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A Mystery in Tharn ...
Blizzard and Fire and Murder, Oh My!


Going to See Lucius 
Friday June 19th, 2009 7:31:02 PM

As the group moves into the city and follows the direction to the watch office,, they see throngs of people moving too and fro through the oppressive cold, soot and darkness. Even though it's the middle of the day, it seems like midnight. Moreover, the group quickly becomes covered in black smudge and soot from the black snow that rains down from heaven. The only light comes from everbright lanterns on street corners, as the sun has been completely blocked by the sooty sky.

The PC's quickly realize that this black soot will begin causing problems if they stay outside too long. (Every hour you're outdoors, DC 15 Fortitude or 1d6 non lethal dmg from inhaling the soot)

Most people ignore the party, handling their own business and moving quickly indoors. A few scattered gangs see the party but when they come near and see a group of armed PC's, they look for easier prey. Most business are shut down, as few people will come out in the toxic atmosphere. As they near the watch's HQ, they see various prophets claiming that the time of reckoning is near. These wild-haired, soot caked prophets of doom call for all to bow down and accept the inevitable.

The explosions continue from the SW district, and it appears that the fire is still spreading. The group remembers that that district holds many foundries, magic supply shops, chemical factories and various other business that are incredibly flammable. It's sort of the rundown part of Tharn, but it is odd that the fire is still spreading. Worse, the group hears more stories about rampant looting and riots in the SW district. Or at least more than the normal nefarious activity that happens in the SW district.

As the group pools their memories and knowledge, they remember hearing that the city is generally calm and has a formidable group of mages who protect against outside dangers and maintain peace and order. Various PC's stop passerby's and they are told of recent murders in Tharn, and the apparent inability of the watch to solve them and find the killer(s). The fire is a commonly discussed issue, of course, and the bitterly cold weather is in everyone's minds. However, most people stop only for a moment, due to the horrible, bitter cold and no one is in the mood to answer questions.

Speck hears nothing of any circus and most people look at him like he belongs in an asylum.

As they near Lucius' office, they see guards standing outside, shivering in the cold. As they get closer, they notice that these seem to be reserve officers, and a passerby mentions that most of the regular officers are fighting the fire and trying to stop the riots and looting.

(OOC = The snowfall, blizzard conditions and environmental situation cause:
1. all outdoor Spot, Listen and Search checks to take a -8 penalty,
2. Ranged attacks are impossible.
3. Every hour you're outside, take another DC 15 check or take another 1d6 non-lethal dmg from the extreme cold. If you have the survival skill, there could be a bonus (see pg 83 PH))


Speck AC18/19 HP:26/26 
Friday June 19th, 2009 10:51:19 PM

Speck is dispondent that the people don't seem to know anything about the circus. What kind of life do they live anyway. The crowd size seemed to be decent enough during their performances... what short memories they have... Well, he circus must have left right after he did. That was some months ago. Six, maybe seven months ago?

"Cough... Hack! Murders? What sort of murders? Who...cough...spit... were murdered?" But the hustle and bustle keep jostling the hafling around and he gets no answer.

"Dimwits!" He exclaims as he scuttles next to the liontaur.

The appearance of gangs in the streets only anger Speck the more. "This was a decent place to live", he manages to say despite the soot. He even hopes a gang dares to approach them, he's sure he could find out more from them than from the regular citizenry. But their mission to find th HQ presses them on and any info gathering will have to wait.

As the 'prophets' wail out doom, Speck mutters "Pathetic. Just simple pathetic. Why don't they just put a towl over their heads and shut up."

However the soot, the cold, and not having had anything to eat but dracomorph goo all day spurs his little feet onward to the headquarters. Hopefully they'll be let in, and hopefully it'll be warm inside, and hopefully his snack in his backpack is unsoiled.

Lucky AC18 HP46  d20+8=17 ; d20+13=18 ;
Saturday June 20th, 2009 10:36:56 AM



"Old Man! Old Man!" Lucky calls out to Cedric as the sooty snow flies. "You didn't get to be so old without learning something about Survival, I bet! What should we do about this weather? Maybe cover our mouths? Move a little slower?"

[OOC: Lucky is using Aid Another to boost Cedric's Survival check, should he choose to make one. Lucky has a +7 on Survival checks, and he pumps a luck point to bring that to +8. His roll to aid another is 17. Cedric gains a +2 on his Survival check (which can help others, per the skill), and Lucky gains a Luck Point back.]

"I say, we should push to the heart of the conflagration! Probably it is some magical source, or an elemental, maybe in the burning ruins of the mages' lab. An elemental named Lucius, is my guess, based on the title of the DM post."

"Come, lackeys! Follow your Captain onwards, at a prudent rate for these weather conditions, into the heart of danger!"

[OOC Note: Although Lucky is here proposing just blindly going into the heart of the fire, wherever that is, he will actually go wherever the majority of the party wants to go, whether on to see this Captain Luscious or wherever.]

New roll for AC for the next time I need one: 18

Luck Points: 5

Spells Chosen (Not picked randomly seeing as Lucky is not as yet on a new Luck Quest):
Not adjusted by going up a level! But everything else is!

0: Light, Purify Food and Drink, Guidance x2, Read Magic
1: Hide from Undead, Obscuring Mist, Bless, Sanctuary, Entropic Shield
2: Sound Burst, Inflict Moderate Wounds, Remove Paralysis, Aid
3: Bestow Curse, Mon Sum III, Magic Circle vs Law

Marcasthai AC 19 HP 64/84 (SteveK)  d20+12=31 ; d20+11=15 d20+11=16
Sunday June 21st, 2009 11:33:14 AM

Marcas bends his head against the soot smacking his eyes and nose and ignores the cold. Marching ahead, he only pauses to allow Lucky to get in the lead.

"I am not a Lackey", he rumbles, but there is no force or heat in the words. The minotaur has already learned that Lucky niether means it nor will likely remember any correction.

"More questions will be answered at Lucius the Captain", he tells his friends, "don't waste time *ah-CHOO* standing out here in the soot.

At the reserves guarding the door, he gives a confident snort and rises to his full height. "We are here to speak with Captain Lucius. Be kind and do not bar our way."
.................

Intimidate: 31
Fort vs soot: 15 v 15 pass
Fort vs cold: 16 v 15 pass

Speck AC18/19 HP:26/26  d20+4=18 ;
Sunday June 21st, 2009 9:29:32 PM

Forgot my DC15 Fort check. Here it is:
d20+4=18. good for now...

Cedric AC 16 HP 66/66 - | Character Sheet  d20+8=24 ; d20+19=23 ; d20+10=11 ; d6=6 ;
Monday June 22nd, 2009 7:56:43 AM

Cedric slows the party down a bit, and instructs them on how to protect themselves against the cold. Unfortunately he spends so much time tending to the needs of others he neglects his own safety.

OOC:
Just to be clear that's 2 saves an hour? One vs Soot and one vs Blizzard?
6 non lethal damage
Buffs: Longstrider, Delay Poison, Greater Magic Fang (all extended)

Fort save vs soot: 24 Passed

Survival check to boost save vs blizzard: 23 (Entire party gains +2 to blizzard save if they move at 1/2 speed)
Blizzard save: failed, 6 non lethal damage

Going to See Lucius 
Monday June 22nd, 2009 10:49:30 AM

(OOC = Per Cedric's Q, yes, 2 saves/hr for 6 non lethal. I'm not going to be real picky on these, since I assume you'll be going in and out of buildings as much as possible. I just wanted to make sure that if you were involved in something lengthy, that you knew the effects of the environment.)

Waiting on others to post...

Speck AC18/19 HP:26/26  d20+4=15 ;
Monday June 22nd, 2009 2:17:03 PM

OOC: didn't do the cold check since I thought we were going inside. But since we've been outside since the beginning, here it is.

DC15 Fort cold d20+4=15! (whew!)

Mithrik 
Monday June 22nd, 2009 7:37:06 PM

OOC: You guys aren't waiting for me, are you?

Mithrik 
Monday June 22nd, 2009 8:29:47 PM

Through the soot and snow a stooped figure appears from the Captain's building and approaches the party with his floppy hat pulled over his eyes and his hands shoved deep into the pockets of his colorful robe. As he draws near the figure pushes his hat back to reveal an old, craggy face and a long white beard. A pipe sticks out from his white mustache and pumps smoke into the already sooty air as the man draws close enough for the party to see his twinkling green eyes which give Lucky a wink. The old man crouches down before the party's leader and speaks in a raspy yet soothing voice.

"Hey there, kid, welcome to Tharn. Oh, and look, another kid," the man says looking at Speck. "What are children such as yourself doing in a place like this? Don't you know its dangerous as the dickens out here?" The old coot seems to take in the other party members with a stern look. "You are most irresponsible guardians! If I wasn't so busy I'd have a mind to teach you all a lesson. Unfortunately I have bigger fish to fry. Come with me to see Captain Lucius and we'll get these kids some hot cocoa." With that the man turns to hobble back to the Captain's building, takes a few steps and looks over his shoulder. "By the way, the names Mithrik. Mithrek the Mischievous."

Kgosi Bhoku | AC17 | HP26/26 | Mage Armor | (Drew) 
Tuesday June 23rd, 2009 4:30:10 AM

The ashen snow falls from the abundance of fires in the area and as each takes step after step the sound of hot, dry ash grating against the packed snow makes for an eerie dirge to march to. The wemic watches the others and raises a doubtful eyebrow to some of the more bizarre things that is being said.

Kgosi nods in agreement with the minotaur's words and continues trudging through the streets looking for Captain Lucius. A few moments later the group encounters a curmudgeonly old man with a dapper hat and a scolding outlook.

"What makes one as weathered as you so busy during a devolution such as this, Mischievous?"

Marcasthai AC 19 HP 64/84 (SteveK) 
Tuesday June 23rd, 2009 9:44:49 AM

Marcas is covered in goo from the monster which makes the soot stick to his fur, clothes, and armor even more. He comes to a full stop as the mage admonishes the group. Looking from old human to Lucky to Speck, his eyes blink rapidly until he lets out a snort.

Then a guffaw.

And then the ever serious Marcas is holding his sides and slapping his knee while laughing his horns off! The only thing that stops the great warrior is that he has to breathe. And in sucking in the sooty air, he spasms in a fit of coughing chortles.

Wiping tears from his eyes, he waves his friends inside and follows this man called Mithrik.

Lucky AC18 HP46 
Tuesday June 23rd, 2009 10:35:22 AM


"Hey! I like hot cocoa!" shouts Lucky. "Mister Magic sir, please lead us on!"

Lucky enters, beckoning any still left behind.

"That sure is nice of you," he calls ahead to Mithrik. "But I hope you have enough for everybody!"

Mithrik AC 14 HP 25/25 
Tuesday June 23rd, 2009 1:27:58 PM

On his way back to the Captain's building, Mithrik briefly turns to address the liontaur.

"It is important for one as wizened as I to remain busy so as not to convalesce during this rough patch. You see, my shop was amongst those destroyed by that confounded conflagration. The way I figure it, I can manage to afford mice for my snake and tobacco for my pipe as long as I find some sort of gainful employment with the guard. Now if you don't mind we must get inside, I only stepped out into this mess to smoke my pipe."

Going to See Lucius 
Tuesday June 23rd, 2009 3:24:38 PM

(OOC = Everyone please say hello to our new player, if you haven't yet. Ryan Gray has joined us...)

The assembled group, including a new arrival, move into the building. The guards nod at them, but say little else. They're too busy staying warm...

Inside the watch HQ, things are loud and busy. People are rushing too and fro and the group hears snatches of conversation about the weather, the continuing fire, deaths, murders, looting, etc. Most of the people they see are members of the watch and like the guards, they look utterly exhausted. Many haven't bathed in days, and they're covered in soot and dirt from the combination of snow and ash that lies everywhere. At least the inside is shielding them from the bitter weather and several fireplaces are burning, providing sufficient heat to warm the party up.

Lucius isn't too hard to find, since most people are either entering or leaving his office. Once the way is clear, the group is led in by his assistant. He is a middle aged man with a toughened look about him. His eyes are red from both the smoke and exhaustion. Clearly, he's been working to both fight fires and keeping things organized here at the HQ. His is balding, and has a few scars on his face. He's a man that has seen battle before, and is the one voice of reason in the sea of chaos that surrounds him. On the wall next to him is a battered set of leather armor, a sword and a shield.

Looking up from a pile of paper, he asks in a brisk and terse manner , "Yes, what do you want? I don't recognize you so who are you and why are you in my city?"



Speck AC18/19 HP:26/26  d20+11=15 ;
Tuesday June 23rd, 2009 10:19:31 PM

A rhyme floats through Specks mind and eases out into the room.

"Hot Cocoa and Cheeze. Hot Cocoa and Cheeze. We will work for Hot Cocoa and Cheeze!"

He bows and steps back, a big smile on his face.

Diplomacy d20+11=15

Marcasthai AC 19 HP 64/84 (SteveK) 
Wednesday June 24th, 2009 10:15:45 AM

Soot and goo covered with a small coating of frost, Marcas is still wheezing from the laughter but moments before. His appearance is even less impressive by the tear marks down his bovine head, but the armor, polearm, and 8 and a half feet of standing minotaur makes up for a lot.

"We killed two dragon-men and a dragon-chaos-monster just outside of town. Two innocents were killed by the monsters before we could end thier lives. We are here to stop more monsters from killing people in the town."

Marcas wheezes again and snorts. "Where can we be of your best service?"

Cedric AC 16 HP 66/66 - | Character Sheet 
Wednesday June 24th, 2009 12:17:53 PM

Cedric remains quite, content to let the groups leaders speak. He absentmindedly strokes the holy symbol he wears, thinking of the deaths that have come today.

Lucky AC18 HP46  d20+5=25 ;
Wednesday June 24th, 2009 3:27:50 PM


Lucky jumps to the front and bows low. "We are the Knights of the Disadvantaged, and we are here to fight fires and save innocent lives! I am Leftenant Lucky, leader by acclimation of this company, and we are here to help!"

Lucky bows, and adds, "Please, no applause. We do this out of the goodness and charity of our hearts. And for the reward that is the gratitude of the people."

"So, let us stop here for a bit of Hot Cocoa, and you can tell us more, and then we can get to work."

Diplomacy 25 - Nat 20!

Mithrik AC 14 HP 25/25 
Wednesday June 24th, 2009 3:59:59 PM

Mithrik raps Speck on the head as he joins the others.

"Silence, kid, you'll have your beverage in good time, and I said nothing of cheese."

The Mischievous One's old hairy ears seem to perk up at the mention of the Knights of the Disadvantaged and a smile crosses his face.

"Lucius, I would like, with your permission, to join with this kid's party. I've always considered myself something of a protector of the downtrodden as you doubtlessly know, and with my shop burned to the ground I have nothing else to do. My services, and those of Maar, will be put to much better use with these Knights."

Speck AC18/19 HP:26/26  d20+11=29 ;
Wednesday June 24th, 2009 5:40:24 PM

"Ouch!"
"Wh... no cheeze? What's a good cup of cocoa gonna do with out cheeze? Gotta have da cheeze! It just don't taste right without a hunk of cheeze floating in the middle."

Then he takes a bow, in the same manner as Lucky, and says,

"The town of Tharn
was seen from afar
A pillar of smoke
sending the folk
away, away

Thus yonder we came
to extiguish the flame
and find out who to blame
and gain a load of fame!"

With that he casts Prestidigitation in the form of small flame balls being extiguished in a puff of smoke and the sounds of clapping and cheering in the background wiht a few 'Hurraahs' thrown in.

Perform d20+11=29!

An office Visit 
Wednesday June 24th, 2009 8:17:40 PM

As the group responds in a variety of ways, including some that leave Lucius speechless and wondering if the mental health institute has lost some inmates, he responds, "Well, um... OK. So you're the ones who fought off that ambush on the way into town. I'm glad you were willing to help out, as that thing, whatever it was, has been terrorizing caravans for months and every group we've sent to fight it hasn't returned..."

"We can definitely use your help, as all of our resources are stretched to the breaking point fighting off the fires. We've sent our wizards, military and members of the watch to help keep them under control and at least stop them from spreading any further."

He pauses, thinks for a moment, and says, "Well, since you seem like an experienced bunch (looking at Speck and Lucky as if he's not sure whether or not to include them), maybe you could help us."

He reaches into his desk and pulls out a copy of the latest town paper. He opens it up and says, "fWe have what could be a serial murderer operating in our town. Weeks ago, anonymous tales of grisly murder began arriving at the Tharn Inquisitive. Hair raising and horrific, these letters gained wide readership, similiar to murder mysteries that you may have read from time to time. However, the 'fans' delight soon turned to dread as they realized that these were actually true stories and related to real crimes."

"Over the last two weeks, two people have been killed brutally. The killer, called the Raven, has been busy. His first week, titled "Tales in Blood" ended with the torture and death of a professor of literature at Morgrave University. His drained husk was found at his desk, his epitaph scrawled in his own extracted blood. "Demise of the Cowardly Shifter," the second letter, concluded with the death of a spinleless beasthunter named Mange. Hs body was found in an abandoned silver shop named Shining Star silver, where the killer poured molten silver over his head, freezing his face into a silent scream."

He pauses to catch his breath, and wipe the sweat (both from fear and exhaustion) and continues, "This Raven sends his tales to the Inquisitive piecemeal in six fragments, each offering clues to his identity and that of his prey. Each fragment describes the stalking of his 'muse' and preparations for their demise. The sixth and final fragment culminates in the story's climax, yielding the blood-soaked details of the victim's grisly end. So far, his attacks seem random and we haven't found any pattern to the killing or clues to his identity, other than what's in the old letters."

"To be honest, we're barely keeping up with the fires and we don't have the manpower to fight the Raven. Worse, we received the first fragment of his next letter, named, "Stars of Darkness." It's going in today's paper and I have a copy of it here. If you would be willing, I'll deputize each of you and then you can search with the proper authority. No one should trouble you as long as you have your insignas."

The letter reads,
"Stars in the Darkness: Part 1. All light and magic, she twinkles to the cries of brutes and simpletons. She is their dream and the star by which they set their course across the uncharted waters of the Thunder. For one night they are hers before death finds them in a dusty tomb or a giant's embrace. Her body, outlined by the quicksilver gleam, strikes them harder than a titan's hammer. The shining silhouette of a goddess. (New paragraph) When the lights go out she is alone. The long walk home through biting wind and bleak snow leaves her cold and empty. There is no one waiting for her. Or so she thinks. She is no more alone than a star in the night. Darkness surrounds her. I wait in the gloom. I'll hold her close. Hold every part of her close." - Quoth the Raven.




Mithrik AC 14 HP 25/25 
Wednesday June 24th, 2009 9:42:21 PM

Mithrik's smile vanishes as Lucius recounts the Raven's latest exploits. Being a resident of Tharn, the Mischievous One had been following the Raven story and was familiar with the mystery author's killing spree.

Mithrik looks over the newest letter and puts in his two cents after passing it on.

"If this pretentious whipper-snapper is hinting at the identity of his next victim, I'd say that hes referring to some sort of dancer or maybe even a harlot. In what part of town could one find the service of such a lady?" The old wizard looks sheepish for a moment and adds, "I don't know where to pick up a hooker. I'm an honest business owner. Or at least I was."

Speck AC18/19 HP:26/26 
Wednesday June 24th, 2009 10:24:32 PM

"Oi! She's a performer," Speck blurts out. "A dancer or singer. People come from miles away to see her perform for one night. The light shines on her as she performs. When the performance is over, the lights go out, everyone dies, she is alone. Although, I must admit, she sounds like a deadly performer."

"Er, something like that."

Marcasthai AC 19 HP 64/84 (SteveK) 
Thursday June 25th, 2009 11:32:10 AM

The big, dirty minotaur looks at Lucky before nodding. "We will take your insignias as deputies. Yet we need to know the limits of our authority. Search, chase, and question anywhere? Can we pull weapons, aye, and bloody them in need? Can we kill this Raven or does it have to be a live capture?"

As to the story, Marcas blinks and absently brings a hand over his shoulder to bring the white cat down to pet; it helps him think. The others seem to have good ideas, and they will have to follow, but one word nags at his brain until...

"Is there water in the town called Thunder?", he wonders, asking Lucius and Mithrik. "This seems the only Name in the story."

Lucky AC18 HP46  d20+5=12 ;
Thursday June 25th, 2009 2:50:10 PM

Lucky listens intently to the clues, although you might not know it given his nervous habit of cracking his own knuckles.

"What's this 'quicksilver gleam'? What's this 'shining silhouette of a goddess'?" Lucky says. He tries to remember his book learning on gods to see if that rings a bell. [Know Religion check 12]

"Any way, you are most welcome, Old Timer," he says to Mithrik. "We could use a local in our work hereabouts."

He bows and thanks Lucius for the deputy badges and asks him to let the group know right away if any more letters are found.

An office Visit 
Thursday June 25th, 2009 4:59:20 PM

(OOC = I need some skill checks please on whatever you're trying to figure out, decipher, etc....

Mithrik or Speck, maybe a perform check and/or a knowledge check?)

Kgosi Bhoku | AC17 | HP26/26 | Mage Armor | (Drew)  d20+6=15 ; d20+1=2 ;
Thursday June 25th, 2009 5:17:39 PM

Kgosi seems completely perplexed by such riddles and his face feebly tries to hide such. As he rereads the page over and over his eyes seem to go blurry and after a few moments he shakes his head. He attempts to recall anything he has read from dusty tomes or exquisitely illuminated manuscripts*.

"I hate riddles" says the wemic coolly and with a trace of venom deep in his voice. His eyes grow hazy once more as he searches deeply for any information.

---------------------------------------
Knowledge: Arcana = 15
Knowledge: Planes = 2 (Nat 1!)

Speck AC18/19 HP:26/26  d20+8=25 ;
Thursday June 25th, 2009 7:38:56 PM

OOC: good question, Perform or Bardic Knowledge... hmm... even though his Perform check is higher, I believe this type of thing, puzzles or riddles, fall in the Bardic Knowledge category.

Bardic Knowledge d20+8=25! (Yesssss!)

Mithrik AC 14 HP 25/25  d20+10=13 ; d20+16=21 ;
Friday June 26th, 2009 7:48:29 AM

Mithrik racks his brains trying to figure out what part of town the letter refers to while also looking for more subtle clues hidden within the text.

Knowledge(Local): 13
Decipher Script: 21

Cedric AC 16 HP 66/66 - | Character Sheet  d20+19=36 ;
Friday June 26th, 2009 12:19:07 PM

Cedric ponders the meaning of the prose. He wracks his brain to find some connection to the natural world, some location, event or anything that might fit whats being described.

OOC:
Knowledge Nature: 36

An office Visit 
Friday June 26th, 2009 9:09:20 PM

As the group compares notes, they realize that this is probably related to some sort of dancing or drinking establishment. After a few moments, Speck remembers a bar named, "Glitterdust" that may be a potential place that this letter refers to. Mithrick knows how to get there, incidently, as he has a few friends that tend to visit there frequently... It's in a seedy part of town, down in the Eastern portion...

An office Visit 
Saturday June 27th, 2009 8:49:44 AM

In reply to Marcas, Lucius adds, "Yes, you have the authority to ask questions and take people into custody in order to bring them here and interrogate them if you have a justifiable reason. If you need to do a search of someone's personal property, however, you must come and get my permission, as we have specific laws regarding checking people's homes.

Mithrik AC 14 HP 25/25 
Saturday June 27th, 2009 7:04:27 PM

After ascertaining the location of the Glitterdust Bar and being given badges and instructions by Lucius, Mithrik begins to devise a plan.

"This letter makes it sound as if this Raven has seen the lady in question perform before. Unless he was aided by some magic akin to my own, somebody must have noticed him. You should discreetly show your badges to the management and ask if the performer mentioned in the letter has any admirers. I'll see if any of my patrons who also frequent the Glitterdust have noticed anyone suspicious. If we need somebody tailed or access to a restricted area, my companion Maar will prove invaluable."

As he mentions Maar, a gold snake with M shaped red markings down it's back slithers its way out of Mithrik's voluminous sleeve and rests on the illusionist's hand.

Speck AC18/19 HP:26/26 
Sunday June 28th, 2009 12:23:55 AM

Speck pipes in, "Perhaps us little boys should be the ones to be the first to scope the place out. Anyone watching won't take notice of us. But if we all go at once, we are bound to attract attention."

Marcasthai AC 19 HP 64/84 (SteveK) 
Sunday June 28th, 2009 10:22:04 PM

Marcas nods when accepting his deputy's badge. "Let it be as you say", he tells Lucius. And then he follows the others to this "Glitterdust" place.

Being a minotaur of little imagination, he doesn't really know what to expect, but he does nod slowly over Speck's suggestion. "Having us come in at different times, some of us may better be able to get some information.", he says. "I should be part of the group who comes in as deputies and shows the badges. My presence would be memorable in any case."

Cedric AC 16 HP 66/66 - | Character Sheet 
Monday June 29th, 2009 7:56:22 AM

"I have always been a bit of a wanderer and I get along well enough with people. I'll go in a smaller group if that's the plan."

Cedric places the badge in his belt pouch, and makes his way to the bar with the advance group.

Lucky AC18 HP46 
Monday June 29th, 2009 11:32:58 AM


Lucky grins and looks the group up and down. "Ready to dash off, my boys?" he asks. "Well, it is good that your leader" -- here he pokes his own chest with his thumb -- "is a more mature and responsible fellow, not one to dash off on a whim in pursuit of farragoes of moonshine."

"Settle yourselves down a moment. Let's not run off on a half-cooked scheme. Good Captain Luscious here has said himself that the killer sends six letters before each of his crimes, and this is but the first. Clearly, we have a little time before the enemy strikes, unless we scare him into action with heavy handed acts by scary new deputies." Here Lucky pokes his thumb at Marcasthai.

"Tonight we should be discreet. Remember, we fought and killed a dragon-thing today. We cannot go off to fight again tonight."

"Our more subtle members should fan out and Gather Information, staying away from this Glitterdust establishment. Our more dramatic members should make a big to-do of themselves in some other tavern, making a splash as heroes and dragon-killers. This gives them a most convenient -- and true! -- cover story for why they are here. Thus the criminal will not be put off by the arrival of such formidable fighters in the vicinity. Oh, and hide those new badges! No one wants to talk to the long arm of the law." He looks at the liontaur and the minotaur. "And neither to the long tail of the law nor the longhorn of the law."

"Speck, you and me can do some gathering of news. Our size will be helpful."

"K-Ghostly, maybe you can cast your invisibility spell on me and Speck if you have any left. Speck first."

"Sir John, Marks-On-Thighs, and K-Ghostly, you guys have to find an inn, leave word here at the station where it is, and then go there and whoop it up. Tell the story of the dragon fight, mentioning mostly just yourselves. Brag a little. Pay a bard to sing a song of your victory. Buy drinks for everybody!"

"Old Men!" Here Lucky looks at Cedric and Mithrik. "You two are old and not very heroic-looking. Plus you can use disguises. Go around and see what you can hear. Maybe gather some info, but first of all, be discreet. Just get a feel for the town. Find out what you can. Come back before the cold and smoke do you in! Come here to the station, find out where the party is bedding down, and go back there."

[OOC: Cedric, you might get good info in the form of a stray dog, say, or a bird. Maybe you can Speak with Animals to find out something -- ask the town rats if they have heard or seen this killer, for example. Maybe you can summon an air elemental to get a look around from the air. Or a fire elemental to find out why this fire is lasting so darned long. Mithrik, you can wander around invisibly and keep eyes and ears open.]

"We will all gather at the inn that our most heroic members find, between midnight and one. We'll compare notes, then heal and rest up for the morning. Questions? Comments?"

"And remember, when we are split up, it is safety first. If there is any danger, RUN! Do not fight. We do not want to tip our hand. Stay alert, keep away from danger. Okay?"

An office Visit 
Monday June 29th, 2009 2:23:50 PM

OOC = Holding for you to decide what to do... It sounds like there are several plans on the table...

1. Go to the bar and flash badges
2. Split up and do several things (Lucky's plan)
3. Scope the place out first...

Let me know what you all decide so I know which way to move forward...
_______________________________________

Sir John nods at the various suggestions and says, "Those all sound like reasonable ideas. I'll follow whatever you all desire, but if I had to pick, I'd go with scoping it out first before starting any commotions, etc."

Lucky AC18 HP46 
Monday June 29th, 2009 3:49:09 PM


"We can't cork the genie after we rub the lamp," says Lucky. "We should start with the least intrusive action and then work our way up. First scope out the town, rest and recover spells. Then, tomorrow, scope out the Glitterdust. And then flash those badges if nothing better has come up."

Mithrik AC 14 HP 25/25 
Monday June 29th, 2009 5:28:51 PM

"Hmm, maybe the kid is right. Let us split up. I will venture out on my own and question some of my old friends in town. Some of my customers were academics and intellectuals and might have clues or theories concerning the Raven's true identity. Tomorrow we can hit up the Glitterdust in style if no new clues point us in another direction."

Speck AC18/19 HP:26/26 
Monday June 29th, 2009 6:53:58 PM

"I like the leader's plan," Speck says, "'cause it was mostly mine anyway," he mutters under his breath.
"You and I, Lucky, need to do to the Glitterdust and find out their performance schedule. We can get some info from the ticket seller. If we do it right, we can sneak around the place and make a note of the building, with its windows and doors, and who goes in and where. Service entrance, performer's entrance, and so forth."

"Just a little hot cocoa and I'm ready to go," stashing his badge in a pocket. "The cheeze will have to wait, I guess."

Marcasthai AC 19 HP 64/84 (SteveK)  d20=11 ;
Monday June 29th, 2009 8:42:05 PM

Marcas rolls his eyes at the halflings irreverance, but doesn't press the point; he knows how Lucky is! Even though, he stares at Lucky hard. "It makes battlesense to look at the target area without drawing attention to ourselves. And I will take rest at an inn and tell of our battle on the road, that is heroic. But I will not lie. If the question is asked, I will tell we have been deputized."

Marcas will wait until Sir John and the liontaur are ready before moving out. He will ask Mithrik to name a couple of good inns, and then find room for them all in one of them.

The rest of the night for the minotaur is spent eating well, drinking only two or three glasses of minotaur-sized dark wine, and telling the story of the dragon-men being cut down by Marcas much like a battle report.

Perform: 11


Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet  d20+15=20 ; d20+15=19 ; d20+17=27 ;
Tuesday June 30th, 2009 1:52:06 PM

"I'll see what I can find out." Cedric says with a grin. Out of sight of anyone but the party, he shifts into the form of a large chocolate Labrador. He ventures out into the city, being as unobtrusive as possible.

OOC:
Buffs:
Greater Magic Fang (ex), Longstrider (ex), Delay Poison (ex)

Spot:20
Listen:19
Survival check to look for tracks: 27



Mithrik AC 14 HP 25/25 
Tuesday June 30th, 2009 2:07:10 PM

Mithrik heads out alone to look up some of his former customers. The old wizard hopes that his more eccentric patrons are awake at this hour.

An office Visit 
Tuesday June 30th, 2009 2:25:40 PM

Lucius recommends a nearby inn, and says, "That's where most of the marshals or visiting troops stay when they're in town. You should be safe there, as no one messes with any visitors." He gives quick directions to the inn, which happens to be just down the street from the watch office. When the group checks in, the hotel maid leads them to a comfortable room on the 2nd floor. It's a standard suite that will hold the entire party. However, the mounts must be kept outside in a secure barn, where guards are also on duty.

Those seeking information from old friends or former customers find out some interesting facts about the current entertainment. Supposedly, there is a dancer named Mordreia that is quite the popular attraction. She is a beautiful elven dancer, who has a star tattooed on her forehead. Her act includes twirling and dancing, and everyone who sees her is enthralled by her beauty and style.

Others say that the bouncer (Urusk) and his support staff (at the bar) are not the friendliest ogre and hobgoblins and even deputies can't expect much more than a grunt or two in response to questions. They have no compunction against busting a few heads open if people don't keep themselves in line.

The remainder of the information only verifies what Lucius has told the group regarding the continuing fires, the panic in the streets, the oppressive snow and ice, and the recent series of murders.

Speck (and whomever joins him) discover that Mordreia is performing for the next several nights at the bar. A mix of people are seen entering and exiting the bar, from well dressed nobles to ruffians in rags. She's an equal opportunity performer.

Marcasthai AC 19 HP 64/84 (SteveK) 
Tuesday June 30th, 2009 3:31:33 PM

Marcas is as good as his word. He goes to the room and takes about an hour to clean himself up, washing his tabbard, combing out his fur, scrubbing his face and hands, polishing his armor.

Once more presentable, the minotaur moves to the common room, his breastplate gleaming silver underneath the purple tabbard. "Wine. Good wine. And beef stew", he orders for his evening meal in his quiet, deep voice.

And then he gets a little louder. "I am thirsty and hungry after slaying three dragons today!"

Speck AC18/19 HP:26/26  d20+11=19 ; d20+11=15 ; d20+4=22 ; d20+4=13 ;
Tuesday June 30th, 2009 10:28:33 PM

Fort DC15 vs cold d20+4= 22
Fort DC15 vs soot d20+4=13 (fail, take subdual damage)

Speck asks to see the manager and ask permision to perform and earn some coin. He explains that he is a performer as well and to prove the point he goes into a short stanza of a popular ancient ballad.

Perform d20+11=19

Diplomacy d20+11=15

He explains that if he didn't perform well, it was because of the soot and he would do better inside and asks to be taken to the dressing rooms where he could prepare better.

OOC: if he gains entrance, he will note all details of the building's hallways and rooms as they travel through to learn his way around.

Kgosi Bhoku | AC17 | HP26/26 | Mage Armor | (Drew)  d20+2=16 ;
Wednesday July 1st, 2009 12:52:28 AM

Kgosi cannot believe the whirlwind that is the group he fought along side of this very afternoon. There is rambunctiousness and grit and piss and vinegar all in one bundle of entropy and he cannot help but be sucked into the centripetal forces. Kgosi washes just as his distant kin does and then heads to the bar where the possible future victim is to perform. He scans the place, wondering if there would be a nice balcony seat or if the establishment is all one level for the performance section [spot=16].

After finding out where the best out-of-the-way seat is, the wemic does his best to be separated from the others and begins chatting it up with anyone offering an inviting glance or nod. He inquires about the dancer for the evening as well as the news on the local 'gangs' on the street as well as asking of any personal theories on the events of the past few days.

Lucky AC18 HP46  d20+11=28 ; d20+11=24 ; d20+9=27 ; d20+10=20 ; d20-3=5 ;
Wednesday July 1st, 2009 6:24:12 AM


Lucky follows Speck and Kgosi to the Glitterdust Inn.

"I command idiots!" he mutters as the subgroup nears the establishment. Before entering the place, he takes the chance to stand square in front of both SPECK and KGOSI, saying firmly --

"What part of obeying the leader do you two cretins not understand! We're ALL going to come back here tomorrow! Tonight we're supposed to check out the REST of the city! This is great, just great. Now the killer will get tipped off and our quest will likely fail. Good work, well done, way to go!"

Lucky steps back and lets these two follow or not, as they wish. He goes to other taverns, sneaks around, listens, and otherwise tries to gather info without being too conspicuous about it. If Kgosi follows him, Lucky says, "Kitty, you're supposed to go revel it up with Sir John and Marks On Thighs." If Speck follows him, he will attempt to aid the bard in his gathering.

Move Silent 28
Hide 24
Spot 27
Listen 20
Gather Info (untrained) 5 -- not even good enough to aid another!

Lucky will get back to the tavern by midnight.

Marcasthai AC 19 HP 64/84 (SteveK) 
Wednesday July 1st, 2009 12:46:48 PM

clarification: Marcas is going to the inn recommended by Lucius to groom, eat, and rest. He is NOT going even to the neighborhood where the "Glitterdust" and dancer is supposed to be.

Mysterious Mordreia


Moving into the city... 
Wednesday July 1st, 2009 1:03:22 PM

Marcas sees a relatively empty common room, with only a few soldiers or deputies eating their meals. Most look at him with smiles or boredom at his boasting, and then return to their conversations. Obviously defeating 3 dragons is something most of them do every day before breakfast...

Speck, however, receives a much different reception. When he asks to see the manager, he is greeted by a rough looking human. In response to his query, the manager frowns (but doesn't slug him or call over the rough bouncers due to a well timed diplomacy check) and says, "No. They are here to see Mordreia, and not someone like you. Unless you can dance like her and look as beautiful and alluring as she does, forget it. They're here to see her twirl and dance, like a shining star."

Kgoshi doesn't get much new information, and everyone shares the same types of concerns as discussed before. They're worried about the fire and come here to see her dance. He watches her dance, and the way she twirls and spin is amazing, and she draws the attention of everyone... He does notice the bouncer (Urusk), however, who watches everyone closely, especially those who approach Mordreia to leave money on the stage or in her stockings, etc. He seems to have more than a professional interest in her and perhaps it involves something more?

Kgoshi sees one figure in the corner, dressed in a cloak and trying to remain unobtrusive too. The figure seems to be watching everyone closely, especially Mordreia. He doesn't drink or eat anything, and remains in the shadows.

Lucky doesn't find anything interesting either. He sees people rushing through the streets, either to get inside to avoid the conditions or members of the watch going to fight the fire. He sees a few gangs here and there, but manages to avoid any confrontations. When he reaches the bar, he also notices the figure in the corner, sitting by himself and watching everyone with what seems to be a trained eye...

Lucky AC18 HP46 
Wednesday July 1st, 2009 2:01:42 PM

Sorry. Like Marcas, Lucky went to the place recommended by Luscious at midnight, not to the Glitterdust.

Moving into the city... 
Wednesday July 1st, 2009 2:45:50 PM

(OOC = Remember that you have 3 items you haven't ID'd yet from your previous battle.... A potion and 2 scrolls.)

( Re: Lucky's destination, it doesn't really change the results of what you find, unless you have a specific action in mind...)

Marcasthai AC 19 HP 64/84 (SteveK) 
Wednesday July 1st, 2009 6:00:03 PM

Marcas wonders if he should try to explain, but decides that trying to think how other people think to determine how he will think and act and speak is just too much. He's a minotaur, and he is what he is and that's all that he is!

With no one rising to the bait, Marcas keeps quiet, eats his meal, relaxes and drinks a couple of Taur-sized mugs of wine, and then retires to his room to sleep.

As the others arrive from thier late-night excursions, Marcas is sawing away on a large bed, the white cat curled up on the taurs massive chest.

Speck AC18/19 HP:26/26 
Wednesday July 1st, 2009 9:28:07 PM

OOC: Lucky, Speck was only going to the Glitterdust to find out the performance schedule. Nothing obtrusive there, and an important thing to know. However, it occured to Speck that if he became a performer there as well, he'd be on the inside and get to meet the lady without any suspicions.

Does that make any sense?

Speck AC18/19 HP:26/26  d20+11=14 ;
Wednesday July 1st, 2009 9:42:41 PM

"Ah, I see, and I see well," Speck says with a big smile. "I certainly can't look like her, and dance like her? Well, I wouldn't even want to try." Speck looks like he is going to leave, then turns back.

"I say, who entertains the crowed during the time between performances? Does the crowd sit idle while she rests and changes costumes? I could keep them busy with song during that lull. What do you say, my good man."

diplomacy d20+11 = 14 (ick, probably ain't gonna go for it. :(

Lucky AC18 HP46 To Speck 
Wednesday July 1st, 2009 9:47:39 PM


OOC: Don't pay any mind to Lucky, please, Friend Speck! Half the things he says are goofs. The other half are goofs too, come to think of it.

Kgosi Bhoku | AC17 | HP26/26 | Mage Armor | Spell Tracker [Drew]  d20+2=14 ;
Thursday July 2nd, 2009 1:31:23 PM

Kgosi stops and stares at the little man's tirade about blowing cover and ruining everything, etc. His eyes grow narrow and a more feral side of the wemic comes out. His face swoops down to eye level with the halfling as he speaks sharply, "Bug off loonie! Hit dirt! I will not give you any gold!"

Kgosi is careful not to raise his voice to cause a commotion or to detract the patrons' attentions from the dancing harlot but he needs to stress the point for Lucky and any other bystanders in the area that he is not interested in talking.

Hoping that the halfling leaves him in peace, Kgosi attempts to glance at the hooded figure* but does nothing more that glance and allow his eyes to drift around the room and land back on the elven dancer. He is hoping to notice anything memorable or special on the face or clothing of the unobtrusive figure.

After a few moments, the sorcerer will actually makes his way to the stage and tosses two gold on to the stage with a low whistle and a wink to the dancer before returning to the bar and finishing his beverage.
-------------------------------------------------
* - Spot:14

Moving into the city... 
Thursday July 2nd, 2009 4:04:48 PM

The manager listens to Speck's comments and gives a moderate reply. "Well, I'll give you a chance to play once she's done with her next set, but if you don't give them something they like, then you'll be out the door quicker than you can wink. And don't expect kid gloves either. My enforcer's aren't known to be gentle when they're kicking people out."

A few moments later, the dancer's routine is ended and she smiles at Kgoshi's substantial "gift". She says, "I'm going on break soon, and when I come back in an hour, maybe you could buy a girl a drink? I've got some 'personal business' to attend to out of the club until then..." As she struts off the stage, Kgoshi notices the brutish looking head bouncer giving him a dirty look... It seems that Kgoshi may be treading upon someone else's property (or at least what they dream of owning)...

After a few moments, Mordreia is seen leaving the club through a back door, dressed in traveling clothes. It appears she was telling the truth about having to leave for a while.

When she leaves, the shadowy figure rises too and leaves the club a few moments later through the same door, still trying to appear unobtrusive.

The manager also comes over to Speck and says, "OK, I'll give you a shot son and you better not let me down... If you're ready, go ahead and show us what you got..."


Marcasthai AC 19 HP 64/84 (SteveK) 
Thursday July 2nd, 2009 5:10:16 PM

Snn-KKKKTTT!!! AH-roooo....

Snnn-KKRTTTT!!! AAhh-roooo....

The white cat gives a green eyed stare at the returning but doesn't alter her perch on the massive minotaur's chest.

2nd Post... 
Thursday July 2nd, 2009 7:22:43 PM

And all is well back at the inn, where Marcas (and Sir John, etc.) are snoozing comfortably. A few times, Sir John has to shake the minotaur to stop his loud and horrendous snoring...

Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet 
Thursday July 2nd, 2009 7:48:54 PM

Cedric continues to prowl the streets, looking for clues. He tries to look as sympathetic as possible.

Speck AC18/19 HP:26/26  d20+11=19 ; d20+10=12 ;
Thursday July 2nd, 2009 9:54:27 PM

"Yes Sir!" Speck replies like a soldier. "You don't need to worry about me getting off the stage if they don't like me. Our kind don't live long if we stick around when we are not liked," he chirps, then heads to the stage, noting doors, hallways, and the layout in general.

Hopping up on stage he begins. "Now, for some light entertainment while the wonderful lady refreshes herself and gets ready for another show to delight your senses, the best dancer seen this side of the stars."

Speck warms up with a joke, "To start with, I'll need some help from the audience. I need an elephant... is there an elephant out there? I'm sure I heard one just a second ago... look under your seats, hes bound to be hidding... oh well, I'll just do without one."

Speck quietly clears his throat and begins what he favors the most, poetry in song, and chooses a long forgotten ballad of a mighty warship and its courageous crew, the Saga of the Wave Dancer:

As the crew boarded the story unfolded
To each one adventures untold
A mighty ship and precious cargo
Sailing into a destiny foretold

Warrior, Priest, Mage and Bard
Elf, Dwarf, and Human soul
To take the tests given by fate
Whether they be easy or hard

... (skipping some text here for space)

A week went by
And their test finally came
Up from the ocean depths it arose
Danger! Danger! Came the cry!

Loops of flesh, the serpents were
Entwined around a merchant ship
Their huge heads dipping down
Searching for a meal

Hapless sailors swallowed whole
Screams of panic they could hear
With warriors, magi, priests, and bard
The Wave Dancer turned to meet the foe

Sea Serpents three
The Wave Dancer rushed to meet
With bows and ballista
And spells to beat

'Thunk' went the ballista
'Twang' went the bows
And the sailors sang songs
As the missiles struck their foes

In anger they turned
Three minus one
To the Wave Dancer they came
All danger spurned

... (skipping some of the text here for space)

Alfgar and Rusty at the stern
Thrust and parried, steel on scale
Dalton and Sengur at the side
Swinging their swords in deadly stride

The mighty sea serpents met their match
As warriors, bard, magi, and rogue
Dealt their death blows
Sending both to their doom bellow.

Perform d20+11=19

He then goes into a short tumbling routine to exit the stage that ends with a run-jump-and-flip on off the stage the way the elven dancer had taken.

Tumble d20+10=12

Back stage he looks around and studies the area, looking for the lady's dressing room.

Speck AC18/19 HP:26/26 
Thursday July 2nd, 2009 9:56:38 PM

OOC: I'll be leaving out of town tomorrow, Friday 7/3 and be back 7/8. I won't be able to post Friday, but I hope to get to use my parent's pc through the week. But if you don't see a post, it's because I can't get to a pc.

Happy 4th!

Jonathan/Speck

Marcasthai AC 19 HP 64/84 (SteveK) 
Friday July 3rd, 2009 8:37:56 PM

"But I don't snore", complains Marcas when woken up.

2nd Post... 
Friday July 3rd, 2009 9:02:13 PM

(Waiting on the remainder to post...)

Lucky AC18 HP46 To Speck 
Friday July 3rd, 2009 10:23:55 PM

Lucky meets up with Marcasthai and Sir John and reports in. He tells them he lost the others. But maybe they'll turn up.

OOC: How many hours did Lucky spend outside? I got me some saves to roll.

Kgosi Bhoku | AC17 | HP26/26 | Mage Armor | Spell Tracker [Drew]  d20+2=7 ; d20+3=7 ; d20+5=25 ; d20+2=13 ; d20+2=7 ; d20+2=15 ;
Saturday July 4th, 2009 12:00:51 PM

Kgosi watches the remainder of Mordreia's dance, acknowledges the look from both her and the bouncer and finishes his drink. As Speck takes the stage to perform about or with an elephant, the wemic decides it is time to leave and exits through the front door, making sure to nod at the head bouncer as he does so.

As Kgosi walks outside, he looks to see who is around* and if no one is present or not paying attention he will find the closest alley which leads behind the tavern, using as much stealth as an our-of-practice predator can**. He begins to sniff, scan and otherwise take in the surroundings of the alleyway and perhaps try to discover any footprints in the dirt/snow***.
---------------------
* Spot = 7
** Hide = 7 / Move Silent = 25 (Nat20!)
*** Spot = 13 / Survival = 7 / Listen = 16 (hit roll with +2 instead of +3 bonus)

Mithrik AC 14 HP 25/25 
Saturday July 4th, 2009 6:48:40 PM

After a long night spent looking up old contacts and pumping former customers for information, Mithrik goes to the inn where the others are staying and tells them of his lack of success.

A truly remarkable performance... 
Sunday July 5th, 2009 2:06:26 PM

Speck receives a fair amount of applause from the gathered audience and sees the manager give a nod of acknowledgment. "I must say I'm impressed. While you're nowhere as attractive as she is, you made my people happy and they spent a lot of their coin here... If you want to perform here again, I'm open to the idea..."

As Speck looks for Mordreia's dressing room, he sees her leave hurriedly out the back door, apparently running some errands...

(OOC = Great job on the lyrics! I'm impressed ;-) )

As he waits outside, Kgoshi sees Mordreia leave, and gets the feeling that she is worried about something (or someone). As she walks away, she keeps looking around, but he can't tell what for...

Back at the inn, everything remains quiet and serene...

(OOC = I'll let you decide re: Lucky's time outside...)

(OOC = Cedric, where are you patrolling? Near the inn or the bar? Give me a spot check please...)

Marcasthai AC 19 HP 64/84 (SteveK) 
Monday July 6th, 2009 1:55:57 AM

Marcas remains quiet and serene.

A truly remarkable performance... 
Monday July 6th, 2009 8:43:59 PM

For Cedric's eyes only. Highlight to display spoiler: {Cedric, you see the same thing that Kgoshi saw initially (Mordreia). However, he also sees a figure following her closely. As the mysterious person moves through a nearby torch light, you notice that it's the same man you saw in the bar. So far, she doesn't see him but is looking all around her, somehow sensing that someone is following her. But she doesn't see him... }

Lucky AC18 HP46 To Speck  d20+9=24 ; d10=1 ; d20+9=26 ; d20+9=24 ; d20+9=11 ;
Monday July 6th, 2009 10:37:24 PM

Lucky only suffers a little from the weather and smoke (missed one save, also clicked a d10 by accident). Likely a good night's sleep will set him right as rain.

He gets set to retire. "Tomorrow our quest will really begin," he tells Malgant. "And I intend to be ready!" He spends some time in prayer before sleep.

Speck AC18/19 HP:26/26  d20+9=16 ; d20+11=22 ; d20+5=14 ;
Monday July 6th, 2009 11:14:34 PM

Speck smiles at the manager and honors him with a low bow. "Glad you liked it. I shall return with more tomorrow after I clear out some of this soot from my throat." He then heads towards the back.

Obersving the dancer leave the building alone, he remembers phrases from the riddle and decides to try and follow. Opening the door to leave as quietly as he can, he stays in the shadows of the alley and follows at distance to keep her in sight.

Move Silently d20+9=16
Hide d20+11=22
Spot d20+5=14 (this is primarily to detect others in the alley or others that might be following her, but if she turns into an alley or street, to also keep her in sight.)

OOC: the lyrics, well, had I had enough time I would have come up with something original. As it was, I was packing to leave on a trip so I had to pull out a saga a bard of mine wrote a number of years ago detailing his seafaring adventure. The Saga is very long so I just put in an interesting bit. Describing his fight with a harpy would have been interesting too, so perhaps next performance. :)

Mithrik AC 14 HP 25/25 
Tuesday July 7th, 2009 7:28:58 AM

Mithrik snores obnoxiously at the inn with Maar coiled neatly upon his stomach.

A truly remarkable performance... 
Tuesday July 7th, 2009 2:56:47 PM

Speck, see the spoiler for Cedric and that's what you see...

Marcasthai AC 19 HP 64/84 (SteveK) 
Tuesday July 7th, 2009 7:41:39 PM

With Marcas back to a less troublesome (for others) sleep, the white long-haired cat stands and stretches on the minotaur's chest. Spying the colored string on Mithrik's chest, the cat gracefully leaps to the floor and pads over to the other bed.

A cat-like leap brings Khloe's white furred paws to balance on the foot board of the wizard, her slit pupiled eyes watching Maar...

Kgosi Bhoku | AC17 | HP26/26 | Mage Armor | Invisiblity | Spell Tracker [Drew]  d20+3=13 ; d20+3=16 ; d20+5=16 ;
Tuesday July 7th, 2009 8:56:16 PM

There was little else to do save extinguishing fires or roughing up the roughians so Kgosi mumbled a few words of arcanum and instantly evaporated from sight. He allowed his ears to perk up* as he tried to make his way through the alley, unbeknown to anyone**, as he follows Mordreia further.

Perhaps I can bring insight to this case a bit quicker than expected. Perhaps knowing her routine will shed more light on the next letter to arrive.
--------------------------
* listen = 13
** hide = 16
** move silent = 16

A truly remarkable performance... 
Tuesday July 7th, 2009 9:53:47 PM

Kgoshi = how about a spot check?

Kgosi Bhoku | AC17 | HP26/26 | Mage Armor | Invisiblity | Spell Tracker [Drew]  d20+2=9 ;
Wednesday July 8th, 2009 8:37:35 AM

::facepalm::
Spot = 9

A truly remarkable performance... 
Wednesday July 8th, 2009 3:52:17 PM

Kgoshi doesn't see anything more than Mordreia moving away, looking around herself with a hurried expression...

Back at the inn, all is well...

(OOC = We're kind of split into 2 groups for now, with Sir William, Marcas, Mithrik and Lucky at the inn, where nothing is happening (and won't until morning).

The second group is outside the bar, including Kgoshi, Speck and Cedric. They will likely have some action or events continue over the next several posts...

Here is my question. How do we want to continue? Do we want to start 2 threads, one for the morning at the inn and the other for the previous evening at the bar? Otherwise, things will be boring for Marcas, Mithrik and Lucky while the others have "all the fun."

Since I'm relatively new to DM'ng, I'd like any feedback you experienced DM's would like to share ;-)


Speck AC18/19 HP:26/26  d20+9=20 ; d20+11=17 ; d20+5=9 ;
Wednesday July 8th, 2009 4:12:47 PM

OOC: something for the Inn people to do sounds the best. Maybe a small fire up the street to put out, a bar fight, a gang bursting in to rob the people, etc...

IC:Speck shifts his attention to the mysterious figure and follows him more so than Mordreia.

Need more checks? if so, here they are, otherwise, keep the old ones:

Move Silently d20+9=20
Hide d20+11=17
Spot d20+5=9

A truly remarkable performance... 
Wednesday July 8th, 2009 8:09:13 PM

1. As Speck (and Cedric?) follow the individual, he sees Mordreia go into what appears her apartment. The figure, however, moves into a building across the street. He looks up at her apartment and when he sees candle light appear, he moves into what appears to be a mannequin factory. It appears that inside the factory, there are numerous windows where her apartment can be watched...

2. Back at the inn, the sleeping men are awoken by a banging and pounding on the door. Sir William sleepily gets up and after getting his axe and shield, opens it. "Yes, what do you want?" To his (and everyone else's) surprise, it's the commander of the watch. With a frown and look of anger on his face, he says, "You all are new here, so I'm going to give you a break this time. You may not have noticed it, but my men are working double shifts trying to keep this town in order and prevent it from burning down. None of them are getting more than an hour or 2 of sleep a night and when they do, it's in the streets near where their friends are working to keep things under control."

Pausing to catch his breath and keep his temper from blowing up, he says, "Now I hear that my new deputies are sleeping the night away in comfortable beds instead of doing what they've been assigned. Either get off your lazy rear ends and do your jobs as deputies, or I'll strip your badges right now and kick you out of town. If I come back in 1 hour and hear you're still here snoozing, you'll feel my wrath."

With that, the commander stomps away.

Speck AC18/19 HP:26/26  d20+9=18 ; d20+11=23 ; d20+5=18 ;
Thursday July 9th, 2009 12:37:38 AM

Speck stays to the shadows, but across the street from whince the mystery person entered the building, that is, on Mordreia's side of the street, near her appartment building. The bard looks for the window the stranger may use to observe the dancer's appartment, and makes note of it.

Hunkering down in the shadows he not only watches the building across the street, but also keeps attentive of other activity on street. He'll watch until he sees movement from the mystery person, then follow him if possible.

Move Silently (if necessary) d20+9=18
Hide d20+11=23
Spot d20+5=18

OOC: there's probably a Fort check due here at some point, I'll get to it later.


Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet  d20+15=28 ; d20+15=17 ;
Thursday July 9th, 2009 8:34:59 AM

Cedric does follow the two from a distance as they approach her apartment. He waited until he saw which apartment was hers, then moved to a place with a good vantage point. Still, we shouldn't assume anything from this yet. Speck has the right idea, hide and observe.

Cedric the dog lays down in the by the entrance to the warehouse trying to look like a stray. He keeps his eyes and ears sharp.

Buffs:
Delay Poison, Greater Magic Fang, Longstrider

Spot: 28, Listen 17


Marcasthai AC 19 HP 64/84 (SteveK) 
Thursday July 9th, 2009 9:21:41 AM

2. Marcas is mortally embarrassed at the dressing down recieved by Lucius. Whether deserved or not, it hardly matters to the brown-furred minotaur, for the prestige of minotaurs as a race was weakened because Marcas allowed a perception of laziness.

"Up, UP!" he calls to his friends. "The human is right. Even though our first mission is to capture the murderer, this is a town under siege and requires our help." Marcas stomps into his warmest clothing and reaches for his ranseur. "Let us go to where the fires are and join a bucket gang or stop some thieves!"

Khloe the white cat breaks off from her observation of Maar and jumps back to Marcas' backpack, snuggling into the lined warmth to stay away from the cold.

And Marcas leads the others into the streets and towards the fires.

Mithrik AC 14 HP 25/25 
Thursday July 9th, 2009 4:10:12 PM

Mithrik gets out of bed and dresses, grumbling all the while about his need for eight hours of sleep. As he follows Marcas into the streets, the old wizard begins to yearn for his old shop. "Being a deputy is no picnic," Mithrik mutters.

The story continues... 
Thursday July 9th, 2009 4:28:46 PM

Speck and Cedric (and Kgoshi?) continue to watch the warehouse, but once they see the figure enter it, they see nothing else of interest. There are the usual people traveling to and from the fires, either fighting them or fleeing from their homes. As usual, a few gangs travel through the streets, but none of them seem to see the three hidden PC's. After the figure enters it, the warehouse/mannequin facility remains dark and silent. They do see movement in Mordreia's apartment and it appears she's eating a quick meal before returning for her next few performances.

As the other group leaves the inn, Sir William says to Marcas, "You're are correct my friend. My honor was questioned and I fell short in my duty. I must focus on our mission and ignore physical needs. We must make up for our shortfall."

While they walk, he says, "I think we should check on our other companions. I know they were checking out the bar and I hope they've managed to avoid trouble."

Lucky AC18 HP46 To DM 
Thursday July 9th, 2009 4:56:22 PM

OOC: Sorry for the delay!

If Lucky can recover spells AND get up to do work, then fine. He'll go with Marcas and Sir John. BUT if he needs his rest to get his spells back, he'll say so to the other two and go back to bed.

The story continues... 
Thursday July 9th, 2009 6:13:05 PM

(Assume Lucky has his spells memorized ;-) )

Kgosi Bhoku | AC17 | HP26/26 | Mage Armor | Spell Tracker [Drew] 
Thursday July 9th, 2009 11:03:09 PM

After watching for several minutes, Kgosi realizes that no harm will come to Mordreia this evening; there are too many letters left to be delivered and the culprit most likely will stay true to the pattern set. He knows, in the pit of his stomach, that there is always the possibility that something could happen, but for now Kgosi just needs to uncover more information. Before leaving, the wemic notes the address of the warehouse if one is present and then heads back the way he came just before the magical effects concealing him wear off.

He walks from the alley, shakes the snow from his skull and trinket adorned mane, and reenters the tavern where Mordreia has been performing. Again making his way to an out of the way area, Kgosi waits and watches and nonchalantly mingles with the patrons.

Marcasthai AC 19 HP 64/84 (SteveK) 
Thursday July 9th, 2009 11:22:27 PM

"We are to avoid the tavern", states Marcas, "the leader of our group said so."

He stubbornly keeps moving into the night, but then stops, he brains slowly coming awake.

"But we are deputies. Our responsibility is to the citizens of this town. If the fires go near the tavern, we must pursue."

With that decision made, the large minotaur leads his friends to the fires closest to the tavern in order to help as may be.

The story continues... 
Friday July 10th, 2009 6:44:04 PM

(OOC = Steve, I'm not getting where you were told to avoid the tavern. It's actually the inn where you were sleeping that was to be avoided. It sounds like the bar/tavern is the place where the interesting stuff is happening... If you want to revise your action, go ahead...)

Lucky AC18 HP46 To DM  d4+1=3 ; d8=6 ; d8=2 ; d8=6 ; d8=3 ;
Friday July 10th, 2009 9:22:16 PM

Captain Lucky grins at Marcas. "You are right, good sir minotaur. My plan was that we would investigate the REST of the town tonight, and then all together investigate the Glitterdust Inn TOMORROW! But Speck, the liontaur, and the old man -- not you, new old man, I mean the old old man -- all chose to exercise their curiosity tonight, cutting off those of us who stuck to the original plan."

"Only you, most excellent Taur, as well as Sir John and the new old guy, followed the plan. Now the other three, those young turks, those rebels, those miscreants, have gone off on their own, and are lost to us. I just hope that they alone do not come across some danger or challenge that Fate and Luck would have planned for our entire company."

"I must say, it seems to me that if we are to be reunited, we will have to depend on luck to bring us together. So pardon me while I make my preparations for a Quest."

The halfling mendicant ties a bit of cloth around his eyes. He sets in front of him all of his possessions:

Bracers of armor +3
Cloak of resistance +1
Amulet of natural armor +1
Ring Protection +1
Wand CLW (42 charges left)
50 feet silk rope
MW Sling & 16 +1 Flaming Bullets
Renik's Shades

He does not take off his spell components, his holy symbol, or his clothes. He chooses his bracers of armor and puts them on.

He reaches out with both hands and selects those items he will take on him with this quest. He grabs (1d4+1= 3) three items. On a d7: items numbering 2, 6, and 3. He grabs his Amulet of natural armor +1, his Ring of Protection +1, and his masterwork Sling & 16 +1 Flaming Bullets.

"Good Sir Marks On Thighs, please do me the great favor of holding my remaining possessions, unused, in good care for me. I would be in your debt if you were to accommodate me in this."

Then he prays for his spells, choosing randomly the spells he will take today.

[list of random spells to come after I put the kid to bed.]

Speck AC18/19 HP:26(23)/26  d6=1 ; d20+4=13 ; d20+4=24 ; d6=2 ;
Friday July 10th, 2009 9:38:20 PM

non-lethal dmg taken from cold two weeks ago: d6 = 1
new checks:
Fort DC15 for Cold: d20+4=13 , d6 non-lethal= 2
Fort DC15 for soot: d20+4=24!

OOC: I've also been forgetting to sub 8 from my Spot checks, so hopefully DM has been remembering for me :)

IC: Speck huddles in a shadowy doorway as close to Mordreia's building and watches. It is cold and hard to breath. He covers his mouth and nose with his cloak and this allows him to breath well but it also lets the cold in!

Shivering, Speck decides that warmth and food must wait until later. It is good that he is a patient halfling. He takes out his dagger and carves his initials in small letters on the doorway (if it is wooden, or makes small scratches if it is stone) to mark his spot for a daylight adventure. Then waits until someone moves again.

OOC: when she leaves again, he will wait a while, hoping the mysteryman will follow her back, in which case he will follow him. If he waits more than 10 min. and no one seems to follow her, he will slip out of his hidding place and skulk back to the tavern. I'll roll for those checks next post.

The story continues... 
Saturday July 11th, 2009 2:14:05 PM

Speck and the others continue watching the buildings, and all is well until after about 45 mins, Mordreia comes out of her apartment. Looking around her with the same anxious expression as before, she walks towards the tavern. After a few mins, the mysterious figure leaves the warehouse and follows her back to the tavern.

Kgoshi remains at the tavern, and nothing out of the ordinary occurs. People come and go, including nobles and hooligans, rich and poor, etc.

Marcas, Sir William and Lucky travel to the tavern and once there, they see Kgoshi sitting at his table. A few people look up at them, but the stage performer is much more interesting...

Speck AC18/19 HP:26(23)/26  d20+4=7 ;
Saturday July 11th, 2009 10:09:26 PM

Speck returns to the tavern and wiggles through the crowd to find a spot near the mystery person such that he can view the person from the side. Then, right at the moment, just as Mordreia is finishing her performance, Speck will cast Flare in the air close enough to the mystery person to reveal his/her features for a brief moment.

OOC: don't know if this is necessary but here it is:
Concentration Check (to make sure no one sees him do it) d20+4=7
Being dark and everyone looking at the dancer, perhaps there's some big bonuses here? :}

DC for those near by to not be Dazzled: DC 13

Lucky AC18 HP46 To DM 
Sunday July 12th, 2009 7:32:56 AM

Well, seeing as it was Lucky what gave the original order to avoid the Glitterdust, if he ends up going, surely he can reassure Marcas that the taur should come along too.

"Well, my friends," he says to Marcas, Mithrik, and Sir John, "I suppose we should find our prodigals before they get themselves in trouble."

[OOC: I'm hoping that all four of us can stick together. I surely would not want our two groups to split into three groups!]

Lucky AC18 HP46 To DM 
Sunday July 12th, 2009 11:01:53 AM

Lucky's Randomly Chosen Spells:

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy


Marcasthai AC 19 HP 64/84 (SteveK) 
Sunday July 12th, 2009 7:17:52 PM

Marcas gravely accepts Lucky's equipment and stores it in a bag in his large rucksack. "A personal dedication to your god is nothing to take lightly.", he tells himself, and then follows Lucky to the Glitterdust.

Skinny, pale, unfurred Humans capering about on a stage is hardly his idea of entertainment. And the minotaur isn't here for entertainment either. "We're supposed to be helping", he rumbles in his quiet, deep voice. Despite his misgivings, he settles at a table indicated by Lucky and looks bored.

Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet  d20+7=23 ; d20+7=18 ;
Monday July 13th, 2009 8:04:44 AM

Cedric follows after the woman and her pursuer, trying to remain hidden as best as possible without loosing site of the mysterious person.

OOC:
Hide: 23, Move Silently 18



The story continues... 
Monday July 13th, 2009 1:26:16 PM

(Waiting on a few others to post... )

Gathering at the Glitterdust


The story continues... 
Tuesday July 14th, 2009 4:04:19 PM

(OOC = OK, it seems that Kgoshi has left us, so we're down one player. For now, let's see where the adventure takes us before we add anyone else... How does that sound?)

The group following Mordreia see her finally return to the tavern.

She moves in about 15 mins before her starting time, and lets the bouncers know she's back. However, she does see Cedric and moves toward him. Sitting down next to him, she says, "So, you're the one who sang after me. I heard you were good and maybe you'll buy a girl a drink?"

A few minutes later, the cloaked figure follows her in and returns to his previous position in a corner table.

As Mordreia talks to Cedric, they see a flash of light from Speck's spell. They see a flash of startle the figure and for a brief moment, he sees a human male dressed in leather armor under his cloak. He also sees a pair of handaxes attached to his waist, but little more than that can be seen in the brief moment.

However, the flash of light also has gathered the attention of the bouncers. They move quickly to the figure and confront him about what just happened. He stands quickly and pronounces his innocence, but is quickly escorted out of the bar by 3 burly hobgoblins. He might have been able to take 1 or 2, but 3 is a little too much...

Mordreia sees the figure leave and the same worried look appears on her face. Cedric hears Mordreia mumble to herself , "Maybe he's the one who's been following me these past few days... I thought I sensed someone watching me..."

Speck AC18/19 HP:26(23)/26  d20+11=24 ;
Tuesday July 14th, 2009 10:23:08 PM

OOC: hmm.. don't think it makes a difference, but the flash was supposed to go off as Mordreia finished her next dance. I think the result would be the same though.

Ah, poor Cedric, how's you gonna explain it was a wee little hafling who sang, and not you? :)

Speck makes good note of the man's features and equipment, smiling inwardly that his mischievousness payed off. But he dare not go out and follow him anymore tonight, he'd be extra weary of such thing after the incident.

'If he is as good as he seems,' Speck ponders, 'he'll find another way to get in tomorrow, probably by a disguise. I'll have to be extra attentive.'

Noting the arrival of Marcas, (how can you miss it?) and thus Lucky, worry lines cross his brow. "Er, oh boy. I feel a bar-room braul a'coming."

He brushes past Lucky but does not make any signs of knowing him as he moves towards the front of the stage and slips through towards the back stage and dressing rooms to wait for Mordreia back there, just in case the mystery man tries to come in from some back door.

OOC: hmm... i guess it would be a Hide check to slip back there unoticed.
Hide d20+11 = 24

Lucky AC18 HP46  d20+9=24 ;
Tuesday July 14th, 2009 10:47:16 PM

Lucky looks at Marcas and shrugs. "Fate is a demanding mistress, my friend, and we twitch as she pulls our strings. Seems we were destined to be here at this time. For what, though, I have no idea."

As Speck brushes past Lucky, the halfling feels a sudden impulse that he cannot ignore. His hand darts out and raids Speck's pocket. Sleight of Hand, boosted with three Luck points, is a 24! That means that he got something, and that Speck has to beat a DC24 spot check to notice! Oh wait! That' actually a 26, since I forgot to add the Bluff synergy.

When no one is looking, Lucky checks out what he has lifted.

Current Luck Points: 4 for a new day, plus one for the successful SoH roll = 5

Marcasthai AC 19 HP 64/84 (SteveK)  d20+7=16 ;
Wednesday July 15th, 2009 6:56:34 PM

The brown-furred minotaur shrugs and nods, accepting Lucky's words. After all, he thinks, there are other powers at word in the Wold, and they are no less real just because they are not Imod.

But a dance hall of ill repute is not a place Marcas is comfortable in. He woodenly stays at the table, and if asked, will order a large flaggon of wine. He keeps his eyes open, blinking often, and taking large sips of the grape.

...Actions...
Spot: 16

Speck AC18/19 HP:26(23)/26  d20+5=7 ;
Wednesday July 15th, 2009 10:07:09 PM

Ok, let's see. Spot Check d20+5=7

Yeah, well, he's got someone else on his mind. :)

I'll let DM figure out what ye pilfered. Hope it was one of my caltrops. If you can't see my CS let me know and I'll try to fix it.

Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet 
Thursday July 16th, 2009 8:01:12 AM

The chocolate lab pants and barks as Mordreia talks to him. He howls when she mentions singing.

Looking over and barking at the flash of light from Speck's spell, he notes the handaxes and leather armor before returning to sitting at Mordreia's feet.

He thinks to himself "Strange woman. She must be very lonely asking a dog to buy her a drink. She know's she's being followed though, which is stressful. Can't judge her mental state too harshly. Her pursuer seems competent, which does not bode well."



Lucky AC18 HP46 
Thursday July 16th, 2009 10:38:06 AM

Lucky laughs when he sees the woman talking to the dog. "She must be a druid," he says to Marcas.

The story continues... 
Thursday July 16th, 2009 11:14:38 AM

After the stranger is kicked out of the bar, everyone else relaxes and turns back to the festivities. The bouncers are a little more on edge and seem to be looking for more people to throw out, but do nothing, at least for now...

Several members of the group sit at the table (Sir William, Marcas, Lucky), watching Mordreia talk in a friendly manner to the lab (ya, ya, laugh out loud ;-))) I missed the fact that he was in his dog form) ). She gives it a treat and rubs it's back. She keeps talking to herself about being followed and her fear of someone trying to get her... Eventually, she sighs and mumbles something about her break being over and how it's time to get back to work. She gets up and goes into the back hallway.

Meanwhile, Speck sneaks into the back hallway and finds a convenient coat closet to hide in. The door is just warped enough to allow him to see out of, while not being seen himself. He manages to hide just before Mordreia comes into the hallway and sees her go into her dressing room...

(OOC = Speck, are you going to do something more or wait for her to come out? If you're just waiting....)

... You see her come out of the dressing room in her dancing garb, which is quite stunning. She moves to the stage and begins her performance again, dancing and twirling...

This goes on for another hour, and then she finishes her routine. The manager notes that it's her final act of the night, and everyone hears the words, "Last Call." Finally, she leaves the stage and heads to the dressing room again, while the bouncers begin "escorting" everyone out of the bar.

______________

Cedric, what are you carrying in your belt pouch or pocket? I couldn't tell from your PC sheet what is exactly in it...

Lucky AC18 HP46 
Thursday July 16th, 2009 12:59:45 PM

LOL! I think you mean what was Speck carrying in his pouch that Lucky picked?

The story continues... 
Thursday July 16th, 2009 4:51:57 PM

(Yes, I was thinking of dogs when I wrote it, but I meant Speck ;-) Unless you're trying to steal ticks and bugs from Cedric's fur...)

Marcasthai AC 19 HP 64/84 (SteveK) 
Thursday July 16th, 2009 10:01:32 PM

oh, not everything with fur has ticks and fleas. say that out loud and Marcas could get offended! ;-) and when offended he tends to break things...

like legs...

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

Marcas barely conceals his boredom and waits for Lucky's signal to return to thier inn for thier next steps. "I should have collared that hooded man", he mumbles, "if no one follows her, she can't be killed."

Speck AC18/19 HP:26(23)/26  d20+11=22 ;
Thursday July 16th, 2009 11:55:07 PM

OOC: I wouldn't put it past Lucky to favor a tick or two now and then. He's weird that way.

Speck want's to wait until she's left for the stage, then slip into her dressing room. (Hey, he's honorable!)

Speck waits in the dressing room until she returns. He quickly introduces himself as the one who sang after her performance, and then shows his badge. He tells her she's been followed by a mysterious person, the one who was thrown out.

Diplomacy: d20+11=22

"There are omens in the 'bones' that reveal danger here", he says. "Have you received anything lately that might be from the stranger?"

He goes on to ask a few more questions about other persons she might be aprehensive of, just in case the mystery man is just an enamored persuer.

He tells her about his friends and where they are staying in case she needs help.

He then slips out again and makes his way back to the main room and looks for Lucky.

"Someone should follow her again, but invisible this time, if possible. If not, I'll try again. But we need to know if this guy is still hanging around. Tomorrow I want to investigate his watch hideout."


Mithrik AC 14 HP 25/25 
Monday July 20th, 2009 2:19:25 AM

(OOC: Sorry guys, real life reared it's ugly head last week. I'd like to continue posting if you'll still have me.)

Lucky AC18 HP46 
Monday July 20th, 2009 11:03:21 AM

Sure, Mithrik! Jump in, please! Assume that you came in with Lucky, Sir John, and Marcas.

The story continues... 
Monday July 20th, 2009 12:49:51 PM

(OOC = I'll post once a few other people post... We're waiting on Cedric and Mithrik... If I don't hear anything by late tonight, I'll post an update and skip them...)

Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet 
Tuesday July 21st, 2009 8:24:05 AM

Cedric continues to wait outside as a dog. He raises his head when the stranger is thrown out, noting his actions carefully, as well as the direction he travels, if he leaves the area.

The story continues... 
Wednesday July 22nd, 2009 1:31:01 PM

(Sorry, go caught up in a pastoral issue... I'll post tonight and keep the story moving...)

Lucky AC18 HP46 
Wednesday July 22nd, 2009 3:58:12 PM

Lucky orders a drink and looks around. He whispers to Marcas, "So, you think they're on to us yet?"

Marcasthai AC 19 HP 64/84 (SteveK) 
Wednesday July 22nd, 2009 10:23:12 PM

Marcus looks at Lucky incomprehensibly. "I do not know who 'they' is." He looks for the exits to form a plan in case the team has to get away.

The story continues... 
Thursday July 23rd, 2009 2:05:43 PM

As the night goes on, the music and dancing continue. Marcas and Lucky don't see anything suspicious or out of the ordinary...

In the hallway, Speck greets Mordreia, who initially steps back in shock. She looks at him with suspicion, perhaps thinking that he is the stalker.... "Whoever you are, you're not supposed to be back here... And if you try anything, I'll scream...."

However, his grace and friendly tone (as well as his badge) calm her and she finally loosens up. "That strange person has been following me for weeks, but I don't know who he is. I've only had glimpses of him from time to time, but never had a clear view of his face. I think he's hiding in some abandoned factory across the street, but I'm scared to confront him by myself..."

When he offers to help her, she says, "Well, could you follow me home tonight? My shift is done in a few hours, and if you could wait, maybe you could follow him and at least question him... I don't feel safe going home alone... "

With an impish smile, she adds, "I might even give you and your friends a private dance if you take care of him for me...."

(OOC = Again, thanks for your patience. Had all kinds of RL stuff come up at once..."

Lucky AC18 HP46 
Thursday July 23rd, 2009 6:59:21 PM

Lucky takes a drink and asks Marcas if he would like to hear a riddle: "What work can a cleric never quite finish?"

If Marcas gives up, he tells him, Highlight to display spoiler: {Her autobiography!}



Speck AC18/19 HP:26(23)/26 
Thursday July 23rd, 2009 9:42:42 PM

Speck hides his worry lines well as he thinks, 'she thinks little 'ol me will try something?"

Speck smiles brightly and insures Mordreia that he and his friends will do their best. "Rest assured my frineds and I will escort you home, one way or another, tonight. So go out and enjoy the rest of your dances. We'll be out in the audience. When you leave, though, do not leave by the back entrance. Come into the audience where you will 'casually' meet my friends. Then we will leave through the front door and no one will be suspicious of anything."

Speck bows and then heads back to the main room and looks for Lucky. Finding Lucky and Marcas (and who else is there, Mithric, I think, and Cedric just outside, woof! woof!) Speck manages to convey to Lucky the plan to escort Mordreia home that night, speaking in hafling, hoping 1)no one else in the room understands hafling, and 2) their leader also understands hafling. :)

The story continues... 
Thursday July 23rd, 2009 10:18:02 PM

Mordreia agrees to Speck's plan, and thanks him graciously for his offer. "Thank you so much, and yes, please escort me home tonight. However, you can't escort me both day and night, so what are you going to do about whomever is following me? Please keep that in mind..."

She finally returns to do her final few scenes. Once she's done, she wanders around the crowd, thanking the well wishers and collecting tips. Finally, she comes to the PC's table and with a cry of surprise, acts like the PC's are long lost friends and warmly hugs each of them (even Cedric if he's back at the table...). When closing time arrives, she moves out the main door and waits for the PC's to escort her.

Sir WIlliam takes the position adjacent to her, with his weapon at the ready. "Madam, no harm will come to you, I promise on my honor."



Marcasthai AC 19 HP 64/84 (SteveK) 
Friday July 24th, 2009 8:57:19 AM

Marcas finds out that he doesn't understand the riddles of the non-taur. Lucky's expected guffaw is only a blinking of the eyes and confusion in Marcus. "Are riddles something that is often used to pass the time?" the minotaur wants to know, but is interrrupted by the arrival of another halfling, Speck.

Marcas reaches up to pet the white cat cuddled in his rucksack, and ponders the problem. "An escort is easy", he tells Speck, "but I can't help wonder that we're missing something. The first two murders are still unsolved by the law, but here we have a solution of the victim and murderer all in one night. Isn't this too easy, or are we missing something?"

Speck AC18/19 HP:26(23)/26 
Friday July 24th, 2009 9:18:09 PM

Oh, I'm sure we are missing something," Speck replies. "It would be too boring if not."

Speck greets Mordreia and follows along with the ruse. "Ah, I see you don't need a partner after all, Sweet Mordreia. Shame on me for thinking ye needed me to be a success those years ago."

In the idle conversation that follows, he inconspicously slips in the names of his friends so she can address them by name as if she knew them all along.

Speck also manages to whisper to Marcas, "You beeing the talest hear, keep your eyes peeled for other mystery folk. The one we scared off may have just been a scout, or accomplice for the real murderer, who remains lurking around."

Thus outside, Speck makes sure his voice is loud as they escort her back, going on about the circus he went with when Mordreia chose to go it alone.

Marcasthai AC 19 HP 64/84 (SteveK)  d20+7=23 ;
Monday July 27th, 2009 11:39:13 AM

Marcas nods and keeps a front of quiet stoicism as he escorts the human dancer. Blinking his black eyes, he tries to see through the dark and snow, and ash for any strangers.

Spot: 23

The story continues... 
Monday July 27th, 2009 9:13:25 PM

(Waiting on a few others to post...)

Lucky AC18 HP46  d20+11=31 ;
Tuesday July 28th, 2009 7:05:59 AM

Lucky shrugs and joins the escort. He says to the female, who greets him as if they were old friends, "Ah, Most fair Cornelia! I remember well the many sweet days of our youth, when we swam together in the old watering hole down, when we hunted together for tadpoles in the brook behind your hovel. Those days were fine indeed. And now I see that you are yourself a tadpole no longer, but a beautiful frog-princess!"

He returns the girl's hug, and uses the opportunity to try to slip a hand into her pocket or purse, in order to lift some small object from her person and discreetly place it into a pocket of his own.

Sleight of Hand check, with five luck points into the bargain: NATURAL 20! WOOT! a 31!

Anyone watching has to beat a Spot DC31 to notice.

Current Luck Points: 6

Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet 
Tuesday July 28th, 2009 7:47:24 AM

Cedric continues to wait outside, in labrador form. He looks up with curiosity as the entire group comes out with her. "unexpected, will scare off our quarry. Ah well, she will be safe tonight at least." he thinks to himself.

Since he knows where she is staying, he lingers at the alley outside the bar for several minutes after the group passes by. Perhaps the stalker will reappear. He then heads to hear apartment.

The story continues...  d20+11=22 ;
Tuesday July 28th, 2009 2:13:44 PM

Lucky tries to slip his hand into her pocket and finds a dagger in her pocket... He notices, however, that it seems to be magical and feels very cold to the touch... For now, she doesn't notice his hands in her pocket...

The group heads from the bar and goes towards her apartment. None of the escorts notice anything odd as they reach her home. Once there, she turns and plants a soft kiss on each person's cheek, and thanks them for escorting her home. "I have to get up for work early tomorrow, but do appreciate your brave escort. I guess that whoever is following me was scared off by the sight of such burly and big men. I'll give you all free private dances tomorrow, if you'd like (she says with a sly grin). However, I'd feel better if that figure is found and questioned about why he's following me..." With that, she smiles and prepares to go into her apartment...

As Cedric waits outside of the bar, however, he notices a figure appear from across the street, carefully following her. After a moment, he realizes that it is the stalker that they saw before... He doesn't seem to notice the dog as anything more than a wild dog looking for scraps...



Lucky AC18 HP46  d20+11=26 ;
Tuesday July 28th, 2009 3:46:44 PM

Lucky slips the dagger into his pocket. When she gives him a kiss, he tries to slip the thing he took from Speck into her pocket.

Sleight of Hand check 26! Hoo yay!

Now the thing he took from Speck is in her pocket (what was it?) and he has her dagger.

Lucky chuckles and asks her who the stalker was and what he looked like?

Speck AC18/19 HP:26(23)/26  d20+5=9 ;
Tuesday July 28th, 2009 4:18:46 PM

Speck blushes slightly with the kiss, more so with the promise of private dances, but keeps his composure.

Spot (what the heck) for sligh of hand d20+5=9 (soot in his eyes)

After she leaves to her apartment, Speck turns to Lucky, "Well, that was a very good scouting trip. What next, 'cough... cough... hack'!"

Marcasthai AC 19 HP 64/84 (SteveK) 
Wednesday July 29th, 2009 11:00:49 AM

Marcas doesn't bend down to allow the human dancer to kiss his bull-looking cheek. Instead, he gives a small and proper bow. The proper minotaur elects to ignore the dancers private suggestion in favor of sticking to the mission at hand.

"I also would like to question your follower more closely. But first it would be to catch him."

Really at a loss for what to do next, Marcus waits for those with brighter ideas to set the next course of action.

The story continues... 
Wednesday July 29th, 2009 3:14:36 PM

(Speck, can you give me an updated list of what's in your pocket, so I can see what Lucky grabbed... I wasn't sure what exactly was contained in it...)

(OOC = Waiting on Cedric to take action, since that'll determine our next step...)

Speck AC18/19 HP:26(23)/26 
Wednesday July 29th, 2009 8:43:51 PM

oh, ok, if i must. Lets see, caltrops... ah, that's about it. :) just kidding

His actual 'pocket' huh? Well, most of his stuff is in hs HHHaversack. So in his actuall pockets he doesn't carry much, but he does carry his sap, small metal mirror (hafling sized), and a pouch of coins (100gp).

can't think of anything else he'd have in his pockets. Didn't by anything new since the start, and most everything else isn't convenient to carry in hafling pants pockets.

Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet 
Wednesday July 29th, 2009 10:37:00 PM

Cedric follows the stalker following the group following Mordreia. He hangs back far enough to hopefully not be obvious.

The story continues...  d3=1 ; d20+13=17 ; d20+13=18 ;
Thursday July 30th, 2009 9:23:31 AM

So let's say his sap was taken.... and is now in Mordreia's pocket....

The stalker, as before, follows Mordreia to her apartment, remaining in the shadows. (Cedric, can you give me a Hide and Move Silently check please?) For now, it's not clear if he sees Cedric following him or not...

When the group reaches the apartment, the stalker moves to the nearby mannequin factory and again moves inside. Again it appears that that he is somehow going to merely be content with watching and observing her apartment...

After thanking the PC's for escorting her, Mordreia goes into her apartment and closes the door. A few lights come on, but little else is seen...

The sun is starting to rise and a new day is beginning. Street merchants begin setting up their stations, people begin trudging to work. However, the oppressive soot and snow is still harsh in the air and the sun has to struggle to shine through the mass of dark material in the sky. The fires are still raging in the southern quarter and they still hear a scattered explosion here and there...

(OOC = I'm going out of town for a few days for my 10th wedding anniversary, so I won't be posting until this weekend... Take care...)

(PC's, make sure you do your survival checks, since it is bad weather out...)

Marcasthai AC 19 HP 54/84 (SteveK)  d20+11=12 ; d20+11=17 ; d20+11=31 ; d20+11=15 ; d6=6 ; d6=4 ;
Thursday July 30th, 2009 4:09:58 PM

Marcas is still at a loss of what to do. "And how is this helping us for finding the source of those dragon-men?" he wonders.

Nevertheless, he helps out where he can on the streets; fighting fires, bringing freezing people to public houses, or even shovelling snow to assist in the flow of traffic.

Fort Saves
1: nat 1 6 damage
2: 17
3: 31
4: 15 4 damage

After 4 hours of work he is feeling quite chilled and attempts to go back to the inn for a full night's rest.

Cedric AC 20 HP 66/66 - |Riding Dog| Character Sheet  d20+17=26 ; d20+17=19 ; d20+17=21 ; d20+17=30 ;
Sunday August 2nd, 2009 4:56:06 PM

After watching the stalker for a bit, Cedric leaves the area and returns to the group later in the morning after having prayed for spells.

"He follows her, but does nothing else. Something is not right, but I can not say he is the killer.", he tells the group plainly. "Unless we choose to confront him, I am at a loss."

OOC:
Survival checks: 26, 19, 21, 30

To confront or not to confront, .... that is the question... 
Sunday August 2nd, 2009 7:56:54 PM

Sir William nods at Cedric's suggestion and replies, "Maybe we should consider entering the warehouse and directly confronting him in his lair? After all, we represent the law in this situation and have every right to challenge him..."

Speck AC18/19 HP:26(20)/26  d20+4=22 ; d20+4=9 ; d6=3 ;
Sunday August 2nd, 2009 8:27:04 PM

Fort DC15 for Cold: d20+4=22 , saved
Fort DC15 for soot: d20+4=9, failed d6 non-lethal 3

"Perhaps, cough, hack, you are rigth, sneeze," Speck has trouble saying. "But I'd like to search his hide out first. And perhaps we wait until the second note arrives."

Lucky AC18 HP46  d20+7=16 ; d20+7=9 ;
Monday August 3rd, 2009 10:51:35 PM

Lucky rolls a 16 and a 9 on his survival checks. What does that mean?

He stands guard over the woman's apartment with Marcas. "I think we're supposed to make sure that girl stays safe," he says.

While standing there, he fiddles with the magic knife. [On a luck quest, a mendicant can use any fund object.] He tries to activate it.

Your survival checks are against the cold. Every hour you're outside, take a DC 15 check or suffer 1d6 non-lethal dmg from the extreme cold. If you have the survival skill, there could be a bonus (see pg 83 PH))

Speck AC18/19 HP:26(20)/26 
Monday August 3rd, 2009 11:06:06 PM

OOC: a fund object only works if it is properly funded. If it is funded by bonds sold to China, that's not properly funding, nor is funding by printing your own funds. :}

Marcasthai AC 19 HP 54/84 (SteveK) 
Tuesday August 4th, 2009 12:09:45 PM

ooc: LOL

To confront or not to confront, .... that is the question... 
Tuesday August 4th, 2009 2:35:38 PM

Sir William listens to the various arguments, and says, "Good point about waiting for the 2nd letter, but I'm still worried about her safety until then. We don't even know if this person is the killer we're searching for and something is just not right..."

"Furthermore, I'm not sure why, but I don't detect any evil in the stalker, so why he's following her is a mystery. He's either really good at hiding his "evilness" or there's more to the story..."

With that said, he moves quietly to the door to the warehouse and says, "I think we should move in, and which of you stealthy types wants to check out the door and take point?"

Speck AC18/19 HP:26(20)/26 
Tuesday August 4th, 2009 4:06:52 PM

OOC: From Cedric's observations told us earlier:

IC: "Well, stealth at this point is mute, since he's watching us now. We can just knock on the door and have all other exits guarded. Or, I could stay here and watch until he leaves, and send word to you to set an ambush in the building. We know he leaves to follow Mordreia to the tavern, then back to the same place when she's here. Seems an easy trap for us to set for him."

Lucky AC18 HP46  d6=3 ; d20+5=13 ; d20+11=22 ;
Tuesday August 4th, 2009 11:08:34 PM

"What, that's the fellow over there?" asks Captain Lucky. "That guy, right there? Well, what's wrong with a little negotiation?"

Lucky rushes over to the stalker guy. He takes out his badge. "Pardon me, citizen," the halfling says, shifting his voice down half an octave, in the belief that he will sound more authoritative. "Hi. I'm Deputy Donaldo, and I would like to ask you a few questions. Please respect my authority and tell me your name and why you are so interested in that lady performer. What makes you so interested that you will hang around in this weather?"

Diplomacy 13 Sense Motive 22.

[Note: 3 hp nonlethal damage from cold]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Current Luck Points: 6

Speck AC18/19 HP:26(20)/26 
Wednesday August 5th, 2009 7:35:34 PM

OOC: Lucky this was what Cedric saw and I presume told us:

"When the group reaches the apartment, the stalker moves to the nearby mannequin factory and again moves inside...."

This was from Thursday, July 30th.

Lucky AC18 HP46 
Thursday August 6th, 2009 3:00:14 AM

But Sir William just detected evil. So he must be in range and sight, no?

To confront or not to confront, .... that is the question... 
Thursday August 6th, 2009 10:36:25 AM

(OOC = No, William did not detect evil. To clarify things, he didn't detect evil in the past when they heard or saw this stalker moving around... Since the target's now in the factory, William can't detect anything at the present. Sorry for the confusion. Simply put, the stalker is not evil or if he is, he's somehow masking it...)

Anyone heard from Troy or Stephen? We may have to fill some slots if we've lost Troy...

Marcasthai AC 19 HP 54/84 (SteveK) 
Friday August 7th, 2009 12:51:29 PM

ooc: back spasms kept me away from the computer for a couple of days.

Marcas nods, moving in makes sense if the woman is really the target. Again he nods at the talk of the stranger. He may not be involved in the slayings. "But questioning him is important. He is our only lead right now."

To confront or not to confront, .... that is the question... 
Friday August 7th, 2009 2:36:00 PM

(OOC = Lucky, did you intend on confronting him before he went into the building? I"ll assume so, since I was trying to move the action along. For this case, I'll assume that you did talk to him before he went in... Let me know if you don't agree.)

As Lucky approaches the man, he looks startled and grabs a pair of axes from his belt. However, the sight of the badge stops him from taking any further actions. He looks examines the rest of the group, and sighs in a resigned tone. "My name is Jarlos Takrain, if you must know. Mordreia and I were lovers in the past, and came from the same region of the country. We met in the midst of a civil war and to be honest, had to stick together to survive. That soon led to love, but alas, the war again interfered. You see, I used to serve as a ranger with the eventual losing party, but after my unit was destroyed and our nation surrendered, I fled to the wilds. That's when I met her. After we were together for several months, we were captured my bounty hunters and I was imprisoned for 2 years by the winning group (from the civil war) for supposed "war crimes." It was all a sham, of course, and they let her go. However, I had to serve the full sentence."

Pausing, the elven ranger continued, "I was recently released, and heard she was here in Tharn. I watched her perform several times, and finally visited her after a recent performance. However, she threw me out and claimed that she didn't want me anymore and I wasn't to ever see her again." With a sad look, he added, "There is something wrong with her, but I'm not sure what it is. She's never acted like this before, and it's like she's an entirely different person. Something is just not right..."

"So, I began following her to see what could be happening, but several times over the past few weeks, I've sensed someone else following her too. I've never been able to intercept them, and every time I tried to see whom it was, they escaped first. I've come here every night since, and to be honest, I thought someone from your group was who I was sensing. However, it seems to not be the case. Someone else is following her, but I've yet to discover whom..."

With that said, he looks at the group, and watches to see their reaction to his story...

Lucky AC18 HP46 
Friday August 7th, 2009 3:18:13 PM

Thanks, that's great. Also, Lucky had a Sense Motive check of 22 on his story ... any feedback from that?

Marcasthai AC 19 HP 54/84 (SteveK) 
Friday August 7th, 2009 8:11:45 PM

The large brown minotaur keeps himself in readiness to back up his companions.

Listening to stories, he tries to get his mind going and make sense of the puzzle pieces the group has been getting. So far, there are many blanks and few of the pieces connect. Marcas pets his white cat to help him think.

"For some reason, I think a personality change in this human dancer is important, but I have no idea why."

Speck AC18/19 HP:26(20)/26 
Saturday August 8th, 2009 9:51:40 PM

Speck rests his right elbow on his left arm as he rubs his chin and thinks. "Hmmm... Seems a good place to start is find out when she arrived in town, what she was doing then, and when did she start her dancing act. Would her dancing act also be contrary from her personality that you knew before?"

To confront or not to confront, .... that is the question... 
Monday August 10th, 2009 2:16:32 PM

Lucky gets a feeling that the man is being honest, and Sir WIlliam nods at your assessment. "It seems this man is true to his word, and appears to be truly concerned about Mordreia."

Jarlos thinks for a moment and responds to Speck, "No, her dancing didn't seem different than before. When I met her, she told me she had been a dancer in the past, and she occasionally freelanced at inns to help pay for our rooms or passage. I don't know what she's been doing since she arrived, since I can't get her to tlak to me. As you've seen, I'm not welcome at the bar, and that's why I have to disguise myself."

(OOC = I'll post that we have several openings in our game...)

Speck AC18/19 HP:26(20)/26 
Monday August 10th, 2009 8:54:48 PM

"Heh, err... Sorry about that flash-thingy. Just looking out for the Lady, y'a know," Speck sheepishly appologizes.

"Tell you what, we won't say nothing to her about our meeting. You keep up what you're doing, and we'll keep up what we're doing. Between the two of us, we will have a better chance to find out who this other person is. I doubt he, or it, has any good intentions towards her. But her behavior, if it has been altered, would seem to have been altered by someone else entirely. We need to find out what she does with the money she makes, if she keeps it or gives it to someone else."

Speck ponders, "Seen anyone else come to her rooms?"

Cedric AC 20 HP 66/66 - Character Sheet 
Monday August 10th, 2009 9:39:43 PM

Cedric takes in the mans story with a bit of skepticism, despite the parties reassurances.

"Do we have anyone that could detect magical influence? It may be best to rule that out before progressing further. There are many ways to influence someone, but magic would be the most easily detected. A zone of truth may help with the other ways."

OOC:
Sorry I've been absent, I just got done with a hellish weekend that's occupied my time for the last two months. I'm back full time now.

Lucky AC18 HP46 
Tuesday August 11th, 2009 8:27:09 AM

Lucky says to Jarlos, "Hey, thanks! I like you. Keep in touch." He pauses, then adds, "Or hang around with us if you like."

He says to the group, "Personality change, huh? I say possession or doppelganger, most like."

Questioning the stranger... 
Tuesday August 11th, 2009 4:44:54 PM

Jarlos nods at Lucky and says, "I accept your apology and understand you weren't trying to be harmful. No, I haven't seen anyone with her in the rooms, though I haven't watched her every minute of each day, and someone else may have entered her apartment without me knowing it..."

He considers Cedric's invite, and says, "Yes, I'd be willing to join you, at least until we find out what is going on with Mordreia and who is stalking her. I don't have the ability to check on her, but do have a friend who is a young mage who has helped me inspect items I've come across. He's staying at the inn (same one you're in) and if I asked him, he'd do it for a nominal fee (e.g. detect magic on her...)"

Speck AC18/19 HP:26(20)/26 
Tuesday August 11th, 2009 10:13:24 PM

'Hmmm...' Speck ponders. 'If we get this friend deputized, then he'd do it for free, as it would be part of his job to help find the killer...'

"Ei Boss," Speck turns to Lucky. "Think we can persuade our employer to deputize these two, Jarlos and his friend? Seems they'll likely deputize just anyone, eh, just look at us?"

Ki'El HP:35/35 AC: 14 
Wednesday August 12th, 2009 11:54:23 AM

Hey everyone, Cayzle told me to post my character sheet link, and introduce myself. Im Marty Hoober, been playing D&D for around 8 years or so, playing in the Hook City campaign for about a month and love it! The wold is awsome! Anyways Im 20 yrs old, 2 kids a wife, a job and going to college to be a physciatrist.

Im playing Ki'El, Ki for short, A half-elf sorcerer shunned by his father, and chased out of his hometown and now wonders the Wold looking for ways to test himself, grow as a person and sorcerer, prove to everone he is not a evil freak of nature, and lastly to find a place to belong.

Ki is a slender half elf and has pale white skin, his short, spiky hair is usually unkempt and its black color stands out immensly aganist his skin. His black eyes are rounded and resemble two dark marbles. Solemn and short tempered he is always trying to prove himself useful and above average. Although he keeps himself distanced, with his emoitoins buried, he is overall a nice person.

Ki'El HP:35/35 AC: 14 
Wednesday August 12th, 2009 11:54:44 AM

O, I forgot, My email is skizzie89@yahoo.com

Speck AC18/19 HP:26(20)/26 
Wednesday August 12th, 2009 10:10:13 PM

welcome, Ki. Don't know if you've been following along, or been brought up to speed on the 'happenings'.
Just ask away.


Ki'El HP:35/35 AC: 14 
Wednesday August 12th, 2009 11:13:20 PM

Well, I tried to follow along, when I seen that you guys had openings, but I didn't have the time to read back pages, and pages. I know your looking for someone, a female, who has taken on a recent, and dramatic, change. Although I don't know why, or even where we are. Am I just jumping in the story or will DM introduce me. I've read everyones descriptions and things on their CS, so Im familiar with the party, and who they are, what they look like and do. Im willing to listen to anything your willing to throw at me. But I'd also like to keep OOC posts out of the game forum, If you could please Email these answers. I think the DM would like that as well... Email is Skizzie89@yahoo.com

Cedric AC 20 HP 66/66 - Character Sheet 
Thursday August 13th, 2009 8:38:54 AM

"Can anyone detect magical influence?" the druid asks again. "We should eliminate the possibility before we proceed. There's no reason we can not take care of that right now."

He looks over the group, hoping someone has a detect magic prepared.

Marcasthai AC 19 HP 54/84 (SteveK) 
Thursday August 13th, 2009 11:34:21 AM

Marcas, the 8 1/2 foot tall minotaur, shakes his brown-furred head slowly back and forth. This magical and sneaking parts, while useful, are not in his area of expertise. And so he keeps marking time by brushing imaginary specks of dust from the purple tabbard covering his silvery armor, and by occasionally petting the white persian cat perched on his broad shoulders.

"Ki", he rumbles in his quiet, basso voice, "maybe you have some ideas for finding the killer before he murders again."

Questioning the stranger... 
Thursday August 13th, 2009 11:39:16 AM

Both Jarlos and Sir WIlliam shake their heads at Cedric's question, but Jarlos says, "My friend can do it, if we need him to..."

Around them, the sun is starting to rise and dawn is starting to break. It's been a long night for the PC's and they've been up for a very long time. Sir William says, "It's getting late and let's decide what we want to do next. Do we want to confront Mordreia now, or wait to gather more information on her, or wait until the next clue comes out?"

OOC = We're coming up to the end of the first part of this module, and I'll have XP awards for you soon. Essentially, you've met most of the objectives... The natural end of this will be when you either get the 2nd clue/letter from the killer, or confront Mordreia and discover whatever you wished about her. Who wants to take over DM'ng at that point? I'll send you the next stage of the module, and we're about ~ -1-2 weeks at the most from the changeover... .

Lucky AC18 HP46 
Thursday August 13th, 2009 5:03:38 PM

"Why wait? Let's go talk with the girl. I want to ask her why her personality has been changing."

Ki'El HP:35/35 AC: 14 
Thursday August 13th, 2009 7:13:28 PM

Ki looks at every one, bony hand on his pale white chin, and thinks for a second. After running his hand through his jet black hair, and adjusting his black and red robes he addresses the minotaur Well, little one, He begins in a solemn voice, not to deep but filled with despair, looking at Lucky, Id say talking to her isn't going to help. If something has changed her, then she might not even know about it, espicailly if its some enchanment, in which case I'd like to find the mage responsible. If its under her own will, why would she admit such a dramatic change to a person she doesn't even know? Or do you know this lass? Little people, so quick to act... Ki thinks alittle more, then raises his forefinger and paints his face with a 'having-a-break-through' look, If you knew where she frequents, I could get close enough to detect magic on the lady. Have you all noticed anyone that is always around her? Or someone stalking her even? Im very much out of the loop, and am offering my advice on mere guesses... The half elf glances at every person in front of him, Two little people, a minotaur, a human and an Elf.. We sure don't stick out or anything. hehe..

Then turning his gaze to the huge minotaur, Horned one, your name? If its a killer you seek, set out bate. Who is he killing? Is there a pattern to his actions? Does he always target a certain place, or act at certain times? If you don't know any of this, I say figureing out this information would be the place to start. Ki looks to the ground, closes his eyes, and as if a burden the size of the Wold itself has been set on his shoulders, he replys grimly Is the killer a mage?

Speck AC18/19 HP:26(20)/26 
Thursday August 13th, 2009 10:24:32 PM

Speck looks up at both, Ki, Marcus, and level at Lucky (he's from the circus, so this feat, looking up and level at the same time is natural), and adds, "I think we should wait. One, she is very tired, regardless of any magical influence. We should have Jarlos' friend with us tonight when we return to the tavern and watch, er, protect her. While she dances, the mage can cast his detection spell without any suspicion from her."

He spits a gob of dark spit into the snow.

"Besides, I'm hungry, and if I don't get some sleep, my act tonight won't be worth a flip. A flip. Get it? A flip. Oh what the heck."

Ki'El HP:35/35 AC: 14 
Friday August 14th, 2009 12:16:32 AM

After a super quick, and quiet, up date from Speck, Ki is now somewhat more informed to the current situation.

Feeling the cold snow under his boots, and biting wind whipping his cloak around, Ki pulls his cowl tight over his head, hiding his paleness in shadows. What was the first clue the killer left you? And is the fire you speak of caused by magic? Shivering, noticably, Ki shakes his head, I think we should fine a warmer place to discuss the issues at hand, maybe get some sleep too... Also, I belive it may prove usefull to see the next clue... Does anyone know how many will come before the murder takes place? With that Ki looks around, looking for a suitable tavern, hopefully close by.

Marcasthai AC 19 HP 54/84 (SteveK) 
Friday August 14th, 2009 9:27:33 AM

The brown-furred minotaur replies in politest tones to Ki. "I am Marcasthai, a Hand of Imod, and battle-captain of this group by right of Kayleb. Please call me Marcas." Pointing to the halfling Lucky he continues, "and Master Lucky is our leader by the same right."

"The town has a series of assailants," Marcas continues in his deep but quiet voice, "the bitter snow, the fires from the mage-side of town, and a serial killer. This murderer writes a letter a day that tells clues for his next victim. After six letters, another death, and the constables are bewildered. We have been deputiezed to seek out the killer. His first letter has led us to the human dancer, Mordreia, as the next victim. The next letter should be arriving within hours."

And with his explanation out of the way, Marcas turns to Lucky. "I agree with the others. We rest and wait for the second letter. We do have five more days."

Ki'El HP:35/35 AC: 14 
Saturday August 15th, 2009 10:49:58 PM

Well, what does everyone else think? Shall we find us an Inn? Ki says, shivering in the cold wind. Lips turning purple and his nose turning reddish.

Speck AC18/19 HP:26(20)/26 
Sunday August 16th, 2009 11:11:56 PM

"We got us an place, i think. Lucky, you still got our rooms? Be nice to get a snooze while we wait for the second note, and see about that fire."

The Second Clue


Questioning the stranger... 
Monday August 17th, 2009 10:30:17 AM

The group continues discussing their options, but the bitter cold, oppressive air and sheer exhaustion finally convinces them to return to the inn for a well deserved rest. They make it back safely and everyone returns to their rooms. After a good night (or should I say day's) rest, they wake up in the late afternoon. They notice a copy of the local daily paper shoved under their door, and Sir John goes and picks it up. With a grim expression on his face, he finishes reading it and then shares it with the rest of the group. "It seems that our killer has sent us his second clue. The front page headline article contains the killer's letter, titled, "Stars in the Darkness, Part 2"

Metal bleeds as she does. Rust runs from weeping wounds. Forgotten beasts of steel discarded after the war, or banished to this dismal ground by age and wear. Black snow dusts the muddy soil of the graveyard. Somewhere within this mournful field of rust and decay, the rancid stench of festering meat chokes the air. On a stretch of cold earth lies her steel prison filled with tainted flesh. She dies so slowly. I eat her living flesh while she looks on in stunned terror. Her death will be exquisite; I shall savor her pain and horror for days. Amongst these forgotten metal giants, no one hears her hoarse screams as I feast on her.

John continues, "We have 2 options as I see it. We can investigate this letter, or follow up on Mordreia and find out why she is acting so oddly."

OOC1 = Please give me Knowledge (local) or Knowledge (architecture/engineering) checks...

OOC2 = For now, everyone involved gets 1000 xps. Also, I messed up with PC names my last few posts for my paladin, and he is Sir John, not William. Sorry... ;-(

OOC3 = Remember, we need someone to take the next part of the module as DM. School is starting back up soon (Can't wait for those students to return) and I'm going to get slammed... Who wants to go next? I'll send you the next part of the module (I haven't read it yet, except for the letter John picked up) ASAP...



Marcasthai AC 19 HP 54/84 (SteveK) 
Monday August 17th, 2009 6:03:08 PM

Marcas' black eyes narrow in anger at the evil encased in the murderers letter, but he is still able to think. "It sounds as if he already has her prisoner, this slow killing. Yes, we need to get Mordreia, and also meet with a local constable to find out where a junk yard is?" The last statement is in a questioning tone as if the big minotaur doesn't quite believe his own statement.

Lucky AC18 HP46 
Monday August 17th, 2009 7:32:20 PM

OOC:

DM 1: Steve K - January
DM 2: Jonathan - Feb-March
DM 3: Cayzle - April-May
DM 4: Ken - June-Present

We REALLY need someone to step up. Marty just joined. How about it, Troy? Any chance you can run the next scene?



Cedric AC 20 HP 66/66 - Character Sheet 
Monday August 17th, 2009 9:59:46 PM

Cedric frowns as the letter is read over.

"It sounds as if there is a chance to rescue the person in the letter, if we can find them. I suggest we start looking for discarded war artifacts. They can not be too hard to find, truly? Let us go now, and ask around with haste."

OOC:
I am currently on vacation, I wouldnt get a chance to even look at the module stuff until middle of next week. If that will be enough time, then I'm good for dming next.

Lucky AC18 HP46 
Monday August 17th, 2009 11:43:26 PM

"Good idea, Old Man," says Lucky to Cedric. "You musta seen some war artifacts in your day. What did they look like? Anything like this?

The halfling flourishes the dagger he lifted from Mordreia.

"Anyone able to tell me anything about this? It came from the dancing girl. Is it magic?"

Speck AC18/19 HP:26/26  d20+3=8 ; d20+8=28 ;
Tuesday August 18th, 2009 12:18:45 AM

Knowlege Local d20+3 = 8 (however, if this falls under Bardic Knowledge, it would be 13)
Bardic Knowledge on the dagger d20+8= 28! (alright!)

Speck wakens, sleepy eyed, and yawns a big one. "I'm too sleepy to think straight," he complains. "And hungry."

He reads the note twice but says, "A junkyard for weapons? Would be odd. I'd think old weapons would be melted down for it's metal and remade. But I'm no warmonger, just a hungry hafling."

His ears perkup and his eyes widen as he sees the dagger. Inspecting it closely, he mutters, "Hmmm... I see."

OOC: you can private e-mail me what Speck deduces from the dagger or just post it in your post as if Speck blurts it out to everyone.

Marcasthai AC 19 HP 54/84 (SteveK) 
Tuesday August 18th, 2009 9:35:03 AM

The minotaur listens to his companions and they give him an idea of his own. "Perhaps it is something in the fires and wizard storehouses on the other side of the town." Marcas nods his head slowly, listening to his own words. "Let us talk to the constables office for a map and local information, and then see to Mordreia. After that, we see what we see."

Questioning the stranger... 
Tuesday August 18th, 2009 2:23:58 PM

Speck can't remember anything specific regarding the letter. However, he realizes Marcas' suggestion is wise and possibly someone in the watch (maybe the sergeant?) probably could help decipher the letter.

Speck then remembers that the group found several other items in their last encounter and after examining them, declares, "Hey, I figured out what these are too! They're a potion of protection from arrows 10/magic, a scroll of Pyrotechnics (lev 2) and a scroll of Deep Slumber (lev 3)."

(I'll assume he blurts it out to keep things easy ;-))) ) After examining the dagger, Speck says with an astonished expression, "This is a really powerful item! It's a +3 icy burst dagger!"

Jalros gets a puzzled expression on his face and says, "Wait a moment. I don't remember her having something like that before, and she was never one for fighting. She was better at hiding and running away, and it's not like her to have something that valuable."

(OOC = I can keep things going until Troy returns next week. The next step is pretty straightforward (I had to read a bit of it to see, but I'll play as if I don't know), so it won't be hard to catch up. Just let me know when to send it to you. It'll probably be a Word file, since I can't break up the pdf I have for the whole adventure. That way, I'll only send you the part you need for step 2, and keep the rest of the adventure a mystery... Thanks for agreeing to do this Troy, and thanks Cayzle for your help ;-) )



Lucky AC18 HP46  d20+5=13 ; d20+5=16 ; d20+5=20 ; d20+5=25 ;
Tuesday August 18th, 2009 4:45:03 PM

"Sweet!" exclaims the halfling. "And if she came by it honorably, then I will of course return it to her. But my heart tells me that there is something fishy about this dancing girl. Personality Changes! Powerful Weapons! I'm still thinking doppelganger. Any way we could test for that?"

Lucky agrees that showing the letter to the seargeant would be a good idea.

Knowledge Checks in this order in case anything seems familiar ... maybe on doppelgangers or possession or magical control or anything ... Religion, Arcana, Planes, Geography ... 13, 16, 20, 25!

Marcasthai AC 19 HP 54/84 (SteveK) 
Tuesday August 18th, 2009 5:23:10 PM

Marcas nods and smiles; the smart small ones seem to be on the right track. The large minotaur uses his time inside to get clean, ensuring all the soot is out of his fur and his tabbard is presenting the best possible appearance for a Hand of Imod.

Speck AC18/19 HP:26/26 
Tuesday August 18th, 2009 10:49:58 PM

Speck rubs his tummy, a sign that it is rumbling and in need of food. "A doppleganger? But what would a doppleganger benefit from impersonating a female dancer? One that is targeted for assassination? I'm inclined to think she has been magicked, and the killer doesn't know it, choosing her at random. Either way, removing this dagger, good going there Lucky, will make detecting magic on her a little eaiser. Wonder how many more of these things she has?"

To Mordreia's or to the Graveyard... So many decisions to make... 
Wednesday August 19th, 2009 2:11:49 PM

All Lucky can tell from the information he has is that all of the things he considered could be applicable (doppelganger, possession, magical control, etc...) The thing that bothers him most is why a simple exotic dancer would have such a powerful weapon. How could she even afford something that priceless, let alone know how to use it. And if someone had given it to her, why?

As Lucky thinks through the letter, he does remember that he saw an "equipment dump" on a city map in passing. He heard that it is a lonely patch of earth near a graveyard, called "Osgood's Graveyard." Jarlos doesn't remember much about the graveyard, but does know roughly how to get there.

With a shake of his head, he says, "I really want to return to Mordreia's, as I'm concerned about why she has such a weapon, and the reason behind her odd behavior. We should try to surprise her somehow, or at least search her apartment. If you're going to move on to the graveyard, I'm not going to go with you though. I love her and need to discover what is going on..."

Ki'El HP:35/35 AC: 14 
Wednesday August 19th, 2009 6:51:23 PM

Ki, with sleep in his eyes, and hunger in his stomach, stands and listens to everyone and the conversation. Im thinking that Equipment yard is a good Idea, unless... Ki recites a part of the clue,

Amongst these forgotten metal giants, Forgotten beasts of steel discarded after the war, or banished to this dismal ground by age and wear

Do you really think its talking about Weapons? Metal giants, Forgotten beasts of steel.. Maybe we should find a place in this 'Gravyard' thats maybe been set aside for golems, catapolts, or other metal machinery weapons. I'd say rummaging about in a pile of swords and shields would be near useless. Ki thinks a bit more, sighing and rolling his bony hands through his black hair, contemplating where he thinks we should go next...

I think going to the dump would prove useless. IF the killer is describing where her tomb will be, he surely isn't residing there. Who would want to live in a place that smells like 'rotting flesh'? I think going to Mordreia's is a good idea. Sending some to search her place, and some to watch, and detect magic, on her while she is dancing.

Speck AC18/19 HP:26/26 
Wednesday August 19th, 2009 9:27:01 PM

Speck looks over the note again. "Well, I don't know where this Thing lives now, but it seems clear from the note that the victim, Mordreia, will be encased in a metal box of sorts. She will be alive, but something in the box will be eating at her flesh. So this evil Thing won't be killing her with his own hands, but will put some creature in the box that will eat at her helpless body until she dies. This 'metal box', I presume will be at this graveyard of discarded siege machines. If, and I repeat 'IF' this graveyard is covered in soot. That probably won't be an issue though, seeing as the fire's done a good job of covering just about everthing with black soot."

"Can we go eat now? I probably should go back to the tavern. I think I can keep Mordreia busy enough to allow others, er, him," pointing at Lucky, "to search her place. Unless you trust two haflings all by themselves in a beautiful ladies room? Besides, she might get suspicious if i didn't show up. Need a strong arm, er hoof, to keep up the appearance of protecting her. Then the mage can do his thing while she's dancing."

Cedric AC 20 HP 66/66 - Character Sheet  d20+19=21 ; d20+17=24 ;
Wednesday August 19th, 2009 10:01:33 PM

Cedric thinks back over his knowledge of flora and fauna, trying to see if he can remember anything relevant about what could be 'eating' someone slowly. Some sort of fungus, or small animals or insects perhaps. It may provide a clue they can use.

After that, he heads to this graveyard with whoever is going.

OOC;
Knowledge Nature: 21
Survival: 24

Ki'El HP:35/35 AC: 14 
Thursday August 20th, 2009 1:13:06 AM

Ki looks at the halfling, and a small smile creeps in his face Well then little one, Id say your right, Rubbing his stomach himself, I say the horned one and Speck here, and myself go to the tavern she dances in. Grab a bite, and then I'll see if I can't find any magic on our mystery lady. While lucky, The elf points to the other halfling, drags at least one other person along with him to search the lady's apartment... I'd say Marc wouldn't be of much use there... He ends his statement, nodding his head at the minotaur. Better placed with the tavern goers like Speck said, to show alittle muscle.

Pondering the notes, and the rest of what Speck said, Ki, once again, rubs his hands through his black mane, Later tonight, with the cover of darkness, maybe we should check out this grave yard. We might could trap any boxes we find around, or set up some sort of watch to see who goes in and out. Surly the killer needs to set up his plan... Maybe we can catch him during his work? Any thoughts? Ki eyes Speck curiously.

Marcasthai AC 19 HP 54/84 (SteveK) 
Thursday August 20th, 2009 9:48:16 AM

It takes a moment or two to understand that Ki's reference to "the horned one" is in fact Marcas himself. The brown-furred minotaur blinks then rolls his small black eyes. So. Another one that doesn't use the proper usages for names. Or battle most likely, thinks Marcas. He sighs and shrugs. He has put up with Lucky and Speck so far, so one more shouldn't be a burden.

"It is a good plan, and Sir John can come with me for additional attention on us."

With that, the large minotaur is all ready to put plan into action.

To Mordreia's or to the Graveyard... So many decisions to make... 
Thursday August 20th, 2009 9:57:13 AM

Cedric can't think of anything fungus like that this would relate to, but senses that once they find out more about Mordreia, a trip to the junkyard would actually be a wise decision and at least could provide further clues. From his knowledge of nature, it is more likely that something metallic rather than natural is what the letter refers to...

(Waiting on a few others to post... )



Lucky AC18 HP46 
Thursday August 20th, 2009 11:04:08 AM

"I love the idea of going to the weapon graveyard -- maybe I can find something we can use."

Captain Lucky pauses.

"But more important is that we NOT split up the party. The girls will still be sleeping, I think, until her performance. Let's go to this graveyard first, then to see the entertainer."

He expects everyone to obey him because he is after all, the leader, and the most handsome.

Lucky AC18 HP46 
Thursday August 20th, 2009 11:05:43 AM

"Or all go to the girl, and THEN to the graveyard. So long as we stay together."

OOC: DM, please pick one or the other ... maybe by how the preferences are swaying? But feel free to move us along!

To Mordreia's or to the Graveyard... So many decisions to make... 
Thursday August 20th, 2009 7:01:31 PM

As the group ponders the various options, they decide to go revisit Mordreia before pursuing the 2nd clue. Everyone has had a chance to eat and sleep, and once they wake up refreshed, they brave the bitter cold and stormy weather once more (remember your saves...).

They finally end up at Mordreia's apartment in the early afternoon, and discover that she's at home. Her shift doesn't start until late evening, so they have some time to check on her. They go up the stairs to her door, and stand at the brink.

Do they knock and talk to her in a friendly manner or interrogate her? Do they demand to be let in and search her home? Do they try to sneak in and surprise her? There is a window nearby leading into a bedroom that is on a porch, easily accessbile from the stairs.

Ki'El HP:35/35 AC: 14  d20=7 ;
Thursday August 20th, 2009 8:42:59 PM

Ki shivers as he walks down the wind biting streets in his cloak, cowl pulled low. Stamping through the snow, and up the lady's stairs to her door he thinks How should we go about this? Demand the lady's cooperation, most of these people are deputy's of some sort, I suppose it would actually work Ki leans down, rather far, to whisper to lucky, Maybe you should order her to allow you to search her place, your are a captian deputy... Say there is something missing and you have reason to believe its here. That would give us reason to search her place, and reason to question her about anything else we deem useful.

Speck AC18/19 HP:26/26 
Thursday August 20th, 2009 9:46:09 PM

"Tact is what we need here," Speck whispers. "Lead her to believe we suspect nothing and perchance she will slip up somewhere. Simple questions as to her recent past can lead to questions about her time with Jalros that he can verify. It is too ealry to be direct. We haven't any solid evidence of anything."

Speck knocks on the door. "Mordreia? Speck here," he calls.

Speck AC18/19 HP:21(26)/26  d20+4=19 ; d20+4=9 ; d6=5 ;
Thursday August 20th, 2009 9:49:57 PM

Forgot my saves.

Cold: d20+4 Fort DC15 = 19 good
Soot: d20+4 Fort DC15 = 9, not good, d6 subdual dmg = 5


Ki'El HP:35/35 AC: 14  d20+3=12 ; d6=1 ; d6=5 ;
Thursday August 20th, 2009 10:10:26 PM

AHH, didn't know the DC's and what not...

I rolled a 7 above so

Cold: 7+3=10 DC: 15---not good... Don't know the consequences (D6: 5 subdual damage??)
Soot: D20+3=12 DC:15--- Not good.... D6: 1 subdual damage

Marcasthai AC 19 HP 54/84 (SteveK)  d20+11=24 ;
Friday August 21st, 2009 9:06:30 AM

Keeping a winter cloak over his broad shoulders, Marcas keeps to the bottom of the stair in an attitude of watchful guardianship. His Ranseur in hand, he makes sure no one will even think of going to Mordreia's apartment while his companions are upstairs.

His tough training allows him to all but ignore the fierce cold and soot in the air.

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

Fort Save: 24

Knocking on the door... 
Friday August 21st, 2009 1:39:37 PM

(Waiting on others to post...)

Lucky AC18 HP46  d20+9=15 ; d20+9=13 ;
Friday August 21st, 2009 2:41:53 PM

Lucky agrees when Speck says, "Tact is what we need here."

"And I'm the tactiest one of us all!" Lucky adds.

He is eager to speak with the lady in question.

Saves: 15 and 13.

Speck AC18/19 HP:21(26)/26 
Friday August 21st, 2009 11:23:07 PM

OOC: If i remember correctly, we had to make two saves, one for the cold and one for the soot (choking).
The DC was 15 for each, fail you took 1d6 non-lethal damage. If you fail both, that would be 1d6 dmg each.

Knock, knock, who's there? 
Saturday August 22nd, 2009 9:24:34 AM

At the sound of Speck's voice, the group hears a rustling in the apartment. "Just a moment..." they hear in the background, and then she barely opens the door, her face peeking out with a worried expression until recognizing him. "Oh hello there... How can I help you .... Spock or Spook, wasn't it? Have you found whoever was stalking me? Is it safe now to go out?"

Cedric AC 20 HP 66/66 - Character Sheet 
Sunday August 23rd, 2009 2:07:46 PM

Cedric waits patiently while those planning on talking do so.

He nervously looks to the sky, clearly impatient to get to the graveyard.

OOC:
You can send me the maps now: setanos at yahoo dot com

Marcasthai AC 19 HP 54/84 (SteveK) 
Sunday August 23rd, 2009 9:07:32 PM

Keeping a winter cloak over his broad shoulders, Marcas keeps to the bottom of the stair in an attitude of watchful guardianship. His Ranseur in hand, he makes sure no one will even think of going to Mordreia's apartment while his companions are upstairs.

His tough training allows him to all but ignore the fierce cold and soot in the air.

Lucky AC18 HP46 
Monday August 24th, 2009 4:05:23 PM

Lucky lets Speck answer the girl. "Just get us in there so we can look in her eyes and see into her soul," he whispers to Speck. "It's your game, for now, my friend!"

Speck AC18/19 HP:21(26)/26 
Monday August 24th, 2009 5:31:50 PM

"Er, Spock... Speck... whichever you like best," Speck blushes. "Nay, me Lady. I'm afraid it is not yet safe to venture much outside alone."

Speck reasons that, although they found one 'stalker', they haven't found the one who is the actual threat.

"May we come in? We won't be long, we know you must be getting ready for your performances. We just wanted to be here and escort you to work, but it's a bit chilly out here."


Knock, knock, who's there? 
Monday August 24th, 2009 8:51:48 PM

She frowns and says, "Well, my home is dirty, but if you are going to escort me, I might as well be hospitable. Wait a moment and I'll put something presentable on." She then closes the door, and all is silent...

(Listen checks please...)

Speck AC18/19 HP:21(26)/26  d20+7=20 ;
Monday August 24th, 2009 10:52:22 PM

"Don't mind us, me Lady, we understand the difficultines of keeping a clean home in this messy weather. However we, er, don't mind waiting for you to ready yourself. We did come rather unexpected."

'Hmmm...'. Speck thinks that perhaps the lady may be trying to 'hide' something, as opposed to being rather modest. Putting his ear to the door, he tries to discern the meaning of the noises he hears.

Listen d20+7=20

Cedric AC 20 HP 66/66 - Character Sheet  d20+15=33 ;
Tuesday August 25th, 2009 7:52:59 AM

Cedric continues to wait by the door, turning his ear toward the entrance as he sees Luckly listening as well.

OOC:
Listen: 33

Marcasthai AC 19 HP 54/84 (SteveK)  d20+7=13 ; d20+1=16 ;
Tuesday August 25th, 2009 11:38:25 AM

Down on the street, Marcas keeps his vigil in the snow at the base of the stairs.

Listen: 13
Spot: 16

Lucky AC18 HP46  d20+10=16 ;
Tuesday August 25th, 2009 11:48:44 AM

Lucky strains to hear ... a 16.

Knock, knock, who's there? 
Tuesday August 25th, 2009 12:11:43 PM

Several members of the group (anyone w/ a listen over 15) hear some rustling inside the apartment, then what seems to be a window opening in the back of the apartment, some more sounds, a grunt that doesn't sound like Mordreia at all, a sound like someone climbing and then silence....

Speck AC18/19 HP:21(26)/26 
Tuesday August 25th, 2009 8:18:39 PM

"We need to know who that is!" Speck whispers excitedly to Lucky and Cedric. "Cedric, can you do the dog trick and follow him, her, or it?"

Marcasthai AC 19 HP 54/84 (SteveK) 
Wednesday August 26th, 2009 7:23:22 AM

Down on the street, too far away from the door, Marcas keeps his vigil in the snow at the base of the stairs.

Cedric AC 20 HP 66/66 - Character Sheet  d20+15=20 ; d20+15=16 ; d20+17=20 ;
Wednesday August 26th, 2009 8:38:47 AM

Cedric nods. "I'll go look."

He shifts into dog form and goes searching around the back, searching for clues.

OOC:
20 Listen
16 Spot
20 Survival (track)

Buffs:
Delay Poison (extended) 16 hours, Greater Magic Fang (extended) 16 hours, Longstrider (extended) 16 hours



Lucky AC18 HP46 
Wednesday August 26th, 2009 12:34:44 PM

As soon as he hears that grunt, Lucky says, "Hey! There's some tomfoolery going on here!"

He tries the door, and if it opens, rushes in.

Knock, knock, who's there? 
Wednesday August 26th, 2009 2:22:19 PM

Cedric moves around back, sniffing and trying to decipher what's occurring. When he comes around the corner of the rear of the building, he sees Mordreia hurriedly climbing down a rear ladder of the building. It appears she departed from a rear window of her apartment in a hasty manner... She has a worried and panicked expression on her face. She'll be down in about 2 rounds...

Lucky tries to open the door, but it is securely locked...

Ki'El HP:35/35 AC: 14  d20+4=6 ;
Wednesday August 26th, 2009 10:17:06 PM

Not hearing the rustle and grunting noise inside, Ki sees Lucky try the door, and that it is locked. Here, the sorcerer mumbles, and swings his hands in quick but percise gestures, mumbles elven incantations and a golden string enters the keyhole* Its should open now, little master. In the mean time, I'll go help the dog. After casting his spell Ki rushes down the steps, around the back of the building, following the Cedrics 'dog prints' in the snow.

When Ki sees Mordreia climbing down the ladder he screams, attempting to startle the lady** Hey! Where are you going! Although his words came out significantly weaker than he had hoped, he still holds his glaive in his hand like a staff, and continues talking to the lady Havn't been here long, but Im pretty sure this is not how you treat your escorts, muchless deputy's of the city... And people trying to look out for your well being.

* Knock spell
** Intimidate: d20+4=6....

Cedric AC 20 HP 66/66 - Character Sheet 
Thursday August 27th, 2009 8:23:57 AM

Cedric barks loudly, trying to attract the groups attention. He moves to the base of the ladder she is climbing down, and readies to trip her if she tries to flee.



Marcasthai AC 17 HP 65/84 (SteveK) (Running) 
Thursday August 27th, 2009 10:25:36 AM

At the base of the stairs, Marcas sees Cedric in dog-form rush down. Looking up, Lucky tries the door and it looks like Ki is helping him. And then the barking begins around the building.

Hefting his Ranseur, Marcas runs through the snow and soot to follow Cedric.

Actions...
Run: x4 speed = 80 feet per round, no dex bonus.

Lucky AC18 HP46  d20+9=13 ; d20+10=30 ;
Thursday August 27th, 2009 1:09:45 PM

Lucky tries the door again now that the mage has had a whack at it. "Thanks," he says, as he rushes in. He looks around, trying to see who has gone down the window, and who was grunting, and who is in sight.

Spot 13, Listen 30! Nat 20!

Knock, knock, who's there? 
Thursday August 27th, 2009 7:05:40 PM

(I sent it today, so let me know if you didn't get it ;-) )

Lucky rushes into the apartment, and notices at first that it seems to be a normal woman's apartment (furniture, pictures, etc). However, he goes into the bedroom and sees that there is a mix of women's and men's clothes of various sizes and colors. On the other hand, there are no valuables in sight, and it seems like whomever was there knew they might have to flee unexpectedly and wanted to be prepared... The only exit is a rear window, and he hears Cedric, Mordreia's and then an unknown child's voice...

(At the same time) Mordreia hears Cedric's shout, and with an angry look at him, continues climbing down the ladder. However, when he reaches there before her, she seems to make a quick decision... Suddenly, Mordreia morphs into what appears to be a little girl, who starts shouting in a petite voice, "Someone help me! These men are trying to hurt me! They're not deputies and are slavers! Please help me!" (She'll reach the ground next round)

At that, windows begin opening and people start looking to see what the commotion could be...

Speck AC18/19 HP:21(26)/26  d20=10 ; d20+7=20 ;
Thursday August 27th, 2009 9:37:48 PM

Speck follows Lucky and takes in what he can as he rushes to the window. Darn window is human height! He helps Lucky over the window sill by linking the fingers of both hands so Lucky can step into the cup of his hands and thus get a good boost. He then tries to climb up himself.

OOC: If we need climb checks, Lucky will get a bonus. DC10 d20=10, Lucky gets a bonus of +2 in needed.

Speck's climb check, d20+7=20

He then sees the scene before him and whistles under his breath. "I trust Cedric," he manages to say.

OOC: is she still on the ladder?

Hey, where did Mordreia go? Who the heck is that girl? 
Friday August 28th, 2009 10:46:01 AM

Yes, she's on the ladder, and will be down in 1 round.

The ladder is easy to climb down, so just make a DC10 check, and you'll be OK...

More to follow once I see some other posts...

Marcasthai AC 17 HP 65/84 (SteveK) (Running) 
Friday August 28th, 2009 11:56:08 AM

Marcas continues to go around the building looking for Cedric the dog. At the girl's voice, his head whips up and he slows to a hustle, getting his battle instincts ready. "No slaver will capture a girl while I'm here!", he growls in his deep, gravelly voice.

Lucky AC18 HP43 of 46 
Friday August 28th, 2009 8:14:48 PM

Captain Lucky rushes to the window and sees the little girl calling out so plaintively.

"Don't worry, lass!" he shouts. "We'll save you from the slavers! To arms! To arms! As chief of these deputies, I call on everyone to defend this child!"

He also takes a good look around for the dancer. "Where is Mordreia?"

He climbs out the window and down the ladder.

[Note: 3 hp nonlethal damage from cold]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Current Luck Points: 6

Speck AC18/19 HP:21(26)/26 
Friday August 28th, 2009 9:40:07 PM

OOC: Specks actions were to help Lucky up to the window sill and over quickly, so next round he will go out the window.

Ki'El HP:35/35 AC: 14  d20+6=19 ;
Friday August 28th, 2009 9:55:04 PM

(I assume I Rounded the building last round, although you didn't mention me in you DM post...)

Watching Mordreia turn into the little girl, then the minotaur and a halfling look out the window. Telling everyone to protect the girl! what? I hope they trust me! Its Mordriea, some sort of shapechanging spell. The half-elf raises his hands to the windows and the forming crowd, NOT A LITTLE GIRL!*

After his attempt at calming the crowed, Ki weaves his inner powers, acting through quick gestrues when a bright golden flash and speckles of golden dust burst in the air before the child**

* Diplomacy: D20: 19
** Daze spell: Will Negates, DC10+SL(0) + Cha )4) =DC 14

Hey, where did Mordreia go? Who the heck is that girl?  d20=13 ; d20+3=19 ;
Saturday August 29th, 2009 9:21:27 AM

The little girl reaches the ground, and continues yelling for help. However, some of the bystanders hear Ki'El's comments and are a little confused However, he seems to know what he's doing...

The arrival of other deputies seems to calm things down, and the sight of a no-nonsense minotaur leads the onlookers to find better things to do...

The daze spell appears in front of the little girl, but she manages to brush it's affects off. She looks around her and seeing people coming from the top and to the sides, as well as no help coming, gets a dejected look in her eyes. She crouches against the wall, morphs into a strong man, raises her hands in fighting position and stands, ready to defend himself...


Marcasthai AC 17 HP 65/84 (SteveK) (Running)  d20+12=16 ;
Saturday August 29th, 2009 9:36:07 PM

Marcas' eyes go wide as the little girl changes into a strong man. He slows and stops, lowering his ranseur, but keeping a wary eye. "I'm not sure what's going on here, but you better stay right there until we get to the bottom of this."

The words are polite, but also with the air that the deep, gravelly voice WILL be obeyed.

Intimidate: 16

Ki'El HP:35/35 AC: 14  d20+4=23 ; d20+3=16 ; d10=7 ;
Sunday August 30th, 2009 3:49:33 PM

Ki holds his glaive across his body, ready to attack if need be, Listen, thing Yeild and this will be less harmful, for everyone. We have a few questions, and arn't looking to fight. If you just calm down and come with us, cooperate, this will be over painlessly and shortly*

Ki spreads his feet into a fighting stance, moves forward until he's able to reach the 'man' with his glaive (Im pretty sure that puts me about 10' from him) poised to strike if the man does anything other than surrender**. The alternative option Ki looks behind him, and above noting the group encircling the changling hehe, now that isn't looking good for you, now is it? The sorcerer grins, Hold onto yourself Ki... There is no reason to fight just yet. What? Kill this creature where it stands, its obviously not Mordreia. Elf what are you thinking? KILL IT!!! If Ki is disturbed by this innerbattle he doesn't show it execpt his changing facial features. A small smirk, a frown, a grin and a wicked-teeth showing smile.

* Diplomacy: d20 +4=23
** Readied action: If the opponent does anything but surrender (intimidate us, cast a spell, turn to run, anything but surrender) Attack; 16 Dam: 7

Lucky AC18 HP43 of 46  d20+5=23
Monday August 31st, 2009 2:47:28 PM


Lucky perches halfway down the ladder. "Ha! A shapeshifter! I knew it!"

He calls down to the shifter, "We don't need to fight none. We just need some answers."

The small guy looks at Speck. He's got the silver tongue. What's he say? Diplomacy check to aid another to help Speck: 23. Or if Speck does not speak up, Lucky asks the fellow, "Come on, then. Tell us what you know and we'll go easy on ya."

To torture, or not to torture... That is the question... 
Monday August 31st, 2009 8:31:50 PM

The man looks with a fearful expression at the party members who are surrounding him... Finally, he signs in a resigned manner and morphs into a grayish, featureless figure... Sir John says in amazement, "I've seen those things before... They're called dopplegangers and they're viscous, deceitful creatures that have no honor. They are a disease that should be eradicated!"

The pitiful creature quails under Sir John's threats and whimpers, "My name is Vrinn and please, don't hurt me! I ran because I thought you were allied with the Raven and didn't want him to get me! You see, he captured me months ago and threatened to kill me if I didn't help him with some sort of plan. I don't know what he's planned, and all he told me to do was impersonate this Mordreia woman. He gave me her background, but little else. When I refused, he said he'd hurt me and my family. "

"We tracked her down a short while ago and then I took over her role. I don't know where the Raven took her or what his plans are for her. I'm just supposed to pretend I'm her... Please, don't tell him I told you!!!"


Speck AC18/19 HP:21(26)/26  d20+5=12 ; d20+13=24 ;
Monday August 31st, 2009 10:46:21 PM

Sense Motive d20+5=12, drat!

"The Raven, eh?" Speck spits, as he settles on the window sill. "If you were doing your job, impersonating Mordreia, then why would the Raven be after you? Eh? Moren' likely you were set up. You were supposed to take her place, then to keep his secret, you were supposed to be killed, eh? But we caught on to his plan, you see. The only way you will escape death is by telling us everything you know about him. What he looks like, where he hides out, and so forth. As deputies, we have the authority to release you if you prove true to us. Otherwise you are dead, either by the gallows, guillotine, quartering, or worse, by the Raven.

"You got little time to tell us all you know."

Diplomacy d20+11+2=24

Ki'El HP:35/35 AC: 14  d20+2=22 ;
Tuesday September 1st, 2009 1:52:53 AM

Lowering his glaive, reluctantly, Ki listens as the halfing starts his tounge lashing. A doppleganger, should have known. Who is the Raven I wonder? The Speck seems to know of him, thats a good thing. I'll ask later...

I'll be upstairs, searching the apartment for anysign of where Mordria is or if the Raven fellow has been there recently. I'll be of little use in a word-game. The elf then sneers at the doppleganger, points and says Your lucky, pitiful race your of... Too bad you can speak WIth that the half-elf turns and rounds the building, heading up the stairs into the apartment. Ki starts rummaging through everything he can possibly find. Dresser drawers, over turning the bed, closets, fire place. Everything*. Looking for anything at all that may have something to do with Mordriea being captured, where she is, where the 'Raven' is or if he's been here recently.

*Take 20 on a search check of the entire apartment.

If I can't take 20 then...Search Check: d20+2=22 (doesn't matter lol!!)

Marcasthai AC 17 HP 65/84 (SteveK) (Running)  d20+7=13 ;
Tuesday September 1st, 2009 8:56:13 AM

Marcas sees that Speck has the questioning in good hands, and so he fulfills his role by making sure there are no others sneaking up to the cornered doppelganger and the halfling. He stands guard, ready to repel attackers or to sieze an escaping prisoner.

Spot: 13

Cedric AC 20 HP 66/66 [Riding Dog]- Character Sheet 
Tuesday September 1st, 2009 9:13:36 AM

Cedric calms down after the creature surrenders. He, still in the form of a large dog, heels next to the minotaur, trying his best to look intimidating.

He thinks to himself Best stay in form, avoid giving away too much. This should be interesting

OOC:
Sorry I missed posts, had emergency root canal on my wisdom tooth. Not fun.

Lucky AC18 HP43 of 46  d20+8=12 ;
Tuesday September 1st, 2009 3:26:53 PM

"Torture? Torture? Who said anything about torture?!?" asks Lucky indignantly. This may come as a surprise, since no one has actually mentioned torture at all. Except the DM in his post title! Well, I guess emergency root canal does sound like torture, though.

Then Lucky grins and continues to try to help Speck in the talking part.

"You'd be best to listen to this good fellow. We can do this easy or we can do it hard. And I'm all out of easy."

Aid Another roll, with three luck points spent on the effort: a 12. That gives a +2 to Speck's diplomacy.

Note Well! -- Lucky's "Everybody's Friend" ability also gives a +1 to attacks, saves, and *skill checks* to all who wish him well within 20 feet. That's a +3 total bonus for Speck last round and this round, not a +2.

[Note: 3 hp nonlethal damage from cold]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Current Luck Points: 7

To torture, or not to torture... That is the question... 
Tuesday September 1st, 2009 4:10:17 PM

Vrinn relaxes a bit when he realizes they really are deputies and not associated with the Raven.

"I'm not sure much about what I can tell you. He never told me his name, but he only came around at night. He wears black all the time, and has these horrible undead things as his guards... He threatened to let them kill me and then bring me back as a zombie or ghoul if I didn't tell him what he wanted... I don't know where he's staying, since he would come at night or send his undead accomplices. They usually blindfolded me if they took me anywhere, and all I know was that he'd take me into a room with a concrete wall, sort of like a prison. I never saw outside the room, but the screams... oh the screams that came from other cells... Men, women, children... So many people were screaming all the time and they just wouldn't stop .... It was horrible..."

"When he was done with me, he'd blindfold me and have me taken back to Mordreia's apartment. They took all my weapons and armor, except for my dagger. I usually carried it with me, but somehow misplaced it in the last few days. He said if I tried to escape or quit impersonating her, it would be all over... Once I was done impersonating her, he said he'd set me free and it was only supposed to be soon... I asked where she was once, but he smacked me and ordered me to never ask that again... I don't know what more I could tell you..."


Meanwhile, Ki'El finds nothing of interest. The apartment is filled with various clothes that Vrinn appeared to have used hiding out or appearing as men or women, including Mordreia. It's unclear where Mordreia went and if she left willingly or unwillingly. He finds nothing magical or hidden. It appears to be a simple apartment that Vrinn was occupying that had originally been Mordreia's...



Ki'El HP:35/35 AC: 14 
Tuesday September 1st, 2009 4:25:11 PM

Ki pops his head out the window, Nothing up here guys... Just a bunch of clothes and some of Mordreias things. It seems our doppleganger can't figure out if he'd like to be a man or woman though... Hehe, a magical crossdresser, thats one for the books Ki smiles at his bad joke. Walks out of the apartment, back down the steps and rounds the building once more.

I say 'Mordriea' fails to appear tonight. We hide out in the apartment and have Vrinn here do the same. When the Raven comes to get him tonight, the Deputy's and there mage will meet him, for the last time I hope. Well?

Marcasthai AC 17 HP 65/84 (SteveK) 
Tuesday September 1st, 2009 4:42:17 PM

"Can we find out where Raven is without tipping our hand?", asks the minotaur. "If we let Modriea continue to play her part, we have a couple of days where we know what we know and the Raven doesn't know we know. You know?"

The minotaur shakes his head as if he confused himself.

"Perhaps a straightforward ambush is better."

Lucky AC18 HP43 of 46  d20+10=24 ; d20+8=14 ;
Tuesday September 1st, 2009 5:18:35 PM


Lucky listens to Ki'El insult the shifter. The halfling mendicant asks the paladin, "Sir John, is it evil?"

Then Lucky pauses and shakes his head. He wriggles it around and back and forth and up and down. He taps himself lightly on the top of his head several times.

"I know I knew something ... something up here somewhere ... maybe I can jar it loose ..."

[OOC to DM: Highlight to display spoiler: {I'm assuming that a high enough Know Arcana check will let Lucky remember that doppelgangers can read minds. I'm going to make a check, and pump in five Luck Points. Hopefully that will be enough.}

Lucky strains his brain trying to remember ... with five Luck Points added in ... a 24 on the Knowledge check!

"If I recall correctly," Lucky says to the doppelganger, "You folk can read minds! That's what let's you do so good a job with the impersonating thing!"

"So don't tell me that's all you know! You read Raven's mind! And you read the minds of his goons and maybe his victims! So I think you know more than you're letting on!"

"And you said they usually blindfolded you! That means they didn't always! I bet you have a pretty darn good idea where Raven and his undead are holed up!"

"Speck, make him tell us the whole truth!"

Aid another diplomacy roll, with three luck points thrown in: a 14. That's another +3 on Speck's check.

Speck AC18/19 HP:21(26)/26  d20+14=25 ;
Tuesday September 1st, 2009 9:10:17 PM

"So, how many days have you been impersonating Mordreia?" Speck asks trying to measure how much time they have.

To Lucky, Speck whispers, "We thought from the notes, that she was going to be the target, not was already the target. That means we have less time than we thought. The last note may already be happeing."

Back to Vrinn Speck says, "You are in a bit of luck, Vrinn. With you not going to the tavern tonight, the Raven will surely know you've skipped out on the deal and come after you with his undead things. You play your hand right, or left, you could even be up for a reward for the Raven's capture.

"All you need to do is find out from his goons, by mind reading, where the Raven is. Once that's done, we'll dispatch his minions to the underworld where they belong. You then impersonate one of them, in the manner you do best, and lead us to him. With us on your side, you can extract your revenge on him for all he's done to you.

We won't let you down for we have a lot of money hinging on his capture, or death, or nearly death. And it is enough to share with one more. Got a deal?"

Diplomacy d20+11+3=25, hehehehe

Ki'El HP:35/35 AC: 14  d20+6=17 ;
Wednesday September 2nd, 2009 3:39:27 AM

Ki smiles as the little one makes a deal only an idiot would refuse, although Ki isn't really sure just how smart this doppleganger is... See, we don't hurt you, and really, we end up protecting you. All you gotta do is read a few minds. How hard is that? * Ki lets a grin spread across his face, And I still get to skewer something with my bladed staff here The elf slams the wooden handle aganist the frozen ground.

Diplomacy (aid another) 17... Thats another +2 for speck

Cedric AC 20 HP 66/66 Character Sheet 
Wednesday September 2nd, 2009 8:35:13 AM

Cedric shifts out of dog form, and waits for the party to finish questioning her.

"We have to get to searching for the real Modriea, and soon. She may not have much time left."



Marcasthai AC 17 HP 65/84 (SteveK)  d20+12=21 ; d20+1=19 ;
Wednesday September 2nd, 2009 9:25:58 AM

"Reading minds?" growls Marcas, now more interested in the grey shapechanger. "So you know what to say to make us believe you?" His brows gather together and the 8 foot hero looms over the doppelganger and halflings. "I don't like other people in my head. You tell the truth or things will go bad for you. Yes, very, very bad."

Intimidate: 21
Sense Motive: 19

To torture, or not to torture... That is the question... 
Wednesday September 2nd, 2009 12:57:16 PM

(Yes, they can read minds. However, this one appears quite insane and disturbed by all he was exposed to by the Raven... If he could even read minds, you wouldn't be sure he'd know how to do anything with them. He is truly insane...)

Vrinn cringes again under the verbal onslaught and whimpers quite pathetically, "Yes, they usually did blindfold me. The other times they came at night and the leader commanded me to sleep, and I then woke up in the cell... Please, I'm telling you the truth and don't hurt me!!!! I don't know where Mordreia is, and no one told me what they are doing with her or if she is even alive.. I'll help you all I can, but there is only so much I know... Please don't let the Raven get me!!!"

However, he does remember one thing and says with a sense of dread,"Wait, I remember one thing. There was this woman who kept screaming and crying out in pain. Whoever was torturing her called her Thorlathai or something like that. He told her that neither her husband or son would be able to save her from what awaited her... But I still don't know where she was being held!"

Sir John ponders this all for a moment and says, "Friends, remember that we have a 2nd letter to decipher and what seems like a possible location for our next search. I don't think we should wait here for Mordreia, and it is likely that we'll discover more about her and the others who are being tortured. Also, I seem to have heard the name Thorlathai somewhere before, but I'm not sure where. Either way, time is wasting and we must move on. This fool knows little else that can help us and we should put him in prison for now, so we can come back and interrogate him later if needed."

Ki'El HP:35/35 AC: 14 
Wednesday September 2nd, 2009 1:04:54 PM

Putting him in prison would only let Raven know he is missing. If we do not let this creature To keep impersonating Mordria, then we need to wait here for the Raven. That way we can take care of him, otherwise Vrinn needs to keep being Mordiea, that wayhe doesn't kill her before he's "suppose to" accodring to the clues anyways. Ki sighs, and sneers at the doppleganger. I like Specks Idea. Having this thing read the minds of any minions Raven sends after him tonight. While we amubush and dispatch of the Minions and hopefully capture Raven as well, getting information from him would prove easy enough with the doppleganger on our side.

Lucky AC18 HP43 of 46  d20+5=13 ;
Wednesday September 2nd, 2009 1:23:48 PM


Lucky begins to understand now. "Friends, this doppelganger is too crazy to read minds. That won't work, though it was a good idea. We need to be gentle with the mad, and take care of them."

Lucky turns to the shapeshifter and says, gently, "Vinny, look. You'll be safest if you keep pretending to be the singer girl. We'll take care of this Raven fellow. After they are all dead or locked up, you'll be safe. Okay?"

Diplomacy check: 13

Marcasthai AC 17 HP 65/84 (SteveK) 
Wednesday September 2nd, 2009 7:13:50 PM

Marcas is mollified by his friends answers, and withdraws to ease the gibbering doppelganger's nerves.

Ki'El HP:35/35 AC: 14 
Wednesday September 2nd, 2009 8:27:12 PM

Quickly growing tired of talking to the creature, even moreso now that the plan has been shot, Ki turns to his group, To the 'graveyard' then? Or is it a junk yard? Ethier way, I think wasting more time with this thing is useless.... Ki motions away from the doppleganger, in the direction of the graveyard/junk yard Lets be on our way With that the sorcerer begins to walk away.

Speck AC18/19 HP:21(26)/26  d20+3=14 ; d20=5 ;
Wednesday September 2nd, 2009 10:13:48 PM

OOC: dang, i accidentally hit Reset instead of Submit,now I gotta type all I had in all over again. :(

Ok, Knowledge local d20+3=14. (This is for when Speck was here not long ago with the circus to see if he remembers hearing anything about a junk yard and where it might be)

Aid Another (Lucky Diplomacy) d20=5. Sorry, Speck must have ADD right now and is busy with something else.

Speck sighs, "Shoot, so we gotta do it the hard way."

He then slithers down the ladder and faces Vrinn. "The only way we're gonna get the Raven is if you play your part as you've done up until now." Sigh. "Won't be the same..." he mutters, then speaks up again, "For your safety, you need to get back into Mordreia's guise, go back to the tavern, and dance up a storm as usual. We'll hunt down the Raven and when he is no longer a threat, we will return and let you know.

"We'll make sure the town Marshall knows nothing of this and you will be free to go back to your family. Now back to the room and into your dress, er costume. We have work to do."

Turning to the others he says, "Off to the yard, Junk Yard that is. Follow that, er, elf?"

Cedric AC 20 HP 66/66 Character Sheet 
Thursday September 3rd, 2009 7:51:33 AM

"Yes, let's get there." Cedric says with a bit of hurry. "Her life may depend on it."

He follows the group to this junk yard.

To torture, or not to torture... That is the question... 
Thursday September 3rd, 2009 9:51:03 AM

(OOC = Ummm.... Marcas, please read my post (and what Sir John said too) a little closer... You're missing something critical... I'll wait to post until you read it and post a new reaction... It's vital to our story...)

Marcasthai AC 17 HP 65/84 (SteveK)  d20+12=21 ;
Thursday September 3rd, 2009 10:16:54 AM

oops!!!! please delete last post.

Marcas is mollified by his friends answers, and begins to withdraw from the conversation when the gibbering doppelganger hits a nerve.

"Thorlathai!!!" he roars and strides forth to bring a large hand to grab the doppelganger and bounce it against the wall. All semblance of the controlled, rational, quiet Marcas is gone and the warrior is fully roused.

"We take this thing to the constables, and then we hunt the weapons graveyard for this Raven", he says between gritted teeth. "If true or false, I will find if this demon has somehow imprisoned my dam, my mother!"

Keeping a pressing grip on the doppelganger, Marcas will quickly frogmarch him to the Captain's Office, literally bulling his way through any opposition. "And I will kill him."

End of Part 1... 
Thursday September 3rd, 2009 12:37:36 PM

Vrinn cries out in pain, "Please, don't hurt me! I only heard her name!!! I can't tell you anymore!!! I didn't know she was your mom!!!"

Sir John is shocked at the fact that the Raven seems to have somehow imprisoned Marcas' mom... Could this be a foresight of worse things to come??? What could the Raven have in store for Marcas' mother? Is it a coincidence or could there be something more...

When they reach the constable's office, he listens to their story and agrees to watch over Vrinn until the deputies need to question him more. He adds, "I'll assign a deputy to watch for Mordreia and when and if she returns, we'll put her in custody and notify you immediately. You need to focus your energies on finding more about this graveyard and if it has anything to do with the 2nd letter. I think I know where that graveyard is, and here are some directions..." He hands them a parchment and explains how to find it...

OOC = OK, we're ready for the next phase of our mystery and unless there are any other questions, I'll hand it off to our next Dm...

Everyone, please take 750 more xp for identifying the fake Mordreia and unmasking Vrin...


Cayzle OOC 
Thursday September 3rd, 2009 3:43:14 PM

Mithril Tap XP History, for your edification:

Campaign starts [7 Jan 09] 21,000 xp

To Help a Farmer [2 Jun 09] (Total +6,585 and one hero point)
-- First fight [28 Jan 09] +725 xp
-- Second fight [7 April] +750 xp
-- Hero Point [7 April] +210 xp
-- Third fight [23 May 09] +1,400 xp
-- Story Award [2 June 09] +3,500 xp

Reptiles in the Road [15 June 09] +1,500

Mystery in Tharn
-- Initial investigations [17 Aug 09] +1,000
-- Vrin unmasked [3 Sep 09] +750 xp

NOTE: Some PCs may have more xp from individual awards given directly to them.

I also updated the game archives.

Lucky AC18 HP43 of 46 
Thursday September 3rd, 2009 3:45:33 PM


"His mother?" Lucky is flabbergasted. "I didn't see that one coming!"

The so-called Captain of the group can only follow in shocked amazement as he helps escort the shifter to the constabulary, and then leads the group to the graveyard.

"I wish the Undead Hunter were still with us," he mutters. "What was her name? Syrup, or something?"

Cedric AC 20 HP 66/66 Character Sheet  d20+15=22 d20+15=28 d20+4=11
Friday September 4th, 2009 9:32:59 AM

Cedric follows along, a determined look in his eye. He keeps his eyes and ears open as he travels.

OOC:
22 Spot, 28 Listen, 11 K:local

Lucky AC18 HP43 of 46  d20+9=10 ; d20+10=26 ;
Friday September 4th, 2009 12:27:45 PM

Spot 10
Listen 26

Seems like Captain Lucky is closing his eyes so he can hear better!

Speck AC18/19 HP:21(26)/26  d20+5=14 ; d20+7=8 ; d20+3=13 ;
Friday September 4th, 2009 8:53:48 PM

A look of shock crosses his face as the minotaur, usually 'docile', errupts in a rant about his mother being imprisoned by someone Vrinn the Ganger knows.

As Marcas rather bruskly drags Vrinn away to the constabulary, Speck shrugs. "Well, So much for the grreat plans of men, mice, er haflings."

At the constabulary at least no all is lost. Directions to the junk yard will save them valuable time.

Speck studies it and in moments is ready to go.

Spot d20+5=14
Listen d20+7=8
Knowledge (basic) d20+3= 13, history+5 = 15, bardic knowledge+8=18

Marcasthai AC 17 HP 65/84 (SteveK) 
Saturday September 5th, 2009 3:10:44 PM

Intense and visibly controlling his anger and impatience, Marcas awaits his companions as they get ready to follow the map to the war machine graveyard. "It is unlikely that my dam was captured from all the way in the Tauric Isles and brought here to Cinnamon Valley as a way to force me, a stranger, to not seek out and destroy this murderer. I know it is much more likely that they are using her name to inflame us to walk into a trap."

His black eyes look like they could be black dancing flames. "Whichever is true, he has made a mistake and will be destroyed."

The minotaur hefts his Ranseur and impatiently taps a hoof on the floor. "Let us go!"

Ki'El HP:35/35 AC: 14  d20+2=12 ; d20+6=22 ;
Saturday September 5th, 2009 6:05:06 PM

Ki watchs, in utter amazment or sheer terror, (its hard to tell) when Marcas pinns the ganger aganist the wall. The elf follows the group to the constables office.

I think if its a trap were meant to find, so be it. We should go forward to the graveyard with caution. Just be ready for the trap, that alone will make it easier to handle. He turns to the minotaur, Marcas, you have my word, I'll help you to the ends of my own life to save or revenge your mother. Which ever might be the case. Ki's eyes have a look of sincerity few people have ever seen in their lives, its very clear he means every word.

Anyways, Captian, lead us onward. Ki will follow Lucky to the grave yard, keeping his eyes, and sensitive ears open for anything unusual.*&**
*spot: 1d20+1=12
**Listen:1d20+6=22

It may seem like Ki follows Lucky's lead, closing his eyes to improve his hearing... lol..

BTW: Does Ki get 1,750 xp? or just the 750 for Vrinn?

Marcasthai AC 17 HP 65/84 (SteveK) 
Monday September 7th, 2009 8:53:49 AM

Marcas pauses and raises himself to his full height, giving the half-elf a very proper bow. "I have travelled from my homeland to study the ways of the Noble Races, and find that they too, know Honor."

He gives a nod to his other companions, showing his statement includes Sir John, Cedric, and yes, even Speck and Lucky. Thinking of thier leader in such a way would have made Marcas smile but for the great worry upon him. "Let us go!"

Sir John  d20+4=21 ; d20+2=22 ;
Monday September 7th, 2009 9:19:36 AM

Sir John listens to Marcas and says, "My friend, I'm troubled that the Raven would know your mom's name. Remember that he might have been able to teleport there and back to get her, and if he's got undead behind him... well, I wouldn't put anything past him... "

He follows Marcas' lead and takes his place in the marching order. He mounts Joshua, gives him a hearty hug, and while traveling, he watches all directions to ensure their safety...

Spot = 21
Listen = 22 (Nat'l 20)



DM POST  d20+8=23 ; d6=3 ; d20+12=23 ; d20+12=29 ;
Monday September 7th, 2009 10:55:13 AM

After the disturbing revelation that the Raven may have made this more personal, the party resolves to travel with haste to the junk yard, using the constables directions.

The directions take the party weaving through back alleys and crowded main streets. There are many people milling about in the late afternoon, though far fewer than normal given the weather and other conditions. This part of the directions take you to an alley that is a bit run down.

OOC:
Speck: Highlight to display spoiler: {Knowledge Local: The alley you now travel on is know as a bit of a seedy place, mostly cut purses. It's not know for much violent crime though. You recall the name Jimmy the Hand as the local thug rumored to run the operations in this part of town. }

Sir John: Highlight to display spoiler: {When you next go through your pouch, you find yourself missing 3 gold coins}

Lucky and Cedric Highlight to display spoiler: {You hear a pebble dislodged from the roof of the building to the parties east striking the ground. Someone is likely up there.}

Map

Mapping Note: Please move yourself on the map. If you have any questions about the map please ask.

Continued spot and listen checks are in order.

Lucky AC18 HP43 of 46  d20+4=6 ;
Tuesday September 8th, 2009 7:48:25 AM


Before the combat, Lucky offers a word of what he thinks is comfort to the minotaur. "Sir Marks-On-Thighs," he says, "Buck up, old chum. You know, 'Thorlathai' is really a very common name. Why, I myself have one or two in my family tree. My second cousin Bert's mother-in-law, just to name one. Likely it's someone else with the same moniker, I'd wager."

Then he hears something. Lucky calls out loudly, "Hey, you! Behind that chimehney! It's no one's birthday, so don't even think of jumping out to yell surprise! Besides, your boots are sticking out, plain as day!"

Lucky is bluffing that he can see the person, so I better make a Bluff check: a six! LOL!

Lucky points in the direction he thinks the person is.

Does Lucky have time to cast a spell? If it is dark or dim, then he'll cast Daylight, centered on himself, hoping to reveal things better. If that would not help, he'll activate his magic stone tattoo and create three magic stones.

[Note: 3 hp nonlethal damage from cold]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 0 of 3 used so far today.

Current Luck Points: 6

Marcasthai AC 17 HP 65/84 (SteveK)  d20+14=19 ; d20+14=32 ; d20+14=33 ; d20+1=11 d20+7=22
Tuesday September 8th, 2009 12:19:28 PM

Marcas is not dissuaded by Lucky's thoughts on names, and continues to lead the way through the alley towards the junk-grave yard. There are people in his way, but they are only obstacles and moveable obstacles at that.

"One side, constable business!" he calls to clear the way ahead of him. If they move, fine. If they don't move, Marcas plows over them, leaving the people prone on the ground.

...Actions...
Move: double move to M22, N22, M23, N23
Overrun: potentially DC 19, DC 32, DC 33
Listen: 11
Spot: 22

Sir John  d20+4=24 ; d20+2=15 ;
Tuesday September 8th, 2009 2:58:26 PM

As he rides down the street, Sir John notices his purse feeling a bit lighter... He realizes that he's now 3 gp short, and immediately puts his purse inside his armor where it is out of reach...

He also follows Marcas' lead and calls on Joshua to begin trotting next to Marcas, knocking people over if needed while also shouting the same thing, "Constable business!!!! Get out of the way or get knocked over!"

He does his best not to seriously injure anyone, but this whole idea of being cramped in makes him very uncomfortable. He likes wide open areas where he can charge and parry...

Spot = 24 (nat'l 20... All right! Of course, those would be better if we were in combat...)
Listen = 15

Speck AC18/19 HP:21(26)/26  d20+8=19 ; d20+5=25 ; d20+7=22 ; d20+4=17 ; d20+4=16 ;
Tuesday September 8th, 2009 11:16:30 PM

Speck remembers the area, or actually, remembers of the area and who's boss. Hopefully that knowledge won't be necessary, but the idea of saying that famous phrase Take me to your leader just keeps begging to come out.

"You already seeing ghosts, Lucky?" Speck asks, smiling.

"There are times when being Big is good, There are times when being Small is good.
This is a time for being Big," Speck mutters as Marcas and Sir John ensure a clear path.

OOC: Speck will move his regulare mov rate, putting him 40' straigh ahead.

As Speck passes the RSP (Random Street Person), he whispers, "Be at the Glitterdust tonight. Great performance expected. Pass the word around."

He hopes this will help get the people off the streets and out of their way by sedning them to the tavern.
Bluff d20+8=19

Spot d20+5=25 (N20!)
Listen d20+7=22

and if Environmental checks are in order again:
Cold Fort DC15 d20+4= 17 good
Soot Fort DC15 d20+4= 16 good



Ki'El HP:35/35 AC: 14  d20+2=15 ; d20+3=17 ; d20+3=13 ; d20+6=13 ;
Wednesday September 9th, 2009 12:41:45 AM

Ki looks around the alley way, on the roof tops and even behind him as he Follows the group. Not even giving a small chuckle at the little ones jokes, and shaking his head at the halfling talking about another having the same name as the 'taur's mother. Why would you even try? Everyone here knows it his mother, and I barly know the horned one... This is a serious matter, we could be amubushed, robed or something worse in this ally. None of these light hearted fellows seem to care... Growing somewhat frustrated at the people standing in their way, he joins in with Sir John and Marcas, Move you fools! We have important buisness! Out of our way!

The sorcerer mentally prepares his 'presdigitation' spell, to move the snow on rooftops, making in fall onto a perceived opponent or shuffle it around to make someone on the rooftops fall.

Actions: Move 30'
Spot: d20+2=15
Cold:d20+3=17
Soot: d20+3=13
Listen: d20+6=13

Cedric AC 20 HP 66/66 Character Sheet  d20+15=17 ; d20+15=17 ;
Wednesday September 9th, 2009 7:43:08 AM

Cedric moves up to stay with Lucky, looking towards the rooftop trying to see what Lucky has seen.

OOC:
Spot 17, Listen 17

Alley Combat Round 1  d20+8=11 ; d20+12=16 ; d20+12=13 ; d20+9=25 ; d4+2=6 ; d4=3 ;
Wednesday September 9th, 2009 8:19:45 AM

Lucky illuminates the street into daylight, instantly turning the scene from twilight to high noon. Although some fog lingers, the area is now brightly illuminated. If that doesn't clear the streets, the hulking minotaur and the imposing figure on horseback certainly do. People begin to scatter, clearly not wanting any part of this. One or two nod at Speck's comments as he passes them, though most are too frightened to really respond. It is clear the street will be empty in a matter of moments.

One cheeky fellow however, hesitates for a moment before moving off. Those that made a DC 11 Spot check Highlight to display spoiler: {One figure tried grabbing a few coins from Cedric's pouch before darting down the alley, but was unable to do so. He's marked as T on the map. }

Most of the party can see, now clearly illuminated on the roof the figure of a man, dressed in dark, concealing clothing. If he is upset about his ambush being ruined he doesn't show it. Instead, he winds up and releases a sling bullet, striking Speck. He then slides down over the crest of the roof of the building, out of sight.

Speck: Highlight to display spoiler: {Listen DC 20:You can hear him landing softly on the ground on the back side of the building.}

OOC:
We are now in combat rounds. Round 1
Alley Combat Map Please move yourselves on the map as best as possible.

People Scatter.
Speck is attacked by Sling Bullet from Enemy 1: Hit AC 25 for 6 damage: If that deals damage, please make a DC 14 Fortitude Save vs Poison or suffer 3 Strength Damage.
Note: The enemy is now out of sight, having hid over the roof of the building. The map indicates where he was before moving, for reference.


Ki'El HP:35/35 AC: 14 
Wednesday September 9th, 2009 1:36:47 PM

that little bastard.. Ki lets his prestidigitation spell fly, causing rocks and slippery snow to get caught under the theifs feet, hopefully tripping him (Not sure what to roll here) The elf moves behind Lucky and Cedric...

This is going to be interesting...

Triping is well beyond the power of Prestidigitation. It also has a range of only 10 feet. --DM Troy

Marcasthai AC 17 HP 65/84 (SteveK)  d20+1=13 ; d20+7=17 ;
Wednesday September 9th, 2009 1:46:34 PM

Marcas ignores the little pickpocket as not important enough to stop. Even Lucky's spell is just a spell. But a companion getting attacked is another matter!

"Come and form up together!" he calls to the other heroes, "it will be easier to support each other!"

The minotaur stops in order for the others to catch up to where he is holding his ground. Slinging his Ranseur back into its carrying sheath, Marcas unlimbers his bow and knocks an arrow. He scans the roofs for any other enemy trying to take pot-shots at his team.

...Actions...
Standard: put away weapon
Move: pull out weapon as part of move action
LIsten: 13
Spot: 17

Lucky AC18 HP43 of 46 
Wednesday September 9th, 2009 1:52:15 PM


Lucky uses his tattoo to make three magic stones. He moves as Marcas directs, backing up 20 feet to be closer to the Taur.

Sir John  d20+4=18 ; d20+2=6 ;
Wednesday September 9th, 2009 1:58:23 PM

Sir John nods at Marcas' suggestion and withdraws a javelin, readying it for the first target he sees. With a growl, he adds, "I can't fight cooped up in this darn alley. We need to get to an open area, so let's move the fight to somewhere we can have an advantage, maybe the main road ahead of us... The shooter's moved and so should we..."

Spot = 18
Listen = 6

(Standard Action = Put axe away... and as part of move action draw javelin and move forward slightly...)



Speck AC18/19 HP:15(20)/26  d20+4=23 ; d20+5=20 ; d20+7=22 ;
Wednesday September 9th, 2009 8:43:54 PM

"OW!" Speck exclaims. "Darn mosquito!" Then as a trickle of blood smears his hand where he slapped the sting, he blurts, "That's no mosquito! Someone hit me!"

Fort (Poison) DC14 d20+4=23, save (big time!)

Speck turns to face Marcas as he gives orders to form up around him, "Don't you go running off after that squirt!" he says. "It's a ruse, you know? Slow us down. Wild rabbit chase. He's already landed in the snow on the other side and will be just tracks in a narrow alley by the time we get there. Let's keep to our goal, but eyes open even wider."

He then slips through the minotaur's spread legs and takes up position right behind him (M24). However he keeps his back to the minotaur's hairy legs and takes out his sling and a bullet. "I can do the same," he mutters.

Spot d20+5=20
Listen d20+7=22

Ki'El HP:35/35 AC: 14 
Wednesday September 9th, 2009 9:38:52 PM

Lets get going then, master Speck

Cedric AC 20 HP 66/66 Character Sheet  d20+15=16 ; d20+15=18 ;
Thursday September 10th, 2009 8:09:52 AM

Cedric stays close to Ki'El, not wanting the new party member to get separated. He keeps his eyes and ears sharp for danger.

OOC:
Listen 16, Spot 18

Buffs: Longstrider, Delay Poison, Greater Magic Fang


Alley Combat Round 2  d20+12=18 ; d20+12=24 ;
Thursday September 10th, 2009 8:13:18 AM

The people on the streets continue to scatter, and the pick pocket is soon lost around the corner.

Most of the party moves closer to the larger members of the party, closing ranks. Cedric and Ki'El choose to remain separate for the time being. All are on guard, and preparing with various ranged attacks.

A tense silence descends on the street as seconds tick by with no attack. The muffled footfalls of the party, and distant sounds of city life are all that can be heard through the falling snow. Lucky's daylight spell continues to illuminate the street, and throw the corners into shadow.

OOC:
We are still in combat rounds. Round 2
Alley Combat Map

If anyone wishes to make a preemptive spellcraft check, please do so.
Lucky, I moved you 20' down on that map as you stated in your post.



Sir John  d20+4=8 ; d20+2=13 ; d20=11 ;
Thursday September 10th, 2009 9:58:47 AM

Sir John continues moving forward with Joshua at a trot, continuing to clear out traffic in front of him while watching for threats...

Spot = 8, Listen = 13, Spellcraft = 11



Marcasthai AC 17 HP 65/84 (SteveK)  d20+1=8 ; d20+7=22 ;
Thursday September 10th, 2009 11:05:49 AM

Marcus hustles down the street and takes a left into another alley. "Hurry herdmates, hurry Cedric and Ki'El! Let us move away from the ambush site and find better ground. I agree with Speck that this is only a distraction to our goal."

Marcas keeps his eyes sharp and bow in hand.

...Actions...
Move: hustle to O23, O24, P23, P24
Listen: 8
Spot: 22

Ki'El HP:35/35 AC: 14  d20+2=15 ; d20+6=9 ;
Thursday September 10th, 2009 11:20:03 AM

Ki listens to the veteran members, and follows down the alley, keeping on full guard, his wicked glaive held in two hands across his body, Thanks for your protection sir Cedric. He says while hustling toward the group.

Spot:d20+2=15
Listen: d20+6=9

Lucky AC18 HP43 of 46 
Thursday September 10th, 2009 11:39:37 AM

With Lucky's short legs, odds are he will have to take double moves, and even runs, to keep up with the group. He does his best. The light moves with him. He keeps a stone in hand to throw.

"Where's my dinosaur," he mutters. "What a place to be without a mount!"

Speck AC18/19 HP:15(20)/26 
Thursday September 10th, 2009 9:50:54 PM

Speck hustles, slip-slides, and does his best to keep pace with Marcas (double-move +Run as necessary).



Lucky AC18 HP43 of 46 
Friday September 11th, 2009 12:48:19 PM

Lucky keeps following the battle leader.

Marcasthai AC 17 HP 65/84 (SteveK) 
Friday September 11th, 2009 1:10:48 PM

The battle leader keeps urging Lucky on. :-)

Cedric AC 20 HP 66/66 Character Sheet  d8+5=10 ;
Friday September 11th, 2009 1:11:10 PM

Cedric moves up to Speck, and heals him somewhat.

OOC:
Move, cast Cure Light Wounds on Speck: 10 HP healed.

Alley Combat, Round 3  d20+10=16 ; d20+10=23 ;
Friday September 11th, 2009 1:23:11 PM

The party continues its organized withdraw, not wanting to face an enemy that appears to have some skill in hit and run tactics. Cedric sees to Speck's wounds.

As the party moves south, it's clear most people do not want to tangle with the light bringing, minotaur yelling group. People continue to scatter before you and hide. The streets are nearly deserted now as far as you can see down the alleyways.

Sir John: Highlight to display spoiler: {Listen DC 10: You hear scrambling from behind the building to your north east, you suspect someone is climbing the wall.}

OOC:
We are in combat rounds: Round 3
Alley Combat Map



Sir John 
Friday September 11th, 2009 7:43:10 PM

Sir John follows Marcas down the alley, but then hears something troubling... He yells, "Hey, we've got more company coming!!! It sounds like someone is climbing the wall to my northeast and I don't think they're friendly!"

He moves up behind Marcas and says, "Keep moving Marcas! I can't get past you!"

Speck AC18/19 HP:25(1)/26  d20+5=20 ; d20+7=15 ;
Friday September 11th, 2009 9:46:52 PM

A warm comforting feeling flows through Specks body and the healing effects of the cold and soot also fade. "Thanks a bunch," Speck says rather startled. He hadn't expected any healing and was determined to tough it out.

"Walls? Climbing walls? Wait until I spot them," Speck smiles as he pulls out his wand of Grease, putting away his sling for the moment and looking at the house tops in the direction Sir John pointed.

OOC: How high are these roofs, on average?

Spot d20+5=20
Listen d20+7=15

Ki'El HP:35/35 AC: 14  d20+6=26 ; d20+2=4 ;
Friday September 11th, 2009 11:35:52 PM

Ki moves further south, behind Sir Jon, taking Speck and Sir jon's que, he starts peering at the roof tops* looking for this 'wall climber' pouding his staff/glaive on the frosty ground, Sir jon, Marcas, hurry around this building, out of this alley way. I'll help the little ones and Cedric behind you. You two concentrate on clearing a path and whats ahead of us.. It seems to me an ambush is begining. The sorcerer has a grim look on his face, as he puts his back to the two, and faces Speck, Lucky and Cedric. His eyes darting from roof top to roof top although the glare from the white snowy ground obscures his vision. Nearly making the elf close his eyes, thus...He strains his ears aganist the patter of feet, no longer relying on his vision and perking his ears to resemble that of a canine.

Listen: NAT' 20!! d20+6=26!!
Spot: NAT' BS! d20+2=4....


Sir John  d20+4=12 d20+2=3
Saturday September 12th, 2009 9:51:43 AM

(OOC = Thanks Robert. I knew we could normally move past each other, but wasn't sure about a mounted person moving past a minotaur in a close alley. But if you'll let me, I'll update the map and keep moving)

Spot (he's looking in all directions, trying to spot enemies) = 12
Listen = 3

Marcasthai AC 17 HP 65/84 (SteveK) 
Saturday September 12th, 2009 3:04:51 PM

Marcas grunts in acknowledgement. The others will follow if he and Sir John find a way out. Therefore, he will find a way out!

The minotaur hurries forward.

>..Action...
Move : double move (marked on map)

Cedric AC 20 HP 66/66 Character Sheet  d20+15=16 ; d20+15=22 ;
Monday September 14th, 2009 8:15:25 AM

Cedric keeps with Speck, scanning the roof tops.

OOC:
Listen 16, Spot 22

Alley Combat, Round 4  d20+11=19 ; d4+2=3 ; d20+10=27 ; d4=3 ;
Monday September 14th, 2009 8:38:23 AM

The group moves to get out of the narrow alleyway, and into a more open path. They keep their eyes and ears peeled, scanning for the enemy they know is about.

They don't have to wait long. Appearing over the apex of the roof is the same enemy you saw before. One foot balanced on either side of the point, they appear comfortably perched despite the snow. Now that you have a better look, you can see your foe is wrapped in dark, simple clothes, and his or her face is mostly hidden by cloth. You would guess human, though it's tough to tell with all the clothes. The foe is now visible to everyone except Lucky.

They waste no time in launching another sling bullet, this time at Ki'El.

OOC:
We are in combat rounds: Round 4
Alley Combat Map
Please move yourself on the map.

Ki'El is attacked by a sling Bullet from Enemy 1: Hit AC 19 for 3 damage. If that deals damage, please make a DC 14 Fortitude Save vs Poison or suffer 3 Strength Damage.

If anyone wishes to make a preemptive spellcraft check please do so.

Sense Motive DC 20 Highlight to display spoiler: {It seems odd that after stalking and ambushing you then hiding again, your foe suddenly shows himself completely. Perhaps they are being reckless, or are trying to slow you down. Or perhaps they do not fear death.}

Lucky AC18 HP43 of 46 
Monday September 14th, 2009 10:29:45 AM


Note to Ki'El (and Speck) You guys get a +1 on saves, attacks, and skill checks since you are within 20 feet of Lucky!

Lucky sees that he is close to the enemy, too close! He can't see enough to make an attack. "Oh curse this Euclidean geometry," he wails, "with these unspeakable 'angles' and soul-wrenching 'line-of-sights'! Oh for the days when I slept in the cyclopean splendor of that wonderful wet city! There one could walk into a corner and strike a foe through geometries unknown to this dismal Wold!"

Lucky casts a Summon Monster III spell, calling creatures to do his bidding from some unknown dimension of chaos! "Come! Come!" the halfling calls out, eyes crazed! "Y'ai'ng'ngah wgah'nagl fhtagn!"

If you speak Celestial, Please Highlight to display spoiler: {Lucky is saying, "Come, air-spirits of chaos! Take form and serve me!"}

OOC: Casting Summon Monster III is a full round action. Also, Lucky will be putting five luck points into his roll, per the Mendicant Greater Luck ability, calling 1d3+5 celestial eagles to answer his call.

I'm sorry, I'm going to have to rule you can not increase the maximum number of creatures summoned using greater luck, only the chance that you will roll the maximum. You can put 2 points in, and automatically call 3 eagles however. --DM Troy

[Note: 3 hp nonlethal damage from cold]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 0 of 3 used.

Current Luck Points: 6 [By next round, down to 1]

Marcasthai AC 17 HP 65/84 (SteveK)  d20+8=28 ; d20+8=14 ; d20+3=16 ; 2d6+4=10 ; 2d6+4=12 ; 2d6+4=15 ;
Monday September 14th, 2009 10:54:01 AM

Marcas looks behind and sees most of his companions haven't moved into the alley; they are still strung out along the road! (ooc: at least that is what the map is showing...)

But the minotaur also sees the man on the roof sniping at his friends. "More can play than one slinger", the bull-headed man growls and raises his great longbow. Two arrows streak out, and one is able to nearly pierce his target in twain!

...Actions...
Full Attack:
1: AC 28 crit 14 Dam 10 (possible Crit Dam +12)
2: AC 16 Possible Dam 15

Sir John 
Monday September 14th, 2009 6:30:11 PM

Sir John calls out, "Keep moving everyone! We've cleared the way for you so get your hind ends out of those alleys!!!"

The man on the roof is probably still out of range for his javelin, so the paladin keeps moving forward, ensuring that the way ahead is clear. If he had a bow, things would be different... However, he has only his javelins for ranged weapons...

Speck AC18/19 HP:25(1)/26 
Monday September 14th, 2009 11:09:11 PM

Speck husltes over to M25 and yells, "Slip-Slip your but down here" as he activates his wand. A coating of grease covers a 10'x10' foot area under the sniper's feet. Ballance check DC10 + any modifiers for being on a tricky roof with snow.

OOC: his wand range is 25ft. Without getting my geometry book out, (and starting some 3ft for Specks hight), i think he should reach the roof just under the sniper's feet, albeit he'd be at the max range.

Pretty sure you can reach. Grease is such a fun spell :) -DM Troy

Cedric AC 20 HP 66/66 Character Sheet  d20+6=24 d4-1=0
Tuesday September 15th, 2009 11:35:31 AM

Cedric decides two can play at this game. Moving to gain a better angle, he releases a sling bullet of his own. It doesn't really do much however, drawling little blood.

OOC:
Move south
Hit AC 24 for 1 damage.

Alley Combat, Round 5  d20+8=23 ; d20+10=14 ; d2=1 ; d20+10=11 ; 2d6=8 ; d20+7=21 ; d3+1=3 ; d4+1=3 ;
Tuesday September 15th, 2009 6:26:45 PM

Lucky begins to cast a long and complex spell. Marcas hits the foe with one arrow, piercing him deeply. Cedric's light bullet strike adds to the damage. Speck's attack however has a more dramatic effect.

As the grease begins to form under his feet, the assassin manages to remain standing for just a moment. However, the sloping incline and gravity take its toll. Sliding down the roof, the assassin falls off the roof. Attempting to land on his feet is as successful as remaining on the roof, and he lands prone south of Lucky, taking damage from the fall.

He recovers though, standing up and lashing out at Lucky. Oddly, he hits him with just his hand.

Now that you have a close up view of the aggressor you see a human male wrapped in dark clothing. Grey hair escapes from the edges of his cowl, and his steel blue eyes glare at you with malice.

OOC
Just to explain the rolls: 23 reflex save: he remains standing. 14 Balance check, he falls off the now slippery roof. 1: fall west or east. 11 tumble to land on feet: fails. 8 falling damage.

We are in combat rounds: Round 5
Alley Combat Map
Please move yourself on the map.

Enemy provokes AOO from Lucky and Speck. Lucky would loose the spell if he takes it.

Lucky is attacked by a unarmed strike from Enemy 1: Hit AC 21 for 3 damage. You will need to make a DC 13 concentration check or loose the spell. Lucky Highlight to display spoiler: { If the attack deals damage, please make a DC 14 Fortitude Save vs Poison or suffer 1 Constitution damage. In addition please make a DC 12 Fortitude save or be paralyzed for 3 rounds. You may make a will save DC 11 to read the next spoiler.}

Lucky Spoiler 2 (Read 1st spoiler before highlighting 2nd): Highlight to display spoiler: {The humanoid form wavers slightly, and you see an spectral illusion over him. Through the magical disguise, you can see taught, rotted skin over a skeleton. His sharp teeth are clearly dangerous, as are his claws. He has also used a non magical disguise to cover his appearance.}

Spot Check DC 15: Highlight to display spoiler: {The arrow wound didn't seem to do as much harm as you'd expect, and you notice a profound lack of blood from the wound.}

Sir John, AC 23, Prot from Evil, 58/58 hp  d20+2=7 ; d20+4=20 ;
Tuesday September 15th, 2009 7:21:28 PM

Sir John curses as his friends fail to follow him... He pauses for a moment, trying to hear what the heck is going on back there... "Oh heck," he grumbles to himself. He turns Joshua around and begins galloping back towards the group. For now, however, he'll cast Protection from Evil upon himself, boosting himself for a possible fight...

He'll try to listen (=7) and spot (20) any threats up ahead or around him...
_____
Cast Prot from Evil, 24/24 rounds
+2 resistance bonus to saves, +2 deflection bonus to AC

Lucky AC18 HP43 of 46 
Tuesday September 15th, 2009 9:09:18 PM

Hey wait! He moved down the roof (move action) and stood from prone (move action). So how does he get an attack too?

OOC:He didnt move down the roof, he fell off it due to the grease. Sorry if that wasn't clear.

Speck AC18/19 HP:25(1)/26  d20+6=13 ;
Tuesday September 15th, 2009 10:22:45 PM

OOC: Cedric, 'drawling little blood' is always fun, even if doesn't do much. :)

OOC: Well, if I'm going to go 'by the book', i don't really get an AOO, 'cause I don't have a weapon ready. Speck put his sling away to draw and use the wand. But, if you let me, Speck can whip out his whip and take a crack at wrapping it around the man's feet to prevent him from running away.

If he can use the whip:
d20+6+1(Lucky) = 14 to wrap it around the assassin's legs.

If he can't use the whip:
"AHA! You Slithering Sliding Slippery Slop! We have you surrounded! Resistance is Futile!"


Lucky AC23 HP32 of 38 (1 pt Con Damage)  d20+11=30 ; d20+12=13 ; d20+10=19 ; d20+15=19 ; d20+13=16 ; d20+13=23 ; d3+5=8 ; d20+5=13 ; d20+10=24 ; 2d6+3=10 ; d20+7=21 ; d20+7=12 ; d20+7=12 ; d20+7=21 ; 2d4+2=6 ; 2d4+2=7 ; d20+16=21 ; d20+16=35 ; d20+16=32 ; d20+16=35 ;
Wednesday September 16th, 2009 8:20:04 AM

OOC: Well, let me not delay the game. I'll put all my rolls out here, for the DM to use as he sees fit.

This reminds me that I need to roll for AC each and every round. My own bad. I'll roll for this round after resolving the attack.

Lucky starts with six luck points.

He is hit for three damage. He is down to 40 of 46 max.

If Lucky is attacked and needs to make a concentration roll, then he puts five luck points into the roll, which jumps from +6 to +11. At +11, he rolls a 30 -- no problem, he makes it. His spell is not interrupted. And his Luck Points are now up to 7.

Then there is a DC14 Fort save. His normal fort is a +9, and he boosts that with +3 Luck Points, so he is a +12. He rolls a natural 1 -- a failure! He takes the point of Con damage and loses his luck points. His Con is now 11, and he is now down to 32 hp of 38 max. And his Luck Point are down to 4.

Then he has to make a Fort save vs DC12. He uses one Luck Point on the roll, and at +10, rolls a 19, no problem. He is now up to 5 Luck Points.

Then, there is a Will Save. Using no Luck Points, at his natural +15, he rolls another 19, and makes it.

Finally, there is a Spot check vs DC15. Lucky has a natural spot of +9, and he puts four Luck Points into the check, rolling a 16 -- enough for success! That gives him back the points he put into the roll, and one more to boot.

Now it is the end of the attack on Lucky, and he has 6 Luck Points.

Now it is Lucky's turn!

Lucky rolls his AC for the round: AC23

At the top of his round, Lucky finishes his spell and calls what would normally be 1d3 celestial eagles. But he pumps five luck points into the roll, using them up and leaving him with just a single Luck Point. But his roll for number of eagles is now 1d3+5. He rolls 8 celestial eagles! Within the range of the spell, he calls them to a point 35 feet up over himself and the enemy.

Lucky spends a move action commanding his eagles in Celestial, and shouting to his friends too.

To his eagles, he tells four to search nearby for enemies. He tells four to dive to attack this undead thing right here.

To his friends, he shouts, "This think is some kind of undead in disguise! Watch out for its poison! It is a skeleton, so try to crush it!

If he can do it as a free action, Lucky makes a Know Religion check to figure out what kind of undead this is, and what it might be able to do: a 13.

Lucky takes a five foot step back and throws a magic stone at the undead! His attack is at +10, and he hits AC 24. His magic stone, designed to hurt undead, inflicts 10 damage to the undead.

Then his four eagles attack! They are diving (search for dive on this page; it is like a charge that does double damage.)

His four eagles attack at +2 diving, and they are flanking, and they use their Smite Evil ability. They move to these squares to attack: N25, M26, N27, M27. They attack at +7, hitting AC21, AC12, AC12, and AC21 -- the ones who hit AC21 inflict 6 hp damage and 7 hp damage.

The remaining four eagles circle overhead, within 40 feet of Lucky, looking for enemies. Their spot checks: 21, 35, 32, 35.

I have placed/moved Lucky and the four attack eagles on the combat map. With Speck, they are surrounding the undead, so it will have a hard time escaping.

==========

[Note: 3 hp nonlethal damage from cold, 1 point con damage, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 1 of 3 used.

Current Luck Points: 1

Links: Celestial Eagles

NOTE: Lucky's bullets do bludgeoning damage, and the eagle's talons do slashing and piercing damage.

Marcasthai AC 17 HP 65/84 (SteveK) 
Wednesday September 16th, 2009 10:53:07 AM

Marcas echoes Sir John's growl of frustration. He moves back to support his friends, keeping the longbow in his hands just in case.

Ki'El HP:35/35 AC: 14  d4+1=2 ; d4+1=3 ; d4+1=4 ; d20+4=5 ;
Wednesday September 16th, 2009 9:30:33 PM

OOC sorry about my absence! I am back!

Ki watches as the enemy falls from the roof, the half-elf shows his exitement. He begins his incantations and flowing gestures. As he ends his spell three red and black energy missiles, shaped like thick arrows, plow into the poison slinging opponent. Ha!!! Ki screams as he sees the missiles slam into the person. After his spell, Ki makes his way toward Sir Jon, squeezing past Marcas and getting through the alley, away from the enemy.

Actions:
Ki's AC is 14 so he takes 3 dam. Fort: 5..... (nat' 1 +3 personal mods and lucky's +1)
Spell: Magic Missile (3 missiles at 5th caster level) d4+1- three times 9 damage in all.


Cedric AC 20 HP 66/66 Character Sheet 
Thursday September 17th, 2009 10:49:20 AM

Cedric moves to block the only remaining route of escape for the assassin. Not willing to risk firing into a group, and saving his last wildshape, he simply acts as a body.

Alley Combat Aftermath  d3=2 ; d3=2 ;
Thursday September 17th, 2009 11:18:44 AM

Ki'El and Lucky fall victim to the assassins poison. The first is weakened, the second less healthy.

The assassin crumples under the combined attacks of the party. A tense few seconds pass, but it soon becomes clear that if there are other ambushers, they are not going to reveal themselves yet.

Getting a good look at your attacker, you can plainly see he now appears undead, with dry rotted skin stretched tight over bones. Makeup and other such disguise techniques are clearly applied in an attempt to allow it to pass as human, although something is now missing. You are positive just moments before his face was far more human looking. Perhaps a magical disguise of some sort that faded when it was destroyed? At a glance, it is carrying equipment that might be of interest, including a chain shirt that seems to be of fine quality.

OOC:
Combat rounds are over. Lucky and Ki'El are poisoned, and may suffer further effects.

Lucky: Highlight to display spoiler: {Knowledge Religion: You are fairly certain this was a ghoul, though it was tougher and well trained as a rogue. OOC: Advanced Ghoul with at least a few rogue levels.}

Ki'El HP:35/35 AC: 14 
Thursday September 17th, 2009 11:53:30 AM

Ki breathes heavily, the poison sapping his strength. Why would some zombie attack us? And how in all the Wold did zombie do everything that thing just did? I know zombies as heartless, mindless listen-to-orders-type of undead. That was crazy!

Ki limps away, mumbling to himself about the absurdity of zombies shooting crossbows and climbing houses, and what kind of stuff the group has gotten into before he came along...

Lucky AC23 HP32 of 38 (1 pt Con Damage) 
Thursday September 17th, 2009 1:06:30 PM

Lucky answers Ki'El -- "That was no zombie. That was a ghoul, with some stealth training, I would say. Ghouls are not mindless at all."

"We should press on with all due speed to the graveyard."

Marcasthai AC 17 HP 65/84 (SteveK) 
Thursday September 17th, 2009 2:45:46 PM

Marcas agrees. He'll pick up the weapons and armor of the dead thing and put it in his pack for carrying.
"Let us go! Every heartbeat, a person the Raven has claimed is my dam is being tortured and is in pain!"

The minotaur leads the way back to the alley and then back on trail to the metal graveyard on a parellel track.

Ki'El HP:35/35 AC: 14 
Thursday September 17th, 2009 3:56:09 PM

A ghoul huh? Now that is something new.. Yes, lets make haste. Ki follows closly on the minotaurs heels, eager to see what the graveyard holds, and see to that Marcas's family is avenged.

Speck AC18/19 HP:25(1)/26  d8+1=5 ;
Thursday September 17th, 2009 7:13:23 PM

With a satisfied flourish, Speck puts away his wand. "Handy little thing," he mutters smugly.

He then whips out another and taps Lucky with it. "BE HEALED!" he cries.

OOC: Lucky is touched by a wand of CLW for d8+1 = 5 healing points.

Sheathing the wand, he pulls out his sling and mutters, "Not gonna be caught uprepared again".

And is now ready to keep moving.

Sir John, AC 23, Prot from Evil, 58/58 hp 
Friday September 18th, 2009 12:16:24 AM

Since the battle is over, Sir John turns and says, "Then let us move on! Marcas, would you care to lead the way with me, my erstwhile friend?"

To their poisoned and weakened friends, he says, "We need to get you healed before we go to the graveyard. I don't want to go into a fight with 2 of our number injured... We should seek a healer unless Speck can remove the poison..."



Lucky AC23 HP32 of 38 (1 pt Con Damage) 
Friday September 18th, 2009 2:37:22 PM

"That's right! I'm poisoned! I'm poisoned! Help! Help!"

Lucky starts running around in a circle.

Then he stops. "Hey wait! If it does any more damage, I'll heal it! I have a Lesser Restoration spell ready to cast!"

He waits to see if he has to make another save.

==========

[Note: 3 hp nonlethal damage from cold, 1 point con damage, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 1 of 3 used.

Current Luck Points: 6

Ki'El HP:32/35 AC: 14 -3 str 
Friday September 18th, 2009 6:18:41 PM

I was hit with a poison dart as well, my limbs feel a bit weak. I have no restoration spell available to me, but knowing the fact that Im not one for melee combat, we should continue on. Wasting time to get to a healer will hardly be needed. Lets just get to that graveyard.

Speck AC18/19 HP:25(1)/26  d20+7=8 ;
Friday September 18th, 2009 9:15:57 PM

OOC: Marcas picked up the weapons and armor but no one has actually searched the thing.

IC: "Hmm... wonder if this thing had anything to on itself to fight poison, or a map, or something," Speck muses.

While Marcas takes the thing's weapons and other stuff, Speck inspects the body.

Search d20+7=8. I guess he was searching in the dark, or Marcas' breath was making him woozie.


Cedric AC 20 HP 66/66 Character Sheet 
Sunday September 20th, 2009 8:41:50 AM

"If you can cure your damage Lucky, I'll delay it on Ki'El." says Cedric. He moves over and casts Delay Poison on him. "Moving in haste seems wisest."

OOC:
Cast Delay Poison on Ki'El (8 hour duration)

Buffs: Longstrider, Delay Poison, Greater Magic Fang

You can't take it with you. (Alley Combat Aftermath)  d3=1 ; d3=1 ;
Sunday September 20th, 2009 9:00:42 AM

The party searches through their foes remains, and finds some things of interest. Marcas pulls off the weapons and armor, while Speck does a more thorough search. You can see that it's right claw seems to have a bluish sticky residue on it.

Lucky and Ki'El feel a bit woosy as the poison seeps through their veins. Lucky feels he can cure whatever damage comes, and Cedric delays further damage on Ki'El.

Most members of the party encourage haste in getting to their destination.

OOC:
Ki'El please make a DC 14 fortitude save. Although it's delayed 8 hours, you will suffer 1 additional Str damage when the spell wears off if you fail.

Lucky please make a DC 14 fortitude save or suffer Unconsciousness for 1 hour.

List of things you find:
Marcas: 1 chain shirt of very fine make, a dagger, a sling, and 18 sling bullets of very fine make, 2 of which have some sort of sticky substance on them, likely the poison

Speck: 1 pair of gloves of fine make, fingerless, 1 hat of fine make, 1 potion, and a very high quality (MW) disguise kit,

Detect Magic: Highlight to display spoiler: {The sling bullets, hat, gloves and potion are magical.}


Ki'El HP:32/35 AC: 14 -3 str  d20+3=20 ; d20=15 ; d20=13 ; d20=6 ; d20=13 ; d20=15 ; d20+5=9 ; d20+5=17 ; d20+5=11 ;
Sunday September 20th, 2009 8:36:51 PM

Ki nods his hand to Cedric Thank you.

Without missing a beat though Ki is on to more pressing matters, Throw the stuff on the ground, in a pile. I'll see if I can't detect any magic on the items Ki works through semi-complicated gestures and speaks an odd ancient elven language*. As the sling bullets, hat, gloves and potion all glow slightly blue Ki'El smiles, Looks like we've found a few things my friends. I can try and Identify them, but Im not promising anything.

Actions:
Fort: d20+3=20
* Cast Detect Magic spell
The next serious of rolls are:
1. d20+0=15 Spell craft check to identify items (Sling bullets)
2. d20 +5=18 Knowledge (arcana) check to identify items (sling bullets)

3. d20=6 Spell craft check (hat); 6) d20+5=9 Knowledge (Arcana) check on hat
4. d20=13 spell craft check (gloves) 7) d20+5=17 Knowledge (arcana) check on gloves
5. d20=15 spell craft check (potion) 8) d20+5=11 Knowledge (arcana) check on potion

OOC: If these wern't the right rolls (not really sure how this is done without an Identify spell) just let me know what to roll, or roll it for me.

With detect magic, you can make a spell craft check to determine the aura of an item. DC 15+spell level. --DM Troy

Sir John, AC 23, Prot from Evil, 58/58 hp 
Monday September 21st, 2009 8:54:42 AM

Sir John watches them identify the items, and urges them to hurry. "We're in a bad spot here, so let's move quickly. I don't want to run into any more 'friends' and we've got to get the poisoned members some aid..."

Lucky AC23 HP40 of 46  d20+12=30 ;
Monday September 21st, 2009 1:24:52 PM

Lucky pumps three luck points into his Fort save, giving him a +12 on the DC14 check. No problem. He casts Lesser Restoration to fix his damaged Con.

He looks over the gear. "Anything good? We'll have time to check it out later."

He follows Marcas.

==========

[Note: 3 hp nonlethal damage from cold, 1 point con damage, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 1 of 3 used.

Current Luck Points: 7

Marcasthai AC 17 HP 65/84 (SteveK) 
Monday September 21st, 2009 2:09:39 PM

"No", responds the minotaur, "no delays over looted equipment. Instead, we make haste to the graveyard."

Marcas lets actions follow words and keeps the items he grabbed inside his HHH. Instead, he moves off 20 feet following the map, and then looks to see that everyone is following.

Speck AC18/19 HP:25(1)/26 
Monday September 21st, 2009 3:59:07 PM

"Hey! Watch out! That gooey stuff is the poison," Speck warns as they pile the loot and Ki'El casts his spells.

Once Ki'El is finished, he scoops up all the lighter stuff (that would be everything except the chain chirt) taking great care with the two covered in poison (ie, not using his bare hands to handle them), and puts them in his backpack.

"Let's go. Time's a waisting."

Ki'El HP:32/35 AC: 14 -3 str 
Monday September 21st, 2009 5:03:59 PM

Ki grunts, and conforms, I'll study these later then. He says, following Speck and Marcas

Cedric AC 20 HP 66/66 Character Sheet 
Tuesday September 22nd, 2009 9:04:03 AM

"Yes, let's make haste, seconds matter." says the druid as he moves down the alleyway with the party.



Osgood's Graveyard - Outskirts. Twilight 
Tuesday September 22nd, 2009 9:25:44 AM

Speck is able to determine some more information on the items with a quick spell, but a more detailed answer must wait till there is time. Lucky is able to shake off the drowsy effects of the poison, and cure the damage done. Ki'El is still suffering some weakness, but his power does not lie in strength of arms, and the party pushes on.

The party continues to follow the directions, moving through places both open and cramped, seedy and respectable. You leave the city proper, and come to the edge. No further ambushes come en route, and you arrive at the outskirts of the 'Graveyard'.

The name is both misleading and true. While not a conventional grave yard, it is the final resting place of many. It is clear a great battle was fought here. The wreckage of several siege weapons litter the ground, half buried by years of abandonment. Some stone and wooden buildings, evidence of stronger fortifications, lay in ruins at various places. The battlefield is strewn with rocks, debris and garbage. The entire area is surrounded by a tall fence, with one archway serving as an entrance. A creaking noise pulls your attention to the archway, where a rusted metal sign reading "Osgood's Graveyard" swings with the falling snow.

You feel an involuntary shiver as you look about this desolate place, though it's probably just the cold of twilight catching up with you.

Approaching the archway, you find the gate locked.

OOC:
Please make your standard environmental fortitude saves for exposure.

Opening the gate: Lock is DC 15 to pick, or DC 20 Str check to break the lock/gate
Climbing the fence: You may climb the fence easily enough, but make a DC 10 climb check or suffer 1d3 damage from the rusted metal. Failing the check still allows you to get over the fence.

DC 12 Knowledge Local Highlight to display spoiler: {You remember that this place is supposedly haunted. True or not, the locals stay well away from it. }

Ki'El Highlight to display spoiler: {The bullets are lightly enchanted with Transmutation magic. You'd guess they are +1 bullets. The potion shows an aura of illusion. }

Ki'El HP:32/35 AC: 14 -3 str  d20+3=6 ; d20+3=13 ; d20+2=11 ;
Tuesday September 22nd, 2009 10:00:18 AM

Place seems eeriy Ki says, shivering in the cold. Why didn't I get some warmer clothes... The half-elf walks up to the gate and sees that its locked, I'll open it... He mutters. Moving his hand about in small circles by the lock. Small golden streams flow from his fingers into the keyhole,* making a small click Then Ki pushes the gate open. He looks to Marcas and Sir Jon Lead on, noble warriors. I'll keep to the middle of the group, my limbs are getting number by the minute.

* Knock spell to unlock the gate
** d20+3=6 fort save: Fail 3 non-leathal damage
***d20+3=13 fort save: fail 3 non-leathal damage
****d20+2=11 Knowledge (local) check another failer....

Sir John, AC 23, Prot from Evil, 58/58 hp  d20+11=27 ;
Tuesday September 22nd, 2009 11:07:40 AM

As he rides, Sir John shivers despite his heavy armor and padding. (Fortitude = 27) For now, he suffers no damage from the cold, but he's not a big fan of staying outside. Joshua whinnies also in frustration at the cold and wonders when they'll return to the nice warm barn...

He watches Ki'El try to open the gate, but if needed, he can use his brute strength and axe to break open the lock...



Speck AC18/19 HP:26/26  d20+4=10 ; d20+4=6 ; d20+10=29 ; d20+3=19 ; d8+1=9 ;
Tuesday September 22nd, 2009 12:14:28 PM

Fort cold DC15 d20+4=10, fail
Fort soot DC15 d20+4= 6, fail total 6 non-lethal dmg

"Now where did I put those tools..., oh, oh well," Speck mutters as Ki'El opens the lock with magic.

OOC: if that doesn't work, Open Lock d20+10=29

DC12 Knowledge d20+3 (basic) = 19 (history +5 = 21, bardic +8 = 24)

"Erie indeed, Ki'El. No one ventures about in here but the dead. And according to the townsfolk, the dead roam the place. At the time I was here with the circus, I remember hearing something of it but was not interested and pretty much forgot about it until now."

Shivers and goose bumps crawl over his skin. Was it just cold out or was it realy cold out? Either way, he expells a cough due to the irritating soot and his breath forms a small white cold looking cloud.

Pulling out is CLW wand with a shivering hand, he bops himself on the nogin (head?) with it, "Be Healed," he says in a deep rumbly commanding voice.

CLW d8+1 = 9



Marcasthai AC 17 HP 65/84 (SteveK)  d20+11=28 ; d20+1=2 ; d20+7=24 ;
Tuesday September 22nd, 2009 12:27:21 PM

Marcasthai's natural fur and his armor ward off most of the chill, and the minotaur stoically waits for the elf to open the gate. Magic does the job, and, ranseur in hand, Marcas moves through the opening to give his companions cover.

He tries to listen to hear anything that can indicate a direction, but the wind whips away all but thier voices. "Any noise? Any tracks? Any clue as to which way to the Raven's lair?"

...Actions...
Weather Save: Fort 28
Listen: 2
Spot: 24

Lucky AC23 HP40 of 46  d20+5=25 ;
Tuesday September 22nd, 2009 11:35:50 PM

Knowledge 25.

"There's haints here, you know," Lucky says conversationally as he walks in next to Marcas. "Detect any?" he asks Sir John. The halfling has a magic stone in hand.

Sir John, AC 23, Prot from Evil, 58/58 hp 
Wednesday September 23rd, 2009 10:17:34 AM

Sir John looks around the general area, trying to see if he can detect any evil...

Cedric AC 20 HP 66/66 4 Non lethalCharacter Sheet  d20+15=23 ; d20+15=18 ; d20+8=12 ; d6=4 ;
Wednesday September 23rd, 2009 6:27:20 PM

Cedric follows the party, looking about for signs of trouble, shivering as the cold starts to bother him.

OOC:
Spot 23, Listen 18
Fortitude save: Failed, 4 non lethal damage

Osgood's Graveyard - Inside the gate. Twilight 
Wednesday September 23rd, 2009 6:47:18 PM

Some of the party members shiver from the cold as they ponder the gate for a moment. You do not have to wait long however, as Ki'El chooses a magical solution. The iron lock opens with a click, and the gate creaks loudly as the party moves into the graveyard.

As you move further from the gate, you begin to feel a pervasive sense of dread, as if the very land is watching you malevolently. The feeling builds as you move further in.

After several minutes, you begin to make your way up slight knoll. Cresting the top, you can see below you about a hundred yards off what must have been where the main fighting occurred. Several buildings lay before you, all in ruins. A wall, the remains of some sort of fortification runs across the field. Broken siege engines litter the area in front of the wall. It would be difficult to travel through the area where they are scattered.

OOC:
Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Sir John Highlight to display spoiler: {Detect Evil: the entire area contains a very faint aura of weak evil, but you detect no strong sources within range.}

Knowledge Nature DC 12 Highlight to display spoiler: {In the Wold, natural areas have alignments, and you suspect this area is not exactly goodly.}

Knowledge Architecture/ Engineering DC 15 Highlight to display spoiler: {Some of the buildings do not look entirely stable.}



Marcasthai AC 17 HP 65/84 (SteveK)  d20+7=20 ;
Wednesday September 23rd, 2009 8:17:40 PM

Despite his great worry over his mother or maybe because of it, Marcas feels a growing sense of his own mortality. He can't shake it, so the great minotaur endures it until the group of heroes get to the bare knoll.

His black eyes pierce the landscape, but he still has no idea where to go. A couple of hoof prints towards the center of the 'graveyard', and Marcas looks to the others to see if this is indeed the proper course of action.

Actions...
Spot: 20

Effects...
Sense of Dread: -1 morale penalty to attack and saves

Sir John, AC 23, Prot from Evil, 58/58 hp  d20+4=9 ;
Wednesday September 23rd, 2009 8:31:08 PM

Sir John stops and looks all around their area, sensing a general evilness about the place, but nothing in particular...

Luckily his immunity to fear protects him from the sense of dread about the place, and he worries about its effect upon his companions... He calms Joshua, patting him on the flanks and whispering softly to him...

He looks in all directions, hoping to spot whatever dangers exist... Spot = 9

(OOC = I thought we were going to visit a healer briefly to heal some of our poisoned friends... Did we decide not to?)

Ki'El HP:32/35 AC: 14 -3 str  d20+2=10 ; d20+2=5 ; d20+5=18 ; d20+6=19 ;
Wednesday September 23rd, 2009 9:26:22 PM

Ki moves just behind Marcas and Sir Jon. Silently, he succumbs to the places evil aura. He visibly shivers, caused by the sense of Dread, and this makes him keep on Marcas' heels, staying very close to the taur. i don't like the looks of this place, not a place for one of good nature. He whispers to his horned companion.

As the two walk toward the center of the 'graveyard', Ki`El also peers around the forbodeing place. Perking his sensitive ears, and attempts to study the walls of the ruins.

Actions:
Spot: d20+2=10
Knowledge (Arc&dun): d20+2=5
Knowledge (nature): D20+5=18
Listen: d20+6=19

Effects:
Sense of Dread: -1 on all saves & atk rolls

Speck AC18/19 HP:26/26  d20+5=21 ; d20+7=14 ;
Wednesday September 23rd, 2009 10:29:00 PM

Feeling the warmth and comfort of the healing of his wand does nothing to stave off the dismality of the place. He shivers, not for the cold this time, but for the icy cold fingers of death that wrap the place.

He looks around and sees the same effect on his friends. "Tum-de-dum-de-tum. Why couln'd we come, in the daytime for once?"

Looking for tracks in the snow...

Spot d20+5=21
Listen d20+7=14

OOC: Sir John, we were going to the healer first, but Lucky shook off the effects and Ki'El had the effects on him delayed, so we went for the graveyard to save time.

Lucky AC23 HP40 of 46  d20+10=24 ;
Thursday September 24th, 2009 12:16:58 PM


[OOC: Lucky's Daylight spell lasts 60 minutes. Is it still going?]

Lucky looks around in the general area ... maybe he is looking for clues? or for something useful? or for teensy beensy undead things? SEARCH CHECK 24 (used a luck point).

==========

[Note: 3 hp nonlethal damage from cold, 1 point con damage, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 1 of 3 used.

Current Luck Points: 6 (or 7 or 5? Depends on result of search check.)

Cedric AC 19 HP 82/82 Bear Form Character Sheet  d20+19=20 ;
Thursday September 24th, 2009 1:06:42 PM

Cedric follows along, nodding at Ki'El's remark. "Yes, this place is a dark place. I think it best to be ready for anything. Ready when you are Lucky."

With that he shifts into the form of a bear, and continues on with the party.

OOC:
Knowledge Nature: Passed.
Wildshape into Bear.

Osgood's Graveyard - The Knoll. Twilight 
Thursday September 24th, 2009 1:23:29 PM

The party contemplates the next move from atop the knoll. Looking around for tracks in the snow proves futile, the party finds none except the ones they have made coming from the gate. However, while tracks are not found, one odd thing is. While looking for tracks, Lucky trips over something hidden by the snow. Pulling it out he finds an old wooden table leg, with ornate silver inlay. Once part of a fine table, it now is just a cast off relic in the graveyard.

OOC:
30 minutes have passed since the combat with the assassin. The party is currently standing on the knoll, marked on the map in green.
Osgood's Graveyard

Marcasthai and Speck Highlight to display spoiler: {Spot DC 20: You see something move down by the buildings. At this distance its little more than a shadow however.}



Lucky AC23 HP40 of 46 
Thursday September 24th, 2009 4:09:58 PM


Lucky hefts the chair leg. "Just the thing," he says, "if we come across something vulnerable to silver. Maybe luck is telling us something!"

"I think we should check out those buildings while my Daylight spell lasts," he suggests.

Marcasthai AC 17 HP 65/84 (SteveK)  d20+7=10 ;
Thursday September 24th, 2009 6:44:25 PM

"Yes, I spy movement. Let us go!"

And Marcas is off, moving down the hillside at a hustle to get to the movement seen earlier, his ranseur held across his large chest.

...Actions...
Spot: 10

Effects...
Sense of Dread: -1 morale penalty to attack and saves


Sir John, AC 23, Prot from Evil, 58/58 hp  d20+4=12 ;
Thursday September 24th, 2009 7:27:32 PM

At the sound of movement, Sir John's heart quickens and he says, "Finally, some action... That'll help take our minds off of the dread..."

He follows Marcas down the hillside, his lance out and ready to pierce any foes he encounters... He relies on the others to locate targets for him, and is anxious for things to begin... He does keep a watchful eye for anything hostile...

Spot = 12

Speck AC18/19 HP:26/26  d20+5=21 ; d20+8=14 ;
Thursday September 24th, 2009 9:14:41 PM

OOC: New spot d20+5=21, success

"Yes, you are correct," Speck concurs. "But shouldn't we try to flank the buildings? Yo's with faster legs see about going around behind the buildings while we approach the front. However, let's not barge down there. Let's meander a bit and give time for the flanking maneuver."

In line with that, Speck acts like he sees something somewhat in the direction, but off by a bit, of where he saw the movement and points at 'it'. "What's that thing?" he yells. "Let's see what it was and if it still works!"

Bluff d20+8=14, :P


Lucky AC23 HP40 of 46 
Friday September 25th, 2009 10:38:39 AM

"Wait for me!" Lucky takes a double move to keep up with the party.

Ki`El HP:32/35 AC: 14 -3 str  d20+2=18 ;
Friday September 25th, 2009 2:50:21 PM

Ki follows Marcas downt he hill, still keeping close to the taur. What did you see? Where did It go? Ki now holds his glaive in both hands, the weapon crossing his body. He trys to keep pace with Marcas, but keeping a look out for anything at all.

Actions:
spot: 18

Effects:
sense of dread: -1 atk and saves

spells:
Highlight to display spoiler: { Zero-level Sorcerer spells: 6 per day
Daze
Dancing Lights
Prestidigitaion
Message,
Detect Magic
Read Magic


First-level Sorcerer spells: 7 (6+1) per day
Magic Missile
True Stike
Chill touch


Second-level Sorcerer spells: 5 (4+1) per day (used 2 today)
Flaming Sphere, Knock
}

Cedric AC 19 HP 82/82 Bear Form Character Sheet 
Monday September 28th, 2009 8:25:51 AM

Cedric moves with the party, snorting slightly at the hint of danger from the structures ahead of them.



Osgood's Graveyard - The Battlefield. Twilight 
Monday September 28th, 2009 8:54:38 AM

The party moves closer to the battlefield center, having spied....something.. Whatever it was, it is now hidden from view. There is a distinct impression that something watches the party from among the ruins.

Tense seconds tick by with no sound but the wind and crunch of your own footfalls on the snow.

OOC:
Round 1
Although there has been no attack, we are now in Combat Rounds.
Osgood's Graveyard (Overview)
The Battlefield (Combat map)

Please move yourselves on the map. I have placed you on the edge that you arrived from, you may consider yourself starting from any of the western edge squares and move accordingly. Remember we are in combat rounds.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.



Marcasthai AC 17 HP 65/84 (SteveK)  d20+7=13 ;
Monday September 28th, 2009 12:36:58 PM

Marcas continues his slow, methodical advance with his Ranseur at the ready. His eyes search through the soot and cold wind for the elusive foe.

...Actions...
Spot: 13

Effects...
Sense of Dread: -1 morale penalty to attack and saves

Lucky AC23 HP40 of 46  d20+12=25 ; d6+1=3 ; d6+1=5 ;
Monday September 28th, 2009 1:19:40 PM


Lucky walks forward 20 feet (move action) to 15E and uses the Ready action (standard action) to prepare slinging a Magic Stone the moment he sees an enemy. With the sling, his range increment with Magic Stone is 50 ft.

If an enemy pops up before next round, then Lucky pumps 2 luck points into his attack and hits AC25 (AC26 within 30 ft) for 3 hp (4 hp within 30 ft) or 8 hp vs undead (9 hp vs undead within 30 ft). And gets a Luck Point back.

==========

[Note: 3 hp nonlethal damage from cold, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 1 (maybe 2?) of 3 used.

Current Luck Points: 7 (maybe 8)

Sir John, AC 23, Prot from Evil, 58/58 hp  d20+4=21 ; d20+2=10 ;
Monday September 28th, 2009 4:40:55 PM

Sir John and Joshua continue moving forward, watching their flanks closely for any threats...
Spot = 21; Listen = 10

Speck AC18/19 HP:26/26  d20+5=15 ; d20+7=12 ;
Monday September 28th, 2009 7:49:15 PM

Speck finds himself at I18, next to Marcas. "I tought I taw a thingy over here" he whispers. He readies his sling with a bullet and keeps looking for movement.

spot d20+5=15
Listen d20+7=12


Cedric AC 19 HP 82/82 Bear Form Character Sheet 
Tuesday September 29th, 2009 12:04:07 PM

Cedric moves up, keeping even with the front line. He looks for any signs of their foe.

OOC:
If you want Cedric to do something specific let me know, otherwise I'm going to stick with the meleers and attack whatever seems appropriate.

Osgood's Graveyard - The Battlefield. Twilight Round 2 
Tuesday September 29th, 2009 12:18:56 PM

The party advances on the buildings, eyes and ears sharp. Some members move into a flanking position, while others advance directly up the center. Some remain on the edge, ready to support from range.

The chilling breeze whistles through the smashed metal and wooden engines of destruction. There is no movement.

Then a figure covered in dark clothing steps from around the building, visible to Marcas, Sir John and Ki'El. He calls out to you in a harsh voice. "Why have you come here? The Spider does not want you here. Turn around."

OOC:
Round 2
Although there has been no attack, we are now in Combat Rounds.
Osgood's Graveyard (Overview)
The Battlefield (Combat map)
Figure that spoke marked as F on map.

Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.


Lucky AC23 HP40 of 46 LAST ROUND! 
Tuesday September 29th, 2009 2:28:06 PM

Hey! As soon as that dark figure steps out, its appearance triggers Lucky's readied attack, right? And the halfling pegs him with a magic stone!

That's about 90 feet from Lucky, so -2 on range and no Point Blank bonus. Also forgot the -1 from dread. So Lucky hits AC22 for 3 hp or 8hp if it is undead, right?

Your readied action is for the moment you see an enemy. Lucky can not see him, he is behind the building currently. Although reviewing the map, I think its fair to add Marcas to the list of people who can see the speaker. Also, I will mention that he hasn't done anything overtly hostile. Not that its unreasonable for Lucky to consider the speaker an enemy given the situation. -- DM Troy

Lucky AC23 HP40 of 46 LAST ROUND! 
Tuesday September 29th, 2009 3:26:02 PM

Oh, okay! Lucky can't see him! Fair enough, thanks! I'll post presently.

Sir John, AC 23, Prot from Evil, 58/58 hp  d20+7=23 ; d20+4=10 ;
Tuesday September 29th, 2009 4:06:28 PM

Sir John continues moving forward, but then hears the figure call out, and before Lucky attacks (hopefully...), he calls out, "We mean you no harm, and we're not here to cause trouble. We're looking for a friend of ours who got lost somewhere around here. Maybe you could help us? Also, we don't know who this spider person is, but if we're trespassing, we're very sorry. We only wish to visit and talk to you... May we meet him and offer our respect to him?"

Diplomacy = 23

He'll also try to detect if the figure is evil, or if there are any distinct sources of evil that have appeared...
Detect Evil,
Spot = 10

Marcasthai AC 17 HP 65/84 (SteveK)  d20+7=10 ;
Tuesday September 29th, 2009 4:28:17 PM

"We do not intrude here for one called the Spider, but for the Raven", states the brown-furred minotaur. "Give us directions and assistance to free hostages to bring the Raven to the ground, and the Spider may be left alone."

Marcas slows his advance, but continues to move forward while looking about for a trap.

...Actions...
Spot: 10

Ki`El HP:32/35 AC: 14 -3 str 
Tuesday September 29th, 2009 5:34:44 PM

Ki wakes up from his daydream, or daymare, and rushes to Marcas's side (Run 60'). Breathing heavily, for a sorcerer doesn't over exert himself very often, Ki adds to the discussion. Who is the Spider? We mean you no harm, you've done nothing to us.

Ki silently waits for a response. I should message Lucky, have him flank this thing... Surly its up to no good, or is The Raven himself..

Actions:
Double Move: 60'

Effects:
-1 atk roll and all saves
Spells:Highlight to display spoiler: {
Zero-level Sorcerer spells: 6 per day
Daze
Dancing Lights
Prestidigitaion
Message,
Detect Magic
Read Magic

First-level Sorcerer spells: 7 (6+1) per day
Magic Missile
True Stike
Chill touch

Second-level Sorcerer spells: 5 (4+1) per day (used 2 today)
Flaming Sphere, Knock
}

Lucky AC23 HP40 of 46 LAST ROUND! 
Tuesday September 29th, 2009 6:37:24 PM

Lucky moves 20 more feet closer (moved on map) and casts Protection from Evil on himself.

"Gosh darn it!" he huffs, "Where's my dinosaur! I gotta get me a mount!"

==========

[Note: 3 hp nonlethal damage from cold, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 1 of 3 used.

Spells in effect: Daylight, Pro Evil, Magic Stone.

Current Luck Points: 7

Speck AC18/19 HP:26/26 
Tuesday September 29th, 2009 8:36:09 PM

Speck continues alongside Marcas (M20) and hears the call, but the corner of a buliding is in the way.

'Drat!' he thinks at first, then shrugs, 'Best not be seen either,' he adds to his thoughts and ends up at P20.

Cedric AC 19 HP 82/82 Bear Form Character Sheet 
Wednesday September 30th, 2009 9:05:06 AM

Cedric keeps pace with Marcas, waiting for the party to make a decision to move. He snorts slightly, seemingly bored, but is clearly ready to act if it comes to it.



Osgood's Graveyard - The Battlefield. Twilight Round 3 
Wednesday September 30th, 2009 9:23:10 AM

The party moves in closer. Some continue their flank, or remain hidden, others attempt to negotiate with the dark stranger.

His eyes dart back and forth under his cowl. "We can not help you. Go away, this is no place for you. You will make the Spider angry." From under the folds of his clothes he pulls out a small hand crossbow. He keeps it pointed at the ground however. "Leave!" he says abruptly. "Now"

OOC:
Round 3
Although there has been no attack, we are now in Combat Rounds.
Osgood's Graveyard (Overview)
The Battlefield (Combat map)
Figure that spoke marked as F on map.

Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Sir John Highlight to display spoiler: {Detect Evil 1 round: You do sense evil in front of you, stronger than the background evil of this place. It would not be illogical to conclude it is the person you are speaking too, but you would need to spend additional rounds to be sure.}

Those that can see the speaker may make a Sense Motive DC 15 check: Highlight to display spoiler: {He clearly does not wish you well, and glances once or twice to the building north of Sir John. (The furthest west building on the map)}

Anyone may make a DC 12 Knowledge Arch/Eng, or a DC 20 Spot check Highlight to display spoiler: {The upper level walls of the west most building are unstable. It's quite possible someone could push a good deal of stone down on anyone standing below it. }

Sir John, AC 23, Prot from Evil, 58/58 hp  d20+5=9 ; d20+4=10 ; d20+13=32 ; 2d8+3=8 ; d20+8=15 ; d20+8=21 ; d20+8=10 ; d20+9=16 ; d6+5=8 ;
Wednesday September 30th, 2009 12:01:50 PM

Sir John nods at the seemingly hostile figure and replies, "Friend, I understand you don't think you can help us. However, that's no excuse for drawing a weapon and threatening us... As I said, we're here looking for a friend, and have no intention of leaving until we find her..."

He continues trying to detect any evil, and realizing that there is some intense evil in front of him, says to his friends in a lower tone, "Guys, I think this character in front of us is evil, and I'm getting a strong sense of evil, especially in front of us..."

Sense Motive = 9, Spot = 10

He can't see or sense anything else except for the pervasive evil and makes a decision that it's time to fight rather than talk...

With a yell, he charges forward and lances the figure before it can get off a shot...

Move = Charge figure
Standard Action = Attack with lance (yeah! double damage since I'm charging... Get 'em Joshua!)


Sir John's Attack = Hit AC 35 (forgot bonus due to b/n mounted and charging) for 8 pts of dmg...

Ride Checks = 15 (OK attack), 21 (Josh Attack), 10 (Stick with Josh's normal AC)

Josh's Hoof = Hit AC 16 for 8 pts

Stats This round due to charge
Sir John AC = 21, Josh's AC = 22, 52/52 hps

Marcasthai AC 17 HP 65/84 (SteveK)  d20+1=19 ; d20+7=16 ;
Wednesday September 30th, 2009 1:31:14 PM

For a wonder, Marcas can read this man with a crossbow in front of him. "He is worried about the building to the north!", he whispers urgently to the companions.

And then Sir John charges the man. Marcas immediately springs into action and runs north around the first building. The big minotaur knows Sir John can handle one small person, so the objective is to get to the building as quickly as possible!

Marcas looks for a door to get into the building.

...Actions...
Sense Motive: 19
Spot: 16
Run: x3 speed (60 feet)

Lucky AC26/28 HP40 of 46  d20+13=26 ;
Wednesday September 30th, 2009 6:40:53 PM

Lucky runs, as fast as his little legs can carry him, 80 feet to 11U.

Hey! I've been forgetting to roll for Lucky's AC every round! Well, no matter, since he has not been attacked. But that could change at any moment!

New roll for AC: 26, 28 vs evil.

==========

[Note: 3 hp nonlethal damage from cold, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 1 of 3 used.

Spells in effect: Daylight, Pro Evil, Magic Stone.

Current Luck Points: 7

Speck AC18/19 HP:26/26  d20+5=25 ;
Wednesday September 30th, 2009 9:01:47 PM

DC20 spot check, d20+5=25! drat, i probably just waisted my only N20 this encounter! :P

The sounds of pounding hoofs alert Speck that something is up and the bounding hulk of Marcas around the north side of the building can only mean it is battle. With Lucky and Marcas to the north, Speck decides to head south and ends up at Q28.

A quick look around and he notices that it was good he moved. He yells at Ki'El and Cedric, "Stay away from that building," pointing at the building right in front of them. "It's top floor walls are unstable and could fall over on ya!"

Lucky AC26/28 HP40 of 46  d20+9=11 ; d20+11=30 ;
Thursday October 1st, 2009 7:27:02 AM

Lucky forgot to roll his checks!

Spot 11 nope

Sense Motive 30 Yup!

Lucky shouts, "Marks-On-Thighs, you are right!"

Ki`El HP:32/35 AC: 14 -3 str  d20+1=6 ; d4+1=4 ; d4+1=3 ; d4+1=3 ;
Thursday October 1st, 2009 5:42:55 PM

Ki watches as the figure draws his cross bow, sending Ki in a defensive stance, Glaive horizontaly across his body, he study's the figure, but cannot tell what the things motives are.

Then marcas yells, Building to the north and charges for it. Sir Jon whips by the sorcerer and attacks the figure.

Ki moves to a better spot to fling his spells from, the sorcerer chants quickly in the elven tounge, speeding through his gestures of this simple spell, and ends up with his hand outstretched, wiggling his fingers. Launching three red and black swirled energy missles at the dark clothed figure. Each slamming into the crossbow bearing thing. You should have just talked to us, but NO! your must threaten people, now you'll die! The half-elf smiles at the thought of killing an evil man... No more destruction from him anymore... Now, where is the Raven?

Actions:
Move: 30'
Spell: Magic Missile; 6+4+3=13 damage from 3 seperate missiles.

Cedric AC 19 HP 82/82 Bear Form Character Sheet 
Friday October 2nd, 2009 9:55:47 AM

Heeding Speck's warning, Cedric veers away from the building somewhat, closer to the wall before closing around the figure.

OOC:
Double move giving building wide berth.

Osgood's Graveyard - The Battlefield. Twilight Round 4  6d6=26 ; d20+6=18 ; d20+4=12 ; d20+4=12 ; d20+8=19 ; d6+2=3 ; d4+1=4 ; d20+6=25 ; d6+2=4 ;
Friday October 2nd, 2009 10:47:25 AM

Sir John begins aggressive negotiations with the figure, charging him and skewering him with his lance. Josh's hoof does not manage a hit however, turned aside by your foes chains shirt.

Ki'El launches a magical attack, striking the foe as well. It looks quite hurt.

The rest of the party moves up, and Speck shouts a warning about the building. A warning that comes too late for Sir John!

From the building directly north of Sir John comes the sound of shifting stone. Suddenly the second story wall comes tumbling down on those standing under it! Behind the wall stands three more figures, also dressed in dark clothes, but not disguised. You can see their undead faces snarl at you from above.

Around the further buildings come two more figures dressed in dark clothing, also undead. From the snow behind the wall springs one more undead. All advance on the party!

Lastly, scuttling into view on the wall of one of the towers, about twenty feet up, comes a figure straight out of nightmares. When it was alive, it was probably already a creature that would give grown adventures pause: dark skinned, with the upper body of a male elf, and the torso of a large arachnid. In undeath, its dark skin rotted and tight across its torso, its carapace molted with disease, it is an absolute terror. It wears a chain shirt, and a vestment over its chest is emblazoned with a red and black double helix. There is no doubt: this is Spider.

It hisses at you. "You were warned fleshlings. Now suffer my vengeance." From its vantage point, it casts a spell, sapping your luck.

OOC:
Round 4
Osgood's Graveyard (Overview)
The Battlefield (Combat map)

Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Everyone but Speck: Spiders spell: -1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks. This is a mind affected effect. Speck is out of range.

Renamed F to E1 for clarity: Hit for 8 physical and 13 magical

Sir John and Josh: 26 physical damage from the falling wall: Reflex Save DC 14 for half.

E1: Makes 2 claw and 1 bite attack on Sir John, but none of the attacks can pierce the Paladins armor
E2-4: Push the wall over.
E5 charges Cedric, managing to get a lucky bite in: 3 damage, Fort Save DC 12 vs Disease, Fortitude DC 12 or be paralyzed for 4 rounds.
E6 rounds the corner, but can not reach Marcas
E7 comes up out of the snowy wall and advances.
Spider casts a spell.

Damage Totals
E1: 21 damage taken
E2: 0 10' up
E3: 0 10' up
E4: 0 10' up
E5: 0
E6: 0
E7: 0
Spider: 0 20 feet up on side of wall of tower.

Knowledge Religion DC 12: Highlight to display spoiler: {Ghouls, though they seem to be a bit more well trained. Spider appears to be a ghoul as well, but created from a drider.}

Knowledge Religion DC 15: Highlight to display spoiler: {The double red and black helix is the high Woldian symbol for Jancassis}

Spellcraft DC 18: Highlight to display spoiler: {Spider casts Prayer}

Spellcraft DC 20 or Knowledge Religion DC 18 Highlight to display spoiler: {The process that creates a ghoul results in the loss of most abilities (class levels, spell casting, etc). You can thus deduce that Spider must have become a caster after he became undead. Something clearly drives this creature.}

Marcasthai AC 17 HP 65/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+7=16 ; d20+2=16 ; 2d6+19=26 ; 2d6+19=25 ; d20+13=19 ; 2d6+9=16 ;
Friday October 2nd, 2009 12:16:37 PM

Enemy at last, and they are keeping Marcas from an innocent's rescue, an innocent that might be his own mother! It is a great effort of will for the minotaur not to give in to anger and frustration, but his battle conditioning takes over. Years of study as a Hand of Imod makes his muscles move in conditioned reflex to end the travesty of life before him.

Marcas keeps his distance from E6 and powers two wicked slashes with his Ranseur at the undead body. So powerful that, should they hit, the grinning ghoul is sure to perish! "Kiiiia!!

If Marcas is able to cleave the enemy before him, he takes a small step. With his size and reach with his ranseur, the boss is in range, and he strikes directly at the Spider! This time, he carefully aims, sure that this boss has better protections than his minions.


...Actions...
Power Attack +5 (-5 to hit, +1 luck (Lucky), -1 luck, -1 morale) AC 16 Dam 26
Power Attack +5 (-5 to hit, +1 luck (Lucky), -1 luck, -1 morale) AC 16 Dam 25

Cleave Attack: (+1 luck (Lucky), -1luck, -1 morale) AC 19 Dam 16

...Effects...
-1 morale penalty to attack rolls and saving throws.
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks.

Lucky AC26/28 HP40 of 46  d20+13=24 ; d20+5=25 ; d20+5=20 ; d20+6=7 ; d20+5=14 ; d20+8=26 ; 2d6+2=11 ;
Friday October 2nd, 2009 3:15:31 PM

New roll for AC: 24, 26 vs evil.

Knowledge Relig Checks 1 & 2: 25 and 20! Woot! Spellcraft: 7 nope. Third Know Relig: 14 nope.

Lucky slings a bullet at the spider-undead thing, with -2 in penalties ... hits AC26 for 11 damage!

Then Lucky moves closer, to 15T.

==========

[Note: 3 hp nonlethal damage from cold, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 2 of 3 used.

Spells in effect: Daylight, Pro Evil, Magic Stone.

Current Luck Points: 7

Sir John, AC 23, Prot from Evil, 45/58 hp  d20+6=20 ; d20+14=28 ; d8+5=11 ; d6=1 ; d20+8=24 ; d20+8=28 ; d20+8=15 ; d20+8=26 ; d6+5=8 ;
Friday October 2nd, 2009 9:17:03 PM

Sir John yells in pain as the building falls on him and Joshua... They do manage to dodge most of the falling debris (Reflex 20) and only take 13 pts of dmg...

Really angry now, he calls out to his friends, "Let me take E1 and you spellcasters, take out that annoying spider caster thingy! Make him pay while we take care of these guys on the ground!"

Moving 5' to his right, he switches to his axe and cuts at E1, hoping that this will be the last thing it ever feels...

Attack = Hit AC 28 for 11 dmg + 1 fire = 12 total

Ride Check = OK to attack, Josh attack, stick with Josh original AC...
Josh hoof = Hit AC 26 for 8 pts...

Stats = Sir John AC = 23, 45/58 hps, Josh's AC = 24, 39/52 hps


Speck AC18/19 HP:26/26 
Friday October 2nd, 2009 9:27:07 PM

OOC: Speck probably doesn't see E7. How high is the broken wall he and E7 are next to?

Speck now sees that it is an ambush and trap orchestrated by undead. This Raven had undead attack them in the slums, now undead here. Oh, it is a graveyard! Doh!

Having much experience now with undead, Speck curses under his breath, "Undead! Won't they ever finally all die off?" The whole sense of the place unerves him and the others must be feeling much the same. Remembering a spell he learned from his bardic mentor who repeated every day, "Fear is your greatest enemy", he had taken certain precautions against that. Although he used the spell to combat the fear of performing before hundreds, or at great hights, hear was as good a place as any to use it as well.

Speck steps forward 5ft to R28 and calls out, "Cedric, may the Force be with you", and thrusts his palm forward. (Cast Remove Fear, duration 10 minutes, range 30ft - Cedric is right at 20, Target one creature, Effect - surpress any Fear Effect already in effect for 10 minutes, grant +4 moral bonus against Fear Effects for 10 minutes.)

Ki`El HP:32/35 AC: 14 -3 str  d4+1=2 ; d4+1=3 ; d4+1=5 ;
Saturday October 3rd, 2009 11:02:29 PM

Ki looks around as the wall falls, and four more enemies show themselves. All appearing to be undead monstrosities. The spider elf thing, assumed to be Spider, is throwing around spells! What have I gotten myself into? The sense of dread about the place don't help his thinking, or his spirit... He quickly understands that a spell caster must be fought with, well, a spell caster.

The half-elf moves northwest a bit, keeping his distance but getting a clear view of most of the enemies., he stamps his Glaive on the ground, goes through familiar incantations and wiggles his fingers yet again. FIring three more energy missiles, this time aimed at the Spider.

Actions:
Move to R,24
Cast: Magic MIssile at Spider; 10damage..

Cedric AC 19 HP 82/82 Bear Form Character Sheet  d20+13=23 ; d20+13=17 ; d20+8=25 ; d8+7=15 ; d8+7=13 ; 2d6+3=10 ; d20+8=26 d20+8=25
Monday October 5th, 2009 8:10:16 AM

Unable to reach the Spider, who is a bit out of range, Cedric turns and mauls the enemy closest to him. Two claws and a bite later, he hopes to find the enemy crushed.

OOC:
Attacking E5
Claw1 hit AC 23 for 15
Claw2 hit AC 17 for 13
Bite hit AC 25 for 10

Totally forgot fort saves: 26, and 25, both passed.

Osgood's Graveyard - The Battlefield. Twilight Round 5  d20+6=13 ; d20+6=19 ; d8+1=4 ; d20+6=23 ; d8+1=3 ; d20+6=19 ; d20+4=10 ; d20+4=22 ; d6+3=7 ; d3+2=5 ; d20+6=15 ; d20+4=11 ; d20+4=18 ; d3+2=3 ; d20+6=17 ; d20+10=19 ; d8+2=5 ;
Monday October 5th, 2009 9:39:46 AM

The party engages fully, committing themselves to combat.

Marcasthai delivers two powerful blows, but the attacks are turned aside. A rend in its clothing reveals that it is wearing a chain shirt, which has saved it. Both of Marcasthai's attacks miss. Lucky releases a magic stone, which strikes Spider soundly and burns his undead flesh, and then moves into a better position. Sir John and Josh lay into the enemy in front of them, and it falls under their combined attacks. Speck bolsters Cedric, clearing his mind of the fear that haunts most of the party, at least for a short time. Ki'El unleashes a magical attack, striking Spider with three bolts of force. Cedric uses his new-found courage to attack, striking two solid blows against his target.

The enemy retaliates just as ferociously.

The three above the battle field in the ruins of the building draw crossbows and fire! The rest of the undead advance and attack their targets with claws and teeth.

Spider climbs up a bit further on the tower, seeing the reach of the minotaur below it. But his eyes are focused on Lucky. It is clear he did not like the bullet. He casts a spell, and a dagger shaped weapon of force appears and attacks Lucky.

OOC:
Round 5
Osgood's Graveyard (Overview)
The Battlefield (Combat map) Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Everyone but Speck: Spiders spell: -1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks. This is a mind affected effect. Speck was out of range when it was cast.

Enemy Attacks
E2: Crossbow on Sir John: Ac 12, missed
E3: Crossbow on Cedric: Hit AC 19 for 4 damage
E4: Crossbow on Ki'el: Hit AC 23 for 3 damage
E5: Bite/Claw/Claw on Cedric: Bite hit AC 19 for 7, Claw missed AC 10, Claw Hit AC 22 for 5 damage.
E6: Bite/Claw/Claw on Marcas: Bite missed AC 15, Claw missed AC 11, Claw Hit AC 18 for 3 damage
E7: Advances on Speck and attacks with its Bite: Missed AC 17

Spider casts a spell that attacks Lucky: Hit AC 19 for 5 damage.

Anyone hit with a claw or bite: DC 12 Fortitude Save or paralyzed for 1d4 rounds. Anyone hit with a bite must also make an additional DC 12 Fortitude save vs Disease.

Combat Stats:
Undead are somewhere between AC 17 and 23
E1: Destroyed
E2: 0 10' up
E3: 0 10' up
E4: 0 10' up
E5: 25 damage taken
E6: 0
E7: 0

Spider: 21 damage, 25 feet up on side of wall of tower. Has been hit at AC 26

Spellcraft DC 17 Highlight to display spoiler: {Spider cast Spiritual Weapon}

The walls are about 2-3 feet tall rubble, with many gaps.

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=13 ; d20+13=22 ; d8+8=13 ; d20+11=17 ; d20+6=23 ; 2d6+13=24 ; 2d6+13=22 ;
Monday October 5th, 2009 10:47:44 AM

As the armored ghould closes on Marcas, the minotaur uses his long reach

Marcas grits his broad teeth upon seeing the chain shirt on the undead, and then breaks into a sweat as the small scratch nearly poisons his muscles into freezing.

But the armored ghoul did not escape from his attack unpunished. As the fiend closed in on Marcas, the minotaur used his long reach to tag the undead with an elbow to the head. (AOO: AC 22 Dam 13

"Your armor won't save you this time", the minotaur growls, "go back to death by the Hand of Imod!"

Less power and more accuracy, that is the key. Marcas takes a step backwards to bring into play his ranseur and lets fly in two glittering arcs.

...Actions...
AOO: AC 22 Dam 13
Claw Fort: 13 (made it, whew!)
Power Attack +2 (-2 to hit, +1 luck (Lucky), -1 luck, -1 morale) AC 17 Dam 24 (+4 dam)
Power Attack +2 (-2 to hit, +1 luck (Lucky), -1 luck, -1 morale) AC 23 Dam 22 (+4 dam)

...Effects...
+1 Luck bonus for wishing Lucky well
-1 morale penalty to attack rolls and saving throws.
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks

Sir John, AC 23, Prot from Evil, 45/58 hp  d20+15=32 ; d8+5=12 ; d6=4 ; d20+7=12 ; d20+7=12 ; d20+7=21 ; d20+10=26 ; d8+5=6 ; d6=2 ; d20+6=25 ; d20+6=19 ; d20+1=8 ; d6+5=11 ; d6+5=7 ;
Monday October 5th, 2009 8:00:45 PM

(OOC = I'm not sure how high E2-4 are... Can I reach them by dismounting (free action) and moving forward to attack? If so, he'll do that and have 1 attack.... Or is it in a situation where I can easily reach E2 without moving, thus saving my full attack and allowing Josh to attack??? I'll include all my attacks, assuming it's a full attack, but if not, just go with the first...)

Sir John changes his attention to E2, who is next to him... With a shout, he cuts his axe towards it's torso...

Attack 1 = Hit AC 32 (if remain mounted) or AC 31 (if have to dismount) for 11 + 4 fire = 15
Attack 2 = Hit AC 26 (mounted) or AC 25 (dismounted) for 5 + 2 fire = 7

If Josh can attack (full attack option only) =
1. Hoof = Hit AC 25 for 10
2. Hoof = Hit AC 16 for 6
3. Bite = Miss AC 8...

Ride Checks = 12/12/21 (all is fine, stick with Josh old AC)

Effects
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks

See Combat Stats section of post, have made it bold to stand out: They are 10' up. Yes you can hit them from atop Josh, but Josh can not hit them I do not believe. --DM Troy

Lucky AC16 HP40 of 46  d20+15=16 ; d20+6=12 ; d20+14=20 ; 2d6+3=9 ;
Monday October 5th, 2009 9:25:27 PM

Lucky laughs at the enemy's spiritual weapon (as he deduces it probably is) -- its attack on AC19 misses Lucky's AC28.

This round, Lucky rolls his AC: a natural 1! His AC, vs these undead things, is only 16! "That'll teach me to laugh," Lucky says, laughing.

Spellcraft check: 12 = nope.

Lucky throws another magic stone at Spider. He is within 30 feet, so he gets his point blank bonus. He decides to push his luck, and packs five luck points into the roll! But he still has -2 in penalties, so he is a +14 in total. He hits AC20. If that is a hit, he inflicts 9 hp damage.

Then Lucky moves to V14 and hides behind Marcasthai. (Hoping for some soft cover bonus, maybe.)

==========

[Note: 3 hp nonlethal damage from cold, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 3 of 3 used.

Spells in effect: Daylight, Pro Evil, Magic Stone.

Current Luck Points: 7 (8 or 2)

Speck AC18/19 HP:26/26  d20+10=26 ;
Monday October 5th, 2009 10:10:52 PM

"Yikes!" Speck exclaims as an undead unexpectedly props itself upon the wall right next to him and takes a swing at the hafling. "These things must be able to smell hafling a mile away!" he adds as he had thought he was hidden.

He takes a dive towards Ki'El (Tumble 1/2 move DC15 d20+10=26, no AOO from E7) and ends up at Q26.

Then, with the powerfull lungs of a bard hafling, he belts out:

"Famous we are in the Lands of the Dread
for there we dared to Tread

From Day to Night and Night to Day
we kept the Undead at Bay"

Inspire Courage, +1 moral bonus to saves vs Charm and Fear effects, +1 bonus to att and dmg rolls, for all who can hear. DM can determine how far the bard's voice will carry.

AC vs E7 is 19 (Dodge), AC vs all others 18, until further notice.

Ki`El HP:29/35 AC: 14 -3 str  2d6=8 ;
Monday October 5th, 2009 10:22:43 PM

Ki smiles as the spider thing casts its rudimentary spell Likes magic huh? Lets see how these undead vermin like this!

He carefully preforms one of his most complex spells. His arms waving intricatly, fingers going about specific determined routes in the air, and nearly screams his anceient elven incantations.

After a few seconds a medium sized sphere erupts from his opened palm, the ball ignites itself and the swirling flames envelope the sphere. Ki points his finger to the first of the undead standing atop the cumbled building (E4). The flaming sphere obeys and flys to its intended target, buring what flesh is left on the hideous abomanation.

Actions:
Spell: Flaming Sphere (Lasts 6 more rounds)
Move actions: Direct Flaming Sphere Highlight to display spoiler: { A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
}

Effects:
-1 morale penalty to attack rolls and saving throws.
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks

Cedric AC 19 HP 67/82 Bear Form Character Sheet  d20+8=19 ; d20+8=22 ; d20+8=14 ; d20+14=34 ; d20+13=30 ; d20+8=17 ; d8+8=16 ; d8+8=10 ;
Tuesday October 6th, 2009 11:51:13 AM

Cedric continues to maul his enemy, attacking with claw and bite.

OOC:
3 DC 12 Fort Saves Passed
Attacking E5:
Claw 1 hit AC 34 for 16
Claw 2 hit AC 30 for 10
Bite hit AC 17 (Miss)



Osgood's Graveyard - The Battlefield. Twilight Round 6  d20+3=14 ; d20+6=11 ; d20+4=15 ; d20+4=18 ; d20+6=26 ; d20+6=18 ; d20+4=22 ; d20+4=8 ; d6+3=4 ; d20+6=12 ; d20+6=21 ; d20+4=14 ; d20+4=13 ; d6+3=6 ; d20+6=18 ; 2d6+2=9 ;
Tuesday October 6th, 2009 1:41:49 PM

Marcas lands one solid hit on the undead in front of him, but it's not enough to end the abomination. Sir John lands an attack on one of the ghouls slightly above him, able to reach it from the height of his saddle. Lucky tries another attack on Spider, but his shot fails to land. Speck raises the morale of the party with his bardic gifts. Ki'El conjures a flaming sphere to attack the same foe as Sir John, burning it. Cedric continues to maul his foe, his last hit causing it to fall.

The undead retaliate. All but one of the crossbowmen shift to natural attacks, trying to stop the paladin. Through divine providence, only one bite manages to land. The remaining crossbowman reloads and attacks Ki'El, but its shot goes wide. Marcas's foe shifts in close again, and manages to bite the minotaur. Speck's foe continues to advance on him, but is unable to sink its teeth in.

Spider again casts a spell, and a swarm of angry hornets descend on Ki'El. They sting him over and over.

OOC:
Round 6
Osgood's Graveyard (Overview)
The Battlefield (Combat map) Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Everyone but Speck: Spiders spell: -1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks. This is a mind affected effect. Speck was out of range when it was cast.

Enemy Attacks
E2: Bite/Claw/Claw on Sir John: AC 11, 15, 18: All Missed
E3: Bite/Claw/Claw on Sir John: AC 26 (no crit), 22, 8: Bite hit for 4 damage (2 saves)
E4: Crossbow on Ki'el: Hit AC 12 Miss
E6: Bite/Claw/Claw on Marcas: Bite hit AC 21 for 6 damage (2 saves), Claw missed AC 14, Claw missed AC 13
E7: Advances on Speck and attacks with its Bite: AC 18 (missed due to dodge)

Spider casts a spell that attacks Ki'El: 9 subdual damage, no save.

Anyone hit with a claw or bite: DC 12 Fortitude Save or paralyzed for 1d4 rounds. Anyone hit with a bite must also make an additional DC 12 Fortitude save vs Disease.

Combat Stats:
Undead are somewhere between AC 18 and 23
E1: Destroyed
E2: 22 damage, 10' up
E3: 0 damage, 10' up
E4: 8 damage, 10' up
E5: Destroyed
E6: 22 damage
E7: 0

Spider: 21 damage, 25 feet up on side of wall of tower. AC between 20 and 26

Spellcraft DC 17 Highlight to display spoiler: {Spider cast Hornets Nest}

Marcas: There's no AOO because it only took a 5' step. If you want to have him move up and take one attack while provoking an AOO, you'll have to step back more than 5' and sacrifice your full attack. Also note when you power attack, you use the same value for all your attacks until your next round, including AOO's.

Sir John: They are 10' up. You can reach them while in the saddle, but Joshua can not attack that high. If one falls, it would be possible to leap up to the platform on a successful ride/jump check, but currently there is no room for you.

Marcasthai AC 17 HP 56/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=24 ; d20+10=12 ; d20+14=32 ; d20+9=16 ; d20+10=14 ; d8+8=13 ;
Tuesday October 6th, 2009 1:59:59 PM

ooc: ah, yes all that makes sense! :-)

Marcas gets bitten but is able to stay active and healthy, but not by very much. Plus, the large minotaur is getting pushed away from the fight by a little undead. This cannot be borne!

"I've wrestled with giant bone-clawed skeletons, and triumphed. I won't be bested by you!", he growls in his deep voice. Ignoring his ranseur, a hoof lashes out, and then a wicked elbow, followed by a tossing of his great horns.

...Actions...
Bite Fort1:
Bite Fort2:
Hoof: AC 32 Dam 13
Elbow: AC 16
Horn: AC 14

...Effects...
+1 Luck bonus "Everybody's Friend" to att, save, skills, to ALLIES in 20' for wishing Lucky well
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear
-1 morale penalty "Dread" to attack rolls and saving throws.
-1 Luck penalty "Spider spell" to attack rolls, weapon damage rolls, saves, and skill checks


Lucky AC22 HP40 of 46  d8=5 ; d8=5 ; d20+15=22
Tuesday October 6th, 2009 3:04:08 PM


[Note to DM: Does the Spider's magic dagger attack Lucky again?]

You are correct, but I missed it so this round is free. But no, no need for defensive, it only attacks on the casters turn, it cant take AOO's

Lucky casts a spontaneous Cure Moderate Wounds on Marcasthai, over Spiritual Weapon. I think there is no need to cast on the defensive, right? The cure heals the taur with 16 hp of healing.

Roll for AC this round: 22 with the Pro Evil.

==========

[Note: 3 hp nonlethal damage from cold, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 3 of 3 used.

Spells in effect: Daylight, Pro Evil, Magic Stone.

Current Luck Points: 2

Speck AC18/19 HP:26/26  d20+10=27 ; d20+3=5 ;
Tuesday October 6th, 2009 8:22:35 PM

Speck continues to dodge the undead ghoulish thing and tumbles past Ki'El, hopping that the wizards will see his predicament and DO something. :)

Tumble 1/2 move DC15 d20+10=27, no AOO from E7 and ends up at S25.

Back on his feet, he continues his Inspired Poetry.

"Undead skeletons and undead zombies
a great pyre they made

A pyre of YOU we'll make too;
a fire as bright as day!"

Inspire Courage, +1 moral bonus to saves vs Charm and Fear effects, +1 bonus to att and dmg rolls, for all who can hear. DM can determine how far the bard's voice will carry.

AC vs E7 is 19 (Dodge), AC vs all others 18, until further notice.

Spellcraft check DC17 d20+3= 5 :P

OOC: Y'all don't forget to add +1 to hit and +1 damage, eh?

Ki`El HP:29/35 AC: 14 -3 str  d6=4 ; d6=3 ; d20+3=22 ; d20+3=10 ; d8-1=0 ; d8-1=0 ; d8-1=0 ; d8-1=6 ;
Tuesday October 6th, 2009 10:13:46 PM

{OOC: I sent the Flaming Sphere at E4, not E2. I correct this because it lasts for 6 more rounds (5 after this turn) I had meant for it to hit E4,E3,E2, Then the spider for the remaining 4 rounds. The error you made would not let this happen...}

Ki directs his flamingsphere five more feet east to burn E3.

He then drops his glaive and pulls out and loads his light cross bow, firing at the spider.

Actions:
Move action: Direct Flaming Sphere to E3 for 7 damage (from E4 NOT E2)
Attack: Cross bow at Spider.Crit (19+3=22) Confirm: 10; Dam: 6 X2 if crit is confirmed

Effects:
-1 morale penalty to attack rolls and saving throws.
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks

OOC2: Not sure if those rolls count or not, so I went ahead a re-rolled them. Imagine that though, 3 1's in a row! If they do count, o well....

Sir John, AC 23, Prot from Evil, 45/58 hp  d20+11=19 ; d20+11=30 ; d20+15=29 ; d20+10=15 ; d8+5=7 ; d8+5=6 ; d6=2 ; d6=4 ;
Wednesday October 7th, 2009 10:25:59 AM

(OOC = Robert, shouldn't both of my initial attacks hit from last round? If I didn't have to leave the saddle, then I didn't need a move. Thus, I get a full attack and both seemed to have AC's high enough to hit (32 and 26)...)

Sir John feels the bite of the ghouls claws and tongues (Fort = 19, 30), but is able to resist any further effects...

He continues bashing away at the nearest foe (E2) and says, "Thanks for the help Ki' El! They're starting to annoy me!"

Att 1 = Hit AC 29 for 7 + 2 fire = 9 total
Att 2 = Hit AC 15 for 6 + 4 = 10 total

Effects
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks.
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear


Cedric AC 19 HP 67/82 Bear Form Character Sheet  d20+14=26 ; d8+8=12 ;
Wednesday October 7th, 2009 1:05:09 PM

Cedric moves to clear the straggler that is attacking Speck. Lumbering over, attacks with one strong claw striking the undead solidly.

OOC:
Move adjacent to E7
Claw on E7 hit AC 26 for 12 damage.



Osgood's Graveyard - The Battlefield. Twilight Round 7  d20+4=17 ; d20+6=26 ; d20+6=9 ; d20+4=11 ; d20+4=7 ; d6+3=7 ; d20+6=20 ; d20+4=24 ; d20+4=18 ; d20+4=6 ; d3+2=3 ; d20+6=15 ; d8+1=4 ; d20+6=24 ; d20+4=23 ; d20+4=17 ; d6+3=5 ; d3+2=3 ; d20+9=26 ; d20+4=19 ; d8+2=9 ;
Wednesday October 7th, 2009 1:32:23 PM

Marcas decides he's had enough of the civilized weaponry and smashes a hoof in his foes face. The creature buckles and falls, done in by the brutal strike. Lucky heals the proud warrior, bringing him into prime fighting shape. Speck continues to avoid his foe while singing to inspire his allies. Ki'El directs his flaming sphere to attack the next foe down the line, but this one manages to twist out of the way and avoid the flame. He then turns his crossbow to Spider, but the attack is deflected by the creatures hide. Sir John lands a solid hit on the nearest undead. It stands unsteadily, but it still stands. Cedric moves to shield Speck and Ki'El, landing a solid paw on the undead.

Another foe fallen, but the battle continues.

The foes above Sir John continue their attacks. The first one managages to land a solid bit that might have been much worse. The second sneaks a claw in on the paladin. The crossbowman manages to land a glancing blow on Ki'El. Cedric does not fare as well as Sir John: his undead claws the bear, and follows up with a deep bite. The dagger summoned by Spider attacks Lucky twice, but only manages to land one attack.

Above the battle, Spider laughs. He yells out "May the Lady of Vengeance grand me the strength to remove this obstacle". He then casts another spell, and seems to surge with strength.

OOC:
Round 7
Osgood's Graveyard (Overview)
The Battlefield (Combat map) Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Everyone but Speck: Spiders spell: -1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks. This is a mind affected effect. Speck was out of range when it was cast.

Enemy Attacks
E2: Bite/Claw/Claw on Sir John: Bite Hit AC 26 (no crit) for 7 damage (2 saves)
E3: Bite/Claw/Claw on Sir John: Claw Hit AC 24 (no crit) for 3 damage (1 save)
E4: Crossbow on Ki'el: Hit AC 15 for 4 damage
E7: Bite/Claw/Claw on Cedric: Bite hit AC 24 for 5 (2 saves) and Claw Hit AC 23 for 3 (1 save)
Spiritual Weapon on Lucky: Hit AC 26 for 9 damage, Hit AC 19 (missed)
Spider cast a spell.

Anyone hit with a claw or bite: DC 12 Fortitude Save or paralyzed for 1d4 rounds. Anyone hit with a bite must also make an additional DC 12 Fortitude save vs Disease.

Combat Stats:
Undead are somewhere between AC 18 and 23
E1: Destroyed
E2: 31 damage, 10' up
E3: 0 damage, 10' up
E4: 8 damage, 10' up
E5: Destroyed
E6: Destroyed
E7: 12 damage

Spider: 21 damage, 25 feet up on side of wall of tower. AC between 24 and 26

Spellcraft DC 19 Highlight to display spoiler: {Spider cast Divine Power}

Ki'El: Highlight to display spoiler: {You may have missed it: you were hit with 9 subdual damage last round from Hornests Nest. }

Sir John, AC 23, Prot from Evil, 31/58 hp  d20+11=19 ; d20+11=27 ; d20+15=26 ; d20+10=30 ; d20+10=13 ; d8+5=6 ; d8+5=6 ; d6=1 ; d6=6 ; d20+11=24
Wednesday October 7th, 2009 2:12:05 PM

Sir John grunts in pain as he's hit yet again... Now that he's suffering from multiple wounds, he calls out to Lucky, "If you have a chance, I could use some healing!!! It's 3 vs. 1 here, and even though I like these odds, I need a hand!"

Save(Fort) = 19, 27... No paralysis or disease...

He feints left with his axe, then tries to sweep the ghouls legs out from under it with the edge of the blade...

Att1 = Hit AC 26 for 6 + 1 fire = 7
Att 2 = Hit AC 30 (check =13 so no crit) for 6 + 6 fire = 12
Total Dmg = 19 pts...

Effects
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks.
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear

(Sorry, forgot 3rd save... Fort = 24... OK)

Lucky Eddie AC33 HP31 of 46  d20+15=33 ; d20+6=20 ;
Wednesday October 7th, 2009 2:57:03 PM


With his 20 feet of move, Lucky Eddie can't get to Sir John this round. So he rolls his AC: a 33! This emboldens the little mendicant! He ducks between Marcas' legs, moving to U18. Then he casts his Sanctuary spell. The Will save on the spell is normally 1d20+5, but Lucky puts a luck point into that, making it d20+6 ... a 20, sweet.

==========

[Note: 3 hp nonlethal damage from cold, 3 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 3 of 3 used.

Spells in effect: Daylight, Pro Evil, Sanctuary (Will save 20).

Current Luck Points: 1

Ki`El HP:29/35 AC: 14 -3 str  2d6=3 ; d6+1=7 ; d6+1=7 ; d6+1=2 ; d20+20=22 ; d8+1=4 ;
Wednesday October 7th, 2009 3:40:45 PM

ooc; Do I need to make a concentration check? Can I cast another spell, mm, while keeping up Flaming sphere.? if so:

Ki directs the flaming sphere to E2; and sends three more energy missiles at the spider.

Move action: direct flaming sphere; E2: 2d6=3 damage
Standard action: cast magic missile at spider: 3d6+3=16 damage(+1 for lucky's song?; 19dam, +1 for each missile)

ooc; If Ki cant cast another spell, mm, while keeping up Flaming sphere:

Ki Directs the flaming sphere to E2; reloads his cross bow; fires A bullet at the spider

Move action: Direct Flaming Sphere to E2; 3 damage
Free action: reload light crossbow
Standard action; Attack spider, w/ crossbow; AC: 22, d8+1=4 damage

Effecs:
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks.
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear
+1 moral bonus to saves vs Charm and Fear effects, +1 bonus to att and dmg rolls, for all who can hear

Marcasthai AC 17 HP 56/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+12=23 ; d20+12=28 ; d20+11=23 ; d20+11=12 ; d20+11=16 ; d20+11=18 ; 2d6+9=17 ;
Wednesday October 7th, 2009 4:32:08 PM

Marcas grins, glad his foe is destroyed, and he takes a quick tactical assessment of the battlefield. The Spider is on its wall and getting ready for a showdown, but the three ghouls on the roof are making life difficult for his allies to get to the main fight...

The big minotaur grunts. It would be so satisfying to attack the Spider, but husbanding the resources of the group comes first. A flexing of his massive legs, and Marcas launches himself upward in a high jump to grab ahold of the roof and then pull himself up in a feat of Strength.

With his Ranseur at the ready, he holds the ghouls at bay. "Come dead things", he growls, "and move no more!"

Any ghoul (E2, E3, E4) that fires a crossbow or moves towards Marcas gets an AOO.

...Actions...
Vertical Jump: DC 23 = 5 feet up (4xheight) + 10 foot space +10 foot reach = can grab if rooftop is 25 feet up.
Climb DC 28 beats DC15 to pull up with move action
Potential AOOs
1 AC 23 Dam 17
2 AC 12 miss
3 AC 16 miss
4 AC 18 miss

...Effects...
+1 Luck bonus "Everybody's Friend" to att, save, skills, to ALLIES in 20' for wishing Lucky well
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear
-1 morale penalty "Dread" to attack rolls and saving throws.
-1 Luck penalty "Spider spell" to attack rolls, weapon damage rolls, saves, and skill checks

Speck AC19/20 HP:26/26  d20+13=20 ; d4+2=5 ;
Wednesday October 7th, 2009 11:28:32 PM

OOC: I just noticed that I've been playing Speck with one worse AC point than he actually has. Fixed it.
AC: 10 + 3Dex +5armor +1size =19 +1dodge = 20. Doh!

'Yipee!' Speck thinks as the lumbering bulk of a fuzzy bear intervenes beween him and the undead. Then his thoughts follow with 'uhoh' as the undead tears into the fuzzy bear.

"Sorry, big guy!" he says as he pauses in his poetry. Not to let Cedric down, Speck puts himself right behind the undead (Q27 creating one AOO. Note AC for AOO is 19+1(dodge) +4(mobility)=24).

Having drawn his short sword as he moved, he now stabs at the undead.
d20+10 +2flanking +1InspCour = 20 - 1 =19, dmg if hit d4+1+1= 5

Inspire Courage 4/5 rounds, +1 moral bonus to saves vs Charm and Fear effects, +1 bonus to att and dmg rolls, for all who can hear.

AC vs E7 is 20 (Dodge), AC vs all others 19, until further notice.



Cedric AC 19 HP 67/82 Bear Form Character Sheet  d20+9=29 ; d20+9=28 ; d20+9=11 ; d4=1 ; d20+9=19 d20+16=22 d20+16=19 d20+11=23 d8+8=14 d8+8=10 2d6(1+4)+4=9
Thursday October 8th, 2009 12:08:42 PM

The bear manages to stave off the first two effects from the undead, and with heroic effort overcomes the last.

He attacks the enemy savagely, hoping to down the creature.

OOC:
Disease save passed 29. Paralyze save 1 Passed. Paralyze Save 2 Failed:Forgot hero points: Hero point reroll: 19, passed, not paralyzed.

Attack E7
Claw 1 hit AC 22 for 14
Claw 2 hit AC 19 for 10
Bite hit AC 23 for 9



Osgood's Graveyard - The Battlefield. Twilight Round 8  d20+4=7 ; d20+11=18 ; d20+6=22 ; d20+4=17 ; d20+4=14 ; d20+6=8 ; d20+4=6 ; d20+4=21 ; d3+2=4 ; d20+9=15 ; d8+2=10 ; 3d8+8=26 ;
Thursday October 8th, 2009 12:50:43 PM

Sir John overcomes the undeads attack and counterattacks with two solid hits. The first one drops the nearest foe, and he continues to the next foe down the line with a second savage chop. Luckily moves to heal his party, casting a protective spell as he does so. Ki'El seeing his planned target fall, directs the flaming sphere against the same foe he hit last attacked, burning it, then launches magic missiles at Spider, striking him soundly. With a great leap, Marcasthai positions himself to threaten most of the remaining foes. Speck slashes the foe between him and Cedric, landing a good hit. Cedric takes the opportunity provided by Speck to land three savage hits, which dropes the undead.

The first undead continues its attack on Sir John, but its frustration decreases its accuracy, and it can not land bite or claw. The crossbowman drops his bow, and steps over to Marcasthai, attacking three times but only managing one hit.

Spider seems to loose interest in Lucky, and the floating dagger of force moves to a new target: Ki'El. It slashes at him once, landing a good hit. Spider then casts a spell, and its wounds seem to close.

OOC:
Round 8

*DM Note: In cases where attacks are made against foes that are no longer alive, I moved the subseqent attacks to the next closest foe.

Osgood's Graveyard (Overview)
The Battlefield (Combat map) Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Everyone but Speck: Spiders spell: -1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks. This is a mind affected effect. Speck was out of range when it was cast.

Enemy Action
E3: Flaming Sphere Reflex save failed: 7 damage: Bite/Claw/Claw on Sir John: Bite: 22 (miss), Claw 17 (miss), Claw 14 (miss)
E4: 5' Step (No AOO) Bite/Claw/Claw on Marcas: Bite 8 (miss), Claw 6 (miss), Claw Hit AC 21 for 4 (1 save)

Spider: Spider fails the Sanctuary spell, and sends the Spiritual Weapon at Ki'El. Spiritual Weapon on Ki'El: Hit AC 15 for 10 damage
Spider cast a spell. Spellcraft DC 18 Highlight to display spoiler: {Spider cast Inflict Serous Wounds spontaniously.}

Anyone hit with a claw or bite: DC 12 Fortitude Save or paralyzed for 1d4 rounds. Anyone hit with a bite must also make an additional DC 12 Fortitude save vs Disease.

Combat Stats:
Undead are AC 18
E1: Destroyed
E2: Destroyed
E3: 16 damage, 10' up
E4: 8 damage, 10' up
E5: Destroyed
E6: Destroyed
E7: Destroyed

Spider: 32 damage, 26 healed, 25 feet up on side of wall of tower. AC between 24 and 26



Lucky Eddie AC26 HP31 of 46  d8+5=12 ; d20+6=18 ; d20+15=26 ;
Thursday October 8th, 2009 1:12:39 PM


Lucky Eddie moves to 21U and then casts a cure on Sir John. 12 points to Sir John.

Spellcraft check vs Spider: 18 hits exactly! Lucky says, "He cast Inflict Serious Wounds on himself. Well, better him than me!"

Lucky looks at the wall directly under the spider. What's the climb DC? How high is the wall? Is there any place to stand on the top?

Roll for AC this round: 26.

==========

[Note: 3 hp nonlethal damage from cold, 12 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 1 of 3 used so far today.
Current magic stones: 3 of 3 used.

Spells in effect: Daylight, Pro Evil, Sanctuary (Will save 20).

Current Luck Points: 1

Sir John, AC 23, Prot from Evil, 43/58 hp  d20+15=26 ; d20+10=14 ; d8+5=9 ; d6=1 ;
Thursday October 8th, 2009 3:17:50 PM

Sir John cheers as his first foe falls, and continues his attack on the 2nd. He quickly looks back at Lucky and thanks him for the needed healing. "Thank you my friend... I will honor your healing and as a famous commercial once said, 'This foe's for you...""

With that, he cuts and slashes again at E3, using the edge to sever its remaining limbs...

Att1 = Hit AC 26 for 9 + 1 fire = 10
Att 2 = Miss (AC14)

Effects
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks.
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear

Marcasthai AC 17 HP 52/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=12 ; d20+10=27 ; d20+5=7 ; d20+6=21 ; d20+10=30 ; d20+10=14 ; d8+12=13 ; d8+10=14 ; 2d6+17=21 ;
Thursday October 8th, 2009 4:34:42 PM

Marcas again overcomes the ghoulish poison and concentrates on bringing his undead foe down. A powered elbow connects to E4, a hoof misses, and a dip of the horns comes real close.

The large minotaur waits for his foe to fall so he can reach over and cleave E3 in half!

...Actions...
Fort DC 12 : whew!
Elbow Power Attack+4: AC 27 Dam 14
Hoof Power Attack+4: AC 6
Gore Power Attack+4: AC 21 Dam 14
Cleave Power Attack+4: AC 30 Crit 14 no Dam 21

...Effects...
+1 Luck bonus "Everybody's Friend" to att, save, skills, to ALLIES in 20' for wishing Lucky well
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear
-1 morale penalty "Dread" to attack rolls and saving throws.
-1 Luck penalty "Spider spell" to attack rolls, weapon damage rolls, saves, and skill checks

Ki`El HP:19/35 AC: 16 -3 str  2d6=7 ; d6+1=3 ; d6+1=4 ; d6+1=3 ; d100=87 ;
Thursday October 8th, 2009 4:36:11 PM

Ki watches his intended target fall, and keeps his fireball burning the orginal foe, casting his missiles at the spider he doesn't even notice the magical sword coming his way. The half-elf staggers from the blow, Wha? He growls as his side is cut open, spewing blood over the snowy ground...

He tries to ignore the attack, moving his flaming ball to the spider, burning the undead abomination. He then fires three more magical missiles at the spider. Lucky? Care to share you godly powers?

Actions:
move action: Direct Flaming Sphere to Spider: 7 damage
Standard action: Magic Missile at Spider: 10 damage

OOC: I've actually been down playing my ac, not sure why.... But its actually 16; Leather armor+2, Dex+2 and ring of protection+2. Also been forgetting spell failure, 10%

Ki`El HP:19/35 AC: 16 -3 str 
Thursday October 8th, 2009 4:39:19 PM

Spells: Highlight to display spoiler: {
Zero-level Sorcerer spells: 6 per day
Daze
Dancing Lights
Prestidigitaion
Message,
Detect Magic
Read Magic

First-level Sorcerer spells: 7 (6+1) per day
Magic Missile***
True Stike
Chill touch

Second-level Sorcerer spells: 5 (4+1) per day
Flaming Sphere*, Knock**

* is the number of times I've used the spell today.
}

Lucky Eddie AC26 HP31 of 46 
Thursday October 8th, 2009 4:59:29 PM

OOC: I'm about to embark on a five-day family reunion, AND my laptop is in the shop, so I may miss posts on Fri, Mon, and Tues. If I'm lucky someone else in my family will bring a computer!

Speck AC19/20 HP:26/26  d20+11=21 ; d3=3 ; d6=5 ;
Thursday October 8th, 2009 10:58:59 PM

"Horray!" Speck yells as Cedric and his combined attacks flatten their ghoulish enemy. The thrill of victory inspires the bard, who drops his sword and draws his sling and aims a bullet at E3.

d20+11 +1 -1= 21, dmg d3+1 +d6shock = 4+5= 9pts dmg. forgot to add the +1 for the magic +1 of the sling.

"Hang in there, Ki'El. I'll help!" Speck says as he sees the sorcerer fighting a floating dagger.

OOC: Ki'El, next round Speck will use is wand of CLW on you.

Speck AC19/20 HP:26/26 
Thursday October 8th, 2009 11:05:43 PM

OOC: oops forgot :

Inspire Courage 3/5 rounds, +1 moral bonus to saves vs Charm and Fear effects, +1 bonus to att and dmg rolls, for all who can hear.

AC vs (next foe who attacks him) is 20 (Dodge), AC vs all others 19, until further notice.

Also, Cedric, remember you have the Remove Fear spell cast on you that should supress the Sense of Dread effects.

Cedric AC 19 HP 67/82 Bear Form Character Sheet  d8+5=9 ;
Friday October 9th, 2009 12:00:58 PM

Cedric moves over to Ki'El and casts cure light wounds on him.

OOC:
Cast Cure Light Wounds on Ki'El for 9 HP healed.


Osgood's Graveyard - The Battlefield. Twilight Round 9  d20+7=16 ; d20+15=31 ; d8+8=14 ; d20+9=18 ; d20+4=12 ; d8+2=10 ;
Friday October 9th, 2009 12:21:45 PM

Lucky moves over under the protection of his spell and heals the stalwart paladin. Sir John responds by hacking his foe hard, getting in a good shot. Marcas becomes a whirl of hoof elbow and horn, oblitering the nearest undead, and moving on to the one closest to Sir John, destroying it as well. Ki'El, seeing the lesser undead fall, devotes his full attention to Spider. While the beast is able to dodge the firery sphere, he takes the full blast of the magic missles. Speck, seeing his intial target downed, turns his attack to Spider as well, but his shot can not pierce the creatures carapace. Cedric takes a moment to heal Ki'El.

Which is good, because moments later the spiritual weapon slices the half elf, drawing considerable blood.

With no more foes to hide behind, Spider brings the fight to the ground. It leaps off the roof and lands next to Sir John, landing a visious bite.

OOC:
Round 9

Osgood's Graveyard (Overview)
The Battlefield (Combat map) Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Everyone but Speck: Spiders spell: -1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks. This is a mind affected effect. Speck was out of range when it was cast.

Enemy Action
Spiritual Weapon: Hit Ki'El AC 18 for 10 damage, and missed on its second attack (12)

Spider: Reflex Save DC 16 passed: no damage from flaming sphere. Leaps down off wall, provoking AOO from Sir John. It then attacks Sir John:
Bite Attack on Sir John: Hit AC 31 for 14 damage (2 saves)

Anyone hit with a claw or bite: DC 12 Fortitude Save or paralyzed for 1d4 rounds. Anyone hit with a bite must also make an additional DC 12 Fortitude save vs Disease.

Combat Stats:
All undead destroyed except Spider.
Spider: 42 damage, 26 healed. AC between 24 and 26

Sir John, AC 23, Prot from Evil, 29/58 hp  d20+11=19 ; d20+11=25 ; d20+15=32 ; d8+5=11 ; d6=4 ; d20+17=29 ; d20+12=13 ; d8+13=18 ; d6=2 ; d20+7=16 ; d20+7=13 ; d20+7=13 ; d20+7=12 ; d20+7=20 ; d20+1=9 ;
Friday October 9th, 2009 2:28:03 PM

Sir John turns to the remaining spider and laughs in it's face, trying to enrage it and get it's attention away from spell casting... "Is that the best you can do? Come on and quit wasting my time! I've got better things to do than mess with you..."

AoO = Hit AC 32 for 11 + 4 fire = 15

Fort Save = 19, 25 (OK)

He swings his axe at it's head, hoping to finish this fight quickly..., and decides to use his smite evil ability too... Also, since the spider is adjacent, Joshua has an opportunity to attack too...

Att1 = Hit AC 29 for 18 + 2 fire = 20
Att2 = Miss...

Ride Checks = 16, 13, 13 (all OK, stick with Josh original AC)

Hoof 1 = miss AC 12
Hoof 2 = Miss AC 20
Bite 1 = Miss AC9

Total Dmg from Sir John = 35 (take that spider boy...)

Effects
-1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks.
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear
1/2 Smite Evils used...



Speck AC19/20 HP:26/26  d8+1=5 ;
Friday October 9th, 2009 9:21:55 PM

Speck scoots to Q25 pulling out is wand of CLW. "Be Healed," he announces as he taps Ki'El with it.

CLW d8+1= 5 points damage healed.

Inspire Courage 2/5 rounds, +1 moral bonus to saves vs Charm and Fear effects, +1 bonus to att and dmg rolls, for all who can hear.

AC vs (next foe who attacks him) is 20 (Dodge), AC vs all others 19, until further notice.

Also, Cedric, remember you have the Remove Fear spell cast on you that should supress the Sense of Dread effects.


Ki`El HP:17/35 AC: 16 -3 str  2d6=9 ; d6+1=7 ; d6+1=7 ; d6+1=6 ;
Friday October 9th, 2009 11:48:47 PM

Ki winces as the magical sword cuts open another nasty gash, nearly the same one that was just healed moments before.

Directing his Flaming Sphere to the spider, and casting 3 more magical missiles

FS: 9 damage
MM: 20 damage

Spells
Highlight to display spoiler: {
Zero-level Sorcerer spells: 6 per day
Daze
Dancing Lights
Prestidigitaion
Message,
Detect Magic
Read Magic

First-level Sorcerer spells: 7 (6+1) per day
Magic Missile****
True Stike
Chill touch

Second-level Sorcerer spells: 5 (4+1) per day
Flaming Sphere*, Knock**

* is the number of times I've used the spell today
}

Marcasthai AC 17 HP 52/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+11=24 ; d20+14=31 ; d20+11=12 ;
Monday October 12th, 2009 10:31:58 AM

Marcas' bellow comes from the building above, "By the Hand of Imod!", and a shadow blocks out what little sun there is in the snowy and soot-filled sky. The large minotaur has Jumped from the roof of the building to attack the Spider on the ground!

A runnning start on the roof allows him to easily jump 25 feet away, leaping over the heads of Sir John and the Spider, and coming down with arms wide to grasp and hold.

A meaty hand snakes out and grabs a spider leg, but the speed of the minotaur's decent breaks the hold and keeps the black spider-taur from falling into the strong embrace of Marcasthai!

...Actions...
Move: run and leap
Jump DC 24 = 20 foot long jump to U,25
Possible Spider AOO for Marcas moving through threatened area
Standard: Touch Attack to Grapple: AC 31, no AOO
Grapple Attack: nat 1 fails! (Rats!!)

...Effects...
+1 Luck bonus "Everybody's Friend" to att, save, skills, to ALLIES in 20' for wishing Lucky well
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear
-1 morale penalty "Dread" to attack rolls and saving throws.
-1 Luck penalty "Spider spell" to attack rolls, weapon damage rolls, saves, and skill checks

Cedric AC 19 HP 67/82 Bear Form Character Sheet  d20+14=18 ; d20+14=15 ; d20+9=24 ;
Tuesday October 13th, 2009 12:13:23 PM

Cedric attacks three times, but is unable to land a solid blow.

Osgood's Graveyard - The Battlefield. Twilight Round 10  d20+11=28 ; d20+4=24 ; 3d4+3=10 ; d20+9=18 ; d20+4=7 ; d8+2=8 ; d8+2=10 ; d20+13=21 ; d10=9 ;
Tuesday October 13th, 2009 12:25:46 PM

Sir John slashs at Spider as the creature jumps from its perch, and follows up with a devistating smite. Josh however is unable to land a solid blow. Speck cures Ki'El, ensuring he will stand at least another round. The sorceror responds with a missle barrage, striking Spider hard, although his flaming sphere fails to do any damage this time. Lucky moves up to Spider and attacks with spell, breaking his sanctuary but burning the undead's flesh. Marcasthai attempts a bold move, but is unable to get a firm hold on the rotted flesh. Cedric is unable to land a solid shot on their foe.

Spider stands beaten and nearly broken, but he has the strength for one more go. Glaring at the paladin that dared to smite it, Spider calls forth a horrible venom to strike down Sir John.



OOC:
Round 10

Osgood's Graveyard (Overview)
The Battlefield (Combat map) Please move yourselves on the map.

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Everyone but Speck: Spiders spell: -1 Luck penalty to attack rolls, weapon damage rolls, saves, and skill checks. This is a mind affected effect. Speck was out of range when it was cast.

Enemy Action
Spiritual Weapon: Hit Ki'El AC 21 for 8 damage, and AC 18 for 10 damage (2 hits)

Spider: Will Save DC 13 passed, 1/2 damage from Cure spell, Reflex Save DC 16 passed: no damage from flaming sphere. Cast Defensively: Passed (21) Cast a spell: Touch attack on Sir John make a Fortitude Save DC 18 vs Poison or take 9 Con damage.

Spellcraft DC 18 Highlight to display spoiler: {Spider cast Poison.}

Anyone hit with a claw or bite: DC 12 Fortitude Save or paralyzed for 1d4 rounds. Anyone hit with a bite must also make an additional DC 12 Fortitude save vs Disease.

Combat Stats:
All undead destroyed except Spider.
Spider: 58 damage, 26 healed. AC between 24 and 26

Sir John, AC 23, Prot from Evil, 29/58 hp  d20+11=14 ; d20+11=24 ; d8=8 ; d6=4 ; d20+8=23 ; d20+8=14 ; d20+8=13 ; d20+8=13 ; d20+8=24 ; d20+3=15 ; d6+5=7 ;
Tuesday October 13th, 2009 1:56:24 PM

Sir John feels the spider's spell attack (Fort = 27), but is able to resist its affects. Laughing even louder in its face, he says, "Come on now... I told you to give it your best shot and that's all you've got? I thought you were a worthy opponent, one I could tell my fellow knights about... It seems that now you're merely a bump in the road..."

Raising his axe, he drops it in two viscious swipes at the spider while Josh bites and strikes at the spider in unison...

Att1 = (Sorry, that should have been +16 on the 2nd roll... So it hits AC 19 but misses the spider...)
Att 2 = Hits AC24 for 8 + 4 fire = 12

Ride Checks = 23, 14, 13 (OK Josh attack, use both hands, old AC for Josh)
Josh Hoof1 = Miss AC13
Josh Hoof2 = Hit AC 24 for 7 pts...
Josh Bite 1 = Miss AC15

...Effects...
+1 Luck bonus "Everybody's Friend" to att, save, skills, to ALLIES in 20' for wishing Lucky well
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear
-1 Luck penalty "Spider spell" to attack rolls, weapon damage rolls, saves, and skill checks

Marcasthai AC 17 HP 52/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+16=36 ; d20+16=26 ; d20+11=16 ; d20+12=17 ; d8+8=16 ; d8+8=13 ;
Tuesday October 13th, 2009 2:30:31 PM

Too close for his ranseur, Marcas keeps close to use hoof, knee, and horn. Keeping the Spider hemmed in between Sir John and himself, Marcas looks for those extra openings... and slams hoof hard into the carapace!

...Actions...
Hoof AC 36 crit! 26 Crit! Dam 16+13 =29!
Knee AC 16 miss
Gore AC 17 miss

...Effects...
+1 Luck bonus "Everybody's Friend" to att, save, skills, to ALLIES in 20' for wishing Lucky well
+1 morale bonus "Inspire Courage" to att, dmg, and saves vs Charm and Fear
-1 morale penalty "Dread" to attack rolls and saving throws.
-1 Luck penalty "Spider spell" to attack rolls, weapon damage rolls, saves, and skill checks

Ki`El HP:7/35 AC: 16 -3 str  d6+1=4 ; d6+1=7 ; d6+1=6 ; 2d6=7 ;
Tuesday October 13th, 2009 5:37:15 PM

Ki flinches from the hits from the spiritual weapon, and nearly falls to his knees. He moves the flaming sphere to the spiders location, hopefully singing the creature.

He then fires three more energy missiles at the spider.

Actions:
Flaming sphere: 7 damage
MM: 4+6+7=17damage

OOC: How much did Lucky heal me by? You didn't say, so Im sure Ki has more than 7 hp...

It was Speck, his post contains the info: 5 points

Speck AC19/20 HP:26/26  d20+1=21 ; d8+1=4 ;
Tuesday October 13th, 2009 11:22:34 PM

OOC: Looks like Ki'El was at 19, took 10dmg and was healed 5pt for a total of 14 before being hit by another 18. I may be wrong there. Either way...

IC: Speck whaps Ki'El again with his wand of CLW.

CLW d8+1= 4 points damage healed. (ignore the d20 roll, forgot to change the 20 to 8.)

Inspire Courage 1/5 rounds, +1 moral bonus to saves vs Charm and Fear effects, +1 bonus to att and dmg rolls, for all who can hear.

AC vs (next foe who attacks him) is 20 (Dodge), AC vs all others 19, until further notice.

Also, Cedric, remember you have the Remove Fear spell cast on you that should supress the Sense of Dread effects.


Ki`El HP:4/35 AC: 16 -3 str 
Tuesday October 13th, 2009 11:54:51 PM

OOC: Ok, Ki had 17, Speck healed for 5; making it 22; Spiritual weapon hit him for 18; putting him at 4hp. Then Speck just cured him again for another 4, but that would take effect on my next IC post, correct?

DM; is this right? So, tired, I got a bit confused there for a minute....

No worries: For resolution, the healing takes place in the sequence the post does, not on your next post. Any attacks made on you in my next DM post will include the latest heailing by Speck.

Lucky Eddie AC26 HP31 of 46  d20+6=7 ; d20+15=19 ;
Wednesday October 14th, 2009 7:51:08 AM

Lucky Eddie casts on the defensive: Concentration check 7 is a failure. He does not cast a spell.

AC this round: 19
I assumed a successful concentration check already. :)

Cayzle: No, wait! The spell he cast last round he was already okay with. This roll is for the new round.

But Lucky will take a five foot step back, too.

Sir John, AC 23, Prot from Evil, 29/58 hp 
Thursday October 15th, 2009 9:52:50 AM

Anyone heard from our DM?

Osgood's Graveyard - The Battlefield. Twilight 
Thursday October 15th, 2009 2:35:48 PM

"Noooooo!" growls Spider as it is pummeled to the ground. With axe, hoof, flame, force and positive energy, Spider collapses in a heap before the party. There is a moment of worry for Ki'El, but with the destruction of its master, the spiritual weapon hovers unmoving in the air.

The muffled sounds of your own boots upon the snow are all that can be heard. Taking a moment to gather yourselves, you survey the battlefield. Ichor and blood stain the white snow, and seven undead bodies and the remains of Spider lay still as the grave. The remains of several towers and other buildings surround you, and a wall marks the edge of a field of broken siege weapons.

OOC:
Osgood's Graveyard (Overview)

End of combat rounds
Spider and ghouls are unsearched

Sorry, was my birthday yesterday, didnt have much time to post. Also, I believe we are about a week and a few days from the end of my section of the module, so whoever is next should make sure they have the next part.





Marcasthai AC 17 HP 52/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+7=23 ;
Thursday October 15th, 2009 2:54:18 PM

(ooc: have we gone around the horn and its my turn?)

Panting, Marcas retrieves his weapons and then moves to a guard position while the others see to thier hurts and anything the undead may have been carrying. Spells expire, and soon only the feeling of Dread continues to hang about the dead battlefield.

"They called this one the Spider", he says in his low voice. "Not the Raven. I think we have only bumped into a neighbor of the murder and kidnapper. Perhaps this Spider has a clue among his possessions on where the Raven could be?"

...Actions...
Spot: 23

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

Lucky Eddie AC26 HP31 of 46  d20+9=12 ; d20+9=29 ; d20+9=14 ; d20+9=20 ; d20+9=13 ; d20+9=23 ;
Thursday October 15th, 2009 4:11:54 PM


"Good idea, Marks On Thighs!" shouts Lucky Eddie. "I'll search him!"

He searches all the enemy bodies, as well as the broken buildings from which they came, and the top of the building on which the Spider perched.

Search checks: 12, 29, 14, 20, 13, 23.



Sir John, AC 23, Prot from Evil, 29/58 hp  d20+4=21 ;
Thursday October 15th, 2009 7:11:07 PM

While the others search the spider and friends, SIr John will inspect the surrounding area, looking for tracks or anything else that can provide a clue as to what to do next...

Spot = 21

OOC - I'll send the next section to whomever needs it...

Speck AC19/20 HP:26/26  d8+1=8 ; d20+10=29 ;
Thursday October 15th, 2009 10:36:32 PM

Speck looks smartly about, pleased that he was unhurt, this time. Eyeing the floating dagger, he figures that it will dissipate soon, and pokes Ki'El with his wand again.

"Do thy thing, Oh Wand of mine!"

Healing energy surges from the tip into Ki'El's wounds. CLW d8+1= 8!

"Eh, too bad we couldn't keep him barely alive to question him. Hm.. wonder where he laired."

Speck looks for what could be, or was, Spider's lair.

Search d20+10=29, not bad.

Ki`El HP:4/35 AC: 16 -3 str  d20+6=14 ; d20+3=5 ;
Thursday October 15th, 2009 11:06:09 PM

Still wounded, Ki puts away his crossbow, and ready's his glaive once more. Holding it like a staff once again. He winces as Speck heals him again. The half-elf feels a bit better, but no where near his full healthy self.

We should search this entire area, fully.

Ki searchs about as well, also listening for anything that might be making noise.

Search: d20+3=5
Listen: d20+6=14

Cedric AC 19 HP 67/82 Bear Form Character Sheet 
Friday October 16th, 2009 10:03:15 AM

Cedric assists the party in searching, looking for any clues as to the next step.

Osgood's Graveyard - The Battlefield. Twilight 
Friday October 16th, 2009 10:24:25 AM

The party thoroughly searches the remains of the undead. Among the corpses you find several chain shirts, three light crossbows with quarrels and various clothing and disguise kits.

The real finds are on Spider. It's vestment seems to be of very fine make, bearing various runes and glyphs. It's chain shirt is of exceptional make. Attached to its carapace are two small tear shaped objects that appear to be made of glass. In its pouch you find a small wooden rod, about six inches long and an inch thick. It is carved with various runes as well. There is about two hundred gold in various coins in its pouch.

As the party searches the area, they discover two things of note:
The tower Spider appeared on has been sealed from the bottom. If there's a way in, you'd need to climb up to find it.

The rectangular building to the north east seems to have been repaired, or at least kept from falling apart. There is a doorway leading into it, but it is locked.

OOC:
Osgood's Graveyard (Overview)

The tower is DC 18 to climb.
The lock is DC 20, or Str check DC 18 to break.

Knowledge Religion DC 10 Highlight to display spoiler: {This vestment is clearly holy to Jancassis, the Goddess of Vengeance.}

Detect Magic Highlight to display spoiler: {The vestment, chain shirt, tear shaped objects, and rod are all magical.}

Speck and Lucky Highlight to display spoiler: {Search Check DC 25: You notice a secret door on the side of the rectangular building }

Just Speck Highlight to display spoiler: {Search DC 25 + Trapfinding: Well concealed in the secret door is some sort of needle trap}

Lucky Eddie AC26 HP31 of 46  d20+5=12 ; d20+8=19 ; d8=1 ; d8=8 ; d8=1 ; d8=3 ;
Friday October 16th, 2009 11:01:13 AM

"Hooray!" shouts Lucky. He puts on the vestment and sticks the crystals in his hair. He picks up the wooden wand and says, "Who wants me to poke them with this?"

He goes over to the dead corpse and smacks it with his monkish unarmed attacks. Anything special happen? Fire? Electricity? Tingle from the crystals, maybe?

Knowledge Religion check 12 ... "Hey, this tunic is for that god who likes revenge. Fits nice, huh?" It fits him kind of like a dress.

The mendicant looks a little closer at the runes on the dress, wand, etc. "What's this?" Lucky casts Read Magic on all the runes he can find.

Search check for Lucky in the spoiler: a 19. Not good enough.

Lucky looks around. He sees that Ki'El is pretty much dead. "Come here, Jor-El," he says. "You need some healing!" He casts a Cure Moderate Wounds over an Owl's Wisdom spell, normally healing for 2d8+6. If that vestment does something, maybe more. The roll (rerolling 1s) is 8+3+6=17 hp healing for
Ki'El.
(rerolled two 1s, hah!)

Then Lucky activates his tattoo, making three magic stones. "I'm ready!" he declares. "Should I be searching for traps? As your leader, I say we should go to the rectangular building first. Even The Amazing Spider Dude would have a hard time carrying Marks-On-Thighs's mom up that wall."

Lucky giggles and says to Marcas, "Your mom's so big, she has to be in this building right here!" He points to the door. "Go for it, Mister Muscles!"

"Unless you want I should look for traps first?"

QUESTION FOR DM ON TIME: I'm assuming that we are out of combat, but not taking the time to take 20 on any searches. My Pro Evil spell lasts 6 minutes, and one minute of that was used in the fight. Maybe we can limit our post-battle activities to, say, 2-3 minutes?

==========

[Note: 3 hp nonlethal damage from cold, 12 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect: Daylight, Pro Evil, Read Magic.

Current Luck Points: 1

Sir John, AC 23, Prot from Evil, 39/58 hp  d8+4=10 ;
Friday October 16th, 2009 11:15:55 AM

Sir John looks over to the lock and says, "If no one can open it, I'll break it down. However, I'd prefer we try to get it open first..."

Re: climbing, he says, "With this armor, I can't climb very well... Someone is going to need to put down a rope or something to help me move up..."

For now, there's not much for him to do except stand watch...

However, he will cast CLW's upon himself, giving 10 hps. Also, he asks the others, "If someone can give me a boost, I'd appreciate any healing you provide..."

Spells Left = Protection from Evil, Bull's Strength
1/2 Smite Evil
16/16 Lay on Hands

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  2d8+3=10 ;
Friday October 16th, 2009 1:39:23 PM

Marcas rolls his eyes, but responds to Lucky; the halfling is the leader and as such deserves respect. Besides, by Imod! it is hard to not like the plucky little guy!

While the others are being healed up, the minotaur takes the time to take care of his own healing, drinking a Potion of Cure Moderate Wounds from his pack.

"This Raven has been sneaky. A look into traps and quietly opening the door is a good idea." The bull-head nods at Sir John. "If that fails, either Sir John or I can open the door noisily."

...Actions...
Potion: +10 hp

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

Lucky Eddie AC26 HP31 of 46  d20+11=31 ;
Friday October 16th, 2009 2:31:52 PM

Lucky nods at Marcas, and also casts his Find Traps spell, so he can find traps like a rogue can. He looks at the door. His search check is now a +11. He rolls a 31! A natural 20! He is convinced one way or another -- "There IS a trap!" or "There is NO trap!"

The DM will let us know!

OOC to Marcas: Roll each of those d8s individually! If you roll a 1, you get a reroll, and it is real hard to tell if you rolled a 1 when you use the die roller like you did. Your 10 hp healing might have been a 3 + 4, but it also might have been a 6 + 1.

Speck AC19/20 HP:26/26  d20+10=22 ; d20+13=23 ;
Friday October 16th, 2009 11:33:59 PM

Lucky+Speck Search spoiler DC25 d20+10=22

oh, scrap that, I think I just understood your comment about why we got the spoiler. Doh!

IC: "Hold on there, bro," Speck cautions Lucky. "There be something quirky about this side of the rectangular building."

Speck pulls out his enchanted goggles, which makes him look more like a miopic hafling dork, and studies a side of the building more closely.

"Yep. Like I thought. This here side of the building has a secret door, AND a trap! So keep yo fingers away and let me have a go at it."

Speck cracks his knuckles, fishes for his tools in his backpack, then goes to work on the trap he detected on the secret door.

"Hmm... see here this crack? There's a needle in there that will poke ya if you aren't careful. And this odd looking coloration on the stone is actually a pressure point to release the catch to open the secret door. I'll look at that other stuff when we get this door open safely."

Disable Device d20+11+2(MW tools)=23, ick! thougt I'd do better than that!


Ki`El HP:21/35 AC: 16 -3 str 
Saturday October 17th, 2009 6:15:04 PM

First Ki asks Put the items in a pile And casts Detect Magic on the loot.
Then after being Healed, Thank you little one; Feeling much better now.. Also, Im not one for climbing ethier, the locked door seems the best decision, for now at least.

Ki smiles as the Halflings debate on how or who will open the door, Ah fellas, He makes his way to the locked door, casts his signature Knock spell, unlocking the door.

He bows, grins, he motios toward the door, Be my guest Mr. Leader
Spells: Highlight to display spoiler: {
Zero-level Sorcerer spells: 6 per day
Daze
Dancing Lights
Prestidigitaion
Message,
Detect Magic*
Read Magic

First-level Sorcerer spells: 7 (6+1) per day
Magic Missile****
True Stike
Chill touch

Second-level Sorcerer spells: 5 (4+1) per day
Flaming Sphere*, Knock***

* is the number of times I've used the spell today
}

Cedric AC 19 HP 67/82 Bear Form Character Sheet 
Tuesday October 20th, 2009 7:54:30 AM

Cedric remains in bear form, knowing that shifting out would end his ability to wildshape for the rest of the day. He follows the party as they contend with the locked and trapped doors.

Osgood's Graveyard - The Battlefield. Twilight 
Tuesday October 20th, 2009 8:12:33 AM

In the aftermath, the party tends to its wounds. Several members heal themselves from the previous battle with spell and potion.

Lucky claims the items off of Spider. Upon donning the vestment, he suddenly feels much weaker! He tries to strike the corpse while wearing the tears, but they have no visible effect. He then tries to read the runes. They are runes dealing with the various aspects of Jancassasian faith: vengence, planning, determination, will. He casts a healing spell, and then activates his tattoo to produce some magical stones.

Speck spends a few moments disarming the trap he has found on the secret door. With a satisfying click, the needle trap snaps, rendering it useless and safe.

Ki'El casts a spell, unlocking both the doors through magic.

Two doors into the same building stand before you, both seem safe to pass.

OOC:
3 minutes have passed since the battle ended.

The tower is DC 18 to climb.
The visible door is unlocked.
The now not so secret door is untrapped and unlocked.

Lucky: You suffer 1 negative level when you put on the vestment: --1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and --1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from the highest spell level castable. Removing the vestment ends the negative penalty, but spell does not return.

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+7=9 ;
Tuesday October 20th, 2009 12:26:46 PM

After the door is open and Marcas gets a look inside, he moves his pack around.

The minotaur puts away his ranseur ("Too bulky", he murmurs), and gets out a torch from his backpack. Marcas carefully lights the torch, and just as carefully places his items neatly back in the backpack. Giving the white cat a gentle pet, he puts his pack back on.

Finally, with torch in one hand and his Kukri in the other, the minotaur leads the way into the Secret Door. Marcas' black eyes blink rapidly in the dim light inside.

...Actions...
full action: get and light torch
full action: put away and straighten up
move action: walk in Secret Door
Spot: 9

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

Lucky Eddie AC26 HP31 of 46 
Tuesday October 20th, 2009 4:42:17 PM

Friends, my parents were in a car crash yesterday afternoon. Fortunately, there are no life-threatening injuries, but both my folks have broken bones. My mom is in the ICU. My dad is home with a broken heel bone, and he needs a LOT of help getting around and doing things. I'm taking care of him today and tomorrow. Posting here will be sporadic at best. Sorry.

LOL! That said, Lucky has the special mendicant class feature that he can use anything he finds on a Luck Quest, which this is, right? Either way, I'm good.

Im sorry! I'll keep your folks in my thoughts, and no worries on posting. --Troy.

PS: Lucky is one tricky little...as you've probably guessed, it's a Setanos' Vestment of Holy Incantations +1.


Sir John, AC 23, Prot from Evil, 39/58 hp  d20+4=20 ;
Tuesday October 20th, 2009 7:44:49 PM

(OOC = I'm so sorry about your family and we'll be praying for both mom and dad... Take care ;-) )

Sir WIlliam stays behind Marcas and follows him into the room. However, before doing so, he commands Joshua to depart the realm, at least until he summons him back. Going inside is no place for a horse, especially a majestic war horse like Joshua...

He keeps his axe and shield ready for any threats, hoping that he'll get a chance to use them soon... Spot = 20

Speck AC19/20 HP:26/26  d20+15=29 ;
Tuesday October 20th, 2009 8:21:29 PM

OOC: sorry to hear about your parents. I'll keep them in my prayers as well, and their caretakers as well.

IC: With a satisfied 'HURRAH', Speck finishes his work. But he's not quite totally done yet. While Marcas gets the torch ready, he inspects the entrance for traps as well. "No better trap than the one right behind the trap," he says.

Search d20+15 (goggles) = 29

He waits until the 'red' shirts have gone in before following,

Lucky Eddie AC26 HP39 of 46  d8+5=8 ; d20+11=25 ; d20+11=15 ; d20+11=20 ; d20+11=18 ;
Wednesday October 21st, 2009 3:44:44 PM

Lucky makes sure that Ki'El notes he has received 18 hp of healing, not 17.

"Speaking of which ..." Lucky cures himself for 8 hp. He now has 39.

Lucky says, "As leader, I will lead! Marks-On, you follow right behind me since you can attack enemies over my head with your long arms. Then Speck and Ki'El, then Sir John as rearguard with the dog, or the bear, or the old man, or whatever." He looks around. "Did I miss anybody?"

Then Lucky opens the secret door and steps through. He is searching (but not taking 20) as he goes.

Search checks, with Find Traps bonus +3 ... 25, 15, 20, 18.

==========

[Note: 3 hp nonlethal damage from cold, 4 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect: Daylight, Pro Evil, Read Magic.

Current Luck Points: 1

Speck AC19/20 HP:26/26 
Wednesday October 21st, 2009 8:34:20 PM

OOC: Speck already opened the secret door and checked the 10x10 (or 5x5, or whatever)entrance area for traps. But you may check again as well. :)

Osgood's Graveyard - The Pantry. Early evening 
Friday October 23rd, 2009 8:27:40 AM

The party moves into the secret door, and comes into a small room, fifteen by ten feet long. It appears to be a pantry. On the east wall is a door which clearly leads into the main section of the building. The door is wooden, and not in very good shape. On the south, and west where you have entered, are rows and rows of shelves, some filled with the remains of rotted food: potatoes, carrots, etc.

Stairs on the north wall of the room lead down into darkness. A wretched smell wafts up from below, making you gag.

OOC:
4 minutes have passed since we left combat.
Anyone know Ki'El's email?

Sir John, AC 23, Prot from Evil, 39/58 hp  d20=8 ; d20+4=17 ;
Friday October 23rd, 2009 10:09:47 AM

Walking into the room, Sir William takes a moment and searches the area for anything interesting... "Anyone want to check those doors out for traps or any other dangers?"

Spot = 17
Search = 8

Lucky Eddie AC26 HP39 of 46  d20+5=21 ; d20+11=21 ; d20+11=22 ; d20+11=25 ; d20+10=19 ; d20+10=29 ;
Friday October 23rd, 2009 10:47:18 AM

Lucky whispers to Sir John to detect evil while Lucky looks around. He does not want to spend more than a few rounds in this room. He asks Speck to use his wand of curing on Sir John and Marcas while Lucky does a quick search.

He sniffs the horrible odor, and tries to figure out if it is some undead thing. Know Religion 21.

He searches the places Sir John asks about. Including the Find Traps bonus: 21, 22, 25.

He listens at the door and at the stairs down: 19, 29.

[An OOC note from one player to the others -- Friends, I bet we are getting near to Raven and the end. We are wounded and near out of spells. We have to play smart to get this job done. Look over the list of loot items below and think about how we can use them. If you have any healing or long-term buffs left, now's the time to use them, I bet.]

==========

[Note: 3 hp nonlethal damage from cold, 4 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (x? of 60 min used)
Pro Evil (5 of 6 min used)
Read Magic (1 of 70 min used)
Find Traps (1 of 7 min used)
Magic Stone (1 of 30 min used)

Current Luck Points: 1

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Questions to DM
1) When Lucky cured himself of his actual battle damage, did that also cure the 3hp of cold nonlethal damage he took? Normally, a cure fixes both lethal and nonlethal damage, IIRC.
2) How long has it been since Lucky cast his Daylight spell, back fighting the Rogue Ghoul who tried to poison us from the rooftops?
3) Did Lucky's Read Magic spell turn up anything on Spider's small wood wand that is carved with runes?

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+6=8 ; d20+7=18 ;
Friday October 23rd, 2009 1:00:37 PM

Marcas moves over to the rotted door and tries to open it, giving it a half-hearted push to knock it down if it is locked.

Then he moves over to the stairway, waiting for Lucky to get in position in front of him. "If the enemy try to block the stair", the minotaur tells Sir John and Cedric, "I will rush past Lucky and into any defended room, knocking down as many as possible in the process. This should give you enough room to come behind and expand our perimeter for the spell casters to utilize thier magic."

Marcas looks down at Lucky's hair. "Those glass tears look like Tears of Ebyron that augments non-weapon attacks. I could sure use them."

...Actions...
Strength Check: 8
Spot: 18

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

Ki`El HP:21/35 AC: 16 -3 str  d20+2=7 ; d20+2=22 ; d20+6=22 ;
Friday October 23rd, 2009 1:58:15 PM

OOC: Sorry guys; I had posted in L&B I wouldn't be around this week; really busy moving and stuff; but Im back now. My email is Skizzie89@yahoo.com

Ki takes his place in the marching order; tapping lucky on the shoulder The dagger and wand; I may be able to put them to use. But the dagger may also be of use to someone else.

The half-elf keeps his eyes and ears peeled for anything at all; also trying to identify what type of rod/wand we have, if it would be handed to Ki`El.

Spot: 7
Listen: 22
Spell Craft on Wand (nat 20): 22


Speck AC19/20 HP:26/26  d20+8=22 ; d20+8=19 ; d20+8=18 ; d8+1=2 ; d8+1=6 ;
Friday October 23rd, 2009 8:30:55 PM

OOC: at some point it the trip to the graveyard, Speck would have looked at the sling and the 16 magic bullets, Bardic Knowlegde d20+8 = 22

The two with sticky stuff I think came from the ghoul rogue and the sticky stuff should be poison.

He'll have taken a look at the hat as well, Bard Knw d20+8 = 19

At the graveyard, he'd only have time to look at one thing, so he'll look at the two tear shaped objects, Brd Knw d20+8 = 18

IC: As Sir John passes by entering the dark room, Speck says, "Speak unto the wand and be healed," and taps Sir John's lips with it. Wand of CLW d8+1= 2!

Seeing the wand fizzle somewhat, he says, "Oh, I speak to the wand and you are healed," and thus Speck says, "Wand! Heal Him!" CLW d8+1= 6. "Ah, got the hang of it now," he truimphantly states.

Two charges for 8hp healed and two rounds game-time used.

Speck AC19/20 HP:26/26 
Friday October 23rd, 2009 8:33:42 PM

OOC: by the way, I posted on the L&B for a sub for Speck for the coming week and got no takers. Anyone here feel free to play Speck along. The CS should be up to date except for a few used wand charges.

I'll be trying to post again on Nov 2. I'll not have Internet access the whole time. I'll be in the mountains of New Mexico.

Good Luck, and keep us all alive. :)

Lucky Eddie AC26 HP39 of 46 
Friday October 23rd, 2009 10:38:44 PM

OOC: You can reroll 1s on cure checks. That 2 should be rerolled.

2nd post - Sir John, AC 23, Prot from Evil, 52/58 hp  d8+1=7 ;
Saturday October 24th, 2009 5:00:57 PM

(2nd roll for CLW's for the 1, gets 7 hps so 7+6 = 13 total...)

Sir John thanks Speck for the timely healing, and then begins detecting evil in the surrounding area...


Cedric AC 19 HP 67/82 Bear Form Character Sheet 
Monday October 26th, 2009 11:28:40 AM

Cedric moves with the party, alert for danger.

Osgood's Graveyard - The Pantry. Twilight 
Monday October 26th, 2009 12:22:49 PM

The party, out of the snow and wind, finds some measure of comfort in the enclosed space. Lucky searches for traps and tries to remember if any undead smell similar to the smell wafting up from below, although he can recall none. He does however seem to hear something over the noise of the party. Sir John advises caution, and calls upon his holy gifts to seek out evil below. He concentrates for several seconds on this. Marcasthai, after breaking down the rotted door easily enough, expresses interest in the glass beads, supposing them to be Tears of Ebyeron. Ki'El tries to use his general spell knowledge to identify the rod. Speak uses the wand he has to perform some much needed curing on the party. Cedric in bear form moves with the group, nodding at Marcasthai's plan.

Taking a good measure of the stairs, the party can see it opens into a room approximately 15 feet wide. The north wall cannot be seen from this angle. However, the source of the smell is obvious: On each side of the room below hang slabs of rotted, slimy meat on chains that attach to the ceiling. Various animals can be seen: Pig, cow, deer, etc. The floor appears damp and slimy.

OOC:
Cellar Below
1 minute passed since last DM post. Aprox 6:50 PM
Although not in combat rounds, please post no more than one rounds worth of actions for the next few posts.

Wand/Rod clarification: I misremembered the size of rods. The wooden object found on Spider is in fact a rod, and therefore magically grows to 2 feet long. Sorry for the confusion.

Lucky Highlight to display spoiler: {Due to your DC 29 Listen check: You hear the clinking of metal from below in the darkness. Due to Read Magic from before: The runes seem to relate to endurance, prolongation and protraction.}

Sir John Highlight to display spoiler: {Due to Detect Evil: Concentrating for three rounds (see Detect Evil for mechanic) you sense an aura of overwhelming evil coming from the north east. It does not however stun you.}

Ki'El Highlight to display spoiler: {Spellcraft alone cannot identify magic items, however spellcraft with Detect Magic can determine some properties. Assuming you expend a detect magic, you know that the rod has a strong aura from no specific school. }

Answered questions:
1) When Lucky cured himself of his actual battle damage, did that also cure the 3hp of cold nonlethal damage he took? Normally, a cure fixes both lethal and nonlethal damage, IIRC.

Yes, magical healing also heals an equal amount of non lethal damage.

2) How long has it been since Lucky cast his Daylight spell, back fighting the Rogue Ghoul who tried to poison us from the rooftops?

55 minutes.

3) Did Lucky's Read Magic spell turn up anything on Spider's small wood wand that is carved with runes?

See spoiler: missed that sorry.

Lucky Eddie AC26 HP42 of 46 
Monday October 26th, 2009 4:49:14 PM

Lucky Eddie tells Marcas to grab one or both tears, as he prefers. He tells Ki'El to take the dagger.

Lucky spends a standard action trying to activate the rod. He reads the runes, and tries things like "Endure! Prolong! and Protract!" [OOC: I'm hoping Lucky's mendicant ability will let him activate it. Improvise Tool: If she finds a magic item, she can trigger it safely, even though she may have no idea what it does.]

Whatever the result, Lucky suddenly whispers urgently, "Follow me!" He makes sure that everyone is paying attention, and if not, he taps them on the hand and tugs them toward the stair, placing a finger over his lips as a sign to be quiet.

Then Captain Lucky leads the party down the stairs.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.1 of 60 min used)
Pro Evil (5.1 of 6 min used)
Read Magic (1.1 of 70 min used)
Find Traps (1.2 of 7 min used)
Magic Stone (1.1 of 30 min used)

Current Luck Points: 1

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20-1=5 ; d20+3=7 ; d20+7=12 ;
Monday October 26th, 2009 9:58:49 PM

Marcas takes the two glass beads, attaching one on an arm and a second strikingly on his horns
.
He thinks Lucky is crazy to call for silence after the battle outside and the conversation inside, but he obiediantly tries to be as quiet as possible as he follows the little halfling down the stair.

...Actions...
Move Silent: 5
Listen: 7
Spot: 12

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

2nd post - Sir John, AC 23, Prot from Evil, 52/58 hp  d20+4=19 ; d20+2=5 ; d20-7=1 ;
Tuesday October 27th, 2009 3:16:05 PM

Sir John does pick up some evil and notes, "Hey, I'm sensing an source of significant evil from the Northeast. It's not enough to stun me, so it may not be a real powerful creature... However, you never know..."

He follows the rest of the group down the stairs, trying to be quiet, listening and spotting... However, the noise of plates on his armor banging together makes any chance of silence impossible...

Spot = 19
Listen = 5
MS = 1 (Hey, I've got a -7 modifier, so what can you expect...?)


Ki'El HP:22/35 AC: 19 -3 str  d100=6 ; d20+14=18
Wednesday October 28th, 2009 12:07:17 PM


Seeing as Lucky is busy fiddling with the rod, that gives Ki'El a chance to cast a spell -- Dancing Lights -- before heading downstairs. He rolls his spell failure chance: a 6! His spell fails.

Ki'El follows along, sticking close to the big fighter types, preferably between Marcas and Sir John. Move Silent 18.

DM Sanity Info: Highlight to display spoiler: {
Zero-level Sorcerer spells: 6 per day (USED 3)
Chosen from: Daze, Dancing Lights, Prestidigitation, Message, Detect Magic, Read Magic

First-level Sorcerer spells: 7 (6+1) per day (USED 5)
Chosen from: Magic Missile, True Strike, Chill touch

Second-level Sorcerer spells: 5 (4+1) per day (USED 3)
Chosen from: Flaming Sphere, Knock

NOTE: 10% spell failure!

MORE NOTES: Ki'El has been short-changing his AC by three, seeing as he has a +1 silent moves mithral chain shirt. He also failed to note the +5 on move silent checks from the shirt on his sheet.
}

Cedric AC 19 HP 67/82 Bear Form Character Sheet 
Wednesday October 28th, 2009 12:37:24 PM

Cedric follows the group down the stairs, grunting as he squeezes down the narrow stairway.

When he gets to the bottom, he looks around for signs of an enemy.

Osgood's Graveyard - The Cellar. Twilight Round 1  2d6=5 ; d20+18=36 ; d4+7=11 ; d20+18=30 ; 2d4+7=12 ; d20+18=27 ; 2d4+7=13 ; d20+18=37 ; 2d4+7=12 ; d20+2=11 ;
Wednesday October 28th, 2009 1:34:40 PM

Lucky tries to activate his rod, and while it seems to respond with a slight vibration, it has no visible effect that any party member can determine. Marcas adorns himself with the glass beads, which do indeed stick to his horn and fur. Sir John warns the party of evil below them. Ki'El tries to cast a spell, but his armor catches and prevents him from completing it. Speck moves down with the party, slightly inattentive. Cedric squeezes down the stairs last.

Coming down the stairs, the whole room is thrown into daylight by Lucky's spell. Rows of rotting meat hang on chains running in a row down both sides of the room. In the light, you can clearly see squirming under the tight leathery surface of the carcasses. You suspect all the meat is infested. Just as you are about to investigate further, four chains near the party suddenly sprout razor sharp barbs and attack! As the chains hit, the meat bursts forth a shower of slimy maggots which coat the target and those near them.

OOC:
We are now in combat rounds. Round 1
Cellar Below Please move yourselves on the map.
1 minute passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks:
Everyone hit with a chain attack, and everyone within 5 feet of them must make a DC 14 Fortitude save vs Disease. You must make a save for each instance, until you fail. Once you have failed one save, no further saves are needed. Sir John you are immune, as is anyone else who might be immune to disease.
Chain One: Attacks Lucky: Hit AC 36 for 11 damage: If this hits: Lucky and Marcas must save
Chain Two: Attacks Sir John: Hit AC 30 for 12 damage: if this hits: Marcas, Lucky, and Ki'El must save
Chain Three: Attacks Marcas: Hit AC 27 for 13 damage: if this hits: Marcas must save
Chain Four: Attacks Ki'El: Hit AC 37 for 12 damage: if this hits: Ki'El, Marcas, and Cedric must save

You can make one spot check, read both if your check is high enough:
Spot Check DC 20: Highlight to display spoiler: {You sense an invisible creature within 30'}

Spot Check DC 40: Highlight to display spoiler: {You sense an invisible creature at C14}

You can make one listen check, read both if you check is high enough:
Listen Check DC 13: Highlight to display spoiler: {You sense an invisible creature somewhere within 30'}

Spot Check DC 33: Highlight to display spoiler: {You sense an invisible creature at C14}

Lucky Highlight to display spoiler: {The next spell you cast of 3rd level or lower is extended. You are unaware of this effect as it happens.}

Sir John, AC 21, 40/58 hp  d20+4=10 ; d20+2=20 ; d20+15=33 ; d20+10=12 ; d8+5=7 ; d6=5 ; d8+5=10 d6=4
Wednesday October 28th, 2009 2:26:38 PM

Sir John roars in anger as the chain hits him solidly and cuts into his chest. He shakes off any diseased affects, and He's not sure what is directing them (Spot = 10, Listen = 20), and hears a creature move somewhere w/i 30', but isn't sure what could be directing them. "Whomever you are attacking us, show yourself if you dare! Only cowards attack when invisible!"

Since he can only reach A4 and make a full action, he swings his axe several times at the chain, trying to destroy it if he can...

Attack 1 = Hit AC 33 for 7 pts + 5 fire = 12 total
Attack 2 = Miss AC 12 for 10 pts + 4 fire = 14

DM Note: edited to add damage for 2nd attack, as it was not a one and AC 12 does indeed hit

Thanks! You're the man! Ken

Ki'El HP:10/35 AC: 19 -3 str  d20+4=7 ; d20+4=19 ;
Wednesday October 28th, 2009 3:14:21 PM


Ki'El is hit for 12 damage! He is down to 10 hp, and just one more such attack will kill him! Also, he has two Fort saves to make ... His Fort save is +3, but that's +4 because he is Lucky's Friend. He rolls a 7 and a 19, so he is affected by the flying maggots or whatever disease this is.

But Ki'El can't afford to take chances. He wants to live. He uses a Withdraw Action to go back up the stairs, out of harm's way.

[OOC: Sorry, I'd rather not kill off Marty's PC in the first round I'm subbing for him!]

Lucky Eddie AC22 HP31 of 46  d20+10=26 ; d20+11=21 ; d20+11=24 ; d20+9=26 ; d20+14=27 ; d20+15=21 ; d20+15=22 ;
Wednesday October 28th, 2009 3:30:35 PM

First, Lucky takes 11 damage and has to make two DC14 Fort saves.

His Fort save is a +9, and he uses his last Luck Point to boot ... a 26! And now he has two luck points.

He makes another save, using both points, so that he is at +11 ... a 21! He is at three luck points and is uninfected.

(If this is evil, his Pro Evil spell would have given him an extra +1 or 2 ... but that's moot).

Lucky tries for a Listen check at DC13. He puts a luck point into it to bring him to a +11 ... a 24. He gains another luck point (four total), and makes the first check, but not the DC30 check. He hears that an invisible creature is somewhere ahead.

Lucky tries to make a DC20 spot check at +9, with no luck points ... a 26! But that only confirms what he heard.

"Invisible Foe Ahead!" shouts Captain Lucky. "These chains are locked to the ceiling, so if we can get past them, they can't reach us!"

The halfling takes a double move to tumble forward. That's two Tumble checks, each a move action, moving 10 feet forward with each one. He uses all four of his Luck Points ... First check at +14 is a 27! Sweet!

Second check, at +15 using all five Luck Points ... a 21, which should be A-OK. If it is, and I think it is, then he has 6 luck points.

Lucky moves in total 20 feet north to 13D, using his Tumble check to avoid AoOs. He has a magic stone in one hand and that rod in the other, by the way.

AC roll for next round: 22, or 20 vs non-evil.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.2 of 60 min used)
Pro Evil (5.2 of 6 min used)
Read Magic (1.2 of 70 min used)
Find Traps (1.3 of 7 min used)
Magic Stone (1.2 of 30 min used)

Current Luck Points: 6

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+11=26 ; d20+11=21 ; d20+11=23 ; d20+11=16 ; d20+7=12 ; d20+12=23 ; d20+7=12 ; d6+6=12 ; d6+6=9 ; d20+10=27 ; d8+6=9 ;
Wednesday October 28th, 2009 11:06:41 PM

Marcas ignores the spray of maggots about him, ignores the more insidious disease that these chains and flesh may house, and looks around for an enemy.

He sees none so does the next best thing that he can think of. "Follow Lucky!", he bellows to the other companions, and then lashes out with his Kukri to try and sunder the chains. He lands a good blow once, but is probably not enough to snap the animated attacker.

...Actions
Fort: 26
Fort: 21
Fort: 23
Fort: 16

Sunder Attempt; AOO v Marcas possible
A1: AC 23 Dam 12
A2: AC 12 Dam 9
Gore: AC 27 Dam 9

...Effects
Sense of Doom -1 most rolls
Lucky's Friends +1 most rolls

Ki`El HP:21/35 AC: 16 -3 str  d20+2=15 ; d20+2=10 ; d20+6=21 ; d20+6=24 ;
Thursday October 29th, 2009 9:44:21 AM

OOC: Thanks guys, sorry I been going through a hell of a time here in RL.... I'll be more ontop of it now, things are getting back to normal here... THanks for fixing my AC and bringing up that MS bonus, I thought I was missing something...

On his way up the stairs, Ki`El trys to discern the enemies in the room, perking his ears, he sense something. We're not alone, and its close....

As he gets off the stairs, and out of immediate danger, Anyone care to share a healing spell?

Speck AC19/20 HP:26/26  d8+1=9 ;
Thursday October 29th, 2009 7:14:08 PM

OOC: ok folks, i'm back, sort of. My trip to the mountains got cut short as we high-tailed it to my parents in liew of a big snow storm. So now I'm at my parents', who have internet access. But since I'm the guest, I don't want to take up too much time on their pc, so I'll play Speck and let Jay continue with Alexi. :)

IC: Speck, in the entrance room, finds himself distracted with the secret door mechanism such to the point that the others have already left before he realizes it. His attention is reverted back to the present whith shouts and noise of battle.

Turning, he sees the way down and heads to the top of the stairs only to meet Ki'El charging up.
'Anyone care to share a healing spell?' the mage asks, wide-eyed.

"Again? What's happening? Can't you guys stay out of trouble?"

Waving his wand in an '8' pattern, he taps Ki'El. CLW d8+1 = 9 points healed!



Speck AC19/20 HP:26/26 
Thursday October 29th, 2009 7:19:57 PM

OOC: sorry, should have looked at the map before I posted. SInce Speck wasn't attacked, it would be safe to assume he was still upstairs. Is that ok, DM? He will move downstairs next round.

I'll check later on this and re-post if necessary.

No thats fine. -- DM Troy

Cedric AC 19 HP 67/82 Bear Form Character Sheet  d20+10=21 ; d8+5=12 ;
Friday October 30th, 2009 10:16:19 AM

Cedric shudders as the maggots shower him, but he manages to avoid the worst of it. Seeing Marcas a bit hurt, he casts a cure light wounds spell on him, laying a large paw on him and healing him for 12 damage.

OOC:
Fort Save 21 vs DC 14: passed
Cast CLW on Marcas healing him for 12

Osgood's Graveyard - The Cellar. Twilight Round 2  d20+2=6 ;
Friday October 30th, 2009 10:43:03 AM

The party responds quickly to the attack. Sir John lands two good hits on the chain in front of him, and it breaks, falling to the ground in pieces. Ki"El withdraws and receives some much needed healing. Lucky charges forward, hoping to get past the animated chain's reach and find the invisible foe. Marcas lands three solid hits on the chain in front of him, shattering it as well. Speck takes a moment to heal Ki'El.

The party braces for the attack, but it does not come. Suddenly the chains go lifeless, as if the force animating them suddenly stopped.

For an instant you think just maybe you have won. Then a voice begins. It takes you but a second to realize the creature is not speaking, but instead broadcasting its thoughts directly into your head in a harsh female voice. "So you would challenge Razalind? A paladin too I guess? You are all to die by the conditions of my pact, so I can leave this wretched place. But that cur Raven did not say it would involve killing a paladin. I might almost enjoy this."

OOC:
We are now in combat rounds. Round 2
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks: None this round.

You may make attacks targeting a square, if you wish to guess where the creature might me. Indicate in your post which square you attack, and roll a 50% miss chance for each attack.

You can make one spot check, read both if your check is high enough:
Spot Check DC 20: Highlight to display spoiler: {You sense an invisible creature within 30'}

Spot Check DC 40: Highlight to display spoiler: {You sense an invisible creature at C14}

You can make one listen check, read both if your check is high enough:
Listen Check DC 6: Highlight to display spoiler: {You sense an invisible creature somewhere within 30'}

Listen Check DC 26: Highlight to display spoiler: {You sense an invisible creature at C14}

Knowledge: The Planes DC 18: Highlight to display spoiler: {From the mention of a pact, and the chain attacks, you would guess Razalind is a Chain Devil. }

Lucky If you make any of the DC's for the listen or spot checks, read this spoiler as well. Highlight to display spoiler: {The sound/sensation came behind you, between you and the party. }

Since we're dealing with invisibility and play by post, things may get a little wonky with movement. Should you move and attack, and happen to bump into something, I'll assume you want to attack it and change your post to attack the square you bumped into something instead of what you posted. Does that seem fair?

Sir John, AC 21, 40/58 hp  d20+4=8 ; d20+2=16 ;
Friday October 30th, 2009 3:00:44 PM

(OOC = Whoever is taking it next, let me know and I'll email it to you... Ken)

Sir John calls out, "I accept your challenge coward, but do me one favor, if you will. Be a better match than your predecessor, as I didn't even break a sweat! You can hide for now, but I will find you and when I do, I will kill you..."

He'll move upwards to E13, trying to spot or hear his foe, as well as seeing if it is in his line of travel, hopefully running into it...

Spot = 8; Listen = 16 ... For now, he can't see him but he knows its w/in 30'...

Ki`El HP:21/35 AC: 16 -3 str  d20+2=17 ; d20+6=13 ;
Friday October 30th, 2009 4:12:22 PM

Ki smiles and nods to the halfling, Thanks for the healing Speck; Ki Moves to hide behind a meat slab, Holding onto the slab while peering around it to look and listen for the voices position and/or attackers.

Ki knows something is within 30' , but not its location. We can't fight what we can't see!

Spot: 17
Listen: 13

Lucky Eddie AC20 HP31 of 46  d20+13=26 ; d20+14=31 ; d20+5=22 ; d20+15=20 ;
Friday October 30th, 2009 9:57:55 PM


Lucky's Spot DC20: Normally at +9, but at only +8 due to Dread, plus a solid +5 from luck points, so at +13 ... a 26 makes it, giving Lucky now a total of 7 luck points. And the result of the check ... a 26. Lucky gets a hunch that the speaker is behind him!

Next up, Lucky's Listen DC6 is automatic, but the DC26 is in reach! He is naturally at +10, but that's a +9 with the Dread, and then a +5 for luck points gives +14 on a DC26 roll ... a real gamble, and the loss of five luck points if he misses ... he goes for it ... a 31! Sweet! And now, 8 Luck Points!

Knowledge of the Planes at +5 ... a 22! Sweet!

Lucky shouts, "It's a Chain Demon! And it's right here next to me! Right HERE!" Lucky points to the space immediately southwest of himself.

AC roll for next round: 20 vs evil.

Lucky delays his initiative and will finish his post later this evening (DELAY action).

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.2 of 60 min used)
Pro Evil (5.2 of 6 min used)
Read Magic (1.2 of 70 min used)
Find Traps (1.3 of 7 min used)
Magic Stone (1.2 of 30 min used)

Current Luck Points: 8

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Lucky Eddie AC20 HP31 of 46  d20+11=29 ;
Saturday October 31st, 2009 6:08:36 AM

Lucky Continued ...

Lucky thinks that his Protection from Evil spell will protect him from attack by this summoned creature. He also thinks the creature's invisibility will break when it attacks. So Lucky deliberately moves from D13 to D12 and then back to D13, intentionally provoking an attack of opportunity. Since the demon does not know that Lucky has the Protection from Evil, it will probably attack. But the attack will surely fail, Lucky figures, because of the Protection from Evil ... but the enemy will be visible!

If this works and the demon becomes visible, then Lucky casts Shatter on the demon's chain! He does not have to cast on the defensive because the demon just used its one AoO for the round. And even if it has Combat Reflexes, Lucky's Protection from Evil will save him from the AoO anyway.

If it does NOT work, and the demon does NOT take the bait, then Lucky uses a standard action to READY a spell. As soon as the demon is visible, Lucky will cast the Shatter on its chain.

The enemy gets to make a will save vs the Shatter to save its chain. The Will save DC is 1d20+2 for a 2nd level spell +4 wis +5 luck points. Lucky rolls the save DC, and it is a ... 29!

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.3 of 60 min used)
Pro Evil (5.3 of 6 min used)
Read Magic (1.3 of 70 min used)
Find Traps (1.4 of 7 min used)
Magic Stone (1.3 of 30 min used)

Current Luck Points: 9 if it misses its save; 3 if it makes its save.

Lucky Eddie AC20 HP31 of 46  d20+10=30 ;
Saturday October 31st, 2009 6:15:06 AM

Extra Notes ...

It occurs to me that the demon's chains might weigh more than the 70 lbs that Lucky can affect. If so, then Lucky will cast Protection from Law instead. Hope that's okay. If Lucky does not know whether the Shatter will work or not, he'll try it.

It occurs to me that the demon might have spell resistance. If you need a spell resistance roll, here is Lucky's: 1d20+7 +3 Luck Points that don't come back ... a 30! No problem.

Luck Points ... 6 (if it fails its Will save vs DC29) or zero (if it makes its save).

Speck AC19/20 HP:26/26  d20+5=23 ; d20+7=15 ;
Saturday October 31st, 2009 7:57:46 PM

Spot d20+5 = 23
Listen d20+7 = 15

Speck stops on the stairs high enough to see over Cedric and Marcas' big hulks. Peeking over the two, his keen senses detect something at least 30' away but sees nothing. Then Lucky yells out that is right next to him.

He whips out his second favorite wand (wand of Grease) and tweaks his wrist, "Make yo self slippery and shiny," he says. A squirt of grease shoots forth and encompasses the area with c14 being the northern edge of the grease area of effect. (Soory, don't have my books with me).

OOC: since the grease itself is not magical, and all it does is coat the floor, I don't know it a spell resistance check is necessary. If a spell resistance check is necessary, someone do it for me, i don't have any of the books at hand to read up on it. :)

With a coat of grease now on the floor, he says, "Someone light my fire? The flames may reveal the creature."

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+1=18 ; d20+6=7 ;
Monday November 2nd, 2009 10:04:58 AM

"We are also enemies of Raven. Tell us how he tricked you and where he is. We can free you by slaying him!" Marcas puts all his urgency in his voice.

And Readies an attack if the chains come again.

...Actions
Diplomacy: 18
Readied Attack: if Chains attack, Kukri lashes out in power attack (nat 1)


Cedric AC 19 HP 67/82 Bear Form Character Sheet  3d6=3 ; d20+8=18
Monday November 2nd, 2009 2:15:16 PM

Cedric casts a spell, bringing a bolt of lightning down on the square Lucky has pointed out.

OOC:
Cast Call Lightning SR 18 (1/8)
3 Electrical damage (woo!)

Speck AC19/20 HP:26/26 
Monday November 2nd, 2009 2:54:08 PM

OOC: will a spark of lightning ingnite the grease?

Osgood's Graveyard - The Cellar. Twilight Round 3  d20+10=29 ; d100=45 ; d20+10=25 ; d20+10=25 ; d20+3=10 ; d100=43 ; d20+21=24 ; 2d4+7=13 ; d100=27 ; d20+16=35 ; d20+16=18 ; 2d4+7=11 ; 2d4+7=13 ;
Monday November 2nd, 2009 3:01:54 PM

Sir John comes forward, issuing a brave challenge the the unseen foe. Ki'El listens for an enemy, but finds nothing new. Lucky tries to dance around the creature, but it does not take the bait, so he instead readies an action to shatter the chain when the creature appears. Speck casts grease, coating the floor in a slimey coating. Marcasthai tries to negotiate with the creature, perhaps feeling that an enemy of his enemy is an ally. Cedric calls down some lightning on the spot Lucky has indicated.

Suddenly Razalind appears. As has been determined, it is indeed a female chain devil. But her sudden appearance is not as the result of any attack. It seem whatever magic was making it invisible simply ended. However, it does appear to be rapidly blinking in and out of existence. Lucky, ready for the moment it appears, times his spell well, and before the creature can react, one of the chain's in its hand shatters.

It snarls at Lucky and says "You're second".

Razalind then steps north five feet and turns its attention to Sir John.

OOC:
We are now in combat rounds. Round 3
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Reflex Save vs Grease: Passed 29
Blink Check on Shatter: Failed (45): Will Save vs Chain: 25, failed: one chain shattered (loss of 2nd chain and AC Penalty)
Reflex Save vs Call Lightning: Passed: 25 (1/2 damage: 1 electrical)
Balance Check for moving in Grease: 10 (passed)

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC
Attack 1: on Sir John (20% miss chance: 43 passed): Hit AC 24 for 13 damage
Attack 2: on Sir John (20% miss chance: 27 passed): Hit AC 35 (Crit Confirm AC: 18) for 11 damage + 13 more if crit confirms

Enemy Damage
Razalind: 1

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.

Just to clarify: Razalind did not take the AOO because it was challenged by Sir John, and being a lawful creature, accepted. However, as the invisibility wore off before it attacked, the end result is the same: the chain was shattered before its attack. Chain devils normally gain 2 attacks at full BAB. Because of the shatter it lost the 2nd chain, making it use iterative full attacks with one chain, and taking a penalty to AC.

Also: I can't seem to get an answer on if grease is flammable or not. I'm inclined to say its not, as the spell doesn't indicate it is, but willing to discuss. But no, lightning won't ignite it.

Sir John, AC 21, 16/58 hp  d100=37 ; d100=19 ; d20+17=34 ; d20+12=22 ; d8+13=18 ; d8+8=10 ; d6=3 ; d6=4 ;
Monday November 2nd, 2009 5:13:31 PM

Sir John gets hit by the first and second attack, but it luckily is not critical... he only takes 24 points... However, he's in bad shape and calls out, "Friends, if you want me to keep facing this wench, then I need a boost from someone! Lucky, can you give me a quick healing?"

He grunts in pain, but is glad to face a worthy foe. Trying to keep her attention on him, he calls out and taunts her more, "Woman, why aren't you at home making baby devils? You may be able to hit, but it's time to go home! Send me your husband, so I can face a a real foe!"

He uses smite evil to boost his attacks, hopefully inuring Razalind severely...

Att 1 = Hit% 37 so made it ... = Hit AC 34 for 18 pts + 3 fire = 21

(Oops = I missed that she wasn't next to me... Cancel the 2nd attack, and have SJ move close to her, face to face and NEXT TO LUCKY>>>>>)

Att 2 = Hit% 19 so made that one too... Hit AC 22 for 10 pts + 4 fire = 14


Ki`El HP:21/35 AC: 16 -3 str 
Monday November 2nd, 2009 10:04:19 PM

Ki shakes his head in utter confusion... What in Wold's name..... Then the sorcerer mumbles a divination spell, one of the few Ki deems worthy to know. Making his next strike one to surly fear.

He then moves to behind the next meat slab in line (I believe E,16), loading his light crossbow as he runs.

{{OOC:}} Ok, True Strike, it says to ignore miss chance granted by concealment. Which is what Blur gives the subject. So, I take it that the concealment will be negated for Ki's next attack. Or am I wrong?

Also, this chain devil has attacked us while invisible already. For Lucky to assume for her to become visible once she attacks again wouldn't be right... Obviously the spell allowed her to attack and stay invisible, or we'd have known where she was before Ki ever ran up the stairs...

I know this is a bit late, and a bit meta-gaming, but I figure Lucky is a smart guy, have to be if he would have known that you can't attack under a regular invisibility spell. I figured he would have caught this detail, leading him to know or assume that she wouldn't appear, just because she attacked....

Makes Sense? {{/OOC}}


Yes it does. I just wasn't going to say it. It had a very short duration improved invis, I rolled poorly. :) As for true strike: I would say you still have to contend with them actually not being there when the attack lands. It seems that 20% is the chance ascribed to the roll if you ignore concealment, so lets go with that -- DM Troy

Lucky Eddie AC20 HP31 of 46 
Monday November 2nd, 2009 11:32:14 PM


Lucky looks around and notes that Sir John is right up there with him.

He could cast his last decent spell as a cure light wounds, but that would only cure Sir John by 1d8+5.

Or he could cast Protection from Law on Sir John, and then no summoned evil creature, such as this chain devil, could hurt him.

The choice is clear. Lucky does not even cast on the defensive, knowing that his own Protection from Evil will save him from the devil's attacks.

[If it does not, that is, if Lucky's casting does provoke an AoO, then there is the 20% miss chance that blinkers suffer, and on top of that, Lucky may get a concentration check if he is wounded while casting.]

So Lucky casts Protection from Law on Sir John.

Then, with his move action remaining, Lucky digs out his old wooden table leg, the one with the ornate silver inlay. Next round, he is thinking he'll bash the devil with it, since devils are vulnerable to silver weapons.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.4 of 60 min used)
Pro Evil (5.4 of 6 min used)
Read Magic (1.4 of 70 min used)
Find Traps (1.5 of 7 min used)
Magic Stone (1.4 of 30 min used)

Current Luck Points: 6

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+11=29 ; d20+7=24 ; d20+11=19 ; d6+6=11 ;
Monday November 2nd, 2009 11:59:24 PM

Marcas sees he won't get any information from the monster before him, and moves forward to help his companions. He thrusts aside a carcass of rotting meat and steps within range of his Kukri to the Chain Demon.

The minotaur keeps his balance on the Grease underhoof, and strikes out with his curved dagger.

Actions...
Fort: 29 (for pushing meat)
Reflex: 24 (for stepping in Grease)
Attack: AC 19 Dam 11

Sir John, AC 21, 16/58 hp, OOC POST 
Tuesday November 3rd, 2009 3:59:01 PM

1. Yes, we do need the next DM to be chosen...

Can we get an updated list Cayzle of who has DM'd recently? To those of you who are new, remember that part of joining this tap game included the agreement to DM at some time or another. The module is already made for you and we've broken it down into 1-2 month parts, so it's not a real long commitment, and very little prep work to get ready for your section...

2. Cayzle, if you cast PvL on Sir John, then he can't attack at all vs. the devil or it will be erased. However, this gives him time to heal himself and lay hands, readying himself to rejoin the fun, and then erase the spell by attacking...

Speck AC19/20 HP:26/26 
Tuesday November 3rd, 2009 4:18:08 PM

OOC: I was just hoping that a bolt of lighting would be hot enough to light the grease. A flame will certainly light the grease, but the grease from this wand only last 1 round, so oh well...

IC: the grease spot Speck created dissipates without doing what Speck wanted it to do. Hopping up and down on the stairs to see over his friends, he sees that it is a difficult maneuver to try to get close to their foe. So he blurts:

"Live by the chain, die by the chain
We break our chains to set us free
We break your chains to bind you."

Inspire courage: +1 vs charm/fear effects, +1 on attack and damage to all who hear, (that would be everyone here i guess).

Cedric 
Tuesday November 3rd, 2009 5:01:46 PM

Cedric begins a long series of growls and gestures, calling forth a creature to fight this evil.

OOC:
Spont. cast Summon Natures Ally IV to summon a unicorn.

Lucky Eddie AC20 HP31 of 46  d20+11=20 ; d8+5=8 ;
Tuesday November 3rd, 2009 5:10:35 PM

Sorry for the extra post!

Question to the DM: Here is the Protection from Evil/Law spell. The devil has admitted to being a summoned creature. Would it protect Lucky and Sir John from attack? If no, then Lucky will cast a CLW with concentration on Sir John.

Concentration check, if needed, using 5 luck points: a 20 = success. Curing is 8 hp.

If the Protection from Law spell will protect Sir John, then Lucky will cast it, since it will give Sir John a chance to heal up.



Lucky Eddie AC20 HP31 of 46 
Tuesday November 3rd, 2009 5:40:32 PM

Lucky casts the cure on the defensive for Sir John.

You choose...wisely

Cayzle OOC on the DM Shift 
Tuesday November 3rd, 2009 5:43:08 PM

Here's how it has gone so far.

DM 1: Steve K - January
DM 2: Jonathan - Feb-March
DM 3: Cayzle - April-May
DM 4: Ken - June-August
DM 5: Troy - Sept-Oct
DM 6: TBD

All of us have DMed once now except for Marty. However, Marty only joined the Wold in August, IIRC. Marty, are you up for DMing now? Would you like to wait a couple months?

Going in rotation, Steve, how are you doing? Could you DM?

We could go out of turn and I could do it, seeing as I have just been laid off, LOL!

Thoughts?

Osgood's Graveyard - The Cellar. Twilight Round 4  d100=51 ; d20+21=28 ; 2d4+7=12 ; d100=56 ; d20+16=24 ; 2d4+7=10 ;
Tuesday November 3rd, 2009 5:43:19 PM

Sir John calls out for healing while viciously landing two solid strikes on the chain devil. The paladins strikes however do not deal their full amount, and the flames do not even singe the infernal beast. Ki'El loads his crossbow after casting a spell that will nearly ensure that his bolt will land. Lucky casts a healing spell on Sir John, expecting a counter attack that does not come. It seems Sir John's challenge and taunting have focused the creature solely on him. Marcasthai pushes forward and lands another solid hit that is also reduced. Speck begins to sing, bolstering the party. Cedric begins a summoning spell to bring a unicorn to the fight.

Frustration settles in as some of the creatures wounds close up before your eyes.

Razalind continues her assault on the paladin. Two solid attacks strike Sir John.

OOC:
We are now in combat rounds. Round 4
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC, and anything lost when you loose your dex bonus vs an attack.
Attack 1: on Sir John (20% miss chance: 51 passed): Hit AC 28 for 12 damage
Attack 2: on Sir John (20% miss chance: 56 passed): Hit AC 24 for 10 damage

Enemy Damage and effects
Razalind: 23 after damage reduction and this rounds regeneration.
AC reduced.

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.

Spellcraft or Knowledge Arcana DC 13: Highlight to display spoiler: {It's very clear from the way Razalind was not affected by the protection from law spell that it was not simply summoned. A spell such as Planar Binding or Planar Ally would have this effect. }

Ki`El HP:21/35 AC: 16 -3 str  d100=8 ; d20+25=38 ; d6=4 ;
Tuesday November 3rd, 2009 9:19:14 PM

Ki blinks, a few times, as he sees the wounds close up and dire blows seeming useless after mere seconds... This is going to get interesting...

He fires his crossbow.

D100; 8 I think its a miss?

Hit AC 38
Damage; 4

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=19 ; d20+5=23 ; d20+5=10 ; d8+12=17 ; d8+12=18 ;
Tuesday November 3rd, 2009 10:58:39 PM

ooc: I can DM next. :-)

Sees the wounds close, and his black eyes widen. "By Imod's might, you will return to your firey home!" And the minotaur ignores the Kukri in his hand and powers into the demon with his hooves followed by a thrash of horn.

...Actions
Power Attack +4
Hoof AC 19 Dam17 (plus anything from the Tear)
Hoof AC 23 Dam 18 (plus anything from the Tear)
Horn AC 10 miss

Lucky Eddie AC20 HP31 of 46  d20+11=24 ; d100=48 ; d8=3 ; d20+13=31 ;
Wednesday November 4th, 2009 7:24:32 AM


Spellcraft check is normally a +6 roll, but with five luck points, that's a +11 ... a 24. Oh wait, Lucky cast the cure, not the Pro Law. Is that spoiler out of date? I won't take the extra luck point.

Lucky Eddie notes that the enemy has totally ignored him, despite a few openings. He wants to use the silvered table leg as an improvised club, but he is so much more likely to hit if he throws things rather than swinging them in melee. Then it occurs to him ... clubs have a range increment! He can totally throw this club!

Now, Lucky is standing right next to the enemy. If he throws that club, he'll provoke an AoO. Lucky says, "What the heck!" He hauls back and throws the silvered table leg like a club! (No penalty for improvised weapons per the mendicant rules on using found objects.)

Lucky rolls his 50% miss chance ... missing on a 1-50. He rolls a 48, a miss!

Where does that club go? Using the Splash Weapon rules, If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the grid intersection or target creature. Then, count a number of squares in the indicated direction equal to the range increment of the throw. Lucky rolls a d8, and gets a 3. Using the graph on page 158 of the PHB, that means the club lands in square 13B.

With his remaining move action, Lucky moves to 13B. He uses his tumble skill to do so, using three luck points and getting a 31. That nets him a new luck point. Next round he'll pick up the club and try again!

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.5 of 60 min used)
Pro Evil (5.5 of 6 min used)
Read Magic (1.5 of 70 min used)
Find Traps (1.6 of 7 min used)
Magic Stone (1.5 of 30 min used)

Current Luck Points: 7

Sir John, AC 25 (this round), 2/58 hp 
Wednesday November 4th, 2009 12:18:38 PM

Sir John welcomes the healing, but Rosalind's next two strikes blow through his armor and shield, pushing him back and almost knocking him out for good...
Down to 2 hps..

Since a tactical retreat to heal up seems best, Sir John uses a total defense action (+4 AC) and moves backwards out of range, intending to heal up... "Marcas, this wench is yours for a while, since I don't want to take all the fun for myself..."

OOC = DM - Did you mean that the fire is ineffectual against Rosalind? I know they're immune to cold, but heat also? Or did the fire just have less of an effect?

Yes, Chain Devils are immune to fire. Chain Devils possess all the traits normally gained by Devils unless otherwise noted: Immunity to Fire and Poison is the first trait under the Devil entry, and there's nothing in the chain devil entry that modifies it.-- DM Troy

Thanks, Ken

Speck AC19/20 HP:26/26 
Wednesday November 4th, 2009 9:53:59 PM

OOC: don't want to pick on things but the MM says that the 'most common devil is baatezu', which is immune to fire and poison, but it doesn't look like the chain devil is a baatezu. The 'baatezu' category is stated in the 'Medium Outsider (Baatezu, Evil ....)' line, ex: Bearded Devil. The 'baatezu' category is not on the Chain Devil's entry. But it is DM's call. :)

Marcas, hope you added the +1 dmg for the Inspire Courage.

IC: "Your chains only do us tickle
for your attacks are fickle
We'll soon break all your chains
and banish you to your plane!"

Inspire courage: +1 vs charm/fear effects, +1 on attack and damage to all who hear

I could move up one and DM the next phase.

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d100=98 ; d100=97 ;
Wednesday November 4th, 2009 11:41:16 PM

Marcas tries to time his attacks to the Blinking demon, and succeeds in striking it both times!

...Action
Blink 98
Blink 97

(sorry for not rolling earlier!)

Cedric AC 19 HP 67/82 Bear Form Character Sheet  d8=7 ; d8=3 ;
Thursday November 5th, 2009 8:43:24 AM

Cedric finishes his summons, and a unicorn appears near Sir John. A magic circle of protection from evil surrounds the creature, covering Ki'El, Marcas and Sir John. Cedric points a paw on the bloody Paladin. The wise creature understands and lays its horn on Sir John, healing him.

Cedric then begins to summon another creature.

OOC:
Call Lightning 1/7
Summon Unicorn 1/7

Anyone in 10' of the Unicorn has Protection from Evil.
Unicorn: Cure Moderate Wounds: Sir John healed 15 points.
Cast Summon Natures Ally IV to summon a unicorn.

Osgood's Graveyard - The Cellar. Twilight Round 5  d6=2 ; 2d6=7 ; d100=86 ; d20+21=38 ; 2d4+7=14 ; d100=65 ; d20+16=27 ; 2d4+7=12 ;
Thursday November 5th, 2009 10:53:46 AM

Ki'El fires his crossbow bolt, but his bolt passes right though the creature as she blinks out of existence. Marcas has better luck, and lands two solid hoof attacks on the fiend. Although the first hoof's tear has no noticeable effect, as the second hoof lands, a flash of disruptive energy burns between the two foes. Although both attacker and target are wounded, the demon takes the lion's share of the disruptive damage. Lucky tries to throw the club, but unfortunately misses. He manages to pick up the club without issue however. Sir John retreats, having taken quite a beating at the chain devils hands. Speck continues to rally the party with his song. Cedric's spell of summoning calls forth a unicorn to Sir John's side, which heals some of the damage that has been done as well as bolstering those near it. He then immediately starts another summoning spell.

Razalind looks quite bloodied after the beating delivered to her this round, but she's clearly not finished yet.

She hisses in all your minds. "Real brave words till you have to run wimpering to the back line. Your halfling friend thanks you."

She then turns and attacks Lucky, striking with two solid lashes of barbed steel.

OOC:
We are now in combat rounds. Round 5
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC, and anything lost when you loose your dex bonus vs an attack.
Attack 1: on Lucky (20% miss chance: 86 passed): Hit AC 38 for 14 damage
Attack 2: on Lucky (20% miss chance: 65 passed): Hit AC 27 for 12 damage

Enemy Damage and effects
Razalind: 53 after damage reduction and this rounds regeneration.
AC reduced.

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.

Marcas: You take 2 damage from the disruptive flash of the Tear. For this battle, Tear 'A' has no effect that is relevant. Tear 'B' however clearly does. If you choose to use the tear, it deals 1d6 damage to you, and adds 2d6 to your damage for 1 attack.

Spellcraft DC 15 Highlight to display spoiler: {After observing the attack by Marcas, you recall a weapon enchantment that deals damage to both the attacker and target. It is commonly called the vicious property}

Knowledge: The Planes DC 15 Highlight to display spoiler: {Razalind is in much better shape than a typical chain devil would be after taking as much damage as she has. In fact, a typical chain devil would be nearly dead. }

Also, don't forget about hero points if you have them.

Sir John, AC 25 (this round), 33/58 hp 
Thursday November 5th, 2009 12:27:29 PM

Sir John thanks the unicorn for its timely aid, and also lays hands upon himself (+16 pts), boosting himself up for a return to the fight. In response to the devil, he says, "Madam, maybe someone as evil as you doesn't understand it, but I believe in sharing with others. I don't want to hog all the fun, but in a moment or two, I'll be back."

His plan is to take one more round to boost himself up then help out...



Speck AC19/20 HP:26/26 
Thursday November 5th, 2009 10:52:32 PM

OOC: sorry, i didn't take the time to read all the MM stuff on devils, just glanced through it. I don't believe in studying a monster entry while in the middle of combat. We'll learn what it can or can't do by trial and error. :)

IC: Speck, still not able to get a clear view of the fight, continues to bolster his friends.

"Link by Link we'll take you apart
Each link a drop of your life you loose
Count your links, for your end is near!"


Marcasthai AC 19 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=28 ; d20+5=7 ; d20+5=23 ; d100=44 ; d100=30 ;
Thursday November 5th, 2009 11:04:28 PM

"Stay away from my friend!" Marcas shouts, really angry. The demon is attacking the leader, and that can not be borne! A hoof with lightning strikes out, and a twist of horn, but both attacks pass harmlessly through the blinking devil!

...Action
Power Attack +5
Hoof AC 28 44% miss
Hand AC 7 miss
Gore AC 23 30% miss

...Effects
Sense of Dread: -1 morale penalty to attack and saves
Lucky's Friend: +1 luck bonus to attack and saves
Specks' Song: +1 morale bounus to attack and weapon damage
Prot v Evil: (from Unicorn) +2 AC, save, no possession

Lucky Eddie AC33 HP5 of 46  d20+11=23 ; d20+10=17 ; d20+15=27 ;
Friday November 6th, 2009 6:21:57 AM


Starting the round with 7 Luck Points.

Spellcraft check vs DC15 ... using five luck points ... at +11 ... a 23! (Luck Points up to 8)

Know Planes check DC15 ... using five luck points ... at +10 ... a 17! (Luck Points up to 9)

Reading Spoilers ...

Lucky says, "OUCH! Tell me, Lady Demon, how come I -- who should not have a scratch -- am so sorely wounded, but you, who should be sorely wounded -- are in such good health?"

Rolling for AC this round: 27. Lucky decides that discretion is the better part of valor. He uses the Total Defense action, boosting his AC by 6 in exchange for giving up an attack. His AC is now 33.

Then Lucky takes a five foot step to 12C to give Marcas a flank bonus.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.6 of 60 min used)
Pro Evil (5.6 of 6 min used)
Read Magic (1.6 of 70 min used)
Find Traps (1.7 of 7 min used)
Magic Stone (1.6 of 30 min used)

Current Luck Points: 9

Ki`El HP:21/35 AC: 16 -3 str  d100=43 ; d20+5=10 ;
Sunday November 8th, 2009 7:23:08 PM

Seriously.... Again, what kind of stuff are you guys into? Ki says, a smile on his face as he fires his next bolt.

Actions:
Reload and Fire cross bow;
Blink: 43; Hit AC 10

Cedric AC 16 HP 66/66 Character Sheet  d8+5=13 ; d8=7 ; d8=8 ;
Monday November 9th, 2009 7:41:48 AM

A second unicorn springs into existence. It stands there for a moment. Cedric behind him shifts out of form, and speaks to it in Slyvan Highlight to display spoiler: {Noble one, please heal the halfling and paladin so they can fight this devil.}.

The unicorns comply, and Lucky feels a slight poke as the unicorn touches him. Sir John is also healed.

OOC:
Std Action: Leave form.
Unicorn 1 (2/7): Cast cure light wounds on Sir John: 13 points healed.
Unicorn 2 (1/7): Cast cure moderate wounds on Lucky: 20 points healed.

Osgood's Graveyard - The Cellar. Twilight Round 6  d100=89 ; d20+21=28 ; 2d4+7=9 ; d100=21 ; d20+16=29 ; 2d4+7=15 ;
Monday November 9th, 2009 8:02:55 AM

Sir John calls upon divine power to heal his wounds. Speck continues his bolstering song, inspiring the party. Marcasthai is frustrated by the devil's blinking, as all of his attacks miss. Lucky goes fully on the defensive, quite bloodied up. Ki'El fires his crossbow, but the shot doesn't pierce the defenses of the chain devil. Another unicorn appears near Lucky, and Cedric shifts out of form to direct them verbally. Both unicorns heal their respective targets.

Some of Razalinds wounds close, and she continues her assault on the halfling.

The answer to Lucky's question echo's in the parties head: "Because I am a trained warrior, and you are a weak mortal fleshling, like Mordreia was." The telepathic voice comes through with a sadistic glee.

OOC:
We are now in combat rounds. Round 6
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC, and anything lost when you loose your dex bonus vs an attack.
Attack 1: on Lucky (20% miss chance: 89 passed): Hit AC 28 for 9 damage
Attack 2: on Lucky (20% miss chance: 21 passed): Hit AC 29 for 12 damage

Enemy Damage and effects
Razalind: 51 after damage reduction and this rounds regeneration.
AC reduced.

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.

Sir John, AC 25 (this round), 46/58 hp  d100=75 ;
Monday November 9th, 2009 12:27:12 PM

Sir John feels even more healing and thanks the other unicorn too for it's healing. "Much thanks and I will honor your gift by destroying this filthy animal..."

Calling to their magic using companions, he says, "Can anyone stop the wench from blinking... It's giving me a headache trying to watch her! I can't hit what I can't see!

Reinvigorated, he returns to the fight, but this time, he can't see her and misses his strike... (75% is miss...)

Speck AC19/20 HP:26/26 
Monday November 9th, 2009 10:38:29 PM

Razalind's words echo in Speck's mind, ...weak mortal fleshling, like Mordreia was...

"She's Killed Mordreia!" Speck shouts.

"You'll rot in hell, you blinking Fiend
We'll send you there before night's end
We know your name to call you back
And send there again!"

Lucky Eddie AC34 HP25 of 46  d20+21=34 ;
Tuesday November 10th, 2009 6:58:57 AM


Lucky laughs as the demon swings twice and misses. He taunts her: "You'll have to do better than that! What are you, some kind of an archon? Try again, you goodie-two-shoes. Your mercy is like a balm on a gentle spring day. You serve your masters in the celestial realms well. How about casting a cure on me, too?"

Since he is being a target, Lucky keeps up with the total defense. AC roll for this round at +21 total: 34.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.7 of 60 min used)
Pro Evil (5.7 of 6 min used)
Read Magic (1.7 of 70 min used)
Find Traps (1.8 of 7 min used)
Magic Stone (1.7 of 30 min used)

Current Luck Points: 9

Sir John, AC 25 (this round), 46/58 hp 
Wednesday November 11th, 2009 9:46:42 AM

(OOC = Um.... anyone out there?...)

Marcasthai AC 19 HP 47/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=17 ; d20+5=8 ; d20+5=19 ; d8+14=15 ; d8+11=13 ; 2d6=3 ; d6=2 ; d100=59 ; d100=99 ;
Wednesday November 11th, 2009 10:18:20 AM

ooc: sorry. getting real, real busy in RL

"Already killed Mordreia?" responds the minotaur. "That makes sense. They kill the victim BEFORE the first letter, and have the doppelganger play the part. That way, no matter what the constables do, the murder 'happens' and they look like fools."

The minotaur huffs out a breath of air from his bovine nose. "Then we are not rescuers, but avengers."

Marcas puts his back into his blows, trying to time the strikes to the Blinking demon of chains. Electricity arcs around the demon and Marcas as the first powerful hoof blow lands.

...Action
Power Attack +5
Hoof AC 17 Chance 59% HIT Dam 15 Electric 3 (Vicious on Marcas: 2)
Hoof AC 8 miss
Gore AC 19 Chance 99% HIT Dam 13

...Effects
Sense of Dread: -1 morale penalty to attack and saves
Lucky's Friend: +1 luck bonus to attack and saves
Specks' Song: +1 morale bounus to attack and weapon damage
Prot v Evil: (from Unicorn) +2 AC, save, no possession

Speck AC19/20 HP:26/26 
Saturday November 14th, 2009 11:07:13 PM

OOC: no problem. have fun at the weeding.

Osgood's Graveyard - The Cellar. Twilight Round 7  d100=100 ; d20+21=38 ; 2d4+7=10 ; d100=43 ; d20+16=33 ; 2d4+7=11 ; d8+5=11 ; d8+5=11 ;
Monday November 16th, 2009 7:54:54 AM

Sir John attempts an attack but is spoiled by the blink. Speck continues his bolstering song, his lyrics reflecting the revelation of Mordrea's demise. Lucky continues to taunt Razalind, maintaining a defensive posture. Marcasthai lands two very solid hits on the fiend, who now looks seriously wounded. Cedric calls down a bolt of lightning to attack while directing the unicorns to continue healing the party.

More of Razalinds wounds close, and she continues her assault on the halfling.

OOC:
We are now in combat rounds. Round 7
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Lucky and Sir John are both healed for 11 from the unicorns

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC, and anything lost when you loose your dex bonus vs an attack.
Attack 1: on Lucky (20% miss chance: 100 passed): Hit AC 38 for 10 damage
Attack 2: on Lucky (20% miss chance: 21 passed): Hit AC 33 for 11 damage

Enemy Damage and effects
Razalind: 69 after damage reduction and this rounds regeneration.
AC reduced.

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.


Marcasthai AC 19 HP 43/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=27 ; d20+5=21 ; d20+5=19 ; d100=11 ; d100=60 ; d100=83 ; d8+14=20 ; d8+11=16 ; 2d6=9 ; d6=4 ;
Monday November 16th, 2009 11:53:52 AM

Marcas keeps his strong shots at the demon of chains. Electricity arcs around the demon and Marcas as the second powerful hoof blow lands, followed by a smash in the gut by a lowered horn.

"Where is the Raven, vile fiend?", Marcas rumbles in his gravelly basso.

...Action
Power Attack +5
Hoof AC 27 Chance 11% miss
Hoof AC 21 Chance 60% HIT Dam 20 +9 electric (Dam 4 to Marcus)
Gore AC 19 Chance 83% HIT Dam 13

...Effects
Sense of Dread: -1 morale penalty to attack and saves
Lucky's Friend: +1 luck bonus to attack and saves
Specks' Song: +1 morale bounus to attack and weapon damage
Prot v Evil: (from Unicorn) +2 AC, save, no possession


Lucky Eddie AC25 HP26 of 46  d20+21=25 ;
Monday November 16th, 2009 12:12:10 PM


Lucky grins at the demon. "Looks like you're about to leave us. Don't think it hasn't been a little slice of heaven. Because it HAS!"

Since he is being a target, Lucky keeps up with the total defense. AC roll for this round at +21 total: 25.

If the demon drops before Lucky's turn, then he drops the defense and watches it to see if it is regenerating. We might need some holy water or acid or something to keep it down.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.8 of 60 min used)
Pro Evil (5.8 of 6 min used)
Read Magic (1.8 of 70 min used)
Find Traps (1.9 of 7 min used)
Magic Stone (1.8 of 30 min used)

Current Luck Points: 9

Sir John, AC 25 (this round), 46/58 hp  d100=99 ; d100=5 ; d20+11=21 ; d8=8 ; d6=1 ;
Monday November 16th, 2009 2:29:40 PM

Glad to be back in the fight, Sir John says, "I've missed you Razalind, and I hope you missed me too. Why don't we try dancing again?" With a humorous grin on his face, he slashes at her with his axe twice, aiming for her head...

Att1 = (Miss - 99)
Att2 = (Hit - 5) AC 21 for 8 dmg (she's immune to fire, so I ignored the 1 pt of fire dmg that would have been added on...)

Marcasthai AC 19 HP 43/84 (SteveK)(Lucky Luck, Spider Spell, Dread) 
Thursday November 19th, 2009 10:46:21 AM

ooc: I can't remember who is who right now in the Mithril Tap group. Can someone send an email to everyone in the game? Thanks!

Speck AC19/20 HP:26/26 
Thursday November 19th, 2009 10:28:28 PM

OOC: sorry, got behind on things.

IC: "Your wounds do close
only to open the more.
Two steps back for each step forward
And soon you'll be steping where
There'll be no returnin' !"

Speck continues his song, but wishes he could smite the fiend for Mordreia's sake. But the room is crouded and with her blinking so, he continues to exhort his friends.

Cedric AC 16 HP 66/66 Character Sheet  3d6=14 ; d8+5=8 ; d8+5=10 ;
Monday November 23rd, 2009 8:16:48 AM

Cedric calls down a bolt of lightning, striking Razalind. He entreats the unicorns to continue healing, which they do. Sir John is healed for 8, and Lucky for 10.

Osgood's Graveyard - The Cellar. Twilight Round 8  d20+10=26 ; d20+19=29 ; 2d4+7=13 ; d20+14=27 ; 2d4+7=9 ;
Monday November 23rd, 2009 8:29:12 AM

Marcasthai attacks, managing two strong hits on Razalind. Lucky continues to dodge the creature. Sir John lands a hit, though much of the blow is absorbed by the creatures hide. Speck continues to sing, and Cedric calls down a bolt of lightning, which manages to deal a little damage.

Razalind seems like she is barely able to stand, so covered in blood and burns at this point. Whats more, her blinking ends, although she appears to be so lost in delerium and blood lust that she fails to notice. She continues to attack Lucky.

OOC:
We are now in combat rounds. Round 8
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Razalind reflex save Passed (26) 1/2 damage after 1/2 damage from blinking.

Enemy Attacks:

Attack 1: on Lucky Hit AC 29 for 13 damage
Attack 2: on Lucky Hit AC 27 for 9 damage

Enemy Damage and effects
Razalind: 107 after damage reduction and this rounds regeneration.
AC reduced.

Sir John, AC 25 (this round), 54/58 hp  d20+16=23 ; d20+11=26 ; d8+5=6 ; d8=5 ;
Monday November 23rd, 2009 10:47:08 AM

Sir John again thanks the unicorn for its gracious healing, and pats its mane. Turning his attention to Razalind, he says in an impressed manner, "I salute you madam, for taking such a beating. It's a shame our battle will soon be over, and I'll miss you. However, you deserve what you've received, and it's time for you to return to the hell you came from."

Swinging his axe twice, he chops at her back, hoping to knock her off her feet...

Att1 = Hit AC23 for 6 pts (ignoring fire dmg)
Att2 = Hit AC26 for 5 pts



Marcasthai AC 19 HP 43/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=24 ; d20+5=25 ; d20+5=15 ; d20+5=6 ; d8+14=21 ; d8+14=18 ; d8+14=16 ;
Monday November 23rd, 2009 3:50:53 PM

d8+14=20 ; d8+11=16 ; 2d6=9 ; d6=4 ;

The chain demon continues to ignore Marcas, and the minotaur takes advantage of the situation, striking with a electric hoof and then following with a massive uppercut!

The demon isn't talking, so the brown-furred minotaur saves his breath, concentrating on felling this infernal opponent.

...Action
Power Attack +5
Hoof AC 24 Dam 21
Hoof AC 25 CRIT 15 Dam 18 Crit 16 = 34!
Gore AC 6 miss

...Effects
Sense of Dread: -1 morale penalty to attack and saves
Lucky's Friend: +1 luck bonus to attack and saves
Specks' Song: +1 morale bounus to attack and weapon damage
Prot v Evil: (from Unicorn) +2 AC, save, no possession

Lucky Eddie AC23 HP36 of 46  d20+21=23 ;
Monday November 23rd, 2009 8:12:05 PM


Lucky has nothing to say this round. He keeps up with the total defense. AC roll for this round at +21 total: 23.

If the demon drops before Lucky's turn, then he drops the defense and watches it to see if it is regenerating. We might need some holy water or acid or something to keep it down.

Speck AC19/20 HP:26/26 
Tuesday November 24th, 2009 9:12:53 PM

Speck sees that it is time to taunt the creature one more time.

"May the aroma of a thousand holy souls waft over you daily
In the pleasant place we send you
In your dieing breath
Thank us for our kindness in sending you to your paradise!"



Marcasthai AC 19 HP 43/84 (SteveK)(Lucky Luck, Spider Spell, Dread) 
Wednesday November 25th, 2009 1:27:47 PM

I'm DM next round, but haven't got anything from Jerry yet.

stephen.knotts@us.army.mil

Sir John, AC 25 (this round), 54/58 hp 
Wednesday November 25th, 2009 6:33:32 PM

(Stephen, I'm actually the one who has the DM information from our module. Let me pull it together and I'll send it to you.... Ken)

(Sent today, 11/27)

Osgood's Graveyard - The Cellar, Twilight, Round 9 
Monday November 30th, 2009 8:04:00 AM

Razalind falls under the combined attacks of the party, and crumples to the ground. Weary, everyone takes a short moment to take stock of the surrounding, but that is interrupted by the sound of gurgled breathing from your fallen foe.

Lucky's words seem to be prophetic, as the battered mass that is the chain demon slowly begins to knit itself back together. Although still unconscious, it is clear that the chain devil will awaken if not dealt with some how.



Marcasthai AC 19 HP 43/84 (SteveK)(Lucky Luck, Spider Spell, Dread) 
Monday November 30th, 2009 12:18:05 PM

panting, Marcas looks around and tries to use his torch to burn the parts of the demon like you would with a troll.

"Would acid work to slay the demon?" he wonders. "If not, we should back up and determine that this is a dead end."

Sir John, AC 25 (this round), 54/58 hp 
Monday November 30th, 2009 5:56:08 PM

Sir John curses as the darn thing starts recovering itself and while the rest of the group figure out how to kill her for good, he starts chopping at her neck and head with his axe, trying to keep ahead of the regeneration... (Do I need to roll hits?)

Speck AC19/20 HP:26/26 
Monday November 30th, 2009 10:39:41 PM

"A good coating of grease and a torch may do the trick. What'ya think?" Speck says as he slips through the crowd to inspect the carcass. He pulls out his wand of 'Grease' and says, "Get yer torch ready and stand back."

"A little oil for your squeaky chains, Me Lady," he says as he activates his wand. He is careful not to target the demon itself, as her magic resistance may cancel the wand's effecs. "You guys roll her over this greasy spot and give her a light, willya?"

Lucky Eddie AC22 HP36 of 46  d20+13=22 ;
Tuesday December 1st, 2009 8:07:48 AM


"Without her chains, she is nothing!" Lucky tries to disarm the down-but-healing demon. If that fails, he starts attacking the chains with his silvered club.

As his Protection from Evil spell flickers out, Lucky rerolls his AC for the next time it is needed. AC22

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (56 of 60 min used)
Read Magic (2 of 70 min used)
Find Traps (2 of 7 min used)
Magic Stone (2 of 30 min used)

Current Luck Points: 9

Cedric AC 16 HP 66/66 Character Sheet 
Tuesday December 1st, 2009 12:29:30 PM

Cedric looks on, unsure how to proceed. He calls down bolts of lightning for the remainder of his spell to assist in keeping Razalind unconscious.

Osgood's Graveyard - The Cellar, Twilight 
Tuesday December 1st, 2009 1:20:31 PM

The party continues to keep Razalind unconscious with sever beatings. Some people suggest fire, or acid. Speck coats the floor near her with grease, waiting for the party to roll her into it and ignite her. Lucky pulls off the chains that serve as her weapons and armor, which come off relatively simply.

Three things remain on her person: A ring, a pair of bracers, and a pouch.

She continues to persistently regenerate, despite the massive damage you've inflicted.

OOC:
No need for attack rolls, I'm assuming as long as you're here you'll continue to deal damage with your normal weapons frequently enough to keep her unconscious.
We are out of combat rounds.

Razalind is unconscious, stripped of weapons and armor, and near a greased floor.

Knowledge The Planes DC 18 Highlight to display spoiler: {You know everything in the monster manual entry for Chain Devils. Information that might be relevant: All devils are immune to Fire and have Acid resistance 10. Chain devils are further immune to cold. Chain devils regeneration is bypassed by silvered weapons, good-aligned weapons, and spells or effects with the good descriptor.}



Sir John 
Tuesday December 1st, 2009 3:42:25 PM

Sir John sees her continuing healing and continues bashing away... He says, "Grab her ring, bracers and pouch, so she can't use them!!! Fire won't work, as we've seen with my weapon! I don't have any spells to take her out either! Someone figure out what will kill this wench..."

Lucky Eddie AC22 HP36 of 46  d20+10=21 ;
Tuesday December 1st, 2009 6:41:16 PM

Know Planes, with a +5 Luck Bonus: 21!

Lucky tries hitting the demon with his silvered table leg. Does that regenerate?

"We need acid, silver, or good," he says. "It would take a LOT of acid."

Speck AC19/20 HP:26/26  d20+3=19 ;
Tuesday December 1st, 2009 7:11:33 PM

Knowledge Planes d20+3= 19!

With wize words from Sir John, and some introspection, Speck realizes what Lucky says is true. "Don't have any of either. Can't just run to town and get some either, can we? Let's look at the stuff we got from our foes from above."

Speck goes through the items taken from the Spider's minions to see if there is anything silver, or otherwise useful.

OOC: I'll look at the posts and see what it was we found.

Speck AC19/20 HP:26/26  d20+8=16 ;
Tuesday December 1st, 2009 7:22:48 PM

"I don't see anything in our loot that might help, unless it this rod."

Speck inspects the rod.

Bardic Knowledge d20+8=16

Osgood's Graveyard - The Cellar, Twilight 
Wednesday December 2nd, 2009 9:03:11 AM

Sir John calls for the devils remaining gear to be stripped, which Speck is more than willing to help with. Using the table leg as an improvised club, Lucky smashes the devil. The effect is instant and dramatic: The creatures skin sizzles as the silvered weapon overcomes all her demonic defenses. In short order Razalind is dead.

With the final breath of the creature, the great sense of dread most of you have felt since entering the graveyard lessens. Although its still at the back of your mind, it is no longer pervasive.

Speck goes on to search through the loot the party has obtained, going to so far as to inspect the rod in Lucky's possession.

You are finally able to take a moment to take stock of your surroundings, and get a good luck at the room. Though in many ways, you wish you had not. With disgust and horror you realize that the 'meat' hanging on the deepest hooks of the cellar is the remains of the once beautiful Mordreia. Skinned and dismembered almost beyond recognition, you nearly wretch at the sight of it.

Tucked into the corner of the room you find her head. There appears to be a rolled up note in her mouth.

OOC:
I assumed you performed a Coup de Grace with the table leg. Or alternately beat through 109 hit points with it.

The sense of dread effect is removed.

Speck Highlight to display spoiler: {Due to your Bardic Knowledge check: The rod seems to have several runes on it. You seem to get a sense that the runes relate to extension.}

XP coming.

Sir John 
Wednesday December 2nd, 2009 9:38:51 AM

Sir John breathes a little easier now that Razalind is dead, and chuckles at the fact that it took a table leg to kill her off. He is, however, horrified at their discovery of the remains, and says a quick prayer for Mordreia. He goes over and takes out the note from her mouth and opens it, showing it to everyone in the group.

He also says, "Shall we search the rest of this room? Also, can someone ID all the goods we found on her?"

Osgood's Graveyard, The Cellar, Twilight (DMSteveK) 
Wednesday December 2nd, 2009 4:19:13 PM

The feeble light of spell and torch only brings to bleak surety the horror within the cellar. Hanging from the furthest hooks is the quartered remains of the dancer Mordreia. Her head in the corner of the room is how the heroes identify her; her long blonde hair now soaked with her own blood and a final rictus expression of pain and horror on her face.

The smell of the rotting meat and the maggots feasting near the doorway up remind our heroes that this is not a place to linger. Even with the demise of the Chain Demon, decay and disease can seep into the stoutest flesh.

When Sir John takes the note from Mordreia's murdered head, he reads the note aloud...

Stars in the Darkness, Part 3
Once dancing on air, she flaunted her skin to give men's blood to rise without a touch. Now the wheel has turned, and she is unmoving. All her skin has been touched, consumed, and flesh exposed for all to see. Was it not exquisite to see her hanging here? Like bait on a hook, she hangs to catch stronger, larger prey. And here you are!

The Raven is a hunter, and the hunt has now begun. Tis early winter past, our poor heroes aghast, to see their pretty maiden to be rescued now forlorn. And now with bodies weary, and souls exquisite dreary, they find THEY are the quarry to be stalked 'cross Tharn's floor! -- Quoth the Raven



Lucky Eddie AC22 HP36 of 46 
Wednesday December 2nd, 2009 6:22:19 PM


"I'd like to find this Raven and pluck a few of his feathers," Lucky remarks.

He carefully collects the parts of the former girl, treating them with a clergyman's respect.

Speck AC19/20 HP:26/26  d20=12 ;
Wednesday December 2nd, 2009 9:55:32 PM

Speck hands the rod back to Lucky, "This rod won't do to kill the demon," he says. And thus Lucky finishes her off with the table leg.

Discovering the remains of the dancer, Speck is shocked. He new, by the demon's own words, she would be dead, but this? Then the note is read. "Cruelty like this has no equal punisment. Dispatching him to the Nine Hells is not even close to Justice!" he exclaims.

"Well, since now we are the prey, having the Raven find us should not be a problem. Question is, when and where. Hopefully we've distracted him away from other helpless victims."

"Anyone know of a Tharn's Floor?

Knowledge (Local) +3, History (+5), Bardic (+8) d20= 12 => (15,17, 20)

Cedric AC 16 HP 66/66 Character Sheet 
Thursday December 3rd, 2009 7:58:42 AM

Cedric ponders this Tharn's floor, but nothing rings a bell.

"I suggest we rest for the evening. Most of us are tired, weary and I think our casters are short on spells. It's nearly dark, and if the Raven is watching us, here would be a good spot for an ambush. And we should probably get out of here before we catch something."



Sir John 
Thursday December 3rd, 2009 9:53:09 AM

Sir John reads the letter and his sense of dread grows. "Yes, he does seem to be targeting us, for some unknown reason. Since there is nothing to find here, I agree that we need to find somewhere safe to rest. There is more to explore in this building, but that could wait until later. Thoughts?"

Marcasthai AC 19 HP 43/84 (SteveK)(Lucky Luck) 
Thursday December 3rd, 2009 11:54:06 AM

"The name of the town is Tharn", replies Marcas, "and I think that is a threat that we will not leave the town alive." The large minotaur blinks his eyes and snorts angrily at the degredations performed on the female dancer.

"We must search the rest of these buildings, and then rest, perhaps in the Constables shop?" Marcas takes a breath. "Then we can look at the clues we have. I refuse to be hunted. I am the hunter!"

Osgood's Graveyard, The Cellar, Twilight (DMSteveK) 
Thursday December 3rd, 2009 12:00:28 PM

The stench of rotting meat is nearly overpowering in the cellar as our heroes read the threatening, promising note. Mordreia's severed head lies forgotten on the floor.

Lucky collects the identifyable parts of the girl for proper burial later.

Speck wants to find when and where to meet the Raven.

Cedric wants to rest for the evening, but is certain that this cellar is a poor choice.

Sir John feels a sense of dread, but wants to search the buildings before resting.

Marcas also wants to search the buildings, then rest, then find the Raven. All good plans!

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

It is obvious there is nothing more to be gained in the cellar, and so our heroes skirt the cellar while avoiding the diseased meat, climb the stairs, and arrive above ground in Osgood's Graveyard. The last feeble light of day has fled, and the black storm of snow and soot continues to fall on the doomed town of Tharn. Only the raging fires from the foundaries in the lower town provide any light in the gloom.

Lucky Eddie AC22 HP36 of 46  d20+13=24 ;
Thursday December 3rd, 2009 5:55:46 PM


Lucky makes sure that the sad head of the dead girl is gathered up with the other bits.

He takes a look around to make sure nothing is missed (Using 5 Luck Points): Search 24. Let me know if I find anything, please.

Then it is time to get the heck out of there. "Anyone know where the girl's people live?" The normally happy-go-lucky halfling seems a little downcast. Maybe because he is carrying a head in a bag.

Marcasthai AC 19 HP 43/84 (SteveK)(Lucky Luck) 
Friday December 4th, 2009 7:49:00 PM

"We can ask the Constables when we get to thier headquarters", responds Marcas to Lucky.

"Can you keep her remains intact until we search the Graveyard?"

He waits for the leader's ideas.

Osgood's Graveyard, Dusk(DMSteveK) 
Friday December 4th, 2009 7:51:30 PM

The darkness is nearly complete, and the soot and snow drives chokingly into faces, the prickly cold burning ears and exposed flesh.

There is a bag of Mordreia's fleshy remains, and the other buildings not yet searched.

Speck AC19/20 HP:26/26 
Friday December 4th, 2009 9:58:47 PM

"Hmm..," Speck ponders. "Well, we should find her boyfriend. Or ex-boyfriend, that is. He'll be wanting to know what happend. It's just as well we search him out first. He can take care of her burial. Not that I don't want to, but we have more important things to do. We can pay our respects later."

"We have our rooms back in town. That would be our best bet for rest. Searching this place at night, in our condition, would not be wise," Speck opines. "I vote we go back to our rooms."

Lucky Eddie AC22 HP36 of 46 
Saturday December 5th, 2009 10:44:49 AM

"The rest can wait. Maybe we should just get the girl's remains home."

=====

OOC: Friends, is it time to put this game on hold for a while? Steve K (Marcas) says he is running out of time to play. I am pretty much burning the candle at three ends myself. Thoughts?

Sir John 
Saturday December 5th, 2009 12:23:25 PM

Let's get a census of who is interested in playing still and then I say we see if others want to join until some of us who are overloaded have more time... Usually when we put a game on hold, it dies off... On the other hand, we could say that we'll take a month off and start back up 1/1/10?

How about this for our census:

Ken/Sir John - OK to continue
Cayzle/Lucky Eddie
Steve K/Marcas
Others...

Speck AC19/20 HP:26/26 
Saturday December 5th, 2009 7:05:35 PM

with Christmas closing in, shopping, family, cooking, etc. Ken's idea is a good one. I want to finish this Raven off so I'll be hanging around.

Jonathan/Speck

Cedric AC 16 HP 66/66 Character Sheet 
Monday December 7th, 2009 7:47:25 AM

Christmas Season is kinda busy. I'd be happy to put the game on hold till after new years.

Marcas(DMSteveK) 
Monday December 7th, 2009 3:51:54 PM

I wanna squash the Raven. But a hold till 1/1/10 sounds great!

Lucky Eddie AC22 HP36 of 46 
Monday December 7th, 2009 8:08:41 PM

On hold until 1/1/10 sounds good to me too.

Sir John 
Tuesday December 8th, 2009 9:46:57 AM


1. We do need to decide upon our XP from the last fights (spiders, devil...) and we're still waiting on those values. Can we get those before break?

2. OK, so it seems the majority wants 1/1/10 as a new start date, so I think I'm safe in saying that we're officially on hold...

However, I think we've lost a member here or there.... It seems that our active members are:


Ken/Sir John
Cayzle/Lucky Eddie
Steve K/Marcas
Cedric/Troy D
Jonathan/Speck

Anyone else?

Marcas(DMSteveK) 
Tuesday December 8th, 2009 11:51:10 AM

that's all I'm seeing, Ken.

Speck AC19/20 HP:26/26 
Tuesday December 8th, 2009 10:39:50 PM

yeah.

What happend to Ki'El, anyone know?

Sir John 
Wednesday December 9th, 2009 10:28:31 AM

Good question re: Ki'El... He was the one that I was wondering about, since he had just started and then fizzled out...

Marcas(DMSteveK) 
Wednesday December 9th, 2009 11:40:44 AM

Ki'EL was Drew Gerken. He had recently returned to the Wold and bit off more than he could chew. He withdrew from the Mithril Tap thru a post on L&B

Sir John 
Wednesday December 9th, 2009 5:01:38 PM

OK... Didn't catch that and I wish he would have done that here.... Oh well... At least he notified us and I know what it's like to bite off more than I can chew...

Ken

Speck AC19/20 HP:26/26 
Wednesday December 9th, 2009 9:53:19 PM

yeah, you can only chew so fast before you bite yo toungue. :)

Marcas(DMSteveK) 
Thursday December 10th, 2009 2:30:37 PM

LOL!

Remsus Kai HP 43 
Wednesday December 16th, 2009 10:50:35 PM

I'm posting my new Mystic Theurge I am making for this game. He has the Hunting and Insight domains (lots of granted class skills like survival, spot, search sense motive, track feat ect) and started with 20intelligence, so expect lots of skill rolls as well as PLEANTY of spell casting power. He has level 3 cleric and Wizard spells and has caster level of 5 in each. Feats are Spell Focus Evocation and Illusion... but feats are subject to change.

He's still under construction. Does anyone have any suggestions as a way to raise my caster level???

Cayzle to Addison - PC Comments 
Thursday December 17th, 2009 5:02:29 PM


DOMAINS

The non-DMG Woldian domains are available only to PCs who are specifically devoted to a particular god (witches and "pure" clerics). Not to "generic" clerics.

No character could have Hunting and Insight. Only pure clerics of Jancassis can have Hunting, and only pure clerics of Gargul or Pantheon can have Insight.

CASTER LEVEL

Check out the Woldian Setanos's Vestments



Remsus Kai HP 43 
Thursday December 17th, 2009 7:02:15 PM

Oooooooh. I thought that being a Generic Cleric gave access to any two domains of my choice... Hmmm, guess I gotta reallocate skill points after choosing new domains... darn. Oh well. Maybe I should look into being a pure cleric of one of these gods?

Hmmm. Gargul seems to be in possession of the best combination of Domains for what I want: Insight and Travel seem promising combination.

If I stayed Generic Cleric, then perhaps Luck and Travel... or Trickery and Travel. I just want the survival skill for my background and roleplay. =(

Do you have any suggestions? I think we should create some more Domains... like the Spell domain (drool)

Speck AC19/20 HP:26/26 
Thursday December 17th, 2009 8:07:08 PM

Sad to say, I've neve played a cleric. And I'm not all that familiar with the woldian clerics, so I don't think I'd be of much help.

Sorry.

Marcas(DMSteveK) 
Friday December 18th, 2009 10:19:33 AM

there is the Magic domain in PHB.

My thoughts are that many (most?) PC clerics are Gargul clerics because of all the nifty power. Because of that, I shy away from playing Gargul clerics (cause everyone is doing it, right?)

Remsus Kai HP 43 
Friday December 18th, 2009 12:44:00 PM

Yeah. But the magic domain seems to just add 1 to my level for using staffs and wands. All the spells can be covered by my wizard spell list really.

With so many skill points for having a huge int score, I was trying to get domains that expand my skill selection and offer some good powers to assist.

Yeah, Gargul seems to be overplayed. But it's because he has all the good domains. Insight and Travel are two of the best. Really, I think that the other gods need to have some more domains thrown in to make them even. The Charm domain is just GIMPED... badly. Giving domain seems to suck equally. The only other good one is Hunting from Jancassis and maybe Domination (because Dominate person is a lvl 3 spell on that list!)

So... would you guys rather me just go pure wizard? I was kinda looking forward to doing both cleric and wizard, but I hate playing something that is sooooo overdone as Gargul priest.

Cayzle 
Friday December 18th, 2009 12:47:27 PM

Are there really that many clerics of Gargul in the Wold? I would have guessed that both Alemi and Domi are more popular.

Sir John 
Friday December 18th, 2009 3:49:51 PM

My vote is to make a pure wizard, since we need someone who can blast our enemies with arcane magic...

Remsus Kai HP 43 
Friday December 18th, 2009 4:52:25 PM

Hmmm. I'm waiting to see if Jason's idea for the practiced spellcaster feat gets approved by the powers that be. If it does, then mystic theurge may be a bit more attractive an option.

You guys don't have a cleric though do you?

So, I'm making a second character sheet that is pure wizard (can't find a prestige class for the life of me).

Basically my spot skill goes from 17 (mystic theurge) to 0 (wizard)... ouch

Remsus Kai HP 43 
Friday December 18th, 2009 5:54:36 PM



Remsus Kai 2

Here is the pure wizard version. No skills (other than wasted cross-class, bleh), no domains, no healing spells. But it does have level 4 spells rather than level 3 wizy and level 3 cleric. Compare the two if you want. I'm still on the fence.

The pure wizzy one just seems sooo boring. But the spells seem soo fun... =(

Cayzle 
Friday December 18th, 2009 7:02:25 PM

I like the MT ... see LnB Post.

Speck AC19/20 HP:26/26 
Friday December 18th, 2009 9:15:13 PM

ever contemplated mystic theurge / bard? :}

Cayzle 
Friday December 18th, 2009 9:41:09 PM

Yeah, I have. I had a druid / bard who I wanted to go MT with, but the losses were too steep. No wildshape, no bardic music. And bard spells just don't hack it. So I created the Woldian seer PrC as an alternative.

But I never got the chance to go all the way with the PC. :-( Maybe some other year.

Remsus Kai HP 43 
Friday December 18th, 2009 9:54:19 PM

Cayzle - I actually read your synapsis on Mystic Theurge two days ago. I'm actually a big fan of your screeds believe it or not. I started reading the comic last year some time.

I think we need to have a Wizard PrC that is accessible at lower levels. That would make going pure wizzy much more attractive option.

Then again... I'm a dreamer.

I'm still up in the air about which one to go. The mystic theurge has better skill selection, better saves, and can carry around a cure light wounds wand. But on the other hand. Next level, level 9, the pure wizzy will have level 5 spells, while the Mystic Theurge will still be with level 3 spells (in two classes though). My question is this now: how important is more spells? How many combats go on in a day? Do we ever run out of spells? Because the Mystic Theurge wins in longevity if we have to fight several battles in a day, but if its only one or two then I think the Wizzy spells would fair better. Especially Phantasmal Killer.... I almost took Illusion focus just for that spell. ;D

Cayzle 
Saturday December 19th, 2009 7:41:56 AM

Thank you for the kind words.

Speck AC19/20 HP:26/26 
Sunday December 20th, 2009 11:00:21 PM

considering that, so far, undead has been our Numero Uno enemies, might see what workds, or doesn't work, vs undead. :)

Marcas(DMSteveK) 
Wednesday December 23rd, 2009 2:18:45 PM

we HAVE been dealing with more than our share of undead...

Cayzle 
Thursday December 24th, 2009 11:09:24 AM

Lucky doesn't mind. His Magic Stones do double damage vs Undead.

Remsus Kai HP 43 
Saturday December 26th, 2009 3:53:39 AM

Yeah. I'm going with the Mystic Theurge. Ready to start playing whenever. I wonder how the DM will include my char in the game?

Sir John (Ken) 
Saturday December 26th, 2009 1:35:36 PM

I suggest that the Sergeant of the watch (who we're reporting to) suggest you as an addition to our group, to help ensure that we're successful. After all, the Raven hasn't been captured yet and the Sergeant is probably even more worried about all that's occurred...

Who is our next DM anyway? Is it you Steve?



Speck AC19/20 HP:26/26 
Monday December 28th, 2009 4:01:20 PM

just checking in. hope everyone had a swell Christmas. :)

Cayzle 
Tuesday December 29th, 2009 1:43:45 PM

Happy holidays to all!

Marcas (DMSteveK) 
Thursday December 31st, 2009 8:40:28 AM

Yes, I'm the current DM. That's a good suggestion, Ken! We'll start up on Monday.

Cayzle 
Thursday December 31st, 2009 9:43:27 AM

Sounds good. I'm feeling lucky! But I thought we had picked Jan 10 for the restart? Or am I imagining things?

Steve, you want to send everybody an e-mail?

Sir John (Ken) 
Thursday December 31st, 2009 12:46:42 PM

I'm OK with starting Monday, and great idea to send an email!

Sir John (Ken) 
Sunday January 3rd, 2010 7:35:20 PM

Hey guys... We're also still waiting on a final XP from our last adventure. The last we had was back in September, and we never did get the final amount from our fight with the demon and her cronies before then...

Whomever DM'd that please give us a posting of the Xps... Thanks, Ken

Marcas (DMSteveK) 
Sunday January 3rd, 2010 9:26:23 PM

I'm all for slowing down to make sure we're all ready to start. Let's make it 10 Jan.

- xp from chain demon, drider, and undead?

- Tomorrow I'll send an email to ensure I've got the email for everyone. :-)



Speck AC19/20 HP:26/26 
Monday January 4th, 2010 1:08:10 AM

Just checking in.

Happy New Year everyone.

Cayzle 
Monday January 4th, 2010 6:34:38 AM

Looking forward to Jan 10! And to xp before that!

...

But isn't a week from today the 11th?

Sir John (Ken) 
Monday January 4th, 2010 9:48:30 AM

I think the Xp was for the foes from this latest installment, so it sounds like driders, undead, demons... I can't remember each person we fought, but I do know our last XP was from whomever finished the previous installment (before this one we just completed).

Remsus Kai HP 43 
Monday January 4th, 2010 3:39:11 PM

My email is aplai13@tigers.lsu.edu.

=)

Speck AC19/20 HP:26/26 
Sunday January 10th, 2010 7:52:38 PM

just checing in. Ready to pick up again. :)

Regroup and Replan (DMSteveK) 
Tuesday January 12th, 2010 11:44:10 AM

Lucky and Marcas, the leaders of this band of adventurers, leads Sir John, Speck, and Cedric walk out of Osgood's Graveyard for war machines, and back to the occupied areas of Tharn. There are too many questions and not enough answers for our brave heroes, and they need a little advice.

Most people ignore the party, handling their own business and moving quickly indoors. A few scattered gangs see the group, but when they advance and see a group of armed and hardened mercenaries, they look for easier prey. Most business are shut down, as few people will come out in the toxic atmosphere. As they near the watch's HQ, they see various prophets claiming that the time of reckoning is near. These wild-haired, soot caked prophets of doom call for all to bow down and accept the inevitable.

The explosions continue from the SW district, and it appears that the fire is still spreading, though slowly. The SouthWest district of the town holds many foundries, magic supply shops, chemical factories and various other business that are incredibly flammable. It's sort of the rundown part of Tharn, but it is odd that the fire is still spreading. It also appears the looting and riots are continuing.

As the group continues through the cold and dark, their minds think back on the recent events; the murders of Tharn by the Raven. For six days, the Raven sends letters to the town news, taunting the police about his next murder victim, and on the seventh day they are dead. This week, the Constable Lucius, has hired our heroes to solve the murder mystery.

A cold wind whips down the street as our heroes march on, silent in their thoughts. The heroes were able to identify the next victim as an exotic dancer named Mordreia. Watching her for two days, the heroes discovered Mordreia was already captured and a doppelganger was impersonating her! An interrogation led the group to Osgood's Graveyard where they fought a Drider, undead, and a Chain Demon, all of who were lackeys of the Raven. Victory was bitter, for while the monsters are dead, so is Mordreia, her severed head and butchered body a testimony that the heroes were days too late.

As they near Lucius' office, they see guards standing outside, shivering in the cold. As they get closer, they notice that these seem to be reserve officers, and a passerby mentions that most of the regular officers are fighting the fire and trying to stop the riots and looting. And so on they march, through the falling snow and soot and bitter weather until they arrive at Tharn's Constablary and enter in.

At the door, they are met by a newcomer who looks to be newly deputized by Lucius. A curt note in the Constable's handwriting is to Lucky. "Here's some help. Use him. - Lucius"

...NOTES
Environmental Conditions: Outdoors, there is a continual blizzard conditions. Further, the snow is mixed with soot from the large town fires.
1. Outdoor Spot, Listen and Search checks at -8.
2. No Ranged Attacks possible.
3. Each hour exposure, Save Fort DC 15 or d6 non-lethal damage to extreme cold.
4. Each hour exposure, Save Fort DC15 or d6 non-lethal damage vs soot/breathing.


The Half Bloody Prince 
Tuesday January 12th, 2010 4:56:51 PM

The Captain of the team finishes reading his note and then passes it to Marcas. He grins at the new guy.

"Hey! New guy! Down here!" calls the halfling wearing no armor, but more than somewhat covered with blood and ichor. He sticks out his hand and offers a shake to the newcomer. His palm is sweaty or something.

"What's your moniker, son? My name is Several Snakes, of House Shivering. This here is Marks On Thighs, the battle leader. Also Sir John, the paladin; this other guy, the singer whose name I forget, and some other guys."

"Pardon me for being brusque, but I got a severed head here to drop off to a next of kin, if I can find one." He nods to a dripping sack he is carrying, and wipes his hand on his pants. Yes, the same damp hand he had offered for a shake.

"Anyway, we're trying to find this Raven character. You here to help out, or you got some other reason to talk to us?"

"Either way, welcome!"

Speck AC19/20 HP:26/26 
Tuesday January 12th, 2010 10:04:01 PM

Speck, a rather simply looking hafling, looks up at the sign Tharn's Constablary and sighs. With a slight wave of his pinky finger and a little mumbling 'Spellio Reparo' and the sign's letters change so it reads Tharn's Constabulary.

Speck holds still for the introduction to the newcomer but then heads on in. "Hey! Where's the Hot Cocoa we were ... cough, cough... promised? Oh well." He waves his pinky finger again and says 'Axio Hot Cocoa', but nothing happens. "Darn. I really could have used some Hot Cocoa."

Sir John (Ken) 
Wednesday January 13th, 2010 10:19:10 AM

(OOC - Not to bring it up again needlessly, but do we know our XP from the last adventure or 2? I'm near a new level for Sir John and wanted to see if I had enough to get it before our next fight...)

Sir John greets the newcomer and introduces himself while looking over their new companion, "Hello friend, I'm Sir John the Pious, a paladin of YHWH. You come recommended by Lucius, and that's good enough for me. All I ask is that you hold your own in a fight and support the rest of the team. What can you bring to the group's abilities?"

Marcas (SteveK) 
Wednesday January 13th, 2010 11:37:37 AM

Eight and a half feet tall, the normally immaculately brushed brown fur of the minotaur is caked with bits of rotted flesh, soot, blood, and less identifyable things. His purple surcoat over burnished armor has fared even worse. "Let us get a room to clean up and talk", he rumbles in his gravelly basso. "There is a meeting room in a constable shop, yes?"

Regroup and Replan (SteveK) 
Wednesday January 13th, 2010 11:40:43 AM

One of the guards escorts the group to a back room which is large enough for all of them to come in. She also indicates where the washroom is and shows them where there are basins and towels that can be used for cleaning up.

The group of heroes is left alone with their thoughts and knowledge. It is now early afternoon, and the group needs to learn about each other and what the next plan should be.

...NOTES
Environmental Conditions: Outdoors, there is a continual blizzard conditions. Further, the snow is mixed with soot from the large town fires.
1. Outdoor Spot, Listen and Search checks at -8.
2. No Ranged Attacks possible.
3. Each hour exposure, Save Fort DC 15 or d6 non-lethal damage to extreme cold.
4. Each hour exposure, Save Fort DC15 or d6 non-lethal damage vs soot/breathing.


Marcas (SteveK) 
Wednesday January 13th, 2010 11:48:17 AM

The deeply soiled minotaur immediately fills a basin and grabs half a dozen towels before moving to the large room. Marcas strips his clothing, backpack, and armor off and begins the laborous process of getting clean. The first thing he cleans is his backpack before opening it and reaching for the soap and a large brush.

Also coming out of the backpack is a long-haired cat that moves off a little ways before emulating the minotaur by licking herself clean.

"Greetings", Marcas says to the drow standing in thier midst. "I am Marcasthai, Hand of Imod, and Battle Leader to this group." The minotaur looks amusingly at Lucky and blinks his black eyes. "You may call me Marcas."

The armor and surcoat are next on the cleaning cycle. As water and soap clean the garment, the purple cloth reveals a symbol of a hammer entwined by a grape-laden vine. "What do you know of our current situation?", he asks Remsus Kai.

Speck AC19/20 HP:26/26 
Wednesday January 13th, 2010 10:24:54 PM

Sipping an imaginary cup of hot cocoa, Speck introduces himself as well. "I'd prefer singing than hunting undead things in this pea-soup of smuck, but this has given me good stories to sing about. Dobbins Rumbletummy is the name. You may call me Speck."

Speck looks at himself for a moment then adds, "That shorty over there is a hafling too, but he don't know it," pointing to Lucky. "Something addled his brain I think. Probably lack of proper meals. Y'know. Starving the brain. Anyway, glad to have your company."

Speck, having suffered only from the effects of the foul air, casts a cantrip and cleans himself from the soot, and helps Marcas get gory stuff the minotaur misses.

Meanwhile, he comments, "I don't know about you guys, but Mordrea didn't last six days. I thought the Constable had said the Raven send clues for six days and then killed the victim on the seventh. It's only been two days since we received the first clue and pinpointed Mordrea. Think the Raven is getting sloppy?"

Remsus Kai HP 43 
Thursday January 14th, 2010 2:38:25 AM

(Sorry for not posting. I didn't know we had started up until I checked my email. blah. Daily posting now in session!)

Remsus looks like a fish out of water... to say the least.

Firstly, his outfit is not the common clothes of any person who would live in the town. He looks like he has traveled long distances and has not enjoyed the company of many humanoids.

He has a gray rabbit-fur lined cloak that is quite worn and dusty from the soot and years of abuse. His tunic is blue and rather simple, with a belt buckle holding a mundane rapier and dagger. You can also notice many many pockets within his cloak and pants that contain spell materials. Each pocket has a label written in draconic. His boots are also gray-rabbit fur lined and very worn and dirty.

Remsus also has a crossbow slung over his shoulder and a backpack that seems to be stuffed with books. You can see some extremely sooty goggles in a pocket. He has a metal symbol of Gargul on his chest hanging down from his neck. Lastly you see a Weasel perched on the drow's shoulder. It is quite odd looking to see a navy-blue drow with a brown and white-bellied weasel on his shoulder.

He shakes Several's hand and then looks at his moist palm and quietly takes out a handkerchief and wipes his own hand and then offers the handerchief to Several.

Remsus speaks rather quietly, almost as if he would be happier as a librarian. "Greetings Marcas, Speck, Sir John, and Several Snakes. It is good to meet you all. I, as you may suspect, am not of this city, though when I heard shouts for help, I could not turn a blind eye. You see, I travel a lot... and study a lot. I travel to find new sources of information that I can document for the Star Mages guild..." then Remsus takes a deep breath.

"But as I traveled into this territory, I heard of many disturbances and cries for help. Despite my attempts to stay distant from it all and simply observe... I had to get involved by saving a family from some bandits. Its funny what a sleep spell and a few fireballs can do really. As the size of an explosion increases, the number of social situations it is capable of solving approaches zero. Hrm, anyway, so I was awarded with a little deputy star and drafted into the guard. Next thing I know, I am healing wounded and telling men what the afterlife is all about, according to lord Gargul, the all-seeing eye."

Then Remsus addresses Marcas, the battlemaster "As far as combat tactics. I don't really do melee. I'm more of a... root and nuke method.... Now, will someone please inform me what your group has done thusfar? Obviously something with claiming heads and this Raven character" Remsus asks, as he touches his fingers to the head to bless it so that the person may pass into the afterlife quietly.



Regroup and Replan (SteveK) 
Thursday January 14th, 2010 1:00:39 PM

Remsus Kai is introduced to the party. Having already presented his credentials through Lucius' note, the drow admits the Constable was very tired, irritable, and not in the mood to talk to a lone adventurer looking to help. In short, Remsus doesn't know anything about the situation.

Between the two halflings (Lucky and Speck), minotaur (Marcas), and human (Sir John), the story comes out.

The group had been travelling on a road with others when attacked by a couple of dragon-men and a small dragon. Travellers told of the magic city of Tharn that was having trouble, and so the heroes went ot see if they could help.

When they got to Tharn, they found big trouble. A fire started in the SouthWest district of the town, which holds many foundries, magic supply shops, chemical factories and various other business that are incredibly flammable. It's sort of the rundown part of Tharn, but the fire is still spreading despite all the townsfolk can do. The constables are understaffed since there is looting and riots happening at the same time.

To make matters worse, a snowstorm has seem to have parked over Tharn, and the combination of fire and snow are making it difficult to stay outdoors without freezing or having trouble to breathe.

Then there is this fellow who calls himself the Raven, a serial killer. Weeks ago, anonymous tales of grisly murder began arriving at the Tharn Inquisitive. Hair raising and horrific, these letters gained wide readership, similiar to murder mysteries that you may have read from time to time. However, the 'fans' delight soon turned to dread as they realized that these were actually true stories and related to real crimes."

Over the last two weeks, two people have been killed brutally. The killer, called the Raven, has been busy. His first week, titled "Tales in Blood" ended with the torture and death of a professor of literature at Morgrave University. His drained husk was found at his desk, his epitaph scrawled in his own extracted blood. "Demise of the Cowardly Shifter," the second letter, concluded with the death of a spinleless beasthunter named Mange. Hs body was found in an abandoned silver shop named Shining Star silver, where the killer poured molten silver over his head, freezing his face into a silent scream."

"This Raven sends his tales to the Inquisitive piecemeal in six fragments, each offering clues to his identity and that of his prey. Each fragment describes the stalking of his 'muse' and preparations for their demise. The sixth and final fragment culminates in the story's climax, yielding the blood-soaked details of the victim's grisly end. So far, his attacks seem random and we haven't found any pattern to the killing or clues to his identity, other than what's in the old letters."

This week, the letter is named, "Stars of Darkness." The heroes pull out the letter to read again and show Remsus...

The letter reads,
"Stars in the Darkness: Part 1. All light and magic, she twinkles to the cries of brutes and simpletons. She is their dream and the star by which they set their course across the uncharted waters of the Thunder. For one night they are hers before death finds them in a dusty tomb or a giant's embrace. Her body, outlined by the quicksilver gleam, strikes them harder than a titan's hammer. The shining silhouette of a goddess. (New paragraph) When the lights go out she is alone. The long walk home through biting wind and bleak snow leaves her cold and empty. There is no one waiting for her. Or so she thinks. She is no more alone than a star in the night. Darkness surrounds her. I wait in the gloom. I'll hold her close. Hold every part of her close." - Quoth the Raven.

The heroes were able to identify the future victim as Mordreia, an exotic dancer at a club. In trying to watch her and ensure she wasn't abducted, the heroes learned that Mordreia was already captured and a doppelganger was impersonating her! And then the second letter came out.

"Stars in the Darkness, Part 2" Metal bleeds as she does. Rust runs from weeping wounds. Forgotten beasts of steel discarded after the war, or banished to this dismal ground by age and wear. Black snow dusts the muddy soil of the graveyard. Somewhere within this mournful field of rust and decay, the rancid stench of festering meat chokes the air. On a stretch of cold earth lies her steel prison filled with tainted flesh. She dies so slowly. I eat her living flesh while she looks on in stunned terror. Her death will be exquisite; I shall savor her pain and horror for days. Amongst these forgotten metal giants, no one hears her hoarse screams as I feast on her.

An interrogation of the doppelganger and the letter led the group to Osgood's Graveyard, discard place for old war machines. There, they fought a Drider, several undead, and a Chain Demon, all of who were lackeys of the Raven. Victory was bitter, for while the monsters are dead, so is Mordreia, her severed head and butchered body a testimony that the heroes were days too late. And there, they found a third letter in the mouth of dead Mordreia.

Stars in the Darkness, Part 3
Once dancing on air, she flaunted her skin to give men's blood to rise without a touch. Now the wheel has turned, and she is unmoving. All her skin has been touched, consumed, and flesh exposed for all to see. Was it not exquisite to see her hanging here? Like bait on a hook, she hangs to catch stronger, larger prey. And here you are!

The Raven is a hunter, and the hunt has now begun. Tis early winter past, our poor heroes aghast, to see their pretty maiden to be rescued now forlorn. And now with bodies weary, and souls exquisite dreary, they find THEY are the quarry to be stalked 'cross Tharn's floor! -- Quoth the Raven

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

And the heroes look at the letters and the clues they have found.

And they talk about what it all means...

...NOTES
Environmental Conditions: Outdoors, there is a continual blizzard conditions. Further, the snow is mixed with soot from the large town fires.
1. Outdoor Spot, Listen and Search checks at -8.
2. No Ranged Attacks possible.
3. Each hour exposure, Save Fort DC 15 or d6 non-lethal damage to extreme cold.
4. Each hour exposure, Save Fort DC15 or d6 non-lethal damage vs soot/breathing.

Marcas (SteveK) AC 19 HP 84/84 
Thursday January 14th, 2010 1:06:43 PM

The minotaura stops grooming for a moment as he blinks his black eyes rapidly, and then clears his throat. "Our leader is having his jest. His name is Lucky, not 'Several Snakes'". But then his eyes grow hard and sparkling like obsidian. "One other piece of information. This Raven knows my matron's name, Thorlathai, and used it to lure us to Osgood's Graveyard. This cannot be random. This is personal."

Marcas pauses and breathes deeply to stay under control as his mentors taught. "So where do the clues point to search?"

Remsus Kai HP 43 
Thursday January 14th, 2010 3:47:43 PM

When whoever is informing Remsus mentions the Undead... Remsus's eye twitches violently in irritation.

Remsus thinks for a little while and instead of providing a possible answer to what the clues may lead, he instead pulls out a book and opens it to a page.

"Sir... Uh, Lucky. Can I please see that head? Was it the head of the last person killed by Raven??"

If so, then Remsus will put the head on the floor, uncovered, and sit infront of it cross-legged. "Anyone ever seen a talking disembodied head before?" he asks quietly.

He will cast Speak with Dead and ask it questions.

Question 1: Describe the person who attacked you in detail.
Question 2: ....... can anyone else think of a good question to ask it???

"You learn to cope with death when you are a priest of Gargul... " Remsus explains

It looks like a gruesome sight.

(text slightly changed by current DM, since there is no DC modifier attached to the spell)

Remsus Kai HP 43 
Thursday January 14th, 2010 7:43:38 PM

(OOC: Sorry. That was only a bad attempt at a joke. =)

Speck AC19/20 HP:26/26 
Thursday January 14th, 2010 10:28:18 PM

"There was a trick like that at the circus I belonged to, but, hmm..., the person really wasn't dead, and the body was hidden by mirrors. So, no, I guess I've never seen a talking disembodied head before. Gulp."

"Since we now are the next targets of the Raven, I suppose it would behove us to learn something from poor Mordrea, if this is possible. Oh, we could ask if the Raven took any personal item or object, something unique, from her. If so, we could procure a Locate Object spell and see how far that gets us."

Sir John (Ken) 
Friday January 15th, 2010 2:31:22 PM

Sir John frowns and says, "It seems that the hunted has decided to become the hunter. However, I'm not going to wait for him to come to us. Does anyone recognize any clues from this letter?"

He takes a moment and says, "I think we should ask the constable too if this letter provides any clues. There's got to be something more to this whole issue or maybe we should return to our last location after resting and healing ourselves up. Maybe there are other clues that we can find?"

Eddie 
Friday January 15th, 2010 2:58:52 PM


Eddie nods when Marcas "explains" his name. "You can call me Lucky," he says to Remsus, "or you can call me Plucky, or you can call me Eddie, or you can call me Ready. Just don't call me Late For Dinner. That ticks me off."

Eddie looks sideways when Remsus suggests casting Speak With Dead on the dead girl. Then he agrees. "Well, okay, but make sure you ask her who I should give her body to here in town, next of kin or a friend or what-have-you. And ask her if she heard anything about Marks On Thigh's mom."

"Mister Paladin," he says to Sir John, "What do you think of this idea?"

If the group agrees, Eddie will lay out the dead girl in as respectful a way as possible, somewhat putting parts where they should go. He'll do this on a nice table in a rented room somewhere, hopefully after having a chance to clean up a bit.

After, he asks Speck to sing a little song or maybe make a tune for the girl.

==========

OOC: Sorry, what was the story with xp again? Also, what was the story with loot and rewards? Does someone have a loot list? I think I made one a couple months ago. We should go over that for the split, no? Remsus, can you cast Identify?

By the way, with only five PCs in the game (five, right?) do we want to put a notice on the LnB to let folks know we have openings?

Regroup and Replan (DM SteveK) 
Friday January 15th, 2010 3:43:19 PM

The group lay out as much of Mordreia's remains as possible, and Remsus casts Speak With Dead. The mystical drow can only ask two questions, and the corpse should be as nearly intact as possible. It is kind of gruesome, and when the dead girl's mouth begins to move and whisper, a little disconcerting!

Question 1: Describe the person who attacked you in detail.
Cowled and cloaked, I didn't see my attacker, or my tormentor. Chains! The Knife! It hurts!

Question 2: Who should we give your body to here in town, next of kin or a friend or what-have-you?
There is a ranger whom I loved, Jarlos Takrain. Let him mourn my body. The spell ends and the mouth slowly stops its movement.

Lucky Eddie suggests to search the notes for clues.

Speck thinks perhaps a Locate Object spell may help if they are close enough to the Raven.

Sir John thinks that the Constable may have ideas if the group is out of them. If not, a return to Osgood's Graveyard may help to find a clue.

==========

Notes: Does someone have a loot list? I think I made one a couple months ago. We should go over that for the split, no?

By the way, with only five PCs in the game (five, right?) do we want to put a notice on the LnB to let folks know we have openings? I agree


Marcas (SteveK) AC 19 HP 84/84 
Friday January 15th, 2010 3:47:34 PM

Marcas stoically watches the spell. He has listened to the notes being read time and time again, but can find no clues. "If we have run into a wall with Mordreia, perhaps there is a clue at the other murder scenes that we could use to find who is the Raven. He has to be someone we know."

Marcas ignores the purring long-haired cat at his feet as he continues to brush his brown fur to perfection. The brush grows faster, and with more forceful strokes when he speaks of the Raven.

Remsus Kai HP 43 
Friday January 15th, 2010 5:48:05 PM

"Well, that was uneventful." Remsus says with a sigh.

"I am at your disposal. I would also like to accompany whoever decides to bring the corpse to the Ranger. I'm quite experienced at dealing with death." then Remsus says a blessing over the corpse and leaves it at that.

"If our plan is to let the Raven come to us, then I suggest we plan ahead for quite the battle. I would hate to be surprised. If he has the ability to control chain demons and the like, he is quite powerful. I vote we try to seek him out still. I would rather get the drop on him... and... I can cast Circle of Invisibility." Remsus explains

Eddie AC HP26 of 46  d20+13=31 ; d20-3=8 ; d20-3=6 ; d20-3=9 ;
Saturday January 16th, 2010 8:34:15 AM


"Oh Con Chair, good Remo," says Eddie. "It was an event not to be missed, the chance to see the dead speak. And now we know our next step. Come, let us visit this 'Jarlos Takrain' fellow and leave with him the remains of this sad girl."

"And it behooves us to move together, since 'splitting up the party,' as my great-grandfather, a first edition bard, used to say, is a sure path to disaster." Lucky grins as he gently picks up the body and associated bits.

"And as for calling demons, well, sure, it's not a job for neophytes, but it is also not that remarkable. I myself will be able to perform similar magic not too long from now. So do not fly your freak flag too high on that concern."

Eddie urges the group to move together, to find this boyfriend, and give him the body. How to find him? Ask at the constabulary. Ask at the tavern at which the girl used to perform. Make some gather info checks: Untrained Gather Info checks made at a natural -3 = 8, 6, 9. Probably not helped by the fact that Lucky keeps asking about "Jarlwolf the Rain" instead of "Jarlos Takrain."

=====

DM sanity info:

AC roll in effect until next combat: 31! Sweet.

Spells: Underlined = cast

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0

Spells in effect: none

Current Luck Points: 9

Eddie AC HP26 of 46 
Saturday January 16th, 2010 8:43:21 AM

OOC Stuff

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

OOC: The reason I break found stuff up into stuff found by Lucky vs stuff found by others is that Lucky is fully proficient and can activate any items he finds. NOT to stake out any claim.

Also note that the DM said XP was on the way on Dec. 2, but I have not seen any. By my records, XP was last awarded in mid August.

Sir John (Ken) 
Saturday January 16th, 2010 3:23:29 PM

(OOC = I posted the loot list about a while, and I'll go ahead and put together and updated one. Since I have the actual module, I'll be able to double check everything too...)

(OOC = Re: XP, we've had so many changes in DM's that I'm sure it's gotten lost somewhere along the way... It seems like our XP would be ~ 1000/"scene", and we have 2 scenes that we need credit for... So I say we say "2000 XP" per person and call it even... The module doesn't break XP down per scene, but this seems like a fair number. Either way, it's just a game and this keeps us from having to do a lot of needless work. All in favor, say "aye")

(OOC = I put the opening out there last month, which is what gained us Remsus, but I didn't have any other takers. The module actually works well with only 5 people, but if you all think we need another one, we can...)

(OOC = We've already met Jarlos, since he's the ranger that helped us at the beginning of the game... Remember he's the stalker that was actually a good guy. He left us before we continued on, but should be easy to find at a local tavern. He'll surely be a good NPC to help out if we want another character to help out...)

Sir John replies, "I remember jarlos saying we could meet him at the bar where Mordreia used to perform, so let's go there quickly and let him know what's going on. He'll probably want to bury her... And yes, let's stick together, especially since we're now the hunted..."


Speck AC19/20 HP:26/26 
Saturday January 16th, 2010 7:24:46 PM

OOC: I have written in pencil on my CS 1,750 exps. but I think that was for the combat we had on the road. Since then, we dealt with the doppleganger and the drider/undead/chain demon. I don't think we were given exps for that.

Also, we met Jarlos, he's the one that was tailing Mordrea and we thought he was the Raven. Remember the bar scene were Speck lit up the place with a Flare spell and illuminated his face? We cornered him and he explained who he was. And THAT was how we discovered the doppleganger.

Speck looked at the rod but didn't discover anything. He would like to have the 16 magic sling bullets. If no one can use the magic gloves, he'd like to have a go at them as well.

IC: "Yes," Speck agrees with Sir John. "He did say to meet him there when we needed him. We should go there first."

"Now, as for the Raven, my guess that all his abductions were done by his minions. What we need to do is do something that will tip his hand. A thorough exploration of the siege graveyard may help or not, but it's about the best we have to go on."

Meanwhile, when we the party does settle down to rest, Speck will inspect the loot and see if he recognizes anything. (OOC: you want a separate Bard roll for each item not identified yet?)

Eddie AC HP26 of 46 
Saturday January 16th, 2010 8:41:52 PM


When Sir John and Speck remind Lucky Eddie that they have already met the boyfriend, he says, "Of course I knew that! That's who I meant, you know. Trent Raingear! The ranger fellow. That's who I said, by Gargle's Gravenuts!"

Remsus Kai HP 43 
Sunday January 17th, 2010 8:04:49 AM

Remsus's eye twitches when Eddie says 'Gargle's Gravenuts'.

"You know. A simple Scrying or maybe Locate Creature spell could help us out here." Remsus says, damning his own multiclassness... and probably not for the last time.

"Even a Divination could help"

Eddie AC HP26 of 46 
Sunday January 17th, 2010 10:18:46 AM

OOC to Remsus: "Even a Divination could help" -- so why don't you cast one? It's the third level spell of the Insight Domain! :-)

Also OOC to Remsus: You can't join the Star Mages until you can cast 3rd level spells. So how is it that you have so many Star Mage skill points? That might need a second look.

Also OOC to Remsus: Star Mages don't charge for learning spells, but you still have to pay for paper and ink, per the PHB.

Remsus Kai HP 43 
Monday January 18th, 2010 4:15:34 PM

(OOC: I thought it said I could be a student of the star mages guild even before then, thus gaining the skill points? Yep. Paid for the scribing. 100gp per page right? Now I just have less spells)

"Hmmm. anyone have any suggestions as what to ask the almighty gods for the Divination?? I'm still new here and know little of what is going on." Remsus asks the group.

Eddie AC HP26 of 46 
Monday January 18th, 2010 5:47:26 PM

OOC Re. Star Mages: Only full members get the benefits. So you likely just joined as a full member, and will gain your first bonus skill points at level 9 (6th level wizard casting).

Funeral and Decisions (DM SteveK) 
Tuesday January 19th, 2010 12:31:47 PM

Once the party decides to see Mordriea's lost love, the group bundles up and, with the dancers remains in tow, heads back to the Starlight Lounge to find Jarlos Takrain. The ranger is there and stoically accepts the reponsibility to lay the dancer to rest. He shows no outward emotion.
Sense Motive DC15 Highlight to display spoiler: {Jarlos is keeping his emotions in tight hold, not letting strangers to see them.}
Sense Motive DC20 Highlight to display spoiler: Highlight to display spoiler: { Jarlos is in disbelief at the defiled corpse of his lover, and is soon coming over to anger. There is no telling what his actions will be after he buries Mordriea; whether a controlled anger to hunt down the Raven, or an uncontrolled displacement of the anger onto the heroes.}

Jarlos is able to give no further useful information about anything. Being a stranger himself, he can't even give directions back to the Constablatory or the scenes of the other murders.

Rather anticlimatic, the heroes are soon back in thier meeting room, trying to decide what to do next. They have a pile of equipment that they have been lugging around. The only long term decision is that the heroes aren't willing to wait around to be victims.

Needing a decision on what to keep with them and what to put in safe holding is one thing that has to be decided. The other is what to do to find the Raven before he finds them!

NOTES

Experience For the drider and chain demon, each party member (at that time) earns 1,000xp.

Party Treasure
Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass (Marcas is currently wearing both. One is Ebyron Tear of Electric (1d6 additional damage), and One is Ebyron Tear of Vicious (2d6 on enemy, 1d6 on self)
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Sir John (Ken) 
Tuesday January 19th, 2010 3:05:37 PM

Sir John admits his frustration as their search and investigations remain fruitless. "I still think we should return back to the site of our last battle and maybe we can find some more information or clues on the Raven. I'm not much of an investigator, but this will at least give us something to do if our divination doesn't help."

Regarding their treasures, he says, "I think we should consider getting most of those items identified and then see if any of them could help us in our upcoming fights. Otherwise, we could use the money to help us procure other items of interest."

Speck AC19/20 HP:26/26  d20+8=23 ; d20+8=20 ; d20+8=23 ; d20+8=20 ; d20+8=10 ; d20+8=14 ; d20+8=11 ; d20+8=18 ; d20+8=11 ; d20+8=27 ;
Tuesday January 19th, 2010 8:23:15 PM

Speck hums to himself as he looks at each of the following items:

Spider's chain shirt: Bardic knowledge d20+8=23
small wooden rod with runes: B.K. d20+8=20
chain shirt from ghoul rogue: B.K. d20+8=23
magic bullets: B.K. d20+8=20 (hmm... a pattern here...)
2 magic bullets with sticky stuff, very carefully handled, with golves: B.K. d20+8=10
(if it is poison, it probably has lost it's effectiveness by now, I'd think)
magic fingerless gloves: B.K. d20=8=14
magic hat: B.K. d20+8=11
magic potion: B.K. d20+8=18
dagger: B.K. d20+8=11
sling:B.K. d20+8=27

Remsus Kai HP 43  d20+15=18 ;
Tuesday January 19th, 2010 9:50:09 PM

(Sense motive =18)

"Jarlos, I am truly sorry for your loss. We will do what we can to avenge her." Remsus states rather flatly.



Marcas (SteveK) AC 19 HP 84/84 
Wednesday January 20th, 2010 11:47:35 AM

Marcas keeps quiet and watches as Mordreia's remains are given to the human ranger.

Once back at their room, the big taur echoes Sir John. "I think that we need to find the Raven. If Jarlos and Mordreia are no more help, we go back to where the trail ended and look for a clue."

Marcasthai turns to Lucky Eddie to make the final decision on where to go.

"We also need to distribute the gain to use effectively against our adversary. I think the spell scrolls go to Remsus?"

Divvying up Treasure (DM SteveK) 
Wednesday January 20th, 2010 12:00:32 PM

Sir John wants to identify the magical equipment, then go to Osgood's Graveyard to pick up the trail of the Raven.

Speck looks over the magical items to see if he knows how to use any of them. (ooc: A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function.)

ooc: Ken, Highlight to display spoiler: {I don't know the functions of any of the magic items in the pile. Can you assist?}

Remsus responds to Jarlos' lack of emotion with a woodenness of his own. The ranger barely acknowledges the concern.

Marcas echoes Sir John's sentiments.

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

Upon inquiry, the group learn that there are wizards and groups of wizards in Tharn that could normally conduct Identify spells for a fee, they are not available now. Either they are helping fight the fires and explosions with all thier knowledge, or they have fled the city. The group will have to Identify the equipment on its own.... or do without.

The equipment is laid out to decide what to use immediately, and what to store with the Constables until the Raven is caught.

Party Treasure
Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
Constable- chain shirt is of exceptional make that fits Spider
Marcas- Ebyron Tear of Electric (1d6 additional damage),
Marcas- Ebyron Tear of Vicious (2d6 on enemy, 1d6 on self)
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
Constable- two hundred gold in various coins
Constable- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
Remsus- scroll of Pyrotechnics (lev 2)
Remsus- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit



Remsus Kai HP 43 
Wednesday January 20th, 2010 12:48:07 PM

"Uhm. Thanks for the scrolls, I will keep them close by. Also, as you may suspect, I can cast Identify on each item over the next few days if you wish, but the cost for spell components is 100gold a pop in fine pearls. So, I would suggest we identify the most readily useful ones first. Maybe the Magic hat and gloves?"

Remsus puts the two scrolls in an impossibly deep coat pocket and then writes a little sticky-pad label in draconic that says "Pyro + Slumber" and labels the pocket with it.

(OOC: SO, I know thus far I have not listed the spells I have memorized for the day, and really its quite hard being prepared for both Utility stuff like Identify and Divination and also taking possible combat into account. I will look it all over and have a list of spells for days that look like combat and a list for lazy days and a list for a combination... by tomorrow. I guess for now just rest assured that I have Divination, at least one Identify, and Speak with Dead in my head)

Eddie AC HP26 of 46  d20+16=17 ;
Wednesday January 20th, 2010 12:50:47 PM

Sorry I missed a day! D'Oh!

Sense motive on what's his name, with an extra +5 on the check: a natural 1! That brings my current luck points to 4.

"Whatever we do, we need to hole up and rest. I'm hurt and out of spells."

Regarding the loot, Eddie says he wants to keep the vestments and the table leg. Especially since he is the only ones who can use them.

OOC: I see no wounds registered in headers ... are you all really at max hp? This is still the same day we fought the undead drider and the chain devil.

Sir John (Ken) 
Wednesday January 20th, 2010 3:20:37 PM

Sir John agrees that they probably need to rest for a while if people need healing, but he is itching to move along with the adventure. "How about we take a4-6 hours to rest so our casters can memorize spells and the rest can heal up. Then we can go to the scene of our last fight, like Marcas and I suggested?"

Regarding the items, he says, "I'd like to know about that ghoul rogue's chain shirt myself, but aside from that, there's not much else of use. Since we'll have to pay money either way to identify the goods, we might as well start doing it now..."

Speck AC19/20 HP:26/26 
Wednesday January 20th, 2010 10:53:43 PM

Speck suggest that the wooden rod is more important than the hat. The hat is probably a roguish hat for disquise. As well as the gloves. But the rod has runes on it.

Speck whispers to Lucky, "Jaros Seems taking the loss of the one he loved and came all the way here for rather matter-of-facltly, wouldn't you say? Think that doppleganger is back to work again? I wouldn't mind paying a visit to the tavern and following him to see where he goes tonight. What do you think?"

Remsus Kai HP 43 
Thursday January 21st, 2010 12:30:46 AM

"It takes an hour though. Can do it while we rest for a bit. I can also spend some time resting prepping other spells for more combat after casting this and divination. Still, the question begs: what shall I ask the gods of the Wold in the Divination?" Remsus asks

If the group agrees, Remsus will cast identify on the wooden rod and will then cast Divination once someone comes up with a proper question. Perhaps the Question "What will happen if we venture back to the sight of the last battle?" or perhaps, "SHould we wait for the Raven to find us or actively seek him out?"

Eddie AC HP26 of 46 
Thursday January 21st, 2010 12:37:27 AM

Eddie says of the rod, "I used it in combat and got the feeling it helps cast spells."

Marcas (SteveK) AC 19 HP 74/84 
Thursday January 21st, 2010 12:30:32 PM

Marcas agrees that the group needs to rest before returning to the Osgood's Graveyard. "Spells can be the difference between victory and defeat. The walls of Imod's training arena in Tauric Isles tell of the value of 'combat multipliers'. We rest now."

Casters, do what spells you need for healing and information, and then we will rest here, getting started again as soon as may be. Sir John and I will take turns on watch to allow the spell casters to sleep.


Rest and Recuperate (DM SteveK) 
Thursday January 21st, 2010 12:50:07 PM

The group settles down in the Constable building for some rest and recuperation. Between the constables, Marcas, and Sir John, the place is safe enough and nothing disturbs the group until rested and rejuvenated.

OOC: Casters, please post what spells you use prior to sleep

OOC: Casters, please post your spell list in spoiler and identify what spells used after sleep.

.........

Party Treasure
Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
Eddie- old wooden table leg, with ornate silver inlay
Eddie- Setanos vestment of Jancassis, +1
Constable- chain shirt is of exceptional make that fits Spider
Marcas- Ebyron Tear of Electric (1d6 additional damage),
Marcas- Ebyron Tear of Vicious (2d6 on enemy, 1d6 on self)
Identify- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
Constable- two hundred gold in various coins
Constable- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky) All not specifically called for stays in Constable building
- potion of protection from arrows 10/magic
Remsus- scroll of Pyrotechnics (lev 2)
Remsus- scroll of Deep Slumber (lev 3)
- masterwork chain shirt
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit


Sir John (Ken) 
Thursday January 21st, 2010 4:08:27 PM

(DM Only) = Highlight to display spoiler: {Steve, I sent you what you requested and when I sync up my PC tonight, you should get it...}

Sir John takes his turn at watch, but does try to memorize his few spells.

Spells Memorized (none used after sleep)
1st = CLW's, ProtfromEvil
2nd = Bull's Strength


Remsus Kai HP 43 
Thursday January 21st, 2010 4:39:19 PM


BEFORE RESTING:
Tired at the lack of direction, Remsus takes the Small Wooden Rod and begins to cast Identify on it. After the hour of the spell casting is done, Remsus writes down what the item does and reads it to the group.

Then, Remsus begins to cast Divination and will ask the almighty gods of the Wold (the DM) "Would our group do well to search for clues at the sight of the last battle"

AFTER RESTING, combat spells memorized:
Highlight to display spoiler: {
Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3: Bestow Curse, Magic Circle Against Evil
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp, Grease
lvl2: Sorching Ray, Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Fireball, Suggestion, Deep Slumber
}

Eddie AC HP30 of 46 
Thursday January 21st, 2010 7:33:53 PM

If no one else wants it, Eddie will take the magic dagger as well as the table leg and the vestments to the god of revenge. NOT TO KEEP -- just to use for now.

Eddie casts his very last four spells -- four cure minor wounds -- bringing himself to 30 hp. Then he takes the world's shortest bath (to get off the yucky bits) and then the world's longest bath (for soaking).

The next morning, still being on a Luck Quest, Eddie selects his spells completely at random. He ends up with ...

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points (reset each morning): 4

Tattoo Used: 0 of 3.

Remsus Kai HP 43 
Thursday January 21st, 2010 7:51:49 PM

Oh yeah. I forgot about the curing. Remsus also burns all of his cure spells on whoever needs them the most BEFORE resting. Why waste em right? Thats like 5 cure lights, 2 cure meds and 2 cure serious.

Eddie AC HP30 of 46 
Friday January 22nd, 2010 8:44:06 AM

"Hey, thanks!" says Eddie when Remsus offers some curing. "I could sure use that!"

OOC: Remsus, you want to roll? I'm down 16.

Remsus Kai HP 43  3d8+5=21 ; 3d8+5=15 ; 2d8+5=15 ; 2d8+5=14 ; d8+5=12 ; d8+5=11 ; d8+5=9 ; d8+5=10 ; d8+5=7 ;
Friday January 22nd, 2010 1:32:53 PM

Here are all my cure wounds rolls. Take what you need. No reason to not use up spells before resting right??

Suffice it to say, Remsus cures until there is no more curing to be done before studying his spellbook, praying to Gargul, and taking a long drow-meditation nap. Remsus even throws some extra cures to wounded soldiers around the area if the party gets full before he is out of spells

(OOC: and you guys wanted me to play a pure wizard! bah!)

Eddie AC HP46 
Friday January 22nd, 2010 2:56:32 PM

Eddie heals up and is gratefully at full.

Marcas (SteveK) AC 19 HP 84/84 
Monday January 25th, 2010 2:53:31 PM

Marcasthai gratefully accepts the healing hands of Remsus once in a minor spell. That and a good night's sleep cures the minotaur of any further ailments.

He keeps watch on, watch off through the night to allow the spellcasters thier rest, and sees what morning will bring.

Spells and Morning (DM SteveK) 
Monday January 25th, 2010 3:36:50 PM

Remsus discovers the Wand is a Wand of Scorching Ray with 25 charges left.

The drows Divination also brings some results. After asking the question, he gets the distinct image of a yellow circle with two big lozenge black eyes and a great black smile.



Sir John (Ken) 
Monday January 25th, 2010 4:29:51 PM

Sir John continues his watch...

Remsus Kai HP 43 
Tuesday January 26th, 2010 12:48:40 AM

After seeing the image of a classic smiley face, Remsus says, "That would be a great picture to put on a shirt. So simple, so elegant! We can make a fortune.. erhrm. Yeah. Lets see where the site of the last battle was and take a peek?" Remsus says to the group, ready to go after sleeping and getting his combat spells prepped.

Eddie AC HP46 
Tuesday January 26th, 2010 7:36:58 AM

Captain Lucky grins when he hears about the Divination and the image of the Happy Sun. "Well, the meaning is clear! We will succeed if we act in the daytime. So I think we're going to have a good day!"

"Now, we have a mission, and we had better hop to it. First off, is there any profit for us in returning to the graveyard? We never did enter the spider fellow's building, I think. We did not really explore the building in which we fought the demon."

"And failing that, where can we go to find the Raven? We need some leads. Ideas, people?"

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points (reset each morning): 4

Tattoo Used: 0 of 3.

Marcas (SteveK) AC 19 HP 84/84 
Tuesday January 26th, 2010 11:59:48 AM

"yes, the meaning is clear", speaks Marcas in his soft, gravelly voice. "We go to the site of our last battle, and find clues to lead us to Raven."

The large minotaur is imaculately clean once more, and hefts his ranseur and backpack. Careful to ensure the white long-haired cat is in her customary place, Marcas affectionately pets Khloe and is ready to face the day.

Back to Osgoods Graveyard (DM SteveK) 
Tuesday January 26th, 2010 12:14:25 PM

The heroes are determined to hunt down the Raven, and off they go!

Opening the outside door to the Constablatory Office is like stepping from one world to another. Inside, the walls are thick, the rooms are lit with rushes, lamps, and fires, and the warmth keeps life in the body. Outside however... A cold wind whips down the street, snuffing out the nearest lamps inside the building. Though it is morning, the sun is unseen through the flung snow and blackened soot of the near fires. Immediately, the air combines to cause coughing, the cold sapping the strength. The storm must have intensified in the night.

It takes an hour for our heroes to travel the distance from the Constables Office to Osgoods Graveyard. Though not to far on a clear day, the weather slowed them down to a snails pace. Further, the fires have spread in the night, and our heroes had to detour around an area of choking fumes.

All heroes take FOUR Fort Saves at DC15: 2 for cold and 2 for soot. Each failure = d6 NON-lethal damage.

Eddie, Marcas, Sir John, Speck, and now Remsus enter Osgood's Graveyard. Thier are paths that wind thier way through the hollow, the occasional gravestone and tree obstructing any view not already wiped away by the flying soot and snow. The hulking wrecks of rusted and rotting warmachines left where they were abandoned, this the spot of a long ago battle.

Soon enough, the group is in the relatively sheltered area of the ruined buildings. The bodies of the ghouls and drider are still here, untouched since yesterday. One building was searched (and where the group found the Chain Demon and the butchered body of Mordreia). One building is nearly collapsed, but there is one opening that the wounded heroes have not checked yet...

...NOTES
Environmental Conditions: Outdoors, there is a continual blizzard conditions. Further, the snow is mixed with soot from the large town fires.
1. Outdoor Spot, Listen and Search checks at -8.
2. No Ranged Attacks possible.
3. Each hour exposure, Save Fort DC 15 or d6 non-lethal damage to extreme cold.
4. Each hour exposure, Save Fort DC15 or d6 non-lethal damage vs soot/breathing.

Speck AC19/20 HP:8N/26/26  d20+4=20 ; d20+4=11 ; d20+4=16 ; d20+4=7 ; 2d6=8 ;
Tuesday January 26th, 2010 11:20:19 PM

OOC: Ok, I'll get my Fort saves in now and post my action tomorrow, it's late and I can't think straight. :)

DC15
Cold d20+4=20 Soot D20+4= 16
Cold d20+4=11 Soot d20+4= 7

2 saves and 2 fails. 2d6 non-leth = 8

Remsus Kai HP 7N/43/43  d20+6=7 ; d20+6=24 ; d20+6=12 ; d20+6=20 ; d6=1 ; d6=6 ; d20+18=31 ;
Wednesday January 27th, 2010 12:32:28 AM

Remsus is about half-way healthy. He coughs at the soot and a bit of blood comes up. He also shivers and his toes go numb. Failed 2 saves. takes 7 damage.

When the group arrives to the place of the battle, Remsus searches about vehemently for clues and such, (search check = 31-8 =23)

Eddie AC HP46 (Endure Elements)  d20+13=21 ; d20+10=13 ; d20+9=18 ;
Wednesday January 27th, 2010 8:19:48 AM

Eddie casts his Endure Elements spell, so I figure he only has to make the soot saves? How many saves do we need to make? I'll assume at least one, so Lucky's fort save vs soot, using all four of his luck points for a total +13, is a 21. That means no soot damage the first hour, and luck points are up to 5.

If we are out in it a second or third hour, please let us know.

Lucky is ready to go take a look at the opening we have not explored. He stands at the gap and listens: using no luck points: a 13. Looking into the dim: spot 18.

That's 5 and 10 with the -8 penalty, if that applies.



Marcas (SteveK) AC 19 HP 6N/84/84  d20+11=20 ; d20+11=27 ; d20+11=31 ; d20+11=14 ; d6=6 ; d20-1=18 ; d20-7=13 ;
Wednesday January 27th, 2010 11:28:44 AM

The cold doesn't bother Marcas, but he coughs a lot and has to spit out black gunk from his mouth and nose. (2 cold saves, 1 soot save, 1 soot fail), 6 Non-lethal damage.

Not very good at seeing or searching, Marcas' abilities are further hampered by the weather. Still, he is able to Spot anything that may be easily noticeable, and assists Remsus in the looking for clues.

...Actions

Spot: 18
Aid Another Search: 13 +2 to Remsus

Battle Site at Osgoods Graveyard (DM SteveK) 
Wednesday January 27th, 2010 11:38:25 AM

The initial blast of cold and soot is withstood by most of the heroes, yet it is the constant staying in the infernal weather that saps the strength. Still and all, our heroes are tough, and able to carry on.

At Osgood's, the heroes cast about. Remsus is able to note there are footprints (rapidly erasing in the wind and blowing snow) that are near the opening Eddie is listening at. All evidence of footprints from the battle the day before is gone. It can only mean that someone was here afterwards!

Eddie listens carefully at the darkened doorway, but can niether see nor hear anything over the howling wind.

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

NOTE1: One cold and one soot save was due to shock effect of coming from the comfortable Constable building into the cold. A second cold and soot save was due to an hour of exposure. Therefore, all heroes have 4 saves.

Sir John- 4 saves Fort DC 15 required
Eddie - 1 more Fort DC 15 required (not need cold saves due to Elements spell)

NOTE2: I adjusted Post Names so we all track Non-Lethal damage in the same manner. Non-Lethal is tracked as increasing increments and separate from Current Hit Point total.

From DMG: Highlight to display spoiler: {Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered, and when it exceeds your current hit points, you fall unconscious. }

Sir John (Ken)  d20+11=22 ; d20+11=21 ; d20+11=16 ; d20+11=23 ;
Wednesday January 27th, 2010 2:26:08 PM

(Sir John struggles through the mess and muck and tries to resist it to the best of his abilities, and is somewhat successful....

Fort Saves = 22, 21, 16, 23 ... All made...)

Sir John stares at the door and says, "If someone will check it out for traps, I'll take point once we know its not trapped. If someone was here after us, then we may be making some progress..."

Remsus Kai HP 7N/43/43  d20+17=21 ; d20+6=24 ;
Thursday January 28th, 2010 3:16:50 AM

Remsus sees the footprints that are rapidly fading and says, "Hey guys. If there was a battle here and we cannot see your footprints from the fight, but we can see these here, then that means someone was here very recently. Let's track it." and with that Remsus will follow the footsteps in the snow, looking around constantly for suspicious activity, fully expecting to see someone hiding behind some junk.

(Spot = 21, Listen =24. looking around while following tracks)

Eddie AC HP46 (Endure Elements) 
Thursday January 28th, 2010 2:45:56 PM

"Tracking is a great idea, Remo!" says Luckie Eddie. "Lead on, tracker!"

Marcas (SteveK) AC 19 HP 84/84 
Friday January 29th, 2010 3:10:14 PM

Ranseur in hand, Marcas moves to be directly behind Sir John, ready to decend the stairs.

At The Doorway (DM STeve) 
Friday January 29th, 2010 3:12:11 PM

Remsus suggests a tracker to follow the footprints. Without any specialized tracking ability, the drow can see the footprints either went into or out of the door in the building and are quickly lost in the graveyard. The door is the only possible clue from the prints.

Sir John suggests a footpad to check for traps at the door entrance.

Marcas gets ready to follow Sir John

Eddie thinks tracking is a good idea.

Speck remains quiet.

But nobody actually does anything....

Sir John (Ken) 
Friday January 29th, 2010 4:02:40 PM

(I thought that Remsus was tracking, since he made rolls and said he was following them and checking them out...)

DMSteveK made small addendum to Remsus.

Eddie AC HP46 (Endure Elements) 
Friday January 29th, 2010 5:11:16 PM

Eddie looks around. "Less jaw work! More paw work! I believe I still AM the leader of this group! Follow Remo here, please. Seems like he has a clue."

Remsus Kai HP 7N/43/43  d20+18=28 ; d20+15=31 ;
Friday January 29th, 2010 5:40:20 PM

(OOC: Um. Yeah I got pleanty of ranks in survival, but no track feat. I always thought that was stupid in 3.5, you can have a +20 to search and survival and not be able to track a rabbit in the snow? WTF is that about? Could I at least make a survival check to avoid the cold damage? I think thats in the skill description somewhere.)

Remsus does the best of his ability to follow the trail.

"Remo? Remo.... remmo. remoo. Formalities are out the window eh?" he mutters to himself quietly.

(Search = 28, Survival =31)

Speck AC19/20 HP:26/26  d20=3 ; d8+1=8 ; d20+5=7 ;
Friday January 29th, 2010 10:15:18 PM

OOC:Survival is a Skill, whereas Tracking is a Feat. On the other hand, pg 101 PHB, after the Condition table, under Normal: heading, it states that anyone can use the Tracking Feat as long as the DC is 10 or lower. Footprints in the snow, (See entry after the Surface table, Very Soft Groud, ) is DC5.

IC: Speck tries to determine which way the footprints head.
Survival d20 = 3. hahahahahahahaha

Speck is still suffering from the effects of snow and soot and figures it he can't even distinquish between a toe and a heel, he's worse off than he thought. He takes out his want of CLW and taps himself once.
Heal 1d8+1 = 8 pts of Non-Lethal dmg.

Speck offers to peek inside the building and to help see, he naps his fingers and a 'faintly glowing, vaguely haflinglike shape' appears before him and moves into the building. (cast Dancing Lights)

Spot d20+5=7 ick. get these bad rolls out of the way now, before combat

Sir John (Ken) 
Saturday January 30th, 2010 10:20:27 AM

If neither Speck or Remsus find anything at the door or information on the tracks, Sir John will kick the door open (unless it's unlocked and then he'll just open it) and move inside, watching for any dangers..

Marcas (SteveK) AC 19 HP 6N/84/84 
Monday February 1st, 2010 11:11:27 AM

The big minotaur blinks and then smiles down at Remsus. "Aye, Remsus, Lucky Eddie has little concept of what is proper. Yet he has great capacity for what is right."

The minotaur keeps his ranseur at the ready to cover Sir John.

Into The Building (DM SteveK)  d20=16 ;
Monday February 1st, 2010 11:18:00 AM

Remsus can see that the bootprints go in and out of the door, but can't determine which ones were made last; out... or in.

No determination is made on the door, and the old thing is at least stuck if not outright locked. And so Sir John uses a number 12 hard leather key and kicks in the door. The wood cracks and the latch shatters (DM roll 16) and the opening is able to be looked through in the dim light.

Sir John looks through and can see nothing in the darkness beyond. from the sound and echo of the room, it feels like it is a large area.

Eddie AC HP46 (Endure Elements) 
Monday February 1st, 2010 5:22:04 PM


OOC: The following all takes place before ANYONE steps in, please.

The Cap'n peers into the dark, and says, "I better have more than just my trusty table leg ready." He uses his tattoo and makes three Magic Stones. He also looks for something to cast his Continual Flame spell on -- the doorknob from the broken door will do, if there is nothing else. Once cast, he hands the continually flaming item to Sir John. "Here you go, Silverado."

Then he says to the entire group, "I got me a nifty spell to hide us from them what's movin' around long after they shoulda been RIP, if you know what I mean. Using this nice robe what aids my castin', I can cover up to seven people for over an hour. During that time, if you don't attack undead, they likely won't see you. The trick is that if even one person attacks an undead, the spell breaks for everybody."

"So the question I got for you, Marks-On-Thighs, since you be the warlord and all, is who gets the spell, and can they promise to not attack until you tells 'em to?"

[OOC: Steve, are you playing the battle leader role and the DM? If not, feel free to pick someone else to do the job for the duration.]

Marcas: The minotaur immediately picks Eddie himself to get the spell to keep everyone covered. "You don't get to do any attacking, Leader Eddie, but can do lots of directing in any battle." ooc: Cayzle, why don't you be the chaotic battle leader while I'm DMing? :-)

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 5

Tattoo Used: 1 of 3.
Stones Used: 0 of 3

Eddie AC HP46 (Endure Elements) 
Monday February 1st, 2010 5:25:53 PM

OOPS! Started my luck points today at 4, and gained another to get 5. But I actually started at 5, and so am now at 6.

Sir John (Ken) 
Monday February 1st, 2010 5:37:03 PM

Sir John waits to hear what the decision re: the spell is, and once it's decided, he'll do his door kicking routine...

Speck AC19/20 HP:26/26 
Monday February 1st, 2010 9:56:20 PM

OOC: Retracting Specks actions (I thought the door was already opened...

IC: Speck suggests, "I can send a decoy inside if that will help any. What'd you say about that, Oh Mighty Leader? Shall I?"

Remsus Kai HP 7N/43/43 
Tuesday February 2nd, 2010 1:23:40 AM

Remsus stands and waits for instruction.

[i]Detect undead??[/i} he thinks to himself

Eddie AC HP46 (Endure Elements) 
Tuesday February 2nd, 2010 7:26:34 AM

Huh? Lucky did not act until after the door was kicked in. That's how he figured he could cast continual flame on the doorknob after the door was splintered into flinders.

Into The Building (DM SteveK)  d20+10=25 ; d20+10=11 ; 2d8+8=16 ;
Tuesday February 2nd, 2010 2:07:18 PM

Sir John has the door kicked in. The building is dark and has the feel of a large, single room.

Marcas stands behind Sir John with his ranseur at the ready.

Eddie looks for advice about his spell. He already has his Magic Stones and casts Continual Flame on the doorknob, handing it towards Sir John.

Remsus waits and considers spells.

Speck asks some questions on spells.

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

And then the decsion on what to do next is taken away from the heroes! Stepping into the doorway (like they were ready to pound anyone who came through) are two mail-shirted zombie ogres. Wielding large greatclubs, they slam down at Sir John and Eddie!

Zombie Ogre D plants a club the size of a small tree into the paladin! (AC 25 Dam 16)

Zombie Ogre B whiffs at the small Eddie! (nat 1)

And there is more movement behind them!

Osgoods Graveyard 2



Eddie AC HP46 (Endure Elements)  d20+11=28 ; d20+5=8 ;
Tuesday February 2nd, 2010 2:54:26 PM

Eddie says, "What the heck!"

He casts Hide From Undead on the defensive. His Concentration check is normally at +6. He adds in another 5 luck points, making it a +11 check. His DC is 16. He rolls a 28, so no problem. That brings his current Luck points to 7.

He casts the Hide From Undead on all his friends.

He says, "Don't attack them! Don't touch them!"

The save DC for intelligent undead to resist the spell is a roll of d20+1+4, or 8. LOL! Not so good this time, sorry friends!

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 7

Tattoo Used: 1 of 3.
Stones Used: 0 of 3

Remsus Kai HP 7N/43/43 
Tuesday February 2nd, 2010 9:58:15 PM


Remsus reacts by casting Grease, spanning the 10foot space from square E-F 8-9. DC 18 to resist falling prone.

He also takes a 5-foot hop to square A-7, hoping that the Minataur could help protect him from anything.

"Why didn't someone tell me we would be fighting undead? All my enchantment spells I prepared are useless against these guys! "Remsus says, angry at his own lack of foresight.

"Oh well. As soon as I see a few more back there I will fireball them. No need on wasting my one-shot on two ogres. For now, lets see if zombie ogres can balance." Remsus says as he looks behind the ogres looking for more monsters that could be included in the radius of such a blast.

Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3: Bestow Curse, Magic Circle Against Evil
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp, Grease
lvl2: Sorching Ray, Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Fireball, Suggestion, Deep Slumber
}


Speck AC19/20 HP:26/26 
Tuesday February 2nd, 2010 11:39:46 PM

Speck takes a 5' step to B10 and holds his sling ready in case Eddie's spell doesn't work.

"We didn't? Oh well, now you know," Speck blurts out, rather matter-of-factly.

Marcas (SteveK) AC 19 HP 6N/84/84  d20+9=29 ; d20+9=19 ; 2d6+22=28 ; 2d6+22=28 ;
Wednesday February 3rd, 2010 1:06:02 PM

Marcas' ranseur flashes and ... stops. The minotaur is poised for immediate action if the zombie ogres continue an attack on any of his companions.

Readied Attack: If any zombie attacks any hero.

...Actions
Readied Power Attack on first zombie that attacks. AC 29 nat20! Crit 19 Dam 28 + Crit 28)
Power attack: -5 to hit, +5 damage (+10 for 2-handed damage)

Zombies in the Graveyard! (DM SteveK)  d20=7 ; d20=5 ; d20=5 ; d20=18 ; d20+10=12 ;
Wednesday February 3rd, 2010 1:28:57 PM

Eddie casts Hide from Undead and renders the heroes undetectable for the unintelligent zombies!

Remsus casts Grease on the area below the ogre zombies. Neither are able to stand and they both fall into a heap. The damage to Eddie's spell is complete, and the Hide from Undead is gone!

OOC: similar to the invisibility spell: "an attack includes any spell targeting a foe or whose area or effect includes a foe." The grease area included a foe and so ended the Hide spell.

Speck steps closer and readies his sling without firing.

Marcas holds ready to strike the first zombie that attacks.

Sir John stands on the defensive. (without Player post, will automatically assume best defensive position without moving or attacking. This gives +2 AC to Sir John)

......Enemy

Zombie Ogre B tries to stand and fails.

Zombie Ogre D is able to stand, and obviously sees the group to continue its attack.

A large arm comes from the darkness of the building by Zombie B and drags it partially out of the Grease.

There is more movement in the dark, but no telling what is out there in the Continual Flame in Eddie's hand.

.....NOTES

Sir John - 16 damage

Zombie Ogre AC 21
a
b
c
d

Zombie Bugbear AC 19
1
2
3
4

Osgoods Graveyard 2

Eddie AC16 HP46 (Endure Elements)  d20+9=17 ; d20+6=10 ; d20+13=16 ;
Wednesday February 3rd, 2010 2:02:44 PM

The Cap'n says to Remo, "No worries, brother. That Hide spell had crap-all for a save DC anyway."

Eddie throws the continual flame doorknob into the dark, hoping to illuminate the area. Note that throwing a doorknob might well provoke attacks of opportunity.

(If you want a to hit roll, I got a 17.)

If he has enough of an action left, he reaches out to pick the pocket of the Ogre standing next to him. Sleight of hand 10.

And a roll for AC: 16 this round.

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 7

Tattoo Used: 1 of 3.
Stones Used: 0 of 3

Remsus Kai HP 7N/43/43 
Wednesday February 3rd, 2010 4:22:09 PM

(OOC:Also note that standing is a move action that prevokes an attack of opportunity from everyone that threatens one of its squares. Also, I wanted grease to not include the squares in between the ogres and the group of heroes... guess i mis-typed. )

Oh. Sorry about canceling that spell! I totally didn't realize my mistake." Remsus says. (OOC: seriously, I thought since it was a conjuration spell, it would be like conjuring a summon monster or something. my bad)

Remsus will take a moment to consider what spell he should cast next. (I will post again later tonight. no time now)

(OOC: one more thing. Drow have darkvision, so I think I should be able to see what is out there pretty well)



Sir John (Ken)  d20+15=23 ; d20+10=12 ; d8+5=13 ; d6=1 ;
Wednesday February 3rd, 2010 9:39:27 PM

Sir John grunts in pain as the zombie strikes him, but it seems the hide spell didn't work...

(OOC - If the nearest zombie could hit me, then it appears I could hit him too? The map wasn't real clear if I could reach him, but since a greatclub doesn't have more range than my axe, I assume I can hit him...)

"Enough of this nonsense" he says, aiming at the nearest zombie (D), lighting up his sword with fire and swinging his sword at its midsection...

Att1 = Hit AC 23 for 13 + 1 fire = 14...
Att 2 = Miss AC 12

Speck AC19/20 HP:26/26  d20+11=29 ; d3=1 ; d6=2 ;
Wednesday February 3rd, 2010 9:50:15 PM

Speck, smarting that the Hide from Undead spell was cancelled before he had a chance to get to know how it would feel to be next to a zombie and not be attacked for a change, whirls his sling around and lets a bullet rip over Lucky's head and into Zomb D.

Being they are not adjacent to anyone, no penalty to hit. And since they tower over Lucky, no blockage of Line of sight.
Sling +1 Shock

D20+11= 29, dmg d3+1 +d6(shock) = 2 hp blunt damage and 2 shock damage


Remsus Kai HP 7N/43/43  4d6=14 ;
Thursday February 4th, 2010 12:28:03 AM



Remsus casts Scorching Ray on the Zombie Orgre that is standing up. 14 damage reflex save DC is 20

Also note that the Zombie Orges must make a reflex save or fall down every one of my turns. DC is still 18 for them.

Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3: Bestow Curse, Magic Circle Against Evil
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp, Grease
lvl2: Sorching Ray, Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Fireball, Suggestion, Deep Slumber
}

Zombies in the Graveyard! (DM SteveK) 
Thursday February 4th, 2010 8:43:48 AM

will post a little later, getting ready to teach a class..

LOL! When everyone is a DM, everyone has a OOC. Feels like getting cross examined!! :-)

Keeps me on my toes, though, doesnt' it?

Marcas (SteveK) AC 19 HP 6N/84/84  d20+9=21 ; d20+4=9 ; 2d6+22=33 ;
Thursday February 4th, 2010 1:44:12 PM

Marcas stabs twice with his large ranseur, putting extra muscles into his punches through the Zombie Ogre.

AC 21 Dam 33
AC 9 miss

...Actions
Full Attack

Zombies in the Graveyard! r2 (SteveK)  d20+10=29 ; 2d8+8=13 ; d20=20 ; d20+7=10 ;
Thursday February 4th, 2010 2:23:22 PM

Zombies in the Graveyard! (DM SteveK)

Eddie throws the continual flame doorknob into the dark, illuminating the area. Now everyone sees what Remsus already knows through his Darkvision; there are at least 4 Zombie Ogres and 4 Zombie Bugbears in the building! Ogre Zombie D lashes out at Eddie, striking him with a greatclub! (AOO: AC 29 Dam 13)

Sir John grunts in pain as the Large Zombie Ogre strikes him. The paladin steps forward and strikes back with a flaming sword of his own!

Speck lets a bullet rip over Lucky's head and into Zomb D!

Remsus casts Scorching Ray on Zombie Ogre D! (no save on scorching ray, only requires a touch attack) (DM rolled attack 10, good for touch!)

Marcas stabs the Zombie Ogre once, ending its unnatural life!

......Enemy

Zombie Ogre B is out of the Grease spell and stands. Zombie Ogre C and A are nearby.

Zombie Bugbear 1 moves up beside Sir John, breathing the fumes of death into the paladin¡¦s face.

Other Zombie Bugbears (2,3,4) move up.

And one Human Zombie shuffles up too, a wicked purple tongue lolling out of its mouth.

.....NOTES
Single Actions Only. The zombies can only attack or move but not both (except when charging)

Standing is a move action that provokes an attack of opportunity from everyone that threatens one of its squares. However, Marcus was the only one threatening the square and he already posted that he was waiting to see if the Zombie attacked (in response to Eddie¡¦s spell), so no AOO available. No Readied attack either, since the Zombie Ogre didn¡¦t attack and only stood up.

Forgot about Remsus¡¦ Darkvision. Has been corrected.

Changed area of Grease spell. (only 10¡¦ square) I was thinking 10 foot diameter. Oops! ƒº

Zombie Ogres have Reach (10¡¦)

Sir John - 16 damage
Eddie ¡V 13 damage

Zombie Ogre AC 21
a
b
c
d - dead

Zombie Bugbear AC 19
1
2
3
4

Osgoods Graveyard 2

Remsus Kai HP 7N/43/43  5d6=19 ;
Thursday February 4th, 2010 5:17:27 PM

Remsus looks into the hall and sees all the undead rolling about and decides that they must be a little more compact for him to waste his one fireball on the critters. Since it is only a 4x4 square, how could he hit the most of them? Anyone have a suggestion.

"Anyone have an idea to group them together a bit more? I can hit 3 of them it seems right now, but if they move up to the door I can toast much more."

(I rolled 5d6 for the fireball, but then I decided to wait a bit after further looking at which ones I can hit)

Sir John (Ken) AC 21, 42/58 hps  d20+15=35 ; d20+10=17 ; d8+5=11 ; d6=6 ;
Thursday February 4th, 2010 6:14:24 PM

Sir John sees that Zombie Bugbear1 is the nearest threat and yells to Remsus, "Take out the ones in back! That way, we don't have to worry about them getting past us to you all! The grease is helping us somewhat right now and I don't want to have to walk through it!"

Swinging his axe twice, he hopes to repeat his recent success...

Att1 = AC35 (nat'l 20, but sadly, undead are immune to crits... ;-((( ) for 11 + 6 fire = 17 dmg
Att2 = Miss AC17

Remsus Kai HP 7N/43/43 
Thursday February 4th, 2010 9:38:25 PM

Remsus shrugs. "Ok then." he says.

He points a charlie's-angel type finger towards the back and says his encantation, ending with "BANG" and the little orange dot flies from his gun-finger and lands spanning squares J-G, 6-9

HITS Bugbear 2,3, Ogre A, and M for 19 damage (rolled last post). reflex save is 21 for half damage

Speck AC19/20 HP:26/26 
Thursday February 4th, 2010 10:24:50 PM

OOC: Remsus, a Fireball has a 20 foot radius. So, the diameter would be 40 feet. Thats a 8x8 square!
Not 4x4, so your Fireball is more powerful than your thought. :)

IC: Speck, not wanting to get in Marcas' way, the bard runs behind the minotaur and ends up at C7 as the blast goes off in the back. "Now I can see something he mutters." He readies his wand of CLW, though, in case Sir John takes any more hits.

Eddie AC16 HP46 (Endure Elements)  d20+11=26 ; 2d6+3=11 ;
Thursday February 4th, 2010 11:41:13 PM

Lucky steps back five feet (out of AoO range, right?) and throws a magic stone at a zombie. He hits AC26 for 11 damage.

Eddie AC27 HP46 (Endure Elements)  d20+13=16 ; d20+13=27 ;
Thursday February 4th, 2010 11:45:19 PM

Extra: Maybe Lucky has to tumble back to B7 to avoid an AoO from Zom b. He throws 3 luck points into the check for a total +13 and gets a 16, so no problem. Plus now he has 8 luck points. THEN he throws.

OH, and the roll for AC this round: 27

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 8

Tattoo Used: 1 of 3.
Stones Used: 1 of 3

Remsus Kai HP 7N/43/43 
Thursday February 4th, 2010 11:48:54 PM

oh snap. i didn't realize it said 20foot radius. Ok then, Remsus includes every enemy in the blast radius. ;) But not any friends

DMSteveK: and here I wanted you to type "...includes everyone in the blast..."

Marcas (SteveK) AC 19 HP 6N/84/84  d20=7 ; d20=5 ; d20=3 ; d20=5 ; d20=11 ; d20=17 ; d20=8 ; d20+10=19 ; d20+14=27 ; d20+9=23 ; d20+14=33 ; 2d6+9=12 ; 2d6+9=13 ; 2d6+9=16 ;
Friday February 5th, 2010 12:48:00 PM

ooc: rolls were for DM post

Marcas steps up to get a better view of the battlefield. "Squeeze around me as you need to get your attacks on these undead!", he calls to his companions.

Marcas relaxes into a rhythm, trading damage for accuracy, and strikes at Zombie Bugbear 1 until it drops before [i]Cleaving[/b] the air over to Zombie Ogre B.

Actions
5 foot step
Full Attack on 1 until drop, then switch to B

AC 27 - 12
AC 23 - 13
AC 33 (Cleave) - 16

Zombies in the Graveyard Rd 3 (SteveK)  d20+10=30 ; 2d8+8=10 ; d20+12=17 ;
Friday February 5th, 2010 12:58:23 PM

Sir John attacks Zombie Bugbear1 and strikes once with his axe.

Remsus takes a step to see better (5 foot to see a point to blast every undead), points a little orange dot into the room which fills with a powerful blast of flame, catching all the undead that the heroes can see! All undead now have little flames on parts of their bodies... except for the exceptionally quick human zombie.

Speck runs behind Marcas and readies his wand of CLW, though, in case Sir John takes any more hits.

Lucky tumbles backwards avoid any attack from the zombies, and then plants a magical stone on the noggin of Zombie Ogre B.

Marcas drops the very injured Zombie Bugbear 1 on the first blow, landing two more into Zombie Ogre B leaving it reeling and nearly dead.

......Enemy

None of the zombies advance over the Grease spell, but crowd around the edges hoping to get to grips with the living on the other side of the door.

Zombie Ogre B reaches out with a Greatclub to Marcas, striking him for 10 damage.

Zombie Human speeds up next to Sir John, much faster than a zombie has a right to do. Opening its mouth unhumanly large, the purple tounge darts out to strike at the Paladin! (AC 17 touch attack, Sir John Fort DC 17 or be paralyzed!)

.....NOTES
Single Actions Only. The zombies can only attack or move but not both (except when charging)

Zombie Ogres have Reach (10')

Sir John - 16 damage possible paralysis
Eddie - 13 damage

Zombie Ogre AC 21
A - 19
B - 59
C - 19
d - dead

Zombie Bugbear AC 19
1 - dead
2 - 19
3 - 19
4 - 19

https://docs.google.com/leaf?id=0B_mKNx7uYNxOMmI1N2VlYjAtYzgxOC00Y2YwLTkwNTAtYzg4M2IzNzM0ZDcx&hl=en

Sir John (Ken) AC 21, 42/58 hps  d20+11=24 ; d20+15=16 ; d20+10=29 ; d8+5=8 ; d6=6 ;
Friday February 5th, 2010 2:27:18 PM

Sir John nearly vomits as zombie parts scatter over him, but he manages to keep his lunch down. However, the multiple darts hit him and... (Fort Save = 24) he manages to shake off their paralyzing affects...

He calls out to Remsus, "Great shot! I take back everything I ever said about spellcasters!"

To Marcas, he nods his head in admiration at his impressive display of strength and destruction...

Shaking his head to clear it from the darts, he angrily slashes at the human, hoping to rid it of it's head ASAP...

Hit AC 16... miss
Hit AC 29 for 8 + 6 fire = 14 dmg

(OOC = Just checking on a rule here... Since I have 2 attacks, do I add my strength to both or just the first? I double checked the rules and couldn't see where it addressed that issue. If it's an offhand weapon, then it's 1/2, but for multiples, I didn't see anything...)

Eddie AC27 HP46 (Endure Elements) 
Sunday February 7th, 2010 10:03:13 PM

OOC: Off hand is half damage, but there is no damage reduction for secondary and tertiary attacks -- the ones with BAB reduced by 5 and 10.

Eddie AC31 HP46 (Endure Elements)  d20+13=31 ; d20+10=15 ; 2d6+3=7 ;
Sunday February 7th, 2010 10:10:44 PM

AC this round: 31!

The Captain moves to C10 and says, "Back up and make them come fight us! We can use ranged weapons on them!"

He readies an attack. If he can get an open unobstructed shot, he'll throw a magic stone.

He hits AC16 for 7. But that's a miss.

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 8

Tattoo Used: 1 of 3.
Stones Used: 2 of 3

Speck AC19/20 HP:26/26  d20+5=14 ;
Sunday February 7th, 2010 11:16:34 PM

OOC: if you get two attacks because of your level, then you get to add your trength to both attacks. The difference is the BAB. Ex: a 6th level Paladin gets two attacks per round. The first attack is with a BAB of+6 and the second is with a BAB of +1. You add all your bonuses for strength, weapon focus, etc. to both attacks.

IC: Speck agrees that backing off is a sound strategy and steps back 5', still hugging the wall. But he also glances around to see if there are any foes sneaking up behind them.

Spot d20+5=14.

Remsus Kai HP 7N/43/43 
Monday February 8th, 2010 2:10:53 PM

Remsus pulls out some diamond dust and sprinkles it around, casting MagicCircle Against Evil on everyone, centered on Marcus. +2AC and +2saves etc for everyone

Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3: Bestow Curse, Magic Circle Against Evil
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp, Grease
lvl2: Sorching Ray, Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Fireball, Suggestion, Deep Slumber
}

Marcas (SteveK) AC 19 HP 6N/74/84  d20+14=30 ; d20+14=26 ; d20+9=20 ; 2d6+9=20 ; 2d6+9=20 ; 2d6+9=13 ;
Monday February 8th, 2010 4:02:50 PM

Marcas accepts the strike of the club as the price of being a warrior, and continues to ply his raseur to deadly effect. As soon as he slays the Zombie Ogre, he Cleaves the air to the undead human fighting Sir John.

"We have them bottled up in the doorway. Let them come and be slain one at a time!"

...Actions
Full Round Attack
AC 30 Dam 20
AC 26 Dam 20
AC 20 Dam 13



Zombies in the Graveyard Rd 5 (SteveK) 
Monday February 8th, 2010 4:16:32 PM

Sir John shakes off the paralyzing tongue and strikes the human zombie!

The Captain moves and calls out tactical advice. Finding an unobstructed shot, he throws a stone, missing.

Speck steps back still hugging the wall, and glances around to see if there are any foes sneaking up behind them. Though the wind and snow have lessened in this hollow of Osgood's Graveyard, it is too much for the Halfling to see anything other than the vague shapes of the nearby buildings... he can see nothing.

Remsus casts a Magic Circle Against Evil centered on Marcus. All the heroes feel safer

Marcas drops the very injured Zombie Ogre on his first blow, cleaving the human zombie with his second, but the minotaur's weapon skitters across a mail shirt and the third blow is ineffective!

......Enemy

Zombie human pulls back along the wall, getting out of range of Sir John's axe and out of sight of Marcas' ranseur.

As if they are marionettes marching to another's bidding, the Zombie Bugbears withdraw from the door opening.

The Zombie Ogre C withdraws from the door as well.

Zombie Ogre A reaches out and encloses the glowing doorknob in a ham fist, plunging the room back into darkness. Some light still leaks out, giving a shadowy feel within 10 feet of Ogre A.

.....NOTES
Zombie Ogres have Reach (10')

Sir John - 16 damage
Eddie - 13 damage
Marcas -- 10 damage

Zombie Ogre AC 21
A - 19
B - dead
C - 19
d - dead

Zombie Bugbear AC 19
1 - dead
2 - 19
3 - 19
4 -- 19

Human Zombie AC 23 - 34

https://docs.google.com/leaf?id=0B_mKNx7uYNxOYzEwN2NlMWQtNzU2ZS00ZmRmLWE2NzktN2YxZmZkYjRmNTc3&hl=en

Speck AC19/20 HP:26/26  d8+1=5 ;
Monday February 8th, 2010 9:56:51 PM

"Anybody get the feeling s0mething really intelligent, or Actually intelligent is inside there directing those zombies? Looks like we are at the famous 'Zombie Standoff' here."

Speck takes the pause in the fight as a cue to bop Sir John with his wand. "Ala Ka Zam," he says.
CLW d8+1 = 5.

Sir John is healed of 5hp of damage.

Marcas (SteveK) AC 19 HP 6N/74/84 
Tuesday February 9th, 2010 1:53:36 PM

"Aye", agrees the brown-furred minotaur, "more intelligence than we thought, they must be controlled somehow, but I can still see one!"

Marcas drops his ranseur and pulls out his longbow, stringing the eight foot stave with a quick twist of hand and hip.

...Actions
Drop Ranseur (free action)
Retrieve stored item (Longbow)

Sir John (Ken) AC 21, 47/58 hps 
Tuesday February 9th, 2010 4:33:40 PM

Sir John thanks Speck for the gracious healing an dnods at his suggestion. "Yes, somethings out there... I just don't know where..."

To Speck, he says, "Can you cast a light spell on a copper piece and throw it into the room? That way we can see what we're doing...":

He looks and concentrates into the room, trying to detect the specific evil that they're facing... If he needs to, he'll spend multiple rounds to see exactly how many and where the evil ones are...

Eddie AC30 HP33 of 46 (Endure Elements)  d8+5=7 ; d20+13=30 ;
Tuesday February 9th, 2010 5:22:19 PM

Lucky casts a cure light wounds on Sir John, curing 7 damage.

"There you go!" says the mendicant.

Then he looks down at himself. "Oh, yeah. I'm wounded too. Maybe I'll cure myself next round."

AC for next round: 30

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 8

Tattoo Used: 1 of 3.
Stones Used: 2 of 3

Zombies in the Graveyard Rd 6 (SteveK) 
Tuesday February 9th, 2010 6:01:52 PM

Speck heals Sir John.

Marcas unlimbers his bow.

Sir John suggests another LIght spell

Eddie heals Sir John.

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

And the Ogre Zombie swallows the doorknob with continual light on it, plunging the entire room into darkness!

As Resmus moves around, he can see the Ogre and Bugbear zombies moving and waiting, moving and waiting. Yet the darkness is so complete, no one else can see the enemy undead.

The Grease spell is keeping the two teams apart... for now.

.....NOTES
Zombie Ogres have Reach (10')

Sir John - 3 damage
Eddie - 13 damage
Marcas -- 10 damage

Zombie Ogre AC 21
A - 19
B - dead
C - 19
d - dead

Zombie Bugbear AC 19
1 - dead
2 - 19
3 - 19
4 -- 19

Human Zombie AC 23 - 34

Speck AC19/20 HP:26/26 
Tuesday February 9th, 2010 9:47:35 PM

"Sure can do," Speck chirps back at Sir John. Speck Moves to A9 and pokes his head between Marcas' legs and sings, "Pretty Little Lights are Going to Dance Tonight!"

Cast Dancing Lights: four 'torches' appear in a 10x10 (occupying the corners of the square) on the other side of the Grease effect (the outer corners of G8,9 and H8,9), staying within 10' of each other.

"See the little lights? Bet you can't swallow them! HA!"

Eddie AC27 HP33 of 46 (Endure Elements)  d20+11=18 ; d20+13=27
Wednesday February 10th, 2010 7:43:20 AM

The captain watches the big zombie swallow his doorknob. "Ugh!" he shudders. "That's going to be messy to get back."

But once the dancing lights illuminate the area past the Grease, Lucky takes another shot with a magic stone. He hits AC18, another miss, by just one. "Gosh darn it," he mutters. "Remind me to cast Bless before I throw any more."

AC check for this round: 27

Sir John (Ken) AC 21, 47/58 hps 
Wednesday February 10th, 2010 10:13:04 AM

Sir John concentrates for the 2nd round using his detect evil ability...

Remsus Kai HP 7N/43/43 
Wednesday February 10th, 2010 10:40:49 AM

Remsus casts See Invisible on himself and looks into the room.

(OOC: Sorry for missing a post. had a hectic day...)

Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3: Bestow Curse, Magic Circle Against Evil
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp, Grease
lvl2: Sorching Ray, Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Fireball, Suggestion, Deep Slumber
}

Marcas (SteveK) AC 19 HP 6N/74/84  d20+8=19 ; d20+3=5 ;
Wednesday February 10th, 2010 3:43:14 PM

Marcas is disappointed that the light goes out, but nods his thanks to Speck at the return of some light. Taking aim at the closest undead reavealed, he fires two large arrows, missing twice.

...Actions
Full Attack
AC 18
AC 5

Zombies in the Graveyard Rd 7 (SteveK) 
Wednesday February 10th, 2010 3:56:39 PM

Speck moves and casts Dancing Lights to light up the area.

Lucky takes another shot with a magic stone, but misses.

Sir John concentrates for the 2nd round using his detect evil ability. Looking in a 60 degree arc from the Dancing Lights to the left, Sir John is able to sense the presence of three moderate auras.

Remsus casts See Invisible on himself and looks into the room. From his location behind Marcas, he is unable to see the majority of the room because of the doorway limiting his view. The drow can only see the presense of Ogre Zombie A.

Marcas fires off two arrows, one hanging from the zombie ogre's thick skin without apparent damage, and the other darting harmlessly into the building.

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

The various zombies are keeping away from the Grease spell, waiting. Ogre Zombie A stands just beyond the Dancing Lights, fully illuminated.

The other zombies seen are shadowy figures in grayish light. Sir John can see them all except the fast human zombie with the purple tongue, but the other heroes can only see some because of the narrowness of the doorway.

The Grease spell is keeping the two teams apart... for now.

.....NOTES
Zombie Ogres have Reach (10')

Sir John - 3 damage
Eddie - 13 damage
Marcas -- 10 damage

Zombie Ogre AC 21
A - 19
B - dead
C - 19
d - dead

Zombie Bugbear AC 19
1 - dead
2 - 19
3 - 19
4 -- 19

Human Zombie AC 23 -- 34

Osgood's Graveyard


Eddie AC20 HP33 of 46 (Endure Elements)  d20+13=17 ; d20+16=29 ; d20+8=9 ; d20+16=26 ; d20+10=15 ; d20+9=20 ;
Wednesday February 10th, 2010 8:04:50 PM


Roll for AC this round: 17.

"Well, a leader has to lead by example, I always say! We need to know what is really happening out there! Besides, I've got the best reflex saves of us going! AND I have ranks in balance!"

Lucky takes a double move: To 9C ("Excuse, me, Marks-On-Thighs," he says), to 9D, to 9E, and to 9F. Then he takes a look around, and moves back to 9E, then 9D, then 9C, then back to 10C. He is using accelerated movement per the Balance skill, taking a -5 on his balance check in order to move faster.

First he makes a reflex save vs the Grease, save DC18. He uses 4 luck points, so his save is at +16. He will fail on a natural 1. He rolls a 29, so no problem, and a successful use of his luck points means his total is now up to 9 luck points.

Then he makes the Balance check to stay upright while walking at normal speed. The DC is 10, but there is a -5 penalty. Lucky usually has a +9 on Balance checks, but he adds 4 luck points to the roll, so he now is rolling at +8, and therefore only fails on a natural 1. A NATURAL ONE! HE ROLLED A NATURAL ONE! Look! There it is: d20+8=9!

Okay, first off that means he loses the 4 luck points he put into the roll, so he is now down to 5 Luck Points. Failure on the balance check means he can't move and has to make another reflex save. He'll use 4 of his 5 luck points on that save, and rolling at +16, gets a 26. No problem, and that means his luck points are now at 6. So that puts our hero in square 9E, after moving 15 feet, stuck in place, with a standard action still left to him.

Lucky decides on using total defense. That boosts his AC to 23 this round. But not having 5 ranks in balance, that means he loses his dex bonus to AC, so he is down to AC20.

And since he is there, he takes a good look and listen around. Listen 15, Spot 20.

Then he waits to get attacked. "Come get me, big boys!" he shouts.

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 6

Tattoo Used: 1 of 3.
Stones Used: 3 of 3

Sir John (Ken) AC 21, 54/58 hps  d20+15=23 ; d8+5=11 ; d6=4 ;
Thursday February 11th, 2010 9:50:22 AM

Sir John watches Lucky's antics in the room, and after seeing his friend stuck in 9E, he moves quickly to 11E and slashes at Ogre C, trying to protect Lucky as well as he can...

Attack = Hit AC 23 for 11 + 4 fire = 15

Marcas (SteveK) AC 19 HP 6N/74/84  d20+12=15 d20+14=16 d20+7=22
Thursday February 11th, 2010 2:28:21 PM

Marcas sees Eddie in trouble and that Sir John has avoided the Grease spell by hopping around the corner! Well, thinks Marcas as he drops his bow to the ground, I can't step around, but I can go over!

With a single step and a flexing of his thighs, Marcas tears his kukri from its sheath and leaps the 10 feet over the Grease spell with a little extra on the end, and slams into the Ogre Zombie!

"Move around and strike them down!" he shouts to the others.

...Actions
Drop weapon (free action)
Jump: 15 = 15 feet (move action)
Draw Kukri (with move action)
Reflex on Grease; 22 success
Attack Ogre Zombie A AC 16 miss

Zombies in the Graveyard Rd 8 (SteveK)  d20+10=20 ; d20+10=29 ; d20+10=14 ; d20+10=25 ; d10+5=7 ; d10+5=12 ; d20+12=29 ;
Thursday February 11th, 2010 3:03:39 PM

Eddie skips into the room for a look-see, and dances back across the Grease spell. Yet his luck runs out, and he wobbles in the Grease spell, at the mercy of any attacker! While there, he looks around,

Sir John watches Eddie and then moves quickly to protect the halfling's flank. The Zombie Ogre C whistles his great club bare inches above the paladin's head and gets an axe in the gut!

Marcas also jumps into the fray. Not quite far enough to clear the Grease spell, the minotaur stays on his feet but misses with his weapon. The Zombie takes the opportunity to bash the minotaur once. Marcas takes 7 damage

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

The various zombies move into motion.

Zombie Ogre C misses Sir John.

Zombie Ogre A strikes Marcas. Marcas 12 damage

Zombie Bugbears 2, 3, and 4 all rush Marcas' side. (Marcas gets AOOs)

After the ZBugbear's rush in, then the human zombie rushes in to strike at Marcas with his tongue! Marcas Fort DC17 or be paralyzed

.....NOTES
Zombie Ogres have Reach (10')

Sir John - 3 damage
Eddie - 13 damage
Marcas -- 29 damage

Zombie Ogre AC 21
A - 19
B - dead
C - 34
d - dead

Zombie Bugbear AC 19
1 - dead
2 - 19
3 - 19
4 -- 19

Human Zombie AC 23 -- 34

Osgood's Graveyard


Marcas (SteveK) AC 19 HP 6N/74/84  d20+14=30 ; d20+14=24 ; d20+14=16 ; d20+11=15 ; d20+11=30 ; d6+6=12 ; d6+6=12 ; d20+14=19 ; d20+9=22 ; d20+14=22 ; d6+6=11 ; d6+6=9 ; d6+6=10 ; d10+10=15 ;
Thursday February 11th, 2010 5:42:07 PM

Marcas lashes out three times with his kukri, giving heavy wounds on two of the zombie bugbears.

Then the human zombie comes in and sticks its tongue into Marcas' side. He feels his muscles stiffen, but with a heroic effort, overcomes the undead's paralysis.

Continuing to use the Kukri to slash at his undead foes, Marcas attempts to cut a wounded zombie bugbear down and cleave into the next wounded one to take down as many as possible, and then gore a final zombie!

...Actions
AOO to ZB2: AC 30 Dam 12
AOO to ZB3: AC 24 Dam 12
AOO to AB4: AC 16 miss
Fort DC 15 miss!
Hero Point Reroll: 30 made it!! :-)
Attack 1 AC 19 Dam 11
Attack 2 AC 22 Dam 9
Cleave Attack AC 22 Dam 10
Horn AC 15 miss

Remsus Kai HP 7N/43/43 (See Invisible)  3d6=12 ;
Thursday February 11th, 2010 7:53:17 PM

(OOC: Don't forget about the bonuses to saves and AC from the circle of protection from evil)

Remsus casts Spectral Hand, and a ghostly hand forms next to him. Next round he will heal Marcas with it.

Remsus also moves right behind Eddie. Square 9 i think. To get a better look in there for Invisible people

That is, unless the DM lets me retroactively cast the spell last round and heal him this round? Since I missed a post like an idiot... when do you make your DM posts? The time frame is throwing me off. (Cure Serious Wounds =12)

Speck AC19/20 HP:26/26  d20+7=10 ;
Thursday February 11th, 2010 9:39:04 PM

"What the..." Speck starts as the two figters barge into the room to protect their king. "Why couldn't you have just yanked him out instead of barging in?" he blurts.

"Remsus, dispell the grease spot, (OOC: free action) so the others can safely retreat back to the door. Our whole strategy has gone caput!"

"Marcas, you big lump! Get your hairy hiny back out here! i don't want to see these things coughing up your fur balls!"

Speck then steps to C9 and whirls a bullet at the human ghoulish thing,
D20+11 -4(firing into melee) = 10 miss

Sir John (Ken) AC 23, 54/58 hps  d20+15=28 ; d20+10=28 ; d8+5=7 ; d8+5=7 ; d6=1 ; d6=6 ;
Friday February 12th, 2010 10:06:28 AM

"Somebody take out that damn human abomination!!!" Sir John yells, glad that Speck targeted it with a shot... However, Marcas seems to be in a bit of trouble...

For now, he's got to take out the foe he's facing, bashing it again...

Attack 1 = Hit AC28 for 7 + 1 fire = 8 dmg
Attack 2 = Hit AC28 for 7 + 6 fire = 13 dmg
Total Dmg = 21 pts...

Remsus Kai HP 7N/43/43 (See Invisible) 
Friday February 12th, 2010 10:48:54 AM

Remsus dismissies the Grease spot as told. "SOrry, I thought they were dumb zombies and would just walk into it so we could smack em around while they are prone... but these guys are smart!"

Eddie AC23/25 HP33 of 46 (Endure Elements)  d20+11=15 ; d20+13=22 ; d20+13=23 ;
Saturday February 13th, 2010 8:15:22 AM


OOC: My friends, I thought dismissing a spell is a standard action. Let's see ... Yup! It sure is! I'm assuming the Grease is still there!

Lucky fully expects to be hit nine ways from heaven by the combined might of all the undead, but in fact, his friends rush in and Lucky is not even targetted at all!

"My Heroes!" he exclaims, in a high falsetto voice. "You rescued me!"

Lucky casts a spell on the defensive. He does so because he fears the reach of the tongue from Undead M. His concentration check, using five luck points, is a 15 -- failure. His luck points are now down to just 1, and he has lost a third level spell.

Lucky tries to keep his balance and move out of the Grease. His balance check at +9, is assured so long as he moves at half speed. His save, using his last Luck Point, is a 22, no problem, and now he has 2 Luck Points. He moves to 8D and then to 7E.

Lucky's AC this round: 23, or maybe 25 if he is in the magic circle.

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 2

Tattoo Used: 1 of 3.
Stones Used: 3 of 3

Speck AC19/20 HP:26/26 
Sunday February 14th, 2010 12:06:40 AM

OOC: oops, sorry. should have looked it up instead of relying on the good 'ol memory. Since Remsus hasn't done anything else, I suppose the Dismisal would be his Standard Action.

Or, Remsus, if you want to do something else, keep the grease there and do something else.

Sorry for the confusion.

Remsus Kai HP 7N/43/43 (See Invisible) 
Sunday February 14th, 2010 12:50:10 PM

Yeah. I'll dismiss it as my standard action... and when I do, little red and white hearts appear where the grease spot was

Happy Valentine's Day!

Zombies in the Graveyard Rd 9 (SteveK)  d20+10=24 ; d20+6=25 ; d10+5=10 ; d8+4=11 ; d20+12=19 ; d20+12=26 ; d20+12=32 ; d6+7=9 ; d6+7=11 ;
Monday February 15th, 2010 10:57:07 AM

Marcas cuts all about him, laying two of the Zombie Bugbears out and wounding the last. With a heroic effort, he overcomes the paralyzing effect of the Zombie Human. (ooc: if a PC doesn't utilize a benefit ie Prot v Evil, that's on them. Sorry Marcas)

Remsus dismisses the Grease spell, with little red and white hearts appearing for a moment before disappearing. The Drow then moves behind Eddie to get a better look around the room. Remsus can see everywhere in the large square room due to his Darkvision, and the drow is certain there are no Invisible people in the room.

"What the..." Speck suggests there were better strategies than charging into the room, and works to get the group back together while firing a sling bullet at the human zombie, missing.

Sir John identifies the medium sized human zombie as the most dangerous thing in the room. He worries about Marcas and frees himself from melee by cutting Zombie Ogre C into burnt decaying flesh.

Lucky plays the rescued maiden "My Heroes!" he exclaims. The Halfling then tries to a spell on the defensive, but Wardd is looking at him with the other side of the coin, and it fails. Weaving around, Lucky Eddie moves to stand beside the Zombie Human With The Purple Tongue.

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

There are a lot less zombies, but their aggression is not lessened. They step in to surround Marcasthai, the better to strike!

Zombie Ogre A strikes Marcas. Marcas 10 damage

Zombie Bugbear 4 strikes Marcas with a Morningstar for 11 more damage!

Zombie Human also focuses all his attacks on Marcas, as if trying to bring the big warrior down before his friends can get there. Two powerful fists hit vulnerable spots, and the tongue lashes the minotaur again. (AC 26, 32 Marcas Dam 9, 11, Fort DC 17 or Paralyzed)

.....NOTES
Zombie Ogres have Reach (10')

Sir John - 3 damage
Eddie - 13 damage
Marcas -- 71 damage

Zombie Ogre AC 21
A - 19
B - dead
C - dead
d - dead

Zombie Bugbear AC 19
1 - dead
2 - dead
3 - dead
4 -- 29

Human Zombie AC 23 -- 34

Osgood's Graveyard


Marcas (SteveK) AC 19 HP 6N/13/84  d20+11=12 ;
Monday February 15th, 2010 11:00:11 AM

Marcas roars in agony as he is pummelled from all sides, and then he stops. Sound is cut off as the big minotaur stiffens into immobility!

(ooC; LOL, a Fort save of +11 and I miss two in a row!)

...Actions
Fort DC: nat 1!

Sir John (Ken) AC 23, 54/58 hps  d20+15=20 ;
Monday February 15th, 2010 1:48:27 PM

Sir John utters a rare curse as he sees Marcas paralized. "Somebody free him and I'll concentrate on the human!!!"

Moving quickly to intercept the foe, he slashes quickly at the human's neck but in this case, he misses...

MIss AC 20 but it appears that my foe is flanked based on his position?
(OOC = Not sure which one is the human... is it the yellow "M"?)

However, that only gets me to hit AC 22 which is still a miss...



Eddie AC26/28 HP33 of 46 (Endure Elements)  d20+8=9 ; d20+10=17 ; d20+13=26 ;
Monday February 15th, 2010 3:24:10 PM


"The dead dude with the tongue has got to be the leader. We need to take it down!"

"Remo, cure Marks-On-Thighs with your hand spell!"

"Meanwhile, as for the Tongue Dude ..."

Lucky tries again to cast a spell on the defensive, using both of his remaining Luck Points. He rolls a 9! Failure again! Natural One!

"Wardd's Wingnuts! My luck has run out!" he yells, and tries to tumble back out of danger. His roll is a 17, exactly what he needs. He ends up in 5E.

Lucky's AC this round: 26, or maybe 28 if he is in the magic circle.

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 0

Tattoo Used: 1 of 3.
Stones Used: 3 of 3

Remsus Kai HP 7N/43/43 (See Invisible)  3d8+5=20 ;
Monday February 15th, 2010 4:04:34 PM

Remsus spontaneously loses his Bestow Curse spell in favor of a Cure Serious Wounds and hits Marcus with it for 20 points of healing goodness!

Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3:
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp,
lvl2: Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Suggestion, Deep Slumber
}

Speck AC19/20 HP:26/26 
Tuesday February 16th, 2010 12:31:33 AM

Speck slides in to F11 and pulls out his Grease wand.

"Crisko!" he burts as he points his wand at the human zombie. A squirt of greas coats the 10x10 square the zombie is standing in and the squares next to him (F6-7, G6-7). DC11 Ref Save, Duration 1rd.

OOC: hopefully he fails and falls. If he gets up, I think you guys will ge AOO on him. X my fingers!

Zombies in the Graveyard Rd 10 (SteveK)  d20+10=20 ; d20+6=13 ; d20+12=24 ; d20+12=22 ; d20+12=26 ; d6+7=10 ;
Tuesday February 16th, 2010 12:21:53 PM

Marcas gets paralyzed!

Sir John moves to intercept the Zombie-like human, and misses with his axe.

Lucky is full of unLuck as another spell fails! He tumbles out of the way of danger.

Remsus spontaneously casts Cure Serious Wounds, touching Marcus (DM move of Remsus to touching distance). Some of the minotaur's wounds close, but the big warrior is still paralyzed.

Speck slides up and Greases the Human Zombies ground, but the monster has incredibly good reflexes for an aparant zombie. It easily stays on its feet.

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

Zombie Ogre A moves to get Sir John, Remsus, and Speck in range of his Greatclub.

Zombie Bugbear 4 reaches up around Marcas' shoulders until the heroes can hear a angry squall. For some reason, the Zombie has grabbed Marcas' cat, Khloe!

Zombie Human ignores the immobile minotaur and turns to Sir John. Two fists and a purple tongue look for vulnerable spots around the paladin's armor. One fist misses, but Sir John is rocked for 7 damage and more paralyzing poison! (DC Fort 17 or paralyzed)

.....NOTES
Zombie Ogres have Reach (10')
M= Human Zombie-like monster

Sir John - 10 damage
Eddie - 13 damage
Marcas -- 51 damage

Zombie Ogre AC 21
A - 19
B - dead
C - dead
d - dead

Zombie Bugbear AC 19
1 - dead
2 - dead
3 - dead
4 -- 29

Human Zombie AC 23 -- 34

Osgood's Graveyard


Captain Lucky AC26/28 HP33 of 46 (Endure Elements)  d20+13=18 ; d20+5=17 ; 3d8+7=22 ; d20+7=27 ;
Tuesday February 16th, 2010 5:52:28 PM

Lucky, now maybe out of reach of Tongue-Dude, casts Cure Serious Wounds spontaneously over Pro Energy. If that provokes an AoO, then Lucky will make a Concentration check to see if a hit breaks the spell. Then he moves up to attack Tongue Dude with a touch. His touch attack hits AC17 for 3d8+7 positive energy damage. That's 22 damage with a will save of 27 for half damage.

That's a nat 20 on the spell DC check. Maybe Lucky's luck is turning around.

Lucky's AC this round is 18, Maybe 20 if he is in the circle.

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 0

Tattoo Used: 1 of 3.
Stones Used: 3 of 3

Sir John (Ken) AC 23, 54/58 hps  d20+13=24 ; d20+17=28 ; d20+12=29 ; d8+13=16 ; d6=5 ; d8+13=19 ; d6=6 ;
Tuesday February 16th, 2010 6:01:02 PM

Sir John feels the bite of the poison (Save = 24) and again resists it... However, he knows his luck may change soon so he knows he's got to focus on the human zombie and finish it off quickly...

He decides to use his smite evil ability this round, and hopefully deal some substantial damage...

Attack 1 = Hit AC28 for 16 + 5 fire = 21
Attack 2 = Hit AC29 for 19 + 6 fire = 25
Total Dmg = 46 pts... (Take that zombie boy...)

Abilities used: 1/2 Smite Evils...

Speck AC19/20 HP:26/26 
Tuesday February 16th, 2010 6:30:21 PM

OOC: SteveK, you forgot to move Speck to F11! that would prevent the ogre zomb to move that far, unless he uses a bull rush.

Please re-adjust the map. Thanks.
I'll post later on tonight.

Jonathan/Speck

Marcas (SteveK) AC 19 HP 6N/33/84 
Wednesday February 17th, 2010 11:37:45 AM

Marcas can't even blink, and so he stands there, even more helpless than when the Dread general dominated his mind.

Zombies All Dead (SteveK)  d20+9=25 ; d4=3 ;
Wednesday February 17th, 2010 11:49:07 AM

Lucky casts a spontaneous Cure Serious Wounds and is far enough from the Human Zombie to cast normally. Then he moves up to touch Tongue Dude, hurting the undead more than anyone else has been able to do so far!

Sir John resists the bite of the poison, but knows his luck may change soon. Imbuing his axe blade with holy light, he Smites the evil undead! Take that zombie boy!! The monster crumbles at the Paladin's feet.

Speck somehow appears in front of the Zombie Ogre, keeping the monster away from Remsus! (ooc: sorry about the non move)

Marcas stands like a living statue.

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

Without the directing mind of the purple-tongued-human-zombie-monster-undead-thing, the remaining two zombies are easy pickings; the heroes kill them quickly.
(DM ending combat since the rest is just mopping up. Good job! Everyone gets 500xp)

The heroes have time to investigate the building, the undead, and let Marcas thaw (3 minutes) There is nothing else moving in the building besides the heroes.

.....NOTES

Sir John - 10 damage
Eddie - 13 damage
Marcas -- 51 damage


Captain Lucky AC26/28 HP33 of 46 (Endure Elements)  d20+8=12 ; d20+8=11 ; d20+8=15 ; d20+8=26 ; d20+8=19 ;
Wednesday February 17th, 2010 2:44:27 PM

Lucky carves the continual flame doorknob out of the belly of the zombie that ate it.

Then he uses its light to search the room.

Search checks 12, 11, 15, 26, 19.

"There's gotta be some clue as to what is going on here," he mutters.

Sir John (Ken) AC 23, 54/58 hps 
Wednesday February 17th, 2010 3:22:02 PM

Taking a deep breath now that the combat is over, Sir John moves over to Marcas to check on him. He can't remove his paralysis, so he decides to keep watch while the others search the room and heal the injured members...



Speck AC19/20 HP:26/26  d20+15=35 ; d20+15=33 ; d20+15=19 ; d20+15=16 ; d20+15=24 ;
Wednesday February 17th, 2010 10:59:06 PM

OOC: thanks SteveK. :)

IC: Speck helps carve up the zombie ogre with his shiny sword. Curious about the new fangled zombie, Speck goes over to the purple-tongued-human-zombie-monster-undead-thing (PTHZMUT for short), and studies it carefully.

"It's gonna be hard to write a song about this PTHZMUT. I can't even pronounce it correctly!" he comments.

Then the room brightens up a good bit as a gooey brassy glowing globular doornobby thingy (GBGGDT for short) is retrieved from the zombie's belly. "Couldn't just wait until he passed it, eh?" Speck jokes.

At which point the four dancing torches suddenly vanish. (they only last 1 minute).

Speck puts on his funny goggles and follows Lucky in his search.
(like Lucky, 5 search checks)

d20+15= 35, 33, 19, 16, 24.

Speck AC19/20 HP:26/26 
Wednesday February 17th, 2010 11:00:56 PM

OOC: I just noticed, a N20 and a N1 in that search check.

Remsus Kai HP 7N/43/43 (See Invisible)  d20+18=29 ; d20+18=22 ; d20+18=30 ; 3d8+5=24 ;
Thursday February 18th, 2010 12:35:04 AM

Now that Combat is ended, Remsus will immediately begin to search every inch of the place (Search check = 29,22, 30...yek)

Remsus also looks at the undead and inspects their corpses closely. "I hate undead... so very very much." he states.

Remsus also heals Marcus of 24 points of damage, losing another 3rd level cleric spell for Cure Serious Wounds

Searching the Mausoleum (SteveK) 
Thursday February 18th, 2010 11:40:14 AM

Lucky and Speck carve the continual flame doorknob out of the belly of the zombie ogre. Its got a little dead flesh and maggots on it, but otherwise works fine!

The searching takes five minutes, and so by the time the clues are found, Marcas is up and moving.

Remsus heals Marcas some more. He inspects the undead, and more might be known about them for a Knowledge: Religion check DC 15 Highlight to display spoiler: { The human with purple tongue was a Morgh, an undead made from a mass murderer. Very fast and strong with a paralysis tongue, anyone slain by a Morgh becomes a zombie under the Morgh's control.}

Lucky, Speck and Remsus make a careful search of the large room. It looks to have once been a viewing mausoleum for the dead before eventual burial in the graveyard amongst the old war machines of Osgood.

Along one side, there is a preparation table that looks recently used, and it is easy to spot a vial of blood-like syrup, a torn cloak piece with some words charred into it, and a battered leather-bound book.
- The vial is stoppered and looks to hold several ounces Know Nature, Arcane, or Religion DC 15 Highlight to display spoiler: { It is definitely blood}
- The green cloak piece has the words: "Claire, My Bride!" Sir John knows the cloak as it is very, very familiar to him; it was worn by his sister on the day of their last parting.
- The book is titled "Death, Undeath, and Life: Similarities Through Woldsblood" by Professor Firdle, Tharn University Press

Near the middle of the room, more recent additions are found: large shackles and manacles. There are large scuffle marks around four of the shackles, and a four inch long horn tip of the same color and shape as Marcasthai's horns.

.....NOTES

Sir John - 10 damage
Eddie - 13 damage
Marcas -- 27 damage


Sir John (Ken) AC 23, 54/58 hps 
Thursday February 18th, 2010 3:50:13 PM

Sir John looks at the items but stops when he sees the cloak. He looks at it and nearly drops his axe... WIth an anxious shout, he says, "This cloak, it's Claires! My sister... How did she... How did it..." In the midst of his comments, he stops and a look of dread appears... "The Raven's got her, just like Marcas's mother... If he's hurt her... " His emotions turn to anger and he says, "I swear that if he hurt her, there is no where in the world he can hide. I promise that he will die by my axe and it won't be an easy one. What kind of coward goes after defenseless women? Now its personal and he will pay."

He sees the book but doesn't pick it up, wondering if it is magical... On the other hand, it may be a clue that will lead them closer to the Raven... "I think this Professor Firdle has some questions to answer... Once we're done in this building, it's time to go pay him a visit..."

He does take a moment and heal his wounds, knowing that he needs to be at his best when he faces the Raven...

Casts CLW's for



Sir John (Ken) AC 23, 54/58 hps  d8+4=6 ;
Thursday February 18th, 2010 3:53:08 PM

(messed up my last post. and now I can't find my d8 roll for the CLW's... I think it was 7 or 8 points, but I'm going to roll again since I lost it. If anyone can see it (DM?), I'll change my hps back...
6 pts healed so I'm back to 54/58...

Marcas (SteveK) AC 19 HP 57/84 
Thursday February 18th, 2010 4:07:41 PM

Marcasthai stiffly moves and bends until all the poison is out of his system. He accepts healing from Remsus and praises from Lucky with equal soft spoken thanks, but his horns are downcast and he keeps shaking his head. "I'm not being a very good model of the minotaur", he says to no one in particular.

Khloe the white long-haired cat runs up and Marcas pets her, making sure there are no injuries on the little beast.

He doesn't take part in the searching, but when the horn is found, he will take it in a hard fist. His black eyes renew thier sense of purpose. "Not if I don't kill him first, my friend", he responds to Sir John. The voice is soft and low, but a fire of vengeance runs through the words!

Speck AC19/20 HP:26/26  d20+15=34 ;
Thursday February 18th, 2010 8:32:18 PM

Speck eyes the vial and then the book. "If two and two is four, then the liquid in this vial is Woldsblood. Gathering by the nature of the book, whoever created these undead is using Woldsblood to do so and make them more powerful."

Speck looks the book over, looking for any sign that it might be trapped, magical or mundane before he opens it.

Search d20+15= 34! N19 eh?

He'll skim the introduction while the others look about. (OOC: all books have an intro, no?)

Searching the Mausoleum (DM SteveK) 
Friday February 19th, 2010 2:48:38 PM

Marcas and Sir John are much too preoccupied with the pieces of thier loved ones in the warehouse to search or make any speculations about the clues. The only good thing known is that there aren't any pieces that can't be replaced... yet.

Speck infers the vial is Woldsblood, a very dangerous thing if it were so. He looks at the book, and assured it is not trapped, he takes it and opens it. The title catches the little guys eye... "Death, Undeath, and Life: Similarities Through Woldsblood" by Professor Firdle, Tharn University Press

Wasn't... yes! The first murder story of the Raven was titled "Tales in Blood". It ended with the torture and death of a professor of literature at Morgrave University. His drained husk was found at his desk, his epitaph scrawled in his own extracted blood. Coincidence?


Captain Lucky AC26/28 HP33 of 46 (Endure Elements)  d20=2 ;
Friday February 19th, 2010 6:04:21 PM

Lucky does not get it (know roll nat 2).

But he knows this is not good.

"We will set this to rights," he tells Sir John and Marcasthai.

Speck AC19/20 HP:26/26 
Friday February 19th, 2010 10:15:47 PM

A few moments glance at the book and Speck answers Sir John, "It may be a wee bit difficult to find this professor, me thinks. Unless his ghost haunts this book. But it seems clearer that this vial contains Woldsblood and that it is being used to create abby-normal undead. Hmm... wish we had a Fixer around..."

After looking around a bit more he suggests, "Well, shall we proceed to the next building? This time, if Lucky gets a hunkering to throw himself into a mosh pit, grab him, eh?"

Marcas (SteveK) AC 19 HP 57/84 
Saturday February 20th, 2010 9:28:58 AM

Gripping the horn tip tightly, Marcas barely hears and acknowledges Lucky and Specks words. The hate and rage in the minotaur is warring with iron discipline of his training.

Finally, the big taur nods to Lucky, but his words are almost whimsical. "We never searched the other murder sites."

Sir John (Ken) AC 23, 54/58 hps 
Saturday February 20th, 2010 10:32:29 PM

Sir John nods his head at Speck's wise suggestion, though he'd rather join Marcas and bash everything in sight... For now, he must reign in his anger and remain watchful while the others search the next building...

"Who is taking point this time? We need some a bit more skilled than Marcas and I in inspecting and searching..."

Speck AC19/20 HP:26/26 
Sunday February 21st, 2010 7:11:52 PM

Speck gulps. "Er... I suppose I could."


Captain Lucky AC26/28 HP33 of 46 (Endure Elements) 
Monday February 22nd, 2010 10:42:31 AM

Lucky Eddie seems a bit moody. "Lead on, MacSpeck," he says.

Osgood's Graveyard (DM SteveK) 
Monday February 22nd, 2010 11:07:08 AM

The other buildings in Osgood's Graveyard yield no undead or any other clues.

It seems the heroes are stuck with the vial, the Book, the scraps from loved ones, and the first two murder sites which were never searched.

Sir John (Ken) AC 23, 54/58 hps 
Monday February 22nd, 2010 1:45:07 PM

Since it seems that there's nothing else to be found, Sir John recommends, "We should go check out the clue from that professor at the university. He's got some questions to answer..."

Marcas (SteveK) AC 19 HP 57/84 
Monday February 22nd, 2010 5:16:11 PM

Marcas raises his head like, well, like a bull taking a scent. "There is nothing saying that this Professor is the same one killed. Maybe THIS Professor is the Raven!"

Marcas retrieves his weapons and is all set to go to the Tharn University right now to find his mother and the Raven.

Speck AC19/20 HP:26/26 
Monday February 22nd, 2010 6:06:49 PM

Speck ponders Marcas' words. "Hmm... suppose we dug up the remains of the one that was killed, maybe we could ask it questions like we did Mordrea? We could at least find out if he was the real professor and maybe who done him in. Let's go back to town and find out what they did to the 'professor's' body."

Remsus Kai HP 7N/43/43 (See Invisible)  d20+13=23 ; d20+13=28 ;
Tuesday February 23rd, 2010 12:22:44 AM

(Knowledge Religion = 23
Knowledge Arcana =28)

Remsus will look at the book with everyone else and examine it with his knowledge and such. He casts Detect Magic on himself and looks it and the other items over again.

When Sir John bellows about his sister, Remsus feels a bit of sympathy, "Don't worry good sir. We shall save her."

Looking for Clues (DM SteveK) 
Tuesday February 23rd, 2010 12:31:13 PM

Remsus casts Detect Magic and finds nothing glowing other than what is on the heroes already. Of curious note, the vial of blood assumed to be Woldsblood is NOT magical.

Speck suggests that they unearth the dead professor's body. With Lucky giving him the nod, the heroes leave Osgood's Graveyard and head back to the Constable's Office where they give thier request to the sergeant on duty.

"Ah, Wardd cast his eye from ya on that bet", says he, "for the poor gnome's family took the body and marched back to thier homeland with the little husk." The sergeant gives the group an eye and then nods as he sees the deputized badges on tunic or sleeve. "Well, yer official. If'n ya want, ya can go check out the murder site. We didn't find anything, but mayhap you might."

Speck AC19/20 HP:26/26 
Tuesday February 23rd, 2010 9:38:15 PM

"Ahhhh," Speck sighs. "He was a gnome. I suppose there was no way to mis-identify the body eh? Tell me good sir, the family was quite sure the, er, husk, belonged to the famed professor, huh?"

Remsus Kai HP 7N/43/43 (See Invisible) 
Wednesday February 24th, 2010 4:45:02 AM

"I don't think we could dig up a corpse that has been decomposed for so long... the brain still needs to be intact. Bones are of no use." Remsus states rather flatly to the inquiry.

Sir John (Ken) AC 23, 54/58 hps 
Wednesday February 24th, 2010 10:11:49 AM

Sir John agrees with Resmus' concerns about the body, but adds, "We could at least inspect the area of the murder, and maybe there will be some clues... Also, we need to go to his office and find out more about who he was, who he might have as enemies, students that may have had an axe to grind, etc."

Marcas (SteveK) AC 19 HP 71/84  d8=4 ; d8=7 ;
Wednesday February 24th, 2010 1:43:27 PM

Marcas agrees with Sir John. "Let us see if the dead professor had any enemies and see if there is any connection between the professor and Mordreia. And we can also see if Professor Firdle from the book is the one who is dead or another somewhere in the university."

But first, Marcas will take his potion of Cure Moderate Wounds to be ready for another attack.

...Action
potion CMW - 14 healing (ahh, that's good!)

Choices at the Constables (DM SteveK) 
Wednesday February 24th, 2010 2:00:43 PM

Conversation with the heroes around the Constable's offices allows the sergeant on duty to put in his two cents worth.

"Well now, the gnome Professor's name was Firdle if'n that gives you any more information. The uniersity is pretty much deserted right now with everyone fled or fighting the fires, but there are some students and professors who have stayed on to defend the buildings in case the fires come towards the university, so maybe you can talk to them."

"Now, the professor was killed only 2 weeks ago, so I bet his body is still pretty fresh if you know what I mean. But since the body is no longer in Tharn, it don't matter the argument."

"There's also the second murder site", the sergeant says in an afterthought. "This beasthunter getting killed by molten silver poured on his face." Even the grizzled sergeant shudders. "His place has already been burned through with the fires, but mayhap there is a clue or two for your sharp eyes."

The bare fact to the heroes is plain... without knowing more, they are being forced to play the Raven's game.

Captain Lucky AC26/28 HP46 (Endure Elements)  d8=6 ; d8=1 ; d8=1 ; d8=1 ; d8=1 ; d8=7 ;
Wednesday February 24th, 2010 3:01:52 PM


Lucky casts a Cure Moderate Wounds over a Summon Monster 2 spell. 2d8+7=6+7+7=20. Lucky is now unwounded (and I had to reroll four 1s! More proof that Wardd is not smiling on me!).

He scowls at Marcas. "I got spells, you know. Save the potions for when I'm not around."

"Ugh! I hate playing the bad guy's game," says Captain Lucky Eddie, grinning. "I think there must be a way to make him play our game."

He looks around slyly, making sure that no one can hear but his proven comrades. "And by that, I mean, something unexpected!"

He draws his friends close and offers these ideas. "First, we visit the other two death scenes, sure, what the heck. But we don't spend a lot of time doing that. We can finish off both sites today. Tomorrow, we visit the offices of the local paper, The Inquisitive, I think it is called. We find out how the Raven sends his letters to the paper. We get some of those letters."

"Then we look and look until we find the clerics of Jancassis in this town." He looks at Speck and kicks him in the ankle. "That's the god of vengeance, you lout."

"Those clerics are here, rest assured. We tell them about the undead spider thing. We tell them we got this nifty vestment I've been using. We offer it to them if they will help us achieve our revenge on the Raven. We tell them how the Raven has made it personal, with threats to our loved ones. They'll help us because that kind of vendetta appeals to them."

"Plus, they may know stuff. Useful stuff. Second off, if we are lucky we can get some spells from them, like Detect Victim and Scry Your Enemy. Maybe we can actually scry the Raven, using the bits of evidence we have collected from the newspaper and the crime scenes."

"Thoughts, gents?"

Spells

Level 0: Guidance, Inflict Minor Wounds, Read Magic, Virtue, Detect Poison
Level 1: Cause Fear, Hide From Undead, Endure Elements, Bless, Entropic Shield
Level 2: Bear's End, Silence, Sum Mon 2, Silence, Shatter
Level 3: Cont Flame, Rem Curse, Pro Energy, Circle vs Law

Luck Points: 0

Tattoo Used: 1 of 3.
Stones Used: 3 of 3

Captain Lucky AC26/28 HP46 (Endure Elements)  d20+8=23 ; d20+8=20 ; d20+8=11 ; d20+8=19 ; d20+8=20 ; d20+8=14 ; d20+5=17 ; d20-3=2 ;
Wednesday February 24th, 2010 3:08:22 PM

If there is general agreement, maybe we can move this along:

Search at Crime Site One: 23, 20, 11

Search at Crime Site Two: 19, 20, 14

Remember that Lucky has a special ability to find things, being a Mendicant.

Know Religion to get in touch with the local clerics of Jancassis: 17

Gather Info to find those crazy cats: Untrained at -3: 2

Remsus Kai HP 7N/43/43 (See Invisible)  d20+18=20 ; d20+18=21 ; d20+18=32 ; d20+18=29 ;
Wednesday February 24th, 2010 6:26:50 PM

(Search rolls = 20, 21, 32, and 29)

"Yeah. The good Cap'n is correct, save potions for times of emergency. I also have loads of level 1 cleric spells I can burn on healing if need be. Just tell me what you want." Remsus says.

Speck AC19/20 HP:26/26  d20+15=34 ; d20+15=28 ; d20+15=17 ; d20+15=24 ; d20+15=35 ; d20+15=19 ;
Wednesday February 24th, 2010 9:50:41 PM

"Ouch!" Speck blurts. "Pick on someone your own size, will you?"

Rubbing his ankle, he suggests, "Mayhap the professor had a student that was a bit ambitious. Or perhaps the professor was experimenting on something, or someone and the experiment went awry."

At the crime sites, Speck also looks around, very closely, with his goggles of minute seeing.

Search d20+15
Site 1: 34, 28, 17
Site 2: 24, 35!, 19


Speck AC19/20 HP:26/26  d20+7=26 ;
Wednesday February 24th, 2010 9:53:28 PM

On the way to the university, Speck asks passerbies where would they be able to locate the priests of Jancassis.

Gather Info: d20+7=26 (dice are good to me tonight :)

Marcas (SteveK) AC 19 HP 71/84 
Thursday February 25th, 2010 12:37:02 PM

Marcas stiffens to attention to recieve the dressing down of the group's leader. As the minotaur's horns scrape the ceiling and Lucky admonishes Marcas' furry knees, the minotaur's face turns red in embarrassment. "No excuse. Yessir. Nossir, I will be more considerate of our resources in the future."

Feeling as if he has once again let down the entire tauric race, Marcas gathers his will and readies himself to go to the crime scenes.

Scenes of the Crimes (DM SteveK) 
Thursday February 25th, 2010 12:48:34 PM

It turns out that the second crime scene is closer to the Constables Office and so the group goes there, through the soot and freezing cold.

The group knows that the Second murder was called by the Raven: "Demise of the Cowardly Shifter". The authorities found his body in an abandoned silver shop called Shining Star Silver where the killer poured molten silver over his head, freezing him into a silent scream.

On arrival at the block where the Shining Star Silver shop is located, the group discovers the fires have been through this area already. Most shops are only burned out frames, but the silver shop is different: nearly half the shop is still standing. There are enough bystanders still around for the heroes to get a fairly good background on Mange, the Beasthunter.

Turns out, Mange was a hunter and a lycanthrope, a wereboar. Ill-tempered and secretive, Mange came to Tharn six months ago and rented a flat above the silver shop where he kept to himself. In his cups, he was known to say that his last quarry nearly killed him. Several people admit Mange had all the earmarks of hiding from someone... Someone who must have found him!

A scrap of feedbag in the flat is the only clue as to where his hunt was... The "Sourtusk Inn" is stamped on the bag. The very same inn as the heroes stayed before helping with the ley lines on the Dread border. Inside the bag, among the grain are bits of paper. "See Felix", "Rumbletummy and Bucklebury in Valley are good hostages", "extra silver for Claire".

Sir John (Ken) AC 23, 54/58 hps 
Thursday February 25th, 2010 2:31:25 PM

Sir John helps his partners continue the investigation and hopes that they might find some clear clues as to where their foe might be hiding. He's still incensed that his sister is in danger and is having trouble being patient as they search for clues... When he sees the clues about the Inn, he says, "Well, once we finish with this scene and go through the 1st scene, I'd say we search for this Felix character... Maybe he's at the inn..."

Speck AC19/20 HP:26/26 
Thursday February 25th, 2010 10:08:32 PM

Speck's countenance becomes resolute at the mention of his family name. "Hmmmph! So this Beasthunter's job was to 'hunt' hostages for someone? This Raven? Each one a family member of one of us! He has some," and he nodds reverently at Sir John and Marcas, "but perhaps failed at another, at this inn, and thus the price of failure?

We need to find a way to contact my family and Bucklebury's and see who might be missing!"

OOC: I'm guessing that Lucky's family name is Bucklebury.

Musing a bit now, Speck thinks out loud, "That inn. That's where the kid dwarf came to ask for our aid in repairing the lay lines. In doing so, we found out that Woldsblood was being used to damage the lay lines. Now we find a book on Woldsblood, a vial of Woldsblood, and a bunch of undead.

I smell a connection!"

Captain Lucky AC26/28 HP46 (Endure Elements) 
Thursday February 25th, 2010 10:18:21 PM


"What?!? Bucklebury? Never heard of it in my life! Must be some other victim's family."

Marcas 
Thursday February 25th, 2010 11:16:15 PM

"It will be hard to question Felix", says the minotaur, "that was the name of the neighbor farmer that the undead of the Dread had killed. It seems that something was hunting for weaknesses of us from the time we took that job."

Remsus Kai HP 7N/43/43 (See Invisible)  d8+5=6 ; d8+5=8 ;
Friday February 26th, 2010 1:28:40 AM

Remsus taps Marcus on the shoulder and leaves him a little less sore and bloody. (Spontaneous CLW for 8 damage. First roll was 1. =D, thanks Cayzle for the Tip, all healing 1s are rerolled!)

"Yeah. It may be a good idea to search the inn up and down and question people quietly. It also may be a good idea to locate that kid dwarf who was collecting woldsblood. He may have lost this one here. Or if this was stolen off him, we can ask who he has come into contact recently." Remsus says pointing to the found vial of woldsblood, hoping that one of the leeds leads to the murderer.

Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3:
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp,
lvl2: Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Suggestion, Deep Slumber
}

Captain Lucky AC26/28 HP46 (Endure Elements) 
Friday February 26th, 2010 1:20:55 PM

"Okay, so let's press on to the next site, and if we have time today, the newspaper."

Sir John (Ken) AC 23, 54/58 hps 
Friday February 26th, 2010 1:38:52 PM

Sir John agrees and says with a forced grin, "Let's us go then... I remember Felix now and there's got to be some connection between all that's going on, as you said Speck." He waits until everyone is ready, and then leads the way to the professor's office (that was the first clue's location, right?)...

Speck AC19/20 HP:26/26 
Friday February 26th, 2010 11:04:11 PM

"Oh yeah, I remember Felix," (OOC: I certainly should!) "He was interested in the Mrs. Dwarf's lands. The Undead, for some reason singled him out and wasted him."

OOC: the dwarf boy I remember had come to the inn seeking anywone to help his family fight off the undead. I don't remember him having any Woldsblood.

IC: "Paying a quick visit to the inn may be helpful, as the owner is bound to remember the likes of this Beasthunter and what happened there."

The University (DM SteveK) 
Saturday February 27th, 2010 8:17:27 AM

The group, knowing a little more, go to the first murder site; the university. According to the Raven's letters and the Constables, the "Tales in Blood" were about the grisly death of a Professor of Literature at Tharn University. Professor Firdle (gnome) was found slumped at his desk, his husk drained and his epitath scrawled in his own extracted blood.

The few fire watchers around the university grounds give the following infromation. The university is deserted because all able-bodied people being impressed into the fire gangs. The literature building is a three story cube with many slit windows on the outside and a enclosed dome supporting a lighted area in the middle (for reading, of course). Professor Firdle was a respected academedician, whose sage expertise was sought out by rulers and heroes far and wide in the subjects of Undead, the Lands of Rest, and Woldsblood.

A student who is on the fire watch tells the heroes a little more. "I was in one of his upper division classes. Professor Firdle was excited this semester about a new bit of lore about the relationship of blood and undeath and how certain circumstances can reverse undeath. He was talking about publishing by the summer, and kept quoting something called the 'Dread C Scroll'. He was hoping to find a copy of the B and A scrolls by buying them from merchants."

When the heroes investigate the office, they immediately see the place has been ransacked! The desk had a secret door that is now open and contents gone. An appointment book is on the floor with pages ripped out. The cover of a diary is in the fireplace, the rest of the book burned. A map on one wall shows the historical boundary of Cinnamon Valley and the Dread with notations on when the border has moved and what events were around the border changes.


Speck AC19/20 HP:26/26  d20+15=31 ;
Saturday February 27th, 2010 11:49:36 PM

Speck searches the room with his goggles for anything small that may have been missed. Then he studies the map.
Search d20+15=31

"The Dread," he mutters. "Been there, rather not go again."

Captain Lucky AC26/28 HP46 (Endure Elements)  d20+5=6 ;
Monday March 1st, 2010 9:18:26 AM


"Well," says Eddie to Speck, "We walked three hours into the Dread, wimped out, and returned before nightfall. Someday I'll go back there with a fire hose and a tank of holy water. As soon as I invent the fire hose."

Lucky tries to remember any undead lore in his head that might apply, using his Knowledge of Religion. His roll of a natural 1 does not deter him from expressing an opinion. "I know something about this 'Dread C Scroll,' " the Cap'n says, "I know that whoever came up with such a thing deserves some severe PUNishment!"

"Well, we learned something here. Now let's go on the the offices of the local paper."

OOC: What time of day is it? Lucky is inclined to call for a rest. What all do the rest of you think?

Marcas (SteveK) AC 19 HP 79/84  d20+7=15 ;
Monday March 1st, 2010 11:49:13 AM

ooc: why thank you, Cayzle! :-)

The minotaur smiles his thanks at the versatile drow. "That is well done, friend Remsus."

Marcas looks around curiously, not to search for anything, but to try and take in the implications. "Someone was looking for something, and it was not the constables", he says in his soft voice like gravel. "I wonder what secrets are in this scroll that others are not to know, and how it affects us."

He keeps looking around for any danger as the halflings and drow search the ruined offices.

...Action
Spot: 15

Sir John (Ken) AC 23, 54/58 hps 
Monday March 1st, 2010 3:35:23 PM

(I'll be taking over DM'ng today for the finale, and will try to post tonight ... We're going to be wrapping things up soon in this module soon, and I need to know:

Who wants to continue with this tapestry and round-robin DM'ng? I can pick out a module for us to move to next if we have enough interest... Sir John is all for continuing...

Captain Lucky AC26/28 HP46 (Endure Elements) 
Monday March 1st, 2010 5:29:11 PM

OOC: I think I still have some fun to wring out of Lucky ... if the other PCs don't wring his neck first. So count me in!

Marcas (SteveK) AC 19 HP 79/84 
Monday March 1st, 2010 5:39:06 PM

I love this concept and Marcas, but I need to reduce my committments.

Marcasthai will have to move to semi-retirement, and I'll have to bow out of the Mithril Tap.

Captain Lucky AC26/28 HP46 (Endure Elements) 
Monday March 1st, 2010 6:47:37 PM

Ah. Very sorry to hear that, Steve.

And it is worth noting that this currently unemployed journalist may have a new job soon -- knock on wood -- and may also have to step back.

Speck AC19/20 HP:26/26 
Monday March 1st, 2010 9:32:47 PM

"It sure would be nice to know how the messages are being delivered to the news office. If we find nothing there, I'm all for staying watch until somebody or something shows up with a new clue."

OOC: I'm all for continuing. It actually may be my turn to DM next too. So I'll hang around. If we need to take a break while we recruit new players, that's fine.


Remsus Kai HP 7N/43/43 (See Invisible) 
Tuesday March 2nd, 2010 1:51:18 PM

(OOC: I'll continue. Lets search for this Raven guy! I want to kill him! Hopefully he has some alive minions though, Enchantment spells dont work on undead! Do they?)

Remsus follows the group into Firdle's study and looks around. "Well. I'm thinkin that maybe this Raven guy is looking to collect the scrolls as well. If it has to do with necromacy, and he has undead minions... I could only imagine what he could try next." Remsus states rather dreadfully.

Sir John (Ken) AC 23, 54/58 hps 
Tuesday March 2nd, 2010 2:10:49 PM

(Sorry for the delay... Had a crisis at church but will be back on target tonight...)

The Finale is near...


DM Ken 
Tuesday March 2nd, 2010 9:16:50 PM

As the group sorts through the scraps of paper and evidence, Sir John sees a piece that fell beneath a bookcase. Looking at it closely, he sees that most of it is burned, but the words, "Old City Archives" are barely recognizable. One of the PC's remembers that this used to be a storehouse for city documents and valued books. In fact, it was the oldest building in Tharn... However, many years ago the surrounding area eventually because a ghetto for foreigners, theives and other unsavory citizens. As a result, the archives were abandoned.

The PC's struggle through the oppressive smoke, panic in the streets, people yelling about fires and calling for help, and dark snow falling around them. When they finally reach the archives, they are impressed by its size. It's an impressive edifice, with 3-ft thick marble walls. The outside walls are in surprisingly good shape, while the interior is absolutely dark.

The group sees an entryway near the front. A great marble stair ascends to a circular terrace where large oak doors are barred against the black snow and howling wind. The terrace is shielded from much of the storm by a faded blue marble carving of some draconic creature. Smaller sculptures flank the doors too, one of a simple peasant woman with a loaf of bread in her hands and the other, a dwarven smith.

Speck AC19/20 HP:26/26  d20+2=15 ;
Tuesday March 2nd, 2010 10:28:07 PM

Speck looks for tracks, footprints, whatnot, in and around the entryway.

Search d20+2=15

Captain Lucky AC26/28 HP46 (Endure Elements)  d20+8=25 ; d20+8=16 ; d20+8=27 ;
Wednesday March 3rd, 2010 7:53:18 AM

OOC: Any chance this could be the next day? I had posted that I was hoping for a new day. If it is a new day, I'll roll up a new set of random spells.

Cap'n Lucky looks at the be-statued entranceway, with its grand stairs, wide doors, and assorted sculptures.

"How will we ever get into this ediface?" asks Eddie. "We can't just stay stuck out here looking for crows! I'm in the mood to cook us some home-made blackbird pie!"

"There's gotta be an entrance around here somewhere." Lucky starts looking around, especially at the statues. He holds his continual flame doorknob in one hand and taps gently but thoroughly with his silvered table leg. Tug a statue's arm, nibble on a stone loaf, push a stone dragon scale. He seems to be looking for a secret door, especially.

Search checks: 25, 16, 27

Remsus Kai HP 7N/43/43 (See Invisible)  d20+18=31 ;
Wednesday March 3rd, 2010 1:47:43 PM

Remsus wishes desperately that the group would have had a chance to rest so he could reset his spells for fighting undead more effectively. But he goes with the group. He examines the statues and walls.

(Search = 31)

Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3:
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp,
lvl2: Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Suggestion, Deep Slumber
}

Marcas (SteveK) AC 19 HP 79/84 
Wednesday March 3rd, 2010 2:14:01 PM

Marcas' black eyes glitter in anticipation. "This Raven has made a mistake!", he growls. The minotaur is all for pushing on, but understands that to fight the Raven, the spellcasters may need to rest.

"Let us go back to the Constables Office for another day. There are still three left before the Raven should be ready. We can surprise him tomorrow."

DM Ken  d100=43 ; d20+8=19 ; d20+18=38 ; d20+18=33 ; d20+18=29 ; 4d10+18=37 ; 2d10+9=19 ; d20+18=20 ; d10+9=14 ;
Wednesday March 3rd, 2010 4:04:02 PM

(Everyone, assume that this is the next day, so you're refreshed and fully charged...)

As the group searches, several notice (searches > 25) that the statues bear scars and cracks obviously not inflicted upon them by the ravages of tme, but rather than combat. Furthermore, Remsus sees writing in what appears to be Draconic on the wall (can anyone read Draconic???)....

However, while the are searching, Lucky accidentally pokes or prods something on the lefthand statue with his table leg, and to his surprise and horror, it moves and swings it's bulky arms at him... (They are triggered by any touch or someone coming nearby...)

It also peers at Sir John and he feels a sickening feeling of fatigue (free action by monster). Shaking his head, he manages to resist it... (Save vs DC 17 or be slowed = OK...)

Attack1 vs. not-so-Lucky = Hit AC 38 (Nat'l 20.. Crit Check = Hit AC33 for 37 pts dmg
Attack2 vs. not-so-Lucky = Hit AC 29 for 19 points...

Total = 56 pts vs. not-so Lucky, leaving him at -9

The monster manages to hit not-so-Lucky with both blows, crushing bones, bruising muscles and nearly knocking the "luckiness" out of him...

The other statue begins moving towards Remsus and tries to bash him with one arm (assuming Lucky triggered the first, and Remsus wasn't within reach, so it had to move towards him). It manages to get a solid strike in, but not as damaging as its companion's blows. Meanwhile, it peers at Marcas and tries to do the same thing to Marcas as was done to Sir John(free action by monster - Will save vs. DC17 or be slowed...)

Attack vs. Remsus - Hit AC20 for 14 pts

Seeing his friend fall, nearly dead, Sir John charges over and lays hands upon not-so-Lucky, stabilizing him and healing him for 10 pts, taking him to 1 hp.

Sir John says with doom in his voice, "Friends, I think we've found where the Raven lives, and it appears he's left us a not-so-friendly reception. We need to be on our guard the rest of this time, since he's probably been waiting for us to come here..."

(OOC - Please don't think I'm trying to kill the party. The monster just had great rolls and got a great first 2 strikes in... If I missed something, let me know. The monsters did have free actions, and the first had a full attack since he didn't have to move and not-so-Lucky was first to come nearby (I rolled to see which one it would be and his name came up...). They were going to attack whomever came nearby...)

Sir John
10/16 pts used lay on hands

Speck AC19/20 HP:26/26 
Wednesday March 3rd, 2010 10:26:45 PM

"Yikes!" Speck belts as the sudden attack catches him off guard, thinking that the stone pillars were only ornamental!

"Lucky, tumble out of reach!" he yells.

OOC: don't know if I can do this, without a map, but I'll try.

Staying out of reach as best he can, Speck moves 20' in the direction he thinks Lucky will attempt to get out of the way, then use his wand of Grease on a 10'x10' area that includes the stone creature that attacked Lucky but missing as many of his friends as he can, if he can.
If it still gets a friend, he yells, "Watch your feet!"

Grease 10'x10', Save = Ref DC11, Fail = fall
If move at half speed through area: Bal check DC10, Fail= can't move and Ref Save DC10(?) or fall, Fail by 5+ = fall immediatly. (doesn't say what DC if creature isn't smart enough to move at half speed)

Remsus Kai HP 29/43 AC 15  d20+13=24 ; d20+13=22 ;
Thursday March 4th, 2010 12:30:25 AM

(OOC: I'm a wizard, of course I speak Draconic! So I can repick spells for the day? Sweet! Reassigning undead killing stuff)

When Remsus gets hit, he screams a slightly higher pitched scream than he would have liked to be heard screaming, "I dont do melee!" He shouts as he makes a full retreat action (so not to provoke any attacks of opportunity) behind the fighter types and then studies the creatures thoroughly (knowledge arcana =24, Religion =22) trying to identify them

To burn through my spells or not to, that is the question. Remsus mutters to himself.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireballx2
}

Captain Lucky AC31 HP20 of 46  d20+13=25 ; d8=1 ; d8=3 ; d8=5 ; d8=4 ; d20+13=31 ;
Thursday March 4th, 2010 9:11:13 AM

Lucky tumbles back 10 feet (a move action) to get out of danger. He uses three of his five luck points in the effort and rolls a 25 -- bringing his luck to 6 points. Then he casts a spontaneous CSW over a third level spell. 3d8+7= 19.

Current hp: 20.

Current AC: 31

DM Sanity info (spells, etc) to come later or tomorrow.

Marcas (SteveK) AC 19 HP 79/84  d20+6=22 ; d20+14=28 ; d20+9=15 ; d20+10=27 ; 2d6+9=15 ; 2d6+9=15 ; d8+6=11 ;
Thursday March 4th, 2010 4:19:24 PM

Marcas is completely surprised by the sudden attack, but manages to overcome the urge to slow down.

He strikes quickly and accurately with his ranseur, hoping to bring one monster down!

...Actions
Will Save 22
Full Attack
1: AC 28 Dam 15
2: AC 15 Dam 15
Horn: AC 27 Dam 11

Battle by the front door...  d20+3=11 ; d20+18=30 ; d20+18=34 ; d20=13 ; 2d10+9=18 ; d20+6=20 ; d20+18=33 ; 2d10+9=14 ; 2d10+9=27 ; d20+15=35 ; d20+10=24 ; d6=6 ; d6=4 ; d8+5=7 ;
Thursday March 4th, 2010 4:53:19 PM

As the battle continues, Remsus realizes that their foes are stone golems. One by itself is hard enough but two is quite a challenge for any party... However, he notices that they're not in very good condition, and likely have been in battle before and received no healing afterwards...

He too manages to get out of combat and tries to decide what spell to cast...

Lucky manages to tumble free of the battle, freeing himself to heal his grievous wounds... Speck casts a grease spell which covers the area of both the stone golem #1 and Sir John, who recently had saved Lucky's life... (SG1 = Save = 11)

SG1 manages to stand and avoid falling, and turns its attention towards Sir John. It steps forward (Balance check = 13) and swings a powerful him and slamming his shoulders solidly (18 damage) ... Hit AC 30 for 18 pts

SG2 is hit solidly by Marcas, but the attacks don't seem to do as much damage as expected... Chunks of stone fall off, but it is not yet out of the fight... It attacks him with both arms this time, though its silence and lack of emotion is unnerving...

Attack 1 = Hit AC 34 for 17
Attack 2 = Hit AC 33 for 27
Total Dmg = 44

___________
SG1 = 3 dmg, AC26, in grease
SG2 = 16 dmg, AC26 (slightly damaged)

___________
Sir John's stats = 40/58 hps, AC 21, in grease

Sir John curses as the blow contacts him, while trying not to fall on the grease... (Save = 20). He avoids falling and swings his axe at it's chest, the biggest target he could find... The act of trying to stand interferes with his attacks, and only his first attack hits, but like Marcas, the damage is considerably less than before...

Attack 1 = Hit AC35 (but immune to crit hits...) for 7 + 6 = 13
Attack 2 = Hit AC24... Miss


Speck AC19/20 HP:26/26  d8+1=8 ;
Thursday March 4th, 2010 10:42:42 PM

OOC: Is Marcas 5' or 10' from the golem? They both have a 10' reach.

( DM Ken - 10' sounds fine. I didn't make a map, but if we get to the point where we need one for this battle, we can... But for now, assume that your PC takes the optimal distance... )
BEGIN
IF Marc_Dis < 10
Speck moves to 10 behind Marc
("Macas, If you take a step back after you attack, i can heal you some wee bit!")
GOTO BARD_SONG
ELSE
IF Marc_Dis = 10
THEN
Speck moves right behind Marc
Use Wand of CLW
GOTO HEAL_SUB
COM "Boy, that felt GOOD!"
END

HEAL_SUB
HEAL= d8+1
HEAL = 8
RETURN

BARD_SONG
"Lumps of Sod, pieces of Stone
Steel on Stone, Stone on Bone
But in the End, you'll be just a Pile of Rubble!"
RETURN

Captain Lucky AC30 HP20 of 46  d20+12=14 ; d20+13=30
Friday March 5th, 2010 9:13:27 AM


Lucky whips out his magic dagger that he stole from the doppelganger. [It is a +3 icy burst weapon, though I'm not sure Lucky knows that.] He throws it at the nearest golem, from just outside its reach. But he rolls a natural 2, and only hits AC14. Surely a miss.

AC for today: 30

Spells for today:

Level 0: Create Water, Read Magic, Read Magic, Light, Create Water
Level 1: Inflict Light Wounds, Inflict Light Wounds, Command, Inflict Light Wounds, Pro Law
Level 2: Lesser Restore, Lesser Restore, Make Whole, Status, Shatter
Level 3: Speak wth Dead, Locate Object, Water Breathing, Circle vs Law

Luck Points: 6

Tattoo Used: 0 of 3
Stones Used: 0 of 3


Speck AC19/20 HP:26/26 
Friday March 5th, 2010 10:10:05 PM

OOC: I forgot to mention, that if Speck does use his Bard song, that's a +1 to hit and damage, as well as a +1 on saves.

Battle by the front door... 
Saturday March 6th, 2010 7:41:52 PM

(Waiting on Marcas and Remsus...)

Remsus Kai HP 29/43 AC 15  d8=5 ;
Sunday March 7th, 2010 1:05:54 AM


Remsus thinks for a moment about what spell he should use on such a creature, "Stone Golems... they are immune to lots of stuff, any spell that allows for spell resistance. That pretty much knocks out everything I prepared, so... I shall heal you Captain Lucky!" and with that Remsus taps Lucky on the shoulder for 10hit points of healing goodnesss. (it is 1d8+5 for caster level, i forgot to put the +5)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireballx2
}

Marcas (SteveK) AC 19 HP 79/84  d20+9=16 ; d20+5=11 ; d20+5=9 ;
Monday March 8th, 2010 12:18:27 PM

Marcas sees his strikes are not as effective and puts some more power into each blow, but fails to connect with any.

...Actions
Power Attack +5
Full Attack
1: AC 16
2: AC 11
Horn: AC 9

Battle by the front door... Is it time to retreat and try again later?  d20+18=22 ; d20+18=26 ; 2d10+9=18 ; 2d10+9=15 ; d20+3=18 ; d20+18=38 ; d20+18=24 ; d20+18=34 ; 4d10+18=38 ; 2d10+9=19 ;
Monday March 8th, 2010 2:21:35 PM

The battle rages on, with the party desperately trying to destroy these two difficult foes... Pieces of stone, blood and flesh are flying everywhere, both from the party and the golems...

SG1 takes some damage from Sir John, and chunks fall off of his arms and torso. However, its not out of the battle yet... It continues trying to stand in the grease (Reflex 18) and stays on its feet... It bashes Sir John again with both arms, (Hit AC 22, 26, for 18, 15 = 33 total) and nearly knocks him unconscious...

SG 2 continues battling Marcas, who luckily received some healing before, and hits him for = Hit AC38 (crit chk, 24) and AC 34 for 38, 19 = total of 57 pts dmg... As before, it connects solidly on Marcas' flanks...

Stats
SG1 = 6 dmg, AC26, in grease
SG2 = 16 dmg, AC26 (slightly damaged)

_________________
Weaving with rivulets of blood flowing down his armor, Sir John calls out a tactical retreat... "We need to retreat and come at them again later! We should be able to outrun them, since they're probably only assigned to guard the door and closest environs... Furthermore, the Ravem knows we're here anyway, but we're in no shape to finish this fight right now!"

He'll withdraw directly backwards from the golem while guarding the way past unless the golem follows...

Sir John = 7/58 hps...



Marcas (SteveK) AC 23 HP 22/84 (Total Defense) 
Monday March 8th, 2010 3:54:53 PM

Marcas is reluctantly forced to agree.

"Withdraw!", he calls to his companions, and then readies himself to follow once they are all down the road.

...Actions
Readied Action: Withdraw once all heroes have withdrawn.
Fighting Total Defense awaiting time to withdraw +4 AC

Captain Lucky AC30 HP30 of 46  d8=3 ; d8=6 ; d20+13=29 ;
Monday March 8th, 2010 7:31:11 PM


Lucky makes a move backward 20 feet, catching up to Sir John and healing him: 17 hp healing, casting CMW over status.

AC for this round: 29

Spells for today:

Level 0: Create Water, Read Magic, Read Magic, Light, Create Water
Level 1: Inflict Light Wounds, Inflict Light Wounds, Command, Inflict Light Wounds, Pro Law
Level 2: Lesser Restore, Lesser Restore, Make Whole, Status, Shatter
Level 3: Speak wth Dead, Locate Object, Water Breathing, Circle vs Law

Luck Points: 6

Tattoo Used: 0 of 3
Stones Used: 0 of 3

Speck AC19/20 HP:26/26 
Monday March 8th, 2010 7:43:22 PM

"Withdraw?" Speck shouts. "WHITHDRAW? Why not call it a Strategic Repositioning of our Offensive Capabilities to a better Vantage Point! Or SROCBVP for short."

OOC: the Grease spell from Speck's wand only lasts 1 rnd.

IC: Speck withdraws with the others as fast as his little legs will go.

Remsus Kai HP 29/43 AC 15  3d8+5=16 ; d8=3 ; d8=5 ; d8=2 ;
Monday March 8th, 2010 9:12:42 PM

Remsus chases after Marcus and slaps him on the back for 18 points of healing goodness (the last roll from 3d8 was a 1, which is rerolled in wold rules. the other two rolls are from me clicking the button too fast)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireballx2
}



Battle by the front door... Is it time to retreat and try again later? (Sir John 24/58 hps) 
Tuesday March 9th, 2010 4:12:53 PM

As the group makes a hasty retreat, the golems follow for a short distance, but eventually stop. It appears they've been directed to focus on guarding the doors rather than be lured away.

After some desperately needed healing, the party reluctantly returns to a nearby inn and rents a room. Sir John sits heavily on one bed, cleaning the gore and blood off his armor and cloak. "Any suggestions on how we face them next time? Honor demands that I face that golem again, but in a face to face fight, I believe he has a distinct advantage. We also need to rest from our wounds and be back at full strength..."

Speck AC19/20 HP:26/26 
Tuesday March 9th, 2010 4:52:07 PM

"Well, they are made of stone. So it makes to reason that anything that hurts stone should help us. Anyone have Stone to Mud? Stone to Flesh? Stone to Water?"

Marcas (SteveK) AC 19 HP 40/84 
Tuesday March 9th, 2010 6:53:38 PM

Marcas thinks furiously. "Is that the only entrance? Do we HAVE to get through the golems? Maybe there is a back door?"

"If we have to go from the front, I suggest missle and grenade weapons while I am Enlarged and hold off thier advance with my Ranseur. The first one who gets too close, I will wrestle with and destroy while everyone else concentrates on the second."

Marcas looks around as if he's not entirely sure he can successfully wrestle a golem, but he'll kill himself trying.

Captain Lucky AC30 HP30 of 46 
Tuesday March 9th, 2010 7:43:25 PM

"The Grease was a fine idea. We may not be able to affect them, but we can affect their environment. We also might be able to constrict or control them, as with nets or lassos, or with a wall of stone, etc."

Cap'm Lucky looks up at his friends. "We can do this, my companions. We might even be able to trip or grapple them, as Marks-On-Thighs so wisely suggests."

Marcas (SteveK) AC 19 HP 40/84 
Wednesday March 10th, 2010 11:53:23 AM

Marcas harrumphs and rolls his eyes as Lucky mangles his name and calls him wise all in the same sentence.

Battle by the front door... Is it time to retreat and try again later? (Sir John 24/58 hps) 
Wednesday March 10th, 2010 2:02:11 PM

Sir John listens to the various propositions, and responds, "Could we purchase some of those stone to mud scrolls and then have Remsus use it on the golems? Also, it seems our weapons weren't as effective as I thought they should be, so what will work? Anyone know their weaknesses?

Speck AC19/20 HP:26/26 
Wednesday March 10th, 2010 10:26:25 PM

Speck suddenly bursts out laughing.

"Oh My, oh my, oh my! Aren't we the fools!" he finally manages to say.

"Ok. The problem is getting past the golems right? The golems chased us a little ways but not far. But a little ways is all we need. Knowing what we know now, all we need is someone faster than the golems to get the golems to chase him. The others will be hidden around a corner and as soon as they can, they dart to the front door and try to get in. We may need to try this several times. We need to make sure the door isn't magically trapped. And if it is locked, we'll need time to unlock it.

But this at least beats fighting them head-to-toe.

What do you guys think?"

Marcas (SteveK) AC 19 HP 40/84 
Wednesday March 10th, 2010 11:41:57 PM

Marcas' eyes sparkle. "Could Lucky be the bait and then tumble past the golems? We open, then lock the doors behind us."

Captain Lucky AC30 HP30 of 46 
Thursday March 11th, 2010 8:01:51 AM

Lucky says, "I can do it! My feats won't fail me now!"

Remsus Kai HP 29/43 AC 15 
Thursday March 11th, 2010 12:20:53 PM

Remsus thinks for a moment. "Well. I could just memorize Invisibility sphere and maybe we can sneak past them. Though I think Stone Golems may be able to sense us anyways... just a thought."

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireballx2
}

Marcas (SteveK) AC 19 HP 40/84 
Thursday March 11th, 2010 2:12:19 PM

"Very well. We prepare tonight." Marcas' voice is modulated and even, only hinting at the frustration another delay will cause.

"In the morning, Remsus makes us all invisible, and then Lucky leads the golems on a chase. We open the door, Lucky zips past the golems and we bar the door behind."

"Any spells that can assist Lucky in being faster or opening a door, or magically locking it will help."

Battle by the front door... Is it time to retreat and try again later? (Sir John 39/58 hps)  d8+4=9 ;
Thursday March 11th, 2010 2:47:23 PM

Sir John steadfastly agrees with Marcas' idea, and says, "Anything we can do to get by them is preferable. However, I'm not a big fan of sneaking by and avoiding a fight. It seems close to cowardly to do such a thing... But in this case, the group's health and welfare must come first and I don't think we will all survive a fight otherwise... So let's do the invisibility and chase idea..."

The group makes its decision, and rests throughout the night. They have enough time to become mostly healed (OOC - Lucky, how much healing can you do with your present spells?) SJ will also lay on 6 more points and cast CLW's for 9 pts before resting for the night too...

They wake in the morning, refreshed and ready to make their next steps... (Spells, prepare for battle?)

Remsus Kai HP 29/43 AC 15 
Thursday March 11th, 2010 4:43:04 PM

Rest assured that Remsus burns all of his Cleric spells on healing before he decides to prepare new ones... So go ahead and get max HP. Do I really need to roll?

"Stone Golems, based on my knowledge Arcana check a while back, are immune to magic. Stone to Mud slows them down and Stone to Flesh gets rid of their damage reduction and their immunity to magic for 6seconds (1round). So yeah... let's just sneak past with invisibility sphere shall we? I guess I will prep the rest of my spells for fighting undead right?" Remsus says.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball, Invisibility sphere
}

Marcas (SteveK) AC 19 HP 40/84 
Thursday March 11th, 2010 8:40:34 PM

ooc: we've got a lot of healing to do, perhaps it would be better for Remsus to go ahead and roll.

Marcas - 44 down
Remsus - 14 down
Sir John - 19 down
Lucky - 16 down

that's 93 hit points not including waste from partially used healing spells. Assuming average healing, that is about 11 Cure LIght Wound spells.

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

Marcas nods his head up and down; he doesn't think its particularly noble either. "But it will get us to the Raven in one piece." And that argument is worth a whole lot to the minotaur!

Speck AC19/20 HP:26/26 
Thursday March 11th, 2010 9:04:11 PM

Speck assists in the healing with his wand of CLW. (OOC just tell me how many charges to mark off. AND REMEMBER ----- you heal 1 hp/level with an 8hr rest)

Then he makes sure his lock picking tolls are in order and is ready to go,

Speck AC19/20 HP:26/26 
Thursday March 11th, 2010 9:11:55 PM

OOC: wand CLW is 1d8+1 for an ave of 5.5

Remsus Kai HP 29/43 AC 15  d8=6 ; d8=6 ; d8=1 ; d8=1 ; d8=5 ; d8=5 ; d8=2 ; d8=3 ; d8=5 ; d8=2 ; d8=7 ; d8=3 ; d8=1 ; d8=5 ; d8=4 ; d8=1 ; d8=6 ; d8=6 ; d8=6 ; d8=8 ; d8=6 ;
Thursday March 11th, 2010 9:23:04 PM

Cure Serious 1: 17+5 = 22
Cure serious 2: 10+5=15
Cure Mod 1: 7+5=12
Cure mod 2: 10+5=15
Cure mod 3: 9+5=14
Cure light 1: 6+5 = 11
Cure light 2: 6+5=11
Cure light 3: 6+5=11
Cure light 4: 8+5=13
Cure light 5: 6+5=11
Cure minors.... 1 each

Take what you want

Battle by the front door... Is it time to retreat and try again later? (Sir John 58/58 hps)  d20+7=18 ;
Friday March 12th, 2010 11:07:47 AM

As the group decides on its plan, Sir John remembers that there was some sort of draconic writing behind the golems at the door. He remembers that Remsus saw it, but didn't have time to read it. It might have something to do with getting past the golems, but isn't sure... He mentions this to the group as they continue making preparations...

(OOC = Don't forget that if you rest 8 hours and SJ or Lucky uses their heal ability on you (DC15), you get 2 hps/level, so that will save you some spells...)

Sir John tries to help some of his colleagues recover slightly from their injuries (Heal = 18 - success)... His focus is on the other members of the party, since he can't really care for himself and will need to rely on some of the healing....

He'll recover at least 8 hps, and will take one of the CLW's to bring him up to max.

(OOC - I'll post again tonight or tomorrow AM once we decide what course of action we want to take. This was kind of a part 1 of 2 post, and part 2 was based on what you all decide...)

Marcas (SteveK) AC 19 HP 84/84 
Friday March 12th, 2010 4:27:22 PM

Marcas takes Remsus' first two Cure Serious Wounds. Between that and a night's rest, he is back to full health!

"Or it could mean nothing at all", counters Marcas. "Still, if it took us to be within reach of the golems, maybe our readers can learn what it means while standing at a distance?"

Speck AC19/20 HP:26/26 
Sunday March 14th, 2010 4:03:37 PM

"Well, he can read it while invisible and while I see about how the door works and Lucky plays 'You're It' with the golems."

Remsus Kai HP 29/43 AC 15 
Sunday March 14th, 2010 10:07:19 PM

"So that's a plan? Invisibility, then read draconic word, see what happens? Run past golems if we can? Maybe the draconic word was a Password to get through the door!? Maybe it will open if I say it out loud. hmmmm." Remsus says hopefully!

Captain Lucky AC30 HP46 of 46 
Monday March 15th, 2010 8:51:07 AM

Lucky grabs some healing, with many thanks!

"So we have a plan, then? Excellent! Let's get a good night's sleep and go at it first thing in the morning!"

"But we need to set watches, too. That Raven is a tricksy one!"

New spells for a new day:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

New luck points for a new day: 5

Tattoo Used: 0 of 3
Stones Used: 0 of 3

Battle by the front door, part 2 (Sir John 58/58 hps) 
Monday March 15th, 2010 9:53:06 AM

The group decides on a new plan, and everyone seems healthy and fully prepared. They arrive near the fortress, stop just around the corner, and ready themselves for what comes next...

(OOC = Let me know what things you want to do re: spells, etc... We're not in rounds yet, so if Remsus wants to be invisible and do several things, just let me know...)

Captain Lucky AC30 HP46 of 46  d20+8=15 ;
Monday March 15th, 2010 11:50:49 AM

Lucky casts Endure Elements again before going out into the harsh atmosphere.

At the site, he activates his tattoo and keeps three magic stones at hand.

"Guys," he says, "You all just say the word, and I'll make my move to distract the stone lugheads over there. When it is time to meet up, I'll cast my helping hand spell to lead you all to me."

Lucky looks for the magic dagger he threw at the stone guys yesterday. Does he see it anywhere? Search check 15, not that it should be anywhere hard to find.

OOC to DM: What's the AC to hit these things? We should know it from yesterday, right?

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 5

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Monday March 15th, 2010 2:24:35 PM

Remsus casts Mage Armor and Shield first for a bit of protection.

Remsus casts Invisibility Sphere centered on himself and extending to the group.

Then he walks back to where the door was and tries to get close enough to read the draconic word. As soon as he sees it, he blurts it out in both Draconic and Common.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

Battle by the front door, part 2 (Sir John 58/58 hps) 
Monday March 15th, 2010 2:29:14 PM

Remsus walks over to the door, sees the writing "Wisdom is the key to salvation" written in Draconic. As he utters the words in Draconic, the golems stir slightly, but then return to their motionless state once he finishes speaking...

(I'll post again tonight if you wish to keep things moving... but I wanted to get an idea off what the group does at this point.. Open the doors? Inspect the doors or area? Attack the golems?)


Captain Lucky AC30 HP46 of 46 
Monday March 15th, 2010 5:28:17 PM


Lucky, not in the invisibility, casts Aid when he hears Remsus speak, then moves within 50 feet and lets loose his sling with a magic stone in it.

I'll roll the attack when I know the AC -- because then I can judge whether to use luck points or not!

Speck AC19/20 HP:26/26  d20+15=18 ;
Monday March 15th, 2010 9:48:44 PM

Speck makes sure he stays in the Invisibility zone and when they reach the door, he puts on his googles and looks the doors over for any traps, magical or mundane.

Search d20+15 = 18. he must be a wee bit distracted by the movement of the golems. :}

While he searches, Remsus reads the words written on the door.

"Wisdom comes from books. This is a library. I wonder if a book is the key to open the doors?"

Marcas (SteveK) AC 19 HP 84/84 
Tuesday March 16th, 2010 12:38:45 AM

Marcas stays in the invisibility sphere and walks with Remsus. He keeps his ranseur at the ready to attack the golems if they try and come after Remsus.

The Great Hall (Sir John 58/58 hps) 
Tuesday March 16th, 2010 9:20:08 AM

Speck doesn't see anything on the door and all looks well and safe... Remsus investigates the words and it appears that they were merely a passcode to get past the golems.

Finally, the group decides to open the door and Sir John uses his strength to pull them apart. The golems maintain their silent repose while this all occurs, and the group enters through the doors. They walk in and see a cavernous chamber filled with white marble pillars and little else. The slightest sound echoes loudly through the chamber. An ornate marble staircase on the north side of the room leads up to the floor above. There are openings to the left and right of the room too...



Captain Lucky AC30 HP55 of 46  d20+7=19 ; d8+7=9 ; d20+11=24 ; d20+11=25 ;
Tuesday March 16th, 2010 12:41:54 PM


Aid result from when he cast it just a round ago: 19 temp hit points! Sweet!

NO WAIT! I rolled the wrong die. Trying again -- 9. Argh. LOL!

Lucky knows how the deal is going down, so he shouts the same words he heard Remsus say and hurries to catch up. As he walks by, he picks up his magic dagger where it fell after he threw it at the golems yesterday.

He is the only visible member of the group, so he figures he better hide and move silently, using the pillars for cover as he enters the large room. Hide 24, Move Silent 25.

Active spells: Aid, Endure Elements, Magic Stone.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 5

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Speck AC19/20 HP:26/26 
Tuesday March 16th, 2010 4:13:21 PM

Speck casts Dancing Lights in the form of a glowing hafling and sends it towards an opening on their left.

Bard Spells: 3/2
lvl 0: *Dancing Lights, Detect Magic, Flare, Prestidigitation, Read Magic, Resistance
lvl 1:Feather Fall, Remove Fear, Tasha's Hideous Laughter

OOC: What's the ligting here? Any windows? or just light coming in from the door?

The Great Hall (Sir John 58/58 hps) 
Tuesday March 16th, 2010 8:11:32 PM

(Just light coming in from the door...)

Marcas (SteveK) AC 19 HP 84/84  d20+7=16 ; d20-1=19 ;
Tuesday March 16th, 2010 10:36:17 PM

Marcas walks forward, keeping his eyes moving from right to left. His great bulk and armor barely makes a sound in the echoing hall.

...Actions
Spot: 16
Move Silent: 19

Lucky Alone AC30 HP55 of 46  d20+12=28 ;
Wednesday March 17th, 2010 8:46:17 AM

OOC: I'm assuming Lucky finds and picks up his dagger, and that he is sneaking from column to column.

Lucky continues to follow where he thinks the party has gone -- Listen check to follow his invisible comrades, trying to hit that Listen DC19 Marcas posted, using two Luck Points to boost his chance: a 28, no problem. And that brings Lucky's Luck to 6.

Active spells: Aid, Endure Elements, Magic Stone.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 6

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+15=35
Wednesday March 17th, 2010 11:09:36 AM

Remsus moves in with the rest of the group, still invisibility radiating from him in all directions.

When the group reaches the fork in the road, Remsus licks a finger, puts it up to the wind to see which way the air is moving: Left, right, or backwards. (survival = 35, nat 20... LOL0

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}


The Great Hall (Sir John 58/58 hps) 
Wednesday March 17th, 2010 11:23:39 AM

The group slowly moves into the great hall, looking and listening... Some are visible, while others are invisible. There isn't anything of interest in the hall itself, but the sounds are what really catch the group's attention. As they listen closely to the sounds, they hear:

1. Some sounds appear to be mechanical. They hear the whir of machines, and a rhythmic metal on metal sound. These sounds come from above.
2. Other sounds come from a large organ, echoing through the western (left) wall.
3. From the eastern (right) wall, they hear a cacophony of sounds, but they are hard to make out.

Listen>20 = Highlight to display spoiler: {The sounds from all three locations also include the frantic cries of prisoners or hostages. Some of them even sound familiar...}
Listen>25 = Highlight to display spoiler: {email me (kmestemacher@everestkc.net) and I'll tell you exactly who the sound comes from...}

Speck's dancing lights move to the east and shows what appears to be a museum of some sort. It is a large room with a various marble busts throughout. The room is divided into smaller rooms by long rows of display cases, which contain the busts. A strange sound comes from this room, but you can't get a good read on it without getting closer. At the back of the room is a stairwell, and the sounds appear to be coming from it...

(OOC - Yes, Lucky does find his dagger ;-) )

Speck AC19/20 HP:26/26  d20+7=21 ; d20=19 ;
Wednesday March 17th, 2010 9:41:51 PM

Speck lets the glowing image pause in the museum room for a moment to see if anything takes the bait. Meanwhile, he listens to the sounds and tries to figure them out.

Listen d20+7=21

"Sh," he wispers. "Sounds like there are prisoners here. Either that, or a trick of magic to get us to follow a buny trail."

Knowledge to discern those who sound familiar d20+?= 19 + ? = ?

Marcas (SteveK) AC 19 HP 84/84  d20+1=21 ;
Wednesday March 17th, 2010 10:35:36 PM

Marcas' ears are hearing perfectly, and the sounds of prisoners are heard. The big minotaur is all set to charge into one of the rooms when Speck's caution about a trap pulls him back. A deep breath, and Marcas is still in control. "I will show the best of the Minotaur", he tells the others. "Ambush and surprise are effective tactics. The way to take the offensive is to secure ourselves and do something to surprise the Raven. Where are the prisoner sounds NOT coming from?"

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+6=10 ; d20+17=19 ; d20+18=28 ;
Thursday March 18th, 2010 2:46:09 AM

Remsus doesn't hear anything, but he keeps a keen eye out for trouble. (or not... spot =19)

He will also search around... (search =28)

But overall, he stays behind the tanks, ready to cast a spell at a moment's notice.

Lucky Alone AC30 HP55 of 46  d20+15=17 ;
Thursday March 18th, 2010 8:39:57 AM

Lucky puts his back, or at least his luck, into some listening. Gosh darn it! He is unlucky! No listening or luck for him.

Downcast, he follows as best he can wherever he thinks the party has gone.

Active spells: Aid, Endure Elements, Magic Stone.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

The Great Hall (Sir John 58/58 hps)  d6=6 ; d6=3 ;
Thursday March 18th, 2010 3:02:23 PM

The group moves into the Eastern room, and the sound grows louder and comes from the back stairs... The sounds (when in the main hall) appeared to be from people and from all directions, but again, no one exactly recognizes them...

Remsus = If you're searching around... I need to know exactly where you search in the Eastern room, what you do, etc... The room has 4 walls, with 2 inner walls that contain the various displays. The back wall contains the opening with the stairs leading downward...

As the PC's listen (while in the East room), Speck recognizes with horror that the sound emanating from somewhere down the stairs is from a close member. The sounds appear to be a mix of screams, anguish and fear...

(OOC 1 - I'm assuming the party is in the middle of the room, but until you get closer to the stairs, you can't see the person making the sound...)

(OOC 2 = I can't remember which family member Speck is closest too... )

(DM's use - Marcas = 1, SJ = 2, Speck = 3, Lucky = 4, Remsus = 5 ... -

Marcas (SteveK) AC 19 HP 84/84  d20+7=26 ;
Thursday March 18th, 2010 10:28:03 PM

Marcas moves to the back stairs and looks up and down the staircase to see anything.

Spot 26

Speck AC19/20 HP:26/26 
Thursday March 18th, 2010 10:37:00 PM

OOC: well, it is a large family. I doubt it would be either of his parents, as they most certainly would not approve of his wandering lifestyle. His sisters would probably just lower their eyes and say, 'tsk...tsk...tsk...'. So his closest family member would probably be a younger brother, one still young enough to have a free spirit and not yet succumbed to the standard hafling 'mindset'.

Speck steels himself at the familiar sounds. Practiced at the art of trickery himself, he is determined not to fall for any such trick, if it is such. "Focus your minds, my friends. The Raven is a tricky fellow. If he has our loved ones prisoner, then so be it. But let us not act rashly and play into his hands."

Speck sends the Ghostly figure to the top of the stairs.

OOC: the spell only lasts 1 minute so it may be gone by now. If not, it is at the top of the stairs.

OOC: Lucky should be able to see the Dancing Light's figure moving and a good Intuition roll may reveal to him that the group is near and follows it.

Lucky Alone AC30 HP55 of 46  d20+11=24 ; d20+11=26 ;
Friday March 19th, 2010 9:53:34 AM

Lucky follows the dancing lights. He casts his Detect Evil spell and concentrates on it, scanning as he walks forward. He continues to be stealthy.

Hide: 24, Move: 26

Active spells: Aid, Endure Elements, Magic Stone, Detect Evil

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

The Great Hall (Sir John 58/58 hps) 
Friday March 19th, 2010 2:03:45 PM

(OOC - Still waiting on Remsus to respond to my post re: searching, but to keep things moving, I'll make this next post...)

As the lights illuminate the stairwell, Lucky sees a horrible image... He sees a head protruding from the wall, about 1/2 way down the stairs. The head belongs to Speck's little brother, and is crying out in fear and pain. It appears the boy is entombed in the wall with only his head visible and free. He sees the lights and cries, "Oh please, save me! That bad man, he came in the night and took me. He waved his hands and .... and then I woke up here... I can't get out! Where is my body...?" The poor boy is panicking, but can only move his head...

It appears that the Raven not only captured Sir John's sister and Marcas' mother, but also Speck's little brother. He's not only hunting the PC's, but using their family members to get to them...

Lucky Alone AC30 HP55 of 46 
Friday March 19th, 2010 4:10:41 PM

Lucky smiles, but does not laugh. He does not want to give his position away. He continues to scan for evil while walking stealthily forward.

Marcas (SteveK) AC 19 HP 84/84 
Sunday March 21st, 2010 12:53:02 PM

Marcas maintains his position, covering his companions with his superior reach and ranseur. "The best way to help the prisoners is to slay the jailor", the Minotaur tells his companions. He tries his best to ignore the screams of the young halfling and looks around. "The Raven is smart. If he is offering us many choices of direction, all of them must be trapped. It is the choice he's not giving us is where the Raven is. Anyone find Secret Doors?"

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Monday March 22nd, 2010 1:39:32 AM

(OOC: Sorry guys. Got distracted. Parasitology exam 2morrow)

Remsus searches the walls with the displays as well as the bare walls (previous roll good?), hoping to find something secret about. He is still invisible and says nothing to give away his position, but he runs his hands along the walls, hoping not to trigger any traps that could be set around the prisoners...



The Great Hall (Sir John 58/58 hps) 
Monday March 22nd, 2010 10:23:25 AM

OOC - Remsus - Can you give me search and spot checks?...

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+18=31 ; d20+18=22 ; d20+18=35 ; d20+18=25 ; d20+17=29 ; d20+17=34 ; d20+17=31 ; d20+17=32 ;
Monday March 22nd, 2010 6:19:18 PM

(Search = 31, 22, 35, 25
Spot = 29, 34, 31, 32)

The East Room (Sir John 58/58 hps) 
Monday March 22nd, 2010 7:43:42 PM

As Remsus begins searching, he finds a guillotine trap. It appears that is designed to decapitate the young boy if anyone touches the wall or tries to free him...

Furthermore, as he discovers the trap, the party hears 2 alcoves open above and 1 alcove open below them... Three horrible masses of protoplasm erupt from the alcoves, coming toward the party quickly. They recognize them as gibbering mouthers...

If that wasn't bad enough, the mouther from the bottom heads towards the boy... Remsus' knowledge of the trap indicates that all it would take would be 1 bit of protoplasm to touch the wall and set off the trap... So does he try to disable to trap but take a few hits from the mouther or hope for the best?


Speck AC19/20 HP:26/26  d20+15=28 ; d20+11=12 ;
Tuesday March 23rd, 2010 12:02:20 AM

If it hadn't been for the Invisibility, Speck would have already gone to see how to release his brother. Good thing he didn't! Remsus points out a trap that would kill his brother instantly!

"I'll take care of the trap!" he blurts as the G-Ms threaten them. "You blow them to gibbereens!"

With his goggles, he spots the trap and tries to disarm it.

If spotting trap roll is needed:
Search d20 +15 = 28

Disable Device d20+11= 12! can I take that back? :(
oh, forgot the MW Thieve's Tool kit so that would be a 14. although with a 1. :(

Speck AC19/20 HP:26/26  d20+13=21 ;
Tuesday March 23rd, 2010 12:08:05 AM

oh! oh! oh! Hero Point! Hero Point! I want to spend a Hero Point to Reroll the Disable Devise!

Disable Devise d20+13= 21! much better!

Hero Points 2 -1 = 1


Visibly Lucky AC20 HP55 of 46  d20+12=31 ; d3=3 ; d6=4 ; d20+13=20 ;
Tuesday March 23rd, 2010 8:11:40 AM


OOC: I assume that Lucky's two posts of detecting evil came up blank? Thanks.

Lucky moves up to 20 feet if necessary so that he is 30 feet from the closest gibbering mouther. As he moves, he draws his sling.

"Hey you Giblets!" shouts Lucky, "Take this!"

He slings a +1 flaming bullet at the nearest mouther (30 ft away). His attack is at base +9, +1 for his Aid spell, +1 for the magic of the bullet, +1 for point blank attack feat, for total +12.

Lucky hits AC31 (what AC are these creatures?) for 5 damage plus 4 fire damage (9 total damage)

"Hah!" he shouts.

Eddie's AC for this round: 20

Active spells: Aid, Endure Elements, Magic Stone

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

The East Room (Sir John 58/58 hps) 
Tuesday March 23rd, 2010 9:32:42 AM

(OOC = Cayzle - Not sure how to answer your question re: detect evil... The module implies that the Raven deliberately concealed the mouthers from detection, and I assumed that included detect evil checks. It didn't explicitly say "detect evil" but that seemed implied.... If I'm off on this one, let me know... I was trying to do my best interpretation of the module's (and Raven's) intent here... They don't surprise you in any way, as they were let loose by the Raven when someone started trying to fix the trap)

Speck begins trying to fix the trap, and even uses a hero point to swing the odds in his favor... However, it seems his efforts weren't enough in this case... (It was a DC25 trap for disable device) He almost has it fixed but then misses a small trip wire, which sets off the guillotine. The mechanism screeches down a slot, neatly decapitating the poor boy who screams right before the blade impacts. The blood sprays from his head all over Speck and the opposite wall... The group hears a laugh of pleasure and a voice saying "1 down, 5 to go you fools!!!" coming from down the stairs, and it appears this was the Raven's plan all along, to torture the PC's in any way possible, including killing family members... But then all is silent...

(OOC = I'll continue combat once a few more people post, but I wanted to get this out of the way b/f combat began)

Visibly Lucky AC20 HP55 of 46 
Tuesday March 23rd, 2010 11:43:40 AM

No prob! Any number of ways to evade detect evil, including lead-lined hiding spots. Also, they might just be CN, not CE.

BUT! If they did detect evil after they popped out but before Lucky cancelled his spell, that would be good to know. Seeing as it would be nice to know that Protection from Evil would help vs them.

Also, just to be a buttinski, per the skill, "If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again." That roll of 21 is only 4 less than 25, so maybe the trap was not triggered?

Marcas (SteveK) AC 19 HP 84/84  d20+9=11 ; d20+4=21 ; d20+9=26 ; d20+9=14 ; 2d6+19=26 ; 2d6+19=23 ; 2d6+19=27 ; 2d6+19=26 ;
Tuesday March 23rd, 2010 12:27:36 PM

Marcas takes a step to be at the top of the stairs and pokes at the ascending Gibbering Mouther with his ransuer (ooc: assuming stairs are 20 feet or less long, Marcas' intent is to cover the boy and Speck with his 20 foot reach and stab the GM over thier heads without touching the walls)

"Your taunts and threats and use of innocents only do you discredit, Raven!", rumbles Marcas in his deep voice. "You shall lie in torment in the Lands of Unrest this day!"

Full Attack
Power Attack +5
1 AC 11 miss? Dam 26
2 AC 21 Dam 23

AOOs for GM to move towards boy and Speck AC 26 Dam 27, AOO 14 miss? Dam 26

The East Room (Sir John 58/58 hps) 
Tuesday March 23rd, 2010 5:40:55 PM

(OOC - Since we're all DM's, I'll put Cayzle's question to a vote, as it could go either way... Here's what the module says... "A guillotine style blade is housed in the stone wall above the hostage's head and neck, slicing down and beheading them if any pressure is applied to the wall. Guillotine trap, CR5, mechanical, pressure trigger, no reset, no save, decapitation of hostage, Disable Device DC25)

Speck AC19/20 HP:26/26 
Tuesday March 23rd, 2010 10:59:40 PM

OOC: per Disable Device pg72, without quoting the total passage, if you fail by 4 or less, you just fail to disarm it. It then says that if you fail by 5 or more, something 'goes wrong'. "If it is a trap, you spring it."
ie. you don't "spring it" on a 4 or less.

So by my interpretation of the Disable Device rule, if a thief fails by 4 or less, he sees that the trap is beyond his capabilities at the time and goes no further. If a thief fails by 5 or more, he keeps humming along and .... oops.... sets it off.

Now, you'll have to take that rule and see how it fits with the module. The module may specifically say that any failed attempt sets it off. But if it doesn't, then I'd think it should be treated as a normal trap, not a customized trap.

me thoughts. :)

SteveK: I agree with Speck and Cayzle.

The East Room (Sir John 58/58 hps)  d20+15=24 ; d20+10=24 ; d8+5=7 ; d8+5=13 ; d6=3 ; d6=2 ;
Wednesday March 24th, 2010 11:47:21 AM

(OOC = OK, it seems that the majority has ruled that the trap is not sprung... so let's update the situation with this new and improved post...)

As Speck begins to try to fix the trap, he almost misses a wire that would spring it... But due to his incredible skill (and a hero point), he doesn't spring it. However, it could still go off if either he or one of the mouthers hits the wall. Also, a miss by 5 or more would set off the device...

The boy sees the mouther (M3) coming near and begins to scream in sheer terror, as he can do little else to avoid its attack... The mouther (m3) looks at him and Speck, and for now, decides Speck has more meat on his bones... However, that may change in the next round or too if it decides to go after an easier meal...

The group still hears the Raven cackle and taunt them before running down the stairs and exiting the area...

Situation - 2 Mouthers at the top of the stairs, 1 at the bottom, Speck and Remsus in between them, searching for traps....
Mouthers AC - 19
SJ and Marcas - facing the mouthers
Lucky - in the room

(Mouthers 1 and 2 are ignoring the others since SJ and Marcas are nearest, so I was assuming they wouldn't have an OOC. They dropped out of the ceiling at the top of the stairs, right in front of SJ and Marcas... Correct me if I'm off on this one... Marcas doesn't need to reach over them to hit them, since they're right in front of him... But they are b/t him and Remsus/Speck)

Round 1 of Combat

Lucky fires a round at Mouther 1, hitting it solidly for 9 pts of dmg...

Marcas pokes at Mouther 1 also, and hits it, though his ranseur does a bit less damage then would be expected, as the sharp end plunges into the amorphous mass...

SJ swings his axe at M2, hoping to chop off some of the amorphous arms protruding here and there...
Att1 - Hit AC 24 for 7 + 3 fire = 10
Att2 - Hit AC 24 for 13 + 3 fire = 16
However, his axe chops through the mass too, and like Marcas, his attacks do a bit less dmg than you'd expect...

Dmg so far - M1 - 27, M2 = 21, M3 = 0

(Speck? Remsus?)

Monster's move will occur once Speck and Remsus report their moves...



Speck AC19/20 HP:26/26  d20+11=24 ; d3=2 ; d6=5 ; d20+11=27 ; d3=3 ; d6=1 ;
Wednesday March 24th, 2010 11:01:33 PM

OOC: Who's all still invisible? Speck and Remsus haven't attacked. SJ and Marcas attacked so they would be visible. However, if they were invisible before they attacked, would the mouthers be caught Flatfooted? Would that be a Surprise Round for them vs the mouthers?

Same would go for Speck. Being invisible, the mouther would go for either SJ and Marcas or Speck's brother. If it goes for SJ and Marcas, Speck let's it go by unhindered (holds his action).

If it goes for Speck's brother, he attacks with his sling.
d20+11=24, dmg d3= 2 blunt and d6= 5 shock for total of 7 (Speck now visible)

If this catches it Flatfooted (Surprise Round), then Second attack:
d20+11=27, dmg d3= 3 blunt and d6=1 shock for a total of 4 more.

Comments?

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+8=11 ;
Thursday March 25th, 2010 12:11:03 AM

(OOC: SOrry for not posting fora while again... this is the week from hell. Two exams, two papers due, and two quizes. I think I may have to jump off the Life Sciences Building afterall)

Remsus chooses to remain invisible but he backs away from the Gibbering Mouthers anyways, and casts Spiritual Weapon, a ghostly Scythe appears and strikes at one of the Mouthers, missing horribly, (hit AC 11)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

The East Room (Sir John 58/58 hps) 
Thursday March 25th, 2010 12:29:49 PM

(OOC - Good question re: who's invisible. Who exactly was made invisible and if that includes everyone, then I would say Marcas and SJ would have a surprise attack on M1 and M2... I should point out that If Marcas, Lucky and SJ are now the only visible ones, then M3 wouldn't be necessarily able to reach them since M1 and M2 are in his way. As a result, the boy would be his next target for a good meal...)

Last part of surprise round 1 -

The boy continues screaming as the mouther appears to turn towards him. The cacophany is getting louder and louder as the PC's are amazed someone so small can scream so loud...

Speck slings 2 bullets at the mouther, both of which impact it and knock off small chunks of protoplasm, as well as giving it a rude shock... Now that Speck is visible, it turns its attention to him.

Remsus casts a spell, bringing into existence a scythe, but it merely makes a nice breeze for M3 rather than hurting it...

ROUND 2 is up.... Please post your actions

________________________
1. Marcas and SJ are facing M1 and M2, Lucky behind them.
2. On the stairs b/t M1, M2 (at top) and M3 (at bottom) are Remsus (invisible), Speck and boy.
3. The trap is still set and if any sling rounds miss, there is a chance they could hit the wall and set off the trap. Say a 20% chance in case of a miss...

Dmg so far - M1 - 27, M2 = 21, M3 = 11

Round 2 (1st round was a surprise round, this is the first normal combat round...)



Marcas (SteveK) AC 19 HP 84/84  d20+12=16 ; d20+7=19 ; d20+10=17 ; d8+10=18 ; d8+10=15 ; d8+8=13 ; d20+12=24 ; d20+12=26 ; d20+12=28 ; 2d6+13=20 ; 2d6+13=18 ; 2d6+13=15 ;
Thursday March 25th, 2010 12:39:32 PM

ooc: I think we're all visible now. Remsus had a circle of invisibility, and since Marcas and Speck both attacked and hit, the invisibility is broken for everyone. I think.

Marcas sees Speck's flat bullets worked better than his ranseur so he changes tactics. Still holding the ranseur in his hands, the minotaur uses elbows and knees and two horns to flatten the Mouther!

By keeping his ranseur handy, he continues to provide wicked cover for any monster moving within 20 feet of him. (AOO: vs first three monsters who leave threatened square)

Actions
Full Attack; Power Attack +2
1 Elbow AC 16 Dam 18 bludgeon
1 Hoof AC 19 Dam 15 bludgeon
1 Horn AC 17 Dam 13 piercing

AOO
1 AC 24 Dam 20 piercing
2 AC 28 Dam 18 piercing
3 AC 20 Dam 15 piercing

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+8=22 ; d8+1=5 ;
Thursday March 25th, 2010 5:02:57 PM

The Ghostly Scythe slices again, taking a chunk out of the hurt mouther. (hit AC 22, Damage 5. note that damage reduction doesn't work for this spell).

Remsus spends his standard action as thus: 'Hey Marcus or Sir John. Care to grow about 6feet and gain a 5foot to your reach?" Remsus asks, and if either replies in the positive, he will cast Enlarge person on the first one who replies.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

Visibly Lucky AC23 HP55 of 46  d20+13=16 ; d20+10=24 ; d20=14 ;
Thursday March 25th, 2010 8:32:00 PM


Lucky interposes himself between the mouther and Speck. His tumble check, if necessary, is a 24. As he moves, he draws the +3 icy burst dagger. He strikes at the mouther, fighting defensively AND using combat expertise, so his AC this round is 23. He has a BAB +0 with combat expertise, -4 fighting defensively, +3 for the dagger, +1 for the Aid spell, and hits AC14, missing. But the point is to keep them off Speck and the boy.

"Go ahead, Speck Old Boy! Get the boy free if you want" shouts Lucky. OOC: And add in the +1 bonus for being Lucky Eddie's friend!

AC this round: 23.

Active spells: Aid, Endure Elements, Magic Stone

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16


Visibly Lucky AC23 HP55 of 46 
Thursday March 25th, 2010 8:33:04 PM

Oh, Lucky also has a +1 size bonus to hit, but he still misses vs AC15.

Speck AC19/20 HP:26/26  d20+14=16 ;
Thursday March 25th, 2010 10:33:23 PM

With a brief reprive given by Lucky and Remsus, Speck takes a moment to study the trap. Instead of disarming it, he studies it to figure out what would be needed to block the blade from dropping all the way down. Is the blade visible? how heavy is it? Would the minotaur be strong enough to hold a block of wood against the wall to block the path and cause the blade to jam into the block instead?

Remsus mentions he can Enlarge someone. Speck realizes that Marcus, Enlarged, would gain greater strength and height. Taking wood from the shelves to form the interposing blocks might just work?

He studies these options this round.

OOC: Don't know what category of Skill this would fall under but I'll use my Disable Device and if you think of something else, let me know and I'll apply the appropriate modifiers. Note, he's not going to touch the wall or sling a stone. :)

"Calm down, little brother. Be a big little borther for me, ok?" Speck tries to calm his brother down.

Disable Device (to study the best way to block the blade) d20+11 +2(mw tools) +1 (lucky) = 16

OOC: whew! glad i decided to study it first!

Marcas (SteveK) AC 19 HP 84/84 
Friday March 26th, 2010 12:39:07 AM

Marcas grunts. "Give me the magic and I may not be able to fit in the room!"

The East Room (Sir John 58/58 hps)  d20+15=28 ; d20+10=15 ; d8+5=12 ; d6=5 ; d20+4=17 ; d4=3 ; d20+4=13 ; d4=1 ; d4=2 ; d20+11=19 ; d20+8=15 ; d4=1 ; d20+4=9 ; d20+4=7 ; d20+4=12 ; d20+4=6 ; d20+4=10 ; d20+4=18 ; d20+4=20 ; d20+4=21 ; d20+4=23 ; d20+4=9 ; d20+4=14 ; d20+4=20 ; d20+8=24 ;
Friday March 26th, 2010 11:41:27 AM

As the battle continues, the various party members take their actions to free the boy and destroy the menacing blobs...

Sir John says, "I appreciate the offer of being enlarged, but I don't like the chance of being hit in an easier way... (e.g. lower AC) I'll stick with what I've got..." He slashes at M2 again, Hitting Ac 28 and missing AC15 for 17 pts of dmg... But again, his attack does a bit less damage than planned...

Marcas launches a flurry of attacks, but only his hoof manages to do any significant damage (vs. AC19), for 15 pts... This time, that's enough to destroy it and it collapses into a mass of jelly.... Neither mouther moves away from him, as they seem more interested in eating him then fleeing... (thus no AOO)...

Remsus' attack is also successful vs. M3, taking a small chunk out of it...

Lucky moves to face M3, giving Speck time to disable the trap...

Speck keeps looking at the trap, but can't see the blade itself. It appears that the blade is on the backside of the wall, and the trigger for the trap is based upon any contact with the wall. He can't see a way to block the blade... There must be some other way to disable it... However, it seems that since the Raven has been run off, there is no danger of someone deliberately setting it off...

Speck tries to reassure the boy, but seeing two mouthers still gibbering and making noise is enough to drive anyone mad and the boy continues screaming, totally confused...

Status of Monsters -
M1 - Dead
M2 - 38
M3 = 16

___________________________
Monsters Turn

1. M2, almost dead, fires a spittle of acid at SJ, and hits him in the face, doing 3 pts of dmg.
M3 does the same thing at Lucky and hits AC13 (ranged touch attack ...) for 1 pt of dmg

SJ (and Lucky?) must save vs. Fortitude DC18 or be blind for 2 rds
SJ - 19 - OK...

2. Both M2 and M3 begin making a low, gibbering noise, as they see food... The noise is disturbing enough to confuse even the most stout person... All PC's within 60' of each must save vs. DC 13 WIll or be confused for 1 rd
SJ Save - 15, OK...

3. M2 launches 6 tentacles at the foes in front of him, 3 at SJ, 3 at Marcas, trying to bite both foes...
At SJ - Miss AC 9, 7, 12...
At Marcas - Miss AC 6, 10, 18...

4. M3, seeing that Lucky is the new desired target, launches all 6 tentacles at him...
vs. AC... 20, 21, 23, 9, 14, 20...

In this case, Lucky is very lucky and only the 3rd tentacle manages to bite him for 1 pt of dmg...

However, the creature (as a free action v. anyone bit), starts a grapple attack vs. Lucky, since it has one tentacle attached... (Improved Grab - To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. )

Grapple Attack is 24...

( I'm going to need some help here from you expert DM's out tere with deciding how the grapple goes, since our Woldian rules are different than 3.5s... I need to know if the mouther is actually successful with his grapple attack...)



Cayzle 
Friday March 26th, 2010 12:13:52 PM

Grapple checks are easy: Does the grapple check beat the defenders Grapple DC?

Lucky's grapple DC is base 10 +4 BAB -4 size +0 Str = 10. So any grapple check of 10 or better grapples Lucky! Lucky is definitely grappled on a check of 24!

The beauty of this system is you do not have to wait for Lucky to roll an opposed check -- you can tell if a grapple works just by looking at the defender's grapple DC, which is kind of like an armor class.

However, keep in mind that any grappler attack fails on a natural roll of 1, 2, and 3.

Grappled Lucky AC14 HP53 of 46  d20+9=14 ; d20+15=28 ; d100=31 ; d20+8=14 ;
Friday March 26th, 2010 12:27:53 PM


First, is Lucky blinded? His Fort save is at +9 ... a 14 is not enough, Lucky is blind for two rounds.

Then, is he confused? His Will save is at +15, a 28, he is fine.

He takes 2 hp damage, maybe more from the successful grapple?

Now grappled, Lucky uses his monk training to attack with his fist. First, does he even hit, given the 50% miss chance he suffers as a blind fellow? roll of 1-50 = miss. a 31, miss. Poor Lucky!

Next round, the mouther needs only to beat his grapple DC10 to inflict grapple damage ... and swallow Lucky whole ... though Lucky does not know that -- yet!

AC this round: 14, once you factor out the dex bonus and suffer a blind penalty.
Grapple DC: 10

Active spells: Aid, Endure Elements, Magic Stone

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Blind: round 1 of 2

Marcas (SteveK) AC 19 HP 84/84  d20+6=11 ; d20+6=25 ; d100=63 ;
Friday March 26th, 2010 10:38:16 PM

Marcas exhults by destroying one mouther with a single hoof and turns his attention to the next in order to... to... to... flee!

Marcas turns and runs at top speed back to the entrance of the Library!

...Action
Will Save 11 fail; Marcas confused for one round
Confusion 63% = flee away from caster at top speed

Speck AC19/20 HP:26/26 
Saturday March 27th, 2010 12:06:11 AM

As battle ensues around him Speck realizes that it is futile to attempt to disarm the trap while battling these abberrations. "There must be a secret door somewhere to get back behind me broder!"

OOC: it's late, got sidetracked. Finish tomorrow. sorry

Speck AC19/20 HP:26/26  d20+6=12 ; d20+11=31 ;
Monday March 29th, 2010 12:11:11 AM

DC13 Will: d20+6=12 :(

Oh Wait! It says the Save DC is Charisma Based! my save bonus would be:

+4 lvl, +3 Char, +1 race, +1 cloak = +9 not +6, so the total would be 15 not 12! Whew!

Speck's mind reels for a brief moment, lulled into a bit of confusion by the gibbering. But he quickly recovers his senses. Aware of the danger of the gibbering, he tries to out gibber the gibbering.

"Oh gibbering blobs of mush
oh mouths that slobber and slush
Your teeth will be blunted, your bite made for naught
As we decorate the walls with your splatted guts!"

Countersong Perform Check d20+11 = 31! YEAH! Take THAT!

Countersong: Each round bard makes a Perform check. Anyone within 30' of the bard (including bard) that is affected by a sonic or language-dependent magical attack may use the bard's Perform Check in place of it's saving throw if, after the save is rolled the Perform check roll proves to be higher.

Countersong Rounds 1 of 10.

The East Room (Sir John 58/58 hps)  d20+15=25 ; d20+10=20 ; d8+5=7 ; d8+5=11 ; d6=4 ; d6=3 ; d20+4=16 ; d4=4 ; d4=1 ; d20+8=12 ; d4=4 ; d20+4=10 ; d20+4=14 ; d20+4=23 ; d20+4=5 ; d20+4=15 ; d20+8=26 ;
Monday March 29th, 2010 10:03:49 AM

Round 3

The tide slowly starts to shift to the PC's favor, though Lucky is in a bit of a pickle, being grappled by his foe...

Sir John hears Speck's melody and resists any confusion from the mouthers.... He keeps focus on the nearest mouther and swings his axe at the nearest appendage, ignoring the goop and gunk spraying everywhere...

Att1 = Hit AC25, for 7 +4 fire = 11
Att2 = Hit AC20, for 11 + 3 = 14
Total Dmg = 25

Through the mass of mush and muck flying around him, he sees the mouther finally collapse and the way is now free to get to the hostage and final creature...

Marcas initially runs away in confusion, but Speck's melody (OOC - I love the lyrics ;-) ) helps eliminate the mouther's effects for all his companions...

Lucky, however, is grappled by the mouther and blinded by the acid spray...

(Not sure what Remsus' move was... Skipping it for now...)

The poor boy continues screaming in abject horror, watching Lucky engulfed...

____________________
The final remaining mouther sprays an acid spray at Speck, hitting him with a ranged touch attack vs. AC 16. If it hits him, he takes 4 points of dmg and the acid burns his eyes, effectively blinding him for 1 round (Save vs. Fortitude DC18)

Now that Lucky's been grappled, it attempts to swallow him whole (Att = 12 vs DC10, so successful...) Masses of ectoplasm surround Lucky, and the creature begins to drain his blood... (4 pts Constitution drain...)

The other five arms are free to attack too, and Speck is the nearest target... Attack - Miss AC 10, 14, 5, 15; Hit AC 23. Only one attack is successful, but that may be all that's needed... It does 1 point of dmg, but also tries to grab hold of the bard... Grapple attack vs. Speck's DC = Hit 26... So Speck is grappled by the creature...

______________________
Status
M1, M2 = dead
M3 = 16 pts



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+14=21 ; d20+8=24 ; d8+1=5 ;
Monday March 29th, 2010 10:37:07 AM

Remsus succeeds on the will save and his scythe slices into the Mouther for 5 more damage.

Marcas (SteveK) AC 19 HP 84/84  d20+12=13 ;
Monday March 29th, 2010 11:39:53 AM

Confused, but saved by Speck, Marcas shakes his head to clear it. "Think with your brain, not with your horns", the large minotaur says, quoting from a long ago mentor. He leaps back into the fray, pounding a hoof near the Mouther's ectoplasm!

...Action
Power Attack 2
Hoof: AC 13 nat 1!

(oh, the dice hate me today!)

Grappled Lucky AC24 HP37 of 30  d100=50 ; d20+8=24 ;
Monday March 29th, 2010 12:48:03 PM


Lucky's Constitution is now 8. His hit dice are: 8, 5, 2, 3, 4, 5, 8, 3 With his new -1 Con check, his max hp are 7+4+1+2+3+4+7+2 = 30 He still has 7 temporary hit points, bringing him to 37 hp total.

Lucky is still blind. Next round, he will not be blind, and his continual flame doorknob should be enough to give him a chance.

This round, though, Lucky attempts to attack with his fist. Miss chance: 50! He misses on a roll of 1-50.

Poor Lucky.

AC this round: 24, once you factor out the dex bonus and suffer a blind penalty.
Grapple DC: 10

Active spells: Aid, Endure Elements, Magic Stone

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Blind: round 2 of 2

Speck AC19/20 HP:21/26  d20+4=9 ; d20+4=21 ;
Monday March 29th, 2010 10:16:53 PM

OOC: Table-top conversation: Hey Lucky, if you cast Sound Burst from within his guts, his body would block the sound wave from us and I'd think he'd automatically fail a Fort Save, or at least have a much difficult DC to beat. What do you think? Any one else have any thoughts on this idea?

IC: Specks poetry was sooooooo good, it brought back Marcas from the brink and spurred Sir John to great gorry onslought. But it also cought the gibber's attention. It should appretiate poetry more but it didn't and spit acid at Speck.

Fort DC18 d20+4= 9. sigh...

Ouch! It burns! It Burns! I'm blind! Specks mind screams. Then he feels a mouth grab him!

"Bright Light!" Speck blurts. Although being blinded, he knows exactly where the creature is, right in front of him. (OOC: either 5 feet or whatever, but the thing is a blob and bunches of eyes so I don't see how he could miss...)

A bright flare of light errupts in front of the gibber. (spell Flare: verbal, 1 st action)
Concentration Check for casting while grapled DC 20+0= 20. d20+4 = 21, yihaaaa!

Fortitude Save DC13 (however, with all those eyes, there's bound to be some penalty on the save, wouldn't you say? :) )

Failed save - dazzled for 1 minute. Success Save - negates.

The East Room (Sir John 54/58 hps)  d20+15=22 ; d8+5=9 ; d6=5 ; d20+7=17 ; d4=2 ; d20+8=20 ; d4=3 ; d20+4=10 ; d4=4 ; d20+11=22 ; d20+4=17 ; d20+4=12 ; d20+4=23 ; d20+4=10 ; d20+8=26 ;
Tuesday March 30th, 2010 10:25:53 AM

Round 4...

Marcas runs back into the fray, but falls on a pile of muck, and swings wildly as he attempts to keep on his feet. He manages to remain upright, but comes nowhere close to hitting M3...

SJ also charges forward and chops at the final mouther, trying to avoid hitting Lucky or Speck who are securely grappled... Attack = Hit AC 22 for 14 pts of dmg... (9 a/f DR)

Remsus' scythe also helps cut off some more of M3's mass...

Lucky tries to break free but to no avail...
Speck also is blinded, but casts a flare of light against the mouther, but to no effect... (Fort Save = 17)

____________________________________
M3 = 30 dmg

The mouther continues digesting Lucky and drains 2 more points of Constitution...

Now that it has Speck grappled, it attempts to engulf him too... (Grapple Attack = Hit DC20 (I assume that's higher than Speck's grapple DC)) A huge mass of flesh covers Speck too, sucking 3 points of Constitution from him too...

It turns to SJ and spits acid at the next target... It hits 10 as its ranged touch attack.. Amazingly, this hits as SJ has only armor and a shield... He takes 4 pts of acid damage but saves (22 vs DC18) vs. blindness, as the acid misses his eyes by a hairsbreath...

M3 has 4 arms left, and shoots 2 at SJ and 2 at Marcas, as they are the greatest threats...
vs. SJ = Miss AC 17, 12; vs Marcas = Hit AC 23, miss AC 10

Since arm 5 hits Marcas, it tries to grapple with him as a free action... (vs DC 26... Marcas - what's your DC vs. grapple?)



Marcas (SteveK) AC 19 HP 84/84  d20+12=30 ; d20+7=26 ; d8+10=18 ; d8+10=12 ;
Tuesday March 30th, 2010 12:34:40 PM

Marcas sees Lucky slowly engulfed by the Mouther, and then the monster grabs the minotaur! (ooc: Marcas' Grapple DC is 24)

Despite getting hit, a smile plays around the minotaur's mouth. "You just made a mistake, little monster."

Marcas lets go of his Ranseur, being useless in a wrestling match. Forming his big hands into blades of flesh, he rips them through the Mouther!

....Action
Power Attack: 2
Hand AC 30 Dam 18
Hand AC 26 Dam 12



The East Room (Sir John 54/58 hps) 
Tuesday March 30th, 2010 2:13:25 PM

To its demise, the mouther definitely picked the wrong foe to try and engulf... Marcas' action is enough to destroy the mouther and it finally collapses into a puddle of goo...

(Combat Over... But remember that 2 members have suffered constitution drain...)

Though the battle was won, there is still much to be done. There are still faint screams and mechanical sounds from the West room and the upper level. On the other hand, the stairs go down to a door, though they aren't sure what lies beyond... Finally, there is the matter of the entombed little boy who is still screaming in absolute terror, and the trap set to decapitate him...

Ungrappled Lucky AC23 HP30 of 23  d20+2=19 ; d20+13=23 ; d20+8=26 ; d20+8=17 ; d20+8=26 ; d20+8=23 ;
Tuesday March 30th, 2010 2:40:18 PM


Lucky's Constitution is now 6. His hit dice are: 8, 5, 2, 3, 4, 5, 8, 3 With his new -2 Con check, his max hp are 6+3+1+1+2+3+6+1 = 23 He still has 7 temporary hit points, bringing him to 30 hp total.

Lucky is no longer blind, thank goodness.

"OUCH!" says Captain Lucky. "Thanks for coming to my aid, friends! Spec from the inside, and Marks-on-Thighs from the outside!"

Whenever Speck wants to free the boy from the trap, Lucky will stand by him to give him a +1 on the check, and will Aid Another (rolled a 19) to give another +2. That's a +3 total.

Lucky wishes there were something big nearby, like a box or a trunk, that they could set into place to intercept the falling blade.

Lucky says, "I see no reason to fall into Raven's traps by dashing off after him. Let's take our time."

Lucky searches the dead mouther bodies and checks them for treasure and stuff. Who knows what these things ate?

Search checks: 26, 17, 26, 23! Woot!

Active spells: Aid (may expire soon), Endure Elements, Magic Stone

AC for next time it is needed: 23

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

The East Room (Sir John 54/58 hps) 
Tuesday March 30th, 2010 3:23:33 PM

(OOC - Everyone gets 1500 xp for getting past the golems and defeating the mouthers.)

Speck AC19/20 HP:11/16  d20+15=18 ; d20+15=21 ; d20+15=23 ; d20+15=33 ;
Tuesday March 30th, 2010 6:19:13 PM

If Speck could have seen the big glob engulf him, he probably would have yelled as much as his little brother. But as it was, he just tried to kick and puch when he felt the slimy slop cover him. However, violent shaking of the thing followed and a strong arm grabbed him and pulled him out.

Sputtering, he was surprized to be able to see again and the sight of his friends was encouraging.

"That Raven will go on deeper until there's no where else to go. Let's take care of our friends so no harm comes to them first. I'm thinking there's a secret door somewhere here that will lead to a back area where the trap mechanism is and where we can remove my brother from behind, not from the front."

OOC: the front of the wall is slick with only the hafling's head sticking out, like a mounted head. So the blade itself is behind the wall. We have to find a way to get behind the wall, I'm thinking.

IC: Speck puts on his goggles and looks for some secret doors, starting at the bottom of the stairs and moving up while the others keep a watch for any more disturbances.

Search d20+15=18. How many do I need?

Determined that there must be something here, he tries again.

Search d20+15=21, 23, 33! that ought to show something it there's something to show. :)

HPs/lvl = 6 2 5 2 2 5 4 3, so now that would be with Con 7: 4 1 3 1 1 3 2 1 (providing you can't roll less than 1 for HPs when leveling) = 16 - 5dmg = 11. (hey, I just noticed I've got TOT = 29hp on my sheet but have TOT=26 hps on my header! I'm more alive than I thought! :)


Marcas (SteveK) AC 19 HP 84/84  d20+7=8 ; d20+9=13 ; 2d6+19=29 ;
Tuesday March 30th, 2010 6:41:02 PM

Marcas can't do much about helping heal or restore his friends, and so he does what he can. Picking up his ranseur, he casts about, standing guard over the stairway, Speck, Lucky, and the young halfling in the trap.

"Set here", he tells the others in his soft but gravelly voice. Marcas seems calm, as if his emotions have been locked up deep inside. He'll pay for it later, but now there is work to be done. "Speck, you and Lucky be as careful as you can to disable that trap. Remsus, can you help Lucky and Speck as they were the two most affected by the monsters? Sir John, retrieve your weapons and watch our back, maybe even look in the rooms? I am thinking there will be other loved ones in traps there as well."

...Actions
Spot Check: 7
Ready: If see any monster attacking a companion, Marcas will strike with his ranseur

Readied Power 5 AC 13 Dam 29

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+18=33 ;
Wednesday March 31st, 2010 12:12:53 PM

(OOC: Sorry for not posting and posting shortly. I had a parasitology exam today... yeck... havent showered in a few days b/c ive been studying so much...)

I wonder what would happen if I cast enlarge person or shield of faith on the boy with the guillotene over his head?" Remsus asks blankly.

Remsus also helps search the room (search =33)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

Traps and hostages (Sir John 54/58 hps) 
Wednesday March 31st, 2010 2:21:52 PM

East Room/Stairs

After examining the trap, Speck realizes that it seems that the mechanism was built into the wall supports during a renovation of the wall itself, and so it is built as an integral part... (similar to how you'd put a mechanism in between the 2x4 studs and then put up drywall over modern walls...) There doesn't seem to be any way to get behind it, at least from the stairs. There are no secret doors in the stairwell, but maybe another room has access to a crawlspace that would allow him to operate or disable the mechanism?...

Remsus ponders other options to disable the trap, but realizes that if he could shrink the child (rather than enlarge it), that might make it possible to have him crawl out. But the child would have to do this without touching any part of the wall...

So many options...

West Room

Sir John nods at Marcas' suggestion and goes across the main hall to the West Room. As he enters the room, the rest of the group hears a large organ start to play eerie cords...

The rest of the group hears monsters start to roar, chains move, and then a woman begins scream in extreme pain... and Marcas recognizes his mother's voice.

Sir John immediately yells, "We've got another hostage here, and you better get here NOW! She's being drawn and quartered by a trap, and I don't know how long she'll last before being ripped apart! We've got 2 foes to fight meanwhile and somebody get in here who can free her, while I fight them!

DM Info
Round 1 of trap...



Marcas (SteveK) AC 19 HP 84/84  d20+14=30 ; 2d6+9=17 ;
Wednesday March 31st, 2010 5:38:04 PM

Marcas doesn't wait, but sprints to the doorway. "Remsus, Speck, and Lucky: save the boy", he calls over his shoulder.

Hitting the doorway in a few strides (20 foot move), Marcas stabs at the nearest enemy, using his superior reach to cut with his ranseur. Then he is able to better assess the tactical situation of the enemy and the trap. "Sir John, my plan is for you to keep them busy while I sunder the chains holding Thorlathai upon the rack."

...Action
Move 20 feet
Attack AC 30 HP 17

Speck AC19/20 HP:14/16  d8+1=3 ; d20+8=13 ; d20+11=12 ;
Wednesday March 31st, 2010 10:32:39 PM

"My brother can wait," Speck says reluctantly. He first taps himself with his healing wand, then moves into the room and looks for a place to hide behind.

CLW wand d8+1=3

Bluff (to cause a distraction while attempting to hide if there are observers)
d20+8=13, bleh. :P

Hide (if there's something to hide behind he can get to without endangering himself)
d20+11=12, Well, so much for that. Hiding with Panash!

So Speck is some few feet into the room totally exposed!

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Wednesday March 31st, 2010 11:38:54 PM

Since Remsus is still invisible, he will go and cut the ropes that are pulling her with his dagger... that shouldn't undo invisibility right???

(DM Ken - They're thick, steel chains and manacles rather than ropes... I'll give a full description and map of the room once I hear Lucky's post...)

Ungrappled Lucky AC23 HP30 of 23  d20+8=23 d20+8=28
Thursday April 1st, 2010 1:48:01 PM

Lucky can't bring himself to abandon the boy in the guillotine. Marcus told three people to take care of the boy, and so far two have ignored him.

Lucky shouts at Remsus and Speck's backs, "I'll take care of the boy! You two go on and help Marks-On-Thighs and Sir John! No, don't worry, I can handle it! Go on, I don't need you! I've got it well in hand!"

The halfling moves closer toward the boy, until he is 20 feet away, and in no danger of accidentally triggering the trap blade. He looks around, without touching anything, for a lever or button or trigger to turn this thing off. They got the boy in it somehow; maybe there is a way to get him out. Or for anything else that might be helpful.

Search checks: 23, 28.

Traps and hostages (Sir John 54/58 hps, AC 21)  d20+15=25 ; d20+10=23 ; d8+5=7 ; d8+5=12 ; d6=6 ; d6=6 ; d20+9=20 ; d20+9=17 ; d20+7=13 ; d20+9=15 ;
Thursday April 1st, 2010 2:58:40 PM

(West Room) = Lucky sees the same type of thing that Speck did, and thinks that maybe an adjacent (or below) room might have some sort of crawl space that leads to the blade mechanism itself. For now, it seems there is no way to get to the mechanism from this side...

(East Room) = The scene in this room is one from a nightmare... A great dome of stained glass above the room depicts a wizened old man lecturing to a host of large and small creatures. Within the room, a stone altar is framed by a massive organ, its pipes running up the western wall. An eerie melody plays as the keys dance by themselves.

On the altar is Marcas' mother, manacled by sturdy adamantine chains. The chains run into the altar's base and are slowly drawing and quartering her...

Facing them are two monsters which look like winged demons, but mostly consist of smoke... which Marcas attacks and hits solidly... for 17 pts of dmg...

Sir John nods at Marcas' suggestion, and slashes at the same creature...
Attack - Hit AC25 for 7 + 6 = 13 and Hit AC 23 for 12 + 6 = 18: TOTAL = 31

Their combined attacks eviscerate B1, clearing the way to the altar...

Speck - Perform Check > 20Highlight to display spoiler: {You don't recognize the tune, but it seems that if you listen to it for a moment or two, you might learn something about how to stop the organ's melody and the torture on Marcas' mom... But you only have a brief time before she's pulled apart... }

Remsus sees that his dagger is useless against the adamantine chains...

___________________________

At the end of the PC's turn, the organ continues to play and one more creature erupts from the organ's pipes, appearing as smoke or gas before solidifying... Now there are again two facing the party... The organ continues playing and the chains become tighter on Marcas' mother, causing her to scream louder as joints start to pop and muscles strain under the tension...

B2 rips at Sir John with both wings and its fangs, (All 3 miss AC 20, 17, 13...)

B3, arriving late, only has time to rip at Marcas with one wing = Miss AC15

Map

Turn 2 of Trap...

B1 = dead
B2, B3 = no damage



Marcas (SteveK) AC 19 HP 84/84  d20+7=14 ; 2d6+23=28 ; d20+1=21 ; d20+1=5 ; 2d6+23=29 ;
Thursday April 1st, 2010 4:08:35 PM

(ooc: based on adamantium is Hardness of 20 and Hit Points 40 per inch of thickness. based on a steel chain is 5 hit points and so would be 1/4" thick. assuming adamantium chain is masterwork and so would be at least 1/2" inch thick and probably have 20 hit points...)

(ooc: can't see map for some reason)

Marcas ignores the smokey demons and moves into the room to where he is within 20 feet of his mother's chains. Gripping his ranseur in two hands, he shouts a mighty "KIIIIIA!!" and slams the cutting edge against one of the chains.

...Actions
Power Attack: +7 damage, - 7 AC
AC 14 Damage 28
(if 5 foot step) AC 21 nat 20! Dam 29

One chain potentially takes 17 damage minus adamantine hardness



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d8+1=7 ;
Thursday April 1st, 2010 4:51:25 PM

Remsus remembers that his Ghostly Scythe is still around and decides that using it to break the chain would work, since it overcomes any damage reduction. (SPiritual weapon attacks chain for 7damage)

(OOC: the map is not working for me. If I can, I think I will launch my fireball to hit the Smokey demons and the organ as well... but I can't judge where it will hit though b/c the map isnt working for me)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

Speck AC19/20 HP:14/16  d20+11=30 ;
Thursday April 1st, 2010 10:27:03 PM

OOC: map isn't working for me either, just a blank sheet. :(

Perform Check d20+11=30! oh now i get the good rolls :P

If Speck can skirt the smokey monsters, he will do so and make his way to the organ and take a seat (if there is a seat) and study the keyboards. (as per Spoiler, he's studying the tune to figure out how to work it, de-work it, manipulate it, warp it, or whatever.)

If he can't skirt the monsters, he'll study the tune but out of their reach.

Stymied Lucky AC23 HP30 of 23 
Friday April 2nd, 2010 8:53:56 AM

Lucky tries to calm the boy. He speaks softly and gently. He says, "The only way to get you out is to get to the other side of this trap. So you have to tell me anything you can remember that will help. How to get to you. Or what this raven guy looks like. Maybe you remember some clue that will help."

After hearing what the boy says, if anything, Lucky tells him, "I have to go get help and come around the other side. Be brave, and we will get you out of this soon."

Then Lucky goes to the party, since he might be needed.

Traps and hostages (Sir John 54/58 hps, AC 21) 
Friday April 2nd, 2010 9:24:10 AM

(OOC = Let me work with the map again and see if we can get it to work.... I'll send you google.doc invites and maybe that'll work... Let me know how it turns out this time... I'll let everyone post again once they see the map, if they wish...)

Speck AC19/20 HP:14/16 
Friday April 2nd, 2010 10:45:50 PM

OOC: I can see clearly now, the veil has been taken away... hmm-de-dum...

Speck glances around. If he Runs, he can skirt the smokey monstrosities and make it to the organ. He kicks his little feet in gear and runs around the battle to the organ. (Run move of 4x20=80)

AC next round 18, w/dodge 19.

Speck starts studying the organ and the music. This isn't his type of musical instrument, but he remembers the Circus organ and hitting its keys for fun. So what's the magic of this one? he muses.

Perform Check d20+11=30! oh now i get the good rolls :P
(from previous post)

Marcas (SteveK) AC 19 HP 84/84  d20+11=26 ; d20+11=27 ; d20+7=22 ; 2d6+23=30 ;
Saturday April 3rd, 2010 6:53:00 PM

Change to Action (I can see the map!) :-)

Marcas needs to get to Thorlathai, but there are two smokey demons blocking his way,.. temporarily.

The big minotaur lowers his horns and uses his great strength, bulk, and skill and literally runs over the two obstructions, smashing them to the floor! (ooc: Improved Overrun)

Through the prone demons, he sets his great strength into his arms and swings mightily at an adamantine chain, to break it in two!

...Action
Improved Overrun: B1 and B3 get AOOs against Marcas, but can't avoid his Overrun attack. Ovrun vs B1 = 26 v 10+B1s STR bonus; Ovrun vs B1 = 26 v 10+B1s STR bonus; both are now prone.

Power Attack: +7
Attack Ranseur on Chain: AC 22 Dam 30

Traps and hostages (Sir John 54/58 hps, AC 21)  d20+9=22 ; d20+9=12 ; d6+2=3 ; d20+15=31 ; d20+10=19 ; d8+5=12 ; d8+5=10 ; d6=1 ; d6=1 ; d20+9=12 ; d20+15=33 ; d8+5=6 ; d6=3 ; d20+9=19 ; d20+9=27 ; d6+2=8 ;
Monday April 5th, 2010 11:22:44 AM

(OOC - These creatures don't have feet and actually kind of hover in the air... They're belkers so is it possible to knock them prone? I'll assume it is, but I'll go with what the party decides... )
(OOC2 - Please tell me what squares you're moving into in the future, so I can update the map...)


The battle continues, as the party is split between two hostages...

East Room - As Lucky interviews the boy, he slowly calms down. The boy says, "All I remember was that he had a dark face, and had this horrible grin! Also, I think he had big teeth or fangs, and every time he came near, it was terrifying!!! I do remember him going down these stairs and into some room, and then I heard some metal sounds behind me... Oh please, can't you get me out of here! I'm so scared and I just want to go home!"

West Room - Marcas bull rushes both belkers, rushing to the chains, swinging his mighty axe and trying to cut them in order to save mommy! She sees him coming and cries out, "Marcas! Honey! What are you doing here! Get out while you can! That monster is using us to get to you!!!"

Marcas' attack manages to damage the chains somewhat (10 pts of damage after subtracting hardness), but it is only slightly damaged now...

Sir John sees that Marcas is taking the chain, so he keeps his attention on the belkers... Swinging his axe at the nearest, he cuts at its wings... = Hit AC 31for 12 + 1 fire = 13, Hit AC 19 (since prone) for 10 + 1 fire = 11. His attack manages to rip off one wing and part of the chest of the nearest belker, doing 24 pts of dmg...

Remsus weapon attacks the chain too, but its extraordinary hardness resists any damage...

Speck listens to the melody, and recognizes it as an old religious tune turned bar song... If he were to play the opposing key, then it may stop the machine from playing...
______________________
As Marcas runs past the belkers, each whips at him with their wings but only one manages to tear off a small chunk of his flank... (Hit AC 22 for 3 pts , Miss AC 12)

The gruesome scene continues, and yet another belker appears, coming next to Marcas and attacking him with its wings... Miss AC 12....

The organ continues playing its horrid tone, and the chains pull even tighter, and with a pop, mommy's shoulders and hips dislocate... Ligaments tear, tendons rupture and her skin is near the point of tearing apart... She begins screaming in agony now and the end is near... Can the party save her in time?

B2 and B3 both get up, provoking AoO from Sir John (B2) and Marcas (B3) - (SJ's vs. B2 = Hit AC 33 for 6 + 3 fire = 9)...

Once up, B2 whips at SJ but misses him...

B3 turns and claws at Marcas, hitting him solidly (Hit AC27 for 8 pts)

Stats
Chain = 10 pts
B1 = dead
B2 = 33 dmg
B3 = 0 pts
B4 = 0 pts

Round 3 of the trap...

(OOC - The chain's stats are - Hardness 20, Break DC30, Pick Lock DC35... )...


Marcas (SteveK) AC 19 HP 73/84  d20+7=10 ; d20+7=10 ; d20+7=17 ; 2d6+23=30 ; d20+7=10 ; 2d6+23=29 ; d20+1=17 ; 2d6+23=32 ;
Monday April 5th, 2010 2:40:32 PM

ooc: going to the MM and reading up on Belkers, ( and the DMG and PHB on Prone, Overrun, Knocked Down, Checked, and other abilities and conditions) I couldn't find anything that says flying creatures can't be knocked prone. Of course, Belkers can turn Gaseous as a free action fo up to 20 rounds per day, so once prone, they could assume thier smokey form, rise, assume solid form, and attack without incurring an AOO. :-) If I were DM on this encounter, that's what I would do!

"Your words of warning and love bring honor to the minotaur, my matron", Marcas exclaims through tears in his eyes, "and by Imod, that monster will never take from your calf what is me!"

Little scrapes are of small concern to the great warrior, and Marcasthai, renews his attacks on the chains, seeking to cut the first chain and continue to the second!

...Actions
AOO B2 AC 10 miss
AOO B3 AC 10 miss

Att 1 AC 17 Dam 30 v Break DC 30
Sunder Attack to second chain AC 10 Break DC 29 (aw man!)
Att 2 AC 17 Dam 32 v Break DC 30

Speck AC19/20 HP:14/16  d20+11=22 ;
Monday April 5th, 2010 10:50:55 PM

OOC: I don't like to read up on monsters while we are fighting them, but in this case, since you asked...

Belkers can take a mostly solid form, which is what they do most of the time, (See Smoke Form(su): entry). In this form, I don't see why they couldn't be knocked prone. If they are in Smoke Form though, they can't be knocked prone. But you could argue that it the Improved Overrun roll was particularly high, their smokey substance could be 'disarranged', so to speak, in such a way as to give the 'Prone' penalties.

Sound reasonable?

IC: Speck has to act quickly to avert disaster! Noticiing the nature of the tune, he hopes he has the answer to counteract it. Placing his hands on the keyboard he takes three deep breaths and starts the counter-tune.

Perform d20+11= 22.

He dares not look around to see if it is working!

Slow Lucky AC23 HP30 of 23 
Tuesday April 6th, 2010 12:07:26 AM

Lucky runs into the room as fast as he can. As soon as he is able, he will move to Mama Minotaur and lay a healing hand on her.

Please let me know when and what rolls I need to make. Tumbles to avoid AoOs? Concentration to cast on the defensive? Thanks!


Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+8=10 ; d20+8=15 ; d8+1=4 ; 4d6=11 ;
Tuesday April 6th, 2010 1:32:26 AM

(OOC to DM: It says in the spiritual weapon's description that it strikes as a force effect spell, not as a weapon, so it is not subject to damage reduction of any kind, such as that from hardness of inanimate objects. It's like a magic missle.)

Remsus decides that the chain simply must go, so he directs his spiritual weapon, hitting AC 10, dealing 4 damage to it.

He also Casts Scorching Ray on the chain, hoping to melt it, dealing 11 points of fire damage to it.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}



Saving mommy... (Sir John 54/58 hps, AC 21)  d20+15=34 ; d6=4 ; d8+5=12 ; d20+10=22 ; d6=5 ; d8+5=13 ; 3d4=6 ; 3d4=4 ; 3d4=6 ;
Tuesday April 6th, 2010 10:41:23 AM

(OOC - Remsus, I'l update the damage for the chain for the last 2 rounds for your weapon...)

Both Remsus and Marcas continue bashing at the chain with separate attacks, and chunks of adamantine fly off in all directions... (22 by Remsus (for last 2 rounds) and 24 by Marcas) as the chain finally breaks, releasing the pressure on mommy, barely saving her life...

At the same time, Speck plays an opposing scale on the organ, and as he plays the last note, it finally stops it's deathly tune. The tension on the chain tethers relaxes too and mommy is freed...

Sir John takes a 5' step north and continues swinging in all directions at the belkers...

Att1 vs. B2 = AC 34 for 12 + 4 fire = 16, killing B2...
Att2 vs. B3 = AC 22 for 13 + 5 fire = 18, cutting off part of it's tail/bottom...

Marcas, Remsus, Speck - Spot DC15 = Highlight to display spoiler: {On top of the organ, you see what seems to be a horn. The mist that has erupted each round from this area and turned into belkers is coming out of the horn. Stopping the melody hasn't affected the horn though... }

As Lucky leaves the little boy, he screams in panic and cries out, "Don't leave me! Please! I'm so scared! The bad man will come back and get me! Help me!!!"

Lucky runs into the room and goes straight for mommy... Since B1 and B2 are dead, he only needs to avoid an AoO from B3... (OOC = The distance up the stairs, through the trophy room, through the main hall through this room is ~ 140'... Would you still have any actions left? Tumble check or AoO depends on where you stop... Look at the map and assume you've got to travel 100' to get to the door (G4/G5) of this room...)

__________________________________________
The organ's music stops, but mist keeps erupting from that area... Another belker arrives on the scene (B5) and appears on top of Speck... However, this time it doesn't leave it's mist form and encompasses him, trying to fill his lungs... (Fort Save DC 14 or inhale it, taking 6 pts dmg.)

B3 and B4 changes into a mist and also fill the space of Sir John and Marcas, trying to make them breathe its deadly fumes... (Fort Save DC14 or take 4 (SJ) or 6 (Marcas) pts of dmg...)

Stats
Chain = Broken
B1 = dead
B2 = dead
B3 = 18 pts (mist)
B4 = 0 pts (mist)
B5 = 0 pts (mist)
Mommy = lying on altar, near death...
Specks brother = still in wall, no damage but terrified...



Speck AC19/20 HP:8/16  d20+5=17 ; d20+4=5 ;
Tuesday April 6th, 2010 5:21:30 PM

Spot DC15 d20+5=17

Exclamations behing him bring him about, elated that his playing worked and thankful for the circus people for having the patience of listening to his tinkering on the circus organ. But more smokey things appear and just as Speck spots a horn atop the organ, just in time to see a smokey thing head for his tiny mouth!

For DC14 d20+4= 5! Nat 1! holy moley!

"GAAK! GAG! COUGH! HACK! SPTOOEY!"

Slower Lucky AC23 HP30 of 23 
Tuesday April 6th, 2010 5:52:21 PM

OOC = The distance up the stairs, through the trophy room, through the main hall through this room is ~ 140'... Would you still have any actions left?

LOL! It takes Lucky two full rounds of running to get there. Maybe all the monsters will be dead by then.

(DM Ken - Well, I assumed that it took Marcas and SJ 1 round at a full out sprint... so lets assume that it will take you 1 round too...)

Slower Lucky AC23 HP30 of 23 
Tuesday April 6th, 2010 8:47:49 PM

Okay, thanks Ken! Lucky will run this round and move to cure next round.

Marcas (SteveK) AC 19 HP 73/84  d20+11=31 ; d20+7=15 ; 2d6+23=33 ; d20+1=7 ;
Tuesday April 6th, 2010 10:26:43 PM

Marcas is able to hold his breath and not breathe in the noxious monster. He nearly weeps in relief as the chains break and go slack, enabling the heroes a chance at saving his matron.

But the great minotaur ignores the dancing demons about him, ignores the whimpering pain of Thorlathai, and concentrates his great strength into his arms. Marcas raises his steel ranseur, and then brings it crashing down on the horn to split it in twain!

...Action
Sunder attempt AC 15 Dam 33
Sunder #2 AC 7 miss

Saving mommy... (Sir John 54/58 hps, AC 21) 
Wednesday April 7th, 2010 2:14:34 PM

(Waiting on Remsus to post...)

Marcas (SteveK) AC 19 HP 73/84 
Thursday April 8th, 2010 8:35:24 AM

ooc: can't post Thur - Sun; going to be at a training exercise.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+17=28 ; d20+8=27 ; d8+1=4 ; d20+8=14 ; 2d8=13 ;
Thursday April 8th, 2010 10:06:51 AM

Remsus notices the horn on top of the organ and decides it HAS to go. (Spot = 28)

So he sends his Spiritual weapon to attack it. (Hit AC 27, damage 4)
Then Remsus shouts, "The horn guys, Belkers will continue to shoot out until we destroy it!" he says pointing at the horn.

Thinking that Belkers are creatures of shadow and night, maybe a ray of sun will destroy the evil apparatus, so he casts Searing Light aimed right down the throught of the Horn, Hit AC 14 touch attack damage = 13 light!

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Saving mommy... (Sir John 50/58 hps, AC 21)  d20+15=21 ; d20+10=18 ; d20+14=17 ; d20+9=22 ; 2d6+9=14 ; d20+11=13 ; 3d4=9 ; 3d4=7 ; 3d4=8 ; 3d4=8 ;
Thursday April 8th, 2010 10:44:52 AM

As the group continues fighting, Sir John sees the horn and recognizes it as some sort of magic item... Yelling at the top of his lungs, he calls out BEFORE Marcas and Remsus can destroy the precious item..., "Don't crush it Marcas and Remsus!!! There's got to be a way to stop it from pumping out those creatures besides destroying it!!! Maybe Lucky can decipher it or a dispel magic might work!"

Sir John also tries to resist the smoky creature (Fort = 13... Failed...) but a few puffs get through and he feels wracked by pains deep inside his lungs as the creature claws...

Before hitting it, Remsus sees that it is a very valuable item too... (Know (Arcana) check please...)

(OOC = A little deus ex machina here for you... Let me know if you want Marcas and Remsus to crush the item or stop their blows just before destroying it... I'm trying to help you out a bit here b/c my post wasn't quite specific enough to properly describe the horn...)

As the battle continues, there is action everywhere... Sir John continues bashing away at both belkers in front of him... Att 1 = Hit AC21, Att 2 = Hit AC 18... both miss AC 22...

Assuming Remsus moves his weapon to attack the nearest Belker rather than the horn... He swings at the mist surrounding Speck, trying not to hit him... Does 4 pts dmg...

(Steve = since you're gone, I'm going to roll for Marcas' attack on the nearest Belker instead of the horn.... Normally I'd wait for you to do it, but I'm trying to keep the flow going since you're on an exercise... ) Marcas changes his attack at the last minute and swings his great weapon at B3... MIssing the first strike (AC17) but hitting on the 2nd (AC22) for 14 points, solidly cutting deep into it's organs...

Lucky finally arrives on the scene to help save the day...

Marcas manages to hold his breath and avoid breating in the misty creature, but Speck is not so lucky...
_____________

The horn continues blaring a horrible tone, and another belker erupts, landing next to Marcas...

Chain = Broken
B3 = 32 pts (mist, inside SJ)
B4 = 0 pts (mist)
B5 = 4 pts (mist, inside Speck)
B6 = 0 pts (mist)
Mommy = lying on altar, near death...
Specks brother = still in wall, no damage but terrified...

B3 and B5 continue clawing at SJ and Speck's insides, (Fort Save DC14 to expel it from your lungs or take 9 pts SJ/7 pts to Speck... )

B4 keeps trying to get inside Marcas, refusing to give up... (Fort Save DC14 or take 8 pts as it enters your lungs...)

B6 enters the fray and decides to try the same tactic with Remsus, turning misty and filling his square... (Fort Save DC14 or take 8 pts dmg...)

(NOTE TO ALL PLAYERS: Even though a creature is inside your companion, there is still some residual mist outside and you can still attack it. The mist fills the PC's square... But if you miss, there is a chance you'll hit the PC instead...)



Healer Lucky AC25 HP30 of 23  3d8+7=21 ; 3d8+13=25 ;
Thursday April 8th, 2010 10:08:05 PM

Lucky moves next to the lady minotaur, but not right next to an enemy. He casts a Cure Serious Wounds over an Obscure Object. He cures her for 21 hp.

AC for next time it is needed: 25

Current Con Damage: -6 pts of Con.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Speck AC19/20 HP:10/16  d20+4=8 ; d8+1=9 ;
Thursday April 8th, 2010 10:28:23 PM

Speck, gasping for air, tries to expell the horrible horribleness from inside his lungs.

For DC14 d20+4= 8

He fails to expell the thing and his little lungs nearly give out! (1hp left)

Feeling himself begin to ebb into the darkness of the Unknown, he taps himself with his wand, barely able to whisper the magic words to heal himself.

Wand CLW d8+1 = 9. (Now THAT'S an act of Desperation there, eh? Up to 10 hp now.)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+13=17 ; d20+13=14 ; d20+8=27 ; d8+1=6 ;
Friday April 9th, 2010 10:02:15 AM

Well, since that is the case, Remsus sends the Spiritual weapon to attack the Belker that is attacking Speck's lungs. Hit AC 27, damage 6.

Thinking that perhaps the Belker can be exuded from Speck with a simple Protection from Evil spell (knowledge religion =14), Remsus walks over to the posessed Speck and casts the spell on him, hoping to shoe the Belker away.

Then Remsus thinks about the horn (knowledge Arcana =17)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}


Saving mommy... (Sir John 50/58 hps, AC 21)  d20+11=25 ; d20+14=34 ; d20+14=28 ; 4d6+18=29 ; 4d6+9=28 ; 2d6+9=20 ; d20+11=22 ; d20+15=34 ; d20+10=20 ; d6+5=9 ; d6=2 ; 3d4=6 ; 3d4=7 ;
Friday April 9th, 2010 3:09:42 PM

(REMSUS - Did you make your Fort save vs. B6's infiltration into your lungs? See last round's post...)

Lucky provides some timely healing to Marcas' mother, and color begins coming back into her cheeks... She begins pushing herself up, trying to get out of the line of battle and avoid any attacks from belkers... Of course the downside is that the party now has to both fight the flying menace and protect her...

Speck and Remsus both fight off the creature in his lungs, and Remsus weapon does a bit of damage to it, but not enough to end the effect.... Speck's healing is also timely, and he barely avoids death's cold grip... He's unable, however, to push it out of his lungs and it continues attacking him...

Remsus effort to fight off the menace via a spell helps Speck's save and AC, but doesn't force the creature out. (OOC - It's like breathing in smoke, except that this smoke is alive and tears you up from the inside... Your save is equivalent to coughing and hacking it out of your lungs rather than some magical act...)

Remsus does notice that the horn is a horn of blasting (lessor), and the entrance (small end) is inserted into a hole in the altar, thereby allowing the creatures to come through it and pour into the room... Somehow the Raven must have modified it to work in conjunction with the altar. When it's removed, Remsus assumes that it'll be back to a normal horn of blasting...

Marcas tries to resist the creature coming at him (Save = 25) and again it fails to fill his lungs... He strikes at B4 (Att1 = Critical Hit, yes for check, 29 pts/ Att2 = AC28 for 20 ), and manages to cleave straight through it and killing it instantly...

Sir John tries to cough the deadly mist out of his lungs and (Fort = 22, OK) is successful... With justified anger, he cuts at its wings, managing to finally bring it down... (Att1 = AC 34 for 9+2 = 11; AC20 missed...)
______________________

B3 = Dead
B4 = Dead
B5 = 10 pts (mist, inside Speck)
B6 = 0 pts (mist)
Mommy = 22/? hps...
Specks brother = still in wall, no damage but terrified...

This round, no more belkers come out of the organ and luckily that provides the group with a chance to focus on the 2 belkers left...

B5 continues attacking Speck (DC14 Fort save or 6 dmg), while B6 tries to get inside Remsus lungs (DC14 save or 7 dmg)



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+6=19 ;
Friday April 9th, 2010 5:39:50 PM

Remsus's fort save is adequate to resist the Belker = 19.

Remsus will run up to the Horn of blasting and remove it from its holding device.

Speck AC19(21vsEvil)/20 HP:10/16  d20+6=21 ; d20+10=12 ;
Friday April 9th, 2010 11:27:18 PM

OOC: Assuming these Belkers aren't summoned, Speck would only get the +2 bonus on his Fort Save. If the Horn is summoning them in a way, then the Belker would not be able to touch (thus not be able to go down his throat) Speck. Going on the assumption these aren't summoned...

(DM Ken - No, they're not summoned. Rather, they were contained inside the organ/altar combination))

IC: Speck tries once more to expell the notious taste in his mouth without actually expelling his lunch as well.

For DC14 d20+4+2(PvsE) = 21!

With a loud GASP and several cat-like heaves, the smokey substance get's spat out.
He draws his short sword and takes a swipe at it.
"And don't come back!"

d20+10=12. back to the bad rolls again

The little sword swipes air.

Healer Lucky AC16 HP30 of 23  d20+11=16 ; d6+2=4 ; d20+13=16 ;
Sunday April 11th, 2010 11:48:33 AM


Lucky hurls a magic stone at the wounded gas-monster. He hits AC16 for 4 damage.

AC for next time it is needed: 16

Current Con Damage: -6 pts of Con.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 1 of 3

Sling Bullets Used: 1 of 16

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Sunday April 11th, 2010 12:39:21 PM

And if Remsus cannot rip the Horn of the device for any reason, he will cast Spectral Hand and send it to do the dirty work.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Marcas (SteveK) AC 19 HP 73/84  d20+14=31 ; d20+9=12 ; d20+10=12 ; d8+8=15 ;
Monday April 12th, 2010 11:39:01 AM

Marcas keeps his ranseur in his hands, but uses his unarmed skills to pummel the airy demons to pieces.

Hoof AC 31 Dam 15
Hoof AC 12
Horn AC 12

Saving mommy... (Sir John 50/58 hps, AC 21)  d20+15=26 ; d8+5=10 ; d6=5 ; d4=2 ; d4=1 ; d4=3 ; d20+15=17 ; d20+14=21 ; d20+9=29 ; d20+9=24 ; 2d6+4=15 ; d20+9=22 ; d20+7=20 ;
Monday April 12th, 2010 2:44:50 PM

As the battle draws to a close, the party members work to finish off the last few creatures...

Remsus manages to remove the horn from it's cradle with no adverse effects... Now that it is removed, there seems to be no danger of any further belkers emerging from the organ...

Lucky attacks one belker but the stone flies without doing any damage... There is a chance that he may hit Speck though...

(OOC- Lucky, since you missed, there's a ~ 25% chance you'll hit Speck unless you have the precise shot feat... Of course your shot would have missed Speck's AC so it's a moot point... I'm diverting a bit from strict PH rules but it's different than shooting into melee since it's a cloudy/gaseous foe...)

Speck manages to expel the belker with a great hack and cough, but is unable to do any appreciable damage...

Marcas, however, does serious damage to B6...

Sir John moves forward and attacks B6 too... (Att = Hit AC 26 for 15...)

__________________________
B5 continues trying to infest Speck's lungs, even though it was just expelled... (Save vs. DC 14 Fort or take 6 more points..)

B6, seriously injured now, changes back to its solid form and isn't content to allow Remsus to get away... It follows Remsus and swipes at him with it's wings and claws... However... before it attacks, SJ and Marcas get an AoO... (SJ Attack = Miss AC17, Marcas (to keep the game moving, I'll roll this...) = Miss AC21...) but neither one hits...)

Attacks vs. Remsus = Hit AC 29 (Crit, Check = 24)... for 15 pts dmg, Hit AC 22 (miss), Miss AC20...

B5 = 10 pts (mist vs. Speck)
B6 =30 pts solid
Mommy = 22/? hps...
Specks brother = still in wall, no damage but terrified...



Marcas (SteveK) AC 19 HP 73/84  d20+14=33 ; d20+9=14 ; d20+10=29 ; d8+8=13 ; d8+6=14 ; d20+14=26 ; d8+8=13 ; d8+8=16 ; d8+8=9 ;
Monday April 12th, 2010 7:17:21 PM

Marcas methodically finishes beating on air monsters.

Hoof AC 33 Dam 13
Hoof AC 14 Dam 13
Horn AC 29 Dam 14
Cleave (if able) AC 26 Dam 9

Speck AC19(21vsEvil)/20 HP:10/16  d20+6=16 ;
Monday April 12th, 2010 9:31:58 PM

Ongoing dmg: Con -3pts

I gotta get outa here! Speck's mind shouts but before he can move the gaseous creature tries once more to go down his throat!

Fort DC14 d20+4(+2PvsE) = 16

This time Speck keeps his trap shut and he holds his nose, thus barely keeping the creature out. And to follow up with his thoughts, he makes a run for it, towards Marcas! (I'm counting on them not being able to get AOO while in gaseous form so Speck moves 40' towards and/or past Marcas if the other is dead, if not, 40' to the closest square to Marcas while not provocking AOO from B6)

Unlucky Lucky AC16 HP30 of 23  d20+11=14 ;
Tuesday April 13th, 2010 7:47:45 AM

Lucky tries again with a missile: a 14 will miss both friend and foe.

"Darn it! I should stick to spells!"

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+8=16 ; d8+1=4 ;
Tuesday April 13th, 2010 1:42:40 PM

Remsus sends the spiritual weapon to attack the most damaged Belker: hit AC 16, damage4

"Now how are we going to save the boy in the guillotene trap?" Remsus asks as he thinks about his spells and options.

Maybe mage hand can hold the guillotene from dropping?

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Saving mommy... (Sir John 50/58 hps, AC 21) 
Wednesday April 14th, 2010 12:23:28 PM

The group continues fighting off the remaining few belkers and after a round or two, they are destroyed.... (End of Combat)...

Though the fight is over in this room, there is much left to do. The party is bloodied from several battles, and if the Raven acts as he has in the past, there will be more traps, hostages and fights ahead...

The eerie mechanical sounds, muted screams and various other sounds still come from the upper level of the main hall. It seems certain that those screams are coming from family members who are in intense pain and terror... The moans and sounds grate at the party's nerves, and several are afraid to imagine the kind of torture being inflicted on their loved ones.

In this East room, there is little more to be discovered...

Remsus considers that using mage hand might work on the guillotine trap, but that would depend on if the blade weighs less than 5lb. If it doesn't, then it wouldn't work... However, Lucky remembers the boy saying something about a room below them that the Raven occasionally ventured into, possibly providing a way to get to the trap mechanism...

Sir John puts away his weapons and catches his breath after that long fight... He stops and considers their options...

1. Healing?
2. The young boy is still trapped in the wall in the West room's stairs...
3. Explore the room at the bottom of the West room's stairs?
4. Explore the upper level of the main hall?
5. What to do with mommy? She's somewhat healed, but could she truly be left here alone in this room of torture? If asked, she's terrified to be left alone here or anywhere in this building... After all, what if the Raven comes back and recaptures her if left alone?

___________________
Everyone gets 1200 xp for rescuing mommy and defeating the belkers...

Marcas (SteveK) AC 19 HP 73/84 
Wednesday April 14th, 2010 1:53:01 PM

As the last monster falls, Marcas moves to the side of his matron and slowly helps her to her hooves. "We need to get you outside, my dam, and you can make for the Constable House..." But then he stops, for the golems are still outside to fight anyone who approaches. Heroes and hostages alike are trapped within the library until the Raven is caught!

The other mechanical sounds and screams of the terrified assault his ears, and Marcasthai winces and shakes his great head. "No, you must stay with us, but behind near Remsus. We must free the others before any can leave."

"And we have to do it quickly" says Marcas. "Save your spells until uttermost need, for the Raven is sure to have planned his traps to make us become exhausted before he appears."

With that, Marcas heads to the door back to the main foyer, his ranseur in hand.

"We need to find and rescue each hostage", he tells the others, "and there are more screams coming from the Upper Level of the Main Hall."

DM's 2nd post (Sir John 50/58 hps, AC 21) 
Wednesday April 14th, 2010 2:08:22 PM

Sir John hears Marcas' concerns about the golems and says, "Well, that might not entirely be true. Since the golems let us through once, we may just need to utter the same passphrase going out, and then we'd be safe..."

Speck AC19(21vsEvil)/20 HP:16/16  d8+1=6 ; d8+1=2 ; d8+1=5 ; d20+15=18 ; d20+15=19 ; d20+15=19 ; d20+15=35 ;
Wednesday April 14th, 2010 9:11:44 PM

Speck wheezing after his run, slurps some water from his little water flask, trying to get rid of the taste of Belker.

"Ugh!" he exclaims. Taking no chances he taps himself once more with his wand.
CLW d8+1=6 ah! exacly what I needed!

Then he goes over to Remsus and does the same.
CLW d8+1=2, oh that's a do-over
d8+1= 5, Remsus is healed 5pts

Next, it's his brother! He puts on his goggles and looks for a secret door at the most logical spot in the room that would lead next to the stairs, then spreads out from there.

Search d20+15=18,19,19,35

Ken ( Lurking until introduced. ) 
Wednesday April 14th, 2010 10:07:47 PM

(( Just poking my head in to say hullo. ^_^ ))

(( Nice work with the chains. I was worried about the minotaurs mom for a bit. ))

Unlucky Lucky AC16 HP30 of 23 
Thursday April 15th, 2010 7:32:51 AM

OOC: Hi, Ken!

Lucky heads for the stairs, thinking he can get into that roomand get the boy out from behind.

DM's 2nd post (Sir John 50/58 hps, AC 21) 
Thursday April 15th, 2010 10:08:24 AM

(OOC - Ummm ... since we have 2 ken's now... let's try using our last initial to keep things straight if that works... I have to give the module credit for the chains idea, as I'm not a real creative person... I wasn't gifted with that ability ;-))) Ken M)

Marcas (SteveK) AC 19 HP 73/84  d20+7=21 ; d20+14=32 ; 2d6+9=17 ;
Thursday April 15th, 2010 12:06:30 PM

ooc: Hi Ken! I was worried for Thorlathai for a while myself. I wonder if Marcas should tell the Raven "don't make me angry... you wouldn't like me when I'm angry." ...

Marcas sees the next rescue has to be Speck's cousin, and so the large minotaur stands at the top of the stairs on guard for any mischief. He is much too large to go down the stairs without striking the wall, and that, according to Lucky and Speck, would be the end of the cousin. No, much better plan is to allow the experts to do thier work in peace: and Marcus provides that peace.

...Actions
Spot: 21
Ready Action: strike first monster in reach AC 32 Dam 17

The Basement Archives (Sir John 50/58 hps, AC 21) 
Thursday April 15th, 2010 5:09:27 PM

After some timely healing, the group rushes back through the hall and continue to the West room, mommy following in their wake. The eerie sounds and screams of anguish still fill the hall, keeping them from relaxing or feeling comfortable... After all, it's their family members who are being tortured even as they speak...

They go down the stairs, past the whimpering boy in the wall, and at the bottom is a door. Mommy stops and comforts the boy, but is careful not to touch the wall...

Lucky doesn't find any traps in the door or wall (besides the guillotine), and the door is unlocked. He opens it, and looks into an room filled with row upon row of strongboxes and shelves brimming with official documents. Papers are scattered everywhere and it's obvious that the Raven hasn't hired a maid to clean up this room...

Spot or Search DC 15 - Highlight to display spoiler: {There is a small alcove to the left of the door, and it appears to be in the vicinity of the guillotine mechanism}

Speck AC19(21vsEvil)/20 HP:16/16  d20+5=6 ;
Thursday April 15th, 2010 9:54:57 PM

OOC: Welcome Ken2, glad you are having fun reading, 'cause soon you'll be in the mix and it ain't gonna be as 'comfortable' a chair as it is now. Ha! :)

I guess I got confused as to where we ended up at in saving Marcas' mom, I thought it was in the room just below Speck's brother's predicament.

IC: "Hold on little brotheeeeerrrrrr," Speck hollers as he rushes down the stairs. Pausing at the bottom, he lets Lucky check it for traps, then ventures in.

Spot d20+5= 6 :P must have had some tears in his eyes for his brother... sigh....

Speck AC19(21vsEvil)/20 HP:16/16 
Thursday April 15th, 2010 9:56:01 PM

OOC: I'll do a search after the rest of the group arrives. :)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+17=25 ;
Thursday April 15th, 2010 10:00:03 PM

Remsus notices the alcove and walks to it calmly and inspects it. Maybe it is what keeps the guillotine trap active? He will inspect it, hoping it is an interesting mechanical device

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}


Lucky & Unlucky Lucky AC16 HP30 of 23  d20+10=30 ; d20+8=9 ; d20+2=6 ;
Thursday April 15th, 2010 10:53:30 PM

Lucky searches, putting his last luck point into the effort: Spot check 30! Natural 20! Lucky capers and cackles, "My luck is back!"

"Lookie here! This small space is what we are looking for!"

The mendicant pokes his head in the alcove and tries to find the way to release the boy. His search is a natural 1, for a 9. His Int check to figure it out is a 6. Oh well. Shortest run of luck ever.

Marcas (SteveK) AC 19 HP 73/84  d20+7=26 ; d20+14=32 ; 2d6+9=16 ;
Friday April 16th, 2010 3:05:13 PM

Marcas lets the smaller ones get to the mechanism thing. He will make sure they can do it without interruption!

...Actions
Spot: 26
Ready Action: strike first monster in reach AC 32 Dam 16

Speck AC19(21vsEvil)/20 HP:16/16  d20+15=28 ;
Friday April 16th, 2010 9:23:54 PM

With Lucky pointing the way to the alcove, Speck also searches the area. Putting on his goggles...

Search d20+15=28

The Basement Archives (Sir John 50/58 hps, AC 21) 
Saturday April 17th, 2010 12:54:36 PM

As the various members search the area, they find a secret door. Opening it, they see that it gives access to the mechanism entrapping the poor young boy. Now that they've found it, it shouldn't be much trouble to disarm it... (Someone want to give me a disarm check to see if you do it?... Take +2 since you've got direct access to it... DC25 to disarm...)

Assuming the group disarms the trap (we know what happens if you fail by more than 4...), the question is how to get the boy out through the wall that he's trapped in... The hole in the stone is big enough for his neck, but much to small for his head...

Speck AC19(21vsEvil)/20 HP:16/16 
Sunday April 18th, 2010 6:27:18 PM

OOC: Specks Disable Device is +13. I suggest the hightest go for it, while the others that can use Aid Another rolls. Disable Device is Trained only.

Anyone higher than +13 bonus?

Lucky & Unlucky Lucky AC16 HP30 of 23  d20+2=17 ;
Sunday April 18th, 2010 7:37:10 PM

Lucky tries to help: Untrained disable device 17 should give a +2 if I can aid another untrained. Either way, Lucky's +1 friends bonus definitely helps.

Too bad you can't inspire confidence in yourself, Speck!

Marcas (SteveK) AC 19 HP 73/84  d20+7=22 ; d20+14=17 ; 2d6+9=15 ;
Monday April 19th, 2010 9:45:17 AM

Marcas lets the smaller ones get to the mechanism thing. He will make sure they can do it without interruption, but can't help but glance at the trapped halfling from time to time.

...Actions
Spot: 22
Ready Action: strike first monster in reach AC 17 Dam 15

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Monday April 19th, 2010 2:29:17 PM

Remsus has no skill in disable device.

"Well. Given a day or so I can memorize Reduce Person and that could solve this problem. Want to leave him here and come back tomorrow?" remsus states flatly and unsympathetically.

Freeing the Boy (Sir John 50/58 hps, AC 21)  d20+18=26 ;
Monday April 19th, 2010 3:11:59 PM

(OOC = Since no one rolled the disarm device... Note that the bonus is +5(+2 from Lucky's aid, +1 for being his friend, +2 from the bonus I gave you = +5.... )... Speck would get a total of +18, so to move things along I rolled it and got a 26...)

Speck looks at the device, and since he's best suited for it, attempts to disarm the device holding his family member in place. He manages to block out the boy's moans and the eerie sounds emulating from above, and cuts the wire trigger connecting the wall pressure plate to the guillotine's release wire. The boy is in no danger, at least from the guillotine. But the Raven won't just let the group get away and leave the boy... He may provide a good meal for one of the Raven's hungry minions...

So how will the group rescue the boy from the solid stone wall? Or will you leave him with a guard?....

(I'm going to make you work for this one, but there is an XP bonus for freeing him...)

Lucky & Unlucky Lucky AC16 HP30 of 23 
Monday April 19th, 2010 8:46:35 PM

"Well," says Lucky, "We could use some metal thing or other to chip away the stone. A hammer and chisel would be best ..."

Then the halfling capers madly about, clearly excited about some mad idea. "Hee hee! I have it!" He gets his hands on the Horn of Blasting -- either from a friend or from back in the room, wherever it is. He positions it clearly and very carefully, so that the cone emanating from the horn will totally miss the boy, but will hit the stone holding him in. If he has to leave a half an ich of stone in place near the boy as a margin of safety, no problem. He sounds the horn!

TOO DOO! TOO DOO!

Or at least he tries his darndest.

Marcas (SteveK) AC 19 HP 73/84 
Monday April 19th, 2010 9:30:28 PM

Marcas' easy demeanor changes to instant action as Lucky sounds a magical horn to break the stone walls around the boy halfling. Immediately, he drops his Ranseur and reaches in with his large hands to cup the boy's head like a fleshy helmet.

The minotaur is trying to endure any damage from chips and concussion on himself to spare the boy.

Speck AC19(21vsEvil)/20 HP:16/16 
Monday April 19th, 2010 9:56:02 PM

OOC: Sorry, meant to check back later and post but forgot! :(
Thanks for rolling for Speck. I was willing to spend my last Hero point, but looks like we squeeked by. :)

Too bad you can't inspire confidence in yourself, Speck! alas, I thought of that and looked it up. Sigh...

IC: "Excellent idea," Speck blurts out, exhausted from the fight and the pressures of disarming the trap over his brother. Before Lucky toots the horn, Speck removes his +1 mithril shirt and places it over his brother's head.

"Now just close your eyes, take a deep breath, and think of the apple pies mom makes," he says.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Tuesday April 20th, 2010 1:30:16 AM

Remsus had the Horn of Blasting, since he removed it from the organ, but he willingly gives it to Lucky, as he had no use for it.

"Ah, what an ingenious idea Captain Lucky! I shall assist." and then Remsus helps hold the mithril shirt over the boy.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Freeing the Boy (Sir John 50/58 hps, AC 21)  d4=1 ; d4=1 ;
Tuesday April 20th, 2010 11:30:41 AM

Lucky takes the Horn of Blasting from Remsus and with joy and delight emanating from him, blasts the horn at the wall... He ensures that it's close enough to the wall that the boy won't be shattered too, and let's loose it's awful blast...

The blast wave slams into the stone, knocking chips and pieces everywhere... The boy is protected from most of the damage, but does lose a hp from assorted pieces of stone that were within the wall... Marcas also takes a hp of damage from a large piece that nips his flank.

Once they can actually hear again, the party removes the boy from the wall, who immediately collapses into Speck's arms, sobbing and crying. Marcas' mom comes over and tries to help soothe the boy as only a mother can do... He eventually allows her to take him away and she whispers softly to him, calming him down...

At this point, the party has:
1. Cleared out and searched the rooms that lie to the East and West of the main hall, including the lower archive room below the West room. Nothing else of interest can be found. There is little else to be found in the main hall too...
2. Rescued 2 of the captives, who entirely depend on the party for their safety.
3. Not yet checked the upper floor (which is accessible by the master stairway rising from the main hall), where screams and eerie sounds still fill the air, making everyone exceedingly uncomfortable...
4. Given the Raven an idea of their abilities and time to prepare other surprises for them...

OOC - Everyone gets 500 xp for rescuing the boy safely



Marcas (SteveK) AC 19 HP 72/84 
Tuesday April 20th, 2010 4:33:12 PM

ooc: 500xp gives Marcas another level. Should I level up in the middle of the adventure, or wait until the end? :-)

"Let us go back to the main hall and send Thorlathai and Speck's cousin outside with the golem password. They can make thier way to the Constables and tell them our situation." Marcas wants to ensure the Raven doesn't get away and that the rescued hostages remain safe, and this way he can do both at the same time.

"Then we go up to rescue more hostages." The big minotaur turns to the smallest party members. "Speck and Lucky, we need to know if the stairs up are trapped. It would be bad to charge up them if they are."

Speck AC19(21vsEvil)/20 HP:16/16  d20+15=18 ; d20+15=33 ; d20+15=30 ;
Tuesday April 20th, 2010 11:05:06 PM

Relieved that his brother is finally safe, Speck thanks Marca's mom for her help. "Thanks for helping me with my brother, Mam. I was never good at being comfoting. I just end up singing a silly song or trying to be silly and that usually doesn't work."

Speck helps see the two out (if that is what they do) after putting on his mithril chain shirt again.

Then, when all are ready, he puts his goggles on and starts checking the stairs for traps.
(here are some rolls for the stairs, don't know how many steps a Search roll covers)

Search d20+15=18, 33, 30

does three Searches cover the stairs?

Lucky & Unlucky Lucky AC16 HP30 of 23  d20+8=12 ; d20+8=12 ; d20+8=17 ;
Tuesday April 20th, 2010 11:13:15 PM

Luck helps Speck: Aid Another Three +2s on the rolls and another +1 from your friend Lucky.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+18=25 ; d20+6=22 ;
Wednesday April 21st, 2010 1:09:43 PM

"Yes, getting the civilians out of here is top priority. Then upstairs." Remsus says.
(search =25) (listen =6)


Freeing the Boy (Sir John 50/58 hps, AC 21) 
Wednesday April 21st, 2010 3:53:48 PM

As the group examines the stairs, they find nothing out of the ordinary.

However, as Speck nears the top of the stairs, he hears a distinct scream in terror along with loud machine sounds... and it sounds like it's coming from the room at the top of the stairs. However, he can't get a good look at the room, as the stairs turn at the top and lead into a room...

(Go ahead and level Marcas up and you don't have to wait until the end of the adventure. Just let us know what changes you make to your PC...)

(OOC = Marching orders please if you go in the room, and I need to know where mommy and Speck's kinsman are in the marching order too...

Furthermore, I'd like Marcas to NPC his mom and Speck to NPC his cousin. Not sure on stats though so I'll try to put something together for them... Maybe have mommy be a lower level NPC, maybe level 4 or 5, but in her elderly years? The boy would be a 0 level NPC? I'm open to suggestions or ideas on these two from you fellow DM's...)


Speck AC19(21vsEvil)/20 HP:16/16  d20+11=24 ; d20+5=23 ;
Wednesday April 21st, 2010 9:15:39 PM

OOC: I think the idea was that we would escort the two kinsmen to the doors, speak the password, and have them escape to the town constable and tell him what was going on. If you need us to NPC them for that, okey-dokey. But I don't think we intended them to follow along.

IC: Speck slinks down low, crouching, and peeks around the corner.

Hide d20+11 = 24 (if appropriate)
Spot d20+5= 23

Ken ( Lurking until introduced. ) 
Thursday April 22nd, 2010 12:51:23 AM

(( Still lurking. Congrats on saving the boy! ))

(( Ken E / Rathan ))

Unlucky Lucky AC16 HP30 of 23  d20+15=16 ;
Thursday April 22nd, 2010 6:45:38 AM

OOC: Yeah, could we dump the innocents back the way we came? The last thing we need is a fireball that wipes out the poods.

OOC: waves at Ken!

Lucky casts his Owl's Wisdom and follows Speck. "Come on everybody," he says.

[OOC: That should help his AC, but Lucky rolls a 1 on his AC roll! Unlucky this time!]

AC for next time it is needed: 16

Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements
-- Question to the DM -- The Aid has a duration of 8 minutes (80 rounds). How much time has elapsed?

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 2

Tattoo Used: 1 of 3
Stones Used: 1 of 3

Sling Bullets Used: 1 of 16

Marcas (SteveK) AC 19 HP 72/84  d20+7=21 ; d20+12=18 ; d20+12=16 ; d20+12=16 ;
Thursday April 22nd, 2010 8:40:00 AM

Marcas leads the group back to the main doors. "My dam, you must take the boy to the Constables and tell them the Raven is at the town Library." Marcas then opens the door and waits for Remsus to speak the golem's command word to let the hostages escape. While keeping the door open, the minotaur scans the snowy and sooty street for any danger or help. Spot: 21

The older female minotaur moves with some pain and thier is a wildness to her eyes at the recent horror and near death experience, but she dutifully picks up the halfling boy and follows. "My duty is to protect the family and keep the hearth for the calves until they grow up." She breathes warmly on Marcas' face. "My calf has grown up, so I will care for this one. Do your duty and may Imod protect you." And then Thorlathai is gone, using the duty of caring for a child to keep the horror away.

Marcas then turns and lets Speck and Lucky lead the group up the stairs. Is there tears in his eyes? No, it must have been the blowing snow...

As more mechanical sounds begin and screams increase, the minotaur speculates. "We must have activated a trap again. Quickly, before a hostage is slain!"

The minotaur bounds up the last steps five at a time (Jump: 18, 16, 16) and bursts into the next room, ready to confound the Raven's twisted plans once more!

Danger in the Press Room (Sir John 50/58 hps, AC 21)  d3=2 ;
Thursday April 22nd, 2010 12:31:14 PM

(OOC = Cayzle, when did you cast Aid? That'll help me answer your question...)

Marcas and Speck carefully escort their family members out of the building, and after speaking the password, the two rescued hostages trudge away through the blinding snow and ash that is falling. Though the conditions are poor at best, they're still better than they were inside the building.

Deciding that time is of the essence, Marcas charges into the room and again, a horrifying scene meets his eyes. A deafening orchestra of gnashing machines thunders within this large room. Reinforced wooden flooring sags under the weight of a large printing press formerly used to mass-produce texts and chronicles. The press is a writhing forest of whirling gears, belts and cylinders. Heavy steel plates bearing the latest news form over 30 years ago hover over an elemental powered conveyor belt bearing thick sheets of high qualify vellum. The plates periodically slam down on the vellum with crushing force.

Above them are suspended one hostage. Sir John instantly stops in his tracks, as he sees his barely clothed sister hanging from cables. Not only is she bound to the cables, but her veins and arteries are riddled with exsanguination canals feeding the ink reservoirs above the steel print plates. As soon as Marcas steps into the room, the machines being vacuuming blood from her body.

Another person is strapped with more steel cables to the arcane conveyor splayed out over a sheet of vellum, more canals feeding from his arms into the pumps and press. As the machines begin, so does the conveyor and the person (Ken E, this is you) slowly moves towards the press (and death) itself... The blood starts to pour from his veins, feeding the press...

While all this goes on, gears and steel plates and bars whirl and whoop near the supine hostage (Ken E) and anyone standing near it may be hit by a gear, bar or plate.

To make matters worse, three large beetle zombies skulk in the room and move towards Marcas as he enters into the room...

Round 1 of ? of the trap...

Here is the link to the map. -> http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

(Ken E/Rathan - Here's your chance to enter the game, albeit a gruesome and dangerous one... Am I right in assuming you're in both the Mithril Order and the Mithril Tapestry game. I'm in both too, and wanted to make sure I didn't have it confused...)



Marcas (SteveK) AC 19 HP 72/84  d20+14=22 ; d20+9=13 ; d20+10=12 ; 2d6+9=19 ;
Thursday April 22nd, 2010 2:29:37 PM

Marcas grits his teeth against the deliberate evilness of the Raven and steps into the room. "Quickly my friends! I will slay the monsters. You need to rescue both hostages here! They will need healing!"

His ranseur flicks out to destroy the beetles in order to clear the way for the other heroes.

...Action
5 foot step to C/D 1/2 (being a Large creature, Marcas takes up 4 spaces)

Full Attack v Beetle at C,5
Attack 1; 22 Dam 19
Attack:2: 13
Horn: 12



Ken ( Lurking until introduced. ) 
Thursday April 22nd, 2010 4:58:57 PM

((Right. I'll be in Mithril Order as soon as my character can be written in. Seems I like Mithril!)

(( Am I unconscious?)

Danger in the Press Room (updated info for Steve K, Ken E) (Sir John 50/58 hps, AC 21) 
Thursday April 22nd, 2010 9:40:29 PM

(Ken E, no you're fully conscious, which adds to the terror of the situation...)

(SteveK, remember that it may be a tight fit for Marcas by the conveyor if you take up 4 squares... and as I said in the post, there are gears and items moving around near the conveyor, so there's a chance you could be hit by a flywheel, piston, etc...)

Speck AC19(21vsEvil)/20 HP:16/16  d20+5=18 ;
Thursday April 22nd, 2010 10:13:15 PM

OOC: While all this goes on, gears and steel plates and bars whirl and whoop near the supine hostage (Ken E) and anyone standing near it may be hit by a gear, bar or plate.

Q: this does not also apply to Sir John's sister, does it? That is, if one could reach her, there are no gears and plates and bars flying around her, right?
Q: How high is the ceiling? How far off the ground is the sister? Mainly, If Speck were to climb onto Marcas' shoulders, would he be able to reach any rope or chain suspending SJ's sister?

IC: Speck moves to just behind Marcas and looks for a way to climb up to Sir John's sister. Since she's suspended, he looks for where the ropes or chains are ankored, or any other means of reaching the cables.

Spot d20+5=18

if he sees that the cables aren't too high, he yells to Marcas, "Pick me up and toss me there," pointing to a cable. (shouldn't be all that hard for a Minotaur to toss a halfling, eh?)

Figure out the DC for me to grab a cable, then I'll roll.

If the ceiling is too high, he looks for another way to climb up to the cables. (use same spot roll).


Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  5d6=18 ;
Friday April 23rd, 2010 12:29:36 AM

Remsus casts Command Undead at one of the Unhurt zombie Beetles. "You will be my pet." he simply states. And after that, he will say, "Attack the other beetle"

DC 20 Will save to resist.

(the 5d6 was b/c I was thinking about casting searin light... but changed my mind when I saw that I had Command Undead)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Rathan 
Friday April 23rd, 2010 12:46:28 AM

( If I am awake, how am I bound? I assume I cannot cast a spell or wildshape to escape my current predicament?)

Unlucky Lucky AC16 HP30 of 23  d20+11=29 ; 2d6+3=10 ;
Friday April 23rd, 2010 7:00:30 AM

OOC to Remsus: How are you getting a save DC20 on that spell? I figure it for a 16.

OOC: Homework! Lucky cast his Aid on March 15. My sister's birthday!

Lucky moves up to 20 feet to E4. He throws a magic stone at whichever bug is not enspelled, maybe the one at C5. His attack hits AC29 or AC30 if the aid is up. His damage is 10 pts.

He takes a look at how the captive is bound.

He takes a look at the other person too.

Danger in the Press Room (updated info for Steve K, Ken E) (Sir John 50/58 hps, AC 21)  d20+2=5 ; d20+15=22 ; d8+5=7 ; d6=5 ;
Friday April 23rd, 2010 9:51:32 AM

(OOC - Here is some schematic information about the press, etc.

1. Six cables anchor Marie, and six anchor Rathan. Marie is above the press, though if someone were to stand on it, they could reach her. The ceiling is about 15' high.
2. Rathan, no, there's not much you can do right now. You're gagged, bound, and pierced with multiple IV's in your arms, as well as tied down with 6 steel cables. As the blood drains from your body, you'll suffer Con dmg too... Note that I won't let you die, and if the group fails to save you, then I'll introduce you in the next room and again and again until you have a chance to join the game... ;-) I'm winging it on having you in this piece, since it wasn't part of the module.
3. The conveyor moves 10' round, and it seems that you only have ~ 6 rounds before Rathan is smashes to pulp... You're not sure though on Marie and that depends on how much blood she has... That's part of the fear factor for this game.
4. Cables DC = Hardness 8, hp 15, break DC 25, use rope DC25
Conveyor - DC30 to disable device, DC25 to slow it for a round
Pumps - DC 25 to shut down for 1 round
5. Note that the conveyor is 10' ABOVE THE GROUND, so you'll have to get up there or use a reach weapon. To climb up the side of the conveyor is a DC15 climb.
6. If you stand ON or are adjacent to the conveyor at any time, you are attacked by gears, plates and bars...
7. Lucky, yes, aid is still good, but after this fight, it won't be valid anymore.
8. Speck, the DC to grab a cable would be 15.


The group moves into the room, taking their individual routes... Marcas moves and attacks the Beetle 1, crunching a piece of its shell, while Lucky adds to the damage...

Speck sees Marie on the ceiling and realizes that he could climb up there and try hacking at the cables or trying to unbind her (though it takes 6 rounds to do it since there are 6 cables and she may not have that long to live...)

Remsus commands one beetle to change allegiances, and it is unable to resist...

Sir John moves and yells at Lucky and Speck, "Rescue them both!!! Focus on the press and don't' worry about the cables!!!"

He picks Speck up and tosses him to the top of the conveyor (SPECK - let me know where you direct Sir John to throw you...), hoping that he can rescue Marie in time...
(I"ll have monster moves and map updated later... Have to go to a meeting...)
_________________
B1 = 29 dmg (19 AC)
B2, B3 = 0 dmg (19 AC)

Round 2 of 6 of trap...


Marcas (SteveK) AC 19 HP 72/84 
Friday April 23rd, 2010 9:54:02 AM

ooc1: Marcas is aware and will probably get smacked by gears and stuff. I wonder... can Marcas jam the engine with his body? :-)

ooc2: Command Undead gives no saves for non-intelligent undead... like zombies!

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Friday April 23rd, 2010 1:41:15 PM

Luck - your right. I was looking at the wrong spell list on my character sheet. Ah, having both wizard and cleric spells... sigh.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Danger in the Press Room (Sir John 50/58 hps, AC 21)  d20+11=23 ; d20+11=18 ; d6+5=6 ; d20+11=23 ; d20+11=30 ; d6+5=11 ; d6+5=10 ; d20+11=17 ; d3+1=3 ; d4=3 ; d20+10=19 ; d20+10=28 ; d20+10=21 ; 2d6=4 ; 2d6=6 ; 2d6=7 ;
Friday April 23rd, 2010 4:24:08 PM

Beetle 1 feels the crunch fo multiple blows, but isn't done yet. It slams at Marcas twice (Hit AC 23, Miss AC18). The one slam does 6 pts of dmg, and Marcas feels the onset of a disease (Save vs. Fort 16 or be infected with an unknown disease... If so, I'll email you the results as the game continues...)

Beetle 3 is a bit confused for a moment, and then looks at Remsus and hears his command. It scuttles towards Beetle 1 too and slams it twice (AC 23, 30), doing even more damage to it's previous companion (21 total points)...

Beetle 2 crawls under the catwalk and bites at Marcas too (Miss AC17...)

As all this transpires, the blood continues to be pumped out of Marie and Rathan, creating horrible drawings and images on the paper in the press...

They both take 3 pts of Constitution dmg, and become paler and paler... Also, Rathan is one step closer to decorating the press with his body, as the press moves on and on...

(OOC = Marcas, you could try, but I'd say you'd end up hurting yourself more than anything. They're driven by a large pump, hydraulics, etc.... I used to run a facility with printing presses in my 1st career, and they run with thousands of psi. I tried to imagine what would happen if a large taur tried to jam them, but the hydraulic gears move quickly and with a lot of force, and if you stuck a body part in their, it'd be smashed before you could stop it... As I mentioned earlier, the pump could be stopped though with a disable device check...)

Marcas tries to duck under the gears and machines, especially 3 that come near his large frame... (Tumble Check DC 15 to avoid them... Otherwise, (Hit AC19, 28, 21) all three slam into the minotaur and do 17 pts of bludgeoning dmg...

The beetles are small enough to slide under the gears...

(Remember that anyone who is adjacent or on the conveyor could be hit by machinery a gear... I'm not doing it against Speck since I assume he's flying in the air for now. But on the other hand, he'll be impacted next round...)

(Map is updated, so use old link)

Ending Damage
B1 - 48 pts
B2 - 0
B3 - 0
Marie/Rathan - Both have 3 pts Con Dmg
Round 2 of trap...

Speck AC19(21vsEvil)/20 HP:16/16  d20+9=19 ; d20+10=29 ; d20+7=18 ;
Friday April 23rd, 2010 11:31:46 PM

OOC: I was picturing being tossed to a cable and if successfully grabbing one, climbing it to the lady. Once there, pluck the IV's from her. That way there'd be no need to disable a device, or cut a cable. The IV's would just be sucking air.

That's why I suggested Marcas toss me, 'cause he's already as tall as the conveyor. With a 15' high ceiling, all he'd need to do is hold Speck up and he'd be at the ceiling. But Marcas is busy at the moment. sigh...

Let's see: Conveyor is 10', Speck is 3', Ceiling is 15'. So there's 2' that Speck needs to jump to hit the ceiling. Jump DC is 4 x hight to reach, or 4x2=8. This is assuming a cable is right over head.

IC: Speck lands on the conveyor belt and immediatly springs upward to grab a cable.

Jump DC 8? d20+9= 19 (or 20 if Lucky is close enough for his +1 luck bonus)

Grab cable DC15 (i'm using my Tumble skill but if this is wrong let me know) d20+10= 29 (or 30 if Lucky is close enough for his +1 luck bonus)

OOC: This looks like two moves, but it's just one. The toss is Sir John's Move, The Jump is Speck's 1st move.

Speck then climbs (legs crossed over the cable and hand-over-hand) the cable to reach the lady.
Climb d20+7= 18 (or 19 w/Lucky) vs DC? (how far to shinny along the cables to reach her?)

Next round he should be able to start plucking the IV's from her body. I hope. :)

Rathan Rathan 
Saturday April 24th, 2010 3:55:17 AM

(( Test ))

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Saturday April 24th, 2010 12:34:06 PM

"Don't hurt beetle 3. He is my friend for the next few hours. I name him Frank the Tank. Hmmm. how in the world to we get them down from there?"

(OOC: in a rush, action to come by sunday)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Archie, Cousin of Jenesie AC33 HP30 of 23  d20+12=25 ; d20+15=33 ;
Monday April 26th, 2010 7:18:22 AM


Lucky notices that the captive just over there. He tumbles to C5 (Tumble check (using two luck points) to avoid AoOs from the zombie is a 25 woot).

He rips off the gag off Rathan and shouts, "Jenesie! Jenesie! Old friend! I am so sorry to see you like this!"

If Jenesie looks even a little confused, and I suspect he might, Lucky adds, "It's me! Archie! You're favorite cousin. Don't worry, will get you free!"

(I'm assuming it is an action to remove the gag?)

AC for next time it is needed: 33

Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 3

Tattoo Used: 1 of 3
Stones Used: 1 of 3

Sling Bullets Used: 1 of 16

Danger in the Press Room (Sir John 50/58 hps, AC 21) 
Monday April 26th, 2010 2:18:54 PM

(Waiting on Marcas' post...; Cayzle - No, I'd say moving the gag from over his mouth would be a free action... If you took the time to remove it, then it would be a standard action)

(Also, my new email is kmeste1@yahoo.com, so pls update your records)

Marcas (SteveK) AC 19 HP 72/84  d20+2=17 ; d20+2=22 ; d20+2=16 ; d20+14=25 ; d20+9=28 ; d20+10=14 ; d8+8=13 ; d8+8=13 ; d8+6=10 ;
Monday April 26th, 2010 5:29:03 PM

ooc: sorry for taking long time. Monster DM post in COC.

Marcas is agile for such a large Taur, and the monk/fighter is able to dodge every whirling gear!

Seeing that one of the undead beetles is temporariliy commanded by the drow, the minotaur turns his attention to a different ankle-biter: Beetle 2.

Hooves and a Sharp Horn lower to smack into the undead abomination.

"Get the hostages down, or I will try and break the pump!", Marcas calls to his companions.

...Actions
Tumble: 17
Tumble: 22
Tumble: 16 (WOW!)

Hoof (bludeoning) AC 25 Dam 13
Hoof (bludgeoning) AC 28 Dam 13
Horn AC 14 Dam 10

Archie, Cousin of Jenesie AC33 HP30 of 23  d100=58 ;
Monday April 26th, 2010 9:06:46 PM

Oh! An extra action for me!

After ungagging his cousin Jenesie, Lucky goes for broke! Well, it worked once before, so Lucky tries again -- he blows the horn of blasting at the pump mechanism, hoping to put it out of commission. He does his best to point it at machine parts and not friends or victims.

As I understand it, there is a percent chance that the whole thing will blow up in his face. Lucky stands so that even if it explodes, the blast might damage the machinery. If he rolls low, that's not good ... a 58! That should be okay! I hope!

Danger in the Press Room (Sir John 50/58 hps, AC 21)  d100=72 ; 5d6=18 ; d8=7 ; d20+11=21 ; d20+11=22 ; d6+5=10 ; d6+5=8 ; d20+11=23 ; d20+11=24 ; d6+5=7 ; d6+5=6 ; d4=3 ; d20+10=14 ; d20+10=29 ; d20+10=23 ; 2d6=9 ; 2d6=7 ; d3+1=2 ; d3+1=4 ; d20+11=31 ; d20+11=24 ; d6+5=11 ; d20+11=23 ; d6+5=8 ;
Tuesday April 27th, 2010 10:26:38 AM

The group proceeds to work and rescue the various hostages while fighting off the zombies...

Sir John tosses Speck upwards, who manages to grab a cable while avoiding the whirring and moving machinery... Once there, he moves quickly, hand over hand to Marie, trying to see the best way to save her. She has multiple (~ 5 - 2 femoral, 2 arm, 1 chest) IV's in her body, but Speck is going to have to be careful with each one, as she's lost a lot of blood now. Each time he removes one, he's goinig to have to clamp off the blood flow or it'll spurt out and worsen her condition... So I'll give you 1/round, since your other hand is holding you steady while you do the pulling...

Remsus commands his new undead friend Frank to continue fighting...

Archie first removes the gag from Remsus' mouth and then uses the horn and blasts a sonic wave at the pump... (It's been used once today, and Lucky realizes that there is a 20% cumulative chance that it'll blow up each additional time... (40% next time, etc.) (1-20 on d100) Check = 72 so OK)... The wave hits the pump solidly and does 18 pts of damage to the pump housing... It does some damage (assujme 22/40 hp left, 6 hardness), but it still pumps along...

Sir John moves and joins the attack on the pump... Hits it for 12 pts of dmg (d8 +5), but it still has some life left...

Marcas switches targets and 2 of his 3 attacks get through B2's shell and do 26 pts of dmg...
___________
Though almost dead, B1 still has some fight left and bites marcas again... (Hit AC21 for 10 , AC22 for 8)... Since both bites tear into Marcas, he needs to save 2x vs Fort DC16 or be sickened...

B2 continues tearing at Marcas, Hitting him twice (AC23 for 7 , AC 24 for 6)...

B3 attacks B1, trying to have it for a noontime snack... Crit Hit AC31 (24 Check, OK, 22 pts dmg...) and
AC 31 (8 pts)...

B1 finally succumbs to the multiple attacks and collapses... However, to everyone's horror, a flying swarm of bugs, small beetles, flies, etc. rises from it's corpse, moving towards Marcas next round...

The machinery keeps moving and Marcas is again accosted by 3 nearby rotating gears... (Hit AC14 (miss), AC 29 (9 dmg), 23 (7 dmg)... Need 2 DC 15 tumbles to avoid the impact

Steve K, I still need a Fort DC16 check from last round, and 4 DC16 checks this round for Marcas... If you don't make any of your saves, I'll email you the effects...

The blood also continues flowing out of Marie and Rathan.. Marie loses 2 more, Rathan loses 4 more... Marie is near death now... She's so weak that she doesn't even have enough energy to weep in fear and agony... The end is near...

Rathan also continues moving closer and closer to the hydraulic presses...

Pump - 18 hp left
B1 = dead
Beetle Swarm 1 - 0 dmg
B2 - 26 pts
B3 - 0 (friendly)
Marie - 5 pts Con dmg , 5 IV's
Rathan - 7 pts Con dmg, 5 IV's
Round 3 of trap...


Speck AC19(21vsEvil)/20 HP:16/16  d20=7 ;
Tuesday April 27th, 2010 11:04:42 AM

OOC: I have an idea: If Speck succeeds in a Heal check (not that he has a great one), would that allow him to unplug 2 this round? If he fails his Heal check, it would just mean he had to take the whole round to unplug one.

How does that sound?
Heal Check d20 vs DC? = 7 +1 if close enough to Lucky = 8 (probably not good enough)
IC: Speck tries his best to remove one of the IV's, managing only one as he gets used to dangling on the cables and working upside down.

4 IV's to go. :{

Speck AC19(21vsEvil)/20 HP:16/16  d20=4 ;
Tuesday April 27th, 2010 11:08:19 AM

OOC: I suppose that just cutting the IV tubes would be much the same as removing them?

Heal Check to determine whether just cutting the IV's would be less dangerous than unplugging the IV's.

d20 vs DC? = 4 eeeck! getting worse!

(DM Ken - I'd probably make it a DC15 check to remove 2 since you've not only got to get them unplugged, but also closed up in a sanitary manner... Also, cutting them would be much worse, since then you've still got an open wound and the blood in the IV would eventually die off, possibly leading to infection... (full disclosure - Wife's a doc and I asked her what this would be like so that's where I got my ideas...) Also, you're trying an untrained check and removing an IV safely from those major veins is much harder than it sounds... The Raven did not want it to be easy did he... And I could be a mean DM and use the 4 and 8 against you and say that you broke the IV in her arm or simply tore her vein open... BUt I'm in a good mood today ;-))) )

Marcas (SteveK) AC 19 HP 19/84  d20+12=16 ; d20+12=26 ; d20+12=32 ; d20+12=28 ; d20+12=18 ; d20+9=13 ; d20+4=21 ; 2d6+19=24 ; 2d6+19=22 ; d20+2=11 ; d20+2=10 ;
Tuesday April 27th, 2010 12:35:01 PM

Marcas manages to fight off the diseased mandibles of the beetles, and, though wounded, is sure he can slay the large bugs. The problem comes when the bug swarm arrives soon... Marcas doesn't know how to handle that!

The punishing gears take thier toll in turn, and Marcas feels like he only has seconds to act before he is overwhelmed. He is determined to save the hostages and prove how a minotaur acts, so Marcas redirects his attacks... to the Pump!

The ranseur snakes out twice with righteous fury and strength that only the minotaur is capable of making; hoping to smash the damaged pump to smithereens!

...Actions
Fort DCs: 18, 27, 33, 29, 19 Whew! (including Bless)

Reflex DCs: 11, 10 both fail

5 Foot Step and 20 foot reach should let Marcas get to the pump

Power Attack 5 (-5 AC, +10 damage double handed weapon)
Ranseur AC 15 (w Bless and Luck) Dam 24
Ranseur AC 23 (w Bless and Luck) Dam 22

...Effects
Bless: +1 rolls
Lucky's Luck +1 rolls

Archie, Cousin of Jenesie AC33 HP30 of 23 
Tuesday April 27th, 2010 8:11:04 PM

OOC: Lucky degagged Rankin, not Remsus. Sorry!

More later.

Speck AC19(21vsEvil)/20 HP:16/16 
Tuesday April 27th, 2010 10:05:54 PM

OOC: Well, the original post didn't mention anything about a Heal check, so I presumed one wasn't necessary. SO, I thought that If Speck DID use a Heal check and roll high enough, he might succeed in getting two. And since no Heal check was mentioned in the first description of taking out the tubes, a low score would not be detrimental, only that things would work as originally stated, ie. 1/round.

Make sense? :)

DM Ken - Sorry for the confusion. For one IV, I didn't think you'd need a heal check, but with 2, you'd be rushed in a single round to do it and would probably need a heal check... And as you said in your last sentence, I didn't require a heal check in my first post (and still don't for 1 IV) and wouldn't have used your low rolls against you because of that ;-)

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+11=22 ; d6+2=3 ; d20+15=26
Tuesday April 27th, 2010 11:19:24 PM

Lucky tries breaking the pumps by throwing a magic stone into the works: Hits C22 for 3 damage oh well.

AC this round: 26

Danger in the Press Room (Sir John 50/58 hps, AC 21) 
Wednesday April 28th, 2010 10:18:39 AM

(Anyone heard from Remsus... He hasn't posted this week so far... )

(Note to all - I'm moving tomorrow so probably won't post until Friday once we're settled...)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Wednesday April 28th, 2010 10:37:29 AM

(OOC: Sorry for not posting. I have an organic chem exam 2morrow and it pretty much ruins my life... But if you guys can think of anything for me to do that is useful with my spells, just go ahead and tell me. I'm not very good at playing pure spell casters b/c my skills are so limited. I will post more later... but class is about to start now.)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Speck AC19(21vsEvil)/20 HP:16/16 
Wednesday April 28th, 2010 11:30:06 PM

OOC: well, shoot, Remsus, you got a lot of stuff. Sir John had to toss Speck up to the ceiling and Remsus could have cast FLY on Speck. :)

Sanctuary would allow someone to free Rathan without being bothered by the bettles. Or Hide From Undead too. Good use of your Command Undead. It's working well. I think Searing Light does extra damage vs undead. Halt Undead should come in handy later.

And, once the beetles are dead, Purify Food and Drink for a tasty meal. :)

But we're doing fine with these, in think, and the big battle is yet to come.

Archie, Cousin of Jenesie AC26 HP30 of 23 
Thursday April 29th, 2010 7:10:02 AM

Checking in.

Marcas (SteveK) AC 19 HP 19/84 
Thursday April 29th, 2010 3:56:07 PM

checking 2

Rathan Rathan 
Thursday April 29th, 2010 6:21:33 PM

Down and out, but checkin' in.



Speck AC19(21vsEvil)/20 HP:16/16 
Thursday April 29th, 2010 10:10:37 PM

Yippy-de do dah, Yippy-de-day. My, oh my, what a wonderful day...

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Friday April 30th, 2010 10:34:57 AM

Remsus thinks that casting Fly on any of his friends while they are being thrown to the ceiling is a great and humorous idea. He volunteers his spells for anything the group needs. If this idea happens, then Remsus will try to time the spell to complete as soon as Speck hits the crest of his journey of being thrown.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+5=25 ; d20+5=22 ;
Friday April 30th, 2010 1:26:29 PM

Lucky beseeches Rathan, now that the gag is off him. "Jenesie! Jenesie! It's me! Your cousin Archie! Wake up! What's wrong, why can't you talk? Oh, by the gods above and below, what have they done with ye!"

Lucky smacks the pump in frustration with his table leg. Holy Wardd! A natural 20! Can he critical hit it? A blow to exactly the right spot? His follow up hits AC22! That's gotta hurt! I have no idea how much a table leg does. Did we ever figure it out?

Rathan Rathan 
Friday April 30th, 2010 1:40:42 PM

Rathan is appreciative to have his gag removed, although the loss of constition has left him terribly wobbly-minded. A Halfling wielding a table-leg is claiming to be his cousin, and bashing a large machine while it sucks out his blood and careens him towards a paper press.

"I.. I didn't imagine Druids could go to hell. I always figured I'd be reborn as a woodchuck or something."

Rathan tests his bonds and the IV's, flexing to see if there's anything he can do.

Danger in the Press Room, Round 4 (Sir John 50/58 hps, AC 21)  d20+7=12 ; d20+11=16 ; d20+11=19 ; d6+5=11 ;
Sunday May 2nd, 2010 3:41:06 PM

The battle rages on, but the party seems to be slowly gaining the advantage... The captives are being attended to, but their blood is still slowly being drained...

Marcas, Lucky and Sir John combine their attacks and finally the pump is disabled, spraying hydraulic fluid in all directions, coating them and the floor in oil... (Anyone who moves > 5'/round on the floor have a 25% of slipping and falling prone... On the other hand, it's going to be almost impossible to be grappled by an enemy... imagine mud or oil wrestling....)....

The conveyor slowly crawls to a halt as its motive force disappears... The IV's empty too, but Rathan and Marie are severely drained from blood loss...

Rathan is still attached to the conveyor, but without help, he can't remove his bonds or the IV's without help or a great effort (DC25 Use Rope... or if you could change into a form that is smaller than the one you're in now...)

Speck continues removing IV's, but it'll take several more rounds to free Marie..

However, there is still more to do... Two enemies remain, one an undead beetle and one a mass of swarming bugs...
_______________________________________
Beetle Swarm 1 moves to the closest enemy (Remsus) and begins biting at him, swarming everywhere in his and the adjacent square... (Attack AC12... Miss.......)

However, Remsus notes that this is very distracting and if he stays in this 10' cloud, he may become nauseated... (DC16 Fortitude or nauseated 1 round if in swarm...)

BS2 scuttles southeast and bites at Sir John, trying to rip through his sturdy armor... (Attack AC 16... miss)

BS3 follows it's old companion and tries to rip off a piece of its shell..(Hit AC 19 for 11 pts...)

Pump - Broken
Beetle Swarm 1 - 0 dmg
B2 - 37 pts
B3 - 0 (friendly)
Marie - 5 pts Con dmg , 5 IV's
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...

Map = http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

(OOC - Sorry for the delay, but the move was very busy with all 3 kids and our whole household... Also, I feel your pain Addison, as my undergrad degree was in Chemical Engr and we had to take several Organic Chem classes... Ouch... Many a long, painful night...)

Rathan 
Sunday May 2nd, 2010 6:09:57 PM

Growling in pain, Rathan uses his natural skills to change his form to that of an Eagle. Feathers are hollow, and the IV's wouldn't have much to stick to in his smaller size.

Rathan screeches and flaps wildly from the conveyor, perching up high above the bug-riddled combat below.

( I think it was mentioned there were several items hanging from the ceiling? I'll either perch on one of those items or on top of a machine apparatus that is no longer moving. )

Speck AC19(21vsEvil)/20 HP:16/16 
Sunday May 2nd, 2010 11:29:06 PM

Speck keeps working at the IV's, one at a time, now that he has the time. He conforts the lady as he tries to remove the IV's.

"Just a few more, M'Lady. Soon you'll be dancing in the halls again, this only a bad dream to forget."

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  5d6=20 ;
Monday May 3rd, 2010 3:30:42 AM

Remsus tells his beetle to attack the other unfriendly one, and then he says, "Well, I have a Fireball that could hurt the beetle swarm considerably. Should I use it or save it??"

If anyone says to fire away. then Remsus will, rather nonchalantly. 20 damage. Aren't area attacks like double damage to swarms though? And FIre?? Hmmmm..

(Parasitology exam tomorrow now... UGHHH!!!! If you want to see something crazy, then look up the effects of a heavy parasite load of the Nematode, Trichuris Trichiura.... errrrr)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}


Archie, Cousin of Jenesie AC26 HP30 of 23  d20+11=13 ;
Monday May 3rd, 2010 6:53:19 AM

Lucky wishes he could find a wand of lesser restoration lying around. Failing that, he hucks the last magic stone in his pocket at the undead beetle. He hits AC 13, a miss.

He hears Remsus asking for advice, and he shouts, You may fire, when ready, Remo!"

Speck AC19(21vsEvil)/20 HP:16/16 
Monday May 3rd, 2010 12:06:18 PM

OOC: seems like i remember that Fireball is a 20'rad spell, so that would be a 40' dia meter area, with each square being 5', the ceiling only 15' high, the Fireball will hit everybody in the room. Eh, including the tied up ones, so they'd not get their Dex bonus on their Ref saves. Nor would Speck, since he's technically Climbing.

Good thing about the fireball though is that i will cauterize any wounds suffered so far. Even if it kills you.
:)

Save your Fireball, since the fire would probably ingnite the oil spewing from the machine also. SO, we'd take fire damage from the Fireball, fire damage from the burning oil, and if the machine blows up as the oil in it catches fire, then blast damage.

I don't think that's the way Speck envisioned his demise, but that's a spectacular of a way to go, ha. :)

There's gotta be a better way.

DM, what size are these beetles, Fine, Diminutive, Small...?

(DM Ken M - The zombie beetles are Med size, while the swarm is made up of fine bugs...)


Marcas (SteveK) AC 19 HP 19/84  d20+14=17 ; d20+9=17 ; 2d6+9=16 ; 2d6+9=17 ;
Monday May 3rd, 2010 3:08:22 PM

Spinning, Marcas levels his Ranseur at BS2 and stabs at it.

"What can slay the small vermin? I do not want to try and light a flame while covered with oil!" Marcas looks around, seeing if any of his companions has an idead against the vermin.

... Actions

Ac 17 Dam 16 if hit
Ac 17 Dam 17 if hit

Speck AC19(21vsEvil)/20 HP:16/16 
Monday May 3rd, 2010 10:30:01 PM

OOC: well, the size of the individual swarm creatures matters on what can affect them, but in liew of feeling like cheating, I'm not going to refresh my memory on it. But anyone with an apropriate Knowledge check should be able to 'remember' what to do.

Archie, Cousin of Jenesie AC26 HP30 of 23 
Tuesday May 4th, 2010 6:04:18 PM

Checking in.

Rathan 
Wednesday May 5th, 2010 6:14:11 PM

checkin in

Speck AC19(21vsEvil)/20 HP:16/16 
Wednesday May 5th, 2010 9:55:02 PM

Reminds me of the Mummy and his swarm of beetles. ICK!

Danger in the Press Room, Round 5 (Sir John 43/58 hps, AC 21)  d20+15=31 ; d20+10=22 ; d8+5=12 ; d8+5=8 ; d6=1 ; d6=4 ; d20+7=20 ; d6=5 ; d6=5 ; d20+11=29 ; d20+11=13 ; d6+5=7 ; d20+11=19 ; d20+11=18 ;
Thursday May 6th, 2010 10:46:09 AM

(Again, sorry for the added delay... We're closing Friday on the new house we're to move into on Sat'd and now bank is wating more and more forms, info... ARGGGGH!)

Rathan manages to free himself by changing into a majestic eagle, and as he morphs, the IV's fall out of his now hollow bones and flesh... He lifts his wings and flies up to a nearby support fixture and rests safely out of harms way... However, the constitution that he lost makes him tire quickly...

Speck keeps working on Marie, who finally falls unconscious due to blood loss and fear. There are still several IV's remaining, but at least she's stabilized. But like Rathan, she'll need some healing ASAP...

Remsus considers launching a fireball, but te rest of the group reminds him that he'll cook off everything in the room, likely killing both hostages (Rathan and Marie) and immolating his companions...

Marcas stabs the B2 but neither attack (need to hit AC19) can penetrate its thick armor...

Sir John joins him in trying to crush B2 with his fiery axe and both attacks hit a seam in its armor, doing a total of 25 pts dmg...

(Lucky - What exactly are the bonuses we getfor being your friend, including distance?)

Lucky tries to hit the beetle too, but has no luck this time...

Remsus, I need a fort check from you for last round... If you miss, I'll email you the effects...
_____________________________
The first beetle swarm (BS1) continues to cover Remsus in it's irritating cloud, biting at him (Hit AC20 for 10 pts dmg, plus I need 2 Fort checks from you for this round... 1 Check vs. DC16 or you become diseased, 1 check vs. DC16 or you're nauseated for this round. So we need a total of 3 checks from you, 1 last round, 2 this round... )

B2 is seriously damaged, but still has life left in shell... It bites at Sir John again, hitting him once near his calf for 7 pts and missing the second time. He manages to shake off any illness (Fort 19, OK) however...

B3 continues obeying Remsus and bites B2's hindquarter but B2 deftly avoids th e bite... (Miss AC18)
Do you have to continue concentrating to keep B3 under your spell or is it automatic now?

Beetle Swarm 1 - 0 dmg
B2 - 62 pts
B3 - 0 (friendly)
Marie - 5 pts Con dmg , 5 IV's
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...

Map = http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en


Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d20+6=17 ; d20+6=21 ; d20+6=7 ; d20+7=20 ;
Thursday May 6th, 2010 6:11:29 PM

Fort saves = 17 and 21. and... 7?

Remsus swats around his head, trying to keep the swarm from biting him. "Not my hair!" he screams like a little girl.

Remsus then Casts Blurr on himself on the defensive. (concentration 20, success)

"Ha. Now how do we kill these things?' he thinks... any suggestions?

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Rathan 
Thursday May 6th, 2010 7:00:37 PM

Rathan watches from his perch above. He wonders about Grandpa, his animal companion. If things get bad, he will take a bigger form meant for combat. It looks like this group of heroes has things under control however.

(Do I have any spells prepared? Or am I to understand I'm fatigued as well? It's understandable certainly. Just need to know what I can and cannot do.)

Speck AC19(21vsEvil)/20 HP:16/16  d8+1=6 ;
Thursday May 6th, 2010 9:34:47 PM

Now that the IV's are not pumping any more blood, Speck taps the lady with his wand.
CLW d8+1= 6. This should help a little, he hopes. Then attemps to remove another IV.

However, seeing Remsus' plight, he yells at the mage. "Don't stand still, you Duffus! Keep moving around. If you can move faster than them, they can't swarm you. Make them follow you out to the main hall, then blast them."

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+15=26 ;
Thursday May 6th, 2010 11:26:10 PM


Lucky shrugs and invokes his tattoo to make three more stones.

AC for next time it is needed: 26

Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 3

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Danger in the Press Room, Round 5 (Sir John 43/58 hps, AC 21) 
Friday May 7th, 2010 11:48:57 AM

(OOC - Waiting on Marcas to post...

Rathan - You don't have any spells memorized and your clothes, items, etc. were taken away. All you have is your wits, a loin cloth and a bunch of arm wounds...(You'll find them eventually, but that'll be part of the adventure... I'll give you XP for that too ;-) )

Remsus -
1.Give me a know(the planes) or know(religion) check to figure out more about these odd, undead, swarms...
2. For the last check that you missed, you're nauseated this round from bugs flying in and out of your nostrils, ear canal, etc.
As a result of the nausea, you can't cast spells this turn... Per the SRD, nauseated characters "Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn."
)


Marcas (SteveK) AC 19 HP 19/84  d20+14=15 ; d20+9=27 ; 2d6+9=21 ;
Friday May 7th, 2010 4:20:56 PM

sorry. had an inspection of my program yesterday...

Marcas misses his first attack, but skewers the undead attacker in the second!

AC 15 miss
AC 27 Dam 21

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d20+13=19 ; d20+8=27 ;
Sunday May 9th, 2010 12:35:33 AM

Knowledge Religion = 19
Knowledge The Planes = 27

Darn... guess I can't cast Blurr.

Instead, Remsus takes Speck's advice and runs into the hall as fast as he can, trying to outrun the darn swarms!

Danger in the Press Room, Round 5 (Sir John 43/58 hps, AC 21)  d20+7=19 ; d6=6 ; d6=4 ; d20+7=15 ;
Monday May 10th, 2010 10:36:50 AM

As Remsus runs for his life, he finally manages to get some fresh air into his lungs... A faint memory tickles his thoughts and he remembers hearing something about this type of creature... Something about how they can't be hurt with melee weapons and only area spells or the like would have any effect... Also, this creature carries the same rancid beetle rot that the zombie beetles did... Finally, it seems to have the same characteristics as a swarm and/or vermin...

Rathan is safe for now, and the creatures seem to be ignoring him, since he poses the least threat...

Speck yells at Remsus, trying to give him some timely advice though in a less-than-polite tone... He also continues removing IV's from Marie, and healing some of her wounds, and her color improves slightly... She wakes up from her unconscoius slumber due to the healing, and looks up at him with beautiful blue eyes. "Who... Who are you? What... What happened?"... She hears the clash of metal against armor, and turns to her side, seeing her brother and with a look of relief, calls out, "John! You're here! I knew you'd come and save me! I prayed and prayed and now you're here!"

Marcas utterly crushes the final beetle... But as before, a swarm of biting, flying insects rises from it's corpse...

Sir John turns his attention to the new swarm, but his slashing axe is ineffective against them... He yells out to his companions, "Somebody better think of someway to hit these things... I can't touch them!!!"

Archie creates 3 more stones but at this point is not sure what to use them against... After all, it appears that these creatures aren't harmed by weapons...
_________________
The two beetle swarms move and attempt to overwhelm the fighters, BS1 entering into Marcas' square, and BS2 into Sir John's square...

BS1 groups around Marcas' head, biting and clawing at him... (Hit AC 19 for 10 pts, Must make 2 saves - 1st is vs. Fort 16 or infected (I'll email you the affects), 2nd vs. Fort 16 or be nauseated)

BS2 tries to get through Sir John's chest plate... (Hit AC 15, miss)... but the steel prevents them from getting to his flesh beneath.

BS3 moves and tries to bite the swarms but its attacks are ineffectual...

Beetle Swarm 1 - 0 dmg
Beetle Swarm 2 - 0 dmg
B3 - 0 (friendly)
SJ - Swarmed
Marcas - Swarmed
Marie - 5 pts Con dmg , 5 IV's, 6 pts healed
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...

Map = http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

Marcas (SteveK) AC 19 HP 10/84  d20+11=17 ; d20+11=28 ;
Monday May 10th, 2010 1:06:40 PM

Marcas is able to overcome any ill effects from the flying swarm of insects, but the biting and stinging take a toll all the same.

He drops his ranseur and pulls two items from his Handy ,Haversack, a torch and a Tindertwig. Striking the 'twig, he sets fire to the torch. "Maybe we can burn them down!" he calls to his companions.

...Action
move action: get stuff from HH
standard action: light torch.

Rathan 
Monday May 10th, 2010 4:48:50 PM

Rathan continues to watch from his perch. Sadly, there's little he can do other than observe. No spells, no gear, and no charging rhino companion to help him out. How did he get into this mess?

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) 
Monday May 10th, 2010 6:06:58 PM

Remsus shouts, "Hey, run out here with the swarms and I will blast them!"

If Marcas and Sir John can manage to lead the swarms outside where he is, Remsus will ready an action to shoot them with a Fireball as soon as it seems noone else will be hit by it

Speck AC19(21vsEvil)/20 HP:16/16 
Monday May 10th, 2010 11:13:40 PM

Speck goes for another IV trying not to be too mesmerized by those beutiful blue eyes.

"Aquamarines and Tourmalines
Saphires and Diamonds
Oh, the beauty of your Eyes
Such stones do not compare"

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+8=9 ; d8+2=10 ; d8+15=17 ;
Monday May 10th, 2010 11:17:44 PM


Lucky casts a Sound Burst spell. He figures that it might be just the thing to hit all those bugs. He puts two luck points into the damage, a special advanced mendicant "Greater Luck" ability, to do 1d8+2 damage instead of the usual 1d8. He automatically gets half of those points back (1 point).

As always with Lucky's spells, his spell save DC is not 10+spell level+Wis bonus, but 1d20+spell level +wis bonus. That's 1d20+8, or a 9! LOL! A natural 1! Well, the save is vs stun -- there is no save vs the damage. Let's roll that: 1d8+2 = 10 hp damage. Lucky really wants to hit as many bugs as possible -- all the swarms he can. Even if he has to hit a friend, he will.

AC for next time it is needed: 17 (rolled a nat 2!)

Current Wis 23 with spell
Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 2

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Danger in the Press Room (Sir John 43/58 hps, AC 21)  d20+8=28 ; d20+8=25 ; d20+8=11 ;
Wednesday May 12th, 2010 2:36:23 PM

As the battle wages, Remsus and Archie discern some good ways to take out the newest menace...

Remsus calls everyone to come outside so he can blast the swarms with a fireball, and Sir John does exactly that, racing down the stairs to a clear area...

(Steve K - Hope this is OK, but I'm assuming Marcas will follow SJ's lead... If not, let me know...)Marcas grabs a torch, but once he hears Remsus' call, he drops it and runs for cover down the stairs...

Lucky blasts the swarm with what sounds like a sonic boom, and luckily SJ and Marcas have moved by then... The swarms and friendly bug, however, take 10 hps of dmg, but easily ignore the stun affect...

Speck continues caring for the young maiden with the beautiful eyes... He begins humming a melodious tune, one that is sure to capture the heart of any woman... Of course if Sir John sees Speck eying his sister, then they may have a long hard talk...

(Remsus - give me a roll please and placement of your fireball, based upon the map...)

Waiting on Remsus fireball before posting monsters move, since he had it readied...

http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en
_________________________
Beetle Swarm 1 - 10 dmg
Beetle Swarm 2 - 10 dmg
B3 - 10 (friendly)
Marie - 5 pts Con dmg , 5 IV's, 6 pts healed
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...



Speck AC19(21vsEvil)/20 HP:16/16 
Wednesday May 12th, 2010 10:09:29 PM

ooc: i counted 4 iv's removed from the lady. hope i counted right

ic: Speck removes the last IV from the lady, the IV from her chest, now admiring her chest. He thinks of a song about a particular woman's chest, but decides it's not the right time to sing it.

"There M'Lady. The last one is out."

Speck looks for a lock or something that will loosen the chains from her arms. However he also knows that he needs one of the hefty men to be under her to catch her when he releases her from her chains. A loud sound goes off and he's glad he isn't wearing one of those ear pieces he saw a circus friend use once to eavesdrop on a conversation.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d6=4 ; d6=5 ; d6=4 ; d6=3 ; d6=3 ;
Thursday May 13th, 2010 5:30:01 AM

I can't tell anything by that map! Remsus tries to place it so it engulfs the Beetle Swarms, but noone else!

Damage = 19 total. DC 20 reflex for half

Danger in the Press Room cont'd (Sir John 38/58 hps, AC 21)  d20+11=31 ; d20+11=23 ; d20+11=21 ; d20+7=21 ; d6=2 ; d6=3 ; d20+11=19 ; d20+11=12 ; d20+7=14 ;
Thursday May 13th, 2010 11:10:13 AM

Remsus blasts the room with a fireball, scoring the west side with flame, heat and fire, catching the 2 swarms and 1 friendly beetle in the conflagration. (Save 31, 23, 21...) All three manage to scuttle to some degree of safety but still have their shells singed...

Despite the fireball, all 3 creatures are still in decent shape... BS1 and BS2 move towards individual targets...

BS1 moves down the stairs and begins biting at Sir John, the nearest on the stairs... It manages this time to get through his armor (Hit AC 21) and bites him for 5 pts... He manages to stave off the infection but a few get into his windpipe and he starts coughing and hacking... (Nauseated)...

BS2 surrounds not-so-Lucky and tries to infest his clothes... Miss AC 14... And Lucky avoid any ill effects...

B3 follows BS1 but as before, can't affect the swarm...
_________________________
Beetle Swarm 1 - 20 dmg
Beetle Swarm 2 - 20 dmg
B3 - 20 (friendly)
Marie - 5 pts Con dmg , 5 IV's, 6 pts healed
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...

Map http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en


Marcas (SteveK) AC 19 HP 10/84  d20+14=20 ; d3=3 ;
Thursday May 13th, 2010 4:24:08 PM

Marcas runs down the stairs, following Sir John's lead. Then come 2 blasts with sound and flame. Marcas lights his torch, then pokes the torch back up through the floor area at Beetle Swarm #1.

...Action
AC 20 Dam 3

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+11=26 ; d3+2=4 ; d6=3 ; d20+15=18 ;
Thursday May 13th, 2010 7:55:16 PM


Lucky takes a step back from the bugs that are pestering him, loading a flaming bullet into his sling as he does so. "Maybe fire will hurt these things," he says.

His roll to attack with a flaming bullet, with an Aid spell: hits AC26 for 4 damage plus 3 fire damage.

AC for next time it is needed: 18 (rolled a nat 3!)

Current Wis 23 with spell
Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 2

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Speck AC19(21vsEvil)/20 HP:16/16 
Thursday May 13th, 2010 11:03:26 PM


ooc: speck's actions aer stated above. looking for the lock mechanism to release the lady.

Rathan 
Thursday May 13th, 2010 11:09:57 PM

Rathan sits on his perch, wishing he could be of more use. But as is, naked with no gear or spells..

(Just posting to say I wont be around till next Tuesday. Have a military function going on. I might wind up lucking into internet but it's doubtful. See you then. )

Danger in the Press Room cont'd (Sir John 36/58 hps, AC 21)  d20+15=25 ; d20+10=15 ; d6=5 ; d20+11=26 ; d20+11=29 ; d20+7=11 ; d20+7=27 ; d6=1 ; d6=1 ; d20+8=23 ; d20+11=17 ; d20+11=30 ; d20+7=20 ; d20+7=20 ; 4d6=14 ;
Monday May 17th, 2010 10:50:00 AM

(Still no inet at home... Waited all afternoon Friday for ATT Uverse... no show... now they want me to wait all this afternoon.... I'll give them one more chance and then change to Comcast... Arghhhh...)...

The battle continues to drag on, as the group faces a foe that can't be affected by weapons...

Sir John draws his sword and ignites the fiery affect, swinging at the nearest swarm... He knows the weapon won't hurt it, but maybe the fire will.... Attack = Hit AC26... (forgot a bonus so it was 26 rather than 25...) for 5 fire... Miss AC15...

Marcas' tries to burn the bugs with a torch but doesn't manage to hit any of the annoying swarm.. (Must hit AC25...)

Lucky does manage to singe a few flying beetles... (only fire damage...)

Speck doesn't find any specific locking mechanism for the steel cables and sees that they are securely connected to the device's foundation... (Use Rope DC 25 or Break DC 25...) ... Pick one and roll to see if you're successful...

Rathan sits and observes the battle, wishing he was in the middle of it...

Remsus waits and is unsure what spell to cast...
(Remsus? I'll wait until this pm and then NPC your move... Maybe flaming sphere would work well????)
___________________
BS 1 continues swarming all over Sir John (hit AC 27 for 2 pts... Miss AC 11...).... He tries to resist their affect... (Fort 17, 30... OK) and is successful....

BS 2 keeps at Lucky... Hit both times... (Ac 20, 20... for 14 pts... Need 4 saves from Lucky (All DC16)... 2 for sickness, 2 for nausea...)

BS 3 is ineffective as usual...
_______________________

Beetle Swarm 1 - 25 dmg
Beetle Swarm 2 - 23 dmg
B3 - 20 (friendly)
Marie - 5 pts Con dmg , 6 pts healed
Rathan - 7 pts Con dmg,



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d6=5 ; d6=6 ;
Monday May 17th, 2010 3:01:57 PM

Flaming sphere- that's a good idea! Remsus casts that on the stupid swarm. 2d6 damage right? 11!!
DC = 10+level of spell 2 +int7 = 19 right? Sorry, i dont have a PHB on me atm

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

Speck AC19(21vsEvil)/20 HP:16/16  d20+4=14 ; d20+7=14 ;
Monday May 17th, 2010 9:23:35 PM

OOC: the only way this will work is if I roll a 20! so her goes.

IC: "M'Lady, I'm going to try to untie this but it's chains and such so I don't know...,"

Rope Use d20+4= 14.

His efforts are in vain. "Sorry M'Lady. These chains are just too tight for my little delicate hands. I'm going to have to get help."

Speck proceeds to climb down the chain (and next round go get help.)

Climb d20+7= 14. Fourteens are in vogue.

Marcas (SteveK) AC 19 HP 10/84  d20+12=26 ; d20+7=10 ; d3=1 ;
Monday May 17th, 2010 10:29:49 PM

"Fire drives the vermin swarms away!", calls the very wounded minotaur, and he thrusts his torch at the swarms again.

...Action
AC 26 Dam 1
AC 10 miss

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+10=15 ; d20+10=29 ; d20+10=17 ; d20+11=21 ;
Tuesday May 18th, 2010 7:37:30 AM

Lucky tries to fight the bugs off, making saves. He starts the round with two luck points. He uses one on his first save: a 15 fails; he is down to one point! He uses another on his next save: a 29 wins; he is up to two points. A 17 wins; he is up to three points! He uses two points on his fourth save: a 21 wins; he is up to four points!

Oh wait! Lucky has Con damage! Those fort saves are off by 3! Of the four saves, the third fails too! And he only has three luck points. And he is sickened and nauseated. Does that mean he can't do anything? Poor Lucky!

Danger in the Press Room cont'd (Sir John 36/58 hps, AC 21) 
Tuesday May 18th, 2010 2:49:57 PM

The group continues burning the swarm with tourches and a burning fire... Finally they manage to eliminate the threat altogether and finally can rest from this long, painful ordeal in this room...

Sir John helps Speck free his sister, and Marie falls into John's arms, crying in relief as she has been freed from this nightmare. She's still weak though from the ordeal, but can walk on her own. She shares a similar story with the party about how she came to be here... "I remember going to bed one night, and in the middle of the night, I heard a sound and when I sat up, there was this man there by my bed. I looked into his eyes... Those horrible, dark eyes... And the next thing I knew I was hanging up there by these steel cables, watching my life drain away... Oh John, what's this all about? Who was that horrible man? Why did he come take me? Is he who you're here to get?..." Sir John takes the time to soothe her and explain their mission and what they've experienced.

Once she is calmed down, she looks over to Speck and gives him a soft kiss on the cheek. "I am Marie, sister and ward of Sir John... I thank you for saving me, my brave rescuer..."

The group also welcomes Rathan and Sir John takes the time to introduce himself and ask how Rathan found himself here...

There is little to be found in the room of value... There is a staircase going up and the staircase going down that the party came up originally... The sounds of screaming and shrieks of terror still continue from above, though the machine-like sounds have ceased, obviously coming from the press in this room... However, under a corner is some discarded material and after searching it, Rathan finds his equipment, weapons, etc...

Finally, Sir John uses one of his cure diseases on Lucky, who had begun shaking with a fever and hives breaking out all over his body...

(You each get 1300 xp... for that last battle...)

Rathan 
Tuesday May 18th, 2010 3:47:58 PM

Rathan will come down from his perch and introduce himself.

"I am Rathan, a druid in search of a group called the Templars of the Wild... I'm not quite sure how I ended up in that madhouse. Grandfather and I were in town looking for information on the Templars. At that point, everything is a blank. I thank you for rescuing me, Sir John and friends. Might I get to know the names of all my rescuers?"

After introductions, Rathan will search for and recover his gear. He will call for Grandfather, who was luckily not part of this insanity.

"I feel indebted. What sort of unatural beast would set up a house of torture like this one? While of little use today, I would like to aid you if your goal is to remove such a souless wretch from this mortal plane."

Rathan, though weakened, is an imposing figure. He is not built strongly, but there is an air of power in his eyes. His face is grizzled and unshaven, his orange/red hair long. He handles and speaks with his companion animal, a rough old rhinocerous, with firm care.

"Tell me what we do from here."



Speck AC19(21vsEvil)/20 HP:16/16  d20+15=19 ;
Wednesday May 19th, 2010 12:35:44 AM

The halfling known as Speck blushes terribly while receiving the kiss, more so because of the visage provided by the lady's bosom when bending over to kiss him.

"Ah, er, hmm... er, ah... thank you M'am. T'was nothing, really. Those guys did all the hard work."

Speck's attire belie his talents. A simple mithril chain shirt with a belt holding a few weapons. His real power is in his Word.

After the greetings are over, Speck puts on his goggles again and inspects the stairs going up.

Search for Traps, d20+15= 19.

"I don't trust this Raven. Someone else can look also, just in case."

Archie, Cousin of Jenesie AC26 HP30 of 23 
Wednesday May 19th, 2010 7:21:54 AM

After thanking Sir John profusely, Lucky rushes over to the newcomer, Rathan. "Jenesie! You're okay! Thank the gods! Ugh, are all those nasty tubes out? Do you need some healing?"

[OOC: you might want to post your current hit points in your header.]

"It's been so long. That dastard! He's gotten people from each of our families. Marks-On-Thigh's mom, Speck's little brother, Sir John's sister, and now you!. Remo, looks like you may be next!"

"Should we take this little lady and Jenesie out to be with the two we have already rescued? Although as I recall, Jenesie, you are a talented adventurer in your own right. I remember when you headed off to druidic college. Feel up to helping us out?"

Rathan HP 26/26 
Wednesday May 19th, 2010 1:33:05 PM

Rathan seems confused at the little halfling calling him Jenesie.

(Lol, did I miss something?)

He is poilte, but unsure how to respond.

"It .. it is good to see you.. friend? I am tired, and need rest or restoration. I have no flesh wounds however.

As far as helping is concerned, I will do this thing. There is not much I can do currently, but I will help as I am able. I would be able to be of greater benefit if given time to meditate first. 1 hour is needed and my magic will become available to me. If we do not have this much time, I will proceed forward and help as I can in a more feral form. I shall have to leave Grandfather again, as he is too large to fit into such an area without magical aid."

[Spells: N/a for today]
[Wild Shape: 1/3 Used]

Danger in the Press Room cont'd (Sir John 36/58 hps, AC 21) 
Wednesday May 19th, 2010 2:09:52 PM

(OOC - Ken E - You have to get used to Lucky calling you different names, changing his name and doing other odd and humorous actions.... It's amusing and don't take it too seriously.. Just play along and have fun, that's what I do... Ken M)

Waiting on Marcas and Remsus...

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) 
Wednesday May 19th, 2010 2:55:19 PM

Remsus shrugs a bit at the introductions, but at the comment that someone that needs to be removed from the mortal plane is mentioned, Remsus perks up and speaks rather monotone and blankly, "Oh yes. The evil man who put the loved ones of my companions in these ingenious devices will be leaving this plane very soon. I think I heard a whisper about it from the spirits around here... lot's have died here you know, you can tell by all the wicked 4th dimension creatures around, they only feed on rotten souls."

Remsus is a very Luna-Lovegood type guy. He is a dark elf with indigo skin. He wears a blue robe with rabbit fur around the collar, and he usually tries to keep some sort of see-invisible type spell memorized. He has loads of books that seemed to be attached to various parts of him. One hanging from his backpack, one on each hip where a weapon should be... much like a warrior would wear his weapons... speaking of which... where are his weapons?... oh, a crossbow. You can also see floating mage armor around him that seems to always be present, it is grey and blue. His blurr spell should be fading soon, but you can probably see about 20 of him blurred about.

Then he bends over and looks at a cockroach on the ground, " You shouldn't think that about people. Your life-thread is extremely short"

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

(OOC: By the way, its summer and thus I have more time to post!)

Marcas (SteveK) AC 19 HP 10/84 
Wednesday May 19th, 2010 10:55:30 PM

Barely keeping his feet, the eight foot tall minotaur in a shiny metal breastplate nods in turn to Marie and Rathan. "A madman called the Raven seems to have captured a dear one to each of us", he tells the druid in a deep gravel, but quiet voice. "If you have gained his ire, perhaps your father is also caught within."

The great minotaur shakes his head, his black beady eyes blinking. "We will end the torment to the innocent, and then destroy this Raven once and for all!"

He stands, once again laying his hands on his beloved ransuer, the purple surcoat with the entwining vines in tatters about his shoulders.

"Friend Resmus, perhaps I may recieve your healing blessing before we find more dangers?"

Archie, Cousin of Jenesie AC26 HP23 of 23  d8=2 ; d8=3 ; d8=7 ;
Wednesday May 19th, 2010 11:24:55 PM

Lucky looks at Remsus talking to a bug. "Don't mind him, Jenesie," he says in a low voice to Rathan. "Just listen to your cousin Archie. Remo there is crazy."

"Just stick with me, cuz, and we'll be okay."

He sees that the minotaur is badly wounded. "Here, old pal, let me help." He casts a CLW and a CMW for a total of 2+5+3+7+7 = 24 hp healing. He'll probably toss another cure or two after Remsus has a chance.

AC for next time it is needed: 26

Current Con Damage: -6 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 3

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Rathan HP 26/26 
Thursday May 20th, 2010 1:44:41 PM

Rathan cuckles a bit.

"Grandfather is a rhinocerous, and my animal companion. I met him when a younger male took the alpha position away from him. Grandfather is older, and likely would have wondered until he was killed or died. I couldn't bear the thought of that fate befalling such a noble old warrior, so I crossed his path and rekindled his flame. There's many years left in that one. He's simply too large to travel in this house without magics to resize him.

Do I have the hour I requested for meditation? It will give you all a chance to catch your breath, and my magic would be of use. If I do not have the time then let us continue forward. I am anxious to meet my captor once more."



Speck AC19(21vsEvil)/20 HP:16/16 
Thursday May 20th, 2010 11:04:34 PM

"Well," Speck says, "Now that the intros are done, we need to escort Marie to safety. But our job here is not done and there's no time to lose. The Raven is playing a game with us and he has the dice. Others are here, still in his horrible machines of vicious death and we don't have much time left."

Con 7 of 10.

Archie, Cousin of Jenesie AC26 HP23 of 23  d20+9=11 ; d20+10=28 ;
Friday May 21st, 2010 7:32:03 AM

Lucky looks around and listens. Any more sign of tormented victims in need of immediate rescue?

Spot 11
Listen 28

Danger in the Press Room cont'd (Sir John 36/58 hps, AC 21) 
Friday May 21st, 2010 11:38:41 AM

The group does manage to take 1 hour of rest, for Rathan's sake, and he manages to amazingly get his spells and powers back...

They then rush Marie to safety, giving the golems the password when leaving and returning. When they reach the church of YHWH, she gives Sir John a kiss on his cheek and hug to say thanks. Before leaving, she turns to Speck and gives him one too while blushing shyly and running off to a nearby church where she can stay for the time being...

They return to the press room and decide what to do next... Lucky still hears a scream from above the room, up the stairs, though he can't tell if its from 1 or 2 people... No other sounds are present...

Rathan HP 57/57  d4=2 ; d4=3 ; d4=3 ; d4=4 ;
Friday May 21st, 2010 4:56:40 PM

As the group returns to the press room, Rathan uses several of the spells he recently memorized right away. He was injured badly by the IV's, and that damage needed mending. First however, he will aid his newfound cousin, smiling as he helps the interesting little halfing.

"Well, I'm about ready to go. Thanks for the time to prep. I still dont think this is a suitable enviroment for Grandfather. I'm leaving him to guard the ground floor at full size.

[5 points con damage healed: Lucky]
[7 points con damage healed: Rathan]
[Spells used out of combat: Lesser Restoration x 4]

Rathans Current Spells:

Highlight to display spoiler: {
0 Level: Detect Magic, Light, Read Magic, Resistance, Resistance, Virtue.
1 Level: CLW, CLW, Entangle, Entangle, Produce Flame, Produce Flame.
2 Level: Barkskin, Lesser Restoration, Lesser Restoration, Bears Endurance.
3 Level: Lesser Restoration, Lesser Restoration, Lesser Restoration, Cure Moderate Wounds.
4 Level: Dispel Magic, Flame Strike, Ice Storm.
}

Marcas (SteveK) AC 19 HP 34/84 
Saturday May 22nd, 2010 1:10:21 PM

Feeling a little better from Lucky's healing spell, Marcas rotates his arms with the ranseur, and motions for Speck and Lucky to take the lead.

"I shall guard with my reach while you scout and not activate any traps like I did with the undead bugs.", he says in his deep gravelly voice. "Resmus and Rathan, be prepared for any support, yet remember we still have the Raven to find, so do not use your most potent magics."

Marcas says nothing to Sir John, but gives the human a firm nod. The minotaur knows the armored one will always be there as a trusted companion.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d8=5 ; d8=1 ; d8=5 ; d8=8 ; d8=7 ;
Sunday May 23rd, 2010 9:56:58 AM

Remsus jumps a bit when Marcas addresses him in request for healing. "Sure. Let's see if we can get you up to snuff. Healing the tank is always a good idea."

Remsus will spontaneously cast healing spells
CLWx2 from Sanctuary and Shield of Faith
CMW from Zone of Truth

Heals for 5+5+8+7+15(levels) = 40 points of healing!

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

Speck AC19(21vsEvil)/20 HP:16/16  d20+15=29 ;
Sunday May 23rd, 2010 11:49:24 PM

OOC: Rathan, you've got one more Lesser Restoration, could you use that on Speck?
Con 7 of 10.

IC: Already have had one look at the stairs up earlier, Speck sighs and puts on the goggles again to take another look for traps.

Search d20+15=29

Rathan HP 57/57  d4=1 ;
Monday May 24th, 2010 2:10:05 PM

Rathan casts one last glance over the group. He notices Speck looks winded, and after some discussion he learns that his constitution is suffering from a previous trial.

He focuses on his last spell of restoration, easing his pain a little.

[ Speck: 1 point con damage cured. ]

Come out, Come out, Wherever you are...


Room #7... (Sir John 36/58 hps, AC 21) 
Monday May 24th, 2010 2:40:40 PM

Speck looks up the next set of stairs and peering around the corner in the SW side of the room he sees... what appears to be a library of some sort. This large musty chamber with sagging floorboards houses dozens of shelves heaped with tomes. Some shelves have rotted away, depositing their contents in piles among their moldy remains. A black iron chandelier filled with lit candles hangs above the northern area of the room, illuminating a mahogany writing desk below. In the Northeast corner is a stairwell leading up...

The room is 40 x 40, stairs up in NE corner, stairs down to press room in SW corner, desk in center of room, shelves spread throughout...

Marcas (SteveK) AC 19 HP 74/84 
Monday May 24th, 2010 3:34:30 PM

After four more healing spells from Remsus, Marcas almost is in full health! "I'm going to have to invest in some better armor", he muses as the group goes up the stairs. Upon seeing the sagging floor, Marcas is crestfallen: he is not at all sure that he will be able to get across the floor to continue up the staircase as heavy as he is!

The brown minotaur waits to see if his friends have any ideas.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d20+13=22 ; d20+13=14 ; d20+17=30 ; d20+18=21 ;
Monday May 24th, 2010 8:28:38 PM

(Knowledge Arcana =22
Knowledge Religion =14, nat 1. BLAH
Spot = 30
Search =21 )

Remsus sees the old dusty tomes and goes, "Oooooooohhh. Looksies at these!" and he searches high and low for anything that may contain an arcane spell or two or any kind of divine scrolls.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}


Speck AC19/20 HP:21/21  d20+5=15 ;
Monday May 24th, 2010 10:40:53 PM

1pt of Con healed; now 8 of 10:
HPs/lvl = 6 2 5 2 2 5 4 3, so now that would be with Con 8: 5 1 4 1 1 4 3 2 = 21!

"Wait!" Speck warns Remsus. "See the floor? Lucky and I, the smallest and lightest, need to find a safe way across. If this floor is trapped to give way to your weight, and mind you, you're no skinny belly dancer, who knows how far you'll fall? These tomes can wait until we've dealt with the Raven."

Speck will stick as close to the West wall as he can, providing no shelves intervene, and where they do (if they do) he hugs them as he makes his way to the North wall.

Spot d20+5 = 15, looking for unsafe flooring and testing the weight capacity ( or something like that)

Speck AC19/20 HP:21/21 
Monday May 24th, 2010 10:42:44 PM

Speck feels rather invigorated after Rathan's spell. "Mucho Gracias mi Amigo," he says.

Archie, Cousin of Jenesie AC26 HP38 of 38  d20+8=22 ; d20+6=19 ; d20+8=11 ;
Monday May 24th, 2010 11:44:20 PM

Lucky is very grateful for the healed Con. "You may be crazy, Remo," he says, "but that's my kinda crazy!"

"But this next challenge looks like our most deadly yet!"

He casts Magic Circle vs Law and Entropic Shield. He uses the Rod of Extend on them both. He peeks into his waistband after using the Rod and says, "Hmmm. I don't think this Rod of Extension is working."

Then he searches for danger (traps) as he enters the library with Speck, his fellow halfling. Search 22. If he finds a place where the floor is not safe, he casts Mending on it.

He takes a peek at the desk, the shelves, and the chandelier. If the floor seems safe, he asks for help from his friends to move a shelf.

"Marks-On-Thighs, Sir John! Be good strong fellows and move this shelf under the chandelier." Then he can clamber up it and take a good look. Climb 19, Search 11.

AC for next time it is needed: 26

Current Con Damage: -1 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 3

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Room #7, Round 1... (Sir John 36/58 hps, AC 21)  4d6=14 ;
Tuesday May 25th, 2010 9:57:32 AM

The group searches the room and with the time available, fix one or two weak points. Speck checks the West and North wall, but doesn't find anything out of the ordinary... Remsus clambers up and down the shelves, feeling like a kid in a candy store...

Archie finds a scroll hidden behind an old dusty book on how to tame gnolls. Looking through it, he notices that it details the traps found in the rooms the group has already went through, especially the ones to the R and L of the main hallway. If they only could have went up this way before...

Sir John nods at Archie's request and moves the table under the chandelier. Once Archie climbs up on top, he moves to begin checking ... but before he can do anything, the ropes start moving on their own accord and the chandelier falls down on top of him (14 pts dmg or Reflex Save DC 20 for 1/2 damage). As they fall, they ignite several books and tomes that are nearby on the floor, and the fire slowly starts to spread.

(We're in rounds now...)

Please tell me where you are on the map and where you'll go...

Map = http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

Speck AC19/20 HP:21/21 
Tuesday May 25th, 2010 10:04:26 PM

"Holy Flames of the Sanctimonius Chandelier!" Speck exclaims. "Ze Flames! Ze Flames! Dat is not good eh?" he manages to blurt. "Spit! Spit! Spit all you got to put the flames out!"

"Oh heck! Mumbo Jumbo, Spitle and Gumbo, Dampen the Flames with Spitui

Cast Prestidigitation to affect 1 cubit foot of the area begining to catch fire to dampen the material to hinder the spread of the fire. Speck can affect 1 cubic foot per round up to 1 hour if need be.

Speck stays where he's at on the map.

Archie, Cousin of Jenesie AC26 HP38 of 38  d20+15=32 ; d20+9=25 ; d20+10=24 ;
Wednesday May 26th, 2010 7:52:37 AM

Archie takes a gamble and puts all three of his remaining luck points into this save. He makes it with a 32, which also nets him a luck point. NOTE TO DM: I'm hoping that his Evasion class ability will let him save for NO damage?

DM - Yes, evasion should let you save for no dmg ;-)

After nimbly jumping out of the way of the falling wreckage, Archie lands next to the table. He shouts, "Put out that fire!" Then he sees Speck already doing that. "Good job there, Speck!"

Just for good measure, he casts Create Water on the table to douse the flames.

Finally, he shouts, "Sir John, cover the stairs down! Marks-On-Thighs, cover the stairs up! Everyone else, keep alert!" Archie loks up at the hole where the light fixture used to be. How big is that hole? Could anything get through, up or down? Archie ponders crawling up through to the next level.

Spot 25, Listen 24.

REMINDER All friends of Archie within 20 feet get a +1 luck bonus on attacks, saves, skill checks.

AC for next time it is needed: 26

Current Con Damage: -1 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 4

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Room #7, Round 1... (Sir John 36/58 hps, AC 21) 
Wednesday May 26th, 2010 11:44:01 AM

Waiting on Remsus, Marcas and Rathan...

Rathan HP 57/57 
Wednesday May 26th, 2010 5:11:32 PM

(Sorry!)

Rathan watches his companions quickly handle the situation with the fire. He stands ready to help if need be, but eveything looks under control.

Marcas (SteveK) AC 19 HP 74/84  d20+1=19 ; d20+7=20 ;
Thursday May 27th, 2010 12:07:49 PM

Marcas moves with a purpose, postioning himself under the up-bound stairway. He looks up and listens to see if there is anything up there.

The minotaur glances back, thinking how much water he is storing in his bladder to put out the flames...

Listen - 19
Spot - 20

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) 
Thursday May 27th, 2010 12:41:49 PM

"You know, a simple 0-level orison can easily solve the problem of fire on the floor." Remsus says rather nonchalantly while gazing at the fire like it is uninteresting.

And then Remsus casts Create Water on top of the fire. 5th level casting... so how much water is that? Like 10cubic feet or something?

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

Room #7, Round 2... (Sir John 36/58 hps, AC 21) 
Thursday May 27th, 2010 3:16:30 PM

The group turns its attention to the fire, they're all drenched by multiple create waters... The water does manage to put out the flame and the fire stops... For a moment they feel they're safe and Sir John says, "That was too easy..."

His words are right on target, as the floor suddenly becomes weak and the rotted areas, though repaired, transform into a mere splinters and several members of the party fall through the floor into the room below...

Speck, Remsus, Archie and Rathan, you were standing on a section that collapsed under your weight. SJ and Marcas were in better positions and the foundation kept the floor from falling...

Speck, Remsus, Archie and Rathan = DC 20 Reflex or fall 20'... (save for managing to hold on to something firm and avoid the fall...

DC 20 listen or spot checks Highlight to display spoiler: {Right before the floor crashed, you heard a sound or noticed something odd about the East wall on square H4}

If you made the listen check (NOT the spot but the listen) DC20 arcana = Highlight to display spoiler: {the sound sounded like spell casting and appears to have been a Warp wood spell...}

DC25 2nd listen checkHighlight to display spoiler: {Right after the crash, you heard another sound that seemed like spellcasting from the same spot and then nothing...}

DC20 arcana Highlight to display spoiler: Highlight to display spoiler: {It sounded like a teleport spell}



Rathan HP 45/57  d20+2=18 ; d6=5 ; d6=2 ; d20+8=25 ; d20+8=27 ;
Thursday May 27th, 2010 7:28:49 PM

Rathan hears the floor groan and buckle. Concerned, he stops moving. He hears something coming from the east wall and moves to investigate, but the floor crumbles and breaks underneath his feet.

He dashes for something to hold on to but fails and falls the whole 20 feet. Standing, he dusts himself off, then casts looks around, trying to get a handle on his new surroundings. If it's dark, he will cast a light spell. If there are enemies, he will cast Barkskin. If there are neither, he will yell up to the others to let them know he is okay.

Speck AC19/20 HP:21/21  d20+12=14 ; d20+5=25 ; d20+7=16 ;
Thursday May 27th, 2010 11:03:13 PM

Ref DC20 d20+12 (+1 for Lucky) = 15

Speck, next to the wall, feels the floor under him snap and crumble and nothing along the wall to hold onto. Not knowing how far he's going to fall, he quickly mumbles "Can't fly like a bird, but can fall like a Feather".

Cast Feather Fall.

Speck floats to the floor, some 20 feet below and gently lands on his feet.

Spot DC20 d20+5 = 25 HA! Wide Eyed as a wet bobcat!
Listen DC20 d20+7 = 16

Marcas (SteveK) AC 19 HP 74/84  d20+1=16 ;
Friday May 28th, 2010 8:44:26 AM

Marcas is wide-eyed but has to admire the trap. "The fire made us think that is the trap, but it counted on our heroic action to douse the fire to weaken the boards. No, even more than that. Once the trap was sprung, if we doused the fire or not, there would still be fallen floorboards."

The minotaur keeps his position, lowering his ranseur to the floor below to use it as a climbing stick (20 foot reach). He keeps his ears cocked for any sounds coming from upstairs.

Listen: 16

SteveK - Good observation re: the trap... Take a hero point...

Room #7, Round 2... (Sir John 36/58 hps, AC 21) 
Friday May 28th, 2010 2:08:51 PM

Waiting on Archie and Remsus...

Archie, Cousin of Jenesie AC26 HP38 of 38  d20+5=8 ; d20+15=26 ; d20+10=22 ; d20+11=14 ; d20+8=10 ; d20+15=20 ;
Friday May 28th, 2010 2:30:15 PM

OOC: Sorry! Running around like a mad dog before the holiday weekend starts.

REMINDER All friends of Archie within 20 feet get a +1 luck bonus on attacks, saves, skill checks.

Know Arcana check: 8 = nada. Spot 25, Listen 24 from last round.

Reflex Save to not fall -- using 3 of 4 luck points -- 26 = no fall and luck points are up to 5.

Archie puts his finger to his lips and tries to sneak over to H4. Move silent 22, Hide 14.

Once there, he tries to figure out what is going on. He thinks there might be someone invisible, so he uses his search skill to see if there is any sign of footprints or a secret door or anything. Search 10.

AC for next time it is needed (rolling a new roll): 20 or 22 vs law.

Current Con Damage: -1 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 5

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d20+10=17 ; d20+6=15 ; d20+18=29 ;
Friday May 28th, 2010 6:20:01 PM

Reflex save = 17 oooh nooo.
Listen =15
Spot =29

Remsus falls,and even though he does not hear anything, he certainly sees the H4 oddity, and thus shouts "Square H4, something wieeeeerrrrrrdddd! GAH!" and then he falls 20feet.

Then, as he is falling, Remsus pulls a scroll of Feather Fall out of his backpack and quickly casts it on himself.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

Room #7 (and beyond) Round 3... (Sir John 36/58 hps, AC 21) 
Sunday May 30th, 2010 2:50:31 PM

Several people fall to the next floor and take either nominal or no damage at all...

Remsus' cry gets everyone's attention, and others notice the issue at H4 too... Archie doesn't discern any invisible foes, but does discover a hidden alcove to the East of H4. It appears that someone hollowed this space out of the surrounding wall and used an illusion so that it couldn't be observed from the outside of the building or from the inside of the room. There is nothing of interest in the alcove and no clue as to who it was in the room.

Once the dust settles, all is silent. There is now a huge hole in the floor, but with effort, those who fell manage to work their ways to the edges of the library... Strangely, the screaming has stopped, at least for now...

"Combat" is over, but we're still in rounds and will continue from now until further notice... Almost done with the module....

Archie, Cousin of Jenesie AC26 HP38 of 38 
Monday May 31st, 2010 7:28:54 AM

OOC: So we need a new module and a new DM? I suppose I should volunteer. Though I am kick-in-the-butt busy, I'll DM for a month or two. Anyone else?

If we have no module, I could run one I made a long time ago for a Tap game. Lots of combat, some puzzling tactical situations, guaranteed over in 7 weeks.

Archie, Cousin of Jenesie AC26 HP38 of 38 
Monday May 31st, 2010 7:44:43 AM

In character: Archie wants to go where he has not gone yet. Up those stairs? "Come on, everybody," he calls.

Room #7 (and beyond) Round 3... (Sir John 36/58 hps, AC 21) 
Monday May 31st, 2010 9:37:16 AM

OOC - Cayzle, sounds like a great idea re: a new module. This module should be done in ~ 2-3 weeks at the most depending on the combat length, but we've only got one battle left... We're going to see an old foe too, one whom several of us will recognize... Then we'll be ready for Cayzle to take over...

XP wise, we've got several thousand left coming so if any PC's are > 1/2 way to next level, you'll probably reach it before Cayzle's starts...


Speck AC19/20 HP:21/21 
Monday May 31st, 2010 4:26:13 PM

OOC: oh, oh, oh, oh. DOH! I just read up on Feather Fall. Says that 1 Med or Smaller creature/level, no two more that 20ft apart. Speck is a 3rd level bard, so he can affect himself and two other Med or small creatures that are not more than 20ft appart. That would be Remsus and Rathan I think.

So Remsus keep your scroll (don't know how you'd have time to fetch it from your backpack and read it before you hit the ground anyway, grin...) and Rathan, if he's within 20ft of either Speck or Remsus.

Also, the three of us are as light as a feather for 2 more rounds, so climbing back up should be easy, eh?

Speck AC19/20 HP:21/21 
Monday May 31st, 2010 4:29:08 PM

Ah, sorry, spell lasts only Until Landing or 3 rounds. Since we Landed, spell is over. Sigh.

Speck AC19/20 HP:21/21  d20+15=23
Monday May 31st, 2010 4:31:04 PM

Speck asks Remsus if he can hoist the bard up so his fellows above can bring him back to their floor. Then while the other two climb up, Speck looks at the stairway guarded by Marcas.

Search for Traps d20+15 = 23

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) 
Monday May 31st, 2010 4:48:51 PM

Remsus floats to the ground with Speck, "Whoooo, that was almost bad. Sure, Lets see if my puny muscles can hold you... I need to learn the telekinesis spell." Remsus observes as he helps speck

Marcas (SteveK) AC 19 HP 74/84 
Monday May 31st, 2010 6:54:10 PM

:-)

Marcas continues to fish friends out of the floor below by use of his long reach and ranseur.

"We continue up", he says with a grimace. "We must use Raven's rules for now and bide our time."

Rathan HP 45/57 
Monday May 31st, 2010 9:50:55 PM

Rathan thanks Marcas and joins back up with the others.

"Ready when you all are."

Room #8 Round 1.. (Sir John 58/58 hps, AC 21)  d8+4=6
Wednesday June 2nd, 2010 10:39:30 AM

(Had someone die over the Memorial Day holiday, and did his funeral yesterday... Tough one... big family and long marriage... Sorry for the delay in posting but RL took precedence...)

Sir John will quickly heal some of his injuries while the rest of the group takes an hour break... (Lay on Hands, CLW's)... (Spells Left - PfE, Bull's Strength)

As the dust continues settling from the recent crash, several members climb up the NE stairs, curious to see what can be next in the Raven's plan. So far, they've rescued all of the family members who were taken captive except for Lucky's relative... What diabolical traps could the Raven have in mind for the next encounter? Will everyone survive or is this the time to say goodbye to an adventuring companion...?

The stairs lead to the rooftop, a flat area swept by wind, snow and ashes from the fires burning throughout the city. It's hard to see through the muck and the snow and mush on the ground make moving difficult.(Reflex Save DC 10 or slip and fall if you move >5'; Ranged attacks take a -2 for the wind and loss of visibility...)

Sickly dark clouds dot the skies above, while rows of wooden cages clutter the roof above the stairwell, and swarms of ravens flap their wings against the wind. This area appears to be a rookery built above the building... The crows frenetic caws rivaling the thundering fury of the gathering storm...

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d20+17=21 ; d20+9=13
Wednesday June 2nd, 2010 4:32:22 PM

When Remsus gets to the top of the roof, he Casts Spectral Hand and keeps the floating disembodied hand next to him so he can quickly heal anyone in the party... he suspects combat to break out here.

If there is enough time, Remsus will also Cast See Invisible on himself so he can spot anything that could be spelunking around.

And he searches about.
(Spot =21)
(Reflex save =13)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}


Archie, Cousin of Jenesie AC20/22 HP38 of 38  d20+12=15 ; d20+8=21 ; d20+8=12 ; d20+8=20 ;
Wednesday June 2nd, 2010 6:49:13 PM

HEY! Who says we have not rescued Lucky's relative? What about Jenesie here? :-P

Archie makes his way up to the roof and tries to keep his balance: a 15 is no problem.

If there is someone invisible up here, his footprints may give him away. Archie looks around and searches, especially looking at foot traffic patterns in the slush. Search 21, 12, 20.

REMINDER All friends of Archie within 20 feet get a +1 luck bonus on attacks, saves, skill checks.

AC for next time it is needed: 20 or 22 vs law.

Current Con Damage: -1 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 5

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Rathan HP 45/57 
Wednesday June 2nd, 2010 7:08:16 PM

Rathan settles on the stairs behind Remsus and waits the results of the scouting.

0 Level: Detect Magic, Light, Read Magic, Resistance, Resistance, Virtue.
1 Level: CLW, CLW, Entangle, Entangle, Produce Flame, Produce Flame.
2 Level: Barkskin, Lesser Restoration, Lesser Restoration, Bears Endurance.
3 Level: Lesser Restoration, Lesser Restoration, Lesser Restoration, Cure Moderate Wounds.
4 Level: Dispel Magic, Flame Strike, Ice Storm.

Speck AC19/20 HP:21/21  d20+5=10 ; d20+10=25 ;
Wednesday June 2nd, 2010 10:29:31 PM

"Wonder which one of these is the real Raven," Speck ponders out loud as he steps out onto the top and to the right side. (5' move).

"What if we fireballed all these black birds. Think that'd get his attention?"

Spot d20+5 +1(Lucky)= 11
Search d20+10+1(Lucky)= 26 (looking for tracks in the snow/soot) other than the bird tracks.

Con 7 of 10

Marcas (SteveK) AC 19 HP 74/84  d20+7=8
Thursday June 3rd, 2010 9:16:45 AM

Marcas blinks his black eyes and rumbles a question in his deep gravelly voice. "Why would anyone keep ravens in a cage? Pidgeons, chickens, even hunting birds... but ravens?"

the minotaur shakes his head, ignoring for the moment the more innane comments of Lucky. "The monster we are after would not care if we destroyed mere tools like a look-out bird." And then the big hero slips and falls onto the roof. (nat 1!)

Reaching out for the stairs, Marcasthai crawls back into the building. "Lets' look downstairs for this Raven." (crawl; move 5 feet)

Room #8 Round 2 (Sir John 58/58 hps, AC 21), Prot from Evil 
Thursday June 3rd, 2010 9:32:14 PM

As the group looks around, they finally can see through the swarms of ravens. They see 2 figures on the opposite corner of the roof (SW corner). They can't tell for sure, but both individuals look identical... They each wear a long black cloak and what looks like a raven's mask...

The figures notice the party and both make a casting motion, and immediately several identical figures appear around them... (Spot DC25 to see which is real and which is a duplicate)

(We're in combat rounds now...)

Sir John looks back to Marcas and says, "We've got company and get back up here! They've invited a few friends along for the party and I think we need to give them a welcome with our steel!" He'll cast Protection from Evil and wait to see what the rest of the group does...

Note that there are raven cages throughout the roof. As a result, any ranged hit has a 33% chance of hitting a cage rather than its target. Remember that there is also a penalty on ranged attacks due to the snow and sleet.

Please tell me where you're at on the map...

F = One of the multiple figures on the roof...

http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en


Rathan HP 45/57  d20+8=26 ; d20+8=12 ; d20+8=10 ; d20+8=26 ; d20+8=27 ; d20+8=11 ;
Friday June 4th, 2010 10:12:13 AM

Rathan grumbles and pops onto the roof, stepping cautiously out of the way of everyone one. (G3 - 5ft in snow to avoid balance. ) He notices a slight difference in the motions of the various Raven duplicates, and is able to pick out the true one.

"Neat trick. Can you do it again?"

Rathan targets the true Raven and casts Dispel Magic, then shouts to the others.

"Focus fire on my target!"

( Targeted Dispel

One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. )

( DM, I dont know how many spells he has onging, so I'm going to make 5 attempts starting with his lowest level spells in effect and hope it's enough. If there's more spells ongoing on the target, I'll just let you roll those further checks for me to keep from holding us up. )

[ Fail vs his Lowest Level Spell. ]
[ Fail vs Next ]
[ Success vs Caster Lvl 15 ]
[ Success vs Caster Lvl 16 ]
[ Fail vs his Highest Level Spell. ]

0 Level: Detect Magic, Light, Read Magic, Resistance, Resistance, Virtue.
1 Level: CLW, CLW, Entangle, Entangle, Produce Flame, Produce Flame.
2 Level: Barkskin, (x)Lesser Restoration(x),(x) Lesser Restoration(x), Bears Endurance.
3 Level: (x)Lesser Restoration(x), (x)Lesser Restoration(x), (x)Lesser Restoration(x), CMW.
4 Level: (x)Dispel Magic(x), Flame Strike, Ice Storm.


Archie, Cousin of Jenesie AC20/22 HP38 of 38 
Friday June 4th, 2010 12:53:13 PM

OOC: Waiting to see what the dispel did. Hope that's okay.

Marcas (SteveK) AC 19 HP 74/84  d20+7=24 ;
Friday June 4th, 2010 4:27:26 PM

Marcas stands up, and steadies himself fairly well, ready to strike anything within his reach.

"It is the Raven or more likely two subordinates. Be careful my friends!"

...Action
Stand up, full round action: 24
Location for Large Minotaur: G/H 3/4

Room #8 Round 2 (Sir John 58/58 hps, AC 21), Prot from Evil 
Sunday June 6th, 2010 5:32:08 PM

Addendum... Rathan, you discover which two of the multiple figures are the real vs. mirrored... However, you can't tell which is the true Raven and which isn't (though you don't know what the 2nd person is in that case), or if there were always two foes calling themselves the Raven... If you want to roll a d100, we can do it that way... However, since your first 2 attacks failed to dispel his magic... It's kind of a moot point here and none of the magic is dispelled as far as you can tell...

Sir John, now that he's cast his Protection from Evil, peers at the figures and says, "I'm sensing a strong and powerful evil here! I'm not sure which one, but whomever it is has a powerful aura of evil!"

Since no one has moved forward yet, Sir John will slowly move forward to stand next to Marcas, waiting to see what the others do...

(Waiting on others to post before updating this round...)

Archie, Cousin of Jenesie AC34/36 HP38 of 38  d20+15=34 ; d20+8=9 ;
Sunday June 6th, 2010 8:07:39 PM


Since it matters, let's start with Archie's AC roll for this round: 34, 36 vs lawful. HOWEVER, that drops by 5 if blinded.

Okay, seeing as there seemed to be no effect from the dispels, Archie decides on some swift action.

He was already on the roof, of course, per the June 2 post. So let's say he was at D4 at the start of the round. He's not worried about the swarms, because swarms may not make attacks of opportunity.

Archie shouts, "Watch me, fellows!"

Then Archie closes his eyes. Per the Mirror Image spell, "If you [the caster] are invisible or an attacker [that's Archie] shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)" After Archie closes his eyes, the spell has no effect on him, but he is blinded. That means Half speed and a drastic drop in AC, to 29, 31 vs lawfuls.

First Move Action, part A:
From D4, Archie steps forward with eyes closed to C5. If there really is a Real-Raven-Guy there, then he has attempted the impossible, because you cannot enter an enemy's square.

If he fails to enter C5, then he shouts, "Here's a real enemy!" Then he draws his dagger (move action) and attacks: Hits AC 9, a miss. That ends his turn.

If he enters C5, then he shouts, with eyes still closed, "This one is a fake, my friends!" He draws his dagger, a free action while moving.

First Move Action, part B:

From C5, Archie takes another step forward, still with eyes closed, to C6. He can't do that if there is an enemy there.

If he fails to enter C6, then he shouts, "Here's a real enemy!" Then he attacks with his drawn dagger: Hits AC 9, a miss. That ends his turn.

If he enters C6, then in moving from C5 to C6 he provokes AoOs from enemies in B5 and B6. If there are any such attacks, Archie shouts, "That guy there is real!" and he points in the direction from which the AoO came.

Moreover, in entering C6, he also shouts, "No enemies in this spot!"

Moving ten feet with eyes closed is a complete move action for Archie (half move when blinded).

Second Move Action, part A:
From C6, Archie steps forward with eyes closed to B6. If there really is a Real-Raven-Guy there, then he has attempted the impossible, because you cannot enter an enemy's square.

If he fails to enter B6, then he shouts, "Here's a real enemy!" and points to the spot. That ends his turn.

If he enters B6, then he shouts, with eyes still closed, "This one is a fake, my friends, where I am standing!" Moving to B6 provokes attacks of opportunity from B5, B7, and C7.

Second Move Action, part B:

From B6, Archie takes another step to A6. If he cannot, he shouts, "Here's the enemy!" He points to A6.

If he can move to A6, Archie provokes AoOs from A5, A7, B5, B7, and C7. As before, if he is attacked, he stops and points to the attacker. "Hit it there, fellows!" If he makes it to A6, he shouts, "No one here!"

FINALLY, no matter what, Archie opens his eyes at the end of his turn. His AC returns to 24/26 vs evil.

REMINDER All friends of Archie within 20 feet get a +1 luck bonus on attacks, saves, skill checks.

AC for next time it is needed: 34 or 36 vs law.

Current Con Damage: -1 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 5

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Sunday June 6th, 2010 11:24:52 PM

First, Remsus looks around with his See Invisible eyes to see if anything else is prying around, if not, then Remsus will try to cast Hold Person on Raven.... is that susceptible to the same miss chance as other attacks?? If not, then I don't think I want to use it.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

Room #8 Round 2 cont'd (Sir John 58/58 hps, AC 21), Prot from Evil  d100=62 ; d100=40 ; d3=2 ; d3=3 ; d3=2 ; d3=2 ; d3=1 ; d20+20=32 ; d8+8=12 ; d6=5 ; d6=4 ; d6=5 ; d20+2=4 ;
Monday June 7th, 2010 3:51:01 PM

Lucky moves into 2 spots, neither of which hold the Raven or his double... however, as he moves into the last spot, two figures attack him, one from B8 and one from B6...

Through the haze and snow, Lucky sees that the figure at B8 was concealing a long, wicked looking Bastard Sword... It swings at him, trying to cut through the nimble "Unlucky's" legs... As it hits, Lucky feels a spark of energy that both injures him and the wielder... (i.e.Viscous weapon) Hit AC 32 for 12 dmg + 9 = 21 to Unlucky and 5 to wielder...

As if that wasn't enough, the figure at B6 also tries to slam UnLucky into the ground but Lucky manages to avoid both hits...

Remsus doesn't see anything invisible, but looks closely at both targets.... (Which one do you want to attack w/ your spell, B6 or B8? No penalty to your spell since it's not a touch attack... Of course it gets a save... )

I'll post the end of round 2 (monster's actions) once Remsus tells me which target he's attacking...

http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

Marcas (SteveK) AC 19 HP 74/84  d20+8=20 ; d20+14=24 ; d20+9=28 ; 2d6+9=15 ; 2d6+9=15 ;
Monday June 7th, 2010 5:01:00 PM

Taking a step out onto the slippery roof (and keeping his feet), Marcas takes 2 swings with his Ranseur at the images around E1.

"Why have you done this? Hurting innocents, hounding a city, terrorizing the countryside, and all for us? Why?"

The question burns Marcas. More than the wounds, the emotional hurts, or the hurt of thier loved ones, this unanswered question eats at the minotaur.

...Actions
AC 24 Dam 15
AC 28 Dam 15

Speck AC19/20 HP:21/21  d20+13=24 ;
Monday June 7th, 2010 6:24:52 PM

OOC: I think Speck would be at E2.

IC: Lucky presses his luck and Speck figures he'd might as well chip in. He moves to B2.
Ref DC10 d20+12+1(Lucky) = 24 good

Whipping out his wand fo Grease, he mumbles "Slippery Slopes for Bad Folks" and coats A4-5,B4-5 with a coat of Grease.

E1 needs to make a Ref Save vs DC (10+spell level 1) = 11 (since it's a wand, i don't think I can add my Cha bonus here) or fall prone. If the roof is slippery already, the DC should be adjusted up accordingly.


Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Monday June 7th, 2010 9:19:50 PM

Ill go for B8 I suppose.

Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky  d20+1=19 ; d20+5=17 ; d20+3=13 ; d20+2=10 ; d20+2=8 ; d20+11=30 ; d20+16=31 ; d8+5=12 ; d6=3 ; d20+11=31 ; d8+5=9 ; d6=1 ;
Tuesday June 8th, 2010 12:35:28 PM

(OOC 1. In re: to Rathan's question, let me make sure I understand how Dispel Magic works here... I'm raising this for all of you here, since we're all experienced DM's (though some like me are less experienced). The target had 2 magic spells currently affecting him, so I checked the first two rolls of Rathan's vs. the two spells, and neither one worked... I assume that the other 3 rolls are irrelevant, since the target only had 2 spells in action at the time? Let me know if I missed this one...

2. Rathan, Sorry for the delay but I had to check on your hold person spell due to some other issues that will soon be apparent...

3. Marcas' move appears to be for round 3, since he stood up for his action in round 2..)


OK, continuing with Round 2.....

"MONSTERS TURN FOR ROUND 2
Through the oppressive sleet and rain, the PC's attempt to find out what exactly is going on here... Could there be one or more Raven's? What could have happened to Archie's cousin? What is the Raven's real plan here?

Monster E2 attempts to resist the spell cast upon him... (Save Will 19... What's your DC here on hold person? is it ~ 13 or 14?) It appears that it's successful and tries to grapple with Lucky...

Lucky only, Sense Motive >=15 Highlight to display spoiler: {Lucky, there is something odd about the way that E2 is acting. It seems that it is under the influence of another force rather than acting independently}

Grapple Attack = Melee Touch vs. Lucky = Touch AC17... If successful, Grapple Check 13 vs. Lucky...

Lucky only = Highlight to display spoiler: {As you stand next to this creature, you feel an aura of despair fill you. Part of you wants to scream and run away and you feel very depressed... -2 Save as long as you're w/in 10' of the Raven}

Monster E1 looks at Unlucky standing next to him and laughs in derision at his antics. "Good trick handling my spell, but you'll have to do better than that to beat me..." He turns and surveys the battlefield, his black eyes peering through the Raven's mask on his head, Unlucky's blood dripping from his sword... Finally, his head stops when it sees Marcas and the group can see a smile erupt from underneath the mask. "Well, well, well... It's good to see you again my Tauran friend... Would you like to join me again as you did before? I'm surprised your friends forgave you for turning on them during our last battle on that farmer's fields. You managed to destroy many of my undead minions, but you finally saw the light of my cause. Come fight with me and I may spare your pathetic life..."

Marcas only - Highlight to display spoiler: {Marcas, you recognize the look and voice as the black figure you fought in the farmer's field, the one who lead all those undead in the fight, the one who managed to dominate you for a brief time. It appears that he's returned and is trying the same tactic again.... Will Save DC 23 or be dominated... }

The two flocks of Ravens immediately move to attack the PC's... R1 moves to attack Remsus and the swarm fills his square, snapping at him and wings beating against him, but misses (Miss AC10)...

Remsus - Save vs. Fortitude DC11 or be nauseated at the b/g of each turn spent in the swarm.

R2 moves and fills Sir John's square, filling it with flapping, biting ravens...Miss AC8...

END OF ROUND 2
_____________________________________

ROUND 3
Sir John tries to fight off the annoying swarm (Fort 30), and is able to hold back his nausea... He swings his fiery sword in the air all around him (Hit AC 31 for 15 pts, and Hit AC31 for 10 more...) He manages to kill off the swarm, though he's covered with feathers, gore and raven parts...

Waiting on Marcas' checks to decide on his action....



Marcas (SteveK) AC 19 HP 74/84  d20+6=26 ;
Tuesday June 8th, 2010 12:54:33 PM

Marcas' eyes widen in anger and... fear? ... as the words and the voice register. And then the enveloping ming intrudes once more, seeking to take Marcas' body and skills. Seeking to turn him into an instrument for evil, for his friends destruction.

"NO!!" Marcas shouts, his black eyes blazing. "I WILL NOT be your lackey, your mind-slave! We together will defeat you, General, and you will never return to your evil swamps!"

Taking a step out onto the slippery roof (and keeping his feet), Marcas takes 2 swings with his Ranseur at the images around E1.

...Actions
Will: 26 (nat 20! Woot!)

AC 24 Dam 15 (previous rolls)
AC 28 Dam 15 (previous rolls)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv)  d20+6=12 ; d20+13=29
Tuesday June 8th, 2010 4:26:33 PM

(fort save =12, succeesss
knowledge religion to determine if anything is undead)

Remsus moves out of the swarm and casts fly on himself so he can get a bird's (raven's) eye-view of the arena, he will fly up up and awaaaaaayyy... then maybe cast a searing light or something

Yeah, the will DC was 16 for hold person... darn, didn't work.
Well, Remsus prepped spells for undead hunting, so I guess that is useless now huh?

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Fireball
}

Rathan HP 45/57 
Tuesday June 8th, 2010 5:04:32 PM

Rathan scowls seeing his magical disarmanent fail. Taking another surefooted 5 foot step on the roof he begins a deep, throaty chant. The druidic magic flowing through him takes on a greenish hue and his orange hail blows widly. He pulls the magic required to create a magical ice storm from his reserves, then destroys it, reshaping the magic to serve a new purpose.

He continues to make the necessary motions for his spell, seemingly oblivous to the goings on around him. He spends the remainder of this round tranced for his summoning spell.

[ Spontaneous Casting: Summon Monster IV.]
[ Spell Lost: Ice Storm ]
[ Full Round Spell. ]

Speck AC19/20 HP:21/21 
Tuesday June 8th, 2010 8:49:59 PM

OOC: er, what happened to Specks Grease spell under E2? Did he make it or not?

Archie, Cousin of Jenesie AC34/36 HP17 of 38  d20=14 ; d20+22=35 ;
Tuesday June 8th, 2010 11:04:50 PM


Archie says, "Ow!" And he looks at the enemy when he talks to Archie and Marcas. Something rings a bell.

"Hey! I know you!" says Archie. "You're that guy, the undead guy, General What'syourname! Wait, don't tell me ... Throckmonger! Vonghinker! Nakasoomay! Wait, I'll get it! General Vlog-something. Norelheimer. Manstrumer! Doferthonker! Something like that. No, don't -- don't tell me, I'll figure it out!"

He tries to hit the enemy with his dagger, fighting defensively and using combat expertise.

He continues to try to remember the guy's name. "Manglemasher? Toemistholden? Oh, this is the worst torture you've come up with yet, by gum!"

His attack (at -8) hits AC 14. A miss, most likely.

His AC this round is 35, 37 vs law.

"Negamacher? Tinglehocker? Hockaloogie? Oh, this is really depressing! I'm getting the senility already!"

The evil aura is putting a damper on Archie's spirits.

Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky  d20+11=16 ; d20+2=9 ;
Wednesday June 9th, 2010 1:10:28 PM

ROUND 3 Cont'd

Marcas' will is too strong to overcome, and he resists any affects. Furthermore, both blows connect with the figure (E1), ripping holes in it's clothes. However, he discovers that the weapon did considerably less damage than it should have done... (20 rather than 30... Why? He's not sure yet...)

However, Remsus does discover something that may help with their quandary, as it appears this figure is acting like an undead creature would, especially with his powers and abilities... Furthermore, it's no mere undead and is likely a very powerful one.. He decides to fly in the sky and casts Searing Light??? (Let me know your rolls on this one, as well as the DC...)

Rathan summons help... (Your creature should appear at the end of your turn... so what are you bringing in?

(OOC - Sorry for forgetting to post re: your grease spell Speck... E1 made his reflex check and didn't fall. What is your action this round?)

Archie correctly determines the identity of their foe, the General that they faced months before... It appears that he had a score to settle with the PC's and now is back to collect it... Archie uses his dagger to stab at the foe but doesn't manage to penetrate it's defenses. Furthermore, the cold effect of the dagger is useless against E1...

Archie- Remember that you're being grappled by E3... Was his attack successful vs you?
____________________
E2 laughs at Archie's useless attack on E3 and says, "You'll have to do better than that weakling. Better luck next time..." Waiting on Archie's response re: grappling...

The surviving swarm isn't ready to give up on Remsus and it follows him up in the sky, biting at him again and again... (Miss AC9, ... )

Remsus - Save vs. Fortitude DC11 or be nauseated at the b/g of each turn spent in the swarm.

E1 again surveys the battlefield, his eyes finally settling upon Speck. "Hmm... You seem like someone who I could use... Maybe you should come and join me here. You don't want to be with these fools here and why not join the winning side?"

Speck only = Highlight to display spoiler: {Speck, you feel a presence in your mind, an oppressive evil presence that tries to crush your will... Part of you wants to give in but the other part knows its wrong... Will Save DC 23 or be dominated... }

At the end of the round, the group sees some of E1's injuries heal up... It appears this creature can regenerate...

Dmg = E1 = 15
E2 = 0
Swarm = 0

Things we're waiting on to finish Round 3...
Archie's response re: grappling
Speck's action for beginning of round, AND need a save from Speck (see spoiler)
Remsus action (spell?)
E2's attack will be updated once I hear back from Archie...
Rathan's summoning results (what creature do you want and where?)


http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

_____________
OOC - I'm going to be at a clergy and lay conference Wed pm to Sat am, but I'll try to post in the evening when I can. However, it's from early am to late pm at night (~ 9 pmish), so I may not make it each evening...



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv)  d20+6=23 ;
Wednesday June 9th, 2010 3:23:28 PM

(FOrt save =23, success)

After identifying he undead properties of the General, Remsus shouts, "He's undead, so we need to direct our attacks to smite such a foe."

Then Remsus decides to cast Hold Undead (DC 20 will save) on the General.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain:

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur,
lvl 3:
}


Rathan HP 45/57  d3=2 ;
Wednesday June 9th, 2010 5:15:02 PM

( Didnt realize they came in the same round I started casting. 2 Thoqqua come in at B4 and A4. They'll attack the adjacent raven if they get an attack this round. Let me know if I need to roll it now or next round. )

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38  d20+13=24 ;
Wednesday June 9th, 2010 6:00:46 PM

LAST ROUND

Taking care of leftover business, sorry for missing things!

First off, Sense Motive check vs DC15 ... naturally a +11 ... throwing 2 luck points into the roll to bring it to +13 ... but still failing on a nat 1 to keep it interesting ... a 24, and Luck Points are now up to 6 ... and Lucky Archie shouts, "The guy at E2 is possessed!!"

Then, wonder of wonders, the monster at E2 grapples Lucky Archie! And that really IS lucky! For one thing, in the Wold rules for grappling, there is no defensive roll to stop a grapple. Rather, the enemy has to first touch the target, and then beat the grapple defenders grapple DC. Lucky's grapple DC is 10 -4 for size +4 for BAB, or 10. Monster E2's grapple attempt totally wins, and Lucky is grappled!

And that is the height of good luck! Because Lucky has a Magic Circle vs Law up and running, and that spell, like Protection from Evil, suppresses the dominate effect that controls E2!

"Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment."

Also note that the Magic Circle's "protection from mental control apply regardless of enemies' spell resistance."

Lucky, fully expecting the grappler's mind to be suddenly free of compulsion, says to him/her/it, "Stick close to me, friend, and we'll work together to take out that General Raven Jerkazoid Guy."

NEW ROUND

Lucky delays his action to see if the E2 Monster still is possessed and still is grappling him.

Marcas (SteveK) AC 19 HP 74/84  d20+7=12 ; d20+13=20 ; d20+8=20 ; d20+9=26 ; 2d6+13=22 ; 2d6+13=22 ; d8+8=16 ;
Wednesday June 9th, 2010 6:26:50 PM

Marcas grins and takes another step, coming still closer to General Raven.

"Your villany is at an end, you will not prevail!" Marcas again keeps his feet, and then unleashes the full might of his ransuer and horns!

...Actions
Last Round Action: moved 5 feet closer to E1 (anticipate that puts Marcas 15 feet from E1)
This Round Action; 5 foot move to D/E, 4/5 (10 feet from E1)

Lucky's Friend: +1 on rolls

Power Attack: 2 (+2 damage, -2 AC)

Ranseur AC 20 Dam 22
Ranseur AC 20 Dam 22
Horns AC 26 Dam 16

Speck AC19/20 HP:21/21 
Wednesday June 9th, 2010 8:47:57 PM

OOC: Q: is the spell against Speck a Full Round Action? would the Damage E1 received by Marcas have a chance to disrupt that spell?

Specks actions for Round 2 and 3 may depend on this. Waiting reply.

Speck AC19/20 HP:21/21 
Wednesday June 9th, 2010 8:54:07 PM

OOC: Actually, Speck will go ahead with round 2.

IC: seeing the grease coat the floor but the enemy keeping his ground, Speck sighs and ponders his next action. Seeing the enemy attempt to grapple Lucky, he casts Grease on Lucky instead!

Lucky coated in Grease and gets a +10 circumstance bonus onr Escape Artist or grapple checks made to resist or escape a grapple or pin.

Waiting for Round 3 if E1 has to make a Concentration check for his spell vs the damage done to it.

Speck AC19/20 HP:21/21 
Wednesday June 9th, 2010 9:02:24 PM

OOC: DOH! Now I read Lucky's actions! Oh, well, Speck would not know about the Dominated E2 or Lucky's Prot vs Evil spell, so Lucky keeps the coat of Grease for 1 round just in case he wants to escape.

Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky 
Thursday June 10th, 2010 7:16:41 PM

(Only have a minute but thought I'd answer a few questions to clarify things...

1. Speck, it's a gaze attack and not a spell, so Marcas' didn't interfere with it... Also, it's a standard action.
2. Lucky, what if its not a lawful creature? Isn't that only applicable against lawful creatures attacks? And E2 isn't necessarily lawful...



Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Thursday June 10th, 2010 9:26:35 PM

The rules say that alignment does not matter in this case: "This second effect [the suppression of possession and mental control] works regardless of alignment."

Speck AC19/20 HP:21/21  d20+7=8 ;
Thursday June 10th, 2010 10:38:16 PM

OOC: ohhh boy :(

Will vs DC 23 d20+6 +1(Lucky) = 8! Oh boy! Oh boy! a 1!

I could try again with my last Hero point but at a DC23 to beat... i think it'd most likely be a waste. :(

Speck AC19/20 HP:21/21 
Thursday June 10th, 2010 10:38:45 PM

OOC: Dispell Magic anyone? :}

Rathan HP 45/57 
Friday June 11th, 2010 12:07:02 AM

( circle of laws effects all specify protecting the caster from mental compulsions and enchantment. It says nothing about ending those affecting other creatures. )

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Friday June 11th, 2010 6:48:25 AM

Totally beg to differ! First line of Magic Circle vs Evil says, "All creatures within the area gain the effects of a protection from evil spell." And first line of Protection from Evil says, "This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures."

And Magic Circle vs Law says, "This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil." And the spell says that alignment does not restrict the second function (the protection from mental control).

SteveK Buttinski: I interpret the spell like Cayzle does. The circle doesn't break the spell, but does stop the mental control for as long as the person is in the circle. If the affected person ever leaves the circle or the circle duration ends, then the mental control is reestablished.

Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky 
Friday June 11th, 2010 5:02:51 PM

Just checking in while on break... I'll post the updated round tonight... So, it appears Speck is dominated but E2 is not controlled anymore, as long as he doesn't leave the circle...

Speck, would you prefer that I email you commands from the General?

Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky  d20+13=17 ;
Friday June 11th, 2010 8:46:01 PM

Updating PC's Round 3...

(already posted Marcas' and Sir John's attacks...)

Rathan summons 2 Thoqqua into the battle, ready for them to fight... (OOC - Yes, go ahead and roll their attacks, since they'll occur at the end of PC round 3... However, they're appearing on grease, so you need to roll for them to fall or not... Also, b/c they're close to the general, they take a-2 to all saves

Remsus tries to hold the General in place, and it tries to resist his affect... (Roll 17)... But he isn't successful and for now can't move...

However, the General is successful in dominating Speck...

Lucky is in the midst of grappling with E2 but once his foe is freed from mental control, he rips his mask off and Lucky sees that it has the look of the General. However, when it speaks to him, he realizes that it is his missing cousin. It quickly explains that the general made it take a potion that made them look identical. He stops grappling Lucky and stays near him, grateful to be freed...

At the end of the round, the group notices even more of the General's wounds close up...

STATUS at the end of round 3...
E2 - freed from control, as long as he's in circle
Speck - Controlled (I'll email you the demands...)
E1 (General) - 10 pts dmg
Swarm - 0
Remsus - Still surrounded by swarm so fort save at beginning of round 4
Need rolls for the summoned creatures attacks on General...


READY FOR ROUND 4...


Rathan HP 45/57  d20=10 ; d20=10 ;
Saturday June 12th, 2010 11:12:39 AM

The two Thoqqua appear in the grease and immediately fall.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Saturday June 12th, 2010 8:15:24 PM

I just realized that Halt Undead actually affects as many as three undead targets. Can I have it affect both the E's and the swarm?

"If you attack the Halted Undead General, then he will be able to attack... so just leave him be for now, the spell will last for five rounds. That's how long we have to stop the control that the Raven has over him... or prep his demise." Remsus says.

still deciding on actions..

DM Ken - (E2 isn't undead, and neither is the swarm of ravens... Just E1)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv)  d20+6=22 ;
Sunday June 13th, 2010 1:45:31 PM

Fort save = 22. made it again... now how to get rid of this swarm...?

Remsus, thoroughly frustrated with the swarm and now that both enemies are immobalized, he will Cast Sanctuary. (Will DC 15)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain:
lvl 3: Searing Lightx2
Domain:

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur,
lvl 3:
}

Speck AC19/20 HP:21/21 
Sunday June 13th, 2010 9:06:12 PM

OOC: DM and Rathan, Specks Grease spell was on Lucky. The way it works, he can target an area, (which he did the first time, but it only lasts 1 round so that one's gone), or a specific object, which is Lucky this time, and it only lasts 1 round. So the Thoqqua are not in any grease and shouldn't need to make any save to remain standing.

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38  d20+15=16 ; d20+15=17 ; d6+2=8 ; d6+1=7 ;
Monday June 14th, 2010 6:56:32 AM

Lucky says, "Dog pile on the General!"

He throws a magic stone at the enemy, pushing 4 of his 6 luck points into the attack. He hits AC17! Ugh!

If that is a hit, he inflicts 8 or total 15 vs undead.

He says to his other cousin, "Stick close, Rhinegold!"

AC for next time it is needed: 16 or 18 vs law.

Current Con Damage: -1 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 6

Tattoo Used: 2 of 3
Stones Used: 1 of 3

Sling Bullets Used: 2 of 16

Rathan HP 45/57  d20+4=22 ; d20+4=14 ; d6+3=8 ; 2d6=3 ;
Monday June 14th, 2010 10:24:26 AM

( In which case, I'll go ahead and make attacks for the Thoqqua. )

The Thoqqua appear to be hovering in a constant state of gravitational indecision. At one point they appear, then fall, then rise again! Rathan must have missed a word in the summoning...

Either way, the burning hot little beasties attack the baddie in front of them, glowing red hot. The first Thoqqua (north of the enemy) lunges forward, trying to slam into him.

The second tries to wrap around the enemy and initiate a grapple.

[ Thoqqua 1: Hit AC 22 for 8 damage + 3 damage from the Heat special quality. ]
[ Thoqqua 2: Hit Grapple DC 10. (Opponents Grapple DC is 10 + Bab + Str Mod. ]

(Any chance his str mod is -6? Hehe.. )



Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky 
Monday June 14th, 2010 11:04:59 AM

Waiting on Marcas and Speck to post their actions...

Marcas (SteveK) AC 19 HP 74/84  d20+13=28 ; d20+8=28 ; d20+8=18 ; d20+9=19 ; 2d6+13=20 ; 2d6+13=21 ;
Monday June 14th, 2010 2:40:43 PM

Marcas will ignore most of the rest of the battle to defeat General Raven. Ranseur and horns combine to weave a web of death.

...Actions
Stand

Lucky's Friend: +1 on rolls

Power Attack: 2 (+2 damage, -2 AC)

Ranseur AC 28 Dam 20
Ranseur AC 28 Crit! 18 miss Dam 21
Horns AC 19 miss

Speck AC19/20 HP:21/21  d20+12=19 ; d20+9=24 ; d4=3 ; 3d6=13 ; d20+8=28 ;
Monday June 14th, 2010 9:47:02 PM

OOC: Speck should be at B2 per post on 6/7. Remsus is flying some dozens of feet in the air, correct? Rathan is on the stairs head high enough to see?

IC: Speck shudders and hesitates a moment, a blank look on his face, then makes a bee-line for the stairs.

Ref DC10 d20+12 = 19 move across the roof good.

Speck suddenly stops in front of Rathan, and with a Sap in hand, tries to knock Rathan out cold.

d20+9 +2 (for surprise if appl) = 24 or 26 vs AC

Dmg: 1d4 = 3 non-lethal AND if applicable 3d6 sneak attack = 13 non-lethal dmg

OOC: sneak attack would be applicable if Rathan does not suspect Speck to attack him. Speck would try to act like he's frightened and running away. So maybe a BLUF check is in order with Rathan rolling a Sense Motive check to determine Speck's real intentions.

BLUFF d20+8= 28! N20! now why can't i get it when I really want it?

Total Non-lethal dmg would be 16.

Speck is at G2, his 20' move.

Room #8 Round 4 (Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky  d20+16=32 ; d8+5=7 ; d6=1 ; d20+20=21 ; d20+15=21 ; d20+9=19 ; d8+8=12 ; d8+8=9 ; d6=1 ; d6=3 ; d6=3 ; d6=4 ; d6=2 ; d6=5 ; d20+3=6 ;
Tuesday June 15th, 2010 11:44:31 AM

The battle is hard to gauge right now, as new friends join while others have their allegiance questioned. Who can tell which side has the advantage and how things will end? Will the Raven be defeated for good or will the General once again escape?

Sir John moves closer to the General and calls out a challenge, "You've interfered with our lives enough and I might have offered you mercy, but when you tortured our kin... you went too far... Face your destiny and I promise you will burn in hell" He swings his fiery sword at the immobile general, hits him solidly for 8 pts of dmg... However, his attack is blunted by the creature's resistance and only the fire works...

(OOC - Just making sure I'm reading the DR right. As a vampire, we need weapons that are BOTH silver and magic to bypass the DR, right?)

Marcas joins in the fight and slashes deeply into the General's shoulder, nearly severing his arm and doing 31 pts dmg (after DR)...

However, Speck does something quite odd and after moving quickly, surprises everyone by slamming a sap into the back of Rathan's head, doing 16 pts of nonlethal dmg... Rathan, do a conc. check if you want to cast a spell this round...

Remsus casts Sanctuary to give him some relief from these annoying ravens. They flapping, cawing and biting is getting in the way of everything but for now, he's able to concentrate on what he's doing...

The first Thoqqua's attack does a minor amount of dmg (1 point due to DR), while the second tries to grapple with the immobile general... (OK, here's a tough one... Since the general is held, do we assume it's an automatic grapple? On the other hand, he was attacked by several people so it seems the hold is gone and the general has a chance to avoid being grappled.) His grapple DC is much higher than 10, so Thoqqua 2's attack doesn't work...

Lucky shoots a few shots at the Raven and manages to hit a glancing blow (5 dmg after DR) off it's head...

_______________________

The Vampire, now freed from the spell, looks around the group again and grows tired of being attacked by various members... He turns and swings his wicked looking bastard sword that is dripping with blood... He moves and aims for Marcas' forelegs and while his first swing isn't even close, the last two manage to hit solidly... Misses AC 21 (rolls a 1... You're SO LUCKY...), Hit AC 21 and 19 for 16 pts and 16 pts for a total of 32 pts to Marcas. However, the viscious weapon does impact him for 7 pts of dmg

A few more of the General's wounds close up...

The swarm tries to overcome the sanctuary spell (Will Save = 6) but can't get through the barrier...

STATUS at the end of round 3...
E2 - freed from control, as long as he's in circle
Speck - Controlled
E1 (General) - 45 pts dmg, Moderately wounded
Swarm - 0
Remsus - Still surrounded by swarm so fort save

READY FOR ROUND 5

Please check your posn's on the map and make the corrections. I've changed it so you can update the map...

https://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en


Rathan HP 37/57 
Tuesday June 15th, 2010 3:41:56 PM

(( The impact from the vicious weapon would still take effect, as it's magic damage with no formal type. Magic always bypasses DR, even in a weapon quality. So if a flaming weapon hits the vamp it will still deal it's fire damage without regard to DR, though the normal damage may be blunted. )

Rathan growls angrily as his ally whomps him with a sap. Taking a step back, He emits a low rumble from his throat as his body begins to change shape. His wild orange hair streaks with black and his teeth grow to fangs. He snarls viciously as the wild shape ends, and he has taken the form of a tiger.

[ Wild Shape Use 2/3. Regains HP as if rested for the night. (8hp). New combat statistics below. ]

[ Max Hp: Unchanged ]
[ AC: 19 ( 10 + 3 nat +2 Dex + 5 Wild Armor - 1 size. ]
[ Attack: Claw + 12 (d8+6) ]
[ Full Attack: 2 Claws +12, 1 bite +7 (2d6+3) ]
[ Improved Grapple, Rake 1d8, Pounce ]

Duly noted and adjusted ;-)



Marcas (SteveK) AC 19 HP 42/84  d20+12=23 ; d20+21=41 ; d20+16=27 ; d8+8=12 ; d8+8=16 ;
Tuesday June 15th, 2010 5:49:34 PM

ooc: Assuming that the General stepped out of the grease spell in order to strike Marcas with the sword (5' reach). Puts them right next to each other, and I made changes on the map. Hope that's OK

(Of course ;-) That's why I gave access to everyone since there's too much for one to keep track of, so fi we all work together, it's easier...)

The general stepped within the large death dealing arcs of Marcas' ranseur. That, and the devestating blade of the General makes Marcas rethink his plan of attack.

"Lucky, you and your new friend need to get to Speck. He needs your protection!"

"Sir John, you keep attacking him, and I'll hold him still!"

Instead of backing up, or striking with his expert hands, Marcas drops his ranseur and reaches out with his large hands, not to destroy, but to hold!

"Try and use your sword now, General!"

........

Improved Grapple
Touch AC 23
Grapple 41 Dam 12
Grapple 27 Dam 16

Marcas' Grapple AC 21 (7 Str + 4 Size + 4 Imp Grapple)

(while grappling, can only use natural or light weapons. Must first succeed on Grapple attack to use weapon. Lose AOOs. Lose Dex for AC.)

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Tuesday June 15th, 2010 9:55:28 PM


Grabbing the hand of his cousin Rhinegold, Lucky Archie says, "Stick close!" and uses the withdraw action to move to 4G. That should put Speck in the 10-ft-radius protection of the Magic Circle and thus frees him from the mental control of the enemy. "Stay close!" he says to Speck.

Speck AC19/20 HP:21/21 
Tuesday June 15th, 2010 10:51:20 PM

OOC: post coming tomorrow. I gotta be at work before 4:00am so I'm hitting the sack

Speck

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv)  d8=7 ; d8=7 ;
Wednesday June 16th, 2010 12:35:48 AM

Remsus, sitting in his bubble Sanctuary on top of the battlefield, decides that it is time to put his Spectral Hand to good use, he uses it to deliver a ranged touch Heal of Cure Moderate wounds to Marcas.

Marcas gets healed for 19 damage by the ghostly disembodied hand. (CMW is 2d8+5 right?)

Speck AC19/20 HP:21/21 
Wednesday June 16th, 2010 8:52:18 PM

"YIKES!" Speck belts out. "What do I do now? Master!" he pleads as he rethinks his orders.

Thinking real quick, knowing that mere weapons would be suicidal, Speck quickly blurts while waving a small raven feather in front of the changing Rathan.

"Tickle your Toes
Feather to your Nose
And the Curse of a
Thousand Laughing Hyenas
Infest your Foes"

Cast Tasha's HIdeous Laughter Will save DC14 or fall prone in uncontrollable laughter collapsing in gales of manic laughter for 3 rounds.


Rathan HP 37/57 
Wednesday June 16th, 2010 9:46:49 PM

( Speck.. you're freed of mental control thanks to Lucky's Magic Circle. Do you still want to Tasha's Laughter the the poor kitty drood? )

Room #8 Round 4 (Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky 
Thursday June 17th, 2010 8:50:10 AM

(OK, I'm going to assume that Speck acted simultaneously with Lucky's action so I'm going to keep his attack as stands... Rathan still needs a will save but then at the end of the pC's round, Speck is free... I'll post later today...)

Room #8 Round 4 (Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky  d20+15=25 ; d20+10=22 ; d8+5=7 ; d6=2 ; d20+9=16 ; d20+19=28 ; d20+19=39 ; d20+19=28 ; d6+7=10 ; 2d6+14=22 ; d20+2=14 ;
Thursday June 17th, 2010 9:39:37 AM

Round 5...

Marcas grabs onto the General, pummeling and grappling with him... His touch attack is successful, but the general's grapple DC is 10+12(BAB)+7 (StrBonus) = 29... Marcas' 1st grapple attack is successful but 2nd doesn't work... He manages to get a few blows in, doing 2 pts of dmg (after DR...)

(OK folks - Need a little help here... So what effect does a failed 2nd grapple attack have on the overall grapple? Is the general still grappled? I'm assuming he is but thought I'd 2x...)

Sir John joins in the attacks on the bound general (Hit AC 26, 22 with Lucky's bonus), but only his first can penetrate the thick plate armor doing 2 pts of dmg...

Speck tells Rathan a witty joke, hoping to distract him from the fight but (Rolled the save, hope that's OK... = 16 so success), but Rathan doesn't get the punch line and the spell fails...

Lucky brings along his cousin to join Speck and encompass both in the protective spell... For now, the general's influence is broken...

Remsus gives Marcas some needed healing...
_______________
The general, now grappled, looks at Marcas and laughs out loud with mirthful scorn. "You fool... Did you think you could really hold me close? Now I've got you where I want you... Prepare to feed me with your life..." He slams both bare hands against Marcas' flanks, (Hit AC 28 and 39 (Nat'l 20... Check is 28 so critical...) for 10 and 22 pts for a total of 32 pts of damage...

Also, as the general slaps Marcas, the taur feels himself become weak as the general drains him of 2 levels. Worse, more of the general's wounds close up as he literally feeds off of Marcas... (Marcas, you've lost 2 levels so please adjust your hp's, abilities, etc.... With the loss of 2 dice of hps, do you are you still positive or are you into negatives hps?...)

The swarm gives up attacking Remsus and instead moves to interfere with Rathan... (Attack hits AC 14... Fails...) However, the wings and guano splattering everywhere interferes with his spell ability (Save vs. DC 11 Fort or be nauseated...
___________________
STATUS at the end of round 5..
E2 - freed from control, as long as he's in circle
Speck - Free from control...
E1 (General) - 49 pts dmg but 5 temp hps, Moderately wounded
Swarm - 0
Rathan - Surrounded by swarm so fort save

Note to all players... If you're w/in 10' of General, you feel a sense of dread and thus take a -2 penalty to all saves...

READY FOR ROUND 6

https://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en



Marcas (SteveK) AC 19 HP 9 /84  d20+19=27 ; d20+14=33 ;
Thursday June 17th, 2010 10:42:08 AM

Between the General's hard, hard hands and the level loss, Marcas stiffens and screams! It is only the healing of Remsus that enables the 'taur to keep his feet on this side of living.

Marcas continues his twisting and holds, but now only to escape. His first attempt, he fails to break the General's hold, but in another great heave, he pulls away and stumbles back towards the stairs!

...Actions
Grapple to Free: 27 fail
Grapple to Free: 33 success
5 foot step

[SteveK - Can you update Marcas' hp's header?]
thought I did, but i guess not :-)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv)  d20+8=21 ; d20+6=12 ; 5d8=27 ;
Thursday June 17th, 2010 11:42:43 AM

(Fort save =12, success)

Remsus, quite tired of seeing a Vampire run around sucking the life out of people, decides that some searing light is in order, and reaches his hand forth like a Charlie's Angel and blast a white-hot ray of goodness, hit Touch AC 21 for 27 damage! (And since he's grappling, doesn't that mean he doesn't get his Dex bonus to AC?)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain:
lvl 3: Searing Lightx2
Domain:

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur,
lvl 3:
}


Rathan HP 37/57  d20+4=11 ; d20+4=9 ; d20+10=19 ;
Thursday June 17th, 2010 7:33:56 PM

Rathan snarls at the swarm of bats but does little more. They are unimportant with much larger threats at hand, so he bounds past them and stalks five feet up onto the roof.

(Movement to E2. I think I provoke from the bats. Rathan is also large size now, for further map modification.)

He easily ignores the guano and smells assaulting his senses and focuses on aiding the hurting minotaur. He low rumble in his throat takes the place of verbal components and gestures are replaced with a fevered twitching of his tail. He roars loudly, then pushes his large head against Marcus.

Divine Energy flows and the minotaur finds himself greatly bolstered with a bit of his vitality restored.

Rathans summoned Thoqua flank the Vampire and attack him, but miss.

[ Natural Spell: Cast spells while in wild shape. ]
[ Bears Endurance: Marcus gains 4 con. ]

[ Marcus, this will trump your amulet +1, placing your con at 20. That +5 Hp per level for 8 levels. (6 actually, since you were drained.) It will also boost your fortitude save. I'll let you adjust your HP.]


Speck AC19/20 HP:21/21 
Thursday June 17th, 2010 11:15:41 PM

OOC: sorry I missed Lucky's post, in my haste. Worked ok anyway. I was really hoping the save would fail just for the hillarity of it. :)

IC: Speck suddenly feels a weight lift off his mind and he finds himself on the roof not remembering well how he got there.

"Ugh! What happened?" he mumbles. The fight around him brings him back quickly, though.

"How little I feel, How big you seem
But wee-ones underfoot,
Make giants fall,
You'll see, You'll see
That big can be your fall!"

Inspire Courage: +1 moral bonus on Charm and Fear effects and +1 moral bonus on attackto hit and weapon damage.

OOC: don't know if this +1 dmg works for spells or not, PHB just states "weapon damage".

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38  d20+16=18 ; 2d6+3=10 ; d20+15=29 ;
Friday June 18th, 2010 7:06:02 AM


Lucky Archie throws another magic stone, with five luck points into the throw: He hits AC18 for 10 damage.

He tells his friends, "Stick close, Speculate and Rhinegold! Next round I will have to move in to touch that jerk."

AC for next time it is needed: 29 or 31 vs law.

Current Con Damage: -1 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 7

Tattoo Used: 2 of 3
Stones Used: 1 of 3

Sling Bullets Used: 2 of 16

Room #8 Round 6 (Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky 
Friday June 18th, 2010 10:14:03 AM

Round 6...

With a scream of pain, Marcas barely pulls himself away from the General's deadly grasp (and ends the grapple...). Now that he has a clear shot at the undead leader, Sir John aims at his head hoping to decapitate it and end the battle once and for all... However, his aim isn't true and the sword bites air... Miss AC 28 and 21... Lucky joins in and fires at the general, but the shot flies past and continues down over the edge of the building... A minute later, he hears a scream as some innocent bystander on the street is struck by the missed shot...

With the help of Lucky's spell, Speck manages to finally free himself from the General's control...

Rathan heals some of Marcas' lost vitality, but his summoned creatures' attacks aren't even worth the General's attention...

Finally, someone does something that can hurt the general, and Remsus fires a ray of light that burns and sears the General's flesh...

_____________________________
Seriously wounded with holes in his armor, the General is undeterred and surveys his foes, then begins laughing at each of them... "You think you can stop me but you're all fools. You will pay for meddling in my affairs!!!"

He immediately turns into a gaseous form and begins floating up into the sky. (10' up...)... Some of the gas turns a bit more substantial as a few wounds heal... The flock of ravens joins him and forms a shield underneath him, blocking the view... The snow and sleet add to the congestion and make it even harder to see the gas in the midst of water, hail and flapping wings...

____________________
STATUS at the end of round 6.

E1 (General) - 71 pts dmg but 5 temp hps, Seriously wounded, Gaseous form...
Swarm - 0

READY FOR ROUND 7

https://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Friday June 18th, 2010 2:00:16 PM

(OOC: What are the effects of gaseous form? The properties will determine my action)

Rathan HP 37/57 
Friday June 18th, 2010 4:36:25 PM

[ The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. ]

Rathan HP 37/57  8d6=28 ;
Friday June 18th, 2010 4:52:35 PM

Rathan roars in defiance of being denied his target. Stalking forward another 5 feet, his body goes taut and his eyes begin to glow. His tail twitches back and forth frantically before a second roar signifies the completion of another spell.

A huge column of fire parts the clouds and streaks down from the sky. It is a 10 foot radium and 40 feet tall. It envelopes the vampire and bit swarm of ravens, since they are positioned above and below each other.

( Will 19 for half. Half Fire and Half Divine. )

0 Level: Detect Magic, Light, Read Magic, Resistance, Resistance, Virtue.
1 Level: CLW, CLW, Entangle, Entangle, Produce Flame, Produce Flame.
2 Level: Barkskin, (x)Lesser Restoration(x),(x) Lesser Restoration(x), Bears Endurance(x).
3 Level: (x)Lesser Restoration(x), (x)Lesser Restoration(x), (x)Lesser Restoration(x), CMW.
4 Level: (x)Dispel Magic(x), Flame Strike(x), Ice Storm(x).

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38  d8=2 ; d8=5 ;
Friday June 18th, 2010 7:12:28 PM

"Ugh, can't cast a cure spell against a thing 10 feet up in the air!" moans Archie. So he casts a CMW on Rathan. "Here you go, Jenesie!" That heals 14 to Rathan.

AC for next time it is needed: 29 or 31 vs law.

Current Con Damage: -1 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 2

Tattoo Used: 2 of 3
Stones Used: 1 of 3

Sling Bullets Used: 2 of 16



Marcas (SteveK) AC 19 HP 15 /84 
Friday June 18th, 2010 9:14:40 PM

Marcas feels a little vitality of a bear flow into his body, but he is very, very weakened and not at all confident that he can tackle the General. Standing as he is, he looks about. "I can toss someone through the cloud who can Cure the General and hurt him bad, and then catch whom I throw!"

Marcas will ready to Grab and Toss the volunteer through the Gaseous Cloud.

...Actions
2 Negative Levels
+4 CON (Bear's Endurance)

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Friday June 18th, 2010 11:40:45 PM

"I would be a natural for that, good Marks-On-Thighs, but I dare not stray from our two friends here, for fear that they would turn on us. Alas."

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv)  d20+8=20 ; 5d8=27 ;
Sunday June 20th, 2010 12:53:36 PM

Remsus smiles at the idea of escaping via a gaseous form, but then he decides that this is one enemy it would be extremely bad to let go, so he uses his last level 3 cleric spell, which is another searing light.

"May the underworld treat you fairly." he says as he shoots another beam of white-hot sunray at the Gaseous vampire. Hit Touch AC 20, damage =27

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Hide from undead
Domain: Longstrider
lvl 2: Hold Person,
Domain:
lvl 3: Searing Light
Domain:

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur,
lvl 3:
}

Speck AC19/20 HP:21/21 
Sunday June 20th, 2010 6:32:49 PM

"Fly Birdy, Fly
Up into the Sky,
No where to go
You gaseous Foe?
We Mocked You then
And we Mock you now
You Picked this fight
So don't take to cowardly Flight"

OOC: in 2nd ed. there is a Spell called Taunt. To bad they didn't carry it over into 3.5, sigh...

Inspire Courage: +1 moral bonus on Charm and Fear effects and +1 moral bonus on attack to hit and weapon damage.


The Raven is defeated  d20+11=22 ;
Monday June 21st, 2010 3:49:38 PM

As the form continues to rise up, it is lashed by columns of fire, searing light and a flying form. The ravens squawk as they are literally incinerated by fire, light and a tumbling body...

The general manages to avoid some of the flame but still has parts of his body burned for 14 pts. The searing light however adds to his misery (27 more pts) for a total of 41...

(Will save - 22 vs. Fire (Made it) for 14 dmg)

At this, the general's luck finally runs out. The group hear a scream of pain, anguish and frustration as the undead creature is essentially dead again... Because it's a vampire, there's nothing more the group can do, unless they wish to purse it to it's coffin... Once there, they know it'll be helpless and easily destroyed... but they must first find the coffin and overcome the General's sizable defenses...

As they watch it float away, they hear a noise coming up the stairs. Sir John and Speck both see a beautiful woman, John's ward Marie, appear next to the local constable. She hugs John again and gives Speck a shy smile, blushing broadly at his spattered form. She doesn't have much on to help vs. the cold, though could Speck offer her something else to warm her up, maybe his cloak?

A few militia men follow behind, dragging a large bag of items with them. The constable and Marie explain that she had went to the militia headquarters and explained what had happened with the battle vs. the Raven. Though the militia was busy fighting fires throughout the city, he thought it was important to come see if this report was true. He points to the items and says, "I think this belonged to the Raven and we found it in an alcove near the main entrance. One of my men, klutzy as he is, knocked over a vase and discovered that it could be used to open this alcove. Since you've rid the city of the menace, by all rights these belong to you know.

(OOC - OK group, the bad guy is defeated and we're ready for Cayzle's module. In the future, you could seek the General again, or maybe he'll reappear, stronger and more prepared next time. For now though, he's going to lick his wounds and maybe plan something new and diabolical for you... Or, he may give up and seek easier prey... Who knows...

Everyone gets 2500 xp for beating the general, and 4000 more for finishing the adventure, as well as 1 hero point for each person.

If you'd like to nominate anyone for extra hero points, let me know.

I'm working on putting together the treasure list, and will post that soon... )




Sir John's level 
Monday June 21st, 2010 4:00:21 PM

Sir John gained a level (he's up to 9 now) and I'll post his hp roll on the LandB.

Also, he gets a new feat... Let's take improved critical... OK, to ensure that I know how this feat works, to get a critical normally, I need...

1. Roll a 20 on my to hit with axe.
2. Do a check, and then if I at least hit, it's a critical.

With this feat, ...
1. I roll a 19 or 20 to hit...
2. Do a check and if it hits, then it's a critical (just like before)....

Am I right?



Speck AC19/20 HP:21/21 
Monday June 21st, 2010 9:38:38 PM

Looks like you got it. Just remember each time you take the feat it applies to only one weapon. So if you choose the Axe as the weapon, the threat range is 19-20.

Really good for longswords, whith a new threat range of 17-20!

Rathan HP 37/57 
Monday June 21st, 2010 9:43:08 PM

Also really good for Scimitars and Rapiers.

18-20 become 16-20.

Rathan HP 37/57 
Monday June 21st, 2010 9:46:38 PM

I need a consensus question from the DM's here regarding my next level. I've done this before but it varies from DM to DM on their opinion.

Would you say a Druid with a couple levels of monk gains access to flurry of blows, stunning fist, wisdom to AC, evasion, and improved grapple while wild shaped?

Unarmed attacks with your fist are attacks with natural weapons, as I recall.

A bears bite or a tigers claw are natural weapons, all the same.

If a druid can power attack and cleave while wild shaped I dont see why he couldnt use those abilities as well.

I made a post about it on the LnB, but it wasnt as a serious questions really. I like the idea of the druid becoming more feral, focusing on his wildshaping abilities as a supplement to his combat instead of improved spellcasting.


Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Tuesday June 22nd, 2010 1:09:34 AM

DM and OOC notes:

Would you say a Druid with a couple levels of monk gains access to wisdom to AC, evasion, and improved grapple while wild shaped? Yes, yes, yes.

How about flurry of blows and stunning fist?

Natural attacks are not the same as unarmed attacks. For one thing, no matter how high your BAB, and animal never gets multiple attacks at -5, -10, etc. Unarmed attacks do. That makes the whole flurry of blows thing problematic.

I think I would allow unarmed attacks (head butt, body slam, etc) OR natural attacks but not both in the same round. Stunning fist could be used with unarmed attacks but not natural attacks. If your natural attack is a slam, though, well, I dunno.

I have to level Lucky up. As soon as I can. I need to do some surgery ... Mounted Combat is a dumb feat for me, seeing as I have no mount.

Although it is my module, after some e-mail, Addison is going to run it. He is currently a DM with no game to run, while I am crazy busy, so there it goes. I'm sure he'll do a great job of it. I will role play ignorance of the module, of course.

In character: "Woo hoo!" Lucky cries. "We did it! Hooray!"

Rathan HP 37/57 
Tuesday June 22nd, 2010 1:37:04 AM

I know it doesnt make a lot of sense, but I just had a mental image of a Halfing riding on the back of a gorilla wielding a flameblade riding on the back of a rhinocerous.

Sir John's level 
Tuesday June 22nd, 2010 9:43:43 AM

I like that image.... Hmmm... That could make an interesting adventure...

In the bag the party finds....

1100 in gp
Potions of Blur, Magic Fang
Necklace of Fireballs, IV
Scroll of Vampiric Touch (caster level 5)
Staff of Fire
Bracers of Armor +4
+2 longsword
+3 shield

How do you all want to split it up? What we've usually done is see what it would be worth selling at the Catacombs and then split the money amongst the party. Of course if someone wants an item, they can save 10% from selling it, and take that out of their share. But I tried to take some of the 10% hit from the Cats into account when determining the treasure from the adventure, so don't worry...

Rathan HP 37/57 
Tuesday June 22nd, 2010 10:29:23 AM

I could use the potions. Other than that most of it won't have much affect on me in wild shape.

Marcas (SteveK) AC 19 HP 15 /84  d10=1 ; d10=9 ;
Tuesday June 22nd, 2010 11:07:53 AM

Never leveled Marcas when he went up to 9th in middle of adventure. Rolling hp, re-rolling the 1... sweet!

Used one Hero Point, gained one Hero Point; still at '2'.

Course, he's a 9th level character with 2 negative levels, but I bet that while he is gone he can get a cleric to Restore him... :-)

I gotta be gone from the Wold for July and August for a field exercise with the Army. Planning to be back and checking out how crazy busy I will be before committing to Marcas rejoining the Mithril Tap. It's lots of fun, but I take my committments seriously and don't like it when I can't post!

Have fun in Cayzle's module and Addison's DMing. Cayzle told me about it, and I remember it was the module of the first Tap Game I ever played in in the Wold. You guys are going to have fun!

Sir John's level 
Tuesday June 22nd, 2010 12:18:28 PM

Thanks for playing Steve and I hope your exercise goes well! See you when you get back...!

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Tuesday June 22nd, 2010 1:15:12 PM

Hey guys, this is Addison. I will be DMing Cayzle's module for the Mithril tap next.

So, first thing I need to know: Who will be playing in the module from here? You guys get first crack at it before I go to the Giggling Ghost and recruit.

Also, with the loot, Remsus would gladly accept the staff of fire or the Bracers of Armor +4... or both since he will be playing in the next game as well.

I guess we will be having a rotating DMing like last time? I will get it started and go for a month or so and then someone else will take over?

Sir John 
Tuesday June 22nd, 2010 1:54:35 PM

I'm in...

Rotating DM sounds good...

Sir John will just take money...

I'll have him take the loot to the Catacombs and get the value for selling. That way we can know what the breakdown of each person is...

Rathan HP 37/57 
Tuesday June 22nd, 2010 5:46:17 PM

Sounds good to me.

Marcas (SteveK) AC 19 HP 15 /84 
Tuesday June 22nd, 2010 6:04:02 PM

Marcas has to be out for the next module.

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Tuesday June 22nd, 2010 7:25:18 PM

Lucky is happy to pocket his share of the loot -- but a smaller share, please, seeing as he has already gotten some items. The stuff he has been using already on his luck quest ... +3 icy burst dagger; old wooden table leg, with ornate silver inlay; Setanos vestment of Jancassis, +1; lesser metamagic rod of extend; cont flame cast on a doorknob ... those things he gives away to good causes. Or to beggers on the street, whichever he meets first.

[Per Mendicant Rules, you can't keep the stuff you find and use on a luck quest.]

What the division of the loot will be, he has no idea.

Speck AC19/20 HP:21/21 
Tuesday June 22nd, 2010 11:01:32 PM

Speck could take the Necklace of Fireballs, or cash.

Rotating DMs worked well and I'm all for it.

Seems like the jist of wild shaping is to use that creature's natural attack. A tiger will not use flurry of blows, which is a blunt attack, he will use his Rake, which is a slashing attack. On the other hand, if you wildshape into a gorrilla, since it's natural attack is pummeling, a flurry of pummeling makes sense.

I had a bard that rode on the back of a flying harpy once. She wasn't very appreciative about it, specially since he had his arms around her and was holding her boobs to keep from falling off. (long story there)

Speck rejoices at the second defeat of the General and blushes mightily at Marie's advances. He'd offer his cloak to help keep her warm but a halfling's cloak would only cover her shoulders, but oh well, anything for another kiss. :)



Rathan HP 37/57 
Wednesday June 23rd, 2010 1:59:32 AM

I think, I would like to make a request.

This particular setting doesnt seem to have much outdoor focus, so my druid seems slightly out of place. I would like to ask permission to bring in another character for this tapestry. Since we change modules often here it seems, I would like very much to use this Tapestry to try the myriad of Woldian only options.

My witch is still by far my favorite woldian character ( Even though she's currently a bubbling corpse ) and that really inspired me to bring up the class in conversation. I think that if I took this tap to try making various other woldian options that I might be able to contribute some first hand knowledge on the black genie center to drive Cayzle and co. crazy.

Call me a playtester, heh.

Some options I've seen no play from include the Shifter, the Monsterologer, the Seer, the Lost Child of Mittri, etc etc. Some classes we know are strong, alluded to by their following.

(Spellweavers and Hands of Domi, specifically.)

This gives me a chance to try the things I'd like to try without having to play 10 years or 10,000 taps to do it. It would also give us a little more insight as to whether or not good rolls or bad rolls make a huge difference in a party ( based on the assumption I will roll good sets and bad sets. ) Since were all same lvl, except Dai who is lvl 10 through bonus xp or whatever, it's not like there's a pronounced level gap to consider anyways.

And hell, it's a tap. Not a career game. Where better to experiment in a setting with various dm styles and a fairly consistant party makeup.

So if the DM's here give me the go ahead, I'll post my Lost Child of Mittri here. If not, I'll just bump my druid a level. No biggie.

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Wednesday June 23rd, 2010 2:04:10 AM

I have no problem with changing PCs as often as desired. Well, no more often than once a module! I like the idea of your keeping the same name and personality! That would be funny! Maybe you are cursed!

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Wednesday June 23rd, 2010 3:34:50 AM

So, Lucky, Rathan (Or its equivilant), Speck, Sir John and Remsus will all be in the next module? SHould start on Monday at the latest.

I will make the post in the Giggling Ghost tomorrow for people to join you guys.

Rathan - really, whatever you chose is fine with me. I like the idea of playtesting whats in the woldopedia. Go with the lost child or the witch if Dr00d isn't working for ya. And Remsus is level 10, so it's cool if we start there since that is what the module calls for, what say you Cayzle? If we make the new module start at 10, we will be able to up the difficulty.

Party Makeup:
Sir John. level 9(maybe 10) Paladin
Speck: Rogue5/Bard3... or whatever you level up in
Lucky: A lucky guy with a cousin named Jenesie whom I don't know is a girl or a boy.
Rathan: witch or lost child
Remsus: a blind mystic theurge thats probably crazy

Good thing I cover two party roles huh? This is when a Mystic Theurge > pure Wizard (though level 5 wizzy spells would rock right about now.)



Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Wednesday June 23rd, 2010 8:23:17 AM

Right now Lucky is a Ex-Monk 2 / Cleric 1 / Mendicant 6. We could make that Mendicant 7 for the Tap. I'm good either way.

Sir John 
Wednesday June 23rd, 2010 9:36:28 AM

Ken E - I'm OK with that and that's the best part of Taps, where you can try out different things and have fun while you're at it ;-) Sir John is still at level 9, though he's getting close to 10...

If you want, I'll bump him up to 10 if needed...

Marcas (SteveK) AC 19 HP 15 /84 
Wednesday June 23rd, 2010 10:06:28 AM

Marcas has his Tear of Ebyron: Shocking from earlier in this module, too. (that's 2,500gp worth)

He'd like to keep that and take it out of his share of loot.

Pleasant journey!

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Wednesday June 23rd, 2010 3:14:58 PM

Yeah, lets go ahead and make everyone Level 10 for this game. Can someone draw me up a loot table please?

Check the Giggling Ghost for an intro.

Sir John 
Wednesday June 23rd, 2010 5:20:30 PM

Here's an option to make things easier....

How about we go with each person getting 12K of gold for goodies, etc. since we're going to 10th level... We're in a tap (instead of career game) and have flexibility so we don't have to worry about splits, Catacombs, etc...

That way, I'll cancel the Catacombs transaction and just assume each person gets 12K...

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Wednesday June 23rd, 2010 6:35:13 PM

Good deal Sir John... but can I still have the staff of fire?? ;)

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Wednesday June 23rd, 2010 7:56:44 PM

Standard cash for a 10th level PC is 49000. Why don't we not worry about loot and just make sure we each have that much in gear?

Rathan HP 37/57 
Wednesday June 23rd, 2010 10:42:43 PM

I think Lucky's got my vote on that one.

Speck AC19/20 HP:29/29 
Wednesday June 23rd, 2010 11:35:05 PM

Speck just leveled and I'm going to bring him to Rogue 5/Bard 4 to get the 2nd level Bard spells. If we go up to lvl 10, I'll level Speck up another Rogue level.

Loot-wise, I'd say we take the difference of our current level and level 10. So for Speck that would be the gp equivalent of Level 10 PC - Level 8 PC, or 49K - 27K = 22k gp.

How does that sound?

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38  d4+1=5 ;
Thursday June 24th, 2010 1:03:42 AM

Lucky's items and luck quest:

+6 wis amulet 36,000 - gimme

1) Gloves +1 dex - 2,000
2) Bracers +2 AC - 4,000
3) Cloak +2 saves - 4,000
4) Wand CLW - 750
5) Ring of Protection +1 - 2,000

Lucky gets to take ONE item of his choice and 2-5 others with him. He rolls a 5. He takes the above five items plus his Wis Amulet with him.

Marcas (SteveK) AC 19 HP 15 /84 
Thursday June 24th, 2010 10:22:12 AM

wow, I was talking about 9th level :-) 10 it is!

See you guys in about 2 months!

......

Marcas gives farewells fondly to each of his battle companions. Remsus and Rathan whom he doesn't know very well but has fought in battle he gives a warriors forearm clasp and (gentle) slap on the back. To Speck, and Sir John, and Lucky who he has lived with many a harrowing adventure, he is more intimate; providing a nose touch and breathing in the face of each hero.

"It is an honor travelling with you and learning from you", the large taur says in his quiet and gravelly voice. "I have learned that even the smallest can be brave and quick in battle (refering to Lucky), that there are other ways to defeat a foe than brute strength (referring to Speck), and that there is honor living within other races than the Minotaur (referring to Sir John). I will escort my dam back to the Tauric Isles and meet with the Body of Imod. If they feel there is more to learn from this association, I will return and seek you out."

Shouldering his pack with the white-haired kitten poking her head out, Marcas begins his long road home.

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Thursday June 24th, 2010 3:30:37 PM

How much starting gold? I thought it was 49,000. But in the GG it is 20?

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Thursday June 24th, 2010 3:47:20 PM

Yeah. we are starting at 49k. It says 20k in the module, but everyone already has loads of equipment that I WONT take away from you.

49k it is.

Sir John 
Thursday June 24th, 2010 4:44:02 PM

OK... So I need to count up Sir John's amount of goodies, bump them up to 49K worth, and then bump him to 10th level... Got it...

I don't see why Remsus couldn't have the staff of fire if he wants, but that's about 1/2 of your money... You're call ;-)

Speck AC19/20 HP:29/29 
Thursday June 24th, 2010 9:45:11 PM

Sounds good. I'll add up all Specks items and subtract that from 49K and go shopping with the remainder and bump Speck up to Rogue 6, Bard 4.

Rathan HP 37/57 
Friday June 25th, 2010 12:58:52 AM

Rathans done. I'll make his link to googledocs soon. Lost Children.. wow. That's a powerful class. Yes, you need to eat 2 relatively worthless feats.. but man..

I'll RP my class change when were ready to move along.

Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 
Friday June 25th, 2010 7:09:38 AM

Hey Speck! Have you considered Shadowdancer? Might be an interesting option, and you already have two of the required 3 feats.

Sir John 
Friday June 25th, 2010 12:35:46 PM

OK... I'm always getting this messed up in my head...

If I want to make a +1 holy battle axe, my cost is...

1. +1 = 2K gp
2. add +2 (holy cost) = 8K gp
3. Added for battle axe = 310 gp

Total Cost to make this is 10,310 gp...

OR is it...
1. Since It'll be a +1 holy item, it'll have a total of +3 enhancement bonus, it'll be 18K (for +3) + 310 = 18310...

I think it's the latter (18310K), but wanted to double check.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Friday June 25th, 2010 2:39:52 PM

You add up the enhancements to a total of +3 for a Holy Battleaxe +1. So 18k is the base price. Then you add the price for the masterwork axe.

Speck AC19/20 HP:29/29 
Sunday June 27th, 2010 2:51:21 PM

OOC: I'll look up shadowdancer

Speck AC19/20 HP:29/29 
Sunday June 27th, 2010 3:02:15 PM

OOC: I don't have the ranks in Hide or Move Silently yet for Shadowdancer, but I'll work my way that way.

Spider 
Sunday June 27th, 2010 5:25:35 PM

Hey guys, looks like I'll be joining the game :)

Btw, I'm a rogue/shadowdancer if that makes a difference in your decision, Speck.

Kiri -- AC15 HP52/52 -- Familiar(Sniff - AC19 HP27/27), Mithral Tap 
Sunday June 27th, 2010 9:24:52 PM

[i] OOC: I'll be starting in the new Mithral campaign too.

>>> Sir John: 18310 is correct for a +1 Holy Battleaxe

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) 
Sunday June 27th, 2010 10:47:10 PM

The first post should be in the afternoon tomorrow. Look in the Giggling Ghost for the introduction post.

Captain Lucky AC1d10+15 HP64 
Monday June 28th, 2010 7:37:55 AM

As always on a Luck Quest, a mendicant's spells are chosen randomly. Lucky's spell list for this coming adventure:

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

And in related news, I believe that my PC sheet (and post header) is now up to date for level 10.

Remsus Kai HP 52/52 AC 15 (DM Addison) 
Monday June 28th, 2010 11:12:29 AM

You find yourselves in a bare room, 50 ft x 70 ft x 20 ft high. In the middle of the east wall is an archway, currently filled with a grey fog. You sense that the entire room is in motion, and that time is strange here.

The following information has been magically planted in your heads.

While Jangle is distracting his brother, Mangle, you heros will have a very narrow window in which to retrieve the artifact. Once the grey fog clears, you have only four minutes (40 posts) to regain the holy item. The item is a disk, about a foot in diameter. It has been divided into four pie-slice-shaped parts; each part is worn openly around the neck of a defender within the complex (the defenders are Goblins and Taurs). Your job is to gather the four pieces and touch them together within 4 minutes. If you do so, the power of the artifact will allow Jangle to materialize and claim the item. You know that the pieces look like jade, and they detect both as good and strong magic (abjuration). Until fully assembled, the pieces are inactive.

You know the floorplan of the entire complex (see map). Note that every square can be noted by letter and number combination, from A1 to Z35. Whenever you post your turn, be sure to post your intended final location - as well as intervening squares if you intend to move in a crooked path.

You know the names, locations, races, and classes of your fellow heros.

You know that your opponents' defenses include one arcane-locked door, two secret doors concealing a total of not more than 400 square feet, and up to four hidden traps. Hidden traps will have been created by your opponents.

You will have two rounds in which to act before the grey fog clears (Monday and Tuesday). Feel free to cast preparatory spells and post as often as you like in order to discuss strategy.

On Wednesday, the fog will clear and you can begin acting. Each day's post is one round of action. After 40 rounds, the module will end. Time is of the essence! Have fun!

(OOC: Cayzle, How can I put the map that you emailed me on here?)

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:Blurr, Spectral Hand, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

(OOC: Guys, this is my first time starting a game like this and playing a toon at the same time. So, lets have fun and if mistakes are made, oh well)

Also, everyone please read http://www.woldiangames.com/Woldipedia/index.php/Combat_Rules#Special_Attacks in the woldopedia.

PLease note your defenses to special attacks are a bit different. You always take 10 on opposed rolls basically, giving you a Combat Maneuver Defense rating. Please note that on your header.

Remsus Kai HP 52/52 AC 15 (DM Addison) 
Monday June 28th, 2010 11:56:50 AM

Party Makeup so far:
1. Sir John. level 10 Paladin
2. Speck: Rogue5/Bard3... or whatever you level up in
3. Lucky: Ex-Monk 2 / Cleric 1 / Mendicant 7
4. Rathan: lost child (UPDATE YOUR SHEET)
5. Remsus: Wizard3/Cleric3/Mystic Theurge4
6. Spider: Rogue9/SHadowdancer1
7. Kiri: level 10 sorceress
8.

Level 10 characters only. Starting GP is 49,000 ish. These parameters are flexible if your character is already used and around this level.

Sir John 
Monday June 28th, 2010 2:05:20 PM

I assume Sir John's first move will be to cast Protection from Evil upon himself as a preparatory action...

Also, is the room high enough for him to summon his steed Joshua, and ride upon him?

Finally, I still need to update Sir John's google doc file with his new items... Will try to get that done today but had a family emergency come up...

Rathan HP 161/161 - CMD 17 
Monday June 28th, 2010 6:16:46 PM


Rathan crouches in the fog, trying to get a bearing on his surroundings. He is aware of his allies in the room, and the presence of his enemies. He calmy scratches Orcus behind his large ears, bidding the Wild Sibling to remain calm.

He casts a number of spells on himself and Orcus. He casts Barkskin upon himself, sharing the spells with his feral brother. The large Wolverine rumbles a growl deep in his throat as he feels the magic spread over him.

Pulling a small wineskin from his bag, he bites the top off of the flask and holds it tight. He smells the Taurish wine and grins. Good stuff, that.

His voice rough and deep, Rathan speaks.

"Anyone have any ideas? Once we find one of the pieces, finding the others will become much more simple. I have four more philters of tauren wine I can share here. It casts a shield spell, so if you lack a shield, drinking of of these can help."

Spitting on the ground, Rathan continues.

"Jangle can only give us a limited amount of time, so methods of extra searching will be useful. Summoned monsters who can fly and report back the location of a found amulet will be of use here. I'll be of little use finding hidden doors unless there's a partiuclarly strong scent coming from behind one. Anyone else have anything? Augmented speed or haste would be a true boon here."

Having nothing else to add at the moment, Rathan looks down and adjusts his tears of ebryon. Black with white bits of shattered bone inside of them, one rested on a leather gauntlet on each hand. Mittri's boon had granted him claws jutted forth from his hands. These gifts would be put to use shortly.

[ Party Info ]

OOC: Since we know each others abilities in this scenario, here is my hat; tipped to my allies. Rathan is a Druid 5 / Lost Child 5. His magic is purely buff-like in nature, except for sleet storm, which has no DC. <low wis means bad dc's.>. He is a primary melee character with extremely high HP due to his Lost Child levels. After bears endurance and his wolverines rage, he will come close to 200 hp. A setback however, is he only has natural attacks.

In combat he uses two vicious tears, since he has the HP to spare. His animal companion uses two +d6 tears as well.

I've got scent, track and power attack of use here. Use me as a tank or scout, due to high track and move and hide bonuses. Rathan is a very good skirmisher, ambushing and holding ground till allies arrive. I only have 1 use of wildshape available per day.

( Heh. Rathans gone from a human druid to a half orc druid/lost child. Also, do we have time to cast as many of our buffs as we want, or do we only have two rounds to do so? DM: Also note that through unification ability Rathan has the Scent ability, and the track feat. Scent being the more important ability to make note of.)

Captain Lucky AC1d10+15 HP64  d20+15=32 ;
Monday June 28th, 2010 7:53:23 PM

OOC: Friends, this is a module I know well -- although our DM may change things up on me! -- and so I am glad that my class dictates my random spell choice. That said, I really want help from you all as to what I should do at any point in time -- I may often default to a buff or a cure, or to attack a clear enemy. For other actions, I will accept the advice of others ... including, this round, Rathan's suggestion of summoning a scout.

In character:

Lucky looks around. "Oh, a new crew, hey? Well, you wet-behind-the-ears types got to understand that *I* am the party leader, and what I say goes! So we'll take Ratty's excellent advice about scouts and haste. I got the scout. Anybody have a haste spell?"

OOC again: Technically, Lucky IS the party leader, but don't expect me to do more than regurgitate the group consensus and issue random orders. He is a mendicant/monk with cleric spells, and luck points to help in rolls. Important point: Any ally within 35 feet of Lucky gets a +1 luck bonus on all attacks, saves, and skill checks.

IC again: Lucky casts Summon Monster I to call a Celestial Monkey. He tells it in Celestial to go scout and report back before the spell ends.

==========

AC for next time it is needed: 32.

Currently Active Spells: Summon Monster I (celest monkey) - 9 rounds.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 7

Kiri -- AC15 HP52/52 -- Familiar(Sniff - AC19 HP27/27), Mithral Tap 
Monday June 28th, 2010 11:05:50 PM

Kiri takes a moment to inspect each of her new colleagues, rolling her eyes as Captain Lucky declares himself the leader. She utters a few words to herself Cast Summon Monster I summoning a Celestial Owl.

Kiri asks the Owl if it would mind flying ahead to scout around and report back, but to avoid combat if possible.

Menawhile, a small rat - Sniff - pokes his head out of the top of one of the pockets in Kiri's shirt, to see what is going on.

---------------
Currently Active Spells: Summon Monster I (Celestial Owl) - 9 rounds.

Spells Available to Cast today:
Level 0 6
Level 1 6 (7-1:Summon Monster I)
Level 2 7
Level 3 7
Level 4 5
Level 5 3

Spider 
Tuesday June 29th, 2010 2:22:15 AM

Looking about the area, Spider purposefully steps out of the shadows he was hiding in and introduces himself to the rest present, "Pleased to meet you all." On command as he raises his right fist, Spider begins to Blink and awaits the other's actions.

Sir John 
Tuesday June 29th, 2010 9:34:34 AM

(OOC = Character Sheet is updated...)

Remsus Kai HP 52/52 AC 15 (DM Addison) 
Tuesday June 29th, 2010 2:09:38 PM


(OOC: I am very new at making maps, so stick with me here. Once combat rounds start, I will post it.=)

You walk around the room that is filled with Grey Fog. You find an extremely large wooden door on the east side of the room. You are enclosed and this seems to be the only way out. The celestial monkey points at the door and gives a squeek. The owl hoots in anger that the door obstructs his path.

You all have one more turn to cast preparatory spells.

Rathan - Go ahead and roll a Survival check to see if you pick up any funky scents

Round: 0 of 40.



Spider  d20+19=37 ;
Tuesday June 29th, 2010 3:04:28 PM

"Everyone should search for a secret door, I'll check out the obvious door for traps and whatnot."

Spider moves forward to the door and carefully searches for traps (+15), disables any if he finds them (+15) then tries to unlock it if it's locked (Open Locks: 37).

Rathan HP 161/161 - CMD 17  d20+17=30 ; d20+17=27 ;
Tuesday June 29th, 2010 5:50:18 PM

Rathan carefully sniffs the air, as does Orcus. The two exchange a wordless glance.

[ Survival: DC30 - (Rathan) - Survival: DC 27 - (Orcus)]

(A Lost Child's Wild Sibling can use any skill the Child possesses, with either the Child or the Siblings skill rank bonus. )

Rathan then closes his eyes and chants, droning the magic words in the harsh druidic language. He casts Bears Endurance on himself, and by virtue upon Orcus.

[ Orcus and Rathans Constitution Modifiers each increase by +2. Since they share HP, Rathan/Orcus's adjusted HP is 201, as noted above. When Orcus enters Rage, which I'm sure he will, they recieve another +4 constitution as a morale bonus, which will stack with Enhancement from Bears Endurance. That's 240 HP between them. They lose 40 of that if they get more than 5 feet apart. ]

Captain Lucky AC1d10+15 HP64  d20+19=35 ;
Tuesday June 29th, 2010 8:15:13 PM

"Well, what happens next?" demands Cap'n Lucky. "Secret Doors? Excellent idea, my new eight-legged friend!"

Lucky searches for secret doors. Search 35.

Speck AC19/20 HP:29/29 
Tuesday June 29th, 2010 10:41:52 PM

ooc: still updatig cs sheet.

Q: we keep the items we already have then add the items purchased with the 49K, right? but what if i want to trade in somethig, do I use the 1/2 price standard of the PHB?

ic:Speck introduces himself to those he hasn't seen before. The hafling has a certain flair about himself that Lucky lacks. Years of working in a circus and learning the way of the carny has given him a Professional bearing and speech.



Speck AC19/20 HP:29/29 
Tuesday June 29th, 2010 10:46:14 PM

WIth a lilt to his voice, Speck announces, in grand fashion, much like a Circus Ring Master, the groups latest great adventure and defeat of the General.

OOC: Sorry, no time to put the words in poetry... :(

Use Inspire Comptence to bolster all skill checks by +2

Speck AC19/20 HP:41/41 
Tuesday June 29th, 2010 10:57:32 PM

OOC: just rolled new HPs in the L&B. AC will change as soon as I finish my shopping.

Kiri -- AC17+4 HP62/62 -- Familiar(Sniff - AC19+4 HP27/27), Mithral Tap 
Tuesday June 29th, 2010 11:32:43 PM

OOC: Character sheet updated.

While the others potter about searching for secret doors and traps, Kiri takes a moment to further prepare herself for the day's events. Cast Mage Armor on herself, extending to her familiar

---------------
Currently Active Spells: Summon Monster I (Celestial Owl) - 8 rounds, Mage Armor

Spells Available to Cast today:
Level 0 6
Level 1 5 (7-2:Summon Monster I, Mage Armor)
Level 2 7
Level 3 7
Level 4 5
Level 5 3

Remsus Kai HP 52/52 AC 15 (DM Addison) 
Wednesday June 30th, 2010 3:00:30 PM

Everyone take notice: You CANNOT take 20 or 10 on any rolls in this map, since everything is on a time limit.

Spider - Searches the obvious large wooden door for traps. He finds none. But there is a yellow sticky note that is stuck over the keyhole to the door. There are no gears, switches, hidden holes, or any other kind of mechanical traps visible around the note, but you will have to remove it in order to get to the keyhole. The doornob does not turn. The note has words written in an odd green ink. You can read them if you wish.

Rathan and Orcus - You both definitely smell something foul wafting from under the crack in the door. You don't know exactly how far away the smell is, but its at least 50feet from the door. Give me a knowledge Nature or Dungeoneering check to determine what the smell could be.

Captain Lucky - Searches for any hidden doors in the room. He finds none, but there is exactly one window that is barred with heavy black iron, kind of like a jail cell, at face-height on the wall. You look out the window and you see spirits floating around in a great abyss. You feel disturbed at the idea that this area may be floating in a different plane of existance. Knowledge The Planes to guess the effects of leaving the room.

Speck - Casts Inspire Competence, giving everyone a +2 to skill checks. (OOC: And you can sell items to the catacombs at 90%, just like normal. Make sure your loot adds up to 49k, and no more)

Kiri - Casts Mage armor on herself (I wont threaten your familiar unless he leaves your body for some reason, so dont sweat it)

Sir John - Casts Protection From evil on himself.

Remsus - Casts two spells in his waiting: mage Armor and see invisible. He floats around playing with the grey fog as it slowly lifts.

Round 0 of 40. (Next round will be round 1)

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:Blurr, Spectral Hand, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Spider 
Wednesday June 30th, 2010 3:59:32 PM

Spider removes the notes and fully expects them to explode when he reads them.

Kiri -- AC17+6 HP62/62 -- Familiar(Sniff - AC19+6 HP27/27), Mithral Tap 
Wednesday June 30th, 2010 9:03:20 PM

There does not appear to be any way out of this room, with the exception of the door. Kiri stands back to let the other continue their investigations.

The young lady continues her preparation work Cast Protection from Evil - duration 100rnds

The celestial owl appears somewhat frustrated at being summoned here with nothing to do, but doesn't complain aloud.

---------------
Currently Active Spells: Summon Monster I (Celestial Owl) - 6 rounds, Mage Armor, Protection from Evil

Spells Available to Cast today:
Level 0 6
Level 1 4 (7-3:Summon Monster I, Mage Armor, Protection from Evil)
Level 2 7
Level 3 7
Level 4 5
Level 5 3

Speck AC19/20 HP:41/41 
Wednesday June 30th, 2010 11:09:11 PM

Speck stays back, away from the door, highly expecting the piece of paper to explode.

"Good way to open the door. Read the Explosive Runes and blast it open, he?"

OOC: having trouble finding time to update Speck's CS. Watched too much soccer this weekend.
Working on my shopping list.

Rathan HP 161/161 - CMD 17  d20+6=23 ;
Wednesday June 30th, 2010 11:53:13 PM

Rathan sniffs the air again and tries to think of any creatures occuring in the wilds with this same smell. < DC 25 met. Forgot Inspire Competence. >

Waiting for the doors to open, he casts a final preparatory spell upon himself, sharing it with Orcus.

[ Longstrider - +10 enhancement to movement. ]



Captain Lucky AC1d10+15 HP64  d20+6=18 ; d20+6=23 ; d20-4=-3 ; d8=1 ; d8=2 ;
Thursday July 1st, 2010 7:38:19 AM

Knowledge (The Planes): 18 (evidently rolled twice by accident, please ignore the 23).

Lucky communicates anything he might have figured out about the window.

At the door, he pauses to see what happens to Spider. Either way, he says, "Dude, what are you doing? That's what we got Celestial Monkeys for!"

"HEY!" says the monkey.

"Um, sorry. By the way," Lucky tells the monkey, "please open that door and go take a look. Come back before the spell expires.

Monkey Str check to open the door if it is not easily opened: He rolls a -3 and breaks an arm trying to pull the door open.

"Ugh! Never send a monkey to do a hero's work," says Lucky. He looks for the minotuaur. "Marks-On-Thighs! Open this door, if you please, you big lout!"

If Spider is injured, Lucky will cast a CLW, which he has prepped. Rerolling a 1 ... 7 hp healing.

If Spider is not injured, Lucky casts Shield of Faith on himself.

Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon 
Thursday July 1st, 2010 10:42:21 AM

For Sir John's 2nd preparatory round, he'll cast "Bless Weapon (Good)" on his axe to help vs. any evil creatures...

(OOC - I still need an answer on the height of this room and width of the doors, where I could summon my steed and ride him into battle...Or are the doors too small to fit through?)

He'll say to the others, "Let me know if I need to bash the door down... If we can't get it open otherwise, I'll knock it down..." ... If he needs to, he'll bash it down on the 1st round (only if the others can't get it open and give up trying...) (Strength is 22...)

(OOC - Will be out of town until next Monday, and am not sure I'll have Inet... I'll try to post if I can...)


Remsus Kai HP 52/52 AC 15 (DM Addison) 
Thursday July 1st, 2010 5:31:30 PM

Sir John - sorry. I must have missed that. The room you are currently in is certainly big enough for a large creature like a horse to fit. The doorway is also just barely big enough, being 10feet wide. This makes you assume that if there are any hallways beyond the door, it would also be 10feet long. This is an enclosed, indoor dungeonesque area. It is possible to ride your horse, but its a tight squeeze, your call. I can see the advantages of both.

Spider - When you remove the sticky note from the doorknob, nothing happens. You begin to read "Hello, and welcome to the Labyrinth designed by Mangle, an all-powerful diety that will smite anyone who nay-says him with his awesome powerfulness that you have yet to see and BOOM"

As you read, the green letters turn into a Snake and it lunges to bite you on your eye, Spider! Reflex DC 19 or bad stuff will happen

Rathan - You can tell a few scents from the past. You think one smells like some sort of bovine, and it makes you hungry for steak. But then you smell a kitty cat as well... like a puma or panther or something. How strange. The smells are quite a distance away though.

Kiri - casts another protective spell and chills out.

Speck - concentrates on the items he should have purchased already. (No worries, take your time mate)

Sir John - Casts some blessings for his weapon.

Remsus - casts Blur on himself.

Lucky - being as he is the "leader", his word is a bit final on this. The celestial monkey is ordered to open the door. It walks over rather reluctantly, and does so. The knob turns and the door opens, but as soon as it does, a horribly loud squeeling occurs, like an alarm or something.

Beyond the door you see a 10foot wide hallway of black stone. It goes about 60feet forward and then turns, you cannot see around the bend.

Round 1 of 40. (Next round will be round 2)

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:Blurr, Spectral Hand, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door



Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+17=37 ; d20+14=28 ; d20+6=15 ;
Thursday July 1st, 2010 11:13:42 PM

Kiri directs the owl to fly ahead down the hallway and scout ahead.
Celestial Owl: Move Silently: 37, Listen: 28, Spot 15, Low-light vision, Darkvision

"Lead the way, oh fearless leader" she states somewhat plainly, but clearly directed at Lucky. There is no way she will be the first one to venture down this hallway. Whilst waiting for the group to move - which she will then follow - she casts more defensive spells Cast Shield

---------------
Currently Active Spells: Summon Monster I (Celestial Owl) - 5 rounds, Mage Armor, Protection from Evil, Shield

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 7
Level 3 7
Level 4 5
Level 5 3


Speck AC19/20 HP:41/41 
Thursday July 1st, 2010 11:49:32 PM

Q: I'd like to upgrade my Short Sword +1 to a Short Sword +1 Bane.
Bane is a +1 Price adj. If buying it outright, that would be 8k base price. But I already have the +1 Magic enchantment, how does that affect the price?

Would it be 8K - 2K = 6K?

IC: Speck volunteers to outsing the alarm but no one can hear him over the alarm to say yay or nay.
"I'll follow the leader".

BTW, I've made Speck a Rogue 5/ Bard 5.
working on the finishing touches of my shopping list, just need opinion on Q: above.

DM Addison:Correct. When upgrading an item from one bonus to another, you only pay the difference. So a +1 SS -> +1 Bane (+2 price) is only 6k. And makesure you save your work on your Character sheet and publish it as a web page so we can see the changes; it still looks like your lvl 8 to me.

Rathan HP 161/161 - CMD 17 
Friday July 2nd, 2010 12:14:42 PM

Rathan frowns as the door squeals.

Stepping past lucky and the others he moves into the leading position and waits, watching the owl scout intently. He says to the others, under his breath.

"There's the scent of Taurs here. At least two of them. It's possible we arent far from the first couple of guardians."

He continues 40 feet down the hall. Are either of the previous scents coming from the walls themselves? Do they lead around the corner?



[Note: Unless otherwise stated, Rathan and Orcus maintain a 5 foot distance to keep their shared spells active. ]


Spider  d20+15=21 ;
Friday July 2nd, 2010 2:19:03 PM

"How annoying," Spider replies as the spell bursts forth and he dives aside. Once successfully dodging the thing, Spider goes to open the door.

Ref save 21


Speck AC19/20 HP:41/41 
Sunday July 4th, 2010 6:34:19 PM

OOC: done with my shopping, however I have some 3000gp left from previous loot. I'd like to use that up on this shopping trip so i'll be an extra item over my limit, but it's money already in the bank. (coins in the pocket make a lot of noise, ya know. :)

I'll be updated my CS tomorrow.

Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon 
Monday July 5th, 2010 2:46:03 PM

(Back from out of town and checking in...)

Sir John will call his faithful mount, Joshua, to him and immediately mount it. Then, he'll follow the rest of the group down the hall, weapons ready for whatever they might find...

As he goes by the spider thing that appeared, he'll smash it if needed...

Remsus Kai HP 52/52 AC 15 (DM Addison) 
Tuesday July 6th, 2010 1:23:27 AM

(OOC: You want to smash Spider? j/c, post will come tomorrow midday.)

(Sorry for the confusion... I meant snake that was trying to get spider... ;-) Ken M)

Remsus Kai HP 52/52 AC 15 (DM Addison) 
Tuesday July 6th, 2010 12:43:42 PM

Sir John - Summons his horse and follows behind

Spider - Dodges the snake and slaps it to the ground. The snake bursts into gray smoke and dissipates. You have the feeling this may be the first of a few traps.

Rathan - Stands in front and waits for the Owl's report.

Kiri - The owl gladly heads down the hallway 40feet and then takes a sharp right turn. It flies for a while until you can no longer hear it. Then the owl comes back and speaks in Celestial Highlight to display spoiler: { "No hostiles in sight. But the hallway curves a bit and leads to an extremely large square room with stone floors and walls, it must be at least 100feet wide and long. There is one exit from this room on the opposite side of it. Would you like me to continue scouting?" }

Speck - Shops a bit and waits

Remsus - Casts Fly on himself and he sits there hovering above your heads as he looks about with See Invisibility.

Lucky - Casts Shield of Faith on himself.

You can all see down the hallway. It is 10foot wide and at least 40feet long until it curves. And of course, you cannot see beyond the curve unless you have x-ray vision of some sort.

Round 2 of 40. (Next round will be round 3)

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:Blurr, Spectral Hand, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door


Captain Lucky AC1d10+15 HP64 
Tuesday July 6th, 2010 1:24:29 PM

What, what? Lucky either cast CLW or Shield of Faith! Right?

Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon 
Tuesday July 6th, 2010 2:18:37 PM

Sir John continues following along, waiting to hear what the owl has to say about their possible foe... He does add, "We're on a limited time here and I think we may need to get moving a bit faster... Taking excessive time for caution may not be wise..."

Rathan HP 161/161 - CMD 17 
Tuesday July 6th, 2010 6:25:30 PM


Rathan and Orcus continue down the hall, following the scent of the Taur guardians. He will follow the tunnel up to the entrance of the room, or until something bites his head off. Whichever comes first.

Captain Lucky AC1d20+17 HP64  d20+17=37 ;
Tuesday July 6th, 2010 7:03:07 PM

OOC Last Round: Lucky will have cast Shield of Faith on himself, per last post. Oh, I see the DM Post was amended! Thanks!

This round: He orders his monkey to advance down the corridor, and Lucky follows. "Like Sir John says, boys, let's get a move on!" That's 40 feet of movement for Captain Archie, a double move. He lets his monkey stay 10-20 feet ahead of him at all times.

OOC: In general, I agree about moving more swiftly. But in character, I can't take the lead. My job is to (1) agree with others and take advice, (2) heal others, (3) cast buffs, and (4) RP.

AC for next time it is needed: 37 woot!

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Summon Monster I (celest monkey) - 7 rounds left.
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 7

Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+17=35 ; d20+14=24 ; d20+6=23 ;
Tuesday July 6th, 2010 9:19:35 PM

Kiri relays the owls report to the rest of the group, then requests that it continue scouting ahead.

Celestial Owl: Move Silently: 35, Listen: 24, Spot 23, Low-light vision, Darkvision

The young sorceress will walk with the group down the corridor, somewhat oblivious to her surroundings.
---------------
Currently Active Spells: Summon Monster I (Celestial Owl) - 4 rounds, Mage Armor, Protection from Evil, Shield

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 7
Level 3 7
Level 4 5
Level 5 3


Speck AC19/20 HP:41/41 
Tuesday July 6th, 2010 11:16:17 PM

Speck watches as the snake dissipates. "Hmmm.... gotta remember that trick," he mumbles.
Then he taps himself with a wand and says, "Doors and Floors, Walls and Halls, reveal your secrets to ME!"

Cast Detect Secret Doors from Wand (newly bought item), charge last 1 minute.
Speck follows along with Lucky, concentrating on the floors, walls, and ceiling, for hidden doors. He'll point one out if/when he sees one.

Speck AC21/22 HP:41/41 
Tuesday July 6th, 2010 11:17:45 PM

oops, forgot to update my new AC.
Now header and CS are updated.

Remsus Kai HP 52/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d6=4 ; d6=3 ; d6=1 ; d6=6 ; d6=4 ; d6=2 ; d6=5 ; d6=1 ; d6=2 ; d6=1 ;
Wednesday July 7th, 2010 11:58:47 AM

And so the group walks down the hallway... monkey first. The group order is: Monkey and Owl side by side, Lucky and Speck sbs, Rathan and Orcus sbs, Spider and Kiri sbs, Remsus flying, Sir John on his horse in the back.

Everyone make Listen and spellcraft checks right now please.

Speck - has the awesome idea to cast Detect Secret Doors on himself. He does not see any doors within the hallway, but he does see several outlines of doors beyond his field of vision, like there are secret doors in a room adjacent to the hallway you are currently in.

The Owl flies forward and does not notice anything out of the ordinary until it exits the hallway again and reaches the big room. You hear the owl screech in Celestial Highlight to display spoiler: {, "Things are moving inside of barrels - ORLY!?"} Then you hear a sound like a bird hitting a windshield and an abrupt plop coming from the large stone walled room.

Then, after this happens, you hear a click and look down at the Celestial Monkey. The poor Monkey looks up at Lucky who summoned it and whispers in Celestial Highlight to display spoiler: {"I'm sorry."} and then he looks at his feet; it seems he stepped on a stone tile that was a trip for a trap mechanism.

Behind Sir John, since he is in the back, you hear a loud CRASH. It seems that the tunnel is caving in on you, starting from where you began. There is only one way to go it seems... straight to the next room. If you decide not to run, then you take 29 Bludgegon damage (Reflex DC 18 for half), and you are burried under rubble.... unless you have another solution, such as perhaps summoning a wall of stone to protect you, or stoneshape to modify the stone to not collapse... or any other creative thing you can think of.

Remsus flies with all his might out of the hallway and into the next room... so does the Celestial Monkey.

Round 3 of 40. (Next round will be round 4)

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:Blurr, Spectral Hand, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Spider 
Wednesday July 7th, 2010 4:32:34 PM

Spider runs into the next room to avoid getting crushed, "This place is dangerous!"

DM Addison: Go ahead and give me a spot and listen check upon entering please. Also, if you have scent, survival. And maybe knowledge dungeoneering.

Captain Lucky AC1d20+17 HP64  d20+17=18 ;
Wednesday July 7th, 2010 9:33:07 PM

OOC: Hmmm ... the DM sets us a challenge ... unless you have another solution, such as perhaps summoning a wall of stone to protect you, or stoneshape to modify the stone to not collapse... or any other creative thing you can think of. And ha! Something new to me, as this is not in the module I wrote!

Captain Lucky looks at his monkey sadly and directs it, "Aid my friends in combat [OOC: Aid Another to hit]. Then he shouts, "FLY, YOU FOOLS!" He steps over to the nearest wall, casts Meld Into Stone, and steps in. He is gone.

AC for next time it is needed: 18 nat 1!

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Summon Monster I (celest monkey) - 6 rounds left.
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Meld into Stone.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 7

Speck AC21/22 HP:41/41 
Wednesday July 7th, 2010 10:49:46 PM

OOC: Oooooh I'm sooooo tempted to attempt the Ref save, 'cause if Speck makes it, he doesn't take any damage. Oooooh it's so tempting...

IC: Speck speed on into the large room, eyes wide, as the corridor collapses behind them.
He immediately points out the location of the secret doors to the others, then warns everyone of other possible traps.

"Y'know, the birdy went SPLAT!

OOC: ok, i chickened out, but in case i failed, even 1/2 damage could deprive me of needed hps for worse stuff later. :}

Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+2=6 ; d20+15=29 ;
Wednesday July 7th, 2010 11:02:28 PM

Listen: 6 + 2(from Specks Inspire Confidence), +1 (from Lucky) = 9
Spellcraft: 29 + 2 + 1 = 32


Kiri cringes at the sound, imagining the worst for the owl. But at the impending danger of the corridor collapsing, she legs it to the next room.

Question for DM: Would Kiri know if the Summon Monster I spell was still active? Not sure on this if the creature is dead...

---------------
Currently Active Spells: Summon Monster I (Celestial Owl) - 4 rounds, Mage Armor, Protection from Evil, Shield

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 7
Level 3 7
Level 4 5
Level 5 3

Rathan HP 161/161 - CMD 17  d20+17=35 ; d20+17=31 ;
Wednesday July 7th, 2010 11:21:06 PM

Rathan and Orcus burst into the room, their nostrils flaring wide with their labored breathing. Taking a moment to smell the air and scents around them.

(Survival 35 and 31, respectively.)



Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon  d20+4=17 ; d20+2=19 ;
Thursday July 8th, 2010 9:22:04 AM

As the world seems to collapse around him, Sir John kicks his spurs into Joshua to urge him to move quickly and they both charge into the room. As he enters, he moves to the side, axe ready for whatever might be waiting for them...

Spot = 17, Survival = 19

Remsus Kai HP 52/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+19=20
Thursday July 8th, 2010 11:10:42 AM

(OOC: Ok guys. I am playing around with my new maptool. It may take me a little while to get things working right, but this is what I have drawn up so far. I will update this post a few times within the next few hours. And yeah Cayzle, that Dire Bat summon trap was a crummy idea imo, collapsing hallway much more to the point and allows for more creativity)

Character Tokens

Does the link work? The way I did it was I took a screenshot of my map and pasted it into paint. Then I saved the paint file on Google.docs and published as webpage.

Here is your map of where you are. Tell me if you want me to move your character elsewhere.

MithrilMap

When you enter the room, Speck points out the secret doors (pink on the map).

Rathan immediately smells something foul and disgusting coming from the other side of the secret doors a well as on the other side of the room.

Lucky melds into the stone wall to find that there is only about 3feet of stone for him to maneuver through. He pokes his head out the other side of the wall to get a look at the outside and he immediately begins to suffocate as the air is sucked out of his lungs. It appears you are in a vaccuum! The other side of the wall he resides on is of course the collapsed hallway. But he seems safe and comfortable for the time being.

Kiri definitely feels the Summon Monster 1 spell twinge out of existence when the SPLAT is heard. It feels like being plucked on the forehead. Though you hear nothing.

Sir John gallops in on his horse and he is the last to exit the collapsing hallway.

Spider is there and waiting.

Roll any perception checks you want at this point. (Remsus rolled a Nat1 on his spot check. LOL)



Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon 
Thursday July 8th, 2010 2:00:45 PM

(SJ's was a 17.... Do I need to roll again?)

DM Addison: Nope. I saw it earlier but I didn't say anything b/c you failed the DC

Rathan HP 161/161 - CMD 17  d20+10=20 ; d20+10=26 ;
Thursday July 8th, 2010 6:14:58 PM

Rathan emits a low growl and the hairs on his arms stand up. He puts a hand on Orcus to stay his companion, the speaks to the others as he examines the room.

(Rathan spot = 20, Orcus Spot = 26)

"From behind this wall comes a foul stench. Something awaits us there. Be ready when the door is opened."



Captain Lucky AC1d20+17 HP64  d20+9=12 ;
Thursday July 8th, 2010 7:28:15 PM

Lucky tries to find a way out of the pile of rubble. Escape Artist 12 this round. What DC does the halfling need to crawl out?

DM Addison: Well, you casted meld into stone on yourself. The collapsed hallway is all stone, so you can pass through it like air for the duration of the spell. Actually, you can walk among the walls for a while now and try to see if there are any rooms adjacent to the one everyone is in.

Speck AC21/22 HP:41/41  d20+17=35 ;
Thursday July 8th, 2010 10:04:51 PM

OOC: Perception Checks? we gone to 4.0? Speck's mind reels as he is yanked from the 3.5 Universe to the 4.0. Ha! :)

IC: "Halt! Don't go any further into this room until we've cleared it of traps!" Speck blurst as he stops near the entrace, just enough into the room to let Sir John pass by.

Taking out his googles, he starts looking for traps in front of him and moving forward 5' at a time.

d20+17= 35! ohh that was soooo close...

DM Addison: I've never actually played 4ed. Perception is used on Star Wars Saga edition and Pathfinder, it encompasses Spot, Listen, and Search.

Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Friday July 9th, 2010 5:10:43 AM

"I'd be wary of those barrels. The owl said there was something moving inside them before it.... you know.... left us" Kiri informs the group. She looks around the floor to see if there's any sign of the poor bird.

Realising that it left somewhat prematurely, Kiri takes another precaution and, waving her hands before her, disappears from sight Cast Invisibility

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 6 (7-1:Invisibility)
Level 3 7
Level 4 5
Level 5 3


Captain Lucky AC1d20+17 HP64  d20+13=21 ; d20+14=29 ; d20+19=21 ; d20+19=27 ;
Friday July 9th, 2010 7:20:55 AM

Extras:

(1) Maps look real good. I can't download them at work (where I can only take seconds to check the Wold anyway), but at home ... very nice.

(2) Glad to see you changing up the module! Keeps me on my toes. Also nice.

(3) Lucky rolled an escape artist check ... but looking over the rules, they say you need a full minute (!) and a DC30 check(!!) to get through a tight space. If that's the case, Lucky cannot succeed even if he wanted to take 10 rounds, seeing as he would need a nat 21. Maybe the spaces are not so tight? Awaiting your ruling. Maybe I have sealed myself in! (LOL!)

(4) Rolling "perception" checks ... and since they rolled spot, search, and listen into "perception," I'll roll all three: Spot: 21, Listen: 29; Search: 21 (ignore double roll please).

DM Addison: Thanks. And when I say perception, go ahead and roll any knowledges that could apply or help out that you may have along with all the different 'hey, lookie here' skills. And when you have Meld into Stone active (10minutes per level), you can just walk through the wall at your base land speed and end up whereever you want. Just tell me what square you want to check out.

Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon 
Friday July 9th, 2010 10:19:51 AM

Sir John remains silent and wary as he lets the others search for traps. Joshua snorts uneasily as he somehow senses danger nearby too, though like his master, he's not sure where it lies...

Remsus Kai HP 52/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+10=13 ; d20+16=33 ; d3+4=7 ; d20+8=25 ;
Friday July 9th, 2010 10:40:56 AM

Everyone please keep all the spells active on you, their effects, and the duration somewhere in your post or header.

Also, read this: http://www.woldiangames.com/Woldipedia/index.php/Combat_Rules#Special_Attacks
Please put your special attack defense rating on your header.

Rathan - you did not notice anything amiss with your spot check, but Orcus certainly did. The Badger immediately begins to growl and scratch at the floor and he points his nose in the direction of the tapestries on the wall to the southwest. If you can communicate with him, he says, Highlight to display spoiler: {"I saw one move! And it smells like goblin!"[/b]} As a result, neither you nor Orcus are surprised this round.

Lucky - finds that he can get to the room quite easily in one move action by walking through the wall, or he can travel around in the wall wherever he wants.

Kiri - goes invisible.

Speck - now something interesting happens. When Speck begins making his way about the room with some awesome searching ability, he notices something really really weird with the floor when he reaches H-14. Give me a Will save DC 18

Then, something terrible happens. You hear movement, and spells being cast very close to you. Spellcraft DC 17 Highlight to display spoiler: {: You hear Bull's Strength and Shillegah being cast}. You also hear several loud roars echo throughout the cavernous room

Remsus flies high to the top of the room and scans around with his see invisibility, he is the first to notice it.

A Goblin jumps from out behind the tapestry and slices the rope on the Ballista, firing the large bolt directly at Remsus! Hit AC 13, miss. Remsus dodges the bolt as it crashes into the wall, stuck inside.

At the same time, another Goblin jumps out of a barrel and throws a Bolo at Sir John; it soars across the room with an ominous hum, and it hits Touch AC 33. SIr John takes 7 Subdual damage and is now entangled in the Bolo. Give me a Ride check DC 18 or you are also tripped from your mount. (Just go with me on this one)

Remsus reacts by casting Blindness on the Bolo thrower, DC is 17, The Bolo thrower rolled a 25, success. He shrugs off the magic.

Round 6 o 40

Please tell me your actions

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:Blurr, Spectral Hand, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Dhttp://www.woldiangames.com/games/index.html?game=mithriltapivine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Map: Map

Sir John, AC 26, 69/76, hps, Prot from Evil, Bless Weapon  d20+10=14 ; d20+11=12 ;
Friday July 9th, 2010 11:31:47 AM

(OOC - Addison, not sure which special attack defense rating you want... There are several that we could use based on which attack...)

Sir John curses as the bolo wraps itself around him and he tries to remain mounted on Joshua while fighting the wire but his leg gets entangled and he falls from the horse and bruises his shoulder... (Ride = 14) (I assume I still have my move and standard actions, and all the bolo did was knock me off of Joshua?)

As a move action, he'll mount Joshua again and then throw a javelin at the bolo thrower...

Attack = Misses AC12... (Where are these horrible rolls coming from...?)

DM Notes
7 subdual dmg in round 6
Prot From Evil
Bless Weapon

Both spells will last 1 min/level and since his level is 10, they'll last 60 rounds, which will be longer than this module is designed to be...

DM Addison: yeah, your right, there are several different defenses. Guess we just have to calculate them when they come up.

Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Friday July 9th, 2010 9:15:01 PM

"This explains the owl..." Kiri thinks to herself. She is out of range for the spell she wishes to cast, so elects to move forward into the fray to get a better line of sight Move to G7

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 6 (7-1:Invisibility)
Level 3 7
Level 4 5
Level 5 3

Speck AC21/22(Dodge) HP:41/41  d20+7=11 ; d20+3=13 ;
Friday July 9th, 2010 10:42:39 PM

OOC: Sir John, I presume you added the +1 for being near Lucky (he's in the room by now) and your saddle, if it is a military saddle, adds +2 to Ride checks to Stay in Saddle. I presume you know all this... :)

Oh, it would be a Will save!

OK, I don't know if this applies, but he has Trap Sense +1. If this isn't a Trap, then it doesn't apply.

Will Save DC18 d20 + 7 = 11 (+2 vs Fear = 13) fail
Spellcraft DC17 d20+3 = 13

Oh oh.


Captain Lucky AC1d20+17 HP64  d20+17=30 ;
Monday July 12th, 2010 7:55:40 AM


Lucky follows along behind. That's 20 feet of move to get him to 13C.

Once there, he casts Bear's Endurance on Sir John.

He shouts, "SIR JOHN! NOW YOU HAVE THE ENDURANCE OF A BEAR!"

=====

AC for next time it is needed: 30

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Summon Monster I (celest monkey) - 6 rounds left.
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Meld into Stone.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 7

Remsus Kai HP 52/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Monday July 12th, 2010 11:16:53 AM

Jim C? Kenny Eubanks? I want you guys to get an action in before the next round. It's going to be a tough one. ;)

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:Blurr, Spectral Hand, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Sir John, AC 26, 69/76, hps, Prot from Evil, Bless Weapon 
Monday July 12th, 2010 2:09:58 PM

(Checking in...)

Rathan HP 161/161 - CMD 17 
Monday July 12th, 2010 3:02:14 PM

Rathan and Orcus each move 65 feet south, putting them in range of the Bolo goblin next round.

DM Addison: give me a will save DC 18 quickly... or I can roll it for you, either way

Remsus Kai HP 43/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+12=31 ; d20+21=37 ; d20+19=24 ; 6d6=23 ; d20+10=25 ; d100=88 ; 2d8=6 ; d8=3 ; d20+16=33 ; d3+4=5 ; d20+4=17 ;
Monday July 12th, 2010 4:23:57 PM

Well. I guess Spider just missed his turn.

Kiri moves to better position herself.

Lucky buffs up Sir John with some bear's endurance.

Sir John hops back on his horse and throws a Javalin... and misses

Speck - You don't notice anything out of the ordinary... and you don't feel any different. Did your DM just make you roll a will save to keep you on your toes? Naw, not really. But you can do actions during combat even though you have to roll saving throws. Go ahead and take another move action this turn since you missed it last turn.

Rathan and Orcus attempt to charge at the Bolo Thrower, but both Rathan's foot and Orcus's paw slips through the floor at I-16. (Will DC was 18, I rolled a 31 for ya. Congrats, you disbelieve the illusion). They step back quickly as they notice the FLOOR IS NOT REAL. After you disbelieve the illusion, you can see that beneath the invisible floor is a large fire pit!

The only way across is a creaky wooden bridge located at the center of the floor. DC 15 balance check per move action to cross it.

Then, the enemies move

First, you hear some arguing from behind the secret door on the west side.
If you understand Goblin Highlight to display spoiler: {"It's right beyond the door, I can see it with my spell!!!!"}
Then, if you understand Tauric, Highlight to display spoiler: {"I know, you stupid witch, I can smell it! Hit the lever"}

Then, the secret door North of Kiri opens up and a large Liontaur comes charging out of it staring straight at Kiri!!! It charges her and Bull Rushes her into the Fire pit!!!! Even though you are invisible, it still smelled you, and the goblin witch also has see invisibility on. Cayzle designed this part... =)

(Breakdown for bull rush by the beefy liontaur: +5str+2bull's str+2rage+2human favored enemy+4Imp bull rush feat+2charging +4 large size= + 21 total for bull rush attempt. Hit 37. Your Bull Rush defense is 10+Str+size+stability right? Either way, I'm sure that the 37 is enough to push you at least 10feet.) Kiri falls 15 feet into the pit and takes 23 fire damage. DC 15climb check to get out of the pit. If you simply climb (as opposed to flying out or melding into stone, or jumping, dimension door etc), you incur an AOO.

Then, the second Secret door opens up and ANOTHER Liontaur comes charging out, this time, at ORCUS, Bull Rush hits 24 (-2 b/c not human)! Orcus's defense is 10+7str+4large = 21. He gets pushed back 5feet into the pit down 15 feet and also takes 23 fire damage. DC 15 climb check to get out of pit. If you simply climb, you incur an AOO.

The Goblin Skirmisher reloads the Ballista and fires it again at Remsus hitting AC 25 and she makes the 20% miss chance for blurr, doing 9 damage to Remsus.

Then, the Goblin Bolo Thrower tosses another bolo at Lucky, Hitting AC 33, cleanly tripping him to his face and hitting him for 5 subdual damage.

Then, Goblin Witch 3 Casts Web on Sir John and his Horse Johnathan and Lucky. Reflex DC 15.

Spot DC 20 Highlight to display spoiler: {You notice that the Goblin Witch 3, and the Bolo Thrower both have a PIE SLICE necklace that you have been sent to steal}

YOUR TURN

Remsus - Takes out some Tiny Fruit Tarts and throws them at Goblin Bolo Thrower. Then he waves a feather in the air, he casts Tasha's Hideous Laughter on Bolo Thrower. DC is 20 (7int+2spell+1enchantment focus). The Bolo Thrower rolls a 17, fail. He erupts in crazy laughter!

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower: Laughing hysterically, cannot make any actions.
GoblinWitch1: See invisibility
GoblinWitch2: See invisibility
GoblinWitch3: See invisibility
GoblinSkirmisher:
Liontaur1: Rage, Bull's Str, Shiellegah
Liontaur2: Rage, Bull's Str, Shiellegah.

Map Map



Spider  d20+12=22 ; d8+3=11 ; 5d6=19 ; d20+23=40 ; d100=24
Monday July 12th, 2010 5:10:46 PM

Spider springs to the attack and stabs at the Liontaur2 with his bastard sword, all the while blinking, then springs away and hides in plain sight of a nearby shadow.

Attack vs Liontaur2: +10base, +2blinking; HIT AC 22 (Target gets no Dex bonus to AC because of Blinking)
30 damage (11base, +19 Sneak Attack due to Blinking)

Hide in Plain Sight: 40

Spring attack(no AoO) to F16 then spring to E17, hiding in Liontaur2's shadow.

Miss% = 24 Hit.



DM Addison: Aha, the olde blinking trick eh? nice. I like it, but don't forget to roll your 20% miss chance on all your attacks. Read that spell carefully. Also, could you be specific as to what squares your character moves into and out of so I can see how many attacks of opportunity you incured during your movement.

ETA Spider: Sorry was completely lost on the map and changed my attack to a more appropriate target--Liontaur2

Sir John, AC 26, 69/76, hps, Prot from Evil, Bless Weapon  d20+9=22 ; d20+19=24 ; 2d8+13=16 ; 2d8+9=12 ; d20+9=15 ; d6+5=6 ; d20+19=21 ; d8+6=9 ; d6=6 ; d6=3 ;
Monday July 12th, 2010 5:13:49 PM

Sir John tries to avoid the web cast around him (Reflex Save = +6 + 2 PfE + 1 Lucky = 22, Made it) and Joshua is able to nimbly avoid being snared...

Really angry now, he calls out a challenge to liontaur 2, and insults its taurhood, mother and anything else he can come up with. He draws his lance and charges it, moving to the SE since he has a direct line at it...

(OOC = Can still charge since I avoided the web? Not sure on this one... If not, I'll use my battle axe instead of lance...

1. Attack with lance, charging = (+16 +2 charge, +1 lucky) = Hit AC 24 for 16 pts (another bad roll... Yuck...)

Joshua also strikes at it with one of his hoofs = (+7 + 2 charge +1 lucky) = Miss AC 15??? Not sure what they're AC is... Dmg (if any) = 6 pts (yet another 1 on my roll...)

Stats if Charged =
AC 24 for Sir John and Joshua

If NOT charge due to web, simply move forward and attack liontaur 2...

2. Attack with Flaming, Shocking Battle Axe = Hit AC 21 for 9 dmg + 6 fire + 3 electrical = 18 total

Same result for Joshua's bite, except would miss AC 13...

Stats if not charged = AC 26 for SJ

DM Addison: Charging through a web on a horse eh? I don't think you can use the charge action over anything that would be considered "Difficult Terrain". Or if you could, then each square would take up double. But I guess your move is enough so that it doesn't matter. AND I like the cool feel of you charging through a webbing with a lance. Yeah, option 1. =) Maybe you should try letting JoshuaBULL RUSH the Lion into the fire next to Orcus? His Bull Rush defence is only 19 to him. Think Joshua can beat it? John can also forego his attack for an assist action to give Joshua a +2. You both get +2 for charging him as well.

Rathan HP 134/161 - CMD 17  d20+16=30 ; d6+7=11 ; 2d6=10 ; d6=1 ; d20+18=23 ; d8+11=17 ; d6=3 ; d20+18=35 ; d20+18=36 ; d20+13=14 ; d6+7=11 ; 2d6=10 ; d6=4 ; d6+7=8 ; 2d6=7 ; d6=3 ; d8+6=7 ;
Monday July 12th, 2010 8:41:53 PM

Rathan gasps as the Liontaur charges at his companion, then roars a challenge and swipes at the creature with one his his claws, it's Vicious enchantment tearing deep into the Liontaur with little backlash.

AoO. Improved BR only negates AoO's from the defender, in this case, Orcus.

Orcus Howls in anger and crawls out of the pit at G 18.

(Creatures who have a climb speed do not incur AoO's moving in such a way.)

Having been hurt badly, the creature flies into a rage and slashes at the liontaur with one of his claws while Rathan dedicates himself to offense, clawing and biting at the now flanked Liontaur.

(Wow, that's a lot of rolls per turn. My rolls go in this order..

1d6+7 (Natural Claw damage), + 2d6 (vicious enchant), +1d6(recoil from enchant.)

Orcus rolls 1d8+Str, +1d6 from his tears.

Here's the breakdown.)

[AoO hit AC 30 for 21 damage with 1 point of recoil from Vicious.]
[Orcus claw hit AC 23 for 20 damage.] (3 fire)
[Rathan Primary Natural Attack 1 hit AC 35 for 21 damage with 4 points of recoil from Vicious.]
[Rathan Primary Natural Attack 2 hit AC 36 for 15 damage with 3 points of recoil from Vicious.]
[Rathan Secondary Natural Attack (bite) hit AC14 for 7 points of Damage.]

Captain Lucky AC1d20+17 HP64  d20+15=18 ; d20+12=31 ; d20+17=30 ; d20+9=19
Monday July 12th, 2010 11:22:46 PM


Reflex Save to avoid the Web: Lucky's Reflex save is a +15, so he needs a nat 1 to fail. He rolls an 18, so no problem.

Not severely hindered by the Webs, Lucky stands up. He casts Sanctuary, putting four of his seven luck points into the save DC. Per the Mendicant Greater Luck ability. His save DC is 1d20+1+7+4 = 1d20+12. He rolls a 31 Will save DC on that Sanctuary. He gets back two of those Luck Points.

If he can make a five foot step with an escape artist check of 19, then he moves to 14D, if the kindly DM so allows (the question is whether you can make a five foot step through Webs if you made a save and a decent escape artist check). Otherwise he will stay put in 13C.

=====

AC for next time it is needed: 30 again after making a DC31 Will save to attack Lucky.

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 8 rounds.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 5

Spider 
Monday July 12th, 2010 11:24:11 PM

DM, I updated my post cause I was totally lost on the map.

Speck AC21/22(Dodge) HP:41/41  d20+11=18 ; d4+1=5 ; 3d6=14 ;
Monday July 12th, 2010 11:37:31 PM

OOC: Speck was going to wait to see what happened on the fail before posting his action. So...

Action previous round:
Sensing something awry, Speck casts Eagle's Splendor on himself (dur 5 minutes)

Actions this round:
Battle erupts around the halfling and a friend gets pushed and vanishes into the floor, only to erupt out fo the floor a bit singed. Speck does not waste time pondering the weirdness, but attacks the liontaur.

Use Spring Attack to move to G15 flanking the liontaur, attack with Sneak Attack, then back to H14.

Speck draws his short sword and springs forward, swiping at the enemy, d20+11+2(flanked) = 20
if hit:
dmg 1d4+1 + 3d6 SnAt = 5+14=19



Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Tuesday July 13th, 2010 1:10:15 AM

OOC: Just waiting for a response on the rules board before posting...

Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Tuesday July 13th, 2010 1:46:57 AM

The sneak attack does as planned, and catches Kiri by surprise. The flames lap at her clothes, and she can feel her skin start to burn. Drawing on her arcane power, she casts another spell Cast Polymorph

Retaining her invisibility, her body starts to shift into that of a very young red dragon (10 hit dice, L size). She feels her wounds heal, scales begin to grow, and the raw power that such a beast possesses. Stretching her newly formed wings, she flies out of the pit and above the ballista.

Standard Action: Cast Polymorph,
Move Action: Fly up 60ft, 25ft south (60x2 + 25 = 145. Allowed 150ft. Perfect. Should put me 45ft above it)


---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Red Dragon)

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 6 (7-1:Invisibility)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 3


Rathan HP 134/161 - CMD 17 
Tuesday July 13th, 2010 2:58:54 AM

( Kiri, I dont know if the rule applies in tapestries, but according to Wold house rules, forms of dragons are prohibited. )

Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Tuesday July 13th, 2010 3:12:54 AM

Thanks Rathan. I wasn't sure myself, but got the suggestion from the rules board - from Addison our DM :)

Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Tuesday July 13th, 2010 3:12:55 AM

Thanks Rathan. I wasn't sure myself, but got the suggestion from the rules board - from Addison our DM :)

Captain Lucky AC1d20+17 HP64 
Tuesday July 13th, 2010 7:47:54 AM

OOC: Well, what the DM says, goes. Arguably, we are not in the Wold. Still, there's this:

Dragons are Special: Dragons were created by Gargul (chromatic dragons) and Alemi (metallic ones) in the first age of the Wold. No mortal may take the form of a dragon, not even the greatest shapeshifters. The Dragon Disciple prestige class is not allowed in the Wold.

Rules for Wildshaping and Polymorphing in the Wold: Note on Forms Known: A Shifter (or any other character, for that matter, from a mage casting Alter Self to a wildshaping druid) can only assume familiar forms. A form is familiar if the shifter has encountered a creature of that form, through combat, conversation lasting more than one minute, or physical inspection lasting at least a minute.

So your PC has to have met a very young red dragon. That's for you and your DM to work out.

Options to consider instead: 8-10 headed pyrohydra, An Assassin Vine has fire resistance 10.

Also, per the polymorph spell in the PHB, what makes you think you can gain fire resistance or immunity with the Polymorph spell? You gain extraordinary attacks, but not other extraordinary abilities like defenses, nor supernatural nor spell-like abilities. Sorry my friend. Maybe Addison will be very nice, but PHB Polymorph can't give you any immunity or resistance, even if you could be a dragon.

(Reposted on the Rules Board)

Remsus Kai HP 43/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Tuesday July 13th, 2010 9:14:49 AM

Ahh. I completely forgot about that rule in the Wold.

Tell ya what, I will let you turn into a Red Dragon if you wish, but only a Wyrmling, since the HD for Very Young starts at 11 and you only have 10levels of Sorc. How's that for a compromise?

But yeah, it seems that Cayzle is right and Polymorph doesn't grant resistances to elements huh? How strange, I thought it did as well. But if you read the spell carefully, nothing there for it... though you would gain a breath weapon and fly speed so at least you could get out of the pit. And you gain HP as if you rested for one night, so I don't think you should be at full HP.

Remsus Kai HP 14/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+16=35 ; d100=84 ; d20+13=24 ; d20+13=20 ; d100=32 ; d100=59 ; 3d6+6=18 ; 3d6+3=11 ; d20+10=19 ; d20+10=12 ; 2d4+1=6 ; d20=20 ; d20+14=28 ;
Tuesday July 13th, 2010 12:43:50 PM

Spider - does an amazing maneuver, slashing and blinking to get inside the Liontaur's guard. Spider stabs the Liontaur 2 square in the stomach with his bastard sword and rips up, taking out a nice chunk of flesh and innards. The Liontaur2 howls in pain. 30 points of damage. But then Spider has a probem... Liontaur 2 dies after Rathan and Orcus's attacks and therefore has no shadow for Spider to hide in!

Sir John - charges out of the web like a bat out of hell and Lances Liontaur2 right in the chest, knocking the taur back several steps and clearly knocking the wind out of him. 16 more damage. The horse's hoof misses though.

Rathan and Orcus - Orcus crawls back up the side of the wall, singed and burned, but ready to fight. He and Rathan go into a frenzy, slashing the poor injured Laiontaur 2 to little bits. The guy doesn't stand a chance against the onslaught and perishes, the last thing he sees are lots and lots of claws flying at him. Spider now has no Liontaur 2 shadow to hide in.

Speck - Casts eagle's splendor on himself... and then his target is already dead. So go ahead and take two full actions this turn. You may need them.

Lucky - Takes a 5-foot hop to square 14D and casts Sanctuary on himself, not a single creature in the room can overcome a DC 31 will save except on a nat 20, so he is very very safe for now... except from splash damage or area attacks.

Kiri - Gets pushed into the pit of fire and gets burned pretty badly (please update your HP on your header, Casting polymorph should only heal you by your constitution modifier, not all 23 points of damage). Yet she still has the presence of mind to cast Polymorph on herself and fly out of the pit. She assumes the form of a Medium Sized (9HD) Red Dragon and flies above the Ballista and Goblin Skirmisher. Note that Kiri is still invisible as well! The Goblin Skirmisher definitely hears the flapping of wings, but does not see anything and is very confused.

Enemy's turn

The Goblin Bolo Thrower (who has a pie slice) is still Laughing maniacally. He can't help it. That is, until the GoblinWitch3 (who has a pie slice) takes a step over and slaps the Bolo Thrower upside the head extremely hard.

NOW, the Bolo Thrower is back in the right mind, he spins his weapon in the air and throws it at Remsus, hitting AC 35 and getting through his blurr, wrapping the flying Drow in the bolo and dropping him to the ground. (Kiri, your lucky your invisible b/c I would have this guy wrap your wings up if he could see you. =)

Then, Liontaur1, after seeing his friend get butchered by the heroes, sees an opportunity for revenge when he sees the Drow drop to the ground, wrapped in a Bolo. Liontaur 1 unleashes his full fury on the poor disabled Drow, hitting him twice with his Shillegah stick for 29 damage total! Remsus is bleeding profusely and struggles to move as he coughs up blood (only 14HP left)

Goblin Witch 2 Casts Web all over the group of heroes that ganged up on LionTaur2,
At the same time, the Goblin Skirmisher ties an Alchemist Fire to a bolt on the Ballista and shoots it directly at the webbing.... Only hit AC 12, so everyone dodges the ballista and the worst of the alchemist fire, but all the webbing catches on fire. Rathan, Orcus, Spider, Sir John, Joshua, and Luckyall take 6 damage from the burning webbing... that didn't work out as well as I had hoped. (I suppose since Rathan and Orcus have teh same hit points, you guys take 12)... No Reflex Save btw.

Finally, the last enemy goes, Goblin Witch 1 looks directly at Kiri and says in Goblin "I see you, you pink-skinned invisible whore!" and she casts Blindness on Kiri, Fort save DC 16 or go blind. When blinded, you can't target spells, but you can rely on other senses to do area spells... with a bit of randomness.

Your TUrn

Remsus doesn't quite know what do to, being wrapped up and beaten to a pulp, he casts Hold Person using Concentration to not provoke an AOO and taking extra concentration to cast it while entangled in the Bolo (Concentration =28). So get this guys, the Liontaur has a +0 will save and the DC is 16... he rolled a nat 20... The Liontaur is unnaffected by Remsus's Hold Person and lifts its club to beat the Drow into oblivion. "HELP" Remsus screams.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower: Laughing hysterically, cannot make any actions.
GoblinWitch1: See invisibility
GoblinWitch2: See invisibility
GoblinWitch3: See invisibility
GoblinSkirmisher:
Liontaur1: Rage, Bull's Str, Shiellegah
Liontaur2: DEAD

https://docs.google.com/leaf?id=0B1_Ez4LS5AXtODBlMjkxNzktYTYwZS00ZDI3LWFmMTQtNzRhMDY2MWYzNGFh&sort=name&layout=list&num=50

Sir John, AC 26, 83/96, hps, Prot from Evil, Bless Weapon,  d20+18=30 ; d8+6=13 ; d6=3 ; d6=3 ; d20+7=8 ; d20+10=21 ; d20+10=28 ; d20+10=25 ;
Tuesday July 13th, 2010 2:10:59 PM

(Need to update Joshua and my hps since I failed to account for Bear's Endurance cast upon me earlier... So we get 20 hps added since Con is up... (Joshua benefits from share spells ability) New total is 89/96 for me, 72/72 for Joshua...)

Sir John grunts in anger as the fire affects Joshua and him... (6 pts...)

Looking at the tactical situation, he decides to move and attack Liontaur 1, hopefully finishing it off for good... (It looks like to move to G/H 9/10 would take appx 6 squares (30' )... Web takes double though and 3 of my squares are webbed, so it would take 45' rather than 30'... However, Joshua's base speed is 60', so this is easily done...)

He swings his axe with a curse and hits AC 30 for 13 + 3 fire + 3 shock = 19 pts...

Joshua tries to hit it with his hoof too, missing AC 8 though...

Yelling to his companions, he adds, "Somebody help Remsus and someone else needs to get those spellcasters off our tail!!! I'll take care of this beast and you all worry about the Goblin wizards!!!"

Stats
Joshua hps = 66/72, 26/26 AC
Ride Check to fight = +10 modifer vs. DC 10 = 21...
Ride Check to use both hands (1 shield, 1 axe) vs DC 5 = 28...
Ride Check for Joshua's AC... 25... 26 is normal so ignore...

Spider AC24/18T/24FF 63/69HP  d20+14=20 ; d100=75 ; d8+3=6 ; d6=4 ; d6=3 ; d6=4 ; d6=6 ; d6=3 ; d20+23=43 ;
Tuesday July 13th, 2010 5:48:43 PM

Spider turns, charges and springs to the attack on Goblin witch 2 (A18), his bastard sword leading the way to death, then just as quicky he steps away and hides in plain sight.

Attack vs GW2: +10base, +2blink, +2charge: Hit AC20 (no dex due to blinking)
Miss % 75 Hit
26 damage (6base, +20sneak)

Hides in Plain Sight: 43 (any shadow within 10')

-2AC for charging


Speck AC21/22(Dodge) HP:41/41 
Tuesday July 13th, 2010 8:36:22 PM

Quick Question: Wouldn't Kiri need to make a Concentration Check when casting the spell? He is in a pit of fire, and the round he casts the spell he'll take fire damage?

Rathan HP 134/161 - CMD 17 
Tuesday July 13th, 2010 9:17:14 PM

( Speck, I think the DM was being generous. )

DM Addison: Yes. I was being nice. But she made the concentration check anyways.

Kiri -- AC17+10 HP42/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+16=19 ; d20+16=35 ; d20+14=21 ; d4+1=2 ;
Tuesday July 13th, 2010 9:21:24 PM

Concentration Check for the spell. DC = 10 + Half Damage (assuming it's considered continuous when you're in a fire pit). DC = 23. 19=Fail. Use Hero Point to reroll. 35=Success.

Also, since there's been quite a lot of discussion about dragons, I'll use a different form and go with Hippogriff. I've had a change of mind in terms of tactics, and really only need something that can fly and don't want to cause too much more trouble discussing dragons! :)

Fort Save vs Blindess = 21. Success

Does Goblin Witch 1 need to take a 5ft step to A7 in order to have line of sight at Kiri to cast that spell?


Kiri shrugs off the Witches attempt at blinding her, and decides to finally retaliate Cast Summon Monster V. Doh! Could have been 5 elementals, but only 2! Two small earth elementals start to appear At -A7 and B7

Rathan HP 122/161 - CMD 17  d20+11=27 ; d20+20=25 ; d8+9=15 ; d6=2 ;
Tuesday July 13th, 2010 9:40:02 PM

Hearing Sir Johns request, Rathan pulls his claws from the dead Liontaur backs up twenty feet. Communicating with Orcus, he touches his friends mind, but finds only primal urges to kill and claw.
The wolverine charge towards the remaining liontaur, leaping towards it and slashing madly with it's claws.

"Use your rage well, Orcus!", he shouts, as he rushes the fire pit and leads across.

( 25 foot gap long jump is DC 25. d20 + 7 STR, + 4 bonus for longstrider = 27. (Nat 16)

Landing heavily on the other side of the pit, Rathan snarls and slides to a stop, putting the large barrel between himself and the small sized bolo expert. (Partial cover at P 16? ^_^; )


[ Rathan: Double Move/Jump pit. ]
[ Orcus: Charge Liontaur. Hit AC 25 for 15 damage and (2) fire damage. [17 total]

Rathan HP 122/161 - CMD 17 
Tuesday July 13th, 2010 9:42:27 PM


( Poor Kiri! Does a hippogriff have either hands to manipulate components or the ability to cast a spell with a somatic component? )

Speck AC21/22(Dodge) HP:41/41  d20+12=26 ; d20+13=28 ; d4+1=3 ; 3d6=7 ; d20+11=29 ; d20+11=28 ; 2d4+2=5 ;
Tuesday July 13th, 2010 11:00:28 PM

OOC: Generous indeed! :)

Ok, Speck is a round behind, but anything he would normally choose to do could possibly affect what the enemy just did and things would get real complicated, so Speck will do something that won't affect this last round and then do something this round. Sigh... short people with short legs just can't keep up...

IC: Last round, since the Liontaur died before Speck moved:
Speck mumbles "Begone!" and taps himself with a wand and becomes invisible (Wand of Invisibility), then moves to E16

This Round:
Speck, moving silently and invisibly, moves to B18, right next to GoblinWitch2.
Move Silently d20+12= 26. Note: theres a lot of combat noise going on, yelling, cursing, and so forth too.

With nifty shortsword, he prepares to strike GoblinWitch2. Note: Readied Action: Speck plans to strike when GoblinWitch starts to cast a spell and cause an Unprepared Concentration check. If she does not cast a spell on her turn but does something else, he strikes before her action/move.

Q: would a spellcaster with the Combat Casting be able to use that bonus if attacked when casting a spell when not expecting to be attacked?

A) Would it be safe to say that IF the caster did NOT specify casting on the defensive even though not immediatly threatened, then the bonus for Combat Casting would not apply for the Concentration Check?

B) Would it be safe to say that IF the caster did NOT specify casting on the defensive, thinking himself safe from attack, would then incure an AOO by an invisible attacker adjacent to him?

If B) is the case, then Speck would get the AOO when/if GoblinWitch2 cast a spell on her turn, then an additional attack for his normal Readied Action, right?

If so, here's Speck's AOO attack:

d20+11+2= 28! vs Defender AC (no Dex bonus to AC due to Invisibility)
Dmg = 1d4+1 +3d6 = 3 + 7 = 10 Concentration Check DC20.

And here is Speck's Readied Action attack:
d20+11 = 29! Possible Crit. for Keen weapon, confirming d20+11 = 28! Crit confirmed!
Dmg = 2d4+2 = 5! whoopeeee! A 5 on critical dmg!

DM Addison: Invisibility again? Notice that all the witches have See Invisibility up.

Speck AC21/22(Dodge) HP:41/41 
Tuesday July 13th, 2010 11:03:35 PM

Addendum: if only one attack is deemed by the DM, then take the one with the most damage, the first one. :)

Kiri -- AC17+10 HP42/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Tuesday July 13th, 2010 11:55:28 PM

If not a hippogriff, then a harpy... as long as it's flying and can cast spells, I'll be happy :)

Rathan HP 122/161 - CMD 17 
Wednesday July 14th, 2010 1:51:56 AM

( Speck, Combat casting would go off regardless of the unexpected attack or not, because combat casting only happens when casting defensively.. and if you are casting defensively.. then your typically prepared for anything. It'd be the same if a fighter was walking down a hallway full defensive for no reason at all and got mobbed by a rogue. He'd still get the +4 defense, although he'd be flatfooted and lose dex and shield bonuses.)

Captain Lucky AC1d20+17 HP64  d20+13=28 ;
Wednesday July 14th, 2010 10:33:11 AM

Lucky moves 40 feet forward across the bridge with a double move. Balance with two luck points is a +13. No prob, and gets a luck point back. Still sanctuaried, of course.

Sir John, AC 26, 83/96, hps, Prot from Evil, Bless Weapon, 
Wednesday July 14th, 2010 2:21:16 PM

Checking in... OOC - I've got a big youth group event tonight so I may not be able to do Sir John's post 'till tomorrow AM if the DM's post is later tonight...

Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+11=16 ; d20+9=13 ; d20+9=16 ; d100=18 ; 5d6=16 ; d20+12=18 ; d20+10=26 ; 3d8=13 ; d6=2 ; d20+12=18 ; d20+8=25 ; 3d8+7=23 ; d20+14=28 ;
Wednesday July 14th, 2010 4:11:14 PM

Sir John - kicks Joshua up to speed and he charges Liontaur 1 and slashes it across the face with his crazy axe. His movement incurs an AOO (Liontaurs have 10foot reach here), But the Liontaur1's attack bounces off of Sir John's shield harmlessly. (Only hit AC 16). Also, if you don't post, then I will just have you attack the nearest mob so you don't lose a turn.

Spider runs up to Goblin Witch 2 and shanks her in the gut. She curses as her blood litters the floor at Spider's feet.

Kiri turns into a Harpy and flies above the Ballista, then she begins to summon 2 earth elementals. This is a full-round action and they will appear and attack next turn.

Rathan - Please be more specific as to where you send Orcus and what square you move to. Also pay attention to your allies' movements b/c Sir John already occupied the space next to Liontaur1. So I moved you guys around. Nonetheless, Orcus slices into Liontaur 1 and Rathan jumps clean across the fire pit and lands on the other side of the Barrel from the Goblin Bolo Thrower.

Speck - needs to read the conditions of the enemies better. The GoblinWitch 2 sees Speck coming from a mile away. Speck moves to B18 and readies an attack... that is never triggered.

Lucky - A move of 40feet puts you in the middle of the bridge. Luckily Sanctuary prevents anyone from targeting you.

Their Turn

Liontaur 1 - He is badly injured and outnumbered, but he sees that Remsus is very weak and can be easily taken out with one hit. So he swings his Staff twice, only one hits, but then the Liontaur realizes that he is only attacking a Blurr of the Drow Elf! (%miss was 18, huzzah). He stands there defiant against his foes, awaiting the bitter end that he sees coming.

GoblinWitch1 - she sees the elementals taking shape in front of her and fears the beating that will ensue. So she runs to Square B8 and fires of her last spell... a Lightning Bolt that hits Sir John, Joshua, Remsus, and Orcus for 16 poinsts of damage, Reflex DC 16 for half. Remsus makes his save and only takes 8 damage, leaving him VERY BADLY hurt.

GoblinWitch 2 - Badly hurt from Spider's bite and seeing Speck come at her, she is very afraid, so she takes a 5foot hop back out of range and casts Tasha's Hideous Laughter on Speck, Will DC 16 or fall prone and begin laughing, unable to act.

Goblin Skirmisher - Loads the Ballista with another large bolt with an Alchemist fire tied to it and fires it at Sir John. It connects, hitting him squarelly in his chestplate, the fire bursting all over. (Sir John takes 13 piercing and 2 fire damage, DC 15 reflex save or take 1d6 more damage next turn. Also, give me a DC 10+15damage=25 ride check or be knocked off of Joshua by the ballista bolt. I know its not exactly how it works, but I think begin hit by a huge flaming ballitsa bolt while on a horse warrants such a check)

Goblin Bolo Thrower - Is very surprised by Rathan's jumping over the pit to confront him. The Bolo thrower jumps on top of the chest and throws a Bolo at Rathan, hitting Touch AC 18, if it hits, then it trips Rathan off his feet, putting him prone. (I subtracted 4 from the Bolo thrower's attack for you having cover behind the barrel, note he is also on high ground). (Note this guys has a Pie slice)

Goblin Witch 3 - (also has a pie slice). Being the most powerful witch of the bunch, hops on a chest (giving her high ground) and uses one of her last spells, Ray of Exhaustion, shooting it at Rathan, hitting Touch AC 25. Fort Save DC is 17 or become Exhausted, if you make the DC you are only Fatigued. Please look up effects of such conditions.

Your Turn
(If Sir John doesn't post, I will have him just get back on his horse and attack Liontaur 1)

Remsus - is near death, so he casts Cure Serious Wounds on himself by loosing a 3rd level cleric spell for 23 points of damage.

Round 10 of 40

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower:
GoblinWitch1: See invisibility
GoblinWitch2: See invisibility. -26hp
GoblinWitch3: See invisibility
GoblinSkirmisher:
Liontaur1: Rage, Bull's Str, Shiellegah. -36hp
Liontaur2: DEAD

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtNTUwNTYxM2ItMjg2Mi00MmE2LWFjOGEtM2M2ZGM3OTIzY2Y4&sort=name&layout=list&num=50

Captain Lucky AC1d20+17 HP58 of 64  d20+13=14 ;
Wednesday July 14th, 2010 5:53:51 PM

Updating header to include burning Web damage, sorry.

Lucky keeps walking across the bridge. Another balance check with +2 from luck points: A NATURAL ONE!

He loses those two Luck Points, putting him at 4.

What happens? Does he fall if he misses by one? Poor Lucky!

DM Addison: Cayzle, would you pass up this opportunity to take advantage of epic failure rolls if you were me?

Rathan HP 122/161 - CMD 17  d20+4=18 ; d20+13=31 ;
Wednesday July 14th, 2010 8:20:40 PM

Prior Round Resolution.

[ Orcus: Save vs DC 18. ]
[ Rathan: Prone from Bolo. ]
[ Rathan: Fatigued. ]

( DM. If I understand Fatigued correctly, taking an attack action would render me exhausted? With the duration attached to this one... man.. I can't believe my 10th lvl PC was just neutered for the entire module by a goblin with a 3rd level spell.

Holding my turn until I get confirmation on the effects. )

DM Addison: Per the SRD "Fatigued

A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. "

So, the real question is, what would make you become fatigued normally? Sleeping in armor? ANything else?

Speck AC21/22(Dodge) HP:41/41 
Wednesday July 14th, 2010 9:21:54 PM

OOC: (Rathan: sounds logical, if the spell caster states casting on the defensive, the CombCast +4 would automatically be added. If the spellcaster does NOT state casting on the defensive, he's vulnerable to AOO whether the attacker is invisible or not.)

Remsus: yeah, see, my original target was the other goblin witch but I change my mind the last minute and forgot this one can see invisible. Oh well, his invisibility would keep others from seeing him and he had to do something that would not have affected the previous actions anyway...

Kiri -- AC17+10 HP42/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+6=17 ; d20+6=16 ; d6+5=8 ; d6+5=10 ;
Wednesday July 14th, 2010 9:35:53 PM

The earth elementals lash out at Goblin Witch 1 with small, yet sturdy limbs of solid rock.
Elemental 1: Hit AC17 for 8
Elemental 2: Hit AC16 for 10

With Goblin Witch 1 now occupied, Kiri turns her attention to the Goblin Skirmisher. A number of bats start to gather in square O5, P5, Q5, and Q6 Summon Swarm - Bats

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V, Summon Swarm

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)

Captain Lucky AC1d20+17 HP58 of 64 
Wednesday July 14th, 2010 9:38:03 PM

Taking any old action while fatigued does not make you exhausted! Only taking actions that cause fatigue make a fatigued person exhausted. For example, if you were a barbarian coming out of rage, you would be fatigued. Then getting hit by something that fatigues you, like saving vs the ray, would make you exhausted. But in fact few things cause fatigue.

Speck AC21/22(Dodge) HP:41/41  d20+7=16 ; d20+11=23 ; d4+1=2 ;
Wednesday July 14th, 2010 9:53:25 PM

OOC: With Speck's Readied Action, when goblinwitch2 takes a 5' step back (an Action), that should trigger Speck's readied action, as stated above:

If she does not cast a spell on her turn but does something else, he strikes before her action/move.

She receives:
d20+11 = 29! Possible Crit. for Keen weapon, confirming d20+11 = 28! Crit confirmed!
Dmg = 2d4+2 = 5! whoopeeee! A 5 on critical dmg!

OOC: this is Speck's second attack roll since the first was calculated with Sneak Attack, wich is irrelevant.
I doubt she's dead with the additional 5 hp damage.

Will save:
DC16, d20+7=16! HA!

Speck moves from B18 to B19,20,21 then to A21 and takes another swipe at the goblinwitch2.

d20+11= 23, dmg if hit d4+1 = 2

Rathan HP 122/161 - CMD 17  d20+18=34 ; d20+18=38 ; d20+18=33 ; d20+13=28 ; d8+11=16 ; d6=6 ; 2d8+22=30 ; d6=4 ; d8+9=12 ;
Thursday July 15th, 2010 1:22:57 AM


(Thanks Cayzle.)

Standing up from prone, Rathan moves to P20, threatening both goblins near him for the time being.

Orcus takes a full attack on the Liontaur, clawing wldly.

[Summar]

[Rathan: Double Move.]

(Stand from prone and move to P 20. This will provoke AoO's. I dont know if a ranged weapon can take an AoO in 3.5)

[Orcus: Full Attack]

Hit AC 34 for 16(claw) and 6(fire).
Hit AC 38 (Nat 20) - Confirm on AC 33 for 30(claw) and 4(fire).
Hit AC 28 for 12 (bite).

61 slashing / 10 fire = 71 damage total.

(Go giant war badger! So even if Rathan is totally fatigued, he is still half useful, heh.)

Spider AC24/18T/24FF 63/69HP  d20+14=21 ; d100=73 ; d8+3=11 ; d6=2 ; d6=5 ; d6=3 ; d6=5 ; d6=6 ; d20+23=36 ;
Thursday July 15th, 2010 3:09:28 AM

Spider charges and springs forward once more to the attack on the Goblin Witch(#2), sliding his blade into it, then springs back to where he was, hiding in plain sight once more near the shadows.

Attack GW2; +10base, +2blink, +2charge: Hit AC21 (no dex to AC)
Miss % 73 Hit
32 damage (11base +21sneak)

Hide in Plain Sight 36


Captain Lucky AC1d20+17 HP58 of 64  d20+17=19 ;
Thursday July 15th, 2010 5:58:12 AM

Oh, I forgot my AC roll this round, although I hope my sweet sanctuary makes it moot. AC19.

"DM Addison: Cayzle, would you pass up this opportunity to take advantage of epic failure rolls if you were me?" -- LOL! I simply trust my kindly DM to be fair in all his rulings! :-)

Sir John, AC 26, 75/96, hps, Prot from Evil, Bless Weapon,  d20+18=19 ; d20+13=20 ; d8+6=11 ; d6=1 ; d6=6 ; d20+7=20 ; d20+2=12 ; d20+2=17 ; d6+5=10 ; d4+3=6 ; d20+8=24 d20+8=25 d20+12=25
Thursday July 15th, 2010 9:25:28 AM

Sir John sees that his foe is almost vanquished, and with a look of utter disdain for such a pathetic creature, he tries to finish the job quickly and painlessly, cutting his foes neck into two...

Attack 1 = Miss (Nat'l 1)...
Attack 2 = Hit AC 20 for 11 + 1 fire + 6 shock = 18 dmg

Joshua is now free to bite and kick at the same enemy...

Bite = Hit AC20 for 10 pts
Hoof 1 = Miss AC 12
Hoof 2 =Hit AC17??? for 6

DM Addison: Please roll your and Joshua's reflex save for the lighting bolt and apply either 8 or 16 damage, depending on whether you guys make the save or not. Also, roll the Ride check and take the damage that I posted in the last combat round for you...

Ken - Sorry, I missed all that in the DM's post and only caught that the first attack missed... Here are the rolls...

1. Save vs. DC16 - Reflex vs Bolt = 24... Joshua = 25... So both made it... Takes 8 and none next turn? Joshua takes none since he has improved evasion...

2. Ride Check to stay in saddle... barrrrrely made it... 25... SJ manages to stay in saddle despite bolt that tore into him...

OK, I think I got everything... 2 ST's, ride check, damage from ballista...

Stats
Joshua hps = 66/72, 26/26 AC


Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+10=16 ; 3d8=22 ; d6=1 ; d6=2 ; 4d4+4=13 ; 4d4+4=16 ; d20+16=19 ;
Thursday July 15th, 2010 10:26:53 AM

Lucky - Lucky tries to cross the bridge by balancing across it, but fails miserably and falls. Luckily (heh, see what I did there?), he catches on to the wooden and rope bridge just in time and is now dangling from his pinky fingers as flames lap up his leg.

Kiri - Neither of the Earth Elemental attacks hit. Nonetheless, Kiri summons a swarm of bats to surround the Goblin Skirmisher...

Speck - Does 7 damage total to Goblin Witch 2. She still stands.

Rathan and Orcus - Orcus still needs to apply the damage from making the save on the Lightning bolt... unless it has evasion. Nonetheless, Orcus finishes off the Liontaur in a fury of slashes and bites. Pieces of the kitty flutter into the fire pit. Rathan, fatigued, stands up from being tripped and moves to threaten both the Goblin Witch and the Bolo Thrower. Ranged weapons do not threaten any squares, but the witch does. She tries to stab you with a dagger.... and misses horribly (hit AC 8)

Spider - Stabs Goblin Witch 2 right in the gizzard and she drops, cursing the whole way down. Then Spider jumps back into the relative safety of shade.

Sir John and Joshua - Please roll your Reflex save vs DC 16 for the lightning bolt and apply damage accordingly. Also, please post an alternative action whenever an ally who is attacking the same monster as you does 70HP of damage to it in one turn. Turns go by posts, whoever posts first goes first, Orcus killed the Liontaur already... so you can go again next time. Also, you were hit very hard last round with a flaming ballista bolt that could have knocked you off of Joshua... and you take 2 more fire damage this round for not trying to put out the fire on you.

Their turn

Goblin Skirmisher - Really really REALLY wants to shoot at Lucky, dangling there, but she cannot will himself to do so... literally, Sanctuary got her. But she CAN attack the wooden bridge! She shoots a firey ballista bolt at the bridge, hitting it for 23 damage. The bridge shakes violently as ropes snap and planks of wood shatter.. then, HALF THE ROPE BRIDGE COLLAPSES, leaving only one side still attached to both ends of the fire pit. Lucky hangs in the balance as the wooden planks are completely vertical and most of the rope is on fire. DC 20 climb check to get up and then DC 22 balance check to walk the rest of the way across. (Each one takes a move action)

Goblin Witch 3 - Takes a 5-foot hop back from Rathan and blasts him with Magic Missile for 13 damage.

Goblin Witch 1 - She does not like these earth elementals around her, so she takes a 5-foot hop away and shoots Magic Missile at Orcus for 16 damage.

The witches laugh as they hit both ends of the Lost Child with the same spell at the same time.

Goblin Bolo Thrower - takes a 5-foot hop back from Rathan and throws ANOTHER Bolo at him, hitting Touch AC 19. If that hits, then you are tripped again... this is what you call a one-trick goblin.

Your Turn

Remsus - Sees Lucky dangling from a flaming collapsing bridge over the fire and casts Resist Energy: Fire on Lucky! You now resist like the first 20 points of fire damage.

Round 11 of 40

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower:
GoblinWitch1: See invisibility
GoblinWitch2: DEAD
GoblinWitch3: See invisibility
GoblinSkirmisher:
Liontaur1: DEAD
Liontaur2: DEAD

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtNzIyZDAzNTYtZjQ5ZS00NGM5LWJmMjAtNmIwYWNlMWNlYzRm&sort=name&layout=list&num=50

Sir John, AC 26, 75/96, hps, Prot from Evil, Bless Weapon, 
Thursday July 15th, 2010 2:48:28 PM

(Addison - I updated my post above and will take 2 dmg for this turn from the fire...

The alternative for me last turn is to double move across the bridge (if it would hold Joshua... Not sure on that... Would depend on how the bridge look) and take on the goblin guy at the ballista... I'd probably have to dismount when I got near him... SINCE this was before the skirmisher shot the bridge... I should be able to make it across before it blew up... I'll put up the rest of my post in a few minutes... )


DM Addison: No problem, just note that it is a DC 15 balance check to cross the bridge... that is before it collapsed. Also, please make your character sheet viewable through your header so I can roll saves and stuff for you if I have to.

Spider AC24/18T/24FF 63/69HP  d20+23=39 ;
Thursday July 15th, 2010 3:37:05 PM

Spider moves as fast as he can towards H21, then hides in plain sight amongst the flickering shadows.

Double move

Hide in plain sight 39

Still Blinking



Sir John, AC 26, 73/96, hps, Prot from Evil, Bless Weapon,  d20+18=36 ; d20+13=27 ; d8+6=9 ; d8+6=14 ; d6=5 ; d6=3 ; d6=3 ; d6=2 ;
Thursday July 15th, 2010 4:40:02 PM

Standing next to? the annoying little goblin, Sir John sweeps his axe in a low blow across its knees, hoping to knock it down a few feet of height or cripple it, as well as setting and fire and electrocuting it...

Att 1 = AC 36 for 9 + 5 fire + 3 shock = 17
Att 2 = AC 27 for 14 + 3 fire + 2 shock = 19

Total = 36 pts...

Stats
Joshua hps = 66/72, 26/26 AC
Sir John hps = 73/96, 26/26 AC



Captain Lucky AC1d20+17 HP58 of 64  d20+10=25 ; d20+15=21 ; d20+17=32 ;
Thursday July 15th, 2010 6:04:46 PM

Lucky does his best to struggle up the ruins of the bridge.

DC 20 climb check ... Lucky has a +7 to his climb checks ... and he'll pump 3 of his remaining 4 luck points into the check ... so at +10 ... a 25! Sweet! Lucky climbs! and he gets back a luck point.

But then a DC 22 balance check ... Lucky has a +11 on balance checks, and he pumps 4 of his remaining 5 luck points into the roll ... so at +15 ... a 21! Ah! He misses by one and loses all 4 of those luck points, leaving him with just one point left!

What happens to poor Lucky, having missed his balance check by 1 ... yet again!?!

OOC: Thanks for the fire resist! I may need it!

=====

AC for next time it is needed: 32 after making a DC31 Will save to attack Lucky.

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 6 rounds left.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 1

Speck AC21/22(Dodge) HP:41/41 
Thursday July 15th, 2010 8:35:59 PM

OOC: before I post i got a question.
Q: from the map, it does not look like the fire pit goes from wall to wall. It looks like there's a 5' gap no each side. Is this correct?

A:... DM Addison: I like the way your thinking. Yes. You can jump to the spaces in between the brazeers quite easily. I think it would take a couple of move actions to get all the way accross, but yeah, go for it. What's the DC on a 5 to 10 foot jump?

Rathan HP 81/161 - CMD 17  d20+16=36 ; d20+16=34 ; 2d6+14=22 ; 2d6=8 ; d6=4 ; d20+13=31 ;
Thursday July 15th, 2010 8:58:08 PM

Grumbling and Feeling weak, Rathan stands again from prone and adjusts himself to R20. Swinging a large fist at the goblin bolo thrower, he hopes to end the little nuisance in one blow! His tear of viciousness backlashes him with some pain, but the crunch of the goblin is worth it.

Hit AC 36 (Nat 20) and confirm on AC 34? 22 (claw) and 8(tear) with 4 (backlash).

Orcus's foe dismembered before him, the large wolverine back up and a running start and leaps the fiery chasm as well, landing heavily before continuing towards the next accessable foe.

Jump: 31 vs DC 25 success.

( End at O-15 )

Speck AC21/22(Dodge) HP:41/41 
Thursday July 15th, 2010 10:54:44 PM

Speck takes a double move and ends up at D17 (if I read correctly where the door to this room is).

Kiri -- AC17+10 HP42/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+6=8 ; d20+6=18 ; d6+5=10 ; d6=5 ; d20+16=24 ;
Thursday July 15th, 2010 11:02:34 PM

Elemental 1 lumbers to C8 and swings wildly at Goblin Witch 1 (miss!)
Elemental 2 steps to B8 swings a mighty fist at Goblin Witch 1 (Hit AC18 for 10)

Concentration Check to keep the bats: 24 - success
Thousands of bats now encircle the Goblin Skirmisher. The goblin takes 5 points of damage, and starts to bleed. Bats now occupy squares: O6, P5, P6 and Q6. 5,000 bats may do something to the goblins vision?

Kiri decides to put some space between her and the swarm of bats. She flies and hovers over the large wooden table Move to P11

Notes on the Bat Swarm:
Distraction
Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding
Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.


---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V, Summon Swarm

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)


Sir John, AC 26, 73/96, hps, Prot from Evil, Bless Weapon, 
Saturday July 17th, 2010 10:24:07 AM

Checking in...

Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Saturday July 17th, 2010 5:03:17 PM

I'll make the post before Sunday.

Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+5=25 ; d20+6=15 ; d6=6 ; 4d6=9 ;
Saturday July 17th, 2010 10:27:29 PM

Round 12 of 40

Spider - moves next to the brazeer, intending to jump/climb over it and cross the pit that way... blinking and hiding in shadows the whole way. Good thinking. Just give me like a DC12 jump check and a DC 15 balance or climb check per move action to cross.

Sir John - moved across the room before the bridge fell... pending a DC 15 balance check from his horse. Then, he marches up to the closest Goblin (I suppose you wanted the Goblin Skirmisher? But shes covered in bats now, so howabout the Bolo Thrower?) Sir John plunges his axe into the Bolo Thrower's thigh as he stands on the treasure chest, exposing bone marrow and sending jolts of electricity and flame throughout the room. The Bolo Thrower yelps in surprise and pain.

Speck - moves

Lucky - he climbs up on the single rope and tries to balance himself with his feet on the sideways wood planks. Flames lap up at him and the rope of the wooden bridge is catching on fire. It won't hold on long, and unfortunately Lucky cannot balance himself enough to move this round.

Rathan - punches the Bolo Thrower in the jaw... and his jaw flies into the fire pit with a woooosh. Did you also account for the penalties for being Fatigued? -2 to str etc. Orcus jumps over the fire pit.

Kiri - both of the earth elemental's attacks miss. The bats begin to slowly eat the Goblin Skirmisher. She rolls a natural 20 on the Fort save so she is not nauseated.

Their turn

Goblin Witch 1 - Running low on magic and will to fight, she whispers in Goblin Highlight to display spoiler: {"You can't hide from me!"} She Casts Glitterdust on Kiri. Will DC is 15 to close your eyes in time and not be blinded. But you are glowing golden nomatter what.

Goblin Witch 3 - She sees her sister's plan and thinks of a good one for herself as she casts Touch of Idiocy and lunges at Sir John, hitting touch AC 15. If that hits, you take 6 penalty to your Intelligence, Wisdom, and Charisma scores!

Goblin Skirmisher - Surrounded by bats and bleeding, She freaks out and begins spinning in circles, throwing Alchemist fire everywhere. This deals 9 damage to both Kiri (Reflex DC 15 for half) and her swarm. But more importantly, the door that you must go through is BURNING. As a matter of fact, this whole room just might go up in flames it seems. The fire is spreading unnaturally fast! Speak Goblin Highlight to display spoiler: {"You will burn in this room with me! You will never collect all the pie pieces!"} she squeels

Your Turn

Remsus ; "No problem Lucky, lets get the hell out of here." the Drow says as he flies through the air to Lucky and tries to help him get his footing so he can balance across the burning rope bridge. Lucky gets a +2 to his balance check. I would just grab you and fly away with you in my arms... but Remsus's strength is too low and the Fly spell says you can only hold up to your max load. How much does Lucky weigh?

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0:
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower: DEAD
GoblinWitch1: See invisibility
GoblinWitch2: DEAD
GoblinWitch3: See invisibility
GoblinSkirmisher: -6hp and in swarm of bats.
Liontaur1: DEAD
Liontaur2: DEAD

Look at the map, if it looks like it may be on Fire, then it is...

map

Spider AC24/18T/24FF 63/69HP  d20+23=33 ;
Sunday July 18th, 2010 12:06:58 AM

It would be slow going, but spiders were never that fast. Spider turned his body slightly and began walking on the wall on his left thanks to his slippers of spider climbing (which looked more like boots cause he's not some ballerina in slippers, although he does dance a bit :) and moved Southward towards his prey. Knowing he wouldn't reach him quickly, Spider activated the Brahmah spell of Magic Stone in his left hand after pulling out three small stones he had in his pocket as he moved through the flickering shadows.


Spider Climb to L21 (20' move)

Cast Magic Stone via Brahmah tattoo

Hide in plain sight 33


Kiri -- AC17+10 HP37/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+11=22 ; d20+7=18 ; d20+16=27 ;
Sunday July 18th, 2010 2:48:55 AM

Questions to DM: Who is Keela, how high is the room, and how high are the flames? Also, on the map the elementals had moved to C8 and B8

Ref Save vs DC15: 22 = Kiri Success, 18 = Bat Success. Kiri takes half dmg. As does the swarm of bats
Concentration check to keep the bats around, assume DC15: 27 = Success

Will post more when I have answers to the questions...


DM Addison: Keela is the wizard in another game that I am playing in. Sorry, hard to keep my peepz straight. Yeah, I forgot to move the elementals, but the goblin witch was just gonna 5-foot hop to avoid AOO anyways. And the room is about 20feet high. The flames are crawling up the sides, but as long as you stay away from the walls you should be able to avoid them... but if you stay at the top of the place, the smoke will make you nauseated unless you pass a DC 15 fort save.

Captain Lucky AC1d20+17 HP58 of 64  d20+13=18 ;
Sunday July 18th, 2010 5:40:17 PM

Lucky says, "Thanks, neighbor!" He tries that Balance check again, at +2 ... at +13 using no luck points ... an 18! Alas! Missed by 4 this time.

Kiri -- AC17+10 HP37/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
d20+13=33 d20+6=12 ; d20+6=15 ; d6=6 ; d20+14=23 ;
Sunday July 18th, 2010 9:19:26 PM

Thanks DM! I sortof expected the Glitterdust was targetted at me, but one can hope :)

The earth elementals continue pursuing the fleeing Goblin witch, each taking another 5 ft step towards her. Their arms flailing wildly, they continue to miss their target (Hit AC12 & 15 - Missed on both counts)

The bats (8 out of 13HP remaining), however, are hungry. Their teeth are sharp and the goblins blood is fresh. The goblin skirmisher takes 6 damage and continue to bleed, losing 1hp per round.

Kiri turns just in time to see one of the witches cast a spell directly at her. Whilst not blinded by the spell (Will Save: 33!!!) her glowing outline is now clearly visible.

Concentrating to keep the bats pestering the goblin skirmisher, Kiri moves away from the growing flames - but not before being slightly scolded. She stays aloft, coughing on the smoke, but ok. Fly to R16. Fort check for nausea from smoke: 23 - success

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V, Summon Swarm

Spells Available to Cast today:
Level 0 6
Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)


Speck AC21/22(Dodge) HP:41/41  d20+15=32 ; d20+15=32 ; 2d4+2=6 ; 3d6=7 ;
Sunday July 18th, 2010 11:32:49 PM

Speck looks around and decides to be dashing. He Charges goblinwitch1, who seems to be evading two elementals.

Charge to D10

d20+11+2(charge)+2(flanked) = 32! Possible Crit (keen weapon)
d20+11+2+2=32! crit confirmed!

dmg 1d4+1 x2 + 3d6 (sneak attack) = 6 + 7 = 13 hps dmg

Note: AC this round is 19/20(dodge) due to Charge

Sir John, AC 26, 73/96, hps, Prot from Evil, Bless Weapon,  d20+1=8 ; d20+1=2 ;
Monday July 19th, 2010 10:51:53 AM

Balance Check for Joshua to skitter and tip toe (if a horse can do that...) across the bridge...

HOWEVER... Joshua doesn't make it (ignore 2nd roll, PC slow and I hit 2x by accident) and both rider and mount trip into the pit... (Last round... - let me know the dmg we take...)

This round, Sir John will stand (move action), brush himself off and take another move to begin climbing out of the pit...



Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  5d6=23 ; 2d6=9 ; d20+5=6 ; d20+10=14 ; d20+9=15 ; d20+9=29 ;
Monday July 19th, 2010 5:11:50 PM

Round 13 of 40... the clock is ticking.

Spider - Runs along the wall much like a spider would... and he casts Magic Stone.

Lucky - Cannot bring himself to cross the bridge as it sways and creaks under his weight and the fire. Then, suddenly, the BRIDGE COLLAPSES! Lucky goes tumbling to the bottom of the pit, but only taking 3 fire damage, since Remsus's Resist Fire protected 20 points of fire damage. DC 15 climb check to get out of the pit.

Kiri - Is glinting golden, and she flies to the wall of the room... which I mentioned to avoid. The fire spreads in her direction. If you remain next to the wall you will take fire damage next round. For now, just give me another DC 15 fort save or be nauseated. The bats, on the other hand, take 18 fire damage (swarms double damage), or DC 15 save for half.

Speck - Charges GoblinWitch1 and shanks her in the side. She still stands though.

Sir John - Falls to the bottom of the pit on his horse for 23 fire damage to both. Sorry for the confusion though, just trying to follow the module rules. DC 15 climb check to get out of the pit.

Their turn

Goblin Skirmisher - Rolls a nat 1 on her fort save, so is nauseated, and thus cannot make but one move action this turn. She runs underneath the tapestries on the side of the wall and hides (DC 14 spot to find her... but you know she is under the burning tapestries)

Goblin Witch 1 - Being outnumbered, surrounded, and low on HP and spells, she thinks that there is probably only one more action she can take before she meets her god of choice. She pulls out a tiny pearl and whispers a prayer. A spell she recently casts comes back to her and she casts it again. (29 on the concentration check, no AoO). Glitterdust flies all over her and the enemies surrounding her! DC 15 will save or be blinded!

Goblin Witch 3 - Sees the room burn down around her and knows the end is near. "You shall never escape!' she shouts as she casts her final spell: Arcane Lock... on the only exit, the large wooden door. What SHALL YOU DO?

Also, the FIRE SPREADS EVEN FURTHER! Smoke fills the room and thus your lungs. Look at the map, if your character is on a space that is on fire, you take 9 damage, or reflex DC 15 for half (4). If you are not in the fire (or flying above it), then roll a DC 15 fort save or be nauseated for one round due to smoke inhalation.

Your Turn

Remsus - success on his Fort save, so he is not nauseated. "Let's get OUT OF HERE" Remsus shouts. He casts Create Water on the large wooden door, putting out the fire for a few seconds, and then he flies over there, trying to pry it open. But the door knob is melted and he is unable to budge the large door with his feeble arms. "Oh, what I would do for a Ring of the Ram right now." Remsus moans.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower: DEAD
GoblinWitch1: -13 hp, See invisibility
GoblinWitch2: DEAD
GoblinWitch3: See invisibility
GoblinSkirmisher: -13hp and in swarm of bats.
Liontaur1: DEAD
Liontaur2: DEAD

https://docs.google.com/leaf?id=0B1_Ez4LS5AXtZjg3ZDI4ZjctYzhjOC00ODgwLWEwZDItOTlkZTYzODgxYjk4&sort=name&layout=list&num=50

Spider AC24/18T/24FF 63/69HP *BLINK*  d20+14=28 ; d8=1 ; d6=3 ; d6=3 ; d6=3 ; d6=5 ; d6=3 ; d20+23=25 ; d100=75
Monday July 19th, 2010 6:48:09 PM

Spider walks a few steps more then spring charges to attack the Goblin Witch (#3) with his bastard sword, shanking her in the back, then moving back to hide once more in the shadows.

Spring to N21

Attack vs GW3: +10base, +2blink, +2charge; Hit AC28 (no dex to ac)
21 Damage (4base, +17sneak)
Miss% 75 Hit

Spring back to M21

Hide in Plain sight 25


Kiri -- AC17+10 HP37/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+14=19 ; d20=13 ; d20=12 ; d4+1=5 ; d4+1=2 ; d4+1=4 ; d4+1=4 ; d4+1=5 ; d20+16=19 ;
Monday July 19th, 2010 7:41:47 PM

Fort save: 19
Kiri coughs on the smoke rising around her, and flies away from the wall Move to Q15

Both elementals are blinded by the Glitterdust spell, and the shrill of the bats indicates they have perished in the flames. Not a good day for summoned creatures.

Not having to concentrate on the swarm any longer, Kiri unleashes a barrage of magic missiles against the large wooden door. 20pts damage. Not sure if a concentration check is needed, but rolled 19 just in case

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V

Spells Available to Cast today:
Level 0 6
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)


Rathan HP 73/161 - CMD 17  d20+9=13 ; d20+9=22 ; d20+6=17 ;
Monday July 19th, 2010 10:18:34 PM

Rathan and Orcus move together, meeting up near the wooden door and try to break it down.

Rathan: Aid another: Success

Orcus: Break DC 24

Rathan and Orcus save for half damage.

Captain Lucky AC1d20+17 HP58 of 64  d20+8=18 ; d20+17=20 ;
Monday July 19th, 2010 11:40:16 PM


Climb check to get out ... DC15 needed, using his last luck point ... An 18! Yes!

Lucky climbs out of the pit. And gains a luck point. He moves toward the door as far as his move will take him.

=====

AC for next time it is needed: 20 after making a DC31 Will save to attack Lucky.

Current hit points: HP55 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 4 rounds left.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 2

Sir John, AC 26, 50/96, hps, Prot from Evil, Bless Weapon,  d20=2 ; d20=19 ;
Tuesday July 20th, 2010 10:26:36 AM

(Last round...) Sir John curses as he falls into the pit and suffers severe burns.... Since it's going to be hard to climb out, he takes his rope and grappling hook out and throws it to the nearest point on the enemy side... He first tries to see if he can tie the rope around Joshua (use rope?) but no luck... Use Rope= 2... Since Joshua is going to be much harder to rescue he must sadly be sent back so Sir John dismisses him...

(This round... Finally catching up...) Sir John begins pulling himself up the rope, trying to get to a safe point out of the fire... (Is this a DC 10 now that I'm pulling up a rope? My first goal is to get out of the fire... Climb = 19.) Once he gets out of the fire, he'll call one of his allies and yell, "Give me a hand getting out of this mess!!! I'm not in the mood to be barbecued!"


Remsus Kai HP 21/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  2d6=7 ; 5d6=9 ; 2d8+1=5 ; 3d8(7+2+1)+7=17
Tuesday July 20th, 2010 3:19:17 PM

Round 14 of 40

Everyone takes 7 fire damage for walking through or standing near fire this turn. Well. except for lucky. The fire spreads even further. It seems the entire room will collapse soon.

Spider - crawls up and stabs Goblin Witch #3 in the back. She squeals in pain as the sword bites into her. She is clearly on the brink of death, bloody and desperate.

Kiri - Shoots a Magic Missile at the door. The dense wood splinters and cracks under the spell, clearly moving in the right direction, but it does not destroy the door enough for anyone to get through.

Rathan - Orcus and Rathan resolve to a more finesse way of handling the door. Together they try to bash it down. The door splinters but the hinges stay intact. There is a hole through the door now wide enough for a small person to barely squeeze through to the other side with a DC 15 Escape Artist check. A medium person would need to make a DC 20 escape artist check to squeeze through the hole. You can see through the hole that there is another hallway that is free from the fire beyond the door.

Lucky - And then he moves as close to the door as possible

Sir John - Takes 9 more fire damage in the pit for the time it takes him to dismiss his horse and throw the grappling hook. He finally climbs out of the pit, scorched, burned, and his armor partially melted.

Their Turn

Goblin Witch 1- Now completely out of spells, exhausted, and surrounded, the Goblin Witch sees the fire approaching and decides to make a run for her hidden room. Full withdraw action. Desperate times call for running. She runs into the eastern secret room (Provoking an AoO from Speck only) and slams the door behind her.

Goblin Skirmisher - quickly notices that her tapestry she is hiding under is on fire. She crawls from her hiding place and scales the wall to the west side, trying to get back across the fire pit to escape the pink-skins. She runs through fire, burning herself badly on the way, but downing some healing pots while she's running.

Goblin Witch 3 - Now severely hurt and near death. She says a prayer to her profane god as she says in common, "You may have won the battle, but we shall win THIS war." she says as she jumps into the fire pit with the PIE SLICE still around her neck. Now, if you want to complete the module, you must rescue the pie slice as well.

The other Pie Slice resides on the corpse of the Bolo Thrower

Your Turn

Remsus sees the witch with the Pie Slice jump into the pit. "Oh my gods... Lucky, you are the only one who can survive going down there and getting it since you have my spell on you!" Remsus shouts as he flies to the Bolo Thrower and pulls the Pie Slice from around its neck. Then Remsus casts a healing spell on Sir John for 17 points of healing goodness.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Conditions:
GoblinBoloThrower: DEAD
GoblinWitch1: -20 hp, See invisibility, Hiding in secret room.
GoblinWitch2: DEAD
GoblinWitch3: DEAD IN THE PIT
GoblinSkirmisher: -15hp. running along the wall.
Liontaur1: DEAD
Liontaur2: DEAD

(Google Docs is giving me trouble with the map. It says "unable to read file" when I try to upload the Paint file... any ideas?)

Spider AC24/18T/24FF 560/69HP *BLINK*  d20+23=24 ; d20+19=32 ;
Tuesday July 20th, 2010 4:24:21 PM

Spider runs up to and through the locked door, "I'll unlock it from the other side!"

Double move if necessary

Blink through the door, which should be less than 5', so no damage.

Spider should only be taking half damage from the fire since he's only corporeal half the time, right?

If it's locked and can be unlocked by turning a bolt, Spider will do that then hide.

if he can't, then Spider will Open Locks on it asap (maybe next round if he had to do a double move), then hide.

Open Locks 32

Hide in plain Sight 24


Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, 
Tuesday July 20th, 2010 4:40:30 PM

Sir John is burned more from the leftover flames on his armor, but the healing manages to offset some of his injuries. To Remsus, he says, "Thank you my friend, your healing was timely."

Since the pie slice isn't going anywhere (since Goblin 3 is dead and the pie is in the pit), Sir John turns his attention to the door Spider is trying to get through. He runs over to it and if Spider can't get it open, he'll charge and either bash it with his axe or simply use his considerable bulk and fully armored weight to knock it down...

It seems that his bulk and fully armored weight could be able to at least knock the door loose or open if Spider can't get it open... Let me know what rolls I need to make...

If Spider manages to open the door, Sir John follows immediately behind, ready to attack the goblin that's escaping... (Again, if she's there, I'll roll my attacks if needed...)



Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  2d8+3=13 ;
Tuesday July 20th, 2010 8:51:32 PM

Assuming the door has been opened, either by Spider opening it, or by Sir john smashing it...

Uncertain if earth elementals feel pain, Kiri elects to dismiss them from her service with her gratitude.

With the room well alight, she flies through the now open door to the relative safety on the other side, where she resumes her natural form. She then hastily reaches into her pocket for a potion to reduce some of her pain Cure Moderate Wounds: 13

Question to DM: How long will the Glitterdust spell remain in effect on Kiri?

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust on self

Spells Available to Cast today:
Level 0 6
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)


Rathan HP 73/161 - CMD 17  d20+7=16 ; d20+9=18 ;
Tuesday July 20th, 2010 11:50:14 PM

Rathan and Orcus follow through the door, smashing it again if necessary.

Rathan - Aid another - Success

Orcus - Smash Door - DC 20

Captain Lucky AC1d20+17 HP58 of 64  d20+2=8 ; d20+19=26 ;
Wednesday July 21st, 2010 12:14:57 AM

"Jump into the firey pit of death? Good idea! I'll do it!"

Lucky backtracks and jumps down to get the pie slice. His jump check to go down is an untrained +2, but IIRC he gets a +2 synergy bonus from his ranks in Tumble. He gets an 8!

After picking himself up, he looks for the pie slice. If it is obvious, great. If not, he searches for it. Search 26.

Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, 
Wednesday July 21st, 2010 10:17:18 AM

(OOC = Hey guys and gals... I'll be gone from 24 - 31 July on a church mission trip, where I'll be leading a bunch of High School youth to Cleveland... I'll try to post in the evenings if we have Inet access...)

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  5d6=17 ; 3d8+7=20 ;
Wednesday July 21st, 2010 10:56:08 AM

Round 15 of 40

Spider - Yeah, only half damage b/c of Blink. Spider manages to blink his way to the other side of the burned and splintered wooden door. When he gets there he begins working on the locking mechanism. The only problem is a large ghostly-looking lock that is glowing blue and green. It must be from the Arcane Lock spell that the last witch casted before jumping into the fire. Luckily, with all the beating the door has already received, combined with you yanking at the lock that was holding it all together, the door falls down... literally. It falls to pieces and ash in front of your eyes.

John - You would need to roll either an attack damage roll or a bash DC to try to knock the door down. Doesn't matter, you guys got through.

Kiri - Glitterdust will last for the next 6 turns. Go ahead and start a countdown.

Rathan and Orcus - With one final blow, at about the same time Spider breaks the arcane lock, the door comes crashing down all around you.

Lucky - Lucky jumps into the fire pit and immediately begins searching for the amulet. His search check was just high enough so that he spots it under the burning corpse of the Goblin Witch. Lucky grasps it, and puts it in his pocket. Now he must think about getting out of the pit. DC 15 climb check.

The room behind you is collapsing in a torrent of flame, smoke, and ash. The hallway before you is extremely safe and actually kind of air conditioned. Everyone... except for Lucky and Speck are safe right now.

The hallway you stand in is very dark and dank... almost wet, like the air is somehow liquid. You walk forward and it almost feels as if you are swimming... how ominous. You can only see a few feet in front of you, and that is because of the light from the burning room... unless you have dark vision.

Your Turn

Remsus shouts, "Hurry up Speck and Lucky before the room collapses!" back into the other room. He also casts another Cure Serious Wounds on himself this time.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Spider AC24/18T/24FF 560/69HP *BLINK* 
Wednesday July 21st, 2010 3:48:46 PM

With a smile behind his cowl, Spider says boastfully, "See, I told ya I'd get that door open!"

Captain Lucky AC1d20+17 HP58 of 64  d20+17=22 ; d20+9=20 ;
Wednesday July 21st, 2010 8:49:25 PM

Gripping the pie slice, Lucky throws his last two Luck points into a heroic climbing effort ... a 20! He makes it! Lucky moves to the door as fast as his stubby legs will carry him!

=====

AC for next time it is needed: 22 after making a DC31 Will save to attack Lucky.

Current hit points: HP55 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 3

Rathan HP 73/161 - CMD 17  d20+17=29 ; d20+16=30 ;
Wednesday July 21st, 2010 10:20:46 PM

Rathan gently pats Orcus and breathes deep, trying to catch any specific scents in the "Air." As the others come together, he takes a moment to face the others.

"Orcus and I are hurt. We need help if it's possible. Otherwise we will do what we can."

[ Survival = DC 30 ]

Speck AC21/22(Dodge) HP:41/41 
Wednesday July 21st, 2010 11:29:01 PM

OOC: sorry to have missed posting. Looked on Monday and there wasn't one yet, then got tied up and didn't make it. Then on Tuesday the Woldian server wouldn't let me.

DM: with the witch he was attacking running away, Speck would have moved towards the other side. I don't know where ALL the fire is, but he has Slippers of Spider Climbing, so he'll take a deep breath and hold it (so he won't breathe in any smoke), then RUN up the wall and across the ceiling, or run along the East wall, whichever has less fire.

That should be two rounds. If allowed to RUN (speed x4) across the ceiling or along the walls, that would be 80' of move, or in not Run, then double move for two rounds (80').

If that's not enough to get him across (tell me what saves he needs) he'll cast Expeditous Retreat. That should do the trick.

Just let me know where he ends up after two runds of running or double moving using his slippers, Safe on the other side of the door or doomed. :)

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Thursday July 22nd, 2010 1:51:56 AM

Still coughing some of the smoke from her lungs, Kiri will stand wait by the door for the rest of the group - watching as Lucky both jumps into and out of the fiery pit.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (6rnds)

Spells Available to Cast today:
Level 0 6
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)


Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Thursday July 22nd, 2010 11:13:20 AM

A bit frustrated that the last enemy got away, Sir John is relieved as he sees Lucky and Speck make their escape. Since it's hard to see in the hallway, Sir John pulls out a sunrod and ignites it to see the area clearer...

Speck AC21/22(Dodge) HP:41/41 
Thursday July 22nd, 2010 10:17:01 PM

OOC: sorry about that, it was very late and I was in a hurry. I'll change my action.

Speck AC21/22(Dodge) HP:41/41  d20+18=24 ; d20+14=30 ;
Thursday July 22nd, 2010 10:30:21 PM

Speck casts Expeditious Retreat boosting his speed to 50', then, with a running start, attempts to jump the fire pit.

DC25 d20+9+8(Speed bonus)+1(near Lucky)= 24!

Didn't clear it but rolled within 5' so DC15 Ref to grab edge.

DC15 Ref d20+13+1(Lucky)=30!

Speck's little legs make a might leap over the fire pit and just barely makes it to the far edge. His nimble fingers grab hold of the edge of the pit and with the aid of some nifty slippers, he scrambles up and out.

Next round: He holds a hand out to Lucky and helps him up then trots to the busted door.

Rathan HP 73/161 - CMD 17 
Thursday July 22nd, 2010 10:46:01 PM

( Checkin in )

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  4d8+7=22 ;
Friday July 23rd, 2010 4:28:10 AM

Round 16 of 40

Most of the heroes bounder into the new hallway in various ways. Remsus flies in and delivers some healing magic to Rathan... healed for 22 points of damage.

Speck runs and jumps and catches onto the ledge of the fire pit. He pulls himself up and it will only take one more turn for him to run through the door of the collapsing burning room. Lucky also makes it into the new hallway.

Sir John, although loosing his steed for the time being, has the presence of mind to light a sunrod (Whats the visibility on that?). You can all see however far the illumination on a sunrod is. I think like 30feet or something. Low-Light vision can see twice as far.

Everyone make some spot, listen, and any knowledge checks that you think may apply to what you are feeling.

It is very strange, even as you speak, it feels as if your lungs could fill with water at any moment. Like you are trying to stay afloat in thin air. Any questions about the place you are in or what is around you?

For every question you ask in the next post make a DC 16 Will save. But know this: you will get good answers. Yes, I'm serious.

Rathan HP 73/161 - CMD 17 
Friday July 23rd, 2010 12:51:38 PM

( Addison, were Rathan or Orcus able to smell anything on their last survival roll? )

DM Addison: Ah yes. You do smell something in the water-like air. It smells... fishy. With an aftertaste of bull dung.

Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+4=8 ; d20+2=4 ; d20+10=25 ; d20+10=26 ; d20+3=14 ;
Friday July 23rd, 2010 2:53:44 PM

Sir John is a bit "creeped out" by the odd atmosphere and he looks over to those skilled in the arcane arts. Asking his friends, "Anyone have an idea of what this could represent? It's hard to breath and something mysterious is going on... Could it be a spell or some type of religious or natural occurance?"

(Assume that's one question? Will = 25... OK... Is this an evil affect? If not, then will = 23 but I passed anyway)

He tries to remember his noble training and conversations with Lords and Duke's, all of whom were retired heroes or mages, about if they had happened to mention this type of effect or odd atmosphere...

Know (Nobility) = 14
Will save = 26 (24 if not an evil affect, but again, I passed either way)

Spot = 8
Listen = 4



Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Friday July 23rd, 2010 6:40:16 PM

Extra Post:

When Sir John begins to speak, he hears a screech in his head that makes his eyes flicker. Luckily, he staves off the effects. (Please make one more will save DC 16 though. Two questions)

But then there is a small voice that says, "Yes, I do have an idea what this could represent. A religious or natural occurance? Overall yes, Jangle and Bangle are religious dieties and they have much to do with what is going on. Natural. Oh no, I am nothing natural."

Knowledge nobility is of no help.

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+15=31 ;
Friday July 23rd, 2010 7:39:58 PM

"What a curious environment" Kiri thinks to herself, trying to recall if she has heard or read of such a thing in her arcane practices. Knowledge (Arcane): 31

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (5rnds)

Spells Available to Cast today:
Level 0 6
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)

Captain Lucky AC1d20+17 HP58 of 64 
Friday July 23rd, 2010 9:10:49 PM

Lucky says, "Guys! Eyes! Prize!"

"What I wants to know is, where's the remaining pie slices, and how do we get them! There must be something around here that can help!"

Lucky spends the round searching for something ... anything ... that will help him.

OOC: Lucky is using his Mendicant's Lucky Find ability:
Lucky Find: While on a Luck Quest, items tend to just fall into the character's hands. The character gains a bonus to search rolls equal to her mendicant level (this does not stack with the Jack O'Trades bonus). Even if the DM has not planned for an item to be found, there is a chance of finding something anyway. The DM secretly rolls a d12, unmodified by luck points. On a 1, nothing is found. On a 2-5, something non-magical and not obviously useful is found. On a 6-9, something non-magical and useful is found. On a 10 or 11, something magical but not obviously useful is found. On a 12, something useful and magical is found. The DM chooses what is found, and may be inspired by the table on page 113 of the 3.0 DMG, or on page 66 of the 3.5 DMG. This ability can be used only once per encounter.

Note that the DM rolls the secret d12 roll. We'll see what happens!

Captain Lucky AC1d20+17 HP58 of 64  d20+20=30 ; d20+20=28 ; d20+13=16 ; d20+13=25 ; d20+6=15 ; d20+6=18 ;
Friday July 23rd, 2010 9:15:57 PM

Extra ...

Oh, and spot, listen, and any knowledge checks and for every question you ask in the next post make a DC 16 Will save.

Lucky's Question in the post he just made: "where's the remaining pie slices, and how do we get them!"

Call that two questions. Will saves at modified +20: 30, 28.

Spot check: 16.
Listen check: 26 (shoulda rolled at +14, not +13, sorry.)
Knowledge Geography (for "where"): 15
Knowledge Local (for "how"): 18

Speck AC21/22(Dodge) HP:41/41  d20+6=26 ; d20+7=17 ; d20+3=4 ; d20+10=26 ;
Friday July 23rd, 2010 11:01:39 PM

Speck, for the time being safe, takes one of the pie slices to inspect it. He takes the other one too and takes a good look at it as well, seeing how, or if, they fit together and what the other piece would look like.

Note: this is important, as he may need to cast Locate Object later and the more he knows about these, the better to locate the others.

Spot d20+6= 26! N20!
Listen d20+7= 17 (18 w/ lucky)
Knowlege (general) d20+3=4 N1!
Knowlege (bardic) d20+10= 26 (27 w/ lucky)

Spider AC24/18T/24FF 560/69HP *BLINK*  d20+14=27 ; d20+8=25 ;
Saturday July 24th, 2010 3:58:42 AM

Spider holds his breath, wishing he had a canary to test the air.

Spot 27
Listen 25


Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d12=3 ;
Monday July 26th, 2010 12:54:28 PM

Round 16 of 40

Kiri - your vast knowledge of all things arcana remind you that there are only a few creatures and effects that could make the surrounding happen... but more curious is the fact that people can hear a voice in their head every time they ask a question. This seems to be some sort of Mass Confusion, or perhaps a Labyrinth spell. It could also be a spell-like ability of a number of creatures such as a Sphinx, a Rakasha, an Aboleth, or perhaps a Mind Flayer. But you are quite unsure at this point until some more experimentation is done.

Lucky - Manages to find a large stash of smokesticks, alchemist fire, poprocks(that act as a flash-bang granade), and an everburning torch in a cupboard that just seemed to materialize. For his questions, there is a loud screeching in your head that you fight off, and then you hear answers to your questions: Q1: Where are the remaining pie slieces? A1: "You are not far from them. They are simply down this hall about 100 yards and take the first door to your right." Then, there is another screech for the second question. Q2: How do we get them? A2: "Well, you have to go there and claim them one way or another now don't you?" the voice replies with a chuckle.

Speck - Puts two of the pie pieces together. He can see that one has an N on it and another has a W on it. So, it would make sense if the other two pieces had an E and a S on them. Your spot check notices that some of the stones on the far side of the hallway move at about the same time that Lucky holds his ears to protect from the screeching in his head.

Spider - Notices the same thing speck does. He cannot hear anything though.

As a matter of fact, now that you roll Listen checks... it seems that the sound of the room is messed up. Like the acoustics don't allow for sound to travel very far... or at least very fast.

The hallway is about 100yards (300feet) long and extremely dark. Only Sir John's Sunrod is keeping the place lit enough to see about 20feet in front of you.

And now the DC for asking questions is 18will save. Riddle me this riddle me that.

Your move.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Speck AC21/22(Dodge) HP:41/41  d20+8=22 ;
Monday July 26th, 2010 4:36:11 PM

Speck point out the wall section to the others. Since he hasn't heard anything yet, he doesn't know what it is doing.

"Guys, that wall section just moved a little. Each time you asked a question, it kinda shifted back and forth. Why does the wall do that"

OOC: ok, i didn't want to be a total chicken so I asked my question. :)

Will DC18 d20+7+1(lucky)=22! whoowhoo!

Rathan HP 73/161 - CMD 17 
Monday July 26th, 2010 8:07:49 PM

Rathan and Orcus again take the lead, walking down the hallway first, leading towards the front of their group. Does Darkvision allow for any better eyesight than light based vision?

Continuing forward, Rathan grumbles.

"Smells like fish."

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Tuesday July 27th, 2010 2:12:04 AM

Kiri, following with the group, decides to make some light ahead to help the scouts get a better look. Cast Flare 50ft dead-ahead

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (4rnds)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)

Captain Lucky AC1d20+17 HP58 of 64 
Tuesday July 27th, 2010 6:48:17 AM

Lucky gathers up the stuff he finds, and holding the everburning torch aloft, says, "Come on! Let's go!" -- ignoring the fact that most everyone has already walked forward.

Speck AC21/22(Dodge) HP:41/41  d20+17=23 ;
Tuesday July 27th, 2010 11:06:24 AM

Speck joins the front group, goggles on.

Also, his Detect Secret Doors is still in effect.

Search Traps d20+17=23

Spider AC24/18T/24FF 560/69HP *BLINK* 
Tuesday July 27th, 2010 3:37:21 PM

Spider follows the group, hugging the shadows.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Tuesday July 27th, 2010 4:04:54 PM

Speck - When Speck asks "Why does the wall do that?" There is a screech and a voice in Speck's head, answer: "The wall does that because I have a minion hiding in there and he cowers at every word I speak, making the wall move." the voice says with a laugh. Speck also notices two secret doors at about a third of the hallway up, where Rathan is walking.

Rathan - begins to walk forward but he only makes it about a third of the way down the hall and then he suddenly runs out of air. Like he was treading water up to that point, but his head suddenly went underwater. Modified drowning rules: You can hold your breath for 2rounds per con modifier. Then you have to make fort saves to continue forward. Also, your movement is slowed by half... unless hasted, then its back to normal. (Your lucky I'm not forcing you to make swim checks). And yes, darkvision would help if there wasnt a couple of light spells already up.

Kiri - casts flare and the hallway lights up ahead.

Lucky - Walks forward with his new stuff.

A map is coming soon, for now, just worry about figuring out what the heck is going on.



Rathan HP 73/161 - CMD 17  d20+6=17 ;
Tuesday July 27th, 2010 10:32:32 PM

Rathan frowns and holds his breath. Confused, he tries swimming/moving backwards towards the others.

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+15=21 ;
Tuesday July 27th, 2010 11:09:36 PM

"Interesting" Kiri muses "Perhaps an invisibility spell cast on a Wall of Water" . She tries to put this new information together with what she had already gleaned.

Knowledge (Arcana): 21

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (3rnds)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 2 (3-1:Summon Monster V)

Captain Lucky AC1d20+17 HP58 of 64 
Wednesday July 28th, 2010 6:15:47 PM

Checking in ... I think I'm waiting for a map?

Rathan HP 73/161 - CMD 17 
Wednesday July 28th, 2010 8:08:18 PM

checkin in

Speck AC21/22(Dodge) HP:41/41 
Wednesday July 28th, 2010 10:10:25 PM

Speck points out the secret doors just ahead.

DM, Speck still has his Expeditious Retreat active, which gives him an extra 30ft of move (just like a Haste), do you accept this so Speck can move his Normal 20' move?

"Secret doors are Bad here, I think, someone check them out." Meanwhile, using his slippers, he climbs to the ceiling and tries to crawl past the point Rathan ended up sucking water to see if there's a difference, ie, is the 'water' covering the whole hallway or just up to a point.

OOC: The Slippers can be used up to 10 min per day so I think there'll be no problem me using them often. :)

With a burst of insight, Spect blurts, "Our sense of gravity may be a bit askew, so we actually may be going 'down' and into a 'water well' of sorts. OR, there may be a water elemental blocking the way. OR, as Kiri said, and invisible wall of water."

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Thursday July 29th, 2010 12:43:55 AM

Question to DM: Does Rathan appear/feel wet?

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Thursday July 29th, 2010 3:03:59 AM

Sorry guys. ROugh day. Got sick, vomited. I'll post tomorrow hopefully.

Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Thursday July 29th, 2010 10:17:18 AM

(Sorry about missing the posts. Been a busy week painting and repairing homes for needy people in Cleveland...)

Sir John's not sure what could be causing these issues, but he does share the answers from earlier (see last Friday's post). It could be water or could be something more sinister. Either way, he's not going to charge forward until their caster and sneaky types figure out what's causing this...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+10=27 ; d20+10=26 ; d20+10=30 ; d20+10=13 ; 2d6+16=24 ; d6+8=9 ;
Thursday July 29th, 2010 12:06:52 PM

Round 17 of 40

As Rathan walks forward and begins to drown in... something, you all hear a loud screech in your head. You don't think it is an actual sound, but rather something that is being communicated directly to your brain. "The worst part about being employed by a minor god or goddess is the lack of job security." it says with a maniacle laugh.

You see the walls start to crack... like glass would. How strange. Kiri determines that there is definitely some illusion magic at work here.

Then, suddenly, four tentacles pop out of the walls and attempt to grapple Rathan and Orcus!!!
They hit touch AC 27, 26, 30, and 13.... jeeze. so 3 of them hit. Two are on Rathan and one on Orcus.

Rathan takes 24 damage and has to roll a DC 19 fort save.
Orcus takes 9 damage and must also roll a DC 19 fort save.

Even worse, the holes that the tentacles made in the wall are gushing water into your tunnel. It will likely fill up soon.

Remsus reacts by casting Dispel Magic all around.... then, the terror is revealed.

You are not in a cave or tunnel at all. You are inside of a glass FISH TANK.... or rather... and AIR TANK, under leagues and leagues of water.

You can clearly see through the glass that there is a Huge fish-like creature that is reaching his tentacles into the glass hallway.

Then, Sir John hears a violent wail in his head. Give me a DC 18 will save.

Now here begs the awful question: How do you defeat an enemy that is beyond a wall... a wall that is keeping you in breathable air.

OOC: Ok. So google docs is freaking pissing me off. It wont allow me to upload ANY FILES. I was uploading paint files earlier with no problem, but all of a sudden, it says "Cannot convert file type" or "Cannot read file" on everything I try. I tried word 2003, 2007, paint, excel, presentation... any advice? Everyone just post your email here and I will email you all the map.

MAPfinally

I figured it out

Rathan HP 73/161 - CMD 17  d20+15=23 ; d20+15=19 ;
Thursday July 29th, 2010 6:41:35 PM

( Are Orcus and Rathan grappled? I cant really tell what happened, just that we were hit with touch attacks? Forts passed.)

DM Addison: Oh, did I say grappled? I meant that just for effect. No, you just got hit.


Captain Lucky AC1d20+17 HP58 of 64 
Friday July 30th, 2010 2:42:07 PM

OOC: Sorry for not posting. Way busy. I'll post this weekend, promise!

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d3=1 ; d20+16=26 ;
Saturday July 31st, 2010 5:45:31 AM

Kiri takes a step away from the sides of the tank. There certainly is something big out in the water. She begins summoning creatures to assist, however, it seems that only one has heard her call. Summon Monster V - Water Mephit to AG29. Concentration check in case it's needed: 27 (26+1 for Lucky)

I've assumed a Water Mephit can breathe underwater. If this is not the case, then I would have summoned a celestial sea cat

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (2rnds)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)

Captain Lucky AC1d20+17 HP58 of 64  d20+13=16 ; 4d8=25 ; d8=6 ; d8=5 ; d8=2 ; d8=8 ; d20+17=32 ;
Saturday July 31st, 2010 11:59:18 AM

IF LUCKY'S SANCTUARY IS GONE
-- (It had two rounds left on July 21)

Lucky ponders the question. How to attack something you can see but not reach, with a clear wall between you and it? If you can see it, then light must past through the wall, he thinks.

"It's worth a try," declares Lucky.

He steps to AB23 and casts Searing Light at the abomination he can see but not reach! Lucky makes a ranged touch attack ... using two luck points in the attempt. He hits touch AC16 for 25 damage.

IF THE SANCUTARY IS STILL ACTIVE

Lucky casts Cure Critical Wounds over Sending, then moves to whichever of Orcus and Rathan is closer for a healing touch. Curing is 29 hp

=====

AC for next time it is needed: 32

Current hit points: HP55 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left???
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 3

Spider AC24/18T/24FF 560/69HP *BLINK*  d20+5=11 ;
Saturday July 31st, 2010 3:41:41 PM

Spider doesn't believe he's in the situation he is and tries to disbelieve, wondering how they moved from a fire engulfed room into an airtank (will save 11).

Rathan HP 73/161 - CMD 17 
Saturday July 31st, 2010 4:25:33 PM

Rathan and Orcus fall back slightly.

"Now would be a good time for someone to help us make sense of this situation!"

Rathan and Orcus hold a readied action to attack the next tentacle that either attacks them, or passes them en-route to an ally.

"DM ADDISON: Go ahead and attack the tentacles now. Roll the attack rolls and damage, they are totally within range of being hit."

Rathan HP 40/161 - CMD 17  d20+20=23 ; d8+11=14 ; d8+11=12 ; d6+5=8 ; d6+5=11 ; 2d6=8 ; d6=2 ; d6=6 ; d6=2 ; 2d6=8 ; d6=4 ;
Monday August 2nd, 2010 12:11:06 AM

Coordination Attack hits AC 23

Damage: ( Orcus primary natural attacks = 34 (8 is fire.) Rathan Primary natural attacks = 35. (16 is vicious.) Rathan/Orcus take 6 backlash.

Total Damage = 69.



Speck AC21/22(Dodge) HP:41/41  d20+11=27 ; d4+1=2 ;
Monday August 2nd, 2010 2:44:17 PM

Speck takes a 5' step on the ceiling and swipes at tentacle 2.
Note: he's on the 'ceiling', upside down.

d20+11=27
dmg d4+1= 2

Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+10=30 ; d20+18=37 ; 3d8+18=33 ; d6=2 ; d6=5 ; d20+18=38 3d8(3+8+2)+18=31 d6=5 d6=1
Monday August 2nd, 2010 2:45:54 PM

(Finally got back late Saturday night then had to preach sunday... Busy busy week and I'm glad we're back!)

Sir John first makes a will save vs. the wailing sounds in his head (Will = 30), trying to drown out the pain and annoying noises... He's successful, at least for now..

Turning his full attention toward the tentacles, he smiles as he finally has something to hit. Moving to AA26, he swings his fiery axe at the nearest undamaged Tentacle (Tentacle 1?)

He hits it solidly,. possibly cutting it completely through... (AC 37, Critical hit, Bless Weapon makes it an automatic crit...) -> Does 33 pts of dmg + 2 fire + 5 shocking... = 40 total points...

Note that if he destroys it, he'll try to cleave into Tentacle 2...

Cleave vs. Tentacle 2 = Hit AC 38 (yes, the dice are my friend today... Another critical hit for 31 + 5 fire + 1 shock) for 37 total points vs. T2

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Monday August 2nd, 2010 3:37:34 PM

(OOC: I've had a horrible day. Almost got fired. I'll post later tonight. Need to drink a beer and play Starcraft 2 to settle my nerves for a few hours.)

Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Monday August 2nd, 2010 6:35:40 PM

OOC: When the DM has had a horrible day, characters die :) Seriously though, sorry your day was crap. Go relax with a beer - works for me!

Speck AC21/22(Dodge) HP:41/41 
Monday August 2nd, 2010 11:05:05 PM

OOC: sorry to hear about your day. Hopefully it wasn't because you were updating the game. :)

we pray tomorrow things will settle down.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  3d6=9 ; d20+4=17 ; d20+12=17 ; 7d6=23 ;
Tuesday August 3rd, 2010 2:30:48 PM

Turn 18 of 40

Rathan - Rathan and Orcus, after being attacked themselves counter attack and rip two of the tentacles to fiery pieces

Speck - Is on the ceiling and takes a nick of flesh from one of the tentacles.

Sir John - Joins the battle, happy to swing at something finally, and promptly cuts two tentacles in half. The writhing masses crumple to the ground and wiggle oddly.

Spider -

Lucky - Tries to shoot a searing light through the glass tube at the Aboleth that is swimming in the water on the other side. This is one of those rare DM calls, how do spells work under water? Well, I am a scientist, so I will go at it from that angle. Light travels through a vacuum faster than through air or water, the two forms of matter cause the light to refract and spread out. But, the light still travels. I will say that you get a -2 to your chance to hit for shooting it through glass and water, more if the distance was greater than it is. Luckily, it still hits. The light shoots out of Lucky's finger, through the glass, refracts through the water in a zig-zag pattern and smacks the Aboleth in between the eyes for 25 damage!

Kiri - Again with the summoning? Yeah, water mephits can breathe under water I would suspect... it would be stupid if they couldn't. It can attack this upcoming turn.

The huge disgusting creature screams in agony as all four of its tentacles are ripped to shreds and a searing pain burns into its skull. Then, you wonder how the heck you are hearing the monster scream? It must be in your head.

The monster pulls its tentacles out of the glass hallway and water immediately begins to rush in, it is now up to your ankles.

1st: Now, it is Speck who hears a screech in his head. DC 19 will save or bad things will happen.

2nd: Then, you all hear the voice of the creature, "You shall die in your feeble attempts!" And suddenly the wall of water that blocked Rathan's path begins to rush forward, faster than you can react. You are now being hit by a tidal wave of water... extremely COLD water. As a matter of fact, it is so cold, your bones seem to be freezing.

Everyone make a DC 15 balance or swim (even if you are flying) check to stay up, Fail and you are prone. Secondly, everyone takes 9 Cold damage (reflex DC 18 for half). If you fail the reflex save, then your feet are also frozen to the glassy ground. If you fail both checks, then you are laying on the ground, frozen to it... soon to be drowning.

Your Turn

Remsus manages to stay afloat when the water hits him, but his reflexes are not fast enough to avoid the freezing power of the water. He is frozen to the wall. His hands are managably free and he casts a spell: Fireball.... but he is having a hard time to decide how to go about launching it. He decides to shoot it through the hole that the tentacle created, and lands it right on the Aboleth. The fireball creates a depth-charge type explosion that causes moderate damage to the creature, but even more damage to the glass hallway because of the pressure (although I know fireball doesn't work that way). The glass is cracking fast now....

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

MAP: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtNzU2NjRjNzctZDhkMy00ZWNkLTkyYTItNmIyNGQyYjliN2Ix&sort=name&layout=list&num=50

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20-5=0 ; d20+6=16 ;
Tuesday August 3rd, 2010 2:54:17 PM

With the wall of water rushing towards them, Sir John knows that he's facing death's door... (Swim = 0) He starts slipping and tripping in the water and has trouble staying afloat. Falling prone, he tries to crawl quickly away from the water and tries his best to remain standing. Coughing, he yells, "Someone better do something about that water! I left my bathing suit at home and this armor doesn't float real well!!!"

He feels the cold water too (Reflex 16 - failed) and it starts to chill his bones...

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+2=3 ; d20+11=16 ; d20+6=26 ; d20+1=2 ; d3+2=4 ;
Tuesday August 3rd, 2010 8:45:28 PM

Failed both Balance and Reflex saves

The cold water hits Kiri with force, knocking her from her feet. She lays frozen to the glassy floor, unable to think of any spells that would be of use that don't require some form of movement. "I can't cast anything safe while I'm stuck to the floor! Kiri calls out. "I don't want to put you all in any more danger, but if the water starts getting close to my mouth, I'll blow this glass room apart just to free my arms"

The Water Mephit lashes out with both claws. It's left claw cuts at the monsters skin (Nat 20), but the blood distracts the Mephit from it's second attack (Nat 1). 4 DMG to monster. Apparently Mephits don't have crit attacks

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (1rnds), Summon Monst V(Water Mephit)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)

Speck AC21/22(Dodge) HP:41/41 
Tuesday August 3rd, 2010 9:26:11 PM

DM question, with Speck on the ceiling, does the water reach that high?

Speck AC21/22(Dodge) HP:41/41  d20+8=22 ; d20+10=16 ; d20+14=25 ;
Tuesday August 3rd, 2010 10:52:44 PM

Speck who hears a screech in his head. DC 19 will save or bad things will happen.
Will d20+7 +1(lucky) = 22!

In case the water is all the way to the top and being on the celing makes no difference:
DC15 balance or swim: d20+10 (ballance)= 16, good

9 Cold damage (reflex DC 18 for half): d20+13 +1(lucky) = 25 Evasion for no dmg on succesfull save.

If the water does not reach the ceiling, Speck will scamper forward as far as he can go.
Double Move for 40' (Expeditious Retreat still in effect but may not be usable while using the Slippers, otherwise add 30' to each move).

Speck AC21/22(Dodge) HP:41/41 
Tuesday August 3rd, 2010 10:54:05 PM

Addendum: even if the water does reach the ceiling, he will take a deep breath and move forward Double Move 40' or as far as he can go against the current.

Captain Lucky AC1d20+17 HP54 of 64  d20+13=18 ; d20+16=30 ; d20+13=17 ; 4d8=26 ;
Wednesday August 4th, 2010 7:41:13 AM

Last round: Lucky gets a luck point for hitting the abomination. He is up to 4.

Balance DC 15 check to stay up. Lucky uses 2 luck points to bring his check to +13. He rolls an 18, keeps his footing, and is up to 5 luck points.

Reflex DC 18 save for 9/4 Cold damage. Lucky uses 1 luck point to bring his save to +16. He rolls a 30, takes 4 hp damage, and is not stuck. He's up to 6 Luck Points.

Lucky follows up on that fireball with a Chaos Hammer! If it is chaotic, it is unharmed. The Will saving throw is 1d20 +7 Wis +4 spell level. Luck tosses an extra 2 luck points into the save, getting one back. He rolls a DC of 17.

Damage is 26, save for 13 if lawful, or 13, save for 6 if neutral. A lawful creature who fails the save is also slowed for 1d6 rounds.

=====

AC for next time it is needed: 32

Current hit points: HP55 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left???
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 5

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20=2 ; d20+11=29 ; d20+14=27 ;
Wednesday August 4th, 2010 1:38:22 PM


Turn 19 of 40
(So I learned something new today. Aboleths are usually Lawful Evil, who knew.)

The creature makes the will save (29), but takes some damage nonetheless. You all hear a loud screech in your ears, "You have caused enough damage that I will leave, but you shall still die!" it projects its thoughts of victory and death to your mind and then swims away into the deep, battered, beaten, planning to strike again when the time is right.

Right now the only crisis is that Sir John and Kiri are frozen to the floor and the room is flooding fast. The water is now up to both of their mouths since they are prone on the floor. They can cast a spell pending a DC 20 concentration check. You can flex out of the ice pending a DC 18 Strength check. Anyone else can try other tactics to get you unstuck... but you better hurry, as of now Kiri and John are drowning. You can hold your breath for a number of rounds equal to your Con modifier.

Remsus is frozen to a wall of the hallway, so he is safe for now. Speck is on the ceiling and is also safe... but neither is safe for long. (His str check was a 2...)

The hallway continues for at least another 200feet, and it is too dark to see all the way down... and the glass is cracking FAST. Soon it will collapse.

"Get me out of here!" Remsus shouts as he struggles against the grip of the ice.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+6=16 ;
Wednesday August 4th, 2010 2:08:34 PM

Sir John feels the cold water rushing over him and has to hold his breath to avoid drowning... He tries his best to break free from the ice (Strength = 16... If someone else aids me, I'd get a +2... That'd be 18... Assuming this does happen... and with someone elses help, he manages to stand up (move action?) and starts moving quickly down the hallway (2nd move action replaces standard action) as the glass is cracking everywhere...



Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Wednesday August 4th, 2010 8:54:33 PM

OOC: Addison, please check your email. Thanks.

Speck AC21/22(Dodge) HP:41/41 
Wednesday August 4th, 2010 9:38:02 PM

Speck, upon the ceiling, sees the predicament of his frineds and returns (back 20') to encourage his friends:

"The Sea Monster leaves
sign for us to go
C'mon you Heroes
Let your Will be your Force
And break those icy bonds,
for now we have him peaved!"

Inspire Competence: Gain +2 on all skill checks for duration of bardic song/poetry.

Also, you gain a +1 if near Lucky, for a total of +3.

Speck AC21/22(Dodge) HP:41/41 
Wednesday August 4th, 2010 9:39:04 PM

So that should do it for Sir John

Captain Lucky AC1d20+17 HP54 of 64  d20+7=19 ;
Wednesday August 4th, 2010 9:46:14 PM


[OOC: I'm assuming that Sir John is okay, given the +3 in Speck and Lucky bonuses.]

Lucky bends to help Kiri. "HEAVE!" he shouts. His Aid Another check, using all five luck points and Specks bonus, is a 19. That should give Kiri a +2, plus the +1 luck bonus, plus the Inspire Competence, for a +5 total. And OOC, use a hero point if you need it!

Luck Ponts: 6.

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+5=7 ; d20+5=11 ;
Thursday August 5th, 2010 2:40:23 AM

Failed Strength check, used my last Hero Point to Reroll - still failed!

Kiri struggles to rise from the water, but her body is stuck fast to the floor. "Help! she gasps as the water rises. She calls out to the Water Mephit to position himself underneath her, in case the glass breaks. As the glitterdust spell has finally worn off, she also cancels her invisibility.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)


Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Thursday August 5th, 2010 12:46:41 PM

(OOC: Yikes. So it seems that we lost two players - Ken E and Jim C... oh well)

Turn 20 of 40

Sir John manages to break free with the luck from Lucky and the inspiration from Speck (Really, how often does bardic music get a good use? Nice job)

Kiri is still stuck though and slowly drowning. She did manage to free herself enough to cast a spell if she so choses.

Remsus is stuck to the wall since he was flying. He screams "Don't abandon us Sir John!" as the Paladin frees himself and starts to run down the hallway.

One more turn until the glass breaks and everyone must swim through the ocean down the "hallway"... at least you hope there is another room at the end of the hallway, its too dark to tell.

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+9=22 ;
Thursday August 5th, 2010 3:39:19 PM

Sir John stops and realizes that in his haste, several members are still trapped against the wall. Breaking out his axe, he moves back to Remsus and Kiri and breaks them free CAREFULLY with his fiery axe, ensuring that its ice and not body parts that he's chopping and melting...

(His axe has flaming as an ability so he'll use it's heat to help his chopping...)... Not sure what kind of check I need... Strength = 22...



Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20=8 ;
Thursday August 5th, 2010 9:24:52 PM

Strength rolls just aren't liking me at the moment. Not sure if I need one or not, but just in case: 8. +1 from Lucky, and who knows what from the burning axe

Raising her head from the icy water, Kiri gasps for fresh air. "I'd rather get a little singed than drown!" she coughs "Don't be afraid to get the axe close!"

Assuming she gets free...
Rising to her feet, Kiri wades through the water with the group as fast as she can. "Please help us!" Kiri calls out to the mephit. Her swimming skills are equivalent to those of a drunken dwarf, and she knows she will need aid very soon.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)


Speck AC21/22(Dodge) HP:41/41 
Thursday August 5th, 2010 10:13:59 PM

The Inspire Competence is still in effect, so any skill used, ie swiming, strength, yodling... gets a +2

So Kiri's roll would be 10 + 2 (aid another from Sir John) and Sir John hacking at the ice, so DM can figure out the final number.

Speck tries to help Ramsus get loose;

"Watery Death is not your Game,
Such a death is very Lame,
Slide out of yo shirt if you must
But let's kick up some dust!"

OOC: The Inspire Competence has to be kept up each round, unlike Inspire Courage, which lasts for 5 rounds after the song stops. sigh... But this gives everyone a guaranteed +2 on skill checks.

OOC: so, how many of us are there left? what happened to the others?

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Thursday August 5th, 2010 11:19:44 PM

OOC: From Jerry, as posted on one of the campaigns: Due to an unfortunate situation, neither Jim C nor Ken E will be posting for a short time. It is a private matter. Please do not ask about it.

Unfortunately both were in this Tap, which drops us down by 2 chars.

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Friday August 6th, 2010 10:09:10 AM

OOC - Since this has been a rotating DM game, can we get a roll call for who's left? This tap has been going on for almost a year now and we had decided to keep it going as long as people were willing to continue DM'ng... I was the last DM before we began this latest module...

Sir John - Ken M
Kiri - Rob C -
Speck - Jonathan T
Lucky - Cayzle
Remsus - Addison P

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Friday August 6th, 2010 1:27:19 PM

(OOC: Hey guys. I have some news. I will be going on vacation to Cedar Point Ohio next week, so I will be absent most of the time. If someone wants to take up DMing then that is fine, or we can just put it all on hold for next week, either way. I am leaving on Wednesday the 11th and getting back on tuesday the 17th. )

Speck AC21/22(Dodge) HP:41/41 
Friday August 6th, 2010 9:57:44 PM

Hmm... that's a tough call. For just a few days, I think we can hang loose. Otherwise, much of the surprise will be lost for whoever picks it up that short time.

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Saturday August 7th, 2010 2:25:23 PM

I'm heading to another mission trip next week so I'll put in a vote that we delay it for a week until Addison gets back...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Sunday August 8th, 2010 10:39:44 PM

Sir John manages to free Kiri from the grip of the ice, it melts.

Then, as John goes to try to free Remsus from frozen on the wall, the glass tube of air that you have been standing in shatters with an implosion. Water and glass rush in, and in a matter of seconds you are all susupending in mid-swim.

It is strange as you float there, trying to reason what happened and attempt to tell where you are in the confusion your senses must endure when going from gravity to zero g. The pressure of the water pushes in on your head and ears and its almost as if you will pop.

Remsus, being lose to Sir John and Kiri, and being a cleric with the Travel domain, grabs both of them and cast Dimension door.

With a pop, Sir John, Kiri, and Remsus appear about 100feet in front of everyone else, there is a bubble of air right in front of them, they need to only swim a few feed forward and touch it.

Unfortuantely, Remsus's spell level only allows him to transport 2 other people besides himself in a given casting of the spell. He looks back at the specks that are his other friends, suspended in animation. The drow, with a white plume of hair around his head, waves at the others to follow him.

Swim... swim for your life.

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20=12 ; d20+10=28 ;
Sunday August 8th, 2010 11:55:35 PM

Kiri swims forward towards the pocket of air as best she can Swim check: 12

The water mephit is somewhat surprised as the person he goes to help has suddenly vanished. He instead reaches for the nearest person (Speck?) and tries to drag them towards the air bubble Swim check: 28

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)


Captain Lucky AC1d20+17 HP54 of 64 
Monday August 9th, 2010 7:24:21 AM

OOC: We can just put the game on hold Aug 11-17.

OOC but more game related: What are the swim DCs we have to roll, and how many of them, to swim to safety? I need to know for deciding whether to use luck points / mendicant powers. Thanks!

DM Addison: Just roll. If you fail too badly, you die, so go ahead and use what you got.

Captain Lucky AC1d20+17 HP54 of 64  d20=11 ; d20+11=30 ;
Monday August 9th, 2010 2:12:11 PM

Okay. First, Lucky uses his special Test Your Luck Mendicant ability - "As a free action, allowed once per encounter, roll a d20. On a result of 11 or higher, pick a lucky result from the first list below. On a result of 10 or under, the DM will roll an unlucky result from the second list below and tell you when it takes effect."

Here's the roll, hoping for a 11 or higher! an 11! Sweet!

Lucky picks to have a +6 on all his Swim checks!

Then he tosses in another +5 with luck points ... leaving him with just one left, should he fail, though it sounds like that will be moot!

Lucky's natural swim check is a +0, seeing as he travels light. The only heavy thing he has is the bag of sunrods and such he just found, but he'll leave them behind in order to swim better. His check, at +11, is a 30. Not too shabby!

The little halfling swims like he has never swum before! And likely never will again!

Speck AC21/22(Dodge) HP:41/41  d20+4=15 ;
Monday August 9th, 2010 5:08:06 PM

Speck's spidery grasp on the glass walls suddenly vanishes and Speck finds himself swirling in water, the pressure causing some disorinentatin. A grasp by the water mephint puts him back no track and the kicks and paddles to help the mephit.

Swim d20+3 (+1 near lucky) = 15

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Monday August 9th, 2010 10:38:43 PM

OOC: "Just roll. If you fail too badly, you die". Can we nominate that for a quote :)

DM Addison: Yes, please. =)

Speck AC21/22(Dodge) HP:41/41 
Tuesday August 10th, 2010 10:26:49 PM

LOL :)

It's a winner!

Does the Woldiangames hand out prizes for 'Quote of the Year'?

Captain Lucky AC1d20+17 HP54 of 64 
Tuesday August 10th, 2010 11:22:37 PM

Checking in.

Captain Lucky AC1d20+17 HP54 of 64 
Wednesday August 11th, 2010 6:59:02 PM

LOL! Forgot our DM is on vacation! Goofy me!

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Sunday August 15th, 2010 12:17:51 PM

(Back from our mission trip...)

Now that the lifeline of air is within his reach, Sir John hurriedly swims towards it and gasps at the cool, wonderful oxygen. He helps his nearby friends reach it too and then collapses to the floor, exhausted from trying to swim in full armor...

Captain Lucky AC1d20+17 HP54 of 64 
Monday August 16th, 2010 7:12:06 AM

OOC: Welcome Back! Now all we need is Marcas! LOL!

Who all is here? Lucky, Sir John, Remsus, Speck, and Kiri?

Speck AC21/22(Dodge) HP:41/41 
Monday August 16th, 2010 2:29:21 PM

Glub... glub... glub..., gasp, ahhhhh....

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Monday August 16th, 2010 10:56:46 PM

OOC: Checking in...

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Tuesday August 17th, 2010 9:48:15 AM

Just checking in...

Captain Lucky AC1d20+17 HP54 of 64 
Tuesday August 17th, 2010 10:34:34 AM

ditto

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Thursday August 19th, 2010 9:26:11 AM

Hello?.... Anyone home?

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Thursday August 19th, 2010 2:47:17 PM

I'm back from vacation.

Roll call! Who's still here?

Basically Lucky swims the entire distance very quickly and pops into the next room that is full of air.
Speck is being helped by the H2O Mephit.
John and Kiri got Dimension doored with Remsus from the air bubble room.

Anyone else?


Speck AC21/22(Dodge) HP:41/41 
Thursday August 19th, 2010 9:59:53 PM

Speck signing in: "YO!"

Captain Lucky AC1d20+17 HP54 of 64 
Thursday August 19th, 2010 10:11:30 PM

Here and ready to go! That was some swim!

:-)

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Thursday August 19th, 2010 10:55:01 PM

ready, willing and able :)

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Friday August 20th, 2010 1:59:27 PM

Signing in...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Friday August 20th, 2010 2:59:07 PM

Turn 21 of 40

The five heroes swim/teleport/get dragged through the water into the hallway with air. A thin film of a bubble is all that seems to separate this hallway from the ocean. You can pass through it easily, but you are quite wet on the other side.

You stand in a stone hallway, looking around. You see a few torches along the wall, lighting the way to a room that you cannot see into.

You posses 2 of the 4 pieces of the pie, and only 19 turns left to find and claim the other 2.

Remsus says, "Only one way to go now."

Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Saturday August 21st, 2010 2:20:38 PM

Water drips from Sir John's armor as he tries his best to remove as much as possible from his face. He looks forward down the highway and tries to "Detect Evil" as best as he can, trying to find any dangers.

"Well, who's going to take point?" he asks with a grunt, drawing his axe and calling up the fire...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Sunday August 22nd, 2010 9:09:06 PM

(OOC: Ok guys. The next part requires me to make a map. Give me a day or so to get this bad mama-jama together with my program. Will post no later than tuesday. Were at the end and I want to make it awesome)

Speck AC21/22(Dodge) HP:41/41 
Sunday August 22nd, 2010 10:36:05 PM

Speck stays poised at the entrance waiting for the 'Detect Evil' results.

Captain Lucky AC1d20+17 HP64 of 64  d8+5=6 ; d8+5=11 ; d8=2 ; d8=6 ; d8=6 ; d8=1 ; d8=6 ;
Monday August 23rd, 2010 7:41:54 AM

Lucky is ready to move forward! He is happy to take the lead. But first he casts a CLW on himself ... rerolling a 1 ... 11 pts sweet.

Then he sees Sir John is especially bad off, and casts a CCW on the paladin over sending. That's 28 hp healing to Sir John.

=====

AC for next time it is needed: 32

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 7

Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Monday August 23rd, 2010 9:19:37 AM

Sir John's weary breath and bloodied face both look much better after Cpt. Lucky's healing and he nods his head in thanks at the timely boost. "My thanks Captain and you are a good friend," he adds.

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 
Monday August 23rd, 2010 11:50:28 PM

Kiri wipes the water from her face, and tries to shake as much loose from her hair. Another reason I prefer to stay at home she reminds herself.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)


Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Wednesday August 25th, 2010 11:41:03 AM

(OOC: Tragedy has struck. My laptop, which contains all my map-making programs and tools has crashed. I will need to redownload everything on my desktop at home... UGH)

Captain Lucky AC1d20+17 HP64 of 64 
Wednesday August 25th, 2010 5:07:23 PM

:-(

sorry!

Speck AC21/22(Dodge) HP:41/41 
Wednesday August 25th, 2010 11:03:10 PM

OOC: be patient, take your time. we'll be waiting.

Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance 
Monday August 30th, 2010 9:53:22 AM

Just checking in...

Captain Lucky AC1d20+17 HP64 of 64 
Monday August 30th, 2010 9:57:10 AM

Me too!

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Monday August 30th, 2010 4:16:09 PM

I just finally got maptool and tokentool to work on my desktop. I am working on map now and should be done in a few hourss. I am trying to download about 3gbs of objects for maptool so that I can make the battle awesome with lots of cool effects etc.

Who's all still here? John, Kiri, Lucky, Remsus, and Speck is it???

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Tuesday August 31st, 2010 12:05:58 AM

As you pass into the stone hallway with air, you feel a warm pleasant breeze on your face coming from the area ahead.

You walk for a while and suddenly, the light breaks. It is almost blinding. Remsus grabs his smoked-glass goggles and puts them over his eyes.

There is humongous tree in front of you. The sight is breathtaking, and the sun is shining very brightly. The tree has red and green leaves and vines that pulsate into the earth

Then, you hear a snort, and coming around the tree is a very very large, almost gargantuan minotaur, brandishing a fiery greataxe in each hand. He snorts and flames shoot from his nostrils, his hoofs scratch the ground as if he is preparing to charge.

Spot or Listen DC 20 to notice something amiss....

Also, everyone make a DC 17 Will save... trust me on this one. ;)

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtYWY0NzdiNTQtNTZhZi00M2ZhLWFjMWEtZDU1ZGZkODJiMDE5&sort=name&layout=list&num=50

Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap  d20+13=25 ; d20+2=14 ; d20+2=9 ;
Tuesday August 31st, 2010 2:30:26 AM

Will Save: 25, Spot: 14, Listen, 9

Kiri mutters something under her breath, but you can tell it was most likely obscene. She readies her stance, then prepares to cast a spell once she has a clear line of sight.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 4 (5-1:Polymorph)
Level 5 1 (3-2:Summon Monster V x 2)

Captain Lucky AC1d20+17 HP64 of 64 
Tuesday August 31st, 2010 6:43:49 AM

[OOC: I'm assuming Lucky got his two cures off before this encounter? See prior post last week.]

Captain Lucky AC1d20+17 HP64 of 64  d20+25=27 ; d20+16=29 ; d20+15=21 ;
Tuesday August 31st, 2010 9:05:14 AM


Will saving throw, using five luck points: 27! A natural 2, but still maybe good enough!?!

Spot and Listen checks: Depends on whether he has many luck points left after that save!

Let's say 2 luck points on each, but don't hold me to it if I failed the save ...

Listen 29
Spot 21

Do we get the results before we post actions?

Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+4=13 ; d20+2=16 ; d20+8=24 ;
Tuesday August 31st, 2010 9:20:36 AM

Sir John sees the minotaur come towards him and raises his axe in defense. He's not sure what is going on here, and wonders why it would be so initially hostile (Spot = 13, Listen = 16, Will = 24)

Speck AC21/22(Dodge) HP:41/41  d20+7=11 ; d20+7=23 ;
Tuesday August 31st, 2010 6:15:02 PM

DC17 Will d20+7 = 11
Listen d20+7= 23. oh yeah, i get my spot right but my will is weak. go figure.

Speck hears something but also probably feels something.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+17=26 ; d20+19=35 ; d20+15=29 ; 2d8+8=21 ; d6=1 ; 2d6=8 ; d20+12=16 ;
Wednesday September 1st, 2010 11:09:16 PM

(Yes, you got your healing done)

Round 24 of 40

Your Turn
A nasty blue fog surrounds you and your mind begins to freeze, it is hard to focus, but only Speck is affected by the lingering effects.

Kiri - Success on will save

Lucky - Success on will save. You quickly notice that to your left the bushes are shaking violently. You also hear an insect-like clicking coming from it.

John - Success on will save.

Speck -You also notice the bushes shaking violently. Failure on will save. You get a -10 to all future will saves and all wisdom related skills or checks.

Remsus - Success on will and spot.

Remsus, noticing the bushes shake, and not wanting to wait for an invitation, casts Haste on everyone!

Their Turn

Minotaur - He charges forward, screaming a deep roar with steam exiting his nostrils. He stops when he reaches Sir John, bringing one massive fiery Greataxe down upon him. Hit AC 29 for 21 slashing damage and 1 fire damage!

Then, the bushes shake again and what seems to be a dozen small spears fly into the air from the bushes and make a wide arc in the air, landing within the group of heroes. Everyone make a DC 15 Reflex save or be hit by a volley of javelins for 8 damage.

NOTE: EVERYONE IS NOW HASTED: +1AC, Ref save, +1extra attack on full attack.

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtYWQ3YTJhMzYtMDc2NS00Y2M2LTlmODQtMDIyYjRkYzFkOGI0&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+12=24 ;
Thursday September 2nd, 2010 12:15:16 AM

Reflex Save vs DC15: 24. Success

Kiri manages to contort her body enough to avoid the javelins, though has no idea who launched the volley. Though the fog has no effect on her for the time being, she is not keen to linger in it. She moves to fresh air and then casts a spell in the direction of the bushes hoping to ensnare the attacker.

Move to K4 and cast Black Tentacles. I'm assuming the map is in 5ft scale. If so, I will centre the Black Tentacles on A4 for a 20ft radius spread

Black Tentacles
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level (10) and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8 (18). The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.


---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (10rnds)

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 7
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)


Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance  d20+18=27 ; d8+6=9 ; d6=2 ; d6=3 ; d20+6=15 ;
Thursday September 2nd, 2010 9:47:25 AM

"This just keeps getting better and better," Sir John grunts to himself as he only partially ducks the minotaur's viscous blow. The axe manages to find a seam in his armor and he feels its blade cut into his shoulder.

Raising his own fiery axe, he charges forward, swings his axe and yells out a challenge...

Attack = Hits AC 27 for 9 dmg + 2 fire + 3 shocking = 14 dmg

As he attacks, he ducks and weaves, thus avoiding being skewered by the javelins (Reflex 15)




Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Saturday September 4th, 2010 10:27:23 PM

Lucky?

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Saturday September 4th, 2010 11:25:04 PM

Speck?

Speck AC21/22(Dodge) HP:41/41  d20+14=34 ; d20+13=27 ;
Monday September 6th, 2010 12:45:26 PM

OOC: Sorry, busy this weekend

Ref DC15 d20+13+1(haste) = 34!

IC: Speck feels a rather weird sensation. Add that to the humongous MinoT with two fiery axes in front of him, he ducks and tumbles to get away (K9) - OOC: just being safe in case MinoT has a verrry long reach.

Tumble DC15 d20+13 = 27 success

From K9, Speck points a little finger at the MinoT and tells a rhym:
"MinoTee, I'll make you laugh until you Pee"

Cast 'Tasha's Hideous Laughter' at large Monotaur, Will Save DC 17

Captain Lucky AC1d20+17 HP64 of 64  d8=4 ; d8=3 ; d8=4 ; d8=6 ; d20+17=35 ;
Tuesday September 7th, 2010 7:17:49 AM

Lucky steps behind Sir John and casts Cure Critical Wounds (over Dimensional Anchor) on him. Rolling each die individually ... 17+8 = 25 healing.

=====

AC for next time it is needed: 35

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 8

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+7=18 ; d20+4=10 ; d20+4=18 ; d20+4=23 ; d20+4=9 ; 2d6+7=16 ; 2d4=4 ; d4=2 ; d20+12=24 ; d20+12=19 ; d20+7=8 ;
Tuesday September 7th, 2010 9:55:35 PM

your turn
Kiri - steps out of the foggy cloud and casts Black Tentacles on the bushes. You hear several high-pitched sequels of pain. Then the tentacles pull two Faerie looking creatures out of the bushes and strangle them in the air. (roll the damage for two of them)

John - Continues the battle with the minotaur and slices a knee cap for 14 damage. He also notices that a blue piece of the pie is on a necklace hanging from the minotaur's neck!

Speck - Has the ingenious idea to cast Tasha's Hideous Laughter. The creature's will save is mid-range, but unfortunately it succeeds in resisting the spell. (save = 18). The minotaur responds, "No, you indeed shall NOT tickle mee till i pee!" with a thunderous voice.

Lucky - heals up Sir John

Remsus - flies far into the air above the battle and surveys it. He casts wall of fire spanning the majority of the battle field, hitting all the enemies in some manner. The minotaur grunts in anger as his fur gets caught on fire (16 damage). And so do two of the faeries that are caught in it.

Everyone, Knowledge Religion DC 20 Highlight to display spoiler: {Perhaps the pie piece on the minotaur's neck is providing him with some sort of power. If you can remove that....}

Their turn

Two of the faeries fight to get away from the tentacles, but cannot as they are tiny and grappled.
The other two fareries decide that the spears did not work and magic may be the way to go. They first move away from the dividing wall of fire. They speak in Fey, "Your mind is numb and your body will be tooooo!" as faerie 3 and 4 put their hands together and cast Hold Person on Speck! (Don't forget the -10 to will saves. You're lucky they didn't cast Phantasmal Killer)

The Minotaur takes a step out of the fire and unleashes the full fury of his twin axes upon Sir John. Hits AC 24, 19, and 8... miss miss miss!!! As you sidestep a cleave, a huge chunk of earth is taken out. Your shield arm goes numb deflecting the strength of these blows. The Minotaur hoofs the ground in frustration and chunks of dirt fly everywhere.

You also notice that the great tree is catching on fire... and its shaking violently... you almost hear... a grumbling?

Your turn

Minotaur: -30hp.
Fairie 1 - Grappled by tentacles. 4 fire damage
Fairie 2 - Grappled by tentacles. 16 fire damage
Fairy 3 - 16 fire damage
Fairy 4 - 2 fire damage

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtOWNlOTliYzYtOTc0YS00YTYyLThhZGYtZmUyYTRiODRmYWFk&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door


Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+2=4 ; d6+4=10 ; d6+4=9 ;
Tuesday September 7th, 2010 11:42:15 PM

Religion Check: 4 - Failed
Damage to fairies: 10 and 9 - happy with those rolls :)


Kiri is surprised to see fairies jump from the bushes, but is happy that the Black Tentacles look to have ensnared two of them.

Feeling somewhat outnumbered as members of the once strong party disappear, Kiri elects to go defensive. She vanishes from sight then sidesteps. Cast invisibility and move to M7

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (9rnds), Invisibility

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 6 (7-1:Blink)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)


Sir John, AC 26, 80/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance, 2/3 Smite Left  d20=10 ; d20+21=27 ; d20+21=26 ; d8+16=23 ; d8+16=20 ; d6=2 ; d6=2 ; d6=4 ; d6=6 ;
Wednesday September 8th, 2010 9:20:37 AM

Sir John laughs at the Minotaur's failed attempt at hitting him, and his resolve becomes stronger when Lucky heals some of the wounds. He watches the minotaur closely (Religion = 10) but doesn't see anything out of the ordinary...

He swings his axe both times in a bid to erase this evil (uses 1st Smite Evil) and...

Att 1 = Hit AC 27 for 23 pts + 2 fire + 2 shock = 27 pts

Att 2 = Hit AC 26 for 20 pts + 4 fire + 6 shock = 30 pts
(EDIT - I made a mistake and my 2nd d20 roll should have only been +14, so it hits AC 19 and not AC26...)

Total Dmg = 57 (take that minotaur boy ;-) )



Captain Lucky AC1d20+17 HP64 of 64  d20+6=26 ; d20+14=20 ; d20+17=34 ;
Thursday September 9th, 2010 12:55:04 PM

Know Religion check: 26! Nat 20! "Get that Pie Piece off that taur's neck!" shouts Lucky.

Then he casts Shatter on the chain or cord or whatever it has holding the Pie Piece on its neck. The will save to negate the spell is 1d20 +7 Wis +2 spell +5 luck points. Lucky rolls a save DC20.

If the taur saves, he loses the luck points. If he fails, Lucky gets them back, plus 1.

AC for this round: 34

=====

AC for next time it is needed: 34

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 3 or 9

Speck AC21/22(Dodge) HP:41/41  d20-3=13 ;
Thursday September 9th, 2010 10:34:48 PM

OOC: you didn't give me the DC to beat, but here's my roll, and no, hadn't forgotten the -10, got it written down on CS. :(

Will save d20+7 - 10 = 13 or 14 if near enough to Lucky.

will wait to see the effects. should be able to make a new save each round, for however many rounds it lasts.

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Monday September 13th, 2010 12:22:03 AM

... checking in ...

Captain Lucky AC1d20+17 HP64 of 64 
Monday September 13th, 2010 7:04:24 AM

Me too!

Sir John, AC 26, 80/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance, 2/3 Smite Left 
Monday September 13th, 2010 11:46:02 AM

checking in..

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+12=21 ; d20+12=19 ; d20+12=20 ; d20+5=21 ; 5d6=20 ;
Tuesday September 14th, 2010 5:17:18 PM

(OOC: SOrry guys, Real life kicked me in the groin this weekend yet again. Going through some shit)

Speck - his mind all fuddled, he is unable to resist the Hold Person spell cast on him and is held fast, unable to move a muscle! Yes, you may make a new will saving throw each round. The DC is unknown to you, but known to me.

John - Is in full combat with the enlarged Minotaur. Axes clash together and sparks of holy light and flame leap in every direction. John's Axe bites into the Minotaur's glowing scale armor. Then in a dazzling display of strength, John plunges his axe deep into the Minotaur's abdomen, blood and gore spew everywhere and platter on Sir John most of all. A holy light from the smite evil radiates on the poor beast's wounds. The Minotaur still stands though.

Kiri - happy with her tentacles, decides to go invisible and move about...

Lucky - Sees the chain with the pie piece hanging from the Minotaur's neck and tries to cast Shatter on it. Unfortunately, the Minotaur's will save rolled a 21, beating the DC by 1. The necklace holds fast... but the Minotaur is visibly shaken by the attempt!

Their Turn

The two fairies that are grappled by the tentacles are still grappled, they are slowly burning and being strangled to death.

The other two fairies on the other hand, put their hands together again and cast Blindness on Sir John, they giggle, "Little Paladin smiting away, too bad his eyes can see no evil!" Roll will save to resist. DC is 17.

The Minotaur, enraged by the damage he sustained and the stinging of the holy light is still hot on his skin. He unleashes a flurry of blows, hitting AC 21, 19, and 20.... which means he hits your shield, you parry one, and his axe gets stuck in the ground from a nice side-step that Sir John executes.

Then... something really really weird happens. The Tree that was in the background begins to move. Some of its branches are on fire. The roots pop up out of the ground and try to grapple you!
"Everyone who is touching the ground" Roll a DC 16 reflex save or you will get entangled by roots!

While the tree moves, the pie piece that is on the Minotaur's neck glows. Spot DC 20 Highlight to display spoiler: {THere is also a pie piece stuck in the tree's trunk!}

Remsus, who is flying, sees the tree and throws a Fire Ball right smack at the trunk. It explodes and a loud wail is heard.

Minotaur: -57hp.
Fairie 1 - Grappled by tentacles. 14 damage from tentacles and wall of fire
Fairie 2 - Grappled by tentacles. 25 damage from tentacles and fire
Fairy 3 - 16 fire damage
Fairy 4 - 2 fire damage
Tree - 20 fire damage

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtZjZjMTc0ZTctODZhZi00NTZlLWJkZWYtYjkxOTYxYjhlMTY1&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Captain Lucky AC1d20+17 HP64 of 64  d20+16=29 ; d20+13=16 ; d20+11=12 ; d20+14=31 ; 3d8+8=30 ; d20+17=30
Tuesday September 14th, 2010 8:39:24 PM

Spot check, using all three remaining luck points ... a 29! Up to 4 luck points.

Lucky shouts, "Look! There is another pie piece in the truck of that Ent thing creature!"

Lucky casts Cause Serious Wounds, holding the charge. Then he tumbles ten feet to the right of Sir John, using 1 luck point on the tumble check ... a 16 gets him there without provoking an AoO, bringing his total to 5 points. Then he tries to touch the minotaur. His attack hits a Touch AC12 ... probably a miss? If it is not a miss, then the will save vs the inflict is 1d20 +3lvl +7 wis +4 luck points is 31. Damage is 30 or 15 on a save.

AC for this round: 34

=====

AC for next time it is needed: 30

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 3

Captain Lucky AC1d20+17 HP64 of 64 
Tuesday September 14th, 2010 8:41:07 PM


Extra: "In the TRUNK I mean! The TRUNK!"

Captain Lucky AC1d20+17 HP64 of 64 
Tuesday September 14th, 2010 8:43:05 PM

Note: Lucky does not provoke an AoO from the huge taur when casting (regardless of his reach) because he has soft cover thanks to Sir John, and per the rules, "You can't execute an attack of opportunity against an opponent with cover relative to you."

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+11=14 ; d6+4=10 ; d6+4=5 ; d20+15=31 ; d20+10=30 ; d20+2=11 ;
Tuesday September 14th, 2010 8:58:21 PM

Reflex Save vs DC 16 = 14 + 1 (Lucky) + 1 (Haste) = 16. But only just! An additional +2 if the roots are considered evil.
Damage to grappled fairies: 10 and 5
Knowledge (Arcana) check to realise Speck is Held: 31. Assuming success
Spot Check: 11


Still invisible, Kiri stumbles amongst the roots, but manages to keep her balance. She notices how steady Speck appears and quickly realises he is held fast. Rather than asssault the fairies, she instead casts Dispel magic at Speck. Cast Dispel Magic. Dispel check=30 (Nat 20!)

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (8rnds), Invisibility

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 5 (7-2:Blink, Dispel Magic)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)


Speck AC21/22(Dodge) HP:41/41  d20+14=28 ;
Tuesday September 14th, 2010 9:31:46 PM

OOC: i suppose the dispel magic will dispel the spells Speck also cast on himself.
That would be 'Expeditious Retreat', 'Eagle's Splendor', and, if applicable, whatever is giving Speck the 10 penalty on will checks. DM please let Speck know what all is gone.

On the assumption that the Hold Person is gone...

IC: Speck felt himself suddenly freeze in place. Not a cold freeze, but not a paralyzing one either, as he could breathe and didn't feel numb. But just about as soon as he was about to panic, the sensation left and he nearly stumbles.

Ref DC16 d20+13+1(Lucky before he moved)= 28, success

Tree roots pop up all around him but he nimbly dodges them. Whipping out his Wand of Invis, he mutters 'hide me, please!' and vanishes. He then moves to K13 (20').

DM Addison: Yeah, Kiri just blasted the heck out of all Your enchantments and buffs along with Hold Person
Kiri: Boo-yah! :)


Captain Lucky AC1d20+17 HP64 of 64 
Wednesday September 15th, 2010 7:38:11 AM

OOC: I think a dispel can target just one existing spell, if the caster wishes. So it could be just the hold that goes away.

Speck AC21/22(Dodge) HP:41/41 
Wednesday September 15th, 2010 11:06:05 PM

OOC: that would be real nice. :)

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Wednesday September 15th, 2010 11:52:42 PM

OOC: I wasn't sure if I could just target the Hold Person spell, and I also wasn't sure if it was actually 2 x Hold Person spells (1 for each fairy that wsa casting).

My interpretation of the wording of the spell, is that because I targetted an individual (rather than a spell), each spell currently in effect on the character must make a check vs dispel - ie: i probably cancelled all magic in effect (good or bad). Sorry Speck, thought I was helping! DMs call though.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+24=34 4d8(1+8+4+1)+15=29 d20+19=33 4d8(1+2+4+8)+15=30 5d6(2+3+4+4+3)=16 d20+9=21 d20+8=20 d20+6=15 d20+6=21
Thursday September 16th, 2010 1:23:07 AM

The wording that Kiri used was "Rather than asssault the fairies, she instead casts Dispel magic at Speck."
If you want to direct it specifically at a spell, then research exactly how dispel magic works and use the wording they use. I'm just gunna stick with my original ruling, she blasted the heck out of the weave of magic around Speck.

On the other hand... Anyone read Shadowdale series of forgotten realms by RA Salvadore? Magic is described as being a weave of different colors strewn in a tapestry, and dispel magic is like a blast of darkness in the light that shuts it out. Takes skill to wield it effectively, like a surgeon trying to only knick certain beams of light , so maybe Kiri's natural 20 on the dispel check is what the creators of the rules was trying to imagine as this. It would be a good reason to let it only target a specific spell.

I'm sold, Kiri's natural 20 shows that her prowess in the arcane arts run deep indeed.

Kiri - Kiri recognizes the paralyzing power of the spell and then, Precisely, she recognizes the magic and wields her dispel magic to only cut the yellow haze of the Hold Person spell. Hero point for Kiri Who know's what she can do given time and experience.

Knowledge Nature or Arcana DC 20: Highlight to display spoiler: {" The faeries power works as thus: they can cast spells at a level dependent on how many of them are touching at one time. Four faeries touching equals level 4 spells. Two are level two spells, and so forth. Separating them is the trick..."}

Lucky: Lucky, standing behind Sir John casts Cause Serious Wounds and a purple necrotic energy envelops the halfling's hand. He then tumbles enough in a kinda sloppily manner to get around Sir John and within range of the Minotaur(check my placing of you). He thrusts his hand, burning with anti-life power, at the minotaur.
But alas the beast sees it coming, his hoof raises and kick's Lucky's tiny hand to the side before he can discharge the energy into the Minotaur. The minotaur shouts "You will not claim what is rightfully ours!" with a thunderous voice.

Speck: Freed from the hold person and still holding on to his enchantments.He dodges tree roots and whips out his wand, shielding himself from the light spectrum. Then he moves to K-13.

Now both Speck and Kiri are invisible. Anyone else wanna be a one-trick pony?

Sir John: Since your a DM, go ahead and edit this spot with your action and we will go from there! I think I just invented a new system for people missing a post.

OOC - Sorry for missing yesterday, but had several RL issues going on... Sir John's saves - Will Save vs. Blindness vs DC17 (Will = 20 so OK). Save vs. Reflex vs. DC16 (Reflex = 15, nope...

Sir John manages to avoid the faeries diabolical light by closing his eyes briefly, but in that moment, he fails to see the tree roots coming up from the ground and becomes entangled. He tries to free himself (Str = 21) and manages to chop off a few roots and free his feet...

Their Turn

The faeries realize that this situation is getting serious real quick. The two that are free slap their hands together and instantly teleport to the Trunk of the tree
The faeries then grab the magical Pie Piece that is embedded in the trunk and seem to... aim it at the other faeries?
Yes! The crafty little devels, Knowledge Nature or Arcana or Common Sense DC20 Highlight to display spoiler: {They seem to have found a way to utilize the Sacred Pie Piece of the diety Bangle. What magic does this thing hold?}
Then, a blast of light comes from the Pie Piece in the tree and it hits the tentacles grappling the other faeries.
The tentacles flop back and a few of them explode in a blue goo. Disgusting. The spell is utterly... dispelled.

Then, the two faeries that were grappled and burned are now pissed off. They too teleport to the tree trunk and grab the Pie Piece.

It seems to be powering up for something...

(The minotaur's actions will only not happen if Sir John can somehow whip out about 100 damage in the next turn)
The Minotaur laughs a gurgled, throaty laugh, a little blood spews from his mouth. "Your end is near. We may be mortals, but Bangle shall never die!' The Pie Piece on his chest begins to glow violently. He then connects his two greataxes together into one humongous axe and cracks it down on Sir Arthur's head with all his might.
Knowledge Religion DC 16 Highlight to display spoiler: {Apparently our Minotaur budy has taken some levels of Bizarro-Paladin, he can Smite GOOD!}

A wave of necrotic energy engulfs Sir John with each massive blow. Pieces of the Paladin's armor chip and fly off as the axe pierces into him twice. Hit AC 34 for 29 slashing/necrotizing damage and AC33 for 30 of the same juice.

RemsusRemsus is flying in the air towards the tree, he shoots another Fireball directed at the faeries and the Pie Piece, "Destroy it!" He shouts! The fireball explodes on them, but unfortunately Faeries have a really high Reflex save and they dodge a lot of the damage. The Tree gets hit pretty good though.

Roots: Roots start to shoot up even more as the Pie Piece powers up. Reflex DC 18 or get pierced by barbs... which halves your movement until you are healed in some way

Minotaur: -57hp... and whatever John can whip out last turn.
Fairie 1 - 32 damage from tentacles and wall of fire
Fairie 2 - 38 damage from tentacles and fire
Fairy 3 - 24 fire damage
Fairy 4 - 18 fire damage
Tree - 36 fire damage

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtOGZjMzhhMWQtZGVmOC00OGYwLWI0OGUtMmQ1M2NiODdiY2Vk&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Fun combat huh?

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+15=20 ; d20+15=28 ; d20+2=3 ; d20+11=23 ; 10d6=27 ;
Thursday September 16th, 2010 2:32:50 AM

Knowledge (Arcana) vs DC 20 = 20 + 1 (Lucky) = 21 = Success, phew!
Knowledge (Arcana) vs DC 20 = 28 = Success
Knowledge (Religion) vs DC 16 = 3 (Natural 1) = Miserable Fail
Reflex Save vs DC 18 = 23 = Success

OOC: Unsure if Sir John is blinded or not, or whether I should try and dispel that too...


Kiri is shocked when she sees the tentacles explode. Her favourite spell hadn't failed her before, but the fairies had found a way to overcome it. She realises that they have more power when grouped together. More roots appear underfoot, and the fairies are definitely planning something.

Sensing the urgency of the situation, Kiri drops her invisibility and launches a fireball at the fairies, tree and pie piece (27 dmg. Saving throw for half). She then backsteps to N6.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 4 (7-3:Blink, Dispel Magic, Fireball)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)

Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left  d20+21=27 ; d8+16=17 ; d6=1 ; d6=4 ; d20+16=31 ; d8+16=22 ; d6=6 ; d6=6 ;
Thursday September 16th, 2010 10:16:54 AM

I edited the DM's post to add SJ's last post = He's not blind but was entangled. However, in his full action last turn, he managed to free himself...

Sir John is physically rocked back by the Minotaur's attack and is stunned by the force of the blows. Blood and pieces of armor are strewn everywhere...

Yelling to his friends, SJ calls, "A little healing here!!! One more hit and I'm down for good!!! He doesn't have time now to heal himself and hopefully his friend Lucky can give SJ a piece of his own luck...

Facing the minotaur, Sir John nods at the worthy foe and says, "Good shot my friend, but you're going to have to do a little better than that to finish me off! Let's see how you like this!

With the same attitude as before, SJ uses another Smite Evil and hits the Minotaur again with two solid blows...

Hit AC 27 for 17 pts + 1 fire + 4 shock = 22 (what's with the low rolls here???)
Hit AC 31 for 22 pts + 6 fire + 6 shock = 34
Total = 56 dmg

Speck AC21/22(Dodge) HP:41/41  d20+13=20 ; d20+15=28 ; d4+1=3 ; 3d6=7 ; d20+14=28 ;
Thursday September 16th, 2010 9:57:25 PM

OOC: I'll go with what the DM says. :)
Spells still active on Speck:
Expeditious Retreat (+30ft to base move), Eagle's Splendor (+4 to Cha), Detect Secret Doors, and now Invisibility, oh, and Haste.

Ref DC18 d20+13 (outside the 20' lucky bonus) = 20 +1 (ah I keep forgetting we are all hasted) = 21

Speck moves to I15 - D15 (total of 40' out of 50' move (20+30)).
From D15 he utilizes his Spring Attack to attempt to grab the Pie-Piece from around the minotaurs neck, springing to D13, thus flanking him (10' moved),
Note: the Spring Attack does not incure AOO from the creature under attack.

Flanking +2 to hit, Invisibility negates target DEX to AC, Invisibility grants +2 to hit ( i think it stacks with Flanking)

Note: the d20+15 was a Backstab but I changed my mind, I'll use the same d20 roll but with the new mod for the Sleigh of Hand instead of the mod for attack.
Ignore the dmg rolls of d4 and 3d6.

Speck attempt to snatch the amulet, Sleigh of Hand DC20, d20+8 = 13+8= 21 (or 23 since Speck is Invisible?)

Spot check DC21 (or 23), if he fails to beat 21, Speck has taken the pie-piece without him noticing it. If he beats the 21, he notices something getting it, (Per Sleigh of Hand, beating DC20 is a success at getting an item), what he does to keep Speck from getting away, I don't know...

Speck Springs through the Wall of Fire Ref d20+ 13 +1(haste)= 28, to -B8.
If Speck beat the Ref DC to save vs Wall of Fire, he takes no damage.

NOTE: DM, let me know if Speck's actions cause the Invisibility to go away, since he didn't really attack the minotaur.

Speck AC21/22(Dodge) HP:41/41 
Thursday September 16th, 2010 10:06:38 PM

PS: and let me know if Speck made the save vs wall of fire.

Oh, and as confusing as all that was, i'll be glad to answer any questions.

DM Addison: Yeah. the DC on the wall of fire was like 20.

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Friday September 17th, 2010 1:16:43 AM

OOC: Remember that we are all hastened/hasted, so if making a full attack you get an extra attack. Not sure if Sir John realised.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+10=18 ; d20+10=22 ; d20+10=17 ; d20+10=28 ; d20+18=32 ;
Friday September 17th, 2010 2:08:36 AM

Kiri- (whats the DC on the save? they got 18, 22, 17, and 28) The fireball that Kiri launches dispells her invisibility, but the explosion fries one of the faeries and it flops on the fiery ground and disintegrates. The other 3 faeries hold on to the Pie Piece for dear life, they are bloodied and scorched.

Sir John - Sir John resists the Blind spell, cuts his legs free of the vines and laughs in the face of death as the Minotaur's axe tears him a new one. Then, Sir John counters with his own. A holy light envelops the Paladin's axe and the glow is brilliant. Then Sir John swings his viscous weapon in a high arc, hitting the Minotaur's armor and piercing straight through. Sir John's axe doesn't stop until it swings all the way through the Minotaur's body, leaving a deep gash that exposes heart, lungs and crunched bone. But John is not done. With the upswing of the axe, the Minotaur's throat is cut clean out, leaving a holy light trail behind it. The beast falls to his inverted knees.

But the minotaur still lives! The Pie Piece around his neck pulsates with a green light and the Minotaur's wounds begin to heal! He starts to regrow his throat and his exposed rib cage is collecting bone matter from nowhere...

that is... until

Speck - Speck tumbles around the Minotaur as he is getting cleaved to bits. The problem is that the Minotaur is about 17 feet high and Speck is.... a speck. How could a slight of hand reach so high to retrieve and item from the Minotaur's neck? That could add at least +2 to the DC I would think.

Luckily, John's blows brought the minotaur to his knees.... which are inverted and that's gross. Speck hops up the minotaur's furry back and gives the Necklace a yank. He can't quite get the thing off the minotaur, but he has a good grasp and probably one more tug could do it. Please roll another sleight of hand or a strength check or something similar to get it. Give her a good yank!

Lucky - Fill me in

Their Turn

Minotaur: Panicking from the idea that the only thing keeping his soul in his body is being tugged at by a halfling, he drops his Axe and attempts to grapple Speck, resulting in a check of 32. Speck- gimme an Escape Artist check or something similar before you try the Sleight of Hand.

Faeries and Tree - Only three faeries remain, so the power is diminished somewhat. The flames on the tree lap up at them, but they grit their teeth and maintain the focus of powering up the Pie Piece.

There is a large purple glow around the faeries and Pie Piece embedded in the tree, and then electricity begins to crackle in every direction.

Then, a Bolt of lighting strikes from clouds that have gathered... but everyone was too distracted to notice. The bolt hits the tree and in a flash of purple and blue... it stands.

Roots pop out of the ground, and a face is distinguishable within the bark of the monster. Large claw-like branches animate as sap pumps through the xylem and phloem.

Strangely... the faeries cannot be found anywhere.

Minotaur: -113hp. Healing slowly and grappling for his life.
Fairie 1 - 48 damage fire and tentacles
Fairie 2 - 52 damage from tentacles and fire. DEAD, fried critter.
Fairy 3 - 37 fire damage
Fairy 4 - 31 fire damage
Tree - 64 fire damage. Its going up in a blaze

Map: https://docs.google.com/leaf?id=0B1_Ez4LS5AXtOGZjMzhhMWQtZGVmOC00OGYwLWI0OGUtMmQ1M2NiODdiY2Vk&sort=name&layout=list&num=50

Remsus's Spell List
Arcane (CL 7):
4 lvl 0: Detect Magic, Mage Hand,
6 Lvl 1: Shield,Mage Armor, Shocking Grasp,
5 Lvl 2:, Tasha's Hideous Laughter, Invisibility,
4 Lvl 3: Fireballx2, Haste, Dispel Magic
2 Lvl 4: Charm Monster, Wall of Fire

Divine (CL 7)
6 lvl 0: Create waterx2
5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider
4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object
3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly
2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door

Captain Lucky AC1d20+17 HP64 of 64  d20+13=17 ; d20+17=37 ; d20+17=37 ; 3d8+8=28 ; 2d4=6 ; d20+15=17 ; d20+17=32 ;
Friday September 17th, 2010 1:34:00 PM

Sorry! Lucky wanted to tumble around the taur, and then attack with a stunning fist unarmed attack that would discharge the held inflict serious wounds, using four luck points on the attack.

Tumble check to hit DC15, using a luck point ... a 17, no problem. Luck is up to 5.

Roll to make a unarmed monkish stunning fist inflict wounds attack, with +2 flank bonus and +4 luck points ... hits AC37! A Nat 20! Follow up for possible crit ... ANOTHER 37! ANOTHER NAT 20!!11!1!111!

Okay, I just rolled two 20s in a row! On the most crucial fight of the module! Wardd's gotta sit up and notice that!

The confirmed crit not only hits, it gives up another luck point, so Lucky's total is now 6. He goes all in, using 3 of them to boost the save vs inflict and 3 to boost the save vs stun!

Incredible damages:

(1) The save DC on the inflict is therefore (rolled last post) Will Save DC 30 for 30 damage or 15 damage, as rolled last post. If that damage is rolled twice on a crit, and I think it is, then it is 58 or 29.

(2) The damage from the unarmed attack is 1d4, rolled twice, for a total 6 more damage.

(3) The stunning fist requires a fort save. The fort save DC is 1d20 +5 (half levels) +7 wis +3 luck points = 17. If that fails, the minotaur is stunned for one round.

Whew!

=====

AC for next time it is needed: 32

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: Depend on whether those saves are made or not.

Captain Lucky AC1d20+17 HP64 of 64 
Friday September 17th, 2010 1:34:56 PM


And that was Last Round, unless our kindly DM rules I lost my chance, in which case it was This Round.

:-)

Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left  d20+18=30 ; d20+13=18 ; d20+13=18 ; d8+6=9 ; d8+6=14 ; d8+6=8 ; d8+6=11 ; d6=2 ; d6=1 ; d6=5 ; d6=4 ; d6=1 ; d6=4 ;
Friday September 17th, 2010 2:36:02 PM

If the minotaur still lives after Lucky's brutal assault, Sir John will try to finish it off for good (3 attacks due to haste and full action)

If not, then Sir John will move forward quickly (hasted) towards the tree and swipe at it, by using his axe to literally chop wood... (1 attack)

Attack 1 = hit AC 30 for 9 + 2 fire + 1 shock = 12
Attack 2 = Hit AC 18 for 14 + 5 fire + 4 shock = 23
Attack 3 = Hit AC 18 for 8 +1 fire + 4 shock = 13
(ignore 4th d8+6 roll, hit roll too many times)

Speck AC21/22(Dodge) HP:41/41 
Friday September 17th, 2010 9:59:13 PM

OOC: I wondered about how Speck was going to do it, but the PHB doesn't give any guidance on HOW it is done, just that it 'is' done. But logic would prevail. I had thought that if the attempt had succeeded, then it would be when the minotaur bent over to attack.

About the grapple: being invisible, Speck has total concealment (pg 152 PHB). The Minotaur has a 50/50 chance to outright miss his attempt to grab Speck. So you'll need to roll that before Speck needs to try to escape the potential grapple.

And that's if Lucky goes AFTER Speck. If Lucky goes last turn, then the grapple may be a mute point.

I'll await the results of DM decision on Lucky's actions and/or the 50/50 miss chance.

DM Addison: You want highs or lows? I'm always up for a game of chance. ;)

Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Friday September 17th, 2010 10:41:59 PM

Sorry, the DC for the fireball was 17, so the fairies made it.

Fireballs seem to be effective against the tree, so Kiri lobs another one - close enough to engulf the tree in the blast, yet far enough away so as not to harm any members of the party that may be close to it.

Cast Fireball. Not sure where Sir John is, but I will cast on the opposite side of the tree

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 3 (7-4:Blink, Dispel Magic, Fireball x 2)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)

Captain Lucky AC1d20+17 HP64 of 64  d8=8 ; d8=2 ; d8=2 ; d8=3 ;
Saturday September 18th, 2010 10:33:19 AM

Oh, might as well do an action for this round ... Cast Cure Critical Wounds on Sir John. If I need tumble or concentration checks to do it, I'll post again. Cast over Air Walk ... cures 23 hp to Sir John.

Speck AC21/22(Dodge) HP:41/41  d20+10=12 ;
Sunday September 19th, 2010 4:27:28 PM

OOC: since rolling low is always baaaaad, my call would be 1-50 is a miss, 51-100 is a potential grab if Speck doesn't counter with is escape artist.

Escapte Artist d20+9 +1(near lucky) = 12! GAAK!

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d100=6 ;
Sunday September 19th, 2010 10:18:58 PM

Rolling for the Minotaur's Grapple check... and its a 6! Holy snap, invisibility works like blurr!

Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left 
Monday September 20th, 2010 2:14:20 PM

Checking in...

Captain Lucky AC1d20+17 HP64 of 64 
Monday September 20th, 2010 4:00:30 PM

Checking in ... and hoping to have slain a minotaur?

Speck AC21/22(Dodge) HP:41/41 
Monday September 20th, 2010 6:19:12 PM

OOC: YIPPEEEEEE! So the Mino missed the hafling entirely, probably going for his waist, that is waist human hight, and got thin air! Ha!

Speck manages to snatch the pie-piece and deftly slip the chain over the big brutes head and horns while getting clobbered to death.

IF the Minotaur goes down, Speck will NOT finish his move past the wall of flame.

Note: the Spring Attack is just ONE move, you go in, attack, and come back out during the same round with no AOO from the victim. The Snatch would be the attack, but since the hight difference, I agreed with the DM adjudication that the Mino would get a chance to try to grab Speck.

Let us know what happens now. :)

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  5d8=15 ; 2d8=12 ;
Monday September 20th, 2010 7:21:06 PM

SO, basically all this happens at the same time:

Speck climbs up the minotaurs back, and the beast cannot seem to pin down the little bugger. As soon as Speck lifts the necklace from the Minotaur's neck, the regenerative power fades and the Minotaur realizes quickly that his life may be coming to an end.

At that time, Lucky, with a hand full of necrotic un-health energy, jumps up to the minotaur and jams his palm elbow-deep into the beast's open chest cavity. The necrotic energy sends jolts of pain throughout him, and he screams in agony. Hero point of lucky. The God of luck smiles indeed.

Then, Sir John, seething with his own brand of Righteousness, first takes a swipe at the Minotaur's leg, cutting it clean off.
Then, as the gargantuan falls, Sir John finishes the deed by severing the horned head. It flops down and the magic that made him really big fades.

With a bloody plop, the minotaur's head is at Sir John's feet and its body looks like hamburger.... and it is a cow after all.

But, the threat is not over yet. Still, one Pie Piece remains lodged into the Treant.

Doing damage seems to slow it down, but can it be killed as long as the Pie Piece remains.

Their turn

The Animated Tree suddenly sprouts thorns all over its bark with a loud POP sound.

Then, thorns shoot in every direction, like a wave!

Reflex save DC 20 or be skewered for 15 damage. Reflex for half.

If you fail that save, then roll a DC 20 fort save or be poisoned! Poisoned = loss of 12 Strength!

(OOC: Placement doesn't really matter at this point, just describe your actions. And I didnt forget about Kiri's fireball... just keep it comin)

Sir John, AC 26, 37/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted  d20+6=21 ; d20+18=24 ; d20+13=18 ; d20+8=9 ; d8+6=9 ; d8+6=10 ; d6=1 ; d6=6 ; d6=4 ; d6=2 ;
Monday September 20th, 2010 8:33:08 PM

Sir John grunts in satisfaction as the minotaur falls to the ground. Lucky's healing was once again timely and likely saved Sir John's life (up to 44 hps). He turns to the tree and sees the thorns flying in every direction and tries to duck out of the way (Reflex = 21). Luckily, he avoids most of the thorns but a few get through... (7 dmg)

Standing back up, he fervently chops at the tree with all his might, getting three attacks in as quick as possible... (he's still hasted and can do a full attack, thus 3 attacks rather than 2)

Attack 1 = Hit AC 24 for 9 pts + 7 (1 fire, 6 shock) = 16
Attack 2 = Hit AC 18 for 10 pts + 6 (4 fire, 2 shock) = 16
Attack 3 = Miss AC 9...

Speck AC21/22(Dodge) HP:41/41  d20+15=32 ; d8+1=8 ;
Monday September 20th, 2010 9:29:21 PM

As Speck lifts the amulet over the Minotaurs head he hollers, GOTCHA, then slides off the falling body and stands there in triumph. Although, it would seem that no one has realized his daring deed, as the amulet becomes invisible when he tucks into his shirt, making it invisible.

Refl DC20, d20+13+1(lucky)+1(haste) = 32, and with Evasion, that means he also escapes the half damage

A popping sound causes him to duck and dodge instintively. Only a few thorns come at him and he evades them easily. A quick flourish of his wand of CLW and he swipes Sir John with it. Be Ye Healed

CLW d8+1 = 8, Sir John has 8hp healed
He then scampers over to G20 (1 move w/exp. retreat = 50')
OOC: I'm presuming Speck slid off at G10, healed Sir John some then moved 50' to G20.

Kiri -- AC17+11 HP19/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+11=12 ; d20+11=12 ; d20+14=27 ; 10d6=42 ;
Monday September 20th, 2010 9:37:25 PM

Reflex Save vs DC20 = 12. Using Hero Point to reroll. 12 again. 2 x 1's in a row! Automatic Failure.
Fort Save vs DC20 = 27. Success.


Thorns rip heavily into Kiri's flesh, but gratefully the poison has no effect on her. The pain from the thorns drops Kiri to her knee. She channels the pain through her and uses it to retaliate with another fireball DMG: 42 .

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)

Captain Lucky AC1d20+17 HP64 of 64  d8=1 ; d8=5 ; d8=3 ; d8=3 ;
Tuesday September 21st, 2010 7:49:51 AM


Lucky, standing behind him, casts another cure on Sir John, over Remove Curse: 19 hp curing.

Kiri -- AC17+11 HP19/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Wednesday September 22nd, 2010 12:01:27 AM

Kiri watches as everyone rushes to heal Sir John, and feeling unloved, she dies a little inside...

OOC: Queue the violins :)

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  7d8=29 ; d20+8=17 ;
Wednesday September 22nd, 2010 2:51:03 AM

Sir John, the awesome tank he is, gets healed up by Speck and Lucky and charges the tree. Thorns and roots pop up everywhere around his feet, but he presses on, leading with his shield.

He can still feel the wounds on his back and shoulders closing up as he cleaves into the tree. Chunks fly off as fire burns the tree... but the electricity seems to not hurt it.

Kiri focuses the pain in her arms as her blood pours onto her dress and she summons a fireball mixed with her own blood, it seethes with anger and hatred and the fire trails from her arms into the vortex of heat and suffering.

The young sorceress hurls the firey ball and it explodes on the tree, laying a magma-like burning.

The Tree Creature writhes in agony, but the power of the Pie Piece holds it within the material plane.

Then, suddenly, another purple and blue blast of lightning comes from the clouds and strikes the tree!

The lightning is channeled through the tree and then through Sir John's axe, and into his body for 29 damage. Fortitude save DC 17 or be nauseated as the electricity leaves you quite discombobulated.

The blast of lightning radiates outward. Everyone else DC 17 Reflex save or be hit for the same 29 points of electricity and then roll the fort save.

Remsus shoots his Spectral Hand towards the pie Piece and rolls a 17 on the touch AC. THe hand grabs the Pie Piece and Remsus gives it a tug through the part of his disembodied Spirit.

THe spiritual hand is tucking visciously, but it is not strong enough to pry it out of the bark.

"Get that thing out of there!" Remsus shouts.



Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+14=22 ; d8=3 ; d8=3 ;
Wednesday September 22nd, 2010 3:28:12 AM

Ref Save vs DC 17: 19 (Read it as Fort Save and rolled for that. On re-reading, adjusting for Ref save, its +11 not +14). Success though.

Having knelt to the ground, Kiri watches as a bolt of lightning flies past her head. She is too far from the tree to be able to reach the pie piece without getting hurt. Now standing, she instead reaches into her pocket and pulls out a healing potion and promptly drinks it Cure Serious Wounds: 2D8+3=9

"Kill it! Kill it!" the young sorceror frantically calls out to the group.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)



Captain Lucky AC1d20+17 HP64 of 64  d20+18=23 ; d20+15=27 ; d20+15=33 ; d8=2 ; d8=3 ; d8=8 ; d20+17=34 ;
Wednesday September 22nd, 2010 6:53:42 AM

Oh! I forgot to save vs the hail of spikes! That first ...

Reflex save DC 20 or be skewered for 15 damage. Reflex for half.

Luck Points start at 7. Lucky pumps 3 into his Reflex Save, making it a +18 roll. He gets a 23, and makes the save, brings his luck points up to 8, and takes no damage with evasion.

Then the lightning ...

The blast of lightning radiates outward. Everyone else DC 17 Reflex save or be hit for the same 29 points of electricity and then roll the fort save DC 17 or be nauseated.

Reflex save: a 27 no prob. Fort save, with 4 luck points to make it a +15 roll: a 33. That means no damage, no nausea, and total 9 luck points.

Lucky sees that Sir John is just about dead (what? 8 hp left?), so he casts a Cure Serious Wounds on him, over magic circle. He pumps 5 extra luck points into the healing, getting back only 2 of them. That's 3d8+8+5 this time. That's 28 healing to Sir John. Luck Points stand at 6.

Lucky shouts, "Johnny Boy! We gotta get that pie slice! You got anything you can do?"

He looks at the bard. "Speck! Can you grease it out of there?"

=====

AC for next time it is needed: 34

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 6

Speck AC21/22(Dodge) HP:41/41  d20+14=34 ;
Wednesday September 22nd, 2010 11:13:18 PM

OOC: on the Fort Save, I read it that you only need it if you take any dmg from the lightning. So with Evasion, a success means no damage and no need for Fort save?

Ref DC17 d20+13+1(haste) = 34 N20!

Speck nimbly and with panash evades the lightning. "Eye, eye Captn'!" Speck shouts.

OOC: the range of the Grease is 25' feet. Where abouts is the pie piece?

If possible, Speck moves to where ever he needs to (50' move) and sends a glob of grease from his wand covering the spot the pie piece is at.

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted  d20+11=13 ;
Thursday September 23rd, 2010 9:32:11 AM

Sir John swings back forth between feeling empowered due to the healing (+47)and beaten by the lightning strikes (-29 hp)... That much damage literally shocks his system (Fort = 13 - Failed) and he begins throwing up all over his already bloodied armor... He tries to answer Lucky but his Nausea prevents him from doing much of anything...



Speck AC21/22(Dodge) HP:41/41 
Thursday September 23rd, 2010 10:33:07 PM

OOC: Sir John, would Tasha's Hideous Laughter cure your nausea?

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison)  d20+14=21 ;
Friday September 24th, 2010 1:36:27 AM

Yeah, only do fort save if you actually get hit by either the lightning or the poison thorns.

Kiri - Manages to hit the dirt before a bolt of lightning hits her in the face and downs a healing potion

Lucky - jumps and dives to avoid lightning. Then he shoots a nice healing burst to sir John.

Speck - avoids the lightning strikes with a bit of ease, then he casts Grease on the Pie Piece to try and loosen it up

John - he is vomiting up his liver right now. Brb. Your nausea fades after a round though and you can now act normally.

Remsus shouts, "The Pie Piece is loosening! I can feel my spiritual hand tear it out a bit... but its stuck. We need one more pull!"

Then, as he finishes his last word, a large root shoots from beneath the earth and grabs him as he flies in the air. Grapple check = 21, remsus is grappled by a root.

Everyone else do an opposed either Strength check (grapple-like) or escape artist DC 21... or be grappled by roots and you gotta fight your way out of it.

The Tree is pulsating as the Pie PIece tries to put out the fire.



Captain Lucky AC1d20+17 HP64 of 64  d20+14=17 ; d20+17=32
Friday September 24th, 2010 6:47:23 AM


Lucky tries to slip away from the roots with an escape artist check ... My check is usually a +9 ... add in +5 of my 6 luck points for a +14 ... rolls a 17! AARRGH!

Down to one luck point and stuck in roots, Lucky weeps in frustration!

=====

AC for next time it is needed: 32

Current hit points: HP64 of 64

Currently Active Spells (duration only noted for spells lasting less than 40 rounds):
- Shield of Faith - raises AC by net +2 since it does not stack with his ring.
- Fire Resist 20.

Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison
Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield
Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter
Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy
Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer

Luck points: 1

Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+2=6 ;
Friday September 24th, 2010 6:55:10 AM

Escape Artist Check: 6 - Fail

Kiri is held fast by the roots of the tree. They entangle her to the point that casting spells becomes a problem. "Can anyone kill this thing?" she calls out to noone in particular.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted  d20+6=9 ;
Friday September 24th, 2010 11:55:39 AM

Sir John finally empties out the rest of his stomach and standing weakly, looks at the tree. A look of anger crosses his face and he fees a renewed burst of energy. Raising is axe in a challenge, he says "Enough of this, whatever you are. If you think you made me mad before, then you're wrong. Now I'm really angry..."

But before he can take out his anger on the tree, roots pop up suddenly beneath him (Strength = 9) so he has to spend this round chopping at the roots to free himself...



Speck AC21/22(Dodge) HP:41/41  d20+9=28 ;
Friday September 24th, 2010 11:18:21 PM

OOC: Kiri if you can cast Blink you should be able to get out of the roots, i think.

IC: Escape Artist DC21 d20+9= 28!

Speck sticks his tounge out at the root that tries to get him as the circus performer in him takes over and he easily evades the root.

OOC: I don't know where Kiri is on the map, so DM, I need a liitle help. If Kiri is within 25' from Speck, he tosses a greasy splotch at Kiri to give him the +10 on the Escape Artist or Grapple check. If not close enough to Kiri, he uses it on Lucky, and if not close enough to Lucky he goes for Sir John. If not close enough to Sir John, then another glob to the pie-piece.

DM Addison: Well, we can assume you are close enough to chose whom you would like to caste your grease upon.

Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap 
Saturday September 25th, 2010 1:46:52 AM

OOC: I had a look at Blink, and as it has a somatic component, I don't think it can be cast while grappled.

DM Addison: That sounds like a good use of the Concentration skill. DC 21, same as grapple DC to cast it while grappled. =) Get creative.

Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+16=25 ;
Saturday September 25th, 2010 2:34:12 PM

In that case.... :)

Despite the entwining roots, Kiri concentrates as best she can to gesticulate the actions she needs for her spell. Focusing, she casts Blink upon herself Concentration Check: 25 and promptly disappears from the material realm, freeing herself from the plant.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Blink

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 5 (7-2:Invisibility, Summon Swarm)
Level 3 1 (7-6:Blink x 2, Dispel Magic, Fireball x 3)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)

Speck AC21/22(Dodge) HP:41/41 
Saturday September 25th, 2010 7:45:15 PM

OOC: good rolling Kiri!

with that taken care of...

IC: Speck is about to help out Kiri when he blinks out of existence, er, vanishes. He turns his attention to Sir John and gives him some help by sending a glob of grease coating his armor and the roots.

Sir John gets a +10 bonus on his Grapple Check.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Monday September 27th, 2010 2:15:37 AM

And its Grease used to escape for the win! Who woulda thunkit?

Sir John - Gets entwined by the root system of the tree. Strength check to break out. DC still 21

Kiri - Manages to cast Blink on herself while being grappled by the tree roots and blink-pushes her way through. She can run fairly easily, but its like the entire ground is becoming the roots of this tree.

Speck - he escapes the entwining tree roots quite easily and , seeing that Kiri is doing ok, casts Grease on Lucky, dousing him in a sticky black ichor, but granting him +10 to his escape artist check.

Lucky - Being all greased up and ready for a barbeque, he slips through the roots with a +27 total to his escape artist.

Now. Three of you are free and there are no foes between you and the Pie Piece. It is greased up and being tugged on by Remsus's spiritual hand, seeming that it only requires one more hand to grasp it.

But the roots of the ground are moving constantly, requiring all your cencentration just to keep balance.

You are all about 50 feet from the Pie Piece and tree... and then a rumbling is heard.

The limbs of the tree begin to spin around and form a sort of... helicopter?

The tree lifts off.

DC 20 Jump check to reach the PIe piece.
Or two consecutive DC 17 balance checks
Or Two consecutive DC 22 tumble checks
Or DC 14 pure Strength check to just muscle through the branches and run.
DC to cast spells is 16 concentration

Or you can try throwing a weapon at the Pie Piece or something.



Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap  d20+16=29 ; d100=77 ; d4+1=4 ; d3=2 ; d4+1=4 ; d4+1=2 ; d4+1=4 ; d4+1=3 ;
Monday September 27th, 2010 2:36:46 AM

Concentration Check vs DC 16 : 29 - Success
D100 check to see if spell works while blinking : 77 - Success
Ignore the other rolls. Had a spell in mind but have a better idea...


"A Flying Tree? Huh." Kiri shrugs. She has created many magical wonders herself, so is not taken aback by this latest sight. Still, it needs to be destroyed.
Kiri takes aim to blow the pie piece out of the tree, and then changes her mind. She aims her fingertips, and timing her blinking, directs her magical energy at the tree trunk. Cast Web. Anchor points being along the tree trunk itself, and looking to entangle the spinning branches
She then takes a step backwards, away from the tree - what goes up, must come down.

---------------
Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Blink

Spells Available to Cast today:
Level 0 5 (6-1:Flare)
Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile)
Level 2 4 (7-3:Invisibility, Summon Swarm, Web)
Level 3 1 (7-6:Blink x 2, Dispel Magic, Fireball x 3)
Level 4 3 (5-2:Polymorph, Black Tentacles)
Level 5 1 (3-2:Summon Monster V x 2)

DM Addison: Good one Kathy!
Kiri: Er, Rob C, actually :)

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted  d20+6=9 ;
Monday September 27th, 2010 9:40:07 AM

(OOC = If the roots are entwining us and the tree is taking off, wouldn't that mean the roots would start moving too? They're an integral part of the tree and it would see that they would either let us go or pull us with them? Not sure here...)

Sir John continues fighting against the annoying roots (Strength = 9 again...)... But is still held fast...

(THANKS Cpt. Lucky, as I missed that... I'll take that +10 check ... So if I'm grappling, then do I need to roll an attack and add 10 vs. grappling or simply add 10 to my strength check?

DM Addison: THe tree's trunk is being lifted off the ground and detaching from the root system... which entangles you.

Captain Lucky AC1d20+17 HP64 of 64  d20+12=14 ;
Monday September 27th, 2010 10:54:29 AM

[OOC: So confused ... I thought it was Sir John who got the grease, not Lucky. Well, I'm not looking a gift horse, and all that!]

Lucky tries to balance nimbly, hopping from tree root to tree root, even as they try to trip him. First balance check, using the last luck point: a 14! NOOO! Cap'n Lucky Eddie's luck runs out with a roll of nat 2! He loses his last luck point and is totally tripped up! Argh! Probably slipped in his own grease!

DM Addison: Speck said, if Kiri doesnt need it, then it goes to Lucky. If Lucky is out of range, then John. I went by the order he stated. Oh... then he posted again but I overlooked that. Oh well, I figured the +10 would give you an extra turn since you almost made the DC the first time.

Speck AC21/22(Dodge) HP:41/41  d20+10=17 ; d20+10=29 ;
Monday September 27th, 2010 9:58:58 PM

OOC: sorry for the confusion. On my second post, I changed my mind, thinking Sir John would be more effective free than Lucky. Sorry Lucky. But ok.

BTW, the Grease only lasts 1 round.

Ballance Check DC17:
1 d20+10 = 17! er +1 (near Lucky) 18
2 d20+10 +1 (Lucky) = 29+1= 30!

Success on both.

Speck gets upon the tree(?) with his supperb circus acrobatics.

OOC: If that is his Standard Action, then he has a Move Action left

Speck, now on the tree, Climbs upwards (using his Slippers of Spider Climb) twards the Pie Piece.

Speck AC21/22(Dodge) HP:41/41 
Wednesday September 29th, 2010 9:02:11 PM

ooc: just checking in. tum-de-dum-tum...

Captain Lucky AC1d20+17 HP64 of 64 
Thursday September 30th, 2010 6:29:51 PM

Hiya!

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Thursday September 30th, 2010 9:35:04 PM

Lucky - Tries with all his halfling agility and luck to jump and dodge to reach the Pie PIece. Alas, a large root catches him in the chest and he loses his balance all over the place.

Sir John FLexes his muscles in a brave attempt to escape the twisting vines and roots, but to no avail.

But then, Kiri steps up to the plate.

Kiri: After escaping the roots via her blink spell, she launches another effective use of magic. She cast web directed at the propeller-like branches of the tree as the trunk and pie piece attempt to fly away. Apparently, the tree did not plan for this kind of interruption and the Webbing wraps the propeller-branches in a tight white basket in no time.

The tree crashes to the ground, shaking everyone who is wrapped up by branches or touching the ground.

Then, it is Speck who deals the final blow.

With some catlike-reflexes, he dodges roots as they grab up at his ankles. Then he runs, balancing across a root and when the Tree crashes, Speck jumps up, and grasps the medalion of the Pie Piece.

With a mighty halfling heave, he rips the Pie Piece from the trunk. Greasy, Webbed, and still a bit on fire, he holds it in his hand.

As soon as he does so. A bright flash of lightning erupts from the tree and goes into the cloudy sky.

Then, a blue spirit arises from the tree. Looks like this:Blue Spirit

He speaks in a thundering voice: "Adventurers. Though there are but five left, you are worthy of praise for your heroics. The great gods, Jangle and Bangle, have settled their arguments for the time being for your actions. The Great Jangle proved that the power of good surpasses all. The Pie pieces are united once again, and the amulet is secure. Your reward: each of you keep a quarter of the Pie Amulet. It fits together. You can communicate telepathically with anyone else wearing one of the other pieces. Also, you can use it to cast Cure Light Wounds 3times per day. THE GREAT JANGLE HAS SPOKEN"

And with that, there is a clap of lightning and he is gone. You look down and realize you are back at the Giggling Ghost, holding your reward in your hand.

Remsus doesn't get a pie piece.

Knowledge Religion DC 23 Highlight to display spoiler: {That spirit actually was Jangle}

But then... you all hear a voice in your head: This is Bangle, clown god of evil and brother of Jangle. Be warned, this is not over. You shall die by my hand.

The gauntlet has been thrown.

~fin

Speck AC21/22(Dodge) HP:41/41 
Thursday September 30th, 2010 10:32:09 PM

"What an odd twist of Fate," Speck exclaims as he suddenly finds himself sitting in the Gigging Ghost.

Then, after the second voice interrupts his thoughts, he blurts out loud,

"Smiles and Giggles will make me Laugh
Sticks and Stones will break my Bones
Taunts and Threats will Scare me
But loyal friends will Protect me."

Captain Lucky AC1d20+17 HP64 of 64 
Friday October 1st, 2010 7:11:41 AM

When he sees Speck grab the final piece of the artifact, Cap'n Lucky shouts, "HOORAY!" He grins like a madman. "Good work, in Specktre! We'll make a hero of you yet!"

But in a few moments, his joy is turned to dismay. "WAIT!" he shouts at the divine voices, shouting, "The items that gave double hit points and regeneration to our enemies gives us three square cures a day plus the eternal enmity of a god? A clown god?!? I think we mighta got a bum deal." The halfling calls out, "HEY BANGLE! HEY BANGLE! You want a piece a pie, cheap?"

[OOC: Many thanks to Addison for a fun and challenging adventure. I really thought we might blow it there at the end!

We need a new DM to take on the next adventure. And we need an adventure. Should I write to Jerry and see if he has something on his shelf? I am currently DMing two other campaign games. Poorly. Sorry, no way I can step up to the plate for the next one. DM volunteers?]

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted 
Friday October 1st, 2010 9:13:50 AM

Sir John finally relaxes now that the battle is won. He laughs at the irony of Lucky's statement and agrees that the gift giver was a cheapskate....

(OOC - I'm in for the next adventure and just let me know who decides to DM... )

Speck AC21/22(Dodge) HP:41/41 
Friday October 1st, 2010 9:30:41 PM

Yep, it was fun! We certainly did use a lot of unusual, well, not so unusual but more like rarely used, skills.

I have been contemplating converting some old 1.0 modules to 3.5. That will take time and I'd only do it if I knew for sure that I was going to use it.

However, I do have a copy of the "Red Hand of Doom". Would Anyone be interested? It may be longer than the usual Tap adventure, but very challenging.

Or, I have an updated copy of the "Expedition to the Demonweb Pits" which I haven't read yet.

I volunteer to DM whatever comes up.

Speck.

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted 
Sunday October 3rd, 2010 4:26:43 PM

Either module sounds good to me...

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Monday October 4th, 2010 1:11:13 PM

I just suggest that all new Tapestry games be made Pathfinder...

Playtesting is the key to victory. As we have learned from the errors of 3.5 and 4ed.

Captain Lucky AC1d20+17 HP64 of 64 
Tuesday October 5th, 2010 5:51:10 PM

The Pathfinder Revamp Committee is working on Wold PrCs right now. Give us a few days, and we can test the revised Mendicant with Lucky. What other PrCs are we using?

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted 
Wednesday October 6th, 2010 9:38:34 AM

So I guess a key question is who is going to continue forward in the Mithril Tap? Sir John will of course...

Am I correct in saying that whoever is going to stay should xform their PC's into Pathfinder equivalents? This assumes, of course, that we have enough to continue the tap...

Captain Lucky AC1d20+17 HP64 of 64 
Wednesday October 6th, 2010 1:40:45 PM

I'm in.

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Thursday October 7th, 2010 4:54:48 AM

Other rewards - Exp and gold equivalent to level 11... or 12 or 13 depending where the next game starts at.

Mind if I reuse good old Sir Arthur Cromwell Jr. for the next game if it is to be Pathfinder? He's a Rogue/Paladin charmer.



Captain Lucky AC1d20+17 HP64 of 64 
Thursday October 7th, 2010 9:34:27 AM

Sounds fine to me.

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted 
Friday October 8th, 2010 9:47:15 PM

Sooooooo.,....... Who's DM?

Captain Lucky AC1d20+17 HP64 of 64 
Monday October 11th, 2010 7:19:35 AM


Not me! I'll go next time.

Speck AC21/22(Dodge) HP:41/41 
Tuesday October 12th, 2010 9:40:59 PM

I'll DM if someone has a module ready.

Jonathan/Speck

Captain Lucky AC1d20+17 HP64 of 64 
Wednesday October 13th, 2010 6:21:03 AM

Thanks, Jonathan. If we have no module, we can always ask Jerry for one. He has tons.

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted 
Friday October 15th, 2010 10:15:36 AM

I vote for that... Let's use something premade that Jerry has...

Captain Lucky AC1d20+17 HP64 of 64 
Monday October 18th, 2010 7:06:57 AM

I've e-mailed Jerry to ask for something.

Captain Lucky AC1d20+17 HP64 of 64 
Monday October 25th, 2010 6:35:30 AM

Hey Jonathan? We may be waiting for Jerry for a while. Maybe we should dig up our own module. I just typed Free online D&D modules into Dr. Google and came up with an easy double handful of options. May I suggest that your grab something and we run with it? Comments?

Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted 
Monday October 25th, 2010 12:11:13 PM

That sounds great to me! Let's get moving on this and we can use whatever works best!

Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 
Friday October 29th, 2010 2:36:35 AM

Anyone who wants to play in the Forged is welcome to join for as long as ya want. =)

In mid-combat atm.

Captain Lucky AC1d20+17 HP64 of 64 
Friday October 29th, 2010 7:19:26 AM


LOL! I'm having a hard time imagining Lucky as a dwarf!

Captain Lucky AC1d20+17 HP64 of 64 
Saturday November 20th, 2010 2:43:03 PM


Well, my fellow Mithril Tappers, looks as though our experiment is at an end, or at least on hiatus. If anyone has the itch to play, come on over to the Golden Tapestry!

Ken 
Monday November 22nd, 2010 2:19:36 PM

I agree my friend and so let's officially announce that this game is DONE!!! I went over to the golden tap and posted re: openings...

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