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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...)

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