WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

The Forged Archives


Return To Index


Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d8+2=9
Tuesday February 22nd, 2011 9:50:00 AM

Kreyton, seeing the necromancer fleeing, moves to block him while healing his ally.

"Keep pressing tha attack Braugh, I got ya."

OOC:
I'm not sure exactly where Braugh is, but I'm pretty sure I can reach him with a single move.
Move Action:move to be adjacent to Braugh
Standard action: Cure Light Wounds on Braugh, healing him 9



Max Silverhammer -- AC18/11/17 -- CMD 14 -- HP 13/13 
Tuesday February 22nd, 2011 10:54:48 AM

Max walks to where he can regroup with the rest of the party.

Naldin AC18/16/12 CMD17 HP26/26  d20=1 ;
Tuesday February 22nd, 2011 12:26:46 PM

Naldin slips as he tries to jump clear of the falling floor.

OOC: I guess it's time for Naldin to take some damage, huh?

Boomy HP 9/20 AC 17/17/16  d20+6=25 ; d3=2 ;
Tuesday February 22nd, 2011 3:52:32 PM

Boomy runs to the North West corner of the collapsing floor and throws his lasso out to catch those who are falling.

Actions
Move to corner of collapsing floor
Use Rope to save others (Escape Artist) = 25
(I want to try to help everyone if possible. If not I will aim for Devlin, assuming Tahni and the kid made it.)

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Tuesday February 22nd, 2011 5:48:28 PM

Ooc: Devlin made his save thanks though Boomy

Boomy HP 9/20 AC 17/17/16 
Tuesday February 22nd, 2011 9:37:34 PM

ooc: I had meant to save Naldin. I as under the impression everyone else made their saves.

DM Addison 
Wednesday February 23rd, 2011 12:07:20 AM

Wait. Does Prot from evil provide +2saves from non-evil targets? This is a trap yo, traps have no alignment.

RobC: Good call by the DM. Wording from the spell "First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures." Would the trap count as an effect created by an evil creature? Hmmm... DM call. If the trap was created by a spell, it would probably apply. If it was manually crafted and triggered, hmm... then perhaps not.

Addison:Well. I was going to only reveal it if someone inspected the traps, but for fairness' sake, the trap is just a mechanical trap with no magical influence. Except maybe a little magic to power the remote control that the Ninja used.

DM Addison  2d6=9 ; d20+6=26 ; d20+6=9 ; 2d6+4=16 ; 3d6=10 ; d20+6=14 ;
Wednesday February 23rd, 2011 1:34:00 AM

Tahni, despite being slightly encumbered by the clutching boy, manages to jump from the collapsing floorboards in time.

Unfortunately Devlin and Naldin were not so quick to react. Must be all that filling Ninjas with arrows got ya distracted.

There is a click from the floorboards as they suddenly drop and your world goes tumbling.
You fall for what seems like an eternity as time moves slower. Your view of the Ninja and Tahni becomes a view of wooden housing structure and then you see the cieling of the first floor.

Then, something flies into your vision, a rope!

Boomy reacts fast enough and dashes to his falling comrades, flings a rope out to them!

Devlin, by virtue of using Boomy's assistance to give him a +2 to the reflex save, wraps his legs around the rope as he falls, since his hands are taken up by crossbows. He hangs there upside down, looking at the first floor beneath him. Gimme a climb check to get up there. Whats the DC for climbing a non-knotted rope? Your about 10feet from the 2nd floor. Think you can do that in a round?

But Naldin's reactions are super slow because he is Shaken from the howl of the "baby". Give me another DC 15 reflex save to catch the rope! Fail this and you hit the bottom floor for 9 damage and you gotta run back up... or climb the rope.

Meanwhile, Braugh presses the attack and Kreyton provides some much needed healing. The paladin swings his mighty axe, but as the arc goes down, a SKELETAL HAND rises from the floor and catches Braugh's wrist! This stops the swing (which missed anyways), and the huge skeleton on the ground rises to stand as it grasps Braugh's wrist with a deathlike grip!

It stands 3 feet taller than braugh and has yellow bones with jagged teeth. It emits a howl and then thrusts its head at Braugh, biting a huge chunk from the Paladin's neck! (hit AC 26, didn't confirm crit with 9 for 16 damage. unless I'm mistaken, that puts you at 1hp)

The Necromancer steps behind the skeleton as his left hand powers the undead animation with the yellow glow. Then the glow stops and the Necromancer looks at the "baby" in his right hand. Suddenly the baby stops wailing.

The Necromancer speaks, "The dead will rule The Scab" and he takes several steps backwards and points his Goat Ring at the wall behind him. The translucent goat charges the wall and smashes into it for 10 damage. Not enough to destroy it.... yet. The Necromancer grunts in frustration as he points the ring at the wall again.

Then, the Ninja replies to Tahni, "Very well, I will honor your request. But first, know that the Indigo Brotherhood will always be the poisoned knife in your backs." and with that, he pulls another flask from his backpack and tosses it at Boomy and misses touch AC 14! The flask bursts next to Boomy, dealing 1hp of damage to both you AND the rope!

The floor is slowly catching on fire around Boomy and his rope that is supporting the weight of two dwarves.

Then the Ninja jumps out the window!

RiddlePort Orphanage Finale

RobC - Climbing an Unknotted Rope has a DC of 15. A Climb check that fails by 4 or less means that you make no progress. A Climb check that fails by 5 or more means you lose yoru grip and fall. A successful check allows you to climb at one-quarter your normal speed. Climbing is considered a move action.


Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20=14 ;
Wednesday February 23rd, 2011 2:07:30 AM

Tahni tries her best to deflect the incoming flask, but holding the boy hampers her ability to cast her spell (Arcane Spell failure). As flames erupt in front of her, and a battle ensues behind her, she is torn between where to assist.

She lowers the scared boy to the ground "Hush now. I'll be right here. Close your eyes. You can hold my leg if you like?".

With her attention now focused on the situation before her, Tahni conjures some water to put out the flames - focusing on the rope at first, and then the adjoining floor (Cast Create Water. Creates 2 gallons).

Fearing that even the mighty Boomy won't be able to hold onto the rope, Tahni grabs hold of it and braces herself (Strength Check / Aid Another : 13) "I swear, Devlin, it's time you cut back on those mutton legs" she groans.

Actions:
Free Action (Put boy on ground)
Standard Action (Cast Spell)
Move Action (Help Boomy with the Rope)

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 3/6)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

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

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 8/28 -- Enlarged 
Wednesday February 23rd, 2011 7:13:47 AM

OOC:
8 hp + 9 hp = 17 hp
16 dam - 2 dr = 14 hp
total hp = 3 hp left

FYI I am about to try and do an IC post but I can't view the map from my phone. I would wait until I got ho
e but I have to work a double so...

Addison: Just do the best you can. Yeah, I keep forgetting about your DR.

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil  d20+5=21 ;
Wednesday February 23rd, 2011 7:23:47 AM

Devlin hangs disoriented for a second before stowing his weapons and climbing up the rope. He makes quick work of the assent and pulls himself out of the hole easily. He nods his head in thanks to Boomy and Tahni. Got to keep me figure somehow lass. He says with a wink.

Naldin AC18/16/12 CMD17 HP26/26  d20=12 ;
Wednesday February 23rd, 2011 7:59:53 AM

OOC: Reflex save vs DC15....d20+5-2=15, will post IC shortly. I think this means I barely made it, right?

Addison: YEP! You caught onto the rope, now climb up!

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged  d6=6 ; d20+7=22 ; d10+6=13 ; 2d8(3+4)+6=13
Wednesday February 23rd, 2011 8:11:04 AM

Nose broken, bleeding, and slanted to the right, flattened against his face, lips cut and swollen, eye swollen and bruised, and his neck bleeding profusely, Bruagh feels his strength fading and stays on his feet purely by sheer force of will.

In what feels like hours but is actually less than a second Bruagh has a barrage of memories flood his vision. Memories of his family, seeing the crushed and mangled bodies of his wife and son, the amputated arm of the dwarven soldier Guy, watching his friend Frootloop fall before orc's, Devlin to Duergar and Tahni to undead. The bodies of the children, brutally torn burned and mangled in the room below, even the necrotic wound of young dwarven lad wrapped around Tahni's feet.

The visions leave and all Bruagh sees is the necromancer. Bruagh thinks of all the faces he just saw, lives torn apart and he knows this Fiend can't be allowed to live.

"Domi, after this is finished, your good and faithful servant will gladly an willing lay his life down, I only ask you give me the strength to rid the world of this Evil and protect my friends." Bruaghs prayer is quick, silent and heartfelt and Bruagh immedietly feels Domi's healing touch.

Knowing it's a last ditch effort Bruagh takes off running towards the necromancer, ignoring the skeleton. Once clear of the skeleton he drops his shield and grips his dwarven axe in both hands swinging it with all his might, Domi guiding his hand, trying to plunge it deep into the necromancer back.

Swift Action to Lay on Hands on self: 6hp
Move Action to move with in 10ft of Necromancer.
Free Action to drop shield and grip his Dwarven axe in two hands.
Standard Action: Attack Necromancer
Probably provokes AoO from skelly.

Edit: just realized I have been rolling as a medium weapon not large. Same damage lol.

Attack: 22
Damage: 13

Kreyton | HP 24/24 | AC 18/13/16 (-2 to these from charge) | CMD 12 Character Sheet  d20+3=5
Wednesday February 23rd, 2011 8:24:39 AM

As Braugh moves to the left, Kreyton charges up the center. Sadly his swing is not as strong as his determination, and he misses the necromancer.

OOC:
Charge to -M,3 (may provoke AOO if skelly can make more than one).
Attack Necromancer: Hit AC 5 (miss)
-2 AC for rest of the round.

Zach: I wiash I could but can't view the map. Feel free to pick where I end up based on my post. I can't view the updated map until tomorrow.

Oh no worries then. I'll assume you moved to a place on the left side, and go ahead and charge unless Addison objects.

[b]Addison[b]: That works for me! Charge him

Boomy HP 9/20 AC 17/17/16 
Wednesday February 23rd, 2011 10:33:26 AM

Pissed that his target jumped out the window, Boomy turns his attention back to the matter at hand. With Tahni's help, and feeling rather like a mule, Boomy slowly walks backwards with the rope and begins hauling the others out of the pit.

DM Addison 
Thursday February 24th, 2011 12:24:10 AM

sorry guys. my puppy is getting neutered tomorow. I just got home and tomorow is going to be a rougher day. post will come maybe 4pmish Thursday?

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Thursday February 24th, 2011 2:07:03 AM

OOC: Riiiiiight... "the puppy" is getting neutered ;)

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Thursday February 24th, 2011 9:37:25 AM

OOC: Is that what they are calling it these days?!?!

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged 
Thursday February 24th, 2011 10:15:26 AM

OOC: Come on guys quit "bustin his balls".

Devlin OOC: AWWWWW Snip! er snap

Zach OOC: You know, we really should probably quit joking at the expense of the DM and his dog... especially when I am almost dead. =)

Boomy HP 9/20 AC 17/17/16 
Thursday February 24th, 2011 3:19:16 PM

Come on...quit trying to get a rise out of him.

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged 
Thursday February 24th, 2011 3:21:47 PM

OOC: I'm sorry but this thread went from funny to crazy very fast.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Thursday February 24th, 2011 6:21:26 PM

OOC: Agreed. This thread has gone *puts on shades* balls up

DM Addison  d20+6=14 ; d20+6=8 ; 2d6+4=12 ; d20+6=15 ; 3d6=7 ;
Thursday February 24th, 2011 6:30:19 PM

(OOC: Thank you all for your concern. Ponyo is doing well, though I think he will not find doing inappropriate things to his stuffed cow nearly as enjoyable now. The vet did a horrible job on his stitchings though.)

Tahni casts an orison to create a couple gallons of water that effectively puts out the flame. Then she helps Boomy in pulling Devlin and Naldin up.

Meanwhile, Braugh and Kreyton press the attack. They push past the Giant Skeleton and rush the Necromancer! The Skeleton's claws get an AOO and scrape at Braugh's armor, but miss AC 14... but wait, don't you get a -1AC for being large sized? That means it hits you right? If so, you take 12 damage, bringing you to -1 right?

Braugh's axe splits into the Necromancer's side, crunching his bone armor and his bones beneath his skin alike. He wails in pain, and the Demonic Infant begins crying again. Kreyton's attack is deflected by bone armor.

The Giant Skeleton attacks Kreyton for its turn, but misses AC 8. The claws scrape against the oaken shield with a sickening sound.

The wail of the Demonic Baby is horrible indeed, Braugh and Kreyton roll DC 14 will save or be subject to the effects of this thing's voice.

The Necromancer, seeing that the Paladin is on his last leg, decides that this is the time to end this mess.

The Necromancer takes a step back and blasts a hole in the wall behind him. Then he runs and looks outside... and pauses.

RiddlePort Orphanage Finale




Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged  d20+5=23
Thursday February 24th, 2011 6:38:29 PM

OOC: Bruagh had his shield until he got past the Skeleton, so his AC was 16 at the time, he then dropped his shield lowering his AC to 14. That would still leave me at 9hp. If tha'ts not the case, let me know and I'll lay down =).

Will Save: 23

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Thursday February 24th, 2011 8:07:29 PM

OOC: Going to wait to see what happens with Bruagh before I post.

Zach: Hehe, me too...

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor  d20+7=16 ; d20+9=14 ;
Thursday February 24th, 2011 9:42:58 PM

The group looks the worse for wear, but only one person lies unmoving on the ground. Picking the boy up again, Tahni makes a bee-line for the downed woman. She makes haste, and tries to see any indication as to the womans state (Perception directly on the woman: 16, Heal: 14. Double move to E,2)

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 4/6)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

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

DM Addison 
Thursday February 24th, 2011 11:48:32 PM

Ok then, Your still up Braugh. The Skeleton missed. =)

Boomy HP 9/20 AC 17/17/16  d20+7=22 ;
Friday February 25th, 2011 7:09:24 AM

Boomy grimaces as he realizes there is another battle raging on with out him. Where the hell did that thing come from??? Immediately Boomy drops his rope and charges right up next to the skeletal behemoth. As he approaches he draws the kama he found on an obliging corpse and drops to his knees and slides a the last few feet, in an attempt to confuse the thing and dodge any on coming attacks before popping up next to the creature.

Actions
---------------
Run to -H/4
Acrobatics = 22 (To prevent an AoO from the skeleton)

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil  d20+5=23 ; d8=2 ;
Friday February 25th, 2011 9:57:22 AM

Thanks for the lift. Devlin says as he races towards the window in an effort to get a parting shot or two off on the fleeing ninja. Once he is close enough to the window to see his target he fires, the range may have been long but his aim seems true.

Actions:
Move to O,1 {move action}
Fire at ninja {standard action} = 23-2(2 range increments) Hit AC 21 for 2 damage
Reload {free action}

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged  d20+9=11 ; 2d8+6=13 ;
Friday February 25th, 2011 7:17:18 PM

OOC: Heh, I'm sick of rolling higher Damage than to Hit.

Bruagh charges the Necromancer, trying to keep him from getting away, and swings wildly.

Attack: 11
Damage: 13
Charge to: 1,2,-O,-N

Addison: Going up in size category tends to do that to ya. ;)

Zach: Oh, and here I thought it was from rolling a 2 on my roll. =)

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+7=20 ; d20+1=12 ; d20+1=16 ;
Saturday February 26th, 2011 8:22:46 AM

Kreyton shrugs off the babies wail, and presses the attack with Braugh, fearing that this thing is going to get away.

He attempts a gambit, and moves past the necromancer, leaving himself open to attack. He then attacks at the necromancers hands, attempting to force him to drop the baby.

OOC:
Move Action:Move to -Q,3: This movement provokes an attack of opportunity from the necromancer.
Standard Action: Disarm attempt.
-This also provokes an AOO from the necromancer, which hopefully the necromancer can not take as he used one on the movement.
-Disarm: 12 (hero point reroll): 16 vrs the Necromancers CMD or he drops the baby. *If the necromancer has combat reflexes, or for some reason doesnt take the first AOO presented, if his AOO for the disarm is successful the damage kreyton takes is applied as a penalty to the disarm attack.

How often do you get to disarm a baby?

Zach: I can't tell but depending on where you moved we might get the flanking bonus. Keep that in mind.

It's debatable if you add things like flanking to combat maneuvers. I can see it both ways, and not wanting to make a ruling on it without more research, I just left it out :P - Troy

Zach: I've always allowed it in my games because: Flanking isn't making you better at striking the enemy, but forcing the enemy to defend more than one position. Since he is focusing on two places at once his defense isn't as good. Look at it this way. You are more apt to deflect a punch if it's one on one than you are if you are worrying about someone else punching you in the back of head. Just sayin.[/b]

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 9/28 -- Enlarged 
Monday February 28th, 2011 5:52:14 PM

Bruagh prays that he and Kreyton can finish the necromancer and the baby before they succumb to the skeleton.

OOC: I'm here, just checking in.

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Monday February 28th, 2011 8:06:28 PM

Devlin readies himself to fire upon the ninja again.

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor 
Tuesday March 1st, 2011 12:02:42 AM

Checking in...

DM Addison  d20+10=20 ; d20+3=11 ; d20+6=18 ; 2d6+4=15 ; d20+6=10 ;
Tuesday March 1st, 2011 12:09:51 AM

Tahni moves to assess the damage that the blonde dwarven woman has succumb. Her face is pale and her stomach seems to have a black haze about it.
Knowledge Religion DC16 Highlight to display spoiler: {This is some sort of curse.}
Knowledge Religion DC 20 Highlight to display spoiler: {This is a curse that is from the Abyss!}

Devlin runs to the window and takes a long-distance shot at the fleeing Ninja. He looks outside and sees the man running for his life. The bolt strikes true and the Ninja falls to the ground as it plugs into his backside. He turns around, sees Devlin, and then runs for cover behind a pile of bodies.
Perception DC 20 to see him or you can't shoot at him again.

Meanwhile, Boomy charges at the skeleton and slides on the ground like a baseball player to avoid any attacks of opportunity.

Braugh attacks the Necromancer again, swinging his axe in a downward arc that smashes the planks of the floor, creating a rift to the bottom floor.

As the Necromancer steps left to avoid the attack, Kreyton steps in and places his club between the Necro and the baby. With a swift motion, he swipes the demon from his grasp. Hero point for Kreyton for disarming a demon baby! (OOC: Yeah, flanking gives +2 to basically everything in my game)

The Necromancer's grey eyes go wide as the baby drops to the ground and emits a horrifying scream when it thumps on the floor.

Then, the Giant Skeleton's claws come from the back and rip through Braugh's flesh! hit AC 18 for 15 (13 with your DR) damage! So your at -4? Fort save to stop bleeding.

As Braugh's blood sprays into the air, the Necromancer sets his eyes on Kreyton.

He raises his ring and shoots another translucent blue goat (miss AC 10). Kreyton sees it coming and ducks the charging spectre and it smashes through the wall behind him.

Then the Necro bends down to grab the baby (attack of opportunity for Kreyton).
After that is resolved, the Necro will take a step back and fall down to the ground below holding the baby (unless something stops him during his turn)

Riddleport Orphanage Finale



Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil  d20+6=19 ;
Tuesday March 1st, 2011 12:24:34 AM

Taking cover behind the window Devlin scan the ground for his target. Unable to find him amidst the corpses he moves forward providing cover for Tahni and the boy. Go ahead lass see to the woman she looks ill. Devlin says while quickly checking that his weapons are loaded.

Actions:
Perception = 19 (Bahh missed it by 1)
{move action} Move to K,1
{Free action} Make sure crossbows are loaded
{ready action to shoot} Cover Tahni and the boy


Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat  d20+8=17 ; d100=40 ; d20+9=16 ; d20+7=25 ;
Tuesday March 1st, 2011 12:38:23 AM

Knowledge Religion check: 16

From this distance, the elven woman doesn't look at all well, and Tahni questions whether her own abilities will be sufficient to help the woman. The more pressing matter is that Bruagh has slumped to the ground.

Drawing power from the arcane, Tahni makes haste to get to Bruagh as quickly as she can (Cast Expedious Retreat and move to -E,2 Arcane Spell %: 40. Success. Tahni's base speed is now 50ft)

Stopping next to the elven woman, Tahni will check to make sure the woman is stable (Heal check now that Tahni is alongside the woman: 16. Perception check now that Tahni is alongside the woman: 25. Also wondering how similar the wound is to the one the boy suffered)

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 5/6), Expedious Retreat (Rnd 1/6)

Energy Channels: 3-2=1
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -4/28 -- Stable  d20+9=19 ;
Tuesday March 1st, 2011 5:57:48 AM

Bruagh feels the skeleton claw into his back and then nothing. The Paladin stood as long as he could with a broken face, gashed neck, cut arms, and clawed back. He seems stable yet remains unconscious and his breathing is regular if shallow.

Fort Save: 19. Stable!

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+1=8 ; d20+1=21 ; d20+1=8 ; d20+1=5 ;
Tuesday March 1st, 2011 8:48:24 AM

As the necromancer leaves himself open, Kreyton attempts to trip the necromancer as he bends down to scoop up the baby.

Following up, he tries to grapple the mage to keep him here, but he fails to get a meaningful hold.

OOC:
Attack of Opportunity in response to first movement action: Trip attack CMB 8 (Hero Point Reroll: 21).

Standard Action: Grapple the Mage: CMB: 4...blarg (Hero Point Reroll: -1..double blarg) I'm guessing that fails :P

Addison: You have a shield and a club. Don't you need a free hand to try to grapple? Hmm.. Maybe not considering a leg-lock would work.

Actually no, but you do get a -4 penalty if you do not have two free hands, which I forgot about. Not that it would matter with that roll, but I corrected it with the -4 :) -Troy

Boomy HP 9/20 AC 17/17/16  d20+7=23 ;
Tuesday March 1st, 2011 8:39:26 PM

Watching as the necromancer attempts to escape, Boomy ducks around the skeletons attacks and runs up to its master and his daemon child. If he can help it, they will not get away

Actions
------------------
Acrobatics to avoid AoO =23

Move to Q/2

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Wednesday March 2nd, 2011 12:30:43 AM

OOC: No Lee or Hawk for the past week. Suggest the game just keeps on going

DM Addison 
Wednesday March 2nd, 2011 2:29:31 AM

Boomy?

Boomy HP 9/20 AC 17/17/16 
Wednesday March 2nd, 2011 3:18:27 AM

I posted two posts above yours. It is short due to my crazy 60hr work week. Is there a problem with it?

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -4/28 -- Stable 
Wednesday March 2nd, 2011 6:19:02 AM

We have lost Lee, Hawk, Archie, and Evie. Not good.

Devlin -- 18(20*)/14(16*)/14(16*) -- DR 1/- -- CMD 15 -- HP 14/20 *vs evil 
Wednesday March 2nd, 2011 9:28:14 AM



and than there were 5

Tahni -- AC14/10/14 -- CMD 10 -- HP 14/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Wednesday March 2nd, 2011 9:30:25 AM

I count 5: Tahni, Devlin, Bruagh, Kreyton and Boomy. Well, for now anyway - Hawk and Lee will hopefully get back into things soon.

DM Addison 
Wednesday March 2nd, 2011 2:04:42 PM

Oh snap. my bad, didn't see it there. ;)

DM Addison  d20+6=20 ; 2d6+4=10 ;
Thursday March 3rd, 2011 12:46:10 AM

Devlin, not spotting the ninja, moves to give Tahni cover as she casts a spell to hasten her feet and makes the way to Braugh's bleeding, but stable, corpse.

Tahni can tell from her knowledge that the wound is quite different from the one the boy received. The boy's wound is a black necrotic ooze, almost like a shadowy poison. The woman's stomach is more just gray, drained of life, with a black haze about it. Her knowledge of all things Arcana allows her to assume that a Detect Magic spell plus some rounds of concentration would probably tell her more.

As the Necromancer bends to pick up the baby, Kreyton sticks his club between the guy's legs and trips him flat on his back. The subsequent grapple attempt fails miserably.

Boomy's actions have some controversy. The Acrobatics skill says that you can move at half speed while avoiding attacks. Moving through the enemy's space adds +5 and moving at full speed adds +10 to the DC. The CMD of the Giant Skeleton is 10base+2BAB+2DEX+4STR +2huge size = 20. You rolled a 23, which is only 4 higher than the DC. That means you can only move at HALF speed (15feet per move action = 30feet total), and NOT through the Giant Skeleton's space.

But you get to roll acrobatics again to reach there next round. I think another option would be to just take the AoO and run full speed.

make sense? I put you 30 feet to the necro.

But either way, the same result happens!

After the heroes act, the villains do.

The Giant Skeleton takes a 5footer over to the Tumbling Boomy and promptly skewers the monk with two bony claws! (Hit AC 20 for 10 damage! Oh Noooo). at -1hp? Roll to stabilize.

The Necromancer, lying on his back, injured, and really angry, decides that some things are more important than self-preservation.

He reaches over as Kreyton tries some sort of awkward leg-lock and grabs the Demon Baby. He then clutches the screaming infant close to his breast and rolls 5-foot north...

out the window.

He falls, you hear a thud

(BTW the Necro's CMD was 10base+1bab=11. Grappling and tripping was the correct counter.)

RiddlePort Orphanage... is it over yet?



Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat  d6=5 ;
Thursday March 3rd, 2011 1:36:54 AM

OOC: Last round of Prot from Evil on Devlin!

It would take some time to heal this woman, and time seems to be against the party at the moment, as Boomy's body goes motionless.

Moving with great speed, Tahni makes her way behind the skeleton and closer to her fallen comrades before unleashing her final healing burst for the day (Move to -O,5. Use last Energy Channel for the day. Tahni, Kreyton, Boomy, Bruagh and the boy are all healed for 5pts. Sweet!). She holds the boy tight to her, and says a silent prayer to Alemi that the party still has enough strength to defeat the foe before them.

====================
Spells Currently in effect: Mage Armor (1hr), Protection from Evil on Devlin (Rnd 6/6), Expedious Retreat (Rnd 2/6)

Energy Channels: 3-3=0
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -


Boomy HP 9/20 AC 17/17/16 
Thursday March 3rd, 2011 3:05:05 AM

Boomy opens his eyes....I'm not dead? Am I immortal?

ooc: Is the skeleton still alive and attacking? This will effect Boomy's actions.

RobC:: I'd say it's still alive and it's last action was to attack you. To quote my wife on seeing a spider: "Kill it! Kill it!"

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -4/28 -- Stable  d8+1=5 ;
Thursday March 3rd, 2011 6:54:06 PM

Bruagh reaches back into his bag and pulls out a potion, drinks it, then stands up giving the large skeleton ample opportunity to attack him.

Swift Action: grab potion of cure light wounds
Standard Action: drink potion of cure light wounds (AoO)
Move action: stand from pone (AoO)
Heal: 5hp

DM Addison 
Thursday March 3rd, 2011 7:03:32 PM

Make sure to update headers. Braugh should be at 6 and Boomy should be at 4 right?

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Thursday March 3rd, 2011 7:21:59 PM

OOC: Correct Addison. Also - sorry Bruagh - when does the enlarge end?

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 6/28 -- Stable 
Friday March 4th, 2011 6:34:43 AM

If I counted correctly it's 2 more rounds. So this round and next round, I am enlarged, the following round should be back to normal.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+1=4 ;
Friday March 4th, 2011 8:32:18 AM

Kreyton sighs as the necromancer escapes. At this point though following would likely mean death for his companions, and probably himself.

He turns his attention back to the skeleton, moving up to take a swing.

OOC:
Move action: Move to -M, 3 (provokes AOO if he has reach)
Standard Action: Attack Skeleton, Hit AC 4 (thats a miss)

Boomy HP 4/20 AC 17/17/16  d20+3=12 ; d20+3=18 ; d6+3=6 ; d6+3=6 ;
Friday March 4th, 2011 9:28:43 AM

Realizing the the necromancer has fled, Boomy turns his attention towards the skeleton behind him. Stabbing at the walking bone-yard with with a flurry of blows, his siangham whistling through the air, he tries to lay the creature to rest once and for all.

Hit AC 12 for 6 dmg
Hit AC 18 for 6 dmg

Naldin AC18/16/12 CMD17 HP26/26 
Friday March 4th, 2011 7:04:26 PM

OOC: A thousand apologies for my lack of posting to all you guys. I beg your forgiveness!

Naldin rolls out of the hole dazed and confused as if he'd lost several minutes of time. He looks and sees the ninja is no where to be seen and a giant skeleton is now attacking. further into the room with the necromancer at the far end. At a full run, Naldin heads for the skeleton, as it appears to be the only threat moving.

ooc: I think that gets him to -A,5 if I counted right.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Saturday March 5th, 2011 2:18:16 PM

Wanting to give his companions a moment to regroup Devlin fishes through his pockets to find something useful. He fingers brush across a small figurine of a knight. A worried grin comes to his face as he pulls it out and says the command words. Silent Knights Suddenly four Dwarven knights in Shining plate armor surround the skeleton waving their weapons menacingly at the creature. At em lads Devlin shouts as he moves forward making as much noise as possible, trying to hide the fact the knight are making no noise of their own. Devlin moves forward attempting not to disturb the bodies strewn around him.

Actions:
{move action} Find and use Silent Knight figurine
4 knights appear 1 at J,1/ M,1/ J,3 and M,3 (per the silent image spell)
{move action} Move to G,1 making lots of noise.


Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 6/28 -- Stable 
Monday March 7th, 2011 4:53:46 PM

Bruagh looks at the four new dwarven knights appear and can do nothing but blink.

Highlight to display spoiler: {OOC: Just checking in.}

Boomy HP 4/20 AC 17/17/16 
Monday March 7th, 2011 5:04:32 PM

Blessed be Domi! thinks the old monk. Hopefully this overgrown chew toy will attack one of them and leave me alone.

ooc: Great to have you back Naldin. I understand how life gets in the way of gaming. If you ever need a break in the future, let us know. One of us will gladly fill in for you if needed.

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Monday March 7th, 2011 11:43:50 PM

OOC: Checking in ....

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Tuesday March 8th, 2011 7:10:58 AM

Ooc: checking in.

DM Addison 
Tuesday March 8th, 2011 9:48:43 AM

Sorry guys. Mardi Gras 4-day weekend is coming to a close and as it does, a post will pop up later today. =)
Anyone wanna hear stories of how AT&T sucks soooo bad in populated areas?

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 6/28 -- Stable 
Tuesday March 8th, 2011 10:09:58 AM

Hehe I have no trouble in D.C. or Baltimore, but back home in MS is bad.

DM Addison  d20+6=25 ; d20+6=11 ; 2d6+4=9 ;
Tuesday March 8th, 2011 5:11:28 PM

Tahni provides some much needed healing power.

Braugh springs up and drinks a potion. As he does so, the Skeleton gets an AOO. It grabs Braugh by the neck and lifts the dwarf up to its gaping jaw as the Paladin drinks the potion. Braugh enters the hollow jowls and blood spills as it bites into him again and again.

Hit AC 25 for 9 damage. 7 because of the DR. Well, howabout that?

Kreyton and Boomy begin attacking the skeleton, each chipping away at its knees and shin bones and Naldin.

Devlin brings up an interesting case. How would the image of four knights change the attack/defense patterns of an unintelligent undead. The description of undead template states they have "Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)."

SO. I rule that any unintelligent thing faced with such a circumstance will simply attack anything random about it. So I'll roll a d6 and figure out who its going to attack... Oh wait, it rolled an 11 for its attack roll, which misses everything.

The Skeleton is the only thing that stands now, and its not moving from the looks of it, so we can go without a map for now eh? Please refer to the previous ones if you need to though.



Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Tuesday March 8th, 2011 9:32:20 PM

Seeing Bruagh dying (again) Tahni reaches out to stabilise her dying friend (Cast Stabilize on Bruagh)).

"Where did those other dwarves come from?" she wonders to herself, eyeing the knights in silver armor.

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

Energy Channels: 3-3=0
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -


Boomy HP 4/20 AC 17/17/16  d20+3=13 ; d20+3=23 ; d6+3=6 ; d6+3=5 ;
Tuesday March 8th, 2011 10:41:58 PM

If possible, Boomy moves to get a flanking bonus on the skeleton. Once again the monk uses a flurry of blows to attack, smiling as his weapon connects and finally enjoying weapons that can over come damage reduction.

Hit AC 13 for 6 dmg
Hit AC 23 for 5 dmg

Rolls do not have a flanking bonus added

DM Addison 
Wednesday March 9th, 2011 12:10:52 AM

Sianghams are piercing, bludgegon overcomes the DR of skeletons. Wanna swap to your ninchacku?

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Wednesday March 9th, 2011 1:12:53 AM

OOC: Was also going to ask about the skeletons attack roll. An illusion created by Silent Image disappears when interacted with, and would have no AC I'd imagine. A roll of 11 may have gotten rid of one of the knights

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP 6/28 -- Stable 
Wednesday March 9th, 2011 6:26:18 AM

OOC: Did the AoO keep Bruagh from drinking his potion? If so he is unconscious, if not he is still up for the fight.

Addison:you drank it. Your in its mouth, beat its grapple CMD to get out of its mouth. Or attack from the inside. Your call.

Boomy HP 4/20 AC 17/17/16 
Wednesday March 9th, 2011 10:25:35 AM

Yes

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+6=20 ;
Wednesday March 9th, 2011 11:14:59 AM

Devlin moves forward to check on the Dwarven woman and offers her a sip of water from his canteen. Be still, once we get this place safe we will get you out of here. Scanning the area he makes sure nothing else is sneaking up on the group or moving on the ground.

Actions:
Move to dwarven woman and give water.
Perception = 20

OOC: Finally found a good picture to depict Devlin, check it our in my character sheet.

Naldin AC18/16/12 CMD17 HP26/26  d20+2=15 ; d12+6=9 ;
Wednesday March 9th, 2011 12:33:29 PM

Naldin drops his bow and deftly swings his axe around and makes an attempt to put an end to the skeleton once and for all. (Quick draw on the axe).

to hit (d20+5+2)=20
damage (d12+4+2)=9

Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -1/28 -- Stable 
Wednesday March 9th, 2011 3:14:46 PM

Bruagh is unconscious in the creatures mouth.

OOC: Sorry, I made a math error, so yeah unconscious.

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Wednesday March 9th, 2011 9:10:00 PM

OOC: Seems Kreyton (Troy) has gone AWOL...

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+1=17 ; d6+1=2 ;
Wednesday March 9th, 2011 9:19:38 PM

Kreyton continues to swing at the skeleton, the only action he has left.

OOC:
Hit AC 17 for 2 damage.

Just FYI, Kreyton is completely out of spells and abilities. He's down to hit it with a stick.


DM Addison 
Wednesday March 9th, 2011 11:39:04 PM

Everything moves in slow motion and Ave Maria sets the tone

Boomy smashes the Giant Skeleton's knees in with two simultaneous strikes.
Naldin steps up as the beast falls and slices the spinal chord in twain with his greataxe.
Then Kreyton finishes it off by smacking the falling giant skull like a baseball with a bat and it flies out the window, splintering all the way.

Braugh falls unconscious from the beast's mouth in the midst of all this, into Tahni's waiting arms. He is bloody, shrinking to normal size, and absolutely exhausted, but stable.

Devlin rushes to the aid of the woman and brings water to her lips. It strikes her mouth and falls down her esophagus.

She immediately begins convulsing, almost seizing. Her eyes are heavily dilated and her body is trembling violently. Her stomach is a dingy grey color.

Tears stream down her face.

You sit in a room of blood and gore. Howls of undead beasts from the outside rip through the night air. Screams of innocents still ring from far away areas.

The sun set in the middle of the fight, now a dingy twilight is hitting.

Everyone gets 1000exp and a hero point.

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Thursday March 10th, 2011 1:11:23 AM

OOC: Phew!

Tahni takes a moment to assess the situation. "I don't fancy leaving here in darkness with all of those undead out there. Perhaps we can barricade the ground floor somewhat? Take shelter here for the night and tend the wounded?"

Moving away from the windows, Tahni lowers the young boy she has been holding to the floor. "There lad, it's ok now. My name's Tahni. Do you feel up to talking?" She will take a small piece of blue candy from her pocket and offer it to the boy.

====================
Spells Currently in effect: Mage Armor (1hr), Expedious Retreat (Rnd 4/6)

Energy Channels: 3-3=0
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+7=22 ; d20+10=23 ; d20+9=12 ;
Thursday March 10th, 2011 1:55:44 PM

Once the imminent danger is past Devlin begins scanning the room for any traps left attempting to disarm and remove any that remain. Tahni, you may want to check on the blond lass, she not be lookin to well. I'm not too excited about staying in this room with its current.....condition. But we are all tired and be needin some rest. I can take the first watch.

Perception for traps = 22
Disable Device = 23
Stealth = 12

Boomy HP 4/20 AC 17/17/16 
Thursday March 10th, 2011 1:57:59 PM

Taking a moment to catch his breath, Boomy thanks Tahni, who he assumed must have healed him, and looks around at what remains of the orphanage. Immediately he begins collecting the ninja's broken sword and his rope that was left by the pit. He then moves towards the charred skeleton on the south east portion of the map and beheads it, just to be safe. After the tripwire is disabled (by someone more skilled than he is), Boomy will collect the wire and other items spread throughout the room (particularly the frying pan).
He then sets to work checking the bodies of the fallen, the trunk, foot lockers, and the desk in the southern part of the map. Just a thought, but if we are to stay here tonight, perhaps we could pile the furniture up next to the collapsed section of floor and block that way in, and block the windows to keep the ninja out.

Actions
--------------------------------
Perception = 13 (+2 was my skill points, not my modifier)
Oops: Submitted that in a private post to the DM.

Collect Broken Sword, my Rope, frying pan, and any other goodies.


Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -1/28 -- Stable 
Thursday March 10th, 2011 9:42:29 PM

Bruagh's broken body lays unconscious on the ground near the skeleton. It is obvious he has nothing left to give...

OOC: I only ask if we get moved and I am still unconscious, someone pick up Bruagh's shield... I don't want to jump across any bridges to recover this, like last time.

Boomy HP 4/20 AC 17/17/16 
Thursday March 10th, 2011 9:51:06 PM

ooc: Boomy will collect it, along with any other items he can find. If you have a potion left, Boomy can feed it to you also. Remember, the DM gave us a few and I earned everyone one potion of CLW for recruiting players.

Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat  d8+1=9 ;
Friday March 11th, 2011 12:42:08 AM

Sorry Bruagh! I've got some potions right here...

Awaiting the boys answer, Tahni withdraws a potion from her pocket, and carefully feeds the contents to Bruagh. (Use CLW potion: Bruagh is healed for 9. Nice)

====================
Spells Currently in effect: Mage Armor (1hr), Expedious Retreat (Rnd 4/6)

Energy Channels: 3-3=0
Calming Touch: 7-5=2
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -


Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Friday March 11th, 2011 7:17:03 AM

Kreyton eyes the situation.

"If we take out the stair case, up here may be the best defense against the horde. But taking out the staircase would be loud. I agree we have to rest. We've got no more fight in us."



Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat 
Friday March 11th, 2011 9:01:23 AM

OOC: Now Naldin has gone missing...

Naldin AC18/16/12 CMD17 HP26/26 
Friday March 11th, 2011 5:50:20 PM

ooc: I'm not gone yet... :)

Naldin gathers his bow and takes in what's left of the battlefield. Listening to the suggestions, Naldin says, I'll go with whatever you folks decide. Either way, I'll take first watch, since I seem to be among the most fit.

Naldin starts by checking the windows to make sure they are secure from unwanted entry and can still be fired from if needed.

DM Addison 
Saturday March 12th, 2011 4:43:01 AM

The group is exhausted and decides to hold up in the building tonight

Thani and anyone who wants to assist, please roll a DC 15 heal check to keep the Blonde Dwarven woman from convulsing to death. Shes shaking violently and her face is getting pale.

This may take several hours out of the night. Ever looked at the heal check rules for long term care

Braugh gets some much needed potion in his mouth and his wounds heal enough so he can stand. Though his vision is blurry and things are quite wobbly in his head.

Devlin looks for at the traps and sees that there is still one trip wire left. He sits down and begins to figure out how it works. It's apparently linked to a board in the floor that is holding up the entire right side of the room. If you tug the wire, then the wire pulls the board, collapsing everything. It would take a hot half hour+ to gather a sturdy enough bracing for the floor planks to disarm the tension on the wire safely.

So much to do. Be careful

Naldin volunteers to be the first watch. He gathers what supplies he can find from the house.There is little to chose from

Boomy focuses on the broken weapons. He sees red runes in the blade and a red gem in the haft of the Dark Elf's short sword. He also grabs a frying pan and notices that there are a number of Egg Cartons in the corner of the room.

That ones for free. How much food did you guys grab?

Kreyton closes all the windows (?) and tries to barricade the stairwell.

If you wanna download the images for your map I used go to this forum: http://forums.rptools.net/viewtopic.php?f=10&t=806



Tahni -- AC14/10/14 -- CMD 10 -- HP 17/17 -- Familiar: Daya -- Mage Armor, Exp. Retreat  d20+9=29 ; d20+9=10 ; d20+9=12 ;
Saturday March 12th, 2011 7:46:01 AM

OOC: Heal Check: 29. With a roll that high, it might even qualify for a Treat Deadly Wounds - meaning the woman would be healed by 4 + her level. If that's the case, then a 2nd heal check for Long Term Care = 10. A 3rd heal check for the boy: 12

Tahni does her best to treat the womans wounds, but she knows they are unnatural. She calls forth some water in her palm with an orison (Create Water) and encourages the woman to sip what she can. Still concerned by the womans health, Tahni motions for one of the men in the party to carry the woman to one of the beds where she would be more comfortable. Daya - Tahni's familiar - takes a perch on the bedhead, eyeing the woman for any signs of improvement.

"You too, lad. You need to get some rest." she says to the boy.

Tahni then turns her attention back to the group "I'd suggest that while we're on watch, we each check over this place to see what supplies we can find. It's likely we'll need them. I think I saw a desk down that way - " Tahni indicates with a nod towards the southern end of the room " - it might be worth checking over the papers, see if we can find anything that relates to the Indigo Brotherhood, whoever they are"

OOC: Tahni still has 2 calming touches left for the day, so will use them if they would assist anyone. I also recall seeing a desk in an earlier version of the map. Other things I'd like to check include the chests at the foot of each of the beds, the bookcase, the clothes hamper, under the mattresses of each bed, in the cot with the pacifier, the teddy bear that looks like a voodoo doll and the body at I,9 - looks like a guy in armor

====================
Spells Currently in effect: None

Energy Channels: 3-3=0
Calming Touch: 7-5=2 (Heals 1D6+1 Non lethal damage. Removes fatigued,shaken,sickened status)
Resistant Touch: 7
Telekinetic Fist: 7-1=6

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Guidance, Create Water
Lvl 1 -

Wizard Spells Currently Prepared:
Lvl 0 Acid Splash, Prestidigation, Mage Hand
Lvl 1 -

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20  d20+10=28 ; d20+10=23 ;
Saturday March 12th, 2011 1:26:36 PM

Devlin sets about trying to make the area as safe a possible to stay in over night. We may want to stay in the sleeping area the floor seems more stable over there. He will make sure whatever area is used is safe to sleep in.

Disable device checks = 28, 23

Boomy HP 4/20 AC 17/17/16  d20+4=6 ; d20+4=20 ;
Sunday March 13th, 2011 11:32:13 AM

After he finishes checking the desk, trunk, ect, Boomy tries to offer Tahni his assistance. Aye lass, I think some clean bandages over her stomach might be a good idea. (healcheck = 6) After making it thoroughly clear that he knows nothing about this type of injury he turns his attention to finding some food for the group and , god willing, some healing potions. In a house full of kids, people must be getting hurt all the time...must be somethin here that could help us. As he searches, Boomy decides he will pretend that his injuries had made him foggy headed, and that he really knows more about medicine than he just displayed.

Actions
---------
Heal=6
Survival (find food, potions, useful items) = 20

ooc:Boomy would prefer a later watch, in order to gain some more health back first.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=24 ; d20+10=22 ; d20+10=14 ;
Monday March 14th, 2011 9:43:07 AM

Kreyton spends the night assisting in the tending of the woman, after seeing to the defenses of the room. He tosses the bodies out the window and generally tries to clean up the gore with create water spells as needed, hoping to make the room a bit more comfortable for everyone.

"We've been running ragged, now that we got a chance to think. What should we do? Going here was our plan."

OOC:
Some heal checks: 24, 22, 14



Bruagh Stormbringer AC 15/10/15 -- DR 2/- -- CMD 19 -- HP -1/28 -- Stable  d20=11 ;
Monday March 14th, 2011 12:32:02 PM

Somewhat recovered, Bruagh will assist Tahni with the woman and boy in anyway he can.

Aid Another: 11 gives a +2 to Tahni's heal checks.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 

Monday March 14th, 2011 12:36:45 PM

Devlin nods at Kreyton, I say we stick with the original plan. We may not have prisoners but we should still find the local law. Perhaps they can give us some more info. If anything we can see what help we can offer them. Devlin gazes out the window at the utter destruction that was a town. If there be any help we can offer.


Naldin AC18/16/12 CMD17 HP26/26 
Monday March 14th, 2011 1:52:21 PM

OOC: Hey guys, I got some bad news. I've had to be put in the hospital for a bit. Hopefully only a few days or so. My access to the internet is very limited, so could someone take on Naldin for a bit? I'll post when I can get back on regularly, again, hopefully not more than 3-4 days. I'm not picky who does it, I trust all of you.

Thanks!

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 14/20 
Monday March 14th, 2011 7:11:41 PM

Ooc: get well soon.

Boomy HP 4/20 AC 17/17/16 
Monday March 14th, 2011 8:06:28 PM

I have a busy schedule the few days, but I can sub for Naldin the 17-20th.

DM Addison 
Tuesday March 15th, 2011 1:58:17 AM

Tahni assesses the woman's situation and Braugh carries her to a bed. She knows from her knowledge of health that she is burning up! A fever of 107 from what the back of your hand says. The water you create is cool and you place it on her jugular and face area. It calms her.

She stops convulsing, but her pupils are still non-responsive. But the problem is in her stomach, its a dull black color and it does not seem like a normal affliction. Perhaps a curse of some sort? It may require magic to cure totally.

Devlin takes his time to secure the trap and allow for the second floor to be save to traverse upon.

Boomy gathers food and supplies. He finds a crate of eggs, a frying pan.

Kreyton throws bodies out of the window, which brings some curious Zombies to feast.

The desk reveals little other than children's drawings of horsies and such. Nothing pertaining to the Indigo brotherhood. The only interesting thing are a couple of scrolls hidden in the back of the desk drawer they are covered in scribbles and needa bit of cleaning up, but Knowledge Acrana would reveal their writing.

Inside the trunks you find a number of children's items. Coloring books, bits of chocolate.

The woman calms down and becomes stable about halfway through the night

The group contemplates the next plan of action: Find the local authorities? Sure, if its out there some where.

The group sleeps for the night, Naldin taking the first watch and Boomy close to the last. The woman wakes up in cold sweats every hour or so, making the sleep very restlesss.

----------------Rest 8-hours------------------

Then, in the foggy morning, you awaken to the sound of CANNONS.

Explosions ring through the air. A quick look out the window reveals dirt clouds and zombies being thrown about, limbs in pieces. A ship is in the far distance to the bay, about 300 yards south. Perception to see things.



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+10=14 ; d20+8=26 ; d20+8=15 ;
Tuesday March 15th, 2011 5:37:49 AM

The scrolls seem interesting, and Tahni tries to glean whatever information she can from them (Knowledge Arcana: 26. Spellcraft: 15)

Having had a chance to rest for the night, Tahni takes the opportunity to better equip herself by memorising spells she hopes appropriate to the day. Whilst the others enjoy a meager breakfast, she uses an orison to try and gain a better understanding of the blonde woman's wound (Cast Detect Magic and focus on the woman for 3 rounds). Once done, Tahni will also stand in the middle of the room and use the same orison in each direction, hoping to find some hidden, magical item to aid the party. One can dream....

The sound of the explosions startles the dwarven woman, and Daya flies quickly to her shoulder. (Perception: 14)

====================
Spells Currently in effect: None

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

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

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

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 16/20  d20+6=9 ;
Tuesday March 15th, 2011 8:36:54 AM

The sound of explosions gently bring Devlin out of his peaceful slumber, which is to say he over reacts and ends up on the floor in a heap of gear and bedding. He does his best to untangle himself from the mess before making his way over to the window to see whats going on. As he gets there his view is blocked by clouds of dirt and debris thrown into the air. Catching sight of the ship he says Right, everyone up looks like either our ride is here or we got a raiding party coming ashore. Either way its better than getting eaten alive. Lets move He grabs up his gear says a quick thanks to Wardd for the change of fate and readies his weapons.

Perception = 9
OOC: Dont forget we all get 2 HP back due to the rest.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=14 ;
Tuesday March 15th, 2011 10:19:05 AM

Kreyton peers out the windows. After a few moments he tells the group "Ya there's a ship out there firing guns at tha town."

"Do we wanna move ta them, in hopes they friendly, or clear out an watch for a bit from a distance. They may fire on us thinking we're corpses. "

OOC:
Perception 14

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 10/28  d6=1 ; d6=5 ;
Tuesday March 15th, 2011 3:07:56 PM

"Tahni, would you like that I heal her by the hand of Domi, or would you prefer that I preserve I our resources. I will defer to you judgment".

Upon hearing the sounds of explosions, Bruagh will gather strap his shield to his pack, then gently grab the dwarf woman and carry her as best he can. " We need to go... now.

It Tahni wants him to, Bruagh will use Lay on Hands to heal the woman for 5 hit points, otherwise, he will do what he can to make her comfortable.

Boomy HP 4/20 AC 17/17/16 
Tuesday March 15th, 2011 8:53:32 PM

Boomy and Naldin gather their gear and prepare to head out. As the prepare to leave, Boomy asks Tahni and Braugh if they could heal the group before leaving and Naldin asks if anyone has the abillity to send a message over to the ship.

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d6=2 ; d20+8=12
Tuesday March 15th, 2011 9:09:51 PM

Tahni racks her brain trying to recall if a common form of signal was used in these lands when calling ships for aid. "Was it a white flag? A flaming arrow in the air?" she seems distracted for a moment before hearing Bruagh's offer.

"You have a good heart, Bruagh" Tahni responds to her friend, allowing her hand to rest on his shoulder "I suspect this illness is unnatural, and beyond either of our abilities to heal, but I will do what I can"

She then turns to Boomy "Forgive me, friend. You carry your wounds well. I wasn't aware of how deep they were". Tahni says a prayer to Alemi, thanking him for keeping them safe. (Use an Energy Channel: Everyone heals for 2hp - including the boy and woman)

OOC: Everyone should be healed by 4hp now. 2hp from the channel and 2hp from 8hrs rest.

To summarise Tahni's actions:
- Examine the scrolls. Knowledge Arcana: 26, Spellcraft: 15
- Use Detect Magic on the woman for 3 rnds.
- Use Detect Magic throughout the building
- Knowledge Local check re forms of signals: 12
- Heal everyone for 2hp
- Perception: 14

====================
Spells Currently in effect: None

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

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

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

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20 
Wednesday March 16th, 2011 12:23:03 PM

OOC: Updating my HP.

DM Addison 
Wednesday March 16th, 2011 1:36:01 PM

Sorry guys. I had an exam yesterday and another tomorrow. Since everyone seems to be having some crazy stuff going on in their lives, we will have a nice relaxed posting week.

DM post will come in a few hours though. Need a break from studying sometime.

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 10/28 
Wednesday March 16th, 2011 7:44:45 PM

"Thank you lass... it will be as you say." Bruagh returns the touch on the shoulder to Tahni as a comforting gesture before preparing to move out.

DM Addison 
Wednesday March 16th, 2011 10:12:44 PM

The group wakes up and springs into action. No time for morning breakfast it seems, but some quick healing waves close a few wounds. Braugh is still quite bloody though, ribs broken and the like.

Tahni uses Detect Magic to scan both the woman and the room. The Blonde Woman's stomach is definitely radiating some heavy necromancy magic. Its a dingy black color.
She scans the room and finds that the only bits of magic are the scrolls, which are a scroll of Consecrate, Enthrall, Make Whole, Tree Shape and Hide from Undead

In one of the chests, Boomy finds two small rings. One red and one blue. The blue one is radiating some heavy abjuration and the red some evocation. Engraved on the red ring is "Solis" on the blue, "Luna"

The young boy is very scared and he speaks up, "What's going on? Whats wrong with Ms. Cloverdale?" he says looking at the blonde dwarven woman.

The group's perception checks are pretty low, so you guys don't notice much about the crashing explosions. But you do see several large wooden ships towards the dock and it seems that men are running from the ships, through the surf, and assaulting the Zombies head on!



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20+8=19 ; d20+8=10 ; d20+10=25 ; d20+8=13 ;
Thursday March 17th, 2011 2:09:58 AM

Tahni kneels down to be eye level with the boy "I don't know, lad. She's been hurt, but I'll do my best to take care of her. My name's Tahni, and these are my friends. What's your name? Are you feeling ok?"

Tahni's face turns pale as she recalls the injured dwarf from the tavern in which the party met. "Wait, she's Ms Cloverdale? Tina Cloverdale?"

More explosions get Tahni's attention as she turns towards the nearest window. "I don't know how safe this building will remain. One of those explosions would almost certainly destroy the building." she says to the party. Tahni will try and see if the men or ship have any flags/banners flying in the hope they may be friendly (Perception: 25. Knowledge Local: 13)

Assuming Boomy shows Tahni the rings he discovered, she will attempt to discern their abiltiy/function (Spellcraft DC to determine = 15 + Item Caster Level. Rolls = 19, 10)

====================
Spells Currently in effect: None

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

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

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


Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Thursday March 17th, 2011 10:08:06 AM

"You're right, this building's not safe. They are killing zombies, so they got that going for them. I say we go meet them. But let's look lively as we do.

Kreyton begins to pack up his stuff and get's ready to move out with the party.


Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20+8=17 ; d20+6=8 ;
Thursday March 17th, 2011 12:58:28 PM

Devlin stuffs various gears, springs and widgets back into his pack all things hes gathered from the traps found in the building. Glancing out the window he says Aye if they be killin the undead we at least have a common enemy for now. When we get outside form up around Tahni and the innocents. Perhaps we can make a quick litter to carry the woman on? Once packed Devlin will pull out his crossbows and check them over before quietly heading downstairs to check out the first floor.

Actions:
Stealth downstairs = 17
Perception = 8
load crossbows


Boomy HP 4/20 AC 17/17/16  d20+7=27 ;
Thursday March 17th, 2011 5:38:32 PM

Boomy shows everyone the rings he found, hoping someone can identify them. I agree the ships should be one of our next stops, however I wouldn't mind taking a peek at the shops we passed. It there was a place selling potions, I would hate to leave what's left to the scavengers who are sure to pass through here. That said, didn't someone have a pet bird? Could we use it to deliver a message to the ship, letting them know we are coming and not one of these abomination?

As the group discusses what to do, Naldin uses his ranger's training to help fashion a device the group can use to carry the woman out on. The task is quite simple given the vast amounts of broken wood and bedding available. In no time, he has fashioned a quite comfotable ride.

Survival to make a litter / gurney = 27

DM Addison 
Thursday March 17th, 2011 6:56:45 PM

Tahni, you rolled high enough for either the blue or red ring, not both. Which one you wanna identify for today?

Daya also speaks in reply to Boomy: "Sure, I can do that. Though the way may be a bit dangerous, mind casting a Protection from Evil on me?"

The young boy responds to Tahni, "Yes, this is Ms. Tina Cloverdale. She took care of the orphanage and she was going to have a baby. My name is Dende, its pronounced Denday."

Naldin crafts a portable cot to drag the woman behind. Boomy suggests visiting the Market and grabbing some supplies.Devlin devises a plan of formation outside.

The group begins to travel outside. Dende is curious, "Where are we going?"

Daya is dispatched with the message and flies off with a magical aura about her.



Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Thursday March 17th, 2011 8:03:09 PM

OOC: DM - Thanks for responding for Daya. I'd like to treat him as a separate entity/personality, so please feel free to post on his behalf as you see fit.
In terms of the rings, I think you posted Red/Solis before Blue/Luna so we'll stick with that order (ie: ID-ing the Red one today and hoping for a better role on the Blue one later.


Tahni will find a bright, coulourful piece of craft paper from the children's art supplies and write a note in common: "Friendly survivors coming your way. 8 Dwarves. 1 critically injured". Rolling up the note, she extends it to Daya. "It may be safer to just drop this note to them rather than speaking with them. Whatever you choose to do, please stay safe". With that, Tahni will cast Protection from Evil on her familiar and wish him well.

====================
Spells Currently in effect: Protection From Evil (Daya - Rnd 1/6)

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

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

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


Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28 
Thursday March 17th, 2011 8:19:08 PM

Bruagh stands ready to carry the injured dwarf to the ships, or shops and needed.

DM Addison 
Thursday March 17th, 2011 8:22:28 PM

Updated last post. Next turn justabouts

Boomy HP 4/20 AC 17/17/16 
Thursday March 17th, 2011 8:37:59 PM

Thank you, brave bird. I'm afraid I do not have the ability to cast any spells, perhaps another in our group could aid you.

ooc: What is going to happen to the players who are leaving us? If they are staying behind, Boomy would like to see if he can get the groups clw potions back.

Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya 
Thursday March 17th, 2011 9:05:32 PM

Before heading out, Tahni helps Dende pack his belongings (clothes and toys and the such) into a sack. If he knows where Ms Cloverdale keeps her belongings, then Tahni will pack those too. She then kneels down to speak to the boy "I'm sorry Dende, but it's just not safe here anymore, I'm afraid. There are men coming who we think can protect us, so we're going to go meet them."

Tahni then rises and takes hold of Dende's hand. She gives a nod to the group indicating her readiness, then walks in the order directed by Devlin. As the group step outside, Tahni will gently enquire of the boy "Do you remember much of what happened here?"

OOC: DM - Is the woman (Tina) conscious?

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20=1 ; d20+6=12 ; d20+7=17 ;
Thursday March 17th, 2011 9:30:45 PM

Devlin nods to boomy. If we find any shops you and I will head in to search for provisions. The rest can stay to protect the innocents.

Glancing at the child Devlin gives a smile and winks. Stay close to Tahni and we will get you to safety. We make for the shore, we are trying to move not get bogged down in pointless fights stay close together and call out if you see anything. I will take point the rest of you form up behind me and around Tahni. If I say stop everyone freeze. With that said Devlin will lead the way towards the shore.

Perception = 12
Perception for traps = 17
Miss roll on the straight up d20


Boomy HP 4/20 AC 17/17/16 
Thursday March 17th, 2011 10:00:22 PM

ooc: With which player is Daya associated with?

RobC: Me, Tahni :)

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+10=29 ;
Friday March 18th, 2011 9:08:11 AM

Kreyton moves with the group, keeping his eyes and ears sharp. He looks for signs of who the boat warriors might be, as he is still wary of them being trouble.

"What's the plan if the people on tha boat are hostile?"

OOC:
Perception 29

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20 
Friday March 18th, 2011 10:59:13 AM

We make like the dark bloods and vanish.

Boomy HP 4/20 AC 17/17/16 
Friday March 18th, 2011 4:18:50 PM

Boomy glares at Delvin, Dwarves don't hide like Dark Bloods. Why would there be people hostile to the dwarves in this dwarven land, and why would they be attacking our enemies? I say if they are hostile, we dispose of them and take the boat!



Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28 
Friday March 18th, 2011 7:46:30 PM

"Aye, Boomy makes a fair point. If they attack Dwarves in a Dwarven land, they'll be forfeiting that boat!"

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20 
Friday March 18th, 2011 11:53:50 PM

You lads want ta rush headlong into the mouth of a cannon be my guest, hopefully diplomacy works but if not discretion should.

DM Addison 
Saturday March 19th, 2011 8:07:08 PM

Daya takes off and the group begins to venture outside. After moving the barricade from the stairwell, the group finds a couple of straggling zombies that apparently sought refuge in the lower floors of the house.
Who wants to roll some attacks to kill a few last zombies?

Eventually the group makes a formation outside, the unconscious Tina on the gurney, being dragged by... who? You can all see the flags on the ships: Red with a black drawing of a rose. On the rose there seems to be a blue teardrop. This is unfamiliar to ALL of you.

Dende responds to Tahni: "Well. I was in art class when we heard an explosion in the direction of the center RiddlePort HQ. Ms. Cloverdale ran to the window, opened it up, and dirt, dust, debris torrented through faster than she could close the window. She gathered all of us to the second floor, where she believed us to be safe and we closed all the windows and locked the doors. After an hour or so, we heard clawing outside... and screams... Then... Things moved really fast. The door burst open, and I smelled something rotting, then I felt something warm and sticky on my face... and Something hot was on my chest... pause then I saw you."[/b] His rendition is rather terrifying coming from such a young person, he shakes visibly at recounting the ordeal.

When you walk by the back window of the house, you all notice the necromancer's corpse on the ground, being eaten on by two opportunistic zombies. You look up and see the hole in the top floor wall that he must have rolled out of in the end of the battle.
Maybe he was low on HP and the fall knocked him unconscious and the zombies finished the deed?

But the demon baby is nowhere to be seen. A tiny bit of footprints can be seen leaving the Necromancer's corpse, but the whirling wind and spreading dust combined with roaming undead make the trail nearly impossible to follow (Unless you can roll 25+ of survival)

The plan is always a cause of disagreement. Devlin notes that the group is still injured and should avoid a fight if the invaders are hostile. Boomy and Braugh believe that any hostilities will result in a dwarven victory.... or death.

------------------------And so you walk--------------------

The first stop: Market.

It will take Daya a few minutes to deliver the message and return. The beach is about 2miles south of the Orphanage. The Market is pretty much across the street.

The roads are still littered with Zombies and Skeletons of all kinds, but they seem to be marching in the direction of the cannons, and thus are distracted.

Still, stealth skill checks are required to avoid a confrontation.

You get to the Market Square and find all sorts of shops. Many of them are for pottery, utensils, woodcrafting, and other mundane house-hold things.

There are a few shops that specialize in potions, and another that has an interesting looking forge right outside the wooden cabin-like structure.

As you begin to rummage through the goods, you hear hooves clamping towards you. Do you care if they see you scavenging? If not, then Slight of Hands please.

You look up and see 5 armed men charging towards you on horseback. There are 2 Humans, a Half-Orc, a Halfling (on a pony), and the last one is not on horseback, but runs as a horse himself... a Centaur?

(OOC: Pertaining to the CLW potions from players who dropped. Yes, you can reclaim them if they were acquired through group efforts, but not if they were bought with the player's money. So I think the group gets like 2 more from this?)


Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya  d20=17 ; d20+4=17 ; d20+7=22 ; d20+6=21 ; d20+4=6 ;
Saturday March 19th, 2011 9:18:07 PM

Waiting for one of the muscles of the group to deal with the zombies feasting on the necromancer, Tahni stops to have a look at the surrounding footprints. She points out the ones she thinks are relevant (Aid Another in Survival: 17. Can anyone use a +2 bonus to get to 25+?). She is very interested in examining the corpse of the necromancer for further evidence - and loot, of course. (Perception: 22).

Holding the boys hand, Tahni continues to move as cautiously as she can (Stealth: 17) whilst keeping her eyes open for further signs of danger.

She spots another party moving at great speed, and does what she can to discern their intentions (Sense Motive: 21). She positions herself in front of the boy, but whispers to him "Do you recognise these people?"

Words fail her at this point, as she displays an uncharacteristic lack of tack. "Friend or foe?" she calls out (Diplomacy in case it is needed: 6)

====================
Spells Currently in effect: Protection From Evil (Daya - Rnd 1/6)

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

Cleric Spells Currently Prepared:
Lvl 0 Stabilize, Detect Magic, Create Water
Lvl 1 Bless, Sanctuary

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

Boomy HP 4/20 AC 17/17/16  d20+6=13 ; d20+9=28 ; d20-1=6 ; d20=2 ; d20=13 ; d20=7 ; d20+9=28 ; d20+4=12 ;
Sunday March 20th, 2011 11:01:33 AM

Boomy helps carry the gurney to the market, and then scavenges what he can until he hears the approaching horses (Focusing on finding potions, a barbed vest, and mundane goods). At first he is tempted to stop, however he soon realizes that the group are not dwarven and thus are not likely to be an authority in this area. At best they are friends of the town, here to help kill the zombies, at worst...his mind wanders.

As they approach, Boomy finishes gathering up potions and supplies useful in crafting. He takes a moment to eye the men up, and to learn what he can about them. Do they wear an insignia, how are they armed and what armor do the wear? Can he tell by their clothing where they come from? What is their purpose here?

When they come close, Boomy joins up with the group and stands in front of the gurney. Who be you on this dwarven land? Are you friends come to aid us is ridding these abominations, or scavangers here to steal what is left of this dwarven town? If you be a friend to the dwarves, are you capable of helping Ms. Cloverdale? She ran the orphanage and fell victim to some nasty magic.

Stealth = 13
Sense Motive = 28
Diplomacy = 6
Perception = 28
Knowledge Local, and as needed= 6,2,13
Survival = 12 (to follow tracks)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 18/20  d20+8=22 ; d3=3 ; d20+8=20 ; d20+8=19 ; d20+9=26 ; d20+9=18 ; d20+9=12 ; d20+6=21 ; d20+6=17 ; d20+6=15 ; d20+3=9 ; d20+3=18 ; d20+3=9 ;
Sunday March 20th, 2011 8:37:50 PM

Devlin gives the body of the necromancer a nudge with his foot, Looks like his luck finally ran out.

Once in the market district Devlin will focus on the shop with the anvil out front, he needs a resupply of bolts, and will also keep an eye out for weapons that have a different look to them. Anything that may be useful to the group will find its way to his pack. When he hears of a party approaching he will hurry his selection and attempt to hide his actions from their view before turning to confront them.

His crossbows rest loosely gripped in his hands and pointed at the ground. He nods to the approaching group but allows his more well spoken fellows to do the talking. His glare never wavers as he sizes up the group looking for weak points in armor and a good spot to find cover.

Skill Rolls
Stealth = 22, 20, 19
Perception = 21, 17, 15
Sleight of Hand = 26, 18, 12
Appraise = 9, 18, 9

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+14=34 ; d20+5=24 ;
Monday March 21st, 2011 9:12:52 AM

Kreyton kneels down to inspect the tracks the demon baby left behind.

"I ken follow these, I think. Will be hard though."

As the horsebacked party approaches, he stays ready, and looks for any sign of hostility.

OOC:
Survival 34 (with Tahni's bonus)
Sense Motive 24

Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 12/28  d20+7=14 ; d3=1 ; d3=2 ; d20+7=8 ; d20+7=9 ; d20+7=8 ; d20+7=10 ; d20+7=22 ; d10+3=4 ; d10+3=9 ; d10+3=6 ; d3=3 ; d10+3=11 ; d3=2 ; d20=19 ; d20+8=10 ; d10+3=9 ;
Monday March 21st, 2011 12:21:31 PM

Bruagh hacks and slashes at the undead as the come into range. The wounds he suffered before must be slowing him down as he is rather ineffective.

Bruagh is all about tracking the Demon Spawn and will help Kreyton anyway possible.

Seeing the group on horse-back running towards them, Bruagh calls out. "Hail, do ye be friend or foe? Are ye with the ship that is in port?"

Attack1: 14
Attack2: 8
Attack3: 9
Attack4: 8
Attack5: 10
Attack6: 22
Damage1: 4
Damage2: 9
Damage3: 6
Damage4: 3
Damage5: 11
Damage6: 9

Aid Another for Kreyton: 19

Diplomacy: 10

Boomy HP 4/20 AC 17/17/16  d20+4=13 ; d20+4=14 ; d20+4=22 ; d20+4=24 ; d20+4=14 ; d20+4=15 ; d6+3=4 ; d6+3=9 ; d6+3=6 ; d6+3=8 ; d6+3=4 ; d6+3=4 ;
Monday March 21st, 2011 10:20:06 PM

Boomy also attacks the zombies on the way out using his flurry of blows.

Hit AC 13 for 4
Hit AC 14 for 9
Hit AC 22 for 6
Hit AC 24 for 8
Hit AC 14 for 8
Hit AC 15 for 8

DM Addison  d20+10=30 d20+10=25 d20+10=22
Tuesday March 22nd, 2011 2:15:54 AM

tahni apparently feels no remorse for the dead necromancer, as she beginss looting the man's pockets after Boomy and Braugh dismember the zombies feasting on his lifeless corpse.

She finds the ring of the Goat on his finger to be quite valuable. Also in his pockets you find a wand and a four small potion vials. It would take some time to identify all these things though. A quick healing DC 15 or alchemy check reveals there are two CLW potions. The other two would take a higher alchemy check.

Kreyton can feel the story that the earth tells him. He can almost see the baby running northward in the tracks. The trial will fade soon though, what with this wind and wandering dead. The group must be swift if chasing this thing is in your mind.

Devlin finds a storage of ammo, there are several hundred bolts, arrows, and bullets. They are displayed for sale still. Under the counter, you find a case containing some golden bolts... ooooh..
All of the crossbows look really mass-produced and mundane, unfortunately. You do manage to locate and conceal a really fine looking short sword with some interesting green engravings on it. Then, shining buried in the sand under the table is a silver charm bracelet... with four little gem charms hanging from it.
There is also quite a bit of armor and some other larger weapons, but it would be hard to grab such things so quickly

Boomy searches the potion store. Many of the glass vials shattered or were probably grabbed up by fleeing survivors. The sandy ground at the bottom of the tent is mushy with reactive and caustic liquids from the broken bottles. He does manage to find 4 vials that have been unharmed. Two are pink and are hot to the touch, one blue, and one green. (OOC: Barbed vest? wtf?)

The riders approach.

The man's horse on the far left has a banner, the same as the flag, so yeah.
They are also decked out in red and black leather armor, with metal studs in places on shoulder and knee pads.
They each wield a different weapon. The human with the banner has a lance. The other human is quite large and boasts a massive maul on his back. The Centaur has a longbow and a quiver full of arrows. The halfling holds no weapon, and his red hair is standing on end. The Half-Orc has twin very large curved swords at his hips.

Braugh and Tahni simply ask Friend or Foe? Dende freezes, goes silent, and grips onto Tahni's robes with trembling fingers. Boomy questions the motive of the riders.

The Halfling is first to respond, his voice is fast and darting, as are his eyes, "Dwarven lands you say? It seems to me that the stench of undeath has claimed this land. But seeing as the smells of the former and latter are so similar, well, i understand the mistake."

The Humans laugh. The Centaur ignores it and looks at the few undead that have noticed the group.

The Half-Orc scowls, and speaks with a stern rumbling voice that is even and... hollow, "Marcutio may be rude, but he is correct. Dwarves claim this land no more than any opportunist such as ourselves. I regret to inform you that your suspicions are correct - our sultry band is known as the Pirates of the Weeping Rose, and we are currently raiding the remains of this city. We ask that any survivors stand aside, lest they be hurt. We do have a code though, and none of the living shall parish if it can be helped."

Then he looks at the group of bloodied Dwarves, and unconscious woman. He looks genuinely concerned, "What in the Wold happened here anyways?"
The humans look bored by the question and the lance-wielder mouths who cares?. The centaur stays focused on outside threats, and the halfling looks rather shocked that the Half-Orc even asked the question. (Your sense motive checks provided much need for a "feeling" you get from the group. good stuff all around)

(I know what happened, so you don't have to repeat it, but a summary of what you want him to know would be nice so I don't confuse DM knowledge with NPC knowledge.)

Then Marcutio the firey halfling speaks again, "We also offer good deals for transferral of property in exchange for... safe passage." he says as he eyes Tahni's backpack. This gets the humans' attention. They each crack a smile.

Return To Index      Next Part
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage