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Scene 1: Welcome to Hellmarr


Jerry 
Monday December 12th, 2011 5:03:51 PM

As you enter the tapestry, you feel the now familiar "tearing sensation." On the other side, you are hurled forward at great speed. Future paths spring out left and right, but one path that has a reddish tint is obviously the one you are following. Scenes of death fade into sight and then pass you up growing intensity as you leave them. Others seem to snip out as if your passage removes their possibility of ever coming to be.

[Please make Perception Checks to earn extra knowledge from what you see on the trip. The higher you roll, the more enlightening the information.]

After what seems like a few minutes and after a noticeable increase in speed, you see a gateway at the far end. Towering, it has several time lines connected to it. As you approach, you slow. By the end, you are floating above a landing and through the gateway.

As you pass the threshold, you feel the "tearing sensation" again. Then a warm light that seems to make everything alright. A truly amazing feeling. Perhaps this is what arriving in the Lands of Rest is like?

----------

You emerge into a warm summer's morning on top of a hill. The gateway, with sigils and runes is behind you glowing red. In front, several rows of logs cut in half to form places to sit. Birds chirp. Insects buzz. The ocean can be heard from somewhere behind the gateway.

Standing in the gateway are three men, obviously guards of some type. The ones in the center and on the left are minotaurs. The one on the right is a dwarf. Their armor is unusual. Each has small "holes" or divits on the shoulders and chest. A few of these divits are filled with small gems.

The center guard speaks in a basso prof undo voice.

"You have arrived near Hellmarr. You are lucky. We have a cure. You are required by the Powers That Be to come with us to be tested for disease. If you are positive, you will be given the cure. After that, if you wish to enter the town, we will take you to the Powers That Be for judgment. Assuming there are no problems, you should then be released into the public. Welcome to Hellmarr.'

---------------

[Feel welcome to make any skill checks that you desire. The game is yours. Email incoming.]

Vortigern -- Jim C 
Monday December 12th, 2011 5:30:23 PM

Vortigern cocks an eyebrow, "I am Vortigern, a paladin of Pantheon. What sort of disease is this you speak of?"

Vortigern will Detect Evil on the welcome party

Lori Rinduff AC 18 , HP 29/29  d20+9=19
Monday December 12th, 2011 5:41:02 PM

The medium sized female leaves her hood pulled up, hiding her face as she usually does.
She motions for Jinx to stand near her, laying a hand on his broad back. She eventually moves her hand up to his head and scratches behind his ears.
In Tauric, "I was not told of any tests. We were asked to come help, I have arrived, I'm willing to help as needed. I suppose both myself and Jinx will submit to these tests.
My name is Lori, my friend is Jinx."


Perception check 19

(David Feest) Morgrym Gorechylde  d20+5=22 ; d20+5=22 ; d20+10=18 ;
Monday December 12th, 2011 6:23:16 PM

Perception 22 for the ride in, Higher if it has to do with surprise or stonework.

" Disease is it? What kinda disease? And whats this about judgement? I didn't come here to be poked and prodded and have someone sit in judgement of me. The lady asked for help, so I came. Domi helps those that look out for their fellow man. He taught us that when he took the forge from us and made us actually pay attention and show we were able to be kind and gentle when it was called for. I'll take these tests of yours because it will make you trust me to do right by you."
" But by the gods that should have been assumed when we agreed to help. Blast it man, this ones a PALADIN for Domi's sake. They can't even get diseased."


Perception 22 to examine the guards weapons and armor
Craft Armor 18 to examine the armor with the eyes of a craftsman of such.

" Whats with the way your armor is made? Those gems are for more than ornamentation aren't they? What do they do?"
Morgrym will fall in with the guards and go where he is to be tested. He will not be giving up his arms or armor though. That is not something the guards have asked for, and it is NOT a conversation they want to have.

Urist - Carl  d20+4=9 ; d20+11=12 ; d20+6=21 ;
Monday December 12th, 2011 8:59:25 PM

Urist topples out backwards & makes a mental note to enter a tapestry properly next time.

He shakes off the disorientation and tries to get a good grip on his surroundings. Hearing Morgrym examine the guards armor, he heads on over.

"Aye, we came to help, but this is a world where entire species no longer walk the wold. Let's have a little understanding. Interesting armor, though...why the holes? And what of this cure? Is it divine or medicinal?"

***

Craft armor: 9
Sense motive: 12 (natural 1...woo!)
Perception: 21

Seredal Hosah (Josh) 29 HP AC = 19/14/15 Saves = +5/+7/+4  d20+10=22 ; d20+7=13 ;
Monday December 12th, 2011 9:53:22 PM

Seredal pops through, mind reeling from all she saw on her trip (Perception 22), barely even notices Fotia appear on her shoulder. She looks around, trying to match the physical features to what she knows of the Wold (knowledge: Geo 13). Then the conversation starts and her attention is arrested. As the group speaks, she pipes up in a melodious voice, "Perhaps we could ask about the disease after we get the cure? Just in case?"

Napalm AC 22/15/18 HP 24/24 (James D)  d20+6=17 ;
Monday December 12th, 2011 10:26:33 PM

As Napalm feels his soul and heart rip he keeps his hand near his sword as the group travels through the scenes of death prepared to attack anything that looks like it may be affected by some strange mutating and magical disease. As they travel the cleric goes back over what the witch told them.

The gods do not listen--if they live....An evil forgotten god hated all Woldians and cursed the Noble and Ignoble with a mutating magical disease.

Instinctively he tucks his holy symbol under his robes. He was used to dealing with the ignorance of the weak. Those who didn't understand the benifits of disease and suffering, that pain can bring clarity and let a being focus on their true reason for living. Then a smile creeps across his face, he is going to get to see first hand the glorious transformation of the races caused by one of the greatest magical diseases of all time. Surely Marteaus has smiled upon him and destined him for the greatness of the ages to be able to witness such an event! The question was, is the the work of Marteaus or someone corrupting his work and principles. Could this be the work of a heretic that needed to be dealt with?

You are lucky. We have a cure. You are required by the Powers That Be to come with us to be tested for disease. If you are positive, you will be given the cure.

The cleric's heart goes cold. What diseases are they talking about? As a priest of Marteaus he had been stricken with a hideous, but non-harmful, non-debilitating disease. Could a mortal take away this gift of the gods from him? He supposes it doesn't matter. It was his way to inflict the Arrogant Races with sicknesses of the mind. Planting falsehoods and madness via magic and misinformation, to cause the needed suffering of the Arrogant Races. Work needing more skill and finesse than those carriers who focused on physical diseases. He also figures that if Marteaus allows him to be cured that it is the god's will and necessary to carry out his mission. Should it be necessary, he will restore his blessing when the time is right. The disease had already served its purpose in strengthening his mind and body, and the physical effects to his appearance will remain.

Perception = 17

Vortigern -- Jim C 
Monday December 12th, 2011 11:47:52 PM

Vortigern looks at Seredal, "The cure may kill us."

Harden AC 17/13/14 -- CMD 17 -- HP 30/30 (Zach R)  d20+8=25 ; d20+6=25 ;
Tuesday December 13th, 2011 11:39:56 AM

A tall, well armed creature joins the rest of the party moments after their arrival. He doesn't catch all of the exchange but gets a pretty good idea of what is expected. The well armed creature is obviously a Half-Orc though his features are bestial, as if his lineage is closer to that of Orc than of Man. He has several razor sharp circular disks attached to his belt, an eight foot hammer on his back along with a shield-breaking throwing spear. He also has a macabre piece of heavy chain that is almost his height (6'6") with spikes and razors covering all but the "handle".

Harden cranks his neck to the left then right, the vertebrae in his neck popping and cracking as he does so. He then pops his knuckles before speaking.

"What say we go have a little talk with these... Powers That Be."

Harden eyes move around the room slowly but take in every little sight and sound. Darting eyes were a sure sign of nervousness and showing weakness was not on Harden's list of things to do. He pays particularly close attention to the guards and what they say, and even more importantly, what they don't say.

Perception: 25
Sense Motive: 25

OOC: Please look over the CS as it hasn't been vetted yet. Also, our characters all know each other, correct?

Lori Rinduff AC 18 , HP 29/29 
Tuesday December 13th, 2011 12:26:49 PM

I'm assuming we met in the Giggling Ghost. Other than that, I'm not sure.

Dwaim the Stubborn (Keith) AC: 18/12/16 HP: 28/28 CMD: 17 (+4 vs. bull rush/trip)  d20+9=19 ; d20+10=29 ;
Tuesday December 13th, 2011 2:05:23 PM

A light-haired dwarf appears at the rear of the party, he takes a moment to shake off the haziness of time travel. As he gets his bearing, he thinks to himself: well, this future doesn't look so bad to me! Maybe this witch exaggerated, but then, it is a world without humans and elves, might be an improvement.

He takes a look at his new companions, then turns to the guards. "Well then, I suppose that your request seems reasonable enough, I'll go with you. Tell me, do people come through here often?" He gestures at the gateway, keeping an eye on the guardians He pays careful attention to their voice inflections and facial patterns as they speak, hoping to discern their trustworthiness.

---------------------------
Perception: 19
Sense Motive: 29

Urist - Carl 
Tuesday December 13th, 2011 8:59:22 PM

Urist shakes his head slightly. "All this huffing and puffing about making sure we're not diseased before being lead right to their leaders so we can find out what's going on here. Even the stubborn one gets it.

"Let's stop wasting time and get a move on." Urist heads off with the guards...

Well Met! [DM Jerry] 
Tuesday December 13th, 2011 10:40:27 PM

The center guard slaps his chest with his fist. "Well met Vortigern, though I don 't know who this Pantheon is that you speak of. I am Ebineezer. My comrade here to my right is Ibraham. Our dwarf comrade is Vgodd. I will try to answer your many questions."

Vortigrim does not detect evil on any of the three guards.

Ebineezer continues. "First, the disease. You must indeed be the ones that Hegga said to watch for. We have been camping out here for two days waiting for a group to come through the gate. She said you were from a place so far away that you wouldn't know of the The Plague. Some call it Marteaus' Revenge. He's some long lost got that got his final revenge on everyone through this disease, if the stories are true.

One of our few laws is that all who enter our region must go to Hegga to be tested to see if you have the disease. She makes the cure. It doesn't work all the time, but she'll explain all that to ya before you're tested. Yeah, we don't believe in laws much around here. We work too hard at trying to stay alive to fool with all that."

The minotaur to your left, Ibraham, steps forward and addresses Lori. "You speak the ancient tongue. Are you a loremaster? I haven't seen one of your kind since I was a child in the homeland."

He offers his hand.

"We appreciate your cooperation on the testing. We don't enjoy arresting folks we've just met," he concludes.

Finally Vgodd steps forward and greets Morgrym. "I kin that they are all loremasters. I think that's why Hegga sent for them, though this prophesy stuff is boarwash. This one speaks of Domi and the Fhorge. That is old talk indeed! Have you met this king named Domi?"

"Blast it? I like that phrase. What is your name friend? And how is it that this paladin can't get The Plague? That I'd like to see. He'd better watch it. Folks will kill for blood like that. I'd keep that to yourselves."

Vgodd continues "Oh our armor? The circular indentions are called "studs." They add bits of magic to armor. For instance, this purple one gives me extra defense against undead. We gots lots of them around here. The empty ones I can fill later. The more studs designed into the armor, the more expensive it is."

Ebineezer questions Urist. "Entire species extinct. Yes that is true. Lots of creatures and beings that existed before the disease exist no more. We were told to expect differences. But I'm curious. Do any of you have.....pointed ears? Those I'd like to see!"

Ibraham offers his hand to Seredal. "Please speak the rest of your names please. We have a bit of a journey to Hegga's Farm and should know our strengths before hitting the road through the swamp." Then as an afterthought. "No, we've found that it is best to be totally up front about all things, whether the newcomer likes what we say or not."

Ibraham nods at Napalm but detects a need for privacy and doesn't press. He turns back to Vortigern. "Very few have died taking the cure. It does weaken you for a time, however. Hegga will explain....if she's in a good mood."

Vgodd frowns and his hand goes imperceptibly to his weapon as Harden talks so freely about the Powers That Be.

Then Vgodd turns to Dwaim. "Strong grip brother. Folks come through the gateway from the northern continent every now and again. Sometimes weeks, sometimes months. Usually a taur or dwarf right now though."

Ebeneezer turns to Urist. "Beware speaking ill of our leaders. They are indeed powerful. Those who oppose them end up dead--sometimes twice dead."

-----------

Lori perceives that most of the main "time paths" that intersect the "red path" that the party travels have to do with variants on a great catastrophe that seems to be killing millions.

Morgrim confirms Lori's perception. He also realizes that the time stream has been messed with. Parts are erasing and changing AS they pass.

Urist doesn't detect anything with his craft armor check or his sense motive. However, he confirms what Morgrim perceives with his Perception check.

Seredal doesn't recognize where they are at from her Knowledge: Geograhpy. It doesn't match anything she has seen or read about.

Napalm perceives that the mass cataclysm shown in the nearby time paths involve disease and many desperate to stop it. Being a follower of Marteaus he also picks up that his instincts are correct. His god did cause all this. All of it.

Harden perceives that in their "red" time line, all elves and humans are indeed dead. He spots very extreme measures that the elves especially used to try to find a cure. He even sees them injecting troll blood into their own veins and dying of it by the hundreds.

Dwaim confirms the perceptions of Lore and Urist.
His sense motive shows two things: First that the guards are telling the truth as they see it. And second, that they are very paranoid whenever a snide comment concerning the Powers That Be are mentioned.

---------------
--deleted Lori's OOC post now that it has been read.
--sorry I intended to get this done earlier, but it was a long complicated post. Been working on it in pieces since this morning. Lots of ?s to answer. If I missed someone, ask again or shoot me an email. Posting time is usually about 4PM, just as I'm getting home.



Lori Rinduff AC 18 , HP 29/29  d20+10=12 ;
Wednesday December 14th, 2011 12:18:22 AM

"I speak many tongues, but I'm no Loremaster. I'm just one who's skilled in many areas of random knowledge."
Keeping her hood up, she will in fact shake his hand, but refrain from saying much more about her past.

Escape Artist check if he tries to pin Lori's hand :12

Vortigern -- Jim C 
Wednesday December 14th, 2011 2:23:30 PM

"Your explanations are sastisfactory, I am ready to follow you to Hegga."

Seredal Hosah (Josh) 29 HP AC = 19/14/15 Saves = +5/+7/+4 
Wednesday December 14th, 2011 4:15:40 PM

"My name is Seredal. Please, lead on."

Harden AC 17/13/14 -- CMD 17 -- HP 30/30 (Zach R) 
Wednesday December 14th, 2011 5:14:10 PM

"Harden", says the half-orc offering nothing else.

Urist - Carl 
Wednesday December 14th, 2011 7:12:20 PM

Urist scratches his beard and cocks his head sideways. "Good advice to be sure, but I don't see how anything I said could have been taken as ill spoken. I was the one speaking up about all this being perfectly understandable!" Without further response he turns away towards the one called Vgodd.

"King Domi? Domi is a god a number of us serve, including this one. Is there not even memory of him left in this world?"

(David Feest) Morgrym Gorechylde 
Wednesday December 14th, 2011 8:17:13 PM

" I did not say my name. I apologize. My name is Morgrym of clan Gorechylde. My family have worked the forges of our clanhold for generations, each becoming a master of the creation of weapons and armor in thier time. I am still young, barely more than an accomplished apprentice. I would greatly be interested in learning the technique of making armor with these studs in it."
"Domi holds no such title as King even among the Dwarves to whom he returned the Fhoge and the knowledge of making Arms and Armor. As Urist says, he is a God to us. A man who questioned the way things were done and through his questioning was elevated to become a God. The tales about him are many, but almost all center around his martial ability and how he seeks to resolve conflict. I have not met him in the flesh, but his prayers and deeds are whispered to the steel as our smiths form it. He is a patron of strength, war and protection and his blessing on a weapon or armor can only strengthen the item."
" Among our kind a Paladin is a chosen warrior of the Gods. They are pure, both in mind and body. Disease does not touch them and they are sometimes able to cure diseases in others. Have you no such warriors among your ranks? In a plague like what you have described paladins would be the first line of defense in my mind."
"Lead us to this place so we may be proven. Will there be dangers along the path or is this a safe, settled area?"

Morgrym is prepared to proceed, after getting some wrong impressions on their first meeting. How frightening this must be to meet beings from what to them must seem another world entirely. They speak the same tongue yet have few memories that are the same as those of his companions. They know nothing of Gods and have no knowledge of a paladin, one of the greatest weapons they could have used against this 'plague'. How frightening indeed.

Over the Hill and Through the Swamp [DM Jerry] 
Wednesday December 14th, 2011 9:10:11 PM

Vgodd, "Agreed. You're in a snip today 'Neezer....sir."

Ebineezer says, "Perhaps I am. I don't enjoy being told to cater to Hegga. She keeps too many secrets. Let's go. I want to be back to town before nightfall."

And with that, he is off. Ebineezer in the front, and Ibraham in the back. Once off of the hill, the party is instantly smack in the middle of the swamp. The trail is marked by red cloths tied to trees and moves from high ground to high ground.

The heat of the day arrives by mid-morning as you make your way East/SE and the insects come out looking for bare skin to bite and bother. Vgodd pulls out some horrible smelling fat and begins to apply it liberally to his arms and face. He offers it to you generally to see if any want some. "Welcome to Spirit Swamp in the Land of Downgate. Our town on the other side of Hegga's Farm is called Hellmarr."



Dwaim the Stubborn (Keith) AC: 18/12/16 HP: 28/28 CMD: 17 (+4 vs. bull rush/trip) 
Thursday December 15th, 2011 12:27:43 AM

When Morgrym speaks about Domi, Dwaim looks at him, surprised and merely states "Well said Morgrym, I could hardly have said it better myself. Do you people of Hellmar truly know naught of the gods? Surely you have your own deities that serve as inspiration and protection for you?" He walks in silence for a while, saying a quiet prayer to Domi, hoping that it is being heard.

Dwaim wrinkles his nose at the proffered lard, but decides that he'd rather smell bad than itch horribly or risk disease. He dips his fingers in and slathers some on. "The Spirit Swamp eh? Tell me Vgodd, how did it earn that name? ...although I'm not sure that I want to know."

Napalm AC 22/15/18 HP 24/24 (James D) 
Thursday December 15th, 2011 12:29:21 AM

My apologies, you have given us much information to take in. I am Napalm, a warrior of some renown in land. Perhaps you have heard of me and some tales of my adventure's have survived the passage of time. Tell me, what dangers lie in this swamp that we must be so prepared? Can you tell us what you know about this disease and its history? You said that Marteaus got his final revenge. What exactly is it that he is said to have gotten revenge for, and why do you call him a long lost god? Do the people here no longer worship? Do the gods manifest themselves and interact with the Wold any more?

Napalm listens intently as the group follows the trail. He is careful to note as much about the powers that be. Who they are and how they rule. He listen intently, but asks no questions. Between Vgodd reaching for his weapon at the mention of the Powers the Be and Ebeneezer mentioning that those that oppose him can end up dead twice, he decides it wiser not to seem too interested and wonders if the PTB could be a necromancer .

It seems that the more he listens the more questions he has. As the approach the swamp he asks, What type of secrets does Hegga keep, and what type of farm is in a swamp? He also asks what the fat is for, wondering if it might to to ward off some danger of the swamp.

Vortigern -- Jim C 
Thursday December 15th, 2011 3:01:02 AM

Vortigern doesn't talk much, the other's seem to be asking all the right questions. When offered the bug repellent, he politely accepts and applies it as he observed the others had.

Lori Rinduff AC 18 , HP 29/29 
Thursday December 15th, 2011 11:10:22 AM

Lori pulls her cloak more closed, refraining from that stinky salve. Smelling like that, makes it hard to sneak up on someone if the need should arise. She listens as the others ask the questions,if she don't need to ask, why bother, the others seem to be covering all the questions that need to be asked.

Hold! We Got Company. [DM Jerry] 
Thursday December 15th, 2011 4:13:00 PM

Vgodd replies to Morgrym. "I don't make them, but there's a smith in town that does. See Gusli in The Stormy Anvil. I bet she'll teach ya for a few trumps."

He listens to Morgrym's teachings on Domi attentively. "He sounds like a very honorable god. Wish we had one. Just a few powers left now. If there are any gods left alive, they don't care 'bout us. We have paladins, but they fall to this disease like everyone else. They say even the gods were affected."

Answering Dwaim, Vgodd says, "Don't know why they call it Spirit Swamp. Guess it does have its share of spirits. We catch twice deads walking sometimes. Always searching them, but they only know for what."

Ibraham looks in shock at Napalm. "You are THE Napalm? The famous one who saved everyone and everything? Nope never heard of ya."

This causes Vgodd to snort with laughter.

Ibraham says, "Don't know much. Halfast is the priest. Ask him when you get to town. All I know I've already told you. Most people are more into luck and the seer than worshiping gods and such. Gods aren't reliable. Gifted people are. As for the disease, everyone gets it eventually unless you get the cure first and that isn't a certain thing. It works better for some than others. Hegga is the expert on it. She's the only one left that knows how to make it."

Vgodd says, "Hegga is a witch. Witches have secrets. Her farm is near the swamp, not in it."

He spins towards Napalm and grins, "Never new coming here was so complicated until I started being a guard. We kinda have to work on not getting fussy because everyone who comes through always asks lots of questions."

Vortigern notices instant relief from all the gnats and biting insects once he puts on the salve. It even gives some relief to those around him because he has it on.

Lori has a point. Anyone with a good sense of smell would indeed smell the stuff.

A moment after her thought, Ebineezer makes a shout from the front. "Hold! We got company. Back to the island! Swamp Rats! Defend yourselves!" He points to the left where reeds and grass were obscuring clear sight past about 60'.

Emerging from the swamp are indeed some medium sized rats about 4' long. They swim towards you snapping their teeth at a speed that is hard to believe. Their eyes are red and the hair almost as long as a dog.

The front half of the group is in the water about 2 feet deep. The rear potion of the party is still on an island.
-------------------
--Perception check DC 17: You see gills on the side of the rats heads. The teeth look longer than in your time and they are curved a bit like a snake.
--Perception check DC 19: You also notice webbed feet as they literally thrash through the water creating a bit of a hydroplaning effect. They definitely will have an advantage in the water.
--Perception check DC 21: You also notice the snapping sound their teeth make seems to be working to set up positioning by sound. Is it primitive communication?
--If you are small, and in the water, you are in difficult terrain. [don't think anyone is.]
--We are in combat. Map coming via email once I get home--yep I'm primitive. I'm not using a grid so we won't be worrying about "exact" movement and effects. Just describe where you want to go. If it's not a gross error, we'll allow it.
--Swamp Rat AC is 18.
--It is now player initiative.

(David Feest) Morgrym Gorechylde  d20+5=11 ; d20+4=12 ; d20+9=12 ;
Thursday December 15th, 2011 6:23:20 PM

Perception 11(12 if this is surprise, still not enough)
Morgrym follows the guards directions without hesitation. As he backpedals onto the firm ground of the island he pulls his falcion with his left hand and a chakram from his belt with his right. He lets fly at the nearest rat.
Attack 12 miss
The chakram goes flying off into the swamp, never to be seen again most likely. He then takes a two handed grip on his blade and waits for the rats to close.
AoO if needed 12 miss

Morgrym's Vitals
Ac 19 normal, 11 touch, 18 flat footed.
Hp 37

Dwaim the Stubborn (Keith) AC: 18/12/16 HP: 28/28 CMD: 17 (+4 vs. bull rush/trip)  d20+9=28 ;
Thursday December 15th, 2011 8:24:17 PM

"By Domi's hammer those things are ugly! But they might be smarter than they look." Dwaim exclaims, his boots sucking in the muck as he steps back towards the island. He unslings his warhammer and says a prayer to Domi Don't fail me now valiant one as he hopes that his prayers are answered in this strange land.

---------------
Perception: 28
5 foot step back towards the island
move action: Draw warhammer
Standard action: ready an action to cast Cause Fear at the first rat to approach within range (30 feet)

Spell description:
"The affected creature becomes frightened for 1d4 rounds. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove "fear.

Urist - AC 17, HP 31/31 Carl  d20+6=13 ;
Thursday December 15th, 2011 9:09:19 PM

Perception 13

Urist doesn't see what the fuss is about; they're just rats, after all.

Still, if the guards think they're an issue, who is he to judge? He heads back to solid ground and pauses briefly, wondering if his magic will work here. "Here goes nothing, he says, and calls on Domi to bless him and his companions.

***

OOC: Bless for 3 minutes

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Harden AC 17/13/14 -- CMD 17 -- HP 30/30 -- Bless(Zach R)  d20+8=22 ; d20+7=27 ; d20+6=16 ;
Thursday December 15th, 2011 9:16:07 PM

With Vgodd and Dwaim between him and his enemies, Harden disappears as he crouches down and moves to a better position. He prepares to strike at any rat who enters into range of his hammer.
-------------------
Perception: 22
Stealth: 27 (Natural 20) while Vgodd and Dwaim block line of sight from the Swamp Rats.
Move 10ft to North of Seredal which should be 20ft moving at half speed.
Draw Lucerne Hammer as part of a move action since it has 10ft reach.
AoO if needed 17 (Miss) Knew I should have just raged instead.


Vortigern AC21/12/19 CMD17 38/38HP -- Jim C 
Thursday December 15th, 2011 9:52:43 PM

Vortigern makes a strategic withdrawal to higher ground, but only if Ebineezer and Morgrim follow suit. Drawing out his shield and scimitar as he moves, he attempts to detect evil on the charging RUS'.

Seredal Hosah (Josh) 29 HP AC = 19/14/15 Saves = +5/+7/+4  d4=2 ; d20+10=14 ; d20+10=20 ; d20+10=20 ;
Thursday December 15th, 2011 10:38:24 PM

(sorry for the missed day, work was murderous today)

As the cry goes up, Seredal had just left the small lake (or swamp as the taller folks would have it).Cursing softly like the sailor she sometimes is, the halfling makes her way to the far edge of the island, (2 squares west of N, 3 squares movement) nearly knocking over Napalm as she unhitched her whip. Once there, she starts to cheer on the group, "Let them taste our ancient steel! Let them learn what they have forgotten!" (Inspire courage, auditory component, +1 competence bonus to attacks/ damage, +1 morale to fear)

Lori Rinduff AC 18 , HP 29/29  d20+9=23 ; d20+7=24 ; d20+10=27 ; d4+3=4 ;
Friday December 16th, 2011 12:54:13 AM

Lori crouches down, attempting to use an cover at all to her benefit. She draws a rapier with her left hand, and pulls a dart from behind her back with the right. She catches Dwain's meaning when he says they might be smarter than they appear.
She snaps her arm forward, releasing the dart at #3, hitting it and doing some damage.

Perception 23
Stealth 27
To Hit 24
Damage 5 (inc Deadly Aim) (forgot to add +1 for inspire courage)

Napalm AC 22/15/18 HP 24/24 (James D)  d20+6=24 ; d20+7=8 ;
Friday December 16th, 2011 6:05:20 PM

Napalm's sharp eyes pick up the differences between these rats and the ones back home instantly. They have gills and webbed feet. Stay on the island, hopefully that will put them at a disadvantage. As he assesses the situation he silently thanks Marteaus that given his small size that he has the good fortune of being on an island rather than slowed down in the swamp.

He quickly moves to the edge of the swamp while drawing his morning star and waits for the rodents to approach. Inside he aches to enhance his abilities and show off a little, but no one was ever made famous for killing rats. There will be more opportune times to use his gifts. Until then he bides his time and waits, should one of the rats gets close enough he will swing his morning star wildly, and miss terribly.

Perception = 24
Hit AC 8 : Rolled a Natural 1


Hold! We Got Company. [DM Jerry] 
Tuesday December 20th, 2011 5:13:56 AM

OK, I've recovered enough that I am going to make a post. Will email when I'm done.

Player Initiative Round 1 [DM Jerry]  d100=20 ;
Saturday December 24th, 2011 1:50:53 PM

Morgrym moves back to the edge of the island missing the attack with his chakram. A small splash is seen, but not heard in the noise of battle.

Dwaim READIES an action to take a step back and cast. He draws his warhammer in anticipation of rat stew and perceives the gills, webbed feet, and clicking of rat teeth, as do others of the group.

Urist looks down and realizes he is already on solid ground and BLESSES the party successfully. He is comforted to know that his spells still work. Let us hope, dear readers, that he can still pray and replace them!

Harden hides using both the swamp and his comrades to assist his stealth and moves forward to the west and north. He is 5' away from the land and in difficult terrain. The water is 3' deep.

Vortigern moves back onto the island and stands to the left of Morgrym. He determines that the Swamp Rats are not evil.

Seredal adjusts her position and then performs INSPIRE COURAGE to boost the morale of the party.

Lori finds no cover in her location on the island and draws rapier and dart. The dart flies through the air overcoming the range increment difficulty only to miss due to concealment [d100=20]. The attack ends her stealth for the moment, but the rat has no idea where the dart came from. Lori sees the slimy thing look around for a second to find the source and then giving up continuing to swim forward.

Napalm draws his morning star and moves 10' forward to stand with one foot on the island and one off.

--------------

Ebineezer moves back to stand NE of Dwaim on the trail. He is still in the water, but it is only 1' deep. He pulls his longsword and prepares for the onslaught.

Ibraham takes a 5' step to his NW and also prepares leaving space for the Swamp Rats to come ashore to meet him.

Vgodd moves back onto the island to stand to Morgrym's right hand. He draws his warhammer.

--------------

--As I understand the rules, Keith, you can't take a 5' move and then ready an action. I figured you were more interested in the readied action than the move so I saved your 5' step and your spell until/if the readied action is triggered.

--Sorry I was confusing concerning the map. Thinking I'm a bit rusty DMing online. The "circles" are dry land. All else is water. The trail is only 1' deep and normal movement and counts as if you are on dry land. If you move into the water, you are in difficult terrain and it is 3' deep. If you move 15' from the land edge square, we will use your swimming speed and it is 6' deep. Swim checks if you're in over your height. You have concealment if you are 15' or further from land and not adjacent to the opponent attacking you.

Monster Initiative Round 1 [DM Jerry]  d20+8=25 ; d6+4=10 ; d20+8=13 ; d20+8=10 ; d20+8=13 ; d20+8=23 ; d6+4=10 ; d20+8=13 ;
Saturday December 24th, 2011 2:11:59 PM

The slimy Swamp Rats swim forward oblivious of the horrible fate that probably awaits them!

#1 closes with Ibraham and attacks hitting easily for 10hpd.

#2 attacks Vortigern missing him badly its teeth closing an inch from his nose.

#3 also attacks Vortigern not even getting close to the mighty Paladin!

#4 attacks Hardin its teeth brushing his cheek as it misses.

#5 also attacks Hardin and hits its teeth biting hard into his left shoulder for 10hpd. [Hardin, make a Fort save of DC 14 please vs disease please.]

#6 attacks Ebineezer missing as Ebineezer dodges to the right.

--------------

--It is the holidays so I will wait until at least Tuesday for the next post, sooner if all have posted. ;)

--send any questions/concerns to me via email please.

--map incoming via email.

[It is now Player Initiative Round 2]

(David Feest) Morgrym Gorechylde  d20+8=13 ; d20+8=15 ;
Saturday December 24th, 2011 7:32:25 PM

Calling to Vortigen as his attack of opportunity misses the one on his side Morgrym claims the rat attacking Vortigen closest to him(rat #3). Morgrym puts his back into it and swings at the rat. Again he misses (Power attacking hit AC 15 with the bard song and the Bless). Unsure why these things are so hard to hit he tries to keep this rat on him giving Vortigen some breathing room. If Vortigen moves to his left Morgrym will also step 5' to his left.
AoO if needed hits AC 17 missing.
( New die roller please... someone blow on it or something, I can't miss this many 50/50 shots in a row) 8)

Harden AC 15/11/12 -- CMD 19 -- HP 27/37 -- BLESS, RAGE (Zach R)  d20+14=31 ; d20+10=27 ; 2d4+9=15 ;
Saturday December 24th, 2011 10:03:18 PM

Harden shakes off the effects the of creatures bite as blood flows freely down his left arm. He is angry at himself for stepping into the water and worse, at least for the rat, furious at the little mongrel that bit him. Harden drops his hammer and grabs the wicked spiked chain at his belt with both hands. Wrapping it around his right hand once, he bellows in RAGE as he swings with both hands, smacking the rat who bit him.

"RRRRAAAAAARRRRGGGGGGGGHHHHHHHHHHHH!!!"

---------------------------

Fort Save: 21 (Accidentally hit +14 instead of +4) Pass!
Free Action: Drop Lucerne Hammer
Move Action: Draw Spiked Chain
Free Action: Enter Rage
Standard Action: Attack Rat #5
Attack: Hit AC 29 (Forgot Bless and Inspire)
Damage: 16 Points of Piercing Damage (Forgot Inspire)

---------------------------
OOC: I never intended to step back into the water, I meant to stay on land. Not an issue though. Sorry about that.

Lori Rinduff AC 18 , HP 29/29  d20+7=17 ; d6+2=8 ;
Monday December 26th, 2011 5:53:11 PM

Lori reaches back and grabs the other rapier from over her shoulder. She also moves around behind the others, ending up next to Ibraham. She will then attack the rat thing with her rapier.

(forgot to add the Inspire Courage +1)

Hit AC 18 Damage 8



Seredal Hosah (Josh) 29 HP AC = 19/14/15 Saves = +5/+7/+4  d8+3=11 ; d20+7=16 ;
Monday December 26th, 2011 5:56:06 PM

(Zach, we also have Inspire Courage, so that's +1 to hit, +1 damage.)

Seredal continues her exhortation. "Remember what we have seen! For the floating city and the laughing apparition! For the triumph of heroes past!" With a gesture and a word, she sets her hand on Ibrahim's back, and completely negates the obvious effects of the bite. She then takes a quick step back and whirls her whip at the rat on Ibrahim, hopefully distracting the rat to help the guide land a blow.

The parrot that was on her shoulder has disappeared down her tunic.

-------------------------

Free Action: Continue bard song (9 rounds left)
Standard Action: Cure Light Wounds (healed 11 points), 3 1st level spells left
Free action: 5' step back and away (so MUS are in a row)
Move Action (via trait): Aid Another 16 vs dc10 success (Im gets a +2 to hit the rat that bit him)

Familiar move action: Hides in shirt (total cover?)

Harden AC 15/11/12 -- CMD 19 -- HP 27/37 -- BLESS, RAGE (Zach R) 
Monday December 26th, 2011 9:36:24 PM

OOC: Checking in. Inspire Competence bonus added to previous post to hit and damage.

Napalm AC 22/15/18 HP 24/24 (James D)  d20+7=20 ; d6+4=10 ;
Monday December 26th, 2011 10:11:49 PM

Inspired by the bard's song, Napalm yells in fury when the rats avoid him and jumps into the swamp after them, landing 5 feet to the West (just right of #3). As he lands in the muck ridden water he swings with all his strength at the head of rat #3.

Move 5ft West
Atk rat #3 Hit AC 21 for 10 dmg
All rats within 5 ft of Napalm must make a dc 15 will save or be shaken

... all who come within five feet of the priest must make a Will save vs. DC 15 or become Shaken. (per the DMG: A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throw The effect wears off when those affected cannot see the priest again. If you save, you are thereaf unaffected for 24 hours.

Urist - AC 17, HP 31/31 Carl  d20+6=25 ; d8+3=10 ;
Tuesday December 27th, 2011 3:59:12 PM

Seeing one of their guides get attacked, Urist shuffles over to rat #1 and attacks with his axe.

"Let's get these critters squared away, then I'll be happy to tend to yer ouchies."

***

Attack rat#1 - hit AC 25 for 10 hp

Dwaim the Stubborn (Keith) AC: 18/12/16 HP: 28/28 CMD: 17 (+4 vs. bull rush/trip)  d20+6=17 ; d8+8=9 ;
Tuesday December 27th, 2011 5:02:55 PM

"Didn't you say get back to the island? Couldn't resist some action, could you?" Dwaim grins as he squelches through the water next to Ebineezer. He aims a powerful hammer blow at the rat in front of him, but slips on the unsure footing, the hammer blow passing a hair's breadth above the head of the oversized rodent.

------------------------
5 foot step up next to Ebineezer
standard action: Attack Swamprat #6 using power attack, Hit AC 17 for 9 damage, I think that's a miss.

OOC: Did the cause fear spell that Dwaim had readied go off? I didn't see the saving throw mentioned in round 1 results. No worries if it got lost, I just wanted to know whether or not to subtract a spell used.

Player Initiative Round 2 [DM Jerry]  d20+5=13 ; d20+10=23 d8+5=9 d20+10=27 d20+8=28 d20+8=16 d8+4=11
Wednesday December 28th, 2011 12:57:52 AM

Vortigrin nodding at Mortrym withdraws 10' to the rear.

Mortrym takes a 5' step to the left an then strikes at #3 and missing. The rat hisses at him and seems to assess his new target with his red glowing eyes.

Hardin saves vs. the Swamp Rat's attack and returns his attack in kind raging as he goes. He tosses the chain as if it weighs nothing wrapping it around and into the rat's stout neck. With a pull, Rat #5's head simply comes off. The body flies out into the swamp as the head seems to look around for a second before dropping. It slowly bobs and floats in the water the current slowly carrying it away.

Lori draws her 2nd rapier and moves to stand just west of Ibraham and faces the rats in front of her. Slicing with both weapons in opposite motions, she hits #1 causing it to hiss and face her instead of Ibraham.

Seredal heals Ibraham back to his full health and takes a 5' step to the SW. He thinks about whirling her whip at #1, but can't achieve it. Busy, she also AIDS ANOTHER on Ibraham giving him a bonus to his next attack.

Napalm jumps into the swamp and attacks #3 hitting it and bloodying it. It fails the save and is shaken.

Urist sees that all spots save one are full next to #1 so it takes the spot that is left to the E of Ibraham. He attacks and bloodies it!

Dwaim moves 5' up next to Ebeneezer and his hammer whistles as it passes near to the quick Swamp Rat. However, this seems to do the trick as the Swamp Rat thinks better of facing the Holy Man's Mighty Hammer and runs back into the swamp.

----------------

Ebeneezer looks at Dwaim and grins, "Wasn't room on yonder island. And I was not about to stand behind the others." Seeing the fear effect, he dives out into the swamp and makes his way to #4 attacking him doing 9hpd.

Ibraham sees Urist and Lori come to stand beside him. "Time to die rat!" He hits the rat [#1] and slays it!

Vgodd moves 5' to the North and attacks #3 getting a critical threat which it does not confirm. It does 11hpd to #3 slaying it!

----------------

--Serendal: picky I know, but waving a whip is an action since you want a combat effect from it so that didn't take place.

--Sorry Dwaim on the Cause Fear. I made a note to do it at the end and promptly forgot about it. So did it this round to #6 who politely failed its save.

--Jim is still out of town so together we'll keep Vortigern alive for the duration.

Monster Initiative Round 2 [DM Jerry]  d20+9=26 ; d6+5=8 ; d20+9=19 ; d6+5=9 ;
Wednesday December 28th, 2011 1:27:22 AM

#4's eyes seem to go wide as it sees Hardin begin to rage. There is almost a moment of respect!

Then it reacts in kind! Its eyes glow bright red for a second and you see muscles seem to grow. Experienced in such things, Hardin recognizes an effect similar to his own. The other rats seem to notice this as well, somehow and follow suit!

Swamp Rats 1, 3, and 5 are dead.

Raging Swamp Rat #2 attacks Urist [d20+9=26] hitting him for 8hps. [Urist, make a Fort save of DC 14 please vs disease please.]

Raging Swamp Rat #4 attacks Hardin hitting him [d20+9=19] for 9hpd. [Hardin, make a Fort save of DC 14 please vs disease please.]

Swamp Rat #6 continues to run away from Dwaim.

-----

--map incoming via email.

[It is now Player Initiative Round 3.]



Seredal Hosah (Josh) 29 HP AC = 19/14/15 Saves = +5/+7/+4  d8+3=6 ; d20+9=15 ; d20+11=21 ;
Wednesday December 28th, 2011 2:15:32 AM

Seredal, seeing the rat savage Harden again, casts a healing mantra; seeing the rat still there, she lets the parrot deliver it. Lislyn flies through the air and lands on Harden's neck behind his head, saying in a deep voice, "Don't let it kill me, and there's a juicy preying mantis in your future..."

Turning her attention to the other rat, the halfling snaps her whip through the crowd at it, trying to distract it's attention from the dwarf and the dwarf's weapon.

She then backs slowly away, in whatever direction sends her farther from the raging beasts. She is noticibly quieter now...

----------------
Standard Action: Cast CLW (designate familiar as toucher)
Move action: Aid another (+2 to Urist's attack roll against 2
Free action: 5' step away from monsters

Familiar move action - flies 20' to Harden's square
Free action: Deliver touch spell in same turn it was cast
End move action in stealth: 21
Standard action: N/A

Vortigern AC21/12/19 CMD17 38/38HP -- Jim C  d20+6=24 ; d20+6=17 ; d8+2=9 ; d8+2=8 ;
Wednesday December 28th, 2011 11:25:34 AM

Vortigern moves diagonally to his left and slices out at the rat attacking Urist (#2) with his scimitar.


Attack vs #2: Hit AC 24, CritCheck 17; 9hpd, 17 if crit.


Lori Rinduff AC 18 , HP 29/29  d20+9=26 ; d6+2=7 ;
Wednesday December 28th, 2011 12:52:11 PM

Lori moves diagonally for 15 feet(2 squares) north a step(1 square) then diagonally another step (to square NW of rat #2. That should give flanking to Morgrym, and to her. She then attacks Rat#2 with one of her Rapiers.

Hit AC 26, Damage 7

Harden AC 15/11/12 -- CMD 19 -- HP 24/37 -- BLESS, RAGE (Zach R)  d20+12=18 ; 2d4+10=13 ; d20+4=21
Wednesday December 28th, 2011 3:31:43 PM

Harden is confused by the talking bird for just a moment, but when he feels the healing wash over him, he thinks long enough to yell to his comrades. "They're Raging somehow, beware!" Harden continues as he attacks the rat that bit him, smashing it with his chain.

--------------------------
Full Round Action: Attack Rat #4
Attack: 18 Hit
Damage: 13 Points of Piercing Damage
Fort Save: 21

(David Feest) Morgrym Gorechylde  d20+12=30 ; d20+12=13 ; 2d4+9=16 ; d20+5=20 ;
Wednesday December 28th, 2011 4:39:14 PM

Raging? Berserkers are usually easier to hit, hope the rats are too. Thinks Morgrym. Taking the flanking rogue and the bless and bard song into account Morgrym slashes at the rat again, swinging for all he has (power attack)and connecting solidly, but failing to score a critical hit.
(Hit AC 30, crit chance hit AC 13 failed to crit. Damage 16, non crit)
With the rats nearest the island dead, the dwarf rests a bit and looks for more rats hiding in the swamp. (perception 20)

Urist - AC 17, HP 23/31 Carl  d20+9=10 ; d20+6=11 ;
Wednesday December 28th, 2011 10:47:57 PM

Urist grimaces as the rat's fangs sink in. Still traumatized by the trip through the tapestry, his constitution seems unprepared for the attack (natural 1...right on).

He decides the best course of action is revenge, but his axe swing goes wild. He barely manages to avoid cutting off his own toe.

***

Attack w/ battleaxe: 11 (not my night...)
Fort save: 10



Napalm AC 22/15/18 HP 24/24 (James D)  d20+7=23 ; d6+4=6 ;
Thursday December 29th, 2011 12:38:26 AM

Napalm grins as rat in front of him falls and chooses his next target. Immediately he moves West 5ft, trudging through the deep water until he gets to Rat #2. Once again he heaves his weapon at the creature's head and hopes to see the beast drop before him.

Move just East of Rat #2
Hit AC 23 for 6 dmg

Dwaim the Stubborn (Keith) AC: 18/12/16 HP: 28/28 CMD: 17 (+4 vs. bull rush/trip)  d20+6=9 ;
Thursday December 29th, 2011 1:49:53 AM

Grinning in satisfaction as the rat flees in fear, Dwaim hurries to follow Ebenezeer. "You can't keep all the glory for yourselves mates!" He wades through the swampwater next to Ebenezeer and swings his hammer at the infuriated swamprat, but to little effect, other than a splash in the water as his blow goes wide.

---------------------------------------
Move 10'
Attack swamprat #4, Hit AC 9

Player Initiative Round 3 [DM Jerry]  d20=11 ; d4=4 ;
Friday December 30th, 2011 9:54:06 AM

Seredal's bird Lislyn bravely flies carrying its owner's Healing Mantra into the swamp and to Hardin who is bravely fighting. Lislyn successfully delivers it touching Harden's neck. Harden, encouraged by the healing touch swings his chain out at #4 where it wraps around the Rat's middle. A powerful ripping pull on the chain rips out the entrails of the Swamp Rap slaying the beast, as Lislyn instantly stealths[opposed roll d20=11]. Dwaim moves to join Hardin and Ebineezer on #4, but finds it dead. Ebineezer grins back at him and shrugs. "Guess we were both too late to get the killing blow, sir."

Vortegern moves forward to assist Urist slicing #2 across the chest. Lori then moves forward and adds her rapier cut in a crossing pattern upon #2 causing more blood to spurt out and splash those in the area. Urist then adds his effort, but misses #2. He fails his save as well suddenly feeling dizzy for a moment. From experience he knows that this means he's failed, and the effects are shortly coming. Morgrym then positioning himself for a flank finishes the beast with his attack! Napalm stops half way through his move realizing that the beast is dead.

Vgodd joins Morgrym at examining the swamp for another group. "You are wise Morgrym. The beasts to tend to wait while the first kills their pray. Then they will come in and try to attack the first group or rats to steal the kill." They do not instantly spot any other groups nearby. Ibraham joins the group and says, "Watch the trees as well. They only need to put their snouts above the water for a moment and they are good for several minutes. Their gills are not complete. They must still breathe air every 10 minutes or so. We should remain here for a few minutes to be sure that no more come.

Vgodd then shouts to his two brothers, "And watch out for Gladys!"

Ibraham answers him, "What? Your girlfriend doesn't like you anymore. Every since you nicked her chin and gave her a scar on her beautiful face. He busts out in laughter! It seems that the guards, now that they have fought with you, are able to relax in their conversation."

Vgodd's face turns crimson and turns to Ibraham, a bit of combat still in his brain.

Ebeneezer puts a hand on Vgodd's shoulder. "Relax soldier." Then to the party, "Gladis is a monster of a rat. Huge thing. Vogodd and Ibraham have faced it twice and lived to tell of the experience. To hear them tell of it, you'd think it was a dragon."

Vgodd adds, "It is as big as one."

Ebineezer adds, "Watch for rats. ALL rats. Then in a minute, we're departing for Hegga's Farm. One has been bitten and has the disease. All who were damaged have it too, even if they saved. We need to get them to Hegga and the cure."

-------

--Serendal's bird officially enters combat this round putting itself at risk. I do not consider familiars a target unless and until the PC sends them into danger, then they become a legitimate target. Combat ended in that same round.

--As combat concludes, Urist is shortly assaulted by a sudden fever and fatique. He collapses to the ground, conscious but weary as he takes 4 points of Constitution Damage [d4=4] and one point of Charisma Damage.

--All receive 208xp for the combat.

--Not sending a new map unless someone really wants it since combat is over.


Lori Rinduff AC 18 , HP 29/29 
Friday December 30th, 2011 11:29:35 AM

"I assume that my Dart is now lost, is there some where I can replace it. I truly dislike being down on the number of my weapons, because it'll come down to needing it eventually, and since I don't have it, I'll desperately have use for it."

Lori still has her hood pulled up, but she obviously not a halfling or a dwarf so....

Harden AC 15/11/12 -- CMD 19 -- HP 24/37 -- BLESS, RAGE (Zach R)  d20+7=21 ; d20+7=24 ;
Friday December 30th, 2011 2:46:57 PM

"Do you need a hand?" Harden asks Urist when he sees him drop. He will carry or assist Urist with his consent, but will not put a hand on him without it. Otherwise Harden will swish his chain in the swamp water in an effort to clean some of the chunks of blood, entrails, and fur from the spikes.

He then keeps his eyes open for any more creatures. When he gets a chance he makes his way to Serendal. "Thank you for the bit of healing.

-------------------------
Perception: 21
Stealth: 25 (Should have been +8 not +7)

Napalm AC 22/15/18 HP 24/24 (James D)  d20+6=17 ; d20+7=16 ;
Friday December 30th, 2011 7:42:26 PM

Napalm trudges out of the swamp and back onto the island. While the group keeps an eye out for more rats he asks their guides, I suppose if these things are diseased then their meat is also no good too. Following Harden's example, the halfling also cleans his weapon. As they wait and walk to the witches Napalm works on crafting a dose of mutagen, should they find themselves in another battle. Why he had not brought any with him he cannot remember.

Perception = 17
Stealth = 16

Dwaim the Stubborn (Keith) AC: 18/12/16 HP: 28/28 CMD: 17 (+4 vs. bull rush/trip)  d20+7=17 ; d20+7=24 ;
Friday December 30th, 2011 8:28:06 PM

Seeing Urist collapse, Dwaim hurries to his side. "Whoa there! Take it easy, you don't look so good... let's see if we can bring that fever down. He spends several minutes washing Urist's wounds and treating him with a quickly made poultice. "There, now, do you feel good enough to stand, or do we get to lug you the rest of the way?"

-------------------------------------
Dwaim uses the Heal skill to attempt to treat the disease, this takes 10 minutes:

Heal check #1: 17
Heal check #2: 24

Feel free to roll more if necessary.

"To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease."

Seredal Hosah (Josh)  d20+10=20 ;
Saturday December 31st, 2011 1:41:19 AM

Harden hears a loud squak from behind his head. "Thank her? All she did was stand there! I'm the one that had to fly into danger against the enemy!" The parrot makes the short flight back to the halfling's shoulder and eyes the dwarf. "Still. I'm here. I'll get right on that mantis." Seredal just winces and nods to the warrior, as her eyes continue to scan the swamp (perception=20).

(David Feest) Morgrym Gorechylde 
Sunday January 1st, 2012 7:16:55 AM

Morgrym nods to Vgodd." Some bandits are the same way. They wait for you to relax from surviving the first wave and then hit you a second time. You see I didn't just craft the weapons and armor my family is known for, I traveled with the caravans that deliver it as well. Some, well most deliveries got messy. Once the cure is administered we should look into this Gladis. Maybe it is a source for the corruption."
Once the danger is past, Morgrym quickly and efficiently cleans his weapons and armor, removing any traces of the gore from them.

Urist - AC 17, HP 25/25 - Spells - Carl  d8+3=11 ;
Sunday January 1st, 2012 8:29:26 AM

Urist accepts both Hardin's hand up and Dwaim's healing poultice. "By the gods, disease usually takes a while to set in. I could feel this tearing it's way through me almost immediately. Whatever Marteaus unleashed upon the Wold is ugly and potent."

Urist is more unsteady on his feet than usual, but is made of sterner stuff. "I'll be fine to walk the rest of the way back to camp." He nods his head towards Morgrym as he idly cleans bits of rat off his axe, "He's right, though. If taking out this giant rat will help contain the disease, we should look into putting it down."

Once he's situated, Urist sacrifices one of his prepared spells to heal the physical damage done by the rat. He smiles warmly as Domi's blessing completely mends his wounds.

***

Jerry: Not 100% how heal works here. With Dwaim's +4 to my heal check, I make that DC14 heal save. Is Urist still suffering the -4 CON/-1 CHA from the disease?

Lori Rinduff AC 18 , HP 29/29  d20+9=27 ;
Sunday January 1st, 2012 2:22:00 PM

Lori cleans off her rapiers and replaces them in her over the shoulder scabbard that holds both of them.
"Those were some very different rats than I've ever seen before. Even in Dirt City they didn't grow that big, or enrage like that. I've seen some big rats there, but they topped out at around 2 feet and that's including their tail.
Killing the boss rat might be a good idea, but we may have other things that need doing as well, we'll have to decide once we know what is most important."


Lori decides it's important to keep a keener watch on the movements around the group as they travel, she keeps on what could be called high alert.

Perception roll 27


Vortigern AC21/12/19 CMD17 38/38HP -- Jim C  d20+2=20 ;
Sunday January 1st, 2012 3:38:34 PM

Vortigern likewise cleans off his blade and looks about for any other danger.

Perception 20

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