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The Finale is near...


DM Ken 
Tuesday March 2nd, 2010 9:16:50 PM

As the group sorts through the scraps of paper and evidence, Sir John sees a piece that fell beneath a bookcase. Looking at it closely, he sees that most of it is burned, but the words, "Old City Archives" are barely recognizable. One of the PC's remembers that this used to be a storehouse for city documents and valued books. In fact, it was the oldest building in Tharn... However, many years ago the surrounding area eventually because a ghetto for foreigners, theives and other unsavory citizens. As a result, the archives were abandoned.

The PC's struggle through the oppressive smoke, panic in the streets, people yelling about fires and calling for help, and dark snow falling around them. When they finally reach the archives, they are impressed by its size. It's an impressive edifice, with 3-ft thick marble walls. The outside walls are in surprisingly good shape, while the interior is absolutely dark.

The group sees an entryway near the front. A great marble stair ascends to a circular terrace where large oak doors are barred against the black snow and howling wind. The terrace is shielded from much of the storm by a faded blue marble carving of some draconic creature. Smaller sculptures flank the doors too, one of a simple peasant woman with a loaf of bread in her hands and the other, a dwarven smith.

Speck AC19/20 HP:26/26  d20+2=15 ;
Tuesday March 2nd, 2010 10:28:07 PM

Speck looks for tracks, footprints, whatnot, in and around the entryway.

Search d20+2=15

Captain Lucky AC26/28 HP46 (Endure Elements)  d20+8=25 ; d20+8=16 ; d20+8=27 ;
Wednesday March 3rd, 2010 7:53:18 AM

OOC: Any chance this could be the next day? I had posted that I was hoping for a new day. If it is a new day, I'll roll up a new set of random spells.

Cap'n Lucky looks at the be-statued entranceway, with its grand stairs, wide doors, and assorted sculptures.

"How will we ever get into this ediface?" asks Eddie. "We can't just stay stuck out here looking for crows! I'm in the mood to cook us some home-made blackbird pie!"

"There's gotta be an entrance around here somewhere." Lucky starts looking around, especially at the statues. He holds his continual flame doorknob in one hand and taps gently but thoroughly with his silvered table leg. Tug a statue's arm, nibble on a stone loaf, push a stone dragon scale. He seems to be looking for a secret door, especially.

Search checks: 25, 16, 27

Remsus Kai HP 7N/43/43 (See Invisible)  d20+18=31 ;
Wednesday March 3rd, 2010 1:47:43 PM

Remsus wishes desperately that the group would have had a chance to rest so he could reset his spells for fighting undead more effectively. But he goes with the group. He examines the statues and walls.

(Search = 31)

Cleric Spells Memorized
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuary, Command, Shield of Faith, Bless
Domain: Longstrider
lvl2: Hold Person, Calm Emotions, Sound Burst,
Domain: See Invisible
lvl 3:
Domain: Fly

Wizard Spells Memorized
lvl 0: Disrupt Undead, Mage Hand, Acid Splash, Arcane Mark
lvl 1:Shield, Mage Armor, Identify, Shocking Grasp,
lvl2: Tasha's Hideous Laughter, Blur, Spectral Hand
lvl 3: Suggestion, Deep Slumber
}

Marcas (SteveK) AC 19 HP 79/84 
Wednesday March 3rd, 2010 2:14:01 PM

Marcas' black eyes glitter in anticipation. "This Raven has made a mistake!", he growls. The minotaur is all for pushing on, but understands that to fight the Raven, the spellcasters may need to rest.

"Let us go back to the Constables Office for another day. There are still three left before the Raven should be ready. We can surprise him tomorrow."

DM Ken  d100=43 ; d20+8=19 ; d20+18=38 ; d20+18=33 ; d20+18=29 ; 4d10+18=37 ; 2d10+9=19 ; d20+18=20 ; d10+9=14 ;
Wednesday March 3rd, 2010 4:04:02 PM

(Everyone, assume that this is the next day, so you're refreshed and fully charged...)

As the group searches, several notice (searches > 25) that the statues bear scars and cracks obviously not inflicted upon them by the ravages of tme, but rather than combat. Furthermore, Remsus sees writing in what appears to be Draconic on the wall (can anyone read Draconic???)....

However, while the are searching, Lucky accidentally pokes or prods something on the lefthand statue with his table leg, and to his surprise and horror, it moves and swings it's bulky arms at him... (They are triggered by any touch or someone coming nearby...)

It also peers at Sir John and he feels a sickening feeling of fatigue (free action by monster). Shaking his head, he manages to resist it... (Save vs DC 17 or be slowed = OK...)

Attack1 vs. not-so-Lucky = Hit AC 38 (Nat'l 20.. Crit Check = Hit AC33 for 37 pts dmg
Attack2 vs. not-so-Lucky = Hit AC 29 for 19 points...

Total = 56 pts vs. not-so Lucky, leaving him at -9

The monster manages to hit not-so-Lucky with both blows, crushing bones, bruising muscles and nearly knocking the "luckiness" out of him...

The other statue begins moving towards Remsus and tries to bash him with one arm (assuming Lucky triggered the first, and Remsus wasn't within reach, so it had to move towards him). It manages to get a solid strike in, but not as damaging as its companion's blows. Meanwhile, it peers at Marcas and tries to do the same thing to Marcas as was done to Sir John(free action by monster - Will save vs. DC17 or be slowed...)

Attack vs. Remsus - Hit AC20 for 14 pts

Seeing his friend fall, nearly dead, Sir John charges over and lays hands upon not-so-Lucky, stabilizing him and healing him for 10 pts, taking him to 1 hp.

Sir John says with doom in his voice, "Friends, I think we've found where the Raven lives, and it appears he's left us a not-so-friendly reception. We need to be on our guard the rest of this time, since he's probably been waiting for us to come here..."

(OOC - Please don't think I'm trying to kill the party. The monster just had great rolls and got a great first 2 strikes in... If I missed something, let me know. The monsters did have free actions, and the first had a full attack since he didn't have to move and not-so-Lucky was first to come nearby (I rolled to see which one it would be and his name came up...). They were going to attack whomever came nearby...)

Sir John
10/16 pts used lay on hands

Speck AC19/20 HP:26/26 
Wednesday March 3rd, 2010 10:26:45 PM

"Yikes!" Speck belts as the sudden attack catches him off guard, thinking that the stone pillars were only ornamental!

"Lucky, tumble out of reach!" he yells.

OOC: don't know if I can do this, without a map, but I'll try.

Staying out of reach as best he can, Speck moves 20' in the direction he thinks Lucky will attempt to get out of the way, then use his wand of Grease on a 10'x10' area that includes the stone creature that attacked Lucky but missing as many of his friends as he can, if he can.
If it still gets a friend, he yells, "Watch your feet!"

Grease 10'x10', Save = Ref DC11, Fail = fall
If move at half speed through area: Bal check DC10, Fail= can't move and Ref Save DC10(?) or fall, Fail by 5+ = fall immediatly. (doesn't say what DC if creature isn't smart enough to move at half speed)

Remsus Kai HP 29/43 AC 15  d20+13=24 ; d20+13=22 ;
Thursday March 4th, 2010 12:30:25 AM

(OOC: I'm a wizard, of course I speak Draconic! So I can repick spells for the day? Sweet! Reassigning undead killing stuff)

When Remsus gets hit, he screams a slightly higher pitched scream than he would have liked to be heard screaming, "I dont do melee!" He shouts as he makes a full retreat action (so not to provoke any attacks of opportunity) behind the fighter types and then studies the creatures thoroughly (knowledge arcana =24, Religion =22) trying to identify them

To burn through my spells or not to, that is the question. Remsus mutters to himself.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireballx2
}

Captain Lucky AC31 HP20 of 46  d20+13=25 ; d8=1 ; d8=3 ; d8=5 ; d8=4 ; d20+13=31 ;
Thursday March 4th, 2010 9:11:13 AM

Lucky tumbles back 10 feet (a move action) to get out of danger. He uses three of his five luck points in the effort and rolls a 25 -- bringing his luck to 6 points. Then he casts a spontaneous CSW over a third level spell. 3d8+7= 19.

Current hp: 20.

Current AC: 31

DM Sanity info (spells, etc) to come later or tomorrow.

Marcas (SteveK) AC 19 HP 79/84  d20+6=22 ; d20+14=28 ; d20+9=15 ; d20+10=27 ; 2d6+9=15 ; 2d6+9=15 ; d8+6=11 ;
Thursday March 4th, 2010 4:19:24 PM

Marcas is completely surprised by the sudden attack, but manages to overcome the urge to slow down.

He strikes quickly and accurately with his ranseur, hoping to bring one monster down!

...Actions
Will Save 22
Full Attack
1: AC 28 Dam 15
2: AC 15 Dam 15
Horn: AC 27 Dam 11

Battle by the front door...  d20+3=11 ; d20+18=30 ; d20+18=34 ; d20=13 ; 2d10+9=18 ; d20+6=20 ; d20+18=33 ; 2d10+9=14 ; 2d10+9=27 ; d20+15=35 ; d20+10=24 ; d6=6 ; d6=4 ; d8+5=7 ;
Thursday March 4th, 2010 4:53:19 PM

As the battle continues, Remsus realizes that their foes are stone golems. One by itself is hard enough but two is quite a challenge for any party... However, he notices that they're not in very good condition, and likely have been in battle before and received no healing afterwards...

He too manages to get out of combat and tries to decide what spell to cast...

Lucky manages to tumble free of the battle, freeing himself to heal his grievous wounds... Speck casts a grease spell which covers the area of both the stone golem #1 and Sir John, who recently had saved Lucky's life... (SG1 = Save = 11)

SG1 manages to stand and avoid falling, and turns its attention towards Sir John. It steps forward (Balance check = 13) and swings a powerful him and slamming his shoulders solidly (18 damage) ... Hit AC 30 for 18 pts

SG2 is hit solidly by Marcas, but the attacks don't seem to do as much damage as expected... Chunks of stone fall off, but it is not yet out of the fight... It attacks him with both arms this time, though its silence and lack of emotion is unnerving...

Attack 1 = Hit AC 34 for 17
Attack 2 = Hit AC 33 for 27
Total Dmg = 44

___________
SG1 = 3 dmg, AC26, in grease
SG2 = 16 dmg, AC26 (slightly damaged)

___________
Sir John's stats = 40/58 hps, AC 21, in grease

Sir John curses as the blow contacts him, while trying not to fall on the grease... (Save = 20). He avoids falling and swings his axe at it's chest, the biggest target he could find... The act of trying to stand interferes with his attacks, and only his first attack hits, but like Marcas, the damage is considerably less than before...

Attack 1 = Hit AC35 (but immune to crit hits...) for 7 + 6 = 13
Attack 2 = Hit AC24... Miss


Speck AC19/20 HP:26/26  d8+1=8 ;
Thursday March 4th, 2010 10:42:42 PM

OOC: Is Marcas 5' or 10' from the golem? They both have a 10' reach.

( DM Ken - 10' sounds fine. I didn't make a map, but if we get to the point where we need one for this battle, we can... But for now, assume that your PC takes the optimal distance... )
BEGIN
IF Marc_Dis < 10
Speck moves to 10 behind Marc
("Macas, If you take a step back after you attack, i can heal you some wee bit!")
GOTO BARD_SONG
ELSE
IF Marc_Dis = 10
THEN
Speck moves right behind Marc
Use Wand of CLW
GOTO HEAL_SUB
COM "Boy, that felt GOOD!"
END

HEAL_SUB
HEAL= d8+1
HEAL = 8
RETURN

BARD_SONG
"Lumps of Sod, pieces of Stone
Steel on Stone, Stone on Bone
But in the End, you'll be just a Pile of Rubble!"
RETURN

Captain Lucky AC30 HP20 of 46  d20+12=14 ; d20+13=30
Friday March 5th, 2010 9:13:27 AM


Lucky whips out his magic dagger that he stole from the doppelganger. [It is a +3 icy burst weapon, though I'm not sure Lucky knows that.] He throws it at the nearest golem, from just outside its reach. But he rolls a natural 2, and only hits AC14. Surely a miss.

AC for today: 30

Spells for today:

Level 0: Create Water, Read Magic, Read Magic, Light, Create Water
Level 1: Inflict Light Wounds, Inflict Light Wounds, Command, Inflict Light Wounds, Pro Law
Level 2: Lesser Restore, Lesser Restore, Make Whole, Status, Shatter
Level 3: Speak wth Dead, Locate Object, Water Breathing, Circle vs Law

Luck Points: 6

Tattoo Used: 0 of 3
Stones Used: 0 of 3


Speck AC19/20 HP:26/26 
Friday March 5th, 2010 10:10:05 PM

OOC: I forgot to mention, that if Speck does use his Bard song, that's a +1 to hit and damage, as well as a +1 on saves.

Battle by the front door... 
Saturday March 6th, 2010 7:41:52 PM

(Waiting on Marcas and Remsus...)

Remsus Kai HP 29/43 AC 15  d8=5 ;
Sunday March 7th, 2010 1:05:54 AM


Remsus thinks for a moment about what spell he should use on such a creature, "Stone Golems... they are immune to lots of stuff, any spell that allows for spell resistance. That pretty much knocks out everything I prepared, so... I shall heal you Captain Lucky!" and with that Remsus taps Lucky on the shoulder for 10hit points of healing goodnesss. (it is 1d8+5 for caster level, i forgot to put the +5)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireballx2
}

Marcas (SteveK) AC 19 HP 79/84  d20+9=16 ; d20+5=11 ; d20+5=9 ;
Monday March 8th, 2010 12:18:27 PM

Marcas sees his strikes are not as effective and puts some more power into each blow, but fails to connect with any.

...Actions
Power Attack +5
Full Attack
1: AC 16
2: AC 11
Horn: AC 9

Battle by the front door... Is it time to retreat and try again later?  d20+18=22 ; d20+18=26 ; 2d10+9=18 ; 2d10+9=15 ; d20+3=18 ; d20+18=38 ; d20+18=24 ; d20+18=34 ; 4d10+18=38 ; 2d10+9=19 ;
Monday March 8th, 2010 2:21:35 PM

The battle rages on, with the party desperately trying to destroy these two difficult foes... Pieces of stone, blood and flesh are flying everywhere, both from the party and the golems...

SG1 takes some damage from Sir John, and chunks fall off of his arms and torso. However, its not out of the battle yet... It continues trying to stand in the grease (Reflex 18) and stays on its feet... It bashes Sir John again with both arms, (Hit AC 22, 26, for 18, 15 = 33 total) and nearly knocks him unconscious...

SG 2 continues battling Marcas, who luckily received some healing before, and hits him for = Hit AC38 (crit chk, 24) and AC 34 for 38, 19 = total of 57 pts dmg... As before, it connects solidly on Marcas' flanks...

Stats
SG1 = 6 dmg, AC26, in grease
SG2 = 16 dmg, AC26 (slightly damaged)

_________________
Weaving with rivulets of blood flowing down his armor, Sir John calls out a tactical retreat... "We need to retreat and come at them again later! We should be able to outrun them, since they're probably only assigned to guard the door and closest environs... Furthermore, the Ravem knows we're here anyway, but we're in no shape to finish this fight right now!"

He'll withdraw directly backwards from the golem while guarding the way past unless the golem follows...

Sir John = 7/58 hps...



Marcas (SteveK) AC 23 HP 22/84 (Total Defense) 
Monday March 8th, 2010 3:54:53 PM

Marcas is reluctantly forced to agree.

"Withdraw!", he calls to his companions, and then readies himself to follow once they are all down the road.

...Actions
Readied Action: Withdraw once all heroes have withdrawn.
Fighting Total Defense awaiting time to withdraw +4 AC

Captain Lucky AC30 HP30 of 46  d8=3 ; d8=6 ; d20+13=29 ;
Monday March 8th, 2010 7:31:11 PM


Lucky makes a move backward 20 feet, catching up to Sir John and healing him: 17 hp healing, casting CMW over status.

AC for this round: 29

Spells for today:

Level 0: Create Water, Read Magic, Read Magic, Light, Create Water
Level 1: Inflict Light Wounds, Inflict Light Wounds, Command, Inflict Light Wounds, Pro Law
Level 2: Lesser Restore, Lesser Restore, Make Whole, Status, Shatter
Level 3: Speak wth Dead, Locate Object, Water Breathing, Circle vs Law

Luck Points: 6

Tattoo Used: 0 of 3
Stones Used: 0 of 3

Speck AC19/20 HP:26/26 
Monday March 8th, 2010 7:43:22 PM

"Withdraw?" Speck shouts. "WHITHDRAW? Why not call it a Strategic Repositioning of our Offensive Capabilities to a better Vantage Point! Or SROCBVP for short."

OOC: the Grease spell from Speck's wand only lasts 1 rnd.

IC: Speck withdraws with the others as fast as his little legs will go.

Remsus Kai HP 29/43 AC 15  3d8+5=16 ; d8=3 ; d8=5 ; d8=2 ;
Monday March 8th, 2010 9:12:42 PM

Remsus chases after Marcus and slaps him on the back for 18 points of healing goodness (the last roll from 3d8 was a 1, which is rerolled in wold rules. the other two rolls are from me clicking the button too fast)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireballx2
}



Battle by the front door... Is it time to retreat and try again later? (Sir John 24/58 hps) 
Tuesday March 9th, 2010 4:12:53 PM

As the group makes a hasty retreat, the golems follow for a short distance, but eventually stop. It appears they've been directed to focus on guarding the doors rather than be lured away.

After some desperately needed healing, the party reluctantly returns to a nearby inn and rents a room. Sir John sits heavily on one bed, cleaning the gore and blood off his armor and cloak. "Any suggestions on how we face them next time? Honor demands that I face that golem again, but in a face to face fight, I believe he has a distinct advantage. We also need to rest from our wounds and be back at full strength..."

Speck AC19/20 HP:26/26 
Tuesday March 9th, 2010 4:52:07 PM

"Well, they are made of stone. So it makes to reason that anything that hurts stone should help us. Anyone have Stone to Mud? Stone to Flesh? Stone to Water?"

Marcas (SteveK) AC 19 HP 40/84 
Tuesday March 9th, 2010 6:53:38 PM

Marcas thinks furiously. "Is that the only entrance? Do we HAVE to get through the golems? Maybe there is a back door?"

"If we have to go from the front, I suggest missle and grenade weapons while I am Enlarged and hold off thier advance with my Ranseur. The first one who gets too close, I will wrestle with and destroy while everyone else concentrates on the second."

Marcas looks around as if he's not entirely sure he can successfully wrestle a golem, but he'll kill himself trying.

Captain Lucky AC30 HP30 of 46 
Tuesday March 9th, 2010 7:43:25 PM

"The Grease was a fine idea. We may not be able to affect them, but we can affect their environment. We also might be able to constrict or control them, as with nets or lassos, or with a wall of stone, etc."

Cap'm Lucky looks up at his friends. "We can do this, my companions. We might even be able to trip or grapple them, as Marks-On-Thighs so wisely suggests."

Marcas (SteveK) AC 19 HP 40/84 
Wednesday March 10th, 2010 11:53:23 AM

Marcas harrumphs and rolls his eyes as Lucky mangles his name and calls him wise all in the same sentence.

Battle by the front door... Is it time to retreat and try again later? (Sir John 24/58 hps) 
Wednesday March 10th, 2010 2:02:11 PM

Sir John listens to the various propositions, and responds, "Could we purchase some of those stone to mud scrolls and then have Remsus use it on the golems? Also, it seems our weapons weren't as effective as I thought they should be, so what will work? Anyone know their weaknesses?

Speck AC19/20 HP:26/26 
Wednesday March 10th, 2010 10:26:25 PM

Speck suddenly bursts out laughing.

"Oh My, oh my, oh my! Aren't we the fools!" he finally manages to say.

"Ok. The problem is getting past the golems right? The golems chased us a little ways but not far. But a little ways is all we need. Knowing what we know now, all we need is someone faster than the golems to get the golems to chase him. The others will be hidden around a corner and as soon as they can, they dart to the front door and try to get in. We may need to try this several times. We need to make sure the door isn't magically trapped. And if it is locked, we'll need time to unlock it.

But this at least beats fighting them head-to-toe.

What do you guys think?"

Marcas (SteveK) AC 19 HP 40/84 
Wednesday March 10th, 2010 11:41:57 PM

Marcas' eyes sparkle. "Could Lucky be the bait and then tumble past the golems? We open, then lock the doors behind us."

Captain Lucky AC30 HP30 of 46 
Thursday March 11th, 2010 8:01:51 AM

Lucky says, "I can do it! My feats won't fail me now!"

Remsus Kai HP 29/43 AC 15 
Thursday March 11th, 2010 12:20:53 PM

Remsus thinks for a moment. "Well. I could just memorize Invisibility sphere and maybe we can sneak past them. Though I think Stone Golems may be able to sense us anyways... just a thought."

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireballx2
}

Marcas (SteveK) AC 19 HP 40/84 
Thursday March 11th, 2010 2:12:19 PM

"Very well. We prepare tonight." Marcas' voice is modulated and even, only hinting at the frustration another delay will cause.

"In the morning, Remsus makes us all invisible, and then Lucky leads the golems on a chase. We open the door, Lucky zips past the golems and we bar the door behind."

"Any spells that can assist Lucky in being faster or opening a door, or magically locking it will help."

Battle by the front door... Is it time to retreat and try again later? (Sir John 39/58 hps)  d8+4=9 ;
Thursday March 11th, 2010 2:47:23 PM

Sir John steadfastly agrees with Marcas' idea, and says, "Anything we can do to get by them is preferable. However, I'm not a big fan of sneaking by and avoiding a fight. It seems close to cowardly to do such a thing... But in this case, the group's health and welfare must come first and I don't think we will all survive a fight otherwise... So let's do the invisibility and chase idea..."

The group makes its decision, and rests throughout the night. They have enough time to become mostly healed (OOC - Lucky, how much healing can you do with your present spells?) SJ will also lay on 6 more points and cast CLW's for 9 pts before resting for the night too...

They wake in the morning, refreshed and ready to make their next steps... (Spells, prepare for battle?)

Remsus Kai HP 29/43 AC 15 
Thursday March 11th, 2010 4:43:04 PM

Rest assured that Remsus burns all of his Cleric spells on healing before he decides to prepare new ones... So go ahead and get max HP. Do I really need to roll?

"Stone Golems, based on my knowledge Arcana check a while back, are immune to magic. Stone to Mud slows them down and Stone to Flesh gets rid of their damage reduction and their immunity to magic for 6seconds (1round). So yeah... let's just sneak past with invisibility sphere shall we? I guess I will prep the rest of my spells for fighting undead right?" Remsus says.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball, Invisibility sphere
}

Marcas (SteveK) AC 19 HP 40/84 
Thursday March 11th, 2010 8:40:34 PM

ooc: we've got a lot of healing to do, perhaps it would be better for Remsus to go ahead and roll.

Marcas - 44 down
Remsus - 14 down
Sir John - 19 down
Lucky - 16 down

that's 93 hit points not including waste from partially used healing spells. Assuming average healing, that is about 11 Cure LIght Wound spells.

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

Marcas nods his head up and down; he doesn't think its particularly noble either. "But it will get us to the Raven in one piece." And that argument is worth a whole lot to the minotaur!

Speck AC19/20 HP:26/26 
Thursday March 11th, 2010 9:04:11 PM

Speck assists in the healing with his wand of CLW. (OOC just tell me how many charges to mark off. AND REMEMBER ----- you heal 1 hp/level with an 8hr rest)

Then he makes sure his lock picking tolls are in order and is ready to go,

Speck AC19/20 HP:26/26 
Thursday March 11th, 2010 9:11:55 PM

OOC: wand CLW is 1d8+1 for an ave of 5.5

Remsus Kai HP 29/43 AC 15  d8=6 ; d8=6 ; d8=1 ; d8=1 ; d8=5 ; d8=5 ; d8=2 ; d8=3 ; d8=5 ; d8=2 ; d8=7 ; d8=3 ; d8=1 ; d8=5 ; d8=4 ; d8=1 ; d8=6 ; d8=6 ; d8=6 ; d8=8 ; d8=6 ;
Thursday March 11th, 2010 9:23:04 PM

Cure Serious 1: 17+5 = 22
Cure serious 2: 10+5=15
Cure Mod 1: 7+5=12
Cure mod 2: 10+5=15
Cure mod 3: 9+5=14
Cure light 1: 6+5 = 11
Cure light 2: 6+5=11
Cure light 3: 6+5=11
Cure light 4: 8+5=13
Cure light 5: 6+5=11
Cure minors.... 1 each

Take what you want

Battle by the front door... Is it time to retreat and try again later? (Sir John 58/58 hps)  d20+7=18 ;
Friday March 12th, 2010 11:07:47 AM

As the group decides on its plan, Sir John remembers that there was some sort of draconic writing behind the golems at the door. He remembers that Remsus saw it, but didn't have time to read it. It might have something to do with getting past the golems, but isn't sure... He mentions this to the group as they continue making preparations...

(OOC = Don't forget that if you rest 8 hours and SJ or Lucky uses their heal ability on you (DC15), you get 2 hps/level, so that will save you some spells...)

Sir John tries to help some of his colleagues recover slightly from their injuries (Heal = 18 - success)... His focus is on the other members of the party, since he can't really care for himself and will need to rely on some of the healing....

He'll recover at least 8 hps, and will take one of the CLW's to bring him up to max.

(OOC - I'll post again tonight or tomorrow AM once we decide what course of action we want to take. This was kind of a part 1 of 2 post, and part 2 was based on what you all decide...)

Marcas (SteveK) AC 19 HP 84/84 
Friday March 12th, 2010 4:27:22 PM

Marcas takes Remsus' first two Cure Serious Wounds. Between that and a night's rest, he is back to full health!

"Or it could mean nothing at all", counters Marcas. "Still, if it took us to be within reach of the golems, maybe our readers can learn what it means while standing at a distance?"

Speck AC19/20 HP:26/26 
Sunday March 14th, 2010 4:03:37 PM

"Well, he can read it while invisible and while I see about how the door works and Lucky plays 'You're It' with the golems."

Remsus Kai HP 29/43 AC 15 
Sunday March 14th, 2010 10:07:19 PM

"So that's a plan? Invisibility, then read draconic word, see what happens? Run past golems if we can? Maybe the draconic word was a Password to get through the door!? Maybe it will open if I say it out loud. hmmmm." Remsus says hopefully!

Captain Lucky AC30 HP46 of 46 
Monday March 15th, 2010 8:51:07 AM

Lucky grabs some healing, with many thanks!

"So we have a plan, then? Excellent! Let's get a good night's sleep and go at it first thing in the morning!"

"But we need to set watches, too. That Raven is a tricksy one!"

New spells for a new day:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

New luck points for a new day: 5

Tattoo Used: 0 of 3
Stones Used: 0 of 3

Battle by the front door, part 2 (Sir John 58/58 hps) 
Monday March 15th, 2010 9:53:06 AM

The group decides on a new plan, and everyone seems healthy and fully prepared. They arrive near the fortress, stop just around the corner, and ready themselves for what comes next...

(OOC = Let me know what things you want to do re: spells, etc... We're not in rounds yet, so if Remsus wants to be invisible and do several things, just let me know...)

Captain Lucky AC30 HP46 of 46  d20+8=15 ;
Monday March 15th, 2010 11:50:49 AM

Lucky casts Endure Elements again before going out into the harsh atmosphere.

At the site, he activates his tattoo and keeps three magic stones at hand.

"Guys," he says, "You all just say the word, and I'll make my move to distract the stone lugheads over there. When it is time to meet up, I'll cast my helping hand spell to lead you all to me."

Lucky looks for the magic dagger he threw at the stone guys yesterday. Does he see it anywhere? Search check 15, not that it should be anywhere hard to find.

OOC to DM: What's the AC to hit these things? We should know it from yesterday, right?

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 5

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Monday March 15th, 2010 2:24:35 PM

Remsus casts Mage Armor and Shield first for a bit of protection.

Remsus casts Invisibility Sphere centered on himself and extending to the group.

Then he walks back to where the door was and tries to get close enough to read the draconic word. As soon as he sees it, he blurts it out in both Draconic and Common.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

Battle by the front door, part 2 (Sir John 58/58 hps) 
Monday March 15th, 2010 2:29:14 PM

Remsus walks over to the door, sees the writing "Wisdom is the key to salvation" written in Draconic. As he utters the words in Draconic, the golems stir slightly, but then return to their motionless state once he finishes speaking...

(I'll post again tonight if you wish to keep things moving... but I wanted to get an idea off what the group does at this point.. Open the doors? Inspect the doors or area? Attack the golems?)


Captain Lucky AC30 HP46 of 46 
Monday March 15th, 2010 5:28:17 PM


Lucky, not in the invisibility, casts Aid when he hears Remsus speak, then moves within 50 feet and lets loose his sling with a magic stone in it.

I'll roll the attack when I know the AC -- because then I can judge whether to use luck points or not!

Speck AC19/20 HP:26/26  d20+15=18 ;
Monday March 15th, 2010 9:48:44 PM

Speck makes sure he stays in the Invisibility zone and when they reach the door, he puts on his googles and looks the doors over for any traps, magical or mundane.

Search d20+15 = 18. he must be a wee bit distracted by the movement of the golems. :}

While he searches, Remsus reads the words written on the door.

"Wisdom comes from books. This is a library. I wonder if a book is the key to open the doors?"

Marcas (SteveK) AC 19 HP 84/84 
Tuesday March 16th, 2010 12:38:45 AM

Marcas stays in the invisibility sphere and walks with Remsus. He keeps his ranseur at the ready to attack the golems if they try and come after Remsus.

The Great Hall (Sir John 58/58 hps) 
Tuesday March 16th, 2010 9:20:08 AM

Speck doesn't see anything on the door and all looks well and safe... Remsus investigates the words and it appears that they were merely a passcode to get past the golems.

Finally, the group decides to open the door and Sir John uses his strength to pull them apart. The golems maintain their silent repose while this all occurs, and the group enters through the doors. They walk in and see a cavernous chamber filled with white marble pillars and little else. The slightest sound echoes loudly through the chamber. An ornate marble staircase on the north side of the room leads up to the floor above. There are openings to the left and right of the room too...



Captain Lucky AC30 HP55 of 46  d20+7=19 ; d8+7=9 ; d20+11=24 ; d20+11=25 ;
Tuesday March 16th, 2010 12:41:54 PM


Aid result from when he cast it just a round ago: 19 temp hit points! Sweet!

NO WAIT! I rolled the wrong die. Trying again -- 9. Argh. LOL!

Lucky knows how the deal is going down, so he shouts the same words he heard Remsus say and hurries to catch up. As he walks by, he picks up his magic dagger where it fell after he threw it at the golems yesterday.

He is the only visible member of the group, so he figures he better hide and move silently, using the pillars for cover as he enters the large room. Hide 24, Move Silent 25.

Active spells: Aid, Endure Elements, Magic Stone.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 5

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Speck AC19/20 HP:26/26 
Tuesday March 16th, 2010 4:13:21 PM

Speck casts Dancing Lights in the form of a glowing hafling and sends it towards an opening on their left.

Bard Spells: 3/2
lvl 0: *Dancing Lights, Detect Magic, Flare, Prestidigitation, Read Magic, Resistance
lvl 1:Feather Fall, Remove Fear, Tasha's Hideous Laughter

OOC: What's the ligting here? Any windows? or just light coming in from the door?

The Great Hall (Sir John 58/58 hps) 
Tuesday March 16th, 2010 8:11:32 PM

(Just light coming in from the door...)

Marcas (SteveK) AC 19 HP 84/84  d20+7=16 ; d20-1=19 ;
Tuesday March 16th, 2010 10:36:17 PM

Marcas walks forward, keeping his eyes moving from right to left. His great bulk and armor barely makes a sound in the echoing hall.

...Actions
Spot: 16
Move Silent: 19

Lucky Alone AC30 HP55 of 46  d20+12=28 ;
Wednesday March 17th, 2010 8:46:17 AM

OOC: I'm assuming Lucky finds and picks up his dagger, and that he is sneaking from column to column.

Lucky continues to follow where he thinks the party has gone -- Listen check to follow his invisible comrades, trying to hit that Listen DC19 Marcas posted, using two Luck Points to boost his chance: a 28, no problem. And that brings Lucky's Luck to 6.

Active spells: Aid, Endure Elements, Magic Stone.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 6

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+15=35
Wednesday March 17th, 2010 11:09:36 AM

Remsus moves in with the rest of the group, still invisibility radiating from him in all directions.

When the group reaches the fork in the road, Remsus licks a finger, puts it up to the wind to see which way the air is moving: Left, right, or backwards. (survival = 35, nat 20... LOL0

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}


The Great Hall (Sir John 58/58 hps) 
Wednesday March 17th, 2010 11:23:39 AM

The group slowly moves into the great hall, looking and listening... Some are visible, while others are invisible. There isn't anything of interest in the hall itself, but the sounds are what really catch the group's attention. As they listen closely to the sounds, they hear:

1. Some sounds appear to be mechanical. They hear the whir of machines, and a rhythmic metal on metal sound. These sounds come from above.
2. Other sounds come from a large organ, echoing through the western (left) wall.
3. From the eastern (right) wall, they hear a cacophony of sounds, but they are hard to make out.

Listen>20 = Highlight to display spoiler: {The sounds from all three locations also include the frantic cries of prisoners or hostages. Some of them even sound familiar...}
Listen>25 = Highlight to display spoiler: {email me (kmestemacher@everestkc.net) and I'll tell you exactly who the sound comes from...}

Speck's dancing lights move to the east and shows what appears to be a museum of some sort. It is a large room with a various marble busts throughout. The room is divided into smaller rooms by long rows of display cases, which contain the busts. A strange sound comes from this room, but you can't get a good read on it without getting closer. At the back of the room is a stairwell, and the sounds appear to be coming from it...

(OOC - Yes, Lucky does find his dagger ;-) )

Speck AC19/20 HP:26/26  d20+7=21 ; d20=19 ;
Wednesday March 17th, 2010 9:41:51 PM

Speck lets the glowing image pause in the museum room for a moment to see if anything takes the bait. Meanwhile, he listens to the sounds and tries to figure them out.

Listen d20+7=21

"Sh," he wispers. "Sounds like there are prisoners here. Either that, or a trick of magic to get us to follow a buny trail."

Knowledge to discern those who sound familiar d20+?= 19 + ? = ?

Marcas (SteveK) AC 19 HP 84/84  d20+1=21 ;
Wednesday March 17th, 2010 10:35:36 PM

Marcas' ears are hearing perfectly, and the sounds of prisoners are heard. The big minotaur is all set to charge into one of the rooms when Speck's caution about a trap pulls him back. A deep breath, and Marcas is still in control. "I will show the best of the Minotaur", he tells the others. "Ambush and surprise are effective tactics. The way to take the offensive is to secure ourselves and do something to surprise the Raven. Where are the prisoner sounds NOT coming from?"

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+6=10 ; d20+17=19 ; d20+18=28 ;
Thursday March 18th, 2010 2:46:09 AM

Remsus doesn't hear anything, but he keeps a keen eye out for trouble. (or not... spot =19)

He will also search around... (search =28)

But overall, he stays behind the tanks, ready to cast a spell at a moment's notice.

Lucky Alone AC30 HP55 of 46  d20+15=17 ;
Thursday March 18th, 2010 8:39:57 AM

Lucky puts his back, or at least his luck, into some listening. Gosh darn it! He is unlucky! No listening or luck for him.

Downcast, he follows as best he can wherever he thinks the party has gone.

Active spells: Aid, Endure Elements, Magic Stone.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

The Great Hall (Sir John 58/58 hps)  d6=6 ; d6=3 ;
Thursday March 18th, 2010 3:02:23 PM

The group moves into the Eastern room, and the sound grows louder and comes from the back stairs... The sounds (when in the main hall) appeared to be from people and from all directions, but again, no one exactly recognizes them...

Remsus = If you're searching around... I need to know exactly where you search in the Eastern room, what you do, etc... The room has 4 walls, with 2 inner walls that contain the various displays. The back wall contains the opening with the stairs leading downward...

As the PC's listen (while in the East room), Speck recognizes with horror that the sound emanating from somewhere down the stairs is from a close member. The sounds appear to be a mix of screams, anguish and fear...

(OOC 1 - I'm assuming the party is in the middle of the room, but until you get closer to the stairs, you can't see the person making the sound...)

(OOC 2 = I can't remember which family member Speck is closest too... )

(DM's use - Marcas = 1, SJ = 2, Speck = 3, Lucky = 4, Remsus = 5 ... -

Marcas (SteveK) AC 19 HP 84/84  d20+7=26 ;
Thursday March 18th, 2010 10:28:03 PM

Marcas moves to the back stairs and looks up and down the staircase to see anything.

Spot 26

Speck AC19/20 HP:26/26 
Thursday March 18th, 2010 10:37:00 PM

OOC: well, it is a large family. I doubt it would be either of his parents, as they most certainly would not approve of his wandering lifestyle. His sisters would probably just lower their eyes and say, 'tsk...tsk...tsk...'. So his closest family member would probably be a younger brother, one still young enough to have a free spirit and not yet succumbed to the standard hafling 'mindset'.

Speck steels himself at the familiar sounds. Practiced at the art of trickery himself, he is determined not to fall for any such trick, if it is such. "Focus your minds, my friends. The Raven is a tricky fellow. If he has our loved ones prisoner, then so be it. But let us not act rashly and play into his hands."

Speck sends the Ghostly figure to the top of the stairs.

OOC: the spell only lasts 1 minute so it may be gone by now. If not, it is at the top of the stairs.

OOC: Lucky should be able to see the Dancing Light's figure moving and a good Intuition roll may reveal to him that the group is near and follows it.

Lucky Alone AC30 HP55 of 46  d20+11=24 ; d20+11=26 ;
Friday March 19th, 2010 9:53:34 AM

Lucky follows the dancing lights. He casts his Detect Evil spell and concentrates on it, scanning as he walks forward. He continues to be stealthy.

Hide: 24, Move: 26

Active spells: Aid, Endure Elements, Magic Stone, Detect Evil

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

The Great Hall (Sir John 58/58 hps) 
Friday March 19th, 2010 2:03:45 PM

(OOC - Still waiting on Remsus to respond to my post re: searching, but to keep things moving, I'll make this next post...)

As the lights illuminate the stairwell, Lucky sees a horrible image... He sees a head protruding from the wall, about 1/2 way down the stairs. The head belongs to Speck's little brother, and is crying out in fear and pain. It appears the boy is entombed in the wall with only his head visible and free. He sees the lights and cries, "Oh please, save me! That bad man, he came in the night and took me. He waved his hands and .... and then I woke up here... I can't get out! Where is my body...?" The poor boy is panicking, but can only move his head...

It appears that the Raven not only captured Sir John's sister and Marcas' mother, but also Speck's little brother. He's not only hunting the PC's, but using their family members to get to them...

Lucky Alone AC30 HP55 of 46 
Friday March 19th, 2010 4:10:41 PM

Lucky smiles, but does not laugh. He does not want to give his position away. He continues to scan for evil while walking stealthily forward.

Marcas (SteveK) AC 19 HP 84/84 
Sunday March 21st, 2010 12:53:02 PM

Marcas maintains his position, covering his companions with his superior reach and ranseur. "The best way to help the prisoners is to slay the jailor", the Minotaur tells his companions. He tries his best to ignore the screams of the young halfling and looks around. "The Raven is smart. If he is offering us many choices of direction, all of them must be trapped. It is the choice he's not giving us is where the Raven is. Anyone find Secret Doors?"

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Monday March 22nd, 2010 1:39:32 AM

(OOC: Sorry guys. Got distracted. Parasitology exam 2morrow)

Remsus searches the walls with the displays as well as the bare walls (previous roll good?), hoping to find something secret about. He is still invisible and says nothing to give away his position, but he runs his hands along the walls, hoping not to trigger any traps that could be set around the prisoners...



The Great Hall (Sir John 58/58 hps) 
Monday March 22nd, 2010 10:23:25 AM

OOC - Remsus - Can you give me search and spot checks?...

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+18=31 ; d20+18=22 ; d20+18=35 ; d20+18=25 ; d20+17=29 ; d20+17=34 ; d20+17=31 ; d20+17=32 ;
Monday March 22nd, 2010 6:19:18 PM

(Search = 31, 22, 35, 25
Spot = 29, 34, 31, 32)

The East Room (Sir John 58/58 hps) 
Monday March 22nd, 2010 7:43:42 PM

As Remsus begins searching, he finds a guillotine trap. It appears that is designed to decapitate the young boy if anyone touches the wall or tries to free him...

Furthermore, as he discovers the trap, the party hears 2 alcoves open above and 1 alcove open below them... Three horrible masses of protoplasm erupt from the alcoves, coming toward the party quickly. They recognize them as gibbering mouthers...

If that wasn't bad enough, the mouther from the bottom heads towards the boy... Remsus' knowledge of the trap indicates that all it would take would be 1 bit of protoplasm to touch the wall and set off the trap... So does he try to disable to trap but take a few hits from the mouther or hope for the best?


Speck AC19/20 HP:26/26  d20+15=28 ; d20+11=12 ;
Tuesday March 23rd, 2010 12:02:20 AM

If it hadn't been for the Invisibility, Speck would have already gone to see how to release his brother. Good thing he didn't! Remsus points out a trap that would kill his brother instantly!

"I'll take care of the trap!" he blurts as the G-Ms threaten them. "You blow them to gibbereens!"

With his goggles, he spots the trap and tries to disarm it.

If spotting trap roll is needed:
Search d20 +15 = 28

Disable Device d20+11= 12! can I take that back? :(
oh, forgot the MW Thieve's Tool kit so that would be a 14. although with a 1. :(

Speck AC19/20 HP:26/26  d20+13=21 ;
Tuesday March 23rd, 2010 12:08:05 AM

oh! oh! oh! Hero Point! Hero Point! I want to spend a Hero Point to Reroll the Disable Devise!

Disable Devise d20+13= 21! much better!

Hero Points 2 -1 = 1


Visibly Lucky AC20 HP55 of 46  d20+12=31 ; d3=3 ; d6=4 ; d20+13=20 ;
Tuesday March 23rd, 2010 8:11:40 AM


OOC: I assume that Lucky's two posts of detecting evil came up blank? Thanks.

Lucky moves up to 20 feet if necessary so that he is 30 feet from the closest gibbering mouther. As he moves, he draws his sling.

"Hey you Giblets!" shouts Lucky, "Take this!"

He slings a +1 flaming bullet at the nearest mouther (30 ft away). His attack is at base +9, +1 for his Aid spell, +1 for the magic of the bullet, +1 for point blank attack feat, for total +12.

Lucky hits AC31 (what AC are these creatures?) for 5 damage plus 4 fire damage (9 total damage)

"Hah!" he shouts.

Eddie's AC for this round: 20

Active spells: Aid, Endure Elements, Magic Stone

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

The East Room (Sir John 58/58 hps) 
Tuesday March 23rd, 2010 9:32:42 AM

(OOC = Cayzle - Not sure how to answer your question re: detect evil... The module implies that the Raven deliberately concealed the mouthers from detection, and I assumed that included detect evil checks. It didn't explicitly say "detect evil" but that seemed implied.... If I'm off on this one, let me know... I was trying to do my best interpretation of the module's (and Raven's) intent here... They don't surprise you in any way, as they were let loose by the Raven when someone started trying to fix the trap)

Speck begins trying to fix the trap, and even uses a hero point to swing the odds in his favor... However, it seems his efforts weren't enough in this case... (It was a DC25 trap for disable device) He almost has it fixed but then misses a small trip wire, which sets off the guillotine. The mechanism screeches down a slot, neatly decapitating the poor boy who screams right before the blade impacts. The blood sprays from his head all over Speck and the opposite wall... The group hears a laugh of pleasure and a voice saying "1 down, 5 to go you fools!!!" coming from down the stairs, and it appears this was the Raven's plan all along, to torture the PC's in any way possible, including killing family members... But then all is silent...

(OOC = I'll continue combat once a few more people post, but I wanted to get this out of the way b/f combat began)

Visibly Lucky AC20 HP55 of 46 
Tuesday March 23rd, 2010 11:43:40 AM

No prob! Any number of ways to evade detect evil, including lead-lined hiding spots. Also, they might just be CN, not CE.

BUT! If they did detect evil after they popped out but before Lucky cancelled his spell, that would be good to know. Seeing as it would be nice to know that Protection from Evil would help vs them.

Also, just to be a buttinski, per the skill, "If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again." That roll of 21 is only 4 less than 25, so maybe the trap was not triggered?

Marcas (SteveK) AC 19 HP 84/84  d20+9=11 ; d20+4=21 ; d20+9=26 ; d20+9=14 ; 2d6+19=26 ; 2d6+19=23 ; 2d6+19=27 ; 2d6+19=26 ;
Tuesday March 23rd, 2010 12:27:36 PM

Marcas takes a step to be at the top of the stairs and pokes at the ascending Gibbering Mouther with his ransuer (ooc: assuming stairs are 20 feet or less long, Marcas' intent is to cover the boy and Speck with his 20 foot reach and stab the GM over thier heads without touching the walls)

"Your taunts and threats and use of innocents only do you discredit, Raven!", rumbles Marcas in his deep voice. "You shall lie in torment in the Lands of Unrest this day!"

Full Attack
Power Attack +5
1 AC 11 miss? Dam 26
2 AC 21 Dam 23

AOOs for GM to move towards boy and Speck AC 26 Dam 27, AOO 14 miss? Dam 26

The East Room (Sir John 58/58 hps) 
Tuesday March 23rd, 2010 5:40:55 PM

(OOC - Since we're all DM's, I'll put Cayzle's question to a vote, as it could go either way... Here's what the module says... "A guillotine style blade is housed in the stone wall above the hostage's head and neck, slicing down and beheading them if any pressure is applied to the wall. Guillotine trap, CR5, mechanical, pressure trigger, no reset, no save, decapitation of hostage, Disable Device DC25)

Speck AC19/20 HP:26/26 
Tuesday March 23rd, 2010 10:59:40 PM

OOC: per Disable Device pg72, without quoting the total passage, if you fail by 4 or less, you just fail to disarm it. It then says that if you fail by 5 or more, something 'goes wrong'. "If it is a trap, you spring it."
ie. you don't "spring it" on a 4 or less.

So by my interpretation of the Disable Device rule, if a thief fails by 4 or less, he sees that the trap is beyond his capabilities at the time and goes no further. If a thief fails by 5 or more, he keeps humming along and .... oops.... sets it off.

Now, you'll have to take that rule and see how it fits with the module. The module may specifically say that any failed attempt sets it off. But if it doesn't, then I'd think it should be treated as a normal trap, not a customized trap.

me thoughts. :)

SteveK: I agree with Speck and Cayzle.

The East Room (Sir John 58/58 hps)  d20+15=24 ; d20+10=24 ; d8+5=7 ; d8+5=13 ; d6=3 ; d6=2 ;
Wednesday March 24th, 2010 11:47:21 AM

(OOC = OK, it seems that the majority has ruled that the trap is not sprung... so let's update the situation with this new and improved post...)

As Speck begins to try to fix the trap, he almost misses a wire that would spring it... But due to his incredible skill (and a hero point), he doesn't spring it. However, it could still go off if either he or one of the mouthers hits the wall. Also, a miss by 5 or more would set off the device...

The boy sees the mouther (M3) coming near and begins to scream in sheer terror, as he can do little else to avoid its attack... The mouther (m3) looks at him and Speck, and for now, decides Speck has more meat on his bones... However, that may change in the next round or too if it decides to go after an easier meal...

The group still hears the Raven cackle and taunt them before running down the stairs and exiting the area...

Situation - 2 Mouthers at the top of the stairs, 1 at the bottom, Speck and Remsus in between them, searching for traps....
Mouthers AC - 19
SJ and Marcas - facing the mouthers
Lucky - in the room

(Mouthers 1 and 2 are ignoring the others since SJ and Marcas are nearest, so I was assuming they wouldn't have an OOC. They dropped out of the ceiling at the top of the stairs, right in front of SJ and Marcas... Correct me if I'm off on this one... Marcas doesn't need to reach over them to hit them, since they're right in front of him... But they are b/t him and Remsus/Speck)

Round 1 of Combat

Lucky fires a round at Mouther 1, hitting it solidly for 9 pts of dmg...

Marcas pokes at Mouther 1 also, and hits it, though his ranseur does a bit less damage then would be expected, as the sharp end plunges into the amorphous mass...

SJ swings his axe at M2, hoping to chop off some of the amorphous arms protruding here and there...
Att1 - Hit AC 24 for 7 + 3 fire = 10
Att2 - Hit AC 24 for 13 + 3 fire = 16
However, his axe chops through the mass too, and like Marcas, his attacks do a bit less dmg than you'd expect...

Dmg so far - M1 - 27, M2 = 21, M3 = 0

(Speck? Remsus?)

Monster's move will occur once Speck and Remsus report their moves...



Speck AC19/20 HP:26/26  d20+11=24 ; d3=2 ; d6=5 ; d20+11=27 ; d3=3 ; d6=1 ;
Wednesday March 24th, 2010 11:01:33 PM

OOC: Who's all still invisible? Speck and Remsus haven't attacked. SJ and Marcas attacked so they would be visible. However, if they were invisible before they attacked, would the mouthers be caught Flatfooted? Would that be a Surprise Round for them vs the mouthers?

Same would go for Speck. Being invisible, the mouther would go for either SJ and Marcas or Speck's brother. If it goes for SJ and Marcas, Speck let's it go by unhindered (holds his action).

If it goes for Speck's brother, he attacks with his sling.
d20+11=24, dmg d3= 2 blunt and d6= 5 shock for total of 7 (Speck now visible)

If this catches it Flatfooted (Surprise Round), then Second attack:
d20+11=27, dmg d3= 3 blunt and d6=1 shock for a total of 4 more.

Comments?

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+8=11 ;
Thursday March 25th, 2010 12:11:03 AM

(OOC: SOrry for not posting fora while again... this is the week from hell. Two exams, two papers due, and two quizes. I think I may have to jump off the Life Sciences Building afterall)

Remsus chooses to remain invisible but he backs away from the Gibbering Mouthers anyways, and casts Spiritual Weapon, a ghostly Scythe appears and strikes at one of the Mouthers, missing horribly, (hit AC 11)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth, Spiritual Weapon
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1:Shield, Mage Armor, Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

The East Room (Sir John 58/58 hps) 
Thursday March 25th, 2010 12:29:49 PM

(OOC - Good question re: who's invisible. Who exactly was made invisible and if that includes everyone, then I would say Marcas and SJ would have a surprise attack on M1 and M2... I should point out that If Marcas, Lucky and SJ are now the only visible ones, then M3 wouldn't be necessarily able to reach them since M1 and M2 are in his way. As a result, the boy would be his next target for a good meal...)

Last part of surprise round 1 -

The boy continues screaming as the mouther appears to turn towards him. The cacophany is getting louder and louder as the PC's are amazed someone so small can scream so loud...

Speck slings 2 bullets at the mouther, both of which impact it and knock off small chunks of protoplasm, as well as giving it a rude shock... Now that Speck is visible, it turns its attention to him.

Remsus casts a spell, bringing into existence a scythe, but it merely makes a nice breeze for M3 rather than hurting it...

ROUND 2 is up.... Please post your actions

________________________
1. Marcas and SJ are facing M1 and M2, Lucky behind them.
2. On the stairs b/t M1, M2 (at top) and M3 (at bottom) are Remsus (invisible), Speck and boy.
3. The trap is still set and if any sling rounds miss, there is a chance they could hit the wall and set off the trap. Say a 20% chance in case of a miss...

Dmg so far - M1 - 27, M2 = 21, M3 = 11

Round 2 (1st round was a surprise round, this is the first normal combat round...)



Marcas (SteveK) AC 19 HP 84/84  d20+12=16 ; d20+7=19 ; d20+10=17 ; d8+10=18 ; d8+10=15 ; d8+8=13 ; d20+12=24 ; d20+12=26 ; d20+12=28 ; 2d6+13=20 ; 2d6+13=18 ; 2d6+13=15 ;
Thursday March 25th, 2010 12:39:32 PM

ooc: I think we're all visible now. Remsus had a circle of invisibility, and since Marcas and Speck both attacked and hit, the invisibility is broken for everyone. I think.

Marcas sees Speck's flat bullets worked better than his ranseur so he changes tactics. Still holding the ranseur in his hands, the minotaur uses elbows and knees and two horns to flatten the Mouther!

By keeping his ranseur handy, he continues to provide wicked cover for any monster moving within 20 feet of him. (AOO: vs first three monsters who leave threatened square)

Actions
Full Attack; Power Attack +2
1 Elbow AC 16 Dam 18 bludgeon
1 Hoof AC 19 Dam 15 bludgeon
1 Horn AC 17 Dam 13 piercing

AOO
1 AC 24 Dam 20 piercing
2 AC 28 Dam 18 piercing
3 AC 20 Dam 15 piercing

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+8=22 ; d8+1=5 ;
Thursday March 25th, 2010 5:02:57 PM

The Ghostly Scythe slices again, taking a chunk out of the hurt mouther. (hit AC 22, Damage 5. note that damage reduction doesn't work for this spell).

Remsus spends his standard action as thus: 'Hey Marcus or Sir John. Care to grow about 6feet and gain a 5foot to your reach?" Remsus asks, and if either replies in the positive, he will cast Enlarge person on the first one who replies.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

Visibly Lucky AC23 HP55 of 46  d20+13=16 ; d20+10=24 ; d20=14 ;
Thursday March 25th, 2010 8:32:00 PM


Lucky interposes himself between the mouther and Speck. His tumble check, if necessary, is a 24. As he moves, he draws the +3 icy burst dagger. He strikes at the mouther, fighting defensively AND using combat expertise, so his AC this round is 23. He has a BAB +0 with combat expertise, -4 fighting defensively, +3 for the dagger, +1 for the Aid spell, and hits AC14, missing. But the point is to keep them off Speck and the boy.

"Go ahead, Speck Old Boy! Get the boy free if you want" shouts Lucky. OOC: And add in the +1 bonus for being Lucky Eddie's friend!

AC this round: 23.

Active spells: Aid, Endure Elements, Magic Stone

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16


Visibly Lucky AC23 HP55 of 46 
Thursday March 25th, 2010 8:33:04 PM

Oh, Lucky also has a +1 size bonus to hit, but he still misses vs AC15.

Speck AC19/20 HP:26/26  d20+14=16 ;
Thursday March 25th, 2010 10:33:23 PM

With a brief reprive given by Lucky and Remsus, Speck takes a moment to study the trap. Instead of disarming it, he studies it to figure out what would be needed to block the blade from dropping all the way down. Is the blade visible? how heavy is it? Would the minotaur be strong enough to hold a block of wood against the wall to block the path and cause the blade to jam into the block instead?

Remsus mentions he can Enlarge someone. Speck realizes that Marcus, Enlarged, would gain greater strength and height. Taking wood from the shelves to form the interposing blocks might just work?

He studies these options this round.

OOC: Don't know what category of Skill this would fall under but I'll use my Disable Device and if you think of something else, let me know and I'll apply the appropriate modifiers. Note, he's not going to touch the wall or sling a stone. :)

"Calm down, little brother. Be a big little borther for me, ok?" Speck tries to calm his brother down.

Disable Device (to study the best way to block the blade) d20+11 +2(mw tools) +1 (lucky) = 16

OOC: whew! glad i decided to study it first!

Marcas (SteveK) AC 19 HP 84/84 
Friday March 26th, 2010 12:39:07 AM

Marcas grunts. "Give me the magic and I may not be able to fit in the room!"

The East Room (Sir John 58/58 hps)  d20+15=28 ; d20+10=15 ; d8+5=12 ; d6=5 ; d20+4=17 ; d4=3 ; d20+4=13 ; d4=1 ; d4=2 ; d20+11=19 ; d20+8=15 ; d4=1 ; d20+4=9 ; d20+4=7 ; d20+4=12 ; d20+4=6 ; d20+4=10 ; d20+4=18 ; d20+4=20 ; d20+4=21 ; d20+4=23 ; d20+4=9 ; d20+4=14 ; d20+4=20 ; d20+8=24 ;
Friday March 26th, 2010 11:41:27 AM

As the battle continues, the various party members take their actions to free the boy and destroy the menacing blobs...

Sir John says, "I appreciate the offer of being enlarged, but I don't like the chance of being hit in an easier way... (e.g. lower AC) I'll stick with what I've got..." He slashes at M2 again, Hitting Ac 28 and missing AC15 for 17 pts of dmg... But again, his attack does a bit less damage than planned...

Marcas launches a flurry of attacks, but only his hoof manages to do any significant damage (vs. AC19), for 15 pts... This time, that's enough to destroy it and it collapses into a mass of jelly.... Neither mouther moves away from him, as they seem more interested in eating him then fleeing... (thus no AOO)...

Remsus' attack is also successful vs. M3, taking a small chunk out of it...

Lucky moves to face M3, giving Speck time to disable the trap...

Speck keeps looking at the trap, but can't see the blade itself. It appears that the blade is on the backside of the wall, and the trigger for the trap is based upon any contact with the wall. He can't see a way to block the blade... There must be some other way to disable it... However, it seems that since the Raven has been run off, there is no danger of someone deliberately setting it off...

Speck tries to reassure the boy, but seeing two mouthers still gibbering and making noise is enough to drive anyone mad and the boy continues screaming, totally confused...

Status of Monsters -
M1 - Dead
M2 - 38
M3 = 16

___________________________
Monsters Turn

1. M2, almost dead, fires a spittle of acid at SJ, and hits him in the face, doing 3 pts of dmg.
M3 does the same thing at Lucky and hits AC13 (ranged touch attack ...) for 1 pt of dmg

SJ (and Lucky?) must save vs. Fortitude DC18 or be blind for 2 rds
SJ - 19 - OK...

2. Both M2 and M3 begin making a low, gibbering noise, as they see food... The noise is disturbing enough to confuse even the most stout person... All PC's within 60' of each must save vs. DC 13 WIll or be confused for 1 rd
SJ Save - 15, OK...

3. M2 launches 6 tentacles at the foes in front of him, 3 at SJ, 3 at Marcas, trying to bite both foes...
At SJ - Miss AC 9, 7, 12...
At Marcas - Miss AC 6, 10, 18...

4. M3, seeing that Lucky is the new desired target, launches all 6 tentacles at him...
vs. AC... 20, 21, 23, 9, 14, 20...

In this case, Lucky is very lucky and only the 3rd tentacle manages to bite him for 1 pt of dmg...

However, the creature (as a free action v. anyone bit), starts a grapple attack vs. Lucky, since it has one tentacle attached... (Improved Grab - To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. )

Grapple Attack is 24...

( I'm going to need some help here from you expert DM's out tere with deciding how the grapple goes, since our Woldian rules are different than 3.5s... I need to know if the mouther is actually successful with his grapple attack...)



Cayzle 
Friday March 26th, 2010 12:13:52 PM

Grapple checks are easy: Does the grapple check beat the defenders Grapple DC?

Lucky's grapple DC is base 10 +4 BAB -4 size +0 Str = 10. So any grapple check of 10 or better grapples Lucky! Lucky is definitely grappled on a check of 24!

The beauty of this system is you do not have to wait for Lucky to roll an opposed check -- you can tell if a grapple works just by looking at the defender's grapple DC, which is kind of like an armor class.

However, keep in mind that any grappler attack fails on a natural roll of 1, 2, and 3.

Grappled Lucky AC14 HP53 of 46  d20+9=14 ; d20+15=28 ; d100=31 ; d20+8=14 ;
Friday March 26th, 2010 12:27:53 PM


First, is Lucky blinded? His Fort save is at +9 ... a 14 is not enough, Lucky is blind for two rounds.

Then, is he confused? His Will save is at +15, a 28, he is fine.

He takes 2 hp damage, maybe more from the successful grapple?

Now grappled, Lucky uses his monk training to attack with his fist. First, does he even hit, given the 50% miss chance he suffers as a blind fellow? roll of 1-50 = miss. a 31, miss. Poor Lucky!

Next round, the mouther needs only to beat his grapple DC10 to inflict grapple damage ... and swallow Lucky whole ... though Lucky does not know that -- yet!

AC this round: 14, once you factor out the dex bonus and suffer a blind penalty.
Grapple DC: 10

Active spells: Aid, Endure Elements, Magic Stone

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Blind: round 1 of 2

Marcas (SteveK) AC 19 HP 84/84  d20+6=11 ; d20+6=25 ; d100=63 ;
Friday March 26th, 2010 10:38:16 PM

Marcas exhults by destroying one mouther with a single hoof and turns his attention to the next in order to... to... to... flee!

Marcas turns and runs at top speed back to the entrance of the Library!

...Action
Will Save 11 fail; Marcas confused for one round
Confusion 63% = flee away from caster at top speed

Speck AC19/20 HP:26/26 
Saturday March 27th, 2010 12:06:11 AM

As battle ensues around him Speck realizes that it is futile to attempt to disarm the trap while battling these abberrations. "There must be a secret door somewhere to get back behind me broder!"

OOC: it's late, got sidetracked. Finish tomorrow. sorry

Speck AC19/20 HP:26/26  d20+6=12 ; d20+11=31 ;
Monday March 29th, 2010 12:11:11 AM

DC13 Will: d20+6=12 :(

Oh Wait! It says the Save DC is Charisma Based! my save bonus would be:

+4 lvl, +3 Char, +1 race, +1 cloak = +9 not +6, so the total would be 15 not 12! Whew!

Speck's mind reels for a brief moment, lulled into a bit of confusion by the gibbering. But he quickly recovers his senses. Aware of the danger of the gibbering, he tries to out gibber the gibbering.

"Oh gibbering blobs of mush
oh mouths that slobber and slush
Your teeth will be blunted, your bite made for naught
As we decorate the walls with your splatted guts!"

Countersong Perform Check d20+11 = 31! YEAH! Take THAT!

Countersong: Each round bard makes a Perform check. Anyone within 30' of the bard (including bard) that is affected by a sonic or language-dependent magical attack may use the bard's Perform Check in place of it's saving throw if, after the save is rolled the Perform check roll proves to be higher.

Countersong Rounds 1 of 10.

The East Room (Sir John 58/58 hps)  d20+15=25 ; d20+10=20 ; d8+5=7 ; d8+5=11 ; d6=4 ; d6=3 ; d20+4=16 ; d4=4 ; d4=1 ; d20+8=12 ; d4=4 ; d20+4=10 ; d20+4=14 ; d20+4=23 ; d20+4=5 ; d20+4=15 ; d20+8=26 ;
Monday March 29th, 2010 10:03:49 AM

Round 3

The tide slowly starts to shift to the PC's favor, though Lucky is in a bit of a pickle, being grappled by his foe...

Sir John hears Speck's melody and resists any confusion from the mouthers.... He keeps focus on the nearest mouther and swings his axe at the nearest appendage, ignoring the goop and gunk spraying everywhere...

Att1 = Hit AC25, for 7 +4 fire = 11
Att2 = Hit AC20, for 11 + 3 = 14
Total Dmg = 25

Through the mass of mush and muck flying around him, he sees the mouther finally collapse and the way is now free to get to the hostage and final creature...

Marcas initially runs away in confusion, but Speck's melody (OOC - I love the lyrics ;-) ) helps eliminate the mouther's effects for all his companions...

Lucky, however, is grappled by the mouther and blinded by the acid spray...

(Not sure what Remsus' move was... Skipping it for now...)

The poor boy continues screaming in abject horror, watching Lucky engulfed...

____________________
The final remaining mouther sprays an acid spray at Speck, hitting him with a ranged touch attack vs. AC 16. If it hits him, he takes 4 points of dmg and the acid burns his eyes, effectively blinding him for 1 round (Save vs. Fortitude DC18)

Now that Lucky's been grappled, it attempts to swallow him whole (Att = 12 vs DC10, so successful...) Masses of ectoplasm surround Lucky, and the creature begins to drain his blood... (4 pts Constitution drain...)

The other five arms are free to attack too, and Speck is the nearest target... Attack - Miss AC 10, 14, 5, 15; Hit AC 23. Only one attack is successful, but that may be all that's needed... It does 1 point of dmg, but also tries to grab hold of the bard... Grapple attack vs. Speck's DC = Hit 26... So Speck is grappled by the creature...

______________________
Status
M1, M2 = dead
M3 = 16 pts



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+14=21 ; d20+8=24 ; d8+1=5 ;
Monday March 29th, 2010 10:37:07 AM

Remsus succeeds on the will save and his scythe slices into the Mouther for 5 more damage.

Marcas (SteveK) AC 19 HP 84/84  d20+12=13 ;
Monday March 29th, 2010 11:39:53 AM

Confused, but saved by Speck, Marcas shakes his head to clear it. "Think with your brain, not with your horns", the large minotaur says, quoting from a long ago mentor. He leaps back into the fray, pounding a hoof near the Mouther's ectoplasm!

...Action
Power Attack 2
Hoof: AC 13 nat 1!

(oh, the dice hate me today!)

Grappled Lucky AC24 HP37 of 30  d100=50 ; d20+8=24 ;
Monday March 29th, 2010 12:48:03 PM


Lucky's Constitution is now 8. His hit dice are: 8, 5, 2, 3, 4, 5, 8, 3 With his new -1 Con check, his max hp are 7+4+1+2+3+4+7+2 = 30 He still has 7 temporary hit points, bringing him to 37 hp total.

Lucky is still blind. Next round, he will not be blind, and his continual flame doorknob should be enough to give him a chance.

This round, though, Lucky attempts to attack with his fist. Miss chance: 50! He misses on a roll of 1-50.

Poor Lucky.

AC this round: 24, once you factor out the dex bonus and suffer a blind penalty.
Grapple DC: 10

Active spells: Aid, Endure Elements, Magic Stone

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Blind: round 2 of 2

Speck AC19/20 HP:21/26  d20+4=9 ; d20+4=21 ;
Monday March 29th, 2010 10:16:53 PM

OOC: Table-top conversation: Hey Lucky, if you cast Sound Burst from within his guts, his body would block the sound wave from us and I'd think he'd automatically fail a Fort Save, or at least have a much difficult DC to beat. What do you think? Any one else have any thoughts on this idea?

IC: Specks poetry was sooooooo good, it brought back Marcas from the brink and spurred Sir John to great gorry onslought. But it also cought the gibber's attention. It should appretiate poetry more but it didn't and spit acid at Speck.

Fort DC18 d20+4= 9. sigh...

Ouch! It burns! It Burns! I'm blind! Specks mind screams. Then he feels a mouth grab him!

"Bright Light!" Speck blurts. Although being blinded, he knows exactly where the creature is, right in front of him. (OOC: either 5 feet or whatever, but the thing is a blob and bunches of eyes so I don't see how he could miss...)

A bright flare of light errupts in front of the gibber. (spell Flare: verbal, 1 st action)
Concentration Check for casting while grapled DC 20+0= 20. d20+4 = 21, yihaaaa!

Fortitude Save DC13 (however, with all those eyes, there's bound to be some penalty on the save, wouldn't you say? :) )

Failed save - dazzled for 1 minute. Success Save - negates.

The East Room (Sir John 54/58 hps)  d20+15=22 ; d8+5=9 ; d6=5 ; d20+7=17 ; d4=2 ; d20+8=20 ; d4=3 ; d20+4=10 ; d4=4 ; d20+11=22 ; d20+4=17 ; d20+4=12 ; d20+4=23 ; d20+4=10 ; d20+8=26 ;
Tuesday March 30th, 2010 10:25:53 AM

Round 4...

Marcas runs back into the fray, but falls on a pile of muck, and swings wildly as he attempts to keep on his feet. He manages to remain upright, but comes nowhere close to hitting M3...

SJ also charges forward and chops at the final mouther, trying to avoid hitting Lucky or Speck who are securely grappled... Attack = Hit AC 22 for 14 pts of dmg... (9 a/f DR)

Remsus' scythe also helps cut off some more of M3's mass...

Lucky tries to break free but to no avail...
Speck also is blinded, but casts a flare of light against the mouther, but to no effect... (Fort Save = 17)

____________________________________
M3 = 30 dmg

The mouther continues digesting Lucky and drains 2 more points of Constitution...

Now that it has Speck grappled, it attempts to engulf him too... (Grapple Attack = Hit DC20 (I assume that's higher than Speck's grapple DC)) A huge mass of flesh covers Speck too, sucking 3 points of Constitution from him too...

It turns to SJ and spits acid at the next target... It hits 10 as its ranged touch attack.. Amazingly, this hits as SJ has only armor and a shield... He takes 4 pts of acid damage but saves (22 vs DC18) vs. blindness, as the acid misses his eyes by a hairsbreath...

M3 has 4 arms left, and shoots 2 at SJ and 2 at Marcas, as they are the greatest threats...
vs. SJ = Miss AC 17, 12; vs Marcas = Hit AC 23, miss AC 10

Since arm 5 hits Marcas, it tries to grapple with him as a free action... (vs DC 26... Marcas - what's your DC vs. grapple?)



Marcas (SteveK) AC 19 HP 84/84  d20+12=30 ; d20+7=26 ; d8+10=18 ; d8+10=12 ;
Tuesday March 30th, 2010 12:34:40 PM

Marcas sees Lucky slowly engulfed by the Mouther, and then the monster grabs the minotaur! (ooc: Marcas' Grapple DC is 24)

Despite getting hit, a smile plays around the minotaur's mouth. "You just made a mistake, little monster."

Marcas lets go of his Ranseur, being useless in a wrestling match. Forming his big hands into blades of flesh, he rips them through the Mouther!

....Action
Power Attack: 2
Hand AC 30 Dam 18
Hand AC 26 Dam 12



The East Room (Sir John 54/58 hps) 
Tuesday March 30th, 2010 2:13:25 PM

To its demise, the mouther definitely picked the wrong foe to try and engulf... Marcas' action is enough to destroy the mouther and it finally collapses into a puddle of goo...

(Combat Over... But remember that 2 members have suffered constitution drain...)

Though the battle was won, there is still much to be done. There are still faint screams and mechanical sounds from the West room and the upper level. On the other hand, the stairs go down to a door, though they aren't sure what lies beyond... Finally, there is the matter of the entombed little boy who is still screaming in absolute terror, and the trap set to decapitate him...

Ungrappled Lucky AC23 HP30 of 23  d20+2=19 ; d20+13=23 ; d20+8=26 ; d20+8=17 ; d20+8=26 ; d20+8=23 ;
Tuesday March 30th, 2010 2:40:18 PM


Lucky's Constitution is now 6. His hit dice are: 8, 5, 2, 3, 4, 5, 8, 3 With his new -2 Con check, his max hp are 6+3+1+1+2+3+6+1 = 23 He still has 7 temporary hit points, bringing him to 30 hp total.

Lucky is no longer blind, thank goodness.

"OUCH!" says Captain Lucky. "Thanks for coming to my aid, friends! Spec from the inside, and Marks-on-Thighs from the outside!"

Whenever Speck wants to free the boy from the trap, Lucky will stand by him to give him a +1 on the check, and will Aid Another (rolled a 19) to give another +2. That's a +3 total.

Lucky wishes there were something big nearby, like a box or a trunk, that they could set into place to intercept the falling blade.

Lucky says, "I see no reason to fall into Raven's traps by dashing off after him. Let's take our time."

Lucky searches the dead mouther bodies and checks them for treasure and stuff. Who knows what these things ate?

Search checks: 26, 17, 26, 23! Woot!

Active spells: Aid (may expire soon), Endure Elements, Magic Stone

AC for next time it is needed: 23

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

The East Room (Sir John 54/58 hps) 
Tuesday March 30th, 2010 3:23:33 PM

(OOC - Everyone gets 1500 xp for getting past the golems and defeating the mouthers.)

Speck AC19/20 HP:11/16  d20+15=18 ; d20+15=21 ; d20+15=23 ; d20+15=33 ;
Tuesday March 30th, 2010 6:19:13 PM

If Speck could have seen the big glob engulf him, he probably would have yelled as much as his little brother. But as it was, he just tried to kick and puch when he felt the slimy slop cover him. However, violent shaking of the thing followed and a strong arm grabbed him and pulled him out.

Sputtering, he was surprized to be able to see again and the sight of his friends was encouraging.

"That Raven will go on deeper until there's no where else to go. Let's take care of our friends so no harm comes to them first. I'm thinking there's a secret door somewhere here that will lead to a back area where the trap mechanism is and where we can remove my brother from behind, not from the front."

OOC: the front of the wall is slick with only the hafling's head sticking out, like a mounted head. So the blade itself is behind the wall. We have to find a way to get behind the wall, I'm thinking.

IC: Speck puts on his goggles and looks for some secret doors, starting at the bottom of the stairs and moving up while the others keep a watch for any more disturbances.

Search d20+15=18. How many do I need?

Determined that there must be something here, he tries again.

Search d20+15=21, 23, 33! that ought to show something it there's something to show. :)

HPs/lvl = 6 2 5 2 2 5 4 3, so now that would be with Con 7: 4 1 3 1 1 3 2 1 (providing you can't roll less than 1 for HPs when leveling) = 16 - 5dmg = 11. (hey, I just noticed I've got TOT = 29hp on my sheet but have TOT=26 hps on my header! I'm more alive than I thought! :)


Marcas (SteveK) AC 19 HP 84/84  d20+7=8 ; d20+9=13 ; 2d6+19=29 ;
Tuesday March 30th, 2010 6:41:02 PM

Marcas can't do much about helping heal or restore his friends, and so he does what he can. Picking up his ranseur, he casts about, standing guard over the stairway, Speck, Lucky, and the young halfling in the trap.

"Set here", he tells the others in his soft but gravelly voice. Marcas seems calm, as if his emotions have been locked up deep inside. He'll pay for it later, but now there is work to be done. "Speck, you and Lucky be as careful as you can to disable that trap. Remsus, can you help Lucky and Speck as they were the two most affected by the monsters? Sir John, retrieve your weapons and watch our back, maybe even look in the rooms? I am thinking there will be other loved ones in traps there as well."

...Actions
Spot Check: 7
Ready: If see any monster attacking a companion, Marcas will strike with his ranseur

Readied Power 5 AC 13 Dam 29

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+18=33 ;
Wednesday March 31st, 2010 12:12:53 PM

(OOC: Sorry for not posting and posting shortly. I had a parasitology exam today... yeck... havent showered in a few days b/c ive been studying so much...)

I wonder what would happen if I cast enlarge person or shield of faith on the boy with the guillotene over his head?" Remsus asks blankly.

Remsus also helps search the room (search =33)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

Traps and hostages (Sir John 54/58 hps) 
Wednesday March 31st, 2010 2:21:52 PM

East Room/Stairs

After examining the trap, Speck realizes that it seems that the mechanism was built into the wall supports during a renovation of the wall itself, and so it is built as an integral part... (similar to how you'd put a mechanism in between the 2x4 studs and then put up drywall over modern walls...) There doesn't seem to be any way to get behind it, at least from the stairs. There are no secret doors in the stairwell, but maybe another room has access to a crawlspace that would allow him to operate or disable the mechanism?...

Remsus ponders other options to disable the trap, but realizes that if he could shrink the child (rather than enlarge it), that might make it possible to have him crawl out. But the child would have to do this without touching any part of the wall...

So many options...

West Room

Sir John nods at Marcas' suggestion and goes across the main hall to the West Room. As he enters the room, the rest of the group hears a large organ start to play eerie cords...

The rest of the group hears monsters start to roar, chains move, and then a woman begins scream in extreme pain... and Marcas recognizes his mother's voice.

Sir John immediately yells, "We've got another hostage here, and you better get here NOW! She's being drawn and quartered by a trap, and I don't know how long she'll last before being ripped apart! We've got 2 foes to fight meanwhile and somebody get in here who can free her, while I fight them!

DM Info
Round 1 of trap...



Marcas (SteveK) AC 19 HP 84/84  d20+14=30 ; 2d6+9=17 ;
Wednesday March 31st, 2010 5:38:04 PM

Marcas doesn't wait, but sprints to the doorway. "Remsus, Speck, and Lucky: save the boy", he calls over his shoulder.

Hitting the doorway in a few strides (20 foot move), Marcas stabs at the nearest enemy, using his superior reach to cut with his ranseur. Then he is able to better assess the tactical situation of the enemy and the trap. "Sir John, my plan is for you to keep them busy while I sunder the chains holding Thorlathai upon the rack."

...Action
Move 20 feet
Attack AC 30 HP 17

Speck AC19/20 HP:14/16  d8+1=3 ; d20+8=13 ; d20+11=12 ;
Wednesday March 31st, 2010 10:32:39 PM

"My brother can wait," Speck says reluctantly. He first taps himself with his healing wand, then moves into the room and looks for a place to hide behind.

CLW wand d8+1=3

Bluff (to cause a distraction while attempting to hide if there are observers)
d20+8=13, bleh. :P

Hide (if there's something to hide behind he can get to without endangering himself)
d20+11=12, Well, so much for that. Hiding with Panash!

So Speck is some few feet into the room totally exposed!

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Wednesday March 31st, 2010 11:38:54 PM

Since Remsus is still invisible, he will go and cut the ropes that are pulling her with his dagger... that shouldn't undo invisibility right???

(DM Ken - They're thick, steel chains and manacles rather than ropes... I'll give a full description and map of the room once I hear Lucky's post...)

Ungrappled Lucky AC23 HP30 of 23  d20+8=23 d20+8=28
Thursday April 1st, 2010 1:48:01 PM

Lucky can't bring himself to abandon the boy in the guillotine. Marcus told three people to take care of the boy, and so far two have ignored him.

Lucky shouts at Remsus and Speck's backs, "I'll take care of the boy! You two go on and help Marks-On-Thighs and Sir John! No, don't worry, I can handle it! Go on, I don't need you! I've got it well in hand!"

The halfling moves closer toward the boy, until he is 20 feet away, and in no danger of accidentally triggering the trap blade. He looks around, without touching anything, for a lever or button or trigger to turn this thing off. They got the boy in it somehow; maybe there is a way to get him out. Or for anything else that might be helpful.

Search checks: 23, 28.

Traps and hostages (Sir John 54/58 hps, AC 21)  d20+15=25 ; d20+10=23 ; d8+5=7 ; d8+5=12 ; d6=6 ; d6=6 ; d20+9=20 ; d20+9=17 ; d20+7=13 ; d20+9=15 ;
Thursday April 1st, 2010 2:58:40 PM

(West Room) = Lucky sees the same type of thing that Speck did, and thinks that maybe an adjacent (or below) room might have some sort of crawl space that leads to the blade mechanism itself. For now, it seems there is no way to get to the mechanism from this side...

(East Room) = The scene in this room is one from a nightmare... A great dome of stained glass above the room depicts a wizened old man lecturing to a host of large and small creatures. Within the room, a stone altar is framed by a massive organ, its pipes running up the western wall. An eerie melody plays as the keys dance by themselves.

On the altar is Marcas' mother, manacled by sturdy adamantine chains. The chains run into the altar's base and are slowly drawing and quartering her...

Facing them are two monsters which look like winged demons, but mostly consist of smoke... which Marcas attacks and hits solidly... for 17 pts of dmg...

Sir John nods at Marcas' suggestion, and slashes at the same creature...
Attack - Hit AC25 for 7 + 6 = 13 and Hit AC 23 for 12 + 6 = 18: TOTAL = 31

Their combined attacks eviscerate B1, clearing the way to the altar...

Speck - Perform Check > 20Highlight to display spoiler: {You don't recognize the tune, but it seems that if you listen to it for a moment or two, you might learn something about how to stop the organ's melody and the torture on Marcas' mom... But you only have a brief time before she's pulled apart... }

Remsus sees that his dagger is useless against the adamantine chains...

___________________________

At the end of the PC's turn, the organ continues to play and one more creature erupts from the organ's pipes, appearing as smoke or gas before solidifying... Now there are again two facing the party... The organ continues playing and the chains become tighter on Marcas' mother, causing her to scream louder as joints start to pop and muscles strain under the tension...

B2 rips at Sir John with both wings and its fangs, (All 3 miss AC 20, 17, 13...)

B3, arriving late, only has time to rip at Marcas with one wing = Miss AC15

Map

Turn 2 of Trap...

B1 = dead
B2, B3 = no damage



Marcas (SteveK) AC 19 HP 84/84  d20+7=14 ; 2d6+23=28 ; d20+1=21 ; d20+1=5 ; 2d6+23=29 ;
Thursday April 1st, 2010 4:08:35 PM

(ooc: based on adamantium is Hardness of 20 and Hit Points 40 per inch of thickness. based on a steel chain is 5 hit points and so would be 1/4" thick. assuming adamantium chain is masterwork and so would be at least 1/2" inch thick and probably have 20 hit points...)

(ooc: can't see map for some reason)

Marcas ignores the smokey demons and moves into the room to where he is within 20 feet of his mother's chains. Gripping his ranseur in two hands, he shouts a mighty "KIIIIIA!!" and slams the cutting edge against one of the chains.

...Actions
Power Attack: +7 damage, - 7 AC
AC 14 Damage 28
(if 5 foot step) AC 21 nat 20! Dam 29

One chain potentially takes 17 damage minus adamantine hardness



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d8+1=7 ;
Thursday April 1st, 2010 4:51:25 PM

Remsus remembers that his Ghostly Scythe is still around and decides that using it to break the chain would work, since it overcomes any damage reduction. (SPiritual weapon attacks chain for 7damage)

(OOC: the map is not working for me. If I can, I think I will launch my fireball to hit the Smokey demons and the organ as well... but I can't judge where it will hit though b/c the map isnt working for me)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}

Speck AC19/20 HP:14/16  d20+11=30 ;
Thursday April 1st, 2010 10:27:03 PM

OOC: map isn't working for me either, just a blank sheet. :(

Perform Check d20+11=30! oh now i get the good rolls :P

If Speck can skirt the smokey monsters, he will do so and make his way to the organ and take a seat (if there is a seat) and study the keyboards. (as per Spoiler, he's studying the tune to figure out how to work it, de-work it, manipulate it, warp it, or whatever.)

If he can't skirt the monsters, he'll study the tune but out of their reach.

Stymied Lucky AC23 HP30 of 23 
Friday April 2nd, 2010 8:53:56 AM

Lucky tries to calm the boy. He speaks softly and gently. He says, "The only way to get you out is to get to the other side of this trap. So you have to tell me anything you can remember that will help. How to get to you. Or what this raven guy looks like. Maybe you remember some clue that will help."

After hearing what the boy says, if anything, Lucky tells him, "I have to go get help and come around the other side. Be brave, and we will get you out of this soon."

Then Lucky goes to the party, since he might be needed.

Traps and hostages (Sir John 54/58 hps, AC 21) 
Friday April 2nd, 2010 9:24:10 AM

(OOC = Let me work with the map again and see if we can get it to work.... I'll send you google.doc invites and maybe that'll work... Let me know how it turns out this time... I'll let everyone post again once they see the map, if they wish...)

Speck AC19/20 HP:14/16 
Friday April 2nd, 2010 10:45:50 PM

OOC: I can see clearly now, the veil has been taken away... hmm-de-dum...

Speck glances around. If he Runs, he can skirt the smokey monstrosities and make it to the organ. He kicks his little feet in gear and runs around the battle to the organ. (Run move of 4x20=80)

AC next round 18, w/dodge 19.

Speck starts studying the organ and the music. This isn't his type of musical instrument, but he remembers the Circus organ and hitting its keys for fun. So what's the magic of this one? he muses.

Perform Check d20+11=30! oh now i get the good rolls :P
(from previous post)

Marcas (SteveK) AC 19 HP 84/84  d20+11=26 ; d20+11=27 ; d20+7=22 ; 2d6+23=30 ;
Saturday April 3rd, 2010 6:53:00 PM

Change to Action (I can see the map!) :-)

Marcas needs to get to Thorlathai, but there are two smokey demons blocking his way,.. temporarily.

The big minotaur lowers his horns and uses his great strength, bulk, and skill and literally runs over the two obstructions, smashing them to the floor! (ooc: Improved Overrun)

Through the prone demons, he sets his great strength into his arms and swings mightily at an adamantine chain, to break it in two!

...Action
Improved Overrun: B1 and B3 get AOOs against Marcas, but can't avoid his Overrun attack. Ovrun vs B1 = 26 v 10+B1s STR bonus; Ovrun vs B1 = 26 v 10+B1s STR bonus; both are now prone.

Power Attack: +7
Attack Ranseur on Chain: AC 22 Dam 30

Traps and hostages (Sir John 54/58 hps, AC 21)  d20+9=22 ; d20+9=12 ; d6+2=3 ; d20+15=31 ; d20+10=19 ; d8+5=12 ; d8+5=10 ; d6=1 ; d6=1 ; d20+9=12 ; d20+15=33 ; d8+5=6 ; d6=3 ; d20+9=19 ; d20+9=27 ; d6+2=8 ;
Monday April 5th, 2010 11:22:44 AM

(OOC - These creatures don't have feet and actually kind of hover in the air... They're belkers so is it possible to knock them prone? I'll assume it is, but I'll go with what the party decides... )
(OOC2 - Please tell me what squares you're moving into in the future, so I can update the map...)


The battle continues, as the party is split between two hostages...

East Room - As Lucky interviews the boy, he slowly calms down. The boy says, "All I remember was that he had a dark face, and had this horrible grin! Also, I think he had big teeth or fangs, and every time he came near, it was terrifying!!! I do remember him going down these stairs and into some room, and then I heard some metal sounds behind me... Oh please, can't you get me out of here! I'm so scared and I just want to go home!"

West Room - Marcas bull rushes both belkers, rushing to the chains, swinging his mighty axe and trying to cut them in order to save mommy! She sees him coming and cries out, "Marcas! Honey! What are you doing here! Get out while you can! That monster is using us to get to you!!!"

Marcas' attack manages to damage the chains somewhat (10 pts of damage after subtracting hardness), but it is only slightly damaged now...

Sir John sees that Marcas is taking the chain, so he keeps his attention on the belkers... Swinging his axe at the nearest, he cuts at its wings... = Hit AC 31for 12 + 1 fire = 13, Hit AC 19 (since prone) for 10 + 1 fire = 11. His attack manages to rip off one wing and part of the chest of the nearest belker, doing 24 pts of dmg...

Remsus weapon attacks the chain too, but its extraordinary hardness resists any damage...

Speck listens to the melody, and recognizes it as an old religious tune turned bar song... If he were to play the opposing key, then it may stop the machine from playing...
______________________
As Marcas runs past the belkers, each whips at him with their wings but only one manages to tear off a small chunk of his flank... (Hit AC 22 for 3 pts , Miss AC 12)

The gruesome scene continues, and yet another belker appears, coming next to Marcas and attacking him with its wings... Miss AC 12....

The organ continues playing its horrid tone, and the chains pull even tighter, and with a pop, mommy's shoulders and hips dislocate... Ligaments tear, tendons rupture and her skin is near the point of tearing apart... She begins screaming in agony now and the end is near... Can the party save her in time?

B2 and B3 both get up, provoking AoO from Sir John (B2) and Marcas (B3) - (SJ's vs. B2 = Hit AC 33 for 6 + 3 fire = 9)...

Once up, B2 whips at SJ but misses him...

B3 turns and claws at Marcas, hitting him solidly (Hit AC27 for 8 pts)

Stats
Chain = 10 pts
B1 = dead
B2 = 33 dmg
B3 = 0 pts
B4 = 0 pts

Round 3 of the trap...

(OOC - The chain's stats are - Hardness 20, Break DC30, Pick Lock DC35... )...


Marcas (SteveK) AC 19 HP 73/84  d20+7=10 ; d20+7=10 ; d20+7=17 ; 2d6+23=30 ; d20+7=10 ; 2d6+23=29 ; d20+1=17 ; 2d6+23=32 ;
Monday April 5th, 2010 2:40:32 PM

ooc: going to the MM and reading up on Belkers, ( and the DMG and PHB on Prone, Overrun, Knocked Down, Checked, and other abilities and conditions) I couldn't find anything that says flying creatures can't be knocked prone. Of course, Belkers can turn Gaseous as a free action fo up to 20 rounds per day, so once prone, they could assume thier smokey form, rise, assume solid form, and attack without incurring an AOO. :-) If I were DM on this encounter, that's what I would do!

"Your words of warning and love bring honor to the minotaur, my matron", Marcas exclaims through tears in his eyes, "and by Imod, that monster will never take from your calf what is me!"

Little scrapes are of small concern to the great warrior, and Marcasthai, renews his attacks on the chains, seeking to cut the first chain and continue to the second!

...Actions
AOO B2 AC 10 miss
AOO B3 AC 10 miss

Att 1 AC 17 Dam 30 v Break DC 30
Sunder Attack to second chain AC 10 Break DC 29 (aw man!)
Att 2 AC 17 Dam 32 v Break DC 30

Speck AC19/20 HP:14/16  d20+11=22 ;
Monday April 5th, 2010 10:50:55 PM

OOC: I don't like to read up on monsters while we are fighting them, but in this case, since you asked...

Belkers can take a mostly solid form, which is what they do most of the time, (See Smoke Form(su): entry). In this form, I don't see why they couldn't be knocked prone. If they are in Smoke Form though, they can't be knocked prone. But you could argue that it the Improved Overrun roll was particularly high, their smokey substance could be 'disarranged', so to speak, in such a way as to give the 'Prone' penalties.

Sound reasonable?

IC: Speck has to act quickly to avert disaster! Noticiing the nature of the tune, he hopes he has the answer to counteract it. Placing his hands on the keyboard he takes three deep breaths and starts the counter-tune.

Perform d20+11= 22.

He dares not look around to see if it is working!

Slow Lucky AC23 HP30 of 23 
Tuesday April 6th, 2010 12:07:26 AM

Lucky runs into the room as fast as he can. As soon as he is able, he will move to Mama Minotaur and lay a healing hand on her.

Please let me know when and what rolls I need to make. Tumbles to avoid AoOs? Concentration to cast on the defensive? Thanks!


Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+8=10 ; d20+8=15 ; d8+1=4 ; 4d6=11 ;
Tuesday April 6th, 2010 1:32:26 AM

(OOC to DM: It says in the spiritual weapon's description that it strikes as a force effect spell, not as a weapon, so it is not subject to damage reduction of any kind, such as that from hardness of inanimate objects. It's like a magic missle.)

Remsus decides that the chain simply must go, so he directs his spiritual weapon, hitting AC 10, dealing 4 damage to it.

He also Casts Scorching Ray on the chain, hoping to melt it, dealing 11 points of fire damage to it.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand, Scorching Ray
lvl 3: Halt Undead, Fireball
}



Saving mommy... (Sir John 54/58 hps, AC 21)  d20+15=34 ; d6=4 ; d8+5=12 ; d20+10=22 ; d6=5 ; d8+5=13 ; 3d4=6 ; 3d4=4 ; 3d4=6 ;
Tuesday April 6th, 2010 10:41:23 AM

(OOC - Remsus, I'l update the damage for the chain for the last 2 rounds for your weapon...)

Both Remsus and Marcas continue bashing at the chain with separate attacks, and chunks of adamantine fly off in all directions... (22 by Remsus (for last 2 rounds) and 24 by Marcas) as the chain finally breaks, releasing the pressure on mommy, barely saving her life...

At the same time, Speck plays an opposing scale on the organ, and as he plays the last note, it finally stops it's deathly tune. The tension on the chain tethers relaxes too and mommy is freed...

Sir John takes a 5' step north and continues swinging in all directions at the belkers...

Att1 vs. B2 = AC 34 for 12 + 4 fire = 16, killing B2...
Att2 vs. B3 = AC 22 for 13 + 5 fire = 18, cutting off part of it's tail/bottom...

Marcas, Remsus, Speck - Spot DC15 = Highlight to display spoiler: {On top of the organ, you see what seems to be a horn. The mist that has erupted each round from this area and turned into belkers is coming out of the horn. Stopping the melody hasn't affected the horn though... }

As Lucky leaves the little boy, he screams in panic and cries out, "Don't leave me! Please! I'm so scared! The bad man will come back and get me! Help me!!!"

Lucky runs into the room and goes straight for mommy... Since B1 and B2 are dead, he only needs to avoid an AoO from B3... (OOC = The distance up the stairs, through the trophy room, through the main hall through this room is ~ 140'... Would you still have any actions left? Tumble check or AoO depends on where you stop... Look at the map and assume you've got to travel 100' to get to the door (G4/G5) of this room...)

__________________________________________
The organ's music stops, but mist keeps erupting from that area... Another belker arrives on the scene (B5) and appears on top of Speck... However, this time it doesn't leave it's mist form and encompasses him, trying to fill his lungs... (Fort Save DC 14 or inhale it, taking 6 pts dmg.)

B3 and B4 changes into a mist and also fill the space of Sir John and Marcas, trying to make them breathe its deadly fumes... (Fort Save DC14 or take 4 (SJ) or 6 (Marcas) pts of dmg...)

Stats
Chain = Broken
B1 = dead
B2 = dead
B3 = 18 pts (mist)
B4 = 0 pts (mist)
B5 = 0 pts (mist)
Mommy = lying on altar, near death...
Specks brother = still in wall, no damage but terrified...



Speck AC19/20 HP:8/16  d20+5=17 ; d20+4=5 ;
Tuesday April 6th, 2010 5:21:30 PM

Spot DC15 d20+5=17

Exclamations behing him bring him about, elated that his playing worked and thankful for the circus people for having the patience of listening to his tinkering on the circus organ. But more smokey things appear and just as Speck spots a horn atop the organ, just in time to see a smokey thing head for his tiny mouth!

For DC14 d20+4= 5! Nat 1! holy moley!

"GAAK! GAG! COUGH! HACK! SPTOOEY!"

Slower Lucky AC23 HP30 of 23 
Tuesday April 6th, 2010 5:52:21 PM

OOC = The distance up the stairs, through the trophy room, through the main hall through this room is ~ 140'... Would you still have any actions left?

LOL! It takes Lucky two full rounds of running to get there. Maybe all the monsters will be dead by then.

(DM Ken - Well, I assumed that it took Marcas and SJ 1 round at a full out sprint... so lets assume that it will take you 1 round too...)

Slower Lucky AC23 HP30 of 23 
Tuesday April 6th, 2010 8:47:49 PM

Okay, thanks Ken! Lucky will run this round and move to cure next round.

Marcas (SteveK) AC 19 HP 73/84  d20+11=31 ; d20+7=15 ; 2d6+23=33 ; d20+1=7 ;
Tuesday April 6th, 2010 10:26:43 PM

Marcas is able to hold his breath and not breathe in the noxious monster. He nearly weeps in relief as the chains break and go slack, enabling the heroes a chance at saving his matron.

But the great minotaur ignores the dancing demons about him, ignores the whimpering pain of Thorlathai, and concentrates his great strength into his arms. Marcas raises his steel ranseur, and then brings it crashing down on the horn to split it in twain!

...Action
Sunder attempt AC 15 Dam 33
Sunder #2 AC 7 miss

Saving mommy... (Sir John 54/58 hps, AC 21) 
Wednesday April 7th, 2010 2:14:34 PM

(Waiting on Remsus to post...)

Marcas (SteveK) AC 19 HP 73/84 
Thursday April 8th, 2010 8:35:24 AM

ooc: can't post Thur - Sun; going to be at a training exercise.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+17=28 ; d20+8=27 ; d8+1=4 ; d20+8=14 ; 2d8=13 ;
Thursday April 8th, 2010 10:06:51 AM

Remsus notices the horn on top of the organ and decides it HAS to go. (Spot = 28)

So he sends his Spiritual weapon to attack it. (Hit AC 27, damage 4)
Then Remsus shouts, "The horn guys, Belkers will continue to shoot out until we destroy it!" he says pointing at the horn.

Thinking that Belkers are creatures of shadow and night, maybe a ray of sun will destroy the evil apparatus, so he casts Searing Light aimed right down the throught of the Horn, Hit AC 14 touch attack damage = 13 light!

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Saving mommy... (Sir John 50/58 hps, AC 21)  d20+15=21 ; d20+10=18 ; d20+14=17 ; d20+9=22 ; 2d6+9=14 ; d20+11=13 ; 3d4=9 ; 3d4=7 ; 3d4=8 ; 3d4=8 ;
Thursday April 8th, 2010 10:44:52 AM

As the group continues fighting, Sir John sees the horn and recognizes it as some sort of magic item... Yelling at the top of his lungs, he calls out BEFORE Marcas and Remsus can destroy the precious item..., "Don't crush it Marcas and Remsus!!! There's got to be a way to stop it from pumping out those creatures besides destroying it!!! Maybe Lucky can decipher it or a dispel magic might work!"

Sir John also tries to resist the smoky creature (Fort = 13... Failed...) but a few puffs get through and he feels wracked by pains deep inside his lungs as the creature claws...

Before hitting it, Remsus sees that it is a very valuable item too... (Know (Arcana) check please...)

(OOC = A little deus ex machina here for you... Let me know if you want Marcas and Remsus to crush the item or stop their blows just before destroying it... I'm trying to help you out a bit here b/c my post wasn't quite specific enough to properly describe the horn...)

As the battle continues, there is action everywhere... Sir John continues bashing away at both belkers in front of him... Att 1 = Hit AC21, Att 2 = Hit AC 18... both miss AC 22...

Assuming Remsus moves his weapon to attack the nearest Belker rather than the horn... He swings at the mist surrounding Speck, trying not to hit him... Does 4 pts dmg...

(Steve = since you're gone, I'm going to roll for Marcas' attack on the nearest Belker instead of the horn.... Normally I'd wait for you to do it, but I'm trying to keep the flow going since you're on an exercise... ) Marcas changes his attack at the last minute and swings his great weapon at B3... MIssing the first strike (AC17) but hitting on the 2nd (AC22) for 14 points, solidly cutting deep into it's organs...

Lucky finally arrives on the scene to help save the day...

Marcas manages to hold his breath and avoid breating in the misty creature, but Speck is not so lucky...
_____________

The horn continues blaring a horrible tone, and another belker erupts, landing next to Marcas...

Chain = Broken
B3 = 32 pts (mist, inside SJ)
B4 = 0 pts (mist)
B5 = 4 pts (mist, inside Speck)
B6 = 0 pts (mist)
Mommy = lying on altar, near death...
Specks brother = still in wall, no damage but terrified...

B3 and B5 continue clawing at SJ and Speck's insides, (Fort Save DC14 to expel it from your lungs or take 9 pts SJ/7 pts to Speck... )

B4 keeps trying to get inside Marcas, refusing to give up... (Fort Save DC14 or take 8 pts as it enters your lungs...)

B6 enters the fray and decides to try the same tactic with Remsus, turning misty and filling his square... (Fort Save DC14 or take 8 pts dmg...)

(NOTE TO ALL PLAYERS: Even though a creature is inside your companion, there is still some residual mist outside and you can still attack it. The mist fills the PC's square... But if you miss, there is a chance you'll hit the PC instead...)



Healer Lucky AC25 HP30 of 23  3d8+7=21 ; 3d8+13=25 ;
Thursday April 8th, 2010 10:08:05 PM

Lucky moves next to the lady minotaur, but not right next to an enemy. He casts a Cure Serious Wounds over an Obscure Object. He cures her for 21 hp.

AC for next time it is needed: 25

Current Con Damage: -6 pts of Con.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Speck AC19/20 HP:10/16  d20+4=8 ; d8+1=9 ;
Thursday April 8th, 2010 10:28:23 PM

Speck, gasping for air, tries to expell the horrible horribleness from inside his lungs.

For DC14 d20+4= 8

He fails to expell the thing and his little lungs nearly give out! (1hp left)

Feeling himself begin to ebb into the darkness of the Unknown, he taps himself with his wand, barely able to whisper the magic words to heal himself.

Wand CLW d8+1 = 9. (Now THAT'S an act of Desperation there, eh? Up to 10 hp now.)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+13=17 ; d20+13=14 ; d20+8=27 ; d8+1=6 ;
Friday April 9th, 2010 10:02:15 AM

Well, since that is the case, Remsus sends the Spiritual weapon to attack the Belker that is attacking Speck's lungs. Hit AC 27, damage 6.

Thinking that perhaps the Belker can be exuded from Speck with a simple Protection from Evil spell (knowledge religion =14), Remsus walks over to the posessed Speck and casts the spell on him, hoping to shoe the Belker away.

Then Remsus thinks about the horn (knowledge Arcana =17)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}


Saving mommy... (Sir John 50/58 hps, AC 21)  d20+11=25 ; d20+14=34 ; d20+14=28 ; 4d6+18=29 ; 4d6+9=28 ; 2d6+9=20 ; d20+11=22 ; d20+15=34 ; d20+10=20 ; d6+5=9 ; d6=2 ; 3d4=6 ; 3d4=7 ;
Friday April 9th, 2010 3:09:42 PM

(REMSUS - Did you make your Fort save vs. B6's infiltration into your lungs? See last round's post...)

Lucky provides some timely healing to Marcas' mother, and color begins coming back into her cheeks... She begins pushing herself up, trying to get out of the line of battle and avoid any attacks from belkers... Of course the downside is that the party now has to both fight the flying menace and protect her...

Speck and Remsus both fight off the creature in his lungs, and Remsus weapon does a bit of damage to it, but not enough to end the effect.... Speck's healing is also timely, and he barely avoids death's cold grip... He's unable, however, to push it out of his lungs and it continues attacking him...

Remsus effort to fight off the menace via a spell helps Speck's save and AC, but doesn't force the creature out. (OOC - It's like breathing in smoke, except that this smoke is alive and tears you up from the inside... Your save is equivalent to coughing and hacking it out of your lungs rather than some magical act...)

Remsus does notice that the horn is a horn of blasting (lessor), and the entrance (small end) is inserted into a hole in the altar, thereby allowing the creatures to come through it and pour into the room... Somehow the Raven must have modified it to work in conjunction with the altar. When it's removed, Remsus assumes that it'll be back to a normal horn of blasting...

Marcas tries to resist the creature coming at him (Save = 25) and again it fails to fill his lungs... He strikes at B4 (Att1 = Critical Hit, yes for check, 29 pts/ Att2 = AC28 for 20 ), and manages to cleave straight through it and killing it instantly...

Sir John tries to cough the deadly mist out of his lungs and (Fort = 22, OK) is successful... With justified anger, he cuts at its wings, managing to finally bring it down... (Att1 = AC 34 for 9+2 = 11; AC20 missed...)
______________________

B3 = Dead
B4 = Dead
B5 = 10 pts (mist, inside Speck)
B6 = 0 pts (mist)
Mommy = 22/? hps...
Specks brother = still in wall, no damage but terrified...

This round, no more belkers come out of the organ and luckily that provides the group with a chance to focus on the 2 belkers left...

B5 continues attacking Speck (DC14 Fort save or 6 dmg), while B6 tries to get inside Remsus lungs (DC14 save or 7 dmg)



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+6=19 ;
Friday April 9th, 2010 5:39:50 PM

Remsus's fort save is adequate to resist the Belker = 19.

Remsus will run up to the Horn of blasting and remove it from its holding device.

Speck AC19(21vsEvil)/20 HP:10/16  d20+6=21 ; d20+10=12 ;
Friday April 9th, 2010 11:27:18 PM

OOC: Assuming these Belkers aren't summoned, Speck would only get the +2 bonus on his Fort Save. If the Horn is summoning them in a way, then the Belker would not be able to touch (thus not be able to go down his throat) Speck. Going on the assumption these aren't summoned...

(DM Ken - No, they're not summoned. Rather, they were contained inside the organ/altar combination))

IC: Speck tries once more to expell the notious taste in his mouth without actually expelling his lunch as well.

For DC14 d20+4+2(PvsE) = 21!

With a loud GASP and several cat-like heaves, the smokey substance get's spat out.
He draws his short sword and takes a swipe at it.
"And don't come back!"

d20+10=12. back to the bad rolls again

The little sword swipes air.

Healer Lucky AC16 HP30 of 23  d20+11=16 ; d6+2=4 ; d20+13=16 ;
Sunday April 11th, 2010 11:48:33 AM


Lucky hurls a magic stone at the wounded gas-monster. He hits AC16 for 4 damage.

AC for next time it is needed: 16

Current Con Damage: -6 pts of Con.

Spells:

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 1

Tattoo Used: 1 of 3
Stones Used: 1 of 3

Sling Bullets Used: 1 of 16

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Sunday April 11th, 2010 12:39:21 PM

And if Remsus cannot rip the Horn of the device for any reason, he will cast Spectral Hand and send it to do the dirty work.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Marcas (SteveK) AC 19 HP 73/84  d20+14=31 ; d20+9=12 ; d20+10=12 ; d8+8=15 ;
Monday April 12th, 2010 11:39:01 AM

Marcas keeps his ranseur in his hands, but uses his unarmed skills to pummel the airy demons to pieces.

Hoof AC 31 Dam 15
Hoof AC 12
Horn AC 12

Saving mommy... (Sir John 50/58 hps, AC 21)  d20+15=26 ; d8+5=10 ; d6=5 ; d4=2 ; d4=1 ; d4=3 ; d20+15=17 ; d20+14=21 ; d20+9=29 ; d20+9=24 ; 2d6+4=15 ; d20+9=22 ; d20+7=20 ;
Monday April 12th, 2010 2:44:50 PM

As the battle draws to a close, the party members work to finish off the last few creatures...

Remsus manages to remove the horn from it's cradle with no adverse effects... Now that it is removed, there seems to be no danger of any further belkers emerging from the organ...

Lucky attacks one belker but the stone flies without doing any damage... There is a chance that he may hit Speck though...

(OOC- Lucky, since you missed, there's a ~ 25% chance you'll hit Speck unless you have the precise shot feat... Of course your shot would have missed Speck's AC so it's a moot point... I'm diverting a bit from strict PH rules but it's different than shooting into melee since it's a cloudy/gaseous foe...)

Speck manages to expel the belker with a great hack and cough, but is unable to do any appreciable damage...

Marcas, however, does serious damage to B6...

Sir John moves forward and attacks B6 too... (Att = Hit AC 26 for 15...)

__________________________
B5 continues trying to infest Speck's lungs, even though it was just expelled... (Save vs. DC 14 Fort or take 6 more points..)

B6, seriously injured now, changes back to its solid form and isn't content to allow Remsus to get away... It follows Remsus and swipes at him with it's wings and claws... However... before it attacks, SJ and Marcas get an AoO... (SJ Attack = Miss AC17, Marcas (to keep the game moving, I'll roll this...) = Miss AC21...) but neither one hits...)

Attacks vs. Remsus = Hit AC 29 (Crit, Check = 24)... for 15 pts dmg, Hit AC 22 (miss), Miss AC20...

B5 = 10 pts (mist vs. Speck)
B6 =30 pts solid
Mommy = 22/? hps...
Specks brother = still in wall, no damage but terrified...



Marcas (SteveK) AC 19 HP 73/84  d20+14=33 ; d20+9=14 ; d20+10=29 ; d8+8=13 ; d8+6=14 ; d20+14=26 ; d8+8=13 ; d8+8=16 ; d8+8=9 ;
Monday April 12th, 2010 7:17:21 PM

Marcas methodically finishes beating on air monsters.

Hoof AC 33 Dam 13
Hoof AC 14 Dam 13
Horn AC 29 Dam 14
Cleave (if able) AC 26 Dam 9

Speck AC19(21vsEvil)/20 HP:10/16  d20+6=16 ;
Monday April 12th, 2010 9:31:58 PM

Ongoing dmg: Con -3pts

I gotta get outa here! Speck's mind shouts but before he can move the gaseous creature tries once more to go down his throat!

Fort DC14 d20+4(+2PvsE) = 16

This time Speck keeps his trap shut and he holds his nose, thus barely keeping the creature out. And to follow up with his thoughts, he makes a run for it, towards Marcas! (I'm counting on them not being able to get AOO while in gaseous form so Speck moves 40' towards and/or past Marcas if the other is dead, if not, 40' to the closest square to Marcas while not provocking AOO from B6)

Unlucky Lucky AC16 HP30 of 23  d20+11=14 ;
Tuesday April 13th, 2010 7:47:45 AM

Lucky tries again with a missile: a 14 will miss both friend and foe.

"Darn it! I should stick to spells!"

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+8=16 ; d8+1=4 ;
Tuesday April 13th, 2010 1:42:40 PM

Remsus sends the spiritual weapon to attack the most damaged Belker: hit AC 16, damage4

"Now how are we going to save the boy in the guillotene trap?" Remsus asks as he thinks about his spells and options.

Maybe mage hand can hold the guillotene from dropping?

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Saving mommy... (Sir John 50/58 hps, AC 21) 
Wednesday April 14th, 2010 12:23:28 PM

The group continues fighting off the remaining few belkers and after a round or two, they are destroyed.... (End of Combat)...

Though the fight is over in this room, there is much left to do. The party is bloodied from several battles, and if the Raven acts as he has in the past, there will be more traps, hostages and fights ahead...

The eerie mechanical sounds, muted screams and various other sounds still come from the upper level of the main hall. It seems certain that those screams are coming from family members who are in intense pain and terror... The moans and sounds grate at the party's nerves, and several are afraid to imagine the kind of torture being inflicted on their loved ones.

In this East room, there is little more to be discovered...

Remsus considers that using mage hand might work on the guillotine trap, but that would depend on if the blade weighs less than 5lb. If it doesn't, then it wouldn't work... However, Lucky remembers the boy saying something about a room below them that the Raven occasionally ventured into, possibly providing a way to get to the trap mechanism...

Sir John puts away his weapons and catches his breath after that long fight... He stops and considers their options...

1. Healing?
2. The young boy is still trapped in the wall in the West room's stairs...
3. Explore the room at the bottom of the West room's stairs?
4. Explore the upper level of the main hall?
5. What to do with mommy? She's somewhat healed, but could she truly be left here alone in this room of torture? If asked, she's terrified to be left alone here or anywhere in this building... After all, what if the Raven comes back and recaptures her if left alone?

___________________
Everyone gets 1200 xp for rescuing mommy and defeating the belkers...

Marcas (SteveK) AC 19 HP 73/84 
Wednesday April 14th, 2010 1:53:01 PM

As the last monster falls, Marcas moves to the side of his matron and slowly helps her to her hooves. "We need to get you outside, my dam, and you can make for the Constable House..." But then he stops, for the golems are still outside to fight anyone who approaches. Heroes and hostages alike are trapped within the library until the Raven is caught!

The other mechanical sounds and screams of the terrified assault his ears, and Marcasthai winces and shakes his great head. "No, you must stay with us, but behind near Remsus. We must free the others before any can leave."

"And we have to do it quickly" says Marcas. "Save your spells until uttermost need, for the Raven is sure to have planned his traps to make us become exhausted before he appears."

With that, Marcas heads to the door back to the main foyer, his ranseur in hand.

"We need to find and rescue each hostage", he tells the others, "and there are more screams coming from the Upper Level of the Main Hall."

DM's 2nd post (Sir John 50/58 hps, AC 21) 
Wednesday April 14th, 2010 2:08:22 PM

Sir John hears Marcas' concerns about the golems and says, "Well, that might not entirely be true. Since the golems let us through once, we may just need to utter the same passphrase going out, and then we'd be safe..."

Speck AC19(21vsEvil)/20 HP:16/16  d8+1=6 ; d8+1=2 ; d8+1=5 ; d20+15=18 ; d20+15=19 ; d20+15=19 ; d20+15=35 ;
Wednesday April 14th, 2010 9:11:44 PM

Speck wheezing after his run, slurps some water from his little water flask, trying to get rid of the taste of Belker.

"Ugh!" he exclaims. Taking no chances he taps himself once more with his wand.
CLW d8+1=6 ah! exacly what I needed!

Then he goes over to Remsus and does the same.
CLW d8+1=2, oh that's a do-over
d8+1= 5, Remsus is healed 5pts

Next, it's his brother! He puts on his goggles and looks for a secret door at the most logical spot in the room that would lead next to the stairs, then spreads out from there.

Search d20+15=18,19,19,35

Ken ( Lurking until introduced. ) 
Wednesday April 14th, 2010 10:07:47 PM

(( Just poking my head in to say hullo. ^_^ ))

(( Nice work with the chains. I was worried about the minotaurs mom for a bit. ))

Unlucky Lucky AC16 HP30 of 23 
Thursday April 15th, 2010 7:32:51 AM

OOC: Hi, Ken!

Lucky heads for the stairs, thinking he can get into that roomand get the boy out from behind.

DM's 2nd post (Sir John 50/58 hps, AC 21) 
Thursday April 15th, 2010 10:08:24 AM

(OOC - Ummm ... since we have 2 ken's now... let's try using our last initial to keep things straight if that works... I have to give the module credit for the chains idea, as I'm not a real creative person... I wasn't gifted with that ability ;-))) Ken M)

Marcas (SteveK) AC 19 HP 73/84  d20+7=21 ; d20+14=32 ; 2d6+9=17 ;
Thursday April 15th, 2010 12:06:30 PM

ooc: Hi Ken! I was worried for Thorlathai for a while myself. I wonder if Marcas should tell the Raven "don't make me angry... you wouldn't like me when I'm angry." ...

Marcas sees the next rescue has to be Speck's cousin, and so the large minotaur stands at the top of the stairs on guard for any mischief. He is much too large to go down the stairs without striking the wall, and that, according to Lucky and Speck, would be the end of the cousin. No, much better plan is to allow the experts to do thier work in peace: and Marcus provides that peace.

...Actions
Spot: 21
Ready Action: strike first monster in reach AC 32 Dam 17

The Basement Archives (Sir John 50/58 hps, AC 21) 
Thursday April 15th, 2010 5:09:27 PM

After some timely healing, the group rushes back through the hall and continue to the West room, mommy following in their wake. The eerie sounds and screams of anguish still fill the hall, keeping them from relaxing or feeling comfortable... After all, it's their family members who are being tortured even as they speak...

They go down the stairs, past the whimpering boy in the wall, and at the bottom is a door. Mommy stops and comforts the boy, but is careful not to touch the wall...

Lucky doesn't find any traps in the door or wall (besides the guillotine), and the door is unlocked. He opens it, and looks into an room filled with row upon row of strongboxes and shelves brimming with official documents. Papers are scattered everywhere and it's obvious that the Raven hasn't hired a maid to clean up this room...

Spot or Search DC 15 - Highlight to display spoiler: {There is a small alcove to the left of the door, and it appears to be in the vicinity of the guillotine mechanism}

Speck AC19(21vsEvil)/20 HP:16/16  d20+5=6 ;
Thursday April 15th, 2010 9:54:57 PM

OOC: Welcome Ken2, glad you are having fun reading, 'cause soon you'll be in the mix and it ain't gonna be as 'comfortable' a chair as it is now. Ha! :)

I guess I got confused as to where we ended up at in saving Marcas' mom, I thought it was in the room just below Speck's brother's predicament.

IC: "Hold on little brotheeeeerrrrrr," Speck hollers as he rushes down the stairs. Pausing at the bottom, he lets Lucky check it for traps, then ventures in.

Spot d20+5= 6 :P must have had some tears in his eyes for his brother... sigh....

Speck AC19(21vsEvil)/20 HP:16/16 
Thursday April 15th, 2010 9:56:01 PM

OOC: I'll do a search after the rest of the group arrives. :)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+17=25 ;
Thursday April 15th, 2010 10:00:03 PM

Remsus notices the alcove and walks to it calmly and inspects it. Maybe it is what keeps the guillotine trap active? He will inspect it, hoping it is an interesting mechanical device

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}


Lucky & Unlucky Lucky AC16 HP30 of 23  d20+10=30 ; d20+8=9 ; d20+2=6 ;
Thursday April 15th, 2010 10:53:30 PM

Lucky searches, putting his last luck point into the effort: Spot check 30! Natural 20! Lucky capers and cackles, "My luck is back!"

"Lookie here! This small space is what we are looking for!"

The mendicant pokes his head in the alcove and tries to find the way to release the boy. His search is a natural 1, for a 9. His Int check to figure it out is a 6. Oh well. Shortest run of luck ever.

Marcas (SteveK) AC 19 HP 73/84  d20+7=26 ; d20+14=32 ; 2d6+9=16 ;
Friday April 16th, 2010 3:05:13 PM

Marcas lets the smaller ones get to the mechanism thing. He will make sure they can do it without interruption!

...Actions
Spot: 26
Ready Action: strike first monster in reach AC 32 Dam 16

Speck AC19(21vsEvil)/20 HP:16/16  d20+15=28 ;
Friday April 16th, 2010 9:23:54 PM

With Lucky pointing the way to the alcove, Speck also searches the area. Putting on his goggles...

Search d20+15=28

The Basement Archives (Sir John 50/58 hps, AC 21) 
Saturday April 17th, 2010 12:54:36 PM

As the various members search the area, they find a secret door. Opening it, they see that it gives access to the mechanism entrapping the poor young boy. Now that they've found it, it shouldn't be much trouble to disarm it... (Someone want to give me a disarm check to see if you do it?... Take +2 since you've got direct access to it... DC25 to disarm...)

Assuming the group disarms the trap (we know what happens if you fail by more than 4...), the question is how to get the boy out through the wall that he's trapped in... The hole in the stone is big enough for his neck, but much to small for his head...

Speck AC19(21vsEvil)/20 HP:16/16 
Sunday April 18th, 2010 6:27:18 PM

OOC: Specks Disable Device is +13. I suggest the hightest go for it, while the others that can use Aid Another rolls. Disable Device is Trained only.

Anyone higher than +13 bonus?

Lucky & Unlucky Lucky AC16 HP30 of 23  d20+2=17 ;
Sunday April 18th, 2010 7:37:10 PM

Lucky tries to help: Untrained disable device 17 should give a +2 if I can aid another untrained. Either way, Lucky's +1 friends bonus definitely helps.

Too bad you can't inspire confidence in yourself, Speck!

Marcas (SteveK) AC 19 HP 73/84  d20+7=22 ; d20+14=17 ; 2d6+9=15 ;
Monday April 19th, 2010 9:45:17 AM

Marcas lets the smaller ones get to the mechanism thing. He will make sure they can do it without interruption, but can't help but glance at the trapped halfling from time to time.

...Actions
Spot: 22
Ready Action: strike first monster in reach AC 17 Dam 15

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Monday April 19th, 2010 2:29:17 PM

Remsus has no skill in disable device.

"Well. Given a day or so I can memorize Reduce Person and that could solve this problem. Want to leave him here and come back tomorrow?" remsus states flatly and unsympathetically.

Freeing the Boy (Sir John 50/58 hps, AC 21)  d20+18=26 ;
Monday April 19th, 2010 3:11:59 PM

(OOC = Since no one rolled the disarm device... Note that the bonus is +5(+2 from Lucky's aid, +1 for being his friend, +2 from the bonus I gave you = +5.... )... Speck would get a total of +18, so to move things along I rolled it and got a 26...)

Speck looks at the device, and since he's best suited for it, attempts to disarm the device holding his family member in place. He manages to block out the boy's moans and the eerie sounds emulating from above, and cuts the wire trigger connecting the wall pressure plate to the guillotine's release wire. The boy is in no danger, at least from the guillotine. But the Raven won't just let the group get away and leave the boy... He may provide a good meal for one of the Raven's hungry minions...

So how will the group rescue the boy from the solid stone wall? Or will you leave him with a guard?....

(I'm going to make you work for this one, but there is an XP bonus for freeing him...)

Lucky & Unlucky Lucky AC16 HP30 of 23 
Monday April 19th, 2010 8:46:35 PM

"Well," says Lucky, "We could use some metal thing or other to chip away the stone. A hammer and chisel would be best ..."

Then the halfling capers madly about, clearly excited about some mad idea. "Hee hee! I have it!" He gets his hands on the Horn of Blasting -- either from a friend or from back in the room, wherever it is. He positions it clearly and very carefully, so that the cone emanating from the horn will totally miss the boy, but will hit the stone holding him in. If he has to leave a half an ich of stone in place near the boy as a margin of safety, no problem. He sounds the horn!

TOO DOO! TOO DOO!

Or at least he tries his darndest.

Marcas (SteveK) AC 19 HP 73/84 
Monday April 19th, 2010 9:30:28 PM

Marcas' easy demeanor changes to instant action as Lucky sounds a magical horn to break the stone walls around the boy halfling. Immediately, he drops his Ranseur and reaches in with his large hands to cup the boy's head like a fleshy helmet.

The minotaur is trying to endure any damage from chips and concussion on himself to spare the boy.

Speck AC19(21vsEvil)/20 HP:16/16 
Monday April 19th, 2010 9:56:02 PM

OOC: Sorry, meant to check back later and post but forgot! :(
Thanks for rolling for Speck. I was willing to spend my last Hero point, but looks like we squeeked by. :)

Too bad you can't inspire confidence in yourself, Speck! alas, I thought of that and looked it up. Sigh...

IC: "Excellent idea," Speck blurts out, exhausted from the fight and the pressures of disarming the trap over his brother. Before Lucky toots the horn, Speck removes his +1 mithril shirt and places it over his brother's head.

"Now just close your eyes, take a deep breath, and think of the apple pies mom makes," he says.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Tuesday April 20th, 2010 1:30:16 AM

Remsus had the Horn of Blasting, since he removed it from the organ, but he willingly gives it to Lucky, as he had no use for it.

"Ah, what an ingenious idea Captain Lucky! I shall assist." and then Remsus helps hold the mithril shirt over the boy.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Freeing the Boy (Sir John 50/58 hps, AC 21)  d4=1 ; d4=1 ;
Tuesday April 20th, 2010 11:30:41 AM

Lucky takes the Horn of Blasting from Remsus and with joy and delight emanating from him, blasts the horn at the wall... He ensures that it's close enough to the wall that the boy won't be shattered too, and let's loose it's awful blast...

The blast wave slams into the stone, knocking chips and pieces everywhere... The boy is protected from most of the damage, but does lose a hp from assorted pieces of stone that were within the wall... Marcas also takes a hp of damage from a large piece that nips his flank.

Once they can actually hear again, the party removes the boy from the wall, who immediately collapses into Speck's arms, sobbing and crying. Marcas' mom comes over and tries to help soothe the boy as only a mother can do... He eventually allows her to take him away and she whispers softly to him, calming him down...

At this point, the party has:
1. Cleared out and searched the rooms that lie to the East and West of the main hall, including the lower archive room below the West room. Nothing else of interest can be found. There is little else to be found in the main hall too...
2. Rescued 2 of the captives, who entirely depend on the party for their safety.
3. Not yet checked the upper floor (which is accessible by the master stairway rising from the main hall), where screams and eerie sounds still fill the air, making everyone exceedingly uncomfortable...
4. Given the Raven an idea of their abilities and time to prepare other surprises for them...

OOC - Everyone gets 500 xp for rescuing the boy safely



Marcas (SteveK) AC 19 HP 72/84 
Tuesday April 20th, 2010 4:33:12 PM

ooc: 500xp gives Marcas another level. Should I level up in the middle of the adventure, or wait until the end? :-)

"Let us go back to the main hall and send Thorlathai and Speck's cousin outside with the golem password. They can make thier way to the Constables and tell them our situation." Marcas wants to ensure the Raven doesn't get away and that the rescued hostages remain safe, and this way he can do both at the same time.

"Then we go up to rescue more hostages." The big minotaur turns to the smallest party members. "Speck and Lucky, we need to know if the stairs up are trapped. It would be bad to charge up them if they are."

Speck AC19(21vsEvil)/20 HP:16/16  d20+15=18 ; d20+15=33 ; d20+15=30 ;
Tuesday April 20th, 2010 11:05:06 PM

Relieved that his brother is finally safe, Speck thanks Marca's mom for her help. "Thanks for helping me with my brother, Mam. I was never good at being comfoting. I just end up singing a silly song or trying to be silly and that usually doesn't work."

Speck helps see the two out (if that is what they do) after putting on his mithril chain shirt again.

Then, when all are ready, he puts his goggles on and starts checking the stairs for traps.
(here are some rolls for the stairs, don't know how many steps a Search roll covers)

Search d20+15=18, 33, 30

does three Searches cover the stairs?

Lucky & Unlucky Lucky AC16 HP30 of 23  d20+8=12 ; d20+8=12 ; d20+8=17 ;
Tuesday April 20th, 2010 11:13:15 PM

Luck helps Speck: Aid Another Three +2s on the rolls and another +1 from your friend Lucky.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  d20+18=25 ; d20+6=22 ;
Wednesday April 21st, 2010 1:09:43 PM

"Yes, getting the civilians out of here is top priority. Then upstairs." Remsus says.
(search =25) (listen =6)


Freeing the Boy (Sir John 50/58 hps, AC 21) 
Wednesday April 21st, 2010 3:53:48 PM

As the group examines the stairs, they find nothing out of the ordinary.

However, as Speck nears the top of the stairs, he hears a distinct scream in terror along with loud machine sounds... and it sounds like it's coming from the room at the top of the stairs. However, he can't get a good look at the room, as the stairs turn at the top and lead into a room...

(Go ahead and level Marcas up and you don't have to wait until the end of the adventure. Just let us know what changes you make to your PC...)

(OOC = Marching orders please if you go in the room, and I need to know where mommy and Speck's kinsman are in the marching order too...

Furthermore, I'd like Marcas to NPC his mom and Speck to NPC his cousin. Not sure on stats though so I'll try to put something together for them... Maybe have mommy be a lower level NPC, maybe level 4 or 5, but in her elderly years? The boy would be a 0 level NPC? I'm open to suggestions or ideas on these two from you fellow DM's...)


Speck AC19(21vsEvil)/20 HP:16/16  d20+11=24 ; d20+5=23 ;
Wednesday April 21st, 2010 9:15:39 PM

OOC: I think the idea was that we would escort the two kinsmen to the doors, speak the password, and have them escape to the town constable and tell him what was going on. If you need us to NPC them for that, okey-dokey. But I don't think we intended them to follow along.

IC: Speck slinks down low, crouching, and peeks around the corner.

Hide d20+11 = 24 (if appropriate)
Spot d20+5= 23

Ken ( Lurking until introduced. ) 
Thursday April 22nd, 2010 12:51:23 AM

(( Still lurking. Congrats on saving the boy! ))

(( Ken E / Rathan ))

Unlucky Lucky AC16 HP30 of 23  d20+15=16 ;
Thursday April 22nd, 2010 6:45:38 AM

OOC: Yeah, could we dump the innocents back the way we came? The last thing we need is a fireball that wipes out the poods.

OOC: waves at Ken!

Lucky casts his Owl's Wisdom and follows Speck. "Come on everybody," he says.

[OOC: That should help his AC, but Lucky rolls a 1 on his AC roll! Unlucky this time!]

AC for next time it is needed: 16

Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements
-- Question to the DM -- The Aid has a duration of 8 minutes (80 rounds). How much time has elapsed?

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 2

Tattoo Used: 1 of 3
Stones Used: 1 of 3

Sling Bullets Used: 1 of 16

Marcas (SteveK) AC 19 HP 72/84  d20+7=21 ; d20+12=18 ; d20+12=16 ; d20+12=16 ;
Thursday April 22nd, 2010 8:40:00 AM

Marcas leads the group back to the main doors. "My dam, you must take the boy to the Constables and tell them the Raven is at the town Library." Marcas then opens the door and waits for Remsus to speak the golem's command word to let the hostages escape. While keeping the door open, the minotaur scans the snowy and sooty street for any danger or help. Spot: 21

The older female minotaur moves with some pain and thier is a wildness to her eyes at the recent horror and near death experience, but she dutifully picks up the halfling boy and follows. "My duty is to protect the family and keep the hearth for the calves until they grow up." She breathes warmly on Marcas' face. "My calf has grown up, so I will care for this one. Do your duty and may Imod protect you." And then Thorlathai is gone, using the duty of caring for a child to keep the horror away.

Marcas then turns and lets Speck and Lucky lead the group up the stairs. Is there tears in his eyes? No, it must have been the blowing snow...

As more mechanical sounds begin and screams increase, the minotaur speculates. "We must have activated a trap again. Quickly, before a hostage is slain!"

The minotaur bounds up the last steps five at a time (Jump: 18, 16, 16) and bursts into the next room, ready to confound the Raven's twisted plans once more!

Danger in the Press Room (Sir John 50/58 hps, AC 21)  d3=2 ;
Thursday April 22nd, 2010 12:31:14 PM

(OOC = Cayzle, when did you cast Aid? That'll help me answer your question...)

Marcas and Speck carefully escort their family members out of the building, and after speaking the password, the two rescued hostages trudge away through the blinding snow and ash that is falling. Though the conditions are poor at best, they're still better than they were inside the building.

Deciding that time is of the essence, Marcas charges into the room and again, a horrifying scene meets his eyes. A deafening orchestra of gnashing machines thunders within this large room. Reinforced wooden flooring sags under the weight of a large printing press formerly used to mass-produce texts and chronicles. The press is a writhing forest of whirling gears, belts and cylinders. Heavy steel plates bearing the latest news form over 30 years ago hover over an elemental powered conveyor belt bearing thick sheets of high qualify vellum. The plates periodically slam down on the vellum with crushing force.

Above them are suspended one hostage. Sir John instantly stops in his tracks, as he sees his barely clothed sister hanging from cables. Not only is she bound to the cables, but her veins and arteries are riddled with exsanguination canals feeding the ink reservoirs above the steel print plates. As soon as Marcas steps into the room, the machines being vacuuming blood from her body.

Another person is strapped with more steel cables to the arcane conveyor splayed out over a sheet of vellum, more canals feeding from his arms into the pumps and press. As the machines begin, so does the conveyor and the person (Ken E, this is you) slowly moves towards the press (and death) itself... The blood starts to pour from his veins, feeding the press...

While all this goes on, gears and steel plates and bars whirl and whoop near the supine hostage (Ken E) and anyone standing near it may be hit by a gear, bar or plate.

To make matters worse, three large beetle zombies skulk in the room and move towards Marcas as he enters into the room...

Round 1 of ? of the trap...

Here is the link to the map. -> http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

(Ken E/Rathan - Here's your chance to enter the game, albeit a gruesome and dangerous one... Am I right in assuming you're in both the Mithril Order and the Mithril Tapestry game. I'm in both too, and wanted to make sure I didn't have it confused...)



Marcas (SteveK) AC 19 HP 72/84  d20+14=22 ; d20+9=13 ; d20+10=12 ; 2d6+9=19 ;
Thursday April 22nd, 2010 2:29:37 PM

Marcas grits his teeth against the deliberate evilness of the Raven and steps into the room. "Quickly my friends! I will slay the monsters. You need to rescue both hostages here! They will need healing!"

His ranseur flicks out to destroy the beetles in order to clear the way for the other heroes.

...Action
5 foot step to C/D 1/2 (being a Large creature, Marcas takes up 4 spaces)

Full Attack v Beetle at C,5
Attack 1; 22 Dam 19
Attack:2: 13
Horn: 12



Ken ( Lurking until introduced. ) 
Thursday April 22nd, 2010 4:58:57 PM

((Right. I'll be in Mithril Order as soon as my character can be written in. Seems I like Mithril!)

(( Am I unconscious?)

Danger in the Press Room (updated info for Steve K, Ken E) (Sir John 50/58 hps, AC 21) 
Thursday April 22nd, 2010 9:40:29 PM

(Ken E, no you're fully conscious, which adds to the terror of the situation...)

(SteveK, remember that it may be a tight fit for Marcas by the conveyor if you take up 4 squares... and as I said in the post, there are gears and items moving around near the conveyor, so there's a chance you could be hit by a flywheel, piston, etc...)

Speck AC19(21vsEvil)/20 HP:16/16  d20+5=18 ;
Thursday April 22nd, 2010 10:13:15 PM

OOC: While all this goes on, gears and steel plates and bars whirl and whoop near the supine hostage (Ken E) and anyone standing near it may be hit by a gear, bar or plate.

Q: this does not also apply to Sir John's sister, does it? That is, if one could reach her, there are no gears and plates and bars flying around her, right?
Q: How high is the ceiling? How far off the ground is the sister? Mainly, If Speck were to climb onto Marcas' shoulders, would he be able to reach any rope or chain suspending SJ's sister?

IC: Speck moves to just behind Marcas and looks for a way to climb up to Sir John's sister. Since she's suspended, he looks for where the ropes or chains are ankored, or any other means of reaching the cables.

Spot d20+5=18

if he sees that the cables aren't too high, he yells to Marcas, "Pick me up and toss me there," pointing to a cable. (shouldn't be all that hard for a Minotaur to toss a halfling, eh?)

Figure out the DC for me to grab a cable, then I'll roll.

If the ceiling is too high, he looks for another way to climb up to the cables. (use same spot roll).


Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  5d6=18 ;
Friday April 23rd, 2010 12:29:36 AM

Remsus casts Command Undead at one of the Unhurt zombie Beetles. "You will be my pet." he simply states. And after that, he will say, "Attack the other beetle"

DC 20 Will save to resist.

(the 5d6 was b/c I was thinking about casting searin light... but changed my mind when I saw that I had Command Undead)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Command Undead, Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Rathan 
Friday April 23rd, 2010 12:46:28 AM

( If I am awake, how am I bound? I assume I cannot cast a spell or wildshape to escape my current predicament?)

Unlucky Lucky AC16 HP30 of 23  d20+11=29 ; 2d6+3=10 ;
Friday April 23rd, 2010 7:00:30 AM

OOC to Remsus: How are you getting a save DC20 on that spell? I figure it for a 16.

OOC: Homework! Lucky cast his Aid on March 15. My sister's birthday!

Lucky moves up to 20 feet to E4. He throws a magic stone at whichever bug is not enspelled, maybe the one at C5. His attack hits AC29 or AC30 if the aid is up. His damage is 10 pts.

He takes a look at how the captive is bound.

He takes a look at the other person too.

Danger in the Press Room (updated info for Steve K, Ken E) (Sir John 50/58 hps, AC 21)  d20+2=5 ; d20+15=22 ; d8+5=7 ; d6=5 ;
Friday April 23rd, 2010 9:51:32 AM

(OOC - Here is some schematic information about the press, etc.

1. Six cables anchor Marie, and six anchor Rathan. Marie is above the press, though if someone were to stand on it, they could reach her. The ceiling is about 15' high.
2. Rathan, no, there's not much you can do right now. You're gagged, bound, and pierced with multiple IV's in your arms, as well as tied down with 6 steel cables. As the blood drains from your body, you'll suffer Con dmg too... Note that I won't let you die, and if the group fails to save you, then I'll introduce you in the next room and again and again until you have a chance to join the game... ;-) I'm winging it on having you in this piece, since it wasn't part of the module.
3. The conveyor moves 10' round, and it seems that you only have ~ 6 rounds before Rathan is smashes to pulp... You're not sure though on Marie and that depends on how much blood she has... That's part of the fear factor for this game.
4. Cables DC = Hardness 8, hp 15, break DC 25, use rope DC25
Conveyor - DC30 to disable device, DC25 to slow it for a round
Pumps - DC 25 to shut down for 1 round
5. Note that the conveyor is 10' ABOVE THE GROUND, so you'll have to get up there or use a reach weapon. To climb up the side of the conveyor is a DC15 climb.
6. If you stand ON or are adjacent to the conveyor at any time, you are attacked by gears, plates and bars...
7. Lucky, yes, aid is still good, but after this fight, it won't be valid anymore.
8. Speck, the DC to grab a cable would be 15.


The group moves into the room, taking their individual routes... Marcas moves and attacks the Beetle 1, crunching a piece of its shell, while Lucky adds to the damage...

Speck sees Marie on the ceiling and realizes that he could climb up there and try hacking at the cables or trying to unbind her (though it takes 6 rounds to do it since there are 6 cables and she may not have that long to live...)

Remsus commands one beetle to change allegiances, and it is unable to resist...

Sir John moves and yells at Lucky and Speck, "Rescue them both!!! Focus on the press and don't' worry about the cables!!!"

He picks Speck up and tosses him to the top of the conveyor (SPECK - let me know where you direct Sir John to throw you...), hoping that he can rescue Marie in time...
(I"ll have monster moves and map updated later... Have to go to a meeting...)
_________________
B1 = 29 dmg (19 AC)
B2, B3 = 0 dmg (19 AC)

Round 2 of 6 of trap...


Marcas (SteveK) AC 19 HP 72/84 
Friday April 23rd, 2010 9:54:02 AM

ooc1: Marcas is aware and will probably get smacked by gears and stuff. I wonder... can Marcas jam the engine with his body? :-)

ooc2: Command Undead gives no saves for non-intelligent undead... like zombies!

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Friday April 23rd, 2010 1:41:15 PM

Luck - your right. I was looking at the wrong spell list on my character sheet. Ah, having both wizard and cleric spells... sigh.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Danger in the Press Room (Sir John 50/58 hps, AC 21)  d20+11=23 ; d20+11=18 ; d6+5=6 ; d20+11=23 ; d20+11=30 ; d6+5=11 ; d6+5=10 ; d20+11=17 ; d3+1=3 ; d4=3 ; d20+10=19 ; d20+10=28 ; d20+10=21 ; 2d6=4 ; 2d6=6 ; 2d6=7 ;
Friday April 23rd, 2010 4:24:08 PM

Beetle 1 feels the crunch fo multiple blows, but isn't done yet. It slams at Marcas twice (Hit AC 23, Miss AC18). The one slam does 6 pts of dmg, and Marcas feels the onset of a disease (Save vs. Fort 16 or be infected with an unknown disease... If so, I'll email you the results as the game continues...)

Beetle 3 is a bit confused for a moment, and then looks at Remsus and hears his command. It scuttles towards Beetle 1 too and slams it twice (AC 23, 30), doing even more damage to it's previous companion (21 total points)...

Beetle 2 crawls under the catwalk and bites at Marcas too (Miss AC17...)

As all this transpires, the blood continues to be pumped out of Marie and Rathan, creating horrible drawings and images on the paper in the press...

They both take 3 pts of Constitution dmg, and become paler and paler... Also, Rathan is one step closer to decorating the press with his body, as the press moves on and on...

(OOC = Marcas, you could try, but I'd say you'd end up hurting yourself more than anything. They're driven by a large pump, hydraulics, etc.... I used to run a facility with printing presses in my 1st career, and they run with thousands of psi. I tried to imagine what would happen if a large taur tried to jam them, but the hydraulic gears move quickly and with a lot of force, and if you stuck a body part in their, it'd be smashed before you could stop it... As I mentioned earlier, the pump could be stopped though with a disable device check...)

Marcas tries to duck under the gears and machines, especially 3 that come near his large frame... (Tumble Check DC 15 to avoid them... Otherwise, (Hit AC19, 28, 21) all three slam into the minotaur and do 17 pts of bludgeoning dmg...

The beetles are small enough to slide under the gears...

(Remember that anyone who is adjacent or on the conveyor could be hit by machinery a gear... I'm not doing it against Speck since I assume he's flying in the air for now. But on the other hand, he'll be impacted next round...)

(Map is updated, so use old link)

Ending Damage
B1 - 48 pts
B2 - 0
B3 - 0
Marie/Rathan - Both have 3 pts Con Dmg
Round 2 of trap...

Speck AC19(21vsEvil)/20 HP:16/16  d20+9=19 ; d20+10=29 ; d20+7=18 ;
Friday April 23rd, 2010 11:31:46 PM

OOC: I was picturing being tossed to a cable and if successfully grabbing one, climbing it to the lady. Once there, pluck the IV's from her. That way there'd be no need to disable a device, or cut a cable. The IV's would just be sucking air.

That's why I suggested Marcas toss me, 'cause he's already as tall as the conveyor. With a 15' high ceiling, all he'd need to do is hold Speck up and he'd be at the ceiling. But Marcas is busy at the moment. sigh...

Let's see: Conveyor is 10', Speck is 3', Ceiling is 15'. So there's 2' that Speck needs to jump to hit the ceiling. Jump DC is 4 x hight to reach, or 4x2=8. This is assuming a cable is right over head.

IC: Speck lands on the conveyor belt and immediatly springs upward to grab a cable.

Jump DC 8? d20+9= 19 (or 20 if Lucky is close enough for his +1 luck bonus)

Grab cable DC15 (i'm using my Tumble skill but if this is wrong let me know) d20+10= 29 (or 30 if Lucky is close enough for his +1 luck bonus)

OOC: This looks like two moves, but it's just one. The toss is Sir John's Move, The Jump is Speck's 1st move.

Speck then climbs (legs crossed over the cable and hand-over-hand) the cable to reach the lady.
Climb d20+7= 18 (or 19 w/Lucky) vs DC? (how far to shinny along the cables to reach her?)

Next round he should be able to start plucking the IV's from her body. I hope. :)

Rathan Rathan 
Saturday April 24th, 2010 3:55:17 AM

(( Test ))

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Saturday April 24th, 2010 12:34:06 PM

"Don't hurt beetle 3. He is my friend for the next few hours. I name him Frank the Tank. Hmmm. how in the world to we get them down from there?"

(OOC: in a rush, action to come by sunday)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Archie, Cousin of Jenesie AC33 HP30 of 23  d20+12=25 ; d20+15=33 ;
Monday April 26th, 2010 7:18:22 AM


Lucky notices that the captive just over there. He tumbles to C5 (Tumble check (using two luck points) to avoid AoOs from the zombie is a 25 woot).

He rips off the gag off Rathan and shouts, "Jenesie! Jenesie! Old friend! I am so sorry to see you like this!"

If Jenesie looks even a little confused, and I suspect he might, Lucky adds, "It's me! Archie! You're favorite cousin. Don't worry, will get you free!"

(I'm assuming it is an action to remove the gag?)

AC for next time it is needed: 33

Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 3

Tattoo Used: 1 of 3
Stones Used: 1 of 3

Sling Bullets Used: 1 of 16

Danger in the Press Room (Sir John 50/58 hps, AC 21) 
Monday April 26th, 2010 2:18:54 PM

(Waiting on Marcas' post...; Cayzle - No, I'd say moving the gag from over his mouth would be a free action... If you took the time to remove it, then it would be a standard action)

(Also, my new email is kmeste1@yahoo.com, so pls update your records)

Marcas (SteveK) AC 19 HP 72/84  d20+2=17 ; d20+2=22 ; d20+2=16 ; d20+14=25 ; d20+9=28 ; d20+10=14 ; d8+8=13 ; d8+8=13 ; d8+6=10 ;
Monday April 26th, 2010 5:29:03 PM

ooc: sorry for taking long time. Monster DM post in COC.

Marcas is agile for such a large Taur, and the monk/fighter is able to dodge every whirling gear!

Seeing that one of the undead beetles is temporariliy commanded by the drow, the minotaur turns his attention to a different ankle-biter: Beetle 2.

Hooves and a Sharp Horn lower to smack into the undead abomination.

"Get the hostages down, or I will try and break the pump!", Marcas calls to his companions.

...Actions
Tumble: 17
Tumble: 22
Tumble: 16 (WOW!)

Hoof (bludeoning) AC 25 Dam 13
Hoof (bludgeoning) AC 28 Dam 13
Horn AC 14 Dam 10

Archie, Cousin of Jenesie AC33 HP30 of 23  d100=58 ;
Monday April 26th, 2010 9:06:46 PM

Oh! An extra action for me!

After ungagging his cousin Jenesie, Lucky goes for broke! Well, it worked once before, so Lucky tries again -- he blows the horn of blasting at the pump mechanism, hoping to put it out of commission. He does his best to point it at machine parts and not friends or victims.

As I understand it, there is a percent chance that the whole thing will blow up in his face. Lucky stands so that even if it explodes, the blast might damage the machinery. If he rolls low, that's not good ... a 58! That should be okay! I hope!

Danger in the Press Room (Sir John 50/58 hps, AC 21)  d100=72 ; 5d6=18 ; d8=7 ; d20+11=21 ; d20+11=22 ; d6+5=10 ; d6+5=8 ; d20+11=23 ; d20+11=24 ; d6+5=7 ; d6+5=6 ; d4=3 ; d20+10=14 ; d20+10=29 ; d20+10=23 ; 2d6=9 ; 2d6=7 ; d3+1=2 ; d3+1=4 ; d20+11=31 ; d20+11=24 ; d6+5=11 ; d20+11=23 ; d6+5=8 ;
Tuesday April 27th, 2010 10:26:38 AM

The group proceeds to work and rescue the various hostages while fighting off the zombies...

Sir John tosses Speck upwards, who manages to grab a cable while avoiding the whirring and moving machinery... Once there, he moves quickly, hand over hand to Marie, trying to see the best way to save her. She has multiple (~ 5 - 2 femoral, 2 arm, 1 chest) IV's in her body, but Speck is going to have to be careful with each one, as she's lost a lot of blood now. Each time he removes one, he's goinig to have to clamp off the blood flow or it'll spurt out and worsen her condition... So I'll give you 1/round, since your other hand is holding you steady while you do the pulling...

Remsus commands his new undead friend Frank to continue fighting...

Archie first removes the gag from Remsus' mouth and then uses the horn and blasts a sonic wave at the pump... (It's been used once today, and Lucky realizes that there is a 20% cumulative chance that it'll blow up each additional time... (40% next time, etc.) (1-20 on d100) Check = 72 so OK)... The wave hits the pump solidly and does 18 pts of damage to the pump housing... It does some damage (assujme 22/40 hp left, 6 hardness), but it still pumps along...

Sir John moves and joins the attack on the pump... Hits it for 12 pts of dmg (d8 +5), but it still has some life left...

Marcas switches targets and 2 of his 3 attacks get through B2's shell and do 26 pts of dmg...
___________
Though almost dead, B1 still has some fight left and bites marcas again... (Hit AC21 for 10 , AC22 for 8)... Since both bites tear into Marcas, he needs to save 2x vs Fort DC16 or be sickened...

B2 continues tearing at Marcas, Hitting him twice (AC23 for 7 , AC 24 for 6)...

B3 attacks B1, trying to have it for a noontime snack... Crit Hit AC31 (24 Check, OK, 22 pts dmg...) and
AC 31 (8 pts)...

B1 finally succumbs to the multiple attacks and collapses... However, to everyone's horror, a flying swarm of bugs, small beetles, flies, etc. rises from it's corpse, moving towards Marcas next round...

The machinery keeps moving and Marcas is again accosted by 3 nearby rotating gears... (Hit AC14 (miss), AC 29 (9 dmg), 23 (7 dmg)... Need 2 DC 15 tumbles to avoid the impact

Steve K, I still need a Fort DC16 check from last round, and 4 DC16 checks this round for Marcas... If you don't make any of your saves, I'll email you the effects...

The blood also continues flowing out of Marie and Rathan.. Marie loses 2 more, Rathan loses 4 more... Marie is near death now... She's so weak that she doesn't even have enough energy to weep in fear and agony... The end is near...

Rathan also continues moving closer and closer to the hydraulic presses...

Pump - 18 hp left
B1 = dead
Beetle Swarm 1 - 0 dmg
B2 - 26 pts
B3 - 0 (friendly)
Marie - 5 pts Con dmg , 5 IV's
Rathan - 7 pts Con dmg, 5 IV's
Round 3 of trap...


Speck AC19(21vsEvil)/20 HP:16/16  d20=7 ;
Tuesday April 27th, 2010 11:04:42 AM

OOC: I have an idea: If Speck succeeds in a Heal check (not that he has a great one), would that allow him to unplug 2 this round? If he fails his Heal check, it would just mean he had to take the whole round to unplug one.

How does that sound?
Heal Check d20 vs DC? = 7 +1 if close enough to Lucky = 8 (probably not good enough)
IC: Speck tries his best to remove one of the IV's, managing only one as he gets used to dangling on the cables and working upside down.

4 IV's to go. :{

Speck AC19(21vsEvil)/20 HP:16/16  d20=4 ;
Tuesday April 27th, 2010 11:08:19 AM

OOC: I suppose that just cutting the IV tubes would be much the same as removing them?

Heal Check to determine whether just cutting the IV's would be less dangerous than unplugging the IV's.

d20 vs DC? = 4 eeeck! getting worse!

(DM Ken - I'd probably make it a DC15 check to remove 2 since you've not only got to get them unplugged, but also closed up in a sanitary manner... Also, cutting them would be much worse, since then you've still got an open wound and the blood in the IV would eventually die off, possibly leading to infection... (full disclosure - Wife's a doc and I asked her what this would be like so that's where I got my ideas...) Also, you're trying an untrained check and removing an IV safely from those major veins is much harder than it sounds... The Raven did not want it to be easy did he... And I could be a mean DM and use the 4 and 8 against you and say that you broke the IV in her arm or simply tore her vein open... BUt I'm in a good mood today ;-))) )

Marcas (SteveK) AC 19 HP 19/84  d20+12=16 ; d20+12=26 ; d20+12=32 ; d20+12=28 ; d20+12=18 ; d20+9=13 ; d20+4=21 ; 2d6+19=24 ; 2d6+19=22 ; d20+2=11 ; d20+2=10 ;
Tuesday April 27th, 2010 12:35:01 PM

Marcas manages to fight off the diseased mandibles of the beetles, and, though wounded, is sure he can slay the large bugs. The problem comes when the bug swarm arrives soon... Marcas doesn't know how to handle that!

The punishing gears take thier toll in turn, and Marcas feels like he only has seconds to act before he is overwhelmed. He is determined to save the hostages and prove how a minotaur acts, so Marcas redirects his attacks... to the Pump!

The ranseur snakes out twice with righteous fury and strength that only the minotaur is capable of making; hoping to smash the damaged pump to smithereens!

...Actions
Fort DCs: 18, 27, 33, 29, 19 Whew! (including Bless)

Reflex DCs: 11, 10 both fail

5 Foot Step and 20 foot reach should let Marcas get to the pump

Power Attack 5 (-5 AC, +10 damage double handed weapon)
Ranseur AC 15 (w Bless and Luck) Dam 24
Ranseur AC 23 (w Bless and Luck) Dam 22

...Effects
Bless: +1 rolls
Lucky's Luck +1 rolls

Archie, Cousin of Jenesie AC33 HP30 of 23 
Tuesday April 27th, 2010 8:11:04 PM

OOC: Lucky degagged Rankin, not Remsus. Sorry!

More later.

Speck AC19(21vsEvil)/20 HP:16/16 
Tuesday April 27th, 2010 10:05:54 PM

OOC: Well, the original post didn't mention anything about a Heal check, so I presumed one wasn't necessary. SO, I thought that If Speck DID use a Heal check and roll high enough, he might succeed in getting two. And since no Heal check was mentioned in the first description of taking out the tubes, a low score would not be detrimental, only that things would work as originally stated, ie. 1/round.

Make sense? :)

DM Ken - Sorry for the confusion. For one IV, I didn't think you'd need a heal check, but with 2, you'd be rushed in a single round to do it and would probably need a heal check... And as you said in your last sentence, I didn't require a heal check in my first post (and still don't for 1 IV) and wouldn't have used your low rolls against you because of that ;-)

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+11=22 ; d6+2=3 ; d20+15=26
Tuesday April 27th, 2010 11:19:24 PM

Lucky tries breaking the pumps by throwing a magic stone into the works: Hits C22 for 3 damage oh well.

AC this round: 26

Danger in the Press Room (Sir John 50/58 hps, AC 21) 
Wednesday April 28th, 2010 10:18:39 AM

(Anyone heard from Remsus... He hasn't posted this week so far... )

(Note to all - I'm moving tomorrow so probably won't post until Friday once we're settled...)

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Wednesday April 28th, 2010 10:37:29 AM

(OOC: Sorry for not posting. I have an organic chem exam 2morrow and it pretty much ruins my life... But if you guys can think of anything for me to do that is useful with my spells, just go ahead and tell me. I'm not very good at playing pure spell casters b/c my skills are so limited. I will post more later... but class is about to start now.)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Speck AC19(21vsEvil)/20 HP:16/16 
Wednesday April 28th, 2010 11:30:06 PM

OOC: well, shoot, Remsus, you got a lot of stuff. Sir John had to toss Speck up to the ceiling and Remsus could have cast FLY on Speck. :)

Sanctuary would allow someone to free Rathan without being bothered by the bettles. Or Hide From Undead too. Good use of your Command Undead. It's working well. I think Searing Light does extra damage vs undead. Halt Undead should come in handy later.

And, once the beetles are dead, Purify Food and Drink for a tasty meal. :)

But we're doing fine with these, in think, and the big battle is yet to come.

Archie, Cousin of Jenesie AC26 HP30 of 23 
Thursday April 29th, 2010 7:10:02 AM

Checking in.

Marcas (SteveK) AC 19 HP 19/84 
Thursday April 29th, 2010 3:56:07 PM

checking 2

Rathan Rathan 
Thursday April 29th, 2010 6:21:33 PM

Down and out, but checkin' in.



Speck AC19(21vsEvil)/20 HP:16/16 
Thursday April 29th, 2010 10:10:37 PM

Yippy-de do dah, Yippy-de-day. My, oh my, what a wonderful day...

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere) 
Friday April 30th, 2010 10:34:57 AM

Remsus thinks that casting Fly on any of his friends while they are being thrown to the ceiling is a great and humorous idea. He volunteers his spells for anything the group needs. If this idea happens, then Remsus will try to time the spell to complete as soon as Speck hits the crest of his journey of being thrown.

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+5=25 ; d20+5=22 ;
Friday April 30th, 2010 1:26:29 PM

Lucky beseeches Rathan, now that the gag is off him. "Jenesie! Jenesie! It's me! Your cousin Archie! Wake up! What's wrong, why can't you talk? Oh, by the gods above and below, what have they done with ye!"

Lucky smacks the pump in frustration with his table leg. Holy Wardd! A natural 20! Can he critical hit it? A blow to exactly the right spot? His follow up hits AC22! That's gotta hurt! I have no idea how much a table leg does. Did we ever figure it out?

Rathan Rathan 
Friday April 30th, 2010 1:40:42 PM

Rathan is appreciative to have his gag removed, although the loss of constition has left him terribly wobbly-minded. A Halfling wielding a table-leg is claiming to be his cousin, and bashing a large machine while it sucks out his blood and careens him towards a paper press.

"I.. I didn't imagine Druids could go to hell. I always figured I'd be reborn as a woodchuck or something."

Rathan tests his bonds and the IV's, flexing to see if there's anything he can do.

Danger in the Press Room, Round 4 (Sir John 50/58 hps, AC 21)  d20+7=12 ; d20+11=16 ; d20+11=19 ; d6+5=11 ;
Sunday May 2nd, 2010 3:41:06 PM

The battle rages on, but the party seems to be slowly gaining the advantage... The captives are being attended to, but their blood is still slowly being drained...

Marcas, Lucky and Sir John combine their attacks and finally the pump is disabled, spraying hydraulic fluid in all directions, coating them and the floor in oil... (Anyone who moves > 5'/round on the floor have a 25% of slipping and falling prone... On the other hand, it's going to be almost impossible to be grappled by an enemy... imagine mud or oil wrestling....)....

The conveyor slowly crawls to a halt as its motive force disappears... The IV's empty too, but Rathan and Marie are severely drained from blood loss...

Rathan is still attached to the conveyor, but without help, he can't remove his bonds or the IV's without help or a great effort (DC25 Use Rope... or if you could change into a form that is smaller than the one you're in now...)

Speck continues removing IV's, but it'll take several more rounds to free Marie..

However, there is still more to do... Two enemies remain, one an undead beetle and one a mass of swarming bugs...
_______________________________________
Beetle Swarm 1 moves to the closest enemy (Remsus) and begins biting at him, swarming everywhere in his and the adjacent square... (Attack AC12... Miss.......)

However, Remsus notes that this is very distracting and if he stays in this 10' cloud, he may become nauseated... (DC16 Fortitude or nauseated 1 round if in swarm...)

BS2 scuttles southeast and bites at Sir John, trying to rip through his sturdy armor... (Attack AC 16... miss)

BS3 follows it's old companion and tries to rip off a piece of its shell..(Hit AC 19 for 11 pts...)

Pump - Broken
Beetle Swarm 1 - 0 dmg
B2 - 37 pts
B3 - 0 (friendly)
Marie - 5 pts Con dmg , 5 IV's
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...

Map = http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

(OOC - Sorry for the delay, but the move was very busy with all 3 kids and our whole household... Also, I feel your pain Addison, as my undergrad degree was in Chemical Engr and we had to take several Organic Chem classes... Ouch... Many a long, painful night...)

Rathan 
Sunday May 2nd, 2010 6:09:57 PM

Growling in pain, Rathan uses his natural skills to change his form to that of an Eagle. Feathers are hollow, and the IV's wouldn't have much to stick to in his smaller size.

Rathan screeches and flaps wildly from the conveyor, perching up high above the bug-riddled combat below.

( I think it was mentioned there were several items hanging from the ceiling? I'll either perch on one of those items or on top of a machine apparatus that is no longer moving. )

Speck AC19(21vsEvil)/20 HP:16/16 
Sunday May 2nd, 2010 11:29:06 PM

Speck keeps working at the IV's, one at a time, now that he has the time. He conforts the lady as he tries to remove the IV's.

"Just a few more, M'Lady. Soon you'll be dancing in the halls again, this only a bad dream to forget."

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Invisibiilty Sphere)  5d6=20 ;
Monday May 3rd, 2010 3:30:42 AM

Remsus tells his beetle to attack the other unfriendly one, and then he says, "Well, I have a Fireball that could hurt the beetle swarm considerably. Should I use it or save it??"

If anyone says to fire away. then Remsus will, rather nonchalantly. 20 damage. Aren't area attacks like double damage to swarms though? And FIre?? Hmmmm..

(Parasitology exam tomorrow now... UGHHH!!!! If you want to see something crazy, then look up the effects of a heavy parasite load of the Nematode, Trichuris Trichiura.... errrrr)

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}


Archie, Cousin of Jenesie AC26 HP30 of 23  d20+11=13 ;
Monday May 3rd, 2010 6:53:19 AM

Lucky wishes he could find a wand of lesser restoration lying around. Failing that, he hucks the last magic stone in his pocket at the undead beetle. He hits AC 13, a miss.

He hears Remsus asking for advice, and he shouts, You may fire, when ready, Remo!"

Speck AC19(21vsEvil)/20 HP:16/16 
Monday May 3rd, 2010 12:06:18 PM

OOC: seems like i remember that Fireball is a 20'rad spell, so that would be a 40' dia meter area, with each square being 5', the ceiling only 15' high, the Fireball will hit everybody in the room. Eh, including the tied up ones, so they'd not get their Dex bonus on their Ref saves. Nor would Speck, since he's technically Climbing.

Good thing about the fireball though is that i will cauterize any wounds suffered so far. Even if it kills you.
:)

Save your Fireball, since the fire would probably ingnite the oil spewing from the machine also. SO, we'd take fire damage from the Fireball, fire damage from the burning oil, and if the machine blows up as the oil in it catches fire, then blast damage.

I don't think that's the way Speck envisioned his demise, but that's a spectacular of a way to go, ha. :)

There's gotta be a better way.

DM, what size are these beetles, Fine, Diminutive, Small...?

(DM Ken M - The zombie beetles are Med size, while the swarm is made up of fine bugs...)


Marcas (SteveK) AC 19 HP 19/84  d20+14=17 ; d20+9=17 ; 2d6+9=16 ; 2d6+9=17 ;
Monday May 3rd, 2010 3:08:22 PM

Spinning, Marcas levels his Ranseur at BS2 and stabs at it.

"What can slay the small vermin? I do not want to try and light a flame while covered with oil!" Marcas looks around, seeing if any of his companions has an idead against the vermin.

... Actions

Ac 17 Dam 16 if hit
Ac 17 Dam 17 if hit

Speck AC19(21vsEvil)/20 HP:16/16 
Monday May 3rd, 2010 10:30:01 PM

OOC: well, the size of the individual swarm creatures matters on what can affect them, but in liew of feeling like cheating, I'm not going to refresh my memory on it. But anyone with an apropriate Knowledge check should be able to 'remember' what to do.

Archie, Cousin of Jenesie AC26 HP30 of 23 
Tuesday May 4th, 2010 6:04:18 PM

Checking in.

Rathan 
Wednesday May 5th, 2010 6:14:11 PM

checkin in

Speck AC19(21vsEvil)/20 HP:16/16 
Wednesday May 5th, 2010 9:55:02 PM

Reminds me of the Mummy and his swarm of beetles. ICK!

Danger in the Press Room, Round 5 (Sir John 43/58 hps, AC 21)  d20+15=31 ; d20+10=22 ; d8+5=12 ; d8+5=8 ; d6=1 ; d6=4 ; d20+7=20 ; d6=5 ; d6=5 ; d20+11=29 ; d20+11=13 ; d6+5=7 ; d20+11=19 ; d20+11=18 ;
Thursday May 6th, 2010 10:46:09 AM

(Again, sorry for the added delay... We're closing Friday on the new house we're to move into on Sat'd and now bank is wating more and more forms, info... ARGGGGH!)

Rathan manages to free himself by changing into a majestic eagle, and as he morphs, the IV's fall out of his now hollow bones and flesh... He lifts his wings and flies up to a nearby support fixture and rests safely out of harms way... However, the constitution that he lost makes him tire quickly...

Speck keeps working on Marie, who finally falls unconscious due to blood loss and fear. There are still several IV's remaining, but at least she's stabilized. But like Rathan, she'll need some healing ASAP...

Remsus considers launching a fireball, but te rest of the group reminds him that he'll cook off everything in the room, likely killing both hostages (Rathan and Marie) and immolating his companions...

Marcas stabs the B2 but neither attack (need to hit AC19) can penetrate its thick armor...

Sir John joins him in trying to crush B2 with his fiery axe and both attacks hit a seam in its armor, doing a total of 25 pts dmg...

(Lucky - What exactly are the bonuses we getfor being your friend, including distance?)

Lucky tries to hit the beetle too, but has no luck this time...

Remsus, I need a fort check from you for last round... If you miss, I'll email you the effects...
_____________________________
The first beetle swarm (BS1) continues to cover Remsus in it's irritating cloud, biting at him (Hit AC20 for 10 pts dmg, plus I need 2 Fort checks from you for this round... 1 Check vs. DC16 or you become diseased, 1 check vs. DC16 or you're nauseated for this round. So we need a total of 3 checks from you, 1 last round, 2 this round... )

B2 is seriously damaged, but still has life left in shell... It bites at Sir John again, hitting him once near his calf for 7 pts and missing the second time. He manages to shake off any illness (Fort 19, OK) however...

B3 continues obeying Remsus and bites B2's hindquarter but B2 deftly avoids th e bite... (Miss AC18)
Do you have to continue concentrating to keep B3 under your spell or is it automatic now?

Beetle Swarm 1 - 0 dmg
B2 - 62 pts
B3 - 0 (friendly)
Marie - 5 pts Con dmg , 5 IV's
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...

Map = http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en


Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d20+6=17 ; d20+6=21 ; d20+6=7 ; d20+7=20 ;
Thursday May 6th, 2010 6:11:29 PM

Fort saves = 17 and 21. and... 7?

Remsus swats around his head, trying to keep the swarm from biting him. "Not my hair!" he screams like a little girl.

Remsus then Casts Blurr on himself on the defensive. (concentration 20, success)

"Ha. Now how do we kill these things?' he thinks... any suggestions?

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead, Fireball
}

Rathan 
Thursday May 6th, 2010 7:00:37 PM

Rathan watches from his perch above. He wonders about Grandpa, his animal companion. If things get bad, he will take a bigger form meant for combat. It looks like this group of heroes has things under control however.

(Do I have any spells prepared? Or am I to understand I'm fatigued as well? It's understandable certainly. Just need to know what I can and cannot do.)

Speck AC19(21vsEvil)/20 HP:16/16  d8+1=6 ;
Thursday May 6th, 2010 9:34:47 PM

Now that the IV's are not pumping any more blood, Speck taps the lady with his wand.
CLW d8+1= 6. This should help a little, he hopes. Then attemps to remove another IV.

However, seeing Remsus' plight, he yells at the mage. "Don't stand still, you Duffus! Keep moving around. If you can move faster than them, they can't swarm you. Make them follow you out to the main hall, then blast them."

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+15=26 ;
Thursday May 6th, 2010 11:26:10 PM


Lucky shrugs and invokes his tattoo to make three more stones.

AC for next time it is needed: 26

Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 3

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Danger in the Press Room, Round 5 (Sir John 43/58 hps, AC 21) 
Friday May 7th, 2010 11:48:57 AM

(OOC - Waiting on Marcas to post...

Rathan - You don't have any spells memorized and your clothes, items, etc. were taken away. All you have is your wits, a loin cloth and a bunch of arm wounds...(You'll find them eventually, but that'll be part of the adventure... I'll give you XP for that too ;-) )

Remsus -
1.Give me a know(the planes) or know(religion) check to figure out more about these odd, undead, swarms...
2. For the last check that you missed, you're nauseated this round from bugs flying in and out of your nostrils, ear canal, etc.
As a result of the nausea, you can't cast spells this turn... Per the SRD, nauseated characters "Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn."
)


Marcas (SteveK) AC 19 HP 19/84  d20+14=15 ; d20+9=27 ; 2d6+9=21 ;
Friday May 7th, 2010 4:20:56 PM

sorry. had an inspection of my program yesterday...

Marcas misses his first attack, but skewers the undead attacker in the second!

AC 15 miss
AC 27 Dam 21

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d20+13=19 ; d20+8=27 ;
Sunday May 9th, 2010 12:35:33 AM

Knowledge Religion = 19
Knowledge The Planes = 27

Darn... guess I can't cast Blurr.

Instead, Remsus takes Speck's advice and runs into the hall as fast as he can, trying to outrun the darn swarms!

Danger in the Press Room, Round 5 (Sir John 43/58 hps, AC 21)  d20+7=19 ; d6=6 ; d6=4 ; d20+7=15 ;
Monday May 10th, 2010 10:36:50 AM

As Remsus runs for his life, he finally manages to get some fresh air into his lungs... A faint memory tickles his thoughts and he remembers hearing something about this type of creature... Something about how they can't be hurt with melee weapons and only area spells or the like would have any effect... Also, this creature carries the same rancid beetle rot that the zombie beetles did... Finally, it seems to have the same characteristics as a swarm and/or vermin...

Rathan is safe for now, and the creatures seem to be ignoring him, since he poses the least threat...

Speck yells at Remsus, trying to give him some timely advice though in a less-than-polite tone... He also continues removing IV's from Marie, and healing some of her wounds, and her color improves slightly... She wakes up from her unconscoius slumber due to the healing, and looks up at him with beautiful blue eyes. "Who... Who are you? What... What happened?"... She hears the clash of metal against armor, and turns to her side, seeing her brother and with a look of relief, calls out, "John! You're here! I knew you'd come and save me! I prayed and prayed and now you're here!"

Marcas utterly crushes the final beetle... But as before, a swarm of biting, flying insects rises from it's corpse...

Sir John turns his attention to the new swarm, but his slashing axe is ineffective against them... He yells out to his companions, "Somebody better think of someway to hit these things... I can't touch them!!!"

Archie creates 3 more stones but at this point is not sure what to use them against... After all, it appears that these creatures aren't harmed by weapons...
_________________
The two beetle swarms move and attempt to overwhelm the fighters, BS1 entering into Marcas' square, and BS2 into Sir John's square...

BS1 groups around Marcas' head, biting and clawing at him... (Hit AC 19 for 10 pts, Must make 2 saves - 1st is vs. Fort 16 or infected (I'll email you the affects), 2nd vs. Fort 16 or be nauseated)

BS2 tries to get through Sir John's chest plate... (Hit AC 15, miss)... but the steel prevents them from getting to his flesh beneath.

BS3 moves and tries to bite the swarms but its attacks are ineffectual...

Beetle Swarm 1 - 0 dmg
Beetle Swarm 2 - 0 dmg
B3 - 0 (friendly)
SJ - Swarmed
Marcas - Swarmed
Marie - 5 pts Con dmg , 5 IV's, 6 pts healed
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...

Map = http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en

Marcas (SteveK) AC 19 HP 10/84  d20+11=17 ; d20+11=28 ;
Monday May 10th, 2010 1:06:40 PM

Marcas is able to overcome any ill effects from the flying swarm of insects, but the biting and stinging take a toll all the same.

He drops his ranseur and pulls two items from his Handy ,Haversack, a torch and a Tindertwig. Striking the 'twig, he sets fire to the torch. "Maybe we can burn them down!" he calls to his companions.

...Action
move action: get stuff from HH
standard action: light torch.

Rathan 
Monday May 10th, 2010 4:48:50 PM

Rathan continues to watch from his perch. Sadly, there's little he can do other than observe. No spells, no gear, and no charging rhino companion to help him out. How did he get into this mess?

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) 
Monday May 10th, 2010 6:06:58 PM

Remsus shouts, "Hey, run out here with the swarms and I will blast them!"

If Marcas and Sir John can manage to lead the swarms outside where he is, Remsus will ready an action to shoot them with a Fireball as soon as it seems noone else will be hit by it

Speck AC19(21vsEvil)/20 HP:16/16 
Monday May 10th, 2010 11:13:40 PM

Speck goes for another IV trying not to be too mesmerized by those beutiful blue eyes.

"Aquamarines and Tourmalines
Saphires and Diamonds
Oh, the beauty of your Eyes
Such stones do not compare"

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+8=9 ; d8+2=10 ; d8+15=17 ;
Monday May 10th, 2010 11:17:44 PM


Lucky casts a Sound Burst spell. He figures that it might be just the thing to hit all those bugs. He puts two luck points into the damage, a special advanced mendicant "Greater Luck" ability, to do 1d8+2 damage instead of the usual 1d8. He automatically gets half of those points back (1 point).

As always with Lucky's spells, his spell save DC is not 10+spell level+Wis bonus, but 1d20+spell level +wis bonus. That's 1d20+8, or a 9! LOL! A natural 1! Well, the save is vs stun -- there is no save vs the damage. Let's roll that: 1d8+2 = 10 hp damage. Lucky really wants to hit as many bugs as possible -- all the swarms he can. Even if he has to hit a friend, he will.

AC for next time it is needed: 17 (rolled a nat 2!)

Current Wis 23 with spell
Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 2

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 1 of 16

Danger in the Press Room (Sir John 43/58 hps, AC 21)  d20+8=28 ; d20+8=25 ; d20+8=11 ;
Wednesday May 12th, 2010 2:36:23 PM

As the battle wages, Remsus and Archie discern some good ways to take out the newest menace...

Remsus calls everyone to come outside so he can blast the swarms with a fireball, and Sir John does exactly that, racing down the stairs to a clear area...

(Steve K - Hope this is OK, but I'm assuming Marcas will follow SJ's lead... If not, let me know...)Marcas grabs a torch, but once he hears Remsus' call, he drops it and runs for cover down the stairs...

Lucky blasts the swarm with what sounds like a sonic boom, and luckily SJ and Marcas have moved by then... The swarms and friendly bug, however, take 10 hps of dmg, but easily ignore the stun affect...

Speck continues caring for the young maiden with the beautiful eyes... He begins humming a melodious tune, one that is sure to capture the heart of any woman... Of course if Sir John sees Speck eying his sister, then they may have a long hard talk...

(Remsus - give me a roll please and placement of your fireball, based upon the map...)

Waiting on Remsus fireball before posting monsters move, since he had it readied...

http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en
_________________________
Beetle Swarm 1 - 10 dmg
Beetle Swarm 2 - 10 dmg
B3 - 10 (friendly)
Marie - 5 pts Con dmg , 5 IV's, 6 pts healed
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...



Speck AC19(21vsEvil)/20 HP:16/16 
Wednesday May 12th, 2010 10:09:29 PM

ooc: i counted 4 iv's removed from the lady. hope i counted right

ic: Speck removes the last IV from the lady, the IV from her chest, now admiring her chest. He thinks of a song about a particular woman's chest, but decides it's not the right time to sing it.

"There M'Lady. The last one is out."

Speck looks for a lock or something that will loosen the chains from her arms. However he also knows that he needs one of the hefty men to be under her to catch her when he releases her from her chains. A loud sound goes off and he's glad he isn't wearing one of those ear pieces he saw a circus friend use once to eavesdrop on a conversation.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d6=4 ; d6=5 ; d6=4 ; d6=3 ; d6=3 ;
Thursday May 13th, 2010 5:30:01 AM

I can't tell anything by that map! Remsus tries to place it so it engulfs the Beetle Swarms, but noone else!

Damage = 19 total. DC 20 reflex for half

Danger in the Press Room cont'd (Sir John 38/58 hps, AC 21)  d20+11=31 ; d20+11=23 ; d20+11=21 ; d20+7=21 ; d6=2 ; d6=3 ; d20+11=19 ; d20+11=12 ; d20+7=14 ;
Thursday May 13th, 2010 11:10:13 AM

Remsus blasts the room with a fireball, scoring the west side with flame, heat and fire, catching the 2 swarms and 1 friendly beetle in the conflagration. (Save 31, 23, 21...) All three manage to scuttle to some degree of safety but still have their shells singed...

Despite the fireball, all 3 creatures are still in decent shape... BS1 and BS2 move towards individual targets...

BS1 moves down the stairs and begins biting at Sir John, the nearest on the stairs... It manages this time to get through his armor (Hit AC 21) and bites him for 5 pts... He manages to stave off the infection but a few get into his windpipe and he starts coughing and hacking... (Nauseated)...

BS2 surrounds not-so-Lucky and tries to infest his clothes... Miss AC 14... And Lucky avoid any ill effects...

B3 follows BS1 but as before, can't affect the swarm...
_________________________
Beetle Swarm 1 - 20 dmg
Beetle Swarm 2 - 20 dmg
B3 - 20 (friendly)
Marie - 5 pts Con dmg , 5 IV's, 6 pts healed
Rathan - 7 pts Con dmg, 5 IV's
Trap disabled...

Map http://spreadsheets.google.com/ccc?key=0AqnAHbr9x2l9dDlXWVlHQXFJaXpQZm03VkRYWGRrZXc&hl=en


Marcas (SteveK) AC 19 HP 10/84  d20+14=20 ; d3=3 ;
Thursday May 13th, 2010 4:24:08 PM

Marcas runs down the stairs, following Sir John's lead. Then come 2 blasts with sound and flame. Marcas lights his torch, then pokes the torch back up through the floor area at Beetle Swarm #1.

...Action
AC 20 Dam 3

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+11=26 ; d3+2=4 ; d6=3 ; d20+15=18 ;
Thursday May 13th, 2010 7:55:16 PM


Lucky takes a step back from the bugs that are pestering him, loading a flaming bullet into his sling as he does so. "Maybe fire will hurt these things," he says.

His roll to attack with a flaming bullet, with an Aid spell: hits AC26 for 4 damage plus 3 fire damage.

AC for next time it is needed: 18 (rolled a nat 3!)

Current Wis 23 with spell
Current Con Damage: -6 pts of Con.

Currently Active Spells: Aid, Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 2

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Speck AC19(21vsEvil)/20 HP:16/16 
Thursday May 13th, 2010 11:03:26 PM


ooc: speck's actions aer stated above. looking for the lock mechanism to release the lady.

Rathan 
Thursday May 13th, 2010 11:09:57 PM

Rathan sits on his perch, wishing he could be of more use. But as is, naked with no gear or spells..

(Just posting to say I wont be around till next Tuesday. Have a military function going on. I might wind up lucking into internet but it's doubtful. See you then. )

Danger in the Press Room cont'd (Sir John 36/58 hps, AC 21)  d20+15=25 ; d20+10=15 ; d6=5 ; d20+11=26 ; d20+11=29 ; d20+7=11 ; d20+7=27 ; d6=1 ; d6=1 ; d20+8=23 ; d20+11=17 ; d20+11=30 ; d20+7=20 ; d20+7=20 ; 4d6=14 ;
Monday May 17th, 2010 10:50:00 AM

(Still no inet at home... Waited all afternoon Friday for ATT Uverse... no show... now they want me to wait all this afternoon.... I'll give them one more chance and then change to Comcast... Arghhhh...)...

The battle continues to drag on, as the group faces a foe that can't be affected by weapons...

Sir John draws his sword and ignites the fiery affect, swinging at the nearest swarm... He knows the weapon won't hurt it, but maybe the fire will.... Attack = Hit AC26... (forgot a bonus so it was 26 rather than 25...) for 5 fire... Miss AC15...

Marcas' tries to burn the bugs with a torch but doesn't manage to hit any of the annoying swarm.. (Must hit AC25...)

Lucky does manage to singe a few flying beetles... (only fire damage...)

Speck doesn't find any specific locking mechanism for the steel cables and sees that they are securely connected to the device's foundation... (Use Rope DC 25 or Break DC 25...) ... Pick one and roll to see if you're successful...

Rathan sits and observes the battle, wishing he was in the middle of it...

Remsus waits and is unsure what spell to cast...
(Remsus? I'll wait until this pm and then NPC your move... Maybe flaming sphere would work well????)
___________________
BS 1 continues swarming all over Sir John (hit AC 27 for 2 pts... Miss AC 11...).... He tries to resist their affect... (Fort 17, 30... OK) and is successful....

BS 2 keeps at Lucky... Hit both times... (Ac 20, 20... for 14 pts... Need 4 saves from Lucky (All DC16)... 2 for sickness, 2 for nausea...)

BS 3 is ineffective as usual...
_______________________

Beetle Swarm 1 - 25 dmg
Beetle Swarm 2 - 23 dmg
B3 - 20 (friendly)
Marie - 5 pts Con dmg , 6 pts healed
Rathan - 7 pts Con dmg,



Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d6=5 ; d6=6 ;
Monday May 17th, 2010 3:01:57 PM

Flaming sphere- that's a good idea! Remsus casts that on the stupid swarm. 2d6 damage right? 11!!
DC = 10+level of spell 2 +int7 = 19 right? Sorry, i dont have a PHB on me atm

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

Speck AC19(21vsEvil)/20 HP:16/16  d20+4=14 ; d20+7=14 ;
Monday May 17th, 2010 9:23:35 PM

OOC: the only way this will work is if I roll a 20! so her goes.

IC: "M'Lady, I'm going to try to untie this but it's chains and such so I don't know...,"

Rope Use d20+4= 14.

His efforts are in vain. "Sorry M'Lady. These chains are just too tight for my little delicate hands. I'm going to have to get help."

Speck proceeds to climb down the chain (and next round go get help.)

Climb d20+7= 14. Fourteens are in vogue.

Marcas (SteveK) AC 19 HP 10/84  d20+12=26 ; d20+7=10 ; d3=1 ;
Monday May 17th, 2010 10:29:49 PM

"Fire drives the vermin swarms away!", calls the very wounded minotaur, and he thrusts his torch at the swarms again.

...Action
AC 26 Dam 1
AC 10 miss

Archie, Cousin of Jenesie AC26 HP30 of 23  d20+10=15 ; d20+10=29 ; d20+10=17 ; d20+11=21 ;
Tuesday May 18th, 2010 7:37:30 AM

Lucky tries to fight the bugs off, making saves. He starts the round with two luck points. He uses one on his first save: a 15 fails; he is down to one point! He uses another on his next save: a 29 wins; he is up to two points. A 17 wins; he is up to three points! He uses two points on his fourth save: a 21 wins; he is up to four points!

Oh wait! Lucky has Con damage! Those fort saves are off by 3! Of the four saves, the third fails too! And he only has three luck points. And he is sickened and nauseated. Does that mean he can't do anything? Poor Lucky!

Danger in the Press Room cont'd (Sir John 36/58 hps, AC 21) 
Tuesday May 18th, 2010 2:49:57 PM

The group continues burning the swarm with tourches and a burning fire... Finally they manage to eliminate the threat altogether and finally can rest from this long, painful ordeal in this room...

Sir John helps Speck free his sister, and Marie falls into John's arms, crying in relief as she has been freed from this nightmare. She's still weak though from the ordeal, but can walk on her own. She shares a similar story with the party about how she came to be here... "I remember going to bed one night, and in the middle of the night, I heard a sound and when I sat up, there was this man there by my bed. I looked into his eyes... Those horrible, dark eyes... And the next thing I knew I was hanging up there by these steel cables, watching my life drain away... Oh John, what's this all about? Who was that horrible man? Why did he come take me? Is he who you're here to get?..." Sir John takes the time to soothe her and explain their mission and what they've experienced.

Once she is calmed down, she looks over to Speck and gives him a soft kiss on the cheek. "I am Marie, sister and ward of Sir John... I thank you for saving me, my brave rescuer..."

The group also welcomes Rathan and Sir John takes the time to introduce himself and ask how Rathan found himself here...

There is little to be found in the room of value... There is a staircase going up and the staircase going down that the party came up originally... The sounds of screaming and shrieks of terror still continue from above, though the machine-like sounds have ceased, obviously coming from the press in this room... However, under a corner is some discarded material and after searching it, Rathan finds his equipment, weapons, etc...

Finally, Sir John uses one of his cure diseases on Lucky, who had begun shaking with a fever and hives breaking out all over his body...

(You each get 1300 xp... for that last battle...)

Rathan 
Tuesday May 18th, 2010 3:47:58 PM

Rathan will come down from his perch and introduce himself.

"I am Rathan, a druid in search of a group called the Templars of the Wild... I'm not quite sure how I ended up in that madhouse. Grandfather and I were in town looking for information on the Templars. At that point, everything is a blank. I thank you for rescuing me, Sir John and friends. Might I get to know the names of all my rescuers?"

After introductions, Rathan will search for and recover his gear. He will call for Grandfather, who was luckily not part of this insanity.

"I feel indebted. What sort of unatural beast would set up a house of torture like this one? While of little use today, I would like to aid you if your goal is to remove such a souless wretch from this mortal plane."

Rathan, though weakened, is an imposing figure. He is not built strongly, but there is an air of power in his eyes. His face is grizzled and unshaven, his orange/red hair long. He handles and speaks with his companion animal, a rough old rhinocerous, with firm care.

"Tell me what we do from here."



Speck AC19(21vsEvil)/20 HP:16/16  d20+15=19 ;
Wednesday May 19th, 2010 12:35:44 AM

The halfling known as Speck blushes terribly while receiving the kiss, more so because of the visage provided by the lady's bosom when bending over to kiss him.

"Ah, er, hmm... er, ah... thank you M'am. T'was nothing, really. Those guys did all the hard work."

Speck's attire belie his talents. A simple mithril chain shirt with a belt holding a few weapons. His real power is in his Word.

After the greetings are over, Speck puts on his goggles again and inspects the stairs going up.

Search for Traps, d20+15= 19.

"I don't trust this Raven. Someone else can look also, just in case."

Archie, Cousin of Jenesie AC26 HP30 of 23 
Wednesday May 19th, 2010 7:21:54 AM

After thanking Sir John profusely, Lucky rushes over to the newcomer, Rathan. "Jenesie! You're okay! Thank the gods! Ugh, are all those nasty tubes out? Do you need some healing?"

[OOC: you might want to post your current hit points in your header.]

"It's been so long. That dastard! He's gotten people from each of our families. Marks-On-Thigh's mom, Speck's little brother, Sir John's sister, and now you!. Remo, looks like you may be next!"

"Should we take this little lady and Jenesie out to be with the two we have already rescued? Although as I recall, Jenesie, you are a talented adventurer in your own right. I remember when you headed off to druidic college. Feel up to helping us out?"

Rathan HP 26/26 
Wednesday May 19th, 2010 1:33:05 PM

Rathan seems confused at the little halfling calling him Jenesie.

(Lol, did I miss something?)

He is poilte, but unsure how to respond.

"It .. it is good to see you.. friend? I am tired, and need rest or restoration. I have no flesh wounds however.

As far as helping is concerned, I will do this thing. There is not much I can do currently, but I will help as I am able. I would be able to be of greater benefit if given time to meditate first. 1 hour is needed and my magic will become available to me. If we do not have this much time, I will proceed forward and help as I can in a more feral form. I shall have to leave Grandfather again, as he is too large to fit into such an area without magical aid."

[Spells: N/a for today]
[Wild Shape: 1/3 Used]

Danger in the Press Room cont'd (Sir John 36/58 hps, AC 21) 
Wednesday May 19th, 2010 2:09:52 PM

(OOC - Ken E - You have to get used to Lucky calling you different names, changing his name and doing other odd and humorous actions.... It's amusing and don't take it too seriously.. Just play along and have fun, that's what I do... Ken M)

Waiting on Marcas and Remsus...

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) 
Wednesday May 19th, 2010 2:55:19 PM

Remsus shrugs a bit at the introductions, but at the comment that someone that needs to be removed from the mortal plane is mentioned, Remsus perks up and speaks rather monotone and blankly, "Oh yes. The evil man who put the loved ones of my companions in these ingenious devices will be leaving this plane very soon. I think I heard a whisper about it from the spirits around here... lot's have died here you know, you can tell by all the wicked 4th dimension creatures around, they only feed on rotten souls."

Remsus is a very Luna-Lovegood type guy. He is a dark elf with indigo skin. He wears a blue robe with rabbit fur around the collar, and he usually tries to keep some sort of see-invisible type spell memorized. He has loads of books that seemed to be attached to various parts of him. One hanging from his backpack, one on each hip where a weapon should be... much like a warrior would wear his weapons... speaking of which... where are his weapons?... oh, a crossbow. You can also see floating mage armor around him that seems to always be present, it is grey and blue. His blurr spell should be fading soon, but you can probably see about 20 of him blurred about.

Then he bends over and looks at a cockroach on the ground, " You shouldn't think that about people. Your life-thread is extremely short"

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

(OOC: By the way, its summer and thus I have more time to post!)

Marcas (SteveK) AC 19 HP 10/84 
Wednesday May 19th, 2010 10:55:30 PM

Barely keeping his feet, the eight foot tall minotaur in a shiny metal breastplate nods in turn to Marie and Rathan. "A madman called the Raven seems to have captured a dear one to each of us", he tells the druid in a deep gravel, but quiet voice. "If you have gained his ire, perhaps your father is also caught within."

The great minotaur shakes his head, his black beady eyes blinking. "We will end the torment to the innocent, and then destroy this Raven once and for all!"

He stands, once again laying his hands on his beloved ransuer, the purple surcoat with the entwining vines in tatters about his shoulders.

"Friend Resmus, perhaps I may recieve your healing blessing before we find more dangers?"

Archie, Cousin of Jenesie AC26 HP23 of 23  d8=2 ; d8=3 ; d8=7 ;
Wednesday May 19th, 2010 11:24:55 PM

Lucky looks at Remsus talking to a bug. "Don't mind him, Jenesie," he says in a low voice to Rathan. "Just listen to your cousin Archie. Remo there is crazy."

"Just stick with me, cuz, and we'll be okay."

He sees that the minotaur is badly wounded. "Here, old pal, let me help." He casts a CLW and a CMW for a total of 2+5+3+7+7 = 24 hp healing. He'll probably toss another cure or two after Remsus has a chance.

AC for next time it is needed: 26

Current Con Damage: -6 pts of Con.

Currently Active Spells: Owl's Wisdom, Endure Elements

Level 0: Inflict MW, Read Magic, Light, Mending, Create Water
Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld
Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid
Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law

Luck points: 3

Tattoo Used: 2 of 3
Stones Used: 0 of 3

Sling Bullets Used: 2 of 16

Rathan HP 26/26 
Thursday May 20th, 2010 1:44:41 PM

Rathan cuckles a bit.

"Grandfather is a rhinocerous, and my animal companion. I met him when a younger male took the alpha position away from him. Grandfather is older, and likely would have wondered until he was killed or died. I couldn't bear the thought of that fate befalling such a noble old warrior, so I crossed his path and rekindled his flame. There's many years left in that one. He's simply too large to travel in this house without magics to resize him.

Do I have the hour I requested for meditation? It will give you all a chance to catch your breath, and my magic would be of use. If I do not have the time then let us continue forward. I am anxious to meet my captor once more."



Speck AC19(21vsEvil)/20 HP:16/16 
Thursday May 20th, 2010 11:04:34 PM

"Well," Speck says, "Now that the intros are done, we need to escort Marie to safety. But our job here is not done and there's no time to lose. The Raven is playing a game with us and he has the dice. Others are here, still in his horrible machines of vicious death and we don't have much time left."

Con 7 of 10.

Archie, Cousin of Jenesie AC26 HP23 of 23  d20+9=11 ; d20+10=28 ;
Friday May 21st, 2010 7:32:03 AM

Lucky looks around and listens. Any more sign of tormented victims in need of immediate rescue?

Spot 11
Listen 28

Danger in the Press Room cont'd (Sir John 36/58 hps, AC 21) 
Friday May 21st, 2010 11:38:41 AM

The group does manage to take 1 hour of rest, for Rathan's sake, and he manages to amazingly get his spells and powers back...

They then rush Marie to safety, giving the golems the password when leaving and returning. When they reach the church of YHWH, she gives Sir John a kiss on his cheek and hug to say thanks. Before leaving, she turns to Speck and gives him one too while blushing shyly and running off to a nearby church where she can stay for the time being...

They return to the press room and decide what to do next... Lucky still hears a scream from above the room, up the stairs, though he can't tell if its from 1 or 2 people... No other sounds are present...

Rathan HP 57/57  d4=2 ; d4=3 ; d4=3 ; d4=4 ;
Friday May 21st, 2010 4:56:40 PM

As the group returns to the press room, Rathan uses several of the spells he recently memorized right away. He was injured badly by the IV's, and that damage needed mending. First however, he will aid his newfound cousin, smiling as he helps the interesting little halfing.

"Well, I'm about ready to go. Thanks for the time to prep. I still dont think this is a suitable enviroment for Grandfather. I'm leaving him to guard the ground floor at full size.

[5 points con damage healed: Lucky]
[7 points con damage healed: Rathan]
[Spells used out of combat: Lesser Restoration x 4]

Rathans Current Spells:

Highlight to display spoiler: {
0 Level: Detect Magic, Light, Read Magic, Resistance, Resistance, Virtue.
1 Level: CLW, CLW, Entangle, Entangle, Produce Flame, Produce Flame.
2 Level: Barkskin, Lesser Restoration, Lesser Restoration, Bears Endurance.
3 Level: Lesser Restoration, Lesser Restoration, Lesser Restoration, Cure Moderate Wounds.
4 Level: Dispel Magic, Flame Strike, Ice Storm.
}

Marcas (SteveK) AC 19 HP 34/84 
Saturday May 22nd, 2010 1:10:21 PM

Feeling a little better from Lucky's healing spell, Marcas rotates his arms with the ranseur, and motions for Speck and Lucky to take the lead.

"I shall guard with my reach while you scout and not activate any traps like I did with the undead bugs.", he says in his deep gravelly voice. "Resmus and Rathan, be prepared for any support, yet remember we still have the Raven to find, so do not use your most potent magics."

Marcas says nothing to Sir John, but gives the human a firm nod. The minotaur knows the armored one will always be there as a trusted companion.

Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur)  d8=5 ; d8=1 ; d8=5 ; d8=8 ; d8=7 ;
Sunday May 23rd, 2010 9:56:58 AM

Remsus jumps a bit when Marcas addresses him in request for healing. "Sure. Let's see if we can get you up to snuff. Healing the tank is always a good idea."

Remsus will spontaneously cast healing spells
CLWx2 from Sanctuary and Shield of Faith
CMW from Zone of Truth

Heals for 5+5+8+7+15(levels) = 40 points of healing!

Cleric Spells Memorized: 5/5/3/2
lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water,
lvl 1: Sanctuaryx2, Command, Shield of Faith, Hide from undead
Domain: Longstrider
lvl 2: Hold Person, Zone of Truth,
Domain: See Invisible
lvl 3: Searing Lightx2
Domain: Fly

Wizard Spells Memorized: 4/5/4/3
lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark
lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person
lvl 2: Blur, Spectral Hand,
lvl 3: Halt Undead
}

Speck AC19(21vsEvil)/20 HP:16/16  d20+15=29 ;
Sunday May 23rd, 2010 11:49:24 PM

OOC: Rathan, you've got one more Lesser Restoration, could you use that on Speck?
Con 7 of 10.

IC: Already have had one look at the stairs up earlier, Speck sighs and puts on the goggles again to take another look for traps.

Search d20+15=29

Rathan HP 57/57  d4=1 ;
Monday May 24th, 2010 2:10:05 PM

Rathan casts one last glance over the group. He notices Speck looks winded, and after some discussion he learns that his constitution is suffering from a previous trial.

He focuses on his last spell of restoration, easing his pain a little.

[ Speck: 1 point con damage cured. ]

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