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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

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