heroes arrive to their own home, the Iron Tower.

The Iron Tower of the Iron Adventurers stands alone in the middle of a medium-sized square. It is downriver of the Bridge which is clearly visible only a ½ mile away, and situated on the border between LaborTown and SouthHook. Quite fortuitous, really, as the mercantile activities of LaborTown is full of activities that provide information and are also full of people who will trade in gold as well as the magical chits of Hook City. And from the South Hook precinct, the group has access to the constablatory, magistrates, and the respectability which comes of living in Hook City itself.

The square itself is bordered by shop/homes where the street level is of one shop or another and the upper floors are the home of the crafters, merchants, and traders who run the shops. At first, the square was nearly deserted because of the events of the Haunted (Iron) Tower. Yet the Iron Adventurers have caused this neighborhood to revive, and several new families have moved in with their own businesses. In fact, once per week, an open market occurs in the square, with vendors of all sorts vying for the attention of any passersby.

At last, the Iron Adventurers are Home!

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Friday July 12th, 2013 11:02:21 AM

If I want to leave the city, how do I get back in? Is my name on your roster sufficient, or do I need a pass?

Cyniq drops the discussion of chits and overly bureaucratic mismanagement for the time being. She can buck the will of the gods later.

She fails to not show how impressed she is upon seeing the hooks for the first time. I'd heard of them, but this is, well, umm... She looks from one end of the large bridge to the other, taking in the maze of cables and the stacked shops on it's expanse, like children's blocks lined and stacked on a board. Why here?

She saw the tower in the distance with the hammer crest, she was surprised at how relieved she was to see it, I have to go see someone, is travel within the city restricted?

Cyniq plans to head to the temple of Pantheon after seeing the others to the iron tower. She'll make a report to the head priest or justicar and announce herself.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Friday July 12th, 2013 12:55:05 PM

Having spent most of his life in the outlands, Anrete is entirely confused by the whole system, and snorts in disgust.

Aping whatever the rest of the companions, Anrete eventually managed to more or less get through the entire process before reaching the home of the iron adventurer.

"Finally"



Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Friday July 12th, 2013 3:15:05 PM

Garret's jaw drops at the attempted explanation of the magical chit and gold system. He stares, open-mouthed for a few moments after the descriptions are complete. He stammers, "Uh.... Buh...I..."

He shakes his head, shrugs, and figures he'll do like he normally does, and will figure it out as he goes along.

Once the group is inside, his jaw drops again as he stares up into the hooks. He stumbles and bumps into more than one person as he gazes upwards, amazed as the massive contraptions. He staggers along until they arrive at the iron tower and then he nods to Anrete, "Indeed!"

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Friday July 12th, 2013 7:51:56 PM

Restlin was born and raised in Hook City. As such, it's the model he judges all other cities by. This is just what a city is supposed to be like, and his comfort here is noticeable. He is more than happy to point out the sites as they walk.

He hurries to the door of the tower when it finally arrives.

"I'll need to redo the fire traps on the door. They're not set to allow most of you and I'd hate to have any of you come home to an explosion." With that, he throws the door open and marches inside before shouting out, "Girls! We're home!"

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Friday July 12th, 2013 8:02:28 PM

Caius looks absolutely giddy as they walk through the gilded promenades of Hook City. "See? Now this is what I was hoping for. I pop into these parts seeing nothing but farmers and mud, and I get to feeling like life couldn't get any worse. Present company being respectable folk and all, the background just was leaving much to be desired. But this? This is just my style. Shiny." He gazes up at the Iron Tower. "So I get the feeling that this outfit engages in what you might call 'amateur privateering.' Or 'adventuring.' Would that be correct? 'Cuz I'm itching for some work."

Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Friday July 12th, 2013 8:36:57 PM

Sesha is pleased by the size and racial diversity of the city proper. She remarks to Garret as they explore the place.

" I'm glad there are so many people of all races here, half-man Garret. I had a very real image of crowds of people pointing at me and chasing me with pitchforks."

Then she demonstrates, running in circles prodding Garret with her broom while chanting "Drow spawn!" over and over again. She winks and giggles and puts up her broom.

When the tour dies down, she sort of ambles behind Restlin, not really knowing anything of the tower at all. She prods Pot-pot mentally.

"Do you sense the child-spirits? She then asks Restlin the same. "I know this may be too forward, I don't even know if I have a room yet, but did you decide with Bosk about the spirits here? If he's going to move them on, I'd like to meet them first!"

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Saturday July 13th, 2013 12:13:25 AM

Bosk smiles as they approach the tower, the marble structure shining in the sun. Travel in the city is restricted for non-citizens. When we fist became a protection group for hire we needed to move as a group, but purchasing this tower allowed us to move freely around town. Normally, to enter the city to trade goods or look for work you need a ton of paperwork. Since we own the tower we can move in and out freely, but the process still takes a long time. My goal is to evetually get our group recognized enough that we can magically exit the city without all the hassle ... I have heard that is what the Children of Chaos got permission to do, but that may just have been a rumor. I really should have asked Peerimus for details.

As for the ghosts, we recently helped them get..closure...with the people that killed them. Someone dropped a giant chandelier on them. Since then they have hardley been seen.

The girls were very attached to Zeoll. He had tea parties with them and bought them $100 dolls. I believe the gods or powers he followed were allowed to have ghosts haunt him (part of a prestige classs he was conscidering before the revamp this year) if he followed a certain path in life. I blieve he is why they stayed. When they learn he is gone... ... ... they are emotional young girls ... ... ... have a bit of a temper if you get my meaning. They are the reason we got the tower for little more than tax and title. They might leave or ... ... ... well, to be blunt, they might try to kill us. If someone has a weak will they might succeed.


Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Saturday July 13th, 2013 12:37:03 AM

Oh, and we do have rooms for you all. We have several large tower rooms, 30ft round rooms if I remember, and furnised lavishly by the city after we saved them. I am sure the others sent for their things, and Zeoll chose to stay on our roof top garden and always carried all his things on him.

As to Caius question, we are a protection group, but adventure tends to find us. The guard in Hook City as well as the ctizens hire us to solve mysteries and we have found ourselves the collectors of cursed artifacts. Work has been steady lately.


Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells)  d20+14=26
Saturday July 13th, 2013 6:25:29 AM

Restlin reminds Bosk he has most certainly not seen the last of the druid.

He cringes slightly at Sesha's words, remembering the nasty fall last time he spoke of exorcising the girls. He gives her a simple head shake to indicate such things should not be said in their presence.

As Caius relaxes, the wizard finds himself reminded of Kyan, his ranger friend that cost them a large fortune with a single act of defiance before being blown to pieces by exploding children. Restlin will show him to Kyan's old room, thinking it's style to be more to his liking.

"It looks like they added you folks to our roster at the gate, but a trip to the magistrate to ensure you're known as one of us is a good idea. Not a fun one, but a good one."

Knowledge, Local: 26. Restlin will accompany the new folks through the bureaucracy of Hook City.

Restlin's own room is easily the most opulent in the tower. The decorations and furnishings were a gift from the magistrate Alistair following the thwarted zombie invasion of the city. Restlin encouraged the eccentric designer to go all out on his room. It smells faintly of lavender and sandalwood, even after remaining empty for so long.

There are also blackout curtains on the windows, ensuring the room can be plunged into near total darkness in the middle of the day. In fact, the only light source is a small oil lamp on his writing desk.

He wonders how long they'll be able to rest before something demands their attention once again.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Saturday July 13th, 2013 2:05:08 PM

Zeoll is stubborn and strong. the cleric agrees. He has spent years among the dead and found his way back to the realm of th living and I would be be surprised if he should find his way back again. However, the girls will not be pleasant if they feel they are being lied to. Bosk is in a hurry to check on his room is at the top of the tower, away from prying eyes that might misunderstand the rooms contents. The trip up the stairs used to be difficult for the large minotaur, but the stairs and his room were magically enlarged to accommodate large adventurers. On several tables are a vast assortment of of strange and questionable items. Severed mummified hands that had been collected and dried for the creation of Hands of glory and Mage Hands, skeletal arms with swords fused to the wrists where hands should be, and books recording the groups exploits with drawings of mind flayers and illithid demi-gods. In one corner of the room is a small forge for crafting wondrous items and a small still for experimenting with intoxicating beverages. But before he goes up there he looks for a message from Peerimus about the holding area for the cursed items and for the girls to break the sad news to them.



Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Sunday July 14th, 2013 11:51:21 PM

Frodo returns to the tower, glad to finally be at home again. It's been a long journey, and nothing beats a good night's sleep in your own bed. Still, it's a long time before nightfall. Perhaps he will go out and look at mounts later, it could be useful if the group continues to visit the areas outside of Hook City's walls.

ooc: sorry for the delay, thought I posted from my phone earlier

The Iron Tower and the Next Morning (DM SteveK) 
Monday July 15th, 2013 11:08:46 AM

Restlin looks about and sees a small Temple to Wardd in NorthHook!

Cyniq learns that now that she is on the roll of the Iron Adventurers, she has much greater freedom of moving about the city. She can go just about anywhere on the public areas, and getting in and out of the City is no harder then she has already experienced.

The heroes arrive at the marble Tower they call their home. Several people in the square wave while walking or from their shops, but none try to bother the heroes before they are settled. Once in the Tower, there are 3 notes on a table by the door, but the Tower is strangely silent. There are no ghost girls, and not even Bosk's Grim senses can spot them. They are gone!

Note 1: "Rash and Firn'gaer are linked in with this message. When you are ready, rip the note and they will call on you within a day for our agreed upon payment. -Peerimus"

Note 2: "Dear Iron Adventurers, Being the mother of a Protector myself, I have spoken with the others in the Square. To allow you proper rest with your own loved ones, none of us will come to you with problems until at least the day after each time you return to your home. Thank you for being our neighbors! Blessings of Panthenon upon You: Mara Weaver"

Note 3:
"To: Iron Adventurers
From: Sergeant Capon, Liasion
Reads: Prepared to support you to provide information on Hook City laws, bureaucracy, and limited information on Council attitudes. Successful in adjusting Iron Adventurer Protector Charter to amend at any official location.
Ends."

The rest of the day is spent in familiarizing themselves with the Iron Tower, having another meal, adjusting rooms, and relaxing. The morning will come soon enough.

And it does, dawning bright and cheery as always in the City of Magic!

ooc: At this time, Heroes can go off on their own and do their own thing. For right now, it is not important to stay together...

Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility]  d20+20=24 ;
Monday July 15th, 2013 1:00:45 PM

(so .. I got to looking at the 1st floor of the Iron Tower. I'm pretty sure that in the kitchen between the grilling steaks and the table of raw meat there's a dead persons torso with the arms chopped off laying face down in the hay. What the hell kinda heroes are you!)

As the morning comes, Sesha rises with the sun. Stretching, she rolls out of bed and plops her bare feet on the floor, then wiggles her toes on the cold marble. The room was nice, but if the Iron Tower was to serve as her new home for any length of time, she would like to make some changes.

After dressing, she gathers her pack, broom, and other items. There were a few things she wanted to do in Hook City, after all. Worried she might get lost, she lingers a bit in the kitchen and packs some snack food away to take with her. She considers asking Restlin or one of the others to guide her, but decides against it, not wanting to be too much burden.

She sets out for South Hook and the Sages Guild. Before entering, she fixes her hair and clothes, checks her boots for mud, then enters with an air of purpose. As she approaches the first available Sage, she gives a warm impish smile, the type a favorite child might use to melt their aunts, uncles, or grandparents.

"Hello sir! I am new in Hook. Really new, really. I just took up residency in the Iron Tower yesterday, it has been exhausting! I was curious if anyone in your organisation might be able to help me with some religious research? Please? I need something that details as much as possible about all the known dead Gods who died during the Cataclysms. If you would like, we can probably narrow it down to any of those who were known to grant healing powers to their followers. I would really like details of worship and dogma as well."

Her smile fades a little as she reaches up and plays with a bit of her hair. A sadness comes over her for a moment.

"Also, I'm sorry to say I also have some bad news about one of your Sages. I had better speak to someone about that too."

[1] Diplomacy 24 to request lengthy or complicated aid (+5 DC) from an indifferent creature. ( DC15 + creatures CHA.)

ADM James, the map maker. Lol. I believe that was a ham with the skin still on, not a human torso in the picture. All the meats, and most other items, are actually modded photos of real items. The meat was from a real butcher shop.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Monday July 15th, 2013 1:17:49 PM

"Yea, we're leaving that note from Peerimus until tomorrow. I need to spend some time in the city. You folks take care; I'm going out for a while."

With that, Restlin heads out. He has breakfast at a nearby cafe. While there, he describes the bacon/onion balls Yondrim used to make (ooc: pierogi). He will buy some if they have any, and request they make their way on to the menu if not.

He will stop and chat with the vendors and regulars in Iron Square. It's nice they agreed not to bother him until they've had a chance to rest, but that doesn't mean Restlin's not going to be neighborly.

His ultimate destination is the small temple of Wardd in Northhook. He takes a moment before he walks in. He's a priest of Wardd and a mendicant. No doubt he belongs here, but he suddenly realizes he's never met another follower of Wardd. Casting those thoughts aside, he makes sure his holy symbol isn't crooked and strides in looking about for someone who appears to be in charge.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday July 15th, 2013 5:20:33 PM

ooc: was somehow talked into running a 5k in 95 degree heat... post will be late tonight.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying  d20+15=31 ; d20+15=33 ; d20+15=31 ; d20+21=33 ; d20+21=35 ; d20+21=32 ; d20+21=38 ; d20+21=38 ;
Monday July 15th, 2013 7:56:43 PM

Cyniq takes a look around at the roomy but sparse accommodations provided. going to need to do some shopping.

Taking the opportunity to clean up and refresh herself, Cyniq prepares for a day of exploring.

Her first stop is the temple of Pantheon. Walking into the impressive establishment, she pauses just inside the entrance and takes an opportunity to look around. She'd found that they generally followed one of a few basic designs. In this case the community center was to the left, that hallway probably led to the shelters, which meant she needed to go right. Heading off down the well built but plainly adorned hall she soon found herself in an anteroom with a couple of groups waiting. Less than what she would expect in a city this size, but considering the warning she received in Heranmar, probably pretty good. Even in Hook City the court saw some use.

Knocking lightly on the door she announced herself, Justicar Cyniq al'Lyz, late of Bryn Baraz and Float City. I see audience with the chief justice. After explaining her recent involvement with the Chaos Bell and unanticipated membership in the iron adventurers.

After leaving the temple she heads off for the local WLA office and repeats her introduction and notice of relocation.

And after leaving there, she finds herself something to eat. Which is when she realizes that she doesn't have any of these chits.

Realizing that it's trail rations for lunch, she will try and gain access to the top of the wall overlooking Mudtown. She studies the layout of the town, noting where people travel, how the accumulated water runs off or collects.

After lunch its off to the Star Mage tower and more introductions.

At all three places she asks what people think of the Iron Adventurers, Mudtown, and the politics and pressing issues of the town. She'll also ask the mages about casting spells in town.

************************
Knowledge:local-not get lost finding: Pantheon temple= 31; WLA= 33; Star Mage tower= 31
Diplomacy:Gather Info: Iron Adventurers= 33; Mudtown= 35; politics= 32; pressing issues= 38
Knowledge:local-laws: (bonus should have been +15, not 21= 33

That enough to at least get me the public info on the wiki?

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Monday July 15th, 2013 10:18:16 PM

[ooc: roomy but sparse? Oh no no no...this tower was decorated at great expense by Mr. Whippledinkle and is fabulous.]

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday July 15th, 2013 10:45:09 PM

As the others go about their business Frodo has other concerns pressing on his mind. Last he had heard Jillian had gone missing. Surely after all these weeks she had been found, but he'd rest easier knowing that she was safe, and seeing thatt the wounds the others had received at the shop were healed. They had mentioned wanting to ask others if they were going to move the required distance to the new town, perhaps they had set up a new place at Five Mile House. If they have set up shop at Five Mile House it is possible that he will also have time to stop by the Ma'ab's Temple in Hook City and introduce himself to Torm, the high priest of Ma'ab, being the he is now a member of the Gateway Downs Druid Circle.

ooc: haven't seen the tower blueprints in a while... do we have stables here, or am I thinking of Black Harris' shop

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Monday July 15th, 2013 11:00:38 PM

ooc: Neither have / had a stable. However there is a stable in the city that you can pay to keep your horse in.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Monday July 15th, 2013 11:50:54 PM

Caius rises a half-hour before dawn to begin his morning calisthenics in the yard, followed by rigorous practice with his sword. He has already worked up a sweat by the time the sun rises, and his swings his adamantine curveblade in precise, lethal swings as he circles. He pauses when he spies someone and calls out, "Is there a smithy in the Iron Tower? I haven't been able to find one yet."

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20+2=19 ; d100=4 ; d20+4=13 ; d20+4=20 ; d20+13=24 ;
Tuesday July 16th, 2013 12:13:52 AM

The smell of meat, pasta, and fresh baked bread fill the air as The Horned Cleric sets to work cooking an abundance of food, utilizing all of the bulky and perishable goods he was unable to take advantage of during their travels. It seems that over the last few weeks the mighty taur's fingers could do no wrong in the kitchen (I haven't rolled below an 18 on a cooking check in months!). As everyone sits down to eat Bosk addresses the various matters at hand.

I cannot find any trace of the girls left in the tower. Perhaps they have finally moved on, but for now it might be best to keep your guard up until I know for sure. Shall we take the day off to get our affairs in order before opening Peerimus letter? In the mean time we should go in to get our paperwork amended. It sounds like Capon still needs us to go in to complete the adjustments. Bosk listens to what everyone thinks and will walk the new adventurer's to one of the official officers to get the forms filled out. Before they leave Bosk pulls Sesha aside and hands her one of the skeletal swords he collected. The black metal reflects the light in a strange way, the material unlike any known today.

After the group is finished Bosk will drop by Mara the weaver's and thank her for her letter and her help as well as to see if she has any experience dealing with the steelgrass that was woven together by the manfri to form his armor and many of his weapons figuring it would be useful if he could find someone with such knowledge in case his equipment is ever in need of repair or she could learn anything useful from studying the craftsmanship seeing that the Sargrass is now in flames making the craft a dying if not already forgotten art.

Actions
---------------
Cooking - 19
Cast Divination to determine if the girls moved on d100=4%
Knowledge Arcana to determine if the girls moved on = 13
Knowledge Religion to determine if the girls moved on = 20
Spellcraft to determine if the girls moved on = 24

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2  d20+7=16 ;
Tuesday July 16th, 2013 10:04:39 AM

Not to be outdone, Anrete swiftly familiarize himself with the fireplace. And before long, the lanky youth is roasting some unidentified creatures over the fireplace. Bashing his gauntlet on his armored chest repeatedly to announce that breakfast is ready, Anrete proceeds to proudly his latest creation - roasted sewer frogs with pumpkin and tomato sauce.

--------------------------
Cooking - 16

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Tuesday July 16th, 2013 10:55:39 AM

Bosk stares in surprise the concoction which looks something like a pink fish stew. I can honestly say I have never seen anything quite like this. Where did you get the frogs? The cleric waits for an answer, curious if Anrete brought them into the city with him or if Hook City had eased up on their patrol, opening up the possibility of exploring the catacombs again. After reviving a response Bosk fills up a human sized bowl and takes a bite....Interesting. Tastes like chicken, but it is flaky and has the texture of fish. I would never have thought of that flavor combination.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Tuesday July 16th, 2013 12:09:24 PM

I assumed this "furnised lavishly by the city after we saved them. I am sure the others sent for their things," meant the rooms had been emptied by the previous occupants. I shall take it as she isn't interested in a fashionable room as much as she's interested in a function-able room.


The Iron Tower and the Next Morning (DM SteveK) 
Tuesday July 16th, 2013 12:20:16 PM

Sesha rises with the sun, performs her morning ablutions, and thinks of the changes she wants to make in her rooms. Making sure she has food enough in her pack in case she gets lost in the large city, then sets out for the nearest Sages Guild. Even though she doesn't want to ask directions of her new companions, Sesha has to ask of someone. Outside the Tower, this early doesn't have many citizens, but there are still several wagons and teamsters either delivering or picking up from some of the warehouses on the square. One cheerful man answers the Witch's questions. "There isn't one guildhouse for all the Sages in Hook City, Madam", he replies, "but Gilroy is fairly reputable and willing to take new clients. You can identify him or any Sage open for business by the scroll-and-lamp sign at the door." The teamster gives Sesha direction, and then gets back to work.

She finds Gilroy's Shop easily, that Teamster gave good directions! Before entering, she fixes her hair and clothes, checks her boots for mud, then enters with an air of purpose to find a tidy little office, one entire wall pidgeon-holed for scrolls and a tall elf tidying up. Looking stiffer than the broom he is using, even the elf isn't immune to Sesha's charms, and thaws a little. "Let me get Gilroy, Madam."

Gilroy turns out to be a wizened little gnome who wears his vast years of knowledge with still an air of impishness himself. MUCH more friendly than the elf, he welcomes Sesha into his study. "Get some tea for us, Jasper, if you would. He is a great boon to me dear, keeping everything in order, but a bit of an old stick if you know what I mean." Gilroy winks and smiles, and leads Sesha into his study for their enjoyable conversation. (Sense Motive DC 20 Highlight to display spoiler: { Sesha gets the hint that Gilroy knows he's being charmed and enjoys it, flirting outrageously with no intent to take it further. }

Sesha finds out that the Sages of Hook City are only loosely organized and pretty much research on their own, conferring with each other on an as-needed basis with several convocations to argue. Gilroy agrees to assist Sesha, but warns her that it may take some time.

Restlin heads out, looking for bacon/onion balls the way Yondrim used to make. He's not able to find any in this neck of the woods, but the cook suggests down in Labor Town there are neighborhoods that make more regional dishes, and the Sieur Wizard should try there. Reslin also stops and chats with the vendors and regulars in Iron Square, and gets lots of neighborly small talk. Katherine Brodery runs by on an errand, and calls to Restlin that her brother JimBim was hoping Bosk would stop by later. Mara Weaver gives a friendly smile and will talk about nearly anything while working on an intricate tapestry. A couple LaborTowners are still staggering back from Dana's Darlings, each one convinced that the other will be in more trouble...

Restlin eventually makes it across the Hook River and back to NorthHook to look up the small temple of Wardd. Built of pieces of this and pieces of that, it is the most incredible collection of hodge-podge imaginable. The small courtyard before the main building has a statue of a young man whose eyes are covered by a hood and has the most mischievous smile. About the courtyard, are bits of items; a spoon, a ball of string, a masterwork dagger, a vial of some liquid... Restlin notes that a Halfling is here that takes off his cloak and picks up the ball of string. "What luck!", he exclaims, and leaves his cloak while hurrying off to wherever. Restlin strides in looking about for someone who appears to be in charge, but the interior is as haphazard as the outside. There are several folk about, loitering, sleeping, or talking.

Cyniq takes the opportunity to clean up and refresh herself before preparing for a day of exploring. Her first stop is the temple of Pantheon. It is an impressive establishment, similar but different to what she expects from the few basic designs. There is quite a lot of people in the court which is broken up into five different alcoves, each with a sitting Justicar. Indeed, the court of Pantheon in Hook City sees a great deal of use!

She announced herself at the administrative wing, and once explaining her situation, is quickly ushered in to see Chief Justice Sara Conner. The Chief Justice listens closely to Cyniq and a scribe takes special notes. CJ Conner then tells Cyniq of the situation of the Church in Hook City. "The laws of Hook City are so convoluted and specialized that it would take your lifetime to learn them all. Instead, I ask the Justicars in Hook City to concentrate on the truth and assist any who we meet to find true Justice. We are often called to the Hook City Magistrates at expert and character witnesses. We also serve those who do not wish to wait for the Magistrates on minor matters. I will also caution you on the way disputes are often settled here in Hook City. Especially in SouthHook, often, disputes are settled by each side purchasing outsiders, called Protector groups. These groups then fight each other, the winning side winning the dispute. Most Protector groups like your Iron Adventurers are honorable, but there are some who are less...savory. "

Cyniq's trip to the WLA is uneventful, a large complex of training and information gathering. The WLA is happy to see another Journeyman, and promises to consider her for upcoming missions. It seems that the WLA is not considered a 'Northern' or 'Southern' thing, and is one of the only organizations or ideas that is equally welcome all across the Wold.

Her trip to the Star Mage's Guild is nearly uneventful, except for the amazing knowledge that the great Star Mages Tower in SouthHook is a huge illusion! A very modest 3 story tower is in the illusion's place, just enough for a small cadre of staff to maintain a foothold in Hook City. The center of the real Tower is a large room with a permanent Teleportation Circle that transports Cyniq to Plateau City in the Northern Continent! There she is able to perform all her usual SMG needs. Cyniq is also told to keep the knowledge of the Teleportation Circle secret. "Since one of the Star Mages went crazy and nearly destroyed all magic in Hook City, the SMG does not have a good reputation here. It's better if others don't know of our connection with the Northern Continent."

Cyniq finds that though she has no Chits, the food shops in LaborTown will take silver well enough , and so she has no trouble for lunch. She could also eat for a modest fee at the WLA and SMG, both of which scoff at the Chit System of Hook City. She also finds that she is denied access to the Wall of Tears, only Soldiers of Hook City allowed.

In general, she gets the following information which she can share with the others:
Hook City Game wiki
Hook City Geography
Iron Adventurers: Going more than a few blocks away from the Iron Tower, most people haven't even heard of the Iron Adventurers. The WLA is the exception because several Iron Adventurers are members.
Mudtown: Is a holding area for merchants and cargo. It is a living area for those people to cater to or feed off of the travelling merchants. It is not considered part of Hook City and that those who live there are free to leave whenever they want. Like everywhere else in Hook City and Gateway Downs, Protectors are hired to defend and perform justice.
Politics / issues of Hook City: Hook City is the best and has been blessed with great magic. Trade in magic and knowledge makes Hook City the focal point for trade across the entire continent. The Council of Four is in charge of ensuring that Hook City stays the best.
Casting spells in town: As long as it harms none, do as you will.

Beriothian tells the others that while the Iron Tower doesn't have stables of their own, there is a hosteller nearby who will stable the Iron Adventurer mounts free of charge. Then the druid does some searching on his own and discovers that Hemust and Jillian have indeed moved out to Five Mile House. They are currently living in a shack and clearing an acre of land nearby for potato growing. Turns out they are rather happy despite the hard work! The druid also has tiem to stop by Ma'ab's Temple in Hook City and ask for the High Priest, Torm. An acolyte brings Beri to a small and well-cared for garden, with a large tortoise sunning itself near a pond, then leaves.

Caius rises a half-hour before dawn to begin his morning calisthenics in the yard, followed by rigorous practice with his sword. He has already worked up a sweat by the time the sun rises, and his swings his adamantine curveblade in precise, lethal swings as he circles. With a couple questions, he is able to find a local smithy who does commission work in nearby LaborTown.

Bosk sets to work cooking an abundance of food, utilizing all of the bulky and perishable goods he was unable to take advantage of during their travels. It seems that over the last few weeks the mighty taur's fingers could do no wrong in the kitchen (I haven't rolled below an 18 on a cooking check in months!). As everyone sits down to eat Bosk addresses the various matters at hand.

First, he cautions that he doesn't know what has happened to the Ghost Girls, and it may be prudent to keep your guard up. That and they will tear Peerimus' letter tomorrow.

Second, he looks for Sergeant Capon. The magistrate's liaison comes quickly and promptly. "No, sir, no additional paperwork required. The Iron Adventurers are listed as special because of your past actions and now may quickly update your roster as it changes. There are no further actions or results I am able to report. I will however, like to scribe your recent travels within the next couple of days. Please make yourselves available for interviews."

Next, Bosk drops by Mara the weaver. At the first mention of the Manfri and Steelgrass, tears spring to Mara's eyes. "May I see yours?", she asks wistfully. Bosk soon sees that Mara is an absolute genius with weaving and can indeed repair Steelgrass. "I started life as a Sargrass Orphan and learned much from the Manfri before travelling to Rattledam and learned still more. There I fell in love with a travelling bard and was exiled where we made our way here and had four daughters. I don't remember much about the exile, but my youngest, Tishe', sought out Rattledam and its secrets and I fear she was killed when the Sargrass was destroyed." The older woman pauses and wipes her eyes. "The Steelgrass reminds me of my daughter and my old home."

Not to be outdone, Anrete swiftly familiarize himself with the fireplace. And before long, the lanky youth is roasting some unidentified creatures over the fireplace. Bashing his gauntlet on his armored chest repeatedly to announce that breakfast is ready, Anrete proceeds to proudly his latest creation - roasted sewer frogs with pumpkin and tomato sauce.


Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility]  d20+5=22 ;
Tuesday July 16th, 2013 2:55:56 PM


Realizing the gnome not only knows she's putting her best smile on but enjoys it, she keeps right on going. Only this time, it's genuine. When he says he will help, she cheers loudly and then stifles it, grinning sheepishly at Jasper for the noise.

"I am so much in your debt. Thank you forever and ever! If you need anything to help you in your studies, I shall give it!

She waves happily and bounces off the chair, taking the gnome by the hand so he can lead her to the door. She says goodbye, and then departs.

Outside, most of her happiness remains, although she sadly notes she would have to find another place to report the passing of the Sage Morgan.

She finds a place to sit and takes in the entirety of this place. To call it a city or a town was false. This place was something different and special. How many people there must be here! To feed, dress, and water them all must require many more resources. She slaughtered cattle and chickens daily with the tribe, how many spirits must pass on daily in this place? Curious, she asks for directions to a butcher.





Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Tuesday July 16th, 2013 10:50:36 PM

"How did this place ever get built in Hook City?" Restlin wonders to himself. No matter though, because it's just fantastic. Knowing a place like this exists in Hook City fills the mage-priest with joy.

"Hey!" he exclaims, "does anybody know where I can get a good pierogi in this town? I'm buying if you can lead the way!"

He hopes someone's hungry. If anyone takes him up on the offer, he'll chat the entire way, trying to pick his new friend's brain on the deity he barely knew existed just a few months ago.

If not, he'll sit next to someone friendly looking and attempt the same.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Tuesday July 16th, 2013 11:38:59 PM

Beriothian transforms into a tortise for a while and enjoys the utter relaxation of sunning in the pool. After some time he returns back to the tower to see Bosk hard at work in the kitchen. He fills him in on his findings of Hemust and Jillian.

Well, when everyone has eaten shall we tear the paper?

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Tuesday July 16th, 2013 11:42:46 PM

Satisfied that a capable smithy is available, and rather crestfallen that the Iron Tower does not have its own facilities, Caius spots Sesha in the street. He gives her what some would call a cheesy grin. "Hey there, little drow lady." He leans against a lamp post and casually scratches at his neck. "Do you have anything that needs doing? I can be pretty... handy."

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Tuesday July 16th, 2013 11:51:41 PM

Bosk's heart melts as Mara begins to cry. Nothing in this Wold made the cleric feel more helpless than standing in the presence of a crying woman with no ability to console her. If my steelgrass has the the power to bring back such memories, then please take this. The cleric holds out his steelgrass scythe to the woman. There is little reason for me to carry it and the Guisarme around with me, and it would make me happy knowing that it will be in the hands of someone that appreciates it so much.

Upon leaving Mara's Bosk drops by the Brodery's to check in on the family. He makes sure to bring a gallon of ale with him to share with JimBim and the others, and while he is there he attempts to learn if they had any knowledge about the golden box they found on Heather's murder.

He chooses to wait to meet with Peerimus contacts before speaking with Capon about scribing the events of their travels.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Wednesday July 17th, 2013 10:14:30 AM

Turning to the minotaur, Anrete shrugs, "No idea. I found some in the puddles beside the road as we were walking in the town.".

Saying that, Anrete spies a tortoise outside, and decide that tortoise soup sounds exciting! "Yoz, Bosk-one-eyed-bull. Wanna cook some tortoise? Anrete saw a very juicy one over at the pool!"

The Iron Tower and the Next Morning (DM SteveK)  d100=46 ; d100=46 ;
Wednesday July 17th, 2013 11:48:12 AM

Sesha happily concludes her interview with Gilroy and bounces out of the office. She is mostly happy, but feels she needs to find another place to report the passing of the Sage Morgan. Taking her time, she wonders how the city is fed, and makes some inquiries. She finds there are no huge animal pens like she was expecting; much of the food prepared and provided by magic. There are butcher shops in LaborTown and (Bosk and Beriothian can attest) MudTown that Sesha can contact. The closest one in the south shore of LaborTown is about a 1/4 mile away.

Restlin thinks the Temple to Wardd is just fantastic! Knowing a place like this exists in Hook City fills the mage-priest with joy. He shouts out a question, but doesn't get a good answer. Alas, such is luck! Even though he doesn't get perogi, the Wizard/Priest is able to get a fun conversation going on just about any topic where there are others who are willing to discuss their knowledge (or lack thereof).

Beriothian transforms into a tortoise for a while and enjoys the utter relaxation of sunning in the pool. As he turns back, the old tortoise speaks to the young druid. "It is ... good to see the young wait for wisdom too. Most of the time... they run too fast for... wisdom to keep up." He fills in the others about the whereabouts of Hemust and Jillian, and suggests that they tear the paper that evening.

Caius is satisfied that a capable smithy is available, though crestfallen that the Iron Tower does not have its own facilities. He strikes up a casual conversation with the returning Sesha.

Bosk gives his steelgrass scythe to Mara, who tries to give it back, but eventually agrees to keep it. The weapon soon is proudly displayed on the wall. Mara also agrees to repair Bosk's armor when it needs repair. Dropping by the Brodery's, he visits with the family and attempts to learn if they had any knowledge about the golden box they found on Heather's murder (ooc: gonna need Gather Information, Diplomacy, and/or Sense Motive checks if Bosk is being sly about asking). JimBim also has some news for Bosk. "I can get some of what you were asking for, but you have a couple of choices." JimBim hands the minotaur a scrawled paper obviously NOT in JimBim's handwriting.

Bosk Highlight to display spoiler: {
I plan on the following rules of thumb for poisons in Hook City:
1) Max Poison DC available = Base 10+ PC CL ½ ( PC 8th level = Poison DC 14)
2) JimBim Broderly can only acquire plant or animal poisons (not other monstrous)
3) Only contact or injury poisons available (which can be marginally justified for adventurer use. Inhaled or Injested could really only be used by assassins and is too dangerous for JimBim to smuggle/manufacture.)[/b]
}

The Paper: Highlight to display spoiler: { The order is ready. Client can choose from one animal and one plant-based poison. Charge 50gp per DC above 10 per dose for smuggling the poison (this is for bribes and the danger).

Animal Poison[/]
BLACK ADDER VENOM (50gp per dose); Type poison, injury; Save Fortitude DC 11; Frequency 1/round for 6 rounds; Effect 1d2 Con damage; Cure 1 save

MEDIUM SPIDER VENOM (200gp per dose); Type poison, injury; Save Fortitude DC 14; Frequency 1/round for 4 rounds; Effect 1d2 Str damage; Cure 1 save

SMALL CENTIPEDE POISON (50gp per dose); Type poison, injury; Save Fortitude DC 11; Frequency 1/round for 4 rounds; Effect 1 Dex damage; Cure 1 save

[u]Plant Poison

BLOODROOT (100gp per dose); Type poison, injury; Save Fortitude DC 12; Onset 1 round; Frequency 1/round for 4 rounds; Effect 1 Con damage and 1 Wis damage; Cure 1 save;

BLUE WHINNIS (200gp per dose); Type poison, injury; Save Fortitude DC 14; Frequency 1/round for 2 rounds; Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save

GREENBLOOD OIL (150gp per dose); Type poison, injury; Save Fortitude DC 13; Frequency 1/round for 4 rounds; Effect 1 Con damage; Cure 1 save
}

Anrete shrugs, "No idea. I found some in the puddles beside the road as we were walking in the town."
...................

Most of the group wants to deal with Peerimus' promise before dealing with Sergeant Capon, and so by that evening, they tear the paper. Nearly immediately, Cyniq can detect a Scrying spell watching the room. It lasts for a couple of minutes and then ends.

The next morning, after breakfast, there is a knock on the door of the Iron Tower. A large, tough looking human woman (think woman rugby player) and a no-nonsense gnome arrive at the doorstep of the Iron Tower. The woman is in plate mail, and has both a bastard sword and a curious holy symbol that intertwines the ancient woldian signs of several gods and powers proudly on her chest. The gnome wears travelling clothes and holds a staff, a casual whiff confirming that he has a spell pouch somewhere about him along with a large rat perched on one shoulder. Without preliminaries the woman begins to speak.

"Hi, I'm Rash, and this is Firn'gaer, we're friends of Peerimus, and used to be tied to that Chaos Bell. We're here to set up that little agreement you have with Peerimus. Good idea, I told him! I live in Cliffport with my family, and Firn'gaer has a tower..."

She gets cut off by the gnome. "... Where it's none of your business. You going to invite us in before we tell the whole city all our secrets, or should I just go home now and prepare the defenses?"


Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility]  d20+20=35 ;
Wednesday July 17th, 2013 12:25:53 PM

Sesha is startled to see Caius, and considers him a moment in silence. He hasn't said a lot since tagging along since the Chaos Bell, and all she really knew is that he was a soldier from somewhere. With a pang of guilt, she realizes he also without question helped to defeat the bell, hasn't complained about being teleported across the Wold, and has offered his help without precondition. Perhaps she should know him better?

She smiles and waves happily.

"Hello Caius! I was just on my way to see where they slaughter the animals for this huge city! I figured it would be something to see, just how much livestock it took to feed this place. But now people are saying it's mostly handled by magic, and not very much gets slaughtered here at all. Still, I figured I would ask a butcher somewhere about it. We used to slaughter a cow a day just to feed the Ga'alin. I wonder how many spirits are released from their bodies just to feed the people of Hook. Would you like to come with me?"

Asking about, she manages the last 1/4 mile to Labor town, asking Caius about his position with the Mailed Fist, was he a commander? A leader of men? What was the scariest thing he ever fought? Did he have a wife or children?

When she finds the Butcher, she pokes around the shop, watching to see who is in charge. Eventually, she purchases 2 ducks, 2 chickens, and 4 pheasants. As she pays, she introduces herself to the Butcher and asks about the logistics of feeding Hook City. How does it work? She also asks another question.

"Also.. I follow a .. God .. that teaches to greatly venerate the spirit of all things. Spirits are merely the essence of life that inhibits any creature. You have one, I have one.. these ducks had one. A spirit is limited by it's body, but not defined by it. My spirit might have been in a horse before it's body died. It might have been a mans. No one can say for sure. This is much different however, for a creature raised by humans for slaughter. When an animal is slaughtered it's spirit is released suddenly and without warning. Domestic Animals and their spirits are raised to trust humans and then are suddenly killed. I can guide them, make them a part of me, and over time it is re-release them when it is time. A wild beast doesn't have this problem. It knows when it is embattled for it's life. It's spirit is ready. So what say you? Can I please help you? I won't charge for the work and it frees up your time. I cannot always come by, but I will when I can. It would mean much for me as a follower of my .. god."

God. The last line was strange. Before Little Spirit was just another spirit, a powerful allied power with whom she bargained. Now it was different. Little Spirit WAS a god. She supposed that made her a follower of a deity she had yet to know.

[1] Diplomacy 35 vs a base DC of 30? Assuming 15 for indifferent, + 5 for "not always working" and +10 for "let me kill your stuff for my god" (Supposed to be +5 per request, but I did 10 for the latter.)

When finished, Sesha heads home with Caius and her poultry. She spends part of the day rearranging her room and noting the changes she would like to make, and the rest of it telling Restlin and the others about her experiences. She is sure to use her exact wording as before with Bosk when describing her stop at the butcher, curious as to how he will perceive her actions. She also thanks him excitedly for the strange sword. She cannot tinker with it yet, as it was not gathered by her. But she spends some considering the item and pondering how she could use it later.

The day finished, she goes to bed.
---------------------------------------------------------------------------------------------------------------------------

When she awakes the next morning, she presents the birds to Anrete.

"I was hoping you could make something with these Anrete. I prefer poultry and fowl to the heavy red meats. It would be nice to have something different, if you don't mind? Not that there's anything wrong with frog and pumpkins!

When the visitors come, she is lounging about, laying on the floor and probing the sword Bosk gave her with her magic. She jumps up, eager to see who is visiting. She cranes her head for a better look, standing on her tip-toes.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Wednesday July 17th, 2013 4:50:08 PM

Restlin, comfortable back at home after a great day of camaraderie, listens raptly to Sesha's feelings on barnyard spirits. "It's an odd juxtaposition, I guess. On the one hand, you have this chicken that's lived a life of relative comfort traumatized by her death. On the other you have a wild chicken...do those exist? wild chickens? anyway...you have this wild chicken that's lived a life of hard knocks and its death at the fang of a predator leaves it carefree. Either way a chicken's going to suffer. Have you ever considered the fact that maybe life's not that hard?"

He'll also talk at length on his time in the temple and continuing quest for a decent pierogi. He'll also talk about Yondrim since he made them so well and his fall against Lowd. He'll leave out the accidental cremation the wizard gave him...

***

The next morning, Restlin's on his way out again when the visitors arrive. He immediately decides he dislikes this gnome, but stands aside to let him in anyway.

"I tried to get something for breakfast, but that didn't work out. Make yourselves at home, of course. Perhaps Anrete has something cooking for the two of you..."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Wednesday July 17th, 2013 9:12:08 PM

The conversation butcher shops intrigues the druid. He's been living here for a while now, and you forget that sometimes actual people do work. It's very easy to fall into the mindset that everything just happens... well, by magic.
Do you really think the animals are traumatized before death here? I mean, I don't doubt it happens many other places but in a city like this where pride, arrogance, and magic are so ingrained into the peoples minds I'm guessing that any animal that were to be butchered would be done so only using magic that did it instantly and painlessly.
***
Walking into the living room with his morning coffee he sees a few of the others gathered around the door. They must have just got there, as Rash is just starting her introduction.
Ah, It's a pleasure to meet you. I'm Beriothian of the Iron Adventurers. You are wise in your caution master gnome, I would suggest we discuss business in the kitchen over a cup of coffee.
He leads them into the kitchen, where he tops off his coffee cup and gets the two guests one as well.

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Wednesday July 17th, 2013 11:30:08 PM

Caius is grateful to have someone to talk to. "I was a color sergeant, in charge of 15 to 20 men, depending on our assignment. We were a heavy infantry regiment, designed to hit heavy and hit quickly. And boy, did we hit hard. We handled orcs, troglodytes, goblins, hobgoblins, bandits of every civilized race, you name it." He reaches back and touches the handle of his curveblade. "Me and Reason have marched through a dozen countries for gold and glory. No time for a wife and little ones, what with all the killing that needed done."

He listens to Sesha's impassioned speech, nodding in agreement. "My Ma and Pa raised me in the Green Faith. Everything living thing has a soul. 'Course, that don't stop us from eating tasty creatures and all, but it's good to give respect."

Caius accompanies Sesha back to the Iron Tower in time to see the guests greeted. He listens patiently, and follows with the group into the kitchen.

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Thursday July 18th, 2013 2:44:42 AM

When the paper is torn Cyniq alerts the others, we're being scryed on, not sure where the scryer is.

Being new to the continent, Cyniq stands back and watches as the senior personnel address the new comers at the door.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20=15 ;
Thursday July 18th, 2013 3:50:25 AM

Bosk thinks about the golden box for a moment before sharing what he knows with the Jimbim and his family. The whole situation had been a convoluted mess. From what he could piece together Heather's parents had planned to marry her off to her father's best friend Lowd for compensation. Heather heard about this and fled, at which point Lowd killed Heather's parents in a fit of rage. Eventually Heather collected her siblings and they started a new life. Everything went well for years, until one day Lowd appeared in Hook City and murdered Heather and numerous other people. The Iron Adventurer's tracked Lowd down to Heranmar where Heather's father haunted the Inn he used to run as some sort of strange reverant. Together they defeated Lowd and his minions and Heather's father was able to find peace in death. Just before he died for the final time he gave the group a golden box. It seems solid except for the locket-sized depression. The rune in the depression upon careful examination looks to be three initials: HBI, Heather's initials. It was then determined that Clarissa, Heather's younger sister likely had possession of the locket.

The Iron Adventurer's had saved the lives of every other member of Heather's family, helped Heather get her revenge and protect her family so that her and her father's spirits could cross over, and the cleric now bore Heather's own eye as a living reminder of the first spirit he helped to cross over as a Grim. With all the two groups had been through together he decides to be very direct about the box and locket.

Upon reading the note Jimbim hands him Bosk points out the BLUE WHINNIS and MEDIUM SPIDER VENOM, indicating that is what he is interested in and that he would like two doses of each before handing him a small sack of gold to pay for the goods.

After finishing up with Jimbim and making any necessary arrangements he leaves the Brodery's to head back to the tower where he listens to Sesha's story and silently ponders the similarities between the witch and himself. That is an interesting take on the spirit and compassion is a virtue to be admired, but I have never heard anything that would lead me to believe delaying the spirits journey to the Shadow Realm is beneficial. That said, as a Grim Avenger I usually deal with spirits of a higher intellect. Those that have chosen not to cross over or find them bound to our plane through some injustice or unfinished business and those trapped here through magic. There are not many animals with such a deep seeded need for vengeance, but as long as the spirit goes where it is supposed to in a timely fashion and Gargul does not mind... the cleric's voice trails off, unsure if the gray god would in fact mind. He makes a mental note to mediate and pray on the subject in the morning.

Changing the subject he shows Sesha a door in the corner of the kitchen (I need to add this to the map) that leads to a small underground room for meat storage that is significantly colder than the rest of the tower.

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

The next morning The Horned Cleric drinks his coffee as he prepares eggs, biscuits and gravy for everyone (and chicken if Sesha wants his to prepare some for her). Although he is in the kitchen when the guests arrive he makes an educated guess on who it must be and brings out some food and drinks for the guests. Thank you all for coming. Please, let me know if there is anything I can get you.

Actions.
------------------
Tell Jimbim and his family about the box
Purchase Poison
Cook Breakfast = 17

Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Thursday July 18th, 2013 9:37:13 AM

(ooc: Lol. Step 1: Buy Poison. Step 2: Breakfast is served? )

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday July 18th, 2013 10:03:13 AM

ooc: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.

The Iron Tower and the Next Morning (DM SteveK) 
Thursday July 18th, 2013 10:36:27 AM

In conversation, several of the heroes learn a little more about each other; Sesha's views on spirits, Caius' background in the Mailed Fist, Anrete's ability to make quite tasty dishes out of the strangest ingredients...

(by the way, I love all this role-playing stuff you guys are doing!)

At the butcher shop, it is going to take some days of coming around and talking and convincing the Butcher of Sesha's good intentions before he invites her to the back room. Yet the Witch can see that she has made a good impression and is strongly encouraged to continue this lead.

Bosk tells the Brodery Family (who owns the apothecary shop) and also the new Iron Adventurers about the Golden Box. Clarissa admits that the locket was lost when the children fled (ooc: small change in history here) from their little village that was near Heranmar to MudTown. JimBim also tells Bosk that it will be a few days, but he'll deliver the package to the minotaur personally.

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

Rash and Firn'gaer are invited in, made relatively welcome, and seem to enjoy the Iron Adventurers' hospitality. But not for long, because both are looking forward to going back to their respective retirements.

Rash (with Firn'gaer putting in the occasional word to keep the conversation on business) describes the Cursed Item Holding Device that Peerimus agreed to build for the Iron Adventurers as a reward last module. Sticking it in the basement (or Firn'gaer is willing to create a new basement room by magic. "That's how I built my Tower".) The Iron Vault will become, in fact, an extra-dimensional space. Both the 20th lvl Cleric and 20th lvl Mage are required to create the Iron Vault.

Iron Vault Fate Item APPROVED by Rob for play on 2013MAY20 [Cauldron and Spear Module]
1. Basement: The door to the room is guarded by twin Symbols of Sleep and Stunning that are on the inside of the door lintel and will be keyed in on the Iron Adventurers (further, the IA are able to Key in new members and key out old). Coupled with the Symbols is an Permanent Alarm Spell that will go off if the Symbols are triggered. The alarm sounds in a location chosen by the Iron Adventurers. The Room is further covered by a Permanent Private Sanctum and Permanent Dimensional Lock (with a 10x10 hole APG Shaping Metamagic) where the Vault is located.
2. Entrance: The entrance is like the entrance to a Magnificent Mansion; invisible until a Command Word is spoken (Iron Adventurers Choose), then opens into a 10x10 hole into a void-like area filled with objects and sparkly lights floating in a vast black void. This is a demi-plane.
3. Vault: Any magical item thrown into the Vault spins slowly in the void and immediately creates 9 copies of itself. Each copy is alike in physical and magical aura characteristics, but does not possess any other power. The demi-plane is infinite and filled with flotsam and jetsam, so is nearly impossible to recover an item. On the off-chance one is found, there is only a 10% chance that it is the correct item!

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

"So", says Firn'gaer, "you young heroes choose. Where do we put this Iron Vault, what Command Word do you want to open it, and where should the Alarm go off?"

Rash puts in her 2 coppers. "You can of course add in your own defenses and protections, illusions, alarms, and even mechanical traps as well. This is just what we're going to put in for defending a place with so many cursed magical items."

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Thursday July 18th, 2013 11:09:14 AM

Anrete ambles off in search of the tortoise but found to his disappointment that the elusive creature disappeared after awhile. As he was returning back to the fireplace, the drow girl shoved a couples of dead-looking fowls at the barbarian chef.

"I was hoping you could make something with these Anrete. I prefer poultry and fowl to the heavy red meats. It would be nice to have something different, if you don't mind? Not that there's anything wrong with frog and pumpkins!"

Anrete frown slightly, "Frog meat is white. Anrete hadn't serve any read meat for sometime! Dogs are hard to catch in this city! But no worry, Sesha-sunburnt-witch-with-pointy-ears, Anrete will drain the birdies of their blood!"

The barbarian then proceeds to drain the fowls of their blood and before cutting them into paper-thin slices with his greatsword. Anrete then left the chicken slices to marinate in lime and vinegar as the visitors interrupt his cooking.

"What is big metal box?"

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Thursday July 18th, 2013 1:32:14 PM

We could call it 'The Containment Unit' or 'Warehouse 14'...

Cyniq shrugs, bu then, I just got here and haven't started shaking the status quo yet.

After fixing herself a simple breakfast, Cyniq gathers her gear and gets ready to head out, if anything come up, I'll be at Pantheon's. With nothing else holding her at the residence, she heads for the temple.

Please inform Chief Justice Conner that Justice al'Lyz is available to adjudicate. While she waits she can't help thinking that presiding over a few cases will give her some additional insight on the workings of Hook City.



Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Thursday July 18th, 2013 4:44:55 PM

Sesha is more excited that the visitors are here on account of the cursed items. As interesting as the sword was, it wasn't cursed.

As they describe the vault and the defenses in detail, she is impressed. There are good contingencies in place. She doesn't know the best place to put it, so she leaves that to Restlin, who probably has more insight on these sorts of things.

However, she isn't completely without input. She asks," Is it possible to make the alarm silent inside of the tower and audible for a large radius outside? Scaring away a person who is here to steal such a thing just means they will try again another time when better prepared."

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Thursday July 18th, 2013 5:02:45 PM

"That's a pretty good idea, but there should be some way to let those of us inside know that someone's up to no good. As for location, I'm all for the entrance being under the foundation of this tower. That way it would require a stone shape spell or something similar just to get to it in the first place."

Restlin tries to play it cool, but the fact that two very powerful casters are about to rend space and reality to make them a fancy hidey-hole is just awesome and he can't wait to see them at work.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Thursday July 18th, 2013 5:40:03 PM

Thinking for a moment on a suitable code word Beri starts to smile, he has just the thing.
We will take you up on the offer of a new basement room, it will be more secure if the vault room is not contained in the tower's original blue prints. As for the code word, if nobody has any objections might I suggest using the word Shibboleth? I don't know that it has much meaning in these parts, but it holds a fond place in my heart from my days as a rogue.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday July 18th, 2013 7:55:49 PM

Bosk watches with a sense of awe and amazement as Firn'gaer and Rash work their magic. I agree with Beri. The password should be something that would be impossible to guess and unlikely to be spoken on accident. After a moments thought he asks, Would it be possible to the entrance activation keyed in to a specific alignment so that evil aligned people cannot activate it?

As the group discusses the vault Bosk respond Cyniq al'Lyz suggestions on what to call the vault. I think we should refer to it by a much more inconspicuous name. Perhaps we could refer to the items as apples and the vault as the pantry. It would allow us to speak about matters more freely, when necessary, without arousing suspicion or drawing attention to ourselves. As for the location, the only underground room in the tower that would be on any possible blueprint is the small room off the kitchen that serves as a cold cellar for meat storage.

ooc: Will the sculpt stone spell work on gold for the purpose of opening up the golden box?

Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Thursday July 18th, 2013 8:12:41 PM

Sesha cringes at having to subtly warn Anrete that someone is messing with the vault. He would likely just make her a pie.

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Thursday July 18th, 2013 8:19:32 PM

Apples in the Pantry it is!

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Thursday July 18th, 2013 8:35:32 PM

...because after we beat down the bad guys taking our cursed items, who wouldn't want pie?

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Thursday July 18th, 2013 11:34:52 PM

"This may sound silly, but why not put it on the ceiling? The door is invisible, so you could even attach a not-invisible chandelier to the door knob that would hang down and hide it even more. Just keep a ladder in the attic for when you need to get in."

"As for a password... I have an idea. But we need a trapmaker. Is there one hereabouts?"

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Friday July 19th, 2013 2:04:09 AM

Personally, I was thinking to place it under the bath.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Friday July 19th, 2013 10:04:09 AM

"You can get just about anything in Hook City, Caius. What did you have in mind?"

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Friday July 19th, 2013 10:21:33 AM

"If we put it on the ceiling, we could put a magical trap on the floor below it. The password would not only open the door, but also set off the trap, which would target only evil creatures."

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Friday July 19th, 2013 10:30:18 AM

Magic

Anrete snorts before turning back to his preparation. Once the slices of fowl are suitably "cooked" by the lime and vinegar, Anrete proceeds poke at one of the spellcasters to cast a chill spell on his dish.

"Can ya help Anrete chill these meat?"

The Iron Tower and the Next Morning (DM SteveK) 
Friday July 19th, 2013 1:58:38 PM

"Where do we put this Iron Vault, what Command Word do you want to open it, and where should the Alarm go off?"

The questions are still valid as the Iron Adventurers discuss the possibilities. Rash and Firn'gaer seem to wait patiently, the woman taking another helping of sweetbread and the gnome snorting about the two possile passwords. "As long as you don't pronounce it Sibboleth, you should be OK."

Cyniq isn't as interested in the Iron Vault as learning about the laws of Hook City, and makes the long walk back through LaborTown, across the Hook River, up Labor Town, and across NorthHook to the Temple of Panthenon. There, she is quickly assigned a court for the morning, and she is able to learn about the types of cases brought before Panthenon. Domestic, petty theft, and merchantile cheating are the predominant complaints, and usually only between individuals. Cyniq finds out that most of the cases are also because at least one of the parties can't afford to hire a Protector group to solve the differences for them, and so are looking for another means.

Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Friday July 19th, 2013 6:23:43 PM

Sesha frowns.

"Don't most alarm spells also warn the caster, but in her head only?"

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Friday July 19th, 2013 6:38:16 PM

Bosk thinks about the alarm for a minute. [b]I think Sesha is right, we would prefer to hear it in our heads if possible. As for the password, Beri's suggestion works for me as long as he reveals its meaning to us (personal and technical), and I like Caius idea of putting it on the ceiling. As you can see, we have a huge chandelier in the main room that was recently replaced. That would make an excellent location and the floor below it is clear for a trap. I prefer this over the bathroom because we tend to have more people down here in order to keep an eye on things. I say we go with this comination, if there are no objections.

Bosk listens to Anrete's comments about the chicken and remains silent, unsure if vinegar and lime juice will actually cook the chicken and make it safe to eat. Although he has Rose's Temp Control prepared, he decides to wait for Sesha's reaction and to see if anyone has a prestidigitation spell that could help out before saying anything or offering assistance.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Saturday July 20th, 2013 11:15:20 PM

Restlin elbows Sesha subtlety when Bosk approves of her plan & gives her a quick thumbs up and a stupid looking grin.

"No objections here, buddy. Sounds like a plan."

He looks curiously at Anrete's chicken and can't help but think it might actually be tasty. Unfortunately, he has no chill spells prepared. "I have a wall of ice spell prepared, but that is likely overkill."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Sunday July 21st, 2013 9:10:32 AM

Shibboleth is a very old phrase from another land. After a great war those on the losing side were not allowed to return to the land. Occasionally someone would try to sneak back in claiming to be from among the people of the winning side. To prove which side they were a part of they were asked to prove it by saying the passphrase Shibboleth, a word that was all but impossible for them to pronounce correctly as an outsider without revealing your accent. I believe it was the 'sh' that the losing nation was unable to pronounce correctly. That is the beauty of the phrase, it's not enough to just know the word. It requires you to pronounce it in a certain way as well. From listening to everyone over the last few weeks I believe our new members will have no problem saying the word, but there are many outsiders who would spend years trying to correctly pronounce it without success.

Beri considers putting the room in the ceiling.
I like that idea, it would make it much harder to find, especially without dedicating a significant amount of time to searching for a room they don't know exists.

Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Sunday July 21st, 2013 1:05:56 PM

Sesha looks at the sliced birds with curiosity. She had eaten a lot of things, some raw, during her rituals for the Ga'alin. She knew little of cooking anything other than potions. Smiling big, she asks.

"I had no idea you could cook birds that way, Anrete. Are they .. cooked all the way? If so.. I can't wait to try it."

Sesha feels her cheeks redden a little when Restlin gives her a thumbs up, of all things. Something about the Mage-Priest made her feel different, but she wasn't sure what. Maybe it was because he wasn't as grim as many of the others she had adventured with. There HAD been a number of them, considering this was her third adventuring group. Still, she was glad that she contributed, even a little.



Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Sunday July 21st, 2013 5:41:36 PM

Garret woke up from a deep sleep rather suddenly. Before he opened his eyes, he knew he was someplace different. The air smelled and moved differently. The bed felt wrong. He was not in Bryn Baraz. He opened his eyes and looked around the room. He saw the round walls and the expensive decorations. The memories started flooding back: the cliffside exploration, the Chaos Bell, the Southern Continent, and the Iron Adventurers. He lay there a moment, thinking about whether he would ever see his homeland again -- and if it really mattered if he did.

After a short time of thought, Garret hopped to his feet. He knew many of the others would be moving in to their new place, but Garret had always traveled light -- everything he owned he could carry in a small pack. He grabbed up his pack and headed out into the town. He spent the day exploring the town -- mostly gaping at the large groups of buildings and people. This place was much larger than anywhere he had ever traveled and he really didn't understand how so many people could live in one place. He simply sat back often and just watched people go about their day, trying to learn more about this strange place.

Returning back to his new home at the Iron Tower, he overheard someone talking about pie. His small legs moved him quickly to the gathering and as soon as he entered the room, he said, "Pie?" The quick glares told him that he was interrupting. He listens carefully about the iron vault and wondered out loud, "That sounds like an incredible place. Is there really so much around this place that such a thing is needed? I am not sure that I like this city so much."

He lets the others continue their discussions about this new vault and he heads off to the kitchen area, seeking out Anrete and his food creations. As he walks into the kitchen area, he grabs a sample of something off the counter and pops it into his mouth. "Hey, Anrete, what is cooking? I have heard there is another in the group who can cook nearly as good as you can. Have you sampled any of the preparations of Bosk?"

The Iron Tower and the Next Morning (DM SteveK) 
Monday July 22nd, 2013 11:29:42 AM

Firn'gaer and Rash agree to the idea of the Vault going into the ceiling, but will NOT put it in the main hall on the first floor. "The room where we put the Vault will have Dimensional Lock and Private Sanctum. Do you want anyone walking into your front door be unobservable by anyone else? Further, we are going to place Permanent Resetting Symbols at the entrance to the room. I'm not going to zap every merchant, soldier, or supplicant who arrives on your doorstep! Pick a room with only one door or let me create a new one in the basement, or I'll just leave now and tell Peerimus you didn't want the Vault." The gnome is acidic, but the Iron Adventurers must admit that he has a point.

The priest also objects to the idea to place the Alarm only in the heads of the Iron Adventurers. "The Alarm will only work within a certain range. You move out of that range and the spell will be broken. You will also not be able to key in new heroes", she says reasonably. [b]"Pick a room, maybe a common room on one of the upper floors or the kitchen?"

For the Command Word, the two suggestions are "Shibboleth" and "Apples in the Pantry". The mage and priest will go with the majority.

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

The day after Firn'gaer and Rash have completed the Vault and are gone, Sergeant Capon arrives. Ramrod straight and impeccably dressed in his Hook City uniform, the liasion is a no-nonsense and precise constable who the older IAs haven't yet found if he has any sense of humor either. He states he is available to give a debriefing of what has gone on and to interview each hero about their latest adventure. (ooc: any hero who accepts to be interviewed can ask the liaison anything. Sergeant Capon has to tell any Iron Adventurer the truth.)

It is a day after Sergeant Capon has completed his interviews of the heroes who wished to give them that JimBim Broderly arrives at the Iron Tower with a package for Bosk. Some money is exchanged, and both persons seem happy with the arrangement. (ooc: Bosk has his poison)

Sesha has taken several days to get to know the butcher and the operation. It turns out that every person who has been born in Hook City is partially imbued with magic. So much so that every native born citizen can cast a Cantrip. Most of these are very domestic, as seen in the Butcher Shop. The Butcher has employees who Daze Animal, Pluck, Sweep, and Clean. The Butcher himself has a magic that Preserves Meat and keeps any meat in the shop from spoiling. Killing animals, however, still requires physical labor, and Sesha is finally allowed to participate and harvest the power of the departed souls. "Used to have a Witch of the Sargrass Plains helping out", the Butcher admits, "but that was before the Great Migration. Not as many about now, and those that are tend to favor darker magics. Won't have any of that in my shop!" (ooc: Sesha can be full up on Save/Slay power.)

Almost a week passes when a gilded invitation is presented to the Iron Adventurers, it is from Torm, High Priest of Ma'ab! The Iron Adventurers are invited to a feast at the Temple of Ma'ab at sundown tomorrow. They will be honored guests of Torm.

....NOTES....

Please make the following votes in each hero's next post. Majority that votes will be the final decision.

1. Location: Identify a current room in the Tower with one door or Firn'gaer creating a new room in the basement. Either one, the Vault entrance will be on the ceiling of that room.

2. Alarm: Identify a room in the Tower.

3. Command Word: "Shibboleth" or "Apples in the Pantry"

Cyniq al'Lyz AC 18{22}/16{20}/14{18} -- CMD 19 -- HP 60/60 Spells Active: Detect Scrying 
Monday July 22nd, 2013 12:10:56 PM

Cyniq spends the week providing her Justicar services at Pantheon's in the mornings. The afternoons are spent exploring Hook City. She spends a couple of days out in Mudtown and the docks.

In Mudtown she continues her studies of the lay of the land, trying to make sure she has the flow of drainage determined correctly.

Any money she earns she donates to the temple after her expenses.

After her last trip to Mudtown, she cleans up and sits down with the others for dinner, I think I have a plan worked out to start on fixing mudtown. Pulling out a folded piece of parchment, she unfolds the large sheet, shifting a few plates and glasses out of her way, the map is amateurish, but passable in providing the major landmarks of North hook and Mudtown. Numerous lightly drawn green lines are drawn across the map passing through the structures. A criss cross of blue lines overlays the others, turning the map into something that looks like a kids drawing.

see here, as I understand it, the weather magic is generating a significant amount of precipitation. This is saturating the underlying strata of mudtown, which results in an over abundance of argillaceous earth!

Tracing a finger across the light lines she continue, these represent high ground, as you can see, the city itself is somewhat elevated, good thing or the water and mud would be flowing in through the gates. Anyway, as you can plainly see, there is a tendency for the excess water to flow through these channels, and out in mudcity these are often criss-crossed with wooden planks. Her fingers now trace the blue lines. In a manner of a few days I can cast a paid of spells that will raise the ground along these lanes and turn it to stone! I'll have to leave channels that will need to be bridged, but that means that getting in and out of the city will be possible across a raised road surface!.

Cyniq pulls out another piece of parchment, one that is shear enough to almost see through, and she lays it over the first, first one way then another, before matching up the symbols. Mudtown is now drawn with many red shapes layered across it, channels a few feet wide separating each. [b]I figure that within a couple of weeks I can have all of mudtown raised and turned to stone. These channels will still collect the excess precipitation and channel it to the river. Wooden planking can be laid down to cross the channels.

Cyniq steps back and looks at the others, Well, what do you think?

Basement for the vault, kitchen for the alarm, apples in the pantry for the password.

Restlin (Carl) -- AC: +8/+7/+6 CMD: 21 HP: 82/82 (Spells) 
Monday July 22nd, 2013 12:54:37 PM

Restlin looks over Cyniq's plans.

"Looks solid enough, I guess. I'm not much of an engineer myself." The wizard stands straight again. "Of course, these plans don't take the city's bureaucracy into consideration. Still, this would improve the lives of many. You should speak with Sergeant Capon about this. He likely has some knowledge of how Hook City would look upon this undertaking."

When he hears the invitation to Ma'ab's palace as a guest of honor, he wastes no time in preparing. He's never been to one, but he imagines the Fae Queen's parties are legendary...

***

Vault in the basement, alarm in the kitchen, password = Shebiwhatever.

Garret Goodbarrel [AC:31/29/26 HP:93/93 Ki:12/12 CMD: 29] 
Monday July 22nd, 2013 1:38:11 PM

Garret continues to explore the area in and around the tower, showing up in the kitchen each and every time someone starts to prepare some food (and quite a few other times as well). He says little, but you often smell him before he appears...

When the sergeant arrives, Garret volunteers to be interviewed. As soon as they sit down for the interview, however, Sergeant Capon finds out that he's asked more questions than he can ask himself. "What are you a sergeant of? Why is it that you need to interview adventurers? Are there many adventuring groups that you interview in Hook City? Have you ever gone out on adventures yourself? What was it like when you went on an adventure? Do you have any food with you? What kind of adventures do you think are the most exciting?"

When the invitation appears to the feast, Garret appears from behind a chair, eating and apple and says, "Feast? Who is this Torm? Never mind, what sort of things does he normally have at a feast? I haven't eaten since breakfast, so I'm certainly up for a feast!"

Vault in the basement, Alarm in the kitchen, Password: Apples in the Pantry


Sesha [AC 18 | HP 73/73 | CMD 14] [See Invisibility] 
Monday July 22nd, 2013 4:29:31 PM

Sesha is neutral on the pass worlds and magic placements. She is pleased however, to do a little something for he spirits she feels might be left in some sort of displaced shock. When time permits, she continues a little of her conversation on the matter from earlier.

To Restlin: "The .. um.. wild chicken and the domestic bird will both feel the same physical pain, it's true. But it's the spirit I'm concerned with Restlin. A .. um.. feral jungle chicken.. it's spirit is hardened by the call of the wild. It's experiences teach it death could come any moment. The domestic spirit is raised, fed, and generally well cared for. It's death by it's owners is unexpected and sudden. This is what I wish to comfort."

She is surprised and genuinely pleased that Caius seemd to lend support to her idea. The man was more than a sword swinger. She would try to spend more time with him.

Bosk too, is a slight shock. Not only on this topic, but as a whole. Her experience with the Eyes of Gargul had been .. less than kind. And Bosk seemed to be in favor with his god, blessed with a third eye! Maybe he was the measure by which she should consider the Clerics of Gargul.

Not having any questions for Mr. Capon, or a desire to be interviewed, Sesha looks for something to do. She tries to keep up with Cyniqs plans, but the subject matter is beyond her. Besides, lots of people lived in or on mud.

Vote: Basement, Kitchen, Shibboleth

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells 
Monday July 22nd, 2013 6:31:07 PM

ooc: Apples and pantry were not meant as passwords, but more of a code for talking about the vault without revealing the true nature of what they are talking about.

Anrete AC:30/17/30 CMD:32 HP:121/121 DR:2 
Monday July 22nd, 2013 8:31:08 PM

James D. Posting for Anrete:

Anrete grins at the mention of his chicken. Vinegar and lime kills bird worms. Only weak stomach people get sick. The pride in his face is unmistakable and it is clear he thinks his words are reassuring and sure to convince the others to try his new dish.

As for the the vault he shrugs. I like the bathroom. You should no see people using the bathroom.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (HASTE) 
Monday July 22nd, 2013 9:12:27 PM

Beri weighs in on the conversation of saving Mud Town.

Bosk and myself have had a few conversations about this. The problem is that the mud actually is in a constant state of migration away from the city. You would need to either anchor your channels to the city wall itself, or build a channel completely around the city in one go so that all points were pushed away at an equal rate, like a ring surrounding the walls. We had actually tried to calculate the number of followers we would need to succeed in such a task, though we didn't have the magical ability to raise stone. And now, there is the bigger problem that Mud Town has essentially been outlawed. Any repairs would be fruitless without convincing the the bureaucracy to repeal the existing law.

When the invitation to the feast arrives Beriothian is thrilled for a chance to visit with another member of the druid circle again.

vote: Basement for the vault, kitchen for the alarm, Shibboleth

Caius HP 146 - AC 23/12/21 - F+12/R+7/W+5 - CMD 28 
Monday July 22nd, 2013 10:55:43 PM

"I would be remiss to pass up free food. Sign me up." Caius tries to listen intently to the conversation regarding the fate of Mudtown, but obviously has a hard time following along. "Sounds like those mudders aren't helping themselves. What's stopping them from getting off their keisters and fixing it themselves?" He looks around. "No, serious, what's stopping them?"

ooc: Basement, kitchen, shibboleth

Bosk AC: 28/13/25 CMD:22 HP 78 of 78 Spells  d20=5 d20=3
Tuesday July 23rd, 2013 12:53:25 AM

Bosk thinks for a minute, debating the idea of suggesting they put the vault in his room and liking the idea that it would give him some added privacy, but ultimately deciding it would be best if it were in in a public room. My vote is for letting him put in a new secret basement room. I would prefer the alarm to be in the tower stairwell, but having it sound in the kitchen is fine with me as long as we will be able to hear it from our rooms upstairs, and shibboleth is fine with me as long as we all can pronounce it. The cleric thanks the honored visitors profusely for the favor they are doing the group and checks with them to see what details, if any, they might wish the group to refrain from mentioning to the city officials when the have their debriefing.

The next day Bosk meets with Sergeant Capon and fills him in on the relevant details of the groups adventure while leaving out any details that Peerimus and his companions might not want revealed. He also notes that it appears the ghosts of the two girls appear to have been satisfied and put to rest. Once through with his story, the blond taur begins asking a few questions of his own. He is curious if there has been any unusual activity in the or crimes the group should be aware of while they were away.

The next day Bosk greets Jimbim and invites him in as they finish up their business. He is quite excited about the prospect of the poison. Although he is uncertain when he would ever use it, something about it feels right, as if it completes him as an Avenger. It had always seemed like a waste that he had gone through such thorough training in how to use poison as he trained in the ways of vengeance, yet up until now he was never equipped to put that training to use. He thanks the Brodery brother, asks how the family is doing, and says he will keep in touch and let him know if the need for more arises.

When Cyniq al'Lyz pulls out the drawing of the city Bosk is forced to agree with Beri. Besides the constant migration of the land away from the city, any permanent structures are banned from being built around the city. I am fairly certain that the city would not allow your plan, and if they were to allow it I am sure the paperwork would require a lifetime to complete. I also hate to admit it, but I do not think we should interfere. The more we try to help, the more we make them a target to anyone who wants to punish us. Until we have the strength to defend Mudtown we run a very real chance of making life worse for the people rather than better. The tone in his voice makes it clear that he is speaking from experience. The group had saved every citizen in Hook City. Thousands of people are alive today because the Iron Adventurer's warned them of the approaching zombie apocalypse, but how many died as an indirect result of their existence.

Upon getting the invitation from Torm, Bosk quickly goes out and starts asking for information on about what is considered proper attire for such an occasion and if he should wear his cleric's vestments to the feast.

ooc: Is there a spell that can be used to let us know if the alarm is triggered while we are out of the tower?
Location - New Basement Room
Alarm - Kitchen if it can be heard upstairs, in the stairwell if it cannot
Password - shibboleth

Knowledge Religion on what to wear = 9
Knowledge Local on what to wear = 3

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