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Here come the Dread!


The Undead Arrive! (SteveK)  d20=11 ;
Tuesday January 20th, 2009 4:27:19 PM

Farm Battle

Sir John reports his findings to everyone, and agrees to being the mobile assault group for the team. His loyal mount and he are ready.

Speck joins Glandum and Sira, and announces his ability to sow the ground with caltrops. Then he prepares his weapons of hand, air, and voice and is ready.

Marcas makes his plan for three teams and centers himself in front of the Fixer. Readying his ranseur, the minotaur is ready.

Cedric nods at the plan and puts himself and Quellis on the left flank of the fires. They are ready.

Lucky Eddie is a blur of preparations, and flits from one task to another with an energy that would bring envy to a toddler. First, he suggests the Fixer to stand behind the bonfires. Unfortuneately, it is too late. The bonfires are laid out and the Fixer is in his healing trance and will not budge. Second, he wanders around the farm area to see what might be useful in the coming encounter. He is able to bring to his pockes two vials of blessed water, five black shiny stones from close to the lava pools, 100' of baling twine, and a child's pitchfork (ooc: equal to small shortspear). Third, he thinks about everything he knows about undead and touching them. From what Lucky can remember, it is no problem touching the undead; the problem is all about them touching YOU. Fourth, Lucky finds four big barrels that are brought out to the field and filled with rocks and dirt; in effect, hard cover to hide behind! Fifth, the halfling thinks it depends, but he probably wouldn't feel too much heat for half a minute in the bonfire while throwing firebrands. Finally, Eddie mounts up on Cedric and suggests they go out front to say when the undead should be arriving. Without Cedric moving, however, Eddie stays mounted on his Dinosaur.

Sira is determined that she is Sir John's 'wing man', and moves out to the left flank.

Glandum and Nirith quietly prepare near the central fire.

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

Darkness comes quickly and the central fire is lit. From its light, the defenders can't see the line where the fields end and the Dread begins, but it hardly seems to matter. Within a half-hour, the Fixer's voice breaks from the immobile man: "They are here." ... "Attacking the Ley Lines" ... "In Front" ... "They are coming!"

At the furthest shadows (ooc: 80 feet directly in front of the Fixer), five figures can barely be made out. Advancing. Advancing.

The defenders have the initiative.

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

Combat Rules:

It is full dark.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Tuesday January 20th, 2009 4:35:40 PM

Awaking from her dreams (sorry for not posting) Nirith turns to her friends...

"Who needs enhancements?! Hurry! Enlarge? Strength? Cat's Grace? Anyone?"

For starters Nirith first uses a Scroll of Cat's Grace on herself.

"Nekron, Fly over the Ley Lines and tell me what's comming..."

"KRAAA... Got it!

Nekron flies north from the group and checks what is attacking the Ley Lines. Mentally the Bird informs Nirith of what is approaching.



King Culrique (Cayzle) AC15 
Tuesday January 20th, 2009 5:10:08 PM

The halfling calls out to Nirith, "Hey! Wow! Cat's Grace would be fabulous!"

"And remember, friends, stay near to me [20 feet] for some extra luck [+1 on saves, attacks, skill checks]."

[OOC: I'll wait for Cedric's post before I post my own actions. Most likely I'll be activating my tattoo.]

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Tuesday January 20th, 2009 9:06:36 PM

Speck informs Lucky, as the hafling king takes a breather, what he's heard about undead. He recalls that zombies move slow, ghouls and ghasts paralyze people, and a wight's touch can even drain the very life from a person. "Nough to give one nightmares! Nightmares? Now that's another story, they snort fire and ...., oh well."

Know knowing wich way the undead are coming, Speck places his caltrops at S15 and T15 then hurries back to his starting position and readies his sling again. Although he is confident he could hit one from where he is, he waits for them to move closer and he can see them better.

A semblance of a rhym starts to form in his head but it's just not up to his standards yet.

SteveK: changed the Post Name for you.


Cedric AC 20 (-2 for charging) HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet <a href="http://docs.google.com/View?id=dc7hx4br_15fxk4jbgj">C  d20+13=16 ; d100=20 ; d20+8=23 ; d20+8=28 ; d100=20 ; d100=49 ; d20+8=22 ; d100=37 ; d3+3=5 ; 2d6=3 ; 2d4+3=8 ; 2d6=9 ;
Wednesday January 21st, 2009 8:38:11 AM

Cedric crouches low, and springs into a run, charging directly at the west most undead. Leaping at the last second, he pounces on the undead, growling as he swipes at shadows at least once.

OOC:
Charge to P5, attacking Undead 1
Talons: Hit AC 16 (20% miss chance failed)
Foreclaw 1: Hit AC 23 (20% miss chance failed)
Foreclaw 2: Hit AC 28 (20% miss chance passed) for 5 + 3 from rhinohide : 8 total
Bite: Hit AC 22 (20% miss chance passed) for 8 + 9 from rhinohide : 17 total

Stupid miss chances!

Marcasthai AC 20 HP 72/74 (SteveK) 
Wednesday January 21st, 2009 10:13:49 AM

Stepping forward one pace (ooc: five foot step) Marcas practices a swing of the ranseur and it whistles through the air. "Glandum, I think now is a good time for your spell. Nirith, please light the other fires."

He blinks through the fires shadows to see the advancing undead.

Effects
Ranseur - 20 foot reach

Sira Nailo 
Wednesday January 21st, 2009 3:34:07 PM

"I'd be happy with whatever spells, defensive and strength mostly, that you decide to toss my way." She draws her mace.

(Darkvision)

King Culrique AC19 HP42  d20+12=19 ; d20+9=14 ;
Wednesday January 21st, 2009 3:39:39 PM

For this round, Lucky's AC is 15 as a base. Seeing as Tyco is racing into battle, Lucky uses his mount as cover. That's a DC15 Ride check. Lucky puts three of his four Luck points into the check, and rolls a 19, success! So his AC is 15+4=19 this round. He rolled a 19, which made his AC a 19! Sweet!

AND he gets another Luck Point!

While taking cover like this, Lucky can't attack or cast spells, but he can activate items. He activates his tattoo and creates three Magic Stones. Those babies do a base 2d6+2 vs undead, so the halfling is pleased as punch to have them.

That still leaves Lucky with a move action, but he has nothing to do, so he spends the time thinking about taking the Improved Feint feat at level 9, which would let him feint as a move action in combat.

And note that IF a monster's attack gets past Cedric's AC20, then Lucky's Mounted Combat feat lets him offer a Ride check as a substitute for one blow. The ride check for that this round is a 14 -- alas, not better than Cedric's usual 20, and thus no extra protection for him.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 3
Wand of CLW used: 1 of 50
Current Luck Point Total: 5


Sir John (Ken M) AC 21, 50/50 hps 
Wednesday January 21st, 2009 3:43:34 PM

To Nirith, Sir John responds, "I'll take a strength boost, if you would be so gracious. The more the better."

Since he can't see that far, he asks Sira to explain the enemy's numbers, positions and movement. "I'm ready, how about you?" he asks with a grin on his face.

He looks down at Joshua and says "I think we're about to earn our keep, my friend... Be brave and don't be scared of those nasty undead..."

As the undead come their way, he readies a javelin and prepares to throw it when he can see one.

Note: He'll delay his action until after the undead move. If one comes within range (30'), he'll throw it. Otherwise, he'll await the call to charge...

Lucky Buzz Lightyear to Sherriff "Cedric" Woody 
Wednesday January 21st, 2009 3:47:21 PM

Looks like your attack, from your sheet, is

1) Talons.(Primary)...............+11

Add +2 for a charge, and that's +13. Which is what you are rolling above. BUT you've got a friend in me! Add in that extra +1 mendicant bonus, please. That's a +14 on charging talon attacks! And +9 on secondary attacks!

I didn't forget it, I intentionally didn't take it :)

Ley Line Battle round 2 (SteveK)  2d4+3=7 ; d20+9=29 ; d20+9=13 ; 2d8+9=18 ; d20+11=21 ; 2d8+9=18 ;
Wednesday January 21st, 2009 6:29:36 PM

Nirith casts Cat's Grace on herself, then asks who else could use some augmentation. She then has her raven fly out to the Ley Lines to see what's coming. Nekron obediantly flies north until he is directly over the Ley Lines and conveys what he sees. (Nekron has low-light vision and so can see 80 feet beyond the Ley Lines in shadow) Highlight to display spoiler: { Magic lines glow after big men put stuff on them Nekron reports. There are seven big men that I can see, and one regular man on a horse behind. }

Speck sows his caltrops (S15 and T15) then hurries back readying his sling

Cedric crouches low, and springs into a run, charging directly at the west-most undead. Leaping at the last second, he pounces on the undead, growling. With his low-light vision while a dinosaur, the druid has no trouble seeing his opponent. It is a zombie ogre! He scores the undead with both foreclaws (7 damage on the first claw), but it looks like these are a tougher breed and the talons and bite both catch on its tough hide!

Cedric, Sira, and Lucky Highlight to display spoiler: { can see the Ley Lines glowing, and a seventh zombie ogre putting down a can that it just poured the contents onto the damaged ley lines. The stuff eats through the ley lines, providing gaps where the zombies have gone through.}

Quellis charges after his companion druid, but can't charge into the zombie because of the dinosaur in the way.

Marcasthai adjusts his stance, suggests that the fires to be lit and the spells activated, and waits.

Sira draws her mace, and watches through eyes that see perfectly well in the darkness. Highlight to display spoiler: { Sira can make out seven large-sized humanoids at the ley lines within her 120 feet of darkvision. }

Lucky uses Cedric as cover, then activates his tattoo and creates three Magic Stones.

Sir John readies a javelin in case one comes within range.

Glandum remains quiet and waiting.

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

The zombie ogre with claws in his arm doesn't respond other to blankly stare at the dinosaur while it brings its club around, smashing into Cedric's side. (Ac 29 Threat! 13 fail; Dam 18)

The zombie ogres look like they see well in the dark, and two more rush over to attack the dinosaur. Only one can charge in for the space against the medium sized dinosaur, and another club slams into Cedric! (Ac 21, Dam 17) Now there are three ogre zombies around the dinosaur with the bear looking on.

The remaining four ogre zombies move closer, half the field to the Fixer covered in a matter of seconds!

Nekron notes that Highlight to display spoiler: {the man on the horse sees the bird (ooc: remember, Sir John noted there were no other animals around at all in the Dread) and readies a crossbow.}

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

Zombie Ogre AC 23
1: 15 damage
2:
3:
4:
5:
6:
7:

Cedric: 35 damage

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

Combat Rules:

It is full dark.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle



Marcasthai AC 20 HP 72/74 (SteveK)  d20+8=13 ; d20+3=20 ; d20+10=25 ; d20+10=27 ; d20+10=27 ; 2d6+6=12 ; 2d6+6=17 ; 2d6+6=18 ; d20+10=24 ; 2d6+6=14 ;
Wednesday January 21st, 2009 8:02:10 PM

The minotaur growls under his breath. "Might for right. Protect who needs protecting."

And then he calls louder. "Sir John, help Cedric!" "Sira, we need you here!" "Glandum, Speck be ready!"

And with that he begins to try and slow down the undead. In two mighty swings, he focuses his attacks on Zombie#3. (Power Attack +2, AC 13, 20, both miss)

As the Zombie advances through the Ranseur, Marcas will concentrate his AAOs on Zombie #3 (no power attack)

AOO#1: AC 25 Dam 12
AOO#2: AC 27 Dam 17
AOO#3: AC 27 Dam 18

And one for Zombie #4 (since he can't do another on Zombie #3 if he comes straight on)
AOO#4: AC 24 Dam 14


Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Wednesday January 21st, 2009 8:48:11 PM

Speck tosses a torch onto the middle firewood pile (move action) and starts reciting a rhym as loud and excited as he can (standard action).

We've come to see the Undead, Oh My
Who've seen fit to say to us 'Hi'
We'll return the favor by saying 'Goodby'
And return their corpses to where they ought to lie!

OOC: Inspire Courage_ to be affected an ally must be able to hear the bard and lasts for as long as the ally can hear the bard and for 5 rounds thereafter. Everyone in hearing range gets a +1 bonus on saves vs Charm and Fear, and +1 bonus on attack and weapon damage rolls. (Don't think it will work on spell damage but I'll let the DM decide on that).

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Thursday January 22nd, 2009 11:58:54 AM

Even though Ekim was keen on a Cat's Grace he's allready of to the edge of the Ley Lines! Nirith can't reach him anymore!!

Nirith pulls out another scroll and casts Bull's strength on herself...
She awaits them all coming and stays ready to cast enhancements on her friends.

"Who will light the fires?"

Lucky Eddie AC19 HP42  d20=3 ; d20+13=28 ; d8+1=8 ; d20+9=15 ;
Thursday January 22nd, 2009 1:28:29 PM

Base AC roll for this round is a 3! Lucky again uses his mount as cover, swinging away from the undead. He pumps four of his five Luck Points into the skill check: at +13 he rolls a 28. And he gains a Luck Point. That makes his AC for the round a 20.

Then the halfling draws a wand and uses it on his hurting mount. Cedric is cured 8 hp.

If Cedric is hit, the Ride Check to sub for his AC is a 15 -- no improvement there, alas.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 3
Wand of CLW used: 1 of 50
Current Luck Point Total: 6 (max at one time is 11)

Sira Nailo  d20+10=11 ;
Thursday January 22nd, 2009 1:50:36 PM

Sira moves (Move Action) to flank with Marc, gaining advantage. (Hits AC 11, missing nat 1) She looks at her mace and can't believe it. "No, not now!" She looks frusterated and amused.

DM Highlight to display spoiler: {(OOC: Twilight Ranger says: At 5th level, the Twilight Ranger gains the Sneak Attack ability. This ability functions the same as for a 1st-level rogue (+1d6), except the Twilight Ranger can only apply Sneak Attack damage to a Favored Enemy.
I am assuming the class feature supercedes the monster in this case, meaning that a favored enemy can be a target of a Sneak Attack, but undead are immune. What is your ruling on this?)
}

DM SteveK: Highlight to display spoiler: {Undead are immune to sneak attacks, including the Favored Enemy benefit. This is a drawback to having the Undead as a favored enemy.}

Cedric AC 26 (+4 Total Defense) HP 50/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d100=31 ; d20+12=23 ; d4+9=12 ; d100=63 ; d100=87 ; d100=42 ; d100=63 ; d20+12=32 ; d20+12=26 ; d8+7=12 ; d20+7=21 ; d20+7=15 ; d20+7=16 ;
Thursday January 22nd, 2009 2:21:46 PM

Cedric wharbles, giving the command to withdraw. He then assumes a defensive posture and runs back to the group, pulling away from the zombies before running straight south.

OOC:
Free action: Handle Animal (can not fail) : Heel
Standard action: Total Defense
Move action: Move to O6 then south to O15 (AOO provoked)
Quellis moves with him to M15-N16

No worries, we're all getting used to it :)

Sir John (Ken M) AC 21, 50/50 hps 
Thursday January 22nd, 2009 2:31:03 PM

Sir John sees that Cedric is in trouble, and commands Joshua to begin moving into battle.

Realizing that the enemy is still in the dark (since fires only cause 40' worth of illumination and , he calls out, "Somebody needs to light up the enemy!!! I can't hit what I can't see!" He'll move forward 40', but since all is dark, he has no idea where to go.

To help out, he'll grab a sunrod out of his pack (only 3 left now), light it and throw it towards where he hears battle coming from (trying to aim at P6).

I'm assuming that the lay lines produce no light help us see? If so, then the undead are still in darkness, since no fires are lit yet, right? Also, they'll be in shadow once the fires are lit... If the fires have been lit, then I'll update my post, but it seems that they aren't right now...

(My notes = Affected possibly by Inspire courage and Lucky's bonus)

DM SteveK: The fire produces 40 feet of good illumination and 40 MORE feet of shadowy illumination. All the Ogre Zombies can be seen. Ogre 1, 2, and 3 have 20% miss chance Concealment for anyone without Low-Light Vision.

This means Sir John and horse can see and attack Ogre Zombie 1,2,3 but will have 20% miss chance.


Ley Line Battle round 2 (SteveK)  d20+4=7 ; d20+9=26 ; 2d6+9=15 ; d20+9=19 ; d20+9=12 ; d20+9=28 ; 2d6+9=17 ;
Thursday January 22nd, 2009 5:39:43 PM

Marcasthai calls out actions and then swings twice, missing.

Speck tosses a torch onto the left-most firewood pile, as the center pile is already lit. He then starts reciting a rhyme, providing all within hearing magical benefits. (all PCs perform DC5 Listen check to hear Speck and receive +1 attack and weapon damage rolls from Inspire Courage)

Nirith casts Bull's strength on herself and asks "Who will light the fires?"

Nekron doesn't get any advice from his witch, but he knows a crossbow when he sees one! Diving and jinking, the raven speeds back to Nirith, the mysterious rider quickly lost to view.

Lucky again uses his mount as cover, then draws a wand provides Cedric healing. (Cedric cure 8 hp)

Sira moves to flank the Zombie Ogre#3, but is not able to get all the way around yet. (She is Five feet away from Zombie Ogre #3.)

Cedric tells his bear to attack. Quellis moves into position and smacks Zombie#1 with a paw. (Quellis has low-light vision, no miss chance) The bear hears little Speck and delivers a better blow!

Cedric himself continues his attack, shifting a bit (ooc: 5 foot step doesn't invoke AOO) getting cover form two of the ogres and attacks his prey. (5' step to P6)

Sir John and Joshua moves forward into battle. As he rides, the paladin strikes a Sunrod and throws it to the ground near the dinosaur-druid. (on/about P6)

Glandum readies his weapon. (DM move)

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

Zombie #1 staggers, but continues its assault on Cedric, striking with a club and cracking ribs. (15 damage to Cedric)

Zombie #2 steps forward and barely misses with its own club.

Zombie #5 has to maneuver, but now has Quellis in his sights.

Zombie #3 advances, getting slashed, and slashed again by Marcus' combat trained reflexes. But then the Zombie Ogre is inside the effective range of the Ranseur. The minotaur strikes with a hoof kick, yet, being a blunt weapon, it is not as effective. The Zombie Ogre is STILL on its feet and strikes at Marcus with his club, missing.

Zombie #4 advances, accepting a strike from Marcus' ranseur before closing with the large fighter and delivering a blow with its club. (17 damage to Marcas)

Zombie #6 and #7 stop where they are and are appearing to watch the battle.

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

Zombie Ogre AC 23 damage reduction 5/slashing
1: 40 damage
2:
3: 42 damage
4: 14 damage
5:
6:
7:

Cedric: 43 damage
Marcas: 17 damage

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

Combat Rules:

It is full dark. Center Fire and Left Fire are blazing. Sunrod at P6 means all zombies are in bright illumination right now.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle

Map Updated

Glandum AC25 HP73 
Thursday January 22nd, 2009 8:21:20 PM

(Computer was out due to the antivirus 2009 virus. Had to reformat harddrive and reinstall everything)

Moves to U-18
*Casts Enlarge on the Minotaur*

DM STeveK: I knew something must have been up when I didn't see a troll peering over my shoulder in the Loot&Booty :-) Glad you are back!

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Thursday January 22nd, 2009 9:52:27 PM

Speck starts getting into his rhym and the words just keep flowing.

From darkness to light
we bring the fight
They have nothing to gain
If they remain
So to earth they go
With our blows

Inspire Courage continues: +1 to hit and damage for those who can hear.

Marcasthai AC 18 HP 72/74 (SteveK) (Enlarge, Inspire Courage)  d20+1=5 ; d20+11=31 ; d20+6=8 ; d20+9=25 ; 2d6+6=12 ; 2d6+6=9 ;
Friday January 23rd, 2009 10:09:53 AM

The minotaur grins as he grows to eight times his normal size, now looming over the undead zombies! With the battle sounding in his ears, he barely hears Speck, but the rhyme straightens his back (Listen:5), and he fights better still!

"Nirith, keep the last fire unlit, we may need it later. Do you have a spell to heal me?"

Knowing he can't back up or else threaten the Fixer's concentration, Marcus concentrates on Zombie#3 to fell him with a hoof kick, a shattering elbow, and a dipping of his horns to gore.

Hoof AC 31 Dam 12 dam red/5 = 7
Elbow AC 8 miss
Horn AC 25 Dam 9 dam red/5 = 4

Marcas uses his Huge body to block any access to the Fixer.
.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach,

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d8+1=7 ; d20+9=16 ;
Friday January 23rd, 2009 12:56:33 PM

"I'll patch you up once we get rid of these two" Nirith says to Marcas

Drawing her Bolas (move action) Nirith attempts a ranged trip attack vs Zombie 4 (Bolas Hits AC16) but fails.

Nekron flies overhead, but keeps an eye out on the rider who was planning to use the Raven for target practice, and continues to warn Nirith of whatever is coming.

Nirith stays close to Marcas.

Glandum AC25 HP73 
Friday January 23rd, 2009 1:16:01 PM

Don't worry you big lug, I got ya covered, Healing wise. Just need the scaley one to get in range too.

Lucky Eddie AC14/18 HP42  d20=1 ; d20+14=30 ; d20+18=35 ; 2d6+4=13 ;
Friday January 23rd, 2009 1:25:27 PM

[If Cedric and Lucky are at O15, then see below. If not, I'll revise this post later.]

Lucky's Base AC for this round is a 1!! LOL! That makes him an AC 14, AC 18 using a barrel for cover, see below.

Lucky hops off, trying for a Fast Dismount, Ride Check 20. His Ride check is a +9, and he boosts it with five Luck Points -- "After my bad luck on the AC roll," he says, "I'm willing to make a big gamble that my luck has changed!" His roll, at +14, is a 30! Sweet Fast Dismount! And he gets a Luck Point, bringing him to 7!

Then he moves to R16, hiding behind the barrel for hard cover. He hurls a magic stone at Zombie Ogre 3, or if it is down, at Zombie Ogre 4 (the latter is at two range increments for a -2 to hit). Lucky gains +1 for his point blank shot feat, +2 for the enhancement bonus on the Magic Stones, and +1 for Inspire Courage (Thanks, Speck!) His attack is thus at +13. He pumps five luck points into the attack as well, putting him at +18. Note that he does not take a penalty for throwing into combat because a part of the ogre is 10 feet from his foe, right?

With all that, Lucky rolls a 35! Even with throwing into combat and longer range if he is attacking Number 4, that's a hit! Lucky gets another Luck Point, bringing him to 8. Lucky's damage, at +1 for point blank shot and +1 inspired, added to a base 2d6+2, is a 13 -- that makes it an 8 after you take out the damage reduction.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 2
Wand of CLW used: 1 of 50
Current Luck Point Total: 8 (max at one time is 11)

Sira Nailo  d20+10=18 ; 3d6+9=21 ;
Friday January 23rd, 2009 2:03:19 PM

The undead hunter step into position, not into flanking and NOT BETWEEN the undead, and swings the bane mace. (hits AC 18, for 21 damage)

Sir John (Ken M) AC 21, 50/50 hps  d20+8=11 ; d20+8=21 ; d20+8=18 ; d20+17=26 ; d8+4=12 ; d6=2 ; d20+8=11 ;
Friday January 23rd, 2009 3:00:53 PM

Sir John, finally able to see, yells "Charge!!" to boost his courage and charges full force towards Ogre 5. Also, he uses a free action to call upon the fiery portion of his Battle Axe. (Note that he wasn't actually adjacent to the Ogre at the end of last round, since he left a few squares to give Joshua a chance to build up speed for his charge. No big deal though...)

Ride Check = 11 vs DC 5 to maintain control and keep both hands free.

As they reach the undead ogre, John and Joshua both attack the monstrosity, combining John's Axe and Joshua's viscous bite.

John's Attack = +13 + 1 (inspire) + 2 charge +1 (mounted) = +17 = Hit AC26
John's Dmg = 12 + 2 (Fire)
Joshua's Bite = Miss (only Hit AC11)

DM Info

Roll for Joshua to bite (vs DC 10) = 18 so Joshua can bite too
John's AC = 19 for this round due to charge.
Joshua's Stats = AC 20 (due to charge this round. Normally 22), hp 39/39
Mounted Combat Roll (to help avoid hits on Joshua) = 21. This is lower than his AC anyway, so disregard.

Cedric AC 22 HP 35/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+12=30 ; d20+12=16 ; d20+7=26 ; d4+9=10 ; 2d6+5=13 ; d20+12=23 ; d20+7=17 ; d20+7=22 ; d20+7=10 ; d8+7=13 ;
Friday January 23rd, 2009 3:24:15 PM

Cedric continues his attack on the zombies, directing Quellis to attack again. They both pounce on the zombie, shredding its rotting flesh.

OOC:I'll stay and fight to make it simple, sorry for the confusion
Quells: 2 claw, 1 bite on zombie 1. Hit AC 30 for 10 damage. Miss AC 16. Hit AC 26 for 13.
Cedric attacks Zombie 1 (Continuing to zombie 2 if zombie 1 falls): Hit AC 23 for 13 (rest miss)

Long Strider 7 hours, SL 1, CL 7: cast around 10 PM.
Delay Poison 7 hours, SL 2, CL 7: cast around 10 PM
Greater Magic Fang 7 hours, SL 3, CL 7: cast around 10 PM
Inspire Courage +1 (Note: Neither Cedric nor Quellis can fail the DC 5 listen check)

Lucky Eddie AC14 HP42  d20+13=33
Friday January 23rd, 2009 5:49:23 PM

Arrgh.

Okay, to make it easier, let's say that Lucky fast dismounts to O7, tumbles back to O9, and throws right between Cedric and his bear at Zom 1, hitting it.

Tumble check, using five luck points to boost: nat 20 gives a 33. AND that brings Lucky's Luck Point count to 9 at the end of the round, not 8.

The halfling eyes Zom 6 nervously. No barrel to hide behind, no hard cover bonus, alas.

Ley Line Battle Round 3 (SteveK)  d20+9=14 ; d20+9=25 ; d8+9=15 ; d20+9=25 ; d8+9=10 ; d20+11=12 ;
Friday January 23rd, 2009 8:00:27 PM

Glandum stands beside Marcas and casts Enlarge on the Minotaur.

Speck starts getting into his rhyme and the words just keep flowing.

Marcus concentrates on Zombie#3 and strikes it twice.

Nirith draws her Bolas but misses Zombie#4. Nirith wants Nekron to keep the horseman in sight, and so the Raven watches.

Sira steps into position, and takes down Zombie Ogre #3.

Sir John charges Zombie Ogre#5 having paladin and horse to crash against the monster.

Quellis tears into Zombie Ogre#1 with a claw and lays it low with a bite into its dead flesh.

Cedric puts one set of talons into Zombie Ogre#2.

Lucky jumps off Cedric and tumbles away before striking Zombie Ogre#2 with a magical stone.
..........................

Zombie #2 sees Quellis as the stronger adversary and swings at the bear, missing.

Zombie #5 responds to Sir John's attack, smacking him with a club. (AC 25, Dam 15)

Zombie #4 again attacks the huge minotaur, striking a strong, glancing blow. (AC 25, Dam 10)

Zombie #6 points at Marcus, and his companion moves forward. Zombie#6 himself turns to the small flesh bag before it but only continues to watch.

Zombie #7 charges into Marcus, but misses horribly. (Marcus has AOOs against Zombie#7)(Sira has one AOO against Zombie#7)
.........................

Zombie Ogre AC 23 damage reduction 5/slashing
1: 58 dead
2: 21 damage
3: 70 dead
4: 14 damage
5: 14 damage
6:
7:

Cedric: 43 damage
Marcas: 27 damage
Sir John: 15 damage
..................... ......

Combat Rules:

It is full dark. Center Fire and Left Fire are blazing. Sunrod at P6 means all zombies are in bright illumination right now.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle

Map Updated

Marcasthai AC 18 HP 50/74 (SteveK) (Enlarge, Inspire Courage)  d20+12=26 ; d20+12=23 ; d20+12=27 ; d20+12=19 ; 3d6+8=20 ; 3d6+8=18 ; 3d6+8=19 ; d20+12=20 ;
Friday January 23rd, 2009 8:28:13 PM

Though engaged with hoof and horn, Marcas sees an opening with the charging Zombie, and swings his ranseur again and again. Four strikes flail towards the charging ogre.

AOO#1 AC26 Dam 20
AOO#2 AC23 Dam 18
AOO#3 AC27 Dam 19
AOO#4 AC19 miss

Seeing his hooves do less damage to the zombies, Marcus keeps one hand on his ransuer and then draws his Kukri. The wickedly curved blade snakes out for Zombie#4, missing. (AC 20, missing)
.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach,

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan)  d20+10=14 ;
Friday January 23rd, 2009 9:19:27 PM

Speck gets excited as zombies start falling and pauses his rhym. He had pretty much run out of words for it anyway, being made up on the spur of the moment. He'd have to write it down later, it he can remember it, for future use and liscensing fees for other bards.

Placing a bullet in his sling, he lets if fly towards zombie #6, just in his normal sling range.
Sling of Shock+1: d20 +8 +1(mag) +1 insp cour = AC 14 (miss)
The bullet carrens past the zombie and is lost into the night.
He then moves to Q15
Inspire Courage in effect for 5 more rounds: +1 to hit, +1 damage

OOC: Question_ bullet dmg would be 1d3 (-5 dmg red) for 0 pt in any case, but would the electric shock 1d6 bypass the dmg reduction (DMG, pg292, left column, second (small) paragraph)?

Glandum AC25 HP73  4d8+7=30 ;
Saturday January 24th, 2009 5:16:07 AM

Reaching out, Glandum touches the hip of the minotaur, sending a wave of warm gentleness into the giant creature.

*spontaneous casting, dropping (1) Summon Monster IV for Cure Critical Wounds*

Healing Marcasthai for 30

Sir John (Ken M) AC 21, 50/50 hps  d20+8=27 ; d20+8=19 ; d20+8=19 d20+15=24 d20+10=29 d8+4=8 d8+4=7 d6=2 d6=1 d20+6=24 d20+6=18 d6+4=7 d6+4=10 d20+6=19 d6+4=6
Saturday January 24th, 2009 2:23:06 PM

Sir John grunts in pain as he feels the ogre's weapon cut into him. He feels his anger kindled and keeps up the pressure on Ogre 5, slashing and cutting at its head, hoping to decapitate it once and for all. Now that he and Joshua don't have to move much, they both use their full attacks. There's nothing like the sight of flashing blades, kicking hooves and biting teeth to ruin an undead's day...

John's attack 1 = +13 + 2 (inspire and mounted) = Hit AC 24
John's Attack 2 = +8+ 2 (inspire and mounted) = Hit AC 29

Dmg 1 = 8 + 2 fire + 1 inspire = 11
Dmg 2 = 7 + 1 fire + 1 inspire = 9

(OOC = Does my mount benefit from the inspire effect, since we have an empathic link? The PHB wasn't real clear on it...)

Joshua's 2 hooves = Hit AC 24 and Hit AC 18
Dmg for the hooves = 7 pts and 10 pts dmg
Joshua's bite = Hit AC 19 for 6 pts dmg

TOTAL DMG vs OGRE AC 23 = 20 (John) + 7 (hoof) - 5 reduction = 22

(OOC = Steve, does the dmg reduction apply to the natural attacks of Joshua's hoof? I assume it would for his hoof, but not his teeth??? Any ideas anyone?)
DMSTeve: I say that the hoof is crushing damage and so dmg red applys. Also that the bite is crushing/piercing damage so dmg red applies (Quellis the bear also had the dmg red apply to his teeth. I gave his claws slashing damage.)

DM Info
Sir John = AC 21 with 35/50 hps
Joshua = AC 22 with 39/39 hps

Ride Check = (to keep hands free vs DC5) = 27
Ride Check for Joshua's AC = 19 (ignore since AC is > 19)
Ride Check for Joshua to attack vs DC 10 = 19



Cedric AC 22 HP 34/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+12=16 ; d20+12=14 ; d20+7=16 ; d20+12=28 ; d20+7=22 ; d20+7=25 ; d20+7=21 ; d8+6=13 ; d3+4=5 ;
Sunday January 25th, 2009 7:49:07 PM

Quellis continues his attack on the zombie, while Cedric continues to shred his. Quellis has little luck, but Cedric fairs better, hitting twice.

OOC:
Quellis attacks: All miss.
Cedric on Zombie 2: Hit AC 28 for 13 damage, Hit AC 25 for 5 damage.

Ley Line Battle Round 4 (SteveK)  d20+9=12 ; d20+9=22 ; d8+9=13 ; d20+9=21 ; d8+9=11 ; d20+15=26 ; d10+4=9 ;
Monday January 26th, 2009 11:14:04 AM

ooc: Had to read up on this... "Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction." So shocking, firey, and magic stones bypass the zombie damage reduction.
.............

Marcas' quick reflexes in combat slice Zombie#7 and fells the monster before it ever comes within swinging distance. Drawing his kukri, he fares less well against Zombie#4.

Speck lets fly a bullet towards zombie #6, but misses.

Glandum touches the minotaur, providing healing.

Sir John and Joshua slices and kicks at Zombie Ogre#5, wounding it further, but the brute is still up and swinging.

Quellis continues his attack on the zombie, but doesn't manage to get through its tough skin.

Cedric continues to shred Zombie#2.

Sira, Lucky, and Nirith pause to assess the battle. Nekron keeps the horseman in sight.
..........................

Zombie #2 changes his stroke to attack the dinosaur (who is now the more dangerous enemy), but misses.

Zombie #5 continues to attack Sir John, again striking the paladin with a club. (AC 22, Dam 13)

Zombie #4 ignores everything to plant another club welt on Marcas. (AC 21, Dam 11)

Zombie #6 considers the attacks and then disappears!

Nirith/Nekron only. Highlight to display spoiler: {The Shadowy Horseman takes aim with his crossbow and puts a shaft through Nekron! (AC 26, Dam 10) With a quick pull showing years of practice, the heavy crossbow is loaded and aiming at the raven again!}
.........................

Zombie Ogre AC 23 damage reduction 5/slashing
1: dead
2: 39 damage
3: dead
4: 14 damage
5: 36 damage
6:
7: 57 dead

Cedric: 43 damage
Marcus: 11 damage
Sir John: 28 damage
Nekron: 11 damage
..................... ......

Combat Rules:

It is full dark. Center Fire and Left Fire are blazing. Sunrod at P6 means all zombies are in bright illumination right now.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle

Map to be updated when I get home [work won't give me access to docs.google.com anymore ;( ]

Marcasthai AC 18 HP 63/74 (SteveK) (Enlarge, Inspire Courage)  d20+12=16 ; d20+7=19 ; d20+12=20 ;
Monday January 26th, 2009 11:41:14 AM

Marcas, his kukri in hand, puts his full effort against the zombie ogre in front of him. "By the Hand of Imod, you shall NOT pass!", he bellows into the cold night air.

Kukri AC 16 miss
Kukri AC 19 miss
Gore AC 20 miss
.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach,

Cedric AC 22 HP 34/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+12=19 ; d20+12=20 ; d20+7=9 ; d20+12=23 ; d20+7=10 ; d20+7=14 ; d20+7=10 ; d8+6=9 ;
Monday January 26th, 2009 12:01:18 PM

Seeing no choice, Cedric continues the attack. Quellis growls in frustration as his claws and bit fail to land. Cedric manages another hit, but it's not nearly the decisive attack he had hoped for.

OOC:
Quellis: All attacks miss
Cedric on Zombie 2: Talons hit AC 23 for 9 damage.
7 d20 rolls: 7, 8, 2, 11, 3, 7, 3 - That's some good rolling there :P

DM Reply to CedricHighlight to display spoiler: {Question: Where is the shadowy horseman? Deeper in the woods off the map?
DM SteveK: The only one who can see the Shadowy Horseman is Nekron. The only PC who currently knows there is a Shadowy Horseman is Nirith. i.e. He's well north of the Ley Lines.
}

Glandum AC25 HP73  d20+9=28 ; d8+2=9 ;
Monday January 26th, 2009 12:40:43 PM

Satisfied that the minotaur will survive a few more rounds of combat, Glandum turns to the remaining foe facing his giant friend.
Citing a few words of wisdom, through rhyme and prayer, Glandum points at the undead creature (#4) and appearing beside the creature is a warhammer, suspended in mid air, whereupon it strikes out at said creature.
With a flash of light, it makes contact with the dead flesh of the undead being. (bypassing any damage reduction)

hit ac 29
dam 9
*Spiritual Weapon*

Sir John (Ken M) AC 21, 22/50 hps  d20+15=25 ; d20+10=26 ; d8+4=10 ; d8+4=8 ; d6=2 ; d6=4 ; d20+6=9 ; d20+6=15 ; d20+1=17 ; d20+8=20 ; d20+8=25 ; d20+8=20 ;
Monday January 26th, 2009 3:17:42 PM

Though he's damaged again, Sir John decides to continue fighting and finish this thing off. Its a tough monster, but with Quellis' help, they should be victorious.

He'll yell at his companions, "If anyone has any spare healing, I could use it!!!"

He'll raise his axe again, trying this time to cut at its bony arms and commands Joshua to do the same.

John's Attack 1 = Hit AC 25 (slashing weapon) for 10 + 2 fire = 12
John's Attack 2 = Hit AC 26 (slashing weapon) for 8 + 4 fire = 12

Joshua's 2 hooves = Both missed
Joshua's bite = missed

TOTAL DMG vs OGRE AC 23 = 20 (John) + 7 (hoof) - 5 reduction = 22

DM Info
Sir John = AC 21 with 22/50 hps
Joshua = AC 25 (this round due to Ride check) with 39/39 hps

Ride Check = (to keep hands free vs DC5) = 20
Ride Check for Joshua's AC = 25
Ride Check for Joshua to attack vs DC 10 = 20


Sira Nailo  d20+10=26 ; 3d6+9=20 ;
Monday January 26th, 2009 4:56:23 PM

OOC: Dm, please post your email addy in the next DM post. I have some issues to address about the twilight rangers favored enemies.

IC: Sira attacks again. (Hits AC 26, for 20 damage... not including damage from any sneak attack Sira should be allowed. :))

DM SteveK: Rereading the Twilight Ranger, Rogue, Undead Hunter, Ranger, Undead Traits (MM), and Critical Hits rules :-) Whew! Seems like I was wrong and remembering something back from 2nd Edition!
Anyhow, Undead Traits say that undead are
"Not subject to critical hits, nonlethal damage, ability drain, or energy drain." And Criticat hits ONLY deals with high rolls on the dice.

THEREFORE, Sneak Attacks, Favored Enemy and the like WILL affect an Undead. Just no Crit Hits.

stephen.knotts@us.army.mil


Lucky Eddie AC14 HP42  d20=10 ; d20+13=22 ; 3d8+5=24 ;
Monday January 26th, 2009 5:09:35 PM

[OOC: Ouch! How did I miss a post! Sorry! This has to be quick, too!]

Base AC this round: 10 +13 = 23

Lucky casts Cure Serious Wounds spontaneously over Protection from Energy. Then he tumbles to O7 and touches Cedric. Tumble Check with an extra +5 in Luck Points: check is a 22, no problem, and gets him a luck point. Cedric is healed: 24.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 2
Wand of CLW used: 1 of 50
Current Luck Point Total: 9 (max at one time is 11)


Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d8+1=2 d8+1=6
Monday January 26th, 2009 7:34:31 PM

Nirith hears Sir John calling for healing but he is way too far ahead! They have been spreading too thin!!

The Witch/Monk hustles over to Sir John (40ft base x 2 should do just fine). As she goes she takes a Scroll of Cure Light Wounds and as soon as she gets within range of Sir John she touches him.

CLW: 6

"It ain't much Sir John but all things can help!"

Nekron suddenly croaks in pain! Nirith gaizes upwards and sees the Raven diving towards the ground. Thinking the Raven has been killed Nirith almost panicks but then Nekron flies towards her a bleeding wing making his flight quite erratic.

"KRAAA!! You fly up there and play bull's eye for that Rider!! KRAAA!!"



Speck (AC18/19-dodge, Touch13, HP26) (Jonathan)  d20+10=23 ; d6=5 ;
Monday January 26th, 2009 11:03:26 PM

DM: Sneak Attack vs Undead. See PHB pg 50, Sneak Attack (last paragraph - left side)_ "A rogue can Sneak Attack only living creatures... undead, constructs, oozes, ...lack vital areas..., Any creature that is imune to critical hits is not vulnerable to sneak attacks. "

This applies to the rogue, don't know enough about the other classes.

Speck, from Q15, is surprised that a zombie vanished and worries about it. He lets loose another bullet at the back-side of zombie #4 (no -4 pen). Then backs around the barrel to R16.

Sling of Sock +1: d20 +9 +1 insp courage = AC23, 1d6 shock = 5 (+1 insp cour) = 6 shock dmg

Inspire Courage 4 more rounds.


Ley Line Battle Round 5 (SteveK)  d20+9=23 ; d20+9=28 ; d8+9=11 ; d8+9=12 ;
Tuesday January 27th, 2009 10:55:18 AM

Sneak Attacks vs Undead: OK, re-re-amending. :-) Ain't this fun? I'm glad I have a thick skin! :-)
Currently: Sneak Attacks are not effective against things immune to Critical Hits.
Rules Board: I've posted the TwiRanger conundrum on the Rules board to get a ruling.
...............................

Marcas shouts his determination, but his voice is as ineffective as his kukri.

Cedric continues the attack and manages another hit against the extremely tough undead.

Quellis growls in frustration as his claws and bit fail to land.

Glandum causes a warhammer of glowing force to strike Zombie Ogre#4.

Sir John continues to fight, slicing Zombie Ogre#5 twice with his flaming axe, sending it to the ground!

Sira steps up to Zombie #4 and strikes the undead flesh with her Bane weapon, scoring hard!

Lucky tumbles into and out of reach of the ogre zombie, supporting Cedric with a healing spell. (Cedric healed: 24)

Nirith hustles over to Sir John while pulling a scroll out to use as she gets a chance (next round). Her way is roundabout, squeezing behind Marcas, avoiding Speck's caltrops and Lucky's barrel of dirt; and Nirith still can't get all the way to Sir John quite yet.

Nekron croaks in pain, and speeds to Nirith with a hole in his wing, sounding out his distress for all to hear.

Speck worries about the vanished zombie, but doesn't look around too carefully. There is, after all, another zombie to worry about! The halfling is able to concentrate enough to smack Zombie Ogre #4 with an electrified stone.

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

Zombie #2 doesn't seem to care about the loss of the other zombies, and strikes Cedric again. (AC 23, Dam 11)

Zombie #4 turns and plants a club Sira, now the more dangerous enemy. (AC 28, Dam 12)

There is no sight of the unwounded, disappeared zombie or the Shadowy Horseman briefly seen by Nekron.
.........................

Zombie Ogre AC 23 damage reduction 5/slashing
1: dead
2: 48 damage
3: dead
4: 44 damage
5: 60 dead
6: gone
7: dead

Cedric: 31 damage
Marcus: 11 damage
Sir John: 28 damage
Nekron: 11 damage
Sira: 12 damage
..................... ......

Combat Rules:

It is full dark. Center Fire and Left Fire are blazing. Sunrod at P6 means both zombies are in bright illumination right now.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle

Map updated

Marcasthai AC 18 HP 63/74 (SteveK) (Enlarge, Inspire Courage)  d20+13=30 ; d20+8=15 ; d20+11=27 ; 2d6+6=9 ; 2d6+6=11 ;
Tuesday January 27th, 2009 12:56:22 PM

Marcas sees that Sira and he are dividing the zombie's attention and thinks up a tactic. Stepping to the right, he flanks opposite Sira for more effective attacks, then bores in with his Kukri and horns.

"Finish up and return to the fires!", he calls to the fast attack team near the Ley Lines.

Kukri AC 30 Dam 9
Kukri AC 15 miss
Gore AC 27 Dam 11 -5 = 6
.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach
Flanking: +2 to hit

Glandum AC25 HP73  d20+9=11 ;
Tuesday January 27th, 2009 1:31:15 PM

The warhammer misses its mark this round.

With more praying and rhyming, Glandum reaches over and touches the Minotaur, enhancing his strength by 4.
*Bull's Strength*

Sir John (Ken M) AC 21, 29/50 hps, 7/14 lay on hands left 
Tuesday January 27th, 2009 1:41:48 PM

Sir John yells in victory as he fells the pesky Ogre. Looking at Nirith coming towads him with a scroll out, he says "Madam, thank you for whatever you can give. I am in your debt."

He takes this round to catch his breath and lays hands on himself for 7 hps, hoping to boost up his strength for the remainder of the fight... "We're not done yet Joshua and there's more fighting to do. Ready yourself my friend," he says to his faithful mount.



Cedric AC 22 HP 47/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+12=23 ; d20+12=14 ; d20+7=8 ; d20+7=14 ; d20+7=22 ; d4+9=12 ;
Tuesday January 27th, 2009 2:04:29 PM

Giving a low warble, Cedric orders the bear to attack. Rushing over, Quellis manages to get a solid hit on the undead. However, Cedric is unable to get any of his attacks to land through the thick flesh of the ogre.

OOC:
Healed 24, took 11 damage.
Quellis moves to O4-P5 and hits AC 23 for 12 damage.
Cedric's attacks miss.



Zombies Down (SteveK) 
Tuesday January 27th, 2009 2:29:34 PM

ooc: extra daily post to not waste a day of useless combat rolls...

End of Combat Rounds!

Marcas and then Quellis dispatch the last two, heavily wounded, Zombie Ogres and the heroes stand triumphant on the field! There, at the end, it looked as if the two zombies were trying to say something, yet blades and claws felled them ere undead breath escaped thier lips.

By the light of the Sunrod upon the ground as well as two of the three large bonfires, the heroes easily see each zombie carried a sack half-full with ... unknown items. They are, after all, tied.

Back by the fires, the Fixer remains as he was, slowly repairing the Ley Lines and things only the Fixer can see.

Lucky Eddie AC19 HP42  2d8+5=9 ; 2d8+5=16 ; d20+10=29 ; d20+9=12 ; d20+9=14 ; d20+8=23 ; d20+8=16 ; d20=6
Tuesday January 27th, 2009 3:47:07 PM


As the undead try to get out some final words, Lucky tries to hear what they are saying: Listen check 29! Wooot!

After the fight, King Curlieque leaps and cavorts in triumph! "Well done, my subjects! The plan went perfectly! Good work everybody!"

He looks around for wounded. He spontaneously gives Cedric and Sir John each a CMW (9 and 16, respectively).

He looks around the battlefield, searching for anything interesting. He looks at the remains of the undead too, first saying a prayer for the souls of the creatures these once were, and then looting the bodies! In fact, really praying as he loots.

Spot checks: 12, 14; Search Checks: 23, 26.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 2
Wand of CLW used: 1 of 50
Current Luck Point Total: 9 (max at one time is 11)

Later Edit: Eddie's AC for the first round of the next attack ... base 6 +13 = 19.

Sir John (Ken M) AC 21, 29/50 hps, 7/14 lay on hands left 
Tuesday January 27th, 2009 4:53:23 PM

Sir John breathes a sigh of relief now that they have defeated this first wave. He nods at his companions and is glad everyone is still alive. However, it seems that the undead leaders escaped and he's concerned about what they're up to. "We've still got some outstanding enemies that we haven't accounted for. I'm not comfortable with simply letting them get away and once get healed, we need to hunt them down."

He'll quickly climb down (Assuming he's healed by Nirith), and will grab the sunrod that he threw down. He'll pick it up and raise it up high (after remounting Joshua) for a moment, trying to get a better view and allow the light to go further (due to it's higher level.

He'll also ask "Who feels like searching those bags? I'll keep watch for any sign of new enemies..."

Glandum AC25 HP73  3d8+7=23 ;
Tuesday January 27th, 2009 5:49:25 PM

Walking over to Sir John, Glandum places a hand on his shoulder, and sends into the man a calming warmth.
*replaced prayer with cure serious wounds*
Healing Sir john for 23 points

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan)  d20+5=14 ; d20+15=29 ;
Tuesday January 27th, 2009 5:51:24 PM

Speck is still concerned about the zombie that vanished and instead of celebrating with the others, he cautiously moves over to where the zombie was seen last and kneels to the ground, and puts on an eyeglass contraption to see if there are any tracks.

Spot (with all the light around, he looks for a shadow that's moving but has no 'owner'): d20 +5= 14 (15 if he is within 20' of Lucky).

Search (ground for tracks using goggles of minute seeing): d20 +15 = 29.

OOC: let me know if the Search isn't appropriate (ie. search for tracks - untrained?) and use whatever judgement necessary.

Speck calls out "Is anyone an expert tracker?"

Marcasthai AC 18 HP 63/74 (SteveK) (Enlarge, Inspire Courage) 
Wednesday January 28th, 2009 7:31:19 AM

Marcas takes a moment or two to stay in stance and looking around before convincing himself there is no further enemy. He then field cleans his blades and thinks of the next moves. "Sir John and Sira, stay alert. You guard while the rest of us clean the battlefield."

"Friends", he calls out to the others, "bring the bodies and equipment of the undead to the fires. We can search and then get rid of the bodies in better safety. And then... then we can plan."

Marcus follows his own orders by going out to a zombie body and dragging it back to where two lay dead at his feet. "They were tough", he comments, "but undead are not honorable opponents. We should get what is useful and then burn the bodies so they can't be used for evil again."

Marcas will help open the bags, and lay the contents out for inspection.

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

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach


Cedric AC 22 HP 56/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Wednesday January 28th, 2009 8:33:58 AM

Cedric warbles and brings Quellis back to the light of the campfires. He then helps drag back the bags to the fire, though his limbs are a but useless for opening them carefully.

After thats done, he sees to Quellis, reassuring the bear and praising him.

Long Strider 7 hours, SL 1, CL 7: cast around 10 PM.
Delay Poison 7 hours, SL 2, CL 7: cast around 10 PM
Greater Magic Fang 7 hours, SL 3, CL 7: cast around 10 PM

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Wednesday January 28th, 2009 11:33:34 AM

"This went pretty easy... but I do feel we were stretched too far apart... it would be easier I think if we would hold a line and let them come to us. It's also easier for healing or other boost spells.

Nekron speaks of a rider at the other side of the Ley Lines... try to describe this dude dear?"

Listening to Nekron Nirith awaits further orders.
She indeed uses a few healing spells where needed.

Nirith hurries to the farm and asks a bucket with water... if she gets up close and personal she needs something to clean her hands :)

Glandum AC25 HP73 
Wednesday January 28th, 2009 12:02:36 PM

Standing next to the Fixer, Glandum casts Invisibility Purge.

35' in all directions.

Aftermath and Loot (SteveK) 
Wednesday January 28th, 2009 1:26:48 PM

Lucky strains his ears to hear a voice escaping from the destroyed zombie ogre. "Gothikus I free of you! Sprit return to volcano home." The King then cavorts in triumph, healing Cedric and Sir John some and checks the battlefield for any odds and ends that have shown up.

Sir John is glad the battle is won, but thinks ahead to the next steps. His solution? "We need to hunt them down." With the sunrod, he rides to the edge of the Ley Lines, but can't see anything in the shadows beyond.

Glandum heals Sir john, and then checks to see if the ogre who disappeared is invisible nearby, but the Invisibility Purge reveals nothing.

Speck is concerned about the zombie that vanished. Searching the soft farming ground where it vanished, the halfling can tell that the invisible zombie did not walk forward. It looks like it turned around and walked back north. But within a few steps, Speck can't make out much more and asks if there is someone who is an expert tracker.

Marcas cleans his blades, suggests a couple of lookouts, and then helps search the bodies.

Cedric and Quellis come back to the campfires and helps to drag bodies and search bags.

Nirith conducts a small after action critique of the battle and tries to get Nekron to describe the Shadowy Horseman. Thinking of her personal needs, the witch requisitions a bucket of water from the farmstead well and returns.

Nekron kroaks out his pain and fear to anyone who wants to listen. "Hard to see in darkness. Dark clothes and dark horse. Big crossbow! Wheeled and went north after I dived to the ground!"

Shod, the Fixer continues his silent struggle with the Ley Lines.

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

Lucky, Cedric, and Marcas find the bags contain some money, but mostly various resources from (apparently) earlier farm lootings. All told, the bags contained...

- 435 gold, 736 silver coins
- 3 rakes, 2 hoes, 2 shovels, 1 sickle, 1 bucket, 1 bridle, 1 bag of iron pieces to various plow/harness impliments
- 10 pounds of dried meat, 3 pounds dried fruits, 40 pounds onions, 1 dead farm pig, 9 eggs (smashed)
- A dead man's head.
- A quarterstaff carved with entwining leaves and sheathes of grain

Searching the battlefield, Lucky also stumbles across an empty clay jar laying just north of the Ley Lines and right where the zombie ogres crossed. There is some pungent-smelling clear residue in the open jar.

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

Well done all! Each PC earns 725xp!



Sir John (Ken M) AC 21, 29/50 hps, 7/14 lay on hands left 
Wednesday January 28th, 2009 2:14:22 PM

Sir John thanks Glandum for his timely assistance and takes a deep breath as he feels the calming power flow over him. Now that he's at full power, it's time to focus on the missing enemy. Until someone can find the tracks, all he can do is wait. For now, he'll help Marcas drag the bodies over to the fire, hopefully preventing them from being risen again.

Once that's done, he'll return to his position of overwatch, hoping to get some idea where their remaining enemies are...

Sira Nailo hps 34/46 
Wednesday January 28th, 2009 2:38:08 PM

Sira stands by awaiting her portion of the loot.

Lucky Eddie AC19 HP42 
Wednesday January 28th, 2009 6:03:48 PM

Happy to find so many interesting things, Ekim shows everyone what he found. He loves to find things, but also loves to share.

The only exception is the head of the dead person. His first sad question -- was this a dwarf in life? He does not yet mention this to any of the locals, especially the lady of the house. He puts the head carefully in a bag to hide it for now. He'll make sure everyone in the party knows about it.

He'll see if any of the edible loot is poison. He'll ask the other casters if anyone can cast Det Magic.

As for the clay jar, Lucky thinks that the stuff in it was used by the undead to attack the Ley Lines. He'll handle with care! He offers it to the Fixer, but if he is too involved to be bothered, then Lucky holds on to it carefully. When the staff is checked for magic, he'll have it checked too. And is it poison? Is the residue?

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan)  d20+7=12 ;
Wednesday January 28th, 2009 7:31:11 PM

Speck announces that the invisible zombie took off back north, as far as he can tell, and points to the prints he found. "Knowing where he went will be good for later. Right now, though, our job is to guard teh Fixer."

He then offers to inspect the items from the bag.
Cast Detect Magic, duration 2rds.

He looks at the quarterstaff, scrutinizing the markings, to see if it looks familiar.
Bardic Knowledge: d20+7 = 12 +1 (with Lucky nearby?) = 13?

Glandum AC25 HP73 
Wednesday January 28th, 2009 10:27:00 PM

Lets form a protective ring aroung the fixer and use the wood from the unused bonfire to keep these 2 that are lit going.

Cedric AC 22 HP 56/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+22=35 ; d20+22=34 ;
Thursday January 29th, 2009 8:17:36 AM

Calling Quellis to his side, Cedric prowls a tight circle around the fires, keeping his eyes and ears sharp for another wave. He occasionally glances over to the Fixer, making sure his progress continues uninterrupted.

OOC:
Spot 35, Listen 34

Long Strider 7 hours, SL 1, CL 7: cast around 10 PM.
Delay Poison 7 hours, SL 2, CL 7: cast around 10 PM
Greater Magic Fang 7 hours, SL 3, CL 7: cast around 10 PM

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Thursday January 29th, 2009 9:46:03 AM

Nirith tends to Nekron while she keeps an eye out of the Ley Lines. That rider shot her beloved companion... he will die... euhm no he's allready dead... oh well.

Arranging her scrolls, and placing the bucket of water close to one of the fires Nirith waits patiently. The night ain't over yet...

Marcasthai AC 20 HP 63/74 (SteveK) 
Thursday January 29th, 2009 10:22:42 AM

Once it looks like everything is taken off the zombies that could be useful and has been distributed, Marcas starts tossing the bodies on the Left hand fire. He watches carefully as the bodies burn until they can't be used for evil magics again.

Then he turns to the others. Agreeing with Glandum he talks. "Yes. Return to watchfulness. Cedric and Sir John stay near the left-side fire. I will stay in front. Others to be around the Fixer and the center-fire to keep watch. We will guard him as long as he needs."

While through the night, Marcas also talks about what Nirith brought up. "We could have fought better. Cedric and Sir John, if you waited until the zombies attacked the main line of defense, then you could have swung around and flanked them. Nirith, it was dangerous for you to leave the defense to run to Sir John: I think they could have withdrew if they were in too much trouble."

And he echoes Speck. "Sira, Cedric? Do either of you have skills in tracking? Can we track where the zombies came from in the morning in order to take the attack to them?"

Finally, he looks to Lucky. "Lucky Eddie, I think the spell-makers should sleep while the rest guard. This way, you all can recharge your spells in the morning. If there is another attack, we will wake you."


Ekim of Arn AC19 HP42 
Thursday January 29th, 2009 11:12:46 AM

"Well, I could use a little shut-eye. Let me know if anything interesting happens!"

The Night Passes (SteveK) 
Thursday January 29th, 2009 11:50:22 AM

(DM Change: SteveVdB, are you prepared to take over Monday?)

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

Sir John helps to burn the Zombie Ogres and then resumes his guarding stance.

Sira stands by awaiting her portion of the loot.

Ekim shows everyone what he found. The unattached head is a human, probably only a day or two since killed. Lucky can't tell if anything is poisoned or magical, looks just fine to him! Shod the Fixer slowly accepts the clay jar from King Curlique and smiles in a distracted way. "The poison only hurts the Ley Lines and is safe for the living. Now that I know what I fight, this will be less difficult." Shod returns to his work repairing the Lines.

Speck tells the others about the whereabouts of the invisible zombie, then continues to guard the fixer. Casting Detect Magic, Speck identifies the staff is a Staff of Plant Growth and it helps farms with growing crops. It is the only piece of loot that is magical.

Glandum suggests a protective ring aroung the fixer and to keep the two fires burning through the night.

Cedric and Quellis prowl around the fires, keeping his eyes and ears sharp for another wave. His eyes and ears are very sharp (good use of Skill Checks) but the night is quiet.

Nirith tends Nekron and waits patiently.

Marcas tosses Zombies in the fire, then returns to guarding. He talks about improving thier tactics and tracking the zombies in the morning, also suggesting the spellcasters get some sleep.

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

The coins are distributed among the eight heroes, each getting 54 gold and 92 silver to go into thier belt pouches. Only the head (hiddden by Lucky) and the Staff offer any more interest for the group. The rest of the booty is re-bagged and left beside the fire.

The group keeps careful watch, feeding the two lit fires to keep them going throughout the night.

Yet the rest of the night passes without incident. It seems that this group must have been the only one scheduled to attack Therla's family and Norhig Farm. The spellcasters are able to get enough rest to think about replenishing their spells come the dawn.

Also with the dawn, Shod comes out of his focused concentration. He looks worn, but still ready to face his continued challenges. But he also has information for the group. "There will be more", he begins without preamble. "I have divined it. Prepare. Find out what you can from the dead and the captured equipment, and get ready for something more substantial."

Ekim of Arn AC19 HP42 
Thursday January 29th, 2009 12:50:45 PM

OOC: Sorry I didn't spell it out better. I cast Detect Poison to tell if anything is poisoned.

Also -- and this is important -- WHO found the staff? The reason I ask is because if *I* found it, I can use it for the duration of this Luck Quest, even though I am no druid.

The Night Passes (SteveK) Addendum  d3=3 ;
Thursday January 29th, 2009 2:23:53 PM

Lucky sees there is poison in the jar (though most unusual variety), and there is no poison on any of the food.

With three people (Lucky, Cedric, and Marcas) searching the bags, (Luck Quest = might as well roll the die and...) it is Marcas who actually found the Staff in the first place.

Sira Nailo hps 34/46  d20+11=20 ; d20+11=17 ; d20+13=18
Thursday January 29th, 2009 3:05:30 PM

"I can track."

(Spot 20, and Listen 17 during watch, Survival 18 (if tracking for some reason) - Undead +6, - Chaotic Outsiders +2, - Evil Outsiders +2)

Marcasthai AC 20 HP 63/74 (SteveK) 
Thursday January 29th, 2009 4:32:40 PM

Marcas blinks his eyes and thinks on the problem... "Do we track these undead to thier lair or do we prepare for another assault?"

"Let us do both." The minotaur suggests. "Sira can track them so we use the daylight to see if we can end the menace. If not, we return to defend the farm."

Because this is not battlefield strategy, Marcas looks to Lucky for the final say, as the halfling earned the co-leadership position in the minotaur's mind.

While waiting for the spellcasters to refresh themselves, Marcas takes a light warm-up, and then spends a half-hour brushing the dirt, sweat, and zombie pieces out of his fur. In the end, he is once more clean and very well groomed.

Glandum AC25 HP73 
Thursday January 29th, 2009 5:00:03 PM

Sleeps.
Prays for new spells.
Does what the minotaur does, with his armor, from what flew off the minotaur's weapons in their wide arcs.
Refills waterskins.
Eats.
Prays.

And waits for orders.

Ekim of Arn AC19 HP42 
Thursday January 29th, 2009 5:02:10 PM

Lucky ponders the choice: Track back the enemy in the daylight, take it by surprise, and destroy it. Or stay here to protect the Fixer, as they have been charged to do.

"There is only one way to decide," Lucky says. He takes out a coin. "Heads, we track; tails, we stay here."

He flips.

[OOC: To our new DM -- please tell us how the coin lands, based on what would fit the module better. Usually I would be all for playing havoc with the DM's carefully laid plans, but for this round-robin test, I think we should stick to the module as written.]


Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Thursday January 29th, 2009 8:02:07 PM

OOC: I was begining to wander, since my turn was coming up, when I'd get the next stuff. A relief to see I've been 'bumped'. :)

IC: Speck helps keep the two fires going and after several hours of vigilant watching and nothing else coming, decides a nap is in order. Placing a blanket on the ground just withing the warmth of the center bonfire, he curls up and dozes, dreaming of a large plantation of Pipeweed bolstered by a magical staff.

Morning finds him rather refreshed, but the words of the Fixer did not help in getting his day started.
"When? Today? Tonight? Surely the undead won't return during the daylight. More powerful undead, at least. They rely on the darkness and suffer under the sun's rays. I say we track them starting after a good breakfast. Just as long as we know we can be back before dusk."

Cedric AC 15 HP 63/63 - Human Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Thursday January 29th, 2009 10:06:42 PM

As the night draws to a close, Cedric gets some rest. Laying down as a dinosaur, he awakens in human form. Stretching out, he finds a quiet place to refresh his spells, then helps with the morning campfire.

"Tracking them this morning is wise, let us do that. Sira is most suited to tracking Undead I think. As far as the items, the gold lets split now. But the staff isn't going to help us right now I don't think, so lets wait till we have more to pass around before figuring out who gets it?"

When they head out, he'll shift into form and have someone suit him up.

Glandum AC25 HP73 
Thursday January 29th, 2009 11:36:25 PM

Glandum takes his split and leaves his portion, minus 10%, on the table next to the front door to the farmhouse.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d8+1=7 ;
Friday January 30th, 2009 11:11:07 AM

Nirith nods to Marcasthai in agreement. It was wrong of her to abandon the line to try and answer Sir John's request to get healed. "I'l keep it in mind..."

Well, all in all Nirith has been fairly useless so far :-/
(note to self - don't create a non-lethal only character when goign against undead...)

Nirith uses a scroll to heal Nekron's wounds.

"So my companion... do you feel like flying high again and check out what is going on behind the lines? Argh if only I would have thought of bringing invisibility potions..."

Nirith then kneels on the ground and patiently awaits what will come next.

Sira Nailo hps 34/46  d20+13=19 ;
Friday January 30th, 2009 12:13:18 PM

Tracks.

(Survival 19, +6 when tracking undead. 25)

Administrative Hold (SteveK) 
Friday January 30th, 2009 12:41:48 PM

OK team, there's just a slight hiccup for the DM Switch and we'll resume on Monday.

Sir John (Ken M) AC 21, 29/50 hps, 7/14 lay on hands left 
Friday January 30th, 2009 3:13:41 PM

Sir John listens to the various suggestions and ideas, and nods at each. He says, "Scouting during the day seems wise. For now, I'm going to give Joshua a rest and I'm going to get some sleep. Once we have sufficiently rested, I'll help provide protection for Sira while she is tracking. However, we shouldn't leave the entire farmstead undefended,even during the day. I think we should have a few remain back here with some way to signal us if danger appears."

With that, he'll dispel Joshua for a slight rest and will take a nap himself. He'll remain near the cabin, with his armor and weapons nearby. That way, he'll have time to don his armor if something bad happens before he awakes.

(OOC = Nirith, I beg to differ re: the wisdom of your decision. I think it was wise to step out of line to help Sir John. That allowed him to remain in the battle, because otherwise, he would have had to retreat, heal up and then return. Sometimes we have to break our plans, especially since no plan lasts very long when a battle begins.)

Sira Nailo hps 34/46 
Saturday January 31st, 2009 5:59:40 PM

"Leaving the farm undefended might give those folks something more than goats and corn to think about."

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Saturday January 31st, 2009 6:46:21 PM

"They've never been bothered by the undead during the day before, is there any reason that the undead will suddenly change their 'sleeping' habbits and attack during the day?" Speck asks SIra.

Sira Nailo hps 34/46 
Saturday January 31st, 2009 8:22:09 PM

"Hope springs eternal."

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+9=14 ;
Monday February 2nd, 2009 6:07:25 AM

Nirith kneels next to one fo the fires and rests... Nekron, healed, accept another challenge and flies high up in the sky over the Ley Lines scouting ahead ... (max range and back - double more)

Nekron spot: 14

Sira Nailo hps 34/46 
Monday February 2nd, 2009 2:11:57 PM

"I suppose I couldn't get a small bit of healing prior to the tracking excursion?

Ekim of Arn AC19 HP42  d8+1=9 ;
Tuesday February 3rd, 2009 9:58:34 AM

Lucky hits Sira with his CLW wand: 9 hp back.

Glandum AC25 HP73 
Tuesday February 3rd, 2009 10:13:07 AM

(ooc Sir John, change your hp's to be 50/50 since I did heal you full)

Sira Nailo hps 43/46 
Tuesday February 3rd, 2009 10:56:15 AM

"Good enough I suppose, thanks." As she looks at another bruise which didn't heal.

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Tuesday February 3rd, 2009 2:30:28 PM

OOC = Sorry = Forgot to change my "header".... I'm still getting used to it simply copying my last header...

Administrative Hold (SteveK) 
Tuesday February 3rd, 2009 5:56:34 PM

Ummm... I'm not sure where we are right now. I've run out of scene to do anything with.

SteveVdB or Jonathan, do either of you have the next scene?

I could continue posting on a tengent if we want to do that....

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Tuesday February 3rd, 2009 8:41:33 PM

OOC: Nope, I don't. Haven't receiced it yet.

For all those that still have damage, don't forget that when you have a full 8 hours rest you recover hit points, 1hp/lvl.

Glandum AC25 HP73 
Tuesday February 3rd, 2009 11:16:44 PM

This reminds me of that cartoon where all the PCs and NPCs are sitting around, doing nothing, and the caption reads: The DM is calculating the damage from that last fireball.

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Tuesday February 3rd, 2009 11:58:40 PM

OOC: Got the next segment, so bear with me as I look it over.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d8+1=2 ; d8+1=7 ;
Wednesday February 4th, 2009 1:56:29 AM

ooc : Jerry said he would send the module to Jonathan. I don't have it!

[shouting] JERRY WE NEED YOU OVER HERE!!!! [/shouting]

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Wednesday February 4th, 2009 1:57:09 AM

ooc Aghr never mind previous post - looks like Jonathan allready has it :-)

Sira Nailo hps 43/46 
Wednesday February 4th, 2009 2:17:48 PM

OOC: :) Checking in...

Marcasthai AC 20 HP 72/74 (SteveK) 
Wednesday February 4th, 2009 5:12:10 PM

Marcas continues to groom himself to keep clean and present the best possible appearance. "It is important for others to know of the best of minotaurs", he mentions to no one in particular.

He ensures the small, white cat with him is also groomed well and fed. "You are unharmed, my Khloe?" he asks the long-haired feline.

Glandum AC25 HP73 
Wednesday February 4th, 2009 8:05:43 PM

/throws mud at the Minotaur

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