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The Aftermath: RiddlePort Ba-Bomb


DM Addison  d6=4 ;
Tuesday December 28th, 2010 12:10:38 AM

I wish you all a very happy holidays. I'm watching the saints game with my roomie right now. Been spending the days running around the university lakes with my puppy.

So lets get to business.

The Aftermath: RiddlePort Ba-Bombing

The group sets forth, taking the prisoner Duergar with them I presume? Tied and shackled?

Devlin stays ahead of the group as the 6Dwarves move into the city. Visibility is low as dirt and dust rule the air.

Its all you can do from choking on the dust. Everyone gimme a DC 14Fort save or take 4 subdual damage from coughing up a lung from a random woodchip flying into your trachea.

Devlin suggest finding the guardhouse. That's a good idea. You can probably tell by finding a building with a banner on it that looks liike the insignia on Captin Roger Redforge and his men's armor.

With the group's various perception checks, they locate what seems to be a standing map of the entire city, including your current location.

MAP OF RIDDLEPORT

You are on the Street named Queen's Quest, and you are currently near the Q of the card that is the streetsign on the map.

You can tell from the shape of the buildings and the way they are leaning, that the blast came from the center of the city, probably inside the large Capitol building.

Boomy suggests that the group stay alert as the attackers could still be close by.

Nobody can see any attackers or any movement at all. Everything seems to be still now. No life as far as you can see.

From what you can hear, just barely above the howling wind are moans coming from the direction of Gravick's Inn. Or at least what is left of it. It seems several large blocks of stone that were dislodged from the Capitol building crashed into the inn, tearing it asunder.

You look about and find that the Guard Tower on the far side still stands. Perhaps someone was on duty and saw what happened?

I want a vote from everyone. WOuld you guys be into doing a Hex grid for the next funsies encounters?



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya  d20+6=9 ;
Tuesday December 28th, 2010 12:47:39 AM

The smoke and dust stick in Tahni's throat, and cause her to cough heavily. Fort Save vs DC14 - 9. Fail. She looks about for some cloth to fashion some makeshift bandannas for the party and prisoners. If none is freely found in the ruins, then she will cut one of her hessian sacks into strips.

"The moaning is coming from that way" she says pointing towards Gravick's Inn, in between coughs. "I think we should head there and look for survivors. Devlin, you seem to know your way about the world, what do you suggest?"

OOC: My vote for square vs hex grids - whatever is easiest for the DM. Having DM'd my first Tap in the Wold, I have no preference either way as a player :)

====================
Spells Currently in effect:

Energy Channels: 4
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Bless, Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday December 28th, 2010 12:51:08 AM

We could check the guard towers, they may be unstable after the blast though. I think I can see the insignia you all described to me flying to the south and east of us.

ooc: I am willing to try hex but as far as I know 3.5 and pathfinder were created around the square grid format. Not sure if hex will change things too much or not.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=18 ;
Tuesday December 28th, 2010 12:51:53 AM

fort save = 18

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday December 28th, 2010 1:00:01 AM

Devlin looks to Tahni. In devastation like this lass we could spend all day perhaps all week finding the wounded. I be wantin ta help but we may still meet some resistance before the day is out. Let us find out what is going on and offer our help. Ifin they can use us than we stay and help. We may help more by following the trail of whoever did this and stopping them from doing more. Devlin is ready to head off to the "Guards Men".

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya 
Tuesday December 28th, 2010 1:19:49 AM

Tahni nods in agreement to Devlin's suggestion. "From the map, it appears the Inn is on the way to the guardhouse. I'm not saying we scour the entire city for survivors straight away, but if we find any clear signs of survivors at the Inn, then we should aid them first before continuing."

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=17 ;
Tuesday December 28th, 2010 9:57:42 AM

Fort: 17

OOC: I have used hex before and it was fine. Sounds good Addison, whatever is easier.

Bruagh coughs and tries to clear his throat. He then begins helping Tahni fashion bandanas out of what ever is availible. "Since we are near the inn and can hear moaning from there let's head there first, maybe go to the building with Redforges insignia after that."

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Tuesday December 28th, 2010 10:02:07 AM

"Ta do this would take more than power, it would take will. Ya don't spend this much energy lightly. This be only tha first move." He looks around at the destruction.

"We need ta find out why."

He moves with the party, looking for the towns food stores. Knowing how hard it is to grow things out here, food is likely a precious commodity and a high value target.

OOC:
Hex is ok with me, though it makes some spell lines a bit wonky.

Signi Harvaldar 
Tuesday December 28th, 2010 10:05:45 AM

OOC: I'm fine with hex grids.

Boomy HP 9/11 AC 17/17/13  d20+5=11 ;
Tuesday December 28th, 2010 1:30:51 PM

Cough, cough.Boomy gasps as he inhales the debris and quickly ties a piece of cloth around his mouth to filter the air as he breaths. I agree with Devlin. The Inn may be a trap and there is likely to be another attack ot raid. We need to find what resistance is still available and lend our aid to them first. They are also the most likely to be able to tell us what happened here.

ooc:I am fine with a hex map.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38  d20+8=24 ;
Tuesday December 28th, 2010 2:36:59 PM

Not worried too much about the smoke/debrie filled air, having been through worse in the dwarven mines, Frootloop continues marching forward.

Going to the sound of the moans, getting some info from those there, before purging onward is the best course of action. Going in blind and dumb is not my idea of a good strategy.

*hex, square, squiggly makes no difference to me*

DM Addison 
Tuesday December 28th, 2010 11:13:09 PM

Devlin and Boomy feel that finding out what happened is more important than finding survivors, but alas, Tahni ,Frootloo, and Braugh feel that since the Inn is on the way to the Guard's Barracks, that it wouldn't hurt to check it out. Information from survivors could help.

Usually in situations like this, if someone doesn't just up and say, "I go here and do this." Then I take what more people said and form a group decision from it. From what I can tell, 2 say no Inn, 3 say yes Inn.

I also recommend that you guys can elect a "Leader" for each module to make decisions such as these that need to be made in a 1-post timeframe. I also want everyone who is not elected "Leader" to just swallow your pride and follow the group's decision, even if you disagree with it.

Like I said, I don't care what you do, as long as you do it together, even if you disagree on what your doing! Confusing? Mwahaha.

Kreyton also suggests that the group check out Rotisserie's Food Storage Warehouse, as this is the place that likely raiders are first to go. But this is on the other side of the explosion site it seems

And so the group marches forward, taking a sidewalk that leads around the Inn and towards the Guard's Barracks. Please note that the Black Lines on the map are walls set up to protect the Dwarven HQ/ Guard's Barracks, the Gnomish Guards, and Mercury's Landing/ Mayor's Squat. You don't know if you will have to go around these walls a ways before you find the entrance or if the walls are destroyed as well.

The group can clearly hear from the rubble of the Inn, "Heeeeeeelp" in a low rumble/moan, as if whoever is there had been saying the word for days.

He's a good bit inside the building, so getting to him is gonna take some time, effort, and locating skills as you can't see much. You may have to get the person's attention to pinpoint his position.

You can clearly see that the sidewalk is designed to go from the Queen's Quest street in front of the Inn, around the Wall of the Dwarven HQ, and to the beach, but you can probably turn somewhere else.

MAP OF RIDDLEPORT

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya  d20+7=25 ;
Tuesday December 28th, 2010 11:41:01 PM

Tahni bites her tongue to stop herself from immediately calling back to the request for help. She looks to the rest of the group "It could be a trap, but we can't leave someone buried there to die. They may be the last survivor of this town"

She looks as best she can at the rubble, and tries to pinpoint where the noise may be coming from (Perception: 25)

OOC: Question to DM: Judging from the debris, is it obvious where the epicenter of the blast may have been or come from? "The Arms of War Laboratory" may be a suspect. The blast may have just have been an accident...

====================
Spells Currently in effect:

Energy Channels: 4
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Bless, Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Addison: Yes, you can totally tell that the buildings are all leaning away from the center of the city, where the huge mega-trading post building was located. Now its a big smoldering crater in the ground. The buildings closest to it (including the Guard Barracks) are also heavily damaged. That's about what you can see right now.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 
Wednesday December 29th, 2010 12:46:06 PM

If we think everything is a trap we will never get anywhere in time.
With that said, Frootloop begins the search of the inn, moving obstacles that wont bring down more, so a safe location of said individual can be found.



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20=6 ;
Wednesday December 29th, 2010 2:43:21 PM

Bruagh says nothing but begins helping FrootLoop move debris to make a path to where it sounds like the yell is coming from.

Perception: 6 (Not gonna help much.)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+4=12 ; d20+6=20 ; d20+8=24 ;
Wednesday December 29th, 2010 2:49:23 PM

Looking devlin finds a broken wall that seems sturdy enough to hold him. How about I keep watch while you all search. That said he scales the wall readies the heavy crossbow and kneels down useing the rubble and smoke for cover.

Climb = 12
Perception = 20
Stealth = 24

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya 
Wednesday December 29th, 2010 6:48:20 PM

"Well, as long as we're searching for them..." Tahni thinks to herself. "We're here to help!" she calls out "Can you hear us?"

DM Addison 
Wednesday December 29th, 2010 10:16:02 PM

So thus together, the group takes some time to search through the rubble.

Tahni calls out as Frootloop and Braugh begin slowly tiptoeing through the heap of twisted metal, and stone.

Together the heroes pinpoint the target of the shouts for help. The Warriors begin heaving blocks of stone and metal, digging for the voice.

Enter James Rosse with his character please give me an escape artist or strength check to burst out of the pile of rubble your under. Everyone else can assist in the usual fashion.

Meanwhile, Devlin finds a sturdy stairwell on the far side of the Inn and climbs to get a better view.

He can see before him a huge crator that had been created, possibly several days ago. Gimme a Trapmaking check DC 14 Highlight to display spoiler: { You know from his experience with explosives that this is equivilant to what is known as a "fallout". Life may not be present for a distance."}

Kreyton meanwhile gimme a DC 15 Knowledge nature Highlight to display spoiler: { You can feel that the earth is deeply scarred here. Something unnatural is happening.}

And also... Tahni and Braugh can feel a strange presence. Give me Knowledge Religion DC 15 Highlight to display spoiler: { You sense there is a negative energy about you.}

Then, Devlin's eye view catches something... movement. In the distance...

Then, what seems like one, becomes more. As a matter of fact, there are dozens of them! Walking, shambling forms. And they are walking towards you! They are coming from the streets you have already traveled, blocking off the way you came. There are also some, though fewer coming from the southern beach area. Humanoid as far as you can tell.


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya  d20+8=12 ; d20+8=17 ; d20=16 ;
Wednesday December 29th, 2010 11:58:53 PM

Tahni can feel something strange in the area, but can't pinpoint the feeling (Knowledge Religion check vs DC15 - 12 = Fail)

The female dwarf squints her eyes towards the shambling humanoid forms, trying to determine if they are hostile or not. (Perception: 17). She calls Daya to the safety of her shoulder. "Frootloop, Bruagh, over here! What are they? Are they more survivors?" she asks, pointing at the humanoid forms.

Feeling outnumbered, and with the roads seemingly blocked, Tahni deems that aiding the injured person may be her best course of action. "You guys want to see what's going on? I'll try and help this injured person" she says to her colleagues, as she reaches out an arm into the rubble (Aid Another - Escape Artist: 16)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=14 ;
Thursday December 30th, 2010 12:14:38 AM

We got movement and lots of it. If what I know about explosives means anything there should not be this many survivors. We may want to be ready to leave very quickly. Devlin scans the surroundings trying to see if the walls by the guard house are still up. If so he will suggest that now would be a good time to get there. He shouts out to the figures Identify yourselves

Trapmaking: 14


Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+1=16 ; d20+9=22 ; d10+4=9 ; d10+4=9 ;
Thursday December 30th, 2010 6:22:42 AM

"I feel it too Tahni, reminds me o' the negative energy we experienced back at the tavern. Get him out, and now. We'll hold them off, I don't 'spect they're friendly.. Bruagh pulls his sharpened waraxe out and readies the modified shield of the dark cleric. He moves into a position to best defend the newfound dwarf and those trying to extracate him.

Bruagh will ready an action to charge any creature who gets within 10ft of one of Bruaghs allies or himself AND appear to be hostile.

Knowledge (Religion): 16
Ready Action Attack: 22
Ready Action Damage: 9

OOC: I just realized that I haven't taken any ranks and may not be able to roll higher than DC 10. Of course he might recognize it from what he experienced at the tavern.

Boomy HP 9/11 AC 17/17/13 
Thursday December 30th, 2010 8:56:20 AM

ooc: Sorry for the delay. I am having some difficulty in my character conversion.

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Daya 
Thursday December 30th, 2010 9:32:43 AM

OOC: No worries, Boomy :) If you need a hand with anything, just drop me (RobC) a line.

Boomy HP 9/11 AC 17/17/13 
Thursday December 30th, 2010 11:50:27 AM

I think I'm good. This is my first monk so I had to do some reading to figure out which stats to lower when I leveled up.

DM Addison 
Thursday December 30th, 2010 12:07:43 PM

Lee Carrol- can you please bump your character up to level 2 as well? Feel free to use a Hero point to reroll your hit points in the LnB if you don't like the original roll. Same goes for you James Dietz with Boomy.

And Lee - You say Battle Axe, but your character sheet says Great Axe. Which way you plan on going with the Ranger, bow or two-weapon?

Naldin AC17 HP 13/13 
Thursday December 30th, 2010 12:26:47 PM

ooc: Okay, I'm upping my character to lvl 2. Also, he's using a greataxe, and I'm planing on selecting the archer option. I'll have the new character sheet up soon.

Naldin AC17 HP 26/26 
Thursday December 30th, 2010 1:49:50 PM

ooc: Updated character sheet

Addison: Lee, please feel free to buy the higher end armors. Your starting at level 2, so if you wanted a Breastplate instead of scalemail, then thats fine. If not, then don't worry about it. You should be getting pleanty of stuff soon. ;)

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 
Thursday December 30th, 2010 2:29:26 PM

continues to remove rubble from the person(s) inside.

Naldin AC18 HP 26/26 
Thursday December 30th, 2010 11:18:03 PM

ooc: Changed armor (thank you). Still wondering about a masterwork great axe??

DM Addison  d100=14 ; d20=1 ;
Friday December 31st, 2010 3:13:46 AM

Hey guys. Let's just go ahead and have Naldin enter here. Go ahead and burst forth from the rubble Naldin! With your red braids and cool hat!. You will have to earn your masterwork greataxe though. ;)

Character Key

While the rest of the group helps Naldin out from the rubble, Devlin remains vigilant and shouts to the approaching humanoid forms.

He gets no response at first, but the forms just keep moving closer.

Then, Devlin spots the real horror. The eyes of the people are glowing red. Their jaws are moving up and down methodically. Their arms clutch to various weapons if they have them, or just jut out forward. They limp, and respond with a loud, Moan.

But... Devlin spots something else too.

About 50feet in front of the moving mass of bodies, a sewer manhole opens up.

Enter Signi. As the Dwarven female pulls herself through the manhole, scarred and green hands reach up at her. That way is clearly blocked.

Signi and Naldin please post what your character looks like, introducing yourself and all.

RiddlePort Encounter

Then, the Duergar Cleric Doven speaks, "And yet another of the Heroes come into being by popping out of the ground."

Humphrey laughs and then eyes Frootloop, he speaks, "Give me my sword and untie me so that I may die fighting! I swear I will not strike at you or your brethren until this new threat has been averted. What say you, Barbarian!?"

Decision time.

Everything North of you is the path you came from. The orange is fire. Black smouldering boulder too...

Here's a zoomed-out view: Bigger map


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Blessed  d20+6=7 ;
Friday December 31st, 2010 4:58:20 AM

OOC: Let's hope those two low rolls by the DM are good news for the party :)

"At least there seem to be two LIVE survivors in this town" Tahni notes to herself on seeing the two dwarves appear.

"Over here!" she calls out to the female dwarf that rose from the sewers, before following up with "Look out!" and pointing towards what look to be undead.

Humphrey's request catches Tahni's ears. She tries to anticipate how honest the Duergar is being (Sense Motive: 7) before speaking "The decision is yours, Frootloop. Personally, I think victory could be achieved with this Duergar fighting on our side. Should you choose to rearm him, then I would suggest that the others remain bound, and that he not be provided his armor - for the time being at least. Should he aid us, then in turn, I would speak on his behalf of his deeds at any future trial. Should he prove to have no honour to his words or heart, then your axe can decide his fate"

Finally, Tahni calls upon Alemi to aid the party in helping these undead souls find rest. Cast Bless. The party - with the exception of Devlin and Signi (sorry guys!) - get a +1 morale bonus on attack rolls and on saving throws against fear effects. Duration: 6rnds

====================
Spells Currently in effect: Bless (Rnd 1/6)

Energy Channels: 4
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Friday December 31st, 2010 10:29:34 AM

Frootloop cuts the bonds to Humphrey and points to the weapon/armor pile.

Waits for him to arm himself.
Then moves to a fighting position beside the Druegar.

To Humphrey Highlight to display spoiler: { We kill together my brother, then afterwards, if the fire is still there, we kill each other }.

Signi Harvaldar 
Friday December 31st, 2010 1:21:37 PM

Scrambling out of the nearby manhole cover staggers a female dwarf wearing banded mail armor. She kicks at the grasping hands reaching from the shadows and rolls to safety. She comes toward the party, looking ragged and out of breath. She is young, with auburn hair and blue eyes. A longsword and shield are strapped to her back. "Oh, thank goodness you are here! I thought I was the only living creature left in the city! Please, let's help each other defeat these abominations."

ooc: Signi makes a double move action north and should end 15 feet south of Kreyton.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 
Friday December 31st, 2010 5:22:25 PM

Bruagh is going to continue holding an action, figuring it's best to hold our ground (Now with a +1 to hit and Damage.)

Bruagh seeing the dwarven woman running from the sewer grate and yelling in the groups direction gives her words of encouragement. "That's it lass, come on, we'll work together and see that all of us get through this. Hurry!"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=13 ; d10=8 ;
Saturday January 1st, 2011 12:40:11 AM

Devlin spits on the wall and shouts Zombies, too many of them for a fair fight if you ask me. We need to find a better place to defend or just get out of here. Devlin sights up the Zed closest to him and fires.

Attack closest Zombie = 13
Damage = 8

Addison Devlin, can you look up the rules for called shots? I wonder if you can like roll an extra attack roll or something to pinpoint a particular spot you want to hit.

Intro: Max Silverhammer 
Saturday January 1st, 2011 5:47:10 PM

"Greetings. I am Max Silverhammer."

He stands before you, dressed in scale armor, a black tabbard over it. Both the tabbard and the shield held firmly in his left hand are garrbed, with the following arms: Sable a gavel per pale, azure.

OOC:
Character Sheet
https://docs.google.com/document/d/1y71oFRNWW_ilJNHAk73QpbaejxsAefmhCc3Wxi6Npa8/edit?hl=en&authkey=CN2n_P0G#

RobC - Welcome to party Max (Hawk). I've updated your post to change the < > brackets to [ ]. Also, here's a format you can use for your header. Just remove the spaces by the [ ] brackets:
[ link href="your google link" ]Max Silverhammer[ /link ] -- ACnn/nn/nn -- CMD nn -- HP nn/nn

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Saturday January 1st, 2011 8:07:34 PM

OOC: Welcome to the Group Max glad to have you aboard, insert witty Beatles music comment here. If you need any help let us know.

Naldin AC18 HP 26/26 
Saturday January 1st, 2011 8:36:13 PM

With the last pieces of rubble removed, Naldin is finally able to escape and stand upright again for the first time in...he's not sure how long.
Naldin is a large dwarf. As he dusts himself off, you can see he wears a breastplate under his cloak. He also had a pack on his back and a greataxe slung over his shoulder. But the most notable feature is his bright red hair, tied in two leather braids which dangle behind him, while two more braids of his beard hang in the front -- all down to his waist, at least. He continued to dig in the rubble until his recovered his bow, but he seemed much more relieved to find his hat; a black leather hat with a very wide brim.
After dusting himself off and getting everything in its place, he turned to introduce himself, "Thank you friends! You have saved me from a truly dreadful death. My name is Naldin Stonehearth and I am at your service."


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Blessed 
Saturday January 1st, 2011 10:23:49 PM

"I don't know about saving you from a dreadful death just yet. Look!" responds Tahni, gesturing to the undead horde.

DM Addison 
Sunday January 2nd, 2011 1:19:29 PM

Tahni cats Bless on the group as she sees the horde approaching from all sides.

Please everyone put Bless in your header or in a footer to remind yourself to apply it to attack rolls and damage. I found its the easiest way.

Frootloop unties Humphrey and points to the weapons. I suppose that since Frootloop took his adamantium breastplate, that he will get Frootloop's old armor? Which was like scale mail or something? ALso, I don't think anyone claimed his Adamantium Greatsword, so he will gladly retake that if possible.

Humphrey begins putting on his armor and grabs his sword once again, "Ahh, It feels good to have it back in my hand. What about my comrades? Are they to die too with their hands tied behind their backs?" he asks as he levels his sword and points it at the skull of a walking corpse about 60feet away.

Signi emerges from the sewer outlet and runs to the group, thanking her Lucky Stars that there were other living beings in the city still.

Devlin takes aim and fires a crossbow bolt squarely through the neck of a Zombie. The Undead stumbles back a bit, but then continues walking forward with a bolt through its neck... like its not a big deal. It's jaw still moves methodically up and down.

The group helps Naldin up out of the rubble, which he is grateful for. (You have been under the rubble for a few days from what you can tell)

Then, a door to a nearby room in the inn burst open, and forth steps Max, who introduces himself.

From the rubble, a moan is heard. Then a green fleshy arm pops up, and up stands an undead dwarf.

Braugh's ready action takes suite and he charges the undead, and cleaves its head off.

The jaw is still moving up and down and the eyes are still darting around as the decapitated head rolls on the ground. The body is limp though and thus it is harmlessish... If your wearing shoes.

SO what does the group do now? You can spot through the various windows, that a mass of undead are arriving at the opposite side of the building. They are trying to get in through the windows in the rooms, but most of the doors to the rooms are closed, so they may be trapped. But its only a matter of time before they work their way through... unless you do something about it.

And remember, based on your memory of the map of the un-blown up city, the Guard's Barracks are southeast of you. But the wall still stands, you may have to go around it the southern way to gain entry into the guardpost... if it still stands. Also, several towers sill stand as well that could have guards posted.

Character Key

RiddlePort Encounter 2



Naldin AC18/16/12 CMD17 HP26/26  d20=7 ;
Sunday January 2nd, 2011 8:27:13 PM

Naldin was stretching a bit to work out the kinks and noticed the oncoming creatures about the same time as Tahni pointed them out. "Pantheon be praised" Naldin thought to himself.
"First I'm rescued from this tomb of rock and steel, and then given a whole horde of undead to kill. It is truly a blessed day to be alive my friends!"
With that, Naldin nocks and arrow and moves to a point where he can clearly fire at the zombies coming from the east, starting with biggest creature (Zombie Horror2, d20=7+7).

Comp Short Bow TH: +4+2(undead)+1(bless) = +7
DM: 1d6+3+2(undead)+1(bless) = 1d6+6

GreatAxe TH: +5+2(undead)+1(bless) = +8
DM: 1d12+4+2(undead)+1(bless) = ad12+7

---------------------------
Rob C: Hi Naldin. Players typically roll their own attacks and damage, and the DM will tell them if they hit or not - have a look at Devlin's earlier post as an example. In this case, it looks like you rolled a 7 (So Hit AC14). Please roll your own damage in case you've connected with that big brain eater :)

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=1 ;
Sunday January 2nd, 2011 9:46:17 PM

"There is nothing here worth saving, gentlemen. These souls have been judged and found wanting, let us not also be the same."

Maxwell looks to the others for a route to freedom, while attacking one of the undead.

Dwarven War Axe: 1+4, 1D10+2, +1[bless]

---------------
Rob C: Alright, now we've got a party forming! Welcome again Max (Hawk). You need to remove the spaces before the square brackets in your header for it to appear correctly. I've updated this one for you :) Also, rolling a natural 1 when attacking is an automatic miss - ouch!

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Bless, Mage Armor 
Sunday January 2nd, 2011 10:23:01 PM

Tahni waves her hands before her, and is covered by a bright magical light that quickly fades away. Cast Mage Armor. +4 to AC - Duration 1hr.

"There's too many of them!" Tahni calls out "We need to move. Bruagh, come on!". With that she makes off towards the southeast. She keeps the still bound (and gagged) Douglass to her right, and the bound Lila to her left, helping to move them along. "Don't worry" she tells Humphrey "When the time comes, I will cut them free myself so that they may die with honour. You have my word! Unless of course, they swear to aid us in this battle?" With that, she looks for a response from the two still bound captives.

OOC: I'm assuming they may also slow us down having their hands bound behind their backs

====================
Spells Currently in effect: Bless (Rnd 2/6), Mage Armor (1hr)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday January 3rd, 2011 12:10:22 AM

RIGHT!! Lets make this a fighting withdraw to a more defensible area, preferably one with some extra "live" bodies to even the score. I pray that Wardd allows us a little luck. Devlin than hops down from the wall slinging the heavy crossbow on his back. In one quick motion he draws his lighter crossbows and loads them both while following Tahni. As he runs he says rather loudly and sarcastically Sure let the dark bloods have weapons and armor they can hold the horde off for us, go down fighting blah blah blah.

Actions:
Move action down wall (free action to sheath H crossbow)
Move action towards the SE (free action draw both light crossbows)
Swift action load both crossbows.

Signi Harvaldar 
Monday January 3rd, 2011 8:42:02 AM

Drawing her sword and shield, Signi follows the others toward the southeast. She knows she needs to keep her spells ready until the undead are within range.

Addison Can you please post your spells selected below each post. Just copy and paste from day to day for easyness. That was you can keep track of which ones were cast too! Makes it easier.

Boomy HP 20/20 AC 17/17/14  d20=1 ; d20+9=24 ; d20+4=19 ; d20+4=5 ; d6+3=9 ;
Monday January 3rd, 2011 9:22:39 AM

The South East, are you MAD??? That's where they are all coming from! We should move South West and circle around the market if we are heading to the guards post! If we plan to fight we should move to an area we can more easily defend.

Boomy will follow the group, although he would perfer to head away from the zombies or to move into a bottle neck region to funnel the enemies in to a single file. He will keep his eyes open for any weakness the zombies may have, anything that may be controlling them, or how the group seems to be attracting them (Percetion = 24 Spell Craft = 1). If anything comes within range he will attack it as it approaches.

Spell Craft = 1
Perception = 24
Hit AC 20 for 9 dmg
(Ignore 2nd atk roll. I forgot I Furry Blows was a full attack action).

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Monday January 3rd, 2011 9:22:57 AM

"Ya, this day just keeps getting better."

He looks over to the fire. "They mostly mindless. Lure them inta tha fires?"

He moves with the party.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Monday January 3rd, 2011 10:55:41 AM

Reaches over and cuts the bonds of the remaining Druegar.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 -- Bless  d20+10=14 ; d10+4=14 ;
Monday January 3rd, 2011 2:58:09 PM

[b]"Alright! Lead the way, I'll cover the rear." Bruagh sighs contemplating the fact that they may now have as many enemies among them as they do surrounding them.

Bruagh follows the group manning the rear in case any of the undead horde catch them from the rear.

Ready Action to attack any undead that is about to threaten the group from the rear while continuing the tactical retreat.

Readied Attack: 14
Readied Damage: 14



DM Addison  d6+6=8 ; d20+6=14 ; d20+6=24 ; 2d6+4=9 ;
Monday January 3rd, 2011 3:33:00 PM

Hex Grid: Ok guys, this is my first time using a Hex grid, and there is a problem with it already. It's that there are no letters and number for the coordinate system for hexes in the program that I use. So, what I need you to do (otherwise I gotta start all over on the map), is that when you want to move, you count each Hex as 5feet, so just think of your movement as 4 hexes (for 20feet, Frootloop has 30feet so 6hexes).

The best way I can devise for you guys to tell me specifically where you want to move (and what path you want to take to get there) is to tell me directions from these choices: West, East, SouthEast, SouthWest, NorthEast, and NorthWest.

So an example would be if Lila, the Duergard Crossbowess, wanted to move, she could say: "Move SouthEast for 2 squares, and then East for 2 more"

That way I can find out AOO from movement. Deal? And we'll go back to square grid after this one eh?

if you survive...

Action

So, from what I gather, the group has just made two important decisions:
1. The Duergar would be a hindrance if you kept them tied up.
2. This should be a "fighting withdraw". Thank you for the wording Devlin.

Both decisions are focused on one thing: Survival. This will be fun.

Naldin pops up from the concrete tomb and is immediately overjoyed at the chance to kill some deserving undead abominations. He fires an arrow (hitting AC 14) at the hulking Undead Horror that is approaching from the East. The arrow plugs into the folds of the creature's flesh, but it seems to be barely noticed. (I rolled 8 for your damage.)

As Rob C said, you can roll the attack and damage yourself, but I do greatly appreciate the damage and to-hit breakdown that you provided Lee. =)

Max states that the Inn is abandoned and that the group should get going.

Tahni asks the prisoners to declare that they will assist in the battle as she casts her Mage Armor.

Doven, the Duergar Cleric of Marteaus responds, "I promise that we will fight for survival and will not impede your group in any way. Duergar-Dwarf relations can be settled after the matter."

He turns to Lila, Douglass, and Humphrey with an eye that seems to say "As I have said, it shall be done.". They nod in agreement.

Frootloop begins untying the rest of the bound Duergar, and they seem thankful for it.

Lila walks up to Devlin as he loads both of his crossbows in preparation for what will probably be one hell of a run. She says to him, "If you plan on using two Light Crossbows, then could I have my Masterwork Heavy back? That is... unless you want to bring it back to me tonight?" she says with a wink. Her hair is jet black, her lips have black lipstick, and her skin is smooth like alabaster. Her bone structure is both symmetrical and agreeable. She's pretty, but still a Duergar.

Doven sees that his Adamantium Breastplate was broken down and used for parts to repair Braugh's armor. He hears Boomy state that circling through the Market Square may be the best option. Doven says, "I agree with the Old one with the hard head. Perhaps I can "shop" for some new armor on the way eh?" He eyes Braugh with a bit of anger.

Kreyton and Boomy think that if the creatures will mindlessly walk into the fire, then perhaps the group can filter them that way and let nature to all the hard stuff.

Boomy asks all the right questions about the nature of the Zombies and he inspect them, looking for something. He can't see anything that could be controlling them, and they do seem rather dumb, just walking forward to the group. How did they notice you? How did they not? Smell, sound, but probably not visual based on the fact that visibility is still only to about 60feet max.

There is a large fire in front of the Tavern (orange on the map). The Zombies seem to ignore it, but the Zombie Horror, after getting plugged by Naldin, seems to clearly avoid the fire and instead charges him over the rubble.

Zombie Horror 2 charges Naldin and thrusts a large humunculous hand to grab the Dwarven Ranger. It only hits AC 14, so that's a miss.

This creature looks like a stitching together of dozens of corpses to one huge monstrosity.

Braugh responds to this by charging the Undead Horror2 and slices deeply into the undead flesh, sending guts and blood everywhere.

So, where to now? There is a large rock that you cannot cross (gray and red smouldering boulder). But to the west of it and south is the Market Square. South and East is the direct path to the Guard's Barracks.

Then Humphrey speaks up, "Well. I suppose I should be the first to dig my blade into one of these things."

Then he charges forward and swings his greatsword down in a verticle arc. The blade hits the top of the Dwarven Zombie's head, and continues down to the midsection (hit AC 24 for 9 damage).

The zombie falls to the ground, split in twain. He laughs and looks back at the group, See, sometimes you just gotta kill a Stump twice to get em down right?'

Douglass looks petrified, but he gathers a crossbow, a dagger, and will gladly accept someone's old Chain Shirt or perhaps leather armor.

RiddlePort Encounter3



FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless  d20+5=24 ; d12+4=7 ;
Monday January 3rd, 2011 4:24:51 PM

**Addison: 2 posts ago when I said I was releasing Humphrey I also stated I would be fighting along side him. In your above post you have me on the other side of the combat map. I will be staying within striking range of him at all times. Not that I don't trust him or anything............**

Not bad for a dwarf wannabe.

MOVE TO THE SOUTH. Let's get to the guard wall.

Addison: My bad Archie. I didn't take "Fighting along side him" literally. =) Good call though keeping him close. When you say "Move to the South", can you say how many squares you intend to move? At least whenever your around enemies (zombies atm) and within AOO range.

Naldin AC18/16/12 CMD17 HP26/26  d20+8=17 ; d12+7=11 ;
Monday January 3rd, 2011 7:05:42 PM

Take that Naldin thought when his arrow hit it's mark, even though it didn't seem to do as much damage as he'd liked. Then, as the undead creature started to charge, Naldin drops his bow and quickly brings his great axe into play (quick draw feat). Come on you vile abomination! I shall return you to your grave! Once in range, he does his best to cleave the beast in twain. (17 to hit, 11 points damage)

Comp Short Bow
TH: +4+2(undead)+1(bless) = +7
DM: 1d6+3+2(undead)+1(bless) = 1d6+6

GreatAxe
TH: +5+2(undead)+1(bless) = +8
DM: 1d12+4+2(undead)+1(bless) = 1d12+7

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 -- Bless  d20+8=16 ; d10+4=5 ;
Monday January 3rd, 2011 7:50:13 PM

Bruagh moves Southeast 10 ft (2 Squares) and 25 ft East (5 Squares) as a double move. He will then attack the Large Vile, stitched together Zombie Horror.

"Return to the grave you unnatural abomination!!!"

Attack: 16
Damage: 5 sigh.

Addison: Can you please give me permission to view your character sheet? aplai13@tigers.lsu.edu is my email.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Bless, Mage Armor  d20=3 ; d4=1 ; d20+8=9 d20+8=23 d20+8=13
Monday January 3rd, 2011 7:58:49 PM

OOC: Sorry DM, it may have been unclear in my previous post but I wanted Tahni to be standing beside Douglass, helping him along while he was restrained. Tahni isn't very strong, and hopefully the wimpy Douglass won't give her too much trouble. Can we assume on the map that Tahni is on the hex directly to the right of Douglass?

Tahni holds her silver dagger towards Douglass by the tip, the handle in his direction. "I will hold on to yours" she says holding his adamantine dagger in her other hand "for the time being. You will find mine just as effective against these unnatural beings, should you wish to get close to them.". Precious adamantine continues to fuel dwarven greed. "And you don't need any armor to shoot them from range. Come. We must support our people" and gestures that he follow her. Assuming Tahni was standing to the right of Douglass on the map, she will move East 1, Southeast 3. This should put her to the hex to the NE of Max

Testing out her new arcane powers, Tahni tries to hit the nearest zombie with a telekinetic fist Aiming for Dwarf Zombie 6. Hit AC4 (3+1Bless) with a Ranged Touch Attack. DMG 2(1+1Bless)

Tahni looks over the zombies, trying to determine if they are just your average run-of-the-mill walking dead, or specific type of zombie.
Knowledge (Arcana): 9, Knowledge (Religion): 23, Spellcraft: 13

====================
Spells Currently in effect: Bless (Rnd 3/6), Mage Armor (1hr)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Addison: Certainly. During the initial round of combat, you can decide where you are positioned. Frootloop next to Humphrey and Tahni next to Douglass; got it.


Boomy HP 20/20 AC 17/17/14  d20+3=11 ; d4=4 ;
Tuesday January 4th, 2011 9:14:59 AM

I am assuming that Humphry is free, or else he would be closer to the group. Does he have a weapon?

Boomy sees Humphry fighting and moves to assist him. As he moves he pulls out his sling and fires it at the zombie next to Humphry. (Unless Humphry is unarmed, in which case he will toss the adamantine guirsame shouting You better not betray us.)

Actions
=========
Move South 15ft
West 5ft
Atk Dwarf Zombie 6 hit AC 11 for 4
or
Arm Humphry



Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=15 ;
Tuesday January 4th, 2011 9:49:43 AM

Max heads south east 4 hexes, which should place him next to "Dwarf Zombie 6" and attacks.

Dwarven War Axe: 15+4=19, 1D10+2, +1[bless]

OOC: Thanks for all the advice, working on making the changes.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=11 ; d20+1=20 ; d8=8 ; d20+1=15 ; d8=7 ;
Tuesday January 4th, 2011 10:30:33 AM

Devlin smiles grimly at the crossbowess and drops his shoulder low allowing the crossbow to fall to the ground. We live through this lass and I may just let you live He says in a low tone. Looking around the field he steps to the side to clear a shot past Tahni and fires at the slowly advancing form of a small zombie. One shot goes wide but the second shot takes it right in the eye and punches out the back of its rotting head. Devlin winks at the dark blood next to him and say. Looking at things I am going to have to agree that south east may not be the best way to go. We can out distance these things so the long way around looks like our best option. He nods to the west. Lets head that way, finish off anything close to us and run.

Actions:
5' step to the right of Tahni
Drop heavy crossbow (free action)
Fire at Gnome Zombie 2: First shot = 11 miss
Second shot = 19 hit(crit) 8 damage
Confirm crit = 15 hit 7 damage (15 dmg total)

OOC: I looked in the undead traits section, Undead are no longer immune to crits! Finally a rogue can do some damage against them. :)



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday January 4th, 2011 10:34:40 AM

ooc: Forgot to add that I am reloading both weapons as a swift action and that second shot hit on a 20 (rolled a 19). I will get it right sooner or later.

Naldin AC18/16/12 CMD17 HP26/26 
Tuesday January 4th, 2011 2:25:33 PM

ooc: I'm not sure what order we should post in, if any. I don't want to post out of turn or too often. In other words, this newbie needs some guidance.

Addison: No problem Lee. Generally in combat you only have to state your actions (standard, move, swift, free, and roll dice accordingly). But if you want to modify those actions in any way, or you can state that you want to place your action after or before someone else's.

Don't be afraid to post too much, I greatly appreciate in-combat roleplay posts. Just be sure to read everyone's actions so that you know whats up. Also, don't be afraid to roll a skill check that you think applies to something.

So, you can say, "Naldin holds his action until after Braugh's swing to see if the Paladin brings down the monster."

OR you can post options based on other things, like
Option A: Naldin attacks ZombieHorror2
Option B: If the ZombieHorror 2 is killed first, then Naldin does blank.

This allows you to post when its convenient for you, and not have to worry about combat order.

Overall, I will always try to maximize your actions and give you extra standard actions if your post gets overridden by someone else's somehow (like lets say they casts invisibility on you, changing a lot of options)

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 -- Bless 
Tuesday January 4th, 2011 6:08:37 PM

OOC: Changed the permissions. Sorry I thought I'd already done that.

Bruagh does his best to keep and eye on the Duergar while still remaining effective against the undead.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Wednesday January 5th, 2011 10:37:38 AM

Addison, I am not moving yet. Just yelling to go south, Im staying beside Humphrey. One, to offer flanking and two, well, you know why.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=8 ; d6+2=7 ;
Wednesday January 5th, 2011 2:02:18 PM

The dirty dwarf moves south, casting a quick spell to produce fire in his hand, which he launches at the zombie horror.

OOC:
Move south 20'
Cast Produce Flame: Touch Attack 8 for 7 fire damage.

Buff's
Produce Flame (Cl 2, 1/2 mins)

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Bless, Mage Armor 
Thursday January 6th, 2011 1:12:41 AM

OOC: Checking in. C'mon guys, let keep the posting frequent, particularly during combat!

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday January 6th, 2011 1:50:54 AM

OOC: Cant sleep checking in.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 -- Bless 
Thursday January 6th, 2011 5:08:39 AM

OOC: Checkng in... I meant to check in last night but I forgot to do so when posting in other threads.

Naldin AC18/16/12 CMD17 HP26/26 
Thursday January 6th, 2011 9:24:48 AM

Naldin will continue to attack any undead nearby as he moves to follow the rest of the group. He isn't very concerned with where they are going as much as he is with doing away with the undead. As they fight, the group will hear Naldin yelling at the undead and seeming to enjoy the fighting as someone else might enjoy a rather wild party.

DM Addison  d10+3=4
Thursday January 6th, 2011 2:03:00 PM

(OOC: Ok guys, sorry for not posting for a bit. I was waiting for Kreyton at first, and then Real Life just kinda happened in the form of 3 friends from Greece, Kansas, and Italy came down to Baton Rouge for a few nights. Needless to say they all wanted to see Bourbon Street and madness ensued. The DM post will come in a few hours. Again, sorry for my slacking, all is well.)

The Action

Naldin draws his Greataxe and swings it in a horizontal arc in front of him. The stomach of the stitched horror is split open and a green goo spills out. It eyes Naldin hungrily and dives to take a bite, just as Braugh's axe splits the skull of the creature in two.

The two warriors stand there with a huge zombie horror on the ground in front of them. More are coming though.

Frootloop positions himself next to Humphrey in the marching order. He responds to your "wannabe dwarf" crack with, "Well, shall the warriors take the lead?" and he points his blade to the gap in the horde to the southwest, through the Market square.

He then begins moving.

Douglass gladly gives his Adamantine dagger to Tahni, he says "I'll just stick next to you for now." holding his little weapon and shaking.

Tahni's telekenetic fist goes wide and dissipates into air though.

Boomy and Max step up to a Dwarven Zombie and pummel/ slice the thing's face into oblivion. (It says in the above posts that Humphrey has his Adamantium Greatsword, because nobody objected to him reclaiming it. He's wearing Frootloop's old armor too.)

Devlin fires two crossbow bolts at a Gnomish Zombie and one sticks right through the eye, shooting green and red goo out the back of the head. It slumps to the ground motionless. He suggests that the group get moving.

Kreyton casts a spell to envelop his hand in fire. He throws it at the horror, but the flame peters out into nothing before reaching it. Womp womp womp.

The group heads SOUTH. It seems that a large number of Zombies are coming from the center of the town, but fewer on the outskirts - the Slums to the North being the exception.

You walk for a bit and start to notice the Pavillions, shops, and forges of the Market square. You will need to traverse at least some of it to get to where your going though because there seems to be a large fire - almost magma-like spanning the area in front of the wall.

Look at the formation I have you in. Any changes requested?

You walk towards the market and can smell embers and smoke on the air. The fire to your left that you are trying to avoid and ultimately go around is incredibly hot.

Then, suddenly, you hear a ....

thump thump thump thump at about the pace of a man's running speed. But where could it be coming from?

You look to the right and see little. To the left, fire. To the back, the inn. To the front, the Market. Gimme perception rolls.

Doven, the Duergar Cleric of Marteaus sees a random slow human zombie walking towards him. He puts his hand up to it and it stops. He seems to be concentrating intently on it.

Tahni knowledge of religion tells her that it is very possible all these zombies could be the result of an act of a god. They don't give much clues as they are slow and seemingly uncoordinated, just stumbling about mindlessly. The Stitched Horrors are something to behold though, as they obviously took some time to create.

Any knowledge checks you like would be cool, just tell me how they apply in your head.

You can plainly see a number of walking dead siloughets in the market, but they have not noticed you yet.

RiddlePort Market


Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor  d20+7=27 ; d20+8=20 ; d20+6=25 ;
Thursday January 6th, 2011 10:12:21 PM

OOC: Looks like I can make some half decent rolls outside of combat, it's the combat ones that seem to be letting me down. Assuming the Bless spell has expired, and say 45mins of the Mage Armor left?.

Tahni steadies her breathing to keep her senses alert, and takes in her surroundings. (Perception: 27! - 30 if the smoke has cleared). Daya, too, seems alert (Perception: 25)

The zombies seem to have been created from a number of races, she observes. (Knowledge - Local: 20. Wondering if it would be normal for Riddleport to have such a variety of races normally inhabiting it? Are there any Duergar zombies? Also, trying to judge what the population of the town normally would have been)

The sight of so many undead pains her. "Who would do this?" she utters to noone in particular.

====================
Spells Currently in effect: Mage Armor (45mins)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Addison that movement was just one turn. Keep your bless and mage armor for now.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=12 ; d20+1=19 ; d20+1=7 ; d8=2 ;
Friday January 7th, 2011 12:06:38 AM

Devlin scans the scene looking for the source of the odd thumping sound. He also keeps a wary eye on the dark bloods now traveling freely about. Seeing Doven stop the zombie in its tracks causes some alarm. He drops to one knee and fires his crossbows at the undead human. One of the bolts grazes its arm. He gets back up and reloads. We need ta keep moving every time we stop they get closer ta surrounding us. I could scale the walls surrounding the area we are headed, but I'm not sure who else can. We could spend more time looking for the gate out here. What do ye all think?

Perception = 6
Attack human zombie 1: First shot = 19 hit 2 damage
Second shot = 7 miss
swift action reload both crossbows

Naldin AC18/16/12 CMD17 HP26/26  d20=7 ;
Friday January 7th, 2011 1:25:28 AM

Naldin quickly retrieved his bow and returned his axe to its place. He spends little time pondering his downed enemy. But he does give Braugh a hardy thanks.
Nothing better than ridding the world of this kind of evil! Thank you, my friend for your help.
Then Naldin heads off to follow the group southward, with an arrow nocked and ready to fire as more undead get within range. He's presently eying a small undead creature (Zombie Gnome 1) and moves toward it, trying to close the distance to get off a few arrows into its head.
As they move, Naldin stops for a moment to listen to the thumping sound to see if he can tell where it's coming from. (Perception: 7+7)

Comp Short Bow
TH: +4+2(undead)+1(bless) = +7
DM: 1d6+3+2(undead)+1(bless) = 1d6+6

GreatAxe
TH: +5+2(undead)+1(bless) = +8
DM: 1d12+4+2(undead)+1(bless) = ad12+7

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=1 ;
Friday January 7th, 2011 10:29:24 AM

"Come, Boomy, let us be the vanguard."

Max continues south.

Perception roll 1+3=He's looking the other way.

Boomy HP 20/20 AC 17/17/14  d20+9=17 ;
Friday January 7th, 2011 12:16:51 PM

I am a ilttle confused as to where we are in location to our destination. Is it to the South or the East of us at the moment?

Boomy goes with Max heading in the direction of thier destination and keeping his eyes open for the cause of the unusual thumping.

Perception = 17

Addison: Boomy- my apologies. The confusion comes from my penchant to make maps as asymetrical as possible. I hate the run-of-the-mill 20x20 square foot room, so I overcompensate and the confusion is the result. There is a wall of fire to your East. South is the only way to go to get around it as the fire can't possibly make it to the ocean. The Market is South and spreads to the West.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Friday January 7th, 2011 1:39:37 PM

Of course, the warriors always lead says Frootloop in reply to Humphrey.

And out comes his greataxe, and moving in the same direction as the Druegar.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Friday January 7th, 2011 4:54:03 PM

Kreyton moves with the group, pondering the implications of this undead horde.

OOC:

Buff's
Produce Flame (Cl 2, 1.1 / 2 mins)

Question: you said the flame petered out before it hit the horror? As in something killed the effect thats not part of the monsters defenses.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+7=12 ; d10+3=7 ;
Friday January 7th, 2011 6:19:26 PM

OOC: I am on my phone so I can't access the awesome map won't be for a few days it looks like... I'll tr and access a computer to make a decent post but please make rolls for me and keep things moving in case I can't.

Bruagh will stay in back and attack in undead that threatens the group from the rear and will keep pace with the rest of the group.

Attack: 12
Damage: 7

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor 
Sunday January 9th, 2011 9:25:14 PM

OOC:

Posts made by:
Tahni
Boomy
Devlin
Frootloop
Bruagh
Max
Kreyton
Naldin

Waiting on posts from:
Signi


DM Addison  d20+5=13 ; d10=2 ;
Sunday January 9th, 2011 10:31:44 PM

(OOC: Yeah, the weekend is more relaxed posting. So no worries.)

Tahni considers the zombies and where they could have come from. Her knowledge of local things does her well, she remembers that RiddlePort was originally a port that pirates used for various things- storage, hiding, trading, recruiting crews etc. That was like 40years ago. Since then, Dwarven clans have succeeded themselves from the main continent and taken over RiddlePort, instilling a strong law and kicking out all the pirates. Gnomes soon followed and the port became a village, which then became a town, and now the population is about 2,000.... or was

Devlin takes two shots at the human zombie in front of him. One bolt sticks in its forearm, which catches its attention.

The Human Zombie raises its hands and begins to drag its feet forward towards Devlin. It moves to the NorthEast 6 hexes. This also gets the rest of the surrounding Zombies' attention. They all follow suit and start walking towards Devlin. Your perception reveals that there are 1,2,3.... 14 or so moving corpses coming at you.

Naldin thanks Braugh, knocks an arrow, and runs south with the group to the market square. I'll take your post as a double move action. Now your like 80feet from the zombie, fire away! (or any other action you want)

Max, Frootloop, and Boomy run south, leading the left flank of the group. Boomy and Frootloop moves 30feet, so they get abit further. Boomy's inquiry is answered in his post. Big wall of fire to your east, gotta go around.

Kreyton's flame is powerful enough to harm the undead, but his attack roll was bad. You only hit Touch AC8.

Doven, the Duergar Cleric, walks with the group, but slower, his eyes are fixated on the Human Zombie before him. His hand is raised and the zombie is standing still, returning his stair. Then, suddenly, Doven turns to the group and begins walking along like nothing happened. The Zombie stands there stupidly, stairing into oblivion, and then collapses into ash!

Tahni is the first to see it, then Devlin and Boomy

Several black humanoid figures are running through the wall of flames to your east. And they are running at YOU! You look and see two sets of red eyes inside of empty skulls. The creatures are running so fast that they jump right out the flame, taking the fire with them!

Flaming Skeletons

Lila, the Duergar Crossbowess says, "Screw this. I'm not waiting for those to get to me!" She fires a bolt from her crossbow. The bolt from Lila's bow hits the chest of the Flaming Skeleton.

The skeleton explodes on impact, sending a fireball-like flame in all directions! The heat from the inferno does not reach you, but you can feel the heat on your face.

Humphrey says, "Woah, I'm not getting near those things." He eyes the Zombie Horror in front of him and smiles.

Douglass looks scared and says, "Were getting surrounded." very blankly.

(OOC: Remember. Every round the enemy will move too. The zombies seem to move at about 20-30feet per round, depending on what kinda undead your dealing with. You can do a double move and move 40, or 60 for Boomy and Frootloop. Firey Skeletons run at like 80feet per round)

RIddlePort Encounter5



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=3 ; d20+1=16 ; d8=1 ;
Sunday January 9th, 2011 11:15:37 PM

Seeing the skeletons burst through the flames and how easily they are dispatched Devlin lines up and fires at two of them. One bolt flies wide but another is able to nick one on the ribs. Right, take down the exploding skeletons and than move.

Actions:
Fire at firey skeleton 3 = 3 miss
Fire at firey skeleton 2 = 16 hit dam = 1

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless 
Monday January 10th, 2011 11:56:42 AM

Nods in confirmation to Humphrey's comment.

Continues witht he group, weapon ready.

Addison: just so ya know, you do have enough move to charge the Human Zombie in front of you. Next round it will be 30feet closer though if you wanna wait. You could also move 30feet and then ready an action to attack and roll it ahead of time. Just some ideas. I like specific instructions. =)

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Monday January 10th, 2011 4:54:26 PM

Max puts the Dwarven War Axe in his shield hand, and pulls a throwing axe from the pair hanging at his belt, and keeps moving in the direction that the team was moving, but staying back from the <b>Firey Skeletons</b>, yet still between them and the rest of the team.

OOC: Hold action, except for movement

Boomy HP 20/20 AC 17/17/14  d20+3=12 ; d4=4 ;
Monday January 10th, 2011 5:22:44 PM

As the undead close in around them Boomy realizes that his martial capabillities are not the best tactic against the flaming skeletons. He holds his ground until the skeletons are within reach and fires his sling at a flaming skeleton.

Actions:
Hold action until skeletons are within range
Atk nearest Fire Skeleton Hit AC 12 for 7dmg.
If none are within range after they move he will move just close enough to fire at them.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor -- Bless  d20=11 ; d100=88 ; d3=3 ; d20+8=19 ;
Monday January 10th, 2011 6:03:30 PM

OOC: Next round is the last round of the bless guys. Make it count :)

"Yeah, we have them just where we want them" Tahni responds sarcastically to Douglass, and encourages him to continue moving. She is unnerved by how calm Doven seems

"Daya, take flight. It's getting too dangerous here for you. See if things look safer ahead" Tahni abruptly orders her familiar before following up with genuine concern "But please be careful"

Continue moving south. Ready an action to cast Acid Splash should any enemy get within 25ft. Arcane Spell Failure % = Ok. Hit AC12 (11 + 1Bless) Ranged Touch Attack for 4 DMG (3 + 1 Bless)

Tahni eyes the firey skeletons, and considers whether they are from the elemental plane of fire or just more evil undead. Knowledge Arcana: 19. Curious as to whether a water spell might be a weakness

====================
Spells Currently in effect: Bless (Rnd 5/6) Mage Armor (1hr)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat


Naldin AC18/16/12 CMD17 HP26/26 *Blessed  d20=2 ; d20=14 ; d6=5 ;
Monday January 10th, 2011 8:15:13 PM

Naldin follows Devlin's lead and prepares to fire a few arrows of his own. He will give the skeleton's a few seconds before firing, just to better his odds of hitting them. (hold until one comes within 70')
Once in the desired range, Naldin lets go with his first arrow (to hit:2+7-2(rapid shot)=9) but that shot sails unimpeded into the flames behind the skeletons. With determination, Naldin fires a second arrow (to hit: 14+7-2(rapid shot) = 19, Dam: 5+6=11) which strikes its target faithfully.

Boomy HP 20/20 AC 17/17/14 
Monday January 10th, 2011 8:54:10 PM

I forgot to add +1 for bless

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 
Monday January 10th, 2011 9:13:20 PM

OOC: Still have the flu. Still on meds. Afraid of making another dumb post. Please move me as you feel Bruagh would Addison or maybe have rob do it. Really sorry guys but his is the worst shape I've been in in years.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday January 10th, 2011 9:56:57 PM

Once the flaming skeletons are taken care of Devlin will move with the rest of the party crossbows at the ready to take out any other skeletons or fast moving opponents.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor -- Bless  d20+8=23 ; d10+4=8 ;
Monday January 10th, 2011 10:49:54 PM

OOC: No worries Zach. Hope you feel better soon!

Bruagh decides that life is not worth living and kills himself... kidding ;)


RobC posting for Bruagh (Zach):
Bruagh continues to bring up the rear of the group. He still considers the duergar a threat, but for the time being, the horde of undead are his main concern. This is the first time he has seen a skeleton explode when struck, and considers how he will deal with them, should they get close. He grits his teeth and tightens the grip on his axe in anticipation of his next strike. Continue moving south with the rest of the group, but guarding the rear. Should any zombie get within striking distance: Hit AC23 for 8 damage

DM Addison 
Tuesday January 11th, 2011 2:43:48 AM

Evie? Troy? DM post will be tomorow. No worries though, things will progress quickly soon enough.

My apartment people are trying to raise hell about damages they claim I am liable for... ugh. Bad day all around.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=18 ; d6+2=3 ;
Tuesday January 11th, 2011 9:08:54 AM

Kreyton fires his last bit of flame at the Zombie Horror, hoping for better aim.

"We gotta keep moving. he calls out as he moves south.

OOC:
Hit touch AC 18 for 3 Woo!
Continue moving south 20'.

DM Addison  d20+5=8 ; 3d6=9 ; d20+5=16 ; 2d6+5=14 ; d20+5=15 ;
Tuesday January 11th, 2011 9:00:02 PM

(OOC: Guys. I just realized how badly I screwed up the combat system by using hexes instead of squares. Don't worry, next map will be a lot easier to play on. For now, just roll with it.)

Devlin, Boomy , Tahni, and Naldin see the incoming Skeletons and line up their respective weapons. The monk puts a rock in his sling and starts twirling it about his head. Tahni feels arcane might gather in her hands as a caustic acidic orb comes into being, Naldin puts one arrow in his teeth and knocks another, and Devlin loads his nifty crossbows and takes a knee to get the right angle from the back of the group.

At the same time, the three heroes unleash their volleys upon the charging insane undead.

Boomy's shot connects first, shattering the undead's skull. A split second later, a crossbow bolt rattles the ribs of another. The acid flies from Tahni's hands and slaps upon the creature, causing a sizzle. Finally, Naldin shoots one arrow wide, but luckily learned how to keep another close by and removes the arrow from his mouth, lines up the shot, and cleanly takes off the fourth skeleton's head, right at the neckbone.

They explode.... a wall of fire rushes forward getting pretty close to Boomy and Max. You guys can feel the heat on your faces.

(Tahni had to move up some to get within range, hope that's ok)

Knowledge Arcana DC 15 Highlight to display spoiler: {The firey skeletons are definitely blowing up in a fireball-like pattern. This has some magic behind it. They even have a 20foot radius!}. If you already rolled it, then just look. =)

One of the fireballs lights a little stumpy Gnomish Zombie on fire. It raises its arms in defeat and falls over, limp and smelling like roasty corpse (9 damage).

Lila goes woah.

Max grabs his throwing axe and walks forward some more. As does Frootloop.

Kreyton throws some fire of his own, and scorches the face of the Stitched Horror. It eyes the little druid with one bulging, disgusting, burnt eye and then lurches forward, locked on its target!

The Stitched Horror charges 60feet.

Humphrey sees it charging and takes a step to intercept it. He swings high digs his blade deeply into the large creature's side (hit AC 16 for 14 damage). He grunts as his blade gets stuck on the ribcage inside the creature.

The creature looks down at Humphrey and opens a huge mouth that could possibly eat him in one bite. A green vomit explodes from its open oraface and covers Humphrey's arms and face. He begins to vomit and flexes to pull his sword free in a jerk.

Humphrey then stumbles backwards a bit and falls to his knees, coughing and gagging, trying to blow the stuff from his nostrils. (fort save was 15. did he make it or no? i shall never tell! Find out the hard way. mwahaha)

Doven rushes to see what Humphrey got himself into and says, Be calm and purge yourself, brother.

The Undead Horror is still eyeing Kreyton.

RiddlePort Aftermath

Perception DC 20 Highlight to display spoiler: {You see something running really fast from hut to hut beyond the horde.}



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+8=15 ; d10+4=10 ;
Tuesday January 11th, 2011 11:05:32 PM

Bruagh moves about as fast as his feet can carry him, doing his best to draw the ire of the undead horror from Humphrey and the others to himself. Bruagh swings wildly with his War Axe.

Double Move to the Zombie Horror.

Attack: 15
Damage: 10

OOC: Still not back to health, but he antibiotics are helping. A little. Thanks Rob.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor -- Bless  d20+7=11 ; d20+6=10 ; d20+9=16 ; d100=91 ; d20=15 ; d3=1 ;
Tuesday January 11th, 2011 11:45:33 PM

OOC: Yep, the hex map is a bit painful. Nice job with the graphics though. Happy with where you moved me - move me anywhere that kills something other than me and I'll always be happy lol :) Also, not sure if the map is before or after Humphrey takes a few backsteps. I'll assume he has already moved, and that I can't reach him this round. Also, where is Doven on the map?
Knowledge Arcana roll made specifically on the flaming skeletons in the previous post was a 19 - Success.
Perception check: 11 - Fail
Perception Check (Daya): 10 - Flying south, scouting ahead. Tahni monitoring Daya's emotions - fear, despair, hope?


*** Last round of Bless ***

"Undead magic is typically of a twisted divine nature, but elemental powers are arcane. Based on the type of these creations and their number, there are powerful forces at work here. Perhaps the Duergar and Dwarves now have a common enemy against which to unite?" Tahni's thoughts are broken by the large zombie's attack.

Tahni winces as Humphrey is ... "assaulted". It would be quite easy to make a break for the southeast and leave the duergar to fend for himself, but, perhaps Alemi is simply providing opportunities for her to bring the duergar back on to the right path? "Keep moving south!" she calls to Douglass as she leave Douglass' side and makes a hurried move toward the now kneeling Humphrey. Despite the green, phlegm like substance covering the duergar, Tahni considers whether she is able to offer him any aid or even just a wash(Heal check to identify his condition: 16. If she deems through her healing check that she is able to aid Douglass through either Creating Water to wash him down, or using her Restorative Touch next round, she will - warning him it is coming first though. Otherwise, an Acid Splash at the big zombie - Arcane % - 91 = ok. Hit AC16 (15+1Bless) for a Ranged Touch Attack. Damage 2 (1+1Bless) )

Daya meanwhile continues flying south through the thick smoke. The smoke impairs her normally excellent vision, though provides cover for the dark bird. Out of range for verbal communication, the shared bond allows Daya and Tahni to feel the others emotions. Right now, Daya senses that Tahni is scared - and with all these undead around, it's no wonder. Daya will continue flying south until she reaches 500ft, before circling back

====================
Spells Currently in effect: Bless (Rnd 6/6) Mage Armor (1hr)

Energy Channels: 3
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Naldin AC18/16/12 CMD17 HP26/26 *Blessed  d20+7=17
Wednesday January 12th, 2011 3:07:28 AM

Naldin readies another arrow and heads southwest to remain with the rest of the group, As targets come into range, he will fire another arrow.

Perception roll: 20+7 :o

To no one in particular, Naldin points to the huts and yells, "There's something else over there, running around. Not like the rest, I don't think."

Addison: Um. You gotta click the roll die button. PUt +7 into the d20 thing and click roll. Like... this! 17. Also, several targets are in your range, which one do you wanna hit? Also, roll your attack and damgage

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=22 ;
Wednesday January 12th, 2011 8:18:22 AM

OOC: Is skeleton 5 on the map one of the flaming skeletons?

Addison: Uh, no. That was put there for funsies. My bad. =) Unless you want to peg it and watch it explode.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=24
Wednesday January 12th, 2011 8:36:45 AM

"Ya I saw it too. Go for the bottleneck between the flames."

Kreyton casts Shillelagh, and moves south east towards the gap in the fire.

"Ya common fat boy, right this way" he calls out to the Zombie Horror, hoping to bottleneck it between the flames.

OOC:
Perception 24
cast Shillelagh
Move SE 20'.

Buffs:
Shillelagh: (CL 2, 0.1/2 mins)



Boomy HP 20/20 AC 17/17/14  d20+3=15 ; d4=2 ;
Wednesday January 12th, 2011 10:10:36 AM

Boomy moves 10 feet to the West and lets fly another stone from his sling, launching it at HUman Zombie South of FrootLoop

Atk Human Zombie Hit AC 15 for 5 dmg.

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless  d20+6=24 ; d12+4=6 ;
Wednesday January 12th, 2011 11:24:19 AM

Seeing the beast put Humphrey on his knees, and his sword stuck to it's ribcage, Frootloop moves to a flanking position on the creature and unleashes fury upon it.
hitac24 for 6dam.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Wednesday January 12th, 2011 12:16:36 PM

With his options for targets all blocked by his companions and the dark bloods Devlin heads south yelling as he goes. Lets move these things cant keep up with us. I know y'all want to put these monstrosities down but there be too many of them. Upon seeing the undead Dwarves he lets out a sigh of frustration and shakes his head slowly.

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Wednesday January 12th, 2011 3:04:00 PM

Max slipped the haft of his throwing axe back into the loop on his baldric, and returned his war axe to his right hand. He followed the direction that the others were going.

--Max

DM Addison 
Thursday January 13th, 2011 2:06:53 PM

Oh snap. I just realized that was everyone except Evie. I thought we were waiting for someone else to post, bah! Post will come ina few hours.

DM Addison  d20+5=8 ; d20+5=21 ; d10=4 ;
Friday January 14th, 2011 2:12:03 AM

Braugh charges through the ranks of his allies at the undead horror (double move is two move actions, so ya couldn't attack, but a charge fits, you double move and attack basically).

The paladin digs his axe into the horror. It hooks on a thread and he pulls the stitching out.
At the same time, Frootloop runs around the kneeling Humphrey and Doven and places his own greataxe into the beast.

The great creaure has taken enough damage from the combined attacks of the Duergar and Dwarves to look like a pile of moving chopped mince meat. Braugh and Frootloop hack away at it and pieces fly in every direction. The smell is absolutely horrid. It stops moving.

Tahni runs to help Humphrey alongside Doven (who I forgot to move last time).
She thinks its quite ironic that the Create Water technique she used to harass the Duergar in the last battle might just be the solution to the problem. Get the green crud off him right? Makes sense. She casts the spell, dousing the downed Duergar with water, then she begins to concentrate on a Restorative touch, but Doven stops her with a hand.

Doven speaks, "Allow me." his voice is even and calm. No malice or hatred, but no sign of thanks either. The Duergar cleric simply raises his sign of Marteus and places his hand on Humphrey's head. Immediately, the correct gray color returns to his face.

Meanwhile Daya is flying to the south. Tahni can feel that the raven is equally afraid... at least for a while. Eventually, the Raven feels relieved, like a fresh breeze just hit its face. She must be several hundred feet away by now though. What could she be seeing?

Naldin knocks an arrow to fire at the next undead. WHich one you want? Roll the attack and damage.

Kreyton] moves to the bottleneck between the flames, but the creature has already been slain by the two front warriors. Nonetheless he casts Shilleghla.

Boomy moves west and slings a bullet at the approaching undead human. THe bullet thuds into its chest, encouraging a frustrated groan, but it walks on.

Max re-equips his dwarven axe and Devlin tries to get a shot. Wanna move around?

The zombies are approaching quicker than ya though and they will be attacking next round. They all advance 30 or 20 feet.
Douglass throws an alchemist fire from his pocket and it splashes onto the Human Zombie south of Boomy. It smells roasty.

Then Lila loads her crossbow and runs to the west to get a shot. She pegs a bolt at Dwarf Zombie 8, and it continues walking with a bolt sticking from its chest, dragging a greataxe behind it.

Now I want to see how many zombies you can kill in one round. I will crunch the data and we will have another one of these slaughterfests around level 10 and see the improvement.

GO

RiddlePort Aftermath



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=15 ; d20+1=15 ; d8=8 ; d8=3 ; d20+6=19 ;
Friday January 14th, 2011 9:02:55 AM

Devlin hops over a bit to get a better shot on his target. Kneeling he brings his crossbows up and fixes his sights on a wretched dwarven zombie. He says a quick prayer to Wardd for the dwarfs soul and fires. The twang of the crossbows are simultaneous and suddenly two bolts are sprouting from the zombies chest. He quickly reloads his weapons and scans the area.

Actions:
5' step south
Fire twice at the Dwarven zombie next to skeleton 5: (full attack action)
First shot = 15 to hit and 8 dam
Second shot = 15 to hot and 3 dam
Reload crossbows (swift action)
Perception check = 19


Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Friday January 14th, 2011 1:12:25 PM

Max moves west, attempting to catch up to Boomy.

--Max

Boomy HP 20/20 AC 17/17/14  d20+4=24 ; d20+4=6 ; d20+4=22 ; d6+3=9 ; d6+3=9 ;
Friday January 14th, 2011 1:32:18 PM

Boomy cracks his neck, his whole body trembling with excitment and anticipation. He had necer been a fan of lranged weapons, perferring to rely on his fists. Now that the exploding zombies are gone Boomy he feels his adrenaline pumping and wishes the zombies would move a little faster. Hey, over here you mindless walking flesh bags. By the grace of Domi I will see you all dead.

The old monk is is litterally shaking as his body jumps into high gear and prepares for the fight, and he has to fight to hold himself back, trying to draw the shambling abominations closer to him. No sense in wasting energy moving to them when he can save it all for his attacks...if he can wait....but the longer they take the less likely that is to happen.

Actions
==========
Taunt the zombies to come to him as fast as possible

Hold Action:

if they come to him use flurry blows
Hit AC24 (Nat 20!!! Crit missed) for 9 dmg
Hit AC 22 for 9 dmg

If they aren't coming or won't be within reach
Move to closest Zombie
Hit AC 25 for 9 dmg

(This is what I'm talking about, rolled a Nat 20 and two max damage rolls)

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=28 ; d10+3=10 ;
Friday January 14th, 2011 4:54:31 PM

After helping hack the large Undead Horror apart, Bruagh charges south staying out of range of one zombie and unleashing on a Dwarven Zombie, driving his War Axe deep into it already dead body. "May they be allowed to rest in piece this time"

Move South and maybe slighty South East to avoid AoO from Zombie PC charging Dwarf Zombie7.

Attack: 28
Damage: 10

Naldin AC18/16/12 CMD17 HP26/26 *Blessed  d20=17 ; d6=4 ;
Friday January 14th, 2011 10:23:46 PM

Naldin looked around and saw that he was now pretty much at the back of the pack. It wasn't a bad place to be, if there were some bad guys to fight back there. So, he decided to move to the west, but just enough to get a shot off at Skeleton 5.

For a moment, Naldin's mind went back to a time in his past where there were other skeletons, in another place. There, the battle wasn't going so well and the skeleton's were advancing on a small stone blacksmiths hut.

Naldin blinked his eyes a few times and focused on the present skeletons. When he can see the creature through or around the fire, Naldin pulls bow taught and and lets an arrow fly. Die again foul creature. Join those that I've already destroyed, and wait patiently on the ones I will soon send to join you.

Comp Short Bow TH: +4+2(undead) = 17+6 = 23
DM: 1d6+3+2(undead) = 4+5 = 9

Addison: I like flashbacks. It gives us relevant information into your character. But please keep things that are happening now in present tense and the past in past tense so I don't get confused. So, you want to move west? HOw many squares?


Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor  d6=4 ;
Friday January 14th, 2011 11:44:21 PM

OOC: Tahni doesn't seem to have moved on the map. As I understand it, she should be right near Douglass

Tahni tries to hide her disgust at the symbol of Marteus produced by the cleric Doven. Now is not the time to settle differences though.

"On your feet soldier" she says to Humphrey, helping him up by his elbow "If you're going to meet your maker today, be sure and take some of these creatures down with you!". This is not said out of malice, but out of encouragement.

The feelings she gets from Daya give her hope, but she has no way to recall her familiar to her to provide an update on what she has seen. Tahni will have to wait until Daya returns of her own will. Daya was previously requested to fly to about 500ft from Tahni before returning. DM to determine what Daya will do based on what she may have seen

Tahni then steadies herself for the wave of undead approaching.

Ready an action to channel an energy wave against the undead. If one of more undead get within 30ft of Tahni, each must make a Will Save vs DC11. Success = 2 DMG. Failure = 4DMG.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor 
Sunday January 16th, 2011 6:36:30 PM

OOC: Posts from everyone except for Archie and Troy

DM Addison 
Sunday January 16th, 2011 10:05:39 PM

Yeah. I've been waiting on them all weekend. Though weekend posting is not required.

I apologize for my lack in posting too. I wanted to get you guys killing these zombies about 5 posts ago, so I've been like inching yall forward... lol

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor 
Sunday January 16th, 2011 10:09:40 PM

OOC: Want me to post for them?

Addison: Ehhh. I don't know, it makes me uncomfortable without asking them. But the only other option is to just skip em and go on with combat without their input this round...

sure, go for it.

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor  d20+5=21 ; d12+4=5 ; d20+2=17 ; 2d6+1=11 ;
Sunday January 16th, 2011 11:31:27 PM

RobC posting for Archie and Troy

Frootloop holds his ground. Whilst crazy enough to singlehandedly engage a zombie horde on his own, he doesn't trust the duergar to leave them unattended. He stands his ground ready to attack the next zombie that advances. Hold attack action. Hit AC21 for 5 DMG

With no enemies to the north or east, Kreyton will move to fight alongside Boomy. Readying an action to attack any zombie that gets close enough. Hold attack action. Hit AC17 for 11DMG - Shillelagh

Addison: I'll give em until some time tomorow. Happy MLK day! I was just up all night writing my research proposal... ugh.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28 
Monday January 17th, 2011 8:20:52 AM

I've been attentively watching for new posts all weekend. Checking in and all. No worries though, by the nature of PbP there will occasionally be times like this.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=21 ; 2d6+1=9 ;
Monday January 17th, 2011 8:55:28 AM

Kreyton moves up and attacks the human Zombie to his south west.

OOC:
Attack Human zombie: Hit AC 21 for 9.

Sorry, I hadnt realized there was a DM post Friday. I checked but must have missed it.



DM Addison  d20+4=20 ; d20+4=9 ; d20+4=12 ; d6+2=3 ;
Monday January 17th, 2011 5:20:33 PM

(OOC: Map got screwed up and reverted back to a previous version. BLAH. I'll get the hang of it one day.)

Devlin's aim is true, but the bolt's effect seems to be lacking. One shot nails the Dwarven Zombie in the chest, and the second clips into the neck region, cutting off the zombie's head halfway. It continues to march forward, but only by a thread....

Kreyton steps up and delivers a whallop to the side of the Human Zombie's head. It grunts and steps sideways as the skull cracks and brains begin to leak from the ears, but is still stable.

Boomy stands his ground and focuses himself on the dirty duty to come. He waits for the opportune moment. When Kreyton damages the Human Zombie to his right and Devlin damages the Dwarf Zombie to his left, he unleashes a flurry of blows to either side. First, a karate chop cleans off the head of the dangley zombie, decapitating it. Then a swift boot the the head turns the Human Zombie's skull further into mush.

The druid and the monk stand side by side, two dead zombies about them.

Naldin steps to the side and decides to continue his bow work. His arrow shatters the middle 3 vertebrae of the spinal chord of the Skeleton, but the top part simply falls in place on the bottom part, reconnecting, albeit shorter.

Tahni tries to get Humphrey on his feet so he can continue fighting. The Duergar responds, "Blast it, I'll fight when I'm good and ready and not a moment before! I know what's at stake."

And with that, he raises his sword and stands next to Frootloop. He looks at the zombies before him and says, "Only 3 here. I'll get two if you can handle the small one."

Braugh charges Dwarf Zombie 7 and proceeds to chop the top half of the head clean off, right above the eyes.

But the Paladin quickly finds himself in hot water as three nearby zombies take notice of him and charge, arms outstretched. Braugh puts up his shield to defend himself for some time as the scraping claws and biting jaws team about him. The Zombie PC rushes from the back and sinks its teeth intro Braugh's arm for 3 damage.

RiddlePort Aftermath



Kreyton | HP 24/24 | AC 16/11/14 | CMD 12 Character Sheet  d20+2=18 ; 2d6+1=6 ;
Monday January 17th, 2011 5:47:46 PM

The power of plants flows through his beat stick, and Kreyton delivers another strong hit to his foes head.

OOC:
Charge Skeleton 5: AC 20, 6 damage.

Addison: It's already dead. Boomy finished it off like I said. And it has a big X on it on the map. Any other actions?

Sorry, missed that. Charge Skeleton 5. Hit AC 20.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=17 ; d20+1=17 ; d8=3 ; d8=2 ;
Monday January 17th, 2011 7:24:53 PM

Devlin steadies his breathing and once again lines up his shots. Both crossbows are pointed at the nearest zombie, its resemblance to a dwarf all but rotted from its frame. Breathe in... steady, breath out....fire He thinks firing both bolts at the rotted corpse. His shots strike true but the damage looks minimal. With a snarl he says Fine we do this the hard way! He prepares to take the brute on up close and personal.

Actions:
Full attack action fire at dwarf zombie 8
First shot = 17 hit dam 3
Second shot = 17 hit dam 2
Reload crossbows (swift action)



Naldin AC18/16/12 CMD17 HP26/26  d20=16 ; d6=5 ;
Monday January 17th, 2011 8:45:35 PM

Seeing his arrow strike true with little effect, Naldin lets out a curse, "Damn you, cursed creatures?" Still far enough away to make another ranged attack, Naldin pulls out another arrow and lets it fly, hoping for better results than the last assault on the dead bones.

Also, Naldin continues to move south and west to keep up with the biggest part of the group and not to let everyone else do all the killin'.

Comp Short Bow TH: +4+2(undead) = 16+6 = 22
DM: 1d6+3+2(undead) = 5+5 = 10

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor  d6=4 ;
Tuesday January 18th, 2011 1:10:46 AM

OOC: I think the map may still be wrong for Tahni. For the past 2 rounds she has been near Humphrey, but on the map is quite a bit away from him. I'll assume the map is wrong and post her actions as I think they might be. DM, please let me know if this is not ok and I'll adjust.

The undead seem to be dropping quite rapidly now, but a growl from the south east draws Tahni's attention to the zombies that have closed in on Bruagh. With Humphrey back on his feet, Tahni makes her move towards the zombies attacking Bruagh. She feels somewhat conflicted between wanting to send these souls peacefully to the afterlife, and between wanting to protect her friend with all her might. The young dwarf calls upon Alemi's divine grace as her holy symbol glows with a bright white light. Move SE to finish 5ft West and 5ft NW of ZombiePC. Tahni will then release a channel burst against the 3 zombies attacking Bruagh. Each must make a Will Save vs DC11. Success = 2 DMG. Failure = 4DMG.

Daya - meanwhile - feels Tahni's sense of panic and fear replaced by feelings of anger and determination.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat


Boomy HP 20/20 AC 18/18/14 (-2 for charging)  d20=4 ; d20=8 ; d20=1 ; d20=15 ; d6=2 ; d6=1 ; d6=3 ; d6=1 ;
Tuesday January 18th, 2011 11:29:49 AM

Filled with excitement as his last attack severs a zombie's head and takes out another, Boomy lets out a battle cry of DOMI!!! and grabs the undead skull by what remains of it's matted hair and charges towards the surrounded Bruagh. As he nears the closest zombie he jumps in the air, swinging the head with both hands, and hits the other abomination in the face with a satisfying cack. As he lands turns his head to the side, cracking his neck, and daring the undead to approach him. God, if feels good to fight again....

Actions:
Grab Zombie Head, Charge Zombie PC North of Bruagh (move West 25 ft), jump in air,
Hit AC 17 (used 2 hero points) for 6 dmg

2 Hero Points Used.
-4 Penalty was given to atk for improvised weapon
-2 to armor for 1 round for charging

FrootLoopAC 17, Touch/Unarmored 11, HP 38/38 *Bless  d20+6=8 ;
Tuesday January 18th, 2011 12:42:44 PM

*not feeling well so my posts wont be something to write home about*

Attacks the "small" opponent Humphrey points out. ....
and misses.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+7=18 ; d10+3=11 ;
Tuesday January 18th, 2011 3:01:28 PM

Bruagh grimaces as he feels the creature bite into his shield arm and rip out a chunk of flesh. He answers with a swift swing of his axe to the offending creature.

At roughly the same time he feels the warmth of healing energy wave over him. With out even having to look he calls out behind him. "Thank ye Tahni!"

Attack: 18
Damage: 11

Tahni -- AC17/10/17 -- CMD 10 -- HP 17/17 (4 subdual dmg) -- Familiar: Daya -- Mage Armor 
Tuesday January 18th, 2011 8:37:20 PM

OOC:

Bruagh Sorry, Tahni's energy burst can be used for either healing live creatures, or harming undead. She has to choose before using it though, and in this instance, I chose to harm the undead. Sorry, but you're not healed of that 3 points of damage. Although with DR2, does this mean only 1 pt damage? Don't worry though, I'll make sure you're taken care of when needed :)

Frootloop - Hey mate, hope you're feeling better! I think I might be off to the doctors soon. I think I've caught whatever my daughter has. Just a note to remind you to remove the "bless" from your header :)

Addison - Can you advise whether Bruagh takes 1 point of damage or 3? Does the zombie's bite bypass the adamantine DR?


Addison: You hijacked my bold name thingy! yeah, damage redux =1 damage. No heal, you fried a Dwarf Zombie some. thanks.

DM Addison  d20=13 ; d20=2 ; d20=15 ; d20=19 ; d6+2=4 ; d20+5=24 ; 2d6+4=12 ; d20=12 ; d20+4=17 ; d20+4=21 ; d6+2=4 ; d6+2=5 ;
Tuesday January 18th, 2011 8:46:46 PM

The combat continues

Kreyton charges across the battlefield and promptly delivers his cudgel to the skull of the Naldin-shortened skeleton.

Devlin fires two more bolts into Dwarf Zombie 8, which is starting to look like a walking pincushion. It continues marching to its imminent demise though.

Luckily, Naldin has his back. He sees that Kreyton turned his skeletal target to dust before he could get his shot off, so he runs southwest and fires his shortbow at the Dwarven Zombie 8 to the far left. The arrow plugs straight into its head, dropping it to the ground with a thunk. (OOC: Sorry buddy, with everyone else's attacks, this was the best place to put yours... which is also an advantage to using ranged weapons. If you like, you can put alternate targets for each attack just incase one dies.)

Tahni runs up to Braugh (yeah, I forgot you went to help Humphrey) and then persist to fire holyness from her symbol of Alemi. Two of the (3 Zombie will saves = 13, 2, 15. One gets fried). Dwarf Zombie 11 is rather toasty, but standing.

Tahni can also feel that Daya is eager to return from her voyage.

The Dwarven Zombie 11 eyes Tahni and makes a break for her as the rest of the world combats.
It runs faster close range than it did further away. It slams into Tahni with a thud that almost knocks the Dwarveness on her back. The creature claws at her face and sinks its teeth into the side of her neck, ripping off a tad of flesh. (Hit AC 19, damage =4)

Tahni can even smell the burnt holyness that her attack left on the beast, but it doesn't make it hurt any less.

Boomy decides to throw it all on the line and grabs the head of one undead and charges the Zombie PC biting on Braugh's arm. He jumps into the air (coulda rolled acrobatics for funsies) and smashes the skulls of the creatures together, but apparently the one Boomy is wielding is more rotted than the skull of the Zombie PC as it splinters and smashes in a goey mess all over the Zombie PC's face and chest.

And don't forget that it is still latched onto Braugh's arm, and he gets face full of brain and spinal chord fluid. Hero Point for Boomy for getting Braugh completely disgusting early in the Zombie adventure!
But it does get the thing's jaws off of Braugh's arm. (Sorry man, the DR of the Zombies reduce blunt damage)

Braugh, although completely covered in sick, manages to focus enough to counter-attack the bewildered Zombie PC. He plants the axe right in the shoulder and continues the slice to the hip diagnally, severing the thing in two pieces. The top half lies on the ground, still reaching up at Braugh with the one attached arm.
Braugh hears in his head a boomingly deep voice, Finish Him!

... then roll a DC 14 Fort save or vomit from the nastyness of it all.

Frootloop misses his target while Humphrey charges the skeleton, puts down his greatsword and then smashes its face to bits with his gauntlet hand. (Hit ac 24 for 12 damage)

Humphrey laughs at his accomplishment as a human zombie comes up to him and clamps its jaws on his greatsword (Missed AC12). Humphrey places his sword blade in the mouth of the undead and says, "Hey Doven, Think I can make this one dance?" he laughs maniacally as he plays with the thing, keeping it at bay with his sword.

Then, Zombie PC 3 and 4 come sprinting out from the back, running full speed at Tahni, eager to join in the cleric feast. The first one adds to the impact of the Dwarven Zombie and the force throws her to the ground.

The two Zombie PCs hit AC 17 and 21 for 4 and 5 damage! They rip into Tahni's flesh again and again, scratching at her eyes all the way. Tahni has taken 13 damage this round right? Plus the 4 subdual. That's unconscious right? Her screams become muffled by the sound of chewing. (Sorry Rob, they saw an opening and took it)

(OOC: OK guys, cleaning up all the corpses, they were cluttering stuff.)

The wind begins to slow down, allowing for more visibility. The dist is slowly starting to fall.

Perception DC 20 Highlight to display spoiler: {You can clearly see a mass of Zombies gathering at two different locations - one at a large wooden structure, and another at a log cabin to the far west.}

RiddlePort Encounter


Tahni -- AC17/10/17 -- CMD 10 -- HP 0/17 (unconscious) -- Familiar: Daya -- Mage Armor 
Tuesday January 18th, 2011 9:18:58 PM

OOC: No probs DM :) The way I see it is that Tahni is still only level 2, and with her inexperience will make some unwise decisions. Let's hope the rest of the gang can get these things off me! Oh, and even though 2 of the zombies made will saves, they still take 2 pts damage - a little frying :)

The impact of the first zombie expels all air from Tahni's chest. Her small frame is unable to stop the force of the other two undead, as she is knocked to the ground. Unconsciousness is swift, and perhaps a blessing that she will not feel any pain as the zombies continue their attack Is that glass-half full, or what? :) .

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=12 ; d6=5 ; d20+3=11 ;
Wednesday January 19th, 2011 7:45:44 AM

Bruagh looks in horror as Tahni is overwhelmed by the undead and is taken to the ground. While fighting revulsion and and the wretching in his stomach as he tries to fight his way to Tahni. "Tahni!!! Rally to Tahni, she needs help!!!" Bruagh fights toward his fallen friend, caution out the window and undead be damned.

Once in range Bruagh tries to lay a healing hand on Tahni before taunting and harassing all of the surrounding undead in an effort to get them to attack him as opposed to his fallen comrade.

Fort save rolled a 12 which is a fail but if it's considered a poison I make it with 14.

If I can I will do the posted action healing 5 hitpoints to Tahni.

Inimidate: 11 to draw the undeads agression.

Boomy HP 20/20 AC 18/18/14 (-2 for charging)  d20=20 ; d20=18 ; 2d4+25=31 ; d20+5=15 ; d6+3=5 ;
Wednesday January 19th, 2011 10:05:50 AM

Boomy looks down at the handful of hair and small chunk of scalp remaining in his hand before throwing it onto the ground. Dang, that would have made a great souvenir[/b]. When he hears Bruagh yell to aid Tahni, he turns around and sees the girl surrounded by the undead. Don't worry lass, I'll save ye. Once Braugh's healing is done the grizzled monk grabs the girl under the arms with one arm and turns while taking a 5 foot step West before dropping her back down behind him (West of him, standing if she has regained consciousness). As he is turning to [i]put the lady behind him, he steps back and draws "his" adamantine guisarme while spitting on the zombies, I am your opponent now, it's time to die...again.

Boomy will hold his attack, guarding Tahni, until a zombie is within reach. He will also take any attacks of opportunity that present themselves (He threatens squares both 5 and 10 feet away).

Actions
-------------------------------
Pick up Tahni (Move Action)
Take a 5 foot step (Free Action)
Drop Tahni into an adjacent square (Free Action)
Draw Weapon (Free Action, if Bab is over +1)

AoO Hit AC 20 (Nat 20!!! Confirm Crit = 18) for 10 dmg (16 if crit) (it was supposes to be 2d4+4, not +25)

Hold Action
Atk hit AC 15 for 5 dmg


FrootLoopAC 17, Touch/Unarmored 11, HP 38/38  d20+6=8 ;
Wednesday January 19th, 2011 10:21:48 AM

Moves to assist with Tahni

Attacks Zombie PC4
and misses.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Wednesday January 19th, 2011 10:39:43 AM

Kreyton sees his cleric succumb to enemy attacks, and moves in to help her.

OOC:
Double Move to the hex 2 east of the Zombie to Tahni's immediate east.

Naldin AC18/16/12 CMD17 HP26/26 
Wednesday January 19th, 2011 12:40:17 PM

OOC: Oh no, no labels on the map. I didn't study enough to remember the images of everybody else :(

Addison: Yeah, just use the last map. The labels make everything hard to see when you guys are in melee with enemies.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Wednesday January 19th, 2011 12:47:00 PM

I had the same issue. Being color blind sucks. I just picked the thing that was clearly bad and moved toward it.

Boomy HP 20/20 AC 18/18/14 (-2 for charging) 
Wednesday January 19th, 2011 1:21:55 PM

ooc: I couldn't remember for sure what my character looked like, fortunately the previous map is still up and you can use that for a reference.

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=3 ;
Wednesday January 19th, 2011 3:50:29 PM

Max spits on the ground and continues to run due west, placing himself behind a zombie.

A 3, doesn't cut it for an attack, unless they're very very unlucky.

Tahni -- AC17/10/17 -- CMD 10 -- HP 0/17 (unconscious) -- Familiar: Daya -- Mage Armor 
Wednesday January 19th, 2011 5:59:25 PM

OOC: Awesomeness :) Thanks guys, it looks like Tahni might not get to meet Alemi today. In terms of your attacks, one (maybe two) zombies might be prone from the charge/attack on Tahni, so you might get a bonus to hit. That and they may be flanked too. Let's see, what other straws can I grasp at...

DM Addison  d20=1 ; d20=1 ; d20+5=9 ; d20=5 ; d20+1=9 ; d20+5=16 ; d10=5 ; d20+5=6 ; d20+4=24 ; d20+4=9 ; d20+4=16 ; d20=14 ; d6+2=5 ;
Wednesday January 19th, 2011 9:40:10 PM

Braugh vomits his guts up (i'm keeping a running total of how many people vomit during this adventure) and then takes a step to lay his hands upon Tahni. (I think when doing lay on hands on another person, it provokes an AOO right? And you have to be adjacent? Either way, the zombie rolled a 1.. it begins gnawing on its own leg).

5 points of healing juice to Tahni. She's conscious, but still prone and surrounded.

Tahni awakens to feel the pull of Boomy's arm wrap around her torso, ripping her from the grips of death (I'll get you one of these days little dwarf!).

The monk places Tahni behind him and then draws the adamantium guirisame that Bartholemew once wielded.

Frootloop charges across the battlefield to help Tahni, ignoring the Gnome Zombie in front of him (Again, that movement provoked an AOO... which the zombie rolled a 1...)... The Zomie bites its own hand instead.

Humphrey responds to Frootloop's movement, "Fine, go help your friend. I can take care of these."
Then he releases the Zombie from the tip of his sword and takes a swipe at it (miss AC9). The now alone Humphrey gets attacked by the two Zombies to the west (miss AC 5 and 9). He prevents any attack, but looks frustrated.

Lila and Douglass decide to help their Duergar friend and fire bolts at the Gnome Zombie (hit AC 16, 5 damage, miss AC 6).

Doven walks to help Humphrey (but has short stubby little legs)

Kreyton and Max run to help as well, the latter's axe missing the Zombie PC 4 wildly.

Naldin and Devlin can take two standard actions this upcoming round if he wants since they missed the last one.

It now appears that the three Zombies are surrounded by living creatures, how unfair! They retaliate in kind.

Zombie PC 4 jumps on Frootloop and sinks its teeth into his shoulder (Hit AC 24, confirm crit 9,fail. Damage 5), ripping off some skin in his teeth.

nom nom nom

Zombie PC 3 takes a step to Kreyton and tries to get some dirty-dwarf for a snack, but catches nothing but wooden shield (misses AC 16 close one there)

Dwarf Zombie 11 tries to bite Braugh, but gets a mouth full of metal armor (miss AC 14)

RiddlePort Aftermath



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Wednesday January 19th, 2011 10:10:08 PM

ooc: Sorry about the late post. Crazy busy day in the ER. I will have a full post with two rounds of action when I get home tonight.

Naldin AC18/16/12 CMD17 HP26/26  d20=16 ; d6=3 ; d20=20 ;
Wednesday January 19th, 2011 10:27:07 PM

Naldin is going to take this opportunity to move so that he can get a better shot at more oncoming enemies as well as turn his attention to farther off in the general direction the group is moving to get an idea of what my be ahead of them.

Naldin will move south/southwest, staying close enough to the group to help with his bow if needed, while looking for another undead creature to dispose of. If that opportunity arises, his rolls are below. He'll use his perception skill to see what's ahead. Rolled a 27!

Comp Short Bow
TH: +4+2(undead) =16 +7=23
DM: 1d6+3+2(undead) = 3+6=9

Tahni -- AC17/10/17 -- CMD 10 -- HP 5/17 -- Familiar: Daya -- Mage Armor  d100=40 ; d20=2 ;
Wednesday January 19th, 2011 10:43:22 PM

Tahni's eyes open in a flash. It takes a moment for her to recall exactly what happened. She can still feel a lot of pain on her neck and shoulders, and there is still some smoke in the air. The sound of combat and the smell of rotting flesh remind her of her situation. She groggily gets to her feet, before patting Boomy on the shoulder "Go. I'm alright" she gasps out.

Ready an action to cast an Acid Splash should Tahni get a clean line of sight at a zombie. Arcane Spell Failure% = 40. Ok. Hit Touch AC2. Assume a miss

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=7 ; d20+3=7 ;
Thursday January 20th, 2011 12:21:52 AM

Watching Tahni go down Devlin looks at his crossbows and realizes now is not the time to play. He drops the ineffective weapons letting them hang from their tethers and charges into the fray drawing his battle axe along the way. He uses his momentum to take a swing at the zombie threatening Kreyton but misses. Devlin shuffles a bit to get into a good flanking position on the creature and attempts to strike again but to no avail.

Actions:
(free action) drop crossbows
Full round action charge Zed pc 3 (free action durring charge draw battle axe) = 9 miss (forgot the charge bonus)
5' step to flank Zed pc 3 with Kreyton
Attack Zed pc 3 = 7 miss

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=16 ;
Thursday January 20th, 2011 9:26:25 AM

Max shifts his axe haft in his hand, orienting the blade's edge to where it was supposed to be, and swings again.

--Max

Boomy HP 20/20 AC 22/22/18 (+2 for Fighting Defensively)  d20=9 ;
Thursday January 20th, 2011 10:09:29 AM

Hearing that Tahni is alright, Boomy moves into the center of the fight. Although he would love nothing more than to tear off one of the zombie's arms and beat it to death with its own fist, he decides the group needs to use a little more tactics if they want to avoid more of the group ending up as zombie chow. Carefully he steps up to Zombie PC3, Flanking it and Zombie PC 4) and kicks it in the back of the knee.

(Frootloop and Kreyton get a flanking bonus, as does Braugh if he moves 5 ft. South)

Actions
---------------------
Move East 15 ft
Fight Defensively (-4 atk +2 AC)
Hit AC 12 for......yeah, it missed

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday January 20th, 2011 10:33:53 AM

OOC: Posted my submission on the BG for a new feat. Thanks Addison for the help. Hopefully soon our foes will taste the wrath of a deadly hail of crossbow bolts!

FrootLoopAC 17/15(rage), Touch/Unarmored 11/9(rage), HP 37/42(rage)  d20+7=17 ; d12+7=9 ;
Thursday January 20th, 2011 12:23:03 PM

Eyes get bloodshot...
Armor gets tighter...
Grip on axe increases...
Drool begins seeping from the corners of the mouth...
A Snarl emits from the throat...

Frootloop, upon being bitten, growls into action and swings his greataxe against the interloper.
Hit ac17 for 9 damage.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=10 ;
Thursday January 20th, 2011 6:18:27 PM

Bruagh moves into a flanking position behind Dwarf Zombie 11 and attacks while trying to keep and eye on the rest of the party members, especially the wounded Tahni.

Big Whiff, Natural 1.

Tahni -- AC17/10/17 -- CMD 10 -- HP 5/17 -- Familiar: Daya -- Mage Armor 
Thursday January 20th, 2011 8:04:56 PM

OOC: Just waiting on Kreyton

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=5 ;
Thursday January 20th, 2011 9:58:23 PM

Kreyton swings at the horror next to him, but fails to connect with the abomination.

OOC:
Hit AC 5 (miss)

Shileligah: 5/20 rounds:

DM Addison  d20+4=17 ; d10+2=8 ; d20=7 ; d20=11 ;
Friday January 21st, 2011 1:51:12 AM

Naldin moves southwest and plugs an arrow into the Gnome Zombie to the west. His perception skill allows him to see a lot of the landscape of the Market Square. There are a number of tents, huts, and forges about that were used to sell wares. Apparently most of the vendors are now zombies though. The most noticable things are two masses of Zombies. One is a bunch of them attacking the windows and doors to a cabin, it seems they are trying to get inside. A second group are in the far southwest by a wooden platform. You can hear screams for help coming from the Cabin.

Tahni comes to from Braugh's healing hands and she tries to shoot an orb of acid, but the orb flies into the distance hitting a passing bird. Imagine the surprise.

Devlin draws his axe as he charges Zombie PC 3, he attacks twice, but the Zombie is quite limber and avoids both swipes.

Max continues his assault on the Zombie PC 4 in front of him. Your attack roll should be like 1d20+4 or so right? yeah that's a hit. Your damage is 1d10+2 right? Thats what I'm rolling for ya. His axe bites into the Zombie PC 4, spilling intestine all over his feet. Yuck.

Then, Frootloop gets something done! He gets really angry and brings his greataxe down on the Zombie PC 4. He finishes what Max's axe started, and the Greataxe splits the Zed down from the top of the skull to the base of the navel. It falls into a pile of nastyness. (Moving dead zombie to the east a bit to get it out of the way)

Boomy intends to move to flank Zombie PC 3 with Kreyton, but alas Devlin beat him to the punch (which is a good thing considering that the last 5feet of movement would have provoked some AOO from the zombies)... SO you wanna attack Dwarf Zombie 11 instead? Either way, it missed. =(

BTW, I think Boomy discovered an interesting tactic I haven't considered before. A monk can unarmed attack with feet and head, so why not wield a reach weapon? There is like no penalty to it (except the non-proficiency, but hey w/e you threaten more that way). Another Hero Point for Boomy for thinking of something I never have... and I think of D&D a LOT.

Braugh and Kreyton attack the Dwarf Zombie 11, but their arms fail them as their weapons bounce off the rubbery undead flesh...

Then, Doven does something. He raises his hammer into the air and shouts, NOW!

Lila, Humphrey and Douglass look at him with wide eyes.

And as Doven snaps his fingers, he becomes invisible! Humphrey smirks, stairing at Frootloop, and does the same. Lila looks at Devlin and blows him a kiss as she disappears.

Douglass looks at Tahni and mouths the words, I'm sorry as he vanishes from sight.

Perception DC 25 Highlight to display spoiler: {After they vanish, you can hear the pit-pat of feet running.}

The Zombies that Humphrey was holding at bay are confused, but hungry, and they charge Tahni! The Human Zombie misses AC 7. (note that Naldin's arrow is sticking from the jaw of the Gnome Zombie, its hurt)

The two Zeds remaining within the group attack as well. The Dwarf Zombie 11 bites at Braugh, but misses AC 11. The Zombie PC 3 attacks Kreyton again, but misses AC 17.

Yikes! Now what!?

RiddlePort Aftermath



Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=3 ;
Friday January 21st, 2011 2:17:03 AM

You can almost hear the Itoldyaso in Kreyton's sigh as the dark dwarves run.

He remains focused on his foe, attacking again with even less luck.

OOC:
Attack Nat 1 (miss)

Shileligha: 6/20 rounds

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=22 ; d8=4 ; d6=3 ; d20=7 ;
Friday January 21st, 2011 8:03:16 AM

Devlin grunts in agreement to Kreyton and swings with fury at the zombie before him slashing for and area of exposed bone and muscle. Gore sprays and bodies shuffle, Devlin is unable to track where the deceitful dark bloods have gone.

The disappearance of the dark bloods is surprising but expected. Cries for help in a town so obviously destroyed furrows Devlins brow even more. I suppose we should finish our foes and go help those in the cabin.

Actions:
Attack zed PC 3 = 22 hit dam = 7 (4 weapon 3 sneak)
Perception check = nat 1

Tahni -- AC14/10/14 -- CMD 10 -- HP 5/17 -- Familiar: Daya -- Mage Armor, Sanctuary  d20+7=15 ;
Friday January 21st, 2011 9:08:20 AM

Perception: 15. Fail

Tahni gives a nod in Douglass' direction. Had the situations been reversed, she toowould have looked for a means of escape. "May you find peace in sons passing" she says quietly in the Doven's direction, or at least, in the direction he was.

"Uh, guys?" Tahni calls to the warriors, as the zombies again focus their attention on getting to her brain. She takes a step backwards and prays for some protection.

Take 5ft step SE. Cast Sanctuary. Any attempt to attack Tahni must get past a Will Save DC15 first

====================
Spells Currently in effect: Mage Armor (1hr), Sanctuary

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat

Naldin AC18/16/12 CMD17 HP26/26  d20=5 ; d6=5 ;
Friday January 21st, 2011 9:19:30 AM

Naldin is going to try and get another shot off at the gnome zombie he hit before, if he can do so without endangering anyone else. That's when he sees that there are several people that just seemed to disappear.
What the hell? he thought.
What's going on now? Naldin yells to his remaining companions. Is there something I should know about?

Comp Short Bow
TH: 1d20+4+2(undead) = 5+7=12
DM: 1d6+3+2(undead) = 5+6=11

Boomy HP 20/20 AC 18/18/14 (-2 for Charging)  d20+9=10 ; d20+7=22 ; d20+7=26 ; d6+3=4 ; d6+3=4 ;
Friday January 21st, 2011 10:01:38 AM

Boomy stares in amazement as the darkbloods disappear. Blast! That was the very reason I made sure to search the bugger and take his cursed Holy symbol! It takes all of Boomy's will power no to chase after the captives, but with their head start he would likely never catch them. He then wonders why none of the zombies attacked the cleric as he was casting his spell.

Hearing Tahni's call the monk sees her once again fighting off a zombie by herself. Not being one to leave a damsel in distress, he quickly tumbles out of reach of his current enemies and charges the zombie attacking her.

Actions
----------------------------------
Tumble to avoid AoO = 22
Charge Human Zombie 3
Hit AC 26 for 4 damage.


Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Friday January 21st, 2011 10:02:13 AM

forgot to mention I failed my perception check.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Friday January 21st, 2011 10:57:09 AM

Its not the clerics magic, its in their blood. They are able to render themselves invisible when they need to. Devlin spits on the ground. Just one more way they can trick and deceive honest folk.

Addison: So says the party rogue...

Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Friday January 21st, 2011 12:07:45 PM

...darkbloods infused with dark magic, I should have known. Thinks the old monk.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+7=9 ; d10+4=12 ;
Friday January 21st, 2011 12:13:20 PM

Bruagh attacks the nearest zombie activating his smite evil then runs to help form a protective barrier around Tahni.

I provoke an AoO or two depending on creatures redeath etc.

Attack: 9 + 3 Smite Evil + 2 Flank= 14
Damage: 11 + 4 = 15 should have rolled +3 instead of +4. added +4 for smite evil vs undead.


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+5=10 ;
Friday January 21st, 2011 12:54:43 PM

OOC: Breaking the fourth wall.

Devlin looks at the DM in astonishment, You think just because me class be rogue I be tricky and deceiving. Why if I weren't fighting right now I might find a nice place to hide before misleading you into a false sense of security and bop you over the head.......Would be what I do if I were tricky and deceiving that is. Good thing for you I'm not. Devlin looks around for support but only finds undead gazes.

Bluff DM = 10

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=13 ; d10=10 ;
Friday January 21st, 2011 1:06:44 PM

Max moves one hex to the SW, and swings at the zombie.

Attack: 13+4=17
Damage: 10+2=12



FrootLoopAC 17/15(rage), Touch/Unarmored 11/9(rage), HP 37/42(rage)  d20+7=25 ; d12+7=9 ;
Saturday January 22nd, 2011 10:39:05 AM

Becomes even more angry as the Druegar's split...(too bad that doesn't add more rage points)

Seeing a new interloper jumping on the cleric, Frootloop takes out his frustration on it. Swinging with all his might, spittle flying through curses, he connects solidly with the undead creature (hit ac25) inflicting moderate damage (dam 9).

DM Addison  d20=4 ; d20=14 ; d20=7 ; d20+5=7 ;
Saturday January 22nd, 2011 4:05:22 PM

(OOC: Rob C, can you get a headcount for me to see how many zeds each person racks up? I think I will reward an item to the person with the most.

Also, please everyone read each other's posts entirely. You get all kinda good information for making decisions with your actions. To communicate you must read each other's words. Bolding important parts helps people who read in a rush, like me sometimes.)

The Duergar make a run for it and the group is quite angry.

Devlin and Kreyton attack the Zombie PC 3 together, the former manages to chop his battleaxe right into the madula oblongata of the zed... which seems to be a major weakpoint in their construction. It would make sense, considering that it controls all the involuntary motor functions....

Tahni takes a step back and casts Sanctuary on herself (will saves 4 and 14, fail!) The glowing golden orb protects her from the two zombies.

Naldin is confused at why the others just disappeared. Knowledge Dungeoneering 14 Highlight to display spoiler: {They were Duergar, your dark-blooded evil cousins.}
His arrow flies right where the head would be IF the Gnome Zombie were a medium creature. He forgot to adjust for the height difference (Gnome Zombies have AC 13. Human ones are like 12)

Boomy wants to chase down the enemies, and wonders how the Duergar accomplished such a feat of invisibility. Knowledge Dungeoneering DC 14 Highlight to display spoiler: { All Duergar have the ability to cast Invisibility as well as some other nifty spells. As Devlin explains.}

The monk tumbles back, cutting some backwards somersaults and ending the trip with a jumpkick to the Human Zombie's skull. The undead flesh absorbs most of the impact with a sickening SQUISH.

Braugh smites the Dwarven Zombie 11 in front of him. His axe glows white hot with power and the slice opens up a wound with white light glowing from it. The white light spreads and absorbs the entire Dwarven Zombie.

Nothing remains as the light dissipates into the air.

Max intends to attack the ZOmbie to the Southwest, but Devlin and Kreyton already took care of that. So instead he walks up to the Gnome Zombie and plants his axe right in the skull, dropping the critter.

Frootloop ends the encounter by charging the zed attacking zombie. Its an old fat man zombie. The greataxe takes the entire top half of the zombie off, right at the nipple-line.

Now what?

RiddlePort Encounter

(OOC: DM's sense motive check to Devlin's bluff = 7. Yikes! Fourth wall be damned!)



Boomy HP 20/20 AC 18/18/14 (-2 for Charging)  d4=3 ;
Saturday January 22nd, 2011 4:23:07 PM

Rob C, can you get a headcount for me to see how many zeds each person racks up? I think I will reward an item to the person with the most.

Hmmmmm....is this a trick to get us to take more risks so he is more likely to kill us????

Suddenly Boomy feels Dwarven Greed in his blood, and he cannot fight his urge to kill the Zeds. THe prize shall be mine. HAHAHAHA!!!!

Addison: Now now. Hero points shall always be rewarded for playing your class creatively and effectively. A Heal in the right place for Tahni is the same as an axe in the right place for Frootloop. This is just for funsies, don't do anything you wouldn't do otherwise.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+3=20 ; d8=3 ; d6=5 ;
Saturday January 22nd, 2011 6:18:36 PM

Devlin grunts in effort unaccostumed to swinging the axe. He brings it around again and plants it in his foes side. He plants his foot on the creature and pulls his axe out.

Actions:
attack zed pc 3 = 22 to hit dam = 8

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 28/28  d20+9=13 ; d10+3=4 ;
Saturday January 22nd, 2011 7:16:46 PM

Bruagh is beginning to fatigue, with having been on the march for days, the battle at the bridge, more marching, watching prisoners and swinging his axe for what seems like an eternity, he still connects, with the zombie between himself and FrootLoop, the one that was trying to eat Tahni, but only barely.

5ft Step to the East/Northeast to Flank Human Zombie 3 with FrootLoop.
Attack Human Zombie 3: 13
Damage: 4 (Minimum)

As a note, my rolls have really been poor lately. In the last 4 turns I have rolled a 3, 1, 2, 4, 1 with a couple of decent damage rolls.

Addison: The Human ZOmbie 3 is DEAD. It has a big X on it and I wrote that Frootloop killed it. Any other actions?

Naldin AC18/16/12 CMD17 HP26/26 
Saturday January 22nd, 2011 7:45:35 PM

Naldin curses his distant Duergar relatives for their dishonor and their lack of courage. A real dwarf would never run from a fight and abandon his fellows, Naldin thought.

With no undead creatures close by, and the cries for help coming from a cabin to the southwest, Naldin speaks up.

This has been fun, putting down these vile creatures. Not to mention being rescued from that collapsed building. Perhaps the time has come to return the favor. Naldin said, motioning in the direction of the cabin under attack by another group of zombies. He will take off in that direction, arrow nocked and ready when he gets into range.

Addison: You can help me with your actions by wording things D&D style. Do you want to take the RUN action? I think thats like 4x move speed, so like 80feet, which is 16 hexes.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d6=1 ; d6=3 ;
Sunday January 23rd, 2011 8:34:05 AM

OOC: My fault, I saw the X but I thought what I now believe to be Boomy to be Human Zombie 3, and what is Human Zombie 3 I thought was another dead zombie. Was just kinda hard to read them map because of how jumbled up we were. Sorry about that, I thought i was paying attention. Forget the previous post. New actions posted below.

After seeing that there is no immediate danger, Bruagh looks to the injured Tahni and uses lays his hands on her again, trying soothe some of her wounds. "There ya go lass. No offense, but you look a little worse for the wear." Bruagh gives his friend a smile, trying to encourage her, and the rest of the group.

Looking to Naldin, Bruagh continues. "I agree friend, we should go save those we can. This time, we need to stay in a formation of sorts. I'll stay in the middle to protect the healer and the ranged combatants who can do more damage from afar than up close in melee. We don't need another scare like just happened. Who is going to take point?" Bruagh asks as he cast a knowing eye towards Boomy and FrootLoop.

Lay on Hands heals Tahni for 3 points. Rerolled 1 as per healing roll rules. (at least I think that was the rule, if not its only 1.)

Smite Evils Remaining - 0
Lay on Hands Remaining - 2

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Sunday January 23rd, 2011 8:45:39 AM

OOC: Bruagh now has new goals, added to his character sheet. Also, for the same reason he has taken up a new mantra. "Pity for the guilty is treason to the innocent."

Boomy HP 20/20 AC 18/18/14 (-2 for Charging)  d20+7=17 ; d6+3=6 ;
Sunday January 23rd, 2011 6:29:52 PM

Boomy charges Zed pc#3 and attacks him with all his might.
hit ac 17 for 6 dmg

Addison: Its already dead. Someone killed it last round. It has a big X on it.

Tahni -- AC14/10/14 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor 
Sunday January 23rd, 2011 7:01:32 PM

OOC:
Tally completed. If two characters both attacked and killed the same creature in the same round - thereby both responsible for it's death - both were awarded a point.

Boomy: 6
Bruagh: 5
Devlin: 4
Naldin: 3
Max: 3
Frootloop: 3
Kreyton: 2
Tahni: 1 (2, but a -1 penalty for getting knocked out)

===========

"Thanks friend" Tahni replies to Bruagh's healing "For this healing, and for the previous. Here I was rushing to come to your aid, but turns out it was you that came to mine. Let us move quickly. I fear there may be some people who may not fare as well as we have today".

Tahni scours the skies looking for Daya.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat


DM Addison 
Sunday January 23rd, 2011 10:01:09 PM

Did anyone notice that I wrote "Frootloop ends the encounter by killing the last zombie in the immediate area"?

Tahni -- AC14/10/14 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor 
Sunday January 23rd, 2011 10:38:06 PM

OOC:
Yes. And given the immediate area is clear, Naldin suggests heading in the direction of the cabin. Bruagh suggests a better formation, and Tahni suggests getting there quickly :)


Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Sunday January 23rd, 2011 11:01:25 PM

That's whar I thought, but the map and Delvin's post confused me.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Monday January 24th, 2011 8:30:27 AM

"Yes, tha cries from tha southwest. Let's move"

Kreyton moves to the southwest with the group.

Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Monday January 24th, 2011 9:52:19 AM

South it is. Is everyone healed up? Good! I'll take the lead. Archers, make sure your loaded and shoot anything that comes at us. Tahni, you keep to the back for now. I think we need a little bit of a plan, everyone playing to their strengths.

I think our best bet is to make our way towards the Zombie Horror and take him our as quickly as possible. I suggest we approach to within charging range and have our archers fire while they have a clear shot. I will start on him, and perhaps Frootloop or Braugh can help me. We can then form a wall to keep the zeds back as we move forward.


ooc:did our archers collect any recoverable arrows?

FrootLoopAC 17/15(rage), Touch/Unarmored 11/9(rage), HP 37/42(rage) 
Monday January 24th, 2011 11:31:47 AM

Comes out of rage.

Breathes heavily for a minute or two, catching his bearings. And follows the group.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=15 ; d20+1=7 ; d8=3 ;
Monday January 24th, 2011 12:28:00 PM

Devlin quickly stows his battle axe and brings out his crossbows. I'll do what I can lab but these things seem to shake off everything I shoot their way. Devlin follows the group prepaired to fire on the undead horror.

Sheath axe
ready dual crossbows
attack zombie horror shot 1 = 15 hit 7 dam
shot 2 = 7 miss
reload both swift action.
if needed
attack zombie horror

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday January 24th, 2011 12:28:39 PM

Ooc can someone delete the last line of my post above.

Naldin AC18/16/12 CMD17 HP26/26 
Monday January 24th, 2011 12:44:16 PM

Naldin puts his 2 pence worth into the pot, as far as a strategy goes, You big guys follow us with ranged weapons. That way you won't be in our way. When the bad guys charge, you guys can step up and help finish them off. The rest can follow to support as they're able. Let's go between that big tent and the market tents. We should make easy work of these foul creatures.

Naldin nocks and arrow and puts another in his teeth, ready to attack with as many times as he can.

OOC: Naldin will RUN, and hope the rest of the group agrees, otherwise, he might have a fight on his hands until everybody else gets there. Holding off on attack rolls until he gets there. :)

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20+9=28 ; d10+3=7 ;
Monday January 24th, 2011 3:22:34 PM

"Alright Boomy, I'll charge the horror on your mark. Folloing Boomy's lead abruagh will move in to range and charge the horror.

Attack: 28
Damage: 7

Boomy HP 20/20 AC 18/18/14 (-2 for Charging) 
Monday January 24th, 2011 3:42:59 PM

Seeing Naldin run off, Boomy decides to follow Naldin's plan and will stay behind the archers until the undead begin to charge. Once they begin to charge Boomy will move infront of the archers and attack the approaching undead.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Monday January 24th, 2011 7:13:59 PM

Sounds good to me. Devlin takes the lead with Naldin crossbows at the ready.

DM Addison 
Monday January 24th, 2011 7:56:06 PM

Good battle plan!

Everyone gets a hero point for charging the undead. Selfless acts do heroes make.

OOC: Tahni might have to give Frootloop a good job pat on the buttocks to get him up to speed eh?

Tahni -- AC14/10/14 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor 
Monday January 24th, 2011 8:55:21 PM

OOC: Agreed, DM

Tahni puts her hand on Frootloops shoulder, relieving the barbarian of his exhaustion. "Wouldn't want you to miss out on the fun" she says with a wry smile. Use Restorative Touch to remove the fatigued status from Frootloop

Tahni will move with the group, but stay near the rear.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-1=2
Restorative Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Shield, Expedious Retreat


DM Addison 
Tuesday January 25th, 2011 9:10:16 AM

ARGH. I had the entire post written almost and then my computer crashed... now I'm in a rush to get to class on time.

Tell ya what, there was about 2 rounds worth of running to reach the inn. Any prep things you want to do, go for it. Buffs, ranged attacks, anything you feel like accomplishing before getting to melee distance, post it before 8pm tonight, that's about when the DM post will be (b/c I work late on tuesdays it turns out)

=)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+5=15 ; d8=4 ; d20+9=24 ;
Tuesday January 25th, 2011 9:53:32 AM

Devlin surges forth getting as close as he can before his companions rush in to meet the undead horde. He drops to one knee and fires one of his crossbows at the undead abomination. As his companions pass him Devlin uses the confusion and bodies to find a spot to hide and get a better shot.

Actions:
Move forward
Shoot undead horror = 15 dam = 4
Stealth = 24

Naldin AC18/16/12 CMD17 HP26/26  d20=12 ; d6=2 ; d20=2 ; d6=6 ;
Tuesday January 25th, 2011 10:58:37 AM

Naldin runs to get close enough to the largest threat to get a few shots off. His first shot, though not his best shot, felt good enough. But before he check it's outcome, he'd already nocked his second arrow and let it fly.

Comp Short Bow
TH: 1d20+4+2(undead)-2(Rapid Shot) First Shot=17 Second shot=7
DM: 1d6+3+2(undead) First shot=8 Second shot=11


Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13  d20=5 ;
Tuesday January 25th, 2011 11:58:17 AM

Max moves forward with the other melee specialists, looking to swing at the undead horror. He swings and misses.

Attack: 5

FrootLoopAC 17/15(rage), Touch/Unarmored 11/9(rage), HP 37/42(rage) 
Tuesday January 25th, 2011 1:03:45 PM

*cough hack wheeze* (still sicker than a frog)

Will make a post tomorrow as sitting to type this is making me wanna puke

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Tuesday January 25th, 2011 6:58:03 PM

Bruagh continues to charge into combat against the Undead Horror. (Using previous rolls).

Attack: 28
Damage: 7

Boomy HP 20/20 AC 20/20/16  2d4+4=9 ; d20+25=33 ;
Tuesday January 25th, 2011 7:44:14 PM

Boomy runs up front, holding his guirsame up high. As he approaches the horror he breaks the goblin seal under his arm, casting True Strike uphimself for his first attack. As he approaches the horror he feels the adamantine cut deep into the flesh.

Hit AC 28 for 9 dmg.


DM Addison  d20+1=18 ; d12+1=6 ; d20+1=10 ; d20+1=13 ; d20+3=13 ;
Tuesday January 25th, 2011 8:00:24 PM

Boomy sets the plan and the group begins to charge into action, heedless of their own wellbeing.

Naldin and Devlin unleash a barrage of ammo at the Undead horror, bolts and arrow sticking from the side of the creature's chest cavity.

It turns and ROARS at the group.EVERYONE Make a DC 14 Will save vs fear Failure or you are SHAKEN

The wave of the roar tears through the Dwarves in a large cone-shaped burst, Braugh, Boomy, and Max charge the big Undead Horror and get a face full of it.

Nonetheless the three melee Dwarves jumpkick and slash at the creature, begining the second large encounter of the RiddlePort Apocalypse.

This Undead Horror is different from the last one. The last one was fat and puked stuff up. This one is tall and muscular, it is blood red as it has no flesh. Its skull-like head has several large teeth coming from it, truly a horrifying thing.

Braugh's axe strikes true, bringing forth blood.

Tahni applies some restorative magics on Frootloop, making him feel as if he rested for several hours. (Kept him next to Tahni for protection. ;)

Then, the Zombies that are trying to get into the house take notice of the roar and turn to see the group approaching. They charge!

DwarvenZ 6 is a burly little Dwarven Zombie. He had a large dark beard in life and large arms. Apparently it can use weapons, because he runs up to Boomy and slashes with a Greataxe! Hit AC 18 for 6 damage! The cut is deep and blood pours from his chest.

HumanZ, wielding a katana, and Skeleton 5, wielding a shield and battleaxe, charge Max, but the Paladin manages to fend them off with his shield arm. (miss AC 10 and 13)

Dwarven Zombie 2 comes around the back and flanks Braugh with the Undead horror. It's a lanky redheaded dwarf zombie with a large 2-handed warhammer.

Tahni feels Daya's joy as the bird returns to her mistress to report. She squaks loudly, "Beyond to the beach the explosion damage is not so bad. The center of the city has the most damage. I saw a terrible thing and then a wonderful thing. The terrible thing was a large wooden structure that seemed to be a feasting ground for hundreds of undead. Then, I saw a small skiff that set sail recently from the port' He was paddling madly away into the straight.

Joyous? news? is it?

RiddlePort Aftermath Fight



Tahni -- AC18/10/18 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor, Shield  d20+9=26 ; d100=81 ;
Tuesday January 25th, 2011 8:39:10 PM

OOC: Nice graphics for the map DM

Daya's return uplifts Tahni's spirit, as the undead horror emits its roar (Will Save vs DC14 = 26. Pass). Daya takes a familiar place on Tahni's shoulder, not keen to leave her friend's side again any time soon.

The smell of a nearby forge reminds Tahni of home, a place she would gladly be right now.

Remembering how she fared in the most recent fight against the undead, she takes a step towards the archers (Move 5ft to the NW) and casts Shield. Arcane Check=81. Ok

====================
Spells Currently in effect: Mage Armor (1hr), Shield (1/6)

Energy Channels: 3-1=2
Restorative Touch: 7-1=6
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday January 25th, 2011 9:26:35 PM

Ooc: Was Devlin able to hide from the zombies?

Addison: Oh yeah, nothing has noticed you, trust me. But I will put you in a more concealed location for the next round. ;)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20(SHAKEN)  d20+1=11 ; d20-1=19 ; d20-1=1 ; d8=7 ; d6=1 ; d20-1=8 ;
Wednesday January 26th, 2011 12:08:53 AM

Devlin slides into the shadows concealing his location but the ear splitting roar of the Undead Horror facing them still reaches him. His ears ring and his vision fuzzes over for a second. Shaking his head to clear it he lines up a shot on the dwarven zombie advancing down the right flank. Just a bit closer He thinks to himself. He waits until the creature is close enough that his shots will be able to hit weak points on it.

Actions:
Will save = 11 (fail, how long does the effect last?)

Hold action until DZ1 is within 30' and than fire
Shot 1 = 19 (nat 20) crit chance = 2 no crit dam = 8 (sneak attack)
Shot 2 = 8 miss

Swift action Reload crossbows.

Boomy HP 20/20 AC 20/20/16  d20+7=8 ; d20+7=21 ; d20=18 ; 2d4+4=7 ; d20+4=8 ; d20+4=5 ; d6=1 ; d6=3 ;
Wednesday January 26th, 2011 9:31:37 AM

As the dwarven zombie approaches Boomy he attacks it from a distance using his trusted adamantine Guirsame, cleaving it deep. The zombie's roar is deafening, if it wasn't for the memory of using another zombie's head to attack the previous horror, he would surely have succumbed to it. Seeing a zed on each side, the monk feels the best thing to do is to attack them both. Kicking the undead horror and punching the dwarf in the face the monk unleashes his wrath....He prays to Domi that the Dreugar aren't watching. With the damage he inflicted it may look as though he were merely petting the zombies and offering his had up as a snack.

Actions
--------------------------------------------------
Will Save = 8 (natural 1) rerolled using Hero Point = 21
AoO (I have a reach weapon) on DwZ 6 Hit AC 18 for 10 dmg
Attack Zombie horror, hit AC8 for 4 dmg
Attack DwZ Hit AC 5 for 6dmg

Addison: Correct me if I'm wrong, but you should only have 17AC I believe. 10+2dex+1dodge+4wisdom. In your AC calculation, you have +3dex and +2monk class. Level 2 monks dont have an AC bonus according to the table (sorry if I told ya wrong a while back too...)
If I'm correct, then please put the 6damage from the greataxe in your header too. =)


FrootLoopAC 17/15(rage), Touch/Unarmored 11/9(rage), HP 42/42(rage)  d20+3=15 ; d20+7=20 ; d12+7=15 ;
Wednesday January 26th, 2011 10:30:50 AM

yadda yadda yadda Frootloop upon seeing the monstrous undead, and overcoming it's vocal attempts, goes back into rage. (save of 15,phew)

Frootloop moves forward, gripping his great axe with determination, and slashes out at the beast in selfish rage.

*hit ac20 for 15 damage*

Addison: If you don't specify which hex you want to move to, then I will move you where I think is tactically the best, is that ok? Though there arent many hexes free around the Undead Horror, and you may incur AOO.



Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=22 ; d20+2=21 ; 2d6=3 ; 2d6=10 ; d20+7=8
Wednesday January 26th, 2011 10:35:49 AM

Kreyton moves south to attack the dwarf zombie, hitting it solidly.

OOC:

Edit: Will Save: Failed, Kreyton is Shaken
Move to the hex north of Braugh and DZ2
Attack DZ2: Hit AC 20 (crit confirm AC 19) for 3 damage (13 if crit confirms)
(I love that most undead are critable in Pathfinder!)

Shileligha: 9/20 rounds
Shaken

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20+5=21 ; d20+9=12 ; d10+3=12 ;
Wednesday January 26th, 2011 10:41:50 AM

Something is wrong when a d20+9 gets the same as d10+3.

Bruagh tries to move to flank the creature. He swings mightily but with little accuracy.

Attack: 12
Damage: 12
Will Save: 21

Naldin AC18/16/12 CMD17 HP26/26  d20=1 ; d20=18 ; d20=1 ; d20=12 ; d6=6 ; d6=3 ;
Wednesday January 26th, 2011 12:03:12 PM

Naldin moves to the southwest so that he can target the creatures without threatening his companions. As the biggest creature roars, Naldin lets out a yell of his own, Sound off all you want, beast! You will soon be no more! Seeing two of his fellows engaging the horror, Naldin decides to target the other enemies around them, so that they are not distracted from their present task.

Will save : 8 :( using a hero point to reroll.....25!

Comp Short Bow
TH: 1d20+4+2(undead)-2(rapid shot) First shot: 6 Second shot: 17
DM: 1d6+3+2(undead) First shot: 11 Second shot: 8

Boomy HP 20/20 AC 17/17/16 
Wednesday January 26th, 2011 3:03:08 PM

Header Updated.

DM Addison  d20+3=19 ; d8+1=9 ; d20+1=11 ; d20+4=10 ; d20+3=4 ; d20+3=10 ; d20+1=20 ; d8+1=4 ;
Wednesday January 26th, 2011 9:27:23 PM

Devlin and Kreyton get a face full of screaming action and it feels like this thing is gonna eat everyone. Your hands tremble and your feet shake, making you clumsy at the hand-eye stuff.
You get -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Devlin holds his position, ducked below anything's notice. Then he unleashes a volley at the DZ 1 on the right flank. One arrow lands in the things jugular. This particular zombie has a shield and a battleaxe. Its red eyes focus on Devlin.
It charges and raises its battleaxe at the Rogue, ending its charge with a wild slice downward. Hit Devlin AC 19 for 9 slashing damage! Reduced by 1 for the adamantium chain shirt though.

Meanwhile, Boomy has his own battle going on (don't forget the 6 damage from last round then, it hit AC18). His AOO slashes the heck out of the creature, sending it reeling back spewing bloody juices. The Dwarven Zombie stands back up though and takes another swiping backswing at Boomy. The monk dodges the blow though (miss AC 11). (misses on the fisticuffs)

Frootloop and Kreyton get into a combat state of mind. THe barbarian focusing his rage into the heft of his axe (you took Guarded Stance for your rage buff right? thats +1AC while raging or something?). The Druid wielding his oaken club like a tree branch. Apparently they both ate their Wheaties this morning, b/c Frootloop cleaves the Human Zombie in half longways and Kreyton smashes the skull of DZ2, sending brain matter everywhere. Hero point for Kreyton and Frootloop for getting one shot kills.

Braugh's axe is swiped to the side by the Undead Horror and it returns with a strike at the paladin. It swings its huge red clawed arm, but Braugh absorbs the blow with his shieldarm. He can feel red anger behind the blow. (miss AC 10)

Then, the rest of the creatures that weren't included in the above counter attacks charge too!
Zombie PC 1 and Dwarven ZOmbie 7 charge Frootloop swinging their weapons wildly (miss AC 4 and 10)

Skeleton 5 attacks Max with its axe and sliced into him for 4 damage!

Perception DC 18 Highlight to display spoiler: {You notice that one of the windows is broken and several zombies are leaking into the building!}

RiddlePort Aftermath

(OOC: Lol. i'm watching DBZ remastered. Piccolo just regenerated his arm. Troll-people. Krillin said, "you just wanna gobble him up." "I do not!" LOL)



Tahni -- AC18/10/18 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor, Shield 
Wednesday January 26th, 2011 10:27:54 PM

"Daya, I know you wish to stay close, but I can't shield you. Take to the air out of reach of these abominations, but stay close" Tahni requests of her familiar as the raven lifts off from her shoulder.

Tahni sees the dwarven druid tremble, though being so close to that many undead it is not surprising. Ignoring the consequences of the last time she rushed in to aid a colleague, she steps forward and places a hand to his back "Be calm. Alemi is with us this day." Move 10ft SW. Use Restorative touch to remove the Shaken status from Kreyton

====================
Spells Currently in effect: Mage Armor (1hr), Shield (2/6)

Energy Channels: 3-1=2
Restorative Touch: 7-2=5
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat


Devlin -- 20/16/16 -- DR 1/- -- CMD 15 -- HP 12/20(SHAKEN)  d20+6=8 ; d20-5=11 ; d8=8 ;
Wednesday January 26th, 2011 11:09:17 PM

Wincing in pain Devlin drops his crossbows and Draws his axe. With the fear still affecting him he focuses on keeping himself alive. He keeps as much distance between him and the creature, his axe makes wide arcs attempting to keep the zombie at bay.

Actions:
Perception = 8
Drop crossbows (free action)
Draw Axe (move action)
Fight defensively(-4 to hit +2 AC) attacking DZ1 = 11 to hit (miss?) dam = 8 (if hit)

Addison: BTW, i deliberately didn't tell ya how long Shaken lasts. keeping with the realism. Would Devlin know?

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Thursday January 27th, 2011 9:19:22 AM

OOC: I had a death in the fire company this week and another one pending. Neither are a surprise, but I don't have time for this. I have one funeral to deal with, and another one to prepare for.

Please NPC me until I get back.

--Hawk

Tahni -- AC18/10/18 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor, Shield 
Thursday January 27th, 2011 9:55:28 AM

OOC: No problems at all Hawk. Our thoughts are with you.

Boomy HP 20/20 AC 17/17/16  d20+4=21 ; d20+4=7 ; d6+3=4 ; d6+3=9 ;
Thursday January 27th, 2011 10:51:03 AM

Boomy once again unleashes with a flurry of blows upon both of his opponents. He starts with the biggest threat, kicking the undead horror and feeling a solid connection. He turns to punch the dwarven zombie, but misses terribly.

Actions
------------------
Atk Zombie Horror Hit AC 21 for 4 DMg
Atk Dwraf Zombie Hit AC 7 for 9 dmg

Boomy HP 20/20 AC 17/17/16 
Thursday January 27th, 2011 10:51:42 AM

Hawk,
You'll be in our prayers.

FrootLoopAC 17/16(rage+guarded stance), Touch/Unarmored 11/9(rage), HP 42/42(rage)  d20+7=22 ; d12+7=14 ;
Thursday January 27th, 2011 12:24:42 PM

*attacking dwarven zombie 7*

Continues with his onslaught on the undead vermin, taking notice of the race of his next target.
hit ac 22 for 14 damage

Rest in pieces, brother.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20+7=26 ; d10+3=9 ; d20=19 ;
Thursday January 27th, 2011 3:23:04 PM

Bruagh drives his axe deep into the Undead Horror before noticing the zombies making their way into the building. "Let's finish this thing then go keep the others away from those in the building!" As soon as he pulls his axe free of the horror, whether dead or not, Bruagh will run to the defense of those in the building, trying his best to keep any more zombies from getting in. Hopefully the Horror will pursue Bruagh.

Looks like Bruagh will incur one or two AoO's.

Attack Horror: 26
Damage: 9
Perception: 18

Bruagh will point out the undead entering the building through the window to those who don't already see it.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=6 ;
Thursday January 27th, 2011 4:11:34 PM

Kreyton moves west, and backs up Boomy, attacking the zombie to his west. He fails to land a convincing blow however.

OOC:
Move 10' West
Attack Zombie to Boomy's west. Hit AC 6, miss

Shileligha: 10/20 rounds
Shaken (How long does this last?)

Tahni -- AC18/10/18 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor, Shield 
Thursday January 27th, 2011 5:12:32 PM

OOC: Hey Kreyton - per Addison's comments to Devlin: "BTW, i deliberately didn't tell ya how long Shaken lasts. keeping with the realism. Would Devlin know?"

Waiting on a post from Naldin


Tahni -- AC18/10/18 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor, Shield  d20+4=10 ; d10+2=4 ;
Thursday January 27th, 2011 5:56:35 PM

Posting for Max

Max arcs his greataxe towards the undead before him, but is distracted by the thought of others in the nearby building. The blow turns out to be weaker than he anticipated. Hit AC10 for 4DMG. Aiming for the undead horror if it's still "alive". Probably a miss

Naldin AC18/16/12 CMD17 HP26/26  d20=18 ; d6=3 ; d12=2 ;
Thursday January 27th, 2011 9:57:22 PM

Seeing the damage Devlin just took, Naldin drops his bow and in one swift motion swings his great axe from behind (quick draw) to attack DZ1.

I got this one, friend!

GreatAxe
TH: 1d20+5+2(undead) = 18+8 = 26
DM: 1d12+4+2(undead) = 2+7 = 9

ooc: ignore the d6 roll, wrong button

DM Addison  d20+1=13 ; d20+4=11 ; d20+1=13 ; d20+1=15 ; d20+1=7 ;
Thursday January 27th, 2011 11:18:43 PM

Tahni beckons Daya to take to the skies and she does so. Then the cleric moves to cast her restorative touch on Kreyton, successfully curing the druid of his shaken condition. So basically, he feels brave again?

Devlin is shaken and drops his crossbows to his feat, draws his axe and takes a swipe at the zombie in front of him. 11 is a miss though. It counters with a swipe of its own battleaxe, miss AC 13.

Boomy keeps up the assault with another flurry, his foot connects with the shin of the undead horror. It roars back at the monk

Frootloop catches the axe of the zombie with his own, pushes the creature back with a violent thrust and severs its head with a backswing... 2 dead in 2 rounds. nice.

Braugh slices into the side of the Undead Horror again. He shouts to get into the building, but the path is quite blocked. The Undead horror counters but misses AC 11.

Kreyton steps up and swings at the DZ 6, missing terribly (Tahni cured you.). Max likewise misses.

Naldin steps up to help Devlin and delivers a slice that severs the Dwaven Zombie's left shield-arm!. Nice hit.

The DZ with a greataxe attacking boomy misses AC 13. Skeleton misses AC 14, and Zombie PC misses AC 7. Yikes, you guys are lucky!

There is an explosion from the east and the fire seems to spread closer to the market square you are currently in.

(The map is prety much the same minus the things you killed. think yall can finish this battle and we can move to the next one inside the house? New map, i'm working on it. should be up Monday. Squares!)



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 12/20(SHAKEN)  d20-1=5 ;
Friday January 28th, 2011 12:00:15 AM

Still shaken up Devlin continues his assault on the zombie in front of him. His swings are reckless and he misses horribly. He nods at Naldin [b]Thanks mate, lets finish this and get to that house.[b/]

Actions:
Attack DZ1 = 5 miss

Tahni -- AC18/10/18 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor, Shield 
Friday January 28th, 2011 12:15:21 AM

With Kreyton feeling more secure, Tahni turns her attention to Devlin. Staying behind the warriors, she approaches him from behind, and aids him as she did Kreyton. "Steel yourself. They are but souls that need help to find peace" she says with a calming touch to his back. OOC: Move north, behind Kreyton and Devlin, to finish immediately behind the two. Use Restorative Touch to remove the shaken status from Devlin

====================
Spells Currently in effect: Mage Armor (1hr), Shield (3/6)

Energy Channels: 3-1=2
Restorative Touch: 7-3=4
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat


Tahni -- AC18/10/18 -- CMD 10 -- HP 8/17 -- Familiar: Daya -- Mage Armor, Shield  d20+4=15 ; d10+2=4 ;
Friday January 28th, 2011 12:18:17 AM

Posting for Max

Max again raises his axe at the zombie horror, but the battles for the day are taking their toll on his weary muscles. He delivers a half-hearted blow. Hit AC15 for 4DMG

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+2=17 ; d6=1 ; d6=3 ;
Friday January 28th, 2011 9:46:25 AM

"Thank ya Tahni" says the dirty dwarf, feeling much less bothered by the whole situation. He takes another swing at the enemy.

OOC:
Hit AC 17 for 4 damage

Shewhatsit: 11/20 rounds.

Naldin AC18/16/12 CMD17 HP26/26  d20+7=27 ; d12+6=12 ; d20+7=9 ;
Friday January 28th, 2011 10:14:35 AM

Naldin looks toward the house that Devlin mentioned and sees the undead creatures entering the building. Then, for a instant, he sees another set of undead creatures overtaking a small stone hut and feeling a sharp pang that he cannot get to it. But then, coming back to his current situation, he realizes that he can get to the attacking zombies.

With a thunderous yell, Naldin tears out in a full run at the zombies that are entering the building where the cries for help were coming from swinging his great axe at any undead creature that comes within range.

GreatAxe
TH: 1d20+5+2(undead) = 1d20+7 = 27 (hmm, no crit :( )
DM: 1d12+4+2(undead) = 1d12+6 = 12

Addison: Can you please be more specific as to where you want to move? Like how many hexes in what direction? And which enemy do you want to attack. I posted a map for a reason.

Boomy HP 20/20 AC 17/17/16  d20+4=18 ; d20+4=20 ; d6+3=4 ; d6+3=5 ;
Friday January 28th, 2011 11:46:00 AM

Tired of his constant missing Boomy takes a deep breath and focuses his mind. With a yell to match the horror's the monk unleashes another flurry of blows upon his two attackers, landing a solid blow on each. He is dissapointed that the blows didn't cause more damage, but hopefully it will finally be enough to take down his foes.

Actions
------
Atk Dwarven Zombie Hit AC 18 for 4 dmg
Atk Horror Hit AC 20 for 5 dmg.

FrootLoopAC 17/16(rage+guarded stance), Touch/Unarmored 11/9(rage), HP 42/42(rage)  d20+7=11 ;
Friday January 28th, 2011 11:57:17 AM

continues the swing on his other opponent, zombie PC, and misses. (hit only ac11)


Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20+7=17 ; d10+3=5 ;
Friday January 28th, 2011 4:41:55 PM

OOC: I know you want us to use the map but I can't, snow has me working doubles and sleeping at work and my phone want show me the map :(

Please let Bruagh attack intelligently. Sorry for short post.
Attack: 17
Damage: 5

DM Addison  d20+1=6 ; d20+1=7 ; d20+1=17 ; d8+1=4 ;
Friday January 28th, 2011 8:53:25 PM

Devlin misses, even with Tahni's amazing touch. Naldin takes up the slack and hacks the other arm off the creature off, leaving only a head, which then gets cleaved off.

Max, Kreyton, Braugh, and Boomy all swing at the Zombie horror. Max tearing flesh in a wide arc on its body. Monk's fist pound ribs to dust. The Druid's oaken club brings the creature to the ground as he smashes the kneecap into oblivion. Then Braugh finishes the deed with a final blow to the skull, separating the jowels from the creature.

It is dead. Team effort of several rounds of pounding away.

THe remaining three zombies are quickly overtaken by the group. Anyone wanna roll to kill them?

The next fight is inside the tavern, you can tell many zombies are in there.

Perception DC 15 Highlight to display spoiler: { You can hear smaller explosions going on inside the house.}

New map will be posted by Monday. =)



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20+7=23 ; d10+3=12 ; d20+7=21 ; d20+7=25 ; d10+3=11 ; d10+3=4 ;
Friday January 28th, 2011 9:31:03 PM

There are your zombie killing rolls.

Boomy HP 20/20 AC 17/17/16 
Saturday January 29th, 2011 12:15:28 AM

ooc:Boom also attacked the dwarven zombie last round. He it it for 4dmg.

Addison: I know, but overcoming DR seems to be a major disadvantage of the monk class at lower levels. Hmmmm.

Boomy HP 20/20 AC 17/17/16  d20=14 ; d20=3 ; d20=12 ; d20+4=17 ; d20+4=15 ; d20+4=8 ; d20+4=22 ; d20+4=11 ; d20+4=17 ; d20+4=23 ; d20+4=15 ; 2d4+4=8 ; 2d4+4=10 ; 2d4+4=12 ; d6+3=4 ; d6+3=7 ; d6+3=9 ; d6+3=9 ; d6+3=5 ; d6+3=4 ; d6+3=6 ; d6+3=6 ; d6+3=4 ; d6+3=9 ;
Saturday January 29th, 2011 11:03:27 AM

Atk Rolls for Killing Zombies

AoO Hit AC 14 for 8
AoO Hit AC 13 for 10
AoO Hit AC 142for 12

Atk Flurry BLows
Hit AC 17 for 4 dmg
Hit AC 15 for 7 dmg

Atk 2 Flurry BLows
Hit AC 8 for 9 dmg
Hit AC 22 for 9 dmg

Atk 3 Flurry BLows
Hit AC 11 for 5 dmg
Hit AC 17 for 4 dmg

Atk 4 Flurry BLows
Hit AC 23 for 6 dmg
Hit AC 15 for 6 dmg

FrootLoopAC 17/16(rage+guarded stance), Touch/Unarmored 11/9(rage), HP 42/42(rage) 
Saturday January 29th, 2011 11:05:22 AM

Comes out of rage. Leans on axe to catch a breath.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Saturday January 29th, 2011 3:27:44 PM

To make things easier those attacks were:

Attack: 23
Damage: 12

Attack: 21
Damage: 11

Attack: 24
Damage: 4



Tahni -- AC18/10/18 -- CMD 10 -- HP 10/17 -- Familiar: Daya -- Mage Armor, Shield  d20+7=26 ; d6=2 ;
Saturday January 29th, 2011 7:33:26 PM

Tahni takes a moment to catch her breath. The peace of the battlefield makes it easy for her to notice the sounds of combat coming from the tavern (Perception: 26). "Daya, the large wooden structure you saw, was it that building there?" Tahni asks her familiar, pointing at the tavern.

Gathering the wounded combatants around her, she channels some healing energy to the party (Everyone heals 2HP. Saving the last energy channel for the day in case there are more undead).

"We don't have time to rest just yet. There is more trouble ahead, I fear" she says, as she pats Frootloop on the back yet again, relieving him of his exhaustion. (Use Restorative Touch. A clerics job is never done) "Daya advises that there are hundreds of undead nearby, and that she saw a small skiff sailing into the straight. Survivors perhaps."

====================
Spells Currently in effect: Mage Armor (1hr), Shield (4/6)

Energy Channels: 3-2=1
Restorative Touch: 7-4=3
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat


Boomy HP 20/20 AC 17/17/16 
Saturday January 29th, 2011 11:23:01 PM

Does damage reduction from Adamantine armor apply when an adamantine weapon is used?

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Sunday January 30th, 2011 9:32:34 AM

Adamantine weapons overcome the Damage Reduction from Adamantine armor.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d8+2=4 ;
Sunday January 30th, 2011 11:00:10 AM

Kreyton looks over his companions, and sees that Tahni is the worse for wear. He calls upon the mending powers of nature to cure her.

OOC:
Move to Tahni
Cast Cure Light Wounds on her: 4 HP cured.

Buffs:
Shewhatsit: 12/20 rounds.

Boomy HP 20/20 AC 17/17/16 
Sunday January 30th, 2011 12:12:16 PM

Good to remember.

DM Addison 
Monday January 31st, 2011 11:03:29 AM

Post will come ina few hours. I didn't get to finish the map at home, so I can't post from work. =(

FrootLoopAC 17/16(rage+guarded stance), Touch/Unarmored 11/9(rage), HP 42/42(rage) 
Monday January 31st, 2011 12:33:04 PM

*ooh i forgot about dr on the armor*

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Monday January 31st, 2011 3:31:09 PM

Put it in your header, it helps.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Monday January 31st, 2011 10:24:04 PM

Bolstered by the calming touch and healing aura of Tahni, Devlin readies his crossbows and prepairs to once again meet the undead horde. Lets get those people to saftey we've already lost enough momentum. He says looking nervously around at the approaching horde.

DM Addison 
Monday January 31st, 2011 11:43:10 PM

Boomy and Braugh take the lead in hacking the remaining three zombies to pieces

Daya responds to Tahni, "No. The wooden structure I saw was a huge platform, not a cabin-like tavern like this. It may have been a place for theatre or public meetings. I don't know why so many undead are there, just that they are."

Tahni and Kreyton do some healing for the group.

The group runs into the house and begin hacking through more zombies that walk around mindlessly.

The interior of the building is quite different from the exterior. There seems to be a fenced off area filled with small books and... toys?

Then you notice the horror around you. The dead bodies... many of them are... children.

Perception or Heal DC 20 Highlight to display spoiler: {"You notice one child still breathes.}

Then, you can hear a crash from upstairs and a woman's voice shout, "Your a monster. You belong in the abyss with the demons you worship!"

What do you do?

Feel free to take several turns worth of actions as you guys are in the downstairs.


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+2=15 ; d20+8=11 ; d20+1=6 ; d20+1=9 ; d20+1=5 ; d20+8=11 ;
Tuesday February 1st, 2011 12:11:57 AM

Devlin motions for the others to stay back. Pointing to the rest of the group he hold his hand up to wait. He than points to himself and upstairs and lifts his crossbows with a smile on his face before slinking quietly up the stairs.

Once in view of the commotion upstairs Devlin will not hesitate to fire upon the creature or person assaulting the female voice. If pursued he will tumble down the stairs leading the foe to his waiting companions.

Heal = 15
Stealth = 11
First shot = 6 hero point used = 9
Second shot = 5
Acrobatics = 11

OOC: OK what kind of rolling was that. I was hopeing for something a bit better at such a dramatic moment. *sigh*

Tahni -- AC18/10/18 -- CMD 10 -- HP 10/17 -- Familiar: Daya -- Mage Armor, Shield  d20+10=27 ; d20+9=12 ; d6+1=6 ;
Tuesday February 1st, 2011 12:13:36 AM

(Perception: 27. Heal 9)

Tahni feels physically sickened by this room. She tries to seek comfort in the fact that they were spared from becoming undead. But children! "This act is beyond evil" she says in a whisper.

The slightest movement from one of the bodies catches Tahni's attention. Ignoring the risk of danger, or that it could be a zombie trap, Tahni pushes past the fighters to reach the still breathing child.

She cradles the child in her arms as divine healing flows from her palms (Use Calming Touch to heal 6pts of non-lethal damage and remove fatigued/sickened/shakened status if present). As the child regains consciousness Tahni will speak in hushed tones "There now. My name's Tahni. Are you ok? Here, eat this. It will make you feel better" Reaching into the pocket of her robe, Tahni pulls out a small piece of blue candy and offers it to the child. Highlight to display spoiler: {A pocket in Tahni's robe produces candy (3 + Wis Bonus + Character level pieces per day). Each piece provides sufficient nutrition for a child for 1 day.}

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20=20 ; d20=1 ; d6=6 ;
Tuesday February 1st, 2011 7:46:08 AM

Bruagh stands stoicly as he takes in the sight of the dead children. Perception DC 12 Highlight to display spoiler: {A single tear rolls down the corner of Bruaghs eye, leaving a trail through the soot along his cheek. It's obvious this is hitting him hard, possibly hinting at a loss of his own, or some other similar event in his past.}

Bruagh doesn't see any movement at all until Tahni moves toward the child. He immedietly falls in behind her inspecting the childs wounds, and helping as best he can. Not able to stand seeing this child in pain, Bruagh lays his hands on the child and let's the soothing, protective magic of Domi flow through the child.

Bruagh cradles the child protectively as Tahni hands the child a piece of candy. "Its ok, you're safe, we won't let anything hurt you. You will be safe with us."

Bruagh contains the emotion in his voice as well as he can, knowing this is one promise he will either keep or die trying.

Perception: Nat 1
Heal: Nat 20
Lay on Hands: Heal 6 HP

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Tuesday February 1st, 2011 10:13:19 AM

If the scene of death and horror shakes Kreyton, he doesn't show it beyond a slight hesitation as he enters the room. "Like oaks everyone, don't let this break ya." he whispers to the party. Seeing the child is well in hand, and concerned about the shouts upstairs, he moves in that direction.

Responding to the woman's call, he shouts up "Ya I've been called worse. You need a hand up there"

He moves up the stairs as he shouts.

Boomy HP 20/20 AC 17/17/16  d20=5 ; d20+6=9 ; d20+7=27 ; d20+7=11 ; d20+4=18 ; d4+3=7 ;
Tuesday February 1st, 2011 11:12:35 AM

Boomy takes the lead and carefully makes his way towards the yelling woman, ever cautious of danger. If there are enemies and people needing protecting he will tumble through the enemies while drawing his alchemical silver dagger and will try to place himself between the woman and her attacker(s) and line it up in such a way as to give his friends flanking abillity if possible. Don't worry lass, we'll help ya. He will then attack the threatening creature.

Actions
-----------------
Stealth = 9
AoO = 5...I assume a miss
Acrobatics Tumble= 27
Acrobatics obstructed surface (if there are bodies or rubble) = 11
Hit AC 18 for 7dmg (using alchemical silver dagger to bypass dr)

Naldin AC18/16/12 CMD17 HP26/26 
Tuesday February 1st, 2011 2:19:57 PM

With the child taken care of, Naldin joins his other companions as they go to resolve the disturbance up stairs. He readies his bow and makes sure his axe is handy should he need to quickly switch to hand-to-hand combat.

Tahni -- AC18/10/18 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor, Shield 
Tuesday February 1st, 2011 7:08:37 PM

OOC: Forgot to include the 4HP healing from Kreyton in my header.

Just waiting on Frootloop to post


DM Addison 
Tuesday February 1st, 2011 7:48:19 PM

Woah there tigers. It seems Devlin wants to stealthily check it out while Kreyton and Boomy would run up and intercept immediately. Both are valid options for beginning a combat, but I need a consensus amongst the group. I suggest talking in character and make a general attack plan for things like this.

Hand signals are a good idea too. But why do you guys think that you see anything yet? All you did was hear a scream and run upstairs. Your in an antichamber. Don't jump ahead of yourselves.

I got a nice compromise on how to handle that.

Check out, le Riddleport Slaughter

Tahni. I didn't say that your power brought the child from consciousness. You don't know what condition its in yet!

As a matter of fact, this particular child has a huge bone structure erupting from its chest. Like, not his bones. But it looks like the claw of a creature. Knowledge nature DC 20 Highlight to display spoiler: { Its in fact a claw of a drake}.

Your calming touch removes bruises, scrapes and such, and clenses his wounds, and fills him with bravery but its Braugh's Lay on hands that brings the wound to seal around the claw.

DC 15 Heal check to remove the claw with no adverse affects on him.

He seems to be a dwarf, probably 15 to 17 years old (which would look like an 8 year old in human years). Dark skin, with curly black hair.

I assume you take him with you into the next room?

Please tell me what squares you walk onto.

You can definitely hear a scuffle going on in the next room. But its down the hall a ways.

Tahni -- AC18/10/18 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor, Shield 
Tuesday February 1st, 2011 7:52:59 PM

OOC: Tahni is tending to the child, so in terms of how to handle going upstairs, I'll defer that to Devlin, Kreyton and Boomy to work out :)

Boomy HP 20/20 AC 17/17/16 
Tuesday February 1st, 2011 8:28:36 PM

Boomy already made a stealth roll. Kreyton, this ok with you?

Naldin AC18/16/12 CMD17 HP26/26 
Tuesday February 1st, 2011 8:39:56 PM

Whatever you're going to do, do it quickly. It sounds like someone needs help now!

The thought of these undead creatures hurting more people is making it difficult for Naldin to wait for a stealthy approach. However, he stands his ground with bow in hand ready to bolt forward if the opportunity arrises. In the meantime, he waits...

Boomy HP 20/20 AC 17/17/16 
Tuesday February 1st, 2011 8:45:50 PM

On the rules board it was announced that Jerry is now allowing Monk weapons in the Wold. These were prohibited in the Wold previously. May I change my equiptment to get some? These were unavailable when we last updated our C.S.

Addison: Tell ya what. You get one of each monk weapon. Two if they are dual wieldable. You found it while smashing zombies with your fists!

Boomy HP 20/20 AC 17/17/16 
Tuesday February 1st, 2011 9:09:08 PM

Sweet!!!!!
I love you...in a non-kreepy way.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+8=18 ; d20+9=16 ;
Tuesday February 1st, 2011 9:20:54 PM

Knowledge Nature: 18

Whatever it is extruding from the chest of the lad, it certainly does not belong there. Taking a firm grasp of it, Tahni times her movements in line with the boys breathing, and as he exhales she pulls the claw free and applies some makeshift bandages to the wound (Heal: 16 - Success, phew!). "Sssshhhh. Easy now" she says in a comforting tone to the boy, unaware if he can hear her or not. She pockets the claw for the time being and cradles the boy in her arms as she stands. "Your strength will be needed for other matters, I fear" she whispers to Bruagh, motioning in the direction of the noises in the next room.

Tahni will follow at the rear of the party, carrying the boy (Hands unavailable for casting. Assume no strength check needed to lift the boy, though Tahni would now be carrying a medium load in terms of encumbrance).

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat


Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Tuesday February 1st, 2011 10:15:09 PM

It pains Bruagh to leave the boy, but he shakes his head solemnly towards Tahni as he backs away to move with the others. It takes every ounce of will power in his body for Bruagh to rip his eyes away from the boy and on to the task at hand.

"Who or whatever did this is gonna have hell to pay... and I'm gonna arrange the meeting." The dwarf says stoically as he falls in with his cadre.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Tuesday February 1st, 2011 10:35:25 PM

Devlin stops and turns to the group. In a hushed voice he says. I will go with what you be wantin. I think stealth and suprise be our biggest asset. What has happened here is unforgivable but let us no get our emotions in the way of reason.

OOC: going to be sleeping at work tonight and possibly tomorrow. I should have no problems posting ( love my droid) but it may be an issue.

DM Addison 
Tuesday February 1st, 2011 11:20:05 PM

we are now round by round just so ya know. =) Weve got coordinates on the map. Please use them so I know specifically what you want your character to do.

Boomy HP 20/20 AC 17/17/16 
Wednesday February 2nd, 2011 9:33:05 AM

Deciding a woman may be in trouble, and becoming impatient for battle, Boomy decides he cannot wait and charges upstairs.

Actions
-------------------
Run upstairs at full speed, off of the current map.

Addison: SOrry if I was being unclear. You are ALREADY upstairs. That staircase behind you is the one you guys ran up.

Boomy HP 20/20 AC 17/17/16 
Wednesday February 2nd, 2011 11:39:55 AM

ooc: Can you clarify what / who is alive on the map and if we are able to squares -3 to 7.

My interpertation is that the the only thing still living visible is in i/2, but I cannot tell if it is human or undead. It looks like there is a wall between squares 7 and 8, and I am assuming we need to go south to get there. If that is the case, can you extend the map further south. With Boomy's increased run speed he can move and aditional 40 feet south (beyond the map) this turn if he runs. I do not want to run ito unknown territory and end in the middle of three horrors.

Addison: Again, my apologies. I will make all things clear for the next post. Mind if I just have you move as far as you can this round?

Naldin AC18/16/12 CMD17 HP26/26  d20+7=22 ; d6+6=11 ;
Wednesday February 2nd, 2011 11:53:39 AM

Naldin will move to -H,11 with his bow ready to fire at anything that looks threatening to the south. Should a target present itself immediately, he will not hesitate to let an arrow fly. He will slowly move to support whoever is taking point. Specifics will be posted as we move along.

Comp Short Bow
TH: 1d20+4+2(undead) = 1d20+7
DM: 1d6+3+2(undead) = 1d6+6

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+8=19 ;
Wednesday February 2nd, 2011 12:27:20 PM

Still prefering stealth Devlin quietly makes his way to the large four post bed and hides behind its bulk. He readies his crossbows and prepairs to fire. He is wary of shooting innocents or someone being used as a living shield.

Actions:
Sneak to A,9 = 19
Reload and ready crossbows.
Will verify his target before fireing.

FrootLoopAC 17/16(rage+guarded stance), Touch/Unarmored 11/9(rage), HP 42/42(rage) 
Wednesday February 2nd, 2011 12:35:49 PM

Frootloop, weapon ready, provides security at the bottom of the steps while those who feel the need to investigate, does so.

*put Frootloop at i 14 pz*

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Wednesday February 2nd, 2011 4:06:37 PM

Bruagh, hardly able to contain his rage, moves to -D, 10 and hopes against hope they aren't to late to prevent any more deaths and hopeful, kill whatever caused this.

Double Move: -D, 10

Boomy HP 20/20 AC 17/17/16 
Wednesday February 2nd, 2011 4:52:47 PM

In a hurry to help the woman, but unable to see far ahead Boomy will move to will move to F,11 (double move).

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Wednesday February 2nd, 2011 6:14:23 PM

Kreyton moves to get sight on the enemy, hustling around the corner.

OOC:
Double Move to -G,12

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Wednesday February 2nd, 2011 6:42:04 PM

Tahni stays close behind the group (Move to -E,12. BTW - That is one massive doll in the corner of the room! :) )

Tahni will also ready an action to turn her back to any attack against her (voluntary flank?) in order to protect the child.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Wednesday February 2nd, 2011 7:53:49 PM

Ooc: Rob you going to post for Max?

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Wednesday February 2nd, 2011 8:12:56 PM

OOC: DM, how do you feel about assuming Max is downstairs "standing guard" until Hawk returns?

DM Addison 
Wednesday February 2nd, 2011 10:56:05 PM

Map: You got cobblestone looking walls going down 7 and 8. Buncha beds, cabinets, shelves, big creepy fuzzy dolls, dead bodies. All interactable. Antichamber is where the staircase is.

Tahni carefully removes the claw from the dark skinned dwarven lad's chest. Blood spurts as she does so. Heal DC 20 Highlight to display spoiler: { This wound is bad. And the tissue looks necrotic. Maybe a poison or dark energy of some kind infests it?}. Nonetheless, she takes the boy and carries him in her arms up the stairs behind the group. Epic yo.

Boomy is precise (yeah, there was something there wasn't there. I like to put hints for the observant. What did you see? He takes off at a quick pace down the hall. Naldin and Devlin follow close behind stealthily and move as well.

Devlin ONLY perception check DC 20 Highlight to display spoiler: {Traps yo! Specify where you want to look, use the map.}

The heavy tanks, Braugh and Frootloop hold back with Kreyton, Tahni and the wounded child.

Up front, Naldin and Boomy lead the pack.

As they walk, they view gore and bodies about them. Children with large holes in their chests. Organs seem to be... ripped out?

Boomy and Naldin DC 15 Reflex save! NOW. Ill tell you what happens after.

There is a large crash and the floor gives way! ARRRGH

RiddlePort Orphanage



Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Wednesday February 2nd, 2011 11:10:14 PM

DM: Assuming from the map that the floor only gave way for Boomy and Naldin, correct?

yep

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+6=12 ; d20+7=10 ;
Wednesday February 2nd, 2011 11:50:37 PM

Devlin quickly scan the room but is distracted by the loud crash. Watching the floor begin to give way he rushes forward and reaches his hand out to grab Boomy.

Perception = 12
Reflex to grab Boomy? = 10


Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+9=27 ; d20+7=22 ;
Thursday February 3rd, 2011 1:26:37 AM

The wound looks familiar to Tahni, similar in fact to the wound Bruagh suffered a few days ago in the tavern. (Heal check: 27 ). Necrosis, perhaps? It's a miracle the boy is still alive. She will keep an eye on the boys breathing, as well as any signs of a temperature, monitoring his condition in case he worsens. When time next allows, she will wash/clean the wound with fresh water (via Create Water spell).

She holds the boy close to her as they pass the bodies of other children. With one hand behind his head, Tahni holds the boys face in to her shoulder, trying to shield his eyes from the sight of the room.

Tahni recalls hearing smaller explosions emanating from inside this building as they approached. She keeps her eyes open for scorch marks, or clues as to what they may have been (Perception: 22. 25 if this area is considered well lit).

She can only watch as the floor gives a loud crack and seemingly falls away beneath Boomy and Naldin. Her first instinct is to call out to them, but she stays her tongue remembering that there could still be a threat nearby. She inches along the wall, wary of stepping onto open floor lest it too give way, and not wanting to put herself or the child in harms way at the front of the party. (Move to -C,11). Based on the damage to the town, it is no surprise that the buildings are unstable.

Continue to ready an action to turn her back to any attack against her (free action - offering a voluntary flank?) in order to protect the child.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat


Boomy HP 20/20 AC 17/17/16  d20+5=18 ; d20+5=23 ; d20+5=18 ;
Thursday February 3rd, 2011 9:27:17 AM

ooc: Boomy is fine moving as far as he can this round.

No longer hearing the woman's cries, Boomy charges forward fearing the worst. Suddenly the floor gives way and the monk is falling with only his reflexes to save him.

Actions
-------------
Reflex save to save self = 18

If necessary
Touch Attack to catch Naldin = 23
Climb check to save Naldin and self = d20+7=20

Boomy HP 20/20 AC 17/17/16 
Thursday February 3rd, 2011 9:34:24 AM

P.S. The person I saw on the map last round has vanished or run away. If I would have to guess I would say it is a bad guy. The picture was grainy, but it looked like large guy either flexing hs arm or holding a mace. He was 5 ft. South of Naldin, but on the other side of the wall just around the corner.



FrootLoopAC 17/16(rage+guarded stance), Touch/Unarmored 11/9(rage), HP 42/42(rage) 
Thursday February 3rd, 2011 1:11:43 PM

Tenses at the sound of the crash, but continues to wait.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20=12 ;
Thursday February 3rd, 2011 3:11:15 PM

Bruagh moves forward and gets as close as possible to the collapsed floor without causing further damage, and attempts to help Boomy and Naldin get to safety.

Aid Another: 12, +2 to to who ever needs it most between Naldin and Boomy.

Naldin AC18/16/12 CMD17 HP26/26  d20+5=24 ;
Thursday February 3rd, 2011 4:39:51 PM

Naldin continues to move forward with bow ready to fire when the floor below his suddenly started to give way...

Reflex save 24.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Thursday February 3rd, 2011 8:15:59 PM

Awaiting post from Kreyton....

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Thursday February 3rd, 2011 10:47:14 PM

Kreyton rushes forward with the group, anxious to see what became of the woman.

OOC:
Double Move to B12

DM Addison 
Thursday February 3rd, 2011 11:35:36 PM

Braugh and Devlin sprint forward in attempts to catch Naldin and Boomy, but the two forward scouts are nimble as they simultaneously cut back flips and land on solid wooden plank.

Tahni creates a bubble of water in her hand and attempts to wash the festering black wound in the boy's chest. She does a pretty good job of it with her heal check, that plus the healing magic seems to keep him stable, but there is definitely something more to this...

Then, there is a loud wail in the next room. It sounds like a woman!

RiddlePort Orphanage


Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+7=13 ;
Friday February 4th, 2011 7:53:26 AM

Tahni edges forward. The boy's wounds need more attention, but this place does not seem safe just yet. It sounds like there could be another survivor. Well, for now at least. The others are getting further ahead of her now, so she tries to keep pace. (Move to B14.) In the room, she will look over the bodies, trying to look for any signs of life (Perception on the dead bodies in the room, looking for signs of breathing: 13. 16 if the area is considered well lit)

Continue to ready an action to turn her back to any attack against her (free action - offering a voluntary flank?) in order to protect the child.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat


Naldin AC18/16/12 CMD17 HP26/26 
Friday February 4th, 2011 8:11:23 AM

Taking a deep breathe, Naldin thanks Pantheon for the ability to avoid this trap.

So, getting there will not be as easy as we first believed, Naldin said. But if we were to follow the beds around the far wall, perhaps we can make it that way.

Naldin points to the beds that line the east wall. He started to say something about watching your step, but it was easy to see in his companions eyes that it was not necessary to say out loud.

Naldin heads toward the first bed on the north wall (a straight line from E10 to A14) where he will stand on the bed, staying in row A and moving to the other at A21. There he'll motion for Boomy to follow.

To Boomy, Naldin says, You go to the next bed, if it's safe, I'll come by you to the next one, until we get around the room.

Then to the others he says, Keep an eye on that opening for any bad guys that may come around. We'll do the same as we go around the room

OOC: Is that enough to make his plan clear? With undead attacking someone, he won't stay long for much discussion.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+7=17 ; d20+8=23 ;
Friday February 4th, 2011 8:44:35 AM

Devlin cautiously takes the lead. His eyes scan the room as he moves forward, wary of the floor he checks for loose floorboards and keeps an eye out for tripwires. He does this in silence, listening for a telltale click of pressure plates. He advances toward the bed with green covers and hides there between it and the wall. Once in place he will ready his crossbows and wave the others forward.

Search for traps = 17
Stealth to L,8 = 23

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Friday February 4th, 2011 10:24:12 AM

Bruagh moves back to check and Tahni and the boy, checking to see if there is anything more that can be done to help him. "Does he need more healing? I'll defer to your judgement... if he does, let me know."

Boomy HP 20/20 AC 17/17/16  d20+7=8 ; d20+7=24 ;
Friday February 4th, 2011 11:12:40 AM

ooc: With the girl in trouble (have you noticed yet that this is Boom'y weakness), I plan to move all the way to the opening to the next room. However I need to know:

What is in Row Z 12-24 at the bottom of the screen?
What is in Row 8 U-W just south of the opening to the next room?
What is the item in the pink bed?
Can we pick up the weapons we see on the ground, or are they just for decoration?
Are they normal metals, or something unexpected like adamantine?
(2 Cross Bows, 1 Shield, 1 Sword, Frying Pan, and what ever is stuck in the teddybear)

Addison Z 12? You mean the fireplace? UW-8 is a grandfather clock. That's a pacifier on the pink bed. Its a baby crib. Everything is interactable, just say something like "Boomy moves to X,Y and picks up the item."

FrootLoopAC 17/16(rage+guarded stance), Touch/Unarmored 11/9(rage), HP 42/42(rage) 
Friday February 4th, 2011 2:26:56 PM

Waits

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Friday February 4th, 2011 3:17:36 PM

Kreyton continues his advance, moving around the object in front of him.

"We better hurry, don't sound good" is all he get out as he hustles across the room.

OOC:
Move to I-15, going around the grey patch.

DM Addison 
Friday February 4th, 2011 4:49:56 PM

UW-8 is a grandfather clock. That's a pacifier on the pink bed. Its a baby crib. Everything is interactable. THere are footlockers in F-8 and J-8, a pile of laundary in H, I 7,8. Huge beds that probably many children slept upon. There is a large scorched skeleton corpse on the ground. Like the bones were reduced to dust and assumed a similar shape.

Naldin has a plan to go around the outer rim of the room in order to avoid the traps. He does so, but it seems that Devlin wants to take the western route as he scans for traps. Kreyton just sidesteps the collapsed floor in hopes that the floor is safe there. He hops on the beds of the children in attempts to cross the room.

Devlin does in fact see something, right at his feet! A small, thin wire just barely reflect light. It extends the width of the room. The black line is the trip wire. Devlin can also see where the wire connects to the side of the wall. Someone went through some trouble for this one. You might have to rip out some wood panels to disable this one... Hmmmm.

As Tahni travels around the back, the child begins to open his eyes for the first time. He looks around, not really knowing whats going on. He tries to push Tahni's hands away from his eyes so he can get a look. Do you let him?

You hear some chanting in the next room. Knowledge Arcana or spellcraft DC 12 Highlight to display spoiler: { A spell is being cast!}
Knowledge Arcana or spellcraft DC 14 Highlight to display spoiler: { Its a Necromacy spell!}

Ya know, I really need to learn how to use the vision blocking layer in this thing to cut off room that you cant see due to walls... lemme look that up.

So I considered using the lighting setting for vision, but then I remembered that you are all dwarves! HA Light means nothing unless its magical darkness...

RiddlePort Orphanage

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Friday February 4th, 2011 9:36:29 PM

Devlin speaks up. Right we have three options I can disarm, we step over the wire, or we punch through the wall right here. With the adamantine weapons we can make it through fast and gain the element of surprise. It is just wood paneling after all. If someone punches a hole for me I can pop through get off my shots and get clear fast. He gets his weapons ready and nods to the warriors. Not much time lets do this.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+8=11 ; d20+8=27 ; d20+4=24 ;
Friday February 4th, 2011 10:17:13 PM



"Ssshhh. Hush now, it's ok. We're here to help." Tahni says to the boy. Covering the boys eyes will only panic him further, so Tahni makes a decision. "I need you to be brave now, there is still some danger nearby and we want to save as many of your friends as possible" she says as she removes her hands from his eyes. (Diplomacy check maybe? Rolled 24). She will keep the boy held close to her, to try and prevent him from seeing the extent of his wound.

Words from the nearby room get Tahni's attention (Knowledg Arcana: 11, Spellcraft: 27). "No time Devlin. Necromancy!". Tahni will hold her ground for the moment. (Question to DM: Is the voice male or female? Also, the Spellcraft DC for identifying a spell as it is being cast is 15+Spell Level. For a roll of 27, can Tahni determine exactly what the spell is? Who knows, could be a "friendly" necromancy spell)

Continue to ready an action to turn her back to any attack against her (free action - offering a voluntary flank?) in order to protect the child.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Boomy HP 20/20 AC 17/17/16 
Friday February 4th, 2011 10:31:49 PM

ooc: where is Boomy positioned?

Addison: Where you left him.
RobC: Boomy is at E,11 - just north of the big gap in the floor. That being said, I can see your post from Friday indicated that you wanted him to keep moving towards the door, and everyone else seems to have had a round of movement...
Addison: I read that he wanted to move more towards the door, but he didn't say which way he wanted to go around the pit that opened up. It makes a difference, I need coordinates.

Boomy HP 20/20 AC 17/17/16 
Saturday February 5th, 2011 2:16:26 PM

ooc: Sorry, I would have been more specific, but I was waiting to determine exactly what the items I as looking at were and I didn't see your response until you posted.

Question: What re the scepter looking items that appeared against the walls by rows -H, A, K

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Saturday February 5th, 2011 3:50:34 PM

OOC: Troy, was that supposed to be posted as Vedik in a different game?

Bruagh doesn't want a repeat of what happened outside, so he stands by the healer and the injured boy, standing guard as the others find a way to where they need to go.

Move to C,14
Aid Another to Defend Tahni, who is defending the boy. +2 to Tahni's AC correct?

RobC: Thanks mate. The rules re aiding another in combat:
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
So you need to make an attack vs DC10.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+8=20 ; d20+7=8 ; d20+7=25 ; d20+1=9 ; d20+1=13 ; d8=3 ; d6=5 ;
Sunday February 6th, 2011 4:47:12 PM

Devlin shrugs as noone offers to chop into the wall. I thought it was a good plan He carefully steps over the tripwire pointing it out to his companions. Making his way to the doorway he keeps an eye on his surroundings alert for more traps. Once at the opening he will peek around the corner and look for the source of the chanting.

If a target presents itself he will fire giving presidence to spellcasters. As always he will be cautious of innocents.

Stealth to N,8 = 20
Perception traps = 8
Perception into rooms = 25

Shoot spellcaster: First shot = 9 (miss)
Second shot = 13 if hit dam = 8

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Monday February 7th, 2011 8:47:49 AM

Kreyton continues to hustle around the corner.

OOC:
Double Move to N-10.
Man I forgot how slow Dwarves on on foot. :)

DM Addison 
Monday February 7th, 2011 3:22:49 PM

Just so you guys know, the stuff is about to hit the fan... on turbo speed.

Post will come around 8pm tonight I'm predicting.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d10+7=9 ;
Monday February 7th, 2011 8:32:49 PM

Meh, so much for aiding another.

DM Addison  d4=3
Monday February 7th, 2011 11:12:13 PM

Tahni allows the boy to see the horrors about him, but covers his wounds. The young dwarf looks around, horrified. His eyes begin to tear up and his grip becomes firm on Tahni's cloak. You can feel him shake. Tahni can also tell that the necromacy spell was meant to turn a powerful life into a powerful unlife... with a hint of... extraction? But the spell name is unknown to you, perhaps it was invented?

Oh, the voice was male btw.

Boomy follows behind Devlin, who in turn suggests ripping out part of the wall in order to disable the trip wire. Those are torches btw; I was playing with the lighting options on maptool.

The trip wire is the black line by Devlin

Kreyton comes up to the trip wire in his movement (it takes a move action to step over the wire. Its about 3foot off the ground)

Devlin stealthily peeks around the corner, and he is the first to see what all the screaming is about.

A tall, dark figure with a ghost-white face is standing over a mound of bodies and blood. He has white bone-like structures formed around his body, almost like an... armor? His hair is white and his eyes are glowing a dingy grey color.

His right hand is hovering over a woman's stomach, yellow and black runes spin around his outstretched palm, an a dark pool is beginning to form in the space between his hand and her stomach.

The woman has thick blonde hair and seems to be in a trance of sorts.

What in the world is going on?

Devlin sees this horror and fires his crossbows around the corner at the White-Faced Man.

This gets his attention. He turns his gaze, and one eye flashes a green color as he points a finger at Devlin and a quick jumble of words escape his lips. Spellcraft DC 16 Highlight to display spoiler: { He just casted Cause Fear}
Devlin DC 15 Will Save or be Frightened for 3 rounds!

RiddlePort Orphanage



Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+8=24 ;
Monday February 7th, 2011 11:40:36 PM

"Sssshhh. It's ok. Noone is going to hurt you now" Tahni continues trying to comfort the boy. She considers laying him safely on the bed for the time being, however as his grip tightens, she realises that right now he needs comfort. "Now, there are things here you shouldn't see, ok? I need you to be brave and close your eyes. I'll be right here." she takes his hand and puts it on her chest "Feel my heartbeat, ok? Feel my breathing. I want you to close your eyes, and try and breath just like me, ok?"

Now that the boy has regained consciousness, she should be able to hold him in one arm, with his arms held around her neck. (I don't know how much the boy weighs, is a strength check needed to support him with one arm?)

The sound of another spell being cast worries Tahni, and she knows well what spell is being cast (Spellcraft VS DC16 - 24. Success). She gives Bruagh a worried look "Bruagh. I've got this. You go on ahead" she encourages her friend "Don't worry, Frootloop is still here. I'll be right behind you"

OOC:
Question to DM: The hole that formed in the floor - does it look naturally cut (like a trap) or weak/damaged/splintered wood? Also, the claw removed from the boys chest, did it look like the claw was going into the boy, or coming out of him? ala the movie "Alien"? I'll post Tahni's movements based on these answers


====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Addison: The trap looks like it was formed from pre-destroyed planks and weakened framework, but a person definitely had a hand in camouflaging it look like normal floor for your benefit. The claw was shoved into the boy's chest and left there. Black ichor dripped from the pointy part of the claw as you removed it. It was approximately 10inches long and the greatest diameter was about as thick as a clenched fist, tapered to a fine point.


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+1=20 ; d20+1=9 ; d20+1=13 ;
Tuesday February 8th, 2011 12:22:37 AM

Will save = 20 (forgot about the Dwarven bonus still passed though)

Devlin shakes the effects of the spell off and reloads his crossbows as he lines up his next shot. We got big trouble guys bring everything you got Trying not to hit the woman behind the necromancer his shot fly wide. Snarling at his luck Devlin ducks back behind the wall. Can anyone counter the spell hes trying to get off, there are a lot of bodies around him and I hate to think what he is about to do with them.

Actions
Reload crossbows (swift action)
First shot at necro = 9 miss
Second shot = 13 probably a miss
5' step over tripwire to M,8



Boomy HP 20/20 AC 17/17/16 
Tuesday February 8th, 2011 10:06:20 AM

ooc: Can we tell the white haired man's race, or if he is living or an undead?

Addison: Human. Knowledge Religion DC 15ish for the other one.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28  d20=10 ;
Tuesday February 8th, 2011 11:57:01 AM

Bruagh moves quickly trying to get to the what's on the other side of the wall. He slows down to tries to get an eye on the trip wire, cautious to not set it off.

Double Move to K, 14.

Also, wouldn't it be easier for a dwarf who is only 4 to 4 and 1/2 foot tall to step UNDER the trip wire that is 3 ft off the ground that step over it?

Addison: LOL. True. Here is my thought process: "What would be the height that this thing would be at to justify them spending a move action to avoid? Hmmm." Then I stood up, imagined myself trying to avoid a wire.. and decided 3feet. But yeah, you guys is short.

Do note though that another option would be to take some time to disable the trap... which would be probably one round (and a good skill check) if Devlin had some help ripping the paneling off the western wall.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Tuesday February 8th, 2011 1:32:59 PM

Ooc: Missed that the tripwire was three feet off the floor. If its easier to step under Devlin would do so.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Tuesday February 8th, 2011 1:58:50 PM

Kreyton steps over or under the tripwire, and rounds the corner to see the necromancer face to face.

OOC:
Move action: negotiate trip wire.
Standard Action: As move action: move to M-7

Boomy HP 20/20 AC 17/17/16  d20+5=12 ; d20+5=14 ; d20+5=20 ;
Tuesday February 8th, 2011 2:57:12 PM

Boomy watches Devlin shake the effects of the spell off and realizes that they are dealing with magic. Immediately he charges towards the whitefaced man, not wanting to waste a moment to for fear of harm coming to the blond woman. As he runs he notices the bone armor protecting the and, and he prays he is not acting foolishly, knowing it will take the others a few seconds to catch up with him.

Actions
-----------------
Acrobatics 12 to avoid trip wire (Acrobatics 12 will also jump 3 ft.)
Move to -2 / F, just south of the Blond Women. Run at 4x30ft
(Trying to keep an open line of sight for ranged fighters)
Acrobatics 14 to avoid obstacles / bodies / slipping in blood
Acrobatics 20 to avoid an AoO from the White Haired Man

Boomy HP 20/20 AC 17/17/16 
Tuesday February 8th, 2011 3:00:05 PM

ooc: Knowledge Religion is untrined for me, therefore capped at 10 :(

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+7=27 ;
Tuesday February 8th, 2011 6:59:28 PM

Tahni continues holding the child close to her, as she carefully moves around the outskirts of the room, wary of further traps. Being accountable for a child, she pays particular note to her surroundings (Move to C18. Perception check: 27. 30 if this area is considered well lit)

Continue to ready an action to turn her back to any attack against her (free action - offering a voluntary flank?) in order to protect the child.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat


Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Tuesday February 8th, 2011 7:34:55 PM

OOC: Awaiting posts from Frootloop and Naldin

Naldin AC18/16/12 CMD17 HP26/26 
Wednesday February 9th, 2011 12:12:40 AM

Seeing that the floor seems to be okay where Kreyton went, Naldin bypasses the bed route and makes a bee-line to join Devlin where he will ready his bow to fire on their newfound enemy.

============
Run to 8,O
carefully go under trip wire.
hope to be in range and have line of sight on white faced dude in one round.

DM Addison  d20+8=23 ; d20+8=14 ; d6+2=4 ; d6=2 ; d6=1 ; d6=6 ;
Wednesday February 9th, 2011 9:10:26 AM

Tahni stays back with the boy and tries to calm him down. She can hold him with one arm just fine. He is clenched pretty tight. She follows behind and keeps out a vigilant eye out for more traps... as a matter of fact there is a suspicious square south of Devlin's position.

Devlin fires two more bolts at the man, but the terror of the sight must have gotten to him, because the arrows fly out a nearby window. He ducks behind the wall again.

Naldin, Braugh, and Kreyton all run up. Naldin must give me an Acrobatics DC 12 check to avoid the trip wire OR take an entire move action just for that.

Boomy begins running at a sprint to the white-faced man and the blonde woman. But as soon as he reaches the corpses, there is a loud CRASH.

He looks up to see something dark fall from the ceiling, then Boomy's world is black as his face gets stomped on. Then he feels the piercing of a blade enter his chest. Hit AC 23 for 4 piercing, 3sneak attack, and 6necrotic damage. for a total of 13 damage to Boomy! Blood spills all over the ground and a black ichor drips from the wound.

The visual looks quite different from Kreyton's perspective, as his vision is not blocked by falling debris from the ceiling and a foot in his face. He sees a tall, thin man-like creature dressed in all black fall from the ceiling and land feet-first on Boomy, then two wicked blades stab down, one connecting.

The white-faced man says something to the dark ninja, ONLY if you understand Draconic, Highlight to display spoiler: {He says, "Keep them at bay for a moment longer."} His voice is deep and multi-faceted, as if his body is possessed by more than one conscious.

The ninja but nods.

Then the White-faced man lifts the woman up by some disembodied energy and begins walking away from Boomy and the Ninja further into the room, seemingly concentrating hard on his spell.

RiddlePort Orphanage



Boomy HP 20/20 AC 17/17/16  d100=85 ; d20+3=19 ;
Wednesday February 9th, 2011 11:07:31 AM

A life dedicated to the art of fighting allowed Boomy just a fraction of a second to react when he heard the ninja drop from the ceiling, and of course he did the one thing he trained so hard not to do...he stopped and looked up! He had just enough time to register the boots stomping his face before darkness over took him.

Off in the distance Boomy hears the voice of Domi calling him. Well done, my good and faithful servant....well done?...what was well done...slowly his memory returns, but it is difficult to hold on to. It was like to trying to recall the details of a dream that were quickly fading from his memory. The Girl!!! I need to help the girl!!! Suddenly his ill-fated charge comes back to him, as do the rest of his memories, and in a flash the peace and darkness are gone and he finds himself in some sort of limbo. He can here the actions of those around him, but cannot see or do anything. Somehow he must help. The potion, if he can just gather the strength to grab his potion...

Constitution save made, Boomy is now stable.
(Ignore the d100, I was thinking of 3.5)

Addison: I love the roleplaying with the punches. Good job on this post. You can counter-attack though. You only took 13 damage and you have 20hp, so your OK for now. ;)


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+8=12 ; d20+1=12 ; d20+1=17 ; d8=1 ;
Wednesday February 9th, 2011 12:44:36 PM

Devlin reloads and rolls under the tripwire into a prone position aiming for the necromancer once again. He is startled by the new foe and is shocked to see Boomy on the ground. Someone get him off gramps He shouts before firing at the white faced man. His shots are a little unsteady from the roll.

Actions
Reload crossbows (swift action)
5' step to N,8 acrobatics for tripwire = 12
Fire twice at White Face (full attack action)
First shot = 12 miss
Second shot = 17 Dam = 1

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Wednesday February 9th, 2011 12:54:27 PM

Max frantically thumbs through his script, looking for his next line.

Back. Will stop and read more tonight. Busy day, and I have a client who's credit card computer went belly up. At least it's lucrative.

Naldin AC18/16/12 CMD17 HP26/26  d20+4=9 ; d6+3=6 ;
Wednesday February 9th, 2011 1:01:19 PM

Naldin starts to make a running slide under the trip wire, but at the last second, decides it would be best, even though it will take more time, to stop and carefully go under it. Things are bad enough as it is, he thought to himself, Let's not make them worse by opening another trap for us to deal with.

So he takes his time and carefully scoots under the wire. Then he'll quickly jump us and ready an arrow to fire at the enemy around the corner. [the ninja]

=====
headed for O,8

Comp Short Bow
TH: 1d20+4 = 9
DM: 1d6+3 = 3

Boomy HP 20/20 AC 17/17/16 
Wednesday February 9th, 2011 4:19:54 PM

oops: Thought is said 23 damage. I will repost tonight.

Boomy HP 20/20 AC 17/17/16 
Wednesday February 9th, 2011 4:32:39 PM

What type of swords is the ninja using?

Addison: Two thin blades, Legolas-like.. Short Swords.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Wednesday February 9th, 2011 5:26:43 PM

Ooc: I didn't think you were down, figured you were playing possum. Might not be a bad idea.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Wednesday February 9th, 2011 7:00:54 PM

Welcome back Max!

Something is going on in the next room, and by the sounds of it, Tahni may be needed there soon. Holding the boy tightly to her she continues moving around the outskirts of the room (Double Move straight south to K18). "Careful boys, something on the floor looks a bit suss about 10foot south of you" she calls out to the party ahead of her.

Continue to ready an action to turn her back to any attack against her (free action - offering a voluntary flank?) in order to protect the child.

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Wednesday February 9th, 2011 7:42:52 PM

Seeing the need to hurry, Kreyton moves up, drops his club and draws a spear.

OOC:
Move to J5
drop Club
Standard Action: draw spear.



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Wednesday February 9th, 2011 8:12:49 PM

Keyboard is toast, on phone. Move to tripwire and cross. Will get a lengthy post up as soon as I can get a new keyboard.

Boomy HP 20/20 AC 17/17/16  d20=1 ; d20+4=22 ; 2d4+4=10 ;
Thursday February 10th, 2011 9:34:10 AM

Boomy feels the necrotic poison burn inside his wound, and tries his best to remember back to the bar fight. Is this the same type of poison that was used there? He tries his best (spellcraft = 1), but the excitement of battle and sting of the ichor prevents him from discerning any information.

Immediately Boomy realizes the direness of his situation. His back up isn't coming as quickly as he expected. Glancing at his opponent he realizes his opponent is wielding two short swords, light weapons that could easily be used if the monk tried grappling him. That's it, the swords are short! Boomy quickly takes a 5 foot step backwards while drawing his "borrowed" adamantine guisarme and attacks his opponent's sword, dealing it 10 points of damage.

Actions (Assuming his weapons are not adamantine)
Spellcraft for poison = 1
5 foot step back
Draw Adamantine Guisarme
Sunder weapon Hit AC 18 for 10 damage.
(Boomy is targeting a poisoned sword. If they are both poisoned he will attack the one that didn't hit him and has more poison left on it)

If the weapon is adamantine Boomy will attack the ninja Hit AC 22 for 10 damage.


DM Addison 
Thursday February 10th, 2011 9:44:22 AM

post will come around 5pm. SOrry, couldn't get to it this morning.

DM Addison  d20+9=12 ; d20+9=28 ; d20+9=27 ; d6+2=3 ; d6+2=6 ; d6=2 ;
Friday February 11th, 2011 12:56:06 AM

Devlin peeks around the corner and fires another volley of arrows at the retreating man. One just barely scrapes his armor.

This seems to piss him off.

He turns and stares at Devlin for a moment, locking his gaze, the dingy grey glow from his eyes flickering a bit. DevlinDC 16 will save or something...interesting... will happen...

Naldin carefully steps to Devlin's side and fires an arrow that is cut in half by the nimble ninja

His face is completely covered in a black mask, except for the eyes, but you think you can see him smile a bit.

Tahni carries the boy around the laundry bin, she also points out the trap at P7

Kreyton steps up and draws a spear.

Boomy takes a step back, draws his claimed Guirisame and begins swinging it with a viscous intent though he cannot tell if either of the blades have a poison on them or what metal they are made of. They are glowing dimly black though...

The ninja ducks and dodges, but the 18 beats his CMD and thus the sunder is successful, the blade of the Guirisame connects with one of the twin swords and cuts the blade clean in half. (You are not proficient with that weapon right?)

The ninja's eyes open wide as he sees one of his blades split in two before his eyes.

He locks eyes with Boomy, his are grey and full of anger. He is swift in his movement, taking a 5foot step forward and he begins to throw round kicks at Boomy's midsection. Then, at the las second he throws the broken short sword at Boomy (Feint roll = 12, You CMD is 20, so he failed at feinting you). Boomy sees that trick coming a mile away.

But the ninja is persistant. He rushes forward, and smashes his shoulder into the Old Dwarf's nose, then he follows that by stabbing his remaining short sword through Boomy's SKULL! Hit AC 28, crit threat confirmed with a 27. 9 damage from crit hit and 2 necrotic = 11 damage to Boomy! So, 13+11 = 24. So your at -4? Roll to stabilize!

The blood reaches the ceiling!

RiddlePort Orphanage

The smell of blood is almost nauseating.



Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Friday February 11th, 2011 6:56:14 AM

"What is going on in there?" Tahni wonders to herself. She can see the others firing bows, but at what? She needs to get closer, but must also look to protect the child.

"Hush now. You're being very brave" she seeks to soothe the lad. Using both hands to support the boy, Tahni will crouch underneath the trip wire and try and get a better view at what is going on in the next room. (Move south to O18. Use both hands to support the boy while crouching underneath the tripwire. It's at 3ft, Tahni stands at just over 4ft, so it should be easy enough)

Continue to ready an action to turn her back to any attack against her (free action - offering a voluntary flank?) in order to protect the child.

OOC: Question to DM - What is the cross shaped item on the floor at V,10?

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Friday February 11th, 2011 8:16:01 AM

OOC: Is the will save vs a spell?

Addison: A spell-like ability.

Naldin AC18/16/12 CMD17 HP26/26  d20+4=22 ; d6+3=8 ;
Friday February 11th, 2011 9:20:05 AM

That's not good, Naldin thought as he sees the damage done to Boomy. A quick glance tells Naldin that Kreyton is readying a spear, So Naldin nocks and arrow and readies himself to fire it at the ninja the same time as Kryton's spear, hoping one of the two find their mark.

While he waits for the perfect time to release his arrow, Naldin calls to his other companions, We're going to need some help in here pretty soon, you guys

Comp Short Bow
TH: 1d20+4 = 22
DM: 1d6+3 = 8

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+3=10 ; d20+3=14 ;
Friday February 11th, 2011 10:56:48 AM

Devlin is unable to tear his eyes away from the necromancers gaze. His eyes glaze over and his weapons hang limply in his hands.

Hero point used

Boomy HP -4/20 AC 17/17/16  d20+3=16 ;
Friday February 11th, 2011 11:06:21 AM

Boomy smiles as his prized trophy slices his opponent's weapon cleanly in half. As fun as this is, I could use a little help if it's not too much trouble! he calls hoping to encourage Brough and Frootloop to hurry up. Suddenly the ninja moves in a blur of motion and darkness overtakes the old monk.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Friday February 11th, 2011 4:22:29 PM

OOC; Can I just say the busting through the wooden wall may be faster for some of the dwarves in the way back than taking the long way around.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 15 -- HP 27/28 
Friday February 11th, 2011 5:44:36 PM

OOC: I thought that my last post had me crossing the wire. It will affect my posts one way or the other.

Addison: My bad. Lets put you at like O-11? Go ahead and act from there.

Boomy HP -4/20 AC 17/17/16 
Sunday February 13th, 2011 11:43:26 AM

Having stabilized some, Boomy realizes he is in no condition to fight and lays on the ground feining death. The morbid feeling of lying in a pool of his own blood increases as it slowly begins to cool, but fear keeps him from moving until the ninja's back is turned. If it is obvious the ninja is looking the other direction, at his companions, or he moves away from the injured monk, Boomy will drink his potion of CLW. If the ninja moves far away or engages his friends in combat he will also stand up.

Hold Actions
Drink Potion
Stand from prone

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 27/28 -- Enlarged 
Sunday February 13th, 2011 4:11:06 PM

Bruagh, knowing things are getting dire, move to gain the attention of not only the old caster, but whatever else is in the room. As he moves near Kreyton, he pulls a red rubber band on his wrist and lets it smack against his skin. As it does Bruagh doubles in height and weight almost instantly, while his belongs does the same.

"You... you are mine! He says pointing to the caster.

Double Move to K,6.
Use Lotto Item to cast Enlarge Self as part of a Move Action.

RobC: Bruagh is now size Large, taking up a 10x10ft square. He gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to his increased size, and has a natural reach of 10 feet. He now also weighs 1,560lbs! (Per the spell: "doubling its height and multiplying its weight by 8") Did the floorboards just creak? :)



Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Sunday February 13th, 2011 4:46:42 PM

OOC: Yay for the Forged lotto wins!

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20-1=13 ; d6=5 ;
Monday February 14th, 2011 9:29:09 AM

Kreyton throws a long shot spear at the distant enemy, hoping to connect. He then picks up his club and takes a step at his foe.

OOC:
Standard Action: Throw Spear at caster: -4 for range: Hit AC 13 for 6 damage.
Move action: Pick up club.
5' step to I-5



Naldin AC18/16/12 CMD17 HP26/26 
Monday February 14th, 2011 12:16:16 PM

Naldin will fire his arrow at the ninja as Kreyton throws his spear. (from my previous post, this is just a reminder)

Comp Short Bow
TH: 1d20+4 = 22
DM: 1d6+3 = 8

DM Addison 
Tuesday February 15th, 2011 9:07:36 AM

Sorry for missing the post. Bacteriology exam in 1hour. Stress... Will post when I get home for the day, I promise.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 27/28 -- Enlarged 
Tuesday February 15th, 2011 6:32:26 PM

Wow, I hope that exam went well... don't worry about us... we'll be here when you get back... just worry about your studies this week.

DM Addison 
Tuesday February 15th, 2011 9:49:56 PM

SO. Awesome stuff happens.

The room smells of putrid air.

Tahni runs forward, holding the crying boy in her arms. The cross-like thing seems to be a doll of some sort

Devlin stands with his crossbows pointed but fails his will save and burns a hero point in the process. Yes, his eyes glaze over, and he hears a voice in his head, it says, Doesn't the blood remind you of something.... wonderful? The way it flows.... Would you say its a....

Dealbreaker?


you lose this round's worth of actions to be sure. Make another will save Devlin.

Boomy falls to the ground after being stabbed in the head. Blood spills about him, but his roll of 16 stabilizes him. From what I can tell of the rules on stabilizing and dying. It takes 1 successfull stabilize roll on a DC 14 for you to stop from bleeding to death, but be conscious. Then it takes a second DC 14 constitution check to return to 0 hit points and become conscious. Am I wrong? If not, then roll again DC 14 to wake up.
Do this and your next round will be downing that potion.

Kreyton throws a spear, but the nimble Ninja just sidesteps it. This distracts him though as he doesn't see Naldin's arrow! It pegs him right in the side of his torso. The arrow seems to poke out the other side, skewering the skinny being.

He grunts in pain.

Braugh takes this combat to the next level. He snaps his band and becomes large size. The floorboards creek under his massive weight. The armored titan steps to the wall.

The ninja hears the roar of Braugh, but cannot see him

The Ninja sees the attackers approaching and weighs his options in his head real quick. His eyeballs seem to bounce up for a moment.

Then he reaches into his backpack and pulls a vial of blue liquid. Knowledge Alchemy DC 16 to know what it is from a distance Highlight to display spoiler: {Blurr spell. 300gp on the market.} He pops the cork and removes his mask and you can see that his chin is pointy and hairless, so he could very well be a dark-skinned elf, but you can't see his ears under his black hoody.

He then drinks the potion and he glows blue for a second. Then his form seems to blur into a haze, like there is a grease spot on your eyeglasses that remains around him alone.

For his move action, he pulls a WHip from the back of his belt.

He stands at the ready.

Then, the Necromancer in the back moves to the table in the far northeast corner. He slams the woman down on the table and steps over her. His muscles flex as he seems to... stick his hand in the black void that has enveloped the woman's stomach!?!?!?!

RiddlePort Orphanage



Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Tuesday February 15th, 2011 10:52:10 PM

OOC: DM, you have Bruagh on the wrong side of the wall. Per his previous post: "Double Move to K,6.". So the ninja would have seen him.
Also, in Frootloop's absence from posting, can we have him perform Devlin's suggestion - ie: cutting through the wall? Pity the walls weren't thinner, as I like the image of a raging dwarf just bursting through.

Could also be a good way in for Max *nudge nudge*


Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+8=21 ; d20+8=19 ;
Tuesday February 15th, 2011 11:05:13 PM

Checks to see if Tahni can tell there is something wrong with Devlin: Knowledge Arcana (21), Spellcraft: 19. Hoping the fact he has lowered his crossbows also helps this.

"Why has he stopped? Something isn't right" Tahni notices as she sees Devlin lower his crossbows. Continuing to hold the young boy close to her, she makes haste towards her seemingly stunned colleague (Double move to N10)

====================
Spells Currently in effect: Mage Armor (1hr)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 Protection From Evil

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+3=10 ;
Wednesday February 16th, 2011 12:05:56 AM

At the word "Dealbreaker" images begin to flash before Devlin's eyes. The panicked screams of humans and Dwarves fill the air, living shadows and dark armored foes slaughter all they find. The pungent smell of ozone and blood clog the nostrils making it hard to breathe. Desperate survivors throw themselves unarmed at the blades of their hated foe. Above it all rises a maniacal laughter drowning out the groans of the wounded. As his breath comes to him in sobs Devlin attempts to shut his eyes and block out the sights but they are still there. His body shudders and tears stream down his face.

Actions:
Will save = 10 (probably a fail)
OOC: depending on how I do tomorrow more will be revealed.


Naldin AC18/16/12 CMD17 HP26/26  d20+2=4 ; d20+2=18 ; d6+3=6 ;
Wednesday February 16th, 2011 12:26:04 PM

Naldin sees Devlin...crying? Crying? There's no crying in combat! Naldin thought to himself.

This time he pulls two arrows from his quiver, puts on in his teeth and nocks the other one. Before he lets them fly, he takes a second to punch Devlin in the arm and yell Get back to fighin' man! This is no time to bug out on us!

Just as Naldin was about to fire his first arrow, his target get blurry. Naldin blinked a few times, but it did not help. Like it wasn't bad enough before he thought. So he takes aim at the center of the blurry figure and lets his arrows fly, hoping they find their targets.

Comp Short Bow
First shot
TH: 1d20+2 = 4 (I'm sure that missed)

Second shot
TH: 1d20+2 = 18 (I hope that one hit)
DM: 1d6+3 = 6

DM Addison 
Wednesday February 16th, 2011 1:55:45 PM

Everyone please feel free to roll a d100 when you try to attack the Ninja now. 20 and below is a miss. 21 and above is a hit. The effects of the blur.
Or I can roll it for ya, I'm fair.

Boomy HP -4/20 AC 17/17/16  d20+3=9 ; d20+3=8 ; d20+3=15 ; d8+1=2 ; d8+1=4 ;
Wednesday February 16th, 2011 2:08:05 PM

ooc: With a few Hero Points my Save was made. Post will come later, but I will be drinking a potion if not healed.

Question Do we know what is going on with Frootloop? Is he MIA or did I miss an email?

RobC: Hey Boomy. He's been sent a few emails, but to date, no response. We're hoping everything is ok with him, but for the time being please consider him MIA.

Addison: Boomy, How many hero points do you have stacked up there? I know I awarded the whole group one a while back, and you got one for the zombie-head. But 2 rerolls? That's 2 hero points.

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Wednesday February 16th, 2011 2:20:11 PM

Max makes a double move west, to J9

[OOC: Confirming, double move==8 squares]

Boomy HP -4/20 AC 17/17/16  d20+6=20 ;
Wednesday February 16th, 2011 3:30:42 PM

Calling upon the last reserves of his strength, Boomy pushes away the fog of death and slowly regains consciousness. Slowly he cracks open one eye and sees the feet of the ninja that put the sword through his head, but something is wrong. His eyes can't focus on the ninja. His heart begins to race, but as he regains his senses he realizes that he can focus on everything else. Deciding it best not feign death until he figures out what is going on, the Monk lies still in the pool of blood. As slowly and silently as he can Boomy moves his hand to his belt and brings the healing potion to his lips all the while praying the Ninja is too focused on his companions and the battle at hand to notice him.

Actions
--------------------
Stealth = 20
Drink Potion of CLW = 4 hp restored


Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 27/28 -- Enlarged  d20+7=20 ; d20+7=8 ; d20+7=27 ;
Wednesday February 16th, 2011 7:42:46 PM

Bruagh, sensing things are about as bad as they can get, decides to do something unconventional. Rather than moving tactically across the room to engage the threat, he runs full speed towards caster yelling a battle cry to Domi, in part to terrify his enemy, in part to bring a sense of relief to the young blonde woman, yet most importantly to rally his comrades who could truly use the inspiration.

"DOOOOOOOOOOOOOMMMMMMMMMMMMMMMMMMIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII"!!!!!!!!!!!!!!!!!!!!

Run to D,C,1,2 using 5x Run Speed
Intimidate: 20 +4 for being large. Moderately Successful
Diplomacy for Blonde Woman: 8 (natural 1) Horribly Unsuccessful
Diplomacy to Rally Allies: 27 (natural 20) Exceptionally Successful
Provoke Attack of Opportunity to the White Faced Man.



DM Addison 
Thursday February 17th, 2011 2:09:49 AM

Up late working on a Nematology presentation. Post will come 4pmish Thursday.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Thursday February 17th, 2011 8:37:51 AM

Kretyon curses as his weapon fails to stop the necromancer. He picks up his club and moves forward with all his speed.

"Need some help up front, stop the caster first!" he calls out to his companions.

OOC
damn dwarf movement speed.
Move Action: Pick up club
Standard Action: Move to E6

DM Addison  d100=87 ; d20+9=10 ; d20+6=26 ; d20+6=22 ; 3d6=13 ; 3d6=8 ;
Thursday February 17th, 2011 7:52:27 PM

Tahni runs up to Devlin as the Rogue delves deeper into his subconscious, despite the +2 circumstance bonus that Naldin gives him by trying to make him snap out of it. (Yeah, a 12 fails the will save. And YES, that is exactly where I was heading with that. Please continue, you lose another round of action b/c the fail save)

Naldin tries to wake Devlin, but can't seem to wake him up. Then the Ranger fires two arrows at the Ninja, the second of which plugs him in the opposite hip as the last shot. That's like 14 damage from Naldin. (I rolled the 20% miss for blurryness and got 87... i was borne in 1987!)

Boomy burns through two hero points and manages to regain consciousness. He slowly drags himself through the corpses and downs a potion, healing him for 4hp. You are now at 0HP! Woot! Keep track of your hero point total, I think your out now.

Braugh runs across the bloodied room and almost slips as he shouts his intimidation/rally cry.

The Ninja eyes Braugh, not really knowing what to think. He looks at the necromancer and raises an eyebrow, almost as if to say, "I'm not getting paid enough for this"

Kreyton believes that stopping the Necromancer is a primary concern, so he moves that way.

Max also runs west

Enemie's turn.

The Necromancer sees Braugh and Kreyton approaching fast. His hand is inside the black void that appeared over the woman's stomach.

Then he begins to pull, and screams of terror can be heard exiting the void as he pulls. His elbow comes out of the void, then his wrist, then... something in his hand.

It looks like a skull... of a... Baby? But it's not a baby you would assume such a beautiful woman would have. Its skin is jet black and its eyes are crimson red. Only the head is out right now, but as its face is exposed to the air, it lets loose a terrifying wail

Everyone make a DC 14 Will save or be Shaken. If you are already shaken ( and you should be keeping track of such things), then you become frightened.

The Necromancer looks at the Ninja and flinches a bit, almost threateningly.

The Ninja responds in kind by taking a bag out of his backpack and throws it at Braugh! Missing with a NATURAL 1 on a touch AC attack roll. The bag burst in front of Braugh (Blue bubbles).

Then, in frustration, the Necromancer clinches his left fist in Braugh's direction. Perception DC 15 Highlight to display spoiler: {On his finger is a ring, and on the ring is the head of a horned goat.}

The Necromancer speaks amongst the wailing of the baby-like-creature, "Do not approach me!" his voice is commanding and serious.

Then, a large transparent blue goat-like creature erupts from his ring and charges Braugh! It hits AC 26, confirms crit with 22, and deals a total of 21 damage to Braugh!

The goat smashes Braugh in the face, crunching his nose into oblivion (lucky you didn't lose some Charisma), spewing blood everywhere and all-around sending Braugh's world into a tumble.

RiddlePort Orphanage



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 8/28 -- Enlarged  d20+5=18 ; d20+10=28 ; d10+4=7 ;
Thursday February 17th, 2011 8:29:08 PM

Fighting to remain conscious Bruagh charges the necromancer, trying to end him. As his axe slices into the white faced man, Bruagh growls. "By Domi, you'll pay for what you've done!"

Will Save: 18 Pass
Charge to -C,-B,1,2 and attack w/ 10ft of reach.
Attack: 28
Damage: 7

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+9=13 ; d20+9=15 ; d20+7=18 ; d100=68 ;
Thursday February 17th, 2011 8:52:48 PM

Will Save: 13. Fail. Use Hero Point to Reroll: 15. Pass. Character sheet updated.

Tahni stops in her tracks as a loud wail comes from the next room "What the hell was that?" Clutching the boy tight to her, she feels him shudder. "Keep your eyes closed, lad. Trust that I will keep you safe" she whispers. Devlin looks unsteady, so extending a comforting hand, she tries to help him regain his senses "Focus. Your friends need you now" (Cast Protection from Evil on Devlin. Per the description - he receives another saving throw against any spells or effects that possess or exercise mental control over him. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. In adition, Devlin now also gets a +2 deflection bonus to AC and a +2 resistance bonus on saves. Arcane Spell Failure: 68. Pass. Whoops, Cleric Spell. Wasn't needed.)

Tahni continues moving forward to get a view into the room, wary of the suspicious area on the floor. (Move to O9, Cast Protection from Evil on Devlin, then continue moving to Q6.)

This is the first time that Tahni has been able to see the contents of the room, and for a moment, she is taken aback. Boomy looks terrible, as does Bruagh. (Perception: 18 (21 if considered well lit). First time in this room). It is then she spots the necromancer holding... something.

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 1/6)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+5=20 ; d20+1=18 ; d8=7 ; d20+1=18 ; d8=7 ; d100=30 ; d100=40 ; d20+5=11 ;
Thursday February 17th, 2011 10:29:35 PM

The visions increase in intensity Blood pools on the floor mingling with spilled food and drink. The screams are less frequent now. More moans of pain and suffering echo through the hall, and above all else is the laughter. The madness heard in it is infectious, people die laughing. Devlin begins to laugh while the tears fall. With desperate strength an axe is thrown, a sickening crunch is heard. The laughter stops and with it so do the visions Devlin comes too with the calming grace of Domi coursing through him. His sight to the necromancer is blocked by Bruagh, but the assassin still stands over Boomy. With a snarl of rage Devlin fires his crossbows at the lithe figure. Both bolts sink into his targets abdomen. With a smile of satisfaction Devlin reloads.

Actions:
Free will save from Tahni = 20
Fire twice at the assassin. (full round action)
First shot = 18 dam = 7 (miss chance = 30 hit)
Second shot = 18 dam = 7 (miss chance = 40 hit)
Reload both crossbows (swift action)

Addison: Tahni's protection from evil totally brings you out of this trance. Good teamwork guys!


Naldin AC18/16/12 CMD17 HP26/26  d20=9 ; d20=9 ; d20=9 ;
Friday February 18th, 2011 7:42:41 AM

Hearing the cry of the evil creature brought forth by the Necromancer clearly disturbs Naldin (Will save 9). So much so that it effected his next shots. But even so, Naldin still felt like his best move was to continue to fire his arrows at the ninja attacking his companions.

As best he could, he pulls two more arrows and lets them fly again towards his blurry foe.

Comp Short Bow
First shot
TH: 1d20 = 9 (I'm sure that missed)

Second shot
TH: 1d20 = 9 (Do I get a prize for three 9's in a row?)

Boomy HP 9/20 AC 17/17/16  d8+1=9 ; d20+6=8 ; d20+7=27 ;
Friday February 18th, 2011 3:16:15 PM

Covered in blood and having basically brought himself back from the grave, Boomy is at the point where nothing can shake him. (Save =27, natural 20!). As stealthfully as he can, the wisened monk drinks his last potion of CLW and stands shakely back up. Tahni, I don't mean to trouble ya, but do ya think ya could get your god to heal me a little? I kinda expected back up a little quicker.

Actions
-------------------------------------------
Save = 27
Drink potion Potion cures 9 points of damage.
Stand from prone

(It took all my hero points and two potions, but Boomy brought himself back from the dead and is ready to fight again.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Friday February 18th, 2011 5:28:51 PM

Ooc: If that's not Dwarven resolve I don't know what is.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 8/28 -- Enlarged 
Friday February 18th, 2011 7:52:07 PM

Good Job Boomy! Now you have more hitpoints that Bruagh lol.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Friday February 18th, 2011 9:16:55 PM

OOC: I'm a comin'! :)

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Friday February 18th, 2011 9:36:17 PM

Awaiting Kreyton and Max

Boomy HP 9/20 AC 17/17/16 
Friday February 18th, 2011 9:36:42 PM

After his autopsy Boomy punched the doctor in the face and demanded a second opinion.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Saturday February 19th, 2011 8:37:10 AM

Kreyton winces as he sees the bull smash into Boomy. He moves as fast as he can toward the dwarf, hoping to be able to heal him before he's struck again.

OOC:
Double move to -C 2, which should be adjacent to Bruagh.

ZachR: Bruagh was the one struck bt the bull, Boomy by the ninja. Just to clarify you are still moving to Boomy who is near the ninja or Bruagh who is near the caster?

Sorry, mistyped. I move to -C 2, to be next to Bruagh.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Monday February 21st, 2011 1:39:48 AM

OOC: You both mistyped - it was a goat, not a bull. Though with the damage to Bruagh's face, you could be forgiven for thinking otherwise :)

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Monday February 21st, 2011 10:11:50 AM

OOC: Sorry: Is there a door between the two areas? I see what looks like a wall.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 8/28 -- Enlarged 
Monday February 21st, 2011 1:51:48 PM

No door Max, you have to either smash the wall in, or walk around, avoiding the trip wire.

Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Monday February 21st, 2011 2:23:01 PM

What's the wall made out of? I can spend 20 minutes smashing the wall, or I can walk around, trip the wire, and get on with it.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Monday February 21st, 2011 5:04:09 PM

ooc: one of the dm posts said that it was boards. Not sure what's behind the boards.

DM Addison 
Monday February 21st, 2011 6:27:14 PM

Yeah, the wall looks like straight up wood paneling. Nothing special, but still a wall.

Go ahead and attack it and I'll look up the rules for damaging thickness of objects and go from there. You can also look up the rules and decide if your character stands a good chance of busting through or not.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Monday February 21st, 2011 7:26:19 PM

OOC: Chance to use Frootloops head as a battering ram?

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 8/28 -- Enlarged 
Monday February 21st, 2011 9:20:33 PM

Bruagh hopes to remain conscious enough to remove the threat the caster represents.

DM Addison 
Monday February 21st, 2011 11:18:46 PM

Braugh shouts his promise to end this fight and charges the White-Faced Necromancer. His axe is swift as it swipes the mans left arm, sending blood to the far side of the room.

Tahni casts Prot from Evil on Devlin and they can both feel the enchantment break. Its like Devlin's brain suddenly refocused and the blood and maddening laughter in his mind cease.

Fueled with new purpose, Devlin fires a volley of bolts that skewer the Ninja.

The dark-skinned elf grunts loudly in pain as the bolts add to Naldin's arrows in his sternum. His left arm seems to go limp from the blood loss.

It is fortunate that Naldin's next arrows miss the Ninja.

Boomy stands up, downs another potion, and feels the resolve that this fight is not lost.

Kreyton approaches the Necromancer next to Braugh.

Enemy's turn

The Ninja pauses for a second and assesses his situation. He can feel the arrows coming from his right, he sees Boomy rise ready to fight, and he sees his employer getting overrun.

But he knows that your group is hurt too.
Sense motive DC 15 Highlight to display spoiler: { You can tell he is at an indecision on what to do.}

Then, like lightning, his mind clicks to its purpose. He runs to the window to the south at a dead sprint. As he runs he pulls a small tablet out of his pocket.

A spark ignites from the tablet and there is a loud crash

Devlin, Tahni, and Naldin roll a DC 15 Reflex save or bad things will happen as the FLOOR FALLS FROM BENEATH YOUR FEET!

Then, as the world tumbles around the three dwarves, the ninja reaches the window, and looks down at the drop below. He is perched on the window ledge at the end of this round.

Necromancer takes a step back and rips the child from the black void. At the same time, he flings his hand and the woman's limp, unconscious frame flies at Braugh.

Then, with the woman between him and Braugh, he runs backwards and jumps off the table. In one arm he has a screaming coal-skin red-eyed demon baby that sends shivers down your spine.

His last action is to lift his hand and a yellow glow envelops it....

RiddlePort Orphanage

(OOC: Rob C, in reply to your request for a loot list from the last battle. My answer is no. You get what you claimed from searching them at the time. Boomy got his guirisame, some people got armor and shields. And when you guys searched the Duergar's pockets, I'm sure I mentioned some random stuff yall found.)



Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+1=17 ; d20+4=18 ; d100=4 ; d100=13 ;
Tuesday February 22nd, 2011 12:18:16 AM

OOC: DM, Tahni was at Q6 - still in the area of effect of the ninja's "pellet", and - perhaps unfortunately - closer to him.

Tahni is uncharacteristically prepared for the ninja's action (Reflex Save: 17, with only a +1 bonus!) and manages to step away from the plummeting floor. This unfortunately separates her from the party, and leaves her face-to-face with the ninja.

Cradling the boy close to her, Tahni tries to reason with the elf in black while making her way around the outskirts of the hole in the floor, edging closer to Boomy "Stop this madness now! You are more than outnumbered and enough blood has been shed this day. There is a window behind you. If you value your life you will leave through it now". (Diplomacy: 18. Move to M5)

Doubting the ninja will take her suggestion, Tahni prepares for his next attack. (Ready an action to cast Mage Hand on any object the ninja throws in her direction. Arcane Spell %: 4. Fail. Use Hero Point to Reroll: 13. Still fail!)

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 2/6)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil  d20+2=4 ; d20+7=14 ; d20+1=4 ; d20+1=10 ;
Tuesday February 22nd, 2011 12:24:26 AM

Devlin lunges forward as the floor drops out from under him. Quickly coming to his feet he spits out splinters and brings his weapons to bear on the fleeing ninja. His shots fly wild sticking into the window frame. Cursing his luck he shouts Run now and you run for the rest of your life dog. To Tahni he says He's not worth your words lass

Actions:
Sense Motive = 4
Reflex = 14 +2 (from prot. vs evil) = 16
5' step to M,7
Fire at Ninja (full round action)
First Shot = 4
Second Shot = 10
Reload crossbows (swift action)



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 8/28 -- Enlarged  d20=5 ; d10+4=14 ;
Tuesday February 22nd, 2011 6:48:32 AM

Bruagh moves his large form around the table and presses the attack on the necromancer.

Move to: -G,-H,1,2
Attack: 12
Damage: 14

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d8+2=9
Tuesday February 22nd, 2011 9:50:00 AM

Kreyton, seeing the necromancer fleeing, moves to block him while healing his ally.

"Keep pressing tha attack Braugh, I got ya."

OOC:
I'm not sure exactly where Braugh is, but I'm pretty sure I can reach him with a single move.
Move Action:move to be adjacent to Braugh
Standard action: Cure Light Wounds on Braugh, healing him 9



Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Tuesday February 22nd, 2011 10:54:48 AM

Max walks to where he can regroup with the rest of the party.

Naldin AC18/16/12 CMD17 HP26/26  d20=1 ;
Tuesday February 22nd, 2011 12:26:46 PM

Naldin slips as he tries to jump clear of the falling floor.

OOC: I guess it's time for Naldin to take some damage, huh?

Boomy HP 9/20 AC 17/17/16  d20+6=25 ; d3=2 ;
Tuesday February 22nd, 2011 3:52:32 PM

Boomy runs to the North West corner of the collapsing floor and throws his lasso out to catch those who are falling.

Actions
Move to corner of collapsing floor
Use Rope to save others (Escape Artist) = 25
(I want to try to help everyone if possible. If not I will aim for Devlin, assuming Tahni and the kid made it.)

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Tuesday February 22nd, 2011 5:48:28 PM

Ooc: Devlin made his save thanks though Boomy

Boomy HP 9/20 AC 17/17/16 
Tuesday February 22nd, 2011 9:37:34 PM

ooc: I had meant to save Naldin. I as under the impression everyone else made their saves.

DM Addison 
Wednesday February 23rd, 2011 12:07:20 AM

Wait. Does Prot from evil provide +2saves from non-evil targets? This is a trap yo, traps have no alignment.

RobC: Good call by the DM. Wording from the spell "First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures." Would the trap count as an effect created by an evil creature? Hmmm... DM call. If the trap was created by a spell, it would probably apply. If it was manually crafted and triggered, hmm... then perhaps not.

Addison:Well. I was going to only reveal it if someone inspected the traps, but for fairness' sake, the trap is just a mechanical trap with no magical influence. Except maybe a little magic to power the remote control that the Ninja used.

DM Addison  2d6=9 ; d20+6=26 ; d20+6=9 ; 2d6+4=16 ; 3d6=10 ; d20+6=14 ;
Wednesday February 23rd, 2011 1:34:00 AM

Tahni, despite being slightly encumbered by the clutching boy, manages to jump from the collapsing floorboards in time.

Unfortunately Devlin and Naldin were not so quick to react. Must be all that filling Ninjas with arrows got ya distracted.

There is a click from the floorboards as they suddenly drop and your world goes tumbling.
You fall for what seems like an eternity as time moves slower. Your view of the Ninja and Tahni becomes a view of wooden housing structure and then you see the cieling of the first floor.

Then, something flies into your vision, a rope!

Boomy reacts fast enough and dashes to his falling comrades, flings a rope out to them!

Devlin, by virtue of using Boomy's assistance to give him a +2 to the reflex save, wraps his legs around the rope as he falls, since his hands are taken up by crossbows. He hangs there upside down, looking at the first floor beneath him. Gimme a climb check to get up there. Whats the DC for climbing a non-knotted rope? Your about 10feet from the 2nd floor. Think you can do that in a round?

But Naldin's reactions are super slow because he is Shaken from the howl of the "baby". Give me another DC 15 reflex save to catch the rope! Fail this and you hit the bottom floor for 9 damage and you gotta run back up... or climb the rope.

Meanwhile, Braugh presses the attack and Kreyton provides some much needed healing. The paladin swings his mighty axe, but as the arc goes down, a SKELETAL HAND rises from the floor and catches Braugh's wrist! This stops the swing (which missed anyways), and the huge skeleton on the ground rises to stand as it grasps Braugh's wrist with a deathlike grip!

It stands 3 feet taller than braugh and has yellow bones with jagged teeth. It emits a howl and then thrusts its head at Braugh, biting a huge chunk from the Paladin's neck! (hit AC 26, didn't confirm crit with 9 for 16 damage. unless I'm mistaken, that puts you at 1hp)

The Necromancer steps behind the skeleton as his left hand powers the undead animation with the yellow glow. Then the glow stops and the Necromancer looks at the "baby" in his right hand. Suddenly the baby stops wailing.

The Necromancer speaks, "The dead will rule The Scab" and he takes several steps backwards and points his Goat Ring at the wall behind him. The translucent goat charges the wall and smashes into it for 10 damage. Not enough to destroy it.... yet. The Necromancer grunts in frustration as he points the ring at the wall again.

Then, the Ninja replies to Tahni, "Very well, I will honor your request. But first, know that the Indigo Brotherhood will always be the poisoned knife in your backs." and with that, he pulls another flask from his backpack and tosses it at Boomy and misses touch AC 14! The flask bursts next to Boomy, dealing 1hp of damage to both you AND the rope!

The floor is slowly catching on fire around Boomy and his rope that is supporting the weight of two dwarves.

Then the Ninja jumps out the window!

RiddlePort Orphanage Finale

RobC - Climbing an Unknotted Rope has a DC of 15. A Climb check that fails by 4 or less means that you make no progress. A Climb check that fails by 5 or more means you lose yoru grip and fall. A successful check allows you to climb at one-quarter your normal speed. Climbing is considered a move action.


Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20=14 ;
Wednesday February 23rd, 2011 2:07:30 AM

Tahni tries her best to deflect the incoming flask, but holding the boy hampers her ability to cast her spell (Arcane Spell failure). As flames erupt in front of her, and a battle ensues behind her, she is torn between where to assist.

She lowers the scared boy to the ground "Hush now. I'll be right here. Close your eyes. You can hold my leg if you like?".

With her attention now focused on the situation before her, Tahni conjures some water to put out the flames - focusing on the rope at first, and then the adjoining floor (Cast Create Water. Creates 2 gallons).

Fearing that even the mighty Boomy won't be able to hold onto the rope, Tahni grabs hold of it and braces herself (Strength Check / Aid Another : 13) "I swear, Devlin, it's time you cut back on those mutton legs" she groans.

Actions:
Free Action (Put boy on ground)
Standard Action (Cast Spell)
Move Action (Help Boomy with the Rope)

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 3/6)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 8/28 -- Enlarged 
Wednesday February 23rd, 2011 7:13:47 AM

OOC:
8 hp + 9 hp = 17 hp
16 dam - 2 dr = 14 hp
total hp = 3 hp left

FYI I am about to try and do an IC post but I can't view the map from my phone. I would wait until I got ho
e but I have to work a double so...

Addison: Just do the best you can. Yeah, I keep forgetting about your DR.

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil  d20+5=21 ;
Wednesday February 23rd, 2011 7:23:47 AM

Devlin hangs disoriented for a second before stowing his weapons and climbing up the rope. He makes quick work of the assent and pulls himself out of the hole easily. He nods his head in thanks to Boomy and Tahni. Got to keep me figure somehow lass. He says with a wink.

Naldin AC18/16/12 CMD17 HP26/26  d20=12 ;
Wednesday February 23rd, 2011 7:59:53 AM

OOC: Reflex save vs DC15....d20+5-2=15, will post IC shortly. I think this means I barely made it, right?

Addison: YEP! You caught onto the rope, now climb up!

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged  d6=6 ; d20+7=22 ; d10+6=13 ; 2d8(3+4)+6=13
Wednesday February 23rd, 2011 8:11:04 AM

Nose broken, bleeding, and slanted to the right, flattened against his face, lips cut and swollen, eye swollen and bruised, and his neck bleeding profusely, Bruagh feels his strength fading and stays on his feet purely by sheer force of will.

In what feels like hours but is actually less than a second Bruagh has a barrage of memories flood his vision. Memories of his family, seeing the crushed and mangled bodies of his wife and son, the amputated arm of the dwarven soldier Guy, watching his friend Frootloop fall before orc's, Devlin to Duergar and Tahni to undead. The bodies of the children, brutally torn burned and mangled in the room below, even the necrotic wound of young dwarven lad wrapped around Tahni's feet.

The visions leave and all Bruagh sees is the necromancer. Bruagh thinks of all the faces he just saw, lives torn apart and he knows this Fiend can't be allowed to live.

"Domi, after this is finished, your good and faithful servant will gladly an willing lay his life down, I only ask you give me the strength to rid the world of this Evil and protect my friends." Bruaghs prayer is quick, silent and heartfelt and Bruagh immedietly feels Domi's healing touch.

Knowing it's a last ditch effort Bruagh takes off running towards the necromancer, ignoring the skeleton. Once clear of the skeleton he drops his shield and grips his dwarven axe in both hands swinging it with all his might, Domi guiding his hand, trying to plunge it deep into the necromancer back.

Swift Action to Lay on Hands on self: 6hp
Move Action to move with in 10ft of Necromancer.
Free Action to drop shield and grip his Dwarven axe in two hands.
Standard Action: Attack Necromancer
Probably provokes AoO from skelly.

Edit: just realized I have been rolling as a medium weapon not large. Same damage lol.

Attack: 22
Damage: 13

Kreyton | HP 24/24 | AC 18/13/16 (-2 to these from charge) | CMD 12 Character Sheet  d20+3=5
Wednesday February 23rd, 2011 8:24:39 AM

As Braugh moves to the left, Kreyton charges up the center. Sadly his swing is not as strong as his determination, and he misses the necromancer.

OOC:
Charge to -M,3 (may provoke AOO if skelly can make more than one).
Attack Necromancer: Hit AC 5 (miss)
-2 AC for rest of the round.

Zach: I wiash I could but can't view the map. Feel free to pick where I end up based on my post. I can't view the updated map until tomorrow.

Oh no worries then. I'll assume you moved to a place on the left side, and go ahead and charge unless Addison objects.

[b]Addison[b]: That works for me! Charge him

Boomy HP 9/20 AC 17/17/16 
Wednesday February 23rd, 2011 10:33:26 AM

Pissed that his target jumped out the window, Boomy turns his attention back to the matter at hand. With Tahni's help, and feeling rather like a mule, Boomy slowly walks backwards with the rope and begins hauling the others out of the pit.

DM Addison 
Thursday February 24th, 2011 12:24:10 AM

sorry guys. my puppy is getting neutered tomorow. I just got home and tomorow is going to be a rougher day. post will come maybe 4pmish Thursday?

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Thursday February 24th, 2011 2:07:03 AM

OOC: Riiiiiight... "the puppy" is getting neutered ;)

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Thursday February 24th, 2011 9:37:25 AM

OOC: Is that what they are calling it these days?!?!

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged 
Thursday February 24th, 2011 10:15:26 AM

OOC: Come on guys quit "bustin his balls".

Devlin OOC: AWWWWW Snip! er snap

Zach OOC: You know, we really should probably quit joking at the expense of the DM and his dog... especially when I am almost dead. =)

Boomy HP 9/20 AC 17/17/16 
Thursday February 24th, 2011 3:19:16 PM

Come on...quit trying to get a rise out of him.

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged 
Thursday February 24th, 2011 3:21:47 PM

OOC: I'm sorry but this thread went from funny to crazy very fast.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Thursday February 24th, 2011 6:21:26 PM

OOC: Agreed. This thread has gone *puts on shades* balls up

DM Addison  d20+6=14 ; d20+6=8 ; 2d6+4=12 ; d20+6=15 ; 3d6=7 ;
Thursday February 24th, 2011 6:30:19 PM

(OOC: Thank you all for your concern. Ponyo is doing well, though I think he will not find doing inappropriate things to his stuffed cow nearly as enjoyable now. The vet did a horrible job on his stitchings though.)

Tahni casts an orison to create a couple gallons of water that effectively puts out the flame. Then she helps Boomy in pulling Devlin and Naldin up.

Meanwhile, Braugh and Kreyton press the attack. They push past the Giant Skeleton and rush the Necromancer! The Skeleton's claws get an AOO and scrape at Braugh's armor, but miss AC 14... but wait, don't you get a -1AC for being large sized? That means it hits you right? If so, you take 12 damage, bringing you to -1 right?

Braugh's axe splits into the Necromancer's side, crunching his bone armor and his bones beneath his skin alike. He wails in pain, and the Demonic Infant begins crying again. Kreyton's attack is deflected by bone armor.

The Giant Skeleton attacks Kreyton for its turn, but misses AC 8. The claws scrape against the oaken shield with a sickening sound.

The wail of the Demonic Baby is horrible indeed, Braugh and Kreyton roll DC 14 will save or be subject to the effects of this thing's voice.

The Necromancer, seeing that the Paladin is on his last leg, decides that this is the time to end this mess.

The Necromancer takes a step back and blasts a hole in the wall behind him. Then he runs and looks outside... and pauses.

RiddlePort Orphanage Finale




Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged  d20+5=23
Thursday February 24th, 2011 6:38:29 PM

OOC: Bruagh had his shield until he got past the Skeleton, so his AC was 16 at the time, he then dropped his shield lowering his AC to 14. That would still leave me at 9hp. If tha'ts not the case, let me know and I'll lay down =).

Will Save: 23

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Thursday February 24th, 2011 8:07:29 PM

OOC: Going to wait to see what happens with Bruagh before I post.

Zach: Hehe, me too...

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+7=16 ; d20+9=14 ;
Thursday February 24th, 2011 9:42:58 PM

The group looks the worse for wear, but only one person lies unmoving on the ground. Picking the boy up again, Tahni makes a bee-line for the downed woman. She makes haste, and tries to see any indication as to the womans state (Perception directly on the woman: 16, Heal: 14. Double move to E,2)

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 4/6)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 Expedious Retreat

DM Addison 
Thursday February 24th, 2011 11:48:32 PM

Ok then, Your still up Braugh. The Skeleton missed. =)

Boomy HP 9/20 AC 17/17/16  d20+7=22 ;
Friday February 25th, 2011 7:09:24 AM

Boomy grimaces as he realizes there is another battle raging on with out him. Where the hell did that thing come from??? Immediately Boomy drops his rope and charges right up next to the skeletal behemoth. As he approaches he draws the kama he found on an obliging corpse and drops to his knees and slides a the last few feet, in an attempt to confuse the thing and dodge any on coming attacks before popping up next to the creature.

Actions
---------------
Run to -H/4
Acrobatics = 22 (To prevent an AoO from the skeleton)

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil  d20+5=23 ; d8=2 ;
Friday February 25th, 2011 9:57:22 AM

Thanks for the lift. Devlin says as he races towards the window in an effort to get a parting shot or two off on the fleeing ninja. Once he is close enough to the window to see his target he fires, the range may have been long but his aim seems true.

Actions:
Move to O,1 {move action}
Fire at ninja {standard action} = 23-2(2 range increments) Hit AC 21 for 2 damage
Reload {free action}

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged  d20+9=11 ; 2d8+6=13 ;
Friday February 25th, 2011 7:17:18 PM

OOC: Heh, I'm sick of rolling higher Damage than to Hit.

Bruagh charges the Necromancer, trying to keep him from getting away, and swings wildly.

Attack: 11
Damage: 13
Charge to: 1,2,-O,-N

Addison: Going up in size category tends to do that to ya. ;)

Zach: Oh, and here I thought it was from rolling a 2 on my roll. =)

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+7=20 ; d20+1=12 ; d20+1=16 ;
Saturday February 26th, 2011 8:22:46 AM

Kreyton shrugs off the babies wail, and presses the attack with Braugh, fearing that this thing is going to get away.

He attempts a gambit, and moves past the necromancer, leaving himself open to attack. He then attacks at the necromancers hands, attempting to force him to drop the baby.

OOC:
Move Action:Move to -Q,3: This movement provokes an attack of opportunity from the necromancer.
Standard Action: Disarm attempt.
-This also provokes an AOO from the necromancer, which hopefully the necromancer can not take as he used one on the movement.
-Disarm: 12 (hero point reroll): 16 vrs the Necromancers CMD or he drops the baby. *If the necromancer has combat reflexes, or for some reason doesnt take the first AOO presented, if his AOO for the disarm is successful the damage kreyton takes is applied as a penalty to the disarm attack.

How often do you get to disarm a baby?

Zach: I can't tell but depending on where you moved we might get the flanking bonus. Keep that in mind.

It's debatable if you add things like flanking to combat maneuvers. I can see it both ways, and not wanting to make a ruling on it without more research, I just left it out :P - Troy

Zach: I've always allowed it in my games because: Flanking isn't making you better at striking the enemy, but forcing the enemy to defend more than one position. Since he is focusing on two places at once his defense isn't as good. Look at it this way. You are more apt to deflect a punch if it's one on one than you are if you are worrying about someone else punching you in the back of head. Just sayin.[/b]

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged 
Monday February 28th, 2011 5:52:14 PM

Bruagh prays that he and Kreyton can finish the necromancer and the baby before they succumb to the skeleton.

OOC: I'm here, just checking in.

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Monday February 28th, 2011 8:06:28 PM

Devlin readies himself to fire upon the ninja again.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Tuesday March 1st, 2011 12:02:42 AM

Checking in...

DM Addison  d20+10=20 ; d20+3=11 ; d20+6=18 ; 2d6+4=15 ; d20+6=10 ;
Tuesday March 1st, 2011 12:09:51 AM

Tahni moves to assess the damage that the blonde dwarven woman has succumb. Her face is pale and her stomach seems to have a black haze about it.
Knowledge Religion DC16 Highlight to display spoiler: {This is some sort of curse.}
Knowledge Religion DC 20 Highlight to display spoiler: {This is a curse that is from the Abyss!}

Devlin runs to the window and takes a long-distance shot at the fleeing Ninja. He looks outside and sees the man running for his life. The bolt strikes true and the Ninja falls to the ground as it plugs into his backside. He turns around, sees Devlin, and then runs for cover behind a pile of bodies.
Perception DC 20 to see him or you can't shoot at him again.

Meanwhile, Boomy charges at the skeleton and slides on the ground like a baseball player to avoid any attacks of opportunity.

Braugh attacks the Necromancer again, swinging his axe in a downward arc that smashes the planks of the floor, creating a rift to the bottom floor.

As the Necromancer steps left to avoid the attack, Kreyton steps in and places his club between the Necro and the baby. With a swift motion, he swipes the demon from his grasp. Hero point for Kreyton for disarming a demon baby! (OOC: Yeah, flanking gives +2 to basically everything in my game)

The Necromancer's grey eyes go wide as the baby drops to the ground and emits a horrifying scream when it thumps on the floor.

Then, the Giant Skeleton's claws come from the back and rip through Braugh's flesh! hit AC 18 for 15 (13 with your DR) damage! So your at -4? Fort save to stop bleeding.

As Braugh's blood sprays into the air, the Necromancer sets his eyes on Kreyton.

He raises his ring and shoots another translucent blue goat (miss AC 10). Kreyton sees it coming and ducks the charging spectre and it smashes through the wall behind him.

Then the Necro bends down to grab the baby (attack of opportunity for Kreyton).
After that is resolved, the Necro will take a step back and fall down to the ground below holding the baby (unless something stops him during his turn)

Riddleport Orphanage Finale



Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil  d20+6=19 ;
Tuesday March 1st, 2011 12:24:34 AM

Taking cover behind the window Devlin scan the ground for his target. Unable to find him amidst the corpses he moves forward providing cover for Tahni and the boy. Go ahead lass see to the woman she looks ill. Devlin says while quickly checking that his weapons are loaded.

Actions:
Perception = 19 (Bahh missed it by 1)
{move action} Move to K,1
{Free action} Make sure crossbows are loaded
{ready action to shoot} Cover Tahni and the boy


Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat  d20+8=17 ; d100=40 ; d20+9=16 ; d20+7=25 ;
Tuesday March 1st, 2011 12:38:23 AM

Knowledge Religion check: 16

From this distance, the elven woman doesn't look at all well, and Tahni questions whether her own abilities will be sufficient to help the woman. The more pressing matter is that Bruagh has slumped to the ground.

Drawing power from the arcane, Tahni makes haste to get to Bruagh as quickly as she can (Cast Expedious Retreat and move to -E,2 Arcane Spell %: 40. Success. Tahni's base speed is now 50ft)

Stopping next to the elven woman, Tahni will check to make sure the woman is stable (Heal check now that Tahni is alongside the woman: 16. Perception check now that Tahni is alongside the woman: 25. Also wondering how similar the wound is to the one the boy suffered)

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 5/6), Expedious Retreat (Rnd 1/6)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -4/28 -- Stable  d20+9=19 ;
Tuesday March 1st, 2011 5:57:48 AM

Bruagh feels the skeleton claw into his back and then nothing. The Paladin stood as long as he could with a broken face, gashed neck, cut arms, and clawed back. He seems stable yet remains unconscious and his breathing is regular if shallow.

Fort Save: 19. Stable!

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+1=8 ; d20+1=21 ; d20+1=8 ; d20+1=5 ;
Tuesday March 1st, 2011 8:48:24 AM

As the necromancer leaves himself open, Kreyton attempts to trip the necromancer as he bends down to scoop up the baby.

Following up, he tries to grapple the mage to keep him here, but he fails to get a meaningful hold.

OOC:
Attack of Opportunity in response to first movement action: Trip attack CMB 8 (Hero Point Reroll: 21).

Standard Action: Grapple the Mage: CMB: 4...blarg (Hero Point Reroll: -1..double blarg) I'm guessing that fails :P

Addison: You have a shield and a club. Don't you need a free hand to try to grapple? Hmm.. Maybe not considering a leg-lock would work.

Actually no, but you do get a -4 penalty if you do not have two free hands, which I forgot about. Not that it would matter with that roll, but I corrected it with the -4 :) -Troy

Boomy HP 9/20 AC 17/17/16  d20+7=23 ;
Tuesday March 1st, 2011 8:39:26 PM

Watching as the necromancer attempts to escape, Boomy ducks around the skeletons attacks and runs up to its master and his daemon child. If he can help it, they will not get away

Actions
------------------
Acrobatics to avoid AoO =23

Move to Q/2

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Wednesday March 2nd, 2011 12:30:43 AM

OOC: No Lee or Hawk for the past week. Suggest the game just keeps on going

DM Addison 
Wednesday March 2nd, 2011 2:29:31 AM

Boomy?

Boomy HP 9/20 AC 17/17/16 
Wednesday March 2nd, 2011 3:18:27 AM

I posted two posts above yours. It is short due to my crazy 60hr work week. Is there a problem with it?

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -4/28 -- Stable 
Wednesday March 2nd, 2011 6:19:02 AM

We have lost Lee, Hawk, Archie, and Evie. Not good.

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Wednesday March 2nd, 2011 9:28:14 AM



and than there were 5

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Wednesday March 2nd, 2011 9:30:25 AM

I count 5: Tahni, Devlin, Bruagh, Kreyton and Boomy. Well, for now anyway - Hawk and Lee will hopefully get back into things soon.

DM Addison 
Wednesday March 2nd, 2011 2:04:42 PM

Oh snap. my bad, didn't see it there. ;)

DM Addison  d20+6=20 ; 2d6+4=10 ;
Thursday March 3rd, 2011 12:46:10 AM

Devlin, not spotting the ninja, moves to give Tahni cover as she casts a spell to hasten her feet and makes the way to Braugh's bleeding, but stable, corpse.

Tahni can tell from her knowledge that the wound is quite different from the one the boy received. The boy's wound is a black necrotic ooze, almost like a shadowy poison. The woman's stomach is more just gray, drained of life, with a black haze about it. Her knowledge of all things Arcana allows her to assume that a Detect Magic spell plus some rounds of concentration would probably tell her more.

As the Necromancer bends to pick up the baby, Kreyton sticks his club between the guy's legs and trips him flat on his back. The subsequent grapple attempt fails miserably.

Boomy's actions have some controversy. The Acrobatics skill says that you can move at half speed while avoiding attacks. Moving through the enemy's space adds +5 and moving at full speed adds +10 to the DC. The CMD of the Giant Skeleton is 10base+2BAB+2DEX+4STR +2huge size = 20. You rolled a 23, which is only 4 higher than the DC. That means you can only move at HALF speed (15feet per move action = 30feet total), and NOT through the Giant Skeleton's space.

But you get to roll acrobatics again to reach there next round. I think another option would be to just take the AoO and run full speed.

make sense? I put you 30 feet to the necro.

But either way, the same result happens!

After the heroes act, the villains do.

The Giant Skeleton takes a 5footer over to the Tumbling Boomy and promptly skewers the monk with two bony claws! (Hit AC 20 for 10 damage! Oh Noooo). at -1hp? Roll to stabilize.

The Necromancer, lying on his back, injured, and really angry, decides that some things are more important than self-preservation.

He reaches over as Kreyton tries some sort of awkward leg-lock and grabs the Demon Baby. He then clutches the screaming infant close to his breast and rolls 5-foot north...

out the window.

He falls, you hear a thud

(BTW the Necro's CMD was 10base+1bab=11. Grappling and tripping was the correct counter.)

RiddlePort Orphanage... is it over yet?



Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat  d6=5 ;
Thursday March 3rd, 2011 1:36:54 AM

OOC: Last round of Prot from Evil on Devlin!

It would take some time to heal this woman, and time seems to be against the party at the moment, as Boomy's body goes motionless.

Moving with great speed, Tahni makes her way behind the skeleton and closer to her fallen comrades before unleashing her final healing burst for the day (Move to -O,5. Use last Energy Channel for the day. Tahni, Kreyton, Boomy, Bruagh and the boy are all healed for 5pts. Sweet!). She holds the boy tight to her, and says a silent prayer to Alemi that the party still has enough strength to defeat the foe before them.

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 6/6), Expedious Retreat (Rnd 2/6)

Energy Channels: 3-3=0
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -


Boomy HP 9/20 AC 17/17/16 
Thursday March 3rd, 2011 3:05:05 AM

Boomy opens his eyes....I'm not dead? Am I immortal?

ooc: Is the skeleton still alive and attacking? This will effect Boomy's actions.

RobC:: I'd say it's still alive and it's last action was to attack you. To quote my wife on seeing a spider: "Kill it! Kill it!"

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -4/28 -- Stable  d8+1=5 ;
Thursday March 3rd, 2011 6:54:06 PM

Bruagh reaches back into his bag and pulls out a potion, drinks it, then stands up giving the large skeleton ample opportunity to attack him.

Swift Action: grab potion of cure light wounds
Standard Action: drink potion of cure light wounds (AoO)
Move action: stand from pone (AoO)
Heal: 5hp

DM Addison 
Thursday March 3rd, 2011 7:03:32 PM

Make sure to update headers. Braugh should be at 6 and Boomy should be at 4 right?

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Thursday March 3rd, 2011 7:21:59 PM

OOC: Correct Addison. Also - sorry Bruagh - when does the enlarge end?

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 6/28 -- Stable 
Friday March 4th, 2011 6:34:43 AM

If I counted correctly it's 2 more rounds. So this round and next round, I am enlarged, the following round should be back to normal.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+1=4 ;
Friday March 4th, 2011 8:32:18 AM

Kreyton sighs as the necromancer escapes. At this point though following would likely mean death for his companions, and probably himself.

He turns his attention back to the skeleton, moving up to take a swing.

OOC:
Move action: Move to -M, 3 (provokes AOO if he has reach)
Standard Action: Attack Skeleton, Hit AC 4 (thats a miss)

Boomy HP 4/20 AC 17/17/16  d20+3=12 ; d20+3=18 ; d6+3=6 ; d6+3=6 ;
Friday March 4th, 2011 9:28:43 AM

Realizing the the necromancer has fled, Boomy turns his attention towards the skeleton behind him. Stabbing at the walking bone-yard with with a flurry of blows, his siangham whistling through the air, he tries to lay the creature to rest once and for all.

Hit AC 12 for 6 dmg
Hit AC 18 for 6 dmg

Naldin AC18/16/12 CMD17 HP26/26 
Friday March 4th, 2011 7:04:26 PM

OOC: A thousand apologies for my lack of posting to all you guys. I beg your forgiveness!

Naldin rolls out of the hole dazed and confused as if he'd lost several minutes of time. He looks and sees the ninja is no where to be seen and a giant skeleton is now attacking. further into the room with the necromancer at the far end. At a full run, Naldin heads for the skeleton, as it appears to be the only threat moving.

ooc: I think that gets him to -A,5 if I counted right.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Saturday March 5th, 2011 2:18:16 PM

Wanting to give his companions a moment to regroup Devlin fishes through his pockets to find something useful. He fingers brush across a small figurine of a knight. A worried grin comes to his face as he pulls it out and says the command words. Silent Knights Suddenly four Dwarven knights in Shining plate armor surround the skeleton waving their weapons menacingly at the creature. At em lads Devlin shouts as he moves forward making as much noise as possible, trying to hide the fact the knight are making no noise of their own. Devlin moves forward attempting not to disturb the bodies strewn around him.

Actions:
{move action} Find and use Silent Knight figurine
4 knights appear 1 at J,1/ M,1/ J,3 and M,3 (per the silent image spell)
{move action} Move to G,1 making lots of noise.


Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 6/28 -- Stable 
Monday March 7th, 2011 4:53:46 PM

Bruagh looks at the four new dwarven knights appear and can do nothing but blink.

Highlight to display spoiler: {OOC: Just checking in.}

Boomy HP 4/20 AC 17/17/16 
Monday March 7th, 2011 5:04:32 PM

Blessed be Domi! thinks the old monk. Hopefully this overgrown chew toy will attack one of them and leave me alone.

ooc: Great to have you back Naldin. I understand how life gets in the way of gaming. If you ever need a break in the future, let us know. One of us will gladly fill in for you if needed.

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Monday March 7th, 2011 11:43:50 PM

OOC: Checking in ....

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Tuesday March 8th, 2011 7:10:58 AM

Ooc: checking in.

DM Addison 
Tuesday March 8th, 2011 9:48:43 AM

Sorry guys. Mardi Gras 4-day weekend is coming to a close and as it does, a post will pop up later today. =)
Anyone wanna hear stories of how AT&T sucks soooo bad in populated areas?

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 6/28 -- Stable 
Tuesday March 8th, 2011 10:09:58 AM

Hehe I have no trouble in D.C. or Baltimore, but back home in MS is bad.

DM Addison  d20+6=25 ; d20+6=11 ; 2d6+4=9 ;
Tuesday March 8th, 2011 5:11:28 PM

Tahni provides some much needed healing power.

Braugh springs up and drinks a potion. As he does so, the Skeleton gets an AOO. It grabs Braugh by the neck and lifts the dwarf up to its gaping jaw as the Paladin drinks the potion. Braugh enters the hollow jowls and blood spills as it bites into him again and again.

Hit AC 25 for 9 damage. 7 because of the DR. Well, howabout that?

Kreyton and Boomy begin attacking the skeleton, each chipping away at its knees and shin bones and Naldin.

Devlin brings up an interesting case. How would the image of four knights change the attack/defense patterns of an unintelligent undead. The description of undead template states they have "Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)."

SO. I rule that any unintelligent thing faced with such a circumstance will simply attack anything random about it. So I'll roll a d6 and figure out who its going to attack... Oh wait, it rolled an 11 for its attack roll, which misses everything.

The Skeleton is the only thing that stands now, and its not moving from the looks of it, so we can go without a map for now eh? Please refer to the previous ones if you need to though.



Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Tuesday March 8th, 2011 9:32:20 PM

Seeing Bruagh dying (again) Tahni reaches out to stabilise her dying friend (Cast Stabilize on Bruagh)).

"Where did those other dwarves come from?" she wonders to herself, eyeing the knights in silver armor.

====================
Spells Currently in effect: Mage Armor (1hr), Expedious Retreat (Rnd 3/6)

Energy Channels: 3-3=0
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -


Boomy HP 4/20 AC 17/17/16  d20+3=13 ; d20+3=23 ; d6+3=6 ; d6+3=5 ;
Tuesday March 8th, 2011 10:41:58 PM

If possible, Boomy moves to get a flanking bonus on the skeleton. Once again the monk uses a flurry of blows to attack, smiling as his weapon connects and finally enjoying weapons that can over come damage reduction.

Hit AC 13 for 6 dmg
Hit AC 23 for 5 dmg

Rolls do not have a flanking bonus added

DM Addison 
Wednesday March 9th, 2011 12:10:52 AM

Sianghams are piercing, bludgegon overcomes the DR of skeletons. Wanna swap to your ninchacku?

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Wednesday March 9th, 2011 1:12:53 AM

OOC: Was also going to ask about the skeletons attack roll. An illusion created by Silent Image disappears when interacted with, and would have no AC I'd imagine. A roll of 11 may have gotten rid of one of the knights

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 6/28 -- Stable 
Wednesday March 9th, 2011 6:26:18 AM

OOC: Did the AoO keep Bruagh from drinking his potion? If so he is unconscious, if not he is still up for the fight.

Addison:you drank it. Your in its mouth, beat its grapple CMD to get out of its mouth. Or attack from the inside. Your call.

Boomy HP 4/20 AC 17/17/16 
Wednesday March 9th, 2011 10:25:35 AM

Yes

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+6=20 ;
Wednesday March 9th, 2011 11:14:59 AM

Devlin moves forward to check on the Dwarven woman and offers her a sip of water from his canteen. Be still, once we get this place safe we will get you out of here. Scanning the area he makes sure nothing else is sneaking up on the group or moving on the ground.

Actions:
Move to dwarven woman and give water.
Perception = 20

OOC: Finally found a good picture to depict Devlin, check it our in my character sheet.

Naldin AC18/16/12 CMD17 HP26/26  d20+2=15 ; d12+6=9 ;
Wednesday March 9th, 2011 12:33:29 PM

Naldin drops his bow and deftly swings his axe around and makes an attempt to put an end to the skeleton once and for all. (Quick draw on the axe).

to hit (d20+5+2)=20
damage (d12+4+2)=9

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -1/28 -- Stable 
Wednesday March 9th, 2011 3:14:46 PM

Bruagh is unconscious in the creatures mouth.

OOC: Sorry, I made a math error, so yeah unconscious.

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Wednesday March 9th, 2011 9:10:00 PM

OOC: Seems Kreyton (Troy) has gone AWOL...

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+1=17 ; d6+1=2 ;
Wednesday March 9th, 2011 9:19:38 PM

Kreyton continues to swing at the skeleton, the only action he has left.

OOC:
Hit AC 17 for 2 damage.

Just FYI, Kreyton is completely out of spells and abilities. He's down to hit it with a stick.


DM Addison 
Wednesday March 9th, 2011 11:39:04 PM

Everything moves in slow motion and Ave Maria sets the tone

Boomy smashes the Giant Skeleton's knees in with two simultaneous strikes.
Naldin steps up as the beast falls and slices the spinal chord in twain with his greataxe.
Then Kreyton finishes it off by smacking the falling giant skull like a baseball with a bat and it flies out the window, splintering all the way.

Braugh falls unconscious from the beast's mouth in the midst of all this, into Tahni's waiting arms. He is bloody, shrinking to normal size, and absolutely exhausted, but stable.

Devlin rushes to the aid of the woman and brings water to her lips. It strikes her mouth and falls down her esophagus.

She immediately begins convulsing, almost seizing. Her eyes are heavily dilated and her body is trembling violently. Her stomach is a dingy grey color.

Tears stream down her face.

You sit in a room of blood and gore. Howls of undead beasts from the outside rip through the night air. Screams of innocents still ring from far away areas.

The sun set in the middle of the fight, now a dingy twilight is hitting.

Everyone gets 1000exp and a hero point.

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Thursday March 10th, 2011 1:11:23 AM

OOC: Phew!

Tahni takes a moment to assess the situation. "I don't fancy leaving here in darkness with all of those undead out there. Perhaps we can barricade the ground floor somewhat? Take shelter here for the night and tend the wounded?"

Moving away from the windows, Tahni lowers the young boy she has been holding to the floor. "There lad, it's ok now. My name's Tahni. Do you feel up to talking?" She will take a small piece of blue candy from her pocket and offer it to the boy.

====================
Spells Currently in effect: Mage Armor (1hr), Expedious Retreat (Rnd 4/6)

Energy Channels: 3-3=0
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+7=22 ; d20+10=23 ; d20+9=12 ;
Thursday March 10th, 2011 1:55:44 PM

Once the imminent danger is past Devlin begins scanning the room for any traps left attempting to disarm and remove any that remain. Tahni, you may want to check on the blond lass, she not be lookin to well. I'm not too excited about staying in this room with its current.....condition. But we are all tired and be needin some rest. I can take the first watch.

Perception for traps = 22
Disable Device = 23
Stealth = 12

Boomy HP 4/20 AC 17/17/16 
Thursday March 10th, 2011 1:57:59 PM

Taking a moment to catch his breath, Boomy thanks Tahni, who he assumed must have healed him, and looks around at what remains of the orphanage. Immediately he begins collecting the ninja's broken sword and his rope that was left by the pit. He then moves towards the charred skeleton on the south east portion of the map and beheads it, just to be safe. After the tripwire is disabled (by someone more skilled than he is), Boomy will collect the wire and other items spread throughout the room (particularly the frying pan).
He then sets to work checking the bodies of the fallen, the trunk, foot lockers, and the desk in the southern part of the map. Just a thought, but if we are to stay here tonight, perhaps we could pile the furniture up next to the collapsed section of floor and block that way in, and block the windows to keep the ninja out.

Actions
--------------------------------
Perception = 13 (+2 was my skill points, not my modifier)
Oops: Submitted that in a private post to the DM.

Collect Broken Sword, my Rope, frying pan, and any other goodies.


Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -1/28 -- Stable 
Thursday March 10th, 2011 9:42:29 PM

Bruagh's broken body lays unconscious on the ground near the skeleton. It is obvious he has nothing left to give...

OOC: I only ask if we get moved and I am still unconscious, someone pick up Bruagh's shield... I don't want to jump across any bridges to recover this, like last time.

Boomy HP 4/20 AC 17/17/16 
Thursday March 10th, 2011 9:51:06 PM

ooc: Boomy will collect it, along with any other items he can find. If you have a potion left, Boomy can feed it to you also. Remember, the DM gave us a few and I earned everyone one potion of CLW for recruiting players.

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat  d8+1=9 ;
Friday March 11th, 2011 12:42:08 AM

Sorry Bruagh! I've got some potions right here...

Awaiting the boys answer, Tahni withdraws a potion from her pocket, and carefully feeds the contents to Bruagh. (Use CLW potion: Bruagh is healed for 9. Nice)

====================
Spells Currently in effect: Mage Armor (1hr), Expedious Retreat (Rnd 4/6)

Energy Channels: 3-3=0
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -


Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Friday March 11th, 2011 7:17:03 AM

Kreyton eyes the situation.

"If we take out the stair case, up here may be the best defense against the horde. But taking out the staircase would be loud. I agree we have to rest. We've got no more fight in us."



Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Friday March 11th, 2011 9:01:23 AM

OOC: Now Naldin has gone missing...

Naldin AC18/16/12 CMD17 HP26/26 
Friday March 11th, 2011 5:50:20 PM

ooc: I'm not gone yet... :)

Naldin gathers his bow and takes in what's left of the battlefield. Listening to the suggestions, Naldin says, I'll go with whatever you folks decide. Either way, I'll take first watch, since I seem to be among the most fit.

Naldin starts by checking the windows to make sure they are secure from unwanted entry and can still be fired from if needed.

DM Addison 
Saturday March 12th, 2011 4:43:01 AM

The group is exhausted and decides to hold up in the building tonight

Thani and anyone who wants to assist, please roll a DC 15 heal check to keep the Blonde Dwarven woman from convulsing to death. Shes shaking violently and her face is getting pale.

This may take several hours out of the night. Ever looked at the heal check rules for long term care

Braugh gets some much needed potion in his mouth and his wounds heal enough so he can stand. Though his vision is blurry and things are quite wobbly in his head.

Devlin looks for at the traps and sees that there is still one trip wire left. He sits down and begins to figure out how it works. It's apparently linked to a board in the floor that is holding up the entire right side of the room. If you tug the wire, then the wire pulls the board, collapsing everything. It would take a hot half hour+ to gather a sturdy enough bracing for the floor planks to disarm the tension on the wire safely.

So much to do. Be careful

Naldin volunteers to be the first watch. He gathers what supplies he can find from the house.There is little to chose from

Boomy focuses on the broken weapons. He sees red runes in the blade and a red gem in the haft of the Dark Elf's short sword. He also grabs a frying pan and notices that there are a number of Egg Cartons in the corner of the room.

That ones for free. How much food did you guys grab?

Kreyton closes all the windows (?) and tries to barricade the stairwell.

If you wanna download the images for your map I used go to this forum: http://forums.rptools.net/viewtopic.php?f=10&t=806



Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat  d20+9=29 ; d20+9=10 ; d20+9=12 ;
Saturday March 12th, 2011 7:46:01 AM

OOC: Heal Check: 29. With a roll that high, it might even qualify for a Treat Deadly Wounds - meaning the woman would be healed by 4 + her level. If that's the case, then a 2nd heal check for Long Term Care = 10. A 3rd heal check for the boy: 12

Tahni does her best to treat the womans wounds, but she knows they are unnatural. She calls forth some water in her palm with an orison (Create Water) and encourages the woman to sip what she can. Still concerned by the womans health, Tahni motions for one of the men in the party to carry the woman to one of the beds where she would be more comfortable. Daya - Tahni's familiar - takes a perch on the bedhead, eyeing the woman for any signs of improvement.

"You too, lad. You need to get some rest." she says to the boy.

Tahni then turns her attention back to the group "I'd suggest that while we're on watch, we each check over this place to see what supplies we can find. It's likely we'll need them. I think I saw a desk down that way - " Tahni indicates with a nod towards the southern end of the room " - it might be worth checking over the papers, see if we can find anything that relates to the Indigo Brotherhood, whoever they are"

OOC: Tahni still has 2 calming touches left for the day, so will use them if they would assist anyone. I also recall seeing a desk in an earlier version of the map. Other things I'd like to check include the chests at the foot of each of the beds, the bookcase, the clothes hamper, under the mattresses of each bed, in the cot with the pacifier, the teddy bear that looks like a voodoo doll and the body at I,9 - looks like a guy in armor

====================
Spells Currently in effect: None

Energy Channels: 3-3=0
Calming Touch: 7-5=2 (Heals 1D6+1 Non lethal damage. Removes fatigued,shaken,sickened status)
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+10=28 ; d20+10=23 ;
Saturday March 12th, 2011 1:26:36 PM

Devlin sets about trying to make the area as safe a possible to stay in over night. We may want to stay in the sleeping area the floor seems more stable over there. He will make sure whatever area is used is safe to sleep in.

Disable device checks = 28, 23

Boomy HP 4/20 AC 17/17/16  d20+4=6 ; d20+4=20 ;
Sunday March 13th, 2011 11:32:13 AM

After he finishes checking the desk, trunk, ect, Boomy tries to offer Tahni his assistance. Aye lass, I think some clean bandages over her stomach might be a good idea. (healcheck = 6) After making it thoroughly clear that he knows nothing about this type of injury he turns his attention to finding some food for the group and , god willing, some healing potions. In a house full of kids, people must be getting hurt all the time...must be somethin here that could help us. As he searches, Boomy decides he will pretend that his injuries had made him foggy headed, and that he really knows more about medicine than he just displayed.

Actions
---------
Heal=6
Survival (find food, potions, useful items) = 20

ooc:Boomy would prefer a later watch, in order to gain some more health back first.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=24 ; d20+10=22 ; d20+10=14 ;
Monday March 14th, 2011 9:43:07 AM

Kreyton spends the night assisting in the tending of the woman, after seeing to the defenses of the room. He tosses the bodies out the window and generally tries to clean up the gore with create water spells as needed, hoping to make the room a bit more comfortable for everyone.

"We've been running ragged, now that we got a chance to think. What should we do? Going here was our plan."

OOC:
Some heal checks: 24, 22, 14



Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -1/28 -- Stable  d20=11 ;
Monday March 14th, 2011 12:32:02 PM

Somewhat recovered, Bruagh will assist Tahni with the woman and boy in anyway he can.

Aid Another: 11 gives a +2 to Tahni's heal checks.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 

Monday March 14th, 2011 12:36:45 PM

Devlin nods at Kreyton, I say we stick with the original plan. We may not have prisoners but we should still find the local law. Perhaps they can give us some more info. If anything we can see what help we can offer them. Devlin gazes out the window at the utter destruction that was a town. If there be any help we can offer.


Naldin AC18/16/12 CMD17 HP26/26 
Monday March 14th, 2011 1:52:21 PM

OOC: Hey guys, I got some bad news. I've had to be put in the hospital for a bit. Hopefully only a few days or so. My access to the internet is very limited, so could someone take on Naldin for a bit? I'll post when I can get back on regularly, again, hopefully not more than 3-4 days. I'm not picky who does it, I trust all of you.

Thanks!

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Monday March 14th, 2011 7:11:41 PM

Ooc: get well soon.

Boomy HP 4/20 AC 17/17/16 
Monday March 14th, 2011 8:06:28 PM

I have a busy schedule the few days, but I can sub for Naldin the 17-20th.

DM Addison 
Tuesday March 15th, 2011 1:58:17 AM

Tahni assesses the woman's situation and Braugh carries her to a bed. She knows from her knowledge of health that she is burning up! A fever of 107 from what the back of your hand says. The water you create is cool and you place it on her jugular and face area. It calms her.

She stops convulsing, but her pupils are still non-responsive. But the problem is in her stomach, its a dull black color and it does not seem like a normal affliction. Perhaps a curse of some sort? It may require magic to cure totally.

Devlin takes his time to secure the trap and allow for the second floor to be save to traverse upon.

Boomy gathers food and supplies. He finds a crate of eggs, a frying pan.

Kreyton throws bodies out of the window, which brings some curious Zombies to feast.

The desk reveals little other than children's drawings of horsies and such. Nothing pertaining to the Indigo brotherhood. The only interesting thing are a couple of scrolls hidden in the back of the desk drawer they are covered in scribbles and needa bit of cleaning up, but Knowledge Acrana would reveal their writing.

Inside the trunks you find a number of children's items. Coloring books, bits of chocolate.

The woman calms down and becomes stable about halfway through the night

The group contemplates the next plan of action: Find the local authorities? Sure, if its out there some where.

The group sleeps for the night, Naldin taking the first watch and Boomy close to the last. The woman wakes up in cold sweats every hour or so, making the sleep very restlesss.

----------------Rest 8-hours------------------

Then, in the foggy morning, you awaken to the sound of CANNONS.

Explosions ring through the air. A quick look out the window reveals dirt clouds and zombies being thrown about, limbs in pieces. A ship is in the far distance to the bay, about 300 yards south. Perception to see things.



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+10=14 ; d20+8=26 ; d20+8=15 ;
Tuesday March 15th, 2011 5:37:49 AM

The scrolls seem interesting, and Tahni tries to glean whatever information she can from them (Knowledge Arcana: 26. Spellcraft: 15)

Having had a chance to rest for the night, Tahni takes the opportunity to better equip herself by memorising spells she hopes appropriate to the day. Whilst the others enjoy a meager breakfast, she uses an orison to try and gain a better understanding of the blonde woman's wound (Cast Detect Magic and focus on the woman for 3 rounds). Once done, Tahni will also stand in the middle of the room and use the same orison in each direction, hoping to find some hidden, magical item to aid the party. One can dream....

The sound of the explosions startles the dwarven woman, and Daya flies quickly to her shoulder. (Perception: 14)

====================
Spells Currently in effect: None

Energy Channels: 3
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 16/20  d20+6=9 ;
Tuesday March 15th, 2011 8:36:54 AM

The sound of explosions gently bring Devlin out of his peaceful slumber, which is to say he over reacts and ends up on the floor in a heap of gear and bedding. He does his best to untangle himself from the mess before making his way over to the window to see whats going on. As he gets there his view is blocked by clouds of dirt and debris thrown into the air. Catching sight of the ship he says Right, everyone up looks like either our ride is here or we got a raiding party coming ashore. Either way its better than getting eaten alive. Lets move He grabs up his gear says a quick thanks to Wardd for the change of fate and readies his weapons.

Perception = 9
OOC: Dont forget we all get 2 HP back due to the rest.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=14 ;
Tuesday March 15th, 2011 10:19:05 AM

Kreyton peers out the windows. After a few moments he tells the group "Ya there's a ship out there firing guns at tha town."

"Do we wanna move ta them, in hopes they friendly, or clear out an watch for a bit from a distance. They may fire on us thinking we're corpses. "

OOC:
Perception 14

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 10/28  d6=1 ; d6=5 ;
Tuesday March 15th, 2011 3:07:56 PM

"Tahni, would you like that I heal her by the hand of Domi, or would you prefer that I preserve I our resources. I will defer to you judgment".

Upon hearing the sounds of explosions, Bruagh will gather strap his shield to his pack, then gently grab the dwarf woman and carry her as best he can. " We need to go... now.

It Tahni wants him to, Bruagh will use Lay on Hands to heal the woman for 5 hit points, otherwise, he will do what he can to make her comfortable.

Boomy HP 4/20 AC 17/17/16 
Tuesday March 15th, 2011 8:53:32 PM

Boomy and Naldin gather their gear and prepare to head out. As the prepare to leave, Boomy asks Tahni and Braugh if they could heal the group before leaving and Naldin asks if anyone has the abillity to send a message over to the ship.

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d6=2 ; d20+8=12
Tuesday March 15th, 2011 9:09:51 PM

Tahni racks her brain trying to recall if a common form of signal was used in these lands when calling ships for aid. "Was it a white flag? A flaming arrow in the air?" she seems distracted for a moment before hearing Bruagh's offer.

"You have a good heart, Bruagh" Tahni responds to her friend, allowing her hand to rest on his shoulder "I suspect this illness is unnatural, and beyond either of our abilities to heal, but I will do what I can"

She then turns to Boomy "Forgive me, friend. You carry your wounds well. I wasn't aware of how deep they were". Tahni says a prayer to Alemi, thanking him for keeping them safe. (Use an Energy Channel: Everyone heals for 2hp - including the boy and woman)

OOC: Everyone should be healed by 4hp now. 2hp from the channel and 2hp from 8hrs rest.

To summarise Tahni's actions:
- Examine the scrolls. Knowledge Arcana: 26, Spellcraft: 15
- Use Detect Magic on the woman for 3 rnds.
- Use Detect Magic throughout the building
- Knowledge Local check re forms of signals: 12
- Heal everyone for 2hp
- Perception: 14

====================
Spells Currently in effect: None

Energy Channels: 3-1=2
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20 
Wednesday March 16th, 2011 12:23:03 PM

OOC: Updating my HP.

DM Addison 
Wednesday March 16th, 2011 1:36:01 PM

Sorry guys. I had an exam yesterday and another tomorrow. Since everyone seems to be having some crazy stuff going on in their lives, we will have a nice relaxed posting week.

DM post will come in a few hours though. Need a break from studying sometime.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 10/28 
Wednesday March 16th, 2011 7:44:45 PM

"Thank you lass... it will be as you say." Bruagh returns the touch on the shoulder to Tahni as a comforting gesture before preparing to move out.

DM Addison 
Wednesday March 16th, 2011 10:12:44 PM

The group wakes up and springs into action. No time for morning breakfast it seems, but some quick healing waves close a few wounds. Braugh is still quite bloody though, ribs broken and the like.

Tahni uses Detect Magic to scan both the woman and the room. The Blonde Woman's stomach is definitely radiating some heavy necromancy magic. Its a dingy black color.
She scans the room and finds that the only bits of magic are the scrolls, which are a scroll of Consecrate, Enthrall, Make Whole, Tree Shape and Hide from Undead

In one of the chests, Boomy finds two small rings. One red and one blue. The blue one is radiating some heavy abjuration and the red some evocation. Engraved on the red ring is "Solis" on the blue, "Luna"

The young boy is very scared and he speaks up, "What's going on? Whats wrong with Ms. Cloverdale?" he says looking at the blonde dwarven woman.

The group's perception checks are pretty low, so you guys don't notice much about the crashing explosions. But you do see several large wooden ships towards the dock and it seems that men are running from the ships, through the surf, and assaulting the Zombies head on!



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+8=19 ; d20+8=10 ; d20+10=25 ; d20+8=13 ;
Thursday March 17th, 2011 2:09:58 AM

Tahni kneels down to be eye level with the boy "I don't know, lad. She's been hurt, but I'll do my best to take care of her. My name's Tahni, and these are my friends. What's your name? Are you feeling ok?"

Tahni's face turns pale as she recalls the injured dwarf from the tavern in which the party met. "Wait, she's Ms Cloverdale? Tina Cloverdale?"

More explosions get Tahni's attention as she turns towards the nearest window. "I don't know how safe this building will remain. One of those explosions would almost certainly destroy the building." she says to the party. Tahni will try and see if the men or ship have any flags/banners flying in the hope they may be friendly (Perception: 25. Knowledge Local: 13)

Assuming Boomy shows Tahni the rings he discovered, she will attempt to discern their abiltiy/function (Spellcraft DC to determine = 15 + Item Caster Level. Rolls = 19, 10)

====================
Spells Currently in effect: None

Energy Channels: 3-1=2
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Protection From Evil, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat


Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Thursday March 17th, 2011 10:08:06 AM

"You're right, this building's not safe. They are killing zombies, so they got that going for them. I say we go meet them. But let's look lively as we do.

Kreyton begins to pack up his stuff and get's ready to move out with the party.


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20+8=17 ; d20+6=8 ;
Thursday March 17th, 2011 12:58:28 PM

Devlin stuffs various gears, springs and widgets back into his pack all things hes gathered from the traps found in the building. Glancing out the window he says Aye if they be killin the undead we at least have a common enemy for now. When we get outside form up around Tahni and the innocents. Perhaps we can make a quick litter to carry the woman on? Once packed Devlin will pull out his crossbows and check them over before quietly heading downstairs to check out the first floor.

Actions:
Stealth downstairs = 17
Perception = 8
load crossbows


Boomy HP 4/20 AC 17/17/16  d20+7=27 ;
Thursday March 17th, 2011 5:38:32 PM

Boomy shows everyone the rings he found, hoping someone can identify them. I agree the ships should be one of our next stops, however I wouldn't mind taking a peek at the shops we passed. It there was a place selling potions, I would hate to leave what's left to the scavengers who are sure to pass through here. That said, didn't someone have a pet bird? Could we use it to deliver a message to the ship, letting them know we are coming and not one of these abomination?

As the group discusses what to do, Naldin uses his ranger's training to help fashion a device the group can use to carry the woman out on. The task is quite simple given the vast amounts of broken wood and bedding available. In no time, he has fashioned a quite comfotable ride.

Survival to make a litter / gurney = 27

DM Addison 
Thursday March 17th, 2011 6:56:45 PM

Tahni, you rolled high enough for either the blue or red ring, not both. Which one you wanna identify for today?

Daya also speaks in reply to Boomy: "Sure, I can do that. Though the way may be a bit dangerous, mind casting a Protection from Evil on me?"

The young boy responds to Tahni, "Yes, this is Ms. Tina Cloverdale. She took care of the orphanage and she was going to have a baby. My name is Dende, its pronounced Denday."

Naldin crafts a portable cot to drag the woman behind. Boomy suggests visiting the Market and grabbing some supplies.Devlin devises a plan of formation outside.

The group begins to travel outside. Dende is curious, "Where are we going?"

Daya is dispatched with the message and flies off with a magical aura about her.



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Thursday March 17th, 2011 8:03:09 PM

OOC: DM - Thanks for responding for Daya. I'd like to treat him as a separate entity/personality, so please feel free to post on his behalf as you see fit.
In terms of the rings, I think you posted Red/Solis before Blue/Luna so we'll stick with that order (ie: ID-ing the Red one today and hoping for a better role on the Blue one later.


Tahni will find a bright, coulourful piece of craft paper from the children's art supplies and write a note in common: "Friendly survivors coming your way. 8 Dwarves. 1 critically injured". Rolling up the note, she extends it to Daya. "It may be safer to just drop this note to them rather than speaking with them. Whatever you choose to do, please stay safe". With that, Tahni will cast Protection from Evil on her familiar and wish him well.

====================
Spells Currently in effect: Protection From Evil (Daya - Rnd 1/6)

Energy Channels: 3-1=2
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat


Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28 
Thursday March 17th, 2011 8:19:08 PM

Bruagh stands ready to carry the injured dwarf to the ships, or shops and needed.

DM Addison 
Thursday March 17th, 2011 8:22:28 PM

Updated last post. Next turn justabouts

Boomy HP 4/20 AC 17/17/16 
Thursday March 17th, 2011 8:37:59 PM

Thank you, brave bird. I'm afraid I do not have the ability to cast any spells, perhaps another in our group could aid you.

ooc: What is going to happen to the players who are leaving us? If they are staying behind, Boomy would like to see if he can get the groups clw potions back.

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Thursday March 17th, 2011 9:05:32 PM

Before heading out, Tahni helps Dende pack his belongings (clothes and toys and the such) into a sack. If he knows where Ms Cloverdale keeps her belongings, then Tahni will pack those too. She then kneels down to speak to the boy "I'm sorry Dende, but it's just not safe here anymore, I'm afraid. There are men coming who we think can protect us, so we're going to go meet them."

Tahni then rises and takes hold of Dende's hand. She gives a nod to the group indicating her readiness, then walks in the order directed by Devlin. As the group step outside, Tahni will gently enquire of the boy "Do you remember much of what happened here?"

OOC: DM - Is the woman (Tina) conscious?

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20=1 ; d20+6=12 ; d20+7=17 ;
Thursday March 17th, 2011 9:30:45 PM

Devlin nods to boomy. If we find any shops you and I will head in to search for provisions. The rest can stay to protect the innocents.

Glancing at the child Devlin gives a smile and winks. Stay close to Tahni and we will get you to safety. We make for the shore, we are trying to move not get bogged down in pointless fights stay close together and call out if you see anything. I will take point the rest of you form up behind me and around Tahni. If I say stop everyone freeze. With that said Devlin will lead the way towards the shore.

Perception = 12
Perception for traps = 17
Miss roll on the straight up d20


Boomy HP 4/20 AC 17/17/16 
Thursday March 17th, 2011 10:00:22 PM

ooc: With which player is Daya associated with?

RobC: Me, Tahni :)

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=29 ;
Friday March 18th, 2011 9:08:11 AM

Kreyton moves with the group, keeping his eyes and ears sharp. He looks for signs of who the boat warriors might be, as he is still wary of them being trouble.

"What's the plan if the people on tha boat are hostile?"

OOC:
Perception 29

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20 
Friday March 18th, 2011 10:59:13 AM

We make like the dark bloods and vanish.

Boomy HP 4/20 AC 17/17/16 
Friday March 18th, 2011 4:18:50 PM

Boomy glares at Delvin, Dwarves don't hide like Dark Bloods. Why would there be people hostile to the dwarves in this dwarven land, and why would they be attacking our enemies? I say if they are hostile, we dispose of them and take the boat!



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28 
Friday March 18th, 2011 7:46:30 PM

"Aye, Boomy makes a fair point. If they attack Dwarves in a Dwarven land, they'll be forfeiting that boat!"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20 
Friday March 18th, 2011 11:53:50 PM

You lads want ta rush headlong into the mouth of a cannon be my guest, hopefully diplomacy works but if not discretion should.

DM Addison 
Saturday March 19th, 2011 8:07:08 PM

Daya takes off and the group begins to venture outside. After moving the barricade from the stairwell, the group finds a couple of straggling zombies that apparently sought refuge in the lower floors of the house.
Who wants to roll some attacks to kill a few last zombies?

Eventually the group makes a formation outside, the unconscious Tina on the gurney, being dragged by... who? You can all see the flags on the ships: Red with a black drawing of a rose. On the rose there seems to be a blue teardrop. This is unfamiliar to ALL of you.

Dende responds to Tahni: "Well. I was in art class when we heard an explosion in the direction of the center RiddlePort HQ. Ms. Cloverdale ran to the window, opened it up, and dirt, dust, debris torrented through faster than she could close the window. She gathered all of us to the second floor, where she believed us to be safe and we closed all the windows and locked the doors. After an hour or so, we heard clawing outside... and screams... Then... Things moved really fast. The door burst open, and I smelled something rotting, then I felt something warm and sticky on my face... and Something hot was on my chest... pause then I saw you."[/b] His rendition is rather terrifying coming from such a young person, he shakes visibly at recounting the ordeal.

When you walk by the back window of the house, you all notice the necromancer's corpse on the ground, being eaten on by two opportunistic zombies. You look up and see the hole in the top floor wall that he must have rolled out of in the end of the battle.
Maybe he was low on HP and the fall knocked him unconscious and the zombies finished the deed?

But the demon baby is nowhere to be seen. A tiny bit of footprints can be seen leaving the Necromancer's corpse, but the whirling wind and spreading dust combined with roaming undead make the trail nearly impossible to follow (Unless you can roll 25+ of survival)

The plan is always a cause of disagreement. Devlin notes that the group is still injured and should avoid a fight if the invaders are hostile. Boomy and Braugh believe that any hostilities will result in a dwarven victory.... or death.

------------------------And so you walk--------------------

The first stop: Market.

It will take Daya a few minutes to deliver the message and return. The beach is about 2miles south of the Orphanage. The Market is pretty much across the street.

The roads are still littered with Zombies and Skeletons of all kinds, but they seem to be marching in the direction of the cannons, and thus are distracted.

Still, stealth skill checks are required to avoid a confrontation.

You get to the Market Square and find all sorts of shops. Many of them are for pottery, utensils, woodcrafting, and other mundane house-hold things.

There are a few shops that specialize in potions, and another that has an interesting looking forge right outside the wooden cabin-like structure.

As you begin to rummage through the goods, you hear hooves clamping towards you. Do you care if they see you scavenging? If not, then Slight of Hands please.

You look up and see 5 armed men charging towards you on horseback. There are 2 Humans, a Half-Orc, a Halfling (on a pony), and the last one is not on horseback, but runs as a horse himself... a Centaur?

(OOC: Pertaining to the CLW potions from players who dropped. Yes, you can reclaim them if they were acquired through group efforts, but not if they were bought with the player's money. So I think the group gets like 2 more from this?)


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20=17 ; d20+4=17 ; d20+7=22 ; d20+6=21 ; d20+4=6 ;
Saturday March 19th, 2011 9:18:07 PM

Waiting for one of the muscles of the group to deal with the zombies feasting on the necromancer, Tahni stops to have a look at the surrounding footprints. She points out the ones she thinks are relevant (Aid Another in Survival: 17. Can anyone use a +2 bonus to get to 25+?). She is very interested in examining the corpse of the necromancer for further evidence - and loot, of course. (Perception: 22).

Holding the boys hand, Tahni continues to move as cautiously as she can (Stealth: 17) whilst keeping her eyes open for further signs of danger.

She spots another party moving at great speed, and does what she can to discern their intentions (Sense Motive: 21). She positions herself in front of the boy, but whispers to him "Do you recognise these people?"

Words fail her at this point, as she displays an uncharacteristic lack of tack. "Friend or foe?" she calls out (Diplomacy in case it is needed: 6)

====================
Spells Currently in effect: Protection From Evil (Daya - Rnd 1/6)

Energy Channels: 3-1=2
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Boomy HP 4/20 AC 17/17/16  d20+6=13 ; d20+9=28 ; d20-1=6 ; d20=2 ; d20=13 ; d20=7 ; d20+9=28 ; d20+4=12 ;
Sunday March 20th, 2011 11:01:33 AM

Boomy helps carry the gurney to the market, and then scavenges what he can until he hears the approaching horses (Focusing on finding potions, a barbed vest, and mundane goods). At first he is tempted to stop, however he soon realizes that the group are not dwarven and thus are not likely to be an authority in this area. At best they are friends of the town, here to help kill the zombies, at worst...his mind wanders.

As they approach, Boomy finishes gathering up potions and supplies useful in crafting. He takes a moment to eye the men up, and to learn what he can about them. Do they wear an insignia, how are they armed and what armor do the wear? Can he tell by their clothing where they come from? What is their purpose here?

When they come close, Boomy joins up with the group and stands in front of the gurney. Who be you on this dwarven land? Are you friends come to aid us is ridding these abominations, or scavangers here to steal what is left of this dwarven town? If you be a friend to the dwarves, are you capable of helping Ms. Cloverdale? She ran the orphanage and fell victim to some nasty magic.

Stealth = 13
Sense Motive = 28
Diplomacy = 6
Perception = 28
Knowledge Local, and as needed= 6,2,13
Survival = 12 (to follow tracks)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20+8=22 ; d3=3 ; d20+8=20 ; d20+8=19 ; d20+9=26 ; d20+9=18 ; d20+9=12 ; d20+6=21 ; d20+6=17 ; d20+6=15 ; d20+3=9 ; d20+3=18 ; d20+3=9 ;
Sunday March 20th, 2011 8:37:50 PM

Devlin gives the body of the necromancer a nudge with his foot, Looks like his luck finally ran out.

Once in the market district Devlin will focus on the shop with the anvil out front, he needs a resupply of bolts, and will also keep an eye out for weapons that have a different look to them. Anything that may be useful to the group will find its way to his pack. When he hears of a party approaching he will hurry his selection and attempt to hide his actions from their view before turning to confront them.

His crossbows rest loosely gripped in his hands and pointed at the ground. He nods to the approaching group but allows his more well spoken fellows to do the talking. His glare never wavers as he sizes up the group looking for weak points in armor and a good spot to find cover.

Skill Rolls
Stealth = 22, 20, 19
Perception = 21, 17, 15
Sleight of Hand = 26, 18, 12
Appraise = 9, 18, 9

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+14=34 ; d20+5=24 ;
Monday March 21st, 2011 9:12:52 AM

Kreyton kneels down to inspect the tracks the demon baby left behind.

"I ken follow these, I think. Will be hard though."

As the horsebacked party approaches, he stays ready, and looks for any sign of hostility.

OOC:
Survival 34 (with Tahni's bonus)
Sense Motive 24

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28  d20+7=14 ; d3=1 ; d3=2 ; d20+7=8 ; d20+7=9 ; d20+7=8 ; d20+7=10 ; d20+7=22 ; d10+3=4 ; d10+3=9 ; d10+3=6 ; d3=3 ; d10+3=11 ; d3=2 ; d20=19 ; d20+8=10 ; d10+3=9 ;
Monday March 21st, 2011 12:21:31 PM

Bruagh hacks and slashes at the undead as the come into range. The wounds he suffered before must be slowing him down as he is rather ineffective.

Bruagh is all about tracking the Demon Spawn and will help Kreyton anyway possible.

Seeing the group on horse-back running towards them, Bruagh calls out. "Hail, do ye be friend or foe? Are ye with the ship that is in port?"

Attack1: 14
Attack2: 8
Attack3: 9
Attack4: 8
Attack5: 10
Attack6: 22
Damage1: 4
Damage2: 9
Damage3: 6
Damage4: 3
Damage5: 11
Damage6: 9

Aid Another for Kreyton: 19

Diplomacy: 10

Boomy HP 4/20 AC 17/17/16  d20+4=13 ; d20+4=14 ; d20+4=22 ; d20+4=24 ; d20+4=14 ; d20+4=15 ; d6+3=4 ; d6+3=9 ; d6+3=6 ; d6+3=8 ; d6+3=4 ; d6+3=4 ;
Monday March 21st, 2011 10:20:06 PM

Boomy also attacks the zombies on the way out using his flurry of blows.

Hit AC 13 for 4
Hit AC 14 for 9
Hit AC 22 for 6
Hit AC 24 for 8
Hit AC 14 for 8
Hit AC 15 for 8

DM Addison  d20+10=30 d20+10=25 d20+10=22
Tuesday March 22nd, 2011 2:15:54 AM

tahni apparently feels no remorse for the dead necromancer, as she beginss looting the man's pockets after Boomy and Braugh dismember the zombies feasting on his lifeless corpse.

She finds the ring of the Goat on his finger to be quite valuable. Also in his pockets you find a wand and a four small potion vials. It would take some time to identify all these things though. A quick healing DC 15 or alchemy check reveals there are two CLW potions. The other two would take a higher alchemy check.

Kreyton can feel the story that the earth tells him. He can almost see the baby running northward in the tracks. The trial will fade soon though, what with this wind and wandering dead. The group must be swift if chasing this thing is in your mind.

Devlin finds a storage of ammo, there are several hundred bolts, arrows, and bullets. They are displayed for sale still. Under the counter, you find a case containing some golden bolts... ooooh..
All of the crossbows look really mass-produced and mundane, unfortunately. You do manage to locate and conceal a really fine looking short sword with some interesting green engravings on it. Then, shining buried in the sand under the table is a silver charm bracelet... with four little gem charms hanging from it.
There is also quite a bit of armor and some other larger weapons, but it would be hard to grab such things so quickly

Boomy searches the potion store. Many of the glass vials shattered or were probably grabbed up by fleeing survivors. The sandy ground at the bottom of the tent is mushy with reactive and caustic liquids from the broken bottles. He does manage to find 4 vials that have been unharmed. Two are pink and are hot to the touch, one blue, and one green. (OOC: Barbed vest? wtf?)

The riders approach.

The man's horse on the far left has a banner, the same as the flag, so yeah.
They are also decked out in red and black leather armor, with metal studs in places on shoulder and knee pads.
They each wield a different weapon. The human with the banner has a lance. The other human is quite large and boasts a massive maul on his back. The Centaur has a longbow and a quiver full of arrows. The halfling holds no weapon, and his red hair is standing on end. The Half-Orc has twin very large curved swords at his hips.

Braugh and Tahni simply ask Friend or Foe? Dende freezes, goes silent, and grips onto Tahni's robes with trembling fingers. Boomy questions the motive of the riders.

The Halfling is first to respond, his voice is fast and darting, as are his eyes, "Dwarven lands you say? It seems to me that the stench of undeath has claimed this land. But seeing as the smells of the former and latter are so similar, well, i understand the mistake."

The Humans laugh. The Centaur ignores it and looks at the few undead that have noticed the group.

The Half-Orc scowls, and speaks with a stern rumbling voice that is even and... hollow, "Marcutio may be rude, but he is correct. Dwarves claim this land no more than any opportunist such as ourselves. I regret to inform you that your suspicions are correct - our sultry band is known as the Pirates of the Weeping Rose, and we are currently raiding the remains of this city. We ask that any survivors stand aside, lest they be hurt. We do have a code though, and none of the living shall parish if it can be helped."

Then he looks at the group of bloodied Dwarves, and unconscious woman. He looks genuinely concerned, "What in the Wold happened here anyways?"
The humans look bored by the question and the lance-wielder mouths who cares?. The centaur stays focused on outside threats, and the halfling looks rather shocked that the Half-Orc even asked the question. (Your sense motive checks provided much need for a "feeling" you get from the group. good stuff all around)

(I know what happened, so you don't have to repeat it, but a summary of what you want him to know would be nice so I don't confuse DM knowledge with NPC knowledge.)

Then Marcutio the firey halfling speaks again, "We also offer good deals for transferral of property in exchange for... safe passage." he says as he eyes Tahni's backpack. This gets the humans' attention. They each crack a smile.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20+6=18 ;
Tuesday March 22nd, 2011 11:04:09 AM

Not liking where this is going Devlin keeps an eye out for any others who might be sneaking up on the party's flanks. He rest lightly on the balls of his feet ready to spring into action at a moments notice.

If any hostile moves are made by either side Devlin will fire his crossbows at an opponent with the lightest armor before diving behind cover.

OOC: I'm still holding out for diplomacy but I'm not willing to just give them my stuff.
Perception = 18
stashing the golden bolts and bracelet. Short sword and regular bolts added to my belt.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28  d20+8=10 ; d20+3=10 ; d20+3=18 ;
Tuesday March 22nd, 2011 11:39:05 AM

Bruagh begins his conversation with the pirates with a civil tongue. "We are willing to pay fair price for passage from Riddleport to the nearest port city.".

The paladin observes the gesture towards Tahni and immedietly changes his tone. "But know this, the first of ye to lay a hand on the lass, will soon find said hand parted from body and their intestines soon to follow on the ground. Make a move towards any of the others I travel with and find that the same holds true for them.". Bruagh looks rather fierce as he puts words to his oath, his nose still crushed to the side and blood still adorning his armor.

"Know that I make neither promise nor threat, but my oath before Domi and and the Wold. Let us pass in peace and you shall likewise receive the same. But impede us, and find your blood upon the sand."

Bruaghs tone is serious and deadly striking the same note as his words.

Diplomacy: 10
Sense Motive: 10
Intimidate: 18

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20=6 ; d20+4=7 ; d20=19 ;
Tuesday March 22nd, 2011 9:04:22 PM

Tahni squints her eyes at the halfling, as menacingly as she can. Unfortunately, it comes off as less intimidating and more like there is sun in her eyes (Intimidate: 6).

With the boy still holding tight to her hand, Tahni is distracted, and tries her best to add to Bruagh's diplomacy. She is flattered that this still bloody and injured dwarf would put his safety before hers. Lost for words, all she can manage to add to his conversation is "Yeah" (Aid another in diplomacy: 7. Fail)

Turning her back to the the pirates for a moment, she whispers to Dende "Move slowly over to Ms Cloverdale lad. Everything will be ok". Taking advantedge of this opportunity, Tahni gives a wink to whichever party members can see her face, and then tries to cast a spell as surreptitiously as possible. (Stealth or Sleight of Hand: 19. Cast Ghost Sound.). Dwarven voices seem to be heard from behind a nearby building "Captain Redforge said there were survivors in this area men." and another voice "Yeah, and stay alert for those pirates". Two other chuckles can be heard. (Everyone (including the party) must make a Will save vs DC 14 or believe the voices to be real. I'm assuming anyone who saw Tahni wink might get a bonus to their save)

Tahni turns back to face the pirates, keeping a close eye on the halfling. "To answer your question, we arrived shortly after the explosion. We suspect an organisation known as Indigo Brotherhood have some involvement"

====================
Spells Currently in effect: Protection From Evil (Daya - Rnd 3/6)

Energy Channels: 3-1=2
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Boomy HP 4/20 AC 17/17/16 
Wednesday March 23rd, 2011 12:23:17 AM

Boomy and Naldin, not being the most skilled with words, let the others do most the talking. Boomy indtsntly regrets not pushing the issue of healing more. As it is, a pissed off house cat might be able to take him out.

Naldin suggests,
Well, these were Dwarven lands, but this land has seen enough blood shed for one day. We are not here for profit and to loot the village, and we aren't looking for a fight. We are taking our belongings and what supplies we can find in order to find the Indigo Brotherhood. I suggest we agree to let you do your thing, and you let us do ours. Our needs are minimal, and we don't have a huge ship like you. You won't miss what we take. If our findings should indicate we need transport we will pay you what's fair, and likely lead you to another ruin to plunder.

DM Addison  d20+8=11 ; d20+8=11 ; d20+9=10 ; d20+5=17 ; d20+5=22 ; d20+5=19 ;
Wednesday March 23rd, 2011 1:55:17 AM

Braugh states plainly that the group seeks peaceful passage

Tahni creates a very stealthy diversion behind a building (the three paying attention to the conversation rolled 11, 11, and 10 on perception, so good job there. Will saves were 17, 22, 19... figured I'd stop rolling).

At this point, the loud Halfling, Marcutio responds, to Braugh"Who the bloody hell are you to be passing threats at this time!"

Then he speaks loudly to Tahni, "Girl, I can cast an illusion that will make you forget your surname, try something like that again and I fully suspect you to spontaneously burst into flames!"

And a fire erupts from his hand and he begins to shape it into a ball.

But the Half-Orc's mailed gauntlet backhands the shapes that Marcutio's hands were making, sending sparks into the air as the spell is disrupted. He gasps and looks up at the towering, glowering Half-Orc, an anger flame in his eyes.

The Half-Orc speaks to Marcutio with a commanding voice, "Shut up Marcutio, and show our guests some respect... or I claim your share of the loot."

This apparently hits a chord as Marcutio responds, "Damn you Auctus." and he just stairs up at his commanding officer.

The humans are finding great amusement in this confrontation. Even the centaur has raised an eyebrow.

Naldin states that the group of dwarves have few needs and want to be left alone.

Then, Auctus addresses the group, "Forgive our rudeness, I am former Commander Auctus Lenieatus. I do understand your loathing for looting, but there is as much money to be made in the destruction of a civilization as there is in the creation of one. Believe me..." He then looks distant for a moment. His great dark eyes looking beyond the current situation.

Then he snaps to and speaks again, his black beard shaking ever so slightly "The nearest civilization would be several months journey south. I do not think spending such a time with our group would be in your best interest."

Then, a there is a click in Auctus's ear and he puts his hand up to it and listens.

He speaks again, "A group found more survivors. Orders are to round them up on the beach. Please come with us. Do not resist." he states rather flatly as he gives the large human an order to load the gourney with Ms. Cloverdale comfortably on the back of his massive horse.

Then his eyebrows raise again, "Did you say Indigo Brotherhood? And what do you know of Captain Redforge? Speak your knowledge as we walk to the beach."

(OOC: Tahni, you identified the Solis ring It casts scorching ray 1/day and grants fire resist 5)


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Wednesday March 23rd, 2011 2:44:52 AM

"Can't blame a girl for trying" Tahni says with a smile to the halfling. She realises she has been caught out on this occaision.

Looking at the party, they are quite the worse for wear. It would not be difficult for the pirates to call for reinforcements, Boomy and Bruagh are still very much wounded, and the group would not be able to flee with Dende and Ms Cloverdale in tow. With resignation, Tahni extends her hand again to Dende and begins to walk alongside Auctus. "I thankyou for your courtesy, Commander. The pirates I've known were not nearly as civil as you" with that she shoots a sideways glance at Marcutio. "I am Tahni Wyrmrider, follower of Alemi. And this - " she says with a nod " - is Master Dende." As they walk, Tahni will relay the groups encounters with Captain Redforge, the ninja, the necromancer, and the baby. The loot/items won, found or claimed by the group will be omitted from the story.

OOC - Thanks DM. My understanding is that the Solis ring remains with Boomy.

====================
Spells Currently in effect: Protection From Evil (Daya - Rnd 4/6)

Energy Channels: 3-1=2
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Wednesday March 23rd, 2011 8:45:50 AM

Kreyton waxes philosophical as they walk with the group, seeing no real options here. "Tha decline of a civilization is never a pretty thing. So you're the carrion scavengers of this citys downfall."

Kreyton nods to himself. "You seem ta do a very efficient job at this. Any of ya crew ever get sick from tha diseses? What do ya plan to do with the survivors?"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20 
Wednesday March 23rd, 2011 11:34:19 AM

Devlin lets out a huff and relaxes his stance. His mind screams at him to run, not to trust the "honorable" pirates. Just leave this ragtag group to its fate, he could easily loose the pirates and dodge the undead. He wants to but something in his heart reminds him that those actions would make him no better than the dark bloods. He stores his weapons for now and follows the group. To Kreyton he says Probably rounding us up to better dispose of us or make it easier for the undated to finish the job.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28 
Wednesday March 23rd, 2011 3:27:59 PM

Still glowering and not at all pleased regarding their present company, Bruagh tries to get some information. "You know Captain Redforge? I have an item to give him from one of his kin."

Boomy HP 4/20 AC 17/17/16 
Wednesday March 23rd, 2011 11:16:28 PM

Boomy and Naldin begrudgingly go along with the pirates. In a last attempt tp change the pirates mind Boomy says, It seems we have no choice but to go with you. However we ask that you let us go quickly. The daemon the necromancer summoned is getting away, and between the cannons, the wind, and the undead wandering about, I am worried that the trail will fade quickly.

DM Addison 
Thursday March 24th, 2011 3:50:03 PM

Sorry for missing the post yesterday; been a rough week. I'll post around 5pm today.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28 
Thursday March 24th, 2011 8:36:52 PM

OOC: Checking in...

DM Addison  d20+11=12 ; d20+11=26 ;
Thursday March 24th, 2011 11:18:02 PM

(OOC: Hey guys, we totally need to get some more people in our game. Any friends who wanna jump in??)

You march for what feels like a half our. The sun is getting high and the dry dusty ground of the aftermath is not welcoming.

Every now and then you step on an undead body part.
Suddenly, Dende screams and points at Tahni, you look down to see a random disembodied hand is clutched on the sleeve of your trousers!

On the way, many undead take notice of the group. The large human has a great time crushing skulls as he rides by.
Marcutio stands on his horse and sends a fireball into a large group of undead that seem to be gathered at an... execution platform? The zombies and the wooden hanging platform light up like torches and you smell the nasty smell of burning flesh.
He looks at Tahni from his perch and points a finger at her. His mouth makes the form of silent bang with a wink.

In response to Devlin and Tahni's remarks on courtesy and efficiency, the Human with the lance and platemail speaks up, "Yes, we are efficient at capitalizing quickly. My name is Vetius, and I view The Weeping Rose less as pirates, but more like a band of like-minded roaming opportunist. You see, each of our group has a past before joining. I for example was a knight in the service of Sir Vladimir Cromwell some 10 years ago before his corruption and eventual downfall. I've been all around the Iberian peninsula via waterway since."

Then Auctus speaks explains what he knows of Redforge, "Yes, he was the captain of the guard of this city. We've had a... rocky relationship over the years. If he has a resistance force, it would have been centered at his HeadQuarters."

Auctus points a mailed finger over to the HQ far in the distance .... its ablaze. "You must understand, there was great hatred between many of our members and them." he says.

In response to the groups explanation of the Necromancer, "I have only seen one plight equal to this in my travels. There was great power behind it. What did you find of the evidence of the explosion? And where is the necromancer's body, I would send a scout troupe to recover it." ... Then he looks over to Tina Cloverdale and says, "I will make sure she gets help."

The dust becomes sand as you approach the beach, Vetius says, "Prisoners are usually allowed negotiation rights... but everyone's fate is ultimately determined by how many people want to kill you, now isn't it?"



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Friday March 25th, 2011 12:24:00 AM

Tahni shoots Marcutio a sarcastic smile. It is true he knows more about arcane magic than she does, and the fact he is a halfling makes that all the more difficult to accept.

She continues her conversation with Auctus "Whilst we were not here to witness the explosion, the debris and blast pattern lead us to believe the epicenter to have been located approximately in the middle of the city. By what would have been the tower. You should know some duergar we encountered had also assembled an explosive device over by one of the bridges. The bridge is no longer usable. As for the necromancer, what the undead left of him was by the orphanage."

Vetius's remarks draw Tahni's concern "Prisoners? We have come with you voluntarily and stood aside as you pillage the remains of this once glorious village!" She stops walking, hands on hips, and turns to address Auctus "Is this a part of your code?"

====================
Spells Currently in effect: None

Energy Channels: 3-1=2
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat


DM Addison 
Friday March 25th, 2011 5:15:02 PM

Auctus replies to Tahni when she stops walking with the group: "What Vetious refers to as prisoners, I would rather refer to as refugees. To each his own definition. Yet again, he speaks the truth, whether you live or die depends on how many people want you dead. It seems you have one vote against you over there frying Zeds, and I suggest you don't create more! Now you will continue walking."

Then he turns, walks, and continues to speak, fully expecting you to be listening close behind him.

"So it seems the Duergar intend on cutting the Scab off from the rest of the Wold doesn't it? Interesting..." he says and rubs his black scruffy beard with a massive green hand.

Then you hear Vetius cast a quick spell that sends a tiny flare into the air. A moment later you hear him say to seemingly nothing, "Go inspect the orphanage. Be careful."

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20+6=26 ;
Friday March 25th, 2011 11:17:29 PM

Devlin follows along eyes constantly alert for avenues of escape. He also keeps an eye out for any weaknesses in their "escorts". Sure a fireball can devastate but so can a bolt through the soft tissue of a neck. He will relay what knowledge he can of the explosive device used at the bridge. He lays a hand upon Tahni's shoulder. Save your breath until we talk to someone who makes decisions around here He says, eyes on the halfling.

Perception = 26 (nat 20)



Boomy HP 4/20 AC 17/17/16 
Friday March 25th, 2011 11:26:40 PM

Boomy merely shrugs and continues following the leader. Although he's not against escaping, he feels they are too well watched right now, and possibly being followed by an invisible person as well.

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Saturday March 26th, 2011 5:57:43 AM

Tahni nods to Devlin, and gives a concerned look to Bruagh.

"You let the halfling have a WHOLE vote? I guess that's one way to go..." Tahni says aloud to the back of Auctus as she resumes walking. She may not have Marcutio's vote, but hopefully the humans in the group appreciate her humour.

Boomy HP 4/20 AC 17/17/16 
Saturday March 26th, 2011 11:37:17 AM

Lol.
sorry for my short posts. I have been pulling a lot of double shifts at work since strep throat is going around

DM Addison 
Monday March 28th, 2011 1:09:46 AM

Devlin watches the wouldbe captors of the party closely, hoping to find a weakness in their formation. Yes, perhaps a few well-placed bolts could end Marcutio before he has a chance to blast off a spell.
Escape is a possibility for some, but what risk would that pose to Ms. Cloverdale and Dente?

The it takes about 30 minutes of marching through the hot beach and the group eventually reaches where the Pirates have set up camp. There are tents and pavillions set up for categorizing items that are brought in.

There is also a large bench-seating area next to a cooking fire. A large orge type creature slaps gruel into people's prefered dishes.

You remember that you never got a chance to cook some of those eggs in the Orphanage... because your stomach growls.

Teams of 4 or 5 are running ifrom the city to the beach, some on horseback, some by foot, holding piles of gold, suits of armor, and armloads of weapons. It seems that members of every race are represented in the ranks.

Auctus dismounts his horse and walks along with you. he says, "Welcome to Weaping Rose's bosom. You are to remain in this area for now. These guards attend the refugees until the time comes for us to discuss terms. I shall return when I do."

And with that, he leaves you with the refugees. The pirates seem to work quickly, as there are lines of tents and tarps for cover from the sun. Even a private lavatory to use the loo.

Sitting on the ground on bamboo-yoga matt type seats are gathered survivors.
You count 8 adult dwarves, 6 male, 2 female. Four adult gnomes, 1male, 3 female.
There are a large number of children, almost 20 or so, all sitting in the middle of them. The female gnomes seem to be sheaperding a small gaggle of tiny 2foot high big-headed garden gnomes.
They look at you as you arrive, a man and woman stand up to greet you.

The male has a large brown beard and a bald head. He seems very rugged and muscular. He speaks, "Hail brethren, I am Baenor, carpenter by trade. This is my wife, Lanoir." She nods, but her attention is quite focused on the baby in her arms. She looks very worried and sweat is on her brow.

Then he looks at Ms. Cloverdale and signals quickly to other men.

Four more dwarves run forward and begin looking her over. The oldest looking dwarf says, "What happened? How long has she been in this state?"

They take her to a small pavillion and begin administering cold compresses to her brow. They look at different potions and herbs and begin mixing with morter and pestle.

Dente takes a few steps in and looks around, hoping to find someone he recognizes. After a minute or two, he looks at the ground, rather dejected.
+

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+9=13 ; d20+9=10 ; d20+10=24 ;
Monday March 28th, 2011 1:58:13 AM

"Well met, friend" Tahni responds to Baenor "I am Tahni Wyrmrider, of the Wyrmrider clan." She is distractd by the mans wife "Are you alright, miss? Are you unwell" (Heal Check to tell if the woman is suffering any visible signs of illness: 13, Perception: 24)

Tahni notices Dende's low spirits. "Mingle with the people lad. See what you can find out about what has happened" she says to him with a pat on his shoulder. "I'll stay with Ms Cloverdale". She determines that giving the boy something to focus on - a purpose - is what he needs right now. "Here - " she says drawing something from her pockets "Hand these out to the children. Those that seem the most in need first. The others will need to wait until tomorrow when I get some more. I trust your judgement for how you hand them out, Dende" (Give Dende all 9 pieces of candy she has. Each provides sufficient nutrition for a child for a day.)

She stays close by Ms Cloverdale's side, eager to help in any way she can. "She has been in this state since last evening." ensuring no children are within earshot, she continues in a hushed voice "A necromancer stole away her unborn baby. She hasn't regained consciousness since. I have administered what aid I could, but this dark magic is beyond my abilities". (Heal check to work with these dwarves: 10)

As it seems these dwarves know more about medicine than she does, Tahni feels she is in the way and so leaves the pavillion and rejoins the larger group of refugees. She provides what aid she can, whilst keeping her ears open for information (Use Prestidigation to improve the flavour of the gruel for anyone who wants it - including the pirates. Use Create Water for whoever needs a drink/wash)

====================
Spells Currently in effect: None

Energy Channels: 3-1=2
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat


Boomy HP 4/20 AC 17/17/16  d20+9=11 ; d20-1=1 ; d20=9 ; d20=8 ;
Monday March 28th, 2011 5:05:15 AM

As the pirates leave the range of hearing, Boomy looks at the centaur and wonders aloud How did they ever got a horse drunk enough to sleep with an orc. Naldin laughs. I surprised they let their halfling off its leash. Not that its dangerous, but the darn things piddle everywhere when frightened. They quietly begin going over any weaknesses they noticed among their captures when Ms. Coverdale gets carried away by the other refugees. Boomy and Naldin follow Tahni's example and try to learn what they can about what happened and their captors.

Bomy
-----------
Perception = 11
Gather information = 1

Naldin
-------
Cannot access sheet, so no modifiers added
perception =9
Gather info = 8

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+4=5 ;
Monday March 28th, 2011 5:39:01 AM

OOC: I just read up on the rules. The Gather Information skill from 3.5 has been replaced by Diplomacy in Pathfinder. Per skill description: "You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people"

Tahni's Gather Information / Diplomacy: 5. Ok, so I'm going to interpret that as rather than insulting people, she is just so intent on helping, she doesn't hear anything at all useful :)


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20+9=18 ; d20+9=29 ; d20+9=27 ; d20+6=9 ;
Monday March 28th, 2011 11:46:36 AM

Devlin takes in his surroundings and helps out where he can. Mostly he will walk around the holding area watching for trouble. If Wardd should provide he will attempt to relieve there captors of "pilfered goods".

sleight of hand checks = 18, 29, 27
Perception = 9



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d3=1 ;
Monday March 28th, 2011 1:55:10 PM

If time and situation allow Devlin will quietly approach Tahni and ask her to look at the short sword, golden bolts and bracelet to see if any of them are magical.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28 
Monday March 28th, 2011 4:20:14 PM

"Well met Baenor, the name is Bruagh. Bruagh Stormbringer. Are you native to Riddleport?"

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+8=9 ; d20+8=15 ; d20+8=16 ;
Monday March 28th, 2011 9:35:32 PM

When it seems the group have a moment without too many guards, Tahni will do what she can to aid Devlin with his request (Spellcraft DC to determine = 15 + Item Caster Level. Rolls = 9, 15, 16 - Doesn't look good for today)

DM Addison  d20+10=16 ; d20+10=13 ; d20+10=15 ;
Monday March 28th, 2011 10:39:42 PM

The wife of Baenor, Lanoire responds, "It is not me I worry about, but my baby." Tahni's checks show that the baby also has a high fever. Your not sure if its magical or natural.

Dende accepts the candy and responds to Tahni's request, "Well, if you say so Ms. Tahni. I will try."
When Tahni tells the medical-wise dwarves what the woman went through, their jaws all drop. The old dwarf goes to her, casts a quick detect magic and focuses on her stomach. He says, "We're going to need a remove curse spell or more to heal this."

Boomy and Naldin crack jokes and look around for a chance to escape. They see little weakness in the fact that so many guard-like pirates are hanging around.

Devlin walks around the perimeter of the inner refugee encampment, accidentally running into a group of pirates every now and then, pilfering small items. (Perception checks 16, 13, and 15, woah.)
He grabs a couple medium sized bags of gold, totaling roughly 150gp. He also manages to undo the clasp on a halfling woman's amulet, allowing it to fall to the ground for a quick pickup. Lastly, he spots a tall man with a number of daggers in his belt and boots. Devlin nabs two finely crafted daggers, one appearing to be silver and another to be cold iron.

Baenor responds to Braugh, "I have been a resident since its construction. My hand was at every brace and truss of the main plaza that was blown to bits. I was working in my shop when the explosion happened. My wife and I hid in the basement. Oh we heard horrible things last night. Screeching of unholy beasts. We were all too grateful to be picked up by these pirates... to only a more bitter situation."

Not much time remains to allow for proper identification of items, as you notice Auctus escorting two chained prisoners. The prisoners are both male dwarves, one elderly with a large red beard. He wears severely damaged plate mail armor, blood comes from his head, and he is almost being dragged as much as escorted via the chains.

A wirey elf with blonde hair and sharp eyes, wearing some really nice leather chaps walks up and plants his foot in the red-haired dwarf's face, putting him on the ground. "Well hello you old son of a bitch. It seems dwarven toughness allows me the pleasure of killing you eh?"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20 
Tuesday March 29th, 2011 12:09:24 AM

Devlin stashes the "ill gotten" ill gotten goods (double negative makes it OK right?) just before Auctus shows up. Looking over the scene he mutters under his breath Leave it to a pointy ear to kill an honorable Dwarf in cold blood. Devlin looks around to see how much opposition is in the area. He shakes his head Thats probably Redforge too.

ooc: are the daggers masterwork?

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d6=3 ; d20+4=8 ; d20+9=17 ;
Tuesday March 29th, 2011 12:51:38 AM

Tahni rests her palm on the baby's forehead, noting that it does feel quite warm. (Heal check on the baby: 17)

The elf's treatment of the dwarf fills Tahni with anger. "It seems honour has been lost from these lands" she says rather loudly to Devlin. (Diplomacy: 8)

She looks to Auctus - whom she believes is a man of honour - to judge his response. Something needs to be done.

Ensuring that she is within 30ft of the baby, the chained prisoners, and as many refugees as possible, Tahni releases a wave of healing energy over the group (Everyone within 30ft of Tahni is healed for 3hp)

====================
Spells Currently in effect: None

Energy Channels: 3-2=1
Calming Touch: 7
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 15/28 
Tuesday March 29th, 2011 7:26:54 AM

His eyes never leaving the Dwarf in battered armor and the bastard she-elf striking him, Bruagh mutters to devlin. "That'd be my guess. Whether it's Redforge or not, he better look out, he might have an eye poked out. Look out for his ears!!!" Still glaring at the elf and waiting on his response he mutters to Tahni. "I think we have one and a half votes against us now."

Bruagh is hoping to draw the ire of the Shelf away from the Elderly Dwarf to himself.

"He Orc Lover, yeah you, pointy ears. How about ya pick on someone your own size... wait no, don't pick on the women folk."

Bruagh prepares for the world of hurt he is about to receive, he only hopes it won't be take out on the Elder Dwarf of any of his friends.

Boomy HP 9/20 AC 17/17/16 
Tuesday March 29th, 2011 2:43:06 PM

Boomy stares at disbelief at what s going on. Immediately Boomy runs to the fallen dwarf's aid and pushes him out of the way. Dropping to his knees, Boomy attempts to show respect to the pointy eared one and gives a half bow as he speaks. Please, this dwarf has fought bravely. Surely he has earned to honor of dieing in battle or being allowed to live. Why save him only to end it like this. If he has wronged you, then at least show him mercy and allow him to die with honor.

DM Addison 
Tuesday March 29th, 2011 6:37:05 PM

(Yes. All silver, cold iron, adamantium, or mithril items are automatically masterwork. ^^
Dude, I could introduce SO many new players/characters with these NPCs right now.)

Devlin stashes his weapons and theorizes that Redforge has just arrived.

The next few actions are quite shocking to tell you guys the truth.

Tahni starts it off by releasing a wave of healing energy throughout the camp. All eyes are now on you. Auctus seemed to watch the happenings with a half interest, as if he knew this was going to transpire all along.

Then Braugh follows up on Tahni's loud comment about honor with his own insults about elf's ears poking out eyes, copulating with orcs, and general elfish wussyness.

The populace, both refugee and pirate are staring intently in shock at the situation.

The blonde elf looks up at you from the man, astounded. His jaw hangs open for a minute, then it seems to snap into place for him and his eyes glare with a murderous fire. He draws a curveblade from his back and steps.

Then Boomy springs into action and runs to help the older red bearded dwarf. He pleads for diplomacy and mercy...
such a different tactic. Pleasing actually. But it appears your diplomacy cannot quell this situation. He stairs at Boomy for a moment and he gains control of what seems like a fiery rage.

The elf looks back to Braugh, takes a step forward and speaks with a shakingly angry voice "Do you know who I am, you stump-humping, unsanitary, ale-spewing, son of a molehill?"



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Tuesday March 29th, 2011 8:13:28 PM

OOC: I get the feeling the DM is trying very hard not to have us all killed at the moment :) Part of me wanted to respond along the lines of "Oh, I forgot for a moment you were an elf. Does anybody know this mans name?"

Ellie takes a step forward to stand by Bruagh's side. She places a hand on his shoulder to let him know she is there, but also to try and restrain him from antagonizing the elf further.

"No. We do not know who you are, and we do not know who this dwarf is who wronged you." she says addressing the elf "But let's all take a moment to think. It has been a rough twenty-four hours for everyone since the destruction of Riddleport. Tempers are high and patience is low. As for unsanitary and ale-spewing, well, I think you might be right on that one " She removes her hand from Bruagh's shoulder, and makes a big show to clean it against her clothes. "No offence Bruagh, but its that time of year again and I think a bath may be in order". She looks to the elf and to Auctus for any hint of a smile.

Tahni clasps her hands together before her, and takes a step forward towards the elf. "My name is Tahni Wyrmrider of the Wyrmrider clan" she says with a bow towards the elf. "My friends and I are travellers and are strangers to this land. We saw the smoke and came to aid this village before we were taken prisoner by your band. If you are opposed to those who caused this distruction, then we share a common enemy."

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 15/28 
Tuesday March 29th, 2011 8:53:08 PM

Bruagh prepares to meet his death, defiant to the end. Heck, he even had the thoughts of what he was going to say, something along the lines of "No, but I assume you are going to tell us."

However, when Tahni's hand touches his shoulder, his anger recedes. "The lass is correct. I spoke without thinking and you have my apologies, but please, I ask that you leave the dwarf be.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=25 ;
Tuesday March 29th, 2011 10:58:42 PM

Devlin uses the yelling and healing wave as a distraction to try and loose himself in the crowd. He will attempt to hide under a cart or in rubble anything that might be at hand. If that is not available he will just get lost in the crowd of refugees. Once hidden he will bide his time, checking his crossbows and waiting for the talk to work or for battle.

Stealth = 25

Boomy HP 9/20 AC 17/17/16 
Wednesday March 30th, 2011 2:53:34 AM

Boomy remains where he is, fearing any sudden moves may provoke the skiddish elf.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=29 ; d20+5=12 ;
Wednesday March 30th, 2011 8:07:35 AM

Kreyton watches the event unfold around him without comment. He impassively watches the elf, in hopes of sensing something about him that might be useful.

OOC:
Perception: 29
Sense Motive: 12

Sorry for missing posts, I've been bed ridden with a stomach bug the last two days. Feeling a bit better though.

DM Addison  d20+12=29 ;
Wednesday March 30th, 2011 8:33:16 PM

OOC: Hmmm, I request that you guys don't try and get into my head too much, that results in meta-gaming. You guys should play out the actions that your characters would take. If Braugh would yell insults as he did, then have at. I will play the NPCs as they were originally conceived and if your character's actions result in death, then that gives us a sweet sidequest to venture into the netherworld to meet Gargul, god of death and negotiate terms for releasing a fallen ally's spirit. Solving things in-character is always best, as Tahni holding Braugh back physically.

Tahni, grabs Braugh's shoulder and tries to quell the situation by admitting her friend was wrong to insult. Braugh goes along with it, Both of you guys please roll a diplomacy check to quell the situation with your words.

Devlin occupies himself by being as inconspicuous as possible. You find a wonderful little tent to hand out in, it has a nice window to peek out of. He loads is crossbow and waits to see what happens.

Boomy and Kreyton stay where they are and observe. The latter watches the elven pirate closely and sees he is a wirey one, with quick flicking wrists and a quick step. He is quick to change moods it seems.

The elf listens to your pleas, and smiles a bit. He hops up on a foot and speaks loudly, "You hear that boys and girls? They have two request. One: that Redforge be allowed to live. Tell your good Captain Ginyu, what say you?" He raises his sword to the sky and smiles.

The crowd of pirates and guards all explode into laughter. You hear chants of, Kill the cop., The pig deserves torture first and a lot of profanity and spitting.

Auctus shakes his head in disgust at the display of disrespect for law enforcement.

Captain Ginyu then stabs his sword to the ground, and says, "That's a resounding no, lass."

He addresses the crowd again in a booming voice, "And then their second request is that they be allowed to live. To that, what say you?' He says this less sarcastic and more inquisitively.

About half the crowd starts yelling insults profusely, and a small chant of Kill, kill, kill arises in one group of raiders. But you hear several in the crowd say thinks along the lines of, "But they are refugees" and a few of"Well, his ears are really pointy."



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+4=17 ;
Wednesday March 30th, 2011 9:48:41 PM

"ALRIGHT" Tahni says raising her voice to get everyone's attention. She is directing her response to Captain Ginyu, but speaks loudly enough for the whole crowd to hear. It seems he is a person "of the people" so would be more inclined to be swayed if they were.

"Ok. You could kill the Captain now. But then what? You'd have every dwarven soldier across the Elennian Peninsula out to get you. Dwarves aren't known for being the most forgiving of races, and they wouldn't stop until they had payback. And whilst you are a mighty force to behold, how long do you think you could hold off between them, the undead horde and the Indigo Brotherhood? Not to mention the bloody Duergar who are running around with explosives and recently levelled a massive bridge just near here" At this stage, Tahni isn't making any requests of the crowd or captain, simply pointing out the situation. "It seems to me the smart thing to do would be to let them all fight it out. Let them weaken each others ranks while the Weeping Rose gathers power. But to do that, you'd have to release Redforge. Keep the armies focus away from you"
(Diplomacy: 17. Assuming an Unfriendly crowd: DC= 20 + CHA. Giving Simple Advice lowers the DC by 5. DC=15 + CHA. I Rolled 17. To be safe, can anyone give me a +2 bonus?)



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 15/28  d20+8=20 ;
Thursday March 31st, 2011 6:31:47 AM

Knowing that he will need ever bit of help he can get, Bruagh quickly eats a small animal cracker he has been saving for a while. As he begins to speak, the faint smell of honey is on his breath, reaching all of those who can hear him. It is a rather welcome smell, given the current conditions.

"The lass speaks true again. I have come to value her insight and opinions as she is wise beyond her years. She can even make those twice her age realize the are being old fools. Good Captain Ginyu, while I am certain that the Dwarven Captain has been a thorn in your side, and you have surely waited on your chance at revenge, but now is not the time to act on it. Torturing and executing Captain Redforge will do nothing but rally the Dwarves of this land against The Weeping Rose, starting a war that neither side can afford. While you might possibly stand against them, after such a costly engagement, could you still fend off the other opportunists, Duergar, and even the Indigo Brotherhood?"

Bruagh waits a moment to let his words sink in before continuing. "Consider the impact this could have on various organizations, especially those who hold the Captain in high regard, knowing that he was at your mercy and you showed compassion."

Use Animal Cracker Lotto Item: +1 to Diplomacy
Diplomacy: 21

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Thursday March 31st, 2011 10:23:55 AM

The dirty dwarf starts to open his mouth, and promptly snaps it shut. If Tahni's words aren't enough, anything he'd say would only throw oil on the fire. Besides, it's best to be ready if things go down hill.

"this gonna get bad" he thinks, "Few will survive a fireball if it comes to it."

He makes himself ready to fight, hoping it wont come to that.

OOC:
Ready Action:
If a fight breaks out, cast entangle on as many of the enemy as possible. Save DC 16

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday March 31st, 2011 2:42:27 PM

Devlin stays hidden tracking the enemy by sound and through glances out the tent flaps.

Boomy HP 9/20 AC 17/17/16 
Thursday March 31st, 2011 11:28:40 PM

Boomy continues staying down, reminding himself that he is doing so for the honor of the captain. Although quite skilled at speaking with his fists, he had never had Tahni's gilded tongue. once again he feels it best to keep his mouth shut for the moment.

DM Addison  d20+12=30 ;
Friday April 1st, 2011 12:39:31 AM

The elf is rather shocked at the amount of information you just laid out on him. "Indigo Brotherhood you say?" he then nods to Auctus, who then nods to another pirate, seemingly having an understanding.

Braugh pops an animal cracker (LOL), and speaks some truth to the matter. Many of the crowd nod in agreement as the honey glaze wafts over their every pore.

Then the elf smiles. He takes a sideways step, his shiny red leather armor glistening in the sun. He flicks a red earring and speaks.

"But then, I ask you, Miss Tahni Wyrmrider and homeboy Pally. Exactly how many dwarves do you think remain in the scab?"

He sweeps his sword in a horizontal motion in a fau pas bow, adressing you and the refugees... and smiles wickedly

(Intimidate check = 30) The DC was 10+your hit dice (2)+ wisdom modifier. Tahni's is highest at a 16. So everyone is shaken for like the next 4 rounds. Even the crowd.

A wave of dread spreads across the populace, as they realize what little chance the dwarves ever have of populating the scab after an explosion such as this.

Good social combat ya'll.



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20=4 ;
Friday April 1st, 2011 1:18:18 AM

Tahni is shaken by the intimidating nature of this elf. With an unsteady hand, she straightens her clothes (and uses her calming touch to remove the shaken status from herself).

Shaken only momentarily, Tahni now confidantly smiles, crosses her arms and addresses the elf - her voice steady "Oh, I think there are more dwarves in the Scab than you realise" (Bluff maybe? Rolled a 4 anyway, so wouldn't be a very convincing one)

"Either way, I don't think it wise to risk it. Dwarves have an uncanny knack to spring forth from the ground when least expected." she looks around with a smile on her face, to see if her words elicit any chuckles from the crowd. "It seems you have quite a decision to make. Do you risk drawing the ire of an entire army for the sake of one old dwarf?"

========================
Spells Currently in effect: None

Energy Channels: 3-2=1
Calming Touch: 7-1=6
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Friday April 1st, 2011 8:43:53 AM

"Is it worth it? We will loose surely, but we will kill at least one of your band, that I promise you. If a fight breaks out, we will pick one of you, focus on them, and make sure they see Gargul this day, no matter the cost. You're a business man, and you want this to be profitable. Who can you afford to lose today Commander Auctus?"

OOC:
Actually I come in at 17 DC, but makes no difference
Shaken 2 turns
Ready Action:
If a fight breaks out, cast entangle on as many of the enemy as possible. Save DC 16

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Friday April 1st, 2011 11:23:10 AM

Tahni's smile fades away somewhat as Kreyton speaks. She'd hoped to keep the conversation civil, and avoid anything that may provoke the elf further. The more perceptive will notice her bite her bottom lip, a sure sign she is uncomfortable with the direction things seem to be heading.

Boomy HP 9/20 AC 17/17/16 
Friday April 1st, 2011 12:08:07 PM

The truth is, not even the dwarves know where all the dwarves live. Clans guard their mines jelously, and never a word will be said until the vein runs dry. Suddenly there is an entire city built into the rock with a standing army to protect its treasure.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Friday April 1st, 2011 4:50:02 PM

Devlin tightens his grip on his weapons and prepairs for action.

DM Addison  d20+12=28 ;
Sunday April 3rd, 2011 4:28:22 PM

Tahni tries to bluff the power of a Dwarven nation, Captain Ginyu scoffs.

Kreyton asks Auctus if the pirates could afford losing one or two men if a fight breaks out.
This makes the entire crowd of pirates burst into laughter. You hear Ginyu say a few words in between his fits of giggling, "You... think... one pirate!? HA!"

Then Booomy states that the amount of Dwarves present in the Scab is unknown, even to most Dwarves.

This forces Ginyu puts up his hand to silence the crowd.

He speaks, "You see, good elderly Dwarf. I happen to know that the remainder of the Dwarves in the Scab reside in my custody. So, there is a flaw in your logic: How could the rest of the Elennian Peninsula care about whats going on in this corner of the world... if they never find out?"

Many of the crowd of pirates smile evilly, as they realize what Captain Ginyu is suggesting.

He takes a few steps to RedForge and puts his sword on the red-bearded Dwarf's cheek, "You see, if there were no survivors, then no one can find out what transpired here."

He raises his sword to slay RedForge, but then a familiar booming voice is heard, "Ginyu!"

All eyes are on Auctus, "You mean to say to me that you intend on siding with the Drow of the Indigo Brotherhood, the Duergar, and the giantish races for control of The Scab?"

Many of the crowd nod their heads in agreement.

Ginyu looks at Auctus with a murderous gaze, his words are each punctuated with a slight pause "NO, Commander Auctus. I intend on siding with those most likely to control the land, and then steal it from under them when they least expect it. That is our usual plan."

Many of the crowd also nod their heads in agreement to this.

Captain RedForge looks up to Tahni and extends a hand, as if he wants to exchange words with her. But then he looks at the argument between Ginyu and Auctus, and he nods at you a bit as if to say Sense Motive DC 15 Highlight to display spoiler: {Wait for the right moment}


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+6=16 ;
Sunday April 3rd, 2011 7:44:11 PM

"Sides? If there are no dwarves remaining in the Scab, then I wonder who opposes the Drow and Duergar?" Tahni wonders, picking up on Ginyu's words.

Tahni begins to go to Captian RedForge's aid but on seeing his expression and nod, she halts. She gives him a nod back to let him know that she understands him. (Sense Motive: 16. Success)

"I'm sorry to interupt, but I have a proposal" Tahni says rather quietly to Auctus and Ginyu, not wanting the rest of the pirate crowd to hear her words. "What if we - my party and I - were to oppose the Duergar and Drow? In my experience, neither is to be trusted. And any force capable of creating this many undead in less than a day is unlikely to give up land without a fight. Set us free and see how much damage we can do to them. If we succeed, then it's one less force for you to contend with to rule this land. And as you said, there are no dwarves left in this land so noone to come to our aid anyway. If we fail, then we die nobly and your hands are clean. You don't chance any loose lips - " she says looking around the crowd " - speaking to the authorities later on about how you slayed the Captain in cold blood, and drawing the focus of the dwarven armies from other lands. Either way, it seems the Weeping Rose would be in a better position than today. What's to lose?"

========================
Spells Currently in effect: None

Energy Channels: 3-2=1
Calming Touch: 7-1=6
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Sunday April 3rd, 2011 10:43:22 PM

Sweat trickles down Devlins neck as he hides. The waiting is nothing he is unused to. Its the worry for others that is new.

Boomy HP 9/20 AC 17/17/16  d20+7=22 ;
Monday April 4th, 2011 1:56:57 PM

Seeing that Tahni has things under control, or at least much more under control than he could have achieved, the monk stays down and listens, ever prepared for the worst.

Hold action:
If he is about to get attacked, jump out of the way.
Acrobatics to avoid an AoO = 22

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 15/28  d20+8=21 ;
Monday April 4th, 2011 4:49:30 PM

Bruagh nods in agreement with Tahni's words. Still he is looking around preparing for the worst, yet his eyes keep falling on the Captain Ginyu and the Commander Auctus.

Aid Another Diplomacy: 21
Detect Evil on Captain Ginyu and Commander Auctus.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+5=18 ; d20+3=12 ; d6+2=8 ;
Monday April 4th, 2011 6:14:43 PM

Kreyton starts to open his mouth, but quickly shuts it seeing Redforge's intentions. Realizing that if fighting breaks out between the pirates, putting down Ginyu decisively is likely the best option, he alters his plan.

OOC:
Sense Motive: 18, passed.
Ready Action:
If Redforge attacks, cast Produce Flame and attack Ginyu.
Hit Touch AC 12 for 8 damage.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 15/28 
Tuesday April 5th, 2011 7:34:58 PM

Checking in:

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday April 5th, 2011 9:15:02 PM

Check

Boomy HP 9/20 AC 17/17/16 
Tuesday April 5th, 2011 11:53:50 PM

Raise two chips

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Wednesday April 6th, 2011 1:09:11 AM

OOC: All in *wiping sweat from brow*

Boomy HP 9/20 AC 17/17/16 
Wednesday April 6th, 2011 2:21:14 PM

I call..

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Wednesday April 6th, 2011 3:26:30 PM

I'll double down.

DM Addison  d20+12=25 ; d20+5=15 ;
Wednesday April 6th, 2011 4:00:45 PM

(OOC: Sorry guys, I wrote the post last night, but apparently I didn't press submit... gotta rewrite. Let's just say that it was for... tension. ;))

Auctus and Ginyu are arguing on what to do with the prisoners as well as how to proceed in making as much money from the Scab as possible.

They go back and forth for a while, but then Tahni offers a third option: Allow her group of adventurers go into the Scab and take advantage from there.

Auctus smiles at Tahni and nods his head a bit, "Not a bad idea, eh Ginyu?"

Ginyu eyes Tahni and seems to clean his teeth a bit, "No, not bad, but not good either. What, you think that your little band of five dwarves will actually do anything against the might of an entire organized society that probably has years of plans prepared to take over The Scab?"

He waits for a second, but not long enough for you to respond. "Then, even if you do damage some of the other factions, we must still deal with the stubborn dwarves, whom as we know from previous experiences," here he gestures towards RedForge, "Your people are not very accommodating to our goals."

He takes a step and lifts his sword to kill RedForge yet again, as if the decision was made.
His blade lifts to the sky and swipes down, but his wrist is caught by Auctus!
Ginyu jerks his arm wildly to break the grasp, but the Half-Orc is much stronger than the wirey elf.

Ginyu shouts in a rage, "What has taken over your daft Orcish brain, you fool!? I am your captain!"

Auctus bends Ginyu's wrist, making the elf howl in pain, drop his sword as he falls to a knee, and the half-orc speaks in a booming voice, "The Weeping Rose exists to profit, not to murder! I remove you from your station as Captain."

The entire crowd of onlookers are in shock at what is transpiring. You hear the unsheathing of blades.

Then, Ginyu, instead of fighting the solid grasp, focuses his mind, and a burst of electricity erupts from his hands! He quickly grabs Auctus around the neck and begins strangling him as the electricity transfers.
Auctus screams in pain as his head begins to emit smoke from the electrical discharge entering him.

As the half-orc's body convulses, Vetius, the armored lance-wielder that never left his horse begins to charge at the two, he shouts, "Unhand Commander Auctus you fiend!"

But the other Human on their group, the large one with a great hammer, intercepts Vetius and slams his hammer into the chest of the charging Cavalier, knocking him clear off his horse. He says, "Captain Ginyu is in charge and if he wants to quell a mutiny, then so be it."

Braugh's focused Detect Evil shows the obvious: Ginyu is evil, Auctus is not. It is still unknown if he's good though.

Boomy is not attacked and RedForge stays prone, so your actions were not triggered. Feel free to do whatever now though.

Then, similar squabbles begin to erupt as the pirates begin to take sides. You see one of the Gnomish males grab his wife and child, and make a break for it, hoping to use the confusion to get away.

RedForge, still lying prone on the ground, now nearly being killed twice... smiles.



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 15/28  d3=1 ;
Wednesday April 6th, 2011 5:26:58 PM

OOC: I got half way through an epic post, then realized... I don't remember if we were disarmed or not? I looked back and don't see a post where we were. So... I'll ask someone else.

Were we disarmed. Will Greatly affect my post lol.


Addison: No. You guys were not disarmed. Auctus originally thought you would all simply negotiate a price for your release and that would be the end of it. He knew your group was little threat to the powerful organized pirates.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 15/28  d20+12=21 ; d10+5=8 ;
Wednesday April 6th, 2011 6:10:16 PM

Bruagh, seeing Captain Redforge smile, charges into the fray. He tries to toss Redforge the Adamantine Handaxe, but will not give up an attack. Bruagh, having seen the evil in Ginyu's heart and actions, charges, axe and shield in hand, hoping to cleave the pirate captain in twain.

Smite Evil vs. Captain Ginyu as part of a Charge Attack.
Attempt to toss Redforge the handaxe

RobC: Bruaghs rolls = Hit AC 21 for 8 DMG


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Wednesday April 6th, 2011 11:59:47 PM

"Frootloop would have loved this fight" Tahni momentarily laments.

Having already been edging closer to Auctus, Ginyu and Redforge during the discussions, Tahni is within range to aid Captain RedForge. From speaking with Auctus, she knows that many of the pirates here would glady slay RedForge where he lays. Tahni helps the old dwarf to his feet, and at the same time does what she can to give him some momentary protection, showering him with a glittering light (Cast Sanctuary on Redforge. Attackers must pass a Will Save vs DC15 to attack Captain RedForge). "Take this!" she says as she hands him one of her light healing potions.

Tahni then remains alert for Marcutio "Where is that little bugger" she wonders, wary that he was not fond of her, and not knowing whose side he may take in this battle.

========================
Spells Currently in effect: Sanctuary (Captain RedForge - Rnd 1/1)

Energy Channels: 3-2=1
Calming Touch: 7-1=6
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=21 ; d6+2=4 ;
Thursday April 7th, 2011 12:21:03 PM

Kreyton springs into action as the fight breaks out.

Summoning a ball of flame to his hand, he throws it at Ginyu, then moves closer to the fray.

OOC:
Cast Produce Flame, attack Ginyu: Hit touch AC 21 for 4 damage.

Produce Flame: Round 1 / 2

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d10=9 ; d20+1=19 ; d20+1=14 ; d8=1 ; d6=1 ; d8=3 ; d6=6 ; d20-12=2 ;
Thursday April 7th, 2011 2:15:14 PM

Surveying the new battle from his position Devlin aims for a target that may help to swing the battle more in favor of Commander Auctus' side. He fires at the large human with the giant hammer, striking from his hidden position the human is unable to react to the bolts as they strike. Devlin reloads and attempts to keep hidden but was overextended from the first shot, his form easily visible inside the tent.

Actions:
(Full round action) Shoot at Human with giant hammer
Shot 1 = Hit 19 AC for 2 dam (1+1 sneak attack)
Shot 2 = Hit 14 AC for 9 dam (3+6 sneak attack)
Stealth = 2 (snipe rules)

Boomy HP 9/20 AC 17/17/16  d20+7=13 ; d20+1=10 ;
Thursday April 7th, 2011 2:17:00 PM

Boomy moves back 5 feet (to avoid an attack of opportunity, and then moves as close to the rest of the group s he can without coming in range of any attackers. Cracking his neck he gets into a defensive position and prepares to fight defensively should someone attack him.

Actions
----------
5 foot move out of range,
Move to rejoin group

Hold action
------------
Fight defensively if attacked
Hit AC 10 Miss

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 15/28  d20+2=13 ;
Thursday April 7th, 2011 9:02:41 PM

Checking in... confused where that roll came from...

DM Addison  d20+4=18 ; d8+1=2 ; d8+1=6 ; d20+6=11 ; d20+9=22 ; d10+8=10 ; d20+4=19 ; d20+12=29 ; d20+10=21 ; d4=1 ; d6=6 ; d6=4 ; d6=5 ;
Friday April 8th, 2011 12:10:11 AM

As fights begin to break out, the group of heroes decides that action is necessary.

Braugh charges at Ginyu as the elf electrocutes Auctus. He tosses the Adamantium handaxe to RedForge, who looks surprised, but catches it nonetheless. Braugh's axe burns white hot with smiting power and luckily, the distracted Ginyu is quite flat footed to your attack. Your axe rips into Ginyu's side, sending searing hot pain up his body.

He is shocked and drops Auctus, who falls to his knees, seemingly somewhere between conscious and not.

Ginyu holds his bleeding side and takes a step back, his face turns to rage as Tahni casts a golden protective hue around RedForge and hands him a potion, in which he happily quaffs down. His nose straightens out (Heal 2hp).

RedForge grabs Tahni by the wrist, and pulls her close. He locks eyes with her, the aged Red bearded man says very clearly, "Ginyu is wrong. Many clans remain in The Scab, hiding deep in the mountains, seek them out, unite them."

Devlin fires a couple of bolts at the large human with the hammer, one smacks into his arm, drawing blood. Unfortunately Devlin is easily spotted. Vetius draws a blade from his prone position and attacks the large hammer-wielder as well (miss AC 11). Hammer (which shall be his name now) smashes Vetius in the face (hit AC 22 for 10 damage), knocking the man unconscious with a spat of blood.

The large man begins jogging towards Devlin's tent, eyes locked on the windows and door (Perception =19, go ahead and roll another stealth check if you reenter the tent).

Ginyu speaks, seemingly bursting with rage, "You dirty little stumps dare step into a disagreement between pirates. Where is your sense of honor!?"

He then looks to a group of guards and shouts, "Kill all the prisoners!"

The pirates turn, and look at the prisoners, who are a bit fewer in number than before (they used the distraction to get away). Sense Motive DC 14 Highlight to display spoiler: {Some of the guards don't really want to attack the prisoners, and just let them run by. But many more begin attacking happily.}

But now, EVERY prisoner makes a break for it. Women are grabbing babies, men are grabbing swords. Baenor punches a pirate in the face and takes the falshion from his hands only to decapitate the next man who attacks his wife and sick baby.

Then Ginyu takes a step toward Braugh, it all happens like a flash. You think you see a blade shoot from under his sleeve or something (bluff check to feint = 29. Attack hit AC 21 for 1 slashing and 15 sneak attack for a total of 16 damage. With your DR, your down to 1 right?)

The wicked blade sticks deep into your clavicle, sending spurts of blood into the air as it seems an artery may have been hit. Bleeding bad.

RedForge shouts, "Ginyu! I'm your true enemy." Then he stands and drinks another potion from his own belt loop (6more hp). The other dwarven soldier that was captured with him tosses RedForge a shield.
RedForge clangs his axe to his shield twice at Ginyu and smiles, "Let's see if we can't trim your ears to a more normal shape eh?"

Noone seems to care about Boomy at the moment... sorry bro. But there is plenty of stuff to do now.





Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+6=24 ; d20=18 ; d100=41 ;
Friday April 8th, 2011 1:00:31 AM

Tahni can see Bruagh is badly injured, but at the same time, some pirates are attacking the refugees on sight (Sense Motive: 24. Pass). She is conflicted as to who she should aid, but looking at Bruagh, she knows what the paladin would have her do: aid the survivors.

Taking a step towards the pirates who are attacking the refuguees, Tahni once again creates a ficticious sound (Cast Ghost Sound. Arcane Spell Failure: 41 = Ok). Various mens voices are then heard approaching from the distance "Join Auctus and RedForge, men! Slay any pirate opposed to them!" "Chaaarrrge!" "Domi guide my hand!" "Protect the villagers!".

"The reinforcements are here!" Tahni calls out in fake relief. (Bluff: 18) "Those of you loyal to Auctus are safe and have nothing to fear, I give you my word."

OOC:
Ok...
For Ghost Sound: Will Save vs DC14 to disbelive.
Bluff:18 that reinforcements are coming. Hoping the use of Ghost Sound can be considered as proof and can add up to +10 to this roll - DMs call as to "if" and "how much". Bluff is opposed by Sense Motive checks
.

========================
Spells Currently in effect:
Energy Channels: 3-2=1
Calming Touch: 7-1=6
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Friday April 8th, 2011 5:08:52 PM

You swing that hammer like a lass!! Why dont you come here and let a Dwarf show you how its done. Devlin shouts before dropping his weapons to hang from their tethers. The spry dwarf rushs to the back of the tent drawing his short sword and a dagger as he goes. Once there he slices a hole just large enough to allow him to wriggle through. On the other side he quickly finds the tent support lines and readies himself to cut them when the big man enters the tent.

Actions:
Drop crossbows
Move to back of tent (draw sword and dagger) and cut opening in tent
Move through the opening
If able ready action to cut support ropes next round.


Boomy HP 9/20 AC 17/17/16  d20+4=5 ; d3=1 ; d20+4=20 ; d20+4=8 ; d6=3 ;
Friday April 8th, 2011 11:34:00 PM

Boomy motions to the others to retreat. With the group wounded and so many refugees, it makes the most sense to let the pirates kill themselves off. Boomy takes a step to the side and draws his guirsame and holds his ground. If anyone approaches he will take the AoO and then attack with a flurry of blows.

AoO Hit Ac 6 miss
Flurry of blows
Hit AC 20 for 6 dmg
Hit AC 8 fmiss

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+3=23 ; d20+3=9 ; d6+2=5 ; d6+2=5 ;
Sunday April 10th, 2011 10:15:43 AM

Kreyton throws another handful of flame at Ginyu.

OOC:
Hit touch AC 23 (crit if touch ac 9 hits) for 5, 10 if crit confirms.

Addison: Kreyton, I'm so so SO sorry that I didn't adress your actions in the last post. It's what I get for drinking while writing...

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 16/28  d6=6 ; d8+1=2 ; d8+1=2 ; d8+1=9 ;
Sunday April 10th, 2011 5:26:43 PM

OOC: Wow, my post from Friday didn't go through. I had the rolls and everything.

Bruagh is glad that Tahni went to help the others, rather than come to his aid. He takes a step back from Ginyu, uses his lay on hands to heal himself and also drinks a potion.

5ft Step away from Ginyu.
Swift Action to LoH self.
Standard Action to drink CLW Potion.

DM Addison  d20+3=12 ; d20+4=7 ; d20+5=19 ; d20+6=24 ; d20+10=22 ; d20+10=24 ; d20+12=21 ;
Monday April 11th, 2011 12:59:54 AM

Tahni reacts by casting Ghost Sound, which is limited to only produce enough sound to emulate up to 4 humans, since her caster level is 1. Each voice is slightly different as they shout to support both Auctus and RedForge. A couple of the lower level pirates are quite taken aback by the voices, one guard even says, "Why would Auctus side with RedForge?". They are quite confused, but then two other pirate guards says, It's a trick you fools!" (I rolled 4 saves of slightly increasing level of pirates, 1/2. Sense motive checks = 22, 24. bah, you need training girl.)

Tahni can also feel great distress coming from Daya. You look around, hoping to hear the familiar voice over the cry of the battle, but there is nothing.

Devlin taunts the hammer-wielding man. He grunts back as he approaches, "Lets see how you spit threats when your jaw is in pieces.". Then Devlin ducks into the tent and cuts a slit that he can wiggle out of.

But then Devlin hears something, its an elegant and familiar voice, "Devlin, Devlin, its me! Daya, Tahni's familiar! Get me out of here! What's going on!?"
You see that she is in a cage inside the very tent you occupy! Saving her will give Hammer enough time to enter the tent before you can get out. You look around and see a lots of boxes and barrels are in here. But Daya is being loud.

You hear the man enter the tent and say, "Don't hide little dwarf. Tell ya what, if you come out now, I will save enough of your face so we can identify your corpse just in case there is a reward for bagging ya."

You all see a few of the guards begin skipping through the field of fleeing refugees, slashing with swords, sending blood and a scream into the air with each stroke. One dwarven women gets stabbed through the back, and she falls, bleeding on her crying baby that is still clutched in her lifeless arms.

Boomy holds his ground and draws his Guirisame. A short bald human with a dagger approaches you and says, "Look, just give me that shiny weapon you got there and I won't give you a permanent smiley face eh?" (If you want, your flurry of blows can absolutely count to knock this guy's teeth out.)

Braugh takes a step back to regain some much needed health. He feels a grasp on his ankle and looks down to see a burnt Auctus, his hair standing on end. Smoke arises from his head as he lifts it up to look the young paladin in the face, he gasps and chokes out smoke as he speaks, "Flee with the refugees to the North. I will send word of what happened here to New Elennia and request reinforcements."

Then the Half-Orc gets up on one knee and draws his twin curved katana-blades from their scabbards, "Go before it's too late." His one good eye goes toward the sky. You look up to see small rockets being fired into the sky and bursting into green and red circles, "Ginyu's men are signaling the other ship. You have no time to waste. Survival is victory here."

Kreyton summons a huge ball of flame that envelops his hand (can it be green flame?) and then launches it at Ginyu, slamming him in the face.

The wirey elf grasps his eyes and wails in pain as the fire singes his hair.

RedForge laughs and takes advantage of the distraction, he charges Ginyu and uses the momentum of his rush to slam the shield into the Elf's knee, sending him tumbling to the ground.
RedForge looks at Tahni and says, "Lass, you must go now and inform the clans! Leave this to me."

He looks back down, only to see that Ginyu has disappeared. RedForge looks around and says, "Watch it, this guy is trickier than either of us think."


Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 16/28  d20+7=17 ; d10+3=7 ;
Monday April 11th, 2011 11:57:46 AM

Bruagh yells in dwarven, "Press to the north, we will ALL regroup once we are clear of this mess. Now move!!!"

Bruagh will try to stay to the rear to fend off as many pirates as possible and give the others as much time to escape as he can.

Attack: 17
Damage: 7
if Needed.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=27 ;
Monday April 11th, 2011 5:22:19 PM

Rolling his eyes in frustration Devlin silently moves to free the bird. As soon as the cage door is open he begins making his way back to his escape route. Using the birds escape as a destraction Devlin makes his way as quickly as possible. Once outside Devlin readies his weapons to strike at the tent supports.

Stealth = 27

Addison: Wanna roll a disable device check to pop that lock on the cage? I know I didn't specify... i really need to get on the ball with that.

Boomy HP 9/20 AC 17/17/16  d20+4=13 ; d20+4=7 ; d20+4=18 ; d6=6 ;
Monday April 11th, 2011 8:11:03 PM

Boomy unleashes his furry of blows on his bald attacker (held action from last turn). If the man is still conscious Boomy will take a 5 foot step back and unleash another flurry of blows upon him, although it is not as effective as his previous attack. If the man is unconscious Boomy will head North as fast as his short legs will carry him.

Actions
---------
Flurry of blows:
Hit AC 13 for 9 dmg
Hit AC 7 (miss)
(6 dmg dome last round)

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Monday April 11th, 2011 8:30:53 PM

ooc: can someone please post for me/Tahni? Baby has arrived :)

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 16/28 
Tuesday April 12th, 2011 7:05:39 AM

CONGRATS!!! I'll post for Rob this afternoon if no one else has.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Tuesday April 12th, 2011 8:55:54 AM

Kreyton waits, waiting to see how the fight develops. He gets ready to move to Ginyu if he reappears.

OOC:
Ready action: Move to Ginyu if he reappears.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday April 12th, 2011 10:40:10 AM

OOC: Congrats Rob!

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 16/28 
Tuesday April 12th, 2011 2:07:11 PM

Tahni takes the Captains words to heart and begins a tactical retreat calling Daya to her and keeping her eyes open for the the young dwarven boy, as she does so, Bruagh falls in behind, defending her every step of the way.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+9=10 ; d20+9=19
Tuesday April 12th, 2011 6:43:24 PM

Disable device check = 10 Hero point used = 19

Ooc: forgot I had masterwork thieves tools should have been + 10 its actually 11 & 20 after the hero point. Man I really need to get a laptop while I'm out here it makes looking things up so much easier than using your phone.

Boomy HP 9/20 AC 17/17/16 
Tuesday April 12th, 2011 8:55:09 PM

Congrats Rob! If you need any assistance in the Wold, just let us know.

DM Addison  d20+12=30 ; d20+12=26 ; d10=8 ; d10=9 ; d6=5 ; d6=1 ; d6=1 ; d20+12=23 ; d6+4=7 ;
Wednesday April 13th, 2011 1:12:47 AM

Devlin moves to the cage and tries to jimmy the lock open, but finds that it is too difficult for his fingers under these conditions. So instead he grabs the entire cage and crouch-runs behind cargo, cuts a slit in the tent, takes a step out. You hear Hammer walk around inside with heavy steps. Devlin slices the rope in twain with a pop, you hear Hammer curse loudly as the tent collapses on him. Hero point for Devlin for thinking up a creative way to dispatch a stronger enemy.

Daya shouts"Good show lad!"

Braugh shouts to the Dwarven refugees to run north away from the beach and into the city. Baenor nods at you and motions for the crowd to follow. Here is the RiddlePort Map that you ripped off of the big "Welcome" sign... do note that this is BEFORE the explosion. You are on the beach to the south right now. Where do you want to go exactly?

Movement is slow though, as many of the children are scared and must be carried by the adults. The scene is chaos as pirates run away with loot, some fight one another, and some attack the dwarves. Braugh blocks a sword and scoops a wry looking half-elf off his feet.

Tahni calls for Daya, who does not answer and runs north close to Braugh. Dente runs to her side and clings tight.

Boomy punches the bald man square in the nose, knocking him unconscious. Then he runs north, meeting with Tahni, Braugh and the refugees.

Kreyton, on the other hand, decides to hang back with RedForge and face Ginyu. RedForge says, "Wait for it...."

Then suddenly, a sword appears out of thin air, right above Kreyton's head! It slices down in a vicious arc, catching you in the neck, slicing deeply, sending spurts of blood into the air. (Hit AC 30, crit confirmed with a 26 for 24 damage total, You are at 0, and are disabled

Ginyu now stands over you as your vision gets blurry. He smiles and says, "Old pappy used to tell me, always kill the healer first."

Then Ginyu's eyes bulge out and his chest rises. Behind him, with his axe in Ginyu's back, stands RedForge (hit AC 23 for 7 damage).

Ginyu turns his head slowly to face RedForge, muttering "How dare you"

Kreyton | HP 3/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+5=21 ; d8+2=3 ;
Wednesday April 13th, 2011 11:07:41 AM

Kreyton's world goes red after the vicious blade slices him open, unable to think clearly from the blood loss. He focuses on the green, and draws upon the strengths of oak's to see him through the pain.

He manages to cure himself...barely... But he knows he can not move, else he will surely die from the counter attack. He steps back slightly, hoping Ginyu is occupied with his hatred of Redforge.

OOC:

Cast Defensively: DC 17 (Passed)
Standard Action: Cast Cure Light Wounds for 3 points....man I wish we still rerolled 1's for healing. Cures Staggered condition.
Free action: 5' step away from Ginyu


Addison: Wait, were not rerolling 1's still?


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=5 ; d20+8=27 ;
Wednesday April 13th, 2011 12:44:01 PM

Shortsword in one hand bird cage in the other Devlin races towards the north with the rest of the party. If he is able he will strike at the open back or flank of any pirate that gets in his way. He will do his best to protect any innocents as he goes. Not being well trained for melee combat his strikes are uneffective, but his keen senses and quick reflexes keep him moveing through his enemies.

Actions:
Move with the group to the north
Attack = 5 (miss)
Acrobatics = 27 to dodge and move away from enemies.

Boomy HP 9/20 AC 17/17/16  d20=4 ; d20+2=15 ;
Wednesday April 13th, 2011 7:14:35 PM

Boomy watches in horror as Kreyton falls. Spitting on the ground, he turns back and charges into the fray. He tries to stay as far away from his opponents as possible as he makes his way towards the unmanned horse. Climbing up, he makes his way towards Devlin intent on picking him up as he passes and heads back North.

Actions
---------
Take an AoO if applicable (missing horribly)
Ride = 15

When did we stop re-rolling 1's for healing?

Addison: Dunno. Did you mean to say you will pick up Kreyton? You wrote Devlin, but it sounds like a typo

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 16/28  d20+12=17 ; d10+5=8 ;
Wednesday April 13th, 2011 7:51:44 PM

Bruagh yells to continue pushing north with the boy to Tahni who complys without argument. Bruagh wants to press on to make sure the others continue safely, but he can't let himself leave a man behind. Bruagh rushes back and charges Ginyu, hoping to buy both Kreyton and Redforge time to escape.

Charge Smite Attack: 17
Charge Smite Damage: 8

Boomy HP 9/20 AC 17/17/16 
Wednesday April 13th, 2011 8:33:59 PM

Yes, I meant Kreyton

Boomy HP 9/20 AC 17/17/16 
Wednesday April 13th, 2011 8:42:55 PM

Yes, I meant Kreyton

Kreyton | HP 3/24 | AC 18/13/16 | CMD 12 Character Sheet 
Thursday April 14th, 2011 9:32:36 AM

The rerolling 1's on healing was removed in the Pathfinder conversion. We wanted to stay as close to core rules as possible. Plus there are more healing options on paladins and clerics. We felt the AoE heal would be too strong rerolling 1's, and wanted to be consistent. Hit point 1's are still re rolled on leveling up though.

Troy


DM Addison 
Thursday April 14th, 2011 2:05:18 PM

That makes sense. I have a presentation in 30minutes that I was working on last night, which is why I didn't get to the post. Rest assured that the post will come right after the Q&A session.

Hey Troy, I thought that in Pathfinder the DC to cast defensively was equal to the opponent's CMD? Not 15 like it was in 3.5

DM Addison  d20+13=23 ; d20+10=30 ; d20+10=25 ; d10=9 ; d10=2 ; d6=5 ; d6=2 ; d6=2 ; d20+10=21 ; d20+6=26 ; d10+3=10 ;
Thursday April 14th, 2011 8:26:02 PM

Kreyton takes a step back and casts a cure spell on himself (I stand corrected). The power of nature courses green through is veins, sealing the wound and saving him from sure death.

Devlin runs for his life with Daya in the cage, dodging the worst of the commotion deftly.

Arrows begin to shower the fleeing refugees. They begin to scream and run at full speed, almost like a moving herd, they even trample a couple of pirates.

As Vetius is still on the ground unconscious, Boomy hops on his loosed horse and charges to retrieve the injured Kreyton. Luckily this horse is war-trained and does not shrink back as Boomy directs him between Ginyu and Kreyton. Boomy reaches down and scoops up the injured druid, and then rides off to join Tahni and the refugees. They pass Braugh on the way back.

As this happens, Braugh charges Ginyu and and brings his axe down in an arc with white-hot smiteyness. Ginyu sidesteps deftly and smirks.

RedForge looks over to Braugh and says, "Your a bit of a fool you know, but a brave fool nontheless."

Though he is bleeding moderately from dwarven axe and his face is all sooty from druidic flame, Ginyu still seems confidant, he speaks, "Two little dwarves wielding axe and shield. Which one will die by the blade I wield?"

Then he uses Bluff skill to Feint as a move action, which he rolls a 23. Braugh, your defense against this is either 10+2BAB-1Wis = 11 or 10+3sense motive skill = 13 right? Either way, he beat your DC, making you flat footed and vulnerable to sneak attack damage.
Ginyu kicks dirt and sand into Braugh's eyes, temporarily blinding him. When he opens his lids, Ginyu's blade is already sticking in his chest. Ginyu gives the blade a painful twist, making you cough blood up onto your blonde beard (Hit AC 30, nat 20, confirm crit with 25. damage = 11 -2 from your DR + 9 sneak attack = 18 damage total, sending you to -2).

RedForge then shouts to Boomy as he is riding away with Kreyton: "Come get this one too!"

Then RedForge says to Ginyu, "All right you elfish son of a twig. I'll be damned if I'm going to let your grubby paws on my city!"

Then RedForge presses the attack, Axe and Curveblade clang loudly several times. RedForge brings his shield high, Ginyu ducks... right into RedForge's axe (hit ac 26 for 10 damage). The swipe takes Ginyu off his feet and into the air, which he turns into a sommersault. He ends on a knee, holding his bloodied chin.


Boomy HP 9/20 AC 17/17/16 
Thursday April 14th, 2011 9:00:12 PM

ooc: How much weight can a horse carry? My assumption was 2 dwarves. Can it be 3 for a short period, or do I need to drop Kreyton off a safe distance away first?

Addison: from what I can tell, a heavy horse has 20 strength, which means that 400lbs is the heaviest load it can handle and move at a trot. It will take some ride skill to spurr it with three 150-200lb dwarves on it if you want it to move fast. I believe it takes damage from being spurred? Hmmm... the rules are kinda convoluted here.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=2 ; d20+1=7 ;
Friday April 15th, 2011 5:22:06 PM

Once Devlin gets a lead on the group he sets down the cage and sheaths his sword. He spins around bringing his crossbows to fire on the advancing pirates. He than grabs the cage and falls back again.

Fire crossbows: to hit = 2, 7



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 16/28  d20+5=15 ;
Friday April 15th, 2011 7:09:53 PM

Check to Stabilize: 15

Boomy HP 9/20 AC 17/17/16  d20+2=17 ;
Friday April 15th, 2011 9:59:18 PM

Boomy quickly brings Kreyton to safety and drops him off. As he turns around to pick Braugh up, he feels a bit sturdier on the horse. Although it is a bit bigger than the ponies they had back home, the technique transferred easy enough to the larger animal, it was just a matter of getting used to the wider stance. He urges the horse to go as fast as he can and attempts to pick the last of the party up and bring them to safety.

Actions
----------
Ride = 17

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Sunday April 17th, 2011 6:28:27 AM

OOC: I'm back! A healthy baby girl/future-woldian in tow :)

Tahni continues driving Dende forward, away from the battle. She looks back over her shoulder to ensure the party is following, but the world seems to be moving in slow motion as she sees Bruagh slump to the ground.

========================
Spells Currently in effect:
Energy Channels: 3-2=1
Calming Touch: 7-1=6
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

DM Addison 
Sunday April 17th, 2011 9:47:48 PM

Boomy drops Kreyton off with Tahni and turns back around to get Braugh. He hoist the injured paladin up onto the horse and then rounds about back to the rest of the group.

Devlin returns bolts to the few pirates who cared enough to fire at the refugees.

The entire group runs, children's feet move as quickly as they can, but it becomes clear that the youngest must be carried to keep up the pace. Chilrden scream and cry as the injured Heroes try to fend off attackers.

After 5minutes of running from the beach, the group of refugees begin to reach the part of the city that has been mostly raided already by the pirates. There are several zombie corpse bonfire piles that make the entire place smell of death and scorched flesh.

Luckily the dust is still being kicked up by the wind and It seems no pirates care enough to follow the group.

As the fight scene behind you goes beyond your vision, you see a third ship dock at the bay and a slew of figures run onto shore. Daya speaks from her cage, "Hey, let me go scout out to see who won the fight!"

Your group of refugees look exhausted after the sprint for their lives. When you reach the market square, an older Dwarven woman collapses from exhaustion and the excitement.

There are a few zombies walking around in the distance, but the majority seem to have been destroyed by the pirates.

Your in the middle of the city again, where do you wish to go?

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20=4 ; d20+10=26 ; d20+9=21 ;
Sunday April 17th, 2011 10:50:29 PM

Devlin sets the bird cage down and takes a few seconds to catch his breath. With no crazed humans seeking his death he makes quick work of the lock. Before he opens the cage he says Now listen if you get caught again I don't think we will be able to come back for you. Stay safe.

Looking around at the now larger group Devlin shakes his head. Why did I stay, there is no way we can keep ourselves alive for much longer let alone with refugees. I could take off now, slip away in all the confusion. Looking around one more time he sees the crying and frightened children. His resolve hardens and he gets up to see to the children.

Pulling a few gold coins from his pouch he performs a few sleight of hand tricks, making coins disappear and reappear. The bright gold roll across his knuckles and flashes into the air before finding their way into the childrens possession. When his show is over Devlin leaves the children and readies himself to scout a route to get further out of the town.

Actions:
Disable device: 26
Sleight of hand: 21

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+9=14 ; d20+9=18 ; d20+9=14 ; d20+9=28 ; d20+9=28 ; d6=5 ; d20+8=15 ;
Monday April 18th, 2011 4:52:09 AM

OOC: Question to DM: Are the refugees all dwarves, or is there a mix of races? This point could be relevant if we're going to try and find/enter a dwarven stronghold later...

Tahni feels great relief to see Daya again. "Silly old bird" she says with a smile.

Tahni moves amongst the refugees, looking to provide aid to those that she can (Various Heal Checks: 14, 18, 14, 28, 28)). She also calls upon Alemi to provide healing to those in need (Use last energy channel for the day. Everyone within 30ft of Tahni is healed for 5pts).

With the immediate wounds treated, Tahni then addresses the refugees "We must leave Riddleport. The last thing that Captain RedForge said to me was to find the dwarven clans, and that they were hidden in the mountains. Does anyone know the clans he was referring to, or better yet, the way there? Auctus also advised us to head north" Tahni draws on her knowledge of the area, racking her brain for any tidbit of useful information that may relate to the dwarven clans (Knowledge Local: 15)

========================
Spells Currently in effect:
Energy Channels: 3-3=0
Calming Touch: 7-1=6
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Kreyton | HP 8/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+7=10 ; d20+2=8 ; d20+9=21 ;
Monday April 18th, 2011 10:21:53 AM

Kreyton looks around, still a bit unsure of himself given all the bloodloss. He tries to piece together what they know, and what is the best general direction to take to find caves, or other places a dwarven clan might reside in the Scab. Unfortunately the blood loss keeps him from really focusing on what he knows.

OOC:
Knowledge: Geography 10 (Caves in the Scab, or places of interest near the city)
Knowledge: History: 8 (Where historical settlements might have been)
Knowledge: Nature: 21 (Likely places where a settlement could subsist in the scab)


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+7=14 ; d20+7=24 ;
Monday April 18th, 2011 11:25:27 AM

Devlin thinks about the area for a bit before adding his thoughts to where to go. His knowledge of the local area Is a bit shaky but he does have a good idea of where to start looking for possible dungeon entrances.

Knowledge local = 14
Knowledge dungeoneering = 24

Boomy HP 14/20 AC 17/17/16 
Monday April 18th, 2011 4:01:31 PM

Boomy shakes his head as he rubs down the horse that helped them escape. I as much as I hate abandoning these people, I think it is in everyone's best interest if we split up. A large group will be much easier to track and will slow everyone down, and if they try to hunt us we will all be dead. We should all head in different directions and possibly try to meet up in the North in a few days. In addition, the daemon spawn was heading North, and I think it best if the villagers take a more indirect route. I don't know what that thing is, but I have a feeling it will be easier to kill now than it will in the future. Already it went from being helpless to surviving that fall and walking away. Who knows how strong it will be in a few days, let alone a few weeks.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28  d6=4 ;
Monday April 18th, 2011 6:50:18 PM

Bruaghs comes to as Tahni's healing burst washes over his broken body. He has more cuts, scrapes, breaks, lacerations, bruises, and swelling than a body should have and still survive. His nose is still leaning hard, essentially plastered to his face. Yet upon hearing Boomy suggest that they just leave the refugees, he gets up ready to fight again. As he does, he sways a bit before he lets the last bit of healing he has wave over himself.

"No way we leave these people, our kin, to those dogs. I say we stick together, flee, and fight as one. Get them somewhere safe, relatively speaking, then we set off after the demon spawn."

Lay on Hands on Self: 4hp + 5hp from Tahni brings Bruagh from -2hp to 7hp

DM Addison  d20+3=11 ;
Tuesday April 19th, 2011 2:32:17 AM

Devlin releases Daya from her cage and Tahni agrees to let her to scout to see what is going on with the pirates. The roguish dwarf briefly considers slipping away in order to save his own life... which would make sense, but it seems that the children are a weak point for him. He finds a group of 4 teenage-dwarf boys who are likewise contemplating the same thing. Devlin can even hear one say, "Look, if we run to the forest, we can escape the pirates and the zombies. The rest of the slower families will be a good distraction." Devlin shows them his coin trick and the boys quickly take to him. The oldest, and possibly the ring-leader says, "Hey, how much gold do you happen to have on ya anyways?' (Sleight of hand =11) You catch his hand in your pocket....

Tahni takes a minute to assess the well-being of the refugees. The elderly woman needs quite a bit of help, she says to Tahni, "I don't know if my weary legs can carry me further. Oh if only I could have given my life to save my grandchildren." She begin to weep uncontrollably.

The healing wave allows a few of the refugees to pull arrows from their backsides.

The heroes wrack their brains on what clans need to be united and where to survive in The Scab.



The Elderly dwarven woman speaks, "Alruc Brighthammer originally united the early colonizing clans of the Scab nearly 200 years ago. Before his efforts, Dwarves simply existed in reclusive family clans, but he called a great meeting of the 9 most powerful clans where an alliance was forged. I can only recall two at the moment: The most savage dwarves of the lands, Clan BloodAxe. And the Stonebeard clan, masons and crafters of the fabled Great Halls."

Then Baenor speaks up as he sheathes his stolen greatsword, "100 years later, greed spread rampant amongst the clans. The outward threats of giants, orcs, duergar, and other monstrous races combined with the Dwarven tendency to hole up in their mountains led to lack of communication. No communication amongst the clans led to mistrust. Mistrust led to war and infighting. Since then, many dwarven clans broke free from under the banner of one of the original 9 clans. They settled in RiddlePort... what was RiddlePort"

It is unknown how many dwarves survive in The Scab to date.
The Five Sisters mountain range may just be a large grave for your race.

Kreyton feels the earth and knows that the Forest to the north of Riddleport may be habitable, but it is also probably home to many wild races.
Devlin remembers the stories of the great 100-mile long lava cave network under the Scab. Certainly it is possible to hold up in there like your Duergar ancestors. Perhaps safe from any surface dangers but then open to many more.

Boomy suggests abandoning the refugees, to which Braugh abhors the thought.

You count 6 Dwarven females, 3 males, 9 children (a few of them teenagers). 4 Gnomish females and 1 male, with about a dozen children of all sizes.



Kreyton | HP 8/24 | AC 18/13/16 | CMD 12 Character Sheet 
Tuesday April 19th, 2011 10:01:17 AM

Kreyton smirks through the blood. "Oh we're in this together, make no mistake. Any of you that wanna leave, get the hell out, so we know we cant count on ya. We won't look for your bodies, too much effort."

He pauses for just a moment to let that sink in.

"Oh, did ya forget you're in the Scab? There's far more dangerous things out there than pirates and zombies. But if you do go, you're leaving your weapons. They belong to those that still know what it means to be dwarf. "

After a moment, looking at the gnomes, he adds. "And them that are our friends."

"Them that wanna live, I say we make for the forest north, find a river. Any settlements above ground will be by water. If that don't pan out, we look to the mountains."



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Tuesday April 19th, 2011 10:02:45 AM

OOC: Another question to the DM: Is Ms Cloverdale one of the refugees with us?

Tahni watches as Daya again leaves her side to scout. Based on their most recent experience, she is anxious about his departure.

She grimaces as the elderly woman sobs. She embraces the woman, trying her best to comfort her. "I'm sure Alemi knows that you did all that you could for them. Alas, we do not have time to mourn them this day. Be assured that we will though"

Releasing the woman, Tahni turns her attention back to the discussions at hand. "Whatever we choose to do, we must decide now. Those pirates aren't going to wait for us to convene a committee" Tahni interjects in Boomy and Bruagh's discussion, with a softened voice

"Abandoning these refugees now would almost certainly mean their demise. They are too few and too weakened to adequately defend themselves. I think it best we stay as a group, for the time being. If it becomes clear that they are more in danger with us, then we should do what we can to provide a window for them to safely depart" she says almost apologetically to Boomy " I suggest we head to the north of the town, which also happens to be the furthest away from the pirates. Chances are they haven't had as much time to pillage there, so we are more likely to find supplies. And yes, undead. Keep your eyes open for a wagon of some description. It will be much easier to transport the children and wounded in a wagon with the horse you acquired, Boomy. From there, well, I guess as Kreyton suggests we keep heading north"

========================
Spells Currently in effect:
Energy Channels: 3-3=0
Calming Touch: 7-1=6
Resistant Touch: 7
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Tuesday April 19th, 2011 11:27:33 AM

OOC: ...
Hi Everyone,
I was losing track over the items we had identified and those we hadn't so I've put together a Party Loot Spreadsheet to keep track of it all:

Party Loot : https://spreadsheets.google.com/ccc?key=0AinaNa7nFgVmdDJLNnAzSnhSMEJJV25qTFFMMGdlUkE&hl=en&authkey=CKXp7JEC

I've listed the owner as the person who found the item. Feel free to pass things around the party though!

If noone claims an unclaimed item in the next few days, I'll assume that it is being carried in Tahni's backpack. From the last few encounters, it's become apparent that knowing who had what potion would have been handy.

If I've missed anything, please also call it out. This sort of list will also make life much easier if/when we make it to the catacombs :)

As an aside, Tahni can attempt to identify each unidentified item once per day. Unless stated otherwise, are you happy to assume that your character shows any item to Tahni for her to try and identify for you eah day until she succeeds? It will save you 110gp in the catacombs :)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+8=9 ; d20+8=19 ; d20+8=24 ; d20+6=7 ; d3=3 ; d20+6=13 ; d20+6=21 ;
Tuesday April 19th, 2011 1:16:38 PM

Devlin grabs the childs hand and squeezes quite hard. If I catch ye tryin to take from me or any in this group again you will be left behind to fend for yourself. If we are going to survive we do it together, not by stealin from one another.

Devlin looks to the rest of his friends These lads here need to be kept busy He says pointing to the youngsters How about I take em and scout to the north, more eyes for more supplies, Naldin can come with me to keep em in line.

Devlin will attempt to teach the boys some quick basics of stealth and shadowing. He starts by showing them what not to do and ends with some more advanced techniques.

If the group gives the OK he will lead the boys into the destroyed city looking to find supplies and a cart for the wounded, if Naldin comes he can watch the rear.

Stealth checks to show the boys = 9, 19, 24
Perception checks = 7, 13, 21

OOC: Is Naldin still in play or did his player leave The Forged?

Boomy HP 14/20 AC 17/17/16  d20+6=11 ; d3=3 ; d20+6=11 ; d3=1 ; d20+6=17 ; d20+6=18 ; d20+8=27 ; d20+8=26 ; d20+8=10 ; d20+8=14 ; d20+4=11 ; d20+4=19 ; d20+4=12 ; d20+4=16 ;
Tuesday April 19th, 2011 3:05:12 PM

Boomy mumbles something about slowing us down under his breath. Very well. Devlin, if you need some help, I'll go with you to look for supplies. We have a long trek ahead of us, and even more mouths to feed. We should also try to find some weapons for the refugees. The grandmother can ride my horse in the mean time.

Boomy will be looking for food, weapons for the refugees, and another horse to assist the slower refugees.

Actions
----------
Stealth = 11, 11, 17 18
Perception = 17, 26, 10, 14
Survival = 11, 19, 12, 16



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28 
Tuesday April 19th, 2011 3:22:17 PM

Bruagh helps Tahni steady the old woman she is speaking with by putting her arm over his shoulders and carrying as much of her weight as he can. In as soothing of a tone as he can he whispers to the woman. The best way to remember and pay tribute to the young ones that have gone on before us, is to live and make sure their names are passed on to be remembered. But you have to live to do that. Steady your resolve. We will do this together."

Bruagh starts guiding the woman north to where Kreyton said there is a forest and possibly water. "To the north it is. We have no time to waste. If you are able carry those that aren't able or at least help with their gear."

OOC: Bruagh is in possession of a Adamantine Heavy Shield, not sure if that is the one listed. It was the one that belonged to the cleric that he had to remove the evil symbol off of.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Tuesday April 19th, 2011 4:48:35 PM

OOC: Devlin has one of the adamantine chain shirts, he will also take a potion of spider climb and the invisibility potion.
Devlin will gladly have Tahni attempt to identify the short sword the daggers, necklace and bracelet.

Boomy HP 14/20 AC 17/17/16 
Wednesday April 20th, 2011 11:57:02 AM

ooc: I wanted to make sure the 5 potions from the DM were included and that the potions Jerry got us were counted (Jerry awarded each of us one CLW potion for a player I recruited in November).

Braugh, Frootloop and Boomy each got one from the DM and Tahni was carrying the other three. Boomy used both of his potions, but received Frootloop's potions when he left.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28 
Thursday April 21st, 2011 11:07:02 AM

Checking in. Out of town so posts maybe infrequent for the next few days.

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Thursday April 21st, 2011 11:11:10 AM

OOC: Checking in. Thanks Boomy, I'd forgotten to include those ones

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Thursday April 21st, 2011 11:17:29 AM

Check

DM Addison 
Thursday April 21st, 2011 12:23:19 PM

(Post will come soon. Had a presentation yesterday with some potential customers of the university. Really busy)

DM Addison 
Thursday April 21st, 2011 6:24:44 PM

Devlin gives the boy a stern talking to about survival and stealing, then he takes the group of 3 teenage dwarves and one teenage gnome to go scouting and scavenging. The boys are happy to accompany you, and all but the ring leader take well to sneaking about. The largest and oldest of the boys simply has no knack for it, his movements are clunky and his broad shoulders crush through bushes too easily. Eventually he finds a large club-like stick and says, "I think I'll be our body guard eh?"

(OOC: Naldin is out it seems. =( Should we try to extend a hand of friendship?)

Kreyton takes a minute to lay it on the line. All dwarves stick together.... and gnomes are welcome too. (man this would be a good spot to introduce a new player eh?). He feels north to the forest is a good place to find a location to rest.

Tahni and Braugh comfort the elderly Dwarven woman, who stands and says that she will tend to the youngest children. She thanks Boomy for the large warhorse, but says that she has no skill to ride such a thing. Perhaps a donkey or a cart would help her?

En large, the group decides that North to the Forest is the way to go. Nobody knows if any civilized people reside there, but it seems to be the least dangerous place at the time.

Devlin, and Boomy take the adventurous teenagers scouting and scavenging. The large clumsy boy, whos name is Durahan says, "Hey, my uncle owns a barn that is well stocked with donkeys, carts, and oats. I'm sure that could help us stay safe on the road."

He leads you there and sure enough, there are 4 mules and 2 medium-sized covered wagons (two mules to pull one wagon). There are also two large grain silos, one filled with harvested oats, and another with wheat. There is also pleanty of cookwar, repair tools, and a couple of tents. Durahan shows you to his Uncle's safe, which is easily opened to reveal a half-dozen small white pearls... apparently the family's entire fortune saved up.

As the group opens a door in the barn, a figure starts walking slowly from the dark. It smells of rotting flesh. Durahan screams and drops his club, "Uncle Tomberry?" is all he says. Half the man's face is eaten and his eyes are glowing red as the form lumbers towards you, outstretched arms.

Meanwhile, Kreyton, Tahni, and Braugh move north with the refugees, you walk through the rubble of the city. A few undead stand up from feasting on corpses or arise from the rubble as you pass, which scares the hell out of everyone. But it largely seems that the ruckus the pirates caused distracted and dismembered enough to make passage safe.

Eventually the cobblestone roads and houses of the city turn to the dark brown of semi-volcanic soil. You walk for several hours and eventually find that the forest is dense enough to get lost in, and thus dissuade any search parties. Sure enough, a small stream runs through the center of the forest, seemingly supporting a large amount of vegetation for its size. It probably hasn't rained here in some time.

Ms. Cloverdale finally wakes up as the group enters the forest. She speaks, "What, what in the world happened? Where am I?!"

Dende runs to her and embraces her in a strong tearful hug, which makes her wince in pain and look at her stomach in horror. Dende is apologetic, but Ms. Cloverdale is far too shocked at her appearance to care.

(OOC: Yeah, you guys can keep the potions from the people who dropped. Please use the normal methods for identifying items.)



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+4=5 ; d20+9=29 ; d20+8=27 ; d20+8=16 ; d20+8=12 ; d20+8=28 ; d20+8=11 ; d20+8=20 ; d20+8=26 ; d20+8=21 ; d20+8=28 ; d20+8=28 ; d20+8=28 ; d20+8=9 ; d20+8=10 ; d20+8=22 ; d20+8=21 ;
Friday April 22nd, 2011 3:06:02 AM

Tahni spends the trip speaking with the refugees, offering comforting words where able, and treating any exposed wounds. She uses the time to get to know the refugees, their professions, their relationships, but is distracted by the danger all around (Diplomacy to gather information: 5. Nat 1)

Going through her things, she finds the Scroll of Treeshape she recovered earlier, and offers it to Kreyton "I think it would be of more use in your hands" she says.

"This is not going to be pleasant" Tahni thinks to herself as Ms Cloverdale regains consciousness. "Why don't you go collect some water from the stream, Dende. I'll stay by Ms Cloverdale's side" she says to the boy.

Once he is out of earshot, Tahni places a hand on Ms Cloverdale's shoulder "Rest now. You are with friends." (Use Calming touch to remove any shaken/sickened status from Ms Cloverdale. Also, use Resistant Touch to transfer Tahni's +1 to Resistances over to Ms Cloverdale for 1min - just in case)

"Riddleport was attacked, and you have been very badly injured. There is no easy way for me to say this, but ..." she pauses to take a breath "... your unborn child has been stolen from you." (Heal check to continue treating Ms Cloverdale and stop her from getting worse: 29. Nat 20!)

Tahni looks to see if the dwarven woman who seemed to know about healing in the pavillion is about to provide assistance.

OOC: Question to DM: I'm assuming by the timeline that it's just passed noon? Just wondering if perhaps we setup camp here for the night, or if there is still plenty of travelling time left in the day.

When time allows, Tahni will attempt to identify each of the items that the party has uncovered. Per the desc: Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. So roughly 20secs per item? I've updated the spreadsheet with each roll in order assigned to each object in alphabetical order:
https://spreadsheets.google.com/ccc?key=0AinaNa7nFgVmdDJLNnAzSnhSMEJJV25qTFFMMGdlUkE&hl=en&authkey=CKXp7JEC#gid=0
Spellcraft DC to determine = 15 + Item Caster Level


========================
Spells Currently in effect:
Energy Channels: 3-3=0
Calming Touch: 7-2=5
Resistant Touch: 7-1=6
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat

Boomy HP 14/20 AC 17/17/16  d20+4=17 ; d20+4=10 ; d4=4 ; d20+4=7 ; d20+4=13 ; d20+4=12 ; d20+4=19 ; d20+4=17 ; d20+4=14 ; d20+4=10 ; d20=9 ; d6+3=6 ; d6+3=6 ; d6+3=8 ; d6+3=6 ; d6+3=8 ; d20+7=15 ; d20+7=9 ; d20+7=17 ;
Friday April 22nd, 2011 8:31:44 AM

Boomy tells Devlin to get the children to safety, along with the supplies, and he will take care of "Uncle Tomberry. Devlin, get the kids to safety. I'll do my best to hold this guy off. Perhaps I can lure him into another room and lock the door to give us enough time to escape. He hopes the rogue is able to understand that he wants the children to go because he doesn't want the boy to have to witness his Uncle's head getting chopped off. He then does his best to draw the Uncle's attention and dodge any attacks until the children are gone, after that he sets to work dispatching the zombie. Only if the child refuses to leave will Boomy try to lock it in the room / barn.

Actions:
--------------
Acrobatics to dodge attacks - 15, 9 17

Hit AC 17 for 6
Hit AC 10 - miss
Hit AC 7 - miss
Hit AC 13 for 6
Hit AC 12 miss
Hit AC 19 for 8
Hit AC 17 for 6
Hit AC 14 for 8

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28  d20=7 ; d20=8 ;
Friday April 22nd, 2011 11:25:43 AM

Bruagh goes around to each of the refugees, checking on them, praying with those want it, and offering words of encouragement to those who don't. He tries to get a feeling of morale knowing it is probably low.

Diplomacy: 7 + 8 = 15
Sense Motive: 8 + 5 = 13

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28  d20=7 ; d20=8 ;
Friday April 22nd, 2011 11:25:59 AM

Bruagh goes around to each of the refugees, checking on them, praying with those want it, and offering words of encouragement to those who don't. He tries to get a feeling of morale knowing it is probably low.

Diplomacy: 7 + 8 = 15
Sense Motive: 8 + 5 = 13

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+1=5 ; d20+1=3 ;
Friday April 22nd, 2011 1:09:17 PM

All for avoiding a fight but not quite sure as to Boomy's meaning Devlin asks the boys to help him hitch up the mules to the carts. Lets leave the old men to talk for a bit He says. Once everything is settled he will head back toward the main group.

Sense motive on boomy = 5
diplomacy to bring boys away = 3

DM Addison  d20+4=14 ; d20+4=23 ; d6+3=9 ; d6+3=6 ;
Saturday April 23rd, 2011 6:47:07 PM

Braugh and Tahni walk around the camp, praying and talking as needed.
Yes, morale is low... very low. Many people seem to be sick, some still with injuries. The children are scared stiff, the women hold the young ones and rock back and forth humming tunes to keep them calm.
The Gnomish man approaches Braugh and says, "I'd hate to say it, but our chances of survival are slim to none. Without you, we are surely dead. But without us to slow you down, your group would surely make it. I admire you for staying... I will collect herbs to make into tea and medicines, since it seems our supply is low."

Tahni tells Dende to run off, which he does without question and then she informs Ms. Cloverdale of what happened to her.
She looks like she would faint from the shock, if it were not for your healing expertise.
She replies, "I remember. I was reading the orphans a book about great dwarven heroes when we heard the explosion. Shortly after a white-faced man and a dark figure broke into the house. I swear I did all I could to save them! Oh if only Guy were here!" Her words are barely audible through her sobs, "He will never marry me now. His child. OUR child!"

She holds her stomach (You remember that you were also informed that it would take a Remove Curse spell or something of equal power to undo what has been done to her)

You know that in early Dwarven society it is generally frowned upon for a woman to be pregnant before being married, so it is likely that the couple was keeping it a secret. Though this is a very old tradition and the youngest generations of Dwarves feel that the race's low reproduction rate combined with the tendency to go to war justifies Dwarven births under almost any honorable circumstances.

---- Meanwhile a few miles away----
Devlin attempts to shuffle the boys out of the house so that Boomy can destroy the undead Uncle Tomberry. The strong, clumsy lad Durahan says, "No. I want to see this."

He refuses to leave, but does not object to Boomy attacking his former uncle. As a matter of fact, the boy draws his club and approaches Uncle Tomberry at Boomy's side! "Lets do this together." the boy says with tears in his eyes and a shaking hand.

Boomy first acts as a distraction, that gets the creature's attention. Then the boy walks behind his uncle and smashes him upside the head! (hit AC 14 and 23 for 9 and 6 damage). When the Zombie Uncle turns to attack the boy, he shrieks, but then Boomy's guirisame comes from behind, behedding the zombie.

The disembodied head is still biting as the body falls with a thud. Durahan smashes the zombie's brains to mush with his club. Then he drops the gruesome weapon and walks outside with the others, wiping tears from his eyes.

By the time Boomy, Devlin and the boys to retrieve all the supplies and return to the camp (which visibly raises morale) It is dusk.

Baenor and his wife immediately begin examining what the group has acquired: Oats, grains, 4 mules and two covered wagons! What a haul! (did you take the pearls?)

As it seems the group decides to make camp the refugees start a fire and begin cooking dinner- oatmeal.

Tahni takes her time to identify some of the items. It is obvious that the Silver and Cold Iron daggers are not magical, and that the pink potions are clearly the same, so I will adjust your rolls a bit to avoid overlapping.

Items found in RiddlePort successfully identified:
Potion #1 (necromancer's) = Undetectable Alignment (CL3).
Potion #2 (necromancer's) = Levitate (CL 3)
Potion #3 and #4 (pink)= Cure Moderate Wounds
Potion #5 (blue) = Remove Paralysis (CL 3, can only be used on one person)
Potion #6 (green) = Pass Without Trace (CL1)
Golden Bolts = Bolts of Undead Bane +1 x 20
Necromancer's Wand - Wand of Blindness/Deafness (10charges remain)
Ring of the Ram (20 charges remain)
Short Sword of Acid+1 (green runes that Devlin pocketed)
Bracelet of Friends

Not yet identified: Luna Ring and Dark Elf's broken short sword.

The large group sets up camp and a watch is set.
Perception DC 15 Highlight to display spoiler: {"There are a number of yellow eyes watching the refugees from the trees and bushes.}
Perception DC 20 Highlight to display spoiler: {"They are animals... probably hungry."}

Oh. And lastly: Everyone gets 500exp for surviving capture by pirates and saving refugees. Please record this on your character sheet noted with date and explanation of reward.


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 
Saturday April 23rd, 2011 8:08:28 PM

Ooc; Devlin grabbed the pearls yeah. How many bolts for the golden ones? I will set tahni, braugh, boomy, and kreyton, to the bracelet of friendship. Was the necklace that devlin lifted identified?

I'm thinking about taking weapon finesse at third level. It will allow me to fight in melee effectively. Any thoughts?

Addison: I forgot about the necklace. Where was it taken from again? Also, I thought you were trying to approve some ranged sneak attack feats in the Black Genie center. Like feinting with a ranged weapon or flanking from a distance or something? If you can 5-foot hop back, feint as move action, and then attack with a ranged weapon, then why would you need melee? That is... unless you are surrounded.

Devlin, I never heard anything about the feat I submitted. I brought something up about it a while back and I think zach said something too. I never heard anything from the genie. lifted the necklace from a pirate while we were captured.

RobC: I'll find out from the Black Genie how things are going there

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20=20 ; d20+7=9 ;
Sunday April 24th, 2011 4:09:53 AM

Tahni takes a seat next to Ms Cloverdale. "Tina. I have something for you. On the way to Riddleport we encountered a tavern under attack from orcs. A dwarven patrol was nearby. We fought side by side, and eventually won the day. A man was injured by the orcs though. Guy Baltar. He bade me to give this necklace to you". With that, Tahni reaches into her pack and retrieves the necklace, handing it over to Ms Cloverdale. "His arm was severed in battle, but he was as stubborn as a mule and refused to go down" she says with a smile "Before heading here, he asked me to convey his desire to marry you. He was worried that in an injured state, your love for him would fade. Though he wants nothing more than to spend an eternity by your side, he said he would bear you no ill will if you chose to leave him. Rest now. It has been a stressful day, and you have much to think about."

Being so focused on Ms Cloverdale, Tahni is oblivious to much else (Perception 9).

As dusk approaches, Tahni lights a small fire. Morale is understandably very low. The smart thing to do would probably be to lay low and quiet, but dwarves always honour the fallen. She calls the caravan together in order to fulfill her promise from earlier in the day to the elderly dwarven woman. "Friends, let us take a moment to remember those who have left us." Tahni then uses Ghost sound for some background music, and Pretigidation to change the shapes of the smoke raised by the fire. The shapes will be an ever-changing group of dwarves and gnomes of different ages and sexes going about various professions.

"Many loved ones have found eternal rest. Tonight, they are by Garguls side with our ancestors. But what of us, the living? It would be easy for us to simply give up hope. But that is not the dwarven way. It would be easy for us to just run and hide away in a corner. But that is not the dwarven way!" her voice grows in volume as she speaks. She pauses to let her words sink in before continuing.

"I see before me strong and proud people. Tonight, let us honour those that are no longer with us. We must celebrate their lives. Let their deaths give us the will to go on. Draw strength from their memory. No matter what, they will never be forgotten. So now, call out their names to the night! Scream them to the darkness. Make our enemies tremble as they realise that dwarves still roam the Scab, and whilst we draw breath, this land, our home, IS OURS!"

Perform(Oratory) = 20. Nat 20! Tahni - healer, childcare worker, and now public speaker :)

========================
Spells Currently in effect:
Energy Channels: 3-3=0
Calming Touch: 7-2=5
Resistant Touch: 7-1=6
Telekinetic Fist: 7

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless

Wizard Spells Currently Prepared:
Lvl 0 Ghost Sound, Prestidigation, Mage Hand
Lvl 1 Mage Armor, Shield, Expedious Retreat


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20  d20+6=26 ; d20+6=16 ; d20+6=23 ; d20+6=20 ; d20+6=15 ;
Sunday April 24th, 2011 9:46:17 PM

Devlin praises the teens on a job well done before sending them off to get some dinner. He scouts the perimiter of the camp before grabbing a bowl for himself. As he eats he listens to Tahni's speech, he gets lost in the moment and thinks back on tough times he himself had. At least this time he has friends to watch his back and some sort of purpose behind his actions.

As the night passes Devlin approaches Kreyton, In the morning do ya think you could teach the teens and myself some basics in woodcraft and tracking? They need ta be kept busy ta keep them out of trouble. Thanks

Devlin offers to take first watch and will show any of the teens who can't sleep more on stealthy movement and hiding in the shadows.

Perception = 26, 16, 23, 20, 15

Kreyton | HP 8/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=22 ; d20+12=25 ; d20+7=18 ; d20+12=24 ;
Monday April 25th, 2011 9:49:28 AM

Kreyton nods as Tahni speaks, his normally gruff facade giving way to an occasional tear as the night wears on. He says little beyond a couple of hear hears though.

When Devlin approaches him about training the kids, he nods. "It's a good thought. Yeah I can show em whats what and keep them in line. We'll be needing all the hands we can get to gather herbs and such if we're to survive, so it's a double boon."

As the night wears on, he tends to the fire. When the yellow eyes being to watch the group, he seems almost relieved. There is assurance in knowing here in the scab the natural cycle of predator and prey continues. He gathers some stones and sticks, fashioning some snares. He sees what he can do about some breakfast for tomorrow.

In the morning, he shows the teenagers and any who are interested some of the local plant life, and basic wood lore. He takes the time to identify which plants will be needed, and sets them to work gathering anything he thinks might be of use for the future.

OOC:
Perception 22
Survival: To snare some game for breakfast: 25

Teaching wood lore and basic plant gathering that the group will need, and foraging for needed herbs:
Knowledge: Nature 18
Survival: 24



Boomy HP 14/20 AC 17/17/16  d20+9=15 ; d20+9=15 ; d20+9=22 ; d20+9=12 ;
Monday April 25th, 2011 9:49:46 AM

Boomy looks around and notices yellow eyes watching the group. Lads, I think we better prepare ourselves. I can see yellow eyes through the brush. I don't know if they are animals or the pirates, but I don't relish the thought of waiting to find out. He motions for the rest of their group to join him, and draws his sword.

Actions
---------
Perception to see the eyes = 15,

Perception to stand guard = 15, 22, 12
P.S. Boomy took the pearls.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 7/28  d20=11 ;
Monday April 25th, 2011 11:31:10 AM

Bruagh claps the Gnome on the shoulder. "Know that I'll not be leaving you alone. Not until we get you somewhere relatively safe.

Bruagh remains stoic during Tahni's speech and show. His mind drifts back to better days. Days underground. Mornings hammering mithril into beautfiul armor, afternoons exploring the tunnels with his boy, and the nights snuggled next to his wife. The memory is painful yet welcome. It reminds him what he is fighting for, and why he can't abandon these people.

As Tahni's speech draws to an end, he gathers his thoughts, steels his resolve, and goes to see what Boomy means by yellow eyes.

Perception: 11

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